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Fandom The Sentinels CS

Rusty of Shackleford

Nine Thousand Club
Name: (Ya know, your name.)

Alias: (Your superhero name. Should be somehow related to the character, even if it isn't related to their powers.)

Age: (Law states that all members of an official superhero team must be at least 18 years old.)

Appearance: (Face, costume, etc.)

Equipment: (Gadgets? Weapons? Suit features?)

Powers: (What's their powers, if any? How'd they get them? What's their origin? Magic? Mutations? Exposure to Olympium? Try not to have them be too overpowered. Well, yet, anyway.)

Personality: (What are they like, in and out of the suit?)

Background: (Every hero needs an origin story. What's theirs?)
 
Name: Edward "Eddie" Hughes

Alias: Sparrow

Age: 20

Appearance:
8e59f367d53f50ac8b1f056808cd476e.jpg

Equipment:
Suit: Eddie's suit is made of a mixture of Kevlar and lightweight carbon fibers and ceramics, the latter two being what the mask is primarily made of. The mask acts as a voice changer, as well as a rebreather in case he is deprived of oxygen or in a toxic area. For the latter, he also has a cowl that seals the suit, meaning that biological or chemical threats won't harm him via other entrances (skin, eyes, etc.) The suit also has muscle like fibers on the inside, allowing him to lift heavy objects if needed, though this can put a massive strain on his bones, and could make him die of exhaustion. The final feature of the suit are the small dot type things lining it. These are energy focusers, allowing Eddie to better control his powers, and manipulate the energy used to teleport him.

Gadgets: Eddie carries around several gadgets. Nothing too crazy, though. Smoke bombs, several blades for cutting things, etc, as well as tools like a fingerprint scanner and a rangefinder for investigations and the like.

Powers: Due to the genetics of his parents, Eddie has the ability to teleport to any area that he can see, even if it's a reflection of said place. While he has become extremely proficient with this ability, it does have limitations even he can't work around. As mentioned, he can only teleport to places he can see, so if someone were to blind or disorient him in some way, he would be unable to use his power. He can also amp up his ability, allowing him to phase through objects, as well as manipulate the energy used to teleport him in various ways, such as lining his fists for an extra bit of force, though he needs to wear his suit to do these feats.

Personality: Since Blackbird and Sparrow are this universe's equivalent of Batman and Robin, Eddie is the resident Robin. Sarcastic, snarky, and full of energy. He's the resident team smartass, always cracking jokes and trying to make light of bad situations. Humor is his way of coping, and people who know him well enough can tell when he's upset when he's especially jokey and overly light-hearted. Speaking of which, he's incredibly emotional, always flying by the pants of his seat, and rarely planning ahead, despite being quite smart. Ultimately, however, he wants to help people, even if his own stubbornness and flaws get in the way sometimes, he refuses to nit at least try to help someone in need, and is extremely selfless in that regard.

Background: Eddie comes from a long line of heroes. His father is Blackbird, the legendary protector of Detroit, and leader of the Sentinels. His grandfather was The Seeker, a Korean War veteran who fought the corrupt government during the Red Scare of the fiftiea, who sought to use his power to dive into people's minds to violate the rights of suspected Communist's, as well as fighting racism in his hometown during the turbulent Civil Rights Movement. Eddie idolized the heroes of old, both superheroes and normal humans. He developed his father's altruistic, logical way of thinking, believing that all people have the right to live their own lives, and that a hero's job is to ensure that these rights are protected, no matter who threatens them. Supervillains, crime syndicates, the government, it didn't matter. A hero fought because it was their duty to use their abilites to ensure both their freedoms, and the freedoms of others. His powers emerged during his adolescence, like most metas, and his father, though reluctantly, began to train him to become a hero like him. Eddie was taught a myriad of skills, martial arts, and subjects, eventually becoming his father's sarcastic sidekick, Sparrow, named after one of the founding members of the Protectors. Now that the Sentinels have been formed, Eddie is ready to be like one of the heroes he spent hours reading about as a child.
 
Name: Quentin Wilde

Alias: None

Age: 25

Appearance: Quentin is 5'4” and maybe 140 pounds soaking wet. He has a thin, boyishly handsome face (often wearing an ironic smile), with brown eyes and chestnut hair cut in the latest style. He usually wears custom-made mod-style suits, with special “action suits” for super-heroics.

Equipment: His action suits are made from a modification to tough super-suit material that allows them to lay like a nice Italian suit. He doesn't need the protection, but he got tired of having his best suits destroyed in battle. They are often in striking colors, his nod to typical superhero costume design. Quentin usually totes the latest trendy personal technology.

