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Realistic or Modern Heroes Will Fall [CS]


Name: Cira Ochiru
Nickname(s): The Dragon Hoarding Powder, Fires-from-Shadows, Flametongue, Kira
(Common mispronunciation)
Alias: Leadwing
Gender: Male
Age: 20

Physiological/Psychological


Height: 6'8
Weight: 210 Ibs



Body Modifications/Implants: Strong robotic presses help him to raise his wings (should he choose), as well as thin kevlar plating on the insides of the wings, which can be taken off given the proper attention.
Blood Type: B
Personality: Cira is a thrill seeker, plain and simple. Though you wouldn't really be able to tell too much based on his facial expression and quite demeanor. When though hidden under his wings a a fight waiting to break out in a glorious flaming fury of bullets. He finds absolute joy in fighting, and is probably one of the most common ways to make him smile. He'll often try to not initiate a fight with others despite this, often thinking that it would be all to easy to kill them if they did.

He thinks himself to be too strong, and thus often tries to fight as fairly as possible. With this in mind, he also tries to apply this to his 'normal' life, and treats people as fairly as possible, often with mixed results. Often enough people closer to him will get mad as he treats someone they don't like fairly. Sometimes it seems like this trait does more good for already standing relationships.

Cira as a person doesn't lack person skills per se, but he more lacks the want to make friends. Due to this he's become much more of a quite person then he would be, given his aptitude for fights. He relishes in time spent alone, and will only move when needed. Though he lacks the desire to make friends, it isn't too hard to for someone to try and spend time with him, seeing as he'd be too busy trying to treat them 'fairly' for him to want to turn them away.

Backstory: Cira was born to an single Italian mother, and lived in Japan, the home of his father for the majority of his life, only so often traveling out of the country on week trips to his mothers hometown of Urbino Italy. He fell in love with the Italian lifestyle, and even more with Italian gangsters and the myths and stories of them. His powers came suddenly and violently. Though x-rays he had gotten earlier in life showed the extra organ he had in his body, it was only when he turned five when his wings formed. The growth came suddenly and surprised his mother, but she eventually came to accept it, though confused as to why they appeared, seeing as how neither of the parents had any known genetic abnormalities.
When school started, he was both shunned and admired for his wings, but it was the shunning that really stuck with him. This sort of experience molded his young mind into the mindset that he was this sort of freakish monster. And he'd go on thinking this for months before his mother comforted him, turning this self destructive mindset into the mindset of treating people fairly.
The middle of his life is easily skippable and generally unimportant.
Things get more and more interesting as he ages, as his mother gets sick. He needed money, and fast, so he turned to crime and found his way into the yakuza, working as an arm dealer for them, dealing all different kinds of arms to shady figures for a high price. He was rolling high and mighty, taking a chokehold on the market for the yakuza by dealing violently with other competition. Until the remnants of his old competitors found their way to him and dragged him down. They set up a sting operation and had him sent to jail. He spent two years in prison until he was eventually by his yakuza friends, though it was too late for his mother. Though he had used nearly every once of his money on his mothers treatment, her sickness got worst and she passed. Now he's back to the thing that got him back to the top, arms deals and whatnot. Maybe the New Anarchist's could use some firepower. Given they have the money.

Affiliations/Connections
Affiliation: New Anarchist
Alignment: Chaotic Neutral
Relationships: Firearm Black Market Dealers (Unnamed)

Superpowers/Abilities
Powers: Dragonling- His body has created several foreign parts, such as an organ that creates an extremely flammable gas that he can project from his mouth. The gas ignites only when spewed away from his mouth, about a foot away from his nose or so. This power also grows on two gigantic pairs of leathery wings, both of them about four meters in span, and about three meters measured vertically. Due to his wings, his bones are naturally more lightweight, and break easier, though their not brittle.
Mastery of Power: Above Average
Limits: Breathing fire too much or for too long causes the natural gas in his stomach to deplete (about two minutes of constant fire), and also gives him a nasty case of heart burn.

Skills: Bartering, Small Guns (Hand guns, submachine guns), Hand-to-hand, Pyrotechnics.

Gadgets/Equipment
Equipment: Jericho 941 Pistol, Beretta 92 (three burst pistol), Kel Tec Compact Shotgun, SIG MPX Sub machine gun
Personal Belongings: None

Extra
Has several healing scars on his stomach from previous bullet wounds.
Back is tattooed with a traditional Japanese dragon.​
 
Last edited:
Basic
Name:
Alan
Nickname:
CD
Alias:
Carbon Dragon
Gender:
Male
Age:
25


Physiological/Psychological
Appearance:
View attachment 373976

Height:
6'0

Weight:
168 lbs Without the suit
310 lbs. With the suit

Body Modifications/Implants:
Mk.III TMCA

Blood Type:
AB+

Personality:
Serious and Straightforward would be two good words to describe Alan. At the same time he doesn't push anything that doesn't need to be done right away, letting happen when it happens. When given a task Alan will do everything and anything in his power to complete it. He also isn't afraid to tell it how it is, and will bluntly express what he's feeling. As a result Alan is actually a honest person and while he will dodge questions in certain circumstances, he will be as straightforward as possible. Alan is also a faithful person, and to the person he see's as trustworthy and capable he will ally to them and remain devoted. Alan's goal is simple, to rid the corruption in the world and aid in setting up a new system. He isn't as insane as to kill everyone he see's as a corrupted official or person, instead he'll target specific cogs and belts that will bring down the corruptions downfall. He also won't kill any random civilian, and will prevent as many of their deaths as possible since they are also innocent and affected by this corrupt system.

Backstory:
Alan's childhood wasn't anything to write home about. He lived in a slightly under middle-class family, didn't have to many friends in childhood, and lived in a moderately safe area of Archeo. He didn't excel at school, mostly getting C's and B's, but was a good athlete. He played four years of high school basketball, and two times went to nationals and won one of them. After high school he immediately went into the military and went to basic training at the age of 18. Preforming top of his squad, he became squad leader, and went to officer school. There while he didn't show over the top academic skill, he showed great analytical and leaderships skills which helped get through. When he was 19 he and a few selected other men were taken to a facility somewhere in the west coast and went through rigorous training. Despite the immense physical straining, his mind remained strong and he went through to the next phase. There he and others went through mental and emotional torture, which broke most and nearly broke him. He narrowly moved onto the next phase with only a dozen others, all of whom were tired on practically all levels. Here is where he got the surgery to have his implant installed, a very dangerous and life-risking procedure that easily could have killed him. None the less he walked out of the operation, showing immense determination and stamina despite facing death. He and two others were the only ones to survive all of this and they were tasked with aiding in the destruction of villains across the globe. With his experiences of strenuous training and beatings, he abandoned the military and painfully disabled the tracking on his implant and took his equipment with him. For a few years he hid, until one day he got a letter from a mysterious individual.



Affiliations/Connections
Affiliation: New Anarchist
Alignment: Lawful Evil
Relationships: -NONE- (as of now)


Superpowers/Abilities
Powers:
TMCA (Transmutable Molecular Combat Armor):
Using the implant given to him, Alan can form a high compact combat armor around his body. This comes automatically with a near invulnerable shield and a size-adjustable sword for close range. The user can optionally not have the sword and instead wield a firearm in their hand. The Shield can also be optional, but unlike the sword it isn't size adjustable. The TMCA gives the user increased speed, physical enhancement, advanced optical sensors, medical skin suit, on-board combat sensor, hazard resistance, molecular repair, and ambush jets.

Advanced Optical Sensors: Gives the user multiple optical enhancements which allows them to see for much further distances and can identify things easily from a very far distance. Also allows for different optics including numerous different zooming sensors, night vision, thermal, object outline, and light infractions.

Medical Skin Suit: The under most layer of the armor is a skin suit that applies different medical applicants should the user get hurt. Any injury unless major, except for gunshot or armor penetrating wounds, can easily be treated.

On-Board Combat Sensor: Allows for a radar that shows the environment and any targeted objects, including living beings. Once a target has been scanned they will stay on the radar and be tracked, but this requires eye contact which is helped by the optical sensors in case of certain abilities of people. Also provides distance to target and aim tracking to a target when wielding a firearm.

Hazard Resistance: The user is protected from fires, toxins, extreme weather, and radioactivity. While not fully nullifying, the armor also slightly protects against any major blast force.

Molecular Repair: No matter the damage, the TMCA will automatically repair itself when outside of combat. How fast the repairs are done depends on the damage.

Ambush Jets: Allows for a quick glide across the field using a minor form of jet pack/propulsion. At maximum the jets can be activated for 5 seconds and can go as far as 30 meters.


Mastery of Power:
Having used his equipment for years, Alan has full control over the TMCA

Limits:
-While the shield itself is practically invulnerable, the armor itself is weaker and will take in less damage
-Damaging the Frontal Optical Sensor will nullify some of the user's most useful assets

-Very strong Telekinetic users can make Alan nearly useless
-The Advanced Optical Sensor can be disabled, which nullifies most of the optical abilities. This can be done by large scale EMP or immense blunt force
-The Medical Skin Suit can not heal internal organs that have lost most of their mass, as it is mainly meant to heal bullet wounds, deep cuts and slashes, and blunt force
- The On-Board Combat Sensor cannot physical help the TMR-1 track it's aim to immensely fast targets
-Hazard Resistance can't resist immense heat such as molten lava or for prolonged exposure in outer space
-Molecular Repair can't repair large pieces of the arm larger than the forearm including the hand
-Ambush Jets have a slight cool down of 2 to 3 seconds depending on how long it is used for


Skills:
Hand-to-Hand combat
Gun Mastery
Interrogation


Gadgets/Equipment
Equipment:
TMR-1
View attachment 374012
-Regenerative Magazine, but still requires a reload function that lasts 5 seconds when the magazine isn't empty and 6 seconds for when it is
-Also has Molecular Repair in the event of the case the weapon is damaged

-Magazine capacity is 45 rounds

Extra
D duegxybus
B BlueClover
BriiAngelic BriiAngelic
ACCEPTED
 
Name: Cira Ochiru
Nickname(s): The Dragon Hoarding Powder, Fires-from-Shadows, Flametongue, Kira
(Common mispronunciation)
Alias: Leadwing
Gender: Male
Age: 20

Physiological/Psychological


Height: 6'8
Weight: 210 Ibs



Body Modifications/Implants: Strong robotic presses help him to raise his wings (should he choose), as well as thin kevlar plating on the insides of the wings, which can be taken off given the proper attention.
Blood Type: B
Personality: Cira is a thrill seeker, plain and simple. Though you wouldn't really be able to tell too much based on his facial expression and quite demeanor. When though hidden under his wings a a fight waiting to break out in a glorious flaming fury of bullets. He finds absolute joy in fighting, and is probably one of the most common ways to make him smile. He'll often try to not initiate a fight with others despite this, often thinking that it would be all to easy to kill them if they did.

He thinks himself to be too strong, and thus often tries to fight as fairly as possible. With this in mind, he also tries to apply this to his 'normal' life, and treats people as fairly as possible, often with mixed results. Often enough people closer to him will get mad as he treats someone they don't like fairly. Sometimes it seems like this trait does more good for already standing relationships.

Cira as a person doesn't lack person skills per se, but he more lacks the want to make friends. Due to this he's become much more of a quite person then he would be, given his aptitude for fights. He relishes in time spent alone, and will only move when needed. Though he lacks the desire to make friends, it isn't too hard to for someone to try and spend time with him, seeing as he'd be too busy trying to treat them 'fairly' for him to want to turn them away.

Backstory: Cira was born to an single Italian mother, and lived in Japan, the home of his father for the majority of his life, only so often traveling out of the country on week trips to his mothers hometown of Urbino Italy. He fell in love with the Italian lifestyle, and even more with Italian gangsters and the myths and stories of them. His powers came suddenly and violently. Though x-rays he had gotten earlier in life showed the extra organ he had in his body, it was only when he turned five when his wings formed. The growth came suddenly and surprised his mother, but she eventually came to accept it, though confused as to why they appeared, seeing as how neither of the parents had any known genetic abnormalities.
When school started, he was both shunned and admired for his wings, but it was the shunning that really stuck with him. This sort of experience molded his young mind into the mindset that he was this sort of freakish monster. And he'd go on thinking this for months before his mother comforted him, turning this self destructive mindset into the mindset of treating people fairly.
The middle of his life is easily skippable and generally unimportant.
Things get more and more interesting as he ages, as his mother gets sick. He needed money, and fast, so he turned to crime and found his way into the yakuza, working as an arm dealer for them, dealing all different kinds of arms to shady figures for a high price. He was rolling high and mighty, taking a chokehold on the market for the yakuza by dealing violently with other competition. Until the remnants of his old competitors found their way to him and dragged him down. They set up a sting operation and had him sent to jail. He spent two years in prison until he was eventually by his yakuza friends, though it was too late for his mother. Though he had used nearly every once of his money on his mothers treatment, her sickness got worst and she passed. Now he's back to the thing that got him back to the top, arms deals and whatnot. Maybe the New Anarchist's could use some firepower. Given they have the money.

Affiliations/Connections
Affiliation: New Anarchist
Alignment: Chaotic Neutral
Relationships: Firearm Black Market Dealers (Unnamed)

Superpowers/Abilities
Powers: Dragonling- His body has created several foreign parts, such as an organ that creates an extremely flammable gas that he can project from his mouth. The gas ignites only when spewed away from his mouth, about a foot away from his nose or so. This power also grows on two gigantic pairs of leathery wings, both of them about four meters in span, and about three meters measured vertically. Due to his wings, his bones are naturally more lightweight, and break easier, though their not brittle.
Mastery of Power: Above Average
Limits: Breathing fire too much or for too long causes the natural gas in his stomach to deplete (about two minutes of constant fire), and also gives him a nasty case of heart burn.

Skills: Bartering, Small Guns (Hand guns, submachine guns), Hand-to-hand, Pyrotechnics.

Gadgets/Equipment
Equipment: Jericho 941 Pistol, Beretta 92 (three burst pistol), Kel Tec Compact Shotgun, SIG MPX Sub machine gun
Personal Belongings: None

Extra
Nope.​

ACCEPTED
 
Character-Sheet Format

Basic

Name: Ezekiel Locke

Nickname(s): Zeke

Alias: The Maverick Mechanic

Gender: Male

Age: 26

Physiological/Psychological
Appearance:

aaaaeeetttt.jpg

Height: 5'10"

Weight: 155 lb

Costume*:

Body Modifications/Implants*: Zeke's body's riddled with tattoos of various designs and meanings.

