The Red Sage's Compendium

The Red Sage

Please, burn me a god!
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per week
  2. One post per week
  3. Slow As Molasses
Writing Levels
  1. Give-No-Fucks
  2. Beginner
  3. Elementary
  4. Intermediate
  5. Adept
Preferred Character Gender
  1. Female
Genres
Fantasy, SciFi, Modern, Magical
Totes my place for working on character and stuff~
 
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#242424 SIBYLLA CYMONE ANASTACIA
Nickname: Bella
Codename: Muse
Age: 21
Gender: Female
Race: Magical Human
Division: R&D - Magic & Occult
Rank: Junior Agent
Clearance Level: Level 3


APPEARANCE & OTHER FORMS
Sibylla's slender but pleasantly shaped form comes up to 5'8" and weighs in at 155 lbs. on average. Her nigh white colored hair that falls to the small of her back, and her fair colored skin, give her the appearance of being somewhat more delicate or otherworldly than she may be. This is contrasted by her darker blue-grey eyes, to which most of the many dresses, blouses and skirts that dominate her wardrobe are dedicated to accenting. In reality she's rather fit, having a decent amount of lean muscle from both her time in the RedTide and her time in INVICTUS.

There are a dozen or so marks on her arms, the appearance denoting wounds from a blade, as well as a large scar that looks akin to a root system across the majority of her upper torso. She keeps these well covered by clothing or light illusion magic.


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Sibylla is both a cultured and demure young woman. She has also shown to be somewhat shy, tending to struggle with maintaining eye contact with others for extended periods of time, as well as getting flustered over addressing either new people or those holding authority higher than her own. She can also become flustered over simple things such as tight fitting clothing, exposed upper torsos or legs, and especially the mention of more "lewd" subjects. Still, above all Sibylla's altruism is all-encompassing and charitable far beyond most. She is willing to go to great lengths for another who may be in need, be they close friends or newly made acquaintances.

Within the chest of this reserved lady burns a quiet but intense flame. She greatly enjoys the pursuit of knowledge, at times showing rather risky behavior for the sake of curiosity. Her mind spins with possibilities over nigh everything, and more often than not she can be found muttering to herself, or suddenly bringing up subjects from left field when things hit her particularly hard. Sometimes she can appear rather cold and blunt when it comes to sharing her observations of people, and her methodology tends to favor optimal outcomes as opposed to what may be socially favorable, but this is more from wishing to be forthright and truthful to others than from malicious intent. The thing that truly draws ill will from her seems to be baring witness to or being told of some form of injustice. To that Sibylla becomes fuled instead by the flames of indignation, and will rarely let things go until she feels the wrong/s have been sufficiently corrected - usually by her hands.

While giving, Sibylla is prone to pushing herself to extreme ends in order to be of help to others. This ranges from working her body well past its limits, spending several days up researching, experimenting, and overall attempting to grasp that "little more" progress she feels is necessary, to endangering herself to save someone else from experiencing pain. This stems from Sibylla's surprisingly low self-esteem, which constantly tells herself that she's nowhere near worthy enough of things given to her, and that her accomplishments are simply not enough. She feels her needs/problems are less important than those of others around her, and as such, when thoughts of this nature come to mind, she boxes them up and tucks them away to "handle at a more convenient time". This has lead to multiple emotional breakdowns in the past.​
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HISTORY TO CURRENT
Sibylla was born and raised within the United Kingdom - specifically the country of England. Growing up it was very evident that the girl had some kind of magical abilities beyond what her parents were versed with. Worried about less understanding individuals finding out, they commissioned a suppressor that Sibylla wore for the majority of her younger years. Once she came into her high school years she was sent off to a boarding school - one specifically designed to educate the magically inclined. On the premises Sibylla was able to take off her suppressor without worry, though in turn the sheer amount of magical energy she generated was the premise for many instances of spell experimentation. She was regarded as somewhat of a troublemaker, but Sibylla was having a magnificent time being able to exercise what she had been made to hide for years.

It was during a school trip to their sister school in Germany that Sibylla was snatched while out.

For about a year Sibylla was subject to the training of the RedTide, a mercenary company that took control of the Czech Republic some years ago. "Recruited" for her ability to general massive amounts of magical energy, as soon as she was done with her basic training she was placed under the Blue Banner, as well as kept company with the head of both the Blue Banner and the RedTide as a whole, Deitrich Crowley. It was on his orders that Sibylla was made to learn how to use Blood magic, which she practiced with others in the same boat on a nigh daily basis. When they weren't practicing on each other, they were assigned to make sure that the members of the Red Banner didn't bleed out after training exercises.

It was during these instances of "cross-training" that she saw and learned of a man named Dragovich. His name was attached to a reputation of insubordination, found talking back to his superiors on many an occasion during his time in the ranks. Sibylla bore witness to him attempting to escape twice during her time there, and each time he came out of it more maimed than before. Sibylla had found the treatment of soldiers to be beyond inhumane, but it was the singular and focused treatment of this man that made Sibylla begin acting out herself. Be it speaking up in defense of another, or outright employing her magic to interfere with the punishment of another, Sibylla racked up her own counts of insubordination that landed her in hot water. Her sentences weren't nearly has intense as those given to members of the Red Banner. Much of it boiled down to her spending time in a cell - right alongside the infamous Dragovich - and it was there where she began concocting an escape plan of her own.

She waited for a particularly heavy storm to hit before bringing her plan into motion. In one of the storage sheds she set off an explosion, and with a liberal application of her magic she made it sound like the place was under attack. While people rushed to take stock of the situation, Sibylla used that time to sneak her way over to the cells. Unable to stand the thought of not trying to help someone whom had been wronged so thoroughly, Sibylla freed Dragovich from his bindings and bid him to come with her. This ended up working out better than she initially thought it would.

The two of them fled the city and crossed the countryside, dodging RedTide units as they went. It was somewhat hard to remain hidden for long thanks to the nature of Sibylla's self, but they made due. Eventually they made it to the border and into the safer miles of Germany. Knowing of Dragovich's origins, Sibylla proposed that they find his family first thing. Unfortunately, when the pair arrived at the last known location for his family, they had long since moved. It was while Sibylla was trying to formulate a way to help Dragovich find his now missing family that they were approached by agents of INVICTUS. Though they approached them on peaceful terms, the nature of their escape quickly lead to high tensions, but overall it was resolved without too much injury to either side.

For the next four years Sibylla would work for yet another organization with military roots, though this time it was mostly of her own volition. Though they were picked up in Germany they were quickly transferred over to the Manchester branch after the first six months. There Sibylla took advantage of the location's specialization on magical research and development to bolster her own abilities. Despite still being assigned to Fieldwork, she spent as much of her time as she was allowed with the members of the Magic & Occult section of R&D. She also spent quite a bit of time with Dragovich, whom she had developed a closeness to after going through everything that they had.

Due to some interruptive circumstances in the more recent times, Sibylla has put forth a request for a transfer to both accompany Dragovich to yet another source of research, as well as learn from those at another branch.


EXTRA INFO
჻ Her mother, father and younger sister were pulled into INVICTUS shortly after she was.
჻ Enjoys rather domestic hobbies such as cooking, sewing, gardening and laundry.
჻ Dresses in a rather conservative manner for the modern day and age, becoming flustered at the prospect of a dress or skirt showing off her knees or sleeveless tops.
჻ Enjoys many forms of literature, her personal favorites being novels of mystery, romance, and a wide variety of poetry.
჻ When feeling particularly stressed or stumped on something, Sibylla can often be found practicing her archery.
჻ Along with speaking fluent English, she has picked up on Czech during her time in the RedTide, some German from spending time with Dragovich, and Latin out of a personal interest.
჻ Is currently in a romantic relationship with Dragovich Vollrath.


WEAPONS & ABILITIES

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The majority of Sibylla's chosen arsenal are pieces that are both heavily enchanted, as well as having a more "poetic grace" about them. Considered rather archaic in a world where guns reign supreme, Sibylla has effectively created a set of pieces that give even the modern day equivalents a run for their money. When out in the field she can call upon them via a device magically attuned to each, giving her utility and flexibility in many a scenario. Her only regret is that she can't carry them all on her at the same time, only being able to call upon one at any given time unless physically carried out onto the mission.

Chorus Feram - A scythe modified to be a bit more practical in battle scenarios, the blade leaking an icy mist when wielded. It has been magically enhanced to be used as a magical conduit for her spells, and holds the attribute of ice to both augment her attacks as well as allow her to cast ice-based magic easier.
Canace - A shortbow of exceptional make, it has been enchanted with the power of the wind, concentrated amounts allowing for arrows fired from this bow to pierce more armor than it would normally.
Srebro - A longbow of exceptional make and decor, it has been enchanted to grant the wielder incredible perceptive abilities, allowing them to effectively spot and snipe an individual from up to a mile away with the naked eye alone. Any arrow fired from this weapon is considered to be of a superior quality and holds a light aspect, making it highly effective against creatures of the darker persuasion.

Beretta u22 Exélixi - A .22 Long Rifle semi-automatic pistol. The magazine has been enchanted to refill itself using ambient magical energy, as well as give the ammunition fired from it a debilitating stun effect. Made to handle non-supernatural opposition in as non-lethal a way as possible.​

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ABILITIES
Ability Name: Magic Node
Description: Sibylla's existence generates a plethora of magical energy, allowing those within a wide proximity of her to enjoy increased reserves for the sake of spell casting and the use of magical items.
Strengths: Sibylla is able to bolster magical units and magical devices by being within roughly a 50' radius of them. Being within her area of influence also appears to have the secondary effect of strengthening positive emotions (hope, peace, joy, etc.).
Weaknesses: Sibylla is unable to stop the flow of energy from herself, and as such can potentially strengthen enemies as well as allies. It's hypothesized that, if something were to somehow stem or cut off the flow of magical energy within her, her body may overload from the sheer amount and cause her great injury, if not death. Something similar could happen if she were to ever have a vast amount of her magical energy used up at once, as it's theorized it would place her into a state of shock.

Ability Name: Magus
Description: Using theorem and formulae, incantations and gestures, Sibylla is able to weave magical energy to cause various effects.
Strengths: Sibylla is highly adept at spell casting. Aside from generalized utility spells and a few singular picks here and there, Sibylla's shown to specialize in areas that have been labeled "Illusion", "Literature" and "Blood".

Illusion - These spells focus on deceiving the five senses of an individual. Whether it's creating a sound down the hall, phantom scents in a room, manifesting a creature of myth in the center of town square, trapping someone in a box of eternal space, or convincing someone that they've taken more damage than they've actually sustained, this all falls under what Sibylla is capable of doing. This section also leans onto the deception aspect of illusions by including spells that make someone more convincing, even if they might be blatantly lying.
Literature - Using writing as a medium, the spells in this area involve a mixture of creation and manipulation in regards to reality. From transporting letters to known individuals, to imposing suggestions upon others in written form, to manifesting a shield of words; all these fall under this category of what Sibylla is capable of.
Creation - By using her magical energy, Sibylla can manifest and sustain objects, as well as create small familiar-like creatues with their own traits and abilities. This form of magic also includes some healing aspects, such as mending wounds and enhancing one's natural healing capabilities.
Blood - Forced to learn this during her time in the ranks of the RedTide, Sibylla has the capability of using blood to cause various effects. She can slow one's blood to calm a person, help stop bleeding and heal wounds, aggravate wounds further, drain life from those she attacks, and even create items from her own blood.​

Weaknesses: Sibylla at the very least needs to be able to recite her incantations in order to cast, though being able to gesture is nice too. As per many things that involve suggestion and sensory trickery, those of a stronger will can see through the illusions and/or ignore the commands given. Once interacted with and disbelieved a person cannot be fooled by the same illusion again, and become harder to trick for some time afterwards. Some of her Blood spells involve the sacrifice of her own blood, and when used in this manner it makes it impossible to heal back by supernatural means, only by the natural processes of her body.

