arc: trafix

rissa

the clairvoyant pterodactyl
Original poster
VENGEANCE
DONATING MEMBER
MYTHICAL MEMBER
NEVER NORMAL
TRAFIX




What would you do to save your own life? The life of your child, sibling, or friend? How heinuous of a crime would you commit, if you knew it was the only thing that would save the one you love? If it was the only thing that allowed you to keep breathing— to keep living? How far would you go...

before you'd do anything, no matter how monstrous?​






CATEGORIES

As a squad whose duty it is to kidnap fellow metas, Macintosh set in place a few guidelines as to what kind of powers he would need to perform assignments easily and efficiently. Handpicked by none other than Macintosh himself, one way or another, your characters will have metahuman powers that adhere to the eight categories he believed were most useful in this line of work.


Nullification
Espionage

Tracking
Trapping

Transportation
Coercion

Muscle
Wild Card


To note: Categories that have been crossed out have been reserved or already accepted. As more players are accepted more will be crossed off.​



CHARACTER APP

Name:
Nickname:
Date of Birth:
Age: (18-25)

Physical Description: (RL FC's only please and please include a written description alongside your FC.)

Glow color:

Category:
Power:
Power Description:

Personality: (Feel free to do this however you wish)

Brief Pre-History: What was life like before your characters met Macintosh?



Due to the unexpected amount of interest, I may add a few more slots to the squad.

Please keep this thread free of chatter; sheets only! All questions should be through Discord.
(Linked below)


 
Last edited:
Name:
the-layover-alexandra-daddario-01.jpg

Georgia Stamford

Nickname:
Georgie/George

Date of Birth:
19th May

Age:
23

Physical Description:
Georgia stands a little over 5"6, and is of a slim to average build. She is a natural brunette, with her hair falling straight and to her her shoulders when it is not tied up in a messy bun or ponytail. Her eyes are a bright blue, rimmed with a slightly darker hue when one looks closer. Her skin is fair and clear for the most part, with a small surgical scar on her abdomen and no tattoos, but several piercings in the lobes and cartilage of both of her ears. Georgia can be usually found carrying a small bag containing her laptop, phone and an array of other tools, and a travel mug of coffee in one hand. She takes care and pride in her appearance, and it's rare that you can spot a wrinkle or stray bit of lint on her clothing.

FC:
Alexandra Daddario

Glow color:
Dark blue [#2969B0]

Category:

Espionage

Power:
Technopathy

Power Description:
Technopathy is the ability to control electronic technology through through use of the mind. Georgia has considerable intuitive expertise when interacting with items of electronic technology, primarily though touch or close proximity - three feet or less - to them. This is how her abilities first manifested, and for a long time she just considered herself good with technology. This allows her understand what exactly she needs to do in order to repair or upgrade equipment. For small devices she can manipulate the components directly, but for larger, more complicated devices, or devices missing critical components, she will need tools and the right equipment for the job.

As her powers have grown under Macintosh's training, she has learned to mentally communicate with computers, and in essence, become a walking hacking hub. When it comes to communicating with computers, Georgia describes it alternately as using her brain as a terminal, and simply talking to a computer. The commands and methods she uses are intuitive to her, code just being another form of language and encryption and firewalls merely riddles to be solved. In order to talk to computers, she again needs to touch or be near them in order to do so. She can by pass this restriction by using phones, laptops or other wireless devices to 'boost' her signal to talk to remote devices, but only if they are networked and exposed to the internet as a whole. She can also 'connect' to the internet mentally via these devices, but doing so creates a great deal of mental strain on her, and she will avoid using this aspect of her ability when possible.

Georgia's abilities are not just strictly limited to just hacking and fixing devices. She can manipulate RFID chips in ID cards and passports to make a convincing forgery that much better with just a touch, track and alter Bluetooth devices, and interfere with various sensors, if they are within range.

Although mostly in control of her emotions, George poses a significant risk to herself and devices surrounding her if she loses control. She can break or permanently corrupt electronics and chips within her radius. If a wireless device is on her person when this happen, she risks overloading her mind with information causing headaches, migraines, seizures and possible brain damage. This also increases the radius in which she can cause damage

Personality:
In contrast to popular belief about hackers, Georgia appears friendly and sociable, and quite outgoing. She can be a little mothering at times, and tends to be easier on new recruits than her colleagues. She likes to present herself as thoughtful and kind, often producing homemade sweets or presents for friends and teammates on special occasions. However, all this is to help hide a much darker, ruthless side of Georgia. She can and will do what she needs to do to get ahead, and if that means pushing a teammate under the bus - figuratively or literally - she will not hesitate. She is not afraid of using and manipulating people to complete her missions, and using her abilities to help her in these efforts.

Brief Pre-History:
Georgia never knew her father, and her mother didn't know him for very long. In fact, that could be said for Georgia's younger brother, James, as well. Her mother was absent for the most part, still too young and focused on partying to raise two children. Georgie and James sent most of their youth bouncing around the houses of various relatives. The lesson was learned early - that they could only trust each other. She began stealing to help look after her brother at around 10, and quickly picked up the art of manipulating grown ups. How many adults could stay angry at a young, pretty, crying girl? It was around this time that she began to notice her abilities with electronics, and would begin practising what she could do when she 'talked' to machines.

As Georgia grew older, she learned how to blend in, how to act like you belonged and do what was needed to persuade and convince people into giving you want you wanted. What she needed to look after herself and her little brother. She graduated from petty shoplifting to more elaborate scams, and as her powers grew, she eventually picked up a side hustle hacking for a local underground network, eventually supplementing her income by working as an adult model and cam girl. She got enough together to move out on her own, taking her little brother with her. Life was good for a while, just the two of them. When James started talking about university however, Georgia realised that she would need to up her game and earn some serious cash. She began taking on more and more ambitious projects from her underworld clients, until the day she was found out and attracted some unwanted attention. Attention that knew she was no regular hacker, and how to find her.

Georgia has tried to reach out to her brother in the years since, but he's not interested in hearing it. Unable to tell him the truth or a satisfactory explanation, John perceives it as the final and greatest abandonment by family.
 