Blood Type: A

Personality: Half rock-star, half nervous wreck sums up Ezekiel Locke's personality nicely. His time spent in the correctional system has left his nerves frayed, and he toils in a near constant state of paranoia that he'll be thrown back into that deep, dark hole once more. He knows he won't be so lucky as to climb back out a second time. Zeke is probably most at ease when he's working, and can often be found in the shop, jamming out and tinkering with his machines. When he's like this, he loves people, and distractions, and especially loves talking about his work. He's also usually splitting his focus five ways to Sunday, working a little bit on one project, before switching gears and working on something completely different, and so on and so forth.

When he's not in the shop, however, Zeke's more prone to fits of paranoia (and the occasional flashback which usually accompanies some form of intense mental break) and may lash out at his friends and associates, or may curl up in a corner somewhere til the feeling passes. He's not exactly reliable... But, he has done some of his best work in a crisis, so, who knows? It must just depend on the day.

Backstory*:

Affiliations/Connections

Affiliation: New Anarchist

Alignment: Chaotic Neutral

Relationships:
- open-

Superpowers/Abilities

Powers: Super-Genius

Zeke is a genius, whose specialties include technology, robotics, mechanics, and electronics. With his mind, he can create fully functioning bots from scrap mental and a few loose wires, and in no time flat. With enough time, and material, Zeke can create a veritable army of unwaveringly loyal foot soldiers, or a jet to rival that of even the military's top prototypes.

In addition to his body art, Zeke's turned his technologically obsessed - albeit questionably sane - mind to his own body. His body mods include:
- a neural communicator implanted in his grey matter that allows him to mentally communicate to his bots.
- his right arm converted to house a fully functional multi-tool to help him engineer his creations more effectively.

Zeke's super intelligence grant him such boons as:
- accelerated probability: the ability to run multiple mental simulations in a fraction of a second to determine the best course to take to achieve a desired outcome
- accelerated thought process: the ability to process information at high speed, allowing him to analyze and come to conclusions at an astonishing rate
- encyclopedic knowledge: Zeke has memorized everything he's ever learned, and can recall it at whim with crystal clear clarity
- Hypercognition: Zeke can effortless perform complex mental processes allowing him to achieve feats such as reconstructing a piece of unfamiliar tech from scratch after seeing it only once, among other supernatural feats of intelligence.
- Parallel Processing: Zeke's mind is capable of carrying out multiple calculations and thought processes at once.
- Immense Mental Fortitude: Zeke's brain is highly resistant to telepathic assault.


Mastery of Power: High, but variable. Zeke's ability to create is incredible, but fluctuates based on his current emotional state.

Limits:
- Zeke cannot create something out of nothing. He requires raw materials (they don't have to be top notch, or even all that good) to work his magic.
- In spite of his body mods, Zeke's just a regular human when it comes to physical capabilities. Without bots to defend him, he's an easy target.
- Seeing as Zeke's bots are electrically operated, unless properly insulated they are vulnerable to short circuiting if exposed to a dissonant electrical impulse.
- As for Zeke's accelerated probability: just because he can think through multiple outcomes in order to choose which path to take, it doesn't mean he's correct with 100% surety by any means. He is helpless in situations where chance, or luck play a large role, and can only offer his very best approximation of how he believes events will unfold, making no guarantees that things will always go according to plan.

Skills:
- Eidetic memory
- High creativity
- High capacity for multi-tasking

Gadgets/Equipment

Equipment:
- Free Bird: Flying bot, used for reconnaissance
- Crazy Train: A tricked out roadster, Zeke's main ride
- Renegade: a medium-sized bot, can roll itself up like one of those pill bugs and roll around
- Juke Box Hero: medium-sized bot, Zeke uses it as an all-in-one jet-pack and juke box to blast his music from
- Black Betty: amphibious personnel carrier, can fit a group of twelve adults (but it'll be squishy)

Personal Belongings:
- Goggles
- Gold watch
- Gold chain

Extra

[Include anything I missed]
 
Last edited:
Basic
Name: Rick Hymen
Nickname(s):N/A
Alias: The Operator
Gender: Male
Age: 35
Physiological/Psychological
Appearance:
461777879.jpg

Height: 6'3
Weight: 179 lbs
Costume*:
smiling_demon_by_applepopcorn-d8ii04r.png

(Credit to Applepopcorn. Link: Smiling Demon
Body Modifications/Implants*: N/A
Blood Type: A+
Personality: Rick, least to say is not a good person. He loves to laugh at people's faces and tell them how wrong they are about everything and everyone. He seems to not care about anyone else about himself, and when he does get emotionally involved with somebody, he only does it so he could forward his own goals and motivations. He seems to be literally incapable of loving anyone, except maybe 1 or 2 people.

He uses humor to mess with people's minds, and hate honest and good people. His own goals are huge, and he seems to be out of touch with everybody elee. He is pretty knowledgeable about things, and when someone wants to find something out, they go to him. Not without a price though. Some of the things he suggest seem impossible for any sane person to do.

He feels like he is superior than regular people and superheroee. He never gives them the benefit of the doubt, and thinks they are just his minions and toys he can play with. He has high respect for other villians, as they worked hard to get where they need to be, and they seem to follow similar goals. As such, while willing to tease his fellow villians, he does show them a tiny bit of recognition. He only feels this feeling with such big shots such as himself, and pretty much a lot of people who joined the New Anarchists, as they are probably big.
Backstory*: Long ago there was light and darkness. Many gods and cosmic horrors roamed about, doing whatever they wanted too. Creating and destroying. Their was one though, who wanted to observe. He wanted power, but the only way he would be able to achieve it was wait, and be patient. He saw gods create universes, stars and worlds, but waited.

It wasn't until millions of years later, did he find a suitable planet that could get him to success. It was a planet called Earth. Over the years to come, he always influenced people of his choosing. Over the times he picked human subjects, did he get stronger and stronger. One day, a baby was born. A baby which made the eternal horror smile in delight. This one would get him power to conquer the whole universe.

Rick was always a peculiar kid. He seemed normal at birth, but got only weirder as he got older. He would stare at people, go into rooms by himself and not be seen until hours pass by. His parents would find him standing over them while they were sleeping and smiling. It wasn't until he spoke at 6 when they found out what was wrong.

He seemed to have hallucinations and visions. He told them that something was guiding him, a million voices influencing him. They gave him prescriptions and pills, but the hallucinations never stopped. It got worse and worse. Every day, he would do more dangerous and weird things. One morning, his parents said goodbye as he was taken at school.

He never came back. Later on the news, reports said the school had been burned down, and everybody died. In truth, Alex got possessed by the great cosmic terror. He burned down the school, and escaped to finally do his work. He would live on the streets until he got multiple jobs. Rick worked days on end until he got cabin near a radio tower.

Imagine his surprise when he heard about the superheroes. People with extraordinary powers. After that, he heard about the villians. Rick decided that if he were to take over the world, he would need followers. With money and tech, he used the radio tower near him to send out messages. The messages would brainwash people into joining him.

It wasn't until a few days later when he had the idea of using a secret identity so nobody would no who he was. So with a hood and a mask, he would start making people known about him. He started getting the name The Operator because of his brainwashing techniques. After a few months he got a letter sent by The New Anarchists. He decided to join, as this would be the final straw to take over everything.

Affiliations/Connections
Affiliation: New Anarchist
Alignment: Chaotic Evil?
Relationships: None

Superpowers/Abilities
Powers: Minor Telekinesis: Rick is able to control small and normal sized objects. He can use Telekinesis to things such as guns, animals, and he has to use his energy to try and move people.
Minor Telepathy: He has the ability to talk to one person at a time, and can only talk for 15 minutes.
Limited Cosmic Awarness: As the cosmic terror possessed Rick's body, it's cosmic Awarness went doww. He is able to know knowledge of Earth, and a little bit of space, but doesn't know what goes beyond.
Enchanted Messages: Rick uses some of his powers into the messages he says, which makes people easily like him.
Mastery of Power: His master of power is not that high, as he is in a human body and the human body can not handle all of that knowledge and power.
Limits: Specific Time: Rick only has a few minutes to send messages at a person. He also can only use Telepathy to one person at a time.
Hurting: Rick can't over use his power of Telekinesis. Lifting large objects damages his brain, and it has to take a lot of his will to lift a person.
He's a Alien: While the cosmic terror influenced people, it still is out of touch of humanity. It makes it hard without his power to get people to understand him.
Skills: Brainwashing: Rick has knowledge of brainwashing. He can not only use his power but he looked up knowledge of brainwashing, so he knows techniques.
Technology: Rick used his money to get technology, and researched heavily to make devices that he could use to his advantage.
Hunting: Since he lived in a cabin, he used guns to shoot deer for food. He has experience with shooting and hunting.

Gadgets/Equipment
Equipment: Special Earbud: Rick made a Earbud which makes people sleepy and more easily suggestive.
Tranquilizer: Rick brought a special Tranquilizer from the black market, which makes people pass out.

Personal Belongings: Cell Phone
Wallet
Pistol
Sunglasses


Extra
Has glowing words and symbols on back, which seem to be saying some sort of language.
Has a tattoo on his arm of a infinity symbol.
 
Character-Sheet Format

Basic

Name: Ezekiel Locke

Nickname(s): Zeke

Alias: The Maverick Mechanic

Gender: Male

Age: 25

Physiological/Psychological
Appearance:

View attachment 374226

Height: 5'10"

Weight: 155 lb

Costume*:

Body Modifications/Implants*: Zeke's body's riddled with tattoos of various designs and meanings.

Blood Type: A

Personality: Half rock-star, half nervous wreck sums up Ezekiel Locke's personality nicely. His time spent in the correctional system has left his nerves frayed, and he toils in a near constant state of paranoia that he'll be thrown back into that deep, dark hole once more. He knows he won't be so lucky as to climb back out a second time. Zeke is probably most at ease when he's working, and can often be found in the shop, jamming out and tinkering with his machines. When he's like this, he loves people, and distractions, and especially loves talking about his work. He's also usually splitting his focus five ways to Sunday, working a little bit on one project, before switching gears and working on something completely different, and so on and so forth.

When he's not in the shop, however, Zeke's more prone to fits of paranoia (and the occasional flashback which usually accompanies some form of intense mental break) and may lash out at his friends and associates, or may curl up in a corner somewhere til the feeling passes. He's not exactly reliable... But, he has done some of his best work in a crisis, so, who knows? It must just depend on the day.

Backstory*:

Affiliations/Connections

Affiliation: New Anarchist

Alignment: Chaotic Neutral

Relationships:
- open-

Superpowers/Abilities

Powers: Super-Genius

Zeke is a genius, whose specialties include technology, robotics, mechanics, and electronics. With his mind, he can create fully functioning bots from scrap mental and a few loose wires, and in no time flat. With enough time, and material, Zeke can create a veritable army of unwaveringly loyal foot soldiers, or a jet to rival that of even the military's top prototypes.

In addition to his body art, Zeke's turned his technologically obsessed - albeit questionably sane - mind to his own body. His body mods include:
- a neural communicator implanted in his grey matter that allows him to mentally communicate to his bots.
- his right arm converted to house a fully functional multi-tool to help him engineer his creations more effectively.

Zeke's super intelligence grant him such boons as:
- accelerated probability: the ability to run multiple mental simulations in a fraction of a second to determine the best course to take to achieve a desired outcome
- accelerated thought process: the ability to process information at high speed, allowing him to analyze and come to conclusions at an astonishing rate
- encyclopedic knowledge: Zeke has memorized everything he's ever learned, and can recall it at whim with crystal clear clarity
- Hypercognition: Zeke can effortless perform complex mental processes allowing him to achieve feats such as reconstructing a piece of unfamiliar tech from scratch after seeing it only once, among other supernatural feats of intelligence.
- Parallel Processing: Zeke's mind is capable of carrying out multiple calculations and thought processes at once.
- Immense Mental Fortitude: Zeke's brain is highly resistant to telepathic assault.


Mastery of Power: High, but variable. Zeke's ability to create is incredible, but fluctuates based on his current emotional state.

Limits:
- Zeke cannot create something out of nothing. He requires raw materials (they don't have to be top notch, or even all that good) to work his magic.
- In spite of his body mods, Zeke's just a regular human when it comes to physical capabilities. Without bots to defend him, he's an easy target.
- Seeing as Zeke's bots are electrically operated, unless properly insulated they are vulnerable to short circuiting if exposed to a dissonant electrical impulse.
- As for Zeke's accelerated probability: just because he can think through multiple outcomes in order to choose which path to take, it doesn't mean he's correct with 100% surety by any means. He is helpless in situations where chance, or luck play a large role, and can only offer his very best approximation of how he believes events will unfold, making no guarantees that things will always go according to plan.

Skills:
- Eidetic memory
- High creativity
- High capacity for multi-tasking

Gadgets/Equipment

Equipment:
- Free Bird: Flying bot, used for reconnaissance
- Crazy Train: A tricked out roadster, Zeke's main ride
- Renegade: a medium-sized bot, can roll itself up like one of those pill bugs and roll around
- Juke Box Hero: medium-sized bot, Zeke uses it as an all-in-one jet-pack and juke box to blast his music from
- Black Betty: amphibious personnel carrier, can fit a group of twelve adults (but it'll be squishy)

Personal Belongings:
- Goggles
- Gold watch
- Gold chain

Extra

[Include anything I missed]
Accepted!
 
’Elaine ‘Bright’ Cunobelinus’
43b82a0cfd12a7190321681a0e6b89ff-sample.jpg

Bright’s the name, information’s the game. Is that how they say it? How do you do?
BasicName:
▅▂▄▅ ▅▄▄▂▂▃▃▄▄▅▄
Nickname(s):
▂▅▅▄▄

Alias:
Bright
Elaine Cunobelinus

Gender:
Female

Age:
▅▅

Physiological/Psychological Appearance:
A woman of average build, fair features, and straw blonde hair, which she ties into a neat ponytail. She is modestly built, and always usually dresses very modestly herself such that she could be mistaken for a rather slim man from a distance, were it not for the generous length of her hair.

Height:
171 cm

Weight:
▅▅kg

Costume*:
Bright does not wear a costume, and simply appears to the general public in a snazzy black suit. After all, there is no identity to reveal if there is no identity in the first place.

