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Realistic or Modern The World is a Dark Place

Malphaestus

Touched by the Apocalypse
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ALARIC STRÜM



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Name


Alaric Strüm.



Nickname


The Storm, The Wolf.



Age


25.



Gender


Male.



Sexual Orientation


Bisexual.



Height


6'4'' - 195 m.



Weight


167 lbs - 76 kg.



Distinguishing Features


Beyond his eye-catching mask and literal appearance he is covered in severe Lichtenberg figures as a result of his power, but also past events. The only thing keeping them out of view is his clothing, however.



Eyes


Red, blood diluted eyes. One of which is electrically blinded.



Hair


White, dead hair.








Appearance


Nefarious for his unearthly appearance, and deranged sense of logic, Alaric is a fiend of the streets. With his towering height, he can be rather intimidating, even the air escaping from his lips holding a distinct uncanniness. Yet, despite this, he manages to hold a rather respectable demeanor that may, or may not be jeopardized by his dark, latex bodysuit.



For the sake of maintaining his outward appearance, the bodysuit is masked with the lackluster facade of an equally dark and stained robe, which he found and took a liking to in one of the alleyways. Aside from this suit and robe, his selection of attires is slim, as he respectfully has no associations with those who dwell in the day, and therefore feels no need to adopt their sociall norms.



Personality


Alaric has always been quite the odd type. From his upbringing to his entry into the nightlife, he’s never really been seen engaged with others much. But before the incident of which he later would come to mentally break, he was never actively refusing others’ friendship or compassion. It is more in later days where the last shard of his sanity puts up a final sense of protection by distancing itself from others.



During the day Alaric is now a strange entity seen lifelessly sitting or wandering through the shadows of the city. The chaos around him keeping him detached from reality in a constant loop of pain. This leads him to seem like a delusional, mumbling wolf limping endlessly. Seeking some sort of end. So severe is his delusion that the fear of light itself has left him forever detached from the world of the day. And it is, indeed, this detachment that leaves him an easy target during the day.



But with the natural suppressor of the Sun never present during the night, and the roaring of electricity finally lashing out against his over-active brain, night is the time when the Storm emerges and the Wolf reigns. Even still, the distant personality of Alaric is dominant, only ever being surpassed by wicked glee and a totalitarian sense of right and wrong.


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Before the “Nightdown”


Whilst Alaric was never much of a typical Hedenbaumer to begin with, he was still brought up by a middle-class family in the suburban C district, and going to school in the district adjacent. There wasn’t very much special to his upbringing. He enjoyed the life of a school kid, and whilst distant, had managed to get a fair few friends during his ride through middle school.



Everything took it’s turn, however, when the life of a highschooler took it’s place in his world. Both his parents, but also his brother, feared greatly for what sort of person he’d become. But this would simply be your typical parental paranoia, nothing of serious note, he’d thought. But because his friends, and himself, were not the best adapted to the school system they fully represented the fear his family had for him in full light. This caused his family to abandone him, in fear of intervention by the authorities.



Without anyone to hold the back, or anyone to care for them, he, and his friends, would become recognized trouble-doers. Falling well below the lines of respectable behaviour in their journey through the years. But it all took a turn for the worse when they dared cross the border of time and dwell in the world of the night. They had disturbed the brutal wrath of the kinsmen of the night through their inexcusable mistreatment of one of the gangs’ territory. And would come to face the dire consequences.
After the “Nightdown”


With little availability on the actual history of Alaric at one’s fingertips, the events that occured after his introduction into the world of night is rather shady, and very uncertain. Very few know with whom Alaric has been in contact, or who he sometimes flees to. But in the electrically charged mind of Alaric everything is clear, too clear. He remembers it well; his friends dying, and him strapped on a chair at the top of the television tower.



He remembers the cruel impacts, one after one, as each blast struck through him and into him. He could feel the excruciating pain of the lightning as it flowed through his body. Ironic, one might think, that this man’s greatest pain would come from a twelve hour storm. But unlike any other person, should they be in his seat, he was not dead. On that stormy night a power within him had awakened, the storm had been united within his body. From that day onwards he had become The Storm.



And much like a storm, he quickly lashed out at the world. Emotionally unstable and mentally broken thanks to the pain, it is anyone’s guess what he’s done after that stormy night, or even how he had gotten down from the TV tower. In truth, Alaric is nothing if not a walking mist of mystery, a highly wanted mist. By the passing of time, Alaric had managed to claim the title of Wolf of the Night, and whilst the accomplishment is great, and his name is known throughout the city, he has an unlimited supply of enemies available, the Kings especially.





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INSANITY IS ENDLESS




Character Sheet


Code:
[border=2px solid #000000]
[h]NAME.HERE[/h]

[imageFloat=right][heightrestrict=600]IMAGE.HERE[/heightrestrict][/imageFloat][accordion=45%]{slide=center|[bg=#000000][color=#FFFFFF][b]Basic Information[/b][/color][/bg]}[b]Name[/b]
TYPE HERE (Your Character’s Name)

[b]Nickname[/b]
TYPE HERE (Your Character’s Nickname)

[b]Age[/b]
TYPE HERE (Your Character’s Age)

[b]Gender[/b]
TYPE HERE (Your Character’s Gender)

[b]Sexual Orientation[/b]
TYPE HERE (Your Character’s Sexual Orientation (Should the situation ever arise.))

[b]Height[/b]
TYPE HERE (Your Character’s Height in Metric and Imperial)

[b]Weight[/b]
TYPE HERE (Your Character’s Weight in Metric and Imperial)

[b]Distinguishing Features[/b]
TYPE HERE (Your Character’s Distinguishing Features (Scars, Facial Hair, Tattoos, etc.))

[b]Eyes[/b]
TYPE HERE (Describe Your Character’s Eyes)

[b]Hair[/b]
TYPE HERE (Describe Your Character’s Hair){/slide}[/accordion]
[accordion=45%]{slide=center|[bg=#000000][color=#FFFFFF][b]Appearance[/b][/color][/bg]}TYPE HERE (Go into deep detail about your character’s general appearance, build, and anything that fits this category.) (Minimum of 2 paragraphs.){/slide}[/accordion]
[accordion=45%]{slide=center|[bg=#000000][color=#FFFFFF][b]Personality[/b][/color][/bg]}TYPE HERE (Describe how your character behaves and carries him/herself both during the day and at night.) (Minimum of 2 paragraphs.){/slide}[/accordion]
[accordion=45%]{slide=center|[bg=#000000][color=#FFFFFF][b]History[/b][/color][/bg]}[b]Before the “Nightdown”[/b]
TYPE HERE (Describe your character’s history up until “Nightdown.” This is when your character first became engaged in the night. Describe what brought them into it. If you choose to grant your character any powers or abilities, describe how they first experienced them.)

[b]After the “Nightdown”[/b]
TYPE HERE (Describe your character’s history since “Nightdown.” Describe their life living in the night, go into as much detail as possible.){/slide}[/accordion]
[accordion=45%]{slide=center|[bg=#000000][color=#FFFFFF][b]Night Life[/b][/color][/bg]}TYPE HERE (Describe your character’s present nighttime lifestyle. What do they do? Be sure that your character is currently unaffiliated with any gangs.) (Minimum 1 paragraph.){/slide}[/accordion]
[accordion=45%]{slide=center|[bg=#000000][color=#FFFFFF][b]Day Life[/b][/color][/bg]} TYPE HERE (Describe your character’s present daytime lifestyle. What do they do? Be sure that your character is currently unaffiliated with any gangs.) (Minimum 1 paragraph.){/slide}[/accordion]
[accordion=45%]{slide=center|[bg=#000000][color=#FFFFFF][b]Abilities[/b][/color][/bg]}[b]Powers[/b]
ELECTRICITY (Describe your character’s power in detail – be very specific so that there is no question when using it in the RP.)

[b]Strengths[/b](The more, and more powerful, your character’s strengths – the more his or her weaknesses must balance them out.)
[list][*]TYPE HERE
[*]TYPE HERE
[*]TYPE HERE[/list]

[b]Weaknesses[/b](There should be an equal number of weaknesses as there are strengths.)
[list][*]TYPE HERE
[*]TYPE HERE
[*]TYPE HERE[/list]{/slide}[/accordion][/border]
 
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ACCEPTED




Allyra Bengrove

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Basic Information
Name


Allyra Bengrove



Nickname


Lyra



Age


19



Gender


Female



Sexual Orientation


Flexible



Height


5’5” (165 cm)



Weight


112 lbs. (51 kg)



Distinguishing Features


None



Eyes


Deep Blue



Hair


Black, Straight, Falls to Below Shoulder



Appearance
Allyra is a contradiction. Her figure is full and complimented with generous shape. She keeps herself in excellent physical shape and her body is toned overall. Her hair is full and smooth, falling nearly straight, with a gentle natural wave, to the center of her shoulder blades. Her eyes are intensely saturated in color, reflecting a deep and dark shade of blue.


None of her physical appeal, however, is markedly noticeable. Allyra tends to dress down, often opting for loose and hanging layers that disguise her form and render her with much more of a homely presence. She takes poor care of her hair and complexion and, consequently, her hair is often in tangles and unkempt. Dark makeup, sunglasses, and a general tendency to avoid eye contact complete the disguise. Allyra’s appearance would be rather attractive if not for her effort in dressing herself down and isolating herself.



Personality
Allyra is, primarily, a shut-in. During the daylight, she maintains a job that allows her isolation from others and at night, when she manifests, she occupies herself generally with avoiding others and simply seeking purpose. When approached by strangers, her expression is rather vague and difficult to read. This is due in large part to the fact that she is processing quite a lot more than that which is immediately in front of her thanks to her abilities.


Though she speaks and interacts begrudgingly, internally, Allyra is all dry humor and the world is spared offense thanks to her general silence. She processes individuals through filters of sarcasm and judgement – vestiges of a generally anti-social upbringing. The rare few that are allowed into Allyra’s circle will find her agreeable, though still rather quiet and contemplative. Even when socializing, her expression tends to be either absent or somewhat pained.



History
Before the “Nightdown”


Allyra was a genuinely happy and well-raised young girl. Her childhood left her wanting for nothing. By no means affluent, her family was able to afford basic comforts and lived an average life. Her parents were great together, nurtured her, and brought her up to be independent and well-balanced. She excelled in school, had a close group of friends, and had a bright outlook on her own future as a lawyer.



Her abilities manifested at the age of fourteen during a particularly bleak, cloudy nightfall. Already asleep in her bed, Allyra was woken up by what could only be described as the sounds of a traffic accident in which she was a passenger. Her ears were assaulted, without warning, by a cacophony of sound that swirled and mingled to create a symphony of dissonance; all cracks and crashes and squealing and sobbing and screaming and laughing and barking and scratching. The scent of her fabric softener, once imperceptible, was now so pungent that Allyra developed a headache nearly instantaneously. Having first opened her eyes instinctively at the assault, Allyra immediately squeezed them shut as, even in the dark, the reflections of the streetlight off of her desk lamp were blindingly bright. She sobbed and sobbed, frustrated that the simple caress of her sheets set her sin crawling and itching.



Allyra couldn’t describe what was happening to her parents when they came in soon after. Given her behavior and hysteria, they feared her insane. Her next weeks were spent in absolute misery and stretched into what felt like years as Allyra was treated to an acute awareness of every detail in her environment. The sensory onslaught was so severe and unrelenting that she did nearly find herself mentally broken. It was only after sheer necessity drove her to the brink that Allyra was able to gather herself and begin sorting through all of the stimulus she was receiving. By this time, however, her condition had driven her parents to the brink themselves and left their family broken in disagreement and tension. Allyra took it upon herself to leave and ran away, leaving her parents behind and setting out on her own.



After the “Nightdown”


Since the events of her personal “Nightdown,” Allyra has been making her way for five years. She has learned to cope with and, moderately, control her abilities. Though she lives in relative despondency, she has made a life for herself working in the back of a record store sorting albums and processing used stock. Her ability lends itself to sorting through damaged records and it provides her an opportunity to gain control over her hearing, listening to records at low volume with noise cancelling headphones that drown out most everything else to a dull roar. Her apartment is a small loft with little in the way of furnishing and several leaks.



Allyra’s abilities have sharpened somewhat and gained focus and clarity. The years spent processing such an immense amount of information have consequently focused Allyra’s mind as it expands and rewires itself to cope. Often, events seem to happen to her more slowly to a small degree and her thining is rather quick. Specifically, Allyra’s body has developed extremely fast reflexes as she reacts to things near instantaneously, being that she perceives them coming immediately and a good while before anyone else.



Having taken the time to look in on her family in the years since running away, Allyra bears the guilt of their present conditions. Her parents divorced only a year after her disappearance and are neither of them in good states. Her father works an industrial job and lives with two co-workers. his lifestyle generally gravitates toward drinking and prostitutes and he is numb to the world. Allyra’s mother turned to drugs, living with a man who abused her and fed her addictions. Only a year ago, she was caught up in a bust and eventually committed to asylum where therapy and medication are currently having little success in bringing her around. Allyra can’t help but shoulder the burden of all of this.



