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

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JdaS

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Oct 16, 2009
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Greetings, fellow Escapists! 'Tis I, JdaS, here with a titillating new RP idea I'd like to run past you.

For those who don't know of me, I've participated in a couple of RPs in the past, as well as hosted my own Pokémon themed one, which despite its moderate popularity, ended up collapsing under the weight of its own ambition. Twice.

After some time away from the forums, I have returned, aching to write up an exciting, if somewhat less complex story and I would like YOU to be a part of it.

"JdaS, cut the crap and tell us what it's about already!"

Alrighty, I will. It's based on inFamous, a Playstation3 exclusive franchise revolving around the misadventures of Cole MacGrath, a former bike messenger turned superhero (or anti-hero depending on your persuasions) with electric powers. During the course of inFamous and inFamous 2 Cole is faced with many a super-powered foe (known in-universe as "Conduits") as well as a bevy of difficult moral choices, culminating in the biggest of them all:

In the good ending Cole activates a MacGuffin, called the Ray Field Inhibitor (RFI) killing off all Conduits, including himself in order to save mankind.

In the bad ending Cole destroys the device, allowing Conduits to become the new apex species and dooms the rest of mankind.

Our game will take place 7 years after the GOOD ENDING of inFamous 2, running in parallel with inFamous Second Son, the upcoming PS4 game.

Setting

Shortly after the events of the Good ending, it quickly becomes apparent that the RFI was little more than a dud, as Conduits start re-appearing all over the world.

Fearing the Conduits' abilities after the destruction of Empire City, the US eastern seaboard and the worldwide economy, the Department of Unified Protection (DUP) is formed. Now, major cities across the United States are heavily monitored for Conduit activity, whom the DUP have labeled collectively as "bio-terrorists".

Our story begins in Detroit, Michigan. Detroit had an unusually large concentration of Conduits from the very beginning and has quickly become a haven for Conduits from all over the U.S. The DUP was slow to secure the city due to Detroit's low priority in terms of national stability. But now, all of that is about to change. DUP Major Arthur T. Rourke, having just neutralized the Conduit threat in Denver and Minneapolis is setting his sights on Detroit next. To make matters worse, the Conduit population is divided into two parties.

One side, led by a strong Electromagnetic Conduit, aims to achieve a peaceful, independent Conduit nation, where Conduits would be free to live their lives away from the hate and fear of the general population.

Opposing them is a faction led by a powerful Gravity Conduit. They don't think that Conduits should be walled off in some reservation somewhere, but instead be free to choose where they live, regardless of what the general population thinks of them.

Gameplay

With that in mind, here's how this'll work: You'll play a Conduit who's been in Detroit for quite a while and picked a side in this conflict. That's right, you get a choice.

The side vying for a Conduit nation is somewhat more righteous in their cause. They will attack the DUP but avoid using lethal force, preferring to send them packing with little more than some bruises, maybe a broken femur and really low morale. Eventually they hope that the government will give up their witch hunt, bestow them with some land and let them live out their lives in peace.

The other side is more heavy handed and don't really care if the DUP grunts walk away from the battlefield at all. They see themselves as superior beings and are not about to let someone put them away into some "concentration camp" somewhere.

Whichever side you pick, gameplay will consist of various missions with your teammates. Sometimes it'll be a battle against DUP forces, the opposing faction or even both and sometimes something a bit more subterfuge: escorting valuable cargo, sabotaging DUP operations, stopping a gang of looters from destroying someone's home (or not). I'll also try to present players with tough choices along the way, as well as some free time in between missions for character development.

Now for the part everyone's been waiting for. Powers. Every Conduit has a power, and while I won't really limit your choice (apart from a list of 10 or so powers I've reserved for NPCs), I do have a couple of guidelines:

-Stick to one power. Try to not be too versatile. If you pick pyrokinesis, stick to controlling fire. Inventive uses for mobility and defensive purposes are welcome, but don't start overdoing it and decide to just suddenly pull random powers out of your ass.

-Don't make it too godlike. inFamous isn't about being The Sentry so keep in mind that any power you choose will have its drawbacks as well as its strengths. I expect to see those weaknesses in your sheet.

Battle scenarios are quite straightforward. You write the actions your character would take in your post and I, as the GM will detail the outcome in my post. The same will apply to any instances of PvP.

So, interested? Nice. Here's what I want from you for the CHARACTER SHEET

Name: (What is your character's name?)
DUP Codename: (Lil' thing I came up with. The DUP gives codenames to all confirmed Conduits. Some Conduits like to use these as unofficial "superhero aliases". Come up with one for yours.)
Age: (How old is your character?)
Gender: (Boy or Girl?)
Appearance: (What your character looks like. The more details, the more character.)
Personality: (What makes your character who he/she is? Again, details.)
Biography: (A short summary of your character's life. Who are they, where did they come from, how did they become a Conduit, who were they before becoming Conduits, etc.)
Affiliation: (Are you with the Conduit Nation or the Free Conduit League?)
Powers: (Last but not least your superpower. What is it called. How is it used, in offense, defense, mobility, etc. Also, include possible future evolutions of your power. Pay attention to the list below containing powers reserved for NPCs. Some overlap is okay but try not to copy them.)

