TESTING Please don't explode... Elle's testing ground(zero?)

|| FIGHT THE SYSTEM ||


Open Sans;Rationale;Wire One;Roboto;
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VOX POPULI
the voice of the people can never be silenced.

our city is called PAX. but we know as long as those in charge continue to oppress the ones beneath them, there will never be peace. we are a dying breed. the imperfect. the unaltered. ORGANICS. but we will not go down without a fight. we are VOX POPULI. and like a gunshot, resonant and strong, our voices will be HEARD.
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The Year Is...
2159. The world as we once knew it is no more. Technology reigns, and she is an oppressive mistress. In Pax, people have gone missing... Gone missing, and no one seems to notice, or care. Organics, they're called... nothing special about them, but that's the point. They're augment-free, not a scrap of metal or wire or microchip in them. They disappear from the streets, from their homes, their jobs... and the world moves on, same as always.

Except for us. We see. We see and we notice... and now? We're gonna do something about it. It's time to fight back - to protect those who can't protect themselves. The war has begun. What side are you on?

⦙ History 101 ⦙
The Tech Wars || The war started out with several companies fighting for dominance over the technological industry, but swiftly devolved into something much uglier, each opposing force growing increasing desperate and more violent. Eventually, only two companies remained, Carver Tech and Decker Industries. Locked head to head for years, it was the murder of Carver's CEO, seemingly unrelated to the vicious bid for dominance which propelled Decker Industries to the head as controlling power. In light of their victory, Decker Industries announced the birth of its newest subsidiary, Decker Security. It wasn't long before Decker Security found itself in every business and home within Pax.
⦙ Enter the Initiative ⦙
"The best way to keep a prisoner from escaping,
is to make sure he never knows he's in prison."
-- Fyodor Dostoevsky
Enter the Initiative || Only a few short years after Decker's victorious rise to power in Pax, the group known as The Initiative was formed. A conglomerate of industries, media and technology, The Initiative didn't just control the city, they were the city. Citizens became relegated drones, most so heavily outfitted by tech that humanity was all but removed from them… forced by a sense of obsolescence to upgrade and then forced into jobs as young as thirteen years of age. Meanwhile, homes became outfitted by AI… Realistic cybernetic beings, initially employed as housekeepers and cooks and nannies… but ultimately something so much more dangerous.

Rebellion and free thinking were highly discouraged, sometimes violently, and all opposition was either eliminated immediately, or made an example of, publicly. In time, The Initiative grew into an intimidating force of oppression and the peace the city hoped to find was lost…​
⦙ Legal Jargon ⦙
OOC Details || Vox Populai is a futuristic sci-fi roleplay in the advanced/intermediate territory. The goal of the story centers around Vox Populai itself, a secret organization bent on aiding those the city of Pax has forgotten - the downtrodden and oppressed.

Recently, citizens known as Organics - those without augmentation of any kind - have begun vanishing throughout the city. The strange behavior seems to have escaped the attention of law enforcement and the media, but not everyone is willing to turn a blind eye. The justice center of Vox Populai has been investigating, and all signs point to shady dealings behind the doors of The Initiative.

In this RP, you will play a member of Vox Populai - Your choices range in many ways - from what position you will play within the group (hacker, brawler, tracer or dodger) as well as the manner of augmentation your character has received (if any). Limitations are simply that all augments within VP MUST be severed from the Net, and because of this, they will have some malfunctions/issues. You may also choose to play Artificial Intelligence - please not that AI who have been disrupted also experience a great deal of malfunctions. I will only be accepting TWO AI at this time - they are capable of sentience, but the level to which their sentience goes is dependent on how long they have been disrupted.

Rules
- Respect everyone. This means OOCly, no drama. If you have an issue, take it up with me and I will deal with it. Post on time, unless you've spoken to me about not being able to. READ EVERYTHING - This is an epidemic sweeping the site and I'm not a fan. You have time to join an RP, you have time to read all the posts. It's about respecting your fellow players... plain as that.

- If you have questions, don't hesitate to ask. Please don't assume something plot/lore wise without confirming it with me, first.

- Posting expectations are once weekly and at least two paragraphs per posts. I also prefer working with people, as a GM, not puppets, so if you have ideas, let me know and I will do my best to incorporate them into the plot. Communication is a must! Don't be shy.

- As of right now, I am not allowing any characters outside of VP. Character will have prior relationship opportunities, but I highly recommend not planning out any relationships until you have officially been accepted.

- Please be aware, while adult situations/themes will be prevalent throughout the RP, this is not an ADULT only RP. Romance is strictly fade-to-black at the grown up bits, and violence/gore/language should be maintained at a non-gratuitous level.​
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Welcome to Pax
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A sprawling metropolis, carved in metal and glass. For years now, the controlling power has rested in the hands of the Initiative - a conglomerate who claim to have our best interests at heart. But do they really?
⦙ Vox Populi ⦙
LOCATIONS ||
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The Nest || A hideout for VP members - an abandoned factory on the cusp of The Tomb. So named 'the nest' due to the large population of avian life within the building.

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The Emporium || A black market of sorts - here, citizens can find everything from cheaper augments (Buy and have installed at your own risk!), to hackers, to previously owned body parts (Eye in a Jar… perfect for Dad's Desk!)

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The Tomb || Dead space - a part of the city that was never gentrified or advanced, due to instability (supposedly caused by tunnels beneath the ground). The Tomb is rumored to be where the Consortium headquarters lies.

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The Net Core || The internal structure of Pax. The Net Core is an information and observation hub that monitors the citizens of Pax, tracking and recording then via cam drones, augmented agents and AI operative, as well as through the augmentations they have received. The Net is so named for its series of connections throughout the city, at the center of which lies Decker Security.
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Personnel Files
The many souls who make up the city... The beating hearts and hardwired brains. The sharks and sheep...

⦙ Vox Populi ⦙
The Voice of the People - A resistance group, dedicated to bringing down the tyrannical leadership within Pax. Largely comprised of "Organics" or non-augmented humans, and disrupted Augs, the group works within the underbelly of the city, utilizing their knowledge of the city layout to foil The Initiative and their plans for the citizens. The symbols of the factions working with VP can be found in graffiti and passed around in fliers throughout Pax.

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Hackers || These members of VP are largely responsible for cybernetic warfare against the initiative - using their expertise with technology and the Net to wreak havoc throughout Pax.


.
Tracers || These members go out into the 'field' for the express purpose of aiding those under The Initiative's oppression. They act as liaisons, carrying messages and secret information back and forth, as well as false information to throw off The Initiative's scent. Tracers are generally athletic, and capable of mapping out the city in such a way as to utilize multiple complicated pathways to navigate… not limited to traditional forms of travel.


.
Brawlers || The concussive force of VP. These are the security team - the strength. The fist of the operation. Generally non-lethal as possible, Brawlers nevertheless will do what is necessary to protect the people of Pax.


.
Dodgers || These are con artists. The wolves under sheep's wool. They infiltrate the system, working within the Initiative to try and bring it down.
⦙ The Initiative ⦙
The leaders of Pax. A conglomerate built around men and women of wealth, stature and power. They stand behind the guise of a peaceful existence for everyone, while utilizing oppressive efforts, including forcing their citizens to submit to transhuman augmentation and nanite control.

THE PLAYERS ||
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"All my life I have watched as mankind has torn itself to pieces. I am not trying to stop the world from functioning or prevent free will… I'm trying to create peace. I'm trying to prevent your children from growing up the way that mine had to… Surrounded by hate and superficiality. By fear and violence. I'm trying to build something beautiful!" -- Jeremiah Decker, 2150 Convention of Practical Minds
Chairman || Jeremiah Decker
Market Share || 16% (controlling interest)
Slogan || 'Making a Safer Future for YOUR Future'
Main Subsidiaries || Decker Defense, ISF, PCO, Decker Arms (research/manufacturing), Decker Mining (mineral extraction/processing)
Building || Decker Security

ISF (Eye-Sef) || Initiative Security Forces. The Pax secret police system. Working directly beneath the initiative, ISF has no qualms about breaking the rules to ensure the people follow them. They are a violent, volatile team with very little order or ethics. They are called in during situations that cannot be easily contained by the PCO or in instances involving VP resistance members
PCO || Pax Control Officers. The standard police force. While significantly more tame than ISF, the PCO still has little tolerance for lawbreaking and is not without their own occurrences of mistreatment of perpetrators.

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Chairman || Bianca Vander
Co Chair || Adam Vane
Market Share || 13%
Slogan || 'Where there's a will, there's V & V'
Main Subsidiaries || Research and development, healthcare, pharmaceuticals, medical supplies, Nanite research
Building || V&V

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Chairman || Doyle Pennderman
Co Chair || Thane Hu
Market Share || 11%
Slogan || 'One Step Further'
Main Subsidiaries || pennWare & BIOLYFE (Mech/Augment research/development/manufacturing - Artificial Intelligence development and distribution).
Building || Penn Corp

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Chairman || Manuel Edgemont
Market Share || 10%
Slogan || 'Everything Energy'
Main Subsidiaries || Edgemont Nuclear, Edgemont Water, Edgemont Research and Development
Building || Edgemont Energies

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Chairman || Wren Callahan
Market Share || 9%
Slogan || 'Safe and Secure Banking, with PCB'
Main Subsidiaries || PCB Bank, PCB Insurance, PCB Legal, PCB Capital
Building || PCB Headquarters

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Chairman || Byron Klaus
Market Share || 8%
Slogan || 'Build Tomorrow, With Macron'
Main Subsidiaries || Macron Materials, Macron Development & Architecture , Macron Infrastructure
Building || Macron Group

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Chairman || Hammond Alaway
Market Share || 8%
Slogan || 'All the Way, With Alaway'
Main Subsidiaries || N/A
Building || Alaway Comm

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Pratchett Inc.
Chairman || Lula Pratchett
Market Share || 7%
Slogan || 'You Won't Get Far Without Pratchett'
Main Subsidiaries || Pratchett Auto, Pratchett Engines, Pratchett Construction Equipment (PCE), Pratchett Marine, Pratchett Aero, Pratchett Defense Systems, Pratchett Appliances
Building || Pratchett Inc.

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Chairman || David Temple
Market Share || 7%
Slogan || 'Feeding Pax, Fueling Pax'
Main Subsidiaries || Atlas Restaurants, Atlas Grocery, Atlas Manufacturing
Building || Atlas Foods

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Chairman || Theodor Danver
Market Share || 5%
Slogan || 'Get By with Danver'
Main Subsidiaries || Pax Rail, Pax Bus, Pax Cab, Pax Tunnels and Bridges
Building || Danver Co.

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They are responsible for billboards, screen adverts, television adverts and all paper products, all entertainment/educational programming, all sports broadcasting, and Pax's music industry. Unapproved marketing material is considered a huge breach of Pax law and is punishable by upwards to ten years in prison.


Chairman || Anabel Radby
Market Share || 3%
Slogan || 'Presenting Pax…'
Main Subsidiaries || PAX News, Radby Productions, Radby Media, Radby Studios, Radby Sports
Building || Radby Broadcasting Co. (RBC)

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Chairman || Lai Vanda
Market Share || 3%
Slogan || 'Be a Better You, in V'
Main Subsidiaries || V. Designs, Vanda Couture, Apparel by V., Vanda Manufacturing, VHS, V. Outlet, Vanda Uniforms
Building || Vanda Inc.

⦙ The Consortium ⦙
A small faction of rebels, far more violent than VP. These radicals are known for acts of terrorism around Pax in small scale assaults - generally the bombing of ISF facilities or attacks on Initiative employees and AI. The Consortium leader is a mystery, even to the members themselves, though many have their suspicions and theories.​
⦙ Alexander Cage ⦙
Cage is the leader of a small faction of organized criminals, spanned throughout Pax. Because he has a finger in many pies - including some within the Initiative itself, Cage is left to reign free, though there are lines even he is expected not to cross. Despite his supposed neutrality Cage does seem to favor those of a more rebellious nature and he has a bit of a soft spot in particular for those affected by the ISF mistreatment.​
⦙ The Artificial ⦙
Augmented || These are citizens of pax who had been enhanced via technological advancements and cybernetics. Enhancements are intensely popular, and have been known to be utilized even in children as young as eight months old. Augs are tied into the Net Core system and unbeknownst to most who buy into the extremely expensive procedures, can be controlled via The Initiative. Because the augmentation is an imperfect practice, however, and require maintenance or sometimes fail entirely, The Initiative has been developing a more permanent and infallible system using Nanite technology. Recent reports have gone out suggesting that The Initiative has been tracking down any 'Organics', experimenting on them with this new tech in order to limit those outside of their control.

Disrupted Augs || These are augmented citizens who have opted to have their augmentations removed from the Net. This process is generally done using a hacker - and can run up quite the cost. Because of this, most DA's will find themselves heavily indebted to whomever they hire to remove the link. Link removal is usually permanent but does often come with side effects - particularly glitches in their mods or more routine maintenance requirements. Disrupting your augment is considered highly illegal and is punishable to the full extent of the law. DA's will either be arrested on sight or even killed if they are discovered by ISF.

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AI || Technological advancements on artificial intelligence leapt over the years, employed to create human-like beings, fully controlled by Decker. Each home was given a bot, utilized to cook, clean and perform other mundane daily tasks… as well as functioning as a built in security system against any and all acts of open rebellion. While it has never been attempted, there are some that believe an AI can be severed from the Net, using similar methods as those done on augments.​
⦙ Occupations ⦙
Snitch || Regular citizens, paid in augments and food rations to spy on their fellow workers and families. Snitches are regarded as slightly middle class - though their living situations are not reflective of this.

Messenger || Messengers use the grid to deliver sensitive materials to and from businesses and citizens. Similar to the Mail Carriers of old. While AI are often employed as messenger, it remains one of the few jobs in Pax that still requires a human touch… literally, as packages cannot be removed from transfer pods without a human touch signature.

Initiative Employee || These employers work for the Initiative companies. Generally grunt positions, desk jobs and occasionally lower end security. Many Initiative Employees are AI, to prevent the unlawful misuse of information.

