Villainville: A Suburb Most Sinister [Recruiting]

Started by Foxy DeVille, May 13, 2021, 06:26:15 PM

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Foxy DeVille

So all you wanted to do was conquer the world but some so-called heroes wouldn’t let you have that one little thing. Now after faking your demise for the umpteenth time you must regroup, refresh, and replan. But where? Let me introduce you to the most nefarious neighborhood on Earth…


A Suburb Most Sinister

On the outside this seems like a small suburban town that caters to the whims of its affluent residents that live in a gated community. But Villainville is home to a significant number of… wait for it… villains. All manner of ne’er-do-well from folklore, literature, and pop culture put out the welcome mat here. At first it was just a simple place named after a farming village in France. Seriously, it’s a real thing. At some point one baddie was amused enough by the name to actually set up a hideaway there. Over time Villainville became popular with members of the evildoer demo. Sometimes even the most notorious need to just sit back and relax in their backyard. Maybe to take a breather, maybe they have another life with a family, maybe they’ve given up being just no good but other people out there might not be forgiving. They keep their true nature on the downlow and the normal townsfolk pretend not to notice anything because with great villainy comes great cash and lowlife crooks have quickly learned to stay the hell away from the community. Everything will be OK if everyone just stays cool.

Characters in this scenario could include...
*Villains: If not canon then at least archetypical.
*Townsfolk: Normal people whose opinion about their neighbors may vary.
*Spawn: Baddies have kids too. 18 and up, please.
*Good guys: Someone might get suspicious about a place named Villainville.
*Henchpeople: They wanna stay near their boss but also might have to (gasp) get a job.

It would be mostly a freeform sandbox, some general plots may be…
*Planning a new scheme.
*Rivalry with another villain.
*Keeping the true nature of the town secret.
*Handling someone breaking the unwritten rules of the community.
*A bake sale!

Some features of Villainville...
*It is located either in SoCal or Florida.
*A major metropolis referred to simply as "The City" is less than half an hour away, as is "The Beach" and "The Woods."
*There is an affluent gated community, The Villas of Villainville, which has a significant number of evil masterminds residing there.
*The Villain Homeowners' Association oversees The Villas.
*The number one rule is NIMBY, Not In My Backyard, which disallows behavior that could jeopardize the ability of villains to live peacefully in Villainville.
*There are other neighborhoods outside The Villas for those not as financially advantaged but any bad guys there should still operate under the same rules.
*The town has a mayor and a sheriff, which are elected positions and need the support of The Villas for both donations and health reasons.

Character Sheet:

[float=right][img height=400 padding=10]IMAGE URL HERE[/img][/float]
[b]Name:[/b]
[b]Alias:[/b]
[b]Occupation:[/b]
[b]Age:[/b]
[b]Nationality:[/b]
[b]Gender:[/b]
[b]Orientation:[/b]

[b]Appearance:[/b]

[b]Personality:[/b]

[b]Backstory:[/b]

[b]Skills:[/b]

[b]Powers:[/b]

[b]Special Equipment:[/b]

[b]Weakness:[/b]

[b]Nemesis:[/b]

[b]Likes:[/b]
[b]Dislikes:[/b]
[b]Ons:[/b]
[b]Offs:[/b]

[b]Character Source:[/b] (if applicable)
[b]Face Claim:[/b] (if applicable)
[b]Additional Pictures:[/b] (if applicable)


EDIT: While there was a decent amount of interest I don't think there was quite enough to do this idea successfully. Thank you to all that liked the concept and contributed your own.

Armphid

I think this could be a lot of fun!  It's a great idea.

I have a concept of playing the child of a supervillain who's started moonlighting as a hero.  Maybe someone in the family or a family friend has to straighten this young person out!  Ideally through dirty times... ;D
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ChicagoOkie

Sounds interesting. I will keep any eye on this.
Random PM's welcome.
Available for the right story.
O/Os Updated story ideas. May/9/2021
A/As
RP AD
BDSM Test

CriminalMindsFan

I'm interested.

I could see myself playing one of two type of characters. A retired porn actress struggling to keep her past behind her while working a 9-5 job and living in the gated neighborhood with her 18 year old son or a man whose assumed identity of another to hide from those who want to arrest him up to his old tricks, which would be spying on female residents and snatching their panties for his collection.

Foxy DeVille

Glad to see some early interest and hopefully more nibbles are en route.

Added a few general details about the town to the first post.


ihinka

Hi, new to the forum. Still looking hither and tither for something to catch my eye. And this has grabbed my interest.

One thing I was wondering, while reading through the premise. I'm left with the impression people within the gated community know exactly who lives there: villains. If characters can be good guys, and also live there, how does that work? Especially if they are of the heroic persuasion and are compelled to 'vanquish evil' as it were XD Or is that something meant to be explored through the game itself? :-)
How Do You Wanna Do This?!?
My O_Os - Updated 30/05/21 with some characters I'd like to find a home for

Foxy DeVille

Quote from: ihinka on May 15, 2021, 07:08:27 AM
Hi, new to the forum. Still looking hither and tither for something to catch my eye. And this has grabbed my interest.

