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Oniongirl
Vice Captain

PostPosted: Sun Jan 06, 2008 7:23 pm


Hey!

We will, of course, be using the bio form this guild has been using for quite a while now. Every member MUST have their thread posted in this thread BEFORE they can RP in the new thread. No exceptions. I will be watching both threads like a hawk. A copy and past job from the previous thread is perfectly fine, but it just needs to be posted here for all to see.

All fields must be filled out, as always, and if anyone has a question, feel more then free to PM me or another active Crew member.

Oniongirl
PostPosted: Sun Jan 06, 2008 7:24 pm


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

Oniongirl
Vice Captain


Oniongirl
Vice Captain

PostPosted: Sun Jan 06, 2008 7:27 pm


Hey again!

Quoted from a very previous RP thread, I found this to be incredibly helpful. It is in everyone's best interest to read this in its entirety.

Oniongirl

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!

^_^
PostPosted: Sun Jan 06, 2008 7:50 pm


User ImageFull Name: Victoria Dogwood
Also Known As: Sonic
Age: 17
Height: 5ft 4in
Weight: 130 lbs
Hair: Dark Brown, long, mostly straight
Eyes: Dark/Medium brown
Skin: Medium brown
Gender: Female
Nationality: African American/Caucasian

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: 6
Dexterity: 5

Description of Mutant Power: Sound Manipulation: Victoria can manipulate the volume of any sound within earshot. This power can be used to perform a variety of power stunts: increase a noise's volume to dangerous levels (think concussion blast), decrease a noise's volume in order to mute it. Victoria is also resistant to loud noises.

Source of Mutant Power: Random Genetic Mutation

Pros: Any sound within earshot can be manipulated into a potentially harmful sonic boom or muted so that a warning sound (let's say maybe an oncoming train) cannot be heard.

Cons: Without any sound within earshot to manipulate, Sonic has no other extra 'help' for use in battle or other difficult situation.

Level of Mutant Power's Effect (1-5): 3, powers can pose a threat, but can be possibly be blocked by an energy shield or protective armor.
Level of Control over Power (1-5): 3, most times she can control her power, but occasionally outbursts happen under extreme stress or agitation.
Willingness to use Powers (1-5): 4, will use powers when it is necessary in battle or even everyday if needed to shut someone up.

Effect Powers have on Lifestyle: 3, hardly none unless you count the whole parents-hate-me-because-I'm-mutant-thing.

HISTORY

Family:
Richard Dogwood (Father, non-mutant)
Mary James-Dogwood (Mother, non-mutant)

Age 0: Victoria grew up and was born in Washington D.C. as the only child of very controlling and job loving parents. Victoria's parents, Richard and Mary were both high-profile business executives who believed that their image meant everything. They say often that they loved her, but she knew in reality that she was only #1 after their careers.

Age 1-12: Practically since she was born and throughout most of the rest of her life, she was a 'puppet' in her parents' hands. They made all of her decisions for her and even told her how to act, how to dress and everything in between. She was known only as, 'Mr. and Mrs. Dogwood's daughter' and never as her own person.

Age 13-14: When puberty hit, Victoria discovered her mutant ability to manipulate sound waves within earshot. Though she was excited about her 'gift' she kept it a secret from her parent, for she was unsure weather they accept her as a mutant or not. She practiced regularly in her bedroom with her stereo when her parent weren't home and was soon able to control her 'gift' nearly to a T.

Age 15: About month before her sixteenth birthday, Victoria made the decision to stand up to her parents and fight for her own future. Victoria confronted her parents and a huge argument then followed. At some point in all of the arguing, Victoria's lose control and her mutant power exploded into a sound blast that savagely shook the house. Hesitantly she told her parents that she was a mutant and they, in turn, told her that that everything would work out for the better.

Age 16: Although Mr. and Mrs. Dogwood said they 'loved and accepted' their daughter as a mutant, in reality they were more worried that their clean cut image would go down the drain if the media found out that their daughter was a mutant. To save their hard earned reputation, through a friend of a friend, they came in touch with Professor Charles Xavier, fonder and mentor of the X- Men and Xavier's School for Higher Learning. Completely against her will and furious at the thought that her parents had taken over once more, Victoria was reluctantly shipped off to Xavier's for 'her own good'.

