Current IC month:
September, 2015
Season:
Early autumn.
September, 2015
Season:
Early autumn.
Sheol
"Being a living microwave isn't as fun as it sounds..."[ ♦ ]
Bio
♦ Name: Edith
♦ Age: 20
♦ Loyalty: Fallen
♦ Appearance: Edith has an almost impossibly smooth face, her skin being so soft and streamlined it looks like something made using photoshop. Her eyes are also quite striking being a hot pinkish red colour, which gives them a kind of glow. Edith has dark blue hair that she keeps decently, letting it flow freely without it being totally wild.
Edith has a decently athletic frame though so much so that it’s a defining feature of her look, as her muscle isn’t really on display unless she’s really exerting herself. She’s not tall standing around 5’5, so in all, she’s hardly intimidating. While not being threatening she is pretty dam fine, having an appealing figure with nice curves to it.
Edith’s costume is a lighter fabric bodysuit with harder plastic looking armour pieces over the gloves, hips, feet and the centre of the chest. There are hard leather sections on her outer thigh with some plastic knee guards and groin plate. She also puts on a bandana on over her face.
♦ History:As long as Edith can remember she’s had powers and had always been working for the Fallen. She’s felt like a tool rather than a person, the Fallen aiming her destructive powers at those who would attempt to stand against them. Edith never really questioned it to start with, in fact, she had been rather numb in general.
Only after a couple of weeks did Edith really start to feel the weight of her actions catching up with her. Like some kind of haze or influence was slowly being lifted. And as she could feel more and more, she grew more disgusted with her actions until eventually, she hit her limit and fled from the Fallen.
She’s been running ever since. Never staying in one place for too long lest she risk getting caught. Deep down Edith knows she’ll have to face the Fallen again eventually. It’s a day she doesn’t look forward to[ ♦ ] Personality♦ Motivation: Wants to escape the Fallen and have a normal life outside of their influence. If that involves removing them from the equation she’s okay with that.
♦ Derangement: Edith struggles with human interaction, having a difficult time seeing herself as anything more than just a weapon, feeling like a lesser being as a result. Not worth anyone’s time or energy.[ ♦ ] Parahumanism♦ Skills:
Mixed martial arts- Edith has a good amount of training in hand to hand combat, mixing many martial arts like Taekwondo and Aikido. Even if she doesn’t remember who taught her.
Hawkeye- Edith has great aim, be it flicking a pea or throwing a knife. She can also make out small details from a decent distance away.
♦ Classification: Striker/Blaster/Brute/Striker?
♦ Mechanics:
Edith’s powers revolve around heat and fire. Edith can increase the temperature of her skin to insane levels, enough to make her touch quickly warp and melt metal. This heat also radiates off of her, sometimes in the form of ultra hot steam. Edith also has great resistance to heat, easily able to withstand things like magma.
Edith can also blast torrents of flames from all across her body, though her arms are where she normally fires from as it lets her aim. But if she does hit “fuck it” she can unleash a massive nova of heat, steam and fire, turning everything in a 30-foot radius to ash. A drawback to this massive attack is that it uses a lot of juice.
Finally, Edith has a rather durable body, able to ignore small arms fire and knives as if they were children's toys. But Edith doesn’t have any kind of regenerative abilities, so if you can damage her, then the injuries are gunna stick. Alongside this, her durability Edith is also incredibly strong, able to lift at around 2000lbs.
.Flamethrower stuff
.Big nova attack
.Super duper heat resistant
.Enhanced durability
.Enhanced strength
♦ Equipment:ITEM: Her costume. It’s always on under whatever clothes she’s got on.
ITEM:
Slingshot
"Quotes are for dummies."[ ♦ ] Bio
♦ Name: Edmund Hickomb
♦ Age: 18
♦ Loyalty: Final Guard
♦ Appearance: Edmund is a tall kid with a gymnast's build with a mop of black hair and deep, dark brown eyes. His hero costume consists of a black motorcycle helmet with red striping and black, padded road leathers with a red S emblazoned on the heart.