One thing I was wondering, while reading through the premise. I'm left with the impression people within the gated community know exactly who lives there: villains. If characters can be good guys, and also live there, how does that work? Especially if they are of the heroic persuasion and are compelled to 'vanquish evil' as it were XD Or is that something meant to be explored through the game itself? :-)

Yeah, that's something I should have clarified better in retrospect. I was thinking good guys wouldn't live there but someone might get suspicious and want to investigate the town, either just passing through and overtly giving things a once-over or maybe trying to go undercover.

ihinka

Ok, that makes sense :-)

I might have an idea of a good gal that has decided to sniff, pun maybe completely intended, this suspicious town out XD

Will keep my eye on this ;D
How Do You Wanna Do This?!?
My O_Os - Updated 30/05/21 with some characters I'd like to find a home for

Foxy DeVille

Quote from: ihinka on May 15, 2021, 07:29:15 AM
Ok, that makes sense :-)

I might have an idea of a good gal that has decided to sniff, pun maybe completely intended, this suspicious town out XD

Will keep my eye on this ;D

Sounds good!

Now if anyone out there would like to play a villain that lives in Villainville that would be swell as that's the core concept and it can't go to far if all the character concepts are unvillainous.

Cold Heritage

How about the son of a pair of supervillains who still lives with them. He's made his villain debut a few years ago, but he's a semi-solo act and sometimes part of a team that's like evil Teen Titans? He mostly follows the NIMBY rules but he's gotten into trouble before throwing parties for his team and their friends while his parents were locked up in super-max or comic book dead or lost in another dimension. He's a total chad who thinks being a villain is awesome and unironically thinks being the leader of something like the Legion of Disaster is cool and something to be seized with ruthless aggression, and not at all corny and old fashioned.
Thank you, fellow Elliquiyan, and have a wonderful day.

Foxy DeVille

#10
Quote from: Cold Heritage on May 15, 2021, 11:56:41 AM
How about the son of a pair of supervillains who still lives with them. He's made his villain debut a few years ago, but he's a semi-solo act and sometimes part of a team that's like evil Teen Titans? He mostly follows the NIMBY rules but he's gotten into trouble before throwing parties for his team and their friends while his parents were locked up in super-max or comic book dead or lost in another dimension. He's a total chad who thinks being a villain is awesome and unironically thinks being the leader of something like the Legion of Disaster is cool and something to be seized with ruthless aggression, and not at all corny and old fashioned.

Interesting. Might play off some of the previous concepts well.

I should add that the villains don't have to be of the comic book variety, although that is most certainly welcome. Spy novel villains, horror movie villains, and so forth are all acceptable. They can be canon, especially is it's a classic baddie from yesteryear, or something original that follows archetypical tropes (mad scientist, wicked witch, etc). Villainville is a diverse and inclusive place... of EVIL~!

CriminalMindsFan

I could potentially mess around with invisibility as a mad scientist whose working on a cloak that offers him that ability. Probably harmless shy, man who desires to use the ability to spy on women in their own homes. A more evil minded individual could be threat to steal his invention and use it for real disturbing, bad ass things.

ChicagoOkie

Quote from: Foxy DeVille on May 15, 2021, 12:04:21 PM
Interesting. Might play off some of the previous concepts well.

I should add that the villains don't have to be of the comic book variety, although that is most certainly welcome. Spy novel villains, horror movie villains, and so forth are all acceptable. They can be canon, especially is it's a classic baddie from yesteryear, or something original that follows archetypical tropes (mad scientist, wicked witch, etc). Villainville is a diverse and inclusive place... of EVIL~!

I would be happy to play a mad scientist type, who lives in the gated community after "retiring" i.e. faking his death. Perhaps he even works as a doctor in town, one that does plastic surgery.
Random PM's welcome.
Available for the right story.
O/Os Updated story ideas. May/9/2021
A/As
RP AD
BDSM Test

Foxy DeVille

Okee doke, there seems to be sufficient interest and intriguing ideas there so I'm gonna flip the switch over to recruiting. There is a sheet now in the original post. Feel free to continue to ask questions, pitch ideas, etc. Now here's my gal...

Evelyn Westbrooke, The Wicked Witch
Name: Evelyn Westbrooke
Alias: The Wicked Witch
Occupation: Proprietor of Emerald Acres, an artisan shop
Age: Over a century at least, appears to be in her late twenties
Nationality: Ozian
Gender: Female
Orientation: Pansexual

Appearance: Evelyn is a slender pretty woman of typical height with a bum and bust that are small but perky. Her eyes and hair are dark, with the latter quite lengthy. She dresses in a bohemian style from the late 1960s. Evelyn gives off a vibe of calm control with a touch of “I know a secret about you.”

