Conduits: An inFamous RP (Interest/Sign-Up Thread) (CLOSED/STARTED)

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Anti-American Eagle

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Name: Jack Galthone
DUP Codename: Attland (it was the name he gave to a person who witnessed him putting out a house fire)
Age: 27
Gender: Male
Appearance: A thin Caucasian man of average height and build. His dark brown hair is cut short for ease and is generally messy. In terms of facial hair he maintains noticeable stubble as he doesn't think to shave on a daily basis. His eyes are coloured ocean blue and the colour itself seems to spill into the whites of his eyes at random times. During his regular day he wears a pair of black jeans, a white t-shirt, a grey hoodie covered in odd blue tribal marking he thought to dye onto it awhile back, and a pair of black running shoes. He usually has a grey coloured backpack as well. When he needs to use his powers in an overt way and doesn't want to have his face plastered all over the news he supplements his regular clothes by wearing a gasmask and some leather gloves, he also puts on a kevlar vest (he took from a cop he knocked out) if he has time to grab it from his apartment or is heading to a meeting. While he's at his day job he works as a paramedic, so while on the job he wears medical scrubs, medical gloves, and white sneakers.

Personality: Attland tries to live life as normal as he can for someone both mildly terminally ill and superhuman. Aside from the issues of his cystic fibrosis (which makes for a convenient excuse for getting out of work) and superhuman identity (explained in the affiliations section) he tries to be a kind man, living life as well as he can, which is why he went to medical school, he wanted to understand himself and help others in the process. It is the job of the strong to protect the weak of course, he does wonder which category he fits in his case though. Generally laid back in manner and easy going, but able to pull off a sudden bout of grim seriousness if the mood strikes him.

Biography: Born to a lower income family in Detroit with the problems associated with such conditions, his childhood was bad with small moments of good mixed in. He did well in school at a young age and eventually made his way to medical school, where he did well enough long enough to be accepted as a paramedic (he dropped out mainly due to money problems). He doesn't exactly know how he became a conduit or when, but he's dealt with cystic fibrosis all his life and it seems to be alleviated when he doesn't use his powers, so he's assuming that it either happened in early childhood or he's somehow always been one. It wasn't until he was a teenager and high that he had realized he had a control over water, it took years to gain actual control over his control of it and stop it happening subconsciously. It took even longer for him to become powerful enough for practical applications.

Affiliation: Currently the Conduit Nation. While he agrees with the ideals of the Free Conduit league, he realizes humanity in general is too bigoted and superstitious to accept superior beings with magic like powers walking amongst them. While he tries to avoid lethality in his efforts, he recognizes that people who are after him as a conduit usually don't hesitate in their efforts to contain him. He meets lethality with lethality if he has to and acts as his conscience directs him. He also has a vigilante streak to him when it comes to crime.

Powers: Hydrokinesis with the healthy amount of crossover/overlap with Cryokinesis that would come with it. The uses are basically limitless.

He tends to make up his uses on the fly so I don't think that listing specific powers would be a good idea as the real strength of this is its possible applications.

But I will list some basic examples: Through his understanding of human anatomy he has determined how to freeze someone in such a way as to avoid killing them but to paralyze their motor functions, he also has determined how to freeze someone solid in such a way as to freeze them solid, killing them near instantly as their body would most likely fall apart if it ever thawed. He likes to pull moisture from the air to produce glass like strips of ice, the ends usually a knife shape with razor sharp edges (He practiced knife throwing as a teenager). He can pull the moisture from the air to produce a shield, freezing it solid to produce a shield. He has no real transportation applications of his power (on land) but he has become skilled at parkour and running in general. He hesitates to use his ability to manipulate the water in the living but he has no such qualms about the dead, if pulling their fluids from them to help him survive is something he needs to do he'll do it.

In terms of power advancement, it would come down to his level of control and the level of use he can pull off before it would make him ill.

Weaknesses: Usage of the power can lead to temporary conditions not unlike the effects cystic fibrosis. This led to him being diagnosed with it at a young age before he had control or understanding or the ability to affect anything in more than minor ways. Also, living organisms tend to show a minor resistance to direct manipulation of their fluids, conduits have a more noticeable resistance making them harder to kill in the more brutal possible applications of the power or on the other hand healing.

