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Aegis: Error 508

Character Profile Thread

Character Creation Rules
  • Original setting, original characters - do not submit canon characters from published stories.
  • Playable races include human, robot, and sufficiently enlightened animals.
  • Every player starts with one character.
    • Current character limit is two per player.
  • Simple powers are preferred, but I'm not going to stop you if you're extremely passionate about all the weird ways you can apply a power.
  • New players will not be allowed to submit following for their first characters:
    • S-ranks
    • Reality warpers
    • TIme/space manipulation
    • Necromancy
  • You can change the font and color of your profile so long as the layout stays the same.
  • If you're on a smartphone or struggling with BBcode, you can submit a plan text profile.
  • Comic book style artwork would be nice for profiles since this is a superhero setting, but I don't get paid enough to die on that hill.
  • Before you post your character sheet in here, either send it to me in a private message, or post it in the OOC thread for a review to catch any errors, weird loopholes, etc.
[bg=transparent; max-width: 480px; text-align: left; font-size:small; clear: both; margin: 0 auto; padding: 0; color: currentcolor; line-height:1.6em;][bg=margin: 5px; padding:15px;][bg=margin: 15px; box-shadow: 0px 0px 5px;height: 150px;width: 150px; overflow: hidden; border-radius:50%; background-image: url('https://pixy.org/images/placeholder.png');background-size: cover; float: left;][/bg][bg=clear: none; overflow: auto;][bg=transparent; color:deeppink; font-size: x-large;][FONT=Gugi]Codename[/FONT][/bg][INDENT][B]Name[/B]: Bob Frank Smithington III[/INDENT]
[INDENT][B]Gender[/B]: A social construct[/INDENT]
[INDENT][B]Age[/B]: In years[/INDENT]
[INDENT][B]Power:[/B] Name of superpower[/INDENT]
[INDENT][B]Rank[/B]: D/C/B/A/S Rank[/INDENT]
[INDENT][B]Limiter[/B]: (In)Active, Level 1/2/3/4[/INDENT]
[/bg][divide][/divide][/bg]
[bg=text-align: justify;
font-size:small;
clear: both;][FONT=Gugi][SIZE=5]Appearance[/SIZE][/FONT]

[B]Race[/B]
Race/nationality

[B]Hair[/B]
Hair color

[B]Eyes[/B]
Eye color

[B]Height[/B]
Height in feet and inches because this is goddamn 'Murica

[B]Figure[/B]
Description of the character's body type, weight in pounds (optional)

[B]Notes[/B]
Any other physical features worth mentioning, such as tattoos, scars, spiky or flamey bits, etc.

[FONT=Gugi][SIZE=5]Personality[/SIZE][/FONT]

[B]Positive Trait[/B]
Explain in a short description (no more than a few sentences) of how your character displays this trait.

[B]Neutral Trait[/B]
Explain in a short description (no more than a few sentences) of how your character displays this trait.

[B]Neutral Trait[/B]
Explain in a short description (no more than a few sentences) of how your character displays this trait.

[B]Negative Trait[/B]
Explain in a short description (no more than a few sentences) of how your character displays this trait.

[FONT=Gugi][SIZE=5]Biography[/SIZE][/FONT]

[B]History[/B]
A concise summary of your character's backstory; ideally focusing on things like how they came into their powers, how their powers have affected their life, why they do what they do, and recent life events.

[B]Relationships[/B]
[list][*]Other person's name: Description of your character's relationship to this person.
[*]You can consolidate this list if your character knows a lot of people or has a big family, or if you're lazy like me.[/list]

[FONT=Gugi][SIZE=5]Superpowers[/SIZE][/FONT]

[B]Main Power[/B]
Your characters primary power. If it cannot be described in under 200 words, or without linking to the superpower wiki, or without referencing a copyrighted character, it is too complex to be used for this roleplay.

[B]Supporting Power A[/B]: Your character may have up to two sub-powers if needed. They are not required when the character has simple and straightforward powers.

[B]Supporting Power B[/B]: Secondary powers are passive abilities that supplement the main power - for example, an elemental character being immune to their own element. These abilities must be directly related to and support the main power.

[B]Limitations[/B]
List and describe a minimum of three limitations to your character's powers. This would be any 'rules' it follows, such as being ineffective on certain targets or past a certain distance. Keep each weakness or limitation clearly separate and organized.

[B]Limitation 1[/B]: Explanation

[B]Limitation 2[/B]: Explanation

[B]Limitation 3[/B]: Explanation

[FONT=Gugi][SIZE=5]Other Abilities[/SIZE][/FONT]

[B]Skills[/B]
List and describe any trained skills your character has that aren't part of their power set.

[B]Loadout[/B]
List the tools and gadgets your carry most often carries with them during missions.

[B]Augmentations[/B]
If your character has any cybernetic augmentations or non-standard prosthetics, list them here.

[/bg][/bg]

 
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Blank profile
Codename
Name: Bob Frank Smithington III​
Gender: A social construct​
Age: In years​
Power: Name of superpower​
Rank: D/C/B/A/S Rank​
Limiter: (In)Active, Level 1/2/3/4​
Appearance

Race
Race/nationality

Hair
Hair color

Eyes
Eye color

Height
Height in feet and inches because this is goddamn 'Murica

Figure
Description of the character's body type, weight in pounds (optional)

Notes
Any other physical features worth mentioning, such as tattoos, scars, spiky or flamey bits, etc.

Personality

Positive Trait
Explain in a short description (no more than a few sentences) of how your character displays this trait.

Neutral Trait
Explain in a short description (no more than a few sentences) of how your character displays this trait.

Neutral Trait
Explain in a short description (no more than a few sentences) of how your character displays this trait.

Negative Trait
Explain in a short description (no more than a few sentences) of how your character displays this trait.

Biography

History
A concise summary of your character's backstory; ideally focusing on things like how they came into their powers, how their powers have affected their life, why they do what they do, and recent life events.

Relationships
  • Other person's name: Description of your character's relationship to this person.
  • You can consolidate this list if your character knows a lot of people or has a big family, or if you're lazy like me.

Superpowers

Main Power
Your characters primary power. If it cannot be described in under 200 words, or without linking to the superpower wiki, or without referencing a copyrighted character, it is too complex to be used for this roleplay.

Supporting Power A: Your character may have up to two sub-powers if needed. They are not required when the character has simple and straightforward powers.

Supporting Power B: Secondary powers are passive abilities that supplement the main power - for example, an elemental character being immune to their own element. These abilities must be directly related to and support the main power.

Limitations
List and describe a minimum of three limitations to your character's powers. This would be any 'rules' it follows, such as being ineffective on certain targets or past a certain distance. Keep each weakness or limitation clearly separate and organized.

Limitation 1: Explanation

Limitation 2: Explanation

Limitation 3: Explanation

Other Abilities

Skills
List and describe any trained skills your character has that aren't part of their power set.

Loadout
List the tools and gadgets your carry most often carries with them during missions.

Augmentations
If your character has any cybernetic augmentations or non-standard prosthetics, list them here.

 
Matron
Matron
Name: Dr. Demeter Green​
Gender: Female (she/her)​
Age: 126 years [d. 2045]​
Power: Longevity​
Rank: D1 Rank​
Limiter: Inactive​
Appearance

Race
Bog-standard white American woman who wants to speak to your manager

Hair
White (formerly blonde)

Eyes
Blue

Height
5'3

Figure
A small and frail old woman, whose strong personality compensated for her old age.

Notes
Matron enjoys goth-inspired fashion, and enjoys dark makeup and clothing. Her alternative codename is Hot Topic Grandma.

Personality

Charismatic
Matron has a way of charming people and drawing them in. She's sweet, spicy, whatever you need her to be... or whatever she needs you to think she is. She has thriving social and romantic lives and many philanthropic endeavors.

Quick wit
She's quick to slip in a pun or other witty remark, and often cracks jokes to lighten the mood. Some of the jokes strayed into workplace bullying territory. Doesn't mean much when your perfume is on the HR manager's neck.

Innovative
To be the best of the best of Commonwealth's scientists, you've got to eat and breathe biology and chemistry. You've got to push the envelope of what's humanly possible, and then some. Stretch the body until it breaks, and then put it back together again.

Psychopath
She is a twelve-time widow. Each one of her husbands has met an untimely and tragic end. Car crashes, heart attacks, killed in the line of duty, drunkenly falling off a balcony.. Terrible luck, really. Anyways, she's looking for investors for a new project, and a new husband.

Biography

History
Demeter Green was born an evil, soulless child just before the Great Depression (and went on to depress many people who had the misfortune to know her). Beginning in her teenage years, she figured out the key to making money was to take it from other people - namely rich, old, lonely men. Thus, over fifty years, she went through nine husbands, stopping only to admire the cold, calculating heart of nature. And then she took three more husbands.

During her career in Commonwealth, she studied how superpowers affect the human body on a microscopic level. She was particularly close with Librarian, who let her try out the wildest ideas in the lab. Some of them were pure crazy, but there were a few gems that helped turn profits... and break a few laws.

Her greatest success were the Ares and Artemis serums, which inspired Hunter Ward to take up arms against Commonwealth and nearly raze it to the ground. Or at least, the important bits. You know, the stuff she cared about, like her work.

During the attack, Matron fled with everything she could carry, and attempted to fake her death. It didn't work as well as she hoped, but she remained a free woman so long as she stayed very, very far away from the American border. Through a few old connections and a few new friends, she was able to purchase start the Genesis Corporation, a manufacturer of medical supplies for supers.

Now she's dead again - probably, hopefully for real this time.

Relationships
  • Hunter Ward: Best frenemy. She wanted him for her Lucky Number 13 due to his military connections, but he appears to be unfortunately too intelligent.
  • Errol King: Great boss, gave her lots of money. A shame his son didn't die from the cancer, she didn't think the serum would actually help with that. Oh well. What happened next was grossly exciting, at least.
  • Jules Lacy: Best subordinate ever. No spine, never talked back, couldn't even make eye contact. Didn't even object when Matron took her name off the Artemis report. You could run the world with an army of obedient mice like her.
Superpowers

Longevity
Dr. Green ages a bit over 50% slower than the average person, and has an extended lifespan.

Limitations

Immunity
: Her longevity has no bearing on her immune system, she gets sick just as easily as anyone else.

Delayed Development: The slow aging also included delayed development at various life stages. Many people found her particular annoying to talk to, as her emotional maturity was also affected by her ability.

Frailty: It is one thing to be 75, and old. It is another to be 100 and old, and another thing still to be 125. There is a suspicious lack of rugs in Matron's home, and a lot of railings and safety bars where one wouldn't normally install them.

Other Abilities

Skills
  • Impolite company
  • Medical care
  • Chemistry knowledge
  • Made really good margaritas
Loadout
--

Augmentations
--

 
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Oliver
UNKNOWN

Name: Oliver Satarael​
Gender: Male​
Age: 21​
Power: UNKNOWN​
Rank: UNKNOWN​
Limiter: Inactive (No Limiter)​
Appearance

Race
White, British-born

Hair
Dark Brown, almost black. Short back and sides, long on top

Eyes
Blue

Height
5ft 11"

Figure
A skinny, average-built young adult. Decently strong despite outward appearances, but not much more than average.

Notes
Oliver's dress sense is basically "all-black, all the time". Black jeans, band shirt, leather jacket - and that's it.
Preferred Technology subjects at school. History folder was blue.
Aries


Personality

Resilient
The world is not a kind place, and Oliver knows this fact deeply. Little bothers him, and fewer things still actually bring him down from his default mood of general indifference. This makes the world feel a little less shit, at times, because at least he can still take joy from the small things, like the sunrise, or a particularly tasty burger...

Machina
To Oliver's occasional chargrin, and the amusement of others, he's well known to be a "fixer". Nothing stays broken around him for long - machines get patched up, unjammed, or just plain tinkered with - the result of a curious mind that can't bring itself to just throw things away.

The Mask
One of the few things about himself Oliver isn't ashamed to have taken full ownership of; "the Mask", as he nicknamed it, is the simple boon (or curse) of having a face everyone seems comfortable talking to or ignoring completely, depending on their disposition. People regularly will spill secrets they should rather have held onto or, in complete contrast, not even notice Oliver at all.

Inempathic
Oliver's seen death - and not the pretty, hollywood-style death on TV, no. The real thing, when he was only about 10... His sister and grandparents; blood, screaming, and mangled bodies. He struggles to relate to others, seemingly cold and aloof at times, but this isn't deliberate - he just can't relate to other people much any more.


Biography

History
Oliver's story begins when he was only about 8 years old; he watched his parents stride away early one morning, leaving him and his sister with their grandparents in England. They'd claimed he was too young to understand why they had to leave, but he'd heard the shouting and the crying for months beforehand; how work was better for them out there, how they couldn't afford to not take the contracts, and how they needed to go... And so they had. Things were happy, for a time, in England; for no matter how much it rained Grandad and Grandma kept him and Beth busy with games and museums and anything else they could.

The rain eventually would be the reason things went wrong. It took a few weeks for all the memories to come back, but he remembered a it all within a couple of months.

He'd been only 10, in the car with his grandparents and sister late at night. It was dark, and the rain was thundering on the car roof. Without warning there was a screech of brakes; then the car was upside down in midair and everyone was screaming. When he finally came around from unconciousness, he was covered in blood that wasn't his own. His sister's face was cracked in two, shattered by the blunt force of the car landing on its side. Both Grandma and Grandad were ragged ruins, too, peppered with glass. He walked away with barely a bruise.

It took a week or so before he was finally shipped off to his parents with only what he could carry in a suitcase. They collected him from the airport, made all the noises they were supposed to, but it seemed like they just didn't care. That emptiness, a lack of presence, was a common feeling and it hung over Oliver until his 18th birthday. Finally, it was just too much to bear - and his heart was set. He bolted, took bus after bus after train after bus, trying to get as much ground as he could between him and the people who'd done little more than ignore him for 8 years. When he finally stopped running, and realised that he didn't really need to any more, he set up himself with a job where people didn't ask very many questions about the weird skinny kid with an odd accent - a hardware store - and a crappy apartment that accepted payments in cash. Fast forward 3 years, and things were... mostly fine, if you asked him.

Not many people did.


Relationships
Oliver doesn't currently have a romantic partner.
He's estranged from his parents (George [father]and Anne [mother]) following their care - or more accurately their lack of it - toward him following his immigration to the states.
His sister (Elizabeth [Beth]) and mother's parents (Karly [Grandma] and Eric [Grandad]) died when he was 10.
He never knew his father's parents, due to them having died before he was born.


Superpowers

Main Power
Oliver was given routine genetic testing as a child and was found to carry to the "super" gene, but was assumed to not have any powers following assements being unable to draw them from him.

His powers have abruptly manifested, seemingly for the first time, at the age of 21; this fills Oliver with a singular emotion - dread.

Limitations
Unknown


Other Abilities

Skills
Fixer: Oliver is a handy individual at repairing broken tech, and is happy to do so - it's one of the few times he smiles.
Breaker: Everyone has a hobby, and picking locks is Oliver's. Few will stay shut for long if he's focused.

Loadout
Pocket knife - gotta open boxes somehow!
Lockpicking kit

Augmentations
None.

 
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Foxbat
FOXBAT
Name: Zofia Leonidovna Vorobieva​
Gender: F​
Age: 31​
Power: Flight​
Rank: C1 Rank​
Limiter: (In)Active​
Appearance

Race
White, Slavic, Russian Expat

Hair
Silver-white

Eyes
Turquoise

Height
5'8"

Figure
Athletic, Compact

Additional
Zofia is clad in several visible and invisible cybernetics and prosthetics. Notably, has a reconstructed jaw, a cybernetic eye, prosthetic left forearm, and a charging port for her cybernetics at nape of her neck. She often wears a black headband that keeps her hair together.

Personality

Everybody's Friend
Zofia is easygoing, and makes friends easily. She knows how to read people and is great at keeping the good vibes going, or defusing tense situations. Despite a legion of acquaintances, she doesn't have very many close friends, if any.

Planner and Precise
Zofia's time in the military and an aviator is reflected even in her civilian life. She has a plan for everything, including a monthly grocery shopping list. She does things to a T, and doesn't leave things half finished.

Haunted
Behind the smirk and extraverted façade, there is a disconnect in Zofia's touch with reality. Most of the time, she has it almost entirely under control, but other times the past isn't done with her yet. In these moments, she is caught with a thousand-yard stare and completely disassociated with everything that's happening around her. Zofia suffers from diagnosed PTSD, as documented in her initial discharge papers from the Russian Air Force.

Biography

History
Zofia came from a pedigree of aviators. Her father was a transport helicopter pilot during the Russo-Ukrainian War. Her grandfather was a fighter pilot, shot down during the Russian invasion of Afghanistan. Her great grandfather shot down American planes during the Korean War. Her great great grandmother was a "Night Witch" bomber in the Great Patriotic War. Needless to say, it was Zofia's duty as an only child to continue the lineage of Russian aviators.

As a poster Muscovite family, Zofia was raised surrounded by affluence and city opulence. She grew up with a good education, well-pampered, and was even a minor piano celebrity before she eventually followed in the path of her forefathers and became a pilot for the Russian Air Force. To no one's great surprise, she excelled as a pilot and was assigned to fly an SU-34M, a tandem cockpit fighter-bomber. During her career as a pilot, she deployed in just under a hundred flawless sorties. Her last flight is buried under several layers of black ink, classified beyond public knowledge. It is at least known that she was among 3 planes that were shot down during the sortie. She was the only survivor of the flight -- her co-pilot's ejection seat did not deploy. Her ejection seat had also sustained terminal damage, but her survival is attributed to the awakening of the A6G23 gene that had remained latent until that moment. She had become Icarus, as she gained the power of flight.

She was hurriedly relieved from her duties in the military and transferred to an experimental supers-only unit of the FSB, the Russian Federal Security Service; successor to the KGB. There, she had her injuries sustained from being shot down replaced entirely by top-of-the-line prosthetics in exchange for her continued service as a literal spy. Experimental cybernetics were also installed to help her better control her supernatural powers. Zofia rarely talked about her time with the FSB, and when asked, often just remained silent without a response.

During her last sortie with the FSB, she went AWOL and fled the assignment, escaping to a NATO base in Germany where she was eventually turned over to the Americans. Since then, she has voluntarily offered information to the West, including the experimental cybernetics within her. The West, in turn, offered to donate more cybernetics to further improve upon the limitations of her flight ability. Since then, she has been working for Commonwealth, mostly relegated to reconnaissance and overwatch duty.

Relationships
Zofia is, unfortunately, rather lonely in her current state as a Commonwealth agent. Most of her closest friends she left behind following her desertion from the Russian FSB. Naturally, being a superpowered turncoat doesn't sit well with some people.

The few people she sees on a regular basis are mostly "coworkers."

Superpowers

Main Power: Flight
Zofia is capable of unassisted omnidirectional movement, also known as flight.

Limitations
Limitation 1: Subject to Bodily Limitations: Though her cybernetics help mitigate this somewhat, the human body was never meant to perform aerial acrobatics unassisted. A turn with high enough g-force, or not enough oxygen reaching the brain will knock her unconscious. She is most vulnerable to this when the "Gateway" cybernetic is low on charge, or if it is damaged or otherwise rendered inoperable. Zofia cannot control her flight while unconscious, and will drop like a rock in such case. High altitude cruising is also very cold -- without an environmental regulation suit at such heights will eventually lead to frostbite and shock.

Limitation 2: Laws of Physics and Aerodynamics Apply: Zofia is able to reach a top speed of just under 800mph, but she is not capable of reaching this speed instantaneously or quickly at all. It takes almost half an hour of uninterrupted acceleration to reach this speed, and any sharp turn at this speed would mean almost certain death, even with the "Gateway" installed. No amount of blood flow regulation will stop the brain from pressing against the inside of the skull. Additionally, the more weight carried by her/drag created by non-aerodynamic equipment will slow her down significantly. She can remain airborne and moving at about a crawl's pace while carrying about 300lbs of equipment.

Limitation 3: Physically Draining: Flight is roughly as exhausting as endurance swimming or running, and is limited by her cardiovascular fitness. Zofia is fit from years of training, but her record endurance flight is still only 5 hours of continuous uninterrupted flying. She may be able to fly further and longer if it were not for the fact she needed to carry her own water supply during these flights.

Other Abilities

Skills
Kickboxing.

Loadout
Mission-specific firearms, of which, AK-platforms are most familiar to her.
An MP-443 handgun.
A pilot's crash axe.
A variety of assisting tools, such as rope, hooks, glowsticks, flares, a parachute, binoculars, and mechanical navigation tools.