Ability Name: Artificer
Description: Sibylla is capable of enchanting objects, giving them abilities far beyond what they would normally have.
Strengths: By spending time imbuing an item (weapon, armor, toothbrush, etc.) with magic and intent, Sibylla is able to grant effects to said item. Perhaps she could make a sword be capable of cutting incorporeal creatures, or make a gun generate its own ammunition, or cause a scarf to make others more apt to heed one's word.
Weaknesses: Components. Aside from the item she wishes to enchant she needs components that hold some level of magic within them. This could be anything from fairy dust to oni horns, and the more powerful the effect she wants to create the more magical the components must be. The longer she spends on enchanting an object the better, a week appearing to be a good baseline for success, as any faster has shown to increase the risk of failure. While minor failures can cause simple mishaps, such as a magic container to slowly leak magic or an item needing a charge of some sort before activating, larger mishaps can cause anything from small explosions to the creation of powerful but malevolent cursed objects.
 
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#242424 MORRIGAN
Nickname: Morri
Codename: Ender
Age: Seventeen
Gender: Female
Race: ▒▒▒▒▒▒▒▒
Division: Fieldwork
Rank: In Processing...
Clearance Level: Level 0


APPEARANCE & OTHER FORMS
Morrigan is a noticeably tall and lanky gal, standing at a whole 6'7" with a slender frame. Despite this her strange genetics mark her as quite dense, marked by thick skin and dense muscle fibers, weighing her in at around 250 lbs. Her complexion is fair, free of any significant marks, scarring or blemishes. She sports a pair of quicksilver colored eyes and are framed by short black hair, which doesn't appear to grow much at all (much to her dismay).

Under certain circumstances Morrigan takes on a second form for a time. At the beginning it starts with a simple change - her eyes turning from silver to a vivid purple. From there the longer it lasts the more visible changes can be observed. Her skin begins to darken to a jet black, and what look to resemble glowing purple lines of circuitry start creeping across her body, starting from her torso and working outwards.


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+ COURTEOUS: Be it holding doors open for others, giving her seat to the elderly or expressing her pleases and thank yous, Morrigan is quite the mannered individual.
+ HELPFUL: Morrigan likes to be of use to others, and with her abilities and her height she knows she can do things others cannot. Sometimes she gets a bit of payment for what she does, but mostly she helps others because it makes her feel good.
+ EARNEST: Morrigan was brought up being told that honest was the best policy, which she practices both in her communications with others as well as her intent during tasks she performs. When she says she'll do something, she means to fulfill it to the best of her knowledge and ability. When she messes up, she gives an apology that is 100% sincere with the intent to do whatever it takes to make it up.


± TACITURN: Tall, dark and quiet. Morrigan rarely speaks unless the circumstance demands that she does, and even then her words are short and to the point. Her expression also looks quite stoic and serious, so figuring out what she's thinking from that isn't advised. The majority of her communication is done through hand gestures and drawing pictures.
± AWKWARD: Though she's been living with her makeshift family for years now, Morrigan still hasn't gotten a full grasp on the basics of interaction. When it comes to work she does so without a stutter in step or the bat of an eye. But when it comes to hanging out and having a casual conversation with someone, Morrigan becomes flustered and her hand gestures become harder to decipher.
± CURIOUS: Knowing that she knows very little, Morrigan is very open to being taught things from others. She's also one to seek out help if she feels something is beyond her.


- NAIVE: Morrigan, not being as wise to the world as some might be at her age, is a very trusting person. She tends to take people's word at face value - unless directly conflicted by something she may know/believe in - and can be easily convinced of things by other individuals.
- CREEPY: The downside to the tall, dark and quiet part of things. From the way she looms over others with her height to her eternally deadpan stare, it's not too farfetched to think that Morrigan is kinda creepy. It also doesn't help that she has a habit of staring at people. It's mostly done unintentionally, as during those times she's internalizing her thoughts and arguing with herself, but there are some times where she just feels like watching someone.
- EXPLOSIVE: Everything considered so far, Morrigan looks to be a pretty stand-up gal. And then someone has to go and make her angry. Not just anything'll trigger it; mostly genuine threats to herself or those that she cares about. Suddenly that cold stare turns into a cold fire as Morrigan goes from neutral to silent rage in two seconds flat. Furthering the shock of this is that, when she does have this switch flipped, she has no qualms with literally breaking a person in half. That little voice in a person's head that tells them 'stop, you're gonna kill them'? She doesn't have that. They wanted to hurt someone else, so she hurt them first.​
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HISTORY TO CURRENT
The first records of Morrigan have her at the age of ten, when she was first spotted within the backstreets of a particularly impoverished town in Louisiana. Having been adopted into one of the street families that dotted the city, when the 'mother' was asked about her they said they just found her wandering. She didn't know her name, her age, where she was from or even how she got to where she was. She barely knew any words, and when she did try to communicate it was more through grunts, grumbles and hand gestures. They tried getting her to write, but what little she was able to write looked like gibberish or childish drawings to them. It was almost as if she was just brought into existence as is.

As years went on the girl - whom had been named Morrigan by her self-appointed parents - began developing defined personality traits. She appeared to be very helpful and wanted to do everything from folding laundry to collecting cans and bottles. She also displayed impressive strength, and began using it to net temporary jobs moving heavy things around stores and warehouses in the city. A bit strange, but as she was doing it for less than minimum wage the employers just shrugged it off. She was a bit slow on the uptake when it came to reading and writing, but was able to copy spoken words after a few dozen tries. And then the incident occurred.

Having nearly killed a man without even realizing it, nor really showing any signs of being troubled over her actions, the family had a meeting and sat down to discuss what would be done. The other two children thought it was pretty cool what Morrigan had did, but the parents felt that there was something wrong with the girl; something that may have been a part of her origins. As if on cue Morrigan approached them with a letter addressed to her that she had found that morning. After reading it aloud to her they thought it was a prank and tossed it. Morrigan saw it as a possibility to find out more about who she was, and so later dug it out of the garbage and wrote her name on it the best she could.


EXTRA INFO
■ Though she's estimated to be at the physical developmental stages of a human in their late teens, Morrigan's mental development has been estimated to be around five to six years behind that.
■ She enjoys reading, be it her doing such or someone reading to her.
■ Morrigan is decent at origami, having practiced from a book she found in order to make things for her younger sister.
■ When she can't find something to do, or overall is feeling out of place or bored, she has the tendency to pick things up and carry them around, then put them down elsewhere when she finds something to focus her attention on.
■ Not a big fan of seafood.


WEAPONS & ABILITIES

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Bap - Morrigan is wholly untrained in combat, so when she does find herself in a combat scenario she sticks to trying to swat them. Taking into account her monstrous strength, this tends to be pretty effective when it connects.​
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ABILITIES
Ability Name: ▒▒▒▒▒▒▒▒ Physiology
Description: The genetic make-up of Morrigan's body is quite different from that of your base human.
Strengths: Dense and complex muscle fibers allows for Morrigan to perform feats of great strength (i.e. ripping a bench out of cement). Her skin is remarkably thicker and more durable than average, making it harder for average cutting and piercing weapons to harm her.
Weaknesses: Morrigan is not as adept at fine motor skills as she is large motor skills, which makes things like writing with a pencil or operating smaller machinery hard for her. Also, her body is very sensitive to impurities in water, sometimes acting akin to acid when coming into contact with her.


Ability Name: Port
Description: Morrigan uses her connection with the dimension she originates from to travel from one place to another.
Strengths: Morrigan can teleport at will, including through solid objects such as walls.
Weaknesses: She can only teleport to places within thirty meters from her start point, and can only teleport into places where she can stand at her full height. This ability also responds to her emotional state, so if startled or placed under enough stress, it can activate involuntarily and port her to a random location. If her trajectory takes her through an energy field it messes with the distance, conveniently placing her directly on one side or the other (depending on the strength).


Ability Name: ▒▒▒▒▒ Form
Description: In intense scenarios of anger or when placed under extreme duress, Morrigan will sometimes enter another state both mentally and physically as her emotions run wild.
Strengths: Morrigan becomes physically stronger and more likely to ignore damage done to her.
Weaknesses: When in this state Morrigan loses much of her logical thinking, running primarily off of instinct and the anger that has ignited within her. While she won't directly attack friendlies on purpose, her mindfulness of collateral damage and the safety of others is extremely inhibited, and if approached too suddenly she may perceive even an ally as a threat and will lash out.

 
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#242424 SEVAN ANDREA WARREN
Nickname: Sev, Saw, Trash Panda
Codename: Blindspot
Age: Eighteen
Gender: Female
Race: Human
Division: Fieldwork
Rank: Rookie
Clearance Level: Level 1


APPEARANCE & OTHER FORMS
Sevan's a little above the average height at 5'8", and a little below the average weight at 136 lbs. for a gal her age. Strawberry blonde hair worn long accents her almost lemon-lime green eyes, and it's from her eyes that she garners her like of her clothing having some kinda green design to them. She's a fan of long hoodies and skirts with shorts, or sometimes just shorts, and always with leggings either way; really anything that screams "early 2000's punk".

She's got a multitude of facial piercings.


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Blunt, forthcoming and lacking respect for everyone and their mother, this girl makes being tactless and uncaring look cool. If given the choice between doing something herself or getting someone to do it for her, she'd try to go with the latter. She'd much rather be kickin' it on the couch and watching T.V. This has lead her to be quite the mooch as well, shown by her tendency to crash at people's places, eat their food and use their amenities without much warning. Her nonchalant cool extends even into a heated moment, being able to quickly take in all the factors and formulate a plan of action to keep herself alive and in one piece. She tends to keep people at arm's length. To her, connecting with another in a personal manner is unnecessary and should be avoided. It's much easier to deal with being lonely than being let down.

Her personality isn't all unbias annoyance towards all around her just because she can though, a prevalent trait from the young woman having been a highly mischievous nature. Whether it's making sassy comebacks, rearranging someone's room when they're not looking, or involving herself in the long con, she can be found doing these things and more if she's given too much downtime to herself. She may not show it through her words, but her actions and comfort shows that she has pride in her street life. She's capable of feeling out the rough layout of a city just by spending a little time, and is able to read the flow of a city like one can feel the flow of music.​
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HISTORY TO CURRENT
Thinking about her childhood's like trying to piece together a puzzle, and each piece is from a different puzzle. Different faces, different places, different happy promises. There were many possibilities; many lives that may've been hers. But each one abruptly stops before any of it can even begin to make sense. What's even worse is that she can't even tell you where it all began. For all she knows, she's always been a difficult child stuck in the foster system, and after a while she came to the conclusion that it wasn't going to get any better. The country was at war with their neighbor. Having more children just made things harder on families, making the climbing amount of orphaned children that much harder to handle. When she was fifteen she made a break for it; running from the orphanage for anywhere else. She was out on her own for about a week before she was grabbed up and taken by the G.O.C.

Formed by the local government to work on a way to overwhelm the force they were warring against, the Good Of the Country project was experimenting on "volunteers" in an attempt to turn them into super soldiers; super powered soldiers to be exact. Though it wasn't the most ideal place, the laboratories of the G.O.C. were the first place that Sevan was allowed to live within for an extended period of time. Even with all the experimentation and the training, this was possibly the best thing to happen to Sevan in all her years. It allowed her to finally make her base, and from watching others and paying attention to her own feelings she decided she didn't like being told what to do. Sevan had taken well to the drug - more so than many others - but it went from looking to be an very successful subject to bashing their heads against a wall as she began resisting. Her development slowed to a snails pace and the scientists became increasingly frustrated with her. It had gotten to the point where they were contemplating corporal punishment when the break out occurred.

Now out in the open Sevan had just about the entire world at her fingertips. Anything she had heard about from the others, any ideas she may have had while in there were all much more of a possibility. At the same time that base she had built was back with the very company she had escaped. The security she had felt slipped away, and Sevan actually found herself scared of losing it. But there was no way that she was going back to that place. Unsure of what to do with herself and with the G.O.C. hot on their heels, Sevan began simply drifting around from place to place. Much of how she lived was by the 'charity' of her fellow escaped experiments. A couple in specific became what she called her "main residence", and for nearly a year she was able to live with them in some semblance of normality. The only thing that made it less than so was the constant attacks upon them. One such instance was incredibly devastating, and by the end of it the tiny family that had begun to form was brought back down to one.