Body Modifications/Implants*:
N/A

Blood Type:
B+

Personality:
Bright is an eccentric individual. Her actions are mostly based on her own whims, and she has made it clear to her closest ally that she only supports him because he is simply another stepping stone to achieving her own goals. While this is doubtful when it comes to the Paladin, rest assured, she will treat everyone else as such: another tool at her disposal.

Chaotic neutral seems to fit Bright very well as a descriptor. She doesn't seem all too confined by trivial things like morals and ethics. While she speaks in a refined tone befitting of someone of proper station, she is just as physically violent and brutish as her Paladin partner, if not even more so. If it is any indication, she does not shy away from torture, physical violence, and getting her hands dirty. In fact, brute force is usually her first and last suggestion. She advocates the whole ‘if all you have is a hammer’ philosophy, and given her access to her arsenal, who wouldn’t be?

Bright, as a person, is a rather optimistic and cheery individual, however. To and for friends and allies, she is easygoing and amiable, and she is often described, even by heroes, that she would make a great friend…if she wasn’t in shady businesses like her own. She is also meticulous and hard-working, despite initial appearances- a rare opportunity to see her being serious is when she is taking care of paperwork and handing in reports to her unknown superiors.

Backstory*:
To say that Bright covers her tracks well is an understatement. Up until her collaboration with the Paladin, information on her is scarce. In fact, it was almost as if she never existed at all in this world prior. No birthdates, no name, no hometown, nothing. The information was either scrubbed from databases or had the information permanently blacked out. She has her contacts, and she knows just how well to use them. Even after consorting with the Paladin, still very little is known about her. She responds to the name of Elaine Cunobelinus, but it is all but confirmed that it is an alias she goes by. Telling, since Elaine would mean ‘shining light’ and Cunobelinus means ‘hound of Belenus’, a fair attempt at trying to be cute for sure. Even she thinks it's cute.

She serves as the Paladin’s support and intelligence, providing him with information on the field, as well as keeping his safe houses stocked full with ammunition, food, and guns. How she came across the Paladin is a sketchy story, thanks to her own intervention again. The rumor mill says, however, that she was the one who sought him out and made a deal with him. She provided him with the guns and the means for him to mete out his own brand of justice and she got to…help him. Those were her only conditions. The claim was that if she helped him, she was helping herself. With such a cheap offer, how could the Paladin refuse?

Despite her strange and whimsical existence, she has since served as a loyal assistant to the Paladin. She has told him multiple times that if need be, she will ditch him, but what she neglects to say, possibly because she believes it needs not be said, is that she will never bury a knife in his back.

Running searches on Elaine Cunobelinus results in a portfolio of a white-collar secretary, who recently got her degree in Business from a local university. The address it provides is a rented space, but neighbours comment that no one has ever gone into or left that apartment for a long while. Understandably, whoever ‘Elaine’ is, she knows her business.

Affiliations/Connections Affiliation:
New Anarchist
▅▅▄▄▃▄▄▅▄▂▂▃


Alignment:
Chaotic Neutral

Relationships:
The Paladin:
Despite both of them not knowing the other’s true name, the two seem quite close. Bright is loyal to very few people, and one of those people is the Paladin. She has assured him multiple times that she will always be on his side, no matter the circumstance, mostly, she admits, because his goals coincide with hers, and helping him helps her. At this point of time, however, she sees him as a valuable and inexpendable ally.

▅▅▄▄▃▄▄▅▄▂▂▃:
A ▅▅▄▄▃▄▄▄▃▄▄▅▄ ▅▅▄▄▃▄▄▄▃▄▄▃▄ ▄▅▄▅▅▄▄▃▄▄. They seem to be the source of all her income and equipment. As of yet, they do not seem to be interested in the actions of either the Paladin or the New Anarchists. They never will. If anything, it seems that Bright is keeping them under control.

Superpowers/Abilities Powers:
Solar Energy
Bright is able to absorb, store, and utilise solar energy in multiple ways, up to and including creating localised flashbangs, firing beams of burning energy and enhancing her physical blows. Being in broad daylight means she has unlimited access to solar energy, and as such, she is at her strongest during hours where the sun shines the brightest. She becomes an inveritable threat between 1130 hours and 1330 hours, where she is essentially supercharged with the power of the sun, allowing her to use her power at its full strength without risk of wasting a single iota of it.

Mastery of Power:
Bright has no difficulty whatsoever in using her power and channels it as if it were second nature to her. There is negligible down time and telegraphing when she decides to put her power to use, and many of its everyday applications can be used with the simple snap of her finger.

Limits:
Bright runs on a limited amount of power that she has to replenish by standing in direct sunlight. Normal light works, but does so at a slower pace than regular sunlight. While this poses less of a problem if she is using her powers in broad daylight, she is forced to limit herself to less ‘expensive’ uses for her power during any other time of the day. If one were to compare her to a phone, during the daytime, she charges faster than she can expend her energy, but at any other hour of the day, she loses energy quickly if she simply throws the energy around. That’s not to say she still isn't a threat at night, however…

Skills:
Firearm Expertise: While not a genius like her partner, she is capable of handling all kinds of firearms. It seems that she has prior training in the usage of weaponry.

Military Hand to Hand Combat: Unless pitted against kung fu masters, Bright levels the ground in close quarters combat with what she calls ‘basic military training’. Her style consists mainly of an amalgam of kickboxing, submission holds, grapples, and disarming. She doesn't make it look like ‘basic’.

Contacts: Whoever she has under her thumb, they certainly provide her with a lot of money and unlimited access to some sort of armory. To date, she has brought in an armored APC to assist her partner, and has provided him with near everything short of hydrogen bombs and nuclear warheads. This should be considered her actual power more than anything.

Languages: She speaks Japanese, Finnish, English, French, and German fluently, without a single hint of an accent in her speech.

Gadgets/Equipment Equipment:
M9: Military hardware. A 15-round 9mm semi-automatic handgun. It does little against heroes and villains alike, but a bullet to the head still manages to work miracles here and there.

Knucklegloves: A portmanteau of knuckledusters and gloves. As the name implies, it is a pair of custom-made knuckledusters fitted onto finger-less gloves.

Personal Belongings:
Satellite Phone: What it says on the tin. It keeps her in contact with her headquarters. It's quite durable, and sports a couple of scratches here and there. Seems to be fingerprint locked somehow...
Regular Handphone: The newest phone off the shelves. She uses it sporadically now after her break-up, and only takes it out when she feels like it. Tends to groan about gacha and cackle at memes when she does.

Extra
 
Last edited:
Basic
Name: Rick Hymen
Nickname(s):N/A
Alias: The Operator
Gender: Male
Age: 35
Physiological/Psychological
Appearance:
461777879.jpg

Height: 6'3
Weight: 179 lbs
Costume*:
smiling_demon_by_applepopcorn-d8ii04r.png

(Credit to Applepopcorn. Link: Smiling Demon
Body Modifications/Implants*: N/A
Blood Type: A+
Personality: Rick, least to say is not a good person. He loves to laugh at people's faces and tell them how wrong they are about everything and everyone. He seems to not care about anyone else about himself, and when he does get emotionally involved with somebody, he only does it so he could forward his own goals and motivations. He seems to be literally incapable of loving anyone, except maybe 1 or 2 people.

He uses humor to mess with people's minds, and hate honest and good people. His own goals are huge, and he seems to be out of touch with everybody elee. He is pretty knowledgeable about things, and when someone wants to find something out, they go to him. Not without a price though. Some of the things he suggest seem impossible for any sane person to do.

He feels like he is superior than regular people and superheroee. He never gives them the benefit of the doubt, and thinks they are just his minions and toys he can play with. He has high respect for other villians, as they worked hard to get where they need to be, and they seem to follow similar goals. As such, while willing to tease his fellow villians, he does show them a tiny bit of recognition. He only feels this feeling with such big shots such as himself, and pretty much a lot of people who joined the New Anarchists, as they are probably big.
Backstory*: Long ago there was light and darkness. Many gods and cosmic horrors roamed about, doing whatever they wanted too. Creating and destroying. Their was one though, who wanted to observe. He wanted power, but the only way he would be able to achieve it was wait, and be patient. He saw gods create universes, stars and worlds, but waited.

It wasn't until millions of years later, did he find a suitable planet that could get him to success. It was a planet called Earth. Over the years to come, he always influenced people of his choosing. Over the times he picked human subjects, did he get stronger and stronger. One day, a baby was born. A baby which made the eternal horror smile in delight. This one would get him power to conquer the whole universe.

Rick was always a peculiar kid. He seemed normal at birth, but got only weirder as he got older. He would stare at people, go into rooms by himself and not be seen until hours pass by. His parents would find him standing over them while they were sleeping and smiling. It wasn't until he spoke at 6 when they found out what was wrong.

He seemed to have hallucinations and visions. He told them that something was guiding him, a million voices influencing him. They gave him prescriptions and pills, but the hallucinations never stopped. It got worse and worse. Every day, he would do more dangerous and weird things. One morning, his parents said goodbye as he was taken at school.

He never came back. Later on the news, reports said the school had been burned down, and everybody died. In truth, Alex got possessed by the great cosmic terror. He burned down the school, and escaped to finally do his work. He would live on the streets until he got multiple jobs. Rick worked days on end until he got cabin near a radio tower.

Imagine his surprise when he heard about the superheroes. People with extraordinary powers. After that, he heard about the villians. Rick decided that if he were to take over the world, he would need followers. With money and tech, he used the radio tower near him to send out messages. The messages would brainwash people into joining him.

It wasn't until a few days later when he had the idea of using a secret identity so nobody would no who he was. So with a hood and a mask, he would start making people known about him. He started getting the name The Operator because of his brainwashing techniques. After a few months he got a letter sent by The New Anarchists. He decided to join, as this would be the final straw to take over everything.

Affiliations/Connections
Affiliation: New Anarchist
Alignment: Chaotic Evil?
Relationships: None

Superpowers/Abilities
Powers: Minor Telekinesis: Rick is able to control small and normal sized objects. He can use Telekinesis to things such as guns, animals, and he has to use his energy to try and move people.
Minor Telepathy: He has the ability to talk to one person at a time, and can only talk for 15 minutes.
Limited Cosmic Awarness: As the cosmic terror possessed Rick's body, it's cosmic Awarness went doww. He is able to know knowledge of Earth, and a little bit of space, but doesn't know what goes beyond.
Enchanted Messages: Rick uses some of his powers into the messages he says, which makes people easily like him.
Mastery of Power: His master of power is not that high, as he is in a human body and the human body can not handle all of that knowledge and power.
Limits: Specific Time: Rick only has a few minutes to send messages at a person. He also can only use Telepathy to one person at a time.
Hurting: Rick can't over use his power of Telekinesis. Lifting large objects damages his brain, and it has to take a lot of his will to lift a person.
He's a Alien: While the cosmic terror influenced people, it still is out of touch of humanity. It makes it hard without his power to get people to understand him.
Skills: Brainwashing: Rick has knowledge of brainwashing. He can not only use his power but he looked up knowledge of brainwashing, so he knows techniques.
Technology: Rick used his money to get technology, and researched heavily to make devices that he could use to his advantage.
Hunting: Since he lived in a cabin, he used guns to shoot deer for food. He has experience with shooting and hunting.

Gadgets/Equipment
Equipment: Special Earbud: Rick made a Earbud which makes people sleepy and more easily suggestive.
Tranquilizer: Rick brought a special Tranquilizer from the black market, which makes people pass out.

Personal Belongings: Cell Phone
Wallet
Pistol
Sunglasses


Extra
Has glowing words and symbols on back, which seem to be saying some sort of language.
Has a tattoo on his arm of a infinity symbol.
Okay so sadly, I have to reject this CS entirely, here’s why.
  1. The backstory isn’t going to work. First you didn’t ask any of the Gms if it was fine to manipulate the lore. Second, I discussed it with the Gms, the universe was started by The Big Bang, end of discussion. Third, so no one caught the boy who burned down an entire school, a boy. If this was a man with training, I would be fine but this is a child so it’s really hard for me to believe it. Fourth, why join? If this guy can basically brainwash anyone, why join when he could just make his own group and rule the world that way?
  2. This man is basically a god, I can’t allow all these abilities. There’s no way I’m letting you have all knowledge of Earth. Also He’s an Alien isn’t a limit to powers, that’s a social thing.
  3. Brainwashing isn’t a skill, it’s a ability.
  4. How does he have a ear piece that makes people fall asleep? It isn’t even explained.
 
Hey, its OK. Its pretty cringey. Iĺl probably edit the whole thing and make a different, more realistic character when I have the time.
 
’Elaine ‘Bright’ Cunobelinus’
View attachment 374494

Bright’s the name, information’s the game. Is that how they say it? How do you do?
BasicName:
▅▂▄▅ ▅▄▄▂▂▃▃▄▄▅▄
Nickname(s):
▂▅▅▄▄

Alias:
Bright
Elaine Cunobelinus

Gender:
Female

Age:
▅▅

Physiological/Psychological Appearance:
A woman of average build, fair features, and long, orange-blonde hair, which she ties into rather large twin tails. She is modestly built, and always usually dresses very modestly herself such that she could be mistaken for a rather slim man from a distance, were it not for the generous length of her hair. She has very soft features, and is always seen smiling.

Height:
171 cm

Weight:
▅▅kg

Costume*:
Bright does not wear a costume, and simply appears to the general public in a snazzy black suit. After all, there is no identity to reveal if there is no identity in the first place.

Body Modifications/Implants*:
N/A

Blood Type:
B+

Personality:
Bright is an eccentric individual. Her actions are mostly based on her own whims, and she has made it clear to her closest ally that she only supports him because he is simply another stepping stone to achieving her own goals. While this is doubtful when it comes to the Paladin, rest assured, she will treat everyone else as such: another tool at her disposal.

Chaotic neutral seems to fit Bright very well as a descriptor. She doesn't seem all too confined by trivial things like morals and ethics. While she speaks in a refined tone befitting of someone of proper station, she is just physically violent and brutish as her Paladin partner, if not even more so. If it is any indication, she does not shy away from torture, physical violence, and getting her hands dirty. In fact, brute force is usually her first and last suggestion. She advocates the whole ‘if all you have is a hammer’ philosophy, and given her access to her arsenal, who wouldn’t be?

