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Futuristic [OOC] Aegis: Error 508

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Okay, peeps, if you could please read this over and give recommendations, I would appreciate it. I changed it around a bit after re-reading it today. I feel it is a bit more put together this time around.

Paddestoel

Name: Sofie Corbach​
Gender: Female-ish​
Age: 30​
Power: Fungi​
Rank: A3 Rank​
Limiter: Active, Level 3 (Duals sense when in urban environments.)​
Appearance

Race
Dutch (Born in the Netherlands)

Hair
N/A

Eyes
N/A

Height
7'0"

Figure
120 Pounds amass of fungal growth. Starting at the base, where what were once toes have elongated into phalanges with the hallux now at the heel, all of which support the full weight and are coated in a metacarpal pad. Moving to the hock, long spinally stems sprawl out like tufts of hair with visible moisture accumulating. Small pustules coat the surface between the hock and knee, with visible veins woven between the pulsating sacks.

The form is primarily humanoid in shape from the thigh up to the shoulders. However, all flesh is a spongy gray hue. More spinally stems tuft out from each wrist. Fingers are elonged on each hand with nail beds coated in soil. On both shoulder and neck, the Gills of different colonies of mushrooms spread across the space. Large stems topped with flaring caps covered in purple specks protrude from her head. Facial features have been severely warped. A bulbous forehead gives way to enlarged cheeks with only slits for what once were eyes. The slits appear more as a wrinkle than what was ever home for human eyes. A small nose tip is still visible on an otherwise alien-like face. Though her mouth remains, with lips now black as dark green thick salvia drips from the corners of her mouth, and flecks of grey matter expel with every breath.

Notes
A walking mushroom monster.
Personality

Resilient
Many have been through stressful, challenging, or even traumatic experiences. Sofie can manage challenges and setbacks. After such a difficult upbringing is has learned to bounce back and grow from negative experiences.

Enthusiastic
Finally, being able to go out in the world, Sofie enjoys the little things. Every morning is an excellent morning to roll out of bed.

Simple
Sofie has not had many, if any, peer interactions. Yet, with all those she has interacted with being in an authoritative or instructor position for most of her life, she struggles with social interactions and basic nuances.

Anger Issues
Sofie struggles with anger management issues. Her therapist says she needs to work on using healthy coping mechanisms instead of resorting to rage. However, Sofie quickly switches to anger when a frustrating situation or pain is inflicted.

Biography

History

Sofie was born to a sweet couple in the Netherlands. They were delighted to have their first child. Sadly, the celebration was short-lived when Sofie started to show strange deformations. First, her toes began to grow long. Second, Sofie's bald head grew lumps instead of hair. The baby's drool started to hold specks of green. After a large batch of tests, the doctors concluded that she carried the 'super gene' and this was her powers.

Sofie's facial and lower leg bone structure began to warp by one-year-old. By age two, Sofie's flesh had grown dull and gill-like growths had started on her neck. With the state of the Netherlands, her parents knew she stood no chance there. She needed specialized help to cope with whatever she was mutating into. Reaching out to the Commonwealth, they pleaded for help. Luckily, their cries were answered. The only problem was it was only for her. Sofie's parents coordinated with the American agencies to meet in a boat off Zandvoort Beach.

At first, her parents worked to keep in touch. With video calls, they would try to encourage their little one. But by age five, Sofie no longer resembled their daughter. With her sight nearly lost to the new shape of her face, gray skin, green drool, and black lips, they could not even bring themselves to speak to her. It was decided it was better that her parents faded into a distant memory. Interestingly as Sofie lost her sight, the progression of her condition increased.

With sight lost, the doctors worked on various ways for Sofie to interact with the world around her. She was learning brail, listening to books, and walking with a cane. Her education and medical care continued in one of the Commonwealth's many facilities. Luckily, given most of the staff was in the scientific medical research field, the facility was less affected by the 2018 staffing purge.

When puberty struck, Sofie's body evolved. First came heightened hearing, smell, and taste. Then, with her body now maturing, she was able to see. Well, not in the traditional way. Spores spread with each breath. An almost inaudible rattle would pulse from her forehead. It rippled out and back, bringing details of her surroundings wherever the spores had spread. Now with a sonar-like vision, the Commonwealth saw potential. Where before, they planned to give Sofie a confined but comfortable life, she was no longer helpless.

Sofie was taught how to hunt, survive in the wilds and blend in with her surroundings. During her early twenties, Sofie trained daily to hone her senses and abilities. It is only in the last few years that Sofie has been let out. Often working on intel missions and covert projects. She is never in the know enough to feel she is of any true importance but going outside is nice, not to mention the other mushrooms in the wilds sing the most beautiful songs.

Relationships
  • Other person's name: Description of your character's relationship to this person.
  • You can consolidate this list if your character knows a lot of people or has a big family or if you're lazy like me.

Superpowers

Main Power
A walking spore-producing fungus able to switch between various types of spores, creating different interactions with the world around her.

Fungal Breath
Sofie can excrete varying types of spores. She can draw in additional air into her lungs, causing them to draw in triple their capacity before blowing the air out at the speed of a sneeze through the gills of the mushrooms adored around her neck.
Spores:
Standard haloid multicellular organisms develop into varying mushroom species if left in the right conditions. This is what she usually excretes to provide sonar sight.

Plague Fungi is best compared to the Amanita phalloides, aka death cap mushroom. Unlike the death cap, which is only dangerous if ingested, inhalation of these spores can cause abdominal cramping, severe digestive tract upset, and dizziness as the kidneys, liver, and other organs fail, resulting in death for some unlucky individuals.

Spite is hay fever or allergic reaction spores. Have you ever been around something you are highly allergic to? Swollen, watery, itchy eyes, runny yet stuffed nose, facial swelling, and even a rash. Everyone reacts to this one differently, but it is a great way to clear out space quickly.

Heightened Senses

  • Hypersalivation is a side effect of the spores she creates from her throat and lungs.
  • Hyperacusis, has extremely good hearing, with the ability to hear 65,000 Hz.
  • Hyperosmia, where instead of having 9 million sensory receptors like the average human, Sofie has roughly 100 million along the nasal cavity. This also dramatically increases her taste.
  • Sonar Sight The cavity within her forehead resonates at a shallow frequency. Subsequently, she can 'see' with a sonar, picking up on the spores she exhales. Sofie can use her sonar to see her own spores and those of the fungi family. This means she can see the vibration from molds, yeast, mushrooms, and toadstools. Given the vibrations of the varying fungi change based on their state of well-being, Sofie can understand fungi on an extremely primitive level. They also provide more visual range than simply her own spores provide. When Sofie stays in one place or resides in a space for a good period of time, her spores can spread, creating a clear outline of the surrounding space. They also grow into little snacks if left in the right conditions long enough, which is always a pleasant surprise.


Limitations

Limited sonar sight:
Sofie's sonar only picks up on fungi. With her own spores spread through her own breath, it takes time for them to accumulate enough for her to have any sort of visual range. Just whatever you do, don't ask her to wear a mask...

Slow going: With such a limited visual field with her own spores and, in general, with fungi not blanketing the world, Sofie must move slowly. It takes time for her to see the world around her.

Monsterous form: Sofie is not blending into any crowd. Her freakish fungi form is only good at hiding when out in nature. No urban dinner parties for her.


Other Abilities

Skills
Great cook
Awesome listener
Can read brail

Loadout
List the tools and gadgets your carry most often carries with them during missions.

Augmentations
None.
 
Sorry it took a bit for an update. Here is an updated character sheet.

Iris
Name: Mako Shimontia​
Gender: Female​
Age: 25​
Power: Power Draining/Healing​
Rank: D1​
Limiter: Inactive​
Appearance

Race
Japanese

Hair
Brown

Eyes
Brown

Height
5'7"

Figure
130 lbs. Mako has an athletic build due to the PT requirements when she was on a SWAT unit with the SFPD. Though she is not required of it anymore, she continues to work out to better improve on herself.

Notes
Mako has two tattoos. She has a hibiscus flower on her right lower forearm just before hand. The tattoo was picked up to match with her sister. Though it's a simple design with no meaning thought of when they agreed on it, Mako likes to relate it to her sister, staring down at it and lightly caressing it. The second is a frog in a warm teacup on her upper right forearm. This tattoo was picked out of a catalog, originally just a frog, it was modified to be bathing in a teacup when she got the hibiscus flower.

Personality

Compassionate
With her previous job as a police officer, she spent majority on patrol in her assigned precinct. With her interactions with the public as a police officer, Mako took the time to show those she comes in contact with that she cares for them. From the people she has to arrest, the citizens she interacts with, her peers, to her sister.

Enthusiastic
Mako is very energetic, choosing to show that by expanding her experiences or giving her insights to those she comes in contact with. She is eager to expand on her life experiences and try out new things.

People Pleaser
Sometimes, her compassion may become a problem as she over extends her help to others. Oftentimes, she may find herself balancing someone’s problems with her own as she has yet to set boundaries.

Disorganized
Despite being as enthusiastic as she is, it doesn’t extend to every part of her life. With her previous job as a police officer, her disorganization shows as case notes, tickets and paperwork were a mess. She often held off on processing some paperwork till the very last minute, causing her unnecessary stress.

Biography

History
On the day she was born, Mako wasn’t subjected to a happy welcoming as she was born in a terrorist takeover in the hospital she was born in. During her birth, her father had been occupied with running negotiations with the terrorist cell, trying to negotiate for the release of patients. However, as negotiations failed, the police on scene attempted a breach, failing as multiple officers were injured, forcing them to pull out. Shortly after her birth, her mother would be executed.

Due to the self blame and new responsibilities of having to raise two daughters on his own, Mako’s father, Ryota, had to send off the oldest, Kai, to a relative in San Francisco. For the first few years, Mako lived without knowing her older sister. It wasn’t until she came back after four years of being away to visit when Mako began to make attempts at warming up to Kai. Though, being across the Pacific, it was pretty rare for the two to maintain contact unless Mako annoyed her father enough to make a call.

Her powers were no secret in the family as her and Kai both had draining abilities they inherited from their father. Though, Mako was more of a special type than the other two. Her abilities also allowed her the capability of restoration, whether it be vitality of a normal being, or the life force of super enhanced humans that relied on it for effectiveness of their abilities.

Her childhood was relatively normal. As Ryota was a single father, he often took her along to work. After the hostage incident, he resigned as an inspector, only to return to the police as a mechanic for the police fleet. During this time, street racing was an issue. He mostly worked on interceptors and other patrol cars, tuning them to keep up with most vehicles. Some of his work rubbed off onto Mako as she took an interest in the tuned vehicles. She often accompanied him when he tracked the police units and watched as he worked on the units. When she got older, she tagged along with a few officers when they tracked their units. Learning to drive with them, she was taught the basics of race lines and maneuvering at high speeds. She even snuck off with some officers to ride along with them. Though they weren’t taking her on chases or active scenes, it was enough to influence Mako in her future choices when she decided to become a cop herself.

After finishing secondary school, she enrolled in a university at San Francisco as a psychologist. At this time, Kai was on her own, working her way up in the ranks of the SFPD. So, Mako left Osaka and moved in with Kai in San Francisco. During her time in the US, she had classes towards a degree in psychology as well as side classes required of her from the government. With her abilities, she was ranked D1.

For the first few months, she attended school, rarely seeing Kai as she was promoted to a detective just a month after she moved in. Shortly after being promoted, Kai was working overtime on a gang investigation. However, after three months of being there, Kai was kidnapped and tortured by the gang she was investigating, the Brawns.

After the incident and Kai was left injured, Mako took some time off school, dropping some classes so she could focus on taking care of Kai both physically and mentally. Though, even after she went back on duty just a month after, Mako still worried for her sister. She couldn’t help but feel as if she could do something to keep her safe.

So, in a rash decision, she dropped out of university at 21, enlisting in the police force shortly after. The decision didn’t fly too well with Kai as she knew some of the dangers of just being a police officer. However, she couldn’t sway her to change her mind.

Her police career with the SFPD lasted for four years. In those four years, she reached the rank of corporal. Her enhanced abilities also landed her a spot on a super enhanced SWAT unit that were deployed on incidents with rouge supers.

Though, she was recently called on by the Commonwealth to aid in an operation, putting a hold on her police career as she heads off to the eastern coast of Baltimore.

Relationships
  • Kai Shimontia: Mako’s older sister, Kai is 5 years older than Mako. She is an investigator with the SFPD in the major crimes division, focusing on major robberies and homicides. She is also a super, ranked at C1.
  • Ryota Shimontia: Mako’s father, Ryota was once an inspector in Osaka. However, following a failed negotiation with a terrorist cell that killed Mako’s mother, he resigned. Within a year following his resignation, he returned to the police force as a mechanic, working on maintaining and tuning the police fleet of patrol vehicles and interceptors.

Superpowers

Main Power
Mako’s primary power is stamina draining. She is able to drain the stamina out of any living lifeform. This is done through a string-like substance that is projected by both of her hands, allowing for her to drain targets up close through touch or within a distance. The power is most effective against targets that are more physically trained than she is, hence bigger, athletic people. Those affected will feel themself fatigued, building overtime until they are rendered unconscious through the fatigue or failure to defend against physical attacks due to their current physical state.

Supporting Power A
Through Mako’s own stamina, she is able to replenish her allies’ stamina as she reverses the effects of draining onto herself. This is done by the same linking mechanism on an ally. If she has an excess of stamina built up through healing, she may potentially heal an ally rather quickly. However, if done through her own stamina, it is done so at a moderate pace. The lack of stamina will affect the time it takes to be fully healed. If someone is fatigued to the point they are on the verge of being rendered unconscious, they will take more time to be at a moderate fighting position compared to someone who is not as fatigued as they are.

Limitations

Limitation 1: Mako’s healing is based on her own stamina as she restores others from her own pool, draining her when healing abilities are in use. She is forced to switch to an offensive as the effectiveness of her healing and her own strength will be hindered over time, even rendering her unconscious if overused without replenishing through her draining abilities.

Limitation 2: The stamina that Mako drains acts as energy. As energy cannot be destroyed, so does the stamina that Mako drains out of enemies. In order to counteract this, healing is used to keep herself in a balanced state. Draining too much out of a target without exerting it through healing will be a burden to Mako, releasing itself and potentially rendering Mako unconscious if her body cannot handle the excess. The same effect can take place on an ally if she overheals them.

Limitation 3: While able to store an excess of stamina, the more she drains out of someone, the more strain it will put on her. Her draining abilities will be more effective when she is already drained so she can continue to effectively drain her targets with little stress to her. Storing too much stamina will push her into a hyper aware state, making her more shaky with a headache that builds on her.

Limitation 4: Siphoning can occur within a range of 15 meters. Siphoning abilities take place through a string that links her and a target. A target stepping outside of the 15 meter range will force a disconnection. With it being visible as well, the target can simply rip it out or evade it.

