Ambassador Black RPG Profile

"I've got big plans. Plans to make the world a better place. Hell, it's about time someone competent stepped up."

Ambassador Black

Name: Flynn Black

Species: Human mutant

Nicknames: "Kicks," "Treads"

Occupation: Venezuelan Ambassador to the United Nations

Allies: The Shogun, the Orochi

Nationality: Caucasian

Country of Origin: United States of America

Citizenship: Venezuelan

Age: 42 Standard Years

Alignment: Mutants, innocents

Able to traverse virtually any environment thanks to his mutation, Black finds himself truly at home in an urban jungle.
Able to traverse virtually any environment thanks to his mutation, Black finds himself truly at home in an urban jungle.

Origin: Flynn Black was born in the year 1973 in Concordia, Kansas. Being a mutant, he needed to overcome the mistrust and occasional hatred of the other townspeople through strength of character. In order to calm himself and reduce stress, he began learning martial arts as a method of discipline. By the time he had graduated, he had successfully turned the town of Concordia pro-mutant. His unique mutation amplified his body, affecting his feet and legs in particular. Able to casually run at speeds approaching one hundred miles per hour, he was able to move across America easily, while sometimes running afoul of anti-mutant sentiment.

Black studied law in college, but found employment difficult due to his status as a post-human. Unwilling to disguise his condition, he openly organized pro-mutant protests and movements, leading to some marking him as a potential threat to the status quo. Regardless of his being watched, nothing ever came about of this marking. Working as a post-human socio-political analyst, he described the state of mutant affairs in America, while still keeping himself safe from those that would work to harm him.

Following the anti-mutant policies established by presidents Stark and Pierce, Black emigrated to Venezuela, desiring a safer place to live. Growing dissatisfied with the state of human-to-mutant relations in the world, he became more withdrawn, gradually learning to hate those who would prolong genetic conflict. Given his political expertise, as well as diplomatic grace, he was an ideal candidate for the Venezuelan Ambassador to the United Nations, a post he has upheld since its requirement. Due to the volatile nature of the Venezuelan government in relation to other nations, he is often the one tasked with upholding the country's reputation and dealing with other cultures. Additionally, were Venezuela ever in need of defense against foreign invasion, Black would be one of the first to rise to the call, using his evolutionary traits with deadly efficiency should the need arise.

Given his risky position as Venezuelan Ambassador, Black often finds himself embroiled in various mutant and human conflicts across the world, sometimes accidentally, and sometimes intentionally. In order to improve Venezuelan relations with other countries, he's occasionally stopped a public "menace" when visiting a city, dispatching them with brutal efficiency. Whether or not he does so altruistically is up for debate; he does what he needs to do for the good of everyone. Whatever the situation, he prides himself in doing what's right. Usually.

Powers

Unstoppable movement
Unstoppable movement

Extraordinarily Enhanced Physique: It would seem that Black's x-gene is all about motion. Every single muscle fiber in his body has been reinforced three times over, enhanced on a cellular level to handle the exertion that comes with constant travel from Point A to Point B. His mitochondria expand themselves to take up more of the cell than normal, producing more energy faster than it can be contained. His arms and muscles are far denser than a normal man's. His evolution particularly favors his legs and feet, providing him with more lifting strength in a single leg than a grown man has in his entire body. He can perform a standing jump that will carry him fifteen meters directly into the air, or lunge forward by springing his legs. His casual kicks have been measured to output approximately 4000 pounds per square inch of pressure, enough to break down doors or crack superhuman bones.

Uncanny Balance and Reaction Time: Black's brain is more advanced than that of a normal human, taking in and responding to information at least four times as fast. He can react to outside stimuli at mind-boggling speeds, thanks to his more advanced spinal system and neurons. His limbs move nearly five times as quickly, affording him enough speed to dodge bullets and catch arrows out of the air. He has an innate sense of balance, knowing the proper way to move across an unstable structure, in addition to pinpointing weak points in any form.

Black's feet are perfect for his
Black's feet are perfect for his "fast-paced" lifestyle.

Environment-Adaptable Feet: Black's feet are the most advanced part of his evolution, and are undoubtedly what make him unique in comparison to other mutants. They respond to both external and internal stimuli to alter themselves to fit Black's needs. In nearly all cases, they are "treaded," the bottom covered in a semi-organic biopolymer that provides extreme traction and grip when necessary. When running, Black subconsciously alters the bottoms of his feet in a rhythmic way, providing him with the optimum amounts of grip and push-off. Should he so desire, he can increase the grip so much so as to latch onto walls or objects, holding them as though he had them in his hand. He has demonstrated the ability to run up angled structures in excess of ninety degrees by gripping them with his feet and utilizing his immense strength. Due to the nature of the grips, they latch quite easily to any surface Black chooses, enabling him to stand on ceilings or on walls just as easily as he would the ground. Black never wears shoes because they would cause him discomfort, and mitigate his ability to use his power well.

His feet biologically put off a pleasant smell every hour or so, in order to prevent a foul odor, as would be expected of a man who is constantly barefoot. The chemical is biologically composed of several esters, produced by his body as a side effect of his enhanced digestion and regulation. When combined, they smell a little like deodorant. He jokingly refers to this as being his most useful evolution.

Advanced Cardiovascular System: Black's circulatory system is far more efficient than that of a normal man's, providing him with enough oxygen (transferred through the blood) to sustain his strenuous activities. Blood will always move in the most orderly, efficient way, so as to maintain his advanced body structures. The receptors that regulate blood flow cannot be directly overridden, preventing his limbs from falling asleep. Were he to hang upside down, for example, his blood pressure would still remain normal, as though he were standing right-side-up. His unique circulatory system also makes him more resilient to bloodbending, as his heart, arteries, and veins will fight outside interference to maintain the circulation far more than a normal being.

Black can effortlessly dodge precise attacks due to his combination of enhanced senses and evolved physique.
Black can effortlessly dodge precise attacks due to his combination of enhanced senses and evolved physique.

Enhanced Sensory Organs: Black's eyes and ears are more suited to high speed movement, allowing them to take in and process information much more quickly. His eyes are coated in a small, transparent film that protects them from air friction, enabling him to keep his eyes wide open at high speeds without detriment. It also protects them from various chemicals or substances that could damage them. His ears are adapted to high-speed movement as well, letting him pick up precise noises while moving at the rate he does. He subconsciously regulates these functions, granting him ordinary hearing and sight whenever he doesn't need to focus on his environment.

Evolved Respiratory System: Black's lungs have adapted to be able to work with far less air than a normal man would need, while producing roughly 150% more energy. This is so that he is able to breathe when running at high speeds, as any other regular person would be unable to breathe well. He can hold in his breath for a maximum of approximately thirty minutes before his cells begin to die of oxygen starvation.

Heightened Cellular Regeneration: Black's cells rejuvenate energy and repair themselves at an impressive rate. When his adrenaline levels lower, his cells' overclocked mitochondrial energy go to work repairing damaged tissues as opposed to keeping him moving. Therefore, his enhanced healing rate will only manifest if Black is in a completely calmed state, making it only practical for outside combat. Black's regular cells cannot be transferred into another body in order to heal it; they will detect the new being and rebel, becoming malignant cancer cells instead.

Abilities

Lethal jabs rip enemies of peace apart. He still doesn't like getting the blood on his suit, though.
Lethal jabs rip enemies of peace apart. He still doesn't like getting the blood on his suit, though.
No Caption Provided

Practiced Martial Artist; Master of Savate: Black has practiced the art of fighting since his early childhood, originally as a way to occupy himself and learn discipline. He has focused mostly on savate, a French style of kickboxing that makes heavy use of the legs. In Black's case, this suits him extraordinarily well, as he can make maximum use out of his leg power. A precise kick from Black can shatter concrete, and is extremely dangerous to any foe he may face. The style mixes deadly kicks with short, lethal punches. Black's strength and accuracy turn his blows into high-speed missiles, deadly to behold. He primarily targets limbs and extremities such as the head, going for efficient, fast endings to a fight rather than a drawn-out conflict.

Trained Diplomat and Political Analyst: Black has studied politics and social behavior for a majority of his life. Being the Ambassador to the United Nations, he is well-versed in debate and conversation.

