Trafix

rissa

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



What would you do to save your own life? The life of your child, sibling, or friend? How heinous of a crime would you commit, if you knew it was the only thing that would save the one you love? If it was the only thing that allowed you to keep breathing— to keep living? How far would you go... before you'd do anything, no matter how monstrous?


CATALOGUE


Housing and Residential Life

Important Locations

Important NPCs

Miscellaneous Lore

Training and Development



Housing and Residential Life

Life with Macintosh is restrictive. Privileges are given and taken freely, entirely as he sees fit. Good behavior and excellent work in the field can grant modicums of freedom, with the lingering threat of it being revoked at any given time. Chefs and housekeepers come and go on a recycled schedule, to ensure no relationships are made, as are the scientists that help Macintosh with developing gadgets for player characters. The only constant face these characters have come to know are Macintosh and Doctor Alvarez.

Player characters live primarily at Hawaii HQ. There they live on an island estate owned by Macintosh himself, surrounded by a tropical paradise with hidden beaches, an olympic sized pool and bathhouse to match. The estate house, where everyone has a room on the top floor, is actually more of a compound than a mansion, but it serves its purpose. The island is deserted save for them and with good behavior, the run of the island is allowed.

Everyone has their own bedroom, lockable from the inside. Each room has a queen sized bed and a full bath. Depending on merits, behavior, and personal choices, rooms can be decked out with posters, pictures, computers, gaming systems, and the like. However, each and every one of these has the potential to be taken away. Characters are given an allowance of $1200* a month wherein they can order toiletries and other essential items, as well as clothing. All of the shopping is done online via a specialized portal created by Leo. With their allowance, characters are allowed to buy books, games, and the like if they've earned that privilege.

There's a common room, essentially a living room, that's stacked with books, magazines, movies, couches, and the like. To the left of the media area, there's an industrial sized kitchen, with a long bench-like table where everyone gathers for meals in the early evening. Breakfast, lunch, and dinner are prepared daily, but characters are free to make their own meals in-between those periods. There is a food sheet that goes around on the 17th of every month wherein characters can write down any food they wish the chefs to bring into the compound. To the right of the common room is a long hallway leading to two other separate areas. The Art Room and the Sims Training Center. Sims Training is open 24/7 but the Art Room "shuts down" at 2am, as does the media area.

* All characters have an "account" that they use to order with. All extra money not used within the month stays and is accumulated. If shopping privileges are revoked, the money is filtered into another account-- but the full amount is always given back upon reinstatement.


Important Locations

Alaska HQ
Though similar in layout to the Hawaii HQ, the Alaskan base is larger, bedecked with the full Sims Training Center, a private runway, and haunting memories due to the death of Genevieve. Rooms here are slightly smaller, less personalized, and lack the full bath. There is a library and computer room here, as well as a makeshift doctor's office, where every 4-6 months characters visit Dr. Alvarez.


Hawaii HQ
Home base. Characters arrive via boat on the north side of the island. A smaller version of the Sims Training Center is located here. Maximum of four people at a time, excluding Macintosh. Check Housing and Residential Life for a more detailed explanation.


London HQ
???


IMPORANT NPCS

Macintosh Graves

Neither cruel nor kind, Macintosh is still a mystery. He acts as caretaker and taskmaster, punisher and rewarder, and he has come to know all of his charges intimately, and cares for their wellbeing. Although there's a lot hidden behind closed doors it can be inferred that he isn't top dog, and someone higher up is pulling all the strings. With that said, however, Macintosh is stern, takes no shit, and his very presence demands respect. Though he will not physically harm his charges, he will hand out both punishments and rewards unceremoniously.



Dr. Alvarez

Soft spoken but rigidly professional, Dr. Alvarez is one of the very few people characters have come to know personally over the past five years. Every 4-6 months, characters visit the Alaskan HQ, where Dr. Alvarez has a state of the art clinic set-up. Characters are checked for frequent tear injuries most often, however, yearly physicals, eye and dental care, and even cancer screenings are done here. Every eight months characters go through a mental health screening.




Genevieve Grey

Former squad leader, shot to death in front of everyone approximately two years ago. She was a kind and genuine soul, always looking out for her team members, and took the blame for anything that went wrong. After trying to convince everyone to escape, her plan was revealed to Macintosh and her punishment was severe and used as a lesson for any further attempts.