Other Abilities

Skills
  • Vehicle pursuit: From her teenage years to her career as a police officer, Mako has experience in vehicle pursuits. She has knowledge of racing lines, cornering, high speed maneuvering and vehicle takedowns.
  • Aikido/Taiho-jutsu: During her teens when she was hanging out at the police station her father worked, Mako received training in both aikido and taiho-jutsu from the police officers she hung out with. She is proficient in grappling and baton usage to apprehend targets.
  • Firearms Training: Mako is proficient with her service pistol from the police training received in San Francisco.

Loadout
  • Lightweight body armor: Mako's body armor is capable of stopping low caliber rounds fired from pistols or .22 weapons. Preventing gunshot wounds, she will still be affected by the impact of the round wherever it hits.
  • Arm and knee pads
  • Service Pistol
  • Baton
  • Taser


Augmentations
None

This version of Mako is approved!
 
Okay, peeps, if you could please read this over and give recommendations, I would appreciate it. I changed it around a bit after re-reading it today. I feel it is a bit more put together this time around.

Paddestoel

Name: Sofie Corbach​
Gender: Female-ish​
Age: 30​
Power: Fungi​
Rank: A3 Rank​
Limiter: Active, Level 3 (Duals sense when in urban environments.)​
Appearance

Race
Dutch (Born in the Netherlands)

Hair
N/A

Eyes
N/A

Height
7'0"

Figure
120 Pounds amass of fungal growth. Starting at the base, where what were once toes have elongated into phalanges with the hallux now at the heel, all of which support the full weight and are coated in a metacarpal pad. Moving to the hock, long spinally stems sprawl out like tufts of hair with visible moisture accumulating. Small pustules coat the surface between the hock and knee, with visible veins woven between the pulsating sacks.

The form is primarily humanoid in shape from the thigh up to the shoulders. However, all flesh is a spongy gray hue. More spinally stems tuft out from each wrist. Fingers are elonged on each hand with nail beds coated in soil. On both shoulder and neck, the Gills of different colonies of mushrooms spread across the space. Large stems topped with flaring caps covered in purple specks protrude from her head. Facial features have been severely warped. A bulbous forehead gives way to enlarged cheeks with only slits for what once were eyes. The slits appear more as a wrinkle than what was ever home for human eyes. A small nose tip is still visible on an otherwise alien-like face. Though her mouth remains, with lips now black as dark green thick salvia drips from the corners of her mouth, and flecks of grey matter expel with every breath.

Notes
A walking mushroom monster.
Personality

Resilient
Many have been through stressful, challenging, or even traumatic experiences. Sofie can manage challenges and setbacks. After such a difficult upbringing is has learned to bounce back and grow from negative experiences.

Enthusiastic
Finally, being able to go out in the world, Sofie enjoys the little things. Every morning is an excellent morning to roll out of bed.

Simple
Sofie has not had many, if any, peer interactions. Yet, with all those she has interacted with being in an authoritative or instructor position for most of her life, she struggles with social interactions and basic nuances.

Anger Issues
Sofie struggles with anger management issues. Her therapist says she needs to work on using healthy coping mechanisms instead of resorting to rage. However, Sofie quickly switches to anger when a frustrating situation or pain is inflicted.

Biography

History

Sofie was born to a sweet couple in the Netherlands. They were delighted to have their first child. Sadly, the celebration was short-lived when Sofie started to show strange deformations. First, her toes began to grow long. Second, Sofie's bald head grew lumps instead of hair. The baby's drool started to hold specks of green. After a large batch of tests, the doctors concluded that she carried the 'super gene' and this was her powers.

Sofie's facial and lower leg bone structure began to warp by one-year-old. By age two, Sofie's flesh had grown dull and gill-like growths had started on her neck. With the state of the Netherlands, her parents knew she stood no chance there. She needed specialized help to cope with whatever she was mutating into. Reaching out to the Commonwealth, they pleaded for help. Luckily, their cries were answered. The only problem was it was only for her. Sofie's parents coordinated with the American agencies to meet in a boat off Zandvoort Beach.

At first, her parents worked to keep in touch. With video calls, they would try to encourage their little one. But by age five, Sofie no longer resembled their daughter. With her sight nearly lost to the new shape of her face, gray skin, green drool, and black lips, they could not even bring themselves to speak to her. It was decided it was better that her parents faded into a distant memory. Interestingly as Sofie lost her sight, the progression of her condition increased.

With sight lost, the doctors worked on various ways for Sofie to interact with the world around her. She was learning brail, listening to books, and walking with a cane. Her education and medical care continued in one of the Commonwealth's many facilities. Luckily, given most of the staff was in the scientific medical research field, the facility was less affected by the 2018 staffing purge.

When puberty struck, Sofie's body evolved. First came heightened hearing, smell, and taste. Then, with her body now maturing, she was able to see. Well, not in the traditional way. Spores spread with each breath. An almost inaudible rattle would pulse from her forehead. It rippled out and back, bringing details of her surroundings wherever the spores had spread. Now with a sonar-like vision, the Commonwealth saw potential. Where before, they planned to give Sofie a confined but comfortable life, she was no longer helpless.

Sofie was taught how to hunt, survive in the wilds and blend in with her surroundings. During her early twenties, Sofie trained daily to hone her senses and abilities. It is only in the last few years that Sofie has been let out. Often working on intel missions and covert projects. She is never in the know enough to feel she is of any true importance but going outside is nice, not to mention the other mushrooms in the wilds sing the most beautiful songs.

Relationships
  • Other person's name: Description of your character's relationship to this person.
  • You can consolidate this list if your character knows a lot of people or has a big family or if you're lazy like me.

Superpowers

Main Power
A walking spore-producing fungus able to switch between various types of spores, creating different interactions with the world around her.

Fungal Breath
Sofie can excrete varying types of spores. She can draw in additional air into her lungs, causing them to draw in triple their capacity before blowing the air out at the speed of a sneeze through the gills of the mushrooms adored around her neck.
Spores:
Standard haloid multicellular organisms develop into varying mushroom species if left in the right conditions. This is what she usually excretes to provide sonar sight.

Plague Fungi is best compared to the Amanita phalloides, aka death cap mushroom. Unlike the death cap, which is only dangerous if ingested, inhalation of these spores can cause abdominal cramping, severe digestive tract upset, and dizziness as the kidneys, liver, and other organs fail, resulting in death for some unlucky individuals.

Spite is hay fever or allergic reaction spores. Have you ever been around something you are highly allergic to? Swollen, watery, itchy eyes, runny yet stuffed nose, facial swelling, and even a rash. Everyone reacts to this one differently, but it is a great way to clear out space quickly.

Heightened Senses

  • Hypersalivation is a side effect of the spores she creates from her throat and lungs.
  • Hyperacusis, has extremely good hearing, with the ability to hear 65,000 Hz.
  • Hyperosmia, where instead of having 9 million sensory receptors like the average human, Sofie has roughly 100 million along the nasal cavity. This also dramatically increases her taste.
  • Sonar Sight The cavity within her forehead resonates at a shallow frequency. Subsequently, she can 'see' with a sonar, picking up on the spores she exhales. Sofie can use her sonar to see her own spores and those of the fungi family. This means she can see the vibration from molds, yeast, mushrooms, and toadstools. Given the vibrations of the varying fungi change based on their state of well-being, Sofie can understand fungi on an extremely primitive level. They also provide more visual range than simply her own spores provide. When Sofie stays in one place or resides in a space for a good period of time, her spores can spread, creating a clear outline of the surrounding space. They also grow into little snacks if left in the right conditions long enough, which is always a pleasant surprise.


Limitations

Limited sonar sight:
Sofie's sonar only picks up on fungi. With her own spores spread through her own breath, it takes time for them to accumulate enough for her to have any sort of visual range. Just whatever you do, don't ask her to wear a mask...

Slow going: With such a limited visual field with her own spores and, in general, with fungi not blanketing the world, Sofie must move slowly. It takes time for her to see the world around her.

Monsterous form: Sofie is not blending into any crowd. Her freakish fungi form is only good at hiding when out in nature. No urban dinner parties for her.


Other Abilities

Skills
Great cook
Awesome listener
Can read brail

Loadout
List the tools and gadgets your carry most often carries with them during missions.

Augmentations
None.
I love love LOVE what you have so far!
 
Alright, here's the updated Des Romero. Going by 'Fracture' this time around, because 'Bones' sounded super freaking generic. :V

FRACTURE

Name: Desmond Riley Romero​
Gender: Male​
Age: 52 (appears early 40s)​
Power(s): Osteokinesis/​
Regenerative Healing Factor​
Rank: B2​
Limiter: Inactive, Level 2​
Appearance

Race
Mixed - American born

Hair
Black, salt and pepper

Eyes
Dark gray/green

Height
6'7" and some change

Figure
Large, athletically muscular. Not a body builder by any means, but very easy to see he keeps in shape depending on his choice in clothing.

Notes
Has a number of tattoos, many faded, thick lines and minimalist shapes. Multiple scars, most of which are on his arms and legs, from experimentation with his powers and while his inherit healing factor was still developing.

Personality

Fatherly
Kind, courageous, and strong of will are terms often used to describe the man in most circumstances. His gruff demeanor is offset by a genuinely caring personality, and people tend to gravitate toward it once they see this side of him. While stern and serious at times, this brusque nature is mostly used as a tool of encouragement, rather than as simple hostility. Des' usual manner with most is generally reserved, but once getting to know them, he'd give the shirt off his back if it were needed - for ultimately, he is a staunch protector of those he believes need it, ready and willing to step in the face of danger to protect those that can't protect themselves.

Bullheaded
When an idea gets into his head, it is often difficult to sway him. Stubborn and determined to a fault, Desmond's no stranger to speaking his mind and sticking to his principles, even if they clash with the views of others.

Close to the Vest
When problems arise and things get tough, Des tends to internalize things and keep them from having an effect on his mood and reasoning. He deals with trauma and conflicts alone, rarely sharing what is bothering him with anyone. This can be positive in public or sensitive situations, but ultimately detrimental to his mental health.

Stark Realist
Though living in a world where astounding things are possible, Desmond is well grounded in reality. Where some hold their heads up high in every situation, Des keeps himself from getting lost in the fantastical, and keeps his solutions in the realm of reality. This comes off as pessimistic at times, even cold, despite his caring attitude and demeanor. Sometimes it's hard to see the hope in things, when so much of the world can be without it.

Biography

History
Desmond Riley Romero was born in Spokane, Washington, to a father in the aerospace industry and a mother in military defense. He was large, even as a child, and it lead to trouble in school. Between children trying to 'prove' something by taking him on, and teachers trying to convince him not to fight back because he could 'hurt someone', he grew withdrawn in quiet moments and kept mainly to himself. He had few friends - mostly acquaintances - until college, where he came into his own and learned to accept himself and be accepted by others.

Despite his size and most people assuming he was just 'big and dumb', Desmond followed his parents lead and took quickly to learning, taking in all of the knowledge he could to follow in his father's footsteps. He started off in aerospace maintenance and repair. Finding that he loved working in a more hands on position, he stuck with it and climbed the ranks. It would never make him wealthy, but it suited him just fine, even leading to meeting the woman that would become his wife.

The two dated for only a few years before marrying and having their only child. The marriage was solid for a long time, but ended after their daughter Seraphina turned eighteen and had moved out of the house. Both he and his wife were married more to their work than each other, and the relationship had simply dissolved over time. A fairly normal life in America, nothing out of sorts, until a near-fatal crash turned everything around in an instant.

Driving home from work one evening, the rain had been coming down in sheets. Desmond was distracted, a fight with his ex-wife over their daughter's college loans, and a reckless driver that passed just a little too close to safely avoid. He braked hard and the car hydroplaned, losing control and crashing through a flimsy guardrail. It careened down an embankment, finally landing on its top at the very bottom. There wasn't much left of the vehicle, shouldn't have been much left of its passenger.

When he awoke from the coma in the hospital, he was greeting by government officials instead of doctors, asking him all sorts of questions about abilities Desmond was entirely unaware of. When the car had been found, the majority of it had been encased in layers upon layers of bone. It took hours to free him from the 'bone cocoon' that had formed, and in that time his injuries had begun to knit back together on their own.

The next few years seemed to go by in a blur. Des was fitted with a power limiter, given a ranking, and started to learn more about his newfound powers. When he figured he had learned all that he could on his own, he sought out places that could teach him better control. Over the next decade, he was able to use his abilities for the 'greater good'. Not only to help in ways that used his powers offensively and defensively, but also to teach and mentor. He became a hired speaker for those who had discovered their powers later in life, a substitute teacher for The Commonwealth when needed. His old job considered him a liability, so he did what he could to make the best of a bad situation and formed a new career path.

His family did their best to understand, but relationships became strained and he did what he knew; threw himself into his new work and did what he could to mend what was broken. In one way or another, he would become someone better. Whether that meant standing in the face of danger, or simply helping the next generation of powered individuals accept the changes that had been dropped at their feet.

Desmond would do whatever it took to fix things, so that his daughter and grandchild would stop seeing him something to be feared, and start to see him as others did.

As a hero.

Relationships
Emilia Romero-Harding:

Desmond's ex-wife. They remain mostly civil, despite the relationship ending in a messy divorce. They still keep in strained contact, mainly regarding their child and grandchild.

Seraphina Romero:
Desmond's daughter. They have always been close, but after the accident and discovery of his powers, the relationship has been distant at best. A year after his accident, she admitted his abilities scare her, and insists that her daughter (see next entry) is not safe around him due to his line of work.

Kylie Romero:
Des' granddaughter. Hardly knows her grandfather at the insistence of her mother. Desmond would do anything to change this.

Imogen Jarsdel:
An acquaintance that Desmond has run into a few times over the years, most notably in the shared group sessions for powered people with regenerative abilities. They got on better than Des had expected, given some of their shared experiences and viewpoints. She was quiet, much like himself, but easy to talk to about shared woes and achievements.

Dr. Juan Matias Santos:
A psychologist that Des began going to for his psychological assessments after meeting him in group sessions. Though he's got nothing against the man, Desmond isn't always the best at following through about seeing him regularly, opting instead to only be seen for the aforementioned routine check-ins.

Superpowers

Osteokinesis
Bone manipulation and creation. Desmond can generate, move, control, and interact with his own bones. This includes, but is not limited to, creating bones for use as weapons or shields, growing back missing or broken bones, shaping his own bones to his will, or manipulating their density. This includes crafting exoskeletal armor and other protective constructs around his person. These bones can be further manipulated when disconnected from his body, and he can destroy them whenever necessary.

Supporting Power A - Regenerative Healing Factor
Allows Desmond to heal from smaller injuries, barring those that would kill him immediately. Using his ability normally, this allows the tears of flesh to repair themselves to stop him from bleeding out on use. This can extend to full limb and organ regrowth over a long period of time (weeks/months) depending on the severity of the injuries, quickened only with the aid of his Osseous Safeguard (see below). Doctors have theorized that bones being the source of stem cells are the reason for this ability.

