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The Master Time Lord Captain
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Posted: Mon Oct 24, 2016 8:24 pm
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Posted: Sun Dec 11, 2016 6:52 pm
Ron_of_Wolves  [General Information] Name: Derek Williams Nicknames: none Titles: Blue Lantern Age: 21 Birthday: Feb. 23 Star sign: Picses Gender: male Race: human Alliance: Hero Personality: he has a get up and go type attitude when he’s doing anything he needs to, having a up beat spirit anytime he has to go through a major event in his life. He doesn't really care if the people are rude to him, so long as he can try to make some people happy, he's fine with his accommodations. This was seen with his actions while abducted up to the point he met the blue lantern.
[Personal Information] Height: 5’4" Weight: 135 Occupation: College Student, Handyman (odd jobs, fixing things) Sexuality: Heterosexual Likes: people, justice, music, puns, jokes, awkward moments Dreams: his dreams, and hopes, are to aid in the rebuilding of the Justice League on Earth, and to possibly join their ranks when it is restored Dislikes: spiders Fears: in losing his hope in people making a better future Darkest Secret: what he has gone through during his abduction overseas Favourite Food: Pizza Favourite Drink: Water Least Favourite Food: Olives Least Favourite Drink: Pepsi Loyalties: to his corps, to the heroes of his world, and to the people Intelligence Level: though he doesn’t act like it, his mind is among the brightest in tactics and investigation, along with math and reading. He’s also able to read into more than he lets on, but keeps his persona going to give a far lighter mood for people Dominant Hand: Right Strengths: strong hope, quick thinker, sense of honor, a love of peace, tendency to make puns or jokes while fighting that makes his enemies underestimate him, good motivational speaker when needed. Weaknesses: quick to give second chances, could act too easy on opponents
Cherished Items: The Blue Power Ring that was given to him by the Blue Lantern Corps to signify his joining into their ranks.
Philosophical/social viewpoint: he believes that even in the darkest times, hope can find a way to light the hearts of those who have none, or can’t find a way through. His social viewpoint is the same, believing that if people tried to do something, they could make a great change in things. Along with this, he holds a high sense of justice and believes that there could be resolutions that last in peace. From his time training on Odym, this has only grown stronger, if anything else.
Religious viewpoint: he believes in the existence of a creator, but doesn’t want to add any more to it from all the spectacles people have.
Romantic viewpoint: he believes a relationship should be real in order for it to work, and be made after a time of being friends or from working together for a long time.
Biography Born to a doctor and a nurse in Coast City, Derek had an easy life growing up. He ended up in good schools and learned a lot in each, and though he didn't make friends, he still made it so that people were at least happy all around through his actions, and that bit always gave him hope during his time in school that things could get better than they were out in the real world. During his time at school, he did fairly well in math and in requirements needed for investigations, and his imaginations and ideas were endless. Because of his constant daydreaming, though, he didn't have that many friends. However, when he did get up and move about, people couldn't help but smile at his attitude to things. He had a way about him that calmed people down, even when he was faced with bullies early in life.
Skip forwards a few years to where he was eighteen and over seas on a trip through Egypt. During one day where the tourists were heading towards one of the pyramids, and a group of men stopped their vehicle, carrying guns, and telling Derek and the passengers to have their heads down and give them their valuables. During this time the police force was coming in at speed, someone managing to dial for help while they had and one of the men starts to grab one of the tourists, an old man, before Derek stood up, asking to take him in their place. The men, running low on time as the police arrive, agree and toss the man back into the group, taking Derek instead as leverage. However, instead of releasing him immediately, they kept him for three months with their group, using him as a form of worker to do trivial tasks they needed in their base, a small facility in the desert. Derek, though his surroundings and settings were far different, still kept his mind on his hopes of eventually being released and kept his up beat spirit, despite how they treated him. Though most of the men seemed amused at his way of thinking, there were some that actually started to feel regrets for him being kept around this long.
By the end of the third month, he had amazingly kept his up beat personality, though not having been fed as much as he should've been made his body look otherwise. However, he had gained a good deal of strength, and still held his hopes on eventually being free. One day during his daily routines, one of the men had finally had pity on him for too long and handed him keys to a car, telling him of the quickest way to leave, which completely took Derek by surprise. He thanked the man greatly and drove off in the direction they had said, and by the time the men realize he had escaped, a sandstorm had hit the area, leaving them no way of finding him. As Derek drove, he ended up getting lost within the storm, forcing him to stop after getting a good distance away from the area he was captive in. By the time the sand storm settled, however, he found that he had ended up stranded in the center of a great amount of sand dunes. So, with no idea on where to go, and with the sun already setting to give signal of the night, he ended up staying in the car to wait for morning.
However, during the middle of the night as he gazed into the stars, he noticed a blue light coming down from the sky, approaching an area close by to him. Derek, curious on what it could be, turned on the car and started driving towards it in search of what it could've been. When he had reached the source of the light, he found it to be an alien that wore blue attire with a symbol he thought was similar to what he saw on images of the Green Lantern's suit, and got out of the car to approach them. The alien noticed him, but was sitting within the air as if trying to sense something around it. When Derek finally asked who they were and if they needed help in anything, the blue clad alien looked to him and asked what had happened to the green lanterns of this world. When he responded with how they had vanished, the blue figure had begun to turn back to the stars before Derek shouted to wait, asking if they knew what had happened, and if there was any way he could help in fixing what caused this. The alien decided to ask Derek his name, and when he had answered, the being said that it's name was Sister Sercey, and if he truly wished to help find out what had happened, then he would need to be evaluated by her. He simply replied with if it would be okay if they moved out of this area first and towards where the lanterns used to reside on the planet, which Sercey agreed to and flew him to his hometown.
When they made it she took the form of a human police officer, and took him home to meet his parents, who were over joyed to see their son returned, which he returned in full. The next day, however, he began talking to Sercey on things about him and of what she belonged to, of the Blue Lantern Corps and of the other six Lanterns Corps of the universe. Sercey began this by talking to him on what his character was, evaluating him while they talked, and from how he acted outside of these times when he was out and about, returning to his habit of helping out people he needed to. After three days, Sercey deemed him worthy to come with her to Odym to become a Blue Lantern, which Derek agreed to before he was given time to say a momentary good bye to his family, saying he was going away for awhile. They were devastated that he was leaving so soon after the event, and he honestly was just as devastated, so Sercey allowed him one more week at home to explain what he was about to go through, and would wait for him to be ready.
After the one week passed, his parents knew now of the blue lanterns. Though they were afraid for their son, they agreed for him to go and do what he believed he needed to, and Sister Sercey took him off to Odym. When they had arrived, he was taken to Saint Walker to be told of the requirements of being a Blue Lantern, of how it is a responsibility to give one's self to the universe, and also that he would learn his ultimate destiny. Without further ado, Saint Walker gave him a Blue Power Ring, and Derek saw a future where the Justice League was back on its feet, him aiding them where they needed it most. For the next two years after this, he trained with Saint Walker on his abilities, and learned of their strengths and weaknesses. After he had finished his training, he headed off to Earth, becoming the Blue Lantern for Sector 2814 by Saint Walker's order because of his familiarity with the system, along with the fact of Disappearances of the Green Lanterns in the sector.
For the last week he's been back in the Solar system to take a break from his roaming the sector, searching for a new initiate he could bring in from earth, though he also lives on the road in the U.S. in order to keep tabs on the planet after the loss of heroes, people soon talking of a blue light flying through the sky, others of a man in blue aiding people who were in trouble and had no way of escape.
[Relationship information] Friends: ○ Character name as URL link | Alliance | Relationship type Relationship explanation
Enemies: ○ Character name as URL link | Alliance | Relationship type Relationship explanation
Family: ○ Character name as URL link | Alliance | Relationship type Relationship explanation
Romantic Relationships: ○ Character name as URL link | Alliance | Relationship type Relationship explanation
[Weapon information] ○ Blue Lantern Ring: This is the ring that is the trademark item for the blue lanterns, empowered by the hope of those who wear them.
[Other item information] ○ Item name: Any item that is neither a cherished item nor a weapon would go here. For example armour, med kits etc. Please include an explanation for each item.