AFFILIATIONS: X-Men, currently; Honorary Exile

Oniongirl
Vice Captain


McKinner

PostPosted: Sun Jan 06, 2008 8:52 pm


Full Name: Conner Hale
Also Known As: "Shift"
Age: 19
Height: 5' 11"
Weight: 168 lbs.
Hair: black
Eyes: Blue
Skin: Tanned White
Gender: Male
Nationality: British

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


Constitution: 5
Strength: 6
Charisma: 3
Dexterity: 8

Description of Mutant Power: Conner is able to shift his own center of gravity to suit his purposes, he can run up walls or along ceilings, change his weight and his powers give him near perfect balance.

Source of Mutant Power: Random Genetic Mutation

Pros: Conner can use any wall to his advantage (Offensively or defensively) and change his weight to either subdue an opponent by increasing his weight or run across unstable ground by decreasing it and he can jump extended distances (Maximum of 170ft)

Cons: If Conner constantly shifts his gravitic center without rest his body begins to shut down and hemorrhage, it starts with a headache and gets progressively worse. while running up walls has become second nature to Conner, anything over the 90* angle needs his concentration, as does changing his weight, any lapse and his power cuts out. His powers are also the only thing keeping him standing, if they cut out for any reason (Overuse, chemical inducement etc.) he won't be able to sit up, much as well stand, with out getting extremely dizzy and vomiting.

Level of Mutant Power's Effect (1-5): 2 - he can only use his powers on himself so the effect stops with him
Level of Control over Power (1-5): 2 - he's mastered wall running, everything else takes up a lot of concentration so he can only use one aspect of his ability at a time
Willingness to use Powers (1-5): 2 - beyond running on walls he is scared of using his power.

Effect Powers have on Lifestyle: His sense of balance relies on his powers, without it he couldn't stand. Also after a stay in France Conner developed an interest in Parkour (Free running) and used his powers to go further and use the roofs as his own personal playground. His gravity changing abilities also give him an edge in fights.

HISTORY

Family:
Father - Gregory Hale 43(No apparent genetic mutation) Adopted
Mother - Valerie Hale 38(No apparent genetic mutation.) Adopted

Age 0: Born in America and left on the steps of an orphanage, was adopted 8 months later by an English couple who were working in the British consulate.

Age 3: moved back to England

Age 5: First day at school, bullied fiercely for his accent and glasses. Conner attempts to take it in his stride loses confidence, he makes a few friends among the outcasts of the school

Age 7: The bullying has persisted and after two years Conner finally snaps and fights back, he's left alone for a few months but the teasing starts up again, this time in bigger packs, Conner has changed from the quiet 'Yankee' kid to a quiet and confident London youth, he's no longer scared of the 'in' crowd and no longer bothered with them.

Age 11: Conner moves up to secondary school and Conner is now a part of the popular crowd, having grown taller and stronger, he stays friends with his old school buddies who have moved up into the same school but are still considered 'outcasts'.

Age 14: His powers break out on a school trip to a place called the Iron bridge in Shropshire. Conner is pushed over the side of the bridge while attempting to defend a friend. Instead of going over he rolls down the side of the bridge and stays there. He's immediately shunned by everyone and sent home, his parents sit him down and tell him he's adopted.

Age 15: Conner is expelled from school for fighting, his parents, afraid that Conner will get into trouble at another school, hire a tutor. Conner starts planning to track down his real parents, saving every penny he can towards that goal. his education takes a turn for the better and Conner finds that he has an affinity with machines. On holiday in Paris, Conner sees several teenagers free running along the Seine, he tags along and learns all he can in the week he's there. He takes this new found love of Parkour and practices on the streets of London, though he knows of several groups of free runners he enjoys running alone, along the rooftops of the city.

Age 16: Conner passes his GCSE's with C grades across the board, he gets apprenticed to a mechanic and begins to work, still saving towards his goal.

Age 17: Conner quits his apprenticeship and sets off to find his biological parents, his adopted ones give their blessing, some money and a lead. He travels to the US but to no avail, his only lead diminishes and he is lost. He decides to head around the world, just to see what he can see, do and learn.