Night Life
During the night, her abilities intensify, and she travels the streets seeking someplace to belong. Her sense still cause her extreme discomfort in an array of varieties. She wears a number of layers in order to accommodate her extreme awareness of temperatures, headphones in order to dampen the sounds of the city around her, and sunglasses to make seeing less painful. She wears an under layer of latex as this is the most comfortable feel on her skin. Desperate for money and purpose, Allyra often utilizes her abilities to collect information and attempts to sell this information to whomever she thinks may be interested parties. This has gotten her into more trouble than treasure. She has yet to find a group of people to feel inclusive with and still wanders seeking purpose and comfort, desperate for the feeling of a family again.



Day Life
During the day, Allyra is either secluded in the back of the record store where she works, or sitting in the stark and empty apartment that she rents. In either case, she devotes most of her time toward focusing on controlling her senses and refining them. She wander her apartment, listening and feeling for the subtlest of changes in sound, temperature, environmental electromagnetism, and smell. She tends to sit at her window and look at the sun for longer and longer periods of seconds in an attempt to gain some control over her vision – the most difficult of her sense to deal with.



Abilities
Powers


Allyra is capable of extreme sensing to the maximum implication.





  • Sight – Allyra’s eyes process light much more acutely and for her the color spectrum is significantly more bright and saturated. As a result, she is generally blinded or overwhelmed by significant amounts of light, though when she focuses she can perceive fine detail, such as text, at over 3 miles.
  • Taste – Allyra is completely able to distinguish taste on a chemical and molecular level, discerning spice, synthetic additives, and more in the atmosphere or food and drink.
  • Touch – Allyra’s touch sensors can distinguish texture at a near atomic level, rendering her aware of abrasiveness and texture in nearly everything she comes into contact with.
  • Pressure – An extension of touch, Allyra can detect subtle differences in pressure at the femto scale.
  • Temperature – Another extension of touch, Allyra is hyper aware of changes in temperature and feels them much more acutely and intensely.
  • Sound – Allyra can perceive specific sounds at extreme distances. Passively, she tends to take in sound in a one mile radius, though when she focuses, Allyra has been able to discern specific sounds at distances of five miles.
  • Smell – Similar to taste, Allyra’s sense of smell is molecular in scope.
  • Physical Awareness (Tension, Pain, Hunger, Thirst) – Allyra’s sense of her own body is extreme and, largely, only a hindrance. She feels muscle tension, bruising, and all forms of pain, hunger, and thirst with unimaginable intensity and consequently she is always conscious of her own body. Perhaps the only positive benefit of this sense is her extremely heightened processing and reflex.
  • Balance (Equilibrium) – Allyra’s equilibrium is finely tuned and she has absolutely no difficulty maintain her balance in any situation. Adversely, she is easily disoriented as she is so sensitive to vertigo and becomes extremely nauseous when falling, tripping, rolling, etc.
  • Electromagnetism – Allyra’s sense of touch extends as far as being able to feel electromagnetivity in a moderate way. She can easily perceive static and magnetic fields and, when focused, can even observe radio wavelengths by their tingle, though she has no ability to understand or sort them.
  • Time – For Allyra, time passes with more intentionality and she is incredibly aware of every second as each tick of the clock is accompanied by so much input. Genearlly, her need to process things so quickly has a slowing effect on time for her.


Strengths




  • Extreme Sensory Awareness (Addressed in Detail Above)
  • Genuine Sincerity – Allyra is still a warm and loving person at heart and her arms-length attitude is only out of physical necessity due to her abilities.


Weaknesses




  • Extreme Sensory Awareness – Every ability of Allyra’s senses carries a double-edged caveat. In general, her hyper awareness causes her a great deal of physical, and in the case of her hearing, emotional, pain. She lives in a constant state of battle against her own sensory input.
  • Easily Disappointed – Allyra’s intense desire to belong leaves her often taken advantage of and/or disappointed.



I. Am. Insane.
 
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ACCEPTED




CHARLOTTE DWYER

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Basic Information
Name


Charlotte Dwyer


Nickname


"Charlie"


Age


23


Gender


Female


Sexual Orientation


Bisexual


Height


1.65 - 5'4


Weight


55kg - 115lbs


Distinguishing Features


Track marks in her right arm.


Eyes


Blue


Hair


Brown



Appearance
Whatever she lacks in appearance, Charlie makes it up in attitude. Because the truth is, she's not very intimidating looking: she's a short brown girl, has a slim frame, not a lot of muscle, and she basically looks more innocent than she actually is. However, Charlotte Dwyer has never allowed any of this to deter her, and through the years she has learned to use her less-than-scary looks to catch people with their guard down...and then beat the shit out of them. Her blue eyes are kinda nice though.


But despite all her grumbling, Charlie understands the importance of keeping a low profile. So despite her "flashy aesthetic" inclinations, she has avoided getting tattoos, piercings or even dyeing her hair a different colour...basically anything that would make it easier for the cops or anyone to identify her.





Personality
Charlie, even when she often acts carefree and open, is also quite devious and underhanded (not to mention how cynic she seems to be). It’s often hard to understand on which side is she and which are her goals. Her time in the criminal world has taught to be wary of others so she has build an untroubled and detached persona around herself, but certain quirks, and manners in her character show the troubled girl she's always struggling to hide. She’s often fickle and capricious in her goals and wishes but that doesn’t stop her from doing ANYTHING it takes to get what she wants, no matter how insignificant the goal might seem.


She’s prone to living in the moment, often forgetting to plan ahead, always too busy enjoying what or who surrounds her. She has the ability to be very charming when she wants to, which has actually gotten her out of trouble a lot of times. One of the bigger flaws in her personality is her tendency to lack tact or manners, and when she feels she is loosing control of a situation she quickly resorts to snark and mockery. Despite it all, when she get attached to someone she can be a loyal and even good friend (a bit clumsily though), which proves that she might not be as bad as she pretends (deep down it almost seems as if she has a soft spot for "the little people" like her).





History
Before the “Nightgown”





Not much is known from her past or origin, but her criminal and medical records are enough for people to make a wild and -basically right- guess. As a warden from the state she spent half her teenage years going from one juvenile correction facility to another -and when she wasn’t there she was usually found either in a hospital, or in the streets.


But to say Charlie is the product of a broken home is to presume a home existed in the first place. Nobody knows about any parents or siblings she might have had at some point. What IS know is that at 15 she got mixed with the crime world and her downward spiral started.


Like all sob orphan stories, her’s also started in the street: with a blonde woman offering her a simple job that would get her some easy cash. Except nothing is easy nor is it simple, and as Charlie started delivering small brown packages all over the city (she was instructed to never open them) she learned that first hand. It was only after 2 years that she finally met the blonde woman again, and she was handed one of the familiar brown packages. For the first time she was instructed to open it, and as she carefully ripped the paper open, it felt almost anti-climatic when she saw what was inside. The small bags filled with white powder barely came as a surprise, and before the blonde woman could explain what was coming next, Charlie had already accepted. Because even at the age of 17, Charlotte Dwyer already knew this was her best shot at surviving life...and she decided that was the least she fucking deserved.


After the “Nightgown”





It got more complicated from there. She was no longer a scrawny teenager delivering mysterious packages, jumping every time a cop so much as looked in her direction. Now she was 19 and she carried a gun in her jacket (“So you don’t feel alone” the blonde woman used to jokingly), and people moved aside when she walked down the street. From petty theft, to swindling, and trafficking, the underworld taught her multiple ways on how to get her fix and how to get it fast. She would come to learn power could be intoxicating, dangerously so.


The day she discovered her powers, aka. the day it all "went to shit", it was raining in Hedenbaum and she was running from the cops. She could remember it clearly because she had escaped into some dark alleyway, flashes of information and pain bursting in her brain as her hands clumsily tried to get her bearings amid the dark and the rain.


It would take her some time before she figured out what was happening with her. It would be weeks before she understood how touching objects or people allowed her to SEE things...whether she liked it or not. Despite what others might think, it wasn't a nice or interesting experience. The visions were often too confusing and fast for her to actually understand: like trying to grasp a pebble in a turbulent and muddy river. They would come with dizzying headaches, and could leave her (and whoever she touched) disoriented and weak if she "pushed it too hard".


However, Charlotte Dwyer was always a resourceful girl, and aside from the gloves she would wear everyday to avoid unnecessary contact, she soon came to discover new things about her "little curse". Because the irony wasn't lost in her the day she discovered heroin had a side effect in her powers: her control increased till she longer had to wear gloves, the dizzying visions became clear, and with some practice she was soon able to extract information with no problem out of objects and people..it was quite uncomfortable for the recipient, but it did the trick.


Sadly things ALWAYS come at a cost in the underworld, and after a deadly overdose of cheap heroin Charlotte had to quit. After three months of withdrawal and suffering she figured there HAD to be a better way.





Night Life
Charlie does a bit of everything, and she prefers it that way. A few years back (when almost dying from an overdose still wasnt a thing) she would "collect" and sell information to whoever was paying good money. However nowadays she can't offer the same service, so she has gone back to taking any job that pays: mostly trafficking, stealing, collecting money for loan sharks, swindling etc. She might not be the most intimidating person ever, but she has earned a reputation of being pretty persuasive (people still talk of the day she beat the shit out of some dude with an ashtray), and when everything fails she sometimes uses the "chaotic messy version" of her gift to freak out people and get them talking.



Day Life
Charlie doesn't have much of a "daytime lifestyle", mostly because she stays up all night, and sleeps all through the morning. However, when her economic situation is rough or she's trying to lay low, she's know for working as a bartender in the afternoons and nights.



Abilities
Powers


Psychometry (Extrasensory Perception - The ability to gain information from an object or person by making physical contact)


For her abilities to work Charlotte must touch an object or someone's skin with her bare hands (which is why she always wears gloves to avoid unnecessary contact).


Unless she's under the effect of drugs (heroin specifically), her abilities have proven to be chaotic and overwhelming and if used for too long or too often they can leave her (and the person she's touching) dizzy and weak. If the person tries to resist the whole experience can become quite uncomfortable for everyone involved.


On the other hand, when she IS shooting heroin, she has the ability to be extremely precise and extract most information, her control increases (to the point she no longer has to use her gloves), and the side effects lighten. However, it must be noted that the use of heroin by Charlotte does NOT make the experience more comfortable for the recipient, in fact some have said it just makes it worse. Charlotte using her powers WITHOUT heroin is like someone kicking your brain open, her using her powers WITH heroin is like some one dissecting it open with a scalpel.


Strengths

  • Cunning
  • Resourceful
  • Persuasive
  • Can handle herself in a fight
  • Pretty good using a switchblade
  • Knows how to use a gun
  • Can pickpocket with ease and knows how to pick a lock
  • Makes some mean cocktails


Weaknesses

  • Ruthless
  • Doesn't know when to quit
  • Reckless
  • Has zero sense of self preservation
  • She's always tempted by the idea of using heroin again
  • Can be easily swayed (via money)
  • Can't keep her mouth shut
  • Honestly, it's just a miracle she hasn't been stabbed yet



I.Am.Insane



 
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BIG WIP





NADIA KYNCH.

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Basic Information
Name


Nadia Kynch.


Nickname


Dia, Kitty, Babydoll.


Age


Thirty three.


Gender


Female.


Sexual Orientation


Heteroflexible.


Height


5'7".


Weight


Distinguishing Features


She has a long, thin scar running across her lower back.


Eyes


Dark green.


Hair


It's thick and glossy, a dark black in colour-- it used to be blonde. She recently cut it so that it brushes just past her chin, she finds it practical.



Appearance
Nadia stands at roughly 5'6", neither short nor tall compared to those around her. She is somewhat slender thanks to exercise, although the notably carries a little extra weight around her hips, thighs, and bust-- figure wise, she could almost be labelled as an hourglass. Aside from her figure, Nadia's proud of her long and shapely legs.





Personality
TYPE HERE (Describe how your character behaves and carries him/herself both during the day and at night.) (Minimum of 2 paragraphs.)



History
Before the “Nightdown”


TYPE HERE (Describe your character’s history up until “Nightdown.” This is when your character first became engaged in the night. Describe what brought them into it. If you choose to grant your character any powers or abilities, describe how they first experienced them.)


After the “Nightdown”


TYPE HERE (Describe your character’s history since “Nightdown.” Describe their life living in the night, go into as much detail as possible.)



Night Life
TYPE HERE (Describe your character’s present nighttime lifestyle. What do they do? Be sure that your character is currently unaffiliated with any gangs.) (Minimum 1 paragraph.)



Day Life
TYPE HERE (Describe your character’s present daytime lifestyle. What do they do? Be sure that your character is currently unaffiliated with any gangs.) (Minimum 1 paragraph.)



Abilities
Powers


TYPE HERE (Describe your character’s power in detail – be very specific so that there is no question when using it in the RP.)


Strengths(The more, and more powerful, your character’s strengths – the more his or her weaknesses must balance them out.)

  • Silver tongued; she's got a smooth voice and a way with words that makes it easier for her to manipulate people.
  • Flexibility/Agility; she was always the gymnastics type of girl growing up, and the skills have stayed with her.
  • Languages; she finds it easier to learn languages than the average person does, but only slightly.


Weaknesses(There should be an equal number of weaknesses as there are strengths.)