Supporting Power B - Osseous Safeguard
When pushed to the limits of his healing factor or close to death, Desmond's powers will try and protect him as best as they can. Rendering him unconscious, his osteokinesis goes into overdrive and forms layers of protective bone around him, encasing him and pushing his healing factor to its limits in order save his life.

Limitations
What Doesn't Kill You...
: Despite his healing factor, each time Desmond grows a new bone or manipulates existing bones, it's very painful. Especially when piercing his skin, there is always the risk of blood loss and shock. Though able to manipulate bone, he cannot manipulate flesh. Extended transformations of bones, or creation that pushes the limits of his flesh can quickly override his healing factor. Overuse of his powers in a short time can be crippling, or even deadly if pushed too far. Example: changing his entire bone structure to that of a larger creature would not change his body to match, it would simply tear from the skin and likely kill him.

Fun is Fun, but Done is Done: Despite having regenerative powers, they are not as advanced as other individuals with those abilities. Desmond can still be killed by things like the destruction of essential organs, suffocation, drowning, or decapitation. His healing factor takes time, and the more damage he takes in a short time, the longer it will take to fully recover. This includes the use of his Osteokinetic abilities. He can only heal so far, as long as his major organs are functional enough to allow him to survive long enough for regeneration to complete.

But Weight, There's More or Metahuman Shield: When using larger constructs (exoskeletal armor) or greatly altering the density of his bones, the very weight of it can slow him to a crawl. If increased too much, or generating too much bone mass, the process can render Desmond entirely immobile - albeit likely well protected.

The Bigger They Are...: Des is a large man to begin with, and certain limitations come with being heavy and tall. When shifting the density of his bones or using heavy constructs of weapon or armor, he must be wary of his surroundings. A misplaced step could send him through structures, crush concrete. If thrown in water, he could sink immediately depending on his bone density. Balance can also be an issue with a large enough strike against him toppling him over and rendering him temporarily immobile.

Other Abilities

Skills
Roll for Charisma:

In spite of his general quietness and collected demeanor, Desmond has no problem carrying a conversation. Easy to talk to and get along with, he's honed these abilities even further with teaching and professional speaking gigs. He's as much at home leading a presentation for a packed boardroom as he is on the frontlines of combat. This makes it a bit easier to get information out of people when he needs it, and most people leave interactions with him having discarded their preconceived notions of the large, stern faced gentleman.

If You Can't Outplay Them, Outwork Them:
Desmond is extremely athletic; he has to be. The type to get up every morning for an early run and finish the day off with weight training, the strain of his ability has made keeping in shape a requirement. This makes it hard for him to get winded unless he's overextending his powers or really pushing himself.

The Fools Wonder, The Wise Ask:
Desmond is more intelligent than he appears, taking to knowledge like a fish to water. In his youth, he hid this aspect of himself, but in adulthood he revels in it. Where his outward appearance may suggest otherwise, the older man is well read and well spoken, often at the surprise - or chagrin - of those that assume otherwise.

Loadout
Most of what he needs in any given situation, he can create with his abilities. Though he usually carries a survivalist kit for any situation that might call for it. Basic first aid, a good knife, paracord, and a fire-starting kit. Better safe than sorry.

Augmentations
N/A

Approved! It was fun going over this character in Discord with you.
 
I love love LOVE what you have so far!
Thank you. Her personality needs a bit more work. I am also torn on her trying to get everyone she meets to eat molds, moss, mushrooms and yeast. OR if she freaks out and is horrified if she sees someone making bread and eating a portobello mushroom burger. I mean think about it, she could Hate vegans. Decisions decisions.
EDIT and she has to be like mole from Atlantis and obsessed with quality dirt.
 
White Rabbit

Name: Adrian Ward​
Gender: Male​
Age: 20​
Power: Solid Swim​
Rank: C1​
Limiter: Inactive​
Appearance
Race
Sundanese

Hair
Black

Eyes
Brown

Height
5'9"

Figure
Lean

Notes
-

Personality
Sociable
This rascal is shameless enough to greet a stranger on the street and asks if he can borrow a phone since he needed to call a ride home. Adrian can (and most likely will) pull anyone capable of basic conversations into one. Some people may think it's annoying, but it's comforting to know you will always have a conversation partner in him.

Honest
The guy is a rascal, even if he is older, but he's honest to a T. You won't find Adrian lying through his teeth and keeping cool as a cucumber; you'll find him lying while whistling and being suspicious as hell. The moral values hammered into his head by his grandma keeps Adrian a goodie two shoes who knows good from wrong even when he does wrong.

Mischievous
The main reason he's a rascal. People usually grow out of physical slapsticks as they, well, grow. Adrian doesn't. And when a college guy sticks a piece of gum on your chair, you won't have the tolerance you have when it's done by a kindergartener.

Self-centred
The secondary reason he's a rascal. When he has something he likes doing but it disturbs literally everyone else apart from him, Adrian won't give a whit about those stupid opinions and keep on doing whatever he is doing. He likes it! Your opinions don't matter! You don't matter!

Biography
History
An antique shop could be mistaken for a junk shop by people who didn't know any better. Cang Yue, a widow who owned an antique shop, had long used to being treated as a free babysitter by her three sons. She didn't mind taking care of her grandchildren over the weekends every other week, but then her first son dropped an illegitimate daughter to her lap before going off to prison. Before the shock faded, her third son dropped his son two days later before disappearing after the death of his wife in a motor accident.

That son was Adrian.

Suddenly having two more children in her hand was overwhelming, especially with Adrian being less of an angel and more of a hyperactive rabid mole high on sugar. He was three when he entered Cang Yue's care and had little emotional baggage from the abandonment as a result. To compensate for that, he looked for attention through making troubles.

Now, Grandma Cang loved Adrian as much as she loved loveable, responsible Gadis, but sometimes Grandma just needed a break. Not to mention that Adrian's superpower meant he was more handful than normal children. So, Commonwealth and Facility 108 was a huge relief. Now, not that came with its own baggage. Rapture and all the news got Grandma worried, but what's the alternative, normal school? Grandma was just done with disciplinary meetings. Besides, Adrian wasn't at all involved in any of the accidents, so everything was fine.

Five years passed under the special faculty and Adrian grew from to a juvenile with several police cautions and an exasperated supervisor just wanting to be done with him. Adrian was definitely part of the 'bad crowd', but definitely not a criminal. Adrian That was why he could get a Blue Card and get to be a secret agent!

Yeah!!!

Relationships
  • Grandma Cang: Caregiver and Adrian's maternal figure.
  • Gadis Putri Lestari: Cousin. Works as a designer for a cosmetic company.
Superpowers
Main Power - Solid Swim
Adrian is able to change into a phased state, such that his body can pass through obstacles and solid matter without a trace. While in this state, he is still able to move around, as though swimming through solids. Anything within his possession will enter a similar state.

Supporting Power A - See Through Eyes
When in a phased state, Adrian is able to see through solid materials as if they are air. The denser the material he sees, the 'cloudier' his vision becomes.

Supporting Power B - Phase In
Adrian can bring solid objects into a phased state by pulling them through solid.

Limitations

Limitation 1 - No Animals

Adrian cannot phase through animals or humans. Corpses are a different matter, though. Adrian can phase through a bear rug or a taxidermied bear fine enough, but not a breathing bear.

Limitation 2 - Air Breather
Adrian can't really breath inside solid matters he swims in, so he periodically needs to go up for air.

Limitation 3 - Adrian Zone
Phased objects only retain their 'phased' quality as long as they are within Adrian's proximity. Once they leave him, they will be stuck in whatever material they are phased in.

Other Abilities
Skills
  • Swimming and Diving: He's not an olympic level, but Adrian is a better swimmer than most thanks to having more time and opportunity to practice. He can hold his breath for a good while and used to high-pressure diving.

Loadout
  • Shackles
  • Flippers
  • Marker
  • Super airhorn

Augmentations
-
Approved, it's good to have Adrian back!
 
Evermore

Name: Imogen Emma Jarsdel​
Gender: Female​
Age: 42 (physically in her 20s)​
Power: Regeneration​
Rank: A1​
Limiter: (In)Active, Level 3​
Appearance
Race
Caucasian (British)

Hair
Brown

Eyes
Brown

Height
5'7"

Figure
Slim, slightly athletic, but not curvy

Notes
Frequently wears inexpensive clothing and it shows

Personality
Believe in Virtue
Gen is by no means a religious woman, but she fervently believes in doing the right thing regardless of the cost or consequences, even if it contradicts rules and regulations. Her inner compass is veritably indestructible, having endured despite the anguish her convictions have caused her over the years. In moments of weakness, Gen has wished she didn't believe in fighting for "the greater good" - she is acutely aware of the toll it has taken on her over the last decade in particular. Gen is currently regarded as a trustworthy if not somewhat frustrating "Dudley Do-Right." She follows orders and willingly jumps in the line of fire, but will question authority if law clashes with conventional morality.

I Can Take It
Repeated trauma has hardened not just her pain tolerance but her psyche as well. Personal attacks against her seldom make an impact. Of course this also means that some well-intended criticism can be disregarded as easily as insults, much to her detriment.

One is the Loneliest Number
Gen knows and realizes that there are other supers out there dealing with their own feelings of isolation, but her loneliness consumes her nonetheless. She has watched those around her age more quickly than she has and is bracing herself for the inevitable experience of watching them die as well, all while she remains untouched by the passage of time physically. She is desperate for companionship, but is also incredibly critical of those that would claim they understand her pain.

I'll Just Watch
Gen is proactive when it comes to a situation in which she can use her abilities to defend someone, but otherwise she is extremely passive to the point others become annoyed. She'll sit in the back and watch a situation unfold until she's absolutely needed and seldom volunteers her thoughts or opinions unless professionally required. Gen is content to sit in the back... even when others want her to take the helm in social situations.

Biography
History
Imogen Emma Jarsdel was born in London, England, where her mother was a housewife and her father made considerable wealth in banking management. After the birth of her younger sister, the family relocated to Boston, Massachusetts. Gen was thirteen years old and had an established "posh" English accent that stood out in her new American high school. The boys found it enticing and 'exotic,' while girls her age shunned her for the male attention she received. When the novelty of her English accent wore off, losing much of its appeal to her fellow students, she faded into the background.

In her junior year of high school, Gen decided that perhaps sports was a good way to create camaraderie. She joined the girl's soccer team (which she insisted was really football) and for a few weeks it appeared her strategy would reap reward. Her father had thus far refused to teach her how to drive and she was riding her bicycle to the nearest park when a car collided with her rear tire. She was thrown over her handlebars and hit the pavement hard enough that she immediately had the coppery taste of blood fill her mouth. The driver of the car panicked and sped off. To this day Gen is not certain they fled the scene before or after she stood up and watched her skin knit itself back into shape. Shaken by the experience, she sped home and immediately contacted her soccer coach to quit the team. Gen went into hiding from the world and herself, petrified of how this would change her family life and fledgling school life.

Her powers did not stay secret for long and by her senior year Gen had been enrolled in the local training facility. It was once there that she began to forge friendships. Gen idolized her teachers, awed by the men and women that were so confident and accomplished in their super abilities. They did not particularly encourage her more than anyone else, yet she only heard their positive feedback, consumed by every bit of their approval. When she graduated from the program, she was determined to belong to something greater than herself, and use her powers for an idealistic good. She immediately applied to have a Blue Card despite her father's trepidation.

Gen attended college in Baltimore, Maryland, where she obtained a bachelor's degree in Occupational Safety and Health. OSHA was her first choice for a job but it would have been incredibly demanding upon her time-wise if she wanted to also continue to hold a Blue Card and contribute to her community by helping local law enforcement. After a few months of scraping by on ramen, crackers, and water, she decided to become a freelance corporate consultant. She had a unique skill set that none of their employees had: she could test things that may be dangerous without risk of permanent injury. Historically her biggest clients have been in the transportation industry: while she can not test a collision that is expected to be lethal, she can test smaller collisions and help assess the injuries a normal person would sustain. Fire departments, police departments, outdoors outfitters, electricians, and engineers also find her particularly valuable.

In her mid-twenties the illusion of noble, honorable superheroes cracked and shattered. There was no singular defining moment that made Gen realize how flawed her comrades were; it was simply the accumulation of many incidents over several years. The pedestals she had put other supers stood empty and Gen had what she'd later jokingly call her "crisis of faith." She still believed in the pursuit of the greater good and doing the right thing, but she wasn't sure why she was so compelled. Her buoyant, energetic attitude faded into a more jaded, sarcasm that continues to shield her. Gen tries to make a difference and continues to help the government with her Blue Card, but she is somewhat pessimistic about the results. She is warmed by the people who don't call her a freak, take her for granted, mock her accent, spittle envious commentary, or otherwise insult her... but she is also terrified of getting close to those people for fear that they might later disappoint her. It's easier to hope they are virtuous than to know their demons.

During the assault on AEGIS in 2040, where Imogen was a safety consultant, she was reported missing. The Commonwealth refuses to comment on her disappearance. In 2043 she was quietly admitted to an AEGIS mental facility for approximately two months. After her release, she spent two years as a witness in various trials against the Knights of Raguel, feeding rumors that she was abducted by them. Gen remains tight-lipped on the matter.

Relationships
  • Dr. Nicole Jana Miller
    The closest thing that Gen had to a friend prior to AEGIS Facility 108. Dr. Miller has helped educate Gen on how to remove shrapnel and bullets and will do so herself if Gen is unable to do so. She also regularly prescribes pain medication and attends hospital visits if either are necessary for Gen's overall health. They are friendly but not friends, dancing somewhere beyond acquaintances but well before confidants.
  • Dr. Juan Matias Santos
    Gen's psychologist that sees her regularly in exchange for a clean bill of health whenever the government inquires as to her mental state. He is particularly curious about the affects of longevity on the psyche. Gen finds him irritating but tolerable. He runs a support group for supers with extended lifetimes.
  • Dorothy Carolyn Jarsdel (70)
    Gen's mother and Gen's only true confidant.
  • James Henry Jarsdel (73)
    Gen's father. They are neither estranged nor close, and talk occasionally about work.
  • George Miles Jarsdel (45)
    Gen's older brother. He finds Gen's lack of aging disturbing and will only see and speak with her at family functions.
  • Belinda Deanne Jarsdel (36)
    Gen's younger sister. Belinda is empathetic to Gen's situation, but they have little in common and don't speak often.
  • Penelope Urbain
    The first friend that Gen made at Facility 108. When she found out about Penny's existence Gen sought her out, an extremely rare thing for Gen to do, and since has been actively visiting. Most of her gifts to Penny are necessities; however, she does indulge the radioactive super with gifts off official records upon request. Gen does not yet feel comfortable confiding in Penny, as she is conscientious of the fact Penny has a subjectively worse situation than her own and because Penny has barriers of sarcastic jabs, but she is more forthright with her than other staff.
  • Jeremiah ("JJ") Johnson
    One of the members of the joint task force that helped bring down the Knights of Raguel. Imogen feels indebted to the younger Blue Card holder, who has gone of their way to check up on her after her release. Although she knows JJ is curious about exactly what happened when she was 'gone,' they respect her boundaries, and she has opened up to JJ more than most.
  • Desmond Romero
    One of the members of the support group for supers with extended lifetimes. Imogen is quietly very fond of him, finding his presence very soothing, but feels incredibly awkward striking up a conversation with him of her own accord. If she's honest with herself, she might have a small crush, but can't bring herself to take a risk and be anything more than his casual acquaintence. He'd probably reject her anyway.
Superpowers
Regeneration
Gen a/k/a "Evermore" can recover from most physical damage (regardless of the origin or type) and heal rapidly. The entry point of a bullet wound will often be completely healed by the time it exits her body half a split second later. Small ailments, such as bruises, scrapes, and abrasions heal instantly while more traumatic injuries, such as the loss of an arm or multiple broken bones, may take a few hours. Recovery time depends on the severity but Gen "enjoys" being immune to most illness, disease, and does not appear to age. Theoretically she is not completely immortal but the commonwealth has not yet with ascertained with conviction what could cause her death. Gen has been revived from drowning, been shot in the head at point blank range, survived an explosion (most of her body remained intact), and been subjected to both ingested poisons and massive amounts of radiation. She is incredibly wary of any sort of damage that would destroy her body (nuclear weapons and bombs too close to her person). It is also possible to kill her via decapitation, but given her healing rate it would require instantaneous severance, such as a guillotine, to be effective.