Age 18: Conner has visited almost every country in the world and learn't a lot; several martial arts (Basics only), meditation and con tricks which helps subsidize his dwindling cash hoard. He finishes his travels back in New York City where he gets a job as a mechanic but also earns money pulling cons on the public.

Age 19: Conner has gotten by but wants more, his powers have only increased minutely and he wishes to increase them further. He hears about Xavier's institute and decides to check it out.

AFFILIATIONS: X-men, sort of.
PostPosted: Mon Jan 07, 2008 3:56 am


Full Name: Rebecca “Becca” Ann Michaels
Also Known As: Volt
Age: 16
Height: 5’5”
Weight: 120
Hair: Black, shoulder length, straight with bangs
Eyes: Brown, slightly slanted/Asian eyes
Skin: Ivory
Gender: Female
Nationality: Caucasian/Asian

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: 4
Strength: 4
Charisma: 3
Dexterity: 5

Description of Mutant Power: Becca has a degree of control over electricity. The control is mostly subconscious, manifesting when she is either lost in thought or experiencing strong emotions. Her power most commonly manifests as a static shock but can range up to something as strong as blowing out a light bulb. As she uses her power, her appearance changes with relation to the degree of which she is using her power. The slightest use vaguely changes the color of her eyes to a warmer, golden brown. Shorting out a light bulb results in a slightly visible change though disappears as soon as her use of the power ceases. The visual change directly correlates to the strength of her ability, both of these relating to her ability to control it. Should she learn to control and strengthen her ability, it’s possible the physical alterations would be more dramatic.

Source of Mutant Power: Naturally Inherant Genetic Mutation

Pros: Becca has all the potential in the world. If she could learn to hone her gift and strengthen it, she could become formable. However, her denial about her power and desire to prove that she is human has effectively suppressed her power so it might only manifest unconsciously.

Cons: Becca lacks control over her power

Level of Mutant Power's Effect (1-5): 1
Level of Control over Power (1-5): 1
Willingness to use Powers (1-5): 2

Effect Powers have on Lifestyle: Becca’s parents came to realize their daughter was a mutant before Becca. Their reaction was that of wanting to help ‘fix’ their daughter. Becca, believing her parents to be wrong, decided to prove to them the truth. She ran away to find mutants to help her prove she is a human. Hearing from mutants about a school for gifted children, Becca makes her way to it in hopes of finding those that can show her the truth.

HISTORY

Family:
Father – Thomas Michaels, 45 (No apparent genetic mutation)
Mother - Eve 42, deceased (No apparent genetic mutation)
Brother – Lucas Michaels, 18 (Unknown).

Age 0: Becca is born November 7th in a small town in Ohio, USA, just two years after her older brother, Lucas.

Age 1-11: Conservative parents raised Becca in a fairly standard way. Her mother served as a role model for her showing her daughter that to be a lady, one must be polite and quiet. Her father is a strong figure within the Michaels family, the patriarch. Life is smoothly as long as the family defer to Thomas Michaels.

Age 12: Life in the Michaels household grows tense. Bickering and tensions build between Lucas and his father. Lucas tries to tell his sister to stand up for herself and for what she wants.

Age 13: Tensions continue to mount within the family, relating to the conflict between Lucas and his father. A large fight erupts between the father and son with Becca watching from the stairs. Much yelling ensues and at the climax of the fighting and screaming, the power goes out. The next day, Lucas is sent to boarding school leaving Becca very much alone.

Age 14: Becca’s powers begin to manifest in various harmless ways. Physical contact results in weak static shocks. Her power continues to grow to where she can short out light bulbs and small electrical devices. Becca believes these occurrences to be random and choose to do nothing about them.

Age 15: Becca’s parents begin to suspect that their nice normal daughter might have something wrong with her. Whispered conversations begin taking place as they observe her for further proof. Becca notices the family dynamic changing and confronts her parents. Her parents tell her they believe her to be a mutant and want to get her help. Becca cannot understand how they are so sure about this. She runs away the next day in search of proof that she is not a mutant.

Age 16: Becca’s travels take her to Bayville. She begins to suspect that perhaps there is something ‘wrong’ with her and hopes she might find someone to fix her so that she may return to her family.