Leo Cordova

Leo is a rare face seen at the Alaskan HQ and even more infrequently at home base. Not much is known about him, other than that he controls all technological machinery at both bases, ensuring no one, not even the squad's technomancer, can step out of line. His demeanor, if one chances upon him, is usually downcast, but he is always kind. It can be inferred that he, along with the squad, was also kidnapped, though why he's so strictly contained is a mystery. One can potentially contact him through their browser's search bar...




Miscellaneous Lore

⎔ All characters were "chipped" with a tracking device, located near the base of their spine, during their very first check up with Dr. Alvarez. Characters may or may not be aware of this, as I will leave that up to your discretion. This device, smaller and thinner than a fingernail, also connects to the Sims Training Center, where vitals are monitored in real time by Leo.

⎔ Once characters turn 18 and 21, respectively, they're allowed to smoke and drink, within limits.

⎔ On birthdays, celebrations are thrown, and characters are allowed to ask Macintosh for a single gift that they'd be unable to normally purchase themselves via the specialized portal created for them and of course, that is within reason.



Training and Development

Personalized training comes in the form of the Sims Training Center, a state of the art device created by Macintosh, two scientists, and Leo. To keep things simple, in functionality and form, it's similar to Star Trek's Holodeck. Almost all training is done here, including non-ability training that allows characters to round out their expertise. Ability training is usually done individually, with Macintosh and preprogrammed simulations. However, that is not always the case. Some powers mesh well and some don't and Macintosh has used that to his advantage over the years to build, counter, and develop.

Through the use of neurotransmitters and other classified technology built into the Sims Training Center, one can actually feel the blows given by the simulations, and more often than not, characters will retire to their rooms sore and bruised from their daily training regimen.

Squad leaders are expected to run through simulations with their sub-teams at least once a week, as well as specialized training with Mac himself. These specialized training sessions span anywhere from leadership skills, confidence training, specialized diffusing tactics, etc. Squad leaders are expected to report to Macintosh if any of their team members are lacking in certain areas, and then help train them along with Macintosh in remedial sessions.

There is training every day, save for days where missions are taking place. Usually, missions happen during the weekday, granting characters free time all weekend. Free time, however, is still restrictive, as characters are not usually permitted to leave any of the HQ's.
 
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RIVER DAKOTA ALLINGTON


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

Date of Birth: August 5th, 2004

Age: 18

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

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

Glow color: Dandelion yellow

Power Capacitor

Category: ???

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

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

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

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

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

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

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

Name: Lorraine Carolina Allington
img_4386.jpg

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

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

Glow color: Deep orange #E36000

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

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

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

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

Nickname: Soot
Date of Birth: November 2
Age: 22

Physical Description: Soot is five feet and ten inches tall, with a shock of platinum hair and eyes so dark in color that they’re nearly black. Her skin tone is warm, but light in color, her tall frame leaning on the lanky side, but built well enough that there is some muscle, and plenty of hidden endurance. She often looks somber, with shadows under her eyes and a usually unreadable expression. She tends to wear black clothes just to save herself from having to clean out the soot stains that she gets on everything.
In the middle of her back and centered on her spine, there is a scar from another metahuman’s lightning striking her. On her left shoulder there’s a crescent-shaped scar, the trademark brand of an SPME captive. There’s an odd-looking and jagged scar on the inside of her right forearm, lasting the length of it.

Glow color: light violet

Category: Crowd Control
Power: Sandman’s Smoke
Power Description: With Sandman’s Smoke, Mair has the ability to generate small to copious amounts of thick black smoke from her body. Wherever it comes from, her hands, nose, mouth, etc, it starts as a bright violet flame, and from the small bed of flames, black smoke can extend to a maximum radius of 80 feet around herself. The smoke, once inhaled, puts the target(s) to sleep. The amount of time a target is left asleep depends on how much smoke has been taken in, and if too much is inhaled, death is a very possible side-effect. She can generally control how much smoke someone inhales to prevent this, but some situations make it a bit difficult to monitor.
Mair cannot be put to sleep by her own smoke.

