INVICTUS .//accepted characters

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MOONLIGHT
selene amaruq || in processing || clear. 0 || link to profile



Brief Description
A scarred young woman, Selene hides her true feelings behind a facade of friendliness and naivete and hates to worry people about her well-being and degrading emotions and thoughts. Not used to the existence of a non-human population, Selene has an almost childlike wonder when it comes to the supernatural world, as joining Invictus has been the only time she has been exposed to more mythical creatures other than herself. Being an ijiraat, Selene can transform into various arctic creatures and is not to be taken lightly; in a mere moment, she can turn from having a grizzly's raging strength to being able to slip away completely unnoticed as a simple lemming.

Weapons & Abilities
Natural Weapons: Whenever Selene transforms into an animal, she has that animal's natural weapons as well. She otherwise does not carry weapons unless she has to.

Shape Shifting: Selene can transform into any arctic animal she wishes, as well as into a humanoid version of said animal, leading to some particularly terrifying creations. When she was first getting the ability to shift, her body would shift parts of her into various animals, but she isn't able to do so normally. Selene tends to favor wolves and caribou. She can also shift into a human form, which is what she usually wears, and can shift back into her regular self as well.



 
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POCKET
patricia || veteran agent || clear. 5 || link to profile



Brief Description
Tiny little 8" sprite that manages one of the larger inventory storage within the Texas facility. She is adorable as all hell and is a cinnasquish that you must protecc because she is pure and innocent and too presh. Though she doesn't have a lot of combative capabilities, her knowledge on things is immense.

Weapons & Abilities
None! - Pocket isn't a combatant. Because of this, she doesn't need weapons. It is rare that she leaves the base unless her expertise is needed on the field and she has someone to watch the inventory storage room for her.

Sprite Physiology - It's pretty clear Pocket doesn't look human. She's 8" tall, has two horns protruding from the sides of her forehead and her nails naturally grow at a point. She has sharp canine teeth and slitted pupils. Other than that, she has wings that can only be seen when she uses them to hover or fly short distances. They look very similar to dragonfly wings. They are able to tuck into her back when not in use, allowing them to avoid being harmed.

Wisp Transportation - Using some of her natural magic, Pocket can turn into a ball of light (it kind of looks like a ball of blueish-white mist floating about) to travel long distances. This also helps her get around the inventory room on her own. While in this form, she can go through some solid objects if she goes through it within a few seconds. Overall, it's like being a wil-o-wisp. The light doesn't hurt others, and if someone tries to touch her in that form, they may be able to break it and catch her. However, she moves incredibly fast in this form and it may be difficult to catch.

Infinite Memory - Whatever Pocket sees, reads or hears, she is always able to remember. Other senses (touch, smell, taste) may not trigger her infinite memory. When it is committed to memory, she may never forget it, even if it's a very minute and meaningless detail.



 
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ROSE MADDER
vivianna dell'gatti de luca || rookie agent || clear. 1 || link to profile



Brief Description
Bold and boisterous italian troublemaker who managed to make a deal with voodoo spirits and thus giving them her life. A wild card with an array of emotions for any situation, Vi tends to follow her instincts into trouble. With a stockpile of utility items, she is great as a support specialist in group situations and can also take care of herself if need be.

Weapons & Abilities
Stockpile - A backpack filled with potions, tonics, powders, salves, idols and all sorts of voodoo paraphernalia. This is something she has to keep stocked which means she has to craft the lot of it on her own.

Mediumship - While Vivianna cannot directly see spirits, she can feel them. (Excluding the Loa, she can see them). She can speak to them, but cannot hear them. Sometimes she can feel what they are trying to say, but it takes a very strong willed spirit to let her feel that.

Voodoo - in the general aspect, Vi is gifted with skills in voodoo. This includes potions, fetishes, dolls, effigies charms, oils, powders, candles, and wards. This is all included with her stockpile. These are the physical items she has, which all must be crafted in particular ways by herself. Which also means she has to obtain the right materials or similar enough to do so. Otherwise, she has extensive knowledge in the realm of voodoo and spirits.

