Welcome to the world of the Gifted! This RP will be an action-driven story, focused on the world following the introduction of superpowers. Whether you're part of a superhero-type team, or a well known mercenary in the underground, you will have a part to play in the coming days as numerous events shake the world. The story will be based around various arcs, each revolving around a greater mystery; The source of these new powers. For the purpose of this RP, I'd like to have two to three groups of players, with 3 to 6 players each. One 'hot' group, one 'cold' group of mercs or criminals, and one group of 'cold' businessmen and cons.
This game will be semi-realistic and brutal at times, with fast paced action and political intrigue. Any player that wants to be part of the world building process can become part of it. While I've taken the time to mold some of the American South-West, the location of this RP, there's still an entire world of capes and underworlds to be discovered. The center point of this roleplay is Los Angeles, although the action could bounce back and forth between the entire region. For more information, check the hiders below!
I'd like to go ahead and say I drew a lot of inspiration from the web serial 'Worm', by Wildbow, which can be found with a quick Google search.
May 1st, 2010: The Maybark Incident. At 3:41 pm, at the local community high school in Maybark, NC, student Joseph Brown went on a murderous rampage, ending in the deaths of three fellow students and one teacher. He was eventually taken down by local law enforcement. Normally this would go down as another school tragedy, and perhaps it would get some media attention before dying down after a month or so. This massacre, however, would go down in history books as one of the defining moments in human history. The reason behind this was the assailant's God-complex, largely fueled by his seemingly unnatural powers.
Following this, publicity around mysterious, previously thought unexplainable events exploded. Dozens of individuals were revealed to also have unexplained powers, and shortly after national efforts flushed many more out. Laws were passed in an effort to control those gifted in many countries, forcing thousands to take action: Either hide underground, or make themselves invaluable.
Now, five years later, the Gifted are separated into two groups. The 'Hots', those publicly recognized as having super powers and not treated as pariahs for it. Corporate moguls, public activists, and superpowered groups defending cities all fall under this category. Hots make up a vocal minority of the Gifted, making up perhaps one-tenth of their numbers. The remaining Gifted, 'Colds', stay out of the spotlight. Many try and live normal lives, ignoring their powers to the best of their ability. Some, however, spend their time as anti-heroes roaming the streets, or as private mercenaries and criminals.
It is August 1st, 2015 in Los Angeles. The city is one hit hard by change, having one of the highest rates of registered superhumans. It has recently lost its protectors, a 'hot' group of heroes known as 'The Magi' after the federal government asked them to take care of their new super-prison facility, known as 'The Sleeper Facility'. New heroes have been asked to take their place, from around the nation, and a handful have accepted. Word has spread, and gangs around the city challenge these new capes. Mercenaries are in hot demand as businesses and individuals are unsure of the new heroes, while the corporate 'colds' continue their business as usual. L.A. is rife with possibilities and opportunities for anyone with the guts to make them. The city is seemingly under siege from within, and the worst is still yet to come..
Name: True, given name.
Alias(s): If you have an alias you're known by.
Age: Self Explanatory.
Affiliations: Either The Heroes, The Mercs, or Corporate.
Description: Basic description of your character in and out of costume.
Powers: Your supernatural abilities. Cumulatively, they should equal standards roughly meeting A Class Ranking or lower.
Skills: Your practical abilities, gained through hard work or natural skill.
Equipment: Any notable equipment you own goes here, including vehicles
Ranking: A Rank or lower.
(Optional)
Brief History: A brief summary of your character's back story. Keep it brief.
SS Rank: Abilities which make the user capable of taking out small cities, bending reality in some profound way, or taking control of small armies. Gifted with SS rankings often have issues with mental health, and given their capabilities, most have a Flee On Sight order.
S Rank: Abilities which allow their user to wipe out small towns, move faster than sound, or can create highly advanced weapons. Generally have a large range, and are considered to be highly dangerous opponents. Most have a Flee On Sight order.
A Rank: Gifted with A Rank abilities are able to take out city blocks with their powers, lift tens of thousands of pounds, or possess functional immortality. The lower end of this is considered the ceiling for starting PC characters. Most have a Flee On Sight order, unless risk for civilian casualties is low and suitable firepower is present.
