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In the Shadow of Heroes (A capepunk RP)

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Kingxana0 Since: Oct, 2011
#1: May 29th 2023 at 7:43:50 PM

This is a world of superpowered individuals, where magic and mutations can be found in a wide variety of people. Some live normal lives, others become heroes or villains to chase after their goals. An endless clash of good vs. evil, a balance that allows the normal world to keep moving along a day at a time.

Some madman tries to manipulate the weather only to be stopped. An alien invasion covers the skies only to be repelled by a brave few. These stories are well known by the public, cheered about over the news stations, and parroted again and again by those who follow such events.

But the truth of the world is not quite so easily parsed. Heroes have limits, they need them because to step to far is to invite darkness into their hearts and shatter the nobility necessary to inspire the public and keep the world balanced. In order to fill this gap a group of powerful individuals came together and formed a taskforce to deal with the missions that were too messy or political for heroes to become involved in.

Cowls Incorporated, a multinational group funded by various governmental bodies and existing wholly independent from any single controlling body are the ones who take things to task. From assassinating villains who take a step to far to procuring blackmail on heroes who stray to far, they cover themselves in shadows in order to serve the interests of the wider world.

Once inducted all hopes of a normal life are gone. There will be no news special, no action figure, no late night talk show appearances. Just an endless parade of nightmares from the time they enter until the time they leave.

Prepare to enter a world of superpowers and shadows, take on the role of a 'Coat', one of the recruits of Cowls Incorporated, recruited for their skills and brought into the fold by any means necessary. The road forward is dark, but the light is served by the shadows, and that will be the only comfort moving forward.

________________________________________________________

Character Sheet

  • Real Name:
  • Codename:
  • Age: 18+ for characters
  • Appearance:
  • Costume: Self explanatory, but optional.
  • Personality:
  • Powers/Abilities: Even if your character isn't superpowered, add their skills and the like that makes them worth the trouble of recruiting.
  • Gear: Any tools, weapons, and otherwise that your character needs to do their jobs.
  • Leverage: What does Cowls Incorporated have on them that keeps them in the shadows? Can be anything, from a loved ones continued treatment to a threat against their lives.
  • Background:
  • Etc: Anything you can think of that doesn't fit into the other categories.

CenturyEye Tell Me, Have You Seen the Yellow Sign? from I don't know where the Yith sent me this time... Since: Jan, 2017 Relationship Status: Having tea with Cthulhu
Tell Me, Have You Seen the Yellow Sign?
#2: May 29th 2023 at 8:37:28 PM

  • Real Name: Saranna "Ann" Anabel Thorn
  • Codename: Rose Reiver
  • Age: 43
  • Appearance: Saranna is a pale, re-animate woman with red hair and jaundiced, gray eyes. She has distinctive, veiny marks of decay around her eyes especially, and tainted veins show through her skin. She has a withered right hand and raw flesh exposed on her left arm. She usually dresses to impress, fancy and loud. Saranna (usually) has no pulse nor breath and tends to stare unblinkingly forward. She stands 159 cm (~5'2'') and weighs about 73 kg (~161 lbs). Her skin is cold to the touch (and shows as room temperature on thermal scans).
  • Costume: As noted, Saranna will go on missions in a fancy dress, but her favorite is a red jacket with a violet tail, a single red glove with rose decor, a single red sleeve opposite, and a rhinestone belt. She puts on a show.
  • Personality: Saranna smiles alot, speaks very softly, shamelessly goes gaga over cute things, makes heart gestures when she has both hands free, and likes to stand close and touch. She's also extremely vain, manic, and has a unique sense of humor, like getting a special kick out of encouraging her enemies through faux-compassion before or while biting them. While intelligent, Saranna makes little effort to resist her ghoulish impulses, whimsically rampaging whenever the mood takes her.
    Many, many things Saranna will do just to try it. She is already dead and leaves restraint to the living. Saranna makes no pretensions to being particularly sophisticated. She just enjoys what she is and enjoys using and having fun with her ultra super power. She is not at all introspective about this, beyond getting better at it.
  • Powers/Abilities: Re-animate Saranna is a walking dead abomination, and she knows it and uses it. She does not age or tire, suffers none from poison nor fear, is preternaturally strong and durable, and will eventually regenerate herself (though only to fresh-ish undead) from damage. And being tireless and learning, she improves as battle goes on, consistently ending mightier than when she started.
    She can grow even quicker by extending a proboscis-like tongue and consuming the essence note  of enemies to access their talents. note  All this equals an adaptable, intelligent, never-sleeping thing that steadily grows in ability.
    Saranna wields a bec de corbin as her primary weapon, and largely focuses on aggressive melee enhanced with acidic miasma. This consumes flesh and bone, leaving black sludge behind a la piranha solution.
    While she's less than subtle, Saranna is generally undetectable to psychic radar; (according to her, she's soulless and has no spirit energy to sense), infrared sensors (as cold as her environment), listening for heartbeats (well, sometimes...), etc... due to her nature. But the same quality makes her extremely obvious as someone wrong to ordinary senses or combining any or the above with a plain old camera. Unless she's at her freshest / completely undamaged, she starts to smell like rotting meat.
    On the mundane-ish side, Saranna is adept at life skills like home and auto maintenance, sewing... (Hey, she did inherit 40+ years of life xp too).
  • Gear: Besides the clothes on her back, Saranna consistently carries a Venetian mask with a veil of tassels note , a chain, a low profile tactical vest under her clothes note , and her bec de corbin. Consistently is key, because she's quite creative in tailoring gear to circumstance and does not shy away from borrowing things just to try them out. If she's not walking, she likes vespa scooters.
  • Leverage: Leverage is a strong word, but a couple things stand out: they have secured Dr. West's old lab (bereft of useful data but an important, almost pilgrimage location with the good doctor himself MIA); Cowls is sending her to do what she'd want to do anyway; and the varied assignments reduce the chance of her wandering off. Technically, Cowls also informed Saranna that there was a task force ready to be deployed specifically for her, but that was an incentive to cause trouble that she luckily doesn't think about much. In any case, Saranna likes being a boogey-lady in the shadows. Televising one of her shows would be fun but could only be done once. And it would never be good enough.
  • Background: Saranna will volunteer that she's summoned forth by (insert whoever leads the team at the moment) to chastise the living. And nothing else. If pressed, Saranna might tell that she’s the perfect re-animate of Drs. West and his partner. Anything before that, involving the living woman, is ‘the hazy dream of someone boring,’ and she always gives conflicting accounts of that past life, if she gives any at all.
  • Etc: For Saranna, moving and being aware and not frenzying in all-out zombie mode are conscious efforts. Meaning, she can fine-tune her control of her body, but she has to think about basic things like walking or having a beating heart. Consequently, she shambles with terrible posture note . Running requires too much adjustment and coordination when she can use that effort for hammer swinging. But that doesn't mean she's slow up close, or can't pull off a sudden super leap.

