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Hidden 10 yrs ago 10 yrs ago Post by Syben
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Syben Digital Ghost

Member Seen 19 days ago


Name: Alexandria Svet-Yulia
Age: 20
Appeared Age: Late teens (16-19)
Height: 5'2
Weight: 100lbs est.
Eye Color: Completely White
Hair Color: Platinum White
Physical Identifiers:
  • Two parallel scars encircling her neck, about 2 1/2 inches in width.
  • Multiple scars crisscrossing her back, varying between 1-2 inches in width.

Appearance: Alexandria isn't the kind of girl one would usually look twice at; unless concerned about her overall general size. A petite oval face, framed by long and haphazardly placed platinum white hair giving her kind of an eccentric look about her as she always hides her eyes behind goggles. Goggles that are usually reflective, or host to a one-way lens, which sit atop a proportionate bulb nose. Small, pert lips which are often set in a pressed line of determination, or puckered, and slightly askew in concentration.

Alexandria, herself, doesn't figure she's very attractive; despite having an average bust; the rest of her completes the picture of her miniatureness which narrow hips, a slender frame, and an almost non existent rump. Though there is evidence of some toned muscle wrapped about her body, she is hardly the picture of the ferocity that lies behind her goggles.

Background

Residence: The village of Isolone.
Profession: Scavenger
Aligned Faction: Neutral
Relatives: Unknown

Gear

Weapons:
  • 9mm Pistol: Alexandria has come across a number of weapons in her travels, her 9mm pistol is the only one she ever kept, and keeps on her.
  • Twin Tactical Daggers: Alexandria carries two twin daggers, with 17 inch blades, and 7 in handles. These daggers can attach at the hilt, which will extend out slightly when done so, to become a 5 1/2 foot double ended sword staff.


Ammunition:
  • Dirty Rounds: 30: contained in three, 10 bullet clips.
  • High Grade Rounds: 10: contained in one, 10 bullet clip.
  • Heavy Ammunition: N/A

Hiking Backpack:
  • Medkit, Rope, Spare clothes and footwear, Sewing Kit, Water supply, Food, Burglary Kit, Small toolkit, Expandible crowbar, Spare shoelaces, Tape, Spare goggles, Flashlight, Fire starter, Water purifying tablets, Sunscreen, Waterproof bags, Thermal blanket, Sleeping bag, Pan, Utensils, Binoculars, Tarp.

Belt Pouches:
  • Ammunition, Pistol, Canteen, Headlamp, Compass, Map, Fire starter, Matches, Lighter.


Immortalis Information

Manifested Phenomena: Electricity And Lightning
Unique Abilities:
  • Battery: Alexandria's affinity for electricity has made her something of a living battery, meaning she can store electricity within herself by feeding off of pre existing electrical currents.
  • Dispersion: For a short period Alexandria can turn specific locations of her body, like a hand, into static electrical form, allowing her to manipulate electronics. This can also be performed on small, conductive items allowing Alexandria to move them as energy, rather than mass. This can only be performed by touching the object.

Strengths:
  • Oo' Shiny: Alexandria's main profession is scavenging, which she is quite good at. She has a keen eye for useful items in piles of junk, and is quite creative when repurposing the intended use of things.
  • Agility: Years of scavenging and running, have honed Alexandria's body to the point of being able to reach higher than average speeds and maintain them longer. This also allows her to perform acrobatic activities with relative ease; such as parkour.

Weaknesses:
  • Conduit: Alexandria is a living electrical node, contact with water will begin to short circuit her and disperse any electrical energy she has into the water. This causes an arcing effect when caught in the rain.
  • Conductivity: Anything that isn't metal is nearly non-conductive meaning her power is ineffective against such surfaces, or armors. This excludes the heat x impact factor of her power.
  • Manipulator: Alexandria cannot manifest electricity or lightning, and can only use that which is available to her.




Awakened State


Spark Name: Aeshma "The Hunter"

Innate Awakened Abilities:
  • Armor of the Spark: Every spark surrounds their host in a black, chitin like shell, or armor. Their host resides within the armor, typically in the fetal position as they do not control their armored state through direct physical movement. Rather, the spark intercepts the neural commands for movement, and manipulates the armor that way. The spark or the host may be in control, but not both. If a spark is only partially awakened, the host will be stuck in whatever partial state they enter, until they are able to fully awaken. Only then may they revert back to their normal self at will. Additionally, heavy damage to the armor will cause it to break and fall off, reverting back to the normal state of the host.
  • Voice of the Spark: Once awakened, the host and the spark may converse mentally. The Spark can share its knowledge, though since the phenomena is not innate to the spark itself, it can only give ideas and tips for power useage; The spark cannot teach its host mastery over their abilities. The spark can retain memories gathered from their host, recalling things they forget, or even noticing things the host themselves failed to, but only through the host's eyes. Many sparks may know each other, and may recognize other awakened forms. The awakened armor is unique to the spark, which is how sparks may recognize each other, even if the differences between two armor sets are very subtle.


Additional Abilities:
  • Heavy Draw: Aeshma can detect and draw electricity to himself. He can do this with a very large current of energy from nearly a mile away. The smaller the electrical current, the closer he has to be. This ability maxes out at just under a mile, no matter the potential strength of the electricity he detects.
  • Full Dispersion: Aeshma's awakened state gives Alex the power to become flash of lightning for about two seconds, but letting her move incredibly fast. This allows her to pass through her foes and electrocute them, and to travel along a conductive surface. This is a powerful ability, and its use is quite infrequent.

Additional Strengths:
  • I Can Smell Your Fear: Aeshma isn't called "The Hunter" for nothing. He has a great sense of tracking, akin to a predatory animal. It's very difficult for somebody to escape him by fleeing or hiding.
  • Sharp Wit, Sharp Claws: Aeshma is not a creature of strength, or of great endurance, but swiftness and precision. What he lacks in physical prowess, he makes up for quick reflexes and speed. Along with his instincts and razor sharp claws, he makes an incredibly deadly foe.
.
Additional Weaknesses:
  • Time Bomb: The more power that Aeshma uses, the more he charges the atmosphere around him. Negative and Positive Ions separately as a result of the static charge he gives off from using his power, causing dust to rise into the air. Over a short period of time the dust will gather and draw moisture, forming rainclouds. This effect can only occur outside.
  • Do Not Operate When Wet: Contact with water will short circuit Aeshma's stored power. Continuous contact will drain him until the Awakened State dissipates completely, removing Aeshma from control and leaving Alex with no power.
Hidden 10 yrs ago 10 yrs ago Post by Syben
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Syben Digital Ghost

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Basics


Name: Jonathan “Kyrios” Diederich
Age: 27
Appeared Age: Late Twenties, Early Thirties
Height: 6'1
Weight: 167lbs est
Eye Color:Ice blue
Hair Color: Black
Physical Identifiers:
  • None

Appearance: Like many others, Jon can be imposing simply because of his height. Being just over six foot, he has had the pleasure of never being looked down upon, forcing others to look up to him. He normally maintains a trimmed jawline, meaning he's usually sporting a 5 o'clock shadow. His eyes have an air of sharpness about them, being the pale ice blue that they are, yet a rugged, tired feel too, the experiences of the years wearing on him. A sturdy jawline and the fact that he almost never smiles help with his intimidating demeanor.

His life of constant travel also bred constant exercise, to the point where Jon is not just toned, but muscular. He's built like a small, dense tree, the years of conditioning evident on every inch of his body. His muscles aren't huge, nor is he the strongest, but he is compacted and tightly wound, providing an ample range of power and speed. He tends to keep his raven colored hair trimmed, to the point of being a mess, instead of a hot one, letting it stick out in random, jagged angles.

Background

Residence: Captain's Quarters, Motum Diversum
Profession: Wraith Captain.
Aligned Faction: Motum Diversum
Relatives:
  • Grayson: Johnathan's little stepbrother, cared for by Jon's foster family in Dresdin, Grayson's true family. He is 16, and the exact opposite image of his stepbrother, but with some likeness. Grayson is a scientists, and it shows, as opposed to his military stepbrother. Grayson and his parents all work at the automotive factory, as scientists specializing in vehicles.


Gear

Weapons:
  • Modified Scar-H: No longer your average assault rifle, Jonathan's gun is one of the holy preachers of death. Featuring an adjustable zoom scope, with an optic range finder built in, and an interchangeable rate of fire; from burst to single. It also has a barrel mounted flashlight and laser dot, which forms the three dot pattern in likeness to his helmet's optics. It is the probable combination of a low recoil assault rifle, and a precision sniper rifle.
  • Vigilante Revolver: This is the gun that gave Jonathan his nickname of “Grimm” before becoming a Wraith. A simple black, six shot, .50 caliber revolver.
  • Arthur: Jon's fusion between brass knuckles and a tactical knife, does exactly what it looks like it's supposed to. Nobody knows why it is named Arthur.

Armor:
  • Wraith Helmet: A full face helmet, commissioned for the Wraiths featuring; Normal, Infrared, and Night vision switchable optics; Built in air scrubbers and an oxygen filtration device. It's also highly resistant to low caliber, dirty rounds.
  • Wraith Mantle: A light metal cover over the shoulders and torso, padded with thick Kevlar-esque material. It has a reinforced spinal 'band-aid' weapon holster, and acts as a one gallon camelbak, holding water within. It also features the same low caliber resistance as the helmet.
  • Utility Belt: Standard issue utility belt, with a metal cinch instead of plastic. Has two, rear hip mounted satchels; two 'slim' pouches typically carrying a flashlight and mace; an elastic band typically holding grenade canisters; and a quick clip sheath.
  • Other Attire: Standard issue combat boots, with a secondary knife sheath, and solid metal knee pads woven into the light green pants. Also light green, a cloth duster style jacket is worn underneath the wraith mantle, with the badge of the Motum Diversum Winged Guards sown onto both sleeves. A light, similarly colored shirt with long sleeves is worn underneath that, following the protective theme of the wastelanders protecting their skin from the harsh desert sun.


