@ProPro Figured I'd mention I'm working on my sheet. Done with power, mostly finishing up backstory than working on the easier stuff. On that note, for being in a local villain gang. Basically what's the deal with it? Does it need to be some part of our backstory, or is it going to be a just created sort of thing? Or something else? :<
@Eklispe The local gang is basically our own team of Undersiders. Just like everyone else, they're to be a relatively new group that came together recently. All PCs are to have just recently started out.
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 an unpleasant scar line or two. 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: Why not? Sexuality: Undecided Likes:
Music
Food
Cleaning
Dancing
Chocolate
Dislikes:
Reading
Those better off than her
Whining
Cars
Drugs/Alcohol
Derangement: Sofia has a reduced ability to feel anything. She gets less happy, less angry, less sad about things than a normal person. In addition the same applies physically, less pain, diminished senses, and so on. She recognizes these things, but its as if they go through a filter before they reach her, becoming diminished in effect.
Parahumanism
Skills: Sofia has an excellent 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, one 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.
@Eklispe That is a weird weird power, which makes it perfect for the stranger classification. I would like more expansion on motivation though, since it's the stand in for the usual "personality" section you'd generally see. It's about her goals, short and long term. The things that she wants. Once there's more there I'll take a look again, but I'd say it's 99% approved right now.
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.
@Eklispe I would like more expansion on that (minimum 3 sentences) but as is I can accept it. You can put it in the CS tab but I'd like to see a bit more there.
My bad, think I was trying to hard for short and sweet. Is this a little better? :<
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.
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, rape 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 year 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.
Ira's father became a drug dealer, mostly selling methamphetamines, and completely abandoned his job as a public sanitation worker. Life actually improved for the both of them, as his new profession provided more income for the both of them. It was the best time in her life, that she remembers. It lasted until she was twelve. In May of 2004 Ira's father decided to get a bit more cream off the top, so to say, by betraying one of his main clients, a Parahuman known to the public as Calamity. Ira was kidnapped on her way home from school a week later.
Ira was tortured physically and mentally, and kept as a play thing by and for Calamity. Though he left himself vulnerable to her many times, Calamity's power made it near impossible to kill him, for he had super strength and superhuman durability. While in Calamity's possession she eventually was taught to distinguish between the qualities of the drugs he took, mostly serving to make sure he wasn't being poisoned (though she was not told this). After particularly stressful nights, Calamity would try and comfort her by telling her stories. Most of these were epics being told from his perspective of his fights. At this point Ira didn't quite understand why she was being kept by Calamity, and her stress kept building, wanting, above all, to kill the man.
The trigger occurred at a peak moment of stress in Calamity's presence. Calamity also experienced the trigger, and assumed Ira was a Thinker when she seemed more knowledgeable. Calamity started asking her opinion on as much possible, mostly relating to the security of the safehouse she was being kept in. He was even the one who gave the nickname Epsilon (purely because he thought it sounded cool). After gathering the few odd chemicals she needed, she created a poisin that would disable Calamity's power, for a couple days, using her new found Tinker knowledge. She murdered him in his sleep the next day, and fled the warehouse he had been keeping her in, using her new found knowledge of the building's security.
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.
Identifier - Gun shaped item, with small LED bulbs protruding from the top, one half being green and the other red. When the trigger is pulled the item will either flash the entire left side of jolly red LEDs, or the right side's festive green LEDs. The identifier will inform the wielder whether the person it is being pointed at is a parahuman or not. It has a maximum range of 2 feet, and doesn't work on those who will trigger in the future, but only those who have already triggered.
Nullification space - Not exactly equipment per say, but regardless: Inside of her workshop area at the Ward HQ she has set up a device that, at a flick of the switch, will nullify all powers within her workshop. This does not include her own, because of the nature of her power, and all other tinkers are unaffected as well as case 53's. Though it has yet to prove useful, Ira thinks it will be fun to fuck with people using it.
Name: Elliot Prat Alias: Margrave Age: 17 Alignment: Wannabe Antihero, formerly Wannabe Villain Loyalty: Unofficial Ward Appearance: A white male of lanky proportions, 6'1”, 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 this—and 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 famous—preferably 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: 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 Matrix- 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.
Cool, everyone has a character in that expressed interest except for Yoshua, who has it mostly done looks like. I might create a second character for the villain team, depends on how easily inspiration comes :<
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 eyes—with teal irises—thin, 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 developed—something 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 sundress—on particularly hot days—or 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 pod—inseparable 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 hours—no 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 Jaymie Schmidt. 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 “girl's days,” 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 Jay, 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 Jay 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 Jaymie 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 Jaymie 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 “Ghost,” 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 cliché 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, Evelyn—since she triggered—has 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 anything—even 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 people—even 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/Trump/Thinker. Details: Appearing as a faint, wavy silver light in the air somewhere near her person, Evelyn's power revolves on the control and manifestation of a projection. This projection when inert is ethereal and formless aside from the aforementioned silver light. In this state, Evelyn is capable of giving mental commands for the projection to move. Due to its ethereal nature, the projection is unimpeded by any and all barriers, be they physical, energetic, or otherwise allowing it to move through and occupy the same space as effectively anything or anyone. Whilst in this state, Evelyn is capable of sensing objects and people within the 'shadow' of her projection allowing her to ascertain their shape, as well as the materials and energies composing them on an intuitive/subconscious level. This information is more or less perceived as properties. In short, she learns what sorts of properties would be emulated by her projection. While in this state, Evelyn is capable of controlling the 'size' of her projection's 'shadow.'
Beyond this, her projection is capable of manifesting into a more physical form by first superimposing its non-physical 'shadow' form over that of other objects and/or individuals before it may scan and copy various properties from the subjects. After scanning, the projection may manifest. This form varies in shape, size, and function greatly ranging in height anywhere from 4 feet to 12 feet at current time—though Evelyn has implied that this is not the biggest she's seen it. Upon manifesting, Evelyn's projection is under her complete control, allowing her to move it as if it were an extension of her own body via subconscious and conscious commands. While Evelyn cannot perceive what her projection perceives, she is capable of “feeling” what it feels thus allowing her to tell if it is damaged as well as its location and what it may be doing.
It should be noted that should a parahuman, or parahumans, be scanned by the projection in its inert state, the manifested state will possess a measure of their abilities. Evelyn's projection, while in its inert state, regardless to how recently it was manifested, can be moved about and used as a minor sensory tool of sorts though it is otherwise largely useless in this state.
Limitations: While Evelyn's projection is capable of incredible feats in various categories, it has some rather unfortunate downsides the first being the fact that it is essentially an accident waiting to happen. This comes in the form of Evelyn only being capable of retaining complete control of the entity for the first five minutes of the projection's manifestation. After this point the entity becomes entirely autonomous. At this point in time her projection is only forced to follow one directive, that being to protect her from harm and assist her as best it can. For an additional five minutes after this point, the projection is generally harmless and relatively stable however, after this point the entity's behavior becomes increasingly erratic, irrational, and unstable. The entity will misunderstand the actions of others around Evelyn and attack them seemingly without reason after a certain amount of time has passed. As a result, Evelyn does her utmost not to allow her projection to remain manifested for more than ten minutes at a time as doing so endangers everyone within her general vicinity.
Additionally, when Evelyn's projection is returned to its inert state it loses all copied abilities and traits as well as being inaccessible for an amount of time equal to how long it was active. It should be noted that if Evelyn loses consciousness the projection will not de-manifest and while it can be destroyed, doing so tends to require a considerable amount of effort due to the entity's disregard for life, property, as well as the amount of power it is capable of bringing to bear.
Lastly, as with most parahuman abilities, Evelyn's projection cannot manifest inside the body of another living thing—not that this amounts to much due to the nature of her abilities.
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.
color me interested. Making an application now. I figure a small kid with a brain that would rival a physical embodiment of Google would work in this universe.