Wryneck

Don't jinx it.
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. One post per day
  2. 1-3 posts per week
Online Availability
8 a.m. to 3 p.m. EST
Writing Levels
  1. Adept
  2. Advanced
Preferred Character Gender
  1. Primarily Prefer Female
Genres
Modern Fantasy, Fantasy, Psychological, Action, Steampunk
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Psychokinesis (henceforth referred to as PK) is an ability that humans evolved to possess around the year 2101. The father of the first human to demonstrate an ability to use PK would become the director of the then called Psychokinesis Project. The ability had manifested itself at the age of 12, and granted the young girl the ability to levitate, speak telepathically, and use telekinesis. Scientists closely monitored the girl's condition. Realizing the danger involved with such an ability, work was quickly started to develop a means of controlling this power.

A specialized chip was designed and implanted at the upper tip of the girl's spine, just where it connected to the brain. This allowed the scientists to disrupt the signals in the part of her brains that showed activity during PK use, thus allowing them to stop her if she went out of control. Unfortunately, the girl died shortly thereafter, proving unable to deal with the stress PK placed on her brain. A pill, named Psyche, was developed to offset the effects of PK usage, which included a shortened lifespan, extreme migraines, and brain deterioration.

Further noting the combat capabilities of such a skill, and noticing a slow increase in the number of individuals capable of PK, the government began hoarding orphans to use as military super weapons. Thus, research into making weapons compatible with their newfound powers began. It wasn't long before they found a highly malleable metal that reacted extremely well to Psychokinetic abilities. Harvesting this metal, they fashioned it into a small sphere for easier portability.

During the year 2113, the first Variable was created. From that point on, those capable of using PK were deemed Constants, and the Psychokinesis Project was renamed the Variable Project. In the years that followed, several new types of variables would be created, each of them reacting differently to an individual's unique brainwave patterns. Those would be the long-range physical type, the short and long-range mental types, and the most dangerous of all, the spatial type.

In the year 2113, the International Variable Organization (IVO) was created. Best thought of as a top secret UN that focuses exclusively on variable laws between countries, it was their way of maintaining a peace. They enjoyed it for a time, until a Russian Constant went rogue and headed towards the US in 2119. The US sent out a Constant of its own in retaliation, but the rogue Russian destroyed the chip that regulated the Constant's PK usage and convincing her to run away with her. In the year that followed, the two made various enemies and allies in their quest to expose the corruption of the Variable Project to the world. It was during this time that Anti-Psychokinetic equipment came into development, as a means of combating rogue Constants.


Variable Types


Short-range Physical
Power: High
Speed: Medium
Flexibility: Medium
Year Developed: 2113
Summary: Short-range physical types require that their user not only sync with them, but also maintain constant contact in order to be used. While slower movement wise than long-range types, the short-range physical type beats out its competitor in transformation speed. Likewise, it has a higher durability and strength.

Long-range Physical
Power: Medium
Speed: High
Flexibility: High
Year Developed: 2113
Summary: Long-range physical types only require a one-time sync, after which the user can control them remotely without maintaining physical contact. The fastest of the variables types, long-range physical types are akin to bullets, capable of being launched at a high speed at targets, while also retaining some of the transformability of their short-range variants. Unlike short-range types, long-range types are capable of division, allowing the user to launch a myriad of shots. The less dispersed a long-range type, however, the more powerful the shot. If a short-range is spread thin enough, long-range types are capable of penetrating it.

Short-range Mental
Power: Low
Speed: Varies
Flexibility: Low
Year Developed: 2114
Summary: Short-range mental types enhance the abilities of the user, sometimes grant them new ones, and are inserted as chips uncapable of transforming in the back of the neck, activating in response to being acted upon with Psychokinesis. Though not capable of anything too wild, they're still extremely helpful in battle, especially when combined with a physical type. These are the preferred type for missions involving espionage. Abilities granted by a short-range mental type that would affect another person requires physical contact between the two parties.

Long-range Mental
Power: Low
Speed: Varies
Flexibility: Low
Year Developed: 2114
Summary: Boasting the ability to affect others with granted abilities without the need for physical contact, long-range mental types hold an advantage over their short-ranged brethren when it comes to bringing detrimental effects down upon one's target.

