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The Black Knight

One Thousand Club
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Wolfram Schwarz (Wolfhound) - Esper/Clairalience - TBK
Eloise Vaughn (Phantom) - Witch/Teleportation - nios
Hugh Litner (Zenith) - Witch/Highlighting - Twist
Bonbinette Vonkarma (Eclat) - Esper/Psychic Lightning - Mera
Jeff Heffernan (Nightshade) - Esper/Extrasensory Combat - Frozen Thyme
Cyril J. Song (Lancelot) - Witch/Psychic Constructs - Nano
 
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Character Name: Wolfram Schwarz
Alias: Wolfhound
Age: 23
Gender:Male
Height: 6'1"
Weight: 185 lbs (84 kg)
Hair Color: Neon-green
Eye Color: Sky blue
Complexion: Cream
Build: Athletic
Occupation: Esper

Written Appearance: Wolfram can’t be missed. He has bright-green hair, which is also his favorite color. When working, he will often wear a jacket with a hood to obscure his bright head. He likes his hair style, and he wouldn’t change it for the world. Beneath his comfortable and grunge fashion is an athletic bod used to running, climbing, leaping, and all the other performance requirements of the job. He is young, handsome, and blends in with the college atmosphere. He is the least expected to be an Esper or Witch because he doesn’t fit the Mundy’s stereotype for them (goth). Wolfram likes to be comfortable and so he dresses comfy. You’ll be lucky to see this man in a suit. Between his shoulder blades is a tattooed outline of a bright-green, paint-stroked heart.

Personality: If one couldn’t tell from his name, Wolfram comes from a German family. He was raised in Philadelphia, Pennsylvania, and so he has a pretty northern culture. Wolfram is playful and a joker. He can be a big brother or the little brother depending on who is oldest. He is friendly but not entirely easy to approach. A stranger coming out of nowhere and talking to him would get a blank stare. Someone staring at him would get a “Can I help you?” and if he is in a bad mood, “What the hell’s your problem?” With the way Wolfram acts, one would have never expected him to be employed by the government. He was actually glad to have been picked up by Séance. He takes online classes in Criminal Justice, and Séance pays for his education. If they had never picked him up, then he probably would have been making Philly cheese steaks at the nearest joint.

Wolfram’s power is often believed to always be active, but it isn’t. He has to concentrate. Therefore, he doesn’t always smell certain odors. While he uses his power for work, he has often abused it looking for the nearest bite to eat. A day’s hard work can make a man hungry, and as skinny as Wolfram is, he eats like a fat boy. He is energetic; he trains regularly; and he is always willing to track down the enemy, thus his codename Wolfhound. He believes there isn’t a Witch in existence he can’t track. It is a reputation he proudly wears like a badge on his chest. He is confident in his olfactory abilities to the point of arrogance. When Wolfram gets really excited, he'll howl like a wolf and shout, "Wolf Pack!" mainly when he is with his peers. He can be pretty awkward when he's smelling for things. Sometimes, he looks like a dog, kneeling, sprawling, and sniffing away at things.

While he doesn’t have fancy smancy powers that improve his combat abilities, he compensates for being a good shot with guns. He is an expert shooter with the special pistols Séance provides them, and a killer shot with a rifle. It is believed that Wolfram can shoot an enemy using his second pairs of eyes—his nostrils.

Current Story: Wolfram was born and raised in Philadelphia, Pennsylvania to German parents. He lived a normal life until he graduated high school, and his nose led him into a situation that he normally would have had no business being in. At eighteen-years-old, he had encountered his first Witch. He had followed his nose to an abandoned warehouse and found the Witch cutting up victims for purposes unknown to him. Regardless, the sight had traumatized him, and he would have been a goner if not for Séance agents storming the scene to subdue the Witch. Wolfram had been subdued along with the bad guy. He blacked out and woke up in an unknown place in an unknown city. The story the Séance had told his parents was that he was accepted into some special university. Wolfram couldn’t believe they actually had bought such a shit story.

Séance wasn’t going to let him go until he explained why he was found with the Witch. It was then Wolfram divulged that he had smelled him. It didn’t seem out of the ordinary to him. The guy was probably wearing a special cologne or had a unique B.O. The agency identified him to be an Esper and since that day, whether he wanted to be an agent or not, he was trained to hunt Witches.

Weapon(s): Seance issued equipment and a hunting knife.

Aura: Bright-Green baby!

Power: Clairalience

Techniques

Phantom Trace: Wolfram’s clairalience ability allows him to smell deeper than normal. He can smell supernatural smells, detecting the use of psychic energy and magic. He can smell ghosts and otherworldly beings, and while he may not always be able to see them, he can detect their location. He can follow this smell like a path, and it is what he uses to track his targets.

Sensory Reimagination: Wolfram can smell objects at a crime scene and be able to tell how many people were present at a scene, where they all stood, where they moved, and where they left the scene. He cannot identify who they are without having another piece of evidence to confirm the target scent. This often allows Wolfram to detail how a scene might have played out based on the odors left behind on the objects and on the ground.

Sensory Detection: If there are enemies in hiding, Wolfram can smell them. He can detect pheromones released by nervous, cautious, and fearful humans. He can literally smell the fear exuding from a person. He could inform his partners well before the enemy is spotted if there are people within their vicinity.

Wolf Shot: This was literally named by Wolfram. It is when he is using a sniper rifle and using his nose to detect the location of hiding enemies. He will set up the rifle exactly in their location. He has killed a man once through a window over 3,000 m away.

Lie Detector: It’s not always foolproof, but Wolfram can smell when someone is lying. He can smell the sweat and the pheromones of anxiety building up around someone trying to keep a secret. He often helps interrogators squeeze the truth out of criminals.

His weaknesses include not being able to detect those Espers or Witches using Psychic Shield. His lie detection isn’t foolproof with someone trained to lie. These individuals fool lie detectors. Wolfram’s senses can be blocked if a pungent odor were detonated in a room such as CS gas or another strong-smelling odor such as a sewage system.
 