Augmentations
"Gateway" Cybernetic: Circulatory and respiratory cybernetics that control blood and oxygen flow in high-g and low oxygen environments. This augmentation essentially prevents Zofia from suffering G-LOC or hypoxia due to thin oxygen in high altitudes. The "Gateway" system allows her to hold her breath for roughly ~20 minutes, or remain conscious and combat-capable in very thin oxygen environments for about ~60 minutes without the use of external oxygen tanks. The "Gateway" also automatically pumps blood to vital organs, most importantly to the brain, and extremities during high-G turns and maneuvers. The cybernetic is automatically activated when it detects oxygen thinning the the blood, or when its accelerometer detects forces greater than 6Gs.

"Glukhar" Cybernetic: Cyber-eye provides Zofiawith some basic flight, biometric, and environmental data that appears as a heads-up display. Key monitors include blood oxygenation, body temperature, external temperature, relative speed, G force, windspeed, and charge level of cybernetic systems. Lastly, the eye is equipped with a 1-16x optical zoom. Changing a set of contact lenses allows her to change to mission-specific vision, such as thermal or night vision.

Additional Cybernetics: Aside from the "Glukhar" and "Gateway" cybernetics listed above, Zofia also has pneumatic cybernetics in her ankles to cushion hard landings, and a cybernetic left arm from the elbow forward. This cybernetic hand has a small set of precision tools built into the fingers.

 
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Argent
ARGENT

Gender: Cis Woman​
Age: 35​
Power: Ferrokinesis​
Rank: C​
Limiter: Inactive, Level 3​
Appearance

Race
Caucasian

Hair
Dark Brown

Eyes
Amber

Height
5'8"

Figure
Muscular and toned from years of training and Commonwealth's agent fitness programs. 143lb

Notes
Millicent's arms and hands are coated in scars from when she was learning to use her power.

Personality

Fun loving
Milly likes to have a good time, she enjoys making snappy one liners, and poking fun at her colleagues when the situation allows it. When she can, Millicent enjoys unwinding after a day on the job with a bit of clubbing, dancing, or a friendly sparring match.

Focused
When Millicent puts her mind to something, she really puts her mind to it. Years of martial arts training has left her with a clear mind freed from distraction so long as she keeps her composure. Useful out on the field, Millicent uses her focus to stay on a target's trail and to seek out clues and evidence when building cases. Sometimes this clarity has her coming across as uncaring, which speaking of…

Mean
She has a bit of a venomous tongue, and if you get on the wrong side of her, she won't hold back using it. She won't admit to it straight up but Milly honestly enjoys tearing into people with her words.

Superiority Complex
It's never too obvious, and she'll be damned if she lets it cloud her judgement, and she's well aware of her own limits, but Milly definitely believes she's above average in most areas of her life. There are very few people Milly considers to be better than her at what she does.

Biography

History
The daughter of a police officer and teacher, Millicent grew up in the peaceful suburbs of San Francisco. Life was pretty standard, nothing too stand out. Her family had enough money to live comfortably, steady jobs, a nice house, busy careers but nothing else they could really complain about.

For years she had big dreams, to be a rocket scientist, a vet, you name it. Reality set in some time around her teens as she realised that there weren't a lot of opportunities for the average kid… It took Milly a while to steady her life, calm her rebellious side and come back down to earth, and a few conversations with her dad's work friends gave her a dream she could work towards, following him into the force.

The appearance of her powers when training on the gun range came as more than a surprise, causing her weapon to melt out of her hands. The SFPD were understandably cautious about her place in the program, but as one door closes, another opens. It wasn't long until Commonwealth got wind of her situation. Millicent jumped at the chance and took a side-step into Commonwealth's agent training program.

She passed the program with flying colours, a textbook agent in all ways her instructors could hope for. Milly was transferred to her new station, shadowing a more experienced agent, Agent Swan, and learning on-the-job training from fieldwork. He taught her that textbooks would only get you so far, how to be flexible, to trust your team with your life. The lessons he taught her would follow her for the rest of her life.

It's been a good few years since then, working on her own, with a team, even with Swan now and again. But with him MIA, and the political shadow looming over Commonwealth growing larger and larger, Millicent has more questions about her role than she ever had before.

Relationships
  • Liam Dawlish
    Relation: Father
    A kind and prideful, Liam holds a great love for his family and could not be happier about Millicent's achievements. Milly looks up to her dad for inspiration and hopes she can life her life by the same values he passed down through his actions and words through her childhood.
  • Samantha Dawlish
    Relation: Mother
    Milly laughs more in her mother's company than with anyone else, they get on like a house on fire, unless it's talking about work. Samantha has always wished that Milly took after her and not the dangerous work that her husband did. She worries about Millicent's safety, but like Liam, is more than proud of her daughter.
  • Dessa Kotzias
    Relation: Partner
    They’re not exclusive, but Milly cares for Dessa, and Dessa cares for her. The two spend a lot of their evenings together and Dessa frequently sleeps over at Milly’s house when it works for them. Dessa does have her own apartment though and also spends time at other “friends” places too. So long as she’s safe, Milly is more than happy for Dessa to live her life, and let Milly live hers too.
  • Jason Swan
    Relation: Mentor
    Mentor and friend, Milly has great respect for Swan, as many Commonwealth agents did. For her it's more personal than that, she holds Swan's work high and considers the bar he's set to be something to surpass, a challenge she's fully committed to do. She's also fond of his whiskey, but not so much of his music, she thinks it's a little "old fashioned". She misses him, and spends some of her spare time going over old case files in case a clue pops out.

Superpowers

Ferrokinesis
Millicent possesses the ability to greatly reshape and strengthen metal she comes into skin contact with at an astounding speed, with the metal looking more like a liquid under her control. She can use this ability to create weapons, change their form on the fly, and to defend herself from incoming attacks.

Minor durability increase: Thanks to her control over metals, Milly has been able to increase her durability through the metal atoms in her body. When she puts it to use, she is fairly hard to the touch like solid rubber, allowing her to deal with glancing blows and more punishment on the job.

Minor Strength increase Likewise her strength is slightly higher than should be possible for her size, being closer to that of a championship winning strongman than a standard person. It's nowhere near the level of some supes, but it helps give the edge against people who don't expect it.

Limitations

Skin contact
: Milly must be in physical contact with metal to have any influence over it, if she's not touching it then she's not moving it. This means she, unlike other Ferrokinetics, cannot stop bullets, float metal objects through the air, or gather metal towards her from other sources.

Weighty: Metal is still heavy, and despite her minor strength buff, Millicent can only control so much mass at one time without giving it any support. She can't utilise giant weapons or shields that aren't resting on the ground without the momentum taking her with the swing…

Momentum: As mentioned above, moving volumes of metal at quick speed can cause a bit of a momentum problem. It takes great skill from Milly to keep her balance when she really throws her power around. This also counts for the momentum of things coming at her, like bullets. Sure, she could liquify them on skin contact, but she'd probably still get shot… it would just be messier.

Other Abilities

Skills
  • Bladed combat: Millicent is a complete natural with a blade in her hand, and given her powers inclusion, can pull of feats of swordsmanship that are literally inhuman. She is trained in the use of swords, short swords, spears, axes, daggers, knuckle dusters, and throwing knives.
  • Acrobatics: She's a quick fighter, making use of good dexterity, agility, and balance to out manoeuvre her opponent rather than overwhelming them with brute force.
  • Observant and Analytical: As with many Commonwealth Agents, Millicent is quite adept at reading her surroundings, her situation, and at deciphering information from scenes she's been deployed to. She’s a trained field agent after all.

Loadout
  • Sword: [Weapon] A 29' single edged lightly curved blade, Millicent is expertly trained in its use, and along with her power, she keeps it's edge razor sharp and can reshape the blade into different forms if required.
  • Vambraces and greaves: [Tool/Weapon] Formed from single pieces of thick titanium and worn under her clothes, Millicent has metal vambraces around each forearm under her suit, and greaves around each shin under her boots, the metal guards can be used with her power to make throwing darts and knives, situational tools, or defensive shields and back up weapons if her sword is lost.
  • Communication device: [Tool] Standard issue coms device used by Commonwealth agents. Millicent has modified hers to be worn in ear to free her hands up.

Juke Box



 
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White Rabbit
White Rabbit

Name: Adrian Ward​
Gender: Male​
Age: 19​
Power: Solid Swim​
Rank: C1​
Limiter: Inactive​
Appearance
Race
Sundanese

Hair
Black

Eyes
Brown

Height
5'9"

Figure
Lean

Notes
-

Personality
Sociable
This rascal is shameless enough to greet a stranger on the street and asks if he can borrow a phone since he needed to call a ride home. Adrian can (and most likely will) pull anyone capable of basic conversations into one. Some people may think it's annoying, but it's comforting to know you will always have a conversation partner in him.

Honest
The guy is a rascal, even if he is older, but he's honest to a T. You won't find Adrian lying through his teeth and keeping cool as a cucumber; you'll find him lying while whistling and being suspicious as hell. The moral values hammered into his head by his grandma keeps Adrian a goodie two shoes who knows good from wrong even when he does wrong.

Mischievous
The main reason he's a rascal. People usually grow out of physical slapsticks as they, well, grow. Adrian doesn't. And when a college guy sticks a piece of gum on your chair, you won't have the tolerance you have when it's done by a kindergartener.

Self-centred
The secondary reason he's a rascal. When he has something he likes doing but it disturbs literally everyone else apart from him, Adrian won't give a whit about those stupid opinions and keep on doing whatever he is doing. He likes it! Your opinions don't matter! You don't matter!

Biography
History
An antique shop could be mistaken for a junk shop by people who didn't know any better. Cang Yue, a widow who owned an antique shop, had long used to being treated as a free babysitter by her three sons. She didn't mind taking care of her grandchildren over the weekends every other week, but then her first son dropped an illegitimate daughter to her lap before going off to prison. Before the shock faded, her third son dropped his son two days later before disappearing after the death of his wife in a motor accident.

That son was Adrian.

Suddenly having two more children in her hand was overwhelming, especially with Adrian being less of an angel and more of a hyperactive rabid mole high on sugar. He was three when he entered Cang Yue's care and had little emotional baggage from the abandonment as a result. To compensate for that, he looked for attention through making troubles.

Now, Grandma Cang loved Adrian as much as she loved loveable, responsible Gadis, but sometimes Grandma just needed a break. Not to mention that Adrian's superpower meant he was more handful than normal children. So, Commonwealth and Facility 108 was a huge relief. Now, not that came with its own baggage. Rapture and all the news got Grandma worried, but what's the alternative, normal school? Grandma was just done with disciplinary meetings. Besides, Adrian wasn't at all involved in any of the accidents, so everything was fine.

Five years passed under the special faculty and Adrian grew from to a juvenile with several police cautions and an exasperated supervisor just wanting to be done with him. Adrian was definitely part of the 'bad crowd', but definitely not a criminal. Adrian That was why he could get a Blue Card and get to be a secret agent!

Yeah!!!

Relationships
Grandma Cang

Caregiver and Adrian's maternal figure. She still lived in her antique shop with Adrian and made his meal. Recently, she got into video game streaming; there was a surprising market interest in elderly video game streamer.

Gadis Putri Lestari
Cousin. She currently works as a designer for a cosmetic company in California. She has a sibling-like relationship with Adrian. Light-spirited name calling and insults follows that obligation, but wholehearted support as well. Fresh out of college and just starting her career, she was recently out of touch with Adrian and Grandma Cang.

Desmond Riley Romero
An honorary Old Guard member and once-instructor for Power Mastery elective in Facility 108. Desmond helped Adrian unearthed the potential of his power that let him phase into solid while taking his clothes and objects at hand with him. His reason for teaching and becoming a Blue Card holder was part of the inspiration that led Adrian to apply for a Blue Card as well.

'Gramps' Hunter Ward
A super old superhero that shared Adrian's surname by chance. The old man had a scary reputation that Adrian dismissed in favor of teasing the grumpy old man that looked mean but wasn't too bad once you know he had principles inside. A reoccurring joke from Adrian has him asking Red if he wants to date his grandma so he really becomes his Gramps.


Superpowers
Main Power - Solid Swim
Adrian is able to change into a phased state, such that his body can pass through obstacles and solid matter without a trace. While in this state, he is still able to move around, as though swimming through solids. Anything within his possession will enter a similar state.

Supporting Power A - See Through Eyes
When in a phased state, Adrian is able to see through solid materials as if they are air. The denser the material he sees, the 'cloudier' his vision becomes.

Supporting Power B - Phase In
Adrian can bring solid objects into a phased state by pulling them through solid.

Limitations

Limitation 1 - No Animals

Adrian cannot phase through animals or humans. Corpses are a different matter, though. Adrian can phase through a bear rug or a taxidermied bear fine enough, but not a breathing bear.

Limitation 2 - Air Breather
Adrian can't really breath inside solid matters he swims in, so he periodically needs to go up for air.

Limitation 3 - Adrian Zone
Phased objects only retain their 'phased' quality as long as they are within Adrian's proximity. Once they leave him, they will be stuck in whatever material they are phased in.

Other Abilities
Skills
  • Swimming and Diving: He's not an olympic level, but Adrian is a better swimmer than most thanks to having more time and opportunity to practice. He can hold his breath for a good while and used to high-pressure diving and cliff diving.
  • Bravery: Or maybe idiocy. Adrian doesn't easily gets put off or startled and finds it in him to go on like nothing is wrong.

Loadout
  • Combat knife
  • Flippers
  • Marker
  • Super airhorn
  • Noise-cancelling headphone

Augmentations
-
 
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Fracture
FRACTURE

Name: Desmond Riley Romero​
Gender: Male​
Age: 52 (appears early 40s)​
Power(s): Osteokinesis/​
Regenerative Healing Factor​
Rank: B2​
Limiter: Inactive, Level 2​
Appearance

Race
Mixed - American born

Hair
Black, salt and pepper

Eyes
Dark gray/green

Height
6'7" and some change

Figure
Large, athletically muscular. Not a body builder by any means, but very easy to see he keeps in shape depending on his choice in clothing.

Notes
Has a number of tattoos, many faded, thick lines and minimalist shapes. Multiple scars, most of which are on his arms and legs, from experimentation with his powers and while his inherit healing factor was still developing.

Personality

Fatherly
Kind, courageous, and strong of will are terms often used to describe the man in most circumstances. His gruff demeanor is offset by a genuinely caring personality, and people tend to gravitate toward it once they see this side of him. While stern and serious at times, this brusque nature is mostly used as a tool of encouragement, rather than as simple hostility. Des' usual manner with most is generally reserved, but once getting to know them, he'd give the shirt off his back if it were needed - for ultimately, he is a staunch protector of those he believes need it, ready and willing to step in the face of danger to protect those that can't protect themselves.

Bullheaded
When an idea gets into his head, it is often difficult to sway him. Stubborn and determined to a fault, Desmond's no stranger to speaking his mind and sticking to his principles, even if they clash with the views of others.

Close to the Vest
When problems arise and things get tough, Des tends to internalize things and keep them from having an effect on his mood and reasoning. He deals with trauma and conflicts alone, rarely sharing what is bothering him with anyone. This can be positive in public or sensitive situations, but ultimately detrimental to his mental health.

Stark Realist
Though living in a world where astounding things are possible, Desmond is well grounded in reality. Where some hold their heads up high in every situation, Des keeps himself from getting lost in the fantastical, and keeps his solutions in the realm of reality. This comes off as pessimistic at times, even cold, despite his caring attitude and demeanor. Sometimes it's hard to see the hope in things, when so much of the world can be without it.

Biography

History
Desmond Riley Romero was born in Spokane, Washington, to a father in the aerospace industry and a mother in military defense. He was large, even as a child, and it lead to trouble in school. Between children trying to 'prove' something by taking him on, and teachers trying to convince him not to fight back because he could 'hurt someone', he grew withdrawn in quiet moments and kept mainly to himself. He had few friends - mostly acquaintances - until college, where he came into his own and learned to accept himself and be accepted by others.

Despite his size and most people assuming he was just 'big and dumb', Desmond followed his parents lead and took quickly to learning, taking in all of the knowledge he could to follow in his father's footsteps. He started off in aerospace maintenance and repair. Finding that he loved working in a more hands on position, he stuck with it and climbed the ranks. It would never make him wealthy, but it suited him just fine, even leading to meeting the woman that would become his wife.

The two dated for only a few years before marrying and having their only child. The marriage was solid for a long time, but ended after their daughter Seraphina turned eighteen and had moved out of the house. Both he and his wife were married more to their work than each other, and the relationship had simply dissolved over time. A fairly normal life in America, nothing out of sorts, until a near-fatal crash turned everything around in an instant.

Driving home from work one evening, the rain had been coming down in sheets. Desmond was distracted, a fight with his ex-wife over their daughter's college loans, and a reckless driver that passed just a little too close to safely avoid. He braked hard and the car hydroplaned, losing control and crashing through a flimsy guardrail. It careened down an embankment, finally landing on its top at the very bottom. There wasn't much left of the vehicle, shouldn't have been much left of its passenger.

When he awoke from the coma in the hospital, he was greeting by government officials instead of doctors, asking him all sorts of questions about abilities Desmond was entirely unaware of. When the car had been found, the majority of it had been encased in layers upon layers of bone. It took hours to free him from the 'bone cocoon' that had formed, and in that time his injuries had begun to knit back together on their own.

The next few years seemed to go by in a blur. Des was fitted with a power limiter, given a ranking, and started to learn more about his newfound powers. When he figured he had learned all that he could on his own, he sought out places that could teach him better control. Over the next decade, he was able to use his abilities for the 'greater good'. Not only to help in ways that used his powers offensively and defensively, but also to teach and mentor. He became a hired speaker for those who had discovered their powers later in life, a substitute teacher for The Commonwealth when needed. His old job considered him a liability, so he did what he could to make the best of a bad situation and formed a new career path.

His family did their best to understand, but relationships became strained and he did what he knew; threw himself into his new work and did what he could to mend what was broken. In one way or another, he would become someone better. Whether that meant standing in the face of danger, or simply helping the next generation of powered individuals accept the changes that had been dropped at their feet.

Desmond would do whatever it took to fix things, so that his daughter and grandchild would stop seeing him something to be feared, and start to see him as others did.

As a hero.

Relationships
Emilia Romero-Harding:

Desmond's ex-wife. They remain mostly civil, despite the relationship ending in a messy divorce. They still keep in strained contact, mainly regarding their child and grandchild.

Seraphina Romero:
Desmond's daughter. They have always been close, but after the accident and discovery of his powers, the relationship has been distant at best. A year after his accident, she admitted his abilities scare her, and insists that her daughter (see next entry) is not safe around him due to his line of work.

Kylie Romero:
Des' granddaughter. Hardly knows her grandfather at the insistence of her mother. Desmond would do anything to change this.

Imogen Jarsdel:
An acquaintance that Desmond has run into a few times over the years, most notably in the shared group sessions for powered people with regenerative abilities. They got on better than Des had expected, given some of their shared experiences and viewpoints. She was quiet, much like himself, but easy to talk to about shared woes and achievements.

Dr. Juan Matias Santos:
A psychologist that Des began going to for his psychological assessments after meeting him in group sessions. Though he's got nothing against the man, Desmond isn't always the best at following through about seeing him regularly, opting instead to only be seen for the aforementioned routine check-ins.

Adrian Ward:
A student Desmond was introduced to in Facility 108. He helped the younger man understand and better control his ability, and became a bit of a mentor for a time. Though Adrian can be a handful, Des enjoys the kid's spirit. Even if, sometimes, it can be a bit more than he bargained for.

Hunter Ward:
There's not much to know about the man outside of what 'Red' has shared with him. Keeps things close to the vest, stern and serious, which Des appreciates. They hold similar views, and work well together in the field. Also a good companion to share a drink or four with.

Superpowers

Osteokinesis
Bone manipulation and creation. Desmond can generate, move, control, and interact with his own bones. This includes, but is not limited to, creating bones for use as weapons or shields, growing back missing or broken bones, shaping his own bones to his will, or manipulating their density. This includes crafting exoskeletal armor and other protective constructs around his person. These bones can be further manipulated when disconnected from his body, and he can destroy them whenever necessary.

Supporting Power A - Regenerative Healing Factor
Allows Desmond to heal from smaller injuries, barring those that would kill him immediately. Using his ability normally, this allows the tears of flesh to repair themselves to stop him from bleeding out on use. This can extend to full limb and organ regrowth over a long period of time (weeks/months) depending on the severity of the injuries, quickened only with the aid of his Osseous Safeguard (see below). Doctors have theorized that bones being the source of stem cells are the reason for this ability.

