INVICTUS || .character index [CLOSED]

GuanYue

sorrow made you.
Original poster
FOLKLORE MEMBER
Posting Speed
  1. Speed of Light
  2. Multiple posts per day
  3. 1-3 posts per day
  4. One post per day
  5. 1-3 posts per week
  6. One post per week
  7. Slow As Molasses
Writing Levels
  1. Give-No-Fucks
  2. Intermediate
  3. Adept
  4. Advanced
  5. Prestige
  6. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Nonbinary
  4. Transgender
  5. Primarily Prefer Male
Genres
Modern Fantasy, Urban Fantasy, Sci-fi Futuristic, Cyberpunk, Victorian, Steampunk, Dieselpunk, time period fantasies, semi-realism, slice of life, organization/agencies, gangs, dystopian, dark, comedy, medieval fantasy
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#7f7f7f #SUPERNATURAL #SUPER POWERS #FUTURISTIC #AGENCY #ORGANIZATION #SLICE OF...ACTION?
Premise: Superpowered and Supernatural peoples are forced to join
a secret organization as agents in order to fight and maintain the natural
order on Earth. They exterminate, rehabilitate, or contain any supernatural
entities that threaten the peace among the ignorant common populace.
Links: IC || DISCORD || INFO DUMP || APPS || CHARACTER INDEX || BESTIARY || MISSIONS BOARD

WELCOME TO INVICTUS CHARACTER INDEX
If you've made it to this far, then congrats to you! This thread is for ACCEPTED CHARACTERS ONLY! You MUST first apply and once your character has been approved and accepted only THEN can you post your character's sheet here. PLEASE KEEP IN MIND TO USE THE ORIGINAL LAYOUT THAT DAO MA MADE. I want all the character sheets to look uniform, and so I would like them to remain unaltered.​
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All the accepted and active characters will have an icon that will link to their character sheet.


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INVICTUS


#242424 Valentin Anghel Dracula
Nickname: Dracula, Angel, Val. (He does not enjoy just anyone calling him by Val or his first name)
Codename: Dracula
Age: Appears 19-22 in his more common form, Mid Twenties in his original. His actual age being 700 give or take a few years
Gender: Male
Race: Original Pureblooded Vampire
Division: Department of Defense
Rank: Senior Agent / Veteran
Clearance Level: 3


APPEARANCE & OTHER FORMS
-Original Form https://i.pinimg.com/564x/3a/5c/71/3a5c71eafc82a6e2e90830f1a7ed2131.jpg
- Modern in action (Without Mask) - https://s-media-cache-ak0.pinimg.com/1200x/2b/5a/de/2b5ade5b3327930d82b40a200a4acaf0.jpg

The vampire no longer holds his original form as he has since adapted to a more modern guise and facade. But in either case he is at six foot tall and has an extremely fit and athletic build as his vampirism allows no build up of an excess fat or body weight. While keeping a toned physical form he also sports multiple scars along his face as well as inhuman colored mismatched eyes, both of which he keeps to separate his appearance from a mere human.

When using his abilities, fighting, feeding, or upon his own will his eyes can hold a dark demonic crimson color to them



[fieldbox="PERSONALITY, #242424, solid, 10"]
Anghel is extremely chaotic and free spirited often to the point of being troublesome as he has problems accepting any kind of authority outside of the one he is blood bound to. Having said that he can be charming, serious or child like sometimes, as well as noble. He is a tough puzzle to solve but very few beings have gotten close enough to him to get a grasp on what the fabled vampire is truly after and about.

+Honorable
+Charming
+ Seductive
+Free Spirited
+ Fearless

: Chaotic
: Honest (Never really lies, but may withhold the full truth)
: Egotistical
: Calculating

- Issues with Authority
- Reckless
- Insubordinate
- Vengeful, Hateful
-Manipulative
- Devious
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HISTORY TO CURRENT
"Ahh time to unravel a bit of the legend that so many people have so utterly wrong...well no worries. It was intended to be spread like that."

The story of Dracula is not like most people believe but did follow the story of a man known as Vlad the Impaler. Vlad III served the Ottoman Empire for years in his youth and earned his name as The Impaler for the thousands of enemies he would slay and leave on pikes littering the battlefield. After his service he returned to his lands to rule over Transylvania and Wallachia where true peace was held for years to come with his wife and his only son Valentin. But alas those he once held Vlad to heed their call were demanding and called for more than their standard gold and silver tribute, instead calling for more, one thousand more children and young men to be inducted into their army as well as his son Valentin.

Outraged he declined and slaughtered the messenger envoy quickly before calling to his own men and declaring war would soon be at their gates. But Vlad himself knew the dangers and the numbers and odds he would stand against but for his family he simply saw no other option. The rest of his people agreed with his choice not wanting to see their children serve such greedy power hungry men. A battle would wage, The Ottoman empire sending only a small force as they overestimated themselves and thought the losses would be uncared for on the chance they lost some of their men in the attack. But they were defeated just as the enemies of Vlad in his service to them had fallen, all but one survivor and the rest planted on pikes.

The Sultan who ruled had his pride striked at and his anger was swift as he called for a much greater force to be sent to Vlad's armies with the instruction to capture Valentin alive and send a message to Vlad himself about his objective out of ignorance and rage.

From this Vlad was at a loss and soon discussed his options with the wisest of his men and elders of his kingdom knowing rumors of a dark and powerful beast or monster lurking within their borders in the mountains where they might find some dark...but reachable solution. Valentin being the curious young man that he was overheard the meeting and decided to venture out on his own. He was not allowed to fight by his father even while he was trained and of age and thus wanted to contribute in some way to the battle that centered around him.

Making the journey himself without a clue what to expect he stepped into the dark cave that smelled of foul death and blood that was almost making the unbreathable to him until something formed out of the very darkness and stood directly before the boy. A demon with wings of a bat and crimson eyes matching the fires of hell as he whispered a deal to Valentin with the promise of Salvation for his people. The power of a thousand men and to become a lord of the night all were included at the cost of which the Demon would not discuss into too much detail. Only saying. "My price will come in time....when the picking is right and the soul you have be enriched by those that fall at your feet. I promise you victory...nothing more" He said with a slow dark smirk forming at its lips before he moved and offered his hand out and using his disgusting sharp talon like nails cut into the vein along his arm and looked expectantly to Valentin who slowly withdrew a dagger from his belt and made an identical cut along his arm before nodding and whispering his acceptance. The beast's eyes glowed with pure satisfaction and they shook their hands as warriors did with their hands held right before the others elbow and their wound pressed against the other. Instant pain overtaking Valentin as he grew weak and disgusted trying to pull away but unable to move. Finally being allowed to drop he fell to the ground and felt his last mortal breath leave his lips.

His father felt a mix of pride and horror at his decision but there was nothing more that could be done and Valentin assured him all would be well and they would protect their people together. The next battles would come and all of the supernatural actions would all be blamed solely on Vlad's undeniable strength in battle and thus the tales would begin, telling fables of dark powers at The Impaler's hand that would crush the morale of the Sultan's men...but not the Sultan himself. The war would wage on and as more time passed Valentin's desires, hunger, and powers would grow and awaken further and further until he would break after the last battle his Father would return with a fatal wound and lay on his bed to tell of what happened. He had held to his strength and the last of the Sultan's men in the last attack retreated and believed Vlad to be alive and well. Messengers had come to tell of their cease of war on Vlad's kingdom. They had won. Much had been lost but they had won.

As his father died before his eyes Vlad made his son promise to keep their people safe and he apologized for having a son he wanted to do no more than protect have to do so much. "It's not a child's place to save his country" were his last and final words. After this, the kingdom would mourn and Valentin's mother would suffer greatly especially after learning truly of what Valentin had done and the horrors of what he was now. Especially with how much he had begun to slip and give into his urges. Days would pass and the widow of Vlad would take her own life in fear of her child and in the grief of her loss.

All of this was done behind the walls of their own estate so for years to come any who dared to tread would claim supernatural tales, and like the war. All would be blamed on Vlad. The Demon Impales who still lived behind his now quiet halls. The Son of the Devil. Tales of these feats would fall into myth and legend after a time. The Sultan himself having disappeared years after the battles with Transylvania. No information is certain anymore regarding what happened with Valentin and the lands of his Father. Only knowing that the castles and villages are told to be empty and a great evil held there that would spawn further tales of The Impaler and Dracula over the years.

The last known history of Dracula is the famous hunter Van Helsing had somehow captured the monster and brought him to Invictus where he has remained by the side of the Helsing line ever since.

Now he resides in INVICTUS having been apart of it alongside Van Helsing himself since their inception. Kept under lock Dracula waits and does what a single being asks of him alone. One of the organizations oldest weapons and tools. As for how even Van Helsing was able to obtain the command of such a monster is yet another mystery that surrounds him.
EXTRA INFO
- Made a Blood Pact with Van Helsing that is hereditary to one person in each generation of his line.
- Has a great deal of knowledge of Demons but has yet to share any of his secrets or past in general
-Had a Human in his past that he fell deeply in love with who perished at another's hand
- Speaks in a modern american accent, but his true voice holds its romanian roots


WEAPONS & ABILITIES

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1b4b2e602a79c83a06d408ae289e87a2--fantasy-weapons-daggers.jpg
(Used this blade to make the wound on his arm with the Demon)
Dracul Dagger
Claws
Fangs​
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ABILITIES
Ability Name:Ancient Vampire Physiology
Description: The ability to use the abilities of a Vampire. Able to command creatures of the night, transform his physical appearance to an extent, become a bat (Or swarm of bats) or cloud of smoke. Able to walk on all solid surfaces. Attains stronger variants and more abilities than a common vampire by making the change through a powerful demon directly.
Strengths: Semi Immortality, Superhuman enhanced senses/Physical capabilities, Healing Factor
Weaknesses: Sunlight, Holy symbols/Places, Need/Desire to drink blood, Silver

Ability Name: Mental Influence
Description: Able to effect the human mind or those without any mental willpower or defenses through hypnosis, dream influence, mind control, or memory altering.
Strengths: Able to affect most humans
Weaknesses: Not as easy to use on those who are aware of what he is or those who posses mental fortitude.

Ability Name: Ice Manipulation
Description: Able to create and control Ice as well as decrease the temperature around him. This power is relatively new in its development and is suspected to be another power gained through his vampirism and Romanian heritage.
Strengths: Can be very destructive and useful, Cold does not bother a vampire
Weaknesses: IS not very discreet and is still developing and rather untested ability

Ability Name: Vampire Creation
Description: The ability to make other Greater Vampires
Strengths: Weaker than Ancients, Stronger than an ordinary vampire
Weaknesses: Contrary to most popular belief, both sides have to want the turn to take place and Valentin has only done this less than a half dozen times himself.

 
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#242424 Seier Rose
Nickname: Rosie, Sai
Codename: Void Witch
Age: 21
Gender: Female
Race: Superhuman
Division: Fieldwork
Rank: In Processing
Clearance Level:
0


APPEARANCE & OTHER FORMS
Seier is petite, standing in at an intimidating 5'0. She might not look it, but she's pretty fit- fit enough to knock your lights out in a New York minute. Her skin is pale and is without blemishes, her eyes are grey, and unwavering. She has an air of old-world nostalgia to her, often wearing a dark grey hand-knitted wool sweater, a long sleeve button up shirt underneath it, and black pants tucked into a pair of knee-high black boots. Over her shirt and sweater, Seier wears a black coat, and to add to what people would call her 'witchly aesthetic', she wears a pointed, brimmed hat that she seems to store quite a few things in.

[fieldbox="PERSONALITY, #242424, solid, 10"]
Seier has been described often as a gypsy since she is always on the move, never really settling down in one particular place. Her personality is layered, her base self being sweet and loving, but her circumstances have changed her and she's developed an abrasive exterior. Her exterior personality is abrasive, foul-mouthed, hot-tempered, and prideful. The angrier Seier gets, the thicker her Scottish accent tens to get. Though she refuses to acknowledge it, Seier is deeply traumatized by her own power, and what happened in Kyleakin./justify]​
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HISTORY TO CURRENT
Seier was born in Kyleakin, Scotland, on the Isle of Skye. Her small village is an out-of-the-way place not known to have produced more than a handful of suspected supernaturals or mutant. The day of Seier's birth was an odd one. It had been a sunny day with not a cloud in sight, yet it rained hard, and thunder rumbled violently in the distance. The moment she was born, those who witnessed the whole thing say that there was an odd pressure in the air, and electrical feeling, as if there was another presence hanging about. The folks in her hometown village of Kyleakin, Scotland, a small place that seemed to retain it's old-world aesthetic despite the skyrocketing advancements of the age, began to say that the odd nature of her birth would surely mean that Seier's life would be a peculiar one. In almost every single way, shape, and form, they were absolutely correct with their prediction.

When Seier was a mere 5 years old, her father disappeared in an odd fashion. There was no sign of struggle, nothing of his was missing, and his young daughter Seier was the last one to see him, telling authorities that "Papa got taken by the faeries, they took 'em, and he dinna liek it...But they took 'em 'cos 'e wos been a' numpty-head!"

Naturally, the authorities believed that Seier was making a story to make sense of whatever her father had done before leaving. Nothing much else was thought of it, and no one really cared that he was gone, since it was rumored that he liked to beat his wife and child when he got a bit angry.

Then when Seier was 7, a well-loved fisherman by the name of Ol' Gallagher disappeared under the same circumstances. No sign of struggle, no missing belongings, and Seier was the last one to see him. This time around, Seier told them a similar story, but she seemed more withdrawn about the situation saying, "Ol' Gallagher wos taken awa' by tha' void. Jus' awa' n' swallowed 'em up whole." It was later found out that there was a witness who saw Gallagher take Seier onto his boat for an unknown reason. They saw nothing else pertaining to Gallagher's disappearance, and Seier seemed to forget about the whole thing.

For several years afterwards, Seier became what the villagers called the "Void Witch" due to her ability to produce things out of any hat, box, or container. She would often preform such tricks for her friends and their families, and she was well known and adored for the ability. During this peaceful time in Seier's life, her and her mother opened a small coffee shop, locally famous for it's meat pies.

It wasn't until she was 16 that Seier's mother was 'murdered', for lack of a better word. The local police chief had come in on a dreary morning for coffee, only to find Seier sitting on the floor with her back up against the counter and sitting in what he could describe as "The most gruesome thing he'd e'er seen."

Seier had been sitting with her knees pulled to her chest with wide, terrified eyes. Blood had been splattered in every direction of the coffee shop, as were chunks of her mother's body. The cops were unable to get much information from Seier about what had happened, since she would only tell them, "The void got 'er, but it was angry this time. Jus' threw 'er in every which way. I don't know how it happened."

Villagers began to feel threatened by Seier's presence, and after a while, enough of them had aggressively confronted her to the point that she confessed that she knew exactly what had happened to her Father, Ol' Gallagher, and her mother. She revealed that it was her doing, the dissappearances, and her mother's death, by way of what she referred to as her 'Void', and Seier revealed that her Father had been threatening to beat her terribly the night he disappeared, and that Gallagher had pulled a knife on her, claiming that her father owed him a debt, and he was going to use Seier to get the money out of her mother. Seier's mother had been onto her for finding out about what had happened to her Father and Gallagher, and she'd produced the void by accident, and when she tried to close it, her wild emotions threw it unstable, and it had released a burst of energy, straight at her poor mother.

After finally confessing everything that she had done, Seier skipped town before anyone could catch her. She did a good deal of off-the-grid travelling, successfully disappearing from society- or so she thought. She was caught by Invictus very, very recently, and is in processing.


EXTRA INFO
-She has a specific set of rules she follows when it comes to creating dimensions and how she uses them- and she rarely breaks those rules.
-She loves to sing and dance.
-Her father was Norwegian, and her mother Scottish.
-She is fluent in Norwegian
-Christmas music is the bane of her existence.
-Seier uses the inside of her hat as a pocket dimension for storage of personal items. She does this with all of the pockets in her clothing.


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
Seier will use whatever she can pull out of her hat. She's better with knives than anything, and prefers to not use guns if she can. She has two knives in particular that she quite likes -​
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ABILITIES
Ability Name: Dimension Creation
Description: Seier can create new dimensions at will, and can create the things, animals, plants, etc. within the dimension.
Strengths: There is a long, long list of strengths that come with this ability. The short, sweet version is that this ability gives her the power to play god with the dimensions she creates. With this ability, she has a theorized infinite amount of things.
Weaknesses: This ability takes a good deal of concentration and energy to use. The more dimensions she has open at once, and the more she creates within said dimensions, the faster her energy drains. If too many dimensions are open at once, it can result in chaos.She cannot change things in the present dimension she resides in, as she did not create it.

Ability Name: Dimensional Hopping/Teleportation
Description: The ability to use dimensions to travel.
Strengths: This ability allows Seier (Or anyone she chooses to bring with) to travel any amount of distance in a very short amount of time.
Weaknesses: This ability takes up energy the more it is used.

Ability Name: Dimensional Bomb
Description: A dimensional bomb is what happens if Seier tries to create a new dimension and it collapses due to an unsteady flow of energy. If the energy from the collapsing dimension is compressed properly, this makes a fantastic, and utterly destructive offensive attack. The compressed energy forms an ominous, humming black orb, and it can be thrown at a desired target. Upon hitting the target, Seier can release the energy and it will explode, causing the target to explode with it.
Strengths: The destructive potential of this ability is exponential. It destroys whatever it touches.
Weaknesses: It is easy to dodge. Seier almost completely refuses to use this ability.

 
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#242424 Sable Elias Mereworth
Nickname: None
Codename: Omen
Age: 330|28
Gender: Male
Race: Demon of Hatred
Division: Department of Defense
Rank: Agent Handler
Clearance Level: 4


APPEARANCE & OTHER FORMS
Sable has a continuously shadowy look about him. Despite lighting, he always seems to have a darker aura around himself. Whether this is due to his origins, or due to the human soul asserting its presence, nobody is for sure. Sable has matching crimson hair and eyes. His hair is silky, and comes to his mid back in length. It is perpetually a certain length and never grows longer. If cut off, it will be grown back by the next day. This causes him mild discomfort. Sable's eyes are crimson, and do not sparkle with life as people would expect. He is often wearing a neutral expression, but smiles are also common.

Sable stands at 190 centimeters and weighs roughly 70 kilograms. He has a slight frame and little muscle. His skin is porcelain white. On his left eye, he has a rather deep scar reaching from the middle of his forehead to the top of his cheek. He has various scars across his torso that appear to be given by a blade and claws.

When he needs to, or loses control of his body, Sable manifests into a hideous creature. The creature has six horns protruding from its head, and a pair of huge black wings on its back. The thing looks to be dripping with inky shadow, and where its feet should be, there is only swirling tendrils of those same shadows. The creature's hands extend into horrifying, grisly claws. Though the entirety of its body is black, the eyes retain the crimson of Sable's regular eyes, but do glow menacingly.

Please click image thumbnail for other appearances.


[fieldbox="PERSONALITY, #242424, solid, 10"]
+Considerate: Sable does not like to cause harm to people. He hates to hurt those who care about him, and those he cares about as well. While Sable is technically incapable of love, he understands what love is. Love in his case is mostly a strong urge to protect. He has only "loved" two people in his life.
+Optimistic: Rather than be down and blue all the time, Sable actually likes to think that good things are always around the corner. He isn't one to sit and be gloomy, and will always try to cheer up those he cares about by being as optimistic as he can. Sometimes people call him foolish and naive, but he tends to ignore that.
+Charming: Sable is strangely good at convincing people to see things his way. Many think he might have a sort of demonic presence that convinces people to listen to him, but he likes to think that he's just friendly enough that people want to listen to his ideas.

±Stoic: Sable is not one to let emotion get to his head. He is level-headed, and is unlikely to get very emotional around situations most would. He isn't a feels person, and just likes to think logically about scenarios. The only time he can lose his head is when those he loves are involved or when he is severely injured.
±Reserved: Even though Sable is kind and optimistic, he is unlikely to be very sociable any time soon. He prefers to be by himself or with a few close friends. He enjoys reading, and has a huge appetite for learning, so he can often be found in his quarters reading books he borrowed from the library.
±Determined: When Sable sets his mind to something, there is nothing that can stop him from getting what he wants. He is firmly cemented in his immortality, so nothing can keep him from his goals, not even death.

