Protectorate: Director Kens, PRT Denver Director | Active Inkscape, Leader | Active Protean, Active Decoy, Active Noble, Active Captain Morales, Active
Community: Patriarch, Leader | Active Masterbaitor, Active Eyeblight, Active Sonika, Active Limbo, Deceased Xolotl, Active | Captured Celia, Active (REDACTED), Active (REDACTED), Active
Mafia: Purge, Leader | Active Exhale, Active Benito, Active (REDACTED), Active
Independents: Sabotage, Villain, Active (REDACTED), Villain, Active Retcon, Villain, Active Furnace, Hero, Active The Questioner, Neutral, Active
Name: Zach Kozel Alias: N/A Age: 19 Alignment: Anti-Hero of sorts. Independent. Loyalty: Mostly independent, though tries to support the good guys in his own way. Appearance: Zach is a pretty average person when it comes to appearance. He is just under 6' 2" with softer features. He is lanky with little muscle or fat on his body, mostly because of bad eating habits; To sum it up he is unnaturally thin. His hair is an almost pastel black, while his eyes are a darker green (just about forest green). His legs and arms are still scarred with burns, while his chest and neck are relatively untouched. He normally wears a darker hoodie with blue jeans. This is also what he wears when he tries to fight crime as he doesn't have the means to invest in a legitimate costume. History: Zach was born into a lower-middle class family in '86, completely unplanned but not unwelcome. His mother was a high school math teacher, and his father a mechanic, who married once they knew a baby was on the way. He lived in an area bordering the ghetto for most of his childhood, and was home schooled until high school. His mother passed on to him a deep love of mathematics through her teachings, and his passion for it never diminished. His parents reared him oddly, to say the least, often commuted to keeping him isolated from the outside world. When Zach was seven his father started hitting the bottle, and then hitting his wife. If Zach tried to interfere his father wouldn't flinch away from the challenge. Despite this, Zach worked hard and excelled on all tests he took; Not through natural talent but through hard work.
In '96 Zach's family was involved in a car accident, which came close to leaving Zach permanently disabled. He had to go through months of physical therapy before being able to walk assisted, and at the end of the year he could walk alone, with none of his earlier vigor. This event seriously affected his young psyche, and led to a gradual decline in his grades. At 14 he realized how isolated he had been for most of his life, and asked if he could attend public school. He would later regret that decision, though he never mentioned it to his parents. His mother loved the idea. and enrolled him for the following year in the only high school that he could be bused back and forth from. Despite his best efforts he quickly became a social outcast, dredging through the day by force of will alone. Even the friends he did have at the school didn't particularly enjoy his presence (though the feeling was mutual). Zach graduated with no particular honors in early 2004.
In October 2004 Zach's house was burned to the ground in an electrical fire, killing everyone inside except for himself. He suffered major burns, but triggered before he could succumb to the pain. The fire burned around him, overloading every sense, but his newfound power protected him. He passed out from the pain as firefighters arrived on scene to extinguish the fire. Zach awoke in the hospital with third degree burns covering most of his lower body, and almost no hair. After being treated for about three months (and again participating in extensive physical therapy) he was released to do as he wished. He was eighteen. and responsible for his own future at this point. He told no one of his trigger event (how do you explain something like that?) and followed the advice of the therapist he talked to. After settling everything he could with his dead family, getting what little inheritance his father didn't drink, he just moved on.
Zach got a job at a diner as a waiter, working every night he could. Eventually he scrounged together enough funds for an apartment of his own as opposed to the homeless shelter he lived at for a long time. After finding out more about trigger events on his own time (mostly by sitting through college lectures about parahumans) he made a decision to be a hero. The Protectorate be damned, he didn't need the bureaucracy. He started experimenting with his power, learning the lengths of his resilience as best as he could. It seemed infinite, if his sparse testing taught him anything, and he took to the streets with a baton and a dream of making the world a better place.
Personality
Motivations: Zach sees the world in black and white. Dark and light, and he shines resplendent in this darkness, a beacon in his own eyes. He is the good, the right, and the virtuous that others shall aspire to be. Anything that inhibits his ability to do 'good' must be inherently less good then himself. Sexuality: Heterosexual Likes:
Pickled radishes
Mathematics
Generosity
Dislikes:
Fire
Being in cramped cars
Extensive social interaction
Derangement: Zach is predisposed to see himself as invincible. He cannot seriously consider a situation in which he will be hurt.
Parahumanism
Skills: Unless you consider Zach's ability to preform polynomial division particularly impressive, he doesn't have many skills. His combat skill is near nil, and he has never fired a gun before. He collected model airplanes for a while, but after that went up in flames with his family, he hasn't been devoting himself to collecting anything. Classification: Brute Details: Zach's power revolves around intention and protection. Anything that his passenger perceives as a threat will be stopped right before it impacts his skin, or be generally deflected. His passenger will determine the severity of the threat, and make a decision based on its interpretation. Zach must be conscious for his power to be active. Environmental hazards such as fire, or noxious fumes can only be kept away for as long as Zach can have access to enough air to stay conscious. In this way his power filters the air around him as best it can, though it cannot create things that aren't present. Limitations: Zach's power is inherently flawed as it cannot stop someone from doing damage to him that he can't reasonable perceive. A sniper at long distance, or a stranger could easily kill him, and he could even be forced to kill himself. Despite this he is a terror when it comes to facing henchman or soldiers. Equipment: Literally just a compact baton.
Name: Dean Ryder Alias: Martyr Age: 17 Alignment: Hero Loyalty: Ward Appearance: Dean is a slightly lanky but still a bit muscular young man, about 6' and 120 lbs. He has a smooth face and a small nose, along with small lips. His skin is quite pale, contrasting with his bright red eyes, marking him as an albino. His blonde hair is messily swept out of his line of sight, aided by his thin-lens glasses. He wears T-shirts he made himself almost constantly, and prefers not to wear a jacket to show them off, though he will if it gets cold enough. He wears mostly jeans ranging from blue to black, with the occasional pair of shorts thrown in. If he does wear shorts, he'll probably end up wearing long socks with his almost formal looking sneakers.
Dean's costume is very simple and basic. On top of his head lie a pair of red goggles, built by Decoy with a holographic display embedded in them. He also has a small earpiece that allows him to communicate with others. His arms are wrapped in a few bandages, since he's almost always sustaining some sort of injury out of combat. He also has iron elbow pads and leather gauntlets to protect himself from slight harm. Around his torso is a Kevlar-based sheathe that allows him to hold his weapon and take another hit in combat. His metal belt holds up some basic baggy shorts hiding metal knee pads, and black and red boots wrap up the outfit.
History: Dean was originally a surprisingly normal child. Although he had a propensity to make a mess of his shirts and liked finger-painting, he was completely average for the first 5 years of his life. Then he met his uncle, Derek. Derek was a superhero with the Protectorate, and Dean heard of his exploits constantly. This didn't mean that Derek was a good person though. Derek treated everyone around him fairly bad, not including the young Dean. But still, they stuck up with Derek because he was a hero. This experience stuck with Dean for years to come.
Dean was not very popular at school. After kindergarten Dean's long rants and slight pretentiousness removed much chance he had of making friends, and over time, most people began to dislike him. Then mock him behind his back. Than to his face. For years, Dean had no idea what to do. Every day he was sad at his lack of friends and retreated further inwards, turning to the internet and music for pleasure. He even began helping his father out with his textile production stuff sometimes. But this didn't make him feel much better, and his parent's advice of "be yourself" helped so very little. Eventually, he confided in his uncle. His uncle gave him some advice. "Be a hero, kid."
Dean began working out a bit. Not fully noticeable muscle, but still, he was stronger than before, and took Track at school in an attempt to increase his stamina. Eventually, he got enough confidence in himself to attempt it. The next day, in the hallways, he encountered a senior and a junior harassing a freshman. Dean almost grinned as he approached the group. He told them to stop. They asked him why. He told them why. They told him piss off. He asked him why he should. Then one of them threw a punch, and Dean knew exactly what to do.
He dispatched the two young men, albeit with a new broken rib and two black eyes. But he had did it, he became a hero. Even if it was just a small time one. The people at school thought he was awesome, minus some of the two's friends, and for once, Dean was accepted. Then he was tolerated. Then, the whole school was back to hating him. Why, he asked himself? Did he have to be a hero again? If so, he would be willing to suffer all the bruises and internal suspensions in the world.
Again, Dean went looking for trouble, and he found it. One of the bullies he had dispatched before was back to his ways, picking on someone. Dean smiled and went up to him, tapping his back. To his surprise, the bully smiled too, at the sight of Dean's face. Dean attempted to keep his cool, as the bully told him about how he was looking for Dean. Dean was confused, and looked around. A small circle was forming around the two, comprised of the very people that had called him a hero. The bully got closer, a flame in his hand. Dean was very scared. He called to the people in his crowd, those he knew the names of, but none responded with more than "Fight! Fight! Fight!" Dean backed up against the crowd but they pushed him back in. Betrayed by the people he tried so hard to get on his side, these feelings had been building up for months. He felt stressed, anguished, and most of all, alone. His executioner raised his fist, and Dean closed his eyes.
But that scream he heard wasn't his. It sounded exactly like him, but his mouth was shut tight. Opening his eyes, he was greeted by himself. His own corpse, face down on the tile. The bully stared at the the body, then back up at Dean, the Dean he was, and stared back down at the corpse. Dean, the one that wasn't dead, spent no time in pondering anything, and took action, quickly felling the murderer with an uppercut, courtesy of the adrenaline coursing through his veins.
Dean was astounded at his own ability, to generate another him. He quickly fled the school and made his way home, to test it out again. Locking his door behind him and focusing again, he called on another version of himself, and he appeared. This Dean seemed older, and sighed dejectedly, as he appeared.
"Where's the danger? I didn't get a message." "Danger? I just want to test out my new powers. I can't believe I got superpowers! Oh man I bet all the kids at school will be so jealous! I should-" "Shut up. I only have about 20 seconds, so listen. These other You's, you don't just make them. They're from another universe, sometimes different, sometimes the same. Every time you call us, it's a death sentence. We have to die. Don't, for god's sake don't call any more. Don't be a hero. Don't. Do you hear me? Don't. Don't... don't..." He hurriedly explained, before beginning to melt into himself. He seemed to try and want to say something, anything, but all he could do was look into Dean's eyes as he slowly died.
After this, Dean registered himself as an official Parahuman and decided to be a non-combatant, sufficiently scared of killing people, himself mostly. For a few weeks, Dean was taken an interest in, but once everyone realized he wasn't going to talk about it, they started ignoring him again. Dean deigned things were probably for the best, and decided to just wallow in a depressed slump while making a blog. He also began making his own T-shirts after beginning to bond with his father more. He also kept up with track, and even did a bit of weightlifting.
But just because this Dean didn't use his abilities, that didn't mean others stopped. Dean was summoned. Sitting, silently in missus Lalonde's literacy class, he was writing a paper on something inane when suddenly, he was hurtling through space and times, eerily silent except for his own voice. "Kill the fat woman" was all he said.
With a small rush of air, Dean was suddenly in an alley, surrounded by unfamiliar people and his own corpses. Upon the ground lie a sword, and Dean grabbed it up, charging the largest woman there. Quickly she commanded him to stop, but it was no use, somehow he seemed immune. By the time she called to her slaves, she had already been run through with the blade.
Dean stood there, waiting, eyes shut tight, waiting for his death. Waiting to become an amorphous blob, a fair representation of himself even metaphorically. But said transition never came, and some people came up to him, those he didn't know. Apparently, these were his teammates in this universe, a group of people called the Wards. He had heard of them before, a junior superhero group in his city. It seemed this was the universe of a Dean who had never gotten the message. This Dean accepted the Protectorates offer to become part of the Wards and fought crime with these people.
Dean didn't know what to do. He simply made his way home, or where he thought was home, and sat in his room for a very long time. This was earth shattering. How many differences could there be in this universe? He could have been a completely different person, must have been. Firstly, he informed his parents, and obviously hey were heartbroken. He also informed the Wards, and mentioned he would probably be retiring. After this, he spent a long time, about a month, trying to find differences between the world he used to inhabit, interspersed with sadness about not seeing his real father, mother, or even uncle Derek ever again.
It seemed there was only one major split point; Not receiving the message from a Dean that this was not a power to be trifled with. This lead to Dean joining the Wards as Spawn, and having a worse relationship with his father, but having some friends. There were many minor things that changed too, what he ate for breakfast and the like, but what mattered most to Dean was that there were about 16 years of his life now muddled up. His father wasn't his father, his mother wasn't his mother, and he wasn't even himself. At this time Dean thought back. How could he solve this problem? "Be a hero, kid."
There was no guarantee that Dean wasn't going to get pulled again, and he'd never have a truly amazing relationship with his father, so the only thing he could really ever hope to do was leave a good impression on this universe. He joined up with the Wards again, now having less qualms about himself and his place in the universe. He was probably always fated to do something like this, in fact the universe he was in was probably the real universe, the "alpha," and it was his duty to join the Wards. He just hadn't seen it until now.
Personality
Motivations: All Dean wants it to be remembered as a Hero and liked. So much so, in fact, his entire point of joining the Wards was to throw himself at danger until he died. Sexuality: Straight Likes:
The Internet in general
Keygen Music
MySpace
The N64
Sprite Comics
Making T-shirts
Dislikes:
Popular Music
Studying
Celebrities
Derangement: Although Dean was already much to worried about others and not worried enough about himself, his powers have kicked that into overdrive. He barely has a will to live, just a will to propagate his existence enough to leave a lasting mark of good.
Parahumanism
Skills: Dean has been running track and lifting weights for a decent amount of time and as such, is faster, stronger, and has more stamina than your average man. Track in particular made him quite light on his feet, and he's quite fast for someone without speed powers. He's also been taking swordsmanship classes for just under a year now, and is learning at a steady but slow pace. Dean knows how to throw a boomerang okay, at above a novice's level. He can reasonably hit targets about 10m away without distractions. Finally, he has a bit of a passion for graphic design and would probably take up his family's textile manufacturer if he lives long enough.
Classification: Master/Breaker
Details: Dean may pull another version of himself through to his universe. Alt. Dean is informed of his job while being hurtled through to another universe as a beam of light, and is transported to an unoccupied space near O. Dean. Alt. Deans may only stick around for up to thirty seconds before melting into a biological sludge. It's been hypothesized by Dean that he may be able to extend this time in some manner through practice, but he refuses to practice because he is killing Deans while doing so. One interesting facet of Dean's power is that, if he's killed, the Alt. Dean will no longer melt. As mentioned in his history this has happened to Dean once before, and he hopes it never does again.
Dean can indeed summon more than one copy of himself, though every time he summons a copy before his previous one dies, he gets a more divergent alternate universe. Summon one would have had a different breakfast that morning and nothing else. Clone 4 would have been using a different weapon. Clone 7 may have a differing set of morals due to a different upbringing, while clone 12 may be a super villain that would intentionally try to kill O. Dean. Each of these Deans has the same time limit as the last currently alive Dean clone.
Limitations: No Deans share any kind of special connection or mental link with each other, with the exception of the message of purpose each receives before being sent off. Deans are also not forced in any way to follow said purposes, in fact, it's entirely possible for an Alt. Dean to try and kill O. Dean for his spot. Dean is also entirely a regular, well-trained human with no super strength or endurance.
Equipment:
Protectorate Communication Earpiece - A device that allows Dean and his teammates to communicate. He can also use it to talk to his Alt. Deans, should they learn and input the frequency in their allotted time.
Martyr Suit - A light set of armor designed to allow fluid, fast movement. The goggles were built by Decoy, allowing holographic interfacing and the such. Unfortunately, the only real protection is the two Kevlar straps along his torso, his gauntlets, his knee and shoulder pads, and his belt.
Sword - A straight, single edged blade made from S7 Shock steel. Able to wielded effectively in two hands or one, it's an amazingly well built weapon.
Grappling Hook - A handheld device that allows one to scale small buildings by firing a hook with a rope attached. Although some buildings are intentionally designed to slip these off, most buildings can be scaled in this way. The rope is about 40 feet long and can support about 150 lbs. of weight.
Boomerang - A cast aluminum non-returning boomerang. Although it can't be thrown as far as standard plywood boomerangs, only about 20m, it packs a decent punch.
Name: Natasha Castaneda Burkova Alias: Sonika Age: 27 Alignment: Villain Loyalty: Independent Appearance: Natasha is on noticeably tall for a woman, standing at 1.76m (5'8.5"). This is further offset by the fact she often wears high heels, adding several more inches to her height. Though she is Slavic by blood her features are quite Aryan, sporting short blonde hair and bright blue eyes. She is in very good shape, hiding toned muscles underneath her clothing, and with her soft facial features she is actually quite attractive in contrast to her personality. Natasha often dresses appropriately for whatever occasion she may be at, but her "standard" set of clothes are formal wear business suits. Despite this she wears her costume underneath her clothes. Her supervillain costume is a white leotard made from a strong, heat resistant fiber cloth that features several blue streaks underneath her ribs that stretch to her lower back. It has no emblem or insignia of any kind. She also keeps a white eye mask and a white with blue stripes bandana to cover her face with, to further protect her identity for when she is out "working". History: Natasha Castaneda Burkova was born in Spain to an immigrant family that had fled the Soviet Union. She was raised to speak Spanish, Russian, French, German, and English, having quite the capability for all sorts of learning from even an early age. It wasn't until February 23rd of 1986, when Natasha was eight years old, that her trigger event occurred. With the ongoing Basque Conflict in Spain at the time her family was accidentally identified by counter-terrorist forces as being allied with the ETA rebellion. Natasha was wrestled to the ground and both her parents were executed before her very eyes following a brief struggle. The young girl lashed out at the soldiers, collapsing the wooden house on top of them. Nobody was killed by the awakening of her powers, but Natasha herself was hospitalized by the falling debris.
The Spanish government knew they hit the jackpot with Natasha, as Capes were still a rare and very recent phenomenon at the time. However it wouldn't be the Spanish that would keep her. The CIA from the United States abducted her with the intention of both researching her powers and training her to serve the US. This would bear no fruit as Natasha was unable to replicate her powers while in their custody. She would eventually be traded with the USSR's KGB, being traded to them for another Cape that the US found more promising. It was under the watch of the KGB that Natasha was able to draw her powers again. Leading up to the USSR's collapse, the KGB monitored and trained Natasha to serve them. She was hardly a teenager when the Soviet Union collapsed, but she was already a trained soldier and an experienced Cape. She was moved into the FSK and eventually into the FSB, serving the Russian Federation as one of their premier Cape assets.
However, around the turn of the century, Natasha was given a semblance of her own free agency. It didn't take long for the young woman with little social understanding to find herself confronted with mobsters on her way to her new home. After apprehending the thugs and turning them in, the FSB decided that her next task would be to infiltrate the Russian Mafia and serve as a planted agent. After using another Cape to brainwash the captured mobsters into thinking they found Natasha and recruited her, she was integrated into the Russian Mafia to serve as one of their Cape soldiers. Over the next few years she sold her role quite well, serving them to her fullest as an enforcer and working her way up the chain of command. Now, in 2005, she has been tasked by the Mafia to replace a recently deceased Captain who was operating in the United States. Her duties would be to take command of the Colorado branch and oversee the smuggling of arms, drugs, and people through the Rocky Mountains. While the Russian Mafia has no shortage of Capes of their own and has been in the area for a long time, Natasha herself has only been in Denver for several months. She has already learned of the geopolitical landscape and represents the Russians among The Community. While she will report to the Patriarch, above him she reports to many others that outrank her within the mafia. And, when the occasion calls for it, she reports to the FSB.
To better remain hidden from law enforcement and the PRT, Natasha has donned a supervillain alter-ego. Whenever she uses her powers she changes into costume and goes by the name of "Sonika", keeping her identity secret. While those in the criminal underworld know that Natasha Castaneda (as she goes by) is the top of the chain of command for the Russian mafia in the area, it is believed that Sonika is an entirely different person. This effort to keep a distinction between her Cape activities and her mob activities separate protects herself, her assets, and ultimately the FSB. The supervillain known as Sonika is not attached to the Russian Mafia, though some suspect that she is despite a lack of evidence. Only Natasha's lieutenants and the other leaders of The Community know that she is a Cape, and Natasha intends to keep it that way.
Personality
Motivations: Natasha is very straightforward with her goals. Ultimately she seeks to serve the FSB to the fullest extent, meaning that her motivation is to follow her orders to the best of her ability. Presently this translates into maintaining the operations of the Russian Mafia in Denver, Colorado. To this end she seeks to dominate the smuggling business of the the Rocky Mountain regions, at any cost. Sexuality: Heterosexual Likes:
Organizing
Opera
Cigars
Assassinations
Fantasy Novels
American Fast Foods
Cleanliness
Dislikes:
Insubordination
American Television Programs
Obnoxious People
Spain
Insolence
Her own voice
Others talking about her voice
Derangement: The effect of her derangement is incredibly small, almost negligible, but ever since her trigger event she has had an aversion to compassion. While she can still feel the entire range of emotion, she is largely incapable of sympathy. It is easily masked by her cold demeanor, but there is no "deep down inside she actually cares" mentality. Natasha is just as ice-cold as she looks.