Last edited:
Raini Allington

Name: Lorraine Carolina Allington
xxickCDIZCYRUNRb__BgY8qpwW8brLXZ-4LVaFNKD4LfGv7fHzN4-ymw_FWtmcN3NwBUVLXV2WczGizvJbfqBlkAEBIa05_tH1kCDhjHgPXXPw6FBRR9e266-APJL5Hm3VGAyK4

Nickname: Raini
Date of Birth: June 17th, 2000
Age: 22

Physical Description: There’s not much about Lorraine that stands out. Olive toned skin, deep brown hair, pale pink lips. Though deep set and sunken in, her eyes are her most catching trait, a bright grey-blue that matches her sister’s. She stands at a fairly slender 5’8” and is prideful about keeping her body in shape, though isn’t very concerned with any other aspects of her presentation, like style or makeup.

Glow color: Deep orange #E36000

Category: Trapping
Power: Malleable Force Fields
Power Description: Raini is able to conjure a force field like material that she can shape into whatever form she desires. It is extremely strong, deflective, and ny impenetrable. She can expand it into a protective covering, bubble someone within it, send it out as sharp shards for offensive purposes, and many more uses that she continues to explore. Her ability is extremely reliant on the amount of focus and energy she possesses in the moment. If she loses concentration or becomes too exhausted, her forcefield will first begin to lose its invulnerability and then cease to exist. She cannot create multiple force fields and keep them all up at once, generally her focus has to be tied to one specific target, and her force fields can only hold so much weight. Though it has its limitations, when used properly and skillfully Raini creates an invincible defense system and inescapable prison for their targets.

Personality: Hardened by an unforgiving childhood and one unkind circumstance after the other, Raini is not the most open or kind person out there. She often meets people with a sharp stare and her lips upturned into a perpetual scowl. Her philosophy for surviving in this world is centered around hard work and minimal distractions, and people often pose as a distraction. Though she is not a people pleaser, Raini makes up for it with invaluable skill and level headedness in the heat of battle. She never seems to lose her cool in the thick of it and meets roadblocks with an intense amount of concentration and dedication. Now, off of the battlefield is another case. People and their inconsistencies bother her more than any fight she has to struggle in, and she can be quick to anger in a social setting. Despite her misgivings, she is good at what she does and does what she must with an unmatched level of ferocity. A more reserved side of her is not often seen by most, and in her alone time she enjoys crafting and painting. At her core, even with her short fuse, Raini is a protector. Just not with the gentlest hand.

Brief Pre-History: Life wasn’t easy even before Macintosh made it a morally grey hellworld. Up to the age of nine, however, it was quite simple. She was a kid living a suburban existence with her decent blue collar parents and her best friend and sister River. Those were simpler times. Playing soccer, excelling in art class, doing stupid homework, and other general nine year old things. It came to a sharp end when their parents were out on a date night and never came back thanks to a drunk driver on the road. Raini had already considered herself a protector of her younger sister, but now she felt it was her only purpose; to get her and River through whatever was going to come their way. She thought they had dodged a bullet by avoiding foster care and instead falling into their care of their mother’s sister. She was wrong.

Raini and River suffered many longer years with their narcissistic and abusive aunt. Lorraine did her best to keep her head down and shield River from as much of the abuse as she possibly could, but she could only do so much. She promised herself and her sister that as soon as they could, once she had saved some money and grown at least somewhat old enough to care for them both independently, they would run. The sisters' escape came a little earlier than expected when Raini’s powers surfaced in a fateful moment, but they didn’t last long on the streets before Macintosh picked them up and threw them into a new form of imprisonment.
 
Nathan Averbilt

Name: Nathan Averbilt
Nickname: Nate
Date of Birth: March 26th
Age: 22

Physical Description:
WEb-Finn.jpg
Nathan stands at 6’1” and weighs roughly 175 lbs. The young meta takes pride in his appearance despite spending the last half a decade as a madman's pet project. Unfortunately, his lifestyle does not lend itself to trivialities, and as far as clothing goes, Nathan only dresses in what it provided to him.

Glow Color: Emerald Green

Category: Nullification
Power: Negative Energy Wave Emission

Power Description: Nathan’s ability allows him to disable the abilities of other metas through the use of negative energy waves. The waves originate from Nathan’s center of gravity, and travel in a burst formation outward to approximately fifteen feet or so before dissipating. Since working with Macintosh, Nathan has tried to refine his abilities to manipulate the direction and area of effect of his powers, but so far has been relatively unsuccessful. At present, the most he can do is limit the path of his wave by channeling his energy outward from his hands as opposed to from his body, allowing for a conical-shaped blast in a single direction.

Visually, Nathan’s abilities go easily unnoticed: the waves are transparent, but as they travel outward from his body, they create a visual effect identical to that of heat distortion; the air appears to ripple and bend where the waves pass. Individuals who know what to look for, or who are particularly perceptive, might notice the subtle shifting in the air. Affected metas also report feeling a light numbing sensation along the surface of their skin, as well as occasional bouts of mild nausea while under the effects of Nathan’s ability. Besides these mild discomforts, the energy emissions lack any alternate function beyond disabling other metas, and are totally harmless to the meta's body in every other respect. The effect of Nathan’s power always persists for a minimum of twenty minutes, but the duration of the enfeeblement has some minor variability depending on how close Nathan’s targets were to the origin of the wave: the farther the victim was from Nathan when they were disabled, the quicker they will recover.

Personality: Nathan can't keep his mouth shut. His confidence (or arrogance) has made him just as many enemies as it has friends and with good reason: the young Averbilt is aware his attitude can be grating, and he revels in being able to get under people’s skin. Still, despite his love for snide banter and obnoxious grandstanding, Nathan isn’t a fool. On missions, he takes his job just as seriously as anyone else, and is afraid enough of failure to shift to a more calm and collected persona when need be. Nathan wants to believe that he is a team-player by necessity, and that if he ever had the chance to escape he would. The truth is more complicated.

Since being press-ganged into Macintosh’s crew, Nathan has had very little contact with anyone besides his fellow crewmates, and--despite his interests in keeping them at arm’s length--he does find himself gravitating closer and closer to them after every high-stakes mission. Not only that, but the horrific nature of their profession, and the twisted dynamic they all share with their kidnapper has affected Nathan in ways he isn’t proud of: the young meta has always known what they do is wrong, but as days turned to months and then years, he began to block out the voice in his head decrying the whole affair. Instead he began to try and look at the positives. So long as he did what Macintosh asked, he stayed safe, fed, and--best of all--he was not only permitted, but encouraged to develop his powers.

Brief Pre-History: Sometimes it's hard for Nathan to remember who he really was before he was abducted, and before he became an abductor himself. It's hard not just because of all that's transpired since then, but also because Nathan’s life used to be marked by irrefutable banality. He used to be a nobody, belonging to a nobody town, full of nobody people. Of course, at the time he didn’t see it that way.

