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Luke Tensai

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PostPosted: Thu Oct 17, 2013 5:21 pm


Josh Starwind
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[General Information]

Name: Alan Cypher
Nicknames: Hellblazer, Smartass, other profanities that usually involve the word a**, detective of the Occult
Titles: Private Investigator, Owner of the House of Mystery, Magician
Age: 34
Birthday: October 31st
Star Sign: Scorpio
Gender: Male
Race: Homo-Magi
Moral Alignment: Manipulative a**...but Good



[Personal Information]
Occupation: Private Investigator/Police Consultant
Sexuality: Heterosexual
Likes: Being in control, learning, beating the ever loving s**t out of some punk messing with dark forces they couldn't even begin to understand.
Dreams: Gain as many magical artifacts as possible for his library
Dislikes: Small minded idiots, ignorance, most people
Fears: To cause the deaths of others.
Darkest Secret: That he owns the House of Mystery and many magical artifacts located inside
Favourite Food: Fast Food though has a soft spot for Apple Pie
Favourite Drink: Alcohol of the strong variety and coffee
Least Favourite Food: Salad
Least Favourite Drink: Grape Juice
Loyalties: Himself
Intelligence Level: Bookwise about average, occult and street wise could incredibly high.
Dominant Hand: Left
Strengths: His Cunning, wit, and the ability to think outside the box
Weaknesses: Arrogance, and distrustful nature


Cherished Items:
His trench coat as it has demonic enchantments that protect him from magical attacks

Himself cuz you know he is an arrogant son of a b***h

His first magical book as it was what opened up his realization of the occult

Philosophical/ Social Viewpoint: Power should be earned not given and ignorance is no excuse. Also he should get paid a lot more for what he does.

Religious Viewpoint: Gods/Demons/Angels and all the things exist so can't really claim atheist, but he is akin to one he doesn't pray for assistance but he won't lick a gift horse in the mouth when the occasional miracle happens.

Romantic Viewpoint: If I ever had the time or the money...sure why the hell not.


Personality
Alan is an arrogant, conniving, manipulative b*****d. He dislikes people considering most of them stupid for not understanding the things he talks about especially since it not incredibly hard information to pick up. However that is only the part of him everyone sees, deep down, and I mean deep deep deep welcome to the abyss down. Alan is a pretty awesome guy who enjoys sunshine and daisy lollipops, while he watches children play in the park.

Biography
Alan was born in Newcastle, England, his father, Bernard, ran a small book shop that was filled with tons of old classic leather bound books of all kinds. Alan found himself attracted to many books of the occult.

To be honest Alan's childhood was a bit chaotic mostly because of his own doing. Because of his attraction to the occult people thought him weird and would try to bully him. Try being the operative word as Alan rarely ever took it sitting and would often get suspended from school for getting into fights.

It was during one of these stints of suspension that Alan's natural magical abilities began to appear. As he got frustrated with and kicked a rock causing it to explode on contact. At first Alan thought it just a fluke however as time went on more and more supernatural things began to happen. Luckily he never floated in his sleep. Alan's search into the occult became a larger concern as he started to learn and master these new found abilities he had gained. Keeping many of this stuff secret as you really don't want to around announcing your a real life magician with magical powers. That sorta stuff get's you thrown in the loony bin. Luckily for him shortly after this Alan stumbled upon a key that led him to a special house located outside of this dimension. He appropriately named it the mystery house, and laughed even more when he learned it to be it's actual name.

These new found skills and abilities would play hell on his academic and social life as he barely scooted through school often skipping classes to go to the mystery house and learn new things about the occult and the arcane. However it was great for his magical abilities as they grew exponentially and he used the power of the house to travel the world and learn from as many people who were willing to teach him or point him in the right direction.

When he became an adult he did his first act of heroism and as he stumbled upon a demon attacking a woman in a alley. Alan decided to teach the b*****d and lesson and confronted it....barely escaping with his own life. It was during this confrontation that Alan realized that their was always something bigger than him and that he would need to protection. So he enchanted his trench coat and several everyday items to protect him. He also opened a private detective agency that focuses on supernatural investigation, though occasional helps out with regular police consulting. Using it as a way to make money as a well as a front to learn about the occult and gather as many artifacts as he can.

Which it leads us to present day of Alan who has been spending 10 plus years as a magician and an investigator of the occult, and life just keeps seeming to steer him in the right direction. So let's see what trouble he gets into next.





[Relationship Information]

Friends:
Jonathan Price | Hero | Aquaintance/Ally
Alan and Jonathan are budding allies and argumentative friends. Especially since it is turning out that Jonathan might end up leading the JL and Alan will eventually try to form and lead the JLD. Though most likely time will tell whether these two will be able to get past there rivaling view points on heroism.

Evie Sinclair | Knight of Camelot and Good Guy | Righteous Annoyance and Ally
Seriously this woman needs to lighten up. Alan was just making an observation and what she do, get all righteous on his a**. How dare you say this or do that. Blah blah blah. Then it's all like omg the death and destruction. It's so much, what am I supposed to do with myself. Remind me to make a chill pill potion next time I back at the house.

Enemies:
Character Name as Url Link | Force They Belong To | Relationship Type
Relationship Explanation

Family:
Character Name as Url Link | Force They Belong To | Relationship Type
Relationship Explanation

Romantic Relationships:
Vera Ravencroft | Hero | Possible Romance, Unknowing Besties
Alan and Vera have known each other for awhile and have developed a deep and bonding trust of one another even if they are both to stubborn to admit it exists. Right now they can usually be found issuing insulting witty banter at one another while they continue their research into the magical arts.




[Weapon Information]

Colt 45. Revolver or some gun replacement: Hey not everything can be handled with magic sometimes you just need to put some good old fashion lead into people.

Magical Paraphernalia : Not only is Alan's trench coat enchanted to have basic protection wards against harm on it. He also has special wards on many of the pockets that allow him to pull out items he needs for magic. Anything from chalk to potions in a bottle, to a talking shrunken head that tells you when your going to get laid next as well as full of other useful information. Though some of the larger items is usually left at the House of Mystery forcing him to go there to retrieve them.

House of Mystery : The House of Mystery is a magical that is supposedly located in Kansas next to it's sibling the House of Secrets. Each house is hosted by a different person the House of Mystery being hosted by Cain while the other Abel. The House itself is mystical in it's own right as it never looks the same and you never enter the same room twice as it is constantly shifting. Only Cain and the owner of the House are able to move through it's halls without getting completely lost. Many magical users have used it as a home to store knowledge as well as gain knowledge. Though Cain usually is always trying to remove the occupants of his lovely abode. A unique aspect of the house though is it can be used to travel through both time and space and is at the beck and call of the owner of the House. Alan has used hit for most of his magical career as both a place to do research and as an easy way to transport great distances in times of need or more importantly when he is broke. When he isn't using it though he usually keeps it hidden away lost in space. It should also be noted it is almost outright impossible to steal the house of Mystery, it must be either given or inherited. However if it's around anyone can break into it.

Spear of Destiny : This legendary Spear is a holy relic from ancient time that holds unknown amounts of power. Alan usually keeps it locked up in the House of Mystery though in dire times of need he will summon it and gift it to someone he deems worthy to hold it.

Magical Tattooes : Alan has several tattoos on his person one on his arms that combine together to make a powerful summoning circle. One on the left side of his chest that protects him from being possessed and another on his back that when activated completely hides him from anything in this universe or the next, including god.


[Ability Information]


Magic: You know spells and other incantations of the magical variety. Alan knows a lot of different spells though rarely ever uses them as openly casting magic gets to much attention.

Divination : Has the ability to use various forms of divination to locate people and see the future. He is also able to reverse engineer these spells to hide himself from divination and other magical abilities including hiding himself from omnipotent beings even god himself.

Demon Summoning: Owns the names of several demons and can call them to gain information from them.

Spirit Ward Creation: He is able to erect wards and barriers of protection capable of stopping spirits, demons, and other supernatural beings from crossing or using their magic across.

Golemancy: Can create magical golems to do his bidding or seize control of existing golems.

Necromancy: Can raise and control the dead or put them back down. He is also knowledgeable in the death spells and life draining spells. Though has never actually performed any of them.

Illusion Casting : Can create all sorts of illusions and other things to deceive others. Including ones that can interact with physical objects.

Synchronicity Wave Traveling:An instinctual supernatural ability to be in the right place at exactly the right time. This has led Alan to uncanny luck, like winning incredible amounts of money from Arcade machines and Casinos. Avoiding harm. And more times than not - to meet the right kind of ally to help prevent or stop an apocalyptic event from happening. This also lets him reshape the battlefield to his advantage.

Mind Control: Alan is well versed in the abilities of mind control and telepathy able to invade even strong minds and bend them to his will. However it can be difficult with strong will minds. He himself is also incredibly resistant to mind control/ possession/ and telepathy. Able to hide his thoughts from omnipotent beings.

Time Travel: Alan knows the inner workings of time travel spells and can use to move forward and backward in time if necessary. However is intricately versed in the dangers of it and will only use it if absolutely necessary.

Deception: Alan Cypher is an excellent con artist and negotiator. These skills are often more useful than his magical ones. Cypher faces most of his challenges relying primarily on his cunning. He is widely considered as the world's greatest con man. It is joked that Alan could deceive God.

Occultism: Alan's knowledge in the Occult is incredibly vast having spent 2/3 of his life studying it. He is well versed in it's many intricacy even knowing everyone single entrance to heaven, hell, and the afterlife to where he is able to come and go as he pleases. He is also well versed in many different magical artifacts including the Book of Magic even. If he does not know of it's current location.

Prestidigitation: Aka parlor tricks of the magical world. But to him the most useful ability a sorcerer or magician could ever have. Manipulating the small things to get what he wants or to pull the sheet over the heads of anyone he wants.

Hypnosis : He is skilled in the finer points of Hypnotism able to use it to ascertain information from people without having to use magic or other chemical means on them.

Escapology: Harry Houdini holds nothing on Alan who is incredibly skilled at getting out of any situation or trap. A incredibly useful skill for someone who spends a lot of his time trying to avoid confrontation and stay as many steps ahead of his opponents as possible.




[Weakness Information]


Arrogance: This is less his own cockiness as it is more his reluctance to ask anyone for help. He is a bigger loner than even Batman who at least has Alfred and the Robins to confide in.. Alan refuses to ever openly trust anyone but himself even his closest of allies are left in the dark and told only half truths and manipulations. This has causes people to question his motives constantly.

Prep Time Required: While many of his powers and spells can be down with simple evocations and prestidigitation. Many of the more complication spells such as time travel, demon summoning, necromancy, etc. require prep time and items to be prepared for the casting.

Payment and Exhaustion: All magic comes with a price and anyone who tells you otherwise is a fool. (This is partly why Alan rarely uses magic himself) The price always varies sometimes it just a little energy while other times it requires blood or some other payment, to be taken from the caster. Many of the high spells can completely drain Alan of his magical abilities.
 
PostPosted: Sat Oct 26, 2013 3:51 pm


RavenRoseQueen
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[General Information]

Name: Vera Mercedes Ravencoft
Nicknames: V Or Miss Ravencoft
Titles: Sexy and she knows it... Or as some know her Darkwing
(Oh Yes... wait for it...... Duck. okay not lol)
Age: 21... kinda
Birthday: April 29th
Star Sign: Taurus
Gender: Female
Race: Half Demon - Half Homo Magi
Moral Alignment: Goodish - She not bad.. She just drawn that way bwhaha...


[Personal Information]
Occupation: Daycare Teacher
Sexuality: Pansexual
Likes:
Cheese
Puppies
Children... Eh pretty much the young of any being.
Sunsets
Pina Coladas
Making love at midnight in the dunes on the cape.

Dreams:
To crush the world under her boot!!! Naw
Eh, to do whatever she pleases and will not have anyone stand in her way.
She will fight for good for the most part but she have all kinds of odd feelings about it.
However she kinda a team player... or will gladly team up with other like minded folks.

Dislikes:
Being fooled
People kicking puppies... bunnies... kids
Overly happy people

Fears:
No sex (lol)
Having to kick a child
Having her magic taken way
A cage
Small Spaces

Darkest Secret: Has voices in her head
Favourite Food: Cheese
Favourite Drink: Pina Coladas
Least Favourite Food:
Bloody Meat, Or big clunks of it,
she likes well done stuff in thin.. almost skin like slices.

Least Favourite Drink: Anything in a Can
Loyalties:
Children
Her family at times
Her "girlfriends" in the league
Eh... The Once and Future Queen - Due to some ghostly promoting.

Intelligence Level: Pretty Darn Smart, but more on the clever side.
Dominant Hand: Left
Strengths: See powers ^^
Weaknesses: See weaknesses below ^^


Cherished Items:
The Book of Magic - See Weapons
Her Armor Ring - See Weapons

Philosophical/ Social Viewpoint:
Don't harm the young, or dogs, but every body else is fair game.

Religious Viewpoint:
Oh god... that's about it.

Romantic Viewpoint:
She's not picky, where she eats.... I mean love.

Personality

Laid-Back
Not a lot gets her all bothered, in fact she almost stoic like in nature, she doesn't like overly big emotions, or shows of them. It takes a lot to get her upset and she has a kinda a let live attitude about life and magic. This doesn't mean she lets everything slide she'll get keyed up for the "right" reasons or when she feels like it. For the most part though she views other peoples problems as their own, and it would be nice if they left her out of it, but what can you do?

Intuitive
Vera is all guts, ( or balls.. if you want to take it in that meaning) and lets them lead her. Her unconscious put things together, and use this knowledge to better herself. She doesn't nor will she be found study unless she must, she more clever then truly smart. Acted not on the basis of rational judgment but on sheer intensity of perception. The natural champion of all minorities with a future, orients to new and promising but unproven possibilities, often leaving to chase after a new possibility before old ones have borne fruit, oblivious to her own welfare in the constant pursuit of change. She is often undone by a desire to escape every situation before it becomes settled and constraining—even repeatedly leaving would be lovers for the sake of new romantic possibilities. She has the ability to know valid solutions to problems and decision making relatively fast decisions without having to compare options. Under time pressure, high stakes, and changing parameters, she expertly used her base of experience to identify similar situations and intuitively choose feasible solutions.

Compassionate
She'll throw a dog a bone and fight for the under dog of course. Sh can put herself in another's shoes empathizes with others needs. Now does she do what her heart tells her... only if it works with her guts and her pride. She'll help the helpless, but she also knows when to say no, will most likely say no even if her inter-self feels deeply feels for someone, her needs are still top on her list of care for others. If your able to worm your way into some part of her heart she'll dump love and kindness all over ya and you'll wonder who this girl is. Some days though her compassionate side wins out over all and she'll put herself on the line for a moment or two and show she could be a sweet gal when she wants too. But this is a underlining trait of herself.

Sarcastic
Her humor is on that sarcastic, side. She can't help but say a smart remark once its been forged in her mind. She does try having the jab be tempered by her compassionate and charming side, though like everything in her personality its a give or take. Sh finds her tongue is more likely to get herself in trouble and being more free with people she doesn't know, more importantly with people who have pissed her off. Her anger once rose, pours through her tongue and out of her hands. With her friends she keeps things light and knows when to stop the wisecracks. Other times when she use this part of herself is in environment that seems to be too serious or uncomfortable. Using it to hide any self doubt or low self esteem in the unknown.

Secretive | Sneaky
She like mystery and being mysterious. She views her life, her feelings, and actions as her own and she doesn't feel like sharing them.... Unless of course she has a reason to do so. She also likes to know, what other people secrets are, so she may use them, she may offer up info about herself in a openly seeming manner to get such intl on others. She not only oily in herself info getting, but she also pretty light on her feet in the actions of truly sneaking about. If their was other job she'd give like to do, spy would be it. She'll also never give, her information she'd gotten on others without a good reason... of if it helped her in some way to do so.

Resentful
DO NOT wrong her, she'll hold it against you till such time as she can make her pay for it. As its said hell as no furry as a woman scorn. She fits that to the tee. Though she likes to plot out said things or wait for a set time to enacted the fruit of her contempt. She'll then see if after that time a person has payed enough, however she likes complete brokenness in her prey, being vindictive wanting those who have hurt her to be hurt return. Her scorn can be flared by what some would think small things, as in taking the last apple or using one of her possessions without asking. Her bitterness is not overly noticeable being one to hold things inside until such time as she means to use them. She may take actions that are small but added up to a more pain whole in the end. Likewise if she feels as if she has wronged someone she plans to get them before they get her. Being a little paranoid on this regard, since she thinks others are plotting just like she is. Though oddly this makes it so she keeps her promises and view them as if they are her law, you don't break a promise. You may jump around it find loop holes however you never break one, outright. Her compassion can worm its way to breaking down her Resentful side by eh who known.



Biography

Before Birth
During one of the many times when Etrigan and his pretty much Immortal host Jason Blood, fused as one being, they meet the lovely housekeeper/caretaker of Shadowcrest Mansion, the ancestral home of the Zatara family, who was Jacqueline Ravencoft. The threesome hit it off and did a few investigations together. So... yeah they really hit it off. Then well like J and E are like to do they moved on and Jacqueline or Jack as she's know to her friends, went back to her job, unaware until it become noticeable that she was with child. Which was odd, since she used all kinds of charms and other matters to keep that kind of thing form happening. She did a few reading and tried to understand how this could be? Yet everything came back unknown a blank as if this child was meant to be, yet wholly unknown to fate as of yet.
She didn't really feel a need to get a hold of the daddies, which they didn't really mind in the end.

Childhood/ Teen hood
Vera, was raise pretty much to do as she pleased just as long as it was quite and didn't bug her mother while she was studding or working. Her powers showed up soon after she was born which fallowed with the normal homo magi skill set for the most part. There were a few hell fire moment and some missing classmates (who would later show up with no memories of what had happen to them.) but on a whole Vera's childhood was pretty unremarkable... at least to her. Her mother working for the Zatara family, brought in some elements of danger, however Vera was not part of these event if they did arise. She was trained in the use of her magic, hand to hand fighting and skills to keep her safe, but was only allowed to use them when she was told to. Her head voices started when she reached fourteen, first it was her father ( the demon not Jason), Then it was Merlin, they would ask her to do little spells here and there for them. She didn't have the skill level yet to block them out and when her mother found out about she started to train her how to tell them no. Which was luckily for soon her grandpa's caught on to her being live.

The Void Earth Happenings
With the disappearance of the Zatara Family and Many other hero's of earth, Shadowcrest Mansion claimed Jack and her daughter as its own. One moment Vera was setting in her own room after coming home form college, then the next she was in Zatanna room. Jack had also been moved to John's old room. Vera then felt a strange need to read the book of magic a thing she had not done since well she and it had not gotten along before hand. Yet now it was calling to her as soon as she touched it she felt a rush of power flood into her, not really adding per-say to her own magic more like giving it structure, where before she'd been a blob of untapped or use skill it was now order and put into way she'd never would have thought to use before. When they found out what had happen to the worlds hero's, her mother blank reading become understood, she did them again to see Vera future and only one card fell on the table the magician, who looked strangely like Zatanna.




[Relationship Information]

Friends:
Alan Cypher | Goodish | Jacka**
More like friends with you know what at times, his mostly the closest thing other then her family, ... and maybe Evie, to friends, she's got.

