Well. You have a good thing going with the phasing power. It has an undeniable defensive property to it. The mobility is there and you've made it offensive too via the touching thing IN ADDITTION to being a decent fighter in his own fight. Hell, the solution is actually pretty simple. Ditch the super-density part and suddenly your character becomes (at least in my personal opinion) a much more interesting anti-thesis to what's at least two density/heavy bruiser types.
Well either side works for my character with my conception of him, and Rawen and Pappy raised a good point about it.
Anyway, I reworked my character and he's mostly finished (I might do some tweaking before Monday) so I welcome any criticisms at this point.
Name:Dean Meadows. But he prefers to use the nickname Hemlock.
DUP Codename:Foxglove. This codename has become associated with Hemlock because of his tendency to leave the plant of the same name sprouting from his victims' mouths.
Age: 32
Gender: Male
Appearance: Hemlock is an average height of six foot, with a muscular - if not well-toned - body. He hasn't got a six pack but is fairly slim. His hair is dark brown, shaved short at the back and sides with it slightly longer on top, often slicked back. About a week's worth of stubble always seems to grace his face, giving Hemlock a particularly rogueish and crumpled appearance.
Looking at Hemlock's hazel eyes, one might think he has the beginnings of jaundice; the sclerae appear to be slightly yellowed. In fact, Hemlock's sclerae are faintly green, so pale as to appear yellow. No matter the colour, people who notice tend to assume he's sick in some way. Aside form his eyes, Hemlock's face is fairly nondescript. He has no other discernible features to pick him out from a crowd.
More often than not, Hemlock wears clothes designed for comfort. His usual attire is a plain, dark green zip-up hoody with a black t-shirt underneath, baggy grey jeans and light grey skate shoes. Usually, Hemlock wears the sleeves of his hoody bunched up at his elbows and the zip done up only to his belly button. He maintains that it's the most comfortable way to wear a hoody, although it does show off his complex weave of black vine tattoos that run up both arms.
Personality: Hemlock stands on the extreme right of Conduit politics. In many ways he agrees with the human government's call that Conduits are dangerous. He simply wants other Conduits to realise this so a mass culling of all humanity can be achieved. Simply put, Hemlock hates humanity and it's treatment of Conduits. He feels the necessity to destroy the leaders who are trying to cage him and his peers and, eventually, take control of the Earth as a separate - and obviously dominant - species.
Abrasive, opinionated and hard, Hemlock doesn't care what others think of him. He simply lives how he wants to, slowly trying to push his personal mission of creating a Conduit-ruled Earth. However, he is a clever and somewhat learned man and knows when to back down or retreat when he's losing. Whether it's a physical fight or a less violent battle of wits, Hemlock knows when he's beaten and will graciously back away or step aside. Instead of leaving alone though, Hemlock will consider his failures, adapt himself and find new ways to confront what has beaten him.
One thing that Hemlock struggles with is his desire to destroy humanity, and his love and passion for nature and the conservation of the planet. Due to his past life as a conservationist, and also the development of his powers, Hemlock has a very strong affinity with plants. He will take great lengths to preserve plantlife and feels happier around it too. Hemlock's belief that humanity has no regard for the planet and it's natural beauty fuels his hatred of them but he knows that in order to destroy humanity, much of the planet's natural beauty will have to be destroyed too. A battle on such a scale would potentially cripple most of nature; Hemlock knows this and weeps, but he also believes that humanity should be gravely punished for what they've done. He wants to punish, but will try to preserve as much of the planet as he can in the process.
Powers: What the DUP have called Floramancy.
Hemlock can create plants. From his palms, he can sprout any plant so long as he has studied it. Having dedicated a good chunk of his life to the study of plants, Hemlock's 'arsenal' is rather large. Through experience, he has found that one of the most effective weapons at his disposal are the creation of wisteria vines. One of the strongest vines in existence, Hemlock can shoot these from his hands to wrap up his enemies, grab out-of-reach objects and create alternate ways up buildings etc. He has also been known to simply grab men by the throat and hang them with the vines.