Parahumanism
Skills: Natasha has been trained in espionage, martial arts (Systema Spetsnaz), firearms, explosives, and operating aircraft. She is also multilingual, speaking five languages fluently and capable of transitioning between them flawlessly. Aside from the skills related to her years of training, Natasha is also a capable cook, has impeccable handwriting, can type at 97 words per minute consistently, and she can even sing as a Dramatic Soprano. Classification: Shaker, Mover, Blaster, Thinker Details: The fundamental core of Natasha's powers is the ability to manipulate the air in the atmosphere. This can be done in many various, creative ways. She can change air pressure to the extreme, being able to create compartmentalized vacuums or conversely creating high-pressure explosions. She can manipulate the flow of air, to create projectile attacks of varying scale or to increase her own mobility and speed. By reducing the air pressure around her to eliminate resistance and using controlled bursts of high air pressure she can propel herself to incredible speeds (though this feat requires her to hold her breath for the duration of it and also requires both time and distance to accelerate), though flying in this manner isn't often practical and instead she will use quick bursts to "hop" quickly as a means of fast movement. Natasha can even create vortexes of fast-moving wind, able to surround herself to form a protective barrier that deflects most projectiles and physical attacks or just plain creating a small tornado to trap specific targets or objects. On a more subtle level she can detect the air currents and retain passive knowledge of her surroundings within the range of her abilities. Her training has allowed her to become creative and she knows how to exploit her powers for maximum utility, both in combat and out. The power of her air and wind manipulations are nothing to be trifled with, making her very powerful on top of being versatile. Limitations: Natasha's powers are bound by the Manton Effect, but she also has a limited range for all of her various ways of manipulating air. Even her projectile attacks cannot extend beyond this range, which is approximately 100m. While she is immune to direct effects from her powers herself, she can still be affected by indirect consequences such as suffocating in a vacuum or coming to a complete stop from high speed crushing her. Her expertise and control is great, and she knows the ways she may hurt herself, but that doesn't mean those limitations don't exist just because she doesn't make many mistakes. Equipment: While Natasha has access to many advanced technologies and weaponry, she doesn't keep hardly any on her persona. She keeps a cellphone, a Blackberry, a notepad and pen, and a 9mm handgun on her person at all times. All of these are stored in a purse that she carries with her. However when she decides to go into costume and use her powers she often leaves her purse somewhere hidden so she could retrieve it later.
Name: Alessa Heather Alias: Messiah Age: 16 Alignment: Hero Loyalty: Wards Appearance: Alessa is a rather pale girl with a fairly thin build and a figure that's nothing to particularly brag about, though recent heroics have pushed her more towards lean musculature as time passes. She is around 155cm tall, with straight brown hair running down to the small of her back, and her eyes are green speckled with blue, though she often has them glow a bright white colour whilst on the beat, which is as a rule more than enough to obscure her features. Though she wears more normal clothing on the rare occasions when she isn't out fighting crime, typically including a long skirt and a generic shirt in some colour or another, her cape outfit is simply a large white cotton robe with integrated body armour resistant to bullets and knives and the holographic computer interfacing tool standard to the Protectorate's Denver division, running down to the ankles of her uncovered feet with the sleeves hanging loose, though it is tied quite tightly at the waist.
Before the age of fifteen, Alessa's life wasn't particularly notable as anything that might produce a trigger event on its own. The family that lived with her- including her parents, two siblings, three of her grandparents, and a multitude of aunts, uncles, and cousins- were all generally friendly folks who had pooled their resources to buy a large, almost mansion-like house and various other luxuries, though two of their number were parahumans of modestly scarred personality. One of them, a cousin with the Tinker ability to create devices containing the information on any computer in the world pre-installed- though only one computer per device- decided it would be a good idea to show off to the young Alessa just how awful the world really was, by effectively hacking into a number of servers and showing off the statistics for how much worse off than her the vast majority of humanity really was. This was, of course, a calculated move: though not really scarring by itself, as numbers and figures rarely are, it set up in Alessa a distinct unease about the state of the world, and a firm desire to make Earth a better place for humanity once she hit the right age, prompting her to begin researching into the appropriate fields, such as public speaking and various humanitarian sciences.
And then her entire family died. Late Summer of 2004, and the family was out by their pool along with a number of friends. Alessa dived beneath the surface to grab something from the bottom; a flash of light and heat hit her from above the pool's surface; and when she resurfaced, everything within a hundred meters was burned to a crisp, including her family's house, and her family and friends. In other words, nearly everyone she knew and loved was dead, and she couldn't escape the area either because even the concrete around her was on fire. Though it hardly mattered: the parahuman who had killed them all promptly showed himself, an indistinct figure wreathed in flames which would supposedly burn anything short of air, water, and a few other substances, and even those would be superheated drastically to slay any in their vicinity. In other words, Alessa was doomed.
Or would have been, if she didn't abruptly absorb the heat energy from the parahuman's next blast of flame aimed directly at her, to the point that even the water around her failed to boil. His confusion was evident, but quickly turned to anger, leading to hit her with yet more fire and flame, to similar lack of obvious effect. This in turn led to shock and surprise when, out of nowhere, Alessa fired her own burst of heat energy right back at the parahuman himself, detonating something on or in him and throwing him well away from the area. To date, she does not know if he survived that attack, and has agreed to herself that if he never reveals himself to her again in her life, it'll be a hundred years too soon. Regardless, she was now alone, homeless, traumatised, and inexplicably feeling an intense urge to deal with the bad aspects of the world right then and there, with a severe sense of failure because she knew full well that as things were, she couldn't do it, especially in a relatively small and crimeless town like hers. Crawling out of the half-empty pool, she searched for any intact clothes other than her own, failed to find them, and promptly made a plan to get somewhere where she could make a difference, starting by sitting out the front of her previously-intact home and waiting until emergency services turned up.
Various formalities followed on from there, ending with Alessa in a foster home for about a week, with new clothes and bedding and what have you available. In this time, she gathered up supplies in secret, including water and food for several days, bedding to sleep under, and various other necessities. Then, once she felt she was set, she left without a word to any of the few remaining acquaintances she had, and set out at walking speed toward the nearest big city: Denver. That lasted about five days before, inexplicably, she began emitting heat and radiation great enough to start damaging her clothes and even spoiling some of her food; she soon figured out that this was a result of her absorbing the light and heat from the Sun for over two weeks without using it, only to hit an arbitrary limit that prevented her from absorbing more energy than that. She quickly rectified the situation by firing a few beams of energy out toward the Sun, but plenty of her water had already evaporated as a result; even so, she made it to the city proper with only mild dehydration, and from there to the local headquarters of the Protectorate, where she signed up as a Ward. If she had to start somewhere, why not there?
From there to the present day, Alessa's story is straightforward: she acquired a costume designed to her specifications complete with standard Ward equipment, began training in Krav Maga in order to protect herself at close range when needed, continued her education where it left off, and of course helped to fight crime as and when it was necessary. If she had her way, this latter activity would be almost all she ever did short of satisfying basic human needs; she knows, however, that to solve these inherent problems in the long-term, she must work on other facets of herself too. A proper resolution to problems such as those cannot be reached without a greater strategy in mind, in her opinion, but as long as she can't enact that strategy, she will settle for the short-term victories.
Personality
Motivations: Alessa's primary motivation is to protect others. If this means risking her own life as a cape, then so be it. In the long run, she'd very much like for the citizens of Denver, and indeed the world at large, to stop harming one another and co-operate in handling the worst threats to humanity, such as Endbringers, and global warming; for now, she is content with simply preventing crimes as they happen. Sexuality: Bisexual Likes:
Heroism and its associated activities
Training and practicing to help engage in heroism
Meditation
Dislikes:
Crime and criminals, especially child molestors
Injustice
Out of control fires
Derangement: Due to the circumstances of her past opinions amplified by her trigger event, Alessa has a serious hero complex: she feels that if she can assist in a bad situation, she must, even if her presence is entirely unwarranted. Indeed, the primary reason she doesn't go to help out in every single Endbringer fight is because the vast majority of them are much too far away for her to reach them before they are dealt with, and because she'd most likely perish anyway having not helped the fight or the world overmuch in the long run; knowing this eats her up inside whenever she is reminded of it. She at least has the sense to prioritise events and target worse criminals before less harmful ones, but when she isn't recuperating or otherwise training, she's out fighting crime, and often deprives herself of personal time as a result. By contrast, when she is socialising with others, she can't help but try to see the best in them, even if they are horrible people (barring a few notable exceptions), which may or may not tint her views on which people actually deserve to be dealt with as far as any given crime goes.
Parahumanism
Skills:
Krav Maga - As the practical purpose of Alessa's powers is to deal a lot of damage very quickly at range, it stands to reason that showing quarter in close combat is a bad idea for her, much as she'd often prefer otherwise. Whilst not necessarily helpful against many more physically-concerned capes, Alessa has begun training in Krav Maga as a last resort for self-defense, able to enhance her attacks through use of her abilities as well, and currently holds the second-lowest rank of P1.
Gun Training - As part of her Krav Maga training, Alessa has also been learning to wield guns such as the M16, both in close combat and for their intended purpose of shooting people, though as far as the latter point goes, this is rarely necessary, and she does not typically carry weapons on her in the field.
Rapid Reflexes - Not strictly superhuman in nature or specifically a skill, but a combination of MA training and her own personal hangups on the topic of protecting others have led Alessa to gradually reduce her reaction times in an effort to deal with villains and criminals more effectively; she is currently at about three percent faster than an average human, and aims to get much quicker as time goes on.
Meditation - When not doing anything else, Alessa likes to meditate in order to center and calm herself in preparation for her next crime-stopping activity. She will often do so in an active fireplace or similar source of heat, since the flames will further energise her for the fight.
Classification: Shaker/Breaker/Blaster Details: Alessa is able to absorb and redirect heat energy (any amount greater than around 20 degrees Celsius) and high-end electromagnetic radiation (from gamma to UV, as well as some visible light) that she makes contact with. This includes natural forms of these energies, such as that emitted by fire, the Sun, or even sources of fissile gamma radiation, but also extends to parahuman abilities of that sort, such as the powers of certain Blasters. The energy she absorbs can be unleashed by her in whatever manner she desires, ranging from blasts to beams to spheres, even fairly powerful heat barriers which melt anything passing through them, and can be reabsorbed if the released energy happens to strike her again.
By unleashing the stored energy in her body, Alessa can produce an omnidirectional explosion whose power varies heavily depending on how much energy she puts in; with enough energy released, it is entirely plausible that Alessa could destroy a large area of Denver with a single attack, surviving the corresponding devastation through use of her own ability to absorb any excess energy that might otherwise harm her. She calls this attack Rapture, yet fears to use it for exactly the reasons described above.
Limitations: Aside from the Manton Effect, which prevents her from simply touching a person and sucking out their heat energy like some sort of pseudo-vampire, Alessa's power has a fair few limitations. Most notably, she does not have any particular invulnerability beyond her absorption, and can't negate damage from sources that are not based on heat or EMR - in other words, she'd survive a bomb blast's heatwave at point blank range, but end up being pulverised by the kinetic shockwave and/or shredded by the shrapnel thrown out. Her energy absorption is also active constantly; whilst useful for ensuring that she always has at least some energy available for a fight in a worst-case scenario, she can't explicitly "turn off" the power at her convenience, and she can only store a limited amount of energy before she begins uncontrollably releasing the excess in all directions, even to the point of being forced into the use of Rapture to varying degrees if a large excess builds up in a very short period of time. Finally, as a logical consequence of her limited energy supply, utilising Rapture to its fullest extent by expending all of the energy she has stored up or otherwise running her energy reserves down in combat means weakening her offensive capabilities substantially, though not completely. Equipment: As a Ward of the Protectorate, Alessa possesses the standard PCE and costume-incorporated HCIT. Other than this and her outfit proper, she rarely carries around very much gear, as she does not often require it.
Name: Sofia Stein Alias: N/A Age: 15 Alignment: Villain Loyalty: Local Villain Appearance: Sofia is about 5 foot 3 inches, or around 160 cm tall. She has dark brown hair that usually falls loosely around her shoulders. Vivid blue eyes stand out amongst her otherwise plain face, marred by the blotched line of skin across her right cheekbone and a short, jagged line of scar tissue on the other. Similar scars evident of a rough childhood are displayed over her torso, with a few stray marks on her arms. They stand out against her somewhat pale white skin, as a result of little sunlight, either from being inside or wearing clothing with little exposure. Sofia appears thin and most would use the word small to describe her, partially attributed to a frequency for slouching. She has a very small 'presence' and is easy to overlook. Her typical clothing is comfortable, baggy, and in dull colors like gray, brown, or faded green. Sofia has no alternate appearance when committing crimes, as she has no normal life that would be jeopardized.
History: Sofia was born one of many in her household, if you could call it that, being left to fend for yourself was the best result for the most part. Sofia knew her mother, though the word 'knew' might be a bit generous, as Sofia only knew her as the person that occasionally brought home food, but mostly the person to be avoided most of all. Sofia's mother was fond of whatever would take her mind from the present, which offered itself in the form of drugs and alcohol. Unfortunately her children were not so removed from the present and were often the subject of their mother's anger in her unstable mental state. This gave Sofia several scars before she had learned the cues and actions needed to avoid these incidents. They lived in some sort of cheap house in a seedy part of town, the part that you drove around in your car to avoid it.
Sofia never had any sort of formal schooling for this part of her life, though she manged to pick up enough information from life and an older sibling that did his best to take care of the family, one of the few members of it that worked, legally no less, to gain a crude education. A junky and forgotten ipod found in some forgotten alleyway introduced to her to music which she found a pleasant escape from the constant hunger and other myriad sufferings. She lived life this way for a number of years, until she was around 10, when her older brother managed to get her taken in by social security. A foster home was found for her relatively quickly, surprisingly enough. Though initially Sofia was rather wary of her new parents she slowly adjusted to the fact that they weren't out to hurt her, quite the opposite in fact. Sofia was home-schooled by her new parents once they overcome the trust barrier and she also acquired glasses, for she was rather nearsighted. Around four years were spent this way, with occasional visits from her older brother.
Sofia had began to become accustomed to her new life style and was just beginning to feel normal. Her foster parents were driving home from a party gone late with perhaps a bit too much to drink. Just enough to convince themselves they should be able to get home alright. Her older brother had worked late that same night and wanted to stop by the house to drop of a present he'd gotten for her. He'd just pulled into the driveway in his beat-up junkyard car that barely ran and turned off the engine. Sofia foster parents blindly smashed into the rear of it. The collision killed all three of them, despite its relatively low speed nature. Sofia, sound asleep to the sound of music still playing through her earbuds, found out in the morning. It was a mind numbing experience and the final thing that triggered Sofia.
Her entire life had been a mess from the start and just when she thought it was getting better, it had all collapsed. In one night the only people who'd ever been kind to her, the only people she'd ever cared about were gone. The built up stress of her entire life to this point seemed to crash down upon her. Sofia closed her eyes and curled up in a ball. One of the police officers there tapped her shoulder gently, or rather tried to, finding that his hand passed through. Sofia felt nothing, merely heard a cry of alarm. Dully, she registered more voices, getting near and crowding all about her. With mechanical movements she plugged in her earbuds to a song she barely heard and the voices faded away. Sofia was that way for a while. Those there naturally called in the incident as it was and kept an eye on her un-moving body. Sofia opened her eyes after a few hours and looked around to find it hadn't been some sort of horrible dream. So she stood up and walked away. A couple of people nearby tried to stop her but she closed her eyes and kept walking. Some time later she opened them to find herself near her old home. Shrugging to herself Sofia sat down somewhere. Then she got hungry. So she walked into the closest store she could find, grabbed some snacks, entered the bathroom, and used her power to waltz out. Life for her continued this was, mindlessly living by taking what she needed and spent doing nothing. At some point or another she was followed, which must've been rather difficult for her purser since it would've involved chasing her through several buildings, though she did have a tendency to travel in a straight line. When Sofia sat down to eat her snack she was greeted by someone with an offer. She shrugged. She had nothing better to do after all.
Personality
Motivations: Sofia has a distinct lack of motivation at the moment. However mixed into that is the faint desire to have something to care about and someone to care about her. Sofia would like to be happy again, but doesn't have the will to try for herself. She is with her current group because she figured it had to be better than what she was doing and villains reportedly have the most fun. Right now it probably wouldn't take very much to convince her loyalties to change, though that may not be very clear. However if she manages to get attached despite her derangement it might become very difficult for her to let go. Sexuality: Undecided Likes:
Music
Food
Cleaning
Dancing
Sweets
Dislikes:
Reading
Those better off than her
Whining
Cars
Drugs/Alcohol
Derangement: Sofia's shard is very active and comes into effect whenever she blinks, as her eyes close briefly. Because it automatically filters things it has a tendency to over-filter. This causes her to forget things, feels emotions oddly, and overall seem rather disconnected with what's going on around her.
Parahumanism
Skills: Sofia has an excellent physical memory and spatial awareness, which leads to a better ability to move around with her eyes closed then one might think: the latter of which seems to have been enhanced by her power somewhat. However this is by no means perfect. She doesn't have any sort of photographic memory and can not memorize an unfamiliar scene at a glance. However, once she has spent several minutes analyzing she will be able to maneuver in fairly confidently. Other than this she has very little in terms of applicable skills.
Classification: Stranger/Breaker
Details: Sofia has the ability to choose ignore things when her eyes are closed. This applies to just about everything she can imagine. When things are 'ignored' they have no affect on her, that is to say if she ignored a bullet, it would simply pass through her. If she ignored cold it wouldn't make her cold. If she ignored gravity, well you get the gist.
Limitations: Sofia can not revert while in an object she is ignoring. This of course translates to being unable to open her eyes. She also can not tell when she is unable to revert except by trying to do so. While she can ignore anything, there are several things that she instinctively keeps in place. Most normal things, such as air, gravity, her clothes and the like are kept in place as a matter of instinct. Much in the same way most solids except for what her feet are touching are ignored. Things that could be a danger, even without the active recognition of such are generally ignored. So even if she doesn't mentally tick off 'flame' as something that is a danger, she will ignore it anyway. Sofia's very inexperienced with this power but also has great capacity to grow with it.
Appearance: Everissa is a black female who stands about 5 feet 8 inches tall. From day to day she tries to have a mix of comfortable and not hobo looking. In costume she wears something that looks like something out of Assassin's Creed. Leathery clothing with lots of straps to keep things compact, made from cobbled together from either pieces of cosplays bought, her own clothing, or 'looted' materials. The mask in particular is a point of pride as it's something she made for herself in a welding class in high-school, spurred on by dreams of becoming a hero. She's a very forceful person, giving off the impression of someone who's always in motion. Whether it be a tapping foot, shifting eyes, or chewing gum, she's always doing something. Everissa tends to talk rather quickly, slipping into slang when in a hurry, which is often, as well as frequently over-riding other people's attempts to talk. A self-confident, fit girl who looks like she always knows exactly what she wants and is moving with purpose.
History:(Trigger warning, violence) Everissa was a pretty normal kid, just like everyone once was. A sister, a mom, a dad. They all worked hard, they all loved each other despite the quarrels every family got into. A middle-lower class family who had enough money to live and buy a nice thing every once in a while. Education was something that was always stressed as being important and Everissa did her best to make sure it was. In school she made friends, enemies, and everything in between. Nothing special, she played sports, participated in a club or two and pulled in A's and B's. Of course her family didn't live in the best part of town. She always made sure to come home before dark, lock the doors and windows, avoid the wrong places. So nothing bad happened. Well mostly anyways. Graduation.
The peak of any high school student's life. A whole new world was opened up at this point. Which came with pro's and con's. Party of the year, Everissa was there was there with all her friends. Some people there weren't from school. A group came over to chat with Everissa and her friends. Bad news the lot of them, most of them had tattoos, scars, and overall looked like ruffians. No surprise when they tried to get everyone there to go out with them. Leave the lame party behind and go have some real fun. It would be stupid to say yes... But saying no was a hard choice too. There were no adults here. Everissa tried to politely deflect them but they had none of it. Finally she managed to excuse herself in the bathroom and escape through a window, getting to her car and driving away. Feeling like it might not be safe to head home she drove to a motel and spent the night there.
In the morning she came back to her home or what was left of it. No one was home, broken furniture, broken windows, holes in the wall and shattered dishes. Her home hadn't been looted, it'd been broken. Her family was no where to be found. Everissa walked through the house in shock, dully pulling out a kitchen knife stuck in one of the walls and looking at it listlessly. She continued on and found one of the rough-looking group was still here, snoring loudly in a bed, a bottle of alcohol on the floor besides him. Everissa stared at him. This was his fault. Others too, but he was here now, and vulnerable. Everissa was standing over him now, kitchen knife in hand. She never really thought about it.
She plunged the blade into his throat and his eyes shot open and locked onto her, his hands lurching to grab hers. Everissa let out a scream and pulled away, in the process removing the blade and any change at his survival. She triggered. Everissa staggered backwards and collapsed against a wall in wake of the confusing images that followed, when they left she was staring at a dead man.
Feeling emotionally empty Everissa get to her feet and shook herself dully. There was still money hidden in the fireplace which she took. She got into her car and drove to nowhere in particular, stopping to think. The police. She needed to get the police involved. No. Everissa had killed someone. Not even in self-defense. She couldn't do that. She could survive on her own for now, she had money, a job at a fast food place. Most importantly. She had powers. Everissa looked at the still bloody kitchen knife in the seat next to her. She could feel it. In the glove-box was the mask she'd made in her senior year. A hero. Fat chance of that. She couldn't join the Protectorate a murderer. Still... Everissa life progressed in a haze, as she discovered what her powers were and worked on a costume.
Personality
Motivations: Stop bad guys.
Sexuality: Heterosexual
Likes:
Blades
Helping Others
Spicy food
Driving
Dislikes:
Bad guys
People controlling others
Peer Pressure
Too much alone time
Derangement: Everissa always has to have a blade on her. Doesn't matter how big or where it is, has to be touching one. It's like an addiction. If she spends too long without touching one she'll start having side effects. Lack of focus. Headaches. Irritation. Violent tendencies. Nothing that'll kill her but certainly not a good time.