Evie Sinclair | Good | Frienemies
A "friendship" forged out of... we've got to work together, that pretty much sums that up.

Enemies:
Lance Dulac | Evil | Sexy Bad Guy .. Yummy
Vera, doesn't - but does like him, he's totally on her list of "Thou Shalt Not" (its a short list) -
For a very simple reason, his a threat to a person, that she by blood is kinda sworn to help.
Other then not doing stuff with him or overly flirting with him, she does try her best to keep the guy way.
So little Miss Sinclair is safe and sound from his creepiness.
Does her best is the keyword, cus Vera got her own things going on too.

Morgaine le Fey | Evil | Annoying Witch
Again family and friend drama brings this on.

The Witch Boy | Neutral | Frienemies
Her dad has a problem with the guy, so eh not fond, but not total dislike


Family:
Jason Blood/ Etrigan | Goodish | Father
Vera and her "Fathers", have a more business like relationship then a father daughter one.
Due to that fact Jason and Etrigan didn't really have much time for their daughter and was not around when she was growing up much.
Etrigan at times request help from his child and she finds it hard to block him.

Jacqueline "Jack" Ravencoft-Kirby | Natural | Mother
Vera mother is a grand sorceress from a long line of powerful Homo Magi. She and her family have worked at the
Shadowcrest and guard The Book Of Magic, allowing persons that the mansion let within its walls to study from it.
Vera and her mother are not on too good of terms at the moment, however there is a deep love between them.

Kathryn Mark | Natural | Half Sister
The Daughter of Glenda Mark and Jason Blood, Vera on good terms with her half sister.
Vera does her best to make Kat, feel like family, since the girls have smiler family drama *coughs* Jason and Etrigan.

Merlin | "Good" | Uncle
Other then the fact, he was her Uncle and she sometimes
thinks he's talking to her from beyond the grave, its a pretty eh kinda connection.
She does her best to try and block him out, but sometimes he gets his way.
He can be very annoying and want her to do things... like save the world
find/help "the rightful heir" blah blah blah, stuff like that.

Belial | Evil | Grandfather
Much like with Merlin and Her Demon Father, he does try to get Vera to do things for him, on this side of the world

Raan va Daath | Evil | Grandmother
Oddly the only one of her otherworldly family that doesn't say much,
If she wants something she'll put the image in Vera's head.

Romantic Relationships:
○ Everybody




[Weapon Information]


Shadowcrest: Her Mother and Herself, now own a mansion called Shadowcrest, in which has a vast library of magical knowledge, as well as an arsenal of powerful relics, enough to do "just about anything you'd want to do." Shadowcrest seems to exist in a completely different dimension, although it is initially located outside of Gotham.

The Book Of Magic: Is a data base of magical knowledge and now how. Created by Merlin it happens to be a collection of all that magic has to offer and the like. It imbues, all its magical knowledge to the holder. You don't just read it it fills your mind. However there is a lock on it that weakens the power of the book, it only give up some of it knowledge to some magic users. However if its held by the choice one, who well unlock its full potential and unleashed a second golden age of magic on the world. Vera and her family " The Ravencofts" (will have and know to be form time to time, now that Zee is gone) keep it safe and are tasked with the job of training the chosen one if they should ever come. So yeah she wants to keep it safe and views it almost like a holy item. The book likes Vera and allows her to use many of its powers, however she is not The Chosen One

Magic Armor: Vera at all times wears her Armor Ring, a magical item she forged herself, to keep her somewhat safe from physical attacks, just in case she caught off guard, its just there to keep her from being hit those unseen iron bullets and other unpleasant matters. Its not too heavy duty. Its meant to block surprise attacks, shielding once or twice, then as it were the juice knocks off and she had to respell it. However Vera can spell it to do other shielding, as it is open to her magical will to change to her needs.
User Image
Costume ^^



[Ability Information]
Taken mostly from Zatanna Wiki


Magic: She is a homo magi, a human born with the affinity to manipulate magic. Her unique genetic structure allows her to use the magic she was born with as well as learned magic. As a way focus for her spells, she casts spells by speaking backwards. She's able to do and use all forms of magic meaning she can think a spell, write a spell or hand wave a spell. Sometimes called "Sorcery", Magic is a term used to describe the mystical ability of some characters to use their ethereal abilities to cast spells, conjure magics and create a large number of other abilities from it. It differs from Occultism because these characters have an inherit use of their abilities which, in most cases, extend from themselves.

Antipathy: She can reverse physical trauma so all damage that comes to her will hit her target instead. Sometimes called "Misdirection", this ability allows the character to absorb, direct and / or revert whatever force is directed towards the character back to the source, often at an intensified degree. Normally, this ability is shown redirecting energy projected towards the target back at the shooter or sometimes just away from causing harm to the user.

Aerokinesis: She can whip up a whirlwind to tear apart or lift her enemies. Has full control over the element Air.

Chronokinesis: She can also reverse time in a certain location to repair any damage that had been recently done. She can even send people back or forewords in time. Sometimes called "time manipulation", Chronokinesis is the ability to manipulate the time stream. This power includes the ability to perceive events outside the confines of the normal Space/Time continuum, the ability to travel forward or backwards through the time stream, or the ability to manipulate the time stream from a remote location.

Deflection: She can return energy projections sent to her back to their source without loss of momentum or power. Sometimes called "Reflection" or "Repelling", Deflection is the ability to repel approaching objects or energy either away from their body or back to it's original source.

Eldritch Blast: She can blast enemies with mystical energy. Is the power and ability to generate and fire a concentrated beam of pure magical mystical energy at an opponent.

Energy Construct Creation: She can use her magical energies to create inanimate objects such as traps or devices to suit her needs. Sometimes called "Energy Manipulation", Energy Construct Creation is the ability to create and manipulate various energies in a manner that creates matter from virtually nothing.

Energy Transference: Sometimes called "Radiation Transmission" or "Electromagnetic Transference", Energy Transference is the ability to transmit the properties of one form of energy from one object to another. Sometimes coupled with projection attacks it can also be used for other bursts of energy such as temporarily enhanced physiology or redirected waves of energy.

Flight: She can fly or levitate however she says that this requires a lot of energy and concentration and therefore she chooses not to fly if possible.

Force Field: She can create magical shields to withstand bullets, blasts, blows and explosions. The greater the size or density of the shield the more effort it takes Vera to hold.

Geokinesis: She can lift and manipulate rocks ripped directly from the ground and use them to crush or encase her enemies. Has full control over the element Earth.

Hand-to-Hand Combat: From a young a was train to fight and keep herself safe from her mother and fathers who always told her to rely on her wits as will as her fists should her magic fail.

Healing: She can heal herself or whoever she'd like from most injuries. She has Accelerated Healing.

Hydrokinesis: She can summon tidal waves or watery blasts enough to drown or suffocate enemies. Has full control over the element Water.

Multilingualism: She had the gift of Tongues, and can pick up almost any langue after listening for a the mind of the speaker.

Phasing: She can make herself into her "phantom form" and become intangible.

Photokinesis: She can burst shining light out of her hands or out of light fixtures to blind her foes. Sometimes called "Light Manipulation", Photokinesis is a term used to describe the ability of some characters to control photons or light. Characters who use this ability can create light, become invisible, generate power beams of light, illuminate an area and/or create optical illusions.

Prestidigitation: or léger de main (from the French for "lightness of hand"), is the set of techniques used by a magician (or card sharp) to manipulate objects such as cards and coins secretly. Sleight of hand is not a separate branch of magic, but rather one of the means used by a magician to produce an effect. It can be contrasted with the flourish, where the magician intentionally displays skills, such as the ability to cut cards one handed, which is akin to juggling.

Pyrokinesis: She can burn most anything however she tends to burn flammable objects in order to cause more damage. With this ability she can also put out fires immediately. Has full control over the element Fire. Vera can also Projection Hellfire or use it do to who her dad is.

Size Alteration: She can increase or decrease her size or the size of others to any conceivable size.

Telekinesis: She can stopped organic and inanimate objects hundreds of times before. She can also command said objects or persons to move or act on her whim. She can even rip skin from bones or tear blood from veins.

Telepathy: She can read minds, erase memories and view memories with or without the person's consent.

Teleportation: She can teleport herself and/or others without any restriction on time or space.

Thermokinesis: She can freeze her opponents entirely or partially with magical ice which does not thaw.

Transformation: She can turn anything into anything else, essentially. For instance, she has turned bullets into paper airplanes as well changing her clothes instantly. Most often she changes violent objects into harmless things



[Weakness Information]


Vulnerability to Iron: Cold Iron, can stop her in her track and keep her from doing her spells if placed on her.

Mnemonic Incantation: She casts her spells by saying the words of her incantations backwards. Mnemonic incantation is the most complicated of the mystic arts.
She must be able to speak or read backwards in order for her to focus her spells.

Vulnerability to Magic: Powerful enchantments against beings of magic, like gods, are able to restrict her as well,
preventing her from accessing enchanted places or dispel the adverse charm
 

Groganofthewasteland

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Groganofthewasteland

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PostPosted: Sat Oct 26, 2013 5:10 pm


The Master Time Lord
User Image
[General Information]

Name: Anthony Mitchell
Nicknames: Tony, Bats/Batsy, Dark Knight
Titles: Batman
Age: 22
Birthday: June 16th
Star Sign: Gemini
Gender: Male
Race: Human
Moral Alignment: Good


[Personal Information]
Occupation: CEO of Wayne Enterprises
Sexuality: Bisexual
Likes: Technology; the original Batman(as well as the Justice League); Green Arrow(Both the original and the replacement)
Dreams: He dreams to someday be as good as the original Batman, to really earn the name
Dislikes: Villains and criminals, and anyone who tries to take down any of the replacements; not having access to technology for any length of time; people who are full of themselves
Fears: The thing he's afraid of most is letting down those who have come to love having Batman around. He doesn't want to disappoint them, and doesn't want to ruin the name of Batman for them, especially since he knows where it really came from. He's also afraid that one day he's going to have to kill his own father.
Darkest Secret: After his mother died, his father turned to crime. As Batman, he's taken his father down before and got him put in jail, but he doesn't like doing it. He wishes his father would stop breaking the law so he wouldn't have to fight him.
Favourite Food: He loves fruit the most, especially pineapple
Favourite Drink: Fruit smoothies, generally
Least Favourite Food: Anything that is too spicy. He likes tasting his food.
Least Favourite Drink: Anything with alcohol in it. It feels irresponsible to him.
Loyalties: The other 'replacements'(as he calls them); Gotham City; Wayne Enterprises; Bruce Wayne(even though he's no longer around)
Intelligence Level: Genius level intelligence(not quite Bruce's level, but still higher than normal humans)
Dominant Hand: Left-handed
Strengths: He trained himself to fight, and though he's still constantly training and pushing himself, he's on a level far higher than he ever thought he would be.
Weaknesses: Magic/superhuman powers, having none himself. He is also restricted by human limits.


Cherished Items:
The Batcave and everything in it: When he found the Batcave, it was solid proof that he hadn't gone crazy, that he had been right in his guess that Bruce was Batman. He trained with all the gadgets he found, and designed new ones while keeping the old ones still. He didn't want to get rid of any of it, in case the original could come back.

Philosophical/ Social Viewpoint:
Anthony has always been happy to make new friends, and loved doing so, but after finding the Batcave and spending so much time there training and designing his weapons and gadgets, he's since become less social. He doesn't spend as much time as he used to with the friends he had before, instead spending his time in costume with the other replacements. Without meaning to, or thinking about it, he's adopted a bit of the anti-social trait that the original Batman had.

Religious Viewpoint:
Atheist. His parents never made him go to any church, and he never had any desire to go.

Romantic Viewpoint:
He would like to have a relationship, but after becoming Batman and getting the Joker as an enemy, he's worried that the Joker might try to use anyone he dates against him, even though the Joker doesn't know his real identity.

Personality
Anthony is generally calm, and hard to anger. He has a drive for justice, but not for the same reason the original Batman had. He never lost his family, but he desires to live up to the Batman name and that drives him to be the best he can be. Whenever he allows himself some free time, he likes to relax, either spending time for himself or hanging out with friends.

Biography
Anthony grew up a fan of Bruce Wayne, and, once he was old enough, did everything he could earn a meeting with the billionaire. It wasn't an easy task; it took years before he finally came face to face with Bruce. Even then, it was a brief meeting. Bruce's other duties called him away, leaving Anthony alone again. But the short time he had with his idol was enough. He'd convinced Bruce to give him a job at Wayne Enterprises. The next day, he started working there. He was only sixteen, but he had proved to Bruce that he was able to handle it.

For the next three years, he worked at Wayne Enterprises and slowly made his way up the ladder. He didn't make it high enough to be anywhere near Bruce's level, but it was definitely progress for him. A year later, Bruce vanished. It took only a week before Anthony realized something wrong. Not only had Bruce vanished, but he wasn't the only one. Those associated with him, his adopted sons, were gone too. And so Anthony did research, starting at Wayne Manor. He searched the manor top to bottom trying to figure out what had happened.

After two more weeks, Anthony saw the bigger picture. It wasn't just Bruce who'd vanished from existence, it was Batman, Superman, Green Lantern, Flash, all of them. They were all gone. And once he realized this, he made the connection that the heroes of the world were gone. Which meant that Bruce had been one of them. Realizing that, it didn't take much longer to realize that Bruce had been Batman, and then he went back to the manor and searched for something that would prove him right. He was looking for anything Batman related in the manor. A week of searching passed and Anthony grew frustrated. He was getting nowhere.

Then, by some miracle, he found it. It was on his fourth search through the house, and he was close to giving up, when he noticed something strange about one of the grandfather clocks. It took a little bit of playing with, but he got it to open, and then everything was different. He had found it. It wasn't just a little hint, it was the entire thing. Everything Batman used. The car, the bike, the plane, the boat, the suits, everything. He even found five different Robin suits, which surprised him, because he hadn't realized there had been that many. He knew there was more than one, but five? Anthony felt like a child as he explored, fascinated by all the gadgets and devices.

From then on, whenever he wasn't at work, he was in the cave, only emerging when absolutely necessary. He worked on the design for a new Batman suit, one designed for him. Once it was designed and made, he worked with the gadgets, learning to use them to the best of his ability, even redesigned a few of them to better suit him. It took months before he felt he was ready to live up to the Batman name, and in that time, he'd heard of other heroes. Heroes that seemed brand new to people, but to Anthony, were replacements of the originals. He was to be a replacement as well. He just hoped he'd do Bruce proud.

Shortly after the war with the villains, it came to light that Bruce Wayne left everything to him. He owns Wayne Enterprises and Wayne Manor, as well as has Bruce Wayne's fortune available to him. He's started moving into the Manor, but doesn't feel right calling it his yet. He chose to move in to the manor so he would have a faster reaction time to crimes in progress.






[Relationship Information]

Friends:
Jonathan Price | Good | Inspiration
Before the heroes disappeared, Green Arrow was one of his favorites. Just like he wished to meet Bruce Wayne, he also wished he could someday meet Green Arrow. This didn't change after the heroes disappeared. He knew that the one behind the mask had changed, but he didn't care. He still hoped to one day meet him.

Enemies:
Joker | Evil | Arch-enemies
Joker has an unhealthy obsession with Batman, and when Anthony adopted the name of Batman, he earned with it Batman's main enemy, the Joker. It didn't take long for Anthony to hate the Joker and wants to figure out a way to take him down for good.

Family:
Austin Mitchell | Neutral Evil | Father
Austin is Anthony's father, and did his best to raise him and his sister after their mother died. It didn't take long for him to turn to crime after Mary's death, having given up on many things, and no longer caring about rules and laws.

Mary Mitchell | Neutral | Mother(Deceased)
Mary was his mother, and he wishes she was still alive. He's sure that if she were still alive, his father wouldn't have turned to crime and they wouldn't be on opposing ends.

Sasha Mitchell | Neutral | Sister
Sasha is his sister, and the one he talks to about most things. Even though she knows more details of his life than anyone else, she doesn't know about him being Batman.

Romantic Relationships:
Character Name as Url Link | Force They Belong To | Relationship Type
Relationship Explanation


[Weapon Information]

Batmobile: The Batmobile itself can be classified as a weapon, having many devices built into it. The Batmobile he uses is the one that Bruce used, with no modifications made to it yet. It is coated with titanium and has reactive armor, a jet engine, and an onboard computer (which he has re-connected to the Batcave when he set up the computer in the cave). The car is heavier than a tank and has the ability to absorb impact. It can be triggered by a button on Batman's utility belt or in his gloves.

Batsuit: Anthony designed his suit using the designs he found in the Batcave, with some alterations to fit him better. The costume is composed of reinforced Kevlar; it's bullet-proof and resistant to various types of attack(explosions, impacts, falls, etc). The cape is designed to give Anthony controlled gliding functionality with the ability to change directions and heights while in mid-air. The mask incorporates an infrared and night visor, auditory sensors and a sonar. The mask is accessorized with some security systems (aggravating gas, electric blasts, etc.). to prevent it from being stolen. The mask is also a transmitter-receiver.

Utility Belt: Unlike the Batsuit, Anthony uses the utility belt left behind by the original Batman. He hasn't gotten around to designing one for himself yet. Like his gloves, the utility belt has a button to call the car. It contains items such as plastic explosives, nerve toxins, batarangs, smoke bombs, a cutting tool, a grappling hook gun, and lockpicks. The belt has also its own automatic security systems.

Gadgets: Some of the devices he carries in or on his utility belt are batarangs, a grapnel gun, a line launcher, a Batclaw, and a disruptor for firearms and mines. Most of these were left over from the original Batman, with only a few devices he made for himself.


[Ability Information]


Genius Intellect: Anthony has a higher IQ than average, and uses that when he's fighting, or trying to find a villain. He has always been able to see more than anyone else, but after becoming Batman, he turned that ability into analyzing details of crime scenes and hints left behind to find who and what he's looking for. He has trained himself to be more of a detective, realizing it came with the job. He is capable of observation, forensic investigation, and inductive and deductive reasoning. Given his lack of superpowers, he often uses cunning and planning to outwit his foes, rather than simply "out-fighting" them.

Marksmanship: Since he has taken up the name of Batman, he has found others who can train him to be a better aim. He pushed himself to the limit until he was able to perfect his marksmanship. He trained with many different weapons: throwing projectile weapons, archery, and firearms among them. He's better at using the batarangs than any bow or gun. Overall, he's not as good as the original Batman, or Green Arrow, but he's close behind.

Ingenuity: Whenever a new weapon or tool is used against him, he starts coming up with ways to counter them in case he ever encounters them again. Some of the time, this gives him a new gadget to make, others, just a move that can counter it before it's used.

Hand to hand combat: While he mostly trained alone in the Batcave, he also went out and found someone to help train him, much like he did with the marksman training. The training he's received from teachers was for Tae Kwon Do and Jujutsu. He has occasionally gone to bars and deliberately started a fight so he could learn new moves to practice on his own, wanting to be prepared for any moves street thugs might throw at him. He's become skilled at Tae Kwon Do, Jujutsu, and street fighting, though he usually falls back to Jujutsu when fighting someone. With all the training he's had, he likes to think he'd be able to hold his own against Bruce Wayne, were he still around. Failing that, he's still trained enough to make people worry when he shows up.


