- Ostrovskaya Anastasiya Vyascheslavovna
The above character is hereby accepted, now and forever!
Edited by JumpingFruit on Apr 24th 2019 at 10:16:21 AM
I wear the skin of the Elder Things, having come unto my own.- Identity: Max Lancaster / Captain Quantum / Hero
- Abilities:
- Powers:
- Cosmic Force: When Max took up the Necklace of Kolos, he gained access to a powerful form of energy, which permanently bound itself to him. Using the Cosmic Force, Max is capable of creating energy structures, shooting powerful energy blasts potentially on the scale of cosmic events, enabling flight, super toughness, stamina and healing.
- Cosmic Movement: Capable of moving nigh on instantly from one place to another if he knows where that is - folding space and the universe to put him from one place to another.
- Immunity to Stellar Forces / Can Breathe In Space: Being well suited for traveling outer space, he is immune to any stellar forces or negative effects thereof - to the extent he can actually fight on the surface of the sun for about ten minutes. His energy forms a layer around him in space, and continuously produces oxygen to handle his breathing needs.
- Dimensional Awareness: He is immediately aware of when and where dimensional tears and openings happen, which he describes as "woah mama, that's a headache".
- Weaknesses:
- Max can be very naive, and entirely too optimistic.
- His powers while strong are limited to wielding his energy if separated from the Necklace of Kolos.
- Skills: capable survivalist owing to army training, skilled combatant.
- Equipment: Necklace of Kolos
- Appearance: Max has a strongly built, muscular appearance, which is only enhanced by the "cosmic suit" his powers impose on him when he activates them - which is basically black and gold spandex that fits very tightly on his body. He easily has a very appealing physique (though mentioning this typically results in a blush). He has a handsome face framed by thick, wavy blond hair, slate grey eyes, and a somewhat pale appearance. In his civilian gear, Max wears a t-shirt, sweatpants, and sneakers.
- Personality: Max - despite being part of an elite army unit before becoming Captain Quantum - is by all accounts a naive, energetic young man who just loves being in movement. He loves flying, and and has a sense of enthusiasm for a lot of what he does. Max is very much a Southern Gentleman - he's unfailingly polite, kind to a fault, and is willing to put himself at considerable risk for friends. When it comes to family, he's rather openly a mama's boy - by his account she's a sweet woman who spoiled him when he was younger.
- Background: Formerly a member of an army unit known for its elite combat capabilities, while Max had the skills to be in the unit, he didn't have the mentality, or so his superiors decided. Instead, he was encouraged to sign up for a number of less front line missions. One of these was defending the Necklace of Kolos - a job he considered far less dire than his superiors thought it was. However, the Kerdians - former owners of the Necklace - raided the warehouse it was kept in and killed most of the guards...except Max. Getting into a tussle with Joudel Xol, the alien leader, Max wound up with his hands on the necklace and turned into Captain Quantum. Fighting off the aliens, he decided to take up the mantle and responsibility of defending Earth from space-borne threats.
- Captain Quantum
The above character is hereby accepted, now and forever!
Edited by JumpingFruit on May 12th 2019 at 10:03:50 AM
I wear the skin of the Elder Things, having come unto my own.- Identity: Doug Hahn, The Azure Knight, Public Identity, Hero
- Abilities:
- Average build
- Powers: None
- Weaknesses:
- Human Build - Doug is a unaugmented man so as strong as his tech can get he's still susceptible to a lot without it
- Upper Limit - His Azure Knight armor while highly advanced is still only technology and can be forced to face a upper threshold of damage where it can't compensate
- Electrical Attacks - A EMP will temporarily shut down the suit while Electrical attacks will short out its subsystems.
- Skills:
- Genius Level Intellect
- Engineering Background
- Swordfighting Practice
- Equipment: The Azure Knight suit of power armor, a advanced design that Doug had spent years perfecting before Easton really got weird, with how things have been the past few months, Doug set about improving upon designs and came up with a hybrid frame, a mechanical form supported by advanced nanotech granting the Knight Frame the ability to generate other weapons as needed. Doug prefers a power sword he developed to work with the
- Appearance: The Man◊, The Machine◊, Doug is 5'9" and his armor is 5'10"
- Personality: Dutiful, worried, self depreciating, Doug is a man who has a gift of mechanical aptitude, shame he's rather paranoid. He tries his best to be friendly and get along with others but his worry about incoming dangers makes him abrasive and hard to work with at times.
- Background: Doug worked for Atlas Innovations for a few years in their exoskeleton program, naturally gifted and university certified, he left before the start of 2019 citing differences in ethics with the company. Using what he had gained he set about finishing some projects he had started, when the weird of Easton kicked in hard, Doug set about overtime on finishing his projects
- Identity: Tae Tenno, Public, Neutral
- Abilities:
- Fast reflexes
- Powers: None
- Weaknesses:
- Human Build - No matter how good his skills in his precious Mjolnir Mech are, Tae is still only human, in shape certainly, but not anything super.
- Skills:
- Ace Pilot
- Mech Maintenance Knowledge
- Sharpshooter - Despite rarely needing to use his pistol, he is still a excellent shot with it, something he attributes to need.
- Equipment:
- Mjolnir Mech - A 9.5 Meter tall machine developed by Atlas Innovations, it's a Warmech meant to "intimidate" and fight against other corporate machines across the solar systems on stations, colonies, and so on with other mechs or against insurgents. Armor is electroreactive titanium alloy with life support and environmental sealing, a Tier-7 Internal fusion reactor, and advanced myomer musculature to move the device. Weaponry includes a long range missile launcher, twin chest mounted laser cannons, and two beam cannons mounted on the arms, weaponry can be swapped out as needed.
- Sidearm in cockpit◊ - a 12 shot electric pistol meant for use in emergencies or ground activity outside of Mjolnir.
- Environmental Suit - A emergency use space suit for rough environmental activity, rarely used as Tae hates leaving his mech
- Appearance: The pilot◊, The Mech◊, Tae is 5'11"
- Personality: Tae is a relatively easygoing individual and wouldn't call himself evil or cruel, just apathetic. He knows that someone is always going to get hurt and doesn't mind if he has to hurt someone, after all life ain't cheap and bills need paying. Despite this he doesn't go out of his way to be cruel and has a "3 strike" system where he tries to be nice, let people know that things are the way they are and they should really cooperate, no need to be violent or waste power and ammunition if people decide to actually cooperate. Despite this in actual combat he can be ruthless and even bloodthirsty, preferring to cause critical damage where he can to force his opponents where he wants them.
- Background: Tae lived a normal life, parents moved from Japan to America, normal school life, interested in the stuff kids were usually into, it's this utter normalcy that is what shocked people when he opted into the new Mech War Program being developed as a alternative to corporate warfare and PMCs. Tae joined Atlas Innovations and has served as one of their Mech Enforcers ever since the program really took after after the anomaly of Easton kicked in the weirdness, he had served as a enforcer for the company for a few years before that but really enjoyed their growing mech program as well as their efforts to expand out into space. As such Tae enjoys the trips around the Solar system and causing mayhem at Corporate Colonies and stations in his beloved Mjolnir Mech.
- Identity: Hanon the Conqueror, Public, Villain
- Abilities:
- Overlord - Hanon is effectively the ruler of most of the galaxy and as such is a master level intellect with decades of conflict and tactics at his disposal.
- Durable Hide - Hanon's race is naturally very durable, having been a Proud Warrior Race long ago before he began his conquest.
- Powers:
- Cybernetic Enhancements - Hanon realized long ago that the strength of flesh can only go so far, and had his scientists give him various
- Weaknesses:
- Power Weaponry - Specific weaponry disrupts the augmentations he has, typically vibroweapons
- Mystic Weakness - Magic can damage Hanon, and though he
- Large Caliber Weaponry - Doesn't matter how strong you are, a gun is a gun and a big bullet is a big fucking bullet.
- Skills:
- Master Tactician
- Close Quarters Combatant
- Equipment:
- Sword and Shield - A simple sword and shield made of a alien metal
- Appearance: The ruler of the known universe◊, Hanon is 8'10"
- Personality: Regretful but unfettered in his goal, bring order to existence. Hanon speaks with deep gravitas and regret but views his actions as necessary, he finds no joy in ruling his empire or even "Cleansing" problematic elements from existence. Hanon's only goal is to bring "Stability" to the galaxy, viewing it as a chaotic and uncaring place where life holds no meaning, and the strong may subject others to harm. While elements of this are true this is still a delusion of a being who wants to do good but cannot because he does not understand what the righteous path is. A tyrant through and through, the only time that any semblance of energy or spark of life exists from Hanon is when he is in battle with planetary champions, a event he always looks forward to, viewing it as the one high point being able to contest defenders of entire races and best them in trials.
- Background: Hanon is the only known survivor of the Zahkad race, a Warrior Species who valued dignity and cleverness in combat, what happened to the others is unknown. Hanon was born a runt and was picked on by the others of his species for years, a concept that embedded the idea of "wanton cruelty" in his head. Seeking to correct this Hanon dedicated himself to practice of science, philosophy, and combat, seeking to become a Renaissance figure who would bring change about, rising through the ranks of the Zahkad planetary army. A unfortunate battle with another race taught Hanon another cruel lesson, that people submit to superior firepower, and that there was much cruelty in the universe itself, he slaughtered the champions of the enemy forces and found... he liked it. This was the starting point on his crusade as his race died around him, Hanon the only survivor, now a mad despot set on "Correcting" the unfairness of existence and the cruelty of a Galaxy without a governing body.
