The Superfecta Complex - Recruiting Thread

Started by Outlier, February 20, 2012, 03:16:52 AM

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Outlier

The Superfecta Complex

New Applicants|Approved Profiles|OOC
Atrion Central/Downtown|Eastside/Industrial|Riverside/Uptown

Cops and Robbers (v2)
On the twenty-fifth anniversary of the Uzekil Crisis, there is talk of new beginnings in the city of Atrion around the time that they celebrate the very original beginning of city with a three-month long centennial celebration. All seems to be going well for the city as the Police Department reports that there is a dropping of crime rates across the board.

Well that is how it was before the disappearances started to occur with people literally seeming to vanish without any real culprit. The questions of why and who, plague this city that was so prosperous just mere weeks ago.

Start date: 3/5/12
End date: TBA
Status: Recruiting

__Need at least 2 more APD officers powered and nonpowered
__Need civilian characters (possibly will be kidnapped)


About the game
Hello and welcome to The Superfecta Complex's recruitment thread! This game is created by Outlier aka Li with help from Qt, HairyHeretic, and Swordsman18. Special thanks to the Mumble community for listening to late night rambles and Chrystal for helping me keep faith. Thank you all.

This game is designed to be a plot-intensive roleplay with the feel of a detective mystery more than a superhero brawler. There is a great deal of backstory to discover through in-character exploration. This backstory will provide clues to solving the current story arc, Cops and Robbers, as well as give way to future story arcs. As thought out as this game is the game is also designed to be player driven. There is room for subplots created by the players and these add-ons are welcomed. If all goes well in the near-future players will be able to submit full fledged story arcs to be voted on by the group to see where The Superfecta Complex goes next.

Cops and Robbers focuses on three main groups: the APD, the Civilians, and the Kidnappers. The APD can be comprise of normal humans and powered individuals as well as the civilians group. For now kidnappers are not open to be played. As with any detective story time will also play a key role in the story. The default will be 1 week IRL = 12 hours though this ratio is subject for change.

Please take a look at the guidelines below and feel free to ask any questions you may have.

As always happy gaming,
Li


FAQ's
None yet!

Outlier

#1
General Guidelines
1. The GMs are Qt and Outlier. Those players who go inactive without warning for 2 months will forfeit their characters to the GMs for maniacal purposes. GMs may also temporarily puppeteer characters as part of a GM Post (i.e. saying the van arrived safely at its destination).

2. El diablo está en los detalles. (Translation: The devil is in the details.) Three words can be more important than three paragraphs. There is no maximum post size so use your best judgment. At the same time you are asked to provide at least 5 sentences or more; enough to give your partners something to work with. Oh and one more thing, do watch out for Russians, trees, and fish.

3. Communication is a good thing. Have a question? Ask. Have a concern? Bring it to someone's attention. If you are busy, lacking your muse, or needing to go slay a fiendish fellow let us know too!

4. Keep within the rating. This game is rated up to Non-Consensual Exotic. Extremely graphic scenes must be glossed over and/or time skipped. Characters can have families, however, remember to keep things Elliquiy appropriate. Also note that a character's death should not occur during sex as to stay within the rating. Permission must be granted before a player's character may kill another player's character in-game. Keep in mind you have the right to refuse to play your character in a situation that makes you uncomfortable.

5. Canon universes and us. Characters may be inspired by other characters such as Batman, Nemora, etc, but no character may actually be those characters. They're still "just comics" to us.

6. Use the posting label at the top of your in-character posts. For sanity's sake, especially if you plan on playing multiple characters, please use the following format and try to link posts that head off to other threads.

Label Code
[b]Character:[/b]
[b]Location:[/b] Try to be specific when posible
[b]Tagged:[/b] Who you are responding to
[hr]

text

[hr]
[url=url of specific post]Continued from/to[/url] If this applies to your post.


Character Creation Guidelines
1. Here are some (hopefully) useful links:
__Long list of abilities and examples if you happen to get stuck thinking up a power. (Note: Not all powers on list will be allowed in TSC.)
__List of psychic abilities (Note: See  note above.)
__(WiP) Superhero Database
__Wikipedia's Superhero page, just for fun.
__Words of sage advice…

2. Off limit powers. Will be updated as more are discovered.
__Time travel
__Time manipulation
__Complete indestructibility/invulnerability
__Strong probability manipulation
__Strong mind control
__Strong possession
__Omnipresence (GMs don't like sharing their fly zone)


3. Life as an NPC. Mom-player characters (NPCs) are distinguished from player characters (PCs) by their role in the game. Not all NPCs need profiles and although most are supporting characters many can still be important to the story. Please do not abuse the NPCs as red shirts have feelings too.

4. Playable races:
__Sapiens: Non-powered, run of the mill humans.
__Magi: A small subspecies of Homo sapiens born with an innate affinity for magic.
__Superior: Another subspecies of Homo sapiens this time encompassing those with superhuman powers. Often called "mutants" or "metahumans" in modern times.
__Hybrid: Often times mixed with human blood, these individuals are the offspring of crossbreeding who typically draw their powers from their inhuman genes.
__Mermanus: Aquatic humanoids who are just as diverse as their air-breathing cousins. All mermanus require water to live.

__Extraterrestrial: Any individual not from the planet Earth or its related realms. Approved on a case-by-case basis.
__Divine: Those not of the profane/mortal realm such as hell-born demons and ethereal spirits. Approved on a case-by-case basis.

Don't see something? Just ask!

5. Keep the number of characters you play in check. This includes the number of NPCs you lay claim to as well. Having a large family is one thing, having an entire population of a city district as your NPCs is another.

6.Approved profiles go here, new applications go here.


Power Rating System
The United States first developed the TALCONs or Threat Assessment Level Conditions during World War II when metahumans were deployed as soldiers on both sides. The scale has been redefined several times since it's creation. The latest system takes into account how an individual human's knowledge impacts how much of a threat they are to national, and global, security. Metahumans can move up and down in TALCON levels although rarely is a metahuman downgraded. Currently within the United States legislation mandates all those deemed TALCON 3 or higher be registered on a national database. Since 1992, it has become mandatory to screen children at birth and then at 16 for mutations. All extraterrestrials must have visas issued by the United States just like all other foreign nationals. The current TALCON system is defined as followed:








Level|Codename|% of pop.|Description
TALCON 5|Delta|90%|The least severe of all levels, metahumans of this category are considered to be nuisances rather than major threats.
TALCON 4|Gamma|9.5%|Dangerous only in large mobs otherwise can be easily subdued by trained personnel.
TALCON 3|Beta|3%|Knowledge and/or powers equate to a sizable threat. Approach with caution. Registry required.
TALCON 2|Alpha|0.2%|Knowledge and/or powers equate to a severe threat. Approach with extreme caution. Registry required.
TALCON 1|Omega|N/A|One-man-doomsday-machine. Highly dangerous, must be eliminated/contained immediately upon discovery.