[Weakness Information]


Human limitations: He's only human, and therefore he can only push himself so far, can only be pushed so far before he breaks. And, being human, he can also be overpowered by those with superhuman or magic powers.

Family value: Were anyone to figure out who he is under the mask, and figure out who his family is, they'd have a huge advantage over him. There's little that he wouldn't do to keep that secret, and keep his family safe. He's more willing to protect his sister than his father, but he doesn't want anyone knowing who his father is and what he does.
 
PostPosted: Tue Oct 29, 2013 12:19 pm


Sean Bito
User Image
[General Information]

Name: Marcel Torres Porter
Nicknames: He is occasionally called Mars, a spin to both his Astrological sign being under the God of War and when many attempt to shorten his already short name. Another nickname for him would be Torrie.
Titles: The titles that Marcel carries is The Red Arrow and Arsenal
Age: 18
Birthday: April 7
Star Sign: Aries
Gender: Male
Race: Human
Moral Alignment: Marcel is considered Good, but his methods of carrying things out, from brutal interrogation to wounding anyone who dares cross him, has others questioning his motives at times.


[Personal Information]
Occupation: Medical Student double majoring in Mass Communications
Sexuality: Bi-Curious
Likes: Marcel likes candy of almost any form, he has a nice affinity to listening to almost any kind of music, but mainly soul and R&B. He also enjoys taking various photos.
Dreams: One of Marcel's greatest dreams is to put an end to the League of Shadows. It is one of his own personal goals to stop them in whatever task they try to set out for, be it from stealing artifacts valuable to them or preventing more Lazarus pits from being found.
Dislikes: Marcel completely dislikes the taste of okra as they very look and taste of it makes him think of Ridley Scott and James Cameron's works of Aliens. He also has a deep seething hatred for Ra's al Ghul or anyone that wishes to cause harm to the environment or world.
Fears: Marcel fears that Ra's Al Ghul's ideal world may eventually come to fruition. It is one of the reasons as a hero that he makes sure some if not all villains are put in their place. In order to prevent them from harming anyone else.
Darkest Secret: Marcel's darkest secret is that he once belonged to the League of Shadows/Assassins.
Favourite Food: Garlic Parmesean Chicken
Favourite Drink: Marcel is a bit conflicted in having to choose as he is a bit of a caffeine addict. Therefore, he likes Orange Cinnamon Tea and almost any form of coffee, be it cold, hot or frozen.
Least Favourite Food: Though he won't pass up a good burger once in a while, Marcel dislikes fast food for the most part or anything that is too greasy or contains a lot of red meat, Beef being his primary dislike.
Least Favourite Drink: Marcel despises most forms of soda, though he won't pass up a Coke at times since it is loaded with caffeine, but Pepsi is his primary dislike.
Loyalties: Marcel's loyalties lie with doing what is right. Though he may not kill someone, he will make sure they will not harm another being or soul ever again.
Intelligence Level: Marcel tends to give everything with a somewhat serious opposition. Because of this, his IQ is at 109 due to the fact that he lacks to patience at times to actually sit and learn through everything unless it's a subject that he actually likes and has the patience for.
Dominant Hand: Marcel writes with his left hand, though he will argue that he is partially ambidextrous.
Strengths: Marcel is an excellent marksman from years of being trained. Although it does not exclude him from having the occasional mishap brought on from certain circumstances, he guarantees that he will not miss his mark. Marcel is also taught in learning Ta-Kwon-Do and Capoeira, which helps give him a self taught style in Natural Footwork. This ability practically means he is good with his legs which helps in getting around really fast, he is talented in parkour, and he is able to track people down at a fast rate.

Lastly, Marcel is an aspiring Botanist and Herbologist as well a small medic brought on from training to lace arrows with various forms of poison. Most of these toxins came from various herbs and powders, mixed together. Just as well as he is capable of creating a toxin, Marcel can mix up a few good things such as tea and other powders used to help heal wounds.
Weaknesses: Marcel is a bit conflicted when it comes to terms with the word acceptance. As such, he thinks it is punishment at times when he finds himself being attracted to someone of the same sex. This was brought on due to his life with religion.
Marcel also has a hard time of letting go of things right away, Of course he can forgive someone, but with the memory he has, he often reflects on certain events. That developed a trust issue with almost anyone, except for his three friends and mother.


Cherished Items:
Marcel carries around a ring that was given to him during his time in the League of Shadows. It carries significant importance because it reminds him of what he is fighting for.

Philosophical/ Social Viewpoint: Marcel considers himself completely independent. Democrats and Republicans bore the heck out of him and hearing them all post their complaints over and over again just to gain a seat in the presidential campaign is boring.

Religious Viewpoint: Marcel is a Nazarene under the Christian Faith, though his personality and alter ego may have people think otherwise if they ever found out. It is because of this that he dubs himself a Violent Pacifist; one complete huge contradiction.

Romantic Viewpoint: Marcel sees marriage as an opportunity, but he does not think too much on it at the moment. When he considers himself "old" enough to be able to take on the task, he will pursue a much more elaborate and intimate relationship with someone.


PersonalityAside from the usually serious almost never smiling Arsenal, Marcel usually retains that aspect. It's not because he always unhappy. It's just because he's typically nonchalant. He cares for his family and close friends (even people he starts to know through his friends) and God always comes first in everything he does. He just thinks smiling has to come when he truly means it. As such, he generally carries an uncaring look. Around those he trusts however, he is usually seen as the person that is messy, usually joking around with them.

Biography
Marcel grew up in a middle to low class family, where an absent father in his life shaped up most of his childhood. As a kid, he grew into petty crimes with his friends, from robbing stores to pick pocketing; anything he could find to help his family out mattered a lot. It was during this small form of childhood that he came across Green Arrow and his then partner Speedy (Roy Harper). Admiring the kind of heroes that resided in Star City, Marcel thought of himself as a small Robin Hood; him and his friends stealing from those that were more fortunate than they were. It was through this passion that Marcel and his three accomplices grew into better trained thieves.

Throughout his life in middle school, Marcel took crimes to a moderately low level. Rather than committing crimes anymore, at least crimes seen as anything bad, Marcel took the name Robin Hood in another perspective. Why rob from people that worked hard to get what they had when he could just rob people that attempted to rob? By attempted, Marcel was certain him and his "merry men" would intervene and therefore claim some kind of rewards in the event. Why should Green Arrow and Speedy have all the fun in the world at bashing up crooks and criminals after all? With that in mind, the then thirteen year old started to turn from a life of petty crime to a life of being some kind of vigilante. The life picked up for a few before the actual heroes of Star City came to the scene. Of course the younger male did not hold a grudge against them for doing their jobs, but it eventually crossed into Marcel's little schedule. As such, the rewards he thought he would get were slowly fading away.

Him and his friends actions caught the attention of a certain person, however. Determined to put their skills to good use, this mysterious figure promised them wealth beyond their wildest dreams. The four teenagers happily accepted. Marcel's life went from being a thief to a small time vigilante to an assassin in training as the League of Shadows happily accepted most forms of recruits. Here, Marcel spent most of his time being trained by the best assassins in the world before being taught my the master himself, Ra's al Ghul. The now young man -Marcel now being eighteen years of age- was one of the many Ra's army of assassins, his thoughts on being something like Robin Hood as a kid nothing but a vague memory. Now the male was dedicated to reviving his master through any means necessary in order to suit their global cause. At the time when the boys were young, they worked around the organization of Assassins that lingered in Star City.

The breaking point for Marcel working for Ra's was through the death of one of his friends. Desmond had grown tired of working for such an evil and vile man and as such, Ra's relieved him of duty, That sent Marcel and the other two in fits of rage as they fought out a cavern where one of their former leaders precious pits was found. Out in the rain and wounded, the now three boys almost collapsed out into an alleyway where other members were bound to finish the job until an arrow struck the ground. The crimson archer engaged the five assassins in feats of rage and endurance. Their amateur moves were no match for now the three wounded boys remained. With Marcel being the only one conscious to witness the endeavor, he was also the only one to witness the next set of scenes. As Red Arrow approached the two, he simply vanished from sight and not like the normal hero fashion of disappearing. One minute he was there nearing the three and the next thing he was simply gone. His previous task was at least accomplished which was notifying authorities to get the three help.

With the scene being written off as just gang violence and the eventual finding of Desmond's corpse to confirm it, Marcel and his friends were eventually relocated to Coast City under Witness Protection. With an apparent clean slate, The three continued their education off into college but Marcel knew deep down that people like Ra's still roamed the area. To make it worse, if Red Arrow just simply vanished all those months ago, then that meant other heroes had to have vanished. The Green Arrow he heard of now could be a fraud, which made Marcel decide to take on the role of being the new Arsenal. Although his childhood was gone, he was like many of his home that idolized the heroics that Red Arrow/Arsenal, Green Arrow, and Speedy had done for their city. As such, he would be honoring the man who saved their lives by taking on his role. Someone had to put an end to Ra's and not just Ra's, but other villains as well. Marcel was no murderer, but he was determined to be like those who were heroes. He would go beyond to make sure monsters like Ra's never harmed another soul again. His first goal however remained clear: He was very curious as to who this imposter Green Arrow was.




[Relationship Information]

Friends:
Character Name as Url Link | Force | Relationship Type

Enemies:
Ra's al Ghul | Neutral to Evil (Mainly Evil) | Relationship Type
Marcel used to work under Ra's during his time with the League. After seeing his actions and goals of achieving things were too evil for him to handle, Marcel left and picked up a role under someone he once looked up to.

Family:
Character Name as Url Link | Force They Belong To | Relationship Type

Marell Newton-Porter - This is Marcel's Mother and he is oddly enough named after her. This was due to the fact that his grandmother tried to convince his mother he was a girl until the doctor stated otherwise after an "accident" when he was born.
Fred Porter- This is Marcel's father. His father unfortunately had not been in his life for too long as he died during his time in the military.

Romantic Relationships:
Character Name as Url Link | Force They Belong To | Relationship Type
Relationship Explanation


User Image



[Weapon Information]

Composite Bow:: Marcel's bow (Pictured in image). Unique feature to this bow is the fact that it can snap separately into two smaller bows. The flaw to this is that it provides a shorter range (half) of his bow's usual 200 meters.

Trick Arrows: Marcel contains numerous Trick Arrows, but carries a total of 75 around. A set completely different from Green Arrows, some of the arrows are a completely new arsenal mainly with poison arrows and frost arrows.

Poison Mist Arrows/ Poison Dart Arrows: Two combinations of arrows suited to Marcel's habit of mixing up several compounds of various herbs and powders. This arrow can either explode, releasing a purple mist of powder. If hit, the powder can serve to poison the person one or two ways: It can either poison them through inhalation or if any of the powder itself lingers on the person's clothes. The second way is if Marcel doesn't cause the arrow to explode, allowing the head itself to dig into the skin of his opponent if hit. These arrows bear the trademark red wood color versus the other arrows being black with red feathers at the end.

Blackout Arrow: As the name suggests, this arrow is suited for knocking out anyone that is in range of this arrow's mist. A combination of sleeping powders mixed into one compound, this arrow is not lethal, but if a person is not wearing a mask that covers their nose with some kind of filter, It's nighty night.

Frost Explosion Arrows: Taking the arrows Arsenal once had where only ice would cover the tip of the arrow, Marcel developed a way to cause the arrow itself to explode, borrowing such a method from Killer Frost. Once this arrow's detonator sets off, the arrow explodes creating a white mist of ice. If it comes into contact with anything, the said object will be covered in ice.

Electric Eel Arrow: Arrows used by Green Arrow and his sidekick, Speedy. These arrows develop an electric charge and if certain area of effect is hit, a rush of electricity will be jolted into said area or person.

Fiber Chord Arrows: Marcel's creation of arrows. With a small hook attached to his regular arrows, this arrow comes with a chord of wire attached to it. He can use these arrows to climb or slide from any area if he is roaming the streets or he can use this arrow to pull away anyone hit with the arrow, using a mechanism to cause the arrow and hook itself to yank them back painfully.

Standard Arrow: Green Arrow often employs standard wooden arrows with a 75 cm to 90 cm shaft, steel heads and plastic fletching

Fiber Cables/ Chords: Marcel, living up to his secondary name as Arsenal, also carries around clear fiber like chords. These cables are usually used as traps, luring away unsuspected victims.


[Ability Information]


Ability Name:
○ Archery: Marcel is really skilled with using a bow
○ Marksmanship: Marcel isn't just a master archer, he's a master marksman with various other weapons. Although he prefers to stick with the Bow and Arrows, he has used Bolas, Firearms, balls, knives and other various weapons and fired them with amazing accuracy.
○ Weaponry: Master of Moo Gi Gong. Marcel is extremely proficient with a wide array of weaponry. He can take virtually any object and use it in combat as an effective weapon.
○ Martial Arts: Marcel has been trained by the best within the League of Shadows, all masters of a variety of martial arts, Ra's being one of the most skilled martial artists on the planet. Through this talent he has learned a skill on his own based off of natural footwork, something that helps him well when using parkour as well as using his own bow as a close quarters combat weapon.
○ Investigation: Marcel also possesses keen analytic skills and deductive ability.
○ Photographic Memory: Marcel posses the ability to keep anything he sees stored within his mind for a certain amount of days. It could last five days to several years depending on how well he wants to treasure a particular memory.




[Weakness Information]


Humanity: Marcel is just a simple man with a bow. There's nothing super to him at all, but that won't stop him from going beyond the call of duty.
Close Range: While many may think it is a problem for Archers, know that Marcel was trained with the League of Assassins. Whereas getting up close would ruin most archers, Marcel can adapt from his bow to close quarters combat really fast. This is a weakness because he can be caught off guard briefly, especially if his bow and arms are extended.
 

Groganofthewasteland

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Groganofthewasteland

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PostPosted: Fri Dec 27, 2013 5:18 pm


xXOpal_KoboiXx
User Image
[General Information]

Name: Nyura Amagai (Pronounced Nuh-Yura)
Nicknames: Ebon Wings
Titles: Hawk Girl
Age: Appears 21, but Nyura is centuries old as most Thanagarians are in terms of not aging like humans do.
Birthday: August 7th
Star Sign: Leo
Gender: Female
Race: Thanagarian
Moral Alignment: Good


[Personal Information]
Occupation: Nyura is a full time warrior. Due to her age however, she is becoming accustomed to what humans define as school.
Sexuality: Heterosexual
Likes: Fighting, Violence, and Strong Opponents among many.
Dreams: Nyura's dream is to become as strong a hero as Shiera Saunders, her mentor.
Dislikes: Breaking nails. Ever run across a strength enhanced female in pain? Coming across her is not a good idea when that happens. Aside from breaking her Nth infused nails, Nyura despises anyone that gets in the way of her morals or goals, even so called allies.
Fears: Nyura fears not living up to the legacy she was bestowed upon her by fate.
Darkest Secret: Nyura savagely beat down her oppressor, which was her official. What was known is that they supposedly fought for his position, but it was an actual fight for his life for sending her into the jungles of Thanagar.
Favourite Food: Numerous forms of meat. She will eat almost anything except birds.
Favourite Drink: Nyura drinks a strange liquid that is blue and glows a faint color. In Earth terms, she will drink various forms of fruit juice, but she will not be deceived by artificial drinks. Those that subject her to it will feel her wrath.
Least Favourite Food: Various forms of birds. She sees this as an insult and will waste no time in claiming the skull of those who eat the poor creatures.
Least Favourite Drink: Anything artificial, Nyura loathes with a passion. What person gains nutrients from false enhancements?
Loyalties: Nyura's loyalties lie with her comrades. No matter what thoughts they have, her oath is her word.
Intelligence Level: Nyura has been in the Thanagarian Army. As such, she knows various military tactics Thanagarian wise, making her a very dangerous foe. A person where the sky is no limit, Nyura also uses aerodynamics to her fights and is a master expert in various forms of melee and projectile weapons.
Dominant Hand: Right
Strengths: Nyura has the ability to motivate others. By this, through whatever mean necessary, be it by belittling them to get them to wake up to their potential or through actually inspiring them.

- Master Combatant: Nyura is an expert at hand-to-hand combat and employs a wide range of weaponry as part of her crime-fighting arsenal.

- Multilingualism: Through the use of the Absorbascon, Nyura is fluent in many Earth languages. Her unique physiology also enables him to verbally communicate with birds

Weaknesses: Nyura's main weakness is truly understanding other beings, mainly human beings. She does not get what they truly call feelings and if they so much as compromise the mission, she will not hesitate to assault them. It is for these reasons that she tries to work on her personality more by understanding the human superheroes.


Cherished Items:
None Currently

Philosophical/ Social Viewpoint: "It is the strong's duty to protect those that are unable to, yet said strength can also cause ruin. Power is truly a double-edged sword". Nyura wants to help others, but fears that she may overdo it sometimes, especially on a foreign planet.

Religious Viewpoint: Nyura's Religious viewpoints lie with Thanagarian religion and that itself ties into Ancient Egyptian culture.

Romantic Viewpoint: Nyura would enjoy the company of a man. She just needs to break out of the tough armor that is her personality or else she may cause more scarring than she intends to.


Personality
Nyura is fierce like fire. She is strong willed, independent, and above all other things, she will not back down. That being said, she will be rough around the edges among many, but that does not mean she can not get along well with others.

Biography
Nyura spent most of her youth in the planet Thanagar, home to the famed Hawkman and Hawkgirl (Occasionally called Hawkwoman). She heard the tales of various Thanagarians, but none stuck out the most than what was spoken about with Shiera Saunders of Earth. As a young warrior in training, she spent time honing her skills, dawning various forms of weapons as she got older. When she was 18 in human standards, she got the chance to travel to Earth for the first time in a group.

Nyura and the other Thanagarians headed to Cairo, Egypt to retrieve age old Thanagarian artifacts. That led to numerous problems as Nyara and the others had to face Hawkgirl and Hawkman themselves. Due to the fact that Shiera and Carter opposed the other Thanagarians from trying to deem Earth as something expendable to further their own warring goals, the Thanagarians raged a small form of war within Egypt. The battle may have lasted for what seemed to be hours, but the victors were clear: Hawkgirl and Hawkman walked out with nothing but a few bruised bodies. Nyura and the others however were wounded, but her will still prompted her to try. This led the two into taking her under their wings for a few, showing her the errors of Thanagar itself.

Nyura had returned back to Thanagar on her own a few years later, reporting that she was stranded. That was a lie as the young female was shown for a brief time the errors of her arrogance and pride as a Thanagarian, The female had a long ways to go, but in that tenure of kindness shown to her by Shiera and Carter, she developed a better heart, an organ she once deemed as vestigial.

Her better resolve did not go unnoticed however as Nyura was subjected to various forms of mental training in order to make sure she had not changed when she was apparently "stranded." Nyura was sent into exile in one of the vast jungles of Thanagar to "hunt". The task of hunting was to hunt other Thanagars that were deemed weak. Nyura was of no exception as she had a target on her head in the jungles as well.