Pain Tolerance, But Not Immunity: Because Gen has endured quite a bit in testing her powers and applying them for the greater good, she's become better at taking a hit... as well as one can anyway. A minor scrape will not even be a blip on her radar and she can take a bullet to the shoulder without being down for the count. This does not mean, however, she can't feel it at all... she has just become better at compartmentalizing for the short term.

Longevity: Gen's regeneration is passive and does not require any focus or concentration, which has resulted in an expanded lifetime. Without a lethal encounter, Gen's body will passively regenerate and keep her more youthful than others of her age. It's not yet known exactly how slow the aging process will be relative to her actual chronological age, but this far she appears and feels at least 10 years younger than she is. Gen has employed her limiter periodically to reduce her regeneration and allow herself to age beyond her late teens where she was initially 'stuck' agelessly.

Limitations
  • Immortal but Not Unkillable: While what will kill her is not known, it is a certainty that she is able to be killed. Extremely quick-acting poisons, submersion in acid, nuclear weapons, decapitation, and other methods of destruction that would obliterate her body would almost certainly be effective.
  • Breathing Required: Gen must be able to breathe to recover; she can drown or suffocate like anyone else. This status, however is temporary in practice. If Gen is suffocated or drowns, she can be revived and will perceive the lapse as simply being rendered unconscious. It is unknown how long she can be in this status and still be revived.
  • I Can Only Take So Much: A particularly brutal attack can render Gen unconscious just like a normal human being or a less physical super. Losing a limb, for example, would cause enough pain that Gen would be unable to tolerate it. The wound would seal and cease bleeding very quickly but that would not negate the shock to her system and the blast to her nerves/psyche.
  • Sleep is for the Injured: If Gen is crippled or riddled with bullets, she will become increasingly sleepy. It is entirely possible for her to pass out on a battlefield if she sustains too much damage as her body will 'encourage' her to rest to boost the recovery process. Other blue card holders refer to her as "Sleeping Beauty" because often she will be found fast asleep after combat situations.
  • That Won't be Popping Out: Shrapnel and bullets will not just 'pop' out of her body or be coughed up organically. Gen or one of her comrades will need to remove it manually. She can heal around the bullets and shrapnel and will do so with ease, but having a lot of lead in the body is not good for anyone... even someone as healthy as Gen.

Other Abilities
Skills

Occupational Safety and Health
: Imogen obtained her degree in this field and, to this day, is extremely knowledgeable about current OSHA guidelines and compliance standards. Almost all of these requirements are committed to memory and are rattled off in a stern, serious, and completely monotone recitation.

Transcription: Because working in safety often requires taking down detailed notes (especially during interviews), Imogen is quite experienced with transcription. She has developed her own personal shorthand to further this skill. So long as the speaker does not have a fast pace, she can usually pace nearly verbatim.

Listening: Being so incredibly passive and laid back during conversations has its perks. Imogen knows how to still her tongue and mind to listen to people, or listen for sounds as the case might be.

Documentation: While other people are bored to tears by paperwork, Imogen has a tolerance, patience, and even knack for filling out an endless mountain of the stuff. Do you need that form in triplicate? No problem. With an unnerving calmness she will accept your request and complete it with just the hint of a smile.

Flaws

Passive
: Imogen is extraordinarily passive in every aspect of her life that is not centered on her profession. This has made it difficult for her to keep friends (for she seldom volunteers thoughts or organizes social gatherings), nigh impossible to keep romantic relationships (for she never offers opinions and her beaus get tired of asking), and makes it easy for her to fade into a crowd unintentionally. It would not be accurate to call her lazy because she is very frequently interested and mentally engaged, she just isn't assertive in the least.

Martyr: Whether it be a result of her personality prior to gaining her powers, or the result of the powers themselves, Gen is almost overeager to martyr herself. She knows she can be killed but she will jump into the line of fire without a second thought even if the person whom she is protecting might be able to defend themselves. There are exceptions to this rule (those whom she wouldn't sacrifice herself for) but her sense of self-preservation is diminished to an unhealthy level.

Theme Song:

 
Plastic girl is done, except for her picture. Just don't call her Barbie~


Polymer

Name: Petra Farrow​
Gender: female​
Age: 20​
Power: Plastics fabrication​
Rank: C2 Rank​
Limiter: rank 1, Inactive​
Appearance

Race
Caucasian

Hair
Black with dyed streaks that are changed regularly

Eyes
Blue

Height
5'0"

Figure
scrawny, with bad posture

Notes
Petra's hobbys is fashion and she can make new clothes in seconds with her power, it's not uncommon for her to change outfits dozens of times in a single day

Personality

Positive Trait
Creative: Petra's mind is always bubbling over with new ideas and any problem or challenge she encounters will spark of dozens of solutions, from the straightforward and efficent to the totally unexpected, overly complicated and down right dangerous. Usually this trait is positively channeled into artistic and crafty pursuits; wherever she goes Petra leaves behind a trail of clothes, furniture, sculpture and weapons in the hands of those who need it or even express a mild interest.

Neutral Trait
Inquisitive: Ooh what's that do? What's inside of it I wonder? Hmm maybe if I just take this bit off aaaand it's broken, but I can fix it, or at least figure out how it worked! Petra has never asked herself a question she didn't eventually find the answer for and she has a lot of questions. A looot of quetions. This makes her knowledgable and engaged in the world around her but it can also be annoying and dangerous.

Neutral Trait
Novelty Seeker: The status quo is old and busted, innovation is the new hotness, what is the point of living if not to create, innovate and renovate? In Petra's mind it's always better to try something new, even if the old thing is working just fine, after all the new thing could be so much better!

Negative Trait
Obsessive: Petra has a tendency to latch onto a particular project or problem and fixate on it to the exclusion of other priorities, inlcuding food or sleep. This state can last for as little as seconds if she can quickly fab out a prototype or weeks at a time if the issue is particularly thorny and during this period Petra can only be redirected with a very firm hand and tends to remain grouchy and distracted until she can get back to what she was doing.

Biography

History
Petra was born to an ordinary, suburban family as a bright, but socially awkward child. From an early age Petra displayed a flair for the sciences and design, participating in events like science fairs and art shows and bringing home numerous prizes. These kind of results thrilled her parents, but they did little for her popularity and by middle school Petra was contending with bullying and isolation from her peers, the situation reached a crisis point when her powers activated during a particularly crule prank and she inadvertantly generated several bucketloads of liquid, noxious smelling plastic, thereafter being known at school as "slimegirl" or some variation. Despite putting up a tough front, Petra struggled to cope with the bullying and eventually refused to attend school.

Petra become something of shut in, splitting her time between blazing through online classes and then diving into doing her own study on the internet and toying with her powers. Although she emerged to participate in manadatory power evaluation and safety trainig, precious little else would lure Petra out of the comforting solitude of her room, in fact it would take a literal hurricane to finally dislodge her. When Hurricane Bonnie hit America's east coast it was by no means the largest or most destructive natural disaster to befall the country, but it did have the temerity to flood the Farrow family basement, severing the high speed internet connection Petra relied on foor nearly all of her mental stimulation. Grumpily, Petra emerged blinking into the daylight only to slowly realised that other people and other families had fared far worse. Houses, entire streets in some cases, had been utterly demolished with pets and family members sometimes still trapped in the debris and enitre lives worth of material goods utterly destroyed. With nothing else to do with herself, Petra slipped off her limiter and started wandering around and helping people. Petra's ability to fabricate plastics was almost perfectly suited for disaster relief: she could make furniture and even temporary shelter for the recently unhoused or whip up clothes for people who had nothing to wear; she could even generate fuel for generators to keep power on.

Eventually of course Commonwealth agents also involved in the relief efforts found the time to track down Petra and firmly remind her that she wasn't authorised to act in such a capacity, but they were truthfully more impressed than angry and the end result was Petra being referred to the blue card program. Petra still refused to leave her room to attend more than the absolute mandatory minimum of face to face classes and tests, but she nevertheless made it through the program around the time she finished up her online high school curriculum and began getting involved in various local crises, eventually even dipping her toe into responding to crimes in progress and the like. Now an adult, this fledgeling vigilante is starting to consider what it would mean to step up into the big leagues.

Relationships
  • Mia and Doug Farrow: Petra's long suffering parents. They love their strange, but brilliant daughter deeply and have patiently supported her through her struggles> They are relieved to see her show an interest in the outside world, even if her chosen area of interest is not especially safe.

Superpowers

Main Power
Plastic Fabrication: Petra can fabricate a wide range of hydro carbon polymers, more commonly known as plastics. Petra can control this process precisely, down to the molecular process and is able to exactly mimic a wide array of different materials and complex shapes in solid, liiquid and gaseous forms, but she can't manipulate her creations asfter building them, or plastic in the environment, at all. Once the objects are produced they are inanimate, except for whatever energy might be stored in them by dint of their shape, position or other natural properties.

Supporting Power A: Enhanced visualisation process: Petra is somehow able to envision her plastic constructs down to a molecular level of detail, enabling her to form a variety of different polymers with useful properties much faster than would otherwise be possible.

Limitations
List and describe a minimum of three limitations to your character's powers. This would be any 'rules' it follows, such as being ineffective on certain targets or past a certain distance. Keep each weakness or limitation clearly separate and organized.

Limitation 1: Range: Petra can only create plastics within a radius of about five metres of her centre of gravity, though she can often produce more plastic to displace what has already been produced. If this is impossible or impractical than she has to reposition herself multiple times to produce larger constructs.

Limitation 2: Output: Petra can produce about a kilogram of plastic a second at top speed, this is for undiferrentiated mass however: creating more complex objects such as devices or furnture slow down her output considerablyand producing anything at all drains her reserves of energy, requiring her to rest and recover them after excessive production

Limitation 3: Litterbug: Once Petra creates something, she no longer has any control of it except by picking it up with her hands and moving it, anything she creates is an inert piece of plastic that could be turned against her in some way or simply become an inconvenience or hindrance, she is not inherently immune to anythigng she creates after all.

Other Abilities

Skills
Design: Thanks to her ability to rapidly iterate and prototype, Petra has cultivated a flair for design, from the practical and everyday to the avant garde or military grade, she is confident designing clothes, furniture, armor, weapons, housing vehicles and construction materials to suit a dizzying array of purposes. She can turn her experience and knowledge towards other mediums outside the purview of of her power but is necessarily less experienced in those fields.

IT: Petra more or less lived on he computer for most of her late teenage years and is still more or less married to it, to sustain her addiction she learned how to fix a wide array of technical issues and her naturally inquisitive mind encouraged her to explore the underlying structures of what she was dealing with. PEtra is no genius hacker or white hat cyber security expert, but she can often muddle her way through to a useful result in front of any kind of computer systerm.

Loadout
Oculi 38X Smartphone: A top of the line, nearly indestructible cellphone with cutting edge components, Petra refuses to be seperated from the internet for any real length of time so this phone and unlimited, high spped wifi plan are her constant compansions.

Electronic lighter: A high quality, durable lighter for... well for setting things on fire, all kind of things really but usually gasoline or some other flammable substance Petra herself has produced.

Augmentations
Dermal Bio fibred weave: After years of burns, cuts, bruises and mild to sever cases of plastic poisoning, Petra's parents eventually sprung for a civilian grade augment to reinforce her skin. This matrix of genetically engineered fibres are implanted into the skin where they grow naturally alongside the recipient, reinforcing the skin from abrasions, cuts and other mild injuries. This is no military grade super soldier deal and is unlikely to be a factor at all in a real fight, but it doers cut down drastically on the number of minor injruies Petra self inflicts while playing around with her powers.

Interesting take on a superpower! Questions: how strong is the plastic she can make? And how hot is it? It would be nice if you could throw in some descriptions of what it looks like she's using her power, does the plastic form in thin air or does she have to do some Fullmetal Alchemist stuff, or what?
 
Limelight

Name: Jeremiah J. Johnson​
Gender: Male??
Age: 24​
Power: Light Manipulation​
Rank: B Rank​
Limiter: Rank 2; Inactive due to Blue Card​
Appearance

Race
Caucasian

Hair
Blond-ish

Eyes
Brown; Eyes have a bit of a glow from them, intensifies when using powers

Height
4'11"

Figure
Very scrawny, it's as though they have skipped half of the meals they were ever offered in their life. You can see lean muscles covering some of their bones however. Weighs 125 lbs.

Notes
Hair is decently clean and presentable, though it does seem like it hasn't been brushed through. Missing right ear completely, has a scar on the left side of their face. A slight Boston accent that doesn't come through except for some particular words. Scar of a bullet wound on left leg, walks with a slight limp for their right leg.

Personality

Positive Trait
Empathetic - JJ is able to understand bad situations that people go through because of all they've gone through. This also applies when somebody acts on emotions rather than logic JJ is a lot more inclined to go with the person who has stronger emotions and trust them because of what they believe in.

Neutral Trait
Stubborn - It's hard to change JJ's mind about something when they have it set. Whether that means to be kind to other people or to not trust somebody due to who they are. If anything JJ is consistent in their beliefs.

Neutral Trait
Self-Destructively Selfless - A positive in their youth turned more bad now, JJ is eager to help others even at the cost of themselves. They often jump into combats without a full plan on what they're going to do, only with the idea that they can save others and so that's what they should do. While this is helpful for the people being saved it does mean that JJ can end up with more scars than what they currently have.