Hemlock's signature kill, however, requires an up-close-and-personal approach. If Hemlock places his hands over any orifice, he can force plants to grow into the person and through their body. The one that he has become most infamous for among the DUP however, is his use of the Foxglove. Placing his hand over each ear, Hemlock forces a Foxglove to grow through the victim's head and sprouting the flowers out of their mouth. There is nothing significant about the Foxglove flower, except that Hemlock finds it beautiful.
By touching objects, Hemlock can make plants grow into and through them. He often uses this to weaken structures such as locks, doors and even buildings. However, the restriction to this power is that the material must have some sort of opening, even if it's just a crack. A solid steel wall or door that has no superficial weakness or opening cannot be exploited.
It is important to note that Hemlock cannot control plants, he simply causes them to grow at an alarming rate. He does believe that given time and enough practice, he should be able to control smaller flora, but all attempts so far have been unsucessful.
Having a strong affinity with plants, Hemlock seems to gain power from the sun (much like photosynthesis). If he is out of sunlight for too long (we're talking a week, not hours) he will become fatally weak. Water is also more imprtant to him than it is to most other humans, and Hemlock seems to drink well over what is needed for a human to survive. An obvious weakenss to his power would be fire. The plants Hemlock creates are no different to ordinary plants; they burn just the same, and Hemlock himself is especially wary around fire, more so than the average human would be.
Dean Meadows grew up in a rough estate in London, raised by his single mother. He wasn't a good kid - often falling into the wrong crowds, getting into fights, breaking laws and such things. Whilst he was still a teenager, it dawned on Dean that the high-rise flats and bland, concrete buildings were somehow wrong. He wasn't sure why he felt this way, but everything in London seemed so oppressive. It was around this time that Dean decided to remove himself from the gangs he had associated himself with. Instead of causing havoc on the London streets, Dean began spending much of his time in the more natural areas of London; Bushy Park, Hyde Park, Regent's Park - anywhere away from the oppressive grey of London. Dean also started going to the Natural History Museum regularly to learn more about plant life and their significance.
At the age of twenty, after having volunteered and worked at the Natural History Museum for a collective four years, Dean joined a particularly militant conservation group and set to work on his life's passion, saving the planet's natural beauty. The next ten years saw Dean help in conservation operations around the world, some violent and some peaceful. As his stunts and operations became a bit more dangerous and a bit more inflammatory, prisons around the world were more often a home to him than his London flat, although sometimes the conditions were better (not the South American ones, though, definitely not!) It wasn't long before Dean Meadows became infamous for his unwavering resove on the issues of planet conservation, with many calling him a crackpot and most governments calling him dangerous.
When Dean's powers started to manifest at the age of twenty-nine, he considered it a magnificent blessing, allowing him to do his work even more efficiently. He continued to work with the original conservation group, travelling the world to areas that needed it most. With his powers he would help the plants regrow and lay a decent foundation for wildlife and ecosystems to thrive. Soon though, his infamy and powers mixed with the DUP's desire to hunt down all Conduits caused the conservation group - the very people he had risked his life for, the people he considered more a family to him than his own mother - to take drastic measures and turn him over to the authorities.
Betrayed and broken by those he trusted, Dean was imprisoned in a high security prison. However, it didn't take long for him to break out using his powers and a number of DUP operatives were killed (left with flowering Foxgloves pushing out from their gaping mouths). Dean went on the run across the world, but continued to travel to areas that needed heavy conservation. Even running for his life, Dean couldn't forget his promise to save the Earth and so would work alone for as long as he could, helping rainforests and meadows grow before being chased away - often under fire - by local authorities or even the DUP if they had found him.
After a year and a half of being a fugitive and fighting a battle that was seemingly futile, Dean broke. He realised that trying to save the Earth was pointless with humanity still running rampant over it, their disregard for nature a slow and painful death for the world's beauty. It was at this time that Dean began using the name Hemlock. He vowed to be a poison to humanity, a toxin that would drain the life out of those who had turned their back and walked away from him. He could put his crusade to save the Earth on hold amd begin a new crusade. Topple those that were in charge of ruining the planet, destroy those that wanted to trap the Conduits behind bars. And so Dean Meadows became Hemlock, a deadly poison to the human race.