- The Azure Knight, Tae Tenno, Hanon The Conquerer
The above characters are hereby accepted, now and forever!
Edited by JumpingFruit on May 18th 2019 at 10:15:18 AM
I wear the skin of the Elder Things, having come unto my own.- Identity: Jackson "Jack" Miller, Public Identity, Hero
- Abilities:
- Powers:
- Superhuman Strength: Jack possesses an incredible amount of latent physical power that is at an almost hilariously disproportionate contradiction to his tall and lanky build. While not known exactly how strong he truly is (his most notable feats of strength were demonstrated with the equivalent amount of effort as a weak and prissy slap) it is definitely known that he can easily backhand an oncoming truck off the road and embed it into a nearby wall and successfully hold up a collapsing ferris wheel (it was a very unfortunate Tuesday that particular week). As mentioned before, Jack's full strength is unknown, but he fears even his accidental displays of destructive power too much to ever voluntarily use it to the full. Not that it isn't enough to send most bad guys flying anyhow.
- Superhuman Speed: Jack is a track runner at school, and it is in fact his only source of exercise outside of going to the groceries every night for his overworked mother. Nonetheless, he's been coached enough to know how to handle his stamina and sprint effectively, and as such he excels in long-distance running and short-distance displays of pure speed. His current track record (with superhuman assistance) was 148 mph approx, however his shoes were burnt through to the sole by the end of it and he was bedridden with heatstroke for three days afterward. Thankfully, he keeps himself at a more comfortable jogging speed of around 40-50 mph to lessen the strain on his body (and his footwear), but due to his notable lack of speedometer he occasionally finds himself overdoing it. Usually after crashing headfirst into a bin.
- Superhuman Regeneration: Jack lacks in any enhanced durability typical of those with similar powersets to him, but his body makes up for this using the next best thing—an increased healing speed and a broader application for natural regeneration. Skin and bones heal as expected at a rate varying on the severity of the injury (grazes and bullet wounds can close in seconds, but the shock of a large gash or a blunt head wound can take considerably longer to heal up). However, Jack has also discovered that his teeth slowly reform after being knocked out, and he has suspicions the applications of this particular power could be even greater. Naturally, he hasn't had much chance (or want) to check, and as such the most damage his body has had to deal with is self-inflicted from the ridiculous amounts of strength that occasionally batters his form.
- Danger Sense: A precognitive warning system that manifests as a particular splitting headache. Jack's immediate range of sensing potential danger is limited to only a few hundred metres in all directions, and anything outside this threshold is felt at most as a mild discomfort with vague direction. For closer sources, Jack can "tune in" to their locations with concentration, but the pain of doing so can be overwhelming and thus can only be utilized in short bursts. The upside (or still downside, depending on how one looks at it) is that Jack's danger sense has a habit of projecting outwards—permeating others around him with a sickening feeling of dread and anxiety that is handy in warning. And is also incredibly alienating and annoying for when the source of danger is minor.
- Weaknesses: Jack possesses incredible physical powers, but they are wildly out of control. Even when trying to show restraint he ends up being clumsy; having broken the faucets in the men's restroom more times than he can count and often applying a borderline arm-breaking level of grip to even something as simple as a friendly handshake. This plus his comparative lack of durability means he can often damage his own body with his feats of raw might, and his regeneration can only fight so hard to keep him alive before giving up from the sheer strain of it all. The danger sense Jack possesses also becomes a hindrance from time to time—a colossal threat to his environment can overwhelm him with pain to the point where he can't even do anything to stop it. And with this ability's "bonus" feature of leaking out into the people around him, Jack can also end up involuntarily subduing the very innocents he's trying to help.
- Powers:
- Appearance: 6'0.◊ Androgynous appearance; often mistaken for a girl by those he's first met. Lean muscle combined with a tall stature makes way for a
tol beanlanky form unbefitting of his incredible strength. Notable lack of spots or wounds—his healing keeps on top of all that. Somewhat clumsy way of moving, but slips into a more concentrated and controlled stance while running. - Personality: A somewhat shy and aloof demeanour mixed with a gentle kindheartedness, seasoned with additional sprinklings of snark and a serious way of dealing with the most important things in life. Despite being only 16, Jack takes a hefty amount of responsibility and has the mindset to reflect that; juggling chores and his day job at a local supermarket without much fuss or frustration. Unfortunately, Jack lacks in solid social skills when it comes to people more in his age range and seems to lack insight into the unspoken undertones of an atmosphere, and as such certain implications and remarks fly completely over his head. For his lack of abstract thinking though Jack remains vigilant and quick to point out the practical side of things; remaining calm and ever down to earth in his ways with coping in stressful situations. The only drawback to this is that Jack isn't an adult yet, nor has he finished going through puberty—the stresses of school along with the responsibilities piled onto his head build up over time, and his tendency to downplay or even outright reject his problems often comes back to bite him. Above all else, Jack remains dutiful and selfless to a fault; often adjusting his schedules even on the most frantic of workdays if it means helping somebody out when they truly need it. It's a shame his awkwardness prevents him from advertising this a lot of the time.
- Background: Jackson was born with his ridiculous levels of strength and had to adjust accordingly to it, learning how to hold back the majority of his muscle power after bursting his favourite teddy for the fifteenth time in a row. He never knew his father, but despite his mom having to work twice as hard so as to care for them both, Jack has remained in a very close relationship with her regardless. Growing up skinny due to his lack of any physical training, Jack was encouraged to get into track running in an effort to keep his body fit and healthy—as it was getting to the point where he was suffering from bouts of weakness and fatigue from his unhealthy lack of substantial exercise. Gaining a more refined and responsible outlook due to the discipline of his training, Jack eventually split the matters of work and support for the family with his mother by getting a part-time job in his local supermarket, much to her surprise and appreciation. Since then, Jack has been flitting from schoolwork, real work, his own desire to be a photographer and his social life—and his life has just become that much more complicated with his sudden yearning to help people around him. With his gifts unrefined but his determination stalwart, Jack hopes to harness his powers and use them for the full to benefit others—all the while making sure the other parts of his life don't suffer in the process.
Edited by Enirboreh on May 18th 2019 at 1:42:49 PM
bork- Jackson "Jack" Miller
The above character is hereby accepted, now and forever!
Edited by JumpingFruit on May 18th 2019 at 10:15:24 AM
I wear the skin of the Elder Things, having come unto my own.Public Identity: Reina Chandler, Hero\Neutral
Abilities:
- Powers:
- Unbound Soul: Her soul is no longer tied to her body or to any plane of existence for that matter. This makes it difficult to stay still in any place much less her own body without a temporary anchor to keep her from drifting off uncontrollably between realms. It also has a side effect of her soul getting easily knocked out if her concentration is broken and her body creating an target for possession by other spirits or people who might not have benign interests in its use. Her soul form is also completely intangible, invisible and imperceptible possibly due to still having a living body. Still, there are many potential abilities her unique status holds such as:
- Astral projection, if that wasn't obvious.
- Possession of any creatures that have their own souls
- Seeing other beings hidden in the physical world that hail from other worlds.
- Dimensional travel without accidentally creating any rips in between.
- Indomitable Spirit: Her willpower is so unnaturally strong it can manifest as a solid visible aura around her soul that protects her vulnerable astral form from anything that could assail it. She can manipulate this aura in order to help her with the interactions with the world that her form couldn't naturally do. There is even evidence she can create aura constructs out of anything as long as she had seen it previously and can understand its basic workings.
- Unbound Soul: Her soul is no longer tied to her body or to any plane of existence for that matter. This makes it difficult to stay still in any place much less her own body without a temporary anchor to keep her from drifting off uncontrollably between realms. It also has a side effect of her soul getting easily knocked out if her concentration is broken and her body creating an target for possession by other spirits or people who might not have benign interests in its use. Her soul form is also completely intangible, invisible and imperceptible possibly due to still having a living body. Still, there are many potential abilities her unique status holds such as:
- Skills:
- Martial arts training mostly out of a childhood desire to defend herself
- Medical knowledge and experience from her time at school and working as a caregiver in senior care facilities
- Weaknesses:
- Uncharted Waters: Her brother's studies into the theoretical extent of her powers can only go so far since she hasn't actually tested them herself. So she has no clue how it might affect anyone around her were she to actually apply her powers for once.
- The 28-year-old stands at 5'2" with a mostly slim body with well-formed hips and legs that one would find in a soccer player. Her mixed heritage is shown in her light brown skin and thick, black hair and dark, fierce eyes. She prefers practical, straightforward outfits with a touch of clashing colors, patterns or styles to reflect her more rebellious nature.
- She is a sweet and caring individual at heart but has been known to become short-tempered and irritable due to her impatience and frustrations at any impediments towards achieving her life goals and helping others in need. She is quite driven by her emotions and as such can make rather impulsive and sometimes reckless decisions that can have unintentional consequences. There is some process on amending that from her end though.