Paraphernalia

No Caption Provided

Vibranium-imbued Suits: Being the ambassador of Venezuela, Black has access to vibranium, an impact absorbing metal mined directly from the Earth. As an added security measure, the suits he wears to political events (and just generally around) are laced with the metal. While this would weigh down a normal man, Black's strength enables him to move normally when wearing one. Vibranium is more lightweight than other metals, allowing it to be molded efficiently into the suit. It doesn't get dirty, nor does it stain. Only extreme temperatures will burn through it.

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Blitz-Craig RPG Character Profile

No Caption Provided

Blitz-Craig, the face of modern heroics

Name: Craig Cruise (Given name: Craig Crandall)

Alias: Blitz-Craig

Identity: Highly public

Height: 6'1

Age: 30 Standard Years

Affiliation: Money

Origin: Granted extensive powers by the extensive Tenth International corporation, small-time celebrity Craig Cruise was given superhuman abilities as part of an experiment in media-manipulation and to influence public opinion regarding metahumans. Kept in the dark in regards to the true purpose of his selection, Craig merely believes himself to be fighting crime as a celebrity, constantly in the spotlight of the public. Call him egomaniacal, but that's just the way he likes it.

Powers

No Caption Provided

Posipathos-fuelled energy manipulation: Due to a multitude of genetic and technological enhancements from the Tenth Corporation, Craig is able to channel his focus into pure energy manipulation and absorption in order to be utilized in a variety of ways. What makes Craig's powers different than others is that they rely directly upon Craig's confidence in order to function; when he is in the spotlight, and his ego is fully satisfied, challenging him in battle is a foolish gesture. Likewise, were his resolve destroyed, or were he to be embarrassed, his powers would decrease in potential.

Flight: A primary use of his energy manipulation, Craig can propel himself through the air by affecting the electrons of his surroundings. Taking on a glowing aura, he can move through the air at extraordinary speeds, and could feasibly reach escape velocity. Due to his senses not being as fast as his flight, he doesn't achieve maximum speed if there are any obstacles he may run into. Craig primarily attacks his foes by flying into them.

Electric Blasts: Craig can release built up electric energy that he collects from his surrounding environment through his hands by means of his superhuman powers. He has exhibited enough control over the blasts and their direction that he can target one foe in a crowd of bystanders. Unless he retains his focus, however, the electricity will still be attracted to highly conductive substances, as per normal.

Energy Fields / Fortification: Craig can surround himself in strong energy fields that aid him in combat. They increase his strength and durability by an exponential amount, allowing him to endure massive beatings and to lift objects far heavier than any normal man could. When used in conjunction with his flight, Craig can apply massive amounts of force to a single object.

Body Enhancement: By calling upon his stores of energy, Craig can negate the degenerative nature of his cells, preventing the buildup of detrimental organic acids that result in fatigue. He can reinforce his cells with small energy 'packets' that dampen recoil and mitigate impacts, enabling him to keep on fighting even in the most dire of circumstance.

Paraphernalia of note

No Caption Provided

Tenth Industries Media Drone (TIM Drone) : A prototype device that records all of Craig's exploits, the TIM drone also provides Tenth Industries with a direct line of communication to Craig. Having accidentally tampered with the artificial intelligence, Craig has unwittingly endowed the TIM drone with a personality. Now one of Craig's biggest fans, as well as his employer's method of controlling him, TIM constantly tags around with Craig to record and upload his exploits.

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Mister Midas (Character Profile)

Giuseppe Rossi: Superhuman Daredevil
Giuseppe Rossi: Superhuman Daredevil

The Metal-Powered Man-of-Action: Mister Midas

Name: Giuseppe Rossi

Alias: Mister Midas, (Signor Midas)

Occupation: Daredevil, hired mercenary, high-class citizen

Nationality: Italian

Age: 33 years

Species: Human mutant

Place of Birth: Rome, Italy

Affiliation: Neutral-good, idealistic

Origin: As a child growing up in the capital of Italy, Giuseppe Rossi soon discovered that he gained certain "talents" when in proximity to specific substances. The presence of different metals would endow him with unnatural abilities, powers that would alter both himself and the world around him. He could move coins without touching them, or breathe underwater for minutes at a time. His eyesight was sharper than any other child's, and he could sprint for miles without growing tired...but only in the presence of metal. He was a mutant that drew in power from metallic substances, conduits that acted as a catalyst for his abilities. He soon found many ways to cash in on his superhuman status, starting as an athlete, becoming a celebrity, and then, following his discharge from sports, a hired mercenary. Now cultivating a small fortune following the completion of several assignments, Giuseppe continues to accept only the highest-risk jobs, looking to satisfy his borderline irrational hunger for adrenaline...perhaps a side-effect of his powers.

Powers

Siphoning several metals at once gives Giuseppe an undeniable (if brief) advantage in all fields of combat.
Siphoning several metals at once gives Giuseppe an undeniable (if brief) advantage in all fields of combat.

Metal-Siphoning Physiology: Giuseppe's mutant ability is to sense, absorb, and utilize various metallic properties as a catalyst to activate a wide variety of normally dormant superpowers. He can sense the presence of nearby metals, and is able to navigate his environment without the use of his other primary senses based solely on the locations of said metals. When he is in close proximity to a metal, his nervous system subconsciously releases a series of hormones that travel to various mutant organs in his body. These organs than receive and interpret the signals delivered by the hormones, causing a sub-cellular genetic reaction that alters one of Giuseppe's traits. Typically, he reaches his greatest potential when the metal is close to or touching his skin. He can only siphon the "energy" of metal samples for a limited amount of time, save for gold, which he can absorb indefinitely. There is no external observable "evidence" of Giuseppe's siphoning; it is impossible to tell with the naked eye whether or not he is currently doing so.

While it is far, far easier to siphon the metal elements from a pure state, Giuseppe can also extract the energy from compounds, but with less effectiveness. A primary example would be him siphoning the sodium from sodium chloride, commonly known as table salt.

Primary Examples of Siphoning Metals and their Effects

Gold: Giuseppe's signature metal, and the source of his alias, Mister Midas. Gold has a unique effect on Giuseppe because he can use it without limit. When in proximity to gold, Giuseppe's body reaches a new state of evolution, utilizing latent DNA in order to develop new cellular structures that drastically affect his body structure. Gold causes Giuseppe's cells to add new tasks to their original purposes, including the reconstruction of aging, diseased, or damaged cellular structures. When siphoning gold, Giuseppe's body gains powerful reconstructive properties, enabling him to heal from a multitude of wounds. The gold causes Giuseppe's pain receptors to momentarily desensitize, in order for his cells to continue to function at maximum capacity. Gold also increases the energy efficiency of Giuseppe's tissues; he can sustain himself through intense conditions, storing far more energy in his mitochondria than a normal man could. Perhaps due to the directly positive effect it has on his body systems, Giuseppe can siphon gold indefinitely, unlike his other metals. Giuseppe is most skilled in using gold above all other metals.

The world slows down around Rossi as he siphons some copper in conjunction with lithium.
The world slows down around Rossi as he siphons some copper in conjunction with lithium.

Copper: When siphoning copper, Giuseppe's five senses grow far more acute than an average man's. The cellular tissues in his eyes, nose, tongue, and ear grow more effective, causing him to pick up on much more of his environment. The nerves in his skin also become more sensitive, causing his sensation of touch to triple in precision. The biological centers managing the data his senses collect also grow more complex, enabling him to make sense of his newfound abilities to detect the world around him. His mind itself grows sharper, enhancing his reaction time nearly ten times. His focus augmented heavily by the copper, he can perform calculated movements and actions on pure instinct, such as aiming a firearm while jumping out of a burning building, than grabbing onto a flagpole to save himself...all in one single thought. Siphoning copper can also be dangerous, though, as his more acute senses can be exploited by his foes. It took years of training for Giuseppe to only augment one of his five senses at a time, a strategy he is still in the process of refining.

Steel, Iron, or Lead: These three metals do not affect Giuseppe internally, like gold or copper; rather, he is able to reach out to them, using his mutant abilities to manipulate their electron fields to actually move them without touching them. As Giuseppe is limited by both his proximity to the metals and their relative volumes, he cannot lift much, instead altering the direction, speed, and shape of said metals. He mainly uses these powers for finely manipulating his tools, such as keeping a good grip on a gun when in intense combat, or altering the trajectory of his unique grappling hook. Because they do not siphon directly into him, Giuseppe does not run the risk of "running out" of power to use with these metals.

