Name: Andrew Talbot/Blood Fang Age: 15 Gender: male Appearance:
Personality: bad-tempered, cold blooded, ferocious, cunning and dominant. Powers/skills:
Werewolf Transformation: he can shape-shift into a humanoid wolf.
Superhuman Strength: Andrew can lift up a maximum of ten tons.
Superhuman Durability: He can withstand gunfire and take hits from super strong opponents.
Superhuman Agility: Andrew is incredibly agile and quick. He moves like a apex predator and is hard to follow for normal humans.
Wolf Communication: Andrew can speak and communicate with wolves.
Equipment: none Short Bio: Bio: Andrew Talbot was born to a lower middle class family in Chicago and do to the city's dark reputation of crime, being middle class did not keep Andrew from experiencing the bad sides of Chicago. He saw all sorts of crimes happen in the streets and his home life wasn't much better. His mom was abusive to his dad and when his dad finally got the courage to try and leave her, she falsely accused him of domestic abuse and he lost his parental rights to have custody of Andrew.
Do to social stigma his dad was not able to fight the system and was forced out of Andrew's life. His mom then took to abusing him and Andrew's life became total shit after that. After several years of abuse, Andrew finally snapped and his metahuman genes activated. He transformed for the first time when his mom attempted to slap him and he took sadistic pleasure in savagely tearing her to pieces. Finally free from his abusive mother, Andrew embraced his new powers and used them to commit crimes that he viewed were bringing humanity back to their natural origins, free from societal control.
With the name Blood Fang, he became one of the infamous super villains in America and has left behind a blood trail of brutality. Other:[if there is anything else to be known about your character then put it here]
Appearance: Young, pale and lithe boy with somewhat unproportionately long limbs and slightly elongated oval-shaped cranium - but nothing far beyond the norm. Appealing, slightly effeminate face, wider-than-usual hips, small hands and long, long hair reaching slightly below the hip might help to mistake him for a girl, but the falseness of that assessment is proven really easily, seeing as he does not wear any sort of clothing whatsoever due to the nature of his power - however, some parts of his skin, especially chest, temples and the zone around the mouth are covered in strange, black tatto-like patterns of complex geometrical figures.
Personality: Vicious, Playful, Whimsical but Loyal, Confiding
Powers: Explosive Teleportation, Increased Durability, Super-Sight. Explosive Teleportation - Loud Love's body and brain generate a fantastic field of quantum instability that allows him to essentially be in many points of space at once due to a specific sort of probability manipulation - at least that is how he himself explains his ability. Whenever he makes a conscious or unconscious effort of will, the field agitates the fabric of time-space and then, faster than in a blink of an eye, without any buildup, special effects or strange sounds except for one, Loud Love just ceases to exist in one point and immediately appears in the another place of his choosing. What makes this already potent power a truly horrible force, however, is the fact that matter and objects at the destination point of the teleportation do not just change places with Loud Love or cease to be. Instead they are extremely violently displaced in the direction and vector of his choosing - for example, if he teleports into a wall or even a free space that is filled with nothing but air, the volume of rock, air or metal equal to the volume of his body is very quickly pushed away from it's previous position to make place for Loud Love, and he can effectively control the shape and direction in which all this material will be shot out. It is possible to concentrate all of the displaced material into an very thin 'ray' that will be utterly terrifying in it's penetrating power or force it to be expelled in an explosion all around him, take shape of a cone or wide line. A very fancy-looking technique that Loud Love implements, partially for show and partially as protection from enemy fire is a series of lightning-fast teleportations that make up an impression of him moving frame-by-frame, each new jump accompanied by an extremely powerful blast of air that might even put out a person's eye at close range.
Of course, the ability can also be used on living targets, with obvious gruesome and almost hopelessly fatal effects - an especially jolly show that Loud Love likes to put on is teleporting so that only his finger or fist is phasing inside of a person's head, with a compressed jet of brain and bone immediately rupturing forth out of his temple or crown of the head. The only drawback discovered by Loud Love yet is that he can only teleport himself, without any sort of clothing or gear on his person.
At the point of his departure, air quickly fills in the emptiness left by Love's body, producing a sound somewhat like a thunderclap.
(If it is required, i also have an actual weakness for this power. Say a word and i'll add it.)
Increased Durability - Loud Love's flesh is incredibly dense, his blood pressure is very high - though his wounds close quickly, not allowing for lots of blood loss - and his system excels a normal human's one in general endurance and durability - while nowhere near the levels of actual "brick" superhumans, it is enough to compensate for sudden and often drastic pressure changes that come after teleportations, cold that he suffers without clothing and sometimes save him from a small-caliber bullet in soft tissue.
Super-Sight - Loud Love posesses better-than-perfect sight and sense of perspective, able to view minute details at quite long distances, see at night and notice slightest changes in observed scenery. This is absolutely essential for the use of his power, which requires a big deal of precision and concentration to teleport over large distances or through any sort of semi-transparent obstacles, such as smoke or glass. Additionally, Loud Love posesses lightning-quick reflexes, allowing him to almost subconsciously teleport out of the way of some blows and lines of fire - oh, and makes him extremely suitable for being a marksman.
Equipment: None, obviously - though sometimes he uses something that he can pick up at the moment.
Short Bio: He was a pretty okay boy - somewhat of delinquent but a nice kid at heart. Got bullied sometimes for his looks but not nearly often enough to traumatize him. Suffered from some parental neglect but it didn't bring him low. Had a GREAT interest for music and really, really loved and adored a particular pop star, very very hard. Once they had a show in his small town, but oh, great sadness - he couldn't afford the ticket! So the guy came as close to the open-topped concert hall as he could, climbed on top of some nearby building and watched the performance from there with infinite glee, wishing so, so very hard that maybe by some miracle he could be there, on stage as close to his idol as it was possible~ The wish was granted immediately as the guy suddenly warped inside of his most favorite artist in the whole world and burst out of him in a shower of gore and guts - and then, he proceeded to teleport into every single place that he cast his gaze upon, always with horribly deadly results because he first of all turned his attention to people, trying to ask for help. Now THIS - this traumatized him alright. The murderous teleportating escapade went on for many hours and half of the globe until it finally stopped when the kid fell asleep. After that came a year or two of hiding from the authorities and people, with every attempt to reenter society resulting in another disaster that happened every time he became strongly agitated until at some point the guy just snapped and went off the deep end after a period of fugue and crippling depression and became what he is now.
Name: Marsý Ísleifsdóttir Alias: Freyja Age: 19 Gender: Female Appearance: Marsý stands at 5 foot 6 and has a fit physique with a little bit of muscle being visible on her many arms. Speaking of arms, Marsý has 6 of them. 4 completely human, 1 half robotic and an entirely robotic one. Her hair is a platinum blonde, being closer to white than blonde in all honesty. Her eyes are rather bland, being a chestnut brown. Personality: Vengeful, loyal, honourable, determined, fun-loving Powers/skills: Marsý's most noticeable 'power' is, of course, her 6 arms. The arms are extremely dexterous, working in tandem with each other rather than tripping over each other. Two of her arms possess super strength, the robotic ones of course.
Furthermore, her whole being is enhanced through the physiology she adopted from her parents. The aspects most enhanced though, are her agility, speed and dexterity.
Her final power she adopts solely from her father. She is able to pass through solid matter at will if the object is big enough. For example, a wall is easy pickings, while a bullet is near impossible.
Her main skill is her swordplay. She is able to use just about any sword she lays her many hands on. Furthermore, her hand to hand to hand to hand capabilities are pretty good, but then it sort of comes with having 6 hands. Other than that, her skills lie more in cooking and video games than they do in battle. Equipment: Marsý bears the helmet of her mother when in battle. A viking-esque helm that, while good at protection, serves more as an ornament than anything else. Furthermore, she oftentimes carries swords with her into battle. These can range from katanas, to shortswords, to longswords to daggers and everything inbetween. Short Bio: Marsý was born in Reykjavik, the capital of Iceland. Her parents gave her a less conventional upbringing. They sent her to school, cooked her dinner every night and taught her all they knew like any other parent. It's just a shame that all they knew was how to be a super villain. You see, Marsý's parents were Phase-O and Broodmother, the biggest super villains in Iceland, although that's hardly an accomplishment. In their daytime, they were just a normal couple, Marsý's father worked as a mechanic and her mother a scientist. Together they gave the heroes of Iceland one hell of a runaround.
That is, before, Marsý was born. They slowed down a great deal then, thinking first about their daughter and second about their villainous deeds. In fact, they very much hoped she wouldn't become a villain, and instead become a hero if she ever did gain powers. It was hugely apparent that she did have powers as soon as she was born though, as their little 6 armed baby stood out quite a bit amongst all the other babies. Unfortunately, 2 of her 6 arms were born deformed. Her parents set out to fix this, if not through medicine then through robotics. They built her cybernetic arms that intertwined with the biological parts of her body and made it feel as if they were biological in the first place.