Negative Trait
Flighty - While not within combat, as JJ is able to hold their own, when it comes to certain topics it can be tough to get JJ to talk about them. If anything since they were younger they have become a lot less forthright and more withdrawn for whatever reason. This even applies to their apparel which is often more than not hiding what they are wearing.

Biography

History
JJ grew up as a poor kid in Boston, Massachusetts. At the time they were just one of many children who were thought not to make it past childhood due to living in a rough situation with no way out. It was only thanks to the help of their wonderful mother and best friend Damien Jackson that they were able to even survive much. While their neighborhood was rough there was a constant stream of law enforcement often strewn throughout making sure that people were constantly given supervision. This meant many of the residents would be checked for the specific gene that indicated superpowers. It was because of a negligent test-taker that JJ would not have their powers discovered for quite many years later.

After having 'lost' their father one night JJ was left to try and take care of themself and their mother. This made it even harder when JJ discovered their mother unconscious at home one night. After a visit to the hospital, and a strange series of flashing light events another test of the particular A6G23 gene revealed that JJ had indeed been superpowered without even realizing it. JJ was sent to Aegis: Training Facility 108, and even with some hardships, was able to eventually pass through the school and earn their blue card.

JJ took on the name 'Limelight' due their affinity with green colored clothing and the light-based powers they had. Much of their early time as a vigilante was spent on minor crimes, but through the last few years JJ had been dead-focused on trying to search for and take down various groups that had it out for supers. The pain where their former ear had been and the suffering of other superpowered individuals made them especially interested in this particular line of work. While helping out some of the local authorities with smaller cases JJ was able to stumble upon a local enforcer and higher-up member of the Knights of Raguel, a group that had led to JJ's specific injuries. This enforcer and area leader for a time was named Victor Price, and bringing him to justice helped JJ finally get some peace with what had happened to them all those years ago. It was also this and similar activity that led to them being picked up as a potential member for a secret assignment with some fellow superheroes and Commonwealth agents. Now JJ is just hoping to prove that they aren't just able to handle small-time ringleaders and can take on something bigger.


Relationships
  • Marie Johnson - Jeremiah's mother, who died after they had to pull the plug while she was in an unresponsive state. JJ still feels responsible to this day five years later for her death.
  • Darren Johnson - JJ's father, somebody that had been an idol for JJ that later turned into a horrifying monster before JJ's eyes. Jeremiah decided to stop keeping contact with Darren after he attempted to say that they should get help for their 'condition' and get what was wrong with them removed.
  • Damien Grant - JJ's former best friend, somebody that they have lost contact with, and who they wished they could have said more to before doing so. Five years of not speaking has made JJ feel a bit lonely for not seeing them anymore.
  • Juliana Alvarenga - A former classmate of JJ's, somebody that they liked quite a lot, but never had the chance to tell before splitting ways. At times JJ still wonders what she's up to.
  • Manami Hamasaki - A former classmate of JJ's, and somebody they have not kept up with at all.

Superpowers

Light Manipulation
JJ can control, create, and remove light and it's various properties. For example, they can take away the light coming from a light bulb, or can give new light from the same bulb. This doesn't function as manipulating power, as JJ could also give the property of giving off light to an object that by all means should not be able to physically give off light. This power could be used to temporarily blind somebody with an extreme amount of light, or with taking away all light in the area.
  • Color Modification: JJ can modify the way color is seen and how it is shown in different ways. If there was a red cube, they could take away the red color from the cube and instead leave it in a white state, or they could simply change it's color to be a purple, pink, or any other shade. With enough concentration JJ can even form textures as well, resulting in the ability to provide camouflage on something.
  • Light Forming: With enough concentration JJ can focus light into particular shapes and creations. Such as if JJ wanted a wall of light, or if he wanted to create a small key of light. These light objects can give off heat and are solid in their shape.

Limitations
  • Light's Own Limits: JJ has to work with what Light's own properties are. This means that he can't stop gravity's effect on light, nor can he stop it from being reflected by glass. The light may also continue to shine far out as it would normally unless JJ focuses and stops the light at some distance.
  • Not Invulnerable: The shapes that JJ creates out of light are not invulnerable and can be broken. Such as if he were to create a sword, it would be able to smash. This would also apply to if it was a wall as well.
  • Contact/Focus: If JJ is not touching the light shape created, or is not focusing on the effect of light he's done then it will start to fade out and disintegrate/turn to normal.
  • Complexity - JJ used to have difficulty with more complex shapes, but after five years of training and actual in the field practice JJ is a lot more able to use their powers more freely.

Other Abilities

Skills
Great Artist
: The few times he's had the opportunity to test out his art skills he's shown great promise in creativity

Dexterous Hands: JJ is quite skilled with his hands and can move them in quick and precise motions.

Greater Flexibility: JJ has done a fair bit of yoga in the five years since they first started using and entertaining what their powers were like, leading them to become much more flexible. While not readily thought to help it has come in use on occasion.

Ability to Use a Phone: Trust me, this is leagues better than what they used to be able to do.

Adaptable: Their abilities to come up with different sorts of combinations and uses of their powers has evolved beyond what used to be, and JJ has become an actual threat for some of the people they face off against.



Loadout
Light SuIt:
A customized suit for JJ that is able to help enhance their powers even more beyond what they can usually be. Some mirrors that can be used and tossed from the suit to stick on surfaces and be able to shine and help enhance JJ's powers beyond what they are usually.

Special Cell Phone: A major upgrade from the cell phone they had before, this phone is tapped into authority's networks and isn't able to be traced by outside sources. It also can still call and text... because that might come in handy.


Hey look I finally posted my character sheet!!! Much later than I wanted to, but hey.
Sorry I accidentally missed this! JJ is approved, since they're also from the prior RP.
 
This

Main Power
Aurokinesis: Ariel can manipulate and control gold. She do so on a semi-atomic level, meaning she can change its state without changing its temperature.

Supporting Power A:
Golden touch: Upon touching any metal, Ariel can turn it into gold.

Supporting Power B:
Golden weave: Ariel's skin is interwoven with golden thread. This passively increases her durability to the point she can handle small-arms fire and low-level blunt force trauma, but very little beyond that.

Limitations

Limitation 1
: Ariel's abilities aren't inexhaustible and large displays and/or frequent use exhausts her. Similar to a muscle, her powers can (and have been) trained for greater stamina but overuse can damage her body. At present, she is only able to produce around 3 kg of gold a day.

Limitation 2: Her ability to turn metals into gold are bound by the laws of physics, and as such the initial atomic weight of the material must equal the final atomic weight. For example, converting iron to gold will only yield a 1/4th of the item's initial volume upon the atoms rearranging themselves into their new element.

Limitation 3: While her golden weave does give Ariel added durability, any injuries that do break the skin become doubly serious due to the risk of heavy metal poisoning from the gold. This puts a hard limit on how many times she can become seriously injured before chronic headaches and psychosis become a serious threat.

But I'm not married to it, I've got a few other ideas in mind, plus some old reliable superhero OC's
Did... Did I accidentally skip over your sheet? Oh god. Oh shit.
 
Kkushmar Kkushmar

Sorry to take so long getting back to you!

If I'm getting you right, Landen's physiology adjusts in order to automatically match the agility and dexterity needed for motions he observes, but not strength. Is that right? If so, could you elaborate on what is happening inside his body? It sounds like maybe his muscles run troubleshooting on their function, effectively keeping him limbered up without having to stretch. Thus, he never pulls a muscle.

One problem I see with that is that it doesn't seem functionally related to healing at twice the rate of an average human. If his power was physically ripping his muscles and knitting them back together, I could see why he heals faster. But then, that would lead to him being able to increase his strength (not to a superhuman level, but maybe to the aforementioned 75-pound draw). Either way, if he can heal twice as fast as a normal person, that should be written explicitly in his supporting power.

As for his storage space, yes, it sounds like we're on the same page! In the limitation as written, you say 'if he didn't play it in a few months', but I think you should elaborate a bit more on what would cause him to lose his stored motions, like crowds full of people just walking around, or perhaps a few people doing a very complicated dance?

The catsuit is new, and I think it only makes sense if his codename is copycat. You mention better grip on smooth surfaces, does that mean he can climb up walls? What does he keep in his utility belt, exactly? How strong is his cybernetic tail, as strong as an arm? More? Less?
 
Lore thread updated with an organizational chart of Commonwealth, courtesy of Syren.
 
If I'm getting you right, Landen's physiology adjusts in order to automatically match the agility and dexterity needed for motions he observes, but not strength. Is that right? If so, could you elaborate on what is happening inside his body? It sounds like maybe his muscles run troubleshooting on their function, effectively keeping him limbered up without having to stretch. Thus, he never pulls a muscle.
His body adjusts to mimic any physical motion that he observes, but only in terms of the motion itself. Being able to pull himself up or push his feet off the ground depend on his own physical aptitude. I didn't want to over complicate it, but the idea is that his platelets, neutrophils, macrophages, and fibroblasts cells are able to store information received through his observation from nerve cells, morphing in a way to allow him to perform what has been observed in terms of motion. Pulling the string of the bow is the motion, which he can mimic perfectly without the actual bow, but the string requires more than just the motion to be pulled. Same way with the example of the computer programming mimic of key strokes, he can mimic the motion perfectly, but does not receive any more than that.
One problem I see with that is that it doesn't seem functionally related to healing at twice the rate of an average human. If his power was physically ripping his muscles and knitting them back together, I could see why he heals faster. But then, that would lead to him being able to increase his strength (not to a superhuman level, but maybe to the aforementioned 75-pound draw). Either way, if he can heal twice as fast as a normal person, that should be written explicitly in his supporting power.
Building on top of what I said for the above question, his cells changing due to the information that they receive from observation, causes these cells to morph to allow him to perform that motion, which indirectly heals him in consistency in order to allow him to perform these physical motions. If he broke his arm, he would not be able to perform those motions he had observed until his body "adapts" to it, in other words, heals.
As for his storage space, yes, it sounds like we're on the same page! In the limitation as written, you say 'if he didn't play it in a few months', but I think you should elaborate a bit more on what would cause him to lose his stored motions, like crowds full of people just walking around, or perhaps a few people doing a very complicated dance?
Yeah I could include those examples. The only thing is that there are many motions he trained himself to retain by consistently repeating them. Almost as if he had been able to train to perform them without his powers now, simply on the merit of being able to mimic them enough times. Some are harder to retain, some are easier.
The catsuit is new, and I think it only makes sense if his codename is copycat. You mention better grip on smooth surfaces, does that mean he can climb up walls? What does he keep in his utility belt, exactly? How strong is his cybernetic tail, as strong as an arm? More? Less?
Yeah I might just go with copycat then, it feels appropriate.
Better grip to allow him to climb up walls, yes, like a cat burglar. However, they're not sticky paws so if its a flat surface, he'd need something to assist him like drill hooks or what not.
In his utility belt he has a smoke bomb (maybe one or two), throwing needles, and sleeping pills. He might also keep whatever is needed for the mission he goes on, usually assigned to him by commonwealth, like a USB or any device they need him to sneak into somewhere.
His tail is strong enough to hook onto a bar and hold him (like a monkey lol), or hold something, or bounce him off the floor if he falls backwards, but he does not have the type of control of it to use the tail to strike someone, it's more so strong in durability.
 
Interesting take on a superpower! Questions: how strong is the plastic she can make? And how hot is it? It would be nice if you could throw in some descriptions of what it looks like she's using her power, does the plastic form in thin air or does she have to do some Fullmetal Alchemist stuff, or what?


Mmm so I was picturing her being able to make a variety of different plastics with differing strength and other properties, ranging up to Ultra-high-molecular-weight polyethylene - Wikipedia which is superior to steel in some qualities down all the way to low grade polystyrene or whatever, which can be pulled apart with no real effort whatsoever.

The tradeoff of course is that these higher quality plastics take much more concentration, time and energy to construct, they're more viable for constructing permanent or semi permanent equipment that will see use throughout a mission or is for a critical purpose.

For heat, I didn't really think about it tbh, although heat usually plays a key role in annealing or other processes used in plastic production Petra can just manifest stuff in the desired end state, bypassing those steps. I guess I would picture it a coming out at her body temperature?

In terms of the construction process there are no hard requirements in terms of ritual or gesture, though in practice Petra often finds it easier to gesture with her hands at the target location to get things started. The construction starts at a co-ordinate point within Petra's range and then is added to molecule by molecule at an extremely rapid pace. Solids appear to "grow" as molecules are stacked on top of each other while liquids or gases appear to flow out from a singular point as old molecules are displaced by newly appearing ones.

Gravity and other external forces immediately begin acting on the construction so it's often preferable to begin on a solid surface to keep the initial point for construction steady as a consistent reference point.

If a solid construction expands past the limit of Petra's range she will have to reposition herself or it to keep building it, she will generally do so proactively and smoothly, rather than wait to hit a wall.

The more complex a construction is "higher quality plastic with exotic properties; elaborate shaping, multiple mediums, etc, the more concentration is required, Petra's rate of construction slows and can be slowed even further if she is distracted by things like pain, fldanger, emotions and so on. She can mitigate this loss of speed by concentrating: doing things like closing her eyes, standing still or sitting and shutting out other distract at the cost of potentially living herself vulnerable to danger. In the case of simpler, quicker constructions it's less beneficial or not beneficial at all to bother with these concentration techniques, they help her "return" to her baseline speed not exceed it.
 
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Did... Did I accidentally skip over your sheet? Oh god. Oh shit.
Nope... I forgot to watch this thread and entirely forgot about it... Would it be possible to have 24 hours or so to write something up/ catch up on the last 200 or so posts?
 
Well, here's my guy.
Need to work on the history for him a bit, it goes a little too generic "great power comes great responsibility" in the middle and I don't like it, but the rest (that's written) is solid IMO.

Helios
Name: Marcus “Val” Valentine​

Gender: Masculine​

Age: 47​

Power: Sun Warrior​

Rank: A rank​

Limiter: Level 4​


Appearance


Race

American/Mixed Hispanic


Hair

Black


Eyes

Dark Brown


Height

6’3”


Figure

A solidly Olympian looking man. 230lb of muscle


Notes

Any other physical features worth mentioning, such as tattoos, scars, spiky or flamey bits, etc.


Personality


Charismatic

Val absolutely drips charisma. If you looked the word up in the dictionary, his portrait would be smiling back at you. Not unexpected for a man with his own line of toys, merch, and who makes regular late-night talk-show appearances around the globe.


Undeterred

Nothing can stop Val from facing down any troubles that find themselves in his sights. If it’s something he can solve, he’ll stop at nothing to make it right. No matter how tough the situation, how complex the circumstances, Marcus will put himself to work.


Principled

Val sticks by his values through any situation, he believes they’re what keeps him him. Working as such a public hero, his morals and values need to be strong so he can set a good example for those that look up to him, and those he inspires.


