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[Char. Dev.] Character Descriptions and Transhuman Traits.

Posted by RydiFor group 0
Rydi
GM, 834 posts
Thu 10 Feb 2011
at 04:12
  • msg #1

[Char. Dev.] Character Descriptions and Transhuman Traits

This thread is for character descriptions and defining Mega-Attribute Caps.  I would like only a single post per player, to be edited as the character changes, and I want the following included:

1)Basic Description: General physical and behavioral characteristics.  Many of these will be in your character description for the game, and you can feel free to copy/paste.

2)Notable markings, items, clothing.  Your appearance tells a story; tell me that story.

3)Effects of Transhuman Traits: The back pages of New Flesh have a dandy chart detailing estimates of the effect characters of various Mega-Att levels have on baselins.  All of the Eonline books have further descriptions of how Mega-Atts influence a character's interaction with others.  And of course, individual enhancements and character quirks heavily impact how all this plays out.  Some powers also have a huge impact on how a character lives; while Q.Bolt won't really change a character's day to day activities except in the abstract (the military contract was a result of their damage dealing capacity), a constant Bioluminscence effect will.
So, what I want to know is: How do your Mega-Atts and Powers come across to those casually interacting with you, how do they influence the way you live life, and what other qualitative roles do they play in your life?

4)Please list a concise list of important nomral Atts, all of your mega-atts, and important enhancements (those that influence your character's lifestyle and the way she is percieved) at the bottom of your entry, after all the descriptive text. This entry will serve double purpose, as it provides a way of tracking who has "claimed" a given Mega-Att for the purposes of character role and uniqueness.  For example, Gravitas has Claimed Mega-Int and should probably always maintain at least a 1 point advantage on other players.  Characters should note one of their Mega-Atts as (primary), and note two others as (secondary); try to avoid Atts that more than a few other people have claimed as Primary.
Primary Attributes may be taken as high as the Quantum Cap of the game allows, while Secondary Mega-Atts may be taken to Q-1.  All others are capped at Q-2.  I will make exceptions to this as time and characters progress, but I would like to at least try to maintain this structure, so that everyone can be awesome and we can avoid inadvertant copying.

Please refer questions to the OOC thread.  Due to the effort required for this post, post completion earns +2xp.
This message was last edited by the GM at 21:17, Fri 30 Aug 2013.
Rydi
GM, 835 posts
Thu 10 Feb 2011
at 04:18
  • msg #2

Template

Description:
Text

Notable Markings and Possessions:
Text

Transhuman Elements:
Text

Relevant Traits:
Remarkable Attributes: Text
Mega-Attributes: Text(primary), Text (secondary), Text (secondary), Text
Noticable Enhancemets: Text
Important powers: Text
This message was last edited by the GM at 08:57, Thu 10 Feb 2011.
Gale
player, 171 posts
And sore must be
the storm--
Thu 10 Feb 2011
at 04:48
  • msg #3

Re: Template

Description:
The first thing that most people notice about Gale is not her height, her age, her clothes, or her face.  It's the pair of gray, silver, and white wings that sprout from her back.  Gale's height would measure 5 feet 4 inches, and her wings tower an extra foot above that when folded.  They arch gracefully so that the tips of the primary feathers land near her ankles; it is easy to see why some people might mistake her appearance for "angelic".  She had dark curved claws on her hands, but people tend to ignore those in favor of the big show-stopper.

Prior to the nuclear bomb in Columbia, she had mostly non-angelic features.  Brown hair, green eyes.  Post-Columbia, her hair turned bright blue, and she had scars burned into her skin from the dark patches of her T2M uniform.  She often wore clothes that covered up all the scars to minimize other people's discomfort.

Post-Chrysalis, Gale is the picture of confidence.  She seems to shine even brighter than she did before, reveling in her re-discovered powers.  Her scars have been healed, replaced by a dappled pattern to her skin.  Her usual tan glow was replaced by a much lighter skin tone, and the light spots trace their way from the edges of her face down her entire body.  They stay small near her face and extremities, but become very large on her torso.  Her hair lightened to a sky-blue color with streaks of white, and her eyes finally changed from the previously verdant green to the color of a stormy rain cloud.  These days she wears much less clothing, showing off her new features with no shame.

Notable Markings and Possessions:
Silver-gray wings
Black claws instead of fingernails
Blue hair
Her shortboard (though she doesn't carry that around with her)
A flower, normally worn on her lapel collar.  They're typically gifts from Thorn, sometimes fresh, sometimes preserved.

Transhuman Elements:
Mega-Dex - For Gale this translates as a certain amount of grace in her movements.  Every movement is almost a dance, calculated and measured.  She doesn't even notice it most of the time.  But she doesn't stumble, and even with her wings, she doesn't have to worry about avoiding objects.
Mega-Int - Unlike Gravitas, Gale's intelligence doesn't involve lots of science or big words.  Sure, she has an uncanny ability to pick up languages now, but most of her mega-intelligence expresses itself in intuitive understanding.  It seems mostly related to her purview of weather control, and so the rest of the time, she seems smart, but not strangely so.
Mega-Wits - Combined with her Dexterity, Gale's Mega-Wits allows her to be aware of multiple things going on around her at once.  This adds to that aura of strange grace.  She also has a really fast reaction time, so she's rarely caught by surprise.
Mega-Appearance - Gale's appearance is, obviously, pretty fantastic.  Her post-Chrysalis features increase the feeling of other-worldliness, but in a way that tends to fascinate rather than repel.
Elemental Anima - Even when she doesn't invoke it, there always seems to be a small breeze around Gale.  Nobody can feel it, but her feathers and hair always move just slightly, as if blown by the wind.

Relevant Traits:
Remarkable Attributes: Dexterity 5
Mega-Attributes: Mega-Dex 5 (Primary), Mega-Wits 4 (secondary), Mega-Int 4 (secondary, but I don't plan on raising this any further), Mega-Appearance 1
Noticable Enhancements: Physical Prodigy, Enhanced Movement, Awe-Inspiring, Inspiration (Appearance based), Quickness, Linguistic Genius
Important powers:
*Body Modification (Wings)
*Claws 1
*Flight 3
*Elemental Mastery 3 (Enhance/Diminish, Elemental Shield, Blast)
Force Field with Extra Wall 1
Hypermovement 2
Density Control (Decrease) 2
*Weather Manip 5 (Fog, Weather Alteration, Alter Temp, Lightning Bolt, Adaptability)

Those with *'s are sort of her "trademark" powers.
This message was last edited by the player at 18:54, Sun 22 Sept 2013.
Solitaire
player, 680 posts
I Could Save You
But Why Should I?
Thu 10 Feb 2011
at 07:54
  • msg #4

Re: Template

Description (Post-Chrysalis):
Anyone who knew Solitaire well would likely recognize her, if only because of the way she moves. She still moves with the same relaxed, confident grace she always had, always at her own pace, and the rest of the would could take it or leave it. She has always eschewed furniture, preferring to simply sit back and recline in the air when not doing anything. This may cause some to think she doesn't take anything seriously, and they might be right. Its hard to take life seriously after you've been nuked, twice.

Physically, all the basic architecture is still there, its just all of the details that have changed. Her hair, which she was once so proud of, isn't really hair at all anymore, having been replaced by the same energy that her arm was composed of. Its normal color is her usual snowy white, but it changes color depending on her mood and how much power she's burning.

A remnant of her chrysalis, lines of small diamond-like crystals trace up and down her body in swirling abstract patterns. The upper set starts on the back of her hands, wrapping its way up her arms and across her back and breasts. The lower starts at her ankles and twines its way up to and around her hips, leaving her midriff bare. Five singular 'beads' trace the line of her brow, with two more at the corner of her eyes like beauty marks. The gems also glow gently (more strongly when shes running hot) and change color slightly depending on her mood. While her hair might go red when she's angry, the crystals would simply shine a pale pink.

Still, perhaps the most noticeable change is the fact that she once again has two flesh and blood arms. She just never got around to growing the other one back before.

Notable Markings and Possessions:
Clothing is generally haphazard and casual, but always practical. Jeans, boots and a T-shirt or tank top, usually with a card motif or band logo (Either classic rock or an unknown indie group), but Solitaire can make anything look like formal-wear if she wants to. She can't bring herself to replace her lost jacket, it wouldn't be the same.

Having lost her totemic items, it will be some time before she replaces them.

Transhuman Elements:
Solitaire needs to be constantly conscious of her strength, or she will seriously damage anything she touches with no real effort at all. Its the main reason she keeps such a tight leash on her temper, and goes to great lengths to never go past 'annoyed'. She knows that she could wipe out large cities in a few hours is she ever lost control. This is also the reason she loathes 'Psych's' so much. She has very little defense against that kind of manipulation.