AFFILIATIONS: X-men, currently

Lady Kayura

Fluffy Bunny

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Darth Moren
Captain

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PostPosted: Mon Jan 07, 2008 10:08 am


Full Name: Morgan Onasi
Also Known As: "Shroud"
Age: 18
Height: 5'11"
Weight: 180 lbs
Hair: White
Eyes: Blue
Skin: Tanned
Gender: Male
Nationality: Canadian (Montreal)
Notable Features:

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: 6
Strength: 5
Charisma: 5
Dexterity: 8

Description of Mutant Power: As a result of the genetic manipulation that gave him his abilities, Morgan has the following powers at his disposal.
1) Generation of forcefields
2) Invisibility
3) Ehanced reflexes
4) Enhanced healing

Recently, Morgan also came into contact with an otherworldly organism, a symbiont, which has bonded itself to him. This ihas granted him minor shapeshifting abilities (can change his outfit, but no his body structure or face), a minor increase in his physical powers. The symbiont also allows him to extend tendrils of the symbiont's matter as crude limbs. They function more as tentacles than as hands, and fine manipulation is nigh-impossible with them. The maximum length of these tendrils is roughly half- to the full length of Morgan's arm, depending on where they are extended from.

However, this symbiont is not without it's weaknesses.

Source of Mutant Power: Pre-Natal Genetic Manipulation, Symbiont

Pros: When under situations of stress, the intensity of Morgan's forcefields increases. Also, his invisibility gives hm in an edge in stealth combat, and his healing factor allows him to traverse environments that would be hazardous to most other people.

Cons: While he does have a healing factor, its not advanced to the point of Wolverine's, for example. He is easily able to heal things like a broken bone, or a gash on the arm, but things like missing limbs are extremely difficult to recover, if recovery is indeed possible.

Also, the symbiont introduced several other weaknesses into his body. For one, Morgan now has a weakness to intense heat, such as that from a fire. In addition, he now has a weakness to very high or very low frequencies of sound. Sounds of this type can cause him physical pain, and leave him extremely disoriented.


Level of Mutant Power's Effect (1-5): 2-5
Level of Control over Power (1-5): 3-5
Willingness to use Powers (1-5): 4

Effect Powers have on Lifestyle: For a time, Morgan was a thief, but never really stole anything too valuable. Rather, he simply stole, just to see if he could. As such, he has no problem with breaking the law to get what he wants. His powers have also made his Ninjutsu training even more effective.

HISTORY

Family:
Father: Carth Onasi (Okay, THIS is probab;y the reference you're looking for.)
Mother: Diane Onasi
Both alive. No known mutations.

Prior to his birth, Morgan's parents were involved in an a super-soldier experiment titled "Project Alpha". Instead of trying to alter the genetic code of an adult, which could result in total destablization, the project was designed to alter the genetic code of an unborn child, so the body would not reject the changes. Morgan was the first and only successful experiment. Reasons unknown.


Age 0: Several months before Morgan's birth, the project's funding was revoked, due to "unsatisfactory results".

When Morgan was born a healthy baby with no noticable abnormalities, his parents thought they had been blessed.

Age 10: Morgan was seen as a bit of a problem child in the classes. He is constantly getting into fights, and some of the teachers thought he may have psychological damage. His powers begin manifesting themselves when Morgan plays a prank on of the students who was harrassing him, by jumping out of the boy's locker when he came to open it. It may not seem like a manifestation, but to the locker was shut tightly with a combination lock. (Morgan expanded a forcefield inside the lock to get it to open.)

This prank got Morgan expelled from the school, and his parents took up the burden of teaching him. Aside from learning the basics at home, Morgan was enrolled in Ninjutsu classes.

Age 13: Morgan finishes his Ninjutsu training at an accelerated rate. However, he continues his training outside of the classroom, studying as many books and syles as he can. He also takes to honing his powers. He becomes a thief, and a nuisance to shop owners all around the city.

Age 15: His parents find out about his "alternate occupation", and send him to Bayville to be enrolled in Xavier's School for the Gifted, where they hope he will learn to use his powers to help people instead of stealing from them.

Age 16: Morgan has been enrolled at Xavier's for a little over a year now. One of his specialties with forcefields is small "bubbles", which he has learned to hurl at opponents with great force, usually accompanied by shouts of "HADOKEN!"