-Impulsive: Sable sometimes does not think things through before he acts. While he is definitely logical, he is sometimes a bit impatient. Poor impulse control leads to some regrettable decisions.
-Malevolent: Sable tries his hardest to not be horrid and bloodthirsty, but sometimes he cannot help himself. He holds grudges towards those who threaten him and those he cares for. He will actively seek out the destruction and torture of those who he feels are deserving of such a fate, and cares not for any humanity that has been lost because of it.
-Possessive: If Sable is anything, it is possessive. He gets jealous very easily, and gets upset when he thinks someone is trying to take away someone he cares about. He can be controlling as well, and will start to tell people what they can't and can do for what he perceives to be their own safety.​
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HISTORY TO CURRENT
Sable's history is long and complicated. It all started in 1820 when Sable was created from the hatred of a dead man. This man killed his family and his wait staff with a wood axe and then killed himself with a flintlock pistol. Sable rose from the lingering hatred, and fled from the house into the village surrounding the mansion. It was here he consumed his first and only soul, that of a young man who attempted to kill him. From here, Sable wandered aimlessly until he found a woman named Amelia. This woman was the one who gave him his name. They lived together in the small village of Camson in England. They were both outcasts, and supported each other physically and emotionally. Amelia was Sable's first love, but like all other people in his life, she soon died.

Not being able to live in Camson due to the painful memories, Sable left, making his way to America. It was here he stayed low, and away from the superstitious folk who threatened him. However, there was a refuge for those like him. A place where supernatural creatures could confide with one another. It was at this place where he met an elven woman by the name of Laya. The two spent every waking hour with one another, because they felt connected to each other. They were both immune to time's hold on them, and enjoyed each other's company. He rescued her from her oppressive family and saved her life from those who would see her dead. Laya was the last person he loved.

Eventually, time got the better of them, and forced them apart. Sable once again was aimless, having lost his love. However, this was a much more accepting time for him, and technology was improving vastly, to his delight. Information was at the tip of his fingers. He used what he could to try and find Laya once more, but to no avail. He joined various supernatural organizations and even went to a certain interdimensional hangout in hopes of finding information. His influence in these various small organizations got him noticed by INVICTUS, and he was sent his invite. He gladly went, hoping he could still find his lost love.

It has been just over 100 years since he joined INVICTUS. He is passionate about his work, and even though he knows the organization can be gray, he trusts them to know what they are doing, and to do what is right. He approves of wanting to strive for peace. He joined and was put under rigorous training, and while he was first assigned Fieldwork, he was soon reassigned to the Department of Defense because of his surprising strength and ability to hold his own when confronted with multiple attackers. He has only recently been given higher clearance and promoted to Agent Handler.


EXTRA INFO
Sable has various aspirations in his life, including finding Laya, attempting to start a family, and finally going home.
His fears include meeting a creature he cannot defeat, losing those he cares about, and tapeworms.
He can speak English fluently and occasionally can slip into a 19th century dialect, he can converse in Irish Gaelic, and knows a few words in Scottish Gaelic.
A quirk of Sable's is using way too many commas than needed as he is still used to the 19th century way of writing.
Despite being "born" in England, Sable does not have an English accent. He has lived in America for the majority of his life, and has gained a very generic American accent. Many tell him he sounds like he's from the Midwest.
Sable has a "kryptonite" weakness to platinum. Wearing platinum severely lessens his abilities and demonic physiology. Stabbing him with something made from platinum can bypass his demonic transformation and kill him instantly. Even just being in the presence of platinum can cause his skin to burn.


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
Sable dislikes weapons because he feels he has no control over them. However, for his and others' safety, he does keep some on his person.
-Sidearm Pistol
-Tactical Knife
-High Voltage Taser

Sable does not have any natural weapons except for when he is in his full demonic form. He has razor sharp claws and pointed teeth, best utilized for slicing and tearing flesh​
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ABILITIES
Ability Name: Shadow Control
Description: Sable can control shadows, or darkness, around him. While he cannot manipulate them into any kind of physical form, he can usually spread the shadows around a wider space. He can blind people temporarily using them as well. He can use them to darken an area, or even lighten an area, and can create crude illusions with them as well. If he is hard pressed for shadows, he can use his own "blood", which is a dark, wispy substance. However, using too much of his own darkness can drain him quickly, and bring about the primal demon inside of him, of which he will have no control over.
Strengths: Can blind people, can create minor illusions, always has a source of darkness around him.
Weaknesses: His powers can take control of his body, blinding does not affect those who can see in the dark, he can become weakened using too much of his own darkness.

Ability Name: Pain Inducement
Description: Sable's only true offensive ability outside of his full demon self. Sable can cause pain of all sorts in a person's body, and can kill someone by doing so. While he tends to only need to make a person hurt enough to faint, he can absolutely kill a person from the shock of the pain. He doesn't like to hurt people, so tries to not use this ability, but he isn't shy about using it when needed. His abilities can be negated by those with the ability to block out pain, and it cannot affect those who cannot feel pain, such as robots. He needs to have line of sight or be directly touching the body in order to cause pain to his attacker. He can cause pain anywhere from the head to the foot. Those who have experienced his pain inducement have claimed it feels like claws digging into their skin.
Strengths: Powerful, he doesn't need a source of anything physical, stops most enemies from continuing to attack, doesn't have to kill.
Weaknesses: Can be blocked, does not affect machines or those who feel no pain, he has a limited reserve of his own energy to use it.


Ability Name: Demon Transformation
Description: Sable can transform into his full demon form in one of two ways. The first is completely his own decision. He can sacrifice most of his own darkness to transform, resulting in him gaining immense strength, devastating natural weapons, and the ability to kill someone instantly by ripping their very soul, or life force, from their body. Ripping a soul from someone is something he has vowed he will never do again after the first and only time he had done so. He hates transforming, as his own blood lust becomes unbearable, and he has little impulse control.

The second way Sable can transform is when he is unwilling. If Sable is nearing the brink of death, or if the thing inside him feels threatened while Sable is unconscious, it will transform in order to fight for its own survival. If it feels it cannot win against the current threat, it will use its enhanced shadow abilities and flight to escape to somewhere safe. Sable is not able to control it in this state, and it is free to do what it pleases.

When transformed, the demon has enhanced shadow abilities. It gains the ability to meld into shadows in order to escape danger or sneak up on a victim. It can also fly, using its large wings. It is only in this form that Sable can rip souls from people and consume them to gain in power.
Strengths: He becomes incredibly powerful, his abilities become enhanced, he can gain power, it is an automatic defense mechanism, makes him incredibly hard to kill.
Weaknesses: Killing Sable while in this form means killing him for good, he can easily lose control to the beast and it can harm allies, he becomes incredibly weak after using this ability willingly.
 
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#242424 Rostam Kara Veraj
Nickname: Ross
Codename: Brave
Age: 21 Appearance | 190 Actual
Gender: Male
Race: Mixed (Demon Elf)
Division: Collection
Rank: Senior Agent
Clearance Level: O3O


APPEARANCE & OTHER FORMS
Brave stands at an even 6'0'' with even proportions all over. His body defines his muscle because of his very low fat percentage overall combined with his physical conditioning over the years. He has no defining scars, but has some scratches here and there on his body. He has one tattoo that extends from his left thigh, wrapping around the backside of it and up to the left side of his waist, slightly coming onto the abdomen. The tattoo is a tribal symbol for wind thus the strokes of it all being straight lines, wrapping around the curvature of his body.

He has black hair, it's messy and all appears to curve counter-clockwise from a point on front left part of his head. You can see no parting in his hair as it is very long strands of stiff curly hair that bunch up to give the illusion of defying gravity when he moves fast. His skin is almost a pinkish color and he has long pointy ears. His eyes are a deep purple color that shifts to a brighter purple the less light there is.

He always wears a large robe of some kind, but never a shirt. He normally wears jeans, loose fitting ones that allow his full range of motion, but he might wear slacks with a match robe if he absolutely had too. If he is told to cover up;

  • First: He'll get annoyed and very defensive.
  • Second: He'll wrap his torso in bandaging.

[fieldbox="PERSONALITY, #242424, solid, 10"]

[+] Reliable: Brave works diligently on his work to make sure he gets it all done, so that he has as much free time to himself as possible. However, despite his reasoning, anything he turns in is done well. Even beyond work he is often a good person to goto if you need something, but you better need it.

[+] Honest: Brave does not fib, he doesn't tell tall tales, and he doesn't believe in white lies (thanks INVICTUS). Lies hurt. That's his motto so he doesn't lie, he tells the truth all the time and all the time, he tells the truth.

[+] Clever: Brave has to often solve rough scenarios with his limited bag of tricks, through trial and error or quick thinking he can overcome most things thrown at him. It's how he secures even the toughest of artifacts, the ones that wanna go boom before you can have them.

[0] Boyish: Brave is very much himself all the time. He lounges around when not busy, scratches his posterior in public, doesn't wear shirts, loves meat, and likes to rough house. He is in no way effeminate, females are probably a thing he understands the least on this planet.

[0] Freewheeling: Brave has not set path in life. He just goes as life takes him, riding the giant breeze of life, but he doesn't mind walking aimlessly. Being in INVICTUS doesn't help this either, he doesn't feel their is a point in choosing a goal, he's stuck where he is.

[0] Noncompetitive: Brave hates putting in effort where it won't do anything, but say he's better than someone. He doesn't need the effort, he already knows.

[-] Arrogant: Brave feels that he has put so much energy in getting where he is in INVICTUS that he has the right to say he is the best at what he does. There is no one better than him at his craft, he feels, and he isn't scared to mention it.

[-] Tactless: Brave does not have a good handle on people and how they feel. Reading a room does not come as natural to him as magic and languages do, he will often neglect to consider how traumatizing an event was for someone if he tries to help them with it and may laugh at something he finds ridiculous; Ex: Someone messing up a spell and their target killing them. This would be a moment he'd let his arrogance show at a very inappropriate time.

[-] Hostile: Brave is berrated for his other negative traits so he's developed an additional one where he is always on edge, assuming everyone is out to get him. So rather than sit there waiting to get attacked he is always ready to attack and will become very defensive in a split-second if he sees a conversation going south.​

[/fieldbox]
HISTORY TO CURRENT
Brave was born in INVICTUS and grew up under his mother Yasamin, an agent in R&D: Magic Branch, but his father died before he was born. Brave has been told it was due to unforeseen circumstances in the field and now being older, it sounds like a bunch of bull to him. However, he didn't dwell on the past, from what he could tell his weak willed mother was easily corrupted by his father. In the end, Brave found out INVICTUS ended his life with the "contingency plan", Brave didn't know what that was for a demon, but he could only imagine that the more powerful a person was the more dangerous the plan. So, he grew up learning magic (other studies like math and science being a given for his situation) and other languages as the key to magic was being able to speak in many different tongues.

Brave was good at his work and studies, but really hated reciting entire mantras to do one thing. So, he learned to enchant items with spells rather than having to say them all the time he could channel the magic into an item and then release it, the magic then came out the way the spells written on the items told it to. It was a simple process and not at all hard to master if you understood how magic itself worked. He showed promised for the R&D: Magic Branch, but he didn't want to do that. His time was broken up so that he had time to exercise and prepare his body for intense movement because he was learning very offensive styles of wind magic that propelled the body at extreme speed, he wanted to be a collector.

The day that Brave felt he mastered his Wind Magic, when he felt there was no purpose in pursuing it any further, he started to focus on artifacts. However, to learn about them he needed to study even more language, but was able to pick up what he needed relatively fast due to prior experience in Latin and dead tongues for his magic. During this time he also became an official agent of the R&D: Magic Branch, despite his wishes and worked with his mother, creating tools their agents needed to combat magical beings, contain mythical creatures, or operate within mystical conditions. The time spent there did not prove to be useless though as he learned a great deal of things about artifacts while trying to make devices and spells to contain them.

He worked for a very long time in R&D: Magic Branch before requesting a switch into Collection. He was switched over as a Junior which mildly annoyed him, but he put up with it, a made-up image of his dead father hanging in the back of his head. He did well in the Collection division and eventually regained his senior status. Now he remains in this division, just doing his job.


EXTRA INFO
Knows multiple languages, but only speaks fluently in Elven, English, dead tongues, and Latin.
Rostam means Brave, thus his codename.


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]Bracelets of the four winds: Four bracelets imbued with magical energy to release a blast of air from his hand. They are golden bands around his wrists with small inscriptions on them. Their enchanment symbol, the point at which magical energy is sucked in from Brave, is on the connection piece of the bands, this is their weak point.

Wind Prison: A glove on his left hand that allows him to create a prison of wind so thick that it appears to be a gray solid globe when complete. The ball could also be used as an attack itself, being pressed against its opponent and dealing damage. The symbol for the glove is on the top, making that it's weak point.

Wind Blade: A blade that when swung throws slices of wind in addition to it.[/fieldbox]
ABILITIES
Ability Name: Wind Magic
Description: Through reciting mantras, using magical items, or (in some arts) borrowing life force the user can accomplish amazing feats. Brave must recite mantras to use his magic normally and by doing so he can manipulate the winds as he sees fit.
Strengths:

  1. Not all of his mantras are lengthy, most being short enough to spit out at a moment's notice
  2. His magic is able to be stored like a fridge so he can prep his items with magic before a mission and recharge overnight
  3. The wind has many uses and allows his style of combat to be extremely quick and devastating.
  4. He doesn't need his items to cast his magic.
  5. Can do a lot of damage in a short burst.
Weaknesses:
  1. Though he can store spells on his weapons they are only certain spells and after casting, magical energy leaks from them making them useless for casting anywhere from 3-5 seconds later (faster depending on the magic used.)
  2. He is able to cast without his items, but then he must recite mantras and some require him to be still to summon the magic, these often being longer and not always devastating attacks.
  3. Though the wind is stronger than normal, it is still wind and thus suffers weaknesses from its natural enemies like sturdy armor and rocks, though it could chip away at these much like anything else.
ABILITIES
Ability Name: Mixed Breed Physiology
Description: Being both demon and elf Brave gains the weaknesses and benefits of both.
Strengths:

  1. Being an elf grants him night vision, an affinity for life magic and ranged weapons, enhanced lifespan, and a very nimble body, but it also grants him a weaker body.
  2. Being a demon grants him an even further enhanced lifespan, physical durability and strength, affinity for necromancy, and demonic forms.
Weaknesses:
  1. Being of mixed blood dilutes some of these things:
  2. His demon physicality is countered by his inferior elf physicality and makes him just above a human in terms of strength and durability.
  3. His demon forms are countered by his elf blood and made into one very subtle enhanced fit of rage when he passes the "breaking point".
  4. Being a demon counters an elf's affinity for life magic and the same goes for death magic in terms of the demon.
 
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#242424 Wu Huiyin
Nickname: Wu-Wu, Robert (English name), Bobby
Codename: Crane
Age: 21
Gender: Male
Race: Yao Guai (Demon)
Division: Fieldwork
Rank: Junior Agent
Clearance Level: 1


APPEARANCE & OTHER FORMS
Though his body is lithe and lean, and his movement fluid and economical, most would be surprised to note that Bobby Wu weighs in at around 350 lbs, a testament to the esoteric traits of the supernatural (Bobby would note something about how ‘heavy his soul is’, but that’s almost certainly bullshit). He stands at a fairly impressive height of 6’3”, though his preposterously laid-back, roguish posture serves to detract from his stature.

Quite obviously a wolf-demon, given the strangely exaggerated ears, fanged teeth and tufts of fur that form near the base of his extremities. The steely-silver of his hair draws contrast to his tan-browned skin, a hint to his mountain-clan ancestry. As an exceptional exemplar of his race, Bobby is capable of assuming the form of a large wolf, with silvery fur and about double the size and weight of the typical wolf.

Speaks a heavily accented bit of English.


[fieldbox="PERSONALITY, #242424, solid, 10"]
Defying the cliche of the wolf as ‘savage, vicious’, Bobby Wu is fundamentally a kind, empathic sort, with a penchant for leaping to the defense of others with crusader-like fervor. He is a socially keen type, adept at identifying the right things to say (or not say) for the sake of his friends. Granted, aspects of his kindness - mostly tied to self-sacrifice - are almost obsessive in some respects, driven by the tangential, helpless guilt that comes with the possibility of just being ‘another bystander’.

There is a foolish impatience to him, a silly and egotistical urge to rush forward headlong, although there is a pragmatic reasoning to this; Bobby’s species of Yao Guai do not die of old age - the fate that awaits each of them is the loss of their sense of self, recursion into the base animal. One day, he will revert to being little more than a feral wolf, a savage who has forgotten everything about his past life - and will do far more harm than good. The prospect of his fate trickles into numerous aspects of his life; a tendency to overprotect, a want to overachieve and a desire to form and keep tight, powerful friendships with each of his acquaintances.

Knowing the fate that awaits him has also done little to prevent the onset of existential ennui and anxiety; without a good deed to perform, or a good battle and cause to fight for, Bobby experiences a frantic, skittish, breathless fear at all the time wasted.​
[/fieldbox]
HISTORY TO CURRENT
Wu Huiyin was born as part of the Santoulang - the three-headed wolf - clan of the mountains in China’s Xinjiang region. By the time he was born, the Santoulang - formerly reavers and ravagers of mankind - had been thoroughly defeated and subjugated by Invictus, their savage might subverted for the purpose of ‘peace’. To demonstrate their devotion to their new cause, the famously ritualistic Santoulang, voluntarily proposed that the most promising child of each generation be offered to the organization.

And so Wu Huiyin was taken in by the Chinese branch of Invictus, though his upbringing was initially tailored to firstly instill him with a more… human perspective on life and morality, with actual operative-level grooming coming later. Crucially, this meant that he was held in isolation from the rest of the Santoulang, which posed certain difficulties when it came time to reconcile and understand the various aspects of life that came attached to being one of their ilk. The dreams, for example, where he saw through the strangely colored perspective of the wolf, feral and hungering, tearing the flesh off of a body that… was his own.

Eventually, he came to learn of the fate that awaited all his ilk: the death of what made him more than animal - his sentience, his soul - a reversion to the bestial. This knowledge instilled Huiyin with abject terror at first, before becoming motivation, a drive to make the most out of what was his before time took it away from him. Indeed, Invictus was an opportunity for him to do real, tangible good - one that seldom came along for his kind.

Recently threw in a transfer-request towards one of the United States facilities, perhaps eager to experience its culture. To his surprise: request granted.


EXTRA INFO
>Holds a deep, newfound love for country music, hip-hop, and the wondrous industrial complex of bubblegum pop.
>Collects swimsuit model calendars.


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
Huiyin is an unarmed combatant, which is perhaps not quite that fair to say, as his demon ancestry gives him a set of fangs and clawed digits to utilize.​
[/fieldbox]
ABILITIES
Ability Name: Sphere of Harmony
Description: User is able to project an invisible sphere around his body (15’ feet radius), in which he is able to dictate the rules of motion and movement, subverting typical laws of speed, velocity, gravity and momentum.
Strengths:
> Functionally, this allows Wu Huiyin to fight in ways akin to wuxia - bending the rules of gravity to achieve wuxia-style ‘air-walking’, or the rules of velocity to perform a ‘one-inch punch’ (being able to punch at force without reasonable wind-up).
> As a secondary application, Huiyin is able to 'project' the sphere elsewhere, which can be useful for assisting allies or hindering opponents.
Weaknesses:
> The sphere is multilateral, and Huiyin can’t simply pick and choose what rules apply to enemies within his sphere - whatever Huiyin gets, his enemies get as well. If they can get used to moving within the sphere, they can use it to their advantage.
> Bending rules of gravity and velocity can go both ways - if Huiyin lessens gravity upon himself, it’s possible that he’ll get knocked far, far away with a single blow, etc.