As with any child who is different, Marsý was bullied in school. Something which her father quickly put to rest after he began teaching her how to fight. The seed of villainy was planted, and her parents, unknowingly training her to be a villain, only watered this seed with their constant lessons on sword fighting and how to use the powers she had inherited.
These lessons only increased when she discovered her power to fade through walls and the like. Her father and mother realized that she had inherited her powers from them. Something they probably should have realized a bit earlier considering Marsý's mother has six hands herself.
Her career as a villain had only just started when The Presence contacted her. Suffice to say, she's slightly annoyed but also kind of happy to be leaving Iceland for the US. Other: Her English isn't 100% fluent yet, but it's getting there. She still speaks with a heavy Icelandic accent.
Source of Thule's inhuman powers: After proving himself worthy of the 'gift' during a street fight, Thule was turned into a vampire and granted the various benefits that came with becoming a member of the undead... alongside its weaknesses.
Weaknesses: Direct Sunlight, Inability to cross running water, Silver, Holy places and artifacts, Fire, Has no reflection, thirst for blood.
Equipment: A rather well made looking longsword.
Short Bio: Thule Alexander was raised as an only child by parents that were far to busy working themselves to death in two different jobs to keep their heads above water to properly take care of their child. Like many such children, he fell in with the local street gang in order to survive, favoring the usage of a sword that he and some friends of his stole from a pawn shop.
Things changed one night when his group of friends decided to try and rob some stranger that was walking alone on their turf. Despite the five to one advantage the woman proved to be absolutely inhuman, easily slaying Thule's friends until he was the last one standing; While he only lasted seven seconds on his own, the fact that he survived that long seemed to impress the woman enough that she didn't just leave him to be a bloodless, broken corpse alongside the others.
Thule never learned the name of his Sire; After informing him of the basics of what he was, what his weaknesses were and offering him a philosophy to achieve true power and possibly rid himself of his newly found weaknesses, she left him to his own devices and continued on her own path. With nothing else to go on, Thule started down his own path to either a final death or near god like power alone.
At least, until he got a phone call a month later...
Other: Thule believes that skill-at-arms and honor in combat are the only measures of greatness, and that in order for him to grow stronger he should feed only on the blood of skilled fighters, as only the unworthy fed upon the weak. Legend says that if one becomes strong enough they can start shedding their weaknesses until none remain.
Thule is still a very young vampire having only been turned a month ago and left largely to his own devices. If he survives long enough to gain experience and proper training, his range of abilities will only raise with time.
Name: Andrew/ Alias - Nergal Age: 19 Gender: Male Appearance: Andrew wears simple and rough clothing, consisting of torn jeans and a sleeveless shirt, having learnt quickly that good looking clothing makes one a target on the street. His soft features from his pampered lifestyle have given way to a much rougher features including a number of scars from the brawls he has gotten himself into. His blonde hair has become rather messy and unkempt though he keeps it cut short so it stays out of the way. His eyes are a dark brown/green color and seem dull and without the spark of life at most times, though when he succeeds in a crime or venture they momentarily regain that spark. His overall body structure is toned but not muscular, his focus being on agility and dexterity rather than strength
Personality:Sadistic, Rageful, Selfish, Arrogant, Bad with Authority Powers/skills: Corrosive Touch, Toxic Fluids, Poison Resistance Corrosive Touch: The chemicals that splashed Andrew caused a side-effect in his biological makeup, granting him the ability to change the chemical compounds of the skin of his body. By focusing his mind on a part of his body, Andrew can make the skin of that area become corrosive enough that his very touch begins to break down the object he comes into contact with. The longer he concentrates and the longer he maintains physical contact with the area, the stronger this effect becomes. This effect is most pronounced when contact is made using the palms of his hands, however it can still be used by the rest of skin, though to a much weaker degree. When this is used on a person, it will initial cause a burning of the skin with longer contact beginning to melt the skin and work on the underlying structure of the unfortunate victim. Wounds caused by this resemble chemical burns and can result in poisoning in some cases
Toxic Fluids: Any of the liquids from Andrew’s body, such as blood or saliva, can become toxic with concentration. With some mental effort, he can make the blood from a wound, or saliva he gathers it in his mouth change its chemical structure to be either poisonous or corrosive to the general human. Unlike his touch, the toxins produced are specifically designed for a biological reaction. The poisons produced can mimic most poisons found naturally in the world (Mild Paralysis, muscle spasming, blood thinning, blood thickening, flesh melting, etc.). The toxins become more potent if they manage to enter the targets bloodstream and with repeated doses
Non-living substances will have minimal effect from any toxins produced through these methods
Poison Resistance: Due to his ability to create poisons and toxins, Andrew has an initiate resistance to being poisoned himself. This does not make him completely immune to the effects but greatly diminishes their effect and renders them non-lethal to himself.
Equipment: The main tools he carries around a set of throwing knives and a sickle. He has no problem picking up any other bladed weapons he comes across as he can lace them with his poisons, allowing him to increase the lethality of what would otherwise be glancing blows
Short Bio: Andrew lived a life that many would have envied, having a well renowned father and mother for scientists ensured that he was well taken care of. Wanting to ensure the best for their child, his parents made sure he was offered the best education and experiences to ensure he would follow in their footsteps and continue down the path they had. Despite being provided the means to live in the upper echelons of society by his parents however, Andrew expressed resentment at how it seemed his life had already been decided for him by his parents. Further fueling this resentment was the fact his parents research demanded their time and attention, often leaving Andrew on his own unless it was him expressing interest in the topic of research they were currently working on
By the time he was finishing High-school and beginning to look at Universities, this resentment had developed into a deep-seated hatred which resulting in many arguments between the family. On one such night where his parents were on the verge of a breakthrough, when the family was planning on having a dinner together once they had finished the latest research, another argument broke out while tensions were at an all time high. Heated words were exchanged and becoming enraged by the conversation, Andrew began taking his anger out on the nearby equipment and causing it to malfunction. The end result was the equipment exploding, injuring Andrew both from the blast and the chemical burns he suffered.
After being rushed to hospital and stabilized, Andrew was eventually visited by his father who promptly told him this attitude of his could go on no longer, and he either to behave himself or become disowned. Left alone to mull over this fact, Andrew eventually decided he could not live with his life being dictated by others. While he healed he slowly began to realise the accident had resulted in some positive side effects. Spending the next few days testing his abilities, he eventually disappeared from the hospital, abandoning who he and any ties to his past. The next few years he spent honing his own skills and forging his own path, not caring for those he hurt or killed as long as he got to live his own life.
Name: Allison Bell (Phone Freak II) Age: 16 Gender: Female
Appearance: Short, pale, and slightly pudgy with short brown hair and green eyes. The type of girl people talk about when they say "but she has a great personality." A boring, average looking girl that probably would not be noticed.
When forced to go out supervillaining she wears a long, dark blue coat covered in pockets, black gloves covered in metal plates on the outside and very thing material on the inside, and a metal helmet. The helmet covers her entire head and face and has a blue screen going right down the middle that glows. The effect is very Daft Punk. Intentionally so.
Powers/skills: Allison is a Technomancer, a wizard who uses technology as a medium through which to cast spells. Like all technomancers she can commune with technology to try and get it to do what she wants through a combination of appeasement and coercion, though she can't do so to things like engines because she "doesn't speak that dialect." She can commune with most things that "have wires" but is specialized in phones and phone lines.
A few notable things she can do with a phone line are:
1). The most basic thing is the ability to scramble where your call came from, send your call bouncing all over the network until it becomes impossible to trace where it originated from.
2). Listen in to it to try and peel out information. When you say something into a phone it doesn't disappear when it comes out the other end, it stays in there. This doesn't even just apply to things people say into the phone either. Since phone lines were built to "carry information" even things people say near them can get sucked up in there and carried around the lines. You can even find where someone is so long as they're speaking near a live line. You have to know what you're looking for, though, otherwise you're just listening to random snippets and the white noise that everything left in the line eventually becomes.
3). Travel through them or trap people inside of them. Moving like this you can get anywhere the line connects in record time, but it's extremely dangerous and knowing your exact route is a must. She hates doing it. You could get stuck in a mire of white noise, get creamed by a call coming down the line, or eaten by a monster. Speaking of that last one...