Age 18: Following an impromptu drafting into a group known as the Exiles, Morgan was engulfed by a strange liquid which was later discovered to be a living organism. This creature was actually a symbiont, and bonded itself to Morgan in order to survive.

AFFILIATIONS: Brotherhood, Honorary Exile
PostPosted: Mon Jan 07, 2008 10:09 am


Full Name: David Moore
Also Known As: Typhoon
Age: 18
Height: 5'8"
Weight: 130 lbs
Hair: Blonde
Eyes: Green
Skin: Average
Gender: Male
Nationality: American
Notable Features: Thin horizontal scar under right eye, X-shaped scar on right shoulder, several other scars on his back, chest, and abdomen.

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: 5

Description of Mutant Power: David is an aerokinetic, meaning that he can control air. He potentially do anything from a gentle breeze to a destructive tornado. He is also learning to use the air currents around him to "see", much how a fly senses danger (changes in air currents=motion), but slightly more sophisticated (as the human brain is much more complex than a fly's brain).

Source of Mutant Power: Naturally Inherent Genetic Mutation

Pros: David's powers allow a degree of versatility not available to most people. He is able to fly via use of air currents (usually represented through a small tornado which covers the lower half of his body. This tornado is merely for show, and does minimal, if any, damage), attack via gusts of wind, or even breath underwater (to a certain depth) by using his powers to hold a bubble of air around his mouth.

His powers are still developing, and have the potential to become extremely powerful.

Cons: Though he has immense potential, David has limited control over his powers. His gusts of wind, while able to knock an average person off their feet if concentrated, are nowhere near as powerful as those of someone like Storm, who has had years of practice.

Also, his top airspeed is only around 30mph, currently. While the gusts of wind he can create are much stronger than this, were he to hit himself with one of those gust, he would only serve to knock himself about.

Level of Mutant Power's Effect (1-5): 3-4
Level of Control over Power (1-5): 2
Willingness to use Powers (1-5): 3

Effect Powers have on Lifestyle: Because of the experiences he's had with regular people, he has a certain disdain for normal humans. Aside from the few individuals who have proven otherwise, he see most of humans as bigots and cowards, who attack anything different than them, and need to be in groups to do it.

Of course, if a "flatscan" did prove themselves to him, David would do whatever it took to protect them.

HISTORY

Family:
Father: Jonathan Moore (no known mutations)
Mother: Lilian Moore (no known mutations)

Age 0-14: Average birth, average life, average friends, etc.

Age 15: Powers emerge during a fight with a bully at school. David's anger causes the air around him to whip up into a weak whirlwind, carrying small particles of leaves and other dust to defend him from the bully.

Age 16: David slowly begins to experiment with his powers, learning that he is even able to fly to a certain degree. His parents discover that he is a mutant, and kick him out of the house.

Age 18: David has been living on the street for the past two years, using his powers to earn money as a street magician. One evening, a bunch of thugs who discovered that David was a mutant attack him and, despite David attempting to use his powers to escape, severely beat him. The beating is broken up by Mystique, who otherwise would have ignored the attack had she not noticed him using his powers to knock one man off his feet with a gust of air. She helps him patch up his wounds, and offers him a chance to go to a place where he would never have to worry about that again.

Feeling that the prospect of protection, as well as a roof over his head was too good to pass up, he accepts her offer. Several weeks later, once his wounds had healed sufficiently, he set out for the Brotherhood mansion.

Affiliations: Brotherhood

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PostPosted: Mon Jan 07, 2008 10:30 am


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: 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.
PostPosted: Mon Jan 07, 2008 10:31 am


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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PostPosted: Tue Jan 08, 2008 7:47 pm


Full Name: Shandra Astra Tarvan

User Image
Hair: light red, almost orange; goes down to her lower back
Eyes: green eyes that have a luminous glow
Skin: pale complexion.


Also Known As: Eclipse


Age: 17
Height: 5’ 8”
Weight: 135
Gender: Female
Nationality: Has roots in Ireland and England but was born in America.

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

Powers/Attributes

Agility: 5
Constitution: 5
Strength: 4
Charisma: 3
Dexterity: 6


Description of Mutant Power: Shandra can block things from herself and others. (The range varies on how much energy she has) That means she can block the senses of other people, but only for herself and whatever she is holding, and block her body and others from touching the ground although it is one of her harder techniques. This is triggered by both inactivity or consciously relaxing her body. The ability that goes along with it is that she can block things from hitting in her range and redirect them slightly or send them right back where they came from.