Thermal Manipulation

Shapeshifting

Explosion Manipulation

Oxygen Manipulation

Replication

Gravity Manipulation

Pheromone Generation

Flight

Electromagnetic Manipulation

Name: Daniel Lenier
DUP Codename: "Loki"
Age: 32
Gender: Male
Appearance: Daniel stands at an average height of 5.8ft and sports an athletic build. His skin has a light tan to it and his eyes are a peculiar, amber hue. Dan's head is adorned by dirty blonde hair, which is long enough for him to pull back into a short ponytail and a five o' clock shadow completes his unkempt, if quite dashing features. When it comes to dress sense, Daniel seems to prefer button up shirts with the sleeves rolled up to the elbows, covered by a black vest and tucked into a pair of black dress pants. In the cold Detroit winters, Daniel fends off the blizzards with a black navy jacket. Burgundy wingtips are his shoes of choice.
Personality:Daniel hides behind a veneer of constant sarcasm. His devil may care attitude rarely falters, even when under pressure. The very fact that he is now a bio-terrorist, hunted by the state and forced to run and fight across the country is shrugged off with a grin and a "c'est la vie". Despite his laid back manner, Daniel Lenier is NOT a nice guy. Every move he makes is always a carefully calculated plan to come out on top. He has no friends, no allies and no enemies. This is a game of survival, and Daniel plays to win.
Biography: Daniel Lenier was born into the slums of Lafayette, Louisiana into the heart of Cajun culture. His mother killed by a gangland shootout and his father an abusive drunk, Dan quickly learned that he could only count on himself and took to the streets. Flash forward a dozen years and Lenier had made a life for himself as a conman, using his ravishing good looks and a natural way with deceit to slither his way into the good graces of wealthy women all over Louisiana. Life was looking good for Daniel until The Demon of Empire City, Cole MacGrath arrived to New Marais. Trapped in the city between Cole, the swamp monsters and Bertrand's thugs, it seemed as if Daniel's life couldn't get any worse. Then he got the plague. Just as the silver-tongued Cajun was about to breathe his last breath, The Beast arrived, curing all would be Conduits and giving them their powers. This included Lenier who didn't hesitate to use his newfound power to get out of New Marais. Sometime later, in Chicago, Illinois, Daniel found himself unaffected by the RFI that had decimated 90% of his contemporaries but also witnessed the birth of a new generation of Conduits as well as the DUP. Hearing rumors about a massive concentration of "bio-terrorists" in Detroit, Lenier made his way to the once great Motor City, only to see it running amok with Conduits battling for control of the city's resources. Daniel quickly made a name for himself as an information broker his services wanted by many but trusted by no-one. Now that the DUP is making their move, it's time for Daniel to put his endgame in motion.
Affiliation: Neither. He'll be seen with either one from time to time, but neither party trusts Lenier enough to count him among their ranks.
Powers: Lenier's power is that of Teleportation. He has the ability to cover huge distances in a split second, giving him unparalleled mobility. When Daniel teleports, he disappears in a brief, bright flash of light and appears elsewhere in a similar fashion. He is also able to teleport objects and people with him, although his current limit is two people at a time. The only offensive application Lenier has for his power is what he calls "switch teleporting". He can, for example jump off of a tall structure and switch places with an unsuspecting foe, placing Daniel safely on the ground and letting the hapless victim fall to his death. Daniel's main weakness is exhaustion. If he teleports too far and/or for an extended period of time, Lenier must rest for a few hours to recover his strength. Onother weakness is the lack of offensive applications, which Daniel has countered with a proficiency in the use of a bo staff, making him a serious opponent at close quarters. Eventually, however, his powers might evolve in a way as to allow Daniel to teleport objects independently from himself and use them as a sort of "instant projectile".

...Aaaaaaand I think that about covers it! Any questions, criticisms, nitpicks and assorted whathaveyous, shoot. You can also PM me with any concerns. As it is I'll probably be accepting 8 sheets for this RP.

Happy writing and good luck!
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
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Name: Johan Reiter (Though he's taken to calling himself Johan Sun lately)

DUP Codename: "Sun"

Age: 25

Gender: Male

Appearance: Golden hair and tanned skin, as well as rather unusually golden eyes. His skin has a undeniable shine to it, and he "lights up the room" when he enters somewhere. If he's in a good mood, he'll shine more brightly, and similarly, it will change depending on how he feels, though he is capable of pretending that he is in a good mood by increasing the shine himself. He's fit, and somewhat good-looking. He normally wears sunglasses, and nice clothes with muted and tasteful colors. That is, if he can, of course. Covering himself up normally doesn't reduce the glowing a lot, though a thick dark attire helps a lot. Around his neck is a necklace with a pendant in the shape of a sun. He's about 5'11", and has a slim build.

Personality: Johan used to be a rather modest and selfless person, who enjoyed doing things simply to make people happy. However, being rejected by the general public, and named a terrorist, has made him more selfish, a way to protect his rather low self-esteem from further rejection. Because of this, he tries hard to make sure he's liked by those he can be liked by. In more than one way, he's a narcissist, tricking himself into thinking highly of himself so he can deal with the current state of things, and having become rather vain. He is generally caring and sociable, though he will sometimes pretend to be in a good mood when he's not, and to be less demanding than he really is. Truthfully, he's a bit too self-obsessed to notice how much he did change. He's brave and protective, and aims not to harm anyone. Even so, he's also growing more cynic to how the world works, replacing his somewhat naive way of thinking, making him feel less cheerful than he used to be. Johan takes a certain pride in being a conduit, although that is very likely just another way to trick himself.

Biography: Johan was born in a small Austrian city 25 years ago, into a family with a mother, a father, and an older brother. While he lived his first 7 or so years without any incident, his conduit powers started surfacing naturally -as that happens to some- and so did his inability to hide them. He would glow softly, though his family kept it hidden in order to pretend that everything was normal. Even so, they would blame him for things he couldn't help, and slowly grew less fond of him. By the time he was 16, he had no way of hiding it to people, and ended up spending his time inside. Isolated and rejected by the people the closest to him, he didn't interact much with people, and his self-esteem was extremely low. It was when he was 17 things changed from that. Knowing about his ability to withstand heat, he left his house when he saw that a nearby children's hospital was burning, and he went inside. Saving at least 3 children, he became known, and for a short while, he was called a hero. However, when news of what was going on in the US was heard, about a conduit known as the beast destroying whole cities, this quickly changed. He had to go into hiding, and when most of the conduits died out, he had the chance to leave Austria, though through less than legal means.

In the US, Detroit became the place where Johan could "blend in", if only because of the large amount of other conduits. These last 7 years, he's been independent for most part, though he finally decided to join the conduits wanting an independent nation a year ago, as he couldn't bear the thought of killing anyone. He had no choice but to embrace his status as a conduit, as there's no way he could hide either way, and thus took the chance to learn boxing for the purpose of being well-trained, and having some experience with fighting.

Affiliation: The Conduit Nation.

Powers: Abilities: Johan has the ability to create light and warmth. He has the ability to cause large, blinding flashes, and to raise temperatures to the point of creating fire, though he cannot do that instantly and he has to burn actual materials. If it's sunny outside, he will get his powers back almost instantly, as well as a decent regeneration ability and high speed and energy, as not only his abilities, but also his energy is sun-based. However, if there's a lot of clouds, or even bad weather, he doesn't have this advantage. He has no defensive abilities, apart from being able to withstand great temperatures, both low and high ones. His powers would evolve towards a greater offensive ability, increasing the range and speed of both his flashes and his ability to create fire.

