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6 mos ago
Current Ribbit.
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Watch out.

The gap in the door... it's a separate reality.
The only me is me.
Are you sure the only you is you?


DON'T TOUCH THAT DIAL NOW, WE'RE JUST GETTING STARTED

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C H A R A C T E R P O R T R A I T
C H A R A C T E R P O R T R A I T
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C H A R A C T E R S U M M A R Y
C H A R A C T E R S U M M A R Y
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The Batman
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Vigilante | Independent
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Earth-93913003 | Open (with consultation)

C H A R A C T E R N O T E S
C H A R A C T E R N O T E S
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P O S T C A T A L O G
P O S T C A T A L O G
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W H A T I F...?
W H A T I F...?
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What If... the Waynes never came to power in Gotham?

Gotham's corruption, unstymied by the Wayne family's generations of community support and philanthropy, runs rampant through the infrastructure of the city and taints every facet of its nervous system. With no Waynes, other powerful families were allowed to rise in their stead, plugging the wealth gap; the Cobblepots, the Arkhams, the Sionis', the Sommers. With such powerful lineage in place without even a shred of the conscience the Waynes had, there was never a need for the Falcone and Maroni mafias, and no power vacuum for the mob to seize. Gotham's ignoble royalty were crime families, baking corruption and villainy into the very foundations of the city.

Eventually, even with no Bruce Wayne, something had to push back.

Roaring from seemingly the nine hells themselves comes The Batman, a force of nature visited upon the city itself. No Wayne fortune backing, no vengeful prince of Gotham, no loyal butler or tech industry magnate backing - simply one man, one intrinsically unknowable man, forged out of societal imbalance, righteous fury, and ceaseless brutality. With nothing more than tenacity, resourcefulness, and ferocity by his side, he strikes back at the city that has been content to exploit the common man for every last inch of their soul since its conception, and push Gotham City, kicking and screaming and thrashing all the way, into a better future for all, toppling every Fortune 500 giant along the way.

P L O T ( S ) & G O A L ( S )
P L O T ( S ) & G O A L ( S )
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A true Year Zero for The Batman, he appears in Gotham apparently overnight and begins a brutal campaign against the criminal elements of the city; but while at first the police appear complacent to let him have his fun doing their 'jobs' for them, heads soon turn when it becomes apparent this new vigilante is waging a war on white-collar crime just as fierce as that on violence and gang-banging. Making quick enemies of powerful people, The Batman becomes GCPD's number one priority, and finds himself contending with the 'boys in blue' and the ruling corporations of Gotham as just more gangs that need putting down.

Naturally, as The Batman wages his war, power balances will shift, and the face of Gotham City will change forever.





James 'Jimmy' Gordon is a young and naive beat cop who joined the force out of a genuine desire to do good and help his community, but quickly found the internal corruption to be beyond the scope of his comprehension. Perhaps the only honest cop on the force, he has yet to be fired or killed simply because he's so insignificant and isolated in his ethos that he poses no threat to the status quo whatsoever.

Detective Harvey Bullock is an older GCPD member and Jimmy's partner/babysitter. He's been around a while and is subsequently jaded and cynical; a general asshole and as bought-and-paid-for as anyone else on the force, but not actively malevolent compared to some of his colleagues.

Detective Renee Montoya is a skilled detective often denied the ability to utilise her talent. She's happy to take the money when it's offered, but remains frustrated with the GCPD - though this is simply out of boredom and sheer stifled ambition.

Senior Detective Crispus Allen is Renee's partner and a 'company man' through-and-through. He likes Renee and sees potential in her, but wishes she'd wise up to how to actually make waves and climb the ranks within the force.

Coroner Dr. Leslie Thompkins is the GCPD's resident pathologist and coroner, who's bought off on certain cases but otherwise considered relatively unimportant, as her reports are easily amended after-the-fact to suit any story being spun. She's weary and displeased by the state of the force and the city at large, but has been around long enough to know that accepting payments and allowing her reports to be edited keeps her both in her career and, more importantly, alive.