Bright, as a person, is a rather optimistic and cheery individual, however. To and for friends and allies, she is easygoing and amiable, and she is often described, even by heroes, that she would make a great friend…if she wasn’t in shady businesses like her own. She is also meticulous and hard-working, despite initial appearances- a rare opportunity to see her being serious is when she is taking care of paperwork and handing in reports to her unknown superiors.

Backstory*:
To say that Bright covers her tracks well is an understatement. Up until her collaboration with the Paladin and the Doctor, information on her is scarce. In fact, it was almost as if she never existed at all in this world prior. No birthdates, no name, no hometown, nothing. The information was either scrubbed from databases or had the information permanently blacked out. She has her contacts, and she knows just how well to use them. Even after consorting with the Paladin, still very little is known about her. She responds to the name of Elaine Cunobelinus, but it is all but confirmed that it is an alias she goes by. Telling, since Elaine would mean ‘shining light’ and Cunobelinus means ‘hound of Belenus’, a fair attempt at trying to be cute for sure. Even she thinks it's cute.

She serves as the Paladin’s support and intelligence, providing him with information on the field, as well as keeping his safe houses stocked full with ammunition, food, and guns. How she came across the Paladin is a sketchy story, thanks to her own intervention again. The rumor mill says, however, that she was the one who sought him out and made a deal with him. She provided him with the guns and the means for him to mete out his own brand of justice and she got to…help him. Those were her only conditions. The claim was that if she helped him, she was helping herself. With such a cheap offer, how could the Paladin refuse?

Despite her strange and whimsical existence, she has since served as a loyal assistant to the Paladin. She has told him multiple times that if need be, she will ditch him, but what she neglects to say, possibly because she believes it needs not be said, is that she will never bury a knife in his back.

Running searches on Elaine Cunobelinus results in a portfolio of a white-collar secretary, who recently got her degree in Business from a local university. The address it provides is a rented space, but neighbours comment that no one has ever gone into or left that apartment for a long while. Understandably, whoever ‘Elaine’ is, she knows her business.

Affiliations/Connections Affiliation:
New Anarchist
▅▅▄▄▃▄▄▅▄▂▂▃


Alignment:
Chaotic Neutral

Relationships:
The Paladin:
Despite both of them not knowing the other’s true name, the two seem quite close. Bright is loyal to very few people, and one of those people is the Paladin. She has assured him multiple times that she will always be on his side, no matter the circumstance, mostly, she admits, because his goals coincide with hers, and helping him helps her. At this point of time, however, she sees him as a valuable and inexpendable ally.

▅▅▄▄▃▄▄▅▄▂▂▃:
A ▅▅▄▄▃▄▄▄▃▄▄▅▄ ▅▅▄▄▃▄▄▄▃▄▄▃▄ ▄▅▄▅▅▄▄▃▄▄. They seem to be the source of all her income and equipment. As of yet, they do not seem to be interested in the actions of either the Paladin, the Doctor, or the New Anarchists. They never will. If anything, it seems that Bright is keeping them under control.

Superpowers/Abilities Powers:
Solar Energy
Bright is able to absorb, store, and utilise solar energy in multiple ways, up to and including creating localised flashbangs, firing beams of burning energy and enhancing her physical blows. Being in broad daylight means she has unlimited access to solar energy, and as such, she is at her strongest during hours where the sun shines the brightest. She becomes an inveritable threat between 1130 hours and 1330 hours, where she is essentially supercharged with the power of the sun, allowing her to use her power at its full strength without risk of wasting a single iota of it.

Mastery of Power:
Bright has no difficulty whatsoever in using her power and channels it as if it were second nature to her. There is negligible down time and telegraphing when she decides to put her power to use, and many of its everyday applications can be used with the simple snap of her finger.

Limits:
Bright runs on a limited amount of power that she has to replenish by standing in direct sunlight. Normal light works, but does so at a slower pace than regular sunlight. While this poses less of a problem if she is using her powers in broad daylight, she is forced to limit herself to less ‘expensive’ uses for her power during any other time of the day. If one were to compare her to a phone, during the daytime, she charges faster than she can expend her energy, but at any other hour of the day, she loses energy quickly if she simply throws the energy around. That’s not to say she still isn't a threat at night, however…

Skills:
Firearm Expertise: While not a genius like her partner, she is capable of handling all kinds of firearms. It seems that she has prior training in the usage of weaponry.

Military Hand to Hand Combat: Unless pitted against kung fu masters, Bright levels the ground in close quarters combat with what she calls ‘basic military training’. Her style consists mainly of an amalgam of kickboxing, submission holds, grapples, and disarming. She doesn't make it look like ‘basic’.

Contacts: Whoever she has under her thumb, they certainly provide her with a lot of money and unlimited access to some sort of armory. To date, she has brought in an armored APC to assist her partner, and has provided him with near everything short of hydrogen bombs and nuclear warheads. This should be considered her actual power more than anything.

Languages: She speaks Japanese, Finnish, English, French, and German fluently, without a single hint of an accent in her speech.

Gadgets/Equipment Equipment:
M9: Military hardware. A 15-round 9mm semi-automatic handgun. It does little against heroes and villains alike, but a bullet to the head still manages to work miracles here and there.
Knucklegloves: A portmanteau of knuckledusters and gloves. As the name implies, it is a pair of custom-made knuckledusters fitted onto finger-less gloves.

Personal Belongings:
Satellite Phone: ‘Anything less would be useless. Imagine if I had to make an important call, and suddenly, I get no reception! Terrible, is it not? What’s the matter with a little splurging? Absolutely nothing!’
Regular Handphone: ‘The newest style, with the newest look. I have to look good in any book.’

ExtraShe tends to rhyme for no reason at all, possibly just to get others to drop the ball. She claims it’s therapeutic, if not very cathartic. It’s also very contagious.
Accepted! :D
 
Character-Sheet Format
Basic
Name: Alexander Nicholas
Nickname(s): Alex
Alias: Death Doctor
Gender: Male
Age: 28
Physiological/Psychological
Appearance:
image.jpg

Height: 6’0
Weight: 164
Costume*:
plague_knight___illuminated_armored_cyber_doctor_by_twohornsunited-d8k7anb.png

plague_knight___illuminated_armored_cyber_doctor_by_twohornsunited-d8k79d2.png

Death Doctors suit is an armored exoskeleton built as a way to make up for his weakened immune system. Not only does the suit keep out harmful diseases and viruses, but also adds enhanced strength and durability.

Body Modifications/Implants*:
Blood Type: A+
Personality: Alex is a higher class gentleman with very bad social skills. However, he can also be seen as quite childish with little consideration for others health even though he’s a doctor. Much like a child, he enjoys examining little details, valuing them more than the big picture. The man is also a neat freak, appreciating his personal space from others. He joined New Anarchist merely for the promise of pay and recognition, two things most important in a job for him.
Backstory*: Alexander was born into a wealthy family, their success coming from their work in the medical field. However, like a cruel joke, Alex couldn’t experience these luxuries. This was due to his weakened immune system. Alex spent his years inside his room, it was like a bubble. He was left to his own thoughts, sitting alone and just watching his brothers and sisters play outside. Alex didn’t waste his brain though, requesting books on medicine, bacteria, and viruses. He would try buffing his immune system to no avail. However, he did gain the knowledge to create an air tight suit to allow him to at least travel outside his room. With his unlimited resources he would spend his teenage years studying not only medicine, but also science, and even doing some more taboo practices. Most called him The Mad Man on South Street, always working. He was successful in one thing, if he couldn’t enhanced his immune system, why not improve its capabilities. Alex was actually able to make it a virus on its own, able to spread to others through handtouch. However, it would quickly destroy itself afterwards. He used his knowledge to become a popular surgeon at only age 23. His life spiraled though once his taboo experiments were revealed to the world. Fired and mocked by the medical community, Alex decided to work for the underground until given the opportunity to work for a villain named Data, he saw this as a way to test his experiments while also getting paid. He’s been with New Anarchist ever since.

Affiliations/Connections
Affiliation: New Anarchist
Alignment: True Evil
Relationships:
-Red Baron: Alex doesn’t appreciate his chaotic nature though finds his abilities interesting. Using his spare time to harvest and test his blood. BriiAngelic BriiAngelic
-Data: Alex is very interested by the man’s goal though isn’t as enthusiastic as others, rather more interested in his pay.
-Glitch: Alex actually enjoys Glitch, knowing the feeling of being alone and not experiencing a normal life. He does his best to make sure she’s well, acting as her regular doctor and the reason he keeps lollipops around the office D duegxybus

Superpowers/Abilities
Powers: Immune System Destruction: Alex has the ability to destroy someone’s immune for up to 10 minutes making then vulnerable to diseases just by skin contact. However, this ability has also made Alex’s own immune system vulnerable.
Mastery of Power: Adequate: Alex can turn his power on and off but he has no control over his own immune system.
Limits: Alex’s ability has a set time limit and can only be experienced through touch and like said before, he can’t control his own immune system.
Skills:
-Medical Training
-Knowledgeable in the field of science/medicine


Gadgets/Equipment
Equipment:
-Syringes
-Red Baron Blood Bombs™
-Syringe Gun
-Vials of his own immune destroying concoction.
-His enhanced suit

Personal Belongings:
-Multiple medical books kept in his room
Extra
 
Last edited:
Character-Sheet Format
Basic

Name: Joy
Nickname(s): JJ
Alias: Joy
Gender: Female
Age: 4

Physiological/Psychological
Appearance:images.jpg
Height: 3'3''
Weight:40 Lbs
Blood Type: O
Personality: Joy is a child prodigy who just wants to have fun and doesn't understand the problem with killing because it gets her more friends. Her "friends" have taught her much to the point that she has the intellect of an 8 year old at 4 years old without all those pesky morals
Backstory*: She is the daughter of Sharon, she can see the murdered dead.

Affiliations/Connections
Affiliation: New Anarchist
Alignment: Chaotic Neutral
Relationships: Dreadnought (Mother) Eternal Flame (Father)

Superpowers/Abilities
Powers: The Shine: Joy can see dead people, specifically those who suffered an untimely end. She can force others to see them too if she touches them. She also has minor telepathy with her direct family
Mastery of Power: none, she cannot control it
Limits: She is a child...
Skills: She is a child...

Gadgets/Equipment
Equipment: Teddy: her miniature bear that she got from her dad when he took it from a dying villain. it is cuddly
Personal Belongings:
 
View attachment 374714
"I'm definitely the type for theatrics."
Basic
Name: Jacob Tall
Nickname(s): Doctor Tall
Alias: 'Doctor' Philistine
Gender: Male
Age: 28


Physiological/Psychological
Appearance: A blonde haired, blue eyed man of a medium height. His features carry a deceitful youthfulness, and his expression a gaze often described as being 'scumbagish'. He's often been accused of having no sense of fashion, always dressing informally and often dressing in outfits either years out of date, or completely mismatched.

Height: 5'9"
Weight: 158lbs
Costume: N/A
Body Modifications/Implants: N/A
Blood Type: A-
Personality:
A 'self confessed hedonist', 'world renowned surgeon', and 'definitely not a murderer' Jacob Tall is just about the last doctor you'd want to see looming over you on the operating table. Though if you asked the man himself, he'd say whether he'd call the statement debatable. He, personally, thinks of himself as a simple man, a thrill seeker of sorts without much of a care for higher purposes or causes like the 'liberation' of the New Anarchists. Of his many self-proclaimed titles, one of them is that of an Existentialist, and through that he's decided that his purpose in life is just to 'live a long and happy life'. He considers the New Anarchists as just being a job, one square on the years long hopscotch game of life, and while he doesn't scoff at their ideals he isn't preaching them, either.

If he ever tells you that, he'd then go on to tell you it's because he is in essence 'a very half-assed' sort of person. Jacob isn't much for unbreakable resolve or dark ambition, twist his arm and he'll squeal, push his buttons and he'll dance. Definitely not the guy you'll want to entrust your deepest secrets to. He isn't a bad ally per say, he's just as unlikely to keep his own secrets as he is anyone else's and though he's not against the idea of betrayal, the hedonistic part of him isn't one with a taste for a dagger on your back, but rather a bullet to your side. He's a straight shooter, not having the grit to be some sort of grand liar or schemer.

He does however have quite the admiration for 'impressiveness'. A grand lie, a great show, a stunning fight, he's the simple kind of person who can enjoy anything if it's on a grand enough scale. Therein comes his status as a Villain, albeit one of not much concern. He doesn't have an ambition, a vendetta or a cause, and only exists outside the law as he views it as something that 'inhibits happiness'. If anything, he's closer to a common criminal than a Villain.

Backstory:

Jacob's younger years are 'definitely not interesting' and his more recent ones 'certainly not impressive'. It's easy to glean the most basic of information, his birthplace of Kansas, the struggles of a single but loving mother, a turbulent but generally uneventful youth, the last member of his family at 21, vanishing from the public eye at 22 and finally a reappearance; On the criminal database at 25.

That reappearance came in his home state of Kansas. A sudden drop in the mortality rate of those who existed outside the law was the first 'herald' of his return. Villains left dying by Heroes, common criminals dying through shootouts and brawls, thieves bruised and beaten by overzealous vigilantes, all assortments of the state's scum kept walking after the days that should have sealed their fates. It was, naturally, an issue. By another hand they might have been turned to the righteous path, but by the hand of the enigmatic 'Doctor' they'd be sent haplessly back into the world; To go on with their ways without rebuke. Benevolence for the evil, it would seem, was just as bad as evil itself. And once he'd earned a place on the radar, it was only months before a Hero picked him up.

One dashing chase, one brand new alias, and one scrape with death later, he'd fled the state.

Today he's a wanderer, and a Villain of relatively low notoriety. Donning the title of 'Freelance Doctor', he offers his services as an underground surgeon for the world's most vile and reprehensible. His favorite clients include a heavily armored gunslinger, a young lady with a flair for the eccentric, an overdressed torch of a woman, and a plain looking fellow with a air of mystery. To all of which, he offers 'discounts' to his already cheap services, though only half ever show interest in the offer. As to his involvement with the New Anarchists, well, it's likely just part of one of those discounts.