Sodium: A dangerous metal to keep around due to its high reactivity, pure sodium enables Giuseppe to excite the electrons in an object of his touch, making them explode after a short delay. When Giuseppe siphons sodium, it becomes less reactive, as he is moving the excited electrons from it into an object of his choice. Additionally, Giuseppe can siphon the explosive potential of the sodium directly into himself, repurposing it into a "kinetic field" of sorts. When doing so, Giuseppe is far more resistant to heat than normal, as well as weak blunt impacts such as thrown punches, kicks, or ambient shrapnel.

Mercury: Siphoning mercury is nearly as dangerous as siphoning sodium. A variety of effects take place; Giuseppe's cells become softer and more malleable, taking on the soft nature of the only metal that is liquid at room temperature. He becomes far more acrobatic, but less durable, aiding him in quick escapes or in slipping out of bonds. Giuseppe can only alter his cellular composition with mercury for a very limited amount of time; otherwise, he would risk structural decomposition to his tissues, and he would need gold in order to heal the damage done.

Titanium: In a way, the effects of siphoning titanium are opposite those of siphoning mercury. Rather than becoming pliable and liquid-like, Giuseppe's cells multiply and condense, adding body mass to his form. His weight increases exponentially as new cells are created and compacted into where old ones used to be. The result is a massive growth in Giuseppe's body density, strength, and durability. When empowered by titanium, Giuseppe can lift approximately one ton. Rather than use his new strength for lifting, however, he channels it into striking power, targeting the more easily broken parts of his foes' bodies. He also uses the strength to increase his mobility, pulling himself great lengths along on his grapple wire at high speeds - a feat of strength no ordinary man could accomplish.

Lithium: Siphoning lithium affects the bio-electric fields put off by Giuseppe's so-called "excitable cells," which include muscle cells, neurons, and some endocrine cells. Amplifying the galvanic reactivity of his muscles and linking them directly to his neural cells, lithium supercharges Giuseppe's nervous system, causing him to move his body at the upper limit of human mobility. Giuseppe can also release the rapidly built-up bioelectricity through his touch, akin to an electric eel, or to endure high-voltage shocks. While not particularly useful for combat purposes, Giuseppe can use this "release" to power small electronic devices, or to send electric currents through conductive substances.

Skills

Advanced Combatant: Giuseppe has spent many years refining several martial techniques for use in his adventures. With an emphasis on powerful, strong strikes, as well as high mobility, Giuseppe targets the extremities of his foes, looking to cripple arms, legs, and the head, rather than aiming for a traditional body shot. His main technique involves the use of his metallic grapple claw's reel as a whip, lashing his opponents with metal-imbued strikes, or entangling them within a lethal web of steel-fiber rope.

Experienced Firearm User: Giuseppe has experience using most conventional firearms, such as pistols, rifles, shotguns, grenade launchers, and rocket projectors. His aim, grip, and reaction times are all aided by his siphoning abilities.

Freerunning Expert: Giuseppe has practiced the art of freerunning since childhood. Otherwise known as parkour, freerunning employs the use of acrobatics to move across obstacle-ridden environments at high speeds, often using the environment as a method of travel.He can use agile spins, flips, vaults, and wall climbs to traverse urban areas quickly.

Conversationalist: Giuseppe is socially adept, and is capable of holding a conversation with most people successfully.

Poly-lingual: Giuseppe is fluent in Italian, Spanish, French, and English.

Weaknesses / Quirks

Literal Adrenaline Junkie: Perhaps as a side effect of his metal-siphoning powers, Giuseppe feels the need to engage in activities that cause his adrenal glands to manufacture adrenaline. Whether this is a physical or mental dependency is unknown; it may be a combination of both. This often causes him to act impulsively, diving headlong into danger. This need for adrenaline has also gotten him in trouble with the authorities before, but never for anything too serious...

Arrogance: Giuseppe is arrogant, and he sometimes overestimates himself.

Paraphernalia / Resources

Giuseppe's favorite toy - Il Rampino
Giuseppe's favorite toy - Il Rampino

The Model '10 Rampino: With a pressurized gas chamber designed by top scientists in conjunction with Giuseppe, as well as a special steel-fiber ripcord that can withstand even the greatest weights, the 2010-designed Il Rampino grapple claw is truly an engineering marvel. The claw itself is reversible; it can grab on to nearly any surface through either sheer pressure or through magnetic attraction subdevices (designs inspired by Avalon Enterprises Technology). Giuseppe uses his Steel-Siphoning to help direct the claw, as well as to reel himself in using the siphon-activated switch kept within. The claw can be used as a whip for close-ranged combat, or to precisely grab far away objects. With Giuseppe's siphon-enhanced aim and control over the entire device, he can maneuver expertly through any environment at bedazzling speeds.

Golden Cross: Giuseppe uses a family heirloom as his main source of Gold-Siphoning, keeping it on his body at all times in order to use his powers whenever necessary.

Il Paracadute
Il Paracadute

Il Paracadute: Giuseppe's retractable parachute, built into the back of his harness, is used in conjunction with his grappling hook and Steel-Siphoning abilities to allow him to traverse large distances in record times. He can instantly retract the chute along a predetermined path using his mutant power, a factor that was considered heavily in the design process. It can deploy almost instantaneously, with the 5% iron-steel-fiber thread woven into the design maximizing his ability to control the chute while allowing it to remain lightweight and easily stored in his harness.

Siphon-Metals: Giuseppe keeps the commonly-found siphon metals (see above) on his person at all times, often in pouches or packets.

Assorted Guns and Ammunition: Giuseppe has connections to the so-called Grey Market, a mostly-legal way of obtaining devices that aid him in his thrill seeking.

High Net-Worth: Giuseppe has access to a large sum of money, which he often uses to fuel his adrenaline-seeking habits. He can purchase or rent nearly any normally available vehicle, afford crates full of guns and ammunition, and hire additional thrill-seekers and adventurers to work with him. Giuseppe lives in a villa outside of Rome, and owns property in the Swiss Alps. He doesn't have much use for cash, though, preferring to live in the moment. Giuseppe donates large portions of his income to various charities, as he has little use for the money himself.

Note: The concept of specific metals giving corresponding superhuman powers to an individual came from author Brandon Sanderson and his novel Mistborn. I would like to acknowledge those powers as an inspiration for those belonging to this character.

9 Comments

Mister Midas (Character Profile)

Giuseppe Rossi: Superhuman Daredevil
Giuseppe Rossi: Superhuman Daredevil

The Metal-Powered Man-of-Action: Mister Midas

Name: Giuseppe Rossi

Alias: Mister Midas, (Signor Midas)

Occupation: Daredevil, hired mercenary, high-class citizen

Nationality: Italian

Age: 33 years

Species: Human mutant

Place of Birth: Rome, Italy

Affiliation: Neutral-good, idealistic

Origin: As a child growing up in the capital of Italy, Giuseppe Rossi soon discovered that he gained certain "talents" when in proximity to specific substances. The presence of different metals would endow him with unnatural abilities, powers that would alter both himself and the world around him. He could move coins without touching them, or breathe underwater for minutes at a time. His eyesight was sharper than any other child's, and he could sprint for miles without growing tired...but only in the presence of metal. He was a mutant that drew in power from metallic substances, conduits that acted as a catalyst for his abilities. He soon found many ways to cash in on his superhuman status, starting as an athlete, becoming a celebrity, and then, following his discharge from sports, a hired mercenary. Now cultivating a small fortune following the completion of several assignments, Giuseppe continues to accept only the highest-risk jobs, looking to satisfy his borderline irrational hunger for adrenaline...perhaps a side-effect of his powers.

Powers

Siphoning several metals at once gives Giuseppe an undeniable (if brief) advantage in all fields of combat.
Siphoning several metals at once gives Giuseppe an undeniable (if brief) advantage in all fields of combat.