Edited by CenturyEye on Jun 2nd 2023 at 4:42:02 AM

Look with century eyes... With our backs to the arch And the wreck of our kind We will stare straight ahead For the rest of our lives
kkhohoho Since: May, 2011
#3: May 29th 2023 at 8:50:39 PM

  • Real Name: Laurie Summers (doesn't use her last name)
  • Codename: Jester
  • Age: 22
  • Appearance: Keeping it classy.
  • Costume: Jestywesty wants to play!
  • Personality: Laurie is a tough nut to crack. On the surface, she's calm and collected. She's affable, charismatic and very intelligent, always ready with a good quip. She's detailed and observant, able to read people and see their flaws, but capable of using discretion. But beneath the surface is a mountain of frustration. Cowl's helped get her powers under control, but her years in foster care left their mark. She's still bitter, but since starting field work, she's become even more frustrated. She'll do as she's told, but the more bodies her teammates bury, the more conflicted she becomes. She's thinking about using her powers on herself to dull her empathy, but she's afraid of where that will lead.
    • But she's not that afraid. Over the last few years, she's become accustomed to using her powers to get what she wants. She knows it's wrong and doesn't overdo it, but after living through foster care, she's not against showering herself with love and affection. So far she's kept herself in check and limited her indulgence to her targets, but the more she uses her gifts, the easier it is develop a god complex.
  • Powers/Abilities:
    • Pathokinesis: Laurie can control emotions en masse. At first, her powers were based on her own thoughts and feelings. What she feels, others feel. If she's happy, others are happy. If she's sad, everyone's sad. Since working with Cowl, she's expanded her control and the scope of her abilities. She can instill emotions or mental states in others without feeling them herself and determine the target of those emotions, anything from confusion to a deep sleep. She can craft small scenarios in their heads with some effort ("the boss says everyone can leave early", "there's a huge monster run away"), but it takes more effort. She can use her abilities for infiltration or manipulation, but with a little loyalty and sexual attraction, she can turn a whole room of mooks into her loyal subjects. Alternatively, she can have them turn their weapons on themselves or each other, but that is strictly last resort.
    • Tactile Telepathy: Beyond Pathokinesis, Laurie has basic telepathy. She can read others thoughts and let others read her own, but she needs to be in physical contact. It increases the potency of her Pathokinesis, but it doesn't work on crowds.
    • Smooth Operator: Beyond her powers, Laurie is immensely talented in espionage. She's a top level athlete and incredibly lithe, able to jump rooftops and squeeze through vents on instinct. She's charismatic and reasonably attractive, sailing her way through most conversations with ease. Her training has only improved her talents. Over the last four years, she's become a master at stealth and seduction and a decent combatant. She's good at sneaking around, but she's better suited for infiltration and information gathering. Her powers increase her odds of success, but she can hold her own without them.
  • Gear: Keeps a dagger and handgun on her just in case. She's never used them and prays she doesn't have to.
  • Leverage: Before joining Cowl, Laurie was helpless. Since becoming their agent, she's gotten her powers under control, but only with their help. Without their drugs and special sessions, she'll be back where she started. But if she did leave, she'd have nowhere else to go. Her parents legally disowned her and her foster parents gave her the boot. She's had several mentors or trainers and they've all been more supportive than her parents ever were. She's been with them since she was eighteen and can't imagine being anywhere else. She owes everything to them, but there's just as much to blame them for.
  • Background: Laurie used to be the life of the party. She grew up in a small town in the middle of California, away from most major cities. Her parents were poor and she didn't have brothers or sisters, but it was easy to make friends. She was a gifted athlete and social butterfly, excelling at track and field and a natural fit for the cheerleader squad. She was about 15 when her powers started developing. It was barely noticeable at first. Frayed tempers here, a bit of giddiness there, but nothing out of the ordinary. But the older she got, the stronger her powers became. Friends and family broke into mood swings, their feelings or emotions changing at the drop of a hat. The school wasn't sure what was causing it, but Laurie put the pieces together. Afraid of being expelled, she kept it to herself, but her parents figured it out. After six months of their emotions taken hostage, they couldn't take it any longer. They disowned her, washing their hands and dumping her in foster care. It wasn't long before her foster parents did the same thing. This continued for the next few years. She was sent to a new home, powers ran rampant, foster parents got fed up, moved on to the next family.
    • After her eighth foster home, Laurie was ready to run away and join the circus. It was on her 18th birthday that Cowls Incorporated cut her a deal. If she agreed to work for them, they'd help her control her powers. She wasn't a killer, but she didn't know what else to do. Over the next couple years, they honed and expanded her powers, using their vast resources to get them under control. So far they've been successful, but she couldn't have done it without them and they'll never let her forget it. But ever since her parents disowned her, they're the closest thing she has to a family.
  • Etc: Big fan of the circus. Has a clown suit in her closet and isn't afraid to use it.
    • Working with Cowl has given her a degree of sophistication. As part of her espionage training, she was given a crash-course on upper class living. Useful whenever she needs to pass herself off as well-to-do. She's become a talented dancer and pianist, but her true passion is jazz. She can play a mean saxophone, but doesn't have many opportunities to show it. She's a sucker for fine dining, but she especially adores wine. Partly because of the taste, partly because it helps ease the pain. She mostly watches comedies, but appreciates a good drama.

Edited by kkhohoho on Jun 13th 2023 at 8:44:43 AM

Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#4: May 30th 2023 at 1:38:30 AM