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Name: Jett Heffernan
Alias: Nightshade
Age: 21
Gender: Male
Height: 5’9 (175 cm)
Weight: 160 lbs (73 kg)
Hair Color: Purple
Eye Color: Purple
Complexion: Ivory
Build: Slim
Occupation: Esper

Written Appearance:
Jett has a somewhat slim build to begin with. He carefully maintains what he deems a “happy medium” in terms of muscle, avoiding being too bulky while also having enough strength to pull off feats like somersaults, long jumps, and martial arts. His attire is typically nothing flashy, leaning more towards utilitarian in some ways. On most days, he layers a jacket over a hoodie over a shirt, allowing him plenty of places to carry his phones, tools, and small weapons like his favorite taser. As he says, “There’s a surprise under every layer.” If he does wear gloves, they must allow him to use small gadgets and tech, so they're usually fingerless and/or very thin.

A Canadian-American with dual citizenship and distant French and Irish roots, Jett doesn’t have a strong accent of any kind. He has a silvery voice, his tone pushing honeyed if he really wants something. It's easy to tell if he's distressed, as his voice can shift to breathy or even tight in such instances.

Personality:
Jett is good at wearing a mask. He appears unassuming, clumsy, awkward, and overall unremarkable. That couldn’t be further from the truth; his public facade veils a guileful but amiable trickster. What may seem to be stumbling and falling could be the draw and wind-up for a knife throw or a kick. He takes delight and pride in being hard to read, incorporating such practices into his fighting style along with high-momentum blows and twisting slashes. He also enjoys working around technology, thus he studies IT security and ethical hacking for that added edge.

The death of his mother and filling her role is a source of inner conflict. Jett didn’t know Judith very well, since she wasn’t home half the time. In fact, he was a bit closer to his nanny Eileen, whom he doesn’t blame for surrendering him to Séance. He feels pressured to follow his mother’s path precisely, despite not having identical capabilities. He obviously isn’t a cool femme fatale in any sense of the phrase; he is, at his core, a fun-loving, spirited, and somewhat mischievous young man who likes to impress.

Jett's abilities occasionally make him paranoid, since he easily notices people looking at him. When he's with friends, he tries to not point out when someone else is staring, as he doesn't like causing a scene. He'll usually just roll his eyes at them, in the interest of drawing minimal negative attention. He prefers to stay out of conflict with his allies, friends, and superiors, as feeling their heated stares is nigh unbearable. It leads him to push himself too hard to please everyone, making him nothing short of a perfectionist. Watching him constantly fidget and tinker with something to get it precise can be entertaining or annoying, depending on how one views it.

Current Story:
Jett is the son of the secretive Judith Heffernan (Alias: Judith Clair), an entrepreneur and Séance operative. He never knew his father, but he lived comfortably without financial hardship. Judith often went away on “business trips”, which were actually lengthy reconnaissance missions. A master infiltrator and close-quarter combatant, she eventually met her match and was killed in action when Jett was only 12. Eileen continued to raise him, but he became a handful.

Throughout his adolescence, Jett would cause trouble by doing underhanded and mean-spirited tricks, using what he thought was merely cunning to avoid the immediate notice of authority figures. As it turns out, it wasn’t skill; Jett had psychic abilities, which became more and more evident. Séance soon caught wind and moved to take him. Having kept Judith’s secret and recognizing Jett’s powers, Eileen surrendered him to Séance to set him back on the right path. That was shortly after his seventeenth birthday. He has since straightened up his act, proven himself a force of good, and taken his mother's codename: Nightshade.

Weapon(s):
  • Séance stealth-variant pistol
  • Tanto knife
  • Caltrops
  • Taser gun
Aura: Dark purple

Power: Extrasensory combat

Techniques:
  • Danger-sense: One way to best a foe is to not engage them at all. When a hazard to his health gets close, Jett feels a humming or tingling sensation in his head, giving him an idea of where he shouldn’t step. It could be because of a gunman, landmines, or even infrared lasers. Whatever the danger source, he knows the general direction of it relative to him.
  • Sight sight: Jett came up with this name on the fly while trying to explain his powers. With concentration, he can determine one's field of vision. Paired with the tingling from his danger-sense, he feels a rush of heat when someone’s gaze passes over his position. The more direct their gaze is, the warmer the sensation. It comes in handy when mapping people’s blind spots and peripheral vision.
  • Combat intuition: The hum of his danger-sense can intensify when a hostile person or entity is about to make a move. Jett can gain a brief heads-up, allowing him to better dodge or stall an attack. When considering the best course of action, he will also experience pings and buzzes denoting the plan he ha
  • The power of observation: Named after a book Eileen had in her collection. By watching, Jett can accurately gauge a foe’s reaction time, blind spots, and ranges of motion. He can also trace projectile trajectory to possibly figure out who fired the shot and from where.
  • Illusion awareness: Jett will know if he’s fighting an illusion, as it won’t register with his danger-sense as a valid threat. He can also differentiate between an illusion and a quasireal construct, as the latter poses real danger to him.
Ultimately, the effectiveness of the bulk of Jett’s psychic abilities depends on how quickly he can physically react and how well he can sneak. It is imperative that he stays in peak physical condition and keeps his reflexes on-point so he can make the most of his gift. Otherwise, he’ll only have that vague awareness that he really won’t like what comes next and no means to stop it. Some abilities require Jett to hold still and focus for a moment. Certain powers such as mental shields or invisibility to sixth senses can interfere with his power, effectively handicapping him against such users.
 