Metal-Siphoning Physiology: Giuseppe's mutant ability is to sense, absorb, and utilize various metallic properties as a catalyst to activate a wide variety of normally dormant superpowers. He can sense the presence of nearby metals, and is able to navigate his environment without the use of his other primary senses based solely on the locations of said metals. When he is in close proximity to a metal, his nervous system subconsciously releases a series of hormones that travel to various mutant organs in his body. These organs than receive and interpret the signals delivered by the hormones, causing a sub-cellular genetic reaction that alters one of Giuseppe's traits. Typically, he reaches his greatest potential when the metal is close to or touching his skin. He can only siphon the "energy" of metal samples for a limited amount of time, save for gold, which he can absorb indefinitely. There is no external observable "evidence" of Giuseppe's siphoning; it is impossible to tell with the naked eye whether or not he is currently doing so.

While it is far, far easier to siphon the metal elements from a pure state, Giuseppe can also extract the energy from compounds, but with less effectiveness. A primary example would be him siphoning the sodium from sodium chloride, commonly known as table salt.

Primary Examples of Siphoning Metals and their Effects

Gold: Giuseppe's signature metal, and the source of his alias, Mister Midas. Gold has a unique effect on Giuseppe because he can use it without limit. When in proximity to gold, Giuseppe's body reaches a new state of evolution, utilizing latent DNA in order to develop new cellular structures that drastically affect his body structure. Gold causes Giuseppe's cells to add new tasks to their original purposes, including the reconstruction of aging, diseased, or damaged cellular structures. When siphoning gold, Giuseppe's body gains powerful reconstructive properties, enabling him to heal from a multitude of wounds. The gold causes Giuseppe's pain receptors to momentarily desensitize, in order for his cells to continue to function at maximum capacity. Gold also increases the energy efficiency of Giuseppe's tissues; he can sustain himself through intense conditions, storing far more energy in his mitochondria than a normal man could. Perhaps due to the directly positive effect it has on his body systems, Giuseppe can siphon gold indefinitely, unlike his other metals. Giuseppe is most skilled in using gold above all other metals.

The world slows down around Rossi as he siphons some copper in conjunction with lithium.
The world slows down around Rossi as he siphons some copper in conjunction with lithium.

Copper: When siphoning copper, Giuseppe's five senses grow far more acute than an average man's. The cellular tissues in his eyes, nose, tongue, and ear grow more effective, causing him to pick up on much more of his environment. The nerves in his skin also become more sensitive, causing his sensation of touch to triple in precision. The biological centers managing the data his senses collect also grow more complex, enabling him to make sense of his newfound abilities to detect the world around him. His mind itself grows sharper, enhancing his reaction time nearly ten times. His focus augmented heavily by the copper, he can perform calculated movements and actions on pure instinct, such as aiming a firearm while jumping out of a burning building, than grabbing onto a flagpole to save himself...all in one single thought. Siphoning copper can also be dangerous, though, as his more acute senses can be exploited by his foes. It took years of training for Giuseppe to only augment one of his five senses at a time, a strategy he is still in the process of refining.

Steel, Iron, or Lead: These three metals do not affect Giuseppe internally, like gold or copper; rather, he is able to reach out to them, using his mutant abilities to manipulate their electron fields to actually move them without touching them. As Giuseppe is limited by both his proximity to the metals and their relative volumes, he cannot lift much, instead altering the direction, speed, and shape of said metals. He mainly uses these powers for finely manipulating his tools, such as keeping a good grip on a gun when in intense combat, or altering the trajectory of his unique grappling hook. Because they do not siphon directly into him, Giuseppe does not run the risk of "running out" of power to use with these metals.

Sodium: A dangerous metal to keep around due to its high reactivity, pure sodium enables Giuseppe to excite the electrons in an object of his touch, making them explode after a short delay. When Giuseppe siphons sodium, it becomes less reactive, as he is moving the excited electrons from it into an object of his choice. Additionally, Giuseppe can siphon the explosive potential of the sodium directly into himself, repurposing it into a "kinetic field" of sorts. When doing so, Giuseppe is far more resistant to heat than normal, as well as weak blunt impacts such as thrown punches, kicks, or ambient shrapnel.

Mercury: Siphoning mercury is nearly as dangerous as siphoning sodium. A variety of effects take place; Giuseppe's cells become softer and more malleable, taking on the soft nature of the only metal that is liquid at room temperature. He becomes far more acrobatic, but less durable, aiding him in quick escapes or in slipping out of bonds. Giuseppe can only alter his cellular composition with mercury for a very limited amount of time; otherwise, he would risk structural decomposition to his tissues, and he would need gold in order to heal the damage done.

Titanium: In a way, the effects of siphoning titanium are opposite those of siphoning mercury. Rather than becoming pliable and liquid-like, Giuseppe's cells multiply and condense, adding body mass to his form. His weight increases exponentially as new cells are created and compacted into where old ones used to be. The result is a massive growth in Giuseppe's body density, strength, and durability. When empowered by titanium, Giuseppe can lift approximately one ton. Rather than use his new strength for lifting, however, he channels it into striking power, targeting the more easily broken parts of his foes' bodies. He also uses the strength to increase his mobility, pulling himself great lengths along on his grapple wire at high speeds - a feat of strength no ordinary man could accomplish.

Lithium: Siphoning lithium affects the bio-electric fields put off by Giuseppe's so-called "excitable cells," which include muscle cells, neurons, and some endocrine cells. Amplifying the galvanic reactivity of his muscles and linking them directly to his neural cells, lithium supercharges Giuseppe's nervous system, causing him to move his body at the upper limit of human mobility. Giuseppe can also release the rapidly built-up bioelectricity through his touch, akin to an electric eel, or to endure high-voltage shocks. While not particularly useful for combat purposes, Giuseppe can use this "release" to power small electronic devices, or to send electric currents through conductive substances.

Skills

Advanced Combatant: Giuseppe has spent many years refining several martial techniques for use in his adventures. With an emphasis on powerful, strong strikes, as well as high mobility, Giuseppe targets the extremities of his foes, looking to cripple arms, legs, and the head, rather than aiming for a traditional body shot. His main technique involves the use of his metallic grapple claw's reel as a whip, lashing his opponents with metal-imbued strikes, or entangling them within a lethal web of steel-fiber rope.

Experienced Firearm User: Giuseppe has experience using most conventional firearms, such as pistols, rifles, shotguns, grenade launchers, and rocket projectors. His aim, grip, and reaction times are all aided by his siphoning abilities.

Freerunning Expert: Giuseppe has practiced the art of freerunning since childhood. Otherwise known as parkour, freerunning employs the use of acrobatics to move across obstacle-ridden environments at high speeds, often using the environment as a method of travel.He can use agile spins, flips, vaults, and wall climbs to traverse urban areas quickly.

Conversationalist: Giuseppe is socially adept, and is capable of holding a conversation with most people successfully.

Poly-lingual: Giuseppe is fluent in Italian, Spanish, Russian, and English.

Weaknesses / Quirks

Literal Adrenaline Junkie: Perhaps as a side effect of his metal-siphoning powers, Giuseppe feels the need to engage in activities that cause his adrenal glands to manufacture adrenaline. Whether this is a physical or mental dependency is unknown; it may be a combination of both. This often causes him to act impulsively, diving headlong into danger. This need for adrenaline has also gotten him in trouble with the authorities before, but never for anything too serious...

Arrogance: Giuseppe is arrogant, and he sometimes overestimates himself.

Paraphernalia / Resources

Giuseppe's favorite toy - Il Rampino
Giuseppe's favorite toy - Il Rampino

The Model '10 Rampino: With a pressurized gas chamber designed by top scientists in conjunction with Giuseppe, as well as a special steel-fiber ripcord that can withstand even the greatest weights, the 2010-designed Il Rampino grapple claw is truly an engineering marvel. The claw itself is reversible; it can grab on to nearly any surface through either sheer pressure or through magnetic attraction subdevices (designs inspired by Avalon Enterprises Technology). Giuseppe uses his Steel-Siphoning to help direct the claw, as well as to reel himself in using the siphon-activated switch kept within. The claw can be used as a whip for close-ranged combat, or to precisely grab far away objects. With Giuseppe's siphon-enhanced aim and control over the entire device, he can maneuver expertly through any environment at bedazzling speeds.

Golden Cross: Giuseppe uses a family heirloom as his main source of Gold-Siphoning, keeping it on his body at all times in order to use his powers whenever necessary.