Her hearing can also be a problem is shes not paying attentions to it, though sometimes not paying attention is a problem in and of itself. She can, quite literally hear just about everything louder than the brownian motion of air molecules. She could likely pick out any given conversation anywhere in the stadium on the middle of the superbowl, and her brain works fast enough to track half a dozen of them at once. This tends to be quite distracting at times if she doesn't have her mental filters in place. Her eyesight is nearly as good too.

Being at the upper-middle level of Nova-scale toughness, Solitaire can shrug off anything short of Nova-Piercing rounds or large-scale ordinance. This translates into a (mostly justified) blithe disregard for most threatening situations, which occasionally gets her into more than handle. It helps that she really can handle just about anything that comes her way reasonably well.


Relevant Traits:
Notable Attributes
Strength, Perception: 5
Dexterity, Stamina: 4
Notable Mega-Attributes.
Mega-Strength: 5, Mega-Dex: 4, Mega-Stamina: 3, Mega-Perception: 5, Mega-Appearance 3
The rest at 2, except Intelligence and Manipulation, which have none.
Notable Enhancements
Lifter, Enhanced Initiative x2, Unfazeable, Hyperenhanced Hearing, Adaptability, Energy-State Regeneration.
Notable Powers
Hyperflight, Armor, Absorption.
This message was last edited by the player at 19:58, Sun 15 Sept 2013.
Phantasm
player, 358 posts
Happy Shiney Person
DeathTeady loves you!
Thu 10 Feb 2011
at 08:55
  • msg #5

Re: Template

Description:
Phantasm is a young woman of indeterminate age.  At times her expression, paired with her generally youthfull and counterculture look make her seem almost as though she's only in her middle teens.  Other times, especially when lost in thought or under stress, the flat look on her face and her intense but unreadable stare make her appear far older and more jaded than any youth should ever be.

Phantasm dresses in an ecclectic blend of goth/punk/emo clothing, and her auburn brown hair is often streaked with neon highlights.  She walks with grace and confidence, and is seldom without multiple forms of electronic entertainment stashed away in her jacket, jeans, or backpack.  Despite being seemingly distracted and inexperienced, Phantasm is preturnaturally aware, and reacts with uncanny speed; sometimes she seems to almost anticipate things before they occur.  While not overtly possessed of a keen intellect, Phantasm occassionally reveals skills far in excess of even other hyper-intelligent novas.  Her ability to speak multiple languages and her ability to skillfully perform almost any task suggest that she either has secrets she isn't revealing, or is just a vapid savant blessed by fates fickle hand.

Her close friends are likely the only people that know which it is, and so far they aren't telling.  But having seen the whirlwind of carnage she can cause in hand-to-hand combat (which she's managed to do mostly off camera), and the terrifying constructs she is capable of summoning (just an immature defense mechanism of a frightened young girl...), it is clear to them at least that she is far more than a carefree young woman.  The more perceptive of her friends might even note that despite a marked lack of nova charisma, Phantasm almost always gets her way, and somehow manages to spin nearly everything to her advantage.

Notable Markings and Possessions:
She's cute, but in truth there is NOTHING about her that is remarkable.  Just the average mid-teen to early-twenties all-American counterculture fun-loving girl.  Nothing to see here...
Oh, and her horribly disfigured cat rescued from a Las Vegas animal shelter.
And her eufiber that twitches and occassionally eats nearby house plants.
But that's it.  Really.

Transhuman Elements:
Phantasm, when not using her more obvious namesake abilities, is quite average on the surface, and she keeps it that way with constant vigilance and manipulative ability.  But those around her for any length of time can't help but notice her incredible ability to process data, reaction speeds, and the fact that she never shows even the slightest signs of fatigue.

Those unlucky enough to see her use her powers in combat see her in a far different light however.  A sickly, stomach churning, unwholesome green light to be precise.  Cameras don't capture it well, but looking at Phantasm's protective aura is like looking at the mists between life and death, or perhaps the fog of sleep that separates reality from a horrible, half-remembered dream.  When the monsters start emerging from the pulsating, ever-shifting field of green light and inhuman, screaming faces, viewers are even more disconcerted.  And if her overt powers aren't enough to shatter the wholesome image of the sweet young girl, seeing her writhe ever so slightly under her skin, and then move with inhuman grace, speed, and power is usually enough to finish the job.  But thankfully for her public image, even Utopia is unaware of quite how troubling her powers are, since most of her public missions didn't stress the horrific nature of her abilities, and those that did were largely secretive in nature.

In the wake of Columbia, Phantasm rarely used her abilities, almost as though she were willing the world to forget they were even there, but there are more than enough recordings to prove how dangerous she is.  Utopia and several governments remain undecided as to whether she is an easily lead, dangerous young savant, or something more sinister that needs to be closely monitored and controlled.  The truth, especially after the Bahrain incident and emergence from her first chrysalis, is of course the latter.  Her innocent smile hides the Monster inside, and her piercing eyes hunt for prey worthy of her efforts...

Relevant Traits:
Remarkable Human Attributes:
All of them except Charisma and Appearance.  She is a peak human female, and while not a beauty she's still pretty cute.  Her quirky personality can rub people the wrong way sometimes though.

Mega-Attributes:
Claims: Wits (primary), Manipulation (secondary), Stamina (secondary)
Phantasm erupted with reaction speed, manipulative abilities and stamina in amounts that allowed her to defeat her tainted telepathic nova kidnapper.  Since then, these abilities have continued to expand.

[Stamina 3, (Adaptability, Regen, Healthy)]
Phantasm initially manifested enhanced stamina simply to stay alive and resist the procedures performed upon her by her tormentor.  Phantasm is now among the most enduring novas in the world, capable of adapting to nearly any environment, regenerating from greivous injury, and resisting even nova-tailored toxins.

[Dexterity 1, (Physical Prodigy)]
Phantasm is at the low end of superhuman grace when not utilizing her shapeshifting.  She displays a knack for all forms of athletic activities.

[Strength 1, (Unbound)]
Though at the low end of superhuman strength before shapeshifting, Phantasm is still immensely strong compared to baselines.  When imprisoned she is however capable of great feats of strength in order to escape.

[Wits 5, (Combat Awareness, Cool Headed, Hypercognition, Mind Over Matter, Multi-tasking, Quickness, Unfazeable, Unpredictable)]
Phantasm is one of the fastest nova minds on the planet.  She is easily capable of performing a dozen tasks in the span a normal human could perform one, and her processing abilities continue to expand.  She has nearly complete control over her body and mind, as well as the uncanny ability to stay a step ahead of even master strategists and precognitive abilities.

[Intelligence 3, (Taint Res., Discerning Mind, Analyze Weakness, Fast Learner, Speed Reader, Linguistic Genius)]
Phantasm is in the upper range of nova intellect; though not possessed of as much raw intellect as those like Gravitas and Anteus, Phantasm is nonetheless brilliant beyond the comprehension of most other beings.  She is one of the more diverse nova intellects, capable of spotting weaknesses in nearly any structure or concept, absorbing information at incredible speads, instinctive language comprehension, and self-analysis that allows her to resist social or mental influence.  Her brain also seems to have adapted to allow her to resist the pressure of her 6th instar node, and the taint that often comes with it.

[Perception 2, (Body Awareness, Fast Senses, Sensory Editing)]
Aside from being moderately superhuman in her perceptive abilities, Phantasm is capable of completely blocking out pain and distractions when needed.  She is capable of tracking fast moving objects normally invisible to the human eye, likely a result of her hypercognitive abilities and shapeshifted adaptations.

[Appearance 1, (Two Faced, Anathema)]
After her first chrysalis, Phantasm's appearance changed subtley, taking on a dreamlike quality entrancing to viewers.  The soft haze of dreams can quickly turn to a nightmarish otherness, however, inducing terror in anyone watching her.

[Charisma 1, (Autonomous)]
After the events culminating on Europa during the Bahrain incident and resolving internal conflicts, Phantasm manifested an aura of unconquerable self-assurance that draws others to her.

[Manipulation 4, (Persuader, Subtle)]
While lacking the broad range of tricks available to other social novas like Impetus, Phantasm's manipulative abilities are all the more frightening because they are so inocuous.  First manifested in order to throw her kindnapper off guard, Phantasm's manipulative talent served to protect her secrets and prevent Utopia from prying too deeply into her background.


Important powers:
Phantasm's primary powers revolve around creating solidified quantum constructs drawn from her negative emotions: fear, pain, anger, and guilt.  Her constructs are drawn from a haze of nightmarish possibilities that surrounds her and protects her; they are capable of serving nearly endless function, but are all disturbing amalgamations of things commonly seen as disgusting, corrupted, or frightening.  With great concentration she is also capable of both consuming the quantum pattern of a dead nova to imprison within her own, and manifesting it again to use its abilities.  In the recent Columbian conflict her constructs also manifested the disturbing ability to "tunnel" through reality itself, creating warp gates allowing direct point-to-point transit that bypasses intervening space.  After emergence from her first Chrysalis, her fear-based quantum powers expanded further to include the telepathic ability to sense the fears of others, allowing her to fulfill her vision of the Monster Archetype.

