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Posted: Sun Mar 01, 2009 8:51 am
Okay, folks! This'll be the new thread for you character biographies. Make sure you follow the provided format, okay?
Here's an older one for you to peruse. When you fill out your own profile, remember to fill in the information of YOUR character instead of Pietro, okay?
Example of Required Bio Form Full Name: Pietro Maximoff, AKA Pietro Lensherr Also Known As: "Quicksilver" Age: 18 Height: 6ft Weight: 132 lbs. Hair: Silver Eyes: Black Skin: Pale White Gender: Male Nationality: East Eurpoean POWERS/ATTRIBUTES Key: 0 = Useless or Not Applicable 1 = Sub-standard 2 = Inferior to average 3 = Below average ability 4 = Average ability 5 = Average peak ability 6 = Exceeding average peak 7 = Unnaturally gifted or apt 8 = Amazingly gifted 9 = Extreme peak of ability 10 = Perfect or infinite Agility: 5 Constitution: 2 Strength: 4 Charisma: 9 Dexterity: 5 Description of Mutant Power: Pietro can move his body at super-speeds, the magnitude of which seems to grow every time he uses his powers. He sleeps only rarely, and metabolizes food at an incredible pace, such that he can easily out-do the Blob at the food court, but never gains an ounce of weight. Pietro's natrual durability increases with his speed in order that effects such as drag, friction heat, and even impact with large objects only hurts him as much as any normal person running at top speed. Source of Mutant Power: Naturally Inherant Genetic Mutation Pros: Pietro's speed makes him all but untouchable in a fight. So long as he's paying attention, no human mutant or animal on the planet has a chance at hitting him, and it is unlikely that there are computers fast enough to target him either. Also, Pietro's intense speed allows his otherwise human-powered attacks to hit with incredible force, and if need be, hit at an incredibly high frequency. This allows him to tear through armor with his bare hands, simply by tapping it several million times in a second. Pietro can also argue his way out of nearly any predicament with his super-fast thinking, and if that doesn't work, just run away before he can be caught. Cons: If caught off-guard, Pietro has no more durability or strength than an average human of his age, and just as fragile. Pietro's super-speed also causes him to be unnaturally erratic, confrontational, and reckless. It is as if he thrives off trouble, which can work for good or ill for himself and the rest of the team. Level of Mutant Power's Effect (1-5): 5 - Speeds currently unattainable even by high-speed aircraft. Level of Control over Power (1-5): 4 - Very skilled Willingness to use Powers (1-5): 5 - Will use at any given opportunity Effect Powers have on Lifestyle: As a side effect of his powers, Pietro is an exceptionally fast thinker, and can use this ability to be very charming, or sneaky, depending on one's perception. He also has what any doctor might call ADHD, but this is in fact his normal focus and attention span operating at an intensely fast speed. Pietro loves the spotlight, loves glory, loves being a leader, and lives for the moment. And when every moment lasts an eternity, he lives a very interesting life. Pietro also has a penchant for dressing in costumes for various reasons, and due to his abilities one can expect Pietro's clothing to change at the drop of a hat. No one knows where he finds his clothing, but they suspect there are a lot of poor naked people running around because of him. HISTORY Family: Father - Erik Lensherr, Magneto, 47 (Control and generation of Magnetic Fields) Mother - Magda Maximoff 44, deceased (No apparent genetic mutation.) Twin Sister - Wanda Maximoff, 18 (Control of Probability Fields, limited magical ability). Age 0: Born as the result of what his father would call "A passionate night of weakness" with a human woman. Magneto was always somewhat ashamed, because of his relationship with a human, and left her almost immediately afterward. However, he soon learned she was pregnant, and took the children for his own. No one knows what happened to Magda. Pietro is tested immediately, along with his sister, and found to be X-gene positive. Age 6: Pietro's abilities begin to manifest, along with his sister's, to whom he shares a close bond. While Pietro relishes his powers, Wanda fears them, as they allow for unpredictable, often destructive events to occur. Age 7: Pietro and Wanda enter the innagural class of their father's own form of education. In addition to an accelerated formal education (taught through psychics, and other powerful mental mutants, including at least one visit from Charles Xavier), the children are taught such concepts as manifest destiny naming, the Ten Commandments of Mutancy, and are ingrained with the constant notion that they are superior to the humans who currently run the planet. Once again, Pietro excels and quickly learns to love the teaching, while Wanda becomes more withdrawn and frightened of it. It is here that Pietro chooses the name Quicksilver for himself, named after his hair color and the nature of his powers. Wanda settles on the Scarlet Witch, named after a Halloween costume she liked. Age 8: Wanda's mental condition deteriorates further, as her powers begin to rival her father's ability to offset them. A few telepaths are hired to attempt to cure her mind, but the unpredictable nature of her powers ends up doing far more damage to the telepaths' minds than any good for Wanda. Finally, at his wit's end, Magneto commits his daughter to an insane asylum, and in a rare bout of trust leaves her in Xavier's care. Pietro is shocked, but is convinced by his father that its the right thing to do. In coping with the loss of his sister, Pietro immerces himself completely into Magneto's teaching. Age 12: Pietro moves with his father to Asteroid M. He takes regular trips back to the planet Earth to expand his powers and to actually engage in social activities with the outside world. At the onset of puberty, Pietro's abilities are given a significant jump-start. In seven and a half hours, he laps the entire planet. Age 14: Pietro begins combat training. As with every influence his father gave him before, Pietro engages in it fully with complete love and committment. He is trained to fight telepaths, energy projectors, super strong and durable fighters, as well as every other mutant Magneto is able to find. Within the next two years, Pietro is well-versed in learning how to use his abilities to their fullest while turning the abilities of others against themselves. Age 16: Pietro begins minor espionage missions for his father. His ability to slip in and out of even the most well-guarded government areas are considered vital. However, Pietro grows impatient in his role as a simple go-to boy, and asks for more responsibility. In the coming months, Pietro's tasks become more complex, risky, and combat-intensive. Strangely, Pietro doesn't seem the least bit traumatized. His confidence grows with each mission, as does his arrogance. His trips to Earth begin to be characterized by parties, drinking, and women. He soon begins to display an attitude of aloofness and even disrespect to his father. Age 17: Fearing Pietro's ever-cocky attitude, Magneto decides he must teach the boy some maturity. For the first time, he engages in combat with his son, and soundly defeats him, going so far as to break one of his legs, rendering him unable to run for over four months. Pietro never again questions his father, vowing instead to make him proud. Magneto becomes the only person that Pietro shows any form or respect to, though he still speaks to him plainly as any son would to his father. Pietro wants not only power and superiority now, but also wants to prove to his father that he's worthy. In the back of his mind, he entertains thoughts that he might one day be able to beat his father, but never dares engage him again. Age 18: Pietro is sent to the Brotherhood house, where Magneto has slowly begun to build an army of new, younger fathers. Pietro is to lead them, though he constantly produces friction with Pyro as a result. The two become rivals, though at time maintain an uneasy truce when they have a common enemy. AFFILIATIONS: Brotherhood
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Posted: Sun Mar 01, 2009 8:53 am
Also, here's a quick guide for assigning your stats.