Powers:
  • Super-strength. Quentin doesn't know exactly how much he can lift; he can pick up a tank and throw it a fair distance. He can punch through some kinds of very hard, armored things. He can jump a long way.

  • Toughness. Large-caliber automatic weapons fire bounces off of him. Progressively more serious munitions have better chances to stun him, knock him out, or damage him. He is resistant, but not immune, to energy attacks of all sorts. He has some resistance to poisons and disease.
  • Speed/reflexes. He's not crazy fast. He can outrun a car on the highway, but not in a NASCAR race. He doesn't lose many games of slap-jack.
  • Unflappability. Quentin doesn't get rattled by much; he's known for dealing with even the direst of situations with a cool head and a bon mot. He's not easy to scare or demoralize.
  • Super trust fund. He's pretty damned wealthy, although bis parents do control the purse strings.

Personality: Quentin is friendly in that easily-polite British way. He still wields a certain amount of snark left over from his days as a bon vivant, but he has learned to be gentler and drier with his wit. Fashion and fabulosity are still important to him, but he has developed a sense of empathy that he previously lacked. He has become fascinated with the spectrum of humanity, and enjoys learning about the lifestyles of people not like him. He is very aware of his reputation from before his accident, and sometimes ironically references his prior life.

Background: Quentin was born Quentin Holland to a wealthy branch of the Holland family that traces their ancestry in part back to Oscar Wilde. Quentin was delighted to discover this, and when he came out to his family at age 14, he expressed an interest in having his name legally changed. He was promptly informed he would be disinherited if he did this, but he has gone by “Quentin Wilde” since turning 18 (albeit without legally changing his name).

The Hollands had invested heavily in diamond mining and had amassed a fabulous fortune, although in more recent years public opinion has sometimes turned against them because of the dreadful conditions of the mining operations, and their history with South Africa in general. Regardless, Quentin enjoyed a privileged lifestyle and played the part of the wealthy dilettante to the hilt. He showed no interest in the family business and soon earned a reputation as a hard-core partier.

His life changed three years ago when he managed to wrap his rented Maserati around a tree while visiting America. The doctors said he was lucky to be alive. In constant pain from multiple fractures and lacerations, Quentin wasn't quite so sure. His injuries were so severe that his parents arranged an extended stay for him at a private sanitarium where he spent months in physical therapy. To his great irritation, he also spent months without alcohol and with only limited access to drugs (only for pain and carefully monitored). Now sober, he began to feel the emptiness of his life and started to wonder what to do with it.

Enter Robert. He was a very good-looking man (though sadly straight) who always had a cheerful word and who went out of his way to help other patients, even when he was feeling the aftereffects of his own horrendous accident. Since he was in the room next to Quentin's, the two began conversing. Quentin naturally scoffed at Robert's notions of sacrificing to help and protect other people. Still, Robert seemed to know what to do with his life, and Quentin stopped scoffing and started listening. For the first time in his life, Quentin made a friend who was neither wealthy nor a wastrel.

That friendship almost ended the night an armored super-villain slammed through the doors and began demanding that a popular superhero show himself. He began threatening patients, which made Robert spring into action. Quentin watched as, amazingly, Robert held his own with the villain! Belatedly realizing that Robert WAS the superhero the villain was looking for, Quentin watched in horror as Robert was thrown through a wall. In his first truly selfless act, Quentin launched himself at the villain, ripping desperately at the tubing connected to the villain's power suit. He was soon thrown off like a rag doll, but he unwittingly exposed himself to the olympium that the villain drew power from.

As the villain turned to finish off Robert, Quentin, suddenly feeling supernaturally strong, rushed up behind him and clubbed him in the back. The force of the blow drove the villain through the floor and into the basement, where Robert was able to finish him off.

Reporters were quickly on the scene, and Quentin's photo was soon everywhere, alongside stories about his newfound powers and his act of heroism. Somehow, “Robert” was able to keep his identity out of the story, although he and Quentin have stayed in touch. Before leaving, Quentin asked Robert what he should do, and Robert told him “You've been given an amazing ability to help people. Go help them.”

Quentin's body had not changed with the emergence of his powers; he was still small and slender, and he immediately realized that even in costume, his identity would be obvious. He decided to pursue the life of a superhero as himself – the best-dressed hero on the planet.

His parents were not amused by his decision, although they do see it as step above wild parties and property destruction. Also, the positive press Quentin garnishes has helped the overall family image (although they wish he'd go by Quentin Holland instead).
 