  • Real Name: Ymir Wolff
  • Codename: Wolf Spider
  • Age: 20(?)
  • Appearance: A dishevelled, yet athletic and muscular woman standing at a height of around 6ft. A total of four symmetrical arrow-like markings frame her eyes, normally hidden beneath her hair, which are indented like scars but have no known origin. Possesses a particular sharp stare that both seems very attentive and very inattentive at the exact same time. Piercing fangs spring outward when Ymir is prepared to bite, but are usually kept folded flat at the roof of her mouth. Microscopic barbs cover the palms of her hands and the soles of her feet, and to a lesser extent across her whole skin. A pair of razor-sharp, jagged spikes are kept beneath her wrists, able to spring out and then retract at will.
  • Costume: None, as of yet. Ymir's stubborn insistence on wearing her street clothes in any scenario which will allow for them is unshakeable. She does have ideas for a suit which would permit her abilities in full, but she scoffs at most of the examples presented to her. To Ymir, her typical attire is her costume. She also makes it clear that her powers will inevitably suffer from an apathetically put-together ensemble.
  • Personality: Ymir suffers a strained relationship with the general public, being quite relaxed and open to talk most usually but always giving herself a clear way out of a situation no matter what. It is for precisely this reason why she has been so difficult to hire, as she is picky about what she agrees to and isn't afraid to act on her mistrust if she senses that she is being taken advantage of in a way not beneficial for herself in return. She refuses to cow to the whim of others on a deeper level, but she can do a job without argument so long as the nature of it doesn't clash with her personal code of conduct. Ymir views herself as a specialist at best, taking no pleasure in violent acts up to and including lethality, but often finds herself falling into such behaviours when her life is on the line. She despises excessive concern with self-justification, finding it disgusting the more a person explains why they're right instead of proving who they are, and tires quickly when faced with attempts to change her mind to suit what is wanted rather than what is needed. Ymir has maintained a comfortable distance with everyone who has ever hired her, and made it clear that she can and will disappear overnight if something drives her to do so: no method of holding will contain her, as she is particularly adept at lashing out when her freedom of decision is put to the test by those who do not appreciate what she is capable of.
  • Powers/Abilities:
    • Spider-Like Physiology: On the side of physical capability, Ymir is superhumanly strong and agile, able to spring from a standstill into a full-body tackle into someone across a tennis court in less time than it takes to blink. At full tilt, she can run at approximately 100mph/160kph, though she cannot maintain these speeds for very long and so usually keeps her sprints at around 30mph/48kph in order to conserve her energy; unless she's ambushing a target or dodging something that is worth the expense. She is capable of leaping 10 metres into the air (32ft) from a standstill, enabling her to leap from rooftop to rooftop with relative ease. Her strikes are powerful enough to pulverise concrete, and she is able to lift up to 25 tons of weight at full force. Ymir can contort her body so as to fit into very small spaces, and this ability to twist herself combined with her speed in dodging makes her extremely difficult to hit in most situations. She is able to cling to almost any surface using microscopic barbs coating her hands and feet, and she can scuttle at a rate close to her usual running speed while she's climbing a surface. She also has more widely-spaced hairs all across her body, which act in a manner similar to a cat's whiskers; enabling her to sense her environment to a greater extent than her other senses combined would allow, and giving her a chance to dodge out of the way of threats out of her sight. Ymir has spinnerets located on the heels of her palms, which enable her to spin different types of spider silk useful for specific situations (tougher and more ropelike strands for creating durable lines, stickier fluid for use in restraining others or adhering objects together). Ymir's webs aren't particularly strong and tend to need several strands in order to be useful, and she cannot use them for quick traversal beyond tugging herself around in mid-air to adjust her trajectory somewhat. Located in Ymir's wrists (below her spinnerets) are a pair of razor-sharp 'stingers', which are piercing prongs that can deploy and retract themselves at will, and can be used to inject paralytic venom into her enemies (also able to be injected from foldaway fangs in her mouth). These stingers also make for versatile melee weapons, and Ymir is quite adept at fighting with them. Finally, Ymir is able to heal at a much faster pace than the average person: most injuries heal within a span of 24-48 hours, with particularly severe injuries requiring her to cocoon herself in a safe location for an extended period of time. Upon emerging from this cocoon, she will be fully healed, though she may suffer memory loss immediately afterwards (which can be recovered from with a further 6-12 hours of rest) and interrupting her during her 'hibernation' could have even greater consequences to her physical and mental health. This healing ability is strong enough for Ymir to trust in to the point of willingly sacrificing one of her limbs in order to escape someone's grasp, and within an hour or so most flesh-level injuries heal closed in their entirety. However, the ability to heal quickly from wounds does not mean Ymir is particularly durable, and she is reliant on her ability to get away at all times—her powers are closely tied to her metabolism and energy levels, so constant use of them can quickly drain her stamina and make her ineffective. It's for this reason that Ymir is best suited for espionage work or assassination jobs, and she flourishes in environments that she can hide away in to best utilise her 'pounce and retreat' tactics.
  • Gear: None. Ymir has had no permanent possessions beyond the clothes on her back since waking up from her cocoon, and she has no real love of materialism enough to change that any time soon. That said, she won't reject being provided gear or weapons if they're required for the job, so long as they don't get in the way of her abilities.
  • Leverage: Provisions. Ymir despises the winter season due to colder climates affecting her health and capabilities, and she has agreed to work under Cowls Incorporated in exchange for residence, food, and warmth. Since she has no familial ties or fear for her life, this has been the only leverage that Cowls Incorporated were able to hold over her, and since Ymir is nomadic by nature she can't be reliably distressed by the proposition of being let go. Still, she considers it more fulfilling than just sitting around doing nothing, so the fear of being bored and unused is perhaps stronger than her desire to leave and do her own thing.
  • Background: Ymir's current memory of her life began with her waking up naked in a mysterious cocoon hanging from underneath a suspension bridge in a major city which she could not place, breaking out of said cocoon with inhuman strength and falling straight into the icy water below, then desperately clambering back onto shore cold and shivering until she found some discarded clothes in a dumpster to cover herself with. Ever since then, she has been wandering around from place to place, using the kindness of others to get by and occasional thievery in order to survive. She took the name 'Ymir Wolff' from two unrelated names in a city directory, and educated herself by sneaking into libraries late after closing and 'borrowing' books for herself to read, though she strangely already had the ability to walk and talk just fine and reason with others using a preexisting intelligence that she had no memory of obtaining. Over time, and due to several incidents that endangered her life, Ymir has discovered she has a superhuman, spider-like physiology that is unlike that of anyone she has ever encountered, along with particular biological differences that hinder her more than help her. After about five years of wandering, experimenting with her powers, and then using said powers to defend herself and whatever territory in a given city she had claimed as her own at the time, Ymir was eventually contacted by Cowls Incorporated via undercover agent due to interest in her abilities and the urban legends surrounding her, with the offer of food and shelter so long as she did good work enticing her into joining. While Ymir has outwardly agreed, in truth this is not her first rodeo in joining a shady organisation, and she has made it difficult on her recruiters so as to make them understand that she'd only ever join such a group of her own volition; unusual as her reasoning may be.
  • Etc:
    • Ymir hates the winter and colder climates, as it causes her metabolism to slow to a crawl and thus makes her incredibly lethargic and prone to headaches. As she needs to cover up her hands and feet in order to keep warm in wintertime, this also means that she can't access her wall-clinging ability while bundled up, which further increases her agitation. Furthermore, her powers suffer as a result, with them usually being halved in their capabilities until she has been sufficiently warmed up again.
    • Ymir's biology seems to be a splice between that of a human being and a wolf spider. It's uncertain how, when, where, and why this became the case for her, or if she was like it from birth. She herself has floated the possibility that she might have been a monstrous spider who disguised itself as a human in order to pursue a new life, though in truth she has no idea what she is. She doesn't particularly care that much, either.
    • Ymir cannot digest food internally. Much like a spider, she has to use enzymatic fluid in order to break down her food externally, which she can then ingest. If she tries to consume food like a normal person, it inevitably comes back up.
    • Ymir's theme.