Affiliations/Connections
Affiliation: New Anarchist
Alignment: True Neutral

Relationships:
  • 'Mr. Paladin and Ms. Bright' - They're both talented and enviable people, says Tall. Jacob acts as something between a personal doctor and a third wheel to their combative duo, and despite his considerably less stringent demeanor, likes to think he gets along with them well enough. If you asked him if they were people he found respectable however, he'd most likely answer with a no. Though, he'd say the same thing about himself.
Superpowers/Abilities
Powers: Do No Evil - Jacob is able to reverse any 'wound' he leaves on the physical world. Be it a stab wound, a broken glass or some other form of damage, it is reversible. For example, if he shoots somebody he can remove the bullet and mend the wound. Things that are restored this way are done so flawlessly. Even the deepest wound would leave no scar, fingerprints will vanish, and even the dust disturbed in his wake will drift back into place.

Mastery of Power: While Jacob hasn't put much effort into divining the gears that put his power into motion, he is quite familiar with 'working around' it. It's often a tool he employs in surgery and all manner of by-the-grit-of-his-teeth gambits, so he's intimately aware of the limits of his ability. The things he can and can't get away with, so to say. It's quite possible that training would lead to some of these roadblock being passed, but Jacob shows no interest in such a thing.

Limits: Jacob is only able to undo wounds inflicted within the past five minutes. Should he reverse any more than 150 seconds of his actions, that 5 minute 'memory' will be wiped, preventing him from undoing anything else from those 5 minutes. This is something he can also do himself. He can only reverse actions in an order opposite to which he took them, though he can pick any 'starting point' that he wishes. If he shoots something, cuts off a finger, and then smashes a glass, if he wants to restore his finger he must first restore the glass, otherwise the glass will be broken forever.


Skills:

  • Despite his demeanor, Jacob is in fact a trained doctor. For the most part, at least. While he supposedly skipped half his classes and dropped out a few days before graduation, he is a perfectly capable surgeon even without his ability. Though, he's no genius wonder doctor. Augmented with his ability however, he's able to perform surgeries of a risk level beyond his skill, and even some that are downright impossible without it.
  • Definitely not befitting his 'almost doctor' status, Jacob is a crack shot. He compares gun play to surgery, and is just as accurate with his revolver as is he with his knife. That is to say, if you rated him on a scale of one to ten, he'd be a solid 7.8.
Gadgets/Equipment
Equipment:
  • A six-shooter with the brand filed off. There's nothing much notable about it.
Personal Belongings:
  • Too many clothes.
  • He practically always keeps a kit on his person containing the his basic needs as a surgeon. Within is a scalpel, surgical thread, anesthetic, disinfectant, surgical tape and gauze rolls, amongst other things.
Accepted
 





Basic


Name: Desmond Nick Tulimanki

Age: 16

Gender: M

Nicknames
  • Nickie | Zack
  • Desmond / Nick | Lawrence
  • Brat | Don't Ever
  • The Boy | The Others


Alias(es)
  • Animus | Preferred
  • Wrath | No!
  • Unity | Unsure

Physiological/Psychological

Height | Weight: 5'4 | 134 lbs

Body Mdifications: A scar across his back, barely visible now but can be seen in the right light.

Blood Type: B +

Appearance: Desmod is lean and lacks a true athletic build. His body carries little muscle, aside from his daily runs or his early morning jogs- Desmond has little macho physique to show his strength. His hair is always in dreads and it on most hot days has a sense of messiness to it. If he's not leaving his hair as it is, all fuzzed up and going in every direction, then his hair is done in a ponytail.

Eyes: Dark Brown

Persona

Alignment: True Neutral

Quiet, easily unnerved, contemplative and diffident, Desmond is not at all the type of person who likes engaging people. In most cases, he avoids confrontation and focuses on disappearing with the crowd. Stemming from an environment where life isn't easy and things aren't grand- Desmond savors the joyful movements, but curses the tribulations.

With shot self-esteem and a lack of training, Desmond does not bring his fists or his wits, but he brings his words. Desmond, unlike the other 8 members of Team Survival, tries to be a pacifist and in most cases abstains from hurting anyone or anything if he can avoid it. But if push comes to shove, Desmond isn't afraid to abandon his beliefs and fight for what he feels is right and the just thing to do.

Issues with trust, not at all someone who takes kindly to harsh tones or joking jabs or witty quips unless he personally likes you, Desmond holds a bit of bias for most people he doesn't know well and holds people he is closer to on a pedestal of certain but varying degrees. He hates being pushed into a discomfort zone and hates being forced to do things he doesn't want to do for the sake of making other's happy, but if it will maximize cost and minimize loss he will do it. If only it serves to benefit him and the ones he cares for.

History & Relations


  • From the day he was old enough to understand right from wrong, Desmond always felt that there was something wrong with him. And those suspicions only proved to be true the day his stepbrother, James, grew into his powers.

    Two and a half years. That was how long it ate away at Desmond. Two and a half years of not knowing why his relationship with his only real known blood relative was so strained. And so he did some research on the woman that left him at his dad's doorstep when he was just six years old; Desmond did some research on his mother's line of the family. And found a relative that would change his world, forever.

    Mystic had been a hero among heroes in the city of Anchorage. He was Desmond's late grandfather who fought and saved 265 lives with his psionic abilities at the peak of his hero career and upon moving to Archeo, he'd done the same thing, saving as many as he could when villains sprouted left and right. But Mystic was a workaholic. Overworked himself to the point where sleep escaped him and eventually that bled into his battles, till one day it was too much and he died, fatigue and stress being his undoing. And it was there, Desmond discovered why his father was so disappointed.

    He should've had powers but he didn't. Having powers meant living a better life than the one they currently had. His family would have luxury, protection, wealth coming in from the government and much much more, but instead Desmond was just as powerless as any regular citizen. And that set a level of disappoint in his father that Desmond found disgusted him but at the same time shook his self-confidence in who he was entirely. Till a couple years later one walk down the road and one wrong turn landed him in a kidnapping with two unexpected passers joining him in the fray.

    Eight days passed in the blink of an eye. Tests, injections, all the works. Desmond was scared- terrified really. At 12 years old he had contemplated fleeing his normal life and going on the road, instead fate had put him in the hands of Dr. Hazard. And things only got worse when he ended up being a rejected experiment who Hazard tried to awaken the powers contained within.

    Good news was, it worked. Bad news was, it alerted a Hero Squad a day later, and on the eighth day, Desmond's power awakening- Doctor Hazard's greatest work at tapping into the boy's sleeping genes- had been his greatest undoing.

    Three years have passed since then and to this day, Desmond wonders- if things would've been different if he had just ran away from home like he'd planned to that day. Now, Desmond simply moves through life. Going through the motions, trying to manage with his new life and these new changes.

    Word's been spreading and he's heard about this group called the Anarchists. A bunch of people who he hears want to change things. And while Desmond has no interest in fighting, an important source of his tells him there's two people he used to know- that's a part of that group now.


Superpowers

Empathy:The user can fully interpret and replicate the emotions, moods, and temperaments of others without reading apparent symptoms, allowing them to understand introverts or discover one emotion is actually hiding another.


  • Sensorial Link: The power to create a sensory/empathic bond between one or more individuals. This power gives Desmond the ability to form sensory bonds with a multitude of people. It gives him the power to feel what they feel but not make them feel what he feels.
    Limit: Can cut damage done to others by a fraction, but cannot manipulate sensory of others and does not know how to.
  • Lie Detection: Desmond can tell when a person is lying by being able to see the emotional aura of an individual. Seeing auras is something Desmond can automatically see whenever someone lies, through the shift in their aura.
  • Empathic Aura: Desmond can read a person's emotional aura and understand what those emotions say. This ability varies and it's strength is determined by how long he has been around someone. This however does not apply to his lie detection abilities, as the ability to determine lies relates in the shift of one's aura rather than what the emotional aura itself tells him.

Panthifery:The power to alter reality without conscious thoughts or words but with one's instincts, feelings, and emotions.
  • Reality Manipulation: Reality alters only when Desmond's Reality Barrier is crafted.
    When RB is crafted, Desmond can alter the perceptions of any individual within RB with him. He can bend reality to his will only within this barrier and can craft creatures from objects, shift landscapes, alter the form of his surroundings and environment.
Limit #1: Desmond goes into a comatose state when this ability is activated. He is basically defenseless in this state unless he uses his ability to defend himself.

Limit #2: : With Desmond's reality warping, he cannot hurt someone. Crafting things that do harm take up too much time and energy, instead he uses his warping to manipulate the environment and give others the upper hand.

Replication:The power to replicate oneself, things, or others.

  • Self-Duplication: The ability to duplicate oneself. This ability is what creates The Others as Desmond calls them.
  • Duplication Absorption: Desmond can absorb his copies to regain memories from them or past experiences they have had. This ability extends to the 'death' of his duplicate. If his duplicate dies, all the experiences that duplicate holds will transfer to Desmond.
  • Hierarchy: All of Desmond's copies are subservient to him and him alone. Each copy Desmond makes holds a core emotion that defines their personality, own unique powers, and skills of which Desmond does not possess or share. However despite the fact that some of Desmond's copies are actually stronger than him, he still remains the boss of them, to an extent give his persona.

Limit #1: If Desmond dies, all of his copies will fade away. Combining back with Desmond will not revive him or bring him back to life. Once he is dead, they are dead too.

Limit #2: Desmond's copies do not gain any unique ability or have any of his own abilities. They are quite literally, versions of Desmond as a normal teen.

Skills
  • Disappearing & Reappearing in social situations
  • High Stamina
  • Quick Thinking
  • Voice of Reason

Gadgets/Equipment

Personal Belongings
  • A burnt old looking photo of Team Survival
  • A locket with a miniature picture of the members of Team Survival he cherishes



BriiAngelic BriiAngelic D duegxybus B BlueClover
 
Last edited:
Name: (Sir) Alexis Gregor Piers
Nickname(s): Waterboy, Gambi,
Alias: The Fountain
Gender: Male
Age: 200+

Physiological/Psychological

Weight: 133 Ibs
Height: 5'8
Costume*: See appearance
Body Modifications/Implants*: None
Blood Type: A
Personality: Alexis is cheery looking person, always wearing a smile where ever he goes, and is generally a "gentleman" to everyone, pulling out chairs for people, opening doors, basic chivalry. It's easy to say that he is an optimist, which he is, though he can get a bit annoying when spending long periods of time with people, constantly recommending that they play a game of blackjack. He tends to be a bit more laid back when it comes to fighting, and will try and instead resolve the conflict with a peaceful game of blackjack instead. He tends to wander when not talking to people, and tries to make friends as quickly as possible.

Backstory: Born in the mid 1800's, Alexis is the 6th inheritor of the Fountain of Youth, a being that is passed down from person to person via the winning of a game of their choice. The victor is granted eternal life, and the loser's life is taken, given that they've lived past their natural state. Alexis has lived for years, testing others luck against his, and always winning despite his best efforts. Now he's given up trying to deal his own death for a while and is now on a bit of a job spree, looking for money to live off of. Though without proper identification, that's rather tough. Hopefully, New Anarchist could have need for the have be gambler swords man.

Affiliations/Connections
Affiliation: New Anarchist
Alignment: Chaotic Good
Relationships: None.

Superpowers/Abilities
Powers: Fountain Spirit- Through the power of the fountain, Alexis is given eternal life, as well as a hearty regeneration ability. Injuries on parts of his body other then his head and heart are nonlethal and tend to heal quickly.
Wills of the Past: The past users beings are tied to him wherever he goes, and through this he can summon the weapons of the past five Fountain drinkers. He can alternate between these weapons fairly fast.
Fountain Spring: Perhaps the most disturbing power involved, Alexis can douse a blade in waters from the Fountain of Youth via his mouth. When a living creature is hit with the water, it's age reverses for an hour or so. 6 years per injury.
The Game: Given another party agrees with Alexis to play a game of blackjack, the Game will start. The power of the Game changes the rules physics, specifically the collision of the two players. Nothing can hurt them during the Game. The Game ends when someone wins, and someone ends when four cards have been dealt to either person. There are 3 winning numbers to the game, those numbers being 7, 14, and 21. Whoever is closest to those numbers without going over. The cost of losing is the players life.
Mastery of Power: Master. Given he's had well over 200 years to master his powers, it makes more then enough sense that he'd be able to use his powers with ease
Limits: Fountain Spring is basically vomiting, so he can only really use it once per fight.
Skills: Swordsman-ship, gambling, cooking.

Gadgets/Equipment
Equipment:

Personal Belongings: The deck of cards he uses during the Game, a tarnished old silver ring, an antique pocket watch.

Extra
Chaotic good isn’t an option so please go with one of the other alignments suggested

Also I need limits for the weapon creation and regeneration as without them it can be abused
 
Name: (Sir) Alexis Gregor Piers
Nickname(s): Waterboy, Gambi,
Alias: The Fountain
Gender: Male
Age: 200+

Physiological/Psychological

Weight: 133 Ibs
Height: 5'8
Costume*: See appearance
Body Modifications/Implants*: None
Blood Type: A
Personality: Alexis is cheery looking person, always wearing a smile where ever he goes, and is generally a "gentleman" to everyone, pulling out chairs for people, opening doors, basic chivalry. It's easy to say that he is an optimist, which he is, though he can get a bit annoying when spending long periods of time with people, constantly recommending that they play a game of blackjack. He tends to be a bit more laid back when it comes to fighting, and will try and instead resolve the conflict with a peaceful game of blackjack instead. He tends to wander when not talking to people, and tries to make friends as quickly as possible.

Backstory: Born in the mid 1800's, Alexis is the 6th inheritor of the Fountain of Youth, a being that is passed down from person to person via the winning of a game of their choice. The victor is granted eternal life, and the loser's life is taken, given that they've lived past their natural state. Alexis has lived for years, testing others luck against his, and always winning despite his best efforts. Now he's given up trying to deal his own death for a while and is now on a bit of a job spree, looking for money to live off of. Though without proper identification, that's rather tough. Hopefully, New Anarchist could have need for the have be gambler swords man.

Affiliations/Connections
Affiliation: New Anarchist
Alignment: True Neutral
Relationships: None.