This was provided by an old member who has since left Gaia entirely. However, her advice is relevant as always.
SO, PAY ATTENTION!
Psylight Hi there, Kim here! Some of you will know me already, which is good, but a lot of you won't know me. So for those of you who don't, I'll fill you in. When this Guild initially started RPing back a few years ago, Lynzie, Jacen and myself were present. Over the time, I guess you could say we have become the "Elders", Hee hee! Anyway, it was my duty to create the Signature pictures for Guild members, Lynzie was in charge of the Guild, and Jacen was Chief Foreman of Angsty Power-Abuse. <-- Yay, Jacen! ^_^ So there's a brief rundown. My original character won't be RPed by me from here on, but she has become somewhat of an NPC, and to my knowledge, I don't think she's dead yet. Anyway, that's off-topic. What I wanted to talk to you about was your character's Bios. More precisely, the levels part. I think there are some guidelines to follow that a lot of people unwisely overlook. So I think it's important that I show you what I mean, using examples from characters played or being played, to give you some idea of how you should "rank" your characters. Now, I know all of you want your character to be in the limelight and have all these fantastic, amazing powers and are uber-cool and super-l337, etc. But what makes the X-men world so believable is that the characters each have their respective strengths, weaknesses, things that make them flourish in one situtation, or completely useless in another. Let's take a look at what I mean by breaking down the legend for the character Bios levels, (which, incidentally were written by me originally, so don't abuse me! ^_^) and I'll explain what numbers mean what. ----- 0 = Useless or Not Applicable 1 = Sub-standard 2 = Inferior to average 3 = Below average ability 4 = Average ability 5 = Average peak ability 6 = Exceeding average peak 7 = Unnaturally gifted or apt 8 = Amazingly gifted 9 = Extreme peak of ability 10 = Perfect or infinite Let's use the topic of "Strength" for this. Okay... Starting on "0": This would mean that the character has absolutely no means of physical strength, albeit they are an entity of intangible energy, or merely a consciousness without a vessel. Imagine Kitty Pryde in phasing mode while trying to punch someone. No effect, no strength. 0. "1": This would be the equivalent of a very ill old man, or a person so frail that it would be a task in itself just to lift a pencil. It means, while they have the ability to touch and move things around, their physical strength is so unsibstatial that a gust of wind would probably knock them about. "2": Imagine a very weedy, small, frail guy with atrophied muscles and a pasty complexion. This guy has trouble holding the big mallet steady enough to make even swing it on those "ring the bell" things at carnivals. He'll never win an arm-wrestle, that's for sure. He's a 2. "3": Your average couch-potato. Not exactly weak, but certainly never works out or does anything to make himself stronger. They're useless in physical fights, but have no trouble performing the average tasks of chores, or schoolwork, etc. "4": The average human ability. Can hoist heavy boxes, basically do anything that you would expect a normal, healthy person to be able to do. "5": A step above the average person, these people just have that extra bit of muscle to display. They can cart heavy loads for a short time, push-start a van by themselves or batter open a door if it's locked shut. (Assuming it's the normal wooden kind.) Most police-officers or sportspeople would be of this class. "6": The strongest Homo Sapiens in the world could boast this class. Able to heft hundreds of kilograms when prepared, can pull planes along the ground, or rip up small trees from the ground, tear phonebooks, etc. They are the people we look and go "Wow, they're seriously strong!" "7": A small step above 6, these people possess strength so great that it goes beyond human comprehension. A middle-aged woman who lifts a truck up to save a trapped man, when Samson pushed aside the pillars in the temple, these are both examples of just how strong this class can be. Classes from here and beyond almost seem unbelievable, even to on-lookers. "8": Here we reach the levels of mutants like Colossus. So strong they can fling around car like pillows, punch aside Steamrollers, or when really straining, tear up the foundation to a building and topple it over. This level is almost never reached by any mutant whose powers are not strength-based. "9": This is, in essentiality, the strongest anyone can ever be. People like Juggernaut and The Hulk come into these categories. Masses of unstoppable muscle with near limitless potential. Juggernaut could crash his way through walls of solid Adamantium with a little effort. To try to go toe-to-toe with this kind of strength is a lesson in futility. "10:" Perfection. Limitless strength. They could carry the world on their shoulder, literally, without even feeling the strain. You see? Every level has it's own class that things need to fit into. If you're thinking to yourself, "My character is pretty strong, so maybe I'll make him an 8." just think again. Your character would have to be immensely powerful to harness that kind of strength. If he's strong in comparison to your average human being, consider placing him in the 5 category, or 6 if he is amazingly strong. Charisma! I always see characters here with high charisma and I'm never sure exactly if people are considering their choices very carefully. Let me state this: Charisma is NOT just about how attractive you are! Charisma is based on your ability to affect other people, be it through charm, personality, leadership, or the use of your powers. Yes, being attractive is a nice attribute, but it won't guarantee you'll have a high Charisma class. You can be drop-dead gorgeous, but if you have some personality flaws that make you slightly unapproachable to others, your charisma would likely be no higher than a 3, or 4. Let me show you what I mean with some examples. Wolverine - 3 He's got a muscled body and cool attitude, but his cockiness, his rough personality and lacklustre view of people really makes him not the most desirable person to follow, or to be friends with. Mastermind - 9 While not an attractive man, Mastermind can manipulate the world as someone sees it, appearing as he wishes to be, handsome and popular. He can make you believe you're head over heels in love with him, or that he is the greatest man in the world. While he does not have total control over what you do, he may as well have. Professor Xavier - 10 He's getting on in years, in a wheelchair and all, but the Professor has people skills. He's a skilled leader, someone people look up to, he's intelligent, approachable, humorous and a loyal friend. This in itself would only score him as a 6 at best, but Xavier has the ability to control people's minds. Essentially, anything he wants them to do, they do, they think like he wants them to. This ability places him at the highest rung, as there is simply no further to go than to have absolute subordination. So you see, being an attractive person is not what dictates your charisma. The people with the highest charisma are usually people who can make such an impression that you are completely in their grasp, at their will. Scott Summers has a score of about 5 or 6, because he is an excellent leader, and a trustworthy friend. I hope you can take a good look at your character and determine where they would place. The key word with Charisma is "Influence". Well, I really hope this has been informative. I really enjoy seeing well-rounded, believable characters, and this is my way of helping you to give everyone else a good idea of what your character is like. I hope you all have learnt something, and I wish you all well with your role-playing! Cheers! ^_^
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Posted: Sun Mar 01, 2009 10:07 am
Full Name: Maxis Reeves Also Known As: "Komodo" Age: 17 Height: 5'8" Weight: 200 lbs Hair: Brown Eyes: Yellow (Reptillian) Skin: Average. (Dark green scales cover most of his body) Gender: Male Nationality: American
POWERS/ATTRIBUTES
Key: 0 = Useless or Not Applicable 1 = Sub-standard 2 = Inferior to average 3 = Below average ability 4 = Average ability 5 = Average peak ability 6 = Exceeding average peak 7 = Unnaturally gifted or apt 8 = Amazingly gifted 9 = Extreme peak of ability 10 = Perfect or infinite
Agility: 6 Constitution: 7 Strength: 7 Charisma: 3 Dexterity: 6
Description of Mutant Power: Maxis exhibits several reptillian qualities, from regeneration to increased strength and stamina, to enhanced speed and reflexes. He is also semi-cold blooded, and tends to hiss a bit when he speaks. Recently, he has developed a prehensile tail, and is still growing accustomed to it.