Police Commissioner Gillian Loeb is a corrupt, loathsome individual, seeing his position as nothing more than a vehicle to get paid and do whatever he wants with little to no consequence. Quick to toe the line and promote excessive force against those who don't, he is the beating heart of everything wrong with GCPD - it starts at the top and infects its way down.

Gotham Mayor, Aubrey James is a stooge for the major corps that truly run Gotham. He ran on a platform of housing rejuvenation, specifically a refurbishment of the Narrows into brand-new affordable homes, but in truth it would have mattered little what he ran on - the votes were in place long before election day, and James was the perfect tool for Gotham's oligarchs to wield.

Editor-in-Chief, Gotham Gazette, Jack Ryder is semi-legendary within Gotham City for his tenacity and sheer journalistic talent, but one doesn't get as far in news media as he has without knowing exactly how far you can push it and no further. He likes to foster the same kind of daring among his reporters but is well-aware that he and his paper are only allowed to operate as far as the elite class let him - and while he has an amount of leniency in rocking the boat, it's a fine line to capsizing.

Field Reporter, Gotham Gazette, Victoria 'Vicki' Vale is one of the Gazette's best and least-published reporters. Kept on by Jack out of journalistic integrity, Vicki's articles nonetheless are often vetoed in the edit room lest they draw ire from those who could quite easily shut the entire organisation down. This far from deters Ms. Vale however, who simply goes at exposing the next scandal or uncovering the next worker exploitation with all the more passion and vigour.

CEO, Antarctic Industries, Oswald Cobblepot is the leading imports, exports, and shipping magnate in Gotham, with his stubby fingerprints gracing nearly every single cargo crate that comes in at, or leaves from, Gotham Harbour. Naturally myriad rumours circulate about what precisely Cobblepot is importing and exporting on any given day, but no official accusations have been (or will be) made, and no investigations have taken place (nor will they).

CFO, Antarctic Industries, Warren White is Cobblepot's right-hand man and guardian of Antarctic Industries' bottom line. A man with few scruples, he's a record-setter for year-on-year revenue growth, hailed as a financial genius and a pioneer of pushing profit margins to new heights; few, if any, have actually dared to ask him how he manages it, however.

CEO, Sionis Industrial & Janus Cosmetics, Roman Sionis is a young playboy who's inherited his father's and mother's companies respectively after a tragic accident that took both their lives, leaving him a fortune and very little clue what to do with it. Currently seeming to mostly be indulging his every whim - surely to assuage himself of the mountainous grief bore upon his shoulders - his board of directors are, for now, content to keep the company business-as-usual in the meantime, although whispers of doubt about his leadership are already rippling through both organisations.

Founder and Lead Jeweller, Félin-Bijou, Selina Kyle is perhaps the only remaining self-made millionaire in Gotham City, a wildly-talented designer and entrepeneur who found success in an independent line of high-end jewellery that caught the eye of a Gotham baroness that propelled her pop-up shop to an aristocratic boutique. While happy with her massive success, Selina is interminably bored with the company she is forced to keep, and finds herself pining for excitement.

CEO, Hightowers LLC, William D. Sommers is the new head of Hightowers LLC, an industry-spanning company with a finger in nearly every pie, from construction to shipping to R&D to real estate. William has stepped in after his father, Bill Sommers Sr., was advised to retire by his medical team due to his snowballing physical decline. William is an ambitious man, and with the Sommers name having a vast legacy in Gotham, he seems set to elevate Hightowers LLC and his family name to new heights.

COO, Hightowers LLC, Victor Zsasz is the single change in the board of directors William has made since the start of his tenure leading Hightowers LLC. Half COO, half William's personal aide, he is a cunning, ruthless man with a guileful business acumen and a steadfast determination to do what's necessary for success.
In Ju-V 10 mos ago Forum: Advanced Roleplay
W Y N D

P O E N A V I D S O N 1 1 N O V E M B E R 2 0 0 5 ( 1 8 ) F E M A L E
“Then no matter where you are, in a crowded restaurant or on some desolate street or even in the comforts of your own home, you'll watch yourself dismantle every assurance you ever lived by. You'll stand aside as a great complexity intrudes, tearing apart, piece by piece, all of your carefully conceived denials, whether deliberate or unconscious. And then for better or worse you'll turn, unable to resist, though try to resist you still will, fighting with everything you've got not to face the thing you most dread, what is now, what will be, what has always come before, the creature you truly are, the creature we all are, buried in the nameless black of a name.