♦ History:Edmund Hickomb’s life prior to Gold Morning was a relatively simple one. Both his parents were Capes in the New York Protectorate. Growing up, Ed’s greatest love was gymnastics. He loved the free-flowing nature of moving from place to place using nothing but one’s own body. He was good, too. By 14 he had over a dozen gold medals. Life was good for Ed.
And then, Gold Morning happened.
Both of Ed’s parents were killed in the fight, and Edmund along with his aunt, travelled to Earth Samekh to get away in time. It wasn’t after they had settled in, roughly 3 months later, that the grief finally overtook Ed, and he triggered thinking of his parents. Once his abilities manifested, he did what he thought his parents would want him to do; help others in any way he could.
He signed up for the Junior Guard, served alongside them for three years, before transferring to the Final Guard on his 18th birthday.[ ♦ ] Personality♦ Motivation: Edmund's primary motivation is to live up to the standards set by his parents, who dedicated their lives to service. He wants to make his mom and dad proud by doing the best he can.
♦ Derangement:Edmund hasn't developed any Derangements as of yet, but there's still time.[ ♦ ] Parahumanism♦ Skills: Edmund is Gymnastic savant, and is exceptionally good at traversing any environment. Also, after a few years of training his abilities, he's gained an extremely good reaction speed which is absolutely necessary as to not paste himself against the pavement.
♦ Classification: The GM will tell you what to put here after you power has been reviewed/approved.
♦ Mechanics: Edmund’s powers are two-fold, a mixing of the powers of his parents. He can change his own gravitational orientation, making up his down, and vice versa. When he alters his orientation, he will ‘fall’ in that direction like he is falling straight down, until he makes contact with something.
His second ability is that he can focus on a point in his line of sight and either push it away from him or pull it towards him. If the item in focus weighs less than Edmund, it’ll be pushed or pulled. If the item weighs less than Edmund, he’ll be pushed or pulled away instead. For example, if he exerted the push power on a coin, it’ll be flung away. But, if he pushes against say, a concrete wall, he’ll be pushed away from the wall instead. Same thing with pulling. Neither of these abilities affects living beings.
♦ Equipment:ITEM: Two batons, his primary weapons of choice.
ITEM: A taser, the short-range shock kind.
Formerly Mantis
"It is during our darkest moments that we must focus to see the light."[ ♦ ] Bio
♦ Name: Judah Raines
♦ Age: 37
♦ Loyalty: Final Guard
♦ Appearance: Judah stands at 6ft tall, of Italian-Irish decent. He has an athletic build with broad shoulders. His hair is dark brown cut short with slight graying. Judah also sports a trimmed beard. He wears black Nike shoes (or Samekh equivalent) with a dark sport jacket and brown khaki pants casually. He wears a dark blue t-shirt underneath.
His cape outfit is a repurposed FBI/SWAT uniform including; gloves, combat boots, helmet, protective eyewear, and a Kevlar vest. It is colored black and has "SWAT" stitched on the back and front.
♦ History:As a young man, Judah Raines, had a passion for defending his younger siblings from bullies. This passion carried on with him for the rest of his life. It drove him to join the Police at the age of nineteen.
After the designated two years on the force with an impeccable record, Judah applied for SWAT in the Denver CO area. Being one of the top students he was initiated into their ranks. He proved himself an able member and became proficient in a range of firearms as well as breaching techniques.
After three years of excellent service, he was transferred to the counter terrorism unit in Denver. Judah quickly proved himself during a raid by negotiating a unstable man with a hostage down. During his time there, Judah took a German Shepherd pup from the force and named him "Axel." He trained it as a police and attack dog. They became the closest of friends. While serving, he applied to the FBI to become a counter terrorism specialist.
The FBI saw Judah as a great asset and quickly interviewed him. He was brought into their ranks at the age of 25 and sent overseas to work with their Israeli allies. It was there he learned the art of Krav Maga. He was unable to bring Axel with him. After 6 months in Israel Judah witnessed his first suicide bombing in an airport. He lost some good friends on that mission.