  • Swimming; she never learnt how to swim and is absolutely terrified of the water.
  • Paranoia; she's often jittery, or constantly looking over her shoulder as if she believes that there is somebody there.
  • Reckless; she is impulsive and acts before she thinks, often ending in trouble.


 
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ACCEPTED

"I am Forever, and gladly, Insane."





Laura Mako

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Basic Information
Name


Laura Mako


Nickname


'Kilia'


Age


8


Gender


Female


Sexual Orientation


Hetero


Height


4'7


Weight


84LBS.


Distinguishing Features


Scars on her legs, An eye patch over her eye.


Eyes


Red, Unless provoked otherwise-Black


Hair


Black with tints of blonde.



Appearance
\(Night time appearance)Laura has pale white skin when it is night. She wears short dresses at night as well. Her eyes turn pitch black if provoked, though usually they are dull red. Her face alters a bit to make her look mature for her age, and hair turns pitch black.


(Daytime..) Her hair is light blonde tinted with black. Her face looks her age and she is very, Dark. She wears black jeans and graphic tee's. She places colored contacts over her eyes so they look natural brown. Her skin is tannish. She makes sure her hair ALWAYS covers her eyepatch.



Personality
(Night) Laura tends to be more sarcastic and sassy at night. She is easily tempered and likes to smart mouth to people. She is mean and serious. She acts more stubborn than a two year old. She dosent listen to any ones crap and acts on her own.


(Daytime) Laura is an 'innocent angel' At day time. She tries her best to blend in. She is Kind and caring even if she hated you the night before. She is forgiving and sweet. She is accepted by a lot of people during day due to her 'innocentness.'



History
Before the “Nightdown”


Before night down she had been a patient in a hospital for little girls, she had been in a severe accident involving her legs. She had to had them 'fixed', but the nurse did something wrong which caused permanent damage. She felt different after. As if she wasn't really herself anymore.


After the “Nightdown”


Laura was let out of the hospital around the age of 6. She has since became two different people. A rude, yet innocent child. Oh, did I mention she was let out after she killed the nurse? She had been staring into the nurses eyes think ing how evil the nurse for ruining her legs. Next thing she knows, they are both rooted in place and the nurse is clutching her head screaming. After a while it stops and the nurse was dead. She was let out after that. Anyways, back to the story. She spends her time alone fighting to understand who she was. Or what she is.



Night Life
Laura spends her precious nights walking alone and stalking the streets and alleys. She likes to torture regular humans who are nurses or doctors or even just a random 'Normal' human. She hates them for what they did to her. They threw her out, ruined her legs, and her eye. (A story she should tell her self.) She likes to meet others who have powers and get into fights. (Suprising for a 7 year old.)



Day Life
Laura spends her daytime becoming loved by regulars and others. She fakes happyiness and gets others to pity and love her. She is sercretly a thief. She steals food, money, and clothes. She gets people to 'Gift her' money or food due to her 'orphan' state.



Abilities
Powers


(AH, My favorite part.)


~Enhaced speed~


~mental headache~ she can look into someone's eyes and cause a headache. The longer she looks at you the worst it gets. It can go to the point you pass out.


~Gentic time Change.~ At night, her appreance changes and looks different than the 'innocent angel' of day.


~Telepathic~ Can speak to others minds.


Strengths

  • running
  • Mind Speaking
  • Pretending


Weaknesses

  • weak
  • Telling the truth
  • Fighting




 

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ACCEPTED




Ember Du Cortue

full
Basic Information
Name


Ember Du Cortue


Nickname


Keg


Age


24


Gender


Female


Sexual Orientation


Bisexual


Height


5'5 ft, 167m


Weight


134 lb


Distinguishing Features


Very red Hair. Light-brown eyes seem red due to hair. Naturally red lips


Eyes


Her brown eyes appear red due to it contrasting with her red hair and lips


Hair


Shoulder length Red wavy hair.



Appearance
Ember has a Slight athletic build, one of a fencer, with a focus on the thighs and legs. Her face is quite clean and pure devoid of any scars or creases, but she has workers hands, and underneath her clothes her body is full of scars. She has thin muscle toned arms, and hard abs. Ember has this red lips, with a slightly fuller lower lip. Ember has a strong, sharp jawline and down sloping shoulders. Has a U.S.N. Anchor tattoo on her right shoulder and a knife stabbing a heart on her lower back. Also wears Thin rectangular glasses in the day.



Personality
In the morning Ember is always tiered with bags under her eyes. Her demeanor and posture is usually one of tiered annoyance, or anger. And usually slouching with her hands working or in her pockets. She has a "fuck-off" attitude and keeps most people at a distance. It rare to see Ember smiling and only in the presence of her very few friends. Most people will describe her as whiny and does the minimum work required at her job. when telling some something that isn't her friend she sounds like a dog barking. And around people she likes romantically she gets nervous and sweaty, and really clumsy. At least in her day life; at night she straightens her posture to one reminiscent of military bearing. Her attitude reverts to a cold analytical stare with a slight smirk, although if you get the chance to stare beneath her cold exterior you might be able to tell she is boiling with hate and rage, ready to explode upon the poor soul that sets her off. Little things tend to set her off, like someone littering, or not covering there mouth when sneezing/coughing, and especially when someone wears a hat indoors. Which is strange considering she doesn't explode when someone directly insult or assaults her though she secretly adds them to her "hit-list".



History
Before the “Nightdown”


Pretty normal childhood nothing of significance. In highschool her anger issues started to flourish. She was always fighting and was expelled from school multiple times. When she graduated she Enlisted in the U.S. navy at the age of 18. She Reached the rank of Petty Officer 2nd class as combat medic but was then diagnosed with Elephant mouse syndrome. a "Mental disorder" that causes her to Mind to processes everything in an extremely fast rate. to Ember the world seemed to slow down when in reality it didn't. She was Discharged from the navy after 4 years of service. She struggled to over come this "disorder" but then learned to control it. She was then offered a job in the City of Hedenbaum where after months of monotonous repetition she had the "Nightdown". She was out at night at a bar drinking her sorrows away when two men started fighting. That's when the bar erupted into chaos with people of varying abilities guns, knives and all fought and died. Ember didnt understand what had happened that night but she later realized it was a gang fight, and the allure of adventure and fighting was to much for her. she wanted to live the life she was denied in the navy. The life of action.


After the “Nightdown”


At first she just went to bars and started or ended fights, because she enjoyed it. She then started to get a little more sadistic and started to Psychologically torture people she won against fights as well as steal from unconscious combatants. Later she realized she could get paid to do what she enjoyed and became a "handy-man" doing whatever violent crimes people paid her to do as long it did not involve killing, because it was all fun and games to her, and Ember still had a morale code instilled in her by the navy. But one night when one rich man wanted to scare another rich man's son to keep away from his daughter, things went bad. The boy retaliated and pulled a gun. With her ability she shot him first. That was the first time she killed someone and made sure no one found the body. Ember was never caught and she continues to feel guilty, but that first killing opened the door to more killing. But every time she kills someone she cuts herself on her body.



Night Life
Currently She is a thug for higher. She steals, breaks in, fights kidnaps and kills anyone for money and sometimes for fun or vengeance. Her nightlife is all consuming and she wonders why she even has a day job anymore. She doesnt have alove and longs for one although they tend to become one night stands, and when she isn't working at night she is drinking till she passes out.



Day Life
She works at an office that does generic office crap. She is moody and hates almost everyone in her office. she has three friends who she hangs out with every now and then and has an office crush. Embers Days are usually spend working then going home to play games and on the weekends shopping and going out with friends.



Abilities
Powers


Embers power is called Elephant-Mouse syndrome. Originally considered and treated as a mental illness , Ember has learned to control it. Ember can cause her mind to processes everything around her extremely fast. To Ember it seems like the world is slowing down, but in reality its not. To others it seems like She has extremely fast reflexes. With this she is able to dodge incoming attacks and even dodge bullets (of course depending on the situations. ex: She cant dodge a bullet she cant see.) On top of that she can disable any mental inhibators allowing her to have access super strength. She can only keep this up for 10 minutes (15 minute threshold) with 6 hour intervals. Using this ability greatly heightens her metabolism and after use she either bleeds from her ears and/or nose, becomes nauseated and/or vomits. If she pushes her threshold she can cause damage to her muscles from extreme use of her strength and/or will pass out from over exertion.


Strengths

  • Shotgun, Handgun, Assault rifle proficiency
  • CQC (close-quarters combat)
  • Intimidation
  • Stealth
  • EMT proficiency (paramedic)


Weaknesses

  • Hard to deal with people
  • Slow running
  • Mentally Weak (can easily disturb her)
  • Easily manipulated
  • Has PTSD (shellshock: fire and explosions set her off.)


"I AM INSANE" :)
 
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ACCEPTED




Leon Leroy

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Basic Information
Name


Leon Leroy


Nickname


Leo


Age


24


Gender


Male


Sexual Orientation


Straight


Height


6'5


Weight


197 lbs


Distinguishing Features


He has a scar on his chest, the name of his sister is tattooed on his wrist.


Eyes


Deep Blue


Hair


Blonde



Appearance
Leon has a muscular build overall. Whenever he is alone his mind starts to take him back to the memories of his painful past and his escape is usually working out and training. He has blonde hair of medium length that he sometimes ties into a ponytail. His sister used to refer to him as the blonde samurai when he is wielding his sword with the ponytail.


Ever since a few years ago Leon had a V shaped scar on his chest from an event that happened to him in the past. He has the name "Iris" tattooed on his back in big letters. Leon's handsome features and deep blue eyes make a sight for sore eyes and he always takes advantage of that whenever possible.



Personality
During the day, Leon's smile rarely leaves his face as he uses his charming looks to get closer to normal people. His funny and friendly personality attracts people towards him and sometimes, not the good kind. He always has an urge to keep himself busy and when he has nothing to do he gets himself in trouble intentionally. Leon is stubborn in his nature and never seems to listen to any advice.


When it is nighttime, everything in Leon's personality changes as the happy shell dissolves and the darkness underneath emerges. A man filled with anger and hatred that gets directed at anyone that stands in his way. He is judgmental and doesn't give people much of a chance to show their true metal. He is easily irritated and prefers to work and be alone. Yet beneath all that is a broken man, reaching out towards any glimpse of light in a sea of darkness.





History
Before the “Nightdown”


Ever since he was a child Leon was fascinated with swords and swordsmanship and wanted to follow the footsteps of his grandfather who was a great swords master. And at his insistence and against his parent's wishes he went and lived for three years with his grandfather who taught him everything he knew. At the age of 16 he had mastered using his sword and returned to his family's house. Though he didn't have the welcome party that he was expecting as when he arrived, his father immediately took his sword and told him that he wasted enough of his time and now it's time for him to focus on his future and that he'll never allow him to use a sword again. All he remembered from that time is his rage. His memory from the next few days were blank but he knew that his father had died. His mother told him that they were both in an accident and that's where he got his scar, and the trauma from it is why he can't remember what happened.


When he was 20 his mother died which left him to take care of his younger sister, Iris. One night as they walked in the empty ally ways of the city in the dark they were jumped by 6 thugs. Leon stood against them with his sword in his arm and Iris clinging on his back but the odds were too much. They managed to seperate them and one of the men punched his sister. He felt anger rushing through him at the sight and felt a surge of strength run threw him. His mind was clouded and it was only 90 seconds later that he could focus again and his mind registered the scene infront of him. All six guys were down with stab wounds, but so was his sister. He ran to her side and screamed as three sword wounds pierced her body. Then his memory triggered of what happened four years ago, he had killed his father and got his scar from him as he tried to restrain him. His sister put her hand on his and spoke softly. "Promise me you'll learn how to control it, or everyone you care about will die by your hands." Those were her last words. Ever since that day he entered the nightdown, looking for answers.


After the “Nightdown”


His entire life became consumed by anger and vengeance. He would roam the streets everyday after nightdown trying to find any trace of the thugs that attacked them, who sent them? who did they work for? And he was never shy about letting his anger loose. It took him a while but had figured what is ability is. His anger and rage triggers power inside him and for 90 seconds he would have increased strength and speed. But there was a downside, he could never control his actions when in that mode and couldn't tell if whoever he was killing is friend or foe. One day a woman witnessed his ability as he faced 5 thugs and defeated them using his anger. She told him she could help him if he followed her. She told him that she can get her hands on a potion that could help him keep his focus in his angered state. And that she would find out who sent those thugs and who their leader is. in exchange he would work for her, collecting info in the day and as a bounty hunter and well... do whatever she needs done by night. He agreed and worked for her for a few months. She finally told him where the thugs leader was and he stormed into their hideout at the end he was shot twice and was dripping blood for many places, but he was the only one still alive. Those potions helped him focus when angry and she warned him that if he overuse them, they might stop working but he didn't really care.



Night Life
He works as a bounty hunter in the underworld, he started gaining reputation for getting the job done. He also still does jobs for Leena, the woman who helped him with his ability's problem in exchange for potions. He still hasn't made many friends and still haunted by the memories of what he had done. He is willing to take on any job and finish it ruthlessly.



Day Life
During the day Leon works as a traveling merchant, selling basic things that people need in their daily lives, using his charms and personality to get quite the profit. But the main reason is to meet people and get information from them. He also plays his guitar in crowded places sometimes.