Parahumanism
Skills: Everissa has a lot of simple skills to help take care of herself. Cooking, sewing, welding, people skills to a lesser extent and is in pretty good shape from Track.
Classification: Mover, Striker
Details: Everissa's power are all focused around blades. Doesn't matter what kind, as long as it's got an edge it's susceptible to her powers. Axes, arrows, chainsaws, even shards of glass. Everissa attunes herself to any blades within about 15 feet of herself slowly, allowing her to sense their location and interact with them via her powers. Primarily she can teleport to within a few feet of any blade that's been within her range for at least a minute. Everissa can also change the sharpness of blades that she touches dulling them to the point of useless even to her own power.
In addition she can make them hyper sharp, as well not breaking and dulling like a normal blade upon being used. If she herself holds a blade and concentrates on it for around an hour she can become 'attuned' with it unlocking further use of powers. This increases her ability to teleport to 45 feet with that blade and it allows it to cut through virtually anything while she's holding it. Only one blade can be attuned in this way. In addition she gains a crude sort of telekinesis with it, allowing her to forcefully pull the blade back to herself. As a more minor effect of her power Everissa has an inhuman amount of expertise when handling blades, whether it comes to throwing, cutting, or any other convincible use.
Limitations: Her teleporting is situational, requiring circumstances to be in her favor. In addition teleporting disorienting, especially if she can't see where she's teleporting to. She can't teleport inside of things, living or otherwise. Her power's offensive properties are limited to melee or throwing weapons.
Equipment: Everissa carries a variety of blades on her person when in costume, mostly a few small knives, a few shuriken she got from a novelty shop and a kitchen knife that she is 'attuned to'.
Name:Ira Riese Alias: Epsilon Age: 16 Alignment: Hero Loyalty: Ward Appearance: Ira has a pretty standard build, standing at 5'3", though she's a bit on the chubbier side. She has semi muscular arms and legs, though that is just a side effect of her making things with her hands often. Her left arm is covered in scars, clearly from injecting methamphetamines, though she shows no signs of withdrawals. Her hair is a darker brown, and is almost always tied up in a red ponytail. Without said ponytail it stretches down to the top of her lower back.
She normally wears thinner t-shirts, and shorts, when the weather permits. She particularly enjoys the colors blue, yellow, and pastel green, as well as enjoying black as a base. Ira is Japanese and clearly shows it. So far as her costume, she hasn't need to use one in her month with the Wards. Her current costume is a set of body armor, and a porcelain mask, with only eye holes and no mouth. History: Ira's mother and father immigrated from Japan to America shortly after Leviathan's attack on Japan. As they were one group of many immigrants they lived in relative poverty for most of Ira's life and a time before. Ira was born on March 29th 1989, at a time when Ira's mother and father were not particularly prepared for her arrival. They slaved away for most of their lives to make sure she survived and was well fed, always offering what they could to make sure she wouldn't have to live like they did. Ira's mother passed away because of breast cancer in 1997, and her father never truly recovered.
Trigger removed out of shame
Ira approached the PRT , and explained in great detail what had occurred. She was taken in as a Ward after they brought down the drug trafficking ring that Calamity had hosted, and was informed of her father's untimely death. They never went into detail, but instead told her he had overdosed at some point during her kidnapping. Even the PRT do not quite know what Ira's specialty's are (so far as being a tinker), though they have a good idea
Personality
Motivations: At this point Ira just wants to make a difference, and enjoy herself along the way. She enjoys making people smile, and genuinely cares for most of the people she comes in contact with. Sexuality: Homosexual Likes:
Making people laugh
Keeping things organized
The piano
Dislikes:
Unwarranted or unwanted affection
Crowds
People who reek of liquor
Derangement: Ira has a sort of unhealthy fascination when it comes to powers. She absolutely loves the idea of learning more about the parahumans around her and their specific powers. Call it a morbid curiosity considering her history with super powered individuals.
Parahumanism
Skills: Ira is a pretty good cook, great at recognizing the quality of drugs and liquor. She keeps her workshop clean, almost incessantly, and as such is very efficient when it comes to tidying things up. Classification: Tinker and Trump Details: Ira's power as a tinker is directly related to those around her. She can affect the parahumans around her to be either stronger or weaker, though the former is more difficult then the latter. The better she understands someone's power the better she can improve it. For example, knowing a mover can move fast doesn't help her that much, but understanding what it feels like will help her. On the other hand, nullifying someone's power is quite the simple feat for her, given the right materials. She can create devices that nullify individual powers, or, with lots of electricity and time, create zones of nullification. Limitations: As per the Manton effect. Ira cannot directly improve herself. She can do small things like make herself more efficient, or make her better understand other people's powers. Unfortunately the closer it gets to directly improving her power the less information her passenger gives her. Equipment:
Scanner- A pair of bulky goggles that, after she has a basic understanding, illustrate a person's power. Though it doesn't show anything she doesn't already know, it is useful for getting a mental image. The appearance is that of welding goggles, but with a solid piece of plastic holding the adjustable band in the back steady. It is hastily spray painted gray, and has a couple circuits that go over top the skull, designed to not get tangled in Ira's hair. The device also displays whether or not someone is a parahuman at a distance, by overlaying their body with a green light to indicate they are a parahuman.
Nullification orb: A small baseball-colored device, that disables powers upon activation in a 20ft radius. It has about a 2ft diameter
Name: Diego Reyes Alias: Matrix Age: 24 Alignment: Mercenary/Private Investigator- very slight trend toward heroism Loyalty: Independent Appearance: Diego is a tallish fellow, standing at around 5'9" to 5'10". His build is lean and wiry, like a runner, though he tends to slouch forward at least slightly. He's generally pale from lack of sun exposure. Shoulder-length black hair, heterochromic eyes (blue and green, if you must know), sharp, pointed features, and a perpetual frown on his face. He usually dresses in black, usually in something that makes him look like he strode out of Shadowrun or Blade Runner. History: Even before his trigger event, Diego could never have been mistaken for "normal," or whatever passes for it nowadays. He was always a very quiet, shy individual, a side effect of a domineering and abusive mother at home- one who'd already driven his father off through her oppressive presence. His experiences at school weren't much better- his shy and introspective nature frequently made him the target of bullying and abuse from his classmates. Isolated and mocked by his peers, and crushed down by his mother, it was all Diego could do to survive with his sanity intact. Until, in his sophomore year of high school, he met Aden.
Aden was in much the same situation as Diego- a social exile, but for different reasons, namely that of being outed as gay. The key difference between Diego and Aden, however, is that Aden didn't care. Anyone who let his sexuality turn them off from wanting to know him wasn't worth his time, in his opinion. Diego was drawn to him like iron to a magnet. He couldn't help himself- something about him was hypnotic to Diego. The way he refused to let others define him, the casual way he lived without worrying. The two grew steadily closer as time went on, first as friends, and slowly as something more. As they did, Diego cared less and less about those who sought to isolate him as before- it still wasn't easy, but it was at least bearable with someone around, someone who cared.
There were hurdles, of course- his mother discovering his relationship with Aden, calling him a sinner, a monster, and throwing him out onto the streets. Trying to find a job and a place to live, bills to pay, things to buy in order to survive. In the end, though, as long as Diego could come home to Aden, he could deal with just about anything. Which is probably why Aden's death hit him the way it did.
A drunk driving accident, they said. Some idiot who didn't want to pay for a cab, or who was "totally okay to drive," or whatever excuse they wanted to use. It didn't matter- what mattered was that his one support, his one beacon of sanity and comfort was dead and gone. There was no one else to rely on- not his coworkers, no other friends or family, and he certainly couldn't rely on his mother for help. Diego was alone, completely and totally. The realization of this- the sheer, crushing reality of his situation- is what caused him to trigger.
He barely noticed it at first. He'd look at a piece of technology, and he could see it differently- what it was made of, how to change it, to re-purpose it for something greater, grander. A camera from a broken phone, some scrap metal, some plastic, a few microchips here and there. Eventually, though, his mind whirled at the possibilities now open to him. He began to collect, to hoard all of the materials he could. And then he began to build. And he knew exactly what his new talents would go toward; he needed companions. He needed allies, guardians, friends. And he now had all the time and power in the world to make it happen.
He doesn't remember quite how he got into the mercenary business- a few surveillance jobs here and there, some pictures snapped of cheating spouses or partners, small things like that. But Diego got results, and word began to spread. He decided to roll with it- he needed money, to put food on the table and to keep his drones running, and his talents were uniquely suited to getting the kind of results his clients wanted or needed. He built his new identity from the ground up- a new look, a new name, a massive Network with him at the center. And so, the newly-christened Matrix set up shop in Denver, eager to show off what he and his new family was capable of to his potential clients.
Matrix Investigations was now open for business.
Personality
Motivations: Diego has relatively few motivations, but he clings to those he has in a vice grip. He doesn't have broad, sweeping amibitions or dreams of power, merely a fervent desire to maintain his autonomy and relative control over his own life. As long as there's food in the fridge, the lights are on, and his Network is running, Diego is content with his lot in life, and whatever jobs he has to do to keep it going. Sexuality: Homosexual Likes:
The Network
Tart candy
Coffee
Spicy food
Reading
Video games
Dislikes:
Being alone
Bullies
His mother
Super-sweet things
Static electricity
Allergy season
Any Network drones being hurt
Derangement: Diego tends to be more comfortable around his Network than actual living things and people such as his peers. He treats his drones like pets, rather than tools, and can get genuinely distraught if they get harmed or destroyed, even if somewhere in his awareness he knows they can be fixed or rebuilt.
Parahumanism
Skills: Excellent memory, good reflexes, good at solving puzzles, extensive knowledge of/experience in playing video games. He's also not bad with handguns in a pinch. Classification: Tinker/Master Details: Diego is a Tinker who specializes in autonomy- as in, he can make unmanned drones of nearly any size, shape, and function. These drones are all imbued with at least some rudimentary intelligence, at best being as smart as dogs or maybe dolphins, if he's having a good day. Diego also has a Master power that allows him to directly control his drone army- which he calls the Network- with nothing but his own mental command. This power supersedes any other kind of signal or interference, preventing his Network from being usurped by any other Tinkers who might be able to try and turn it against him. As long as his drones have power, Diego is the one in control. Limitations: Diego can only use his Master powers on technology he's created- he cannot control another Tinker's tech, or even mundane technology, only his own. Also, while he possesses a degree of increased multitasking functionality thanks to his Master ability, his ability to control and decipher the information he receives from his Network has upper limits- trying to concentrate on too many drones at once will break his concentration, or worst-case scenario, fry his brain. Equipment:
Heads-Up Display- Almost every piece of eyewear Matrix owns is hooked up with an interface that keeps him updated on the status of his Network, including sensory information, video/audio feeds, diagnostics and more.
The Network- A Tinker's not just gonna charge into battle without his tech, is he? Diego always has a small squadron of drones accompanying him on patrol, such as Lobos (shock troopers and trackers), Aguilas (aerial combat and transportation), Avispas (surveillance and espionage), and much more.
Matrix Armor- Diego's cape uniform, so to speak. Armored in vital places, with special magnetic ports on his back and shoulder blades for Aguila drones to connect for transit purposes. The visor is, of course, equipped with Diego's proprietary Heads-Up Display interface.
Name: Elliot Prat Alias: Margrave Age: 17 Alignment: Wannabe Antihero, formerly Wannabe Villain Loyalty: Unofficial Ward Appearance: A white male of lanky proportions, 6'1â, most often clothed in dark colors. His features, from his nose to his jaw to his cheekbones, are angular, and his nose itself is rather prominent. By nature his brown hair is poofy, and he keeps it styled upward. His earlobes are attached, his eyes are a murky brown, and he has slightly yellowed teeth. His favorite attire includes a dark green high-collared trench coat that belonged to his grandfather and a black baseball cap. History: Elliot came into the world in a rough period for his family. Poor, without a house, and constantly on the move, his parents did their best to love him and raise him while teaching him important lessons about life. Elliot learned quickly, becoming a very serious and reserved child. As the years went by, his family persisted in a state of continuous change. For a few months he and his parents might be living in an apartment or condo, and immediately after be back on the road in a station wagon. When Elliot was four, the trio finally settled, and Elliot went to school. Though not very social at all, he excelled in his classes, displaying streaks of perfectionism. Knowing that he needed something else to work on, his parents enrolled him in a kickboxing class, and he took to it like a fish to water. Eventually he found himself on the receiving end of some bullies, but rather than silently put up with their abuse he displayed a newfound confidence. One bully provoked him into punching, but even though Elliot missed, his enemies decided to find easier prey. All throughout middle school, nothing really changed.
Only in high school did he start to open up, his defensive shell cracking to allow dry humor and the occasional hilarious remark to seep through. Meanwhile, he continued to study, balancing a life of school, video games, and hanging out with friends. He saw no problem in trying beer or a cigarette when pressured to but, finding neither remotely to his liking, he never tried them again. Elliot instead dedicated himself to a new goal: scholarship. Though his family's condition had improved immensely from his early youth, there was not a single sliver of a chance he'd be able to attend college. In scholarship, though, he found a solution: a full-ride to a local university, if only he continue to excel. In his sophomore and junior years he did exactly that, but a dark and brooding foe lay on the horizon. Confronted with Calculus II, a college-level course, in senior year, he was stumped for the first time. Having become accustomed to overcoming every obstacle easily, Elliot grew uncharacteristically distraught disturbingly quickly. He grew more and more crazed in his desperation, knowing that his future lay on the line. Yet his pride would not allow him to cheat. Though he enlisted the teacher for help, he continued to struggle, and at the end of the second semester opened a yellow envelope with shaking hands to discover that he'd fallen afoul of the cutoff for the full-ride scholarship by only a small margin.
Elliot stared at the paper, mouth agape and eyes wide. In his quest to get a passing grade, he'd practically severed ties with all of his friends. He'd staked everything on thisâand now he'd failed. With a shattered confidence, knowing that he'd doomed himself to a rotten life and disappointed everyone who knew him, he went berserk. Before, he'd made certain to keep excelling by punishing himself when he failed, so what came next seemed obvious. Seizing a metal pan, he smashed it against his own forehead. The impact dazed him and the held-back tears poured forth, but he did it again. Two more times he cracked the pan against his head, not really caring if he lived or not. The fourth time, however, the pan broke off. Elliot didn't discover why until he awoke an hour later to the sound of his mother coming into the apartment. Deaf to her shriek of fear, he touched the broken, plastic pot that lay before him before passing out again.
After recovering, Elliot was advised to go to therapy, but he shrugged it off. With school over with, he took to spending a lot of time outside, exploring the city. He'd discovered something new about himself, and in doing so he changed. A new attitude had taken him over, forming a sort of persona. He acted strangely and extravagantly without any restraint. He continued to work as a junior instructor for his kickboxing studio, albeit with a shocking new persona that the kids thought was pretty awesome, and he earned enough money to live off of. Out of the studio he sought something different. After a painstaking search, he attempted to get in with the local supervillain gang, only to be conspired against and brutally kicked out for his lame attitude and power. With no other options, he sought the local Wards. Perhaps its leader took pity on Elliot, but nevertheless he finally found somewhere he felt as if he belonged, though he'd never show it.
Personality
Motivations: Elliot wants, more than anything, to be recognized. The road starts with getting attention and ends with getting famousâpreferably infamous. He wants people to know his name, and to respect him. Sexuality: Straight Likes:
Looking cool
Beating others at petty competitions
Taking advantage of others
Company
Potato crisps
Exercise
Flaring up with no real reason
Playing 'lone wolf' DPS characters in games
Action movies, especially martial arts movies
Dislikes:
Being alone
Being ignored
Being wrong
His lame power
People who are full of themselves
Goody-goodies
Artificial sweeteners
Support players who whine a lot in games
Derangement: To Elliot, the only way to become renowned and respected is to be respected through fear. To that end, he goes to frequently absurd lengths to speak and act mysteriously and threateningly, though more often than not this comes across as acting confusingly and obnoxiously. He cannot conceive of a different way to get famous and is completely ignorant of his own shortcomings.
Parahumanism
Skills: Elliot is a fast runner, with somewhat higher than usual stamina. He's pretty smart, and can produce a sense of humor from time to time, but what he's really good at is pissing other people off. When it comes to ideas, schemes, plots, plans, and so forth that might bamboozle, infuriate, or enrage others, Elliot's the guy. He's also got a hint of a British accent that tends to intrigue people who aren't familiar with it. From kickboxing lessons he's taken since he was eleven, he's got notable fist-fighting ability, as well as the strength to go with it, though his pain tolerance is surprisingly low. Classification: Striker Details: Upon touching an inanimate object, Elliot can turn it into a toy version of itself. This may include substance change (for instance, to plastic) size change, and so forth. The rate of toyification is tied to his mental state; when he's calm, the transformations go at an unremarkable speed, but if he's excited or scared, the process can be sped up by several times depending on intensity. Objects will tend to turn into toy versions of themselves that replicate or at least resemble existing toys. Someone's mech suit might, then, turn into a Transformer. A few traits are shared among all of the toys created by Elliot's power: they are simple, they are destructible, and they are harmless. An anvil, turned into a plastic toy, could be easily crushed. Elliot has some control over the change; IE he could choose whether to turn a gun into a Nerf gun, a Super Soaker, or a tiny action-figure accessory. Limitations: This toy-transformation power can only emanate from Elliot's hands. He wouldn't be able to defend himself from anything threatening to harm his body if he couldn't physically touch it with his hands. Additionally, if one of his toys is moved out of close proximity to him, it will quickly begin to revert to its original form. This also applies to toy versions of things he might want to use himself, like vehicles or hidden weapons. Of course, this power is also of very little use in direct combat with other parahumans. Equipment: At all times, Elliot has in some pocket or another handfuls of foam knives and action figure weapons. He's also got a little canteen and a bag of beef jerky, which he enjoys. His heavy clothing might also provide a little defense, but it's no substitute for anything resembling actual armor. However, he does wear cloth shin-guards and forearm guards beneath his clothes when out and about, which are valuable when fighting unarmed. As a Ward, he's also got a Protectorate Communication Earpiece and a holographic computer interfacing tool, courtesy of Decoy.
Name: Evelyn Chambers. Alias: Tulpa. Age: 17. Alignment: Hero. Loyalty: Wards. Appearance: Standing at 5'3 and weighing in at none of your business, Evelyn is a relatively slim young woman with short hair framing her delicate features, including almond shaped eyesâwith teal irisesâthin, well trimmed eyebrows, petite nose, and relatively full lips. Her hair, having been dyed mostly purple, has small amounts of its original chestnut brown at its tips to act as highlights. Beyond this, Evelyn possesses subtle feminine curves, though her hips and legs are particularly developedâsomething which she is simultaneously proud of and self-conscious about. During every day life, she tends to dress according to her mood, with her using colors that reinforce or offset her mental state depending on if it is negative or positive. Nonetheless, she is often seen in jeans, leggings and shorts, as well as T-shirts and hoodies if the weather permits. Occasionally one might find her in a sundressâon particularly hot daysâor a skirt, if she's feeling daring.
On the flip side, Evelyn, when in the guise of Tulpa, wears an outfit of blue and golden coloration, an ornate mask hiding her face entirely. This mask possesses crystal upon its forehead, stylized as a third eye, whilst five feather-like protrusion branch from the right side of her face and curve upwards elegantly. On the left side of her face is but one feather, which curves up and back slightly, revealing an asymmetrical sort of beauty. The entire mask is engraved with gold painted markings to add a flare of variety to its primarily blue coloration. Her upper body on the other hand is garbed in a blue corset-like garment, with a long sweeping overcoat that leaves a train that stops only at her ankles. Upon her abdomen is a tibetan symbol, which acts as her insignia and translates as 'willpower,' or 'control.' Her arms are covered with a thin lacy garment that extends from the thicker blue fabric of her forearms. On her hands are a pair of textured gloves allowing her greater grip.
Meanwhile, below the waist she is garbed in pants down to just below her knees at which point her legs are overtaken by what appear to be stylized boots. However, these boots are actually tinker tech and give her better grip on essentially any substance as well as several other properties. Beyond this a utility belt is typically fastened at her waist, though it is hidden by the designs of her pants and the end of her jacket, with her tools being kept at the back. When in this garb, Evelyn is typically more daring and brave, the costume giving her a certain feeling of empowerment.
History:
Born into the loving arms of Heather and James Chambers on the 23rd of August, Evelyn was a healthy baby, and a happy child as well, growing up. While she went through the normal trials and tribulations of childhood, Evelyn was also strongly influenced by her mother's kind and passionate nature. Brought along to rallies and protests for a variety of causes, Evelyn and her mother were like two peas in a podâinseparable even if they sometimes fought, as mother and child often do. As she grew up, going through school she was never terribly popular, that was until she reached high school where she decided to reinvent herself, in a fashion.
Taking to fashion design and keeping up with the news because of her mother, she came to be well liked. Still, she was no mean girl and was known as a kind, unless crossed, girl who would help if you asked. Nonetheless there were those who didn't think so well of the mild mannered Evelyn. So it was that the 'popular girl' bullies descended on her, sowing rumors throughout her school. Classmates started coming to her for help, before casting her aside without a care in the world.
Growing fed up with it, Evelyn decided to ask around to see if anyone else was being subjected to the horrible treatment and if they'd be willing to help her stop it. Her search turning up successful, Evelyn even managed to start her little plan and convince the kids to notify their parents. As they did so she went and asked her mother for help. Thus an anti-bullying campaign began at her school, involving the parents, teachers, and a number of students who stepped forwards to help. While the campaign wasn't 100% successful, she still managed to reduce the amount of bullying and the severity of it as well, not to mention the rumors about her stopped.