Ammunition:
  • Dirty Rounds:Four mags of 7.62x51mm holding 45 rounds each. (180)
  • High Grade Rounds: Two mags of 7.62x5mm holding 45 rounds each. (90)
  • Heavy Ammunition:None

Backpack:None

Belt Pouches, Pants, and Mantle Pockets:
  • 2x concussive flashbang canisters, 2x fragmentation grenade, 1x incendiary grenade, 1x block of explosive C-5 putty, in a bullet proof satchel case, 8x putty ignition devices, timed and remote. Small trauma kit: Bandages, Stitches, Needle and Twine, Sterilizing Agent, 2x morphine pills. Flashlight, Arthur, Cigarettes, Lighter, Canteen, Water purifying tablets, energy pills, protein pills.


Immortalis Information

Manifested Phenomena: None
Unique Abilities:None
Strengths:
  • Military Conditioning: Because of Jon's profession, he is a well rounded war machine. He has high endurance, good strength, good speed, and a hearty mental fortitude.
  • There are many like it.: Jon's weapons are not just firearms, but an extension of himself. He is an excellent precision shooter, with either gun.
  • Canned Whoop-ass. Along side his firearms training, and his conditioning, Jon has also been trained to be an excellent hand-to-hand combatant, top of his class in fact.

Weaknesses:
  • Man of Action: Jon is a man of action, meaning his life is filled with purpose, and adrenaline. He doesn't take leave, he can't foresee himself being a civilian, and without purpose there are a range of emotional and mental consequences that are highly likely to affect him.
  • My Only Weakness: Jonathan loves his brother Grayson, more than life itself. So much that he mails half of his payment for being special forces to Grayson, personally. This is a considerable weak-point in his otherwise iron fortitude.

Hidden 10 yrs ago Post by Firecracker_
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Firecracker_

Member Seen 2 yrs ago

Basics
Name: Ulver “Sandman” Rakis (ool-verr rack-iss) Age: 38 Appeared Age: Early Thirties Height: 5’11’’ Weight: 188 Eye Color: Right eye red, left eye yellow Hair Color: Dark Brown, with the ends of his curls starting to bleach themselves. Physical Identifiers:
  • Lines of X-Shaped Scars going up his arms and legs to his chest, meeting in one large X over his chest.
  • There is a large scar under Ulver’s left eye, the yellow colored one, that goes down to his mid-cheek. He has another scar across his right cheek, in about the middle of his cheek, about 3 inches in length. Both are scars of battles past.
  • There is a large, somewhat circular scar on his right shoulder, from an old gunshot wound.
Appearance:
Ulver is a fairly normal looking man, aside from his near bleach blonde hair tips, scars and brightly colored eyes. His facial appearance is that of someone who is coming to the very end of their youthful looks, and beginning to graze the start of aging. Wrinkles are slightly making themselves apparent, and the dark bags under his eyes tell of man who gets little sleep in his line of work. His body is fairly ridden with scars and cuts from fights from the far past and the day before. His body is muscular, but not ripped, just well built for what you’d expect from a mercenary.
Background
Residence: None Profession: Bounty Hunter/Mercenary/Guard for Hire Aligned Faction: None Relatives: One Brother, Jimis Rakis
Gear
Weapons:
  • Pearla: An old AK platform rifle with a bayonet on the barrel, picked up from a trader a while back.
  • Roger: The long time companion of Ulver, from way back when he got kicked out of his old tribe. The wood is losing it’s grip and it’s starting to jam here and there, but it still kicks like a mule and hits like one, too.
Armor: (Refer to top picture.) Ulver wears a chest piece made of a fairly even mixture of leather and metal as to keep a manageable weight, metal protecting vital areas. Some kevlar is also in the mix, mostly in the arms with leather sleeves and kevlar at the shoulder, elbows, and patches around the forearm. His helmet almost entirely metal, with some padding at the bottom entry hole and on the inside facial areas to keep the helmet from being incredibly uncomfortable. The vent at the mouth area tends to keep the helmet cool and ventilated, but the helmet is still prone to overheating in extremely sunny conditions. Ammunition: Pearla: 30 in active mag, 2 extra 30 round mags on back up. Roger: 5 shells in tube, 23 extra shells. High Grade Rounds:10, in a small metal container. Heavy Ammunition: 10 Slugs, 3 Fragmentation Shells Coyote Pack: 3 Canteens of Water, Sleeping Bag, Weapon Cleaning Kit, 3 makeshift MRE’s, Medical Kit, Partial Surgical Kit, Spare Binoculars, Collapsible Spade, Metal Spork and Knife, Rain Poncho, Sewing Kit with Leather patches, Knife Sharpener, Grappling Hook, Gas Mask, 2 Morphine Auto-Injectors, extra clothes and boots, fire starting kit, small kettle and pan Shotgun Sheathe: Carries Roger. Utility Belt: Morphine Auto-Injector, Binoculars, Pouch containing shotgun shells, with the special ones in a smaller zipper, mag pouches for his AK Mags, Map, Compass, Pouch with 3 bandages and 1 Hemostat, Flashlight
Immortalis Information
Manifested Phenomena: Sand/Earth Unique Abilities:
  • Sandman: Traveling all over the desert time and time again, and you get a little accustomed to sand in everything. Ulver can bend sand to his will, forming projectiles that he can use to his advantage in mid-to short range combat. In sticky situations he can even use it to form ultra-durable shields to block incoming incoming projectiles.
  • Bountyhunter: Hunting humans is a sport that never gets old, with new tactics always showing up to be more useful. Being in touch with the earth, Ulver can concentrate his senses, and use the sand around him to try and detect minute vibrations of sound and movement to help him find his prey.
Strengths:
  • Desert Nomad: Being a roaming bounty hunter for so long, you get used to shitty weather. Even if hot weather is no new thing to most of Dust’s inhabitants, exposed to the elements day in and day out has adapted Ulver even further. He can go fairly well with little food and water, and the heat doesn’t get to him as much as it did when he started bounty hunting.
  • That ‘Tired of Your Shit’ Look: Ulver is no stranger to the idiots, brutes, cons, perverts, tribals, users and general scum of the island, and knows his way around bargaining and coercion. The combination of his eyes, tone and overall attitude lend themselves pretty well in conversation.
Weaknesses:
  • Use & Wear: Gunfight after gunfight, fist brawl after fist brawl, fall after tumble, the traveling man’s lifestyle is starting to catch up and take it’s toll on Ulver. His joints are getting stiffer and sorer, his stamina shorter and weaker. Aging is starting to matter
  • A Healthy Dose of PTSD: Seeing, who you thought, was your best friend murder your parents, and then nearly kill you can leave a mark on a man. Ulver isn’t much for crying much anymore, but he’s a fond friend of nightmares and flashbacks.
  • There is no Bottom: It’s nice for a while, but alcohol is only a temporary solution with a long term problem. Ulver is very fond of his drink, and has been on a dry spell for a while. Withdrawal symptoms galore.
Hidden 10 yrs ago Post by Prophecy
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Prophecy

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Name: Jackson Cooper Age: 27 Appeared Age: Same as actual Height: 6'0 Weight: Eye Color: Grey Hair Color: Dark Brown Physical Disabilities: A slight limp in his right leg due to a small fracture caused during hand-to-hand combat. This minorly affects his manoeuvrability. Physical Identifiers: Scar tissue around both wrists. The result of gnawing himself free from shackles. Appearance: Jackson has unkempt, short brown hair -often obscured by a cap - and stubble that he keeps closely shaven. At one point he would have been considered typically handsome, a rough diamond of sorts, but years of harsh and demanding conditions have taken their toll on his looks and lined his face with creases. Being tall, he is relatively intimidating, and while not excessively muscular, he is toned to the point of definition. Around his neck he wears a dog collar. An heirloom that has been around since well before the orb struck Earth. Residence: A small apartment in Russell City Profession: In theory, Jackson is somewhat a chemist. He sells drugs at cheap prices and - despite being very reclusive - has a reputation for providing what some would refer to as affordable health care. However, his main profit comes from the sale of illegal substances. His most popular being small canisters of inhalable hallucinogens, which he is able to make easily due to his ability. Aligned Faction: Motum Diversum Relatives: Sydney Cooper is Jackson's lover, and perhaps in a world where the Earth hadn't so nearly been destroyed, she may have been his wife. They have a close but casual bond, where one could disappear for weeks on end without a word, only to return and resume their relationship. Sydney often lives with Jackson is his apartment, but is entirely independent, earning her own money etc. Backstory:
Weapons: Fully serrated black combat knife - Much like the dog tag that Jackson wears, this is something of an heirloom that his father passed on to him. It has supposedly been in the family for many generations. Six shot double action revolver: Acquired after a negotiation with a customer turned sour - the same negotiation that resulted in his limp. Armor: N/A Ammunition: Dirty Rounds: 3 boxes of 10 cartridges High Grade Rounds: 17 cartridges of .38 S&W special in a 20 cartridge box Heavy Ammunition: N/A Military grade backpack: Contains - 4 packs of 20 cigarettes (from varying sources, some home-made), 2 packs of 10 cigars, 2 water canteens, change of clothes, spare cap, spare sunglasses, Bunsen burner with accompanying compressed gas canister, a handful of glass vials, matches, sleeping bag. Waist pouch: Contains - various bags/vials of home-made substances. (Sleeping aids, Vitamin pills and powders, water purifying powder, burn salve, hallucinogens, a liquid similar to caffeine that suppresses hunger and helps a person stay more awake and alert, etc.) A second pack of matches, small bottle of lighting fluid, and some kindling. Manifested Phenomena Smoke manipulation. Be it smoke from cooking a meal, a lit cigarette, or a candle. Unique Abilities: Disperse - Jackson can, for a short period of time, turn into a cloud of smoke. Allowing him to travel through small spaces such as ventilation shafts and avoid attacks if he acts quick enough. Inhalator - Jackson can inhale smoke - even laced with toxic chemicals - to store in his lungs which he can exhale at a later date as a weapon. Strengths: Resourceful and adapts easily to his surroundings. Weaknesses: Manipulator - Jackson cannot manifest smoke, he can only manipulate smoke around him. Addiction - Without having access to cigarettes or cigars, Jackson will become agitated and will lack his usual ability to make quick decisions.
Hidden 10 yrs ago 10 yrs ago Post by kapuchu
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kapuchu The Loremaster

Member Seen 9 hrs ago

Revisions are done. Mostly just polished the Appearance and Immortalis Manifest sections.