Nathan grew up in a small town in East Ohio called Wyndhurst. With a slowly-dwindling population of just less than 30,000, Nathan’s hometown epitomized the consequences of economic disparity. Sometime--no doubt, a long time--before Nathan was born, Wyndhurst experienced an economic boom when surveyors located several veins of rare metals beneath the town. Shortly after the mine opened, the town experienced a period of rapid overdevelopment. The only problem was that the mines didn’t last nearly as long as the small town’s many investors were banking on. When the mines dried up, so did the money. By the time Nathan was old enough to walk, Wyndhurst was practically on life-support; it's shuttered malls and empty theaters monuments to a dream long past.

As a boy, Nathan never knew his father. The old bastard had opted to walk out on his mother--and his life--before Nathan’s third birthday. After that, it was just Nathan and his mom. Life in Wyndhurst was remarkably simple. Despite being a single mother, Nathan’s mom had a steady job, and though they were leagues and bounds from ever being wealthy, they made ends meet. Besides the bare necessities, there were very few things to buy in a stagnating town like Wyndhurst, and even fewer places to go and buy them.

In school, Nathan was a relatively normal student. He wasn’t particularly gifted, but he didn’t struggle to keep up with his peers either. For the most part, he was considered a bit of a loudmouth, and an unremarkable scholar. Of course, he didn’t need to be anything more than that. Midway through his junior year, Nathan was ambushed by Macintosh’s men on his way home from school. In an instant, the simple life he’d had laid out for him was upended, and a new life--one of superpowers and slavery--began.
 
Name: Keturah Hudson
Nickname: Turi
Date of Birth: July 7th, 1999
Age: 20

Physical Description: giant image right here

Standing at 4'11" and 2/3, thank you, she is diminutive in the extreme. Black hair worn in a bob, usually with her brown eyes hidden behind a pair of sunglasses, she is shockingly strong for someone her size. She has had to make up for her lack of height in as much muscle as she could manage to pack onto a tiny frame, though of course each shred is functional. You'd never know it under all that black, though.

Glow color: Chartreuse

Category: Wildcard
Power: Quantum Potential Manipulation
Power Description: The ability to manipulate the potential path or location of any number of objects or persons. A highly versatile ability, it originates from an innate understanding of the quantum potential of the objects and people around her to a certain degree. For instance, given a deck of cards, she would be able to tell you what each card would be, due to the potential for that object (each individual card and its make up) to be laid in front of her. She is also able to sense projectile objects, as well as people. This 'sixth sense' is constant at a ten feet radius. Past ten feet, her 'understanding' must stretch out - a bit like squinting to see an object that is far away. Her maximum range is a mile and a half. The ability allows her to likewise plot likely trajectory of objects thrown her direction/shot at her, or vice versa - to allow her to manipulate the trajectory of something she's thrown or shot.

The major drawback is a constant need for concentration. The constant six foot awareness of all objects and people in her vicinity is a considerable mental drain, a conceptual tinnitus that never goes away, as her brain calculates where each thing might soon be.

She is working on being able to move objects wholesale via quantum tunneling but the going is slow - she needs complete concentration to move an object from one place to another via essentially quantum teleportation, or else the object in question is abruptly spread across multiple 'potentials' in a million different pieces. She has not successfully moved a living thing this way, not without a mess.

Personality: Keturah is dour as they come, a raincloud even on her good days. Her personality is not so much sour as it is harsh, with a deadpan air and a quick wit. Shockingly pessimistic, she plans for the worst, constantly -- though she can be pleasantly surprised by being wrong. That said, Keturah becomes hyper-focused on the job, in due part to the ability she harbors, but likewise because of the stakes at hand. She understands fully the gravity of their situation, and she is unabashedly outspoken when she feels her opinion is a necessity for the team's enrichment or success. Nevertheless, unless asked for her advice, she rarely gives it out of her own volition.

Simply, she is a low energy person with little time or attention for someone who might tax her already "sensitive" sensibilities. That said, she isn't opposed to other people's company - quite the opposite. She wants the company of others who just also happen to be quiet, unassuming, and less grating on the senses. Turi's preference, rather, is to do a solo, quiet activity in the presence of another, and spend time together in a way that doesn't require a huge amount of attention or energy. Those she builds a bond to, she is exceptionally close, and she often seeks out their company of her own will, sometimes inviting herself along to... whatever they happen to be doing. Meanwhile, those she actively dislikes, she also actively avoids at all costs, to save what precious mental energy she has. That said, she does deeply care about the team, even if this is not a fact she makes readily known.

Brief Pre-History: When she was five, her family joined a group of people called The Twelve Tribes. On their surface, they were a seemingly amazing place to raise a family - a place where time was rewound to a simpler era, with few modern amenities, with a deeper sense of community, with a mindset that it was the job of the parents to mold their children into the next generation above all else.

Too bad it also happened to be a cult.

Their entire identities had to be discarded, her real name replaced with another. There was a strong belief that the children did whatever the parents asked, and if their orders were not followed - or even perceived not to be followed - then it was fully acceptable to whip the child into submission. Anything could be an infraction, and punishment could be as varied as it was cruel, all in the name of love and a desire to try and create a perfect 'tribe' of adults that would come to call God and the End of Days to Earth. So when she began to hear voices - not really voices, but something like them, the sound of the universe whispering possibility after possibility in her ear - she was told she was demon-possessed, that she should rebuke this spiritual contagion, that she had not obeyed and must have tainted her soul to receive this thing. So, to stop the starvation, the days locked in a broom closet, the straps, the bed, the chanting voices calling to God, she first tried to run away. When that failed, she screamed the truth.

And when that failed.... she lied.

She said she had been delivered of the voices, of the infernal knowledge. She said that her mind was once more clean. The adults in her life - her parents, her older siblings, the elders - thanked God for this blessing. But she could still see it. The world around her becoming more and less real, all at once.

So when the time came that she met Macintosh, and there was the chance to understand this curse, to leave that hell, she jumped at it, fifteen years old. It seemed like a miracle falling in her lap.

What she didn't understand was that Macintosh did not head a paradise.

He was just the head of another, different cult. After all, why else would Genevieve end up with a bullet between the eyes? No cult ever lets its followers leave.
 