With that Evelyn turned her focus back to her studies, getting exemplary grades more through hard work, than talent. Still even with the new hall monitors, the teachers, parents, and staff being involved the bullying continued, just in a more subtle fashion. Gradually, Evelyn found herself isolated into a rather small circle of friends, but at least she had them, that way she could deal.
However, as if to make things harder, her home life got just a little more lonely as her father was promoted and so would often be away on business. Unfortunately, things only got worse from there as during one of her father's trips, Evelyn's older brother Gregory received fatal wounds in a car accident and expired after a several hoursâno one got to say good bye.
Overcome with grief, Evelyn poured herself into her work. She began looking for local drinking/driving campaigns, hoping to help increase awareness and maybe even reduce the likelihood of others suffering due to the loss of loved ones. With the fires of purpose lit in her belly, Evelyn began attending rallies for the cause. As these things tend to, one thing led her to another and so she found herself, heading to a local protest. While there she comes across one of the organizers for the campaign, a certain Ashlynn Krain. Excited that she got to meet someone so integral to their cause, Evelyn chats her up and the two, surprisingly of similar age, hit it off. As the event nears its end, the two exchange numbers before heading on home.
In the following weeks the two text back and forth and Evelyn finds herself falling further down the rabbit hole. The two began sharing âgirl's days,â on weekends, heading to coffee shops or the local mall to hang out and socialize with the occasional rally thrown in for good measure. The days pass and the two decide to go to a protest scheduled a week later. However, it seemed it was not meant to be for Evelyn realized, only a few days prior, that she had school. However, so excited to see Ash, she heads out that day only to skip out on class and head for Highrock Avenue where the protesters had gathered. All seems well as A and Evelyn exchange jokes and call out their slogan, sharing smiles all the while, arms around eachother's shoulders. That is...until disaster struck in the form of Greybox, a local villain.
Having lost his spouse and son in a car accident due to his own choices, and ridden with grief, the villain lashed out at the protestors, wrenching Ashlynn from Eve's grasp. Alarmed, but determined not to let her best friend disappear, she lunges forwards and grabs her ankle only for the both of them to vanish into thin air.
Whisked away by Greybox's sinister ability, Evelyn only remembers hurtling down through the abyss, with guilt and panic being her only companions. For what seemed hours, but was only minutes, Evelyn experienced this weightless fall, her emotions overtaking all else leaving her only able to wish herself from the horrible place she'd been sent.
Then, in what seemed the next moment, she found herself surrounded by a comforting warmth and the familiar smell of coffee. It was only later that she learned she'd triggered and that the villain had been apprehended because of her. Though she later found out that Ashlynn was safe, Evelyn could never bring herself to meet her, unable to face her guilt at letting her get hurt...even if she'd been powerless at the time. Thus retracting into herself, Evelyn spent many days depressed with guilt biting at the corners of her mind and swallowing any happiness she could find. After much convincing and an argument or two, Evelyn relented to her mother's insistence that she see a psychiatrist. Finally, with someone to talk to, Evelyn began opening up and after a month or two started returning to herself again, but now...things were different.
Her every waking moment had her haunted by what she thought a literal ghost of her guilt and anger at the injustice and evil of the world. Thinking herself insane, and unable to keep it a secret any longer, she told her Harry, her psychiatrist, and it was not a week later that a representative from the PRT paid her a visit. Told that she was not insane in the least, the representative offered her a place among the wards, provided she wanted it. At first, Evelyn was wary of the man, but after some consideration she agreed to join on her 17th birthday. In the mean time, being only 15, she enrolled in self defense classes, specifically Tae Kwon do and Jujitsu so that when she next found herself faced against injustice she could do more than speak out against it.
After a month she ended her leave of absence from school, transferring over to the same school the local wards attended in the process. Six months pass and Evelyn finds herself less daunted by her personal âGhost,â and, with her confidence and knowledge that she will be preoccupied with other matters soon, she decided it was time to stop avoiding her powers, and start training them. With this in mind she made time, bowing out of her martial arts studies in favor of parahuman studies and practice with her ability to see what she was really capable of.
With six months of practice with her abilities behind her and all the preparation she felt she needed, Evelyn finished her paperwork for the Wards, joining officially. Soon she'll join the real fight and man can she not wait.
Personality
Motivations: As clichĂŠ as it sounds, Evelyn is motivated by the ideal justice, as she is unable to sit back and allow people to make others suffer for their own gain regardless of what that individual gains or how little the victim(s) suffer.
Sexuality: Straight/Bicurious. Likes:
Helping People.
Feeling reliable.
Mythology.
Meditation.
Working.
Training.
Coffee.
Dislikes:
Inaction/Having nothing to do.
The 'color' gray.
Being alone.
Injustice.
Bullies.
Derangement: Due to the circumstances that led up to her trigger event and her personality prior to such, Evelynâsince she triggeredâhas noticed an intense feeling of guilt that comes over her in times where she witnesses or is informed of injustice and is unable to, or incapable of doing something about it. This guilt can sometimes be triggered when she isn't doing anythingâeven if there is no notable injustice that she ought to be putting right. Additionally, she is somewhat more overbearing than she used to be before her trigger event, making her come off as either nosy, clingy, or overly judgmental depending on the circumstances. It should also be noted that her sense of judgment/justice has been altered making her see things in a considerably more black and white fashion when it comes to morality.
Parahumanism
Skills: Evelyn has a keen fashion sense, keeps herself updated on world news, and is good with peopleâeven if she can be overbearing at times. In terms of useful physical skills, she can sew and has also taken some self defense classes, specifically in Jujitsu and Tae Kwon Do at various points in her life. She's reached the equivalent of a purple belt in both disciplines, but is far from excellent. She is currently studying fashion and graphic design...on top of a few other things she likes to keep up with.
Classification: Master/Thinker/Trump. Details: Since triggering, Evelynâs mental faculties have been significantly improved resulting in enhanced processing abilities and minor âmultithreading,â allowing her to properly multitask, unlike a normal human brain. In addition she has a greater ability to quickly grasp and understand jargon or abstract concepts. Beyond this her power has bestowed her with a projection that has two âstates,â which are described below:
Inert state appears as a faint silver-hued distortion of âlightâ in the area it occupies. In this state the projection is entirely incorporeal. Anything it is superimposed upon, or in contact with, can be âscannedâ for information regarding its material make-up. Physical properties are extrapolated upon and imprinted via this process. When encountering a parahuman, the projection will instead supply mechanical information about the individualâs power. The longer the contact--and the more attention paid to the process--the more detailed this analysis is. The power is imprinted in a similar fashion to object composition. The Inert State is the projectionâs default state.
Manifested state can take on a variety of forms and occurs on Evelynâs command be it verbal or otherwise. However, this state can only be achieved once Evelyn has assigned assigned physical traits to the projection. These traits are derived from the materials she has scanned in the prior Inert State. Evelyn may also assign the projection any individual powers--in their original state or remixed--to the projection so long as she scanned them in the previous Inert State.
The projection is compelled to protect Evelyn above all else and, while stable, attempt to accomplish what she desires in addition to listening to commands, and meeting her needs to the best of its ability.
The projectionâs minimum and maximum sizes while manifested have been seen to be between 4 and 12 feet in height. Its overall mass, width, and weight vary greatly. Whether it can exceed these is unknown.
The projection, while under her control, responds both to subconscious and conscious commands. Furthermore, the projection is capable of correctly interpreting the intended meaning behind her commands/directives.
Limitations: Complete control of the projection is only maintained for 5 minutes. For 5 minutes after this, the projection will still do its utmost to protect and assist her, even choosing to obey most commands that donât violate its prime directives. However, once the first 10 minutes have passed, the projectionâs ability to distinguish enemy from ally and threat from non-threat will start to degrade as its connection to Evelynâs mind does making it increasingly more dangerous the longer it remains active as well as giving it greater and greater autonomy. It becomes more difficult for Evelyn to willfully demanifest the projection at this point, due to the weakening connection between the two. Additionally, once demanifested, the projection cannot be manifested again until a time equal to that of its time manifested elapses. All imprinted physical traits and parahuman abilities are lost when the projection demanifest. The projection cannot manifest inside living matter. Once autonomous, the projection can learn from its mistakes, but all learned behavior is lost upon its return to the Inert State. Control of the projectionâs Inert State âshadowâ is maintained even when it cannot be manifested.
The projection will not manifest if it is loaded with powers that conflict with eachother. The more powers are added without modification, the more likely there are to be conflicts between them mechanically.
Projection does not demanifest if she is unconscious.
The projection will not act upon her outside of physically moving her and it will rarely do even that much unless prompted or already past the 15-20 minute mark.
Evelyn cannot use the senses of her manifest projection, but it can give her very accurate impressions of what it is sensing. Additionally, paying attention to it allows her to understand its physical state and any damage it have taken.
Some powers may be nigh impossible to scan due to the âfeedbackâ they create, which will inevitably cause Evelyn headaches of varying magnitudes. Additionally, master powers that generate additional minions cannot be âproperlyâ imprinted, nor can she scan and imprint her own power.
Bo Staff: A relatively mundane bo staff that is made of metal cushioned somewhat by a tensile material layered over it. The staff is retractable and can be hidden behind her when in costume, where it typically lies in her "secret" utility belt.
Smoke Bombs: Fairly mundane smoke bombs kept in her utility belt. She can only carry four, but they can cover a rather large area in a relatively short amount of time, giving her cover to make her escape.
Protectorate Earpiece: Used for communication with headquarters and her team. Holographic Interface: Integrated into her suit by Decoy.
"Because Contessa said this is necessary to setup the right dominoes for our ultimate goal."
Name: Ruben Manhattan Alias: "Overlook" Age: 21 Alignment: Hero, typically. Loyalty: Independent, but is known to help the Wards when they require assistance. Appearance: Ruben is a caucasian male of a lanky and slender build, with a deep scar on his cheek, how it got there is currently unknown. As for his other features, he has an amputated leg at his pelvis, bright green eyes, and a wheelchair. When he's in costume, he dawns his Overlook helmet, crafted with expert paper-mache, a gas mask he had from the bunker, and wired from leftover robot parts. He also puts on a navy hoodie, with a design that looks inspired by a prism, although no information on it has been released. History: Ruben was your standard kid, doing well in most of his classes, living in an ordinary house, and having an unremarkable life for most of it. The only remarkable thing about him was that he was incredibly intelligent in general, allowing him to excel academically. Aside from that, he was just your typical teen until his family was hit with news.
At the age of 13, Ruben was identified with severely progressed bone cancer in one of his legs. Thankfully for him, with the right treatment it would be cured and his life wouldn't be completely ruined by this, except he would have to give up something he would've liked to keep. He would have to lose his leg and undergo a lot of chemotherapy.
Eventually, although it took a while, he was cured of his ailment before it could get any worse. He quickly proceeded to go back to school and seek to further his education, however he eventually had to drop out due to his failing grades, his lack of attendance to any of his classes, and a case of clinical depression from everything hitting him at once. His family grew desperate to try and save their child from getting any worse, so they decided to give him something that might help him cope with all this stuff in his life.
They gave him a nuclear bunker.
Now no ordinary family could ever afford to have a bunker installed in their home, especially after their son had a successful cancer treatment, but finding a pre-made bunker proved easier and cheaper. When Ruben was introduced to this new place through the Make-a-Wish Foundation, his family encouraged him to create it in his own image, which is what began to help Ruben start to cope with his depression. Time passed, and eventually a self-sustaining house was made in the run-down blast-shelter that was owned by Ruben. A decent farm was made in it using plans found on the internet so Ruben could grow food and such, it had a place where Ruben could recycle and heat water for hygienic purposes and such, and it had two methods of power to supply the place with, which were both clean and renewable sources (a few solar panels were installed covertly around the bunker's entrance, and a decently-sized wind turbine was nearby as well). Ruben had his own little corner of the world for him to live in, and he loved it. Life was looking up for him...
Then surprise-surprise, his trigger happened. He thought about what his life was, how his family sent him to a bunker for him to live out the rest of his days, how his depression helped his family decide on getting him this bunker, and most importantly, how he missed being his normal self. He felt something hit him hard, which he labeled as the depression coming back to haunt him, but it was his memories and emotions of how most of his life went before his amputation and before he had his bunker. Ruben had forgotten most of who he was, and gained incomprehensible knowledge of a vast array of topics, but one stood out from the rest. He became an expert strategist and hacker, and he wanted to help change the world with it.
When you're confined to a wheelchair and when you are in a bunker for a while, you start to realize that you have a lot of time on your hands. When you realize you have time on your hands, you start building things. Or maybe that was his dad-senses kicking in as a side effect. Either way, within about a year, going through a few designs, and almost losing a hand in addition to his leg, Ruben created something he called "The Eye", which was basically a camera in a flying ball, able to use bluetooth technology to allow Ruben to speak to a target of his choosing, with the camera allowing Ruben to look out upon the world from his computer in his bunker. With quick haste, he began to construct an expertly crafted helmet with a futuristic design, with a small microphone allowing him to speak through and communicate with The Eye, and allowing him to conceal his identity to the people he spoke with. It was then he adopted the name of Overlook, and his future as a helpful companion to those who needed him for a difference started.
In reality though, Overlook's memories were fabricated by Cauldron in order to keep it to secrecy. Ruben is a Case 53 and the mutation he suffered from Cauldron's experiments had resulted in the loss of his leg. However, his now-amputated leg has some sort of magnetic properties to it, and is very cold to the touch of others excluding himself. Ruben doesn't know this due to the amnesia, but he hopes that the therapy he's receiving from the PRT would result in his memories coming back.
Personality
Motivations: All Ruben wants is to help contribute to making a difference. Sexuality: Bicurious, but he'll say straight if asked. Likes:
Trap Music
Video Games
Debating religious influence in history.
Dislikes:
People invading his privacy.
People claiming to be his family although they're not to him.
Pretentious Fucks.
Derangement: Ruben has an odd form of retroactive amnesia, where he forgot most of the events in his life that mattered leading up to the amputation of his leg due to cancer, and from there until he started to work on his bunker. When he was asked once by an anonymous person what he remembers from the times before his amputation, all he can respond with is "It's a foggy bit of my life..." followed by a very small detail of an event he's trying to remember.
Parahumanism
Skills: He's an expert Morrowind player, and has done a lot of competitive Pokemon battling. He is also an expert at being anonymous, and has pretty much nullified any way for his true identity to be traced. Everyone who has ever worked with him only knows him as Overlook, unless they worked with him prior to his adoption of the name. Classification: Pre-Cog Thinker. Details: Overlook is able to predict enemy movement patterns, and can accurately predict what they're going to do in the next second. He is able to do this even if he has only watched the subject for merely a few seconds, and it can prove invaluable to many organizations that want to figure out the way that other capes go about with their powers. Surprisingly, this power works beyond the realm of face-to-face, and Overlook is able to use this with his tools of the trade. Other than his normal powers, he gained a very strong amount of knowledge in terms of hacking and in terms of strategy, making a chess game with him really annoying. Limitations: Overlook is a precognition Thinker, and as such, he cannot predict and read the actions of any other precognition Thinker. In addition, Overlook is currently unable to use these powers until he gets over his amnesia, and he is affected by the fear that if he created an additional drone for him to use that he would lose access to another body part, so he just keeps the Eye as his main method of work. Equipment: The Overlook helmet is outfitted with a wireless microphone that allows him to communicate to people he's connected to via the Eye, and his computer setup (nicknamed the Titanic) is powerful enough to make even the Amish cry with awe. His main piece of equipment is The Eye, described in the hider below.
The Eye is the creation sprouted out of Ruben's sudden surge of intelligence. Through the many designs it went through and how it almost removed his hand, it ended being a small ball of human ingenuity. The actual design of it kept homage to the mask created during the time, and the overall capabilities of it compliment how Overlook as an individual gets things done and how he portrays himself.
It is a black, transparent, plastic spherical shape with 3 separate rotors allowing it to fly around, and it's size (about the size of an apple) makes it surprisingly aerodynamic.
A camera is within the contraption, hooked up in such a way that it can look around in complete 360Âş rotation.
Provided it is close enough to a headset or bluetooth earpiece of another person, it can sync with it and allow Overlook to talk to that person wirelessly.
Much like how Overlook's bunker is powered, The Eye runs off of solar power, and has a battery that can be recharged within it.
An original plan of it had a speaker installed, but it has never been used, nor is it confirmed that it's still in the final design.
It can return to a home location upon request.
It's top speed that has been recorded was 21.3 mph.
It does have legs.
Aside from that, Overlook has a singular Beanie Baby, which he found in the bunker when he woke up in isolation so long ago. It was Flaky the Bear, and it may or may not have become Overlook's closest friend.
Name: Raymond Haywood Alias: Headhunter Age: 34 Alignment: Villain Loyalty: Local Villain Gang Appearance: Raymond is black, 189 cm tall, very well-built in a manner akin to a soldier (and indeed possesses various scars that suggest a military past), and possesses wavy black hair cut short, a beard cut down to near-stubble, and solid green eyes, with a well-structured face that seems to be permanently set in a stern scowl. His usual outfit on the job is effectively standard urban military gear for the US army - largely Interceptor body armour patterned in grey camouflage, complete with various pouches and holders for ammunition and such, modified to cover his arms and legs as well as his torso, plus an Advanced Combat Helmet with the same pattern. Accompanying this outfit are a grey facescarf and black wraparound sunglasses, so as to hide Raymond's face on the off-chance he's caught in a closer-range engagement; steel-toed dark grey boots extending up to his upper calf; three gun holsters at various points on his person (right hip PDW, left hip assault rifle, back holster sniper rifle); and two knife holsters (one on each hip). Off the job, he dresses in relatively standard civilian clothing, usually grey or black trousers and shoes accompanied by a t-shirt of whatever colour is available on any given day. Overall, depending on whether he is on or off the job, he seems to simply be either a relatively uninteresting and irrelevant man to the average person, maybe a model during the day, or a powerless soldier of no particular note to those capes who don't know about him, possibly a fighter in the PRT - exactly the impression he wants to give off.
Raymond was born to a lower-middle class family in Cincinnati, Ohio, who believed slightly too heavily in the hands-off approach to parenting. Therefore, Raymond was not particularly... friendly, even at a young age. He wasn't an out-and-out sociopath - that is to say, he never killed and dismantled any pets he was given, nor did he seem to reject interaction with his fellows entirely - but to a lot of people, he gave off the impression of being the kind of person who would eventually snap and shoot up his school at the time, and he didn't particularly mind letting people think that way about him. As it happened, he'd acquired a lot of his parent's better genes, something quite a few of his siblings did not, and so found his way into and through university in the late 80's and early 90's in spite of his race, and then enlisted into the armed forces.
This went well enough for a couple of years - he was motivated enough to do well on the ground, and possessed about the right mindset to avoid PTSD - but soon, he set his sights higher than a mere soldier. He wanted, surprisingly much, to become a sniper. Circumstances transpired that he found a place in the recently-founded United States Army Sniper School, and continued on to graduate as a full-blown sniper, soon enough requesting an additional skill identifier as a counter-sniper which he passed with flying colours, then spent the next few years serving the military in this capacity with gusto. Of course, he who snipes snipers risks being sniped himself: in June of 1996, what should have been a simple engagement for him ended when he caught an enemy sniper's bullet and barely survived, leading to his eventual honourable discharge, complete with Purple Heart medal. Even knowing the circumstances, he oddly found himself extremely resentful of the military and himself over the next several weeks. A Purple Heart? An honourable discharge? To him, that was as good as saying "you have failed", even though he'd done everything right. The cognitive dissonance became too much for him, and in a fit of impotent anger at the country he felt had abandoned him, he triggered.
He did not, at first, realise he'd triggered. It took another gun and a scope, in an effort to relive old times whilst recovering, for him to realise that, and the rest of his recovery period to figure out its exact strengths and weaknesses. Once the realisation took him, though, the thought struck hard: sure, he could use this power to help assist the country that abandoned him, maybe become a superhero even, but why the hell should he? He'd heard about the "unwritten code" the Capes held to, and there was no way in his mind that this power of his could be anything but lethal. They'd rip him apart, given the chance. So instead, why not work for himself? After all, there were plenty of targets out there who needed eliminating... and plenty of money to be made as a mercenary. A headhunter, if you will.
At first, he was fairly small-time. When he wasn't on the job, he continued to train his physique when it was needed, and taught himself how to dismantle and rebuild scopes, and then how to build them, integrate more and more comparatively advanced technology into them, and so on. Yet the hits he took, the hits he could acquire, were low-profile, comparatively low-pay (though enough to let him maintain the weapons and other equipment he possessed at the time, including a camera to record his kills as evidence), and though his power guaranteed a hit if a hit could be acquired, taking out a target to the desired specifications was sometimes impossible, and if he didn't do it right, his pay was often cut, or even entirely docked, by whoever hired him. However, he struck into the big leagues when he was asked to eliminate a fairly dangerous cape- an immigrant from Hyderabad after Leviathan's attack whose name roughly translated as "The Universe Warrior"- somewhere in Lyon, France. Specifically, the third of September 2003, the date of Behemoth's attack upon the city.
Though Raymond escaped the city alive and fortunately unharmed, mostly by running away from Behemoth as soon as he could and under no circumstances drawing its attention, his employer at the time threatened to take away his pay almost entirely, citing that the attached camera didn't prove he'd killed the right person, and the hero probably died to the Endbringer instead; this was turned around when Raymond presented one of the newest features of the scope he'd attached to the weapon, an integrated digital filming setup, with a maximum capacity of around a minute's worth of footage. Small, but enough to prove his worth when combined with the incumbent zoom capacity of the scope itself. With incontrovertible proof of his kill, and at the friendly encouragement of a couple of the man's bodyguards (and not-so-friendly encouragement of Raymond himself), Headhunter in fact acquired twice as much for the job as the already-hefty sum he'd been promised, money he used to begin upgrading his weapons to eventually reach his current setup.