Abilities
Powers


When he is angered or enraged a surge of power starts within him and for the next 90 seconds he has increased strength and speed but losses his focus and his judgement is clouded unless he uses a certain potion. (Describe your character’s power in detail – be very specific so that there is no question when using it in the RP.)


Strengths(The more, and more powerful, your character’s strengths – the more his or her weaknesses must balance them out.)

  • Master Swordsman
  • His muscular body offers ggod strength and speed
  • He makes use of his good looks and personality


Weaknesses(There should be an equal number of weaknesses as there are strengths.)

  • Doesn't fair very well in ranged combat, needs to get close to his target.
  • He avoids the memories of his past by getting himself in danger/trouble when he starts thinking about them.
  • He doesn't do much in terms of planning ahead, he simply improvises.





I am INSANE! (Apparently)
 
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ACCEPTED




Delta Amai

10741e8b5fd09262db59586a35dc8153.jpg
Basic Information



Name


Delta Amai


Nickname


The Crimson Demon


Age


18


Gender


Male


Sexual Orientation


Homosexual


Height


1.67-5'5 lb


Weight


55 kg-115 lb


Distinguishing Features


His hair and eye color


The multiple scars covering his body


Eyes


Delta has red eyes with a pink tint to them


Hair


Delta has short dark pink hair with long bangs.



Appearance



Delta may be damaged now but he is still rather attractive. His skinny malnourished build has changed into a slim but lightly muscled build from running. Though he is still small at 5'5 and 115 lb. He has light fair skin and a young slightly feminine face that is slightly round with a pointed chin and a small nose. Yet his most unique feature's are his eyes and hair.


His eyes are a red or dark pink and framed by long lashes. They are slightly narrowed but wide at the same time and give him a constant mischievous look. His hair is the same strange color as his eyes and rather short. It goes to the nape of his neck and is parted on the right with long bangs that cover his left eye. He also has multiple scars that crisscross down his body.



Personality



Delta knows when to play his part and he is good at it. He can be ruthless and sadistic or innocent and as harmful as a fly. He is very manipulative and his acting skills are rarely beaten. Something he take's hidden pride in. He is also very clever which is a given in his line of work. In the shadows he typically carries himself with a strange twisted and mischievous elegance that display's his mental instability but cleverness. He is naturally rather playful and mischievous, often playing pranks, which make's him underestimated by most. However don't let this fool you as he is very vicious and clever. He always seem's to have a hidden agenda that make's smarter people weary and is well known for his sadistic tendency's and love of torture. Yet, he still carries some of his trait's from before which helps balance his darkness out and refuses to hurt children.


During the day he typically acts as a cheerful and naive person that loves to help and doesn't ask for much. Someone people want to protect because they are to innocent for their own good. However, he is also known for his stubbornness, rare bouts of seriousness, and kind heart. Especially concerning people he cares about. He is naturally protective of people that he let's close but tend's to keep a certain amount of distant from them. Allowing them to see what they want to see for their own good. Because of this he hasn't gained many friends that know the darker side of him.





History
Before the “Nightdown”


Delta doesn't make it a habit to let his past before "Nightdown" known. He was known as Francis Thompson back then and grew up in a rich family with parent's that held very high expectations for their children. He struggled to meet them and even when he succeeded was always faced with criticism. Though he was renown as a genius at 12 years old his parents never seemed pleased. He still tried in the hopes of making them proud. At 14 he was kidnapped by a group of men that wanted him for ransom but his parents refused to pay which almost broke Delta. Instead his parents faked his death for publicity sake before turning their attention onto their daughter. So the men sold Delta to a lab that needed test rats to try new medicine on. They didn't care who Delta was and for two years he was experimented on. The constant chemicals changed his average eye and hair color to the bold dark pink it is today. When the men discovered Delta's blood was diluted from the chemicals and couldn't give them the results they wanted they decided he could be used to try out new ideas for surgical procedures.


After the “Nightdown”


Delta slowly discovered a new power from the chemical's and did his best to hide them around others as well as practice them when alone. He slowly leaned to control them and a year after he was taken he used them on his captors. At 16 Delta became a mass murderer. He murdered every person in the building and managed to kill the main leaders that he knew of. He left afterwords and tracked down his family. He found his parent's and murdered them before discovering that his younger sister, who he had adored, had broke under the pressure and reverted to a childlike state of mind. After finding a good home for his sister Delta disappeared. After that he lived on the streets and soon found himself involved in the criminal world. His mind may have been broken but he was still smart and thus desired.



Night Life



Delta was once a killer for hire way back in the beginning and it involved into a professional torturer used by people with weak stomachs. When he was desperate for money. He became well known for the joy he seemed to take from the victim's pain and the creative way's he gained information. His years under the knife had taught him well. He was dubbed the 'Crimson demon' because his eyes seemed to glow crimson with glee. However, once he gained enough money he left that part of his life and now rarely delves back into it. Instead he focuses on doing small jobs as a thief for hire or information collector. Sometime's he does bigger jobs depending on the pay.



Day Life



Delta spends his day's doing the odd jobs around the poor areas of town where people were kind but taken advantage of. Usually he didn't ask for more then a small useless trinket from the person that had caught his attention or something he believes someone will like. That 'someone' is usually one of the kid's in an orphanage in a run down orphanage. He is a well known visiter there as his sister now resides there under a new name and is well loved by the children. One wouldn't think the kind boy dabbled in the criminal world. Especially not when they know him from the careless but innocent facade he wears.



Abilities
Powers


Bone manipulation: Delta has control over the his bones and can manipulate them to an extent. He can change and use them in many ways including growing, shaping, manipulating density/weight, and using them as small projectiles/weapons. His personal favorites are his bone blades that can be projectiles or regular close combat weapons.


Negatives:


Delta can't use his power to grow taller as his skin will rip


He can't heal broken bones unless he want's to dig the broken bones out and painfully regrow them as healing isn't within his ability.


He cannot form larger weapons due to the stress it puts on his body.


Forming weapons out of his skin is extremely painful


Larger projectiles take more time to heal and often leave scars


Positives:


Delta can change how strong and weak his bones are


He can cause his bones to grow outward and shape them into various small weapons


He sticks to small projectile's as they are less painful


Strengths

  • Cunning
  • Knows how to make almost anything into a weapon
  • Persuasive
  • Is a master thief
  • Knows how to handle himself in a fight against 1-3 people depending on strength
  • A prodigy
  • High pain tolerance
  • Fast


Weaknesses

  • Mentally unstable
  • Ruthless
  • He isn't very strong so mostly depends on quick thinking
  • Emotionally unstable
  • His sister
  • He does have a small amount of moral's
  • Stubborn
  • He dislikes hurting children
  • Has little sense of self preservation
  • He treats some thing's like a game





I am Insane
 
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ACCEPTED




Ishihara Seiji

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Basic Information
Name


Ishihara Seiji


Nickname


Seiji


Age


29


Gender


Male


Sexual Orientation


Pansexual


Height


182.3 cm (5' 11.5")


Weight


70.7 kg (155.9 lb)


Distinguishing Features


One of Seiji's most enthralling features would be his impassive slate-grey-blue eyes, accompanied by the dark, slightly thick, slant brows he has, which emphasizes his usual stoic nature.


Eyes


Slate-grey-blue eyes


Hair


Seiji has short, messy black hair, followed by the occasionally tufts of curly hair, combing outwards like a morning cowlick.



Appearance
Standing at the height of 182 cm, Seiji holds an the average build of a lean, muscular athlete. Tall, he may be, he unfortunately stopped growing around the age of sixteen and found himself a couple inches shorter than his classmates. He has wild, untamed black hair, giving him the appearance of the usual morning bedhead. On top of his wild locks, that undoubtedly shape his face, are his dark piercing eyes that manage to pierce like an given dagger, giving him the ability to fall under the category of fierce, if need be.


He's usually found wearing casual attire, large sweaters, the occasional dark wash jeans form-fitting him. Seiji has also been known to be rather proper with his attire, when dressing for his day job. Sporting a white-slimmed-collared shirt over black pressed slacks, he can pull off the business look. Regardless, if he glowers silently at the mirror every morning, somehow praying to the gods for new hair.






Personality
Seiji's personality is known for being rather impassive both day and night, his quiet demeanor serves as a tool for observation rather than anything else, but that doesn't mean he excludes himself from most conversations. On the contrary, he often invites himself into the conversation when necessary, with his occasional witty remarks or comments as his responses. Indubitably, not in any ways shy, Seiji is merely an analyst with his intuitive, introvert personality, but can freely find his opportune to speak when need be. He's also found to be rather humble and soft-spoken. He rarely shows expression but when he does, he's shown to laugh between a raised hand and dismissive frantic flails. When that happens he finds himself struggling to maintain his composure.


Seiji is also rather blunt with his speech, and unintentionally tends to comes off blatantly rude without his perception, but is usually quick to catch his mistakes. Before he let's his eyes trail, and his ears pink by the embarrassment and apology nipping at his lips. Embarrassment, is something particularly difficult to find on him, but when spotted it's impossible to not be able to point out. Seiji is a full-body blusher.






History
Before the “Nightdown”


Ishihara has always been a rather bland person ever since the beginning of his high school years, the only real adrenaline he'd ever felt had been throughout his after school club activities, where he played volleyball for the majority of his middle school, and all of high school years. He'd considered continuing it throughout college for the sake of his fitness and for that rush, but after two years he'd quit and found himself engrossed with his medical studies as a neurosurgeon. Not shortly after he'd received his doctrine, with hopes that the medical life would bring some kind of rush back to his insipid life, he'd found himself one night startled awake by the strike of thundering rainfall. Surprised, he found himself cocooned by all the furniture found in his tiny apartment. A defense mechanism he discovered later on, by his new-found ability: Telekinesis.


But that wasn't all, with his new abilities, came new responsibilities —
or so, is what he read in one of the comic books he'd decided to pick up for the sake of research. Stupidly, and unconventionally not him, he found himself one night roaming the streets for trouble. It was also not shortly after the 'Nightdown' had arose with the same spite as a man that held another at gunpoint. Unprecedented, by what to do, Ishihara had found himself between the two men attempting to ease the situation. Although, his words proved fruitless, before he knew it, the man before him fired his gun but no bullet was fired. Instead, all three men stared at each other with gaping eyes, before the pinned man ran off in a different direction and Seiji was left with the assailant. To say that Ishihara had the situation under control was laugh-worthy, But blocking the multiple strikes the assailant threw had brought back the rush, Seiji missed so much, come back full force. It became an like an addictive drug, fueling his gauge and rejuvenating his stupor life.


After the “Nightdown”


It wasn't until after that experience, that Ishihara found himself practicing his abilities and training his body every so often for any case scenarios. Although, he'd never blatantly reveal he'd do that again, you'd be able to find him every so often, in his casual attire, in bars instigating cheap fights that long-left both parties losing because one of them somehow accidentally tripped and fell on top of the other.—That said, his mischief has grown over the years, but it wasn't entirely all his doing, along the way he'd found himself doting a small, new addition to his home: Scatterbrain, or Ue Komagata, a fellow kinsmen, who irritably dismantles his home every given chance and finds himself having to keep an eye on him. But, to say he didn't like the company, would most certainly be a lie.





Night Life
Ishihara's standpoint in the nightlife, is known to be practically minimal to none, considering how his day job keeps him working long hour shifts. But that doesn't mean, he excludes it from his life entirely, he occasionally seeks the rush in his days of rest and is often accompanied by Scatterbrain, who, by experience has become a hassle to maintain, considering Komagata's intentions always end up with him trying to eat someone. Regardless of Ishihara being against it, he'd discovered there wasn't much he'd be able to do, considering he was away most of the time and Komagata would at some point leave to find food, even if it meant having to eat the neighbor's cat.





Day Life
As for Ishihara's day job, he's a neurosurgeon, who also conducts studies on possible brain scans for the future. He's constantly found coped up in his lab, and when often found alone. He's seen using his telekinesis to move things around quicker. He finds it more efficient than having a group of student-scientists working at his side. Although, he does occasionally miss the company, he always tells himself he gets enough of that at home.





Abilities
Powers


Telekinesis (also called psychokinesis, or PK), is the ability to move objects through mind power. That being said, Ishihara's abilities manifest through his well-trained will, and after much rigorous training, moving his expensive antique lamps, he has managed to control his abilities at an impressive feat. Spanning the distance of almost twenty-five feet in length, Ishihara has the ability to control anything within radius, but the farther the object or person is, the weaker his control is. Equally, if used for long periods of time, Ishihara's body begins to take a toll. Nosebleeds, dizziness, nausea, and fatigue are known to be the side-effects and from what's been recently discovered in one of Ishihara's latest attempts, delusions/hallucinations, fevers, increase in blood pressure, anxiety, and loss of breath have also been added to the list.


Strengths

  • Intelligence / Intuition
  • Impassiveness
  • Athletic


Weaknesses

  • Obsessive / Possessive
  • Clumsy
  • His morals
  • Scatterbrain
  • Romance





I am insane.
 