And then the nightmares will begin.

▼ A P P E A R A N C E:

//STATS:
◼ HEIGHT | 5'4"
◼ WEIGHT | 91lbs
◼ BUILD | Malnourished
◼ HAIR COLOUR | Black. Streaks of red in the front.
◼ EYE COLOUR | Amber
◼ 'VOICE' TEXT COLOUR | Hexcode 8B0000
◼ OTHER | Often wearing dark, thick eyeliner, mostly to distract from or mask the heavy bags beneath her eyes. She has blemishes and scratches up her arms where she compulsively picks her skin.

//DESCRIPTION:
Poe is a haunted girl, nervous and in a constant state of exhausting alertness. Her clothes are simple and dark, jeans and tough boots, often wearing large, baggy jumpers and hoodies that swallow her up, serving to both cover her picked-at arms, and help warm her too-skinny frame. Her eyes have the look of someone who's tired to their bones, and dark bags beneath them only emphasize her apparently exhaustion.

▼ B I O G R A P H Y:

"Here then at long last is my darkness. No cry of light, no glimmer, not even the faintest shard of hope to break free across the hold."
Poe remembers little of her pre-Aegis life, but the scraps she gets aren't pleasant, and she's smart enough to understand contextually that her apparently long-term presence in Aegis facilities doesn't speak to a healthy, well-balanced adolescence. Flashes of an extended but dysfunctional family, of a mother at times both nurturing and frightening, of a father desperate and well-meaning but ill-equipped. Whatever her own struggles, Poe is certain she is far from the first to have battled with them.

Most of Poe's accessible memories are of time in Aegis facilities; she's a 'lifer', no doubt, and has bounced through 4 separate facilities across the United States so far, with both the properly-filed paperwork and without - most recently definitively without. She came to them younger than most, and has stayed with them longer than most - making and losing friends along the way, but for the most trying to survive her own mind, fighting against twisting corridors of paranoia, anxiety, and phantom phobias.


▼ M O T I V A T I O N / O B J E C T I V E:

“For some reason, you will no longer be the person you believed you once were. You'll detect slow and subtle shifts going on all around you, more importantly shifts in you. Worse, you'll realize it's always been shifting, like a shimmer of sorts, a vast shimmer, only dark like a room. But you won't understand why or how.”
More than anything, Poe seeks understanding. Her own mind being simultaneously so familiar and so alien is disconcerting at best, and while she's in full control of her faculties and thoughts and movements and motor functions, there is ever-present paranoia that she remains subtly influenced by the dark corners of her psyche, strings being pulled by a self behind the self. In the most literal terms, she cannot trust her own mind - and how do you find peace when such a fact defines your existence?

Despite its inherent fundamentality to Poe's nature and very being, she cannot help but be deeply frightened of the Finite Passage; who would not be, when your own mind is so innately unknowable? Through her lengthy stay with Aegis she has sought to conquer the intrinsic secrets of the labyrinth, poring through her own mind to reveal what it is hiding from itself; success has been limited, if it comes at all. The issue is looking for something that doesn't want to be found, in a place that doesn't want you - itself - both - to find it.

▼ A B I L I T I E S / S K I L L S:

"What miracle is this? This giant tree.
It stands ten thousand feet high
But doesn't reach the ground. Still it stands.
Its roots must hold the sky."
//ABILITIES:
◼ The Finite Passage | Poe's mind is, literally, a labyrinth. It is an eldritch, shifting space that she has dubbed 'The Finite Passage', and despite its alien nature to anything approaching humanity as we know it, it is as intrinsically a part of Poe - intrinsically Poe herself - as the colour of her eyes or the the whorls of her fingertips. It is reflective of and adaptive to Poe's mental state at any given time, and she has both absolute dominion over it, and no possible idea how to control it.