Phantasm's other powers all developed as a defensive reaction to resist her nova captor during the ordeal leading up to her eruption.  She possesses an intuitive danger sense, resistance to mental influence, and the ability to shift her body structure.  Her shapeshifting is limited by her mass and cannot change her basic humanoid shape, but is otherwise capable of making extremely diverse and powerful changes ranging from enhanced eyesight and gills to greatly increased strength and grace.  Pairing her intellectual abilities with her shapeshifting, Phantasm managed to make several body modifications to herself that enhanced her durability, allowing her to survive impossible wounds and endure terrible hardship.

*Force Field
*Quantum Construct (linked to Forcefield, with a bunch of other strengths and limiters)
*Shapeshift (Humanoid forms only)
Telepathy (fear sense and short statements only)
Psychic Shield
Intuition
Body Mods (internal, mostly enhanced durability)
This message was last edited by the player at 23:03, Tue 17 Sept 2013.
Hell Kraken
player, 10 posts
Independence is a
Perogative of the Strong
Thu 10 Feb 2011
at 10:22
  • msg #6

Re: Template

Description:
It has been years since Hell Kraken was last seen in the flesh, but his three meter tall, nearly a thousand kilogram (it's well-balanced and self-supporting) carapace is one of the most recognizable advertising icons on the Opnet.  A tapering, ogival work in glossy white Teflon, equal parts Humboldt squid and Dreyfuss' 20th Century Limited, the seamless suit isolates the Kraken completely from the outside world.  The reason for this isolation is simple.  Without the carapace the Kraken is utterly formless, a pool of intelligent and incendiary chemicals that can pull itself into the shape of a man (or shapes more other-worldly than any man) or disperse itself into a fine mist at will.  More dangerously, the Kraken's powers are not entirely within his control.  Outside the suit, Kraken can only leave destruction in his wake.  Inside, these same destructive powers can be harnessed to craft wonders.

The Kraken's suit could be expected to impose some sensory limitations on the man within.  A single glass viewport (which must be continually regrown to account for chemical attack) graces the front of the suit's head, though, and the fluid within appears more opaque than it actually is.  Moreover, the fluid conducts sound quite well.  A network of microphones and speakers built into the Teflon of the suit provide for hearing.  A vocoder and more speakers provides for a threateningly mechanical voice which is featured in the works of a number of electronica artists.  Taste and smell are provided by the Kraken's tendril.  As for touch, the suit is well-balanced and provides excellent feedback, though the Kraken does occasionally crush more delicate objects due to a lack of attention.

Notable Markings and Possessions:
Hell Kraken's appearance is obviously inhuman, cold, and mechanical.  This appearance is only exacerbated by the usual presence of a veritable army of killbots nearby.  Some fly, some float, some roll on tracks.  More recently some have walked on legs and behaved in a manner uncannily human.  All are surprisingly intelligent, sheathed in elegant Art-Nouveau armor, and armed to the teeth.  This army isn't necessary just to protect the Kraken from the enemies, mainly nation states, that may want him dead.  It's also to fend off the even larger army of Kraken Heavy Industry otaku and anoraks that similarly follows him everywhere he goes, awaiting announcements about new Kraken Heavy Industry products.  Their almost religious devotion to the product line is slightly more disturbing than the armed androids.

Transhuman Elements:
More than anything, Hell Kraken's attributes are mega-average.  While he can easily lift hundreds of kilograms, he can't throw tanks through the air like a Geryon or a Comstock.  While he can persist in extreme environments without air or food or water nigh indefinitely, he can't shrug off nuclear bombs.  He can analyze the precise composition of any substance with but a touch, but he cannot see telescopically or feel the electric field coming off the firing synapses of a mouse.  He has an encyclopedic memory and can compose a letter, assemble a robot, and deliver a speech all simultaneously, yet he is still not a match for a Gravitas in works of pure thought.  His appearance occasionally drives baselines mad with fear, but only occasionally.

As far as powers go, Hell Kraken's are more unusual.  He literally cannot touch anything with his bare flesh (or, more correctly, oleoplasm) without it being destroyed or changed beyond recognition.  His excretions react hypergolically with everything from people to metal to glass.  Only fluoropolymers such as those composing his suit are somewhat immune.  Even then, the suit's materials must be periodically refreshed to prevent a breach.  Dormancy and attunement are not even an option for minimizing this damage.  The Kraken has never achieved even passing skill in such techniques.

Relevant Traits:
Remarkable Attributes:  Stamina and Intelligence both at 5.
Mega-Attributes:  Intelligence will likely be the Hell Kraken's primary mega-attribute with Stamina and Wits as the secondary mega-attributes.  Mega-int is currently at 4; mega-stamina, mega-wits, mega-strength, mega-perception, and mega-appearance are all at 2, mega-dexterity is at 1.
Noticeable Enhancements:  Lifter, Adaptability, Analytic Taste, Eidetic Memory, Medical Prodigy, Multitasking, Face of Terror, Resiliency, Engineering Prodigy, Synergy, Thrower, Accuracy, Bloodhound, Medical Prodigy, Financial Prodigy, Compartmentalized Mind, Awe-Inspiring.
Important powers:  Body Modification (Tendril) (1), Matter Creation (3), Molecular Manipulation (3), Aggravated Immolate (3), Quantum Bolt (1), Decrease Density (3), Projectile Poison (1), Sizemorph Grow (3), Disintegrate (1), Flight (1), Psychic Shield (3).
This message was last edited by the player at 00:08, Sat 14 Sept 2013.
Gravitas
player, 509 posts
Behold Gravitas!
Master of Gravity
Thu 10 Feb 2011
at 21:53
  • msg #7

Gravitas

Description
Basic Description: Quentin is a post-chrysalis second stage Portent. His body is outwardly still quite human. His hair is dark and he appears to be a Caucasian male in his late 20's. He stands 5'10" and is in peak-human physical condition. He has become somewhat off-putting for baselines. Though all agree that he's certainly more handsome than any baseline competition, he doesn't have the same gaggle of fans that other mega-attractive novas seem to gather. Due to the events during the climax of the Colombian Conflict, Quentin lost most of the fingers on his right hand and his left leg below the knee. These have since been replaced by cybernetic prosthetics of his own design.

Quentin has always noted that his powers appear to be just a little too vast for his physical shell to contain, and it is these powers that were augmented by the metamorphosis he underwent in his Chrysalis - with several visible side-effects. While Quentin's eyes were previously a flat black that seemed to absorb all light, they now appear to be star fields in miniature; tiny flickering lights sparkle in the otherwise black expanse of his gaze. Quentin has emitted gravitic waves since his eruption which cause a visible ripple in space and enhances his personal gravitational field such that he is attractive to small objects. Since chrysalis, he is also orbited by tiny wisps of white light. These wisps orbit perpendicular to the length of his body, regardless of his orientation. The exact number and which part of his length they orbit (curiously, they never orbit directly in front of his eyes) changes as they wink or fade out only to be replaced or joined by others. Each orbits at its own speed and distance from him. When he sits in a chair or lies down the orbits of the lights will tend to expand to encompass whatever furniture he uses. They are otherwise insubstantial and of little use for anything beyond weak illumination.

Quentin is unable to wear natural eufiber. His quantum signature (possibly due to his imperfect control of his own abilities) is toxic to the substance. Because he is unable to wear natural eufiber, Quentin wears more conventional clothing, preferring a 'business casual' level of style much of the time.

Notable Markings and Possessions
Quentin is missing most of his left leg from around the knee down and the last two fingers on his right hand from the first knuckle onward as a result of a close encounter with a nuclear weapon during the Colombian assault. He has replaced these with cybernetic prostheses of his own design. Quentin's eyes are a non-reflective matte black with specks of light visible within - tiny internal stars.

Quentin is rarely without some useful gizmo he's cooked up, often tailored to the situation he is in, the array of different devices he's invented is too exhaustive to catalog. Of particular note, he has constructed, along with the assistance of several other former T2M members (notably Impetus, Dr. 0, and Comstock) a fully functional R&D lab and home-away-from-home on Mars. This facility's existence is a secret generally only known to T2M:A alumni and its exact location is known to even fewer individuals.

Quentin's quantum signature is toxic to natural eufiber colonies, and so all of his clothing is either normal cloth or synthetic eufiber to which he is attuned.

