"Nobody ever asked me if I wanted to fight. When the first thing I did after birth was bite a doctor's hand, They realized they didnt have to." ∟ NAME: Eric ∟ FIELD NAME: Drake ∟ RANK: #20 ∟ CLASS: Passive ∟ GENDER: Male ∟ PHYSICAL PROFILE: Eric is a...bizarre indavidual. Standing at a wopping 2 feet tall, covered in soft, pale red scales, and sporting a pair of rather stubby horns. This is his normal form,and casual. As his abilities take effect, Eric's form begins to change. He grows to roughly 6 feet tall, Scales beginning to expand and darken. They become larger on his forearms, his neck, and head, and his horns grow in length and thickness. His claws sprout, and his overal form begins to become more muscular The final shift ends at a much larger point. Standing at 18 feet long, Eric becomes much more terrifying. The scales guarding his arms,neck and head enlarge even further, his horns have lengthened to an impressive 3 feet long, and a second pair of arms have sprouted. His body ripples with armored muscle, his scales becoming a dark crimson color, and his horns taking on a colbalt shade. ∟ PSYCHOLOGICAL PROFILE: As bestial as Eric seems, he is completly sentient. Communication isnt a problem, and he seems to be a rather joyious individual. He comes on as abit childish at times, seeing as he rather enjoys someone scratching his scales(stomach and ears seeming to be the prefered), he can take on a very serious mindset. He cares deeply for his siblings, and seems rather protective of them,even in his smallest form. Eric does seem to have some animalistic tendencies. Curling up when he sleeps, nawing at his scales, and, embarrasing to the boy as it is, has even been caught chasing his own tail. (Though he would never admit to it) In combat, he has a realitivly animalistic approach,using his claws and teeth to battle,tearing at his opponents flesh He also seems to take great pride in his...horns... ∟ ABILITIES: Eric is capable of changing form by ingesting matter. While flesh seems to be the most potent, simple things like concrete and metal also have a similar(diluted) effect. In Eric's first form, he is much faster than his other two. He isnt capable of producing the same damage, but his size and speed make him a challenging target. In his second form, He becomes abit more physically capable. He takes own a more straight forward approach, moving into close combat with his claws and tail. In his third, Eric is by far at his most physically powerful. Capable of going toe to toe with small collossi, he is a viscious foe. Using his massive strngth, claws, jaws, and horns, he is quite a sight.
Eric has also displayed the ability to breah fire. It varies in capabilities,depending on his form In his first, it is a simple cloud of smoke,obscuring vision and suffocating enemies In his second, it takes the form of explosive projectiles, allowing him to battle at range as he uses tactics similar to a mortar. This can also tear through armor and structures In his third it takes the form of a stream of flames, immolating most smaller foes in his path, and dealing quite abit of area damage.
The scales on his arms in his second and third form are incredibly dense, making them a viable shield for himself, or others if positioned correctly. ∟ WEAKNESSES: Water is a very easy way to put out his fire, if you splash him when he's about to breath. Using his fire drains the energy that allowed him to transform, requiring him to eat more to refuel. In his first form, Eric is at his most vulnerable. His scales are their softest,and he is physically at his weakest point. His second form is in the middle of his peaks. He isnt as fast,nor as strong, as his other forms. His third form is his slowest, and his sheer size makes cirtain scinerios difficult to manage. His weight is also a factor.
In any of his three forms, his stomach is by far his most vulnerable point.
∟ PHYSICAL PROFILE: Cynthia is bite sized, standing at five feet and weighing one hundred and ten pounds. Her lithe figure is coated in jagged, pink scars that contrast wickedly against her creamy complexion. Her usual attire consists of a grey, hooded sweater, embroidered, leather gloves, and spandex leggings. She has luscious, ebony hair that falls in loose waves. Typically, her thick hair is braided back, but when it is free, it skims her waist. At first glance, she has an innocent face: with pouty, pink lips; a slender, button nose; and naturally defined brows. If you look closer, though, you'll notice her downcast eyes have no pupils, and that her entire frame is wreathed in shadows, coiling and writhing as she struggles to keep herself together.
∟ PSYCHOLOGICAL PROFILE: Cynthia is a gentle girl, capable of compassion and understanding. When she talks, she is usually encouraging others or giving out tidbits of sweet advice. Of course, she also has moments where she'll be negative, or sarcastic, but it isn't because of her lack of care. She isn't overly intelligent, but she tries to approach all situations with an open mind. She favors peace and quiet, but if the other CHILDREN get loud, she'll usually have an amused smile on her face. She enjoys the company of the others, but tries to keep a safe distance. Internally, she battles depression, and the overwhelming guilt of what Void 2 does in its Pit.
∟ ABILITIES: Energy Depletion: If Cynthia comes into physical (skin-to-skin) contact with someone, they will experience symptoms of exhaustion and nausea. Some victims will also seize violently, or experience hideous migraines. Prolonged exposure to Cynthia’s touch can lead to the decay of any flesh she holds. The person subjected to this will slowly lose color, and their skin will turn papery in texture, until they are a depleted husk. Victims who escape Cynthia’s grasp before utter depletion must be immediately hooked up to an IV, lest they die of symptoms similar to dehydration.
Void 1: Void 1 is Cynthia’s first -and most reliable- Void form. Void 1 is capable of extreme feats of stealth. Shadow Walking- Void 1 can melt into a pool of inky shadows, capable of moving across any solid surface at a rate of seventy miles per hour. It can also use this ability to disguise itself as a surrounding shadow. Possession- Void 1 is not a physical being, so it is not able to inflict any damage on its own. Instead, it can wrap itself around a being and forcibly take control of its limbs. This contact will eventually deplete Void 1, since it must fight against the will of whomever it possesses.