Source of Mutant Power: Natural genetics

Pros: Eclipse could make one of the best spies or thieves because while she may show up on camera people still will not see her face clearly, a residue effect of her ability, nor will she be picked up on heat scanners because she can consciously put a shield block around herself so unless she wasn’t thinking about it they wouldn’t get a trace of her.

Cons: Because of her ability her blood (Type A+) rejects any foreign toxins, making it both a liability and an asset, and she can not control it. This also means she will reject any unnatural fats or chemicals that were put into foods, causing her to throw up every time she eats out at fast foods or places like that –but she can eat anything that is naturally made from animal or plant by-products. Also when she is cold her power to block the senses is nullified until she warms up a little. When she is startled she sometimes sends people or objects away from her, especially if she is emotionally distraught.



1-5 for the following four. 1 being lowest and 5 being the highest

Level of Mutant Power's Effect: 5. She can block anything from herself and others close to her. This ranges from energy to physical things and also does not allow poison to be put into her system by injection or ingestion.

Level of Control over Power: 3. Most of her reactions are subconscious but she can turn them on and off at will. The largest problem she has most of the time is being overlooked because of her mutation.

Willingness to use Powers: 4. Shandra knows when she needs to use her mutation and has no real problem with the fact that she can do things that others can't. She just doesn't like people who hate her simply because she can do things they might never be able to.

Effect Powers have on Lifestyle: 4. Because of her power she tries to keep as little fragile things as she can. She also is sometimes forgotten in class and marked absent, to which she has given up trying to correct, because she wasn’t paying attention when the teacher was looking around the class. Also because of her power she’s not sure if she should get close to anyone because if they startle her they might fly backwards into a very sharp object. Also because of the fact that she expels unnatural substances from her body Shandra has found ways to eat foods that she likes in every meal.



History


Family:
Biological mother and father are unknown.

Adoptive Family:
Her mother, Loretta Tarvan, is 35, blond and soft spoken, a trait that Shandra picked up.
Her father, Kyle Tarvan, is 35 as well with brown hair and tends to stay very quiet around Shandra.



Age 5: She found out that her mother and father were not her real mother and father, causing her to become upset and hide in the dark of her closet for an entire day.



Age 9: Shandra started to interact more with the kids at school. She had a slight popularity going for her because of her seemingly natural way she could win every physical game she played.



Age 11: She had gotten into trouble for ‘ditching’ classes, which she hadn’t done. Her parents punished her harshly because it seemed that she had been doing that often in the school’s eyes even when she swore she hadn’t done it. In retaliation Shandra went into her room and didn’t come out for two days, mostly sleeping. When she finally gave into the fact that she was hungry she walked out only to find that her parent’s were worried sick about her because they thought she had ran away



Age 12: Shandra was coming to terms with the fact that people had a tendency to overlook her so she tested her boundaries. In school she would calm herself down and walk out of the classroom to grab random objects and torment some of the students or teachers with it (smearing cake on the teacher’s seat, putting electronic devices in people’s hands and making them go off, switching people’s notes in the middle of class).



Age 13: Her parents found out that she was a mutant because of the fact that they got into a car-crash but Shandra soon turned “invisible” when the police was questioning them. Since then they moved her around a lot, causing her to server all ties with any friends in the process. Soon after she found that she could push things that were coming towards her or people close to her away when she was surprised, giving her parent’s another worry that someone might find out.



Age 14: Shandra had enough of her parent’s gentle neglect and left on her own, telling them that she had been accepted at a private school. She traveled across a few states, having to fend for herself and practicing her powers doing it.



Age 17: She heard a rumor of a school for mutants, or at least a boarding house. Being weary from being on her own for three years Shandra made her way over to Bayville and sought out Charles Xavier. She studied hard for a month before she took a special test that allowed her back into High School, only at the last year where she should have been.



Affiliations: x-men, only out of weariness of traveling so she holds no strong ties.