For a year Hemlock picked his targets, often business CEOs and men in charge of tearing down large plots of land around the world. He found himself in South America most often than not, targeting those that would decimate the rainforests. Somehow, without any military or martial skills or experience, he succeeded on a number of occasions, always ensuring to leave a Foxglove sprouting from the vicim's mouth, just to taunt the DUP. However, Hemlock knew he needed an army of Conduits to help him and he'd heard that the best place to go was Detroit, to meet with the Free Conduit League.
And so it is that Hemlock finds himself surrounded once again by the high-rise flats and bland, grey buildings so reminscent of his youth. He wasn't comfortable, but he knew it was necessary to succeed.
Affiliation: Free Conduit League (I know there are already loads of sheets for his affiliation but I think my character works best for this than the less violent Conduit Nation. I just love the juxtaposition of a man who uses plants and flowers - commonly associated with peace - as weaponry.)
I like it. It's a tad on the violent side but the character's background justifies it nicely. I could see him coming along great with one of the NPCs I've got planned, too. Nothing to do now but wait for the final verdict.
Figure I better ask this now, but how will the players communicate? I'm assuming we'll start a Escapist or skype group or something to that affect right?
Figure I better ask this now, but how will the players communicate? I'm assuming we'll start a Escapist or skype group or something to that affect right?
You rang? You're absolutely right. I'll do both. I'll definitely prefer it if we can all just get onto Skype and let the madness begin. I'll also make an user group for those that just refuse to join the Skype party.
Appearance: Viper is at the height of 6 feet, exactly. She has straight hair that reaches her shoulders and is bright green in color, dyed of course. Her eyes are dark brown, and she has an athletic build, a little generous in the bust and waist areas. Her facial features are a little rough, and she rarely smiles. She typically wears a green shirt combined with black jeans and white sneakers, and a pair of sunglasses just because she feels like it.
Personality: Viper doesn't care much for other people, not wanting to interact with others she doesn't think will be too helpful. As stated, she rarely smiles, and typically has her eyebrows in an angry state, giving others the impression she does not want to be interacted with, which is exactly what she wants. She'll harm others to get her way if she has to.
Biography: Viper has lived in Detroit all her life. Living a fairly normal life, she'd always been a shy kid, often playing on her own. As she got older, this didn't change much, though it turned from shyness to just dislike of others, because she didn't want to admit to herself that it was her fault others didn't talk to her because she had been so shy which caused her to be alone often.
When the plague hit, it changed her life. She gained powers which wouldn't surface until she least expected it. It had been a peaceful evening at home when she started to leak acid from her hands. Going to her parents to tell them about it had been a mistake, as she could not control her powers and accidentally sprayed both of them with it, giving them a slow and painful death. Now alone in the world, she had nothing that made her feel good like her parents had done. Those would be the last tears she'd shed, the ones she shed for her parents.
Over the years she sustained herself, mostly by stealing since she'd never been able to find a job due to her powers, and when the Conduits divided into two groups, she joined the Free Conduit League, because she didn't want people to judge her for her powers. She should be free to walk the streets as she pleased, no matter how she'd go about doing so.
Affiliation: Free Conduit League
Powers: Acid Manipulation. Viper can create her own acid by shooting it from her palms, not in large quantities, but enough to take on several opponents at once. She can spray it, which goes in all directions in front of her, and while it's fairly potent, it's not overly so. If she needs to, she can spray it to go faster towards her destination, obviously leaving a trail of acid behind her, though it's not strong enough to let her hover. The way her powers could develop is that she could control her powers better, such as making her spray more concentrated and making acid streams, as well as becoming more potent, and potentially letting her hover with her acid.
You rang? You're absolutely right. I'll do both. I'll definitely prefer it if we can all just get onto Skype and let the madness begin. I'll also make an user group for those that just refuse to join the Skype party.
The Skype groups work really well, in my experience.
As a general note, I have been reading over everyone's sheets as they come up, and it's definitely interesting to see the themes and characters developing from the scenario.