Name: Quentin Wilde

Alias: None

Age: 25

Appearance: Quentin is 5'4” and maybe 140 pounds soaking wet. He has a thin, boyishly handsome face (often wearing an ironic smile), with brown eyes and chestnut hair cut in the latest style. He usually wears custom-made mod-style suits, with special “action suits” for super-heroics.

Equipment: His action suits are made from a modification to tough super-suit material that allows them to lay like a nice Italian suit. He doesn't need the protection, but he got tired of having his best suits destroyed in battle. They are often in striking colors, his nod to typical superhero costume design. Quentin usually totes the latest trendy personal technology.

Powers:
  • Super-strength. Quentin doesn't know exactly how much he can lift; he can pick up a tank and throw it a fair distance. He can punch through some kinds of very hard, armored things. He can jump a long way.

  • Toughness. Large-caliber automatic weapons fire bounces off of him. Progressively more serious munitions have better chances to stun him, knock him out, or damage him. He is resistant, but not immune, to energy attacks of all sorts. He has some resistance to poisons and disease.
  • Speed/reflexes. He's not crazy fast. He can outrun a car on the highway, but not in a NASCAR race. He doesn't lose many games of slap-jack.
  • Unflappability. Quentin doesn't get rattled by much; he's known for dealing with even the direst of situations with a cool head and a bon mot. He's not easy to scare or demoralize.
  • Super trust fund. He's pretty damned wealthy, although bis parents do control the purse strings.

Personality: Quentin is friendly in that easily-polite British way. He still wields a certain amount of snark left over from his days as a bon vivant, but he has learned to be gentler and drier with his wit. Fashion and fabulosity are still important to him, but he has developed a sense of empathy that he previously lacked. He has become fascinated with the spectrum of humanity, and enjoys learning about the lifestyles of people not like him. He is very aware of his reputation from before his accident, and sometimes ironically references his prior life.

Background: Quentin was born Quentin Holland to a wealthy branch of the Holland family that traces their ancestry in part back to Oscar Wilde. Quentin was delighted to discover this, and when he came out to his family at age 14, he expressed an interest in having his name legally changed. He was promptly informed he would be disinherited if he did this, but he has gone by “Quentin Wilde” since turning 18 (albeit without legally changing his name).

The Hollands had invested heavily in diamond mining and had amassed a fabulous fortune, although in more recent years public opinion has sometimes turned against them because of the dreadful conditions of the mining operations, and their history with South Africa in general. Regardless, Quentin enjoyed a privileged lifestyle and played the part of the wealthy dilettante to the hilt. He showed no interest in the family business and soon earned a reputation as a hard-core partier.

His life changed three years ago when he managed to wrap his rented Maserati around a tree while visiting America. The doctors said he was lucky to be alive. In constant pain from multiple fractures and lacerations, Quentin wasn't quite so sure. His injuries were so severe that his parents arranged an extended stay for him at a private sanitarium where he spent months in physical therapy. To his great irritation, he also spent months without alcohol and with only limited access to drugs (only for pain and carefully monitored). Now sober, he began to feel the emptiness of his life and started to wonder what to do with it.

Enter Robert. He was a very good-looking man (though sadly straight) who always had a cheerful word and who went out of his way to help other patients, even when he was feeling the aftereffects of his own horrendous accident. Since he was in the room next to Quentin's, the two began conversing. Quentin naturally scoffed at Robert's notions of sacrificing to help and protect other people. Still, Robert seemed to know what to do with his life, and Quentin stopped scoffing and started listening. For the first time in his life, Quentin made a friend who was neither wealthy nor a wastrel.

That friendship almost ended the night an armored super-villain slammed through the doors and began demanding that a popular superhero show himself. He began threatening patients, which made Robert spring into action. Quentin watched as, amazingly, Robert held his own with the villain! Belatedly realizing that Robert WAS the superhero the villain was looking for, Quentin watched in horror as Robert was thrown through a wall. In his first truly selfless act, Quentin launched himself at the villain, ripping desperately at the tubing connected to the villain's power suit. He was soon thrown off like a rag doll, but he unwittingly exposed himself to the olympium that the villain drew power from.

As the villain turned to finish off Robert, Quentin, suddenly feeling supernaturally strong, rushed up behind him and clubbed him in the back. The force of the blow drove the villain through the floor and into the basement, where Robert was able to finish him off.

Reporters were quickly on the scene, and Quentin's photo was soon everywhere, alongside stories about his newfound powers and his act of heroism. Somehow, “Robert” was able to keep his identity out of the story, although he and Quentin have stayed in touch. Before leaving, Quentin asked Robert what he should do, and Robert told him “You've been given an amazing ability to help people. Go help them.”