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cyril
song
“The difference between my darkness and your darkness is that I can look at my own badness in the face and accept its existence while you are busy covering your mirror with a white linen sheet. The difference between my sins and your sins is that when I sin I know I'm sinning while you have actually fallen prey to your own fabricated illusions. I am a siren, a mermaid; I know that I am beautiful while basking on the ocean's waves and I know that I can eat flesh and bones at the bottom of the sea. You are a white witch, a wizard; your spells are manipulations and your cauldron from hell yet you wrap yourself in white and wear a silver wig.”
– C. Joybell C.​
01
basic information
name
cyril j. song
alias
lancelot
age
twenty-three (23)
gender
male
occupation
witch
02
appearance
height
5'10"
weight
163lbs
hair
sandy blonde
eyes
amber
complexion
warm ivory
build
balanced

Preferring to use momentum, his power, and the environment to his advantage, Cyril carefully maintains a good balance of muscle hidden away under loose fabric. Unlike the more intimidating witches, the blonde’s everyday disguise is deceptively dull, lacking any semblance of a fighter. His wardrobe follows suit, consisting of neat but simple patterns, far from the more ostentatiously dressed individuals. To the average person, he’s simply another charming face in the crowd. Handsome and without a shred of wickedness present in his well-shapen visage, he is a man whom very few suspect of having a slew of ulterior motives laced within every beguiling word spoken.
03
personality
Cyril is generally received as an earnest and polite individual. He speaks honestly but with a level of tact that steers him away from offending others with poorly phrased, blunt words. As a man with a good heart and a cool headed nature, his patience for people goes as deep as the sea itself, and he’s always willing to offer a helping hand, regardless of the lack of benefits. Occasionally, jealous gossipers within the circles he mingles in attempt to tarnish his good image by spouting poisonous words concerning his alleged two-faced nature, but his responses remain level, limited to warding off their scathing comments with a friendly chuckle. Unbeknownst to his acquaintances, however, he laughs not at the ridiculousness of the claims of his opposers but how they are more accurate than they themselves realize.

Cyril’s words and expressions are conducted according to a preconstructed composition with the occasional ad lib thrown into its midst. Every conversation is carefully orchestrated with the aim of wheedling information out of his targets. The most unfortunate victims even become prey to his method of making innocent parties into his scapegoats. Likewise, he takes pleasure in manipulating his targets into becoming their own undoing. However, unlike those who crave pure destruction, Cyril doesn’t indiscriminately crush everyone who crosses his path. That isn’t to say that his motives have some level of compassion behind them. Instead, he simply views it as a potential complication and bears a general disinterest in anyone not related to his goals. After all, it’s too tiresome to exterminate every single ant he sees.

At his core, Cyril is someone driven by a deeply rooted hatred towards the government, especially the Espers employed under Séance. Perhaps he might have been the well-mannered lad he claims to be during his earlier years, but his rage has slowly eaten away at his sensibility over time, twisting his naive self into the cold and unremorseful man he is at present. Though his nonchalance is difficult to unmask, the mention of certain key figures of the past may trigger him to react violently and recklessly, forgoing even the most basic parts of his initial plans. On the flip side, he derives great enjoyment from tormenting so-called “vermin” no longer in the name of vengeance but out of sheer amusement, shedding his calm demeanor entirely with his deranged laughter.
04
backstory
When his father, an ex-cultist Witch who had kept his tail well-hidden, brutally murdered his mother and younger sister, a Séance agent took Cyril under his wing. From the tender age of eleven, he was carefully raised by the agent with the intent of joining Séance himself once he was of age. Notably, he was a bright and positive child. No matter how difficult the material he had to study, he was compliant with all of his mentor’s demands, claiming that he wished to pursue the path of an Esper in order to atone for his father’s sins and prevent tragedies such as the one he had experienced.

However, a year after his initiation, he stabbed viciously into his mentor’s back while the older man was in the process of subduing a Witch. When questioned on how his mentor had died, he didn’t attempt to use the escaped Witch as a scapegoat but openly announced himself as the killer. When declared as a traitor, his only words were that he had been betrayed first by Séance before he fled from the scene.

After disappearing for another year, reports of the Witch branded with the codename “Lancelot” attacking Séance agents surfaced. The rest of his appearances followed the same general pattern, with him disappearing off the radar for brief periods of time before he caused havoc while leaving obvious trails to catch the government’s attention. Though it is neither known why he claimed that his family had been murdered by Séance nor the validity of such statements, it has been confirmed that he has no desire to break his father out of prison, and he appears to detests his father just as much as he hates the government.
05
combat details
weapon
folding pocket knife
aura
grey
power
psychic constructs

Techniques:

1.
Concealed Arsenal. Cyril’s power allows him to materialize whatever shape he imagines into a solid form in the physical world whether it be a harmless statuette or a sharp knife. Due to the summoned structures being transparent, they tend to be difficult to see apart from their outline and whatever facets they have for light to refract through. Coupled with his ability to pull his arsenal out of thin air anywhere within a 2m range of him or propel his psychic constructs like projectiles, the flexibility of his power makes him adept at both melee and mid-ranged combat.

However, he cannot create structures with complex parts or things that require additional materials (e.g. gunpowder) such as a gun or a bomb. The smaller and less complex the shape, the simpler and easier it is to create them on the go. As such, his ability is most commonly used to create single-use structures similar to hunting bullets and other penetrative rounds. Even when creating a melee weapon, they’re rather fragile and not made to last, shattering within 2 to 3 hits.

When making crude or small structures, he is capable of fashioning approximately five at once. The numbers reduce accordingly as the size of his structures increase, and anything similar in size and structural complexity to a pole arm additionally requires greater concentration and time to form. Additionally, each round of disposed constructs inevitably eats away rather quickly at his stamina. As such, he's weak to drawn out engagements and has a tendency to plot early escapes.

2.
Grasshopper. Though it isn’t enough to keep him afloat, making one or two small squares to assist him as temporary stair steps or a platform allows him to traverse various terrains with greater ease. They’re also useful for aiding in breaking falls or repositioning himself midair. He doesn’t always need it due to being trained in parkour, but it’s a useful and simple tool to have.

3.
Basic Shielding. His defensive capabilities pale in comparison to those with powers specialized in that field, but Cyril’s psychic constructs can be used for basic forms of shielding. However, their defensive threshold before they shatter reduces drastically the larger the area it covers. That is, in order to create an entire dome around himself, he is not only required to remain still while it is in effect, and the dome is still only capable of blocking a pitiful cup of water being splashed at him at best. Should he wish to block an attack with higher penetrative power, he is required to create a small but thick shield concentrated on the exact point of contact. As such, it tends to be far easier to simply dodge the attack instead, unless his opponent uses faster and lighter attacks, allowing for him to sacrifice the thickness of his shield for a slightly greater coverage.

Due to being best used to mitigate attacks through the area of concentration, they're effective against physical attacks to a certain extent but provide poor defense against things like fire and provide absolutely no shielding against mental powers.