B Rank: Those having B Ranked gifts can wipe out commercial sized buildings with their powers, heal others of grievous wounds in minutes, or a strong elemental power. While still exceptionally dangerous, most have a Kill On Sight order, assuming capable personnel and low risk for civilian casualties.
C Rank: These abilities grant the user powers capable of destroying a typical ranch-style home, having a powerful animal physiology, or excellent speed and reflexes. Exponentially more common than B Ranks and above, C Ranked Gifted only have a Kill On Sight order when they refuse registration and resist law enforcement.
D Rank: Again much more common than C Ranked and above, these abilities are often minor but life changing, such as amazing senses or a minor elemental power. Most D Ranked and below accept registration and live normal lives. D Ranks have a Seize On Sight when refusing registration.
E Rank: Almost non existent abilities. Perhaps they can light a cigarette with a snap, or see marginally better in the dark. These powers are actually rarer than D Ranks and above. Most theorize this is because most powers grow over time, while these seem to have stopped after being discovered. Have a Seize On Sight order when refusing registration.
F Rank: The ones who drew the short straw in becoming Gifted. Their abilities harm themselves while offering little to no benefits. When combined with their sometimes uncontrollable nature, many live painful or erratic lives.
*Note, that all of these descriptions assume the height of a user's power. For example, an SS ranked criminal would have difficulty destroying a small city, but would be capable of it given focus and determination. Basically, all powers round UP, to their maximum capabilities.
**Also note, that multiple abilities in a Gifted are not uncommon. In this case the sum of all their powers are taken into account when assigning a ranking to that person.
THE TEAMS
A team of 'hots', The Heroes are publicly sponsored superhumans brought together to take care of Los Angeles after another Hot group, The Magi, are relocated to permanently take care of a new prison facility.
Current Members:
pockets, Connor Murphy
MiddleEarthRoze, Rozalia "Roze" Éathliel
Nosuchthing, Hana Jameson
McFazzer, Adrian Gardner
Empath, Evelyn Kross
'Cold' supers for hire, the Mercs are a team in high demand in the modern day, able to offer excellent services- For a price. They manage to stay under the radar of the heroes scene, sticking to the shadows.
Current Members:
Arlear, Jackson Vurweigh
IVlasterJay, Silas Varia
Whirlwind, Eden Kyle
Nosuchthing, Jacqueline Vale
Boboclown89, Alexander Scython
AcerRo, Elijah Craigh
Corporate America is a brutal, dirty game, and most large businesses are willing to take any advantage they can. With the unveiling of superhumans, these unique abilities became just another advantage. Whether using their abilities for an edge in sports, or using telepathy to blackmail your competition, The Corporates are a shadowy part of this new world.
Current Members:
RumikoOhara, Cypress Hecate Mara
Duskshine749, Jason Evander
Silent Resonance, Lizbeth Ellen Klyde
Unknown100, Kate Lockheart
Malmshodes, Dirk Holmes
Read Before Posting! Rules, Notes, and Schedules!
1. I am the GM. I am the sole GM. If this is changed, I will change this. But as of now, I am the only GM.
2. This is a PG13 RP! Feel free to cuss and use adjectives in your fights, but no sex! Do that via PM.
3. Yes, this is Low-Casual and up. This means post at least two-three full lines in this thread. However, I still expect clear speech, decent grammar, and good formatting! Walls of text will be ignored until reformatted!
4. No PC Killing without its player's permission. This isn't a rule I'm a huge fan of, but I will enforce it just like the others.
5. Follow any other site rules, in addition to my own. If you make it a habit of breaking rules, you will be allowed a single post to say farewell with your character, and then you will be removed from the RP.
6. Again, I am the GM. If I add new rules, or make a decision you disagree with, I hope you accept it and continue on. Please do not force my hand; I don't want to lose people, but this is a community game. Be respectful, follow the rules, and have fun!
I will be on randomly though out the day between 12 and 8pm EST. I will try and be on TitanPad and this thread every day between 8 and 10pm EST, at least. If I cannot make it during these times I will leave a note in the OOC. If you have questions during these times, or would like to do a quick adventure against NPCs controlled by me, these times would be best to check!
ACCEPTED CHARACTERS
Name: Elijah Craigh
Alias(s): None given to him yet.