Weaknesses: His foremost weakness is a lack of sunlight, or places where sunlight can't find him. While he manages to benefit enough from sunlight normally for this not to be a problem, some kinds of weather, especially rain, tends to leave him worse off than before. There's also the fact that he can't help but glow, even when covered in clothes, so hiding or sneaking in the middle of night is difficult.


Here's my character. I do realize that part of his powers are connected to Thermal Manipulation, but as it is a wide term I do hope there's not too much overlap. Besides, be kinda weird to have a character with sun-based abilities, then just neglect the ability to raise temperatures.

Please let me know if there's anything wrong with the sheet.

Edit: Added height and build, forgot I didn't write those, and I do like comparing heights between people.
 

CrazyGirl17

I am a banana!
Sep 11, 2009
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Looks like fun. I think I'll reserve a spot for now and come up with a sheet tomorrow.
 

Ruedyn

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Jun 29, 2011
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Looks pretty fun, but I do kinda want to know if I could play a vampire like in that one DLC. >_>
 

EnigmaticSevens

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Sep 18, 2009
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*has Dead Sara's Heart Shaped Box cover on repeat* Hell, I'm in, I'll have a sheet up within the next couple days.
 

Drummodino

Can't Stop the Bop
Jan 2, 2011
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Holy crap, I was just thinking the other day that an RP set in the Infamous world would be awesome, there's so much potential for cool characters. I am extremely interested and would like to reserve a spot if I can.

I do have a question though; I currently do not own a PS4 and as such I can't play Second Son. I probably won't be purchasing one in the near future either. Will this be a problem?
 

JdaS

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Oct 16, 2009
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DarkRawen said:
Name: Johan Reiter (Though he's taken to calling himself Johan Sun lately)

DUP Codename: "Sun"

Age: 25

Gender: Male

Appearance: Golden hair and tanned skin, as well as rather unusually golden eyes. His skin has a undeniable shine to it, and he "lights up the room" when he enters somewhere. If he's in a good mood, he'll shine more brightly, and similarly, it will change depending on how he feels, though he is capable of pretending that he is in a good mood by increasing the shine himself. He's fit, and somewhat good-looking. He normally wears sunglasses, and nice clothes with muted and tasteful colors. That is, if he can, of course. Covering himself up normally doesn't reduce the glowing a lot, though a thick dark attire helps a lot. Around his neck is a necklace with a pendant in the shape of a sun.

Personality: Johan used to be a rather modest and selfless person, who enjoyed doing things simply to make people happy. However, being rejected by the general public, and named a terrorist, has made him more selfish, a way to protect his rather low self-esteem from further rejection. Because of this, he tries hard to make sure he's liked by those he can be liked by. In more than one way, he's a narcissist, tricking himself into thinking highly of himself so he can deal with the current state of things, and having become rather vain. He is generally caring and sociable, though he will sometimes pretend to be in a good mood when he's not, and to be less demanding than he really is. Truthfully, he's a bit too self-obsessed to notice how much he did change. He's brave and protective, and aims not to harm anyone. Even so, he's also growing more cynic to how the world works, replacing his somewhat naive way of thinking, making him feel less cheerful than he used to be. Johan takes a certain pride in being a conduit, although that is very likely just another way to trick himself.

Biography: Johan was born in a small Austrian city 25 years ago, into a family with a mother, a father, and an older brother. While he lived his first 7 or so years without any incident, his conduit powers started surfacing naturally -as that happens to some- and so did his inability to hide them. He would glow softly, though his family kept it hidden in order to pretend that everything was normal. Even so, they would blame him for things he couldn't help, and slowly grew less fond of him. By the time he was 16, he had no way of hiding it to people, and ended up spending his time inside. Isolated and rejected by the people the closest to him, he didn't interact much with people, and his self-esteem was extremely low. It was when he was 17 things changed from that. Knowing about his ability to withstand heat, he left his house when he saw that a nearby children's hospital was burning, and he went inside. Saving at least 3 children, he became known, and for a short while, he was called a hero. However, when news of what was going on in the US was heard, about a conduit known as the beast destroying whole cities, this quickly changed. He had to go into hiding, and when most of the conduits died out, he had the chance to leave Austria, though through less than legal means.

In the US, Detroit became the place where Johan could "blend in", if only because of the large amount of other conduits. These last 7 years, he's been independent for most part, though he finally decided to join the conduits wanting an independent nation a year ago, as he couldn't bear the thought of killing anyone. He had no choice but to embrace his status as a conduit, as there's no way he could hide either way, and thus took the chance to learn boxing for the purpose of being well-trained, and having some experience with fighting.

Affiliation: The Conduit Nation.

Powers: Abilities: Johan has the ability to create light and warmth. He has the ability to cause large, blinding flashes, and to raise temperatures to the point of creating fire, though he cannot do that instantly and he has to burn actual materials. If it's sunny outside, he will get his powers back almost instantly, as well as a decent regeneration ability and high speed and energy, as not only his abilities, but also his energy is sun-based. However, if there's a lot of clouds, or even bad weather, he doesn't have this advantage. He has no defensive abilities, apart from being able to withstand great temperatures, both low and high ones. His powers would evolve towards a greater offensive ability, increasing the range and speed of both his flashes and his ability to create fire.

Weaknesses: His foremost weakness is a lack of sunlight, or places where sunlight can't find him. While he manages to benefit enough from sunlight normally for this not to be a problem, some kinds of weather, especially rain, tends to leave him worse off than before. There's also the fact that he can't help but glow, even when covered in clothes, so hiding or sneaking in the middle of night is difficult.


Here's my character. I do realize that part of his powers are connected to Thermal Manipulation, but as it is a wide term I do hope there's not too much overlap. Besides, be kinda weird to have a character with sun-based abilities, then just neglect the ability to raise temperatures.

Please let me know if there's anything wrong with the sheet.
It's a great sheet. The overlap is minimal and the thermal manipulation guy is on the other side anyway, so we're good. I'd maybe like to get some more info about how Johan would use his powers offensively. Other than that, I have no problems whatsoever with this sheet.
 

JdaS

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Oct 16, 2009
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Ruedyn said:
Looks pretty fun, but I do kinda want to know if I could play a vampire like in that one DLC. >_>
Hmmm. I have my reservations about a vampire character in my superpower RP. However, if you really want to run with that idea, make a sheet and we'll see how it goes.

