The World π§ Venture Academy is set in a fantastical world, borrowing elements from Marvel and DC. π§ It is a world where superheroes are seen on television, read about in comics and have toys made of them. π§ It is a world where heroes are celebrities, often sought out for interviews and appearances. π§ There are, however, some more glaring differences between this world, and established Superhero settings. π§ This roleplay will focus on two things. π§ This involves missions, and character interaction. π§ Players will be able to make up their own missions and villains that go along with them. π§ They can do it alone, to get a feel for their character and their character's powers. π§ Or, they can do it in collaboration with others. π§ This roleplay is mainly set to be a sandbox, with a center of activity for characters to return to, when they want. π§ No one is tied to events, or the like. π§ Between missions, players can attend classes, lounge around at the school, focus on character relations, and so on. π§ The premise is incredibly simple, but with the potential for a lot of fun.
The Gifted π§ Mutants, Gifted, Powered, they have a lot of names. π§ These beings are not feared by the general public. π§ Rather, they are revered and most often famous. π§ Every single person who displays a power, is sent to Venture Academy. π§ This is obligatory. π§ Students of Venture Academy do, in fact, have the right to intervene, stop and fight crime, by law. π§ Venture Students are considered law enforcement, and as such, work together with various law enforcement agencies across the world, on assignments.
The Theme π§ This is supposed to be a colorful, bombastic world. π§ There are supervillains who have left the Academy, to use their powers for evil. π§ There are your everyday thugs. π§ Some students of Venture do it for fame, and others, because they want to help people.
Geography π° Venture Academy is located on an island outside of New York. π° The impressive size and structure of the building are met by equally breathtaking vegetation surrounding it. π° Travel between the academy and missions is made through instant air traffic. π° Venture is one of several similar academies throughout the world. π° The school is surrounded by various, impressive defenses otherwise invisible to the naked eye, unless deployed.
Managemt π° Headmistress.
Classes π° In Venture Academy, classes are tailored after every specific attendant. π° Depending on the hero's powers, classes are made out for them to follow. π° Attendance is purely optional. π° However, the school maintains a stance that the hero is responsible for their own education. π° If a lack of attendance during class leads to death on the field, the school is not held responsible. π° Classes are, however, obligatory for the first five years of school.
Years π° Students are first sent to Venture at the age of eight. π° They are then offered place there for as long as they desire, following their eighteenth year. π° In the scenario where a student leaves the academy, they are stripped of their hero privileges. π° When the students are twelve years if age, they are allowed to participate in missions. π° Older students are always responsible for younger students on missions, and younger students are obligated to follow their elders' lead.
On Missions π° Heroes are expected to wear the outfits afforded them by the academy. π° These outfits are designed by the heroes, themselves. π° Students should always have their Venture Badge with them, to be able to display their authority.
Clasrooms π At Venture, there are several types of classrooms, for the multitude of subjects taught at the academy. π If students want to borrow a classroom to hold classes of their own, they may.
Lounges π Venture offers luxurious lounges for rest, relaxation and company. π These lounges include professional spas, baths, and various different gardens to accommodate a peace of mind. π The lounges also offer movie cinemas and gaming rooms. π For those who prefer, there are many pools to pick from, for a relaxing bath.
Sportshalls π When the hero desires some more mundane training, which doesn't involve their powers, Venture offers a selection of gyms and sports-related venues for training.
Dormatories π In Venture, every student lives in a dormitory. π These dormitories hold a minimum of two students, and a maximum of four. π They can be compared to a five-star hotel suite. π Boys and girls may live together, as there are no rules against it. π Every dorm has a bathroom, and a small kitchen. π Dorm-mates are based on the age of the students.
Training Rooms π For when the hero wants to practice their powers, Venture offers highly technological danger rooms which allows the hero to combat holograms and artifical scenarios.
Gardens π Surrounding the school are lushious, fanstical gardens complete with lakes, bridges and breathtaking beauty.
Computer Rooms π These areas are used by designated faculty members who maintain constant surveillance across the world and hand out assignments to students based on what they find.
'The Board' π Here, students are able to see various mission types on rows of screens displayed in the mission room. π A student chooses a mission, and who to go with, before being dropped off at the designated area.