Age: 15 Gender: Girl Appearance: Riva keeps the front half of her hair in french braids while the back is either puffed up into an afro, or terminated in soft ringlets (depending on how long it's been since she's washed her hair). Her eyes are normally light brown, but they burn bright orange when she uses her powers. Suffers from occasional breakouts. In terms of her body, Riva is just at that awkward phase where you lose all your baby fat, but haven't quite filled in yet. She's athletic from running and climbing, with little muscle to speak of. She wears a lot of bright colors: pink, orange, light green, etc. from head to toe. Day to day ensemble is a tshirt, jeans, and a pair of stolen pink and white Nikes.
Personality: Riva's not necessarily a bad person, but growing up without discipline (or rather, with a teen in charge of discipline) has made her an entitled brat. She takes what she wants when she wants because she can. She's arrogant and rash when she thinks she can win, but quickly resorts to fighting dirty if she's outclassed. If you don't have something she wants and you're not in her way, she's as snide and sarcastic as overconfident teens come. That said, she can be nice. Also, also, she respects street cred and ain't no snitch.
Biography: Riva was the third child born to a pair of Baptist preachers in Lakeland, Florida. She had a normal childhood until the plague. Riva was 9, not old enough to even take a passing interest in the breaking news story that broadcast the looming danger of vagrant Conduits. Unfortunately, the plague became increasingly relevant in little Riva's life. There's a reason you don't let children play with matches.
It started as a secret between siblings, Riva would snap her fingers and a small flame would dance on her fingers, or she'd make smoke rings without a cigarette. As the days went by, her party tricks became unpredictable, and Riva found that a bad bout of hiccups or a strong cough would make her breath erupt into fireballs. One warm summer evening, while dad was giving a sermon at church, and mom was out back with the babe, Riva got the idea in her head to spew fire around like a dragon in the cartoons. At first it was just like before, small licks of fire as harmless as a child playing at fantasies. Then, out of nowhere, it poured from her mouth in a brilliant burst that promptly set fire to the curtains.
After that, the "exorcisms" started. Fire coming from a 10-year-old's mouth? Clearly possessed. That was the logic of her religious parents, who took turns dousing her with holy water and whipping her with belts, shouting various religious verses in the terrified girl's face. Her brother was the only one who stood up for her in that dark hour. They ran away in the middle of the night, packing only what they could carry. Also the family car.
It was a lonely drive, and they had to pull over every so often to put out the small fires Riva caused during her bouts of crying. Their destination was Detroit: land of oppurtunity for two young runaways who needed to hide among other lawbreakers and felons. It turned out that Ryder had been affected by the plague too. It also turned out that Riva was a quick study when it came to the five finger discount.
Detroit was hard the first year. The burglar duo had to squat in abandoned buildings with the crackheads and prostitutes while they scraped enough capital together to get a place without boards on the windows. It was easier to hide though. Who in Detroit wasn't a felon? Riva adjusted to their new life, or rather, grew into their new life, fairly well. She was a scrappy little thing, beating up her share of other kids (with her fire). She's gotten pretty good without decent opponents or formal training.
Riva joined the FCL for 2 reasons: 1. Her brother joined the FCL and 2. Conduits having to live on reservations was a bunch o' bullshit. Riva wasn't going to be staying in an outdoors prison just because people were afraid of her.
Affiliation: Free Conduit League
Powers: Riva has Fire Breath: like a dragon she can blow fire out of her mouth. So far, she can blow out a 15 foot radius in front of her, a straight stream of fire 20 feet, or a fireball 30 feet. Her normal fire isn't anything special in terms of temperature, but she can raise it to a dazzling 1200C. The hotter the fire, the sooner she exhausts herself, and the harder it is to control. It's the same with small and big fires: the bigger a fire is, the less control she has Riva can't be burned by her own fire, but cannot control any other fire besides her own. She also has a small amount of Fire Generation using her fingertips, using them like a lighter or blowtorch.