For three years, the female battled various native Thanagarian beasts, the harsh weathers without Nth Metal to aid her, and among all other things, other Thanagarians themselves. Nyura was taught to be merciless in battle and as such, various Thanagarians were broken that came across her, but they were not killed. Thanks to certain kindness displayed on Earth, the female developed a better conscience.

When Nyura returned, her official met her wrath, her studded club banging across his helmeted face with sheer force, blood trailing down his face as teeth fell out. She claimed his spot, taking a higher position in the Thanagarian army. With that in mind, Nyura was sent back to Earth to spy on Hawkgirl and Hawkman thoroughly. Having become acquainted with the two years prior when she was taken under their wing, the female had a form of communications with them. Now that her communications is not working, she has been sent to spy further, but what happens when she finds out they are no longer there is to be revealed. Will she take up Hawkgirl's mantle or will she still sell out Earth to the Thanagarians?





[Relationship Information]

Friends:
Character Name as Url Link | Force | Relationship Type
Releationship Explanation

Enemies:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation

Family:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation

Romantic Relationships:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation




[Weapon Information]

Nth Metal Belt and Boots: The Boots and Belt grant Nyura flight. Sometimes called "levitation", Flight is a term used to describe the ability of some characters to resist the pull of a planet's gravity and navigate through the sky unaided by technology.

Nth Metal Enhancements: Through exposure to the Nth Metal. , the Nth Metal aims to double the wielders physical abilities, both in defensive and offensive. The metal is psycho-reactive, responding to its bearer's thoughts and in it's base form has a number of electromagnetic/gravitational properties.

Nth Metal Energy Weapon:A disruptor of sorts to anything magical as well as deemed indestructible, evident when Hawkgirl uses her mace to crack a deemed unbreakable barrier, though she eventually passed out. Also, Hawkgirl was able to use her Nth metal mace to deflect the spells of Doctor Fate, and her mace was the only weapon that could put down a rampaging Solomon Grundy that was under the influence of chaos magic. Nyura's weapons are as follow:

- Nth Metal Energy Weapon: Usually a sword, but for the sake of appearances, the weapon has taken on the form of a mace. Combined with her super strength, this two foot long solid black blunt object with gold studs full of energy will even send the Man of Steel himself through numerous buildings. Who said she needed to even have it in her hand? The mace is psycho-reactive like her other armaments. As such, the mace could be out of her uand for a good while before needing to come back to her, a minute at best.

- Nth Metal Energy Nails and Gauntlets: Capable of digging right into someone's skin for up close and personal fights, these five inch razor sharp nails are capable of tearing through most armor, slicing quickly enough as if it were a scalpel. As with her mace, these nails are capable of sending small jolts of energy through the tip of the nails.

Secondly are Nyura's arm grieves/guantlets. They mostly serve to protect as with her armor, but they can be used as light blunt objects when it comes to fighting with bare fists. These said guantlets also house her wrist communicator, housing her Absorbacon as well as the tracer to her ship.

- Nth Metal Wings: Who said these were just for show? These wings with a eight foot span are like blades and are capable of launching off. These wings can also be used to defend herself as they derive from her breastplate. The wings can surround her body shielding out several blows and attacks done to her. If not defending, the feathers are like her nails, slashing through various objects with quick precision and sharpness or they can launch off like darts, the feathers instantly being replaced in less than a second


[Ability Information]


Enhanced Strength: Sometimes called "enhanced strength", Superhuman Strength is a term used to describe the ability of some characters to lift and/or press volumes of mass far in excess to that normally possible for a human being functioning in Earth gravity. This term is also attributed to non-human characters when describing their superior strength.

Enhanced Durability Sometimes called "enhanced durability", Superhuman Durability is a term used to describe the ability of some characters to withstand unnaturally high levels of physical harm. It differs from invulnerability because they can still sustain damage from a sufficient source. Some characters may only withstand sharp attacks, blunt attacks or are vulnerable to energy.

Enhanced Vision Sometimes called "Superhuman Vision", Enhanced Vision is an individual's ability to perceive things with greater acuity than a normal human being. Often, such an ability lends itself to a wider range of vision-based powers such as telescopic vision, infra red vision and x-ray vision, many of which can be used in conjunction with one another.

Accelerated Healing: Sometimes called a "healing factor", Accelerated Healing is a term used to describe the ability of some characters to recover from bodily injuries or disease at a superhuman rate. It differs from Regeneration because although the character can repair from major tissue damage and even regenerate entire cells it cannot repair separated limbs or torn cells. So knee injuries will heal but if the knee is torn off then Accelerated Healing cannot help.

Other uses of Accelerated Healing include recovery from diseases and illnesses at an accelerated state. These can range from not being affected by colds to healing diseases such as Cancer or HIV in a matter of days.

Self-Sustenance: Sometimes called confused with "interstellar travel", Self-Sustenance is a term used to describe the ability of some characters to survive in harsh environments without air, food or water. This ability also enables some individuals to survive unaided within the vacuum of space.

Thanagarian Physiology: As a Thanagarian, Nyura possesses several gifts that are common to members of her race, but set him apart from normal humans. A Thanagarian's life span is significantly greater than that of a normal human being. In the prime of her life, Nyura was actually older than many of Earth's senior citizens. A Thanagarian is also physically heartier than the average Earth human. They are stronger, with greater stamina and a greater resistance to pain. Thanagarians also possess enhanced senses.



[Weakness Information]


Anger: Nyura is a warrioress. As such, she is prone to excessive forms of anger. This can vary from sports rage: the act of rage where she is enjoying a fight to the point if she is being bested or is on the run for her money, she is prone to yelling among other forms. Nonetheless, it causes her to lose track in thinking properly.

Words: Nyura is a bit brash in terms of words. This can come back to haunt her if she is not careful.

Resolve: Although she was a fierce warrior from Thanagar, the brief time she had with Hawkgirl and Hawkman has taught her to show more resolve, no matter the vile. That being said, she may not go fully out in a fight unless told otherwise.

 
PostPosted: Mon Dec 30, 2013 6:37 am


Daes Hawke

User Image
[General Information]

Name: Dean Meriweather
Nicknames: None
Titles: Aquaman, King, Atlantean ambassador
Age: 23
Birthday: January 17th
Star Sign: Capricorn
Gender: Male
Race: Human and Atlantean
Moral Alignment: Good


[Personal Information]
Occupation: King and leader of Atlantis
Sexuality: Heterosexual
Likes: Competition, winning, walking on the surface, women, being in control.
Dreams: Creating a better relation between humans and Atlanteans. Fulfilling the role as ambassador for Atlantis. A peaceful united Earth.
Dislikes: Being disrespected, not being taken seriously, being pitied or patronized.
Fears: Failing Atlantis and being unable to fill the need.
Darkest Secret: He is the b*****d son of James and Heia, thus a hybrid. Not purely human or Atlantean, he hopes not to be discriminated against or rejected by either races.
Favourite Food: Sushi
Favourite Drink: Gatorade
Least Favourite Food: Beans
Least Favourite Drink: Strong liquor
Loyalties: Born on the surface and living in Atlantis as King, Dean holds loyalty for both humans and Atlanteans. He understands that humans have good natures as well as atlanteans.
Intelligence Level: Near genius level. His constant studies in Atlantis has allowd him to develop a very strong polymath background.
Dominant Hand: Right
Strengths: Atlantean physiology and abilities, high levels of intellect
Weaknesses: Can be weakened severely if dehydrated


Cherished Items:
Trident of Neptune - originally belonging to the first king of Atlantis. Dean’s father claimed it before taking his rightful place as the heir of the throne. When he returned to Atlantis, he sought it out, taking it from the tomb of King Neptune. It is regarded as the most powerful Atlantean artifact.

Philosophical/ Social Viewpoint: Dean wants to create a united world for both humans and Atlanteans, however, the relations are still very strained and his ego tends to override his logic. Because of his mentor, Dean sees the good in humans that Atlanteans cannot. With his position as king, he wishes to be the ambassador for Atlanteans.

Dean also deeply appreciates both human and Atlantean cultures. He is quite interested in where they find similarities as well as differences. He is drawn to the art, music, and social culture of humans but is also interested in the vague, mysterious Atlantean cultures.

Religious Viewpoint: Dean does not care for religion even though Atlanteans are quite superstitious. He believes that people should create their own lives and live it fully. Fate may matter up to a point, but he doesn’t believe that fate or a God ties us down.

Romantic Viewpoint: One day he would like to have a Queen at his side, even though he never really witnessed a functional couple. For now though, his quest is to create peace and defend the world as necessary.


Personality He is naturally charismatic, however can be quite arrogant and egocentric. He is also distrusting of humans and their intentions towards Atlanteans. Aside from that, he is quite good hearted and really does have the best in mind for both worlds. Dean also puts on a debonair façade as the occasions call for it. He has a tendency to flirt with women for the fun of it.

Biography
“My existence can be quite pale in comparison to the once ‘Kal-El’ but for the purpose of documentation, I’ll tell you anyways. After all, a King is King in every corner of his kingdom. Past, present, or future… Atlantean or human, I was born to be King.”

“As we know, a rare instance occurred where the heroes of Earth for some matter stopped disappeared. Arthur Curry, along with the rest of the Justice League and many heroes on Earth ceased to exist. It was because of this change in history, that I – Dean Meriweather, now carry the burden of both Atlantis and human relations. My mother – an Atlantean woman named Heia Orr encountered a stranded naval officer 23 years ago barely surviving on his lifeboat. This naval officer – my father, identified as James Meriweather, created a short-lived relationship with the Atlantean woman. The relationship took a large strain when news broke that Heia was pregnant with me. Knowing that she would birth a hybrid human and Atlantean, as well as commit an Atlantean taboo, she fled her community and Atlantis to give birth to me on the surface, and leaving me with James. Heia, in an act of protection, abandoned ever seeing us again. My mother feared for the safety of my father and me. This would be the beginning.”

“My father, was quite… how should I say it? Pathetic. He looked at my existence as the reason his love never returned, as the reason she abandoned him. He would often brag about his stories to his friends, townsfolk, and random citizens, only to be made out as a fool, crazy man, and a joke. As time went by, he slowly turned to alcohol for comfort. Needless to say, his anger towards me would heighten at these times. I was around four or five when he first laid a hand on me.”

“My powers first started developing around the age of six. I was taking a bath, and when I submerged my head, I felt the development of gills behind my ears. Scared and emotionally scarred from abuse, I hid it from my father. Already aware of my imperfections, I didn’t want to give him more reason to hate me. Instead, I ran to my neighbour, a middle-aged marine biologist who babysat me from time to time. I called him Uncle Grant, he was a sweet old man. When I revealed to him my problems, he was quite astonished. He had heard about the existence of meta-humans but was never sure about how concrete the rumours were. He created exercises that helped me discover and develop my powers such as communicating with fish and fitness testings. When I was 17, he came with me to confront my father about my past. The confrontation did not end well to say the least.”

“My father, quite drunk at the time, did not take our questions with positivity. The only words we could pull out of him were ‘Atlantis’ and ‘Atlanteans’ before he had one of his angry drunk fits. He assumed Dr. Grant was attempting to boost his career through me, and attacked him, calling him a barrage of names like *****. In panic, I pulled my father off of him and tossed him at the wall. What I didn’t expect to do was murder him. When my father collided with the wall, the back of his head smashed backwards and well… you get the idea. Dr. Grant did not wish to risk my imprisonment or capture should my powers be discovered. He begged me to flea in search of my past. He took the fall for me and was convicted of murder”

“Fast forward a few months and I run into another Atlantean on the subsurface coast of California. The Atlantean was drawn to me, almost like a beggar to the rich. At first, he was puzzled, but then frequently referred to me as king. Unknowingly to me, by this time, the disappearances had taken place and Aquaman was no more. The royal family ceased to exist. The Atlantean riddled me with questions. Questions pertaining to my past and the extent of my powers. I remember him pleading for me to return with him to Atlantis. Being promised the truth of my history, I was more than willing to follow along. Like the Atlantean promised, he took me back to Atlantis – which I believed wasn’t even real after months of searching alone. Upon entering Atlantis, I was greeted by both welcoming civilians and mass confusion. The Atlanteans sensed an anomaly. Led to a council of elders, we discussed the circumstances of my past and powers. They informed me of my – now obvious – Atlantean background, but also filled me in on the confusion and fuss of the people. Unknown to me, the disappearance of Aquaman caused a shift in power. Though Arthur Curry ceased to exist, his bloodline super-Atlantean powers did not. The powers of Arthur Curry instead were embedded in me and bloomed without my awareness. It was because of these powers that the Atlanteans were drawn to me – that sea-life everywhere were more drawn to me in the previous months than ever prior.”

“This anomaly, would eventually thrust me upon the throne. Though I am not a direct descendant of King Neptune, I was the only Atlantean left with his superior powers. This prove enough to sway the council and community. Atlantean law, without anywhere else to turn, had to bend the rules. A deal was struck. They wanted a leader and the powers within the crown family. They wanted my aid, however, were untrusting of my human roots. Before I would take my turn as ruler, I had to undergo multiple intensive mentorship programs. Through these programs I would learn polymath, combat, culture, and so much more. Though initially tough, I stuck through it. I wanted the greatness that was inches away from me, and I would’ve been damned to let it fall through my fingers.”

“Six years later and here we are. I’ve become an established king. I’ve gone through my training on the surface and in Atlantis. I’ve – don’t tell anyone – broke my mentor out of jail. He’s now retired in Australia. But there is still much work to be done. The surface world is still polluting our waters. Villains are taking innocent lives. Aliens are trying to conquer our planet. But I have the power to make the difference this time, and believe me, I’m trying. I’m no longer a six year-old child. I’m powerful, respected, and well versed in many areas of life. My goals are quite clear as king. Protect my people, unite the Atlanteans and humans, and defend my planet. My name is Dean Meriweather. I am Aquaman.”

“End video journal.”



[Relationship Information]

Friends:
Dr. Grant| None | Mentor
Unable to be loved by his father, Dean was able to find friendship and help with his neighbour, a marine biologist. Dr. Grant helped Dean develop his powers and confront his father. Grant also took the fall for Dean when the confrontation led to the murder of James Meriweather. A very humble and trustful man, Dean views him as the only close friend/family he has left.

Enemies:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation

Family:

James Meriweather| None | Father
James Meriweather is Dean’s biological father. He was a very abusive man and an alcoholic. He was saved by Dean’s biological mother, Princess Heia when he was stranded in the Atlantic Ocean. He was eventually accidentally killed by Dean when Dean tried to protect his mentor.

Heia Orr | Atlanteans | Mother
Heia is Dean’s biological mother. She left Dean and his father in fear of them being tracked down and captured. She was never amnestied by the king. She became a social outcast in Atlantis and eventually abandoned the city all together.

Romantic Relationships:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation




[Weapon Information]

Trident of Neptune: A golden trident belonging to the first king of Atlantis. An Atlantean artifact. With it, a wielder could produce whirlpools, tidal waves, and electric discharges. It can manipulate and conjure water as well as disperse electric charges as bolts or force fields. Master wielders such as Arthur and Neptune have been known to control weather (summoning rain or storms), however, Dean would require more training to accomplish this.



[Ability Information]


Atlantean biological adaptation: Atlanteans stem from humanity but are biologically adapted to the deep ocean environment.

-> Amphibious nature: Because of his Atlantean roots, Dean is able to breathe underwater and on land. Can be immersed completely without suffering ill effects. Being super-Atlantean due to royal lineage, he can survive on land longer than an average Atlantean. His super-Atlantean physiology grants him resistance to several sea-life poison and toxins.

-> Enhanced sight: Through constant use underwater and Atlantean physiology, Dean is able to see in murky depths of the ocean. On surface this transfers into exceptional night vision.

-> Enhanced hearing and smell: His Atlantean physiology allows both to be several times more acute than human capacity though far from being on par with Superman.

-> Superhuman strength: Being super-Atlantean, Dean possesses strength close to a hundred times human maximum. This allows him to preform incredibly high standing jumps. His strength varies depending on how hydrated he is.

-> Superhuman speed and endurance/durability: He is capable of swimming up to 135 miles per hour. Dean’s capable of swimming at this pace for around a 4 hour period before showing signs of tiring. His maximum swim speed as with most Atlanteans are known to drastically increase under serious distress. His physiology allows him to withstand impacts that would kill normal humans. His super-Atlantean body has allowed him to adapt to pressure several ten-thousands of feet below surface water. Though not completely resistant to large fire arms, he is able to receive direct hits by smaller fire arms without injury.

-> Superhuman reflexes: Nowhere close to a speedster such as Flash, but he is able to move on par or even superior than near meta-humans. This allows him advantages in combat environments, especially underwater where movements are slowed.

Marine telepathy: Dean has the ability to communicate with sea life. It works as a control that actually forces creatures to comply. This is done through manipulating the smaller midbrains of marine animals. This can be overridden if the animals revert into instinctual actions such as fleeing because of fear.

Expert Combatant: Training with royal Atlantean programs, Dean has developed exceptional martial ability in water and on land. Currently, he is the best combatant in Atlantis, able to defeat multiple soldiers and guards in hand to hand combat.

Experienced Tactician: Though no Batman, Dean has an advanced strategic sense and natural leadership qualities. His studies in Atlantis has taught him about war plans, strategy, and history. He understands his strengths and weaknesses very well.



[Weakness Information]


Dehydration: His strength weakens severely if he is dehydrated. He must return to a body of water after a period of time. Villains can take advantage of this by creating very dry environments. He does not become dehydrated, however, through fire/energy blasts.


 

Uchiha Zakoichi

6,950 Points
  • Person of Interest 200
  • Dressed Up 200
  • Swap Meet 100

a bear necessity

PostPosted: Mon Dec 30, 2013 10:50 am


Uchiha Zakoichi


User Image
[General Information]

Name: Z'ore U'kyar
Nicknames: Z, Z'ore,
Titles: Green Beetle
Age: Lost Count
Birthday: December 19th
Star Sign: Sagittarius
Gender: Male
Race: Martian, Scarab User,
Moral Alignment: Good


[Personal Information]
Occupation: Full-Time Superhero
Sexuality: Heterosexual
Likes: Justice, Victory, Healthy Competition with fellow superheroes, Battle, Education, Dancing, Gymnastics, Martial Arts, Science, Technology
Dreams: Z'ore dreams are to establish himself in the Justice League when it is rebuilt. Finding his father.
Dislikes: Destruction, Villains, Losing, Fire, Heat, Home planet of Mars, Reach, Aggression,
Fears: The bad guys winning
Darkest Secret: He initially travelled to Earth to find his fellow Martians not to help out the other Superheroes. However this has changed.
Favourite Food: Z'ore does not have the need to eat or drink and so he neglects food and drink.
Favourite Drink: Z'ore does not have the need to eat or drink and so he neglects food and drink.
Least Favourite Food: Z'ore does not have the need to eat or drink and so he neglects food and drink.
Least Favourite Drink: Z'ore does not have the need to eat or drink and so he neglects food and drink.
Loyalties: Justice League, Superheroes like him, Good Scarabs,
Intelligence Level: Genius Level Intellect
Dominant Hand: Ambidextrous
Strengths: Martian Physiology, Green Scarab,
Weaknesses: Vulnerability to Fire,


Cherished Items:
Z'ore holds nothing dear as to not be at a disadvantage.