Upon escaping the country and arriving in America she began offering her services to others for some cash. She had no connections here, which meant that she had nowhere free that she could crash for a spell. Using her abilities she helped out seedier folk with little things; allowing criminals to meet and perform tasks in relative safety. Soon enough her reputation was caught by the ears of something bigger. Approached by a well dressed man, he said that he had heard of her work and asked if she'd be willing to try out something even bigger. It felt way too much like a trap - possibly even by the very organization she had fled from - but she went along with it either way. Turns out the guy was a member of some crazy secret organization called INVICTUS. She'd never been so upset to be right before in her life.

She's been a member of the organization for about six months now.


EXTRA INFO
⇛ Over years of not wanting to rely on anyone, she became a bit diverse in the art of fixing this-and-that. She's by no means an expert in any one field, but she can patch up the leaky pipe, cure the wobbly table and sew up a rip in a pair of jeans equally well.
⇛ She's picked up a habit of smoking from before getting dragged into INVICTUS, but does it so rarely that most folks don't even know about it.
⇛ During her street years Sevan got use to eating food from garbage cans, which she still does now for the sheer shock value.
⇛ Sevan still has her guitar that she found during her days on the street.
⇛ Enjoys putting earplugs in and blaring her music at obnoxious levels.


WEAPONS & ABILITIES

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Combat Knife - A 6" blade with both straight and serration on the edge, as well as a glass breaker built into the hilt. Sevan's had this knife since before being recruited into INVICTUS.
'Murica - Named after an old meme that she just won't let die, this .45 auto Ruger American pistol is somewhat dated but nevertheless effective in her hands.​
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ABILITIES
Ability Name: Superior Sensory
Description: Due to the experimental drug she took all of Sevan's senses are enhanced, allowing her to perceive things at a higher level than a normal human.
Strengths: Sevan's five senses have been enhanced and refined, allowing her to perform feats such as hearing differences in someone's heartbeat from the next room over, being able to identify all the ingredients she knows in a dish she's eating, react faster to an attack being thrown at her, and pick up where the hell the draft in the room is coming from. To a small degree she can also focus her senses, allowing her to do things like pick up on a conversation across a crowded room or even perceive through illusions.
Weaknesses: She has a hard time dampening these abilities. That means that loud noises and bright flashes of light can fuck her up, and damn is pain more painful. On the flipside, mind-altering drugs are way more effective on her.

Ability Name: Sensory Manipulation
Description: Sevan can alter the electrical impulses in one's brain to change the senses of others.
Strengths: By touching another person Sevan can tap into the wiring in one's brain, specifically the bits that control how they process things from their senses. Doing this she can basically do what little or lot she wants to. She can make someone see another person completely differently, make them hear strange noises, or make small pains seem way more painful than they actually are.
Weaknesses: She has to be physically touching a person to be able to do this. If she's altered someone's senses and pulls away, the effect only lasts roughly ten seconds before they start to revert back to normal.

Ability Name: Sensory Overload
Description: Sevan can shove so much input into a single sense that it simply stops working.
Strengths: With a touch Sevan can nullify the senses of a person, effectively making them suffer such states as temporary blindness, deafness, or even complete loss of tactile input.
Weaknesses: She, once more, has to be touching someone to do this, and using this is much rougher on a person than the finer touches of simply manipulating someone's senses. She can only overload once sense at a time, and it only lasts for about thirty seconds.

Ability Name: Shared Vision
Description: Sevan can replace one's vision with her own.
Strengths: By touching another person Sevan can give them access to her sense of sight. Whatever Sevan sees the other can see, as well as freely switch between her vision and their own at will by closing their eyes for a few seconds. This makes her a fairly effective short range camera.
Weaknesses: Sevan has to touch another in order to activate this, can only affect up to two individuals at a time, and can only transmit up to 100 meters from the receiver(s) before her connection cuts out.

Ability Name: Deperception Field
Description: Unquestioningly Sevan's most power ability, she can generate a field that effectively can hide people in plain sight.
Strengths: The field makes anyone within Sevan's range when activated imperceptible to distance sensory from anyone or anything. One could be having a shouting match with multiple people, or drilling a hole into a bank vault, but if done inside the field no one outside will be the wiser.
Weaknesses: The field has a range of eight feet from Sevan, so no sneaking large units into anywhere unnoticed. Her field also doesn't seem to affect touch, so if someone outside were to bump into someone inside, that person would effectively overcome the effects of the field and be capable to perceive everyone within. As of right now Sevan can only hold the field up for fifteen minutes at a time, and use of said field for the full duration leaves Sevan with a migraine that compounds upon itself the more she uses it without sleep.
 
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#242424 VIGDIS REYES
Nickname: Feral Terror, Vig, Vigs, Viggy, Viggy Smalls
Codename: Berserker
Age: Twenty-four
Gender: Female
Race: Human
Division: Fieldwork
Rank: New Recruit
Clearance Level: Level 1


APPEARANCE & OTHER FORMS
Coming in at about 5'10" and having a well-toned body of 155 lbs., Vigdis is already physically over the average of a female of her origins. It's assumed that her unnatural hair color is some form of side effect from the pact she has made, but she claims that it's "all natural". Her eyes are normally a lighter grey color, but turn a rather stereotypical red when under the berserker influence of Garr. Much of her wardrobe is made up of mostly pants, shirts, boots and long coats. Almost all tops are meant to showcase her upper assets.

[fieldbox="PERSONALITY, #242424, solid, 10"]
Vigdis is a loud, proud and rowdy gal with a few violent habits. The majority of her time is spent hopping around from place to place, trying to find either someone to mess with or a party to join in on. A fairly normal practice, if one's definition of a party is normal. Vigdis is a fan of fighting, which should be obvious just by looking how she interacts with others. On normal grounds with normal folk she is more likely to instigate a fight between other individuals. Sometimes it's intentional, lots of times people have started throwing tables before she realizes what she did. Either way it proves to amuse her quite a bit! Throw in some cuties and a few drinks on top and she calls it a good night.

What gained her the name of 'Feral Terror' is her etiquette out in the field. You know that energetic, tomboyish, carefree nature she has normally? That changes very little when transferring over to a battle. Vigdis treats cleaving an opponent in two and tossing his halves into other enemies like it's as normal as mowing the lawn. She even goes so far as to crack jokes and sing casually as the body count rises. Something is definitely wired wrong in this woman's brain, but that doesn't make her unintelligent. Vigdis has strong and sharp instincts. She may not be able to read a book very well, but she sure as hell can read a situation and react without much buffering. She is a rather curious creature though. If one were to catch her attention and keep it they could gain a very powerful ally.​
[/fieldbox]
HISTORY TO CURRENT
Vigdis was born and raised in Norway by a stern father and a strong but doting mother. At the age of ten her mother suddenly disappeared, leaving her father to raise their only daughter by himself. For about five years the two made things work the best that they could. While her father went off to work she would remain at home, where she would do all of the cooking and cleaning around the house. Well, what she believed to be cooking and cleaning. Her father was not a very good cook, and with her mother gone most of their dinners ended up being made at a little less than desirable levels. It was nowhere near ideal, but the pair were getting along just fine as they were.

When she reached the age of fifteen, her father pulled her aside and told her that it was time that she knew a little something about their family. He gestured towards a door in their house - one that Vigdis had never been allowed to go near since she could remember. She was ushered into it, and it was then that she figured out what had really happened to her mother. There was a series of circles drawn into the ground, each one traced and connected with runes sketched with chalk. At the far side of the room was a single chair with a dark stain below it. Her father spoke of her mother, how she had been a part of a grand ritual but had not been strong enough to be the completing factor. That job would now be passed on to her.

Vigdis was bound to the same chair that her mother had sat in, and with a cocktail of fear, sorrow and disgust she watched as her father began his chant. The tone of his voice droned on for what felt like forever, and slowly Vigdis felt her mind beginning to grow numb to her situation. Her mother had gone through this too, right? Then if she were helping her father, why should she be scared of the same thing? Despite the tears that fell Vigdis' mind became calm for the rest of the ritual. Even when the runes ignited into a pale green flame and a figure began to ascend from the center, then shot out and impaled her father, her mentality did not waiver. Leaving a large hole in his chest, the figure pulled itself free and turned towards Vigdis.

Feeling that it was her turn, she smiled and waited for the final strike. Instead she heard a voice inside of her head - almost like gravel in a blender coming from another room. 'Child, thou will become my anchor to this realm. If thou would refuse, thou will join thy father soon enough.' To this Vigdis laughed and told him to say please. Contrary to popular belief, this actually amused the creature enough to spare her its wrath. That marked the day that Garr formed his pact with Vigdis. For nearly seven years she traveled around with him, running rampant across the Scandinavian countryside while picking out 'Outworlders' to feed to her new companion.

At least until Invictus wrangled her up about a year ago.


EXTRA INFO
⊠ Enjoys making her own versions of songs, usually involving some rather morbid lyrical substitutions.
⊠ She tends to try and set up "dates" between Garr and other sentient artifacts that she comes across.
⊠ Likes playing "Hold Garr For Me" with new people she goes on missions with.


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
Garr - A sentient bio-weapon that was first summoned from elsewhere by Vigdis' father years ago. In order to remain in this realm he must devour still bleeding flesh, as well as form a pact with a creature from that realm. Any non-pacted creatures that attempt to wield Garr find him to be just heavy enough to not be lifted, no matter how strong said individual may be. In his waking moments he's mentioned that he was made for a specific purpose, but what that purpose is has been lost to him.​
[/fieldbox]
ABILITIES
Ability Name: Devorabit
Description: By sticking Garr into the still bleeding flesh of a creature - living, dead or otherwise - he rips a part of their mass away and absorbs it.
Strengths: The more flesh is absorbed over a period of time, the more physically powerful Garr, and by proxy Vigdis, becomes.
Weaknesses: Garr can only absorb roughly 3% of one's body mass at one time, on top of whatever flesh is making physical contact with the blade upon activation. Absorbing flesh brings Garr into his Awakened state, thus beginning to influence Vigdis's state of mind. The more flesh is absorbed, the more susceptible Vigdis is to entering a berserker-like state where she finds friend and foe indistinguishable.

Ability Name: Transformation
Description: From what has been gathered information-wise from Garr, different abilities can manifest depending on the one that he pacts with. In the case of Vigdis, she has the capability of changing Garr's weapon type on the fly.
Strengths: Vigdis can change Garr's appearance at will, such as switching him over from a greatsword to a halberd, thus giving her greater versatility in a fight.
Weaknesses: By default Garr is a serrated greatsword, and Vigdis can only change him upon awakening Garr via absorbing flesh. Garr can only change into bladed weapons, and cannot be split into multiple blades (i.e. knives, dual swords, etc.).
 
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#242424 XIANG GUAN
Nickname: Xiao Maque
Codename: Sparrow
Age: Sixteen
Gender: Female
Race: Inhuman
Division: Fieldwork
Rank: Junior Agent
Clearance Level: Level 2


APPEARANCE & OTHER FORMS
Standing at 4'11" and weighing in at 125 lbs., with large brown eyes and long brown hair most always seen in two buns, she doesn't exactly scream "I am a master of mystical martial arts".

[fieldbox="PERSONALITY, #242424, solid, 10"]
I'd like at least a paragraph about your character's personality. Try to include three positive traits, three neutral traits and three negative traits.
If you need more prompt, then include situations in which your characters would act a certain way.​
[/fieldbox]
HISTORY TO CURRENT
some characters have very very long pasts, so all I'm really looking for is a summary and reference to important events in the character's life, as well as how long they have been with INVICTUS and their feelings toward the organization.

EXTRA INFO
lorem ipsum

WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
Xiang is believed to have achieved a degree of mastery in a number of martial arts, most often seen using Wudang as a base and complimenting with techniques from others.​
[/fieldbox]
ABILITIES
Ability Name: (what the power is)
Description: (what the power can do)
Strengths:
Weaknesses:

Ability Name: (what the power is)
Description: (what the power can do)
Strengths:
Weaknesses:

Ability Name: (what the power is)
Description: (what the power can do)
Strengths:
Weaknesses:

(you can add more abilities using the same structure above)
 
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#242424 MELBA ENID HOPKINS
Nickname: Mel
Codename: Celaeno
Age: Thirty-two
Gender: Female
Race: Meta-Human
Division: Fieldwork
Rank: Agent Handler
Clearance Level: Level 3


APPEARANCE & OTHER FORMS
This section is dedicated to a description of what your character looks like. This includes height and weight, and anything that your character image does not show. If your character can change forms or has an alternate form, you can write out what it looks like and LINK pictures here. It doesn't have to be in paragraph form. It could be in list form. But please, use full sentences.