Powered Characters' Profile
Code
[size=12pt][b][i]Full Name[/i][/b][/size]
[hr]
[b]Played By:[/b]

[b]Aliases:[/b] If applicable list commonly used alternative names. The name of this can be changed to "Code Name" or "Nickname" if more suiting.
[b]Level:[/b] See TALCON chart.
[b]Occupation:[/b]
[b]Quote:[/b] (Optional)
[b]Inspiring song(s):[/b] [i]Song title[/i], by Band (Optional)
[b]Inspiring image(s):[/b] [url=url here] Title [/url] (Optional. This is where images of what your character looks like go.)

[b][u]Physical Details[/u][/b]
[i]__Age/D.O.B.:[/i]
[i]__Height:[/i] metric (imperial)
[i]__Weight:[/i] metric (imperial)
[i]__Build:[/i]
[i]__Skin color:[/i]
[i]__Eye color:[/i]
[i]__Hair color:[/i]
[i]__Clothing:[/i] Be sure to include what their alterego appearance may look like if they use a costume.

[b][u]Personality[/u][/b]
Description here.

[b][u]Skills[/u][/b]
[i]__Skill:[/i] Description. Skills are non-power related abilities like being a trained martial artist or skilled diplomat.

[b][u]Powers[/u][/b]
[i]__Power:[/i] Description.

[b][u]Weaknesses[/u][/b]
[i]__Weakness:[/i] Weaknesses can include non-power based weaknesses.

[spoiler=Background Details]

[b][u]Relations[/u][/b]
[i]__Family/Friend/etc:[/i]
Name [Age/Gender]: Brief description.

[b][u]Brief History[/u][/b]

[/spoiler]
[spoiler=Creator's Notes]

Any other additional notes you want to share such as where you got inspiration, favorite color, etc. This will also be where your revision history goes.

[/spoiler]


Nonpowered Characters' Profile
Code

[size=12pt][b][i]Full Name[/i][/b][/size]
[hr]
[b]Played By:[/b]

[b]Aliases:[/b] If applicable list commonly used alternative names. The name of this can be changed to "Code Name" or "Nickname" if more suiting.
[b]Occupation:[/b]
[b]Quote:[/b] (Optional)
[b]Inspiring song(s):[/b] [i] [i]Song title[/i], by Band (Optional)
[b]Inspiring images:[/b] [url=url here] Title [/url] (Optional. This is where images of what your character looks like go.)

[b]Physical Details[/b]
[i]__Age/D.O.B.:[/i]
[i]__Height:[/i] metric (imperial)
[i]__Weight:[/i] metric (imperial)
[i]__Build:[/i]
[i]__Skin color:[/i]
[i]__Eye color:[/i]
[i]__Hair color:[/i]

[i]__Appearance:[/i]
Even if you have an image of your character, please give a written description. Be sure to include what their alterego appearance may look like if they use a costume.

[b]Personality:[/b]
Description here.

[spoiler=Abilities and Faults]

[b]Skills:[/b]
[i]__Skill:[/i] Description. Skills are non-power related abilities like being a trained martial artist or skilled diplomat.

[b]Weaknesses:[/b]
[i]__Weakness:[/i] Description, can be a serious vice or physical limitation.

[/spoiler]
[spoiler=Background Details]

[b]Relations:[/b][/color]
[i]__Family/Friend/etc:[/i]
Name [Age/Gender]: Brief description.

[b]Brief History:[/b]

[/spoiler]
[spoiler=Creator's Notes]

Any other additional notes you want to share such as where you got inspiration, favorite color, etc. This will also be where your revision history goes.

[/spoiler]


NPCs' Profile
Code

[size=12pt][b][i]Full Name[/i][/b][/size]
[hr]
[b]Played By:[/b] If open for anyone to play write "Public"

[b]Aliases:[/b] If applicable list commonly used alternative names. The name of this can be changed to "Code Name" or "Nickname" if more suiting.
[b]Level:[/b] See TALCON chart.
[b]Occupation:[/b]

[b]Physical Details[/b]
[i]__Age/D.O.B.:[/i]
[i]__Height:[/i] metric (imperial)
[i]__Weight:[/i] metric (imperial)
[i]__Build:[/i]
[i]__Skin color:[/i]
[i]__Eye color:[/i]
[i]__Hair color:[/i]

[i]__Appearance:[/i]
Even if you have an image of your character, please give a written description. Be sure to include what their alterego appearance may look like if they use a costume.

[b]Personality:[/b]
Description here.

[b]Skills:[/b]
[i]__Skill:[/i] Description. Skills are non-power related abilities like being a trained martial artist or skilled diplomat.

[b]Powers:[/b]
[i]__Power:[/i] Description.

[b]Weaknesses:[/b]
[i]__Weakness:[/i] Weaknesses can include non-power based weaknesses.

[b]Brief History:[/b]

[spoiler=Creator's Notes]

Any other additional notes you want to share such as where you got inspiration, favorite color, etc. This will also be where your revision history goes.

[/spoiler]


Outlier

Snagging this post too in case I need to update... *sets out tray of cookies*

Kevben Battleheart

Hmmmm, sounds interesting...consider me as one of the APD.
The Saga of Battleheart (O/O's)The Vault of Victory  ♥
The World of Adalern (currently closed to critiquing)
Tell one your thoughts, but beware of two. All know what is known to three.
Thought for the week: Harden your soul against decadence, but do not despise it for the soft appearance of the decadent may be deceiving.

Outlier

Quote from: Kevben Battleheart on February 20, 2012, 01:54:05 PM
Hmmmm, sounds interesting...consider me as one of the APD.

Awesome! If you've got any question lemme know.

Outlier

Okay silly me. THIS might be REALLY helpful for the players to have before we start. Please excuse how messy it is now, but below is some information on Atrion, IAP, and Metropolis. Sorry about that...

Central/Downtown
The Central and Downtown districts are home to the city's government, financial, and commercial headquarters. Dotted throughout the districts are pricey condos, tiny apartments, and all the comforts of a jammed-pack-always-on-the-go urban jungle. Life in Central Atrion is the busiest of all 6 districts. To add to the organized chaos of city life, Atrion has been flooded with tourists as the Centennial Festival begins. Each month for three months city official plan to unveil finished projects ending on the city's official birthday. The first project to be unveiled is the Downey-Jones Entertainment Complex in Central Atrion. The entertainment complex houses state of the art facilities geared towards drawing in a wide range of performers.