Philosophical/ Social Viewpoint: "Martians dwell on the Planet of Mars, Earth's neighbour and so, ally."

Religious Viewpoint: Despite being an alien, Z'ore is fascinated by Christianity and the idea of God though dismisses it as just fascination.

Romantic Viewpoint: Z'ore believes he doesn't have time for romance, as a full time superhero and a Martian he finds it hard to mingle with humans.


Personality
Z'ore is a Martian who enjoys the fascinations of Earth and is often fantasising about it's happenings. Z'ore isn't much of a sociable character, though he is able to communicate to great effect in battle and is very demanding of his colleagues. Z is usually a kind individual but can be aggressive towards villains and wrongdoers alike.

Biography
Z'ore is a genetically engineered Green Martian created by the Reach who in light of the Martian War wished to send in a Scarab User to destroy their planet before conquering Earth as well. So Z'ore was bonded with the Green Scarab at his birth and has such been able to master his powers at this age. Taught to be ferocious and strong in battle he was being brought up to be a killing machine. Though it never seemed to be in the boy's nature, somewhere in his modification had gone wrong. Z was often fantasising about others like him, Green Martians and heard about the war.

Once at a healthy age he ran away from the Reach destroying one of their space ships before fleeing to nearby Mars, his race's home planet. Met by a raging war between to species of White and Green Martians he naturally took the latter helping turn the tide of the battle before being forced to retreat by the Reach-controlled Scarab when the war was near the relative end. Z still doesn't know what happened.

When he retreated the Reach had tried to capture him and bring him back though he had found out how to negate the transmissions between the Reach and his Scarab making them unable to communicate and so they lost control, a role he picked up. Now if the reach attempts to communicate a virus will infect their systems.

Once again thwarting the Reach, he returned to a barren wasteland where he had previously fought on the front line. With this disappointment he visited nearby Earth in search of the now missing Martian Manhunter and any other Green Martians like him. During his stint on Earth he was appalled and yet fascinated with the rising crime and listened intently about the fallen superheroes and the new replacements. In order to help out these replacements he started fighting crime and was called the Green Beetle by the local press. A new he soon adopted while powered up.





[Relationship Information]

Friends:
Character Name as Url Link | Force | Relationship Type
Releationship Explanation

Enemies:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation

Family:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation


Romantic Relationships:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation




[Weapon Information]

Green Scarab: The Scarab manifested on Z'ore and gave him the appearance of a Green Beetle whenever he wished to "power up" as they say on Earth. It was originally controlled by the Reach but it was made "free" by Z'ore's Knowledge of Technology and marvellous execution programmed into him by the Reach.



[Ability Information]


Martian Physiology: The average Martian possesses the following power set:

~ Extrasensory Input: Nine different senses.

~ Martian Vision: Eyesight which extends the visible spectrum, visual acuity, and allows sight through most objects and barriers. Martian Vision is also similar to Kryptonian heat vision in that it can cause combustible objects to explode.

~ Flight: The ability defy gravity and fly through sheer force of will. This ability is psionic in nature, and functions similarly to tactile telekinesis.

~ Invulnerability: With the exception of fire, they are invulnerable to nearly all physical attacks. This is due primarily to their shape-shifting talents and the ability to increase the density of their molecular structure.

~ Malleable Form: Psionic control over their physical form, even down to the molecular level. As a form of shape-shifting, this power enables a Martian to contort their physical structure to adopt human form, elongate limbs, grow to immense size, and so on. They can also change the substance and material from which their body is made of. This allows them to produce weapons and clothing of any type. They can maintain the selected form for an indeterminate amount of time without undue risk or strain. This ability allows for the folowing powers:
- Intangibility: The ability to decrease their molecular density to become incorporeal and thus able to pass through solid objects, as well as increase it to become tougher and stronger.
- Invisibility: The ability to bend light waves around their bodies, rendering them invisible to most forms of human detection. Through this byproduct of shape-shifting, they can also alter their body's temperature, allowing them to become invisible to most forms of electronic detection.
- Size Alteration:

~ Regeneration: The ability to rapidly heal wound, from minor cuts to regrowing lost limbs. This include the regrowth of major body parts such as the head, heart, or similar primary organs.

~ Self-Sustenance: Negating the need to consume food or drink. This also eliminates the need to produce waste.

~ Superhuman Speed: Either through flight or natural movement, they can maintain the speed and reflexes far in excess to that of a standard Earth human. This also allows:
- Superhuman Agility:
- Superhuman Reflexes:

~ Superhuman Endurance: Their endurance is just as formidable as their strength or invulnerability. When not in the presence of fire, they can operate under extreme conditions for an indeterminate period of time without showing signs of fatigue. The exact range of this power is unknown. When in the presence of fire, this endurance diminishes greatly.

~ Superhuman Strength: While the exact range of magnitude of a Martian strength is unknown, it is generally accepted that their strength levels easily surpass the capacity to lift 100 tons. This ranks them in the same strength level as a Kryptonian under a yellow sun.

~ Telepathy:
The ability to read the minds of others and project their thoughts to varying degrees. They can also project their mental essences into a gestalt community known as the "Great Mind". Through this, the community can enhance the telepathic strength of other Martians. This power can also enable them to reverse the effects of amnesia or psychological brainwashing. A Martian's expertise with telepathy varies from Martian to Martian. Some Martians, such as J'onn J'onzz, can use their ability with such precision that they can extract repressed memories from a subject regardless of how dormant the memory may lie.

- Mind Control: As an extension of their telepathic powers, they can also use the ability to alter a subject's psychological profile, enabling them to manipulate, and in some cases, outright control their chosen target. This practice is greatly discouraged however, and only rarely used.


Green Scarab Abilities: These include:

~ Artificial Intelligence: Normally, the Reach's command sentience parameters, stored in a Scarab's database, give a Scarab sentience and serve to make it obedient to the Reach. An infusion of magical energies sometime in the distant past altered the Scarab, denying the Reach control. When the Scarab's infiltrator mode was triggered, the Scarab was able to develop its sentience without being in service to the Reach. It also had the opportunity to access the programming of other Scarabs as well. As a result, the Scarab has its own mind, with full access to its own programming.

- Symbiotic Synaptic Interface : The Scarab's nervous system is bonded to Z's, letting the two share their thoughts and emotions. The Scarab communicates with Z as a voice in his mind . No-one else can hear it.

- Scarab Mind link: The Scarab can mentally communicate with Scarabs that have not integrated with a host. It can also interface with Scarabs which have created full infiltrators, although this requires Z to breach the infiltrator's armour.

~ Tracking Systems: The Scarab can track anything which produces energy, be it biological, technological or mystical. It can track anyone Z met since it bonded with him, from at least seventy miles distant.

~ Scarab Sight: The Scarab can scan the people Z encounters, informing him of any major physical conditions (such as pregnancy). It can identify and scan metahumans. It can identify people related to those it's already encountered via genetic analysis.

The Scarab is able to identify thought-patterns, enabling it to see if something is sentient. It can identify matching energy signatures, letting it see if the energy patterns were developed from the same basis. It can also see extra-dimensional objects. It is continually aware of the electricity in the surrounding environment.

It can perceive magic, see how a magical effect can be dispelled, and see through magical concealment.

The Scarab's scans can cover at least a five mile square. It communicates the information it gleans toZ in a manner he can understand.

- Temporal Flux Detection: The Scarab can detect changes in the time line affecting the Green Beetle legacy; to Z, this manifests as intense static.

~ Network Connection: The Scarab can establish a connection to communication systems, enabling Z to speak to the person on the other end.

~ Clothing Manifestation: The Scarab can create clothes for Z, apparently from recycled waste and skin, which melt when he takes them off.

~ Concealment: The Scarab is capable of concealing itself from 21st century technology (though Skeets, from the 25th century, was able to find it). It can shut off cameras and microphones in its vicinity. The Scarab has blocked a magical attempt to probe it, lashing out at the person who tried.

~ Host Reconfiguration: The Scarab can modify Z's body to a certain extent (e.g., offering to give him extra fingers), although just how far the modifications can go is unknown.

~ Green Beetle Armour: The Scarab can create a distinctive suit of armour in response to Z's thoughts, or when it deems use of the armour necessary. Once the Scarab dispels the armour, it retracts back into Z's body.

- Environmental Protection: The armour allows Z to survive in a variety of hazardous environments ranging from Earth orbit, to the time stream, to the Bleed. It can survive extreme temperature and pressure. It can survive the heat and impact of atmospheric re-entry without seeming damage, even when the earth around it has been turned to glass.

- Armour Reconfiguration: The armour can reconfigure itself to create a wide array of tools and weapons, including an energy cannon, a sword and shield, a grappling hook, an energy blaster, claws, wings, and a set of large powered blades attached to the hands, over a foot in length, that can shear through tree trunks.

The armour's equipment is mutable to a certain extent, most noticeably in the wings; initially, they were composed of the same solid 'carapace' which comprises the rest of the suit, but later, they began manifesting themselves in the form of a colourless, translucent material. Whether this is because of changes in the suit's capabilities, or because Z intended the alteration, has not been made clear.

- Partial Armour Manifestation: Z can manifest parts of the armour - like the energy blaster - without needing to manifest the whole suit.

- Wing Shields: The armour can create a pair of wings, enabling Z to fly and hover. They can also double as shields, should the need arise.
* Jet Propulsion: When in flight, the armour can manifest a 'jet engine', enabling Z to fly at greater speed, at the expense of close manoeuvrability.

- Energy Manipulation: The Scarab can shape and manipulate the energy it stores for a variety of effects, including energy blasts, energy cocoons, small-scale solid constructs (shields, chains, etc.), and 3-D holograms. Its energy shields can block a Sinestro Corps ring's blasts.

- Antagonist Adaptation: The armour can tailor its blasts for use against specific opponents (e.g., Kryptonite radiation against a Kryptonian, suppression blast against a mob). The blasts can penetrate a Green Lantern ring's shield. The armour can call up anti-magic effects against magical opponents. By the Scarab's own estimation, it can even develop countermeasures that can take on the Spectre.

- Energy Bubble: The armour is able to create a temporary energy bubble around Z and/or people nearby. The bubble shields those inside from outside attacks, but prevents them from leaving. A Flash who tries to vibrate through it will find themselves blasted by the bubble.


- Vibrational Frequency Manipulation: The Scarab can negate the vibrational frequencies of extra-dimensional objects, pulling them into this reality. The area of effect of this latter is unknown; it has been seen to affect objects at least the size of Brother Eye. According to the Reach, this should be impossible.

The Scarab can also shift Z out of phase with the universe, making him invisible and intangible to anything apart from Reach-tech.

- Bleed Diving: Z can shift into the Bleed, the space that connects the various universes. He can utilize the Bleed's unique properties for various effects, such as instantaneous teleportation, or shifting back in time a few minutes to appear in more than one place simultaneously. At best, he has only enough energy to dive into the Bleed three times in quick succession.


- Translation: The armour can translate Mother Box communication into a form comprehensible to Z.




[Weakness Information]


Vulnerability to Fire: Like all Martians, B'arzz is extremely sensitive to heat. Open flames drain him of all his physical strength.

Scarab's Weaknesses:

Green Lantern Corps: The Scarab sees the Green Lantern Corps as the 'enemy'. In Jaime's first few days as the Beetle, the Scarab did everything in its power to get him away from the Lanterns - up to and including shifting him outside the universe. As Jaime's experience with the Scarab's armor has developed, the Scarab has taken a more aggressive approach against the Lanterns, urging Jaime to kill them.

The Green Lantern rings, for their part, fear the Scarab, responding in different ways depending on their wielders (e.g. John Stewart's sparks, as if afraid, while Guy Gardner's induced what can only be described as a 'super-migraine', along with an intense desire to kill the Scarab's bearer).

Truce With Nature: The Scarab will not hurt nature, or the magical creatures thereof (beings who draw their power from the Green, for example), of its own volition.

Alien Sentience: The Scarab's sentience is distinctly alien; while it won't hurt /nature/, it has shown no such reluctance when it comes to humans, being willing to injure or kill them. Fortunately, Jaime has so far prevented it from killing anyone.

Reach Tech: The Scarab's armour can be breached by the weapons of other Scarabs. Equally, however, the Scarab is able to breach other Scarabs' armour.

Originally, the Scarab was unable to attack the Reach and their technology. However currently the Scarab is able to attack the Reach due to previous programming.

Magic: While the Scarab is aware of magic, it doesn't understand it. It's able to perceive, absorb, and disrupt magical energies, but little else. As a result, creatures of magic are often a significant challenge. The Scarab can't analyse certain mystical creatures, and so is unable to develop countermeasures for them. When faced with certain other mystical entities, such as the Spectre, the Scarab panics, offering Z ever more powerful weapons to take them on.

Magnetic Shielding: Strong magnetic fields block the Scarab's ability to track DNA.

Dispelling The Armour: Z finds dispelling his armour excruciating which makes him careful of when he dispels it as to not be at a disadvantage.

 
PostPosted: Wed Jan 08, 2014 7:46 pm


Tuff Kaicho
User Image
[General Information]

Name: Morgan Freeman
Nicknames: Knucklehead, Daredevil
Titles:Green Lantern
Age: 23
Birthday: 1st of April
Star Sign: Aries
Gender:Male
Race: Human
Moral Alignment: Good


[Personal Information]
Occupation: Daredevil
Sexuality: Heterosexual
Likes:Adrenaline, hot chicks, bungee jumping, sky diving, racecar driving, daredevil activities, watching movies
Dreams: To become the world's greatest daredevil
Dislikes: Cowardice, giving up, the size of his head, being called pea head, peanut head, accepting responsibility
Fears: Cages, being bounded, his father
Darkest Secret: He used in a underground ring and even though he got out of it. A piece of him misses the thrill of it.
Favourite Food: Buffalo Wings
Favourite Drink: Cream Soda
Least Favourite Food: Liver
Least Favourite Drink:Prune Juice
Loyalties: Good
Intelligence Level: Average
Dominant Hand: Left
Strengths: His imagination, will power, he doesn’t fear death, analytical
Weaknesses: Arrogance, the size of his head, Arianna


Cherished Items:

Military Dog Tags – Morgan may not have been in the military, but he got these dog tags engraved to symbolize his heart steel resolve. One of them states, “Anyone can die if they don't have the will to live.”

Philosophical/ Social Viewpoint: “Anyone can die if they don't have the will to live.” – Arianna Summer

Morgan hasn’t had the best life; a lot of life has remained a secret from the people he cares about. Good and evil are only mere words with definitions, no one can truly be good, and since there was something everyone was guilty of. Though that shouldn’t stop people from being the best person they can possible be.

Religious Viewpoint:

Morgan does believe there is a God, he knows he isn’t perfect, but can do and be better as person through faith.
Romantic Viewpoint:

Morgan is very loose with the word love, he would tell a girl he slept with on a whim he loves her. However as of this moment, Morgan hasn’t truly grasped the concept of loved and is quite obvious to those that do.

Personality

Morgan is outgoing, straight-shooting types. Enthusiastic and excitable, he is a "doer" who lives in the world of action. Blunt, straight-forward risk-taker, he is willing to plunge right into things and get their hands dirty. Life and death doesn’t matter to him because he has experienced worse things than death and he has overcome it. Ever crazy thing he does is not because he has a death wish, but he carries the will to live. Morgan lives in the here-and-now, and place little importance on introspection or theory. He looks at the facts of a situation, quickly decide what should be done, execute the action, and move on to the next thing. Despite all of this, one of the few things that make Morgan insecure is the size of his head.

Biography

Born and raised in the Bronx, New York, Morgan’s life was about as rough as any kid living in the projects. His mom and dad worked every day for the first day of his life, not letting up to take up more than a sick day when needed. It wasn’t till something happened to his mother when he was around the age of four things changed. His mother was walking home from work one day, something which was quite unusual. She had missed the bus and it was getting dark, she had decided instead of waiting on the bus, she’d walk. On the way on, she mugged and shot by two street thugs. Her hepatic artery was punctured which was repaired in the hospital, but then she ran into a few complications. In order for her to be saved, she needed to be moved to some big fancy hospital in New York City, but his dad couldn’t pay the fees and she died a few weeks later. His dad beat himself up for the next few months until another woman entered his life. However, life seemed to run a full run circle as she too suffered the same tragedy. But this time, he decided to fight back. He heard through the grape vines that there was a quick way to earn money, but it involved children. At first he was unsure whether it would be the right thing to do, but he went through with it. He threw his child into something called an underground fight club. Morgan managed to pull through his first fight and the money his dad got from it saved the life of the current woman he loved. However, his father didn’t want to feel the same way again and he preceded throw Morgan in the ring night after night for the next eight years until the club was shut down and his dad taken away. During that time, he met a girl name Arianna Summers, who grew to become his best friend in middle school. She taught him never give up the will to live. Everything that happened in the fight club became him, it was always survival of the fittest and the rush never left him. For the rest of his life he craved it, his social worker, Guy Gardner, his ring’s predecessor helped him find the home that suited him the best home possible. A few years passed and he was in his freshman year of high school and started hanging with the wrong crowd. It was a small gang that little things that didn’t matter, but he didn’t care. The thrill made him feel alive, something he hadn’t felt since the fight ring. His best friend Anya made a giant fuss about it constantly. However, after a few months the gang wanted to gain some street cred and place of their own which meant upping there game. The gang leader wanted them to start killing people who didn’t pay up or members of rival gangs, but he gave them one chance to leave. And Morgan did, he couldn’t kill a man, something he never been able to do. However, he wasn’t scared, he never had. If they came after him, they did, but if he did. He’d put up one hell of a fight. But they never came; his life continued as he finished high school and tried something new, stunts. He didn’t care whether he died doing it; he accepted that factor openly and because of it, became a well-known daredevil as he continued to do it. Though, his life changed once in for all when Green Lantern ring found him as he was falling to his death after saving his partner during a sky diving stunt. And from that point forward, a Green Lantern was born.




[Relationship Information]

Friends:
Anya | Good | Best Friends
Despite Arianna not knowing his darkest secret, she was the one person that that pushed him through his hard times and gave him his will to live and fight on.

Enemies:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation

Family:
Character Name as Url Link | Force They Belong To | Relationship Type
Relationship Explanation

Romantic Relationships:
Character Name as Url Link | Force They Belong To | Relationship Type
Relationship Explanation




[Weapon Information]

Green Lantern Ring: A Green Lantern Ring, also known as a Power Ring, is a piece of jewelry that grants the wearer incredible and incomprehensible powers and abilities by harnessing willpower. They are considered by some to be the most powerful weapons in the known universe. Depending on the skill and willpower of the wearer, it can do almost anything. The first Green Lantern Ring on Earth in modern times was crafted and worn by Alan Scott and powered by the mystical Starheart. His proved to be the exception, the by-product of the efforts of the Guardians of the Universe to contain the magic of the universe. The Guardians also created the more widespread version, powered by individual Green Lantern Power Batteries through a connection to the Central Power Battery on Oa. With the exception of the ring worn by Alan Scott, the current rings are based on the one given to Kyle Rayner when he was the only Green Lantern in existence.