Quentin's body had not changed with the emergence of his powers; he was still small and slender, and he immediately realized that even in costume, his identity would be obvious. He decided to pursue the life of a superhero as himself – the best-dressed hero on the planet.

His parents were not amused by his decision, although they do see it as step above wild parties and property destruction. Also, the positive press Quentin garnishes has helped the overall family image (although they wish he'd go by Quentin Holland instead).
Accepted!
 
(Yes I'm making an ironman type character)

Name: Kat Marsh

Alias: Cyberkat

Age: 22

Appearance:
Kat.jpg


Equipment:
cyberkat.jpg
Kat's suit works much like a typical ironman suit from marvel, although more focused on maneuverability than power.
Made of a Diamond-polymer alloy, it is extremely flexible and easy to move around in. allowing her to do flips and jumps that she would otherwise not be able
to do without the suit. The suit allows for enhanced durability, strength and speed due to most of the workload being put onto the suit rather than her, allowing her to lift extremely heavy objects and even be bulletproof.
The suit also allows her to fly via hidden thrusters that pop out when activated.
She also has Ion blasters on her hands that allow her to shoot focused blasts at targets.
Much like an ironman suit she has a digital mainframe that allows her to analyze and maintain schematics of the suit, although she does not have an AI currently.

Powers:
While Kat has no actual powers, she does like to participate in some local martial arts classes and likes to study and create technology, being an intellectual genius capable of creating suits of armor.
Personality: Kat is a cocky and brash individual that relies on her technology and wits. She likes to take things non seriously.
Because of this she can be reckless. However she is extremely intelligent although can be abit of a dark person at times.

Background: Kat is the heir to Marsh Co. A company that works on creating military technology. Due to the extreme success of the company, Kat is one of the richest people in the world who is on Forbes and a playboy. Her mother abandoned both her father and her at a young age. Leaving him to raise her alone. Despite this, kat adored her father. He was the CEO of the company until he was killed by a murderer. At that point Kat revamped the company and started working on experimental power sources instead of military weapons. Upon creating a Neo-Reactor, by discovery of a new particle, allowing her to generate insane amounts of energy, she created a suit of armor to utilize this in hopes of getting revenge on her father's killer.
 
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(Yes I'm making an ironman type character)

Name: Kat Marsh

Alias: Cyberkat

Age: 22

Appearance:
View attachment 524321


Equipment:
View attachment 524306
Kat's suit works much like a typical ironman suit from marvel, although more focused on maneuverability than power.
Made of a Diamond-polymer alloy, it is extremely flexible and easy to move around in. allowing her to do flips and jumps that she would otherwise not be able
to do without the suit. The suit allows for enhanced durability, strength and speed due to most of the workload being put onto the suit rather than her, allowing her to lift extremely heavy objects and even be bulletproof.
The suit also allows her to fly via hidden thrusters that pop out when activated.
She also has Ion blasters on her hands that allow her to shoot focused blasts at targets.
Much like an ironman suit she has a digital mainframe that allows her to analyze and maintain schematics of the suit, although she does not have an AI currently.

Powers:
While Kat has no actual powers, she does like to participate in some local martial arts classes and likes to study and create technology, being an intellectual genius capable of creating suits of armor.
Personality: Kat is a cocky and brash individual that relies on her technology and wits. She likes to take things non seriously.
Because of this she can be reckless. However she is extremely intelligent although can be abit of a dark person at times.

Background: Kat is the heir to Marsh Co. A company that works on creating military technology. Due to the extreme success of the company, Kat is one of the richest people in the world who is on Forbes and a playboy. Her mother abandoned both her father and her at a young age. Leaving him to raise her alone. Despite this, kat adored her father. He was the CEO of the company until he was killed by a murderer. At that point Kat revamped the company and started working on experimental power sources instead of military weapons. Upon creating a Neo-Reactor, by discovery of a new particle, allowing her to generate insane amounts of energy, she created a suit of armor to utilize this in hopes of getting revenge on her father's killer.
Accepted!
 
[IMG='align:left;width:572px;']https://img00.deviantart.net/94a1/i/2018/021/5/f/songbird___thunderbolts___marvel_comics_by_fioresofen-dc0r8tu.jpg[/IMG]


Name: Emmi Christenssen

Alias: Songbird

Age: 19

Equipment:
Emmi's suit is flexible, allowing her to use her powers to their full effect.
She is also well versed in hand to hand combat, benefited by the suits flexibility.