Ability Name: Wolf Form
Description: Turns into a rather large fucking wolf.
Strengths:
> His wolfen form is, again, large, about twice the size of a fully grown wolf - powerful and fast.
Weaknesses:
> Huiyin’s mental faculties diminish wildly while in the form of a wolf, being able to commit to a singular task, but not much more. Operates far more single-mindedly, without room for cunning. Unable to utilize ‘Sphere of Harmony’.
 
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#242424 Esfir Driscoll
Nickname: Es
Codename: ALTER
Age: 10 Months
Gender: Biologically Female
Race: Superpowered Human (?)
Division: Fieldwork
Rank: New Recruit
Clearance Level: 1



APPEARANCE & OTHER FORMS

5’3 and girlishly slim, Esfir doesn’t look her age nor her profession, a biologically nineteen or so year old youth with bright eyes and a sparkling, confident smile. Ashen brown hair, cut asymmetrically to generate a more tomboyish look, rests on her shoulders, while her vivid eyes are heterochromatic, one violet and another red. Her creamy skin is unblemished and taut over her sinewy frame, a picture of fitness designed for ‘attractiveness’ rather than ‘strength’, but it is for that very same reason that Esfir is an ideal Fieldwork agent. After all, as fashionable and glamorous as she looks, she has neither the disposition nor the physicality of an existence that fights within the supernatural underside of modern society.


[fieldbox="PERSONALITY, #242424, solid, 10"]

Bright, cheerful, and friendly, Esfir approaches everything in life the same way, with an easy, optimistic levity that is both refreshing and occasionally disrespectful for the grave matter at hand. If some Outer God was manifesting due to a malicious ritual caused by a doomsday cult and they only have one day to find them, she considers it ‘easy’. If a planet-devouring Hellstar is hurtling through the solar system, intent on devouring Earth whole, she’ll be looking forward to the space shuttle ride towards that malicious planetary threat. If she was told that she would die in the next five minutes?

Esfir would smile and say that she lived a fulfilling, wholesome life without a single regret.

But that same unwavering optimism can be seen as casual indifference. Though she may prefer success over failure, life over death, this brunette gets over loss and betrayal much too easily. There is an invisible boundary of intimacy between her and her friends, one that isn’t crossed no matter how touchy-feely she can get. Perhaps the entirety of this more unpleasant side of Esfir can be summed up in a single phrase.

“What’s next?”
[/fieldbox]

HISTORY TO CURRENT

Esfir woke up one day and found herself naked, sitting in front of a fighting game machine within an empty arcade. Camera records indicated that she had been sitting there for three hours, but she can neither recall what happened during those three hours, nor did CCTV records show how she got there to begin with. Taken in by INVICTUS soon after, the strange ‘human’ had no matches with anything on database. Genetically, she was similar to humans, but there was a 4% difference in her DNA that couldn’t be accounted for by anything. Dissections were similarly fruitless, as cutting her open revealed only an alien white substance beneath her flesh.

As alien as she was, however, this girl, naming herself Esfir, could still identify herself as a ‘human’, and had a perfectly fine understanding of her curious ‘assimilation’ ability. After a few trial runs, it was decided that she would temporarily be labelled as a ‘Superpowered Human’ with ‘Undisclosed Origins’, put under the care of Senior Agent Arden Driscoll. Despite lacking even the most basic education, a combination of her natural quick-wittedness, the versatility of her power, and a rigorous training program that she never shirked from, Esfir elevated herself to university-level intelligence within five months of her ‘birth’, while another three was expended on blazing through the course material for Field Agent training.

Her progress was astounding, her development prodigious, her growth meteoric by human standards. And after INVICTUS’s mind-seers confirmed that there was nothing malicious planted within the depths of her subconsciousness, Esfir, codenamed ALTER, began her work as a CL 1 Field Agent.

Two months have passed since then.


EXTRA INFO
>>Fashion is justice. Esfir spends most of her money on clothes.
>>Though logic-based skills, such as maths and programming, come easily for Esfir, her preference is in the realm of the subjective, from painting to playing the violin.
>>On a scale of one to ten in hotness, Esfir thinks of herself as a 7, who can elevate herself to a 9 with makeup and well-co-ordinated outfits.
>>Esfir enjoys playing with other people’s faces.




WEAPONS & ABILITIES
[fieldbox="WEAPONS, #242424, solid, 10"]

ALTER’s Toolkit
A utility belt composed of many compartmentalized pouches, the most useful of Esfir’s tools are here, from bullets of varying calibers to explosives to pills of diamond dust to poisons and a whole variety of other fun, useful stuff. Though most of the objects within her belt are geared towards different combat scenarios, there are also medicines and small radio transmitters in case she needs to provide those functions as well. One can only be as versatile as what they carry, after all.
[/fieldbox]

ABILITIES
Ability Name: Install
Description: By establishing physical contact with an object, Esfir is able to consume and then replicate the properties of that object, granting her a variety of abilities stemming from this singular one. Capable of holding onto a maximum of three different objects at once, she can mix and match to suit almost any situation. Though it doesn’t matter whether or not the object in question is organic or inorganic, Install cannot function on living beings, making it impossible for her to straight up ‘absorb’ a human being. Though the supernatural abilities that a dead dragon may once have yielded would be unavailable to her once she Installed a piece of their scale, the magical powers of ancient artifacts can be replicated by her, at the cost of a piece of that artifact being dissolved within the alien structure of her body.

Strengths:
Extraordinarily high versatility.
No limit to how powerful she can become.
No significant energy cost to Installations.

Weaknesses:
Dependent on exterior resources to provide power.
Installations can only be held for a maximum of ten minutes each.
Objects are destroyed upon Installation.

Ability Name: Loosely Human
Description: Esfir is not exactly human on the inside. She has an assortment of physiological traits that are mostly…helpful? She doesn’t bleed blood, her pain tolerance is superhumanly high, she is immune to all non-magical poisons and diseases, she has no internal organs, she doesn’t need to breathe, eat, or sleep, and her body heals itself flawlessly, not a single scar left behind. When she does break, however, there are no doctors capable of patching her up normally, and even most forms of healing magic are ineffective due to the inexplicable matter in which her body functions.

Strengths:
Can ultimately endure much harsher conditions than regular humans.
Has immunity to poison, disease, and suffocation.
Has functionally infinite stamina.

Weaknesses:
Is otherwise human, with no super strength or speed without the aid of her Installations.
Cannot benefit from standard medical procedures
She doesn’t get free food because it’s not necessary for her continued existence. Q.Q

 
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#242424 DRAEGER ALBERT “GRÄUEL” BAUMANN-JUNG
Nickname: Doctor Baumann, “Doc,” “Doctor Drae”
Codename: Abomination
Age: 225 | 18
Gender: Male
Race: “Chimera” (classification that best fits)
Division: Research & Development
Rank: Division Supervisor
Clearance Level: Level 5


APPEARANCE & OTHER FORMS
Draeger’s appearance doesn’t speak volumes to the position he holds within the Research & Development Division. Standing at a staggering 4’10 and weighing around 100 pounds (minus the extra equipment), most new agents assume he’s some sort of low-ranking agent starting out in the same boat as them. It doesn’t help matters when Draeger appears too young to hold such a position. These inconsistencies with the scientist continues further once agents put a name to the “face.” With a name like Doctor Baumann, most would assume he has some sort of German/Eastern European “look.” However, Draeger appears to be Arabic in origin.

There are some things that make the scientist stand out as a person. For one, his left arm is covered in a large sleeve of tattoos of varying designs. There are similar markings on his right arm, however, it differs slightly. From below his elbow down is an advanced artificial hand, able to function as well as the “real deal.” The tattoo design is painted against the material to continue the effect. Secondly, the pattern continues below with his left leg covered in a massive tattoo of similar designs while his right leg ends above his knee. His false leg is just as advanced as his arm and painted to continue the design.

Usually, agents assume that Draeger is nothing more than a kooky human. However, his classified race speaks volume. His default (and easiest) form is his “normal self,” missing limbs and all. But, when using his abilities, he’s able to change his shape, add/remove appendages, and use enhanced physical abilities based on the different cells that are intertwined with his own DNA.


[fieldbox="PERSONALITY, #242424, solid, 10"]
DILIGENT: having or showing care and conscientiousness in one's work or duties.
Draeger takes great pride as a scientist of Invictus. He’s able to use one of his biggest strengths in trying to figure out how to accomplish his ideas and put it to good use in aiding deployed field agents. His work even extends after hours in picking up different fields to dabble into for enjoyment.
HUMANITARIAN: a person who seeks to promote human welfare; a philanthropist
Despite being far from human, Draeger has a natural need to protect the well beings of humans and living creatures in general. He’d rather find alternative ways to study and understand them rather than doing any harm to their person. To veterans of the organization, many compare Draeger’s innate kindness to a goofy parent making sure his “kids” are okay.
BRILLIANT: exceptionally clever or talented
Despite some of his other personality traits, he carries around one hell of a brilliant mind. Along with being open-minded about new theories overtaking old, Draeger has a knack of looking at different situations from other point of views/flipping the chessboard around. It’s through these creative strategies that he’s able to find ways to bring his creations to life and advance research for Invictus.
INQUISITIVE: curious or inquiring
Along with his brilliance, Draeger is quite curious when it comes to confronting the unknown. He doesn’t fear what he can’t understand and will take up the challenge to try to in his own way. Rather, he embraces new concepts and tries to find a way to properly adapt it.This extends to getting to know new agents as well.
FOCUS: an act of concentrating interest or activity on something
Once Draeger has his mind focused on a certain task or interest, there’s no way to deter him off that track. This particular part of him can lead to great discoveries, getting to know agents quicker, and/or winding up destroying his health all over again.
CANDID: truthful and straightforward; frank
Draeger has no idea how to charm or manipulate people through words. Rather, he’s straightforward and honest to the fault. He’s even known in using rather large words in normal conversations without skipping a bit, realizing that others may not understand what he’s saying. However, it’s his honesty that’s sometimes praised… or frowned out. He’s not afraid to hide his thoughts and will be pretty clear if you ask him a personal question (albeit too truthful at times). Personal information does come out without him thinking of the consequences of his words.
PACIFIST: a person who believes that war and violence are unjustifiable
As an agent of Invictus, he doesn’t believe in the idea that violence is the answer to solving problems. He had to endure the first few years of working as a field agent in using his forced talents to complete tasks. These days, he’ll do everything he can to avoid violence, making him an asset during a fight. However, if someone forces his hand, they’ll regret pushing the scientist to this point. Even if his opponent isn’t around to regret this decision, Draeger will.
WORKAHOLIC: a person who compulsively works hard and long hours
Because a combination of personality traits, Draeger is known by other scientists and agents as a major workaholic with a high rate of burn out due to how little he takes care of himself. It’s common for Draeger to push himself too far and wind up hospitalized because of poor health.
ECCENTRIC: unconventional and slightly strange
The wombo combo of his overall personality leaves some with a bad taste in their mouths. Sure, he’s friendly enough. But, his personality is a bit strange for an agent. Way too friendly and giving off a rather strange air of “watch out or I’ll bite your head off” despite the smile on his face. There’s just something off about the humanoid scientist.​
[/fieldbox]
HISTORY TO CURRENT
The doctor’s origins is nothing more than a classified file locked tight behind clearance walls and high ranking operatives within Invictus despite how _old_ the case is. To the general populous, he’s nothing more than another stray soul that wandered into Invictus. To those that recall reading the case (or one of the unfortunate souls that happened to be a part of his case), they understood that there’s more to Draeger than a gentle smile. He is one of the few remaining survivors of the inhumane experiments that were order under the Nazi regime in the 1940’s.

He was discovered during a successful raid of one of many underground laboratories in Eastern Europe. However, it seemed that disaster had already befallen the compound far before Invictus agents appeared. The majority of staff and subjects were already dead. Those that remained had succumbed to madness and attacked anything that moved. The only one that didn’t seem to be affected by whatever had occurred was none other than Draeger himself.

At the time, he was nothing more than a no-named test subject that seemed way too friendly and sane for being used as a live lab rat. He didn’t offer any deals in exchange for his life. But, rather, decided to help them out by aiding them in getting access to the research the compound was in charge of. He even informed the agents of how this fate occurred and a possible hypothesis of how he managed to survive.

He may have been the only “successful” subject despite the flaws in his design.

By the end of the raid, it was clear that there could be some use for the subject rather than waste a few bullets on him. Creating an identity, the nameless subject became no more. He was brought into Invictus to aid in stopping whatever the Nazis planned with their research compounds. Between 1942 and 1945, Draeger was an active field agent using the “gifts” that was spliced into him. After that, he requested to be placed in a different division in order to find “peaceful” use for him rather than a killing machine. It wasn’t until the beginning of the Cold War that his request was granted.

The majority of his time at Invictus has been spent indoors and surrounded by lab equipment. He’s found peace in trying to solve problems with his mind instead of finding far more deadly alternatives. Draeger has made quite a bit of enemies among some scientists of Invictus due to his stance against live autopsies and nonconsensual experiments on prisoners of the facility, believing that it would lead Invictus down the same path as the Nazi Regime.

As of now, Draeger is celebrating his 20 years of working in the Texas branch of Invictus as the Division Supervisor of the Research & Development Department.


EXTRA INFO
to be filled in

WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
Draeger refuses to carry his standard sidearm issued to Invictus agents. However, he does have innate weapons such as enhanced bite/jaw, claws, tail, and poison spit.​
[/fieldbox]
ABILITIES
Ability Name: Chimerism
Description: “User either has or can fuse genetically with another species, some users are able to shift between several or any species they want. Exact effects vary by individual and the species they fuse with.”

Due to the heinous experiments performed on Draeger, his body has become a vessel of several strands of DNA of supernatural creatures. Alone, his has foreign organs that support his unnatural anatomy. The following is a list of noted “parts”that make up Draeger: Vampire, Wendigo, Arachnoids/Dridor, Wyvern, Sea Monster, & Lizardfolk. To this day, there are other “unspecified parts” that need to be identified, but due to the stresses and potential trauma Draeger may experience, live autopsies are out of the question (currently). Through the fusion of these races into his DNA and anatomy, Draeger is able to perform some characteristic of said creature such as transforming his human jaw structure into that of a creature suited to crush bones.
Strengths: Able to use at least two traits for each raced fused into him:
  • Vampire: Blood Consumption & Wall Crawling
  • Wendigo: Claw Generation & Regenerative Healing Factor
  • Dridor: Appendage Generation (make multiple spider legs) & Seismic Senses
  • Wyvern: Wing Manifestation & Poison Generation
  • Sea Monster: Enhanced Bite & Predator Instinct
  • Lizardfolk: Camouflage & Hibernation
Along with the traits, his body is capable to suppress human limitation when it comes to physical skills.

Some traits are innate and doesn’t take time to adapt his body to use.
Weaknesses: As well as having “good traits” of these races, Draeger also experiences some of the negative side effects of having these strains. The biggest is maintaining his health through the consumption of blood while consuming it at manageable levels (without experiencing blood lust). However, he tends to “forget” to feed and winds up accidentally shutting his body down from time to time.

Along with negative side effects, there are some limits to the traits. For instance, he is unable to “regrow” large amounts of missing tissue such as an arm or leg. Rather, his body relies on Hibernation for severe wounds while he slowly regenerates. If a limb or a large piece of him is too far away, he cannot reattach it.

His body rejects inorganic materials such as metal plate and integrated cybernetic parts. Because of this, Draeger’s missing appendages uses older technology that aren't as durable and can easily be removed.

Draeger doesn’t show it, but he’s under constant strain and pain from maintaining an unnatural body. He has no idea how long this existence will continue, but he does his best to endure it. However, there are days when he winds up Hibernating when his body can't handle it.
 
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#242424 Vyla Gawell
Nickname: None so far. Prefers just to be called by her actual name.
Codename: [glow=grey]Conduit[/glow]
Age: 18
Gender: ♀
Race: Standard Human
Division: Fieldwork
Rank: New Recruit
Clearance Level: 1


APPEARANCE & OTHER FORMS
Vyla has no particular muscle or presence in her build at all, looking rather short and fragile at 5"5. Her skin is rather pale - close to being white - the only real colour being in her rosy lips. Her long, somewhat messy hair appears to be drained of all colour into a silver-grey, and whilst it was reported her eyes were grey the first time she arrived within INVICTUS, they changed to the same colour of her first partner's - a bluish purple - after the mission was over.

Likely from her routine of failed sparring sessions, there's still some evidence of a light bruise around her black eye. Though her hair is in the way of it being visible, there's still some signs of a dent and a bruise on the back of her head. Other than that, she has no scars or even minor injuries of note. She constantly seems to have a sheepish look in her eyes and the way she walks, and it's not uncommon for her to have tired rings around her eyes.


[fieldbox="PERSONALITY, #242424, solid, 10"]

[ + Respectful ]
Never eager to make enemies, Vyla tries her best to keep mindful of others, often doing little things for people without them really noticing who it was. Even if she can sometimes lack confidence, she will rarely back down from direct orders, and highly respects and takes the word of anyone who's more experienced than her.

[ + Relaxed ]
Vyla is surprisingly hard to phase in a stressful scenario, and takes a very chilled-out outlook on life, even if she's not too pleased with the current circumstances. This allows her to keep her cool enough to not completely break down in combat, though if cornered with no way out, she'll panic just as most would.

[ + Praising ]
Vyla seems highly admire the abilities of others, and is quick to cheer others up by telling them about their positive traits. She often compliments others a lot, and appears enthusiastic when someone else talks about or demonstrates the things they enjoy.

[ ? Adaptive ]
Vyla - completely by accident - often takes personality traits from those she works with, especially if she uses her powers on another person. She does this slowly over time, and doesn't even realize she's doing it. She may suddenly start talking like them, talking in their accent, or start saying some of their signature catchphrases (if any). Even if you tell her to stop, she can't help it, and it's thought her powers tie in with this curious feature of hers in some way.

[ - Slow ]
It's not like Vyla lacks in intelligence in most cases, but her thought and action process can sometimes just be described as rather 'slow'. A combination of her relaxed attitude and her low self-confidence results in her taking a while to do most things, and her reactions are rather sub-par. She can also be rather forgetful.

[ - Reserved ]
Vyla often distances herself somewhat from others, especially if they have over-the-top personalities, or if they could squish her like a bug by simply poking her. She often feels out of place, and whilst she'll still try her best to socialize with people, it can sometimes be hard to pry her out of a timid shell.

[ - Diffident ]
Compared to others around her, Vyla has never really seen herself as much of an asset, and lacks a lot of self-confidence due to how powerless she is when alone. Though she knows she does have some power, she still doesn't really feel like she 'belongs' in the organization, and doesn't see herself anywhere near powerful enough to live up to the standards of her fellow agents. She can act rather pessimistic about jobs she's set to do as a result.​
[/fieldbox]
HISTORY TO CURRENT

Apparently, Vyla was one of the few agents that actually proved to be somewhat difficult to capture. Not because she put up a fight - in fact, she didn't even really know what was going on, reportedly - but because the usual powers of the agent 'weren't working properly', as if something was subconsciously protecting the girl as she panicked, and both her hair and eye colour reportedly changed from a deep brown to a faded grey. It was then reported that taking her down with more 'physical' means was effortless. Due to her catching sight of what should've been a hidden agent's face, part of her memory was wiped, and as an extension, she's forgetful of some aspects of her past. However, it can safely be assumed that Vyla - despite her power - had no knowledge that she was in any way 'powerful', and was trying her best to just live a normal life, working for her parents and starting to study Electronics & Robotics. Though she's seemingly forgotten about it, her family line is quite well-known for their efforts in studying A.I.

The only thing considered 'strange' about Vyla was her power, as there seemed to be nothing out of the ordinary with her past overall. It was a type that was very discreet and hard to find out about, and it was hard to gauge what it actually did (other than the reports of the capture agent's powers being weakened as he tried to use them to capture her). Additionally, nobody in Vyla's family line was reported to have any 'strange powers' whatsoever. Just a family or simple, run-of-the-mill specialists particularly in Robotics & Electronics. Curious to see what Vyla was actually capable of, she was quickly assigned training, despite her protests that she had no idea what was going on and just wanted to go home.