Name: Evelina Quinn
Alias: The Barricade

Gender: Female

Actual Age: 26
Appeared Age: 22

Height: 165 cm
Weight: 62 kg

Eye Colour: Green
Hair Colour: Fiery Red

Physical Identifiers:
- Slitted pupils
- 1 inch canines (fangs, essentially)

Appearance:
A waterfall of fiery, wavy curls falls down to the waist, framing a fair and near flawless, oval face. Large eyes the colour of emeralds peer out from beneath light brows, a line of freckles covering the button nose above her bow-like mouth, and underlining her eyes. She posses an excotic beauty born from the combination of her vivid and rare colours of her eyes and hair, enhancing her many average features to the point where they seem at the same level as the rest.

Her build is slim and is the evidence and result of regular exercise, albeit she still has enough fat gathered at her bust and hips to give her an easily noticed hourglass figure, with her bust being far larger than most any other girls and women she has met. She carries herself with a casual air, but is far from ignorant of her surroundings. She appears innocent, and but a quiet and kind girl. She is well aware of how her appearance draws attention, but it is not something she tends to use. She dresses in tight shirts most of the time, with bandages making her bosom appear smaller than it is.


Residence:
- None

Profession:
- Healer

Alligned Faction:
- Motum Diversum

Relatives:
- Brian Quinn - Father
- Sally Quinn - Mother
- Michael Jones - Grandfather (Mother’s Side) [Deceased]
- Elizabeth Jones - Grandmother (Mother’s side) [Deceased]
- Hugh Quinn - Grandfather (Father’s side) [Deceased]
- Molly Quinn - Grandmother (Father’s side) [Deceased]




Weapons:
- A short broadsword carried horizontally across her lower back/hips.
- SIG P220 Handgun

Armor:
None

Ammunition:
High Grade Rounds: 121 x 10mm rounds

Backpack:
- Various herbal remedies & formulas.
- Splints, bandages, anesthetics; everything a wandering Medic would need, and more.
- Various necessities (food, water, tent, clothes, soap, etc.)
- Oils and tools to keep both weapons clean and functional.
- Goggles.
- 8 magazines for her gun (10mm rounds)

Belt Pouches:
- 3 magazines for her gun
- SIG P220 Handgun (8 bullets loaded)
- Compass, Map & Canteen.

Miscellaneous:
- A bike, and fuel for it.


Manifested Phenomena:
Has the ability to control light in several different ways, chief among them being her ability to create barriers and ropes, or even send it forth as a beam of heat.
- Can turn insubstantial and move with incredible speed for up to 2 seconds before she returns to physical form.
- Estimated Speed: 20 metres pr second
- Resistant to heat and doesn’t seem bothered by high temperatures.
- Immune to flashbangs

Strengths:
- Extensive Medical Knowledge
- Decent gymnastic abilities (Flexibility, reflexes, etc)
- Basic swordsmanship & gun skills
- Enhanced night vision (eyes)

Weaknesses:
- Not very strong.
- Somewhat vulnerable to cold.
- Not the largest girl around; rather easily pushed around.
- Powers are weakened during the night.

Other:
- She is a lover of meat, and has a great dislike for Vegetarians. To her, eating meat (as well as vegetables, etc) is the only right thing to do. She believes that her love for all things once-living-now-food is the cause for her teeth changing alongside her eyes when she became an Immortal.

- Isn’t quite sure of her sexuality. Maybe because she never had any “flings” as a teenager, but she’s not sure.

- Her skills with a sword are self taught, with her skills with a gun coming from her father.
Hidden 10 yrs ago 10 yrs ago Post by Darcs
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Darcs Madama Witch

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Basics





Full Name: Lucania Cleodora Melia Castalia
Goes By: Lucania Castalia
Other aliases: The 6th Castalia, Sottocapo's Kid, Heiress, Princess, The Lady Boss, Bloody Sleeves, Lucky Lucia, The Voice that Soothes

Age: 27
Appeared Age: Mid 20s/Early 30s (26-32)

Height: 4' 10'' (flat-footed), 5' 1/2'' (w/ heels)
Weight: 121lbs

Eye Color (Contacts): Shifts from Light Brown to Golden Brown to a Chocolate shade.
Eye Color (Natural): No single color. Lucania's iris colors seem to change with her mood, who she's with, and other mental and physical stimuli.

Hair Color (Dyed): Dark brown/black.
Hair Color (Natural): Naturally brown, with ends becoming bleached blonde in sunlight.

Physical Identifiers:
  • Flowers and leaves grow from the locks of hair on Lucania's head. They grow at an incredibly accelerated rate and don't appear to be able to survive if they are removed from her hair. They tend to follow the seasons of the old world, with more colorful flowers appearing around the time it would be spring and summer and duller colored leaves appearing in winter and fall.
    • To onlookers, this tends to appear as though she has merely braided flowers into her hair.
  • Her body naturally exudes a very flowery scent, often becoming stronger based on the intensity of her own emotions.

Appearance:


UPDATED: After her visit to La Petite Morte, Lucania's appearance has been altered somewhat-- while not unrecognizable to those who know her, she no longer possesses that Hellenic beauty she was once known for. She still projects the appearance of wealth and prestige, but in a manner that is darker, more reserved and less braggadocios.

Her face, which once possessed an almost childish beauty, still follows the same scheme, but after a small skin bleaching session and some Old World collagen injections, she appears as noticeably paler, the bags under her eyes have become more apparent-- she looks to be closer to her age, perhaps even a bit older than she is now.

Several other changes have occurred, including now sporting darker, much shorter hair, her use of Old World contacts to dim the signs of Immortality in her eyes, and a shift in wardrobe from bright, expensive evening dresses to darker, still expensive overcoats and hats help to create a new image for the wanted Castalia.

Background


Residence: Bella Vista Suite, Castalia Casino & Hotel, Serenity

Profession(s): Socialite, Cabaret Singer, Entrepreneur, Mafioso and Figurehead of the Castalia Family, Heiress of the Castalia Family Businesses, Fortune, and Criminal Empire

Aligned Faction(S): The Castalia Family of Serenity, Parkland, Harlem, Laguna, Wolfwater & Russel City;
  • Allied with several factions in the populace of Motum Diversum
  • Protection deal with the Aqueous Yakuza; brokering alliance
  • Allied with several Independent Gaen Scientists
  • Openly Immortal

Enemy Faction(S):
  • Winged Guardians of Russel City
  • Anti-Immortal Extremists & Supporters of Adam Worth
  • Rival criminal organizations in Dust

Relatives:


Other Relations:
  • Salem - Past Fiancé (deceased)
  • TBD

Backstory:



Gear


Weapons:

  • Snub-nosed Revolver: Although only for emergencies, Lucania makes a point of keeping a reliable weapon on her person at all times-- her gun of choice? The Colt Detective Special, a 5 chambered revolver designed for undercover law enforcement of the Old World, making her use of it somewhat ironic.
Armor: Lucania's dresses are anything but 'armor,' however, the works commissioned to her are created with both the aesthetic of the Old World and the practicality of Dust in mind. The rich cloth that is signature to her private line of dresses doesn't serve as much use against a knife or a bullet, but they do serve as adequate protection against the elements of the New World. Not only that, but by including numerous hidden pockets they maximize the amount a person can carry, while minimizing the risk of having things stolen. Dresses with longer, flowing sleeves typically have razor blades sewn into them, allowing for quick cutting attacks in a pinch.

Ammunition:
    High Grade Rounds: 18; 5 bullets chambered, 2 speedloaders containing 5 bullets, 3 loose bullets
Purse:
  • High-quality Bartering Ammo, The Diary of Rosemary, Family Documents, Lighter, Cigarettes, Old World Make-up, Rags, Speedloaders
Dress pockets:
  • High-quality Bartering Ammo, Revolver, Tinted Glasses, Razors, Loose Bullets

Lucania's Guards:

Bento 'Cullen' The Windcaller

Carmela Shelby:
  • Armour: Suit
  • Weapon: Tommy Gun
  • Ammunition: --
    • Dirty Rounds: 30, access to more


Immortalis Information


Manifested Phenomena: Sound/Sonar

Unique Abilities:
  • Audio Manipulation: Lucania can detect and influence the manner in which her voice travels. Granting her a unique form of communication, as well as primitive echolocation. Sound still dissipates over time for her, she simply possesses a 6th sense for maximizing it's path. A whisper for her could only travel the length of an average sized room.
  • Banshee Scream: Lucania, very briefly, can summon a damaging, ear shattering scream from within her. Although the scream only lasts for a few seconds, the effects it may have on a person's hearing can be permanent. While typically the Scream only deafens its victims for a few minutes, those too close to high intensity screams may suffer permanent ear damage, or have their ear drums outright destroyed.
  • Vocal Imitation: Given time, Lucania can project her voice as an imitation of anything or anyone, be it the growl of an animal, the sound of an instrument, or the voice of another person.