Age: 27
Affiliations: Mercs
Description: Elijah is a simple man, preferring jeans and boots over suits although he does own one. He does however tend to favor somewhat nice button up shirts with the sleeves rolled just below the elbows. His style of dress matches well with ruggedly handsome face. Adorned with dark hair and even darker eyes. He owns a blue and white motorcycle jacket that he can be seen wearing more often than not.
In costume he is still of the simple minded. A Red carbon fiber, full faced helmet with a slim profile and black eyes covers his head. A black long sleeve combat shirt with red and yellow flaming dragon across the chest. Integrated with split armor plates across his torso, this provides just as much mobility as it does protection. His bottom half his covered in jeans and black combat boots. His hands are clothed in combat gloves as well. Simple yet effective.
His 5’11 frame is covered by a lean 200 pounds worth of muscle and organs. While heavy you would never expect it. Even upon close close inspection one would think he’d he was closer to 180 pounds. A lean athletic frame that is built more on running and endurance than it is through brute power.
Powers: Erupting/Burning body: His primary ability to envelop his body in fiery plasma without harm to himself, in which form he is able to fly by providing thrust behind himself with his own flame, and to generate powerful streams and/or balls of flame. He can also manipulate his flame in such a way as to shape it into rings and other forms. Even when not engulfed in flame himself, Elijah has the ability to control any fire within his immediate range of vision, causing it to increase or decrease in intensity or to move in a pattern directed by his thoughts. Additionally, he is able to absorb fire/plasma into his body with no detrimental effects. He has shown the ability to detect heat signatures (infra-red vision)
The plasma field immediately surrounding his body is sufficiently hot enough to vaporize projectiles that approach him, including but not limited to bullets. He does not generally extend this flame-aura beyond a few inches from his skin, so as not to ignite nearby objects. Elijah refers to his maximum flame output as his "nova flame," which he can release omnidirectional. Flame of any temperature lower than this cannot burn or harm him. This "nova" effect can occur spontaneously when he absorbs an excessive amount of heat, although he can momentarily suppress the release when necessary, with considerable effort. Storm can also direct momentary beams of "nova heat" as a weapon.
Elijah has demonstrated enough control that he can hold a person while in his flame form without his passenger feeling discomforting heat. His knowledge extends to general information about fire as well. In one instance when poisoned, Elijah superheated his blood to burn the toxin out.
Elijah ability to ignite himself is limited by the quantity of oxygen in his environment, and his personal flame has been extinguished by sufficient quantities of water, flame retardant foam, and vacuum environments.He can reignite instantly once oxygen is returned, with no ill effects. He can however only ignite certain parts of his body. A hand, foot, or any other limb as the situation needs.
There are however many limitations that come with his powers. Elijah does have a time limit on the use of his powers. For example in his full body he has a maximum time limit of 3 to 5 minutes. This time limit however grows exponentially when only using a single limb such as hand or a foot, meaning around 30 minutes. This time is lessened when he goes full Nova. Both is Erupting form and his full Nova form cause some level of stress on his body. If he pushes too hard he could pass out. Another problem he has, would be a lack of oxygen. His eruption form could be used indoors or underground but not without risk. His Nova forms burn oxygen up so quickly, that hes been left lying on the floor, gagging. Even outside he has to be cautious, because he can harm his allies with oxygen deprivation just as much as your enemies. Just being close to Elijah can be very draining.
Skills: Through years of hard work, a little stupidity and some help from military. Elijah has cultivate a massive skill set in hand to hand combat, and small arms combat. His close to midrange marksmanship skills are top notch, though he leaves something to be desired in long range shooting.
So long as the vehicle doesn't have much in the way of computers Elijah can serve as an above average mechanic. Much more skilled in motorcycles than cars. This holds true in his ability to ride a motorcycle as opposed to driving a car.
Equipment: Seeing as his powers are based strictly on the amount oxygen. Elijah has a couple of secondary weapons. An FNP .45 Tactical, three spare clips and two pocket knives. One a straight edge lock blade the other is a more tactical weapon, a fixed blade with a tanto tip and a serrated blade.
Ranking: Rank B that can rise to an A
Name: Dirk Holmes
Alias(s): Prendergast
Age: 28
Affiliations: Corporate
Description:
Powers:
Kinetic control-The ability to manipulate, and shape kinetic energy. This is done by pulling kinetic energy from one source, and putting it somewhere else, and vice versa. With this he can cause a moving object to stop, or slow down(it all depends on the forces at play,) or make something else speed up.