Flashy

Despite being as “heroic” as he is, Marcus is not everyone’s cup of tea. He’s bombastic, flashy full-on, and can be particularly loud when he’s working. It could be said that he’s doing it for the attention, to keep himself relevant and in the public eye, or to keep the sales of his merch flowing, but Marcus believes it adds to the inspiration he puts out, to light a fire in the hearts of little kids and to show them that heroes can do great things.


Biography


History

Marcus’ parents divorced when he was young, his mother disappearing from his life without another word left Marcus living with his father. He looked up to his dad though, well to start with. Marcus thought his dad could do anything, he was fun, always full of energy, never failed to make things right, well… to start with. Marcus never realised but his functioning alcoholic father was barely holding it together, but still, he would do anything for Marcus.


Graduating high school, Marcus immediately started working full time, but the major turning point in his life was yet to come… Walking back from his work as a labourer, he heard sounds of a confrontation down a side street. A group of the local meat heads were getting rowdy, and they’d set their sights on some poor kid who happened to be in the wrong place at the wrong time. Pictures of his dad putting on that brave face filled his mind, and Marcus stepped in. He woke up days later in a hospital bed.


His powers kicked in that night, but Marcus had no memory of it at all. According to eyewitnesses, Marcus stood between the trouble makes and their target, pushing them back and urging the kid to run. He took a few hits to the gut before one of the thugs shot him in the chest. On impact flames had spiralled across Marcus’ skin, burning his clothes to ash as he let loose a fury of punches against the thugs, who ran from the scene as Marcus collapsed.


He was headhunted by Commonwealth to take up Blue Card training, a program that had started shortly before Marcus was born, his powers made him the perfect candidate for training. The pay was good, he was able to help his father, and he could help stop scenes like that side street happening ever again.


It’s been decades since then, but his drive has never changed. Help those who need help, step into danger to save those who need saved, inspire others to do the same, and have a damn good time while doing it.


Relationships

  • Diego Valentine

    Marcus’ father. 68, retired, and lives a quiet life in down the coast. He adores his son, even more so after everything Marcus has done for him. A recovering alcoholic, he spends his days playing chess and fishing with the “gangsters” as he calls them, a dozen or so old guys who run the local marina.
  • Desmond Romero

    Fellow Hero. Marcus has worked with him a few times, and thinks he’s a good guy, maybe a bit reserved, but that’s not a bad thing. He does good work in Marcus’ eyes.


Superpowers


Sun Warrior

As Helios, Marcus becomes a being of fire. When his power is activated, Marcus’ skin coats itself in a burning plasma like fire, and his body can emit enough heat to ignite the surrounding air. He can focus this power to specific parts of his body, which can be as precise as a single fingertip for more delicate tasks, or to give himself more utility such as propelled flight by focusing on his feet. The flames Marcus produces can be projected quite a distance from his body, shooting out jets and blasts towards his targets to take out and incapacitate his foes, or can be increased in intensity to vaporise incoming attacks before they have a chance to hit him.


Fire Immunity: Marcus is entirely immune to fire and the effects of extreme heat. He’d have to be given the intensity of the flames he can put out. This keeps him alive during combat and allows him to survive in environments that would outright kill most people.


Flame Manipulation: With conscious thought, Marcus can control the intensity and the properties of the flames he produces, and to an extent, these flames can be directed, quelled, and focused into smaller areas or blasts. This stops him setting the entire city ablaze as he fights.


Limitations


Feeding the Flames
: Marcus’s flames still require oxygen to burn, and Marcus still needs it to breathe, and as such they can’t be used freely indoors or in enclosed spaces without a danger of suffocation. This keeps him from fighting indoors for any length of time unless he dials his powers back and takes note of his surroundings until he’s in open air again.


Not mine, sorry: Marcus has no power over fire that he himself has not produced. This unfortunately means he cannot stop fiery disaster from occurring, even if he himself would survive.


Flammable Inflammable: While Marcus can control his flames, if they were to contact a volatile fuel source it would still set alight. The resulting flames would be under Marcus’ control, but the concentration and effort it would take to focus, quell or redirect them would completely remove him from the fight until they were under control. Marcus therefore has to constantly be aware of his surroundings and focus some of his mind into constantly putting out fire more than a certain distance from himself depending on the situation. Without this conscious thought, he’d burn a city down in no time.


Other Abilities


Skills

  • Boxing (modified): It was something his father thought would do him good, and something Marcus tried to keep up through his youth. Since becoming a Supe he’s had more time available to hone his boxing skills through hero training, even managing to work in some leg strikes and throws through tips and training with other supers.

  • Public Living: Marcus is frequently invited onto talk-shows, gilled by the host, asked about various parts of his life and his ongoing projects, or appearing on news interviews after a public battle. Through this he has gotten very good at speaking publicly and keeping privacy in the face of public scrutiny.

  • Baking: He’s not the best banker, but he does find it relaxing. If you’re around when he’s baking, he’ll always offer you a cookie or cake of some kind.

  • Guitar: Marcus is solidly mediocre at it, but he has a lot of fun playing his electric guitar along to his favourite songs.


    Loadout
    • Fireproof costume: His hero costume consists of a fireproof suit that allows his flames to pass over through the fabric without setting alight. It consists of a reenforced spandex like body suit that covers his torso, legs, and shoulders, leaving his arms and head bare, a belt with a couple of pouches, and a pair of heavy-duty boots.
    • Fireproof blankets: In the pouches on his belt, Marcus keeps a handful of compact fireproof foil blankets. These can be used to keep civilians safe if needed, and protect those he needs to carry out of danger from accidental burns, but it’s not always necessary.
    • Communicator: Marcus keeps a modified communicator in one of his pouches. It’s fireproof and comes with a wireless ear piece that fits snugly into his ear canal for use hands free. How convenient!



      Augmentations

      None

 
Nope... I forgot to watch this thread and entirely forgot about it... Would it be possible to have 24 hours or so to write something up/ catch up on the last 200 or so posts?
PLEASE. I forgot that tonight is my turn to host my college D&D group, and all I have planned is "fantasy Red Dead with dinosaurs".
 
I had an idea, got excited and wrote far too much. I apologise 😆

Arkham

Name: Ariel Armatage​
Gender: Female​
Age: 27​
Power: Vessel of the Forgotten God​
Rank: A4​
Limiter: Not active​
Appearance

Race
White French

Hair
Blonde

Eyes
Brown

Height
Five foot five inches

Figure
Slim but athletic, sitting around 55-60kg.

Notes
n/a

Personality

Positive Trait
Good natured: Ariel's morals are entirely infallible. She is always prepared to do the right thing regardless of her own personal desires and safety. She is the voice of reason, and will always strive to keep others on the straight and narrow. This often leaves her conflicted, as in many situations she has to weigh up whether or not using her powers at all is the moral thing to do.

Neutral Trait
Talkative: Ariel is a brilliant conversationalist... to a fault. She can fill a silence, but all too soon her words often carry little of value and have a way of meandering around the point. She will often talk herself onto a tangent and will need reminding of where she started.

Neutral Trait
Cheery: Ariel is a bubbly, happy sort of person, a smile never far from her lips. Though it seems incongruous to her powers and past, she is a veritable ball of sunshine, though her optimism can often blind her to the severity of certain situations.

Negative Trait
Chronic guilt: Ariel subscribes to the personal philosophy that, since she has the power to stop evil, then it is her obligation. Any evil deed that slips past her haunts her for months, or even years. Worse even still, any evil deeds she unkowingly commits whilst using her powers, haunt her dreams alongside every waking moment. This assumed accountability often drives her to irrational, impulsive actions that can place her and team mates in danger.

Biography

History
Ariel was born to two archaeologists, a parentage that saw her spend her formative years travelling the world, moving from one dig site to the next. It was a blessed upbringing that enabled her to see obscure wonders and learn about the different languages and cultures of the world. She had a strong relationship with her parents, and looked to them with all the love and admiration in the world.

This lasted until she found herself, aged 15, exploring an archaeologicalsite deep in the rainforest of the Congo River Basin. It was a truly ancient dig, believed to be the remains of one of humanity's first steps into sentience. But they dug too deep and found something best forgotten. They unearthed an ancient cavern, but the entryway was too narrow for either of her parents to investigate. Ariel volunteered and wriggled into the dark recess, buried deep beneath the earth. In spite of countless attempts, Ariel hasn't been able to recount what followed. Her next memories are of lying naked in the rainforest, the sky dark and heavy with rain. Stumbling back to the camp she found it a hellscape of dismembered grad students and wrecked equipment. After looking for hours, she was forced abandon the search for her parents. The heavens had long since opened and torrential rain soaked her to the bone as she wandered out into the rainforest searching for any sign of civilisation, signs she never found.

She spent the next two years wandering the rainforest, reaching a point of near death before giving into the soft voices that slowly crept into her mind. Each time she did she would black out and wake up somewhere new, her stomach full and her wounds healed. With each transformation, she became more and more aware of her actions in her other form, like watching a horror film through fogged glass. Her repeated reliance on her other form to survive lead to a rapid deterioration of her mental health to a point of near savagery. She retreated into herself, and grew distant from reality itself, ignoring the insidious acts she commited against animals and people alike. Though, her actions didn't go ignored by the Commonwealth, who sent a host of agents to track down and eliminate her. After a bloody skirmish, the Commonwealth agents came out on top, but rather than kill Ariel they took her back to a separate containment facility where, slowly, she was rehabilitated and brought back into the realm of sanity.

By age 18, she had regained control of both herself and her transformations and over the next 9 years her life returned to some semblance of normalcy. That was when she wasn't utilised by the Commonwealth. Her skillset meant that she was perfect for black ops, massive impact operations. She would be dropped off, reach her target incognito, and transform. In the confused aftermath, an extraction team would collect her unconscious form and disappear. Uncomfortable with her status as a human weapon, she strove to become a valuable agent without the use of her powers, becoming an accomplished martial artist and marksman. With her new skills, she took greater control of her position within the agency, refusing missions that had significant risk of collateral damage and remaining in her human for to complete missions unless absolutely necessary.

It has been several months since Ariel's last transformation and she hopes, with a delicate naivety, that it will be a while longer before she has to transform again.

Relationships
  • WIP

Superpowers

Main Power
Form of the old gods: Upon uttering a quick prayer Ariel's body grows and distorts into an unknowable eldritch horror. A heaping mass of vaguely humanoid rolling flesh standing near 15ft tall. In this form Ariel becomes the puppet of a forgotten god, terrifying and vast in its Lovecraftian surreality. Unless Ariel has made some predetermined deal with this being (whose name is beyond all human comprehension, let alone pronunciation and spelling) they are a live grenade, often as likely to attack friend as foe. This shifting beast has unnatural strength, able to lift near 15 tons and shrug off anything smaller than a tank shell. It's driven by an insatiable hunger that sees it consume those it kills. Once the creature is exhausted (around 5 minutes or the conditions of their deal are met) the flesh melts away until only Ariel remains.

Supporting Power A:
Hallucination inducement: To lay eyes upon Ariel's Eldritch form is to look into the gasping void of a mad god. Those in proximity to her will hear whispered voices and dancing shadows, those under her glare cannot make sense of reality, solid objects turn liquid and space itself appears to fold in non-Euclidean ways.

Supporting Power B:
Unknowable: Ariel's Eldritch form is inconceivable to comprehend. So much so that most people can hardly remember the experience, the creature so hideous that the human mind struggles to repress the memory. Those who witness her Eldritch form repeatedly, or those with a strong mental fortitude, can remember the experiences; repeated exposure gifting them a sort of terrible tolerance. Though, even veteran observers will struggle to describe the form in anything other than vague notions.

Limitations

Limitation 1
:
Wear and tear: Ariel is extremely reluctant to enter her eldritch form and will avoid doing so if at all possible. The act of doing so is both physically and mentally draining to her leaving her in a state of near comatose once she returns to her human state. The effort of transforming is so great in fact, that doing so more than once a month can land her in hospital and permanently damage her already wounded psyche. While more resistant to the psychological effects of the forgotten god inside her mind, Ariel is not immune. Repeated use of her eldritch form, even when properly distanced can result in her suffering from hallucinations herself. If she abstains from using her powers for long enough time, she is able to recover, but never quite to the point of complete stability. She knows she is essentially a ticking time bomb, one day due to lose her mind entirely, as long as she continues to try and do good.

Limitation 2:
A Kryptonite of sorts: This Eldritch being predates man's discovery of fire, the mystical light spelling the end of his dominance over early man. Fire is to the eldritch beast as salt is to a slug, a bane of such power that a few quick bursts is enough to drive it back into the abyss.

Limitation 3:
Human at heart: In her human form, Ariel is no more invincible that anyone else. She is entirely vulnerable and a bullet between the eyes would put her down for good.

Other Abilities

Skills
In an effort to make herself less dependent on her Other form, Ariel has spent nearly a decade studying a variety of martial arts. She is a world class MMA and BJJ fighter with decent knowledge of kick-boxing, kung-fu and capoeira. In addition to this she is agile, athletic and capable with most firearms.

Loadout
When on mission, she will often carry a supply of incediary grenades she will distibute to team mates in case of emergency.

Augmentations
n/a


Please let me know if I need to make any adjustments :)
 
I had an idea, got excited and wrote far too much. I apologise 😆

Arkham

Name: Ariel Armatage​
Gender: Female​
Age: 27​
Power: Vessel of the Forgotten God​
Rank: A4​
Limiter: Not active​
Appearance

Race
White French

Hair
Blonde

Eyes
Brown

Height
Five foot five inches

Figure
Slim but athletic, sitting around 55-60kg.

Notes
n/a

Personality

Positive Trait
Good natured: Ariel's morals are entirely infallible. She is always prepared to do the right thing regardless of her own personal desires and safety. She is the voice of reason, and will always strive to keep others on the straight and narrow. This often leaves her conflicted, as in many situations she has to weigh up whether or not using her powers at all is the moral thing to do.

Neutral Trait
Talkative: Ariel is a brilliant conversationalist... to a fault. She can fill a silence, but all too soon her words often carry little of value and have a way of meandering around the point. She will often talk herself onto a tangent and will need reminding of where she started.

Neutral Trait
Cheery: Ariel is a bubbly, happy sort of person, a smile never far from her lips. Though it seems incongruous to her powers and past, she is a veritable ball of sunshine, though her optimism can often blind her to the severity of certain situations.

Negative Trait
Chronic guilt: Ariel subscribes to the personal philosophy that, since she has the power to stop evil, then it is her obligation. Any evil deed that slips past her haunts her for months, or even years. Worse even still, any evil deeds she unkowingly commits whilst using her powers, haunt her dreams alongside every waking moment. This assumed accountability often drives her to irrational, impulsive actions that can place her and team mates in danger.

Biography

History
Ariel was born to two archaeologists, a parentage that saw her spend her formative years travelling the world, moving from one dig site to the next. It was a blessed upbringing that enabled her to see obscure wonders and learn about the different languages and cultures of the world. She had a strong relationship with her parents, and looked to them with all the love and admiration in the world.