S-Rank π Incredibly dangerous missions. π Only highly skilled heroes are seen on these missions, and most often, in groups. π This generally involves supervillains.
A-Rank π Life-threatening assignments, often presented as tests for up and coming heroes. π These missions can span for a long time, with investigations involving the police. π Culprits are incredibly dangerous, and sometimes possess superpowers.
B-Rank π The most common assignment for students, without a supervising elder. π This involves robberies, or other, more stationary scenarios where the enemy is armed, and dangerous.
C-Rank π Street thugs, and the like. π Patrolling the street. π Assignments given to heroes who have just passed their fifth year of Venture.
D-Rank π These missions are reserved for children, still learning how to carry themselves. π These missions tend to be C-Ranked, but with a supervisor present, at all times. π It is more being an intern, than actually fighting.
Behaviour π Be mature. π Communication is the golden road to success, don't be afraid to express yourself. π Be civil when you express yourself. π A polite approach will take you far. π Don't be passive aggressive. π If you have a problem with another player, take it up with me. There is no use in crowding someone. π I personally do not care how inflammatory someone is, but to make it pleasant for everyone, don't actively try to push any buttons.
Responsibilities π I am here every day. π I do not expect the same level of commitment from others, but I do expect weekly attendance. π If your last IC post was seven (7) days ago, I will scratch you from the RP. π Anyone stuck in a scene for days, waiting for someone else, is welcome to write themselves out of it. π If you address your vacancy beforehand, you are welcome back whenever you're no longer busy.
Characters π I expect to see fully fledged characters submitted. π No WIPs in the OOC, please. π You are welcome to be as dark and gritty, or colorful and bombastic as you want. π You can tackle whatever taboo theme you want. π Your character can be as sexist, homophobic, racist, etc, as you want, as long as it actually fits their personality. π You can use whatever kind of picture, or lack thereof, that you want, be it drawn or real. π Write your character the way you're most comfortable, just keep the important bits there. π There are no fantasy races, but it is likely possible to reflect their appearance with mutants. π There are no aliens. π When you post your character, do so in hiders.
π Potatoe π₯
Not Allowed π You cannot be part of faculty. π You cannot be an ordinary, everyday person. π You cannot be a villain. π There is no magic. π You cannot play a character designed in a lab.
Totally Allowed π You can make as many characters as you want. π You can be related to a faculty member. π Your character can be as famous as you want. π You can be creative with what is done around your character, in terms of merchandise and shows, etc.
Powers π This appears to be a rather difficult rule to follow, so I will be as detailed as I can in the explanation. π YOUR CHARACTER CAN HAVE ONE POWER. π Along with this power, a character can have several abilities linked to that power.
π Examples β Acceptable Character. πΈ Power - Super Strength. πΈ Effect - Enhanced Resistance, (strength without resistance will only damage the user.) πΈ Effect - Speed, (due to the character's strength, their leg muscles allow them to run faster than normal.) πΈ Effect - Jumping, (considering their strength, the character can jump incredibly high.) πΈ Effect - Stamina, (their super strength and increased conditioning has lead to the character's body developing impressive stamina, and they do not tire easily.)
β Declined Character. π· Power - Super Strength. π· Power - Rapid Regeneration. (This is powerful enough to be a power in its own right, with its own extras.) π· Power - Beams. (I never want to see a physical power like super strength mixed with an energy-based power like laser beams. I do not want Captian Marvel, Shazam or Nova in this RP.)
π You can be creative with this, it's not a limitation, it's keeping a theme and working with it. π Considering my previous issues with this, if I see a character with several powers, I won't accept them. The rest of the sheet becomes irrelevant, and I won't bother with it. π Your character can have as many cosmetic mutations as you want, (skin color, eye color, tail, etc.) π Cosmetic mutations are not linked to your power. π Cosmetic mutations do not offer any abilities, other than looks.
Notice - I have omitted the Biography section, because it is irrelevant what your character did when they were seven.
Basic Information
Name π What do we call you, mate?
Hero Name π What's written on your mask?
Age π Minimum age - 12.
Gender π You do you.
Ethnicity π Where you or your parents are originally from.