Edit 1: Toned down the brutality of the examples.
Edit 2/3: Switched him over to Conduit Nation, changed some things a bit, filled in a personality.
Edit 4/5: Tweaks tweaks tweaks
 

CrazyGirl17

I am a banana!
Sep 11, 2009
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Okay, here we go:

Name: Emil Martin
DUP Codename: Impact
Age: 18
Gender: Male
Appearance: Emil is fairly tall and skinny for his age, with short dark brown hair and gray eyes. Emil prefers to dress in a more casual style, usually a black hoodie over a gray t-shirt, baggy gray jeans, black skate shoes, black fingerless gloves and a black leather belt. He also wears his mother's silver crucifix necklace to remember his family by.
Personality: Emil, to put it bluntly, is a very angry young man, even more so after developing his Conduit powers. And seeing as his family was killed by the DUP, he has little love for the government and would rather not be treated like a zoo exhibit. He also is very impatient and has a bit of a temper, and will jump in to situations without thinking if riled up enough. Emil has grown fond of his powers, and dislikes fellow Conduits who are ceontent to let themselves be pushed around. That's not to say he's a total ball of rage, though. Emil is a fairly intelligent and sensitive person who doesn't want other Conduits to suffer like he did. He also tends to speak is mind, even when he is being brutally honest. Emil has a bit of a soft spot for kids, and won't hesitate to protect them. Emil may be hard to get along with, but when if one can manage to get past his emotional barriers, they'll find a true and loyal friend.
Biography: Emil Martin was born to a German-American family, consisting of him, his parents, and his younger sister. And for the first decade or so of his life, it was good. But shortly after his 13th birthday, Emil suddenly began exhibiting strange powers, namely the ability to manipulate kinetic energy. He first used these powers to save his sister Annie from being hit by a car. He couldn't explain what had happened there, but his parents were concerned, especially after what had happened in New Marais a few years ago. Wanting the best for their son, Emil's parent's urged him to keep his powers under wraps, lest someone get hurt. And for the next few years, Emil did his best to follow his parent's wishes... but eventually something had to give. When Emil was in high school, he was picked on mercilessly in skill until one point he finally snapped and uses his powers to brutally beat his tormentors to near death. This alerted the authorities and soon the recently-formed DUP was visiting the Martin household. Before they arrived, Emil and Annie were told to go upstairs and stay there until the police left... unfortunately, the DUP was very forceful to the point to slapping Mrs/ Martin. This caused Emil to snap and run downstairs to defend his mother, powers at the ready. The resulting fight left everyone there - Emil's parent's included - dead. Horrified by what he'd done, Emil ran away from home, surviving as best he could before reaching Detroit where he settled in by doing odd jobs. But with the DUP invading his life again, Emil chose to join the group of fellow Conduits who felt as strongly as he did about how they were being treated.
Affiliation: Free Conduit League
Powers: As mentioned above, Emil can manipulate kinetic energy for a variety of purposes.
For starters, he can absorb kinetic energy and covert in into enhanced durability/speed/strength/jumping, as well as an enhanced healing factor. Emil can also store kinetic energy and release it in blasts or shock waves, (but it is a bit tricky to use without causing collateral damage), or use it to enhance his strength considerably and compliment his fighting skills. However, Emil's powers are not without their limits. For starters, he requires physical contact to actually build up enough kinetic energy to pull off any of his techniques, Also, he is still vulnerable to damage, and can't use his powers if restrained on incapacitated.

So yeah, lemme know if I have to change anything.
 

JdaS

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Oct 16, 2009
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drmigit2 said:
This one has some issues. The whole Norman/Nosferatu instability schtick is kind of weird and out of place but I can allow it if you feel it's strictly necessary.

It's the powers I have a problem with. The Haemokinesis is a nice, solid idea, however, there's too much going on in there. The basic usage of Nosferatu's own blood (with the weaknesses it entails) and that of his fallen foes (again with its respective drawbacks) is well thought out. I'm also all for the curing abilities, especially since you'd be ready to use the power to help allies as well as yourself.

The shapeshifting/disguising needs to go. Mainly because it's already the main power of one of the main NPCs but also because it just doesn't make sense within the power you picked. The Haemotransport is okay-ish but it can't be Teleport tier. Becoming a rapidly moving river of blood should be enough.

If these terms aren't a dealbreaker for you, then make the changes and you'll have a good shot at making the cut. If not, you might be better off trying a different Superpower RP.

Anti-American Eagle said:
This one suffers from a similar problem. Hydrokinesis is a welcome addition to the fold as is some form of Cryokinesis attached to it, but the inventive uses you listed go a bit too far in terms of Mortal Kombat-like, instakill moves. While I understand him killing DUP soldiers (and I appreciate you making it harder to kill Conduits with it) being in the League and all, I'd maybe prefer it if his powers weren't quite this macabre.

CrazyGirl17 said:
Last but not least.
This one breaks my heart, but Belmarc beat you to it and he has literally the same power. If you really want to participate, I'm gonna have to ask you to come up with another power. Sorry :(
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
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JdaS said:
Just one question. Do you intend to have an equal amount of PCs on each side? Because out of the sheets submitted so far, there's only 2 who are with the Conduit Nation, and having only 2 PCs on one side would probably make it both difficult with character interaction, and to balance the RP.