Transhuman Elements
Quentin has a very, very hard time relating to baselines anymore. His prodigious Mega-Intelligence has put his thought processes on a level with few peers. This, combined with the sheer speed at which he is able to skip much of the intermediate reasoning and jump directly to complex solutions to even the most difficult problems causes his behavior to be frequently off-putting and nonsensical to baselines and even other novas. While he is fully able to break down his reasoning and explain it to others, he doesn't bother unless prompted. Novel ideas appear unbidden in his mind all the time. It is to these seemingly random insights that he attributes the bulk of his scientific and inventive success. It doesn't hurt that he's also able to attack a given problem from a dozen directions at the same time, whittling away at its complexities at the speed of nova-powered thought.

His highly evolved brain provides him with an eidetic memory, a trait Quentin increasingly regards as both a blessing and a curse. As useful as it is to be able to recall anything he's been exposed to since his eruption, he is also able to acutely remember the deaths of friends and colleagues in the wars and the blinding pain of his appendages being evaporated in the wake of a nuclear blast.

Quentin's ability to generate temporary wormholes makes him one of the most mobile individuals on, or near, Earth. His power and reach are such that he can reach anywhere on the Earth or Moon without apparently difficulty and can get anywhere from the Sun to Jupiter with some effort. Quentin is capable of subsonic gravity-powered flight and accelerated ground-based movement (including up walls or across ceilings) in addition to wormhole-based movement.

His unparalleled mastery of the fundamental force of gravity gives him an array of abilities that affect his behavior. Perhaps the most commonly used is a form of telekinesis that operates by minutely adjusting local gravitational forces to manipulate objects at a distance. Like gravity itself, this ability's strength seems to weaken with distance. He is also capable of adjusting gravity in a localized area. This effect is able to negate or reverse Earth's gravity within its area or multiply it to increase its strength. He is also able to designate his own personal 'down' which enables him to walk on walls and ceilings without apparent effort.

In combat, Quentin generates an onion-peel-like layered defense that makes him extremely difficult to damage while his quantum reserve remains. This shielding absorbs all frequencies of light, causing him to appear as a flat-black silhouette surrounded by a thin corona of blue and purplish light (he will explain to anyone that cares to ask that this effect is caused by the gravitational lensing of the light around his body). He is able to generate both blunt and sheer force energy blasts with sufficient strength to destroy most vehicles and kill baseline targets.

Relevant Traits
Remarkable Attributes: Gravitas has ratings of 5 in Dexterity, Perception, Intelligence, Wits, Charisma, and Appearance.
Mega-Attributes: Mega-Intelligence 5 (primary), Mega-Wits 3 (secondary), Mega-Perception 3 (secondary), Mega-Dexterity 2, Mega-Stamina 2, Mega-Strength 1, Mega-Charisma 1, Mega-Manipulation 1, Mega-Appearance 1
Noticeable Enhancements: Quentin overtly possesses the Eidetic Memory, Inventive Genius, Mental Prodigy: Scientific and Analyze Weakness Enhancements for Mega-Intelligence. Those with an eye for the research of such things might assume (correctly) that he also has the Taint Resistance enhancement. Other overtly or obviously manifested enhancements include Adaptability for Mega-Stamina, Lifter for Mega-Strength, Quantum Attunement and Electromagnetic Vision for Mega-Perception, and Multitasking for Mega-Wits. While he has several others, they are used considerably less often and are not as obvious.
Important powers: As the self-proclaimed Master of Gravity, Quentin has Gravity Control 5. His academically focused understanding of his own abilities has allowed him to gain a measure of Spatial Control (including Warp as a technique) and Time Manipulation. Quentin also overtly has some amount of Force Field (fixed amount version), Psy-Shield, and Telekinesis. Quentin's ability to walk normally on any surface, no matter the angle, is a manifestation of Body Modification: Adhesive Grip. Chrysalis has further evolved his fine control over his abilities, lending him the effects of Extradimensional Pocket. It has also provided him with methods for dealing with the extremely high cost of his powers in the form of a highly advanced M-R node and abnormally accelerated quantum regeneration capabilities.
This message was last edited by the player at 03:19, Mon 16 Sept 2013.
Impetus
player, 960 posts
Social Tac Nuke
Tue 15 Feb 2011
at 13:55
  • msg #8

Character description

1)Basic Description:
Impetus is perhaps the most beautiful entity on Earth, at least by human and nova standards.  He is around 200lbs and 6'2, is perfectly proportioned, and has the most amazingly clear crystal blue eyes the the world has ever seen.  His hair changed color from honey blonde to white after the events in Colombia and his first chrysalis, which serves to make him look more mature, more serious, and carry more gravitas without making him any less handsome, instead he's moved from being Utopia's resident devil may care heartbreaker, to a more patrician, albeit puckish, figure.

2)Notable markings, items, clothing.
Imp's clothes are as perfectly tailored and fashionable as ever.  He still wears his trademark dark suits with silk dress shirts in all the colors of the rainbow.  he usually wears a very expensive watch on his right wrist, and perhaps a ring or two.  He has an odd solid gold patch of skin in the soft V of skin between his collar bone and trachea.  It is emblazoned with the eye of Ra above a pyramid and is all that remains of the coin Caroline gave him on their first date, permanently fused with his flesh after the Colombian Incident.

3)Effects of Transhuman Traits:

Remarkable Attributes:  All of Imp's baseline attributes are at 5s, save for Strength and Manipulation which are at 4.  he is at the apex of human potential in almost every way that matters and it shows.

Mega-Physicals:
Strength 1, Stamina 3.  He is unnaturally healthy and precise with the force he exerts.  He is virtually immune to diseases and drugs, including those tailored to affect novas.
Dexterity is at 5, he is at the presumed apex of nova capacity here and lives in a world that seems to perpetually move in slow motion.

Mega-Socials:
Charisma and Appearance are at 5, Manipulation is at 3.  Impetus is more like a force of nature than a social animal these days.  What he wants people to do simply happens.  He can instill love with a smile and abject depression with a frown.  He is perhaps the world's most dangerous conversationalist and with scant effort could raise legions of followers.  It is impossible for him to interact with baselines in anything like a normal capacity.

Mega-Mentals:
Wits and Perception are at 1, Int is at 2.  He is clearly beyond human capacity in all 3 areas, with uncanny abilities to find the weaknesses in anything: be it a plan, organization or structural design.  He is preternaturally empathic and causes any team he is a part of to work like a perfectly tuned machine.

Powers:
The vast majority of his powers are showy, as befits his Marvel nature. He can fly/run/swim at super-sonic speeds, fire bolts of concentrated kinetic energy, msnipulate things at a micro or macro level telekinetically, and project personal force fields that can stop anti-vehicle weapons.

Important enhancements/concise list o megas:
Mega Str   1 (Precision)
Mega Dex   5 (Physical Prodigy, Rapid Tasks)
Mega Sta   3 (Adaptability, Healthy)
Mega Int   2 (Analyze Weakness, Taint Resistance)
Mega Wits  1 (Natural Empathy, Synergy, Project Coordination)
Mega Per   1 (Quantum Attunement)
Mega Manip 3 (Persuader)
Mega App   5 (Seductive Looks, Awe Inspiring, Almost Live)
Mega Cha   5 (Seductive, Commanding Presence, Indomitable Self, Almost Live,
              Natural Agitator)

Interaction Points
Imp will generally get involved in things that are on a global, or at least national scale.  He's not likely to get his hands dirty in small scale things like stopping local criminals, instead he will work within the bureaucracy, organize civic groups and get on the TV to get other people to get things done.  Imp will act as a mentor to newer characters or as an adversary if they want to stop what he wants to do.  Imp's primary focus is to head off the looming human-nova war, to do so he will either become president or get assassinated.  Organizations that he has ties to include: Utopia, Devries, the Teragen, Phantasm's Aberrants.  Organizations that he opposes are: Church of the Archangel Michael, The Directive, Proteus.
While Imp's megalomania derangement has been weakened by his brain's new resistance to taint, he's still a super confident (one might say arrogant, if one could bring one's self to say bad things about Imp) control freak.  He will use his mega socials on people to get what he wants, he does not have dominate (yet) but he can make you burn will power at an alarming rate to resist him.
This message was last edited by the player at 05:47, Wed 11 Sept 2013.
El Dragon
player, 1 post
Wed 23 Feb 2011
at 06:24
  • msg #9

El Dragon (Angelo Devarga)

Description:
Around six feet tall with a musculature that is solid without being bulky.  Jet black hair, olive skin, and golden brown eyes that miss nothing and inspire confidence in those around him.  They are the eyes of an eagle.  Such eyes could lead men into battle.  Detracting from this, however, are horrific burn scars on the left side of his face and neck.  If walking among such demigods and demigoddesses of beauty makes the “gargoyle” self-conscious, it doesn't show.  He holds his head up and unless he's going to be among the “general public,” doesn't use a mask to cover his scars.  His movements are precise and economical without any harshness and there is a palpable air of tranquility in his demeanor.  He loves the idea of eufiber and loves wearing it.  He is good at getting his colony to put details on his attire and he's learned to do quite a few more functional things with it.