Nationality π Where you have a citizenship. π People from all around the world are allowed a constant stay at Venture, if they are taken in.
Detailed Information
Appearance π What do you look like?
Hero Appearance π What does your suit look like? π Gotta' have one of the field.
Personality π Open your heart.
Notable Relations π Who in your life means a lot to you?
Everyday Skills π What are you good at, which doesn't involve shooting people?
Combat
Fighting Style π How do you prefer to kick ass?
Strengths π Where do you shine in battle?
Weaknesses π What flanks would you rather keep covered?
Equipment π Venture offers a myriad of different weapons for use in combat.
Hero Name Faire Glisser (Official in poorly applied French) Zebra (Mean nickname)
Age 13 (Birthday on March 5, can be changed so its close to happening IC)
Gender Female
Ethnicity American
Nationality American
Detailed Information
Appearance Alex is a slim, tomboyish girl, with pale skin and a slightly toned body (nothing that looks out of the ordinary or healthy for a teen). With round and soft, yet determined looking eyes of a dark grey color and hair that is naturally black and white. She always looks like someone who just left a bath.
For clothes, she sticks to the uniform, sometimes using a tracksuit, among other sports clothes, and rarely using casual clothing. She likes to keep her hair in twin tails or ponytail (provided she is near mature people who wonβt bother her on her looks) and typically uses caps or hats. Wears swimsuits for underwear.
Hero Appearance A zebra bra A sports bra with contrasting black and white pattern and leggings followed this same style, a loose cap, along with an electric green and black jacket. All tailored to not be harmed or to go loose and/or heavy with her powers. The green color was actually picked because she desired to not be known as βthat water girlβ.
Personality She is a focused, dedicated girl, who likes to explore her powers and challenge herself (Physically). She lives in the moment and is very forward about her feelings, this carelessness results in a strong mental resilience, she is rarely provoked by the words of others, but still takes offense and will act colder, if not a bit malicious, to those who try too hard to bother her.
Nobody ever described Alex as particularly bright, she often doesnβt bother justifying her ideas or questioning why they went wrong, her pattern recognition isnβt the best and more often than not she takes the wildest assumptions from explanations that should be simple. While able to focus, she also feels a need to move her body, and this detracts from her ability to read or study.
She tries to be independent and dislikes places with too many rules, even if she agrees with them, with its a sentiment born from disliking the overall idea of it as well as disliking having to memorize too many things. If leaving the academy didnβt result in no more waterproof treadmills, cellphones, couches, beds, etc in her life as well as clothes that donβt block her power, she would have considered leaving it.
And while it is nice that she has the mindset to brush off bullies and not be shy about her mind, her body and her mutation, there are perhaps things she should be shy about, like being shy about the mess that she calls a room, being shy about forgetting that when she goes to the mall she needs to wear more than a swimsuit, being shy about missing deadlines for school projects⦠Instead, it seems only others are bothered by her careless ways.
Notable Relations Her parents? No one so far, though she will need a roommate according to the rules.
Everyday Skills She is good at sports, as part of her training she developed skating skills, but she is also great at soccer. She has a good sense of color theory and presentation, for someone typically useless in intellectual fields, she actually does well when it comes to being βmarketing savvyβ. Also she can swim well, very well, she doesn't even like it all that much, but it comes naturally to her.
π§Power
Water Affinity
The power of being wet. Alex has a kinship with water, and this is showcased by her ability to generate a coat of water that sticks to her body, basically, making her wet and, more importantly, slippery. It is a somewhat thin coat and does not enhance her body, but it is constant and is great for Alex to squeeze herself through passages where others might get stuck or to literally slide into battle, aquaplaning taking off the friction from the ground and allowing her to maintain high speeds (albeit with little to no handling of said movement)
A minor aspect is a resistance to moderate water hazards, being able to resist frigid water and snow as well as scalding waters and steam for longer than a normal person or even fully adapt to it. (For range example, she can carelessly go for a swim in a Russian ocean or relax all day on a hot spring, but when it comes to hot steam escaping a factory pipe, her advantage is surviving a couple of minutes in contact with it where a normal person would be seriously injured or killed.)
