X-Men: American Civil War [CLOSED]

Started by Totoro, January 15, 2017, 05:33:00 PM

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Sasquatch421

Chamber

The Basics
Full Name: Jonothon Evan Starsmore or “Jono” for short
Age: 18
Gender: Opens up and checks in his pants, “Male… Definitely male…”
Nationality: British
Occupation: Student

Physical Description
Hair Colour: Brown
Eye Colour: Brown
Height: 5’9”
Weight: 140 lbs.
Face Claim: N/A
Physical Features: Jono lost his lower face down to his chest when his powers activated. His eyes will also glow in the dark due to his inner fires.

General Appearance: Jonothon’s wardrobe really never changes in color. One can usually find him dressed in all black. While his shirts may change the combat boots and the black leather wrappings covering his missing body parts do not.

Who they are

Personality: Due to experiencing the very worst that nature could throw at him, it is no surprise that Jono is a very secluded, closed off, and even harsh man. Within him not only broils a furnace of energy but also a furnace of withdrawn emotion. The bandages wrapped around his body act as a metaphorical wall, hiding his emotions from the people around him. Being a highly intelligent man, Jonothon rarely speaks his mind. He holds his statements in reserve and listens to everything and if necessary he will contribute something to the conversation. Not one to back down from a fight, the man often got into bar fights and tussles.

   After having mutated he locked himself away from the world and by that action he was left alone for many years. Jono sees himself as a freak and often times he forgets that other people have problems, so focused on his own that he loses track. He finds that he has more in common with physically altered mutants than regular looking ones. Though that doesn’t stop him from doing his duty or helping his friends when it is required, yet he usually remains by himself. Jono has the tendency to brood on the actions he has done, especially after what happened to Gayle. What he did has him thinking about how he can try and connect with the world again. So far it has left him isolated and alone much like before.
Though every cloud has a silver lining and in Jono’s case he has a few surprises. Firstly he is a very loyal person to those that have earned his trust and those he calls his friends. He would gladly sacrifice himself to protect those he cares about and those he considers his family. Though his reluctance to allow people past his emotional walls, it makes him detached from those around him in a way. He fears that if anyone was to get to close he would hurt them both physically (by his energy) and emotionally (with his detachment).

   Sometimes someone can see him sitting and playing, either an electric or an acoustic guitar. It is only to reminisce perhaps since it brings back memories from his band years. That was a time when everything was normal and simple, before he mutated and entered a life of hell. Jonothon does have a softer side, it’s just harder to find. As much as he tries to deny it, he does sometimes enjoy reading to the younger kids or helping someone with something. Though if asked, he would instantly deny it and tell them they are wrong. Consequently, Jono heavily values his privacy and tends to stand at least 3 feet away from everyone at all times. It’s for no other reason than to keep people at arm’s reach.  Jono understands why the government needs to protect normal humans from mutants that have the potential of killing or injuring innocents. However Chamber dislikes the actions that the Brotherhood takes and blames them for the way the Government acts towards mutants as well.

Jono honestly doesn’t see why Charles is so gentle in regards to the Brotherhood and the violence they inspire. It’s not like there’s a true prison to hold them if caught.

Biography: Jonothon Evan Starsmore or more simply Jono to his friends was born in London to unpowered parents. Growing up Jono lived a somewhat normal life until his teenage years rolled around. Jono discovered the amazingness of rock music. Metal, goth, anything that you could play with a guitar he got into. It wasn’t long after getting into that type of music that he acquired his first guitar. From there his school work took a back seat to everything that rock music could do. Trying to form a band with his friends, racing motorbikes, going to parties, doing petty crime like picking locks. They were but a few things that Jono got into when he was in his rock and roll phase. Girls were a big thing that drove him to play music. One girl in particular named Gayle got his attention right away.

   He met her at a rave with purple hair rebelling against her family and immediately they fell for each other. They attended parties, outings with friends, going to pubs and brawl fights. Since they were both young there seemed like nothing could stop the happy couple.

That was when life threw him a severe curveball. At a party one night after a gig, people were off doing whatever they wanted and the happy couple was in the coatroom aiming on taking off each other’s clothes and getting rowdy.

They hadn’t even gotten their shirts off when Jono noticed his chest heating up and smoking. He tried valiantly to push Gayle out of the coatroom to avoid injury but was unable to in time. In an explosion that took off his chest, lower jaw and half of the building, Jono’s power manifested in a very powerful way. Caught in the blast, Gayle was severely injured losing the use of her legs and leaving her unconscious for several weeks in the hospital.

   In grief and horror he escaped to his family’s home and locked himself in the basement isolating him from the world for many months. He was beyond consoling, still horrified that his chest was now exposed and burning with what looked like fire, and that he had hurt someone he had cared about so badly. Over the next few months he came to amazing conclusions and ended up fleeing his house to wander aimlessly in his anger. Jono found that he no longer needed to eat, drink, sleep or even breathe but he was somehow alive. To contain the massive force in his chest, he wrapped himself in bandages that were somehow able to contain the furnace that he had become. As a side effect of losing his throat, he found that he developed the ability to communicate via telepathy.