Void 2: Void 2 is a destructive force, that is almost impossible to control. In the right hands, Void 2 is an offensive weapon. Claws and Fangs- Void 2 possesses claws that are a half foot long, and capable of gouging through an inch of steel. Its jaw can dislocate -much like a python’s- allowing it to clamp down on prey with its razor sharp fangs. Tendrils- Void 2 lacks feet, but it has a multitude of tendrils that can shoot out from it's lower body and drag a victim near. The tendrils are barbed, so even if a victim manages to escape, they will not come out unscathed. The Pit- If Void 2 manages to reel a victim in with its tendrils, it can open up a pocket of inky darkness that surrounds it in a five foot radius, and drag its victim inside. It is unknown what happens to the victim after the pocket closes, but Cynthia appears visibly shaken whenever she is questioned about it. Two doctors have been taken by Void 2’s pit, and these incidents have given Void her Hostile ranking.
∟ WEAKNESSES:
Harsh Light: Cynthia's Void 1 form can be overcome by harsh light, and Void 2 is visibly pained by it.
Control Issues: Cynthia is able to control Void 1, to an extent. However, she lacks control over her Void 2 form, so she must be heavily sedated and beat to snap out of Void 2.
Exhaustion: Possessing too many people in her Void 1 form can deplete Cynthia, to the point of passing out and becoming utterly useless in battle.
Possession: If Void 1 possesses something too large or too physically capable, she can be injured as it breaks her hold.
. K a c e y . A B A D D O N . 8 . H O S T I L E 1 . M a l e .
∟ . p s y c h i c a l p r o f i l e .
__________________________________________________________________________________________ He exhibits traits of stoic malice and rapt appetance, a void festering 'neath the countenance of a pale creature, flesh palmed tight and translucent over bones of corded ebony. The marrow is embedded and swelled with veins of writhing experimentation and rightful empowerment that excludes degrees of pulsating tempos; low drones and hums of quivering intent. The conglomerated cocktail of many things esoteric and monstrous and those deemed divine have manifested onto Kacey with extreme prejudice, suspending him betwixt horrific impressions and rather lame appearances of mediocre comprehensions. He rises to over seven feet tall, elongated by the unique structure of his infused skeletal system, accompanied by somewhat proportionate ligaments to cater to his sever height, this also alludes to hands furnished with equally long fingers, each garnished with a rather grotesque bone worn down to blunt claws; the skin having flayed and peeled afar and stained a black, oil like substance that rises nearly to his elbows.2
(2) . It has been speculated that these are retractable, but testimony to such reduction has not been visually noted.
His entire complexion is a dulled sheen of near grey, speckled with the odd and curious blemish, randomly placed that provide nothing but a slight distraction to the pulsating veins of black running through his entire being. The obsidian lacing is closely related to his skeletal frame, heightening to his capabilities that will oft diminish or swell to the state of emotional welfare, hostile intentions and his state of hunger. Eyes of ebony pool across a severe face, critical arches of cheek and jaw that flare yonder to pointed ears, his entire veneer a critical illustration of complexity and yet a calm forward. Expressionless is a coined term, but hardly distracting from the cluster of teeth crowned around his lips, akin to the bestial maw of a creature that latches onto their intended. Hidden by the cluster of severity lies an awaiting tongue of incredible length and sensitivity, the enriched pallet pricked with barbs of microscopic frames, hardly seen unless he manages to unhinge the condyle point in his jaw.3
(3) . His exposed dentures have been deemed as a front of protection and offense, keeping his rather normal set of teeth and lips hidden and protecting the tongue. They've been documented to latch onto prey, but only by the expansion of his jaw; the full length of his orifice has not been yet measured.
Long threads of nullified black fall heavily yonder his thin shoulders, devoid of sheen and glimmer, a matte sort of impression that is carefully knotted on his crown, secured away from his face and kept off his ears. The style tends to heighten the severity of his facial structure, loose tresses frame down across his cheeks, the flesh there translucent when his mouth is opened enough to thin out the membrane between cheek and jaw. Curiously, the same microscopic barbs are located on his hands and feet, which are also strained with a black oil substance all the way to his knees.
∟ . p s y c h o l o g i c a l p r o f i l e .
__________________________________________________________________________________________ Passiveness cloaks Kacey within a dredge of black; a void, more so, that surrenders him to complacency when confronted with the truth of creation and the concept of divinity. His stoic reservation is unsettling in contrast to his appearance, but his expressionless front is a heavily sedated province on top of an already lax idealism. He fights when provoked, defends where needed, feeds where required, and speaks when proper. His reactions are mechanic, the basics of mortal function, but within is a mind warped and corded with a festering hunger and driven desire, a man - if one could call him such - that bides his time and will with an impressive tool of patience. The core belief of to those who wait and all the riches and gains meant for them. Kacey has permitted himself to plateau in terms of strength and progression, his very impression one of halted mutations and his body malformed by that sudden suspension. He speaks soft and eloquently, his voice tempered with the faintest edges of a whisper coating his baritone, sliding through the cluster of his teeth; somewhat haunting and chilling by the uniform of his words.
His capabilities are designated as a sleeper type, as his is a triggered violence and hostility. (1) In truth, Kacey is better placed under the classification of a near Passive individual, if not for his grotesque imagery, then he would be so. Through a particular sequence of activation, this being a particular drug administered through his specially designed collar, this violate cocktail nullifies the heavy and cumbersome sedative constantly coursing through his system, permitting him to fight.4
(4) . It has been documented that A B A D D O N be placed under solo missions, or paired with single digit C H I L D R E N only.