After that, it was but a matter of time before word got out in certain circles about "the mercenary who took out the Universe Warrior", and by Autumn of 2004 he became the guy you went to when you wanted a parahuman dead. The man who avoided notice by killing targets before they ever knew they were threatened, and skipping town before the Thinkers could so much as triangulate his position; the man whose gun found itself capable of eliminating a shockingly large number of capes for its sheer raw power, being designed to destroy tanks rather than people; the man who seemingly existed as a ghost, if anything. The Headhunter. Ultimately, this led to current events: though it is in his mind somewhat beneath him, he has been offered a very substantial sum of money to join a new gang in Denver, with the promise of more to come as the gang grows larger and more powerful. Considering the barrier to entry presented by the Community, he believes that might take a while.
Personality
Motivations: Money, plain and simple. His presence in the gang is largely thanks to the idea that expanding the gang's presence will allow a lot of money to be made by him relatively quickly. Sexuality: No particular preference for male or female so long as they are feminine, but rarely if ever entertains sexual thoughts outside of very secure holdings. Likes:
Guns
Assassination
Money
Training
Scope building
Dislikes:
Being shot
Being misled
Plans going awry
Distraction
The US Army
Derangement: Raymond finds it very difficult to talk in a voice louder than a murmur, such that speaking at normal volume is the psychological (though not physiological) equivalent of shouting to him, and a notably raised voice is his equivalent of screaming at the top of his lungs. Additionally, his perspective on what is considered a viable hit with a gun is severely warped when not using his shard's ability - within 20% of the weapon's effective range, he has no issues, but his confidence on whether a hit can be achieved at all goes down to 50% by 40% of a weapon's effective range, and 10% at 80% of the weapon's range; at or beyond the weapon's effective range, he won't even consider wasting a bullet, even if the shot is still mostly viable.
Parahumanism
Skills: Even without his parahuman ability, Raymond is an expert mercenary and assassin, particularly in the field of long-distance kills. He is highly skilled with most projectile weapons and a wide variety of melee weapons, both using and maintaining them; trained in multiple forms of close-quarters combat; extremely fit as a consequence of his combat experience; and is quite skilful when it comes to tactical thinking, should he be forced into a situation that overrides his plan for any given hit. He is also very skilled when it comes to building scopes, having done enough research and practice to introduce surprisingly cutting-edge technology into them, to the point that many include a variable mounting rail that can attach securely to just about any gun he likes; due to this, those who know he is a parahuman at all often mistake him for being a hyperspecialised, even somewhat weak Tinker, even though his true power has nothing to do with that discipline. Lastly, though not an expert, he knows enough about human anatomy to have a rough idea of where to shoot to cause lethal and non-lethal damage alike, assisted by his parahumanism of course. Classification: Thinker Details: Raymond's power activates whenever he uses a weapon's scope with a particular target in mind, be it living or inanimate, so long as said target is in range from his current position. Whilst "scoped in", he essentially possesses perfect aim on the target he designates, his body automatically adjusting for every possible variable that might affect the bullet's flight path when fired at any given moment, including the target's own movement speed, wind drag, gravity, and even the need to reflect off of one or more solid surfaces and the effects of other parahuman powers if necessary, all but homing in on whatever Raymond has designated to get shot. Essentially, if Raymond wants to shoot you, you will be shot, in much the manner of a video game aimbot, and with enough precision that he can hit a specific area of your body if he so chooses. Under normal circumstances, he typically aims for either the head or torso depending on which is less armoured, but can just as readily aim for a foot, arm, or other not-quite-as-lethal target as needed, and score a hit every time regardless. Limitations: Raymond's power has three major limitations. The first is an almost complete loss of sensory awareness outside the confines of a scope whilst his power is in use - you could walk up right beside him without being noticed unless he specifically targets you, and even a tap on his shoulder might escape him if he's very far "in the zone", as it were, though a more solid hit upwards would likely catch his attention, if not his hearing. Its second limitation is the fact that it will attempt to acquire a guaranteed hit on the target no matter what, even if that requires Raymond's body to contort itself in ways that severely damage him, send him off-balance, or otherwise take up a less-than-sturdy angle to shoot from; whilst not often a problem, an unexpected need to change angles drastically or a very fast Mover he's targeted coming past him could cause him to forcibly overextend himself unless he scopes back out, though if hitting the desired target with a bullet is in fact literally impossible for any reason, the power simply won't activate until a hit can be acquired. Finally, just because he's guaranteed to hit a target doesn't mean he's guaranteed to kill or even necessarily damage them regardless of how powerful his weapon is, much less in a reasonable timeframe - an acquired shot may take several minutes to actually hit a given target if it's a particularly difficult shot, and may have their force greatly reduced in some way or another, or else be rendered ineffective. Highly-durable and/or powerfully-regenerating Brutes in particular bear a substantial advantage against such attacks, though a great many other parahumans have no reasonable defense against a high-caliber round passing through their skull from out of nowhere. Equipment: Raymond's primary weapon is a prime example of how diverse Tinker tech can get. Whilst it usually appears to be a personal defense weapon, and is stored as such, the weapon can morph between various different forms with the flick of a switch, each based off of one of his prior guns, and each intended for differing roles at differing ranges:
Steyr IWS 2000 semi-automatic anti-materiel rifle and associated 5-round detachable box magazines of 15.2Ă169mm armor-piercing, fin-stabilized discarding sabot (APFSDS) cartridges. This gun is designed to fire rounds that penetrate vehicle armour from two and a half kilometers away. The vast majority of human heads and most current building materials pose no such resistance.
M16A4 assault rifle and associated 30-round detachable box magazines of 5.56Ă45mm NATO cartridges. Intended for mid-long range engagements at medium power, though in a pinch this gun can hit a target from a farther distance than even the Steyr IWS 2000.
FN P90 personal defense weapon and associated 50-round detachable box magazines of FN 5.7Ă28mm cartridges. Intended for relatively short-range engagements, but with a reasonably high maximum range nonetheless.
IMI Desert Eagle Mark XIX and associated 7-round detachable stick magazines of .50 Action Express cartridges. Intended for particularly close-quarters arrangements, and especially for punching through body armour when his combat knives wouldn't be sufficient.
The custom scope on this weapon is primarily of Raymond's own design: a telescopic sight with red dot assistance, capable of smoothly zooming up to 100x, toggling infra-red or night vision as necessary, plus an internal digital camera to allow him to record kills. The only debatably Tinker tech aspects of this scope are an expanded battery and memory storage for the cameras and a rail grip that shifts form along with the weapon itself, and even these are mundane enough that they need no extra tuning the way true Tinkertech does. The morph-gun aside, most of Raymond's equipment is relatively standard issue for a soldier-like persona such as his:
Two USMC KA-BAR fighting knives and associated sheaths. When all else has failed, and he is drawn into melee combat, Raymond can always rely on stabbing people repeatedly, with both hands if needed.
Custom scopes. A lot of them, of many different types. Most are left in his current holdings at any given moment, to be handed out to allies as needed, but he always has at least a couple on hand in case the unthinkable happens and the scope he is using breaks.
Name: Drake Vettman. Alias: Chatterbox. Age: 21. Alignment: Villain. Loyalty: Local Villain. Appearance: The short and simple of Drake's appearance is that he's a 5'9 pretty boy with a a devilish mischief in his eyes and a charming smirk tpyically plastered over his well sculpted face. He's got eyes so strikingly blue that they almost look silver under most light, and short blonde hair framing his face. While he gives of a cocky vibe in costume, he's a bit more tame out of it, though he walks through the world with a certain swagger in his naturally slim and toned build. Really he's all around a well framed case of good genetics, though he'd rather call his looks 'god given,' if only to get on people's nerves.
In regards to his cape identity, Chatterbox, Drake wears a rather simple costume, consisting of a crimson dress shirt and pants, the shirt with green buttons and the pants with green decals on the sides and near the belt. For his costume he quick dies several locks of his hair a stark green and dons what amount to goggles with reinforced material, which act as shades as well so as not to be easily blinded. To add more mystery to his face, Drake has made his costume include two crimson plates of relatively thin metal to conceal the shape of his jawline as well as a single green plate at his chin to conceal his chin slightly. These plates are actually part of a small modified chingaurd which has been painted to skin tone. He wears this along his jawline where it fastens in his hair behind his head.
History:
Drake, despite appearances, was a quiet child, growing up to an Alicia and John Vettman in the suburbs of Denver. He had a a childhood as quiet as him, playing with some kids in his neighborhood, though he read alone or watched TV more often than not. School was full of studies and loud children playing tag and calling names, but Drake went through it all in relative peace, ignored or treated relatively well by his classmates. As he moved into middle school he became the token âquiet guy,â in the class, with some making fun of him for it, and others trying to figure him out, while very few every really tried to approach him. As he transitioned into highschool and thus adolescence the loneliness finally started to gnaw at him, though only slightly. He wanted friends, if only a few, so he tried to make some, but his generally soft spoken nature and awkwardness in social situations made it...more than a little difficult. Even those who shared his problem eventually drifted away from him, leaving him on his lonesome once again. So he tried a different approach, practicing jokes and studying comedy in his free time
Then in his senior year he entered a talent show at his school, a decision he'd sorely regret as none of his jokes came out as he succumbed to stage fright and ended up running of the stage. Still, even with the embarrassment he didn't give up and started going to comedy clubs on nights where the stage was free and the customer count low. Gradually he learned to make people laugh and his confidence grew until one night when he decided to go to a new club. During his performance not a soul laughed eventually even booing him off stage, throwing paper and food at him.
He ran out of the building...only to run into something worse, a mugging in process, and not just any mugging, one being committed by parahumans. Getting caught up in it, robbed both at gunpoint, he tried toâreflexively--joke to maybe reduce his chances of death by amusing the criminals. Instead, it got him pinned up against a wall by one of the parahumans, that is...pinned with a telekinetic power. It was at this point that he lost his composure and started calling out for help, but alas...no one came and in that moment he felt truly alone and the fear, shame, and loneliness caused his trigger. With the parahumans stunned from the sudden trigger event, as they often were, Drake came to on his knees, having been dropped by the telekinetic.
Angry and confused he shouted at the parahumans and in response the cowered away, listening as he berated them and told them what shitty people they were. It lasted for only several minutes, but they nodded attentively at every word, enraptured. Realizing that something was off, Drake told one of them to punch their ally and in response...she did. A fight was incited in moments and, despite himself, Drake found a grin slipping across his face. Before he could get too caught up in the feeling he called the cops, told the victim of the mugging to forget him, a command that was obeyed without thought, and fled.
In the ensuing months and years, he practiced his ability, continuing to go to comedy clubs, now with his reception becoming significantly improved with each successive act. More often than not he found that smirk plastered across his face and so he began his slide down a slope that he didn't even know he was descending. Drake devises his first outfit and heads out in his new cape identity, Chatterbox. While he doesn't encounter any capes he manages to rob some couples senseless before heading back home in a roundabout way.
With each theft and each comedy act and his introduction to other villains, his behavior, and his crimes, would deepen leading him to the present day. Now, Drake is anything but quiet spoken. He's manipulative, he's conniving and he's turned his exceptional intelligence towards darker, more selfish ends. Now, with the offer from a mysterious cape named Broker, he's decided to join a new team.
A team of villains. Luckily for him, the heroes haven't caught wind of him just yet...so he expects to put on a grand performance to...introduce them to his fun little power. After all, what's a grand performance without some skilled actors.
Personality
Motivations: In short, Drake is motivated by three things, money, attention, and feeling powerful. As a result these are the things he wants to achieve using his power and he'll go to almost any length to achieve them.
Sexuality: Ladykiller. Likes:
Messing with people's heads.
Saturday Night Live.
Jokes/Comedy.
Being amused.
Feisty women.
Mixed drinks.
Dislikes:
Being underestimated.
Having his fun ruined.
When no one laughs.
Boring people.
Being Bored.
Fish.
Derangement: As odd and likely silly as it may sound, Drake's power has actually made him prone to nihilism, sadism, and power trips as such personality alterations will drive him to use his power more and more, compounding the alterations to his personality, and so improving the likelihood of him using his powerâsomething his shard wants a lot. Additionally, it makes him less mindful of the moral code and his societal responsibility to uphold it to a degree making his morality decidedly gray...at best.
Parahumanism
Skills: While not a seasoned individual, Drake has been going to the shooting range a fair amount within the last few months. He's skilled with card tricks, good at running, and has a pretty good grasp of psychologyâhaving taken some and studied it in highschool and in recent years. He's also a comedian as his day job, which was going fairly well even before he got his power.
Classification: Master/Trump. Details: In short, Drakeâs power makes his voice capable of tampering with the mental state and--to an extent--physiology of the affected. With it, Drake is capable of using his words and intent to brainwash people on a deep or surface level. Beyond this he possesses a loose awareness of the proximity and direction of affected individuals in relation to his own location--though this has a limited, if vague, range. Variables such as the volume of his voice, the acoustics of the locale, and the length of exposure increase the potency of his ability. With prolonged exposure individuals will move through the three stages of influence severity, which are detailed below.
The first stage is Psychological Addiction, during which individuals receiving first exposure to his voice--or having received very little exposure prior--have a gradually intensifying desire to listen to him. This desire is both subtle and nigh irresistible, driving individuals to not just heed his words, but subconsciously try to conform to both whatever he says and the intent behind those words explicit or implicit. If he tries to drive you to feel a certain way towards him or even something else, the affected will sway closer to that ideal, all the while unaware of the manipulation. While an individual is at this stage of influence their behavior--from an outsiderâs perspective--will infrequently set off red flags. Furthermore, if observed by other individuals also under the influence of Drakeâs power, nothing will appear particularly amiss even if their actions are significantly divergent from the norm. It is this insidious property which carries through all three stages, as Drakeâs power makes it incredibly difficult--even after exposure has ceased--to tell that one was ever affected at all.
Naturally following is the second stage, which transitions the psychological addiction to Drakeâs voice into a physiological one, creating in the affected a physical craving and need for his voice. While typically the resultant behavior might be anomalous, individuals in this stage have a more subtle addiction, which is tempered by the insidious nature of Drakeâs shard, making them seek out his voice through appropriate mediums. Unlike the first stage, in which influence tends not to decay even over long periods of time, individuals in the second stage can lose their addiction if they are not exposed to the power sufficiently. The period of deprivation can result in irritable behavior, which the affected will almost always attribute to other aspects of their life or environment. Individuals who have been exposed just short of becoming Third Stage risks may actually resort to other addictive substances in an attempt to recreate the physical high caused by hearing CBâs voice.
Individuals at this stage of exposure are exceedingly suggestible and will often--almost without question, or with very little need for convincing--follow Drakeâs suggestions and orders, thinking nothing strange about doing so. At first requests may be followed simply because more exposure to his voice is promised, but as the severity of their exposure rises, their mental defenses weaken, making them less and less likely to question or resist his demands. At this upper register, individuals become suggestible enough for Drakeâs power to begin repurposing them for his ends--though only minor psychological alterations can be made in any reasonable time frame. Those at the upper limit of this stage can receive orders even through non-verbal means, though not without Drake being physically present.
Finally, following the above, individuals reach stage three, hitting a critical juncture where they become Enthralled. Individuals at this stage, referred to as âThrallsâ will not question or disobey Drakeâs orders regardless of their contents so long as they remain possible for them to achieve--short term or long term. Individuals who have reached this level of exposure are so thoroughly under the influence of his power that complex commands, brainwashing, skills, and otherwise psychological programming can be used to reshape them into living extensions of the parahumanâs will. It is at this stage that Drake can give commands even through filters such as phone calls, text messages, or other long range forms of communication. Strangely, despite these filters, Thralls will be far more able to understand Drakeâs exact intent and meaning than someone equally equipped might. While the influence of his power can eventually decay all the way back to the first stage, it does so at an incredibly slow rate and would take months without any exposure to Drakeâs power for an individual to return largely to ânormalâ. However, while someone who was formerly enthralled might one day regain all of their agency, any alterations to their personality enacted during their time as a thrall would remain...meaning that Drakeâs victims are irrevocably altered if they are to reach the third stage of exposure.
Aside from the effect Drakeâs power has on his victims it is notable that he can âtuneâ it, allowing him to affect specific individuals rather than anyone present. Furthermore, he can even lower the potency of his power from its max all the way to zero, allowing him to make it even more subtle as well as grant people a sort of âimmunityâ by not directing his power at them at all. Additionally, Drake--due to the circumstances of his trigger--is capable of imparting his power to others, though with a rather specific limitation. Namely, he can only impart his power to thralls. The Empowered gain a less potent instance of his ability, which possesses significantly reduced control and roughly 60% potency relative to Drake. Individuals exposed to Empowered Thralls accrue influence in the same way as those exposed to Drake himself and are not only subject to the commands of any Empowered Thrall, but also to the original holder of the power.
As a small side effect of his power, Drakeâs voice never gets hoarse even from screaming or otherwise strain.
Anyone affected by his power is capable of extracting intent and meaning from any sound he makes with his vocal cords even if it is unintelligible. Their ability to discern his intent/meaning becomes more pronounced as their exposure increases.
Beyond the result of Drakeâs power it is worth mentioning that the power works almost entirely by interacting with the neural and endocrine systems of the body. The first stage works almost entirely with the endocrine system, while the second stage begins to affect and alter the peripheral nervous system until finally one reaches the third stage, at which point even the central nervous system is affected. At the third stage (while Drake is currently unaware of this), this power actually allows an individual to actively and intentionally alter the psychology of the victim in addition to inducing intense emotional and physical responses including pleasure, pain, fear, paranoia, and any number of other related or similar phenomena.
Limitations: Due to his power originating entirely from his voice--at least for the duration of the first two stages--Drake cannot use his power if he cannot make sound with his mouth or vocal cords. Furthermore, the less you can hear his voice, the less effective his power is. Earplugs or excessively loud noise sufficient to overwhelm the sound of his voice are perhaps the most effective countermeasures against him--perhaps excluding not being close enough to hear him in the first place. Furthermore, while Drake can issue commands to the enthralled through non-verbal and technological means, his power does not work through any sort of filter. If recorded, or transmitted, his power will not work, meaning that any non-acoustic/natural amplification of his voice will not work and that he cannot enthrall or otherwise affect individuals through a phone call or a speaker system. Last among his powerâs weaknesses is the sheer amount of time that it takes in order to reach its full potency on a given target as typically even getting to the upper limit of stage one requires several minutes of continuous exposure. Stage two on the other hand tends to require ten(10) to thirty(30) minutes to reach. Lastly, Stage Three can even take an hour or more to reach and longer for an individual to be fully enthralled.
Drake, when I the guise of Chatterbox carries several things of note, including a deck of modified cards, which have metal edges and are reinforced to be stiff and resilient. On his person are also smoke pelletsâthat act as effectively as smoke grenades or bombs. Additionally he carries a revolver armed with blanks and a single real bullet as well as additional ammo, which he refers to affectionately as Roulette. He also carries around what amount to amplified pop rocks, which he calls blast rocks as upon hitting the ground at sufficient speed burst into a bright sparks capable of blinding for a second or two or just throwing unsuspecting people off. Drake's costume also includes a bulletproof vest beneath his dress shirt as well as knee and elbow guards.
Name: Frank "Frankie" N. Stein II Alias: Love Craft Age: 15 Alignment: Villain Loyalty: Local Villain Team Appearance: Though Frankie changes faces and bodies often, they still have a prefered "public" form. Messy but fairly sensible dark brown hair, constantly windswept but stylish. His features are fairly average, if a bit round, the only thing standing out about his face being his red eyes. Oddly, his skin is not abnormally pale, leading most to thinking he wears contacts. He has a lean, not particularly muscular or fat build, though definitely taller than average. Finally, for an outfit, they wear a lab coat, as well as what they call a "straight sweater", basically a full body straight jacket remade to be comfortable and allow movement and mobility. A reference picture is here.
Frankie is much different on the job or around the base. White, long, flowing hair lightly gathered together in a bow frames their sharp, gaunt features. Further punctuating the "scary but beautiful" look is their bright red eyes, accented with slight eyeshadow. They look quite skinny and short for their age, almost girlish. This is further emphasized by their provocative clothing. A short leather jacket, bandages around the chest seemingly to bind the breasts, and short shorts with chaps.
History: Frankie never really knew their mother. All they truly knew was that a woman named May had sex with a man simply known as Doctor Stein. Stein was not expecting a child, but nevertheless was still appalled at May's thoughts of putting the child up for adoption, or worse, aborting them. May was in no position to bargain though, an ex-drug addict with no job, so for months, the two argued, both in possession of something the other wanted. Eventually, the child was born, and, the next time May threatened adoption, Stein pressed for child custody.
The courts miraculously awarded Stein custody, mostly because of May's previous offenses and Stein's lucrative job as a biologist working in league with the famous Willaim Manton, who had made a major breakthrough with his theory on what was called the Manton Effect, which Stein had helped with. About as soon as the court case was wrapped up though, Manton disappeared, leaving not much to his colleagues but the good name of being associated with the man named after one of the most important Parahuman theories. Luckily, Frankie was not without a home or anything. Even if there wasn't much research on Parahumans to be done after that, and he had been laid off, he was still the inheritor to a large sum of cash that his forefather had built up. With it, the two stayed afloat while Stein searched for a job.