Edited by Enirboreh on Jun 8th 2023 at 3:47:12 PM

bork
bobbitwormhobbitwyrm Since: Aug, 2020
#5: May 30th 2023 at 5:11:36 AM

  • Real Name: Bill Richards

  • Codename: Daemon

  • Age: Bill's body is 25 but he has only been incarnated for 21 years.

  • Appearance: In his normal body, Bill is somewhat unnerving, grown to be far taller and lankier than ought to be humanly possible (about seven feet). He has short unkempt brown hair and green eyes that lack any pupils. He always wears a somewhat unnerving grin on his face.

  • Costume: Bill's costume is shaped by his own powers, consisting of a shiny iridescent of a skin like substance that completely covers his body. His mask is covered by a bulbous mass of slowly throbbing spheres.

  • Personality: Bill can be quite unnerving despite his affability. In conversation he seldom gives the impression that he is actually listening to what anybody says, either lost in thought or simply not caring. While he has no appreciation for violence or cruelty, Bill holds no faith in human morality and is basically an amoral individual whose only consistent desire is to learn more about the world.

  • Powers/Abilities:
    • Catabolism: Bill can extrude flickering kaleidoscopic tendrils of energy from his hands. Upon penetrating a complex object, these weapons begin to rapidly degrade its structure until reduced to dust. Though extremely far from granting him full understanding, destroying an object in this manner gives Bill some insight into how it functions.
    • Anabolism: After consuming enough structure, Bill can create lifeforms to defend himself. Such beings are invariably unintelligent and non-sapient, but they can be trusted to perform simple tasks. These creatures do not last particularly long, dying in a matter of days.
    • Alien Mind: Bill's extremely intelligent mind is not structured in the same manner as a human. Many of the fundamental concepts and sentiments of his cognition have no analogues in the human mind. Because of this He can often easily learn and understand things that an ordinary human would be fundamentally incapable of comprehending. Furthermore this makes him difficult to read with psychic powers or to be directly mind controlled (A psychic or other being capable of overriding his bodily functions directly, on the other hand would have no issues).

  • Gear: None, Bill doesn't rely on tools.

  • Leverage: The Cowl's Leverage on Bill is twofold, firstly they know the truth of his identity, that he is merely a spiritual being that is occupying the original Bill's body. In their eyes Bill isn't really a person and certainly not a citizen, so they feel no need to treat him humanely, either he works for them, or they'll banish him to the netherworld he came from. Fused as he is with a human soul and body, Bill doesn't know what will happen if he is forced from this universe, and doesn't intend to find out soon. His other motivation is curiosity, the government keeps most bleeding edge advancements in extradimensional physics and exploration to itself, in return for his work, Bill is allowed access to these documents.

  • Background: The real Bill Richards dies when he was about four years old. The boy had been kidnapped by a cult, intending to use his body as the vessel for the Worm Within Red Clay, one of the lords of a realm of eternal primordial chaos, where powerful beings sculpted the foundations of what would become other realities. The Worm had no interest in this, and so fabricated a far weaker entity, melded to a fragment of its essence, to take its place. Upon its arrival, the first Bill Richards was no more, this nameless being subsumed his human soul, taking up residence in his body. The cult was soon found out by local authorities, and the new Bill Richards was joined with the people who believed themselves his parents. It was obvious to him for the start he would need to hide his true self, his new parents would never accept the monster that had replaced their child. He concealed it relatively well for many years, coming across as a weird loner, but still very much in a human manner, but this became increasingly difficult with puberty, where his body and mind grew and twisted at an obviously unnatural rate. Accompanying these physical changes was a strange yearning to assert his spiritual nature, Bill began to experiment with his abilities, often spending all night awake shaping his alien creations. He managed, somehow, to make it through university and grad school without any major incidents, but his impulse to manifest himself grew and grew. He began to roam the city at night, haphazardly destroying and creating without any fear of being caught. Naturally, this would not last, the police soon found their culprit through surveillance footage. Their response team for unknown superhumans soon accosted him. The government was intrigued by the origin of his abilities, and soon discovered that Bill, did not, in fact have a human soul. With his deepest secret revealed, Bill was given a choice, work for Cowls incorporated, or be exiled from this earthly realm.
  • Other Notes: Bill is naturally vulnerable to the rites and wards that would rebuke others of his kind. The hierarchy of beings he belongs to is more obscure than your average demon or angel, but still well known enough for this to be an issue.

Edited by bobbitwormhobbitwyrm on Jun 4th 2023 at 12:47:50 PM

Jules-Firenze Druid Dude from somewhere in between Since: Apr, 2023 Relationship Status: watch?v=dQw4w9WgXcQ
Druid Dude
#6: May 30th 2023 at 6:15:53 AM

Real Name: Kellen "Kelly" Espinoza

Codename: Hero of Justice

Age: 32

Appearance: The Hero-Killer.

Costume: Someone needs to clean up the fakers.

Personality: Kellen, outwardly, is a cold and calculating person. A man who distances himself from his emotions. He is pragmatic in combat, uncaring about honor. However, he does show basic decency to others, as it would be inconvenient to make enemies among his allies. He is also someone who believes in his own moral code, that the needs of the many outweigh those of the few, yet he saves any in front of him who isn't a villain.

Powers/Abilities: Kellen is highly trained from a young age to kill. Fluent in several martial arts styles and many firearms and weaponry, he is a master combatant, and any fight against him will end badly for the opponent if they aren't physically better than him by a lot. He is also a master of stealth and attrition.

Severance: Whenever Kellen touches someone with powers, he can sever that person's connection to their powered abilities, suppressing them for 1 minute, bringing superpowered foes to his level. Since any part of his body can activate his power, he coats his weaponry and ammunition with his blood to harm people with durability powers. The downside is that he can't control it, so he normally keeps his hands gloved, so as to not tip off people to his power until he strikes.

Gear: As a master assassin, Kellen uses all kinds of weaponry. He normally carries his sniper hidden in a guitar case, behind an actual guitar. He also carries pistols on his person, and knives in his boots. In any safe house or place he lives in, he can keep more weaponry.

Leverage: The Cowls don't use leverage for now, as he joined them of his own free will, but they recently found one, just in case the Hero of Justice ever turns. A few years ago, Kellen adopted a homeless kid named Silas. They were close for a while, but Kellen left to pursue his ideals, leaving him with a close friend who he trusted to protect them.

Background: Ever since he was young, he wanted to help save people. This was eventually exacerbated when he saw heroes at work. However, he was of a modest living, and couldn't afford to become a hero through gear. However, he continued as a try-hard vigilante, who failed due to his lack of training. He was eventually noticed by another, more experienced vigilante, who was sent to assassinate Kellen's father, who has been smuggling weaponry to villains. Kellen was torn, but his heroism won out and he helped take down his father.