Without his team, he felt lonely and isolated in a foreign country. Over the next years and a half, Judah fell into depression. He longed for human contact and intimacy, but could not reach out for help. He continued his unforgiving work schedule and drank heavily in order to distract himself from the pain.
One night at his lowest point, he seriously contemplated suicide. That's when they got a call of man who was also suicidal. Judah went to the scene, but his words were not good enough to break through the man's self-harming thoughts. Before the man pulled the trigger on his weapon, Judah willed in his mind, thinking, "Life is worth living!!"
The sheer pain and hopelessness in that situation awoke something in Judah; the ability to impart thoughts and feel others' emotions.
He had no idea what happened at the time, though he would never be the same. Judah didn't just stop drinking and feeling depressed, he felt empowered and emboldened in his roll as a leader among men. With his newfound abilities, the possibilities were vast. An idea formed in Judah. The desire stop crime not only on missions as FBI, but in the mind where crimes were conceived. The trigger changed him to the very core.
A few weeks later Judah transferred back to Denver CO and reunited with Axel. He began teaching a Krav Maga class to the men he served with. Judah took his uniform and a balaclava he had custom made. He tweaked his look to resemble more of a cape. He would call his new identity "Mantis."After Judah Raines created the cape name "Mantis", he formed a vigilante group, Lethal Force. It consisted of multiple members who were willing to seriously injure, and even kill the scum of Denver.
After forming the team, they went to war with the major crime group of Denver. The Community led by a supervillain named "Patriarch." The villain revealled Judah's identity during a broadcast and nearly killed him before the endbringer "Behemoth" showed up.
During their lengthy crusade, Judah lost every member of his team; to death, mental breakdown, or far worse. But not before killing Patriarch in single combat. It was during this time that Judah went through what is known as a "Second Trigger."
Judah helped aid in the defense against the endbringer "Behemoth."........TBCLethal Force was disbanded, The Community had been defeated, Judah lost his job with the FBI, Behemoth was warded off and The Broker had been removed from power. With no perceivable goal left, Judah hung up his "cape" and took off with Axel.
For 5 years he travelled to different parts of the world to learn from martial arts masters. There he gained techniques, made peace with himself, and mastered his powers.
During his 5th year abroad, Judah felt something shift in the atmosphere. A feeling or impression. Denver was calling. Something was about to happen and he had to be there when it did.
Judah travelled back with his now aged canine and took up residence in a humble apartment near a rebuilt Cathedral. He made contact with the Capes of Denver and aided in their efforts against parahuman threats as more of an administrative role under his former identity.
Then Gold Morning happened. It rocked Denver more then Behemoth ever could. Judah lost an eye during the cataclysmic event and even his best friend. Despite this, he aided in bringing some of the refugees to their new home Samekh. Judah worked with another cape named "Sabotage" to accomplish this. She gave him a tinkertech eye replacement and they formed an alliance of sorts in the new world.
Picking up the pieces after an event like that was near impossible. But they all somehow moved on and made new lives in this alternate dimension. Judah realized that even during their pain, they had a powerful opportunity to create a better society. He felt the call of duty, helping shape and join the Final Guard during its infancy.
Over the next 3 years, Judah would use his skills and powers to help bring peace to the world of Samekh, specifically Seratol. He worked with Sabotage to aid the downtrodden orphans as well as receive regular upkeep on his tinkertech eye implant.[ ♦ ] Personality♦ Motivation: Judah wants to bring peace to Seratol through law, order and action. Helping form and work with The Final Guard helps facilitate this. However, he is willing to break established laws that he deems are immoral. Judah also desires to get involved somehow in the political side of things within the city to help lead positive change.