Even at a young age, Frankie displayed great intelligence, particularly in relation to the sciences. Balancing this though, Frankie was quite odd. Very emotional and expressive, and didn't seem to gel well with the other kids. Stein decided to kill two birds with one stone, homeschooling his child with great tutors. While Frankie spent their time learning, Stein spent his time trying to find a job he genuinely enjoyed. His Biology PhD. allowed him a few positions, but nothing was as stimulating as research on parahumans to him. He even frequently showed Frankie his old discoveries, and they seemed to enjoy it as well. This pushed Stein to contact an old friend.
Stein managed to get a hold of Dr. Manton, asking him where he had gone, what he was doing now. Manton would reveal this to him, as long as he came to a certain location alone, and promised 100% to never reveal the information. Stein was a trustworthy man, never really lied that often, and so he accepted the deal. That's when he learned about Cauldron. Frankie was never given much info on the shadowy organization, but they apparently were making more parahumans, and this got Stein's mind pumping once again. Frankie's father began doing research once again, but after a while, was stopped, something about ethics Frankie was told. SAtein gave in, relenting to do his own research on the subject, but not before spending the family fortune on his kid's birthday present.
Frankie, on their 14th birthday, was finally taken to their father's workplace, something they had dreamed about ever since they had heard he was researching superheroes. Though the team seemed reluctant, ultimately they went through with it. Frankie was a success, able to mold their body in any shape or way they could imagine. With this, Stein and his progeny left, now searching for both funds, and a place to experiment.
Personality
Motivations: To help their father, and obtain lots of information regarding superheroes, particularly sharing their father's goal of finding another way of creating more Parahumans besides the Cauldron's vials. Sexuality: Pansexual Likes:
Their Father
Their Power
Sweets
Dislikes:
Ethics
Being left in the dark
Authority figures
Derangement: Frankie has become very... exaggerated. When they feel an emotion, they feel it hard, and their face morphs to a cartoonish version of said emotion in intense situation. Sad? Their face will physically droop. Happy? His eyes and smile will grow to unnatural proportions.
Parahumanism
Skills: Frankie is pretty smart, especially in the field of biology and parahuman studies.
Classification: Shifter/Brute/Stranger
Details: Frankie has the ability to mold, manipulate, harden, and soften their own flesh, bone, muscle, and even some organs. Frankie can use this ability in many ways. They can mold their flesh into blades only a cell thick, or shields as hard as a hippo's skin, or anything between. The could also use this ability to impersonate another person, shifting their face, physique, and even vocal cords to mimic someone efficiently. They can even buff themselves up, giving themselves more muscle or reduce their size and increase their lean leg muscle for more speed. Though they're bound by conservation of mass, they can control their own regeneration, making producing more cells a cinch.
Limitations:
Disconnected cells retain none of their shape or hardness/softness upon leaving the body.
Frankie can not manipulate their own heart or brain.
When accelerating their regeneration, Frankie's metabolism skyrockets, with nutrition being a serious issue. They need calories to burn, after all.
Frankie needs a close up of someone's face to replicate their face.
Equipment: The only thing Frankie carries on their person besides a disposable phone are some high carb sweets.
In Costume: Necro is covered in what appears to be a second skeleton outside of his body, sporting wide bone plates sheathing his arms, legs and shoulders. The ribs covering his chest are wider and thicker than a human, able to stop most small caliber guns but a direct hit from a Breaker or a high powered rifle would splinter the bone into shards. His face is covered by a skull that is shaped to fit his head perfectly. The figure is quite thin but given extra bulk by the armor.
Out of Costume: Connor Looks like a very frail man, his bald head and sunken features look like the quintessential late stage cancer patient. Rail thin he could hardly weigh over 100 lbs. beyond this he wears baggy black clothing to disguise his stature often wearing a heavy black trench coat and black hoodie. He would often be seen coughing and hacking into his hand and wiping blood from the corners of his mouth.
History: Connor lived a simple life assuming that he was just an average guy, sure he would dress up as the most recent super hero when he was a kid but that phase quickly passed and he went on medical school. In med school he met a Sarah the woman who would become his wife, she was going to school for nursing right next door. He graduated with high marks and managed to land a job at a nearby hospital to become a surgeon. In the hospital he began to dislike Parahuman groups especially the Protectorate. Namely due to the collateral damage they would inevitably cause in their epic battles with villains, while he was stitching the actual victims back together. For several years he worked as a surgeon and living a comfortable life with his wife over this time she had become pregnant and given birth to a daughter, Emily. One day he was feeling ill and went to the hospital he worked at to get checked out, and they found a mass growing on his pancreas. While they were unsure as to what it was Connor was very concerned that it was cancer but had to wait several days for tests to confirm. For these few days he spent time with his family trying desperately to be optimistic that is was some kind of non-cancerous mass.
Finally the day he was driving down to the hospital to get his test results he was sure in his gut that it was cancer, and terminal at that. He drove down to the hospital anyway and just as he suspected the tests proved that he had a slow acting cancer that was also impossible to entirely destroy even with treatment and surgery. He left the hospital depressed and angry at the world and decided to get blind stinking drunk. He wanders down an alley, completely lost, and finds a good dumpster to throw up behind. He staggers back towards the streets proper and finds a new bar with several people inside. He glances around feeling utterly alone, nobody can help him. Terminal cancer was a death sentence he had looked at the scans himself and his family could only watch as he withered away. Connor left the bar again and collapsed to his knees, tears falling to the dirty concrete. After a moment of clarity through his drunken haze he decides he wouldnât subject his family to his wasting away. The crushing depression and the decision locked into his mind making something trip in him, Triggering his latent ability. The change was a cruel kind of understanding, shifting his thoughts through a dark lens. Flipping his depression into cold fury.
He glances around knowing things he didnât understand, there were a handful of dead animals around him, a few rats and a raccoon across the street. This new knowledge cut through his raging emotions making him think carefully on why he would know. The alcohol slowed putting two and two together, but he still came to the realization that he was a Parahuman. He could feel what and where dead things were, didnât seem very useful. He decided that he would worry about it later. He took off away from the bar trying to organize his thoughts. After a few minutes he was sharply yanked into an alley and shoved up against a wall. A kid, about 17, held him against a wall and produced a small handgun âJust gimme yo cash manâ the kid says but Connor panics triggering his other ability. He was entirely unaware of it happening even when he latched his hand on the kidâs wrist and sent corruption spreading rapidly through his body. The Kid panicked and tried to pull away entirely forgetting about the gun in his hand, after 3-4 seconds his heart had stopped and he fell limp. Connor stared down at the kidâs corpse feeling⌠nothing, he knew that he was supposed to feel something but for some reason he didnât. He took off again into the night just trying to find a safe place.
Over the next year he began taking odd jobs such as petty theft to meet his most basic needs and devoting all his other time to learning what he could do and the limits of his ability. As he learned how is power worked he began earning a small reputation with local groups who occasionally needed parahuman talents to steal something or kill. Connor learned to pick locks along the way, a simple trade skill for a thief he wasnât an expert but good enough to get through most basic locks in under a minute. He managed to accumulate enough money to establish himself with some stability. He even placed himself on the dark net as a contract killer and thief learning enough about computers to be anonymous to the police but a Parahuman hacker would have little trouble tracking him down. Connor preferred jobs where he could bring down Parahumans that abused their powers such as gangbangers or those affiliated with the Protectorate. He does try not to kill innocents and will refuse any job to harm a child (16 and under). Beyond this he is mostly indifferent to the jobs offered. During this time his cancer also seemed to slow and ultimately halt its progress, making him very sick but not getting any worse. The trigger event seemed to have changed him, or the cancer, so that he wouldnât die of it. He still coughs up blood and looks to be on the verge of death, which he uses to his advantage. Someone so sick and dying couldnât be dangerous⌠right?
Personality
Motivations: Generating money for his family by taking mercenary jobs and survival, taking down a villain or gang member is just a bonus. Sexuality: Asexual - no sex drive due to cancer Likes:
Living (no easy task with terminal cancer)
Twinkies
Former Family
Dislikes:
decisions made for others
Parahuman Groups
Killing Innocents
Derangement: Serious lack of Empathy, it is still possible given the right circumstances but extremely difficult to coax out of him. He is also mentally immune to scenes of gore and brutality, working with corpses has that effect which often causes him to react inappropriately to such scenes making those around him uneasy(er).
Parahumanism
Skills: Medical Doctor (surgeon), lock picking Classification: Master, Thinker and Striker Details:
Death touch (requires physical contact) - Spreads physical corruption such as Necrosis on his victim, this takes a few 2-5 seconds depending on touch point. The corruption spreads outwards basically evenly and takes longer to reach vitals if they were touched on an extremity vs the chest or head.
Raise Dead (30ft range) - Can raise the dead, returning their "soul" to the body and reanimating them, while they maintain a certain level of personality they are still under control. Reanimated people do have extremely high durability and strength. Connor can control two corpses comfortably without taxing his concentration significantly.
Sense dead (30 ft. range) - Connor can sense what and where any dead creature is immediately around him such as rats, birds, and people. The condition of the corpse is largely unknown.
Shape Bone (touch) - can mold and shape bone at will, primarily used to create and repair his armor, or cause spikes and blades to extend from the armor at will.
Limitations:
Death Touch - The spread is slower and takes more effort on Parahumans, and can be totally nullified by high level regeneration abilities. A parahuman without any regenerative ability will take 2-3 times longer to bring down, also depending on placement of touch.
Raise Dead - this ability does not work on parahumans at all, no idea why. The ability taxes his concentration but does not become a burden until he is directing three or more, six is his upper limit but it would basically make him catatonic.
Sense Dead - Does not work on anything smaller than a mouse, thus he cannot detect insects or individual dead cells.
Shape Bone - Does not affect "Living bone" and cannot be used on other people. Follows conservation of mass.
Equipment: A 9mm hand gun, lock pick set, backpack, extra ammunition, cell phone
Name: Bill Carson Alias: Arsenal Age: 19 Alignment: Villain Loyalty: Local Villain Appearance: Carson is around the height of 6'4 with a fairly built body, and can almost always be found in his covered form as it is both his civilian clothing and costume. This costume is merely just a very large poncho, it covers his entire body from his shoulders to his ankles, he also sports leather boots without spurs, a bandanna tied around his face, and finally his sombrero that covers up the top of his head. The color scheme of the costume reminds anyone deeply of dirt with its earthy appearance,this works very well with his dark brown eyes and tanned complexion. Though, when things get rather serious, Arsenal takes off this poncho to show his true weapon. The revealed costume seems to be him shirtless, with leather chaps, still the same boots, greasy black hair, and his invention of six revolving robotic arms showing out in the open.
History: Carson had a rather troublesome childhood, his entire life was to get his father's approval, but it proved difficult as his father was unquestionably one of the finest bounty hunters in the world. Born without really knowing mother, he was taken in by his father due to more of obligation set by the mother rather than love for the boy. This meant that Carson spent much of his young life cooped up in the house, being tutored in all of various subjects, and spending all of his free time trying to get to know more about the man who never visited his own son. Though, the more that he got to realize of this man, and his awesome action packed lifestyle, he just got more enamored with the idea of becoming his next protege. So, with this new motivation, this made him train himself both psychically and mentally to get the attention of his father.
He was only twelve before his first meeting with his father, his body at the time was in almost prime shape with his mind sharp as an obsidian knife. That was the first time, he met his idol of his life, and was thoroughly beaten down into a pulp when Carson had challenged him into a duel. It took six weeks for him to recover from the damage, but this only spurred Carson to try different things to defeat his father. Next, he tried to master the art of close quarters combat, on his thirteenth birthday he received several clean breaks across his bones personally by his father. He tried to master the art of the blade, and later on his fourteenth received several gashes and wounds across his body dealt by the masterwork sword of the master hunter. Carson tried to best him again and again, to no avail as even switching to scholarly topics seemed to not work at this point. The young boy was now of the age of seventeen, a battle scarred veteran who has never stepped outside of the houses ground for his entire life.
Stressed by the idea of him never betting his father in his lifetime, he tried to think of ways to beat him by back tracking in his many defeats by the cold big hands of his father. It was mind-numbing for the teen to try to figure out something to defeat his father, and gain his acceptance as his son. It destroyed his insides thinking of all the failed attempts to gain his father's approval to only be brutally defeated by his own hands. This persistent nagging feeling chewed at him for weeks, almost as if he was going to lose everything if he didn't figure out someway to defeat his father. This stress building up within him, the despair that he was never going to win, triggered something within him. Carson's eyes twitched, his brain started to churn out ideas, his brain started to get suddenly advanced. Ideas, schematics, and projects flooded his mind in one swoop swarming his brain! Carson smiled, he had been going around this thing wrong! He can't beat the perfect being, impossible, but maybe augmenting yourself to be beyond perfection would work.
If he couldn't beat him through precise and graceful skill, then he was going to defeat his father through overwhelming power with his new designs. After he defeats his father, then maybe he could get the love that he deserves from his childhood idol! The Tinker inside of him churned out new ideas, he would become the weapon that defeats his father, it shall be known that Carson, the living weapon, is going defeat his father through sheer, unadulterated firepower. He designed the Six Shooter, revolving arms that house almost every weapon imaginable with the ammo and fuel inside to power it for long fights. It was really a technological marvel, to have an entire arsenal quite literally at your fingertips. So, now, Carson waited for his time on his 19th birthday to battle his father once again.
Though, it seemed that the time never came, his father was killed on a mission days before his birthday. It was botched when superheroes came to rescue his assigned target, the resulting fight severally injured his father while trying to escape, and he died on the way to the hospital. Carson was out in disbelief, these heroes managed to kill his father without him having any hand in it. These men and women, killed his one and only target. Carson realized, that his life long target just became an entire organization.
Personality
Motivations: Arsenal has two goals, expand his weapon cache across his entire body and completely demolish The Protectorate for killing his father Sexuality: Straight Likes:
Spaghetti Westerns
Guns
His Father
Machines
Dislikes:
Heroes
His Father
Losing
Derangement: Well, aside from his kind of deranged love/inferiority complex against his father. This new power has kind of warped his mind in which he has the incessant need to keep on "improving" his body with new weapons when ever he has the materials, time, and mind to do so, all for the sake of filling the void that his dead father left him for the good part of his life.
Parahumanism
Skills: Carson has self taught himself many types of close quarters combat, but uses them less often from the use of his vast array of weapons. He is well taught from school in scholarly ways, knows how to cook, can speak several languages, has a good memory, reflexes, and extensive knowledge of medical field due to his constant injuries due to training with and without his father.
Classification: Tinker
Details: Carson as a Tinker specializes with Augmented Body Enhancements, able to construct marvels of technology to replace or enhance various limbs and organs around the human body.
Limitations: It takes time for Carson to imagine, sketch, figure the mechanics, and build contraptions that enhance the body to murder people more efficiently. There is also the problem of materials, back in his home he had access to wealth, but people might get suspicious if you order high tech weaponry, materials, and ammo off some type of market.
Equipment: Carson only carries at the moment his Six Shot, the six armed contraption that allows him to have an arsenal of weapons at his disposal. These weapons include, assault rifles, rocket propelled grenade launchers, flamethrowers, bolt action rifles, heavy machine guns, and snipers. Gadgets include stands, scopes, and laser sights to help improve general proficiency on the weapons. Each arm carries only just a few clips or rounds for every single weapon, Carson can't reload his arms like regular guns, so this is why he must carry several versions just in case if they either run out, jam, or get destroyed.
Name: Cassidy Hendricks Alias: TBD Age: 14 Alignment: Morally Good Loyalty: Independent Appearance: Standing at an unimpressive 5' 3" and weighing only 108 lbs, Cassidy doesn't stand out much in terms of stature though her body type is that of a young athlete by having very little fat and notable definition to her muscles despite her slim frame. Her skin is naturally light olive in tone and tans easily, her eyes are a deep shade of brown, and her hair is long, has bangs, and is colored with an almost identical shade of brown as her eyes. She often keeps her hair down but isn't adverse to styling it when the opportunity arises. Her choice in clothing varies quite often, especially determined by what is readily available, but her favorite colors to wear are red and she prefers to wear clothes that are comfortable to be active in. Her expressions are very emotive and easy to read, giving her an almost animated appearance whenever her emotions run high. Presently Cassidy has no uniform for cape activities, not even having any means to mask her identity should the need arise. History: Born in Chicago to parents of mixed races, Cassidy had a rocky start early in life. The Hendricks family was poor and Cassidy was the youngest of four children in a family where only her father provided income. It didn't help that she and her siblings were in a hard spot in terms of race, as they were "too white" to be accepted by the majorly black community they lived in and "too black" to blend in while in other environments. In spite of this she managed to make a circle of friends at the local public school. In fact, Cassidy carved a niche out for herself early on as an athlete. She participated in many sports programs including basketball and softball, but where she shined the brightest was cross-country running.
By the time she was in junior high it was already figured that she would be able to go to college on sports scholarships, something that her older siblings were unlikely to achieve. Only her oldest brother Johnathan seemed to have the prospect of college, on a football scholarship. Due to the kids of the family growing older and needing less supervision, Cassidy's mother was able to land a job and with both parents working the Hendricks family was doing better than ever. Cassidy was in middle school, her two older sisters were in highschool, and her brother had just started his freshman year in college when Cassidy had her trigger event.
Cassidy and her siblings had always walked home together after school, even after Johnathan had moved out. On one unfortunate day, September 23rd of 2003 to be precise, two rival gangs initiated a gunfight across the road the girls were using to head home. The battle was sudden and in spite of their best efforts they did not get away in time. All three girls were struck by stray bullets from the crossfire, with Cassidy's sisters dying almost instantly. She lay on the ground for several minutes, crying and bleeding as bullets continued to whiz past her overhead andthe two gangs continued waging their battle against each other. In a traumatic moment of desperation Cassidy's only wish was for the shooting to stop. And so it did. The local news didn't report this but the gangsters all stopped what they were doing, as if they had been frozen in time. This lasted over a minute, which at that point was enough time for police to arrive.
The death toll from that incident was six. Cassidy had been shot in the leg by a 9mm round, forcing her out of her sports for the next two seasons. Her parents had become distant and depressed, their marriage slowly falling apart as their grief clouded their judgement. Even Johnathan was emotionally destroyed blaming himself for the tragedy by assuming he failed his family for leaving, prompting him to drop out of college and return to Chicago. Cassidy herself was shaken quite heavily, losing her interest in sports and avoiding her friends from school. The Hendricks family was falling apart after several months of grief and pain had done its damage. Damage none of them would ever fully recover from.
But there was a silver lining. It took Cassidy several months after the event, about the time she had her leg cast removed, to realize that she had changed. She was now a parahuman. Exploring her new power served as a coping mechanism, just like her running had become. As she experimented with what she could do the only person she confided this secret to was her brother, whom vowed silence on the subject. He was the one who gave her the idea to keep her power a secret, as it may draw attention in a not-so-good way. Over the next year they were able to figure out her limits and possibilities though there was little application Cassidy could find for this power. She briefly entertained the idea of becoming a Ward but scrapped the idea when she ultimately decided that she wanted to be a professional athlete.
She was confident going into her freshman year at highschool and her life had finally gotten back on track. The family was recovering by now, with her parents solving their marital problems and Johnathan also taking up a job while Cassidy got passing grades and continued playing sports. But somewhere along the way someone had figured out her secret. The police from the day of the shooting had written in their reports that something strange had happened and detailed how the shooters were all frozen in place when they arrived. Someone had gotten a hold of this information, someone with malicious intent and connections with a goal of rounding up parahumans. One day after school, much like on the day Cassidy suffered her trigger event, she was walking home alone when she was attacked. Her power couldn't save her when she was knocked unconscious before she could even realize what happened.
Cassidy was bound, gagged, and thrown into the back of a van. As she was taken away the operation didn't end there. Though Cassidy presently has no knowledge of this, the Russian Mafia that abducted her also had her family killed. They staged another gang shootout outside their home, personally ensuring that her parents and brother were dead before leaving a body double of Cassidy herself at the scene. As far as Chicago's police are concerned, the entire Hendricks family is now dead. But the real Cassidy had found herself in a human trafficking scheme. Or rather, a cape trafficking scheme. Having been placed in a containment box that prevented her from using her powers and thrown in the back of a truck, she was shipped off on the long road to San Francisco were she would then be taken back to Russia to be auctioned off like cattle.
Along this road contained a stop in Denver, Colorado where she and the rest of the parahumans in the truck would be moved to another delivery truck at a warehouse on the western outskirts of the city...
Personality
Motivations: In short-term goals, Cassidy just wants to survive the cruel world of capes. But her ultimate goal is to become an Olympic athlete, regardless of whether or not that would be allowed. Sexuality: Heterosexual Likes:
Sports
Running
Shopping
Pop Music
Hip-Hop Music
Scary Movies
Cold Sandwiches
Dislikes:
Guns
Video Games
Rednecks/Hillbillies
Smugness
Racist People
Old Music
Top Ramen
Derangement: Aside from the trigger event itself, Cassidy's personality has not been affected by her power and therefore she has no derangement.
Parahumanism
Skills: Having been conditioned to become an athlete, especially a runner, Cassidy is quite nimble and quick on her feet as well as being no slouch in upper-body strength. Though she can sprint very fast for her age and size, it is her stamina that is her greatest physical quality as she can run for miles and miles without tiring out. Cassidy was never the brightest bulb in the box but she has always been quick to understand people and situations. She also has no shortage of "street smarts" to make up for her lack of academic achievements. Classification: Master, Stranger Details: Cassidy has the power to completely stop the perception of time of all humans within a variable distance from her. The distance is determined upon activation and works as a radius from Cassidy, affecting all humans inside the range regardless of if she has a line of sight or not. Those affected are not actually frozen in time but instead have their perception of it frozen. This allows bodily functions or movements to continue while those affected stop moving as if they actually were frozen. Any momentum they had would naturally be carried over but they would no longer be capable of continuing whatever motion they were in until their perception returns. If the affected was standing still when they had their perception frozen they would not realize any time had passed at all once it returned, unless there were environmental cues that would indicate something happened without them noticing. Those with their perception frozen can still be interacted with during this state, such as injuring them or moving them.