Short-range Spatial
Power: High
Speed: Low
Flexibility: Low
Year Developed: 2115
Summary: Short-range spatial acts similarly to long-range physical types, but the area of influence is limited to the user's immediate vicinity, typically a bubble of a foot or so. The most typical form taken by spatial types is antimatter, which essentially chews away at whatever interacts with it, consuming anything it touches bit by bit.

Long-range Spatial
Power: High
Speed: Low
Flexibility: Low
Year Developed: 2115
Summary: The same as short-range spatial, but with an area of influence that could probably cover the typical city block.


Psyche


Research has found that active usage of Psychokinesis shortens one's lifespan and deteriorates the brain. To counteract this unseemly effect, IVO developed a drug referred to simply as Psyche, which was administered to the brain automatically every so often via a chip implanted near the top of the spine — a chip that also served as a means of keeping tabs on Constants so they don't escape. Repeated use of Psyche has caused most Constants to develop a dependency on the drug, and, should they stop having it administered, are at immense risk of death. In most cases, a Constant will become corrupted, at which point they lash out, before succumbing to death as a result of their brains turning to mush, unable to withstand the strain of its own Psychokinesis usage.


While it is typical for Psyche to be administered via the chip, tablet forms do exist for cases of emergency.


Corrupted Constants


Corrupted Constants are those who've either used Psychokinesis far too excessively, beyond what their brain is capable of handling, those going through withdrawal from not receiving Psyche after having become dependent on it, and those who've attempted to sync with custom-made variables for which they are not compatible. Notable features of corruption are discoloration of the hair and eyes, as well as enhanced Psychokinetic abilities during the moments leading up to their death. In extremely rare cases, with careful and regular administration of the Psyche drug, it is capable for a corrupted Constant to live days, weeks, and sometimes even months before succumbing to death.



General vs. Custom Variables


General Variables are those crafted from bits of the metal that've been found to be universally accepted across Constants. The downside to having been so cheaply crafted and so widely usable is that they aren't nearly as durable as custom made variables, and are better suited for training purposes than actual combat use. Custom made variables are crafted and tailored for each individual Constant. As a result, only that Constant's particular Psychokinetic patterns will be able to successfully sync with the variable without risk of corruption. Due to their increased durability and power, custom made variables are easily able to break general variables.



Timeline of Current Events


2101 — The first case of Psychokinesis is discovered in the United States. Subsequent cases appear around the world throughout the coming month. Research into Psychokinesis and its' possible uses begin.


2104 — World governments begin to take in orphaned children that demonstrate themselves capable of Psychokinesis as test subjects, while great strides continue to be made in Psychokinetic research.

2110 — The world militaries decide on using Psychokinesis users as militaristic trump cards, subjecting them to various brainwashing methods and training them to be mindless killing machines.

2111 — Research into how Psychokinesis reacts with various substances leads to the discovery of a rare, malleable metal that would soon come to be termed as a "variable". Incompatible "syncings" resulting in death lead to the development of the Variable Efficiency and Control Test (VECT). Those who wield variables are coined Constants, and the officially named Variable Project is initiated.

2113 — The International Variable Organization (IVO) is founded to to establish rules and regulations regarding various aspects of variable development and usage. Short-range physical type variables are created and combat tested. Long-range physical types follow shortly thereafter.

2114 — Short and long-range mental type variables are developed to enhance preexisting abilities of Psychokinesis users.

2115 — Short and long-range spatial type variables are developed, but quickly banned after being deemed too dangerous for use.

2119 — BlaC, the Constant representative of the United States, is suspected to have been terminated by the Russian representative, WeiD, who'd gone rogue.


Roleplay Information


This roleplay revolves around the escape of a small group of Variable Project test subjects from a United States government facility, and their journey to find the evidence they need to expose the Variable Project to the world, as well as the trials and tribulations they face along the way. It should be noted that all characters were taken into the facility as orphans. I'm looking for up to eight people capable of putting out two or more paragraph posts on a weekly if not semiweekly basis, with attention paid to grammar and the like. There will most likely be collabs involved, particularly during fight sequences (we'll be using a site called Etherpad that's proven useful to me in the past). Access to Discord is also preferred. If you have any questions whatsoever about the setting or anything contained therein, feel free to ask me either in PM or here.