[Ability information]
○ Blue Energy Conduit: The rings use Blue energy, supplied by a Power Battery which in most cases takes the form of blue light. The Blue energy of hope has an infallible connection to the universe. Hope is the most powerful of light, and thus the universe speaks through it. A Blue Power ring is one of the most powerful weapons in the universe, and has the ability to affect and use fundamental forces of the universe, including electromagnetic energies such as gravity, radiation, heat, light, and powerful blasts of concussive force. The ring can also create fields of force formed from an unknown energy that was bound by the users' will. The limitations of such use are the skill, knowledge and imagination of the user.
○ Animating: A Blue Lantern can will things to move how he wants.
○ Artificial Intelligence: Every ring has a connection to the Main Battery on Odym, which taps into an artificial intelligence. It acts as an "on-board computer," telling the wearer what they need to know. It can either respond out loud, or silently directly to the wearer's mind. The AI contains a large database of information that may be crucial to a Lantern's success. The ring also translates nearly every language to and from the wearer (though they have difficulty translating profanity), which is why the Corps can communicate with each other. When the bearer of a Blue Lantern ring dies, the ring will seek out a suitable replacement for their sector. The AI can be used to play a holographic playback sequence complete with colors across the spectrum based on information in memory banks. The ring can dictate when to pause or stop the playback should an interruption arise where the Lanterns undivided attention is needed. The AI can also alert the wielder of incoming threats or of attempts to manipulate the wielders construct by an outside party.
○ Communicator: The ring can act as a personal communicator between Lanterns. They have also been seen connected to telephones.
○ Costumes: The wearer of the ring may create any costume they choose, based on their personal preferences, whenever they choose. The ring projects the costume over any clothes already worn at the time. It is unknown if the Blue Lanterns have any protocol over costume choices though probably not has long as they display the Blue Lantern symbol.
○ Energy Projection: The rings can also project beams, form protective bubbles and force fields, and fire destructive blasts. For Blue Lanterns to be effective they require a nearby Green Lantern.
○ Energy Constructs: The constructs of a Blue Lantern are often not directly created by the Lantern himself/herself and are often a representation of the hope the target genuinely feels. Example when used against John Stewart he say his dead wife Katma Tui and when used against Arkillo he saw his former leader Sinestro. Blue Lanterns are capable of using more traditional constructs in the presence of a Green Lantern.
○ Energy Charging: The Blue ring can charge any other powering to twice its usual capacity if the Blue Lantern wishes it.
○ Energy Draining: The Blue Lantern Ring can negativly impact the rings on the opposite side of the spectrum. Sinestro Corps powers steadily drain, Blue Rings can counter the negative aspects of the red power ring, and the blue ring and quench the hunger of the orange light of avarice.
○ Flight: The ring allows the wearer to fly in atmosphere or in space, and can achieve incredible speeds, moving from planet to planet in a matter of hours.
○ Hope Empowerment & Manipulation: When a different Lantern is near the aura of a Blue Lantern, their ring will be charged up to maximum capacity and will remain so as long as that Blue Lantern "hopes for [his or her] well-being". The constant empowerment has a tendency to cause a form interference to other power sources. Blue Lanterns feed off of hope and can utilize its energy for a variety of effects, bypassing using the rings energy. For example, Saints Walker and Warth use the hope of a planet's billions of alien beings to reverse the age of a dying sun 8.6 billion years.
○ Invisibility: The ring can make the wearer or anything else invisible..
○ Mirages: The Ring can create mirages/illusions.
○ Phasing: The ring allows the user to go through walls. This ability however required great concentration on the bearer of the ring
○ Recharging: The Blue Rings are powered and fueled by hope, so there is no need to recharge them with a battery.
○ Ring Duplication: Each ring can duplicate itself, creating a second ring which may be given to another as a backup, for protection, or to help the lantern in times of great need. This duplicate ring is exactly like a normal ring.
○ Temperature Control: The Ring can increase or decrease the temperature of anything, even something as large as stars, or even create bubbles of intense heat or cold, even down to Absolute Zero. This could be seen in the recent Sinestro Corps War when Sallak used his ring to incase an enemy in a force bubble an incinerate him.
○ Electro-magnetic scanning: The ring can allow(through the use of x rays) the user to see through walls, without the people on the other side knowing. it can also scan along the Electromagnetic spectrum.
○ Wormhole/Warps: The ring can open wormholes to cut down on distance.
○ Healing: Apparently, Blue Rings can heal physical, spiritual, and mental wounds. The Blue Light is also the only known thing that can extinguish the fire produced by Red Lanterns.
○ Pocket dimension: Within the ring is a pocket dimension which can altered to the wielders specification. It can be used to contain opponents.
○ Sub-routines: The power rings have inner programmings or mechanisms which can executed without the users permission. One such sub-routine is the autoshield. This shield automatically protects a wielder from external harm and has been proven to be capable of protecting the wielder from planetary level attacks.
○ X-ray: The ring can allow the user to see through walls, without the people on the other side knowing.
○ Cancels out Red Power Rings: The Blue Rings are also capable of destroying The Red Rings if one is placed on a Red Lantern. Whether this unusual process can be reversed is not yet known.
○ Universal Translator: Keeping in mind the myriad of worlds, life forms, and cultures throughout the cosmos, it is understandable why Guardians of Hope added a translation system to the power ring.
○ Material Alteration: The Blue Lantern's uniform is not made out of fabric. It is created by the Power Ring whenever the wearer wills to wear it. It automatically appears over the wearer's normal clothing, and vanishes when the wearer wills to return to their civilian attire. Most Blue Lantern wear similar uniforms that are programmed into the ring by default. However, each Blue Lantern is able to adjust their uniform to fit their own needs, personalities and whims.
○ Precognition: Upon receiving the ring, Blue Lanterns will experience a moment of the future by the Blue Light, directly related to the wielder and with the express purpose of lifting their hopes. For Derek, it was a future where the Justice League was rebuilt and him in a place where he could aid them as much as needed.
○ Fear Depletion: As fear is the belief of imminent demise, hope is the belief of imminent success. As such, Blue Lantern Rings are capable of depleting the energy of Qwardian Power Rings.
○ Rage Removal: If a subject has been infected with the red light of rage, a Blue Power Ring can create a vision of the subject's greatest hope to calm and heal them. In the case of John Stewart, it showed him a vision of being reunited with his dead wife Katma Tui. The process behind the removal is part spiritual and part medical. The infected goes through a cellular cleansing while the spiritual levels are analyzed and antitoxins are then administrated. When the spiritual connection is connected the blood production begins to increase. The end result releases those infected.
○ Avarice Immunity: A blue ring is not vulnerable to the Orange Lantern Corps' favored tactic of draining energy from other Corps' rings. The reason of this is that while Avarice erodes Will, it can't consume Hope, thus rendering Avarice useless against Hope.
○ Parkour: since he was eleven he's been self training himself in parkour by climbing over walls and running along them, sometimes falling but eventually getting the hang of it, soon being able to climb over roofs and run along tiled houses. By the time he was eighteen he could do this at ease, and probably might have escaped his captivity if it weren't for his lack of knowledge on where the hell he was.
○ Hand to hand (decent): along with his training of his blue lantern abilities by Saint Walker, he was also taught on how to fight without his ring through the knowledge in it, pondering it's knowledge and learning what he could on some of the fighting arts known to his ring's A.I. interface. It's nowhere near the same type of training for someone that's lived with it, but the strength he gained is enough for him to at least defend himself. Along with this, his time being abducted has allowed his muscles and bones to strengthen to the point that he can deal the same kind of damage as a regular fighter, as well as take a hit.
[Weakness information]
○ Energy Interface: As the continuing power of the ring's connection of "universal hope", it has a tendency to cause a form of interference to other power sources.
○ Willpower Symbiosis: The Blue Light of Hope has but one weakness, one that Atrocitus is also aware of. Hope is useless without the Willpower to enact it, and, as such, without an active member of the Green Lantern Corps nearby, a Blue Power Ring is rendered nearly powerless, and is left only with limited flight (though obviously enough to still fly to other planets), limited energy projection and constructs, and protection from the vacuum of space.