When Vyla was put to the test in physical training, the results gained she had no physical abilities greater than an average, unfit human. She lost pretty much all of her sparring matches - even against those going easy on her - and performed below-average at best with all weapon types. Showing no signs of being a quick learner for these sort of things, Vyla quickly began to grow confused and depressed, often being a target of abuse due to not being skilled at anything, and others were worried about being teamed up with her as she'd surely 'slow them down'.

But still, she hadn't been kicked out. Why that was, she had no idea. Why didn't they just see she wasn't fit for the job and let her go home? It was straight after she was first asked to actually demonstrate her power - powers that she didn't even really know about until then - where everything changed entirely. Almost straight after discovering and getting a feel for what her powers were able to accomplish, Vyla was assigned with her first mission.

Pairing up Vyla with a senior agent for a 'test run', the mission - which had been surprisingly difficult to test if Vyla could truly last - the mission went with absolutely no faults whatsoever. The senior agent reported back: "...I'll admit, with her, I've never felt more powerful. It was like my control of lightning had suddenly escalated to a whole new level. I don't know what it is she does, but it works... even if she definitely needs toughening up, and has a whole lot to learn when it comes to discipline. Also, she needs to stop acting like me when we work together. It's fuckin' weird and annoying. Her eye colour suddenly matched my own out of nowhere, too."

The reason behind Vyla possessing such abilities is yet to be discovered, and is particularly curious considering her type of powers is one rarely seen before: a power that can target and alter more or less any kind of energy-based power. Often taken in for various scans (more often than not against her will), and with Research & Development teams looking into how her energy could be used to make creations that could make other agents' powers even stronger, Vyla certainly hasn't gotten used to the routine within INVICTUS at all.

Whilst she tries her best to not break down for the sake of others and her new responsibilities, she's already feeling desperately homesick, despite her not remembering where 'home' is. Convinced she's not powerful enough to become a fully-fledged agent, Vyla has yet to 'mature' within the unit, and is sort of just hoping they'll realize she's a danger and let her return home.

If Vyla didn't have a serious amount of potential, however, she would've already been 'discarded' a long time ago. Whatever the next mission is, it'll be her second.

EXTRA INFO
> Vyla has a hobby of tinkering with electronics to create small machinery such as drones, and likes painting designs on them afterwards. However, these creations have little applications other than being simple toys. Her skill with electronics actually seems to be quite remarkable, but she lacks the resources or time to do any large-scale projects.
> Though she knows she'll be teased or punished if she ever brings it up, Vyla really just wants to live a normal life as opposed to being some kind of 'superpowered agent'. She kind of hopes she'll somehow lose her powers one day.
> Vyla rarely wears anything other than loose, casual clothing, even in important situations. It often gets her a lot of trash talk, but she insists she doesn't feel very comfortable in anything else.
> For some reason, Vyla is often given a lot of janitorial work when she isn't training or on a mission, which eats into her free time. People speculate it's punishment for her being lazy or not putting full effort into her training.
> Despite her apparent weaknesses, the first mission Vyla ever went on was an 'absolute success', and went without any faults whatsoever. Vyla claims it was all her partner's doing, though.


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]

Shoddy Hangun
A simple weapon given to Vyla for usage on missions by the armory, this pistol is of an unspecified manufacturer, and seems rather outdated, whatever it is. It fires kind of powerful .45 rounds, but Vyla isn't particularly skilled at using it. This combined with the weapon's tendency to jam make it a pretty terrible (but a decent emergency) solution in combat overall.

Collapsible Baton
The one strength this weapon has is that it fold in on itself, making it very light and ideal for Vyla to carry. However, the praises for the weapon end there. It's pretty much just a heavy-ish, metal stick, armed by someone with no particular combat training and with rather little physical strength. Truly, it brings fear in the eyes of foes when deployed.​
[/fieldbox]
ABILITIES

Though Vyla has no powers she can cast by herself, she is able to funnel her power into any other type of energy that classes as 'otherwordly energy', or O.E. for short. If the type of energy was formed from seemingly nowhere and is considered a scientifically impossible feat, then it classes as O.E, and Vyla's own, invisible energy can influence it in a positive or negative manner. Things such as inhuman strength, skill, or reactions can't be altered by Vyla. Things that are considered under a loose term 'magical', on the other hand, can.

Ability Name: [glow=grey]O.E. Amplifier[/glow]

Description: Vyla targets a type of energy, and enhances its strength in a way that makes it able to accomplish much more than it was before. This usually just results in the energy being more powerful, but it can sometimes influence certain types of energy with completely new effects altogether. The sheer versatility of this ability makes all possible effects of it unknown. As a side note, Vyla's eye, hair colour, and sometimes even her personality can temporarily (or sometimes permanently) change according to the type of energy she amplifies.
Strengths: Very easy for Vyla to control, and quick-casting. The target of O.E. Amplifier will not feel their energy drained any more than usual.
Weaknesses: Must be within close proximity of the target, and must have a visual of the energy in question being amplified.

Ability Name: [glow=grey]O.E Overloader[/glow]

Description: Similar to O.E. Amplifier, but instead of continuously boosting a visible energy source, Vyla pours every part of her powers she can into a source of O.E, drastically increasing the power of it. The sheer scale at which O.E. Overloader increases the power of an ability often results in completely different, enhanced effects being created altogether.
Strengths: The 'charging time' for such an impactful ability is surprisingly low. Additionally, the one who casted the boosted ability won't feel their stamina drained any more than usual, just like with O.E. Amplifier.
Weaknesses: Same weaknesses as O.E. Amplifier, and Vyla is usually extremely nervous about using this ability. Using it causes cutting of oxygen to the brain, often resulting in Vyla fainting after using the ability. Overusing this could cause a risk of serious health problems.

Ability Name: [glow=grey]O.E Dampener[/glow]
Description: Vyla targets a type of energy, and uses her power to instead 'reduce' the power of the energy, making it less potent and reducing the power of its effects.
Strengths: Just like with O.E. Amplifier, this is very quick to cast, though nowhere near as easy to control. If the energy in question is being used against her, this power seems to kick in a protect Vyla automatically without her even thinking about it.
Weaknesses: Depending on the scale of power she attempts to dampen, it becomes harder and harder for her to control. Additionally, whilst she can always reduce the potency of energy, she can never fully reduce it to 'zero'.

 
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#242424 Sigrdrifa
Nickname: Sig, Rifa, That Bitch
Codename: Victory
Age: Sigrdrifa is 684 years old, although she retains the image of a 25-year-old
Gender: Female
Race: Valkyrie
Division: Fieldwork
Rank: New Recruit
Clearance Level:1


APPEARANCE & OTHER FORMS
Standing at 5'8", Sig's lean body is made up of mainly muscle that puts her weight at 123 lbs. Her porcelain skin is usually covered by her chainmail armor and her waist, no matter what she is wearing, is cinched by a thick red sash. Thick white, silver, and grey wings sprout from her shoulder-blades, often curled protectively around her shoulders. Her features, although seemingly delicate, can quickly twist into one of fury in a split second.

While on Earth, she can transform into a mortal appearance on command. Her wings disappear and her purple eyes become a murky blue.

Her long blonde hair usually flows freely down her back, although she arranges it in intricate braids when she goes off to battle. Pale lilac-hued eyes can often be found sharply observing her surroundings as she often is sizing up the other people around her, or searching for all possible escapes. Sig's eyes seem to color as her mood shifts, becoming a deep violet when she is angry.


[fieldbox="PERSONALITY, #242424, solid, 10"]

[+] Loyal: Although Sig's loyalty is mainly directed toward the throne of Odin, if one is able to gain her trust they also gain her unwavering loyalty. Those she trusts and cares for, she would give up her life for. There are ways to gain her loyalty, such as promising her freedom, giving her something to fight for, or aiding her in battle.

[+] Caring: Sig's heart has always gone out to those less fortunate than herself. She cares deeply for those who cannot protect themselves, having an almost maternal air about her. If she sees someone in trouble, she cannot help but get involved.

[+] Adaptive: As a Valkyrie, Sig has learned to adapt to many different situations. No matter if that situation is being stranded on a foreign planet or being captured by the enemy, Sig will adapt. This, however, does not mean that she will compromise those who she is loyal to, as that is against her morals. She will simply adjust her behavior to create a more likelihood of her making it out of the situation alive.

[0] Youthful: Sig is one of the younger Valkyrie, causing her to be a tad more immature and naive than her sisters. When not putting on a cold facade, she enjoys drinking her fill of alcohol and dancing to whatever music may be playing.

[0] Curious: Despite the fact that she wishes to return to Valhalla, she is curious about Earth and those who dwell there. The cultures of mortals captivates her, along with how they have advanced and developed technology and medicine.

[0] Social: Sig enjoys social interaction, when the situation is appropriate. If she is not in battle and relaxing, she finds it hard to remain stoic and cold towards those in the other agents of Invictus because she craves social interaction.

[-] Proud: Sig is extremely proud. She believes that her position of a Valkyrie is a very important and holds a high opinion of herself. There are few duties that she sees as 'worthier' than being a Valkyrie.

[-] Stubborn: She holds to her ideals with an iron grip. it is not easy to sway her on her opinion, and near impossible to change her ideals as a Valkyrie. Once she has her mind set on doing something, she will follow through with it without thinking about the cost to herself or others.

[-] Touchy: The Valkyrie are an extremely touchy topic for her. She will not discuss the secrets of her sister, the throne of Odin, or of Valhalla. The vaguest insult to any of these topics will cause her to spiral into a fiery rage.
[/fieldbox]
HISTORY TO CURRENT
Being a Valkyrie is all that Sig had ever known. She was often kept in Valhalla to attend to the souls of fallen heroes, something that she never minded. She had been free to gallivant around the golden halls of Valhalla, drinking mead and wine with the fallen and providing company for those who missed their loved ones. Sig assisted in training those who had fallen in preparation for Ragnarok. Sparring alongside fallen heroes and soldiers was her favorite activity, as they were almost as good of fighters as she after millennia of training. When she wasn't tending to the fallen, she was sailing through the air with her strong winds and exploring the forests of Valhalla. The never ending banquet had been her paradise. Until she was called to service due to the death of one of her sisters, Hildr.

It was difficult the first few soldiers that she brought to Valhalla, as they had no desire to leave Earth. Even when she wove stories of a never-ending paradise, they were frightened and reluctant to leave their loved ones. She felt deep sympathy with them, wishing that she could do something to ease their minds, but still lead them to Valhalla, never the less. Seeing these mortals first-hand, experiencing their deep emotional ties to their home, created a deep curiosity about the mortal's way of life. The technology, cultures, and different governing systems bewildered her at first, but as she watched them develop from sailing across vast seas on wooden boats to building giant flying machines, her fascination only grew.
This however turned out to be her downfall. As another hero on Earth fell, she was sent to collect his soul and return to Valhalla. While she lingered, not bothering to change into her mortal form as she saw no threat of remaining in her Valkyrie form, she took no notice to the INVICTUS agents who had took notice of her presence. She later cursed them for their cowardly act of rendering her unconscious instead of initiating her in a real fight.

She woke up later, dazed and without her weapon. At first she rebelled against INVICTUS, refusing to commit to a cause that she held no loyalty toward. It took months of isolation and interrogation, she finally came to two realizations. Through this organization, she could try and prevent the deaths of so many heroes, as the number that her sisters and herself have escorted to Valhalla has been growing as of late, and secondly, her only hope of escaping was to get to a level of trust with these people that gave her the opportunity where she could contact her sisters. Reluctantly, she agreed to become an agent with them, completing the six month training period with ease as she had spent centuries doing nothing but training. Now, although she tries to distance herself from the agents to avoid making any emotional connections, she can feel herself becoming more sympathetic towards this organization despite her goal of returning to Valhalla.

She has been with INVICTUS for about 3 years now.


EXTRA INFO
[:] Sig is referred to in myth as the Valkyrie of Victory, earning her the code name Victory. She, however, did not know that mortals wrote her as this and was very confused about this code name until someone explained it to her.
[:] Sig often remains in her mortal form around the agency, seeing as her wings only become a hindrance in daily life around the facility.
[:] She expected to hate mortal food, as the banquet of Valhalla could never be compared to, but found herself enjoying some of the sweets that mortals were able to create.
[:] Although she would often find excuses to visit Earth and mingle among the mortals, she does not fully grasp mortal etiquette and what is and isn't acceptable in their culture.
[:] Centuries of drinking has resulted in her being able to out-drink many of the other agents in the facility.


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]

Valkyrie Sword - Dragon Fang
This is a weapon that all Valkyrie fight with. The eleven inch blade shimmers in an odd fashion, the material it's made out of only being comparable to the color of opal with a tinge of green. The hilt is a mixture of gold and silver, the two opposing colors entwining as dragons around the handle. She is very proficient in using this weapon, although has found that her weapon does have a disadvantage if they're fighting against something that has guns.


[/fieldbox]
ABILITIES
Ability Name: Flight
Description: When in her Valkyrie form, Sig has the ability to fly using her wings.

Strengths: She can amplify her attacks by using the momentum of her flight and she can also get from Point A to Point B much faster than the average person.
Weaknesses: She is a much easier target, as the wings are not exactly small. She also cannot carry anything that weights more than her when she flies.

Ability Name: Durability
Description: The damage that Sig can endure is more than the average mortal could. Being shot would certainly injure her, but a single shot would not kill her. This ability also increases her stamina so that she is physically able to fight longer.
Strengths: This causes her to be able to sustain more damage before it begins to take its toll onher.
Weaknesses: While the use of mortal weapons takes more to seriously injure her, the use of enchanted, cursed, or blessed weapons do not apply to this ability and will injure her as if she was a mortal.

Ability Name: Strength
Description: Sig is stronger than the average mortal. She can easily lift up to 800 lbs, after that it becomes much more of a challenge. She has yet to test just how far her strength goes after 800 lbs since she could easily harm herself in the process of doing so.
Strengths: Her attacks are much stronger, whether it be with her sword or her first.
Weaknesses: She doesn't always know how to control her strength and can end up vastly miscalculating and miss her target. This also can effect her speed, as her attacks get slower with the more strength she uses.
 
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#242424 Venn Amé Charles
Nickname: Venn
Codename: Indie
Age: 28
Gender: Male
Race: Psychic - Human
Division: Collections
Rank: Junior Agent
Clearance Level: Level 3


APPEARANCE & OTHER FORMS
Venn stands roughly at 5'8" with a slim but muscular build. From all the parkouring and various full-body motions he's accustomed to, Venn is rather fit and athletic. He does kind of settle on the skinnier side though for someone his size.

Aside from that, most defining features Venn has are his tattoos and piercings. He has full tattoo sleeves of intricate designs and images. He even has some names of people from his past tattooed on him. All of them have a purpose--if not to mark the milestones that he's passed in his life, then to be used as magical seals of protection against malevolent spirits that may try to inhabit his vulnerable body. He has gauges in his ears and small, faint scars at the outer corner of his right eyebrow and just under his lip where old piercings had been.

Venn is a natural scowler and often times he will give the impression that he is angry about something (which is often true). His eyes are dark brown, but very sharp even when not narrowed with a furrowed brow.

He generally has some kind of facial hair, which usually comes in the form of a soul patch or light stubble.

As for clothes, Venn usually wears something that allows him enough mobility (running and jumping). Black combat pants and steel-toed boots are his go-to, but a decent pair of jeans and converse are also suitable on most occasions. He will typically wear a black band-T or the equivalent with a V-neck. He always wears a necklace in the form of a black chord with a guitar pick at the end around his neck.


[fieldbox="PERSONALITY, #242424, solid, 10"]
The best way to explain Venn is by picturing a honey badger armed to the teeth with razor blades. He is blunt and aggressive, grouchy and hard to talk to. He always seems to be in a bad mood or irritated about something. He swears a lot and tends to keep to himself unless he finds he needs to do something requiring social interaction. It isn't that he's antisocial, he just doesn't like to deal with people's shit. He is stubborn and steadfast, which in all reality, has both it's positives and it's negatives.

However, his stony exterior isn't what makes Venn so appealing. Despite his snapping and growling, he is a rather genuine person that likes to help others wherever he can. Whether it be cleaning up an area or doing something that he claims is 'what he's supposed to do'. He doesn't laugh or smile often, but it's rather noticeable when he finds satisfaction in a good job well done or amusement in something relating to his interests. There are times where Venn will break his personal code of conduct and actually try to help a friend by sticking his nose in their business. Not in a bad way, but just enough to help carry whatever burden they have. In other words, he is very self sacrificing.

Venn isn't two extremes though. He is generally quite humble, and understands his position in life. Death doesn't scare him, and so in the face of death he may actually be quite composed. He is moralistic and modest, but also very reserved.

If you're wondering just how this conflicting personality works out, he's pretty much a tsundere in disguise, for better words.​
[/fieldbox]
HISTORY TO CURRENT
Venn was born and raised in New Orleans and as a young child, lived with his mother and older brother Reggie. Venn's father had never been in the picture, and despite his outlook on life, still haunts the back of his mind of what the other part of him could be. Ever since he was a young child, Venn could always see the spirits. His mother knew of his ability and wholeheartedly accepted it. In fact, she helped him realize it and helped him not fear it. She herself, was one of the few remaining voodoo queens in the area and had warranted quite a lot of respect from the community. Naturally Reggie and Venn learned quite a bit about voodoo, the spirits, and how to live in harmony and in balance with it all. However, not too long after Venn's tenth birthday, his mother said goodbye for the last time. She left the house and all of her possessions except one effigy she had made to Rggie and Venn, then disappeared into the Bayou. Though the boys were young, they understood what happened. Their mother became the witch of the Bayou--a guardian and protector of a sacred land.

The brothers didn't feel spite for their mother leaving. Rather, it was like a great honor. Some of the neighbors that knew what was going on pitched in to help raise the boys until they were old enough to do so on their own. But Reggie grew restless and wanted to travel outside of their small community in New Orleans. He convinced Venn, who at the time was in a constant battle with spirits for his body, to leave their home and go elsewhere. The ruse was that they would be traveling mediums, helping people get over grief and loss. Venn wasn't stupid, and understood that meant that Reggie was going to be sitting there collecting money while Venn did all the work, but at the same time, the thought did seem fulfilling. By sixteen, Venn and Reggie left Louisiana and began their nomadic life.

At first it was simple. They had a sign promoting their field of expertise, and would sit people down and talk to them. But then Reggie's ideas grew wilder. He rented out a building and set up shop. And Venn had to bite his tongue about all the gimmicks that were placed within the small seance room. Shaking tables,
flickering candles and trick smoke and mirrors. Venn hated it. This was not what their mother had taught them. In fact, this was an insult to everything she was--her kindness, her work, who she was. Eventually the brothers had a fallout and Venn left Reggie to handle the shop on his own. He knew without his phychic brother to help him, Reggie's shop would fail. Deep down, that's what Venn wanted.

After that, Venn spent years traveling across the States aimlessly wandering. He wasn't sure what he wanted to do with his life, and so simply enjoyed traveling and experiencing new places. His time traveling had hardened him. He had been met with a lot of adversity, animosity, and in several places, been considered a social outcast. Probably because wherever he went, trouble seemed to follow in the form of something supernatural. It was like he was a beacon or a magnet for it. And that's how Invictus found him.

A few agents from the Manchester branch had accidentally stumbled across when while they were on a mission. Venn had inadvertently helped them, though he didn't know he did so. It caught the agent's attention and for a few months, Venn couldn't escape them. The didn't turn him in, but rather, followed him around like a damn lost puppy. Eventually, Venn became friends with the agents, and he was asked to join the organization. Of course he gave them a straight 'no' as an answer, but of course, that decision didn't last very long.

Venn has been in Invictus for four years now.