Crime rate: Moderate
Residential: Middle to upper class
Commercial: High

Notable Locations:
__Atrion Police Department Headquarters (Downtown)
__Atrion City Hall (Downtown)
__Atrion Public Library Headquarters (Downtown)
__
__Downey-Jones Entertainment Complex (Central)
__Clayton Industries, Inc. Atrion HQ (Central)
Brief History of Atrion
When compared to their younger neighbor Metropolis, Atrion seems to be a complete distopia. In the wake of the 1992 Uzekil Crisis racial tensions peaked violently throughout the city. Waters cooled in the late 1990's, however, there is no IAP branch in Atrion. Official statements indicate that due to Atrion's close proximity to Metropolis an IAP Atrion Branch is unnecessary.

Atrion gained its official city status in 1917 and has grown into a large urban center since. The averate crime rate stays around a moderate level fluctuation naturally between districts. The city is divided into 6 official districts each with their own subdistricts. The are Uptown, Central/Atrion Proper, Downtown, Riverside, Eastside, and Industrial.
Eastside/Industrial
Eastside is hands down the more desolate part of Atrion. Situated along the eastern bank of Callaway River across from Riderside it has become home to many of Atrion's ghosts. The police do not have a strong presence on the east side of the river in either the Industrial, policed by private security companies, or Eastside, ruled by their own brand of justice. Those who are unfortunate enough to have visible/deforming mutations find sanctuary in Eastside thanks to the attitude of the denizens. "No Questions Asked" is a common sign to see hanging from shop windows. It should come to no surprise then that Eastside plays host to a booming black market. The Truce Zone refers to almost all of Eastside and the older parts of the neighboring Industrial district. There are many codenames that refer to specific trades and places of business. Mermanians are the known for being the best smugglers able to move cargo along the Callaway River either to the Pacific Ocean to the Northwest or Glass Sea Lake to the Southeast.

Despite the illegal nature of the Truce Zone's trade, there is a strong honor system in place. The community is often compared to one giant gun standoff between factions. The associated joke is that your rivals are the only ones to send a card on your birthday besides your mother. However true, it is certainly safe to say the shady community is closely knit. Exotic pets is an acceptable trade while the trafficking of higher sentient lifeforms (humans, aliens, etc) will immediately ostracize a trader from the protection of the community.

Crime rate: Moderate-High
Residential: Middle to low class
Commercial: Moderate

Notable Locations:
__Truce Zone
__Docks
__Styx (Eastside/Truce Zone)
__The Clinic (Eastside/Truce Zone)
__Bob's Delicatessen/Undertow Nation Base (Eastside/Truce Zone)
Undertow Nation
An underground group originally started by two brothers during the racial riots of the 90's. Their purpose is to promote racial equality and raise awareness of issues they feel need attention. Often times they take a humorous stance with their antics;the "Maneating Manwhich" campaign is still one of their most infamous joke-PSA style projects. The group's influence is primarily limited to the region around Atrion (including Metropolis). They use fliers, radio, and the internet to communicate with the masses. Tin Man and Nox are the "figureheads" so to speak and are in charge of the radio shows.
The Clinic
The Clinic, often referred to as "Sung and Cae" (pronounced: Song and Sea) by locals, is one of the more reputable places that offers medical assistance. Run by Doctor Tao Sung and Mermanian shaman Caeculi-Al, the Clinic employs a total of 10 people. They deal strictly in cash and generally do not asked for more details than needed to treat a patient. Doctor Sung usually works the night shift and is known for doing free check-ups for the poor. Cae, however, is known as being a sour-tempered merman of the Arodon Tribe. Most who visit the Clinic will fall under the shaman's care. Cae's skill with healing magic makes up for his lack of bedside manners, especially with humans.

Metropolis Branch
The IAP Metropolis Branch stands as a monument to all those lost during the Uzekil Crisis and the milestones in metahuman advancement. The building houses residents, offices, laboratories, training facilities, an extensive archive, tactical command center, kitchens, dining halls, medical facilities, laundry services, armory, gift shop, and underground detention facilities. The building is designed to withstand attack making it also a shelter in an emergency. Many recruits to the IAP are trained at the Metropolis Branch.

The IAP has a collection of official uniforms each marked with the group's insignia on the left-hand side of the chest. While considered optional for most occasions, members tend to wear uniforms as a means of quick identification and protection; all uniforms are tailored for the individual wearer. A standard uniform is resistant to a wide range of damage including fire and tearing. The official IAP colors are blue, black, white, and silver. These colors also play a role in identifying an individual's position within the IAP. Uniforms are often a combination of colors with the primary color being indicator of which general department.

Department:
__Blue: Research and Medical
__Black: Combat and Investigations
__White: Recruits
__Silver: Administration and Intelligence

The current director of the Metropolis Branch is Anthony Noel. The IAP is currently preparing for their 25th birthday and anniversary of the Uzekil Crisis.
Brief History of Metropolis and the IAP
Founded in 1955 based on designs from Project Ourobourus, Metropolis was always invisioned to be the city of tomorrow. The League of Heroes was founded in 1957 making their home in Metropolis. Captain Legion, first leader of the League, and Doctor Henrik Schaal, director of Project Ourobourus, are credited with their extensive work with the Civil Rights leaders and organizing the Metahuman and Extraterrestrial Rights Movement during the 1960's. The League and Doctor Schaal are also celebrated for the progress in advancing Human-Mermanus relations. After Doctor Schaal's death in 1967, the League officially took up stewardship of Metropolis. In honor of the life's work of Doctor Schaal the League of Heroes immediately began construction on Hydropolis; Doctor Schaal had been working on completing the blueprints for this underwater city at the time of his death. Hydropolis was officially completed in 1974 with the induction of the first 10 mermanus to the League of Heroes.

In 1992, Uzekil destroyed the original League of Heroes Headquarters as part of a series of events later called the Uzekil Crisis. The Uzekil Crisis brought the world's leading nations together to discuss growing metahuman tensions. Meanwhile surviving members of the League of Heroes united with the remains of international groups to form The International Alliance of Peacekeepers. The newly formed IAP made their debut before the United Nations announcing their aims and intent to relocate their main headquarters is an island in the Atlantic as to remain independent of any sovereign nation. The IAP first met resistance as many across the globe feared a second Uzekil Crisis. The IAP inherited stewardship of Metropolis and its subcity Hydropolis and were allowed to rebuild the city. The Metropolis Branch of the IAP stands where the original League of Heroes once stood. The city and branch hold much prestige being valued for their historical importance to the world.