Notable Markings and Possessions:
Beyond the obvious scars on his face and neck, he has a small assortment of shrapnel scars on his arms and legs.  He has two tattoos: on his right arm is an eastern dragon which coils up from his wrist to his shoulder with its head facing forward, roaring; the one on the other shoulder is a little older, a little less well done - it appears to be an elaborate coat of arms.  His possessions are few, just what will fit in a duffle bag.  He owns a small apartment in Las Vegas but the inside bears more resemblance to a dojo than a place of abode which has recently been redecorated in honor of his new house guest, Cassia.  It now looks more or less like a generic apartment.  His prized possessions however are his beautifully embroidered silk training gi's (one white and one black) and his intricately woven meditation mat.

Transhuman Elements:
Having such boosted strength and reflexes has caused Angelo to rely more heavily on his Eastern training, being constantly aware of his movements around others so as not to cause accidental damage.  When his strength and stamina are boosted with quantum energy, his skin and his eufiber suit crackle and sparkle with small arcs of purple lightning.  His senses are also amplified, but rather than being inundated, he seems able to block out any sensation that might distract him.  He is a man of few words, but when he speaks, it is difficult for others not to follow where he leads.

Relevant Traits:
Remarkable Attributes: Strength 5, Dexterity 5, Stamina 5, Wits 5, Charisma 5, Appearance 0 (the severe scars on his face and neck are likely to generate discomfort in those he meets)
Angelo is a supremely trained master of the Art of Taijiquon which shows in the ease and fluidity of his movements and his even-tempered, nearly unflappable nature.

Mega-Attributes: Strength 2, Dexterity 4 (primary), Stamina 2, Perception 2, Intelligence 1, Wits 2 (secondary), Charisma (secondary) 1

Noticeable Enhancements: Besides those already referenced, Angelo's control over his strength gives him the ability to drive through hard objects from heavy doors to mountain sides, and his ability to target is so precise he can often strike the one, small weak point in a structure to bring it down.

Important powers:
Boost 2(effects Strength and Stamina)
Armor 1
Force Field Mastery 4(touch only, Lethal Blast, Shield, Flight, Sphere, Shape)
This message was last edited by the player at 23:31, Tue 15 Oct 2013.
Comstock
GM, 880 posts
a.k.a. Dillon Amargosa
Man or Mineral?
Sat 26 Feb 2011
at 21:24
  • msg #10

Comstock (Dillon Amargosa)

Description:
At 23 years old, when Dillon first erupted, he was about 5'10", with a shaved head that shows black stubble from time to time.  His darker skin suggests some hispanic ancestry and he tended to dress in durable, cheap clothes or old fatigues.

At 27 years old (2005), Dillon now stands 6'2".  The increase in size has been accompanied by an increase in physical definition.  He's finally allowed his hair to grow out, and he tends to dress to the occasion now, having been coached by his agent and others for four years on the value of a good suit.



Notable Markings and Possessions:
Comstock is best known for his second skin, a metal shell that seeps out through his pores to harden around him.  Originally, it had a mottled appearance -- the blue-black of silver streaked through with copper red and other shades -- but as his talent for transmuting metals has grown it has changed to incorporate other colors.

After Colombia, Comstock was issued a new eufiber colony like the rest of his team, and has practiced 'integrating' the suit by pouring his second skin through it.  To facilitate this, he often wears it as a skin-tight bodysuit beneath his clothing, his middling talent for attunement guarding his clothing from damage.  This also serves the purpose of alleviating his fear that he leaves heavy metals and other potentially toxic molecules everywhere he goes.

Getting around town, he tends to drive an old Ford F-150 that used to belong to his father, or else walk on the ground "like any man."



Transhuman Elements:
Under the skin, the intrusion of mineral elements becomes more and more obvious.  He is unsuitable as a blood-donor for anyone who might have an averse reaction to mercury, for instance, and when researchers opened him up for a biopsy during a screening process they required a bone-saw and drill.  Subsequent investigations have been unable to scan, cut, or otherwise gain access to his abdomen.  The transformation is replacing brain-tissue as well, making Dillon's brain difficult to interface with.  He can draw out some of this metal at will, shaping jagged claws for his hands and converting his body to more dense matter.

Being invulnerable means armoring oneself, and that armor often separates Comstock from the world around him.  On the other hand, he has no proper fear of death any longer and can wade into situations and environments that would annihilate others.  The numerous anxieties associated with his ongoing physical transformation are detailed in his Utopia psychological profile.



Relevant Traits:
Remarkable Attributes:
Without his powers, Comstock remains unexceptional when compared to the standard set by his teammates.  He's rugged, resilient and clever, but otherwise an average.  None of his attributes are fives, and his social attributes and intelligence are only rated at two.

Mega-Attributes: Claims -- Mega-Stamina (Primary), Mega-Strength (Secondary)
-- [Mega-Strength 1, and with density control maxed out Mega-Strength 6; Iron Grip, Lifter]  Comstock is strong.  Resilient too.  Even without warping the laws of physics he is bullet proof, his second skin of fluid and alloys barely halting anything more than superficial damage.  When fully riled, he becomes a juggernaut, nearing a ton in weight and capable of moving over a hundred-times that with a single fist.  He is not a technically-skillful hand to hand combatant, but that is because he has never needed to be: his grip is inescapable.
-- [Mega-Stamina 4; Adaptability, Hardbody, Resiliency] Whatever Comstock's body encounters, it fortifies itself against for next time.  This process began at eruption with a fall in a mineshaft and has not stopped.  Having now been exposed to nuclear attack with no force shield and escaping unscarred, the world is beginning to wonder if it is even possible for the man to die.

-- [Mega-Intelligence 1; Discerning Mind, Fast Learner, Mental Prodigy: Engineering]  He is no genius, but his transformation has produced startling changes to the anatomy of his brain, providing a very rough and instinctive understanding of engineering, construction, chemistry and tactics.  Additionally, his teammates have taught him how to absorb knowledge more quickly and discern influences.  This intrudes in his daily life in a variety of ways, from a learned suspicion of others to dreams of transforming geometric shapes to an unnerving sensation of understanding some things without knowing them.
-- [Mega-Manipulation 1; The Voice]  He can hold an unreadable expression fairly well and has found ways to pitch his voice that produces harmonic tones that seem to work on the human mind at a subconscious level.
-- [Mega-Charisma 1; Commanding Presence]  Beyond simply being invulnerable, he exudes a sense of permanence and strength.  He is a rock, a solid foundation others instinctively feel they can rely on in a crisis.
-- [Mega-Perception 1; High-End Electromagnetic Scan*, Hyper-Enhanced Hearing: Radio Scan]  His senses of taste and smell are gone altogether, but his eyes and ears are still good.  And he can work crude transformations on his body to make himself an antenna and receptor for larger swaths of the EM spectrum.  Use of these enhancements tends to be somewhat obvious, either from his bodylanguage or from peculiar perturbations in his second-skin.


Important powers:
Metal empathy.  The Metal Man understands the shape, nature, and character of things metallic.  His own body produces an impenetrable metal shell that obeys his whims and fortifies his mind against intrusion and assault.  With a touch, he can shape and transmute metals one into the next, welding metal frames together without seams and fabricating new structures.  Every grain and drop of metal has its own 'flavor' and 'pattern', it's own invisible quirks and qualities.  Sometimes Comstock tries to take on these qualities himself.  Sometimes he is afraid to try.

Armor                      5    (Superheavy Armor Extra)
Body Modification          ?    (None can say anymore ...)
Claws                      1
Density Control (Inc.)     2    (Tainted.  Extra: Extreme Density.  Strength: Duration is Permanent)
Molecular Manipulation     3    (Weakness: Metal only.  Extra: Reduced Cost.  Techniques: Imprison, Second Skin, Shape Alteration)
Psychic Shield             5

This message was last edited by the GM at 07:00, Sun 27 Feb 2011.
Flare
player, 313 posts
Go die in a fire.
Fri 29 Jul 2011
at 06:07
  • msg #11

Flare (Sara Childe)

Description:
Flare has the typically creamy pale skin and attractiveness of most novas.  After eruption, her hair took on the color of flame.  While ‘red’ is the normal classification, the metallic shifting of copper, crimson, saffron, and cardinal belies the bland definition.  Her eyes are green.

She stands about 5’3” tall, but seems taller as she prefers floating to standing when possible.  When not trying to fit in baseline society, she tends to morph her eufibre into various flame related costumes.

Her most notable trait and namesake is her fire.  Though she long ago mastered perfect use of her fire abilities, it is such an intrinsic part of her being that when angered it tends to surround her in a corona without her consciously calling it.  Occasionally small licks of flame follow her hands as she moves.

Flare is mercurial in both nature and movement.  Her mega-dexterity lends her incredible land and air speed, and like the fire she controls, her emotions and thoughts tend to be rapid and light.