Stowing away on a ship he came to America where he was attacked by some other mutant that called himself Emplate. Jonothon managed to fight the other mutant off, but drew the attention of the authorities. Given a choice Jonothon decided to head to Xavier’s school while going with the name of Chamber…

Superpowers & Equipment

Class:

Psionic Biokinesis: Chamber is naturally composed of pure psionic energy. His body is just a chamber for what he truly is. The initial emergence of his powers blew a hole in his chest and lower face, completely incinerating most of his internal organs. Because of this, Chamber no longer needs to eat, drink, sleep or breathe. Strangely, his blood continues to flow through his extremities, as if propelled by a churning engine of psionic flame itself. Jono is sustained solely by the psionic flame that rages within his body. If it were somehow snuffed out, he will most likely die. As his flames are actually psionic in nature, and don’t rely on some form of fuel to continue to burn, they also don’t seem to be affected by conditions that would be adverse to actual flame (ie. lack of oxygen, water, etc.)

Biokinetic Flames: Chamber constantly creates and can release psionic charges of energy that can strike with concussive force, act as generic flame, or cause inanimate objects to explode violently, by forcefully disrupting molecular bonds. Jono can't actively affect molecules containing Carbon in that same explosive manner, but those molecules are still very vulnerable to a direct hit with his biokinetic flame. It is unknown what he might be able to do if he could only reach his full potential.

Projection Telepathy: Jono is a radio that can send out signals, but not receive them. Chamber can't read minds, probe thoughts, or see things that lie outside his line of sight. He can, however, use his abilities to 'speak' inside the minds of those near him. He can also create psionic illusions. For the most part, these projections are unfocused, and anyone within physical hearing (or viewing) range would be affected. Chamber is beginning to learn limited control over this, however, and is sometimes able to limit who hears and sees what he is projecting. Physical obstructions can't affect these projections as they will real sounds and images. For instance, a person on the opposite side of a soundproof wall would still be able to hear him, as long as she was close enough.

Equipment Name: Jono tends to carry a set of lock picks with him just in case.

Flaws or Weaknesses

His own powers: While Jono can take impressive amounts of damage to his physical body, his powers are also his biggest weakness. As his biokinetic flames are the only thing that keeps Chamber alive. If his powers are shut down by some power nullifying field his physical body would soon die. Also if for some reason he lost his telepathic powers it would truly make him mute.

Human Body: Jono’s physical shell might be a chamber for his powers, but it’s still as fragile as any other regular human body. He can be wounded by regular means and can still bleed. His bones can break and it’s unknown if a bullet to the brain could kill him or not. Chamber isn’t ready to find that one out yet…

Limits: Chamber naturally creates the psionic energy that keeps him alive. However, he can use up so much energy to where he is required to take a breather and recharge before continuing. Jono does have natural blocks to where he can’t use enough energy to where he kills himself, but passing out can happen.

Little Control: Jonothon has very little control over his powers. Most of this comes from the mental issues that he has, there is times that he will use powers on instinct, but not be able to access them again. Jono also has to be at least medium range to use his powers effectively.

Mental Issues: Chamber has had various mental problems since his own powers emerged. Chief among these being depression when he thinks about the things that he has lost. Jono is also quick to jump to the worst possible outcome, usually that others are ashamed to be seen with him or seeing himself as a monster.

Isolationist: Unless required by the instructors Jono prefers to be off on his own. Most of the time this is simply to sit and watch the others interact. Other times it’s simply to sit and jam out on the guitar or work in the gym as the music blares. At night while the others sleep he watches TV or plays games on his own…

Physical Flaws: Jono’s body has born the brunt of his own powers and to the normal people of the world he comes across as a mute burn victim. The black leather he wraps about his broken body hides the fiery blast furnace that is the core of his body. However the wicked scars can still be seen emerging from underneath the leather wrapped about his face.

Other

Brawler: While his powers might max at a medium range, he is not defenseless for those that try to get in close. Jono has numerous bar fights under his belt and while he might not look it, he is content to sit face to face and simply trade punches. However Jono isn’t above incorporating fighting or pro wrestling moves into his fights.

Muscician: Jono is an accomplished guitarist who was part of his own band as a teenager. He has kept up his practice as the years have gone by playing everything from Stevie Ray Vaughn to Iron Maiden.


Totoro

@Sasquatch421

Approved. I think as he's uncontrolled and quite vulnerable I'd put him at a Beta for now. He's got a similar destructive capacity and potential vulnerability to Cyclops, who's a Beta.

Totoro

I think now recruitment priorities are maybe one female teacher and still male students. Not quite sure just how big I'm okay with the game getting, but it still feels manageable right now.

Kahana


Kahana

Wallflower

The Basics
Full Name: Laurie Collins
Age: 22
Gender:Female.
Nationality: American.
Occupation: Teacher’s Assistant (looking to become teacher at Academy.)

Physical Description
Hair Colour: Blonde.
Eye Colour: Green.
Height: 5’3.
Weight: 115 lbs.
Face Claim: Dianna Agron.
Physical Features: Laurie has rather delicate bone-structure. Her facial features are sharp and slim, her wrists, hands, and feet are “dainty.” She is often likened to a porcelain doll.