4). Telefangs. Phone demons. Emotion left in the line that coalesced into a monster that lives there. Comes in positive and negative varieties. They try to piggyback out of the lines on similar emotions and into human bodies. If you've ever felt particularly good or terrible after a phone call that was one of them getting into you. They're harmless like that, but Allison can draw them out of the lines and bind them to her will. The monsters come in as many varieties as there are emotions, though the general rule is that the positive ones help and the negative ones hurt. Can only exist for long periods of time in the real word when Allison is on hand and puts forth effort to maintain them, otherwise they dissolve into noise and vanish within a few hours.
There are other applications of phone magic, but these three things are what she's most skilled in. She is, however, a ritual caster. She can't just quickfire these spells willy nilly. It also goes without saying that she needs a phone line to be able to do any of these things.
Equipment: Like most wizards she has a workshop hidden in the middle of nowhere where she works to perfect her craft. It's underground, filled with technical manuals, arcane grimoirs, parts, junk, and tools. Anything she needs to build and maintain her equipment. It's also where she lives.
Her helmet (includes a voice changer). Her gloves (Actually powerful shock gloves she can turn on with a command.)
Her Spellphone. A simple blue flip-phone with the number replaced with arcane symbols. After tireless effort she's managed to turn it into a portable magic tome capable of casting simple spells with a few dials. It includes a simple magic blast, a weak defensive shield capable of stopping anything up to a hale of small arms fire, and a longsword mode for close up offence. It also includes storage space for a single Telefang. It's held back the abysmal hour long battery life and being prohibitively expensive to produce. It had to be assembled basically from scratch, being carefully enchanted all the while. It is bleeding edge technonmacy, but a work in progress.
Short Bio: Allison has most of her entire life on the run with her father, the original Phone Freak Archibald Bell, helping him commit crimes in order to fund their research. She never knew her mother or a normal childhood. As far as she knows she's been a supervillain for about as long as she could walk, taking a supporting role in robberies, scams, magical duels, and every sort of mercenary work you could imagine. Her father always treated her more as a student than a daughter, and as she got older treated her as a peer and colleague. All the money they won was channeled into the research, always striving toward that next big step.
One day, Archibald left her behind. She was confused, until the power went off later that night. She got the news later that he'd set off to steal something from the hero Cyber Shaman, and the resulting duel scrambled communication throughout mainland North America for about four months. No one ever really learned what happened during that fight, Cyber Shaman certainly didn't brag about it, but Archibald never came back. He'd left her, alone, to continue the work. She'd inherited his research, his workshop, and his contacts. She was 12 years old.
She'd been handling it pretty well by herself for the past four years, stealing what she needed, doing various jobs to fund her way of life, working on how to do with wireless signals what Archibald had taught her to do with landlines, and most importantly: keeping anonymous. Allison Bell was a ghost. The people who contacted her only knew Phone Freak. She'd completely divorced her villain persona from her actual person. It was all going swimmingly until the day she got that call.
Name: Samantha Park (Maverick) Age: 18 Gender: F Appearance: An Asian woman with a thin but athletic build you might expect from a free-runner. Her nose is wide and flat and her dark-green mono-lid eyes are a little too small for her flat face. Her eyebrows arch towards her nose and her lips are curled down at the end, giving her a neutral face of looking peeved off. Her skin is naturally a sort of peachy color, but because of how much time she spends out of doors it has tanned to shade of olive. Her hair is dark-black, usually tied into a high bun.
She wears an off-white tank-top with a dark blue hoodie layered over it. For mobility as she moves her bottom articles of clothing is a pair of sweatpants and some expensive looking running shoes.
When she is doing criminal activity, she puts her hoodie up and places a black cloth wrapping over the bottom half of her face.
Samantha is able to control the kinetic energy of objects she touches, as well as herself. This allows her to strengthen the power of her attacks, run faster, and manipulate her momentum. With this power, she can do things like jump in one direction, and then suddenly change course mid-flight. She can also use this skill to scale up walls and even do short term gliding. This also grants her the ability to throw objects much faster and with more control than normal. However, the more drastic of a change in kinetic energy, the more stamina it requires and she can be exhausted quickly if she does too many bizarre plays.
She is also adept in free-running and parkour, as well as stealth and lock-picking. She has excellent hand-eye coordination, but this is not the result of any supernatural powers. She's just coordinated.
Equipment: She carries an extendable baton that is easily portable. It extends out to a foot and a half, she can use it for a variety of things. She also has a handgun with a single extra clip she keeps on the inside of her hoodie in a hidden pocket. Other items include a miniature lock-picking kit, and a pocket with three metal ball bearings she can use as projectiles.
Short Bio: Her early childhood was spent in a wealthy neighborhood, her father her only caretaker. Her father, Lo Park, was a quiet man on the straight and narrow, he'd never committed a crime in his life and he never would. He was also an older man, for Samantha was born very late into her parent's marriage. Complications resulted in the death of her mother, so Lo Park took care of Samantha by himself. Lo Park loved Samantha with everything he had, but unfortunately his child was a troublemaker, and was horrible to him. She was never built for the lavish life style, and hated every moment of her private-schooling.
As time went on, he developed early onset Alzheimer's disease. Samantha neglected him for a short while as he began to become more and more unstable. She turned to a life of crime, doing petty thievery. Eventually, when her father forgot her name for the first time, something clicked inside Samantha. Her father was the only family she had, and she was going to take care of him as best as she could. Using her father's money, she hired a personal caretaker for her father. She felt terrible for being so ungrateful and spoiled to her father, but still, the life of crime called to her. She did it not for the money, but for the thrill. Everything else drove her crazy; in her mind she had no other option but illegal activity. When she was sixteen, she was pick pocketing people when she was intercepted by a young woman named Elizabeth. Elizabeth was her mentor, teaching her advanced techniques. Samantha was better than ever at her craft.
Elizabeth challenged her to do something big. She was planning to rob a gas station, and could use a partner. Samantha accepted. During the heist, they ascended to the rooftops. That was when it all went wrong. She didn't know how it happened, but when Elizabeth went to lift her up to a higher roof, Samantha's leg shot downwards with an immense amount of force. She kicked Elizabeth in the head, her kinetic energy manipulation manifesting at the worst possible time. She killed her mentor with that blow. Terrified, young Samantha fled from the scene. It was a traumatizing moment.
Still, life went on. She continued on her own, learning more and more about her newfound power. She began pulling more and more solo heists, getting grander and grander as she grasped the scope of her powers more and more. Eventually, she donned the alias Maverick. In between in all, she visits her sick father and his caretaker. She doesn't tell him of what she does, of course not. He may not remember that she said it, but she didn't want him to be disappointed in her. Samantha knew her lifestyle was foolish, but somehow it was too late. There was something deep inside her that kept her from going back.
And then, she was contacted by The Presence. It would expose her identity, tell everyone that she was responsible behind the murder on the rooftops. It would destroy her father, force him into a retirement home. She had no choice to believe it. It knew everything about her somehow, she feared that it too could find a way to link her father into her actions. It couldn't happen. She wouldn't let it.
Other: Due to her previous and only experience with killing, Samantha is incredibly averse to lethal combat. She refuses to kill someone, unless under extreme, extreme circumstances. She's in it for the thrill of outwitting and escaping, not murder.
Tereska stands at a short 5 foot 5 and has a thin physique. Her hair is long and naturally black and her eyes are an icy blue. Her style of clothing consists of band t-shirts and rather boyish clothes.
Her transformed self is obviously very different. She grows to 5 foot 9, and her skin grows pale white, covered by feathers everywhere but her face and neck. A large red mark grows on her lips and nose, and her eyes change to the same colour. Her hair also changes to a bright white, with the ends dying to a blood red. Of course, she also grows more bird like, with large wings growing on the back of her arms. Personality: Hopeful, easily-angered, vindictive, protective, adaptable Powers/skills: Tereska's most obvious power is her ability to change into a harpy. Her strength is increased in this form, and sharp talons grow on her hands and feet. She is also, of course, able to fly. She is also able to transform any percent of her into the harpy. For example, she could transform solely her arms or her hands into the harpy form, enabling her to use her wings or hands without fully transforming. Although this, of course, does not grant her the extra strength or speed boost she gains from the full form. Equipment: Tereska doesn't carry anything on her when doing villainous deeds. She loses her clothes and equipment when transformed so bringing anything seems just dumb. Short Bio: Tereska was born to a farming family just outside of Częstochowa, Poland. Her life was relatively normal up until the age of 13, which was when she developed her powers. They appeared while she was at school, and, of course, the horror of her transformation scared and alienated her classmates and even her teacher. After she returned she was made a mockery of, being teased day in and day out. This was, of course, what changed her from your average girl into a villain. She began picking off her classmates one by one. Eventually she was the only person left in the class and it didn't take a huge amount of investigation to determine that all of the corpses washing up with signs of large bird attacks were from her.