○ Lack of Hope: If the wielder of the ring loses hope, the power ring will cease to work
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ThisCloudedLife Vice Captain
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ThisCloudedLife Vice Captain
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Posted: Tue Dec 13, 2016 1:07 am
Jade Galaksylph [General Information] Name: Ruuben Matias-Saku Korhonen Nicknames: Roo, or just Ruuben Titles: None (so far) Age: 24 Birthday: July 12 Star sign: Gemini Gender: Male Race: Human ((Bonded/Possessed with a Supernatural Spirit)) Alliance: Reluctant Hero (Neutral Good) Personality: Ruuben is quite a worrisome individual. Being meticulous himself, he worries over something that could go wrong with his own choices- be that small or big. As much as he tried to get out of his own comfort zone, his anxiety and self-preservation instincts gave him the hard time to ever adjust and be comfortable with any strange situations. This and his emotional feelings weren't a good mix for the young Finnish. He preferred not being in the total limelight, and even if he deserved the credit he still didn't want to be the center of attention in a group of people. He was helping people because he wanted to, not for recognition. If anything, he has a habit of deflecting people's praises no matter how genuine they were. Other than that, he is a really compassionate and merciful individual, willing lend a hand to anyone who asked him for help.
[Personal Information] Height: 5' 9 ft Weight: 147 lbs Occupation: Graphic Designer Sexuality: Biromantic Demisexual Likes: Food, Finland (his home country), Mythology, Books, his family, basketball, autumn Dreams: To wanderlust and become a Professional Photographer Dislikes: Bland food, being pitied, being the center of attention, being shamed, praises Fears: Losing control of his powers, being hunted down, being possessed or mind-controlled Darkest Secret: As much as he would never admit it, he hated his powers. Favourite Food: Leipäjuusto (bread cheese) and Lohikeitto (salmon soup) Favourite Drink: Bubble Tea, Cappucino Coffee Least Favourite Food: Tarts and anything oily Least Favourite Drink: Vodka Loyalties: His family Intelligence Level: His IQ Level is of 110, he took college and earned a degree of Graphic Design and Photography Dominant Hand: Left Strengths: - Ruuben has self-preservation instincts that he's aware of the limits of what he can and what he can't do. - He is really resourceful to what he has, and will try to make use of anything in the room
Weaknesses: - Ruuben's anxiety and instincts hinder him in doing something that he could have done. - He tends to be reluctant over his own choices and would rely on someone's opinion for clarification.
Cherished Items: - He has his bass guitar at home, one of the things to make him feel calm. - He has a necklace with two pendants: a Viking rune pendant from his father and a guitar pendant from his brother Reima
Philosophical/social viewpoint: His view for life is really grey, he doesn't think that everybody has to have a label that they're pure 'good' or pure 'evil', because either way they're just going to ******** up with whatever decisions they made and there will be always a tidal wave of problem that will be shoved on to them in a daily basis. He won't change people's minds, but Ruuben would like to change what people think of him.
Religious viewpoint: Ruuben thinks he doesn't have a right to say anything about religion, therefore he would rather not talk about it. He respects any people's religion but he would prefer people not to shove it on his face.
Romantic viewpoint: As much as he's romantic, Ruuben is certain that love isn't a feeling, but rather it is an action done to people they care about. He doesn't really like how people confuse infatuation with love and was certain that that was why there are people who break-up as a result. Ruuben expressed his love by supporting and caring, and he thinks dates and gift aren't enough to express that.
Biography Ruuben was born in a good home in Turku, Finland with his parents, his older brother Reima, and his little brother . His parents are perfectly normal people, his father Kusti is an archaeologist and professor in a Finnish University while his mother Kiira works as a dentist in their home. He and Reima were an inseparable pair, and Ruuben doesn't mind being the sidekick to his older brother. Reima Korhonen was a headstrong and protective individual, so they got each other's back from time to time. Their younger brother Riku, on the other hand, was an utter prankster but he does it mostly "to show that he really cared for his two older annoying brothers". Other than that, Ruuben was a fairly hardworking one in school- he didn't think he had a talent and so he tried to work on what he has instead. He carried his diligence even at college that he finally earned his degree in Graphic Arts and Photography. Of course, it was never easy, but he still managed to nail it either way. He loved traveling with his father when he was proposing any journey for him, giving him so much time to take pictures and write experiences in this blog or journal. Eventually, he strives to travel more, and so he took the opportunity when his brother Reima expressed that he wanted to travel to America and try to expand his musical talent more. So, they did, and they settled to Gotham City in New Jersey. It was a tough time for the young Finnish to adjust as he was far away from home, but Ruuben held on as he thought that it was really worth the try.
One time, age 23, their father Kusti invited them to the excavation site of some ancient relics in Europe. Of course, it interested Ruuben that he was willing to go with him, and Reima was also there because he didn't want to be left alone in the apartment. There was a legend about the site that there was a witch who was able to hear and see many things that she was betrayed by her brethren that her spirit ended up being locked away underground in a chest. Anyway, there was one night when the brothers were just borrowing their dad's car, there was something going on in the excavation site. Something exploded and weird supernatural magic stuff came out through it, and a rushing spirit came through Ruuben himself. Reima, seeing what happened while driving the car, was utterly distracted over his younger brother that they ended up crashing to a nearby lamp-post. Both the brothers survived, though it gave Ruuben a three-day coma but other than that they were alive. A year after their recovery, the brothers stayed in Finland for a while before venturing off again to America.
Weeks later, he has starting to feel weird over his sense of hearing and it went to the point that he could hear everything, which gave him the hardest time to sleep and even focus on his daily tasks. But most notably was that he eventually met the spirit who was stuck with him, her name was Forde and she was apparently a witch who passed most of her abilities to Ruuben. As much as he hated her, at least she did apologize for "possessing him out of seeing the first human she saw" or something like that so he let that pass. Reima, being concerned over his brother's conflict, but couldn't figure how to approach him without accusing him of being "insane". Finally, he worked up to his nerve and tried to get his brother to talk about it, which gave Ruuben a panic-attack and took hours before he could finally talk to him about his growing abilities.
Still, thinking that his ability would only cause bigger problems or worse, become a "disaster magnet" and be hunted down by people, Ruuben decided to keep his abilities concealed, much of Forde's dismay. But still, he couldn't shut down the "voices" (specifically Forde's voice) or his really sensitive hearing around crowded or noisy areas. Along with that, Forde kind of (begrudgingly) guided him about getting to the basics of telekinesis as well so that he'll have something not to be worried about her possessing him. So far it was doing well, but Ruuben still chose to suppress it as possible (which Forde, being naturally petty, gave her an urge to possess him to do the job sometimes).
[Relationship information] Friends: ○ Character name as URL link | Alliance | Relationship type Relationship explanation
Enemies: ○ Character name as URL link | Alliance | Relationship type Relationship explanation
Family: ○ Professor Kusti Joakim Saari | NPC | Father Ruuben is just fairly close to his father. In fact, Kusti is the reason why his son desired to travel in the first place, as he always invited his three sons to any excavation or traveling moments as much as possible. They just love to nerd about ancient stuff since... forever. Though, ever since the accident, Ruuben was fairly reluctant and tried to avoid his father's invitation- which was saddening Kusti in return.
○ Dr. Kiira-Elsa Tuuli Korhonen | NPC | Mother A headstrong woman, basically where Reima gets the protective streak from. She is a dentist and is fiercely protective for his three "baby" sons, there were times that she kind of scolded her husband Kusti when their two sons ended up in a car accident. But other than that, Ruuben is perfectly fine with his mother if she wasn't being protective.
○ Reima Kusti Korhonen | NPC | Older Brother Reima and Ruuben are an inseperable duo, and they got each other's backs since childhood. Sure, Reima's extroverted personality sometimes overwhelmed Ruuben but he was used to it. He trusted Reima enough that he managed to tell him about his supernatural abilities, and so Reima would do anything to keep his brother from any harm.
○ Riku Sakari Korhonen | NPC | Younger Brother Riku is the youngest son in the three brothers, who was still studying in Finland. He is a smart and bubbly one, but one problem about him was that he was an untter prankster who just wants to get through his brothers' nerves. No one is as annoyed as Ruuben when it comes to Riku's "adventures".
Romantic Relationships: ○ Character name as URL link | Alliance | Relationship type Not available
[Weapon information] ○ Weapon: Not available.