Strengths:
  • A Mind Needs Books: Lucania is clever. Raised in 'the family business,' and given access to the knowledge of the Old World from a young age, the woman has accumulated a good balance of book and street smarts.
  • The Ecstasy of Gold: As heiress to the Castalia Family, Lucania has access to considerable wealth compared to the common man in Dust. Leading a lifestyle free from the worries of day to day survival has allowed her to focus her time on intellectual pursuits.
  • Castalia Family Mafioso: As a mafioso for the Castalia Family Lucania is no stranger to the brawls that come with operating a gang in Dust or the politics that come in dealing with Motum Diversum law enforcement and businesses. While her style of fighting typically relies on intimidating the enemy with numbers and surprise, one doesn't earn the nickname "bloody sleeves" without having taken her fair share of blood.

Weaknesses:
  • What Do You Mean They Can't Eat Cake: Lucania has been, for the most part, isolated from the truly harsh realities of the world. While she might not be completely ignorant to things that aren't the high society of Dust, her position of privilege has undoubtedly given her a much different view on society than the average person.
  • The Lady Is A Tramp: A sheltered life has deprived Lucania of the chance to build the stamina held by those used to walking for days on end in the deserts of Dust. Not only that, but her dresses impede her ability to run very fast.
  • Do You Even Lift: Lucania isn't the most physically active. Having spent all of her life in cities, with protection, she hasn't needed to build the muscle scavengers and those regularly subjected to the poorer sides of life in the cities need to live.
  • Castalia Family Honor: A disadvantage of following the ways of the mafia of the Old World. Lucania follows a strict code of honor when interacting with law enforcement and others whom The Family would consider their enemies, this is one of the things that sets the Castalia Family above other Dust gangs.
  • Vocal Fatigue: Lucania, while insulated from the damaging effects, can only summon the Scream once or twice per day, and typically experiences fatigue after its use, often losing her voice for several hours.
Hidden 10 yrs ago 10 yrs ago Post by Callthecops
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Callthecops The Empty Headed

Member Seen 6 yrs ago


Name: Bento Quine, The Windcaller
Age: 34
Appeared Age: Mid Thirties
Height: 6’4
Weight: 198
Eye Color: Steel
Hair Color: Dark Grey
Physical Identifiers:
  • Strange wisps flow in seemingly random patterns within his eyes.
  • Bento has a multitude of deep, nasty scars latticing his back from lashes he has received.


Background

Residence: N/A
Profession: Slave
Formerly: Motum Diversum Recon/Scout Special Operative)
Aligned Faction: The Forsaken Order (Slave)
Formerly: Motum Diversum
Relatives: Elias Quine (Father)
Backstory:
Born in Russel City to a leatherworker, Bento was raised primarily by his father, his mother having died of sickness only a few years after he was born. Descended from the protected son of philosopher Willard Quine, an important philosopher and analyst himself, the Quines have passed down the works and teachings of the greatest philosophers of the old world. An exceptionally bright student, he earned his father’s pride, even when he decided to pursue a career in the military, rather than take up the family trade, and the pursuit of deeper study.

At first he was assigned as a caravan guard, like most members of the Diversum’s armed forces, however over time it became clear that his talents were being wasted. By the time he was 24 he had worked his way into an elite section of the military, focused on gathering intelligence on the Forsaken Order. At the age of 27, he was sent to the mountains above Ironhold, deep within enemy territory, to watch troop movements in and out of the city. While there, he found himself getting sick with what appeared to be a pretty standard cold. After a midnight foray into a nearby mining camp to steal some supplies and any intel he could find, Bento was on the face of a cliff, free-climbing back up to his campsite when his fatigue got the best of him. He knew he shouldn’t have been running ops while under the weather, but he had needed those supplies. In a particularly difficult section of the climb, he missed a hold and found himself plummeting to what surely should have been his death. Near the bottom of his fall he threw his hands toward the ground in some irrational attempt to push the ground away. To his surprise the winds suddenly started to pick up with such force that they began to slow his fall.

When he woke up, Bento had been stripped of his gear and imprisoned underground. After almost a year of torture, he was eventually sent to the mines to work long, hard hours. They slept in the mines, they ate in the mines, and they would most likely die in the mines. In fact, if it were not for the selflessness of a single man, Bento would never have been given the chance to see the sun again. After roughly 2 years of service, now 30 years old, Bento and his work group were caught in a terrible accident where he was pinned and left to die. Saved by an older man, by the name of Promos, the two became close friends. After learning of the older man’s son and family back home in Harlem, Bento swore to repay the old man for his kindness by returning him to his family. After 4 more years in the mines the two of them were selected to accompany a large trade caravan travelling through Motum Diversum and Aqueous territory.

-Contents of First Post-

After his escape from slavery, Bento began amassing a small fortune in the arms sales. As it turns out, building a small army of former slaves and hitting the Forsaken’s trade routes could be a pretty good gig for a while. Things got a little too hot once the Iron King started sending squadrons of Soulless after them, but a few months of bloody revenge could go a long way. After that whole ordeal, the Major rented out a small apartment up in Gate’s Pass where he worked part time as a bouncer at one of the various brothels in town. The pay was alright, and the ‘bonuses’ were marginally better, but the real benefit was the ability to make a few trips up to see his father in Aspin after learning he had defected there to study physics.

After 2 months Bento decided, for a variety of reasons, that leaving Aqueous territory would be a smart choice. Unwilling to subject his father to the dangers of harboring an Immortal, the Windcaller decided returning to Russell City would be his best bet. Upon entering the city, he managed to broker an agreement with Colonel Thorne, the terms of which amounted to little more than that if Bento kept his head down the Diversum wouldn’t bother him. He has now been in town for a week and has been generally looking for work and wasting away his stash of bullets wherever the whiskey is good.

Gear

Weapons:
  • Scoped M14 (wooden frame)

Armor: N/A
Ammunition:
  • Dirty Rounds: 100
  • High Grade Rounds: 40 (20 round clips x2)
  • Grenades: 7


Black Leather Knapsack:

  • Medkit, Rope, Rations, Canteen, Sewing Kit, Flashllight, Ammo (72 dirty 357 magnum), Misc Ammo (50 High-Grade shotgun slugs + 142 dirty 9mm rounds) Matches, Grenades, Painkillers, and a bottle and a half of moonshine


Belt:

  • Gun/Holster, Bullet Pouch (18 dirty 357 magnum), Spare Clip, Knife


Immortalis Information

Manifested Phenomena: Air/Wind
Unique Abilities:
  • Windcaller: Creates powerful gusts of air that can knock back opponents and toss around various objects. Also allows for ‘Jetpacking’ and limited flight.

Strengths:
  • Gunslinger: Quick on the draw, and even faster on the trigger, Bento is an incredible shot. With a revolver as his weapon of choice, he considers anything but a kill as a miss, and he rarely misses.
  • Nerves of Steel: It is in danger that Bento most excels, acting quickly and deliberately, often without even losing his characteristically expressionless face. The result is an almost terrifyingly fearsome fighter.
  • Clever: His time as a scout have taught him how to survive and outsmart his opponents using the environment and tactics.
  • Conditioning: Time as a scout and then as a slave have kept him in great physical condition relative to a normal man his age.

Weaknesses:
  • Claustrophobic: Can’t use his powers in an enclosed space (as there is not enough air to push around).
  • Glass Cannon: In order to stay light Bento doesn’t wear any armor.
  • Death Wish:Those who know him well have gone so far as to say that Bento is a man utterly incapable of fear, approaching violence with such astounding disregard for his own life that one might believe he was trying to die.
  • Death Wish (Redux): Bento abuses substances with such disregard for his own life that one might believe he was trying to die. One byproduct of this is a strong dependence on alcohol, to the extent that he can hardly fight without at least two drinks in him.
Hidden 10 yrs ago 10 yrs ago Post by Antediluvixen
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Antediluvixen Kemonomimi Dystopia Creator

Member Seen 22 days ago

Basics




Name: Vladimira Kovalik

Age: 21

Apparent Age: Early 20s

Height: 1.65 meters (5’ 4”)

Weight: 77 kilograms (170 pounds)

Eye Color: A pulsing red, like molten steel, her eyes have whites but no visible pupils. They glow, and the pulsing is in sync with her own heartbeat, and speeds up or slows down to match it. The glow dims if she weakens.

Hair Color: Her hair looks as if it is made of ultra thin steel wires, though it behaves just like normal hair.

Physical Disabilities: A noticeable limp in her right leg- from when she hit her leg with a hammer after missing a swing at a piece of metal she was working.

Physical Identifiers:
Eyes and hair
A large burn covers her lower right abdomen and upper thigh.
Her arms are pockmarked with scars of varying sizes.

Appearance: Vladimira is no beauty, but isn’t necessarily hard on the eyes either. Her steely hair is kept in a mid length ponytail, often tucked inside a shirt. Her face is rather hard, tempered by the heat of molten metal and welding arcs. Her eyes are obviously striking with their pulsing red glow, as is her hair, gleaming in whatever light there is. Her features are Slavic and rather unremarkable.

Despite her modest height, she has a rather burly upper body for a woman, with defined muscles evident on her arms and shoulders. Her welding goggles, fused to a gas mask, never seem to leave her face, though the glow of her eyes can be seen if one gets close enough and she doesn’t have the filters at their fullest.

Were she to remove her armor and mask, there is little that's striking about her appearance. Arms and upper body pockmarked with scars, burns, and ample muscle. A large bust (think ~38DD/38DDD Approximate bust size. Image contains boobs.) doesn't hurt her looks. Her hips defined more by the degree of muscle packed around them from carrying heavy loads than by any curve.

Background


Residence: Formerly Arclight, currently a small hole dug into the ground near some boulders and covered with a metal sheet and dirt for keeping the temperature survivable and for concealment. Located about midway between Arclight and Russel City.

Profession: Formerly a blacksmith/metalworker/welder, now essentially a traveling heavily armed handywoman/scavenger.

Aligned Faction: Neutral, but favors Motum Diversum.

Relatives:
Andronikov Kovalik- (Father, Alive, Accepting of his daughter’s powers)
Galina Kovalik- (Mother, Deceased)
Andrei Kovalik- (Brother, Unknown- presumed deceased.)