General Appearance: She prefers airy dresses, big comfy sweaters, pretty and soft nighties - anything remotely fuzzy or feminine in nature. She definitely has a strong preference toward feminine, modest clothing.

Who they are

Personality: Laurie is most definitely an introvert at heart. Sometimes, her social awkwardness makes her doubt her aspiration to teach, but after all the school has done for her and after her personal struggles and fears involving her mutant gene, helping future students is more important to her now than ever. A genuinely warm and kind soul, Laurie is pacifist to the core. She detests confrontation, and will go (really, really far, ridiculously far, even) out of her way to avoid it. She is often seen as “skittish” around large groups of people, and often feels borderline socially inept. She desperately wants to feel accepted, respected, as part of something greater than herself. She doesn’t have a selfish or mean bone in her body, but she is afraid. Her powers still scare her, because deep in the back of her mind she greatly fears becoming like her father. Having power to affect the minds of others is a burden she doesn’t bear well, and as a person with strong morals, she finds it appalling to use at all. Laurie, as such, represses negative emotions and worries, leading her to be a little jumpy and preoccupied. She doesn’t express her negative emotions well, or at all if she can help it, which leads to her obsessively being “productive,” or randomly snapping at someone and spending the next two weeks trying to make it up to them.

Xavier has done a lot for her - the school had taken her in when she needed it most and prevented her from becoming a hazard to the public. Her control over her abilities is tenuous at best, but she now has some form of control, which is better than the none she had before. As a result, Laurie has expressed an ability to be incredibly loyal, even in the face of hardship and doubt. Not that she doubts the peaceful approach is the best way, by any means, but she does have her doubts about whether or not there will ever be true peace in the future. In her mind, Charles Xavier is a visionary, and she is happy to be a part of it.

The government is overly harsh in several cases. The media tends to exaggerate, even outright lie about mutants and what they are or are not capable of. But in the end, several dangerous mutants are caught for every batch of non-threatening mutants are caught...but is it right? No, she doesn’t believe so. However, she also knows there is no way to stop this immediately, without causing an outright war. So she is all for diplomacy and taking things slow, so that no lives are lost in the process of getting things resolved.

Laurie, first and foremost, is a pacifist who just wants everyone to get along. She can understand some of the motivations behind the Brotherhood’s formation and she deeply empathizes with them, but she cannot condone their actions. Violence is never an option that leads to a good outcome, and they are extremists who, in her eyes, will stop at nothing to get what they want. Laurie does believe in self-defense, and she will fight to protect herself and those who cannot defend themselves, but if there is any other way, she would much rather take that route.

Biography:

Laurie was born to a single mother, and spent the vast majority of her life never knowing her estranged father had been a mutant. She was a painfully shy, sweet, and studious child who loved books and learning more than anything. Her patience, kind nature, and love of school made her aspiration to teach an early one.

An unfortunate side-effect of her naive, tender heart is that Laurie was an easy target for bullies. She was often upset and frustrated when young, but with her mother’s support, as she got older, she became an expert at killing people with kindness and turning the other cheek. She became her own best friend, aside from her mother. This changed when her powers developed, as it rocked her to the core, frightened her beyond anything.

She was fifteen when it happened - one of the few friends she had made wanted to go to a scary movie. Laurie was never a fan of horror, but wanted to make her friend happy, so she went. Needless to say, it was a really scary movie, and the stress manifested Laurie’s ability. The entire movie theater turned into a stampede of terror.
Laurie rushed home, horrified, but didn’t mention it. It took several additional, albeit more minor incidents, for her to realize it was...well, that it was her causing these things. More specifically, it was her emotions.
Laurie confided in her mother then, knowing that Gail would never harm her, not like other mothers would when they discovered their child was (possibly?) a mutant. The most shocking thing about this confession was that Gail wasn’t surprised.

Laurie was told all then, about her father, Sean. He was a master manipulator even without his power. Gail said he might have loved her early on, but after a certain point she just became one of his many possessions in his search for wealth and power. He used his abilities to scam, to cheat, to steal. He amassed a fortune by playing with people’s emotions. He had even manipulated Gail with his powers, up until the point when she had become pregnant with Laurie. After that, his powers didn’t work on her anymore, for which she was very thankful, otherwise, she never would have been able to leave him to save her daughter from his rotten influence.

Gail’s immunity to pheromone manipulation proved to last, as she was entirely immune to Laurie’s powers too. This made their bond closer, because Laurie was only able to let her guard down around her mother. She became something of a shut in, fearing her powers would harm someone. It would be so easy for her to lose control, to affect people when she felt strong emotions. She spent many years in relative solitude, turning to homeschooling and books for comfort. Gail knew enough about Sean’s ability to try and help her daughter manage the worst of it, so after awhile ,she could go out when she needed to. Gail wasn’t about to let Laurie become a hermit, not when her daughter had her entire life to live.

Gail was eventually the one, years later, that found the Institute and suggested it to Laurie.