Thermal manipulation-So refined is Holme's control over kinetic energy that he can manipulate it down at the atomic level, and In doing manipulate an object's temperature by causing the motion in a particle to rise or slow.
The biggest drawback to Dirk's power is that he's bound to the laws of physics just as everyone else. This leads to his major problems. Mostly its that energy can neither be created or destroyed. Though it appears he has a variety of abilities, really all he's doing is moving motion from one area of another. For example if a wall of ice freezes in front of him, its because he's slowing down the motion of the water molecules in front of him, but that doesn't mean the movement disappears. He's just putting it somewhere else like imprinting kinetic energy in the air around him so it goes up in temperature, or if he thrusts his blade at someone and it goes way too fast. He's not pulling kinetic energy out of nowhere, but drawing it from another source. A keen observer might notice the air around him cooling down, an increase of temperature in the ground around them, or a sudden stillness in the wind; any of which could be reactions from a sudden loss of motion.
The second biggest weakness for Holme's ability is that his range isn't infinite. At the most he's able to manipulate motion up to a distance of fifty feet. That's not to say that the effects of his powers stop at fifty, its just he can't make any changes to motion beyond that point.
Power aside, Dirk has the endurance of a regular human being, and that means he must take care not to allow himself to be damaged by exposing himself forces beyond what his body is capable of handling. A good example of this, other than obviously taking care not to expose himself to temperatures that are beyond what a human body could take, is using an increase in kinetic energy to add force to a punch. Yes, he could do more damage, but regardless of the amount of kinetic energy propelling his fist forward, he's still made of only blood and bone, and there's a limit to what that can take before being damaged. The same goes for if he's drawing or exerting motion dealing temperature. If he creates something too hot, or too cold, near enough, it will cause him bodily harm.
Also, he cannot manipulate the motions inside living tissue IE he can only manipulate forces outside of the human body
The only limitation that bothers Dirk, strangely enough, is a lack of an ability towards potential energy. For some reason, even though he's sure he should be able to, he isn't able to store energy into anything. That is to say, he's unable to store motion or power into anything..
Skills: Acting, Interrogation, Chemist, strategist, lock picking, stealth, Master of disguise, An above average understanding of physics, SOME fencing
Equipment: Lock picks, can saber, make-up kit
Ranking: A, I think
This game will be semi-realistic and brutal at times, with fast paced action and political intrigue. Any player that wants to be part of the world building process can become part of it. While I've taken the time to mold some of the American South-West, the location of this RP, there's still an entire world of capes and underworlds to be discovered. The center point of this roleplay is Los Angeles, although the action could bounce back and forth between the entire region. For more information, check the hiders below!
I'd like to go ahead and say I drew a lot of inspiration from the web serial 'Worm', by Wildbow, which can be found with a quick Google search.
May 1st, 2010: The Maybark Incident. At 3:41 pm, at the local community high school in Maybark, NC, student Joseph Brown went on a murderous rampage, ending in the deaths of three fellow students and one teacher. He was eventually taken down by local law enforcement. Normally this would go down as another school tragedy, and perhaps it would get some media attention before dying down after a month or so. This massacre, however, would go down in history books as one of the defining moments in human history. The reason behind this was the assailant's God-complex, largely fueled by his seemingly unnatural powers.
Following this, publicity around mysterious, previously thought unexplainable events exploded. Dozens of individuals were revealed to also have unexplained powers, and shortly after national efforts flushed many more out. Laws were passed in an effort to control those gifted in many countries, forcing thousands to take action: Either hide underground, or make themselves invaluable.
Now, five years later, the Gifted are separated into two groups. The 'Hots', those publicly recognized as having super powers and not treated as pariahs for it. Corporate moguls, public activists, and superpowered groups defending cities all fall under this category. Hots make up a vocal minority of the Gifted, making up perhaps one-tenth of their numbers. The remaining Gifted, 'Colds', stay out of the spotlight. Many try and live normal lives, ignoring their powers to the best of their ability. Some, however, spend their time as anti-heroes roaming the streets, or as private mercenaries and criminals.
It is August 1st, 2015 in Los Angeles. The city is one hit hard by change, having one of the highest rates of registered superhumans. It has recently lost its protectors, a 'hot' group of heroes known as 'The Magi' after the federal government asked them to take care of their new super-prison facility, known as 'The Sleeper Facility'. New heroes have been asked to take their place, from around the nation, and a handful have accepted. Word has spread, and gangs around the city challenge these new capes. Mercenaries are in hot demand as businesses and individuals are unsure of the new heroes, while the corporate 'colds' continue their business as usual. L.A. is rife with possibilities and opportunities for anyone with the guts to make them. The city is seemingly under siege from within, and the worst is still yet to come..
Name: True, given name.
Alias(s): If you have an alias you're known by.
Age: Self Explanatory.
Affiliations: Either The Heroes, The Mercs, or Corporate.
Description: Basic description of your character in and out of costume.
Powers: Your supernatural abilities. Cumulatively, they should equal standards roughly meeting A Class Ranking or lower.
Skills: Your practical abilities, gained through hard work or natural skill.
Equipment: Any notable equipment you own goes here, including vehicles
Ranking: A Rank or lower.
(Optional)
Brief History: A brief summary of your character's back story. Keep it brief.
SS Rank: Abilities which make the user capable of taking out small cities, bending reality in some profound way, or taking control of small armies. Gifted with SS rankings often have issues with mental health, and given their capabilities, most have a Flee On Sight order.
S Rank: Abilities which allow their user to wipe out small towns, move faster than sound, or can create highly advanced weapons. Generally have a large range, and are considered to be highly dangerous opponents. Most have a Flee On Sight order.
A Rank: Gifted with A Rank abilities are able to take out city blocks with their powers, lift tens of thousands of pounds, or possess functional immortality. The lower end of this is considered the ceiling for starting PC characters. Most have a Flee On Sight order, unless risk for civilian casualties is low and suitable firepower is present.
B Rank: Those having B Ranked gifts can wipe out commercial sized buildings with their powers, heal others of grievous wounds in minutes, or a strong elemental power. While still exceptionally dangerous, most have a Kill On Sight order, assuming capable personnel and low risk for civilian casualties.
C Rank: These abilities grant the user powers capable of destroying a typical ranch-style home, having a powerful animal physiology, or excellent speed and reflexes. Exponentially more common than B Ranks and above, C Ranked Gifted only have a Kill On Sight order when they refuse registration and resist law enforcement.
D Rank: Again much more common than C Ranked and above, these abilities are often minor but life changing, such as amazing senses or a minor elemental power. Most D Ranked and below accept registration and live normal lives. D Ranks have a Seize On Sight when refusing registration.
E Rank: Almost non existent abilities. Perhaps they can light a cigarette with a snap, or see marginally better in the dark. These powers are actually rarer than D Ranks and above. Most theorize this is because most powers grow over time, while these seem to have stopped after being discovered. Have a Seize On Sight order when refusing registration.
F Rank: The ones who drew the short straw in becoming Gifted. Their abilities harm themselves while offering little to no benefits. When combined with their sometimes uncontrollable nature, many live painful or erratic lives.
*Note, that all of these descriptions assume the height of a user's power. For example, an SS ranked criminal would have difficulty destroying a small city, but would be capable of it given focus and determination. Basically, all powers round UP, to their maximum capabilities.
**Also note, that multiple abilities in a Gifted are not uncommon. In this case the sum of all their powers are taken into account when assigning a ranking to that person.
THE TEAMS
A team of 'hots', The Heroes are publicly sponsored superhumans brought together to take care of Los Angeles after another Hot group, The Magi, are relocated to permanently take care of a new prison facility.
Current Members:
pockets, Connor Murphy
MiddleEarthRoze, Rozalia "Roze" Éathliel
Nosuchthing, Hana Jameson
McFazzer, Adrian Gardner
Empath, Evelyn Kross
'Cold' supers for hire, the Mercs are a team in high demand in the modern day, able to offer excellent services- For a price. They manage to stay under the radar of the heroes scene, sticking to the shadows.
Current Members:
Arlear, Jackson Vurweigh
IVlasterJay, Silas Varia
Whirlwind, Eden Kyle
Nosuchthing, Jacqueline Vale
Boboclown89, Alexander Scython
AcerRo, Elijah Craigh
Corporate America is a brutal, dirty game, and most large businesses are willing to take any advantage they can. With the unveiling of superhumans, these unique abilities became just another advantage. Whether using their abilities for an edge in sports, or using telepathy to blackmail your competition, The Corporates are a shadowy part of this new world.