Drummodino said:
Holy crap, I was just thinking the other day that an RP set in the Infamous world would be awesome, there's so much potential for cool characters. I am extremely interested and would like to reserve a spot if I can.

I do have a question though; I currently do not own a PS4 and as such I can't play Second Son. I probably won't be purchasing one in the near future either. Will this be a problem?
That will not be a problem at all. I myself don't have a PS4. Your appreciation for the series is more than enough to participate in the RP.
 

Drummodino

Can't Stop the Bop
Jan 2, 2011
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JdaS said:
Drummodino said:
I do have a question though; I currently do not own a PS4 and as such I can't play Second Son. I probably won't be purchasing one in the near future either. Will this be a problem?
That will not be a problem at all. I myself don't have a PS4. Your appreciation for the series is more than enough to participate in the RP.
Excellent, I will put up a sheet shortly. Just trying to decide between shadow manipulation and seismic shockwaves as my power.
 

JdaS

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Oct 16, 2009
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Drummodino said:
JdaS said:
Drummodino said:
I do have a question though; I currently do not own a PS4 and as such I can't play Second Son. I probably won't be purchasing one in the near future either. Will this be a problem?
That will not be a problem at all. I myself don't have a PS4. Your appreciation for the series is more than enough to participate in the RP.
Excellent, I will put up a sheet shortly. Just trying to decide between shadow manipulation and seismic shockwaves as my power.
For what it's worth, I'd go with shadow manipulation.
 

DarkRawen

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Apr 20, 2010
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JdaS said:
DarkRawen said:
It's a great sheet. The overlap is minimal and the thermal manipulation guy is on the other side anyway, so we're good. I'd maybe like to get some more info about how Johan would use his powers offensively. Other than that, I have no problems whatsoever with this sheet.
Well, as I'm going to have him try not to kill anyone, his most common methods would be to blind/distract people with his ability to create flashes of light, and go in closer in order to knock them out physically/disarm them. His ability to create heat also makes it possible for him to cause several people at once to pass out/get disoriented due their bodies heating up above a certain limit, though it would a short while, a minute, perhaps two depending on what equipment. Of course, there's also what he'd be able to do with the things around them -like heating up a gun to make the bullet go off- and so on.

Then there's the whole setting things on fire, and even being able to raise someone's body temperature to the point of them dying -though that would take longer than a minute- , using bright light to make someone permanently blind, and so on, which I do hope he won't have to use.

So yeah, that's some of it, the rest would depend on the situation at hand, I'd say.
 

sage42

Elite Member
Mar 20, 2009
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Consider me interested. I'll try to get a sheet up later today after work. I have a question though. What exactly is Explosive manipulation? Is it exactly what it says on the tin or something else?

On another topic: Hi Rawen! seems like we might be in yet another RP together.
 

JdaS

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Oct 16, 2009
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sage42 said:
Consider me interested. I'll try to get a sheet up later today after work. I have a question though. What exactly is Explosive manipulation? Is it exactly what it says on the tin or something else?

On another topic: Hi Rawen! seems like we might be in yet another RP together.
Exactly that. Henry Archer aka Halflife, will be able to create explosions by manipulating molecules into rapid, violent blasts.

On another topic: Long time no see sage. Can't wait to see what you have in mind!
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
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sage42 said:
On another topic: Hi Rawen! seems like we might be in yet another RP together.
Indeed we might, hopefully these characters get along better than certain others >_>
 

drmigit2

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Dec 25, 2008
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Name: Norman Littelle

DUP Codename: Nosferatu

Age: 32

Gender: Male

Appearance: Norman's appearance is perpetually changing. His body isn't stable and can changes constantly. That said, when he is making an appearance as Nosferatu, he always shows up as a very large man, 6 ft 9 in, with tattered clothes and a wicked smile. His body is slick and moves in an almost inhuman way. His eyes are a piercing black and his skin is lively. Norman looks like one of the healthiest people in existence and his flowing brown hair has an unnatural sheen to it.

Personality: Norman is a planner, he doesn't like to just rush into a situation and will almost never be found in his normal, natural form. That old woman sitting in her apartment as a bloody battle goes on outside may suddenly turn into a large man and throwing around blood spikes. He isn't without mercy, but any threats to himself or his allies will be dealt with swiftly. Norman would prefer it if nobody had to fight, but that's not the case right now. He also believes that a separate nation of conduits would only be a temporary solution. Norman won't die of natural causes due to his powers, but he will eventually die, and he doesn't want to leave a half-assed job to those who inherit the earth.

Biography: (A short summary of your character's life. Who are they, where did they come from, how did they become a Conduit, who were they before becoming Conduits, etc.)

Affiliation: Free Conduit League

Powers: Haemokinesis:

This power is segmented into many many uses, but is highly limited by either the severity of Norman's own wounds, the severity of his opponent's wounds, or the number of corpses nearby. Any living creature has ownership of their own blood, and Norman has difficulty controlling it if it isn't exposed. Dead creatures have zero control and Norman use their blood at will. Thus, while Norman is nearly unstoppable in a huge fight with lots of cannon fodder, one on one fights, especially surprise ones, are his bane. His powers go as follows:

Haemotides: Norman has control over blood, as such, he can move blood. This has no real limit, other than the amount of blood available.

Haemospike: Norman can crystalize blood into becoming spikes.

Haemoangel: While many of his abilities are destructive, Norman can use them for helpful purposes, stabilizing any wound by clotting the blood.

Haemostable: Norman's body is no longer a real body, it's exchangeable, nothing on him is permanent and can be replaced if enough blood is around. Crippling wounds like losing an arm are a pittance if enough blood is around. Norman's entire body must be destroyed if he is to truly be killed.

Blood Pact: Norman doesn't need to injure himself to use his own blood, it is readily available, but his own body will begin to disintegrate unless it returns.

Blood Brothers: If another conduit willingly contributes a massive amount of blood, Norman forms an empathetic link with him and is able to send messages, though he can not receive any. The amount of blood required for this is massive, and anyone who accepts the pact will be incapacitated for the day in order to regain their strength. This can never be forced.

Blood Boil: Norman can cause intense pain in a single subject if he has a wound to do this through. This is non-lethal, but paralyzingly painful.

Haemotransport: Norman can move very rapidly by turning into a pool of blood. Size and speed of this depends on how much blood is available to him.

Improved Flow: Norman isn't insanely strong, but his haemokinesis allows him to increase his blood flow when needed, increasing his athleticism.