Her personality has remained fairly light-hearted despite the hardships of being a nova and existing in T2M:A, she tends to turn most problems into a joke, and laughing into the darkness is a common coping mechanism for her.  When enduring extreme stress, or witnessing crimes against humanity, rage tends to consume her, and she generally destroys anything in the surrounding area.

Notable Markings and Possessions:
Flare has little, though she has kept a few pictures and some spiral notebooks containing her ‘detective’ work.  She still lives at the Utopia compound.  She has kept her deceased fathers police badge though, and occasionally wears it on a chain.

Transhuman Elements:
Flare’s flame is her most notable transhuman element.  Though she supposedly has complete control over her fire, the power tends to hover around her, seemingly without her direction.  Small licks of flame follow her gestures, and when emotional she is either surrounded by it or bits of flame flicker around her body.  She has mega attributes for most of her stats, with her high mega-dex making her notably quick.  Somewhat interesting is her lack of use for her mega-intelligence and wits.  She possesses them, but doesn’t seem to be any more intelligent than an average baseline.

Relevant Traits:
Remarkable Attributes: Dex (primary), perception (secondary), wit (secondary)
Attributes and Mega Attributes
Str 4/Mega-Str 1 (Kid-gloves)Flare rarely shows particular strength outside of combat.  She usually uses her strength to carry people in flight, though lobbing the occasional mailbox comes in handy.

Dex 5/Mega-Dex 3 (Cat-footed)When indoors Flare is capable of moving stealthily as well as fast, but in the air…she’s practically sonic.

Sta 3/Mega-Sta 1 (Regeneration)Her ability to heal, both through this and powers only lends to her reckless nature.

Perception 4 (no mega) Flare has a naturally high perception, which led to her interest in detective work.  She has yet to develop any mega-perception

Int 4/Mega-Int 1 (Taint resistant)1 Perhaps it’s her youth, but Flare rarely comes across as less intelligent than her abilities would suggest.  Her taint resistance likely aids in her maintaining a closer tie to humanity than some of her teammates.

Wit 5/Mega-Wit 1 (Quickness)Flare’s naturally high wit allow for a rapidity of thought that can compete with her supernaturally charged dexterity.  Though she sometimes comes across as flaky, it is more the ability to have multiple trains of thought. She can easily adapt to new situations.

App3/Mega App 1 (First Impression)Flare isn’t adored, or worshiped by those she interacts with, but they all like her.  Her amiable nature combined with her mega-appearance allows her to be consistently in the good graces of those she interacts with.

Manipulation 2 (no mega) Flare is likable and intelligent, and far more likely to get her way through logic or sheer good will than any form of coercion.

Charisma 3 (no mega) Flare is likable and friendly, but this is through personality and sheer good will rather than any mega traits.

Noticeable Enhancements:
Red hair and green eyes, and about 5’3”
Flare tends toward casual clothes when not on missions.

Important powers:
Though possessing Fire mastery, cold master, a strong psychic shield and healing abilities, the fire mastery is the most important in Flare’s life.  Fire follows her as she flies, moves with her gestures and seems  to flit throughout her hair and in her eyes.  She relates to the element, being a bit of a hothead and mercurial in her personality.

The only time that her elemental fire powers seem to be completely missing is during healing, at which time a white glow flashes from her hands to surround her and the recipient.  Though rarely able to be seen, her eyes also turn white, and she is unable to see during the healing process.

Probing, predominantly by Utopia around the time of her eruption, has let to the development of a strong mental shield.

Elemental Master Fire 5         Psychic Shield       4
Excitation (cool)                       Healing              4
Lethal Blast                             Hypermovement 1
Imprison
Propel
Storm

Elemental Master Cold 2
Imprison
Crush
This message was last edited by the player at 00:58, Wed 24 Aug 2011.
Serenade
player, 7 posts
Sun 11 Nov 2012
at 21:00
  • msg #12

Serenade (Laura Manning)

Description:

Laura Manning is an entrancing 23 yr old woman who has blonde hair, green eyes, and the physique of a Victoria's Secret Angel.  She dresses to impress, always aware of what styles are appropriate to any given situation, although she does tend to add slightly edgy and risque elements to whatever she wears.  Anymore this is accomplished with only her Eufiber colony which she always wears, often in exclusion of anything else.  She is very self-confident, one could go so far as to call her entitled and arrogant.  She does have the habit of moving in an overtly sexual manner.  It is unknown if this is purposeful or not.  Her voice always sounds musical to listeners, and can invoke nearly any emotion that she desires with only her voice.  One of the aspects of Laura that has aided in her popularity is the pure visceral response that she has when she is performing music.  This is not a conscious choice, but her mind and body uniting with the music, instrument, and the audience.  To her music is her God, and the stage is her church.  When Laura interacts with people, whether that be while performing or in social functions, people feel as though she is singing/speaking directly to them.  This is a trick that she learned of making direct eye contact with her audience, controlling her micro-expressions, and when meeting a person's eyes meeting their gaze with coy private smiles.  She rarely ever talks about her daughter Grace, who she gave birth to when she was 16.  Those who know Laura, know that she works hard to provide for her brother and sister-in-law who adopted Grace, and would do anything to protect them regardless of the risk involved.  A couple of prevalent personality traits that she possesses that are less than favorable are:  a quick and hot temper that she has trouble letting go of until she has tasted some vengeance, and an overconfidence that has gotten her into more trouble than she will ever admit.

Notable Markings and Possessions:

Laura's most notable marking and possession is her eufiber colony that she controls with near perfect ability, almost always in a manner as to draw more attention to herself.  She also possesses (but rarely has on her person) "The Hammer" a Stradivarius that she owns in anonymity.

Transhuman Elements:

Serenade isn't the most socially adept nova that there is, but with Mega-Appearance, Charisma, and Manipulation she is a force of nature compared to baselines.  With the enhancements of Blind Bewitchment (Hearing), The Voice, and Soothe, her voice and her Holo abilities are unparalleled in their abilities.  Baselines often find themselves in awe of her just by her mere presence, but when she speaks around them they are dumbfounded.  She likewise isn't the most dexterous nova, but she does possess extraordinary fine manipulation.  One of her most unique extras is her uncanny ability to read the emotional state of a group of people.  Laura possesses amazing hearing and can hear things that almost no one else can hope to perceive.  Her most obvious abilities are her ability to manipulate sound, which she uses to create musical effects wherever she is, and she can use to manipulate the emotions of those around her.  She can also use her ability to control sonic energies to unleash deadly attacks, fly, and shield herself.

Relevant Traits:
Remarkable Attributes: She possesses the maximum human potention in every attribute other than Str which is only a 2
Mega-Attributes: Charisma(primary),  Appearance (secondary), Dexterity (secondary)
Noticable Enhancemets: Fine Manipulation, Hyperenhanced Hearing, Eidetic Memory, Group Awareness, Blind Bewitchment:  Hearing, The Voice, Soothe
Important powers: Empathic Manipulation (linked to Holo) 2, Holo 1, Elemental Mastery (Sonic) 5
This message was last edited by the player at 06:34, Mon 19 Nov 2012.
Operator
player, 1 post
Fri 15 Mar 2013
at 19:13
  • msg #13

Re: Template

Jonas Black aka “Operator”

Description:
Jonas is an African American male of imposing build and demeanor, and most people upon meeting him for the first time are stricken by his gaze. He has the unnerving tendency to stare right through people, setting the hair on the back of their neck on end. If folks don’t remember Jonas for his thousand yard stare, they remember him for his unearthly metallic voice, seemingly several voices, none of them friendly, all at once. Those few who are equally jaded or otherwise able to see past his oddities find a calm but intense man, one whose experiences and triumphs have forged a strong personality and a confidence that is infectious and endearing. Though his voice is composed of strange tones, his words are usually calm, and kind, though he is often gruff or confrontational when there is an element of danger at play.
Jonas moves with a silky smoothness that is deceptive and deliberate. His motions and body language leave one with the impression that there are lethal reflexes on a hair trigger just underneath his calm exterior, and those hands that gave a warm, firm handshake would just as easily give a cold jab to the throat.
Even before his eruption, Jonas was a first class warrior, and his abilities reflected this. Though he notably lacked in insight and broad intelligence, his eruption remedied that. He still does not excel socially, but his physical and mental fitness approach peak performance, at least in comparison to baselines.

Notable Markings and Possessions:
Jonas typically wears anything from unassuming street clothes to bleeding edge fashions, depending on the situation he finds himself in. He smokes cigars, and, of note, always wears something with a visible insignia. He keeps few possessions, “things” are transient to him, and notions of ownership and currency are vanishing from his paradigm. Perhaps the most important ‘Marking’ Jonas has is his presence, and that he often “is” somewhere that he shouldn’t be.