Of course, if you have a solution for that, then nevermind me saying this.
 

booksv2

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Aug 17, 2012
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Name: Daniel Murphy
DUP Codename: Statue
Age: 32
Gender: Male
Appearance: Standing at 5'6" Daniel is topped with premature gray hair. Not a spattering either, but full on gray hair. Looking at it from any distance gives the impression that his head has short stainless steel wires sticking out, his hair only a few inches long. Under eyebrows the same color are eyes who's color can be classified as summer sky blue.
Short and thick Daniel runs about 240 pounds normally when hes not using his power. Shoulders wide and legs like small tree trunks, usually hidden in slightly baggy jeans ticked into cowboy boots. He has taken to wearing long sleeve shirts that button up, so as to hide his forearms in case he has armor on them and doesn't want it to be seen.
Personality: He was a very calm and happy person, happy to just live and let the things happening with conduits happen. But after his parents died he turned bad, hating humans and more than happy to help other conduits to overcome the humans and become the top race in the world. Still angry even now with humans in general he isn't at the point where he is going on killing sprees because he doesn't want to bring the attention to himself, but more than willing to kill anyone he thinks is standing in the way of making conduits the masters of the world.
Biography: Growing up in Florida Daniel first learned Muay thai as a young child then when a young adult started teaching at the same place he had learned it. Growling up there and having a job there he spent years and years teaching and mastering his own Muay thai. when his power started making itself known he almost had a heart attack when he realized what he was, but after realizing what he can do with it he started practicing with this as well as his martial arts.
When conduits started being hunted down he tried his best to stay hidden, but that failed when he was inside a bank when it was being robbed. Because it was only one gunman Daniel absorbed marble from a pillar, and rushing him took him out before anyone could be hurt, the one shot that he got off hitting David and being sent into the floor. Unfortunately this showed the people there, and soon who he was and what he was was being passed from person to person in the city. His students stopped coming and a mob of people who assumed that only conduit parents could have a son who was one rushed his house when he wasn't there and his parents were ripped apart. Daniel was traumatized by this when he got home and found them, his angry at normal humans exploded inside himself and going out he found some of the people in the mob. Finding them from how some of them bragged he killed them in retribution, hiding them where they will never be found after. unable to stay in that city he moved to Detroit and found a small place to teach Muay thai.
Affiliation: Free Conduit League
Powers:
Matter Absorption: he can absorb the property of a material and either give part of himself a "armor" of it, his whole body, or if there's enough than he can turn himself into a living form of said material. he uses what he has absorbed to increase his strength and durability in proportion to what the material was. He can absorb several materials at once, but be can not mix them together. how much he needs depends on the density of the material, the lighter the density the less he needs, a stainless steel ball bearing will give him enough of that material to coat his hand and part way up his forearm with an armor of metal.
Downsides to this are when he has absorbed enough of a material to become a living embodiment of it, his body can be effected like it is, so hitting him with something that would melt steel when he has become a steel man means he will start melting.
Either by choice or after 10 minutes he will turn back to him original form, meaning he does have a time limit to how long he can become something else. it is double that if he is just creating a moving armor on himself. After the time limit has been reached he will shed his armor or his body will return to normal, and while he can immediately absorb something to make new armor or body its unlikely its going to be the exact same.


it will advance into him being able to control the shape, to an extent, of his material form.

I hope i'm not to late to put down a sheet.
 

CrazyGirl17

I am a banana!
Sep 11, 2009
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JdaS said:
Snipperdoodles
It's okay, I'll pick something else then. I was thinking of trying a different power anyway.