Swordsman18


Iniquitous

Bow to the Queen; I'm the Alpha, the Omega, everything in between.


Swordsman18

Adam Roanoke


Played By: Swordman18

Aliases: The Old Man, Jack of All Trades, Medicine Man
Level: 2 - Alpha
Occupation: Police Consultant, Private Investigator, Underground Part-time Medic/Surgeon
Inspiring image(s): http://josephgordonlevitt.org/photos/albums/photoshoots/set77/normal_set77_13.JPG

Physical Details
__Age/D.O.B.: 1987
__Height: metric (imperial) 180.34 cm
__Weight: metric (imperial) 63.5 kg
__Build: Athletic
__Skin color: Caucasian
__Eye color: Brown
__Hair color: Dark brown, nearly black
__Clothing: He is the kind of guy to wear suits to near all occasions however most of the time unless he knows it is bound to be a formal setting he wears comfortable shoes such as black converse and other such things.

Personality
A very confident, and sometimes arrogant person due to his memory and the memories of all his ancestors, knowing every mistake and success that they ever made so he too tries his best to improve upon them.

A survivalist, he is not the type to ever put himself in a situation that is definitely fatal for he believes that knowledge is valuable and he is not going to lose the chance to spread the knowledge that he possesses.

A womanizer, his goal with his abilities is to spread his offspring as far and as wide as he can. Having hundreds of years of practice in memory to the finest detail is quite useful in this aspect.

Skills
__Skill:

Jack of all Trades but a master of some: Due to his rather long history of memory he has acquisition of most skills, though some he does not have fully developed.

Powers

Genetic Memory – All of the memories from his parents all the back to  around the development of higher cognitive functions run in his head.

Perfect Memory – In order to keep it all in his head, he has all of his memories in perfect recall as well as all of those of his ancestors. It was a mutation to back up his first mutation or else he would go insane with losing the context of his own identity and blending with the identities of countless people in his bloodlines.

Weaknesses

Humanity – He is human in all forms of the word, he can bleed, get sick and all of those things associated with being human.

Knowing too much – He is always watched for the fact that he knows a lot of the histories of important people and their families. This means that he needs to not reveal anything to anyone about what he knows about people of importance unless it is absolutely necessary.

Strong Family Ties – He has a strong connection to his sister Jane and his parents as well as anyone that reveals themselves to him as having his ability or being a part of his bloodline. This is due to his strong resolve to maintain the knowledge present in his ability.

Background Details


Relations
__Family/Friend/etc: Jane Roanoake, his sister. Amanda Terrance, part time lover.

Brief History

Adam was born a normal child to parents who all knew what he was going to develop into when he hit puberty. His mother was the one that had the ability between the two of his parents so she knew what the experience was going to be like when all of those memories started to rush in. But before then, he was a normal child, simply living without worry, though he was smarter than the other child since when he would see something he would never forget it. He won all kinds of spelling bees and excelled at IQ tests with most doctors and teachers declaring him a kind of genius of sorts.

When he got to his teens years and before the manifestation of his abilities, he was a rebel from academia. Instead he went through the more physical side of life, playing baseball, basketball, and hockey. Adam was actually challenged here while he continued to breeze through school.

His power manifested in the middle of a hockey game when he was slammed up against a glass wall, a fight broke out between him and the kid that slammed him and he used skills from ancestor Brutus that had been a street brawler, allowing him to literally knock out the kid before he realized what he did.

After that day, school was no longer an issue with him, he skipped from his Sophomore year all the way to graduation with all of the knowledge that kept coming into his mind until he had his complete genetic memory. From there he went to college quickly followed by med school where he went the path of being a pathologist since it was one path that was not covered by anyone else in his bloodline.

From there he then joined with the Police as a coroner for a long while, he had been registered since he was a teen so they accepted him in that position for his particular expertise. But soon the office of death got a little too monotonous for a person that needed to be collecting things that needed to be passed down. So he relegated himself to the job of consultant and taking private investigator cases.


Outlier

#9
Hi Swords, glad to see you but I do have a few notes. (Dun dun dun!)

Notes
Formatting. Not too big of an issue since you don't really have an example to go off of at the moment. I took the liberty to fix a few things though I need you to plug in some info like the exact date of birth. If you would provide the name and ages of the parents as well that would be awesome (and note if they are dead if they are).

Quote from: Swordsman18 on February 22, 2012, 01:43:50 AM
Adam Roanoke


Played By: Swordman18

Aliases: The Old Man, Jack of All Trades, Medicine Man
Level: 2 - Alpha
Occupation: Police Consultant, Private Investigator, Underground Part-time Medic/Surgeon
Inspiring image(s): Adam

Physical Details
__Age/D.O.B.: 30/ Month day, 1987
__Height: 180.34 cm (5'11)
__Weight: 63.5 kg (140 lbs)
__Build: Athletic
__Skin color: Caucasian
__Eye color: Brown
__Hair color: Dark brown, nearly black
__Clothing: He is the kind of guy to wear suits to near all occasions however most of the time unless he knows it is bound to be a formal setting he wears comfortable shoes such as black converse and other such things.

Personality
A very confident, and sometimes arrogant person due to his memory and the memories of all his ancestors, knowing every mistake and success that they ever made so he too tries his best to improve upon them.

A survivalist, he is not the type to ever put himself in a situation that is definitely fatal for he believes that knowledge is valuable and he is not going to lose the chance to spread the knowledge that he possesses.

A womanizer, his goal with his abilities is to spread his offspring as far and as wide as he can. Having hundreds of years of practice in memory to the finest detail is quite useful in this aspect.

Skills
__Jack of All Trades: But a master of some. Due to his rather long history of memory he has acquisition of most skills, though some he does not have fully developed.

Powers
__Genetic Memory: All of the memories from his parents all the back to  around the development of higher cognitive functions run in his head.
__Perfect Memory: In order to keep it all in his head, he has all of his memories in perfect recall as well as all of those of his ancestors. It was a mutation to back up his first mutation or else he would go insane with losing the context of his own identity and blending with the identities of countless people in his bloodlines.

Weaknesses
__Humanity: He is human in all forms of the word, he can bleed, get sick and all of those things associated with being human.
__Knowing too much: He is always watched for the fact that he knows a lot of the histories of important people and their families. This means that he needs to not reveal anything to anyone about what he knows about people of importance unless it is absolutely necessary.
__Strong Family Ties: He has a strong connection to his sister Jane and his parents as well as anyone that reveals themselves to him as having his ability or being a part of his bloodline. This is due to his strong resolve to maintain the knowledge present in his ability.