Gear


Weapons:
Comrade”: An old Mosin-Nagant 91/30, has twenty one notches on the stock, presumably from the Russian soldier who last had the rifle, has a folding bayonet and a carry strap.

Two TT-33 Tokarev pistols: More old Russian weapons, Vladimira carries them in two paddle holsters strapped to her thighs and is somewhat capable of using them simultaneously, though she generally will simply pull out Comrade if she actually needs to shoot somebody at any range.


Armor:

Vladimira wears a pair of welding goggles fused with a gas mask fitted with particulate filters to keep out the dust of… Dust… She wears a ragged hooded light grey cloak with baggy, overly long sleeves sewn on the inside to shield the arms from sunlight, blocking out the sun from her body and effectively concealing what she has underneath it. Concealed under the cloak is a smallish headlamp, capable of providing enough light to see by at night. She wears urban camoflauge cargo pants with an obscene number of pockets filled with various pieces of scrap metal and other random junk. Her shirt is rather unremarkable gray linen. She has two plates of steel secured firmly on her front and back, able to stop shots from most firearms up to and including medium power rifle cartridges, something like a 30-06 AP round would easily punch straiht through. Four similar but smaller plates protect her elbows and knees, all plates have impromptu cloth padding underneath them for comfort and to soften the impact of a bullet or anything else. She wears thick metal plated gloves of her own making, and has a pair of tank like combat boots that reach to about her knees, also plated with metal.

Ammunition:

Dirty Rounds: The remnants of several spam cans full of old Soviet milsurp ammunition. ~250 rounds of steel cased 7.62x54R ammunition on five round stripper clips. ~200 rounds of 7.62x25mm Tokarev kept in the same small bags they came in, and not easily accessible, 32 of them are loaded into the eight round magazines for the Tokarevs.
High Grade Rounds: N/A
Heavy Ammunition: N/A

Backpack A:
An old military rucksack, khaki colored:
Items Within: A basic first aid kit; a spare shirt and pair of pants; extra water; some spare scrap metal for emergencies; food; spare batteries; small blowtorch; water purification tablets; a small wad of plastic bags for… something, she has no idea why she keeps them around; small tent for shelter from the sun folded up and tied to the bottom, a sleeping bag is tied to the top.
Miscellaneous: A rope tied at her belt; bandolier of pouches containing the ammunition loaded onto clips or magazines; a two liter canteen sits on a strap around her shoulder; a compass in a small pouch on her belt, in other pouches on the belt are more small pieces of scrap metal for various uses.

Immortalis Information


Manifested Phenomena: Ferrous Metals (anything with a significant amount of iron, so iron and steel).

Unique Abilities:
Artisan Engineer: Like clay, but shinier and a hell of a lot tougher. Vladimira molds the steel she controls almost as easily as a sculptor working clay into the desired shape. She can mold the steel she controls into almost any shape imaginable, mainly limited by her imagination and the material itself.

Strengths:
Intelligence: Vladimira is smart. She may not have a rigorous higher education in mechanical engineering, but she can reverse engineer the internal workings of a diesel engine with little to no prior knowledge and figure out how to repair it to at least working order.
Juggernaut: Spend as long as she has lugging about welding equipment and hammering things and one builds up some muscle. She has prodigious physical strength and can carry heavy loads without too much difficulty, as well as having a brutal punch.

Weaknesses:
Mighty Glacier: Vladimira is relatively slow and not exactly agile, and while able make a short few meters sprint in decent time, is not able to attain any real speed, even when unarmored.
Do you feel lucky, punk?: Despite her intellect (and common sense) telling her such things are ill advised, she’s likely to charge into a situation in the spur of the moment, and has no issue with extreme violence to get what she wants.
Ya’ gotta make do with what ya’ got: Vladimira can only manipulate metal in her environment, she cannot produce it herself.
Hidden 10 yrs ago 10 yrs ago Post by Darcs
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Darcs Madama Witch

Member Seen 4 mos ago

Basics
Source Full Name: Lucina Viddani Castalia-Rivera (Née Castalia) Goes By: Lucy Castalia Other Aliases: Sottocapo's Bastard Girl, Bloody Sleeves' Sister, Paolo's Whore, Troia Age: 17 Appeared Age: Early 20s (20-24) Height: 5' 7'' Weight: 102 lbs Eye Color: Golden Brown Hair Color: Brown Physical Identifiers:
  • Slightly lazy left-eye
  • Small scars and bruises on both arms
  • Large scar across back
  • Castalia Family resemblance; occasionally mistakable for a Lucania clone (sans eyes)
Appearance: If Lucania is a gem-- then Lucy is costume jewelry in comparison. While one would have to be blind to claim that the girl is objectively unattractive, she isn't what one would call a 'natural looker.' Possessing the tall, slender build of a model of the Old World, Lucy might be some man's dream come true. Still, she simply doesn't possess the youth and beauty granted to Lucania. Years of substance abuse have physically weathered her beyond her age. Lucy's brown eyes have an almost lazy droop to them; they, along with her aquiline nose, give her face a it's very distinctive appearance. She tends to wear clothing that make fashion statements complimenting her taller, lean muscled form, as opposed to the evening gowns and blouses that Lucania is known for. She re-purposes the casual wear of the Old World, to hide her scars and her sickly lack of weight. Another difference between Lucy and her sister is make-up. While the 6th Castalia is known to wear lipstick and eyeliner in moderation, Lucy tends to cake herself in the stuff. This is to hide the black and sunken eyes of fighting and malnourishment, and to cover up scarring of a constantly bleeding nose.To the untrained eye, a fully made-up Lucy, wearing a dress, might just be mistaken for Lucania.
Background
Residence: Room 1818, Castalia Casino & Hotel, Serenity Profession: Apprentice dressmaker and tailor under Mildred Clooney, Figurehead of the Castalia Family, Socialite Aligned Faction: The Castalia Family of Motum Diversum & Wolfwater Relatives: Backstory:
Gear
Weapons: No set weapon; Skilled in improvisation and unarmed combat, she prefers broken bottles. Armor: N/A Purse:
  • High-quality Bartering Ammo, Assorted Drugs (Gaen Blow(Coke), Gaen Green(Cannabis), MDMA, Meth), Cigarette Holder, Cigarettes, Flask, Matches, Make-up Kit
Immortalis Information
Manifested Phenomena: N/A Unique Abilities: N/A Strengths:
  • Fat $tack$: Lucy doesn't have access to the full Castalia Family fortune like Lucania, but her monthly stipend is enough to feed a small town for a year. (Yet she always manages to blow through it early)
  • Bar Fighting Black Belt: Lucy learned to fight through the oldest martial art; getting drunk and anger and fighting other drunken angry people. She started from a young age (younger than she is already) and accumulate her scars entertaining the seedier bars of Serenity.
  • Stronger Than I Look/Popeye Drug User: Lucy has a slender figure composed almost entirely of wiry muscle, surprising most combatants with the power held behind her punches. Further surprises come from the power she is able to summon when fueled in a Drug Rage.
Weaknesses:
  • Lightening Bruiser/Glass Canon: Lucy is a fast, hard hitter. Naturally then, one or two good hits tend to be enough to put her out of commission. (If she isn't on a drug rage, of course)
  • Guns Don't Kill People...: Lucy doesn't know how to use firearms, a result of her position of wealth and protection, as well as her own skill in CQC.
  • Smoke Weed Erryday: Lucy is addicted weed and several other downers. She exhibits slowly worsening withdrawal symptoms the longer she goes without using.
  • You'll Cowards Don't Even Smoke Crack: Lucy is addicted cocaine, crack, and several other stimulants. She exhibits slowly worsening withdrawal symptoms the longer she goes without using.
  • High As A Kite In An Opium Den: Lucy goes through life without thinking much, instead preferring hedonistic pleasures of the now. Leading to a personality heavily influenced by the Id, often while high.
  • Now, Tell Me That Ain't Insecur: Lucy, ultimately, is extremely insecure. She sees herself as an unwanted bastard child in a family that only keeps her alive because of tradition. The one person who does love her, Lucania, is much more beautiful, intelligent, and driven to expand the family business than she is. Her cripplingly low self confidence leads her to become too paralyzed to gain the ambition she admires in her sister, as well as leading her to self-medicate heavily.
  • Not The Brightest Fork in the Drawer: Lucy relies on animalistic instincts for her improvisation in combat, outside of bar fights, she isn't exactly renowned for her cognitive abilities.
Hidden 10 yrs ago 10 yrs ago Post by kapuchu
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kapuchu The Loremaster