Factory Worker || Factory workers are responsible for the processing of all materials produced within Pax. Due to the sensitive nature of some products, as well as time constraints many factories have begun utilizing AI instead of human workers, leaving many Pax citizens without employment.​
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CASSIOPEIA ROARK



BASICS

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Full Name
Age
Alias
Codename
Cassiopeia Roark
Twenty-Six
Cass
Pixel

APPEARANCE

"I'm not bad, I'm just... Well, no. I guess I am."

Cass bears a smaller frame, on the short side, with wider busts and hips than waist, and legs on the slighter side. Despite her lack of height, she carries herself like someone much taller, and possesses a strength of coquettish confidence that exceeds her frame. She also has oddly long fingers - a trait that makes it significantly easier to do her job.

Cass is pretty, though not necessarily conventionally - she has an exotic and somewhat dangerous quality to her that can both drawn in or intimidate. Her jaw is square, which might give her a slightly masculine edge, except for the general softness of her other features against deeply bronzed skin. Her lips are full, with a near perfect bow, her nose a round button-knot and her eyes are large and expressive - a magnificent gaslight blue color, framed by thick, dark lashes.

Her hair is jet black and slightly coarse, one side shaved, the other a brilliant crest, the tips of which are highlighted with several shades of blue. Often times, Cass wears black with bright neon accents to tie in to those within her augmentation - her make-up is generally focused on her eyes, her lips in pale pinks and purples.


Height
Weight
Eye Color
Hair Color
Build
5'4"
130lbs.
Blue
Black
Hourglass

PERSONALITY

"I'm starting to think when people call me an acquired taste, it's not meant to be a compliment."

WILD FLIRTY PETTY SLY

Cass is a lot of thing, and simple is not one of them. A constantly shifting enigma, she makes it a point to never be predictable, and even enjoys the idea of throwing someone off, perhaps a little more than she ought to. She is feisty and flirtatious, but never to her own detriment, measuring her actions with a great deal of self control - never letting go enough to get hurt or get distracted.

She is extremely closed off about her past and never speaks of her family, but she'll sucker punch anyone who talks bad about the people she cares about, even if she herself is about as fickle a gust of wind. She doesn't attach herself to anything with much real, genuine interest, though she tells herself often that she'd like to learn to care.

At heart, she is much more comfortable with a good lie, than honesty. She finds it difficult to trust and because of this, guards the truth like an angry lioness. She won't hesitate to spin a complicated web of lies, sometimes just for the hell of it, but she will almost always trust in dishonesty, when it comes to those things she deems worth protecting.

She is focused, when she needs to be - though never more than necessary. She's all around fun, but can be grating at times, particularly when it comes to her lack of loyalty and her need for self-preservation over any needs of others. She's charming, though, and has a way with words that entices. But don't get on her bad side, because no one holds a grudge like a Roark. Whether you betray her, or steal her cup of coffee, Cass will come after anyone who pushes her past her limits - relentlessly.

STRENGTHS
+ | Alert
+ | Charismatic
+ | Daring
+ | Resourceful

FLAWS
- | Abrupt
- | Deceitful
- | Fickle
- | Scornful

HISTORY

"Bad guys kinda run in my family. Seriously... my great-great uncle was a tax collector."

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For the Roark's... crime is a family thing. While other families bonded over board games and sports, the Roark family tested their consanguine strengths through the art of theft. Cass was literally born to be a thief or a smuggler, and there were no ifs, and or buts about it. And she wouldn't have had it any other way. It might have been this confidence (or the knowledge that she'd be cast out into the street otherwise) that made Cass so good - by her early teen years, she, along with her family had quite the notoriety... Feared, respected and revered.

Then her brother Castor accepted a side job on some uncertain terms, and managed a spectacular failure. When their father refused to bail him out, Castor met with the wrong end of a blunt instrument in a dark alley. After that, everything went south. Devastated and angry, Pollux, Castor's twin, abandoned the crew, leaving Cass to pick up the majority of the slack - made all the more heavy by the weight of a good thing, gone bad. It was almost a relief then, when she was caught. Almost.

BIOTECH wasn't exactly the saving grace Cass needed, but it was an out of sorts, and it was enough. The project was simple, built for someone with her specialties, and she didn't need to hear it more than once to know getting her ledger back in the white would only benefit her in the future. It was a job, and Cass knew how to do a job, even if it wasn't for the family, anymore.

AUGMENTATIONS

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I.H.I.D.​

Integrated Human Interface Device || "Baby... I am the computer"
Due to augmentation of her nervous system, Cass possesses a built in HID, which she can access at all times. Through a secondary augmentation within the medial cord, at the touch of her hand, the interface can be pulled up just about anywhere. This augmentation is physically manifest in two brilliant neon pink stripes on the side of her head, and similar striping along the length of her right arm, hands and fingertips.​
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T.E.M.P.​

Temporary Electromagnectic Pulse || "Buhbai..."
Within the augmentation of her medial cords, Cass can create an electromagnectic pulse, which can temporarily suspend or disrupt electronic equipment. This pulse requires a corporeal connection to the device in question, and the effects last only a few minutes at the most. Due to her integrated interface, if utilized improperly, this augmentation can result in injury or even death to her person. The augmentation is visible within her left arm and hand, in bright neon-blue stripes.​

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Q.I.T.​

Quantum Information Teleportation || "See you around, Sugar..."
With an augment to her cellular structure, Cass possess the ability to transport herself a short distance - generally no further than a few hundred feet. She cannot teleport anywhere that she cannot physically see, and results would be catastrophic, were she to accidentally wind up within a wall or in between objects. Because of the risk, Cass only ever utilizes this technique when absolutely necessary.​
Code by Elle Joyner



BASICS ||

Name || Cassiopeia Roark
Age || Twenty-Six
Alias || Cass
Codename || Pixel

APPEARANCE ||

Cass bears a smaller frame, on the short side, with wider busts and hips than waist, and legs on the slighter side. Despite her lack of height, she carries herself like someone much taller, and possesses a strength of coquettish confidence that exceeds her frame. She also has oddly long fingers - a trait that makes it significantly easier to do her job.

Cass is pretty, though not necessarily conventionally - an exotic and somewhat dangerous quality to her that can both drawn in or intimidate. Her jaw is square, which might give her a slightly masculine edge, except for the general softness of her other features against deeply bronzed skin. Her lips are full, with a near perfect bow, her nose a round button-knot and her eyes are large and expressive - a magnificent gaslight blue color, framed by thick, dark lashes.

Her hair is jet black and slightly coarse, one side shaved, the other a brilliant crest, the tips of which are highlighted with several shades of blue. Often times, Cass wears black with bright neon accents to tie in to those within her augmentation - her make-up is generally focused on her eyes, her lips in pale pinks and purples.

PERSONALITY ||

Cass is a lot of thing, and simple is not one of them. A constantly shifting enigma, she makes it a point to never be predictable, and even enjoys the idea of throwing someone off, perhaps a little more than she ought to. She is feisty and flirtatious, but never to her own detriment, measuring her actions with a great deal of self control - never letting go enough to get hurt or get distracted.

She is extremely closed off about her past and never speaks of her family, but she'll sucker punch anyone who talks bad about the people she cares about, even if she herself is about as fickle a gust of wind. She doesn't attach herself to anything with much real, genuine interest, though she tells herself often that she'd like to learn to care.

At heart, she is much more comfortable with a good lie, than honesty. She finds it difficult to trust and because of this, guards the truth like an angry lioness. She won't hesitate to spin a complicated web of lies, sometimes just for the hell of it, but she will almost always trust in dishonesty, when it comes to those things she deems worth protecting.

She is focused, when she needs to be - though never more than necessary. She's all around fun, but can be grating at times, particularly when it comes to her lack of loyalty and her need for self-preservation over any needs of others. She's charming, though, and has a way with words that entices. But don't get on her bad side, because no one holds a grudge like a Roark. Whether you betray her, or steal her cup of coffee, Cass will come after anyone who pushes her past her limits - relentlessly.

HISTORY ||

For the Roark's... crime is a family thing. While other families bonded over board games and sports, the Roark family tested their consanguine strengths through the art of theft. Cass was literally born to be a thief or a smuggler, and there were no ifs, and or buts about it. And she wouldn't have had it any other way. It might have been this confidence (or the knowledge that she'd be cast out into the street otherwise) that made Cass so good - by her early teen years, she, along with her family had quite the notoriety... Feared, respected and revered.

Then her brother Castor accepted a side job on some uncertain terms, and managed a spectacular failure. When their father refused to bail him out, Castor met with the wrong end of a blunt instrument in a dark alley. After that, everything went south. Devastated and angry, Pollux, Castor's twin, abandoned the crew, leaving Cass to pick up the majority of the slack - made all the more heavy by the weight of a good thing, gone bad. It was almost a relief then, when she was caught. Almost.

BIOTECH wasn't exactly the saving grace Cass needed, but it was an out of sorts, and it was enough. The project was simple, built for someone with her specialties, and she didn't need to hear it more than once to know getting her ledger back in the white would only benefit her in the future. It was a job, and Cass knew how to do a job, even if it wasn't for the family, anymore.

AUGS ||

I.H.I.D. >> Integrated Human Interface Device - Due to augmentation of her nervous system, Cass possesses a built in HID, which she can access at all times. Through a secondary augmentation within the medial cord, at the touch of her hand, the interface can be pulled up just about anywhere. This augmentation is physically manifest in two brilliant neon pink stripes on the side of her head, and similar striping along the length of her right arm, hands and fingertips.

T.E.M.P. >> Temporary Electromagnetic Pluse - Within the augmentation of her medial cords, Cass can create an electromagnectic pulse, which can temporarily suspend or disrupt electronic equipment. This pulse requires a corporeal connection to the device in question, and the effects last only a few minutes at the most. Due to her integrated interface, if utilized improperly, this augmentation can result in injury or even death to her person. The augmentation is visible within her left arm and hand, in bright neon-blue stripes.

Q.I.T. >> Quantum Information Teleportation - With an augment to her cellular structure, Cass possess the ability to transport herself a short distance - generally no further than a few hundred feet. She cannot teleport anywhere that she cannot physically see, and results would be catastrophic, were she to accidentally wind up within a wall or in between objects. Because of the risk, Cass only ever utilizes this technique when absolutely necessary.
 
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no-lightbox

BASICS
[bg=black]FULL NAME: Placeholder
CALL-SIGN // ALIAS: Placeholder
GENDER: Placeholder
AGE: Placeholder
GENERATION: Placeholder
[/bg]
APPEARANCE
[bg=black]"Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo. Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.

Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem. Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?"
[/bg]
PERSONALITY
[bg=black]"Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo. Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.

Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem. Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?"

- Likes:
- Dislikes:
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BIOGRAPHY
[bg=black]"Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo. Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.

Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem. Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?"
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WEAPON(S)
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TALENTS
[bg=black]- Skills (Combat):
- Talents (Non-Combat):
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MALCOLM WELLS

scavenger | scoundrel | king
"For it is, it is a glorious thing to be a pirate king..."

When I sally forth to seek my prey
I help myself in a royal way
I sink a few more ships, it's true,
Than a well-bred monarch ought to do;
But many a king on a first-class throne,
If he wants to call his crown his own,
Must manage somehow to get through
More dirty work than ever I do

age | thirty-seven || race | human || location | faledrin || specialization | jack-of-all-trades
⎈ History ⎈

Malcolm Wells will tell any willing to listen the harrowing tale of life, born into a family of crime. Not a word of it true, but this is neither here nor there to the self proclaimed Pirate King. Whatever the truth about him really is, Malcolm is a master of spinning a good story, with a veritable pantheon of them under his belt, some borrowed from those he's met along his journey, some entirely contrived in his own mind. This, coupled with a charming nature and a knack for reading people makes him very good at what he does.

But even a man with a reputation that precedes him occasionally must seek berth and comfort. And for Malcolm, there is no better place than the scum-ridden streets of Faledrin, where good ale is hard to come by, but cheap'll get you just drunk enough, and the ladies love a good tale.

This, according to the man (something which can only be taken with a grain of salt), is where he says he hails from - born a strapping lad to a nobleman and his wayward lover. On the streets, he learned his trade - studying those around him, adapting to all manner of circumstances. He is a thief, a conjurer of all manner of exotic medicines (some of which -actually- seem to do their intended work), a salesman, a scavenger... A King.
⎈ Appearance ⎈

Appearance: A man of many masks, Malcolm Wells is handsome, if not weathered, with sun bronzed skin, dark hair, and a mustache and beard kept with near religious care. A charming smile and deep set eyes in a rich brown hue disarm and distract from a world of personality flaws. Malcolm is a shorter build, lean, with broad shoulders and large hands and feet.

A deep baritone voice is his greatest treasure, however - booming and charismatic, he is as gifted in entrancing a room as he is clearing it, and uses either to his advantage whenever necessary.

On his person, Malcolm carries an array of weapons, including a cutlass with an ostentatiously ornate handle, a small stilleto and an collection of valerian tipped darts sewn into his jacket.

⎈ Writing Sample⎈

"And that, Thomas... is why I always tell you to have an alibi on hand."

"I thought you always told me never to forget their names?"

"...Ah. Was that it? Well... solid advice, either way, son. Now fetch a round of ale for the house!" The empty tankard slammed onto the table and a roar of laughter bellowed from the man's chest, as he swept up out of his seat, claiming the empty one nearest a young woman, washing linens in a cast iron tub. Twisting the chair backwards, he sat, leaning against it with a curved smirk.

"Hands as lovely as yours, Dear Lady, ought to be better occupied. Your master is either a cold man, or a jealous lover... to keep you so cruelly detained."

Looking up, the woman chuckled softly, swatting at his with one of the dry towels, "Ah, none of that, Wells. You know well enough I got twice as many to wash in the back, and you won't be distracting me, this time."

"Adelaide... my Love. My Cherished flower. My darling..." Reaching, he caught her hands and pulled them, suds and all, to his lips, pressing a kiss to the knuckles, "You do me a crime... But alas, I cannot stay, as it is. I am off!" And bolting upright again, nearly upsetting the chair, which Adelaide calmly kept from staggering over, he swung round to the room, eyes fixed on the man as his voice rose.