Isle of Dolls - As stated above, voodoo dolls made by Vivianna. Thanks to her connections to the Loa, she can possess the dolls and use them in which way she sees fit. The dolls are easily distinguished by color. Regular Burlap tan- no effect other than she can see through them. Red-- Will follow the target and explode. Blue-- continuously and relentlessly attack physically (usually with a needle or stick of some sort). Yellow-- Create a bright flash. Green (rare)-- Latch onto their target and infect with poison.

The Pact - More of one of those last ditch abilities, vi can allow the loa that she's dealt with to take over her body. in this form, the immediate area around her (generally a range of about 2OOm) turns dark and her own body becomes something similar to a silhouette. her strength and speed is amplified and she will attack her opponents relentlessly and maliciously.
 
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THE SANDMAN
john blund || junior agent || clear. 3 || link to profile



Brief Description
Silent protector of the dreamers also become an agent to protect the conscious. Innocent, determined, caring, but sometimes naive and gullible mute. Jon uses sand to do an array of techniques including shielding and healing.

Weapons & Abilities
Sand Creation - Probably the most well known ability of Jon's, as its how anyone who knows of The Sandman knows him. Jon creates a sand to which is dusted into the face of his target. This particular sand forces the target into a deep sleep, and generally with pleasant dreams. If the person sleeps until they wake up naturally without outside help, they will feel incredibly rested and recharge mentally and physically.

Healing Sand - If used in the same way as the previous skill, this sand heals instead of putting to sleep. However, if the person is asleep by sleeping sand, the healing is faster.

Silent Sand - Jon creates a cloud of sand that swirls around the target, negating most abilities. Works like a nullifying skill for any casting like abilities.

Guarding Sand - The sand comes together like a solid wall and acts like a shield. This can be formed into any size or form, and is stronger against physical damage.
 
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SILVER OX
yakov iziaslav || veteran agent ||clear. 5 || link to profile



Brief Description
Big russian papa retires from the mob to kick back and follow his own father's footsteps.. Stern, wise, brutal and unforgiving, Yakov is probably already fed up with your bullshit. Using either his fists or his racial abilities, he is a force to be reckoned with.

Weapons & Abilities
Ethereal Manipulation - Since positive energy is easier to push out in the world, negative energy gets filtered and recycled. The black tar in which Yakov uses is what gets filtered out of that energy before it is returned as positive energy. Yakov can manipulate this in a physical form to create appendages, weapons, and smaller, short range creatures.

Ethereal Form - The human form in which Yakov normally wears is actually more of a mask to contain his natural form. This form has no steady or solid appearance, but looks more like a glob of tar, and/or oil. He is much stronger this way, and can manipulate his "body" as needed.

Pocket Realm - Every one of his kind has access to this realm. It is a universe that is in between all other realms, also known as the Twilight Realm. Within it everything is motionless, and without color. Yakov can go in and out of this place as he pleases. If he brings someone into it, they would feel almost like there is a numb blanket being wrapped around them. No sound, no breeze, no temperature. It is a realm of absolute and nothing.
 
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TACHISME
zander akaiyu || senior agent || clear. 4 || link to profile



Brief Description
Gamer dweeb fights against all odds to be apart of a real-life video game lifestyle. Reclusive, anti-social, fearful bean who tries his best to help and do his bestest. While not a fighter at heart, he can use his abilities in a number of recon and supportive fashions.

Weapons & Abilities
Art Physiology - Zander has the ability to take on the form of piece or art, including the visual arts - including painting, sculpting, printmaking, photography, and other visual media, literary arts/literature – including poetry, novels and short stories, among others. His transformed form can beeither anatomically identical to their normal form, aside of being made of art, in which case it contains all to organs and is somewhat vulnerable to attacks. Alternately he can transform into homogenous matter, without any part of their form being more important than the other.

Art Manipulation - He can create, shape, and manipulate arts and the medias used to create them. These include the visual arts - the creation of images or objects in fields including painting, sculpting, printmaking, photography, and other visual media, literary arts/literature – including poetry, novels and short stories, among others.

Paint Manipulation - Zander can create/generate, shape and manipulate paint, both the physical substance and paintings, including entering and manipulating them.

Ink Manipulation - He can create, shape and manipulate ink-- including moving ink, change the color, consistency/viscosity between solid and liquid, etc., even if the ink is printed/written/tattooed. He can write/scribe/tattoo without tools by manipulating ink.
 