She was to be sent to jail, she escaped of course and flew for new pastures. For America. There she made a name for herself as a villain, before being contacted by some strange electrical force and being assembled to a team. Other: -Will only transform when out of sight, she aint that kind of gal.
Personality: Apathetic, she floats along life, showing little emotion even to the deeply disturbing. She does not mind doing disturbing things herself, either. Arrogant, she believes she’s better than you, even if the opposite is proven. She looks down on any petty act that has no purpose, as well. Irritable, things that annoy her annoy her a lot, and is about to explode. She’s very likely to hold a grudge, which is why she’s here. Graceful, the way she moves and talks would make you think she’s royalty. This is her at her best, disturbingly graceful. At her worst… Childish, that ice-cream looks delicious. I want it. Hey, pay attention to me. Heeeeeeeeeey. … I can’t have it? … *ice-cream stand explodes* Hmpf. Serves you right.
Powers/skills: Her one capability is her understanding of technology way out of her league and capability to construct such. However, if confronted without her toys, Metallia will be but a 15 year old girl in terms of combat prowess.
Equipment:
On herself. Her headset, those two things on her head, contains extremely powerful transmitters and receivers, allowing her to make use of public satellites to communicate with her robots wherever they might be. They also send back any information they have to update them on what they’re doing right now. Using this, Metallia can directly control her robots as if they were her own limbs, should she wish it.
Oh, and that dress is bullet-proof highest grade combat-armor. There’s also metal in it, to allow her to control herself with the next machine if needed.
Her chair. She has her own chair which is called the R5. This machine is equipped with two very powerful magnetic controllers (one in each black box by her hips in the image). These allow Metallia to fly, carry around those two giant metal arms to do her bidding and generally harass enemies with any metallic things nearby. Her magnetic control with this can be pretty powerful, though she cannot deform metal objects with it and there’s a limit to how fast she can accelerate things depending on their weight. She probably can’t affect a car all that much.
It is also outfitted with machine-guns, capability of launching multiple kinds of rockets or explosives, supreme impact-power in close combat, emergency thrusters and it is also rather customizable depending on what Metallia needs on her newest trip.
Robots.
Tia in the middle. Usual robots to the left and right.
First there’s Tia. She’s an android that Metallia felt like building because she was bored one day. Tia does not have the capability to display any emotions, but through an AI Metallia considers “rudimentary” she emulates human intelligence to a frightening level, though has no capacity to do anything but follow instructions and answer to her mistress’s commands. That is, except for destroying enemies with robot strength and utilizing the rockets/machine guns in her arms. Metallia spent more time on Tia than her usual robots and she should be considered more powerful.
The usual robots are big humanoid shapes that are bulky but quite strong. In their shoulders they can carry weapons from blades, guns, explosives, whatever Metallia felt like putting in it. Metallia can control them directly or she can allow their AI to do the maneuvering based on her instructions. Though, while the AI in them is supposedly very advanced because Metallia made it, they mostly suck in combat and most heroes make short work of them. Their inability to be competent should never be underestimated. However, Metallia can make a lot of them in a relatively short amount of time. If The Presence needs an army, she can provide it.
Of course, in the future, Metallia is able to invent new robots to cause trouble for her enemies. When she does, I’ll most likely delve into this link, where I found her image. conceptrobots.blogspot.se/2012_07_01_a..
Short Bio:
Metallia does not know her own backstory. But, if you wish to know, then feel free to open the hider.
Metallia is a drone from a super-villain of galactic proportions. She is, to say, a biological android, having been designed rather than born but yet still have organs and function like a normal human would. Her “father” created her and sent her to Earth in a shuttle that would germinate her on the way so she’d be born upon arrival. She was supposed to gain further orders upon arrival.
However, when Metallia was arrived on Earth and was born, no orders came. Be this because the super-villain was defeated before she arrived or for another reason entirely, the information that was supposed to spur her on her way never came. And then… she was stuck there. … However. Her mind still has information which her father considered “vital for survival”, which just happened to include information on superior technology from space.
Metallia started her existence as 14 years old in England. She simply opened her eyes and there she was. Nobody knew who she was, not even herself. That said, she managed to quickly find lodging with a nice old grandma who took pity on her. The police could not find any record of her existence, and when she was sent to the hospital for a check on her mind.
In the hospital, however, something odd happened. She… became extremely annoyed at the technology they used to examine her. Because, it could be so much more efficient, so much more thorough. As it was, they could miss whatever the issue was! She lashed out in anger, and then she was down at the police again, who believed themselves to have a problem child on their hands. They had no idea.
Encouraged to do something about humanity’s inferior technology, she started working. Under the name Angelica Wilder, a name she took out of nowhere, she took the job as a maid to a prevalent technological doctor while she worked tirelessly on new technology on the side. She invented something ground-breaking in the field of robotics, and she expected to be praised. Sure enough, she WAS praised by the doctor…
… Then he took patent on her invention and received all the credit. Nobody would believe a young maid like her had developed such a piece of technology. Enraged, Angelica decided to forcefully punish the doctor who took her things by building robots that would do her bidding. Taking the name “Metallia”, she attacked the doctor’s university. … That’s when she found out she stood no chance against the heroes of today.
Managing to escape, Metallia turned her attention to these… “heroes”. They had defended the doctor. They had to pay. She’d develop better robots, better weapons. She’d find out their secret identities and who their loved ones were. It became clear to her that the only way she could be allowed to make humanity better… was if she took over it all herself, first…!
… That said, she never had much luck as a super-villain. Her robots were often easily destroyed by heroes she confronted. … That’s when The Presence contacted her… … …
Other: … If bored someday, you might find her aimlessly browsing the internet and/or playing a video game. She can be easily distracted if she doesn’t feel like doing what she should be doing. Beware her knowledge of the internet.
She can fairly easily get and invent what she desires by selling things she made/fixed on the internet while buying, which is how she gained all the items she needs to make her contraptions. The things she buy look innocent on paper, but become significant when she starts working on them. Money has never been her goal.
Personality: Joe is a very chill, light-hearted guy that never seems to take things very seriously. Nobody can really tell what's inside his head because he always speaks in a calm, smooth voice, and has no facial expression. He always has a nice word for the ladies, despite not being interested in a relationship, and everything he does, he does with class. Joe seems to really enjoy shopping, often spending on all kinds of purchases, almost all of which he never is never seen using. From monkey wrenches to cans of soup, from extravagant hats to collector's addition superhero comics.
Powers/skills: Joe is a demon of deception who decided that fierce battles for control over mankind wasn't his type of lifestyle, so he left his prior residence and became an American citizen. He still retains his deception abilities, and uses them in anyway he finds useful.
Inconspicuous - Joe can remain unnoticed by anyone he wishes.
Human Form - Joe can take on any form he wishes, within the limit of it being human and, to an extent, clothing.
Temptation - Joe can whisper into the ears of the unsuspecting, pointing them in the direction he'd like them to take. The move the victim acts on a whim with little to no self control, the easier it is to get them to do what he wants. It is much harder to tempt someone who knows him for who he is.
Puppet Control - If a human consciously relinquishes control (whether they know who he is or not), Joe can take control over them. They gain much greater strength, speed, awareness, and ferocity, but are under Joe's control until he releases them.
Equipment: Only the various objects he purchases during shopping sprees, though nobody actually knows where he stores all that stuff.
Other: Joe's reasons for obeying the Presence will be revealed IC.
Name: Ed Rosario Age: 19 Gender: Male Personality: Loyal(ish), Funny, Team player, Adaptable, and Has-a-self-code.
Powers/skills: Ed has nothing special about him... Well except that he's... A crack shot with almost any gun you put in his hands. Meaning he is an all around marksman and plans to hit his shot if the conditions are ideal of course. Knows the basics of most common and uncommon fighting styles ranging from the simple stuff kids ask their parents to sign them up for to the almost dead style of Okichitaw. Plus he can make explosives which may or may not self destruct within a couple seconds of completion.
Equipment: He carries a handgun, a magnum revolver, three grenades, spare ammo, and sometimes a combat knife.
Short Bio: Ed grew up in good old Detroit where crime was just always across the street, at the stop sign, or even right behind you. His family wasn't in the best of position as for money so that didn't help his situation nor did it affect him much. He knew his family was poor for a reason and his father made him know almost every second of his life that the reason his family was poor was because of him. It also really didn't strike Ed that much his mother died what was he suppose to do somehow get half a fortune to afford fancy medicine no that would just be unreal. His father from that point on basically had this idea that he would rob this transit from the bank and frame his son. Months of planning and preparing were put in motion, and by the end Ed had a basic knowledge of how to point a gun, shoot, and make something go boom. When time came and a huge money deposit was coming in for Detroit to try and get out of dept the two jumped into action. Everything went off without a hitch but when it was time for the frame game Ed had a counter plan to this and left his father to take the downfall.