[fieldbox="PERSONALITY, #242424, solid, 10"]
I'd like at least a paragraph about your character's personality. Try to include three positive traits, three neutral traits and three negative traits.
If you need more prompt, then include situations in which your characters would act a certain way.​
[/fieldbox]
HISTORY TO CURRENT
some characters have very very long pasts, so all I'm really looking for is a summary and reference to important events in the character's life, as well as how long they have been with INVICTUS and their feelings toward the organization.

EXTRA INFO
lorem ipsum

WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
this is the section to write down what weapons the character uses. they could be standard issued ones as well as their specialty ones. this may also include weapons that they innately have (like claws or fangs, etc).​
[/fieldbox]
ABILITIES
Ability Name: Avian Physiology
Description: (what the power can do)
Strengths:
Weaknesses:

Ability Name: Aerial Speed
Description: (what the power can do)
Strengths:
Weaknesses:

Ability Name: Feather Arrows
Description: (what the power can do)
Strengths:
Weaknesses:

Ability Name: Harpy Song/Scream
Description: (what the power can do)
Strengths:
Weaknesses:

(you can add more abilities using the same structure above)
 
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#242424 MELISENT AMBER NOBILI
Nickname: Mili
Codename: Pandora
Age: 130 || Late teens - early twenties
Gender: Female
Race: Human (???)
Division: Defense
Rank: Supervisor
Clearance Level: Level 5


APPEARANCE & OTHER FORMS
Melisent is of a petite frame, standing at a height of 5'0" and weighing in at 110 lbs. on average. Though with an hourglass shape her figure is delicately so, giving her an almost adolescent appearance on the visual front. Orange-red hair falls over and past her shoulders in what she called a "princess fashion", toning her fair skin with a sunny glow and helping her golden eyes gleam. Her skin is mostly unmarked by damage or skin-related conditions, save for a few small marks on her hands and several long marks across her back and on her sides. She covers them well enough, favoring to wear gloves and tops/dresses with closed backs.

[fieldbox="PERSONALITY, #242424, solid, 10"]
Domineering and decadent, petty and possessive, sly and a little bit sadistic - and so the tales tend to start. Indeed Melisent views herself royalty amongst peasantry, shackled with the duty of forming those in her care into useful tools for the "greater good" they had deemed so. As such she expects perfection or the pursuit of perfection from those in her care, as well as those not in her care. Some of that may include how to brew her the perfect pot of tea, how to prepare and serve creme brulee, and how to develop the proper technique in which to carry her around. One's capable of turning her more selfish requests down, but one should be prepared for the slow-acting venom of her vindictive nature. She does not forgive and forget easily, if at all.

Amongst the collective aspects of an entitled view, there is some evidence that she was placed in this position less for others to watch her and more because she has some semblance of wisdom. Melisent is an observer; both of what is before her and what is underneath and beyond. She uses her ability to snoop on the hidden aspects of an agents to address things that may hinder an agent, and she does so with a surprising lack of sass. Though she verbally demeans and condescends those under her care, she's also fiercely protective and will turn her ire tenfold upon those who mess with "her subjects". This goes for those whom she marks as her superiors as well - normally beings older than herself. For these few she speaks rather cordially, goes out of her way to please them when she's in their presence, and overall treats them much like a little sister would treat their idolized older sibling.​
[/fieldbox]
HISTORY TO CURRENT
Melisent was born to a pair of mothers; friends for many a year. When one found themselves in a relationship that quickly became toxic, the other helped and accompanied her in fleeing to the United States. There the two started a new life together, supporting one another along the way. They got jobs, bought themselves a humble little home and furnished it with simple things. They even went so far as to marry for the benefits spouses have. By the time Melisent came around the two had formed a secure family life to bring her up in, which she would be raised in for the next seventeen years without incident.

During her senior year of high school her birth mother began receiving letters. In them were pictures of the small family on outings; the two women shopping together, Melisent hanging out with friends at the mall, and other similar things. They were always unmarked, and even after going to the police about it there was very little that could be done about the situation. All they had was the feeling deep in their guts that he had finally found them. To combat it the two women uprooted and moved, but even after settling in a completely new state it didn't take long before there were envelopes with more pictures in their mail box. This went on for months more until one day the pictures found included writing, implying horrible things being done to them.

Almost immediately after Melisent's second mother was struck by a car and hospitalized, the assailant still at large. In an act of desperation her birth mother gave Melisent the address for somewhere, some food in a backpack and a little money, and told her to hide at that place until her mothers came for her. Melisent protested, saying that she wanted to stay with them, but in the end she did as she was told. She took several bus routes, an attempt to try and throw off anyone who might be pursuing her, and eventually ended up at the place her mother specified: an old house on the outskirts of town. According to her mom it had been abandoned since she could remember, which was something most folks didn't do for that house.

Hours turned into a day, a day turned into days, days turned into weeks. When the food started running low she began rationing, sometimes only having a granola bar as her meal for the day. Luckily the water still ran at the house, perhaps due to an old system attached to a well, but the old pipes left the quality wanting. Eventually, from her weakened state from mild malnutrition and ingesting questionable water, Melicent fell ill and eventually was bedridden. There, in her feverish dreams between moments of lucid consciousness, she met someone. This person spoke to her, feeding the yearning for contact that isolation bred. Melisent spoke in turn and the two of them found a commonality within their loneliness. Then he introduced her to the realm he was from.

Though it looked like the world she knew it was different - dark and twisted. She encountered horrific beasts and human-like being of intelligence, and her acquaintance always seemed to make them flee with a comment or a single display of power - terrifying power. It was enough to where when he said that she could help them escape, and that they so desperately wanted to live on the other side where she was, she was inclined to sympathize. He even went so far as to promise to help her with helping her mothers. "You deserve better. You have the power to erase those that wish harm to you or those precious to you. I can help you realize your greatness. All you have to do is let me in."

On the third day of her delirium, the day that Melisent awoke once more, two miles of suburban housing were engulfed into a realm of nightmares.

It took INVICTUS nearly twenty-four hours to find and contain the source, bringing Melisent to the nearby headquarters in Texas and placing her into quarantine. She remained there for several months as they gathered data on the young woman. It would seem that the person she had welcomed in had merged with her psyche, embedding itself and using its power to make Melisent a gateway between realms. What use to be the girl and what was part of the creature was nigh indistinguishable, and attempts as separating the two were met with nigh catastrophic results. In the end they concluded that sedation was best, limiting the influence of the other being on what remained of Melisent's identity. Over time she was given clearance to join the ranks of INVICTUS's agents, using fieldwork as means to see if she could properly control what she could summon, until eventually coming into the position of Supervisor over the Department of Defense about a decade ago.


EXTRA INFO
Φ The choker that Melisent wears is actually a device that delivers injections of sedatives when her neural signals become a 70% match to what has been recorded when the entity begins exerting its will over her own.
Φ Melisent doesn't know what came of her parents, mentioning them bringing about irritation and possible "snaps".
Φ The entity in Melisent has given no name, but interaction with summoned entities have lent them the title of "Nightmare Lord".
Φ Her favorite tea is a peach milk tea, her favorite snack is fruit tarts, and her favorite band is a group from the early 2010's called "Pentakill".


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
Skeleton Keys: The physical manifestation of the beasts she has bonded with in the past, each one holding a different shape and design to represent the creature it's connected to. Using them as a medium allows her to summon them much more reliably.
Armatix iP9: A .22 semi-auto long rifle pistol. Just because she prefers to let others do work for her doesn't mean she can't pop a bish.​
[/fieldbox]
ABILITIES
Ability Name: Aging Suspension
Description: Melisent's connection to the creature and the realm it comes from has given her a form of immortality.
Strengths: The passage of time does not affect Melisent, be it natural or imposed by supernatural means.
Weaknesses: All it really does it keep her from aging or dying of old age, not from dying of things such as disease and bodily harm.

Ability Name: Fear Empowerment
Description: The being connected to her enjoys feeding off of negative emotions, being especially attached to fear and panic. Strong instances of these empower the entity to a degree, and as such empower Melisent in turn.
Strengths: Sources of fear and panic empower Melisent, enhancing her physical and supernatural capabilities the more there is.
Weaknesses: If in the presence of a strong enough source Melisent's identity may take a backseat to the entity attached to her, resulting in strong personality shifts and erratic - sometimes violent - behavior. In such scenarios the sedative device may not be enough to bring the entity back under control, thus demanding some agent intervention.

Ability Name: Summoning
Description: Melisent has a special connection to a parallel dimension she calls "The Wake", allowing her to call upon creatures that call the plane home. Using herself as a form of bait she can lure entities forth, and by giving over a part of her consciousness she can bind them to do her bidding for a time. Smaller things she can summon and maintain easily enough. Larger ones require more time and effort both to lure and to bind, demanding that a manifestation of The Wake be present for them to come forth. Some common ones seen in use by her are:

Φ Grasping Hands - Dark ethereal arms that inhabit Melisent's shadow. Normally hiding among tall grass in The Wake, waiting to snatch and strangle anything weak enough to not break their grip, Melisent maintains a cluster of these most always to aid her in menial tasks she deems to be "below her" - if she can't get one of her subordinates to do it.
Φ Beady Eye - Small creatures capable of flight, the most marked aspect being the single, large eye that makes up the majority of their faces. Melisent has the ability to tap into their vision, allowing her to see what they're seeing. She says she uses them for monitoring others in the base who're known to cause trouble, but has mostly been known to use them to gather dirt on those that she feels have slighted her.
Φ Paladin Beast - Medium-sized dog-like creatures with an emaciated appearance, pasty skin pulled taut over spiked bones, long snouts holding rows of sharp teeth and their head holding multiple sets of eyes. Melisent says that they are creatures left behind in The Wake by violent religious zealots. Supposedly they grow to be much larger than the ones that she summons regularly.​

Strengths: She is able to summon a variety of entities from The Wake to do her bidding.
Weaknesses: All entities above a Level 1 classification (things she can be seen summoning around base) require express clearance from her superiors, Level 3 entities needing direct authorization from Upper Management. Entities from The Wake are not a fan of sunlight nor the atmosphere of the human plane, and as such tend to stay within the sphere manifested from Melisent during daylight hours. The stronger the entity the more of her conscious self she has to give over. If she gives over too much, a sufficiently powerful being could potentially strain and break the bind that it places on them, thus allowing it to run wild(er) as it so pleased. If such a scenario were to occur, it's theorized that this might cause more damage to the identity of Melisent than what is already in place, potentially threatening to give full agency to the other presence inside her.

Ability Name: Nightmare Eyes
Description: Melisent is able to switch her vision, allowing her to see the world as it's reflected in The Wake according to the entity she's connected with.
Strengths: As The Wake is a reflection of the human realm, by finding people and places within it one can find emotional imprints in various places throughout. For Melisent in specific, fears, phobias, manias, even dark thoughts and dark deeds from one's past can be picked up on and revealed to her eyes.
Weaknesses: As it is but a switch of her vision, Melisent must be in the presence of a person or thing to be able to see how they are represented within The Wake.
 
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♚ . MELISENT NOBILI
Department of Defense
Supervisor
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I need a little bit more in the way of text to see if this behaves properly, so let's see what this does for it!
 
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#242424 PRAXIDIKE KOKINOS
Nickname: Praxi
Codename: Fury
Age: Thirty-two
Gender: Female
Race: Meta-Human
Division: Fieldwork
Rank: Agent Handler
Clearance Level: Level 4


APPEARANCE & OTHER FORMS
This section is dedicated to a description of what your character looks like. This includes height and weight, and anything that your character image does not show. If your character can change forms or has an alternate form, you can write out what it looks like and LINK pictures here. It doesn't have to be in paragraph form. It could be in list form. But please, use full sentences.

