So I made a villain.
Character you have created: Zoé Lambert
Alias: Кузница (Kuznitsa), Wraith, Forge
Speech Color (Actually say what you're using): n/a for now.
Character Alignment: Villain
Identity: Secret
Character Personality: Zoé does not give one iota of care about anyone other than herself. Having no close relations, no one she trusts enough to call friend, and no real job or other form of even marginal social contact has left her somewhat askew on what still counts as good or bad company. She's also a loner, preferring to stay in her lair and play video games, doodle, read, or other activities that require other people to participate. Part of this is the isolation her powers force on her, as even with practise she has not gotten full control of them, and tied as they are to her emotional state, her volatile temper makes her more dangerous than it would in a normal person.
She has no regard for property law, and steals whatever she desires, or the cash to get it. She maintains her cover identity only as a front for where she gets the money, and will happily buy illicit goods from whomever has them. While she doesn't take hallucinogenic drugs due to the loss of control of her powers, she is more than happy to do some of the lighter things. Whiskey, however much she might like drinking it, usually results in her having to buy new stuff or move.
Internally, Zoé is lonely, blaming her powers and not her behaviour for driving away everyone she once cared about. She misses her family, but the way they split left her very much blaming them incorrectly. She drives herself further into villainy every day, trying to drown her problems in wealth and booze, and is extremely self-destructive. If she's not stop, she may begin eroding her own rules, which include no killing women or children, no unnecessary harm (though her definition of necessary is different than the norm), and not robbing the poor. She likes to see herself as a "noble" thief, though she's as greedy as any of them. She also enjoys rubbing her getaways in the faces of heroes and the authorities, sometimes putting herself in more danger than she would normally get into even doing the job she's bragging about.
She is intelligent, far brighter than most, and enjoys logic puzzles and challenges to her mind. She's also bright enough to realise the path she's on is not one destined for a long life, but she depressive enough and far enough along to think she's stuck, and the buzz from getting away with things tends to chase away her doubts, at least temporarily. She is also smart enough to realise the advantages her stelath powers give her, and has attempted to keep them as secret as her identity, and has been so far successful at it.
While working and in combat, she tries to maintain the advantage of surprise as long as she can, manipulating civilians or staying invisible until she makes a decisive move, then fading back into obscurity when she can. If she can't, she will go for a blitz strike, creating heat, fire, smoke, and launching intense, focused attacks to stagger her opponent until they either cannot fight back or lose track of her long enough for her to slip away. She doesn't typically want to fight any longer than she absolutely has to, and will only go toe-to-toe if given no other way out. She refuses to purposefully kill, but she is well aware of how dangerous her fire powers are. She is much more comfortable using the
threat of them than actually causing damage, but if she's forced to, she will not hesitate to burn those in her way.
Uniform/costume: Zoé wears normal, everyday colours and clothes when she's not working. When she is, her costume involves greys, browns, and muted other colours, varying clothes between jobs so she never has the same look twice in a row. Her body suit is black and grey with ember red seams. While the bodysuit is skintight(because that's what supers wear, right?), there are strategically placed pieces of armour, that both protect vital areas like her kidneys and joints, as well as disturb her body line enough that anyone who can see through her power can't identify her later on. She also wears a mask that covers her cheekbones, chin, eyebrows, forehead and hairline, bride of her nose, and ears, somewhat like a luchador mask. The nature of her powers make it so that she must leave the rest exposed. The body suit itself and all armour bits and made by an inventor she commisioned to be completely fireproof.
In combat, she will slag metal into plates, cool them off, and use them as armour, either keeping them on her or floating just away from her.
Origin Info/Details: Zoé grew up very well, in a nice country/suburban home outside Orléans, and spent summers at her grandfather's vineyard along with her brother, though a fight about schooling stopped those visits when she was twelve. While she loved both her parents and her grandfather very much, the rift between them was enough to drive her to sullenness, and she began acting out more than most teenagers would, typically with petty crimes and defiance of her parent's authority. Shortly after her fifteenth birthday, she joined Les Chiens Sanglants, a local gang, and within a year had fought with her brother, had a huge row with her parents, and ran away to be with her gang full time.