Personality: Time and tribulations have cooled some of the fire within the Wicked Witch, she still desires to rule but now it is through manipulations rather than an iron fist. In fact her temporary demise has given her an aversion to direct confrontation. Evelyn is quite vain and can become unhealthily envious towards those she feels rival her beauty or talent. Even if not driven by revenge she will sometimes be malevolent toward someone just as a hobby. This pettiness, combined with her addiction to opium, distract her from her main goals of regaining her magical power and taking back her kingdom. Instead Evelyn has mostly settled into a life of playing puppet master in Villainville.

Backstory: Hailing from the marvelous Land of Oz, the Wicked Witch was once a powerful sorceress until a confrontation with a girl from Kansas lead to her demise when the hag’s dried husk of a body couldn't withstand being splashed with water. After this rather ignoble demise, the Wicked Witch existed as a ghost until she used a time travel spell to restore her life and her youth. Such an effort left her drained of her power but she still had her occult knowledge. The Wicked Witch began gathering as many magical items and recipes as she could. She knew she was still no match against her enemies directly and began subtly manipulating events from the shadows. Worried that she might be discovered, the Wicked Witch fled to a most exotic realm… San Francisco during the Summer of Love. There she studied New Age spirituality to see if it could add to her own magical gifts. She also practiced a lot of free love and started taking opium. Over time excursions to Oz became fewer and farther between. Around five years ago the Wicked Witch arrived in Villainville, assuming the name Evelyn Westbrooke and opening a quaint little shop called Emerald Acres. In the subsequent years she has become an active member of the community and sees the town as her new kingdom.

Skills: The Wicked Witch is one of the greatest authorities on the magic of Oz, even if she is no longer able to wield it herself. She is an expert on the many enchanted items from there as well as the art of potion crafting. During her San Francisco days she also learned of such things as the Tarot, herbalism, astrology, and tantra. Evelyn knows many of the rural home arts of the late 18th and early 20th century, using those skills to make items for her shop. She is also a pretty good singer and dancer as well as a fair hand with a dagger.

Powers: Although her personal magic is lost, Evelyn remains a creature from a wonderful land. She doesn’t seem to age or catch illnesses and is quite strong in spite of her slender frame. On occasion her eyes will glow when she is emotional, showing that the spark of magic is still in her.

Special Equipment: Evelyn has quite the arsenal of enchanted items. Here are some of the more significant ones.

  Broom: One of the Wicked Witch’s most iconic objects, the sentient broomstick is capable of flight and possesses great loyalty to his mistress.

  Crystal Ball: Another signature bit of sorcery, this allows her to scry on people and locations even beyond the realm she is in.

  Dr. Nikidik's Celebrated Wishing Pills: Perhaps the most powerful part of her arsenal, by taking one of these silver pills and counting to seventeen by twos Evelyn has a wish granted. She only ever has a few on hand and is never seen using more than one a day at most as their potency makes them difficult to create.

  Emerald Elixir: This green potion causes the drinker to change genders until they next awaken.

  Enchanted Bell: When rung it summons Ginger, a servant. He can bring a tray of delicious food with him as well as perform other tasks for his mistress.

  Golden Flask: Contains the Essence of Vitality, which bestows peak vigor and heals injuries.

  Liquid of Petrifaction: A potion that turns whatever it touches into marble. The effect is permanent but Evelyn knows how to make the antidote.

  Love Magnet: When displayed toward someone who can see it, this seemingly simple horseshoe causes them to fall in love with its owner. The effect lasts for as long as the victim is in the presence of the owner and lingers for another five minutes.

  Magic Mushrooms: When ingested these cause the eater to either grow or shrink, depending on the variety. Consuming the other reverses the effect.

  Oz Key: With this object any door with a lock becomes a portal to and from Oz.

  Pearl of Pingaree: While normally white, this pearl turns black when it hears a lie.

  Powder of Life: When sprinkled on something as the proper incantation is said, that object comes to life. The effects are permanent.

  Six-Leaf Clover: A green and gold necklace that allows the wearer to cast a glamour spell to appear as anyone they wish.

  Water of Oblivion: Coming from a magic fountain in Oz, it causes amnesia in anyone who drinks it. Eventually the effect wears off but it does take a significant amount of time.

  Witch’s Wand: Evelyn can use this to summon a destructive tornado that can act as a vortex to another realm.

Weakness: Evelyn is afflicted with a specific form of aquaphobia due to her previous demise from water. Being unwillingly splashed or immersed causes her great stress, even panic. She can still bathe and swim without any issue. Evelyn also suffers from opium addiction. The kind she indulges in has been made from Ozian poppies so she is in no danger of overdose due to the rules of that magic land. Still, regularly being in a euphoric stupor doesn’t make one a very effective villain.

Nemesis: Nearly all the inhabitants of Oz, that girl from Kansas, big box stores that threaten small businesses like hers, neighbors who don’t think Evelyn has the right to wear or not wear whatever she wants out in her own yard.