Rules


1. Follow all site rules and policies, obviously.
2. No OOC drama. Respectful debate will be allowed, but don't drag it out or drag someone's character (them as a person, not their actual OC) into it.
3. Tell me beforehand if you'll need to go a week or longer without a post. I'd like to keep to a twice weekly pace if possible, but if you won't be able to post at all for a week, let me know so I can work around it while still progressing the story.
4. The GM's word is law. I'm all for players leaning the story towards various directions, but if you try to take it somewhere I don't want it to go or that seems unrealistic given the circumstances, don't push it.
5. Big one, no godmodding. Expect to get curbstomped in some of this roleplay's fight sequences. It's going to happen.
6. Try to have a good time and always respect your fellow roleplayers.
7. If you're ever unsure about anything at all, please take it to me rather than guess. I'd rather you know beforehand than write something that ultimately ends up needing to be rewritten.



Character Sheet


Full Name:

Nickname:

Age:
(Somewhere in the teens. No younger than 13, no older than 19)


Sex:

Personality:
(Typed description or bullet list of both positives and negatives. Include likes and dislikes here.)


Appearance:
(As it differs from any images provided. Art is preferred to photos of real people)


Constant ID (CID):
(Go with a number between 006 and 013 for this, no repeats)


VECT Results:
(What types of variables is your character safely compatible with; if mental, specify what ability their mental bestows them with, accompanied by a short description. Nothing too whacky)


Variable Style:
(How your character uses their variable(s) in a way that makes them stand out)


Relationships:
(To be established between you and your fellow roleplayers upon approval)


Character Theme Song:
(Optional, but recommended)


Other:
(Anything special you want to include. Trivia, VAs, such and the like)


Writing Sample:
(While not absolutely necessary, I would prefer a method of gauging writing ability so as to determine whether or not you match the style of writing I'm looking for in this roleplay)



Subject to change.
 
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‾‾‾ IT IS MY RIGHT ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾



  • Name:
    Mordecai Booker

    Sex:
    Male

    Age:
    17

    Birthday:
    ??/12/21??

    Constant ID (CID):
    011


    VECT Results:
    Short-range physical
    --------------
    Mordecai doesn't have a "favorite" weapon he shapes his Variable into. Instead, his style of combat requires him to constantly change his weapon's shape in order to suit his current situation. From long reaching spears to flashing dagger to giant hammers whirling above his head, Mordecai has used them all. The most common "default" form Mordecai's Variable takes, however, is a flexible bladed whip capable of extending and retracting at his will.


  • Hair: White, short, and neat.

    Eyes: Dark brown

    Height/build: 5'9", 178 lbs, average build

    Physically, Mordecai is not much to look at. When he isn't smirking or scowling, his face is rather forgettable and his average build allows him easily to blend into a crowd, not standing too much taller or shorter than the people around him.

  • Mordecai, being a Constant, is a human variable. He has no wish to see the world burn nor does he have any aspirition to save the world from impending doom. A cynical man with slightly nihilistic views, concepts such as morality and purpose are lost on him. Loyalty, trust, and honor, likewise, are meaningless to him. He doesn't care if what his actions harm or benefit others. He simply does what he does because he wants to.

    While an extremely driven individual, Mordecai also understands the importance of tact and patience. There is no limit of how far he would go, no price too high, and no life too precious that will stop him from doing everything he must in order to achieve his goals. This is not to say that he always impulsively rushes head first into situations. He is completely capable of playing the long game, willing to lie, flatter, and wait for a more opportune time if he deems it necessary.

  • N/A


The rubber ball dropped, bounced off the faded wooden floor, and hovered in the air for a second. Drop, bounce, hover, drop bounce, hover. Mordecai's eyes lazily followed the toy as it moved up and down, always hitting the same spot on the floor as if guided by some invisible funnel. He could hear the voices of the adults in the other room behind him, muffled by the stained white wall. They had sent him out of the room for the adults to talk about their adult things, as if they expected him to not know. But he did know. Drop, bounce, hover, drop, bounce, hover.

He had seen that look in her eyes. Miss Everest was the young caretaker of the children at this orphanage. She was also one of the adults Mordecai actually liked. Nice, patient, pretty, she seemed to be the only one who believed that the young psychic could grow up to be something good. Of course, this was several months ago, well before she truly realized what he could do. She had tried before to find some sort of logical explanation of the strange occurrences that happened after Mordecai's arrival. Strange occurrences such as invisible forces shoving the children around and hurling objects across the room. She tried to pretend everything was alright up until she caught Mordecai levitating his toys in the air. From then on, she was just like all the other adults.