Weaknesses/Limitations - Does not include water projectiles or manipulation of any sort. Does not generate enough water to be threatening. - So far has not shown any ability to manipulate the temperate or form of the water - The water still interacts with the ground. Tile floor or dirt after a rainy day is great for her to move through, asphalt is neutral, and sand is bad, as it absorbs a lot of water. - Does not provide water breathing of any sort, though the βwater auraβ does not block her breathing. - Is not thick enough to stop projectiles or blows does not enhance her physical abilities. - Most clothes block the power over the surface that is covered, only the academy provided clothes can reach the same performance as bare skin, though swimsuits or thin clothing are acceptable options to use the power while keeping her modesty. - Her power is always somewhat active, and much like water, she has an easier time going down than going up, she cannot utilize ladders quickly without gloves, else she might slip and fall down.
Combat Fighting Style The main tactic is surfing fast towards enemies with clubs, shields, or weights on her hand, delivering a momentum enhanced crushing blow, moving close and away quickly. To make use of Parthian-like Tactics, especially when she can retreat facing the enemy, a whip is used as an option to keep the harassment going after the blow.
Close quarters combat is more complicated, she is developing a style with her teachers that use capoeira like moves to take advantage of her slippery nature and the lack of friction. It is far from done, however, so right now her main tactic is to just trash about and see if she can move away.
Strengths In groups, her ability to slide quickly is useful for positioning and flanking, she can easily infiltrate areas through vents or small openings. She makes for a slippery enemy to deal with, with nimble movements, it can be somewhat stressful to deal with her, which is used to disrupt and bait enemies.
Weaknesses She is a one trick pony in solo combat and said trick requires her to literally crash head-on with enemies. Negating that negates much of her combat power. Her power is very passive and more utility based, requiring weapons to be viable in combat, in a sudden fight situation, she would need to improvise.
Equipment Her tailored uniform and hero costume (both compatible with her power) A whip, a combat shield, a tonfa and a weighted anklet.
Cosmetics
Since a young age, her hair has white bangs. She changes a bit when interacting with water, cold water makes her hair and eyes more white, her skin paler for days and even forms a few crystals on her skin and eyelashes. She keeps the red tan of hot waters for days at times, with constant breath vapor even if it's not cold.
Extra
π¦
Unnofical Character theme:
From the way the rules were told it seems every character will need to share a dormitory, that being the case, it would be nicer to share it with other player characters, at least in my opinion. If I get accepted, I am up for setting something up
Appearance π Alexya is a well built, not to muscular girl her skin tone is very pale. She is usually never seen without her gasmask on. Her hair is long and blood red.
π Her eyes are a shade of pink as they are modified to fit her needs, mostly just to more easily see the chemical compositions of anything she wants to see.
Hero Appearance π Her suit is a basic russian rangers looking outfit with a gasmask and noise blocking headphones.
Personality π Alexya is a very gloomy person, she doesnt really like to talk to people unless she can earn something out of it or they are friends.
The people that know her know that she is quite intelligent, she is a fast learner and a very strong manipulator, she does have a witty side to her but not many people get to see it.
She takes pride in her intellect, often using it to help people with their assignments in school or with anything they have a problem with.
Notable Relations π Her Family consisting of Fater, Mother, Little sister and Twin brother. π Her grandmother
Everyday Skills π Cooking. This is a skill she picked up from her grandmother as her grandmother always said "Alexya if you want a man you need to know how to cook" She tought it was abit sexist but she decided to let grandma teach her how to cook. π Painting. She picked this skill up when she was little as she was bullied in school so her time were mostly spent on either Painting or Chemistry π Chemistry
Combat
Fighting Style π Strategic. She is usually seen analyzing the battleground before engaging, when in danger she disperses the toxic gas around herself as to hide herself from the enemy while she builds up the range of the gas.
Strengths π Crowd Control π Close range hand to hand combat
Weaknesses π If the mask breaks she cant use her power without hurting herself π Her power makes it difficult for her to go on missions that involve saving people π Her gas gets completely useless (Except for the decreased visibility) if her victim has a gasmask on.