- Reina has been part of an metahuman family that for generations have been using their soul-based powers developed in early childhood to combat supernatural threats. This evolved mainly into the tradition of running a exorcism business in Easton. She was born the middle child of five children and was not gifted with any powers...at first. Naturally, she was ignored by her parents in favor of raising her elder siblings to take over the business whilst her younger sister was somewhat spoiled. Her bloodline was fuel for bullying at local schools as well which only pushed her to become independent and defiant as a result. The only person who felt she could confide in her troubles was the more sensitive Kai, her younger brother who was being pushed aside despite his keen interest in working in the family business.
- It all came to a head when she started having problems with an unusually attached poltergeist that stuck with her from middle school until her sophomore year. Kai began trying to follow her around to keep an eye on her, causing his own family and school issues in the process. His suspicions were proven right when on her 16th birthday in the middle of school, her soul finally came loose for the first time and the poltergeist attempted to steal her body for his own to reek havoc on the town. Only 11 at the time, Kai immediately used occult knowledge he had gathered in secret in addition to his new abilities to banish and seal away the ghost permanently. While this did save Reina, it got worse when her parents found out about her new skills and suddenly tried to force to adhere to their tradition by training her in their footsteps. Angered by the hypocrisy of her family and terrified by the danger she went through, she immediately denounced her connection to the family and ran off that night to join some distant relatives in Ohio.
- There were several hot disputes between Reina and her family over the course of several months, but eventually her parents gave up and let her stay there since she had already proven to take care of herself well. However, the damage was done before the end of it; the eldest daughter and older brother signed up to study as an mage and work in the military respectively whilst the little sister fell into the wrong crowds, getting herself into drugs and alcohol to numb the emotional pain of it all. Kai on the other hand had many struggles with school, dropping out of college after a few years to apprentice for his folks once they realized their children's disinterest in it.
- Even so, the loss of the family drove the Chandlers to pass away, which was the only time the children got to reunite after Reina's incident. At the time, she was busy paving her path in college to a secure job as a registered nurse, unaware of the impact her past made on her siblings. The criticisms of her poor judgement and accusations of abandonment hurled at her then completed shocked her to her core as she belatedly noticed how much they had truly valued her. Her trials at making amends with them were not encouraging, as all of them vowed to never speak to her again.
- Well...all except for Kai; it did take a while admittedly but they managed to salvage their relationship over time. Kai even got the courage to bring up his need for help in maintaining the old business he was now trying to save. Reina did politely decline as that was still a sore issue for her. However, it didn't take long before her powers were disrupting her life to the point where she had to stop school altogether and ask her brother for help. His offer to teach her control in exchange for taking care of the business was sneaky in her mind but a much more appealing solution to her desperate situation.
- So she moved back to Easton, where she now works part time at Kai's shop while residing with an aging but wealthy fortune teller he introduced to her as her live in caregiver. She hopes that she can reestablish a fairly normal life in the future without her family legacy overshadowing her but with the weird events happening in Easton, she might not have a choice...
- Identity: Lexie Malone/Ψ (PSI), Public Identity, Neutral
- Abilities:
- Powers:
- Telepathy: Lexie has the ability to "hear" thoughts in her immediate vicinity, manifesting as a disembodied voice or sound depending on the person in question's inner voice. Defaulting to surface-level thoughts (which she cannot turn off), Lexie can "dig deeper" into a person's mind down to their core personality with sufficient concentration, however natural mental defenses come into play the deeper she goes and thus makes her more susceptible to being locked out. Lexie can make reply to these voices and even establish communicative links between people, however this leads her own mind open to invasion.
- Mental Defenses: Due to being a fairly potent psychic, Lexie possesses heightened mental walls and defenses that tend to lash out against those who try and pry into her mind—albeit of course if they aren't lowered when she's using her telepathy. If her defenses are indeed up, they tend to manifest as a psionic barrier that rebounds the signals of potential invaders, but if they manage to get inside her brain instead attempts to crush them and spit them out with assaults of pure mental power. This has the drawback of hurting her as well, but Lexie's defenses all in all are nothing to sneeze at.
- Confusion: Lexie's trickster tendencies love this particular power. By first invading a person's mind, she can cause minor auditory/visual hallucinations as well as inflict a disorienting daze to those mentally weak or unaware. The deeper she goes, the more powerful and indistinguishable from reality these illusions become—however, they require a lot of concentration on her part and can leave her open to retaliation. Plus careful identification and destruction of these illusions rebound back to her as painful psychic feedback.
- Telekinesis: Of a limited strain. Lexie's powers focus more on communication and mental dissection than physical manifestation, but with some effort she can project decent psionic force from her body—most usually from her palms for simplicity's sake. She can pick up and knock over small objects, but items over half her size are incredibly taxing for her to properly manipulate and thus she tends to rely on short, powerful bursts to protect herself instead of using her environment as much. Her telekinesis unconsciously coats her body in a skintight barrier, but despite its ability to regrow and concentrate itself into specific spots this can still rip and tear under sufficient abuse.
- Psi-Crystals: An odd construction ability she happens to possess. In a manner similar to cryokinesis, Lexie can form and shape crystalline structures of pure psychic energy; which tends to have a bluish-green glow and shimmers oddly when hit with light. The crystals shatter under heavy blunt force but are surprisingly durable up until that point—able to be shot out of her wrists or constructed into protective barriers in ways her comparatively weak telekinesis could never catch up to. Though powerful, this ability lacks precision—the most elaborate Lexie has gotten with it is a rather rough attempt at a sculpture of a dancer that she's since shattered.
- Weaknesses: Lexie's only truly potent psychic ability is her crystals and illusions, and by comparison the rest of her esper powers seem rather lackluster by comparison. Her telepathy—while by no means minor—leaves her vulnerable and cannot be fully shut off, her telekinesis is untrained and weak, and her mental defenses have a nasty habit of lowering at unwanted times. The unconscious barrier that protects her ruptures fairly easy under superhuman assault, and even though it can regrow it can take up to half a minute (especially if she's exhausted already). Lexie can also be a little cocky when it comes to dealing with situations, and even if her efforts are noble her habit of wanting to work alone rarely ends up helping her.
- Skills:
- Driving: Lexie picked up driving even before she was at legal age to get a license, and as a result it has become second nature to her. By no means does this make her responsible though—Lexie tends to treat it like a novelty more than a method of transportation, and while she does have the capability to drive properly she is much more inclined to perform tricks and speed over anything else. Needless to say she's been pulled over more times than is acceptable for her reckless driving habits.
- Tech Savvy: Lexie is the type of person who goes around unlocking people's phones, and even so her skill with technology extends further into repairing and hacking modern devices without too much difficulty. While by no means an expert, she is definitely skilled, and her own custom device reflects this immensely.
- Equipment:
- Cellphone: Naturally, it is unlocked. A few generations behind, but still manages to be modern enough. Of a niche developer, and has been customized by Lexie to reflect her rather off-the-wall personality. Packed to the full with bizarre pictures, memes, and obscure indie tracks by alternative artists.
- Rubber Ball: Lexi is antsy by nature, and so she has a tendency of carrying something along with her to occupy her hands. Apart from being a general nuisance, the bouncy ball she carries also makes a handy weapon in conjunction with her psychic powers, and she enjoys irritating her opponents with how ridiculously effective a children's toy can be in stalling them.
- Powers:
- Appearance: 5'11.◊ All limbs—incredibly flexible and likes to sit in purposefully awkward positions. Often carries a bored or disinterested look regardless of her actual feelings. Habit of sticking to herself and lingering in the doorways of rooms; distracted by her phone yet still remaining attentive to the conversation. Occasionally seen with a cigarette.
- Personality: A casual rebel and laidback to a fault. Lexie has gotten a reputation for being rather intimidating due to her tall stature and aloof personality, which she almost seems to take satisfaction in. With whispers about her "small" criminal record circulating, Lexie has toned back on some of her older activities but still remains a trickster and a wildcard at heart. Motivated by adrenaline and a burning sense of curiosity, Lexie especially loves to screw around with people's heads in a sort of pseudo-teasing fashion; never malicious but always teetering on endangering and invasive. Despite her poor track record and reckless behaviour, Lexie is a strong advocate against injustice even if she's only truly vocal about it on social media; supporting the #I Am Human Too movement in her usual quiet fashion and scaring off those with less than ideal intentions with one of her Looks™ without so much as lifting a finger. Still, she keeps a sarcastic edge to her voice and dislikes acknowledging her kinder side, viewing it as weakness against her tough exterior and as such rarely treating her problems as anything major. A somewhat mischievous outcast with a hidden sense of justice, it may take Lexie a bit of persuading for her to do anything outright heroic—but in whatever case it'd be downright impossible to make her a paragon for all things right like some of her contemporaries.
- Background: Residing with her single father on the outskirts of Easton, Lexie began her unorthodox approach to life almost as soon as she entered her teens; gaining a reputation for being disruptive and bending the law while she seemed to pour all her concentration into abusing loopholes to get what she wanted. As she's aged, though, Lexie has seemed to have calmed slightly and has begun work as a DJ in her spare time—taking advantage of her hereditary psychic powers in order to subtly advocate for the freedom of her fellow superhumans. The local weirdo who would dump booze at a house party only to immediately retreat into some far corner somewhere, Lexie has only recently begun to use her powers in public—out of a combination of intense boredom and an inner desire to stop oppression. Needless to say her reception so far has been mixed, but Lexie has no want or care to change said reaction.