TL;DR: Norman isn't an offensive master, he is a tanky and hard to kill beast that gets more and more powerful the longer and larger a battle is. Also, while he can control animal blood and use animal blood to make spikes, he can't use any abilities that require his own body on it.

Didn't do the biography yet, as I am not super familiar with the InFamous lore, but here is what I have so far.
 

CJ1145

Elite Member
Jan 6, 2009
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Name: Reggie Pier
DUP Codename: Butterknife. Reggie hates that name, and personally prefers "Shortcut".
Age: 16
Gender: Male
Appearance: On the shorter side at about 5'7", Reggie is not a man who likes to be reminded of his height. Brown-skinned, he has a runner's build. His body has been trained for agility, as it's the best complement to his powers. His face is boyish and mischievous, with a spark in his brown eyes and a perpetual smile. Reggie has a thin nose that curves upward just down at the tip, and dimples in his cheeks that pronounce themselves whenever he smiles. His hair is medium-length and styled into dreads, though he typically wears a boonie hat over them, as well as a large domino mask attached by spirit gum.. The only jewelry he keeps on him is his class ring, a simple silver deal with an amethyst tucked into the center. His clothing isn't particularly stylish, but it's eye-grabbing. He wears a red and yellow hoodie unzipped over a black shirt with a big ninja decal on the chest, said warrior crossing two swords in front of him. He calls it his superhero logo, though he's on the market for one that isn't quite so... garish. He typically wears baggy jeans or cargo pants taped down to avoid flapping about when he runs, and a pair of running shoes so tattered you'd think they were a family heirloom. He tries not to let anyone know they actually DID belong to his dad when he was his age.

Personality: Reggie is at his heart a kid, and he is absolutely thrilled to have superpowers. Enthusiastic, extroverted and friendly. Optimism is a way of life for this boy, and he isn't afraid to preach it. His only real rule is that he insists on treating people "like people." As a result he's unwilling to judge others for their actions without context and an understanding of their point of view. He tends to be more forgiving than he should be, and he's been burned enough times to know it isn't a particularly smart way to do things. But he's convinced that even if one person gets a second chance because he was willing to give them one, and they use it to be a better person, it all will have been worth it.

Reggie doesn't usually refer to himself as a Conduit. He doesn't like being treated like some kind of non-human thing just because he can do things other humans can't. He insists that he's a superhero. He has special powers, yeah, but he has them so that he can help people. As a result of adhering to this lifestyle he'll never turn a blind eye to someone who needs help. He's only happy to be of service. Having modeled himself so closely to his comic book idols, he's adopted their refusal to kill. This is harder than it sounds with his power, but nothing can convince him of the necessity to take someone's life away. He's also still a committed student. He dropped out of high school to continue working as a superhero, but he hasn't given up on his studies, and works harder than ever to become fully educated. He dreams of going to college someday, after he's done some real good in the world.

He has his quirks and his flaws, however. He's a little too mischievous for his own good at times, and gets a little too into his quips during a fight. He can be insensitive and even hurtful when he's focused on a fight, which works against him when he's against someone who isn't outright evil. And as he's ultimately still just a kid, he has a bit of a problem with authority figures. Being ordered around isn't something he's used to by anyone but his parents, and he doesn't really hold reverence to anyone who won't accept his philosophy as a superhero. Reggie can be moody, and prone to depression if something goes particularly wrong in his life or work.

Biography: Reggie is a Michigan native, and grew up in a perfectly normal, stable home. A hard-working dad, a nurturing mother, and even a couple of bratty older sisters to get on his nerves. He was a smart kid from early on, and eager to please. He was raised with a strict moral compass and instilled with a desire to do right by others. Unfortunately for his parents, this backfired on them the day Reggie's powers began to manifest. It was weak at first, a ghostly apparition sprouting from his back. At first they had thought it was some kind of mutation, something they'd just need to cover up and play off. But then at the end of the limb, a blade began to grow. Over months the arm grew larger, stronger, and harder to keep hidden for any length of time. Reggie practiced with the limb, and found it was sharp. Supernaturally so, and strong enough to slice through any surface he put it up against. Plaster, concrete, steel. Nothing could resist its edge.

Reggie's sense of responsibility took over from there. Even though he was only fifteen years old, he insisted to his parents that he needed to make use of the gift he was given. If he had the power to fight, then he had the power to protect people. He wanted to be a superhero. His parents, naturally, refused. At first. What were they supposed to say? "Yes, go ahead and get yourself killed"? But as he slept that night they had a long, heated talk about what to do with him. They'd seen on the news what the government was doing. What happened in Denver, and Minneapolis. Even if they kept him cooped up at home, they would come and find him one day. And he wouldn't be ready. So it was decided by the time he awoke: he could do what he wished with his powers. But it was under two conditions: They'd get total disclosure, and he'd tell them everything that happened during his outings. EVERYTHING. And also, he'd have to disguise himself. No one else could know what he was up to.

And so he dropped out of school. As far as his friends knew he'd decided education just wasn't for him. In reality, though, he just needed more time to dedicate to his superheroics. He's made himself a rough "costume" out of cobbled-together clothes, a domino mask, and a wide-brimmed boonie hat. And he's tentatively allied himself with a faction of fellow Conduits who seek an independent nation to use as a safe haven, though he doesn't know if that's really a proper solution, when his heart tells him to try and find compromise with the nation he's already a part of. His night are spent studying and furthering his education, as well as training for his field-work.

Affiliation: Conduit Nation, though he hasn't revealed his name to them and considers himself a "part-timer"

Powers: Reggie's power, put simply, is Cutting. Out of his arm grows an ethereal, purple and bony appendage roughly in the shape of a skeletal human arm. But rather than a hand, attached to the wrist is a two-foot blade. This blade is unnaturally sharp, and durable. So far it has proven incapable of chipping or dulling, and needs no cleaning or care from its wielder. The blade arm is able to cut any known physical substance, cleanly splitting it in two without any roughness left in the affected area. The blade arm is mostly subject to Reggie's conscious control, and is for most intents a third arm. But it has some autonomy, and will move to parry or cut anything directly threatening its wielder's life. As it stands, it seems to have reached its maximum power, and most of its enhancement now lies in the technique and improvement of Reggie himself. However, he's spent some time thinking to himself that the cuts he inflicts don't seem to be based on the real sharpness of the blade or an application of physical force/dexterity. The blade just cuts what it touches, regardless of opposing forces.