"Tonight, my friends, I travel to my home! Tragically, my kinfolk have need of my aid, in a most dire predicament... There is a chance, I may not return, but do not fret... do not mourn. For I, Malcolm John Fenrick Wells the Third am immortal in your hearts!" Removing his hat, he swept it to his chest and bowing, stirrup clad feet clicked and clattered him out the door.

 
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Adelaide Margaux Blanchard​

Age | Twenty-six || Height | 5'5" || Weight | 135lbs. || Nickname |Lady

BIO ||
no-lightbox
Adelaide Margaux Blanchard. Born to marry. That was her purpose - a fact she was reminded of from the moment she could first comprehend what it was to wed. And in her idyllic, sheltered world, Adelaide could not have been happier. Unfortunately, her ideology was quickly shattered, following her marriage.

Beaumont Blanchard was not a kind or a good man, and whatever he appeared in public, beyond that, his nature was hardly the sincere and noble one that Adelaide bore in mind. Still, her loyalty to her husband remained unchallenged... even despite her constant unhappiness. She put on a front and the world saw a bright and vivacious young woman, thrilled with the lot life handed her.

The Great War changed the world - and Adelaide was no exception. When Beaumont informed her of his decision to voluntarily enlist in Hitler's Waffen-SS, it was the last straw... The young woman packed only one bag and left in the night, desperate to escape the oncoming storm of a detestable life.

PERSONALITY || A subservient child, grown into a subservient woman, Adelaide has enormous difficulties standing up for herself. She generally finds the world beyond her once pristine and perfect home a terrifying place, and her sheltered and uncertain nature leave her quite vulnerable. But within her is a fire and a determination not to see it completely quenched. Despite her general naivety, she is an intelligent woman, and has a penchant for remembering small details. She is also enormously kind and deeply empathetic to the needs of others

QUIRKS || Adelaide has a habit of fiddling with her buttons when anxious or overwhelmed - a habit abhorred by her mother.

 

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Clara Elizabeth Oakley​

Age | Twenty-eight || Height | 5'6" || Weight | 130lbs. || Nickname |Birdy [dad]

BIO ||
no-lightbox
Clara was born and raised in Willows Fair, Alabama - a southern peach from the start. Shortly after her birth, her mother passed away, due to complications with preeclampsia. In a small town, her father had a support system like no other, but growing up under the eye of so many individuals was complicated for a young girl, and despite her love for it all, it weighed heavily on her.

Her greatest relief came in the form of a boy... a boy she loved, desperately. A boy she also hated, with every fiber of her being. From the start, at the age of four, her relationship with ___ was a contemptuous one, a war of toddlers that continued all the way through their schooling years - coming to a head the first year of highschool when for the first time in her life, Clara lost her pristine poise and slugged ___ in the jaw.

The aftermath resulted in a broken hand, and an open forum between the two... a realization that their mutual disdain was something else, entirely. A relationship blossomed from the honesty, a relationship that developed into something the likes of Willows Fair hadn't seen since Clara's parents.

It was assumed they would marry, but things moved in perhaps a less than expected direction when, after Homecoming, one night of misguided passion resulted in an unanticipated pregnancy.

Clara and ___ were wed, shortly after, and while their circumstances were hardly ideal, their first few months as man and wife were oddly blissful. And may have remained so, were it not for the accident that changed their lives forever. On a particularly chilly winter night, on a dark, winding road, Clara lost control of the wheel and careened into a ditch. Medical Responders were able to extract Clara from the wreckage, and she was airlifted to Birmingham, but the crash spurred premature labor. She woke two days later to the news that her baby had been lost, and she would never be able to have another.

This news devastated Clara, and driven into a state of uncontrolled depression and self blame, her life began to rapidly deteriorate. Within only a few weeks of her recovery, Clara packed one bag, and in the middle of the night, with a note to ___ and her father, she left Willows Fair behind.

Striking out on her own, she eventually found success... first as a waitress in a New York City tavern, then as a model. And as her fame grew, it became easier and easier to forget...

Or at least... to pretend she'd forgotten.

PERSONALITY || Clara has come a long way since leaving Willows Fair, though not always in the best of directions. The small town life wasn't an easy one to walk away from, but her success in New York came from a determination she carried with her from childhood. Still, despite her climb upwards, there are some things a southern belle girl next door can't escape. For all her charm and poise, she still has a lot of characteristics of the colorful life she left behind... and a lot of regrets, too.

QUIRKS || As a habit, ingrained in her from an old-fashioned Debutant aunt, Clara rarely ever swears. Instead, she frequently utilizes substitutes of an unintentionally humorous quality.


THIS GOT SO LONG XD I'm SORRY! Also XD I'll fill in the blank when you've named that cutie *lol*[/hr]
 
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HEX

BASICS

INFO

Full Name || Alytheca (Al-Leth-Eck-Ah) Deljaris (Del-Ari)
Nickname || Hex​
Age || Twenty​
Sex || Female​
DOB || June 11th​
Class || Upper (Quasi)​

APPEARANCE

"Little Angel... Be a paper doll for only a little while, and fortune will never leave you cold. "

Hex bears a smaller frame, on the average spectrum of height, with a slighly wider busts and hips than waist, and long, lean legs. Despite her lack of physical presence, she carries herself well, possessing a strength of coquettish confidence that exceeds her frame.

She is pretty, though not necessarily entirely conventionally, with an exotic and somewhat unique quality to her that can be both timid and fragile, as well as powerful and striking. Her jaw is narrow, which gives her features a general softness, all set against milky white skin. Her lips are full, with a near perfect bow, her nose slender and her eyes, almond shaped, large and expressive - a magnificent gaslight blue color, framed by thick, dark lashes.

Her hair is a deep brown, though little of that shows beneath the pastel highlights of purple and blue, and generally she wears is wavy and cropped to her shoulders. When outside of work, Hex prefers a casual wardrobe and wears very little in the way of make up.

When within residence in the Flower Streets home, Hex is generally seen in full garb - her face covered by an ornate porcelain-like mask that forms to her own features, styled in traditional Geisha face-paint, a heavy emphasis on her lips and the curvature of her cheeks and eyes. She wears a kimono and obi, and a series of wigs with intricate coloring and ornamentation. All these things are played up with dramatic flair, for the benefit of clientele. When on a job, Hex's appearance varies, most typically to suit the tastes of her client.

Height || 5'6"​
Weight 125lbs.​
Eye Color || Blue​
Eye Glow || Turquoise
Hair Color || Dark brown (pastel blue/purple highlights)​
Build || narrow hourglass​

TRAITS

PERSONALITY

"..."

TRAIT TRAIT TRAIT TRAIT

some words will go here.

STRENGTHS
+ | Obedient
+ | Charismatic
+ | Daring
+ | Resourceful

FLAWS
- | Inhibited
- | Dissatisfied
- | Lonely
- | Weak

BIOGRAPHY

HISTORY

"..."


and words will go here, too

POWERS & AUGMENTS

I.H.I.D.​

Integrated Human Interface Device || "Baby... I am the computer"
Due to augmentation of her nervous system, Cass possesses a built in HID, which she can access at all times. Through a secondary augmentation within the medial cord, at the touch of her hand, the interface can be pulled up just about anywhere. This augmentation is physically manifest in two brilliant neon pink stripes on the side of her head, and similar striping along the length of her right arm, hands and fingertips.​
T.E.M.P.​

Temporary Electromagnectic Pulse || "Buhbai..."
Within the augmentation of her medial cords, Cass can create an electromagnectic pulse, which can temporarily suspend or disrupt electronic equipment. This pulse requires a corporeal connection to the device in question, and the effects last only a few minutes at the most. Due to her integrated interface, if utilized improperly, this augmentation can result in injury or even death to her person. The augmentation is visible within her left arm and hand, in bright neon-blue stripes.​
Q.I.T.​

Quantum Information Teleportation || "See you around, Sugar..."
With an augment to her cellular structure, Cass possess the ability to transport herself a short distance - generally no further than a few hundred feet. She cannot teleport anywhere that she cannot physically see, and results would be catastrophic, were she to accidentally wind up within a wall or in between objects. Because of the risk, Cass only ever utilizes this technique when absolutely necessary.​

Code by Elle Joyner
 
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花街 Hanamachi
flower streets


THE GRAND DOWAGER
  • Madam |
    Darling... I have built my kingdom on the bones of men who have tried to take me down. What makes you think you will succeed?
    Madam began at the bottom, or so she says. Little is known about her, including her name and true age. An entrepreneur, she is an opportunist at heart, and there is very little she won't do to keep her empire on top. Her students are the most important part of what she does, but in the end they are little more than pawns who she will not hesitate to sacrifice, should their risk outweigh their use.

    Madam is an enigma, as much physically as mentally. Her appearance shifts from time to time, the shape of her brow or cheek bone, her weight or the lines of age in her face... even her height seems to change constantly.

    Personality wise, Madam is significantly more consistent. She is charming and nurturing... Until she isn't.

    Madam possesses no powers anyone has ever seen. She claims this is because she doesn't need powers to control a situation. Her augments are solely cosmetic.
THE LOCATIONS
The Hanamachi, or Flower Town, is a collection of buildings found in the upper class district of Takym. Designed to look much like a floating island, these buildings vary in size and shape, primarily comprised of glass, steel and concrete and surrounded by artificial cherry blossom trees. Despite its fragile appearance, the Flower Town is well protected in both security and structure, Madam overlooking very little details in its design.

The Flower Town is comprised of four distinct sector. The Okiya (the lodging), The Ochaya (the teahouses), The Kaburenjō (the school) and the Kenman (the call-office).

These names, and the basic aesthetic details of the Hanamachi and it employees are effectively where the parallel to an actual Geisha districts end. The traditional symbolism is largely done for dramatic purposes inspired, most surmise, by Madam's heritage.

okiya 置屋 | These are the living quarters for Madam's students. Here, the boys and girls she employs sleep, eat and spend their free time. The quarters are tiered, based upon the status of each student within the system... Maiko - or apprentices to Madam - are housed on the lowest tear. The middle two tiers are for average students and the very top is reserved for only the best. No visitors are allowed within the Okiya, and not even Madam lives there - choosing to reside within the Kenman, instead.

ochaya お茶屋 | The teahouses. This is where all business transactions take place within the Hanamachi. This includes services to clientele, as well as a bi-annual ceremony, where one student is afforded top-tier status, and is permitted to take a danna - or a patron. While no reason has been given publicly, Madam's most popular top-tier student, Hex, has yet to be given this opportunity, though most suspect it is because choosing a danna has been viewed as the nearest step to retirement and in fact, has preceded retirement in all of Madam's elder students.

kaburenjō 歌舞練所 | The school is where Madam teaches her students. No admittance is permitted to anyone outside of her students, and it is said that Madam deals with any attempts to skirt this rule with volatile repercussions. This is, of course, highly debated and in fact, Madam has countered the claims, suggesting that she much prefer political maneuvers to actual murder.

kenman | The Kenman is where Madam resides. This is also where all business transactions occur that don't directly involve her students. The Kenman is located within the center of the Hanamachi and is also the highest building within the district - largely supposing that Madam prefers to keep an eye on her enterprise from all angles.

THE RULES

All clientele to the Hanamachi, and the students themselves must ascribe to a list of rules. These rules are to be obeyed to the strictest degree and failure to do will result in dismissal as a client, as well as a blacklisting among Madam's network. Students who disobey the rules are turned away and left to fend for themselves.
  • No physical contact of an illicit or romantic nature is to occur between clientele and student. This includes, but is not limited to kissing, extended touching (please see note for approved exceptions), and all copulation of any sort All such encounters are strictly forbidden within the Hanamachi as well as outside the walls.
  • No abuse of students is permitted by clientele. And report of such actions will be grounds for dissolution of contract.
  • Students are not permitted to smoke, drink or engage in illegal activity within the Hanamachi or outside the walls. The only exception to this rule is one glass of wine or champagne if the function calls for it. Examples of approved settings for this would be a party and/or dinner.
  • Students are not permitted to extent their work hours beyond the approved curfew. Overnight visits are in no way permitted, even outside of the Hanamachi.
  • One may not speak of the Hanamachi or the students therein but to other clients. Clientele are invited to the Hanamachi only after strict approval by Madam, herself.
  • Students are to adhere to a strict code of ethics, even outside of working hours. This includes dress, speech and disposition. Any behavior not corresponding to this code is to be immediately reported to Madam for inspection.

NOTE: Approved physical contact includes arm-on-arm, provided there is no integration of hand-holding, brief touching of the arm, hand or shoulder, as well as middle or upper back, or dancing.
Thanks for the base code, Rissa <3
 
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Annnnnnd posted that in the wrong space.
 
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THE BASICS

Penny in the air...
Name & Alias | Temperence 'Penny' Rigel <> Replay
Age & Birthday | 28 <> May 14th
Sex | Female
Occupation(s) prior to Madcaps | 'Dancer', Dishwasher, Pastry Chef
Species | Homo Sapien Superior (Mutant)
PERSONALITY

While Penny appears a delicate flower on the outside, she is a surprisingly resilient, strong-willed young woman. Her history instilled in her a strong sense of independence and a determination to be no one's victim. While not entirely indifferent to the feelings of others, she doesn't allow herself to get caught up, entirely convinced that most people are just full of it…

Her list of self-imposed rules is long, a wall to guard her from past hurts better left buried, and prevent new ones from forming. Her inability to fully trust, however, does not affect her ability to work with a team. Structure is a comfort zone, and she relies heavily on consistency - change being just one more thing on the long list of things Penny just 'doesn't do'.
HISTORY

2b20b105162b2fdbba943c2aa59b70e3.jpg
Penny Rigel never met her father. With men in and out of her wayward mother's life from the start, she caught on fairly young that people were just unreliable as a whole. By fifteen, she had outgrown the inconsistency, and taking off, Penny set out on her own. It was a good notion... one that tanked almost immediately. Within weeks of leaving home, she was broke, homeless and utterly lost.

And everything a man like Keller Gowen could take full advantage of. A predator of the worst kind, Gowen picked Penny up out of the gutter and put her to work in his club, a seedy, less than ethical establishment in the depths of Hell's Kitchen. For the next three years of her life, Penny was put through the unimaginable. It was a small twist of fate - or rather the twist of a knife in Keller Gowen's gut, driven by an angry business associate - that cut her free of her ties, and with a blank slate, she turned in a different direction.