This lasted until she found herself, aged 15, exploring an archaeologicalsite deep in the rainforest of the Congo River Basin. It was a truly ancient dig, believed to be the remains of one of humanity's first steps into sentience. But they dug too deep and found something best forgotten. They unearthed an ancient cavern, but the entryway was too narrow for either of her parents to investigate. Ariel volunteered and wriggled into the dark recess, buried deep beneath the earth. In spite of countless attempts, Ariel hasn't been able to recount what followed. Her next memories are of lying naked in the rainforest, the sky dark and heavy with rain. Stumbling back to the camp she found it a hellscape of dismembered grad students and wrecked equipment. After looking for hours, she was forced abandon the search for her parents. The heavens had long since opened and torrential rain soaked her to the bone as she wandered out into the rainforest searching for any sign of civilisation, signs she never found.

She spent the next two years wandering the rainforest, reaching a point of near death before giving into the soft voices that slowly crept into her mind. Each time she did she would black out and wake up somewhere new, her stomach full and her wounds healed. With each transformation, she became more and more aware of her actions in her other form, like watching a horror film through fogged glass. Her repeated reliance on her other form to survive lead to a rapid deterioration of her mental health to a point of near savagery. She retreated into herself, and grew distant from reality itself, ignoring the insidious acts she commited against animals and people alike. Though, her actions didn't go ignored by the Commonwealth, who sent a host of agents to track down and eliminate her. After a bloody skirmish, the Commonwealth agents came out on top, but rather than kill Ariel they took her back to a separate containment facility where, slowly, she was rehabilitated and brought back into the realm of sanity.

By age 18, she had regained control of both herself and her transformations and over the next 9 years her life returned to some semblance of normalcy. That was when she wasn't utilised by the Commonwealth. Her skillset meant that she was perfect for black ops, massive impact operations. She would be dropped off, reach her target incognito, and transform. In the confused aftermath, an extraction team would collect her unconscious form and disappear. Uncomfortable with her status as a human weapon, she strove to become a valuable agent without the use of her powers, becoming an accomplished martial artist and marksman. With her new skills, she took greater control of her position within the agency, refusing missions that had significant risk of collateral damage and remaining in her human for to complete missions unless absolutely necessary.

It has been several months since Ariel's last transformation and she hopes, with a delicate naivety, that it will be a while longer before she has to transform again.

Relationships
  • WIP

Superpowers

Main Power
Form of the old gods: Upon uttering a quick prayer Ariel's body grows and distorts into an unknowable eldritch horror. A heaping mass of vaguely humanoid rolling flesh standing near 15ft tall. In this form Ariel becomes the puppet of a forgotten god, terrifying and vast in its Lovecraftian surreality. Unless Ariel has made some predetermined deal with this being (whose name is beyond all human comprehension, let alone pronunciation and spelling) they are a live grenade, often as likely to attack friend as foe. This shifting beast has unnatural strength, able to lift near 15 tons and shrug off anything smaller than a tank shell. It's driven by an insatiable hunger that sees it consume those it kills. Once the creature is exhausted (around 5 minutes or the conditions of their deal are met) the flesh melts away until only Ariel remains.

Supporting Power A:
Hallucination inducement: To lay eyes upon Ariel's Eldritch form is to look into the gasping void of a mad god. Those in proximity to her will hear whispered voices and dancing shadows, those under her glare cannot make sense of reality, solid objects turn liquid and space itself appears to fold in non-Euclidean ways.

Supporting Power B:
Unknowable: Ariel's Eldritch form is inconceivable to comprehend. So much so that most people can hardly remember the experience, the creature so hideous that the human mind struggles to repress the memory. Those who witness her Eldritch form repeatedly, or those with a strong mental fortitude, can remember the experiences; repeated exposure gifting them a sort of terrible tolerance. Though, even veteran observers will struggle to describe the form in anything other than vague notions.

Limitations

Limitation 1
:
Wear and tear: Ariel is extremely reluctant to enter her eldritch form and will avoid doing so if at all possible. The act of doing so is both physically and mentally draining to her leaving her in a state of near comatose once she returns to her human state. The effort of transforming is so great in fact, that doing so more than once a month can land her in hospital and permanently damage her already wounded psyche. While more resistant to the psychological effects of the forgotten god inside her mind, Ariel is not immune. Repeated use of her eldritch form, even when properly distanced can result in her suffering from hallucinations herself. If she abstains from using her powers for long enough time, she is able to recover, but never quite to the point of complete stability. She knows she is essentially a ticking time bomb, one day due to lose her mind entirely, as long as she continues to try and do good.

Limitation 2:
A Kryptonite of sorts: This Eldritch being predates man's discovery of fire, the mystical light spelling the end of his dominance over early man. Fire is to the eldritch beast as salt is to a slug, a bane of such power that a few quick bursts is enough to drive it back into the abyss.

Limitation 3:
Human at heart: In her human form, Ariel is no more invincible that anyone else. She is entirely vulnerable and a bullet between the eyes would put her down for good.

Other Abilities

Skills
In an effort to make herself less dependent on her Other form, Ariel has spent nearly a decade studying a variety of martial arts. She is a world class MMA and BJJ fighter with decent knowledge of kick-boxing, kung-fu and capoeira. In addition to this she is agile, athletic and capable with most firearms.

Loadout
When on mission, she will often carry a supply of incediary grenades she will distibute to team mates in case of emergency.

Augmentations
n/a


Please let me know if I need to make any adjustments :)
I know I'm not the DM but that power sounds like a story derailment waiting to happen. All it would take is for her to go, and then the story would be all about her rather than whatever the plot was.

But, I am almost certain Commonwealth would have in the past, kept a batch of bioweapons in their back pocket so it's not out of the question. Hell, I played one in a previous RP, a serial killer turned "aim and fire" agent fitted with a tranquilliser collar 😂
And then there was Garabon...
 
I know I'm not the DM but that power sounds like a story derailment waiting to happen. All it would take is for her to go, and then the story would be all about her rather than whatever the plot was.

But, I am almost certain Commonwealth would have in the past, kept a batch of bioweapons in their back pocket so it's not out of the question. Hell, I played one in a previous RP, a serial killer turned "aim and fire" agent fitted with a tranquilliser collar 😂
And then there was Garabon...
That's a fair assessment, but I really don't intend to write her that way. I just like the idea of a character who has these absurd, destructive powers who will go to astounding lengths not to use them. I purposefuly wrote her so that she has to invite (for a lack of a better word) her powers forth, something that she would be extremely reluctant to do. She is driven to prove (to herself as much as to anyone else) that she doesn't need to use her powers in order to help people. I'm more than happy to tweak her powers to be less 'force of nature' and more 'pretty fucking terrifying but more or less under control' if it eases concerns but honestly the way I planned on writing her, I doubt she would ever see the need to use her powers. I just love me some characters with truamatic pasts and heavy burdens lmao
 
While it might be interesting to see what happened if Ariel met Mallory and McNabb, I am not sure that is an entirely lore friendly origin story? Maybe welian welian can weigh in on whether to open the door to elder gods as PCs, but I’ve always had the impression aegis was more aliens n sci-fi than lovecraf n Hellboy. At any rate, sounds more like S rank than A to me.
 
Here's my character as well!

Angel

Name: Roxanne Darlington​
Gender: Female (She/Her)​
Age: 27​
Power: Solar Manipulation​
Rank: S Rank​
Limiter: Active, Level 4​
Appearance

Race
American. Persian Descent.

Hair
Thick, wavy, ebony hair.

Eyes
Dark silver

Height
5’6

Figure
Relatively tall and slim. Her training also enables her to have a pretty muscular figure

Notes
She has a skin condition called vitiligo. Her chocolate skin have white splotches dotted around her body. The most noticeable one you’ll notice when you first meet her is the white splotch surrounding her right eye.

Personality

Altruistic
Roxanne is incredibly kind and polite. She’s very much soft-spoken and there’s an air of gentleness around her. She very much loves the idea of helping anyone who is in need. She would sometimes portray this by being friendly with some of the homeless people she walks by and giving them a rather generous tip. When she goes to restaurants, this would often be the same case too with the watresses or waiters.

Ambivert
Roxanne handles herself well when she’s surrounded with people. She could be lovely to talk to at most times, however, she also appreciates the silent around her when she’s all alone. She could easily switch between extroversion and introversion. If a friend needs a plus one to an event, she would gladly accompany this friend until the event is done.

Docile
Throughout the years, Roxanne grew to be docile and calm. She could sometimes be seen unphased when watching a horror film. She is also very compliant and dutiful whenever her father or someone she trusts asks her to do some tasks for them.

Gullible
She gets easily fooled by some as she heavily trusts the people around her. She’s very much prone to pranks and would simply tilt her head in question if you speak idioms around her. She could easily be persuaded by strangers even.

Biography

History
Youth

She was born during a time of conflict and invasion. Due to political reasons and failed diplomacy, Roxanne grew up in an environment where being alert and careful is the only key to survival. Roxanne was an innocent child who two local teachers raised. Her first memories are of smoke and debris. Every time the threat of a bomb would drop, her whole town would scatter and cover, and it was during one of these circumstances Roxanne awakened her powers. It all became too much for little Roxanne to handle.
One awakened sun was all it took to wipe out her whole village.
Captive
A deep crater was created that day. And on the centre was Roxanne, clenching her knees tight with confusion and fear. The next thing the little girl knew, a rough tug was given at the back of her shirt, followed by a language she was vaguely familiar with. As she gets farther and farther away from the destruction she has caused, fear and anxiety fill the poor girl. All she wanted was her mothers’ warm hugs and soothing lullabies.
The comfort she wanted was not given to her as her captors soon put her powers to use. She would be tazed and beaten if she didn’t follow orders. She would only be fed at night as her captors soon discovered that she was utterly incapable of using her powers then.
Rescued
After a few years of being exhausted from her powers, she was finally released and rescued. A group of soldiers was successful in retrieving some ground. It gave her hope and relief. She was then passed to the Royal Parahuman Guard to properly assess her power. During her time with the association, she met a kind doctor who spoke with nothing but a sweet and lovely tone. The two grew close, and soon, Doctor Matthew Darlington adopted Roxanne and allowed her to be an average child once again.
Darlington was originally from America, and so after Roxanne’s assessment and the necessary documents done, the doctor plans on taking the little girl back to his home country and raising her on his own.
Ever since Roxanne was freed, her earliest memory includes her limiter. Roxanne was a bit foreign to the idea, however, she soon got used to it and was more than happy to be freed from the constant fear of massacring every soul around her. It definitely made Roxanne more relaxed and less anxious. It even made her more keen on controlling the power she holds.
Current
With her father’s wealth and upbringing, she grew up in a well-provided home. She’s now residing in her own home, she had to beg her father to not help her with saving money for this project of hers. Besides the location tracking she already wears, she saved her own money to earn a lonely farm where she could be isolated from any other humans, her father only lives a few roads from her. She believes that her father has already spoilt her enough with extravagant gifts. Growing up, she aspired to be just like her adopted father, she was taught how to be kind and strong when it is proper.
When she was ready to be properly trained with her powers, she took advantage of that opportunity as she wants to be of help within her community as well as perhaps maybe even the world. After finishing the proper and necessary training procedures, she soon received her ‘Blue Card.’
Today, she is a brand new Commonwealth agent with a promise to herself. A promise she can’t afford to break. A promise, to never blow up… Literally.


Relationships
  • Matthew Darlington: A father, a friend. He recently retired from his life as a doctor and has now taken interest in painting.

Superpowers

Solar Manipulation
Users can absorb the solar power of the sun and release it in the form of raw nuclear energy. The solar beams the user produce are of pure destruction. Roxie still believes she has some room to improve her powers, and so she keeps on training.

Solar Absorption: As for the way they absorb solar power, they absorb it naturally and when they have taken enough. And when the user does use their powers, a bright halo appears on the top of their head, and when it's not in use, the halo will eventually disappear. So, during the day, you’d see a halo on top of her head and in the dusk, when the sun is sleeping, you’d see the halo around her slowly disappear along with the sun.

Solar Energy Creation: The user will be able to release the solar energy they’ve absorbed and release it in the form of dangerous and deadly nuclear power. She radiates this destructive energy through beams or sphere projectiles (think Starfire’s green beam and missiles from Teen Titans).

Limitations
List and describe a minimum of three limitations to your character's powers. This would be any 'rules' it follows, such as being ineffective on certain targets or past a certain distance. Keep each weakness or limitation clearly separate and organized.

Night and Weather Complications: Completely unusable during the night or weather due to the limited solar sources.

Solar Beam Limitations: Since she still hasn't fully mastered her powers, she can only control a solar beam as small as a basketball; she only uses it as projectile as she still hasn’t fully grasped control of it. She’s unable to use this consecutively without resting or taking a breather.

Glass Canon: When she releases an enormous amount of solar energy all at once, she cannot wake up for one to two days as she will need this time to rest. And during this time, she will be utterly vulnerable to her environment.

Other Abilities

Skills
First-Aid Training:
With her father’s personal training, she herself is at least capable of administrating proper first-aid help. She’s rather knowledgable
Hand To Hand Combat: During her training to be an agent, she practiced extensively to achieve some sort of mastery with some known
Personal Charger: Even though she may be unable to completely discharge any destructive solar projectiles at night, she can still release the energy she absorbed from the sun in some minor ways. When she sometimes becomes too lazy to charge her phone, she simply just grabs a charger cord and nibbles at the end of the cord and it charges her phone. And with enough energy absorbed during the day, she may also be able to charge the battery of a car (She is very prone to getting exhausted after charging a car’s battery).


Loadout
A phone, a phone charger, a first-aid kit, a dagger and some beef jerky. She carries all of these items in a satchel with an asexual pin on it’s straps.

Augmentations
None

P.S. she’s a terrible cook.


 
I've been going back and forth between a few different ideas for...longer than I'd like to admit. This is the one I finished first, but I do have others, if she doesn't work out. You can think of her existing in the center of a Venn diagram between Breq (The Imperial Radch trilogy), Swamp Thing, and Nona (Nona the Ninth).

I frequently find myself writing the “outsider” character, and I admit I’ve absolutely done that again. Please know that this isn’t a way to disengage from the story; I’ll be happy to work with Weilan and everyone else to make sure she fits into the story. I can think of a few ways off the top of my head, but that is perhaps getting ahead of ourselves.

I’m also not married to the code name. I did sort of forget to think of anything better while I was writing.

Morning edit: Found some things I forgot to change and others I forgot to write. The perils of your free time being just before midnight on most days.

Dryad

Name: Her ID says 'Yasmin Noor.' She goes by 'Yaz.'​
Gender: Female-presenting​
Age: This instantiation has been alive for around 38 years​
Power: Extreme Botany​
Rank: A2, were it ever categorized​
Limiter: Not applicable​
Appearance

Race
You could easily assume she's Middle Eastern.

Hair
Dark brown, with streaks of dyed color here and there. Right now, the dye is blue.