Supporting Power B - Osseous Safeguard
When pushed to the limits of his healing factor or close to death, Desmond's powers will try and protect him as best as they can. Rendering him unconscious, his osteokinesis goes into overdrive and forms layers of protective bone around him, encasing him and pushing his healing factor to its limits in order save his life.

Limitations
What Doesn't Kill You...
: Despite his healing factor, each time Desmond grows a new bone or manipulates existing bones, it's very painful. Especially when piercing his skin, there is always the risk of blood loss and shock. Though able to manipulate bone, he cannot manipulate flesh. Extended transformations of bones, or creation that pushes the limits of his flesh can quickly override his healing factor. Overuse of his powers in a short time can be crippling, or even deadly if pushed too far. Example: changing his entire bone structure to that of a larger creature would not change his body to match, it would simply tear from the skin and likely kill him.

Fun is Fun, but Done is Done: Despite having regenerative powers, they are not as advanced as other individuals with those abilities. Desmond can still be killed by things like the destruction of essential organs, suffocation, drowning, or decapitation. His healing factor takes time, and the more damage he takes in a short time, the longer it will take to fully recover. This includes the use of his Osteokinetic abilities. He can only heal so far, as long as his major organs are functional enough to allow him to survive long enough for regeneration to complete.

But Weight, There's More or Metahuman Shield: When using larger constructs (exoskeletal armor) or greatly altering the density of his bones, the very weight of it can slow him to a crawl. If increased too much, or generating too much bone mass, the process can render Desmond entirely immobile - albeit likely well protected.

The Bigger They Are...: Des is a large man to begin with, and certain limitations come with being heavy and tall. When shifting the density of his bones or using heavy constructs of weapon or armor, he must be wary of his surroundings. A misplaced step could send him through structures, crush concrete. If thrown in water, he could sink immediately depending on his bone density. Balance can also be an issue with a large enough strike against him toppling him over and rendering him temporarily immobile.

Other Abilities

Skills
Roll for Charisma:

In spite of his general quietness and collected demeanor, Desmond has no problem carrying a conversation. Easy to talk to and get along with, he's honed these abilities even further with teaching and professional speaking gigs. He's as much at home leading a presentation for a packed boardroom as he is on the frontlines of combat. This makes it a bit easier to get information out of people when he needs it, and most people leave interactions with him having discarded their preconceived notions of the large, stern faced gentleman.

If You Can't Outplay Them, Outwork Them:
Desmond is extremely athletic; he has to be. The type to get up every morning for an early run and finish the day off with weight training, the strain of his ability has made keeping in shape a requirement. This makes it hard for him to get winded unless he's overextending his powers or really pushing himself.

The Fools Wonder, The Wise Ask:
Desmond is more intelligent than he appears, taking to knowledge like a fish to water. In his youth, he hid this aspect of himself, but in adulthood he revels in it. Where his outward appearance may suggest otherwise, the older man is well read and well spoken, often at the surprise - or chagrin - of those that assume otherwise.

Loadout
Most of what he needs in any given situation, he can create with his abilities. Though he usually carries a survivalist kit for any situation that might call for it. Basic first aid, a good knife, paracord, and a fire-starting kit. Better safe than sorry.

Augmentations
N/A

 
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Red
Red

Name: Hunter Ward​
Gender: Male​
Age: 74 years....Young?​
Power: Metal Manipulation​
Rank: A Rank​
Limiter: Active, Level 4​
Appearance

Race
Russian-American

Hair
Silver

Eyes
Yellow.

Height
6'2''

Figure
Well-Toned; Built for war. Weight varies on his abilities. A stark oddity, as he is well past retirement age....

Notes
There is a story for every scar for sure, but what people probably have noticed most recently is his skin taking a more dull hue, as if he were passively turning metallic.

Personality

Valor
All of his military training is still fresh in his mind. His mentality still perceives him as a soldier. In the event of violence, he will run towards the origin. He will keep civilians out of the line of fire. And he will throw himself in harms way to keep them from harm.

Sarge
"I make training hell so that war won't be."

Anyone who has ever said training under Red is pleasant is a liar and needs to have their kneecaps removed. He has been known to drive your soul into the dirt before dragging it back out into the light when they were ready to survive the horrors of war.

Veteran
Red is no stranger to combat, nor is he new to the theaters of history's warfare. He has seen the most inhuman acts possible, but has also witnessed the greatest humanity can provide.

His experience leaves little to surprise him nowadays. Though more altruistic deeds seem to be more likely to get him intrigued.

Wrath
Red has been known to have quite the temper. Worse, he knows how to break someone's limbs in such a way they can't walk again without a cane for the rest of their lives. To legitimately anger him to this point takes awhile, but doing so signs your own expiry date.

Biography

History
Hunter Ward. Most of history has long since been expunged by the orders of the federal government. A few details can be scrounged up: a child soldier from the USSR and his older sister, seeking refuge in America. Enlistment in the USAF, a highway to citizenship. His military background shows a glowing resume and countless accolades from under four separate generals. It was from here that he had been given the acronym of RED that he would later take as his own nickname: Russian- Extremely Dangerous. Eventually leaves the Armed Forces to assist in the Endeavors of Commonwealth. During this time, he would come across a frail child with powers her parents could not reason with. At their wits end, they were forced to relinquish her to whomever could handle it. Hunter decided to adopt her to keep her out of a horrible life. After many years he would rise to the rank of Vice-Director. He had no glowing ambitions to rise any further. The spotlight was a place he had fickle memories with, after all...

That came to a head when in 2015 then-Director Errol King attempted to force Hunter's compliance by kidnapping his daughter. Hunter disappeared soon after, causing a schism within Commonwealth and several armies throughout the world. In three years he would return with a vengeance to show what righteous wrath looked like in the form of the Rapture Incident. For three months Hunter, going under the guise of 'Weiss', Rapture made fools out of Commonwealth Agents on several battlefields and ultimately ripped the lid open on all of Errol King's secret dealings, as well as the unspeakable work of Demeter Green. In the end, Errol could not get away, and had his shadow forever etched into a wall as he attempted to escape justice. After freeing his daughter and countless other victims, he turned himself into the proper authorities while Rapture itself disappeared. Charging Hunter would have been a severely difficult situation, a trial nearly impossible. His actions, while extreme, were deliberately softened by his demand to keep civilian life preserved. His motivations were clear for everyone to see, just as the complicity of a government and its system of law to look the other way to Errol's antics. Instead, to save face, and appease the countless entities watching their decision, Hunter Ward became the first Super to undergo the experimental Limiter program that would later roll out to the rest of the world in the next year.

Since then, he has kept a keen eye on Commonwealth in the event they have any new idea of how to get a quick buck at horrible expense. All the while, keeping a small team of his own to actively prevent large-scale catastrophes from occurring.

Relationships
  • Layla Ward: Red's adopted daughter. While in her forties now, he still sees her as the child he swore to protect all those years ago. Due to....Past experience, Layla, her child, and her significant other, are always under careful watch of a team of Supers from the Australian Branch of Aegis.
  • The Old Guard: Consisting of Hunter's longtime compatriots of Krieger, Bulltrue, and Canary. There have been others in this team, but they have since retired or found a better calling.
  • Millicent Dawlish: Part Time student; A bit full of herself, but humility comes with experience. A strong contender to be Director one day. AFTER she cools down.
  • Aiden Ward: NO RELATION. "While I will admit I had passing thoughts of drowning them, their persistence and dedication to their way is to be commended. From a distance. Away from me."
  • Manami Hamasaki: Student; Took the role as a parental figure after her family fell victim during one of the worst attacks orchestrated by the Knights. Trained her both mentally and physically. Did what he could to keep her from wanting nothing but bloodshed after it was all said and done. Visits her at least once a week to make sure she isn't going down a hole she can't climb back out of.
  • Desmond Romero: Honorary Old Guard member; Assisted in multiple Knight raids. Of similar mindset in terms of family and standing. Bar Buddies.
  • Jeremiah J. Johnson: Honorary Old Guard member; Assisted in multiple Knight raids. Needs to work on demeanor. Shows promise.
  • Imogen Jarsdel: One of several seemingly immortal supers he has made acquaintances with over the years. Assisted in rescuing her and others from the Knights. Has a similar tendency to see the best in the worst kinds of people. Hopes she won't require guidance later on in case she finds another bad sort to appreciate.
  • Demeter Green: "Hell isn't nearly bad enough for her."
    [MORE TO BE ADDED LATER]

    "Everyone else? Hell if I know?"

Superpowers

Main Power
Red is capable of using the available metal around him to his own will; Whether to weaponize it, manipulate it into a shield, or force its movement within, or outside of the earth.

Commonwealth has categorized this power under a series of Class A power capable of rendering an entire city in rubble within thirty minutes given the assumption it belonged to one without experience. With experience, it falls under five. Due to what is documented with his own experiences and general outlook on Commonwealth itself, it has been argued to have the rank bumped to an S for further restrictions. Because of this, Red is held under heavy surveillance on an almost constant basis.

Magnetize: The ability to draw, throw, and manipulate the movement of metals through the air without physically touching the material can be a terrifying power indeed. Red has used this ability to not only rip through the ground to access the metal below the city, but to bring down metallic constructs in the air. By default, he can control a direct radius of 50', and an additional 50' indirect radius. With enough focus, he can alter the area of effect from a radius to an extended cone in one direction. At the highest recorded extreme, he has gone from a 50'-to-50' radius to 175' direction in front of him with a spear-like piece of metal.

Galvanize: Red's body can manipulate the metals within to create a defensive barrier that has been hard-pressed to be cracked. While doing this slows down his personal mobility to a crawl, the capability of withstanding the harshest of attacks can be invaluable. A considerable layer of metal is constantly inside Red. When destroyed, this layer will absorb metal around to recreate the faux flesh. This sub-dermal armor is constantly reforming and maintaining its structural durability with every time he takes on more metal.

Limitations
List and describe a minimum of three limitations to your character's powers. This would be any 'rules' it follows, such as being ineffective on certain targets or past a certain distance. Keep each weakness or limitation clearly separate and organized.

Location: Red requires metals around him to use most of his abilities. Being placed in a location without metals to use leaves him to his own devices.

Which is still a formidable amount of hassle to deal with.

To clarify, Red has a direct radius of 50' to manipulate metal around him. An additional 50' (100' total) radius is capable of indirect manipulation. The outer radius is only capable of slight contact, while the inner radius is capable of complete contact.

Mobility: Red's powers generally require that he not be completely capable of heightened movement. Galvanize being the highest culprit here. Not one for dodging or high mobility, Red usually presents himself as an easy-to-hit target.

Heat and Conduction:
Something most kids learn in Elementary School is that most metals are both highly conductive with electricity and susceptible to concentrated flame. And if you're a particular sort that is constantly USING metal, then you're in for a shock sooner or later. Electricity and Flame are possibly some of the only few ways to most likely get past his defense.

Unless you're being stupid and announce your attacks like some jackass in a primary-colored getup.

Other Abilities

Skills
Combat Mastery: Hunter has been involved in combat since he was six. Attack. Defense. Diversion. Fortify. Invade. Obliterate. These are not forign concepts to Hunter, nor is the prospect of engaging an enemy up close. To willingly fight Red is reserved for either the seasoned combatant, or the stupid.

Intimidation: This is a man who has a permanent file on his record stating he has torn people apart from all directions for accosting his daughter. And yet on the same breath, will resume whatever activity he was apart of with her without a second thought. This is also a man who successfully led a group to throw Commonwealth on its head out of sheer force of anger. Are you going to get in his way on purpose?

Loadout
Outside of a phone, his wallet, and the limiter that has not left his side in the past thirty years, all he really carries is a few bits of metal; primarily metal BBs of all things.

Augmentations
By this point his skeleton is more metal than bone...Which may explain why no one ever hears of him breaking his frame or pulling his back...

Cheater.

 
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Limelight
Limelight

Name: Jeremiah J. Johnson​
Gender: Male?? (they/them)
Age: 24​
Power: Light Manipulation​
Rank: B Rank​
Limiter: Rank 2; Inactive due to Blue Card​
Appearance

Race
Caucasian

Hair
Blond-ish

Eyes
Brown; Eyes have a bit of a glow from them, intensifies when using powers

Height
4'11"

Figure
Very scrawny, it's as though they have skipped half of the meals they were ever offered in their life. You can see lean muscles covering some of their bones however. Weighs 125 lbs.

Notes
Hair is decently clean and presentable, though it does seem like it hasn't been brushed through. Missing right ear completely, has a scar on the left side of their face. A slight Boston accent that doesn't come through except for some particular words. Scar of a bullet wound on left leg, walks with a slight limp for their right leg.

Personality

Positive Trait
Empathetic - JJ is able to understand bad situations that people go through because of all they've gone through. This also applies when somebody acts on emotions rather than logic JJ is a lot more inclined to go with the person who has stronger emotions and trust them because of what they believe in.

Neutral Trait
Stubborn - It's hard to change JJ's mind about something when they have it set. Whether that means to be kind to other people or to not trust somebody due to who they are. If anything JJ is consistent in their beliefs.

Neutral Trait
Self-Destructively Selfless - A positive in their youth turned more bad now, JJ is eager to help others even at the cost of themselves. They often jump into combats without a full plan on what they're going to do, only with the idea that they can save others and so that's what they should do. While this is helpful for the people being saved it does mean that JJ can end up with more scars than what they currently have.

Negative Trait
Flighty - While not within combat, as JJ is able to hold their own, when it comes to certain topics it can be tough to get JJ to talk about them. If anything since they were younger they have become a lot less forthright and more withdrawn for whatever reason. This even applies to their apparel which is often more than not hiding what they are wearing.

Biography

History
JJ grew up as a poor kid in Boston, Massachusetts. At the time they were just one of many children who were thought not to make it past childhood due to living in a rough situation with no way out. It was only thanks to the help of their wonderful mother and best friend Damien Jackson that they were able to even survive much. While their neighborhood was rough there was a constant stream of law enforcement often strewn throughout making sure that people were constantly given supervision. This meant many of the residents would be checked for the specific gene that indicated superpowers. It was because of a negligent test-taker that JJ would not have their powers discovered for quite many years later.

After having 'lost' their father one night JJ was left to try and take care of themself and their mother. This made it even harder when JJ discovered their mother unconscious at home one night. After a visit to the hospital, and a strange series of flashing light events another test of the particular A6G23 gene revealed that JJ had indeed been superpowered without even realizing it. JJ was sent to Aegis: Training Facility 108, and even with some hardships, was able to eventually pass through the school and earn their blue card.

JJ took on the name 'Limelight' due their affinity with green colored clothing and the light-based powers they had. Much of their early time as a vigilante was spent on minor crimes, but through the last few years JJ had been dead-focused on trying to search for and take down various groups that had it out for supers. The pain where their former ear had been and the suffering of other superpowered individuals made them especially interested in this particular line of work. While helping out some of the local authorities with smaller cases JJ was able to stumble upon a local enforcer and higher-up member of the Knights of Raguel, a group that had led to JJ's specific injuries. This enforcer and area leader for a time was named Victor Price, and bringing him to justice helped JJ finally get some peace with what had happened to them all those years ago. It was also this and similar activity that led to them being picked up as a potential member for a secret assignment with some fellow superheroes and Commonwealth agents. Now JJ is just hoping to prove that they aren't just able to handle small-time ringleaders and can take on something bigger.


Relationships
  • Marie Johnson - Jeremiah's mother, who died after they had to pull the plug while she was in an unresponsive state. JJ still feels responsible to this day five years later for her death.
  • Darren Johnson - JJ's father, somebody that had been an idol for JJ that later turned into a horrifying monster before JJ's eyes. Jeremiah decided to stop keeping contact with Darren after he attempted to say that they should get help for their 'condition' and get what was wrong with them removed.
  • Damien Grant - JJ's former best friend, somebody that they have lost contact with, and who they wished they could have said more to before doing so. Five years of not speaking has made JJ feel a bit lonely for not seeing them anymore.
  • Juliana Alvarenga - A former classmate of JJ's, somebody that they liked quite a lot, but never had the chance to tell before splitting ways. At times JJ still wonders what she's up to. If they had regrets it was not trying to keep in contact better.
  • Manami Hamasaki - A former classmate of JJ's, and somebody they have not kept up with at all. Though JJ does think that her powers are pretty cool and enjoyed her presence.
  • Hunter Ward - Somebody that JJ worked with during some Knights raids and also was a good inspiration for how JJ wanted to conduct themselves on missions. Hunter is somebody that JJ is able to trust much more than other superheroes they worked with during JJ's time working underground.
  • Imogen Jarsdel - After the raid on the Knights that led to Imogen's rescue JJ has kept up with her and tried to keep in touch as close as possible. Although JJ has tried to press for some details, mostly out of wanting to know if any other problems occurred that Imogen isn't sharing, she has kept pretty silent apart from what they both know. Still Imogen is somebody that JJ enjoys being around even if the first true meeting was under unpleasant circumstances.

Superpowers

Light Manipulation
JJ can control, create, and remove light and it's various properties. For example, they can take away the light coming from a light bulb, or can give new light from the same bulb. This doesn't function as manipulating power, as JJ could also give the property of giving off light to an object that by all means should not be able to physically give off light. This power could be used to temporarily blind somebody with an extreme amount of light, or with taking away all light in the area.
  • Color Modification: JJ can modify the way color is seen and how it is shown in different ways. If there was a red cube, they could take away the red color from the cube and instead leave it in a white state, or they could simply change it's color to be a purple, pink, or any other shade. With enough concentration JJ can even form textures as well, resulting in the ability to provide camouflage on something.
  • Light Forming: With enough concentration JJ can focus light into particular shapes and creations. Such as if JJ wanted a wall of light, or if he wanted to create a small key of light. These light objects can give off heat and are solid in their shape.

Limitations
  • Light's Own Limits: JJ has to work with what Light's own properties are. This means that he can't stop gravity's effect on light, nor can he stop it from being reflected by glass. The light may also continue to shine far out as it would normally unless JJ focuses and stops the light at some distance.
  • Not Invulnerable: The shapes that JJ creates out of light are not invulnerable and can be broken. Such as if he were to create a sword, it would be able to smash. This would also apply to if it was a wall as well.
  • Contact/Focus: If JJ is not touching the light shape created, or is not focusing on the effect of light he's done then it will start to fade out and disintegrate/turn to normal.
  • Complexity - JJ used to have difficulty with more complex shapes, but after five years of training and actual in the field practice JJ is a lot more able to use their powers more freely.

Other Abilities

Skills
Great Artist
: The few times he's had the opportunity to test out his art skills he's shown great promise in creativity

Dexterous Hands: JJ is quite skilled with his hands and can move them in quick and precise motions.

Greater Flexibility: JJ has done a fair bit of yoga in the five years since they first started using and entertaining what their powers were like, leading them to become much more flexible. While not readily thought to help it has come in use on occasion.

Ability to Use a Phone: Trust me, this is leagues better than what they used to be able to do.

Adaptable: Their abilities to come up with different sorts of combinations and uses of their powers has evolved beyond what used to be, and JJ has become an actual threat for some of the people they face off against.



Loadout
Light SuIt:
A customized suit for JJ that is able to help enhance their powers even more beyond what they can usually be. Some mirrors that can be used and tossed from the suit to stick on surfaces and be able to shine and help enhance JJ's powers beyond what they are usually. The suit also comes equipped with night vision goggles!

Special Cell Phone: A major upgrade from the cell phone they had before, this phone is tapped into authority's networks and isn't able to be traced by outside sources. It also can still call and text... because that might come in handy.


 
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Evermore
Evermore

Name: Imogen Emma Jarsdel​
Gender: Female​
Age: 42 (physically in her 20s)​
Power: Regeneration​
Rank: A1​
Limiter: (In)Active, Level 3​
Appearance
Race
Caucasian (British)

Hair
Brown

Eyes
Brown

Height
5'7"

Figure
Slim, slightly athletic, but not curvy

Notes
Frequently wears inexpensive clothing and it shows

Personality
Believe in Virtue
Gen is by no means a religious woman, but she fervently believes in doing the right thing regardless of the cost or consequences, even if it contradicts rules and regulations. Her inner compass is veritably indestructible, having endured despite the anguish her convictions have caused her over the years. In moments of weakness, Gen has wished she didn't believe in fighting for "the greater good" - she is acutely aware of the toll it has taken on her over the last decade in particular. Gen is currently regarded as a trustworthy if not somewhat frustrating "Dudley Do-Right." She follows orders and willingly jumps in the line of fire, but will question authority if law clashes with conventional morality.