Appearance: Ryder stands 5'9", a bit annoying but it helps him remain unnoticed most of the time. He only packs 155 pounds onto that frame, trying to build some muscle, but it's just not sticking. His skin is brown, like his sister, and his hair is black, in a short afro cut that extends an inch from his scalp. It's not well kept, there are points sticking out of it, but it's still in relatively the same shape. His eyes are light brown, but it's hard to tell, since he always has a pair of sunglasses on. The style changes since he's constantly losing and stealing new pairs, but they remain on his face. It also hides the fact that while using his powers, they turn powder blue.
His usual outfit consists of a black Orlando Magic or Detroit Tigers t-shirt under a ocean blue hooded sweatshirt that is zipped up when out in public, and unzipped in the company of those he trusts. He has a pair of black jeans, a brown leather belt, and a pair of blue and black Nike Lebron Xs. He also has a silver chain that that comes down to the top of his t-shirt.
Personality: Given the treatment that conduits have been receiving at the hands of those in power, Ryder has developed a misanthropic approach to life. Before his abilities were discovered, he was relatively passive with his hatred, just cursing his luck at some of the events, but now he shows outright contempt with his lack of moral standards. He merely sees what he does as a means to survive in a world that allows the DUP to have such power over his life.
The one soft spot is for his sister Riva, the only family he has left in his mind. Despite her immaturity and violent outbursts, he still loves her with every inch of his heart, using the space usually reserved for most other things and would do anything for her. That's why he remains by her side. That being said, it's his fault his sister usually gets away with whatever she wants, since he doesn't do anything to stop it.
Biography: Ryder was born and raised in Lakeland, Florida, the first out of four children to Roger and Rhonda Davis, a prominent couple of Baptist preachers in the city. For the twelve years of his life, everything was ideal for the Davises. Their family was growing at a rate that would make Jesus proud as Rayshawn, Riva and eventually Renita were born. While Rayshawn was more like a friendly competitor in the family, always after Roger and Rita's attention, and Renita was born while he was 11 and thus off his radar somewhat, he was fiercely protective of his sister Riva.
The events of the plague were something of little consequence at the time to Ryder. After the plague spread across the nation though, Riva startled him one day when she was able to produce a flame out of thin air. It was cool looking though, and it turned about to be a secret between the two siblings until she got cocky. When the curtains went up in flames though, that was the breaking point. The Davises were horrified that their little girl was producing hellfire and decided to start a new tradition: the family exorcism.
Between the water and the belt, it was always brutal, and everyone had to attend, save the relatively newborn Renita. As his parents started beating and torturing his sister, Ryder could not contain the anger at what they were doing. She did nothing wrong, aside from not being able to control fire as a 9 year old. If his parents were servants of God, what kind of God would allow this sort of thing to happen? Eventually, he had enough. One night, he woke Riva up and got her to pack a bag. Then with the keys to the family minivan in hand, he took off. A recent growth spurt gave him just enough height to see over the dashboard, and after Riva was settled in, they began driving along US 27, to get away from it all.
Highway driving proved easier then Gran Turismo led him to believe, even with the stops to deal with Riva's crying and it's effects, and Ryder was able to guide the Odyssey a fair distance North. Unfortunately, the engine sputtered it's last gasp as they attempted to leave a McDonald's parking lot in Cleveland, Tennessee. With no immediate means of transportation, the two started walking along the highway. Though much slower, the two were still able to make decent progress with some decent weather or the next few days. Their luck ran out as they passed through London, Kentucky.
The last week of November finally brought a winter herald and the temperature dropped into the teens. Snow and ice soon followed. Having been dressed for nothing but the finest Florida weather, Riva was not handling it well until Ryder gave up his light jacket for her. Despite the blistering cold, Ryder didn't feel any different. Still, even with the jacket, there was no way the two were going to be able to survive for too long in those conditions. Finding a house alongside the stretch of highway they had been following, a middle aged and clearly single man answered the door. At first he was unwilling to let the two runaways in, and once Riva unwittingly showcased her talents, he was reaching for the gun. Something in Ryder snapped upon realizing his sister was in danger, and he lunged at him. All the ice that had collected on his body however got to him first, encasing the hillbilly in a sheet of sleet and freezing him solid in seconds. While everything he was taught by his parents had told him what he just did was wrong on so many levels, he felt no mercy for the man. In fact he felt glad he was able to do it. Riva's offering of an enthusiastic high five immediately afterwards confirmed his feelings. After waiting out the storm and borrowing the man's pickup truck, the two finally made it to their destination: Detroit.