Powers:
- Emmi's Vocal cords allow her to use a supersonic scream that can hit with incredible power.
- Her scream has a variety of effects, some known, some unknown
- She can and has shattered shatterproof glass
- Her scream can disrupt electrical equipment when harnessed correctly.

Personality:
Emmi is the mother hen of the group. She is warm and affectionate, and is very physical with that affection.
She will often hug or even lounge against members of the team.
This affection stems from her want to protect her "family" which leads her to put herself in danger when her team mates are in danger.

Background:
Born in Sweden, Emmi comes from a family of "Singers", a name given to the collective ability with their vocal powers.
Keeping mostly to themselves, the family went un-noticed by international bodies.
An incident which needed Emmi to use her powers brought her attention to the teams founders.
Keeping her families power a secret by drawing attention to herself, Emmi agreed to join the team when it was explained to her.
Uh, don't mean to be a jerk, but no characters from other universe's, sorry.
 
Name: Dakota "Kota" Meyers

Alias: Phantess

Age: 19 years

Appearance: Dakota has a rather slim body with small curves that make up her hips. She stands at a height of 5'3" and weighs only about 120 pounds. Her skin is like the color of caramel and her head is full of black, curly hair that she keeps up in a ponytail or bun most of the time. Dakota is a very casual girl so she doesn't really wear anything other than some crop tops, skinny jeans, and a pair of Converse; when she's not in uniform of course.

Equipment: Dakota's suit is a simple white jumpsuit that covers every inch of her body except for her head. On the wrists of her suit are built in metal "bracelets" that shoot out multiple lasers. Around her waist is a belt that only holds a gun on the right side of her hip and a knife on the left side.

Powers: (What's their powers, if any? How'd they get them? What's their origin? Magic? Mutations? Exposure to Olympium? Try not to have them be too overpowered. Well, yet, anyway.) Dakota is able to turn herself invisible whenever she would like, all she has to do is simply think of it and she vanishes. She's also capable of creating invisible forcefields, but can only hold it for a certain amount of time. Anything Dakota comes in contact with will also disappear, but she has to stay in contact with the object/person in order for it to work.
Her powers are hereditary and she gets them from her now dead mother who was able to manipulate light and make it seem as if she were invisible.

Personality: Dakota seems to keep a wall up to keep herself from getting hurt and she tends to keep some things to herself. She's a generally kind person and socializes often, but also takes the time to lay low and observe people and their actions.

Background: Dakota always thought she was a normal girl because her mother, while she was living, never cared to share with her what abilities she had or what she did for a living. She pretty much grew up on her own, not knowing that every time her mom had left the house she was fighting some evil force. Around the age of thirteen, there were sporadic "symptoms" that indicated her powers were developing. It took a lot of practice and a couple years to finally master her abilities, and at the age of eighteen her mother died from a horrible accident against one of her enemies. Dakota resented her mother for leaving her alone to deal with her abnormalities, so she left the only home she had, eventually finding The Sentinels and realizing that's where she belonged all along.
 
Name
Sybil Williams.
‘Williams’ is what appears on her identity forms, but it’s just an assigned name.

Past Alias(es)
Oracle or Delphine, during her time with her 'father's' criminal enterprise. Project M.72g, during her imprisonment.

Current Alias
Magic8.
She thinks it’s hilarious. Originally, she wanted to be ‘Nostradamus’, but it seemed a bad idea to go with yet another moniker related to historical prophecies in case anyone familiar with her previous identity made the connection.

Age
27
is what is listed on her new identity, but that is an estimate.


Appearance
Sybil is a shorter woman with a compact but muscular build. She has medium brown skin with cooler undertones, and is of Japanese and mixed South American/Mesoamerican descent. Her hair is straight and dark, and she usually cuts it in some form of an asymmetrical bob, with some hanging into her face but never long enough on the neck to cover the the tattoo at the top of her spine.

Sybil’s has a fairly distinct appearance, due to her tattoos and facial scarring. The scars are almost entirely concentrated on her eyes, and seem to be a mix of laceration and chemical burns. The skin around her right eye has been cosmetically altered to reform the eye socket, in which she usually wears a glass eye with a dark-brown iris.

She wears large, dark sunglasses and heavy concealer when having to be out amount the public, but generally prefers an eye patch or cloth blindfold, often with an outline of an eye drawn on the fabric. Sybil is always sure to wear them in a way that won’t hide her long, thick eyebrows, as raising or moving her brows has become her preferred shorthand to express her annoyance.

Sybil’s tattoos are not identical to each other, but they are all images of a single eye. She has them in various sizes across her body, but most notably are on the back of her neck and on the front and back of each hand.