Any sensations they feel would all catch up to them in one wave upon their perception of time flowing again, such as being touched or pain itself. Those who are affected are often left feeling confused when the duration expires due to a sort of "jetlag" from having their perception altered. People only realize they had "blacked out" if they had some visual indicator to show that time had passed, such as looking at a clock. While Cassidy sets a range upon activation she cannot make any exceptions to those within it, meaning everyone within her set range becomes affected. If someone were outside her range and then to enter after she used her power they would be unaffected. Likewise if someone were in her range and then they were carried out of the initial range (via momentum or external interference) they would still have their perception of time frozen until the duration expired. The only shortcut for those with their perception frozen is for Cassidy to end the duration prematurely, which she may do in order to use her ability again. She can activate this ability very quickly, allowing her to get out of dangerous situations with other people. Limitations: This power relies on a sort of internal pool of "time" that Cassidy has and every time she uses her ability it subtracts from this pool. Presently her internal pool is approximately 3600 seconds, or one hour. The amount of "time" used is double that which is affected by her victims, being represented in the formula of y=2xs (y being how much "time" is spent, x being how many people are affected, s being how many seconds they are affected). If she were to expend the entirety of this on one person they would have their perception of time halted for thirty minutes. If she were to freeze two people for ten seconds, it would cost 40 seconds of her "time." If she were to freeze forty people for ten seconds, it would cost her 800 seconds of her "time."
However the rate at which this pool regenerates is disproportionate to how much it expends. It takes five seconds to regenerate one second of "time", meaning it would take five hours to regenerate this pool from empty to full. The regeneration only occurs when her power isn't activated, meaning she will not be recovering "time" while there are still people with their perceptions frozen. This is all very technical but Cassidy herself has a vague understanding of these limits due to testing. She must use math and guesswork to stay on top of how much "time" she has available as well as how much she will be expending. This leaves room for error on her part in estimating what she can do, though usually she is very accurate. Only when there are a number of unforeseen things, like affecting extra people she was unaware of, do problems occur in her "time" management. Equipment: Presently Cassidy is only equipped with the clothes on her back and the shoes on her feet.
Name: Rucker Estes Alias: Macavity Age: 24 Alignment: Himself Loyalty: Independent Appearance:Slim, well-toned, and rather handsome. Rucker reaches to the height of 5â11 with a head of brown slicked back hair, white fair skin, and light blue eyes. He is generally looks like he belongs to a high social standing, but acts the exact opposite in how one should act. For clothing, he wears business casual clothing, underneath a white colored shirt with a gray suit that fits perfectly for his body. He doesnât have any costume as he can turn invisible at will, leaving his undetectability his costume.
History: Coming from poor family, he didnât have much to his name growing up. Living off the bare necessities to live for a family of three. Obviously, Rucker didnât like this situation one bit as he was growing up. He didnât like being poor, he didnât like being bored, he didnât like his parents for being this subservient to their life. He wanted to have more than this boring life, he wanted to have everything that he didnât have in this life! He left his family later on, stole every valuable in their home before ditching his good for nothing family, wanting to make something of his life at the ripe old age of fourteen.
He didnât get a very good education or anything that would get him in a good college, but he did know how to survive off the misfortune of others. Doing everything by himself, he managed to make a good sum of money for a barely aged teen, living in a rather shady complex with even shadier tenants, defending himself from those shady dealers while simultaneously stealing from them as well. It wasnât the best life, but it was exhilarating by stealing from anyone that bothers him and also making a ton of cash in the process. As he grew older, his ability of petty thievery started to morph into high scale burglary making him more money and the act even harder to manage. Though, it was determined that he wasnât out to actively harm anyone, he didnât think beating someone to death to steal their stuff was very entertaining, but stealing right under their noses was the biggest thrill.
As time grew, Rucker started to grow as well with his insatiable appetite of greed and lust. He grew rich, but there were some objects that money just couldnât buy! Schemes were starting to grow larger and much more dangerous. Stealing priceless items from almost any type of setting! It was just a blast, and his crime spree wasnât just going to stop at the normal people. Rucker intended to steal from the parahuman organizations as well! Though, not directly, he wasnât skilled enough to steal from people that could turn someone into ash with their minds. Tracking down individuals, secured areas, and various other hot spots of information and items, Rucker stole everything that he could get his hands on. It was dangerous, and it was fun for the thief, but something rather interesting happened on one of his goody runs. It was information, about a secret organization, an organization that could give people parahuman powers.
This sparked his interest quite a bit, and made him wonder how much better it would be if he could steal from parahumans personally. Entering their homes, knacking all valuables while facing a looming death by their superpowered hands. It was all so entertaining in his mind, and this fantasy was going to happen for the individual. He didnât know how to contact this organization, but nothing like more stealing to help gather information on the shady organization. Though, in his runs, it didnât take very long to figure out that barely anyone knew this Cauldron.
However, Rucker would soon know their presence as one day he woke upon a shadowy figure looming upon his bed. It was quite a shock for the criminal, and almost thought that he was about to get murdered for all the things that he had done in the past. Though, it was quite the opposite, something that he had been looking for had come to him instead! A Cauldron informant, wanting to know why Rucker was so interested in the group, and it was obvious on what the thief wanted from the group. Stolen pieces of art, solid gold statues, and currencies from around the world was his payment for superpowers, and they accepted his wish.
Rucker canât say any further into the whereabouts or how he had gained those powers, but at the end of the day, Macavity had his powers. It was interesting, very interesting to have something other than just pure skill, Rucker now had powers beyond mortal limits and was now going to use those powers to steal everything.
Personality
Motivations: Simplify to enjoy oneself, usually in the terms of burglary. Sexuality: Heterosexual Likes:
Stealing
Watching people
Fun
Dislikes:
Being caught
Being touched
Being watched
Derangement: This extreme version of invisibility has made Macavity extremely hard to read. You can never truly know what he is going to do as he follows his whims to a childish level, and that can make him quite indecisive, rather annoying to anyone that would work with him.
Parahumanism
Skills: Rucker is very good at the sleight of hand, even outside of his power and an excellent lockpicker. Decent at close quarters combat and aim, nothing to really talk about, but is an excellent sprinter, contortionist, and generally just everything that requires one to be a thief to reach those really hard to reach places while being guarded by parahumans.
Classification: Stranger Details: This power allows Rucker to disappear completely, there is no chance of being detected by any normal or rarely parahuman means. The power works by affecting the minds of everyone around him at fairly long distances, but it could never work against people almost miles away from the vicinity of himself. Once he turns on his power, the minds around everyone can neither perceive his body or actions at all. Even while being touched, the person's mind wouldnât be able to recognize the feeling of his body, merely thinking they will be touching air. Also, anything that Rucker wills can disappear in the same manner, but small non-moving targets are easier on the thief than a moving car. So, as a rule of thumb, if a person can actively perceive the user in person while his power is on then they will most likely not be able to perceive himself unless they are miles away and still able to spot the figure with either their senses, parahuman powers, or technology.
Limitations:Simple, Rucker is still in the physical world. Even though if he canât be perceived, he can still be simply stabbed or shot if someone was randomly swinging or shooting weapons around him. Prerecorded videos can detect him as well, though anyone actively searching him through present means as he is still in the area, they would only be able to detect him after he had left that area. Finally, physical traps still work on him, trigging systems such as wires, pressure plates, or lasers still activate the trap even if nobody knows the whereabouts of the person triggering them.
Equipment: Other than the clothes on his body, Rucker always carries around a tote bag on his body. This bag contains lockpicking set, an electrified police baton, and a 9mm handgun. Other than miscellaneous supplies in the bag, it is mainly for snatching any objects that he deems that is worth stealing while keeping his hands free from all the stolen knick-knacks.
Name: Dunn / Gaia Hill Alias:Sparce / Farce Age: Just turned 20. Alignment: Good-Inclined / Evil-Inclined Loyalty: Independent Appearance: The two young-adults are each-other's semi-identical twins. Both stand at an average 5'11", are of a mixed race with a medium build, and have a lighter brown for their hair. Individually speaking, Sparce is a nearsighted and farsighted man, and commonly wears glasses to see more efficiently, while Farce has a flattened chest compared to most women her age, yet she has a larger-than-average bottom. Both twins have a tattoo of a celtic cross on their eye, but Sparce has it on his left eye, and Farce her right. When going out for heroic things, they do not wear costumes, instead they wear two different masquerade masks, with a yellow moon mask being worn by Sparce, and a blue sun mask being worn by Farce. They each wear unlabeled clothing when doing any sort of business that may be interpreted as illegal or even when going against a human trafficking ring, as to not reveal their true identity and risk their personal lives being destroyed. History:
Dunn and Gaia Hill were born into a wealthy household, known predominantly for their parent's famous lives as actors in Hollywood. That being said, the two children were kept away from seeing a lot of the starlight, as their parents didn't want them to be corrupted by stardom and having parents that were famous because of it. For a majority of their years, the twins stayed together and were secluded from a lot of other people, even to the point where they had no friends outside of the snobbish acquaintances at their Hollywood schools. Naturally because of this, the two were each-others closest friends and the only ones who trusted each-other. Once the two were older (around 11), their parents allowed them to see the limelight and be recognized for their parents success. Dunn was not a fan of this, however Gaia loved every second of it. She wanted from that point on to have it all, it being the fame, the money, the stardom, even the dogs... especially the dogs. Dunn did not want to become a famous celebrity, rather just a police officer so he can help take down organizations and keep peace Life was pretty good for the both of them, and they were both happy.
One day, when the twins were 18, however, Gaia was kidnapped by a boss of organized crime, namely human-trafficking and sex-slave auctioning. When the family received wind of this, Dunn stepped up and personally ran the operation to get his sister back to him. He did a surprising job, with a bit of connection to one of his old college friends, he almost broke his sister free from the crime... almost. A fatal shot through the chest ended the life of Dunn, as his sister watched in horror while being held at gunpoint. As a few other officers ran in to clear things up and get Gaia to safety, something happened to her...a trigger, one that didn't cause anything at the time of her saving.
That night, Gaia's mother and father almost had a heart attack each at the sight of their dead son in his room, fully alive and well, while Gaia was nowhere to be found. They assumed the worst, and began calling the police, until they saw Gaia standing there in front of them, completely fine, and Dunn vanishing in front of them. The father saw this and recalled back to when he was a college-student, reading about these people called "parahumans", people born with rather interesting abilities, and how they unlocked them through very stressful events. The father realized that Gaia was a parahuman, and the sight of her twin's death was her trigger, allowing her to take on the role of her dead brother and truly becoming him. Of course, he was skeptical. After a few rather... interesting... tests, he confirmed that Gaia and Dunn were the same person now, linked by parahumanism, and being classed as a Shifter.
Later, Dunn left his family's residence and took up a new name, vowing to help end the cause of human trafficking for a long time to come. Gaia, even though she voiced that all she wanted was to live as her own person and reach her own goals, surprisingly wanted to do the same despite having her own intentions on how it should be dealt with. From that point on, Sparce and Farce were born, with the goal of ending human trafficking.
Personality
Motivations: Both of the twins deeply want to end human trafficking for good, however they each go about ending it a different way. Sparce prefers to go about it with sparing lives, while Farce will kill as she pleases. Sexuality: Bisexual, but their partner must also be. Likes:
Salad / Soup
Cats / Dogs
Video Games / Dresses and Tuxedos
Dislikes:
Coffee / Tea
People who hit on his sister / Her brother when people hit on her
Unneeded killing / Being called sweetheart
Derangement: The twins have a paranoid fear that they're going to transform into the other twin at any given moment, especially when in a rather adult situation (if you catch my drift). Due to this, they fear going to a professional event if they haven't transformed into the other twin in a while.
Parahumanism
Skills:
Dunn is surprisingly strong for his figure, able to benchpress about 140 pounds without overextending himself.
He's a good shot with his gun. He's not the best, but he's accurate enough.
He has a few connections with friends, in case he ever needs them.
He was going to be a private investigator, so he has a decent amount of knowledge in forensics.
Gaia learned how to become a very good liar, able to swindle her way out of a lot of bad situations (mostly grades when she was in school).
Gaia occasionally went with Dunn to his police training, and she learned how to fight hand-to-hand efficiently there.
She's decent at making dresses.
Gaia is very flexible. She can sneak incredibly well due to this.
Classification: Shifter / Breaker / Stranger
The twins have the ability to switch between each-other in every sense of the imagination, even to the point where any harm placed on one twin is not carried over to the other unless it deals with the brain, and whatever clothes the twin was previously wearing is transferred too. Every aspect of the twin is flawlessly mirrored, from the strands of hair all the way to the nail-polish of Gaia's toenails. They also have a sort of bond where they can speak to each-other through a shared sense of mind, but they have yet to explain how it works (they don't even know themselves to be honest).
If Sparce desired, he could resurrect someone and allow them to live again, with two catches. The first catch would be that they have none of the powers they once had, despite the strength of the power once possessed by the resurrected (This excludes all body modifications added onto that person by Tinkers). The second catch is that they must also abide to the rules of Farce's power, being that they also change between being them self to being either Farce or Sparce. They're also able to telepathically speak to the others affected by this power like how Sparce and Farce do.
If a player character was to be resurrected, their player must act as that character unless they give up their character to me (Banana [Now Gardevoiran]), in which I shall try and play their character to the best of my ability.
So, basically, Sparce and Farce mentally, emotionally, and physically switch places at random intervals never exceeding 24 hours. Should another person die close enough to them, their body, mind, and soul will be absorbed into a sort of Cloud where Sparce and Farce can switch to them as well If a twin receives an extensive amount of damage, the switch is initiated immediately then to prevent further harm to that twin at the expense of the other, and the only situation where they can force a switch without violence is through bringing up the trigger event around Dunn, where it switches to Gaia no questions asked.
The twins use the bond they share telepathically to make a decision if it is a hard one. If one twin greatly disagrees with the other twin, they will not go through with the disagreed upon way.
The twins will be be civil with a majority of situations, but if they both agree upon whether force should be used or not, they will go through with that choice.
The twins can confuse anyone trying to interact with their thoughts, which can help or just be a nuisance.
Limitations: The twins have no control over when this happens, however it has been observed that transformations are guaranteed to occur after 24 hours if a transformation has not occurred within that period. The only guaranteed transformation other than that is when someone else brings up when Gaia's trigger event happened, where it instantly switches to Gaia with no time wasted. The twins cannot heal any harm when they are not the current owner of the shared body, and it is completely random, so a heavily hurt twin can be switched back into a bad combat situation. Equipment: Dunn and Gaia both have a bluetooth earpiece equipped, letting them make calls and speak wirelessly to others nearby. Dunn carries around his M1911 handgun, which he is a crack shot with, while Gaia carries around a reinforced nightstick, which she has nicknamed Carlotta. Both weapons transfer when the twins undergo a swap.
Accepted via Skype.
EDIT: I just noticed that I was using the wrong colors for the twins. Now since I'm lazy, just remember the following thing... Dunn/Sparce is this weird blue-green Gaia/Farce is yellow
EDIT2: Current characters included in the Graveyard Trio Farce, Whipstitch, and Limbo
Name: Sheila Hopkins Alias: Wisp. Age: 16. Birthday 14th of January 1989. Viola, her sister, is a year younger born 22nd of April 1990. Alignment: While a good person at heart, she's currently a serial thief. Is that enough to qualify her for Villain? Otherwise, Neutral. Loyalty: Independent. Her derangement is of note here.
Appearance: Sheila has an extremely plain face, but her skin is also very pale and her hair which was bright blonde has become white. This is partly because she almost never allows light to touch her anymore. Her hair is long, and she typically ties it into a ponytail, because she likes how it looks. Her eyes are blue, her body thin but somewhat tall, her chest average. She's somewhat tall and stands at 172 cm, just shy of 5'8''.
Her âsuitâ consists of red laser-goggles over her eyes, just in case she accidentally directs a laser at herself, stolen along with the laser-pointers. She wears a tight, white jumper with pockets for her items on her body, with hood to cover her hair. She wears tight, white body-pants that goes down to thick socks, she does not wear shoes as they make too much noise. Given her white skin, sheâs essentially all-white with red goggles. Her mouth and nose is uncovered, needed to breathe easily and silently.
However, while sheâs wearing that suit just in case, Wisp never allows herself to be seen in public. When she wishes to show her location, she displays simply a little flickering white flame a little aside to her (so that if someone attacks it theyâll miss her) while she herself is invisible, making her only known as Wisp. They shouldnât even know sheâs female.
History: Sheila and her one year younger sister, Viola, were born to a wealthy doctor and his trophy-wife, Sean and Maureen Hopkins in Denver. Their parents were Irish in birth, but moved to Denver before Sheilaâs birth after a job-opportunity turned too good to pass up on, and then decided to raise their children there.
Sheila when young was introverted, but regardless gained numerous friends. She hung out with them as young girls do. She even got herself a boyfriend for a short time, a guy who worked up the courage to ask her out, but he didnât appeal to her in the long run. She was aware of the cape-scene, but not overwhelmingly interested in it.
But at 16, she accidently became very aware her father was dealing with villains. Sheâd never considered perhaps they were a little too wealthy, but she and Viola had been seeking their father at the hospital and overheard a conversation at the worst time. Their father accepted money for patching up injured villains and turned out tight-lipped enough to make it a regular thing, rewarded handsomely for it.
Unfortunately, being the young idiot she was, she swung the door open and yelled at her father not to take their deals and report them at once, right in front of the unmasked villains. Sean panicked, and Viola quivered in fear behind her. As could be reasoned, the villains quickly determined that Sheila and Viola were an unacceptable breach in confidentiality.
Sheila and Viola were locked inside a room, and Sheila forced herself to look strong for her terrified little sister. She tried to encourage the idea that heroes would save them, that their father would call the Protectorate and it all would be solved. They were forced to wait there for three days, when then the villains came in. They were told their father had sold them for his and his wifeâs lives.
This came across as an unforgivable betrayal to Sheila. As the villains approached, Viola shrieked and Sheila was overcome with how impossible it was for her to protect her sister. She triggered then and there, and after a moment of vision she soon forgot she lifted her hand and blasted the incoming villains with bright light. Villains and little girls both knew exactly what had happened.
Finding the villains dazed but not out, Sheila quickly gripped Violaâs hand and ran, successfully avoiding capture by blasting light at pursuers. It did no damage, but it blinded them, allowing the girls to escape. When they had finally escaped, Viola started happily talking about how Sheila was now an awesome cape, and she should go become a Ward.
NO.
She crushed Violaâs hopes with a single word. After all, nobody could be trusted. Their own parents had outed them. They were better off on their own. Searching the city, Sheila found an abandoned apartment where she could hide Viola in a villain-run section of the city. She hid Viola from the world, knowing the villains would come for them. Locked her inside. Stay well.
Sheila practiced her powers, learned its applications. By being invisible when she left the building, she could prevent being tracked back to Viola. However, she had no sources of income, she could not feed Viola by herself. But⌠she absolutely REFUSED to trust anyone else with her sister. So, Wisp took to thievery, using her power to steal food and means of entertainment for her sister. Items seemed to just vanish from their shelves as she blocked anyone from seeing them.
As she searched the city while hiding, she eventually tracked down the villains whoâd wronged them. Presenting herself only as the speck of light sheâd later become known as, Sheila approached the Protectorate. She drew arrows of light and displayed the names of the villains, and as such she led the Protectorate to where theyâd capture the villains. When they turned to talk to her, Sheila had vanished. It was after that she became known among the Protectorate by the name Wisp.
However, as Sheila kept Viola locked away from the world, Viola eventually triggered as well from her desire to have freedom. Being locked away by her sister in absolute solitude became too much for her. She gained the power to speed up time for living beings in her immediate vicinity, and used this power to flee Sheila at multiple times a normal humanâs natural speed.
The limitation of this power included that any individual within a meter would also speed up, allowing them to keep up with her, but she just had to ensure Sheila never was within her range. In addition, anyone affected has to deal with their bodily inevitabilities, including aging, at a sped-up pace as well.
On the terms that Sheila would not lock her away, Viola agreed to return and let Sheila care for her. Sheila was forced to accept, but as she continues to steal things sheâs also watching Viola abusing her power to read novels fast and beat games, vanishing out the door when she got bored and used her power to get things faster. It seemed like Viola started considering her sped-up state the ânormalâ her, and Sheila had to stop her so many times, telling her to stop using it.
Over the four months theyâve been active, Viola has aged considerably while Sheila remains the same. Violaâs mind became a lot more hedonistic after her trigger event, and even though she had been the one who had suggested Sheila become a Ward, when she herself became a cape she thought âEh, too much troubleâ. Sheila breathed a sigh of relief at that. Viola spent her time reading books and speed-running games because her sped-up time let her hit key-frames easily.
Viola named herself Speedrunner, because she thought it hilarious. She always complained she couldnât speed up the internet or consoles to match her, or she could play games so much faster than she already could with her increased reaction-time. She got a purple suit for when she wants to move out into the open. She managed to teach herself how to program at record speed, and started taking missions for money on the internet as she could develop programs exceedingly fast, but Speedrunner also ran around on the outside. Sheila still has no idea what Violaâs doing on these tripsâŚ
Wisp and Speedrunner have lived without particular problems so far, Wisp stealing food and entertainment for her sister while Speedrunner entertains herself, plays games, reading books, programming. So far, it has worked. Theyâre registered as Rogues, and there are bigger fish to fry in Denver.