∟ . a b i l i t i e s .
__________________________________________________________________________________________ . C A L C I F Y .
The ebony veins fused within and out of his skeletal structure provides an endless abundance of correlating cellular properties that enable Kacey to alter his bone structure. This applies to the very detail and fine working of his marrow, his entire body readily adaptive to critical transformations. He can use his bones as weapons, thus penning him a close ranged fighter, a man who is best suited to close quarters. His body jerks and snaps with every manipulation, his bones erupting from his skin at his silent designation, form wrought with intense pain; being brought forth in tines, or long shards through his palms and joints. His bones can also be formed to protect himself from assault, though such will often break under enough brute force, causing terrifying agony. As such, Kacey will attempt to fortify what he can, but such will often depend on the state of swelling within the black veins through his system. This also enables him to dislocate bones, namely his jaw, so that he can open his mouth beyond near reasonable measures.
. S E N S O R Y .
The microscopic barbs primarily housed along his rather long tongue have been found to bind onto his prey or host, inducing a rather invasive calculation of whichever his intent is. This includes an in-depth impression of scent and taste, his tongue sensitive enough to pinpoint the specifications of their physical impression and cells, and thus know them. The barbs on his hands and feet are capable of the same performance, though not as intent and sensitive as the one lining his tongue. These ones are better suited to quick and efficient purchases of his opponents. It has been noted that within the barbs on his tongue, he can secrete small quantities of venom that can potentially numb flesh.
. S L E E P E R A D A P T A T I O N .
Because Kacey's strength is lax and kept dormant by his will and heavy sedation, he falls under the type of creature that requires a sort of response and activation to his true manifest. By the penetration of the aforementioned drug, he wills himself into battle, his performances quick and efficient, brutal and nearly elegant if not for the rather horrid visual of his gaping mouth, nearly see through skin and quivering body that juts with flesh and bone. His adaptation and responses are bidden as sudden and severe, sometimes blurring the line of friend and foe, the simple shuffle of step or someone speaking to him can draw an over exaggerated series of manic twitches, snarls and shuffling body.
∟ . w e a k n e s s .
__________________________________________________________________________________________ . H E A L I N G .
Kacey's body does not promote self-reliant regeneration, his mutation is too severe and halting to enable his cells to corporate properly. The long term effect of sedatives has also effected this potential. But as science dictates, his body has adapted in a rather grotesque way. Unhinging his jaw and using the barbs found along his hands and feet, and the blunt claws of his fingers, he consumes corpses of Hydra and possibly, Children. The black veins corded through his body swell with each time he eats, pulsating much like a heart beat and it's here where the drone of his body is heightened, slowly healing with every impale of his teeth and bite.
. S E D A T E .
Though not publicly known, Kacey is also heavily sedated because of his eternal pain, if not given his usual dose of sedatives, his body crumbles and goes into a state of shock and promptly shuts down. The process begins internal, wherein his pores secrete a black, tar like blood that eventually pools from his mouth and eyes, the liquid found to be poisonous on par with acidic qualities. From there on, his bones jut and snap, literally crippling him until he's either sedated once more or is fed copious amounts.
Name: Frank Cole Age: 36 Gender Male Position: Institute Chief of Security
Bio:
A special operator trained in the public sector. His greatest achievements in government service are classified secrets, though there are rumors one such achievement includes saving the city of Berlin from a wide scale terrorist attack by Martian Separatist radicals. Whatever the truth of it, he has enough military medals to make a normal sized man fall over. After leaving the military, Cole took a position within the highest stratospheres of corporate security forces. A veteran of the Colonial Conflicts, as well as a survivor of Asteroid 476. The Institute brought Cole in to work strategy and tactics for fighting HYDRA. With the creation of EVE's Children, Cole's role has changed, though he and his Strike Teams will still deploy along the Children from time to time.
University student that works for the Institute part-time. Though his original intent was to get on with the Institute's Project EVE, his inside connection to the Institute decided that Project EVE was just too dangerous a place for the wide-eyed, young, Ezra. So instead of a first row seat of the Children of EVE that the public has heard so much about, yet seen so precious little, he dutifully clocks in to do his job...and scrounges for any morsels of information on the Children he can get from any and all sources within the Institute. While some in his family claim he's become obsessed with the idea of the Children, Ezra claims it's not like that, because it isn't: in truth the young Ezra is a Journalist major looking to break the biggest story in the world at the moment by getting the scoop on the Institute and their Children.
Little does he know who's attention his dreaming has garnered: #1. Field designation Alpha.
Biologically irrelevent, answers to male pronouns.
∟ PHYSICAL PROFILE:
Jude has no physical body outside of the robotic frames he is filtered into, the "true" Jude being a mass of crackling purple energy. When inhabiting the civilian frame they have taken to covering it in things like jeans, boots, simple t-shirts, and flannel.
∟ PSYCHOLOGICAL PROFILE:
One of our more grounded subjects, Jude has had no record of assaulting personnel nor of any costly outbursts. They are seemingly content to scour the internet for ancient music, interact with their siblings, and generally stay out of trouble. However, it has been observed that Jude has an abysmal sense of "self" stemming from their nature as an energy being, unable to comfortably comprehend with their existence outside of a frame.
∟ ABILITIES:
Mechanical Possession: Jude is able to integrate himself into and control any machine if they are "filtered" through correctly. This ability has made Jude one of our most versatile Children in the field as they can fill nearly any niche in a squad, be it heavy support or reconnaissance.
Energy Vampirism: Jude can take nearly any energy source and consume it, like eating food for energy. Electricity is by far the most palatable but not the only option, able to consume nuclear, solar, and even bioelectric energy.