The vigilante then trained him in all that she knew about weaponry and assassination, and he became a very effective vigilante, burying his mentor after she was killed in a raid gone wrong. For a while he was willing to leave the vigilante business, even adopting a kid. However, every time he looked at the news and saw disaster, he would think, "I should've been there." Eventually, it got bad enough that he left his son in the care of his family friend, a skilled hero in her own right, and devoted himself full-time to the job. This single-minded heroism drew the Cowls to him, who offered him the chance to destroy the wicked, hero and villain alike. He accepted readily.

Etc: He got his Codename from his childhood and his adopted son, and is somewhat touchy about being mocked for it. He also sometimes plays guitar and sings.

Edited by Jules-Firenze on Jun 16th 2023 at 9:35:51 PM

You piss off the Venom T-Rex. Roll initiative.
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#7: May 30th 2023 at 11:46:26 AM

  • Real Name: Basil Adami
  • Codename: Gentleman
  • Age: 26
  • Appearance: A handsome devil, who enjoys dressing to the nines. Brown hair and hazel eyes, stands about 6' tall, and lean with a runner's build.
  • Costume: A green suit with suspenders and a fedora. Wears a smiling mask when required to hide his identity.
  • Personality: Relaxed and debonair, Basil is a charming and easygoing fellow with a strong sense of professionalism. He strongly believes that the actions of Cowl are for the greater good, and in particular hopes they will uplift the lowest rungs of society. As a result, violence doesn't really bother him, as he views it as needed for society's improvement. He remains focused while on missions, but off-duty remains cool and approachable.
  • Powers/Abilities:
    • Full Conversion: Basil is a human mind brain-uploaded into a robot. He doesn't feel pain and doesn't need food, water, air, or sleep, though he does need to recharge his batteries from time to time. He naturally absorbs latent heat to recharge, but expending too much energy too quickly can force him into low-power mode. Being a robot, he is much faster, stronger, and tougher than a human, and his body slowly self-repairs from any injury, though something like a missing limb can take days.
    • Deadly Dance: His body is programmed to fight with perfect efficency, making him an expert at both hand to hand and ranged combat alike. Though he prefers close combat, he's knowledgeable about firearms and is a crack shot when needed.
    • Five Seconds Fast: A unique chip in his cyber brain allows him to see glimpses of possible futures, though only up to a few seconds in advance. Effectively makes him immune to sneak attacks, and assists in knowing where to hit or shoot to take someone out.
  • Gear: Basil's primary weapons are a number of razor sharp wires that extend from his fingers, which he can manipulate with enough dexterity to grab someone without cutting them. Useful both as weapons and impromptu grappling hooks. Carries a handgun as a sidearm, and will also use other firearms as provided.
  • Leverage: Basil is a willing volunteer who is unlikely to turn against them, but in case of emergencies Cowls possesses a killswitch that can remotely shut him off.
  • Background:
    • Though Basil's father Enrico was a robotics expert, Basil had no aptitude for science and instead wound up becoming a police officer. Really, Basil wanted to be a hero, but he had no powers, so he thought being a cop might be a chance to work with the real heroes. Upon finding out that his department was working with villains, however, Basil became disillusioned. He wound up working with a local vigilante to try and root out the corruption, and in the process was shot and left for dead.
    • Enrico, distraught at what had happened to his son, saved Basil's life the only way he knew how: uploading Basil's personality to an experimental robotic body. It worked, and Basil finally had the chance to be a hero.
    • He went after the villains in retaliation, but they escalated back- by killing his father. This turned out to be a bad idea. After singlehandedly eliminating the villain group responsible, he was contacted by Cowls and offered a job, which he gladly accepted.
  • Etc: Theme song.
    • Basil has great rhythm and is an excellent dancer. Also good at playing the piano.

What is so amusing about this? Why do you take lives? How can you forget?
Booky Since: Sep, 2015
#8: May 31st 2023 at 6:55:40 AM

Real Name: Vivian Courthope

Codename: Kid Terrific/Gamma

Age: 23

Appearance: A muscular young woman with an undercut. Her skin tone and hair suggest a Hispanic background, and the circles under her dark eyes tell you she hasn't been sleeping well at all. Usually wears casual clothes. For some reason, she's started wearing gloves whenever she's in public.

Costume: Wearing a new costume so as to stay incognito. She’s still not used to it. Also to be added later!

Personality: Vivian wants to do good deeds and help people, but she’s quieter and more withdrawn than her famously bright and cheerful personality that people know so well. (Part of this is a way to hide herself, and part is due to her recent history). More deeply, a part of herself is disgusted with her past deeds, and sees doing Cowl’s work as “just more of the same” and what she “deserves.” The fact that another part of her enjoys the opportunity to “cut loose” is something Vivian refuses to acknowledge. Pointless cruelty won’t be tolerated (though she can be persuaded that practical action is permitted), and Vivian has very definite views on certain subjects. She’s under the organizations’ thumb and follows their orders to a point, but if pushed far enough she *will* start ripping down walls. Literally. And she loves animals and has taken to drinking perhaps a bit too much. Also has something of a tendency towards pyromania.

Powers/Abilities: Vivian has several powers, some of which she will not use simply because they’re too “iconic” to her past self, and she both wants to hide as instructed and doesn’t see herself as “worthy” of those gifts. Indeed, it’s possible that her refusal to use them is also a form of self-punishment-or perhaps seeking death (again).

Attention-based Invulnerability: Put simply-if she is aware of you, you can’t kill her, or indeed hurt her to any great extent. A sniper with a sufficiently-powerful rifle could do the job (and indeed, this is one way Cowl keeps her in line) but once she was aware of, say, a bomb it would probably do no more than dirty and tear some of her costume. This also means that you’d have to have a team to take her down, and so working with Cowl’s squad is its own safeguard (of her own choice), though obviously not all of them would make it out.

Superhuman physiology: Vivian is able to withstand a good deal of punishment even without her attention being on a certain threat (think a person in full plate armor over modern body armor-she’s tough, but something like a speeding car hitting her or powerful-enough gun would hurt). She doesn’t have super-healing, though, apart from ordinary poisons, and her wounds don’t get infected.

Strength: Courthope’s very strong and able to lift about 50 tons on a good day. Precision isn’t a skill she’s practiced in, so she can’t throw small objects very quickly or bullseye a target well.

Flight: Kid Terrific used to love to move among the clouds, wave to airplanes, buzz schoolchildren, ect, and she was a well-known sight in the sky. Now she will do leaps at most or might forget herself and hover, but flying is too emotionally painful. If she does start flying, Vivian’s broken and you should run. She’s very fast and very good at it.