Transhuman Elements:
Megadex, Megastam (1) – Jonas’ coordination is most easily expressed in a stillness that some find disturbing. He breathes slowly, has an athlete’s physique, and rarely if ever fidgets. He sleeps little, is usually alert even when doing so, and has a patience that is by itself unnerving.
Megawits, Megaint, MegaPer (1) – Jonas is composed, alert, and observant, beyond the ken of most men. His eruption gave him the tools he needed to not only survive his circumstances, but to direct himself where previously he required direction. Baselines find Jonas somewhat inscrutable, and normally one step ahead (or more) even in conversation.
Megamanip (1) – Though his gaze and his voice both unnerve and create tension, Jonas can be very convincing. It is easy for baselines to feel like he has always been a part of their lives, and that he should get the thing he’s asking for and why not?


Relevant Traits:
Remarkable Attributes: Dex, Stamina, Int, Per
Mega-Attributes: Megadex(primary), Megaint (secondary), Megamanip (secondary). Jonas is now a synthesis of thinker and soldier, planner and doer, architect and engineer. He generates his own intelligence, plants his own counterintelligence, maneuvers his enemies without outside help, and executes missions of his own design. He is both a cunning tactician and a skillful warrior.

Noticeable Enhancements:
Natural Runner – Jonas enjoys running frequently, and while he trains his physique through drills and exercises, running is something he does naturally. And he naturally leaves Olympic level athletes in the dust.

Important powers: Information Control, Telepathy, Quantum Bolt (Gunfire), Armor
Daphne Ward
player, 1 post
Sun 18 Aug 2013
at 03:11
  • msg #14

Re: Template

Description:
Daphne stands slightly taller than average with a lithe athletic body. Her Black/Asian heritage gives her an exotic look, that even before being a nova, attracts a lot of attention.  She has long black hair and brown eyes. She is always seen wearing her eufiber suit and is obviously uneasy with it.  She seems to lack some control over it, but can with effort get it to do what she needs.  Sometimes it even appears to be sitting slightly off her skin.

Most people who meet her seem to hit it off with her and describe her as very trustworthy and ‘one of the nicest people they’ve ever met’.  Though if people spend enough time with her, they do notice she doesn’t seem to like physical contact.  She shies away when people try and hug her and will often find an excuse not to touch.

When caught alone Daphne is usually exercising and rarely seems uneasy with or without people.  She sometimes spends weeks at a time by herself and will forget that she hasn’t talked to anyone.  She has an easy going personality and will often follow along with almost anything.  She rarely will argue with people, but when asked will give her opinion.  Daphne will use her nova name when being professional, but with friends often asks them to call her Daphne.

Notable Markings and Possessions:
Daphne is fairly normal looking teenager.  Before erupting she was a fairly trendy teenager, but since erupting normal clothing doesn’t fit quiet right and she relies upon eufiber almost exclusively. Outside of this she doesn’t really seem to own anything personal, except a silver locket that she always wears.

Transhuman Elements:
Daphne doesn’t eat, breath or sleep.  This can be disconcerting to many baselines, but is a fairly common sight among novas.  She will often exercise to boredom before resting for a few minutes and then start all over.

At times she can seem somewhat distant and cold (almost autistic), but in an instant can be one of the most extroverted people you’ve ever met. Many people find that they trust Daphne and can confide in her, even people she has just met.

Relevant Traits:
Remarkable Attributes
Daphne is an almost perfect human with straight 5s, except for her intelligence which is a 2.

Mega-Attributes and Enhancements - Mega Stamina (Pri), Mega Strength (Sec), Mega Charisma (Sec)
Daphne is almost at peak Nova health, she heals quicker than almost any Nova (Mega Stam 5). She can do almost anything she puts her mind to, especially if it is a physical task (Mega Wit 1, mind over matter).  Daphne might not be the best looker, but she is still a sight to be seen and most people find her instantly trustworthy (Mega App 1, Halo Effect).  Those who really get to know Daphne though describe her as a walking contradiction, at times almost autistic and at others the most talkative and outgoing person imaginable. (Mega Cha 1, autonomy)

Important powers:
Daphne is, possibly, indestructible. Since her eruption, she has not been harmed by anything.  She has jumped from ever increasing heights and comes away unharmed.  She has survived several collisions with vehicles and even been flung into objects at high speed.

Daphne has an always present force field (most of her senses suffer because of this) and invulnerability to almost all forms of damage.  With some effort she is learning to control some of the forces that are keeping her from harm to increase the damage she can do in hand to hand.

Most attempts to medically and psychologically evaluate Daphne result in little reliable data.  X-rays, MRIs and CAT scans all show a roughly human shaped glow as her force field repels most energy. Her psych evaluations change drastically depending on her mood.  She has gone from sitting in stunning silence barely recognizing anyone else to being a normal chatty teenage girl. It almost seems like she is playing with the psychologists who are evaluating her at times.

*Armor (Super Heavy)
*Bounce (linked to FF and negates lethal)
*Force Field (Permanent)
*Invulnerability: Broad Categories (Physical and Energy)
*Psychic Shield
*Quantum Bolt (Touch Only)
This message was last edited by the player at 04:35, Sun 18 Aug 2013.
Wheelman
player, 2 posts
Sean Callaghan
Paidrag Mulligan/Mechanus
Thu 29 Aug 2013
at 06:52
  • msg #15

Re: Template

Description:
Sean Callaghan is a quiet, virtually invisible, professional.  He is neither good looking nor ugly, instead his features are blandly forgettable. He is polite, punctual and prepared.  he wears dark blue suits with white shirts and dark ties.  His reddish hair is cut short and neatly combed, he is clean shaven and he generally wears dark sunglasses.  he typically carries a briefcase containing his personal computer and his Net-reader with the latest publications of various financial, vehicular, and engineering publications loaded up.
He habitually carries a high-powered handgun when he's working, as well as two telescoping steel batons.

Paidrag is a loud, cocksure, elite that lives to go fast, and takes virtually nothing and nobody seriously.  He habitually wears the Autobot symbol as a mask.  When he's not wearing his mask he has unkempt red hair, has a nearly perpetual 5 o'clock shadow.  His wardrobe tends towards combat fatigues or motorcycle leathers.  He almost always shows up as the fastest/most luxurious car, motorcycle, jet, helicopter or boat that he can.

Transhuman Elements:
Sean does not require sleep, sustenance, or air.  He does his best to not display these abilities, as they tend to draw attention.
Sean does not display any traits that would make baselines nervous or uneasy.  He's just another chauffeur.
Paidrag revels in his nova status.  he parties for days on end and consumes huge quantities of mind altering substances.

Relevant Traits:
Remarkable attributes Sean/Paidrag is at the apex of human prowess.  All his attributes are 5, save for Charisma and Appearance, which are both 2.

Mega-Attributes and Enhancements
Str: 0
Dex: 1
Sta: 1
Int: 1
Wit: 1
Per: 1
Man: 1
App: 0
Cha: 0
Primary attribute is Stamina, Secondary are Perception and Wits.

Important powers: Shapeshift: Machines.  Sean/Paidrag can turn into any machine imaginable, as long as it's of a certain size or smaller.  Paidrag favours flashy rides, while Sean is far more circumspect and favours machines that don't stand out.  Bodymorph: Technology: Paidrag has also displayed the ability to turn into a humanoid robot with pistons for muscles, wiring for nerves, and the ability to increase his density/strength.  Sean has never demonstrated this ability, instead Sean's bodymorph generally causes him to appear as a suit of armour, akin to Iron Man, save for it being black and silver.
This message was last edited by the player at 05:55, Wed 11 Sept 2013.
Joe
player, 7 posts
Thu 19 Sep 2013
at 03:57
  • msg #16

Re: Template

Description:
Name: Joe
  Birthplace: Maine
  Age: 36  Gender: Male
  Height: 6'8" (2.03 m) Weight: 345 lbs (156.5 kg)
  Hair: Black  Eyes: (formerly) Blue


Joe was always a big, lunky guy but post Eruption he's a thick-necked beast of a man who towers over most other people. He wears his head of thick, wavy dark hair fairly long now, but has been convinced to start shaving a lot more than he ever did in his previous life. Still, a perpetual five o'clock shadow is the penance for his Greek heritage, though it's begun to start crusting with small shell formations too.

Becoming a Nova did a lot for his thick body hair, but his skin has a definite blue green tinge these days that matches the strange, milky sea-filled orbs that he sees with. Out of the water the seawater can be shaken or poured away with no apparent effect on his vision or otherwise, except to reveal coral-like sockets inside. Submerged the eyes look almost like his old eyes, except for a faint bioluminescent glow.