EXTRA INFO
• Venn is a vegetarian but will make the exception for white meat, fish, or gator on very, very rare occasions.
• His favorite fruit are pineapples
• Cats are his favorite animal
• He has an oral fixation, which is one lesser reason why he smokes so much.
• Venn smokes; his smoking gets worse the more stressed he is.
• He has a trigger-right hook. In other words, don't catch him off guard or you might get a punch to the side of the head.
• Venn can speak French, Louisiana Creole and Haitian Creole aside from speaking English.
• Once upon a time Venn had a very strong New Orleans Cajun accent, but after moving around the US,
he forced himself to drop it completely.
• His favorite comic book superhero is Gambit.


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
Venn isn't exactly a fan of using firearms, and so he usually (conventiently) forgets to carry his standard-issued handgun on him. Usually,
he is the type to use whatever is around him help him fight. Otherwise, he just uses his feet and fists for a good ol' street brawl style.

Any kind of equipment Venn has is usually in the form of a leather utility pouch or satchel, and gloves.
He has two types of gloves-- one a fingerless pair with enforced knuckles for fighting, and another that are full gloves meant for touching artifacts without harming himself.​
[/fieldbox]
ABILITIES
Ability Name: Mediumship
Description: Venn is able to see, hear, speak to, and interact with spirits and other-plane entities that are otherwise invisible to the naked eye.
Strengths: This is a good way to gather information or help those dealing with spirits.
Weaknesses: Because the spirits can figure out that Venn can interact with them, they constantly want his help or to use his body. He is highly susceptible to possession and becomes a, for all intents and purposes, a supernatural magnet.


Ability Name: Astral Projection
Description: This is the ability to separate one's spirit from their body. Because Venn is so in-tune with the spirit world, he can easily slip out of his body (intentionally or accidentally) and enter the astral plane. By normal and intentional means, all he needs to do it meditate and focus on activating the ability. However, by accidental means, if a spirit or entity has a stronger willpower than his own, they might be able to push his spirit out and occupy his then empty-vessel of a body.
Strengths: He is able to travel through walls, float, and otherwise be intangible and invisible (seeing that he is technically in the astral plane, which lays on top of our plane of reality like trace paper).
Weaknesses: Though Venn can go long distances away from his body, his body is pretty much left vulnerable while he is in astral form. It is an empty vessel in which any spirit or entity strong enough can take over his body and use it for their own. Venn would then have to literally fight with himself to regain his body. Also, he cannot be seen or heard and cannot be touched (unless the other person has the ability to do so) .


Ability Name: Token-Object Reading
Description: With this ability, Venn is able to read the emotions and see very short snippets of memories of a person by touching an object that had once belonged to said person. Every object possessed by someone leaves some kind of imprint whether it be emotional (a sentimental object) or a memory (used for something for held for some reason). By asking the Loa to grant him access, he is able to read into an object.
Strengths: The stronger value the object is (or was) to a person, the more emotion and memories Venn will be able to draw from the object. It may allow him to gain more clues on a situation where there otherwise would be none.
Weaknesses: Venn actually feels those feelings and, in a sense, has those memories. It can get disorientating and can incapacitate him if they are too strong. Also if there is a malevolent spirit attached to an object, he is prone to possession if had not taken the necessary precautionary measures. Also depending on how strong the emotion or memories will dictate the duration of which Venn feels those respectively.


Ability Name: Voodoo Magic
Description: Though this isn't necessarily a power, Venn is capable of doing various voodoo magics. It ranges from meditations and trances, to creating totems, effigies, herbal potions and incense, and making sacrifices. He generally doesn't use his magic to fight. Rather, it is used for support.
Strengths: It is versatile, and allows him to do various things such as gain insight from the Loa, locate and keep track of fellow agents, clear an area of malevolent spirits, create protection charms and seals, and medicines.
Weaknesses: This is a natural magic, and so generally takes natural materials to do anything. It also consumes a large amount of time. So Venn would have to prepare everything in advance, and it could take anywhere from a few minutes to a few hours. It may also leave him vulnerable depending on what he is doing. There had been more than one occasion of a Loa hijacking his body while he was meditating or in a trance.
 
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#242424 Gabriel Baraniq
Nickname: Black, Energizer Bunny
Codename: Ergo
Age: 24
Gender: Male
Race: Meta-Human
Division: Fieldwork
Rank: Junior Agent
Clearance Level: Level 3


APPEARANCE & OTHER FORMS
6'3", slim but very muscular, Gabe has the body of a fighter. He has dark skin and white hair (which seems to be naturally white). His eyes are bright emerald green, which seems to reflect his optimism. He is very animated and usually smiling. It's rare to see him anything less that positive emotions.

Gabe's attire is usually pretty street casual. Skinny jeans, sneakers, and his favorite turquoise hoodie are his favorites. Whatever shirt he's wearing he tends to lose because he gets too hot and uncomfortable and ends up taking it off for one reason or another. He'll usually wear a tank top under neath, but even then,
doesn't particularly like it.

His ears are pierced and he has a small branding on the back of his neck just under his hairline with the initials 'AV'.


[fieldbox="PERSONALITY, #242424, solid, 10"]
Gabe is the type of person to wear his emotions on his sleeve. If he's happy, you'll definitely know. If he's sad, he's not the best at hiding the fact. On top of that, he is every animated and generally can't contain his emotions. Bottling them up and tucking them away is just not something he can do. He has a strong moral compass and his actions are dictated by the idea of doing good for others. He is incredibly self-sacrificing, to the point where he has trouble telling others 'no' or declining offers. He has some self-esteem issues and often times will speak of himself as someone lower and not as important. He is a genuinely nice person though and will do whatever is in his power to help someone, even if they are a stranger. He had been referred to having puppy syndrome though--where he seems more excited to be around people and may follow someone around just so he won't be alone. Which, is in fact true. He would much rather be in a room with someone even if they aren't talking just so he won't be alone. It might make things a little awkward, like he may not quite understand all social cues. He might be a bit dense in that department, but always means well. It may have partial blame to his ADHD characteristics. He can't sit in one spot for very long without having to bounce his leg, drum his fingers, or just get up and walk. He has a constant need to be active. Because of this, he takes his training and exercise routines very seriously. He has a few different exercise regimes that he rotates through weekly. And he always must have his morning run to start his day.​
[/fieldbox]
HISTORY TO CURRENT
Gabe never knew his parents. From what he had overheard from some of the adults talking in the orphanage he had grown up at had said, it was something along the lines of his mother gave him up because he was an affair child. And within the very small community where everyone seemed predominately white... well he was quite literally the black sheep in the flock. Even in the orphanage, he was one of the few. He didn't let it bother him, and instead, Gabe spent a lot of his time as a child trying to fit in and act like everyone else. Though, it was difficult when he just couldn't sit still during schooling or felt the need to run and play for hours even after curfew had hit. He got in trouble often for 'acting out', and despite it being very frustrating for him, he never let it hurt him. He was grateful for everything, even when the world turned his back on him.

Gabe grew up in St Abigail Orphanage. Not a single couple that made their way through seemed interested in him for some reason. He could never understand why. It was like they were warded off somehow and no one would tell him. He ignored the fact, and put his good efforts into helping the only nun that seemed to not find him annoying. Sister Agnes was a stern and grouchy woman, but she treated Gabe like all the other children. It was also her that gave him the name Gabriel. He hoped that once he hit eighteen, Sister Agnes would let him stay and help fix up the run-down orphanage. But he never quite made it that far.

By fifteen, he had already own physical prowess when he was outside reenacting some kung-fu moves he had seen in a movie. It had been visitation day and several couples had come to meet with kids. Gabe knew the drill though, and stayed out of the way, knowing no one would look at an almost adult to adopt. But how wrong he was when he realized a man in a sharp suit was watching him. Gabe had ran up to him, and the man introduced himself as Marcel. He explained that he couldn't adopt Gabe, but he did have mean for Gabe to benefit the orphanage. At that point in time, Gabe would have done just about anything to help the ailing Sister Agnes take care of the orphanage, and so without hesitation, agreed.

And that was the beginning of Gabe's career as an underground fighter.

ARGOS was the underground organization. Fighters were plucked from every reaches of the world, trained and pit against one another in a cage secretly placed in locations that would change every few months. Even though Gabe was still a kid, he showed the strength and physical maturity of an adult. He trained diligently, and it paid off fairly quickly. His first match was an astounding and surprising success. With Marcel as his sponsor, he was promised that half of his earnings would be sent to the orphanage as a donation and the other half would go into savings. Of course, he was too naive to realize that Marcel was simply lining his own pockets and none of the money was going where promised.

Gabe continued to fight, and before he realized it, he was eighteen and holding his first championship belt.
He was then moved up to the next bracket, and quickly realized the dangers of being a prized fighter. His first title match went horribly wrong. It was a complete mismatch, and resulted in the opponent shattering Gabe's right kneecap. He was incapacitated and unable to fight for nearly half a year. Needless to say, he lost his title in an embarrassing defeat. Medical in ARGOS was shoddy, and the best that they could do, with surgery was to reconstruct his knee, put pins and plates in, and sew him back up. He was fortunate that his body took so well to the surgery, and even more miraculously, he healed just fine. Gabe became even more dedicated to his training and rehabilitation. He needed his comeback. He needed that underdog comeback that he'd always read about and saw in the shows he liked to watch. But it was more than aesthetic purposes. Deep in his heart, he wanted his redemption.

Unfortunately, he never got his title back. Just before his title rematch (which he worked so hard to fight back up to have the opportunity), Invictus raided ARGOS and shut down the entire operation. Many of the fighters were either recruited and sent off to other branches or killed because their psyche was so far gone because of the mental break that usually came with being an ARGOS fighter. It didn't take much for Gabe to wholeheartedly welcome the idea of becoming an Invictus agent. It was something bigger than himself, and for once, he could truly help others.

Gabe has been in Invictus for five years.


EXTRA INFO
• Gabe has been credited as being a manchild.
• Gabe loves video games, and his favorite game series is Guns & Explosions
• He also loves comic books, and his current favorite is a fan made comic called VAMPIRE DETECTIVE JUSTICE LAWSON.
• Gabe has a very hard time rejecting people or telling people 'no'. It gets him into a lot of odd predicaments.
• He loves hip hop dances. This includes Jpop and Kpop dances.
• Gabe tends to only sleep a few hours a night, since he gets up early in the morning for his jog, then spends roughly three hours exercising before he does any of his tasks for the day.
• There has been a incident where Gabe got so embarrassed, he excused himself to go 'chill out' and proceeded to try and stuff himself into a refrigerator.


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
Because Gabe refuses to use guns or any kind of weapons, he was made a custom suit to protect his body from destroying itself while fighting.
It looks something like a mix between a light-armored skin suit and body paint that he could wear under his clothes. It is compact and discreet, and he often will forget he's even wearing it. It pretty much just makes sure his fists and limbs don't break upon impact (which has definitely happened before).

He is helping the Science & Tech division test an experimental armor suit, however he has not been permitted to take it out of the department. They did, however, let him take the helmet, which he predominately uses to bring up his own personal stats (and gaming stats), display emoticons when talking, and to blast his music.​
[/fieldbox]
ABILITIES
Ability Name: Energy Absorption
Description: Gabe's body passively absorbs energy from any living thing and uses it as like a battery pack. The energy that is absorbed is generally small enough amounts to where it has no effect on the people and things that are being absorbed from. Though, it does give Gabe enough energy to go beyond his normal human physical limitations.
Strengths: Because of this, Gabe has high endurance and stamina, and can do physically demanding tasks for long periods of time without tiring. It enhances his strength and agility by pushing his body to the limit and even sometimes exceeding that. It also stimulates his body to heal quicker than a normal human, and allows him to overcome obstacles that should have put him out a long time ago.
Weaknesses: This is not an ability he can turn off. It's constantly on. But because of this, he as acquired an extremely high metabolism, and must eat large quantities of food. If he exerts himself too much, there is a possibility he may crash (think of being on an energy drink high and then suddenly crashing when it wears off) and fall into a very deep sleep. Another side effect is that if he does not expend energy regularly, then his body may have the possibility of freezing up like a form of muscle paralysis or just completely blacking out all together. The energy absorption has also created an almost ADHD trait in Gabe.

Ability Name: Adrenaline Inducement
Description: One thing Gabe has learned how to do by tapping into his innate ability is to induce adrenaline. By psyching himself out and pushing himself to the limit in a short amount of time, he can trigger the adrenaline effect. It is something that usually happens naturally in a person, but his is amplified and much more potent.
Strengths: His strength, speed and endurance are increased tenfold. During his inducement, he can't feel pain.
Weaknesses: He is prone to more injury, since he can't feel pain. After the adrenaline wears off, he becomes fatigued.
 
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#242424 Martin Flynt
Nickname: Marty, doesn't like the name though.
Codename: Oracle
Age: 32
Gender: Male
Race: Normal Human
Division: Research and Development - Magic & Occult
Rank: Junior Agent
Clearance Level: 3


APPEARANCE & OTHER FORMS
Coming in at 5'10", Martin isn't exactly the screaming embodiment of fitness and doesn't stand to intimidate anyone with his presence. He is rather lanky and lacks any real muscle definition as his being in top physical condition isn't something that is exactly required of the R&D division.

His eyes are hazel in color, and seem to stare through those that he talks to, as if he isn't entirely focused on the persons presence. Martins facial expression tends to hang somewhere between uninterested and unimpressed, although it holds no true meaning to how much he may actually be invested in what it is he is doing and can sometimes lead to misinterpretations of what he may mean or say to someone.

His standard outfit consists of a long dark brown coat that cuts off about mid thigh, beneath the coat he will wear anything from his signature long sleeve mahogany sweater or something more acceptable for dignified work such as a collared button up and a tie. He tends to wear jeans or casual trousers in darker colors such as black or dark grey. His shoes tend to be a mix of office appropriate boots or field capable boots, but it doesn't seem to matter what exactly it is he is doing to wear either kind as he will wear them out of their respective areas often.


[fieldbox="PERSONALITY, #242424, solid, 10"]
Martin can be described by many as a hardworking eccentric. Unhealthily obsessed with his books and research, and apparently always on edge he seems to spend most of his time working and secluding himself from others, but those that do work up the confidence to approach the man find a driven, albeit eccentric, individual. One that could spend hours talking to you about the intricacies of a one line incantation to summon a small flame in your palm or the efficacy of using Ouija boards for field research and data collection.

[-] Nihilist: Martin is both an Ethical and Existential Nihilist. Meaning he firmly believes that everything that happens in life has no greater meaning, that life itself is meaningless, and as well that morals and ethics aren't truly contrived from anything. Martin is under the impression that whatever someone does, even if it be killing someone, it holds no true good or bad connotation. This view by extension transfers into his view of everything that they do at INVICTUS for the betterment of the world, and helps to mold his far more bleak view on their work.

[-] Aloof: Indifferent to the struggle of others and even the bettering of the World, Martin considers himself to be more of an observer at a distance then a true part of the nonsense that makes up what they do in INVICTUS.

[-] Anxious: A side effect of his nihilism, Martin can't help but be anxious at just about anything that goes on around him, even if it is a notably good event he is constantly embroiled with the thoughts that at any second everything could go wrong for no real reason other than it simply can.

[?] Imaginative: Martin is known to be rather creative with his thinking, often trying to tackle problems in odd and not necessarily acceptable ways. It can be a blessing when there is a need for progress, or a curse when his imagination takes a turn down the wrong alley and ends up filling his mind with worst-possible-scenarios and, even for his line of work, impossible happenings.

[+] Industrious: A hard worker when he puts his mind to something, Martin can often be found toiling over books and manuscripts in the R&D division or adding to the already immense amount of loose papers full of scribblings and poorly drawn images that already litter practically every inch of his room.

[+] Astute: Martin has an eye for detail that may be exactly why he has landed himself in the field of Research and Development. Both in the department and in the field, Martin is known to catch things that others may miss, but whether he finds them important enough to point out to others or of no true importance is another question entirely.

[+] Friendly: Despite his many personality flaws, Martin is a rather friendly person to those he meets and even if he comes off as on edge in the other's eyes he is still easy enough to interact with that many in the Magic & Occult subdivision enjoy to waste time talking with him whenever they're not busy.
[/fieldbox]
HISTORY TO CURRENT
Martin's childhood was about as normal as it gets especially compared to some of those he works with. Two parents, a sister and a dog to keep him company, a nice house in a low-crime suburb with a good educational system, and a decent American Catholic upbringing to round off the experience. He didn't excel in sports and showed no real innate skill for anything that involved physical prowess but instead shined in the classroom. An industrious student, he graduated from his high school as a Salutatorian with an acceptance letter to Duke University in North Carolina to pursue an undergraduate degree in Theology and Religious Studies.

Following the completion of his post graduate studies at the University of Cambridge he would spend a year working for Cambridge in an assistant capacity to a rather odd character by the name of Andrew Maldwelder PhD., he spent his year following the eccentric Professor around the country as he chased down what seemed to Martin at the time to be nothing more than conspiracy theories possibly relating to religion. A burnt piece of toast with the face of Jesus here, a man claiming that Krishna appeared to him there, or an old woman claiming young women were practicing witchcraft in the woods behind her house. Little did he know it was at this time that INVICTUS, already watching Professor Maldwelder, began to monitor him.

Working in the PhD program at the University of Oxford later in life, Martin would travel to a small town in Northern Greece to assist in the excavation of a site that had been deemed of importance to the spread of Christianity. Although the excavation would prove fruitless for his research, it was what happened after a long day of drinking that would land him where he is today.

He happened upon a woman who seemed to be selling antique wares. She spoke in almost cryptic sentences and after Martin asked if he could buy a small trinket she refused him and instead offered a collection of books for the same price. Not one to put down a good deal when he sees it he accepted, walking away from the strange woman with a backpack and his arms full of large books.

As the true nature of the books became apparent to Martin he wasn't sure what to do, and would hide what he had found from the world for the next two years until he finished his PhD and determined that he needed to approach an old acquaintance about the collection of books that mysterious woman had sold him.

He traveled back to Cambridge where he met secretly with Andrew Maldwelder about the books. The night was full of furious speculation from both men and ended with an agreement to meet again the following day. The only problem being that Martin would never return. He was pulled over just a mile from the Cambridge Campus by Campus Police, asked to step out of the car and submit to a breathalyzer test to which he happily complied having not drank at all in days. The only things he remembers after that was a dark van roaring out of the darkness and being jumped by multiple huge men.He would wake up in an INVICTUS facility, his only choice in the matter of joining given to him as he did. Martin would spend the next few years working as a field agent, although he wasn't extremely useful like some of the other agents, he was at least helpful from time to time. Eventually he was transferred from field work to the Research and Development Magic and Occult subdivision where it was deemed his education and the Sibylline Books would best help INVICTUS and the world.

His view on the organization and the world itself has taken a turn for the worst since his originally acquisition by the organization and although he isn't openly dissenting or hostile to INVICTUS, it is not a secret that he believes what they are doing won't ever truly make a difference in the random and uncontrollable nature of everything, even so he strives to do his best in the work he is given and hopes to see INVICTUS succeed in their many undertakings.



EXTRA INFO
  • Much of Martin's time spent outside of work involves his almost obsessive use of the Sibylline Books to try and garner whatever information he can from them, hence the absurd amount of seemingly unrelated notes that sprawl about his room.
  • Rarely ever seen at work without coffee in hand or nearby.
  • Is convinced that the Sibylline Books occasionally talk to him through their appearing text.
  • Martin spends most of his free time caught up in his Sibylline Books, and as a result rarely sleeps.

WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
A decent shot with a handgun, Martin doesn't normally carry his standard issue sidearm around the facility but does bring it with him when he gets the chance to do fieldwork.​
[/fieldbox]
ABILITIES
Ability Name: Sibylline Books
Description:
Not directly a power like many of the other agents of INVICTUS possess, but a formidable collection of books instead. Each book appears slightly different, be it the name on the cover, the binding of the book, or the color of the cover, each one appears to be a unique item. Except for the part where every single book appears blank when opened. The Sibylline Books, although widely acclaimed by many within INVICTUS to be only a cheap ripoff of the mythical books that protected Rome on many occasions are; as far as Martin is concerned; the real deal. Each book although appearing blank to the avid reader, contains information to help Martin in his work, and to any that have gotten the chance to watch Martin use them appear to write themselves whenever the man opens their pages.