The Finite Passage manifests in two ways, but contains myriad peculiarities within itself. Poe can dive into herself, using her own mind as a portal to find herself on the otherside in the midst of the dark stone corridors of the labyrinth, or she unfold her mind into the world around her, spooling the labyrinth out of herself to imprint itself across actual reality and eventually subsume her, her surroundings, and anyone else unfortunate enough to be in the vicinity.

Upon entering the labyrinth, Poe can navigate its corridors to find an exit out into any point, disappearing into herself and finding the right escape to reappear anywhere else on the planet. However, how easy an exit is to find is very variable, dependant on knowledge of destination, navigation ability, and even Poe's own mental state.

There are several other 'unique' aspects of the Finite Passage, as a result of its dual nature as both a representation of Poe's psyche, and its own seemingly-alive eldritch space; but Poe understands these even less than the superficial travel functions of the labyrinth, and is afraid of what true exploration of the Finite Passage's depths might uncover - as such, she avoids it completely.

//SKILLS:
◼ Perceptive, Agile, Survivable | Poe's fear and paranoia has honed her senses toward anxiety-driven perceptive peaks, constantly scanning and processing hundreds of elements from her surroundings ever second, keeping her alert, aware, and well-tuned to even the subtlest details around her. Her lithe frame has afforded her some agility and light-footedness, and from her experiences across her life - inside and outside Aegis facilities, even inside the Finite Passage itself - she has learnt extraordinarily well how to survive.

//LIMITATIONS:
◼ Exhausted, On-Edge, Frightened | Poe's constant alertness has a side-effect: an in-parallel constant exhaustion, her brain always in overdrive analysing every possible detail and threat, wearing her down every minute until she has little-to-no energy to do much of anything else entirely. She's always on-edge, quick to irritability and pessimism, and lives in a sustained state of fear that colours her every interaction.

//WEAKNESSES:
◼ Memory Failure, Autophobia, Paranoia | A side-effect of the Finite Passage, her own physical location isn't the only thing that can lost within its labyrinthian sprawl - memories can and do and have gotten lost as well, and without knowing where they are, or even that they're missing at all, Poe can't recall large chunks of her life. Due to the Finite Passage being an intrinsic part of her psyche, her fear of its unknown nature also deviates simultaneously into a fear of herself and a fear of isolation, both of which cause her no end of struggle. Finally, what little she does understand about the Finite Passage and its psychic properties has devolved into paranoia about Aegis and those around her, and about the 'self behind the self', an 'other' Poe she believes is secretly manipulating her from within her own subconscious and the depths of the labyrinth.

▼ N O T E S:

//SUPPORTING CAST:
▼ ALLIES
None | Yet...

▼ FRIENDS
None | Yet...

▼ ENEMIES
None | Yet...

//STOMPING GROUNDS
◼ Aegis Facilities | Test

//PARAPHERNALIA
◼ None | Due to how Poe ended up in the Alcatraz Aegis facility, she failed to bring any belongings with her. Until such personal items can be transported across the continent, she's starting from scratch.
Life, posting, and proper sleep are a tough juggle at the moment.


T H E B A T M A N
T H E B A T M A N

“I’m vengeance.”
C H A R A C T E R P O R T R A I T
C H A R A C T E R P O R T R A I T
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C H A R A C T E R S U M M A R Y
C H A R A C T E R S U M M A R Y
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The Batman
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Caucasian | Vigilante | Independent
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Gotham | New Jersey | United States of America

C H A R A C T E R N O T E S
C H A R A C T E R N O T E S
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P O S T C A T A L O G
P O S T C A T A L O G
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C H A R A C T E R C O N C E P T
C H A R A C T E R C O N C E P T
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This is a Batman turned on his head, dynamic reversed, the globally-known basics discarded. Real identity unknown and irrelevant, The Batman feels to been birthed directly from the oppressed suffering of Gotham's working-class, a walking avatar for the ever-looming class war; someone, somewhere, grew tired of the exploitation of the masses, and grew disillusioned with the idea that change would come, tired of waiting for protests and movements and cancellations to enact sweeping change. Waging his war without the backing of Bruce Wayne's usual billions, The Batman is a brutal, unforgiving, resourceful man, leveraging every advantage and exploiting every weakness.