Likes: magic, cooking, rural handicrafts, nude gardening and sunbathing, cats (especially her own, Grimalkin), classic Hollywood movies, pop standards and show tunes, being malevolent for the hell of it, opium
Dislikes: big cities, rainy days, trying to drive a car, dogs (especially little ones), anything that threatens her status in Villainville
Ons: Evelyn is an exhibitionist and is frequently nude outdoors. She is an anal aficionado and has even been double penetrated there while taking part in orgies. BDSM is dear to her heart, she tends to be submissive to men and dominant with women. Evelyn is quite proud of her deep throating skills and considers large penises to be a mountain to conquer. She has a love/hate relationship with golden showers as she finds them degrading, which is also a turn on in the right context.
Offs: Just don’t bore her.

Character Source: The Wonderful Wizard of Oz and its many adaptations
Face Claim: Samantha Robinson, mainly from The Love Witch
Additional Pictures:


ihinka

#14
As promised... One goody-two-shoes Big Bad Wolf under cover comes a-sniffin' ;D

Also, hope you don't mind, but I snuck some extra bits and bobs in there XD

The Bid Bad Wolf
Name: Blaine Moore
Alias: The Big Bad Wolf
Occupation: Woodcarver/Carpenter
Age: 41
Nationality: Irish, Killarney, Co. Kerry, Ireland
Gender: F
Orientation: Preference for women

Appearance: Blaine is not among the shortest of women at 5’9. Her years in the Coast Guard, working as a rescue swimmer, had conditioned her body. She is fit and strong, but far from bulky. Some might consider her masculine looking, but it's all in the eye of the beholder really. She is no bodybuilder that’s for sure. Her Irish ancestry on her mother’s side granted her a fair complexion that contrasts quite well with her long dark hair and bright blue eyes topped by long, beautifully curved eyebrows. She takes after her mother in her facial features, with her high cheekbones, straight nose and pointed chin, crowned by soft, yet generous cupid’s bow lips. He quirky smile reveals her slightly longer than usual canines.

Blaine’s body is littered with scars, big and small. Some werewolf related, others received during her years of service. She has no tattoos or piercings as in her opinion neither lands itself too well to shifting. Although she would have liked to be able to pierce her nipples. As it stands she just enjoys tasteful tattoos on other people and women with pierced nipples are kind of a turn on for her.

Blaine is a practical dresser. After years spent in uniform, she is all about comfort. Jeans, shirts, tees, tank tops, boots, sneakers. She’s not particularly picky. Solid colors mostly, reds, blues, whites and blacks as she is not too good at color coordination. Her individuality in dressing is evident in her quirky taste for underwear and socks, and the funny, funky prints on her T-shirts. As a werewolf her body temp is higher than average and as such she doesn’t need jackets much, but when she does wear them, it’s usually leather ones.

In her completely shifted form Blaine is a snow-white wolf with blazing blue eyes.

Whenever she manages to partially shift the effects differ. Most often her eyes would shift and the Were glow would become more evident. Her hands transform as well with pronounced claws. She’s managed to partially shift her ears and teeth.

Personality: Steadfast; Caring; Hypersensitive; Withdrawn

Blaine is somewhat of an oddity for a werewolf. For a creature with a pack mentality she can be withdrawn and reclusive and will often times seek solitude. She is far from a recluse however. She is well aware of her withdrawn nature and takes measures not to sequester herself too much of for lengthy periods of time.

Otherwise she is a strong and steadfast individual forged in the cold waters of the world’s seas and oceans and tempered by the misfortunes that plagued her early childhood. She is calm and collected and unwavering under pressure, save for those few weaknesses afforded to all living creatures. She is a person who believes in self-improvement and actively seeks it. Be it physical, emotional, mental or spiritual.

Blaine possesses a strong sense of justice, coupled with her moral values and spiritual beliefs. She is caring and giving and will most often than not afford a person the benefit of the doubt. She tries to be open-minded and reserves judgement until after she is well acquainted with a situation. She is a good listener and tries to understand people and their motivations as it also helps her and her self-improvement.

As any artist, Blaine is very sensitive and can be quite temperamental and at times even eccentric. She views her hypersensitivity as both a gift and a curse of sorts. When dealing with the troubles and problems of her packmates her extreme empathy is indispensable. It allows her to pick up on cues and signals that even the person across from her is not aware of transmitting. Her heightened sensitivity however can also be a hindrance. The smallest things can offend or anger her. Well aware of this she tries to temper those impulses.

Habits & Quirks: When she’s going out she counts out loud while locking the door, otherwise she’s never really sure if she did; She likes to cuddle. To that end she sleeps with numerous hug pillows in her bed; Whenever she’s making a salad she likes to take a few sips of vinegar. She prefers balsamic vinegar to all other; She is a bit particular about the locations of certain items in her home and especially her workshop. She gets very OCD when they are not in the correct place and position; She likes to read lesbian romance novels and erotica and at this point is not sure if it’s a guilty pleasure or simply a pleasure.