Laurie went, and is among the newest recruits at the mansion, where she is pursuing a higher education, and aims to become a teacher of the Language Arts.


Superpowers & Equipment

Class: Alpha.

Power Name: Wallflower is capable of releasing pheromones that can potentially affect entire armies at a time. These pheromones can manipulate the emotional and even physical states of those affected. For example, she can safely neutralize hostile enemies by forcing them to be passive or even rendering them unconscious. These are the only two things she can for certain do within her level of control. At this current time, Laurie’s powers are kept on a very tight leash because she has so little experience with them. Her emotions directly influence her abilities, so if she feels too strongly, especially in cases of fear or anger, she might accidentally release pheromones which could affect many in an area and be disastrous.

The more sinister uses of her abilities are unthinkable for her, but it is possible she can even render targets comatose, or make them suicidal. She can also force people to tell her the truth, and even make them act aggressively. She can inspire loyalty in others as well, or even intense lust/devotion. She can also make people so angry or fearful that they become crazed and violent.

Laurie is completely immune to empathy or telepathy that manipulates her emotions. She can still be forced to do things against her will, have her memories erased, etc. But no telepath or empath can make her feel a certain way about it.




Equipment Name: Due to her relatively passive power and it’s limitations, Laurie has become a decent shot with a pistol that tranquilizes.

Flaws or Weaknesses

Weakness Name:

Her pheromones are at the mercy of wind currents, however. Once they leave her body, she has no control over who they affect, making friendly fire a definite possibility. Wind erosion is also a problem, as they can only travel a certain distance (about 600 feet) before they disintegrate. Extremely windy, hot, or wet conditions (say, during a thunderstorm, being in a burning building, or in water) makes it pretty much impossible for her to use her powers, because as soon as they leave her body, the pheromones would be destroyed. As such, mutants that control wind, water, or fire can easily negate her powers. Telepaths are much harder to affect, but it is not possible, just very difficult. Someone like Emma Frost, Jean Grey, or Charles Xavier, however, she would not be able to affect at all unless they were greatly weakened.

Laurie’s pheromones are not psionic, but biological, meaning they must be inhaled to take effect. As such, robots/AI are immune, as are things that do not need to breathe. (Chamber, for example, is entirely immune to her abilities). Animals are affected, but human pheromones make them very unpredictable/unstable and wear off much quicker.

Another major weakness is that Laurie cannot control how people react precisely, when it comes to the more tricky emotions. Lust could make a good man rape, anger could make a good man kill. It all depends on the person and the intensity of the pheromone - the closer they are to her, the more intensely the pheromone hits them. For instance, upon feeling intense fear, Laurie could cause someone to panic and shoot someone, possibly even her. The reactions people have under the influence of her pheromones depends entirely on who they are as a person, and whether or not they are more the fight or flight type. For example, if she made the mistake of affecting Wolverine with fear pheromones, the mansion would be in shambles and a good few people would likely be dead.

The further the targets are, the lesser they feel the affects and the sooner the effects wear off. The maximum time a person can be affected by her pheromones currently is about two hours. Once she gains full control of her abilities, however, her range and intensity with her pheromones will likely increase exponentially.


Flaw Name: Laurie is very self-conscious and lacks a great deal of confidence in herself. She is painfully shy, socially awkward, and has a very tender heart. Her goodness, honesty, and inability to cause harm will likely get herself or someone else killed one day, and she often feels she is not strong enough to do what’s needed and that bothers her very much.

Other

She’s such a cinnamon roll, guys. Like, she’s probably gonna die. ;0

Doomsday

She seems interesting! Are her powers scent related? Meaning, would someone with enhanced senses be more susceptible to her powers? I'm playing Old Man Logan and Laura Kinney as Wolverine (formerly X-23) so I'm wondering if they'd have to wear like, respirators around her lol

Juggtacular

Quote from: Doomsday on January 30, 2017, 02:48:02 PM
She seems interesting! Are her powers scent related? Meaning, would someone with enhanced senses be more susceptible to her powers? I'm playing Old Man Logan and Laura Kinney as Wolverine (formerly X-23) so I'm wondering if they'd have to wear like, respirators around her lol

While her pheromones are indeed scent based, they are also contact based as they are pheromones.

So if they do have a smell, Logan and Laura would be able to detect it, but until those pheromones actually make contact with them, they're as safe as anyone else out of her range.

In proximity though, I see them reacting more quickly to her powers, but not being anymore susceptible than a regular person due to the pheromones being pretty potent and effecting most people as it is.

Doomsday

So if I'm reading correctly, they'd be able to detect the pheromones before they're affected by them, but on the flip-side of the coin, they can be affected from a further range?

Noses are crazy.

Kahana


Totoro

@Kahuna

I really like her, only change that needs to happen is the 'Omega level threat'. Nobody in this game is an 'Omega level threat' or really close to one. Omega in this universe is Apocalypse, Onslaught and not a lot else. Hope that's alright.

Other than that she's approved.

Kahana


Totoro

Quote from: Kahana on January 30, 2017, 05:06:41 PM
Thats not a problem at all, darlin!