[Other item information] ○ Item name: NONE
[Ability information]
○ Clairaudience: He is a medium of an "all-seeing" sorceress and one of the primary abilities that are granted to him is his hypersensitivity to noises. He is able to hear many things even with the slightest of sounds, and if he could focus enough he could identify or pinpoint sounds to himself. Of course, if you ask Ruuben, he would say it's pretty much of a curse than a blessing because with superhearing he finds trouble in truly focusing on what he was doing when he was in somewhere crowded. Noisy places are going to drive him up the wall unless he's wearing earmuffs or some special hearing aids. And when there's physical hearing, there's also psychic hearing. And by psychic hearing, he was able hear voices of spirits and ghosts around him- which was annoying him in a daily basis. But sometimes, when he was actually paying attention to it, it gives him "vibes" to know something bad is going to come in their way- much like a gut feeling.
○ Telekinesis: Straightforward, he can move anything with his mind. Well, anything that is 147 lbs and below (basically, his weight or lighter), anything heavier than that would give a really hard time doing so or worse, a bad case of fatigue and exhaustion.
○ Telepathy: When he is in contact with someone, he would see the memories of a person, their feelings (which is the easiest), or even enter their mindspace if he did enough effort). But most of the time, the best he could see and muster were flashes and fragments of memories/thoughts. The depth of what he could see heavily relies on the person's trust to Ruuben. If the person cannot trust him, then he would have a really hard time doing so. However, if the person did trust him with sincerity, then he could enter their mind in depth and in ease.
○ Spiritual Connection: Ruuben can hear what his spirit Forde had to say anytime. If you want to get an idea, just think of Blue Beetle (Jaime Reyes) arguing with his scarab in a daily basis. Luckily, Forde can read his mind (being a medium and all) so he didn't exactly have to voice it out to communicate with her. However, that gave him no privacy over his thoughts and feelings- but in return Ruuben could feel whatever Forde was feeling so it's a fair deal. Actually Forde has the ability to take over Ruuben's body anytime if she liked, but she only didn't do it unless it was really necessary (for example, near-death experiences).
[Weakness information]
○ Sensory Overload: He was yet to get used to his superhearing, because ever since possessing his powers his daily life was affected as well. He could no longer handle noisy place or crowds unless the earmuffs were in his ears. While he could not get fully deaf, screeching sounds could cause him great headache for days. He's much more likely to get knocked off first by a banshee, if you ask him.
○ Limits of Telekinesis: Ruuben definitely won't carry everything as he wasn't mentally strong enough to do so. He could only move objects that were near to his weight, otherwise it would be a struggle and could cause strain to himself. Or worse, he might end up passing out in fatigue if he continued to do in a consecutive manner.
○ Lack of Combat Experience: Ruuben has never fought a criminal, nor had he took any combat training at all. He was only a person who only got powers because the witch spirit was so desperate to get a host. There, he will have a really hard time if he ever encountered anyone who really wanted to attack him, let alone someone more experienced than him.
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Posted: Tue Dec 13, 2016 9:03 am
Rebel the DESTROYA [General Information] Name: Caleb Grant Nicknames: Cal Titles: None at the moment. Age: 17 Birthday: March 13 Star sign: Pisces Gender: Male Race: Human (Meta) Alliance: Good, Hero-ish Personality: Caleb is usually described as more of a quiet and reserved individual. Besides to family and close friends, he doesn't really like to open up to anyone. He seems very closed-off and sarcastic to those who don't know him as well. But to those he is close to, he can be very laid-back and easy going, not afraid to crack a joe once in a while to lighten the mood.
[Personal Information] Height: 6' Weight: 170 lb Occupation: Highschool Student, Movie Theatre Employee Sexuality: Demisexual Likes: -Animals (especially dogs) -Food -Music (mostly Grunge and Indie Rock) -SciFi Movies/TV (Star Trek, Star Wars, etc.) -His Aunt Karen -His Friends -Skateboarding -Making Videos for YouTube
Dreams: Caleb at some point wants to have some job in the film industry, whether it be director, producer, writer, or special effects.
Dislikes: -Romantic Comedies -"Fake" People -Not having a handle on his powers.
Fears: -Heights -Flying -Dolls (don't ask...) -Losing his aunt, since she is the only family he has left.
Darkest Secret: The fact that he has powers, which he keeps a secret from just about everyone, save for one or two close friends. Favourite Food: Chili Cheese Fries Favourite Drink: Blue Powerade Least Favourite Food: Anchovies Least Favourite Drink: Allen's Great Big Glass of Whoop-A** (you don't want to know) Loyalties: Mostly to himself, friends, and family. (I know, original right?) Intelligence Level: Above average for his age, definitely in the top 10% in his class. Dominant Hand: Right Strengths: Intelligence, street smart, creative thinking. Weaknesses: Stubborn, Naïve at times, and Often lets his mouth run before his brain.
Cherished Items: -Digital Video Camera: The camera he primarily uses to record his powers on video. He is very protective over it since if someone stole it and looked through it, then his secret is out.
Philosophical/social viewpoint: Doesn't really have much thought in philosophy except that maybe life's purpose is to better humanity in someway.
Religious viewpoint: Believes in the existence of God, but doesn't really believe in him or that he actually cares about humanity.
Romantic viewpoint: Doesn't really believe in the concept of love at first sight, but if love happens, just let it happen. Who is he to stop or judge it.
Biography Caleb Grant was born as normal as just about any normal human being. Nothing truly remarkable about him. He lived with his mom (his father was never in the picture) in a small town outside of New York City and had a pretty normal and happy life up until the age of 11 when his mom was killed by a drunk driver coming home from work. He was taken into child services soon after and was sent to live with his Aunt Karen, who worked as a police detective in Gotham City. Naturally he was quiet and shy at first, afraid to open up to anyone, including his aunt. But eventually he warmed up to his new situation, made new friends, and lived happily with his Aunt who treated him like he was her own son.
Life was going rather well for Caleb. At the end of their sophomore year of high school, he and his friends, Allen and Rodge, decided sneak out and go on a camping trip in a state park north of the city to partake in less than legal activities. Underage drinking, smoking marijuana, etc. It was late in the night, Caleb decided to step out a grab some fresh air (because Allen farted in the tent) and take a short hike up to a nearby lake. The teen looked up into the sky and saw what he thought was a shooting star, until it started glowing bright green and he had to drop to the ground to avoid being hit by what ever it was. Not wanting to waste an opportunity by running back to grab his friends or a camera, he cautiously followed the large trail of debris the mysterious object from space left behind until he came upon a crater with a glowing green...thing at the bottom. Not really knowing what he was doing, he slid down the side of the crater and approached the object. To him, it looked like some sort of capsule encased in space rock, so naturally he reached out to touch it which then predictably turned out to be a dumb idea. As soon as his fingertips touched the smooth metal of a capsule, it cracked open and what felt like lightning shot up his arm and encased his head, frying his brain. He didn't last in the intense pain before he passed out.
He wasn't sure how long he was out until he was shocked out of blissful unconsciousness by something cold and wet hitting his face. Opening his eyes, he saw Allen and Rodge staring down at him with concern in their eyes and an empty water bottle in Allen's hand. The two helped Caleb to his feet and naturally asked what happened to him. The teen tried to explain the events that happened last night, but when he tried to point out the capsule in the crater, he found that it was gone. The only thing left was the crater. He tried to convey to his friends that he wasn't crazy, that he did saw something last night, but they all agree that it was probably for the best that they all went home not talk about that night.
As time passed from that night, Caleb noticed that strange things seemed to be happening to him. It first started off as intense migraines that he tried to pass off as a hang-over from the night at the state park or even just stress, but they kept persisting and getting worse. When the pain seemed to be at its height, he started to hear voices in his head that often sounded like his Aunt or Rodge or Allen. But when he looked at them, none of them were speaking at that time. Once he had to excuse himself from dinner because the pain was so bad. He locked himself in his room and curled up in his bed, clutching at his head. After a while, the pain started to ease. Sighing in relief, Caleb sat back up, only to find that his bed was levitating about a foot in the air.