Name: Emil Martin
DUP Codename: Ghost
Age: 18
Gender: Male
Appearance: Emil is fairly tall and skinny for his age, with short dark brown hair and gray eyes. Emil prefers to dress in a more casual style, usually a black hoodie over a gray t-shirt, baggy gray jeans, black skate shoes, black fingerless gloves and a black leather belt. He also wears his mother's silver crucifix necklace to remember his family by, along with a few photos he carries with him at all times. Finally, he frequently wears a pair of gray and yellow headphones attached to a battered MP3 player.
Personality: Emil, to put it bluntly, is a very angry young man, even more so after developing his Conduit powers. And seeing as his family was killed because of the DUP, he has little love for the government and would rather not be treated like a zoo exhibit. He also is very impatient and has a bit of a temper, and will jump in to situations without thinking if riled up enough. Over the years, Emil has grown fond of his powers, and dislikes fellow Conduits who are content to let themselves be pushed around. That's not to say he's a total ball of rage, though, Emil is a fairly intelligent and sensitive person who doesn't want other Conduits to suffer like he did. He also tends to speak his mind, even when he is being brutally honest. Emil has a bit of a soft spot for kids (especially considering what happened to his younger sister), and won't hesitate to protect them. Emil may be hard to get along with, but when if one can manage to get past his emotional barriers, they'll find a true and loyal friend.
Biography: Emil Martin was born to a German-American family, consisting of him, his parents, and his younger sister. And for the first decade or so of his life, it was good. But shortly after his 13th birthday, Emil suddenly began exhibiting strange powers, though he first used these powers to save his sister Annie from being hit by a drunk driver. He couldn't explain what had just happened or how he was able to save his sister, but his parents were concerned, especially after what had happened in New Marais a few years ago. Wanting the best for their son, Emil's parents urged him to keep his powers under wraps, lest someone get hurt. And for the next few years, Emil did his best to follow his parents' wishes... but eventually something had to give. When Emil was in high school, he was picked on mercilessly in school until one point he finally snapped and used his powers to beat up his tormentors. This alerted the authorities and soon the recently-formed DUP was visiting the Martin household. Before they arrived, Emil and Annie were told to go upstairs and stay there until the police left... unfortunately, the DUP was very forceful in their attempts to get the parents to talk, to the point to slapping Mrs. Martin. This caused Emil to run downstairs to defend his mother, powers at the ready. The resulting fight left everyone there - Emil's parents included - dead. Horrified by what he'd done, Emil ran away from home, surviving as best he could before reaching Detroit where he settled in by doing odd jobs. But with the DUP invading his life again, Emil chose to join the group of fellow Conduits who felt as strongly as he did about how they were being treated. And no one will get in the way of his ambitions.
Affiliation: Free Conduit League
Powers: Emil has the ability to manipulate the density of himself (and others, if he's touching them) to become intangible. If push comes to shove, he can even cause damage by phasing limbs though an object, though doing to living beings is still something he is not comfortable doing. This, combined with the fighting skills he's picked up over the years, make him a tough opponent. He can even decrease the density of his body to walk through air or even fly, or the density of water to walk across it, however, this ability requires concentration and focus, otherwise the power might go out of his control. He also has to be careful wen passing through solid matter, because if he shifts back to normal density while passing through... it could be deadly for him.

Hope this is up to standards, it's tricky to find something that hasn't been picked yet...

EDIT'D! Removed the superdensity, just sticking with phasing powers.
EDIT'D part: Made a few more touch-ups.
 

Anti-American Eagle

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JdaS said:
This one suffers from a similar problem. Hydrokinesis is a welcome addition to the fold as is some form of Cryokinesis attached to it, but the inventive uses you listed go a bit too far in terms of Mortal Kombat-like, instakill moves. While I understand him killing DUP soldiers (and I appreciate you making it harder to kill Conduits with it) being in the League and all, I'd maybe prefer it if his powers weren't quite this macabre.
I'm not surprised about that, my sense of humor is bent and I tend to take things to the logical extreme so that was something I wanted to test. Now that I know the tone of this game I'm going to rework my sheet and hopefully finish it tomorrow.

Edit: Also if needed my character can be reworked for conduit nation, so let me know if that needs to happen.
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
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Name: Alexis Hansen. Normally goes by Allie.

DUP Codename: Tempo

Age: 23

Gender: Girl

Appearance: Though she's certainly on the slim side, Allie's never had any trouble standing out in a crowd. Her hair's been dyed an eye-catching combination of electric blue and neon green, and is typically styled with enough product to make an anime protagonist weep. Her eyes, meanwhile, are permanently hidden away behind a pair of slightly oversized sunglasses, even at night. Her normal attire, a sleeveless muscle tee emblazoned with a bisected record, a pair of stylishly tattered jeans, and some tennis shoes, are complimented by a silver ring worn on her right hand, a necklace, and a series of tattoos that run up and down both her arms.

Despite her almost blinding (and not in the good way) sense of style, Allie's constant enthusiasm and love for life lend her a very appealing air on top of her already good looks. A pretty face, marred only by smile and laugh lines, curves in all the right places, fit, streamlined muscles; Allie is nice to look at, and boy does she know it.

Allie carries herself with an open, energetic stance, rarely standing still for more than a few seconds at a time. Smiles and other such expressions come easily and often to her, and if she's not bobbing her head along to some beat or another, she's high-fiving, hugging, or doing something slightly more intimate with anyone she considers a friend.

She typically carries around an iPod with her favorite jams on it, accompanied by an oversized pair of headphones.

Personality: Alexis, if nothing else, is three things: Loud, enthusiastic, and impossible to deter. To her, absolutely ever cloud has a silver lining, every person she meets has something worth praising, every event has something that makes it worth living. She wants to charge headfirst into each day, grab life by the horns, and have one hell of a fun time.

And thus far, she's been doing a pretty job of it.