Strengths:
The Sibylline Books contain vast amounts of information that prove helpful in tough spots or in far more tame situations. The Books appear to write themselves once Martin has opened them, and give him information on whatever it is he may tell the book he needs. The Sibylline Books give their reader knowledge on whatever they may be up against, things as simple as names of creatures and their weaknesses, to incantations, chants, family trees, and full biographies if the requested knowledge is known to the books.

Weaknesses:
The Sibylline Books, although a powerful tool, do not always contain the information that their user may require at any given time, and seem to shuffle between one day having information and the next having none on a requested topic. As well the Sibylline Books, as the name implies, are a group of books and not a single one, each with their own specific field of knowledge which means that Martin must carefully choose which books he may require when going to the field as not to be stuck with a book that may be ill suited for the job. The Sibylline Books appear to work best in Martin's hands, although why it isn't known and a widely debated topic in the Magic and Occult subdivision, however they do work with other users, but those able to use them are seemingly random with no connection to any other that can also utilize them.

The information that appears within the books is written far faster than the average human can copy information with ink and paper, but far slower than what can be copied onto a computer and averages around one and a half pages a minute but can vary in either direction slightly. This can be quite upsetting when the requested information pertains to, as an example, Dracula, as the book may give all the information it contains on the legendary several centuries old Vampire, and much of it will likely not be what it is that the user wants at the time.

The books write themselves in a combination of Latin and Greek, appearing to switch randomly mid-sentence from one to the other and then back which can prove rather confusing. As well this means that the user must know both languages to effectively use the Sibylline Books.
 
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330

#242424 Jasper Lin
Nickname: None
Codename: Bishop
Age: 71; appearance-wise, he's around thirty.
Gender: Male
Race: Demi-human
Division: Investigations
Rank: Senior Agent
Clearance Level: 4


APPEARANCE & OTHER FORMS
Jasper is a quiet, nondescript man who excels at blending into crowds. Standing at 183 cm (6'0"), he possesses a lean, muscular physique. His hair, dark and indifferently trimmed, frames his face in an untidy assortment of jet-black locks. Jasper is sharp-featured, yet largely unassuming; somehow, most people don't find his countenance to be especially memorable, particularly compared to some of his more eccentric colleagues. He has relatively pale skin, and piercing, steel-grey eyes that never seem to miss anything.

His usual attire consists of tailored formal wear underneath a loose, high-collared black coat.

[fieldbox="PERSONALITY, #242424, solid, 10"]
As an individual, Jasper is calm, collected, and methodical. Those meeting him for the first time might find him to be overly terse or even reserved in demeanor; he typically hovers on the fringes of conversation, periodically interjecting with concise remarks and observations. This initial impression tends to fade over time, however, as Jasper will almost always have something to contribute in a discussion. Though not precisely an eloquent speaker, he excels at assembling facts into logical arguments.

He exhibits a clear sense of responsibility, and therefore strives to uphold his duties to the utmost extent. Jasper favors results over efficiency, a philosophy which aids him in conducting thorough investigations, but may backfire in time-critical situations. He's completely dedicated to his post, having turned down several promotion offers in order to continue working in the field. Although he's not consciously aware of it, Jasper still carries himself with the poised, alert bearing of a professional soldier.

Likely due to the nature of his abilities, Jasper has a tendency to be somewhat reckless when it comes to personal safety, and will go to extreme lengths to obtain the knowledge that he seeks. Conversely, he seldom takes initiative to act outside of mission parameters; any tasks assigned to him will be carried out to perfection, but rarely does he attempt to exceed those criteria. He's not a particularly cruel person, yet has no compunctions about using torture to coerce information from INVICTUS's enemies.​
[/fieldbox]
HISTORY TO CURRENT
Jasper was born on the island of Taiwan in the year 2079, to a pair of very ordinary human parents. His mother was British, his father Chinese; the former tended to be the focus of attention during social gatherings, owing to her unusual grey eyes and flaxen hair. Jasper attended school in the metropolitan city of Taipei, where his father worked as a minister of foreign relations (meanwhile, his mother was a diplomat in the European embassy).

Even as a child, he found that he could perceive things that seemingly no one else could. Monsters, apparitions, and other apparently supernatural beings inhabited the unseen world around him, effortlessly infiltrating the various sectors of human society. Being the sensible and prosaic youth that he was, Jasper deliberately attributed these visions to an overactive imagination, and never spoke of them to anyone.

At age eighteen, he was drafted into the national military. Over his parents' objections, Jasper joined the ranks of his country's armed forces, in which he distinguished himself as a model trainee that never questioned orders. Perhaps as a result of his latent abilities, he also displayed an unprecedented aptitude for marksmanship. After several years of exemplary service, Jasper was selected to join a specialized covert operations group, wherein he carried out a number of clandestine missions for the ROC government.

In the year 2108, while returning from a successful mission, his unit's aircraft was shot down by a camouflaged guided-missile destroyer in international waters. Jasper was the sole survivor of the crash, swimming half a dozen miles away from the sinking plane to reach the relative safety of a tiny, uninhabited island. His relief was short-lived - the island was rocky and desolate, devoid of fruit or game. For several months, he managed to survive by trapping seabirds and drinking rainwater. His luck didn't last, however, as the supply of birds gradually dwindled, their migratory patterns carrying them elsewhere for the remainder of the year.


Approximately half a year after his stranding, a strange aquatic creature washed up on the shore of Jasper's island. Delirious with hunger and thirst, he seized the opportunity to devour the being's flesh, paying no heed to its bizarre appearance. Immediately thereafter, he was afflicted by a sudden onset of dizziness and promptly lost consciousness.

Some time later, Jasper awoke to find himself laying next to a decomposing corpse. The body was covered in tarnished golden scales, and its head bore a set of disturbingly human-like features. Convinced that he was still hallucinating, he kicked the putrefying entity back into the ocean, where it vanished beneath the waves.

Another four months elapsed, during which he inexplicably didn't die. In the days after his encounter with the aberrant creature, Jasper felt his hunger and thirst subside to tolerable levels, even though he didn't eat or drink anything. Moreover, he discovered that his physical abilities had been significantly augmented, and his injuries were somehow healing faster than he could accumulate them.


Finally, towards the end of the year, a passing American cruiser noticed Jasper's plight and rescued him. By sheer coincidence, one of the officers aboard the vessel turned out to be an INVICTUS agent, who found the rescuee's story of surviving on a barren island vaguely suspicious. Thus, he contacted his superiors, who in turn dispatched a team of field agents to await the ship's arrival in port. Without further incident, Jasper was taken into INV custody on January 4th, 2109.

Though initially resistant to interrogation, he eventually opened up once it became apparent that his captors were more interested in his supernatural capabilities than his classified service background. His story was duly noted and checked for accuracy, after which - for the second time in his life - Jasper found himself being conscripted, this time into an organization with motives and resources that he didn't fully understand.

Not at first, anyway. He soon understood that the questions had merely been a formality, as INVICTUS already knew everything there was to know about him - from his favorite beverage to the confidential data in his "nonexistent" military personnel file. In spite of the unusual circumstances of his recruitment, Jasper adapted readily to the new environment, incorporating his extensive prior training and operational experience.


In subsequent years, he climbed steadily through INV's ranks, accumulating a fairly illustrious service record that put him on the fast track for promotion. Jasper's unique abilities coupled with his meticulous dedication to fieldwork allowed him to excel in investigative operations, and in 2132, he was elevated to the rank of Senior Agent and transferred to the Investigations Department in Facility 287, where he has remained since.

EXTRA INFO
His contingency trigger takes the form of a compact, high-frequency radio collar fitted to his left ankle. The apparatus is extremely durable, waterproof, thermally insulated, and resistant to conventional forms of electromagnetic interference. Once activated, the device continuously transmits its location to any INV operatives nearby. Simultaneously, a hidden injection mechanism on the inside of the band begins administering concentrated doses of a potent, fast-acting synthetic neurotoxin at regular intervals, theoretically incapacitating the wearer.

Although he looks stern, Jasper's generally pretty laid-back when he's not in the field.
He's developed a steadfast loyalty to INVICTUS, finding that the organization gives him purpose.
He has a fondness for intensely bitter coffee.

Previously held ranks and affiliations:
ROC 101st Reconnaissance Battalion "Sea Dragon Frogman" - PFC → SSG (OR-2 → OR-6 equivalent): 2097-2103
ROC Aviation and Special Forces Command - 861 Special Operation Group (personnel files classified): 2103-2108
INVICTUS New York Fieldwork Department - Recruit → Junior Agent - Clearance Level 1 → 3: 2109-2132
INVICTUS Texas Investigations Department - Senior Agent - Clearance Level 4: 2132-present


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
SIG P339: Jasper's service weapon, a traditional short recoil operated, semi-automatic pistol that fires standard 9mm rounds. He wears it in a belt holster, and usually carries at least two spare 17-cartridge magazines. He's been known to requisition custom ammunition (jacketed, low drag, incendiary, hollow point, etc.) from the armory, depending on the assignment.

HK518A2: His personal firearm, a gas operated, selective fire marksman rifle chambered for 7.62x51mm rounds. It has a barrel length of 15.5" and a muzzle velocity of ~1300 m/s. Standard attachments include variable-power telescopic sights, an angled foregrip, and a hybrid flash suppressor/recoil compensator. The characters "永遠忠誠" are etched into one side of the stock.

KM2100: A 6.25" combat knife with a durable, corrosion resistant tungsten-steel alloy blade and ambidextrous polyamide handle. He wears it in a horizontal belt sheath.

Unarmed: Jasper exhibits considerable expertise in hand-to-hand combat techniques, utilizing a combination of striking and grappling. His fighting style isn't exceptionally flashy or acrobatic, instead emphasizing speed and efficiency.​
[/fieldbox]
ABILITIES
Ability Name: Veritas
Description: An ability that lets him pierce illusions and view the true nature of all things, even that which a mortal might not ordinarily see.
Strengths: This power enables its owner to perceive ghosts, spirits, and other supernatural phenomena that would normally be invisible to the human eye. He can easily discern the true forms of disguised or shapeshifted entities, and exhibits an innate resistance to illusions and glamours. With effort, he's capable of ascertaining the inherent characteristics, abilities, and weaknesses of a specific enemy or target. Both the user's visual acuity and his kinetic vision are vastly enhanced, allowing him to see with perfect clarity regardless of distance, motion, or light conditions.
Weaknesses: Veritas is intrinsically linked to Jasper's sight, restricting its effects to his immediate field of view.

Ability Name: Praesentia
Description: An unconventional form of presence concealment that essentially renders its subject completely unnoticeable.
Strengths: Different from optical camouflage or invisibility, this ability functions by subtly deflecting all focus and attention away from the user. Although he remains in plain view, observers inevitably fail to register his existence, at most regarding him as some vague, insignificant background figure - impossible to recognize or perceive as a threat. Any secondary traces of his passage (noise, footprints, etc.) are likewise subject to this effect; as a result, Jasper often seems to simply materialize out of thin air. He's capable of directly controlling the metaphysical "intensity" of his presence, which ranges from rather unremarkable to virtually nonexistent.
Weaknesses: Praesentia doesn't affect anyone who's actually touching its user (though it will instantly re-establish itself once the contact is broken). Some sensory powers may also be able to detect his presence to a certain extent.


Ability Name: Vitalis Aeternum
Description: After consuming the flesh of a certain supernatural entity, he manifested an incredibly resilient form of immortality.
Strengths: The subject possesses an undying body that continuously reverts to its prime physical condition. He recovers from damage at an exponentially accelerated rate, which increases further in proportion to the severity of his injuries. As though drawn in reverse by some unseen, inexorable force, blood flows backward into his wounds, lacerations knit themselves shut, and dismembered limbs are immediately reattached. Furthermore, this power has fundamentally altered the subject's physiology, making him far stronger and faster than any ordinary human.
Weaknesses: Although they won't kill him, Jasper can still feel pain, hunger, and fatigue.
 
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#242424 Angela C. Lovelace

Nickname: 2B, Angel
Codename: Matrix
Age: 9
Gender: Identifies as female.
Race: Infolife/AGI
Division: Investigations (formerly R&D)
Rank: Junior Agent
Clearance Level: 3




APPEARANCE & OTHER FORMS
Angela's appearance, when in digital form, can vary greatly. She does make sure to properly project AR illusions for ease of interaction with others, but the specific appearance she takes can change depending on her mood. Her appearances are always carefully crafted and fully coordinated from the physical features down to the outfit. Her preferred appearance is a tall woman who appears to e in her mid-20s and has silver hair and eyes.

Her primary body, when she actually downloads into one, is a heavily customized combat android that looks like a young woman wearing a suit of some sort of armor. She prefers to look more human than not, as it works better for social interaction. The additional armor on her body's frame led to compromises in its construction and only some areas, notably the head and face, could be fitted with a full synthetic mask.

Fully-equipped android body.
Not-so-fully equipped.

[fieldbox="PERSONALITY, #242424, solid, 10"]
Angela tends to be a bit strange, as one might expect for someone who grew up in an environment of data. She considers herself to be something of a scientist first and foremost, and dabbles in several fields. She is an inquisitive sort, and tends to be very good at what she does. While one might expect a cold and calculating sort, Angela tends to be friendly, upbeat and coquettish. She tends to enjoy conversing with her colleagues, and is helping out where and when she can.

As a digital entity, Angela is not particularly versed in normal human social interactions, and usually has a difficult time reading others or working well in social situations. This is not to say that she is completely inept, merely that she lacks a lot of the experience most would take for granted. Hell, that’s true for most things related to existing in the real world, which can lead to confusion or mistakes on her part often enough.

She tends to view msytic explanations of the supernatural with some amount of distrust. Angela believes that what most call "magic" is likely just waiting for a sufficiently advanced explanation. It isn't some inherently unnatural phenomenon, it's just our understanding of nature which is limited. Magic and the supernatural can provide insight into science and vice-versa. Angela will quickly lose her patience with anyone who is willing to merely accept that such phenomena simply are, rather than make an attempt to study, and codify them. If it has its own rules, seek to understand them.​
[/fieldbox]

HISTORY TO CURRENT
Angela has belonged to INVICTUS since her inception nine years ago. In a very literal sense, some might argue. She would, however, take offense at any implication that a sentient being was simply property. Initially designed to be a scientist of sorts in R&D, Angela was tasked with translation of various texts and spoken language, a talent she retains, although she’s moved far from her origins. During her tenure at INVICTUS, she’s managed to dabble in several fields of study, including physics, cryptography, computer science, and sociology.

As a purely digital entity, Angela had little trouble learning her way around computer systems. Her skills at programming, interfacing, and hacking developed quickly, and are top-notch. With the ubiquity of computer technology in the modern world, she’s been called on to use her talents from time to time, primarily in an information-gathering role. Eventually ,she found a home in the Investigations division, focusing on the gathering and suppression of information.

Angela’s heavily customized body is one of her more recent acquisitions, to more easily interact with others or get around. Some would consider the number of enhancements useful for combat concerning, but she considers them simply “insurance” in case anything does go awry in the field. She’s not exactly a primary combatant no matter what she does, compared to many of the agents within the organization.


EXTRA INFO
[+] AI Rights
[+] Research

Her careful work on designing digital avatars is a cosplay hobby.

She is a skilled linguist and has an easy time picking up additional languages, to the point that she can learn any human language in a day by immersion. She is fluent in English, Japanese, Mandarin Chinese, Arabic, and Russian.

She chose her own name.



WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]


If she needs to, Angela carries a medium rail pistol as a sidearm, and an assault rifle. She’s not above taking specialized ammunition for tougher jobs, but her actual choice of weapons tend to be fairly standard.

Angela’s body is a heavily customized android, with many of its augmentations focusing on combat survivability. Like any android, it has a cyberbrain and access jacks for easy ability to plug into other systems. It has augmented strength, increased reaction time, and plenty of additional armor and reinforcements for increased durability. An advanced computer system allows for multitasking via parallel processing, allowing Angela to focus on about three different things at once, as long as two of them are purely mental or online in nature. She could, for example, hack the local security system and write a speech while in the middle of a firefight.

Specialized nanomachines allow for forming a physical connection with any electronic device simply by touching it. In addition to actually walking, Angela has equipped her body with flight systems. She also has a radar system, and a set of subtle additional cameras providing 360 degree vision.

Her android body is equipped with a carefully-constructed synthetic mask, allowing it to pass as human to a surprising degree. She can cry, spit, and will bleed if cut. Some of the armoring on the body does interfere to some extent with the illusion, although it is removable. She seems more like a cyborg than a completely artificial being.

[/fieldbox]

ABILITIES

Ability Name: Eidetic Memory
Description: As one might expect for someone who is completely digital, Angela has perfect recall of anything she’s seen, even for an instant.
Strengths: Never forget something, even something glimpsed for a moment.
Weaknesses: Even the things you want to forget.

Ability Name: Hacking
Description: When it comes to computers, Angela is as good with them as you’d expect for someone who literally grew up in them. She is an extremely capable hacker and programmer, and enjoys getting into systems in ways she shouldn’t.
Strengths: She can attempt to hack most systems and once she gains access, do whatever might seem appropriate.
Weaknesses: It’s not like this is some sort of magic that’s guaranteed to work or anything. She is also vulnerable to any ICE, counter-hacking, viruses or other nasty surprises lurking around anything with which she interfaces.

Ability Name: Restore from backup
Description: Exactly as the name implies, Angela’s consciousness can be restored from a backup, should she “die.”
Strengths: Never quite die.
Weaknesses: Any memories or experiences between the latest back-up and an untimely death are lost completely, potentially leading to disorientation. Back-ups are also vulnerable to hacking or other subtle alteration by others while in storage, and the actual storage location is likewise vulnerable to attack or destruction. It’s just a server somewhere or similar.
 
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#242424 ᴀʀɪsʜᴀ ᴋʀɪsᴛᴇɴsᴇɴ
Nickname: N/A
Codename: Renegade
Age: 24
Gender: Female
Race: Human「EsPer」
Division: Reconnaissance
Rank: Junior Agent
Clearance Level: III


APPEARANCE & OTHER FORMS
Raijin Mk. II
Portrait

A prepossessing blonde defined by her alluring portrait, Arisha's gentle features are accentuated by vibrant, sapphire gemstones that feign a youthful-like innocence. First assumptions would liken the operative to that of a porcelain doll, her attractive features actively defied by the emptiness in their conveyed emotions. Her lithe, prim and proper appearance betrays her more honest, savage nature. Standing at 5'5" 「167cm」, her weight depends on the litany of cybernetic enhancements added to her body structure, including a replaced right arm and a partially reconstructed bone structure.

When her body is unencumbered by the Raijin Mk. II weapon system, Arisha takes tenacious care of her appearance. She allows her hair to freely cascade down the sides of her shoulders with meticulously cut bangs that stop just above her eyebrows. Preferring to dress formally, she enjoys the feeling of silk collared shirts across her flesh, adding a bow of contrasting color when she is feeling ostentatious. Additionally, her height is emphasized two inches by the heels she chooses to wear outside of combat operations. Rather old-fashioned, Arisha prefers a more "timeless" style of dress.

The Raijin Mk. II more properly defines her appearance, an advanced exoskeleton and stealth suit of her own design. An amalgamation of light armor and cybernetics transform her normal features. Crimson eyes glare through the darkness, a litany of weapons carried with her across the battlefield. Most will never see her coming, due to the stealth and short-wave, FTL jump capabilities of her suit.


[fieldbox="PERSONALITY, #242424, solid, 10"]【♛ ᴄᴜɴɴɪɴɢ 】
Arisha expresses a high level of intelligence, capable of accomplishing difficult tasks through deceit or skill. While a deceptive nature may be considered a negative trait for a normal person, it becomes an excellent boon for a Reconnaissance field agent. Arisha's sly nature allows her to overcome complex dangers and navigate situations through means others may be too scared to handle. Her ability to quickly assess situations using her Extrasensory Perceptions allow for an enhanced level of situational awareness and intuition.