While still concerned with petty crime, his efforts are less about prevention or striking fear, and more about inspiration and unification; when a teenager robs a liquor store with his father's snub-nose, is it for thrills? Or is it because eighty dollars in their hand pays for a week of food, and 3 bottles of booze equals 3 nights without the belt across their back? When an unemployed man agrees to play night-watch when a local mob boss needs to move contraband, is it because he's trying to get his foot in the door of organised crime? Or is it because eleven interviews and eleven rejections weigh heavily when the rent cheque is due? And most critically, why mug the lady allowing herself her once-a-month spiced latte treat, when there are hundreds upon hundreds of billions being stolen from the common man every single day? Why not steal it back?

This is The Batman's key focus; the Fortune 500, the 10 richest CEO's, the pompous, entitled, exploitative, planet-destructive, callous 1%, who care more about the extra zero on the end of their octuple-figure annual bonus than a mother forced to pick which one of her children to feed each night. The Batman is a soldier, but not in the war on crime; in the Class War. Gotham's real criminals are those in the penthouses, the board rooms, their ivory towers built as headstones upon the planet they are killing. These are the men who need locking away. This is the Batman's mission. He will inspire and bring hope to Gotham's working-class masses; he will frighten and instil fear to those who grow rich from their deaths.

P L O T ( S ) & G O A L ( S )
P L O T ( S ) & G O A L ( S )
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A true Year Zero for The Batman, he appears in Gotham apparently overnight and begins a brutal campaign against the criminal elements of the city; but while at first the police appear complacent to let him have his fun doing their 'jobs' for them, heads soon turn when it becomes apparent this new vigilante is waging a war on white-collar crime just as fierce as that on violence and gang-banging. Making quick enemies of powerful people, The Batman becomes GCPD's number one priority, and finds himself contending with the 'boys in blue' as just another gang that needs putting down.

Naturally, as The Batman wages his war, power balances will shift, and the face of Gotham City will change forever.

L U C E C A L D E R
L U C E C A L D E R
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"Whatever doesn't kill you..."
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▅▅▅▅▅▅ Y E A R B O O K P H O T O ▅▅▅▅▅▅
▅▅▅▅▅▅ Y E A R B O O K P H O T O ▅▅▅▅▅▅


▅▅▅▅▅ S T U D E N T S U M M A R Y ▅▅▅▅▅
▅▅▅▅▅ S T U D E N T S U M M A R Y ▅▅▅▅▅

Lucille 'Luce' Amanda Calder
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January 27th, 2005 | 18 | Caucasian
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Single | Female | Pan-romantic Ace
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Houston | British Columbia | Canada

P H Y S I C A L P R O F I L E
P H Y S I C A L P R O F I L E ▅▅▅▅▅▅▅▅

M O T I V A T I O N S & G O A L S
M O T I V A T I O N S & G O A L S ▅▅▅▅▅▅

N O T E S
N O T E S ▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅

P O S T C A T A L O G
P O S T C A T A L O G ▅▅▅▅▅▅▅▅▅▅


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S T U D E N T S Y N O P S I S
S T U D E N T S Y N O P S I S ▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅

A Canada Native, Lucille hails from Houston BC, a small mining and forestry town which sees an influx of ecotourism throughout the year. Growing up the youngest child to a single mother of 3, she had few prospects afforded to her; she didn't fare well in school, her brothers were ambivalent to her social failings, and her mother, though meaning well, was simply too overworked and exhausted to properly parent her only daughter. It looked like, unless fate graced her with some great serendipitous incident, she would grow, live, and die in Houston BC. It would seem, then, that fate is in possession of a cruel sense of humour.

Fate did indeed visit upon Lucille, but it brought with it calamity, not providence. On a family camping trip - the cheapest way their mother could provide a 'vacation' for the kids - a particularly stormy night brought disaster upon them. Weakened trees from small wildfires finally gave way beneath the force of the storm, and came crashing down directly on their tents.