Combat Frames: In the field Jude is filtered into one of several combat frames to fit whatever role is needed of him. Heavy Frame - The Heavy Frame allows Jude to bring to bear the heaviest arms and armor of the IOS against the Hydra threat.
Light Frame - Light and quick, but more durable than one would think, the Light Frame turns Jude into either a solitary hunter, a nimble scout, or a scurrying support unit.
Flight Frame - Sacrificing armor for speed and air superiority, the Flight Frame gives a bird's eye view to the otherwise landlocked Children of the IOS.
Civilian Frame - Used in between missions, the Civilian Frame allows Jude to interact with others on a face to face basis and is the Frame he is most comfortable inhabiting. Though not intended for combat the Civilian Frame is on par with most baseline robotic infantry, putting it above a human in all physical regards. You know, just in case.
∟ WEAKNESSES:
Exhaustion - While he does not require most biological functions, without a battery to feed off of Jude will quickly burn through his own energy reserves and go dormant.
Burning Ghost - Outside of a frame Jude is nothing but a moving ball of lightning and plasma, incinerating nearly anything that comes close as he moves about blindly.
Heavy Frame - Dreadnaught Pattern
Micheal's Wrath: A glorified, oversized flamethrower, the RKX-92 "Michael's Wrath" uses a volatile, incindeo-corrosive chemical as fuel. Combined with an adhesive gel, the fuel sticks to Hydra flesh and refuses to extinguish until either the Hydra is carbonized or the gel is consumed by flame. Water is no respite as it burns nonetheless. It gets its name for the blinding white color of the flames, with many soldiers equating it to the wrath of God himself. Typically deployed during swarmer incursions and sewer combat.
Assault Cannon: The usual bread and butter, the HK2 Assault Cannon
“They say music used to be the language of peace. I’m afraid it’s now a cry of war." -||- L y d i a " L y r i c " G a l l a g h e r || # 0 6 2 || F e m a l e || P a s s i v e -||-
-||- P h y s i c a l P r o f i l e -||- Lydia takes the appearance of a girl in her middling teens. She is rather taller than an average human female, at 175 centimeters, and bordering more on underweight for her height at 54 kilograms. Her hair is a whispy, ashy brown and is cut short around her pointed jaw. Her eyes are a deep, deep brown almost seeming black, framed by long eyelashes, and her skin is fair - but streaked with plenty of livid red scars.
In terms of attire Lydia favors dark, subdued colors, with grey and various shades of stormy blue dominating her wardrobe. Comfort is key over fashion and she will often wear oversized sweaters or sweater dresses, thigh-high socks or soft leggings, and cushy shoes. Always on her person is her violin case, which is fashioned as a backpack, and was likely once black before age and some amount of dust have turned it a vaguely dusty brown color.
-||- P s y c h o l o g i c a l P r o f i l e -||- A serious and somewhat reserved young lady, it's rather hard to befriend her. She doesn't say much to those she doesn't feel comfortable with. However, if you hang around her long enough, you will have a fiercely protective, loyal-to-a-fault friend and ally. When she sets her mind to something she is incredibly determined to see it through, though it is difficult to persuade her into such zealous pursuit of anything - it has to be her own idea. She does care about all her "siblings" and will fight to protect them, but beyond that familial bond she has little motivation for this whole "saving humanity" thing. Overall, she demonstrates no hostile intent other than a slight apathy for the program as a whole, and does not attempt to antagonize her siblings.
-||- A b i l i t i e s -||- || S o n o k i n e s i s || The ability to bend sound and shape it into whatever she desires. (Some aspect of control over air is a collateral effect of this.) Currently, her favored method of attack is funneling the sound into a high-pressure, excruciatingly loud "needles" that tests show to be enough to cause significant pain and long-term (perhaps even permanent) hearing damage. With intense focus she can also expand the sound waves and air into a high velocity "wall" that can crumple sheet metal, shatter glass, and possibly crack brick or concrete. While she can use any sound, if need be, she does prefer to use the sounds of her violin. It's cleaner and easier to control and shape than ambient environmental sounds. Also, artistry, and all that. Her power does not seem to drain her much, and seems to have an effective range of approximately two hundred meters, though Lydia is constantly striving to improve that. Also, she has a variety of echolocation and other related abilities that do little in terms of actual damage, but are very helpful in terms of reconnaissance and ... also snooping. Maybe a little too much snooping.
|| R e g e n e r a t i o n || As most Children of Eve, Lydia has a regeneration ability that enables her to, more or less, not die of blood loss or anything from her injuries. This said, her regeneration is imperfect - once the immediate threats of dying by blood loss or infection of an open wound are gone, her body kind of forgets about it, leaving her with the mess of unsightly scars she has now.
-||- W e a k n e s s e s -||- || H u m a n S t r e n g t h || Lydia is, at the core, human, and has a human tolerance for pain, and human strength, in terms of crushing or other wounds. She would die to an injury to vital organs, as there is a limit to how much her body can repair, and she does have a somewhat longer recovery time than many of the other children.
|| A u r a l H y p e r s e n s i t i v i t y || Given the attention required to direct and shape a sound, Lydia is (especially when directly using her powers) highly sensitive to ambient noise. Even moderately loud things (if she's standing next to a yelling commander, say) are highly painful to her, and can disrupt her concentration.