With so much money in his pocket Ed traveled learning new ways to improve his ways. Ed would always take what he learned and apply it to what he knew best... Stealing, killing, robbing, and just all things regular villains would do. Ed actually got caught when in France trying to rob a museum and sell some art to other countries. On his escort to a highly secured prison Ed took over the armored van he was in and drove off course into a a river. From France he a took a plane back to America deciding to stay off radar for a while, but while he was trying to... Well it was just too much fun to do what he usually does.
Other:While Ed can is loyal his Self-Code makes him mostly look after himself mostly. Hence the (ish) after loyal.
Powers/skills: Able to imbue any weapon with a power that lasts only a few minutes per use. The ability gives her weapon an energy that enables her to do more damage. It has a cool down and can only be used once every few hours due to the fact that it drains so much energy from her.
Equipment: Her mallet is all she needs
Short Bio: Grew up in a rural part of a town far, far away. Her family had to the move to the big city for her father’s new job. Typical life. They moved into the city only to find out how utterly horrid it was. Crime was everywhere. Somehow her family managed to survive through the chaos. However, one night her father never came home and a peculiar man came to the house. Before snatching Lyra away he killed her mother. Terrible things were done to Lyra that gave her her abilities. Her and many others were tortured and experimented on. Once one had broken out however, he released all the others and they were able to wreak havoc upon the world with their powers and twisted minds. Lyra, known by now simply as Queen(since they were all named after a card in a deck of cards), lift the horrible city and went to wreak havoc elsewhere. Which was helpful because the one who released them all hunted them all down one by one in the city and killed them so they couldn’t kill any more innocent people. No one knows what happened to this person. But Queen escaped and that was all that mattered. Now amongst her own Lyra goes by her second given name, Queen and uses her powers for evil-doing.
Other: She a psycho sex deviant, with a thing for ripping off body parts.
Powers/skills: The telepathic ability to communicate with marine life, which he can summon from great distances. (Mainly uses it to attract great numbers of ocean predators)
Hydrokinesis, the ability to control water and change its shape and temperature.
Mako has a number of other superhuman powers, most of which derive from the fact that he is adapted to live and thrive in the harshest of underwater environments.
He has the ability to breathe underwater and possesses a superhuman physique strong enough for his lungs to work unaffected by the immense pressure and the cold temperature of the ocean depths, also making him tough enough to withstand attacks from superhuman opponents and machine gun fire.
He also possesses superhuman strength as a result.
He can swim at very high speeds, capable of reaching speeds of roughly 6,700 mph and can swim up Niagara Falls.
He can see in near total darkness and has enhanced hearing granting limited sonar.
Equipment: A small metal cylinder that transforms into a black Trident that can fire electrical bolts. (Think Electric Eel)
Short Bio: Kells grew up in Atlantis as every single member of his race did but from a very young age it was clear he wasn't like other children, Kells loved hurting others, from other children to sea life and when his baby teeth started to fall out they were replaced by razor sharp piranha like fangs, a sign amongst his people that he was going to grow up to be a monster. At the age of 13 he killed a boy his age during a fight. The law was clear he was to be taken out into the ocean and abandoned to his fate, but his mother and father still loved the boy. As a last act of defiance his father, (a member of the royal guard.) Left him with his trident a powerful weapon he knew his son would use to survive. From then on Kells started watching the sharks and learning how to survive from them. They were harsh teachers and the way of life was unforgiving, but nonetheless Kells flourished and at the age of 15 he encountered a ship of Somali pirates and at first he was just investigating but when he was found on the ship one of the pirates shot him with an AK47, the bullets stung and instantly sent Kells into a frenzy he killed everyone aboard the ship in a matter of minutes, ripping men into pieces and sinking his teeth into their flesh, it was a horrific scene. Kells started watching these "humans" and decided that he liked their way of life and at the age of 16 he left the ocean and went on land. It didn't take him long to adjust and found that he was suited for living on land just as well, he also found that he really liked to party.
Other:[if there is anything else to be known about your character then put it here]
5'11 in height, with messy white hair and amber eyes with slit-like pupils. His eyes glow faintly in the dark like small candles. He often wears black pants with a white button up shirt under a blue jacket.
Powers/skills: His human form is weaker then his dragon form, as his human form is mostly for show. Like your typical dragon physical superiority and flight are to be expected. And like all dragons he is immune to fire, as he cannot be damaged by heat alone or be burned by any means. His greatest ability though is his fire manipulation, breathing amplified jets of flames, igniting his body on fire, or creating fireballs out of his hand. His flames are his most powerful and destructive weapons next to his natural weapons and armor-like scales. His scales are almost as durable as steel, making them hard to damage or puncture, however his underbelly instead has weaker scutes which serves as a weak spot. His tail can both function as a powerful, bone-breaking whip, or a spear due to the sharp biological spines and tip of the tail. His horns can be used for great impact damage, his claws and teeth are as effective in combat as they appear.
He cannot survive in cold climates, anything lower then 40 degrees can kill him by hypothermia, he doesn't tolerate with weather well unless it is above 60 degrees F, while he can use his own fire to warm himself this drains his energy faster and he won't typically last longer then five minutes. Ice and other related forms of attacks are also especially effective against him.
When enraged enough either by emotion, damage, or other such stress, he enters a berserk-like state in which he exhausts much more energy and becomes much more destructively violent. In such a state he may even consume human flesh or attack his comrades. He also looses all sense of pain, becoming almost unstoppable and relentless until either something manages to soothe his rage or he passes himself out. Due to unrestrained energy exhaustion he will last about 10 minutes in a berserk stage until he passes out, injuring him will quicken this timer. Once he exits this berserk stage he will be hit with all the pain he would have experienced during that state, as well as an overwhelming wave of exhaustion. Also while he is in a berserk state he doesn't necessarily think about anything else other then what has enraged him.
Due to his arrogance he often underestimates opponents and overestimates his own abilities against others and obstacles.
Equipment: Nothing but the clothes he wears, he has no regard for any tools or Trinkets and always assumes that his strength and ability alone is enough for any situation. He doesn't wish to use any tools or weapons, and he may insult others for relying on such.
Short Bio: Jackal was born from supposedly the last dragon egg, as dragons have been extinct for thousands of years. It is unknown, even to him, his exact origins beyond this, but he takes his own race with pride. However as he grew out of a hatchling he blended in with the world, using magic for a human disguise and taught himself of basic knowledge of society until he practically blended in with the very humans his kind has terrorized long ago. However as he grew older, and having no parental guidance, he became overly greedy and started a sort of 'job' at thievery, though he attempted stealth it usually ended up with him burning away a few guards and buildings in his heists and fleeing before the cops could arrive. His arsenic nature has nearly cost him discovery by authorities several times, putting him on edge. When he received the fateful message of the mysterious entity that knew of his existence, threatening his livelihood he had built up on his own, he didn't hesitate to do what the entity had requested.
Appearance Dianna has short red hair that frames her face, always parted neatly to the side of her head. She has almond eyes, an icy shade of blue making up her irises. On her pale skin, she has a smattering of freckles. Her lips are a naturally sheer shade of pink, and her cheeks appear to have a slight blush.
She stands at a graceful five feet ten inches, with legs that go on for miles. She has an athletic build, strong arms and legs that show how dedicated she is to gymnastics and running. Although she does prefer athleticism, she is usually seen in business casual clothes that suit her well for a teenager.
Personality Impish, Dark Sense of Humor, Loyal, Dedicated.
Powers Magick- Dianna is able to use both offensive and defensive magic, though she prefers offensive.
Transmutation: Through transmutation, Dianna can take something and turn it into something else. She's known for making a joke out of things: a dagger into a bouquet of fresh flowers, a bullet into a flock of doves, she made the news for a week when she turned a lizard into a tyrannosaurus rex which caused the slaughter of many police officers. She is usually seen taking her cat, Ms. Muffins, and transforming her into a menagerie of different animals and tools. The spell lasts until broken by Dianna, which isn't common.
Curses: With a few empowered Latin words, Dianna can curse others. She has been seen cursing others with simple things like a weak ankle, or deadly things such as diseases. She can also use these hexes to cause mental despair and insanity. Depending on the strength of her victim, the curses can last from five minutes to a lifetime.
Potions: Dianna is a skilled potion crafter. She can make anything from love potions, to potions that excrete toxic fumes. These potions usually require tricky ingredients, but she does have the necessary ones in her base.