Edited by Enirboreh on May 19th 2019 at 6:41:44 PM
bork- Reina Chandler
- Ψ/PSI
The above characters are hereby accepted, now and forever!
Edited by JumpingFruit on May 19th 2019 at 10:19:06 AM
I wear the skin of the Elder Things, having come unto my own.- Identity: Ezekiel "Zeke" Weiss, Anti-Villain
- Abilities:
- Powers: Ezekiel has a chess-based projectile ability that shoots different types of ammunition from his right hand. Each ammo is named after a chess piece, and each comes with their own strengths and weaknesses.
- King: Ezekiel himself. He's the main holder of the ability and therefore saw it appropriate to name himself such.
- Pawn: The quickest and weakest projectile of the bunch. Ezekiel can shoot multiple Pawns as if it were a submachine gun from his hand, yet they don't deal much damage. The safest ability to use, only as a means of distraction or against smaller foes.
- Rook: A powerful projectile that shoots in a straight line, and only a straight line. Ezekiel can only shoot Rooks once at a time, and has much harder aiming than Pawn due to heavier recoil.
- Bishop: Though less powerful than Rook, it's stronger than Pawn and is the only projectile that ricochets. The only way to shoot it is at an angle, and Ezekiel is not immune to the projectile as well.
- Knight: The only melee-based projectile in his arsenal. It's a close-range bladelike projectile that sticks close to Ezekiel's arm. It's useless for shooting, but can be used effectively in hand-to-hand.
- Queen: The strongest, largest projectile of the arsenal. It packs a serious punch and anyone in its range is guaranteed to be eliminated or gravely injured. Also, explosions. Using it, however, gives Ezekiel the possibility of dying from the sheer pressure it puts on his body. This would only be used as a final resort, meaning he would have to be ready to die.
- Powers: Ezekiel has a chess-based projectile ability that shoots different types of ammunition from his right hand. Each ammo is named after a chess piece, and each comes with their own strengths and weaknesses.
- Weaknesses:
- Ezekiel is extremely weak and cannot fight properly. He doesn't know how to fight, and his incredibly skinny build leaves him vulnerable to damage.
- Ezekiel is an addict and can go through withdrawals if he doesn't get his proper fix in time. He also has the potential to overdose if he's not careful during withdrawal stages.
- Skills:
- Natural Survivor: Ezekiel will do absolutely anything to survive, even if it means killing others or losing limbs.
- Strategist: Ezekiel cannot stop thinking about how to win or how to survive. He thinks of several strategies and how to overcome his foe, through various risk-taking and on-the-fly planning.
- Equipment:
- Cellphone: A cheap, portable cellphone in purple. Only good for making calls and texting.
- Appearance: Ezekiel is a 29-year-old man who stands at around 5'8"/172 cm. He has black hair, short yet unkempt and frizzled, along with a poor stubble. He's extremely thin as if he looks malnourished. He wears rounded glasses, a pure white shirt, black jacket, skinny jeans, and some beaten up old sneakers. If you look under his shirt, his torso from the shoulder down to his hip is scarred from burns. His voice is a solid tenor pitch. He has brown eyes with black bags underneath them. His skin is extremely pale, almost sickly.
- Personality: Ezekiel is, for lack of a better term, an asshole. He's incredibly rude most of the time, he's selfish, narcissistic, and at times, downright cruel. He never does anything without a personal gain, whether it's food or money (mostly money.) He tends to believe he's the smartest one in the room and isn't above insulting others to shoot them down, though he makes exceptions for those he agrees with. At the same time, Ezekiel is not above having companions and may convince himself it's for the sake of his own benefit. At some points, he'll be a lot tamer with his insults as if it's banter and may express disappointment if the other party doesn't play along. If he considers one a friend, he'll be nothing but loyal to that person and will often stick up for or defend them if need be.
- Background:
- Born into one of the worst neighborhoods in Chicago, Illinois, Ezekiel spent much of his childhood sheltering himself from others. If anything, his best friends were his own mother and father. This isolation followed him to his adolescence, where he discovered his own passion for books and playing chess. As it turned out, the young lad was quite good at book-reading, along with a respectable chess club streak. Despite where he grew up, Ezekiel was able to find happiness. It wasn't until one evening, however, where his entire home was destroyed via arson. Could have been a house fire, could have been an arsonist, anyone. He was the only survivor.
- Shortly after, Ezekiel fell into a stage of grief and new foster family. Who was originally supposed to be a school superstar became an emotional wreck, with mood swings ranging from cold to extreme anger. He would chronically run away, having to change homes, up until he was old enough to live on his own. On the streets. Though he had enough money through begging and stealing, he found himself spending it mostly on drugs. On a fateful rainy day, however, he saved up enough to treat himself to a bar and to run away from the cold. There, he met a man — a gangster. The two sprung up a conversation, with the gangster taking interest in making Ezekiel into a soldier. He provided the misguided young man with shelter and money, on the condition that he would work for the gang.
- Part of the gang's inauguration involved a few tasks: number 1 was following orders for money, whether it was looting, intimidation, or even murder. Number 2, however, was much stranger. The potential gangster had to learn a specific song on their instrument of choice. Once played correctly, it could either kill the person or grant them with an ability. Though Ezekiel thought it was bullshit, he obliged the gangsters, playing the tune on a bass guitar. It was then, a sudden surge of energy flowed through Ezekiel, putting him in a 3-day sleep. Shortly after, Ezekiel and the others learned what his ability was. After months of perfecting and learning the ability, along with much more heinous tasks and adopting a hedonist lifestyle, Ezekiel found himself something of a new family.
- After years of working for the brand new mob, the mob found themselves to be the apex predator of Chicago's underworld. As they grew more powerful, however, Ezekiel grew alienated from those he once considered friends. Of course, the business was great, the lifestyle was one for kings, yet something was off. Ezekiel needed to abandon the lifestyle and find his own way. When expressing his feelings, he was told to do one last job before he was let off the hook for good. This one job involved going to Easton, New York, and "taking care" of a figure going under the alias "Lazarus." This being his hope for salvation, Ezekiel accepts the offer and makes his way to unfamiliar territory.
- Ezekiel "Zeke" Weiss
The above character is hereby accepted, now and forever!
Edited by JumpingFruit on May 19th 2019 at 10:28:29 AM
I wear the skin of the Elder Things, having come unto my own.- Identity: NIKA-007note /Nikki, Public Identity, Neutral (Good)
- Abilities:
- Powers:
- Enhanced Physiology: Due to her artificial nature, Nikki possesses an enhanced set of physical skills that could only be achieved through programming and her synthetic body. Her speed and strength is bordering on superhuman, her precision and balance is uncanny, and she has the ability to heal surface-level wounds by forcing her synthetic flesh to regrow over them. Nikki also has the ability to disable her pain reaction so as to make fights easier to bear, and her optical sensors are outfitted with the capability to scan both interesting subjects and her immediate environment for local life signs.
- Neural Interface: As a NIKA android, Nikki has the inbuilt ability to connect her processor to any compatible device via the use of a port on the back of her neck. This allows her to either assimilate information and processes from the machine (either downloading or potentially removing certain functions from it) or simply allow her to take control of its systems. A particularly experimental niche of this ability is the neural jack—a small transformer which can be attached to a human being's temple in order for Nikki to upload (or download) information in the same way as she would an electronic device. The neural jack is stored underneath a hidden flap in her collarbone.
- Archival Systems: NIKA androids retain knowledge excellently, and Nikki devotes significant chunks of her processor to specific subjects and related details. As a result, she can pull out intriguing facts on a whim in a manner akin to an internet surf engine, as well as indefinitely burn particularly important thoughts into her head. This archival system effectively gives her an eidetic memory, although some data can be corrupted and she can willingly delete obsolete information when needed.
- Defensive Systems: As well as being data gatherers, NIKA androids are also outfitted with some basic defensive systems for when situations go awry—useful in secretary and teaching careers where there may be innocent lives on the line. Stored within her arms are retractable plasma cannons and foldable curved blades, and Nikki also possesses thrusters on the heels and balls of her feet to allow for limited hovering or gliding (or to simply increase her jump height temporarily). These systems drain her power incredibly quickly, however, and so Nikki only uses them as a last resort.
- Weaknesses:
- Humanoid Physiology: Despite being synthetic, Nikki still has vital organs similar in function to that of humans in the same spots as would be expected. Her internal pump carries her lifeblood throughout her body in a manner identical to a mammalian heart, and her fluid filter is positioned in the exact place as the liver. It is also notable that her NIKA parts are expensive to repair, and extensive damage can reach a point where she can no longer cover it up.
- Battery Life: For efficiency's sake, NIKAs are recharged through the same plug that connects them to technologies they're hijacking, and food and fluid intake also helps sustain them to a degree. However, pushing their bodies to their upper limits as well as using their defensive systems for too long will drain their power at an increasingly rapid pace, and if a NIKA shuts down due to low energy it may start to affect their more organic components after a period of time. Thankfully data is stored on a backup hard drive, but short-term memories may be lost in the shutdown.