In addition, a good deal of his body is covered in dark dreen scales, and he is also able to digest most organic matter.
Source of Mutant Power: Naturally Inherant Genetic Mutation
Pros: Maxis is very, very strong when it comes to physical tasks, and his prehensile tail is a very usefull appendage to have.
Cons: His reptillian appearance makes going out in public a risky affair. As well, his semi-cold-blood makes him susceptible to extreme temperatures.
Level of Mutant Power's Effect (1-5): 5 (It affects his entire body, and he can't turn it off) Level of Control over Power (1-5): 2 (He can't turn it off, but he doesn't need to worry about getting it to work. He is still learning how to use his tail properly.) Willingness to use Powers (1-5): 2 (It's not like he has much choice, but he'd much rather keep his nature hidden.)
Effect Powers have on Lifestyle: Because of his reptillian appearance, he tends to wear clothing that covers his skin as much as possible. Due to the physical nature of his mutation, his social skills are
somewhat stunted.
HISTORY
Family: Father - Jeremiah Reeves (No known mutations) Mother - Sarah Reeves (No known mutations)
Age 0: Maxis is born with no visible mutations.
Age 12: Maxis's powers begin developing. It first manifests as the scales spreading across his body.
His parents take him to a physician, who cannot figure out what is causing the scales, but assures his parents that they are not harmful. He is bullied a lot in school because of his appearance.
Age 13: Maxis's powers have become more developed. His strength has increased tenfold, and the scales cover a larger area of his body.
Age 14: Maxis's enhanced reflexes have kicked in. The scales have spread even further, covering most of his back, and part of his shoulders
Age 15: Maxis's regenerative capabilities have manifested themselves. His scales also spread down most of the outside of his arms, and on the outsides of his legs.
Age 16: Maxis's spine has enlongated itself into a prehensile tail. His scales now cover the backs of his hands, as well as the tops and soles of his feet. His cold-blooded nature has also manifested itself.
Age 17: Determined to not have their son turn out like the mutants they see on the news, being either arrested, or attacked by the public, and becoming desperate about helping their son hide his reptillian features, they contact Xavier's School for Gifted Youngsters, and arrange to have him sent to Bayville.
AFFILIATIONS: X-Men
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Posted: Sun Mar 01, 2009 9:18 pm
Full Name: Owen Polac Also Known As: 'The Ghost Boy' Age: 14 Height: 5'1 Weight: 100 +/- Hair: white, various lengths, as he has been his own haircutter for several years Eyes: light red Skin: white Gender: male Nationality: American
(minus the gray streaks)
POWERS/ATTRIBUTES
Key: 0 = Useless or Not Applicable 1 = Sub-standard 2 = Inferior to average 3 = Below average ability 4 = Average ability 5 = Average peak ability 6 = Exceeding average peak 7 = Unnaturally gifted or apt 8 = Amazingly gifted 9 = Extreme peak of ability 10 = Perfect or infinite
Agility: 5 Constitution: 5 Strength: 4 Charisma: 3 Dexterity: 5
Description of Mutant Powers: Ability to blend in with his surroundings for short periods of time, ability to communicate with insects.
Source of Mutant Power: Naturally Inherent Genetic Mutation
Pros: His blending-in ability makes him a top-notch hider, and his relationship with the insect kingdom has various uses, from spying (since insects can go many places where a human cannot) to intimidation and weaponry (not many like the sight of a room full of poisonous spiders or a swarm of flies).
Cons: He can only remain blended in for as long as he can hold his breath, and the ability does not include any clothes he happens to be wearing. Considering that he has only had insects to befriend for so long, and given the average insect’s life span, having to deal with so many deaths for so long has left him emotionally unstable.
Level of Mutant Power's Effect (1-5): 4 - Has no troubles with insect communication, but his ability to blend in is limited. Level of Control over Power (1-5): 3 -Has had plenty of practice, but feels as though he could always improve. Willingness to use Powers (1-5): 5 -So far has never hesitated to use powers when he feels it is necessary.
Effect powers have on lifestyle: His being able to seemingly vanish coupled with his natural appearance has led many to believe that he is the troubled ghost of an altar boy that haunts the church he resides in, and as a result, many leave him alone. The insects serve as both companions and guardians, letting him know of immediate goings-on in the outside world (to the best of their ability) and warning him of curious visitors.
HISTORY
Family: Father - Ivan Polac (moderately deformed; not immediately known if any mutant powers were present) Mother - Esme (Es-may) Houston-Polac (human)
Age 0: Owen was born with albino features, but was otherwise completely healthy. He was born into a loving family as their first child, and although his parents were lower income people, they strived to make life as good as possible for their firstborn.