Lucille's brothers were both killed immediately, crushed and speared. Her mother was trapped, both legs broken and pinned beneath a tree. Only Luce was free, but she by no means emerged unscathed; she had escaped being utterly pulverized by the tree-trunk, but errant branches had gored her through, puncturing a lung, her stomach, and unknown to Lucille, her heart; yet she felt no pain, her movement was barely hindered, and she continued to breath and pump blood and walk without severe issue all the way back into town and to the fire station. Her journey allowed emergency workers to mobilize and save her mother - but in the aftermath, it also revealed to Luce and the town that she was far from the normal, unassuming girl she had resigned herself to being. She was a hype, and such a designation came with its own connotations and assumptions.

Lucile struggled with survivor's guilt and agoraphobia following her incident, and her mother struggled with losing her sons and receiving only a controversial discovery about her daughter in return. Eventually, it was agreed that the resources she needed were not available to her in Houston; the only place for her was P.R.C.U., and she found herself quickly enrolled and awaiting the ferry in St. Rupert.
A B I L I T I E S, L I M I T A T I O N S, & W E A K N E S S E S
A B I L I T I E S, L I M I T A T I O N S, & W E A K N E S S E S ▅▅▅▅▅▅▅▅▅

H Y P E R H U M A N A B I L I T Y || H Y P E R - A D A P T I V E S U R V I V A B I L I T Y
__PRIMARY CLASSIFICATION || ESOTERIC
__SECONDARY CLASSIFICATION || DYNAMIC

Lucille's hype-gene has mutated specifically alongside her immune system and fight-or-flight response. When presented with physical trauma or sudden terror, before adrenaline floods her blood supply, a unique secondary hormone produced by her hype-gene is secreted from her adrenal glands. This hormone first blocks the receptors at her nerve endings, completely shutting down the nervous system pain response and instead replacing any incoming trauma signals with a direct signal to the endocrine system to produce further and further adrenaline. Then, mutated hype-adrenaline bonds with her muscles and completely replaces the aerobic/anaerobic respiration function, eliminating lactic acid build-up and allowing indefinite function without exhaustion. Finally, the bonded hype-gene hormone and mutated adrenaline flood her skull cavity, pass through the pia mater into the blood vessels of the brain, and signal the activation of an extremely intense, subconscious form of auto-bio-kinesis. This bio-kinesis allows Lucille's lower-level brain functions to take over the immune system response, and enable the rewiring of muscles, organs, blood supply systems, and bones on-the-fly to adapt to endure any and all incoming trauma without ceasing overall bodily function.

Once trauma has ceased or the threat has been escaped, the hormone stops signalling, and the mutated adrenaline floods the immune system entirely. The body then expedites the recovery of injury, drawing adrenaline from its various appendages and organs in order to facilitate quickened recovery while allowing maximum up-time of the unconscious bio-kinesis to aid natural physical recovery - and finally, the adrenaline is purged from the brain entirely, shutting off the bio-kinesis and being disseminated as the final healing 'booster'.

All these processes combined result in Luce being able to sustain intense physical trauma well above and beyond what would be typically fatal for a human, without feeling pain, losing motor or organ function, or slowing or shutting down - and then being able to recover from the trauma to full-functioning capacity at an increased rate after-the-fact.

L I M I T A T I O N S || AMPUTATION, INCINERATION, IMMOBILIZATION

While Lucille's ability makes her incredibly difficult to permanently put down, there are limits to the damage she is able to repair. Amputation of any limb will require surgical intervention to reattach; Luce is not able to re-grow missing limbs or hold it in place and heal the separation. Complete incineration of flesh also stymies the healing process. Finally, while Lucille is able to survive catastrophic amounts of physical trauma, she is afforded very little additional strength, and methods to incarcerate or immobilize most people will work just as well on her.

In short, while Luce can survive with extreme aptitude, amputation, cremation, or incarceration are effective ways to eliminate her from any active situation, or kill her completely.