It's led him to wonder just how it works and, if he could learn to perceive beyond the surface level of the physical world, what ELSE he could cut.

Well, that took longer than expected. Anyway here's a sheet.
 

Anayna

New member
Aug 10, 2009
115
0
0
Feedback is welcomed.

Name: Guy Nelson.

DUP Codename: Giant.

Age: 31.

Gender: Guy's a dude.

Appearance: Guy is a big guy. Standing some 6'3 ft. tall, with broad shoulders and fairly well defined muscles he's used to being the biggest man in the room. With male pattern baldness having taken a hefty toll on his hairline he keeps his dark hair, what little there's left of it, as closely trimmed as possible. Guy prefers his sizeable jaw cleanly shaven as well, a no-nonsense style dominating his appearance. Heck, Guy would balk at the notion that he has any particular "style" at all. Further evidence of this can be found in his dress code, which consists mainly of baggy sweatshirts and baggier cargo pants. However, this too is just for the sake of practicality; in using his powers Guy undergoes physical changes that necessitate loose clothing. His already imposing stature may change into one not seen outside superhero comics. As illustrated by Rob Liefeld.
He has also taken to wearing heavy boots and Kevlar gloves in an effort to protect his extremities in combat.

Personality: The conduit upheaval has had a marked impact on Guy. The shift from being just another breadwinner with a steady job and a fiance looking to settle down, to a fugitive on the run from his own government has installed a paranoid and nervous streak in him. Guy doesn't quite know who to trust anymore, least of all his chosen faction. This has led to him becoming a far more quiet and reserved man than he once was, which coupled with his physique make many mistake him for the stoic, brooding warrior type. This couldn't be further from the truth. Guy is afraid, deathly afraid that he will never see his family again, and tries to watch out for himself. As of late, he is also becoming quite afraid that, with his faction's sometimes ruthless methods, he may not be able to look in family in the eyes again should he ever see them.

Biography: Guy's life was a fairly uneventful one prior to the appearance of conduits. He was as horrified as every other average Joe and plain Jane at the events in Empire City and New Marais. He was no less horrified when he himself began displaying powers. Guy worked as a fitness instructor in Minneapolis when Major Rourke began his purge. Having already begun to display some hints of his powers Guy was forced to flee the city, leaving behind both family and a fiance. This was no easy departure, his family insisting that he save himself, whilst Guy swore that he would return. Hitting the road, he made his way to the one place where every other conduit seemed to be headed: Detroit. Living there, surviving on begging and odd jobs, Guy eventually ran into the two dominating factions of the city. While he sympathized with the goal and especially the methods of the Conduit Nation, their organization was not an option for him. Guy didn't want a new home; he already had a home. A home where family and loved ones were waiting for him. Only the Free Conduit League offered him a way back, so it was with great trepidation that he accepted membership into the faction. Even now Guy is less than happy about the methods employed by his fellow conduits in the faction, but he is determined to find his way back home. And now Major Rourke is bringing the fight to him.

Affiliation: Free Conduit League.

Powers: Plain old super strength. Or rather, they appear to be just that. Guy's actual power is that of muscle density control. He can change the volume, mass and density of his muscle tissue. Simply making his muscles bigger renders Guy far stronger and somewhat faster, but it's his density control that makes him superhuman. By increasing the density of his muscles these take on properties that organic tissue just shouldn't have, instead being more akin to metal. Supernaturally durable, Guy can perform feats of strength that would make normal muscle tissue snap. This durability also has defensive utility, as Guy can withstand heavy blows and even conventional bladed weapons. Of course, with the increased density comes weight and Guy can push himself up to several hundred kilos. Guy doesn't know what the upper limit of his power is, but has noticed that the density makes him progressively slower.
Unfortunately, while he can harden his entire musculature Guy's powers do not extend to the rest of his body. His skin is as vulnerable as ever, making him hesitant to go into battle without some sort of protective wear. Any opponent of his would also do well in targeting any part of his body less protected by his supernaturally tough muscles, such as his joints and head. Making matters worse is that while his powers have obvious offensive potential, Guy has little to no actual combat training. This can, however, be remedied with experience, and practice could unlock other avenues of power usage, such as increasing his density to near-invulnerable levels, or overloading his muscles for potentially terrifying results.

EDIT: Edited 'cause I'm a big dumb dum dum.
 

Drummodino

Can't Stop the Bop
Jan 2, 2011
2,862
0
0
JdaS said:
Drummodino said:
JdaS said:
Drummodino said:
I do have a question though; I currently do not own a PS4 and as such I can't play Second Son. I probably won't be purchasing one in the near future either. Will this be a problem?
That will not be a problem at all. I myself don't have a PS4. Your appreciation for the series is more than enough to participate in the RP.
Excellent, I will put up a sheet shortly. Just trying to decide between shadow manipulation and seismic shockwaves as my power.
For what it's worth, I'd go with shadow manipulation.
Here you go! Let me know if you have any questions/issues.

Name: Jane Anderson

DUP Codename: Nightweaver

Age: 23

Gender: Female

Appearance: A slender, attractive young woman, Jane stands at about 5'3 tall. She has short, spiky purple hair (dyed), exceptionally pale skin and inky black eyes, set in a delicate face. Multiple piercings decorate her ears and nose. Her usual attire consists of black jeans and t-shirt, with black leather boots, gloves and jacket. Metal spikes line the jacket's shoulders and raised collar. If she's out in the daylight she'll be wearing thick, heavily tinted sunglasses.

Her most noteworthy feature is the faint black mist that oozes from her hands. Her gloves conceal this fairly well, but if someone were to look closely they would see it trickling out from underneath them. Whenever she's feeling intense rage, joy or any other strong emotion, the volume of mist increases.

Personality: A night owl, Jane is rarely seen during the daylight hours. Despite her appearance, on the surface Jane is a cool customer who rarely gets flustered, no matter what the situation. She only loosely plans her actions ahead of time, as this allows her to adapt to unexpected events. She avoids direct combat where possible, preferring to operate from the shadows. Distraction, sneaking and subterfuge are her favored tools. If there are no other options however, she is willing to get her hands dirty - even kill if required.