Detroit's still a pretty crappy place, but Allie does everything she can to bring a bit of life back to the city's streets. Sometimes that means beating up some punks who want to mug the innocent citizens, sometimes that means throwing an impromptu rave, sometimes that means showing the DUP that Conduits can be perfectly reasonable people too. Granted, you won't find her doing the little, necessary things (volunteering at a clinic, helping to restore some housing for the homeless, securing food, etc.), but if it's something that she can have fun with and something that helps the city, she's all for it.

Also, Allie loves other people. In her mind, it's interacting with others, be they friends, strangers, or even enemies, that makes life worthwhile. She also values physical contact, preferably of the friendly kind, more than most other people would.

Biography: Growing up in Savannah, Georgia, gave Alexis a pretty happy childhood. Her family life was more than fine (ignoring the constant spats she and her sister got into), school was going well enough (she wasn't getting straight A's or anything, but she wasn't flunking either), and she never had to work too hard to surround herself with friends. For the first sixteen or so years of her life, Allie was content to just sit back and enjoy her good fortune.

Then, Empire City happened. Followed shortly by the Ray Field Plague.

In the span of a few months, as the sickness wound its way across the nation, Alexis watched as her once peaceful reality began to crumble apart. Friends and family got sick, or had to turn to crime to make ends meet. And of course, as much as she wanted to deny what was happening, the teenager found herself slowly changing into something she didn't like: A liar. A thief. Someone who put herself and those she cared about above everyone else without exception.

And then, just when things couldn't get worse, Allie herself started to die. She could feel the Plague destroying her body from the inside out, could watch as her body began to wither away. She didn't want things to end like this. It didn't matter if she died some other way, but not like this. Please, not like this.

So in some way, it was almost a mercy when The Beast tore through Savannah on its way down the coast. Dying alone and sick was something to be feared, but going out with the rest of the city, in a massive pyre of lost and desperate souls? Alexis could be okay with that. If she, you know, absolutely had to pick a way to go. At least she wouldn't die by herself then.

Of course, something went wrong. Allie didn't die. No, she gained new powers, a body far beyond human limitations, and the privilege of living on absolutely alone, deprived of friends and family and labelled as an outcast by the rest of society.

Alexis fled the ruined city as soon as she could, slipping past the rescue effort with a bit of luck, a bit of skill, and plenty of desperation. She found an isolated spot away from prying eyes, collapsed to the ground, and cried for about a week. All of her loss, hate, and rage, she poured it all out for days, barely taking the time to eat or sleep. She just wanted to vent her emotion; absolutely nothing else mattered.

And then, once all her tears were gone, Alexis stood up, dusted herself off, and kept moving forward.

Things had gone bad. They had gone horribly, horribly bad, and she doubted she'd ever be able to forget about it. But that didn't mean that they had to stay bad as she went forward. She must've gotten this power for a reason, right? So she was going to do something useful with it.

She was going to save the world. One step at a time.

-----------------------------------

Allie's been hanging out in Detroit for about a year now, and has cast her lot with the Conduit Nation. Though she fully believes that, one day, Conduits can be treated the same as anybody else, the young woman realizes that the Nation would make for a good starting point. So she's going to do her best to make everything work. Because that's what she can, and therefore should, do.

Affiliation: Conduit Nation

Powers: Sound Wave Manipulation: Allie is able to utilize sound waves far more than anybody else, giving her two main abilities. First, amplified perception of rebounding noise gives her a fairly accurate sense of echolocation, allowing her to mentally picture her immediate area with fairly precise details. Even in the darkest areas, she's unlikely to ever trip or miss a step, and sneaking up behind her is outright impossible, short of turning your body intangible.

Additionally, Alexis is able to produce and throw super-powerful sonic blasts, ones capable of rendering an opponent deaf for a good day or two if they hit right. While not exactly lethal, her attacks are easily capable of stunning an opponent and, if powerful enough, they can even damage someone's inner ear, severely throwing off their balance and limiting their combat ability.

While Allie is moderately proficient with both hand-to-hand combat and firearms, she's not much of an offensive force on her own, and works best as part of a team. On the plus side, she doesn't have any particular weaknesses either, so that's good.

In the future, her powers might allow her to deliver even stronger blasts, giving her the ability to physically move large, powerful chunks of air. On the more utility side, she might be able to pick up a conversation happening all way across town, making her a valuable intelligence-gathering tool.
 

drmigit2

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I toned down the transport ability and swapped out the shape-shifting mechanic with a link mechanic. Idk if it will ever be used, but I think it could be fun, if limited.
 

sage42

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Mar 20, 2009
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Name: Anna Holloway

DUP Codename: Iron Maiden

Age: 25

Gender: Female

Appearance: Anna is a Caucasian woman and stands at 5'8" 134 lbs. She has short black hair and green eyes. She is often seen wearing simple cloths, A black t-shirt, a spiked choker, ripped jeans with a spiked belt, spiked wrist bands and sneakers. She has piercings in her right eyebrow left nostril, and lower lip. a silver barbell and studs respectively. She also has small earrings in both ears and studs above them. She has a few rings on her fingers, mostly for decoration, that she's developed a habit of playing with when anxious, worried, or bored. She wears a pair of headphones around her neck with an MP3 in her pocket. Various Heavy Metal songs can be faintly heard at any given time.