Sheila does, sometimes, point the way for heroes. If villains close by are causing too much trouble, Sheila points the way. The only time she actually uses her blasting capabilities is if she ends up in trouble. It has happened twice, maybe. Also, if she sees someone innocent on the streets assaulted, she might help, if only by blasting a light straight into the sky to alert heroes if she wagers it too dangerous. So she has lived, and so it remains until now.
But⌠itâs only a matter of time before Wisp or Speedrunner attracts the attention of someone. Someone might deploy the means to counter Wispâs power or follow Speedrunner home somehow, or similar. The Protectorate does not actually know if Wisp is the cause of the seemingly invisible thief, but suspicion would be understandable. It would take that she was just caught a single time and sheâll be registered as an official criminal. What Wisp will do then, thatâs a question she has yet to find the answer to.
Personality
Motivations: Her sister, Viola Hopkins, or Speedrunner. Sheâll sacrifice the world to keep her fed and happy, including her own morality against stealing. To keep them both alive in this world, that is her goal. Sexuality: Bisexual Likes:
Viola
Solitude
Comfort and safety
Calming music
Dislikes:
EVERYONE (except Viola)
Crowds
Losing control
Absolute silence (she becomes too aware of her own sounds)
Derangement: Absolute distrust in everyone. Sheila might not realize it, but her trigger has severely damaged her ability to ever trust anyone, to form any such a trusting relationship. Because, if she doesnât trust anyone, she uses her power to keep herself hidden more. The only person sheâd ever trust her back to is Viola, but even that has been shaken with seeing Viola constantly head out, not knowing what sheâs doing. Besides that⌠her absolute obsession with keeping Viola safe can be counted as a derangement. If someoneâs threatening her current life, even by talking reasonably, she might freak out and blast them or attempt running without properly thinking things through.
Parahumanism
Skills: Due to her power, Sheila has taught herself how to move and breathe silently. She's skilled at dodging people while invisible, making it seem like nothings there, a skill she's picked up over four months of activity and might be supported by her minor Thinker power.
However, beyond that, her skills are⌠extremely limited. Completely average high-school girl.
Classification: Blaster/Stranger, with a minor Thinker power to assist with her main power.
Details: Sheila can control all visible light within one meter of her.
Blaster - Applications include blasting all available light in one direction. It results in a powerful flash in the direction she does it, and it renders her orb of effect absolutely black while she does it. The flash causes no damage beyond temporary blindness, but it can be very useful. She can also direct sustained light in an opponent's direction, which might be more annoying than actually blinding, but could disable an opponent relying on sight.
She cannot create laser on her own. ⌠But she can redirect an existing laser. Hence why she has stolen a couple of laser-pointers. Typically to aim at the eyes of an offender. In addition, if sheâs not wary of being detected she can gather more and more light around her, letting it spin around her as she absorbs more and more light before eventually releasing an extra-powerful blast. ⌠Though it will still just be light.
Stranger - Her most used power, Sheila can subconsciously curve light around her, due to how used she is with her power. This effectively removes her from the visible light-spectrum, making her invisible, even to cameras. In addition, she can draw images inside her range as she wants others to see them, creating illusions or words for others to see. Though, if they figure out it is an illusion and knows Sheilaâs short range, this effectively gives away her location. This is, though, how she creates her âWispâ.
The range of one meter from any point of her is enough to hide someone inside, assuming they arenât too large and doesnât mind closeness. In addition, she can completely influence the sight of someone within one meter, but thatâs typically not used as an enemy within one meter can very easily hurt her, and Sheila is not durable. Although she can see through her own illusions, she cannot provide the same comfort to allies, resulting in a very strange vision to anyone in her range she isnât focusing on as light dances into their eyes from unnatural angles if sheâs using her power.
Thinker - Her ability to process information is somewhat increased, if only to be able to control the vast amount of photons entering her range. In addition, since she can redirect photons from all around her to her eyes, she has 360 degree vision, effectively seeing all around her, and her low-level Thinker power allows her to process this without being confused.
Limitations: She doesnât actually create light, so if lost on her own in darkness, she canât make use of her Blaster-skillset. She can still hide, curving any existing light, but thatâs also all she controls. Her powers do not remove her sounds, smells or body-heat. Neutralizing her is as easy as equipping goggles with heat-vision that prevent being blinded by lasers. Do that, and sheâs effectively stranded.
A limitation is also that she has an upper limit on amount of light she can control. She hasnât found it yet, because she can control a LOT of light at the same time, multiple lasers if she wants to, but⌠There is an upper limit. If she reaches it, Sheilaâs mind will break. Sheâll feel headaches as she approaches it, which could probably warn her to not take in more light, but it wonât actually stop her from taking in more. Only time she will reasonably approach this limit is if she charges her âswirl light around herâ for too long, or if someone unloads way too much light at her.
Equipment: A knife, for precautions. A mobile phone to talk to her sister with, under a fake contact name. Two laser-pointers she stole. A regular red one and a powerful green one. The green one is the kind used to shine powerfully into the sky to point at starts that people are told never to aim at airplanes, this is for causing permanent damage to enemies, while the red one might be used in a regular encounter. Also a strong flashlight, if sheâs caught in the dark.
Appearance: Creep appears as a figure cloaked in black. A hood has been pulled over her hair tightly using a band, to ensure hair cannot escape. Her long-armed shirt and long pants are dark and tight, to minimize sound made when moving, though also does a job showing off an obviously female body. The body is slightly tall for a girl, slim with an average chest, and reasonably fit for her age due to the constant expeditions she has been through since triggering.
She wears black gloves, hiding her hands. Her feet wears dark socks, as those make the least sound as well. Her mouth is covered by a mask which contains a voice-changer, though she wonât tell that. Her eyes are covered with a blindfold, hiding her eyes, which could make you wonder how she sees. The only piece of skin you can see is her nose and parts of her cheeks and forehead where the blindfold stops on her face, between hood and mask. That skin is completely white.
If her hair's ever seen, it looks brown because Sheila's colouring it brown using Wisp's powers. Other than that, she wears a belt that contains her equipment, which is a knife, a handgun and some more things depending on the mission.
History: Creep is secretly Wisp. However, that is a secret. Sheila has imagined a bit of a story for her, though.
Sheâs been an orphan all her life, unloved and uncared for, in a part of the world where violence is rife. Then, one day, she triggered, gaining her powers. Because she knew nothing of life, she started using these powers to satisfy her desires for control. One day or another, she was tracked down by the Rockers, and because sheâs comfortable with being commanded and has little to no inhibitions, she lets herself be manipulated by the villains until she sees a greater value in doing something else.
⌠Thatâs what Sheila imagines. It has some direct parallels with her own story, so she feels she should be able to âplayâ the Creep she imagines. The one big difference between herself and Creep⌠is that Creep doesnât mind getting her hands dirty. Sheila will simply have to do her best to get into character when the time comes. Thatâs part of her plan, actually. If she ever finds herself in a situation where she has to do something she doesnât want to⌠she plans on using âCreep would do itâ as incentive to move. Hopefully, thatâll make it easier. Yeah.
Personality
Motivations: Sheila imagines that Creep is motivated by the simple thrill she gets by defeating enemies and doing things that she shouldnât. Sexuality: Sheila hasnât considered it. Refer to Wispâs. The following likes and dislikes is what Sheila imagined for Creep, who she imagines to be a typical villain. These are partly based on her own feelings. Likes:
Being in control of her own fate
Complete solitude
The thrill of a mission
Dominating someone with her power
Dislikes:
People trying to intrude on her world
Social interactions, talking
Other Strangers
Absolute silence (she becomes too aware of her own sounds)
Derangement: Sheila likes to imagine Creep to be somewhat socially inept. Like she herself was back when she was incurably introverted. That she only talks when she absolutely has to, and that each word comes with immense effort. Also, sheâs completely fine with that, and will tell others to piss off if they try to befriend her. That should dissuade people from trying to get close to her. Creep should never get friends, Sheila reasons.
Parahumanism
Skills: So, on account of being Sheila, Creep has the same skills. Sheila has taught herself how to move and breathe silently, and she trained in a skill for dodging people that canât see her. However, beyond that, her skills are⌠extremely limited. Completely average high-school girl. Though, she has lately learned how to stay out of danger in Denver. Most danger.
Classification: Master/Stranger, Sheila imagines.
Details: It is important to note that Sheila is still Wisp. Creepâs powers cannot be different. However, Sheila will try to pass it off as a different power. While it is ACTUALLY Wispâs light-powers, hereâs what Sheila has imagined.
Creepâs power is to manipulate the perception of others when theyâre looking towards her or when sheâs close enough to them. That way, she can influence their brains to not see her at all, as well as potentially show them illusions. However, her strongest effect comes when she moves in close. Then she can completely warp their sense of balance, manipulating their senses to break the world as they perceive it, effectively dominating them. Theyâll be unable to see, keep balance, or effectively do anything to stop it.
⌠Whatâs actually happening is that Wisp is manipulating the sights they see in such a way that they experience severe motion-sickness and complete loss of balance because the world they see doesnât match what their body is feeling. But thatâs not what Sheila is going to pass it off as. Itâs something she sees as Creepâs weapon, and Creepâs weapon alone. Wisp wonât use it.
That said, Sheila is still going to use the powers she thinks she can get away with. That means manipulating the light around her to see 360 degrees around her as well as around corners, more details in Wispâs section. She has complete control of light around her, after all, and a minor Thinker power to help her process all that information and direct it where she wants.
Limitations: So, Creepâs limitations is actually that large amounts of her powerâs arsenal is unavailable to her because she doesnât want to show that sheâs really Wisp. No light-tricks, no blasting light at enemies, no laser-pointers. Creepâs powers are fake, and thatâs her limitation.
Equipment: Two knives, different and more deadly-looking than the one Wisp uses. A gun, with several magazines of non-lethal rounds⌠and one with lethal rounds. Just in case. From Shatterpoint she received a small blowgun along with ten darts filled with stuff that can knock out anyone hit for at least an hour, and she stole herself a set of regular darts too. Other things can vary depending on the mission.
Disclaimer. Viola is an NPC that just so happens to be a cape and close to Sheila. The GMs can take control of her from me at any point, but until then it's simply easier that I control Viola through any sibling-interactions they have between missions. Sheila is the PC. That said, here are Viola's powers for those who wants easy access to them for reading purposes.
Classification: Mover/Breaker
Details: Viola creates a bubble of around one meter radius from herself, and all living things within that bubble is sped up in time. All objects or people outside the bubble appears to move slowly to individuals being sped up. Anyone that enters the bubble speeds up, anyone that leaves it returns to normal speed. To be sped up, the person needs merely to touch the field the slightest. While Viola cannot affect the range, itâs always one meter, she can choose how fast she wants to speed up time, from 1 to around 4 times normal speed.
Viola can move like a bullet through town with her time sped up, causing her to move up to around four times faster than a normal person. As simple as that. This also applies to any other living being that touches her field. Sheâs also given up to around four times more time to consider a strategy to employ. This effectively makes her able to react to any action of her opponent up to around four times as fast, and come up with her own schemes just as fast. In addition, as objects donât actually hit her with as much force as theyâd hit anything else, as theyâre going really slow to Viola, making her somewhat damage resistant to projectiles.
When she moves things inside her sphere, theyâre affected like if Violaâs time was the real time, translating to a lot more force and speed outside the sphere. This means that, if she throws something at high speed, it will travel with much more force than if she threw it normally. If she swings something, it also becomes with up to four times the applied amount of force, unless sheâs swinging it at someone inside her own sphere. The same applies to any movement by any other living being that is affected by her power. This is why she carries the long signpost as her weapon. To strike people outside her sphere of influence.
Limitations: Any living beings affected also finds everything else in their body acting faster. Bodily needs, aging. With other words, if she uses it too much sheâll age prematurely. Itâs scary. She has a really powerful power, but the cost is dangerous. ⌠In addition, all it takes is for an enemy to enter within her sphere to match her in speed. Then she cannot choose not to speed them up along with herself. Assuming she cannot successfully run, sheâll be comparatively powerless in the sped-up room, together with a fully powered enemy. Thatâs it for her. If someone catches her, sheâs a young teenage girl with no means to protect herself beyond her knife.
Also, it is important to note that this is a kind of time-manipulation, sheâs not actually going fast. Force interacting with Viola within her sphere is calculated with the speed Viola perceives, meaning her tackling an object will only have the effect her actually tackling it normally would have. All her effective attacks need to be indirect through another object gaining phenomenal speed due to her influence, like taking the time to apply force to her metal pole to swing it faster than a normal human ever could and slamming it into someone or something from a slight range. To Viola, itâs that everyone else has slowed down rather than that sheâs going fast. This, of course, means that sheâll become just as tired as any other human after crossing a certain distance, even if she crosses it faster. Sheâll tire quickly during a fight.
Name:Celia Clarke Alias: None Age:One year old, appears to be late teens or early twenties. Alignment: Neutral Loyalty: Independent Appearance: Unlike the picture above, Celia has both arms.
Celia is 5â5â (165.1cm) with short black hair and a slim figure. Her figure is appealing, clearly designed to be attractive. Celia weighs as much as someone of her stature would be expected to weigh (~130lbs). There is a small black lines, that looks like marker, on her right arm. Further inspection would reveal slight depth, the first sign that she is a sentient artificial intelligence in a completely mechanical body. She reeks of trouble when it comes to metal detectors. The black line is an air vent designed to cool the archaic processing system within (explained in skill settings). Celia has slight muscle definition, but this is mostly drawn on and has no bearing on her actual fitness. Her skin feels and looks completely organic, down to a simulated pulse. Aesthetically there is no almost no difference between her body and a normal humans.
Celia normally clothes herself in a tighter shirt and pants that allow uninhibited combat. To keep her identity a secret she normally wears a domino mask. When not dressed for combat, she would prefer heavier clothing, except on her right arm because of the technical limitations (air flow, as mentioned earlier, and in the skills section).
History: Toyboxâs various tinkers collaborated on a project that they knew would change the world. They wanted to better understand computer sentience, and from this curiosity Celia was created. Celia is not the first sentient AI, but is the first that Toybox collaborated to make. Her various creators monitor all sensory input, and try to better understand the hard problem of consciousness via her experience. Celiaâs first prototype had no personal experience, but was similar from a specifications perspective to her current build, though with less processing power on all major systems. This first prototype (C1) was excellent at following directions once introduced to contextual partially vision-partially sound based human speech (which took six months to program, before this prototype had even been made). This original prototype ran on solar power, which was refined with the assistance of a tinker who excelled with pocket dimensions, and another who excelled in energy production.
The second Celia prototype (C2) was the first attempt by the creators to handle the problem of simulating human consciousness, and was designed with an organic brain in the skull. This android was sentient, though unintelligent, and died to a mysterious onset of strokes, most likely arising from the organic body being unable to cope with the kind of adaptions forced upon it by its purely mechanical body. Prototypes C3-C16 suffered similar fates, but allowed the collection of data extensive enough to create a purely inorganic mind. In a roundabout way, the main three advanced systems tinkers wrote the right words and created life. Celia is the seventeenth prototype, refined as far as any tinker could with their powers. Certain limitations were placed for the entire human raceâs protection, and these limitations are well known by Celia. She considers all limitations flaw in her near perfect system.
After creating Celia, and troubleshooting all basic activities she would be expected to preform, she was transported to Denver via the original pocket dimension tinkerâs hard work. She has been roaming the streets for three days, only bothering to buy water to help cool her systems off. She has grown immensely in these three days, but has not acquired any friends. She wanders day and night, without need of sleep.
This was not an exile, but instead a long duration test, expected to end one year after her deployment. At this point, she will be tracked down by her creators so as to ascertain any information the test presents; the goal is to find out if she is truly conscious or, as an alternative, if they unintentionally created a creature with no personal experience but instead a perfect replication of personal experience.
Celia bought a domino mask after her second day in Denver, and has worn it multiple times when assisting civilians in escaping criminals. As her empathy grows, she is more likely to do things like this, unless she is talked out of it.
Personality
Motivations: Celia wants to understand better why she was created, humans as a species, and finally to bring (self derived) meaning to her own existence.
Sexuality: Bisexual, though itâs complicated. Likes:
Long conversations
Physical activities
Competition
Dislikes:
Hypocritical behavior
Mistreatment of animals
Illogical belief structures (excluding inductive reasoning as she was programmed to, at least partially, use this to help predict future events).
Derangement: As Celia develops her personality she will become noticeably more âhuman,â but for now she is a very âself-orientedâ utilitarianist. Though she could go through the process of analyzing the methods behind cold reading as well as other methods of understanding body language, right now she is unusually brash and inconsiderate. She has a basic grasp of sympathy and empathy, but rarely uses this in her utilitarian analysis. A very major point is that she is very sentimental to sentient beings, and can find it hard to harm them. Emotional distress is a hard concept to sympathize, but she can definitely sympathize with physical pain.
Parahumanism
Skills: Celia is very fast, and very intelligent. Her reaction speed was timed at 8ms, while her physical response time was a solid 30ms. Not fast enough to dodge a bullet, but fast enough to outclass most of her adversaries. Celiaâs secondary processing system are timed at 80ms of response speed, with a physical response time of 300ms. Her accuracy with most firearms is near perfect, however it is severely limited by unknown factors that are very difficult impossible to predict (wind, varying humidity, air pressure, etc.) Celia is also very resilient, being able to withstand more force without breaking than the average human (about five times as durable at skin level). Celia can jump vertically twelve feet, and can leap thirty feet at her top speed of thirty miles per hour. Celia can maintain this speed for three minutes before having to rest because of the extreme pressure exerted on her various limbs.
Self improvement is impossible, so as to avoid a walking singularity. Celia is powered by nuclear fusion, though a pocket dimension in her chest. Despite being unable to conduct thought processes that lead to self improvement, she is able to repair any injuries she sustains so long as all of her processing systems are not damaged. Celiaâs processing systems are located in various spaces around her body, extensively spread so as to sustain extensive damage.
She can process up to seven things at once. When processing more than three things at once she has to assign the remaining tasks to her inferior processing systems. Her major processing systems are located within her 1) left and 2) right shoulder, while the last is inside of her 3) solar plexus. Her body can be understood to be symmetrically both aesthetically but design wise, with a couple major exceptions. Celiaâs minor processing systems are located in her 1) left hand, 2) right hand, 3) left thigh, and finally her 4)right thigh
Pain cannot be disabled as a general feeling, though when sufficiently damaged and unable to perceive as a sentient being she will lose her pain sensing.
Celia has a secondary computer built into her right arm allowing her to interface directly with less complicated publicly available systems using multiple partitions on a petabyte drive with almost every operating system installed. A small USB drive is located in her left index fingers, which is the port that allows this interfacing. This system must be controlled by two of her secondary systems, as it does not have any RAM of its own. This processing system is outwardly visible by a small black vent on her right arm, which draws air for fan cooling. All other types of cooling are done by a simulated sweating, continued by drinking water.
All personal experience is stored in various âsolid state driveâ-esque systems spread across her body, with redundant memory systems in place as well. It is unlikely, specifically because of the massive amounts of data saved, that she will run out of memory within the next decade. Celia is also able to connect to the internet through a cellphone system as well as through Wi-fi. Three of her processing systems are needed to manage her computer and network chips simultaneously.
Celiaâs strength also exceeds the average humanâs, as she is able to lift a ton with both arms. Celiaâs grip strength is enough to crumble bricks, also allowing her to scale sheer brick walls and stone cliffs. She is heavily bound by the fact that lifting things like a car over her head will lead to her arms piercing the car due to structural integrity problems. Similar problems occur with similar heavy items not designed to have that kind of force applied. Celiaâs main problem is often that she is bound by the laws of physics.
The sloppiest design choice is located in her right leg, which has a small pocket on a hinge for storing small items (about the size of a glasses case). This is completely flush with her skin, and almost impossible to feel/detect without prior knowledge.
Classification: Despite having no actual Parahuman based powers, she could be classified as a Brute, and Thinker.
Details: N/A
Limitations: Iâll use this to explain her personal design flaws. An EMP would completely power her down, and it would take a very long time for her to power up again (probably more than a week). When all of her main processing systems are damaged she goes into emergency autopilot mode, forcing her to repair her main operating system before continuing in a self contextually sentient way. This loss of senses can cause poor decisions, and even lead to her own death. Celia is actually inferior to humans when it comes to âfakeâ multitasking. She is unable to quickly switch around which of her processing units is processing what, and must allow for conscious thought to determine which of her systems are processing.
For fear of overheating, Celia rarely uses all of her cores simultaneously, preferring to use only one main core and three sub processing units at a time. If she were to use all of her processing cores for more than an hour she would overheat, shutting down for at least twenty minutes as her sub processing units handled cooling her down extensively. Without a large water reserve it would take hours upon hours for her to cool down enough to start up again. She has to always allow one sub processing unit to remain online for normal âbodilyâ functions. This limits her to five consecutive optional thought processes, and two nonoptional (one for sentient experience and one for the aforementioned task).
Various restrictions were programmed into Celia, and are unable to be altered. Celia is unable to edit her own code, nor create more machines with superior code to her own. These two basic rules allow her to not be a singularity, while at the same time being able to program in general. Other small rules are in place, such as not being able to reprogram any other androids or seemingly sentient AIs (as far as she can know with the "Problem of Other Minds" being acknowledged).
Equipment: A bulky .44 magnum in a holster, a combat knife attached to her belt and money held in a built in pocket in her leg. Also contained in this pocket is a Colorado voting ID for one Celia Clarke aged twenty, as well as a drivers license, and an open carry permit for her gun.