W E A K N E S S E S || YOU SHOULD HAVE GONE FOR THE HEAD (OR MY EMOTIONAL BAGGAGE)

Lucille's ability to adapt and survive hinges on the mutated hype-gene hormone and adrenaline combination reaching her brain and activating her latent bio-kinetic powers. This bio-kinesis is then run subconsciously without active control by Lucille. Without the brain, there is no bio-kinesis - so a sure-fire way to kill Luce is to remove the head, or destroy the brain.

Additionally, while Lucille is almost purpose-built to weather injury, her power does little against mental trauma, as evidenced by the lasting emotional scars from her fateful camping trip. She possesses a heavy fear of forests and woodland, especially densely-treed areas, and suffers from agoraphobia, worsening as she leaves urban and city developments. She's also shouldering an unhealthy amount of remorse and self-blame alongside the grief for her brothers, born from survivor's guilt and her mother's difficulties with her after the incident.

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P E R S O N A L P R O M P T S
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Y O U A W A K E I N T H E D E A D O F N I G H T, W H A T W O K E Y O U?

Luce shifted uncomfortably in her seat, crossed arms seeming to constrict tighter across her chest and her fists gripping tight enough to turn her knuckles white. She looked straight down, avoiding the gaze of her therapist, Dr Gila Mercia.
"Nightmare." She finally offered, after several seconds of silence indicated that she wasn't going to escape without answering.
"Of course; nightmares have a way of surfacing those things we're often using sleep to avoid." Dr. Mercia replied, marking something down on the notepad in front of her. "And what is this nightmare about?"
Luce looked even more uncomfortable, and her eyes started darting around the room, looking for anything to distract or divert, anywhere but the patient, staring eyes of her doctor.
"Lucille, if you don't talk to me, none of this is going to work."
"Forest." She answered, very quickly. "Always the forest."
Gila nodded, and made some more notes.

A D I S H E V E L E D S T R A N G E R A P P R O A C H E S Y O U A S K I N G F O R H E L P, H O W D O Y O U R E S P O N D?

Lucille shook her head, her hair juddering side-to-side as she shook in short, sharp motions. Dr. Mercia watched her carefully, no hint of judgement or unkindness in her eyes. Luce eventually stopped, and then there was a tangible moment of consideration and dawning realization.
"Help. Have to help." Luce answered, with a grounded assurance that was rare to hear from her.
"Have to help?" Gila prodded, making a quick note on the paper. "Why have to, Lucille? Why do you feel obligated?"
Luce nodded slowly, clearing her throat and taking even, measured breaths.
"I was a disheveled stranger. I needed help. Can't turn someone else away."
Dr. Mercia put her pen down momentarily, smiling at Luce over the rim of her glasses. Luce managed eye contact.
"Very good, Lucille. That's a very noble perspective."

A N I N T R U D E R A L A R M H A S B E E N S E T O F F O N C A M P U S, H O W D O Y O U R E A C T?

"I guess...follow the instructions?" Luce offered, uncertain tones marking the edges of her voice. She was struggling to handle the concept emotionally, even the mere idea of an incident on-campus troubling her. P.R.C.U. was meant to be a sanctuary, a safe haven where she could learn and heal - the thought of that safety being shattered loomed over her and cast deep shadows across her mind.
"I can sense you're finding the idea distressing, Lucille. What specifically about the situation upsets you?"
"This school is supposed to be safe." Luce answered, with a good amount of venom behind it. Remorse flashed across her face immediately. Gila gave a small smile of forgiveness.
"We all have a part to play in preserving that safety, Lucille." She said, gently. "And you're better equipped than most to weather danger when it arises."
Luce took a deep breath, steadying herself and forcing her turbulent mind to be quiet.
"You're right." She said, with convincing finality. "I'd help. I'd do whatever I can to help."