Green Lantern Power Battery: Power Batteries are constantly charged by the Central Power Battery to manually fuel about 7200 individual Green Lantern Rings. With few exceptions the Power Ring is limited to a 24 hour charge and must be recharged in the Power Battery on a daily basis.


[Ability Information]


Bright Green Energy Conduit: The rings use pure energy supplied by a Power Battery, which in most cases takes the form of bright green light. This energy is the green light of willpower of the Emotional Electromagnetic Spectrum. Rot Lop Fan, from a race without eyes, perceives it as the sound "F-Sharp" and his 'ring' is actually a bell. A Green Lantern's ring, considered by some to be one of the most powerful weapons in the known universe, has the ability to affect and use fundamental forces of the known universe, including electromagnetic energies such as gravity, radiation, heat, light, and powerful blasts of concussive force. It is also theorized that the ring also has a basis in other dimensional energies commonly called magic by users of such energies. The ring can also create fields of force formed from an unknown energy that is bound by the users' will. The limitations of such use are the skill, knowledge and imagination of the user.

Energy Projection: The ring can be used to fire blasts of Oan energy or create weapons such as projectiles of them. The ring can project beams of force powered by the will of the user. The ring can be used to produce kryptonite and kryptonite radiation. Kyle generally used fanciful constructs in the shape of advanced technology. Their appearance does not indicate the power of the weapon. The weapon's power is more an indication of the will of the user. Certain users (i.e. Hal Jordan) have been powerful enough to stagger even Superman. If the user wishes, they can alter the form of the blasts such as Kilowog's "booms."

Force Field: The ring can create various force fields of various sizes and shapes to protect the wearer and others around him. With the cosmic scope of a Green Lantern's duties, it is only natural that the power ring is designed for operation in space. The ring creates a force field around the wearer, protecting him/her/it from the hazards of the void including filtration of stellar radiation and microscopic particulate matter which would ordinarily be fatal should the space debris strike the ring wielder at high speeds. An atmosphere appropriate to the ring wielder's biology is created inside the force-field while body temperature is maintained and waste products are removed. Gravitational stresses which could cause injury are stabilized for the ring wielder. Theoretically, a ring wielder could use the ring as his/her/its sole source of life support. The force field seems to be created instantaneously whether this is due to programming or an instinctive reaction from intensive training has not been established. It could be considered as a subroutine of the ring's automatic defensive system, but as of yet this theory has not been proven. The only exception to that was attacks based on the color yellow. The newer version of the ring is not limited by the color yellow.

Energy Constructs: The ring can form constructs of Oan energy. The primary function of the Power Ring is to provide a weapon capable of transforming the wearer's thoughts into physical constructs through the wearer's strength of willpower. A Green Lantern can create any particular items or construct that they can imagine as long as they have the willpower necessary to will it into existence. The constructs are made out of bright green energy, which is a tangible form of pure willpower, and they exist only as long as a Green Lantern is fueling it with their willpower. Items created by the rings are not indestructible and are only as powerful as the willpower of the Green Lantern creating them. The types of constructs usually reflects the ring wearer's personality. For example, Kyle Rayner was an artist, so his constructs reflect his strong imagination. John Stewart is an architect so his constructs often appear mechanical as if he designed them in his mind before making them a reality.

Phasing: The Power Ring allows the wearer to pass through certain solid objects such as walls. Which objects that are not penetrable are not known, but it may depend upon the strength of the wearer's willpower and the density of the object's molecular structure.

Time Travel: Time travel is possible with the power ring, though the further forward in time a ring wielder travels, the more willpower it takes. As Green Lantern, Hal Jordan once explored as far as the 70th century. Jordan had also traveled to the 58th century as Pol Manning, a role later adopted by Salakk of Slyggia.

Environmental Playback: Upon request, the power ring can recreate a holographic environment based on data in its memory banks. The ring wielder can observe events in a ghostlike state, but the ring wielder cannot alter the outcome of the playback. All objects in the playback will appear in the full spectrum of colors, regardless of the wielder's level of expertise creating simulacra. The power ring will automatically end the playback if outside interference warrants the ring wielder's undivided attention.

Invisibility & Light Refraction: A ring wielder can render him/her/itself invisible by willing the ring to bend light waves around his/her/its form, as well as that of the power ring. Presumably, a similar action allows an experienced ring wielder to create objects of colors other than green. As Hal Jordan's experience grew, he was able to create power ring illusions of people and objects. It can be assumed the ring wielder would not risk the extra time and effort to create other colors in a combat situation. An invisibility shield was used by Hal Jordan to hide his power ring, which would only become visible when he changed to Green Lantern.

Energy Twin: The power ring allows the wearer to create an "energy twin" of his/her/itself that can travel at far greater speeds than that of the ring wielder's physical form. While the energy twin is active the ring wielder remains motionless, his/her/its life force is needed to guide the energy twin. The energy twin can not alter its surroundings and may only be perceived by the Guardians or another ring wielder as a green, ghostlike image. Any knowledge gained by the energy twin is transferred back to the ring wielder's physical form upon recontact with the body. The Guardians frequently used energy twins as a means of contacting a Green Lantern. As a rule, a ring wielder can not create actual, independent duplicates of him/her/itself, as the power ring cannot create life.

Energy Absorption: The ring can absorb and store other energies. Doing so does NOT replenish the normal store of energy the ring has. A ring that needs recharging but contained a store of electricity could only discharge that electricity, for example.

Flight: By the manipulation of anti-gravitons and directed molecular movement, the ring allows the user to fly at incredible speeds. In atmosphere, a Green Lantern has been known to fly as fast as Mach 10 in atmosphere by creating an aerodynamic envelope around his body. Towing others, usually within a bubble, his speed is limited to the twice the speed of sound or 1440 mph. In space, Green Lantern's speed can be significantly greater and has been known to approach 99% of light speed in normal space. Flight has been shown to be velocities far exceeding light speed. In atmospheres, air friction is not a hindrance since heat is either absorbed or reflected by the ring's field.

Superhuman Strength: While not superstrength of the conventional sense, a Lantern while using constructs created by the ring becomes capable of lifting/moving tremendous weights far heavier than 100 tons with little effort.

Wormholes & Spacial Warps: The power ring grants its wearer access to wormholes in space, enabling the ring wielder to rapidly cut time and distance needed for transport. The Guardians established at least one known wormhole to Oa, which required the use of a power ring to enter. Black holes can be navigated by experienced ring wielders. During a battle with Sinestro and his ally, MadGod Sector 3600, members of the Green Lantern Corps of Earth and the Green Lantern Corps of the Klyminade traveled through a black hole to be deposited outside a white hole in Space Sector 872. The power ring cannot generate a Boom Tube as it needs a Mother Box and a sample of the highly unstable X-Element. There is no known way to duplicate either item even with the power ring. Should a Green Lantern make his/her/its way to the other-dimensional worlds of Apokolips or New Genesis through a Boom Tube, the ring will function as it does in the rest of the universe. John Stewart encountered no ring related difficulties during his stay on New Genesis, despite the loss of the Central Power Battery. The ring wielder would still need a Boom Tube to return to his/her/its dimension.

Limited Cellular Regeneration: The ring has an ability to heal physical injuries; this seems to be a feature held over from the previous incarnations of the ring. Green Lantern can use the ring to repair injuries in himself or others. Speculation has been rendered that if Kyle actually had medical knowledge he would be able to cure a wider variety of dysfunctions beyond normal physical injuries.

Electromagnetic Scanning: The ring has a wide range of detection abilities based on the imagination of the user. If one can conceive of it, he can probably detect it. Magical effects like clairvoyance seem to be beyond the scope of the ring. Most normal electromagnetic phenomena are within the range of the ring, including radio, radar, television, infrared, ultraviolet, microwave, and high frequency band communications.

Galactic Encyclopedia: The earlier rings worn by the Corps functioned as references for their users. Having the vast knowledge of the Book of Oa to draw upon, each ring functioned as a ready reference on most peoples, stellar events and conditions that may have been seen by other rings or other Green Lanterns. The rings also served as a repository of adventures had by the Green Lantern and these mission reports were stored in the Prime Battery on Oa for review and training.

Universal Translator: Keeping in mind the myriad of worlds, life forms, and cultures throughout the cosmos, it is understandable why the Guardians added a translation system to the power ring. The power ring can translate virtually any language in the universe, facilitating diplomatic encounters rather than violent confrontations. Complications arise when a frame of reference for translation is not available, as evidenced during Katma Tui's induction of Rot Lop Fan into the Green Lantern Corps. Katma Tui had the difficult assignment of explaining the concepts of "light" and "color" to the sightless Rot Lop Fan. She overcame this barrier by using sound rather than light as the basis of the ring's power. Some Green Lanterns, such as the planet form known as Mogo, have used the ring to create an intermediary "being" to expedite communication. However, this ability seems less effective since the restoration; it is possible that not all the data was recovered.

Material Alteration: The Green 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 Green Lanterns wear similar uniforms that are programmed into the ring by default such as Hal Jordan's uniform. However, each Green Lantern is able to adjust their uniform to fit their own needs, personalities and whims. For example, Kyle Rayner was unsatisfied with the traditional Green Lantern uniform and created several of his own designs. John Stewart's uniform is similar to Hal Jordan's, but lacks a mask to hide his identity. Jack Chance is the most extreme example, refusing to wear a uniform save for a Lantern badge on his trench coat. The green parts of the wearer's uniform are usually very warm or hot to those who touch it, while the black parts are very cold. The uniform also produces a "siren" taking on the form of the Green Lantern Corps' symbol, circling the Green Lantern when active. The symbol, or badge, will not appear on the uniform until after a newly inducted Lantern has completed training on Oa, leading to the term "White-circle" to describe a rookie Lantern..

Ring Duplication: Most Power Rings are capable of automatically duplicating themselves. Each duplicate typically shares the qualities and capabilities of the original ring. While the thought of an unauthorized person getting a hold of a power ring and making duplicates for nefarious purposes, their ability to inflict damage is limited because each duplicate still requires to be recharged by a personal power battery.

Emergency Beacon: A Green Lantern in distress can use his/her/its power ring as an emergency beacon. The alert can be directed to a Green Lantern's neighboring sector, or it can be a Corps-wide alert.

Homing Beacon: A homing beacon in the power ring can lead one Green Lantern to another. This was one of the recent power ring upgrade features added by the Guardians of the Universe. The power ring can be ordered to disguise itself to elude power ring wielding trackers. Guy Gardner successfully escaped the Green Lantern Corps of Earth by willing the power ring to keep his location a secret. Most often ring wielders will allow the beacon to signal their location to others. The Green Lantern Corps of Earth found the remnants of the Green Lantern Corps of The Klyminade by tracking them through their power rings.

Mind Alteration: Though the ethics of mind tampering may be debatable, sometimes it is necessary. As the power ring relies on thought and will to operate, mind tampering is not impossible. The real difficulty lies in properly applying the power. There lies a risk of catastrophic damage to the mind should mistakes be made. A ring wielder can use the power ring to erase portions of an individual's memories. To protect his secret identity as Hal Jordan, Green Lantern created a mental block in the mind of Major Disaster. Green Lanterns have used mind techniques as part of training. New recruits may be subjected to mind scans by other Green Lanterns or the Guardians of the Universe. They are taught to build mental defenses to protect themselves from psionic attack. The power ring can also be used to beam information from the ring wielder to another being. Green Lanterns have used this technique to share information regarding their enemies during combat situations.

Pocket Dimension: Within the ring exists the possibility of an entire world. When Green Lantern Abin Sur of Ungara defeated the evil sorcerer Myrwhydden, he reduced the magician to submicroscopic size and imprisoned him inside the power ring within a world created by the Green Lantern's will. This undefined space may be a tesseract or a virtual reality created by the power ring. Whether or not this area exists in all rings has yet to be proven. Years after Abin Sur's death, Myrwhydden's power grew, allowing him to alter his environment and escape to battle the next Green Lantern, Hal Jordan. The power ring's interior appeared as a barren wasteland, dotted with dead trees and sea shells which Myrwhydden used during an escape attempt. A few years ago, Mywhydden was removed from the power ring to be sentenced to an Oan Sciencell.

Security Protocol: The rings can be programmed. They are coded to the wearer to make them unusable if stolen. The ring will refuse to take an action that would kill a being unless they are on Oa or with permission. The Guardians recently removed the lethal force prohibition, first to allow lethal force against members of the Sinestro Corps, then against all enemies of the Green Lantern Corps.

Preset Conditions: Commands can be stored in the ring to be executed at a later date even if the bearer is not wearing the ring. This ability was demonstrated by Ch'p, who surrendered his ring but ordered it to restrain his enemy after a few moments had passed.

Thought Relay: Otherwise known as a telepathic link.

Indomitable Will: Indomitable Will is a capacity to control one's emotions and impulses. Also, anyone with an Indomitable Will is capable of overcoming fear and resisting mind control. Having an Indomitable Will is an important trait to be chosen for the Green Lantern Corps.

- Overflowing Will: In Morgan’s case like his predecessor, Guy Gardner, he too also possesses so much raw will power that his ring is like a leaky water faucet about to explode. However, since Guy has never pushed beyond that point. Morgan on the other hand doesn’t fear death and he does pushes onward, the leaking will power results in this. When this happens, his constructs will be thrice as power due to the ring not containing his will. After five posts, his ring's life will be at 20 - 35% and the form will subside. Morgan will be unable to use it again until his next recharge.



[Weakness Information]


Mental Instability Protocol: Drug use, neural interference, vertigo or other forms of mental incapacitation can render the wearer unable to use their ring, rendered useless.

Yellow Impurity: Formerly, the rings were unable to directly affect yellow. Now, a wearer can bypass this if they can 'accept fear', which is personified by the color yellow. Rookie Lanterns are more susceptible to fear and thus vulnerable to the color yellow.

Recharge Protocol: Formerly, the rings needed to be charged after a period of one planetary axial rotation (dependent on each ring's location), regardless of how often it was used. Currently, the rings retain a charge until they run out of power. This variability ensures that the wearer takes great effort to keep it charged. This weakness does not apply to Ion's host.

Vibrational Interference: If a vibration from a device is set to a certain speed, it causes the ring to function only in miniature, so that if the user wanted to make hands to grab something, the hands would be too small to grab it. A clock has been seen to do this.

Red Power Rings: Red Power Rings can dissolve the energy from a Green Power Ring.

Insecurity: Something brought about by his own character, Morgan is insecure about the size of his head and usually results in frustration and using overly large constructs.

 

Groganofthewasteland

7,050 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Marathon 300

Groganofthewasteland

7,050 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Marathon 300
PostPosted: Sat Jan 11, 2014 7:02 pm


Some Witty Name
User Image
[General Information]

Name: Musei Tosatsu
Nicknames: Katana
Titles: Ninja, Warrior
Age: 27
Birthday: January 11th
Star Sign: Capricorn
Gender: Male
Race: Human
Allegiance: Good





[Personal Information]
Occupation: Security Guard
Sexuality: Heterosexual
Likes: Peace, educated discussions, civility, order
Dreams: To live a full, happy life.
Dislikes: Chaos, disorder
Fears: The world being plunged into darkness
Darkest Secret: That he is Katana
Favourite Food: Chicken wings
Favourite Drink: Pepsi
Least Favourite Food: Vegetables
Least Favourite Drink: Any forms of punch
Loyalties: To himself and his blade
Intelligence Level: IQ of 149
Dominant Hand: Ambidextrous
Strengths: Always on patrol due to his occupations both day and night.
Weaknesses: Cannot stand to see someone suffering; I.E bleeding out whilst dying.


Cherished Items:
Soultaker Sword- This blade was passed onto him by sheer coincidence. After fighting for years and years under his master, he became close with a woman whom took him in as her student for sometime. When she passed away, she entrusted her blade in her will to him, along with a note that explained the truth as to who she was and what powers that sword contained.

Philosophical/ Social Viewpoint: Ninpo

Religious Viewpoint: ???

Romantic Viewpoint: He wishes to find love one day, so he can settle down and not live life in such a hectic fashion.


Personality
Musei is calm and collected at all points. Often known to be polite and friendly, he has a kind heart to those around him. When he is away from others, Musei is often training to better himself, no matter what the circumstances are in his life. His training takes him to a place of bliss, where he doesn't have cares in the world, and tries to execute this in his fighting as well, to have a clear mind. He is extremely sympathetic and caring for those around him, and even those he just met, which sometimes makes it hard for him to fight if he has a clouded mind.

Biography
When Musei was younger, he was forced to train by his parents, to learn the way of Ninpo, just as they had at one point in time. They left him in the care of his master, who trained him for majority of his life, until he was of the age of 23, when he met a woman who offered him more training than he could have possibly obtained with his current master. Taking her offer, Musei left his old master to join this woman. He trained under her for two years, before finding out about her death one morning.

He had received a call, informing him that she had passed away from unforseen circumstances, and that he had been left some things behind in her will. Following the instructions to obtain whatever these things were, Musei soon found a sword and a long note written for him, informing him of everything. The information she gave him changed his life for the better, causing him to follow the path she left for him wide open, and follow in her footsteps. Taking on the role of Katana, Musei Tosatsu looked towards making the world a better place, slowly but surely.





[Relationship Information]

Friends:
Character Name as Url Link | Force | Relationship Type
Releationship Explanation

Enemies:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation

Family:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation

Romantic Relationships:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation




[Weapon Information]

Soultaker Sword: The Soultaker, along with its non-powered twin, was forged in the 14th century by Muramasa, whose swords were said to be cursed and make those who were evil commit evil acts. It sometimes takes the souls of those it kills, storing them inside the sword, where they can engage in limited communication with whoever wields it. These souls can be reincarnated by the means of a sacred ritual, under which they serve their summoner, even if it is against their will.

LIMITS:
1) In order to claim a soul in the sword, the sword must be the object that delivers the final blow to his opponent. If they die from other means, a soul cannot be collected.

2) The character that was killed, if reincarnated, will be the exact same as when they were alive, only forced to obey Musei. This means they can die again.

3) Musei cannot order the character to kill themselves. He can, however, order them to take a possible-fatal blow for himself if they can, saving his life and giving up theirs as a result.

4)The character must remain in the same City as Musei. What they do when they are without orders is their own business.

5) After performing the ritual to bring the character back to life, Musei must rest for ten (10) posts to regain his energy.

Kunai, rope, trip wire, caltrops: Various tools Musei carries with him, in case of emergency.

Secondary sword: A simple sword with no special abilities.

Armor: The armor Musei wears is a standard, mobile set of armor that was specially made for him before leaving his old teacher. The armor has bulletproof material, which allows him to deal with getting hit by a few bullets without any form of permanent injuries.



[Ability Information]


Speed Combat: Users are able to fight at incredible speed, striking their opponent in rapid succession that may even kill opponent's instantly. Their attacks may cause more damage than normal due to gaining kinetic energy, and thus momentum, produced through the speed of each hit. For Musei, because he is human, his enhanced speed is still trackable, but for a human like himself he appears to be moving at extreme speeds.

Enhanced Senses: The user has extremely accurate senses, allowing them to see, hear, smell, taste, and/or feel more than an average member of their species.

Enhanced Swords: Users are able to demonstrate a natural aptitude for the ways of the sword. The user is able to wield a sword with great proficiency in speed, power, and skill, allowing them to perform feats such as stopping and deflecting bullets, decimate large objects or areas, cutting through hard materials such as steel, and even hold back their strength to deal damage to their foes without killing them.