Ultraviolet Vision: Another power she doesn't want to use as before. The Kid enjoyed making things glow in the dark and showing off her neat tricks. Now it’s just eyebeams, though she could be coaxed to relearn her old (and much more versatile) abilities. Weakness: Can’t penetrate mirrors or tinted glass.

Other powers: Super-senses, teleportation. They’re there but things would have to get very very bad to pull them out of her, and indeed she may have forgotten they exist (or forced herself to forget how to do them).

Skills: Vivian knows a fair bit about literature and history and is a voracious reader. She’s pretty decent in a fight, using a brawling style that uses objects as improvised weapons and some pro-wrestling moves and holds. Vivian is also two years into her apprenticeship as an elevator-repair technician (her parents advised her to get a trades job to further blend into society).

Gear: Nope.

Leverage: Cowl’s hold on her is threefold. The first is the knowledge that she is alive. This would be devastating to those people that mourned her death, and Vivian would hate it. The damage she caused also weighs heavily on her mind, and she “knows” she’d be blamed and perhaps imprisoned. The second is the team itself. She knows her limits, and that the team can be used against her if needed. She’s content with this, seeing it as a good safeguard against her, and (mostly) doesn’t begrudge them, though, of course, they’re not aware of this added duty. The third is the implied threat of being in a sniper’s sight at all times. This is false since Cowl wouldn’t waste a skilled shooter following her around on the job, but she doesn’t know it, and they can scramble one with reasonable speed.

Background: Kid Terrific gained her powers from love. The scientifically-created offspring of a biologically incompatible alien hero and a human, she soon developed gifts neither of them had ever seen. Some freak accident with the embryonic machinery, perhaps? At any rate, they raised her to be kind, friendly, just, and steadfast. At the age of 18, she decided that college would be selfish when so many needed help, and so Vivian chose to use her powers to help people. Her career was pretty typical. Fighting monsters, saving people, and clashing with other heroes and villains. She was reasonably well-known and liked by everyone.

Then trouble arrived in the form of Psycotix, a disturbed individual with the ability to dispense an endless amount of chemicals by touch. He wasn’t immune to his own powers, and the constant flow of all kinds of substances had not helped his mental state. Responsible for adding Benzene to the fire sprinkler reservoirs of three buildings before setting them alight, dumping water balloons full of PCP onto a street where police were clashing with protestors, and causing at least three other dangerous situations simply by touching several people in a crowd, he was a dangerous individual. Before his powers were well understood, Vivian tried to apprehend him and was pumped full of a cocktail of hallucinogens, aggression-enhancing drugs, and adrenaline.

Fittingly, Cowl was dispatched to end her rampage, but not before a great deal of destruction and unintentional death occurred. They knew her powers and her limits, but somehow she survived their assault. However, she was very weak, and Cowl pounced on the opportunity. Whisking Vivian back to their top medical facility, they explained to her the situation and their offer: she could “work off” her damage by helping them, or they could simply release her to a world that thought her dead. Heartbroken and ashamed over her actions, Vivian chose to stay with them, even agreeing to some plastic surgery to hide her features and a new costume. Calling herself “Gamma” (because it sounds nice and anonymous) she signed any contract or form they put in front of her and participated in any test they devised. Her refusal to use certain powers was the only sticking point and one that Cowl accepted.

Etc: No one knows what became of Psycotix after the fight, or even his backstory. Most people, including Vivian, assume that he’s dead.

Edited by Booky on Jul 6th 2023 at 4:14:51 AM

klom99 The Gayest Bowser from The Panopticon Since: Apr, 2011 Relationship Status: Yes, I'm alone, but I'm alone and free
The Gayest Bowser
#9: Jun 4th 2023 at 3:54:10 PM

Real Name: Clay Lience (pronounced "Lench")

Codename: Spelljammer

Age: 31

Appearance: The ex-Sorcerous Overlord's number two.

Costume: He'll wear a V-Shaped mask to protect his identity in engagements, but Clay doesn't do costumes and finds them gaudy – preferring to just change clothes frequently. Urban camouflage, y'know?

Personality: Clay is what happens when you give the concept of "It is what it is" legs and a face. Clay's approach to life is to stay apathetic at all times and go whichever way the wind blows him. It's this patience that intrigued The Ambrose into recruiting him and introducing him to the world of the arcane as well as the way he's survived a cruel world without mentally collapsing. Of course, someone this free-flow is also someone with little compunctions to fight dirty and Kick the Dog, which would probably rub kinder folk the wrong way. Paradoxically, Clay is nice as can be to other people if he's not against them; nowhere near as antisocial as one would expect out of someone in his unique situation(s), though he does tend to veer towards Brutal Honesty sometimes. Putting it simply, he's the person The Ambrose could've been with a thicker skin and better luck.

Powers/Abilities:

  • Adaptiveness: Clay was a street-urchin for much of his life, so learning how to fend for himself was inevitable. He tries to adapt to new issues as they arise, which became a priority after becoming The Ambrose's number two.

  • Martial Arts: Clay grew up already knowing how to fight, which became a necessity when he aligned himself with The Ambrose. An eldritch wizard with burgeoning powers over the idea of magic didn't exactly make physical combat a priority, a niche Clay was happy to fill by training / experimenting with various moves and styles to dredge up something of a fighting style. He won't be taking down the world's best super-soldiers in a clean fight (in fact most of the Cowl team could physically overpower him with minimal effort - to say nothing of targets), but he'll scrape by.

  • Occult Knowledge: What Cowl recruited him for. Being the servant of the world's darkest wizard was a gateway to a world that had previously been alien to him. Being a resourceful man, Clay retained most of what The Ambrose was willing to impart to him and uses it when he's forced into engagements to turn the tide. This is invaluable to an organization like Cowl, which needs every bit of knowledge and help it can get for unpredictable, borderline-conceptual threats like those that can spawn from magecraft. If it goes bump in the night, is able to start a Deal with the Devil or has crippling non-science-y effects on the world around it, Clay has something on it. More than anything, this lets him assist Cowl in preparing and casting long-form spells that take time, effort and highly-specific things.

  • Magic: Clay was never The Ambrose's apprentice in an official capacity, but was given scraps of training when the mood struck his overlord, which he puts to good use when he's forced to. Clay isn't fully on-board with spells and prefers to defend himself physically, but a resource is a resource, so why not use it? This results in the roughshod basics of what would be expected out of a mage.

    • Inverse Elemental: A somewhat-Boring, but Practical control over basic elements, but with their properties reversed. (As in, flames will immobilize someone, Ice will chip away at things, air might produce solid impact and energy from rocks can carry Clay into the air for a time). The usefulness of these utility spells are inversely proportional to Clay's overall condition (meaning that if he's weakened, so are his spells)

    • Spirit Wards: Clay can throw up a defensive ward as a brief shield to block the occasional attack. Fine against spells and small projectiles, but physical attacks will probably munch right through them.