Name: Vinno Sima
Nickname: Vin, often goes by her surname Sima as well
Date of Birth: January 1st
Age: 19

Physical Description: Vinno is quite tall for her demographic, standing at 5’10”. Her naturally black hair is often dyed to shades of grey or brown, and is kept short. Oftentimes she is mistaken as being male due to her lack of feminine features and baggy, gender-neutral clothing choices. Her eyes are a very dark brown, nearly pure black unless observed very carefully. Despite her androgynous style, she often relishes in more luxurious clothing, brand or otherwise.
Faceclaim: Yuchun Li / Chris Lee

Glow color: Salt/Off White #F8F9FB

Category: Transportation
Power: Teleportation
Power Description: Vinno is a classic teleportation user, she is capable of transferring herself, others and inanimate objects instantaneously through space. She is capable of transporting smaller objects or singular people, anything below 120-150 lbs without contact if they are less than 6 feet away from her, anything above the weight threshold will require physical contact. Those below the threshold still requires visual contact. Human, or any living thing for that matter, teleportation has a lower limit in both weight and distance compared to inanimate objects. Additionally, while transporting people via teleportation, many experience a type of motion sickness after moving, they'll usually fall over due to not knowing what position they should use in preparation for landing. The distance she is able to travel and weight that can be carried are inversely proportional, the more this ratio is pushed the more risk is involved.

Her powers have a few methods of utilization. It is possible to achieve pseudo-flight with continuous short-range teleportation, but it is highly draining. Embedding an object into a human via teleportation is also possible, but highly impractical as a combat strategy due to it being near impossible on a moving target.

Teleportation is inherently a very dangerous power that comes with many risks. The most common is coordinate overlap, in which the user can suffocate if they transport themselves into a solid object, or overlap with a smaller existing object that can appear within the user’s body, damaging internal organs. This makes teleporting very difficult in a high-interference space, such as heavy rain, dust storms, or even just a room full of confetti. The second danger after coordinate overlap is coordinate dissonance, this can occur if the user teleports under high levels of pain, stress, or emotional instability. In these cases, the reappearing coordinate was never set, and everything in transmission will vanish to a destination that never existed.

In order to avoid these highly dangerous errors, the destination of each teleport must also be known to the user, this is mostly achieved by sight in short ranged teleports, and coordinate searching in long ranged ones. This makes it possible to predict the direction of transport based on the user’s eyes. Vinno often employs glasses in order to hide this.

Personality:
At first glance, Vinno is a laid back, chilled out, and optimistic person. She carries an air of lazy elegance in her everyday life with a small smile nearly constantly on the corner of her mouth, being quite well-spoken she is good with social interactions with a slightly (perhaps unavoidably) cynical sense of humor, but sometimes has a streak of arrogance as well.

This may seem like nothing out of the ordinary, if Vinno was a normal person living a normal life. Her cheerfulness and constant smile become slightly unsettling as they often persist through extremely violent and morally questionable events, it can be seen as a little cold-hearted. This is often interpreted as a coping mechanism, as her powers require her to be very calm and calculating, but in reality Vinno’s calmness towards the morbid stems from her lack of ability to truly feel guilt or empathy. Despite her ability to employ the dramatic arts to emulate those emotions, and her strong interpersonal abilities, they are simply facades. Underneath that facade lies her ruthless pragmatism and calculative judgments unclouded by emotional turmoil.

Being a firm believer of moral relativity, Vinno is often motivated by boredom and thrill-seeking rather than personal values; her satisfaction with her current state seems to stem from this belief.

Brief Pre-History:
Vinno was born into the Tiandihui Triad of San Francisco, a transnational organized crime syndicate, along with 7 siblings, older and younger alike. She and all of her siblings possessed genetic metahuman powers since birth, the generational power of the Sima family - quantum teleportation. This power was as dangerous as it was useful, which was one of the reasons family members often opt to have many children. Vinno never met her eldest brother, his flesh was merged with a concrete wall at the age of four, before Vinno was born.

Emotional turmoil, impulses, the fight or flight response...many things trigger their hereditary power, more things can cause them to go wrong, and even more marked them for an untimely death. Perhaps with a proper life, these individuals can grow-up to be relatively normal people, but the inherently criminal background of the Tiandihui and the proliferation of violence caused this unfortunate family to lose all but one of their children. Vinno Sima, who grew up unfazed by the bloody conflicts between gangs and mafias, always staring out into the world with cold unfeeling eyes. For most of her childhood and preteen years she acted as a handy tool for the adults in her life, tagging along in extortion, vandalism, smuggling, drug trafficking, money laundering, and more. It was a boring life, at least from her perspective. As a metahuman with control over a power that had killed all of her siblings, she felt like she could be doing things much more grandiose than the petty crimes in a rundown part of San Francisco.

That is until she was taken by a certain man as a 14 year old, unlike many others there, her lack of fear and conventional morality let her to enjoy this new life more than dread it. It was the grandeur and glamour her childhood self had always hoped for. The following years Vinno relished in her new life of high crime, excitement and pushing her abilities to the extreme, though she can tell she was still only used as a handy tool, and one that may be discarded to bat...
 
Last edited:
Nickname: Bubbles
Age: 22
Sex: Female
Date of Birth: June 8th, 2000
Physical Description: Justine stands above average at 5’9”, often even a bit taller given her choice of heels. Her eyes have become periwinkle, even when not glowing; a testament to her power’s effect on her. She hides this unnatural feature behind sunglasses, and has coloured contacts in her bag when sunglasses aren’t a satisfactory disguise. Thankfully, this effect hasn’t yet spread to her hair, and she gets away with the natural brown to blonde fade framing her rosy complexion.

Justine enjoys comfort, occasionally mixed with style. Long days spent travelling long distances means that fluffy jackets and jeans easily become the most comfortable things, so she aims to make do with what she can. She also comes packing with a moderately sized bag carrying the essentials and basic toiletries and conveniences; a foldable rain jacket, a kindle and flats (for when her heels aren’t practical). Anything she thinks she’ll need and fits she brings.

Glow Color: Periwinkle #CCCCFF

Category: Tracking
Power: Mark
Power Description: Justine’s power comes in two parts: Tracking and Marking. Tracking a target requires information about her target; the minimum amount required is a name and picture. This allows her to know their location to a limited extent. The easiest way for her to communicate this to others is through the use of maps or their equivalent (her preferred is google maps, though any map would work). Targets appear to her as glowing blips matching her colour on the map, to the accuracy of a city.