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ACCEPTED




Scatterbrain

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Basic Information
Name


Ue Komagata (Oo-eh Koh-Mah-gah-tah)


Nickname


Scatterbrain


Age


Twelve


Gender


Male


Sexual Orientation


Asexual


Height


91.44 (3' feet)


Weight


36.06 (79.5 pounds)


Distinguishing Features


Scatterbrain's most distinguishing features are his; remarkably small stature, still-faced mask, and the sentient mouth-medallion hoisted around his neck named 'Gochiso'.


Eyes


Scatterbrain’s eyes are obscured by a relatively dark, and inky guise that leaves his companions utterly skeptical of the legitimacy in his manifestation.


Hair


In the absence of hair, is the very effective substitute of a pointed hat, which is spick and span enough for business, and mystical enough to play make-believe with the antique furniture inside of Seiji’s apartment.



Appearance



Prior to the life he had created with Ishihara, it wasn’t unusual for Scatterbrain to be stopped from his adventures and asked to take pictures with bypassers. He bared a distinct, striking resemblance to the uncanny, and almost sinister characters on television. People were always amazed at how realistic Gochiso looked, and how it almost felt like he was breathing, and how painful it was when he tore off their hand.


And while Gochiso was a masterpiece to-be-held, people were sure to be even more baffled with how Scatterbrain strutted around with the ten pound weight, when he himself was frail and small. Yet, he understood that such a thing was easy to overlook, when people could hardly spot him lingering beside their kneecaps. When it became dark, he was even harder to spot, and better at hide and seek; dressed in a matte-black cloak, that felt particularly empty at the touch and presumably held those tiny, grabby hands that were some-sort of replacement for his lack of arms.


Yet, the most queer of all was surely that mask, that could never convey that bright, full smile of his.





Personality



The spectrum in which Scatterbrain sees the world is distorted, and much more vivid than that of anyone-else, his brain mentally incapable of seeing the brutality of his actions and the consequences that result from them. Without the right influence, or rather guidance, he becomes lost in his quest(s) to cater to Gochiso, the medallion with an infinite hunger for flesh, and neglect the morals so strenuously emphasized to him.


It’s easy for him to drift into deep thought, and enjoy contemplating both the hypothetical and philosophical, often to extremes, and if left unchecked for too long, he may revert to his gluttonous state and attempt to feast frantically. And while this state can be easily withdrawn with restraint and quick counseling, it greatly endangers him as it does discriminate from day or night.



History
Before the “Nightdown”


Perhaps the most eccentric of all the Kinsmen in Hedenbaum; is Scatterbrain, the boy with a taste for immortality. Initially, following his creation, he’d spent most of his time wandering alone in alleyways, dwelling on daydreams and sustaining Gochiso’s hunger with the flesh of those who played along. He wasn’t reclusive, and even wanted to make friends, but, the day-to-day bustle of Hedenbaum couldn’t compare to this vibrant, deceptive world he’d created. He’d seen wonder in places that most people overlooked, and this was how he made his first friend, who was no less peculiar than him, Ishihara Seiji. Scatterbrain’s imagination, and false concept of reality distinguished him to Ishihara, and the opportunity was seized to interlock their lives.


Offered refuge in the man’s apartment, where even more stories of magic and imagination would spawn from confinement, he was safe from the world that wasn’t quite ready for him. And from inside their home, simple things like furniture and documents became whimsical and mysterious. He’d found a home, with Ishihara, and would continue to linger there for as long as he was allowed, fascinated by this ‘secret’ place from which he was only allowed to leave at night.


After the “Nightdown”


It almost shocking, how little Ishihara knew of Scatterbrain’s origin, ironic almost, as the kinsmen was artificially created alongside the same bustling rooms that the neurosurgeon would commonly depart and re-enter each morning. The goal in mind, to create a synthetic kinsmen, who’d be able to combat those who dwelled in the shadows of the Nightdown.


Ultimately, the project was evidently a failure and it would appear that their disposal of the synthetic was not very successful either, and it would soon become evident that their creation would indubitably result in their disappearances, which even then affected Ishihara who had to pick up the slack.


It’s unclear if the projected was attempted once again, or if it was scrapped due to it’s overwhelming non fulfillment, but, it didn’t stop Scatterbrain from finding his place in the food-chain, where he’d soon establish he was at the top of.





Night Life



In order to sustain himself, it is essential for Scatterbrain to feed Gochiso, and the single-handedly best time to do this is at night. It’s important to be selective with prey, at least that’s what Ishihara says, despite his opposition. So, as a result, most hunting goes on in alleyways, where the eye of the law doesn’t stretch and the people are the ‘scummiest’. Males are the preferred targets, as they contain more muscle and take longer to digest, besides, females allow the production of more food.


Once the hunt is over, and Gochiso has been fed, the night comes to a simple and quick end, the pair returning to the apartment; only to repeated sporadically.





Day Life



Scatterbrain’s mornings are rather uneventful, and are spent most wisely waiting at the door for Ishihara to get home from work. There is strict rules in place, by Ishihara himself, to not leave the apartment until he gets home, and while Scatterbrain fails to follow these rules, due to the provocative nature of the animals outside, he -always- makes sure he is inside the apartment when Ishihara arrives home.


When not fighting his urge to call Ishihara at work, or eat people, the most productive thing to be done is to pretend the floor is lava.



Abilities
Powers


Scatterbrain’s ability is biological immortality, which prevents him from aging and dying of natural causes. The ability can -only- be sustained through feeding the relic known as Gochio, who has an unquenchable hunger, but, can be held-over with one measly meal a day. This single meal is proportionate to an undefined percentage of Scatterbrain’s mass, which is equivalent to generally one limb; arm or leg of the average human. Eating excessively will have no effect on Scatterbrain’s form, but, instead the food will be stored and he will not need to eat again until all of it has been digested. Generally speaking, Gochiso can survive for 48 hours without food and after that point he will terminate the host, or in this case, Scatterbrain. This makes the most effective method to kill Scatterbrain starvation.


While Gochiso is in fact a relic, and is removable, he can only be removed by Scatterbrain and will not budge for anyone-else. In addition to this, he is indestructible, but is directly attached to Scatterbrain’s life and will be ultimately killed if his body is destroyed.


Strengths

  • Has potential to live forever and can be taught vast amounts of knowledge.
  • Ignorance makes them brave, and they're willing to put themselves at risk.
  • Gochiso can tear away at any material, allowing Scatterbrain more opportunities to be useful.


Weaknesses

  • Absent-minded, shallow, childish, delusional, deranged, frail with poor-self regulation.
  • Is rather weak, and unfit for intense combat.
  • Unpredictable, and may lash out for petty reasons.


(I am insane)
 
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ACCEPTED




Santos Williams

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Basic Information
Name


Santos Williams


Nickname


Leather finger, Sodom


Age


27


Gender


Male


Sexual Orientation


Straight


Height


5’8”


1.72m


Weight


174


Distinguishing Features


Tattoo on his left wrist, quoting the bible about the destruction of an evilcity


“but on the day that Lot went out from Sodom it rained fire and brimstone from heaven and destroyed them all.” Luke 27:19


Eyes


Brown and sheepish


Hair


Brown, middle length, combed back



Appearance
Santos Williams looks like your typical business man, during the day you see him walking through the streets, merging with the crowd in his suit and tie. But that’s exactly what he wants you to think, His stature is rather fit he tends to train in his pad when he has the time between his ‘working’ hours to keep his slight muscular build. He takes much pride in his beard, where others let it grow out, shave it all away or end up with some abomination on their face, Santos tends to make sure that he always looks good. His eyes are mysterious, and one can always tell from his sheepish grin when something he had planned had worked.



Personality



Santos is a rather charismatic character, he smiles and greets people on the streets, he always tips and is polite, of course this is all part of his elaborate scheme of pick pocketing.


Though he has been suspected of theft many times, being brought in for police questioning on other cases that had happened to certain characters in his area of work (not really the most likable company) but had never caught on to his criminal hobbies and just go und he was another sorry dog chained to a cubicle till he gets shot, fired or goes mad. Unfortunately he is a poor liar, he tends to smile a lot anyways, but his smile had always seemed more hollow than anything else.





History
Before the “Nightdown”


Kleptomania, that’s the best way to describe Santos Williams condition. It had all started in College when there were a few dares against him to steal certain objects, usually not ending in success but rather in the worst kinds of failure. When he had graduated and found work, a simple desk job crunching numbers for some big agency in the city.


Santos had managed to push his Kleptomania aside until he had an argument with a co-worker, that’s when it happened again, he stole the man’s wallet without him noticing and took everything he could. This one experience awoke something sleeping within him, an odd power that allowed him to estimate the amount of cash someone was carrying on them, and also he was a certain 6th sense to when someone was looking at him. And with that small crime he had found himself a new hobby.


After the “Nightdown”


After discovering his powers he had started to improve his hobby, taking safety precautions like wearing gloves and finding elaborate places to hide wallets, but he didn’t know what to do with the wallets that had gathered over a few days, so he made his way outside at night, trying to find a peddler. This of course frightened him because he knew the stories about the creatures in the night and the criminal nightlife. Nonetheless he had found a Fence relatively close to his home, who had bought the wallets and began to start spreading the name.



Night Life



At night Santos tends to search up peddlers to sell of the wallets he had stolen, keeping any hard cash for himself, and the occasional gift card for bagles or a new outfit. He tries to avoid the gangs of the night, though he had received ‘invitations’ that his skills would be rather useful to them, and he had unfortunately ended up with a few bruises and cuts for turning down their ‘offers’.



Day Life
Unlike most children of the night, Santos braves the light of day to follow through his criminal activities. When he leaves the house he is armed with his tools, a pair of black leather gloves and a briefcase with a slit in the top like a piggy bank. Santos is a pick pocket, and has been doing this for a few years without being caught by a camera, it’s a simple thing for him to do, his hands and motions are fluid, and in this day and age no one pays attention to what’s going on around them, so a slight of hand can easily make him enough money to get by in a day, that is unless all he gets is credit cards and small change.





Abilities
Powers


Santos can estimate how much hard cash someone is carrying on them, he can also sense when he is being looked at or followed, both of these are gut feelings rather than something explainable.


Strengths

  • Slight of hand (typical pickpocketing skill)
  • Smooth talking
  • Slippery


Weaknesses

  • Absolutely terrible at lying
  • Can’t stand up for himself
  • tends to be too friendly
  • Has never used a firearm





(will most likely add more strengths and weaknesses later)


(Insane is scratching the surface)
 
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ACCEPTED




Pirooz Afshari

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Basic Information
Name


Pirooz Afshari


Nickname


Kazdom


Age


18


Gender


Male


Sexual Orientation


Between heterosexual and aesexual.


Height


Approximately 1.80 m or 5'11"


Weight


80 kg or about 176 lbs.


Distinguishing Features


Though often wears glasses, he has a light complexion adorned by facial hair. Currently, a small goatee rests on his chin, which resembles a toothbrush mustache allowed to be grown that way. Due to further surgery, he now has prominent cheekbones.


Eyes


Heterochromia, one eye is green. The other is blue. A by-product of his genetic structure.


Hair


Bald. Completely shaved off the top portion to prevent the enemy from grabbing his hair. Otherwise has darkened hair shown in facial hair. Before he shaved his head bald, he had a flowing and long hair style.



Appearance
His true appearance is of a slim and sleek body, complimenting his height. While normally covered by clothes, scars on his upper shins and just below the kneecaps prove a past limb-lengthening surgery from younger years. The ghoulish procedure made him look more gaunt, persisting into the current times. During the day, he often has a slumped posture to reflect his previous height.


His hands are also rather large, owing to his physiology. Body hair on him also formed an appearance of a carapace as a response to the difference in climate. Kazdom also has a relatively prominent tailbone that resembles a stinger. All features are covered with clothing, fortunately.



Personality
During the day, he usually tries to keep a low profile. With the age of surveillence, Kazdom knows what happens when one mess up comes after another. He also tends to sleep in the afternoon to get needed rest for his time in the night. He is meticulous and calculated in his approaches and schedules. Outwardly, Kazdom is a meek and often chatty man. He doesn't like to talk about his past, with a pre-tense of focusing on the present.


At night is when he sticks out the most. Professional, curt, and prepared, he usually accepts assignments without question as long as payment is guaranteed. Kazdom does not let conscience get in the way. To him, a paycheck is worth more than mere trifles. Since what's done is done, no second thoughts come to him after a job is finished.



History
Before the “Nightdown”


Originally from Iran, he grew up rather fast and had to in order to contribute to his family. Graduating from high school at 14, he eventually was sent to Hedenbaum right after. While finding the education in the new world laughable, he excelled nonetheless. IQ testing on Pirooz Afshari revealed an IQ score of 132. He used his wits to help him settle into the area. Staying out of sight and staying out of mind ensured no harm would come to the young immigrant. Eventually he discovered an aptitude for the biochemical effects on the human body. One day, he felt a small prick on his toes and discovered a scuttling creature with prominent claws and a stinger similar to his "own." That omen became a clue to his calling.


After the “Nightdown”


Sometime later, he thought of a way to make money with his aptitude for toxins and stealth. Learning the ways of death, Kazdom managed to overcome his weaknesses and excel in his strengths. By the time he reached legal adulthood, he was ready to take on a brave new world. Taking contracts on secured channels and the dark web, he was on the go and was ready to fill his coffers with cash.