Backstory
Born to mother Maura Moore nee Sullivan and father Daniel Moore. Her mother, born and raised in Killarney married an American-born of Irish descent botanist. Blaine’s father had come to Killarney to study mosses and liverworts and lichens in Killarney National Park. He’d met Blaine’s mother during the Killarney Regatta. He as a spectator, and her as a participant. They’d felt an immediate connection and had become fast friends. What followed, as her parents liked to say, was history.

Unfortunately for little Blaine the family’s history was short-lived. When Blaine was nine, her family had gone camping at Killarney National Park where her dad worked. She, her parents and Blaine’s two-year older sister Shannon.

One night, not a couple of days into the camping, the family was attacked by a berserk werewolf. Although they had no way of knowing that. To them it was a rabid wolf that tore through them. Killing Maura and Blaine’s sister almost in an instance. Daniel had watched helpless and in horror as the wild animal gored his beloved wife and second-born. The only thing he could do was wrap himself protectively around his little girl and hope the animal would be satisfied with his flesh and leave his precious little girl alone.

But the werewolf was feral and beyond sane thought. It tore through the father and managed to sink his teeth into Blaine before it was put down by a group of hunters. At the time of course Blaine couldn’t have known any of this. She had been just an ordinary kid with no knowledge of the supernatural. Of werewolves, witches and vampires beyond what she watched in moves and read in books. The hunters had brought her to the hospital and, after the authorities had managed to establish her identity, had called her aunt, her father’s sister, who lived in New Orleans, as the child’s only surviving relative.

When Blaine had woken up in the hospital she’d been confused, disoriented and scared. She hadn’t immediately remembered the attack. She didn’t know her family was gone. Moreover, she didn’t know that while she’d slept and fought a virulent fever, a change had occurred within her. A change that would mark her life from this moment onward.

And then the memories had flooded her. The camping trip, the beastly wolf, her mother and baby sister falling prey to gnashing teeth right before her very eyes. Her father trying desperately to shield her from the wolf’s hunger with his own body and ultimately failing. And then nothing. She’d begun crying then, waking up her aunt in the process. Elizabeth Moore had rushed to the girl and wrapped her in her arms, rocking her gently whispering comforting nothings in her ear.

When Blaine was released from the hospital and given permission to travel, her aunt took her to New Orleans with her. It was there that Blaine's transformation started to truly manifest itself. It started with hyperesthesia. All her five senses were on the fritz and the nine-year old was overwhelmed. Sudden bouts of abnormal strength manifested soon after. Her most common victims - all the door knobs in the house. Her canines started to itch and even hurt. Blaine's aunt took her to all sorts of doctors, but none were able to determine the cause of her symptoms. Finally, instead of admitting they didn't know squat, they chalked it all up to early onset of puberty. Desperate to help her niece Elizabeth brought little Blaine to a witchdoctor recommended to her by one of her more eccentric colleagues.

Luckily for her, and for Blaine, it turned out to be an actual witch, who recognized the little girl's condition immediately. He spent the better part of the day explaining to Elizabeth what she needed to know. When she'd exited her office she was shell-shocked. But the witchdoctor had provided her with a referral to a man, known as Loup-garou. Hesitant, but determined to find out what was happening with her niece Elizabeth brought her to the address provided by the witch. It turned out to be the smartest thing she'd ever done.

Loup-garou was actually the pack Alpha for the New Orleans werewolf pack. He took Blaine and Elizabeth in like one of his own. The pack helped Elizabeth deal with the trials of raising a juvenile werewolf. They also helped Blaine's aunt deal with the discovery of the existence of supernatural beings. Elizabeth, who was sufficiently well off, thanks to her work as a games and software developer, bought a house close to the packs compound. Both for security and for convenience. Whenever little Blaine was not at school or doing school homework, she was with the pack. Training, learning, preparing to live her life as a werewolf hidden among the normal humans.

She took in to Loup-garou like wild fire to dry wood and the two of them became fast friends. So much so that the old Alpha even taught the girl his trade - carpentry.

Blaine was good with her hands and the craft came easily to her. Soon enough she developed interest not only in carpentry but woodcarving and Loup-garou encouraged her. He talked with Elizabeth and advised her to help Blaine hone her skills. She'd done so enrolling the young girl in woodcarving courses, while allowing her to work together with Loup-garou on his carpentry projects. By the time Blaine turned 21 years, she already had a solid six years of experience as a carpenter and had sold some small carvings of hers in local arts and crafts shops.

One evening she'd come home from working on a project with her Alpha. She'd called her aunt, sat her down and said they'd needed to talk. She told Elizabeth she'd had a sort of epiphany or felt a kind of a call. And then had handed her a recruitment brochure for the Coast Guard. Elizabeth had told her that she'd always trusted Blaine's instincts and that if that's what her heart was telling her she needed to do, than she had her blessing. And then had proceeded to tell her that she would worry about her none the less, as Blaine was the last bit she had from her brother and at the same time she herself was the last bit the young woman had from her family and the two of them needed to take care of each other. It was an emotional moment for them.