- Skills:
- Teaching: The career Nikki chose out of the multitudes offered to her fellow NIKA models. Nikki has both the patience and strictness necessary to deal with a class of students (as showcased by her brief experiences in a testing environment) and is able to adapt to a multitude of personalities due to her synthetic nature. Her archival systems allow her to access a multitude of subjects to teach, and she can readily absorb new details from specialists if she finds herself lacking in anything. Granted her intended means of teaching was going to be a little different than the conventional methods, but she's managing to muddle through it in her own way.
- Equipment:
- Neural Jack: A small device stored in her collarbone; ready to be ejected out at a moment's notice. An experimental gadget intended to communicate directly with human brain signals, it is size-adjustable and able to be attached to practically any human being's temple—allowing a local NIKA unit to plug in and upload, download, or generally transfer data to and fro from their brain to theirs. The device is experimental and looked upon with weariness, and so Nikki has to receive special permission to use it on a living subject (and even then they have to be either willing or conscious enough to consent).
- Powers:
- Appearance: 5'9"◊. Synthetic appearance; rubbery texture to skin and noticeably artificial hair strands. Features exaggerated slightly and details purposefully amiss so as to avoid uncanny valley. Overall sleek and modern design, wears mostly stark white clothing as a uniform and minimizing visible mechanical parts. Eyes complexly designed and holographic in nature; shifting and altering according to scanning processes and emotional responses. Movements refined yet clearly practiced—lacking clumsiness and remaining smooth despite injury or obstacle. Expressive face, lights in eyes and along spinal column dim or shut off completely when in low-power/recharge mode. Neon blue blood so as to further lessen uncanny valley response.
- Personality: A curious, innocent, and bubbly sort who just seems happy to be alive. Nikki's spirit is borderline unbreakable with how confident she is in her own humanity, never seeming to linger much on the questions of her authenticity and readily denying any claims that she is a simple machine. Though emotionally driven at her core and sensitive to a fault, Nikki still finds herself restricted on occasion by her own protocols and programmed limitations, and reluctantly has to rely on her managers from time to time when it comes to solving particular conundrums. Despite this, she's always insistent on her individuality and adores her fellow NIKA models for this very reason (calling them her ‘sisters’ even though they're more in line with physical clones) as well as being incredibly affectionate with those that have responded to her kindness. As if to directly counteract this, though, Nikki possesses a more unforgivable, cold side that comes to the surface against only the most cruel of her opponents, to which her usual programming is overridden and replaced by a much more detached and robotic being befitting of her nature. Nonetheless, Nikki tries her hardest to live up to the standards of humanity despite her oddities, and it's her goal to carve out a life of her own around her artificial origins.
- Background:
- Initiated by a wealthy philanthropist, the NIKA Project started off as a collaboration of several tech companies and geniuses with the aim of creating a mediation between organic and mechanical life; a series of artificially created beings that would be otherwise indistinguishable from humanity in terms of intelligence, sapience, and emotional range. With several prototypical failures terminated without much thought, the point of no return came when an early NIKA model screamed after being told she was about to be shut down for good—prompting the managers behind the project to reconsider their approach in their treatment of the creatures. Deciding to provide them equivalent rights as ordinary humans, decommissioned NIKAs were from then on encouraged to pursue a different career or lifestyle instead, to which the protests halted.
- The specific model who would later become known as Nikki began her life as a personal assistant to one of these managers, until she was eventually transferred over to an experimental teaching program due in part to her own desire to teach a class of her own. Utilizing experimental neural interfacing technology, Nikki's dreams were finally realised—until the program was shut down due to concerns over the students' mental health. Nikki was distraught, but not deterred—deciding instead to quit her job in a then unheard of manner in order to teach a class normally out in the real world. Though having support from her creators, it is questionable whether or not the world is ready for a creature of her making—hence why Easton was chosen for her to visit first in order to make an easier first impression. Whether Nikki's naïveté and natural benevolence will fault her has yet to be seen, but in whatever case she's determined not to miss this opportunity for freedom outside of her previously controlled testing environment.
Edited by Enirboreh on May 21st 2019 at 7:24:40 PM
bork- NIKA-007/Nikki
The above character is hereby accepted, now and forever!
Edited by JumpingFruit on May 21st 2019 at 10:35:24 AM
I wear the skin of the Elder Things, having come unto my own.- Identity: Victor Dumile, Mad Villain, Anti-Hero
- Abilities:
- Powers:
- Victor's primary ability is to change his own reality into a page of a comic book. The main elements of this allow him to read the page and view a potential outcome depending on what action he'll do. If he so desires, he can jump from one panel to another, and replace himself depending on if he appears in the panel or not. For example, if he's in panel #1, he can jump into panel #3 and replace himself there. He will have disappeared in panel #1, making it look like he's suddenly phased out of existence.
- The conditions for this ability, however, are that he cannot leave this existence until he finishes the entire page. He also cannot create his own pages; each page he jumps into is completely randomized in terms of length and number of panels. Reading ahead and skipping panels gives much lower chances of correct predictions. Finally, he cannot go back to previous panels if he's replaced himself in a future panel.
- Powers:
- Weaknesses:
- Victor is very slow due to his weight and diet. He can't run fast and he'll often have to stop to catch his breath.
- Victor has streaks of arrogance, and will more often than not underestimate his opponents. He'll lose his cautiousness due to cockiness, making him lose his guard. He will also overestimate himself in those situations, with his boost in confidence clouding his judgment.
- Skills:
- Victor is extremely tactical and will use other means of fighting back if his power's not doing him any help. Thanks to his power, he can combine the two and use stealth to his advantage.
- He's a good cook, and can whip up a nice meal with the right ingredients.
- Appearance: Victor is a 25-year-old man, standing at around 6'/183 cm. He has short, curly and fuzzy black hair, and may sometimes sport a beard depending on the mood. He's overweight, with his belly often hanging over his pants, yet some slight firmness to the fat due to the muscle underneath. He wears baggy jeans and shirts, and some old sneakers that have seen better days, but still get the job done. When he becomes Mad Villain, he covers himself up with a red hoodie with a black exclamation mark on the back, and his face with a silver-painted plastic mask. His eyes are brown, and his voice at a slight baritone. He is dark-skinned.
- Personality: Victor is an all-around decent guy who happens to be on the other side of the law. He's typically polite with others when out of his Mad Villain persona, though polite enough to keep his distance from others. In his community, he tries keeping as much to himself as possible, while taking care of his folks at home. As Mad Villain, however, a switch goes off and the once mild-mannered gent Victor puts up a show of being a dastardly supervillain...for the sake of his community. He uses his powers to become its Robin Hood by taking as much money as he can, and evenly giving it out to his neighborhood's residences. He becomes extraordinarily cocky behind the mask, proving he's the greatest and smartest villain around in hopes of throwing others off. He also loves to eat, and doesn't mind a small snack break now and then.
- Background:
- Victor and his family are from a lower-class neighborhood in Easton. Due to this, each of the family members had to hustle around and do whatever they could to help themselves financially — Victor in small, part-time jobs, his mother working as a substitute teacher, and his father working as a salesman. Though they got around and made a living, their situation didn't get much better...but not much worse either.
- It was when one day, Victor walked back home from a job, when something caught his eye...a comic book? Sweet, a free comic book! He picked it up, and it looked pretty cool, but the striking thing about it was the lack of a title. All it had was some guy posing and looking cool on the cover...maybe he'll find out who the guy is if he read far enough, he thought. As he started reading, there were no words. Rather, a bunch of blank panels throughout. Victor thought that was pretty lame and was ready to dump the comic book...only for him to get stuck on the last page. Literally. He couldn't let go, and suddenly, the comic book sucked him inside that very last page. In a midst of panic, Victor tried everything he could to get out of there. After minutes of panicking, he tried jumping off from panel to panel, which to his relief, worked out for him. When he jumped out of the last panel, he jumped back into reality.
- At the risk of sounding like he did some serious drugs, Victor kept this incident to himself. It was when he was dreaming, however, is when he had strange visions of himself in the comic book panels again. Yet it felt like, in some regards, lucid dreaming — he was very much aware of what was going on. He took this time to practice in this dream realm, discovering how to manipulate the pages and panels before him. During his own private time, however, Victor learned he could enter this reality in both the dream world and the waking. While practicing in the waking world, he learned of its rules, and used them all to his advantage. From that point onwards, Victor decided that if he had these powers, why can't he use them to help those around him? Yet he couldn't be a hero for his idea of help. Rather, he had to take on the role of a villain — someone feared by the law, yet can keep hidden enough to solidify him as a ghost. He bought himself a spare outfit, his hoodie and mask, dawning his alter ego. By day, he would be the mild-mannered Victor Dumile, and by night, the terrifying Mad Villain.
- Mad Villain
The above character is hereby accepted, now and forever!