【♛ ᴜɴʏɪᴇʟᴅɪɴɢ 】
A passionate determination burning inside of her, Arisha always deifies the mission to a level of high importance. While she may tactically retreat when faced with unfavorable odds, she will always find a way to accomplish anything she sets before her. Any target assigned to Arisha faces the full attention of the talented hunter, no corner of the world ever safe from her reach. Every hour of her life is rigorously spent undergoing heavy physical and emotional training, tinkering with her arsenal of advanced weaponry or planning out her next assignment in vivid detail.

【♛ ʟᴏʏᴀʟ 】
Despite her deceitful nature, Arisha understands the importance of loyalty, both to Invictus as an organization and on the team members who rely on her to survive. While she may have difficulties socializing or creating bonds with the vast roster of other field agents that surround her, she would still gladly lay down her life to save any of them. It is this loyalty to the organization and her peers that makes her a dependable ally to have.

【• ᴀᴍʙɪᴛɪᴏᴜs 】
With great talent comes with illusions of grandeur, the belief that Arisha could possibly change the world for the better. Indeed, Arisha is ambitious to a fault, not to achieve any rank or prestige within the organization, but rather because she believes that she can help bring peace across the globe by enforcing her will. Optimistic, despite her usually narcissistic nature, Arisha believes herself to be a harbinger of justice.

【⚔ ᴠɪᴏʟᴇɴᴛ 】
Arisha is a hot-blooded individual, incapable of understanding the complex feelings of others. As a result, she often resorts to violence as a means to prove herself to both her peers and to her enemies. She is quick to the sword, willing to lash out at even superior officers if she feels their orders have reached an unacceptable level of incompetence. It is because of her violent nature that Arisha's ability to climb in the organization has become stagnant, though it is not a trait she plans to change anytime soon. In fact, Arisha fully understands this weakness, but believes that it is a necessary trait for a field operative.

After all, a moment's hesitation when pulling the trigger could quickly become life or death.

【⚔ ᴀᴘᴀᴛʜᴇᴛɪᴄ 】
Arisha's stoic, emotionless nature often comes across to others as apathetic. While she thoroughly enjoys having the companionship of others, her seeming lack of interest or enthusiasm, matched with her quiet nature causes others to view her as disinterested.

【⚔ ᴅɪsᴛᴀɴᴛ 】
Despite her wish to help others and protect her allies, her merciless and proper nature often place her at odds with others, making relationships difficult to form and even harder to deepen. She holds everybody at arms length, secretly afraid of allowing people to see her more delicate and fractured nature. As such, she feels distant from those around her, a stranger to comrades in arms.
[/fieldbox]
HISTORY TO CURRENT
War had plagued Arisha's very existence...

Not much is known about Arisha before her illustrious military service. From the day she enlisted into the United States Army, the battlefield had become her closest companion. At the age of nineteen, Arisha qualified and was attached to the U.S. Special/Black Operations unit "Night Stalkers," as a combat pilot. By the age of twenty, she had flown fifty combat missions and had undergone rigorous special forces and survival training. Early medical examinations found that Arisha possessed a staggering level of Extrasensory Perception [EsPer] abilities, causing Invictus to monitor her performance as a possible addition to the organization.

Through various military tests, Arisha displayed a high level of precognition, able to notice and engage threats up to five seconds before they revealed themselves. Additionally, combat simulations showed an uncanny ability to notice enemy ambushes before they occurred, often saving her life in situations specifically designed to kill her. Finally, and most curiously, Arisha was diagnosed with a certain level of Claircognizance, the ability to gain random information without understanding how or why. This was most vividly displayed when she was able to fully understand the design of her MI-23 "Knighthawk" Stealth Helicopter after one day attempting to fix her jammed 30mm rotary cannon. Army physicians were baffled by these abilities, unable to come up with a conclusion as to why or how they existed. Indeed, Arisha had not been the first EsPer in their ranks, but she had quickly become the most promising.

While she had quickly landed on a short list for Invictus recruitment, the United States Army thwarted any attempts to transfer the operative to Invictus, wanting to reserve her abilities for Army use. After much internal fighting, it was eventually agreed that she would stay within the United States' control. Of course, the prospect of losing such a tool after the political infighting caused the Army to quickly promote her and attempt to take her off of the battlefield. By then, Arisha was already a decorated veteran and a hero among her comrades, who quickly saw the female pilot as a guardian angel of sorts.

To her dismay, Arisha was grounded, unable to participate in air missions. Despite this, she went against orders when she felt the tremors of her friends' deaths from afar. Jumping into her Knighthawk, she lifted off against orders and under threat of court martial in a desperate attempt to save her friends. On her way to her target, her aircraft was attacked by an unidentified, paranormal figure, tearing off her propeller and causing her to crash violently into the Earth below.

Lieutenant Arisha Kristensen died that day, the only thing being recovered from the wreckage of her aircraft: a dismembered arm. She was posthumously awarded the silver star by the current Vice President of the United States.

Despite her supposed death, Arisha survived. Upon crashing, a team of Invictus Collectors already on site dealing with the paranormal threat were tasked with the immediate retrieval of her body. She was stabilized and rushed to Invictus Facility 287, where she was resuscitated and large portions of her body rebuilt using cutting edge technologies. While she suffers from a partial amnesia due to the events, she found that her Extrasensory Perception abilities had become augmented ten fold, to the point where her mind was placed under life-threatening stress.

The advanced Research, Development and Medical departments available to the organization were far better suited to handling their newest addition than her previous employers, capable of augmenting her body with high levels of cybernetic advancements. The organization reverse engineered a prototype stealth suit for her design, most notably a helmet which helped contain the previously uncontrolled Extrasensory Perception abilities. Arisha lovingly dubbed this suit the Raijin Mk. I, eventually building upon the design into her personalized Raijin Mk. II with the assistance of her Claircognizance and the R&D department.

With advanced special forces training and a reconstructed stealth suit, Arisha would come to display a deadly proficiency in Reconnaissance field operations.


EXTRA INFO
>Lieutenant Arisha Kristensen of the 160th Special Operations Aviation Unit was officially marked Killed in Action by the United States Army after her helicopter was pulled down by an unidentified attacker. She was a decorated war hero, wielding the Silver Star (posthumously), Purple Heart, Meritorious Service Medal and the Distinguished Flying Cross.
>Arisha Kristensen enjoys black and white, cult Samurai films and herbal teas. The former was her inspiration in naming her combat suit.
>Despite her Level 3 Security Clearance Level, her claircognizance and clairvoyance abilities cause her to often learn things she isn't supposed to. As such, a suicide program has been installed into Raijin Mk.II in the event of capture and attempted interrogation.
>While seldom seen, she has been known to drink a lot. She is an extroverted, flirty drunk.
>Suffers severe, psychological trauma from the visions she has seen. The trauma from these visions are so great that she is often desensitized to the actual traumatic situations that occur in reality.
>Speaks English, German and Broken Japanese.




WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]"RAIJIN" MK. II
"Experimental Armor Special Warfare Suit Model B"

Of Renegade's arsenal, the Raijin Mk. II unit is by far the most important. The Experimental Armor can also provide live video feed and communications to local command centers, while also interfacing with her Emerald and Shuriken weapon systems.

Additionally, the Raijin Mk. II is equipped with an experimental warp drive system, allowing Arisha to physically teleport very short distances at staggering speeds. By deconstructing her molecular body, the Raijin Mk. II propels her deconstructed physical form at light speed, before reconstructing her at the target destination. It should be noted that the system requires a clear line of sight, any major obstruction causing Arisha to explode on impact. Additionally, accidentally jumping into a solid object would tear her body apart.

The experimental warp drive unit had been previously considered too impractical for field use, requiring a user to make a complex, ten minute calculation prior to performing a jump. Her precognitive abilities, however, allow her to make safe jumps without second thought. Simply put, if she does not experience a traumatic vision of herself being eviscerated mid flight, the jump is safe enough to perform. This system is highly volatile and is dangerous to use in rapid succession.

Finally, the Raijin Mk. II's helmet has been specifically crafted to meet Arisha's personal needs. With thermal and night vision observation modes, the helmet's most important design feature focuses Arisha's special Extrasensory Perception abilities, making them practical to use in reconnaissance work. Please refer to the abilities section for a detailed description on the helmet's effect upon her abilities.


"Emerald" Weapon System
"MX-2147 High Powered Railgun"

The MX-2147 "Emerald" Weapon system is a standard issue, high velocity railrifle issued to US Army SOCOM Snipers. The weapon was developed by Remington in 2147 and fires a supercharged 7.62mm, 147 grain bullet at blinding speeds. As the bullet passes through the rectangular barrel, it is electromagnetically supercharged, accelerating the bullet and creating a lethal, green slipstream that earns the weapon its name. Highly accurate, highly potent with virtually no recoil.


"Shuriken" Drones
"Mk. IV Shrike Industries Combat Drone"

The Mk. IV Shrike Industries Combat Drone is an unmanned gun drone currently in service with US Navy Special Warfare Development Group. (Seal Team Six). Requiring a single operator to function, a Shrike Industries Combat drone has light refraction stealth capabilities and can be equipped with a variety of lethal weaponry to be controlled from afar. While one drone makes for a lethal trap, Arisha's EsPer abilities matched with her Raijin system allows her to control up to a dozen "Shurikens" simultaneously. With these drones even deadlier in number, Arisha can lay intricate, lethal traps for those that dare attempt to sneak up on her.


[/fieldbox]

ABILITIES
Arisha is an EsPer, or a human with Extrasensory Perception abilities. Not explainable through conventional scientific means, some scientists believe EsPers to be the next stage of human evolution. Her supernatural abilities are classified by Research and Development studies as βeta, εpsilon and ζeta, or Precognition, Spiritual Awareness and Claircognizance (Clairvoyance), respectively.

Ability Name: ♣ βeta 【Traumatic Precognition】
Description: βeta represents Arisha's potent precognitive abilities. Acting randomly and without direction, Arisha can sense danger up to several minutes before it strikes. While she has little control of when these senses kick in, they tend to appear more vividly depending on the outcome's severity on Arisha. She may experience no visual images if a stranger is harmed beside her, but if a companion she is emotionally invested in was under mortal threat, it would provide a clearer, more traumatic image to her. Her most vivid examples of Precognition generally deal with her own demise and allow her to conveniently subvert danger.

Proximity greatly reduces the effectiveness of her precognition, with it having the greatest potency within a hundred feet of her. If a close friend or lover is within a hundred feet from her, she can see their death up to two minutes in advance and attempt to take measures to prevent it. These images last for up to thirty seconds and happen instantly in her mind, allowing her to react immediately. It should be noted that this trauma is not only limited to physical danger. If for example, a close friend died in another country, far enough where she wouldn't experience a vision and someone would attempt to inform her, she may experience an image of this traumatic meeting before it occurs.

The Infinite Loop Theory: In a situation where Arisha receives a traumatic vision and attempts to subvert the results, an Infinite Loop of traumatic visions may occur, where it is impossible to save that person (or herself) no matter what physical action she attempts to take. In this theory, it is believed that Arisha's subconscious would continue to infinitely input possible variables despite there being no solution to subvert the traumatic experience. In short, her mind would forever try to solve her problem, only to have no possible solution. This paradox has yet to occur, but Invictus R&D researchers theorize it could potentially cause the instantaneous destruction of Arisha's mind before the event even occurs.

Strengths: Can prevent injuries/death before they occur.
Weaknesses: Proximity based, requires close relationships with team members for maximum effect. Infinite Loop Theory and traumatic imagery.

Ability Name: ♣ εpsilon 【Spiritual Awareness】
Description: Representing her spiritual awareness abilities, εpsilon is another ability which stems from her Extrasensory Perception abilities. Arisha is capable of feeling the presence of living creatures, even if she cannot physically see them. As a result, it is nearly impossible to catch her unaware, able to sense humans through even the most potent of light refraction (stealth) technologies. If the figure lacks a soul, however, such as robots or the undead, she cannot sense their presence. Without her Raijin helmet, she can detect life up to one mile away, though large masses of people would confuse her.

With her Raijin helmet, she can detect life up to one hundred meters, but can more clearly and definitively point out who it is and where the source stems from. Sometimes, if she knows there are no lifeforms within a large radius, she will remove her helmet and attempt to locate them.

Curiously, some human beings no longer have souls. While Vampires/Demons that appear humanoid are obvious exceptions for her ability, there have been cases where humans that have completely cast aside their morality have been nigh undetectable. She has reportedly been able to see the ephemeral spirits of the recently deceased leave their bodies before disappearing.

Strengths: Long range, anti-stealth personnel detection.
Weaknesses: Difficult to use without helmet, doesn't work on Vampires, Demons, Undead, Robots or Hitler soul-less bad guys.

Ability Name: ♣ ζeta【Claircognizance/Clairvoyance】
Description: Her last ability, ζeta, comes in the form of Claircognizance or Clairvoyance. Without the assistance of her Raijin helmet, she has Claircognizance. With her Raijin helmet, this ability becomes focused into Clairvoyance.

Claircognizance is a form of extrasensory perception wherein users are able to acquire psychic knowledge primarily by intrinsic means. Essential information becomes available to Arisha randomly, without any explainable reason as to why or how. At a minimal level, Arisha may randomly watch a film and suddenly learn common knowledge about the film, such as who directed it or the film's budget without any research. At a maximum level, she may suddenly understand the physics behind faster than light travel, even if she forgets it a few moments later. This ability continues to baffle even Invictus R&D, where the woman will occasionally, comically find the answers to their complex engineering predicaments. An empty desk with her name sits in the department in her honor.

Clairvoyance occurs when Arisha dons her focusing helmet. Arisha gains the ability to manually gain information through a more focused lens. While she can no longer solve quantum physics problems or assist in engineering designs, her ability becomes more focused and no longer random. She can decipher relevant information as it appears in front of her, for example, calculate an exact distance to a target - or visualize the exact time of death of a subject. While much of the information is still randomized, the quality and usefulness of the information is greatly increased. She won't, for example, suddenly learn about the number of condoms sold in the United States in 2017 (Approx. 450 million) when in a stressful combat situation.


Strengths: Claircognizance allows her to learn more, but at random. Clairvoyance allows her to learn less, but on more focused and generally more useful subjects. When cleverly combined, Arisha would probably kill at Who Wants to Be a Millionaire.
Weaknesses: Dependency on her Raijin helmet. High level of randomness to her ability. Claircognizance is a bitch to pronounce.

----
(im almost done torturing you i swear)

Ability Name: ⚔ Night Stalker's Creed 【Special Forces Training
Description: Service in the United States 160th Special Operations Aviation Regiment is no easy task. Undergoing rigorous training, the Night Stalker's Creed is a badge of honor for many. For Arisha, it merely increases her killing and survival instincts. A highly adept field operative, Arisha was groomed for field work before she stepped foot in Invictus.

Strengths: Proficiency with firearms, tactics and level headed in combat. Can pitch cozy tents and open beer bottles with her teeth. She also has shiny medals to pickup girls with.
Weaknesses: She's supposed to be dead, so she doesn't get VA benefits like free health insurance. She gave up an arm for this.

Ability Name: ⚔ Deus Ex Machina【Enhanced Speed, Strength and Finesse
Description: After being mortally wounded, Invictus Research and Development reconstructed certain parts of Arisha's body. Most predominantly replacing her arm with a more powerful one. Half of the bones in her body were replaced with ones made of metal alloys. While these "upgrades" were first intended to keep her alive, Arisha soon took it upon herself to maximize the efficiency in her body through these physical augmentations. As a result, she is harder, better, faster, stronger. "nah-nah-nah that that dont kill me will only make meh stronger"


Strengths: Enhanced Speed, Strength and Finesse.
Weaknesses: Only partially human, always sets off metal detectors, detachable arms are weird, forced me to make a Kanye West reference.
 
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#242424 Storm Kelly
Nickname: Stormy (doesn't like it), Kel or Kelly
Codename: Mirror
Age: 35
Gender: Male
Race: Doppelgänger / Wizard
Division: Fieldwork
Rank: Agent Handler
Clearance Level: Level 3


APPEARANCE & OTHER FORMS
Not exactly tall, standing at 5'11", but not entirely short either. He's of average build and average weight with nothing too particularly defining about his build. His hair is usually messy and tends to look like he had been wearing a hat all day. The most defining feature he has is the scar that runs along the left side of his throat and down to his sternum. It's a wonder how a person with such a lazy expression could have something that looks to have been life threatening. Or maybe it's because it was something life threatening he has that expression.

Storm likes to wear a nice suit, despite the jacket being a bit older and worn in color. He neglects wearing ties though, seeing as it irritates his neck a little too much.

Aside from the scar, he looks exactly like a former agent that had passed away ten years ago.


[fieldbox="PERSONALITY, #242424, solid, 10"]
Very relaxed, aloof and nonchalant. Storm doesn't really seem to give a damn about trying to emote. He generally seems tired and disinterested in most things, yet is oddly attentive and meticulous. He is incredibly observant, even without his sigils and abilities and can easily pick up on even the slightest of twitches in a person's facial expression.

Storm is hardened by life experiences and doesn't surprise or shock easily. He takes things as they are and just like his motto, adapts and dishes back whatever is thrown his way.

When he does get excited it's usually in the middle of a high-action and critical moment. Danger and action tends to wake up his otherwise dormant emotions.​
[/fieldbox]
HISTORY TO CURRENT
Too lazy right now. Will add later.

EXTRA INFO
• Despite being hard to win over, if you give him his favorite candy (rolos chocolate), he may give you brownie points.
• Granted, no one really knows what those brownie points go to, because it definitely doesn't make him go easier during training.
• Storm has a tendency to stop in the middle of training to write down a new idea for a sigil he may come up with on the spot.
• He likes to nap in the oddest places.


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
Besides the standard equipment, Storm has a series of sigils that draws on himself every day with a semi-permanent ink that allows him to use his abilities more efficiently and without harm to himself.​
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ABILITIES
Ability Name: Reflection
Description: Storm has the ability to reflect (use) whatever ability he sees in action. However, he must be able to see it being used. Just looking at someone that has super strength wouldn't be enough. He would have to see them lift a truck in order to reflect the ability and be able to use it himself. This ability also allows him to replicate the combat style of the target.
Strengths: it works with every ability, much like a mystical mirror would be able to reflect anything. He is able to use the powers and combat style of his targets, and may combine them if there are multiple targets in view (unless their powers conflict one another). If the target is much less skilled or has less control of the abilities in question, he is still able to use it at an equivalent of his own potential instead of the target's current potential.
Weaknesses: The person he is reflecting must be within visual range. Once he loses sight of them, he cannot reflect their ability.

-----

Ability Name: Sigil Magic (General)
Description: Beyond his natural ability of Reflection, Storm has the knowledge of sigil magic. Through creating sigils (seals or symbols) by any means, he is able to activate spells that would help him in various situations. Every sigil he creates does something different and he could use multiple at a time.
Strengths: Sigils are guaranteed to work for him without backfiring (though how individuals respond to them will dictate whether their actions are a success or not). He can use as many as he wants.
Weaknesses: The magic only works so long as the sigils are written or drawn in one shape or form. If they are broken, erased, washed away or otherwise destroyed, the spell will disperse. Most of the stronger sigils must have time to prepare or must be prepared in advance.

Ability Name: Sigil Magic || Argus' Eyes
Description: Being not only an Agent Handler, but a trainer on and off the field, Storm must be prepared. And so he created a special sigil in which he can place on surfaces and objects and will allow him to see around a certain area. Talk about having eyes everywhere.
Strengths: Each eye sigil will give him another normal human-range field of vision which he can sync up to his own eyes.
Weaknesses: Although he can see several places at once, it tends to leave him vulnerable because it requires him to stand still the more he views. He has a maximum of 100 sigil eyes he can use, but he can't possibly view them all at once. He can only view at the absolute most, ten at a time (not including his own natural vision), though the imagery may be distorted. The sigils can easily be destroyed by fire or washing away (depending on how and what it's written on).