4.
Watch Your Step. Whether it be setting up wire-like traps or delayed timers using his power, Cyril is fond of rigging the walls and floors granted that he’s given the luxury of the time required to do so. Though it takes a good minute to three for each depending on the size and complexity, he is capable of planting a dormant structure which activates or “blooms”, as Cyril himself prefers to describe it, based on a certain criteria such as pressure or heat. His most commonly deployed trap is a basic spike trap that activates when stepped or leaned on. Unfortunately, he himself is also capable of activating his own traps, requiring him to be equally as mindful of their placement.

The traps naturally expire after an hour.
code by Nano Nano
 
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IRIS MILLS

Character Name: Iris Mills.
Alias: Breeze.
Age: 20.
Gender: Female.
Height: 5'3"
Weight: 110 lbs.
Hair Color: Silver.
Eye Color: Pink.
Complexion: Pale.
Build: Athletic/thin.
Occupation: Esper.

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Written Appearance: An appearance that practically screams mischievous, Iris is a thin and short girl who can virtually not go a second without having a cheeky smirk appear on her face. Despite her smaller stature, Iris's silver hair, light pink eyes and preferred style for bright colours still make it a challenge not to notice her. Most days, she can be found wearing clothing that is optimal for moving around as athletically as possible, although she always makes sure that her attire has at least a bit of 'wow' factor.

Personality: Determined, adventurous and bold, Iris is a particularly confident individual who likes to do things her own way: sporadically and with as many split-second decisions as possible. Although she can come off as rather unorganized and chaotic, things actually tend to make quite a lot of sense in her head. She just likes to keep things practical and easy, for she sees no need to spend ages planning ahead when she can achieve equal/better results without doing so. Needless to say, she's stubborn and impulsive, but also surprisingly adaptive and detailed in executing her work.

Iris is best described as a live-in-the-moment type of person that doesn't tend to take things way too seriously. Although she's not too much of an airhead up to the point where she fails to see the crime happening in front of her eyes, she feels like other people tend to stress out a bit faster than her. Iris is particularly good at keeping her cool in the heat of conflict, although her strong mental state does add to her occasional recklessness and the underestimation of situations. This can happen both inside of combat (like thinking she can handle things alone) and in social situations (cracking a joke in a highly tense moment).

Aside from being pretty down-to-earth and rational, Iris is a pretty sociable person that enjoys talking. She finds joy in spending her time with others and can oftentimes be found teasing others and making witty remarks. Iris is always down for some mischief, although she knows never pulls anything with malicious intent. Everything is just for sh*ts and giggles, people just don't always take it that way.

Despite being naturally talented in escalating situations, Iris does have the guts to own up to her mistakes and will always be there for the people she has grown fond of. Although it might not always seem that way, she is loyal to those she trusts and can be surprisingly caring and protective.

Current Story: Iris came from a standard 'nuclear family' household and lived a rather mundane but happy and healthy life for quite some time. From a young age, Iris seemed to be the most daunting among her siblings, her personality fitting perfectly to the stereotype of the youngest child when, in reality, she happened to be the oldest. Fond memories of luring her little brother and sister into all kinds of mischief still linger in her head to this day.

Roughly around the age of 16, in the heat of puberty in all its temperamental glory, Iris's underlying abilities slowly but surely started to awaken, first manifesting itself in weird gusts of air that would appear out of nowhere. After having persistently felt odd breezes creep up on her and having seen one of her books be propelled through the air, Iris was pretty sure she had gone mad for quite some time. Luckily, she managed to regain some sanity as she slowly but surely realized that this wasn't some weird poltergeist's doing, but rather her own. Following this revelation, she managed to gain a bit of control over her newfound gift, although it often still felt as if her ability was controlling her rather than the other way around.

Following this magical awakening, Iris went on to make a few bad decisions while practising and.. well, she used her abilities to an extent that her actions caught the attention of seance operatives as a potential threat to safety. What started out as getting told off, eventually trailed into a recruitment talk, and, soon enough, Iris found herself enrolling into the seance as a trainee. She's been an active operative ever since she reached the age of 18, and has found quite a bit of success in her line of work. Her elusiveness and swift motions on the battlefield have gained her the code name 'Breeze', although it's debatable whether such a light name is truly fitting.

Weapon(s): Seance issued equipment, a set of 6 small throwing knives, Jump boots (just a pair of boots with stronger resilience to cushion her falls a bit).

Aura: Light Pink.

Power: Psychic Air Generation.

Techniques
I. Tailwind:
Thanks to her ability to generate concentrated pockets of air, Iris has learned how to utilize her ability to propel herself forward into whatever direction she desires. By focusing one’s mind and performing a guiding emotion (making a cross with her arms and pulling both arms outward), Iris can send herself bolting forth up to 5 meters, which can be used to very easily navigate around a battlefield by allowing her to get to places where others might struggle to get to.

This technique can also be used in mid-air, but only once, meaning that she cannot keep herself permanently elevated simply through this technique.

Although perfect for swiftly moving around and closing gaps, Iris can also use this technique to perform smaller dashes that are particularly useful when trying to evade attacks or when fighting in close quarters.

II. Wind Shear: After years of training, Iris has reliably learned how to defy the skies using her own generated air. By creating an air current around her, Iris can regulate the air pressure on herself, either decreasing it to allow herself to move around faster, or increasing it to generate a gliding effect.

When using this technique to decrease wind resistance on herself, Iris will find herself slightly more manoeuvrable and quicker on her feet, allowing her to move around faster and possibly outspeed an enemy in combat.

If Iris were to increase the air resistance, Iris can use the current to keep herself afloat in the air and glide around, allowing her to be particularly mobile in the air. Although Gliding is not limitless flight, Iris can keep herself up in the air quite some time, especially when using Tailwind to gain a bit more elevation. Gliding does come with additional vulnerability, as making one too many movements can result in a nasty crash landing.

When using Wind Shear, Iris must keep her mind focused on maintaining the air current. Gliding comes with the addition of having to use a guiding motion (keeping the palms of one or both of her hands aimed at the ground) in order to keep herself stable.