Once Justine gets within line of sight of a target, she can mark them. This mark is invisible to everyone but Justine, and she freely chooses its shape. Marked targets are always under the effects of tracking, and have more information displayed when she regards them on maps. While marked, they gain a faint aura the same colour as her glow whenever her powers are active. By staring at a marked target, she can actively read their physical state (muscle reflex, heart rate etc.). Each marked target becomes a stress weight on Justine’s mind, limiting her to a maximum number of 12. Justine can choose to un-mark a target as she pleases.

To supplement her power’s ability to read her target, Justine has been given ample courses in first aid as well as general medical practices over the year to serve as the team medic in the field outside, when healing powers would be otherwise unavailable.

Personality: Justine is an insatiable flirt. She’s always more preoccupied with flattering and innuendos than she is in completing tasks. She uses her natural charm in tandem with her powers to get a good read and make continued successful advances on her targets. Bubbly and quite cheerful, she’s used to making new friends and dropping them in equal measure. Life goes on, she shouldn’t get hung up on things changing.

If anything, Justine is more awkward around people she’s known for longer times, as without the easy guard of flatter and forget, she doesn’t know how to be a proper, likeable person. A nice first impression, but lacking in the long run. She’s a bit of a bookworm, inclined more towards fantastical fiction than practical non-fiction.

When push comes to shove, Justine is quite cowardly; she’s always more flight than fight. She’ll only ever pick a fight if she knows she can win it, otherwise it’s all about keeping away and staying alive.

Brief History:Justine grew up in an unstable home. The younger of two, her day to day was filled with simply surviving in her household. An unstable hierarchy with her at the bottom, from the time she turned twelve, Justine spent as much time away from it as she could, leaving early in the mornings and returning as late as she could. Her powers were a blessing those days, letting her know the perfect time to leave and return.

Life outside of her house was rather limited. Her incredibly early mornings were spent at the public library, the only building that was open. Her evenings were sports and clubs, and as she got older, bars (which she got into illegally). She found simple joy in having others being interested in her, filling the affection she lacked in her home, and culminating in the flighty and flirty person she is now.

Justine had little plans for her future as she grew up; short term survival took a precedence. When she entered highschool, she finally started to look to the future, and began to put the hours of reading and flattery to use in becoming a writer. However, it was all for naught when Macintosh found her, and freedom become a pipe dream.
 
Last edited:
D E A D L I F T
Name: Kevin McCarthy
Nickname: Deadlift
Date of Birth: April 1st, 2004
Age: 18
Physical Description:
macaulay-culkin-fala-de-abusos-na-infancia-nota_312039_36~2.jpg
Kevin is a twig of a young man, standing 5'6" and weighing a mere 130lbs. Crowned with pale golden strands, his face is gaunt, with sharp cheekbones shadowing sunken cheeks barely hidden by a thin scruff of a beard. He wears a sad smile, and rarely laughs.
Screenshot_20200527-144639.png
When activating his power, his muscles expand exponentially, and he takes on the form of a long practiced power lifter. He gains weight in proportion, reaching nearly 300lbs. His face fills out similarly, but with the health comes a gloom deeper than his usual weary happiness, and he never smiles.
Glow color: Silver #C0C0C0
Category: Muscle
Power: Investment
Power Description: Investment is a fickle beast of a power. When not in direct use, it affects Kevin negatively, draining him of physical strength and health to the point of frailty and perpetual sickness. His bones are brittle, his joints are easily compromised, and his immune system only barely functions.
But that strength and health is not lost. Instead, it becomes potential energy, gathered to be tapped later. And when he does, all the missing strength that has been denied him comes rushing in, building muscle and bone mass, giving him a supernatural strength. The longer between uses, the more potential power he wields. Currently, his record is lifting a fully loaded coal train car weighing 143 tons after a "rest" of a week, having tapped every last bit of his strength for the deed, but the potential for a single act of strength is as yet unknown. His Health Investment works similarly, and he most often uses it to repair his body after it has taken a beating while tapping his strength.
Yet Investment is not without its flaws. Most obviously, with his increased mass, Kevin becomes unwieldy and slow, with speed dropping as mass increases. The amount of strength he may have invested is also difficult to estimate, and while he has through his five years of tutelage under Macintosh come to be able to estimate his Investment remaining to him in both strength and health, he commonly overestimates it. There's also a delicate game of balance in play, as his Gains form can more easily withstand hurt than his Gaunt form, and if he reverts to Gaunt before healing a decent wound, it could be fatal.
Personality: Kevin is a protector at heart. Kind and gentle, he tends to shy away from violence if at all possible, unless he can be convinced that any violence he may undertake is preventing worse violence.
Socially, Kevin doesn't really socialize much, preferring instead to be a watcher. He's quiet but pleasant when conversed with, fairly happy just to sit with whomever and listen. Though self righteousness is a point of contention, being one of the few things he finds difficult to not address.
Brief Pre-History: 2014. Anchorage, Alaska. The car had overturned on the icy highway, trapping the McCarthys in a frozen fate. Rhonda McCarthy was locked within, pinned by the compressed A and B pillars. Blood dripped from her mouth, running into her eyes. From behind her came the shrieks of panic, 18 month old Katherine secured in her seat but terrified by the jolt, the noise, and the unfamiliar position upside down. Rhonda's mind swam. What had happened? What was happening now? Was she hurt? Was Katherine? Was Kev-?
Kevin!
Katherine had been the only one of her kids to react. Where was her son? She called his name, screaming in blood smeared horror as she imagined the worst case scenario. Straining, Rhonda writhed in her seat, trying desperately to see behind her. Katherine, the poor girl, was beet red and thrashing herself about, but otherwise appeared unhurt. But the right seat was empty. Empty. The seatbelt was retracted, and the window was shattered. And Kevin was missing. Rhonda began screaming again, pleading with him to answer, wailing at God that her son would be safe.
Suddenly, the car groaned, then shifted. Then rotated. The shriek of metal filled the air as the fractured axles took the weight of the vehicle, and as the center of gravity shifted, it tipped, finally falling onto its wheels. Rhonda was thrown against the side of the interior, smashing her head against the pillar. She gasped, gathering her senses before looking around. The fog of the bloodrush slowly began to clear, and just outside the car, she saw him. Kevin. Sickly, drawn, frail, decrepit Kevin, who was always in the hospital with some ailment or other. Who had never known a day in his life in health. Who now stood upright, a towering specimen of his mere decade, rippling with muscles no ten year old should have, with a deep gouge in his chest knitting itself back together before her eyes. His eyes shown brilliantly, the silver light nearly impossible to look directly at.
So it was that Macintosh heard about Kevin, nicknamed Deadlift for his first feat of supernatural power. At only 13, he offered a deal to the boy: come away with Macintosh to learn his power, and his mother and sister would be well taken care of. Kevin, knowing full well that his mother still struggled with paying the extensive medical bills from the crash, on top of single motherhood, agreed, reasoning that he was doing the best for her, and the next night he ran away. Under Macintosh's supervision, he became proficient with his power, convinced by the man that their cause was worthy. That they were saving other metas from worse fates. That they were- heroes. The truth was soon revealed, however, and after his initiation, Kevin tried to take the positive outlook on their situation, trying to be the best help to his crew that he could be. He feel into a bout of deep depression when Genevieve, though he has improved in later months, finding new purpose. To keep his teammates safe as he could. Time will tell if he can.
 