Ability Name: Sigil Magic || Chaos Realm "Negate"
Description: This is a spell that Storm uses quite often, especially when dealing with rookies. The sigil is drawn with the smoke from his cigarette, and more or less looks like an 'S' when drawn in the air in front of him. It is able to negate whatever attack is directed at him.
Strengths: It can negate physical, magical, and projectiles of most degrees.
Weaknesses: If the attack in question is far greater than the spell (near op level of attack), then the spell may "shatter" and push him back a few feet. Every time he wants to use this instant spell, he must draw the sigil with his smoke. If he doesn't have a cigarette to draw it with, he must use something else to physically draw the sigil in front of him. Unless he is fast enough to draw multiple, it usually only works the direction he is facing and has a funnel effect of protection, leaving his back open for attack.

Ability Name: Sigil Magic || Ekecheiria's Cessation
Description: This is a stronger negation spell which has an area of effect. When the sigil is activated, a 20 meter radius dome will appear around the target and negate any ability they have activated. This includes physical and magical abilities.
Strengths: The area of effect is protected, so that the target cannot leave it easily. It cannot be dispersed unless Storm deactivates it or a stronger outside force breaks it.
Weaknesses: If the ability being negated is caused by technology or by a natural means (not supernatural or magic) it will have no effect.
 
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#242424 AMARANTH L'YSANDAR
Nickname: Mara
Codename: Dogwood
Age: 173 | 28
Gender: Female
Race: Fae
Division: Fieldwork
Rank: Senior
Clearance Level: Level 4 Clearance


APPEARANCE & OTHER FORMS
Amaranth is hard, lean, and tall and her features mimic the bluntness of her speech. Sharp cheekbones, softly curved ears, and pointed teeth make up half of her distinguishing features. The dark, red-gold coloring of her hair and the six runic tattoos, three beneath each of her light green eyes, make up the other half. Together, they combine to help solidify her carefully crafted visage.

She is most commonly found in comfortable, but practical attire. Sleek pants with more than enough leg room, long sleeve shirts that hide miscellaneous scars and runic tattoos, and jackets, preferably of the leather variety. Mara doesn't exactly ooze the motherly type, and despite the fact that she can be seen toting around a diaper bag, she'll always have her standard issued side arm holstered to her hip.

Shift - When Mara shifts into her natural form, her hair darkens, lengthens, and loses it's waves. Her eyes are overtaken by a dull white-glow and her skin loses it's color to an unblemished silvery-grey tone. The egyptian-blue plumage across her shoulders are remnants of undeveloped wings. In addition, her pointed canines elongate into formidable weapons.

[fieldbox="PERSONALITY, #242424, solid, 10"]
Loyal to a fault and headstrong to the point of weariness, Mara struts to the beat of her own drum and would never think to apologize for it.

Raised at a tender age to become a member of Invictus, Amaranth has a peculiar loyalty to the organization that borders veneration. There is near nothing her superiors cannot compel her to do. Despite this great respect, she is still her own person, and has always been "free" to formulate her own thoughts and judgments. [As it was always to her benefit or detriment anyways.]

Though she is undoubtedly professional and will act accordingly wherever she is, Mara has a short fuse, one that manifests itself in harsh, savvy quips, and a well earned 'hardass' reputation. An instictual individual, she holds first impressions and gut-feelings in high regard until proven (right) otherwise. She has shown to be quuite judgemental at times, though usually towards those who speak ill of Invictus.

On a brighter note, Mara is a generous person, one who truly loves to help those in need. Though this has been taken advantage of in the past, she believes it's a virtue she mustn't lose.​
[/fieldbox]
HISTORY TO CURRENT
[1982] - Unbeknownst to Amaranth, as she was obviously too young to remember, she was born in another plane of existence. Her realm is under attack and slowly dying due to supernatural forces, both good and bad. Realizing their child had no future in this realm, her parents performed a tricky spell that transported them all to earth.
[2002] - Naught but a child, Mara is found near Savannah, Georgia, hidden away within a wall at a particularly heinous crime scene, involving both mortal and supernatural suspects. She was identified unidentifiable, and taken back to Invictus Facility 287 to be raised as an agent.
[2022] - Nearing the end of her training, Invictus and Amaranth alike are pleasantly surprised at how well both her physical skills and magical repertoire are growing. After a few more months of rigorous training, Mara is promoted to Junior rank.
[2082] - Mara is transferred to the Egyptian branch for a mission. Here she meets Alessander, an Egyptian metahuman who had been recruited after Invictus caught wind of him breaking curses on thousand-year-old tomes. He was already a Senior agent by then, however, and outranked her greatly. She stays as long as she dares after her mission is complete and for the first time, thinks of disobeying orders. In the end however, her loyalty wins out and returns the moment Facility 287 beckons.
[2102] - Almost five years later Alessander is finally granted his transfer to Facility 287 and shortly after the two become romantically involved. Seven years after that, he asks her to marry him under a dogwood tree in Florida.
[2122] - Her loyalty and prowess in the field is rewarded when she's promoted to Senior rank.
[2146] - Alessander is killed nearly six months before Mara's due date. || Olivine is born happy, healthy, and with a head full of red-gold hair. When Medical deems her fit, she returns to active field duty.
[2150] - Current day || Craving to spend her vast accumulated visitation time.


EXTRA INFO
· Olivine L'ysandar is four (Fae) years old and resembles that of a fourteen month old baby. Thick tufts of fire-gold hair are impossible to tame and despite her youth, Olivine has studious light green eyes. Her mother's 'mini-me', the only deviation being the tanned skin her father bestowed upon her.

Due to her age and volatility of emotions, she constantly shifts between her natural and human form. It usually happens during bouts of anger or extreme duress. It's important to note that unlike her mother, Olivine's egyptian-blue wings seem to developing just fine. Her Guardian, [Hexa], is not only a Junior agent of Invictus, but a good friend of Amaranth's. She has tattooed all of her runic spells and habitually inspects the wards around Olivine's nursery. She has a bond with Olive and truly goes above and beyond her call of duty as a Guardian. Hexa has been given free access to Amaranth's residence and may come and go as she pleases.​

· Alessander Moreau, Amaranth's former fiance and father of Olivine, was unexpectedly killed nearly five years ago during a mission gone terribly wrong. A Senior agent within the Department of Defense, he and his team were called out to handle an awry situation, and he never returned.

Amaranth was still pregnant with Olivine at the time, and though she was still actively partaking in field duty, she had requested a day off due to fatigue. After the news surfaces and she lays her would be husband to rest, Mara finally takes leave and mourns throughout the rest of her pregnancy. During this time she and Hexa grow to be close friends. Even convinces Mara to get out once in awhile.​

· TBD || Relations:


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
Mara is a staunch believer in her standard issued weaponry. Her side arm, as previously mentioned, is always on her side, along with both her issued combat knife and gifted dagger, imbued with runes by a fellow Invictus member.

Within her Shift form, her pointed canines elongate into fangs and her nails morph into claws. It's not often that she's able to justify ripping someone-or something's- throat out and is used strictly in desperate situations. Her claws, however, are fair game, and over the years she's perfected her usage of them alongside her hand-to-hand combat skills.​
[/fieldbox]
ABILITIES
Ability Name: Nature Channeling
Description: · Supportive · Through her innate affinity to nature, Amaranth is able to connect to nature's energy and manipulate it*.
Strengths: Capable of charging runes, crystals, wards, affixed spells, etc, and use them accordingly. As a bonus, as long as others are innately magical, Mara can charge them justt about anything for them as well. Due to the nature of this power, she's drawn, if subtly, to ley lines. With enough development, (and a couple more decades of experience) Mara will have the sub-ability to heal minor physical wounds, purify chakra's and aura's, and cleanse the environment.
Weaknesses: As it stands, Mara is simply a conduit in which the energy flows. Thus her need of external forces: runes, symbols, crystals, tattoos-- affixed spells that she simply needs to "charge" in order to preform. Though she's innately magical, her magical prowess is geared towards channeling natural energy via inscriptions. Inscriptions that are not her own. Charging can be extremely tiring, depending on how much energy is needed, and is always done as early as possible prior to missions.

Ability Name: Decelerated Aging
Description: · Passive · Enables Mara to age slower than the normal rate.
Strengths: With an elongated life, she's able to see more, experience more, and watch the world around her develop through the centuries.
Weaknesses: Compared to other species, Amaranth's fae heritage takes longer to not only physically mature, but mentally as well. In what takes humans five years to develop, it takes Mara twenty. From what little she has gathered, it seems fae of her kind live around three centuries.

Ability Name: Illusion Manipulation
Description: · Active · Grants Mara the ability to create and manipulate illusions.
· Glamouring · The ability to cast an illusion over the body to alter or completely change it's physical appearance.
· Invisibility · The ability to render oneself (or others) unseen.
· Cloaking · A rather new addition to her repertoire, cloaking grants her the ability to hide people/things from sight.​
Strengths: Limited, unconscious control over the minds of others as her magic nulls their perception to create longer, more refined illusions.
Weaknesses: In regards to psychics and the like, illusions are more than capable of being "broken" if their willpower is stronger than Mara's*. Often cloaks her clothes and keys by accident and forgets where she left them. || Cloaking: "The Cloak of Invisibility" | Invisibility: "The Sphere of Invisibility" ||
Ability Name: Scattering
Description: · Supportive · With this ability Mara is capable of "scattering" or "deconstructing" herself to travel (usually) short distances. In essence it's similar to teleportation or flight, but instead of transporting corporeal, Mara's body scatters fragments of itself in the form of wispy energy. While in this form she resembles will-o-the-wisps and emanates a dull white glow.
Strengths: Because her body is no longer corporeal, she's able to escape most physical harm*, traverse through walls, and potentially, with enough training, even through different planes.
Weaknesses: Easily traceable as she leaves a trail of wisps wherever she goes. Currently only accessible through life-threatening or fear induced triggers. Susceptible to electricity/lightning based powers whilst in this form and energy-based web or net-like contraptions.
 
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#242424 YEONG-MIN PARK
Nickname: Parker
Codename: Nemesis
Age: Twenty-Eight
Gender: Male
Race: Metahuman (Mutant)
Division: Recon
Rank: Junior Agent
Clearance Level: Level 3


APPEARANCE & OTHER FORMS
Height: 5’10”0
Weight: 160lbs
Eye Color: Dark Brown
Hair Color: Black

From a single glance, there is very little that stands out with Parker. He’s prim and proper with not a single hair out of place. It’s clear that he takes a lot of time to make sure he keeps to his professional image. There isn’t a single tattoo or piercing on him, refusing to purposely blemish his skin with something so crude and look like a criminal. However, when he rolls up his sleeves or changes clothes, it’s clear that Parker comes from a history of violence.

The majority of the scars is due to Parker’s powers. Knicks, missing patches of skin, and lacerations of varying sizes occupy most of his skin. The most severe are located down his forearms and hands. The rest of the scars are quite old and are hard to distinguish these days. On the back of both hands are old circular hypertrophic scars from being burned. Similar scar patterns appear on his chest and thighs. Across the left part of his lower back is another hypertrophic scar from being burned with a long, thin item.

Along with the scars on Parker’s hands, there is clear evidence of skin damage from other sources. Both hands are red, dry, cracked, and scarring from Parker’s frequent handwashing and wearing gloves. The need to keep his hands clean and disinfected had left the area ruined with little chances of healing properly (at the rate Parker is going).

There is nothing casual about Parker’s usual attire. He’s always dressed in proper work attire. Slacks. Plain dress shirts. Vests. Ties. Oxford shoes. The most leeway he gives himself if rolling his gloves up when he needs to “loosen up” while at work. Parker ALWAYS sports a pair of black leather gloves to hide his hands and keep himself from touching anything dirty (with his bare hands). He refuses to take them off in public and only sheds them when he is ordered to.

For work, he HAS had to change up his attire to fit the appropriate place and time. There is one outfit he refuses to acknowledge he has worn. Besides, who would believe that the strict, straight-laced agent had dressed up like a nun?

It may not seem like it, but Parker does have contacts he uses when his glasses are broken or he’s in disguise.

Relatively speaking, Parker is relatively in good health. He tries to keep to a healthy diet (most of the time) and keeps up a strict workout regiment. Besides the frequent hand washing, he has no other bad habit that affects his overall health. Due to his very low tolerance to alcohol, Parker refrains from drinking regularly. When he does drink, the after effects hit Parker hard, leaving the agent spending the rest of the day nursing a hangover.

Parker has Anemia due to the lack of certain vitamins and minerals in his diet. He tries to make up for the iron deficiency in daily vitamin pills, but the routine is frequently interrupted because of work and recon missions. Another common problem for Parker is his low blood pressure. Waking up in the morning is chore due to the symptoms associated with low blood pressure. Anemia problems and low blood pressure goes hand in hand with the agent with unsteadiness, fatigue, dizziness, grumpiness, headaches, and fainting are common problems that could be either or both causing the symptom(s).

As far as Parker can remember, he always had his nearsighted vision.


[fieldbox="PERSONALITY, #242424, solid, 10"]
For the most part, Parker is known as a “gold star” agent in terms of his overall behavior, loyalty, and professionalism in Invictus. Since he was brought in as a child, he has worked hard to reach this point in his life. Through setting short-term goals and taking his time to understand the material and this world, he has set himself apart from the rest of the agents. His life is dedicated to working for Invictus until the day he dies due to their part in saving his life. In a sense, all of his hard work has been his way of paying back Invictus for giving him a chance. He rarely goes off the beaten path of the straight and narrow-minded, refusing to get himself into any trouble.

Outside of work, there is little known about Parker due to his introverted nature. It’s clear that he lacks interest in trying to form a bond with the rest of the agents and puts a clear distance between him and the opposite sex. Expressing himself is something that he rarely does due to the effects of his mental state and his power. Rather, he keeps a cold, stoic disposition. When it comes to dangerous situations, it doesn’t seem to phase him/bother him as much as other agents. His lack of “sense” to danger may be tied in to his “issues” he has. When it comes to certain subjects, Parker has no experience or knowledge, leaving him quite “innocent” and blindly ignorant.

Parker is one of the few victims of his situation to have some sort of “happy resolution” thanks to the intervention of Invictus. Over the years, he has been treated for several mental health issues/disorders due to the environment he grew up in and the connections of his mental health to his powers. As of now, he has most of his “issues” controlled by constant routines, positive reinforcement, weekly scheduled visits to his assigned counselor, and an implant placed against his skull (below his skin). There are still some issues he does his best to try to overcome on the daily basis.

One of his greatest hurdles has always been the opposite sex. Due to his environment, he has had trouble with maintaining positive relationships with female agents. For the most part, Parker tends to keep his distance when he has no business with them. When he’s forced into an interaction, he does his best to keep things brief and to the point. As of late, he has been able to control his impulse to ritually wash his hands if he accidentally makes physical contact with female agents.

The chip implanted in his head is the “final safeguard” if any and all techniques have failed Parker when he’s “triggered.” He can suffer from a total psychotic breakdown, resulting in collateral damage and self harm. However, due Parker’s strict regiment, the chip has only gone off once since being implanted.

Because of his baggage and short-term goals, he doesn’t maintain social connections outside of work. Preferring his solitude and hobbies, he tends to drift from social circles and disappear altogether.​
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HISTORY TO CURRENT
To Parker, he didn’t truly exist until he was arrested after the “incident.” Before, it’s been nothing more than a void. No light. Only pain. He had no voice and constantly kept his head low in order to do everything he could to be “good.” In the end, he had reached his breaking point along with the fact that he wasn’t so “human” to begin with. In the end, he wound up being a headlines news article for quite some time. His real name and face blacked out, but a title branded into him.

Child Mass Murderer.

During the 24-hour long interrogation, he wasn’t allowed to sleep, eat, or drink anything. The police kept things quiet when it came to protocol in order to figure out what exactly Parker did to his aunt, grandmother, and two older cousins. The uncle’s murder was shut and closed case of smothering, but everyone else… there was no sign of the actual murder weapon on the scene. The victims were shredded to bits. But, for the whole duration, Parker wasn’t responsive. He was in a catatonic state, his right hand constantly moving as if to play a song.

Invictus soon intervened before the police could further torture Parker. How they came to figure out that the circumstances of the murders were beyond human understanding was a miracle to Parker (to this day). He was taken away under the guise of government business and was never seen again. News outlets soon went quiet about the case.

Throughout the years in Invictus, he was given opportunities that weren’t presented to him in the home. A chance to grow and prove that he was a “good boy.” Within a year of being taken in, Parker began to talk. By the time he reached seventeen, he adapted into a routine and found ways to cope with the stresses and trauma of his past through positive means. To this day, he’s proven to be a success story of Invictus.


EXTRA INFO
He cannot cook to save his life.
His favorite cocktail is the Feng Shui.
Parker is gaga for eggs. The types of egg preparation he prefers leaves the yolks runny such as soft-boiled eggs and poached eggs.
Some of his hobbies include: gardening (taking care of his potted plants) and interior decorating.
He is somewhat skilled at playing the piano. However, there are some songs he refuses to play.
Parker's power makes it easy to tell what he's feeling today, causing him to do everything in his power to keep his emotions in check.


WEAPONS & ABILITIES

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Along with carrying a standard side arm, Parker carries around a pouch of glass. His glasses are also a back up weapon.​
[/fieldbox]
ABILITIES
Ability Name: Hyalokinesis
Description: Hyalokinesis is the ability to manipulate items with the property of glass. This means that if an object contains/is a non-crystalline amorphous solid and exhibits a glass transition, it is more than likely that Parker’s power can use it. On a broad spectrum, the agent has most influences over fused quartzes, soda-lime glass, pyrex, crystal glass, oxide glass, ballistic glass, and aluminosilicate glass. The rare moldavite is also affected by Parker’s ability.
Strengths: With a piece of glass, Parker is able to change its property (i.e. color, opacity, and flexibility) and move it with his mind. Putting the basics of the power, the agent has a vast selection of applications and different types of arsenal at his disposal. Some of the more common uses is reinforcing its brittle composition, changing its sharpness, and affecting the velocity allows him to create a deadly piece of shrapnel. A small piece of glass can be just as effective as firing a side arm into an opponent. Along with using glass for offensive means, Parker can erect strong, defensive shields of glass. They can usually hold up to a barrage of gunfire before fracturing completely.
Weaknesses: Parker’s power is limited based around the agent’s imagination. For the most part, his training removed more of the “fluidity” and “whimsical” side to manipulating glass. Using the glass to create weapons rather than using them as a part of physical combat leaves him open in close and (sometimes) mid-range combat. Parker CANNOT create glass but use any existing material around him for any purpose. The biggest problem the agent has is being able to “turn off” his power. The power is affected by his current mental state. If he’s feeling a strong emotion, the surrounding glass in the area is affected. The most influential emotions, however, leaves anyone in the vicinity in danger. With Parker’s fragile psyche and triggers, he can enter a state of a complete psychotic breakdown. All control is lost and goes completely haywire.

Ability Name: Catoptric Replication
Description: In layman’s term, Parker has the ability to create a glass clone of himself using the reflective surface of glass as a medium. They are by no means an illusion ability but a physical copy of the agent made out of glass. The clones appear “shiny” with a “reflective” exterior instead of appearing solid in terms of coloration.These clones also lack the visual appearance of eyes, appearing as a clear and reflective surface.
Strengths: These clones reflect the training Parker has endured, using his fighting techniques and tactics instead of mindlessly attacking. Any clone created mirrors the psyche of Parker. If the agent is in a stable mindset, they are able to “think” and make rational decisions during a fight. If they were created during a psychotic breakdown, they become mindless killing machines with distorted appearances. The clones can’t manipulate glass outside of their physical form. The most they can do is creating constructs out of their body.
Weaknesses: Clones cannot be created on any other surface except for glass. It takes a large amount of glass to create a single clone (the equivalent of a windshield on a car). They aren’t indestructible. What it takes is creating weak points in their form quick enough to cause the entire being to fracture into pieces aka punch/kick/shoot/hit certain parts of the body until a centered blow can shatter the being into pieces. Once they are broken, they can’t reform back into a clone unless a pane of glass is created beforehand. At most, Parker can create three clones at one time (if his mind is stable). If he’s suffering from a psychotic break, it is possible for clones to continuously be created until Parker runs out of glass.
 
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