Equipment π Saiga-12 π MP-412 REX
Power Toxic gas
Strengths π It Disperses a toxic gas from her hands which can either asphyxiate or make the victim go mad seeing things only seen in your worst nightmare
Weaknesses/Limitations π 20 feet area around her. π Has to wear the hazmat suit at all times when using the power π Really hard to help the public π Drains alot of her energy when dispersing it
Cosmetics
π Her eyes are robotic as when she was a kid she accidentally used her power without her mask on.
π Got anything else you'd like us to know? π She was voted "Most likely to become a villain" in her school by her teachers
Name: Dex' (Dexter or Dextra depending on form) Schaffner
Hero Name: Shifter
Age: 16
Gender: ...???... Typically presents on the effeminate side of androgynous, usually goes with neutral or female pronouns.
Ethnicity: American European Mutt
Nationality: American
Detailed Information
Appearance: - Dex's preferred appearance is a lithe 6' even with a genuinely androgynous figure, short orange-pink hair, green eyes and pale skin. When presenting male, Dexter shifts his hair to an orange-brown. When presenting female, Dextra shifts her hair to more pure shade of pink. Dex' typically wears a white button-up shirt, black vest, blue "jeans" and something akin to a pair of knee-high converse. (good footwear is hard to transmute) - When as a cat Dex has cream gray fur with tabby patterning and yellow eyes. - The Predator form is highly efficient canine/feline hybrid plus a few extra bits. About the size of a wolf, the coloration is an ultra dark blue and gray with tiger-like patterning.
Hero Appearance: - Dex's dress uniform is a form-fitting black jumpsuit with gold detailing. Dex' has a number of small variations each one tailored for different kinds of weather. Their physical self under the uniform is a more muscular variant of their standard form. - Dex's combat form is purpose 'grown' for the role. A powerfully built male figure, covered in armadillo-like armor, tough leathery skin, enhanced senses, retractable claws, the whole nine yards. The more specialized variants feature things like added fat for insulation or webbed fins for improved swimming.
Personality: Dex' is almost excessively friendly with a preference for small tight-nit social groups. A bit of a tease and a prankster, Dex' has a taste for casual mischief. On the flip side, Dex' is surprisingly grounded and serious when on missions as they've seen and experienced enough to know that hero work is serious business and anything but fun and games. (more detail to be developed as they're written)
Notable Relations: Currently, her parents, but that's it.
Everyday Skills: Dex' is passionate about food, music and dance and has above average skill in these areas. In order to make better use of their power, Dex' has fairly extensive knowledge of biology, anatomy and to a lesser degree chemistry. Dex' also offers cosmetic transmutations to anyone interested. (tattoos, hair dyeing, etc)
Combat
Fighting Style: Dex' is a jack of all trades able to engage foes at a distance with her stun rifle or up close and personal with her combat body. Dex' is trained in Krav Maga.
Strengths: As a well rounded fighter, Dex's biggest strength is their durability. Their armor allows them to wade through attacks that would otherwise incapacitate or kill others. The above average physique of Dex's combat form gives them the mobility of an unarmored person and while their physique is mildly "enhanced" it's nowhere near being super-human.
Weaknesses: As a jack of all trades, Dex' lacks the advantage of a clear cut specialization. While their armor is tough, it's still vulnerable to explosives or high-caliber weapons. Their enhanced senses are also more vulnerable to flashbangs and the like.
Equipment: Stun rifle: Fires electrically charged non-lethal 'bullets' to wear down and incapacitate opponents.
Power
Strengths: - Organic Transmutation: Dex' can transmute organic materials, herself included. - Given enough time, Dex' can even regrow lost limbs. (not usable in combat) That said it can be used to 'heal' minor injuries. - Dex' can increase or decrease the relative size of whatever they're transmuting by 3-fold.
Weaknesses/Limitations: - Requires physical contact to work. - Dex' can't transmute another sentient being without their consent. - The transmutation is a quick process, (a few seconds to minute) but only if they've created the form before hand. Crafting a new form is time consuming and takes exponentially longer the larger or more complex the form is. Simple objects can be done in a few minutes, but living transmutations that are more than cosmetic can take hours or even days to work out. - While Dex' can 'absorb' and store inanimate organics, (typically for clothes) it's mass/material can't be directly used to heal themselves.