Il Paracadute
Il Paracadute

Il Paracadute: Giuseppe's retractable parachute, built into the back of his harness, is used in conjunction with his grappling hook and Steel-Siphoning abilities to allow him to traverse large distances in record times. He can instantly retract the chute along a predetermined path using his mutant power, a factor that was considered heavily in the design process. It can deploy almost instantaneously, with the 5% iron-steel-fiber thread woven into the design maximizing his ability to control the chute while allowing it to remain lightweight and easily stored in his harness.

Assorted Guns and Ammunition: Giuseppe has connections to the so-called Grey Market, a mostly-legal way of obtaining devices that aid him in his thrill seeking.

High Net-Worth: Giuseppe has access to a large sum of money, which he often uses to fuel his adrenaline-seeking habits. He can purchase or rent nearly any normally available vehicle, afford crates full of guns and ammunition, and hire additional thrill-seekers and adventurers to work with him. Giuseppe lives in a villa outside of Rome, and owns property in the Swiss Alps. He doesn't have much use for cash, though, preferring to live in the moment. Giuseppe donates large portions of his income to various charities, as he has little use for the money himself.

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Outlier (Character Profile)

Numbers never lie...
Numbers never lie...

The Logical Lunatic

Name: Miles Graham

Alias: Outlier, The Enlightened Enigma, The Numerical Nightmare, The Logical Lunatic, Mister Ballistic, The Procedural Prodigy

Alignment: Insanely Moral

Appearance: Scarred right side of face, artificial right eye. Brown hair, brown eyes.

Height: 6'2 (slightly variable)

Build: Artificially toned physique, pliable body structure

Notable Family Members: Gregory Graham (brother)

Origin: Miles Graham came from the same household that produced the hero known to the world as Telescopic Man, a statistic so improbable that it continues to vex him to this day. With a nearly superhuman thought-process derived from a misdiagnosed mutation, Miles shared Greg's knack for inventing. Miles concealed it, though, too smart to let his talents go to waste on building automatic doors and security systems as his brother had. Adopting a disguise as a normal little boy with above-average grades, he expertly faked his death in a car wreck at the age of twenty-one, shocking his entire family. But in his eyes, it was something that needed to be done for the greater good.

For the greater good. It was a saying that would soon become his mantra, a way to justify his abandoning humanity...for a brief period of time. Manipulating others in order to accrue funds with which to purchase resources, he went to work building a workshop with which he could save the world. He developed several inventions that had the potential to revolutionize humanity, but he could not possibly share them with the world; he had calculated that there would be 92% chance that his inventions would be used to accelerate the extinction of humanity. Best to keep them for himself, and to personally steer humanity towards a destiny he saw fit.

Personality: Miles is obsessed with logic and the nature of the universe. He considers it his duty to preserve the existence of the human race by any means necessary, and views moral choices in extremely black-and-white terms, with the right choice always being the one with the most efficient and morally upright outcome. He will not hesitate to take any course of action should it serve the greater good.

Powers

A mind above
A mind above

Inhuman Thought Process: Miles' original mutation was the pliability of his neural system. His genetic mutation was misdiagnosed as a brain tumor, but following a period of treatment by radiation, it was left alone. Rather than a tumor, his brain, while nearly genetically identical to that of a normal human, was about a dozen times more complex. With time his brain accrued even more processing power, enabling him to store and synthesize facts as easily as a walking or talking. The pliable cells of his neural system support more efficient data processing and storage, while using a fraction of the time and energy a normal man would take to think. He can 'stretch' his brain to handle different problems; while in combat, his adrenal glands stimulate his reflexes, enabling him to move and react far more quickly than average. He can change the structure of his neural web to accommodate extraordinary mathematical problems, such as quantum physics or highly advanced calculations.

Pliable Cellular Structure: In an effort to expand his neural cells' elastic nature to other parts of his body through experimentation, Miles instead altered the basic makeup of his cellular structure, granting him extraordinarily pliable body tissues, organs, and bones. That is not to say that he can stretch his limbs; Miles would snap instantly back into form, as his muscles are not strong enough to force themselves into an elastic position for an extended period of time, relative to normal stretching. It does make him extremely durable, however, as any impact upon his system is accounted for by his elastic organic matter. He can contort his body into impossible positions, as well as endure intense forces. By tensing his elastic muscles, he can cause his form to harden momentarily, allowing him to strike a foe with far more force than normal.

Mathematical Sensory System / Reflexes / Causality Sense: Miles interprets the world around him as pure mathematical data. He can determine the qualities of nearly any target within moments of laying eyes upon them, including trajectory, velocity, density, probable outcomes of certain endeavors, structural fallacies, and much more. He can "see" the path of any object in motion, predicting with extreme accuracy its path of motion. He can calculate probabilities instantaneously, and make extremely difficult choices within less than a second. By applying his knowledge of probabilities and variables, he can accurately predict the outcome of nearly any action. He can 'foresee' many events based on the information available to him. While this is not true precognition, it is very similar in its effects, so long as he is fully aware of his surroundings and the possible effects on his situation.

Extraordinary Stamina: Due to the elastic nature of his cellular structure, Miles does not tire normally as most people do. His mitochondria produce and store excess energy within the expanded cellular material, providing him with much more energy to call upon. The lactic acids that result in fatigue do not build up in his muscles as quickly, and he is able to continue to exert energy for extended periods of time.

Accelerated Cellular Repair / EXO-Stem Cell Presence: Miles' cells can repair themselves over an extended period of time, save for the initial scars on his face. Because they were inflicted prior to Miles' advanced genetic treatment, his cells view the scarring as his natural state, and they do not repair it. Otherwise, they will automatically begin reconstructing any exceedingly damaged tissues within his body. If they are damaged beyond conventional cellular repair (IE acid, burns, disintegration wounds, disease, etc.) his cells will instead disassemble the malfunctioning structure, building it back up from scratch. His neural cells could be reconstructed as well, but not without memory loss. Extensive damage to his form is not repaired instantaneously; while small wounds heal quickly, but greater damage to his body takes more time.

Neurological Control: Miles can alter the neurological pathways that lead to his sensory inputs in order to dampen, enhance, or altogether ignore his nervous system. He can thus endure intense pain, stave off hunger, and go without sleep for long periods of time. This skill increases his already enhanced senses, letting him pinpoint precise changes in his surrounding environment, and making it difficult to take him by surprise.

Skills

Inhuman Intellect: See Powers.

Artificially Mastered Fighting Styles: Through a combination of mental stimulation and observation, Miles has taught himself several highly advanced combat forms. These martial arts enable him to make maximum use of his pliable cellular structure and his mathematical sensory input, allowing him to predict and react accordingly to enemy tactical and martial maneuvers. Through mere observation, he can anticipate a foe's next move, reacting before they've thrown a follow-up strike and preemptively ending the battle. While he has little real combat experience, he knows enough techniques to be classified as a master in several forms. Outlier dislikes fighting, instead preferring to negotiate his way out of a situation.

Charismatic Personality: While seemingly unemotional and purely logical, Miles retains an intimate understanding of the art of conversation and communication. He can chat casually to nearly anyone, keeping in mind their opinions and emotions, and reacting accordingly. He can convince many people to see his points of view, and can maintain a relatively normal personality whilst amongst other, lesser beings.

Polyglot: Miles has memorized most languages on Earth, save for a few exceedingly rare ones.

Paraphernalia

Outlier's Helmet
Outlier's Helmet

The Helm: An advanced piece of headgear developed by Miles to provide him with information his normal senses cannot detect, the Helm is and example of technology far ahead of its time. The Helm can pick up and hack into electronic devices, collect visual data across the entire electromagnetic spectrum, maintain a status display of all of Miles' life functions, detect changes in the environment, such as temperature, pressure, and radiation, and communicate with other devices. The Helm disguises most of Miles' scarring.

Miles' disintegration device is built into his Helm, as well as a paralyzer that targets a foe's neural system.

Another key element of the Helm's offensive features include a precise stasis-beam projector. Focused by the small cylindrical opening on the forehead of the Helm, Miles can aim the stasis beam using his eye movements, picked up by the visor. The beam, comprised of an experimental g-diffusal system that mitigates the observable movement of the atoms surrounding the target, while still allowing them to maintain their average kinetic energy. In effect, the stasis field is a 'freeze ray,' only without the cold. Once he has locked on to a target, he can move it using the helmet while keeping it in the field. The field has its limits, all based upon certain mathematical and physical qualities such as mass, density, atomic composition, volume, and more.