Edited by JumpingFruit on May 25th 2019 at 10:29:47 AM
I wear the skin of the Elder Things, having come unto my own.Been getting back into an RPy mood lately, so I'm tempted to rejoin this universe... again. I know I have a bad habit of getting into these RPs and then unexpectedly dropping out because of my short interest span (done it twice with this universe and again with WAAPT :/), but I think I may have pinpointed a possible reason for it - I always seem determined to enter characters that come with a lot of 'baggage' attached to them, as opposed to something that fits into what's already been well-established in the universe. This of course gives me extra pressure to 'carry' all of the stuff I've introduced, which interferes with my core RPing. :V
With this in mind, I kinda want to add in a character that works for a pre-existing organization - preferably a government body or corporation. I know there's some that aren't in the worldbuilding thread (I've had a look at that thread but I don't feel my concept could fit into any of those); if someone could give me a rundown, that would be much appreciated. :)
Edited by PresidentStalkeyes on May 25th 2019 at 2:36:34 PM
"If you think like a child, you will do a child's work."Thank you for your interest!
I'd advise you not to worry too much about fitting into any existing concepts. What you have to do first is create a character with whatever concepts you want to use briefly explained in their sheet. Once they're accepted you can make a concept post (or two, or more) in the Worldbuilding Thread at your leisure.
But honestly, as long as some concepts are given enough development in-game and discussed a little with the other players on Discord, I don't mind them not being in the Worldbuilding Thread. This is meant to be as fun and loose as possible.
Hope this helps!
Edited by JumpingFruit on May 25th 2019 at 10:29:50 AM
I wear the skin of the Elder Things, having come unto my own.- Identity: DOPP-A, Public Identity, Anti-Hero
- Abilities:
- Powers:
- Primary Core: The effective life force of an Iangolian, DOPP-A's primary core is located within the plate on his head and essentially acts as a container of his spirit and vessel for his willpower; able to be used for a variety of means and possessing a massive output of organic power. On most other Iangolians, this core also acts as a direct connection to the mystical Iango as well as each other, drawing them in together as a hive mind and enabling them to know the other's position instinctively. Since he has broken this connection, DOPP-A doesn't know the location of his fellows anymore, but the sheer strength of Iango themselves still faintly registers in his mind.
- Enhanced Strength: The core does much more than provide a pretty head decoration. By channeling the energy exuded from it throughout his tiny body, DOPP-A can drastically increase his physical strength to the point where he can match the force and power of a common humanoid—essential due to his bizarre biology as he would required such strength just to keep his oversized head aloft. With focus, he can temporarily push this gained strength to even greater heights to haul large slabs of machinery or strike through metal plating; draining his energy at an increased rate and most likely damaging his body in the process.
- Reconstitution: The construction method of Iangolians is uncertain, but what is known is that their core is the only thing that binds their confusing forms together. If DOPP-A is damaged, he can concentrate on the injured point in order to quickly regenerate it—including the armour plating on his forehead. If DOPP-A's form is completely vaporized (barring the core), he can theoretically rejuvenate his entire body with the assistance of gathered particles from his environment. It is notable though that the shock of his entire body being destroyed can overwhelm the core, and as such this event may only occur hours after the initial vaporization.
- Psychokinesis: Via usage of his antennae, DOPP-A may channel his core's energy in such a manner so as to trap objects in a gravitational field; controlling and launching them through the air with a burst of his core's energy. The maximum size of the object for full directional manipulated is limited to thrice his, however he can still affect objects bigger—he can project a potent force of energy to blow large objects/people back or alternatively shoot concussive bolts in a rapid manner from between his antennae to shock his opponents. DOPP-A's rudimentary psychokinesis is reliant on the state of his antennae; if they're damaged or pulled out, he will be unable to direct his core's energy until he has grown them back.
- Weaknesses:
- Core: A single, direct shot from even something such as a plasma pistol to his exposed core is enough to shatter it. If that happens, DOPP-A will perish on the spot—his body rapidly turning to dust before decaying entirely so as for there to be nothing left. It is for this reason he is so reliant on stealth and quickness, as a single slipup could mean the instantaneous end of his life. It is also notable that sufficient strain to his form—whether it be simple fatigue or consecutive regenerations—can drastically weaken the effectiveness of his core, thereby making him more vulnerable to attacks the longer a fight goes on.
- Skills:
- Jury-Rigging: An Iangolian's primary role on their homeworld is that of scavenging materials from wrecked spacecraft, mechs, drones and satellites, and DOPP-A's gathered experience in these matters is obvious. Often seen tinkering with various scraps of technology at once, this rogue Iangolian is proficient with improvising new bits of technology by haphazardly stringing them together; able to repair and modify complex systems in the most bizarre and simple ways thinkable for a creature to do. While not exactly dexterous due to his stubby claws, DOPP-A's mind is as large as his oversized cranium would suggest, and the sheer eagerness he has when faced with a technological conundrum is almost made palpable.
- Equipment:
- Universal Translator: A device DOPP-A purchased from a tech fair during his early years; due to difficulties he had with communicating with other lifeforms. Iangolians are entirely voiceless and rely on coloured visual cues through their large, glassy eyes to communicate, and as such DOPP-A required a mechanical voice modulator to talk for him. Strapped around his little body, it flashes red repeatedly when processing a new tongue, and remains a steady green while the translation software is active. DOPP-A's modifications to it have distorted the voicebox, unfortunately—its speech is slightly muffled and nasal in his attempts to reprogram it into a less artificial tone.
- Modified Spacepod: DOPP-A's small stature has allowed him to procure a vessel spacious enough for him to live comfortably in for a relatively low price. Originating as an emergency escape pod from a larger battleship, the so-called B19-ARZ class of space pod is designed for speed and agility over defense and offense, but DOPP-A has managed to modify this miniature ship in order to include at least some weaponry and a basic shielding system. Around the size of a compact car, this pod still manages to house a tiny birth and living area—too small for anyone else but just the right size for the insectoid being it houses.
- Powers:
- Appearance: A mere 4 inches in height.◊ Of a sandy beige in colouration of the fur and a pitch black everywhere else. Scent of artificiality and metallic substances mixed with a bestial musk. Eyes shift colouration and patterns on an almost constant basis—altering according to his mood and intended messages. Tends to waddle over conventional walking (most likely due to his odd proportions) however he can run on all fours at a greater speed. His core glows a bright bluish white; as does his antennae when its energy is running through them. Has no visible mouth, but his nostrils become apparent as tiny slits when he's sniffing something.
- Personality: An inquisitive, (arguably) innocent little creature with a mischievous streak and an immense stubbornness. DOPP-A is relishing his freedom and is determined to assimilate as much information about the universe into his tiny little head as possible, and as such he has become incredibly extraverted and eager to get to know people. He prefers to remain optimistic even in the face of danger, however in a firefight even he knows how much at risk he is. With the ability to think outside the box while remaining grounded in reality, DOPP-A's improvisational skills in terms of both strategy or simple conversation are through the roof and often results in witty comebacks paired with genuine insight on occasion. The only thing the creature seems to lack is a sense of tact and delicacy—he can occasionally become overconfident and suffer the consequences as a result. Though he's naturally caring up to a certain point as well, DOPP-A clearly lacks experience in comforting others, having never had to worry about the emotional wellbeing of his fellows due to their connected nature. All in all, DOPP-A is a cheery being marred by a slightly overcompensating sense of pride, though he remains benevolent and determined to do the right thing throughout.
- Background:
- Initially one of many drones from the planet Iango, DOPP-A seemed to have an epiphany about his species after gradually retaining and privatising bits of information from his peers—a fault in his systems preventing him from fully connecting to the hive mind that domineered his society and culture. With the revelation that not all was what they seemed to be—namely a sudden awareness of the capital city's colossal hyperspace particle cannon that raised up and fired on regular occasion—DOPP-A began work on an escape plan, initially attempting to convince some of his fellows to join him before giving up once they showed greater loyalty to Iango by the end of it. Scrounging together materials to hastily construct an escape vessel, DOPP-A used his mechanical knowledge to weave his way out of the planet's defensive range; travelling over the course of several years to a nearby starport where he could gain a hyperspace drive.
- Since then, DOPP-A has made his mark as a bit of a bounty hunter and asteroid miner, doing a variety of odd jobs in his efforts to gain enough money to construct his own dream vessel. Recently slipping into the Solar System in order to mine the local asteroid belt, a malfunction in his ship's navigational system has knocked him off-course, causing him to instead direct his vessel over to one of the nearby planets instead. With there only being one Iangolian free in the universe, he is uncertain of his reception in such a foreign system—hence his hopes he will be able to gather his bearings on a planet separate from the crowded Earth. However, Mars doesn't seem to be as deserted as he'd hoped...
Edited by Enirboreh on Jun 2nd 2019 at 2:45:36 PM
bork- DOPP-A
The above character is hereby accepted, now and forever!
Edited by JumpingFruit on Jun 2nd 2019 at 2:10:35 AM
I wear the skin of the Elder Things, having come unto my own.Welp, I did the thing I said I wasn't going to do.
Since this goes on a bit, here's an abridged version: Samus Aran/Master Chief-type lady who's also a space cop and is hunting a fugitive on Earth. :V
Abilities:
- Powers:
- Genetic Enhancements: As the System Guard, for most of its history, was comprised entirely of clones, grown from birth for the purpose of fighting, they are genetically-engineered to better suit their purposes. They are taller than baseline humans - Kuata herself is seven feet tall - are naturally stronger and more durable, and possess reinforced skeletons that enable them to survive otherwise-crippling injuries. Crucially, she wouldn't be able to operate her Misiora Armour without the extra strength granted to her. None of this even remotely approaches 'superhuman' levels, however.