Energy Shields/Domes: The name says it all. Dianna can make energy domes around her, or flat circular shields in front of her. The larger the shield, the weaker it will be, and the more concentration it will require to uphold. If Dianna plans to take a group into her dome, she will probably end up with a hideous migraine, if she doesn't fall unconscious of course. The shields can withhold blasts from medium sized explosives, projectiles, and sharp/blunt weapons. They will strain under too much pressure though, cracking until they break.
Skills Sleight of Hand- Dianna is an excellent thief, without the usage of her magic she can probably strip someone down to their knickers without them knowing any better.
Stage Magic- To keep with the magician motif, Dianna has aced many card tricks. She can pull a rabbit out of a hat, throw daggers blindfolded. If you've seen it on a stage, she can recreate it. Not the most practical of skills, but it gets a good laugh.
Gymnastics/Athleticism: Dianna is a skilled gymnast, she is also skilled at running. She has a tank that almost never runs empty, allowing her to outrun most of her foes.
Skilled Swordsman: Dianna is a gifted swordsman, having been taught by the Wise One himself. She is also good with most blades, such as throwing knives, daggers, and anything with a pointy end.
Equipment A Bandolier: instead of bullets she has small servings of all her favorite potions.
Sleeping Potion: When thrown on the ground, the potion will shatter and create a gas that will knock most people out. The gas can get through most spaces, so covering one's face with a t-shirt will only work for so long.
Healing Potion: Once drunk, this potion will heal minor wounds. It can also lessen the blood flow of some major wounds.
Curse Removal: In case a cursed person can still be useful, Dianna carries servings of her own special concoction that removes any curses she has placed on someone. It restores them back to their original state, whatever that was.
Throwing Daggers: As much as she likes to think so, magic doesn't solve every problem. At each hip she carries a sheathe of four throwing knives. Two of which are tipped with poison, for those special moments.
Ms. Muffins II: Sadly, the first Ms. Muffins died in a firefight. Now, Dianna carries Ms. Muffins II. Much like her predecessor, Ms. Muffins II is used mainly as a device for Transmutation, if she doesn't have a hostage on hand. She's also used for good times and snuggles!
Short Bio Dianna’s beginnings started with the Wise One. The Wise One was a hero turned villain after a few complications with the law. He hid away, only coming out to cause a horrific scene once a year on the Fourth of July. Finally, the hideous massacres ended. They just stopped one year, things ran smoothly.
This was because he had found a new Apprentice. The Wise One always had a soft spot for children, and his past lover had moved on and given birth to a beautiful red haired baby. The child was the spitting image of her mother, and carried the abilities needed to be a good witch.
So, her teachings began. For every spell, the Wise One planted a bit of his own essence into her. He began aging, after a while. On the day her training was completed, he finally died. Dianna was still small, a ten year old with a cat and the power to kill. She took after her Master, her first attack was on July Fourth, an homage to him before she became her own villain. Now, she's known throughout the world as a killer, a villian. She couldn't be happier.
Name: Conrat Stoyan - Hannibal Age: In every way but chronologically he's about 19. He was born in 1170. Gender: Male Appearance: Conrat towers at a tall 6 foot 4 and has a muscular physique fit for a man who wields a sword taller than him by about a head. His hair is an ebony black, and is kept in a short and messy style. He has a strong jaw and handsome features, although some are put off by his scars. The three most notable wounds on him are all on his face. First and foremost is his left eye, which he keeps closed at all times as it was taken out around a year or two before he was frozen in time. Secondly is the scar that traces horizontally across his nose and lastly is a strangely shaped scar, tracing around the side and underside of his remaining eye. Various other scars trace his body, but none as notable as the ones on his face of course.
Although he has lived in the modern world for all of 2 months, he still does not fully understand the clothing habits of the modern day. His costume consists of his black, lightweight armour and nothing but a red scarf to cover his mouth and subsequently his identity.
Day-to-day he's become quite accustomed to flannels and jeans. A safe bet for sure. Personality: Dated/Loyal/Vengeful/Naive/Ruthless
By all means, Conrat should be your stereotypical brutal, misogynistic, angry warlord who goes around killing for no reason and acting about as edgy as his blade. However, he's completely different. He's optimistic, ready to learn and cheerful at about all times. At first glance, you could even think he was a hero. A hero is something he isn't though, it is something he'd always liked to be however. His brutal life has raised a child born of hatred and anger. His real emotion is hidden behind a facade of joy. He's accepted that it's simply in his nature to kill and do evil.
His attitude towards women is also, not what you'd expect. He isn't misogynistic at all, and could tell you tales of the women he'd met on the battlefield and fought alongside. However, he does get quite embarrassed when seeing some of the skimpier outfits worn in the present day. Even shorts can make him go all red. Powers/skills: Conrat's most obvious power is his sheer strength. His sword being the most obvious example of this. Furthermore, his speed is far beyond that of any human, without his sword he could probably run faster than your average sports care. It's not really true to say that Conrat has increased durability, it's only slightly above that of the average human. It's more like an ignorance to pain that allows him to keep on trucking through injury. A less obvious power of his is related to his curse. He is able to manipulate and create fire. He dislikes creating, and only really does so in times of dire need. Equipment: Conrat's main piece of equipment is his sword, The Black Death. It's more like a hunk of iron than anything else, and is unliftable by any normal man. Even to those with enhanced strength it can be a tricky, or damn right near impossible weapon to use. It feels imbalanced to those who haven't used it for years on end, but to Conrat it feels just as easy to use as your average long sword. Short Bio: Conrat was born in Germany, during the winter of 1170. He was the seventh son of a seventh son. Anyone who knows their mythos would know that this must mean he was born with some sort of special power, but rather than some sort of magic spell, Conrat was born with a curse. His family couldn't cope with six sons, let alone seven. They sold Conrat into slavery. For the first two years of his life he was cared for by a slave woman before he was sold off to a mercenary battalion. Now, I know what you're asking, "Why would a mercenary battalion buy a slave baby?". The simple answer is that the head of the battalions wife was baron, and attempts at suicide had been made.
Conrat was raised a soldier. To think that he would have had an easy life because of his father is to think a lie. He was in every battle from the age of 5, handing weapons to soldiers and eventually even fighting on the field as a squire. As he grew older he gained an affinity for heavier weapons, and took a liking to the zweihander.
His life was thrown into ruins during a fight that no one could have expected. For the first part of it they were fighting what looked to be ordinary foot soldiers, but soon enough the battalion was surrounded and were being slaughtered by the dozen. Soon enough, all that was left was Conrat and his 'father'. The beast that rode before him gave Conrat two options, kill his father and join them or die on that field.
He, of course, chose to kill his father.
He regretted it almost immediately after. The 'man' that had given him the options removed his helmet to reveal a charred, horned face, with teeth sticking out like a sabretooth. The entire battalion looked that way, like demons. Conrat's transformation began that day.
They used various concoctions and spells to transform him, giving him unimaginable abilities and even crafting the very sword you see him with today. Things were not all beneficial though. After giving him these abilities they required a sacrifice, one of the flesh. They first took his eye, and then a part of his nose, it was only when they began to take his other eye that Conrat rebelled and escaped his former commanders.
He travelled throughout his homeland for about a year after that before they found him. He took on around 200 of them before it was over. They froze him on the spot, turning him to stone and encasing him underground for presumably all eternity.
It was of course, not meant to be.
He woke up just 2 months ago, and has already been making headlines for his crime spree, killing those who got in his way and taking what he liked. Soon enough, he was contacted by 'The Presence' through a dove of all things. Other:
Name: Birth: Sophie Engebretsen Craft: Maria del Muerte Alias: Sawbones Age: 19 full years, approximately three months Gender: Female Appearance:
She appears as the, depending on the observer, either a girl in her late teens or a young woman in her early twenties, with features speaking of nordic descent, piercing blue eyes, and, depending on the lighting, either auburn, straw-blond or light brown curly hair of the shoulder-length. She's tall, lithe and athletic and moves with a grace and fluidity like that of a martial artist...or a dancer; however, careful observer might notice that her movement rhytm and range is not quite human, her gait creating an uncanny valley-like effect when she's not actively focussing on keeping up the appearances; her normal voice is clear and crisp, her diction is immaculate and carefully scrubbed of any trace of accent.