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KAIJU
Alexander Roland Roy || Junior Agent || clear. 1 || link to profile



Brief Description
An childish prankster or immature enigma depending on one's point of view. Conversations concerning himself personally end up going in vague circles or sarcastic answers. If something needs to be done though, Alex would be the one to call.

Weapons & Abilities
Natural Weapons - In his hydra form, Alexander possesses natural weapons such as his claws, fangs, and tail. Eight of his heads are able to breath an element though only his main head possesses acidic spit. Alexander's blood in both forms is poisonous enough to kill a human with a touch. Although Alexander does not normally carry weapons, he has shown to be proficient in wielding single handed blades, light firearms and polearms.

Shapeshifting - Alexander is able to change his physical form from hydra to human and vice versa at will. The transformation happens in stages, allowing him to stop the process midway and keep some of his human traits while regaining some of his hydra traits as well. Although Alexander is surprisingly agile and flexible in his hydra form, it is not very quiet and its large size makes it non ideal for tight spaces.

Regeneration - As a hydra, Alexander is naturally able to regrow his heads whenever they are decapitated. For every head Alex loses, two of the same element grows in their place. These extra heads disappear when Alex shapeshifts into his human form and back. In classic hydra fashion, if the wounds are burned, cauterized, or otherwise closed, his regeneration will not work until the wound is reopened.

Elemental Breath/Spit - Eight of Alexander's hydra heads cannot spit acid though they are able to use other elements. Two heads possess fire breath, two heads can shoot freeze rays out of their mouths, two heads can breath lightning, and two heads are able to launch balls of air with varying amounts of force. Each head also possess saliva in accordance with their elements. The fire heads have saliva as hot as magma, the ice heads' saliva also freezes everything it touches, and the lightning heads' saliva are perpetually charged with electricity. While the
air heads don't possess any special saliva, they are capable of creating powerful shock waves and sonic scream attacks. In human form, Alexander has access to all the elements though he can only use one at a time.

Hydra Physique - Even in his human form, Alexander possesses strength, durability, and speed that rivals most demigods. His physical strength are further increased as he shifts into his hydra form. In about 3/4 of his transformation, Alex is strong enough to easily fling trucks over his head and his scales provide enough armor to stop most projectiles save the highest caliber rifles. In full hydra form, Alex's scales are tough enough to protect him from a couple of tank shots and his limbs and breath possess enough strength and firepower to overpower a small army. His maximum speed on land and underwater as a hydra is 40 mph.


Poison immunity/Acid resistance - Alexander is completely immune to most poison though extremely potent poison can give him a stomach ache. He is also heavily resistant to acid though he can't stand sour foods.



 
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CONDUIT
Sparky Quinn || Junior Agent || Clear. 3 || link to profile



Brief Description
A Demigod with daddy issues who is trying to do his best to have some kind of social life and not become like his father. Gloomy, protective, faithful pale twig who is unaware of a dark secret that may get him killed one day by the same two hands that made the boy. With the ability to command the forces of nature, he makes for a great pick when missions call for heavy hitters.

Weapons & Abilities
Demigod Physiology - Because of Sparky's Demigod mythology background, several of his human traits are enhanced above normal human standards. These include Strength, Speed, Endurance, Durability. This also explains why he doesn't have unneeded body hair(facial, back, chest, etc.), has flawless skin(no pimples, zits, molds, etc.), and doesn't get easily sick.(No colds, upset stomachs, fevers, most diseases won't take.)

Weather Manipulation - At his current age and training, Sparky can generate storms and manipulate the weather to however he pleases in a local area. City, inside a building, small focused area, or even someone's room for the giggles. Thunderstorms, sunny days, tornadoes, and if there is water nearby sometimes even hurricanes. He can use rain droplets to heal himself or others as the rain seeps down into the wound or wounds, and begin cleaning it up along with sewing the wound up making it look like nothing had happened. This kind of ability is mainly because of his Demigod blood and similar to what a child of Poseidon can do with just water.

Lightning Manipulation - Being the son of Zeus, it's fairly clear that Sparky also gained his skills in controlling and summoning lightning. Through his training on his own and some others in Invictus, Sparky can use lightning in ways that his father can't. Examples of this are himself turning into lightning itself as a means of travel, whether that's through the air, electrical wires, or any electrical device.