"I've found silence a more suitable companion than the spoken word." -||- M i r i a m " M i r r o r " G a l l a g h e r || # 1 2 4 || F e m a l e || S a f e -||-
-||- P h y s i c a l P r o f i l e -||- Though apparently Miriam came from the same egg donor as Lydia, she finds that hard to believe. The two are almost nothing alike in form or temperament - Miri stands a mere 137 centimeters, though she has a form that seems to suggest she's of the age of twelve to fourteen. She is somewhat on the thin side, though not particularly underweight. Her hair is a soft, medium brown, cut precisely to shoulder length, and her expressive doe eyes are a similar shade of brown with vaguely golden undertones. Her skin is fair, and is somewhat prone to freckles and blemishes.
In terms of attire she's picked up on her (biological) sister's style. Lots of oversized sweaters and soft pants, though she at least tolerates brighter colors, favoring warm shades of orange-y brown and forest green and despising shades of gray as being too drab. Often she wears turtleneck sweaters and will at times leave them pulled up over her mouth.
-||- P s y c h o l o g i c a l P r o f i l e -||- Most peculiarly, Miriam displays almost no desire to vocalize around her peers, preferring to write or draw than speak. In other regards, however, she is relatively normal. Curious, and expressing no ill will towards the establishment, and certainly not towards any of the other children. She is quick to join in any games and activities the others have, and seems to share an especially close bond with Lydia. It should also be noted that she has a slight mischievous streak, at times deliberately making noises or copying other Children's vocalizations to make the others in the room startle, or to irritate them, though it's mostly certain she has no malevolently antagonistic will for it.
-||- A b i l i t i e s -||- || R e f l e c t i v e A n t i p a t h y || Miri's main power, it forms a passive, reflective aura around her that will bounce back the majority of powers that strike it, rendering her mostly immune to powered attacks. If she strains herself, she can shape this aura to curve another Child's attack or focus it into a point (and consequently amplify it) or diffuse it. She can't modify the overall strength of the attack, though she has proven able to focus aura-style attacks down to pinpoints and make them dramatically more powerful.
|| M i m i c r y || Less of a mutant thing and more of a personal skill, Miri has an uncanny ability to mimic almost any sound she hears, be it natural sounds, ambient sounds, or the voices of the other Children. Mostly, it's only good for distracting and entertaining. Also it does seem to be the only way she's willing to verbally communicate, writing if she must speak for herself.
|| P h o t o g r a p h i c M e m o r y + S u p e r i o r I n t e l l e c t || Maybe it's a mutant thing, maybe it's part of what she's taught herself with the mimicry, but she remembers pretty much every detail of everything. It does make freaking people out with mimicking a lot easier (repeating things back to the person who said them in their own voice is a lot of fun) and it also means she learns new tricks with her reflections somewhat faster, and remembers exactly what each power's impact is going to feel like and how best to brace for it. In addition to all of this, her brain allegedly has a higher processing capacity and reaction time, to allow for the fact that she needs to instinctively calculate angles and directions and focal lengths to use her powers to the fullest.
-||- W e a k n e s s e s -||- || I m p e r f e c t S h i e l d || While her shield is good, it doesn't stop the full force of a powered blow - even if it's designed simply for her to reflect around a corner, it's got to be high powered, and high energy attacks hurt. It's likely that even if she sustains no direct injuries she is going to be out of commission in the sick bay for a while after a mission.
|| O n l y H u m a n || In the same vein as above, she has no special regen or other abilities. She's quite simply a rather-frail human girl, in terms of strength and resiliency, and her shield offers nothing against physical attacks.
|| F r e q u e n t M i g r a i n e s || Pick a day. Now flip a coin - that's basically the chance that she will spend some portion of the day immobilized in pain due to her chronic migraines. She suspects it's something to do with the computationally-enhanced brain not getting on with the rest of her system, but there is of course no way to prove that.
∟ PHYSICAL PROFILE: Kyril is 6' tall and appears to be a twenty year-old young man. He wears dress shirts with vests and neckties - those are his essentials. Eyes that are perpetually tired is what most remember about him, plus his snow-white hair. At first glance, Ky's mistaken to be a normal person with his clothing choices, he looks more like a businessman than anything else. As he walks, the usual erect posture slumps into one of lousiness. He slouches and drags his feet.
∟ PSYCHOLOGICAL PROFILE: When not sent out on a mission, Ky is sedate and spends his free time sipping coffee or tea, depending on what he fancies at the moment. He gives effort not to move too much and preserves as much energy as possible. Commonly, this would mean his metabolism will slow down and have him gain weight but the energy he saves goes somewhere else - it goes to his ability, which is stored in #70. He responds when spoken to but other than that, he keeps to himself. When in the presence of 68, 69, and 70, his demeanor takes a slight turn as he becomes authoritative. The time spent with at least one of the three will bolster his confidence, and works vice versa.
∟ ABILITIES: He's called birdcage because like his name, he encloses a chosen space with a cage build of his energy. It appears to mimic a gargantuan sized birdcage and glows golden. However, since meeting the other three - 68, 69, and 70 - he's not able to use it by himself effectively. Putting at least two of them with Kyril will increase the strength and duration of his ability. It works on most hydra, up to Loners. However, pitting him against a Collossi with only three of them will not only render his birdcage stupidly ineffective, but will drain unnecessary energy from the three of them. It has not been done before but it is believed that putting the four of them together will hold at least one Collossi in place for a decent amount of time.
∟ WEAKNESSES: Before his involvement with 68, 69, and 70, he was able to activate his power on his own; but after the incident, he needs at least two of them to be present to use it properly. His birdcage can be extended as far as he is from the other three. But it also means, the farther they are apart from one another, the longer the power takes to activate and form. Number 69 is not present with them most of the time and so far, his birdcage seems to work with just three of them and without needing to extend to 69. Still, when 69 is awake and not with them when they are sent on a mission, it makes it harder for Birdcage to be activated or be even formed properly.