- Enhanced intelligence: greatly enhanced analythical and lateral thinking, superhumanly enhanced practical thinking, to the point where the whole world could be seen as an intertwined grid of opportunities for useful action, every object a tool, a resource and an inspiration. - Photographic memory and greatly enhanced information perception and processing speed: she may not be capable to dodge a bullet or even a blade any better than a normal human by itself, but she will remember the grain of steel of the blade and the exact way the metal felt against her flesh, and her reading speed is terrifying; she's much more likely to notice and make sense of small details in the environment, too. - Enhanced creative intuition: her subconscious mind constantly supplies her with a stream of ideas - some of them pertinent to the situation at hand, some of them about other project she's engaged in, all of them are about wringing some creative if unintended use out of some object, improving on some object or procedure, finding a new application for an old methodology, etc.; while her imagination teems with all kinds of ideas, it seems to take an unusual inspiration in all things biological - self-organizing mystery of life fascinates her to no end and while ideas she gets in the other areas are fairly advanced and innovative in their own right, ideas she get about things that she could do with living world and areas directly related to it are true, bleeding-edge, breakthroughs, many of them are firmly ahead of the present level of scientific understanding, straying into the areas of improbable and, to the lesser minds, seemingly impossible. And those ideas are not limited to the half-understood, vaguely-formed concepts too - the longer she contemplates them, the longer she works on the particular idea, the more clear it becomes, until the whole thing blossoms in her mind like a fractal blueprint, her superpowered genius circumventing a life's work of a whole scientific departments in an instant. - Enhanced medical skill: the same power which grants her almost boundless understanding of the biological greatly enhances her ability for a practical application of that knowledge too, her body acting almost by itself once she resolves on a certain course of action, the power manifesting as almost-conscious "tips" as much as the intuitive feeling of "right" course of action to take. In practice it gives her improbable, bordering on(and in a lot of cases, going straight into the area of) supernatural levels of skills of manipulating the biological systems as well as in the fields directly related to the said manipulation. In practice that means that she's one of the best medics in the world, could competently and efficiently work in the pharmacy or variety of labs(biochemical, genetical, etc), manipulate pressure points to provoke wide variety of effects including anaesthesia, unconsciousness and such - comprehensive list would take too much space; up to and including reviving relatively intact and "fresh" corpses, though mental integrity of not-so-"fresh" corpses might suffer due to the deterioration of the nervous system.
- Theoretical understanding of "necromantic" rites and practices, focussed on the mexican and south american traditions, as well as understanding on the various cults and traditions of mexican and south american origin - she learned those from her mentor. - Proficiency with "necromantic" rites and practices, especially those concerning the manipulation of "spirit" and balance of lifeforce and necrotic energy - while her theoretical knowledge is solid and comprehensive, she lacks natural affinity for this sort of magic, getting by on the transplants she grew from her mentor's biomaterial, so she's very limited in scope of the effect, often needing to compensate with the extensive ritual preparations and enmeshing together bleeding edge biological science and lifeforce-manipulation magic to produce effects which neither could easily achieve on its own; even as such, at present she's largely limited to the perception magic and manipulating flesh or a life energy of a single body at a time, the pinnacle of her mastery being her ability to surgically manipulate and even store parts of the person's very spirit in the specifically-prepared container. - She has developed(and continuously updates) her own martial art which makes the most of what's possible for her body, as well as many pressure points techniques(ranging from common "pain node strikes" to strikes to the nerve clusters to anaesthesise the limb or knock someone out, to series of strikes that while somewhat difficult to pull off, allow to incapacitate or outright kill someone with overpressure in their vital organs with little outward apparent damage). It's the most effective against unarmoured opponent; while it could be adapted to the opponents of nonstandard biological makeup, this would require some observation to get a hang on their most likely pressure point location, and it's somewhat difficult to use against opponents posessing an enhanced durability due to the difficulties of applying enough pressure in the short amount of time through it. While original and capable of literally punching someone into the unconscious, she's not very good as a martial artist by herself - those expecting trained opponent and possessing formidable level of training themselves would find it rather easy to counter her. - Apart from her power feeding her shortcuts, she possesses wide array of deep theoretical knowledge(mainly natural sciences and not nearly so deep knowledge about contemporary events in the world) and developed hands-on skills related to scrounging, repairing and modifying various equipment, from cars to electronics to precision tools and lab equipment and various chemical compounds, as well as operating it. - She's somewhat competent at a wide range of survival and self-sufficiency skills, including passable proficiency with light firearms(mainly pistol, though she's familliar with shotguns and could in theory try to shoot an automatic rifle) and ability to drive a car. She could even, in theory, pick a lock, though she has no idea how modern ones work.
- She conditioned her body to stay in top shape regardless of her lifestyle habits, persisting at the level just below that of the talented athlete going through the stringent exercise regimen each day; as there's only so much you could do without overspecialisation and over augmentation, she traded theoretical peak of ability for versatility - while she's not nearly Olympic level in any physical pursuit in particular, she's significantly better than your average Jane in most physical aspects - stronger, faster, more persistent; she also fiddled with her metabolism to optimize it, so her body produces almost no waste now and she is able to comfortably live on one meal a day; if needed, she could stretch her rations for at least ten times the duration of an average person, and she could go without air for approximately a dozen minutes before she'd start suffering from deprivation; she's comfortable in all but the most extreme climes with minimum of the protective gear, and would not suffer from decompression sickness in the event of sudden pressure change, nor would her body deteriorate from the prolonged exposure to the microgravity. - She posesses hyperefficient immune system and could exert conscious control over her bodily functions; as such, she's greatly resistant to the point of being immune to the most poisons and diseases, and could work in the hot zone of the leaking nuclear reactor without succumbing to the radiation sickness(though she would still need to do repairs on her body later to avoid any long-term complications) or stop herself from bleeding out through a concentrated effort of will; her lungs could process water as well as air, though that would be rather unpleasant experience; her body regenerates lost tissues much faster than normal and without serious flaws - while by no means combat-rate "fast healing", her skin does not scar, her bones regrow without defects: she could heal stab wounds and broken bones in a few hours or even regrow lost hand or ruined kidney in a few days if she has access to ample food supply - medical attention would speed the process further and prevent any unforeseen complications; her pain center has been modified so while she's acutely aware of pain she's feeling, it does not override her actions, nor does it weaken her body; she's implanted herself with additional glands producing various chemicals, including enhanced derivative of adrenaline and endorphines, and she could consciously trigger their release; her joints and ligaments are modified for a much greater range of motion: she could even, with some effort, turn her head fully 180 around her, or slip out of cuffs without dislocating anything. - She modified her eyes with an additional magnifying membranes, being able to see minute details even without specialized lenses; her vision range extends in the infrared spectrum and she's able to detect body heat; her scent range is more like that of the dog(with additional receptors being wired to her visual cortex to better comprehend the whole picture, giving her synaesthetic understanding of scents); she's able to percieve sounds in both ultra- and infra- ranges; while her enhanced perception is somewhat vulnerable to overloading, she installed protective membranes and neural dampeners that could be consciously activated, limiting her to the normal human range but protecting her senses from overloading. - Her touch and proprioreception sensitivity have been greatly magnified, along with the hand-to-eye coordination and precision of her small motions; she's wholly capable of competing with the numerical controlled machine tool in the ability to make precise adjustments now. As a side effect, she never suffers of vertigo and is always precisely aware of position of her bodyparts. - Her bones and joints are biochemically treated to give them very high tensile strength; additional pleating over the bones ensure they might bend, but would almost certainly not break; her internal organs and tissues are carefully compartmentalized and her cardiovascular system reinforced with small pumps and additional valves; the end result is that she's almost immune to the deletrious effects of hydrostatic shock and damage from high g-forces; she also could survive and regenerate from heart damage, though she would be sluggish and weak in the meantime. - Her nervous system is massively redundant, with thick cords of nervous tissue running down her limbs and through her body; in places those cords come at the surface of skin as tiny nodules along with glands secreting chemicals necessary for electrical and chemical connections as well as enzymes for dissolution of protective skin layer. Behind her ears and inside her mouth(behind her molars) are tiny channels that allow the excretion of powerful pheromonal compounds that could induce variety of states in living creatures around her or be used to communicate with her creations; she supplements it by subtle infra- or ultrasound cues. - She implanted a pressure sac and a set of glands producing powerful odourless and colourless knockout gas in her abdomen. Normally it's empty, but she could start production of the gas at any moment, as well as release it in the air; she is, naturally, immune to this gas herself. - Carefully-cultivated chimeric marrow tissues grown from her own cells and cells of her mentor was implanted in certain areas of her skeleton along her lifeforce medians to enhance her affinity to the "necromantic" spells and make her presence more palatable to the certain emphemeral entities; while that by no means makes her especially talented(or just talented, really) or gives her notable affinity, it does allow her to not rely solely on the ritualistic implements and the tricks possible without any affinity whatsoever.
Equipment: Sturdy travelling clothing and backpack filled with things one expects to encounter in the backpack of person living on the move; sturdy survival knife and satellite phone; carefully disassembled and hidden amongst her things silenced pistol. Sturdy vest(with discreetly placed polymer armour plates) filled with expendable materials necessary to practice her craft(wires, gauzes, syringes, ampulas with hormones etc); cunning cut allows for several small objects to be placed inside without betraying their presence there.