Equipment
Sybil carries a white mobility cane- Technically she has better ways to ‘see’ what is in front of her, but the cane also has the added benefit of collapsing down into a steel baton that she can use on kneecaps.

Sybil is rarely seen without a journal or notebook of some kind, which she usually attaches to her person with a chain around her wrist. She is constantly writing or drawing, even when carrying on a conversation or otherwise occupied, and can go through journals quickly. She is very excited about the possibility that joining the Sentinels will allow her access to technology more sophisticated than paper and pencil, though she has kept this sentiment to herself.

Sybil frequently wears a ‘disguise’ in public, and has a wide selection of chunky sunglasses, low brimmed hats and makeup to make her less distinctive. She has never worn a 'costume' in the traditional vigilante manner, and may have some objections if asked.

Powers
The simplest way to describe Sybil’s power set would be ‘optical transference’ or as she occasionally refers to it, ‘eye-jacking’. She can ‘see’ through an eye that isn’t her own, if she knows what it looks like and where it is in relation to her. She can do this through biological eyes and images of eyes. There are, of course, a lot of limits to this!


Most Important Limits, aka ‘my limits’ and the practical realities of an RP:
Sybil doesn’t know (or observe) anything that I am unaware of as a writer, or that I don’t want her to know. There are enough ‘in-universe’ restraints to Sybil’s power that she misses a lot, even if she’s looking for it. If we (me, an individual writer, the collective group of writers, whoever) decide that Sybil is unaware of something (a secret a character has been protecting, that the baddies are preparing to attack, whatever), then she is unaware of it. Sybil is not a respectful character, but I am a respectful writer (or try to be, at least!).

If a character has a secret that is hinted at, Sybil certainly may be suspicious of that character and be interested in discovering that secret, because she loves being able to hold stuff over other people. But Sybil isn’t going to discover that secret or reveal it until it’s been discussed in ooc to determine Maximum Plot Potential™. If there’s some secret or plot twist that’s never even been referenced in the slightest that suddenly gets dropped, Sybil’s going to be just as blindsided as anyone else (though she may pretend otherwise).

Additionally, I’ve got no problem using Sybil’s power set as a convenient plot device when needed. Is the gang breaking into a compound that would totally have high security but we don’t want to spend a round on ‘then they waited for the tech gizmos to override the password requirements’? Then Sybil can know a password and the gang can spend the round tailing the security goon whose password Sybil knows and subduing him and using tech gizmos to get an imprint of his eye or something. If we need to introduce a new character or plot or whatever, then sure! Sybil saw something suspicious down by [insert relevant location here], let’s go investigate!

Basically, Sybil’s abilities can be utilized in unique ways in a collaborative setting like an RP, and I’m here to have fun, not spoil anyone else’s. If you’ve got an idea that you think could be interesting to involve Sybil in, let me know! If you have an idea later, let me know then! If you don’t have any ideas, don’t worry! We’ll still have fun.


In universe limits, aka Sybil’s limits
  • Accuracy. Sybil sees what the eye she is watching through sees, and no more. Her view is subject to colorblindness, far or near sightedness, or poor depth perception. When using a non-biological eye, she only sees in hues in the color the eye is depicted in. She prefers flat images of an eye, as the rounded plastic eye of a stuffed animal or something similarly dimensioned would give her a distorted, fish-eye view. (She once looked through the eyes of a fly, just for fun, and threw up within five minutes.)

  • Scope. Sybil likes to be thought of omniscient, but that’s hardly the truth. Like a desktop screen, there’s only so much space in Sybil’s mind that she can devote to her sight. Opening ‘new windows’ as it were, means she has to reduce the size of the existing windows to keep them all within sight. In reality she usually has maybe six ‘scenes’ that she’s actually paying attention to at any given time, and she’s giving the others just enough attention to be aware of them. Eventually she will lose views if she hasn’t actively given them attention, especially ones based in biological eyes because they can move and if she isn’t aware that their location is changing, she will no longer know the eye’s location. Sybil has been working to expand the size of her metaphorical desktop and number of open windows for years, but the progress is much slower than she would like and she seems to have plateaued for the time being.

  • Sleep. Sybil cannot observe while she is sleeping. She also tends to lose views while she sleeps, if she hasn’t been actively using them recently or if she has too many open.