With the two now on the run, Detroit was a natural place to hideout, especially with it's high concentration of conduits, as they found out they were now classified. It was rough in the first year. With no IDs, no means of income and no prospects, the two squatted in abandoned buildings around the city, while stealing whatever they could get their hands on and selling them back the local pawn shops for food money. The deviants of the area where a bit sleazy, but they didn't bother the kids, earning more adoration then their parents. After a year or so, the two finally had enough money for an actual apartment, with windows and appliances and everything. Due to a mutually beneficial arrangement with the landlord, Riva and Ryder were finally able to live life their own way. When the DUP threatened to come into the city and crackdown on the freedoms they had allowed themselves, Ryder signed up with the FCL because he wanted the ability to do and go wherever he wanted. After seeing what ham fisted restrictions did to him and his sister before, he wasn't going to let that happen again. Plus the government could suck on a frozen flagpole.
Affiliation: Free Conduit League
Powers: Cryomancy: Ryder has the ability to withdraw water molecules from the air and freeze them to create ice crystals, used in a variety of techniques. They are not refined fully due to the relative lack of time spent using these powers, but ice can be formed on the skin as a defensive mechanism, or formed into shards and repelled as projectiles. With a bit of practice, they could be used to encase someone in frozen armor, or in a frozen tomb, or in a flurry for a quick escape. The more humidity in the air, or the closer to a source of water, the stronger the powers. In a dry heat or cold, it becomes nearly impossible for him to conjure anything.
Hmm, it looks like you have already got eight sheets.
Of well, here goes nothing. Lets just hope that my heavy hand experience of RP-ing and making sheets will come in hand.
Also if there are any questions, concerns or issues, feel free to either PM me or just hit me up on here.
Name: Shorn Storum. DUP Codename: FullMetal. Age: 19. Gender: Male
Appearance.
Shorn is your shorter then your average Caucasian man, he would be around 165 cms (5' 4). His height may seem small, but this had aided him in the tough times when he had to dodge his way out of unavoidable situations. With this, his weight is around 74 pounds, due to his height as well his weight seems to be less then a normal man around his age, also Shorn hasn't trained intensely to gain any strong muscle.
The hair covering him is medium long, parted light brown with a thick lock at the back for a future ponytail. The eyes has a weird shade of blue, it looks like light blue mixing with dark blue at one point. The other features of his face is that it looks a slight childish and a long scar running down his right cheek from the side of his eye down to his face, this makes him appear easier to spot out of a crowd, making him have a disadvantage.
His clothing consists of a green tank top, a long red hoodie (with a duster), a whole metal belt, jeans, platform boots, white gloves, a pocket watch (A FullMetal Alchemist cosplay item) and a strange small blue stone cross hanging around his neck. All of this plus his satchel besides him.
Personality:
Shorn is a person who values the time of quietness and loneliness. For he is not a person who likes to be social at all, he actually tries to avoid people at all costs, even if he has to go down down alleys or any bad part of town. All this person wants is to just stay inside his home and sleep or relax for a day or two.
Yet, the only thing that attracts him is when people are being threatened or picked on. This leads Shorn into action, sure he tries to talk it out, but his communication skills are not good at all, this usually ends in a fight due to a misunderstood word or tone.
He had always been like this ever since his short lived childhood, where he was trust from a comfortable position into a terrible one, where he never grew up trusting anyone.
For he had no one to talk to or to comfort him anymore.
When it comes to human lives and morality, this guy tries to prefer to leave everyone alive and probably hurt, if Shorn is in a situation where he cannot fight back, he will run away with everything he has.
Biography:
Code:
[i][b]
RECORDED ON FJHD??(@%?/IJHF$#%^F/?
BY SHORN FULLMETAL ??[/b][/i]
Note: Get this damn laptop fixed.