About two weeks passed from that night and Caleb found that he didn't have any pain in his head anymore, but now he had something that he considered to be worse. He could lift things with his mind and read other people's minds as well. Gathering up his courage, he confronted his friends about it, demonstrating his newfound abilities. After about a moment or two of processing, it was obvious that neither Allen or Rodge didn't share his concern of now being a metahuman. In fact, they both found to be rather cool. Allen even suggested that he get into the superhero business which then Caleb outright refused. The last thing he wanted was to draw attention to himself, and on that note he made his friends promise to not tell anyone about his powers. However, he did (reluctantly) agree to practise and document his powers to observe their growth over time, with the help of his friends of course.
[Relationship information] Friends: ○ Allen Brennan | Neutral-Good | Close Friend One of the first friends Caleb made since moving to Gotham, one of the only two people who knows he is a metahuman.
○ Rodger "Rodge" Kurtis | Neutral-Good | Close Friend Another one of Caleb's first friends since moving to Gotham, and the other person other than Allen who knows about Caleb's powers
Enemies: ○ Character name as URL link | Alliance | Relationship type Relationship explanation
Family: ○ Karen Grant | Lawful-Good | Aunt A homicide detective for GCPD, she is Caleb's aunt as well as his lone guardian. She is unaware of Caleb's status as a metahuman.
Romantic Relationships: ○ Character name as URL link | Alliance | Relationship type Relationship explanation
[Weapon information] ○ N/A: Nope.
[Other item information] ○ Digital Video Camera: The camera he primarily uses to record his powers on video. He is very protective over it since if someone stole it and looked through it, then his secret is out.
[Ability information]
○ Telekinesis: The ability to move/manipulate objects through the power of the mind. Since Caleb's powers are still relatively new, they are not particularly strong as of yet. However, with enough concentration and practice, he can lift objects up to 500 lb without too much trouble and can even control it enough to grant himself limited flight. However, since his powers are new, his limits have not been tested to any extreme extent as of yet, so he could be a lot stronger than he thinks.
○ Telepathy: The ability to sense/manipulate others' thoughts. Again, due to his powers being new and not very powerful, this ability is usually limited to reading only surface thoughts. He can only achieve deeper "mind melds" if he is making direct physical contact with the person. From there he can perform limited mind manipulation, but thats only thought persuasion and limited perception manipulation. However, like telekinesis, his limits have not been tested and his abilities are growing.
[Weakness information]
○ Endurance: Caleb can only enter and influence minds for a certain period of time until it starts to wear on him. Less strenuous use of is powers like simply reading minds are less likely to drain on his energy while mentally lifting something over 500 lb (subject to grow) tends to drain his energy a lot faster. If he strains himself to much, by either over exerting his abilities or trying to do too many things at once, he can render himself unconscious and possibly wake up with amnesia.
○ Power Control: He has gotten a little better, but their have been some times when he has lost control of one ability or another. His telepathy can get out of control by reading too many minds at once, making him have to live with constant voices in his head. Also his telekinetic abilities tend to go out of control when he is under extreme emotional distress. He can accidently crush objects and so on and so forth. Sometimes his telekinesis acts up out of pure instinct, like when he is in a situation where he is in danger. His powers are possibly still growing and hasn't tested his full limits so even that is an unknown factor.
○ Human Clause: He still possesses the same weaknesses of regular humans. He is prone to all human sicknesses and anything that could kill a normal human can kill him as well.
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Josh Starwind Vice Captain
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ThisCloudedLife Vice Captain
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Posted: Sat Dec 17, 2016 11:01 pm
konaustin  [General Information] Name: Sheila Warren Nicknames: Any nicknames your character possesses Titles: Any titles your character may have, be they hero/villain names, given hero names by others etc. Age: 25 Birthday: January 1st Star sign: Capricorn Gender: Female Race: Meta-Human Alliance: Hero Personality: Sheilais a bit of a mystery, partly because she doesnt let people know much about her and partly because she doesnt have a clear idea of who she is. Normally she's a sarcastic, somewhat rebellious girl like many artists in their twenties and seems to have an inherent disliking for being told what to do by authority figures. Despite her punkish attitude Sheila believes in using her powers to help people as best she can, though the fact her abilities cause many to be afraid of her brings about cases of depression from time to time
[Personal Information] Height: 6'1 ft Weight: 141lbs Occupation: Lounge singer & pianist, artist, occasional maintenance worker, Meta human acquisition agent. Sexuality: Bisexual. Likes: Music, sweets, , Doughnuts!! Not having people be afraid of her Dreams: Hopefully living a normal life, having a successful music career. Dislikes: Being set on fire Fears: Never being able to have a normal life, losing control of her powers Darkest Secret: She inadvertently killed her entire family Favourite Food: Donuts Favourite Drink: Vanilla coke or a milkshake of any variety Least Favourite Food: Toast Least Favourite Drink: What're your characters least favourite drinks? Loyalties: black coffee or anything overly bitter, club soda. Intelligence Level: About par with a college junior with more worldly experience Dominant Hand:Ambidextrous Strengths: Tenacity, quick wit and a high pain threshold (being near immortal subjects you to things you normally shouldn't live through more often than you'd like), very talented musician and singer, learned to use linux, code, and navigate moderately complicated computer systems from several of her handlers.
Weaknesses: Other than some kickboxing lessons , Sheila has little to no real fighting experience with people that aren't basic humans. (Her usual tactic is to just walk into the bullets until she's close enough to tear something off of you)
Cherished Items: Her guitar- A gift from someone at S.T.A.R Labs, she always carries it whenever she goes out to make some spending money.
Nadia's Ring- Sheila's deceased mother's class ring, work around her neck because it's too small to fit on he hand.
Philosophical/social viewpoint: Sheila has a clear idea of right and wrong , her family instilled that in her early on, and she will stop criminals of she can. However she has been known to break the law at times, her most serious infraction to date has been forging a fake identity to go to school.
Religious viewpoint: She isn't religious herself and doesn't really care about organized religion, as long as you're not a d**k about it be as religious as you want
Romantic viewpoint: She's had a few crushes on the cute people she's seen in passing whenever she's let out, but beyond that nothing. So far she hasn't had a chance to experience actual romance but she does firmly believe anyone should be allowed to love whoever they wish regardless of gender, though age should certainly set boundaries.
Biography Sheila was born frail and sickly and estimated a minimal chance of survival. Her parents, a pair of scientists , did not want to lose the child they had planned for so long and opted to take drastic measures to save their child when modern medicine could not save her. The couple took their daughter home claiming they wanted to spend what time they had left with her in privacy, and snuck out a sample of a product they'd been working on. A mutagenic compound designed to help the body heal at a rapid rate by quickly producing the cells needed to repair injuries or fight bacteria and viruses. Despite being still in its bets phase the mutagen bonded with Sheila's body perfectly and within an hour she was perfectly healthy
After finding one of the samples of an extremely classified substance had suddenly gone missing, the organization Sheila's parents worked for started an investigation and quickly zeroed in on the couple with high level security clearance and a sickly infant who happened to suddenly be in perfect health. Rather than fire and/or kill the couple, the organization's directors opted instead to let the parents keep their jobs in exchange for keeping Sheila in quarantine for observation where she would be treated with the utmost care and would be allowed to see her parents every day. For five years Sheila lived indoors, being poked and prodded with needles every day, running laps, being burned and shocked and psychologically tormented to see the effects of the mutagen on her body. Still she remained bright and cheerful whenever her parents were allowed to see her. Every day she'd have a tea party with her mother, ride on her father's shoulders as he walked her around the compound and every now and then they'd have a movie night which was always Sheila's favorite. Whenever she was alone in her room she'd pretend to be a lion after seeing Lion King and pounce on her giant teddy bear, she'd see Rocky and pretend to he a boxer whenever one of the meaner doctors approached her, a valiant knight after seeing Quest for Camelot. It was these fantasies of her adolescent mind that eventually led to her discovery of being able to manipulate her own body at a severe cost.