Superpowers/Abilities
Powers: Fountain Spirit- Through the power of the fountain, Alexis is given eternal life, as well as a hearty regeneration ability. Injuries on parts of his body other then his head and heart are nonlethal and tend to heal quickly, as in within ten to twenty or so seconds of obtaining the wound.
Wills of the Past: The past users beings are tied to him wherever he goes, and through this he can summon the weapons of the past five Fountain drinkers. He can alternate between these weapons fairly fast, but he can only summon each weapon three times per day.
Fountain Spring: Perhaps the most disturbing power involved, Alexis can douse a blade in waters from the Fountain of Youth via his mouth. When a living creature is hit with the water, it's age reverses for an hour or so. 6 years per injury.
The Game: Given another party agrees with Alexis to play a game of blackjack, the Game will start. The power of the Game changes the rules physics, specifically the collision of the two players. Nothing can hurt them during the Game. The Game ends when someone wins, and someone ends when four cards have been dealt to either person. There are 3 winning numbers to the game, those numbers being 7, 14, and 21. Whoever is closest to those numbers without going over. The cost of losing is the players life.
Mastery of Power: Master. Given he's had well over 200 years to master his powers, it makes more then enough sense that he'd be able to use his powers with ease
Limits: Fountain Spring is basically vomiting, so he can only really use it once per fight.
Skills: Swordsman-ship, gambling, cooking.

Gadgets/Equipment
Equipment:

Personal Belongings: The deck of cards he uses during the Game, a tarnished old silver ring, an antique pocket watch.

Extra
Accepted
 
Name: (Sir) Alexis Gregor Piers
Nickname(s): Waterboy, Gambi,
Alias: The Fountain
Gender: Male
Age: 200+

Physiological/Psychological

Weight: 133 Ibs
Height: 5'8
Costume*: See appearance
Body Modifications/Implants*: None
Blood Type: A
Personality: Alexis is cheery looking person, always wearing a smile where ever he goes, and is generally a "gentleman" to everyone, pulling out chairs for people, opening doors, basic chivalry. It's easy to say that he is an optimist, which he is, though he can get a bit annoying when spending long periods of time with people, constantly recommending that they play a game of blackjack. He tends to be a bit more laid back when it comes to fighting, and will try and instead resolve the conflict with a peaceful game of blackjack instead. He tends to wander when not talking to people, and tries to make friends as quickly as possible.

Backstory: Born in the mid 1800's, Alexis is the 6th inheritor of the Fountain of Youth, a being that is passed down from person to person via the winning of a game of their choice. The victor is granted eternal life, and the loser's life is taken, given that they've lived past their natural state. Alexis has lived for years, testing others luck against his, and always winning despite his best efforts. Now he's given up trying to deal his own death for a while and is now on a bit of a job spree, looking for money to live off of. Though without proper identification, that's rather tough. Hopefully, New Anarchist could have need for the have be gambler swords man.

Affiliations/Connections
Affiliation: New Anarchist
Alignment: True Neutral
Relationships: None.

Superpowers/Abilities
Powers: Fountain Spirit- Through the power of the fountain, Alexis is given eternal life, as well as a hearty regeneration ability. Injuries on parts of his body other then his head and heart are nonlethal and tend to heal quickly, as in within ten to twenty or so seconds of obtaining the wound.
Wills of the Past: The past users beings are tied to him wherever he goes, and through this he can summon the weapons of the past five Fountain drinkers. He can alternate between these weapons fairly fast, but he can only summon each weapon three times per day.
Fountain Spring: Perhaps the most disturbing power involved, Alexis can douse a blade in waters from the Fountain of Youth via his mouth. When a living creature is hit with the water, it's age reverses for an hour or so. 6 years per injury.
The Game: Given another party agrees with Alexis to play a game of blackjack, the Game will start. The power of the Game changes the rules physics, specifically the collision of the two players. Nothing can hurt them during the Game. The Game ends when someone wins, and someone ends when four cards have been dealt to either person. There are 3 winning numbers to the game, those numbers being 7, 14, and 21. Whoever is closest to those numbers without going over. The cost of losing is the players life.
Mastery of Power: Master. Given he's had well over 200 years to master his powers, it makes more then enough sense that he'd be able to use his powers with ease
Limits: Fountain Spring is basically vomiting, so he can only really use it once per fight.
Skills: Swordsman-ship, gambling, cooking.

Gadgets/Equipment
Equipment:

Personal Belongings: The deck of cards he uses during the Game, a tarnished old silver ring, an antique pocket watch.

Extra
Accepted :)
 
Basic
Name:
Alan
Nickname:
CD
Alias:
Carbon Dragon
Gender:
Male
Age:
25


Physiological/Psychological
Appearance:
View attachment 373976

Height:
6'0

Weight:
168 lbs Without the suit
310 lbs. With the suit

Body Modifications/Implants:
Mk.III TMCA

Blood Type:
AB+

Personality:
Serious and Straightforward would be two good words to describe Alan. At the same time he doesn't push anything that doesn't need to be done right away, letting happen when it happens. When given a task Alan will do everything and anything in his power to complete it. He also isn't afraid to tell it how it is, and will bluntly express what he's feeling. As a result Alan is actually a honest person and while he will dodge questions in certain circumstances, he will be as straightforward as possible. Alan is also a faithful person, and to the person he see's as trustworthy and capable he will ally to them and remain devoted. Alan's goal is simple, to rid the corruption in the world and aid in setting up a new system. He isn't as insane as to kill everyone he see's as a corrupted official or person, instead he'll target specific cogs and belts that will bring down the corruptions downfall. He also won't kill any random civilian, and will prevent as many of their deaths as possible since they are also innocent and affected by this corrupt system.

Backstory:
Alan's childhood wasn't anything to write home about. He lived in a slightly under middle-class family, didn't have to many friends in childhood, and lived in a moderately safe area of Archeo. He didn't excel at school, mostly getting C's and B's, but was a good athlete. He played four years of high school basketball, and two times went to nationals and won one of them. After high school he immediately went into the military and went to basic training at the age of 18. Preforming top of his squad, he became squad leader, and went to officer school. There while he didn't show over the top academic skill, he showed great analytical and leaderships skills which helped get through. When he was 19 he and a few selected other men were taken to a facility somewhere in the west coast and went through rigorous training. Despite the immense physical straining, his mind remained strong and he went through to the next phase. There he and others went through mental and emotional torture, which broke most and nearly broke him. He narrowly moved onto the next phase with only a dozen others, all of whom were tired on practically all levels. Here is where he got the surgery to have his implant installed, a very dangerous and life-risking procedure that easily could have killed him. None the less he walked out of the operation, showing immense determination and stamina despite facing death. He and two others were the only ones to survive all of this and they were tasked with aiding in the destruction of villains across the globe. With his experiences of strenuous training and beatings, he abandoned the military and painfully disabled the tracking on his implant and took his equipment with him. For a few years he hid, until one day he got a letter from a mysterious individual.



Affiliations/Connections
Affiliation: New Anarchist
Alignment: Lawful Evil
Relationships: -NONE- (as of now)


Superpowers/Abilities
Powers:
TMCA (Transmutable Molecular Combat Armor):
Using the implant given to him, Alan can form a high compact combat armor around his body. This comes automatically with a near invulnerable shield and a size-adjustable sword for close range. The user can optionally not have the sword and instead wield a firearm in their hand. The Shield can also be optional, but unlike the sword it isn't size adjustable. The TMCA gives the user increased speed, physical enhancement, advanced optical sensors, medical skin suit, on-board combat sensor, hazard resistance, molecular repair, and ambush jets.

Advanced Optical Sensors: Gives the user multiple optical enhancements which allows them to see for much further distances and can identify things easily from a very far distance. Also allows for different optics including numerous different zooming sensors, night vision, thermal, object outline, and light infractions.

Medical Skin Suit: The under most layer of the armor is a skin suit that applies different medical applicants should the user get hurt. Any injury unless major, except for gunshot or armor penetrating wounds, can easily be treated.

On-Board Combat Sensor: Allows for a radar that shows the environment and any targeted objects, including living beings. Once a target has been scanned they will stay on the radar and be tracked, but this requires eye contact which is helped by the optical sensors in case of certain abilities of people. Also provides distance to target and aim tracking to a target when wielding a firearm.

Hazard Resistance: The user is protected from fires, toxins, extreme weather, and radioactivity. While not fully nullifying, the armor also slightly protects against any major blast force.

Molecular Repair: No matter the damage, the TMCA will automatically repair itself when outside of combat. How fast the repairs are done depends on the damage.

Ambush Jets: Allows for a quick glide across the field using a minor form of jet pack/propulsion. At maximum the jets can be activated for 5 seconds and can go as far as 30 meters.

Forearm Information Device: Allows the user to access information and files across different subjects, and access news sources and classified files.

Electromagnetic Palms: Allows the user to climb up against surfaces that are vertical and horizontal. Also can emit a electric shock like that of a taser.


Mastery of Power:
Having used his equipment for years, Alan has full control over the TMCA

Limits:
-While the shield itself is practically invulnerable, the armor itself is weaker and will take in less damage
-Damaging the Frontal Optical Sensor will nullify some of the user's most useful assets

-Very strong Telekinetic users can make Alan nearly useless
-The Advanced Optical Sensor can be disabled, which nullifies most of the optical abilities. This can be done by large scale EMP or immense blunt force
-The Medical Skin Suit can not heal internal organs that have lost most of their mass, as it is mainly meant to heal bullet wounds, deep cuts and slashes, and blunt force
- The On-Board Combat Sensor cannot physical help the TMR-1 track it's aim to immensely fast targets
-Hazard Resistance can't resist immense heat such as molten lava or for prolonged exposure in outer space
-Molecular Repair can't repair large pieces of the arm larger than the forearm including the hand
-Ambush Jets have a slight cool down of 2 to 3 seconds depending on how long it is used for
-The Forearm Information Device can only access prior to his desertion, so information like that may be slightly out of date. News articles however are still current.
-The Electromagnetic Palms can only climb up surfaces that are magnetic, anything else it's impossible. The electric shock emitted also acts as a regular taser.


Skills:
Hand-to-Hand combat
Gun Mastery
Interrogation


Gadgets/Equipment
Equipment:
TMR-1
View attachment 374012
-Regenerative Magazine, but still requires a reload function that lasts 5 seconds when the magazine isn't empty and 6 seconds for when it is
-Also has Molecular Repair in the event of the case the weapon is damaged

-Magazine capacity is 45 rounds

Extra
D duegxybus
B BlueClover
BriiAngelic BriiAngelic
Re-accepted :)
 
Basic
Name: Laifu Badcock
Nickname(s): Lai, Laid, Seed
Alias: Lemonade Maid, Sour Face
Gender: Male
Age: 18

Physiological/Psychological
Appearance:
image.jpeg
image.jpeg
image.jpeg
Height: 4'4
Weight: 72lbs
Costume*:
image.jpeg
image.jpeg
Body Modifications/Implants*: None
Blood Type: B+
Personality: At first glance, Laifu is often taken for a timid and weak minded child. He is easily offended, and simply refusing his polite offers could bring him to the verge of tears, especially if it was his lemonade. He gets nervous around others, and typically shows this through consistent fidgeting, blushing, and mumbling. However, this is not always the case. If he considers someone to be worthy, he will do his absolute best to serve them, no matter the cost, treating them as his master. The conditions for who he picks as his master are seemingly random and highly variable.

Laifu is very possessive - and a bit overprotective - of his "masters." He will do whatever it takes to protect them, regardless of their wishes. If they are attempting something suicidal or dangerous, he will try to stop them, restraining them by force if necessary, and removing their limbs or permanently paralysing them as a last resort. But these are extreme cases, and he will usually obey his master's every word, down to the most minute details. If his master passes away before he completes his task, he will preserve and look after their remains until he has. He is fearful of being abandoned, and so may keep a part of his master's remains or belongings on his person as a memorabilia.

The Lemonade Maid - or Sour Face - is a bit of an oddball. He has no qualms about harming civilians and causing collateral damage, but appears to have some soft spots. He will hesitate to attack if any lemonade stands and ice cream trucks are at risk, and values the safety - though not necessarily the wellbeing - of anyone close to his master (unless he considers them to be harmful). He is more honourable than most villains, but will break his word without a second thought if it will negatively affect his master.

Backstory*: TBR

Affiliations/Connections
Affiliation: New Anarchist
Alignment: Lawful Evil
Relationships: Open

Superpowers/Abilities
Powers: Lemons
All of Laifu's bodily fluids have been replaced by various forms of lemonade and lemon juice. Blood is pink lemonade, tears, sweat and saliva are clear lemon juice, others are just plain yellow lemonade or white lemonade, and so on. His bodily fluids are perfectly safe to drink, have no effects, and always remains cold and refreshing. The lemonade produced by Laifu's body is top quality, with sweetness like honey.

Laifu has a high resistance to the cold. He barely feels anyrhing during the usual winter nights in Archeo City, and can survive in extremely low temperatures. He is completely unaffected by the cold of his bodily fluids.

Laifu can 'juice' or convert things into lemonade or lemon juice. Pink lemonade, for instance. Blood can be converted into pink lemonade directly, while organs must be juiced. Juicing is a fairly quick process, but requires physical contact. Most organic matter, such as flesh and organs, other fruits, as well as virtually any liquid, may be affected.

The successor to the Potassium line of weaponry, the lemon weapons Laifu can create are devastatingly comical to behold. The armament of weaponised lemons utilises lethal lemon seeds as its primary source of ammo, though the lemons themselves may used to deliver such seeds in the form of lemon grenades or JPLs (Juice Propelled Lemon). Any lemon weapon may be created instantly provided that there are sufficient lemons.

Mastery of Power: Medium
Limits:
  • Cold resistance is enough to allow him to take an ice bath without flinching, but he won't last a winter in the Arctic. In a way, he's sort of like a penguin.
  • Juicing/conversion is an irreversible process. If pink lemonade is made from juicing a heart, it cannot be turned back into a heart. There are many things against which juicing/conversion will have no effect. Rocks, clothes, skin, bones, hair, etc., will not be affected. Since it requires direct contact, he cannot do things like turning blood into lemonade if there is skin in between.
  • Lemon weapons require a certain amount of lemons in order to be made, use up additional lemons in order to reload seeds, and are extremely temporary, lasting only a few days before they become unusable. They are weaker than most firearms, and although they're highly effective against soft targets, they have little to no effect on armour or kevlar. Additionally, Laifu must know what the real weapons they're based on look like and have at least some basic knowledge of their parts and mechanisms.