Personality: Mair Mercer’s heart was once full to the brim with kindness, and always ready to give and receive happiness, and a part of that Mair still lives inside of her, but after benign kidnapped by SPME, she drastically changed, having to learn how to survive and please the people running the facility, and how to maintain sanity under highly stressful situations of varying kinds and degrees. She became cold and calculating, solely focused on staying alive and working on her ability.
Under Macintosh’s jurisdiction, she’s had a moment of peace. When she first entered the Coalition, she was practically feral, lashing out and unwilling to be touched while awake. But after a year, she’s been able to find things she likes to do in her spare time, and mostly likes to keep to herself. She speaks more, and it’s been discovered that she most definitely holds grudges, and her shit list is one you don’t want to be on.
On occasion, she has been known to speak casually, and it’s common knowledge that she is working on being somewhat nicer. But she likes to be in charge, a new instinct having arisen now that she’s discovered she has some autonomy as a person.

Brief Pre-History: Before Macintosh, Mair Mercer was owned by SPME. Before SPME got their hands on her, she was the child of two people she never really got to know, and whose faces are mere blurs in her memory.

Mair displayed her abilities starting at a very young age, and it took her a couple of years to figure out how to contain it within, so that she wasn’t putting people to sleep by accident. Little did she know that she was being watched from afar by SPME for years. When she was about eleven years old, and walking home from school, she was stolen right off the street, a single block away from her home, and immediately neutralized before she could let any of her smoke out to save herself. Mair awoke to find herself in an SPME facility, and over the course of many very long years, she was subjected to tests and various kinds of trials. It was through SPME experiments that she honed her ability, pushing it far past the limits she’d originally set for herself as a child, and refining it into the deadly weapon it is today.
At fourteen years old, she made an escape attempt, and she almost got into the hallway outside of her cellblock, but was quickly captured and punished for it. The punishment for her escape attempt was severe, another captive was forced to wound her, and their electrokinetic abilities left her with an odd pink scar whose origin point is at the center of her back, and spiders outwards, reaching up halfway across her shoulder blades, and down to her lower back. Miraculously, the SPME crescent-scar was left unmarred.

Mair never tried to escape again. But she did make a very close friend, the only thing in the world that served her as a tether to sanity. Deja Page was a dream-walker, able to enter someone’s dream and make things happen there that weren’t the cause of the target’s subconscious. They almost immediately stuck together like glue, feeling as if their powers could work beautifully together…if they had been on the outside.
Mair and Deja grew up together in SPME captivity, and got each other through many hard days, which was generally all of them. Deja sometimes spoke about escaping, and Mair was quick to shut that line of thought down, knowing exactly what the punishment could be, or worse. But Deja made plans to escape anyway, without Mair. She almost made it, too, but was inevitably caught and brought back.

Deja’s punishment? Death. The worst part about it? Mair would have to do it.

Mair never asked why she was made to do it, but she’s always felt like it was because they knew they’d been friends. They’d tried to keep it on the down-low, but nothing ever really escaped supervision. Mair wasn’t able to go through with using her ability to kill Deja until her friend gave her the go ahead with a simple, but very exhausted, defeated nod.

Only three years later, Mair escaped.

Or rather, was re-kidnapped.

Macintosh honed in on Mair’s ability, and managed to swipe her from the facility she was at. Used to having no other choice, and desperate for any life other than the one she’d been living under SPME, she went with him. She’s lived at the Alaska facility for just a little over a year now, and has had some time to work on herself and re-acquaint herself with her ability on her own terms, though she’s not really ever come to fully trust Macintosh or his incentives or whatever the fuck makes him tick, but she respects the Coalition enough to not try and kill anyone. She also has nowhere else to go, no other choice, and has mostly made her peace with that.
 
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Leigh Underwood

Nickname: the Siren
Date of birth October 27, 2003
Age: 19

Physical description:
Gangly and tall Leigh is a growing male with the awkward proportions of any teen, but handsomely groomed to befit the image of a siren. Standing 6 feet and growing Leigh is a tall youth with fair skin and a beauty mark underneath his unchanged eye to mark the stereotype he seems to represent, yet it is the other eye that gives away his status as a meta that has already fused with his identity so much, the male doesn't know better than to have it in use. Orginally dark-eyed and dark-haired it has been noted that gradually Leigh's signature dark locks are slowly but surely lightening up, subtly growing into the golden dark brown his glow is known to be.

Personality: Like any teen male Leigh believes himself on the top of the world and indestructible, ready to search for the borders of the world and the boundaries of his own existence within the world. Naturally confident and definitely cocky, Leigh is a daredevil that knows exactly what game to play to get what he wants, and will force hands if that doesn't help him either. One would believe that being who he is, Leigh would grow tired of the attention but the opposite is quite true. He wants to be heard. He wants to be seen. The eyes should be on him and anything less upsets the teen. Leigh is out and loud about who he is and desperate to leave his mark in the world.