III. Erosion: Erosion, more formally known as Psychic Air Blast, is a technique that shows off Iris’s proficient control of generating concentrated air blasts to both her opponents. Through focusing one’s mind and with the aid of a guiding movement (pushing one or both hands into a given direction), Iris can send forth a concentrated stream of air roughly the size of a handball, On hit, the concentrated blast has enough force to push someone off their feet if they aren’t properly prepared, allowing it to be used as a means of displacement.

IV. Windy Day: The most subtle technique in Iris’s collection, Windy Day is a technique revolving around the manipulation and steering of objects by generating an air current around it. By focusing her mind, remaining stationary, and utilizing a guiding motion (bawling her hand into a fist and motioning it into a certain direction), Iris can encapsulate a proximate object (within 5-10 meters) and move it through the air with guided gusts as long as she remains focused on it. Depending on the weight, the speed of movement can range from particularly fast (under 300-500 grams), or begrudgingly slow.

Using Windy Day, Iris can utilize objects in her surroundings as improvised weaponry, but this technique shines best when used in unison with her throwing knives. Thorough training has made sure that she got a good feel for motioning them around, making it a lethal combination.

Limitations:
  • Psychic Air Generation requires proper focus to be used, so Iris might struggle or simply unable to utilize her techniques if she isn't in the right mindset. Breaking focus while using an ability will also cause the effect to vanish, which can lead to some pretty devastating results (example: literally falling out of the air when gliding).
  • Iris learned how to control her gift through the use of guiding movements with her arms/hands, and she can't really utilize most of her techniques without them. Should she ever be unable to move her arms or hands properly, she would likely create very chaotic effects that will probably end up being disadvantageous to her (like propelling an item into the wrong direction, having her technique fail to function).
  • Using her techniques too much will eventually take both a physical and mental toll on Iris, as propelling one's body around with rapid velocity isn't exactly healthy and constantly maintaining can easily exhaust the mind.
  • Actual wind movements can disturb Iris's psychic air generation. For example, a strong wind might make it really hard to properly glide into a certain direction, or might decrease the distance that Tailwind can be used to traverse.
  • Iris can only use one technique at once, meaning that she has to choose whatever technique fits the moment best.

 
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Character Name:
Bonbinette Vonkarma is her full name, but due to such a long name she's usually only addressed as "Bon".

Alias:
Éclat (ee-klah. Eclat for easier typing. French for "Sparkle")

Age:
19

Gender:
Female

Height:
5'3ft/160cm

Weight:
123lbs/55kg

Hair Color:
Bright orange-red.

Eye Color:
Neon yellow.

Complexion:
Slightly tan.

Build:
Slim with some muscle, most of it being in her legs.

Occupation:
Esper.


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Written Appearance:
Bonbinette has an extremely youthful and energetic appearance that she's hard to miss from a crowd. From her bright colors of her very comfortable, unprofessional outfit to the nature of her wild, messy long hair lazily put into a side ponytail and almost glowing hues. Due to spending most of her days under the bright sun, her skin has tanned a bit which caused her face freckles to camouflage slightly, being noticeable if stared at. Bon feels uncomfortable in any formal wear and avoids any outfits like that, so she's very rarely seen in a dress or such. Due to being so energetic and full of energy, running around has been a normal occurrence for the girl and such she has developed some leg muscle on her, but that's pretty much all muscle she has apart from small ones in her arms. One could easily assume she was a tomboy of sorts with just looking at her appearance. A rather curious touch on her appearance is that weird fox-like mask she hangs around her waist, which is a gift she had since little and which sometimes she wears when playing around. Her face usually has some sort of bandage around since the clumsy of an Esper somehow falls face-first to the ground sometimes.

Personality:
Though her status says one thing, her air-headed personality could easily deceive one into thinking she wasn't familiar with such a professional organization. Wild, messy image. An idiotic-like way of acting. Adventurous to the point of stupidity, and a quite comical persona of a heroine makes this supposed-to-be professional image of her occupation into what could be considered some sort of mistake made by the people who took her in. Due to this, she is chained down by some of the staff on her actions and way of thinking in an effort of trying to tame this wild girl. Since she's somewhat naive, she's quite the easy target to trick as long as she doesn't think it's a bad thing, which Bon tries not to think of as she always looks for the good on anything. Her optimism is both a bad thing and a good thing, as it definitely helps her maintain her powers but could probably get into someone's nerves.

Bonbinette is quite the talker as well! Always wanting to start a conversation with someone as she enjoys making people laugh with her actions, being quite the joker that she is. Since she's always saying something either to someone or to herself, people can easily notice her french accent on her dialect, sometimes unconsciously exclaiming french words in surprise like "Mon dieu!", Which is "My god!". This is a tic of her that she doesn't really try to correct since it isn't something that damages her, and admittedly she enjoys her native language and wished she had more opportunities to speak it. Though she unconsciously does a lot of athletics by running and jumping around, she wouldn't consciously do exercise if she was told to do it unless it was necessary. She's has quite a lazy attitude when she has a day off and eats like she hasn't eaten in days, meat being her main source of nourishment.

She's a bit dense, following orders without thinking much on them or even to the point of missing on pick up lines she has received and making the situation awkward. Regardless, Bon always tries for everyone to have a good mood and if she would notice for someone to feel down she'd immediately approach them with a "Hey! Are you good, comrade?" And try to engage them into a conversation, though Bon is somewhat awkward at socializing for others since she ends up usually being the one talking over them in excitement, but she knows her boundaries and won't pry on someone's private life even if deep down she's curious to know. The French girl is extremely stubborn and impulsive, though. If she's set on something then she will be with it unless forced to, as she doesn't like thinking she's wrong. She's also impulsive in the way that she gets driven by her emotions and goes into action without thinking of a plan sometimes, which could mess things up. Bonbinette rarely would be seen in a bad mood, and if she was then people wouldn't know either since the girl would just hide it with a smile and her pumped up attitude. "Fake it until ya' make it!" Is what she tells herself when in this situation, but once left alone the girl would sulk and sigh, almost removing all of that happy-go-luck vibe and replacing it with a really-tired vibe. Thought she lacks a bit in the department of strategy and planning, Bon excels at combat and agility which makes up for her air-headed mind. Some people think her constant positive and happy outlook in life is just a facade to keep her powers moving, and they are partly right, but Bon has acted this way for so long that by now it has actually become part of her.