If he had to guess, fear was the first thing Miss Everest felt when she caught him. Fear was always the first thing he saw. Perhaps there was a bit of disgust after that, or maybe hatred. Either way, all Mordecai knew was that she always left the room as soon as he entered and never let him get close to any other children. Mordecai hated it. With the previous adults, he could at least be angry with them. With Miss Everest, however, he almost felt sad.

Drop, bounce, hover, drop, bounce, hover.

Now, he waited. He knew what came next. Miss Everest would, like all the other adults, come to him with a fake smile telling him, like all the other times, that they had found a better home for him, like all the other places. He would pack up what little he had and be guided to the front door without any of the other children even acknowledging his presence, let alone his departure. Miss Everest would be at the door, not to see him off but only to open the door for him. Perhaps she would have some parting words, a lie perhaps of how he was a wonderful child and how she would miss him. Mordecai wasn't sure if he prefered that or simply fearful silence.

He locked the ball into place in the air before allowing it to fall, guiding its descent. A door creaked behind him as it slowly swung inwards, revealing a man in a grey suit and matching colored hair. Mordecai released the ball as the man walked up to him and knelt down to meet the boy's height. Mordecai immedietly disliked the man for the number of white teeth he revealed in his overly friendly grin.

"Hello, Mordecai. May I call you that?"

"Do I have any other name you can refer me by?" The reply was cold but the man simply responded with a chuckle.

"I suppose not. Now, Mordecai, I suppose you already know what is going to happen?"

The boy nodded.

"Well, here's the thing. You're not the only one with these, uh, gifts."

The man chose his words carefully but the boy's face remained impassive.

"There are others like you, also children, who are all taken care of by an organization. An organization I represent."

The man's grin faltered only so slightly as he tried to read through the boy's stone face.

"I'm here to bring you to them. You'll be cared for, you'll have friends, and most importantly, you will never be alone ever again."

"Where, when?"

The man was caught off guard by the boy's sudden response but his grin grew wider as he realized that he had the boy.

"Not too far from here, and right now."

 
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"Got 'em"

Damn it, Mordecai.

Everything checks out. You missed the personality section though, but I'll assume that's a WIP. Once you have that, you'll be as good as approved. Also, spatial types are off limits, as they were banned before the start of this roleplay.

I liked the writing sample, by the way. Actually made me wish there was more. Different face claim this time around, too!
 
Updated the Roleplay Information and Character Sheet sections.
 
WIP - Some things Subject to change

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Full Name: Kyle Siegfried

Nickname: Number 6

Age: Unknown (physically 16)

Sex: Male

Personality: Kyle has multiple personalities due to his background.

-Very quiet, so much so that he rarely speaks verbally. doesn't speak through telepathy

-As the name suggests, this personality is harmless, and has a child-like curiosity & behavior. Does not fight.

-Usually nice and kind hearted.

-This Personality is usually present if he is around a large enough group of nice people long enough

-This personality cannot use Psychokinetic powers

-Usually speaks through telepathy, RARELY verbally speaks.

-This personalty is stoic, and cares little for those around him. When he fights he dose so to brutally disable his foes, albeit by making them suffer for long periods of time. RARELY strikes to kill, in fact this personality tries to avoid murder. The Cold personality will only fight, if it thinks he needs to. Otherwise, he will just play on the defensive.

-Very distant of others, both for his dislike for people and to keep the innocent safe from his most dangerous personality.

-This personality is usually present at all times, but usually only shows up when he is alone or win small groups.

-This personality Can use all of his psychokinetic powers

-Only Speaks Verbally, usually to himself and his other personalities. He can come off as a bit troubled, rushed, and short of breath.

-This one is very cowardly, and does not fight. So much so that he tries to avoid fighting.

-Very afraid of other people, regardless of who they are.

-This personality can only shows up when Kyle is isolated and confined. or if Kyle is alone for too long.

-The Paranoid Persona can only use it's powers up the "Normal Frequency"

-Almost always speaks verbally, though he can speak through telepathy if need be.