Member Seen 9 hrs ago

Basics
Name: Octavia Rowena Atalanta Gabriele Goes by: Octavia Gabriele Other names: Rowena, Tavi, Gabby. Age: 24 Appeared Age: 17-20 Height: 54kg Weight: 165cm Eye Color: Light purple Hair Color: Dark purple Physical Identifiers:
  • Purple coloured eyes
  • Purple hair, a few shades darker than her eyes
  • Purple stuff (very fond of the colour)
Appearance: There a people whose beauty is comparable to the gods from ancient Greece. There are those whose beauty stems from an excotic combination of colours, and even those whose rough and calloused exterior attracts. And then there is Octavia, a young woman whose appearance does not fit into any of these categories. While an attractive young woman in her own right the main focus of any attention directed at her is the startling colour of her hair and eyes. Locks of wavy purple fall down to the middle of her back, framing a face with a slightly pointed chin, high cheekbones and full lips. Hours upon hours of exercise has gifted her with a body toned to perfection, with powerful thighs, a toned belly and overall slim build. Subtle muscles can be spotted moving beneath her skin as she moves, never so prominent as to detract anything from her feminine side. While not exactly the epitome of the hourglass figure, she still possesses a modest bust and shapely hips transitioning into round thighs. To see her without her long nails and lips coloured a purple similar to her hair is about as rare as seeing Santa, some would say. And to a degree it is true; she never goes out without at least those two cosmetics.
Background
Residence: Small apartment in Serenity (former). Well-furnished and cozy room in Bitches’ Brew (current, until she finds something for herself). Profession: Poledancer & Barmaid in the Bitches’ Brew. Formerly the same in Castalia Casino & Hotel. Aligned Faction: The Castalia Family, Motum Diversum Relatives:
  • Brianne Rowena Gabriele - Mother
  • Matthew Atalanta Gabriele - Father
Gear
Weapons:. 1911 Longslide Armour: N/A Ammunition: High Grade Rounds: 45x .45 Super rounds loaded in 15-round magazines Dirty Rounds: 180 .45 Super rounds loaded in 15-round magazines Purse: Tube of purple lipstick and nail polish, 1911 Longslide, 1 spare magazine, water bottle, and a small make-up set made up of a few old-world and (mostly) Dust manufactured products (gifted as one of her first payments when she started working for the Castalia family).
Immortalis Information
Manifested Phenomena: Fire/Heat Unique Abilities:
  • Living Furnace: Octavia simply does not get cold. While still capable of feeling hot and being affected by the sun’s rays, she never feels cold, and even warms up her surroundings if she so chooses.
  • Thermal Vision: One thing she quickly noticed when first she became Immortal, was that she could sense vague shapes behind solid objects. Over the cause of a couple of years this ability developed into a perfect thermal vision to be used at her leisure.
  • Fire Manipulation/Creation: The control and creation of fire comes as natural to Octavia as breathing does. At this point in time she’s as comfortable with her powers as she is with her trusty dance partner: Mr. Pole. The range, and amount of fire she can produce using her powers is as of yet unknown. Thanks to this ability she is also completely immune to the effects of fire upon her body.
Strengths:
  • Mr. Pole’s Gift: As a result of several years of pole dancing, Octavia is significantly stronger and more flexible than the average woman her age.
  • A Quicky?: A healthy body also means a healthy mind. She’s a quick thinker and does well in stressing situations.
Weaknesses:
  • Amateur: Octavia has little to no combat experience, knowing only the basics on how to maintain and shoot her gun. Hand to hand combat is an unknown to her, and despite wanting to learn she has yet to find someone who can.
  • Let’s be friends, Mr Wolf: Perhaps a bit naïve, Octavia is easy to befriend, and slow to suspicion. While not easy to manipulate per se, it’s still not a difficult task to lie to her.
  • Like a Wildfire: As easy as it is to befriend her, as difficult is it to be forgiven. If she is betrayed or a friend is struck down or wounded she becomes nigh uncontrollable, and will not stop until she feels that justice has been served, or proper reparations is sworn (not promised).
Hidden 10 yrs ago 10 yrs ago Post by Vandy
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Vandy Post Apocalyptic Superman

Member Seen 2 yrs ago

Basics
Name: Eric "The Eagle" Rose Age: 26 Appeared Age: Late twenties Height: 5'11 Weight: 158 lbs Eye Color: Bright Red Hair Color: Brown Physical Identifiers:
  • Bright red eyes with pupils akin to a cat's
  • Eagle tattoo on the left side of his chest
Background
Residence: Small one bedroom apartment in Russel City Profession: Inquisitor (Hollow Hunter/Mercenary) Aligned Faction: Neutral (Absolutely refuses to work with the Forsaken or other slavers) Relatives: Kara Rose (wife, deceased) Backstory:
Gear
Weapons:
    *note: Eric paints all of his weapons red
  • Modified Barrett M99B: A popular American bolt-action sniper rifle from before the Fall which came into circulation a few years before the event. It is an upgraded version of the M98B that is lighter in weight and uses ammunition with higher armor piercing capabilities. Outfitted with a specifically modified scope that doubles Eric's already impressive sight capabilities. Complete with extended magazines to hold 10 rounds and a detachable silencer. (The silencer muffles sound but lowers damage.)
  • 9mm pistol: Since the M99B is his primary weapon, Eric needed another firearm to serve in closer engagements. There is nothing special about his pistol except he uses special armor piercing rounds for use against the hollow. Magazines hold up to 12 bullets.
  • Tactical Combat Knife: Used mostly for opening canned foods, this combat knife is nothing more than a precaution. Eric feels that if his enemy got this close to him he failed anyway. A normal combat knife with no special modifications.
Armor: Eric wears an armor made up of individually removable and reinforced leather padding on top of everyday clothing. The leather padding can be easily removed in case of contact with any type of harmful acid or poison. He also wears a hood to cover his head from dust and sand from the wasteland and to keep his head cool. Other than that he doesn't wear very protective armor as he prefers to stay far from his enemies. His armor could be completely bypassed by a direct hit from either a bullet or a blade. Ammunition:
  • Dirty rounds (for use against humans): 3 9mm magazines for his pistol (36) and 4 magazines of .338 for his sniper (40)
  • High Grade Rounds (for use against hollow): 2 military grade armor piercing 9mm magazines for his pistol (24) and 3 military grade armor piercing .338 magazines laced with poison for his sniper (30)
  • Heavy Ammunition: none
Backpack: Medkit with various anti-venom agents, 4x water bottles, single filled canteen, 2 weeks of food provisions, duct tape, small one person tent, tracking kit, fire starter, lockpick kit, thermal sleeping bag, sniper sling Belt pouches: Compass, matches, ammunition, spare magazines, pistol, combat knife
Immortals Information
Manifested Phenomena: sight/vision Unique Abilities: Enhanced Sight: Eric's sight has been enhanced to an incredible degree. He is able to see with exacting detail anything within a five mile radius as if it were directly in front of him. He is able to focus his eyes to control how far and how clear he sees objects. This makes him extremely proficient as a sniper as he can kill a man from miles away as if they were standing two feet away from him. The All Seeing Eyes: Eric is able to manipulate the way in which his eyes observe objects. Depending on how he focuses his eyes he can see through any substance from skin, to clothing, to lead as long as the object he is viewing is within ten feet. (A power he likes to abuse) He also has natural night and thermal vision which allows him to see in pitch-black darkness normally and spot heat signatures of both man and beast. Strengths: I Can't Miss: Eric is able to hit virtually any target from any distance with any angle. He is also able, through training and study, to target specific weak points in the armor of a Hollow to pierce its skin and bring it down quick and efficiently. Because of his sight he is a proficient shot with any fire arm. Mister Coordinated: Eric's hand eye coordination is almost flawless. He can catch, throw, shoot, and dodge almost anything with as little as a reflection. This also gives advanced agility allowing him to flee from a hollow or danger whenever necessary. Let's Get Out Of Here: Due to the intense nature of his profession, Eric is often fleeing for his life. He has become extremely fit and is able to sustain a sprint for a long time. Eric has very high endurance when his adrenaline is pumping. I'll Find It For Ya: Eric is an extremely gifted tracker. Whether he is tracking Hollow or people he is able to find it. His sight also allows him to examine his target's path in ways normal people would never think possible. Weaknesses: Stay Over There: Because of his reliance on fire arms, Eric is not very proficient in close quarters combat. If someone or something gets to close to him he tends to run to spread the distance and take his enemy out from afar. While he can handle himself in close situations against normal people, he tends to lose against those trained in hand to hand combat. Did I Hear What: Eric's enhanced sight has caused him to focus more on what he can see. While his other sense are not impaired, he tends to let his vision dictate his actions. Stay Away From The Light: Eric's eyes have become extremely sensitive. Intensely bright explosions or flashbangs have the tendency to blind him for a short amount of time depending on the proximity.
Hidden 10 yrs ago 10 yrs ago Post by OneEyedChurro
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OneEyedChurro Pam Grier's Fro

Member Seen 4 yrs ago


Arcus Brunswick


Basics


Age: 52
Appeared Age: Actual
Height: 6'2"
Weight: 205 lbs.
Eye Color: Teal. His pupils come to slight points, as well, making them appear teardrop-shaped.
Hair Color: Brown with hints of silver just beginning to grow into the tips of his locks and the edges of his beard.
Physical Disabilities: Walks with a slight but noticeable limp in his left leg. Also, has a gnarly and infected bullet wound above his left hip which will occasionally burst into bouts of extreme pain from the infection. Said infection will eventually be fatal.
Physical Identifiers:
  • Scars dance across the flaked and saggy skin of his forearms, chest, and face.
  • Tattoo on his right forearm that once depicted an elephant, though it is now so covered in scars and been smeared over the years it's barely recognizable as anything.


Appearance: Arcus looks a little worse for wear. His locks are quickly graying and are often in a mottled mess, his face hasn't seen a razor is years, and his dark skin is becoming wrinkly and saggy. Look past that, though, and it's easy to see vestiges of a former warrior- the man is tall, still built like a bull and is covered in scars and stitches. The muscles may not work like they used to, but they're still there.

Due to being an Immortal, Arcus' eyes are an oddity, teal in color with pupils that are shaped like teardrops. They've lost the spark he had when he was with the Forsaken, the bloodthirsty look in them replaced with such things as caring or even sorrow and pity. Some say he looks at other the way a father would his child.

The former Forsaken dresses as well as any other wanderer can, and that means layers of loose clothing for the heat and dust underneath some armor for protection against more worldly things.

Background

Residence: Being offered hospitality in Fairbury
Profession: Wanderer; Philosopher; Vigilante
Aligned Faction: None; formerly Forsaken
Relatives:
  • Virn Brunswick - Father - Deceased
  • Luella Brunswick - Mother - Deceased
  • Caden Brunswick - Brother - Deceased
  • Tilli DeLoraine - Sister - Alive and married to Hector DeLoraine. Last he heard, Tilli was living in Russel City.


Gear

Weapons:
  • Brute: an old sledgehammer that also has a saw-blade attached to the end opposite the hammer; because why not? It requires care when carried and used so as not to damage the wielder, but it is a brutally effective close-range weapon. Arcus' weapon of choice for close-quarters.
  • Sam: an old Serbu Super-Shorty for when that bandit is just out of reach of Brute.