  • Defenses Against Sybil’s Spying
    • Precautions and Awareness. Sybil’s guards wore dark glasses so she couldn’t see their eyes, and closed their eyes while being transported so even if she had gotten a glimpse, she couldn’t follow them home. While most are unaware if Sybil is currently spying through them, some people can feel her presence. Other metas have described her presence as an odd feeling of heaviness on the back of their head, with the ‘start’ of her spying feeling like a sudden twitch behind their eyeball. Not exactly painful or obtrusive, but distinct enough that someone familiar with the sensation would know what it meant. Sybil has been forced out when attempting to spy through someone with mental-based powers, which she is very bitter about.
    • Alterations to an image of an eye. If Sybil is spying through a photo and someone uses a pair of scissors to cut through the eye she is using on that photo, she would seize up and cry out in pain, and lose that window. Same if someone took a knife to a human or animal eye she was using. The eye must actually be damaged, and not just covered, in order to cause pain- Using black paint to conceal the eyes on a photo does render them useless to Sybil, but doesn’t hurt her. Sybil experiences the same level of pain regardless if she is actively using that view or not.
    • Electroshock. The implant on the back of her head can deliver small shockwaves to Sybil’s occipital lobe, effectively forcing her to close all windows and preventing her from creating new ones until she recovers. Not surprisingly, Sybil hates this, especially if she has managed to accrue particularly numerous or valuable windows. If it does happen though, she tries to make it happen again, to test if her recovery time is improving (somewhat, but not so dramatically that she wants to keep testing it the hope that she may one day be able to recover within seconds). Without use of her abilities, Sybil is genuinely blind.

  • Related Skills
    • Sybil is ambidextrous, as she never wants to be unable to record what she sees because she is unable to use a hand. She would love to be able to write different things with either hand concurrently, but right now is only able to simultaneously write simple things, like the alphabet.
    • Sybil is a pretty decent artist. She is better at layouts and schematics, but her portraits are recognizable.
    • Sybil can lip read in English… To an extent. Less than 50% of a conversation can be understood through lipreading alone, and that drops off further if Sybil doesn’t have a context with which to make educated guess. To say nothing of accents, or people who rush their words. And it isn’t like people who meet up to share clandestine information tend to sit in a circle with their mouths clearly in view, to Sybil’s annoyance.
    • Sybil has excellent spatial awareness, as she prefers to use multiple viewpoints to construct each ‘scene’ she is observing and has been doing so most of her life.
    • Sybil is a good fighter- If fighting an average person. Her spatial awareness gives her good insight on the reach of someone’s fist, and she uses her ability to ‘cheat’ when fighting by observing herself through her opponent’s eyes and using the half second between when they look where they are going to punch and when they would land the punch to avoid it. None of her available sparring partners recently have been enhanced however and despite being in fairly good shape, Sybil is going to need a lot of training if she’s meant to keep up with her team in the physical prowess department.
I have a lot of assorted thoughts about Sybil's powerset and would love to tell you all about them, so let me know if you have any questions or need clarification!

Personality
Sybil’s primary guardians were the people who ruined her natural eyesight in attempts to ‘cleanse her of her demonic nature’, and a man who ran a crime syndicate and encouraged her to use her abilities without any caveats about privacy or respect. She did not grow up to be a very moral person. She takes pleasure in being able to exploit and undermine others, especially those that she thinks ‘deserve it’.

Sybil is fairly apathetic about most things. If it doesn’t directly affect her, why should she care? She finds vigilantes somewhat tedious and more than a little pitiful- They put considerable time and effort into their activities, and for what? People aren’t really worth saving, in Sybil’s opinion, and humanity as a whole is a rotten, hateful bunch.

Sybil thinks quite highly of herself, and prefers that others do too. She likes to be impressive, she likes to be praised, she likes to show off- These things can make her easy to manipulate, if done subtly enough and by people she isn’t inherently suspicious of. She believes herself to be a master manipulator, which could be true someday but certainly isn’t the case currently. Her continual observation of others has given her insight into how or when people act or react, but she lacks the context to truly understand their emotions or motivations and to apply those to future situations.

Sybil tends to be acerbic and mean-spirited, out of habit and a desire to get them to leave her alone. She often pushes at people to find where their limits are, but will usually respect that boundary in the future if she determines the consequences to be harsh enough. On occasion, she has developed respect or even fondness for others, but dislikes admitting to it. She will own up to her enjoyment of food (especially sweet things), nature/animal documentaries, and big band music, and all are suitable bribes towards her good behavior.


Background
Sybil has volunteered very little information about herself or her background to the agents in charge of her ‘protection’, due to her own secretive nature and the fact that she actually doesn’t know all that much herself.