Night Life
As a contract killer in the past, he has been hired by various clients. None of them have been revealed as his confidentiality policy of leaving no trace or names. Common murder implements have been used and Kazdom made sure that no kills were over the top. Each kill was premeditated and ideally executed to the numbers.



Day Life
After attaining an associate degree in science from another country, he moved to Hedenbaum and settled in. Working as a pharmacist, it helps pay the bills and may keep his cover for the night. To disguise himself further, he uses a toupee to cover up. He also alters his behavior subtly by acting in a different manner as his nightly persona.



Abilities
PowersAmplify--This power allows Kazdom to amplify the strength of his venom/poison. He can make his toxins up to three times more potent than it typically is. However, the requirements for making the toxin superpotent requires more exotic ingredients to work with. Because he usually uses conventional toxins, he'd have to gather said ingredients to work his magic.


Strengths(The more, and more powerful, your character’s strengths – the more his or her weaknesses must balance them out.)

  • Stealth
  • Knowledge of various poisons and toxins
  • Versed in various types of combat, adding versatility


Weaknesses(There should be an equal number of weaknesses as there are strengths.)

  • oor vision requires custom glasses to see well, with a chance of breaking in battle
  • While a jack of all trades in combat, also a master on none
  • Relatively frail body

Kazdom is Farsi for "scorpion" and is the motif for his character
 
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ACCEPTED




Alice Bennett

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Basic Information
Name


Alice Bennett





Nickname


Night Stalker





Age


25 years old





Gender


Female





Sexual Orientation


Pansexual





Height


1.70 m / 5'7"





Weight


53.5 kg / 118 lbs





Distinguishing Features


Apart from her odd eye color, Alice has a tattoo of a pair of black wings embedded on her shoulder blades. The wings themselves spread down across her triceps in a thick, black ink, where the tattoo ends just before the elbow.





Eyes


A divine mixture of light red and blue; a delicate violet.





Hair


Silky, jet black hair that falls down her back and stops just above the tailbone



Appearance
Pale, ghost-like skin; large, mysterious eyes that consistently shine with malice; a slender bodice; and lips the color of nightshade. Alice is an oddly beautiful being. Her face is finely structured and heart-shaped, with high cheekbones and a sharp jawline. With thick, silky strands, she has a head of hair that could easily be described as 'black as night'. Alice's dark lips rarely harbor a smile, although when it does, it is a twisted, sinister smile that reveal a set of lovely white teeth.


Alice can usually be found wearing a prim, yet fitting dress, usually consisting of the colors black or grey. It is a rare occurrence to see her wearing a pair of jeans and a casual t-shirt.



Personality
Mysterious, calculating, and dark; she is a woman who is both persuasive and sly, in other words, a deathtrap. Alice is a manipulative woman indeed, only choosing to waste her time on those who could be beneficial to her in the future. She carries an aura of mystery around with her wherever she goes, luring anyone with a curious mindset to their impending doom. Alice never gets too close, and never lets anyone in. She does not desire human contact, nor any kind of affection for that matter. There is only one thing she will ever love, and that is the sight of blood as she watches it fall.


As an assassin, Alice was trained from the beginning to be silent. She takes her line of work very seriously. Efficient, quick, and intelligent; these are the traits that make her such a popular choice for hire. Because she is so manipulative, her acting skills are top notch, and she can easily create personas for herself that trick another into believing it is the real her, when really, that isn't the case. Her heart is dark and tainted, leaving no room for sympathy or compassion.



History
Before the “Nightdown”


Alice's life, from the beginning, seemed to go nowhere but down. Born as an orphan, all living specimens of her family were unknown, and continue to be until now. She was raised in an orphanage, where she lived until the age of 15 years old. "A silent child" was how the caretakers described Alice. She, of course, kept to herself, and rarely spoke, so it was no surprise she was viewed this way. The children she had grown up with were long gone, and still she remained. It wasn't until one rainy night that Alice escaped through her window, leaving no trace.


Alice was alone from then on. She took care of herself, fed herself, and overall was very mature for such a young girl. It wasn't until Alice turned 17, that she found herself playing with fire. A very, dark, desirable fire.



It was a quiet night. Alice, who admired the cold breeze, decided to take a leisurely stroll through the city. At some point in time, her walk was interrupted by a man with a gun who attempted to mug her. A bullet had been fired, making it's way ever so closely towards her skull. In a lightning fast movement, Alice had dodged that bullet. Moments later, she had dodged
several bullets. It wasn't until Alice had successfully killed the man responsible that she knew something was different. Something inside her had changed. With fresh blood dripping through the crevasses of her fingers, Alice's heart slowly began to blacken.


After the “Nightdown”


From that night forward, Alice's life as an assassin began. She trained vigorously each night, working hard to improve her athletic prowess as much as possible. With her newfound ability of enhanced agility and speed, she was jumping from place to place, silently hiding within the shadows of her new home. Living by herself in an old apartment building, Alice continued to seclude herself from others, remaining a mystery to those who wandered her way.



Night Life



Alice was 18 years old when she received her first contract. A vengeful man had approached her one night, claiming someone had stolen all of his money and his fortune. The kill was easy, and without revealing her identity, the contract was completed. More and more contracts came in, until somehow she became a popular topic among those who had caught wind of her accomplishments.


"Night Stalker", they called her. No one knew her face, no one knew her name, no one knew anything about her. Alice became the deadliest of hunters; the one who is unknown; the one who is hiding in the shadows and watching. It terrified and intrigued people. Eventually, Alice became so well-known that she was forced to be selective towards those who hired her. One wrong move could easily reveal her identity.






Day Life
Due to the excessive sum of money she receives after every contract, Alice has no need for a job during the day. She explores and lounges around most of the time, while hardly ever being accompanied by a companion or a 'friend'. As usual, Alice is very selective in who she speaks to, so she is usually always seen alone.



Abilities
Powers


Enhanced agility and speed - Alice has the ability to move at an extraordinarily fast physical speed, and the ability to go from one motion to another effortlessly, effectively dodging attacks, sprinting, doing black-flips and other gymnastic, athletic, and martial implements with little effort. She cannot use her enhanced speed for too long however, as it can strain the body and injure it significantly.


Strengths

  • Stealthy
  • Persuasive
  • Very agile/quick


Weaknesses

  • Does not know how to deal with affectionate emotions such as 'love' or 'sympathy'
  • Becomes frustrated when things don't go her way
  • Can be very stubborn





I am insane.
 
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ACCEPTED




LUCERNE.GARLAND

FZlqRtG.jpg
Basic Information
Name


Lucerne Garland.


Nickname


Luc, Lulu (unused).


Age


27 year-old.


Gender


Cisgender female.


Sexual Orientation


Panromantic greyace.


Height


1m68 – 5'51ft.


Weight


72kg – 158,7lbs.


Distinguishing Features


Lucerne wears glasses on a permanent basis; she is short-sighted. Her body is adorned with a few discreet beauty marks, on her back, neck and arms.


Eyes


Green.


Hair


Brown, trimmed at shoulder length and usually unkempt.



Appearance
The first thing people notice about Lucerne is that they do not notice her.


Petite and leanly built, she blends in most daylight crowds. With her bubbly smile and her roomy clothing, she looks mostly harmless; not unlike those Children of Love of yore that used to believe in peace and, well, love.



Sandals or slippers, soft and dark colours on long-sleeved shirts and baggy pants, a pair librarian's glasses with round, brown frame – no scars, no marks, no distinguishing features that might help her strike to some honourable citizen's mind.



Lucerne isn't necessarily cute or attractive either; she isn't ugly, she is neutral, pleasing on some eyes and completely forgettable to most others. Needless to say that she likes it that way – it's better for her business, after all.



If one were to look very closely, one could start observing things – the cuts on her hands from gardening without her gloves on, the circles under her eyes from too many sleepless nights in her livelier youth... The way her eyes lit up when she's talking to her plants, how her hair smells of old books and cigarettes, the calluses on her feet from walking barefoot as much as she can... All those little details that bring her from a passing-by shadow to a real, living, breathing person.



But one never looks closely to Lucerne, do they?



Personality
We have established that Lucerne's appearance is, for the sake of brevity, innocent and inoffensive. This is further strengthened by her behaviour: self-effacing and compromising, always floating between one joint to the other. Lucerne is not a foe to be feared, a force to be reckoned with.


Or is she?



Contrary to most of her fellow Nightkins, Luc's personality doesn't change much between Day and Night. She wants to avoid trouble, and that's probably what you are; except if you look like a customer, but then a customer would know not to talk to her in full daylight. She will remain polite, but evasive and a bit shy. She knows that her privacy – whatever is left of it, at least – is her best armour. If nobody knows her, nobody can hurt her. That's not true, but that's one of those principles that hold her life more or less straight.



What else is there to say? She hates asking for help, but will prove herself to be rather generous, at least to some extent. Her loyalty, once acquired, can be enjoyed for as long as she doesn't feel scorned or exploited. Her trust is hardly won, and easily lost. Lucerne will not tolerate betrayal. Forgiveness is way above her reach: she never forgives, and she never forgets. If her frail nature do not allow her to act on her anger immediately, she will make sure to enjoy the chilly delicacy of a revenge served cold, even years later.



No machinations, no meanness is below her. She has been disdained, she has been hurt, and she will not let go of that burning ember. Now she will put all the well-oiled gears behind that bubbly face in kinetic motions, and she will think, and plan, and plot; and when you'll expect her the most, she will be there.



History
Before the “Nightdown”


Lucerne was born someone else, another girl who lived another life in another town. This girl was called Amber Johnson and arrived in Hedenbaum when she was in her mid-teens, to follow an apprenticeship in gardening. This girl was fragile and soft, pretty much as Lucerne is today. To soothe the suffocating anxiety in her chest, she took to smoking and drinking and popping pills. Amber knew them all - all the artificial paradises, the man-made dreamscapes and the temporary wonderlands. She knew them all and let them catch her, trap her, entwining her in their webs, never to set foot in reality again.


Except that she had to. She had to go back to the real world. She had a family, parents that worried about her. She was supposed to be a functional member of society, not a disappointing lump of drug-fuelled flesh. They wanted the best for her. Only the best. She passed her apprenticeship by sheer luck, and they talked about getting her to rehab, they bought her this nice little apartment where she'd be able to set shop, they meant to send her to therapy, they talked and pleaded and shouted and cried and do all the things parents do when they worry about their child.



And then they died.


After the “Nightdown”


Amber's parents passed away when she was in her early twenties. Drugs helped her soften the blow, of course. She had always enjoyed gardening, and with her dwindling income she started to grow her own production. That's when the night set in: Amber's life had always been delicately dancing on the thin thread between legal and illegal, darkness and daylight. She knew that she wasn't going to keep that balancing act for much long, especially now that she was more and more dealing and less and less buying.


Lucerne was born sometimes after that, when some fine gentlefolks from the Frozen Tier contacted her. They proved much kinder than Luc would have expected gang members to be, taking her under their wings, training her in weapon proficiency and helping her setting her business under their protection. With their help, Luc's operations grew larger and larger, until she became one of the most well-known, well-trusted dealers of the Nightworld, for the quality of her products and the reliability of her services.



The Frozen Tier's help wasn't without a price, of course: Lucerne is greatly indebted to them, but they haven't asked her for anything in return... yet.



Night Life
Lucerne conducts all her affairs by night. She deals drugs, mostly various strands of marijuana, as well as harder products, as long as they are eaten or snorted – she doesn't do needles.


She will spend most of her time at home waiting for her customers, although she sometimes does deliveries if the Frozen Tier asks her. She takes days off at least once a week, and then can be seen wandering the streets under the cover of the night, softly humming to herself or catching up with her very few friends in a shady bar of the B district.



Day Life
Lucerne doesn't have much of a Day persona any more.


She gets up at the end of the afternoon, takes care of her plants, stays indoor and waits for sundown. Since she only uses the legal ways when absolutely necessary, through her identity as a shut-in artist from the B district, she barely goes out before nightbreak. If she has to, she will hug the walls and conduct her daylight business as swiftly as she can. She hates the world of the Day, where she is reminded at each street corner how little she fits in, how she cannot belong.



Abilities
Powers


A part from a usage-induced resistance to most drugs and toxins, Lucerne has no specific abilities.

Strengths

  • Knows how to use a gun and uses it well;
  • Connected to the powerful gang of the Frozen Tier;
  • Knowledge of medicinal and hallucinatory plants, as well as some poisons.

Weaknesses

  • Addicted to, at the very least, weed and tobacco;
  • Physically weak;
  • Not used to violence and blood, will panic easily.


i am insane | enasni ma i


 
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ACCEPTED




SAM WINTERGREEN

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Basic Information
Name


Samphire Wintergreen



Nickname


Sam, Red, Bright Eyes



Age


21



Gender


Male



Sexual Orientation


Asexual



Height


181 cm/5'9"



Weight


69 kg/152 lb



Distinguishing Features


An X-shaped scar across the front of his face, intersecting the bridge of his nose.