Coast Guard boot camp was a harrowing experience even for a young and strong werewolf like Blaine. But she got through the two months of training. And just like with her enlistment, when she was asked a couple of weeks into boot camp to consider her choice of career within the Coast Guard, she selected rescue swimmer without even hesitating. It was where she wanted, no, needed to be. The feeling was so strong that it helped her through the next five months of rescue swimmer training which made boot camp look like a literal walk in the park.

Being a werewolf and having a natural resistance to temperature amplitudes Blaine was uniquely suited to the role, but even so she'd barely managed to finish the training by the skin of her teeth at the rank of Petty Officer 3rd Class.

About seven years into her service, with numerous rescue missions under her belt, a solid experience and a rank of Senior Chief Petty Officer earned based on merit and distinguished service, including commendations and a silver and gold lifesaving medals, Blaine finally came face to face with the reason she was called to enlist in the Coast Guard. A yacht had been caught in a particularly nasty storm and the Coast Guard had stopped receiving them on the radio. To helos were dispatched to perform search and rescue. Blaine's unit was one of them. They'd managed to locate one of the survivors and Blaine was dropped into the water seconds before a lightning had struck their helo. She'd watched in horror as the machine went down and exploded upon contact with the churning ocean. But grief was not an option for her right then. She'd needed to find the survivor and keep them alive long enough for the other helo to find them.

Near exhaustion and on the last of her strength she'd found the young woman clinging to a flimsy lifebelt, severely hypothermic to the point Blaire had barely managed to find a pulse. From then on all she had left in terms of strength and power she'd given to save her life. And it was then that it had happened. In her human form, even more resistant to the cold than the average human being, even with all her equipment and gear, Blaine's body temperature began to drop slowly, but surely. Her strength flowing into the ocean with her body heat. She fought tooth and nail to stay awake, keep moving, keep her blood pumping and flowing, pouring every ounce of werewolf spirit, strength and ability into the fight for survival. It had happened then and there, unbeknownst to her. Just as the second helo'd spotted them and dropped their own rescue swimmers.

And as the two of them were fished out of the ocean Blaine had met her. Clea Devaux. The woman who would become her wife, serving as the doctor aboard the second helo.

Later, in the hospital, after they'd managed to bring Blaine's temperature up enough to let her go Clea had come to check up on her. And when they had found themselves alone in a hidden corner of the hospital she'd asked Blaine. "Now tell me what is a strapping wolf like yourself doing jumping into the drink day in and day out?" Apparently when they'd brought her on board the helo Blaine's eyes were glowing as if she had partially shifted. Which she'd never been able to do. She had always been a full shifter. It had turned out Clea had just returned to her native New Orleans from a stint with Doctors Without Borders. And she was a part of Loup-garou's pack.

The two had quickly fallen in like and even faster in love. Elizabeth was happy for them, the pack was happy for them. They were happy. And then about a year after they'd met, Katrina had hit and once again Blaine lost everything. Her unit was dispatched immediately. And when the storm had calmed it had claimed the life of her aunt Elizabeth and of her mate - Clea. The pack had also suffered heavy losses, but thankfully Loup-garou had survived. Small mercies and all. During the first couple of months following Elizabeth and Clea's deaths Blaine was nearly inconsolable.

The pack tried to close its ranks around her to help her through this difficult period, but something was wrong. The younger betas felt unsettled around her, aggressive even. It took all of Loup-garou's influence to calm them and keep them in check.

One day he took her aside and told her what he thought was the reason for the betas response to her presence. It was something that remained overlooked when Clea was still alive, because she was tempering some of the effects simply by being with Blaine. "You came back changed after that rescue mission when you met Clea." Loup-garou had told her. He'd said he'd felt it too. A new power within her. Flowing from her. And the betas were feeling it too. "They think you mean to challenge me. And so they react the way they do." Blaine had insisted she did not mean to challenge him and he'd ensured her he knew as much. He'd told her that even if she means not to challenge, her power was beyond that of a beta now. And even if she meant no challenge, her strength itself was a sort of a challenge.

So Blaine knew there was only one thing to do. Nothing was holding her in New Orleans anymore. Her last blood relative was dead. Her mate was dead. There was no place for her in the New Orleans pack. So she left, deciding it was high time to find out more about her family's accident and the feral wolf that had killed them and turned her. Since her commission with the Coast Guard was up, she transferred to the Reserves and headed for her native Ireland.

She spent nearly two years in Ireland investigating. The most she managed to ascertain was that the werewolf was probably cursed by a magic practitioner to act so feral not on full moon. And that it was not regular hunters that had saved her. She wasn't able to determine the identity of the witch or warlock that had cursed the werewolf, nor the identities of any of the hunters. And then a blip of a town popped up in her research that gave off the most weird and suspicious vibe. A town ironically, or maybe unironically, called - Villainville. And so Blaine packed her belongings and traveled all the way back to the US with her heading in sight. Villainville!