♦ Derangement: Judah is learning to trust others more deeply than a surface level. Through constant loss and pain he has grown to overcome his fears of losing control. Judah has let go of that need and found peace during his 5 year sabbatical. He still finds it difficult to follow orders from others, but not to the same level he once did. Even being willing to work under the government of Seratol.[ ♦ ] Parahumanism♦ Skills:
Martial artist: Spending years training in Israel gave Judah the skills necessary to be an expert at the art of Krav Maga. In conjunction, Judah trained under masters in Jeet-Kun-Do and Brazillian Ju-jitsu for 7 years leading up to Gold Morning. His mixture of styles creates a form all of his own.
Negotiator: Years spent in hostage negotiations have left Judah with the skills nevessary to prevent conflict.
Firearms: He is very proficient in a wide variety of firearms and specializes in submachine guns.
Reflexes: His years of training in martial arts as well as counter-terrorism measures have given Judah a very quick reaction time. Before he knows what he's doing he can act, though his age is slowly catching up to him.
Crowd control: Spending time in SWAT has trained Judah to be able to deal with unruly crowds non lethally.
Interrogation: He is able to extract information fairly easily using mind powers and diplomatic tactics.
Tactics: He is proficient in the art of combat maneuvers, strategy, squad tactics, and the like.
♦ Classification: The GM will tell you what to put here after you power has been reviewed/approved.
♦ Mechanics: Judah's abilities underwent a transformation during his second trigger. They greatly increased the power of emotional and thought manipulation in living things around him. Feelings of terror, fury, helplessness and the like are magnified overwhelmingly. Easily dropping opponent's to their knees in terror or sending the most calculated individual into blind rage within the immediate vicinity. Words and phrases can be implanted into living beings within quarter of a block radius.
Judah is also able to sense the emotions of living beings within a quarter of a block radius. The impressions are broad and vague in their scope. Not focused onto a precise location but the general area depending how far away they are.
The power also inflicts a Trump aspect on those who are hit with its overwhelming suggestions. Targets lose fine control over their powers. In contrast they become more destructive. Sacrificing control for more power without consent.
Judah is limited by the Manton Effect. His mind abilities are limited to a quarter of a block in all directions. The further away, the less influence and reads. Parahumans of a Master rating have some protection against influence. Unless Judah keeps his own strong feelings in check, they will leak out and be felt by everyone/thing in the immediate vicinity.
♦ Equipment: Mp5 submachine gun with extended mags, detachable silencer, military grade combat knife, gas mask, filters, Kevlar body armor and uniform, helmet, 1911 side arm with mags, protective goggles, communication earpiece, sound protection, combat boots, badge of jurisdiction, and an advanced tinkertech left eye.ITEM: Mp5 submachine gun with silencer.
ITEM: Tinkertech eye - capable of scanning identities that are hooked up to a database in Seratol. It also is capable of seeing up to 64x magnification. It is capable of night vision, but is overloaded by sudden light flashes which render it blind for a minute.
COLOUR
"PLEASE DON'T TALK TO ME."[ ♦ ] Bio
♦ Name: Chloe Jackson
♦ Age: 15
♦ Loyalty: Junior Guard
♦ Appearance: She has a curly afro of hair that frames her face and black brown almond eyes. Her lightly dusky skin reveals hardship and scars from beatings she received from various people. Tall and graceful, but averts her eyes. Her costume is a hooded blue padded jacket with a blue dress that falls to her ankles. She has brown boots and fingerless gloves with a book bag full of her sketchbooks.
♦ History:Not quite an orphan as her mother gave her up because she was too young to raise her on her own. She got adopted into a foster family with a son already and was treated fairly if a bit distantly like all the other foster children before her. The son, named Elliot, would tease her often for being abandoned by her mother. Before the Golden Morning, she always had a love for drawing and art. She got her power shortly after the Golden Morning having been abandoned by her foster family who were running out of food in the wake of the disaster. Twelve years old, she would approach groups for food and be beaten and rejected. Desperate and starving, she triggered and started using her power to steal food from groups. She was shortly found by the police who decided to take her in rather than take her out.[ ♦ ] Personality♦ Motivation: Ever since she experience starvation, she's determined to find security in her situation. She's slowly trying to let go of her survivalist attitude but finds it difficult not to feel in danger sometimes.