-This personality is a bloodthirsty, homicidal, sociopath. He is under the belief that violence is the answer to everything, and thus likes to torture his victims before killing them.

-This persona cares only about killing, preferably humans

-Due to the suppression of psychokinesis project, this personality rarely shows itself. It is unknown what causes the psycho personality to surface, though it most often dose so when Kyle is in mortal danger. Though this is not a definitive condition, nor dose it always happen when it is met.

-This personality can use psychokinetic powers, though RARELY dose so beyond the "High" frequency.

Appearance: Image as seen above, dose not own jewelry. Stands 5'6" and weighs 170 LB

Constant ID (CID): 006, hence the nickname "Number 6"

VECT Results: Long-Range Physical

Variable Style: Kyle is special kind of psychokinetic being, he can use up to 20 powerful tendrils with varying effects. For simplicity think of these tendrils as long, invisible, possible claws that sprout from Kyle's back that can move at 300,000 MPH. Kyle can vibrate these tendrils at different frequencies, each of which as a different effects.

At this level, Kyle's tendrils can pas through objects and people with no effects. However, should Kyle chose to link a tendril to certain parts of the brain, he can see and hear from the end of it. Perfect for spying. Kyle can control up to 3-6 tendrils at this level at a range of 1000 ft.

At this level, the tendrils are solid and very powerful. They can be used as bullet proof shields and can lift and through a large car at a considerable distance. Kyle can use up to 10-12 tendrils at a time at this level with a range of 2500 ft.

A Favorite of the "Psycho Personality", tendrils at this level can slice through flesh, tear through steel, and smash concrete. Kyle can use all 20 tendrils each with a range of 5 miles, and tendrils at this level are blast proof.

At this level, the tendrils become visible and can strike with an explosive force of 1.5 kilotons (10% of the Hydrogen bomb dropped on Hiroshima.) This however puts great strain on Kyle's body and will knock him out by using this even once, so Kyle typically uses this frequency ONLY as a last resort. WARNING, This is the only stage where the Tendrils are indestructible! But due to the powerful nature of this stage, Kyle can only Manage 4 tendrils

Relationships: N/A

Character Theme Song: (this is with the Psycho personality in mind)


Other: He is found of Reptiles, and doesn't like people. One of his personalities is claustrophobic, the paranoid personality is hemophobic, and the psycho personality fears nothing. The innocent personality is left-handed, the paranoid personality is right handed, the other two are ambidextrous.
 
And updated! Now with a personality and an actual theme song.
 

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Full Name:
Caden Wembley

Nickname:
Cade

Age:
16

Sex:
Male

Personality:
+Altruism: Caden functions well as a facilitator and supportive figure to those he associates with. He can anticipate the needs of others and sacrifice if necessary to work toward the benefit of the team as a whole.
+Observant: Caden is an attentive and thoughtful listener who can pick up not only on what a person is trying to tell him, but also the meaning and reasons behind what they say and do. By withdrawing from the pursuit of his own prerogatives, Caden is able to analyze the behavior of others to get an idea of the motivation for their behavior and then react accordingly.
+Low profile: Caden can avoid drawing attention to himself needlessly and deftly maneuver through crowds and situations unnoticed. His presence is usually not disruptive or distracting to others and helps to maintain a calm atmosphere.
-Fear of solitude: While he does not like being the center of attention by any means, Caden is deeply uncomfortable when he is alone too long. Being vulnerable in this way can bring on feelings of panic or paranoia without someone there to reassure him.
- Lack of self-esteem: His inherent sense of self-worth is highly unstable, tending to leave him with a low opinion of himself and deep insecurities. Caden would rather go along with other people’s whims than speak up for himself most of the time.
-Need for attachment: Due to not being self-confident, Caden seeks out the attention and approval of other people in everything he does. His weakness for the perceived kindness and acceptance of others can put him in a position to be manipulated in difficult circumstances. He also fixates intensely on those he becomes attached to, which can become unhealthy.

Constant ID (CID):
012

VECT Results:
Short-to-mid range Mental.
When paired with a variable, Cade’s psychokinetic powers generate what has been termed a “pariah effect” by Variable Project scientists. Said effect telepathically focuses people’s myriad fears, hatreds, prejudices, and disgusts onto Cade as long as his powers are active.