[fieldbox="PERSONALITY, #242424, solid, 10"]
The best word to describe Praxi would have to be hard-boiled. Thanks to her unorthodox childhood she learned and adapted quickly to the darker greys of the world. As such she has a rather cynical view about people in general, and the day this woman's cool is lost is the day the sun melts like an ice cream cone. When it comes to her job she's as focused and efficient as they come; acting on the orders of INVICTUS quite willingly. It's not a blind obedience by any means, being one of the first to speak up when something differs from the normal protocol. She won't hold your hand. She won't tell you it's okay. She won't give you words of encouragement to help build up your broken self-esteem, nor will she coddle you in place of a lost or absent parent. She will break you until you are able to pick yourself up, and if you don't she has no qualms with leaving you in the dirt.

For those that she sees doing their best with what they have, Praxi is known to show a very subtle lenience for them and their plights. For these individuals she won't shoo them away for asking for one of her smokes. She'll instead tell them "these things will kill you" while offering the open pack. She may be harsh, but she went into the field of law enforcement for a reason.​
[/fieldbox]
HISTORY TO CURRENT
The story of Praxi's life is a rather interesting one to say the least, starting with the fact that she was born from the activities of swingers; neighbors who freely slept around with one another. Her being created hadn't been a planned thing in the least, but the woman who carried Praxi refused to have an abortion. This lead to the problem of the group being made up of older individuals - ones enjoying their time after their children had left the nest - and that having Praxi around would "dampen things". Adoption was tossed around, discussed, denied, brought up again and argued over for some time. Finally, having found out about it during a visit, one of the already grown daughters offered to take her in herself.

Her name was Elke Kokinos, though she was mostly called by her stage name "Aphrodite". It matched both her outlook on love and relationships as well as her pride in her Greek heritage. She projected this upon the baby in her care by naming her Praxidike; goddess of exacting justice and vengeance and - through the usual freely interpreted links of ancient Greek mythology - the younger sister of Aphrodite. During her childhood she watched as men and women alike came in and walked out of their front door. Some stuck around for a few months, others she never saw again after the first day. And then there were some that hung around like a toxic cloud.

When Praxi was seven a man entered the lives of the two sisters. Using sweet words and charms he worked his way into their home, and with sweet words and charms he smoothed over each and every bruise and mark he left on her - both physically and emotionally. This bothered Praxi greatly. She may've been too young to understand love, but she did understand that she hated the thought of someone hurting her older sister. Yet every time she spoke to her about it Elke hushed her worries away with "It's okay"s and "You'll understand when you find love"s. She backed off, but it never truly left Praxi. This smoldering anger continued to build over the years, until one night Praxi heard her sister's begging and popped.

Eleven-year-old Praxi went to court with charges of aggravated assault with a baseball bat. Even with what her sister had gone through she was still willing to take the side of her abuser, and it took him trash talking Praxi openly in the courtroom for Elke to change her tune. Praxi ended up with a slap on the wrist by a mostly understanding jury, the biggest result being the legal fees. She also got the pleasure of being known as both a rough child and a kind of vigilante in the making when she went back to school. For Praxi though, the worst part was her feelings after the fact.

Before her drive was to find a way to protect her sister. With that taken care of she felt like she didn't have much to work towards. She grasped around for something to do, joining sports clubs and the likes in order to fill the void. It helped some, but not entirely. Then, during her middle school years, a policeman came in to talk to her classroom. He spoke about their duty as citizens, what they could do for their neighborhood, and spoke about the branch of the Junior Police Academy that he was a part of. Something about his words resonated with her, and after making Elke aware of her plans she enrolled in their courses.

Ten years later Praxi found herself in the very place she had wanted to be. Through hard work and more hard work she made her way into the police force, and from there rose to the rank of Lieutenant. While the things she had done for the force merited her the position she held, the increase in paperwork and the lack of actively going out made her feel antsy. She wanted to go out and do work with her own two hands. This eventually lead to a few Cowboy Cop stints from the woman - taking justice into her own hands when others in her department failed to deliver. It was on one such outing that she was approached by member of INVICTUS. Apparently she hadn't been as "subtle" as she would've liked to've been.


EXTRA INFO
lorem ipsum

WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
this is the section to write down what weapons the character uses. they could be standard issued ones as well as their specialty ones. this may also include weapons that they innately have (like claws or fangs, etc).​
[/fieldbox]
ABILITIES
Ability Name: Superior Physical Condition
Description: Praxi is healthier, stronger, more agile and more durable than the average human.
Strengths: She can comfortably lift and carry 1,000 lbs and can lift up to 1,250 lbs while straining. She can run at speeds enough to catch up to most standard moving vehicles, can smack a fastball out of the air and a wooden bat will break when hitting her.
Weaknesses: Praxi's still a human, albeit physically superior to the majority of humans. Shoot her in the head or some vital organ and she'll go down. Blow her to pieces and she'll stay in pieces. Hold her underwater and she stops breathing eventually. Go watch 1,000 Ways To Die if you want more ideas.

(you can add more abilities using the same structure above)
 
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#242424 SEIKO SAITO
Nickname: Ko-chan
Codename: Mizuchi
Age: Twenty-five
Gender: Female
Race: Human
Division: Medical
Rank: Junior
Clearance Level: Level 3


APPEARANCE & OTHER FORMS
This section is dedicated to a description of what your character looks like. This includes height and weight, and anything that your character image does not show. If your character can change forms or has an alternate form, you can write out what it looks like and LINK pictures here. It doesn't have to be in paragraph form. It could be in list form. But please, use full sentences.

[fieldbox="PERSONALITY, #242424, solid, 10"]
Though she bares the image of a snake upon her flesh, the animal more akin to this woman's nature is that of the proud and fierce tiger. Dignity and purpose fill her stride, her voice carrying the essence of a roar at the strength and confidence. Defense is something foreign to her as she attacks everything from mundane tasks to serious injuries with the same focused vigor. The same can be said about her insistence that the INVICTUS members keeping up healthy eating and sleeping habits or else she'll "kick their asses". Hesitation and regret are not prominent in her nature. Her code of honor is a strong one that she refuses to bend for anyone, though one cannot exactly call the framework of it completely sturdy, nor the content completely righteous. Seiko was, after all, raised in the shadow of a world filled with greys. Still, her word is her bond, her loyalty is to those around her and her utmost respect goes towards her superiors. She never allows a debt to go unpaid.

While she places a very strong front, at her very heart Seiko desires to be of use to those around her and keep them well. Between her normal tasks she's always on the look out on how to better their lives, even going so far as to deem herself Head Nutritionist of the cafeteria to make sure they get proper nutrition. She'll even go against her own advice from time to time, burning the late night and early morning hours researching anything new that she could use to expand her capabilities. She wants to prove to herself and someday her family that her time spent in the university wasn't for nothing.​
[/fieldbox]
HISTORY TO CURRENT
The Saito family has always been associated with crime. From the earliest record of the family, back when their furthest ancestors stole to further themselves in life, they had been involved in many incidents and organizations that have risen and fallen throughout the history of their home country, Japan. At some point in that history the rather individualistic family joined with others under the encompassing banner of the Yakuza.

Seiko's original name was to be Jurou - a name meant to be given to the tenth son born to a family. Yes, prior to Seiko all the children of her household had been boys. Much to the surprise of her parents the gods had blessed them with their first girl, and thus her name was (not so) quickly changed to something more fitting: Seiko. She grew up surrounded by her brothers, whom all were as protective of her as her parents, but they couldn't hide the talks and training they did in the name of the family business. Soon she began to catch on, her language becoming coarse and her attitude brash and boyish. Seeing his precious daughter acting so sparked a fear of what would happen to her if she too joined the family business, and it was from that fear that Seiko was sent back to the homeland the Saito name originated from.

Between the ages of five and eighteen, Seiko lived her life at the small temple owned by one of her mother's sisters. Aunt Reitsu made quick work of tempering Seiko's budding behavior through copious amounts of cleaning, cooking, laundry and studying when she came of school age. Seiko hated it, wondering why she had to put up with the "Old Witch of the Mountain" while her brothers got to work for the honor of the family, but did what was asked of her nonetheless. In turn, as she grew her aunt showed her the secrets of nature that surrounded their home. She showed Seiko what plants were good to eat, what were not, what were helpful for which ailments and how to treat herself if she ever got injured while out in the forest. Along with the religious traditions practiced by her aunt, these numbered Seiko's favorite activities while growing up, and would build the foundation of her decision to go to school to become a doctor.

Her family was thrilled to hear of her plans. Immediately her father arranged for her to attend one of the most prestigious universities in the USA, where she would spend the next five years of her life learning with some of the best and brightest minds in the medical field. It was quite the departure from the traditional Eastern methods she was use to, but per usual she moved to strike that down without hesitation. Struggling grades began to rise and soar until she flitted about within the top five percent of her class. Seiko was on cloud nine. In fact, she had become so comfortable with the system that she had begun devising ways to implement what her aunt had taught her, thus combining both worlds. Seiko's hopes were that it would expand the field even further than it was when she first started. That ideal future began to waver as each of her proposals was dismissed one after the other, then cracked as one night a colleague of hers made a snide remark about "obsolete medicine". In that moment Seiko's mounting frustration peaked and erupted, and the resulting fight ended with Seiko being kicked from the university.

Seiko wandered the streets for a while after that. She couldn't go home and face her family after such a shameful display. Not only had they let them down, but some higher ups had passed down some money to her in exchange for her services after she finished. Her honor demanded that she return and face the consequences, but something she could only guess was fear caused her to wander further and further away. Eventually she opened up a back-alley doctor's office just to continue with her practice. During her time there she gathered some shady clients, but none as shady as the one who brought in an entire agency along after him.


EXTRA INFO
lorem ipsum

WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
this is the section to write down what weapons the character uses. they could be standard issued ones as well as their specialty ones. this may also include weapons that they innately have (like claws or fangs, etc).​
[/fieldbox]
ABILITIES
Ability Name: Mixed Medicine
Description: Versed in both the more traditional methods of the Eastern world and the hyper modern methods of the Western world, Seiko is capable of using them in tandem to be equally effective in urban and rural environments.
Strengths: It makes bitches stop whining when they get stabbed or something.
Weaknesses: It only really helps with helping the body heal naturally. She ain't got no magical ten second remedy for someone's severed arm.

Ability Name: Botanist
Description: Seiko has a vast knowledge of flora from various regions. This was forced upon Seiko at first by her aunt, but after a while Seiko simply continued expanding her encyclopedic knowledge. This upsets her quite a bit.
Strengths: Seiko is capable of identifying plants mostly on sight, as well as knowing if they're edible, if they work well in medicines, what effects they have on someone when used/ingested, the normal growth habits, and lots of others nerdy stuff.
Weaknesses: She still has a hard time telling a yam from a sweet potato without cutting it open.

Ability Name: Ofuda
Description: By inscribing upon strips of paper, Seiko is able to channel protective properties into them. From what's been studied about the way they work, they legitimately do because Seiko believes that they do.
Strengths: By applying her ofuda to locations (usually walls, doors, etc.) Seiko can expel any negative entities that are within the designated area, as well as repel any that attempt to enter the area.
Weaknesses: Seiko has to take time to prep each talisman; the longer the better. She's also not exactly specifically trained on the use of said things, so her ability isn't honed to the point of being able to repel particularly strong entities.
 
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#242424 NINON AGATHA VYSE
Nickname: Neon, Nina
Codename: Cardinal
Age: Seventeen
Gender: Female
Race: Meta-Human
Division: Fieldwork
Rank: New Recruit
Clearance Level: Level 1


APPEARANCE & OTHER FORMS
Coming in at 5'5" and weighing about 140 lbs. on a good day, Ninon's presence isn't exactly entirely eyecatching on its own. Her figure is rather average, if not a little bit on the "board" side and her hair is a long, dirty blonde monstrosity usually tied or pinned up. Her eyes are possibly the most stand-out thing about her, being an almost soda colored lemon-lime color, and her pupils being on the smaller side. In the past she's been teased as reminding people of yandere memes, especially when she gets excited and her eyes widen. She likes to wear skirts and shorts for the most part, sometimes wearing them both at the same time, and has a variety of tops in her wardrobe that revolve around brown, green and white.