Background Details


Relations
__Family:
Dad's name [Age/M]: His dad.
Mom's name [Age/F]: His mom.
Jane Roanoake [Age/F]: His sister.

__Friend:
Amanda Terrance [Age/F]: Adam's part time lover.

Brief History

Adam was born a normal child to parents who all knew what he was going to develop into when he hit puberty. His mother was the one that had the ability between the two of his parents so she knew what the experience was going to be like when all of those memories started to rush in. But before then, he was a normal child, simply living without worry, though he was smarter than the other child since when he would see something he would never forget it. He won all kinds of spelling bees and excelled at IQ tests with most doctors and teachers declaring him a kind of genius of sorts.

When he got to his teens years and before the manifestation of his abilities, he was a rebel from academia. Instead he went through the more physical side of life, playing baseball, basketball, and hockey. Adam was actually challenged here while he continued to breeze through school.

His power manifested in the middle of a hockey game when he was slammed up against a glass wall, a fight broke out between him and the kid that slammed him and he used skills from ancestor Brutus that had been a street brawler, allowing him to literally knock out the kid before he realized what he did.

After that day, school was no longer an issue with him, he skipped from his Sophomore year all the way to graduation with all of the knowledge that kept coming into his mind until he had his complete genetic memory. From there he went to college quickly followed by med school where he went the path of being a pathologist since it was one path that was not covered by anyone else in his bloodline.

From there he then joined with the Police as a coroner for a long while, he had been registered since he was a teen so they accepted him in that position for his particular expertise. But soon the office of death got a little too monotonous for a person that needed to be collecting things that needed to be passed down. So he relegated himself to the job of consultant and taking private investigator cases.

Creator's Notes

Outlier

Here is my character's profile to look at. In the interest of being fair if anyone sees any issues please let me know. A second set of eyes can catch what mine don't anymore.





Arlene Gordon


Played By: Outlier

Aliases: Tesla, Tes
Level: 4
Occupation: Bartender at Styx
Inspiring song(s): Land of Confusion, by Disturbed
Inspiring image(s): Playing guitar, close up

Physical Details
__Age/D.O.B.: 25/ October 7, 1992
__Height: 172.5 cm (5'8")
__Weight: 64.8 kg (143 lb)
__Build: Works out, has a solid frame, and curvy hips and thighs.
__Skin color: Light brown
__Eye color: Chocolate brown
__Hair color: Black
__Clothing: Wears a lot of jackets, long sleeves, and long pants. Her thick dreadlocks are usually worn wild and loose. When she visits her father she wears nicer clothes. Otherwise, she is in whatever happens to be cleanest that day or doesn't have a hole in an inconvenient place. Her own personal style is very basic most days. Even when bartending she rarely wears jewelry. At most she will have on an analogue watch.

Personality
Tesla has done a lot of growing up in the past few years. She is a hard worker with a serious distrust for authority and outsiders. There is also a personal issue with the famed and highly honored Doctor Henrik Schaal; an issue she does not usually elaborate on, but certainly is a sour point for her. This issued with Doctor Schaal extends to those things closely associated with him as well such as the International Alliance of Peacekeepers and Metropolis. Her reputation on the street is that of a solid, trustworthy person who has earned the right to walk freely and without fear anywhere along the east side of the river. Her long history with the police in her younger years makes her not as confrontational with them unlike most denizens of the Eastside; doesn't mean she is happy to see them show up, but she will do her best to show some respect to them. Tesla is often tapped to play a mediator since she has no personal financial stake in the trade that goes on in the shady markets. As for her family her relationship with her brother is very strained. Her father and sister-in-law are more tolerant of her chosen lifestyle and she spoils her niece and two nephews whenever she can. Her powers make her careful of what she touches and she is partial to antiques. A quirk related to her powers is how she will sometimes refer to electronics as if they have personalities of their own, because to her they all do. Every electronic tells a story, especially if you are an urban legends guru like Tesla is. Overall her moral compass may not point due North, but Arlene does have a conscience.

Skills
__Leadership: From teenage screw up to unofficial ambassador in the Undercity. She is not the perfect leader, but having to be responsible for others has brought out the diplomat in her.
__Hacking: Mostly related to her powers.
__Streetfighter: Not the best, but knows how to put up a good fight. She fights dirty using any and everything she can to defend herself if need be.
__Tailor: Tesla knows how to sew including how to make basic repairs and alterations to garments. An old fashion skill with wondrous benefits.
__Guitarist: Owns a trusty six string guitar that has seen better days. Plays it often on the street and sometimes at Styx.

Powers
__Technopath: A natural mutation that has allowed for Tesla to commune with electronics as easily as a telepath can commune with the human mind. This power allows her to be able to break past many security systems with contact. Remote access is only easy for her if she is "familiar" with the electronic.
__Techno Awareness: Linked closely with her technopathy this ability allows for detection of electronics around her.

Weaknesses
__Hypersensitive: Her particular branch of technopathy can run amok if left unchecked. Electronics want to have power and complete their functions. By reaching out to Tesla they get that chance. Because of this Tesla can be easily overwhelmed by too many electronics wanting into her mind at once.
__Migraines: Might not seem like a weakness, but put a sensitive technopath in a mega electronics store for 24 hours and she might as well be a vegetable at the end. Migraines come after too much time has been spent shutting electronics out or trying to hack a security system with her powers.


Background Details


Relations
__Parents:
Thomas Gordon I [56/M]: Thomas suffers from a case of aggressive Alzheimer's disease, but in his prime he was a gifted tailor. However it should be noted that Thomas is not a metahuman nor is any member of his family. He is currently living in the Ruzzier Memorial Assisted Living Home.
Joyce Dennis [Would be 52/F]: Joyce died from cancer fifteen years ago. She did not inherit any powers from her parents.

__Sibling & Family:
Thomas Gordon Jr. [31/M]: Arlene's older brother. He is a financial accountant for a legal firm in Central Atrion. He sees his sister as being too irresponsible still and does not think highly of her "friends".
Shannon Gordon (nee Holmes) [33/F]: She and Thomas married young. Shannon has always been the lively, compassionate one as her husband has a tendency to be serious. She is a registered nurse currently working at Ruzzier Memorial. She keeps an eye on her father-in-law.

Shane Gordon [8/M]: Twin to Derrick. He plays soccer with his brother.
Derrick Gordon [8/M]: Twin to Shane. He plays soccer with his brother. Often switches jerseys because the two look identical and they want to see how long until someone notices.
Jasmine Gordon [5/M]: Thinks Arlene is the world's greatest aunt. Your average happy go lucky little girl.