S U P P O R T I N G C A S T
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"Accepting you need help is the first step to healing."
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D R . G I L A M E R C I A , P h D || P S Y C H I A T R I C T H E R A P I S T
D R . G I L A M E R C I A , P h D || P S Y C H I A T R I C T H E R A P I S T
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Lucille's therapist, Dr. Gila Mercia holds a doctorate in Psychology from the University of Toronto, and now works at P.R.C.U. in a combination research and therapeutic role. She acts as a weekly psychiatrist with many of the college's troubled students, and also leads research into the psychology of hyper-humans and how the manifestation of abilities in adolescence impacts psychological development. A patient, compassionate woman, she is committed to the health of her patients, and Luce is no exception.








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C H A R A C T E R C O N C E P T P R O P O S A L
W Y N D


P O E N A V I D S O N F E M A L E 1 8 G O T H A M
C H A R A C T E R C O N C E P T:


"Here then at long last is my darkness. No cry of light, no glimmer, not even the faintest shard of hope to break free across the hold."

A dark, troubled girl, Poe is on-the-run from forces of all kinds - the mundane, the oppressive, the supernatural, the eldritch - but most of all, she is on the run from herself.

Escaping from Gotham after a short stay at Arkham, she remains a 'person-of-interest' to any sapient party aware of her existence. For her part, Poe seeks to drop off the grid entirely, but seems fated to be unable to do so. She has been haunted her entire life, by every corridor she has walked through, every archway she has passed beneath, every stone she has stepped across. The haunting is inside her, and it is hers to release or consume or subdue or, in her most terrible moments, surrender to.

Perhaps there is help in the world outside to calm her world inside; perhaps not. She runs regardless, ever-escaping. All she truly desires is a home to flee to.

A B I L I T I E S:

"What miracle is this? This giant tree.
It stands ten thousand feet high
But doesn't reach the ground. Still it stands.
Its roots must hold the sky."
Poe is a portal.

Within Poe there is a great and terrible labyrinth - an eldritch, shifting space she has dubbed 'The Finite Passage' - and through navigating this labyrinth, she finds her way across the world when she cannot travel in the conventional method. Provided you can navigate it - some journeys easier, some harder - you can arrive at any destination you require. Assuming you don't get lost along the way.

Poe can manifest the Finite Passage two ways: she can disappear into herself, stepping through the portal that is her own body and finding herself on the other side of herself within the labyrinth, re-manifesting at her destination when she has found the exit; or, she can unfold herself into the world around, letting the labyrinth spool out and creep across her surroundings and impose its own surreality upon the world, until it has subsumed where she was and made it where she isn't, just another twisting hallway of the maze. In this way, she can bring others into the Finite Passage in greater volumes, or swallow up those who won't enter the labyrinth willingly.

Poe has a limited degree of control over the labyrinth; well-rested, focused, clear-of-mind, exits manifest plentifully and well-marked, allowing for quick journeys to where she intends to go. Tired, stressed, stricken with strife, the labyrinth becomes confounding, eluding escape and only allowing passage to the most stalwart of navigators. Catatonic, storm-minded, blackout - the labyrinth closes its walls completely. At any time, the Finite Passage is a reflection of the psyche of its avatar, and can present itself as serenely or nightmarishly as is appropriate in the moment.

C H A R A C T E R M O T I V A T I O N S & G O A L S:

"Little solace comes
to those who grieve
when thoughts keep drifting
as walls keep shifting
and this great blue world of ours
seems a house of leaves

moments before the wind."

Despite her use of it and her limited understanding of its mechanics and relation to her own mind, Poe is deeply frightened by the Finite Passage, and desperately seeks a salve for the labyrinth that is in equal parts intrinsic to Poe herself, and so alien as to be counter to the human understanding of itself and its place in the universe.

Her fear causes irrationality and paranoia, and most of all she is frightened of uncharted territory within the Finite Passage, of which there is, counter-intuitively, potentially endless acres. She has fled from all shelter, been examined by all practitioners, been incarcerated within all walls, and now seeks what she believes may be her last and best chance of not only understanding - from others and herself - but of belonging as well.

C H A R A C T E R N O T E S:

TBC.

R E L A T I O N S H I P S:

Short summary of your characters thoughts, feelings and regards for the rest of the cast. Optional and can be added to whenever.
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