Last edited:
image0.png
RIVER
Name: River Dakota Allington

Nickname: N/A (Everyone has their own nickname for River.)

Date of Birth: August 5th, 2004

Age: 18

Physical Description: River stands at about 5'7" in height and is rather willowy in build, despite all of Macintosh's relentless training. She has bright grey-blue eyes and light brown hair that's often braided by her older sister, Raini. She prefers to keep her face plain of any makeup, not that she would know how to apply anything if she did, and is often seen around the commons wearing thick, comfy sweaters and a pair of raggedy old boots that she just can't seem to get rid of.

Personality: River is soft, sheltered, and squishy. She wears her heart on her sleeve for all to see and isn't ashamed of it. She wishes more of her friends would allow themselves to feel, even if the guilt is too much of a burden. Due to this, she's often seen teary eyed and sometimes forlorn, before her inescapable ability to hope kicks back in. Almost childlike in her sense of wonder, she truly believes that they'll all come to terms with Macintosh and he'll let everyone free, and doesn't seem to be afraid to share this train of thought. All River wants is to be friends, to laugh, to smile, to see her friends happy and whole and getting along with one another. She'll often poke around the commons looking for someone to cheer up, not quite knowing that in doing so, it cheers her up even more.

Glow color: Dandelion yellow

Power Capacitor

Category: ???

Power Description: River has the ability to amplify metahuman powers by way of a limited form of energy manipulation. Though she cannot amplify her own powers, those of her teammates can be boosted far beyond their normal limits by simply being within River's area of effect. When she was younger, this ability was used unconsciously, unknowingly amplifying her sister's innate powers via touch and then, as they both matured, by simply being close to one another. However, once in the clutches of Macintosh and his relentless training, River has learned she can greatly expand her area of effectiveness by up to twelve feet in diameter and has even learned how to grant stronger, longer-lasting buffs via touch.

- When teammates are within her AoE they're granted a constant thrum of low voltage amplification. Energy stores last much longer, slow spikes of adrenaline boost physical activity, and meta-powers overall become more potent.

- When River touches a teammate and grants amplification that way— they're given a stronger burst of energy that lasts much longer, burns hotter, and can potentially even unlock new sub-abilities.

- Due to River's trigger— fear —when she's in a state of uncontrollable anxiety and fear, her powers amplify all of those around her to the point of devastation. Due to the nature of meta-powers and how they affect everyone differently, depending on the limits of teammates, losing control could be lethal and it terrifies her even more.

- When she's lost all control of her ability and no longer has any energy left, her innate energy manipulation seeks out the meta-powers around her, sucking them and then redistributes them at random. This causes wonky Freaky Friday affects where people temporarily have powers that don't belong to them. The only way to reverse this is to trigger the one who now has River's power, with River's own trigger.

History: Although River went through everything her sister Raini did, she was... sheltered. Protected. After everything she's been through, River still holds hope in her heart, due wholly to the selflessness her sister has shown. River is aware of this, now more than ever, and realizes that there's nothing she'll be able to do to repay her, though she desperately wishes she could. Though she remembers the bingers her Aunt Jodi used to go on, she can barely remember her parents name— and she's too ashamed to ask Raini —let alone their faces... And when she tries to conjure up the loving face of her mother, all she sees is Raini— the only person who's been by her side her entire life.

River and her sister were kidnapped by Macintosh when she was only thirteen years old and this life is almost all she knows. In the following years, River has been known to scream herself awake in the middle of the night due to nightmares and is often seen cuddled up in the commons, eating ice cream and reading any book she can get her hands on.
 
TREMAINE

Name: Tremaine Martin
Nickname: Tre
Date of Birth: July 1st, 2001
Age: 21

Physical Description:

Barely on the cusp of adulthood, Tremaine’s physicality resides in the ambiguous area that so many of his age and race belong to. He can appear, on any given day, to be anywhere from his mid teens to late 20s. His facial features, though handsome, are rather lifeless in person, like a still painting infused with a human conscience. His eyes are often dull and half-lidded in a perpetual state of boredom.

Despite his innate laziness, Tremaine manages to maintain an impressive build. Just under six feet in height, the young male is of a fit physique, his muscles typically buried under sportswear, hoodies, and whatever else requires minimum work to coordinate. He does not walk - he shuffles. When he speaks, he at times falls into the bad habit of mumbling, and the slow, heavy drawl of northern Georgia is a constant accompaniment.

Glow color: Goldenrod | #DAA520

Category: Espionage
Power: Perceptive Amnesia

Power Description:

His gift entails causing another individual to lose memory of him after looking away. In its basest form, it gives him a cloak of anonymity. Subjects will find him utterly unremarkable and quickly disregard his presence, allowing him to fade into the background. When questioned later, they will find themselves unable to recall his features or what he said to them. When applied against one specific target, Tremaine can cause them to forget him entirely. Their mind will be wiped of the encounter the moment they turn away. With varied focus and exertion, this can also extend to injury he causes another person, though the evidence of his actions will remain. This ability can be extended to cover up to five members of his team. When effectively used, he, and those with him, can remain entirely imperceptible.

With all abilities, his power has its limitations. Perceptive amnesia has no bearing on surveillance equipment, and as such he can still be picked up on recording devices. The power to be forgotten becomes less potent as more subjects watch him. He is working at the ability to control larger crowds and for longer periods of times.

Personality:

Tremaine exudes a blase, perpetually unimpressed attitude. His daily mantra is not to give a f*ck, and for the most part he succeeds, maintaining a dry and unenthused reaction to most things. It can't be helped; forced to grow up quickly, Tremaine presents himself with a "seen it all, done it all" confidence. Unchecked, this at times leads to a cocky attitude. Conditioned to be independent, he tends to rely too heavily on his abilities and does not like asking for help.