♦ Derangement:[ ♦ ] Parahumanism♦ Skills: She's extremely talented at drawing and cooks very well. She's learning basic fighting techniques but generally finds violence done by herself offputting and shies away from it.
♦ Classification: The GM will tell you what to put here after you power has been reviewed/approved.
♦ Mechanics: Her drawings come to life and they're more powerful (gaining powers themselves like flying and super strength) the longer she spends time on them, but she's generally restricted by size as sketchbooks aren't that big. She could draw on the concrete walls but that requires hours of time to make sure the resulting creature is stable and doesn't collapse in on itself.
♦ Equipment:ITEM:Crayons, pencils, sketchbooks, pens, so many pens, erasers, and a pencil sharpener. As well as a bookbag for everything in it.
ITEM:
Basilisk
"You seem pretty powerful. Come, prove yourself."[ ♦ ] Bio
♦ Name: Basilisk (Real name unknown)
♦ Age: Early 20's (Real age unknown)
♦ Loyalty: Currently Idependant (Though he may be indirectly connected to The Lost)
♦ Appearance: Basilisk is a massive hulking brute in the most obvious of ways, nine feet tall at the top of his head and nearly three foot wide shoulder span. His body is heavily scaled in a scattered pebble like texture similar to that of an alligator. The reptilian hide is a dull green and mottled brown. Adorning his head and shoulders are a number of horn like spikes that press through the thick skin. Thin lips hide sharp fangs and each of his fingers are tipped with dagger like claws (That he takes the time to file down to dull points), behind him a thick tail extends nearly six feet behind him that can be whipped around quickly. Due to his massive size most of Basilisk's wardrobe is cobbled together out of numerous garments stitched together or custom made when he gets some spare cash. Usually he wears just a simple pair of shorts or pants.
♦ History:Basilisk woke up like most of his kind, dazed and confused somewhere where people rarely set foot. His first memories of Earth Bet include the blistering heat of the Colorado prairie and the urge to find something or someone he had lost, though he couldn't remember what it was. Wandering through the dry grass the reptilian man tried to put to mind what had happened to him. All he could think of was that there had been a fight, one that he had soundly lost. And that loss sat uneasily in his mind until after nearly a week's worth of walking he stumbled across the small town of Haswell, Colorado. Startling the small population and gaining the attention of the single local hero within miles. A mover who mostly just chased down speeders with the local police to hand out speeding tickets. The fight was over in less than five minutes, and Basilisk felt a surge of gratification upon besting the man. He had learned what he could truly accomplish with his powers and had beaten another with their own abilities. The beast of competition within him was sated, and he spared the life of the small town hero. From there he made it his mission to find others, people with powers to shake the earth, he would find them and he would strike them down before him.
And for nearly four months Basilisk earned a name for himself, becoming a boogie man for capes that craved reputation over all other things. Hero and villain both, he tore them from their pedestals and left both their egos and bodies bruised and battered. He made his way east, planning on reaching New York where the biggest names lived drawn to the idea to challenging some of the strongest parahumans on the planet. Luckily for him he never made it to the coast. Passing through Tennessee the lone brute found himself surrounded by powered Fallen, eventually pinned and bound he was dragged to their temporary camp and subjected to hours of torture, his power dampened by one of the powered parahumans. Once the clan had had their fun with him they locked him in a barn for holding while they sent out for one of the members who could tame this monster. Later that night Basilisk awoke to the sounds of fighting, the Fallen having been taken by surprise when the owners of the farm they had taken over came back with their own powered backup. A green light eventually filled the barn, and Basilisk came face to face with his first ally. A teenage girl in punk attire who addressed herself as Blur. She worked him free and explained that they had taken out the power damper. Her friend outside was holding them off and it was time to go. He reluctantly agreed, but made a promise to himself that he was going to do as much damage as he could on their way out. The fight took nearly two hours before the Fallen were forced to retreat from the occupied space, and in that time Basilisk earned the respect of the two that had rescued him. He offered his company to them. And in doing so he was set on his path to gather a new sort of strength. Finding those that had the reputations as monsters, the ones that were dangerous and scared for their own lives. He found them, beat them if necessary, but instead of leaving them behind he offered his hand. Join him, and they would be safe. There would be a family.