Skills: Blaine is a skilled swimmer and rescue swimmer in even the worst of conditions. She is also an accomplished hand-to-hand specialist. She’s also been trained in providing emergency first aid.

Powers: As any werewolf Blaine is gifted with enhanced strength, speed, reflexes and senses. As well as with faster healing and regeneration.

Blaine is particularly good at tracking. Her sense of smell while not overly better than that of other werewolves is honed to perfection. She has a vast arsenal of known smells and scents and is able to recognize even the most ambiguous of aromas, making attempts of scent masking almost futile.

After a life-threatening incident during her service as a Coast Guard rescue swimmer Blaine has acquired the ability to partially shift in addition to her almost instantaneous shifting to full wolf form. Most often than not she shifts either her eyes, ears, hands and fingers, and her teeth as well. She can’t do all at once and the partial shifting requires a concentrated effort as she needs to lower her core temperature to be able to partially shift. Extreme situations may also help her achieve a partial shift, as well as some very strong emotions.

Special Equipment: No special equipment. Just her service weapon and her woodcarving/carpentry tools.

Weakness: After Katrina and all the loss Blaine suffered in her life she has developed agoraphobia. The fear is crippling and paralyzing, interfering with her reasoning and shifting abilities.

Her highly honed sense of smell is also a sort of a double edged sword. Too many and too intense smells could overwhelm her to the point of lightheadedness. Quite like certain frequencies can render creatures with sensitive hearing unconscious. However this weakness of hers is known only by few trusted individuals.

She has discovered she lacks a resilience towards vampiric compulsion and charm. She is just as exposed to this ability as any normal human would be.

Nemesis: The one responsible for the rabid werewolf attack that left her turned and her family slaughtered.

Likes: Irish music; Stargazing; Considerate people; Japanese cuisine; Thunder storms and walking in the rain; Dahlia flowers; Dimples; Cooking; Anime and manga; Honesty, loyalty and integrity; To read/watch sci-fi and fantasy; Spicy food
Dislikes: Dill, she’s actually allergic to it and the aroma of it is one of the smells that can hinder her sense of smell; Waking up early in the morning; Inconsiderate people; Sea food /fish is ok/; Injustice; Closed-mindedness;  Horror books/movies; Unpunctuality; Unwelcomed invasion of her personal space; Bigotry; Crowds and crowded spaces; Excessive heat
Hobbies: Origami. The art of paper folding calms her down like nothing else. The attention required to fold the paper or paper modules for the 3D origami models, engulfs her completely and at the same time has become a sort of reflex allowing her to watch movies for example while folding her 3D origami modules. As for the single paper origami folding. That requires her complete attention as some models are quite complex and can take of up to an hour to fold; Likes to collect queer mugs; Collects fridge magnets; Rock balancing. As with origami, the art of rock balancing is a sort of dzen experience for Blaine. The sense of achievement once you finish the rock pyramid is a very unique feeling that keeps her coming back to rock balancing day after day.
Ons: Tattoos; Nipple piercings; Power play/Dominating; Biting; Bondage/Shibari
Offs: Incest; Humiliation/Degradation; Bodily fluids (scat, golden showers, spitting); Gagging/drooling;

Character Source: (The Wolf Man/The Big Bad Wolf)
Face Claim: (Bridget Regan)
Theme Music: Of Wolf and Man
All Along The Watchtower
Forever More
Additional Pictures:

How Do You Wanna Do This?!?
My O_Os - Updated 30/05/21 with some characters I'd like to find a home for

Foxy DeVille

Blaine looks great! The bits and bobs are cool, I might add a couple songs to my gal in fact.

Elizabeth Ecsed

I'm probably in, with some lesbian genius type occasionally prone to cackling or monologues

ihinka

Foxy, I was listening to this and somehow thought of Miss Westbrooke  ;D
How Do You Wanna Do This?!?
My O_Os - Updated 30/05/21 with some characters I'd like to find a home for

Beorning

I have this question:

So far, the cast includes a werewolf and a witch. Also, werewolves are said to be operating in secret... So, is the game open for comic book villains? Supervillains, by nature, are absolutely not secretive...

Basically, what's the intended state of world? Are villains, in general, out there in the open? Or are they a secret?

Foxy DeVille

Quote from: Beorning on May 18, 2021, 10:42:22 AM
I have this question:

So far, the cast includes a werewolf and a witch. Also, werewolves are said to be operating in secret... So, is the game open for comic book villains? Supervillains, by nature, are absolutely not secretive...

Basically, what's the intended state of world? Are villains, in general, out there in the open? Or are they a secret?

Comic book villains are allowed and bad guys are out in the open in the world. Just in Villainville they keep things quiet as that's their sanctuary.  Don't crime in town and stay lowkey. Go fight a super-hero elsewhere, come back to town, take off the mask, go to the school board meeting.

CriminalMindsFan

I wish you success on this, I will be unable to join.