[fieldbox="PERSONALITY, #242424, solid, 10"]
Ninon isn't much of one thing or another. She's not slow witted, nor is she of a higher intelligence. She's not klutzy nor is she skilled at things that require great dexterity or agility. She's got pretty good work ethic though, having been raised with the belief that you earn good things in life by putting in the effort, and by doing good by others. Ninon's also shown to be a little bit of a people's kinda person, having a pleasantly mild temperament that some have commented about being easy to get along with. She enjoys trying new things, especially when it comes to food, and will gladly be the person in the group that drops red flags by asking if it's really a good idea to go down the dark hallway when questionable stuff is happening.​
[/fieldbox]
HISTORY TO CURRENT
Ninon was born and raised in the Dallas-Fort Worth metroplex of Texas, three years younger than her sister and two years older than her younger brother. Amongst her siblings she had been dubbed the "Great Detective Ninon Vyse", as she tended to have the knack of being able to find things that people had lost, and was quite hard to beat at Hide and Seek even when the hiding grounds were the entire neighborhood. She just "felt" them out. Even with her little quirk, Ninon lived a rather mundane life of a mundane human. She went to school, helped around the house, got decent grades and did things that kids did.

When she was in middle school, Ninon happened to come home from school a little early due to being sick, and upon doing so stumbled across her parents having a rather heated conversation. It was there that Ninon found out that it was over a letter, one written to her father, from a woman, about a child she had given up. Her father insisted that it was some kind of hoax or a bad joke, and ultimately the letter and its contents were thrown away. Curiosity overcame Ninon, and after they had left the room she snuck in to see the letter in question herself. Along with it had come a hair clip and a picture of a little girl. As Ninon held the hair clip and though of this girl, she was overcome with the sensation that she was somewhere far away.

Ninon wasn't sure what made her do it, but in the end she kept the hair clip she found that day. Every so often she would pull it out of her hiding place and focus on that girl in the picture. Eventually she began becoming excited that, despite her father denying it, somewhere else in the world she might have another sister, and that one day she might be able to find her. Then, during her junior year of high school, Ninon noticed that the feeling she got with the hair clip was stronger - much stronger. Quite ecstatic that she might be closer, Ninon left school early and went into the city to search for her possible half-sister. Down streets and alleys alike she went, turning this way and that, and sometimes backtracking as she played Hot or Cold with it. After a few hours it suddenly stopped. Panicking over what that might mean, Ninon scrambled to try a different route and see if the signal didn't come back.

It was that fateful corner that she turned where she came across the INVICTUS unit, in the middle of "recruiting" another to their cause. Unable to just let her go, Ninon was snatched up as well and brought back to the Texas branch, where she was told of her new involvement in their organization's agenda and thrust into basic training.

She's been there for the last month, questioning her life choices up until that point.


EXTRA INFO
» Enjoys group activities like karaoke and bowling.
» Has a habit of playing with her hair when anxious or uncertain about something.
» Prefers dogs over cats, but likes them both.
» Fairly good with spacial reasoning.
» Mannequins freak her out.


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
Ninon is decked out in the INVICTUS standard affair.​
[/fieldbox]
ABILITIES
Ability Name: Dowsing
Description: Through what has been best described as "hyper intuition", Ninon is able to locate people, places and things.
Strengths: Ninon can find people, places and things fairly easily. The closer she is to her target the more information she's able to feel about the surroundings of the target (i.e. items in the area, the address, the temperature of the room, etc.).
Weaknesses: The further away things are the more vague the information is (i.e. a thing in China will be "very far away"). Ninon needs something to help her connect to the target for her ability to work (i.e. the bracelet the bead was a part of, part of someone's clothing, an item brought from the location, etc.). She can only focus on one thing at a time at the moment, making multi-target tracking incredibly hard. Recent practice with this has resulted in some pretty nasty headaches.

Ability Name: Compass
Description: Ninon acts as a natural compass.
Strengths: Ninon always knows what direction she's facing, even without things like seeing the sky or natural markers.
Weaknesses: Strong magnetic forces can throw off her sense of direction.

 
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#242424 NIKE HOPE DESCHAIN
Nickname: Des, Lady Victory
Codename: Overlord
Age: Twenty-six
Gender: Female
Race: Human
Division: Fieldwork (General)
Rank: Senior Agent
Clearance Level: Level 4


APPEARANCE & OTHER FORMS
Standing at 5'7" and weighing in at 175 lbs., Nike is a lean gal with a good bit of muscle underneath. After all, her primary form of damage comes from melee combat, so it's kinda mandatory that she have the bod to back it up. She enjoys keeping her hair rather short, making for a somewhat stylish mess of black atop her head. The youthfulness of this cut tend to accentuate that gleam of childish wonder and mischief in her honey colored eyes. Her wardrobe consists of a wide variety of shirts and pants - never skirts and rarely a dress - that usually involve graphics and/or "fun" colors.

When in her second and third tiers, she likes to take some of her spiritual energy and manifest special outfits for herself. The one for the second tier includes a black long coat with white striping along the arms and sides, but otherwise just showcases her clothing as she was wearing them. Her third tier includes a long coat as well, but inverse to where the main part is white while the striping is black, and sporting an upturned collar. Her clothing in this form match her coat, including long white pants and a short sleeved white shirt, both with black striping, and both being on the more form fitting side.


[fieldbox="PERSONALITY, #242424, solid, 10"]
↪ DYNAMIC
Nike is a vibrant ball of energy, painted a myriad of colors by enthusiasm and tempered by sheer determination. When she sets her mind on doing a task, she throws her all into it and won't come out of a situation empty handed. She's always on the look out for something new to build, an activity to try out, a place to explore and people to drag into her mischief.

↪ EASYGOING
As much as Nike wants to gogogo, she has a very free flowing way of going about things. She believes very much in "things will happen when the time is right", and is rather patient when it comes to handling people. She's understanding of another's situation, forgiving of actions against her, seeks to understand both sides of a controversy, and is quick to roll setbacks off her shoulder and look forward to the next thing. Life's too short to linger on regrets, and even the scars you gather still make up the person you are today.

↪ HONORABLE
Nike overall is a very good-natured individual. She helps out where she can and is all about dat teamwork. In a fight she never strikes a person who's unarmed or has been knocked down, and is very adamant on things being on a 1v1 basis. Ganging up on someone just ain't cool, yo. She also works strictly on a no kill basis, and will even defend a criminal from others if she feels they're not being given a fair chance.

↪ MISCHEVIOUS
When Nike's not adventuring or making some kinda display of herself, you can bet that she's plotting something for someone somewhere at some time. It's not entirely malicious, mind you. Nike's just out to poke at the buttons that she's discovered along the way. Something about seeing someone get riled up is so very amusing!

↪ COMPULSIVE
When Nike gains inspiration or the urge to do something, there's very little processing between the desire and the action to pursue that desire. There might be a little bit of that later, but only after the first couple of steps have been completed and consumable resources have been used. Someone telling her it's a bad idea just solidifies her drive to do the thing too. She's gotten better at having full blown discussions with herself over the pros and cons of her actions, but there are still times when nothing matters more because she "needs this thing in her life".

↪ AIMLESS
Despite the many things she involves herself with, the subjects she knows about and the declarations that she's made, Nike really doesn't have a final picture in her mind for what she wants to be. Most of what she's done has been something that looked interesting at the time, but it's uncommon for anything to lead into something bigger.​
[/fieldbox]
HISTORY TO CURRENT
Nike was born... Well, actually, Nike's not all too certain about her birth. The stories she's heard from her father and his side of the family vary from things such as 'your parents met during speed dating' to 'aliens beamed you down from their mothership'. What Nike does know is that she's been raised by her single father since the beginning, and that never once has she seen or heard anything about her mother. The two lived in a three story townhouse on the outskirts of Portland, Oregon. There they lived a simple existence at about middle class level; her father going to work five days a week and Nike spending lots of time being babysat by her grandparents. There she helped out her grandma with her large garden and soaked up all of the culture of her homeland of Japan. As her powers began to show themselves, her grandma attributed it to the "strong Nakajima spirit" she carried, and using her understanding of spiritualism helped Nike to gain her first grasp on manifesting her weapon. Before she could learn too much more beyond basic controls though, her grandma became ill and passed away during Nike's middle school years.

After that point in her life Nike kind of let her development of her spiritual abilities fall to the wayside. Between her own depression and her father turning to alcoholism to dull the pain, it just didn't seem as important. Just going through a day was a struggle enough. It wasn't until about halfway through high school that she met a group of friends - otakus if you will. Though it was mostly through popular animes, yaoi and horrible fanfiction, interactions with them rekindled her love of her heritage, and in turn her desire to build what she had inherited from it. She took back up the weapon she had cast away and began honing it once more. She moved out from her dad's place, got herself a job at a gaming store, and became well known for running some of the most popular tabletop campaigns in town. She had dragged herself out of the hole, and in turn was immersing herself into a realm that allowed her to thrive.

Until she got sacked.

Finding out that some kind of strange shadow organization had caught her training and decided to pull her into the ranks was extremely surreal to Nike at first. This was stuff you heard about happening in movies and books, after all. She took to it quickly enough though, turning the sudden change in her life into something positive and running with it. After all, it wasn't everyday that you got to be a secret hero! She tossed herself into every bit of training they threw her way, jumping back up as quickly as she was knocked down, and slowly began expanding both her abilities and her influence within the facility. Instead of the usual six, Nike jumped to Junior Rank in four months. This quick ascension was one of the main reasons she was picked to transfer down to the Texas branch, where she's been chillin' for the past four years.


EXTRA INFO
✩ Nike is quite the white American girl, but identified as Japanese-American.
✩ Has a deep interest in a wide array of gaming apparatus, both physical and not-so-physical.
✩ Soccer is the superior sport.
✩ She can totally sing well in Japanese, but that's about the extent of her command of the language.
✩ If one couldn't tell, she really enjoys the Japanese culture and most all it entails.
✩ One Piece is the superior anime, even if it is really old.
✩ Also uses extremely vintage memes whenever the chance to arises.
✩ Has built a large tree house in one of the facility's parks, naming it the Tree Fortress.
✩ Is infamous for being an avid shipper, and her fanfiction can be found on the company provided internet.


WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
Aside from her Soul Weapon, Nike usually has a handgun and a utility knife on her, simply because it became habit after her training.​
[/fieldbox]
ABILITIES
Ability Name: Strong Soul
Description: Nike is in possession of a potently strong soul.
Strengths: At her core, Nike generates neutral energy at an increased pace to fill an extremely large pool of energy, which she can tap into, then convert and manipulate to perform various tasks far beyond that capable of a normal human. It grants Nike a vastly wide array of utility that can carry her through many a scenario -- as long as she keeps her head on straight.
Weaknesses: A sound soul dwells within a sound mind and a sound body. If Nike doesn't keep herself healthy both physically and mentally it can and will have an effect on her power. For instance, if Nike begins to tire in a fight because she stayed up all night playing the newest BlazBlue game, the imbalance could be enough to keep her from manifesting her weapon properly, thus leading it to break under heavier blows.
Though Nike can do cool things like make barriers, make platforms appear out of thin air and make her bokken an actual blade of energy that's, like, fifty feet long, all of it has to start from her. She can't just point to a place ten feet in the air and make something appear there. Now if she were ten feet up in the air and she wanted a platform literally right under her feet, then that'd totes work.
Nike has placed seals on portions of her energy pool, effectively breaking it down into three tiers. The first tier is small enough for her to summon her signature weapon and maintain it without much effort. The second tier requires a key phrase, to which Nike curses her choice for said key phrase to this day, as it's ruined a song for her "for the rest of forever". Her third tier demands complete commitment, and as such she has placed a two part requirement in order to tap into it; a pact of sorts. Through a short ceremony with a willing individual, Nike will offer her sword to them, and the individual will give her a task to complete in their name. Once Nike offers her sword she cannot refuse what is asked of her, even if she doesn't agree with it, and as such tries to keep from asking random strangers unless completely necessary.
Despite the years she's had to work it out, Nike still hasn't grasped completely the ability to use her energy efficiently once she has access to it all. She just burns through it at 100% output. As of date, Nike has been recorded to be able to maintain this heightened state for a maximum of eight minutes before exhausting her pool.