At the height of his power Basilisk's gang, known as the Unbalanced Scales, had settled themselves as a mercenary team, focusing on collecting bounties. Working for those with the money to afford them they set about taking the most dangerous jobs they could. And extending the offer to join them to the monsters they were hired to find. By the time Gold Morning had happened Basilisk had nearly ten other parahumans working underneath him, loyal to the end of the world. Until they were scattered across the multiverse.[ ♦ ] Personality♦ Motivation: Basilisk is a leader by nature, and after his encounter with the Fallen he found himself working to find those like himself. Powerful but alone. He saw that in numbers they were safe, and he would do everything in his power to keep it that way. Before Gold Morning he would have liked nothing more than to keep recruiting, keep finding more people to invite to his family in exchange for their abilities. But now that his friend's of the past are gone he wants nothing more than to get them back.
♦ Derangement: Almost every Case 53 sent to Bet was programmed with a weakness. And Basilisk was no exception. Subconsciously he is driven to prove himself, to win against the most deadly of opponents and to dominate the weak around him. He does his best to suppress the later half of this personality trait, though a significantly tough looking opponent will strip him of most reasoning and he will want nothing more than to challenge them to a brawl.[ ♦ ] Parahumanism♦ Skills: Basilisk is a decent strategist when he is thinking straight. Is a surprisingly comforting personality if one allows him to get close enough. And a damn good cook if he has a kitchen large enough for him to work in.
♦ Classification: The GM will tell you what to put here after you power has been reviewed/approved.
♦ Mechanics: Basilisk: Hulking Case 53 with a nearly nine foot tall frame. Covered in armored scales, thick skin, and heavy muscle, he is very difficult to harm due to the nature of his mutated biology. But his true power comes in when a determined individual actually manages to leave an injury. Whenever wounds are left in his flesh Basilisk’s body will begin to rapidly regenerate to repair the damage while any meat or blood that is removed from the bulk of his body quickly necrotizes then begins to rot. Releasing a noxious gas that is a bright green in color but not usually thick enough to obscure vision. This gas causes headaches, and nausea near instantaneously after being inhaled, then as more gas is inhaled muscles begin to tense and cramp up. If left inhaling the gas for to long (roughly five minutes) there will be a full body temporary paralysis until the gas works it's way out of their system. This can take anywhere from three to five hours depending on constitution. This effect also takes place when the gas has been exposed to open skin for extended periods of time.
Basilisk's strength is difficult to measure, but he has yet to find an opponent he could not lift (except for that guy whose power ment he couldn't be lifted) and has at his upper level lifted a tinker tech battlesuit that weighed just over three thousand pounds long enough for a teammate to remove the pilot.
Basilisk's physical nature lends itself to a more natural durability, thick scaled hide and dense muscle mass means getting a telling blow from any conventional bladed weapon or small arms shot is likely to do nothing more than annoy him. Higher caliber but still commercially available munitions can stumble and put a real damper on his mood. Most military grade heavy weaponry that isn't shrapnel based is what is going to put him on his ass as he works to heal.
His Regeneration is visibly fast, though not nearly Crawler levels of efficient. Bruises and deep internal damage heal fastest, while shallow cuts and surface level bleeding will take a few seconds (The power wanting to use the fumes as long as the damage isn't severe.) Lost limbs take roughly three hours to regrow back to 100% use and the whole time the wounded stump would be pouring out the toxic fumes.
♦ Equipment: What sort of goodies do you have on you when you're in costume?ITEM: N/A
ITEM: N/A