∟ NAME: Noah Woods
∟ FIELD NAME: Echo
∟ RANK: 68
∟ CLASS: Passive
∟ GENDER: Male
∟ PHYSICAL PROFILE: At 5' short, he is a head shorter than Kyril but has the same weight as him. It could be guessed that he appears to be twelve or thirteen. His body is healthy and has a nice amount of muscle and fat all around him. His hair is brown, same as his eyes. Noah can never be seen without a smile and wears them proudly. His wardrobe consists of simple clothes and are always matched with countless scarves that he has. He has a few dusting of freckles on his cheeks and forearms.
∟ PSYCHOLOGICAL PROFILE: He spends most of his time enjoying the flora and fauna. He loves the outdoors and would take any opportunity surrounded by nature. It doesn't matter to him if he was about to undergo a life-or-death mission, all that matters was that he must be around nature. When surrounded by it, he feels at peace. He developed his liking for nature when he had watched a show in his early months after birth and since then, he craved being any place where nature dominated. He is a carefree boy and is physically active, almost always seen running around or climbing trees. He follows orders easily, more so if it was outdoors and far from the city.
∟ ABILITIES: As his field name suggest, his powers involves echoes. Noah has an acute sense of hearing the he could hear at least fifty feet around him. Right after his birth, he was prone to screaming to drown the noise out but through time, he was able to mute them in his mind. He still hears around him but his attention is somewhere else. The nasty part of his ability comes when he's using the sounds around him and turns them into his attacks. His ears and body absorbs the noise and redirects them as sonic waves or pulses that can disrupt a Hydra's bodily function. A few times, he's able to successfully make smaller Hydras burst into blobs of blood and gore. So far, dealing slight damage to Loners is his greatest feat but it's his ability to slow them down and make their attacks not move as intended that makes him valuable.
∟ WEAKNESSES: While his ability seems more powerful than 67's, it is harder to do and takes a lot more from him. Upon the the incident, he can only use his offensive skill when he's around at least 70. His abilities increase in range and efficiency when he's with 67 and it passively implements itself onto his Birdcage, making it stronger and deal damage. But then, it'll be limited within the specific area the 67's ability is cast.
∟ NAME: Mavros
∟ FIELD NAME: Affliction
∟ RANK: 69
∟ CLASS: Hostile
∟ GENDER: Male
∟ PHYSICAL PROFILE: He's shorter than Noah and stands only at 4'7". He appears to be a ten year or child, maybe younger. Only 67, 68, and 70 saw him among all the children and would be kept that way. If asked, the three would describe his as an innocent boy with wide black pupils and a sweet smile. He wears simple outfits or the straitjacket he's given.
∟ PSYCHOLOGICAL PROFILE: At his first appearance, he met up with 67, 68, and 70. All seemed to go well for a few hours but without warning, 69 snapped and started attacking them. He bit them but didn't drank their blood. He was stopped before he could do much damage but it was too late. He was put in isolation after the incident but he had been able to implant their DNA into him, linking them to his mind, locking the four of them in a biological chain with him as the keeper. The three are sent to missions when he is asleep because when awake, his thoughts flood the others' minds and could disrupt their focus and exaction of their abilities. His mind is chaotic and he craves to take all others into him, invading their minds. He is yet to be put on a mission, no matter how great the possibility of increasing their powers will be.
∟ ABILITIES: By ingesting the blood (or anything that holds a certain amount of their DNA) of his fellow Child of Eve, he can link them together - biologically and telepathically. This includes their abilities. However, it seems he's the only one who can speak through the mind among the four of the currently linked together. It makes him more of an illness, an affliction that 67, 68, and 70 cannot get rid of. Despite the great disadvantage he's put them in, it enhance their power several tiers up, with all four of them contributing in the increase. His powers remain active even after years which makes it all the more to be wary of. His telepathic connection, however, is disconnected when he's asleep.
∟ WEAKNESSES: His ability is not fully understood and it is still in question whether it can be used to Hydras, using them as more viable power sources. His insanity is also a great hindrance to him to ever function properly in missions. Putting him to sleep is the best action, effectively making him out of commission.
∟ NAME: Audrey Blanc
∟ FIELD NAME: Conduit
∟ RANK: 70
∟ CLASS: Passive
∟ GENDER: Male
∟ PHYSICAL PROFILE: Like Kyril, he has white hair but has pale blue eyes. He looks to be a seventeen year old who stands at 5'10". He wears shirts that are two sizes too small on him. His hair is styled to look like he just got out of bed but still looks good. He's skinny, appropriate for a growing teen boy's body. While his shirts are tight and small, he wears baggy sweatpants and track pants.
∟ PSYCHOLOGICAL PROFILE: He's shy but he does well in interacting with others. He's also easily spooked so meeting others with strong, assertive personalities pushes him deeper in the background. Gentleness is what defines him. While he may look calm and naive, more so that he's shy be default, he has dark thoughts running in his head. So far, he's had a well enough job to keep them inside but it'll be a matter of time before he breaks, that's why he's marked as passive.
∟ ABILITIES: Upon the incident, his powers got stronger. At first, he's able to store massive amounts of energy within himself, but then, he had no way to release them. Due to 69 linking the four of them together, 70 continuously absorbs energy from 67 and channels the powers from 67, 68, and 69 to himself. Mavros keeps the link locked on the four of them but it's Audrey who maintains their powers to function together, albeit passively. While they have their own reserves of energy, he can freely give the other three his energy as he so wishes. It makes their powers less taxing on their bodies compared to everyone else's, considering their distance with one another of course.