Scraping together what she could to survive, Penny found herself a job as a dishwasher in a run-down diner and for the next two years she labored there. While she wasn't working, she practically lived at the public library, devouring book after book. She taught herself everything she could think to learn, and for the first time in her life, Penny discovered a talent for something that she didn't have to borrow... A genuine, human talent. Pastry was the name of the game, and starting with only a few piping bags, one pan and working out of the ovens after her shift, she managed to build a small business selling gourmet cupcakes to interested parties.

For a while, life was good...

Then the world fell apart. The world fell apart, and suddenly cupcakes weren't such a commodity. With secret agencies falling out of the sky, and men in Devil costumes running around her streets, pastry became an afterthought. It was a last minute decision, leaving New York, and one she might've taken back if she'd known what it would lead to. A hijacked plane and nowhere left to go, Penny was exposed to an entirely different talent... Surviving.

But with the crash, with those few weeks in the wilderness of the Rockies, Penny found something else, too - a camaraderie she had never anticipated. And eventually, it was this camaraderie that led her down another new path. The Madcaps... it was a crap name, and probably a crap job... But someone had to do it.
POWERS

What Penny sees, Penny does....
Adoptive muscle memory | She possesses the ability to briefly mimic anything she watches. By sight, she instantly memorizes and then copies physical actions - anything from art or dancing, to fighting or use of weaponry. This memorization is without flaw, despite physical limitations she might otherwise possess. She does not need to witness the action live, but can also mimic actions seen in video recordings.

While she can perform the action more than once, the ability to retain it is incredibly limited to no longer than a few hours.Penny also can perform only the act itself and not the abilities required in support of the act. For instance, she could conditionally learn a high-dive routine, but without the ability to swim, she would drown. She cannot mimick other superpowers, though it has been suggested this ability exists within her capabilities, should her powers develop further.​
NOTES

Penny speaks and understands Spanish, nearly fluently, something she learned while working as a dishwasher for several years.

Also, it's not a superpower... but no one... absolutely no one... can make a souffle the way this girl does.

While Penny knows little of her father's identity, the only thing her mother ever spoke of was that he was a highly gifted man.

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REPLAY
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TEMPERANCE 'PENNY' RIGEL

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THE BASICS

I love it when people stare...
Name & Alias | Ryan Jamed Cumberland <> Webster
Age & Birthday | 32 <> September 23rd
Sex | Male
Occupation(s) prior to Madcaps | EMT; Emergency Response Coordinator
Species | Homo Sapien Superior (Mutant)
PERSONALITY

Despite his hardships, Ryan generally maintains a fairly lighthearted air. So much so, that he has at times been accused of not taking situations as seriously as he ought to. Sarcastic, he can be biting, but for the most part he uses humor to diffuse, rather than as a weapon.

He makes friends easily, but when his trust is lost it can be extremely difficult to earn it back. He also has a penchant for being a touch over protective, particularly of those he cares quite deeply for. He holds a bit of a hero complex, even with his blindness, and this has, on more than one occasion driven him to make stupid or dangerous decisions.

Ryan is clever, and he knows it, and often he uses his intellect, coupled by his knack for wit or humor as a means of distracting himself from the bigger problems at hand. That being said, he's gifted at problem solving, particularly in a pinch and never allows himself to be made a victim, even concerning his disability.
HISTORY

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Born outside of Tulsa, Oklahoma, Ryan didn't get much of a taste for the dangerous life until his later teen years, when his family was relocated to New York during his father's promotion. The city proved to be a thrill ride that ultimately propelled him towards a career as an EMT. There was a certain inescapable rush, in saving lives and Ryan developed something of a flair for it.

Unfortunately, it was this ambition that drove Ryan to a foolish decision that would rob him of his sight. Overhearing a plot by a wayward cousin to bomb a shopping complex, Ryan rushed to the rescue without aid, and when the bomb went off earlier than anticipated, he wound up with a severed optic nerve that would from there be his cross to bear.

Ryan lost his vision, his job and his fiance all within a short period of time, but he managed after only a few short months, to pull himself up and regroup.

Recently, however, Ryan has begun to suspect his father has been lying to him - a feeling now fully grounded by the older man's apathy to disappearance of Ryan's younger sister.
POWERS

Yes… really. Even that one...
Omnilingualism | Omnilingualism and linguistic assimilation. This ability includes ciphering/deciphering, innate multilingualism, language interpretation, lingual intuition, cyberlingualism and electronic communication. His weaknesses are largely reflective of his physical disability (blindness).​
NOTES

Like most with disabled senses, Ryan's remaining senses are heightened. While this hardly allows him preternatural instincts or reflexes, his intelligence has allowed him to hone his reflexes and instincts significantly.

For years, Ryan's exercise regime revolved largely around kick-boxing and his lack of sight does not deter from his continued practice.

Despite his mastery of languages, one thing Ryan has never quite grasped, ironically, is reading Braille..

Ryan is as of yet unaware of his family's connection to Trask Industries - His father having worked beneath Trask for years. He is also unaware of his sister Mia's abilities and the connecting lines between all of these concerns.

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WEBSTER
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RYAN CUMBERLAND

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≡CHARACTER SKELETON≡
⤑ NAME | ⤑ ALIAS/CODENAME (if applicable) | ⤑ AGE | ⤑ THREAT LEVEL​


APPEARANCE (Realistic Images Only)

⤑ Written Appearance

(50 Words) Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vivamus ultricies risus sit amet pulvinar rhoncus. In dolor elit, maximus et erat a, posuere gravida lorem. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Proin congue massa luctus arcu rhoncus, a maximus risus condimentum. Maecenas cursus odio sit amet ante elementum.

⤑ Height | 000lbs
⤑ Weight | 0'0"



BIO

(brief history - no more than 1k words)



STRENGTHS
+
+
+

WEAKNESSES
_
_
_
_


POWER

⤑Type (physical, mental, environmental)
⤑Brief description of abilities/skills
⤑Limitations






Code:
[div=height: auto; width: 550px; margin: auto auto; background-color: white;][right][div=font-size: 25px; letter-spacing: 3.5px; color=black][font=Anton]≡CHARACTER SKELETON≡[/font][/div][/right]
[font=Quantico][color=black][size=3][right]⤑ NAME | ⤑ ALIAS/CODENAME (if applicable)  | ⤑ AGE | ⤑ THREAT LEVEL [/right][/size][right][/right]

[imga=left]http://via.placeholder.com/250x350[/imga]
APPEARANCE (Realistic Images Only)

⤑ Written Appearance

(50 Words) Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vivamus ultricies risus sit amet pulvinar rhoncus. In dolor elit, maximus et erat a, posuere gravida lorem. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Proin congue massa luctus arcu rhoncus, a maximus risus condimentum. Maecenas cursus odio sit amet ante elementum.

⤑ Height | 000lbs
⤑ Weight | 0'0"


[hr=border: 2px solid black][/hr]
BIO

 (brief history - no more than 1k words) 

[hr=border: 2px solid black][/hr][right]
STRENGTHS
+
+
+

WEAKNESSES 
_
_
_
_

[hr=border: 2px solid black][/hr][/right]
POWER

⤑Type (physical, mental, environmental) 
⤑Brief description of abilities/skills
⤑Limitations 

[/color][/font][/div]
 
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≡ROGUES | THE UPRISING≡

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Welcome to Rogue: The Uprising. Here I'll list everything you need to know about the state of the world and where the Rogues fit in.

ALL SORROWS DAY
On April 26, 2021, a radical organization of Mutants known as the Ascended launched a coordinated attack around the world in an attempt to prove superiority over those who did not have abilities. Cairo, Tokyo, Moscow, New York City, Sydney, and Sao Paulo were hit simultaneously by different mutant abilities. It was believed that an estimated one hundred thousand people lost their lives in those attacks. Grief and feared washed over the world deeming April 26th to forever be known as All Sorrows Day.

THE ASD STATUTES
A mutant is defined as a being that has been identified as a carrier of the SHA-13 gene.
An archivist is defined as anyone who knowingly harbors, provides for, or employs mutants.

I. Mutants are not human.
II. Mutants have no rights.
III. Mutants are enemy combatants.
IV. Mutants may not be employed, attend schools or universities, buy and sell, use any mode of public transportation, or be involved in any other form of public service, responsibility or activity.
V. Mutants may not reproduce.
VI. Mutants may not own property.

VII. Archivists are aiding and embedding Mutants and are to be considered traitors.
VIII. Archivists forfeit their rights
IX. Archivists may face punishment ranging from a fine of eighty percent of their annual income to death depending on the severity of the crimes committed by the mutants aided.

ASPIDA INDUSTRIES
The company leading the research and development of Rogue detection and elimination technology. Run by Dr. Victoria Nikov, who was the first to identify the SHA-13 gene, they have developed scanners and blood tests that identify the gene and technology used by R.I.E.F. to apprehend and/or eliminate Rogues. Their scanners are installed in every school, public building, transportation hub, and in some homes. Every place of employment is required by law to run blood tests on prospect employees using Aspida's tech.

R.I.E.F.
The Rogue Interception and Elimination Force, R.I.E.F (reef). Equipped with the latest advancement in Aspida tech, these elite soldiers are tasked with identifying and intercepting Rogues with the intent to capture or kill. They are able to nullify abilities, and even make it so a Rogue cannot use their abilities, with the tech designed by Aspida. The gear targets the SHA-13 gene and renders it inactive. This results in a loss of abilities making a Rogue an easy capture or elimination. The members are ruthless and follow orders to the letter. Collateral damage is acceptable if it means one less Rogue to pose a threat to humanity.

ROGUES
Rogue is an underground organization of mutants who realized that apart, they will be picked off one by one, but together there is a chance of survival. Rogue is a worldwide network of mutant, whose sole mission is to survive being hunted to extinction. Led by Keegan Hull, a mutant with the ability to identify and enhance the abilities of the mutants he touches, Rogue seeks out other mutants in order to protect them.

 
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≡CHARACTER SKELETON≡
⤑ Rose Olsen | ⤑ None | ⤑ Eighteen| ⤑ Blue​


APPEARANCE

⤑ Written Appearance

Rose has, for the entirety of her life, has existed under the label of 'adorable', possessing quirky, childlike features in big, bright eyes, a button nose and a bowed mouth, set in something of a permanent smile. The label isn't helped at all by her diminutive stature, and baby-white skin, both unfortunate side effects of her condition. Generally, Rose wears jeans and t-shirts, and signature checkered sneakers, brown wavy hair cut to her jaw.

⤑ Height | 5'2"
⤑ Weight | 98lbs



BIO

Rose grew up in the comfort of a gated community, just outside Miami. Her father Theodore was a successful science engineer worked for a company that designed many of the early schematics for the first Drone series, and her mother, Mary, the daughter of a senator, well suited to a life of wealth and means. The last thing the Olsen family anticipated was a mutant among them. Rose was thirteen when her powers first manifest, but for several years, she concealed them carefully, keeping largely to herself and avoiding any missteps.

Unfortunately, she couldn't avoid detection forever. When Rose's father engendered enemies from his competitors, no one thought much of it, until men arrived at their home, threatening his family. When Theodore's security team arrived, the situation escalated quickly into a firefight, and in the confusion, Rose's mother was shot. Rose, unwilling to watch her mother die, leapt into action and revealed her powers... The thanks she later received was a strict warning from her parents to never again use her abilities.

But it wasn't enough that Rose promised to hide what she was. At sixteen, during Rose's birthday celebration, their home was raided by R.I.E.F. agents - alerted to Rose's presence by none of other than her parents. It was dumb luck that Rose hadn't been feeling particularly social and had retreated to her room. Seeing the raid from her bedroom window, Rose fled the manor, and taking a bus into the city, disappeared in the anonymity of the crowd.

In time, she fell in with a small group of underground mutants, who introduced her to an Archivist, willing to take her in. For the next two years, Rose lived with Daniel Harper, running errands for the man and keeping under the radar.


Rose, as a rule, thinks of others before herself, nearly to a detriment. Her compassion can be, at times, blinding, and she very rarely considers the consequences of her actions. Despite everything she's endured, however, Rose maintains an element of optimism, not allowing the dark things of the world to enter in to her mind.

The only area Rose seems to exhibit any sense of discomfort is when it comes to talking about her family, a subject she's more than inclined to avoid, by any means necessary. Quiet and reserved, she nevertheless has a fire within her, and a will to survive that isn't easily shaken.



STRENGTHS
+ Good
+ Patient
+ Optimistic

WEAKNESSES
- Shaken
- Reserved
- Sheltered
- Compulsive


POWER

⤑Type | Physical
⤑Brief description of abilities/skills |

Healing Touch | Via physical interaction, Rose can heal open wounds and injuries and mend bones. Unlike stitches or a cast, her abilities allow cellular regrowth at the site, resulting in instantaneous and scarless healing. Similarly, utilizing the cellular structure of illnesses, Rose can also alleviate headaches, fevers and viruses and stave off the effects of poisons or venoms.

⤑Limitations

Rose's abilities function only in a living target. She cannot revive the dead, and at current strength, cannot regrow severed body parts. Ironically, she cannot cure the common cold. Rose is also limited by her own physical disabilities - suffering from an immunocompromised condition that causes frequent illnesses, as well as anemia.

Relationships ||

TBD

Important Details ||

Since living with Harper, Rose has developed a compulsion for cleanliness.
 
Marcellus;Quicksand;LB;

THE
PHANTOM
GATE
part one

PLOT
Nearly half a millennia has passed since the Great War of Realms, when the Phantom Gate was opened and magic was released within the Plainspoken World, changing mankind irreparably. Violence broke, demonic forces spilling into streets and homes, terrorizing innocents and driving men to madness.

During the course of the war, the Decree of the Seven was put into place to protect all worlds from the abuse of magic. Eventually, the forces of evil were driven back, sealed behind the gate. Now, time has decayed memory, and few exist who even know of the war… but something brews beneath the surface once again. Something stirs within the darkness, threatening to rise…

And one man in particular has determined that humanity should not be caught off balance again. Osgood Price has once more opened the Academy of the Awoken, scouring the planet for those possessed of the gifts with which to fight the great evil building beyond the mysterious gateway between realms.