Personality: Despite her outward appearance Anna is very friendly and often has a smile ready for those willing to do the same. While she cannot stand those who would condemn her for something she cannot control, she understands them. Conduits have done some major damage, but Anna wants to show them that they aren't all destructive. Anna would prefer to get everyone away from Conduits for a time, give everyone a chance to calm down, and give the Conduits some time gain control over their powers so that they can actually help humanity, rather than terrorize it.

Biography: Anna was born in a small town in Virginia to a decidedly average family. Her father and mother owned a music store that favored Heavy Metal. They were both very supportive of their daughter, encouraging her to follow whatever path she chose. they were overjoyed when she took a liking to Metal music. The energy and sounds that came with it enraptured her young mind and led her down a path she would enjoy immensely. After graduating High School her parents decided on a vacation to Washington D.C. Sadly this was not long before the Beast made it's way through. They were trapped in Washington when the Beast passed by the city. It was quarantined and the higher officials escaped leaving the people to suffer. Riots began to spread. It was during one such riot that Anna lot her parents; Anna had tried to save a little girl that had been caught in the middle of the citizens trying to escape and he guards along the perimeter. She heard gunfire and a scream. On instinct she tried to shield the girl as best she could. She felt something impact on her left shoulder and the sound of the bullet hitting metal.

She looked up to check her surroundings only to see that the fighting had stopped. Now everyone was staring at her, she looked down and saw the little girl looking up in awe. A woman screamed and snatched the girl away, calling Anna a monster. She looked at her hands and saw her own reflection. Her skin had turned to metal. Now the screams erupted again, this time directed her. Her parents told her to run and tried to keep the mob from attacking. One of the guards didn't even give a warning before he killed them both.

So Anna ran, and tried to keep her powers hidden. Months later she found herself in Detroit, on the street, simply trying to survive and not reveal her new found powers. A few weeks later she was able to get herself cleaned up from the months on the road and able to get herself a job at music store. She started to get her life back together bit by bit. And when she heard of someone trying to make a better life for Conduits, while not hurting others, she joined as soon as she could.

Affiliation: Conduit Nation

Powers: Metal Mimicry. Anna can change her skin at will to have all the properties of steel. In combat she'll use this to make herself a living shield, able to withstand nearly anything. Possible Evolution's could be a change in the metal or forming weapons.
 

Ruedyn

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Jun 29, 2011
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... Things happened. A lot more sheets to compete with. Meep.

Name: Mary Harrell
DUP Codename: Mimic
Age: 22
Gender: Female

Appearance: Mary is a bit on the taller side, standing at 5'10 with an athletic, slim frame. She's fair of skin, though a bit more on the pasty side, with a heart shaped face usually sporting a small smile. Her straight dark hair is worn short, only reaching the nape of her neck and brushed behind her ears. Mary is at least semi fashionable, though still more worried about comfort, and clearly loves the color black. Her favorite outfit is a light blue plaid shirt over a black tank top, black cargo pants, running shoes and a beanie. She is never seen without her thin framed glasses, which she needs to fucking see, and a taser, for self defense/sadistic amusement.

Personality: Mary can come off as a bit creepy. She has an odd habit of staring at people, she calls it people watching but that doesn't necessarily make it more comfortable. She's a tad lazy, and likes to joke around a lot, but can become laser focused on some things. Usually to the point of neglecting near everything else. She is decently creative, and liked writing when she was younger. She has a lot of empathy for everyone, and doesn't believe Conduits are as dangerous as they say. After all, her powers aren't so unique, are they?

Biography: A standard, boring upbringing from California. Her dad was a cop and her mom worked a 9-5, both with heavy liberal leanings, though they split when Mary was 10. Mary learned something about discipline, and was supported in most her choices, allowed to do what she wanted. She ended up building a strange skillset when the Beast started it's apocalyptic rampage through the other side of the country.

Her mother ended up travelling to the devastated areas after all was said and done, with little Mary in tow. When she started showing signs of being a conduit, she kept it mostly hidden, though suddenly becoming talented in arts she had never seen before threw off her mom. After awhile, she was outed, and her mom sent her to Detroit fearing for her safety. With no one to speak of around her, she's been almost all alone, though she believes she should be allowed to live with her parents and old friends in wherever she so chooses.