PostPosted: Wed Jan 09, 2008 11:25 pm


Full Name: Julianna Lisa McKannon
Also known As: Lizz
Age: 17
Height: 5ft 10in
Weight: 150 lbs.
Hair: Moss Green
Eyes: Brown
Skin: Green
Gender: female
Nationality: American/Scottish

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: 8
Strength: 4
Charisma: 4
Dexterity: 6

Description of Mutant Power: Julianna's abilities are a compilation of mutations. First and foremost is her lizard like appearance. Her skin is emerald green with darker green blotches here and there. She has the ability to alter the pigmentation in her skin to match her back round much like a chameleon. Her hands and feet secrete a sticky substance at will allowing her to crawl up walls and across ceilings. She also has the ability to regenerate any part of her body that is lost. This is no where near Logans' level of healing. But over the course of a week or two she can grow back and arm or leg or part of her tail. She is also surprisingly strong, fast and agile making her a hard target to hit in combat.

Source of Mutant Power: Naturally Inherent Genetic Mutation

Pros: She can move about almost without notice allowing her to access places and over hear conversations that she might not normally be able to hear. She can take a significant amount of punishment and have minimal down time and regenerate lost limbs at an astounding rate.

Cons: Her skin must remain damp in order for her to be able to move about effectively. She is extremely easy to pick out of a crowd making it hard for her to move around without being noticed. While she can regenerate damage she can still be killed buy such things as fatal injuries, blood loss etc. If she's startled while up on a wall or a ceiling she can and will often fall injuring herself in the process more likely than not.

Level of Mutant Power's Effect (1-5): 4 – Her powers are more or less built into her body.
Level of Control over Power (1-5): 3 – She has average levels of control
Willingness to use Powers (1-5): 5 – Can't not use her powers

Effect Powers have on Lifestyle: Julianna is a rather sensitive individual. She's highly touchy about her appearance and has always been so. She was driven from her house on the day she gained her powers and is there fore rather distant. Once she gets to know a person she can open up and get closer to them. She hates normal humans as a result of her exile.

HISTORY

Family:
Father – Donald L McKannon (Age 45, occupation: Steel worker)
Mother – Sarah S McKannon (Deceased)
Foster Father – James R Elden (Age: 51, Power over electrical currents)
Foster Mother – Saphire Elden (Age: 50, Control over light)
Step Sister – Ruby Elden (Age: 28, Flight)

Age 0 – Julianna is born a happy and healthy baby girl. By all appearances she seems perfectly normal. As she grows older nothing changes and life continues. Her father is given a job at a steel plant and her mother works in a restaurant.

Age 5 – Her mother contracts cancer and after a long hard struggle with it passes away. Julianna is also starting to develop strange symptoms. Doctors remove a strange mass from her back but it is determined to be harmless and she is sent home.

Age 10 – Life is pretty much normal. She goes to school, has friends and all is well. Her father is promoted to chief manager at the Steel plant and they move to a more up scale neighborhood.

Age 13 – The change happens. When her father was away a great physical pain overwhelms her. Her body changes at a rapid rate. Her skin became leathery and despite her screams and no matter what she tried nothing lessened it. As sirens could be heard her skin now a withered husk splits open and her new form emerges. The house is a mess of blood and gore. Long story short the police get there and open fire thinking she was a mutant that killed an innocent girl. She ran and hid until things settled down. After a week she tried to go back to her father. He of course was revolted by her and drove her from the house violently.

Age 13.5 to 15 – She is pretty much stunned by the loss and rejection of her father. Frightened and revolted by what she has become so she pretty much wanders around hiding away from people. All interactions are the same. People scream, call her a monster and call the police so she avoids most contact.

Age 15 to 17 – a small family of mutants takes her in. These mutants teach her that they as mutants were superior to humans and given her past history she buys into this belief. The family while believing they were superior to humans they were not the violent types and stressed that point to her. She personally didn't really believe that but she will follow their wishes.