While out on a picnic with her family in a greenhouse in the compound Sheila was playing lions, a game where her parents would hide a stuffed zebra and she would pretend to hunt it , one of her parent's colleagues burst in shouting something about about the girl needing to he contained and interfering with psychological data. Sheila kept low, hidden in a patch of tall grass as she watched the scene. Still playing her little game sue crawled closer to the edge of the grass , hunkered low and nails digging into the soil, in her mind she was Simba the lion, the predator, and this mean doctor was the hyena. Suddenly she pounced from the grass arms extended like claws as she tackled the man to the floor. The little girl looked at her parents and saw this shocked and horrified expressions, confused until she looked down. Below her the doctor she'd tackled was bleeding profusely from six deep gouges in his back where Sheila's hands, now three times their normal size and shaped into three fingered claws, were piercing through muscle tissue and into his lungs. It took several seconds for Sheila to realize what she was seeing and suddenly she began screaming in terror, scratching and pulling at her hands in a panicked attempt to get them off. When her parents approached and tried to calm her down she shrieked and swung her arms wildly, accidentally disemboweling her father and cutting her mother's throat open. Now running on fear and adrenaline. Sheila did the only thing she could think of, she ran, she ran through the compound knocking over armed guards and taking gunfire without even realizing it until she came to answer of blast doors which she tore open with her claws and broke out into the outside world where she ran and ran until she tripped and fell in a forest where she curled up and cried until she went to sleep.
After nearly half a year running from the people who wanted her locked back up Sheila eventually found herself in Gotham among drug addicts and the homeless. Every day she'd fight for scraps of food or to keep her purity safe from those who would take it, sometimes using her powers instinctively . This went on for three long weeks until eventually a young detective came to investigate the stories of a three foot tall clawed monster terrorizing the alleyways, armed with his weapon expecting to find a drug addict only to find a small frightened child with abilities she couldn't comprehend.
After some coaxing the detective, a bespectacled man by the name of Gordon, managed to get the girl to the station with the promise of food. After some questioning Gordon got very little out of the girl save for her name and the fact she could apparently mutate part of her body. Not wanting to put the girl into the system Gordon opted to instead take her to someone who might actually know what to do with her. Sheila was brought to S.T.A.R Labs , the Gotham branch, and handed over by Gordon to a group of scientists , promised they would be able to help her better than anyone else could and though they were willing , they faced considerable opposition from the labs that engineered the mutagen that gave Sheila her powers (which since they owned, they owned her as well).
Negotiations took place over several days and the lab eventually agreed to let S.T.A.R take Sheila into their custody provided they get unedited copies of all of all data they get on her. Despite Sheila's initial fear she came to find out she hadn't been lied to about S.T.A.R Labs, the scientists wanted to help her and learn about her. They sheltered , fed, educated and clothed her for several years, all the while encouraging her to experiment with her powers. Eventually, when they were sure she was ready, the team at S.T.A.R Labs allowed Sheila to go outside under constant supervision, after being transferred to a less hostile city of course. While out Sheila discovered things she'd long since forgotten about life outside of a lab, including a love of music.
After turning eighteen Sheila's tests took on a more practical approach and they sent her out every now and then to intercept a destructive meta human to see if she could apprehend them and bring them in. More often than not she would destroy the surrounding area with her powers but two thirds of the time she managed to bring them in. In exchange for a place to live Sheila still works for S.T.A.R Labs in the event of a crisis but makes time for her real job working in a lounge.
[Relationship information] Friends: ○ Character name as URL link | Alliance | Relationship type Relationship explanation
Enemies: ○ Character name as URL link | Alliance | Relationship type Relationship explanation
Family: ○ Character name as URL link | Alliance | Relationship type Relationship explanation
Romantic Relationships: ○ Character name as URL link | Alliance | Relationship type Relationship explanation
[Weapon information] ○ Weapon name: Weapon explanation and description, Include factors such as range, piercing strength, etc.
[Other item information] ○ Item name: Any item that is neither a cherished item nor a weapon would go here. For example armour, med kits etc. Please include an explanation for each item.
[Ability information]
○ Free Runner: Anna is a talented free runner and frequently uses this skill set to quickly traverse urban terrain to avoid having to pay for public transportation.
○ Biomass Manipulation/Production: Because of the mutagen in her body Anna has the power to produce large amounts of biomass and manipulate it to increase her physical abilities, create weapons out of her limbs, or regenerate from things that would kill a normal person. When used but no longer needed biomass bleeds off in the form of a dark red mist as biomass is not simply absorbed back into her body.
Strength- Annabelle can manipulate her muscle tissue to increase her physical strength to extreme levels , allowing her to lift and throw 200 tons with ease.
Mobility- At her normal state Anna can leap several dozen vertical meters and run roughly 50 mph, however when she increases her strength that can rise to nearly 200 mph. When armored her weight cuts her mobility down to roughly half of her speed.
Defense- Anna's body is just slightly more durable than that of a normal human, however she can alter her body temporarily to make parts of it more durable. Her bone density increases in proportion to her strength to keep her skeleton from being crushed beneath the straight of whatever she's carrying ,she can harden her skin to create a sort of dermal armor that can handle most small arms fire without taking damage , but her best defense is creating an extremely tough armored shell around her body five times more durable than her bones at maximum density and capable of protecting her from fire damage.. The major downside to the armor however is the fact that it is incredibly heavy, weighing roughly two tons, and slows her overall movement speed down and takes so much biomass to create it leaves her skeletal structure weakened and breakable from the impact trauma , as long as she has the armor on it will quite literally hold her together but when it comes off she has to take several minutes to fully heal
Regenerative Healing Factor- Due to her biomass abilities Anna's passive healing is advanced beyond that of most humans. She is immune to nerve agents , drugs and diseases, and minor injuries heal in moments. Significant injuries like loss of limbs and organs are debilitating and can take her out of a fight but are recovered from inside the span of an hour. Alternatively she can reattach a severed limb to its stump and in moments it will reattach itself, sparing her the wait of having to grow a new one. Her blood even holds healing properties, part of the reason she's still being hunted, and she can help someone's healing along or even detoxify someone by giving them a small dose of her hemoglobin, though more of it can make the process go along faster. She can even recover from injuries that would otherwise be fatal, once losing a third of her brain during a car accident only to recover a few days later in the morgue.
Shape Shifting (not learned) - With practice Sheila can change her entire appearance as opposed to just her limbs. She can alter her hair color, height, body measurements, even her gender or species should she practice hard enough. She'd likely just use this to save money on having to buy clothes, why spend money if you can literally make your own.
○ Bio Weapons: Annabelle can shape her biomass into various weapons . Tendrils- Four eight foot long tendrils that emerge from her shoulders and lower back. Not technically weapons so much as extra limbs, they have the same sensory ability as her hands, and together can lift a maximum of 1 metric ton.
Meteor Fist- Sheila's hands and forearms swell with biomass , skin blackens and develops short thick spikes and the limbs become incredibly heavy, around 10 tons each. What these weapons lack in reach, they more than make up for in pure striking power. Their major downside is that they are slower than her other weapons and are easy to read in a fight. Just not so much at blocking
Claws- Sheila's arms become spiked and blackened , similar to their armored form, while her digits become foot long razor sharp cutting tools. The claws are extremely sharp and durable, capable of cutting through steep plates with ease and despite having a bladed appearance are still fully opposable ,granted handling anything with them is considerably more difficult.
Blade- Sheila compresses the biomass of her arm into a long double edged blade that starts just below the elbow, this streamlined weapon is roughly 3.5 feet long at its smallest with a smaller blade extending from the back and nearly six from end to end at its largest. While the weapon's fighting style doesn't allow for as much speed and flexibility, its density and edge puts more weight into each attack letting it cut deeper and longer.
[Weakness information]
○ Experience: Aside from a few scrapes with meta humans as ordered by S.T.A.R Labs, Sheila has little to no experience fighting , has only moderate teachings in kickboxing, and operates almost solely on pure instinct alone. Someone with fighting experience could easily outclass her even with a lower level of strength.
○ Extreme Temperature: Sheila's main weakness is extreme temperature. Heat damage not only causes the greatest damage to her body but also takes the longest to recover from, nearly an hour for a third degree burn. Extreme cold on the other hand will not kill her, but instead will make her slower, lethargic and eventually force her into hibernation until she is thawed out.
○ Recharge: Sheila's biomass is not infinite. Healing, creating weapons and armor and boosting her physical abilities eats into Sheila's biomass and requires her to recharge her energy, usually through a massive caloric intake.