Current Members:
RumikoOhara, Cypress Hecate Mara
Duskshine749, Jason Evander
Silent Resonance, Lizbeth Ellen Klyde
Unknown100, Kate Lockheart
Malmshodes, Dirk Holmes
Read Before Posting! Rules, Notes, and Schedules!
1. I am the GM. I am the sole GM. If this is changed, I will change this. But as of now, I am the only GM.
2. This is a PG13 RP! Feel free to cuss and use adjectives in your fights, but no sex! Do that via PM.
3. Yes, this is Low-Casual and up. This means post at least two-three full lines in this thread. However, I still expect clear speech, decent grammar, and good formatting! Walls of text will be ignored until reformatted!
4. No PC Killing without its player's permission. This isn't a rule I'm a huge fan of, but I will enforce it just like the others.
5. Follow any other site rules, in addition to my own. If you make it a habit of breaking rules, you will be allowed a single post to say farewell with your character, and then you will be removed from the RP.
6. Again, I am the GM. If I add new rules, or make a decision you disagree with, I hope you accept it and continue on. Please do not force my hand; I don't want to lose people, but this is a community game. Be respectful, follow the rules, and have fun!
TitanPad links finally up! Out Of Character! // In Character!
Not accepting new members, but feel free to PM me any Character Sheets! Use the title "Gifted CS"
Not accepting new members, but feel free to PM me any Character Sheets! Use the title "Gifted CS"
I will be on randomly though out the day between 12 and 8pm EST. I will try and be on TitanPad and this thread every day between 8 and 10pm EST, at least. If I cannot make it during these times I will leave a note in the OOC. If you have questions during these times, or would like to do a quick adventure against NPCs controlled by me, these times would be best to check!
ACCEPTED CHARACTERS
Name: Elijah Craigh
Alias(s): None given to him yet.
Age: 27
Affiliations: Mercs
Description: Elijah is a simple man, preferring jeans and boots over suits although he does own one. He does however tend to favor somewhat nice button up shirts with the sleeves rolled just below the elbows. His style of dress matches well with ruggedly handsome face. Adorned with dark hair and even darker eyes. He owns a blue and white motorcycle jacket that he can be seen wearing more often than not.
In costume he is still of the simple minded. A Red carbon fiber, full faced helmet with a slim profile and black eyes covers his head. A black long sleeve combat shirt with red and yellow flaming dragon across the chest. Integrated with split armor plates across his torso, this provides just as much mobility as it does protection. His bottom half his covered in jeans and black combat boots. His hands are clothed in combat gloves as well. Simple yet effective.
His 5’11 frame is covered by a lean 200 pounds worth of muscle and organs. While heavy you would never expect it. Even upon close close inspection one would think he’d he was closer to 180 pounds. A lean athletic frame that is built more on running and endurance than it is through brute power.
Powers: Erupting/Burning body: His primary ability to envelop his body in fiery plasma without harm to himself, in which form he is able to fly by providing thrust behind himself with his own flame, and to generate powerful streams and/or balls of flame. He can also manipulate his flame in such a way as to shape it into rings and other forms. Even when not engulfed in flame himself, Elijah has the ability to control any fire within his immediate range of vision, causing it to increase or decrease in intensity or to move in a pattern directed by his thoughts. Additionally, he is able to absorb fire/plasma into his body with no detrimental effects. He has shown the ability to detect heat signatures (infra-red vision)
The plasma field immediately surrounding his body is sufficiently hot enough to vaporize projectiles that approach him, including but not limited to bullets. He does not generally extend this flame-aura beyond a few inches from his skin, so as not to ignite nearby objects. Elijah refers to his maximum flame output as his "nova flame," which he can release omnidirectional. Flame of any temperature lower than this cannot burn or harm him. This "nova" effect can occur spontaneously when he absorbs an excessive amount of heat, although he can momentarily suppress the release when necessary, with considerable effort. Storm can also direct momentary beams of "nova heat" as a weapon.
Elijah has demonstrated enough control that he can hold a person while in his flame form without his passenger feeling discomforting heat. His knowledge extends to general information about fire as well. In one instance when poisoned, Elijah superheated his blood to burn the toxin out.
Elijah ability to ignite himself is limited by the quantity of oxygen in his environment, and his personal flame has been extinguished by sufficient quantities of water, flame retardant foam, and vacuum environments.He can reignite instantly once oxygen is returned, with no ill effects. He can however only ignite certain parts of his body. A hand, foot, or any other limb as the situation needs.
There are however many limitations that come with his powers. Elijah does have a time limit on the use of his powers. For example in his full body he has a maximum time limit of 3 to 5 minutes. This time limit however grows exponentially when only using a single limb such as hand or a foot, meaning around 30 minutes. This time is lessened when he goes full Nova. Both is Erupting form and his full Nova form cause some level of stress on his body. If he pushes too hard he could pass out. Another problem he has, would be a lack of oxygen. His eruption form could be used indoors or underground but not without risk. His Nova forms burn oxygen up so quickly, that hes been left lying on the floor, gagging. Even outside he has to be cautious, because he can harm his allies with oxygen deprivation just as much as your enemies. Just being close to Elijah can be very draining.
Skills: Through years of hard work, a little stupidity and some help from military. Elijah has cultivate a massive skill set in hand to hand combat, and small arms combat. His close to midrange marksmanship skills are top notch, though he leaves something to be desired in long range shooting.
So long as the vehicle doesn't have much in the way of computers Elijah can serve as an above average mechanic. Much more skilled in motorcycles than cars. This holds true in his ability to ride a motorcycle as opposed to driving a car.
Equipment: Seeing as his powers are based strictly on the amount oxygen. Elijah has a couple of secondary weapons. An FNP .45 Tactical, three spare clips and two pocket knives. One a straight edge lock blade the other is a more tactical weapon, a fixed blade with a tanto tip and a serrated blade.
Ranking: Rank B that can rise to an A
Name: Dirk Holmes
Alias(s): Prendergast
Age: 28
Affiliations: Corporate
Description:
Powers:
Kinetic control-The ability to manipulate, and shape kinetic energy. This is done by pulling kinetic energy from one source, and putting it somewhere else, and vice versa. With this he can cause a moving object to stop, or slow down(it all depends on the forces at play,) or make something else speed up.
Thermal manipulation-So refined is Holme's control over kinetic energy that he can manipulate it down at the atomic level, and In doing manipulate an object's temperature by causing the motion in a particle to rise or slow.
The biggest drawback to Dirk's power is that he's bound to the laws of physics just as everyone else. This leads to his major problems. Mostly its that energy can neither be created or destroyed. Though it appears he has a variety of abilities, really all he's doing is moving motion from one area of another. For example if a wall of ice freezes in front of him, its because he's slowing down the motion of the water molecules in front of him, but that doesn't mean the movement disappears. He's just putting it somewhere else like imprinting kinetic energy in the air around him so it goes up in temperature, or if he thrusts his blade at someone and it goes way too fast. He's not pulling kinetic energy out of nowhere, but drawing it from another source. A keen observer might notice the air around him cooling down, an increase of temperature in the ground around them, or a sudden stillness in the wind; any of which could be reactions from a sudden loss of motion.
The second biggest weakness for Holme's ability is that his range isn't infinite. At the most he's able to manipulate motion up to a distance of fifty feet. That's not to say that the effects of his powers stop at fifty, its just he can't make any changes to motion beyond that point.
Power aside, Dirk has the endurance of a regular human being, and that means he must take care not to allow himself to be damaged by exposing himself forces beyond what his body is capable of handling. A good example of this, other than obviously taking care not to expose himself to temperatures that are beyond what a human body could take, is using an increase in kinetic energy to add force to a punch. Yes, he could do more damage, but regardless of the amount of kinetic energy propelling his fist forward, he's still made of only blood and bone, and there's a limit to what that can take before being damaged. The same goes for if he's drawing or exerting motion dealing temperature. If he creates something too hot, or too cold, near enough, it will cause him bodily harm.
Also, he cannot manipulate the motions inside living tissue IE he can only manipulate forces outside of the human body
The only limitation that bothers Dirk, strangely enough, is a lack of an ability towards potential energy. For some reason, even though he's sure he should be able to, he isn't able to store energy into anything. That is to say, he's unable to store motion or power into anything..
Skills: Acting, Interrogation, Chemist, strategist, lock picking, stealth, Master of disguise, An above average understanding of physics, SOME fencing
Equipment: Lock picks, can saber, make-up kit
Ranking: A, I think