I Can Take It
Repeated trauma has hardened not just her pain tolerance but her psyche as well. Personal attacks against her seldom make an impact. Of course this also means that some well-intended criticism can be disregarded as easily as insults, much to her detriment.

One is the Loneliest Number
Gen knows and realizes that there are other supers out there dealing with their own feelings of isolation, but her loneliness consumes her nonetheless. She has watched those around her age more quickly than she has and is bracing herself for the inevitable experience of watching them die as well, all while she remains untouched by the passage of time physically. She is desperate for companionship, but is also incredibly critical of those that would claim they understand her pain.

I'll Just Watch
Gen is proactive when it comes to a situation in which she can use her abilities to defend someone, but otherwise she is extremely passive to the point others become annoyed. She'll sit in the back and watch a situation unfold until she's absolutely needed and seldom volunteers her thoughts or opinions unless professionally required. Gen is content to sit in the back... even when others want her to take the helm in social situations.

Biography
History
Imogen Emma Jarsdel was born in London, England, where her mother was a housewife and her father made considerable wealth in banking management. After the birth of her younger sister, the family relocated to Boston, Massachusetts. Gen was thirteen years old and had an established "posh" English accent that stood out in her new American high school. The boys found it enticing and 'exotic,' while girls her age shunned her for the male attention she received. When the novelty of her English accent wore off, losing much of its appeal to her fellow students, she faded into the background.

In her junior year of high school, Gen decided that perhaps sports was a good way to create camaraderie. She joined the girl's soccer team (which she insisted was really football) and for a few weeks it appeared her strategy would reap reward. Her father had thus far refused to teach her how to drive and she was riding her bicycle to the nearest park when a car collided with her rear tire. She was thrown over her handlebars and hit the pavement hard enough that she immediately had the coppery taste of blood fill her mouth. The driver of the car panicked and sped off. To this day Gen is not certain they fled the scene before or after she stood up and watched her skin knit itself back into shape. Shaken by the experience, she sped home and immediately contacted her soccer coach to quit the team. Gen went into hiding from the world and herself, petrified of how this would change her family life and fledgling school life.

Her powers did not stay secret for long and by her senior year Gen had been enrolled in the local training facility. It was once there that she began to forge friendships. Gen idolized her teachers, awed by the men and women that were so confident and accomplished in their super abilities. They did not particularly encourage her more than anyone else, yet she only heard their positive feedback, consumed by every bit of their approval. When she graduated from the program, she was determined to belong to something greater than herself, and use her powers for an idealistic good. She immediately applied to have a Blue Card despite her father's trepidation.

Gen attended college in Baltimore, Maryland, where she obtained a bachelor's degree in Occupational Safety and Health. OSHA was her first choice for a job but it would have been incredibly demanding upon her time-wise if she wanted to also continue to hold a Blue Card and contribute to her community by helping local law enforcement. After a few months of scraping by on ramen, crackers, and water, she decided to become a freelance corporate consultant. She had a unique skill set that none of their employees had: she could test things that may be dangerous without risk of permanent injury. Historically her biggest clients have been in the transportation industry: while she can not test a collision that is expected to be lethal, she can test smaller collisions and help assess the injuries a normal person would sustain. Fire departments, police departments, outdoors outfitters, electricians, and engineers also find her particularly valuable.

In her mid-twenties the illusion of noble, honorable superheroes cracked and shattered. There was no singular defining moment that made Gen realize how flawed her comrades were; it was simply the accumulation of many incidents over several years. The pedestals she had put other supers stood empty and Gen had what she'd later jokingly call her "crisis of faith." She still believed in the pursuit of the greater good and doing the right thing, but she wasn't sure why she was so compelled. Her buoyant, energetic attitude faded into a more jaded, sarcasm that continues to shield her. Gen tries to make a difference and continues to help the government with her Blue Card, but she is somewhat pessimistic about the results. She is warmed by the people who don't call her a freak, take her for granted, mock her accent, spittle envious commentary, or otherwise insult her... but she is also terrified of getting close to those people for fear that they might later disappoint her. It's easier to hope they are virtuous than to know their demons.

During the assault on AEGIS in 2040, where Imogen was a safety consultant, she was reported missing. The Commonwealth refuses to comment on her disappearance. In 2043 she was quietly admitted to an AEGIS mental facility for approximately two months. After her release, she spent two years as a witness in various trials against the Knights of Raguel, feeding rumors that she was abducted by them. Gen remains tight-lipped on the matter.

Relationships
  • Dr. Nicole Jana Miller
    The closest thing that Gen had to a friend prior to AEGIS Facility 108. Dr. Miller has helped educate Gen on how to remove shrapnel and bullets and will do so herself if Gen is unable to do so. She also regularly prescribes pain medication and attends hospital visits if either are necessary for Gen's overall health. They are friendly but not friends, dancing somewhere beyond acquaintances but well before confidants.
  • Dr. Juan Matias Santos
    Gen's psychologist that sees her regularly in exchange for a clean bill of health whenever the government inquires as to her mental state. He is particularly curious about the affects of longevity on the psyche. Gen finds him irritating but tolerable. He runs a support group for supers with extended lifetimes.
  • Dorothy Carolyn Jarsdel (70)
    Gen's mother and Gen's only true confidant.
  • James Henry Jarsdel (73)
    Gen's father. They are neither estranged nor close, and talk occasionally about work.
  • George Miles Jarsdel (45)
    Gen's older brother. He finds Gen's lack of aging disturbing and will only see and speak with her at family functions.
  • Belinda Deanne Jarsdel (36)
    Gen's younger sister. Belinda is empathetic to Gen's situation, but they have little in common and don't speak often.
  • Penelope Urbain
    The first friend that Gen made at Facility 108. When she found out about Penny's existence Gen sought her out, an extremely rare thing for Gen to do, and since has been actively visiting. Most of her gifts to Penny are necessities; however, she does indulge the radioactive super with gifts off official records upon request. Gen does not yet feel comfortable confiding in Penny, as she is conscientious of the fact Penny has a subjectively worse situation than her own and because Penny has barriers of sarcastic jabs, but she is more forthright with her than other staff.
  • Jeremiah ("JJ") Johnson
    One of the members of the joint task force that helped bring down the Knights of Raguel. Imogen feels indebted to the younger Blue Card holder, who has gone of their way to check up on her after her release. Although she knows JJ is curious about exactly what happened when she was 'gone,' they respect her boundaries, and she has opened up to JJ more than most.
  • Desmond Romero
    One of the members of the support group for supers with extended lifetimes. Imogen is quietly very fond of him, finding his presence very soothing, but feels incredibly awkward striking up a conversation with him of her own accord. If she's honest with herself, she might have a small crush, but can't bring herself to take a risk and be anything more than his casual acquaintence. He'd probably reject her anyway.
  • ???
    [Redacted]
  • Hunter Ward
    Part of the joint task force that rescued Imogen from the Knights of Raguel. He seems abrasive and gruff on the exterior, but he's never shown a reaction to the psychological breakdown that Imogen suffered afterwards (and that she knows he has clearance to be aware of). His methods are a little overly destructive and aggressive at times for her tastes, but she respects him for the pivotal part he played in taking down the Knights.
  • Anderson Moore
    After her retrieval from the Knights of Raguel and a thorough debriefing, Anderson was made her 'escort' or 'chaperone' of sorts to accompany her on any solo venture where the Commonwealth deemed there was a risk of her being abducted again (which was pretty much everywhere). Imogen took an instant liking to the giant who, despite the destructive nature of his powers, she calls 'gentle.' She treats him with respect and kindness, helping him with his paperwork and more delicate matters (such as navigating a phone tree for customer service), and hopes one day she graduates from 'NICE SAFETY LADY' to some variation of her name.
Superpowers
Regeneration
Gen a/k/a "Evermore" can recover from most physical damage (regardless of the origin or type) and heal rapidly. The entry point of a bullet wound will often be completely healed by the time it exits her body half a split second later. Small ailments, such as bruises, scrapes, and abrasions heal instantly while more traumatic injuries, such as the loss of an arm or multiple broken bones, may take a few hours. Recovery time depends on the severity but Gen "enjoys" being immune to most illness, disease, and does not appear to age. Theoretically she is not completely immortal but the commonwealth has not yet with ascertained with conviction what could cause her death. Gen has been revived from drowning, been shot in the head at point blank range, survived an explosion (most of her body remained intact), and been subjected to both ingested poisons and massive amounts of radiation. She is incredibly wary of any sort of damage that would destroy her body (nuclear weapons and bombs too close to her person). It is also possible to kill her via decapitation, but given her healing rate it would require instantaneous severance, such as a guillotine, to be effective.

Pain Tolerance, But Not Immunity: Because Gen has endured quite a bit in testing her powers and applying them for the greater good, she's become better at taking a hit... as well as one can anyway. A minor scrape will not even be a blip on her radar and she can take a bullet to the shoulder without being down for the count. This does not mean, however, she can't feel it at all... she has just become better at compartmentalizing for the short term.

Longevity: Gen's regeneration is passive and does not require any focus or concentration, which has resulted in an expanded lifetime. Without a lethal encounter, Gen's body will passively regenerate and keep her more youthful than others of her age. It's not yet known exactly how slow the aging process will be relative to her actual chronological age, but this far she appears and feels at least 10 years younger than she is. Gen has employed her limiter periodically to reduce her regeneration and allow herself to age beyond her late teens where she was initially 'stuck' agelessly.

Limitations
  • Immortal but Not Unkillable: While what will kill her is not known, it is a certainty that she is able to be killed. Extremely quick-acting poisons, submersion in acid, nuclear weapons, decapitation, and other methods of destruction that would obliterate her body would almost certainly be effective.
  • Breathing Required: Gen must be able to breathe to recover; she can drown or suffocate like anyone else. This status, however is temporary in practice. If Gen is suffocated or drowns, she can be revived and will perceive the lapse as simply being rendered unconscious. It is unknown how long she can be in this status and still be revived.
  • I Can Only Take So Much: A particularly brutal attack can render Gen unconscious just like a normal human being or a less physical super. Losing a limb, for example, would cause enough pain that Gen would be unable to tolerate it. The wound would seal and cease bleeding very quickly but that would not negate the shock to her system and the blast to her nerves/psyche.
  • Sleep is for the Injured: If Gen is crippled or riddled with bullets, she will become increasingly sleepy. It is entirely possible for her to pass out on a battlefield if she sustains too much damage as her body will 'encourage' her to rest to boost the recovery process. Other blue card holders refer to her as "Sleeping Beauty" because often she will be found fast asleep after combat situations.
  • That Won't be Popping Out: Shrapnel and bullets will not just 'pop' out of her body or be coughed up organically. Gen or one of her comrades will need to remove it manually. She can heal around the bullets and shrapnel and will do so with ease, but having a lot of lead in the body is not good for anyone... even someone as healthy as Gen.

Other Abilities
Skills

Occupational Safety and Health
: Imogen obtained her degree in this field and, to this day, is extremely knowledgeable about current OSHA guidelines and compliance standards. Almost all of these requirements are committed to memory and are rattled off in a stern, serious, and completely monotone recitation.

Transcription: Because working in safety often requires taking down detailed notes (especially during interviews), Imogen is quite experienced with transcription. She has developed her own personal shorthand to further this skill. So long as the speaker does not have a fast pace, she can usually pace nearly verbatim.

Listening: Being so incredibly passive and laid back during conversations has its perks. Imogen knows how to still her tongue and mind to listen to people, or listen for sounds as the case might be.

Documentation: While other people are bored to tears by paperwork, Imogen has a tolerance, patience, and even knack for filling out an endless mountain of the stuff. Do you need that form in triplicate? No problem. With an unnerving calmness she will accept your request and complete it with just the hint of a smile.

Flaws

Passive
: Imogen is extraordinarily passive in every aspect of her life that is not centered on her profession. This has made it difficult for her to keep friends (for she seldom volunteers thoughts or organizes social gatherings), nigh impossible to keep romantic relationships (for she never offers opinions and her beaus get tired of asking), and makes it easy for her to fade into a crowd unintentionally. It would not be accurate to call her lazy because she is very frequently interested and mentally engaged, she just isn't assertive in the least.

Martyr: Whether it be a result of her personality prior to gaining her powers, or the result of the powers themselves, Gen is almost overeager to martyr herself. She knows she can be killed but she will jump into the line of fire without a second thought even if the person whom she is protecting might be able to defend themselves. There are exceptions to this rule (those whom she wouldn't sacrifice herself for) but her sense of self-preservation is diminished to an unhealthy level.

Theme Song:

 
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Chemtrails
Chemtrails

Name: Riley Zdunowski​
Gender: Female​
Age: 25​
Power: Chemical genesis​
Rank: S​
Limiter: Active (4)​
Appearance

Race
American (Polish ancestry)

Hair
Dark Brown (Varies)

Eyes
Blue (Varies)

Height
5' 7" (Varies)

Figure
A solidly built muscular frame, benefitting from a diet rich in vitamins, enhancements, and rigorous active lifestyle

Notes
Intense 'plastic-ky' scent covered partially by various heavy perfumes, extra finger right hand

Personality

Positive Trait - Joyful
Like then frickin’ sun, Riley never seems to burn out. Rainy day? The smell of rain makes her happy. Break an arm? Time to get some signatures from people. Every terrible thing, every detail of the day just seems to get turned around into a way to make her life better. Riley just seems to never get too down. She’s not immune to the downside of life, it just never shows on the outside.

Neutral Trait - Always on
Need someone to go out with last minute? How about someone to stand watch all night? Riley has been called the energizer bunny on more than one occasion. It’s been theorized that exposure to her gene caused this but even when fully inhibited she manages to be the early bird and the night owl. Amazingly, this gets on the nerves of some people as sometimes low key is the answer and she seemingly can’t pull that off. Lengthy lectures, rigid schedules and keeping silent in movies just aren’t her thing.

Neutral Trait - Opportunist
Life will often put up little chances to succeed. Riley jumps at these, taking full advantage of any situation that falls in her lap to further herself in any category. It’s led to a life that doesn’t quite follow a normal path but hasn’t been any less beneficial! This trait isn’t limited to the self as Riley will also take any chance she gets to use her entire arsenal to one up anyone in her way.

Negative Trait - Narrow minded
Tunnel vision doesn’t begin to describe it. Riley is absolutely terrible at seeing outside the range of her own perspective. It’s as if other people’s thoughts and opinions don’t exist. When she sets her mind on something, anything else outside the range of importance doesn’t even factor in.

Biography

History
Born in the ‘burbs, Riley was the second child of three to an exceedingly average middle class family. Her dad a businessman working 9-5 and commuting, mom staying at home and scheduling babysitting with the other moms in the area with the occasional jewelry party for fun. And you know what? That was absolutely wonderful. The best years of Riley’s life up until the manifestation of her abilities. At thirteen years of age she began acting incredibly strange. Emotional mood swings would hit hard and send her into the extremes of emotional range, physical changes far outside the normal ones a teen goes through both back and forth, and the complete non reaction of any sort of drug. With repeated trips to the doctor finding no cause for it up until her blood work was done. Riley tested positive for quite nearly every drug under the sun and then some. Just the quantities in her blood alone should have accounted for her death not to mention the insane variety of chemical interactions but somehow she hadn’t died.

It took a curious doctor checking beneath the drug levels and automatic assumption of a terrible home life to realize that Riley was suffering from her no longer latent super gene. This came about as a shock and relief for her parents but to the incredibly addled Riley, it was a death sentence. Just like all the 13 year old kids in the world, she knew what was best for her and ran away from home the day she was due to go into the commonwealth for her testing.

Irrational, young, and suffering from a range of drug symptoms while her powers continued to develop, Riley managed to somehow survive off of a life of theft and charity while she made her way eastward. This only continued for a short while as it was found out that Riley soon began to live a considerably more comfortable life on the run when she began selling copious amounts of street drugs.

At age 16, she was picked up by undercover officers when selling copious amounts of heroin and fentanyl at prices equivalent to pennies on the dollar. A value of nearly a million for only ten grand tipped officers off that something was amiss. Brought in, it was found her bloodwork was inconclusive. This data was shared and intercepted by Commonwealth operatives and finally Riley was brought in for proper testing.

After the agonizing process and subsequent collaring with an inhibitor, Riley began leveling out enough to function. Embarrassed and unwilling to return home, Riley emancipated herself legally and became a legal adult. At this time she was given a low level super designation and the inhibitor just barely managed to get hold her internal chemical levels in check. There was little effect to when she concentrated in an attempt to produce street drugs.

Now operating legally, Riley got a job, her GED, and managed a decent enough living selling drugs on the side in considerably smaller amounts but this didn’t last long as her collar began reporting the usage of her abilities to Commonwealth. Given one last chance when she was brought in, Riley was shipped to AEGIS and put through considerably more rigorous testing and training. At 18 she was "inducted" into the early special projects branch of Commonwealth for various applications. Her Blue card status set as non negotiable due to an official listing as a danger to the US and her peoples.

Listed as an official asset and agent, Riley, Codename Chemtrails, has been acting in to the benefit of whoever her handler is in a semi - lucid state. Focused directly on whatever task is set before her, she continues to work as told, hopeful that this will in turn lead to the life of normalcy she's nearly forgotten.


Relationships
  • Other person's name: Description of your character's relationship to this person.
  • You can consolidate this list if your character knows a lot of people or has a big family, or if you're lazy like me.

Superpowers

Main Power - Chemical Genesis
Able to rapidly synthesize, produce, ingest, and expel massive volumes of chemicals from her body. Riley is a walking chemical weapons plant. Because of this, Riley unfettered and focused is a sight to behold physically. She doesn’t bleed, her actions a blur as her body systems are sped up beyond the peak of human performance. Impossible to distract as focus on a target is permanent. Testing showing nothing managing to slow her down in search of a target, blindness negated, physical pain negated, neural dampening negated, and even electrical discharge negated. In fact, only grievous bodily harm has been shown to disrupt her functioning at peak levels. This too has been found temporary at best as healing levels function impossibly well. This has been categorized up to an S ranking.

Supporting Power A: In addition to internal chemical creation, Riley has been shown to produce chemicals externally when concentrating. This normally manifests in fluid generation. Tears laced with LSD, Rohypnol in her sweat, and so on. The only way to produce solid chemical output coming from nails, hair, and skin flakes. This process is much slower than her internal generation. The last of course is gaseous emission. If placed in a 10x10x10 room, Riley is capable of emitting rapidly enough to fill the room with 90% chlorine saturation in roughly twenty minutes.

Limitations

Limitation 1
: Competing immunities - Riley is not immune to the chemicals she produces, but is in fact always teetering between overdosing one way or the other. Her body responding to the inherent imbalance by generating opposing chemical reactions. This keeps her alive but not always in the best condition. When pushed too far, she 'wobbles' and will bounce back and forth from overdosing. For example, if she is pushed to the point of passing out from the generation of propofol, her body will then rapidly create adrenaline to counter this, spiking her awake so her body brings her back down with melatonin and on and on till balance is achieved.

Limitation 2: Inherent instability - Riley is prone to extreme self damage if the correct conditions are met, for example, generating hydroquinone and letting that mix with hydrogen peroxide has before caused part of Riley to explode. Though mitigated by generating other chemicals to survive, the damage was extensive and placed her out of commission until her body repaired.

Limitation 3: Change and alterations - Due to the instability in her body composition, Riley undergoes a constant degree of physical change to her body. The result of this constant chemical imbalance in her bodily systems is a slow in a sense, shifting of her physical body. Coming and going in a cyclical fashion, the direction it takes is based on stress. Her hair and eye color changes over years along with birthmarks, freckles, skin tone, muscle mass, limb length, and body measurements. This could quite possibly result in disturbing ‘mutations’ as of so far she has grown three sets of wisdom teeth (removed), a series of bad outbreaks of skin tumors (removed), and a functioning sixth finger on her right hand (still there). There is a theory floating around regarding this drawback as to what she may look like if allowed to age beyond normal human years and if this state will maintain adequate mental capacity to function.

Limitation 4: Mental instability - Though assisted by her limiter, Riley has been mentally damaged by the chemical imbalances in her brain. The constant exposure to chemical compounds has caused her mind to develop differently. Terrible long term memory, fits of delirium and signs of obvious drug influences are common. The worst being the occasional collapse into a semi feral state, driven by the reactions of chemicals inside her brain. As mentioned, the limiter provides assistance with this issue but it is still a day to day factor to consider.