Weaponry: Miles maintains a stash of highly advanced weaponry within his secret laboratory. He does not, however, employ any large-scale devastation-inducing tools; rather, his most commonly used 'weapon' is a disintegration device. Projecting a wave of molecule-eating anti-matter at a target, he can control the area-of-effect of the weapon. While he has handheld versions of the same weapon, the disintegration device is built into his helmet.

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Yor-Shul the Indomitable (Character Profile)

No Caption Provided

Yor-Shul the Indomitable

Name(s): Yor (and Shul), collectively known as Yor-Shul.

Alias: Indomitable, Yor-Shul the Balanced, Yor-Shul the Demonblade, Yor-Shul the Disciplined

Species: Human sharing a consciousness with an elder being

Occupation: Seeker of balance

Alignment: Heroic

Height: 5'3

Age: Countless years lost to time, but biologically 30 years old

Origin: Long ago, in a land unreachable by the likes of Men, a dark being from beyond the universe rose up to enslave countless innocents using his shadowy powers. His influence was so vast that it seeped through the mystic barrier separating our worlds, poisoning reality itself. At the center of this invasion of dark energy was a lone island village, cut off from the rest of the world by then-insurmountable geographical features. Upon this island, a culture devoted to discipline and justice flourished, practicing the lost arts of bladework with intense devotion. However, the rapidly encroaching darkness poisoned the land, infecting every last aspect of the villagers' lives. As the people grew ill and the crops wilted, the strongest warrior of the village was chosen to brave the nexus, seeking out the source of the shadow that plagued their village.

Yor plunged through the dark rift in time and space, coming into a plane in which living beings existed only as thoughts. With his unerring discipline, however, Yor was strong in a world where innocents were prevented from gaining mental fortitude. It was only with his thirst for justice and drive to win that Yor was able to conquer the dark ruler of the Shadow Realm. Unable to land the killing blow, Yor instead imprisoned the ruler, Shul, within his mind, entrapping him within a cage of pure willpower. Returning to our world with Shul sharing his body, he found that his village was gone...and that the world had changed. Hundreds of years had passed since the time Yor had entered the portal, and every last aspect of his civilization was gone.

Having discovered that sharing a soul with an elder being had granted him immense powers, he ventured out into the real world for the first time, seeking evidence of his lost civilization, in addition to battling injustice whenever he found it...all with the sarcastic cynicism of Shul hanging over his head, trying to corrupt his every move. Yor remains unbroken, however, resisting Shul's influence, and putting his dark powers to good use for the first time in millennia. Shul helps him out of mutual self-interest; after all, if Yor were to perish, Shul would die as well. It is thus that an unlikely partnership was born, with Yor seeking justice, and Shul seeking a way to finally escape his prison, and rule over all who dwell in this mysterious new world...

Collectively known as Yor-Shul the Indomitable, they now fight together (and sometimes against each other) for the good of Man.

Personality: Yor is devoted to discipline and justice. A proud warrior who fought for his culture's survival, Yor is most strongly characterized by his refusal to give up against overwhelming odds. While a brave fighter, even despite his short stature, Yor is also a humble, chivalrous man. Yor is absolutely devoted to his own honor and the honor of his culture. Thus, he always fights fair. He enjoys tea and reading when not practicing his swordsmanship (or arguing with Shul).

Shul, on the other hand, is a devious elder being with an unquenchable thirst for power and a desire to rule over other life-forms. Following his first-ever defeat by Yor, a mere human, Shul's arrogance was considerably affected. Now a weak shell of his former self, Shul lacks the drive necessary to actively commit acts of malice, instead unwillingly tagging along with Yor. Now, rather than 'evil,' Shul is mostly just a jerk. Sarcastic and cynical, he does his best to make his opinions heard by the only person that can: Yor.

Powers

Shul's true form. While essentially a god in his own dimension, Shul has been reduced to little more than a ghost riding shotgun with Yor's body. This doesn't prevent him from using some spells, however.
Shul's true form. While essentially a god in his own dimension, Shul has been reduced to little more than a ghost riding shotgun with Yor's body. This doesn't prevent him from using some spells, however.

Aspect of Shul: In sharing a soul with Shul, the former overlord of the Shadow Realm, Yor has gained powers beyond human comprehension. While his body is human, and thus mortal, his spiritual fortitude is amongst the strongest on the planet. His mind is unassailable; Shul repels all telepathic action taken against his form, and he can see through nearly all illusions. Shul also possesses a more acute awareness of the world; he can see in a spectrum undiscovered by humans, detecting traps and illusory beings that would remain invisible to Yor. This same aura that protects Yor's mind also makes his body resistant to magical effects, and to an extent, scientific ones as well.

The dark presence of Shul in Yor's pure soul can often 'confuse' beings with the ability to sense inner morality, or those whose powers are more effective against dark forces.

Balanced Soul and Form: Yor, unlike Shul, possessed the discipline required to prove victorious in mental combat, as well as complete control over his mortal form. While not strictly a superhuman ability, Yor was had gained enough focus to manipulate his body's equilibrium, allowing him to ignore certain detriments such as hunger or exhaustion. While he retains the needs to eat, drink, breath, and sleep, Yor can go without all of these things for far longer than a normal man. Yor also possesses, to an extent, the ability to ignore intense pain. While most injuries to his form are quickly mitigated, or at least lessened, by Shul, Yor can still work through debilitating injuries and conditions under which most warriors would collapse.

Yor's skill with a blade and Shul's magical prowess make Indomitable a fearsome foe to face.
Yor's skill with a blade and Shul's magical prowess make Indomitable a fearsome foe to face.

Inhuman Speed and Reaction time: Shul's spirit empowers Yor's body, allowing him to bend time itself in an aura around him. This grants Yor the ability to move at speeds far faster than the eye can see for short bursts of time. By mystically altering the timestream around Yor's form, Shul grants him the ability to move and react up to around fifty times faster than an average human. Yor has demonstrated the ability to slice bullets in two with little effort, and to catch up to speeding vehicles by running alone.

Power of Life and Death (Partially Disabled): Shul has the ability to either rejuvenate damaged life-forms or cause them to die painful deaths. However, Yor has absolutely forbidden the power of Death, viewing it as both evil and dishonorable. Thus, he only permits Shul the power over Life, which allows him to heal himself and others through Shul's magic. Yor does not have to be conscious for Shul to utilize this power; should Yor become damaged or incapacitated, Shul will eventually revive him using his mysticism to repair his injured form. This often takes time in proportion to the extent of Yor's wounds, and will keep him out of combat for a good while should he fall in battle. Yor considers this practice slightly dishonorable, but necessary in order to save lives and keep Shul imprisoned.

Frictionless Movement: Shul's psychic presence can grow so strong that it can, to a degree, remove the effects of friction on Yor's body and weaponry. This allows him to move at his high speeds without incurring damage to his form, and to soar through the air with massive, speed-enhanced jumps. He can negate the effects of large falls by rolling with the field active, as well as negate certain telekinetic attacks by way of his field. By extending this field to his blades, they take on a glowing quality, and are able to cut through surfaces most would assume were impossible to affect in such a way. Things that are being affected by this friction-eliminating field take on a glowing, luminescent quality.

Mental Domination (Disabled): This mystic power, while a trademark of Shul's, is completely disabled by Yor. Shul would use this ability to control the minds of many enslaved followers, turning their own bodies against them. Shul could use this ability to completely control the thoughts of most sentient beings, or to project illusions directly into their minds. Yor considered the ability to be both devoid of honor and morality; thus, he used his own willpower to negate Shul's ability to psychically dominate other beings.

Teleporting in
Teleporting in

Ritual of Teleportation: With Shul's magic, Yor can carry out a ritual that will transport him across our plane. This ritual takes time to complete, and is impractical for combat. Yor can only complete the Ritual once every twenty-four hours. His atoms, and the atoms of the things around him, are instantaneously removed from existence and recreated at another location. The farther away the location, the longer the ritual takes to complete; in theory, there is no maximum distance for the teleportation spell, but anywhere on Earth (where Yor sticks all the time) takes about thirty seconds to fully complete, and under peaceful conditions.