She remembers very little of her childhood- It was dark, and painful, and she was hungry. She considers her life to have truly begun when she was maybe 8 or 9, after she was ‘rescued’ by the criminal syndicate that she spent the next decade or so with. She was well taken care of and her abilities were highly valued. It was during this time period that she received cosmetic surgery to restore her right eye socket, and that she truly began testing the limits of her power. Her adopted father named her Sybil, and her role in the criminal enterprise was referred to as ‘the Oracle’ or ‘Delphine’.

The syndicate eventually fell apart, a result of competition from other criminal organizations that utilized metas more aggressively and of an increase in meta-abilities being utilized by law enforcement as well. In short order, Sybil lost her father figure, his friends and colleagues who might have protected her, and her freedom.

Sybil’s unknown age became an asset, as it was determined that even if she was 18 or older at the time of her imprisonment, the majority of crimes she committed and assisted with happened while she was a minor. And though her contributions to the syndicate were many, she had very rarely committed any violent crimes herself. Ultimately, the diligent work of Sybil’s attorney didn’t matter much- Her abilities had too many useful applications to be reasonably passed up.

In exchange for help in identifying her father’s enemies and rivals, as well as her ‘continued cooperation in classified affairs’, Sybil was given an approximation of freedom. Her spacious apartment came with a stunning view of scenic, isolated Canadian wilderness, an small surgical implant along her occipital lobe, access to a fitness center and yard time, two-way mirrors and a dozen cameras, and a rotating cast of guards to occupy her guest bedroom.

Presumably, this set-up housed other people like her, but Sybil rarely saw other prisoners, or even ‘saw’ them. Her guards wore dark reflective glasses to hide their own eyes, and even if she was able to get a peek, she never caught them interacting with the other guards she assumed must also be on site. They only ever met with each other, wore blindfolds when leaving the facility, and took requests for her 'services' over the phone.

Over the last five years, ‘Project M.72g’ received and completed dozens of assignments. Most notably, Sybil assisted an undercover agent recreate schematics for a lethal new bomb, located key members of a terrorist cell, and facilitated communications between a crew of astronauts and their ground control team. These tasks took anywhere from a day to several months, and Sybil’s compensation was paid directly into a fund she is told ‘provides for her continued care and keeping’ and that she ‘will be given access to upon completion of time served’. So far, no clear answer on exactly how long that ‘time’ is expected to be.


Sybil seized the opportunity to join the Sentinels for a variety of reasons- It’ll really piss off some of her guards, for one. But the year long trial contract also offers the possibility of ‘renegotiating the terms of her continued service directly with representatives of the Sentinels’ once it expires, which Sybil is particularly keen on. The nebulous psuedo-government entities that control her life now will continue to just rent her out as is convenient for the rest of her natural life, as far as she can tell. But if she makes herself valuable enough to these caped buffoons… The capes will get priority on her services, and she might have enough leverage to get a timeline for her clemency.


Yeah, it’s not a perfect plan, and yeah, she’s gonna have to devote at least the next couple years of her life to keeping a bunch of high-and-mighty save-the-world types safe, but it sure beats sitting around in Canada and hoping for a crisis more interesting than needling her long-suffering guards.


Her new teammates have been given the heavily-redacted file on her past and her potential, but she’s been warned that her superiors have been trusted with more- Including the controls to her implant, to deliver electroshocks as needed, or to detonate if she proves unloyal. Sybil kind of wishes she had known about that before she’d agreed to do this- She might have waited until she had the chance to find out more about the sort of people she’d be reporting to. Though to be fair, she also sort of wishes she’d waited until she’d had a chance to find out more about the sort of people she’d be working with too.


Her new teammates have been given the heavily-redacted file on her past and her potential, but she’s been warned that her superiors have been trusted with more- Including the controls to her implant, to deliver electroshocks as needed, or to detonate if she proves disloyal. Sybil kind of wishes she had known about that before she’d agreed to do this- She might have waited until she had the chance to find out more about the sort of people she’d be reporting to. Though to be fair, she also sort of wishes she’d waited until she’d had a chance to find out more about the sort of people she’d be working with too. Hindsight, Sybil supposes, is just another sort of seeing. But it'd sure be nice if she didn't need it.
 
Manuel Handsome, AKA Handsome Manny was born to a family of jewelry models. He had tiny hands and an ugly face, so he was rejected by his family.At the age of 23 he was mugged. After the robber found out Manny had no money, he tried to kill him. The fear Manny felt that moment activated his powers, giving him giant hands and a handsome face. He knocked the robber aside and ran off. Now he fights crime, but he can never stay in his handsome form for too long, as it feels like an orgasm.
 

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