Cosmetics: It's ALL cosmetic.
Extra
Current "forms" available: - Casual androgynous - > female variant - > male variant - Giant polydactyl maine coon (cat) - Hero dress uniform - Hero combat suit - > arctic variant - > desert variant - > aquatic variant - - > cold water variant - "Predator" canine/feline recon form - Giant eagle - Is currently working on a "giant monster" form
Done with Genetic Woman. If changes need to be made, I can make them later. I'll add a character theme later. Hope folks like!
Basic Information
Name π Josephine Lifebringer
Hero Name π DNA Woman
Age π 16
Gender π Female
Ethnicity π English(Father), German(Mother)
Nationality π German, English
Detailed Information
Appearance π Due to the nature of her powers, Josephine can, in theory, take on a variety of appearances, but prefers to take on the form of a young girl with deep green hair. At least when among her peers. She tends to wear a black dress when on campus grounds, or a t-shirt and shorts if allowed. This smaller form is partially used to conserve energy, and in general, keep a low profile, due to appearing much younger than she actually is. If she has a real form she would rather be, she has yet to make note of it. π Parts of her body may morph depending on the DNA sub-set equipped, with some changes more apparent than others. Her eye color may shift, her body may gain armor(if she equips insect type DNA), her entire body may become covered in feather or fur, the list goes on. Sometimes these changes may appear to be purely cosmetic, other times they do infact function for a reason.
Hero Appearance π While her default uniform is a green skinsuit to avoid her power activating prematurely during battle(or to aid her when using her whale DNA sub-set), if she really feels the need to be "flashy" or take on a more combat oriented form, she can transmute her appearance, into a woman with lighter green hair, and an overall elven fistfighter appearance. π However, her hair may shift color based on the DNA sub-set she currently has ingested, and if she has multiple DNA sets ingested, this will affect the color accordingly, with the "dominant" sub-set being the most apparent. Her outfits are all designed to accomadate the variety of DNA sub-sets she can carry.
Personality π Despite her often seemingly non-caring or even assholic type projection she gives as her personality at school, Josephine is a kind and caring person, but who keeps her feelings often represented in favor of a more professional approach, and to keep her powers from going out of control. This does, however, make her very nervous under pressure, which can cause issues with say, applying certain traits to her body or to others. While she doesn't like fighting as much as some of the more physical based heroes in training, she'll beat the shit out of someone if needed. She prefers helping others, and may often wander off to talk to the local animal life, or just people. It all depends. When it comes to the public, if her child form, she'll be standoffish probably, moody, but if in her alternative combat form she's far more outgoing and friendly.
Everyday Skills π Sewing, cooking, basic medical care, scientific research, chemistry, biology, anatomy, genetic engineering. In other words, what would be needed as a bio based power user. Also has basic combat training.
Combat
Fighting Style π Physical combat, using powers to work accordingly.
Strengths π Adaptability, being to use different DNA-subsets for different situations has its perks.
Weaknesses π It takes time to change out sub-sets, and while a more physical fighter, unless the proper sub-set is applied, not that strong.
Equipment π Bio-Belt: Akin to the Batbelt, contains all the components she needs to store DNA samples, blood, extract, inject, or use. Also contains basic medical supplies. π Bio-Scanner: A specialized set of goggles designed primarily to detect life signs, and scan lifeforms for information. Helps Josephine determine what she's up against, and if she has the needed means to at least last long enough for help to arrive. π Bio-Bike(Unfinished): An eventually to be completed living bike that consists of multiple lifeforms that exist in harmony to perform one task, that of movement. Will also allow her to store more DNA samples over time. π Bio-Database: A record of all the DNA sub-sets Josephine has gathered, and information on the races. Linked to her goggles, and is stored in her room. Also contains all samples of DNA she doesn't have with her in the field.