Shul's Gift of Tongues: Yor-Shul is able to mystically understand nearly all languages, spoken or written. Yor is able to write and speak in said languages with flawless grammar, but often with a heavy accent.

Skills

An alternate, dual-bladed style, recently developed by Yor
An alternate, dual-bladed style, recently developed by Yor

Flawless Swordsmanship: The central aspect of Yor's culture was the attainment of perfect discipline in the art of swordsmanship. Through constant practice, Yor was able to reach an inner peace while fighting. He could make precisely calculated maneuvers in the midst of any battle, choosing exactly which location to strike, and knowing the effect the attack would have like the back of his hand. If he did not seek to kill, he could maim just as easily, scouting out weak points in his opponents' forms. Yor practices every day in order to maintain this level of skill. Typically, he wields one blade, but has recently begun practicing the art of using two at once; this is a style unknown to his culture. It is his own invention, and is thus still being refined.

Weapons Master: In addition to swordsmanship, his greatest passion, Yor is also proficient in the use of other close-range weapons. Focusing always on speed and precision rather than brute strength, Yor has recently developed a certain fondness for the quarterstaff, used as an alternative for his blade for sparring non-lethally.

Inner Peace through Meditation: When necessary, Yor can enter a state of meditation in order to clear his thoughts. It is through this meditation that he is able to prevent Shul from taking over his body (though he rarely tries anymore anyways), or at the very least to quiet his voice. Yor is typically aided by relaxing tea that he brews himself.

Paraphernalia

No Caption Provided

Resilience: Yor's own blade, crafted by his own hands on his island. The exact chemical composition of the blade is unknown (Yor would never allow a scientist to experiment on his most prized possession), but one thing is for sure: it's the perfect weapon for a warrior of Yor's caliber. Precisely balanced and refined to match its master's combat styles, Resilience is one of the deadliest weapons in the world when in the proper hands.

Saynn and Yangsha: Two shorter, more recently crafted blades for use in Yor's recently developed style of dual-wielding swords. Not true katana, they would be referred to as shoto by a conventional swordsmith. It is not unheard of for Yor to wield one of these blades in his non-dominant hand alongside Resilience, but this style is still in development.

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Shootout (Character Profile)

No Caption Provided

Shootout

Name: Desmond McLeod

Occupation: Mercenary

Gender: Male

Age: Thirty-five

Species: Cursed human

Education: High-School Diploma

Nationality: Scottish

Origin: Desmond McLeod was just an average, run-of-the-mill assassin before he accepted an offer he couldn't refuse. Was it actually the Devil, or some sort of imposter? Well, in the end it didn't really matter to Desmond. After all, he'd gotten what he'd wanted. Powers. All his life he'd watched the superbeings push the world around with their oh-so-special abilities, and now he had a way to join in on the fun. Branding himself the best shooter on Earth (still a hotly contested argument) he wormed his way into the criminal scene as Shootout, (one of) the planet's most efficient killer(s).

Powers

"Infinite Bullets": A truly baffling power, and at first glance one of the most nonsense-sounding ones to ever be bestowed upon a man. Whenever it seems like Desmond will run out of ammo for whatever gun he happens to be firing, there's always one more bullet in there. And another. And another. He could shoot for days, never running out of metal. Whenever someone else tries to fire the gun, it would empty as it always would. Where do the bullets come from? How is his power even possible? With an ability that defies conventional scientific explanation, it would seem that Shootout's powers are somehow mystical in nature. The exact nature of his ability is undefined; it would be scientifically impossible to truly replicate his abilities. Matter cannot be created or destroyed; is he collecting material from elsewhere, instantaneously molding it into bullets within the very barrel of his gun? The world may never know...but Desmond doesn't care. He just keeps shooting.

"The Satchel full o' Guns": Shootout possesses the ability to hold many, many firearms in one bag. Theorized to be an extradimensional one-way portal, he can hold more guns than an entire squad of marines. Machine guns, sniper rifles, pistols, shotguns, everything. Like his other abilities, he has no clue how it works; is just does. Occasionally, he has produced highly advanced weapons from this bag, but in most cases, he is only able to pull out normal firearms. Like all his other powers, it would seem as though the weapons he draws from within the Satchel are based entirely on luck.

Actually quite comfy
Actually quite comfy

"The Devil's Spandex": Despite the humorous name Desmond gave to his costume, The Devil's Spandex is actually quite impressive. Composed of an unknown polyfiber, it seems to be enchanted, much like Desmond himself. It mystically repels blunt impacts to Desmond's form, allowing him to stay alive in incredibly harrowing situations. While his body remains mostly intact, the impacts to his form still cause him pain, and he thus works to avoid direct combat most of the time. The suit also came equipped with miniature, rapid-fire projectile launchers mounted on the wrists. The mask contains an advanced HUD that tracks targets and notifies Desmond of their capabilities.

Cursed Aim: Shootout is the victim of an otherworldly deal, a contract that dictates the results of every shot he takes. In some instances, it seems as though he can never miss; he'll bank shots off of walls, through wine glasses, even firing directly upwards into the air and having the bullet come straight down on his target. Other times...he'll miss consistently at point blank range. Shootout's bullets have, on occasion, been reputed to curve while in mid-air, but this may just be a rumor.

All in all, hiring Shootout is like playing a game of Russian Roulette; he might wipe your target off the face of the Earth effortlessly, landing a perfect shot right between their eyes...or, he might fail miserably, falling victim to unexpected gun jams, misfires, and just plain bad luck. It seems as though a being beyond comprehension has made Shootout his toy, existing only to be played with; everything may go right, or everything will go wrong.

Abilities

Above-Average marksman: Shootout has a unique dilemma; the nature of his power sometimes means that he'll hit every target, or he'll never hit the side of a barn from ten feet away. Were his powers to be removed, however, he would retain the ability to shoot with the skill of a trained gunman, most proficient in sniping.

Trained Hand-to-Hand combatant: Due to the erratic nature of his powers, Shootout has also trained himself to deal with foes without the use of his firearms. He is proficient in unarmed combat, using his durable costume to soak up hits while getting in close. Most of his strikes are blows to the head, focused on disrupting his foes senses.

Paraphernalia

The Devil's Spandex and the Satchel full o' Guns: See Powers

Numerous Knives and Blades

Explosives: Predominantly C4.

Medical kit: Split up into the many ammunition pouches on Shootout's suit.

Compound Bow: Rarely used, if ever. Shootout's curse doesn't just affect his guns; arrows will re-appear in his quiver, and his aim will also be affected likewise.

43 Comments

Private EYE

Always on Duty.
Always on Duty.

Private EYE

Name: Mickey "Mick" Knox

Model Number: EYE-7

Aliases: Private EYE, The Renegade, The Inspector, The Truth-Seeker, Mick

Occupation: Private Investigator, Metahuman Hunter

Designer: Victor Tenth, with elements borrowed from Gregory Graham

Alignment: Neutral Good, Anti-Metahuman programming sometimes takes over

Origin: Mick Knox was just an ordinary guy. Living in the perpetual shadow of the skyscrapers, with neon lights reflected out of the deep puddles, he moved from case to case, investigating all manner of crime and punishment. A former police inspector, he left the force when he found out about the corruption nestled deep within. Buying his own dingy little office, he set himself up as an eye for hire, taking on people's personal problems. Occasionally working alongside with and against the police, he finally lost his life when he took on the corrupt Tenth Industries.

His old life, at least.

Rebuilt by the shady corporation as an anti-metahuman test subject, with his mind implanted in the processors via unknown technologies, he became the only successful product of the EYE program, which was designed to stealthily take down superhumans. With his mind intact, however, he went rogue, escaping the facility and returning to his detective work, trailed only by a mysterious scientist known as the Operator.

Now he's re-opened his old Private Investigation office, but he caters to a more uncanny clientele...