○ Loadout : Despite having a number of devastating weapons at her disposal Sheila cannot use more than one at a time. The main reason behind this being that she only recently learned how to make the weapons with the proper biomass ratio to be effective and attempting to balance out two separate weapons is too complicated for her at the moment. As such she cannot mix her weapons meaning she can only use the blade on its own or use the meteor fist/claws as a pair or only with one at a time.
○ Balance: Unfortunately due to inexperience Sheila cannot use her abilities at 100% capacity at all times and must balance the use of her biomass appropriately. She cannot use maximum strength and her armor at the same time as a certain amount of biomass must be expended to create the armor and them a certain amount to increase her physical strength , however the strength she can use would then be limited by a certain amount because she can no longer generate enough biomass to use maximum strength. ○ Large Scale Healing: While most healing takes moments, and does eventually wear Sheila out, healing of multiple significant injuries at once or a single major one ( for example several broken bones, ruptured organs or trauma to the brain) will require Sheila to physically stop and take a few minutes to focus on healing her injuries. This naturally increases with the severity of injuries, two shattered femurs in the past required a full thirty minutes to heal, a punctured lung , and a nearly entirely shattered skeleton took a full day to recover from
○ Mortality: Despite her healing factor and overall durability, Sheila is not immortal or invincible. The most surefire way to kill her is by completely or mostly destroying her brain or completely destroying her body.
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Posted: Thu Dec 22, 2016 1:34 pm
MollytheOllie [General Information] Name: Hazel Rosalia McAllister Nicknames: Haze, Goldilocks, Freckles. Titles: Mage Age: 21 Birthday: April 15th Star sign: Aries Gender: Female Race: Human, extremely distant descendent of Fae races. Alliance: Civilian good Personality: Hazel is a very perceptive person, and is well in tune to the moods of a room or to reading the feelings of those around her, and acts in accordance to what she feels is best for a situation. Generally, she keeps to herself aside from speaking up when she feels she has something to say, or adding the occasional sarcastic quip. She's usually pretty well behaved, but sometimes can get a bit carried away and may tend to show off a bit around people she is trying to impress. She is a prideful, and determined individual, who does not like openly stating when she has problems with something-- but will go to the people she trusts for help when she needs it. Hazel is very loyal, and compassionate to people she grows close with and often finds herself drawn towards those people.
[Personal Information] Height: 5'8 Weight: 152LBS Occupation: She's a singular household maid, and groundskeeper. As well as owns a small herbal remedy delivery service that she manages part-time for extra income. Sexuality: Pansexual Likes: Writing in her journals, (of which she has SEVERAL), animals-- particularly her cat, plants/gardening, cooking from time to time, she loves the holidays and going all out with decorations, she loves the snow and cold weather, and likes to ice skate. Dreams: She doesn't really have any particular goals. Keep living, making money, building her business and meeting people. Some day she wants to find people who accept her for her, and so she might one day be able to say that she has a family, as her biological relatives are far from 'family'. Dislikes: Her mother, people who are unnecessarily rude, nasty or disrespectful for no reason, people who abuse or neglect others, spicy foods, chili. Fears: Being alone in the dark, open water or drowning, dying. Darkest Secret: Hazel has a leather kink. Favourite Food: Fish tacos, pancakes with chocolate chips, strawberry cheesecake, chicken and green bean stir fry(she loves green beans), any kind of soup, and oreos. Favourite Drink: Hawaiian punch mixed with Sunny D. She calls it tropic juice. Apple juice, and strawberry kiwi sodas. Least Favourite Food: She hates chili, and corn dogs. She also dislikes lemons, a lot, and plain foods. Foods that have one single flavor, or that are kind of bland. Like shortbread cookies, or bologna sandwiches. Least Favourite Drink: Dark sodas, cola, pepsi, etc. They're weirdly sweet. Loyalties: Hazel is loyal to the people who treat her right, like her boss. And to herself. It's hard for her to count on other people because of where she's from and what she can do. A lot of regular people tend to freak out on her a bit. Intelligence Level: Hazel is relatively smart, and well educated. She went to private school for much of her life and received a pristine education, but did little with it, as she had no interest in going to a university that would just cram more of the things she already knew into her brain-- with added stress. She went to a year of community college, learned a few trade skills and applied them to her business. Dominant Hand: Right handed. Strengths: Hazel can make soaps, teas, basic herbal remedies, and the like from the plants she grows. She's quite creative and has something of a green thumb. She's got a knack for using her herbs and the things she grows in her cooking and making new recipes. She knows how to fence, and while she's not a world champion, she did qualify for many a junior championship when going to school, and still practices to keep her skills sharp. Weaknesses: Hazel has a lot of self doubt, and tends to second guess her decisions. This is especially hard because she is impulsive and often acts without thinking in high profile situations, leaving her to mull over the consequences of her actions and if she really acted properly. She also has a tendency to clam up when under high amounts of stress or personal conflicts. Her pride has also gotten her into good amounts of trouble in the past. Usually with overestimating herself.
Cherished Items: ⦁ A very old journal her grandmother gave her as a birthday present when she was eight. It was her first journal and already had some of her grandmother's own writings and recipes and such in it. It was the only memento her grandmother gave Hazel before she died. ⦁ Her cat, Sonic. Yes, after the hedgehog because that was her favorite game growing up. He is all black, and her only pet. She adores him. ⦁ Her current journal, a thick, leather bound book, dyed green. It has all her thoughts, doodles, ideas, dreams and other personal writings in it, and she would be lost without it. It is evidently more precious to her than her other, many journals, as it was a gift from her former teacher.
Philosophical/social viewpoint: The universe has it's own odd way of making things happen. For better or for worse, it doesn't really care. It just is. And it does. And people have to learn to accept the change in the tide or be swept away with it. You can utilize it, but there is no such thing as having control over it. When the universe makes a move, you best be ready to move with it, or move out of the way. People are the same in a lot of ways. Sometimes you may think they have a reason for doing something-- but it's just an effect of someone else pushing them in a direction, to affect another person. And so it goes. There's no reason for it, it just is. People and things constantly and unendingly affecting each other. For better, or for worse.
Religious viewpoint: Hazel believes in the entity that governs the realm of magical existences, and the 'gods' that pay tribute to that force. She is not overly religious though, and doesn't worship or go to church. Merely pays proper respect and ritual when calling upon one deity or another for assistance in her craft.
Romantic viewpoint: She believes in romance. And wants it for herself someday. She likes to pretend that she doesn't believe in things like love, but she's a hopeless romantic at heart. She wants to love, and to be loved in return. And it's something that is important to her, but not as an immediate concern. She's young still, and doesn't mind waiting to really connect with the right person.
Biography Hazel was born in Essex, England. A country town outside of London. Her family was rather wealthy and owned a small countryside manor where Hazel was raised. Her parents had very little involvement in her upbringing however, both owing their wealth to their own respective businesses, they were left little time to care for their daughter while managing their work. Thus Hazel's care was entrusted to her grandmother on her father's side, and then to a series of nannies after her grandmother passed away. Hazel had always had a strange connection with the earth and with the natural essence of things. It wasn't until she was 15 years old, and had moved to the United States with her father (after her parent's divorce), she began to really leaf through her grandmother's old things that she found an old book. One supposedly of spells. Intrigued, she tried to perform one of these so called 'spells', unknown to her, was the fact that she had the capability to perform them, having come from a long line of witches, descended centuries from the first race to be bestowed with magic, the Fae. The spell worked-- somewhat, in that if backfired on her. Once introduced to the world of magic, she began to notice more and more things that she otherwise had no idea were there. She found old books in her grandmother's things, spell experiments, field journals and the like and started practicing, and developing her skills. After a time, when she was 17, Hazel made the acquaintance of an elven mage named Kilan. Who took an interest in her and took her on as his apprentice. Teaching her magic, and helping her to develop her skills as a young mage. Briefly, they were romantically involved, Kilan was 20 at the time of their meeting. But their budding romance was short lived, as an assassin from Kilan's past tracked him down and killed him. He was dead by the time Hazel reached him for their daily practice. It took two years, but Hazel eventually tracked down Kilan's killer and killed him in turn. Despite knowing that he had been a mercenary in his past, she believed him to have turned his life around and sought revenge for the life that had been stolen. That was the only time she took another's life. Over the years, Hazel apprenticed with different sorcerers for short amounts of time, to learn their skills or a trick here and there, to help further develop her own magic. At 21 she is a skilled mage, but is by no means a master, and using impromptu spells, or powerful incantations without the proper preparation or practice can leave her severely weakened or even harm her physically, causing seizures, nose bleeds, or violent coughing depending on the difficulty of the spell. Her strengths lie mostly in potions, illusions and 'enhancement spells', that increase the ability of one particular thing. Ie. speed, agility, strength. None however are permanent.