Power
Strengths π Genetic/DNA Manipulation is the power to manipulate and control the genetic material found in all living carbon based lifeforms, as well as the leftover genetic material of recently deceased lifeforms. This is a "buff" type power is that DNA extracted from a lifeform can then be processed and applied to the user, to grant some sort of benefit that while temporary, can be quite effective. This can range from just changing the color of ones skin(chameleon) on will or with emotions, to being able to at least glide for a short time with a pair of wings(avian), or even dive to great depths(Sperm Whale Sub-set). The DNA of others and the user can also be modified, to fix issues in the code, or to augment existing traits, or to change them. Such as changing one's hair color, skintone, eye color, and a variety of other cosmetics. With enough time, body plans can also be changed. With training, a skilled user could engineer their own lifeforms via DNA research. The result of Josephine's mothers powers over life presumably reacting with her father's DNA(given he's a scientist and all).
Weaknesses/Limitations π While quite potent in its own right, DNA manipulation is not like its more spiritual based cousin life manipulation. DNA cannot be extracted from corpses, at least not intact. DNA sub-sets carry the risk of applying any genetic defects or mutations to the user, and if not careful could cause serious damage to themselves or to their targets. For example, causing a cellular mutation that results in cancer, or making a certain genetic disorder that was previously inactive trigger. In Josephine's case, she can only apply one aspect of a sub-set to herself, and she has to be extremely careful, as her emotions can cause issues. Additionally, she cannot raise the dead, and sub-sets when applied, have a duration, that once over, results in the biomatter used being vomited up, generally unusuable after. However, while she cannot raise the dead, she can make new life via careful genetic manipulation. This still will take a lot of time and research.
Cosmetics
π If you count being able to change appearance at will(albeit over time, varies based on complexity of shifts), then yes, otherwise, no.
Extra
π Has a bit of a fanclub among both younger students and the public due to her powers. Sometimes hangs out with the newer students, helping them learn the ropes, or with the permission of teachers, using her powers to amuse them. Such as spewing ink. Or turning her skin into a random color. She even has a comic book series, some based on actual missions, and others made up.
Name π Konohanasakuya Mikoto (prefers to be called Hana)
Hero Name π Hana
Age π 18
Gender π Female.
Ethnicity π Japanese.
Nationality π Japanese.
Detailed Information
Appearance
π Hana stands at around 5β11β. In clothes, she sticks to wearing the uniform. At formal events she wears a green dress. Always, no matter what, there is at least one flower design somewhere on her clothing. Her hair is short and white in color, and her eyes are brown. Hana is easily described as mature, calm, and gentle-looking. Her body is toned in a way that surprises everyone who sees it.
Hero Appearance π π The same green dress she wears at formal events, except this time thereβs a white apron over it. She wears wedge heels the same color as her dress.
Personality π Konohana is a kind soul, always putting others before herself. She tries her best to make people happy, and is always kind to complete strangers. She has a great deal of patience with everything and it takes a lot for her to truly get angry or annoyed with others. She is known to have a great deal of intelligence when it comes to nature. She also has an amazing memory, and absorbs information easily. This is shown by her ability to name every plant she can see, and being able to note the small details and defining traits they have. Her memory does not shine through with anything else. She has several plants that she takes care of. All of them have names.
She has a strained relationship with her parents, and she does whatever she can to separate herself from them as much as possible. While they are both prestigious individuals, she tries her hardest to not come off that way. Other than them, there are not many people she dislikes (with the exception of villains). She enjoys acting as the βmom friend,β and a source for advice and support for everyone. While she encourages everyone to stay on the right side of the law, a part of her doubts which side is truly the right side sometimes. This leads her to have a flexible interpertation of the rules and justice in general.
Hana becomes upbeat and bubbly when around her friends or plants, but is otherwise composed. She often acts without explaining her actions, and lets people get angry at her when they disagree. She enjoys fighting and becomes excited at the prospect of a battle, to the point where it unnerves others. She is disappointed when not able to fight. She is also a hard worker, for better or for worse.
Notable Relations π :(
Everyday Skills π Growing plants Tending a garden Giving advice Using her power, sheβs really good at cheating in sports.
Combat
Fighting Style π Her fighting style revolves around her ricoheting off of surfaces and platforms (from her power). While not doing so, she uses her rapier to fight. She prefers fighting within her weaponβs maximum range. If she is further away, she has a gun to shoot with.