 
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REAPER
Aerith || Junior Agent || Clear. 3 || link to profile



Brief Description
Pure and innocent elf turned dark after being banished from her home land with only a undead yeti and a thousand plus year old entity being her only two friends. Cold, distant, apathetic necromancer who struggles to better herself with a new life. Loaded with damage and utility, she is an excellent pick for almost any mission or task.

Weapons & Abilities
Bow of the Spectral - Aerith wields the Bow of the Spectral. This bow was given to Aerith alongside Bug Manipulation when Veirkhar became imbued to her. It was designed by Veirkhar when he was still alive and has special magical traits to it that make it stand out from other bows. Healing Arrows that can be generated and shot into someone thus sinking into their body and healing all of their wounds or injuries, Zipline arrows that, when shot, create a zipline to travel on.(Limited to a one hundred meter range), All arrows fired can go through solid objects if Aerith allows it to happen. Normal arrows used are infused with Veirkhar's previous fire and lightning magic. Either Element can be used separately or together for a much more devastating outcome. Each and every arrow is created through both Aerith's and Veirkhar's magic reserves.

Elven Physiology - Because of her Elven background, Aerith has a few unique traits. Enhanced Strength, Speed, Durability, and Endurance. She also has the natural ability to handle any bow given to her.

Necromancy - After going through five long and harsh trials, Aerith has several abilities that pertain to her being a Necromancer. Most of which are either a strength or is a separate ability altogether.

Life-Force Absorption - With just a simple touch of a living, breathing, bleeding person, Aerith can steal away their life-force and use it as her own for multiple different uses.

Immortality - This trait became possible after Aerith fully unlocked Necromancy for herself. It's not Absolute Immortality, but rather a type of Immortality that is between Regenerative and Unfettered Body Immortality.

Veirkhar, her Familiar - Veirkhar is the Necromancer entity that is tied to Aerith and has helped her unlock her Necromancy abilities. Veirkhar also has a physical form that can manifest outside of Aerith's body to help her or simply socialize whenever he feels.

Bug Manipulation - Gained from Veirkhar, Aerith is able to call forth all sorts of bugs/insects to her aid. Sometimes in large swarms or just a few at a time. Along with being able to use certain aspects of her small critters.



 
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EXECUTIONER
Ferdinand Saint || In-Processing || Clear. 0 || link to profile



Brief Description

Former member of The Order of Heaven's Wrathful Executioners, this time-stunted man is an example of Old World strength. Equipped with painful memories, battle scars and a handful of weapons, this giant angel-descendant now aims to adopt a modern life through INVICTUS. Sharp, Humble and hardworking, mixed with a pinch of melancholy and bluntness that only a hammer could match. Imagine a balance between Superman and Batman personalities. (??) So in short, don't mess with the templar.


Weapons & Abilities

Bone of The Heavenly Gates; Heaven Bone: A large claymore comprised of a metal that no mortal knows of. This weapon, large as the average adult, is the signature weapon of the giant warrior. While it is stained with the blood of many enemies, a sacred enchantment prevents the blade to bring harm upon any human.

Son of SIlver; Sythr: This falchion is forged from a monastic technique, creating a highly-dense silver alloy. Strong and sharp enough to cut through leather, bark, and mortar easily.

Gavel of The Word; Golden Spine: Not your grandma's bible. This blessed tome, when a verse is read from its pages, launches a chain of lightning to harm and stun anymore deemed to an enemy.

Grand Enhanced Body: His Angelic ancestry manifested in a way that pushed Ferdinand's normal human capabilities beyond the limit. Along with his size, the warrior's physical capabilities are boosted to an awestriking status. And while he is already strong, the room for improvement is great.

Angelic Aura: A golden aura which manifests a part of Ferdinand's powers. A protective cloak which envelopes him and protects him from magical and physical attacks. It also allows for minor healing effects.

Burning Blessing: Upon uttering a prayer, Heaven Bone is swallowed in a gold and black flame. This flame illuminates an area with simulated sunlight and drives away shadow. Even to flame-resistant monsters, the flame is harmful.

Timeless Body: He doesn't age. Normally or magically. Get wrecked father time.





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