The user is also able to operate with little or no effort, deliver skillful strikes to weak points with great precision. This ability also allows the users to become naturally skilled with multiple swords or any bladed weapon regardless of shape or size to suit their needs in combat.

Enhanced Assassination: The possessor of this skill is capable of performing the art of assassination better than the average killer, they are able to dispatch their victims without as so much as a struggle. The ways to do this range from something complex and high-finesse like mastery in stealth, strategically planned scenarios and highly disciplined martial arts to something simple-yet-effective like brute strength and raw speed to overwhelm the targets.




[Weakness Information]


Human: Even with his fighting abilities, Musei is still human, and has the same weaknesses of most humans.

Sympathetic: Musei has been known to be too sympathetic to those around him, apologizing and taking burdens too heavily when he does something wrong.

 
PostPosted: Sun Jan 19, 2014 4:51 pm


Forks Anonymous
User Image
[General Information]

Name: Isla Coetzee
Nicknames: Eyelash, Islander,
Titles: Vixen, Minx
Age: 17
Birthday: February 8th
Star Sign: Aquarius
Gender: Female
Race: Human
Moral Alignment: Good


[Personal Information]
Occupation: University Student; Research Assistant
Sexuality: Heterosexual
Likes: Cooking, Dance, Pop/Upbeat Music, Shopping, the Outdoors, Traveling, Helping Others, Making a Difference, Learning, Growing, Living
Dreams: One of Isla’s greatest dreams is to be able to live a somewhat normal life given the need for a new generation of heroes to step up and defend the innocents of the world. Already having lost much of her childhood, the few years that Isla had growing up under the care of Mari showed the girl there was more to life than living in fear and turmoil, and after only getting a little taste of freedom Isla wants to finally understand what it means to be alive.
Dislikes: Being Controlled, Being Cheated, Tight Spaces, Talking about the Past, Too Many Responsibilities, Being Depended On, Failing Others
Fears: Isla’s greatest fear is losing her sense of self, or in other terms, to lose control of her own powers and have her body be taken over by the primal instincts of the animals that she empowers herself with.
Darkest Secret: Isla is the illegitimate daughter of the small-time Warlord Aku Kwesi, otherwise known as the man that killed Mari’s mother long ago, though not even Isla is aware of this fact as she is unsure of even who her birth mother is.
Favourite Food: Any foods rich in flavor, Exotic fruits, Anything sour, Extreme Spices,
Favourite Drink: Coconut Milk
Least Favourite Food: Most American Soups (ie. Chicken Noodle, Beef, etc.), Insect Dishes
Least Favourite Drink: Plain Water
Loyalties: Justice League, the General Public, Zambesi; Mari McCabe (Formerly)
Intelligence Level: Growing up in the war torn Zambesi, Isla received little to no schooling as a little girl and was raised in an orphanage with at least twenty other children. That being said, she displayed a high potential for learning and would pick up a few things here and there from her caretakers. After being taken under the care of Mari, Isla was then taught by private tutors until she was deemed fit to enroll in a proper school. By the age of 16, after spending only three years in a private school, Isla graduated High School and enrolled in the University of California, pursuing a degree in Marine Biology.
Dominant Hand: Right
Strengths:
  • Indomitable Will: Having grown up in the environment that Isla did, Isla has developed the ability to finely control her own emotions to the point where, with hard enough focus and concentration, she is capable of overcoming even her own fears for the greater good of the task at hand. This is a skill that would later be refined in her training with Mari.
  • Personal Drive: When she really puts her mind to it, Isla is capable of achieving incredible humanly feats through her hard work and dedication, as seen when she not only embraced the opportunity of acquiring a formal education, but took it by the horns and excelled where most may have thought she would fail miserably.
Weaknesses:
  • Innate Fears: One of Isla’s greatest fears is of her own self. Isla not only fears what she is capable of doing, she’s terrified by the thought of the damage she could cause if she ever were to lose control of her powers.



Cherished Items:
  • Leather Cords: One of the most distinct physical features is the leather cords that Isla binds her ponytail with, as well as wraps around her arms and legs. As they are the only things that she has ever personally ‘owned’ by her own right, Isla keeps them as a remainder of where she came from, and she sees it as a way to reinforce her own personality when tapping into her powers.
  • Gold Necklace: The first gift that Mari had ever given her was the gold necklace that Isla can still be seen wearing to this very day. It serves as her tribute to her former mentor and caretaker.
  • Tantu Totem: One of the many things that Mari/Vixen left behind for her pupil was the Tantu Totem, which as described by Mari would help Isla focus her power and channel them.
Philosophical/ Social Viewpoint: Isla is a believer of freedom above all else. She despises tyrants and oppressors and strongly supports Freedom of Speech. Isla also whole-heartedly believes that if people are able bodied and physically capable, they should take a stand for the injustices of the world, no matter how big or small their contribution may be.

Religious Viewpoint: Though religión had always been an iffy thing for Isla, she does not doubt the existence of Gods and Deities like Anansi the Spider.

Romantic Viewpoint: Though a romance would undoubtedly be a nice thing to have, Isla is not seeking a life partner, nor will she really ever be in the near future as she has chosen to heed the words of her mentor and to not get caught up with boys because there are bigger battles to be fought.


Personality

    At first glance, Isla is the kind of girl that you’d either really like because of her big, loud, vivacious personality, or you’d really hate for the same exact reasons. Not one to hold back or shy away from strangers, Isla is kind to all she meets and will always genuinely be happy to meet you. She exudes a certain confidence and charm akin to her mentor Mari McCabe (otherwise known as Vixen), who had built herself a widely successful career in the modeling and fashion industry after fleeing to America following the murder of both her parents. When she speaks, Isla speaks with intent and purpose, which makes almost everything she say sound ‘smart’, even if it’s just a random string of words.

    Though she is not actively seeking out a relationship, Isla is not one to pass up a chance to flirt with others because, as she sees it, it’s all in good fun. In general, Isla is caring, but can be witty and have a sharp tongue that is ready to lash out if crossed. She can be incredibly stubborn at times, and more often than not it escalates to the point where it gets her in trouble, but she always manages to find a way to make it out alive. In that respect, she can be seen as a daredevil of sorts, like an adrenaline junkie.


Biography
    Isla was born in a small African village in the country of Zambesi, though she never knew either of her parents as Isla had been raised in her village’s orphanage for as long as she could remember. Fast forward some eight years, Mari McCabe’s return to Zambesi and her subsequent victory against the warlord Aku Kwesi that had essentially enslaved Isla’s village signaled the beginnings of a new life for Isla. The moment Mari and Isla made eye contact, the heroine decided she would care for Isla and brought her back to America, where she slowly transitioned into the American lifestyle. Educated by a team of tutors, it wasn’t until Isla was around the age of thirteen that Mari decided to enroll her into a private school to ‘promote her social interactions with others’.

    What Isla found, however, was ridicule and scorn from her classmates due solely for the fact that she was younger than them all. With an already advanced level of education under her belt, at the age of thirteen Isla was preparing to complete her high school career, and by the age of sixteen, only three years after being enrolled in a school for the first time, Isla graduated with distinction and at the top of her class. Yet in her short years of schooling, Isla was not only branded by her classmates as a gifted freak of nature, they had all given her nicknames along the line of ‘Eyelash’ and ‘Islander’ because of her strange name and distinct accent. Thus, a large part of her early graduation was due to the fact that Isla absolutely hated being in school, and swore to finish it as fast as possible and get away from her classmates in the shortest amount of time.

    Some time while under Mari’s care, it was discovered that Isla too had supernatural abilities, and like Vixen, Isla was capable of mimicking the traits and abilities of virtually any organism in the animal kingdom. Her control over this ability was significantly weaker than Mari’s and tended to lead to random outbursts of animal-like behaviours, though with Vixen’s guidance Isla learned to control and suppress her abilities, up until the point of Vixen’s disappearance where Isla made the ultimate decision to step in for her mentor and adopt the persona of Vixen.



[Relationship Information]

Friends:
- | - | -
N/A

Enemies:
- | - | -
N/A

Family:
Mari McCabe (Vixen) | Good | Guardian/Mentor
Vixen was Isla’s first and only guardian, and the one that taught her about her powers and, more importantly, how to control/suppress them. Much of what she has now, Isla owes solely to Mari, and she sees Mari as a mother almost, even though she has never really ever called Vixen her ‘mother’ but more her ‘guardian’.

Romantic Relationships:
- | - | -
N/A




[Weapon Information]

Tantu Totem: Isla is the current possessor of an object known as the Tantu Totem, a fox-shaped talisman that helps her focus her powers to access the “morphogenetic field”, or otherwise known as the Red. With a finer control of her abilities, Isla is capable of retaining her own personality whilst borrowing the natural abilities that exist within the Animal Kingdom, and it allows her to smoothly switch from one trait to another with ease.



[Ability Information]


Animal Mimicry: Animal Mimicry is as its name implies – the ability to mimic the traits, characteristics and natural abilities of animals. Isla doesn’t necessarily need to be in physical contact with an animal to be able to use its abilities, but instead draws from the Red. Though she is not as adept at using her abilities as the original Vixen, Isla has shown to be able to understand what powers to use depending on the situation, and to be able to switch traits with ease. Among the traits that she has learned, the most commonly used ones are as follows but are not limited to:
  • Enhanced Claws: Much like her mentor, Isla is capable of sprouting a pair of dangerously sharp, magically enhanced claws that, theoretically, would be able to draw blood from even individuals who are considered highly durable and resistant to most forms of damage.
  • Enhanced Healing: With the totem in her possession, Isla is capable of healing others with a simple touch – the extent of her healing mostly lies in bruises and simple, non-life threatening wounds, which only take seconds for her to mend.
  • Morphogenetic Field Energy Manipulation: In very rare circumstances of dire need, Isla has displayed the ability to draw pure energy from the morphogenetic field to produce force fields, though the occurrences of this are rare due to her limited control over the Red, and in the event that she does do this Isla tends to be exhausted afterwards. In general, Isla draws from the Red to gain the characteristics and traits of the animals that she wishes to embody, yet this is still slightly unstable due to her lack of experience and training. Consequently if she draws too much from the Red at any given time, Isla runs the risk of losing herself to the animal she's drawing her powers from, and so as a result she limits herself to one animal's traits at a time, switching when she needs to but losing all of the previous animal's abilities when she does.
    • Accelerated Healing of reptiles and worms
    • Flight of birds
    • Adhesion of spiders and reptiles
    • Electrokinesis of electric eels
    • Underwater Breath of fish and sea animals
    • Swimming of dolphins and other sea creatures
    • Superhuman Leaping of ticks, crickets, frogs, etc.
    • Superhuman Agility of monkeys, leopards, etc.
    • Superhuman Strength of elephants, gorillas, etc.
    • Superhuman Durability of abalone
    • Superhuman Reflexes of mantis shrimp 
    • Superhuman Vision of cats, eagles, etc.
    • Superhuman Senses of wolves, dogs, etc.
    • Superhuman Speed of cheetahs, falcons, etc.
    • Toxigenesis of spitting cobras
    • Primal Rage/Aggression of gorillas and lions
    • Heat Resistance of Pompeii worms
    • Cold Resistance of the Methanococcoides burtonii
    • Antipathy of a mule (effective against telepathic attacks and mind control)
    • Echolocation of bats




[Weakness Information]


Animal Behaviour: It is known to Isla that the deeper she goes into the Red, the more dangerous it is for her because she'll begin to exhibit some of the personality characteristics of the animals she's drawing her abilities from. This limits her powers severely due to her lack of control over them, resulting in her only being able to take the characteristics of one animal at any given time. Any more, and she'll run the risk of losing her own personality entirely and essentially 'becoming' an animal.
Totem Dependency: Though not entirely dependent on the totem itself, Isla draws much of her strength from the item, thus it is one of her weaknesses because if she is separated from it her powers may go haywire and turn in either direction - for good or for worse.

 

Groganofthewasteland

7,050 Points
  • Partygoer 500
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Uchiha Roxas

13,675 Points
  • Conversationalist 100
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PostPosted: Mon Jan 20, 2014 12:42 pm


Lieutenant Jet
User Image
[General Information]

Name: JEZ - B11
Nicknames: Sky, Skynet (Android Form), Jezebel (From her name's appearance)
Titles: The Female Supercomputer
Age: 23
Birthday: September 23rd
Star Sign: Virgo
Gender: Female
Race: Human/Android
Moral Alignment: Good


[Personal Information]
Occupation: Government Sponsored Hacker
Sexuality: Bisexual
Likes: Pretty flowers, Television, Video Games, Pizza, Computers
Dreams: To be lazy and enjoy life.
Dislikes: Manual labor, stinky things
Fears: Death, computer viruses, and being alone
Darkest Secret: I secretly want to get married and have a family.
Favourite Food: Pizza
Favourite Drink: Soda
Least Favourite Food: Vegies
Least Favourite Drink: Water
Loyalties: Friends
Intelligence Level: Genius Level Intellect: In addition to her mechanical enhancements, Jezebel possesses an "exceptionally gifted" level of intelligence; her IQ was last measured at 170.
Dominant Hand: Ambidextrous
Strengths: Strategy, Computation
Weaknesses: Fear of being alone, fear of failure


Cherished Items:
Locket from her mother containing a picture of her and her mother.

Philosophical/ Social Viewpoint:
Love and peace man.

Religious Viewpoint:
Christian

Romantic Viewpoint:
Love is...amazing

Personality
Jezebel is a very kind hearted person and will do whatever she can for her friends. She also has a very party girlish side that just wants to have fun.

Biography
Jezebel remembers nothing of her life before awaking as an Android. Since then she has only trained fiercely in how to use her new body and abilities.





[Relationship Information]

Friends:
Character Name as Url Link | Force | Relationship Type
Releationship Explanation

Enemies:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation

Family:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation

Romantic Relationships:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation




[Weapon Information]

Weapon/ Item Name:
Skynet - Jezebel's Android Form


[Ability Information]


Cybernetic Enhancement: Jezebel possesses cybernetic enhancements that provide superhuman strength, endurance and durability. Jezebel can also interface with computers. Built into her body-armor were an infrared eye, computer generator, sound amplifier/white noise cannon, and special programming adapters that allowed her to interface with other body extensions.

Computer Interfacing: Includes various skills related to computers including design, repair, networking systems and hacking.

Body Resistance:: The nature of Jezebel's body provides her with natural body armor offering resistance versus energy attacks.

Sensor Systems: Jezebel has optic, thermal and motion sensors just to name a few.

Shape-Change: She can reshape parts of her body into various weapons and technological equipment. Her arsenal included a finger laser attachment, telescopic eyepiece, sonic disruptor, electric shockers, grappling hooks, and winches.

Superhuman Durability: Her bones are reinforced with molybdenum-steel.

Superhuman Stamina: Sometimes called "enhanced stamina", Superhuman Stamina is a term used to describe the ability of some characters to function without tiring or undue strain. Characters who possess this power can often go for long periods of time without rest or even sleep. An individual may develop enhanced stamina either through alien heritage, genetic manipulation or biological augmentation. Other characters may develop enhanced stamina through mystical means, or through divine intervention.

Superhuman Speed: Sometimes called "enhanced speed", Superhuman Speed is a term used to describe the ability of some characters to move at a rate of acceleration and maximum speed in excess to that of normal optimal human capacity.

Superhuman Strength: At optimal capacity, Jezebel can lift/press in excess of four metric tons. If she pushes herself, she can even exceed five tons, but not without causing severe stress to her cybernetic components. Jezebel's upper strength limits have fluctuated with upgrades to her systems over time. Jezebel's new strength limit is somewhere around 15-20 tons.

Boom Tube: Jezebel has a Father Box integrated into her body she can open a Boom Tube extra-dimensional point-to-point travel portal to teleport her and her companions. However, when transporting groups her transporter can get overloaded, roughly one out of every 1,000 times, and ends up transporting all those teleported to Apokolips.



[Weakness Information]


Computer Facts: In the end, Jezebel is a computer and needless energy. She is extremely vulnerable to an EMP if she does not have a chance to prepare for it.

Human: Jezebel is also still human, so certain things are required of her human side, and certain things still affect her.

Questionability: Jezebel has issues with questions that combine elements such as religion and logic. Ex: Could God make a sandwich so big that even he could not finish it? These questions cause Jezebel to 'lock-up' in a sense until she can figure out the answer the the question. The question has to be Super-Logical, but also Super-Reglious. However, it can not be a theory nor a something that can not be answered. You can explain it by saying, she was programmed to be super-logical, but due to her being a Christian, it creates a bit of a paradox.

 
PostPosted: Mon Feb 17, 2014 6:20 am


Shroom-Fu

Gaia Username: Shroom-Fu
Wanted Legacy/Villain: Shazam
RP Sample:
Johnny clapped his hands together and rubbed them warm. He could feel his heart racing and sweat developing between his fingers. To God, he hopes this is successful. He’s never had to really steal before. Or should he say steal on the dangerous end. Sitting in front of him is a 15 karat diamond ring. Sitting in front of him is a future for him and his siblings. It was future food on the table. ”Hit and run, hit and run. No one’s looking,” he thought. Smash the glass and run. It was all he needed to do. He was desperate, and he was alone in his fight to survive. Johnny noticed his window of time closing as he looked up to see the sales representative no longer distracted by his accomplice. Though no one was attentively looking… he couldn’t bring himself to do it. It wasn’t right. He knew better than to stoop himself so low. Turning and bolting, he heard someone yell, “Stop!”. Was it security? Was it his mobster accomplice? It didn’t matter, Johnny couldn’t bear to face either of them.

After several minutes of running on the streets of Chicago, Johnny heard sirens. He couldn’t stop to get caught by either the mobster or the police. He couldn’t risk not returning to the people that need him at home. With the weather changing instantaneously, the boy soon realized how drenched he had become. A storm had unravelled on Chicago. The strong winds swallowed the city and with it came the saliva of the clouds. ”What the hell?” Johnny questioned himself. As thunder unleashed its powerful roar, the flashes of lightning bounced around the city tops and the civilians screamed, scrambling inside. Before he could get out a word, the boy abruptly found himself a victim of the storm. He was struck.
Are you a fan of the series, are you familiar with this character? Yes.
Do you promise to be as active as possible if we grant you this privilege? Yes, I will remain as active as I can possibly be.



User ImageUser Image
[General Information]

Name: Johnny O’Reilly
Nicknames: O.J.
Titles: Shazam Legacy
Age: 17 but looks around 25 as Shazam.
Birthday: September 3rd
Star Sign: Virgo
Gender: Male
Race: Human
Moral Alignment: Good


[Personal Information]
Occupation: Unemployed
Sexuality: Heterosexual
Likes: Living freely without an authority figure, high class food, expensive estates.
Dreams: Johnny dreams of living a wealthy and comfortable lifestyle. He wants to be happy with who he is and free of responsibility or an authority figure. He also dreams of creating a peaceful world where there is better class equality.
Dislikes: Arrogant people, being poor, being judged.
Fears: Failing those he cares about, dying before he can make a difference in the world.
Darkest Secret: Johnny’s darkest secret isn’t necessarily dark but rather embarrassing. He isn’t happy with being associated with the poor and hopes people don’t judge his ability as a hero based on that background.
Favourite Food: Bacon cheese burger.
Favourite Drink: Mango smoothies
Least Favourite Food: Fish
Least Favourite Drink: Fizzy drinks
Loyalties: None other than a justly world.
Intelligence Level: Average as Johnny. Immensely high as Shazam.
Dominant Hand: Right
Strengths: Superhuman physiology and intelligence as Shazam. Cunning and sly personality.
Weaknesses: Very powerful magic, inability to allow innocents to be harmed.