__Friends:
Robert Liers [39/M]: A veteran who has become a ldeader of a small group of ragtags down in the Undercity. He and Tesla have known each other for years and is her closest friend. He and his people mainly stay in the Undercity, specifically the "Castle" as it is safe.
Markus Schultz [40/M]: Handsome owner of Styx. He gets along good with Tesla. Too good as the two of them have had several affairs.
Dana King [40/F]: Owns a boutique in Riverside called La La Forver. She is Markus's long time girlfriend who thinks Tesla is only "just a good friend and employee" to Markus.
Charon [?/M]: An elderly man who acts as gatekeeper to the main elevator to the underground. He is a coin collector who always manages to crop up when you least expect him to.
Systems [?/M]: An enigma even to himself.

Brief History
Arlene lost her mother when she was only ten. Her father moved the family to Atrion shortly after, a move that did not help Arlene cope with the loss at all. It came as no surprise when Arlene started to act out in school. Her early to late teen years are marked with several warnings, arrests, and incidences of her running away all leading up to a court ordered six month stay in a juvenile detention facility known as Camp Hope just west of Atrion. It was  at this camp that Arlene discovered her technopathy at age 14. When she returned home the young teen still did act out, but also had learned how not to get caught. It does help when you can convince the surveillance cameras not to see you. She took up the name Tesla and started to spend most of her time in Eastside. The rumors about the hidden world on that side of the river full of the city's ostracized abnormals drew her in. The denizens recognized a fellow societal reject and welcomed her into their world. For the longest time Tesla was too afraid to tell her family about her powers. When she did, her father accepted her while her relationship with her brother only further deteriorated. It was then that her father told Tesla about her grandmother, Arlene Dennis, and about the dark family secret. This gave birth to some of Tesla's skewed views and did not sit well with her. She spent more and more time on the other side of the river and has continued to avoid registration with the IAP or the Nation Database of Metahumans and Extraterrestrials.

Urban legends quickly became a passion of Tesla's. Most turned out to be dead ends, but one spelunking expedition into the bowels of the Undercity turned up an interesting find. The seventeen year old came across an abandoned structure below ground. At first she thought is was a Cold War era bomb shelter long since forgotten about. The security system was old, granted, but electronics like Tesla and she was able to get inside. What she found surprised her. It was actually not an abandoned bomb shelter... it was an abandoned research facility with its sole experiment still occupying it.  Turned out the urban legends about the 'Man in the Machine' and the 'Lonely Watcher' had validity to them. It was a disturbing sight to see what once must have been a human being strapped up to a super computer of some sort, even more disturbing when Tesla accidentally woke up the cybernetic prisoner. Electronics like Tesla.

Systems, as he become known to Tesla, has since become something between ward and friend to Tesla. He remembers nothing of his life before becoming Systems. Systems struggles to understand humanity which is something Tesla tries hard to help with. The facility has since been restored to a functioning, livable space known as the "Castle". It is inhabited by Robert and his group.
Creator's Notes


The woman in the pictures used for this character is musician Valerie June.


Sharon

I am still in this one but I am working on bio. But had to take a brake tracing her power blood line. It all confusing when I think about it.

Crovonovin

David Irons


Played By: Shihong

Codename: Doorman
Level: 3 - Beta
Occupation: Detective - APD
Quote: "There is no such thing as a barred path.  One merely needs the right key, and all paths will be open to them."
Inspiring Music

Inspiring Music: Amon Tobin - Defocus
Inspiring image(s): David Irons - A Portrait

Physical Details
__Age/D.O.B.: 32 / March 27th, 1985
__Height: 192 cm (6'3")
__Weight: 95.3 kg (210 lb)
__Build: Statuesque, almost literally so.
__Skin color: Ivory
__Eye color: N/A
__Hair color: N/A
__Clothing: Detective Irons always wears a crisp, clean suit and coat while on the job, without exception.  When off the clock he seems to have a preference for navy turtlenecks and slacks.

Personality
Though David looks to have been vomited up from the depths of a surrealistic painting, he maintains an air of casual dependability.  Always punctual, always there precisely when he's needed, and never one to go back on his word.  He's rather analytical, as most good detectives are, and has a bit of a philosophical streak.  Above all else, he is dedicated to his job and his department.

Skills
__Skill: Perhaps unsurprisingly, Detective Irons thoroughly enjoys sculpting and painting in his free time.  Though not devoid of talent, he has very little interest in exhibiting his pieces to the public or fellow artists.

He also has the uncanny ability to avoid detection when the occasion calls for it, despite his bizarre appearance.

Powers
__Power: Irons refers to his ability as that of the Divine Locksmith, though thorough testing has proven that his powers are genetic in origin, rather than the gifts of any higher power.  Put simply, David possesses the power of "Locking and Unlocking".  By touching a surface he is capable of opening a doorway of varying width, length, and thickness in order to pass through to the opposite side.  Barricades of any sort are completely useless against him, as he can make paths where previously none existed.  Both organic and inorganic materials are vulnerable, though he is prohibited from exercising it on living organisms while in the line of duty.

There are further intricacies to the power of the Doorman.  In addition to opening doors in the environment, David can also "lock" or "unlock" the potential of others.  This allows him to enhance or subdue the abilities of other powered individuals (the latter of which is quite useful for detaining superpowered criminals), remove or strengthen inhibitions, and so on.

David's power has no use on electronic devices.  He can open his own door past an electronic lock, but cannot, say, use his power to "unlock" a computer's password.

Weaknesses
__Weakness: Despite looking for all the world like a statue come to life, David is as otherwise vulnerable as any other human being.  He bleeds and is just as capable of injury, though it is unknown what effect a shot to his "head" would have. 

Unlike many other mutants, he is incapable of hiding his condition from the public.  His appearance never fails to draw unwanted attention from those around him, often distracting witnesses or inciting others to insult and demean him.  While more progressive establishments have no problem serving him, there are still those that will deny him entry based solely on his appearance.

Background Details


Relations
__Family/Friend/etc: Both of David's parents are deceased, a combination of having had children later in life and flagrant disregard for their own personal health.  They are survived by him and his younger sister.  David was estranged from his immediate family at the age of 16 when his powers began to manifest and mutate his body.  He was taken in by his Uncle, a beat cop who had been similarly ousted from his own household upon coming out as homosexual.  His Uncle has since retired from the APD.  Any contact with his sister remains strained, and they do not go out of their way to see one another.
Name [Age/Gender]:

  • Patricia Irons [Mother/74/Deceased]
  • Jeremy Irons [Father/78/Deceased]
  • Elizabeth Smalley [Sister/28]
  • Jack Irons [Uncle/58]

Brief History

David grew up in Downtown Atrion, born to a lower middle-class family with a love for alcohol and tobacco.  His parents never abused him or even one another.  Indeed, their unparalleled apathy towards one another and their own children was nothing short of miraculous.  Each day they simply went through the motions of living, never caring or expressing joy or surprise or even anger. 