Affiliation: Free Conduit League

Powers: To put it simply, she can copy anything she sees. From parkour, to driving, to fighting, she can perfectly copy what she sees. To help with this, she also has a higher agility, endurance, and strength than most ordinary humans, and has been gifted a near eidetic memory. Nothing compared to most, but she is creative in her uses, and can be as effective as most Conduits with preparation.

Mary can't, however, copy things that she can't sense. So, sleight of hand tricks and singing and such aren't things she can copy. She also can't copy other people's powers. Mary can retain abilities learned for one month at max, with a near unlimited number of things she can learn.

Alright then, now not a vamp. I'm sorry to all aspiring Van Helsing's.
 

VuvuZelaMan

New member
Oct 23, 2010
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Name: Skylar 'Sky' Henderson

DUP Codename: Zephyr

Age: 22

Gender: Female

Appearance: Standing at 5'4" and weighing 110 lbs., Sky has dark brown hair which she keeps cut very short, and light gray eyes that almost always make her look a bit colder than she's feeling. Befitting her ability, Sky's body is very svelte (though she definitely is visibly fit, especially with regard to leg musculature and running), and her skin is lightly tanned.

For clothing, Sky generally dresses like a runner: in warmer weather, favoring running shorts, tennis shoes, and a tight-fitting tank top -- usually black for the visual effect -- and a blue-and-white sports jacket. Colder weather will see longer pants and shirt, as well as a thicker jacket in the same style, but the color scheme remains, and viability for running remains paramount. Sky will usually discard the jacket before using her power for a significant period.

Personality: A free spirit, Sky isn't much for subtlety, though she is usually cordial at first appearance. Sky might seem to reflect the impatience stereotypical to speedsters, but this is not usually an overwhelming trait. Sky demonstrates a certainty in the need of the Conduit Nation's actions, but seems to lack the seriousness needed for a genuinely convicted lifestyle.

Biography: Sky was born and raised in Atlanta with her parents and older brother. There, she lived a relatively carefree life, even secure from the Beast's assault on the eastern seaboard; however, Sky did not remain unaware of the rising number of Conduits forming, looking at the phenomenon with mixed feelings -- neither condemning the 'afflicted' (as her parents saw the matter) nor seeing how her family could peaceably live in such an environment. So, naturally, when Sky became a Conduit, she kept the matter nearly secret until leaving her family one day for their safety. Certain actions, especially on the part of her brother Terry, leave her unsure as to exactly how much they knew or what they truly felt. Sky journeyed toward Detroit, keeping her powers secret and discovering a love for travel. It was memory of the disquietude of the Beast and the times that followed that caused Sky to join up with the Conduit Nation; while part of Sky wishes everyone could freely live together, separation seems for the best after how things have gone.

Affiliation: Conduit Nation

Powers: Time reduction, in that Sky's conduit power creates a localized field which has the upshot of allowing her to experience events -- and move -- faster, without the physical taxation of a traditional speedster. The power's main offensive capabilities lie in allowing Sky to notice and take advantage of opportune moments, though the resultant ability to dodge and provoke overextensions usually proves more useful. She can maintain double speed for relatively long periods without issue, though trying to go much faster will tire her.

Notable limits in Sky's power include her inability to include much of anything else in the effect (she cannot currently carry other people through it, or use it to allow vehicles to move faster); further, the nature of her speed does not provide her with viable kinetic energy supplementation for combat. As for weaknesses, if Sky trips, the effect ends and she becomes disoriented due to the sensory change as well as the act of falling. Further, the field does not provide any protection for anything against which dodging would not normally help (so if it hits, it hits like it would've normally). Finally, Sky will become tired after disengaging from a significant time using her power. Increasing her endurance, increasing the time differential, and extending the effect are all things Sky strives to achieve.

Hope I'm not too late to apply, I do favor the superhero-themed RPs.

Edited for painful formatting.
 

JdaS

New member
Oct 16, 2009
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sage42 said:
VuvuZelaMan said:
I like these two. Zephyr's power looks interesting and Iron Maiden's defensive ability is cool too. The fact that they're Conduit Nation pretty much guarantees both of you a spot in the cast.

Anti-American Eagle said:
Edit: Also if needed my character can be reworked for conduit nation, so let me know if that needs to happen.
Very cool of you to offer. I won't lie. As much as I don't want to force anyone to switch sides, your changing to Conduit Nation would pretty much guarantee you a spot on the roster.
 

JdaS

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Oct 16, 2009
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CrazyGirl17 said:
snip snap
It's good, no doubt, and I understand your dilemma finding good powers. Admittedly, my fault for reserving a bunch of awesome stuff for NPCs.