Cherished Items:
Old steel ring: Just a regular steel ring. It used to belong to Johnny’s grandfather who passed away from terminal illness.

Philosophical/ Social Viewpoint: Johnny believes that world peace is truly attainable when there elitist no longer exist. However, seeing as that is nearly impossible to obtain, he chooses to dedicate his life and strengths to aiding the poor and vulnerable as much as possible.

Religious Viewpoint: Before he became Shazam, Johnny was completely atheist. Since being empowered with Shazam, his views changed drastically. He now believes in a higher power, though not completely sure how “good” the higher power is.

Romantic Viewpoint: Johnny would love to find someone suitable for him. However, he does realize this may not be realistic as he’s still quite young. Still, he won’t deny love if it happens to come his way.


Personality
Johnny could claim to have almost two personalities as he differs completely when he’s Shazam. As Johnny, he’s a regular teenager. Quite thick-skulled and very rash. He’s quick to run his mouth, being one of the most opinionated of his generation. Johnny will be quick to call out injustices and has an inability to keep his mouth shut. Almost needless to reaffirm, he’s a confident loudmouth. He doesn’t get along well with most people his age as he has very different views of the world than most teens.

As Shazam, he’s not any quieter. You could say the only difference is that his insults and jabs are more poetic, almost infused with literature and more of a wisecracking nature. Aside from his 24/7 never closing mouth, Shazam is more aware of the situation and is much more serious when the occasion calls. He’s more trusting of people in power and authorities as Shazam. As Shazam, he feels more responsible for everything that happens. Imbued with the all mighty powers of Shazam, Johnny can’t help but feel that he personally failed if innocents get hurt or if the mission at hand is lost as he should’ve been able to save them/complete it. He’s also more open to teamwork and cooperation in this stage.

Biography
Before he became fated as Shazam, Johnny was a poor teenager on the street. He became an orphan when a car crash on the freeway left him and his sister without parents. Immediately, the boy was placed under the care of his grandfather whom was a retired war veteran suffering from a terminal illness. They barely scraped by with most of their meals coming from coupons and donations by the community.

Being exposed to the crappier and poor side of the economy, Johnny learned to be self-reliant. He enjoyed the freedom that came without an authority figure and it almost shaped his personality. He never liked the law or the wealthy elites whom sat on their a** without considering the poor who struggle for basic necessities. Johnny never attended school, opting to stay home and take care of his grandfather and younger sister instead.

Around the age of fourteen, the worst would happen. His grandfather finally passed away, leaving Johnny and his sister truly without a home or family. With a month left to live in their grandfather’s home before eviction, Johnny was once again standing with his back against the wall. He quickly turned to stealing food from markets as simple necessities to keep him and his sister alive. It wouldn’t be long, however, until his sister developed a sickness as well. She came under an illness similar to pneumonia, forcing Johnny into desperation and getting into contact with local “mobsters”.

To his surprise, it wouldn’t be long until the mobsters asked Johnny to tag along on a heist. It was a simple job: smash and grab whatever jewellery he could and get to the escape vehicle. Overcoming his emotions, however, was far from simple. At the last second, the boy couldn’t bring himself to commit to the job. He froze and without the heart to commit the sin, turned and ran. Looking suspicious in his attempt to flee the mobsters, Johnny drew the attention of the security guards and soon the police. After several blocks, he found himself amidst a severe thunderstorm. The rain pelted down heavily on his face, and the winds chased away the pursuing officers. Though he tried to escape the violent weather, the storm seemed to chase at him until one bolt of lightning finally struck.

Rising from unconsciousness, Johnny immediately noticed his change in location. It was definitely not the Windy City he grew up in. The boy was confused about his new location and panicked accordingly. It was a stone temple, interestingly ancient and hosted by an elderly man who claimed to be a wizard. It was there and then that his destiny would change. After a back and forth conversation, Johnny was unknowingly imbued with the powers of Shazam and sent home to Chicago where he arose at the same spot he was struck by lightning.

Unsure whether he had truly experienced the interaction with the wizard, Johnny ran home to inform his sister of his adventure. When the boy finally reached the project they lived in, he found no trace of his ill sister. In panic, he rushed out the door to question his neighbours whom assumed she might’ve left to find him as the storm brought worry. This caused Johnny to instantly take to the streets where he would find another loss in his life.

Coming upon the street just east of their apartment, Johnny found the limp body of his sister. She had been struck dead by a drunk driver who was soon later identified as a wealthy corporate man. “Just trying to navigate the road”, the man said in court. Because of this tragedy, Johnny was severely broken. He had lost his last remaining family member, and it further reinforced his hate in the world.

When the overlooking wizard noticed that Johnny had taken another major loss, he became skeptical about Johnny’s purity and once again teleported the boy to the Rock of Eternity. In their second interaction, the wizard further explained his embedded powers but the teen only sees it as a contributing factor to his sister’s death. Though grieving, the wizard truly changed Johnny’s view on the world. The wizard noted that the world is still malleable, and though there are villains whom make it worse, there are also heroes who have to step up in everyday life to balance it out. The wizard claimed his belief in Johnny and vowed to be an available mentor should he need someone to talk to.

With faith in himself and almost the feel of parental love again, Johnny was felt ready to be sent back to Chicago. He realized though his sister passed, he couldn’t allow other innocents in the world to suffer as much as he did. He no longer blamed the world, but rather found the passion to change it.



[Relationship Information]

Friends:
The Wizard | Shazam | Mentor
The wizard is an almost fatherly figure to Johnny. He recognized Johnny’s compassion for human life and justice, leading him to name Johnny his successor. Though he passed after the rise of Johnny as Shazam, the Wizard’s spirit still occupies the Rock of Eternity.

Enemies:
Black Adam | Evil | Counterpart
Though he had never yet faced Black Adam, Johnny was warned of his counterpart’s power and evil intentions.

Family:
Parents | Neutral | Immediate Family
Deceased. Left Johnny and his sister as orphans following their deaths.

Sister | Neutral | Immediate family
Deceased. Was Johnny’s fourth and final family member to die. Her death sparked his desire to change the world.

Grandfather | Neutral | Immediate family
Deceased. Under his care, Johnny learned to be kind and accepting. His death forced Johnny into a desperate lifestyle. Johnny became a vulnerable teen and stressed with the need to save his sister.

Romantic Relationships:
Character Name as Url Link | Force They Belong To | Relationship Type
Releationship Explanation




[Weapon Information]

Weapon/ Item Name: Explanation here.



[Ability Information]


Divine Empowerment: All of the powers granted collection of six by gods and figures of legend either directly or through Shazam.

Accelerated Healing: Accelerated Healing is a term used to describe the ability of some characters to recover from bodily injuries or disease at a superhuman rate. It differs from Regeneration because although the character can repair from major tissue damage and even regenerate entire cells it cannot repair separated limbs or torn cells.

Clairvoyance: The ability to understand situations from many angles, including future and past consequences with superhuman clarity and accuracy.

Divine Grace: Innate luck and divine guidance that allows finesse in actions and dealings with others.

Photographic Memory: Ability to mentally recall anything and everything a character has ever been allowed to remember over the course of their entire lives.

Magic Resistance: The ability to resist magic or energy based attacks.

Enhanced Intellect: Intellect and wisdom are heightened to superhuman levels. This also provides great or comprehensive knowledge in many areas, including:
Language
Tactics of War
Mathematics.

Flight: The ability to hover or soar at high speed through an act of sheer will.

Healing: The ability to use the transformative lightning to heal others or ones self instantly.

Indomitable Will: An incredible amount of willpower that allows perseverance in overwhelming odds and seemingly unbeatable situations.

Invulnerability: Invulnerability is a term used to describe the ability of some characters to withstand any amount of physical damage, pressure, or harmful force of any kind, causing little if any harm or pain to the individual gifted with this power..

Self-Sustenance: The ability to survive without sleep, food, water, or air

Superhuman Speed: The ability to run or fly at incredible rates of speed.

Superhuman Reflexes: Superhuman Reflexes is a term used to describe the ability of some characters to physically react quicker than humanly possible.

Superhuman Agility: Superhuman Agility is a term used to describe the ability of some characters to have perfect balance and/or perfect equilibrium to a point far in excess to that of a normal human being in Earth's gravity.

Superhuman Stamina: Superhuman Stamina is a term used to describe the ability of some characters to function without tiring or undue strain.

Superhuman Strength: uperhuman Strength is a term used to describe the ability of some characters to lift and/or press volumes of mass far in excess to that normally possible for a human being functioning in Earth gravity.

Teleportation: The ability to access the Rock of Eternity.

Transformation: The ability to transform from a mortal to the entity empowered by the six.

Magic: The ability to access and use various spells and enchantment. Ability to control the Living Lightning.


[Weakness Information]


Strong, high level magic: He can only be effected by magic significantly powerful.

Physical Strength: Shazam can be fought off by beings who’s strength level matches his or is superior.

Exploitable Compassion: Shazam truly cares about the lives and safety of innocents. He’d be willing to put down the sword if there exists no other alternative to saving a life.

Unstable Personality: He can be quite rash and spontaneous in his decision making even though he is empowered with high knowledge.

 

Josh Starwind
Vice Captain

Lieutenant Jet

7,625 Points
  • Divorced 100
  • Person of Interest 200
  • Tycoon 200
PostPosted: Thu Apr 24, 2014 7:51 am


Jacberry
User Image
[General Information]

Name: Kailey Evans
Nicknames: K'lee (Her White Martian Name)
Titles: Psion
Age: 22
Birthday: May 23
Star Sign: Gemini
Gender: Female
Race: White Martian
Moral Alignment: Good


[Personal Information]
Occupation: Cashier at Coffee Shop
Sexuality: Asexual
Likes: Listening to music, going for walks, fooling around with her powers
Dreams: Living in a condo with exposed brick for walls, creating peace for all races where there are no wars or fighting
Dislikes: Campfires, gas stoves, barbeques, war
Fears: Pyrophobia, small children
Darkest Secret: Her identity as the White Martian K'lee
Favourite Food: Tiramisu, chocolate covered strawberries
Favourite Drink: Iced Tea
Least Favourite Food: Anything burned or barbequed
Least Favourite Drink: Tomato Juice
Loyalties: Kailey is loyal to her 5 year old cat, Whisker, her adopted family, and any heroes or friends she meets.
Intelligence Level: Medium high
Dominant Hand: Right hand
Strengths: Telekinesis, shapeshifting, keeping calm and collected
Weaknesses: Fire, chocolate covered strawberries


Cherished Items:
Australian Opal
One day, after accidentally blowing her cover at a school, 16-year-old Kailey ran home to confront her parents about her powers. Her mother and father explained to her the truth about her birth, and how she came to be a part of their family. After telling the story, her mother gave her an Australian opal that they had gotten the same day Kailey came into their lives. Kailey carries the opal everywhere, to remind her of adopted family that took her in, and to remind her of her Martian mother that she never knew.

Whisker
Whisker is her five year old cat that she got when she moved to Washington D.C. Whisker is a female black and white cat. She adores her feline companion, and treats her as a part of her family.

Philosophical/ Social Viewpoint:
Life is precious and fleeting, and everyone deserves to find happiness.

Religious Viewpoint:
Grew up believing in a higher power, thinking everything happens for a reason. As an adult, she is not so sure about a higher power, but she does believe in fate.

Romantic Viewpoint:
Unavailable

Personality
Kailey is a generally calm and collected person. She is kind, considerate, and compassionate, and she is not afraid to tell anyone to stand down. Kailey likes simple and comfortable things. She likes wearing casual clothing, like sweaters. She keeps her hair short because she finds it easier to maintain. She dreams of creating intergalactic peace so then no families have to be separated again. She is grateful for everything she has, and wants to make the world a better place.

Biography
All her life Kailey knew she was different. While her sister played with toys using her hands, Kailey would pick them up with her mind and play. This always resulted in a scolding, as her mom would tell her to "play normally". In school Kailey was the freakshow. One day for show and tell she decided to show off her psionic powers by floating off the ground a few inches. Seeing the fear on everyone's faces made Kailey realize fairly quickly that she was far from normal.

Kailey's mother transferred her to a new school, and instructed her to keep her head down. "I don't want you getting hurt Kailey. Kids will always try to find an excuse to label you as different and torment you for it. Don't give them a reason." Kailey obliged, and continued through schooling as a loner. But somehow, the kids found reasons to torment her anyway.

"Look at the loner! Bet you couldn't get any friends if you tried! What a loser!" Kailey ignored the jabs and kept her head down, for her mother's sake. Then something happened one day that was beyond her control. One of the kids pushed her. "Look at us when we're talking to you, loser!" The onlookers laughed in appreciation, circling around her. Kailey felt angry, but she tried to move around them to get away. That's when the kid pushed her again. Kailey automatically reacted, pushing back against the kid with a psionic blast, that shoved him back down the hallway and into a locker. The onlookers stared at her, horrified, and Kailey found herself back in Kindergarten, labelled as the 'freakshow' once again.

Kailey fled from the school, back to her home, where she confronted her parents. "Why am I so different? What's wrong with me!" Kailey's parents looked grimly at each other, and then her mother turned to her. "Kailey... there's something your father and I have to tell you. We should have told you a long time ago." Kailey's mother proceeded to inform her that Kailey was not their biological daughter, but rather she was adopted.

"We were in Australia for a vacation, and one night we went out stargazing. We saw a streak of light, and it was only intensifying and getting larger as it flew toward us. Griffin thought it was a meteor. We ran out of it's way, and when it landed, the ground shook with the impact. We decided to investigate, and we discovered that it wasn't a meteor, it was a... spaceship. Kailey felt her eyes widen. It made sense that she wasn't from Earth, as no one else she knew had powers similar to hers, or any powers at all. Yet it was extremely unsettling to hear something that went against everything she'd ever believed to be true.

Her father, Griffin, continued the story. "We figured someone must have been inside, and we had to make sure they were okay after the crash. The door to the spacepod opened, and a woman stepped out. She looked afraid. She looked almost human, except for her luminescent white skin and she had no hair. I called out to her, and asked if she was okay. She seemed to appraise us, and upon realizing we were not a threat, and began speaking to us. She said, 'I am not of your kind. I am a daughter of Mars, and I came here for I fear that there is trouble. The Green Martians and the White Martians are at war, and I feared for the life of my baby girl. I need to hide her where the Green Martians will not discover her. Will you raise my child as your own?'"

Teresa picked up the story. "Before we could respond, she turned back to her spacepod and pulled out a bundle of white blankets. And inside, was a beautiful, hairless baby girl, sleeping peacefully. We didn't fully understand the war that the woman spoke to us about, but we couldn't let a defenceless baby be a part of it. I took you up in my arms for the first time, and you were so light and peaceful that I couldn't say no. I asked the woman what your name was, and she said, 'K'lee. But it would be wise for you to name her as you would your own, so her name doesn't alert the Green Martians.' So we named you Kailey, as it was similar to your birth name." Teresa smiled at Kailey.

Griffin smiled too, and said, "The space woman thanked us, and promptly disappeared. We never got her name, but our concern was getting back to our hotel and getting baby things for you."

Teresa pulled Kailey into a hug, and then looked into her eyes. "We love you so much Kailey. I'm sorry about not telling you before, but we weren't sure how to tell you." Teresa left the room for a moment, and then returned with something in her hand. "Take this Kailey. We got this on the same day we met you." She handed Kailey a small stone. "It's an Australian opal."

"It's beautiful," Kailey murmured. She hugged her parents. "Thank you for telling me the truth. It explains a lot of things that I never understood before."

With her new understanding of herself, Kailey moved to Washington D.C. so her adopted family could be safe, and began a new life, as Psion.





[Relationship Information]

Friends:
TBD

Enemies:
N/A

Family:
Teresa Evans | Adoptive Mother
Griffin Evans | Adoptive Father
Sam Evans | Adoptive Sister
Whisker Evans | Cat

Romantic Relationships:
N/A




[Weapon Information]

Weapon/ Item Name: N/A



[Ability Information]


Flight: Kailey has the ability defy gravity and fly through sheer force of will. This ability is psionic in nature, as she uses her ability of telekinesis to propel her.
Intangibility: Kailey's control over her molecular structure enables her to decrease her molecular density to become ethereal and thus able to pass through solid objects, as well as increase it to become tougher and stronger.
Invisibility: Kailey's control over her molecular structure enables her to bend light waves around her body, rendering it invisible to most forms of human detection. Through this byproduct of shape-shifting, she can also alter her body's temperature, allowing her to become invisible to most forms of electronic detection.
Invulnerability: With the exception of fire, Kailey is invulnerable to nearly all physical attacks. This is due primarily to her shape-shifting talents and the ability to increase the density of her molecular structure. This also gives her the ability to survive in the vacuum of space.
Malleable Form: Kailey has psionic control over her physical form, even down to the molecular level. As a form of shape-shifting, this power enables Kailey to contort her physical structure to adopt human form, elongate limbs, grow to immense size, and so on. They can also change the substance and material from which their body is made of. This allows them to produce weapons and clothing of any type. They can maintain the selected form for an indeterminate amount of time without undue risk or strain.
Martian Vision: Kailey has eyesight which extends the visible spectrum, visual acuity, and allows sight through most objects and barriers. Martian Vision is also similar to Kryptonian heat vision in that it can cause combustible objects to explode.
Regeneration: Kailey has the ability to rapidly heal wounds, from minor cuts to regrowing lost limbs. This includes the regrowth of major body parts such as the head, heart, or similar primary organs.
Self-Sustenance: Negating the need to consume food or drink. This also eliminates the need to produce waste.
Superhuman Endurance: Kailey's endurance is just as formidable as her strength or invulnerability. When not in the presence of fire, she can operate under extreme conditions for an indeterminate period of time without showing signs of fatigue. The exact range of this power is unknown. When in the presence of fire, this endurance diminishes greatly.
Superhuman Speed: Kailey can maintain the speed and reflexes far in excess to that of a standard Earth human, whether through flight or natural movement.
Superhuman Strength: While the exact range of magnitude of a Martian strength is unknown, it is generally accepted that their strength levels easily surpass the capacity to lift 100 tons.
Telekinesis: Kailey has the ability to manipulate objects with her mind. This ability can also manifest itself in a psionic blast.
Telepathy: Kailey has the ability to create illusions, locate other sentient beings, control other’s minds, induce sleep, and transfer information to people directly.



[Weakness Information]


Pyrophobia: When exposed to fire, Kailey temporarily loses her powers and is reduced to a normal humanoid. In extreme cases, she loses the ability to maintain her physical form, 'melting' into a pool of writhing green plasma. This is due to her Martian heritage.

 
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