Other Abilities

Skills
List and describe any trained skills your character has that aren't part of their power set.

Loadout
List the tools and gadgets your carry most often carries with them during missions.

Augmentations
If your character has any cybernetic augmentations or non-standard prosthetics, list them here.

 
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Lyrebird
Lyrebird

Name: Apple Rosewood, formerly known as Apple Bucksley, but changed her legal name to the name her Mistress gave her​
Gender: Female​
Age: 25​
Power: Vocal Replication​
Rank: C1 Rank​
Limiter: (In)Active​
Appearance
Race
Slavic, White
Hair
Brown
Eyes
Light brown
Height
4'11
Figure
Short and petite
Notes
She has a wing tattoo on the back of her neck.

Personality

Clean
Apple would always be seen with tidy attire, and she loves to represent herself in a clean and tidy manner. She loves having a clean environment; she believes it boosts her efficiency when getting some paperwork done. She's a neat freak and loves seeing the before, and after of all the environment she cleans.
Introvert
She loves her own space. She only finds it annoying when people tend to step into her personal space and ask her countless unnecessary questions. She loathes small talk, and she's very fond of deep and meaningful conversations. If you can provide her with just that, she may consider you a friend.
Perfectionist
To Apple, perfection is everything. A single flaw in a task can spend her to spiral into madness. I guess you could say that she's somewhat iffy about imperfections. If a mission fails or doesn't go as she hoped, it will most definitely bother her for months. Thinking analytically about how she can minimize any more errors.
Apathetic
Apple is a rather unapologetic person. She doesn't feel empathy towards her companions. If they were on a mission and one of them was injured, she would feel like it's her duty to help and not out of empathy.

Biography

History
Warning: A traumatised child
The Bird’s Cage
Apple’s earliest memories were of her in a cage, with squawking birds behind her. She doesn’t understand why her guardians put her in that situation. Were they sick of her? Or perhaps they were trying to keep her safe from something. She remained clueless about their intention but was sure about one thing. They no longer wanted to be near her.
During her time in that tiny cage of hers, she was scared. And when she gets worried, she sings her mother’s lullaby. As she hugged her knees together, her song soon merged with the noises behind her. And little did she know, she mimicked the caged birds' music.
Sunlight finally filtered through the door, and a woman greeted her with a confused look. Apple would then, later on, meet her as Mistress Blight. The mistress clothed her, named her and introduced her to America.
Unfortunately, Apple was quickly thrown into the local orphanage after her mistress' arrest. The orphanage nuns tested her for any sign of the “super gene,” When it came back positive, they rushed her to the nearest Commonwealth office and found her to be a C Rank.
The Orphanage Opportunity
Apple was a rather… difficult child to raise. Every time she would get the opportunity to live with a new family, she would always be the type to wreak havoc. The orphanage nuns were tempted to send her towards the Commonwealth and the training programs they could offer the child. However, after the news of the Mistress’ death, Apple became low and depressed afterwards. She toned down the chaos she was making to near zero. She became silent and compliant afterwards. No one knew what she was thinking, and the nuns finally knew peace.
After a few more years in the orphanage, she was adopted by a lovely couple looking to raise an academic. Apple was very compliant, despite the strict and extreme schedule her new adopted parents expected of her. After years of finishing up high school with a high GPA, her interests turned to the Commonwealth.
Her interest towards the Commonwealth increased when the news of The Knights of The Raguel caught her attention. It was one lonely afternoon when Apple decided for herself and herself alone.
She didn’t want to live a boring life somebody else dictated for her. She wants to live freely without the constraints of her parents and anybody who tells her otherwise.
Current
And so, after saying goodbye to her angry yet heartbroken parents, she sets off on her own to attain her ‘Blue Card.’ After a few years of honing her body to handle her powers, she becomes an agent of the Commonwealth. Ready to serve in whatever way she can. Apple has been in the Commonwealth’s service for a year and prefers the thrill of missions rather than a sleepless night of studying.

Relationships
  • Mistress Blight is an exotic bird smuggler who raised Apple for some time before getting arrested and serving some time in prison. The Mistress is also a known criminal in Queens; she runs an underground operation that extracts exotic and endangered birds for the wealthy to eat. She’s currently deceased… unless... Jk jk XD
  • Wealthy Adopted Parents, there was a Mr. and a Mrs Bucksley. Apple never addressed them as mom or dad, even though they were Apple's most prolonged parental figures.

Superpowers

Vocal Replication
The user can mimic the voices of others or imitate sounds such as animal noises and explosions. The user can replicate any sound they hear with perfect clarity and in any manner, the sound was made.
Enhanced Roar
Users can emit a deafening shriek for offensive purposes. If this power is used continuously without a break, the user may lose their voice, so some throat spray would be very beneficial if the user ever plans on using it. They may also be able to emit a roar strong enough to damage hearing and cause fear or paralyzation.

Limitations
Sound Frequency Complications
: The user of this power wouldn’t be able to replicate a sound frequency that would be too low or too high. Furthermore, if her human ears can hear it, then she'll be able to replicate it.
Sore Throat: If the throat is sore or damaged, this power would be completely unusable.
Copy and Talk: The user must be able to hear the voice they intend to mimic at least once. A complete sentence will do. And this requires excellent hearing as well, so if the user’s ears are damaged or blocked, they wouldn’t be able to mimic a new voice. And when they use their roar, they must also be wearing some sort of ear protection to not damage their own ears.
Vocal Overuse: The user would need to rest their voice when they use their roar. The user is very much prone to being exhausted if their power has been overused to an extent. The user could also suffer from a bleeding throat if she uses her enhanced roar a bit too much.

Other Abilities

Skills
Singing - Even though she is known to mimic some celebrity’s voices, she’s also known for her singing voice.
Medical Knowledge - Apple dropped out of medical school after enduring two years of it; she has still retained some knowledge of it. She continues to study complicated injuries so that she can be of use to her allies.

Flaws
Asthmatic - Apple is an asthmatic and must always have her inhaler on standby if any combat or dexterous movement is necessary from her.
Less Useful in Combat - She's heavily dependent on her powers; without them, she would be completely vulnerable.

Loadout
A throat spray, an inhaler, a combat knife, a phone, and some AirPods. On a much bigger pouch of her bag is a medical kit.

Augmentations
-None-

 
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Dryad
Dryad

Name: Her ID says 'Yasmin Noor.' She goes by 'Yaz.'​
Gender: Female-presenting​
Age: This instantiation has been alive for around 38 years​
Power: Extreme Botany​
Rank: A2, were it ever categorized​
Limiter: Not applicable​
Appearance

Race
You could easily assume she's Middle Eastern.

Hair
Dark brown, with streaks of dyed color here and there. Right now, the dye is blue.

Eyes
Gold, with a pronounced limbal ring

Height
175cm (A bit less than 5 feet 9 inches)

Figure
Yasmin is tall for a woman, though she still needs a stepstool to reach the top shelves of her kitchen cabinets, because architects assume people are two and a half meters tall. The curves of her figure describe long lines of lean strength, accented with appealing and unmistakeable femininity; a martial artist's figure, or a dancer's. She keeps her hair in a stylish mane; long enough to tie back but not so long that it actually gets in the way, with a few stray locks escaping to frame her face. Her skin is a rich, clear olive with few visible scars; the most prominent being a small mark that cuts through her left eyebrow. Her eyes have the depth of fine amber, each holding the lustre and invitation of a chocolate wrapped in gold leaf, filled with vivid intelligence and quick, wicked humour. Her lips are full and inviting without the bee-stung lusciousness so often in vogue, the lines of her face lean without being gaunt and just on this side of masculinity - a playful, puckish tomboy's features. She is often smiling, often laughing, and her voice has a pleasant accent that makes every word its own piece of music.

In public, Yaz is a devotee of flattering pants (almost always jeans) work or hiking boots, and band t-shirts from the secondhand store. Few things are new, but none are shabby, and everything she owns is well cared-for. She wears quite a lot of jewelry - each ear is pierced several times, along with the left side of her nose. She will almost always be found with a pendant around her neck, along with a ring on each hand and bangles, bracelets, or arm cuffs as her mood dictates. She moves through the world with the perfect confidence of someone who knows exactly who they are, and where they want to be. Yaz is neither predatory nor timid, she does not dominate or shrink - she is the kind of person who is enough within themselves, and is made all the more magnetic for that. In short: Yaz is inviting, but nothing about her says she's a sucker - you should try your luck...but you shouldn't push it.


Notes
Yay has a large tattoo on the left side of her body, starting at the tip of her middle finger. The design flows in sparse lines across the back of her hand, then coils up and around her arm, apparently describing a slender and fantastical tree, with roots that flow down the side of her body, and branches and flowers that spread across her shoulder and trace delicate curls around her chest.

Personality

Positive Trait
The Language of Flowers
- Yasmin loves people. She flirts, endlessly, with the entire world - because she's genuinely interested in just about everyone walking the planet. Everyone has a story, and Yas wants to hear it - also, she probably thinks you're cute. Want to get a drink? Listen, my place isn't far...

Neutral Trait
I Speak for the Trees
- She might seem very human, but she's really not. It's easy to forget, but what Yasmin really cares about isn't necessarily humanity's struggles. That her priorities tend to align that way is more happy accident than anything else. More importantly, Yasmin is not Mother Nature. She's more Fun-Aunt Nature, or Cool-Older-Sister Nature.

Neutral Trait
Don't Be Hasty
- Yasmin is patient, perhaps too much so. Time doesn't always mean the same thing to her that it might otherwise, and she doesn't get bored easily. Still, even plants will move on after enough time, just look at the walking onion.

Negative Trait
By And By
- Yasmin isn't human, and she knows that, which becomes fuel for her worst nature. She is, by nature and long preference, more or less the happy, friendly, maybe-horny, probably-a-little-stoned hippie girl at the coffee shop - but there are times where she is, emphatically, not. The other half of nature is cold indifference, without cruelty, but without sympathy, either. Yasmin is never cruel - but there are places she would watch freeze, and people she would leave to be swallowed by the forest, if they got on the wrong side of her.

Biography

History

Somewhere That's Green


Sunlight streamed through the window, the golden, ripe-apple light of an autumn afternoon. The window by the bed was open, with just the gentlest breath of breeze pushing a curtain aside with a quiet swishing sound, a slow and hypnotic beat. The moving air brushed sweat-dappled skin, a cooling kiss that brought delicious relief with a ripple of gooseflesh where the currents passed. In a room that had recently become rather less tidy, on a bed that recently had become likewise, Yasmin lay on her back, her hair a messy halo. One arm found its way under under a pillow, drinking in the relative cool, while the other wrapped around the shoulder of the person next to her. The time for the heaviest breathing had passed - not so long ago - and now was the comfortable, close enjoyment of one another. Yasmin's fingers traced over the other person's shoulder, lazy and light, while she stared at nothing with half-lidded eyes and the self-satisfied smile of a housecat. At length, the other person shifted, and Yasmin made a small noise of protest.

"You know," Yasmin's voice came out like nectar, "It's traditional to have a nap afterward. And it's Sunday. Nobody does anything on Sundays."

The other person let out a sound somewhere between a laugh and a sigh, "Nobody sensible, perhaps. But look at the pair of us."

"Sophie," Yaz sighed, "I-"

"You said we'd talk," Sophie said, propping herself up on an elbow, "And God love you, Yaz, but we can't put this off much longer."

"You're talking about that damn agency again, aren't you." Yasmin blew out a breath, and laid her newly free arm across her eyes.

"That 'damn agency' has kept the country safe from - you know what," Sophie stopped herself, "We're not having that discussion again."

Yasmin smirked, "Almost got you." She could feel Sophie's narrowed eyes, "Fine, fine. All right, Agent Fletcher." Yasmin didn't move, didn't sit up, "What does the Commonwealth want to talk about?"

"You're not going to get dressed?" Sophie said, incredulous.

"You can," Yaz replied, "I'm comfortable, and I intend to go on being comfortable."

"I..." Sophie sighed, "You know what, sure." A pause, "I suppose there's really only a few things I need to know."

"Mm-hmmn." Yaz shifted a little, moving her hips into a more comfortable position. The sheets slid with a silken sound.

Sophie cleared her throat, "Yaz...what are you, really?"

Yasmin moved her arm, just enough for one amber eye to peek out. The light from the window made the eye, and her smile, glow like burning gold. "You've never needed to know before." Her ever-present smile tugged at one side of her mouth, even now.

"We've got a new director, Yasmin. And I don't know what you are - but you're probably something I have to worry about." She swallowed, "But we've never brought you in. There was always someone more interesting, more flashy. But I know you're one of them."

"There are lots of cute girls in Los Angeles," Yasmin's voice was still light, playful.

"You think I didn't notice what happened at the botanic gardens?" Sophie said, her voice a little sharp, "Or at Griffith Park? Trees don't move like that. Flowers don't just...bloom."

"I was kind of hoping you'd be too busy thinking about the way I was kissing you at the time." Yaz moved her arm and turned her head, the smile turning a little sad, "What do you want me to say, Sophie?"

"Just...tell me the truth. That's all I want." Sophie's eyes glittered in the sunlight, a pair of emeralds in a face beginning to tighten with worry.

"And what does the Commonwealth want?" Yasmin closed her eye, let her arm fall back across her face.

"I..." Sophie stalled out.

Yasmin let out a soft sound, a private and quiet laugh to herself. She relaxed, nestling further down into the pillow, and took a few slow, long breaths. She liked Sophie, she really did - and found herself liking her all the more for how willing she was to stick to what she believed in. Yasmin had never really dealt with the Commonwealth's offices - in fact, she'd met Sophie in a bar on a rare rainy night, neither of them knowing who or what the other was until quite some time later. A couple of months into their...whatever-this-was, there had been a very awkward meeting at a scene of excitement and fire, the kind of 'wait, what are you doing here' that romantic comedies bloomed from. And for a few weeks more, they had managed to avoid answering that question, neither quite willing to broach the subject. In Yasmin's case, because she didn't find the notion important - but for Sophie, well. Agents had their responsibilities.

"Sophie," Yasmin said, taking her arm from shading her eyes and running her fingers over Sophie's leg, "The truth's pretty weird."

"You know where I work," A smirk tugged at Sophie's mouth, "Weird is part of the job."

Yas laughed, her fingers still tracing over Sophie's skin, "Well..."

And Yasmin told her a tale, ancient and primordial, of the wild places that the world once had, and that could still be found. Those places where people - humans, their ancestors, and everything besides - came to live, to eat, to drink, to find shelter or make tools. She wove the story of watching civilization rise, fall, and rise again, of feeling the world through the soil, the air, the way the sun cut through smoke. In her story, Yasmin spoke of the people who had walked through those wild places, those who lived near them, in them, who found the paths through them. A thousand generations of explorers, hunters, gatherers, smiths, engineers, and architects, each person leaving their mark on the world, the world that knew itself, the world that knew the explorers, the world that loved them for all they were and all they did. And sometimes, they never left those wild places, and they would become one with them, roots wrapping bone, and another generation nourished by all they had given.

And she spoke a day when the wild places, who knew one another as they knew themselves, sought something else. Not for parlay, not to entreat, not even to influence, not really. But for so long, the world had been the world, and the trees had been the trees, and they had felt every breath, every step of the wondrous people that shared the land, the sea, and the sky. And they thought: What is it that makes these people the way they are? Was it their eyes? Was it music? Was the spark that made them special something in poetry, in music, in discarded sandwiches? The trees were the trees, and the vines were the vines, and they would take care of themselves, and the wild places thought: Here is a question that we cannot answer. And so they chose to try, and they poured their love and curiosity into someone who could experience the world the way the people did. They gave her eyes, and they gave her arms, and they gave her legs, and they gave her a mouth that she could speak, and they gave her the words they had heard down the centuries.

And later, she came back to the wild places, and she brought that knowledge with her, and she returned to the soil, to the trees, to the flowers and vines, and a lifetime of knowledge, alien to this most primal awareness of the world, showered like spring rain. And for a time, that was enough. There was much to think about, after all, much to ponder, much to wonder at. Then there was the age of the machine, and the wild places wanted to know what that was like, and another ventured into the world, another returned, and the wild places learned more. And so on through history - the wild places would send their own into the world, armed with love, with curiosity, with tenderness, with the strength of oak and ash and thorn.

"And in this time," Yasmin said, "I'm who the wild places sent. I'm who they made." She smiled, "My sisters saw the first farms, they saw when cats decided that they lived in your houses, they saw the dawn of steam and the age of flight. I have no particular orders, Sophie. I'm not here to be Captain Planet, and I'm not here to save your from yourselves. I'm here to be one of you. I'm here to love the people I love, and to one day, bring what I am back to where I came from."

Sophie stared, blinked, cleared her throat, but no other words came.

"My sisters saw a man walk on the Moon, and cross the polar ice," Yasmin said, "It seems I'm here to see how the world treats people with superpowers, because I'm one of them." She smiled, "But for all of that, I rather think I'm outside of your department."

"You are exactly my department," Sophie said, almost choking on the words.

"What will you do?" Yasmin grinned, "I expect your technology wouldn't work on me, even if I were inclined to let you try. And if it didn't work, what next? Would you try to register the Everglades? Train the Tongass? Would you send agents to speak to the Grove of Titans, in the hope it would give you a different answer?" Her voice was gentle, kind, without a hint of anger or disappointment. "I'm no danger to you, or to anything you hold dear."

"And you expect me to trust you?" Sophie's voice came after long moments, quiet.

"Have I given you a single reason not to?" Yaz smiled, "Come back to bed, Sophie. That's what's important right now. Your organization will take care of itself."

Sophie looked out the window, eyes distant, lost in thought. Yasmin stroked her leg with the fingers of one hand, and the silence bloomed between them. After a long time, Sophie blew out a long, quiet breath.

"If Director Chernov ever finds out," Sophie said, equal parts resignation and relief, "She's probably going to kill me."


-----------------

Notes

Yasmin makes her living primarily by selling truly spectacular weed to a select and well-heeled clientele. She also has a stall at the local farmer's market, with a table overflowing with seasonal produce, most of which comes from a large garden in her back yard. She presently lives in Los Angeles.


Relationships
  • Sophia (Sophie) Fletcher - One of Yasmin's best friends, occasional lover, and would probably be her girlfriend if they saw each other more often. Sophie is a Commonwealth agent, who currently lives in Baltimore and is regularly dispatched on field operations. If she has powers, she's never mentioned them to Yasmin.
  • Vincent Telemier - A grey market information broker who helped Yasmin establish an identity, and ensures she can get around through an increasingly online world. She keeps him well-supplied with fresh fruits and vegetables, which he gives away, and marijuana, which he does not.
  • Iris Winter - The owner and proprietor of Yasmin's favorite bar.
  • It seems impossible that she wouldn't know Demeter Green.
  • The Wild Places - The meta-consciousness of plant life, developed over eons. She is they and they are she.

Superpowers

Main Power
Look, You're A Plant!


Yasmin is a minor, but genuine, literal force of nature. She is, in fact, a kind of plant, and inherits an unusual physiology; she is a being borne from the will of the Wild Places and gifted with some of their power. Most directly, she has a profound connection to plants in the surrounding area, and an ability to manipulate them to an extraordinary degree. In addition, while she is quite attached to her own physical form, she has a very deep control over the way her own body works, since it is, after all, firmly within the realm of her power. No fragile hothouse orchid, Yasmin is equipped to navigate an increasingly superhero-rich world. She is, like invasive vines, tough, tenacious, and flexible; Yasmin is stronger, a little faster, and much tougher than an ordinary human being. Her near-total immunity to plant-derived toxins and poisons is not surprising; her deliberate choice to remain susceptible to plant-derived psychotropic compounds may be likewise.


Supporting Power A:
Grow For Me

Yasmin's connection, and control of, plant life is profound. She can manipulate plants in the area to not just grow, but to change their shape and properties, though within limits. Wood can become denser or more pliant, vines can become conductive, or an opium poppy might be made to drip morphine. Even Yasmin's own body is under this level of control; she can cause a wooden shield to erupt from a limb, manifest stinging nettles on her skin, or stretch her skeletal structures to grasp something out of reach. Most pervasively, Yasmin can understand the nearby environment through the experiences and senses of the plant life that exists there, and understand its history through the experiences of the local flora. She has the most intense and protean control over her own body. Up to about 10 meters (About 33 feet) away, she can cause roots to erupt from the ground as barriers, cause trees to grow, stretch, or reach for people or objects, and otherwise exert immense control. Past that distance, her control fades rapidly - at 15 meters (About 50 feet), she's capable of making flowers bloom and seeds germinate, but not much more than that. Her ability to commune with plants largely exists inside this 15 meter radius as well, though she can perceive the strongest signals from the largest trees (for example, that a grove is on fire) to 10 kilometers (A little over 6 miles).