MAGIC TYPES
& SCHOOLS

ARCANE
Arcane magic is a type of magic which requires the use of material components. Arcane magic is easily the most common branch, though it requires a great deal of learning to properly adapt, particularly in the use of new or uncommon spells.
  • EVOCATION || Creation/Manipulation of magic energy
  • ILLUSION ||Deceptive magic
  • TRANSMUTATION || Transformational magic

DIVINE
Divine magic is general 'granted' - more often via celestial sources, though it can also be passed down between worthy casters. Divine magic often requires a purity of heart and soul - and as such is the least common of magics.
  • ABJURATION || Protective spells/Suppressive spells
  • CONJURATION || Summoning spells/Teleportation

PSYCHIC
Spells are drawn from emotional or mental connections - soul magic. Soul magic is intensely draining on the user and as such, requires lengthier recovery time between spells. Overuse of psychic magic can result in physics cal and even mental damage.
  • * DIVINATION || Foresight/Dreams
  • ENCHANTMENT || Mind control/Charms
* Divination falls under Psychic magic, but many believe its greater source is Divine. This theory is such a popular one that many users of this school of magic are referred to as The Divine.


RITUAL
Ritual magic is all magic related to or requiring a ritual of any sort. Ritual magic, unlike the other three types does not require prior knowledge or training - though less experience generally has disastrous results.
  • ELEMENTAL
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  • FIRE is a hungry, intense Element. It is associated with strength, emotion, and change.
  • METAL is a stark, vigorous Element. It is associated with focus, willpower and potential.
  • EARTH is a static, monolithic Element. It is associated with endurance, determination and fertility.
  • WATER is an enigmatic, amorphous Element. It is associated with flexibility, intellect and momentum.
  • WOOD is a steady, progressive Element. It is associated with vitality, patience and purity.
  • AIR is an aloof, dynamic Element. It is associated with speed, creativity and confidence.
  • AETHER is a radiant, energetic Element. It is associated with power, wisdom and clarity.
  • RUNES | Archaic symbols, etched into objects or draw upon a person, which bear magical properties. To date there are twenty-one runes which can be utilized.

REPREHENSIBLE
These magics are thought to be so unethical and dangerous, they are almost never practiced by anyone decent. These include Necromancy and the use of Blood magic - both of which have resultant consequences of a great nature.

FAE MAGI
Because Fairies are largely tricksters, their magic can be considerably unreliable and general has a double meaning. Fairy magic is largely reliant on seven principles of Fae Concentration and are drawn similar to rune magic, though with more flourish.
  • Remedy - a healing magic which leaves the target largely inebriated for a lengthy period of time.
  • Charm - a spell that allows the Fae to 'charm' a target. Charm spells have been know to go graphically wrong - particularly on males.
  • Luck - a spell that alters 'chance'. Generally, it does not work in favor of the target.
  • Protect - a shielding spell that traps the target in a crystal-like shell - the difficulty is in escaping the protection.
  • Bind - a spell that effectively binds two souls to one another. Extremely dangerous and difficult to break without killing one or both of the targets.
  • Enlighten - something of a 'truth' spell. Effective, if one wants to know far too much about someone.
  • Transform - a spell which can transform an object or person. Fae have been known to do this… and then forget what the object or person was before they transformed them.


RACES

HUMAN

Plainspoken | Common man - free of magic and/or all things supernatural. Generally unaware of the world beyond their own. Humans lifespan is roughly 70-100 years of age. Plainspoken are generally seen as lesser beings to those from other realms, due in part to their lack of magical prowess, but also their volatile and self destructive nature.

Awoken | Plainspoken with a knowledge of the supernatural realm - general through familial connections or occurrences in which they experienced the supernatural themselves. While their lifespan remains the same as Plainspoken, the Awoken are regarded with slightly more respect in the lower-level magical communities.

Enchanted | These are Plainspoken possessing the gift of magic - usually half-bred with Conjurers. Enchanter lifespan is lengthier than the Plainspoken, last anywhere between 300-500 years of age. They are regarded with respect by all but the purest blooded Conjurers, who consider the notion of mixing with Plainspoken the deepest act of offense.

Conjurers | While bearing an appearance of Plainspoken, Conjurers are, in fact, purebred magic users, having origins within a realm beyond that of common man. Conjurers are considered the highest and purest form of magic - because of this, they are deeply regarded among the magical communities in all three realms. Their lifespan can be anywhere from 500 years to well over 1500, though some Conjurers have been known to 'trick' time and possess near immortality.

FAE


Faerie [Pixie, Sprite, Nyx] || Faerie kind are creatures possessed of their own breed of magic (fae magi). These creatures can exist within the common realm, but upon entrance to and return from, must sacrifice something of significance to them in order to maintain a proper disguise among the Plainspoken. Faeries are extremely mischievous and temperamental and as such, are generally found to be a nuisance to non-fae kind. Fae possess incredibly long lifespans - the eldest Fae thought to be well over 2000 years old (though Fae do have a tendency to exaggerate…). Fae are both highly disliked and bear a strong dislike for the magic communities outside of their own - their devious and childish nature giving them a reputation of immaturity and disregard for the law.
  • Pixie are identified by their unusual colored hair and eyes, even when disguised. Pixies are possessed of the strongest fae magi, and are generally seen as the ruling breed of fae. They are highly intelligent and thrive on manipulation and control.
  • Sprites are a lesser breed of pixie, thought to have, at one time, spawned from crossbreeding with Goblin kind, though on lesser scales than that of the Nyx. While possessed of magic as well, it is generally less powerful, and is more often associated with fae pranks on humankind.
  • Nyx are known half breeds of pixies and goblins - dark fae. These possess a perverted branch of fae magi and are considered outlawed, even among the Court.

Goblin [Changeling, Boggart] || Goblins are underdwellers in the faerie realm - not possessed of magic, these creatures are, nevertheless not to be trifled with. Dangerous and deadly, they have the fae-like desire for mischief, but in a much darker sense, as well as an extreme hatred for Plainspoken. Goblin are known to hold a grudge for centuries, and will risk even their own lives for a taste of revenge. Goblin lifespans are shorter than Fae, largely due to their lack of magic. They tend to live roughly 300-500 years. Among the magical kind, Goblins are viewed under the same light as demons and beasts, a sore point for the Fae for many millennia.
  • Changeling are Goblins who have crossed into the realm of the Plainspoken (generally using a bridge created by fae magi) - once they have crossed into this realm, they are trapped there, taking the form of a Plainspoken (who is then transplanted into the Underrealm). One can identify a changeling by a birthmark in the shape of a Goblin numeric value. This same mark will appear on the human likeness, as a scar.
  • Boggart || If the Plainspoken form of a Changeling is rescued from the Underrealm, the Changeling becomes a Boggart - something of a goblin ghost, feeding on fears and insecurities.

BEAST

Werebeasts || What once began as fae mischief became a thing of terror. Werebeasts are former Plainspoken, bitten by fae-cursed creatures and destined to live half-lives, tormented by transformation at varying positions of the earth's moon. While they can exist within society, it is often dangerous, as their fully transformed minds cannot withstand the murderous and violent tendencies without magical interference and their bi-pedal beastly forms are not exactly easy to hide. Werebeast lifespan is generally on par with a natural human lifespan. Once a human has been cursed, they can no longer reproduce. Werebeasts, despite being part human are considered as less than, by most in the magical community. Nearly any warm-blooded, carnivorous creature can be fae-cursed, but most notable are canine, feline and ursine.


Manifestations || While categorized as monsters, manifestations are, in fact, generally human more of their lives. Utilizing alchemy, these creatures have discovered a way to manifest the darker parts of themselves into personas, allowing for dual lives, seemingly devoid of consequences to one identity or the other.

Trolls || Rock-like gollums, who make their homes beneath bridges and in tunnels. Generally, trolls are harmless to humankind, as they prefer to feed on rocks, but some have been known to create havoc if they feel threatened or if they get too bored in their stagnancy. Throughout the ages a few trolls have existed with a particular thirst for malice, but never posed much threat to mankind. The lifespan of a typical troll is between 250-300 years. Given their lack of intelligence, and lack of magic, Trolls are disregarded among magic-kind. They cannot disguise themselves as Plainspoken, but those with a modicum of intelligence are capable of disguising themselves as objects. Trolls are, however, notoriously ticklish which can give them away quite easily.

Half-Giants || While their predecessors have all but vanished from history, half-giants are thought to be an odd mingling of giant and Plainspoken bloodlines, creating massively large creatures. Half-giants rarely function within society, as they tend to be highly aggressive and territorial, and their appetites are largely inclined towards gorging on raw meat. Half-Giants lifespans are similar to Trolls. They have slightly more clout in the magical community, but only because most Conjurers have a healthy fear of being crushed. While unlikely, it is not impossible for the odd half-giants to disguise themselves among the plainspoken, but generally, they are so incapable of controlling their temper long enough that any attempts have been dissuaded by the council.


Merkind || Merkind, as one might imagine, function beneath the surface of large bodies of water. These creatures are generally elusive and avoid humanity, though some have ventured as far as the shoreline. Merkind can exist for short periods of time outside of the water, generally through magical means, but must return before sunset at risk of their safety. Merkind come in several variations, including Mermaids, Melusine, Selkies and Kelpie. Their lifespan and physical appearance while disguised is close to that of Fae, giving the impression that as some point the two races were of similar nature.
  • Mermaids || Found within salt-water, mermaids are the most common and well-known of merkind. When in their natural state, appear to be half-fish, half-human. Their human features are generally, to some degree, more aquatic-minded than most artistic depictions, and all mermaids possess gills.
  • Melusine || These are fresh-water mermaids, differing from their salt-water sisters in that their tails generally appear more serpentine than those of fish. Their human features are also considerably less fish-like.
  • Selkies || Selkies appear as seals when in their natural form. They are required to keep their pelts on them at all times when transformed into their human likeness, as a stolen pelt compels a Selkie to serve the thief to whatever capacity they require.
  • Kelpie || While similar to most mercreatures, Kelpie vary in that when in their natural form, they appear entirely as aquatic horses, retaining no human features, whatsoever. Kelpie are generally the more mischievous of the mercreatures, and it is not uncommon for a Kelpie to attempt to bespell humans for the simple purpose of driving them to drown themselves.


Stitch Golum || As best represented in Mary Shelly's novel, Stitch Golum monsters are an amalgamation of bits and pieces of other beings - generally human, though not always - and brought to life by magical manipulation and/or alchemical design. Stitch Golum are generally lacking in intelligence, though not always, and very rarely do the possess the capability of human morality or virtue. Rare occasions have been met, however, where a Stitch Golum exists for long enough a period of time that they are able to develop near-human characteristics and traits. Stitch Golum appear to possess no real lifespan, as they are effectively artificially created beings. Stitch Golum cannot easily be disguised, and are therefore not generally permitted in public by the Council.

Non-Sentients || This particular breed of monsters exist everywhere, though they are extremely rare within the Plainspoken realm. They are generally more beastlike - incapable of things like speech and rationality. There are the odd exceptions, but these are even more rare or unlikely. These exceptions, however, generally possess the capability of transformation - utilizing a human form of sorts. Among the more notable creatures are yeti or sasquatch, sea monsters, gorgons, lamia and chimera-like creatures.

DEMONS


Demons || Hellspawned creatures, malicious, devious and possessive. These creatures thrive on destruction and devastation, and are capable blending in to common society, making them exceptionally difficult to locate without magic. Provided they are not vanquished, demons appear to have infinite lifespans. They are, nevertheless, disregarded among magic kind. When disguised as Plainspoken, Demons are only identifiable by the telltale glow of their eyes in perfect darkness.
  • Lesser Demons || These are the less intelligent variations of demons. More often than not, these are to sort mistakenly summoned by rowdy college kids, or exercised from witless Plainspoken. Generally more beast-like in appearance and behavior.
  • Greater Demons || Greater Demons are highly intelligent and calculating. These are the 'control' demons, capable of human-like thought and action. Greater Demon are the only variant capable of reproduction, but they cannot reproduce with another demon. Instead, they spawn from eggs, produced in brimstone springs in the Phantom Realm.
  • Middling Demons || While more intelligent than Lessers, Middlings have a tendency to act more on instinct than thought. These are generally kept in the employ of Greaters and used as grunt forces. Middling demons are capable of speech and interactions, but generally fall on the more primitive end of the spectrum.

Vampires || A deviation of Blood Magic users - mutated by overuse of their magic, and ultimately give over to demonic charge. Vampires are sustained by blood and cannot survive long without feeding. Because of their demonic sides, they are sensitive to daylight, fire and holy objects, and given their heightened sense of smell and the perversion of their tastes, cannot tolerate the smell of strong odors. They thoroughly enjoy anything made of copper or iron. Generally, vampires cannot be redeemed from their state, but there have been odd occurrences where a vampire chooses to align with a more neutral or even good elements for self-sustainability. Vampires are immortal - a consequence of their mutation. They are considered abominations among those magical, for their abuse of Reprehensible magic. While not all redheads are vampiric, all vampires are, in fact, redheads, a outward mark of their abuse of magic.

Damphir || A half-breed offspring, resultant of the union of a human and vampire. Damphir require blood to survive, but can lead more normal lives among the Plainspoken, as they are also able to tolerate most common foods, as well as daylight. They are also generally more even tempered and are considered more respectable among those of the magically community. While not immortal Damphir do have an unusually long lifespan - roughly akin to Conjurers. Damphir, unlike their vampire lineage have a considerately more varied appearance, though red hair is not uncommon.

Cambions || This is a half-breed between Plainspoken and demon-kind. Generally, Cambions are reflective of their environment - if raised in human society, they tend to possess more human traits, and vise versa when involved largely in demonic societies. Because of their demon heritage, Cambions are immortal. They are highly unpopular among the more prejudiced of the magical community. Cambion possess a demonic form, but rarely utilize it, given the influence it has on one's mind. Physically, Cambion have little to no difficulties blending in within the Plainspoken realm, but they are required by law to register. Failure to register as a Cambion is a severely punishable offense.