However, if nothing goes his way and all falls apart. When smiling doesn't work and even his very grace won't pick apart a rage bubbles up within, a violent expression about to perform its most ravenous act as the human within Leigh wishes to go back to his days of childhood before his eyes turned and before all he knew was the power he grew. Another switch of his charm to a violent rage.

Glow colour: Dark golden brown #996515

Category: Coercion

Power description:
Psycho Feromonikinesis: Some call it charm, for it most commonly expresses itself in Leigh's likeability and popularity, but that's the most innocent expression of his power. It can compel, attract, and subdue all who Leigh encounters by the switch of his attitude, beckoning them to either set eyes on only him, convincing the targets that everything was their idea all along and influence their subconscious whilst they lose track of all original thought. The nearer to the target the stronger Leigh gets, where touch makes it impossible to reject and break out of his control. Yet, the greatest weakness lies in just that, for too much attraction and charm can turn against Leigh in a blink of an eye and suddenly dissipating his influence is never an option once the siren has started to sing for fear of retaliation.

History: His superpower expressed itself early but subtle. His parents believed their son to be particularly handsome and very charming, like any good parent does and so did the surrounding adults believe Leigh to be.

"What pretty hazel eyes he has!" they exclaimed and the colour was dismissed for dark brown eyes did often get a wide array of names. Leigh perhaps hadn't even realised it himself at that age how special he was, he just knew he was and that, if he smiled and stared enough all adults would give into him. That the girls in his kindergarten started to fight over who could hold his hands and the boys joined in was all dismissed by what a charming kid Leigh was and what a natural leader he was.

The realisation that there was more than just natural charisma came the first time Leigh was taken away. A raving woman who claimed that the forces had beckoned her to do it and that she would otherwise have no clue why she would take a child, much less a child she didn't know, was the first sign. Something compelling was about Leigh who always got his way, somehow, no matter how ridiculous. Like how he convinced his classmate to trade his peanut butter and jam sandwich with their lunch, and how the teacher had allowed it despite the known peanut allergy of said classmate. The classmate survived, but the fact that it was one incident but several had grown wary, yet all was forgotten when Leigh turned those pretty hazel eyes at them and smiled.

The SPME and Macintosh didn't miss out on the signs, however, and when one day Leigh's parents found one of Leigh's eyes a dark golden brown colour that completely overtook the entirety of the eye they brought him to the doctors where they ran further tests on him and more, until Leigh disappeared into tests and never saw his parents again.

His life since then has been a constant attempt at escape. Charming his way around. When a smile wouldn't work Leigh tried to use other means. When he believed that it would work he found himself facing failure again. What was once unconscious became deliberate and what became deliberate became control. A deep resentment grows as he finds himself hidden away in deeper layers. A resentment that grows and grows, for the people that kept him and for himself. When he found himself trusting the wrong man and stuck in a location so far away from civility, Leigh wouldn't even know where to go if he even got outside, for there was no life outside that he could compel.
 
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TREMAINE

Name: Tremaine Martin
Nickname: Tre
Date of Birth: July 1st, 2002
Age: 21

Physical Description:

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

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

Glow color: Goldenrod | #DAA520

Category: Espionage
Power: Perceptive Amnesia

Power Description:

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

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

Personality:

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

Brief Pre-History:

Life in Atlanta tended to move fast.

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

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

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

 
KETURAH HUDSON

DEC39FED-4D87-4B80-9743-D5BB37538AAB.jpegNickname: Turi
Birthdate: July 7th, 2002
Age: 20

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

Glow Color: Chartreuse

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

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

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

It’s not to say she’s purely prickly. Those with whom she builds a bond, she is exceptionally close, and she often seeks out their company of her own will, sometimes inviting herself along to... whatever they happen to be doing. Meanwhile, those she actively dislikes, she simply doesn’t interact with. That said, she does deeply care about the team, even if this is not a fact she makes readily known.

She seems in a constant state of sensory overload, listening to music at full volume, surrounding her room with garish, bright, and even offensive art and posters. Turi always seems to be watching something bizarre and avant-garde in the rec room when she isn't in training, consuming films at a rapid rate. It's almost as if she needs almost painful overstimulation, doing several things at once, as if she’s making up for lost time.

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

Too bad it also happened to be a cult.

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

And when that failed.... she lied.

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

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

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

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