Variable Style:
Typically, those passively affected by Cade’s variable begin to act antagonistically or else feel a strong aversion to being around him due to perceived defects or dislikes. At its strongest, the pariah effect can produce auditory, visual, and sensory hallucinations in those affected to the extent that they view Cade as someone completely different from who he is in reality. Alternately, use of his variable allows Cade to project the effect onto others to isolate them or make them the target of negative attention from people in their surroundings. To be effective, such a use of his psychokinetic talents requires him to select one person at a time to be the target and to remain in relatively close range to them.

Relationships:
TBD

Character Theme Song:


Writing Sample:
WIP
 
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Caden's ID is 011, Mordecai's ID is 011

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Whoops. Meant to check again before posting. I'll change it now.

EDIT: Done. All these bois do look alike, though.
 
@jeshem
Mordecai checks out! As different as he is from the OG Mordecai, I still like this one. He might play better in the roleplay, too. Also, Synthesized Angel. Nice choice.

@Auntie Phaz
Caden looks great! I really love the creative route you took with his variable ability as well. An aggro puller will definitely make for some interesting moments. I've not yet seen one in all the applications I've taken in over this series' lifespan. Feel free to start discussing his relationship with Mordecai.

@Jessica2477 @Kit-n-Kat
You two still in on this?
 




xTHE PASSENGER
ZEPHYR JONES \\ 013


BASICS


FULLNAME \\
NICKNAMES \\
GENDER \\
AGE \\
SEXUALITY \\
zephyr renee jones
z, zeph, ren
female
nineteen
demisexual, heteromantic



CONSTANT


C.I.D. \\
V.E.C.T. \\

USAGE \\
013
mental short range : sensory persuasion
physical short range
mental : Through physical contact Zephyr can persuade another person's sense. With this she can manipulate the target's five core senses, even inducing sensory deprivation.
physical: Zephyr's use of her variable works as extensions of her hands. Not only is it used for combative measures such as weapons, she also uses it in a more practical sense such as unlocking doors or securing her grasp on others while she forms a mental link.



APPEARANCE


Zephyr, a young woman of average beauty, she doesn’t turn heads but that isn’t to say she is ugly either. Her jaw is more angular and square, accenting her pointed nose. Her lips are a fair bit plump with their own natural rosiness to them, giving color to her otherwise pale face. Framing her features, she has thick raven black hair that falls in waves down past her shoulders. Cast in soft shadows by her dark brows, her emerald green eyes almost seem to shine agains her ivory skin.

One of the first things people notice about her is her stature, standing a few inches shy of 6 feet. Zeph is a slender woman, but fairly muscular. Her skin is pale, almost ghost like against her dark hair but is softer to the touch than one would think. And although she doesn’t have many unique markings, a minor scar rests at the back of her neck where her mental variable was implanted.

But the one thing people often notice is her physical variable. Present on her hands at all times, Zephyr has this variable wrapped around her wrists like cuffs, stemming up her palms and encircling her finger tips. This helps her with speed and ease, having it at the ready on her hands for ease of use.



PERSONALITY


Growing up in the foster system, Zephyr grew a fiery temperament. She has never been the type who enjoys following rules or being obedient. Her life has never been her own, just being shipped from one orphanage to another until she arrived in the facility, making her feel as though she has lack of control over her own life. This loss of control has made her quick to anger, often lashing out verbally or physically when she feels threatened.

Lead by her emotions, Zeph is an impulsive being. She acts out without hesitation or thought to what she is doing. This tends to do more harm than good and tends to not shine her in the best of light. Most would say it is reckless, when in reality she is an emotional young woman that doesn’t want to come to grasp with her own powerlessness in regards to her life.

She has a sharp tongue and wit, only adding to her feisty and fearless demeanor. Zephyr can come off as a bit of a cynic and cold hearted toward others, often relying on sarcasm or snide comments. But unbeknownst to most, although partly true to who she is, it is also a facade. Like a wall she puts up around herself, Zeph uses her rude and angry nature to keep others at bay, where only the persistent can see through the cracks and potentially break it down.



RELATIONSHIPS


TBA




The creaking of rusted springs echoed from below Zephyr as she shifted on her bed, folding her legs beneath her. The noise seemed to reverberate around the room due to the sheer vastness of the cell. God, did she hate this room. For the most of her life Zeph thought it was impossible to find a place that was worse than the orphanages. The putrid smell of piss or vomit clung to the sad excuse for mattresses that littered the girls’ dormitory. The orphans of all ages would scream or fight at all hours of the day, then the scratching sounds of rats in the walls filled the quiet nights.