Thanks!


Awesome. Post her in the approved characters thread with that change made whenever you're ready. Then there's a whole pile of active and planned scenes around the place, and plenty of people to have connections with.

Welcome!

Totoro

There's a handful of characters reserved that I haven't heard anything about for a while. Not going to do anything but I'd appreciate some form of update if people still want:

-Beast
-Angel
-Emma Frost
-Jubilee
-Magma

I'd just like a PM or reply here saying you still want the character. Thanks.

Life in Color

I am here to:

Stalk la dame
Stalk Ace
Stalk vatovie
Stalk James
Stalk Juggs
Do the thing <- It's this one!

*ahem*


Character sheet in progress.

<3


Life in Color

Since you asked so nicely.

<3




[Floatright][/float]
It’s Patsy, bitch. (AKA Hellcat)
The Basics
Full Name: Patricia 'Patsy' Walker
Age: Twenty-Four
Gender: Female
Nationality: American - Born in Centerville, California
Occupation: Teacher (Sociology)

Physical Description
Hair Colour: Red
Eye Colour: Blue
Height: 5'8"
Weight: 135 lbs
Face Claim: Ebba Zingmark
Physical Features: Single pierced ears, tattoo on right shoulder (see picture)
General Appearance:
It's a day-to-day toss-up whether or not someone's going to be able to tell if Patsy is a teacher or student - she dresses well, but not always professionally (she's a big fan of fashion). Thanks to her mother's comic series about her, Patsy never wants for money to feed her fashion habit, so she generally has wardrobe options for the whole year - but don't ask to borrow anything because most of it has been professionally tailored to fit her slim form.

For all the creativity her civilian clothing has, Patsy's uniform is fairly regulated. Her psionic abilities allow her to conjure her yellow and blue costume in a thought. A yellow, single-piece uniform hugs her body while blue gloves and boots cover her digits. A cowl appears over her head, protecting most of her face but allowing her hair to billow attractively in the wind. A blue belt and tail round out the ensemble. Patsy's uniform covers enough of her body that she is almost unidentifiable in her civilian clothing.

Who they are
Personality:
Patsy is a bubbling cauldron of happiness and optimism, unless you threaten her students, then you should probably find a place to hide because she's fiercely protective of her charges. Patsy approaches the state of Mutants in the U.S. with a mixed stance - she is a proud Mutant (but is also lucky enough to have mutations that do not alter her outward physical appearance), but she also understands why Humanity has reacted to the appearance and powers of Mutants in the fashion that they have. Having worked and learned in Human environments, she shares Xavier's dreams that someday Homo Sapiens and Homo Superior will be able to peacefully live side-by-side - they just need time and space to see that aside from a few genetic quirks, they're really not all that different. She also empathizes with Magneto's choice to violently pursue Mutant freedom - the Humans could have definitely been handling the appearance of Mutants better, but she thinks terrorizing the Human population in the name of Mutants is wrong and makes them no better than the Humans and so she could never condone what the Brotherhood is doing - because it's wrong.

Outside of her politics, Patsy is gentle and patient (at least with her students - she can get pretty impatient with herself), and overall, she's simply a good person. She dislikes seeing people in pain and there is no room in her life for dishonesty, disloyalty, or selfish people. Patsy is a supportive leader and uses this in her instruction in both the academic classroom and in training sessions - she doesn't like bullying her students to perform better, so she'd rather see them fail and help them stand taller after it, than pressure them to succeed immediately.

Biography:
Patsy was a normal child - as normal as you could be when you're the star of a comic book. Patsy was an only child and enjoyed a very stable life growing up -  although she did exhibit some emotional sensitivity, but it was nothing paralyzing. As Patsy moved into high school, her mother really started to use Patsy as a muse for her writing and the "Patsy Walker" comics were born out of Patsy's adventures in and out of high school. The comics were super popular and Patsy did not want for anything in her life - she was lavished with attention (and became a bit of a child star when she was asked to act in commercials and show pilots that went nowhere, but put money in her parents' bank) and well-loved. Eventually, she began dating one of the football players at her high school.

Coming home from a party where there was a bit too much alcohol consumed, Patsy and her boyfriend, Robert, were involved in a car accident - the accident triggered Patsy's mutation. Trapped in the car, Patsy was able to feel Robert's want to move the debris off of her and because it was her want as well, he was suddenly able to move the heavy metal off of her. Patsy's recovery was fairly normal, but her return to high school was overwhelming - Patsy needed help. The whole incident drew attention from the media as evidence and facts of the accident were examined - how had the eighteen year old boy rescued the sixteen year old girl? There was no way she had lifted all of that stuff off by herself and Robert, while a football player, was not nearly big or strong enough to have done it by himself. Accusations began to fly around the children that one or both of them were Mutants, a new word for people with abilities that were not part of the average Human packaging - the news story drew the attention of Charles Xavier, Magneto, and their rag-tag band of Mutants.