[Relationship information] Friends: Hazel is friends with her cat, her boss Tony (somewhat?), and Jessica, a former neighbor who Hazel used to babysit for, and who now will sometimes manage Hazel's herbal shop when Hazel is too busy to open. She tries to be open at least once a week.
○ Anthony Amell | Good | Associate/Employer/Sort of Friend Tony employed Hazel as the manor caretaker and his personal assistant in matters of the Wayne estate. She manages the house, as well as the occasional business affair of the Wayne Enterprises company while he is ‘Away attending other business’. Though Lucius handles most everything, she doesn’t mind offering a hand when it’s needed. Over the course of five years they have developed something of a symbiotic relationship and trust one another a lot.
Enemies: ○ Character name as URL link | Alliance | Relationship type Relationship explanation
Family: ○ Elenor McAllister | Civilian | Mother Hazel is not close with her mother, who prides her business and other affairs over her daughter-- whom she conflicts with a lot. Elenor urged Hazel to take over her business for many years and gave less concern about whether it was good for the company or even good for Hazel, but more about the attention it would get and how she, herself, would look in the eyes of her peers to have her daughter choose to ‘Follow in her lovely mother’s footsteps.’ Suffice to say, they do not get along and Hazel is not fond of her mother at all. ○ Gregory McAllister | Civilian | Father While they do have trouble bonding because he is so wrapped up in his own business and travel, Greg does make time to call Hazel once in awhile and they are closer than Hazel is with her mother. She visits him from time to time also, and while they seem more like old friends, than a father and daughter, Hazel still values the relationship she DOES have with him.
Romantic Relationships: ○ Kilan Avery[Deceased]| Good | Teacher in magic/Lover Hazel met Kilan at a plant shop, and they struck up a conversation about one of the items there that they had both been interested in. Kilan could sense right away Hazel’s power, and she too, got an odd vibe from him, that she later learned was their respective magical energies resonating with one another-- as what sometimes happens when two mages encounter one another. After showing him a bit of what she could do, Kilan took Hazel on as his student, and that he would help her forge her own path in the way of magic. He was murdered by a former guild member from his days as a mercenary.
[Weapon information] ○ Ardeo-- Radiator of Light: A simple rapier in appearance, brandished with a gold guard, it is enchanted and will burn anyone unworthy of it or one who is not its master. In the year that Hazel trained with Kilan, he gave it to her as a gift, both for reaching a year under his tutelage and also as a symbol of the relationship that had grown between them. It is also very precious to her. The blade itself is flexible, but a bit thicker than a traditional rapier and so does have a thicker edge than a normal one giving it a slashing capability aside from the classic use as just a quick stabbing weapon. The thicker blade also allows for more stability of the blade allowing it to run an enemy clean through. Though because of it's lighter frame and structure is not powerful enough to pierce armor or thick solid objects. It's special ability is 'Blinding light' a devastating spell of intense heat that those caught within the blast radius (Of only about 60 yards from the sword and wielder at the center) and all surrounding matter are turned to ash or charred remains. It is a spell that can only be used once over a period of three weeks. The sword draws energy from the world around it and stores it. But as any container, has limited storing space, and when it is emptied needs to be refilled. After such an attack the sword is severely weakened and can even be broken if not cared for properly or used immediately in battle after the spell. Hazel has only used the spell once, in practice, to test the limits of the sword and avoids using it in battle as much as possible. Using it against someone who may be able to withstand the spell's power would put her at an extreme disadvantage, and most opponents that she has faced in her 6 years as a mage are not at a significant enough threat level to even need Blinding Light to defeat. ○ Sigil papers/charms: These are magic circles drawn on parchment with the intent of a certain purpose, to bind a certain entity or energy in place, or to keep certain creatures/energies/entities out of a space or away from one's person. Starting commonly with a pentagram and added runes or sigils describing the intended purpose of the charm. They can be used as wards against evil, to erect shields or barriers in battle, some can also be used to summon certain elements, provided those elements are nearby to be used. For example a charm placed upon the ground with sigils written for stone, and another describing a spine or pillar, would bring forth one pillar or spike of stone from where the charm was placed. A charm to summon a stream of fire, for example, would have to be used where either fire/lava flow is close enough to the surface to reach, or chemicals that are flammable can be transmuted to increase their effectiveness or manipulate them in the direction of a specific target rather than an uncontrolled explosion. This works only if a charm for this particular kind of manipulation is placed on or inside a container of flammable chemicals, etc.
[Other item information] ○ Spellbook: Hazel has a single, compiled journal of all her spells and keeps it with her almost all the time. It is her grimoire and she uses it for spells she doesn't know by heart, linger spells that require long incantations or for making potions or drawing certain sigils or referencing. It is a tool that she has come to rely on greatly in both battles and in her daily life.
[Ability information]
○ Illusion casting, physical and mental: In casting illusions, there is always a mentally manipulative aspect to it. But physical illusion relies on enhancing the effect of something that is already there, such as turning a stray dog into a giant wolf that shoots flames from it's mouth. Mental manipulation takes what is in one's own mind and allows the person whom the spell is cast upon to conjure their own illusion. This is often the more difficult to combat of the two, as someone's own mind usually conjures what is to them, their greatest weakness. There is no greater enemy than one's own self-- and this spell preys upon that principle. Any fears, traumas or shortcomings the victim of the spell has, are targeted by the intent of the magic and are used against them. After a certain range, provided the caster is making an escape, the spell loses integrity and begins to fade. The caster of the spell cannot see the illusion that the other person conjures from their own mind to distract themselves, but for stalling an enemy, it is a very useful tactic and almost guarantees a clean escape. ○ Energy projectiles: Unlike the charms, these are elements conjured and transmuted for use in battle, drawn directly from the energy coursing through the caster. Magic exists in all things, in every corner of the world. It is simply one flow of energy that makes up existence. And it is never ending. Natural born mages, or magic races(fae, elves, dragons, dwarves, mythical beings, etc.) act as beacons that drawn in this energy naturally. It flows and filters in and through them. But like all energies, one has to know how to channel it properly to be used effectively. Skilled mages do not need spell books on hand or sigil papers to conjure certain energies. They can summon a spurt of flame from thin air, simply by repurposing the energy already within their control and bending it to the purpose they need. Hazel is not so skilled a mage, but small bursts of this can be accomplished with intense focus or in desperation. For example, for fire-- she can summon a ball of fire, water, or ice, to shoot out offensively, but this can only be done five times-- as using one's own physical energy to transmute magical particles into physical entities takes a lot of energy and stability. And for someone who is not well experienced this can take a serious toll on their physical health and in some cases can be life threatening.
[Weakness information]
○ Magical limitations: As the magic is brought through Hazel and channeled to do her bidding, this can, obviously, become very strenuous on the body. Hazel’s control or ability to draw in large amounts of magical energy and control it properly begins to ebb the longer she fights. This can be said of any mage-- and the more difficult the spells or the more power and control they require, the faster she is drained of her energy. Hazel can only fight in top for for about an hour, maybe two if she pushes it. But after that, her attacks are much weaker, and sloppier. The spells are easier to counter and her concentration is more easily broken. ○ Counters: When up against a rival mage, (this is especially true if Hazel has already been weakened) they can combat her spells by flinging them back at her, either with the right counter spell or an item that can deflect magic. Hazel can sometimes be described as mentally weak, and is more susceptible to spells or tricks of the mind that play upon her fears or insecurities. These can be especially crippling in battle if someone were to get under her skin enough, and with the right points or factors, it is not terribly hard to get to her.
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The Master Time Lord Captain
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