Supporting Power B:
Perennial

Plants can and do heal, and Yasmin is no exception. Her body stores energy over long spans of time, gathered from food she eats or spending time in the sun, which is her principal power source for manipulating her own body. She can use this reserve both to alter her own body and make it do things it wasn't necessarily meant to, or much more commonly, to heal wounds. These manipulations can happen very quickly - she can recover from being shot, experiencing broken bones, or other trauma, and change her body with astonishing alacrity - but this well of power is not very deep.


Limitations

Limitation 1: Yasmin is capable of exerting her control over nature in a range noted above - at least on the ground. The vertical limit is largely informed by the plant species in question, but while trees can grow quite tall, she won't be using a giant redwood to swat down an airliner.

Limitation 2: The plants in the area have to be capable of doing what she needs at the time. For example, if there are no woody plants around, she won't be able to throw up a wooden barrier, and the bladderworts in a stagnant pond probably can't hear people all that well, even if she'd like them to.

Limitation 3: Yasmin is rather more flammable than you might expect, all else being equal. She isn't going to catch fire like match, but large amounts fire and flame give her substantial pause.

Limitation 4: Yasmin's normal physical form is her favorite, but she can change it at will - to a point. Transforming a single limb into a weapon or shield is the extent of outright transformation she's capable of. She can, in theory, grow herself a set of natural armor, but not over her entire body. A powered exoskeleton is possible, but not in combination with armor or weapons. While it is technically possible that she could compress and morph her body to get out of a jail cell, this is something that would leave her without a lot of her internal energy stores to do anything else - and would be immensely uncomfortable besides.

Limitation 5: The well of power Yasmin uses to fuel her own body's capabilities - healing and its alternation - is very finite, and takes substantial time to recharge. Like a plant storing energy to survive over the winter in a bulb or corm, Yasmin must have some energy to put in to begin with. Since she is minimally photosynthetic, lacks roots, and has an inefficient digestive system (although she loves eating), the process of refilling this reservoir is slow. When completely drained, it can take on the order of weeks to months to be fully recharged, during which time Yasmin will often find herself ravenous, and in the worst cases, might find herself a little pale, a little gaunt, perhaps with a little less patience for the world. Shoveling more pizza in her mouth, while she will never refuse, doesn't help - her energy storage organs can only fill at a certain rate.

Limitation 6: The amount of damage Yasmin can recover from is limited. Repeated damage in a short period of time will leave her drained and unable to repair herself, and there are absolutely instantly-lethal levels of trauma for her. She can, for example, regrow a single lost limb at the expense of her entire energy reserve, but she can't survive a super-powered blow to the head that overcomes her own natural toughness. If she manages to get shot, she might be able to heal a few non-lethal impacts, but one or two shots to organs she really needs - her lungs or heart, for example - would leave her completely empty as well. Being set on fire in a deliberate and focused way will probably kill her very quickly.

Limitation 7: While she might be tough, Yasmin is extremely, very mortal. Her physiology may appear to be that of an attractive human woman, but inside, none of the systems would make sense to a hospital or doctor. Standard, and even superhuman-enhanced, medical intervention is unlikely to do much for her, regardless of how it's administered. If she dies, that is the end of Yasmin as an individual - if the Wild Places choose to send another vessel into the world, it will be years later and likely in another place.

Other Abilities

Skills

Archery - Yasmin is a fine, and fast, shot with a bow and arrow. The bow is bespoke, the arrows are commercial. Most are for target shooting.

Musical Theatre - Yaz has a fine singing voice, and plays the guitar well enough to be entertaining around the campfire or impromptu sing-along. You'll rarely see her pass up an opportunity for karaoke.

Friend Like Me - A flirt, a raconteur, and a good friend, Yasmin has contacts in many places, including places that may be surprising. It's likely she's had a drink with someone who's no more than one or two degrees of separation from many people that might be useful talk to.

Role, Played - Her LARP, and D&D, character is a half-Elven Druid called Cerys Windflower. She is on a quest to find her mother, who vanished at sea in pirate-infested waters. The campaign has been running for two years, and she's currently level 8.

Chaperone - Yasmin is perhaps the best person possible to have as your caretaker on a trip - and she'll make sure you have only the finest options available to you, from ayahuasca to salvia and so much more besides. She is incredibly picky about her clients, does not accept referrals, and the last person who tried to force the issue didn't wind up the better for it.

Connoisseur - She does, occasionally, smoke hand-rolled cigarettes and cigars, made from tobacco she's grown, fermented, aged, and otherwise variously processed herself. Yaz is also a very easy customer with most kinds of tea, finding the drink to be very nearly universally delightful. She is extremely excited by cider season, enjoys wine, seeks out seasonal beers, and is a fiend for fresh bread.


Loadout

In addition to the things any sensible person would take, Yaz has a pouch of seeds from all over the world. They are not sorted, but they are from dozens and dozens of genera and cultivars.


Augmentations
Not applicable

[/B][/B]
 
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Paddestoel

Paddestoel

Name: Sofie Corbach
Gender: Female-ish
Age: 30
Power: Fungi
Rank: A3 Rank
Limiter: Active, Level 3 (Dulls sense when in urban environments.)
Appearance

Race
Dutch (Born in the Netherlands)

Hair
N/A

Eyes
N/A

Height
7'0"

Figure
120 pounds amass of fungal growth. Starting at the base, where what were once toes have elongated into phalanges with the hallux now at the heel, all of which support the full weight and are coated in metacarpal pads. Moving to the hock, long spinally stems sprawl out like tufts of hair with visible moisture accumulating. Small pustules coat the surface between the hock and knee, with visible veins woven between the pulsating sacks.

The form is primarily humanoid in shape from the thigh up to the shoulders. However, all flesh is a spongy gray hue. More spinally stems tuft out from each wrist. Fingers are elongated on each hand with nail beds coated in soil. On both shoulder and neck, the Gills of different colonies of mushrooms spread across the space. Large stems topped with flaring caps covered in purple specks protrude from her head. Facial features have been severely warped. A bulbous forehead gives way to enlarged cheeks with only slits for what once were eyes. The slits appear more as a wrinkle than what was ever home for human eyes. A small nose tip is still visible on an otherwise alien-like face. Though her mouth remains, with lips now black as dark green thick salvia drips from the corners of her mouth, and flecks of grey matter expel with every breath.

Notes
A walking mushroom monster.
Personality

Resilient
After such a difficult upbringing, Sofie has learned to bounce back and grow from negative experiences. Being a giant fungus colony comes with its own challenges. Luckily, she has had extensive therapy over the years. This has assisted her in having both a good outlook on life and being able to bounce back from challenges.

Traumatic experiences and stressful moments in life can leave scars and wounds on people's souls. Sofie has come to believe there are seasons of life, and some are not as easy as others, but much like the seasons of the year, nothing lasts forever. It is best to dust yourself off and enjoy the good things in life and not focus on the bad.


Enthusiastic
Do you know those people with a near-death experience who seem to be high on life? Sofie is a more mellow form of this. After being locked away for so many years, with no prospect of independence, life is her oyster now. Mmmmm, oyster mushrooms; I mean, yes, excitement. Not over the top, mind you, but she is eager to get out into the world.

Simple Innocence
Sofie has not had many, if any, peer interactions. Yet, with all those she has interacted with being in an authoritative or instructor position for most of her life, she struggles with social interactions and basic nuances. Social cues are often overlooked, as are personal bubbles. Keep in mind her sight is based on where her breath can spread spores. Can't see a face across the room if there are no spores.

Anger Issues
Sofie struggles with anger management. Her therapist says she needs to work on using healthy coping mechanisms instead of resorting to rage. However, Sofie quickly switches to anger when in a frustrating situation. This starkly contrasts her resilience, but one can bounce back after a good chair smashing, right? Sofie is known for getting mad and getting even.

"I don't like to call it getting revenge; I like to call it returning the favor; it sounds better." - Sofie

Biography

History

Sofie was born to a sweet couple in the Netherlands. They were delighted to have their first child. Sadly, the celebration was short-lived when Sofie started to show strange deformations. First, her toes began to grow long. Second, Sofie's bald head grew lumps instead of hair. Finally, the baby's drool started to hold specks of green. After a large batch of tests, the doctors concluded that she carried the 'super gene' and this was her powers emerging.

Sofie's facial and lower leg bone structure began to warp by one-year-old. By age two, Sofie's flesh had grown dull and gill-like growths had started on her neck. With the state of the Netherlands, her parents knew she stood no chance there. She needed specialized help to cope with whatever she was mutating into. Reaching out to the Commonwealth, they pleaded for help. Luckily, their cries were answered. The only problem was it was only for her. Sofie's parents coordinated with the American agencies to meet in a boat off Zandvoort Beach.

At first, her parents worked to keep in touch. With video calls, they would try to encourage their little one. But by age five, Sofie no longer resembled their daughter. With her sight nearly lost to the new shape of her face, gray skin, green drool, and black lips, they could not even bring themselves to speak to her. It was better that her parents faded into a distant memory. Interestingly, as Sofie lost her sight, the progression of her condition increased.

With sight loss, the doctors worked on various ways for Sofie to interact with the world around her. She learned brail, read books, and walked with a cane. Her education and medical care continued in one of the Commonwealth's many facilities. Luckily, given most of the staff was in the scientific medical research field, the facility was less affected by the 2018 staffing purge.

When puberty struck, Sofie's body evolved. First came heightened hearing, smell, and taste. Then, with her body now maturing, she was able to see. Well, not in the traditional sense. Spores spread with each breath. An almost inaudible rattle would pulse from her forehead. It rippled out and back, bringing details of her surroundings wherever the spores had spread. Now with a sonar-like vision, the Commonwealth saw potential. Where before, they planned to give Sofie a confined but comfortable life, she was no longer helpless.

Sofie was taught how to hunt, survive in the wilds and blend in with her surroundings. During her early twenties, Sofie trained daily to hone her senses and abilities. It is only in the last few years that Sofie has been let out. Often working on intel missions and covert projects. Sofie is never in the know enough to feel she is of any true importance. Going outside is excellent, not to mention the other mushrooms in the wild sing the most beautiful songs.

Relationships
  • Other person's name: Description of your character's relationship to this person.
  • You can consolidate this list if your character knows a lot of people or has a big family or if you're lazy like me.

Superpowers

Main Power
A walking spore-producing fungus able to switch between various types of spores, creating different interactions with the world around her.

Fungal Breath
Paddestoel can excrete varying types of spores. In addition, she can draw in additional air into her lungs, causing them to pull in triple their average capacity. Blowing air out at the speed of a sneeze through the gills of the mushrooms adored around her neck.
Spores:
Standard haloid multicellular organisms develop into varying mushroom species if left in the right conditions. This is what Paddestoel usually excretes to provide sonar sight.

Plague Fungi is best compared to the Amanita phalloides, aka death cap mushroom. However, unlike the death cap, which is only dangerous if ingested, inhalation of these spores can cause abdominal cramping, severe digestive tract upset, and dizziness as the kidneys, liver and other organs fail, resulting in death for some unlucky individuals.

Spite is hay fever or allergic reaction spores. Have you ever been around something you are highly allergic to? Swollen, watery, itchy eyes, runny yet stuffed nose, facial swelling, and even a rash. Everyone reacts to this one differently, but it is a great way to clear out space quickly.

Animated GIF


Heightened Senses

  • Hypersalivation is a side effect of the spores she creates from her throat and lungs.
  • Hyperacusis has excellent hearing, with the ability to hear 65,000 Hz.
  • Hyperosmia, where instead of having 9 million sensory receptors like the average human, Sofie has roughly 100 million along the nasal cavity. This also dramatically increases her taste.
  • Sonar Sight The cavity within her forehead resonates at a shallow frequency. Subsequently, she can 'see' with a sonar, picking up on the spores she exhales. Sofie can use her sonar to see her own spores and those of the fungi family. This means she can see the vibration from molds, yeast, mushrooms, and toadstools. Given the beats of the varying fungi change based on their state of well-being, Sofie can understand fungi on an extremely primitive level. They also provide more visual range than simply her own spores provide. When Sofie stays in one place or resides in a space for a good period, her spores can spread, creating a clear outline of the surrounding area. They also grow into little snacks if left in the right conditions long enough, which is always a pleasant surprise.


Limitations

Limited sonar sight:
Sofie's sonar only picks up on fungi. With her own spores spread through her own breath, it takes time for them to accumulate enough for her to have any visual range. So just whatever you do, don't ask her to wear a mask...

Slow going: With such a limited visual field with her own spores and, in general, with fungi not blanketing the world, Sofie must move slowly. As a result, it takes time for her to see the world around her.

Monsterous form: Sofie is not blending into any crowd. Her freakish fungi condition is only good at hiding when out in nature. No urban dinner parties for her.


Other Abilities

Skills
Great cook
Awesome listener
Can read brail
Outdoor survival skills
Tracking skills
Camouflaging skill - limited to forest or outdoor environments.

Loadout
Jug of water
Pancho
Fire starter set
Large hunting knife

Augmentations
None.
 
Bulltrue
Bulltrue

Name: Anderson Moore
Gender: Male
Age: 57 Years.
Power: Unstoppable Force
Rank: S Rank
Limiter: Experimental 6-Point Limiter
Appearance

Race
American; Caucasian.

Hair
Brown

Eyes
Olive

Height
9’4’’.

Figure
To describe Anderson’s physique as anything other than a giant brick house of muscle is a disservice to your own vocabulary.

Notes
Armor generally worn at all times. Hygienic concerns are taken care of when the subject is asleep. Don’t ask.

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Personality

NO ONE GETS LEFT BEHIND
While many can sport a compassionate trait, Anderson has a history of disobeying direct orders just to make sure no one who could be saved was saved in the middle of a warzone. Anderson has used his own body to shield others countless times and will do so again without hesitation.

BLUNT
While many would find honesty to be a very positive trait, brutal honesty can swing for both teams. As can apparent inability to convincingly lie. He learned early that Poker was not for him.


LOUD
Anderson is incapable of talking in a manner suitable to anyone not yelling. This is a byproduct of his powers, which enlarged his vocal cords, diaphragm and even lungs. Librarians everywhere despise him.

AS DUMB AS SNAKE MITTENS
The most classic stereotypes never seem to die, do they? While Anderson’s known for his might and ceaseless determination, he is also known for how easy it is to lose him in conversation, puzzles, hell, even navigating a city is a task best left to someone else...

Biography

History
Born in Arlington Texas, Anderson was the ultimate example to the phrase 'Everything is bigger in Texas'. While most of his life prior to his powers manifested was uneventful, it should be noted that prior to their appearance, he once had dreams to go to college to work in the kind of place involving lab coats and supercolliders. Well in the end, he fulfilled half of his wish, becoming a supercollider himself.

As his powers became apparent, his mental capacity tanked, leaving his academic options to be fruitless. At first, it wasn’t as drastic as it is now. He felt his best place was in the military. Being shipped to the middle east at the age of 18 with a reading level of a middle schooler, it all came to a head when his unit was bombarded by mortar fire after being trapped in a field littered with IEDs. It was here his powers manifested sharply, as he acted as a constant distraction and took mortar shell after mortar shell while the unit could escape. His military career did not last long, as even though he had glowing reviews of keeping those around him safe and alive, he could never find common ground with commanding officers. He refused to sign off on people who could be saved, and was court martialed and discharged for it. Angry with everything around him, he was placed in a Commonwealth program to try and find a way to reintegrate him back to a semblance of normalcy. It didn't work. Instead, Anderson found out that the agency he worked for had a dark secret.

Before the Rapture Incident he came in contact with the then Deputy Director, Hunter Ward. A gruff hardass of a man, but one who understood Anderson’s way of thinking. When everything came to a head, he was one of the first to leave Commonwealth and follow him and return three years later under the Moniker of ‘Juggz’, to bring down the corrupted shell that had a lot to answer for.

Following the recreation of the Commonwealth Agency, Anderson was brought back under the supervision of Hunter Ward, and fitted with a prototype Limiter Armor. Anderson had long since found a way to deal with the anger of his youth and has now since put his powers to work.

When not helping other agents or the occasional Blue Card, Anderson is widely known to partake in a business known as the Superhuman Wrestling Federation, or SWF to be short. What? You DON’T think the prospect of Supers duking it out in safe conditions wouldn’t make for a better show than the fortieth season of whatever trash tv is rotting your parent’s mind? Get OVER yourself! Anderson was cleared to enter with the intended purpose to promote Commonwealth front in center. The actual reason he took this added job was, well, he gets to throw people around and even though the acting is sub-par, the fighting is great. He has enjoyed it so thoroughly, he has become the reigning Super Heavyweight Champion. A hike in pay? Sure. Does he have any idea of what to do with it? None whatsoever.


Relationships
  • Other person's name: Description of your character's relationship to this person.
  • You can consolidate this list if your character knows a lot of people or has a big family, or if you're lazy like me.

Superpowers

Unstoppable Force
Essentially, a case of gigantism with the added trait of his muscle forming all across the body to create a person capable of strength seemingly unrecorded before. Due to how his muscles have formed, particularly in the limbs and chest, without access to his Limiter Armor, the act of talking, shouting, walking, stomping, jumping, and moving his arms are capable of releasing shockwaves and quakes that can not only damage infrastructure, but in prolonged use can trigger quakes, avalanches, and even tidal catastrophes.

Uncanny Resilience
Upon reaching full adulthood, his musculature has evolved once again, going from just raw brute strength to being incapable of being pierced, scratched, or otherwise damaged by most means. His ‘armor’ retains full feeling, it seems. While direct damage is seemingly impossible without extreme measures, traditional bodily reactions to heat, cold, and electric shock remain. Admittedly, the common reaction shown is anger, so pursuing this option to manage him is...Hazardous. To be clear, our recommendation if Anderson is your enemy is to flee. While his body is susceptible to Heat, Cold, and Electricity, it will lead to the same result as advanced gunfire. You're only angering him, making him focus on you first.

Unaltered State
Tracking records of Anderson over the years have noted that his musculature structure and brain activity appear to be aging at a slower rate than that of a normal human. While he is currently in his late fifties, for all intents and purposes, his body is still operating at the level of someone in their mid thirties.

May god help us all if he is destined to be here for another hundred years.

Limitations
Brain Functionality

Anderson's mental capacity became stunted at about the same time as his power began to manifest, leaving him stuck in with the brain power and mannerisms of a rowdy teenager. While he has a full grasp on combat, everything else in the world around him is seemingly foreign to him. This leaves him easily tricked, or left trying to overthink even simple tasks. The more complex something becomes, the more likely he will avoid it.

However, it should be noted in prolonged fights with complex opponents, the angrier he becomes, his mind seems to piece together ideas he normally would not perceive. While not of genius-level caliber, a documented use of subterfuge emerges.

Collateral Damage
Wherever Bulltrue is used to face the inevitable fate of being reduced to rubble. There was no 'careful', or 'restraint' with Bulltrue when it came to the task at hand. Without proper precautions that are used exclusively to keep his power from leveling wherever he is, his very presence could cause untold amounts of damage. The Limiter Armor was the answer to this issue, keeping the damage to a minimum. Finding the idea of keeping everything and everyone intact a glowing positive, Anderson has chosen that if his Armor deactivates for any reason in a populated sector, that he will choose to stop moving altogether and wait for Commonwealth to arrive to fix the problem.

Limiter Removes Ranged Attacks
With the Limiter armor active, the most dramatic of Anderson’s strength is nullified, including shockwaves caused either from his various movements or shouting, or quakes from footfalls. So long as the armor remains intact, his ranged capability is limited to throwing.

Ask Your Local Congressmen
A constant precaution added by Commonwealth to make sure his powers don’t cause another mountain of paperwork similar to the ‘Hyde Park Avalanche’ fiasco. The armor Anderson wears is less to protect himself, but to protect everyone around him, reducing his strength significantly. The default setting has been placed at 20% of his normal strength at any given time. Any break in this limitation can be carried out with the authority of the Commonwealth Director, though that would also cause a point of contention with Congress, wouldn't it?