Brief Pre-History:

Life in Atlanta tended to move fast.

Tremaine's mother couldn't handle raising him. Barely sixteen, she was just shy of a baby herself. She couldn't bear missing out on her fleeting youth; by the time Tremaine was old enough to talk, she was off, enjoying the vibrant city clubs every other night. Tremaine got used to being alone. Folks tended to have a habit of forgetting to check in on him, and his own mother often dismissed the boy's presence. The boy became heavily reliant on his peers for company. Loneliness was a constant thorn in his side, and he found himself drawn to the wrong crowd.

At fourteen, his life took an unexpected turn when his father resurfaced in his life. His father attempted to rein in some control over the young boy, but by then he was too wild, too used to life on the streets and wrongdoing. Resentful towards his father's intervention, Tremaine was convinced by a "friend" to run away, and the two found themselves in the Big Easy. There, aided with Tremaine's abilities, the two made a profit robbing small-time stores and homes. After his friend was caught, Tremaine continued his nightly activities, determined to stay self-sufficient.

It was only a short time later, on the eve of his sixteenth birthday, when he ran into a man named Macintosh...

 
Last edited:


Name: Riya Sarif
Nickname:
Date of Birth: April 17th
Age: 25

Physical Description: Riya has a lithe physicality to her that makes her otherwise skinny frame...well, still skinny but not completely without muscle tone. At 5'8", she walks tall particularly if she wears heels, and there's an unmistakable confidence in her stride. Dark eyes, dark hair and a complexion that will never pass for white still make a striking impression particularly when she makes an effort. Her tousled hair looks artistically wind-blown but it also requires an effort to keep the natural waviness from turning into a rat's nest of tangles. Riya's chose of clothes tends towards the tasteful and fashionable, where the mission allows. Her voice is a clear alto with the modulated tones of someone who's had training and experience in either singing or public speaking. Riya's accent is distinctly Pacific Northwest.

Glow color: Magenta

Category: Trapping / Transportation
Power: Motion Control
Power Description: As Riya sees it, she has the ability to modify time for short periods within a limited range though it's just as possible she's able to influence motion; she has yet to come up with a definitive test to know for sure.

Slow: She can slow the speed of a target to about half of what they're normally capable of. This impacts both raw speed as well as reaction time and the perception of time. People experiencing this curse feel like the world is artificially sped up, as the effect feels like watching a Youtube video on 2x speed. Human speech is challenging to follow. When applied against objects, Slow doesn't reduce range of incoming projectiles but makes it substantially easier to get out of their way*. This power does appear to slow all motion within the affected area including blood loss and poison, potentially buying more time for someone badly injured to receive medical treatment.

Haste: She can increase the speed of a target to about double of what they're normally capable of. This includes not only raw speed in terms of miles per hour but also reaction time. People experiencing this benefit feel like the world is running in slow motion*. It's still possible to understand human speech, if one can be patient enough to put up with it. When applied against objects, Haste doesn't increase range but it does make the object travel faster, rendering them relatively harder to dodge.

The average bullet from a handgun travels around 700 miles per hour. Whether a Slow is applied to incoming fire or Haste is applied to someone being fired upon, bullets appear to travel at a 'mere' 350 miles per hour. Until her power improves, Riya can't create Matrix-level effects.

Both powers can reach a target no larger than the size of a van at a range no farther away than a football field. Either power can apply to several people at a time, but only if they're tightly clustered together (or inside a van-sized object). They do work on objects as well as people. The effect lasts for as long as she maintains concentration plus about two minutes more. The target experiences the beginning and end of the effect over several seconds instead of instantly, creating the impression of the world winding up or down. In addition to the telltale Glow of her eyes, invoking either power requires a moment of concentration and a clockwise motion of one finger to Haste vs. a counterclockwise motion to Slow. She can freely switch between Haste and Slow but can't do both at the same time and it's easier for her to pick one and stick with it in a given situation.

Using her powers constantly runs the risk of a rising migraine, particularly if she keeps swapping. Exhaustion can cause the effects to slip the exactly 2x vs. .5x speed mark, making Haste or Slow unpredictably faster or slower than expected. Riya can attempt to influence a wider area farther away but this rapidly exhausts her and rarely has a success rate greater than 50/50. Extensive training and her own inherently calm nature mean anger and stress rarely get to her. The few occasions that her control has slipped have resulted in some bizarre anomalies, including perpetually floating coins, a flower that has never aged and once the horrific death of a target she was trying to save.

Riya cannot, at this time, use either power on herself.

Curiously, she is also always aware of what time it is down to the second, no matter how long it's been since she's looked at a watch.

Personality: Riya doesn't know how to quit. The work ethic that got her through school as a child, that led her to excel and graduate the salutatorian from high school is still with her. Years spent working for Macintosh have left her serious, even stern, but the grim nature of her team's work for the man have also left her quietly compassionate. On the job, she's focused and professional but she never fails to keep an eye out for her teammates. Once the job's done, she makes a habit of checking in with each teammate individually to see where they're at and if she can help. In contrast to River's...well, emotiveness, Riya's far more subdued but she's just as sincere. As the oldest member on the team left, Riya was close to Genevieve and took her death hard but she never fails to get in the game when there's training or a job to do. In the rare moments she's 'off-duty', Riya has a ready smile, an easy laugh and can manage for minutes at a time to pretend to be the girl she never got to be.

Brief Pre-History: Born a second generation immigrant from India, Riya grew up in a happy, prosperous household near Seattle. Her father worked for Microsoft and her mother stayed home to raise their six children. Riya was the oldest, the one expected to set the example. As a child, she studied hard and trained hard, proving a diligent student and a promising baseball player. The latter led to her discovery of what she could do, when she turned the tide of a close game by slowing a fastball down enough for her team to hit and close out the bases. Riya was careful to conceal the ability in public thereafter but in private she learned to experiment with speeding things up and slowing things down. Which she put to use doing a little judicious sports betting to make sure her father didn't need to pay a dime when she graduated from high school and went off to college.