Joe's skin is a non-uniform seafoam blue-green now, often with strange patterns reminiscent of the coloration of sea-creatures like cuttlefish and squid appearing and disappearing according to his mood. Joe wears oversized Hawaiian shirts in garish colors over khaki or gray shorts, but since he's come to grips with his new abilities more he's added a few uncomfortable but immaculately tailored suits. When he's working, Joe usually strips down to just a bright red Eufiber speedo no matter what anyone has to say about it, and carries his tools and instruments on harnesses or a sled pulled behind him. His post Eruption physique has worked against but not quite erased his middle-aged paunch, while he's obviously a powerful guy he still looks a bit like someone's hairy uncle run to soft.

Joe has a notable and extreme aversion to the dark, having spent a rather long time of his Eruption walking from the deepest depths of the ocean back onto land proved quite traumatic.

Notable Markings and Possessions:
Joe is huge.
Joe's skin looks like a squid or cuttlefish.
He is stretchy, like a squid or cuttlefish.
Joe has no eyes, just eternally weeping holes full of coral.
Joe wears truly ugly Hawaiian shirts.
Joe comes with his girlfriend, Terri. Proof it takes all kinds.

Transhuman Elements:

Joe is a monster. Not personality-wise, Joe's a nice guy when you get to know him. But even before his Eruption he was built like an NFL lineman with dark, intense features and that always meant people were wary of interacting with him. Posthuman Novus Joe is every dark consuming fear he had out at sea personified in his new flesh. His eyes, replaced by coral formations perpetually weeping seawater, are not eyes. He maintains the fiction of sight, but his color sense is all off, vivid and bland aside each other. Thanks to his mastery of microbiology every breath and touch speaks to him, neither does he 'smell' in precisely the same way as he once did before.

Joe's body is undifferentiated, spongy, and subject to a certain amount of flux. There is no true skeletal structure keeping him upright, only muscular contraction. He slides easily through boat pumps and bilge holes, able to stretch his body into terrifyingly grotesque shapes and collapse himself into fitting through tiny holes. The same structures adjust for radical changes in the environment and have proven incredibly hardy, if not more resistant to damage.

Relevant Traits:
Remarkable Attributes: Even outside of his Quantum powers, Joe is at the top of baseline maximums with regards to his Strength and Stamina.

Mega-Attributes: M-Sta: 2

Important Powers:

Joe can create and manipulate water. Mostly he uses this to create objects that rely on differences of water pressure or surface tension at sea. He creates paper thin sails that are held together like soap bubbles to drive his yacht, or differential pressure "rudders" to help him steer. He sometimes even foams the water at the prow of his boat to create cavitation to increase speed.

Joe can "talk" with microorganisms and compel them through some unknown mechanism, an ability that he also shares with marine life - though his Nova biology is apparently less concerned about the exact classification of the creature as much as "does it maintain most of its life at or around the sea?" The same mechanism allows Joe to create microorganisms or microorganisms that generate complicated chemical structures within a target. If pressed, Joe can even dial the toxicity of the microorganisms to a deadly eleven, firing a beam of exotic bacterial and viral material charged with quantum and imbued with adaptive qualities capable of eating through nearly any substance.

Finally Joe's body is highly unstable. Not only does it naturally morph into variations on a theme, he's capable of forcing the process by will as well. While he's not nearly as versatile as some shapeshifters who can create facsimiles of other objects, appearing as objects or animals, it still lends a fundamental versatility to him as he increases or decreases in size, forms leathery, squidlike wings to fly with, or creates deadly melee weaponry out of coral formations sprouting from his body.
This message was last edited by the player at 04:20, Wed 30 Oct 2013.
Baroness
player, 5 posts
Sat 21 Sep 2013
at 11:36
  • msg #17

Re: Template

Description:

Her appearance is immaculate. Her face is mathematically perfect in its symmetry. An hourglass would envy her figure. Her hair like night sky and skin like porcelain. She is gorgeous and--unsettling. As if she were grown in a lab as the, at least empirically, image of female beauty.

Her face exudes a certain coldness until it shifts into subtlety. Her lips seem to curl in aloof humor or mockery, yet her eyes might hint at a brave face hiding weakness. Her smile might show just too much canine before flickering into a truly care-free laugh. Her gaze probes deep before glinting in shared laughter. All of it creating a shifting mask of possibility.

While she clearly does not try to hide herself as Nova--it isn't until her "little ones" appear that any doubt of her capabilities are shattered. She is rarely seen without at least one homunculus at her side or perched upon her shoulder. They are squat, grotesque mockeries of the human form, made all the more glaring beside her. They are masses of mottled flesh that bulges and sags in equal measure. Their limbs often too long, their muscles either too large or too small to seemingly support them. Often their mouths show sparkles of shark like teeth and their spidery fingers end in jagged nails.

She almost always dresses for "simple elegance." Black dresses (a sleak and tight eufiber number being her most common piece,) a single pearl accessory, quiet clutch purses. The one luxury she seems to allow is rather impressive high heels that would have a baseline woman wobbling or with a broken ankle if she dared walk in them. Her style is geared around accentuating the canvas of her body and face which she seems uninterested in distracting from. She wears no make-up but her face looks as if she has flawless skin with just the right hint of rose to the cheek and red lips that other women would have to slather on to create. She is also fond of keeping her nails long and manicured a little sharper than they should be before coating them in pitch black polish.

Notable Markings/Possessions:
Eufiber dress
Black Porsche

Transhuman Elements:

Mega-Appearance: Her most noticeable element is perhaps her beauty. She is gorgeous. Perhaps not as outlandishly so as other novas, but she's still hard not to look at. It is slightly unsettling though (Unnatural Beauty Aberration.) Her appearance has a sculpted, crafted quality to it. Like a representation, or idealization, of a woman than something organic. She has the ability to appear as anyone she desires, her body actually reconfiguring itself to give the outward appearance of someone else. She has found it to be an indispensable tool if she finds herself in a tough situation or simply would like to be left alone for a few days.

Homunculus: Her next most seen transhuman element are her humunculi. She can craft a small army of the creatures and they appear to have a certain personality of their own. They are in fact entirely without any higher cognitive function, but speculation by those that studied her briefly suggest that she has invested them with compartmentalized personality fragments. Perhaps it is to separate herself from them, a way to dissociate from the fact that her beautiful body makes such ugly things. Or perhaps it is a game for her, seeing how complex and convincing a personality she can project from her creations. Yet still there is the possibility it is a ploy--a way for her to unsettle, disarm, or distract others by having a strange beast constantly splitting their attention from her.

She has also displayed the ability to break her body down into a swarming mass of bubbling, chaotic flesh. When she becomes such a "swarm" it takes the effect of small globules of flesh, bone, sinew, and fat that moves as a unit by spawning and reabsorbing tendrils, spines, and even miniature appendages. When used offensively the swarming units can grow razor sharp teeth and claws that can bite, gnaw, slash and puncture an enemy. While each individual piece might be small, the thousands of such injuries exerted with surprising force can quickly overwhelm an individual--especially when aided by her homunculi.

Mega-Manipulation: Finally her least noticeable, but perhaps most important, element is her tongue. It is (not literally) quicksilver. She understands the intricacies of human social dynamics on the quantum level. She is a master manipulator who can tangle almost anyone into her web. She doesn't rely on any enhanced charisma to do so either. Instead she uses that to her advantage, relying on others feeling safe from her charms because they are free to dislike her. After all, doesn't the fact that they might hate her but think her ideas are sound mean they're forming their own opinion?

Mega-Sta + Mega-Int: She also has an incredibly honed intellect, at least within the field of human psychology. While this allows her to understand other subjects (after all, what field isn't somewhat defined by humans?) she is primarily focused on being able to plan detailed strategies for how best to manipulate a situation to suite her needs. She also is incredibly hardy, her body regenerating lost tissue at an alarming rate and being able to shift fat and bone around almost instantaneously to offer her impressive defenses.

Domination:
A growing power of hers that she keeps secret is her ability to forcefully dominate another's mind. While she finds the power weak at this point, she has found that she can project her consciousness into another person's brain. It is an outgrowth of her control over her homunculi and as such is not telepathic or a mutual exchange. She simply overrides the target's brain waves with her own, quantum charged, ones and essentially making them as much a puppet as one of her homunculi. She is wary to employ this newfound ability, much preferring simpler methods first. It is a last ditch effort of manipulation for her. She would much rather keep a loyal servant than to throw it away on short-term control.

Relevant Traits:

Attributes--
Manip- 5 (Persuasive,) Cha- 4 (Suave,) App- 5 (Alluring)
Sta- 5 (Resilient,) Dex- 4 (Nimble)

Mega Attributes--
Mega-Manip 4 (Primary, Lure)
Mega-Sta 2 (Secondary, Regeneration)
Mega-App 1 (Secondary, Copycat)
Mega-Int 1 (Analyze Weakness)

Powers--
Homunculi 4
Domination 1
Psychic Shield 2
This message was last edited by the player at 02:33, Tue 24 Sept 2013.
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