Age 5: At this age there was still no indication of anything out of the ordinary, save for him being completely uninterested in befriending anyone his age, treating his schoolmates as though they were barbaric. A large number and variety of live insects were frequently found in his room. When confronted, he simply replied that they were his friends, and became very upset when his parents tried to get rid of them with sprays and traps. It was found out later that this was behind his school troubles; he disliked the kids squashing insects, and they thought he was odd for it.
Age 8: One night, while his father was out, Owen's mother was visited by someone who called himself 'an old friend'. When it became obvious that he was nothing of the sort, Owen hid behind the couch while the stranger and his mother exchanged heated words. It ended in a short struggle with the stranger stabbing the mother to death. After seeing what he had done, the stranger laid the body on the couch and prepared to ambush the father when he came home, intending to do the same to him. He was successful, and upon spotting Owen, he seized him with the full intention of killing him also. But for some unknown reason, perhaps a short interference of conscience, he instead knocked Owen unconscious, drove the boy to an abandoned church on the poorer side of the city and left him there. For the record, the body of the murderer was found several days later. His death remained a mystery.
Age 8-14: Still in shock and unable to find his way home, Owen remained in the church, where he discovered that he could converse with the insects and this time hear their replies. From them he gained comfort and secrets, like all the hiding places the church offered, and where to find things like food and safe drinking water therein. He discovered the cursed part of his gift after his 2 best friends (both insects of the same kind) reached the end of their mortal lives (one accidentally by Owen's own hand); the pain of loss and guilt making him much less friendly and almost mute. He is seen infrequently and pegged as a ghost, and as he is forced to hide more from curious visitors, he discovers his limited ability to blend in. Those who come to the church only because they wish to pray and are not considered 'polished' enough for the fancier churches come and go undisturbed by him. Others such as rowdy teens, police officers (when they chase him for stealing necessities like food), and the occasional suspicious self-appointed mutant hunter are either driven away or find nothing.
AFFILIATIONS: undecided (loner)
Other: He hides mostly in the upper story of the church, accessible by barely perceptible footholds in the stone wall. On the right side, in front of the first pew, is a small area where many tiny insect bodies lay as a sort of makeshift memorial. Getting too close to or disturbing this spot will result in Owen throwing something at the offender from his hiding place; not recommended, as his favorite projectile is a candlestick, and his aim is surprisingly good.
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Posted: Mon Mar 02, 2009 6:14 am
Full Name: Kara Shaw Also Known As: Neko Age: 17 Height: 5'7" Weight: 115lbs Hair: Violet Eyes: Violet Skin: Mocha complexion Gender: Female Nationality: American Picture:  POWERS/ATTRIBUTES Key: 0 = Useless or Not Applicable 1 = Sub-standard 2 = Inferior to average 3 = Below average ability 4 = Average ability 5 = Average peak ability 6 = Exceeding average peak 7 = Unnaturally gifted or apt 8 = Amazingly gifted 9 = Extreme peak of ability 10 = Perfect or infinite Agility: 7 Constitution: 5 Strength: 5 Charisma: 4 Dexterity: 5 Description of Mutant Power: Kara was born with the ears and tail of a cat, she's a cat girl. She has heightend senses (smell, sight, sound) also amazing reflexs and agility. Enhanced leg muscles allow her to be able to jump higher and further then normal people. The furthest/highest she is able to jump is about nine feet, every so often she might make ten. Kara can also shift into any small or medium sized member of the feline family. Housecats are her favorite to change into due to the fact that it would be a little odd for a bobcat to walk down the street in an urban area. Source of Mutant Power: Naturally Inherant Genetic Mutation Pros: The heightened sense, reflexs and agility are definatly a plus when it comes to when she has to fight. Her shapeshifting abilities allow her to slip in and out of places easily, especially when avoiding confrontations which she does 90% of the time. Cons: The tail and ears aren't easily hidden and since she doesn't have a holo-watch she has to constantly wear a beanie and a long trench coat out even in the summer. Level of Mutant Power's Effect (1-5): 4 Level of Control over Power (1-5): 4 Willingness to use Powers (1-5): 5 Effect Powers have on Lifestyle: None really other then the ears/tail problem her powers don't really have a huge effect on her lifestyle. She's completly okay with her mutant abilities. HISTORY Family: None that she knows of. Birth to 15: Born in 1991 at a hospital outside of New York city Kara's mother immediatly gave her up the moment she saw the babies cat-like ears and tail and heard her mewling softly like that of a newborn kitten. The woman that gave birth to Kara told the nurse she didn't care if she dumped the freakish baby off the hellio pad just to get rid of it. The nurse being a mutant herself opted not to and took the baby home with her that night only to drop her off the next day at an orphanage in Bayville that accepted mutants, it wasn't a highly advertised place due to that fact so no one really knew about it unless they had lived there. There weren't many children in this orphanage due to that fact. Kara grew up knowing only children of her kind and befriending one boy when she was twelve, him being the same age, that had the abilities of a toad..he soon left the orphange of his own accourd and she never saw him again. Once she hit fifteen she decided she wanted to go out on her own and did so. Age 15-present day: After leaving she traveled down to Connecticut where she spent three years bouncing around shelter to shelter in the various towns and cities until one night after she had just turned seventeen she met a man named Eric Lensherr by chance as she sat in one of the old churches in Hartford eating a free meal. He talked to her about her abilities, of course after telling her that he himself was different, and told her to come back to Bayville with him and join his team of mutants. His offer of a stable home sounded good to her and she went with him. AFFILIATIONS: Brotherhood
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Posted: Mon Mar 02, 2009 7:39 am
Full Name: Kira Nikon Alias: Mirage Age: 16 Weight: 110 Hair: brown Eyes: Grey Skin: light tan Gender: female Nationality: Caucasian
POWERS/ATTRIBUTES
Key: 0 = Useless or Not Applicable 1 = Inferior to average 2 = Below average ability 3 = Below average ablity 4 = Average Ability 5 = Average peak ability 6 = Exceeding average peak 7 = Unnaturally gifted or apt 8 = Amazingly gifted 9 = Extreme peak of ability 10 = Perfect or infinite
Agility: 5 Constitution: 4 Strength: 4 Charisma: 7 Dexterity: 5
Description of Mutant Power:
Kira is essentially an illusionist, meaning she can generate and control light and sound to a reasonable degree. Using her powers she can create “mirages” to hide herself from anti-mutant activists. When she creates an illusion around herself she is able to maintain it subconsciously for hours unless she is startled. She can also create illusions in the area around her but it takes a lot more energy to bend the illusions when they are not close to her body so it can only last a few minutes. It is easy for Kira to generate bright bursts of light to blind opponents, but if she did the same with sound she would pass out. If there were a large source of sound she could easily direct it into a focused blast, but not very often. Kira has also developed a limited form of empathy, which she can use to convince people that her illusions really are real, though it only work effectively on one or two people at a time.