∟ WEAKNESSES: He has no offensive capabilities whatsoever. While he's channeling his energy to 67 and 68, he gives off some sort of signal or scent that makes him more detectable to Hydras, effectively making him their first priority. As such, this requires him to continuously move or find a safe place less likely to be detected. While 67 and 68 can go and protect him, it makes 67's ability not as efficient as it is, making the Birdcage insignificant. Apart from these two, there should be at least one more with them, either with decent offensive capabilities or excellent defensive capabilities.
∟ NAME: Aeron Swain ∟ FIELD NAME: Sickle-Cell ∟ RANK: 64 ∟ CLASS: Passive ∟ GENDER: Male ∟ PHYSICAL PROFILE: A little under six foot, four inches, Subject #64 is a lanky specimen. Despite the height, his weight is average, meaning his overall build somewhat resembles a drainpipe. The muscles around his upper body and arms are underdeveloped - even by human standards - through lack of use, however his legs have seen far more activity. Despite our attempts to integrate him into the physical training regimes here, the more we pushed, the less active he gets. Currently, the most effective course of action is to leave him be, and hope the constant pacing around the Institute is enough to keep him healthy.
While not interested in cardio and general muscle-building exercises, the subject practises with weapons a great deal. Some are of his own making, some we provide just to keep him happy. As such, his knowledge of hand-to-hand combat and close-ranged weapons is rather impressive.
A shock of dark brown hair accompanies his deep, ocean-blue eyes, although both traits are rarely seen. His wardrobe almost entirely contains slight alterations on a very obvious theme. Black trousers of whatever particular style he has on hand, heavy black combat boots and a dark red, knee-length jacket. This is usually topped off with a hand-crafted mask, white plastic decorated with mock blood-tears. He seems to be very particular about appearing around his fellow ‘Children’ without these items, and no matter how many times they are confiscated, he always manages to acquire more.
I do plan to pass the file along to the medical team for monitoring, though, as they may need to intervene after any particularly arduous power-training exercises or missions. Overexertion can be particularly dangerous for Subject #64.
∟ PSYCHOLOGICAL PROFILE: #64 is an enigma at best. What he is thinking can change with extreme speed, and he has proven to be highly unpredictable in dealings with both ‘Children’ and researchers. Locking horns with the other subjects seems to be a favoured pastime of his, so much so that he will continue to do it even with people he appears to otherwise get along with. Pursuits of the mind seem to keep him occupied, and his room is often decorated with temporary paintings - changed on an almost daily basis. The subject also appears to enjoy music of various genres.
While not usually actively unco-operative with our staff, he harbours a deep distrust of almost all Institute members. The problem is that the subject is smart, and we have reclassified him a number of times already, due to the difference in his power level from one instance to the next being almost incalculable. From a Safe class of over one-hundred, to a Hostile teen-ranked monster, someone upstairs made the decision to slap him right in the middle and take it on a case-by-case basis.
But as I said, he’s smart. He knows we are scared of him, and continues to keep us guessing. After one major incident - which required immediate medical assistance - the chances of his threat level ever being lowered from Passive to Safe is unlikely. However, while he may be capable of injuring staff, he is one of the easier Children to control - and as a result, a non-lethal collar is all that is needed. We’ll do what we can to keep him on our side, and continue to monitor his psychiatric health at regular intervals.
∟ ABILITIES: → Haemokinesis: The ability to control blood is the core of Subject #64’s existence. However, much to our dismay, he appears to only be able to manipulate blood which has been exposed to the air - and not that which still remains within a creature. That said, once the blood has been spilled, he can do pretty much anything with it. His haemokinetic talents have a range of roughly 25 metres. All blood within this range is fair game, making him useless at the start of fights and potentially devastating with the right set-up - hence the constant rank reassignments.
→ Blood Alteration: A counterpart to the haemokinesis is his ability to alter the basic properties of the blood he interacts with. This allows for weapons and armour to be formed that would otherwise defy logic. Several layers of blood usually acts as additional protection over his leather jacket, by turning it into a flexible weave and hardening it.
→ Blood Detection: Naturally, since he can control blood, he instinctively knows where it is. This allows him to control blood over a distance that he cannot see, although obviously this is far more difficult. This ability has a slightly higher range than the control, but exactly how much is unclear.
→ Multi-tasking: This is up for debate among the researchers, but the question of whether a normal human could exercise the level of control over the sheer volume of liquid that #64 has proven he can only has one logical answer. No.
∟ WEAKNESSES: → Bleeding: To activate his abilities, someone has to bleed. This is usually him, although if another Child is willing to pop a vein of theirs or an enemy, it’ll give him a start. No matter how the fight begins, he will end up draining too much of his own blood if it drags on, resulting in potentially lethal effects. At the very least, he will be extremely lethargic for at least the next two days after a sortie. He also almost always suffers from anemia, and requires a special diet to keep tracks on it.
→ Concentration: Controlling the blood takes constant focus. Forged weapons and armour take no effort to maintain, but a swift shock from a collar will cause it all to fall apart. This is why a Passive classification is sufficient as of now.
→ Stubbornness: With control of blood, he can ‘heal’ wounds. In truth, he isn’t healing anything, just making liquid plasters. However, the son of a bitch has a superhuman ability to not give up - no matter how much he is losing.