All Thumbs Ahh the wonders of dexterity. The ability to operate something like a car, a forklift, an oven, a tv, or in fact anything that makes life tolerable. It should come without any surprise that if Anderson attempts anything that requires any level of finesse, that whatever is in front of him will no longer exist in a physical, conceptual, hell, even emotional capacity. In short, no, Miss Brahn. You are not getting your PT Cruiser back.


Other Abilities

Skills
Pro Wrestler:
Sure, throwing punches is one thing, but takedowns, power bombs, suplexes? That’s where the REAL fun for Anderson is. He also gets to be an idiot and yell out the name of attacks because apparently that ‘boosts ratings’. He doesn’t know what that means.

Intimidation: Look, you be a 9 foot tall muscle bound behemoth wearing a faceless mask and not scare everyone with your looming.
And even if you DO talk it’s not like that booming voice is any easier to calm people down with!

Loadout
Limiter Armor

As Anderson’s body is considered indestructible, the aspect of armor should be seen as redundant. Instead, this is to serve as his own limiter, sapping his available strength to 20% maximum potential. Such steps are necessary when just that small percentage is enough to carve through a city with reckless abandon. The armor’s functionality only affects the strength aspect of Anderson, leaving his defense untouched, essentially making Bulltrue a well-regulated tank.
The armor has six points of control over his strength. Both gauntlets, both boots, the headpiece, and the chassis all keep a constant drain to keep him from leveling a populated sector. The gauntlets and boots work to nullify any chance of footfalls or impacts from his hands to cause tremors or quakes, and the headpiece removes any possibility of shockwaves from his voice. In total effect, when the limiter is working as intended, his S Rank capability is reduced to a B, which is FINE BY NOT JUST HIM, BUT THE WHOLE DAMN COMMONWEALTH.

There are various sensors and alarms rigged throughout the setup that will scream bloody murder to Commonwealth, the US Military, and various other agencies if the armor is damaged or deactivates, causing a panic to mobilize and remedy the situation immediately.


Augmentations
N/A.

 
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Polymer
Polymer

Name: Petra Farrow​
Gender: female​
Age: 20​
Power: Plastics fabrication​
Rank: C2 Rank​
Limiter: rank 1, Inactive​
Appearance

Race
Caucasian

Hair
Black with dyed streaks that are changed regularly

Eyes
Blue

Height
5'0"

Figure
scrawny, with bad posture

Notes
Petra's hobbys is fashion and she can make new clothes in seconds with her power, it's not uncommon for her to change outfits dozens of times in a single day

Personality

Positive Trait
Creative: Petra's mind is always bubbling over with new ideas and any problem or challenge she encounters will spark of dozens of solutions, from the straightforward and efficent to the totally unexpected, overly complicated and down right dangerous. Usually this trait is positively channeled into artistic and crafty pursuits; wherever she goes Petra leaves behind a trail of clothes, furniture, sculpture and weapons in the hands of those who need it or even express a mild interest.

Neutral Trait
Inquisitive: Ooh what's that do? What's inside of it I wonder? Hmm maybe if I just take this bit off aaaand it's broken, but I can fix it, or at least figure out how it worked! Petra has never asked herself a question she didn't eventually find the answer for and she has a lot of questions. A looot of quetions. This makes her knowledgable and engaged in the world around her but it can also be annoying and dangerous.

Neutral Trait
Novelty Seeker: The status quo is old and busted, innovation is the new hotness, what is the point of living if not to create, innovate and renovate? In Petra's mind it's always better to try something new, even if the old thing is working just fine, after all the new thing could be so much better!

Negative Trait
Obsessive: Petra has a tendency to latch onto a particular project or problem and fixate on it to the exclusion of other priorities, inlcuding food or sleep. This state can last for as little as seconds if she can quickly fab out a prototype or weeks at a time if the issue is particularly thorny and during this period Petra can only be redirected with a very firm hand and tends to remain grouchy and distracted until she can get back to what she was doing.

Biography

History
Petra was born to an ordinary, suburban family as a bright, but socially awkward child. From an early age Petra displayed a flair for the sciences and design, participating in events like science fairs and art shows and bringing home numerous prizes. These kind of results thrilled her parents, but they did little for her popularity and by middle school Petra was contending with bullying and isolation from her peers, the situation reached a crisis point when her powers activated during a particularly crule prank and she inadvertantly generated several bucketloads of liquid, noxious smelling plastic, thereafter being known at school as "slimegirl" or some variation. Despite putting up a tough front, Petra struggled to cope with the bullying and eventually refused to attend school.

Petra become something of shut in, splitting her time between blazing through online classes and then diving into doing her own study on the internet and toying with her powers. Although she emerged to participate in manadatory power evaluation and safety trainig, precious little else would lure Petra out of the comforting solitude of her room, in fact it would take a literal hurricane to finally dislodge her. When Hurricane Bonnie hit America's east coast it was by no means the largest or most destructive natural disaster to befall the country, but it did have the temerity to flood the Farrow family basement, severing the high speed internet connection Petra relied on foor nearly all of her mental stimulation. Grumpily, Petra emerged blinking into the daylight only to slowly realised that other people and other families had fared far worse. Houses, entire streets in some cases, had been utterly demolished with pets and family members sometimes still trapped in the debris and enitre lives worth of material goods utterly destroyed. With nothing else to do with herself, Petra slipped off her limiter and started wandering around and helping people. Petra's ability to fabricate plastics was almost perfectly suited for disaster relief: she could make furniture and even temporary shelter for the recently unhoused or whip up clothes for people who had nothing to wear; she could even generate fuel for generators to keep power on.

Eventually of course Commonwealth agents also involved in the relief efforts found the time to track down Petra and firmly remind her that she wasn't authorised to act in such a capacity, but they were truthfully more impressed than angry and the end result was Petra being referred to the blue card program. Petra still refused to leave her room to attend more than the absolute mandatory minimum of face to face classes and tests, but she nevertheless made it through the program around the time she finished up her online high school curriculum and began getting involved in various local crises, eventually even dipping her toe into responding to crimes in progress and the like. Now an adult, this fledgeling vigilante is starting to consider what it would mean to step up into the big leagues.

Relationships
  • Mia and Doug Farrow: Petra's long suffering parents. They love their strange, but brilliant daughter deeply and have patiently supported her through her struggles> They are relieved to see her show an interest in the outside world, even if her chosen area of interest is not especially safe.

Superpowers

Main Power
Plastic Fabrication: Petra can fabricate a wide range of hydro carbon polymers, more commonly known as plastics. Petra can control this process precisely, down to the molecular process and is able to exactly mimic a wide array of different materials and complex shapes in solid, liiquid and gaseous forms, but she can't manipulate her creations asfter building them, or plastic in the environment, at all. Once the objects are produced they are inanimate, except for whatever energy might be stored in them by dint of their shape, position or other natural properties.

Supporting Power A: Enhanced visualisation process: Petra is somehow able to envision her plastic constructs down to a molecular level of detail, enabling her to form a variety of different polymers with useful properties much faster than would otherwise be possible.

Limitations
List and describe a minimum of three limitations to your character's powers. This would be any 'rules' it follows, such as being ineffective on certain targets or past a certain distance. Keep each weakness or limitation clearly separate and organized.

Limitation 1: Range: Petra can only create plastics within a radius of about five metres of her centre of gravity, though she can often produce more plastic to displace what has already been produced. If this is impossible or impractical than she has to reposition herself multiple times to produce larger constructs.

Limitation 2: Output: Petra can produce about a kilogram of plastic a second at top speed, this is for undiferrentiated mass however: creating more complex objects such as devices or furnture slow down her output considerablyand producing anything at all drains her reserves of energy, requiring her to rest and recover them after excessive production

Limitation 3: Litterbug: Once Petra creates something, she no longer has any control of it except by picking it up with her hands and moving it, anything she creates is an inert piece of plastic that could be turned against her in some way or simply become an inconvenience or hindrance, she is not inherently immune to anythigng she creates after all.

Other Abilities

Skills
Design: Thanks to her ability to rapidly iterate and prototype, Petra has cultivated a flair for design, from the practical and everyday to the avant garde or military grade, she is confident designing clothes, furniture, armor, weapons, housing vehicles and construction materials to suit a dizzying array of purposes. She can turn her experience and knowledge towards other mediums outside the purview of of her power but is necessarily less experienced in those fields.

IT: Petra more or less lived on he computer for most of her late teenage years and is still more or less married to it, to sustain her addiction she learned how to fix a wide array of technical issues and her naturally inquisitive mind encouraged her to explore the underlying structures of what she was dealing with. PEtra is no genius hacker or white hat cyber security expert, but she can often muddle her way through to a useful result in front of any kind of computer systerm.

Loadout
Oculi 38X Smartphone: A top of the line, nearly indestructible cellphone with cutting edge components, Petra refuses to be seperated from the internet for any real length of time so this phone and unlimited, high spped wifi plan are her constant compansions.

Electronic lighter: A high quality, durable lighter for... well for setting things on fire, all kind of things really but usually gasoline or some other flammable substance Petra herself has produced.

Augmentations
Dermal Bio fibred weave: After years of burns, cuts, bruises and mild to sever cases of plastic poisoning, Petra's parents eventually sprung for a civilian grade augment to reinforce her skin. This matrix of genetically engineered fibres are implanted into the skin where they grow naturally alongside the recipient, reinforcing the skin from abrasions, cuts and other mild injuries. This is no military grade super soldier deal and is unlikely to be a factor at all in a real fight, but it doers cut down drastically on the number of minor injruies Petra self inflicts while playing around with her powers.

 
Shelby
Shelby
Name: Katherine Wells​
Gender: Female (she/her)​
Age: 26​
Power:Vehicular technopathy​
Rank: C1 Rank​
Limiter: Active, Level 1​
Appearance

Race
American, white

Hair
Naturally blonde, but she dyes it often and also has a collection of wigs.

Eyes
Green, but she's got contacts for that too

Height
5'8"

Figure
A perfect hourglass, thanks to the powers of plastic surgery.

Notes
Hair? Fake. Nails? Fake. Boobs? Fake. Kit never leaves her apartment without a full face of makeup and a sexy outfit.

Personality

Open-minded
Most people are good people, and when people are good, it's a lot easier to overlook the less conventional aspects of them. Kit won't judge you for your family of origin, for your appearances or disabilities, or for your lifestyle. Usually.

Fashionista
Although she can't draw or paint to save her life, Kit enjoys expressing herself through clothes and makeup - and if you want, she'll help you look your best too. Sure, it doesn't fix the cripplingly low self-esteem, but good eyeliner isn't going to make your day worse.

Flirty
Kit has spent so long as an entertainer that scandalous remarks are her default mode of communication. She'll try to reel it in if you say something but... it's hard.

Careless
There's no way around it, she makes bad choices. She doesn't think through her actions, she doesn't consider the consequences, and while she may mean well, Kit is just as likely to hurt someone as she is to help them.

Biography

History
Kit grew up in a trailer park, in the kind of rural town that city folks like to pretend doesn't exist. A few of her peers made it out using good grades and college, others used the military. Kit used her body to cultivate an internet following, and we'll leave it at that.

Her superpowers activated when she was nineteen, stumbling home from a frat party she shouldn't have been at. She crawled into the back seat of an unlocked car and fell asleep, having a vivid dream about racing through the shimmering city streets.

When she sobered up, there were three people in the hospital, one in critical condition. And that big, mean Commonwealth agent standing in the county jail refused to let her go anywhere until she signed some papers. At least, that's how she remembers it.

These days, she's working at a club in Baltimore. Once in a while, Commonwealth will contact her for something about cars, which are totally boring. Never about fashion, which, those uniforms? Awful. Seriously, that's the real crime.

Relationships
  • Jarid Caymen: Why is he still mad about his arm? It was an accident.

Superpowers

Ghost in the Machine
Kit has the ability to possess machines, typically vehicles. While she is in there, she can see how all that vehicle's systems work together and manipulate it (within specifications) to her liking. To date, she has successfully commandeered various cars and trucks, two different fishing boats, and a small training airplane. Hypothetically, she could have taken over passenger airliner she took to Vegas, but... she likes being alive and not in jail a second time.

Insider Knowledge: While inside a machine, Kit quickly develops an intuitive and intimate understanding of how that particular machine works. However, she's not an engineer, much less an academic type, so good luck trying to get her to explain anything more intricate than "I told it to move and it did. Also it needs an oil change."​
Hotwired: For two or three days after Kit has taken over a vehicle, she has limited external control over it. Mostly this makes her a walking key fob, but she's managed to coax her own car to start up remotely, go into drive, and creep toward her. Unfortunately, it only goes in straight lines, and tops out at around seven miles an hour.​

Limitations

We Interrupt this Program: When Kit takes over a vehicle, there is a fraction of a section in which the engine often stalls and electronic systems glitch out. Sometimes it happens for as long as several seconds, especially in complex vehicles. This is, of course, Dangerous With A Capital D.​
The Blind Leading The Blind: Kit... can't actually see what she's doing, because cars don't have eyes. She has a vague sense of where her mechanical body is, and can sense other vehicles in her immediate proximity, but... well... she has a tailgating problem. Luckily, most modern vehicles come with onboard cameras and GPSs. Hearing doesn't seem to be an issue.​
Sleeping Beauty: When Kit's mind is inside a machine, it means her mind is not inside her body. It's really obvious when she's used her powers, because she'll be out cold on the floor.​
Roaming Charges: If Kit gets too far away from her body (around two miles), she will be stuck in her current machine until physical contact is made with a second machine. Once she is back within range, she can resume her normal migration patterns... that is, mentally ping-ponging through every car in the garage, trying to remember where she parked.​

Other Abilities

Skills
  • Sewing
  • Make-up
  • Photography (specifically selfies~!)
  • Pole dancing
  • NOT driving

Loadout
  • Crash helmet
  • Racing suit
  • Pepper spray because no one in their right mind will give this idiot live ammo

Augmentations
  • 32 DD

 
Not Moewise
Moewise
(NO! Stop trying to make this a thing.)

Name: Isabella Chase ( Izzy)​
Gender: Female​
Age: 20​
Power: Being Cat-tastic​
Rank: BRank​
Limiter: Active, Level 1​
Appearance

Race
Alaskan

Hair
Silver gray

Eyes
Ice Blue

Height
5'

Figure
Petite in stature, she appears almost fragile. Her slender frame, average stature, pale complexion, and waist-long hair make her appear young. Izzy tends to keep her ears tucked into her hair during office hours. They are already sensitive to all the noise; a layer of hair and a couple of bobby pins tend to help lessen the sounds. Plus, she hates being called "cute." Though she no longer hides her tail away. Instead, it is a weapon in the office. With her tail reaching seven feet in length, she lets it speak for her whenever she is annoyed or feels something is in her bubble. A silver fur missile, ready to give a tiny smack to someone's head when they are not looking.



Notes
Tattoo on her inner upper arm. "Take what you can; give nothing back."
Izzy has massive feline-shaped ears that start just above where normal ears would start and then erupt upward, taking up a large section of the crown of her head.

Personality

Positive Trait Ambitious
Like Daddy, like daughter. Her father has rubbed off on her. Izzy does not know any other way to be. You must always have a long list of things you are doing to improve yourself and shoot for the stars. Tripping the competition along the way is also advisable. Izzy is determined and be the best. Be the best of what? Well, she is not sure about that yet. So for now, work. She is going to be the best paper pusher ever.

Neutral Trait Prankster
Adult life is monotonous, dry, and mind-numbing. Luckily, Izzy finds ways to amuse herself and others. She works to keep a low profile, but oddly, a prankster seems to follow wherever Izzy goes. It never happens when she is right there. No, that would be too obvious; Izzy works hard to keep her scheming a secret. Though it could be an entirely separate profession with the depths to which she dives into this hobby.

Neutral Trait Sentimental
Shhh, don't tell anyone. You would not know by their standoffish behavior, but Ms. Chase is very sentimental. Her favorite time of year is still around the holidays. She still enjoys the sight of a carved jack-o-lantern. Rom-coms make her misty-eyed. She may even pay it forward by paying for the person behind her in the drive-thru. Ms. Chase even leaves cookies and milk out for Santa Claus, just in case he stops by on Christmas eve. While she works to keep this part of her personality hidden away, those who know her know that little Izzy will never fully put away 'childish things", the tender side of herself.

Negative Trait Impulsive
Izzy is quick to act and does not always think about the consequences. This translates across her schemings of pranks or liberating items. KleptomaniaI is what the doctors and judge called it. She thinks of it as a gift for acquiring things. She can't help it. She so much as thinks the thought, and the next thing she knows, she is secretly tunneling through the office ceiling to liberate a shiny nameplate from her boss's desk.

Biography

History

Isabella Chase is the proud adopted daughter of Richard Chase. Richard worked hard to give his daughter a comfortable upbringing. Her impulsive nature left him often trying to smooth things over to prevent more severe consequences from crushing little Izzy's fragile personality. His darling daughter always managed to get herself into trouble. Notably, the main reason she ended up going to Aegis after-school programs. Their Izzy got her first taste of what could be beyond her sheltered life. The dazzling danger, secrecy, and aloofness of being a Commonwealth Agent became her idol. Much to her father's dismay, he cautiously encouraged her to pursue her dreams. At eighteen, Izzy landed an internship with a low-level records warehouse. Then finally, six months ago, she got promoted to a paid position. She is officially a Commonwealth Agent, well, they call it assistant administration around the office. But with a little hard work and undercutting the competition, she will be an active agent with an AK-12 in no time!

Relationships
  • Richard Chase: Izzy's father, who adopted her at the age of eight. While he is often busy working on his career, they have a close relationship. Richard is one of the few people in Izzy's life who she fully trusts. Richard is overprotective of his daughter and works to shield her from the world's harsh truths.


    Kendrick Haywood: They attended the same private school and Aegis program. After a rocky start with the left of a stuffed animal, Kendrick and Izzy became causal friends. They did not keep in touch after finishing up schooling.

Superpowers

Main Power
Izzy has physical mutations that are similar to that of a feline. This is reflected in her very light and durable skeletal structure. Like cats, she has seven cervical vertebrae, thirteen thoracic vertebrae, seven lumbar vertebrae, and three sacral vertebrae. Her tail consists of twenty-three caudal vertebrae. The extra lumbar and thoracic vertebrae make up her mobility and flexibility. These physical traits also extend to her physical appearance. Directional ears made up of thirty-two muscles set high on the sides of her head. These large fur-coated ears typically rotate back when frightened, scared, or angry.

Supporting Power A:
  • Heightened Senses: Humans and cats have a similar range of hearing on the low end of the scale, but cats can hear many higher-pitched sounds; up to 64kHz, which is 1.6 octaves above the range of a human and even 1 octave above the range of a dog. Izzy has an acute sense of smell. Fourteen times as effective as an average human. She has about twice as many olfactory epithelium within her nose. Isabella has a tapetum lucidum, a reflective layer behind the retina that sends light that passes through the retina back into the eye. This improves her ability to see in darkness, though it also reduces net visual acuity, detracting when light is abundant. She has cat eyes and can see in the dark.

Supporting Power B:
  • Cat-like Reflexes:
    Izzy's response time may appear superhuman to an average citizen. In reality, it is simply the harmony of heightened senses with enhanced physical benefits. Still, it is an impressive skill. Think of a cat dodging a snake attempting to strike. Her agility, mixed with speedy reflexes, might make some think she could even dodge bullets. While her skills are not quite strong, Izzy would never willingly say so. An example of her abilities is the Cat Righting Reflex. If she were to fall off an object, she would land rather gracefully.


Limitations

Limitation 1
:
  • NO TOUCH: The long slender tail is coated in silver fur. If you had something attached to your spinal column and was made of sensitive little bones, you would be touchy about it too. Though it is not just that she does not want it touched. This is used for her balance and agility. Even a tug, pull, or stomp upon it can be very detrimental to its fragile form.
  • TOO LOUD: With the power of her eyes, Izzy can see in the dark. However, this leaves her eyes very sensitive to bright lights. Also, the heightened sight cuts down significantly on any peripheral sight. The same goes for her ears and hearing as well. With such sensitive and acute senses, they can be easily overwhelmed.
  • WARNING FRAGILE Light skeleton, slender tail, heightened senses. Izzy can be easily overpowered or injured. Izzy's strength comes from dodging hits, not taking them.

Other Abilities

Skills
Grifting
Lockpicking
Disabling home security systems
Pickpocket
Sleight of hand

Loadout
Umm, wait. What? Finally, I am going on a mission! DO I GET AN AK-12????