Ability Name: Soul Weapon
Description: Utilizing her soul's potential, Nike is able to summon forth a weapon of significant power.
Strengths: Nike can make this weapon appear as long as she has reserves of energy left in her. The weapon made of her soul cannot be destroyed completely, and it will always return to her if lost or tossed away in battle.
Weaknesses: The weapon in question takes on the form of the strongest aspect of Nike's soul, which in this case has chosen to be a bokken. She cannot summon her weapon in any other form.
While Nike's Soul Weapon can't be destroyed as long as she lives, with enough effort and under certain conditions, it can break. When this happens Nike's body goes into shock from the trauma of watching her damn spirit break in front of her, rendering her immobile and vulnerable until given enough time to collect herself.

Ability Name: Spirit Eyes
Description: Every one that she has seen has turned out to be a super of some sort, but Nike's holding out for the day she sees an actual ghost.
Strengths: Nike is capable of seeing invisible and incorporeal beings via the energy they use.
Weaknesses: She has a range of 100 ft. and must knowingly activate this ability for it to be of use.

 
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#242424 TERESA MELA TARICANI
Nickname: Trip
Codename: Regina Rossa
Age: Thirty-two
Gender: Female
Race: Meta-Human
Division: Fieldwork (Espionage)
Rank: Senior Agent
Clearance Level: Level 3


APPEARANCE & OTHER FORMS
Showing her mixed Italian-Japanese heritage, Trip comes up to 5'2" and weighs in at 145 lbs., much of it being lean muscle. Though she has the capability of changing her physical appearance, Trip favors garnet red hair that comes to about shoulder length and cherry colored eyes. Her fair skin is kissed olive and carries not a marring blemish, save for where her ears are pierced in each lobe. The vast majority of her wardrobe is dominated with shades of red and black, ranging from high class dresses, to more casual blouses and jeans, to her Italian style business suit, which she holds very near and dear to her.

[fieldbox="PERSONALITY, #242424, solid, 10"]
She is stylish, classy, mannered, attractive, socially adept and has connections in more places than one can count on the fingers and toes of themselves and their best friend. She hold an air of complete and utter confidence in herself that shows in both her expressive gestures, as well as her eye-catching choices in apparel. The lady also does not seem to know the meaning of 'personal space'. All of this is harmless for the most part, if not a bit intimidating, until the woman puts on her suit. In that instance everything that seemed like the swagger of a goddess suddenly turns into the cunning allure of a demoness.

Everything from her preference of the color red to her adventurous endeavors in the romance field folds back to reveal a love affair with blood and pain. She was raised to be a professional death sentence with a pretty face, and during her time in the family business she had become just that and more. Her abilities as a former Donna are nothing to shake a stick at either. She was born and bred to handle business, and by the Gods is Trip good at that. Trip lives by the old codes, and as such where some had degraded to using violence to gain respect Trip uses kindness and generosity to help strengthen communities. She knows that a happy cow is much easier to gather milk from. Nevertheless she's not so soft that she would let someone off the hook so easily. Business is still business, and one shouldn't enter into a business arrangement so lightly.

When it comes down to those around her Trip is very loyal and very protective. Since she has no living family that she associates with, those that become her own personal famiglia are treated as such instead. She appears more open to these chosen few, going so far as to dote upon them if she so much as felt the urge to. If they would refuse she would simply drop off her 'Gifts of Love' later in the day. Any transgressions against anyone she considers 'famiglia' are taken on a personal level, usually resulting in some kind of wrathful revenge of her own choosing. Woe be to those who take advantage of her 'love', especially if the end result carries the stench of betrayal. After all, betrayal within the famiglia never happens more than once for a reason.​
[/fieldbox]
HISTORY TO CURRENT
some characters have very very long pasts, so all I'm really looking for is a summary and reference to important events in the character's life, as well as how long they have been with INVICTUS and their feelings toward the organization.

EXTRA INFO
lorem ipsum

WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
this is the section to write down what weapons the character uses. they could be standard issued ones as well as their specialty ones. this may also include weapons that they innately have (like claws or fangs, etc).​
[/fieldbox]
ABILITIES
Ability Name: Biological Manipulation
Description: Trip has absolute control over her own biological make-up.
Strengths: Trip's body remains at the peak of optimized perfection at all times. She will never die from age, sickness or disease, ignoring the Hayflick Limit and cleansing her body of unnecessary impurities as they come. The enhanced regeneration of cells also allows her to heal quickly from most wounds. Trip can also change details of her genetic make-up, allowing her to alter her physical appearance in most ways if she so desires.
Weaknesses: Trip can still be heavily wounded and/or killed via physical damage.

Ability Name: Biological Reading
Description: Trip is able to sense the energy that other living things emit.
Strengths: This ability allows Trip to have a gauge on someone's current health status at will. She can also recognize specific biological signatures, allowing her to differentiate who from who in a crowd, or even locate where in the body one might be suffering from an ailment. This sense offers her a type of sixth form of perception, allowing her to pick up on the presence of others within a closer distance without the need to physically see them. If she gains a genetic sample of an individual, she's capable of picking apart a person's genetic make-up to very acute degrees that she cannot otherwise.
Weaknesses: She must have met someone in person at least once for her to know what their biological signature looks like. Trip's sixth sense can only work within a twenty foot radius. Beyond that she must rely on physical sight, which she doesn't have the ability to see through walls and the likes with.

 
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✘ . VIGDIS REYES
Department of Fieldwork
New Recruit

The sound of heavy bolts being pulled away by machinery echoed through the floor. Even if it hadn't been one of several set aside for the detainment of whoever and whatever INVICTUS deemed necessary to, it was a sound that rang ominous nonetheless. For the agents responsible for overseeing those held there, perhaps not as much. Both armed with partially unassuming, yet still very potent neutralization gear, they kept their eyes trained on the inside of the cell as the door slid open. Bright overhead lights kicked on in earnest, illuminating the room and the occupant beyond. There would normally have been an attempt to ask the occupant to move to the back of the cell previous to all this. Unfortunately, that protocol had been discarded a day or so ago.

She was very insistent on greeting guests personally.

Standing about a foot away, moss green eyes hyper focused upon the guards at the door, was a woman. She was quite tall, coming to stare evenly at both me. The wide toothy grin was accompanied by a slight tilt of her head; a gesture, while quizzical by any other standard, just added to the unnerving presence of the woman. It was that chill of bring studied by a predator.

"Hello, Clarence~" The tone was sickly sweet, breathy like a purr. The sensation was enough to make one of the guards wince. This didn't go unnoticed, and just as suddenly as she had been standing there, the woman burst into a ball of laughter. "Hellig skit! Holy shit, I didn't even think that would be the thing to get you! A whole week and it's an ancient reference that does it!"

The guard frowned and huffed, the other shaking his head and taking a step back. "The paperwork finally went through. The higher ups have decided to keep you at this location until further notice." The guard took a slow, deep breath, then straightened up just that slight bit more. "Agent Vigdis Reyes, you are hereby given freedom to roam about the facility as your clearance allows." The last few words of the sentence came out stiffly. It was obvious that the guy wasn't excessively thrilled about this decision.

In the short time she had been there she had come close to notably injuring several personnel, including the event that lead to her recapture. And here she had come in with the intent to help. How was she to have known the flesh of that creature had been particularly potent for Garr to devour? It just looked like some weirdly shaped goblin. Ah well. At the very least she had left a rather sharp impression upon the lucky few on that mission. The very thought of that day, the last day that she had been free as of recent, made her chuckle. That had been a good day.

It didn't take long for Vigdis to gather up her things and wander on off. Even prior to being pulled in, Vigdis was use to traveling extremely light, and with her having suddenly and rather unorthodoxly shifted locations, she had even less to her name. The rest of it was probably shoved in the back corner of a room somewhere in the NYC facility. It also wasn't like she wasn't going to be coming back to the cell later. She was still a month out from getting all the big kid furnishings, and even then, they might just leave her in there. That part was evident by the armed escourt she was receiving to...

Vigdis paused, taking her eyes from the surroundings and looking to one of the guards. "Hey, where are we going again?"

The guard just grunted, stepping off to one side of a pair of large doors and pulling it open. "Go figure it out for yourself."

The first thing that hit her was the scent of food - meat to be specific. There were other, more delicate scents mixed in with it, like the freshness of vegetables and the sweetness of fruits, but what her instincts honed in on was that heartiness. Nigh instantly she could feel the saliva building up in her mouth. Beyond that was the sound of voices, and picking it apart further, there being easily dozens and dozens. The room beyond was aplenty with people, in there with the food. And finally, that tickling burn of alcohol. This bouquet of sensations stewed themselves together in her mind, and in the end the answer that was produced caused her smug smile to widen once more.

"A party!"

Vigdis gave the two guards a tip of her fingers to her forehead before striding in. Just stepping into the buzzing energy of the room made her skin ripple with excitement and anticipation. During her short stint on the outside, which ultimately ended up with her practically across the country from her original branch, she wouldn't deny that she had indulged herself somewhat. She had kept on the tail of that damn Shroud Hare the entire time, but seeing as she had somewhat jumped off the radar, why not have a little bit of fun while trying to finish the job? It had been enough to whet her pallet once more, and just as she had during her time wandering as a hunter, she craved that electric interaction with others. To that end she dove right in, wading and weaving through the bodies, eyes jumping from place to place to take it all in and search for where she wanted to start. So many new faces, food and alcohol!

"Ahhhahaha! Fuck yeah! It's been way too long!"
 
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#242424 KANON
Nickname: Ka-chan
Codename: Catnoir
Age: 20
Gender: Female
Race: Nekomata
Division: Collections - Artifact Hunter
Rank: Junior Agent
Clearance Level: Level 2


APPEARANCE & OTHER FORMS
This section is dedicated to a description of what your character looks like. This includes height and weight, and anything that your character image does not show. If your character can change forms or has an alternate form, you can write out what it looks like and LINK pictures here. It doesn't have to be in paragraph form. It could be in list form. But please, use full sentences.

[fieldbox="PERSONALITY, #242424, solid, 10"]
I'd like at least a paragraph about your character's personality. Try to include three positive traits, three neutral traits and three negative traits.
If you need more prompt, then include situations in which your characters would act a certain way.​
[/fieldbox]
HISTORY TO CURRENT
some characters have very very long pasts, so all I'm really looking for is a summary and reference to important events in the character's life, as well as how long they have been with INVICTUS and their feelings toward the organization.

EXTRA INFO
lorem ipsum

WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
this is the section to write down what weapons the character uses. they could be standard issued ones as well as their specialty ones. this may also include weapons that they innately have (like claws or fangs, etc).​
[/fieldbox]
ABILITIES
Ability Name: (what the power is)
Description: (what the power can do)
Strengths:
Weaknesses:

(you can add more abilities using the same structure above)
 
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"WINDBORNE"


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"My hair is obvious evidence of my Protag status."
Basic
»» Full Name//[tab]Solina Marina Divini[/tab]
»» Nickname/Alias//[tab]Lil' Sol[/tab]
»» Age//[tab]Twenty-seven[/tab]
»» Gender//[tab]Female[/tab]
»» Ethnicity//[tab]Caucasian[/tab]
»» Birthday//[tab]March 27[/tab]
»» Place of Birth//[tab]City, Country[/tab]


»» Height// [tab]5'9"[/tab]
»» Weight//[tab]165 lbs.[/tab]
»» Hair Color//[tab]BlondeWhite[/tab]
»» Eye Color//[tab]HazelRed[/tab]

Naturally fair colored in both skin and hair, and now a days never seen without the dragon-eyed contact lenses she's so proud of, Solina stands just an inch or two taller than the average human female. If not forced into a uniform of any variety, the type of clothing that she prefers to wear involves the words "short", "leather" and "stylish", as well as showing off the toned muscle she's got built up. Chokers also seem to be a thing she likes. She sports a few piercings on her ears, and the tattoo over her left eye is actually from one of her favorite fighting games.
Psych. Eval.
»» Personality//
[tab]Vivacious - If Solina isn't off training herself with a new move she saw in one of her RPGs or trash-talking scrubs at local gaming tournaments, or is drawing out an assassination for a little too long for the "theatrics", something's very wrong with the world. She's the kinda gal who's always up to do something with her friends and compatriots.

Straightforward - Where some say that women should have their secrets, Solina put out there everything that she's made up of and more. If she likes something, she's gonna say so. If she thinks a guy is cute, she's gonna be gossiping it up with someone. If she doesn't like what someone's doing, or sees something going south real quick, she's gonna step in and run interference. It's just how she rolls.