Affiliation: Brotherhood

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PostPosted: Wed Jan 09, 2008 11:27 pm


Full Name: Sarah L Bernadette
Also Known As:
Age: 17
Height: 5ft 10in
Weight: 140lbs.
Hair: Blonde
Eyes: Blue
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
PostPosted: Fri Jan 11, 2008 5:02 am


Full Name: Markus J Samisen
Also Known As:
Age: 18
Height: Varies (See powers)
Weight: 190 lbs.
Hair: Varies (See powers)
Eyes: Brown
Skin: Varies (see powers)
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: 7
Constitution: 4
Strength: 6
Charisma: 4
Dexterity: 7

Description of Mutant Power: Markus has the ability to alter his physical appearance at will as well as extend various body parts long distances and assume various shapes. He can easily mimic people and medium sized objects like chairs and tables. He can also form his body into weapons like knives and other blades. He also has recently learned how to transmute parts of his body into a metal like substance. Unfortunately his body has no physical form making him fairly easy to pick out of a crowd.

Source of Mutant Power: Naturally Inherent Genetic Mutation plus various chemical reactions

Pros: His abilities make him almost a perfect spy, one could literally be sitting directly on top of him and would never know it. His lack of a physical form allows him to get through closed doors and squeeze though openings that would defeat others attempts to do so. In addition, any attempt to strike him with a physical weapon is nearly useless as his body simply absorbs the blow. Bladed and ballistic weapons are similarly ineffective against him as he can simply reform his body after the person strikes him with the blade.

Cons: Since he has no true physical shape he must constantly concentrate in order to hold whatever shape he is in. Also water is very dangerous to him, as it would further damage his already weak molecular bonds. Exposure to too much water would be fatal.

Level of Mutant Power's Effect (1-5): 3 - Though he can do much with it, his means of attacking and defending are limited.
Level of Control over Power (1-5): 5 - Very skilled due to the continued use of this power
Willingness to use Powers (1-5): 5 – He has no choice but to constantly use his power


Effect Powers have on Lifestyle: His ability has oddly enough given him a sense of freedom. With the ability to change ones' appearance he could escape any trouble that came his way. He is somewhat of a loner and tents to shy away from lasting relationships. He does however keep friends easily provided he keeps his nature hidden. He is absolutely fearless and won't hesitate to risk himself to help someone else. He has little patience or tolerance for people who shun mutants but he will not attack them unless he is forced to do so, if there is a way out of a conflict that does not require violence he will seek it.

HISTORY

Family:

Father: James D Samisen, 50 (No apparent mutation) works at a chemical shipping plant
Mother: Louise M Samisen (Deceased, died of cancer.)
Brother: John H Samisen, 30 (No apparent mutation) works with his father

Age 0: He was born in New Castle Delaware in late January. He was somewhat of a surprise as his family was expecting him to be a girl, but no life is truly perfect.

Age 6: Growing up he showed his powers early. While this seriously disturbed his family and neighbors his mother and father decided that it would be best to accept this and learn to cope. This made them somewhat unpopular with the neighborhood, but they induced and despite his being different he quickly made new friends.

Age 12: After a long battles with cancer his mother passed away. Her death devastated the family. His father became somewhat distanced from both him and his brother. This however did not last long and he quickly assumed responsibility for the two children.

Age 15: He starts working at the chemical plant that his father worked for. He started out working in the warehouse ensuring that all the drums were in good order, various orders were organized and ready for sipping to their destinations and moving boxes and such.

Age 17: A tragic accident occurs at the warehouse. As Markus was inspecting some of the drums scheduled to be shipped to a genetics lab in California one of lift drivers looses control of his machine and smashes into the barrels. The resulting collision ruptured the drums and splattered Mark with whatever was in them. He was hosed down immediately and rushed to a hospital, but the damage had already been done. Within a week after getting a clean bill of health his body began to breakdown. He was fast to learn to control it and thanks to the efforts of some of the people at the hospital he was able to receive treatment to prevent him from simply liquefying. Unfortunately it came a bit late, but and his family who took this all extremely well were just glad he was still alive.

Age 18: After a few minor incidents Markus decided to leave home and do some traveling. He did this mainly to prevent any further distress to his father and brother over what he had become. He soon found that he enjoyed traveling and discovered that water was not his friend. But, despite everything he is doing well.

Affiliation: Brotherhood

Firecrag


Alamoraine

Rainbow Hoarder

18,325 Points
  • Task Accomplished 100
  • The Plague of Kokeshi 100
  • Temple Takeover 200
PostPosted: Sat Jan 12, 2008 11:59 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

User Image

(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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