Augmentations
N/A

 
Faciem Obscuri

Name: Gerald Marinos III​
Gender: Male​
Age: 19​
Power: OctoFlesh​
Rank: D Rank​
Limiter: None​


Appearance
Appearance: Gerald's skin defaults to the color of an old bruise, but with a texture like an exceptionally pulpy wart. With an effort, he can make it resemble human skin, sort of. He is much better at making it the color and texture of virtually any other thing. He can also, while still technically maintaining a humanoid body plan, change his shape quite dramatically.

Heritage
Greek American, third generation

Hair
Maybe? Let's say, variable.

Eyes
Also Variable

Height
Five Four. -ish

Figure
While he is rather tall for a hobbit, he has the build of one. He weighs about 145 pounds


Personality

Funny:
Not too many people know this about Gerald. He actually has an almost constant stream of commentary about the world around him, but he keeps it very well concealed. As a rule, only when he feels safe does he let any of his wit see the light of day. But every once in a great while, something will slip out. Either it is too good to resist sharing, or he feels he has read the room well enough to know it will be appreciated.

Introverted:
Most people who know him would describe him as "shy" but he considers that patronizing and reductive. Not that he is likely to tell anyone his thoughts on the matter.

Observant:
The natural companion of introversion, and the indispensable progenitor of both funny and fatalism, this is probably the core of Gerald's personality. His inner monologue never stops, and misses very very little.

Misanthropic
Many would consider this a negative trait. Not Gerald. Gerald is a misanthrope as a considered philosophical position. Humanity is, in point of fact, the worst. Recognizing this is not a value judgement, merely an observation. If he had anyone in his life who he thought would understand he would tell them the secret to being a happy misanthrope: you can't take it personally. People just are how they are. Wishing they would be different is asking for trouble.

Biography

History
Gerald is the fifth of seven children in the Marinos family who run a chain of discount furniture stores from Massachusetts to Baltimore. While they are for all practical purposes wealthy, they are in an eternal state of barely balanced financial leverages, and never more than a steep recession away from bankruptcy. Given that his father came to America as a tween during the height of the Greek financial crisis, he's a bit touchy about finances, which puts everyone else on edge just to fit in to the family dynamic.

Before his powers manifested, his parents barely acknowledged his existence. To be honest, he preferred that state of affairs. It's not like his father had much to say to him before, but now he's silent in a darkly furious way, rather than merely distant and aloof. Mom, before, tended to overlook her 'shy' little boy, but in a vaguely affectionate way. In the years since, she actively avoids looking at him, and seems vaguely disgusted to have birthed him.

So anyway, home life is great!

It's all good though. Actually the best thing mom's ever done was to send him away: Camp Winifred changed the course of his life. Even before his powers emerged, he'd always felt like an outsider. After, he'd felt like a freak. Camp changed that entirely. Camp was a place he could be himself. Mind you, there was some weird shit went down at that camp, but he felt himself a part of it, where he'd never felt a part of anything before.

Camp led to training at the infamous AEGIS facility 108. He survived HNTK. Barely passed CD&Y. But EC? Mr. McNabb was a madman. Gerald had never felt so understood. So... seen?

After graduation, he got a scholarship to the University of Baltimore and secretly started an internship at the nearby Commonwealth Central Offices. He's pretty sure his family will disown him if they find out he's doing that, but what are the odds? They'd have to notice him to start with...


Relationships
  • Allen McNabb: He would never presume to do so, but he's pretty sure if he ever needed to talk, he could reach out to Mr. McNabb.


    Superpowers

    OctoFlesh
    Gerald was a normal kid until just before his thirteenth birthday. So normal not even his family noticed him, let alone anyone at school. The irony of this is not lost on him: Trading social camouflage for actual camouflage? Who writes this garbage? In short: Gerald can change his skin color and texture like an octopus, allowing him to blend almost perfectly into any scene except a social one.

    So. Benefits: can instinctually change color and texture to blend into any background. His skin seems to have a mind, or minds, of its own and handles the shapeshifting without his conscious effort. He can override this, but is not as good at blending in if he tries to take over for the specialized nerve tissues.

    He can swim pretty well if he stops trying to do it like a human, but definitely cannot breathe underwater.


    Bendy: Gerald's powers made him more flexible. A lot more flexible. Like to kind of a disgusting degree. He still has bones, more or less; he can still stand up and walk around like a normal person. Unlike a normal person he can now squeeze through a pipe less than six inches wide. He can change shape pretty dramatically, but has to keep the same basic body plan. Think quintuple jointed circus contortionist with freakishly soft bones; he's not plastic man, he doesn't have tentacles and he can't stretch. He's just super super bendy.

    Octo-grip : Gerald has a freakishly strong grip, and can use his whole body for gripping.

    Limitations

    Something Fishy About That Guy
    : Can't do skin properly. Can do impressions well enough you know who he's going for, but can't disguise himself as human. Does a pretty good lion-fish, and a nearly flawless Chipendale

    No Seriously, Do You Smell That?: Skin dries out easily and smells funny. Soap hurts, and doesn't help with the smell.

    You Can't Change That By Getting All... Bendy.: Bones are flexible, which is painful all the time, and while it seems that they can't break, they do bruise, and easily. Even just walking around carrying a heavy bag will wear Gerald out quickly and leave him sore for days.

    Other Abilities

    Skills
    Pretty good swimmer, if he stops trying to do it like a human

    Poetaster: Don't ask to see them though. They're not for sharing

    Stealth: while his powers certainly help with hiding, there is no substitute for training, and no better training than hiding from Hunter Ward. How else do you think he survived HNTK class, learning to fight?!

    Greek: Before his grandpa died in 2042, he got Gerald pretty near to fluency
    Latin: They didn't offer greek at his prep school. He's not sure he sees the practical value, but it did help him get a cool codename. Cool? ...well, better than 'wallflower' anyway.

 
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Stingray

Name: Manami Hamasaki​
Gender: Female/INDENT]​
Age: Approximately 28 Birthdate unknown​
Power: Aquatic bioform modified as a weapon​
Rank: B2 Rank on land, A3 underwater​
Limiter: Damaged class 4 tracking chip​




Ethnic Heritage
Japanese​
Hair
None​
Eyes
Black​
Height
5' 4" or 8' 3" depending on mood​
Figure
Lithe and lean (125 pounds) OR: Massive and Muscular (450 pounds)​
Notes
Blue scaly skin, flattened nose, nictitating membrane over eyes, gill slits below ears, webbed digits, needle like teeth, brow ridge and other fins. When her weapon programming is engaged she increases over 50% in height and nearly quadruples her muscle mass.​
Personality
Self Sacrificing

This may flow partly from her conditioning leaving her with few intrinsic goals other than to obey, but irrespective of the genesis of her disposition, Manami could hardly be more selfless. It is not that she will go out of her way to help a friend in need. She will drop everything to help anyone of good will with anything at all.​
Disciplined
Her tendency to subsume her aims for others would almost be crippling except for her single mindedness of purpose once she has set about to complete a task. If you could get her distracted, you could probably redirect her to a different task just by asking, but distracting her once she is engaged is no mean feat.​
Hard Boiled

There was a time when Manami would put up with almost anything other than a physical threat to her friends, and then would completely lose her cool. Nowadays she is far colder and more calculating. It has been years since she has had a high stress incident, but if anything she is more deadly than ever before​
Darkened Soul
While still fiercely loyal to her friends, and deeply believing in the fundamental goodness of humanity, Manami's formerly sunny disposition is gone now. Where once she feared her inner demon, now she embraces this part of her that was designed to be a weapon. She is a weapon now. But she is no longer anyone's tool. She serves her own aims.​
Biography
History

Over a decade ago, Manami escaped from a black site research lab, just off shore from one of the tiny islands in the Ryukyu chain, somewhere between Kyushu and Okinawa. It remains unclear who was behind the experiments, but there have been rumors in the intelligence community of a secret society of unreformed imperialists dating all the way back to World War II. If they are real, they would certainly fit the bill. Whoever they are, tinkering with low level supers to turn them into weapons seems to be their speciality. Manami remembers at least a dozen other prisoners at the site, most of whom died horribly when put through the 'processing' program.​
While she was not the only super they modified, she was by far the most successful for their purposes. At the beginning of their experiments, she had been a much more typical D rank: a little stronger than human, with wrist stingers, and a slightly alien appearance along with the ability to breathe under water. Once they were through, her mutations had become far more obvious as well as significantly more deadly. Best of all, she responded quite well to behavioral conditioning, up until the incident that led to her escape. During the battle, her limiter chip was damaged and its tracking function is offline. The limiting function was also damaged, but works well enough as long as she stays dry and remains calm.​
After her escape she was discovered by a fisherman and his wife who informally adopted her. They fled to America to try to get away from the agents chasing them, but were forced to continue their flight southward, skirting the western coast of the Americas. Eventually they arrived in Baltimore and signed her up at the infamous facility 108 for training. On the day of her graduation anti super terrorists attacked the facility injuring hundreds and killing dozens, including Manami's adopted parents.​
For the last five years, she has been putting her life back together piece by piece, working for commonwealth to thoroughly destroy what remains of the knights of raguel and to ensure no other terrorist organizations ever gain a foothold in her adopted city every again.​
Relationships
  • Scarlett Chernov: Former director of commonwealth who gave Manami her first job five years ago.
  • Aaron Mallory: Friend and mentor from 108
  • Allen McNabb: Kindly old man who taught emotional composure at 108 in his own inimitable way.
  • Red Ward: 108's Personal combat instructor, a man who did more to help Manami regain her emotional balance than he realizes. He also set her up with a place to stay after her family's boat burned and sank. He is as close to a parental figure as she will allow herself to have anymore
  • Kendi-kun: A fellow graduate of AEGIS class of 2040 and her first friend in America. They shared many adventures together, both canonically and... less so.
  • Chris Kravitz: Another fellow graduate
  • Sam Casan: Another student in Manami's graduating class, also part of the alleged "snowglobe" incident.
  • Miia Makela: A dropout from facility 107 who seems to think Manami is her best friend
  • Gavin: A friend who designs suits and equipment for supers
Superpowers
Codename: Stingray!
Manami can breathe underwater and swim incredibly fast, up to 100mph naturally, and topping out at 300mph in her anti-drag suit. She has eight inch retractable stingers in the backs of her wrists with barbed ends and razor sharp edges. They can shoot out about 8 feet on muscular whiplike appendages, and deliver a potent neurotoxin into any flesh they penetrate.​
Bioweapon Mode: When angered or threatened, especially while underwater, Manami has flashbacks to her early conditioning, causing her body mass and strength to increase dramatically, but never reach full potential except underwater. Normally, on land she is capable of lifting a medium sized car, and can punch through reinforced concrete walls. When angered however, she can toss that car several hundred yards, and can tear through a tank’s armor like paper. Underwater, her capabilities become truly terrifying. Manami has wrestled with cryptids the size of aircraft carriers and brought them to heel, and fought S rank terrorists to a standstill. She has rescued bathyscapes from the challenger deep and once single handedly sunk a pirate flotilla larger than some nation’s navies.​
Limitations

Animal Savage fury:When she shifts fully to bioweapon mode, Manami's intelligence and will are both reduced to subhuman levels, and she acts on pure instinct.

Limiter kicks in hard:
When reverting to docile mode after an incident, the shock knocks her unconscious for anything from 2 minutes up to 24 hours depending on how long she was in her savage state, and how much effort she made. Regardless of those factors, she is always ravenously hungry when she wakes up.
  • Not her best on land: like many aquatic creatures, Manami is awkward on land, suffering reduced agility and reduced cognitive capacity. This effect is largely but not entirely negated by use of a specialized aqualung
  • Worst of both worlds:
    She gets sick if she does not spend at least an hour exercising in the water each day; eventually she would dry out and die. Contrariwise, the longer she spends in the water, the less connection she feels to her life above the waves.
  • Monstrous appearance:
    Even when her programming is not actively twisting her into a monster, by normal human standards, she still looks like one, and is often treated as such.
Other Abilities
Skills
Bilingual: Manami is fluent in both English and Japanese​
Martial Arts: Trained by her parents, Red Ward, and Chris Kravitz, Manami is a formidable fighter​
Loadout
Aqualung: A sleek new gill moistener designed by her friend Gavin keeps her head in the game while on land without getting in her way.​
Hydrophobic cavitation slip-suit. Also designed by Gavin, this allows Manami to triple her top speed underwater, though she does not improve her turning capabilities, which makes this very dangerous for anything other than long distance travel.​



 
Iris

Name: Mako Shimontia​
Gender: Female​
Age: 25​
Power: Power Draining/Healing​
Rank: D1​
Limiter: Inactive​
Appearance

Race
Japanese

Hair
Brown

Eyes
Brown

Height
5'7"

Figure
130 lbs. Mako has an athletic build due to the PT requirements when she was on a SWAT unit with the SFPD. Though she is not required of it anymore, she continues to work out to better improve on herself.

Notes
Mako has two tattoos. She has a hibiscus flower on her right lower forearm just before hand. The tattoo was picked up to match with her sister. Though it's a simple design with no meaning thought of when they agreed on it, Mako likes to relate it to her sister, staring down at it and lightly caressing it. The second is a frog in a warm teacup on her upper right forearm. This tattoo was picked out of a catalog, originally just a frog, it was modified to be bathing in a teacup when she got the hibiscus flower.

Personality

Compassionate
With her previous job as a police officer, she spent majority on patrol in her assigned precinct. With her interactions with the public as a police officer, Mako took the time to show those she comes in contact with that she cares for them. From the people she has to arrest, the citizens she interacts with, her peers, to her sister.

Enthusiastic
Mako is very energetic, choosing to show that by expanding her experiences or giving her insights to those she comes in contact with. She is eager to expand on her life experiences and try out new things.

People Pleaser
Sometimes, her compassion may become a problem as she over extends her help to others. Oftentimes, she may find herself balancing someone’s problems with her own as she has yet to set boundaries.

Disorganized
Despite being as enthusiastic as she is, it doesn’t extend to every part of her life. With her previous job as a police officer, her disorganization shows as case notes, tickets and paperwork were a mess. She often held off on processing some paperwork till the very last minute, causing her unnecessary stress.

Biography

History
On the day she was born, Mako wasn’t subjected to a happy welcoming as she was born in a terrorist takeover in the hospital she was born in. During her birth, her father had been occupied with running negotiations with the terrorist cell, trying to negotiate for the release of patients. However, as negotiations failed, the police on scene attempted a breach, failing as multiple officers were injured, forcing them to pull out. Shortly after her birth, her mother would be executed.

Due to the self blame and new responsibilities of having to raise two daughters on his own, Mako’s father, Ryota, had to send off the oldest, Kai, to a relative in San Francisco. For the first few years, Mako lived without knowing her older sister. It wasn’t until she came back after four years of being away to visit when Mako began to make attempts at warming up to Kai. Though, being across the Pacific, it was pretty rare for the two to maintain contact unless Mako annoyed her father enough to make a call.

Her powers were no secret in the family as her and Kai both had draining abilities they inherited from their father. Though, Mako was more of a special type than the other two. Her abilities also allowed her the capability of restoration, whether it be vitality of a normal being, or the life force of super enhanced humans that relied on it for effectiveness of their abilities.

Her childhood was relatively normal. As Ryota was a single father, he often took her along to work. After the hostage incident, he resigned as an inspector, only to return to the police as a mechanic for the police fleet. During this time, street racing was an issue. He mostly worked on interceptors and other patrol cars, tuning them to keep up with most vehicles. Some of his work rubbed off onto Mako as she took an interest in the tuned vehicles. She often accompanied him when he tracked the police units and watched as he worked on the units. When she got older, she tagged along with a few officers when they tracked their units. Learning to drive with them, she was taught the basics of race lines and maneuvering at high speeds. She even snuck off with some officers to ride along with them. Though they weren’t taking her on chases or active scenes, it was enough to influence Mako in her future choices when she decided to become a cop herself.

After finishing secondary school, she enrolled in a university at San Francisco as a psychologist. At this time, Kai was on her own, working her way up in the ranks of the SFPD. So, Mako left Osaka and moved in with Kai in San Francisco. During her time in the US, she had classes towards a degree in psychology as well as side classes required of her from the government. With her abilities, she was ranked D1.

For the first few months, she attended school, rarely seeing Kai as she was promoted to a detective just a month after she moved in. Shortly after being promoted, Kai was working overtime on a gang investigation. However, after three months of being there, Kai was kidnapped and tortured by the gang she was investigating, the Brawns.

After the incident and Kai was left injured, Mako took some time off school, dropping some classes so she could focus on taking care of Kai both physically and mentally. Though, even after she went back on duty just a month after, Mako still worried for her sister. She couldn’t help but feel as if she could do something to keep her safe.

So, in a rash decision, she dropped out of university at 21, enlisting in the police force shortly after. The decision didn’t fly too well with Kai as she knew some of the dangers of just being a police officer. However, she couldn’t sway her to change her mind.

Her police career with the SFPD lasted for four years. In those four years, she reached the rank of corporal. Her enhanced abilities also landed her a spot on a super enhanced SWAT unit that were deployed on incidents with rouge supers.

Though, she was recently called on by the Commonwealth to aid in an operation, putting a hold on her police career as she heads off to the eastern coast of Baltimore.

Relationships
  • Kai Shimontia: Mako’s older sister, Kai is 5 years older than Mako. She is an investigator with the SFPD in the major crimes division, focusing on major robberies and homicides. She is also a super, ranked at C1.
  • Ryota Shimontia: Mako’s father, Ryota was once an inspector in Osaka. However, following a failed negotiation with a terrorist cell that killed Mako’s mother, he resigned. Within a year following his resignation, he returned to the police force as a mechanic, working on maintaining and tuning the police fleet of patrol vehicles and interceptors.

Superpowers

Main Power
Mako’s primary power is stamina draining. She is able to drain the stamina out of any living lifeform. This is done through a string-like substance that is projected by both of her hands, allowing for her to drain targets up close through touch or within a distance. The power is most effective against targets that are more physically trained than she is, hence bigger, athletic people. Those affected will feel themself fatigued, building overtime until they are rendered unconscious through the fatigue or failure to defend against physical attacks due to their current physical state.

Supporting Power A
Through Mako’s own stamina, she is able to replenish her allies’ stamina as she reverses the effects of draining onto herself. This is done by the same linking mechanism on an ally. If she has an excess of stamina built up through healing, she may potentially heal an ally rather quickly. However, if done through her own stamina, it is done so at a moderate pace. The lack of stamina will affect the time it takes to be fully healed. If someone is fatigued to the point they are on the verge of being rendered unconscious, they will take more time to be at a moderate fighting position compared to someone who is not as fatigued as they are.

Limitations

Limitation 1
: Mako’s healing is based on her own stamina as she restores others from her own pool, draining her when healing abilities are in use. She is forced to switch to an offensive as the effectiveness of her healing and her own strength will be hindered over time, even rendering her unconscious if overused without replenishing through her draining abilities.

Limitation 2: The stamina that Mako drains acts as energy. As energy cannot be destroyed, so does the stamina that Mako drains out of enemies. In order to counteract this, healing is used to keep herself in a balanced state. Draining too much out of a target without exerting it through healing will be a burden to Mako, releasing itself and potentially rendering Mako unconscious if her body cannot handle the excess. The same effect can take place on an ally if she overheals them.

Limitation 3: While able to store an excess of stamina, the more she drains out of someone, the more strain it will put on her. Her draining abilities will be more effective when she is already drained so she can continue to effectively drain her targets with little stress to her. Storing too much stamina will push her into a hyper aware state, making her more shaky with a headache that builds on her.

Limitation 4: Siphoning can occur within a range of 15 meters. Siphoning abilities take place through a string that links her and a target. A target stepping outside of the 15 meter range will force a disconnection. With it being visible as well, the target can simply rip it out or evade it.

Other Abilities

Skills
  • Vehicle pursuit: From her teenage years to her career as a police officer, Mako has experience in vehicle pursuits. She has knowledge of racing lines, cornering, high speed maneuvering and vehicle takedowns.
  • Aikido/Taiho-jutsu: During her teens when she was hanging out at the police station her father worked, Mako received training in both aikido and taiho-jutsu from the police officers she hung out with. She is proficient in grappling and baton usage to apprehend targets.
  • Firearms Training: Mako is proficient with her service pistol from the police training received in San Francisco.

Loadout
  • Lightweight body armor: Mako's body armor is capable of stopping low caliber rounds fired from pistols or .22 weapons. Preventing gunshot wounds, she will still be affected by the impact of the round wherever it hits.
  • Arm and knee pads
  • Service Pistol
  • Baton
  • Taser


Augmentations
None

 

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