Principaled - For how outgoing and forthcoming Solina is, there is a small sense of humbleness that she holds within her. In her streaks of having fun and being herself, if she were to ever step over a line, or bring harm where she had no intention to, she's not so beyond herself that she won't apologize for her words or actions. Solina's out to make a name for herself as herself, and "a person is always known by their last action". She's also extremely loyal to friends and comrades, though they will get the most hassle from her normal antics.

Prideful - But hell no, Solina is a very prideful woman that borderlines vainglorious. She thinks she's the hottest thing since the sun, and lawd does her confidence radiate that sentiment to any and all she comes across. Bring her prowess in or about anything and you better be ready for her to activate Challenge Accepted Mode. This has gotten her into quite a number of unsavory and questionable situations in the past, but if you try to tell that to Solina, she'll just say that "they were asking to get #rekt, so she brought in the wreckingball".

Trigger-Happy - Not gonna lie, Solina is probably one of the first people to start up the "u wanna fite m8" talk in any possibly confrontational situation. 1v1 her. Give her a reason to try out a new move. Do it. I dare ya.[/tab]

»» Fears//
  • Dying without leaving a mark
  • Losing her XXStation
  • Getting old
»» Vices//
  • A moderate degree of hedonism
  • A mild degree of videogame addiction
  • A muted degree of alcoholism
Biography
»» Bio//
[tab]➜ Born to the Divini name from their father's second wife. This fact didn't really get through to Solina at any point in her life, nor did it affect her relationship with her father and older brother. Watching her brother train made her want to be strong and cool too, which would be the rooting point for the strong-willed mindset she would eventually come to be known for.
➜ Like all Divini children she was raised to become a member of the military. Solina enjoyed the martial lessons she received, but she wasn't sold on the whole "family lineage" deal. She wanted to do and see others things in the world, and she wanted to do it with her own capabilities.
➜ While out on the infamous Divini pilgrimage - an instance where a Divini child who comes of age travels across land and sea to temper themselves into worldly warriors - Solina took this chance and bounced on over to Smash City to escape her "chosen destiny".
➜ After realizing that working as a cashier was boring as all get out, she started taking up side jobs that allowed her to make use of her training - a.k.a. sketchy contracts. Good job, Solina. Good damn job.[/tab]
Combat
»» Rank// [tab]???[/tab]
»» Specialty// [tab]Going HAM Frontal assault[/tab]
»» Fighting Style//
[tab]If they received some sort of formal self defense training, what is it? Where did they learn this? Your character doesn’t necessarily have to have a fighting style if they’re specialty isn’t combat-oriented such as infiltration and hacking.[/tab]
»» Combat Abilities//
»» Passive Abilities//
»» Tools//
Misc.
»» Secrets
     Does your character have any secrets they like to keep hidden? It can range from serious to silly and have connections to the rest of the profile info in the thread.
»» Relationships
     Does your character have anyone they’re still connected to? Keep in mind that this is NPC-Based. Characters don’t need to have any family/friends/acquaintances/rivals and can omit that information all together.

 
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#242424 BLONDELLE MARIE AUER
Nickname: Sharkgirl
Codename: Sewer Witch
Age: Twenty-two
Gender: Female
Race: Human (Mutant)
Division: Fieldwork
Rank: Rookie
Clearance Level: Level 1


APPEARANCE & OTHER FORMS
Though she is measured at being 5'5", the nature in which Blondelle seems to slink and stalk around, much like a predator, gives off a sense of her being shorter than she actually is.

[fieldbox="PERSONALITY, #242424, solid, 10"]
I'd like at least a paragraph about your character's personality. Try to include three positive traits, three neutral traits and three negative traits.
If you need more prompt, then include situations in which your characters would act a certain way.​
[/fieldbox]
HISTORY TO CURRENT
The rumors about how The Sewer Witch came into existence have floated around for a time, even before the time in which she came to call the sewers her home. They talk of a woman who lived in the depths of the sewers, where she hunted the large creatures that infested the place and devoured them, bones and all. Sometimes though she would crave for the flesh of humans. So, on nights where it rains, she would emerge from the sewers and stalk down an unsuspecting individual. Using the guise of a lost and defenseless woman, she would lure them close, personally close, then bite out their throat and drag their bodies back into the sewers.

But no, Blondelle's story starts above grounds in the streets of Detroit.

She was born very obviously a mutant. Her hands and feet came out webbed, and where her ribs were they found six slits that were gills. Her parents didn't have the money for the surgeries needed to correct her deformities, so they took her home from the hospital as she was. Over time her mutation began to develop even further, leading to her skin and the showing of her very pointed predatory teeth. When she became of school age it was only normal that she was picked on some. Mutant humans - while a phenomenon that wasn't unknown within the walled off city of Detroit - were still uncommon, and as such tended to be seen as "strange" and "weird" by children. They pushed her around, pulled on her hair, called her names - the works. Then one day Blondelle decided to fight back and (of course) bit a kid.

The sudden activation of yet another part of her mutation sent Blondelle into a fit. She lashed out at anyone around her as her mind was lost to the images swirling about within it. It took two teachers to hold her down until it passed, but remained restrained until the police arrived. From there it was a bit of a fiasco for her parents to get her back. In the time that Blondelle was having her episode, she added on the injury of two other kids and the teacher on top of the kid she had bit. This added on all kinds of fines to the couple, and it would be this incident that would cause them to snap. They deemed Blondelle too much of a problem to take care of. So, after slipping her a few sleeping pills, they went out into the streets under the cover of night, opened the nearest manhole and tossed her inside.

For many others, being tossed into the sewers was a death sentence. If you didn't die from the fall itself, you would soon wish you had once faced with the beasts within. Her parents had hoped that she would be found and eaten before the sleeping pills wore off; a small show of love that still remained for their child. Blondelle's system worked through the effects of the sleeping pills quite quickly though, and when she awoke she found a giant rat atop her. After a struggle that resulted in the loss of her eye, Blondelle escaped and hid herself away wherever she could.

This lasted for many years as she came to adapt herself to her new home. Many a time she thought of escaping the sewers and running back home. The places below manholes were always teaming with all kinds of nasty creatures, and as such Blondelle needed to become adept at handling them if she wanted to escape. By the time that she was capable of this, her desires to return to the surface and her parents was all but gone. Up there one had to obey rules of society, as well as be born with the right parts in order to fit in. Down in the sewers, it all depended on how well you could survive. It was so clean, so pure.

And so she remained there, her mind on the border of feral when she was tracked down and picked up by INVICTUS.


EXTRA INFO
lorem ipsum

WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
this is the section to write down what weapons the character uses. they could be standard issued ones as well as their specialty ones. this may also include weapons that they innately have (like claws or fangs, etc).​
[/fieldbox]
ABILITIES
Ability Name: Land Shark
Description: Blondelle has partial physiology of an amphibious shark.
Strengths: Her skin is similar to that of shark skin, making it somewhat tougher and more resistant to the cold than normal. She is capable of breathing both in and out of water, has webbed hands and feet for better swimming capabilities, and she has extremely sharp teeth. She's also able to detect the electrical currents that living beings give off, has an enhanced sense of smell and an enhanced healing factor.
Weaknesses: Blondelle can eat meat and only meat for the most part. If she eats more than two handfuls of fruits, vegetables, dairy or anything else she'll become ill for a time. Blondelle's skin can dry out fairly quickly, which can lead to painful cracking, so if not submerged in water she is restricted to her hydrosuit when outside. Though Blondelle is capable of surviving underwater, her capabilities of breathing underwater aren't nearly as developed as when she's on land. The longest she can comfortably stay under water is around an hour. She's also no more capable of deep diving than a tourist in a diving suit. Within the open air, Blondelle's electroreception is only able to detect individuals and things within a ten foot radius. Moderate rainfall increases this to thirty feet, and being submerged in a fully aquatic environment can increase this to three miles - five miles if in salt water. Being around things that create any kind of electric current can distract her electroreception, making it harder for her to detect people within her radius. Though she is able to heal up faster from wounds than the average person, all she can do is heal the wound itself. If she were to lose a limb, she wouldn't be regrowing it on her own.

Ability Name: Flesh Telemetry
Description: While normal folk have a strong biological response to ingesting human flesh and blood (usually causing the person to become sick and vomit), Blondelle's body gives her strange trips through one's past during the first few minutes of digesting.
Strengths: By physically ingesting flesh/blood/bone of another creature, Blondelle can pick up on information involving a person's past in the form of mental images.
Weaknesses: It seems to work exclusively with those whom have more genetics in relation to human beings than otherwise. These images comes to her in jumbled bits, leaving it up to herself or others to decipher on their own. Blondelle also becomes very disoriented while in this state, and will more than likely become violent and lash out if interacted with.
 
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✘ . SIBYLLA ANASTACIA
Department of R&D: Occult
Junior

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In facilisis finibus arcu. Duis sodales mauris at nulla interdum ultrices. Proin dignissim risus et eros feugiat, et gravida turpis luctus. Nulla et mattis est, et imperdiet eros. Maecenas ac mattis risus. Cras at tincidunt arcu. Sed nec vehicula nulla. Nulla a lacinia nisl. In eu erat lorem. Fusce fermentum vitae odio vel mattis.

Cras iaculis varius felis, sed consequat velit aliquet et. Etiam porttitor venenatis massa nec tincidunt. Cras eget nibh vitae lacus rhoncus suscipit. Donec eu neque hendrerit, convallis augue tincidunt, sodales felis. Cras eget dolor ipsum. Nulla at augue vitae odio efficitur tempor. Etiam urna risus, viverra nec iaculis a, ultricies ac leo. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Maecenas at ante id mi volutpat ullamcorper et ac nisi. Sed viverra leo risus, eu scelerisque eros congue id. Morbi egestas a nulla ac pharetra.

Sed hendrerit, ligula sed iaculis placerat, quam nibh vulputate arcu, in accumsan sapien mauris in lacus. Etiam fermentum, quam eu pharetra ullamcorper, nisl magna euismod odio, ut cursus sem est in lorem. Phasellus luctus urna libero, vitae lobortis elit placerat in. "Curabitur vestibulum, lectus sed molestie tempor, tellus turpis viverra erat, non pulvinar ipsum ipsum at dolor." Fusce condimentum rutrum enim quis facilisis. In viverra, sapien eget posuere maximus, nisi erat porta dolor, vel scelerisque nisi ligula non nunc. Morbi quis nibh vel lacus feugiat dapibus nec id nulla. Duis eget lacinia sem. Ut suscipit consectetur massa, eu laoreet ex pulvinar sit amet. Cras condimen

I need a little bit more in the way of text to see if this behaves properly, so let's see what this does for it! But perhaps I need to go even further, just to see the extent of everything. Seriously, coding is a bitch.
 
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#242424 CHARACTER FULL NAME HERE
Nickname: any personal nicknames
Codename: an INVICTUS-issued codename
Age: (actual if applicable and appearance age)
Gender: (if applicable)
Race: (even if normal human or human with powers, put something here)
Division:
Rank:
Clearance Level:


APPEARANCE & OTHER FORMS
This section is dedicated to a description of what your character looks like. This includes height and weight, and anything that your character image does not show. If your character can change forms or has an alternate form, you can write out what it looks like and LINK pictures here. It doesn't have to be in paragraph form. It could be in list form. But please, use full sentences.

[fieldbox="PERSONALITY, #242424, solid, 10"]
I'd like at least a paragraph about your character's personality. Try to include three positive traits, three neutral traits and three negative traits.
If you need more prompt, then include situations in which your characters would act a certain way.​
[/fieldbox]
HISTORY TO CURRENT
some characters have very very long pasts, so all I'm really looking for is a summary and reference to important events in the character's life, as well as how long they have been with INVICTUS and their feelings toward the organization.

EXTRA INFO
lorem ipsum

WEAPONS & ABILITIES

[fieldbox="WEAPONS, #242424, solid, 10"]
this is the section to write down what weapons the character uses. they could be standard issued ones as well as their specialty ones. this may also include weapons that they innately have (like claws or fangs, etc).​
[/fieldbox]
ABILITIES
Ability Name: (what the power is)
Description: (what the power can do)
Strengths:
Weaknesses:

(you can add more abilities using the same structure above)