ANGELION

Celestials || Simply put, celestial are beings of immense power, thought to dwell in the Realm of An'thiel, or the Realm of Light. Celestial very rarely leave their realm, and fewer still have ever been seen. They possess and can bestow divine magic and are most closely associated with angelic creatures. Their lifespan appears infinite, and their appearance is humanoid to a degree, though lacking in facial features that might be comparable to humankind. It is unknown as to whether celestials can disguise themselves as humans, though some greatly believe it's possible. While divine magic is their source, Celestials typically lord over an elemental domain, as well - giving each a unique appearance and energy signature.

Champions || Humans, chosen by Celestials to bear a greater purpose, and possessed of great lengths of divine magic. While Celestials are, it seems, incapable of reproduction, Champions are what would appear to be the closest offspring a Celestial might have. Champions can be chosen as early as their birth, and at any point thereafter, prior to their death. While they are considerably gifted in divine magic, their lifespan remains fixed in the realms of humanity, and they can be killed by ordinary means. Champions appear no different, after their bestowal than they do before, but supposedly possess a branch of rare divine magic which allows them, in times of great need, to transform their appearance to something more akin to their magical source.


Guardian || Guardians are servants of Celestial beings. Paired with an element, they possess enormous power, but are entirely subservient to those under their charge. While in the service of Celestials, Guardians can be 'contracted' out to other sources, provided those sources meet with Celestial requirements. The largest number of contracted Guardians reside within the High Court of Wills, within the realm of Denmar.


SPIRITUAL

Ghosts || Spiritual beings that have passed on from the mortal realm, but have not progressed further - generally due to unfinished business of one kind or another. Ghosts are capable of the ability to pass over, should their unfinished business be satisfied, but some are so desperately attached to the world that they choose never to leave it. Ghosts also hold the capability of possessing bodies temporarily, in order to relay messages or deliver warnings. The possessed are rarely aware of the occurrence, unless otherwise informed. As they are already deceased, Ghosts have no lifespan, and their appearance is that of their earthly form, though non-corporeal.

Poltergeist || Similar in effect to ghosts in both form and in lacking a lifespan, Poltergeist are nevertheless far more volatile and fearsome creatures. Generally the souls left behind due to deaths of horrible and painful means, Poltergeist haunt the locations in which they have perished. The have no unfinished business, per say, beyond retribution, but because their souls are so corrupted by their thirst for vengeance, they are incapable of passing on. Poltergeist are not able, unlike ghosts, to possess corporeally - but they are able to utilize a means of telekinetic energy, which can be used to torment those unfortunate enough to come across them.

Bodachs || Non-sentient ghouls, Bodachs are omens of bad things to come. They cannot be seen by those who do not possess the gift of foresight or by those capable of seeing or speaking to the dead. Because it is in their nature to remain hidden, they will eliminate any who are shown capable of seeing them (and, in fact, can only affect the world around them when it becomes clear they have been seen). It is commonly known by those that have the sight, the more bodachs that appear in a singular location, the greater the destruction or devastation will be.

MAGIC in DEPTH

CONJURATION

|| LOOKING GLASS ||
Known as Soul Phasing, the technique is done by utilizing a reflective surface to transfer, transition or communicate through the realms between realms - passing from one space to another.
  • Liquid || Portals (any liquid that reflects a full shape - such a round bridges or arches that create gateways - can be used to cross between realms) These gateways can be artificially created, but must create a perfect circle or no passthrough will be possible.
  • Mirrors || Doors (a mirror can be used to pass between one room, into the next) - If a mirror is broken before one can properly pass into the next space, the phaser will be stuck within the in-between.
  • Glass || Relays (glass surfaces can be used to communicate between realms). There are very little resistances or dangers to using relays, but an inexperienced phaser may find themselves overheard by another phaser if they don't properly secure channels.
  • Shadow || Can be used similar to portals - but this method is extreme dangerous and controversial, as it involves soul-phasing with another living being. Shadow jumping can only be done using a living shadow. One cannot phase through an inanimate shadow.
  • Repercussions || If done improperly or by an inexperienced phaser, one might find themselves trapped between realms, reappearing in an unknown location or, in the case of shadow phasing, spliced with the soul belonging to the shadow used for the portal.

|| SUMMON ||
  • Calling for Objects || With an incantation, objects can be summoned to the conjurer from a great distance. This spell, however, cannot function between realms, or if wards are in place to protect an object. One must have, at some point, touched the object at a point in time, in order for it to be summoned.

  • Calling for Person || Like objects, people can also be summoned. This spell is decidedly more complicated, as the person being summoned needs to be a willing participant. People, like objects, can only be summoned when they have had previous contact with the conjurer.

|| TRANSCENDENT WEAPONRY ||
Weapons summoned from the spirit-realm between realms, bearing magical properties. Indestructible and requiring limited upkeep.
  • Spirit Blade || A blade bearing magical properties. [short or long blades]
  • Spirit Shield || A magical shield.
  • Spirit Bow || A magical bow and quiver, containing unlimited arrows.
  • Spirit Pike || A magical staff with a sharpened spear-like tip.
  • Spirit Mace || A magical spiked mace.

|| SHATTER ||
A bombardment spell, used to break objects. The spell cannot be used on objects that are unbreakable or on anything warded/protected. It does not work on living beings.

|| GUIDING SOUL ||
A spell which allows for the brief communion with a passed spirit. Non-necromantic, the spell only lasts a few minutes, before the spirit returns to the Realm Beyond. Because speech after death is nearly impossible, any questions posed to the spirit must be yes or no.

|| VISIONARY ||
Briefly enhances one's senses, allowing for the ability to see further, hear noises at a higher frequency, track by scent and so on…

|| ELEMENTAL ||
Allows the conjuration and use of the basic seven elements.

ABJURATION


|| HEALING HANDS ||
  • Materials || Healing materials can be found in everyday ordinary household items, as well as those things with more magical properties. Primarily, oils, herbs and minerals are functional vessels in which to fill with abjuration magic, but one can also use items such as charms and amulets, bindings (thread, ribbon and cords) or articles of clothing.
  • Methods || Like material, there are also many methods one can use for healing - the most common is prayerful incantations, but one can also use musical methods (instrumental and vocal), as well as silent means, such a touch and, for the particularly strong healer, visual concentration.
  • Transitionary Healing || Considerably more difficult and bearing far greater consequences to the ordinary methods of healing, Transitionary Healing involves taking one's injuries upon themselves. This method is generally only done when time is of the essence

|| AEGIS ||
A shield spell - used to shield a person, When shielded, the subject cannot be attacked, transported or located/tracked. Shielding requires a small sacrifice of an item of moderate use or importance.

|| FORSAKEN ||
Magical wards - similar to a healing spell, this particular spell can ward an object, ensuring it cannot be located by any magical sources. If a ward is disrupted by its designer, it will cease to function.

||SANCTUARY||
Similar to Aegis and Forsaken, Sanctuary allows for the protection of a place - this spell must be performed by multiple conjurers,

|| KINDRED ||
A soul binding spell - kindred can only be performed by two souls directly aligned in their desire to connect. This spell is so rarely performed, largely because of the volatile nature of its repercussions. If successful, however, those bound by the Kindred spell are exponentially stronger in magic and in spirit. It should also be noted, both parties of this spell do not need to be skilled in abjuration, but it is more likely to take if they are.

Should one member of the spell perish, however, the other member would suffer greatly, their power and life force weakening.

|| FRACTURE ||
A curse breaking spell. This particular spell must only be used by a highly gifted conjurer, as failing can have unparalleled consequences, including an increase to the curse's magnitude or a rebound of the curse to the conjurer.

|| SILENCE ||
A spell which temporarily mutes the object targeted. Most particularly useful when facing a conjurer specializing in verbal incantations.

TRANSMUTATION


|| CONNECTED SPIRITS ||
Familiars || Those gifted in transmutation have the ability to transition a small portion of the soul into the body of a familiar - a spirit animal. Familiars can be any living animal, though connections are considerably more difficult in creatures with cold-blood.

So long as a familiar is activated, the conjurer cannot be killed. Familiars can also be used as gateways and if necessary, one can use their familiar's senses as their own.

Connections to a familiar can be severed - though this will happen naturally if the familiar is killed, or the established connection lapses due to lack of use.

|| DISGUISE ||
A spell to temporarily alter one's appearance, or the appearance of another. This is a gift-based magic, the length of time the disguise lasts based solely on the abilities of the conjurer and their level of concentration.

|| AWAKEN ||
A spell to temporarily bring life to an inanimate object. The object acts as a puppet, controlled by the conjurer, but can only be controlled for a brief period of time.

|| RESHAPE ||
A spell to resize an object - either to enlarge the object or reduce the size. Cannot be used on living beings or buildings that contain a living being.

|| HANDS OF TIME ||
A spell to speed up or slow down a particular subject. These effects are only temporary, and less effective on an animate object. Cannot be performed on objects or persons that are warded/shielded.

|| STITCH ||
A spell dedicated to the mending of objects. In reverse, it can also be used to tear or rend. This cannot be used on living beings.

|| SWITCH ||
A spell used to switch two objects. Can be used to hide or protect an item, but must be utilized with caution to avoid losing objects.

ILLUSIONS


|| STOLEN SENSES ||
  • Hearing || Through illusionary magic, one can 'borrow' the ears of another in order to eavesdrop on conversations. This connection can be made by visual contact and a small incantation. The spell lasts until the counter incantation is given, but one must remember that they will effectively be deaf through their own ears until the spell is severed. Without magical means of detection, the intended target will be unaware of the spell.
  • Sight || Similar to the hearing spell, but allowing for visual connection instead. These two spells can be combined, but the risks are greater for failure, and it leaves the conjurer deaf and blind until the spell ends.

|| MIMIC ||
With this spell, one may speak with the voice of another. In order to perform this spell, the conjurer is required to have heard the voice they are mimicking. This spell has a incantation and counter-incantation as well.

|| GLAMOUR ||
Allows the appearance of an object, image or even a person to be distorted, so it cannot be properly seen.

|| NIGHTMARE ||
Allows a fearful image to be presented to the target for a temporary stretch of time. These are not physical images, and cannot cause harm, but can strain the mind if one allows.

|| MIRROR ||
Allows a mirror image of a subject to be created. This mirror image will not function in any way similar to its copy, as it is merely a facsimile of the original. Can be used on living objects, but the mirrored being will not convincingly be able to behave as its counterpart. An object must be used to serve as the mirror vessel. In the case of a living object, animal sources can be used.

|| MIRAGE ||
Creates a false image of a location. The mirage lasts only until the location is reached, then the vision will return to normal.

|| MENTAL CAGE ||
Temporarily traps a target within a prison in their mind. This can be warded against, but when successful, escape depends entirely upon a person's mental capacity.

DIVINATION


|| DREAM WALKING ||
Mind-Guide || Using the suspended state of the conscious mind, Divinatory magic users can enter the dreams of others. This is generally utilized as a method of communication, but can also be used to plant images or ideas in a person's mind without their knowledge.

There are incredible dangers in this method of mental submersion, largely because an inexperienced conjurer could find themselves trapped among the subconscious thoughts of their intended target.

There are also many ethical concerns regarding the use of this particular spell, as it can be viewed as invasive and even used for involuntary subversion and indoctrination.

|| CONFESSION ||
A divination spell which makes it impossible for a person to lie to the conjurer utilizing the spell. This effect is not temporary, but can fade if the conjurer loses magical strength.

|| TRUE VISION ||
A spell which allows the conjurer to see through disguises, glamours and other trickery magic. This also allows for the subject to see a subject's true natural race when in the Plainspoken realm.

|| FORESIGHT ||
A spell which allows the conjurer to see visions of a person's future. Extremely dangerous, considering misinterpretation and never recommended outside of absolute necessity.

|| HINDSIGHT ||
Similar to foresight, the spell offers the conjurer a glimpse into a person's past. Less dangerous than foresight, but still quite easy to misinterpret and thereby not often recommended.

|| ALERT ||
Allows for pure directional sense for the conjurer, as well as the ability to detect traps or dangers within a location.

|| SCRYING ||
Allows a person, place or item to be found, by use of a map. Can be used to find disguised or shielded things, but if wards are in place this could be mentally draining on the conjurer.

EVOCATION


|| EIDOLONS ||
Through evocation, one can call upon an ancient, legendary spirit known as an eidolon. While eidolons are only the image of the spirit and not the spirit itself, the powers they possess and expel are nevertheless quite effective.

Eidolons cannot linger long - generally only able to cast one to two spells after being summoned.

|| ANIMAL TAMING ||
Allows the conjurer to tame a living animal. This spell is less effective on animals who are already connected familiars and has nearly no effect on werebeasts. As animals tend to be more instinctive beings, the purer the heart of the conjurer, the more effective the connection may be.

|| TELEPATHY ||
The ability to communicate with a creature through a telepathic bond. This is most effective with a familiar, but can be used on non-familiar animals and some willing werebeasts. Also highly effective on mercreatures.

|| SUMMON ||
  • OFFENSIVE || Allows the conjurer to summon a creature for attack purposes. The nature of the creature is dependant on the strength of magic.
  • LOCATIVE ||Allows the conjurer to summon a creature for locating purposes - tracking/hunting.
  • RESTORATIVE ||Allows for the summoning of a creature with a restorative or healing nature.

|| DESTRUCTIVE FORCE ||
A spell with can draw upon energy, to create a destructive beam, ray or force of natural resources, for an offensive or defensive purpose.

|| HEAVENLY BODY ||
Allows the conjurer to control light - either by intensifying the brightness, or removing light entirely.

|| HEALING WIND ||
A mass healing spell. Difficult and extremely temperamental, this spell requires complete concentration, and can and almost always does utterly deplete the energy of the user.

ENCHANTMENT


|| DUENDE ||
With a small incantation and briefly held eye contact, one can temporarily bespell an intended target - charming them into submission. The spell lasts anywhere from ten minutes to one hour, depending on the mental capabilities of the person targeted.

While under the spell, the target will have no free will and must be told what to do. Following the spell's end, they will have no recollection of what occurred.