At least until the changes began.  As a boy who had spent all of his short life being ignored by his own blood, to suddenly become the subject of their fear and rage was a harrowing experience.  He was kicked out with barely a penny to his name, and was immediately taken in by his Uncle Jack.  The man quickly took charge of the boy, taking him in for routine testing to determine the full extent of his burgeoning abilities and drastic change in appearance.  The potential abuse inherent in his abilities necessitated registration, though Jack's position in the force allowed him to oversee David's development personally. 

And so things went.  David's Uncle instilled within him all the qualities that his parents had lacked - dedication, resolve, and a passion to do something good with the talents God had granted him.  The growing presence of metahumans, extraterrestrials, and post-humans both within the force and the criminal underground, combined with his advancing age, ultimately drove Jack to retire from the force.  David was quick to take up the mantle as soon as he was finished with his schooling, finally in a position where his unique abilities could be put to excellent use in cleaning up the streets.  He was promoted to Detective three years ago, and hasn't slowed down since.

Creator's Notes


Nothing just yet, but perhaps something will soon come to mind!


Outlier

Shihong,

I have to say impressive character! I really was not expecting any character like this one to show up and I am glad that David is going to join the cast. Qt and I have a few concerns as GMs though in regards to Detective Irons's abilities.

1. How permanent are the pathways?

2. Barricades might be useless, but material needs to play a role. Going through a partition wall would cost nearly nothing compared to attempting to go through a reinforced bank vault door. I would like to see Detective Irons give serious thought to the placement of his pathways least he compromise the integrity of a building or waste energy.

3. The locking ability in regards to powers cannot be permanent. The suppression of another's powers should be agreed on OOCly first just to keep things sailing smoothly. The APD and other law enforcement agencies will have access to weapons specifically designed for use against powered individuals.

Crovonovin

#14
I felt like going with something a bit different than I normally would for a game like this.  I'll do my best to alleviate any concerns.

1) This is a point I was debating.  Either the doors could only remain open for as long as he's concentrating on them, or he would actually have to close them himself (using the "Locking" side of his power).  Whichever you and Qt prefer.  Edit: I should also mention that, while he can open a door in a person, this does not actually hurt the individual in question.  He could, for example, open a panel in a man's chest without causing blood loss or injury as a knife would.  But barring a sudden career change as a surgeon, I doubt he'd ever be called to attempt it except in truly extreme circumstances.  He does not like the idea of using his power on people, at all.

2) This is very true.  He cannot, for example, simply open a door through an entire mountain all at once.  If a barrier is too thick, he would have to open several doors in order to reach the other side, which would prove taxing depending on how many he has to create in a short period of time.

3) Agreed.  The locking (and unlocking) of powers only has a short duration.  Unlocking abilities is generally easier, while powerful abilities are difficult to keep suppressed for a prolonged period of time.  Consider it like trying to hold back a flood with a wooden door and a padlock--eventually the force acting on it will cause the dam to burst.

Outlier

Quote from: Shihong on February 23, 2012, 09:06:47 PM
I felt like going with something a bit different than I normally would for a game like this.  I'll do my best to alleviate any concerns.

1) This is a point I was debating.  Either the doors could only remain open for as long as he's concentrating on them, or he would actually have to close them himself (using the "Locking" side of his power).  Whichever you and Qt prefer.  Edit: I should also mention that, while he can open a door in a person, this does not actually hurt the individual in question.  He could, for example, open a panel in a man's chest without causing blood loss or injury as a knife would.  But barring a sudden career change as a surgeon, I doubt he'd ever be called to attempt it except in truly extreme circumstances.  He does not like the idea of using his power on people, at all.

2) This is very true.  He cannot, for example, simply open a door through an entire mountain all at once.  If a barrier is too thick, he would have to open several doors in order to reach the other side, which would prove taxing depending on how many he has to create in a short period of time.

3) Agreed.  The locking (and unlocking) of powers only has a short duration.  Unlocking abilities is generally easier, while powerful abilities are difficult to keep suppressed for a prolonged period of time.  Consider it like trying to hold back a flood with a wooden door and a padlock--eventually the force acting on it will cause the dam to burst.

So glad to see how much work you put into your character. Even better to know we are on the same page. Learning a bit about structure and building material will be helpful to him.

Um, just for curiosity's sake he eats food, but is the keyhole his mouth? Does it move when he talks?

Crovonovin

Ahaha, it does tend to jostle around when he talks, yes.  As for how he eats--I think that's best left to the imagination.  I imagine it's become a running joke in the department to try and actually catch him in the act of eating/drinking something.

AlgaeNymph

Looks interesting, I should really get around to finishing my ons/offs.

Anyway, is there going to be an upper limit on the number of characters you accept or do I not need to rush?

WendySlaveGirl

This looks kind of interesting. I see Divine is a potential race option but needs to be approved. Does this mean I'd need to send my idea to one of the GMs and get their approval for it first?

Iniquitous

#19
Anastasia Yasmeen Borschek
Iniquitous Opheliac

Aliases: Stasia

Talcon Level: 2 ‘Alpha’ (Under the right -or wrong- circumstances, she is a 1 'Omega' though this is a heavily guarded secret)
Occupation:APB Detective
Quote: Ceea ce sint vei fi tu. 'What I am, you will be.'
Inspiring Song:
Inspiring Images: (Character appearance) Stasia

Physical Details
Age: Appears to be early twenties - June 21, 1996
Height:160 cm
Weight:45.359 kg
Build:Petite and slender. Dainty
Skin Color: Pale
Eye Color: Very dark brown, almost black
Hair Color: Deep ruby red
Clothing: While working, Stasia adheres to the dress code that most detectives seem to have - dress slacks, button ups and blazers with the typical women’s footwear stable… sensible flats. Off duty is a total different story. Her hair comes down out of it’s prim bun, her lip ring goes in and make up is applied. Her clothing changes to bustiers, corsets, skinny jeans, leather pants, over the knee boots and leather coats.

Personality
Quiet, restrained, sarcastic. Stasia comes across as being standoffish and emotionless though nothing is further from the truth. Her emotions are chaotic and only those she trusts are allowed to see past the wall that she has built up between herself and everyone around her.