Source of Mutant Power: Natural Mutation
Pros: Kira’s power of illusion helps her to blend into crowds and hide from enemies. This makes her especially useful for undercover operations. She can also use her ability to confuse her attackers, momentarily making them think there in an entirely different situation so they can be easily incapacitated.
Cons: Kira’s powers do not help her fighting when it comes to hand to hand combat. Though she does have some skill she is better had confusing her attackers and running. If she were to be captured the only way she could escape on her own would be to use her empathy, which is too weak to work against a hoard of people.
Level of Mutant Power’s Effect (1-5): 3 Kira’s illusions do change her physical being and it is difficult to convince many people otherwise. Level of Control over Power (1-5): 4 Kira has verily good control of her powers, but her empathy still gets troublesome. Willingness to use Powers (1-5): 4 Kira has no problem using her light and sound powers when she needs to, but she hates using her empathy because she doesn’t feel she has a right to make people feel or think something they don’t want to.
Effect Powers have on Lifestyle: None really, unless someone is feeling intense emotion very close to her, then she would pick up and reflect those emotions. Her other powers are not needed to much day to day.
HISTORY
Family: Father : Thomas Nikon, a middle-aged accountant with graying hair and aged face. Thomas never expected his daughter to be a mutant, but it changed nothing within their relationship, even causing them to move from town to town occasionally in an attempt to avoid violent anti-mutant activists. Mother: Anita Nikon, an upper twenties woman who works as a nurse where ever their family settles. Anita is slightly offset by her daughter’s “oddity” as she calls it, but she just needs time to deal with it.
Age 0-11: Kira was born a healthy, normal girl in a small suburban neighborhood. Nothing seemed out of the ordinary until she acquired her powers at the age 11. Up until then she was a typical grade-schooler.
Age 11-15: Kira had managed to keep her powers a secret until one day at an anti-mutant march. She had only been walking home with friends when one of the leaders grabbed both of the girls to use an example. The girls were dragged onto a large stand and the leader of the group started to scream about protecting their children. Frightened the girls tried to leave, but when they did the rioters blocked them and began rough-housing them. Scared, Kira used her powers to blind the men, grabbed her friend and started running. Luckily a few non-biased police were close by and managed to arrest the men for what they had been doing. Kira and her friend were taken home by the cops, where Kira’s parents were advised that moving would be a good idea.
Age: 15-16: The next two years were made up of moving from town to town and stalking by the anti-mutant activists that had reveled Kira in the first place. It has recently escalated to the point that their house has been destroyed and in one case blown-up. Worried about her parents, Kira decided to leave home and head for a place in upstate New York, where there was supposedly a safe place for mutants.
Affiliations: X-men
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Posted: Mon Mar 02, 2009 9:51 am
Full Name: Abraham Smith Also Known As: "Slipstream" Age: 18 Height: 6ft Weight: 160 lbs. Hair: Black Eyes: Red Skin: Average Gender: Male Nationality: Canadian
POWERS/ATTRIBUTES
Key: 0 = Useless or Not Applicable 1 = Sub-standard 2 = Inferior to average 3 = Below average ability 4 = Average ability 5 = Average peak ability 6 = Exceeding average peak 7 = Unnaturally gifted or apt 8 = Amazingly gifted 9 = Extreme peak of ability 10 = Perfect or infinite
Agility: 6 Constitution:5 Strength: 5 Charisma: 4 Dexterity: 6
Description of Mutant Power: Abe is capable of creating "slipstreams". This ability allows him to "teleport" himself or others by bending space/time and creating "shortcuts" between two points. However, his powers are not true teleportation, and actually function closer to a limited form of superspeed. He is currently learning how to use his ability as true superspeed, but has met with limited success.
Source of Mutant Power: Naturally Inherent Genetic Mutation
Pros: Abe's powers grant him a lot of mobility, both in and out of combat. His mind also seems to function at a slightly accelerated rate in order to compensate for the nature of his abilities.
Cons: At the current time, Abe requires line of sight in order to use his powers. In addition, he also experiences some trouble when bringing more than half his body weight in additional objects. Overtaxing his abilities leaves him in intense physical pain.
Level of Mutant Power's Effect (1-5): 4 (Abe's abilities have the capacity to become very powerful over time.) Level of Control over Power (1-5): 2 (He still has trouble controlling some aspects of his abilities.) Willingness to use Powers (1-5): 2 (He's perfectly willing to use his powers as long as he's sure that nobody's looking.)
Effect Powers have on Lifestyle: Abe's accelerated thought patterns allow him to learn a bit faster than his peers. Also, he prefers to "walk" everywhere, so he keeps himself in very good shape.
HISTORY
Family: Father - James Smith (No known mutations) Mother - Delilah Smith (Flight)
Age 0: Abraham is born to James and Delilah Smith. His father initially shows concern over Abraham's red eyes, but relaxes when the doctor tells him that it's simply a very rare eye color.
Age 16: Abe's powers manifest much later than most other mutants. His mother drops a bag of groceries, and Abe suddenly finds himself across the room in time to catch it. Initially, his powers only allow him to transport himself.
Age 17: Abe's parents enroll him at Xavier's School for Gifted Youngsters in order to learn how to properly control his power to avoid hurting himself or others.
Age 18: Abe has been at the institute for roughly a year now, and his control over his powers has increased to the point where he can bring small amounts of objects along with him.