Because of this, Duende is among one of the more ethically challenging spells in the Conjurer repertoire and is only ever recommended in times of absolute necessity.

|| CONFUSE ||
A spell which can temporarily confuses the mind of the target. Handy for escapes or to enforce disguises.

|| LULL ||
A spell which allows the conjurer to lull a target into a deep, restful sleep.

|| ALLY ||
Allows the conjurer to warp the mind of a target, convincing them that they are, in fact, an ally. They can be used offensively or defensively. Less likely to work on a powerful conjurer.

|| CROWD CONTROL ||
Allows for the control of emotions within a large group. Can be used with negative or positive emotions, but will not work on those with a powerful resistance.

|| MEMORY MODIFIER ||
Allows memories to be altered or, in some cases, entirely removed. This is an extremely dangerous spell and can result in total memory loss if improperly handled.

|| HEARTS DESIRE ||
Spells the target to reveal their innermost thoughts and desires. Particularly useful in interrogations processes. This can be difficult, however, as it can result in the target being trapped within their own mind.

LOCATIONS

THE REALM OF DENMAR

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The High Court of Wills || Located high in the mountains of Vastil, the High Court of Wills is the home of the Sages of Denmar, wise men and women, thought to possess insight beyond that of normal Conjurers. Apart from being acting magical authority among the three realms, as well as determining the terms of the Decree, The Court of Wills is summoned to determine matters of great importance, as well as deem worthy unions, carry out orders of punishment and determine the Headmaster of the Academy. The court is protected by a force of elemental guardians known as The Divine Sentries.

THE DECREE

The Decree of the Seven is an ancient rulebook - laws and accords regarding the use of magic, ethical practices and the treatment of both magical and non-magical beings. Signed by the rulers of the three realms and enforced by the High Conjurers, the decree remains a controversial aspect of history, particularly in its disregard for beast and demon kind as equal to magical kind and the standards by which Fae Magi are held.

MAGICAL DECREE OF THE SEVEN SCHOOLS

  • Decree number one states that no man shall perform magic in the presence of a Plainspoken unless under the following conditions.
    • To prevent harm from befalling a Plainspoken being, when all manner of non magical means should prove ineffective.
    • To prevent oneself from harm when expressly involving an attack of magical property.
    • In the event of catastrophic necessity.

    The use heretofore of magic before a Plainspoken that does not under these conditions occur will be punished with absolute prejudice, including, but not limited to the removal and eternal banishment from the Plainspoken realm.
  • Decree number two states that all magic shall be expressly limited to the seven natural schools. The use of any magics that fall under the unethical order of necromancy, blood magic or the control of beings either living or dead without their consent (but in extreme cases of need as listed in the first decree) are considered outside the limitations of the law. Any use of such magic is abjectly forbidden and grounds for imprisonment on the Isle of Vers.
  • Decree number three states that all creatures of non-magic nature from the realms of Desmar and Isil'er will register their Plainspoken identities at a waylay station before entering and upon leaving the Plainspoken realm.

    Failure to register will be viewed as an intentional act of sedition and is grounds for apprehension and incarceration.
  • Decree number four states that no union may occur between an unawakened Plainspoken and a member of the magical community.

    A union may occur between an Awoken and a Conjurer, but not without express permission of the High Court of Wills.
  • Decree number five states all Fae Magi exercised outside the realm of Isil'er without expressed permission from the Court of High Wills is grounds for sufficient and immediate punishment.
  • Decree number six states all forces of monstrous, beastly or demonic nature are subject to respect the laws of mankind whilst present in the realm of the Plainspoken. Failure to abide by these standards will result in immediate actionable consequences.
  • Decree number seven states that the consumption, possession or any attempts to sell a Plainspoken are strictly prohibited in all realms.
All beings, regardless of magical status are hereby protected under these law. If any being invokes the right of this protection, they must be taken, unharmed, into custody and brought before the High Court of Wills for an Inquiry.


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The Isle of Vers || An island located in the sea of sand, deep in the desert of Clutch, unreachable but by magic portal. It is here that the worse magic offenders are exiled, should they be found guilty of breaching the Decrees.

THE REALM OF ISIL'ER

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The Summer Court || The palace of the Neirsid - the royal court of the Fae. It is here the King and Queen of faerie kind reside, alongside their family, advisors and the Knights of the Neirsid.

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The Underrealm || The dwelling place of Goblin kind. Deep beneath the Forest of Isil'er, the Underrealm is a dank, dark wasteland, ruled by the Goblin King. Within the centermost part of the Underrealm is the Changeling Nursery, where abducted babies are cared for, in a state of suspended animation.

THE REALM OF THE PLAINSPOKEN

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The Academy of the Awakened || Located in the Rocky Mountain region, the academy appears as an abandoned chateau to any Plainspoken who come across it. Due to magical protections, any attempts made to vandalize or destroy parts of the property, however, will automatically fail… for instance, spray paint cans jamming or sledge hammer heads breaking.

The Academy itself consists of well over forty rooms - including dormitories for students, classrooms, a great hall, the kitchens, training grounds an outdoor courtyard, greenhouses and an astronomy tower. The castle itself is surrounded by a deep moat, overwhich is suspended a bridge leading to the main gates.

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Madam Mimi's || Located in the Bayou, deep in Louisiana Madam Mimi's is a house of voodoo magic. Mimi is a woman well versed in necromancer magic, with a tendency for bending the laws… but she makes a mighty fine Gumbo.

THE PHANTOM REALM

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The Phantom Realm exists in a pocket reality, a corner-of-the-eye realm, which cannot be perceived by those outside the magical community. Untouched by light, Plainspoken refer to the Phantom Realm by many other names, but the most common is Hell.

The Phantom Realm is the home of demonic forces, bent on the destruction and perversion of all other realms in the known worlds. This realm is guarded by a gate, set in place thousands of years ago and kept locked by seven keys, belonging to seven purveyors of magical schools.

THE REALM OF AN'THIEL

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Never before entered by mankind, the Celestial realm, or An'thiel - the realm of light - exists only in rumor. It is thought to be a pristine, majestic realm, shimmering with alabaster towers and flowing rivers of pure, blessed water.
 
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Violet Ruelle


"Before You Embark
On A Journey Of
Revenge, Dig Two Graves"
— Confucius

APPEARANCE.
Violet is an amalgamation of both her mother and father, possessing the former's graceful features and slender form and the latter's coloring. Framed by a mane of deep brown waves, a pale, narrow face melds the hardness of thick brows and a square jaw with the softness of a delicate button of a nose and generous lips. Eyes stand out like cannon fire, bright orbs of gaslight blue beneath thick, dark lashes.

Her form is willowy from head to toe, subtly curved, with lengthy arms and legs. She bears a scar behind her left ear from a surgery she had as an infant, and a tattoo on the back of her neck in the form of dates. Prior to her transformation, Jordan's wardrobe was casual, largely favoring black. As Violet, she wears only higher end fashion in bright, vibrant colors.


PERSONALITY


HISTORY
▇▇▇▇▇▇▇▇▇▇▇▇
Jordan was born the only daughter of Malcolm and Marilyn Cartwright - two years married and incontestably in love. Tragedy struck, however, and by Jordan's third birthday, her mother had succumb to a fast moving cancer, which ravaged her young body.

Jordan and her father, found solace only in the strength of their family and their love for one another. All of this changed, however, when one week before her sixth Christmas, Jordan's father was arrested as a suspect in the bombing of a building which cost seventy-five people their lives.

After her father's arrest, Jordan found herself in the foster care system, the hated daughter of a supposed terrorist - unwanted, unloved, Jordan grew spiteful and bitter, largely towards her father. Troubled, and none too concerned about the reputation she'd developed, Jordan spent time in and out of juvie - her largest stint three years, after an unfortunate incident with a foster-father.

At the time of her release, Jordan was approached by a young man who claimed to know her father, and to know he was framed, but Jordan was less than receptive, taking his word and his "proof" with a grain of salt. Blowing him off, she disappeared for several more years, falling into a life of prostitution and thieving.

At twenty-one, Jordan was arrested, her bail set impossibly high. It was then that the young man returned. He offered Jordan bail and a way out of her problems, but only if she would listen to him. Desperate and more than a little pathetic, Jordan agreed.

The proof the young man had was unattestable, detailing not only how her father was framed, but by whom. Enraged, Jordan hatched a plan for revenge, but was talked down. The man told her he could give her the training and funds necessary to exact proper justice... but only under the condition that Jordan follow his program to the letter.

She accepted the condition and after two and a half years of training, she was finally ready.

The first step was to ensure that her original identity could never be tied to her... And so Jordan Cartwright met with an unfortunate fate, paving the way for Violet Ruelle...

For vengeance.


▇▇
PERSONALITY
▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇ ☆ ▇


▇▇
PERSONALITY
▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇ ☆ ▇



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H.S.S Sol Invictus PERSONNEL RECORD
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CREW MEMBER NAME AND ALIASES: Hollander 'Holly' Bassevi

AGE: Twenty-six

SPECIES:Human (Israeli)


PHYSICAL CHARACTERISTICS: Holly possesses a wiry frame, slender and rather lacking in feminine curvature, with extremely long fingers and legs. Her features are stolid, with a widely bridged nose, full, deeply bowed lips and wide-set eyes in hue of blueish-green. Her jaw line is strong, and her ears stick out slighly more than ordinary, generally hidden behind dark brown, often unruly curls. While her expression lends to stoicism, Holly's smile is quiet catching. A single black beauty mark resides on her upperlip, just to the left of the philtrum groove.

MENTAL EVALUATION: Holly is a people pleaser. While it would be presumptuous (and incorrectly so) to suggest she is a push over, she will, to the best of her abilities, do what she can to ensure resolution to a problem, or avoid conflict. She can be awkward, more accustomed to dealing with people at a clinical level than a professional one, and it has been suggested that she wouldn't know the first thing about social interactions. Because she's used to working in a lab, Holly can come across cold or overly rational in her decisions, but all the same, she wears her heart on her sleeve.

MAIN ASSIGNMENT: Biological Sciences & Medical specialist

BACKGROUND: Growing up in Jerusalem, Holly was the youngest of twelve, and decidedly 'spare' to a family with far too many mouths to feed. Never neglected, but occasionally overlooked, it left her with plenty of time to the thing she loved more than life itself... Learning.

Wildly intelligent, even at a young age, it did not take Holly long to determine where her future lay. Most of her free time spent studying, she developed a strong love for science - particularly biological science, and in her pursuit of this, discovered a knack for medicine as well. By fifteen, Holly had accomplished more than people twice her age, and became one of the youngest to be accepted into the esteemed Academy for Scientific Discovery and Development.

Following graduation, Holly continued her education and eventually acquired a number of PhDs in multiple studies, all before being offered a position as a science technition in a militarized space program.

PERFORMANCE EVALUATION:

Strengths --


  • An iron mind. Holly rarely, if ever, forgets anything she's learned.
  • A tenacity for life. Holly is a hard one to get down. Despite her apparent physical disposition, she is generally a bright ray of sunshine to most she meets.

Weaknesses --


  • There is such a thing as too smart, and Holly certainly exhibits this. She has an extremely difficult time -not- being the brightest in the room, intellectually speaking, and has a bad habit of correcting... everyone.
  • Social situations are the pinnacle of Holly's weak points, to the degree where she's generally fumbled nearly every convivial circumstance she's been placed in.

-END REPORT-
 

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The Lights
of the
Grey World
- The Menagerie of Misfits -

THE NOBLEST ART IS THAT
OF MAKING OTHERS
HAPPY
-P.T. Barnum
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Test box 1
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Guardians of Floor Fifteen
a superhero storyline


⟫⟫ HOOK ⟪⟪

Welcome to the Stage Coach Lofts - Charming refurbished apartments, overlooking the Philadelphia Skyline. Whether you're looking for a studio starter, a one or two bedroom, or you'd like to experience our community living floors, you're bound to love the luxury, convenience and quality. Gorgeous views, an in-house gym and café, a stunningly manicured courtyard...

...And let's not even mention the team of masked superheroes living on the top floor…

Seriously. Don't mention it.​

In Guardians of Floor Fifteen, you will play one of the Star Fallen Guardians. There are two initiatives to which you can belong - detailed below (La Maschere and the A.E.G.I.S. are, as of now, not available for PC roles). While this is meant to be largely a tongue-in-cheek, light spirited RP, there will be elements of thematic nature as well as intense or dramatic situations playing out. That being said, @KatSea's and my goal is fun over edge, so with that in mind, take a peek and let us know if you're interested!

⟫⟫ HISTORY ⟪⟪

The life of a superhero has never been so rent controlled. Guardians of Floor Fifteen is a quirky new take on a superpowered storyline, following the life of several heroes, fighting the forces of evil in between communal laundry and that nosy old cat lady down the hall.

But these aren't your run-of-the-mill heroes. The Guardians haven't been bitten by radioactive bugs or developed an odd intangibility after an accident at the old power plant… Their powers stem from items passed down through time…

During the Renaissance period, known to few and far between, a mysterious event occurred when a shooting star fell to earth and a select few were endowed with spectacular supernatural abilities. It was Galileo who first witnessed and then mapped the fallen star's trajectory, discovering the village where the extraordinary event took place. Those that were made aware of this occurrence were tasked by the Medici family to aid these gifted individuals to harness and utilize their newfound abilities for the good (and power) of the Republic of Florence.

Under the patronage of Lorenzo de'Medici, Leonardo da Vinci designed tokens… items imbued with energy from the original sources of this phenomenon, in order to mask the abilities in natural light. Meanwhile, both Marco Polo and Christopher Columbus were given the task of locating a land where these gifted few could thrive and even multiply their numbers.

Unfortunately following the Pazzi conspiracy, when Giuliani de'Medici was slain, it became apparent the Medici families intentions were both known and unwelcome. Warned by Pope Sixtus IV that their work was the heretical manifestations of madness and that they would not be tolerated within the Papal States, their efforts were eventually thwarted following Lorenzo's death when his son Pierro's incompetence resulted in the expulsion of the Medici family from power.