Current Story:
Bonbinette, like her name and dialect imply, was born and raised in France for a good amount of her life. Though she was biologically a single child, her "family" was more of a Cult of witches, and it so happened that Bon's parents were part of it. Due to the success of said group, Bon's parents were constantly bathing in riches and luxury until they were ones of the top witches in France to capture. The girl lived in such riches and spoils that she didn't complain about the shady stuff her parents and the group they were involved in due to being too young to comprehend the gravity of the situation. This wasn't a problem for Bon until she reached the proper age of 12 to start to witness the several gruesome acts of torture and violence underground to "start the enlightenment", along with giving her that mask of hers that she carries around up to this day, turning out to be a mask made specifically for the cult. Of course, this was no more than just traumatic scenes for the poor mind of the child. These events made the girl timid and reserved, growing scared of her own parents more and more.

After only merely one year of this kind of exposure, Bon had decided to sneak out of her house to search for the nearest police station in hopes of stopping her own family from any further torture, but was quickly captured back by a vigilant cult member that was guarding the area. In normal circumstances, the girl would be killed on the spot, but due to being the daughter of one of the top witches in the cult the decision was laid onto them. Bonbinette's memories from that moment are foggy and is unable to recall much of what had happened, but next time she regained consciousness fully she found herself in a completely unknown place, with unknown buildings, unknown streets and an unknown language once she tried to read the street signs. It turns out that instead of killing their daughter, they decided to quite literally take her as far away from them as possible with no way of contact. Drugging her unconscious and taking her to across the globe in which her parents originally came from, which was United States, only leaving with her the mask she was supposed to use as their cult member. As she wasn't scared and confused enough, she had been put purposefully near a place that was the home of a witch. Trying to communicate with the off-putting guy only made her his target once she got his attention.

Thankfully, a group of Espers had arrived shortly after the confrontation and neutralized the savage guy. One of them had reached out to the scared Bon, to which she couldn't understand a single thing of what they were saying and only brought tears of fear out of the child, who was tightly gripping the weird mask that caught the attention of the Espers who approached her. Since it was a mask that fit the pattern and aesthetic of the French cult that were known in the USA since they had started there before moving away, the adults quickly captured the small girl and took the mask away from her to bring both of them to their headquarters. The immense stress of it all awoke something in her, and her body started to protect itself into an electric aura out of self-defense, Bon being unaware of being able to do this by then. With groans of pain from the people who had to carry her due to the small shocking energy from her aura, they were able to take her to the HQs. It took a few months and several child therapists who spoke French to get Bon's side of her story of what she remembered to hopefully track down the cult that had moved, but up to this day she has no idea of the whereabouts of her parents and that cult, being unsure that they even stayed put after the incident.

Since she was a goldmine of internal information from the cult's activities, she was raised in the facility and exposed to multiple interrogations and all kinds of accusations to get information out of her, but being away from the horrors of the witches had mentally healed her, which made her powers more visible and consistent. Trainers determined that a positive mentality enhanced the girl's electric powers and to constantly have it at its maximum use, the french girl was to be kept happy in order to train her better and hopefully gain an ally with internal knowledge on such group. It took a long while, but Bon was finally officially labeled as a non-threat despite having grown up with the cult of witches for her entire childhood, and only recently has gained the trust of the group to become an Esper herself after years of dedicating herself to learn both the English language and criminal justice, as well as training her mental attitude and physical stamina in hopes of one day being able to track down her parents and neutralize them and the group.


Weapon(s):
Taser gun, pocket knife and, not really a weapon, but has a bag with metal bolts that she uses for one of her techniques.

Aura:
Yellow-orange!

Power:
Psychic Lightning Generation.

Techniques and its weaknesses:

Gotta Go!:

It was only natural for the girl who runs around out of excitement that she'd train her power to help her move faster! She has to have been running for at least 2 minutes already before she is able to get her power to activate. This is not something that automatically happens, of course, and only activates when Bon does a leap with all of the strength in her legs. Once she reaches the ground from her jump, her speed doubles the average human sprint to equal to one of an adult tiger (Average human: 15mph. Adult tiger: 30mph). With each step she takes, she leaves a trail of mild, mostly harmless electricity behind her that is somewhat visible but disappears after a few seconds. While this ability makes her a lot faster, there are some critical drawbacks. She's still running and breaking a sweat which ultimately weakens her power until she's back to a normal human speed. Her speed boost only lasts for one turn (GM posts or first person in posting order posts) before she physically gets too tired to continue at such a high speed. Since this makes Bon physically tired, her powers get ultimately weaker after it's use. She only uses this when she's confident of catching someone on a chase or having to go to a place quickly. CAN be used more than once, but after four uses Bon would be pretty much powerless for the rest of the battle.

Rayguns:
Like the name implies, Bon generates electric bolts out of her finger guns, as childish as it looks. She's able to generate said energy from her whole hands, but it's a lot more fun for Bon to finger gun instead. Since she only uses her index fingers, the bolt is one of a tiny scale and therefore is more difficult to hit its target. Unless she uses her whole palms, Bon would need to shoot several times to shoot her target sometimes.

Charged up!:
Electric aura that serves as an offensive shield. Bon concentrates on generating enough electricity around her body to create a visible aura to cover herself as long as she doesn't get distracted or interrupted. If anything that is able to conduct/take electricity touches her body, it will absorb the aura onto the object/person and take an immense amount of shock from it. E.g: Water is thrown at her, electricity will be conducted onto it causing electric water to rest onto the ground but get rid of her aura. A metal bolt is thrown at her and the energy is transmitted to that bolt, getting rid of her aura, but anyone touching the bolt then gets shocked. Takes quite the time to charge up, and any metal that is thrown at her and touches her will take the electricity and get rid of her aura, due to that Bon has to focus on dodging anything thrown at her when racing towards her target.

Zip-Zap Goal:
Using one of her small metal bolts, Bon is able to kick and play around with said object like a soccer ball for a few seconds or up to minute depending on the size desired for her own amusement and creating a sphere surrounding said object with pure electric energy, to which Bon kicks at her target at a quick pace once at the size of at minimum a tennis ball or at maximum a bowling ball. The sphere explodes into a paralyzing wave once it has been hit against the target or whatever else. The wave increases in size depending on the sphere's size and paralyzes whatever it was inside the wave for at minimum 10 seconds or at maximum 2 minutes, depending on the size of the sphere initially. Eventually, she would run out of bolts to use and unless there was another small metal scrap nearby, she wouldn't be able to use this anymore if she were to run out.