Skills:
-Tying Knots
-Domestic Work
-Basic Anatomy
-Interrogation
-Torture
-Gunplay

Gadgets/Equipment
Equipment:
-A large, yellow backpack for carrying lemons and plastic bottles filled with... lemonade.
-Swiss Army Knife
Personal Belongings:
-A small pouch of unidentified bones

Extra
He has a horizontal scar on his left wrist.​
 
Last edited:
Vesper
1ddee432ada9064dc093d6db8f58c771.jpg
“...”​
BasicName:
Irene Rothschild

Nickname(s):

Alias:
Vesper

Gender:
Female

Age:
15

Physiological/PsychologicalAppearance:
A petite waif of a girl, Irene seems almost spectral in nature. She is pale and has snow-white hair, lending her a very supernatural-like quality. The fact that she often floats and hovers about as her usual state of locomotion in combat furthers the illusion, not to mention that when she does use her powers, she manifests a halo atop her head. She is usually seen wearing a white shirt, a pair of black shorts and pantyhose.

She has olive-green eyes.

Height:
155 cm / ~5’1”

Weight:
50 kg / ~110 lbs

Costume*:
She drapes a black hooded cloak over herself and adorns herself with her usual equipment as her ‘costume’.

Body Modifications/Implants*:
Neural Implant: A prototype of an implant that supposedly enhances psychokinetic abilities. The full product was supposed to be able to shield the user from mental assaults, such as illusions, that would usually cripple telekinetics just like Irene, as well as boost their ability by several levels. The one in Irene’s body only serves the former purpose. It has its adverse effects, in that it also prevents telepathic communications.

Blood Type:
O

Personality:
A quiet and precocious child. Irene picks up after a lot of the Paladin’s traits, and is just as detached from the idea of death as he is. It may just be a coincidence, however. Her lack of human interaction for a major part of her life has made her socially inept. While it has improved, for the most part, she still has issues understanding people as a whole and has a penchant of being both intentionally and unintentionally rude. She speaks bluntly and without hesitation when she does open her mouth, which is, in and of itself, a very rare occurrence. She prefers to retain her own opinions and thoughts to herself. Irene is also exceedingly wary about any company she keeps. She does not trust others easily and usually keeps others at arm’s length.

She, herself, has a habit of doing as she likes and only very, very occasionally, asks for the opinions of others. Her belief is that people will do what they want, and she is in no place to stop them. Likewise, they are in no position to stop her either. The only person she will feasibly listen to is the Paladin, and even then she will gnaw on the metaphorical leash he has on her.

As evidenced with her loyalty to the Paladin, she still seems capable of understanding and honoring a debt. Tactless or not, she knows who she owes, and she is perfectly capable of returning favours, if a little obsessed with the idea. However, conversely, earning her ire by either being a complete prick to her, or to the Paladin, will also have her return the favour, tenfold.

Backstory*:
Orphaned early in her life due to just bad luck, Irene was ‘adopted’ by an ordnance company as a test subject for their products, which are mostly created to enhance powers and improving combat for superpowered beings.

She was liberated from the testing labs by the Paladin just a couple of years prior, along with the help of one of the staff. Unfortunately, during the process, the staff member, whom had taken time to befriend her over the years she remained in the facility, died. With not much else to go on for, she set her resolve to do what she can for the other man who still lived.

Affiliations/Connections


Affiliation:
New Anarchist


Alignment:
True Neutral

Relationships:
The Paladin: Unwavering loyalty.

The Doctor: Skeptical partnership.

Bright: Wary.

Superpowers/AbilitiesPowers:
Telekinesis: The ability to move and manipulate objects with the mind.

Mastery of Power:
She has trouble performing more intricate actions, such as spinning and aligning an object with her power. Easier said, brute force is her forte, and accurate, specific actions are not. At best, she knows how to use her powers to fly and hover about. She is capable of using her powers without need of fancy hand movements, and very often does this instead of uselessly gesticulating. She is also able to create mental blasts that physically force tangible objects, including people, away from her.

Limits:
She cannot use her powers on human beings. She is limited to non-living things and plants. Anything that can feasibly resist her power cannot be affected by her power. That having been said, she can still feasibly move a human being by throwing large objects their way.
She has shown to be capable of hurling military tanks a sizeable distance. Her greatest carrying capacity is measured to be about five of these same said tanks.

Skills:
Well-read: Vesper is surprisingly knowledgeable about much things, though only in theory. She lacks practical know-how and only understands things by their theoretical descriptions.

Gadgets/EquipmentEquipment:
AVE Visor: Known also as Armored Visual Enhancing Visor, the AVEn is a prototype visor supposedly utilised for combat personnel that allow for scoped vision, night vision, and heat vision. It is still currently under testing, and it is anyone’s guess how she has access to this certain equipment.
Cloak: A cloak made of protective material that resembles cloth. It boasts both the flexibility and warmth a normal cloak would have, as well as protection from sharp weapons and reduced impact from small arms fire. Production was supposedly cancelled due to some issues with the utility in today’s world, so it is anyone’s guess as to how she has this cloak, given its limited production.

Personal Belongings:
Barcode Bracelet: A bracelet she wears on her right wrist. The barcode reads ‘AA464783’. The barcode means nothing to her and should mean nothing to anyone, as far as she’s concerned. The bracelet, however, is a keepsake, in remembrance of someone, as well as a vow to both that man and the Paladin.

ExtraIrene has a particular taste for sweet stuff, probably due to the Paladin’s influence.

She is left-handed.


Xel Xel
 
Last edited:
Name: Sharon Steel
Nickname(s):
Alias: Dreadnought
Gender: Female
Age: 44

Physiological/Psychological
Appearance: View attachment 373183
Height: 5'8''
Weight: 179 lbs
Body Modifications/Implants*: missing right arm, sits in wheelchair when not on mist
Blood Type: AB positive
Personality: :Sharon is nice and well to do on the outside but is filled with an inner rage that cannot be quelled. She is easily manipulated by anyone who can offer her Mist.If it does not concern her family or her drugs, she will not even bother giving other individuals more than a passing hello and a second glance. To deign herself to do so is to lose yet another second with her loved ones.

Backstory*: was once a navy operative, got in a bad accident and gained her powers. She went crazy with rage while on the drug Mist and killed four supers along with going on a big bank robbing spree. Eventually Eternal Flame went to fight her and attempted to make her overdose by forcefully feeding her more Mist. She eventually got a punch in and as she did so Eternal Flame burned her arm into ash, causing her to collapse in pain. Afterwards she was locked up and was one of the first to be incarcerated in the Northstar Penitentiary. After the penitentiary was shut down for many controversies surrounding torture and the stealing of organs she was transferred to Seaside Rehabilitation center for the mentally damned, where she was reunited with Eternal Flame as he was working as the warden there. Over the course of years a relationship blossomed between the two and they were married the day she was let out. 6 months later their daughter Joy was born. Joy is a child genius that learned to speak at only 9 months old. The reason for this is that Joy can see the dead, specifically those who have been murdered. Now that years have past Sharon is a coach at a west district school that Joy attends and the whole family lives a happy life. Sharon received the letter and ignored it for some time. She was not sure she wanted to go back but a break in at her house forced her to use her secret reserve to protect her daughter. Now she just wants another fix and working with villains is the best way to do it.

Affiliations/Connections
Affiliation: New Anarchist
Alignment: Chaotic Neutral
Relationships: Eternal Flame (married) Joy (daughter)
Superpowers/Abilities
Powers:
Power to the nth degree: Sharon has the strength to throw a 1 story house when fully drugged, she has the strength to throw a small van when on enough dosage to give her what her powers originally gave her
Some amount of Enhanced Durability that can allow her to shrug off minor damages
Mastery of Power:
She would be a far better fighter if she could fight while not on her drug but as she is now she is a blunt instrument to be used to slaughter and nothing more. no strategy, just savagery.
Limits:
While doing any activity while not on the drugs (like walking) she has to remember to breath
The drug's duration lessens by about half a second each time she uses the drug, currently it is down to an hour out of the 24 she originally had.
Skills:
Coaching Boxing
Living Normal life skills

Gadgets/Equipment
Mist: her drug of choice, she has enough for about 4 fights worth of doses
Personal Belongings:
Her house, a stable job, all the things that should make her happy, a wheelchair

Theme:

Accepted :)





Basic


Name: Desmond Nick Tulimanki

Age: 15

Gender: M

Nicknames
  • Nickie | Zack
  • Desmond / Nick | Lawrence
  • Brat | Don't Ever
  • The Boy | The Others


Alias(es)
  • Animus | Preferred
  • Wrath | No!
  • Unity | Unsure

Physiological/Psychological

Height | Weight: 5'0 | 144 lbs

Body Modifications: A scar across his back, barely visible now but can be seen in the right light.

Blood Type: B +

Appearance: Desmod is lean and lacks a true athletic build. His body carries little muscle, aside from his daily runs or his early morning jogs- Desmond has little macho physique to show his strength. His hair is always in dreads and it on most hot days has a sense of messiness to it. If he's not leaving his hair as it is, all fuzzed up and going in every direction, then his hair is done in a ponytail.

Eyes: Dark Brown

Persona

Alignment: True Neutral

Quiet, easily unnerved, contemplative and diffident, Desmond is not at all the type of person who likes engaging people. In most cases, he avoids confrontation and focuses on disappearing with the crowd. Stemming from an environment where life isn't easy and things aren't grand- Desmond savors the joyful movements, but curses the tribulations.

With shot self-esteem and a lack of training, Desmond does not bring his fists or his wits, but he brings his words. Desmond, unlike the other 8 members of Team Survival, tries to be a pacifist and in most cases abstains from hurting anyone or anything if he can avoid it. But if push comes to shove, Desmond isn't afraid to abandon his beliefs and fight for what he feels is right and the just thing to do.

Issues with trust, not at all someone who takes kindly to harsh tones or joking jabs or witty quips unless he personally likes you, Desmond holds a bit of bias for most people he doesn't know well and holds people he is closer to on a pedestal of certain but varying degrees. He hates being pushed into a discomfort zone and hates being forced to do things he doesn't want to do for the sake of making other's happy, but if it will maximize cost and minimize loss he will do it. If only it serves to benefit him and the ones he cares for.

History & Relations


  • From the day he was old enough to understand right from wrong, Desmond always felt that there was something wrong with him. And those suspicions only proved to be true the day his stepbrother, James, grew into his powers.

    Two and a half years. That was how long it ate away at Desmond. Two and a half years of not knowing why his relationship with his only real known blood relative was so strained. And so he did some research on the woman that left him at his dad's doorstep when he was just six years old; Desmond did some research on his mother's line of the family. And found a relative that would change his world, forever.

    Mystic had been a hero among heroes in the city of Anchorage. He was Desmond's late grandfather who fought and saved 265 lives with his psionic abilities at the peak of his hero career and upon moving to Archeo, he'd done the same thing, saving as many as he could when villains sprouted left and right. But Mystic was a workaholic. Overworked himself to the point where sleep escaped him and eventually that bled into his battles, till one day it was too much and he died, fatigue and stress being his undoing. And it was there, Desmond discovered why his father was so disappointed.

    He should've had powers but he didn't. Having powers meant living a better life than the one they currently had. His family would have luxury, protection, wealth coming in from the government and much much more, but instead Desmond was just as powerless as any regular citizen. And that set a level of disappoint in his father that Desmond found disgusted him but at the same time shook his self-confidence in who he was entirely. Till a couple years later one walk down the road and one wrong turn landed him in a kidnapping with two unexpected passers joining him in the fray.

    Eight days passed in the blink of an eye. Tests, injections, all the works. Desmond was scared- terrified really. At 12 years old he had contemplated fleeing his normal life and going on the road, instead fate had put him in the hands of Dr. Hazard. And things only got worse when he ended up being a rejected experiment who Hazard tried to awaken the powers contained within.

    Good news was, it worked. Bad news was, it alerted a Hero Squad a day later, and on the eighth day, Desmond's power awakening- Doctor Hazard's greatest work at tapping into the boy's sleeping genes- had been his greatest undoing.

    Three years have passed since then and to this day, Desmond wonders- if things would've been different if he had just ran away from home like he'd planned to that day. Now, Desmond simply moves through life. Going through the motions, trying to manage with his new life and these new changes.

    Word's been spreading and he's heard about this group called the Anarchists. A bunch of people who he hears want to change things. And while Desmond has no interest in fighting, an important source of his tells him there's two people he used to know- that's a part of that group now.


Superpowers

Empathy:The user can fully interpret and replicate the emotions, moods, and temperaments of others without reading apparent symptoms, allowing them to understand introverts or discover one emotion is actually hiding another.


  • Sensorial Link: The power to create a sensory/empathic bond between one or more individuals. This power gives Desmond the ability to form sensory bonds with a multitude of people. It gives him the power to feel what they feel but not make them feel what he feels.
    Limit: Can cut damage done to others by a fraction, but cannot manipulate sensory of others and does not know how to.
  • Lie Detection: Desmond can tell when a person is lying by being able to see the emotional aura of an individual. Seeing auras is something Desmond can automatically see whenever someone lies, through the shift in their aura.
  • Empathic Aura: Desmond can read a person's emotional aura and understand what those emotions say. This ability varies and it's strength is determined by how long he has been around someone. This however does not apply to his lie detection abilities, as the ability to determine lies relates in the shift of one's aura rather than what the emotional aura itself tells him.

Panthifery:The power to alter reality without conscious thoughts or words but with one's instincts, feelings, and emotions.
  • Reality Manipulation: Reality alters only when Desmond's Reality Barrier is crafted.
    When RB is crafted, Desmond can alter the perceptions of any individual within RB with him. He can bend reality to his will only within this barrier and can craft creatures from objects, shift landscapes, alter the form of his surroundings and environment.
Limit #1: Desmond goes into a comatose state when this ability is activated. He is basically defenseless in this state unless he uses his ability to defend himself.

Limit #2: : With Desmond's reality warping, he cannot hurt someone. Crafting things that do harm take up too much time and energy, instead he uses his warping to manipulate the environment and give others the upper hand.

Replication:The power to replicate oneself, things, or others.

  • Self-Duplication: The ability to duplicate oneself. This ability is what creates The Others as Desmond calls them.
  • Duplication Absorption: Desmond can absorb his copies to regain memories from them or past experiences they have had. This ability extends to the 'death' of his duplicate. If his duplicate dies, all the experiences that duplicate holds will transfer to Desmond.
  • Hierarchy: All of Desmond's copies are subservient to him and him alone. Each copy Desmond makes holds a core emotion that defines their personality, own unique powers, and skills of which Desmond does not possess or share. However despite the fact that some of Desmond's copies are actually stronger than him, he still remains the boss of them, to an extent give his persona.