Her turning sixteen, after a month with the gang, brought with it unexpected changes, her powers awakening full bloom during a fight with another girl who had insinuated she was sleeping her way up the ranks, an accusation both untrue and offensive. Not knowing what was happening, but having some instinctive grasp on her newfound abilities, not
everyone was killed in the resulting blaze, but she found herself homeless. However, power called her subconciously, and after a month of practise, she had mastered all but the more subtle aspects of her powers, and swiftly turned it to making herself more comfortable.
With cunning manipulations and several low profile robberies, she amassed a small fortune, and set herself up as a "mercenary villain", handing out her number to select trustworthy individuals and remaining on call for jobs. She has worked several of these, and her front as a legitimate painter with an unknowing agent, along with private investing, covers her profits quite well. Aside from smash-and-grabs and bank robberies, she has done jobs ranging from blackmail and spy-work to smuggling small, high value items and arson. She is building a reputation as a volatile but trustworthy "co-worker", and is careful to avoid any connection to her civilian identity.
Zoé's hobbies include painting, glasswork, and pottery, cello and oboe (her parent's insistence), and video gaming. Despite her easily frustrated nature, she seems to have enough patience for these tasks. She is also fluent in her native French, Russian, and English, knows her way around a computer, is good enough with numbers to invest privately
and successfully, and smart enough to cover
both of her identities so their "off times" don't coincide enough to arouse suspicion. She is well versed in physics, as her powers required her to have some knowledge of thermodynamics, and she is also knowledgeable in calculus, biology, chemistry, and geology, though she has no formal secondary schooling in these subjects.
She is power hungry, and is actively attempting to learn how to be a successful criminal mastermind, though it has been slow going because of her cautionary attitude. She is willing to take the long road, however, and has set herself up with a third identity, Wraith, in order to manipulate gangs, villains, and the like and try to gain her own territory in her adopted home of Los Angeles. She is careful to only speak Russian or English on jobs, so as to avoid anyone looking for a French girl.
Hero Type: Energy (fire), Psychic, Other(maybe shapeshifter)
Power Level : World
Powers (Be Specific):Temperature Manipulation: Zoé has extremely adept control over temperature, being able to shift the temperature in areas in the following definition:
-As small in volume as a child to as wide as she wishes;
-Within two hundred metres of her, in line of sight only:
-As fast as her maximum within a minute in a slightly exponential graph as she pours more or pulls out energy into an already energetic situation(putting more heat to heat up air that is already heating up the air around it), or as slowly as she wishes;
-The heating can begin to spread to areas out of her control;
-Temperatures between 50F(10C) to 4200F(2315.6C);
-If concentrating on an object only, she can flash the temperature up to her maximum in less than a second. She CANNOT do this to people, however, and relies on heating their clothing, weapons, armour, or the air around them.
Pyrokinesis: She can form, control, and move in apparent defiance of physics, any fires within her range, able to throw fireballs, put out or enlarge flames, start fires on flammable objects, render things fireproof(with concentration), shot jets of flames from her hands, and even go as high as doing the same with plasma. She has enough control to make shapes and little figures out of the flames, though they are not in any way independent and she has to mentally control all of their movements.
Temperature and Disease Immunity: Zoé is completely immune to all heat and cold based effects, from fire and ice, to ambient temperatures, to lasers, radiation, and the depths of space (though she'd still need proof against pressure and the ability to breathe). When infected with any sort of bacteria, virus, or other disease vector, she can heat her body to the point that the offending organism cannot survive. She also is, oddly, immune to any smoke created with her power.
Alternate Form: If pressed, Zoé can turn her body temperature up to the point where the air around her ignites, or even to the point her own flesh ignites, though this does not damage her. At this point, she is incapable of dropping the temperature around her body fast enough to counter the heat pouring off of her body. She has the capability of pushing this far higher, up to turning into a walking form of plasma, but she is too scared of it to try. With her minor telekinesis, this allows her to fly, though not at any spectacular speeds, 60mph at most
Minor Telekinesis: Anything Zoé is controlling the temperature of, she can also move about with her mind, either keeping it hovering around her, or give it enough thrust to launch somewhat like a short toss. She can do this with anything weighing up to 600lbs(272kg), and the lighter the object, the more force she can throw it with.
Minor Telepathic Imagery: Zoé has the ability to project, through broad range telepathy, the basis for any given type of person or profession she wants. So, she can project herself as a CEO who simply belong in the board meeting, the police officer who belongs at the crime scene, or the homeless person who no one pays attention to. She CANNOT take on any specific image or disguise, as this power relies more on the perceptions of others than her own. Everyone sees somewhat different things, depending on what they might believe, but on normal people it is fairly foolproof. Anyone with psychic powers is completely unaffected. People actively looking for her, who know what she looks like, have a chance of shaking this off. This obviously does not have any effect on cameras. She can project on a crowd seemingly without limit, as it subverts the viewer's perception, so there isn't much, if any, energy expenditure on her part, and while she has this going, she doesn't have to concentrate beyond maintaining what type of person she wishes to portray. This does include clothing.
Phasing and Invisibility: Zoé has the ability to shift herself in to a form that allows her to move through solid objects as easily as she would air, though in a slower way than usually. She is also invisible to the naked eye when doing this. People she moves through only feel slightly cold and hot at the same time, noticeably, though the source is indistinguishable. She cannot bring people into this form with her, but small objects (such as knives, bundles of cash, hand grenades, etc) can be in her pockets. No object she brings with her will function in this state (cameras will not take picture, guns will not fire, etc). Shifting back and forth can only be done with her whole body, not parts. When she shifts back, matter where she would be is shunted away until there is space for her. If she lets go of an object while "phased out", it returns to it's normal state after thirty seconds, not before, upon leaving her person. While phased, she can see everything in a blurred, colourless way, with very reduced depth perception, but other things trying to stay invisible cannot hide from her in this state.
Enhanced Physicality: Along with her major power suite, Zoé also enjoys enchanced agility, strength, reflexes, and speed, and although not enough to classify her as a powerhouse in those categories, she is powerful enough to stand her ground in a fist fight with some of the more physical heroes, and can easily trounce unprepared normal humans.
Attributes:Height: 5'7"
Weight: 116
Strength Level: Can lift around a thousand pounds.
Speed/Reaction Timing Level: 30 mph on the ground, 60mph flying/ 60mph level reactions.
Endurance at MAXIMUM Effort: 2x normal
Agility: 5x normal
Intelligence: Genius
Fighting Skill: Untrained
Resources: Large: Aside from a
very comfortable savings account in a Swiss Bank, she has several tens of thousands of dollars in cash stashed away, stolen goods worth a few grand in and of themselves, and invested assets that bring her close to a total of one million.
Weaknesses: -While she is capable of melting knives, and is terrifying if she gets riled up, Zoé has no super power directly related to toughness, and if caught unawares, a single bullet does as much damage to her as to anyone else.
-As stated above, any psychic character can see through her telepathic projections
-While she may be immune to heat and cold, and can burn gases and some poisons out of her system, non-temperature poisons or heat-activated ones are still just as effective. Electricity, as well, maintains its effects, though it won't burn her so much as scramble her nerves, or, if powerful enough, give her seizures or possibly kill her outright.
-She is emotionally unstable, and can be driven over certain edges. Anyone with access to her background and sensitive details could easily push her and manipulate her.
-It is technically possible, if one could find a way to stop her powers from working, to completely disable all of them, excepting that her immunity to temperatures would carry through as a protection against her own powers. Done right, this could trap her in a block of steel.
-She still needs to breathe, eat, sleep, etc, just like normal people.
-While she is immune to smoke inhalation damage itself, anything toxic from burning materials can still harm her.
-Heat from radioactive materials may not burn her, but she is still vulnerable to all the other horrifying side effects from them.
Supporting Characters:There are plenty of FBI and Interpol agents trying to find her, though not with much luck.
Her estranged family, living in Orléans:
-Mother: Amélie Lambert (43), works at La Scène du Meroubre as a manager
-Father: Hugo Lambert (44), works as a delivery driver.
-Older Brother: Théo (24), an accountant at a law firm in Paris.
-Younger Sister: Émile (15), still in high school, but secretly also has ice powers in almost the reverse of her sister's fire powers
-Maternal Grandfather: Gaspar Moreau (67), owns a small vineyard outside Marseilles
Do you know how to post pictures on RPG boards?: Yarr