Researcher - “Subject #64, welcome. You are well, I trust?” #64 - “For now. Are you here to change my rank again?” Researcher - “Not today, no. I was hoping you might answer some questions for me regarding the other Children here. Are you up for that?” #64 - “Well, I don’t exactly have anything better to do in here, do I?” Researcher - “If you keep answering questions with questions, we are going to be here all day.” #64 - “Last I checked, I’ll always be here.” (The subject sighed, before leaning back in his chair.) #64 - “Let's just get this over with.” Researcher - “Thank you. What are your thoughts on #1?” #64 - “Never met her. Next.” Researcher - “I guess that is fair. What about #2?” #64 - “Don’t ever dare put me on assignment with her, alone. You got that? She seems nice enough here, but I’ve heard the stories. She turns on me out there, I won’t hesitate to put her down.” Researcher - “I’ll put a note on the file, but I can’t make any guarantees.“ #64 - “I’ve said all I have to on the subject.” Researcher - “Understood. How about #3?” #64 - “The blender? Fun at parties, at least till she blows something to shreds or chokes all the guests.” Researcher - “Could you work with her?” #64 - “Sure. At least when she kills me, I know it was an accident.” Researcher - “Well, if that helps. #5?” (The subject scoffs.) #64 - “Monster, aye? He’s just that. Use him as a mobile WMD, or a battering ram. Not a friend. Next.” Researcher - “I can’t tell if you are cynical, or just a horrible person.” #64 - “Yea, but the question’ll keep your lot up at night.” Researcher - “What is your issue with #6?” #64 - “Who said I have an issue with her? Lily is simply darling. She’s about the only one in here that sees this for what it is. Her, I like. And just like that, your little psych assessment is thrown up in the air.” #64 - “For the record, the researcher sighed, since he only writes what I do.” Researcher - “Thanks for that.” #64 - “Anytime.” Researcher - “What about #7?” #64 - “You already know the answer to that. Have you seen his jacket? We are practically brothers.” Researcher - “You are.” #64 - “Figure that out by yourself, did ya?” Researcher - “#8.” #64 - “No idea. Next.” Researcher - “#9.” #64 - “Pffft. Tryhard. Next.” Researcher - “...#10.” #64 - “Guy has good taste.” Researcher - “I am ordering a full psychiatric evaluation when I get back.” #64 - “Wonderful. Send the lady with that lovely wooden draughts board, would ya?” Researcher - “#11.” #64 - “Bit pessimistic, bit hard to look at, but otherwise a nice guy.” Researcher - “That’s it?” #64 - “Would you prefer I said he was a dick?” Researcher - “#12.” (The subject burst into laughter.) #64 - “The less you know about me and her, the better.” Researcher - “What is that supposed to mean?.” #64 - “Next.” Researcher - “#13.” #64 - “How i feel about him isn’t the issue. How I feel about you for what you are doing to him, is. Drop the subject. Trust me.” Researcher - “...Alright. #14. #64 - “What do you want me to say? This guy is a dick. Next.” Researcher - “#15, then.” #64 - “I feel sorry for her.” Researcher - “You... what?” #64 - “Cynthi-” Researcher - “Subje- #64 - “Cynthia deserves better than what you’ve done to her. My outfit never leaves any skin showing, so I don’t fear her like some of the others do. Gives you a new perspective sometimes. Researcher - “That’s surprisingly… human… of you.” #64 - “Interesting choice of words.” Researcher - “#16.” #64 - “She’s… cool? Slightly terrifying, and I don’t exactly have the chance to talk to her often, but I don’t dislike her.” Researcher - “#17.” #64 - “Arrogant, cocky showoff.” Researcher - “Pot calling the kettle black?” #64 - “If you don’t wanna be here, feel free to leave.” Researcher - “#18.” (The subject chuckles.) #64 - “Oh, Gladys. She’s simply divine, isn’t she? Of course, don’t tell her I said that. One of us will kill you.” Researcher - “Was that a threat, #64?” #64 - “If that helps you sleep at night. I don’t waste oxygen on threats, though. Fair warning.” Researcher - “#20.” #64 - “He’s interesting, I’ll give him that. He’s enough like me to get along with.” Researcher - “Alright. Subject #21.” #64 - “Ever so slightly disconcerting to talk to. It’s like speaking with a toaster. Just feels wrong, you know?” Researcher - “No.” #64 - “Your loss.” Researcher - “#22.” #64 - “My kinda guy. The best training partner you are likely to find in this shithole. Gives you honesty, no matter how brutal.” Researcher - “#32, now.” #64 - “I hesitate to call her harmless - because she is damn crafty - but she’s kinda harmless. She’s nice enough.” Researcher - “How about #62?” #64 - “Painful to be around, sometimes, but one of the few people around here who actually have a clue.” Researcher - “#66.” #64 - “She’s… weird. I don’t like her. Next.” Researcher - “#72.” #64 - “Well, since i’ve never met anyone else who can play draughts while in their cell, I’ll try to keep in her good books.” Researcher - “#114, next.” #64 - “She’s got better accuracy than me. I’m hoping she might teach me how to shoot.” Researcher - “What about #120?” #64 - “I’m owe him my life, i think. Probably several times over. Probably several hundred by the time this is over.” Researcher - “Overuse of your powers? #64 - “Among other things.” Researcher - “#124.” #64 - “She’s talented when it comes to art. I’ve seen some of her stuff. I probably shouldn’t have, but hey. Actually, these are confidential, right?” Researcher - “They won’t be shared with other Children, if that is what you mean.” (The subject looked visibly relieved.) Researcher - “Can we move on, now?” #64 - “Go ahead.” Researcher - “Last but not least, #128.” #64 - “A pain in the arse. My paintings keep dripping off the walls every time he’s around.” Researcher - “Serves you right.” #64 - “Says the monkey keeping us locked up here. We done now?” Researcher - “We are.” #64 - “Then get out. And remember, the lady with the wooden draughts board.” Interview terminated. Researcher - “Son of a bitch.” (The subject yelled after the interviewer.) #64 - “You’d know better than me!”