Gloves and forearm mounts fitted with custom-built surgical and chemical tools made from self-sterilizing polymer that is exceptionally resistant to the corrosive chemicals. PDU Mk.6 - futuristic-looking piece of gear the size of a nailgun, this thing act as an universal probe (it could scoop, saw, suck, etc.) and dispensing unit - its awls and drilling bits are strong enough to pierce standard body armour, it could shoot polymer needles(both smooth and barbed) at approximately 50 metres above and below water(it uses air bubbles to coat them) and could spray compounds in various patterns: from the tight jet to the cloud of vapour. It's connected to the storage and analytical unit that has to be worn on the belt(which in turn could be connecte to the back-mounted storage unit), it could act as a stapler and bioglue dispenser, and it comes with the laser that could be used for both cauterisation and super-accurate field surgery(but is not strong enough to pierce body armour, sadly). Ritual knife - engraved with the glyphs channeling and collecting ambient lifeforce around it and forged from the steel laced with ores resonant with spirit world, it could, in theory, cut man's soul right out. In practice, it's far more often used for a things like carving magical symbols, since it also never dulls and is absurdly hard to break. Skull mask - aside from masking her face(not like she can't get surgery to change it anyway) and her spirit signature from the spirit world, it has subtle tracery of glyphs around its eyes, allowing her to see aetheric energies, lifeforce and active magical effects, as wel as containing HUD glasses and advanced radio set.
REG Mk.5 "Aqua Vitae" - coctail of several strains of organic microtech bred from amoebas suspended in the solution of undifferentiated cells and hyperconcentrated nutrients; reddish paste that grants fast healing factor to those injected or slathered with it which last from few minutes(one syringe) to several hours(IV bag or several) after which microtech runs out of "fuel" and dissolves into nutrients; could reattach limbs or even regrow them from scratch if enough is injected. HS Mk. 3 "Crimson Dust" - hyperstimulant derived from several breeds of bugs and human blood mixed with iron dust inscribed with micropatterns that excite waveform supercharging living cells; deep crimson dust that feels like a fire when inhaled or mixed with saline solution and injected and grants low-level superstrength, supertoughness(just about enough for a bullets from medium-calibre firearms to be nothing more than a cause for nasty bruising or a novel piercing bit), utter fearlessness and temporary immunity to the injury - while flesh can be damaged, it seems to not affect the rest of the body while "Dust" is running through the veins; surest way to stop someone "dusted" is to dismember him limb from limb; it could also produce similar effects in the biological supers, supercharging their superstrength even further. However, exposure to the "dust" is taxing(similar to doing heavy athletic routine) and comes with a risk of internal damage from overexertion - not to mention injuries sustained during the brief bout of percieved invulnerability. AC Mk.1 "Mercury's Rising" - psychoactive drug dilating time-perception of the recipient mixed with the neurostimulator greatly enhancing conductivity of his connective neural tissues and tiny doses of specially-prepared cerebrospinal fluid of aetherically-active individual exciting latent psychoaetheric field of the recipient; silvery liquid that greatly enhances processing speed and reaction time of the recipient and allows for a short bursts of altered time rate(i.e. superspeed without additional kinetic energy and stuff); side effects include splitting migraines, dulled senses and vivid hallucinacions after it wears off. NT Mk.1 "Nightfall" - mix of next-generation neurotoxins and specifically-bred virii tailored to shut down immune and filtering systems of the host; greenish opalescent liquid that quickly paralyzes its victims and rapidly shuts down their nervous system, including that of the organs, disrupting their ability to coherently think in the process; utterly lethal to the normal human even in miniscule doses, could seriously debilitate and cripple even those posessing super-toughness. She made sure to tailor her immune system to resist its effects.
Vespa Cantemus Engebretsen - so-called "Singing Hornets", named for their ultrasonic "chirping" are bred from hornets and parasite wasps. Have four castes: workers (size of a thumb), which could secrete strong resin-like material and form it into resilient webs and walls of their chambers; hunters(size of a pinky finger) which posses exceptional senses and ability to sense heat and electricity and are armed with an exceptionally strong and sharp stinger allowing them to inject paralitic venom derivatives of which are used in a "Nightfall"; warriors(fist-sized) which have jaws strong enough to bite through the steel cable and very sharp pressure and tremor sense as well as developed wing system which make them exceptional fliers able to dodge swipes and even bullets - though in this case it's more like "instinctively flying in evasive patterns"; and, finally, queens(she size of an arm or so when fully-developed) which are immobile but have very strong shells and, while non-sapient in conventional sense, possess cunning eclipsing that of many humans; their role is to lay eggs, coordinate swarm through pheromones, "chirping" and a bit of psionic communication and to secrete pheromones accelerating development of the young. What makes this species truly exceptional, however, is that the queens are able to produce fifth "caste" of wasps - subverters. They're never develop past larval state, resembling spiny greyish grub, and are mostly harmless by themselves. However, if they manage to burrow close enough to spinal column of a large mammal (for example: a human), they secrete enzymes that partially dissolve their bodies and extend their spines to connect with the nerve tissue of their hosts, thereby connecting hive's communication network to them and using powerful hormones and neuronal incentivising to ensure compliance - those too strong-willed to be subdued are instead put into trance-like state where hornet pilots their body directly - crudely at first, but the wasp quickly learns how to operate it, though it is usually too dumb to use complex equipment without its host compliance. Usual MO of the swarm is to find lone targets, paralize them and use warriors to plant subverters in them, but existing hosts could be used to kidnap more, too. Queen could use meat of the host to incubate more of its young a lot more quickly than usual, so hosts who outlive their usefullness are usually piloted back to the hive and killed, their meat harvested for the swarm.
Cacopsylla Gigantica Engebretsen - or "Bottle Bugs" in a laymen terms. Fist-sized distant relative of plant lice which consume prodigous quantities of various organic and inorganic matter and secrete various compounds in their distended abdomens; compound in question depends on the hormonal and neuronal cue given, but they could also try to replicate chemical composition of compound offered to them; their dietary requirements depend on what it is they're currently set to secrete, Sophia uses them to refill her stock of consumables without brewing them by herself.
Short Bio: Daughter of a Doctors Sans Frontiers medic, she lived pretty exciting live until her twelth birthday, by all accounts: her father was running a clinic in Nicaragua and she was living there with him, being homeschooled and helping him out however she could - mainly by running errands and assisting him in minor ways. This, however, changed when the clinic got raided for its medical supplies - her father's valiant attempt at defending them to save them for sick people who cannot afford to pay for them got him murdered. He died not a fast death too - the bullet pierced one of the lungs and she helplessly watched as he slowly choked on his own blood; as she watched life fading from his eyes, strange form of clarity came over her - she looked over the tools and got to work, trying to save him - she knew how to do it, now. Not good enough. Her first attempt at resuscitating a person produced something of a nzambi from the legends of locals - breathing, living shell of a man that once was. She was devastated, but resolved to power on and continue in his steps, using what she could scrounge to help people, operating out of the somewhat worse for wear, but still intact clinic. In the end, she decided that she was very lucky that of all people who could have tried and got her, she was approached by none other than a local warlord styling herself after the Lady of the Dead. White Lady, as she called herself, took her in as her own daughter - and as a student, acting as a stern, but fair mentor for her, teaching her the paradox of her art - the one that calls upon power of the barrier between reality and the underworld to aid those still living in the turmoil that is life; she repaid her by bending her newfound genius to helping her mentor to strengthen community in which she served, becoming one of the trusted leutenants in time. As she grew up and blossomed, White Lady prepared her for the initiation - she was to be brought up before the king and queen of the underworld and adopted as their own, so she could serve as a proper mediator between lands of the dead and lands of the living. It was not to be, however. One evening, White Lady called her and told her that one of her old associates is in need of her services, and he cashed in an old favor she owed him - and she always held her end of the bargains. Sophia was given a week to prepare and fly to her destination - her apprenticeship was now complete(or at least finished, at any rate), she was to find her own path from now own. White Lady never showed any hint of sadness, for it was not her way - yet she was unusually generous with her parting gift, donating literally a pound of her flesh so Maria, or Sawbones as she was come to be known, could still explore the paths of the underworld in the future.
Other:She normally carries her tools in a sturdy briefcase; at the moment she has one "active" hornet hive and about a dozen "Bottle Bugs"; she transported any suspicious gear through the borders by disassembling it or hiding it inside her body - she transported her hornets by burying eggs in her abdomen. Her state is augmentation is twofold: while she is capable of doing more sophisticated and radical augemntation as well as using inorganic parts for that, the rite she was supposed to undergo required her to remain at least recognizably human - not to mention that she would need materials which her mentor never really bothered with to acquire for more out-there stuff.