Stanford University. Between a baseball scholarship and using her abilities for a bit of strategic cheating, Riya managed a few years working towards a Biology degree in preparation for a run at medical school. In that time, she took on a student leadership role in several campus organizations and got into a clique of aspiring medical doctors who she studied with. Despite her all-work/no-play approach to life, Riya finished up her sophomore year of college and went to a bash thrown by one of the rich kid aspiring doctors she was tight with. That party is where she met Macintosh who she thought was someone's parent...until he showed her a recording of a younger sister, throwing 'slow-balls' to another sibling. Mac gave her a choice of who would come work for him. And she's been in the program ever since.
 
Last edited:
6782fb8ddfd74368bca823ab75f806ad.jpg

(fc: nathan saignes)

Name:

Cyril Louis Guillaume

Nickname:

He answers to whatever nickname you think to conjure, up to and including insults.

Date of Birth:

February 2nd (Aquarius)

Age:

19

Physical Description:

It is quite a blessing that Cyril's powers lend him leverage over others, because he lacks in any natural charm of his own. Having only barely clawed his way to adulthood, Cyril doesn't strike a particularly charismatic figure. He stands at an average 5'10'', with pale skin, bad posture, and an attitude problem so palpable one need not wait for him to speak to notice it. Nowhere else is it more visible than in his eyes; beyond their vibrant blue lie all his vices, plain for all to see.
His eyes are, incidentally, pretty much the only way to gauge his emotions. Come joy or sadness, his resting mask of absolute calm persists. There are no frowns nor smiles to be found - just an ever-present deadpan look that could give most store mannequins a run for their money. Many find this unnerving, even frustrating or downright uncanny, especially when they witness his powers at work. There is quite a bit of dissonance to be found in the way his expression refuses to change, yet his target's opinion of him does. His voice tends to be equally deadpan and monotonous, however it can carry emotion well enough where due - especially if that emotion happens to be frustration.
Personality:

Though first impressions might suggest otherwise, Cyril is not without emotion. He does, however, prefer to observe rather than instigate, and is often content with following their actions from afar. Partly thanks to his powers, Cyril tends to be quite observant and good at judging others' characters and intentions, fluent in reading people between the lines. He is also very good a liar, helped immensely by his natural poker face. Despite his usual silence, he doesn't dislike people - quite the contrary, he rather enjoys their company, it's just that he's not very good at carrying a conversation and dislikes talking about himself. He tends to veer towards following the lead of others and 'going with the flow', wherever that might take him - yet hating every second of it. Cyril hates being a follower, and he hates how naturally it comes for him.
After both witnessing and committing acts that go directly against his beliefs and morals, Cyril finds himself wrought with constant guilt - and tries to make it up by committing acts of kindness where able. Provided, of course, that no one he knows is there to bear him witness. Cyril is as guarded about his thoughts and emotions as he is about his morals, and knows that showing any kind of weakness around his 'partners in crime' is stupid at best, dangerous at worst. After all, though he has a dislike for anyone willing to hurt others to get ahead, survival is, at the end of the day, his own top priority as well. If it wasn't, he would've never agreed to Macintosh's demands in the first place.

Brief Pre-History:
Cyril's nineteen years of life can best be summed up as a series of bad choices.
It all started, as things usually do, with a little too much alcohol. Two people entirely unfit to be parents ended up having to care for a new life before fixing their own - and it all but steepened their downward spiral. All Cyril remembers of his parents is the constant reek of alcohol. At least, on the rare occasions they thought to come home for the night, anyhow.
Whoever made the decision to give Cyril's custody over to his grandparents likely meant well. The old Guilleaumes were good people, sweet as they come and twice as eager to care for their seven year old grandchild. But they did not enjoy good health. Their neglect towards Cyril wasn't deliberate, but it was neglect nonetheless. And when they became bedridden, it was Cyril who cared for them to the best of his - admittedly lacking - ability.
He was nine when the CPS took him, and eleven when he made running away from them a habit. It was around that time Cyril learnt of his powers, and how to use them to get by. Most of his nights were spent sleeping on the couches of friends - or the friends of said friends. This introduced him to some shady folk who, upon learning of Cyril's 'uncanny charisma' and 'persuasiveness' as they called it, started to grow an interest towards the boy. Cyril didn't have to go along with them and commit crime. It was a choice he made, one of many more to follow - he realizes that now. Back then, he did not.
A little before he turned fifteen, Cyril attempted to break the downward cycle his life had become. Tired of the life he'd led so far, he ditched his so-called friends and tried to turn over a new leaf. He even got back into school after a few choice words with a few choice people.
Then Macintosh appeared - and Cyril made perhaps the worst choice of all.

85f75ba6a395a14becce1f8f84b1f6f5.gif


Glow Color:

Dove (#7c6e7F)

Category:

Coercion
Power:

Thought Manipulation

Power Description:

As the name implies, Cyril's power involves accessing another person's mind in order to alter their thoughts, opinions and memories - or create entirely new ones. To do so, his target must be able to hear him, be it in person or over a device. The longer he retains the connection he has established, the bigger an impact he can have. If he only has a moment to spare, he can make but a small change to one simple opinion or give a quick new idea. But the more time you give him, the more he is able to - during a proper, drawn out conversation, he can implant all manner of thoughts and ideas you won't be able to distinguish from your own. Depending on what he's doing, he's able to affect multiple people at once, provided he can retain a connection with them all. The more targets there are however, the riskier it is to do out in the open, especially if the changes are big and likely to visibly affect someone's tone or mood.

How easily and to what extent he's able to affect someone depends on how drastic the difference is between the target's original thoughts and whatever he wants them to think is. For example, if someone were to absolutely loathe him, it would take more effort to rewrite that opinion and turn it positive. However, if someone were to be just slightly suspicious of him, it wouldn't be too difficult to wipe away that suspicion and turn it into a more favorable view. It is, however, nigh impossible to try and change someone's deepest and most well-established ideals or morals. It should be noted that he cannot read anyone's mind with his powers, and that his memory alteration is limited to short term memory - events that have happened very recently and that he's aware the target knows of. He cannot directly alter memories he is unaware someone has. He is also, notably, unable to completely erase things - only alter or add them.
Upon successfully implanting a thought, changing someone's opinion or what have you, certain memories around the topic may be altered as well, even without him needing to bring it about. For example, if he made someone like a person they previously disliked, details of past encounters with them might change. That frown they flashed might be remembered as a smile, and them bumping into the target on purpose might be remembered as an accident. Whatever a person's mind would naturally do to prevent discrepancy and justify its new point of view. It's a convenient quirk of the human mind that saves him time having to change a ton of things just to ensure he leaves no evidence of tampering behind.

original.gif
 
Last edited: