Hidden 8 yrs ago 8 yrs ago Post by EchoicChamber
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EchoicChamber Something Forgotten

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Full Name: Dawn Evelyn Memoli

Nicknames/Aliases: Dawn

Age: 16

Gender Female

Gifts: Mind Manipulation

Loyalty: The Wanderers

Description: Being a teenage girl, Dawn isn’t the most physically formidable, standing at around 4’9” in boots and without much muscle mass to speak of- aside from her legs, which have been strengthened through years of running. She is quite pale, as well, with soft grey eyes and black hair that falls to her hips.

Dawn has a habit of dressing in loose-fitting clothing, preferring to wear jeans and long sleeved shirts. Previously, she also donned a white hoodie over her ensemble, although she has recently lost it and replaced it with a dark grey jacket. She has a habit of slipping her hands into her pockets when nervous or excited, and tends to fidget.

Personality: By nature, Dawn is a gentle soul, trying to resolve most conflicts without resorting to violence. She’s very maternal and kind, and tends to be protective over the people she cares about. In spite of this, however, she has a tendency to be vengeful, keeping grudges close to her heart until she has an opportunity to right what has been wronged in her eyes. Otherwise, she serves as a sort of peacemaker, trying to make sure that everyone gets along.

Skills: In spite of her age, Dawn possesses impressive power in regards to her mental manipulation Gift through combination of her own raw talent and quite a few training sessions. Her abilities range from basic telepathy to the control of one’s body, although to do the latter requires extreme concentration on her part. While several of her powers are broader, they require her to focus on the individual instead of the group.

Asides from her Gift based abilities, Dawn is also rather diplomatic, although that particular skill has been given little use as of late. She is intelligent as well, and through practice, has developed some skill in reading others’ emotions without relying on her power.

Weaknesses: Given the fact that she relies more on flight and her Gift in a confrontation, Dawn is physically weak and can be overtaken easily without her ability. She has a crippling fear of fire as well, and will lock up when near larger flames. Along with this, Dawn also has a tendency to bottle up her emotions and feelings in favor of assisting the groups’ problems, and is a bit of a control freak when it gets down to it.

Brief History: Dawn’s earlier years were spent living with her parents and brother in a nice, developing town. She was raised into her now-prominent pacifism, and was genuinely happy. However, when her family refused to swear allegiance to one faction or the other, their home was destroyed, and her parents killed in the blaze that followed. At the age of eight, she began her life in the wastelands, soon finding herself alone after being abandoned.
Hidden 8 yrs ago 8 yrs ago Post by VitoftheVoid
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VitoftheVoid thesunthesunthesunth

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Full Name: Kora Mari Nørrevinter

Nicknames/Aliases: The Viking, Red

Age: 28

Gender: Female

Gift: --Berserkrgang: A gift passed down from the warriors of Norse tales, Kora is able to enter a state that massively increases her physical ability and makes her impervious to pain. The berserk state takes her already impressive strength and endurance and removes the limits placed upon it by the body's natural mechanisms of self-preservation. Her heartrate spikes, her core temperature soars, and her secondary ability goes haywire. She is able to decimate most obstacles in her path, and shrug off even major injury.

These effects are temporary however, and the backlash can be quite severe.

-Chemical Energy Combustion: Adapted cells on Kora's skin are able to rapidly convert sugar in her blood into extremely high heat. Her hands will become superheated and often able to combust flammable material by touch and cause severe burns, however more destructively she can project this heat out in forceful bursts that can flung opponents back, causing great damage.

Loyalty: Erubesco, Knight

Description: : Kora is, shall we say,a rather distinct individual. Over six and a half feet tall, with wild, wavy red hair and pale skin, she comes across as pretty intimidating at first glance. And for many she only becomes more intimidating fro there.

Kora speaks with a distinct accent, closest to Norwegian, and is able to speak in English and Norwegian, having been born in the Troms region of Norway. She tends to shout when annoyed, or excited, or trying to emphasize, so she'd rather hard to ignore.

Clothing-wise, most of the time Kora has little interest in dressing up, only tending to don anything very feminine when pressed. Most of the time she exists in a T-shirt and cargo pants.

Personality:
Kora is defined mostly be being quite...intense. In pretty much all ways. If she is angry she is screaming and shouting and breaking things. If she's happy she's also screaming and shouting and breaking things. Most extremes of emotion seem to manifest in destruction of some form, and when she isn't doing any of these she's often listening to far-too-loud heavy metal music or drinking other staffers under the table. She can...grate on people a little.

Kora has a serious trouble controlling her temper, and struggles not to fly into a rage at trivial matters.

Skills:
-Very skilled hand-to-hand fighter and able to tank damage unlike almost any other.
-Unflinching in the face of danger.
-Unwavering loyalty and tenacity means she is very unlikely to give up.

Weaknesses:
-Her tenacity often leads her to her refusing to admit that things are too much for her to handle.
-Her generations of selective breeding have left her prone to many illnesses, and had resulted in a massively shortened lifespan, about 30 years.
-Kora has little sense of finesse or sophistication which tends to leave her rather looked down upon in Erubesco society.


Brief History: Kora is offspring of one of the oldest known gifted bloodlines, dating back to protogermanic in northern pre-roman Europe. The Berserkers. This ability runs in her family, and has been ruthlessly cultivated by the Norrevinter family throughout history, to the point that the family is rumoured to have interbred to maintain the purity of the blood within it.

This has resulted in a line of gifted bred for war. Strong, tall, hardy and excelling at athletic feats they're imposing enough even without the use of powers.
This comes at a price however. The questionable methods of maintaining their purity have resulted in illness and defects, with the average lifespan being little more than thirty.

Kora's own father, Ren, died from this family curse when Kora herself was only about fifteen years old. As a result she was shipped over to attend formal training in order to take up his role. From there, she became an Erubescan Knight.

Other: -Rarely seen without her mjolnir pendant.
Hidden 8 yrs ago 8 yrs ago Post by Kidd
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Kidd Herrscher of Stupid

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Vivian Vanbrooke | 24 | ♀

Hidden 8 yrs ago 6 yrs ago Post by Carlyle
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Hidden 8 yrs ago 8 yrs ago Post by VitoftheVoid
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VitoftheVoid thesunthesunthesunth

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Full Name: Operations Recon and Intelligence Network

Nicknames/Aliases: O.R.I.N

Age: 22

Gender: Female

Gift:

Loyalty: Erubesco

Description: Oren stands at about 5'7, an angular-looking woman with blue-black hair, grey eyes. She has high, noticeable cheekbones and a naturally pale complexion, only enhanced by spending a long time indoors. While not exactly intimidating in stature, she carries herself with an unsettlingly artificial manner, and doesn't seem to blink, something that tends to unnerve people.

Whilst she looks quite human in most respects, there's something really off about ORIN's eyes. They do not look human. Because they aren't. The eyes are entirely synthetic and offer a glimpse into the internal workings. The irises glow white, something that becomes fair more noticeable in the dark, and they have no visible pupil as all the surface under the lens has functional photoactive cells.

Her speech sounds rather synthesized, and isn't especially good at conveying tone.

Possesses some exposed circuitry at the top of her spine.

Personality:

Cold.

‘Friendly’ and ‘helpful’ are not exactly the words you might use to describe ORIN. She is less of an assistant eager to help staff with their problems, and more of a worldweary academic who feels a lot smarter than most of the people she’s around (probably because by design she most likely is).

ORIN is partly designed for direct interaction with staff in order to answer questions, so she doesn’t refuse requests, but she’s not always especially polite or sympathetic regarding the problems of others. She’s perfectly capable of being rude, and has few consequences to worry about for it.

It’s not as if the Citadel can fire her.

ORIN may often come across as emotionally flat, very rarely seeming openly happy or sad about anything (though she can certainly convey irritability from time to time) and it often fools people into assuming that she doesn’t have any personality independent from the system.

This mistake is, of course, quickly resolved when ORIN takes against a person and ‘accidentally’ locks them between two blast doors.


Skills: -Near limitless memory and access to all of the Citadel's database on personnel.

-Extremely intelligent.

-Technological interface mean ORIN is able to accomplish far more in a very short space of time than most people would be able to.

Weaknesses: - ORIN is not permitted to leave the Citadel.

-Her emotional flatness means her ability to talk people into....pretty much anything is pretty limited.


Brief History: ORIN is the result of a project commissioned by weapons development at Erubesco's primary military base, The Citadel, as a means for both powering and defending the HQ from attack.
Taking children and integrating them with the base’s computer system to serve as both the base’s power source, its main data centre, and the controller of many of its functions, the biologicak part of the construct’s mind allowing for the adaptability and flexibility only present within a living thing, and allowing it to actively avoid damage and hazards.

The project produced a number of failed attempts, with many being driven mad by the constant stream of data.

Who ORIN way before she was ORIN is largely unknown, as well as what actually went into the construction of this crime against nature.

What people are a lot more certain of it that she has proved to be quite an asset to Erubesco and its operations.

ORIN can be seen around the HQ fairly frequently, though never leaves it. She hasn’t stepped outside in years, and has little intention of doing so.

Within it however, ORIN has more or less free run, and is provided with most of what she asks for by the top brass. SHe tends to more or less manage herself.
Hidden 8 yrs ago Post by VitoftheVoid
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VitoftheVoid thesunthesunthesunth

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Full Name: Known by anyone around base simply as 'Commander Green' or just 'Green'.

Nicknames/Aliases:

Age: [NO DATA]

Gender: Male

Gift:

-Manipulation of Biological Matter

Loyalty: Erubesco, Knight Commander in Charge of Medical Research, Pathology and Specimen Acquisition.

Description: Green resembles a tall, slender male of indeterminate age. His skin is smooth and pale, and lacks the lines of age, but his hair is a shocking silvery-white. Possibly most notable are his eyes, which appear a near dayglo green, with slitted pupils and black sclera.
He tends to dress neatly, and is rarely seen without a pair of black gloves on.

Personality: Green is, on the surface at any rate, a very personable individual. He is always polite, amicable, and never loses his temper, even in rather tense situations. Indeed it is a degree of cool and detached that some people might find a little disconcerting. He has shown to be extremely intelligent, and appears to have a great knowledge of gift biology, though where he acquired such knowledge is less than clear.

Skills:

-Green's ability allows him to have a great degree of influence over the biology of samples. This allows him to work on a lot of very novel projects.

-In addition to this Green has proven himself to be extremely organized and competent within his work, and as a result is generally allowed to get on with his work with minimal micro-management from the upper orders. Green is more often than not trusted to deliver on his work, and has historically proven this justified, creating a number of massive medical reforms.

Weaknesses:

-Green's ability comes with a considerable caveat, that he cannot use it to attack another living thing. Anything detrimental applied must be balanced out by an equivalent advantage, and even this must be something that the subject has agreed to.

Brief History: Green has been a member of Erubesco for more or less as long as anyone can remember. Extremely competent, but relatively unambitious, he has continued to diligently serve the Erubesco cause in this research. Many of the faction's biggest medical breakthroughs have come through Green's research, and as a result he has always received a good level of funding.

Several years previously Erubesco approached Green about the prospects of the potential combat usage for his powers, and whether he could impart some version of it upon other subjects, thereby ridding it of the caveat unique to the Commander.

This led first to the OUROBOROS project, which started with 200 subjects, and resulted in most either being killed or warped beyond possible usage. A few of the results were placed in general military circulation, but were mostly eventually 'removed from service' due to the rather volatile nature of the results.

Undeterred, Erubesco came up with another plan, this time, with his own child..
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Hidden 8 yrs ago Post by VitoftheVoid
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VitoftheVoid thesunthesunthesunth

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Full Name: Magdalene Atwood

Nicknames/Aliases: Mags

Age: 21

Gender: Female

Gift: Resurrection - Mags is extremely hard to kill. When she sustains a normally fatal injury her circulatory system seems to shut down, however her cells are able to function without oxygen for far longer than those of the average individual. Her body's healing process is considerably accelerated and as a result she can recover from what would be fatal injuries within a few hours. She may still suffer from some effects for several days afterwards, however she is remarkable in that she suffers no long term effects. If her body is placed somewhere incompatible with life (such as underwater, or buried) then she will not re-animate until her body is moved from there.

Loyalty: n/a

Description: Mags is a scruffy-looking young woman with a light build and of a pretty middling height, around 5'5. She has dark, curly hair and a heart-shaped face with a short nose and deep-set eyes. Magdalene has added to her wardrobe after her departure from her old faction. She now dresses in numerous layers to try and guard against the elements. An overcoat over a leather jacket over a top, all in moderately different sizes that don't really match the size of the wearer. On her feet are a pair of military issue boots (original owner was considerably past caring about the loss). She had a facemask hung around her neck, partially to guard from dust and ash, partially as a means of disguise, and partially as a way to make post-resurrection a little more presentable.

Personality: All that Magdalene does is driven by a certain anarchistic undercurrent to her personality. She loves to take on authority, something that never really gelled well with her Liberty upbringing. All her life the young woman seems to have taken delight in chaos, and it reflects in many aspects of her life. She's untidy, disorganised, easily distracted and hesitant to commit to anything.

Interpersonally, Magdalene seems quite a friendly type. She's chatty and sociable and seems happy enough to help others. However since her arrival in the wasteland Mags has avoided falling in with any groups for any extended amount of time. She doesn't like forming attachments to people so tends to keep her distance.

Skills: - Survival skills - Despite her rather antagonistic relationship with Liberty, Mags is still a child of the Liberty education system, took several survival trips during her teenage years with youth groups, and learned a lot of the skills she needs. How to make a fire, how to purify water, how to navigate with no discernible landmarks, first aid, and how to find food in a difficult environment.

- Resilient - Mag's powers enhance her healing factor, and also serve to let her keep moving when most people could not. This can alarm people a bit.

Weaknesses:

-No offensive abilities. - Whilst she's not likely to remain dead, Mags' abilities do very little to stop her getting dead in thr first place.

- Loner - Mags' tendency to travel alone in combination with the latter weakness mean she's often a target.

Brief History:

Magdalene Atwood was born into the Liberty faction, and never knew her parents. Her surname, she suspects, was just an arbitrary one, but she's not certain. Without a settled family, Mags grew up raised by the state and hadn't a great deal in the way of role models. From an early age she was rather difficult, seeming to have a problem with authority and following instructions.

In many ways she was the antithesis of Liberty ideal, someone more invested in pursuing her own interests than working for the benefit of the whole.

She had something Liberty needed though. Magdalene's powers put her in some of the top rungs of genetics ranking, and the faction was very keen to take advantage of that once she was old enough. Magadalene herself didn't too much appreciate the idea of being valuable for her genes rather than anything she could do, and also became aware of the rather grim selection of jobs available for someone with her powerset.

It was only a matter of time until something gave, and when, in her late teens, she fell into some legal trouble, Mags took the time to escape the faction. Since then it's been a mixed bag. She'd died a number of times in the interim years...but she was starting to feel like she was getting the hang of it.
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