Eyes
Gold, with a pronounced limbal ring

Height
175cm (A bit less than 5 feet 9 inches)

Figure
Yasmin is tall for a woman, though she still needs a stepstool to reach the top shelves of her kitchen cabinets, because architects assume people are two and a half meters tall. The curves of her figure describe long lines of lean strength, accented with appealing and unmistakeable femininity; a martial artist's figure, or a dancer's. She keeps her hair in a stylish mane; long enough to tie back but not so long that it actually gets in the way, with a few stray locks escaping to frame her face. Her skin is a rich, clear olive with few visible scars; the most prominent being a small mark that cuts through her left eyebrow. Her eyes have the depth of fine amber, each holding the lustre and invitation of a chocolate wrapped in gold leaf, filled with vivid intelligence and quick, wicked humour. Her lips are full and inviting without the bee-stung lusciousness so often in vogue, the lines of her face lean without being gaunt and just on this side of masculinity - a playful, puckish tomboy's features. She is often smiling, often laughing, and her voice has a pleasant accent that makes every word its own piece of music.

In public, Yaz is a devotee of flattering pants (almost always jeans) work or hiking boots, and band t-shirts from the secondhand store. Few things are new, but none are shabby, and everything she owns is well cared-for. She wears quite a lot of jewelry - each ear is pierced several times, along with the left side of her nose. She will almost always be found with a pendant around her neck, along with a ring on each hand and bangles, bracelets, or arm cuffs as her mood dictates. She moves through the world with the perfect confidence of someone who knows exactly who they are, and where they want to be. Yaz is neither predatory nor timid, she does not dominate or shrink - she is the kind of person who is enough within themselves, and is made all the more magnetic for that. In short: Yaz is inviting, but nothing about her says she's a sucker - you should try your luck...but you shouldn't push it.


Notes
Yay has a large tattoo on the left side of her body, starting at the tip of her middle finger. The design flows in sparse lines across the back of her hand, then coils up and around her arm, apparently describing a slender and fantastical tree, with roots that flow down the side of her body, and branches and flowers that spread across her shoulder and trace delicate curls around her chest.

Personality

Positive Trait
The Language of Flowers
- Yasmin loves people. She flirts, endlessly, with the entire world - because she's genuinely interested in just about everyone walking the planet. Everyone has a story, and Yas wants to hear it - also, she probably thinks you're cute. Want to get a drink? Listen, my place isn't far...

Neutral Trait
I Speak for the Trees
- She might seem very human, but she's really not. It's easy to forget, but what Yasmin really cares about isn't necessarily humanity's struggles. That her priorities tend to align that way is more happy accident than anything else. More importantly, Yasmin is not Mother Nature. She's more Fun-Aunt Nature, or Cool-Older-Sister Nature.

Neutral Trait
Don't Be Hasty
- Yasmin is patient, perhaps too much so. Time doesn't always mean the same thing to her that it might otherwise, and she doesn't get bored easily. Still, even plants will move on after enough time, just look at the walking onion.

Negative Trait
By And By
- Yasmin isn't human, and she knows that, which becomes fuel for her worst nature. She is, by nature and long preference, more or less the happy, friendly, maybe-horny, probably-a-little-stoned hippie girl at the coffee shop - but there are times where she is, emphatically, not. The other half of nature is cold indifference, without cruelty, but without sympathy, either. Yasmin is never cruel - but there are places she would watch freeze, and people she would leave to be swallowed by the forest, if they got on the wrong side of her.

Biography

History

Somewhere That's Green


Sunlight streamed through the window, the golden, ripe-apple light of an autumn afternoon. The window by the bed was open, with just the gentlest breath of breeze pushing a curtain aside with a quiet swishing sound, a slow and hypnotic beat. The moving air brushed sweat-dappled skin, a cooling kiss that brought delicious relief with a ripple of gooseflesh where the currents passed. In a room that had recently become rather less tidy, on a bed that recently had become likewise, Yasmin lay on her back, her hair a messy halo. One arm found its way under under a pillow, drinking in the relative cool, while the other wrapped around the shoulder of the person next to her. The time for the heaviest breathing had passed - not so long ago - and now was the comfortable, close enjoyment of one another. Yasmin's fingers traced over the other person's shoulder, lazy and light, while she stared at nothing with half-lidded eyes and the self-satisfied smile of a housecat. At length, the other person shifted, and Yasmin made a small noise of protest.

"You know," Yasmin's voice came out like nectar, "It's traditional to have a nap afterward. And it's Sunday. Nobody does anything on Sundays."

The other person let out a sound somewhere between a laugh and a sigh, "Nobody sensible, perhaps. But look at the pair of us."

"Sophie," Yaz sighed, "I-"

"You said we'd talk," Sophie said, propping herself up on an elbow, "And God love you, Yaz, but we can't put this off much longer."

"You're talking about that damn agency again, aren't you." Yasmin blew out a breath, and laid her newly free arm across her eyes.

"That 'damn agency' has kept the country safe from - you know what," Sophie stopped herself, "We're not having that discussion again."

Yasmin smirked, "Almost got you." She could feel Sophie's narrowed eyes, "Fine, fine. All right, Agent Fletcher." Yasmin didn't move, didn't sit up, "What does the Commonwealth want to talk about?"

"You're not going to get dressed?" Sophie said, incredulous.

"You can," Yaz replied, "I'm comfortable, and I intend to go on being comfortable."

"I..." Sophie sighed, "You know what, sure." A pause, "I suppose there's really only a few things I need to know."

"Mm-hmmn." Yaz shifted a little, moving her hips into a more comfortable position. The sheets slid with a silken sound.

Sophie cleared her throat, "Yaz...what are you, really?"

Yasmin moved her arm, just enough for one amber eye to peek out. The light from the window made the eye, and her smile, glow like burning gold. "You've never needed to know before." Her ever-present smile tugged at one side of her mouth, even now.

"We've got a new director, Yasmin. And I don't know what you are - but you're probably something I have to worry about." She swallowed, "But we've never brought you in. There was always someone more interesting, more flashy. But I know you're one of them."

"There are lots of cute girls in Los Angeles," Yasmin's voice was still light, playful.

"You think I didn't notice what happened at the botanic gardens?" Sophie said, her voice a little sharp, "Or at Griffith Park? Trees don't move like that. Flowers don't just...bloom."

"I was kind of hoping you'd be too busy thinking about the way I was kissing you at the time." Yaz moved her arm and turned her head, the smile turning a little sad, "What do you want me to say, Sophie?"

"Just...tell me the truth. That's all I want." Sophie's eyes glittered in the sunlight, a pair of emeralds in a face beginning to tighten with worry.

"And what does the Commonwealth want?" Yasmin closed her eye, let her arm fall back across her face.

"I..." Sophie stalled out.

Yasmin let out a soft sound, a private and quiet laugh to herself. She relaxed, nestling further down into the pillow, and took a few slow, long breaths. She liked Sophie, she really did - and found herself liking her all the more for how willing she was to stick to what she believed in. Yasmin had never really dealt with the Commonwealth's offices - in fact, she'd met Sophie in a bar on a rare rainy night, neither of them knowing who or what the other was until quite some time later. A couple of months into their...whatever-this-was, there had been a very awkward meeting at a scene of excitement and fire, the kind of 'wait, what are you doing here' that romantic comedies bloomed from. And for a few weeks more, they had managed to avoid answering that question, neither quite willing to broach the subject. In Yasmin's case, because she didn't find the notion important - but for Sophie, well. Agents had their responsibilities.

"Sophie," Yasmin said, taking her arm from shading her eyes and running her fingers over Sophie's leg, "The truth's pretty weird."

"You know where I work," A smirk tugged at Sophie's mouth, "Weird is part of the job."

Yas laughed, her fingers still tracing over Sophie's skin, "Well..."

And Yasmin told her a tale, ancient and primordial, of the wild places that the world once had, and that could still be found. Those places where people - humans, their ancestors, and everything besides - came to live, to eat, to drink, to find shelter or make tools. She wove the story of watching civilization rise, fall, and rise again, of feeling the world through the soil, the air, the way the sun cut through smoke. In her story, Yasmin spoke of the people who had walked through those wild places, those who lived near them, in them, who found the paths through them. A thousand generations of explorers, hunters, gatherers, smiths, engineers, and architects, each person leaving their mark on the world, the world that knew itself, the world that knew the explorers, the world that loved them for all they were and all they did. And sometimes, they never left those wild places, and they would become one with them, roots wrapping bone, and another generation nourished by all they had given.

And she spoke a day when the wild places, who knew one another as they knew themselves, sought something else. Not for parlay, not to entreat, not even to influence, not really. But for so long, the world had been the world, and the trees had been the trees, and they had felt every breath, every step of the wondrous people that shared the land, the sea, and the sky. And they thought: What is it that makes these people the way they are? Was it their eyes? Was it music? Was the spark that made them special something in poetry, in music, in discarded sandwiches? The trees were the trees, and the vines were the vines, and they would take care of themselves, and the wild places thought: Here is a question that we cannot answer. And so they chose to try, and they poured their love and curiosity into someone who could experience the world the way the people did. They gave her eyes, and they gave her arms, and they gave her legs, and they gave her a mouth that she could speak, and they gave her the words they had heard down the centuries.

And later, she came back to the wild places, and she brought that knowledge with her, and she returned to the soil, to the trees, to the flowers and vines, and a lifetime of knowledge, alien to this most primal awareness of the world, showered like spring rain. And for a time, that was enough. There was much to think about, after all, much to ponder, much to wonder at. Then there was the age of the machine, and the wild places wanted to know what that was like, and another ventured into the world, another returned, and the wild places learned more. And so on through history - the wild places would send their own into the world, armed with love, with curiosity, with tenderness, with the strength of oak and ash and thorn.

"And in this time," Yasmin said, "I'm who the wild places sent. I'm who they made." She smiled, "My sisters saw the first farms, they saw when cats decided that they lived in your houses, they saw the dawn of steam and the age of flight. I have no particular orders, Sophie. I'm not here to be Captain Planet, and I'm not here to save your from yourselves. I'm here to be one of you. I'm here to love the people I love, and to one day, bring what I am back to where I came from."

Sophie stared, blinked, cleared her throat, but no other words came.

"My sisters saw a man walk on the Moon, and cross the polar ice," Yasmin said, "It seems I'm here to see how the world treats people with superpowers, because I'm one of them." She smiled, "But for all of that, I rather think I'm outside of your department."

"You are exactly my department," Sophie said, almost choking on the words.

"What will you do?" Yasmin grinned, "I expect your technology wouldn't work on me, even if I were inclined to let you try. And if it didn't work, what next? Would you try to register the Everglades? Train the Tongass? Would you send agents to speak to the Grove of Titans, in the hope it would give you a different answer?" Her voice was gentle, kind, without a hint of anger or disappointment. "I'm no danger to you, or to anything you hold dear."

"And you expect me to trust you?" Sophie's voice came after long moments, quiet.

"Have I given you a single reason not to?" Yaz smiled, "Come back to bed, Sophie. That's what's important right now. Your organization will take care of itself."

Sophie looked out the window, eyes distant, lost in thought. Yasmin stroked her leg with the fingers of one hand, and the silence bloomed between them. After a long time, Sophie blew out a long, quiet breath.

"If Director Chernov ever finds out," Sophie said, equal parts resignation and relief, "She's probably going to kill me."


-----------------

Notes

Yasmin makes her living primarily by selling truly spectacular weed to a select and well-heeled clientele. She also has a stall at the local farmer's market, with a table overflowing with seasonal produce, most of which comes from a large garden in her back yard. She presently lives in Los Angeles.


Relationships
  • Sophia (Sophie) Fletcher - One of Yasmin's best friends, occasional lover, and would probably be her girlfriend if they saw each other more often.
  • Vincent Telemier - A grey market information broker who helped Yasmin establish an identity, and ensures she can get around through an increasingly online world. She keeps him well-supplied with fresh fruits and vegetables, which he gives away, and marijuana, which he does not.
  • Iris Winter - The owner and proprietor of Yasmin's favorite bar.
  • It seems impossible that she wouldn't know Demeter Green.
  • The Wild Places - The meta-consciousness of plant life, developed over eons. She is they and they are she.

Superpowers

Main Power
Yasmin is a minor, but genuine, literal force of nature. She can control the shape and growth of plants in the vicinity to an immensely powerful degree, including making wood denser or more pliant, causing an opium poppy to drip morphine, or conjure wildly dangerous thorned vines from a rose garden. Her own body is, similarly, under that same level of control - though that particular avenue is much more limited. She can sense the environment through plants life in the area, and understand the history of a place through the experiences of the local flora. This extends from unicellular algae and the plant cells in lichens to wheat in a field and the giant sequoias of California.

Supporting Power A: Yasmin is all but immune to plant-derived toxins and poisons - which isn't to say that nightshade tastes all that nice.

Supporting Power B: Tough, tenacious, and flexible, Yasmin is stronger, a little faster, and much tougher than run-of-the-mill humans - but purely physical metahumans can certainly overpower her.

Limitations

Limitation 1
: Yasmin is capable of exerting her control over nature in an area about the size of Griffith Observatory - at least on the ground. Trees can grow quite tall, but she won't be using a giant redwood to swat down an aircraft.

Limitation 2: The plants in the area have to be capable of doing what she needs at the time. For example, if there are no woody plants around, she won't be able to throw up a wooden barrier, and the bladderworts in a stagnant pond probably can't hear people all that well, even if she'd like them to.

Limitation 3: Yasmin is rather more flammable than you might expect, all else being equal. She isn't going to catch fire like match, but fire and flame give her substantial pause.

Limitation 4: Yaz has immense control over her own physical form, but that particular well of power is very limited. She doesn't have roots, she barely needs the sun, and her power to change herself comes from within herself. She might be able to grow a shield from her own arm or close up a bullet hole, but that kind of thing takes energy and material that she must have within herself already. She might be able to repair her own broken bones once or twice, but she cannot build herself a new leg with parts of the neighbor's Rhododendron. If you really need or want a detailed chart-and-time writeup here I can probably make that, but I'd ask that you trust me a little bit.

Limitation 5: While she might be tough, Yasmin is extremely, very mortal. Her physiology might appear to be that of an attractive human woman, but inside, none of the systems would make sense to a hospital or doctor. If she dies, that is the end of Yasmin as an individual - if the Wild Places choose to send another vessel into the world, it will be years later and likely in another place.

Other Abilities

Skills

Archery - Yasmin is a fine, and fast, shot with a bow and arrow. The bow is bespoke, the arrows are commercial. Most are for target shooting.

Musical Theatre - Yaz has a fine singing voice, and plays the guitar well enough to be entertaining around the campfire or impromptu sing-along. You'll rarely see her pass up an opportunity for karaoke.



Loadout

In addition to the things any sensible person would take, Yaz has a pouch of seeds from all over the world. They are not sorted, but they are from dozens and dozens of genera and cultivars.


Augmentations
Not applicable

 
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