Shocking Tsunami:
Only activates when Bon jumps from a very high point. Her bottom half starts being covered with an electric aura that increases more and more depending on the height of the fall, like a meteor going through the gravitational aura. Once Bon reaches the ground, what energy she had accumulated from her fall rapidly explodes into a "tsunami" (one of a small scale, of course. In reality is just the size of a small wave) of said energy that damages anything that was nearby her and was caught into the rapid wave by being electrified. Regardless, even though the accumulated energy saves the girl from having critical damage, it still hurts Bon enough to be unable to move for half a minute from her spot in order to regain enough energy to move around again. Since she does take partial damage from the fall, her overall power weakens slightly after its use.

Overall weakness:
Bon's power core is very dependent on her own energetic mind and physical adrenaline. She has quite the stamina, but will eventually get tired either mentally or physically and inevitably weakening her powers the more a battle goes on. Due to this, she needs a group to fight whenever she recovers and stay behind the line. She's incredibly agile and is able to dodge easily, but she lacks in physical strength and can't do much outside of kicking someone away, since Bon is more of a range attacker. The more pumped up she gets, she stronger her energy becomes and this is why she keeps such an optimistic way of thinking around her, but if someone brings her down enough mentally or physically she'd be almost powerless, so if she so gets to be hit, it would damage her power quite a bit. She's incredibly impulsive as well and needs someone to keep her in check and not jump into an unnecessary battle.

2/5 of her techniques damage her physically already and cause her powers to weaken, which makes Bon her own enemy regarding to maintaining her position in battle. She would need someone to heal her or protect her while she rest if she overdoes it.
 

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Character Name: Hugh Litner
Alias: Zenith
Age: 19
Gender: Male.
Height: 5'7
Weight: 150 lbs
Hair Color: Blonde
Eye Color: Blue
Complexion: White
Build: Toned
Occupation: Witch

Written Appearance: Considering his lifestyle Hugh has been able to maintain a rather toned body with good musculature, like a runner or a swimmer, more suited for escaping than fighting. He will always be seen in his yellow hoodie and generally favours casual tops and trousers, more on the grunge side of fashion and in a range of colours. Sport trainers with good grip or also a must and when it's cold out Hugh will generally wear a beanie.

Personality: Ever since he was young Hugh has been very ambitious, always trying to one up himself or others. If one of his friends climbed a tree, he would find an even bigger one to climb and if there wasn't one, an even higher branch. If someone at school jumped over a gorge or a car on his bike, Hugh would be leaping over a much larger one or even moving traffic to show he could do it better. This led to him being a bit of an adrenaline junkie and even when his parents took away his bike or his skateboard, to keep him safe, Hugh would always find a way to get a fix leading him to take up free running or parkour which he has mastered over the years.

With such a reckless youth you would think his parents would have reigned him in a bit but Hugh is quite intelligent. He excelled in his studies so a bit of mischief every now and then wasn't too bad. What they didn't know though is that he is a bit too clever as Hugh never really listened in class or studied, mostly using his brain power to find new and exciting ways to mess about or ways to cover up or downplay his extreme activities before doing late night cramming or revision before any major project was due. He would still come away with A's however all the way to college.

This had led to him being cocky and arrogant as he knows he can get with almost anything. This hasn't changed since he moved away from home nor since he found out his "powers" which has led him to take on a more criminal lifestyle. Nothing too major just breaking and entering, theft that sort of thing and mostly from other criminals or the rich folks that litter the city. This isn't a morality thing however, no taking money from the rich to give to the poor, even though Hugh does have limits, he hasn't killed anyone (at least directly) and doesn't plan on doing it either. It's mostly for the rush as they often have the better security or a greater risk involved with a big payoff which he will spend on a fancy hotel or a high class restaurant.

Current Story: Now in the big city Hugh is both enemy and ally of most of the criminals within it, his powers making him too useful too eliminate when they need a job done even though they know he may be back later to rob them. Living on a knife's edge, Hugh is waiting for something interesting to happen or a job to come in.

Weapon(s): None

Aura: Yellow

Power: Highlighting

Techniques

Pen: Generally used to mark something important like a person or object. This will make that stand out more other his other abilities.

Balayage: When Hugh looks around he can do a brief scan highlighting everything in the vicinity colouring everything in a yellow hue. This is used to identify traps or hidden objects but this can take a few sweeps of the room as unless he knows where they are he will have to wait for the highlight to fade to see whats missing from the room or he may even have move things to get a better bead on it.

Highlight of my Career: Being in a few near death experiences, due to his dangerous lifestyle, Hugh can permanently highlight the cause of danger allowing him to know where it is at all times. However this is done subconsciously not appearing anything different too his normal powers unless he concentrates on the memory or person too re-highlight it , so it is generally done out of combat, and of course this rely's on line of sight as Hugh must know what caused it so he can mark it. Distance is also a factor as if they too far away e.g. out of country or in another in city they won't light up.

Highlight Reel: This power marks everything Hugh needs to get in or out of a specific situation. It requires adrenaline to access it so only be used in high risk situations and can be a bit random in its nature displaying unusual items such as boxes, pillows as well as people to be used to get out of the situation. However this has saved Hugh's bacon many times and is his most valued tool. Of course this is only works once, if he used it to escape a barroom brawl or near fatal fall from a roof and then ran into a cop or another ugly situation Hugh would have to rely on his physical abilities entirely to get out of it.
 
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  • Name: Eloise Vaughn
    Alias: Phantom
    Age: twenty-one
    Gender: female
    Ethnicity: British-American
    Occupation: Witch

    Personality:
    Adventurous: Eloise is a free spirit and is definitely someone that can be described as a thrill-seeker and daredevil. She is always ready to try new things and push boundaries. It can be quite cumbersome as this trait gets her into trouble more than not. That has never stopped her though. Eloise will show little to no ounce of care when it comes to crossing lines. She certainly never holds back- even if others get hurt in the process.