"The noise of a city, the noise of people, all of this annoys one short guy ... me. Is it so bad to just try and enjoy a live without anyone? Of course it is, to society's eyes at least. Everyone makes so much noise that when I have to sleep, I have to put on some damn earmuffs and a blindfold. But hey, I rarely sleep these days, due to these numerous sides that are a pain like a thorn in a bush."
"How this all happened? I try to not grit my teeth in remembering. I was born into a nice and rich family in Perth, Australia, the richest state in the country. My parents lived their lives as humble coffee shop owners in the district. Sure we didn't live like celebrities, but that is how I liked it from what I remember. Except when I turned 12, conduits came, there wasn't war but the crime rate was raised."
"I got bullied right after that, conduit kids wanted my money, HAH, like I would trust them. I kicked one right in his special nuts and ran"
"It isn't anything special, but my family died in a riot, against conduits? Nah, it was for conduits and their equal rights as they say. The news had arrived at the door with a group of 'government workers' ... hah, my ass. They told me the news and said that they were going to take me to a better place. Like I believed them, I tried to run and run ... but they caught me, for a second or two anyway."
"Jesus, I hate talking for this long. Basically, I got my powers then, and they died ... of course I cried and cried for a while being covered in blood. Then instincts came in, and I ran once more. I worked for free across the country, Sydney, Broome, Brisbane. I worked everywhere until I came back to Perth, then I learned that a price was on my capture and the nice people at DUP heard of this."
"Of course when I saw a group of their agents for the first time I got out of the place straight away, but this was a couple of years when I was 18. They couldn't recognize me for shit."
"Next thing was next, I got out my family's life-savings, it wasn't much seeing how greedy my other fuckin' uncle, aunt and grandparents were. It was only a few grand, so I flew to the cheapest place I could. Detroit. A lot of conduits were there and it should be easy for me to keep out of sight ... or in plain sight should I say?"
"I like to call myself a alchemist, not that bullshit from video games or Skyrim ... but like a beloved character that I like, Edward Elric from Fullmetal Alchemist, damn that is a good show, I should watch it again at one point."
"Any-who, this city is a shit whole and if I weren't recording my life-story on my laptop, well ... I would be saying this right now. So Detroit, when can I get a real home? I've been living in these damn internet cafes for a while now. Geez, I think I even know the manager of this one ... Jerry was it. Well I better cut this short or a DUP patrol will be up my butt ... wish me luck, this is Shorn signing right out!"
Affiliation: Neutral?
Powers: Alchemic Manipulation.
I don't know what to put down, so I'll give you a link. [http://powerlisting.wikia.com/wiki/Alchemy]
I don't know how to exactly restrict this, but give me a PM and we can talk it over.
EDIT: Maybe a rule should be in place, that he has to wear his gloves or clap and place his hands down on said material, like FullMetal Alchemist ... which I won't shy away from, it is my inspiration to do this character. (In a short amount of time too)
(You don't know how hard it was to see that Electromagnetic Manipulation was on the restricted list. *Points to my title*)
EDIT: Also as a note, I'm bad at Skype groups.
My primary RP "Avatar Adventures" has mainly a Escapist group and it is great for everything. Planning to chatting and etc. ^_^
Appearance: Shard looks like the glass statue of a young woman, albeit a very strange one. The proportions and shaping are feminine, with a sharp-featured face, narrow shoulders, and broad hips. The body has a somewhat strange design in general, as though the person making it couldn't make up their mind what they were designing. The left arm is made to show light muscle, while the right is slender and delicate in appearance. That kind of problem is evident across much of her body, and changes regularly as her body is damaged.
The physical dimensions of her form aren't fixed, but she is generally roughly six feet tall.
Her body is translucent, only kept from total transparency by flaws in her internal structure that catch light, giving her the look of a mobile piece of knockoff jewelry.
Personality: The only reason Shard isn't off her meds is that she was never on them to begin with. The trauma of her childhood, her "death" and what came after have irreparably damaged her psyche, and compound that with her physical alienation from Humanity and nearly two years of isolation and she is not exactly psychologically well.
She's angry, spoiling for a fight. While she hasn't killed anyone yet there are some hitchhikers and gangbangers who are nursing some nasty cuts, and there's likely to be more where that came from. She's adrift, hurting, and terribly lonely.