Armor: Arcus likes to travel fairly light- he wears a sort of "bib" made of kevlar that covers his chest, and has a matching section that covers his hips and thighs. He also dons two pauldrons made of out hardened rubber- they look like old sections of tires, though they were made specifically for armor purposes. Arcus also carries with him his old welders mask from his time in the Legion- it was originally used to keep the blood out of his face but now it finds itself being used to block dust and rain more than entrails. Arcus hates the thing, but keeps it around as a symbol of who he used to be to motivate himself towards change in his last years.
Ammunition:
  • Dirty Rounds: 2 in the tube, 28 extra 12 gauge shells
  • High Grade Rounds: 8 shells, kept in a small bag on his belt.
  • Heavy Ammunition:
    3 "Dragons Breath" rounds: Consists of mainly magnesium pellets and shards, Dragons Breath rounds, when fired, will shoot out sparks and flames several dozen feet, turning Sam into a short lived and short ranged flamethrower.

    2 "Piranha" Rounds: Shot packed with dozens of small steel tacks as well as common shot- good at tearing up anything soft and fleshy.


Big ol' Satchel:
  • Jerky strips, small canteens and flasks (some empty, others have water in them), compass, map, kindling, matches, other smaller satchels, and a spare sawblade for Brute.


Immortalis Information

Manifested Phenomena: Velocity
Unique Abilities:
Accelerate: Arcus can make objects already in motion move faster. This is respective of his actual strength- if he wouldn't be able to move it normally, he won't be able to speed it up. The faster something is travelling the heavier it also "feels", so he can't speed up larger and heavier objects as much as he could smaller objects. He cannot use this to throw or push objects, simply make objects already moving to move faster.

Decelerate: In the same vein, Arcus can decelerate objects, though it works in a somewhat opposite fashion; smaller, faster objects in motion are much more difficult to decelerate than larger, slower objects.

Strengths:
Bravado: Having lived the life of a warrior almost from birth, Arcus is no stranger to facing death. Even now, with his infected wound, he has learned to accept his fate. Among the Forsaken, cowards were not treated well. Arcus was known for being exceptionally brave and is good at swallowing fear and doubt to keep his mind clear at the tasks at hand.

Intimidating: From his size, strength, and scars, Arcus is an intimidating figure to behold. It's this stature that he relies upon in most negotiations- luckily for him, Arcus is far from all talk, however.

Weaknesses:
Wounded: Arcus, plain and simple, is dying. He feels his infection worsening every few days (he swears it's moving towards his heart), and his wound will occasionally erupt into brief flashes of extreme physical pain- one of the only things that seems to hurt Arcus anymore. But that's not the only wound Arcus has suffered- the man is quite emotionally distraught. He watched his brother get killed before killing his own mother. He's taken dozens of lives himself. These thoughts tend to keep a broken Arcus up at night- though in social situations, he does well to hide them, and acts normally, genuinely enjoying companionship and conversation.

Only Gettin' Older: While Arcus is an incredulously strong fighter, he tires easily. His bulky old muscles don't work like they used to, but that doesn't make him weak. Arcus' tactic has long been to fight very defensively to tire his opponent, then go in for one or two big hits to end it all. At his age, one or two hits is all he's got energy for, anyway.

Forsaken: No matter how hard he tries to forget it, Arcus was a member of the Forsaken. Though he hides it moderately well behind well-spun lies and fake monikers, occasionally there will be someone who sees through all of that, and brings upon Arcus all the social stigmas being a former member of the Forsaken could have.
Hidden 10 yrs ago 10 yrs ago Post by TheMadAsshatter
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TheMadAsshatter Guess who's back

Member Seen 2 yrs ago

Basics


Name: James Knight
Age: 25
Appeared Age: Early-mid twenties (21-25)
Height: 5'10"
Weight: 148 lbs.
Eye Color: Viridian.
Hair Color: Black.
Physical Identifiers:
  • Wolf tattoo on right bicep.
  • Several scars across the back.

Appearance: James is a fairly average-looking person who, aside from his eyes, doesn't really have any striking features, unless you catch him without a shirt. Though a bit on the skinny side, his well toned muscles counteract his scrawniness for the most part. He keeps his facial hair in check, saying that it's too itchy to let grow. James doesn't exactly have an imposing stature, though he carries himself with confidence and people tend to respect him just for that. Furthermore, he has an air of optimism about him, with a relatively content or even happy face on him most of the time. While his looks aren't necessarily impressive, his apparent attitude tends to make him somewhat more attractive than he is, though he would never admit to that.

His attire tends to consist of a dark grey hoodie worn under a dark green military style jacket, jeans, black lightweight boots, black half-finger gloves, and a green shemagh.

Background

Residence: An apartment in Aspin. Possibly moving to Russel City.
Profession: Currently unemployed; seeking a job in Russel City.
Aligned Faction: Technically neutral, but has ties to The Gaens and Motum Diversum.
Relatives: No known relatives.



Gear

Weapons:
  • AKS-74: An older model Soviet AKS-74. It's very dirty and has some superficial damage, but it works about as well as it should.
  • CZ-75: A newer, compact model of the CZ-75. It looks far better than the AK, but the ejector has been damaged, resulting in the occasional double-feed or stovepipe.

Armor: James rarely wears armor, but when he does, he prefers light armor that doesn't restrict mobility. Generally, a light vest or plate worn under his usual jacket, a brace on his left forearm, and kneepads are the most he would wear.

Ammunition
Dirty Rounds:
  • 30x 5.45mm in 1 30-round AK magazine
  • 16x 5.45mm lose bullets
  • 28x 9mm in 2 14-round CZ magazines
  • 7x 9mm lose bullets

Mid-Grade Hand-Loaded Rounds:
  • 60x 5.45mm in 2 30-round AK magazines
  • 28x 9mm in 2 14-round CZ magazines
  • 2x 9mm in 1 30-round box


Luggage
Rucksack:
  • 1x Avtomat Kalashnikova user guide
  • 3x cans of food
  • 2x bottles of water
  • 1x razor
  • 1x compass
  • 1x map
  • 1x flask filled with whiskey

Messenger Bag:
  • 2x bandages
  • 1x flashlight
  • 1x lighter
  • Spare ammunition (see above)

Holster:
  • CZ-75

Thigh Pouch:
  • 2x AK magazine
  • 2x CZ magazine


Immortalis Information

Manifested Phenomena: Perception

Unique Abilities
  • Almost Extrasensory: James could hear a mouse fart from half a mile away. Okay, maybe not, but still, James has extensive sensory powers which are far better than any normal human would ever have. To the uninitiated, it can seem as though James actually has a sixth sense.
  • Pinpoint Accuracy: Just as his senses are more powerful, they are also finely tuned such that James can accurately pinpoint the source of any one stimulus, as well as isolate a specific stimulus from the ambiance.
  • Accelerated Sight: Though James can't activate this ability on demand, often times, when he finds himself in a tense situation, James' perception of time can slow down, giving him more time to think and act accordingly. This can make his reflexes seem extremely good, but that's not exactly the case.


Strengths
  • Evasion: Having been a slave for the first fourteen years of his life, James eventually learned the importance of not being seen. It's also a lot easier to avoid detection when your powers of observation allow you to reliably tell where your pursuers are.
  • Telegraphing: A combination of him perceiving time more slowly in combat, and his own eye for detail, James can often predict how an attack will be made, which gives him time to either counter or avoid the attack. Conversely, he can tell when an enemy is distracted enough to execute an efficient attack.
  • Son of Kalashnikov: James is extensively familiar with how rifles of the AK family operate, and can diagnose and fix numerous problems that they may have, time and tools permitting. He is also familiar with Russian weaponry in general, though not to as great an extent as AKs specifically.


Weaknesses
  • They're Coming to Take Me Away: Despite himself, James will sometimes suffer from fits of crippling paranoia as a result of his past. These only happen on occasion, and the fits usually end within a couple of hours, but he is a complete wreck for the meantime. He knows there's a trigger, but he has yet to find it.
  • I'd Rather Forget: Another result of his past, James tends to avoid the very subject, as does his mind suppress his memory of it. When he does recount it, he can become withdrawn, and his risk of experiencing a paranoia fit increases. Unfortunately, this also prevents him from getting proper help, thus perpetuating a vicious cycle.
  • Interference: Even though James can filter out unnecessary noise from his senses, he can still experience a sort of sensory overload from having too many stimuli to accurately focus on one. For example, James wouldn't be able to accurately pick one voice out from a reasonably large crowd. In addition, the effects of psychotropic drugs are often amplified with him, as are the side effects.
Hidden 10 yrs ago 10 yrs ago Post by bobert778
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bobert778 Ancient Powers, / and Magic Flowers

Member Seen 4 yrs ago

Basics


Name: Ivan 'A'
Age: 47
Appeared Age: early 60's
Height: 6'8
Weight: 230 lbs
Eye Color: Brown. Sclera are the colour of mud
Hair Color: Black
Physical Disabilities: Blind
Physical Identifiers:
  • What appears to be the second stage of 'The Sickness' can be seen underneath Ivan's eyes

Appearance:

Ivan isn't too easy on the eyes for most people, his personal care being greatly neglected as he can't see to take care of himself. His improper diet has led to malnourishment, which keeps him looking chronically ill even if ignoring how his hair has fallen out or the dark patches under his eyes. While he can't know how he looks, Ivan understands it's anything but pretty and very rarely takes off his hood. He rarely takes anything off for that mater; having one set of clothing that he wears like a second skin and it's kept 'clean' by the sand and dirt constantly getting everywhere.

Ivan is a rather large man, and despite his somewhat sickly looks is in fairly good physical condition. To go with his height he's also quite heavy set, with a somewhat imbalanced combination of fat and muscle that gives him the physique of a long ago retired rugby player. If it weren't for his nomadic lifestyle he'd be quite unfit, though days on end of trudging through the desert with a heavy pack keep him considerably strong underneath his layer of flab. A large amount of his strength comes from knowing how to throw his weight around though, and his arms are comparably weak to the rest of him.