Eyes


Stormy gray, myopic



Hair


Short and unkempt Bright Red hair



Appearance
If you spot someone with bright red hair, 90% of the time that would be Sam. A well-built young adult with rosy tanned skin, he has developed quite well for someone who rarely does any rigorous activities such as sports or contract murder. His hair was once a more natural auburn, but during his formative years, he found it fit to dye it bright red and red it has since stayed. His exotic, stormy gray eyes have lost much of their sharpness and he often finds himself having to wear contact lenses. It'll be a cold day in hell before he gets caught in glasses like a nerd.


His most common outfit is a dirty black private high school uniform that was salvaged from a dead junkie. It still smells of crack. Sam also frequents other people's wardrobes and plunders clothes that suit his personal style. Which upbeat grungy. If that makes any sense at all.



Personality
Sam is...a real piece of work. While he has mercifully been spared the darkness that has claimed so many, it still stands that he is one of the most slippery, devious and infuriating pieces of shit that you'll ever meet. A sly fox through and through, his favorite pastime is playing with people's words and fucking with them using those very words. Worse still, he doesn't change much between night and day. Sam can be considered a prodigy at social engineering, able to pinpoint the habits and behaviors of a certain circle or community then exploiting them. Suffice to say, he has no shortage of enemies, be they scorned suitors or disgruntled contemporaries.


Beneath every cracked egg lies yolk. Sam hides, beneath all his tomfoolery, an optimistic and idealistic boy, shrouded in grief. The death of his parents had a much greater impact on him than he cared to admit, but damn it, he missed them. Much of his actions are motivated by his mother's last wish to him: "Make good changes, make people happy." While his acts are seemingly criminal, most of them involve enacting righteous retribution or showing a twisted sense of charity and philantrophy. The one thing he absolutely despises is brutality, and consequently torture. Anyone who would willingly commit needlessly superficial violence can count themselves on bad standing with him.



Loyalty is just not the way Sam rolls. He is entirely his own man, having learned from the deaths of his parents that allegiances only make loose ends out of him and loose ends are meant to be cut short. Do not equate independence with trust or attachment issues, however. He is only object to serving a higher or more misguided cause than his own. This is probably why most people out there wouldn't object to having his head on their mantle.



History
Before the “Nightdown”


The son of two renowned botanists, Samphire Wintergreen (named after a plant, because of course) grew up in the rich part of Hedenbaum, sheltered from the woes of poverty and disadvantage. While his parents tried their best to build up an early interest for biology, Sam had no desire of it, instead preferring studies focused on humanities. Early education proved fruitful for the boy, even if he had a mean streak of delinquency. Sam was able to enroll in a premier university, majoring in Psychology. Far away from home and hearth, he rejoiced in his newfound freedom, finally free from the oppressive grasp of his parents' ambitions. Little did Sam know that he would get more than what he wished for.



What kind of enemies
botanists could make was anyone's guess, but one day, Sam was informed that his parents were killed by unknown assailants. It was not a robbery, not an execution, just...murder. Despite all his previous animosity towards them, the firebrand still found the news shattering. That day, Sam disappeared without a trace from campus grounds. He retreated from the public eye...and isolated himself in the Night.


After the “Nightdown”


Nothing was ever the same since that day. Gone was the normally cheerful and wisecracking delinquent Sam had been so known for. Instead, he chose to wallow in his own grief, insistent that there was truly nothing else to live for. Fate, that fickle bitch, had other plans. During one lonely night, the redhead was cornered and abducted by armed thugs bearing the colors of the Everhungry. He made little resistance. Sam's initial plan was to let the bastards do whatever they pleased to him, but instinctively, he grappled the wrist of one of them and something... inexplicable happened. He just went and burst into tears, seemingly caught in the same despair as his. The other two grabbed Sam's hand, suspicious of whatever power he had in store, but soon found themselves bawling their eyes out as well. Perplexed, he fled the scene in a panic, bearing only an X-shaped scar on his face to mark that encounter.



It didn't take long for him to presume that whatever ability he had now, it was based on physical contact, so he went out and proceeded to...'touch' people at random and wouldn't you know it, they soon expressed emotions in a stunningly profuse manner. The moment of revelation was the moment Sam was freed from despair. Instantly, he was reminded of his mother's last words to him on the phone: "Make good changes, make people happy." That was his new purpose in life. The Night had an abundance of opportunities and an equal abundance of darkness and negativity. Not to mention enemies...



For the new and improved Samphire Wintergreen, there was much work to be done.



Night Life
Under the cover of night, Sam finds a steady job acting as a free agent-slash-thief. Since he already gets around rather inconspicuously, he is bound to pick up invaluable information for both his clients and himself. The redhead also sometimes goes around distributing foodstuffs that he has either bought or stolen, like a vigilante Johnny Appleseed. And furthering his vigilante attribution, if his actions were to somehow disrupt the gangs' malevolent activities...you can be sure that it is purely intentional.



Day Life
Sam's day life is pretty much non-existent. As far as the world is concerned, the boy orphaned suddenly is now gone for good and presumed dead. If the situation calls for it, however, he will put on a black wig and thick-rimmed hipster glasses and go out under the guise of Kyle Thompson. 'Kyle' is a nerd who works part-time at a grocery store, where Sam normally gets easy food.



Abilities
Powers


Emotional Manipulation through Physical Contact: Sam is able to increase, decrease or trigger the emotions of an individual by making bare skin contact with them. The range of emotions are as varying as the human mind's capability to feel, so he can make people feel anger, elation, satisfaction, depression, anxiety, terror and even ecstasy. If Sam is feeling a particular emotion upon touching someone, that emotion would be the strongest due to a link formed through empathy. He does not, however, know the full scope of his powers and doesn't even know how to turn it off, forcing him to wear gloves 24/7 to avoid unwarranted control. This power also has the side effect of amplifying his nightmares to an alarming degree and causing a sharp increase in heart rate everytime it is used. If not careful, too frequent uses will cause a sudden heart attack.


Strengths

  • Wickedly sly like a fox




  • Damn good at running away and hiding




  • Kind-hearted deep inside




  • Persuasive



Weaknesses(There should be an equal number of weaknesses as there are strengths.)

  • Too merciful for his own good




  • Cowardly piece of shit




  • Lacks backbone




  • No fighting experience whatsoever



I AM INSANE AMONG THE INSANE. THEREFORE I AM NOT INSANE.
 
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Allen Sweetwater/Gray

full
Basic Information
Name


Allen Sweetwater/Gray


Nickname


The Boogieman, Mr.Shadow, Shadowskin, Gray


Age


25


Gender


Male


Sexual Orientation


Raging Homosexual


Height


6'4


Weight


145 Pounds, 65 kg


Distinguishing Features


Gray skin, eyes that can glow through the thickest of shadows, slitted pupils.


Eyes


Electric blue eyes which pierce through the darkness with cat-like pupils.


Hair


Dark, nearly black gray hair which is parted right next to his right ear.



Appearance
Gray is a man of a fit yet underweight build. He has long fingers, a slightly up-turned nose, thin eyebrows, and round, deepset eyes. During the night, he is usually seen wearing a tuxedo and top hat, as well as sporting a cane. His electric blue eyes pierce the veil of darkness, his canines pointed, which is a feature he loves to exploit if he ever needs to intimidate someone. His teeth, coupled with his towering height, has stricken fear into many a poor fellow.


However, during the day, he takes on a different form. At day, as opposed to his dark, alien-like complexion his true appearance holds, during the day he appears to be a normal human being, with pale skin, normal blue eyes, and blonde hair, and sports a black hoodie and jeans, and a pair of glasses. Aside from this, no other changes occur to his appearance in the daylight.




(Daylighter appearance)



Personality
Gray is a creature of charisma, a master of discussion. Thriving off of the art of flirting and other such courtship, the act of performing something which he is so skilled in feeding his ego, which he strives to keep inflated. However, don't let his sociable appearance fool you. Gray seldom makes emotional attachments, and will have no remorse in doing whatever he wants with you to his benefit.


Gray is typically calm and relaxed, and it is most likely you will find him with a complacent smile on his face at any given moment, with the occasional grin. He is akin to a black panther, or a snake, hiding in the shadows but fond of making himself known at just the right moment.



History
Before the “Nightdown”


Formerly, Gray had been an average daylighter, appearance and all, who went by the name Allen Sweetwater. He was raised by a rather dysfunctional family, which contained a dual set of parents and a sister. One solemn, self-isolating dad, a workaholic sister, and a mother who had a bad drinking habit. Overall, his household was neglectful, even abusive at times. It didn't make matters any better that he was typically the victim of bullying throughout his school years.


Now, in truth, Allen had always been somewhat familiar with his powers. However, as far as he knew, he could only sway one's emotions if he was close to him. However, he seldom had the opportunity to exercise his ability as a child because Allen rarely made friends, and when he did, the friendships were usually made to be short-lived.


Because of this, Allen started to grow socially anxious in his middle school years, preferring to focus in more and more on his studies. However, as he grew into a high schooler, he started to develop anger towards other people. He found himself ultimately hating those around him, practically despising anything that stood on two legs.


He spent two years of essentially doing nothing after he graduated from high school, and at the age of 20, he went off to college. He was dreading the social scene at first, but as time went on, more and more people pried themselves into his life. He was annoyed with this at first, but he began to realize that this could be more fun than intended. Here's where his powers truly took off, and he began to experiment with his abilities, finding amusement in the way that the emotions of those around him would sway and melt under his fingertips. He eventually found the second phase of his power, and he relished in the ability to change the memories of his victims. With each person he manipulated, he felt more and more as though this was his way of exacting revenge against the human race for all the struggles it put him through.


However, one fateful day, his sister came to visit, just a few days before he was due to graduate. Among everyone on this planet, she was the human being he hated the most. So it was only natural that this would be the day that he put his powers to the test.


After rigorous manipulation, tossing his sister's emotions left and right like a rubber bouncy ball, tugging and pulling at her mind to shape her into the pitiful lump of guilt she was destined to be, she said something that pushed Gray over the edge. Gray lunged for her, grabbing her arms, his mind racing with ways that he could kill her there and then, imagining her body dead on the ground. Unfortunately, these visions were passed over to his sister, and she began to shriek moments later, much to Gray's surprise. He let go of her, only for her to fall to the floor, shaking and shivering as the hallucinations faded. The two of them stared at each other in equal shock for a mere few minutes, before agreeing to never speak of this again.


After this, he'd thought very deeply about his abilities, and how they could potentially affect the rest of his life. He came to the conclusion that there was one place where he could fit in, the dreaded, despised land which had shared space with Hedenbaum since before he was born.


After graduating from college, Gray forfeited a normal life, and joined the night kin.


He was twenty-four upon experiencing his nightdown.


After the “Nightdown”


Gray learned how to hone his newfound abilities, storing up energy and experimenting with expending it to his benefit. He soon found that he could use the excess for a multitude of purposes, and relished in the fact that he had this new ability. His personality flipped on it's head, transforming from someone who is fantastic in his schoolwork, yet fearful, anxious, and down on himself constantly, to a fearsome, scholarly, narcissistic beast, prowling the streets with an unmatched charisma and a craving for power. He soon became known for occasionally popping up when you'd least expect him to, sometimes wanting to make it known that he's listened in to that conversation you just had, which contains information which is ripe for blackmail, sometimes wanting to offer you "goods" in exchange for money, or maybe because he just wants to have a little chat under the moonlight. He earned the nickname "Boogieman" after startling a few kinsmen by sneaking up on them from the darkness.



Night Life
Gray typically roams the alleyways at night, searching to see whatever he can find that may be of interest to him, while remaining unseen until he desires otherwise. While he does have a job in the daylight, at night there are rumors that he has another, undisclosed line of work that he participates in during the night time.



Day Life
In the daylight, he works as a barista at a local coffee shop, enjoying the opportunity to learn about the different people who attend the cafe. It is also a wonderful outlet to exercise his beloved conversational skills.



Abilities
Powers


Emotional Manipulation



Gray is a master of getting people to feel what he wants them to feel in any given situation. Every word he speaks is finely tuned to project whatever feelings he wants to onto a person, or multiple people. His will can sway even the most stoic of men, causing even the most iron-willed to sob if Gray so wishes it. This power can only take full affect if he has been in discussion with his target(s) for at least a few minutes, and the emotions he wishes to project become more and more intense the longer he exercises this skill.


Memory Manipulation


His powers can go a bit further the longer he's been using his powers on someone in one sitting, and via the enhanced power of suggestion, Gray can trick someone into remembering things differently than how they actually occurred, or something that didn't happen at all if he has been using his power on someone for around five to eight minutes, depending on the person. He will often start with changing minor memories, things that he could potentially know about the target in question. He will typically stay at this stage if he's only using this power to mess with his target(s), or to strengthen his grip on them. However, if he genuinely wants to change their memories for his benefit, he will continue to move to bigger things, and memories regarding information which he could not know about, until he is satisfied with his work. Victims are highly unlikely to question what is happening at this stage, but it is within the realm of possibility for people to snap out of the control that Gray has on them at this point.