    • Illusions: Clay can throw up an illusion of himself (or an object) for a brief period of time (about a minute-ish). The illusions are a little funky; they aren't solid to the majority of normal foes, but can interact with other non-solid things, like say, a ghost. The illusions are just convincing enough, but become more obviously fake as the time-limit advances. If Clay is willing to expend the extra energy (which he usually isn't), he can make people-shaped illusions perform simple gestures or use them as speakerphones to talk through.

  • Clairvoyance: An awareness of magical energies and information not immediately available to human perception. In the case of someone inexperienced like Clay, it's more of a "Sixth sense" / "gut feeling" than true detecting ability, though accumulated knowledge picks up some of the slack.

Gear: He's usually happy with what's provided. The only time he gets crabby about arsenals is when ingredient-heavy spells crop up. He does carry a staff on him, though it's just a wooden cane that he thought looked cool and can't really channel magic.

Leverage: The primary thing Cowl has over Clay is legality. He was technically The Dragon to an eldritch overlord, making him a war criminal in the eyes of both conventional and mystical law. Cowl is also perfectly aware of The Ambrose's leftover tomes and manuscripts despite Clay's best attempts to hide them; meaning that working against the organization will see these documents targetted for purging. Given Clay is honoring the wizard's last request by overseeing them, he has ample reason to play nice. He doesn't let it bother him though: Free shelter and funding (within reason) are perks worth selling out for. It's mutual self-interest and both parties flaunt it happily.

Background:

In the realm of magic, everything kept to its lane; there was a routine to things. Fire and ice opposed one another, Light and darkness cancelled out, Contracts were binding and mythologies were always true - especially the fabricated ones. There was organized chaos; controllable anarchy. That was what it meant to be magical.

Then, HE stepped forward. A mage that could change the very nature of what magic meant. Light and darkness could now intertwine, Fire melted before ice, magical contracts were moreso guidelines than pacts and beings of past stories could fade from the hearts of men that refused to believe. The flow of magic contorted further and suddenly, the organized chaos crumbled and ushered in an age of turbulence and anarchy. This chosen wizard was "The Ambrose," meant to "reformat" the magical realm and usher in a new age of magical growth. Instead, he became the magical realm's biggest enemy. The Ambrose, cracking from the pressure of his seemingly-chosen fate, became obsessed with the ability to distort and control. To be the ultimate rebel. He took the concept of magic and wrapped it around himself like a cloak, becoming a villain that took and conquered as much as he contributed, perhaps moreso – the ultimate defiance of a legacy. And in the end, he was dealt with by the courageous and the desperate. His defeat solidified the new nature of magic as those within the spheres knew it. Magic as a concept reformatted / repaired itself and another age of growth began. In the end, the ultimate rebel was never in charge of his fate; a puppet of the chaos doomed to obscurity.

But this isn't his story, at least not really. Though the supreme wizard of evil futilely tried to rise above the world, someone remained ever-content to stand in his shadow.

Most villains needed henchmen and proxies. The Ambrose had only one: Clay Liense. Clay was your typical struggling youth in need of an outlet. Having grown up scrounging from childhood, odd jobs were inevitable. One of these jobs was a "smash and grab" that took him to an abandoned building at the edge of his hometown that rumors deified into a cursed place. The rumors were very, very true. And yet, Clay insisted on seeing the job through despite the real-life horror game the dwelling was. The Ambrose found the man's tenacity (or lack of self-preservation, you decide) fascinating and allowed Clay to take what he'd came for, along with the proposition of joining him as something of an assistant. House-tending and whatnot.

At first, Clay was there for the pay – he needed to survive somehow. But even after his needs were met, there he was every morning at 9 A.M. on the dot to help out. Eventually, their arrangement was a fact of life and Clay just moved in. The Ambrose grew comfortable around Clay, drip-feeding him bits of knowledge or giving him riskier tasks. Before he knew it, he'd gone from a weirdo's intern to the right hand of an evil overlord. Clay still doesn't know why he stayed. Was it bile fascination? A lack of ambition? Or did he care about the man? Perhaps the answer was "yes."

Eventually, The Ambrose made his grand move to conquer the world and there Clay was at his master's side, fighting the heroes he could and trying to stay a step ahead of them. His master lost and the day was saved, forcing him to go into hiding. Just like that, he was back to square one – down on his luck and desperate for work. All he had now was a vast wealth of accumulated magical knowledge and a resourceful spirit. It was two years after his master's fall that Cowl came knocking on Clay's makeshift door (more accurately, a painted hole in the wall), seeking an edge against occult threats. It was either say “yes” or be crushed under the thumb of war crime charges.

Other Notes:

  • Clay's exact relationship with The Ambrose was weird. The Ambrose was a secular man obsessed with being the ultimate counterpoint to everything while Clay was whatever fate decided he was. The two were definitely friends, but if you ever asked either of the men why, they'd 404 and be unable to come up with a real answer. Sometimes, people just click I suppose. And contrary to some of the rumors, they were not in any sort of intercourse.

  • Clay likes collecting things he finds cute or interesting. He also has a taste for jazz and likes a really good burger.

Edited by klom99 on Jun 4th 2023 at 6:09:35 AM

"Doctor, I did say look for the Spymaster. Or should I say Spy....Master?"
Pentigan Fwomph from The Underverse Since: Apr, 2010
Fwomph
#10: Jun 8th 2023 at 5:57:36 AM