Patsy was allowed by her parents to join the group of outsiders, since she had become the target of gossip and bullying at her local school, so long as she continued high school via correspondence - something that she happily agreed to. So Patsy Walker joined Xavier's group - and found that she fit in quite well with them. Charles and Magneto pushed Patsy to figure out just how her X-gene had changed her. While her powers of empathy continued to grow, so did her physical abilities and her interest in being able to physically engage an opponent - since she possessed no psychic abilities of note, her training shifted to more of a physical regimen.

She finished her high school education, like she promised her parents that she would, and adventured back out into the world to complete a Bachelor's and Master's in Sociology. Upon her official return to Xavier's group, she took up a mentoring position looking over the younger Mutants and ensuring that their academic studies continued - often times, this meant delivering packages to a local post office to make sure that homework arrived on time wherever it was going. Patsy was invited, eventually, to join the X-Men roster (an invitation she initially declined because she really wanted to focus on being available for the younger students) - life was good, she had a home and she had a purpose.

Everything felt like it changed, however, after Magneto betrayed the X-Men, fracturing the united Mutants and creating his Brotherhood. Patsy lingered on the fence for a while, unsure if she should stay with Xavier or join this new Brotherhood - she was proud of her status as a Mutant and the life that it had given to her, but she did not believe that Mutant domination should come at the expense of Humanity, Mutants would naturally rise to the top of any social strata simply because they were genetically superior and not by destroying what had come before them. So, she chose to stay at the Institute and joined the team of X-Men now dedicated to protecting Humanity from Magneto's brand of Mutant protection.

Upon the founding of the Institute, Patsy took up a teaching position and took the subject of Sociology, a subject she taught at all of the high school education levels within the Institute - starting to teach the subject pushed Patsy into finally pursuing the subject at a Doctorate level. She also took more of an active interest in how the Danger Room was run and the training of the younger Mutants who were brought to the Institute, offering to tutor them in martial arts as a weekend activity.

Superpowers & Equipment

Class: Mutant - Beta
Powers:
Enhanced Physiology - Patsy possesses superhuman levels of strength, speed, agility, reflexes, and endurance (Assuming she's eaten lunch for the day!). While these abilities are nowhere near the level of Mutants like Wolverine or Quicksilver, they are high enough that opponents have lost fights with Patsy because they've underestimated her small size.  She is also able to see into the infrared light spectrum - truly, Patsy is a cat.

Mystical/Psionic Attunement - Patsy is not a telepath and Patsy is not a witch, but she has trained herself to have a moderate amount of defense against both. As a side effect, she is able to detect their uses and see through illusions conjured by them, depending on the strength of the source that has produced - Charles believes that this may be in part to her Empathetic abilities.

Empathetic Magnification - Patsy's main mutation came in the form of empathetic powers. Operating similarly to Telekinetic or Psychic powers, Patsy can suss out a person's intentions and feelings simply by being in their presence - which is something that her students find to be quite annoying (A note: don't try cheating on Ms.Walker’s tests, it's not going to end well). Over time, Charles has worked with Patsy to turn this power simply from detection to magnification, allowing Patsy to amplify the powers and feelings of those around her. This power works best when paired with psychics or those who rely on physical prowess to power themselves.


Equipment Name:

Patsy's Gloves - Patsy has three sets of gloves that she employs, depending on what she feels might be called for when deployed outside of the Institute: she has normal gloves that simply just look fantastic, she has gloves with casehardened and retractable steel alloy claws (that come with matching claws in her boots) to help her with getting through (or over) stone and concrete barrier, and a set of gloves that are outfitted with a small wrist attachments that fire four-clawed grappling hooks with 30 feet of retractable cables (often used for scaling buildings, moving between buildings, and rescue operations).
The Hellcatmobile - Patsy's yellow sports car - don't touch. It's locked by fingerprint.

Flaws & Weaknesses

Weaknesses:

Power Overwhelming - Due to the nature of her main power, Patsy can often be overwhelmed by the feelings she's amplifying and it can days for her actual temperament to return after she's been out on a mission. This can lead to a bad temper, depression, mania-levels of happiness, and a myriad of other mood swings that could be viewed as out of character.

A Lack of Vision - Due to her capacity to see mystical, psychic, and infrared spectrums in her vision, Patsy has been known to sometimes mix up things that she's seeing. This often deters her from initially warning her teammates of impending danger while she tries to figure out exactly what she's looking at or through - you'd think a cat would have better ways to figure this out.

Hungry - Patsy eats. A lot. Luckily, her superhuman physiology processes the food quickly, but it's not an odd sight to see her in the kitchens after a missions chowing down on ice cream or anything else she can get her claws on - approach with caution when she's eating, because who knows what kind of Patsy is digging into that Neapolitan.

Flaws:

Immature - Patsy is not the most adult of the teachers that Xavier employs. She has been known to sometimes blur the line between teacher and student, choosing to be more chummy with her students. While this helps in the training room, it means that her classroom can sometimes get a bit out of control, and that she tends to sleep in on the weekends.

Flirt - Patsy is a flirt - without a doubt. It is difficult to tell whether it's genuine or not (Probably because she was a child actress.), but she enjoys a good tease and being a good tease. It's definitely distracting.

Capricious, Naive, and Idealistic - Viewed as flaws or strengths, depending on who you ask. Patsy strives to see the best in people (Even when the evil is right there) and believes that there is good in everyone - and that everyone deserves a second chance. She easy trusts others. Patsy can often be called flightly and non-committal, changing things on a lark for seemingly no reason at all.

Clumsy - It's cute, but annoying- especially when she's supposed to be the epitome of balanced superhumanly agile.

Other

Envoy - Due to Patsy's childhood in the spotlight, she is an outspoken advocate for Human-Mutant relations and is often called on to speak on behalf of efforts to peacefully bridge the two societies.

Totoro

@Life in Color

She's approved. Let me know if you want any character connections or want a run-down of what's going on.

Codexa


Totoro


CandyLips

Hourglass

The Basics
Full Name: Tessa "Tess" Cantrell
Age: 18
Gender: Female
Nationality: American
Occupation: Student

Physical Description
Hair Colour: Black
Eye Colour: Blue-gray
Height: 5'3"
Weight: 115 lbs
Face Claim: N/A (sorry, couldn't find a name)
Physical Features: Tess has freckles on her nose, cheeks, and shoulders. Her skin is fair and has no tan-lines since she is constantly covered up, no matter the season. She has an “M” burned on the outer edge of her right cheekbone, which she keeps hidden beneath her side-swept bangs. She also has scars of various sizes on her palms and forearms, which she also hides by wearing long sleeves and sometimes finger-less gloves. Despite her height, she tends to keep her head lowered slightly and her eyes fixed towards the floor.

General Appearance: Tess has a rather bland wardrobe. Her outfits consist of long-sleeved shirts and over-sized sweaters in mostly dark colors and dark blue skinny jeans. She doesn't wear anything different when it comes to fighting. She mostly tries to conflict.

Who they are

Personality: Just by looking at her choice of attire and her posture, it's clear that Tess is not a social butterfly. She tends to stay quiet and to her own thoughts whenever she's not eavesdropping on those around her. Tess has a hard time trusting anyone and didn't have any friends prior to coming to the X-Mansion, which was actually by choice. She is definitely not against having friends while residing at the X-Mansion, but it'll probably take some getting used to. Her hobbies include drawing and playing video games and she fears only one thing: her stepfather.

When the US government passed the legislation, Tess did not care that she was being tagged and forced to choose between uprooting her life to move or be watched. She needed a reason to leave her home and she did not hesitate to pack her things and go. While she does recognize how terrible it might be for other mutants, it was the best thing to happen to her for a long time.

Tess is mostly against violence, so her thoughts on Charles's approach towards the Brotherhood are understanding. While there are times where you have to fight fist with fist, it is far more beneficial, in her mind, to attempt to change the minds of foes. Bodies heal and are ready to fight again, so you must try to convince the mind that there is no reason to fight. As far as her thoughts on The Brotherhood, she is definitely against it. To her, there is no reason that humans and mutants can't live together. There's no reason for the violence or the fear that they inflict on others.

Biography: Tess grew up in a broken home as an only child. Her father, who she knows nothing about, other than he was “not normal,” left when she was very young. Since then, her mother has had several boyfriends, all of which ended up being the ones to leave. Her stepfather, who has been around since she was 11, is an abusive man – both mentally and physically. While her mother thinks that she loves him, Tess recognizes that she only puts up with it because she's afraid of being left again.

When her abilities began, her stepfather would take it upon himself to punish Tess for not being human. It started with threats against her mother until she complied and accepted her punishment. Seven years of this has left her with defensive scars on her hands and forearms and one deliberately placed “M” burned onto her right cheek, which had been the result of the heavy conflict between humans and mutants within the last few years.

Tess has never tried to fight back, for fear of what would happen to her mother. And while she knows that it is physically possible for her to do some serious harm or even kill him, she could never bring herself to do so. Leaving to join the community of mutants in the X-Mansion was her best option.

Superpowers & Equipment

Class: Gamma

Power Name: Time Manipulation

Tess has the ability to stop time and rewind time. She can move freely during this, which makes it appear as though she can teleport. Lacking control over her abilities, she can only stop time for a few minutes and rewind no longer than one minute. 

Equipment Name: None

Flaws or Weaknesses

Weakness Name:

Temporal Looping: While Tess sleeps, she is unable to control her power, which sometimes causes time to rewind a full day. When she wakes up in the morning, it'll be the same day that it was yesterday. Everyone around her will say the same things to her, the same person will yet again bump her shoulder in the parking lot, her stepfather will deal out the same punishment, etc. She has no ability to change the outcome of these days and is forced to play passenger as everything happens the same way again and again. This looping has lasted up to a week and a half of the same day and currently Tess has no idea what causes it.

Temporal Vertigo: After using her ability, Tess often suffers from symptoms of vertigo, which can range anywhere from simply becoming off-balanced to vomiting. The severity of the changes she makes while manipulating time determines the severity of the symptoms. While she can simply step out of the way of getting hit and only get a little off-balanced, if she decides to, instead, go grab a weapon and counter-attack, she'll immediately lose control and fall to the ground in immense pain or intense nausea.