Sensory Manipulation


This is the threshold of Gray's power, and can only be done after he has been using his power on a target for fifteen-thirty minutes, and with physical contact. Upon making contact with his victim, he can trick their senses into seeing, hearing, smelling, feeling, and tasting things that aren't really there. If the hallucination is relatively small (i.e., it only affects one or two senses, and for the most part the reality around the victim is intact), then it will wear off only a second or two after loosing contact with Gray. However, if the hallucination is big (i.e., affects all senses, strikes fear into the victim, reality is utterly lost to the target) than it will take twenty seconds for it to wear off upon loosing contact with Gray.


Strengths(The more, and more powerful, your character’s strengths – the more his or her weaknesses must balance them out.)

  • Fast and agile, moderately strong
  • Intelligent, analytical, and scholarly
  • Can keep calm under pressure


Weaknesses(There should be an equal number of weaknesses as there are strengths.)

  • Prone to overstepping or over-judging himself, believing that he is stronger or more skilled than he actually is, especially in brawling.
  • Prone to letting his lust and passion for acts of violence and power get the best of him, causing him to act recklessly when it may be so crucial not to be.
  • If he has used his power on a particular person multiple times, that person can start to develop a tolerance to his abilities, especially if they manage to become conscious of the fact that they were manipulated by Gray.





I am insane.
 
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ACCEPTED






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MELINDA HAUSER

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Basic Information
Name


Melinda Hauser


Nickname


Euryale, Snake Chick, That crazy bitch, No-Eye Mel


Age


22


Gender


Female


Sexual Orientation


Straighter than a stripper pole.


Height


1.68 m - 5'5"


Weight


68 kg - 150 lbs.


Distinguishing Features


No eyes. Literally, there are no eyes in her eye sockets. Piercings around her lower lip, ears and a stud a little higher than the chin. Smokey eyes. A plethora of snake-themed tattoos.


Eyes


Gone


Hair


Brown hair, Undercut.



Appearance
Melinda is a nimble individual with high muscle definition. Her eyesockets are empty, but she doesn't seem to mind. Her appearance is based upon a snake theme, specifically pit vipers. The woman usually sports cropped tops, to show off her wicked six-pack yo.


Depending on her mood, Melinda will wear one of three items: a pair of pitch-black aviators, a bandana blindfold or a mask if she needs to. The piercings on her lower lip remind of fangs. The bodyguard usually wears baggy or drop crotch (within common sense, of course) pants. They usually come with a great many pockets so she can carry more things than with other pants.



Personality







(click them)
Whenever there is natural light on the streets, Melinda enjoys herself a care-free, slightly nihilistic attitude. Cracking jokes and being generally upbeat is not uncommon for her during the day. She enjoys a good time and tries to encourage others to have a good time too. Melinda teases often, trying to lighten moods or provoke a certain reaction.


During the night, however, Melinda is much more focused and on-point. She is much more serious and follows protocol. Her mind is much more clear and her movement rhythmic. She keeps a straight face and rarely cracks jokes, unlike her daytime personality.



History
Before the “Nightdown”


Melinda, before she discovered her outstanding abilities, was a shy, introverted girl living with her step-father. Her biological father booked it as soon as she was announced, leaving a single mother behind. Her mother managed to make a living dealing drugs and selling her body. After some time, she even succeeded to seduce another man. It was a fairly decent life up until her mother was arrested for drug trafficking. Melinda's father grew too attached to her to just leave her in a street corner so he just tried his best to provide for her.


Melinda took different martial arts lessons throughout her teenage years before an unpleasant incident left the girl without eyes anymore. She was kidnapped by a psycho and had her eyeballs scooped out of her eye sockets. After a few days of coma, Melinda woke up and in her recovery time noticed that she was not completely blind. Far from it. Melinda might have lacked the ability to see, but she could recognize heat signatures of different objects and living creatures. In reality, Melinda was not blind because she could see much more than a normal human could. It was as if she had eyes on her back, sides, everywhere.


After the “Nightdown”


After the incident, there wasn't much for Melinda to do considering her condition and how people like her were looked at. Yet, she still had a strong and endurant body and had knowledge of multiple fighting styles. She frequented a few underground fighting tournaments and won herself enough money to scrape by and support her father too. When she couldn't fight, she would find that other people needed protection in the night, so she offered her services for a fee.



Night Life
Melinda is, by all means, a bodyguard. If she's not escorting people, then she's likely fighting for money. If no one or nothing demands her effort, then she is likely training or just sleeping. She can still enjoy many activities, even without eyesight.



Day Life
During daytime, Melinda can be found out in the city, with a walking stick and pitch-black glasses, acting as if she cannot see at all. Otherwise, she is inside her apartment, again, either training or sleeping.



Abilities
Powers


Melinda has a Heat Signature Radar ability. She can sense heat signatures left by other objects or living beings in a room or ,if sufficiently warm, in another room too. This makes it very difficult, if not impossible, for anyone to sneak in her close vicinity unless they found a way to completely immerse themselves in the environment. She can see with this ability, if you will. She is also as fast and ferocious as an attacking snake having faster than usual reaction time.


Strengths

  • Nimble and endurant body.
  • Excellent hearing.
  • Very fast reaction time


Weaknesses(There should be an equal number of weaknesses as there are strengths.)

  • Blind, she cannot recognize faces, only voices or specific heat signatures.
  • Can get quite cocky at times.
  • Not overly strong.
 
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B L A C K . B I R D



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Name


...



Nickname


Blackbird, The Raven.



Age


31.



Gender


Male.



Sexual Orientation


None of your concern.



Height


6ft / 1m85.



Weight


160lbs / 72kgs.



Distinguishing Features


Several scars on his face, torso back, arms and legs.



Eyes


Yellow.



Hair


Black, kept short but usually unkempt.







Appearance


A young man in his early thirties, Blackbird doesn't look much different from other Nightkins. He has the scarred face of a long-timer, with the straight jaw of a determined fighter and the focused look of a tactician. Some may find him ugly, some may find him handsome; he doesn't care.



He does not blend well in crowds, but does not try to: walking with broad steps and his head held high, ignoring the looks of the passer-bys, he makes his way oozing with the natural confidence of a man sure of his destination.



Often cloaked in black trench-coats, he enjoys a clothing style reminiscing of the noir films of yore: black hat, black gloves, black leather shoes. It would be a lie to say that he doesn't care about his appearance: his rugged looks are carefully constructed and tweaked until they reach the satisfying amounts of comfortable but sinister.






Personality


Blackbird's morals are not as dark as one might believe. He takes good care of those who have pledged their loyalty to him and try never to let anyone behind. Everyone else is fair game; he has no affection for those who won't follow him and no pity for the unlucky who will stand in his way, although he will not partake in destruction for the sake of chaos and blood-shedding. Mindless violence, albeit an interesting concept, just doesn't suit him. He likes violence with a purpose – revenge, threats, dominations. What could be sweeter than being in control? What could be more desirable than power?



Blackbird wouldn't define himself as ambitious, and yet he is, devoured by the awareness of his own potential, blinded by the hubris of adrenaline-fuelled nights and the unlimited freedom of the world of the night: he has tasted the highest of delights once and would do anything to taste it again.



Those considerations aside, he is rather pleasant to be around, cracking the occasional joke and generously sharing his taste for fine wine and pastries. (Yes, he bakes. He's a stress baker. And a ruthless gang leader. Do try and tell him that it's incompatible.) His trust is not easily earned, and relatively easy to keep: don't betray him, don't insult him, don't try to take what's his away from him.





wPkUAG4.jpg





Before the “Nightdown”


Blackbird's life started quietly enough, somewhere in suburban Maine. In a house with white fences and apple trees, a boy played with his dog under the watchful eyes of his parents. The sun was shining and birds singing high in the branches. The boy was focused and determined. He was teaching the puppy some fancy trick; the dog was the boy's best friend, and he didn't imagine a world without him.



Unfortunately, he didn't need to: maybe his father wasn't the white-collar office worker he thought he was, maybe his mother had racked up a few debts, maybe they didn't like his dog's silly face, but a black car drove by the fence, slowing as it passed them by, and someone fired three rounds of shot by the open windows.



For a very long time, the only thing the boy could remember was laying there, breath-taken by the shock, with the sweet smell of the grass in his nose and the wailing of his dying dog in his ears. His parents succumbed too, but he didn't remember them, except by flash of colours, bright red on the white of a dress, the blue of a shirt.



At some point, a great black bird took its flight from the apple tree. It hadn't been scared off by the gunfire. It had waited the last whining, the last drop of blood, before reaching out its wings and soaring up in the sky.



As times passed, the boy would forget more and more of the house where the white fences are now ruined and tagged, or the tree that hasn't given any apple in years.



He would still see the bird, though, clear in his mind, the great black bird.



Maybe he just didn't want to remember anything else.



What happened after that one afternoon is among those things he didn't care to remember. The boy went to the hospital, he went to the police, he went to an orphanage. He didn't talk, he fought with other children. He changed orphanage, he was placed in foster care.



Somewhere along middle school and vocational training, he arrived in Hedenbaum.



The boy was young, he was barely a teenager. Yet he felt old, older than he'd ever be, older than anyone had ever been. And he knew everything, and nobody else did half as well; and if he was angry, it was out of frustration for the stupidity of this self-limiting world the adults expected him to live in. He was smarter, he knew better; he was going to show them, just they waited.



He didn't need their stupid schooling – who needs an education for, these days? Everything's on the net – he was going to make some money real quick, and then he'd buy his freedom, like the proper modern slave that he was. He knew that because he had read the Capital, which was a fairly interesting book, for a real thing made of dead trees some even dead-er guy had written centuries ago.



So when some weirdo in a white overall offered him some fast way to make cash, he didn't think twice. (You must remember that he was still a boy by then. He wasn't very smart, even if he thought very highly of himself).



They called it clinical trials. The boy just needed to take those meds that weren't freely commercialized yet, and wait two weeks in their facility for them to survey any side effect. That's seemed like a pretty sweet deal, for several hundred dollars and two weeks of no schooling. Side effects couldn't be worse than an awful hangover, right?



They gave him meds, they made him sit in a room with big machines that had something to do with x-rays, they made him lie in a huge tube that they filled with some weird lights and liquids; it wasn't very fun, but all in all, he thought it was going pretty well.



Things deteriorated hen he started to vomit some oily, pungent darkness. It came flowing from his eye sockets in tears of blood and oil, it dripped from his ears, it sprang from cuts on his hands. Smoke rose from the oil, thick and somber; soon he was kneeling on the floor, engulfed in opaque, intangible darkness. He was in pain, and for a long time he waited, waited for the anguish to pass, for the doctors to come and help him, looking for the coolness of the tile floor, listening for human voices, along in a veiled world.



He waited and waited, but nothing came; no sound, no sensation, only the void. He could see his world painted in blue and grey, like ink on a watercolour. He could hear the sound of his own voice, the erratic rhythm of his breathing. He could see and hear and feel, but others couldn't see him. The nurses called the doctors and the doctors called the security. The security called forth the strength of their weapons, but bullets were enough slowed by the oily barrier surrounding him that he escaped them.



Terrified, the boy fled the facility, never to be seen again... Under the light of day.



The boy ran into the night, leaving nothing behind him but a trail of smoke that dissolved into the breeze. He ran until he was out of breath, he ran until he couldn't shout no more, he ran until his legs gave in and he collapsed at the back of a deserted alley. His face and hands were tainted with his greasy... whatever it was, and he was scared and alone. As he struggled to regain his breath, he was reminded of the big black bird of his childhood, his wings stuck with petroleum, now left to die on some forlorn coast.



Something clicked in him, and he knew. He just knew. Footsteps grew closer and before he could realize it, too absorbed by his own self-epiphany, he was surrounded.



“You've gone to the wrong side of town, kid.” said a voice muffled beneath a hockey mask. The boy should have been scared; he should have seen the mace and the knuckles, and maybe he did – he woudn't remember much of that night either.



“I'm not a kid,” he answered as he got up, rubbing the palms of his hands against his track pants, “I am Blackbird.”



After the “Nightdown”


And Blackbird was a weird kid, but he was hard-working and he didn't mind to get his hands dirty. He had his cloud with him, that he called “his raven wings”. Sometimes it was a cloud, sometimes it was a perfect sphere swallowing you whole, but it was his, and it was useful. Actually, it was more than useful: handy to escape and deadly in a fight, especially coupled with his tendency to throw punches and ask questions later. Soon enough, he was spotted by a gang called the Night Dwellers. Now it'd be a lie to say that he knew the higher-ups, or that he held any sort of importance in their hierarchy at any point; but he was well-known in their ranks for his uncanny ability and the control that he painstakingly trained himself to have over it, as well as the extensive knowledge he developed of computers and hacking techniques.



When the war broke out – that long war of the gangs, in the depth of the night – Blackbird laid low for a while, unable to take side: not pure-blooded evil for the Untainted Crown, not crazy enough for the Titans, definitely not to the taste of the Matriarchy, too uncouth for the Frozen Tier and completely disinterested by the Everhungry, although he did make a short stint among their runner-men. It did not end well, and he took to hiding again.



Now that the situation has somewhat settled, he laugh at the pettiness of them all; isn't it time for the Raven to spread his wings over the City? Isn't it high time for a new darkness to emerge from the night itself?



Who knows what he is up to now, and what he has planned next...








no slide
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SURRENDER.TO.INSANITY
 

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