  • Real Name: Mari
  • Codename: The Thief Of Swords
  • Age: 20s-ish
  • Appearance: Mari looks immediately unhealthy; frame that seems like just skin on bone, eyes with an iris faded to an off-white and a general sense of apathy to their body language. Oh also they have a pair of massive wings made of metal plate attached to their back. Often those wings (and honestly Mari themself) are coated in dried blood.
  • Costume: Black bodysuit. As covering as possible, as much freedom of movement as possible and as much obscuration of their face and figure as possible.
  • Personality: Mari is very worn down, but they aren't giving in yet. They used to enjoy heisting, challenging themself against their own skills and the best attempts by others to stop them. But these wings infuriate and make heisting properly impossible and the constant whispers and intrusive thoughts have worn all that away and all that remains is a smoldering anger, a sorrow that comes in waves and an overwhelming desire to be free of the wings and to rebuke the philosophy they espouse. They just... Can't figure out how. And even if they were to be free, would they even remember how to be anything else?
  • Powers/Abilities:
    • The Tricks Of The Trade: Mari is an experienced thief, at one time considered one of the best in the world. From covert entry to acts of acrobatics, they push the limits of human possibility... Of course most of these skills are useless when you consider
    • The Sword-Wings: These massive wings made of sharpened metal shards are loud, clunky and have an unfortunate tendency to act on their own if not placated with the occasional human death. There is some upsides at least, the wings somehow capable of flight despite their weighty metal nature, they can move to shield Mari and when it comes to a fight one strike is likely to leave a target with many, many lacerations.
  • Gear: A set of professionally-tooled lockpicks in the case of a Swiss Army Knife, a silenced 9mm pistol as a sidearm, one of those small emergency glass-breaking hammers.
  • Leverage: Cowls has pledged that it is working on a solution for the wings, both as a measure of leverage and also because a confident and loyal master thief would actually be more useful to them than a depressed maelstrom of knives. Unfortunately, they are no closer to an answer than Mari is.
  • Background: Much of Mari's history is murky; a combination of their nature as a highly effective thief and the wing's deleterious effects on Mari's identity leading to a lack of evidence Mari even really existed in the first place. But here is the story as it was, free of obfuscation.
    • Mari grew up on the streets, lost both parents early and fell into the "apprenticeship" of someone who was only a thief in so much as it provided money when threats and thuggery weren't enough. Of course, as an undernourished kid Mari wasn't built to brawl but they took to the work of stealth and thievery quickly and were pressured to steal to enrich their "teacher". Ambition? Well ambition was something Mari learned from news of heroes and villains battling it out. A few anonymous tip-offs, the right moment to clean out where they had lived for the years of their apprenticeship and Mari successfully claimed freedom from the thug and a nice amount of plundered treasure to pay for survival while they honed the skills of thievery further.
    • And they emerged onto the stage of heroes and villains with a daring heist on a city museum, though quickly it became clear that for all the calling cards and taunts and garbled phone calls to the owners to arrange for ransom of their precious art pieces it was practically impossible to figure out who Mari was or where they were headquartered. Swiftly, this unknown thief became a figure of notoriety and speculation, all manner of superpowers theorized to take a role in the brazen thefts. For Mari, this was all just what it took to survive and have enough left over to hone their skills.
    • Eventually it became less about the money and more about the spectacle. There was enough of a surplus of ransom cash to instead pick targets based on personal challenge. Mari was even considering dropping a tantalizing codename... But then the wings happened. In the haze of things forgotten, Mari can still remember obtaining the wings clearly: Stepping into the wrong shadow, coming face to face with an entity in the darkness, affable words of the philosophy of taking and how Mari deserved 'ascension' and then... Back out again in the hallway of the museum, the wings now upon their back. That job went poorly, the guards noticed and the wings yearned for blood and by the time Mari was dispatched everyone knew the kind of butcher that the public believed was simply a copycat. But Cowls noticed, pieced together that Mari and the thief were one and the same and pulled the strings to get them released into Cowls' custody.
  • Etc: The philosophy of the wings and the entity that gave them is annoyingly simple: Those with the agency to take action can, must and cannot avoid weighing desire. The desire to possess something worth more than other's desire to keep it, the desire to help someone outweighing that person's desire to wallow, but ultimately the idea that your personal will matters more than anything else. The wings were meant to be an ascension through this philosophy, a revelation that mere thievery is a waste and that by cutting away everything that restricts pure expression of will to action (such as memory, identity and all that inefficient biology) one can become the sword that cuts all things and can never be foiled.

It's clearly a case of backroom political albumizing.
Kingxana0 Since: Oct, 2011
#11: Jun 12th 2023 at 9:01:29 PM

Welcome one and all, everyone who has posted a character above this post has been accepted.

https://tvtropes.org/pmwiki/posts.php?discussion=16866265070A10667800&page=1#1

Faelisya Since: Jan, 2022
#12: Jun 13th 2023 at 6:55:42 AM

Real Name:Allisun Glühen

Codename:The Witch Knight

Age:25

- Appearance -

She is tall at 6'4″ with a strong build slightly tanned skin. Hazel brown hair and glowing gold eyes (Wears contacts, sometimes giving an impression of an eclipse.)

- Costume -

While in costume Allisun’s hair turns molten Yellow at the roots darkening to glowing red at the tips, she wears a grey camouflaged cloak to hide this feature. Her costume is made of plate armour with dark red details.

- Personality -

Allisun’s is very private. Guarding her emotions from others while giving of a Stoic gentlemanly and caring disposition. Being a knight, she holds herself to vows and trying to avoid killing civilians (might even fight her allies to protect the innocent.) On the other hand, she does not hesitate to kill or cheat if it means protecting members of the Cowl, or victims.

- Powers/Abilities -

Immovable object: Allisun Power is endurance, toughness and the ability to imbue that resilience to any material in a half meter zone around her body. For example, a sheet of paper would feel like steel of the same width.

Unstoppable force: Her gifted power, giving her the ability to perform great feats of strength like punching through wood with ease, though thanks to her natural power it can’t be used to its fullest.

Blessed Sun: The ability to control any fire in her line of sight and in a 3m radius around her whole body. The flames grow in power the closer they are to her though she has no control of how much heat can be created this way. She has a healing factor based on how much heat is around her, the colder it is the weaker this ability becomes. Actively burning can fix broken bones in a couple hours. To Regrow limbs she requires special circumstances, specialized care, or equipment.

- Gear -

Massive Two-handed sword Full body shield Spas-12 shotgun, heavily modified for using stronger propellant (explodes when fired outside of her powers range) Lantern in which she keeps a flame.

- Leverage -

Allisun’s upbringing makes her a very loyal subject, though the cowl does keep a simple device on hand under the order’s home just to be sure. They are also privy to the secret of her powers and how to disable them if they so choose, they may use this knowledge as punishment. She’s grown a dependency on her powers, and their removal sends her into a near-death state making her easy to dispose of afterwards.

- Background -

Hailing from an order of knights. Allisun is one of multiple Witch Knights, individuals bestowed with an Artifact grafted into their bodies. The order is perfectly aligned with the Cowls own mission as their ancient duty was protect from those that would abuse their powers. Each Sentinels power is based on different object in the solar system from Allisons Sun Halo to the Asteroid Crown, implying that the founder of the order had far greater knowledge then they should have. Allisons is the 54th to wield the Halo after her mother. The memories leaving a deep scar on her.

- Etc - Theme->

[Edit: Thought that the posibility to join has ended, a friend had explained to me that that may not be the case.]

Edited by Faelisya on Jun 13th 2023 at 4:36:01 PM

Kingxana0 Since: Oct, 2011
#13: Jun 18th 2023 at 8:05:00 AM

My deepest apologies for not getting to this sooner, you are welcome to join as we are still in a period where the RP is open!

There is also a discord for the game where players can talk, PM me and I will send a link.

PresidentStalkeyes The Best Worst Psychonaut from United Kingdom of England-land Since: Feb, 2016 Relationship Status: [TOP SECRET]
The Best Worst Psychonaut
#14: Jun 22nd 2023 at 4:20:25 PM

Edited by PresidentStalkeyes on Oct 2nd 2023 at 4:25:47 PM

"If you think like a child, you will do a child's work."
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