With their legacy, so too did the Guardian initiative fall into obscurity. The items, crafted by da Vinci remained the only evidence of the strange phenomenon…

In time, these items became family heirlooms, passed generation to generation, amongst loved ones and trusted allies, their true purposes known only by those responsible for upholding the Guardian's Vow to protect those in need and honor the gifts bestowed upon them…

Or at least, that's what we thought.


⟫⟫ MECHANICS ⟪⟪

The meteor that fell to earth the night of Galileo's discovery was no ordinary hunk of space rock. While it appeared to be little more, it was, in fact, an escape vessel from a very distant planet, thousands of solar systems away from earth. This vessel contained a spore-like creature, now known only as Star Fallen. In order to survive, these spores required a host, and in the small village of Soteriazza, they found exactly what they needed.

Their intentions, however, went no further than survival, and when it became clear that cohabitational symbiosis, benefitting the host in several miraculous ways, was their goal, the Medici plan was set into motion. In order to protect the hosts, da Vinci developed a way that could allow the creatures to take residence in their tokens, and allow the host an ordinary, mundane lifestyle until such an item was utilized. Over time, code phrases and names were developed, to avoid confusion and 'costumes' were provided for protection. These names and phrases and the designs of the costumes have changed through the ages as new hosts were designated, but the abilities the symbiotic spores instills and the general nature of the host source endure.

The costumes adapt to small aesthetic changes of the current age, but one aspect has also remained a fixed feature - that of a Venetian mask, encouraged to protect the identity of the host. These masks vary in appearance, but appear to have been the original designs of those back in the 15th century.

The abilities the Star Fallen gift vary as well, though they appear (as the costumes do) to fall in line with the vocation of the original host source. Generally each host appears to possess at least three concrete powers - based on the physical, mental and spiritual - suggesting the Star Fallen provided a well rounded understanding of the biological and neurological condition of its source.

⟫⟫ ORGANIZATIONS ⟪⟪

THE GUARDIAN FORCE INITIATIVE |
A team of heroes - gifted with Tokens possessing the abilities of the Star Fallen. Most are direct or indirect descendants of those from the 15th Century, though over time, the items were occasionally passed outside of familial lines for protection or other extenuating circumstances. On rare occasions, these items were stolen, though generally at random. Eventually, through an offshoot of the Medici line, the Guardian Force became a sanctioned project, tasked by the U.S. government towards protecting the citizens. Their base of operations exists in Philadelphia, PA.

THE CUSTODIANS |
An unsanctioned branch of Guardians - Vigilantes, who believe the GFI is a government ploy for control and power, similar to that of the Medici family in the 15th century. These Guardians work within the shadows, undermining the government authority and those within the GFI who believe in the system.


LA MASCHERE |
Translated from Italian, meaning The Masks - a group comprised of disillusioned or dissolute men and women in possession of Guardian Tokens, led by a mysterious figure known only as Arlecchino or The Harlequin.


A.E.G.I.S. |
The Authorized Execution of the Guardian Insurrection Sect - or AEGIS is an organization stemmed from the lineage of the Knights Templar -- radicals, who believe it was the original intent of Sixtus IV to wipe out the Guardian force entirely. While the Aegis do not possess supernatural abilities, this particular branch is well equipped and the members within undergo intense training.

⟫⟫ NPCs ⟪⟪

Kicking butt and taking names... But only after we ask real nice first!

-- Babydoll


NAME | Hazel Baker

AGE | Twenty-three

CODENAME | Babydoll

HOST SOURCE | Child

POWERS | Weapon formulation | Mental subversion | Sad-Puppy

DRAWBACK | Because of the childlike nature of her Host Source, Hazel has difficulties balancing both aspects of her personality and can on occasion be quite gullible and naïve, or reckless, not always understanding the ramifications of her actions. She's easily excitable and has difficulty maintaining focus for long.

BIO | Babydoll is sugar, spice and... well, did we mention sugar? We'll just end it right there. A perky and excitable attitude pretty much makes up a great portion of her abilities, though the capacity to pull weaponry out of thin air is nice, too, and let's not even mention that charming smile. She'll have you wrapped around her pinkie finger, one way or another.

Though she could do all that without all the crinoline and bows...

Trust me... I don't believe it, either...

-- Harry Rupnik




NAME | Harrison 'Harry' Rupnik

AGE | Twenty-three

CODENAME | Centurion

HOST SOURCE | Soldier

POWERS | Form alteration | Strength | Iron Will

DRAWBACK | Following the use of his abilities, Harry is exceptionally drained, often experiencing fatigue like symptoms.

BIO | Harry Rupnik, the bespectacled history major, isn't exactly what one pictures when they say the word 'superhero'. But what he might lack in... well, everything, he makes up for in spirit. That, and transforming into a six-foot-five pile of muscle, grit and sharp, pointy objects certainly doesn't hurt (not him, anyway).

Now if only he had a superpower that made it easier to talk to girls...

Rules are meant to be obeyed... except when they don't work for anyone but the bad guys, then screw the rules.

-- Beck



NAME | Rebecca 'Beck' Collins

AGE | Thirty-three

CODENAME | The Supervisor

HOST SOURCE | N/A

POWERS | Sheer determination

BIO | Fed up with government interference, Beck's grandfather was the first to pry a branch from the Guardian Force Initiative to form the rogue operation of vigilantes known as the custodians. With a legacy passed down through her family, Beck Collins has the great and terrifying responsibility of corralling the team, now, a job the former government agent wouldn't trade for anything...

Even if it does complicate the home life a tad.

Holy crap, it worked? I mean, of course it did, I came up with it

-- Arthur



NAME | Arthur Ruth

AGE | Twenty-four

CODENAME | Noble

HOST SOURCE | Astronomer

POWERS | Astral Manipulation (Energy) | Astral Projection | Grounded

DRAWBACK | Following the use of his abilities, Arthur is often subject to fatigue, nausea, bruising and intense headaches.

BIO | Arthur Ruth, an aspiring science fiction author with a caffeine addiction and questionable sleeping patterns, never imagine he'd toss on spandex and get his ass kicked on the daily. And he loves it. Gig gets him admiring ladies? Check. Badass powers? Check. Motivation to get over procrastination and get a self satisfying career? Working towards it. Right now Arthur just has to hide his love for physics and how much he sucks at video games...and his secret identity of course, but he's not too worried about it.

I can't hear you, you're dead to me.

-- Esther



NAME | Esther Jones

AGE | Twenty-two

CODENAME | Morbid

HOST SOURCE | Undertaker

POWERS | Healing | Spirit Summoning | Stealth

DRAWBACK | Because of her connection to the deceased, often times after using her powers, Esther is inundated by hallucinations, or else hears voices in her head. She is also generally quite cold to the touch.

BIO | All you need is sunshine, God and a morbid sense of humor to get through the day! Esther is all about living up to her name and being a good role model for the kiddos she teaches. She always makes sure to look both ways before crossing the street and dragging a masked villain along the concrete. She'll always be sure to listen to you; no matter your living status. You matter to her, she's not agist.

You break it, you pay for it.

-- Micah



NAME | Micah Charmichael

AGE | Thirty-Four

CODENAME | Chief

HOST SOURCE | N/A

POWERS | Patience

BIO | Micah was born to lead GFI. Well, third in line. Taking his family's legacy very seriously after a comedy of errors befell his family, known as the Carmichael Curse, Micah holds himself to high standards. Stern but patient, Micah looks forward to see the next generation of heroes rise to the occasion. He just hopes his home life doesn't fall under the curse of his namesake




Guardians of Floor Fifteen
character sign ups


⟫⟫ SIGN UP SHEET ⟪⟪

Here is the Guardians character sheet. It's long. It's long for a reason. Please take your time and be sure to fill out all the information accordingly. If you have any questions or ideas you aren't sure about, feel free to pass them off to me and @KatSea.. We will be reviewing the sheets and selecting approved characters based on quality and creativity, rather than on a first come/first serve basis, so don't rush! Be sure to read through the information in the interest check thread to ensure you're settling into the lore properly. As always, you may choose to format as you see fit - just be sure if you use coding, it's visible on mobile!

Enjoy and good luck!

APPEARANCE (with image) | Please provide a brief written appearance as well as an image (real face claims please. We try to ascribe to a certain aesthetic cohesion and this makes it easier. You MAY use realistic artwork for costume work, but NO ANIME/CARTOON images. If you aren't sure, PM me). Include height/weight and any identifying marks/tattoos.

As stated, you should also include a description of and/or image of your costume design and any notable weapons/tools/etc.

NAME | Full name, including (if applicable) nicknames
CODENAME | Your 'mask' name
AGE | Between 18-40
HOST SOURCE | The initial host's state of living (see this list for reference) - Be sure not to repeat jobs already chosen.

ORGANIZATION | Are they a member of the Guardian Initiative Force or The Custodians? (Please note - the Custodians live outside of Floor Fifteen, so interactions will be initially more limited).

POWERS | Physical | Mental | Spiritual -- please explain what each does specifically. Remember realistic limitations. OP powers will not be accepted. If you aren't sure, ask!

DRAWBACK | Superpowers are difficult to use. With great power comes great responsibility... and the occasional side-effect. What are yours?

BIO | A brief history, pertinent to the RP.

STRENGTHS | Three strengths your character possesses relating to personality

IDEALS | What they stand for and why they do what they do

WEAKNESSES | Four weakenesses relating to personality

VICES | Where their failures/flaws lie

TRAITS | Any additional/important traits

BONDS | What do you hold yourself to? What vows/oaths/promises do you stand by (personal or otherwise?)

BANES | What holds you back? What is your 'own worst enemy'?

MOTIVATIONS | What do they have to lose. Note - the answer cannot be 'nothing'. Everyone should have SOMETHING to lose.

QUALMS | Where does your character doubt themselves/others?

PERSONAL GOAL | What does your character hope to achieve within their lifetime. This could be anything from career/familial goals, to revenge against an enemy, to unearthing a great mystery. Be creative.

DEFINING ACT | Something from your character's past which helped to define them, today. This could be an act of heroism, a lie they told, a secret they carry or a moment of tragedy.

SKILLS | What are they gifted in that might help them on their journey. Skills should be realistic, regarding training/age/authority

ARC IDEAS | This is just a fun section to post any ideas you might have regarding possible character-centric arcs. This could be a potential nemesis, a challenge to overcome or a life altering event. It may or may not be used, but we'd like to see how willing you are to plot and how creative you can be in that process!

Fill out the following and DM it to me and Katsea… Do NOT post it in your public sheet !

1) Conflict (who or what does your character fight or fight for?) --
2) Challenges (what limits your character?) --
3) Mystery (what doesn't your character know?) --
4) Passion (what drives your character?) --
5) Secret (what does your character NOT want others to know?) --
6) Rumors (come up with two rumors about your character (things others may have heard - NPCs or PCs) - one is true, one is false) --

⟫⟫ RULES & MECHANICS ⟪⟪


Guardans of Floor Fifteen is an intermediate roleplay, somewhat freeform in concept, as Kate and I intend to build the story along with you, rather than having a strict plot structure in mind. We will be accepting no more than ten players, and each player may choose to make TWO characters (no more than two). While there is a possibility for characters to defect down the line, we're not looking for a load of edgelord villains, so please keep this in mind when you make your characters. Reformed villains are welcome, though they would more than likely not be part of the GFI.

We will be expecting posts every other week, though more frequently is of course welcome. As well, collaborative writing (collab posts) will be expected (I do ask that if you collab you don't take more than the allotted two weeks to finish/post). I shouldn't need to mention it, but I will because sadly, it's an issue I've come across too often. READ EVERYTHING. RP is a cooperative process and it involves more reading than writing. It doesn't matter if it involves your character or not. Read it. The other players will extend the same courtesy to you, and you don't wanna be the dork who misses something important cause you skimmed.

There are no real length expectations, but I do ask that you shoot for at least a few paragraphs in order to keep things moving forward. One liners are not permitted. These rarely serve to drive the plot and are exceptionally difficult by which to respond. Also, they're just lazy. Please be sure to proof read your posts. Errors are fine, and I'm not a grammar snob, but constant unreadable mistakes can be a drag to read.

Mechanics won't include dice or stats, but we will be providing specifications for battles - some will relate to the setting, others will involve limitations, environmental difficulties or potential consequences. Note that powerplays are NOT going to go over well. If you wanna be a hero, great. If you wanna be THE hero, you will suffer our ire. Everyone gets hurt. Even superheroes. You wanna headbutt someone, you better write about how much it hurts and the headache you have later. I expect to see injuries and realistic constraints as well as emotional ramifications.

Content wise, I ask that you avoid too much gratuitous violence/language. This is a superhero RP so fights/cussing are expected, but think Avengers, not The Boys. Sexual content of any kind is not permitted - any romance is required to fade to black. Thematic elements are okay, provided you use discretion. If someone is uncomfortable with an idea, don't do it. We all have different comfort levels, but general insensitivity will not be tolerated.

OOC nonsense is absolutely fine, but OOC drama is a no go. If you can't get along with the other players or have a tendency to be argumentative/confrontational, you are probably not gonna be a great fit. Communication is a NECESSITY. If you aren't willing to commit to plotting/chatting with other folk on a pretty consistent basis, you might not wanna jump into this one. We jabber. A lot. It's fun. Don't ruin the fun LOL. I don't expect you to live your life around the RP, but ghosts don't make for great players. RL comes first and if you have to take a break or can't post for a period of time that's fine, but please let me know. Failure to reply or inform me of absence/hiatus will likely result in your removal from the RP.

We will be utilizing a DISCORD server for chatting/plotting/organization purposes and do ask that if you choose to join the RP you also join this, as it makes it easier for announcements and planning. The link for the server will be posted as soon as we have accepted characters.

The character sign up process will begin Wednesday, November 18th and end the 25th. Again, characters will not be first come first serve, but will be chosen based on creativity, content quality and your site history (whether or not you've dropped RPs/posting consistency/quality/ability to interact well with others/willingness to plot). Note that if you are new to the site or hide your post history, we may ask for writing samples to clarify.

As always, all IWAKU rules and policies are non-negotiable.

We will absolutely accept questions via PM or DM should any arise!

Most importantly - this RP is meant to be fun and light-spirted. IF you intend to be a dark edgelord powerplayer, keep walkin'!
 
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