That said, I'm worried that your character just disappears into a sea made up of other characters with the superpower/kinetic energy/muscle density schtick? As it stands I can't make you any promises.

drmigit2 said:
Better, but to be perfectly honest, I'm not crazy about your character. Sorry :(

avouleance2nd said:
I'm sorry, but no. It's a good idea and eerily similar to an idea that I already have in place for an elite squad of the DUP. Thing is that if you're playing a DUP sympathizer who's not allied with either party of Conduits, I'd literally have to come up with scenarios just for you, and I'm already half regretting giving these other mugs the chance to choose between two sides.

So yeah, you want to play a non-Conduit ally of either party? If you must, go ahead. But as is, I can't accept you.

Lotus_Gait said:
I'm going to get a sheet up tomorrow ASAP. Hoopefully the cuts haven't been made by then!
Which brings me to my final point. No actual choices have been made yet. I definitely have my favorites, but I'm going to give this thread until Monday. Then I'll make my final picks along with my co-GM Pappytech.
 

Arrogancy

New member
Jun 9, 2009
1,277
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Name: Arthur Herbst

Code Name: Mentalist

Age: 29

Gender: Male

Appearance: A dirty blonde with short, parted hair atop a high forehead, Arthur looks like someone on the go. He stands close to six feet tall, is clean-shaven, and always has a thoughtful expression on his face. He has dark eyes, prone to spontaneous darting around, taking in his environment. Arthur favors button-up shirts and ties, he prefers business-style clothing, and presenting a serious demeanor. Other than he's relatively unremarkable, he seems like the average businessman, straitlaced, serious.

Personality: Serious, and always seems slightly ticked off. Arthur is stressed, partly due to his work, and partly due to becoming a Conduit. He's dark, and somewhat pessimistic, but for whatever reason, continues to take up the cause of the Conduit Nation. Despite his protests, he likes being busy and can't stand sitting still when he could be doing something. He's nervous about Conduits, despite being one himself, though he feels compelled to try to make peace between Conduits and the rest of the world. Not unapproachable, but prone to callousness on occasion.

Biography: Arthur had a fairly normal life. He had middle class parents who worked for a living. His father was a manager at a local power company, his mother taught high school students. He had two siblings, one older, one younger, whom he was close with.

He was an above-average student in school, had a few fewer friends than average, but was otherwise fairly normal. He had a few girlfriends in high school, got drunk underage, and got a few scholarships which helped him get into college.

In college, Arthur took up debate and did light journalism for the school newspaper. He majored in English, not quite certain where he wanted to go. After drifting around through odd-jobs and internships, he graduated and took on work as a bureaucrat at the FBI.

Arthur's main job at the Bureau was to manage the databases, and process field reports, tip-offs, and other information, useful and otherwise, to make sure they were on top of everything. It was during this data processing that he first heard about Conduits.

At first it was the odd report, probably fake, about someone seeing something impossible; a person who threw fire from their hands, a man who fell from seven stories and got back up as though nothing happened, a monster lurking in shadowed alleys. They were all brushed off, but they soon began coming in greater frequency, and in connection with a group: the First Sons.

No one knew much about the Sons. Were they a terrorist cell? A cult? An ultra-black-ops organization that they weren't allowed to know about? Nobody knew. Then Empire City happened. The Ray Sphere detonated, and a second one went off in New Marais. A threat they weren't prepared for had broken upon them, and no one knew how to react.

Around this time, Arthur began to notice some changes of his own. He was suffering from near-constant headaches, and when he went to sleep, sometimes things would change. He would wake up in another part of his house, or the furniture would be rearranged. At first he brushed it off, but as the weeks went on, and reports of new "Conduits" began surfacing, each boasting impossible powers.

After seeing the devastation of the eastern seaboard, the Bureau began a crackdown on Conduits. They were labelled a menace, dangerous to society at best, cold hearted killers at worst. With knowledge of the "Conduit gene," people began to know what to look for, and a purge began. Everyone was tested at the Bureau, across every government department, suggestions to test the entire population were floated, but that was impractical. For now.

Seeing this, Arthur knew he couldn't pretend anymore. He was a Conduit, and it wasn't safe for him anymore. He left, hearing that Conduits were rallying to Detroit, and forming their own society. A new beginning.

Affiliation: Conduit Nation, he wants the matter settled in the cleanest manner possible. He's currently trying to broker a cease-fire between the DUP and the Conduit Nation, as well as trying to form a united front with the FCL.

Powers: Telekinesis. Arthur can manipulate his physical environment with his mind, though there are limits. He can't lift very heavy objects, 250 lbs is the greatest weight he's managed to move thus far using only his mind. He can also conjure telekinetic shields, though that takes a great deal of energy and concentration. He can use telekinetic force to strike enemies at range as well.