    Independent: Running away from her parents, joining Séance, and then traveling the world has forced Eloise to mature faster than normal people her age. By all means, she is not an old soul in the body of a twenty-one-year-old. Her height can be deceiving, but Eloise is strong-willed and completely capable of managing herself. She radiates confidence from the way she walks and talks- although a bit more of a bite than bark kind of gal. Eloise can be quite charming when she tries hard enough.

    Impulsive: Eloise is the type of person to act without thinking. She is stubborn and relentless when her mind is set on something she wants. Eloise is deceptive and cunning as well. As previously mentioned, Eloise will not hold back and she will resort to violence in a heartbeat. She has an extreme habit of disregarding safety, especially her own. There have been many moments where she is caught in a pickle, but with a quick-wit and unpredictable mind like hers, Eloise can find a solution.

    Unconfrontational: Being an escapist at heart, Eloise will run away from her problems and from situations that become too dicey. Personal attachments are the least of Eloise's worries, which means any relationship she has made will be quickly forgotten the moment she turns her back. "They're all just casualties- a leaf in the wind," she would say. The same goes for materialistic things. Money, clothes, precious belongings also have little meaning to her. Although she likes the way wads of money feel in her pocket, she will not hesitate to set it to flames if she feels like it.
basics

visual

bio

power



code by RI.a


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5de53e751c7d3bc67e91d48b5feab687.jpgName: Mia Aster
Alias: Vermilion
Age: 22
Gender: Female
Height: 5'4
Weight: 122 lbs.
Hair Color: Black
Eye Color: Blue
Complexion: Cream
Build: Athletic
Occupation: Esper

Visual Appearance: Credit to HoODieR.

Written Appearance: Mia has the appearance of a normal, young, and healthy college student, albeit with some tomboyish clothing thrown over the top. She loves being comfortable more than anything, so her attire tends to lean towards hoodies, jackets, jeans and the like. Though she has been known to sport a unusually colorful sun dress on particularly special days. Underneath all the baggy clothing is a relatively toned build, at least allowing for enough stamina and muscle to power through her Esper work. Her hair falls down to her shoulder blades in length, and has an almost glossiness to it, making it stand out amongst her otherwise neutral color wardrobe. Adorned across her neck is a necklace with an inverted T shape inside of a circle.

Personality:
Reserved: Being alone for most of her childhood has caused her to become quiet and self-contained. She's a bit socially awkward because of it, not knowing what to say most of the time, hence why she doesn't say much.

Level headed: Mia's abilities lead to her taking on a multitude of different missons, and by constantly looking at things from different angles allows her to think through the best strategy for whatever situation may arise. Her calm and relaxed nature also makes her great in high stress situations.

Self-conscious: Though she doesn't show it, She dislikes being associated with witches, and more specifically her parents. She feels partially responsible for their actions as she did nothing to stop them. Being reminded of those deeds leads to her having low self esteem.

Loyal: Mia has an almost unnatural amount of loyalty to her friends and allies. If she considers you important to her, she'll be there to help. She can be a bit obsessive over her friends as she never really knew how to deal with having them. Over the years, she has learned to relax a bit but it does still come up from time to time.


Current Story: Mia never lived a normal life. Both of her parents were witches, though they certainly didn't have a very large cult and weren't well known, it was still enough for them to constantly be moving from place to place. She grew up not knowing many people, and those she did know weren't friends to any degree. With no one to talk to other than her parents, who mostly did so only out of obligation, she kept to herself most of the time. She never really understood why her parents did the things that they did. Money was nice sure, but it never made her particularly happy; and power over others sounded like more trouble than it was worth. But she didn't have anywhere else to go so she simply went along with what her parents said.

As she got older, her parents were eventually able to settle down and operate out of a proper base. The crimes and destruction they committed started to become more and more cruel, especially as their cult grew larger. After turning 14 things went from bad to worse. They discovered their daughter also had psychic powers. Using her for their own needs, they began including her in a few of their lower risk missions and heists with plans to eventually turn her into a fully realized witch. However before that happened, Séance operatives caught wind of what was happening and ended it swiftly. After a raid on the facility, both of her parents were caught, put into Mundy and thrown into the Shadow Dome. Mia was taken in by Séance operatives for questioning.

After being deemed a non-threat and a few weeks of close surveillance, they saw a good opportunity for a new operative in Mia. A few years of proper education and training pass, and Mia was officially an Esper at the age of 19. Though some of the other operatives would disagree about the decision for a child of Witches to join the organization, she carries out her work with a quiet pride.

Weapon(s):
Stilettos
Séance standard issue SMG
Reinforced (Insert light and blast resistant metal here) combat boots

Aura: Orange-Red

Power: Psychic Flame Generation

Techniques
  • Psychic Flames: Mia has the ability to generate psychic flames. She can control all aspects of her flames from size, to temperature, to intensity. The flames she generates can range from as small as a match being lit to as large as a military grade flamethrower. She can generate flames to anywhere that she can clearly see or within a short distance from her body.
  • Explosive Force: By igniting small gunpowder reserves on various areas of her shoes, Mia can create small explosions to increase the power of her kicks.
  • Vermilion Petals: Mia has two types of stilettos and depending on which she uses, she can either simply have them catch fire, or explode on impact by igniting a short fuse attached to them.
  • Fan the Flames: Mia chooses an area and generates a small inconspicuous circle of cinders. By introducing a sudden burst of oxygen in the form of aerosol grenade, she can create a pillar of fire that attempts to trap whoever is inside.
  • Friendly Fire: Mia can also bolster her allies combat abilities with her flames. Depending on the weapon an ally wields she can immolate it, causing a variety of affects. E.g. Bullets = Incendiary rounds, Blades = 1000 degree knife (Sorry I had too), etc.
Weakness: Mia is a jack of all trades, being able to take on any multitude of missions or situations. But because of that, none of her abilities mesh well together, meaning she needs to rely on a team for backup. Mia's combat strength depends on how quickly she can end a fight, as she has limited gunpowder reserves and ammunition. She is also particularly weak to Espers or Witches with water based powers as they can douse her flames; or illusion based powers, since she needs to see to be able to generate flames at a longer range.
 
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