Background

Residence: Homeless
Profession: N/A
Aligned Faction: N/A
Relatives: Most likely deceased

Gear

Weapons:
  • Rocket Launcher: Ivan refers to this as his 'dust kicker', and it's use isn't strictly offensive. It's main purpose is to destroy the earth where the ground may have become compacted or hard for Ivan to utilize. Aim it at the ground, and anything blasted apart becomes loose enough to be manipulated by Ivan.
  • Hunting Knife: A fairly standard boot knife; almost entirely used for utility though it has been pulled in self defense before.

Armor: Some light padding, including a bullet proof vest, but otherwise it's meant to help keep him from harm as he stumbles about the desert.
Ammunition:
  • Dirty Rounds: Three crudely crafted but still functional grenades
  • High Grade Rounds: One military grade grenade, kept in Ivan's pack for an 'emergency'

Backpack:
  • Largely used to carry water bottles, ammunition, and some food. A sleeve of sorts on the outside holds his rocket launcher, and the outer pockets hold a few personal things such as his flute, a filthy compass, and some bandages, a lighter, and a dirty glass pipe.


Immortalis Information

Manifested Phenomena: Earth Moving. Able to direct anything that will allow itself to be moved.
Unique Abilities:
  • Muddy eyes: Though technically blind, Ivan can still 'see' dirt and sand. Anything dirty appears a la the invisible man covered in flour, and anything clean will escape his notice. To make things more noticeable, Ivan will often drag his dirtied hands on things.
  • Sandstorm: Ivan can swirl any material he has available around him, the particles easily get in people's eyes and if there's enough sand or dirt available he can completely shroud himself. The larger the sandstorm the less dense it can be, and it can not be directed as Ivan must stay at the center. This ability does render him practically blind, but should do the same to his foes.
  • Dune Digger: Through any loose terrain, Ivan can shift the material around him and travel extremely quickly in this manner. He can't see where he's going though while underground as he's surrounded by sand, and this is mostly used as an escape tool.

Strengths:
  • Reserved: Ivan consistently goes long periods of time with minimal food and water, able to use his abilities to move around and conserve energy should he need to.
  • Traveler: Ivan has spent most of his life wandering from place to place, not wanting to settle down anywhere and knowing the way from town to town quite well trusting he has his compass.
  • Escapist: Ivan has become fairly good at making himself scarce, and will often do so rather than confront any threats should he see it as an option.

Weaknesses:
  • Unawares: While Ivan can make out the shape of his environment details are hard to come by. Ivan has a poor sense of direction (without his compass), is unable to read most things, and can't see anything that is relatively clean.
  • I haven't aged well: Ivan doesn't lead a very healthy lifestyle, eating improperly and inconsistently, living out in the open most of the time, and having poor personal hygiene since the dirt he's cover in keeps him from smelling a whole lot.
  • Addict: Ivan has an addictive personality, and partakes in most forms of getting inebriated any chance he gets, foregoing food sometimes.
Hidden 10 yrs ago Post by Lightning Fast
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Lightning Fast Aspiring Lawyerguy

Member Seen 2 yrs ago

Basics


Name: Cyrus
Age: 22
Appeared Age: Varies, usually around the same as his actual age.
Height: 5’10
Weight: Varies
Eye Color: White irises with grey sclera
Hair Color: Brown
Physical Disabilities: N/A
Physical Identifiers:

  • White irises with grey sclera; cannot be normally changed.
  • Usually wears costume contacts, but a particularly perceptive individual would notice his irises are a few shades too light, or his sclera are a few shades too dark.

Appearance:
In his natural form, Cyrus’ skin takes on an unsettlingly pale tone, and his body is far too skinny for someone of his height and build. In this form, his eyes’ sclera are a lightish grey. He could probably conceal his immortality without any effort whatsoever if this was his only eye mutation, but there is an undeniable contrast created by his irises: they are completely white, and he lacks some human features entirely, such as defined lips. Everything looks as though it's part of a "blank slate".

When in private, he generally maintains appearance before he gained his powers: that of a 5’10 male with brown hair, albeit with a few... “adjustments” to make himself seem more attractive. When performing alongside Archie, he mimics his brother’s appearance entirely so that they can pass as twins and fulfill one of their prized gimmicks.

In public, those who don’t know Cyrus very well will find it unusual to see him wear the same face twice. He changes his appearance as often as someone else might change their clothes... however sparse spare clothes may be in Dust.

Background

Residence: Nomadic
Profession: Street performer and actor
Aligned Faction: Independent
Relatives: Cyrus has two half-siblings, both by different fathers. His older half-sister Essie is rumoured to be a concubine to the king himself, whereas his younger half-brother Archibald (usually called “Archie” or “the Bladed Devil”) He has not seen his sister since they were kidnapped, and his mother, Mary the Magnificent, has been dead for many years.



Though not Cyrus’ family persay, Archie’s biological father Rico is the closest thing to a paternal figure that any of the three children have ever had. He is old enough to be Archie’s grandfather and lives in Serenity. Unlike the other two children’s fathers, however, Rico was a repeat customer, and even spent some of his off-time traveling around with his Mary.



Gear

Weapons:

  • Blunted Training Shortsword: For practicing gladiatorial and stage-combat.
  • Butterfly Knife: For stabbing things.
  • Spiked Bat: A crude aluminum baseball bat with nails welded to it. Good for bashing stuff.

Armour: Cyrus generally foregoes armour completely in favour of his natural regenerative abilities and to remain agile.
Ammunition:

  • Dirty Rounds: 37 9mm rounds, for currency only.
  • High Grade Rounds: N/A
  • Heavy Ammunition: N/A

Backpack A:

  • Water Bottle
  • Pen and notepad

Miscellaneous:

  • Scripts and Sheet Music: Considering his background in the performing arts, it’s no surprise that Cyrus has smuggled away as many works of literature and songs as he could. He keeps most of these papers hidden inside his straw mattress. One of his favourites is MacBeth.
  • The Maryson Brothers’ Trailer: Mary the Magnificent’s trailer was sold to Luther alongside her sons, as well as all of her various outfits and costumes. Though many have been lost or sold, some clothes still remain intact. The trailer also contains a large, stage-like mat, several boxes of assorted props and makeup, and enough space for two people to comfortably sleep. It has been repainted so that it bares the words “Maryson Brothers Co.” in large, gaudy letters like one might see at an old-world circus.
  • Old Pickup Truck: Like Mary’s trailer, this was sold to Luther alongside the brothers themselves. It has a faded, red coat of paint, and clearly has not been washed in a good while. Though a little bit beat up, it works fine so long as it has sufficient fuel.


Immortalis Information

Manifested Phenomena: Himself
Unique Abilities:

  • ”It’s Just a Flesh Wound!”: Cyrus can regenerate wounds of varying severity and even reattach lost limbs. However, more serious wounds can still be exhausting for him to heal, and generally take longer.
  • A Man of Many Faces: Cyrus can alter his appearance and voice within the constraints of normal human physiology. Facial and skin pigment changes are by far the easiest for him, though he can make himself taller, bulkier, older, younger, or even change into a woman, albeit with significant physical effort.

Strengths:

  • That Which Doesn’t Kill Me Makes Me Stronger: As a result of enduring years of physical and mental abuse, Cyrus has an astonishingly high threshold for pain. He doesn’t feel - or at least pretends not to feel - injuries that would make even some greater men groan in agony.
  • Triple Threat: After years of performing in both gladiatorial arenas and theatres, as well as his mother’s training, Cyrus can dance, sing, but most of all, he can act. This helps to make his transformations far more convincing, and even gives his fighting style a bit of humorous performance flair.
  • A Savvy Rogue: Cunning and quick-witted, there is no situation that Cyrus can’t talk his way out of, and few people he can’t win over with honeyed words alone. His experience running what’s left of his mother’s business has only served to improve these abilities.
  • A Circus Monkey: Cyrus has impressive agility and jumping skill, which have only improved since acquiring Immortal powers.

Weaknesses:

  • Cocky to A Fault: Cyrus has a tendency to overestimate the extent of his own abilities, has trouble keeping snide comments to himself, and occasionally forgets that others aren’t quite as hardy as he is. This callousness gets him into trouble, and though he himself is resistant to most forms of punishment, he occasionally lacks the foresight to see how his actions could harm others, directly or otherwise.
  • Why bother? I’ve got superpowers!: Quite simply put, Cyrus is a little bit lazy, and tends to over-rely on his powers to compensate for his unrefined skills in other areas, even in melee fights. Because the effectiveness and ease of use of his own regenerative and shapeshifting capabilities are based partly on his physical endurance, this hinders him more than he realizes. After excessive use of these abilities overtime, he will simply become too exhausted to fight if he takes enough bodily damage.
  • A Lover, Not a Fighter: There’s a reason Cyrus prefers to talk his way out of fights: outside of the melee-only world of the arena, Cyrus has very little combat experience, and is more likely to rely on his powers to get him through safely than any real skill. He can barely even hold a gun properly, let alone aim it.
  • Some Wounds Don’t Heal: The psychological turmoil that Cyrus has been through still haunts him, but he hides his emotions from everyone around him, instead choosing to cope by treating his own existence as a joke of sorts. This usually manifests in the form of self-deprecating humour that can sometimes come across as unreasonably cruel, macabre or awkward.
  • Don’t Let Me Burn: Though Cyrus learned to love the knife and use it to his advantage, Cyrus never stopped fearing Luther’s second favourite torture method: fire. Though he’s unlikely to turn and run if he sees a flame, he’ll try noticeably to stay as far away as possible from anything larger than a candle. Furthermore, severe burn wounds (especially wounds that have been cauterized) take Cyrus longer to heal: whether this is due to a physical limitation of his powers or a psychological limitation is still up for debate.
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