- Neural Implants: In addition to her genetic enhancements, Kuata possesses neural implants that, aside from being crucial to the operation of her Misiora Armour, also emanate a sort of dampening field that shorts out psychic abilities. It takes a powerful Esper to overcome this field - less powerful ones will just see her mind as a load of static, and may get a nasty migraine trying to penetrate it. She also has a link to her ship's communicator inside her implants, along with a copy of her coordinates and communicator frequency in case things go pear-shaped and she needs to set up a distress beacon.
- Weaknesses:
- Human Physiology: Lt. Zutoavo may be from space, and she may be cybernetically and genetically-engineered, but she's still human. When in combat against superpowered individuals or other serious threats, she relies almost entirely on her equipment, especially her Misiora Armour, to fight them on a level playing field. Without it, despite her enhancements, she's still an unpowered human, with all the weaknesses that implies.
- Internal Metal: On a less serious note, her neural implants set off metal detectors, so she cannot pass through them without difficulty.
- Skills:
- Physical Fitness: Being a dedicated member of the System Guard, Kuata considers it crucial to stay in shape. She spends most of what little spare time she has exercising, in fact.
- Sharpshooter: Naturally, she was forced to learn precision aiming in her experience fighting the Second Insurrection - her gunfighting ability unaided by her tech isn't exceptional, but certainly puts her in a class above your average footsoldier, and legions above an untrained thug.
- Martial Arts: In case she ever gets caught off-guard without her weapons or her armour, Kuata took an extended course in the Vaoan self-defence system of Ko-Ordna - a basic version of which is taught to every officer in the System Guard, but is often neglected afterwards. The style mostly revolves around keen observation of the opponent, identifying patterns, and exploiting those patterns to counter and incapacitate in a handful of moves, whether that means sweeping the opponent off their feet and then stomping them while they're down, or poking their eyes and suffocating them into unconsciousness.
- Investigator: Tying in with the above, her role at the System Guard isn't all about combat - indeed, quite often she must do fairly mundane detective work, a task in which she is aided by her keen eye for detail.
- Pilot: Her piloting skills aren't quite as pronounced as her other skills - by her own admission, she'd be easily outclassed in a sustained dogfight with a trained fighter pilot, but she knows enough to weave in and out of danger in light scout craft. She'd still rather use her jump pack.
- Equipment:
- SG Type-4 Misiora Armour: Lt. Zutoavo's primary piece of combat equipment, the Misiora Armour is a specialized, limited-production variant of the standard-issue SG armour, designed for 'Expeditionary Ops' - deployments in unknown locations that require a great deal of travel and awareness. As such, it's somewhat lighter than the armour made for frontline combat, sacrificing a degree of protection for superior mobility. That being said, it's still made of an advanced Fei-developed alloy that can easily shrug off shrapnel and small arms fire. Furthermore, since it was designed for a Vaoan frame, humans are too small and lack the strength necessary to move about in it - not that it would matter if they could, as it requires specialized neural implants to operate. Its power source is a miniature Dark Matter battery located somewhere in the heavily-armoured chest area.
- Anti-Gravity Jump Pack: Probably the armour's signature feature, its almost-comically oversized pauldrons serve as a casing for its Anti-Gravity Functions. Rather than burning fuel like a jet pack, it instead creates a localized anti-gravity field which can be manipulated to propel the wearer in any direction they want, at speeds up to 500 KM/H (310 MPH), and its gravity-manipulation properties enable it to function in space as well as in atmosphere.
- Environmental Sealing: The armour is fully-sealed against the environment and comes with its own in-built rebreather which can be activated when necessary, enabling the wearer to operate in toxin-choked areas, underwater, or even in the vacuum of space.
- Energy Shield: While energy shielding technologies are very common among the Fei-developed tech used in the System Guard, the shielding on the Type-4 Misiora is considered fairly weak, with much of the power diverted to the Anti-Gravity Pack. That being said, the suit doesn't really need an impenetrable energy shield - it is largely ineffective against kinetic projectiles, but is intended primarily to protect against energy weapons, explosive force and - crucially - EMP blasts that would otherwise short out vital equipment, which could mean instant death for the wearer if they happen to be hundreds of feet off the ground.
- Energy Drainer: A functionality built into the back of the armour, the Energy Drainer system was devised as a solution to the possibility of limited power in a hostile environment far from backup. When activated, it assumes the form of an electric bubble surrounding the armour - the Energy Drainer is completely harmless against living beings - but is devastating for technology, as it saps energy from electronic devices in the immediate vicinity and adds the energy to the suit's own battery. However, the technology is in an early stage and it cannot be used in tandem with any of the suit's other features, including the energy shields.
- Nanogel: Another solution to the problem of being far from backup, this functionality is actually a new feature included in the Type-4 Misiora. It makes use of a network of nanites that travel throughout the armour in passages not unlike an artificial circulatory system, contained in a blue gel-like substance that functions as the suit's 'blood'. The purpose of this nanogel is twofold - it can repair minor faults and damages to the suit before they become serious issues, and in the event of the wearer being injured, it can be applied to their body via an internal receptacle to ease their pain.
- Type-21 Yarek MAW (Modular Automatic Weapon): Kuata's primary weapon, the Yarek MAW is a rather large, bulky, rapid-fire plasma rifle. Its primary fire is a fully-automatic volley of blue plasma beams - its firing rate increases as fire is sustained, but if sustained for too long, it overheats and must be ventilated. It can also fire charged precision beams of high-power plasma, similar to a sniper rifle. It comes installed with an ultra-efficient battery that captures excess energy vented from the weapon's normal operation and recycles it into additional energy, increasing its battery life. Finally, it is - to an extent - collapsible and is magnetically holstered to Kuata's armour when not in use. It is connected to her Neural Implants, meaning that other humans cannot use it unless she deactivates the security measures.
- Type-107 Anet TriShot: Kuata's emergency sidearm, the Anet resembles a plasma pistol but in practice is more like a handheld shotgun - it fires three plasma shots at once, which produce enough concussive force to knock a human clean off their feet, and it uses the same energy-recycling system as the Yarek to prolong its battery life.
- Type-15 Tsalem Stealth Craft: The starship that Kuata has used to get to Earth in the first place. Like most Fei-designed ships, it has a saucer-like shape, and is the smallest ship they have to be outfitted with independent FTL capabilities. It is also equipped with a cloaking device that automatically activates when the ship's on-board computer detects vital signs nearby, but it lacks weapons or strong shielding.
- SG Type-4 Misiora Armour: Lt. Zutoavo's primary piece of combat equipment, the Misiora Armour is a specialized, limited-production variant of the standard-issue SG armour, designed for 'Expeditionary Ops' - deployments in unknown locations that require a great deal of travel and awareness. As such, it's somewhat lighter than the armour made for frontline combat, sacrificing a degree of protection for superior mobility. That being said, it's still made of an advanced Fei-developed alloy that can easily shrug off shrapnel and small arms fire. Furthermore, since it was designed for a Vaoan frame, humans are too small and lack the strength necessary to move about in it - not that it would matter if they could, as it requires specialized neural implants to operate. Its power source is a miniature Dark Matter battery located somewhere in the heavily-armoured chest area.
- Appearance: Kuata is a seven-foot-tall, muscular human woman with rather strong, angular facial features, including a distinctive square jaw, along with dark skin - on Earth, she could likely pass as a mixed-race Black/Asian woman. She has long pearl-white hair that she usually ties into a big ponytail, bright green eyes, and a distinctive tattoo on her forehead that serves as an identifying marker, same as all SG personnel.
- Her Misiora Armour has a curved, elegant design that looks vaguely Aztec-inspired, and is coppery-orange - in the System Guard, armour colour is determined by rank; rank-and-file Guards have grey, Sergeants have red, Lieutenants have orange, Commanders have gold, Majors have blue-green, and Superintendents have purple. It features oversized shoulder pads - housing the anti-gravity pack - and a full-face helmet dominated by a split visor resembling a pair of bulbuous, buglike eyes, along with a large 'cranium' on the back, designed to resemble the head of a Fei.
- Underneath her armour, she wears the standard-issue System Guard jumpsuit. It is blue-grey in colour with red markings, and covers her whole body except her head and the tips of her fingers and toes.
- Personality: Kuata can be summed up largely in four words: Being Personal Isn't Professional.
- As an officer of the System Guard, she must follow a strict code of conduct - however, her methods, while normal on Vao, may seem excessive by Earth standards. In their home system, the SG are effectively Judge, Jury, and Executioner - however, their power is far from supreme. They cannot sentence any criminal that they merely suspect of having committed a crime - they must provide hard evidence or indisputable eyewitness testimony, preferably both, before they can do so; they do, however, have the authority to detain and question any suspects or witnesses for up to 68 hours (1 Vao Day) before they must be let go. Secondly, whatever punishment they dole out must be in proportion to the offence, though their definiton of 'proportionate', again, may seem unnecessarily harsh for Terran humans. For example, a thief may have their fingers broken, one by one, so they can no longer grasp things. Predictably, the penalty for attempting to kill an SG officer is usually death, to the extent that they'll usually summarily execute anyone who attacks without even giving them a warning first.