She is also an excellent actor, capable of hiding her true feelings beneath a layer of charm or intimidation. Below this exterior however, Jane has a deep seated hatred of the government and the DUP. She detests how they have attempted to control and regulate conduits around the country, as if they were nothing more than dangerous animals. As such, she has signed up with the Free Conduit League and is determined to see their mission succeed - no matter what the cost.

Biography:With an abusive alcoholic for a father and an addict for a mother, Jane grew up in a terrible home environment. There was never enough money for food and rent, so Jane quickly learnt the art of theft. She was very good at it too - from the age of 6 to 16 she was only caught a half dozen times. She was also adept at charming shopkeepers into giving her wasted stock and leftovers for free, particularly once she started maturing and learned the power young girls have over old men. By the time she was 16 she was the main breadwinner of the family.

Unfortunately for Jane, her father happened to be one of those old men who found young girls alluring. One night he came home even more intoxicated than usual and attempted to drag his daughter into his bedroom. The shear panic and terror Jane felt at that moment unlocked something within her and it exploded outwards, turning the entire room pitch black. As her father stumbled around in the dark, Jane realized that she could still see somehow. Springing into action, she punched her father in the face and ran out the door into the night.

Over the next seven years, Jane learnt how to control her new found powers and used them to move up in the world. As more and more conduits emerged, it was almost shockingly easy for someone a little more... subtle... with their powers to set themselves up with a comfortable position within the city. With the arrival of the DUP in town however, Jane no longer feels like she can sit on the sidelines. The battle for control of the city is about to explode, and Jane is determined to see that she survives it. She earned her freedom the hard way and she is not about to give it up that easily. There was certainly no way she was going to live in the Conduit Nation's glorified zoo, so she signed up with the Free Conduit League. They seemed to be the only ones who were truly dedicated to defending conduit rights.

Affiliation: Free Conduit League

Powers: Jane has the power of shadow manipulation. She can send forth black mist from her hands which blankets the immediate area in darkness. The darker the area is to begin with, the easier and quicker it is for her to create total darkness. She can see in darkness perfectly, allowing her to move through it effortlessly.

Over the years she has refined her abilities to be able to create shapes and patterns with the mist. She most commonly uses this to distract and intimidate people by surrounding them with shadow images.

Finally, her most powerful ability is being able to transform her physical body itself into the shadow mist and take on a two-dimensional form. This takes a lot of effort and only works in dark areas. If the moon is full, it may be too bright outside for her to transform. Once she has changed she can move through brighter areas, although it will fatigue her faster. This ability is fantastic for infiltration and escaping.

If pressed into combat, Jane's preferred strategy is to blind her opponents and dispatch them with the knife that she carries in her boot. She hasn't had any proper hand to hand or weapons training, so she's highly reliant on her powers.

Weaknesses: Direct sunlight is Jane's greatest weakness. Not only does it take longer for her powers to work, she tends to feel lethargic and finds concentrating difficult. Shining artificial light at her will also have this effect, but to a much lesser degree. High intensity halogen lights are required to have any noticeable effect on her during the night.
 

Belmarc

New member
Nov 24, 2012
120
0
0
Name: Benjamin Creed

DUP Codename: Assault

Age: 26

Gender: Male

Appearance: Stands at 6 feet with relatively short auburn hair and bright hazel eyes flecked with gold. Ben prefers clothes that are functional and easy to replace as they got worn out from use, now more than ever. His features are neither particularly attracive or unattractive, but once in motion he has a strange grace and beauty.
Personality: Ben is, in general, a happy man. This is not because he is easy going, but because he aggressive seeks to protect his powers, his freedom, and his pleasure. This kind of nature has led him to detest the DUP, which goes against everything he seeks out in life. He considers himself wise enough to know that the DUP will never let the Conduits go free, and is dead set on crushing them. While not admitting it, he also knows that as much as he's running towards a new life, he's running away from his old one, and dreads the day it catches up with him. Becoming a Conduit hasn't changed his opinion of other people, and doesn't consider other conduits or "himself" as supreme beings, only humans with their own strengths and weaknesses and all generally equal.

Biography: Once an up-and-coming college graduate with the "perfect life" Ben's parents wanted for him. With his budding career, fiancée, and new house, they couldn't have been prouder of their son. Unfortunately for Ben himself, that kind of existence felt static and boring, something he went through the motions for to please other people. Even the Beast and the supposed Conduit Threat felt far away, a nightmare (or in Ben's case, a secret fantasy) that could never be a part of reality. However, a day came when he attained the powers he had thought to be outside his reach, and for the first time in a long time he felt alive. The growth was slow at first, and he kept it secret. Every day he explored what he could do, and every day he grew stronger. Eventually, he could no longer stand living his ordinary life and fled to Detroit, a land he saw as a haven to explore his new powers and become the man he wanted to be.

Affiliation: FCL

Powers: Ben's power is Kinetic Energy Manipulation. Currently he can amplify or diminish kinetic energy applied to an action, though his manipulation of energy creates a white light effect, revealing it. With his current basic control of his powers, Ben has access to faux super strength, adding extra kinectic energy to his punches for faster and harder hits. Eventually, his power could grow to channel and unleash kinetic energy into a static object, improves his mobility with enchanced jumps/dashes, or carry kinetic past his own actions as a projective/shockwave. Ben recharges through diminishing and absorbing kinetic energy from others and himself, which can also reduce impact and damage. The weakness in his powers stems from the short range of both his recharge and affectable range, with any long range attacks weakening with distance (especially if there is no object carrying the energy). Due to the nature of his ability, fighting any non-physical ability is a challenge, being unable to directly counter or defend any such attacks with his own abilities.
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
2,172
0
0
And sheet is posted! Woo-hoo.

Name: Samantha "Sam" Heller

DUP Codename: Vinyl

Age: 29

Gender: Female

Appearance: As far as first impressions go, Sam rarely makes much of an impact. Standing at roughly 5'6" and weighing in at a mere 140 lbs, she doesn't exactly strike an imposing figure. A head of dirt-brown hair hangs down to her shoulders, typically in whatever state of disarray it was in when she stepped out of the shower, and neatly covers up most of her face. Even when her hair is actually combed aside, her vision is rarely unimpeded. Her emerald eyes seem to be stuck in a half-open state, as though its too much of a bother to keep her eyelids either fully opened or closed.

Though Sam's not exactly a looker, there is a slight hint of attractiveness to her visage. Smooth, mostly unblemished features, a pair of unpierced and quite whole ears, no noticeable scars or tattoos; hell, if she'd go through the trouble of putting her hair back and adding a bit of make-up, she could probably turn her fair share of heads. But, if the apparently permanent look of apathy scrawled across her face is any indicator, the odds of that happening are all but non-existent.