AFFILIATIONS: X-Men
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Posted: Mon Mar 02, 2009 2:56 pm
 Full Name: Valerie Aya Bell Also Known As: Elemental Age: 17 Height: 6' 1" Weight: 136 lbs. Hair: Blonde Eyes: blue Skin: light tan Gender: female Nationality: Japanese/American POWERS/ATTRIBUTES Key: 0 = Useless or Not Applicable 1 = Sub-standard 2 = Inferior to average 3 = Below average ability 4 = Average ability 5 = Average peak ability 6 = Exceeding average peak 7 = Unnaturally gifted or apt 8 = Amazingly gifted 9 = Extreme peak of ability 10 = Perfect or infinite Agility: 5 Constitution: 6 Strength: 3 Charisma: 7 Dexterity: 5 Description of Mutant Power: Valerie can summon up the element of water and can transform herself into a watery gelatinous substance if in danger, can also create a small water element creature that can self consciously choose its exit from her body and can either help with her fights or just run around of its own accord. Source of Mutant Power: Naturally Inherent Genetic Mutation Pros: She can use her powers to many advantages, she can pour herself a glass of water just by simply pointing her finger into a cup, and can create water cocoons to protect herself or her partners, can hold her breath underwater for a longer period than a normal human would be able to and in her gelatinous form she can slip under doors and through small cracks but not through anything solid Cons: Having trained herself mainly to depend on her abilities her natural strength is some what lacking and Valerie cant last long in a fist fight, tends to be a bit slower when using her water abilities while cold weather is about, her water 'sidekick' can choose to leave her at anytime which can sometimes alert non mutants of her presence, she can only transform into her gel' form under certain conditions Level of Mutant Power's Effect (1-5): 3/5 It depends on the weather, if its too cold she becomes slower, whereas if its warmer she's more alert Level of Control over Power (1-5): 4 - Skilled against single opponents, skilled at using powers for casual usage, 3 - Against multiple opponents, her power takes a bit more concentration and energy Willingness to use Powers (1-5): 5 - Will use at any time possible Effect Powers have on Lifestyle: Valerie's powers made her slightly cocky in her behaviour towards non-mutants which can sometimes get her into situations she'd rather not be in, HISTORY Family: Father - Eiko Toshiyo (human) Mother - Natasha Bell (crude mutant powers of water) Age 0: Born in Tokyo, Natasha and Eiko celebrate in the birth of their only surviving child out of four. Age 5: Valerie slowly begins to show signs of possible mutant abilities, but not noticeable to Natasha or Eiko as the changes are only slight, Valerie is also bolder than the other children in the playgroup her parents took her to Age 7: After spending time with other children in Tokyo, Valerie somewhat feels like she is the odd one out, she is beginning to develop her powers leading to unexplainable accidents, including another child nearly drowning in an unexplainably large puddle, the small beginnings of the creature inside young Valerie Age 8: An accident involving water, electricity and Eiko happens when Valerie's newly manifested water spirit runs amok and leaves large puddles of water around various electrical sockets in a vain attempt to create mayhem. After recovering from the ordeal Eiko and Natasha move to Osaka as they think their house is unsafe still unaware that their daughters unknown ability was to blame Age 10: Valerie is not sent to the local school as Eiko with his close to death situation wanted to spend more time with his daughter after years of being too busy with work, Valerie now knows about her water element and befriends it, now knowing she isn’t like other humans. Valerie dubs herself with the nickname Elemental for her water spirit to call her Age 12: she learns to understand her abilities and starts to use them to avoid being bullied or annoyed in her local school, she gets even bolder and rejects most of the friends she gathered while she was younger as they were less powerful than her and because they were non mutants, keeping her water spirit as a trusty friend and ally she even keeps away from her parents, scared of what they would think of their daughters ability Age 14: As Valerie's powers grow her parents become more suspicious of their only child’s strange behaviour and reluctance to be around other children, Natasha suspects her daughter is a mutant and confronts Valerie, She admits about her mutant power and her father rejects her on spot, Natasha defends her daughter telling her husband about her crude powers and he too rejects her claiming how he'd been living with 'freaks' for so long, Eiko files for a divorce which takes two years, he gets everything after spilling about the two females being mutants to a corrupt judge and they are both forced to leave his newly claimed house. Age 16: Valerie arrives in Bayville after being sent away by her father's lawyers who tell her from their boss that he thought it embarrassing for a man of his status to have two mutants in his family, Natasha moves back to California, blaming Valerie for exposing her power even when it was her own choice to defend Valerie and looses interest in her daughters life too and tries and rebuild her own. Valerie stays in a bed and breakfast with money sent from America from her mothers parents who feel sorry for her situation Age 17: Valerie attends high school for the first proper education since leaving Japan, while continuing her self training, she learns new ways to use her powers to increase the comfort of her own life, upon hearing of a gang of mutants known as the Brotherhood she takes a keen interest in their way of thinking AFFILIATIONS: Brotherhood
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Posted: Sat Mar 07, 2009 9:26 pm
 Full Name: Sarah L Bernadette Also Known As: Titan Age: 17 Height: 5ft 10in Weight: 140lbs. Hair: Brown Eyes: Brown Skin: tan Gender: Female Nationality: American POWERS/ATTRIBUTES Key: 0 = Useless or Not Applicable 1 = Sub-standard 2 = Inferior to average 3 = Below average ability 4 = Average ability 5 = Average peak ability 6 = Exceeding average peak 7 = Unnaturally gifted or apt 8 = Amazingly gifted 9 = Extreme peak of ability 10 = Perfect or infinite Agility: 7 (Rested) 5 (Tired) 3 (Exhausted) Constitution: 6 Strength: 8 (Rested) 6 (Tired) 3 (Exhausted) Charisma: 5 Dexterity: 6 Description of Mutant Power: Sarah has the abilities of super strength and super speed. Two particularly dangerous talents to have in combination to each other. She can lift 22 tons with a minimal amount of effort. She can run almost 25 miles per hour at a dead run so getting places quick isn't much of a problem. Source of Mutant Power: Naturally Inherent Genetic Mutation Pros: Sarah is strong and fast. With the ability to lift 22 tons with minimum effort, more if she really had to but she'd strain herself, there aren't very many people that she can't overpower and out maneuver. She's also fast, nowhere near as fast as Quicksilver but fast enough to catch people by surprise and inflict some nasty damage on them before they react. Cons: Sarah's powers are all tied to one thing her stamina. So the longer and harder she has to fight the weaker her powers will become. While she can reach 25 miles an hour she can only do so in short bursts otherwise she'd wear herself