But this, this was a different kind of hell. A sterile, fragile hell. Everything was so white and clean, it was as if a speck of dirt never touched this floor. Or worse, those who kept her here were terrifyingly proficient at covering their tracks. It felt like a hospital for lab rats… Not that Zeph had ever been to a hospital, but this is what she imagined it felt like. The smell of bleach clinging to her nose while her eyes were raped by the brightness of her white surroundings.

Her fingertips mindlessly traced her variable that entangled itself on her hands. Occasionally one of the tendrils would lift from her skin and raise toward her finger before it returned to it’s resting place. All the while Zephyr’s eyes focused on the mirror above the sink across from her. It’s surface was shattered by her own hand nearly a year ago in a fight of rage, never replaced. No doubt, left as reminder.

Fractures of Zeph’s own reflection stared back at her, raven hair a gaping hole in the sea of white that was her room. But she wasn’t focused on her reflection, but the image taped to its frame. A weathered picture of two young girls, no older than thirteen arm in arm. Friends since their time in the orphanage, Lex and Zephyr were inseparable, and even came to the facility together. But the longer she was gone, the more nervous Zeph grew, bouncing her legs anxiously.

As she looked over at the empty bed beside her, the door to the cell slid open. The clicking of heels flooded into the room from the hallway as a woman in a suit entered with a halopad in hand. The woman looked familiar but her name slipped Zeph’s mind, nor did she particularly care what it was. Everyone that showed up was bad news, knowing or not knowing their name made no difference.

Zephyr pushed off her bed and moved to her feet. Bare toes rested upon the cool concrete as she cupped her hands before her, waiting. She assumed they were here for her. That was until a man entered the room, walking past the woman herself with a box in hand.

"Wait, what’s going on?”

Neither one of them acknowledged her. The man made his way to Lex’s side of the room and began tossing her belongings into the box, what little she had.

Zephyr ran over to the man and grabbed his arm in an attempt to stop him. "Hey! That’s Lex’s stuff!” She wedged herself in front of him and tried taking the things from the box.

The man yanked the box away from her and with his free hand he backhanded Zephyr across the face. The blow knocked her back, causing her to fall to the ground. She remained there in a stunned silence with her hand held to her cheek, watching as he continued to rid the room of any signs of Lex.

Once he was finished, the man turned toward the shattered mirror. Zeph scurried to her feet and lunged for the picture just before he could take it. Her gaze followed the man’s as he looked toward the woman who stood idly by, checking things from her tablet. Her tight bun didn’t budge an inch when she nodded her head toward the door. And with box in hand, the male exited the cell without a word.

The click from the woman’s heels filled the silence as she stepped forward. "Zephyr Jones, effective immediately, Alexandra Slade will no longer be residing in this cell.”

"What?”

The woman brought the halopad to her chest, while her free hand reached out and plucked the photo from Zephyr’s grasp. ”Have a nice day, Ms. Jones,” she said coldly before exiting the cell. The slam of the door caused another broken piece of the mirror to chip off and fall into the sink as Zephyr stood there, frozen in shock.
 
@Thor
Looks good! Consider her accepted. One important thing of note, however, is that variables are only ever in the hands of these characters during training sessions. They've no need for them in their "cells", after all.
 
@Thor
Looks good! Consider her accepted. One important thing of note, however, is that variables are only ever in the hands of these characters during training sessions. They've no need for them in their "cells", after all.
Oh ok. Thanks! I wasnt 110% sure about setting or whatever else. But since it was a sample post I just went with whatever.

Thanks with the clarification :)
 
When it comes to discussing character relationships, how should we do that?

Is it best kept between players in PMs? Would it be better to do it here/in another thread or on a Discord for this RP?

I guess I'm just wanting to know how open we should be with what we discuss and decide about relationships between our characters.
 
When it comes to discussing character relationships, how should we do that?

Is it best kept between players in PMs? Would it be better to do it here/in another thread or on a Discord for this RP?

I guess I'm just wanting to know how open we should be with what we discuss and decide about relationships between our characters.
I think it should be up to each player's discretion?