Skills
Krav Maga - Due to her small stature in a rough world, Stasia has learned the art of Krav Maga for self defense. An art that serves her well when people underestimate her.

Tai Chi - While also another form of martial arts, this skill was learned mainly for the purpose of learning to remain in control of her emotions and body at all times - a necessary skill for her health.

Powers
Thermokinesis

Weaknesses
Strong Emotions - Her emotions are food for her powers. The more intense the emotion, the harder it is for Stasia to retain her grip on the thermokinesis. A complete loss of control on her part would cause spontaneous combustion.

Bullets/Knives/Etc - Demigoddess or no, her body is still subject to the frailties of mortality and if she sustains too much damage, she will die.

Background Details


Relations
Family:
Katarina Borschek - Mother  45 yrs old Deceased
Nusku - Father - Ageless - Assyrian God of Light and Fire


Brief History
Everything known about Stasia is a carefully constructed lie that was woven to protect her. While her employment records and her registration put her birth in Atrion in 1996, this is far from the actual truth.
Bow to the Queen; I'm the Alpha, the Omega, everything in between.


Outlier

Quote from: WendySlaveGirl on February 23, 2012, 10:31:04 PM
This looks kind of interesting. I see Divine is a potential race option but needs to be approved. Does this mean I'd need to send my idea to one of the GMs and get their approval for it first?

Hi Wendy! To save on time go ahead and message me with your thoughts. Divine is a blanket term so let me see what you have in mind before you get started on a character sheet.

Outlier

#21
Quote from: AlgaeNymph on February 23, 2012, 10:06:27 PM
Looks interesting, I should really get around to finishing my ons/offs.

Anyway, is there going to be an upper limit on the number of characters you accept or do I not need to rush?

Hello there and welcome to E, AlgaeNymph. I hope to start by the fifth of March although it is purely a purely tentative start date at the moment. *edited*

Version 2 has been swapped in (thanks Swords!) for the old ad. Changing some points, but the principle elements are the same. Basically I have "rolled back" the events in-game somewhat so that the police can start on the kidnappings near the start instead of near the middle. Keeping things local.

Kevben Battleheart

My only real question is what is the kind of tech can be expected? Are there things like plasma guns, melta weapons, etc, etc?
The Saga of Battleheart (O/O's)The Vault of Victory  ♥
The World of Adalern (currently closed to critiquing)
Tell one your thoughts, but beware of two. All know what is known to three.
Thought for the week: Harden your soul against decadence, but do not despise it for the soft appearance of the decadent may be deceiving.

Qt

Quote from: Kevben Battleheart on February 25, 2012, 05:51:46 PM
My only real question is what is the kind of tech can be expected? Are there things like plasma guns, melta weapons, etc, etc?

I would say just current day tech, though some of the technologies that exist currently but not massively available might be in the setting of the game, but plasma guns I'd say no.

Monkey

#24
Jemal Mercutio Watkins


Played By: Monkey

Aliases: Flash-Streak
Level: TALCON 1
Occupation: Short-ordered Cook/Delivery Boy
Quote: “STAY AWAY FROM MY FOOD!”
Inspiring song(s): Free, by Powerman 5000
Inspiring image(s): Jemal M. Watkins

Physical Details
__Age/D.O.B.: Twenty-eight (28) / 02-21-1989
__Height: 193.04cm
__Weight: 99.35kg
__Build: Athletic/Fighter
__Skin color: Black
__Eye color: Brown
__Hair color:  White
__Clothing: Street clothes, but prefers to wear loose fitting clothing that doesn't interfere with movements.

Personality
Loud, Emotional, Lighthearted, and Impulsive. Jemal is often the first person to start a fight due to a misunderstanding, but at no point should he be considered stupid. Has to much trust in his powers to bail his ass out of a jam to take most things seriously.

Skills
__Brawler: While having spent years learning to play Capoeira, Jemal rarely uses the flashy moves in an actual fight.

__Cook: With his mother working most of the time, Jemal had to learn quickly how to fend for himself.

__Rollerblading: One of his favorite past-times, he's often using his blades as a way of quickly delivering food for his job. And he's even found a way to make his skates faster using his powers.

Powers
__Electrokenesis: Jemal has the ability to generate, control, and absorb electrical energy around him. He's capable of using these powers that range from restarting someone's heart (defibrillators), to short circuiting electronics, to blasts of lightning, to using his electricity to generate electromagnetic fields for propelling metallic objects like a rail gun.
   __Super-Conductor Electromagnetism: While this ability ties into Electrokenesis, it's more akin to the way that a MagLev (Magnetic Levitation) train runs, suspended above the rails.
   __Immunity To Mind Control: Because of his electric based powers, he's able to prevent the outside interference to the bio-electrical signals in his brain. This ability also allows him to ignore pain signals, though not the damage.

__Super Speed: Jemal's capable of reaching speeds that match that of a bolt of lightning [220,000 km/h (140,000 mph)] briefly, though he rarely does so. While he's physically fine, the sonic boom that accompanies high-speed travel can cause devastating. When he reaches maximum speed his is only in linear travel, leaving his top speed more akin to short ranged teleportation.


Weaknesses
__Shorting Out: Jemal, especially when fully powered, has an aversion to water since it shorts him out. Silicone dust also does the same, as well as any other insulators.

__Linear Traveling: When moving at extreme speeds, Jemal has limited agility, which renders his movement in short bursts of speed. This often gives him the appearance of being able to teleport.

Background Details


Relations
__Family:
Brandy Watkins [43/Female]: Mother, deceased.

Manuel dos Reis Santos [65/Male]: Surrogate father, alive. The man who took Jemal in after his mother's death and was the person to give him a job. The only other person besides Jemal that knows about Jemal's powers. A Capoeira Maestro, he taught Jemal how to play the Brazilian and African martial art. Standing several inches shorter than Jemal, Manuel is quite active for a man his age. He owns a bar and grill in the Eastside that has take out.

Brief History:
   Born and bred in the Eastside, Jemal had no idea who his father was growing up. His mother worked two jobs to support her and himself. When he was sixteen he found a job at a local restaurant, but a few months later his apartment building was burned down by some unknown Pyrokenetisist, his mother being one of the casualties. This act left a very bad taste in his mouth regarding any and all Fire Starters. Having never been through the second power assessment, Jemal has kept his abilities under-wraps. Learning Capoeira from the man that took him in, Jemal continued to work at the old man's restaurant, 'Whiskey River'.

Creator's Notes


Don't worry. While I personally know almost every single way to break this character, I'll keep him reigned in during play.
Born of the Earth, I am the Monkey that ran amok in the Heavenly Palace of the Jade Emperor.