out. Level of Mutant Power's Effect (1-5): 4 Level of Control over Power (1-5): 2 – She has decent control of her strength and needs to work on controlling her speed so she can run consistantly at the same velocity. Willingness to use Powers (1-5): 3 – She really won't use them unless she needs to. But sometimes uses them without thinking. Effect Powers have on Lifestyle: Her powers have never really hampered her life style very much. Since she shows no outward signs of mutation she's able to get around having to use them. HISTORY Family: Father: Mike R Bernadette (Farmer: Mister Bernadette had the power to control plants) Mother: Julie E Bernadette (Also farmer: She had no apparent mutation.) Sister: Jessie V Bernadette (Age: 25 No apparent mutation) Brother: Scott F Bernadette (Age 23 No apparent mutation) Age 0: Sarah was born on October 25 in Denton Texas to her mother and father. She was a healthy and happy baby with no mutation apparent. Her parents move out into the rural parts of Texas and begin to set up a small ranch there to raise their family. Age 5: Sarah begins her schooling at home. She appears to be your typical hyper energetic five-year-old daughter. Always getting into things you'd rather her not getting into and then trying to blame it on the dogs. Life was good. Age 10: Sarah started school. Still overly energetic she had a problem adapting and buckling down to actually learn. Concerned her parents folloed the recommendations of the schools councilors took her to a psychiatrist. She was found to actually have ADHD. She received treatment for it and that seemed to help. Age: 14: Sarah was taken off her medication seeing as she had mellowed out considerably. She was still very energetic but she was no longer trying to do eight things at once. However her parents began to notice a few odd things about her. Namely that she seemed to be able to lift things no one in her family could think of lifting. Like when she helped her father change a tire on the truck and instead of using the jack to lift it she just reached under and lifted the front end of the truck herself. Her father was pleased, somewhat surprised but pleased all the same since her siblings had escaped getting the X-gene from him. Her mother was not overly thrilled secretly hoping that her children would be normal. Age: 17: Sarah was rather happy at her home. But a few accidents around the house prompted her mother to find an alternative education. Mainly the fact that Sarah was a bit over zealous and tended to use more strength than necessary. So her mother managed to dig up the Xavier Institute in New York. Sounded like a perfect place to send her. So Sarah packed her bags and got on the plane to her new life. She protested though but her mother and father put their foot down and insisted that it was for her own good. Affiliation: X-men, Honorary Exile
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Posted: Mon Mar 09, 2009 4:03 pm
Full Name: Sarah Lyons Also Known As: No alias as of the moment Age: 15 Height: 5'4" Weight: 110 lbs. Hair: Green Eyes: Brown Skin: Fair Gender: Female Nationality: American Picture:  POWERS/ATTRIBUTES Key: 0 = Useless or Not Applicable 1 = Sub-standard 2 = Inferior to average 3 = Below average ability 4 = Average ability 5 = Average peak ability 6 = Exceeding average peak 7 = Unnaturally gifted or apt 8 = Amazingly gifted 9 = Extreme peak of ability 10 = Perfect or infinite Agility: 7 Constitution: 5 Strength: 6 Charisma: 5 Dexterity: 5 Description of Mutant Power: Flight and slightly enhanced agility. The flight comes from the two white feathered wings that are on her back. Source of Mutant Power: Naturally Inherant Genetic Mutation Pros: She doesn't really need any kind of ground transportation and it's easy to get away from a fight if need be. Cons: Has to wear a harness to fold her wings and hold them down under her clothing while out in public or at school. The harness is easily removed if need be though. Level of Mutant Power's Effect (1-5): 5 Level of Control over Power (1-5): 5 Willingness to use Powers (1-5): 5 Effect Powers have on Lifestyle: None HISTORY Family: Father - Richard Lyons (Human) Mother - Jenny Lyons/Ramsey (Mutant with shape shifting powers.) Age 0 - Born in 1994 to Richard and Jenny Lyons. Richard knew of the possibilty of his daughter turning out to be a mutant since he knew his wife was one. He still loved them both. Age 5 - Jenny found her daughter crying in her room one evening and came in to see two little wings had sprouted out of Sarah's back. Richard saw and at first was saddened but soon got over it. Age 10 - Sarah had almost gotten the flying down to a T by this age. One night she was trying out a wing harness her mother had made for her when the police came to the door while her parents were out. The babysitter answered the door. Her parents had died due to a drunk driver crashing into their car. Age 15 - After living with disapproving grandparents since her parents death she found a place online that helped mutants. She called the man in charge, a man named Charles Xavier, and asked him if she could come to his school. He had told her it would be a pleasure to have her and for the first time since her parents passed away she felt wanted. AFFILIATIONS: X-Men
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Posted: Sun Mar 15, 2009 11:11 pm
Full Name: Laura Kinney Also Known As: "X-23" Age: 15 Height: 5’6”ft Weight: 147 lbs. Hair: Black Eyes: Green Skin: White Gender: Female Nationality: Unknown
POWERS/ATTRIBUTES
Key: 0 = Useless or Not Applicable 1 = Sub-standard 2 = Inferior to average 3 = Below average ability 4 = Average ability 5 = Average peak ability 6 = Exceeding average peak 7 = Unnaturally gifted or apt 8 = Amazingly gifted 9 = Extreme peak of ability 10 = Perfect or infinite
Agility: 7 Constitution: 9 Strength: 5 Charisma: 3 Dexterity: 7
Description of Mutant Power: X-23 possesses the ability to regenerate damaged or destroyed areas of her cellular structure at a superhuman rate, which varies in direct proportion with the severity of the damage she suffers. X-23 also possesses superhumanly acute senses, allowing her to see and hear things at an extended distance. She is able to recognize people and objects by scent, even if that person or object is hidden, and can use these enhanced senses to track any creature with an impressive degree of success.
X-23's skeleton includes two retractable bone claws in each arm and one in each foot that she can extend and retract at will. These claws are housed beneath the skin and muscle. Unsheathing them causes her skin to tear and bleed, but the wounds are quickly dealt with by her healing factor. X-23 can unsheathe any number of these claws at once; although she must keep her wrists and/or feet straight at the moment the claws emerge. The claws are naturally sharp, tougher than normal human bone and have been coated with adamantium, allowing X-23 to cut through most types of flesh and natural materials.
Source of Mutant Power: Naturally Inherant Genetic Mutation
Pros: X-23's natural healing also affords her virtual immunity to poisons and most drugs, as well as an enhanced resistance to diseases and the fatigue poisons generated by bodily activity. Hence, her endurance, agility and reflexes are enhanced. Presumably, because X-23 is a clone of the mutant Wolverine, her healing factor will also provide her with an extended lifespan by slowing the effects of the aging process.