More than anything she needs someone to talk to.
But she wouldn't say no to a lot more opportunities to beat the snot out of people.
Biography: Sarah was strange from birth. It was a turbulent and difficult pregnancy, and when she was born they noted her eyes didn't look at all normal, the whole structure was a bluish off-white. The Doctors guessed it to be some form of cataract, noting that the child could still see to some extent.
Throughout her youth Sarah was troubled with strange pains and bizarre issues, and an x-ray at age twelve showed the problem - spreading through her body like tumors were shards of a strange material. A biopsy was performed and the results were rather staggering.
Some strange form of glass. Growing inside her, several pieces nestled against arteries, or in the folds of her brain. All difficult to reach. Doctors advised against operation, all but certain that she would die on the table, and told her parents as kindly as they could that the best thing to do was to make her last days as joyful as possible.
Her parents wouldn't accept that, and pushed for them to save her, burning through their savings to find the best surgeons there were to save their little girl. It took nearly a year, and in that time her condition rapidly deteriorated, the pains becoming constant and agonizing, leaving her permanently bedridden.
For months it was operation after operation as they did their best to save her, but the glass continued to spread despite their best efforts and against any explanation or logic.
Then, nine days before her fourteenth birthday, Sarah died on the table.
Or at least, her body did. A moment after her brain fired her last neuron she found herself in darkness, faintly hearing them try in vain to resusicate her before calling her time of death.
She languished in this dark hell that only sound penetrated for days. Heard the mortician work on her body, heard her funeral, her burial.
All the while the disease entered a rapid stage with the immune reaction out of the way. Glass spread quickly through the decaying flesh, and her new eyes formed, giving her view of only the darkness. For days she struggled to even lift fingers, and after nearly a week she began to work on the coffin lid. It took three days to break through, then she climbed through the dirt to the surface, leaving the tattered remains of her body behind. She made her way home, towards the only thing she had clung to during the long nights in darkness.
And found only horror waiting for her, her mother and father slumped over the kitchen table, her father's gun on the table beside him. She didn't need to see any more - she ran.
Along the highway she went, covering her glass body in stolen clothes and learning to fix herself by stealing windows as she went. For nearly two years she ran before arriving in Detroit, and for the first time learned what she was - a Conduit. Political allegiances and power struggles, the world at large beyond the small Hell of her own. She looked. Gave each their consideration.
Then she used a skill it had taken months to get right. She laughed, a shrill, discordant noise as she gave voice to the seed of madness in her soul.
Affiliation: Free Conduit League
Powers: Shard has the ability to manipulate and control Glass. Her entire body is more or less solid glass from bones to skin, head to toe, and she is capable of drawing, breaking, and throwing other glass within her line of sight or drawing it onto her body for later use, which has the added effect of increasing her mass and physical dimensions. She can join pieces of glass together with a thought. Using glass she can repair damage, even rebuild lost limbs.
Due to her radically different physiology she is immune to disease and poison, and has natural resistance to radiation, and she does not breathe, instead talking by vibrating parts of her structure.
Future growth of her powers will likely include her learning to alter the glass she works with - staining it, making it bulletproof, and so on.
This comes with obvious downsides and more subtle ones. She is vulnerable to blunt trauma, while not easily broken a well placed hit could take limbs or her head off. Her senses are muted - she feels no pain, her sense of touch is minimal, and her smell and taste are nonexistent. Her eyesight and hearing are roughly average, although as her powers grow she may learn to amplify them.
Shard cannot hide. She is translucent, and the mix of glasses within her makes her insides a riot of reflecting light. She is more or less colorless, with the exception of a strand of vibrant blue glass going up her neck into her head. In addition to standing out this is her weak point. While Shard does not bleed, if this blue shard is broken she will die, as it is the seat of her consciousness.
After careful deliberation of all the sheets submitted thus far, I, along with trusty co-GM Pappytech have reached a decision. The good news is, I decided to raise the amount of players to 10. The bad news? That's still not enough to include everyone. My apologies to all of you who didn't make the cut.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.