Limit #1: If Desmond dies, all of his copies will fade away. Combining back with Desmond will not revive him or bring him back to life. Once he is dead, they are dead too.

Limit #2: Desmond's copies do not gain any unique ability or have any of his own abilities. They are quite literally, versions of Desmond as a normal teen.

Skills
  • Disappearing & Reappearing in social situations
  • High Stamina
  • Quick Thinking
  • Voice of Reason

Gadgets/Equipment

Personal Belongings
  • A burnt old looking photo of Team Survival
  • A locket with a miniature picture of the members of Team Survival he cherishes



BriiAngelic BriiAngelic D duegxybus B BlueClover
Accepted :)
 
Vesper
View attachment 376672
“...”​
BasicName:
Irene Rothschild

Nickname(s):

Alias:
Vesper

Gender:
Female

Age:
15

Physiological/PsychologicalAppearance:
A petite waif of a girl, Irene seems almost spectral in nature. She is pale and has snow-white hair, lending her a very supernatural-like quality. The fact that she often floats and hovers about as her usual state of locomotion in combat furthers the illusion, not to mention that when she does use her powers, she manifests a halo atop her head. She is usually seen wearing a white shirt, a pair of black shorts and pantyhose.

She has olive-green eyes.

Height:
155 cm / ~5’1”

Weight:
50 kg / ~110 lbs

Costume*:
She drapes a black hooded cloak over herself and adorns herself with her usual equipment as her ‘costume’.

Body Modifications/Implants*:
Neural Implant: A prototype of an implant that supposedly enhances psychokinetic abilities. The full product was supposed to be able to shield the user from mental assaults, such as illusions, that would usually cripple telekinetics just like Irene, as well as boost their ability by several levels. The one in Irene’s body only serves the former purpose. It has its adverse effects, in that it also prevents telepathic communications.

Blood Type:
O

Personality:
A quiet and precocious child. Irene picks up after a lot of the Paladin’s traits, and is just as detached from the idea of death as he is. It may just be a coincidence, however. Her lack of human interaction for a major part of her life has made her socially inept. While it has improved, for the most part, she still has issues understanding people as a whole and has a penchant of being both intentionally and unintentionally rude. She speaks bluntly and without hesitation when she does open her mouth, which is, in and of itself, a very rare occurrence. She prefers to retain her own opinions and thoughts to herself. Irene is also exceedingly wary about any company she keeps. She does not trust others easily and usually keeps others at arm’s length.

She, herself, has a habit of doing as she likes and only very, very occasionally, asks for the opinions of others. Her belief is that people will do what they want, and she is in no place to stop them. Likewise, they are in no position to stop her either. The only person she will feasibly listen to is the Paladin, and even then she will gnaw on the metaphorical leash he has on her.

As evidenced with her loyalty to the Paladin, she still seems capable of understanding and honoring a debt. Tactless or not, she knows who she owes, and she is perfectly capable of returning favours, if a little obsessed with the idea. However, conversely, earning her ire by either being a complete prick to her, or to the Paladin, will also have her return the favour, tenfold.

Backstory*:
Orphaned early in her life due to just bad luck, Irene was ‘adopted’ by an ordnance company as a test subject for their products, which are mostly created to enhance powers and improving combat for superpowered beings.

She was liberated from the testing labs by the Paladin just a couple of years prior, along with the help of one of the staff. Unfortunately, during the process, the staff member, whom had taken time to befriend her over the years she remained in the facility, died. With not much else to go on for, she set her resolve to do what she can for the other man who still lived.

Affiliations/Connections


Affiliation:
New Anarchist


Alignment:
True Neutral

Relationships:
The Paladin: Unwavering loyalty.

The Doctor: Skeptical partnership.

Bright: Wary.

Superpowers/AbilitiesPowers:
Telekinesis: The ability to move and manipulate objects with the mind.

Mastery of Power:
She has trouble performing more intricate actions, such as spinning and aligning an object with her power. Easier said, brute force is her forte, and accurate, specific actions are not. At best, she knows how to use her powers to fly and hover about. She is capable of using her powers without need of fancy hand movements, and very often does this instead of uselessly gesticulating. She is also able to create mental blasts that physically force tangible objects, including people, away from her.

Limits:
She cannot use her powers on human beings. She is limited to non-living things and plants. Anything that can feasibly resist her power cannot be affected by her power. That having been said, she can still feasibly move a human being by throwing large objects their way.
She has shown to be capable of hurling military tanks a sizeable distance. Her greatest carrying capacity is measured to be about five of these same said tanks.

Skills:
Well-read: Vesper is surprisingly knowledgeable about much things, though only in theory. She lacks practical know-how and only understands things by their theoretical descriptions.

Gadgets/EquipmentEquipment:
AVE Visor: Known also as Armored Visual Enhancing Visor, the AVEn is a prototype visor supposedly utilised for combat personnel that allow for scoped vision, night vision, and heat vision. It is still currently under testing, and it is anyone’s guess how she has access to this certain equipment.
Cloak: A cloak made of protective material that resembles cloth. It boasts both the flexibility and warmth a normal cloak would have, as well as protection from sharp weapons and reduced impact from small arms fire. Production was supposedly cancelled due to some issues with the utility in today’s world, so it is anyone’s guess as to how she has this cloak, given its limited production.

Personal Belongings:
Barcode Bracelet: A bracelet she wears on her right wrist. The barcode reads ‘AA464783’. The barcode means nothing to her and should mean nothing to anyone, as far as she’s concerned. The bracelet, however, is a keepsake, in remembrance of someone, as well as a vow to both that man and the Paladin.

ExtraIrene has a particular taste for sweet stuff, probably due to the Paladin’s influence.

She is left-handed.


Xel Xel
Accepted
 
Elite Member Blabbermouth
0cd937e8b885460f28fe3f6a5a13a4f6.jpg

Basic
Name: Fremont Fuch
Nicknames: Mont, Monty, Blabbermouth, Smokey.
Alias: Blabbermouth
Gender: Male
Age: 28


Appearance: (Look above)
Height: 6'4
Weight: 174Ibs
Costume: Whatever he wears that day, typically his leather jacket, some sort of pants and his sunglasses.
Body Modifications: None.
Blood Type: B
Personality: The most accurate word to describe Mont would be lax. He it's extremely rare to see him doing any real physical work other then when he's out on the field. He tends to lay around on couches (if he can find one) when not doing anything. He has a careless attitude towards life, though genuinely cares for others in New Anarchist, and sees them as psudeo-siblings of sorts. He loves to know what people are up to, and is a bit of a snoop when it comes to drama. And everything else about a person. He enjoys trying to resolve situations between people. Though he has a relaxed mindset out of the field, on the field he demands respect from those below him, and is all to prone at lashing out to those who don't follow his or the other elites examples. He tends to spend his time (when not sleeping in) around bars, pubs, and other sorts of watering holes. Mont also has a bit of an intimidation complex, wanting to be able to scare any of his lower teammates if needed.


Backstory: -REDACTED-

Affiliations: New Anarachist

Alignment: Chaotic Neutral

Relationships
Data: Bossman, cool guy.
Baron: Drinking buddy.
Death Doctor: Scared by him.

Powers:
Blabbermouth: Given that Mont is talking to someone and is making eye contact, Blabbermouth can come into affect. When in effect, Monty has full control of the users sense of hearing, either putting sounds that aren't there in the victims mind, muting sound, or distorting sounds by slowing them down, speeding them up, lowering certain pitches etc.. This of course, is meant to disorientate enemies, or take them out of a fight without fighting. There is no limit to how loud or complex the sounds can get, though the sounds cannot deafen someone.

Limit: Must have eye contact with the victim. Not hold it though.

Mastery of Power: Mastered

Skills: Quick drawing, bartending, intimidating people, cooking

Equipment
Lucky- His favorite handgun, model Webley MKVI. Several notches are carved into the outside of the barrel, stretching from the tip all the way down to the chamber.
Speedloaders (3): Small devices used to load revolvers in a single go. Mont tends to carry these around with him, loaded.

Personal Items: None.


 
Elite Member Blabbermouth
View attachment 378024

Basic
Name: Fremont Fuch
Nicknames: Mont, Monty, Blabbermouth, Smokey.
Alias: Blabbermouth
Gender: Male
Age: 28


Appearance: (Look above)
Height: 6'4
Weight: 174Ibs
Costume: Whatever he wears that day, typically his leather jacket, some sort of pants and his sunglasses.
Body Modifications: None.
Blood Type: B
Personality: The most accurate word to describe Mont would be lax. He it's extremely rare to see him doing any real physical work other then when he's out on the field. He tends to lay around on couches (if he can find one) when not doing anything. He has a careless attitude towards life, though genuinely cares for others in New Anarchist, and sees them as psudeo-siblings of sorts. He loves to know what people are up to, and is a bit of a snoop when it comes to drama. And everything else about a person. He enjoys trying to resolve situations between people. Though he has a relaxed mindset out of the field, on the field he demands respect from those below him, and is all to prone at lashing out to those who don't follow his or the other elites examples. He tends to spend his time (when not sleeping in) around bars, pubs, and other sorts of watering holes. Mont also has a bit of an intimidation complex, wanting to be able to scare any of his lower teammates if needed.


Backstory: -REDACTED-

Affiliations: New Anarachist

Alignment: Chaotic Neutral

Relationships
Data: Bossman, cool guy.
Baron: Drinking buddy.
Death Doctor: Scared by him.

Powers:
Blabbermouth: Given that Mont is talking to someone and is making eye contact, Blabbermouth can come into affect. When in effect, Monty has full control of the users sense of hearing, either putting sounds that aren't there in the victims mind, muting sound, or distorting sounds by slowing them down, speeding them up, lowering certain pitches etc.. This of course, is meant to disorientate enemies, or take them out of a fight without fighting. There is no limit to how loud or complex the sounds can get, though the sounds cannot deafen someone.

Limit: Must have eye contact with the victim. Not hold it though.

Mastery of Power: Mastered

Skills: Quick drawing, bartending, intimidating people, cooking

Equipment
Lucky- His favorite handgun, model Webley MKVI. Several notches are carved into the outside of the barrel, stretching from the tip all the way down to the chamber.
Speedloaders (3): Small devices used to load revolvers in a single go. Mont tends to carry these around with him, loaded.

Personal Items: None.


Accepted
 

Name:

Akira Yamada

Nickname(s):
Smiley, Aki, Lobotomized

Alias:
Nurse Joy

Gender:
Male

Age:
19

Physiological/Psychological
Appearance:


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Height:
5’9

Weight:

153

Costume*:
ON6A8BBxOCO3OJYD913WyixWxeW_-LH3JA6Lf-LR7Dkbgu9q40FHKQAG4khZ-nqbtQ5Hl_ZKUuBcWQ6Ou8OBY7M7E4hVByYqvHX-g_58A_njjjlImO6XrDj_4AStmuVmeYylgefz


Blood Type:
O+

Personality:
Akira can best be described as a condensed ball of pure happiness and joy. That being said, one can probably guess his jovial nature and general nice attitude. He’s a really kind guy and truly, his only motivation is making everyone happy. EVERYONE. To achieve this goal of happiness for the entire human race, he’s willing to do quite literally anything. Whether this be drugging others into a happy stupor, or outright killing the person who prevented their happiness. Anything goes in his book as long as someone smiles from it.

Happiness is his only concern, if he sees someone frown he’ll do his best to right that wrong. Some may see his endless optimism as annoying, but he finds it necessary. He believes the world is cruel and a bad place, and that it’s his job to right that wrong via spreading smiles and ‘joy’ to everyone and anyone he sees. That being said, he tends to be rather naive. He truly believes in the good of humanity.

It’s important to note the difference between the society he avidly despises and humanity itself, as he truly does love people. He simply hates how society is run, letting people run around unhappy. Sinful! He doesn’t care about his own happiness, however, as he thinks of himself as lower than everyone.

Affiliations/Connections

Affiliation: New Anarchist

Alignment: Chaotic Neutral

Relationships:
Western Hospitals- he’s been in and out as a patient in quarantine for quite a while, he knows the staff there well.

Superpowers/Abilities

Powers:

Sickness Aura-

Essentially he always has an aura around him that makes anyone within a 5 feet radius feel ill and have symptoms of the common cold. Most commonly the power manifests itself in, runny noses, headaches, and nausea. Though if he put his mind to it he could make it a more extreme symptoms, though to do this he’d have to have physical contact or be closer to the affected party.

Infection-

He can infect someone with any disease he so pleases if he makes physical contact, that being said the more extreme and deadly the disease the longer he’d have to keep contact or the more contact he’d have to have. As well as it only applies to viral and bacterial diseases. Though he’d have to know the disease and how it works to be able to use this power properly.

Mastery of Power:

Sickness Aura-Full Mastery, he knows this one in and out, and as it never can be turned off, he’s well acquainted with the possible side effects of just normally being around him.

Infection- Not so good, He’s only used this a few times, that being said it’s made him paranoid about touching anyone.

Limits:
Sickness Aura- It can never be turned off, as soon as the person leaves the 5-feet radius all effects go away, as well as the closer the more extreme the symptoms. Henceforth requiring physical contact to really do anything other than being a mild annoyance.

Infection- He has to know how the disease he’s using works through the body before he can give anyone it, requires physical contact to even work as well as prolonged contact for more extreme diseases. He may be able to infect people with just about any disease, but if it works in stages he couldn’t speed up that process nor could he make the effects instantaneous. This ability only works with Viral and Bacterial diseases.

Skills:

Medicine- having been put on a variety of different medicines, he has quite the in-depth knowledge of different chemicals and medicines.

Steady Hands-... self explanatory

Photographic Memory- this is also rather self explanatory

Gadgets/Equipment

Equipment:

A scalpel, and a giant syringe full of a pinkish liquid that makes whoever injected ridiculously happy and even a full notch is lethal if injected. No one is really sure what this liquid actually is, though some have suspected it’s high doses of cherry cough syrup and crushed up Ritalin.

Personal Belongings:
A clipboard and pencil to which he uses to document information about people, and a small pill bottle filled with Ritalin pills.

Extra
Introduced in Arc 4
The public believes he is a girl due to his costume, essentially making him into the ultimate trap.

He’s homeless, though he usually doesn’t mention it as he finds it a downer

Theme Song- Help me, RITALINNNNNN!! By Xhole
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