- As per her four-word description, Kuata typically stays quiet, talking in short, to-the-point sentences, and staying focused on the task at hand. However, despite her strict adherence to her code of conduct, she can be flexible if it'll help her in the long-term; for example, she'll engage in Loophole Abuse to avoid having to execute every single enemy soldier she runs into, especially in such a sensitive mission as hers. She does have a sense of humour, though it's usually buried underneath her stoic tone of voice. She'll open up a bit if you can catch her while off-duty, but she still won't change her voice. :V
- Background: Unless you skipped ahead, you probably have a lot of questions, which shall now be answered. :V
- The System Guard are the protectors - dual peacekeepers and warriors - of a star system just off the path between our solar system and the territory of Hanon the Conqueror. This system is the (current) home of a race of powerful psychics called the Fei, who settled there after their original homeworld was destroyed.
- One of the planets in this system is the planet Vao, which is inhabited by a community of Transplanted Humans descended from those that were abducted by the Fei sometime during the 14th Century, ostensibly to preserve them in the event of a global crisis - which they have done with many other species throughout history. The Vaoan humans eventually rebelled against their psychic overlords, and impressed them so much that the Fei began to use human DNA to breed the clone armies that served as their protectors - a century after the First Vaoan Insurrection, the Fei's System Guard was comprised entirely of human clones, replacing the zahkad clones they had used until that point.
- Over time, the races throughout the Fei's system were permitted to interact, and a self-contained community formed, divided into three castes: the Gold Caste, the ruling Fei elite; the Silver Caste, the System Guard, clones raised from birth in tightly-controlled environments to be soldiers; and the Bronze Caste, the commoners, who had no say in how they were ruled but were provided with more freedoms than the Silvers. However, a mere twenty years ago, a faction within the System Guard went rogue and attempted to overthrow the Golds, leading to the Second Vaoan Insurrection - in the aftermath, the Silver and Bronze castes were combined into one, with SG membership now open to normal recruits.
- Kuata Zutoavo was born before the Second Insurrection, and as such, was subject to a very spartan life with no freedoms or luxuries, and with most of her education revolving around keeping order and peace, by any means - however, her performance in written exams got her admitted to special Inspector training.
- She, of course, fought in the Second Insurrection, distinguishing herself in combat through the use of wily flanking manuevers and taking swift charge when her superiors were killed. It is also the horrors of war that made her more reluctant to commit to immediate violence than she had been drilled to, and she turned to self-questioning and philosophizing in an attempt to cope. She reacted poorly to the opening of the SG to recruits after the war, as she considered those who hadn't been raised like she was to have a shallow, surface-level understanding of combat and would be unprepared for a real war. A psychological evaluation had her taken off the main defensive lines and reassigned to peacekeeping work.
- Recently, on a recommendation from her former CO, she has been hand-picked for a sensitive mission. An escapee from a notorious prison in Hanon's territory - known only as 'Emp' - somehow entered the Fei system and stole some experimental technology, before fleeing... to Earth, the Vaoans' ancestral homeworld that they haven't set foot on in centuries and typically regard with disdain. Ordinarily they wouldn't dream of exposing themselves to the Terrans, but fearing what the warlike Terrans and their greedy governments and corporations might do if they found that technology - or worse, if Hanon the Conqueror gets there first and finds a great abundance of superpowered humans ripe for enslavement - they've chosen to put aside their non-interventionism in an effort to recover the tech.
Edited by PresidentStalkeyes on Jun 7th 2019 at 9:24:28 AM
"If you think like a child, you will do a child's work."- Identity: The Traveler, AKA as Simon Jones (an alias; real name unknown) (Hero)
- Abilities:
- Powers:
- Travel: The Traveler can travel to almost any place or time in any universe. However, this power doesn't always work when he wants it to. He can only bring his clothes with him, nothing and nobody else; as a result, he's usually dead broke.
- Adaptation: he can instantly adapt to survive anything dangerous. The resulting transformation is NOT under his control; he often gains temporary powers as a result but also freakish appearances. The change lasts for a few hours or until he is affected by something else.
- Translation: He can fluently speak any language but not, strangely enough, read anything but his native languages (English and Spanish).
- Weaknesses: none other than the above limits.
- Skills: Extensive knowledge of the multiverse, including history, foreign cultures and the paranormal.
- Equipment: none
- Powers:
- Appearance: average looking Latino male in his 20's. Wears normal brown clothes. If forced to act as a superhero (and his current Adaptation, if any, is not enough to hide his identity) he'll add a pair of gloves and goggles.
- Personality: Quiet and reserved, most of the time. Might seem not to care, but in fact, he does; he just wants to carefully weigh all possibilities before acting.
- Background: When the man now known as The Traveler was only about 6 years old, he encountered a stranger who asked him if he would like to see the worlds (plural). He happily said yes. The man then granted him his powers. The boy told his parents about this. Shocked, they forbade him from ever using them. However, by the time he was a teenager, both were dead due to health reasons. No longer feeling bound to his homeworld, he said goodbye to his sister (and promised to visit her) and left. He's been drifting between worlds ever since, intervening only when he feels his help is needed.
- Kuata Zutoavo
- The Traveler
The above characters are hereby accepted, now and forever!
Edited by JumpingFruit on Jun 6th 2019 at 10:16:08 AM
I wear the skin of the Elder Things, having come unto my own.Had some superhero-y ideas in my head for a good while, and I figured I'd try to get them out there!
- Identity: Brody Gard, aka "Mr. Anybody" (Secret Identity, Neutral leaning to Hero)
- Abilities:
- Powers:
- Remote Possession: Mr. Anybody's main claim to fame is the power to take control of any person in Easton, possessing, well, anybody. Whenever something bad is going down, Mr. Anybody is quick to enter a nearby host, marked by a signature purple-ish glow to their irises. While in control of a person, Mr. Anybody has enhanced physicality (due to his strength and agility and etc being his own + whoever he currently is) and access to his host's memories and skills.
- Consciousness Blast: Simply put, when in control as somebody else, Mr. Anybody is able to use himself to fight - the swirling purple energy that he turns into. Be it used as a short-range projectile, a glowing weapon, or a bubble-like shield, he can't go too far or do too much due to the nature of the energy being his essence. Though it is incredibly useful for mid-battle host changes... so long as he doesn't do it too much, at risk of literally losing himself.
- Weaknesses:
- Lack of Control: While Mr. Anybody may seem like an enigmatic hero who is always there to save the day wherever he's needed, the truth of the matter is that Brody has absolutely zero control of his possessions. Despite it being his power, he's unable to use it himself, and the mysterious force (see below) that uses it for him isn't one to do so leniently. He has no choice as to who he becomes or when, nor can he choose to un-possess a person; once he's somebody else, he won't be Brody again until the job's done.
- Just a dude: Brody, as his regular self, is an utterly ordinary guy. No special training, no mastered martial art, not even access to his own power! He can only use his "Consciousness Blast" when he's already possessing a person, so if he's ever caught with his metaphorical pants down, ain't nothing he can do about it.
- Powers:
- Appearance: How he looks in appearance, if not in style.◊
- Personality: Growing up in a place like Easton really drilled it into his head how he's nothing special. Even before the whole 'weird things and people shooting lasers' business started, Brody knew how unimportant and basic he was. He's cynical and snappy, one to lash out as soon as his patience wears down. Brody is more negative against himself and the world at large rather than the people around him - that weird spot between "himself" and "Earth" is what he's the most friendly, helpful, and lenient towards. Though finding out that he has a superpower that makes it so he's literally just another face in the crowd AND being one he can't even use has soured him to the whole idea of 'heroics', only doing so out of sheer obligation and impatience.
- Background: Brody grew up in a lower-than-middle-class family, the seventh and final kid. He wasn't so much neglected as he was overlooked, especially towards his tween years when he grew less dependent and his siblings all entered one important stage of life or another. All his clothes were hand-me-downs that hardly ever fit, leading to ridicule and bullying at school for how big his family was and how poorer they were for it. Life was tolerable for a while until his mother died. All of the kids that were still living there left soon after, and once Brody turned seventeen he did the same, saying goodbye to his father and leaving him finally alone. But striking out solo didn't do much to help Brody's mood, especially when his 18th birthday came around. In his dreams he met what remained of Aijus, god of protection, a figure long forgotten and left for dead, who told Brody that he was not just Brody Gard but the latest reincarnation of Aijus' champion, and that it was his destiny to follow in the steps of his past lives and protect Easton. Brody didn't exactly want to do that, so Aijus took matters into their own hands (or, uh, what was left of them). As it turned out, Brody had a dormant power within him, one that was quite easy for the shattered god to use, and so Brody was quickly forced to become the hero he was meant to be through his powers of possession. Now six months into his stint as "Mr. Anybody", Brody is trying to live his life, which is a pretty hard thing to do when you're barely ever in your own life to begin with.
And for the record, I'm thinking that his "takes over another person" shtick could be relegated to unimportant NP Cs or random folks I make up, rather than important figures or other P Cs (unless things line up and the player is cool with it though I highly doubt that'll happen either way.)
Consider this a reset of sorts. I'll only be focusing on a single character for now, and avoid usage of my previous characters as much as possible. So without further ado...
Edited by Enirboreh on Apr 24th 2019 at 3:20:18 PM
bork