Chaosfox

I have to admit of all the ideas I have seen you post Foxy, and I think I have  found them all interesting, this is by far the most interesting one that you have posted. I have an idea for  a couple of characters one based of the nurse from  one flew over and the other a twist on Dr. Jeckyll. So many options though so  hard to chose.
There is no Order only Chaos and all the joys that it brings. 
This way too On's and Off's

Vergil Tanner

#22
Hmmm, I might be interested in joining with an older, semi-retired crime boss of some kind. Though I do have a couple of questions!

The first is, what are the limits on "supernatural abilities?" Given the villains present, I would assume powers of some sort would be common?

The second, what are the limits on behaviours? Is it possible for somebody to run a criminal organisation from Villainville, or is that sort of activity strictly monitored and disallowed somehow? ^_^

Finally, are certain elected positions open to players? Not saying I want one, just trying to get a feel for the restrictions and limitations. ^_^


I'm considering joining with an older crime boss who has largely retired, but sometimes dabbles and does some illegal stuff on the side as a way to pass the time. Y'know, he still has his old contacts and still has a great deal of influence in his old organisation, so whilst he's not quite as powerful as he used to be, he can still "get you what you need," be it um...furniture, or information on construction material disposal. He doesn't get his hands dirty any more, but he can get people in touch with other people for the right price, ifyaknowwhatImean. Not breaking the law, of course. Just...facilitating contact, that's all. It's not a crime to introduce people, after all!

And of course, being obscenely rich and bored, he probably has a parade of partners he "entertains" from time to time. xD

Of course, that's dependent on whether that kind of character is acceptable, and whether people would actually be interested in playing with that kind of character xD I know that silver foxes aren't a universal taste :P

Dimitrius Maranzano?



I dunno, would that kind of character be of interest to people to interact with? Don't wanna make a character nobody wants to talk to, after all! xD
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Foxy DeVille

Quote from: CriminalMindsFan on May 18, 2021, 01:41:31 PM
I wish you success on this, I will be unable to join.

If you change you're mind the door's open.

Quote from: Chaosfox on May 19, 2021, 08:58:19 AM
I have to admit of all the ideas I have seen you post Foxy, and I think I have  found them all interesting, this is by far the most interesting one that you have posted. I have an idea for  a couple of characters one based of the nurse from  one flew over and the other a twist on Dr. Jeckyll. So many options though so  hard to chose.

Awww... thanks!

Quote from: Vergil Tanner on May 20, 2021, 05:39:11 AM
Hmmm, I might be interested in joining with an older, semi-retired crime boss of some kind. Though I do have a couple of questions!

The first is, what are the limits on "supernatural abilities?" Given the villains present, I would assume powers of some sort would be common?

The second, what are the limits on behaviours? Is it possible for somebody to run a criminal organisation from Villainville, or is that sort of activity strictly monitored and disallowed somehow? ^_^

Finally, are certain elected positions open to players? Not saying I want one, just trying to get a feel for the restrictions and limitations. ^_^


I'm considering joining with an older crime boss who has largely retired, but sometimes dabbles and does some illegal stuff on the side as a way to pass the time. Y'know, he still has his old contacts and still has a great deal of influence in his old organisation, so whilst he's not quite as powerful as he used to be, he can still "get you what you need," be it um...furniture, or information on construction material disposal. He doesn't get his hands dirty any more, but he can get people in touch with other people for the right price, ifyaknowwhatImean. Not breaking the law, of course. Just...facilitating contact, that's all. It's not a crime to introduce people, after all!

And of course, being obscenely rich and bored, he probably has a parade of partners he "entertains" from time to time. xD

Of course, that's dependent on whether that kind of character is acceptable, and whether people would actually be interested in playing with that kind of character xD I know that silver foxes aren't a universal taste :P

Dimitrius Maranzano?



I dunno, would that kind of character be of interest to people to interact with? Don't wanna make a character nobody wants to talk to, after all! xD

1. I don't see a hard limit on powers. Now the idea and setting may limit some of the use of said powers, as an ultra-powerful evil sorcerer that draws attention to himself ends up having to deal with his ultra-powerful heroic wizard nemesis and really annoying the neighbors.

2. Clandestine criming is cool. Planning schemes, building death rays in the garage, etc. Just as long as the veneer of receptibility is maintained.

3. Elected positions are available to players, although I would like those characters to be more or less normal townies. Just because I think that would make for interesting interaction. The villains can exert their influence in other ways.... bribery, seduction, threatening someone with the power of the Home Owners' Association. Anyone that's had to deal with an HOA lives in fear of them.

And a retired crime boss would definitely fit the setting.

Vergil Tanner

Oh my word, would the HOA be open to villain players? The image of a retired crimeboss running the HOA is hilarious. "Funnily enough, the HOA operates almost exactly like my old Family. Home owners pay their dues, or they get trouble. They make trouble, and they get fined...and have certain nice things taken away. Legal chickanery, I really should have thought of this years ago." xD

Now to see if anybody would actually be interested in interacting with him xD
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.