Cons: Despite the extent of her healing factor, X-23 is not immortal. Injuries that result in the loss of vital organs, large amounts of blood, and/or loss of physical form are potentially lethal for her.
Level of Mutant Power's Effect (1-5): 5 – She can recover from practically anything. Level of Control over Power (1-5): 5- Her abilities were triggered early and she’s been using them for forever. Willingness to use Powers (1-5): 5 - Will use at any given opportunity
Effect Powers have on Lifestyle: Raised in captivity, X-23 was trained to be a weapon. X-23 was sent on her first field mission to kill Presidential candidate Greg Johnson. Numerous other missions followed, as X-23's services were sold to the highest bidder, and she was left emotionally stunted as a result. (In other words, she’s a lot like Wolverine personality-wise, and lifestyle-wise thanks to her training.)
HISTORY
Family: Mother – Sarah Kinney, deceased (Surrogate mother) Genetic Twin- James Howlett, aka Logan, aka Wolverine (X-23 was supposed to be his clone, but the Y-gene was too damaged to use, so Sarah Kinney proposed creating a female clone which was eventually what Weapon X went with, making her his genetic twin)
Age 0: When a top-secret program attempted to recreate the original Weapon X experiment that involved the feral mutant Wolverine, they failed to secure a test subject that could survive the bonding of the virtually unbreakable metal Adamantium to their skeleton. Seeking to take the project in a new direction, the project's director, Doctor Martin Sutter, recruited renowned mutant geneticist Doctor Sarah Kinney and tasked her with creating a clone. Using the only available genetic sample from Weapon X, which was damaged, they were unable to salvage the Y chromosome after 22 attempts. Kinney then proposed they create a female clone, and though her request was initially denied, she still went ahead and produced a viable female subject, prompting Sutter to reconsider. Despite resistance from his protégé Doctor Zander Rice, whom he had raised after Rice's father was killed by a bestial Wolverine at the original Weapon X Project, Sutter allowed Kinney to proceed. As revenge for her insubordination, Rice forced Kinney to act as the surrogate mother for the clone, and she gave birth to "X-23."
Age 1-7: Raised in captivity, X-23 was trained to be a weapon. Kinney did her best to ensure the child retained some semblance of humanity, but her efforts appeared to be in vain.
Age 7: Dr. Rice had X-23 subjected to radiation poisoning in order to accelerate the activation of her mutant gene, then forcibly extracted her claws and coated them with Adamantium. Next, Rice created a chemical compound called the "trigger scent" that sends X-23 into an involuntary berserker rage upon smelling its presence.
Age 10: X-23 was sent on her first field mission to kill Presidential candidate Greg Johnson. Many other missions follow.
Age 13: After being fired, Sarah Kinney decided to flee the facility with X-23. Before they make their get-away, Kinney gave X-23 one last mission - destroy the pods containing her clones and kill Rice. However, Rice was able to exact revenge on Kinney from beyond the grave, as he had earlier exposed her to the trigger scent, sending X-23 into a rage that caused her to kill her mother. As she lay dying, Kinney named X-23 Laura.
Age 14-15: Laura is currently trying to stay out of the clutches of the Weapon X people. She has learned of Wolverine and to an extent blames him for what has happened to her. This is what brings her to Bayville, and into contact with the X-men.
AFFILIATIONS: Loner. Perhaps she’ll join a side if they can prove themselves to her.
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Posted: Sun Mar 15, 2009 11:13 pm
Full Name: Unknown Also Known As: "Rogue" Age: 17 Height: 5ft 8in Weight: 120 lbs. Hair: Brown with a white streak Eyes: Green Skin: White Gender: Female Nationality: American
POWERS/ATTRIBUTES
Key: 0 = Useless or Not Applicable 1 = Sub-standard 2 = Inferior to average 3 = Below average ability 4 = Average ability 5 = Average peak ability 6 = Exceeding average peak 7 = Unnaturally gifted or apt 8 = Amazingly gifted 9 = Extreme peak of ability 10 = Perfect or infinite
(Please note that events in X-men Evo do NOT include the Carol Danvers incident, therefore Rogue doesn’t have super-strength or flight)
Agility: 4 Constitution: 5 Strength: 5 Charisma: 3 Dexterity: 4
Description of Mutant Power: Rogue possesses the ability to absorb the memories, knowledge, talents, personality, and physical abilities (whether superhuman or not) of another human being (or members of some sentient alien races) through physical contact of her skin with the skin of the other person. (Sometimes she also duplicates in herself outward physical characteristics of her victim.) The victim's abilities and memories are absorbed for a time sixty times longer than the amount of time Rogue was in physical contact with that person. The victim loses his or her abilities and memories for exactly the length of time that Rogue possesses them.
Source of Mutant Power: Naturally Inherent Genetic Mutation
Pros: The nature of her powers makes her a force to be reckoned with in any fight. She can KO an opponent with the slightest touch, and then use their powers against them. In addition, she isn’t restricted as to how many powers she can absorb at once, but she tends to only absorb as many as she can control.
Cons: Rogue cannot touch another human being without temporarily absorbing that person's memories, abilities, and superhuman powers (if any) and rendering him or her unconscious. Remnants of the personalities of victims whose memories she has absorbed remain buried in her subconscious indefinitely.
Level of Mutant Power's Effect (1-5): 5 – They always absorb the other person’s memories, abilities, and powers (if any); and always knock the person out temporarily. Level of Control over Power (1-5): 1- She can control when she uses it and how long she keeps hold of someone, but not what or how much she absorbs. Willingness to use Powers (1-5): 2- will use them if she needs to, or has to only.
Effect Powers have on Lifestyle: Due to the abrupt manner in which her powers first appeared, Rogue isn’t fond of contact, and is rather withdrawn. She can’t ever actually touch someone without hurting them, and the thought that she might accidentally harm a friend haunts her constantly. In response to this she wears clothing that covers her completely from the neck down.
HISTORY
Family: Father - Unknown Mother - Unknown
Age 2: Her parents go missing. Rogue is taken in and raised by her Aunt Carrie.
Age 14: Her powers manifest while she is at a dance with her boyfriend, leaving him in a coma and her traumatized. Her guardian alerts Mystique who goes after her, as do the X-men. Both try to recruit her, but she runs from both, and is neutral for a long time.
Age 15: Rogue decides to join the X-men.
As you can tell not much of her history is known…
AFFILIATIONS: X-men
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