Going a little lower, Sam's body isn't much to look at, at least at first glance. Her chest is mostly smooth, with only a bit of a curve, and her limbs aren't exactly impressive either. However, a closer inspection tells another story: Sure, it's true that Sam is a bit lacking when it comes to rippling biceps and the like, but the muscles she does have are all tough and well-defined. She doesn't have the massive frame of a bodybuilder, but the smooth, lithe build of an acrobat, the kind of body that values flexibility and endurance over brute strength.

Judging by her pale, slightly tinted skin, Sam's blood is mostly a ill-bred mixture of European and Eastern nationalities. While there's certainly a possibility of other races getting mixed in there, what kind and in what amount is anyone's guess; Sam certainly hasn't bothered to find out.

When it comes to clothes, Sam prefers to dress in a few layers. Not that she really has much of a choice, now that she's a Conduit and all...

First, of course, are her socks and unmentionables. Nothing fancy or anything; it's not like they're for show. Next comes a threadbare tank-top in a very, very dark blue, and a reasonably clean pair of pants. Her chest and upper-arms are covered by a jacket, the same muted yellow color as a wilting dandelion. Though its sleeves cut off just above Sam's elbows, it still manages to trap enough heat to keep her warm on a chilly night.

Finally, a pair of aged, but not quite decrepit, tennis shoes adorn Sam's feet. Thick, clunky, and tied together by a couple fraying laces, the shoes are covered in a mish-mash of scratches and are tarnished by stains from almost any substance imaginable. Mud, ash, rust, these babies have seen it all and come out (mostly) no worse for the wear. No pun intended.

One accessory, a thick belt, bulging with pockets and slots for a cell phone, wallet, and whatever else needs to be carried, is slung across Sam's waist at a haphazard angle. Its dark leather is well worn, almost falling apart in some places, but it's managed to hold together this long; odds are it won't be giving up on life anytime soon.

Personality: At her core, Sam is a more than a little pessimistic, tending to always assume the worst of any situation or anyone she runs into. If the woman had her way, then the vast majority of the world's population, aside from the few people she's willing to tolerate, would go out of their way to just stop bothering her. Of course she realizes that her fantasy isn't ever going to come to pass, but you can't blame her for dreaming, can you?

Most of the time, Sam carries herself with a lazy, languishing air, as though she's constantly half-asleep. Her voice is quiet and monotone, she's horrible about making eye-contact, and at times she'll simply ignore anybody else in the room while she sinks into her own thoughts.

Beneath her typically quiet exterior, however, Samantha's actually pretty strong-willed. She'll lead her life exactly as she pleases, thank you very much, and no DUP, Conduit Nation, or weakass nobodies are going to tell her otherwise. Try to impede her at your own risk; unless you're one of the few people that have managed to earn her respect, Sam won't hesitate to put you in your place.

Biography: Prior to the Beast's rampage across the East Coast, Samantha had a pretty normal life. Sure, she might've been a bit grumpier than the norm, but she had friends, family, a home, and even a stable job. Living the American Dream right there.

However, all of that changed when the behemoth tore through South Carolina on its way down to New Marais, slaughtering nearly everyone in the state without a Conduit gene. About a day after the destruction of her hometown and the deaths of almost everybody she knew, Sam woke up, apparently one of the "lucky" survivors. Shocked and terrified out of her mind, the distraught girl tried to flee the ruins of her life, but was quickly found and taken in by the military and civilian force trying to clean-up after the disaster.

Though Sam had only been on the outskirts of the Beast's reach, thereby only receiving a relatively weak dosage of its power, it was only a few days later that her powers began to awaken. Unaware of what was happening to her and suddenly ostricized by the people who had been trying to help her, Sam was almost taken into military custody, but managed to escape through panicked, instinctual use of her new abilities.

Over the course of the next several years, Sam slowly made her way across the country. Having long since given up on being understood by the general populace, the Conduit willfully abused her powers and strength to get by, sometimes joining up with other outcasts like herself. However, the formation of the DUP further ruined any chance at stability she might have found. Eventually, the woman found herself in Detroit, a city with enough Conduit power to resist the DUP's authority.

So, she decided to stay.

Sam's been living in the city for about two years now, and has even made a bit of a name for herself as one of the League's agents. With the DUP closing in on her and the other Conduits, she's decided that once and for all, she's done running. The only way Rourke's getting into Detroit is by going over her dead body.

Affiliation: Sam doesn't particularly enjoy tying herself to one group or another, but if she had to, it'd be the Free Conduit League. At least when she's working with them, it's easier for her to get some food and a place to sleep.

Powers: Paper Composition: When she became a Conduit, Sam's body, as well as the clothes she was wearing at the time, gained the ability to turn into a sort of organic "paper"; several hundred sheets of a microthin substance mostly made up of carbon and hydrogen. Samantha can separate her body, either all or part of it, into individual pieces at will, and can move them about and reform them elsewhere through a telekinetic type process. This allows her a certain type of short distance flight, though strong winds will normally play havoc with her separated body. It should be noted that her belt and its contents are not a part of her new body; she either needs to carry it along when she splits apart or leave it somewhere and retrieve it later.

In addition to her already above-average hand-to-hand combat skills, Samantha's powers give her a neat offensive ability: She can use individual pieces of paper as cutting implements, and while she's not exactly capable of slicing steel plates in half, it doesn't take that much to cut someone's arteries, eyes, or other soft, fleshy parts.

Defensively, Sam can turn into paper and allow most purely physical attacks to pass right through her, and while she will die if enough of her paper is destroyed (she needs to be able to form all her major organs when she reforms), she can generate more paper by eating or resting. She's not Wolverine, but she can regenerate a missing limb or two over the course of a few days.

While Samantha isn't any more flammable than anyone else, she doesn't have any particular resistances or immunities either, at least not beyond those that all Conduits have. Electricity will still throw her nervous system out of whack, acid will burn her horribly, bullets can tear her paper to shreds, etc. In addition, getting splashed with liquids will either make it harder for her body to separate or make her individual papers too heavy to move about on their own.

In the future, it's possible that Sam might gain more precise control over her body, keeping it together for longer bursts of flight, manifesting monomolecular cutting tools, etc.