Strengths π Her power allow her to hit the enemy from multiple angles in rapid succession. It also allows her to scale heights and close distances quickly. While in her rapierβs ideal range, she is a potent fighter, and hard to stop. She is competent at staying in that range. Is highly trained in fencing, winning tournaments in the past for it.
Weaknesses π She is incredibly limited when she isnβt in her ideal range. She has little tools for being both too close and being too far. Her only tool for being too far is to get closer. If someone is too close to her and continues on being close to her, she ends up being defeated easily. Meanwhile, if someone is too far and is able to stay at that distance, she is also defeated easily.
Equipment π A double edged rapier, is durable and has a knuckle guard. Is identical to the second weapon here.
Power
Konohana has the ability to project platforms. They appear in the form of a glyph with the symbol on them, and glow when disappearing. Strengths π She can jump or push herself off from them. They are very sturdy; a bullet is able to ricochet off of them. With this sturdiness, itβs possible for them to block attacks. She can make them appear up to 30 feet away from her. As long as she waits between uses, using the power requires little energy for her. She uses her power subconsciously, meaning she doesnβt have to keep focus on the glyph for it to be there.
Weaknesses/Limitations π With the slightest touch, they will disappear immediately. If not touched, they disappear after three seconds. If someone falls into them, itβs effectively the same as falling onto concrete. Although she can make them appear from long distances, that serves absolutely no use as anyone else hitting it is only detrimental to both parties. She has to be very precise so she can land on it in a way that she can jump off of. When used in rapid succession, it exhausts her. As a result, Hana has to land on a surface other than her platform to be able to create another one easily. It exhausts her more when another human causes her platform to disappear.
Cosmetics
π A mark on her hand glows green when she uses her power. The mark is the same as on her platform glyph.
Extra
π She has over 3000 unread messages from her father alone. Her plants are a cactus, a peacelily, and a laceleaf. They are named Hoderi, Hosuseri, and Hoori, respectively. The platforms are identical to those that appear with the abilities βAir Hikeβ and βSky Starβ from Devil May Cry (here) both visually and functionally, except Hanaβs are green and have the symbol of a lotus flower on them. This is the same symbol as on her hand. Has... a lot of money. Too much. Her bio on all social media is βif you want airpods dm me.β While she tells everyone to call her Hana, Sakuya is secretly the name she likes being called the most. teehee japanese mythology
Hero Appearance π Mostly black with some red, like this. Bottom is of a similar style. π Goggles protect/hide his face.
Personality π By default, Angel is generally not easy to read and is often composed and level-headed. π He enjoys being by himself. π He appreciates dry and even dark humor. π He can be sly, but also generous towards those he calls friends. π He might stray (even drastically) from his usual demeanor at times, with claims that he was just 'acting'. π His words can be unpredictable, from brutal honesty towards another to an unexpected revelation about himself. π He is quite observant, but will not necessarily point out what he sees.
Notable Relations π The Cortez family from next door - A couple and their young daughter who were his neighbors back home.
Everyday Skills π Angel has an interest in Media Art, including photography, videography, and animation. π He has also proven to do well in theater, and his acting skills have aided him several times in real-life situations.
Combat
Fighting Style π The nature of Angel's powers is extremely damaging, he therefore tends to hold back unless he is prepared to destroy. π It is difficult to get something done discreetly once he strikes, so he strikes quickly and moves on regardless of range. π He uses his whip sword to conduct his electrical energy, or direct it towards a target.
Strengths π Angel's powers can deal heavy damage. π His electrical bolts can travel over a considerable range towards a target.
Weaknesses π His attacks attract a lot of attention. π Achieving moderate damage takes a lot of concentration.
Equipment π Metal whip sword (Max. length is 10ft) π A couple of 50000mAh power banks (that ain't for his phone)
Power: Electrokinesis
Strengths π Angel is virtually an electrical source. π He can draw and manipulate electricity from other sources, and amplify them with his own energy. π He is immune to electric shocks and other harmful effects of electricity.
Weaknesses/Limitations π By himself, he is a finite source, and his energy will drain without a recharge. (He'll pass out after 10 minutes of continuous usage.) π He is not immune to the side effects of his attacks. The light and sound generated can still harm his eyesight and hearing.