Flaw Name: Impatient

Due to the fact that some of her days repeat over and over, Tess has become impatient and has difficulty feigning interest in things she has heard time and time again.

Other

N/A

Totoro

@CandyLips

Got a bunch of questions about the power, because anything time-related tends to pose a bunch of potential issues.

1) Temporal Looping, is she aware that things are looping? And if she is, can she do things differently and change the outcomes? Because I don't see any way that could possibly be played into a group game like this. Since potentially a week + of IC posts would have to be re-written with minor alterations. Or is it just a helpless 'passenger' type thing where she's stuck watching it all play out but can't act differently.

2) She needs some form of a way to be 'countered' in a fight. Right now she could knock out Magneto, Quicksilver, Scarlet Witch, Mystique, Vanisher and basically everyone apart from Sabretooth/Mellancamp and Juggernaut on her own. Instantaneously with no possible response. And the fact she'd feel ill afterwards doesn't really counteract the fact she's unstoppable.

3) Class wise she's kind of pushing Omega at the moment, as without some form of weakness she's unstoppable in a fight. 3-4 minutes where nobody can react to her is insanely strong.

Other than that I really like her. Just have to be extremely cautious around time manipulation. Sorry for all the questions.

CandyLips

No problem at all!

She's more of a passenger type in the looping. She can't really change anything about it, she just relives the day over and over and is stuck making the same decisions and hearing the same conversations over and over with nothing changing but her temperament, but even still it's mostly internal and doesn't effect much of anything.(So it wouldn't actually have to be played out in RP, since it only affects her)

I was thinking that since she's not the fighting type, she wouldn't actually do much fighting. She's more defense/support than anything. She tries to do damage control since she doesn't really agree with fighting. Also I probably should've gone into further detail with her vertigo weakness. If she's constantly doing it over and over (Let's say she's trying to stop someone from being killed and has to keep rewinding in order to put things in place to prevent it), she will get to the point where she can't even function due to the overwhelming vertigo that builds on top of itself. -- Please let me know if I still need another weakness to add. No worries if I do!

Pumpkin Seeds

Why not make it where she can't move anything or time starts up again?  So if she say punches Magneto time just starts up like normal.

Totoro

Quote from: CandyLips on February 04, 2017, 04:19:23 PM
No problem at all!

She's more of a passenger type in the looping. She can't really change anything about it, she just relives the day over and over and is stuck making the same decisions and hearing the same conversations over and over with nothing changing but her temperament, but even still it's mostly internal and doesn't effect much of anything.(So it wouldn't actually have to be played out in RP, since it only affects her)

I was thinking that since she's not the fighting type, she wouldn't actually do much fighting. She's more defense/support than anything. She tries to do damage control since she doesn't really agree with fighting. Also I probably should've gone into further detail with her vertigo weakness. If she's constantly doing it over and over (Let's say she's trying to stop someone from being killed and has to keep rewinding in order to put things in place to prevent it), she will get to the point where she can't even function due to the overwhelming vertigo that builds on top of itself. -- Please let me know if I still need another weakness to add. No worries if I do!


Passenger thing is good. Well, necessary really. Otherwise she can just rewrite history, and it'd be impossible to actually play out.

Okay, so even if she does hate the concept of fighting the capacity to just knock everyone out instantly is a bit much. So how about she can pause time, but the more she changes from the original course of events the quicker the vertigo comes on. So say she paused time and did decide to hit Magneto in the head with a crowbar (Not that I'm suggesting she would, just as an example) because this would be a huge alteration in what would've been about to happen she'd unpause instantly and have incredibly bad nausea. But if she just bandaged up a cut it wouldn't really change things unless she saved their life, so she'd be able to keep it paused longer.

Sort of similar to what Pumpkin Seeds said. Gives her slightly more freedom than that but still keeps her unable to just do anything she wants with no response.

We'd have to judge case by case how 'severe' each action is but I think it's a reasonable way to balance her?

CandyLips

Quote from: Sun Wukong on February 04, 2017, 04:24:38 PM
Passenger thing is good. Well, necessary really. Otherwise she can just rewrite history, and it'd be impossible to actually play out.

Okay, so even if she does hate the concept of fighting the capacity to just knock everyone out instantly is a bit much. So how about she can pause time, but the more she changes from the original course of events the quicker the vertigo comes on. So say she paused time and did decide to hit Magneto in the head with a crowbar (Not that I'm suggesting she would, just as an example) because this would be a huge alteration in what would've been about to happen she'd unpause instantly and have incredibly bad nausea. But if she just bandaged up a cut it wouldn't really change things unless she saved their life, so she'd be able to keep it paused longer.

Sort of similar to what Pumpkin Seeds said. Gives her slightly more freedom than that but still keeps her unable to just do anything she wants with no response.

We'd have to judge case by case how 'severe' each action is but I think it's a reasonable way to balance her?

Didn't think of that. Sounds good to me! I'll fix up a few things on my character.

Taking into consideration these changes, what would you say her class would be? I'm still not very clear on the classes.