Powers

Processor/Skull Blueprints
Processor/Skull Blueprints

Enhanced CPU / Processing Unit: In lieu of an organic brain, EYE-7 is fitted with a hyper-advanced artificial processing unit that accurately mimics the human central nervous system. With Mick Knox's own brainwaves downloaded into the system, he effectively is EYE-7, retaining all memories and feelings of his old self. The CPU is covertly monitored directly by the Operator, who ensures that all of EYE-7's functions are effectively unhackable. In the event of an EMP attack, EYE-7's systems will be restarted by the CPU, which runs off of its own secret power source, nearly completely cut off from the outside world. EYE-7 can process information at a rate that rivals the most advanced supercomputers on Earth, but only if he deactivates his mimicry function, which causes him to retain a human personality. If he does so, his functions essentially fall under complete control of the Operator, and it is up to him to restore them.

Optical Sensors / Multi-Faceted Vision: EYE-7 can "see" across the entire electromagnetic spectrum. In addition to normal human vision, it can view the world in infra-red, thermal, x-ray, and sonar.

Audio-Olfactory Enhancements: EYE-7 can detect, record, play back, and edit even the most silent of sounds, scanning them for evidence or signs of danger. An adjustable audio filter keeps EYE-7 predominantly immune to sonic-based attacks.

Volatile Power Source / Self-Destruct Mechanism: The EYE-7 unit is powered by twin iridium cores, a nuclear energy cell that keeps it functioning for a long time. Should Mick choose, he can detonate the power source at varying degrees of intensity. At level one, only the EYE-7 unit will be destroyed, harmlessly melted from within. In the event of capture, this is typically the course of action taken if no plausible escape route can be located. At level two, the EYE-7 unit can completely destroy a room. At level three, it is possible that a building may collapse should EYE-7 be standing in the right place. At level four, a city block will be completely leveled. Levels 3 and 4 are constantly overridden by the Operator, and cannot be manually accessed by EYE-7.

Signal Scanning / Intrusion: EYE-7 can infiltrate and override unsecured networks. He can listen in on phone calls, open locked doors, and generally search for information by establishing a link to a network.

Robotic Physiology: EYE-7 is a completely artificial organism. Despite the skin-like exterior that covers the robotic frame, the only way in which EYE-7 can be considered human is in his mind and memories. EYE-7 does not tire, nor can it fall prey to poisons or sleep deficiency. While it has no need to eat or sleep, it often does both, being that they are Mick's former habits. EYE-7 is immune to telepathic attack, as it has no psychic presence, only a very accurate imitation of one. EYE-7 is also endowed with incredible strength as a result of his robotic form. He can tear steel doors off their hinges,

Can EYE-7 dream? Nobody knows.

Extreme Durability and Reconstructive Properties: EYE-7's "skeleton" is composed primarily of titanium, allowing him to be extremely durable while still lightweight when compared to other metals. EYE-7 can "tank" ridiculous impacts from extreme forces, often being sent through walls or into explosions while in the line of duty. While his outer skin may be destroyed, EYE-7 will arise from the fire, ready to complete his assignment. Even when completely destroyed, EYE-7's processors will send a signal that preserves his memories and thoughts, allowing him to rise again in a new body. Mick doesn't know where it comes from; it's the Operator that constructs the endoskeleton and places him in his office. When Mick dies, he typically just wakes up at his desk a day later.

A tool for every occasion
A tool for every occasion
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Moddable Construction: While built around a consistent frame, EYE-7, or Mick, has the ability to almost completely modify every part built into his robot body. He can remove or insert weaponry, tools, compounds, crime evidence, or even miscellaneous objects such as cigarettes or umbrellas, which are compacted and stored in the many ports on the inside of his robotic body. The more important secondary systems, such as weapons, are built closer to the frame, providing them with more durability, while less-important tools are built closer to the outside. Multiple robotic limbs can snake their way out from the frame of EYE-7's endoskeleton, each able to perform their own independent tasks.

Common Weaponry Includes:

Desert Eagle handguns (x5)

Tommy-gun automatic weapon

Incendiary device / Flame projector

Electron-dispersal wave weaponry (experimental; everyday use locked by Operator)

A disintegration device (experimental; everyday use locked by Operator)

Cloaking device (experimental; everyday use locked by Operator)

Sonic Screamer (experimental; everyday use locked by Operator)

Taser prods

Dart launcher

Boxing Glove (mostly for the novelty of having one)

Transportation: EYE-7 can traverse large distances very quickly due to its robotic nature. Extendable limbs, while not on the scope of Telescopic Man's (which are similar in design and function, as both were built by Gregory Graham), allow him to cross gaps or climb buildings with relative ease.

Weaknesses / Quirks

The only evidence Mick has of the Operator's existence is a single black and white image, embedded permanently in his memory banks.
The only evidence Mick has of the Operator's existence is a single black and white image, embedded permanently in his memory banks.

The Operator: The chief "weakness" of Private EYE is a mysterious man who seems to monitor his every move. The Operator is able to, at any moment, take complete control of EYE, forcing him to do his bidding. Interestingly, it is also the Operator who rebuilds EYE whenever he is destroyed, as has happened in the past. EYE, or "Mick," as he likes to be known, is completely unaware of the Operator's existence. Should he at any point discover any clues leading to the Operator's existence, they are instantly deleted from his memory banks. It seems, however, that the operator functions mainly as an observer; he does not actively control Mick, only watching through his eyes to see what he does, as if he were merely a theorist running a grand experiment.

The Operator keeps many of EYE-7's machinery in a "locked" state, preventing him from activating said weapons. Should the need arise, they may be temporarily enabled.

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Minuteman II (or what I have so far with the semi-reboot)

The beginning of the end...or of the beginning?
The beginning of the end...or of the beginning?

Another Earth

"The lock is set. Preparing for final departure," he breathed into his microphone. "This is the final transmission of the Extant. We've lost everything. Humanity can no longer exist in this universe; no, humanity will no longer exist in this universe," he continued. "All known life has ceased; both indigenous and extraterrestrial. The Supers have failed us. There is nobody left," he spoke, hands shaking. "Nobody except me..."

Hands still twitching slightly with anticipation, he directed the last craft ever engineered by human hands further into the solar system.

"The survival of humanity is based on a theory," he continued. "Other worlds like our own. Other times, like our own. Other universes, similar but different. If it's true...I'll be alive, and I'll take humanity's memories with me. If not, I'll be dead by the time anyone is able to read this message," he gasped, the Temporal Virus still taking hold in his system. Squinting through the white flares that had began to form in the corners of his vision, his gloved hands grasped at the throttle, guiding his small craft forward through space. He passed Mars, quantum engines moving him steadily at speeds that should have been impossible.

Engines designed to function like speedsters, he thought, remembering the men and women who could run at velocities bordering the speed of light.

A hull that mimicked the endurance of gods. His mind wandered to the people who could catch bullets in their hands, to lift mountains, to move continents.

A power source that shone like the brightest of the energy manipulators. There were beings who could summon forth the infinite powers of the cosmos, who could fly unaided, or fire beams of pure energy from their hands and eyes. They, too, had played a part in saving humanity, but not in the way they expected.

They had done their part. Keeping the world alive long enough for one man to leave. To escape. That was all that had mattered. If just one person could leave, he could prevent the same crisis from happening on another world. On all the other worlds. His Earth would perish...but no other would fall.

"Moving closer to the breach. Instruments are set. The Prime Earth has been located. Velocities approaching relativistic. I am leaving time. I repeat, I am leaving time."

They told him the journey would change him. He would be broken, they said. His mind would not survive. Only what they needed would make it through.

Save the worlds. Avert the crisis. Be the Minuteman.

"Minuteman," he spoke softly to himself. Identity would not survive the trip between universes. Not with their technology, at least. His name would be lost forever, and with good reason. Sentiment would always supersede the mission. He could have no name, no emotion to get in the way of the most important task ever undertaken by a living being from his universe. Without his given name, he would have only a title.

Minuteman.

The most honorary title of all, they said. The one who would let life go on. The one who would not go quietly into the night. The Breach was near. A gravitational portal that only his craft, the Extant, would be able to endure.

He took a deep breath. This may be my final thought. These could be my last words.

"Minuteman, either signing off...or signing in."

The craft flew into the Breach, for the first and last time.

Earth-CVnU

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The Rustler

The Rustler

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Name: Lucas McCoy

Alias: The Rustler

Species: Human mutant

Affiliation: Self-serving, The Charlatans

Country of Origin: United States

Appearance: Short, unremarkable

Age: 19 standard years

Criminal Record: Wanted in civilian identity and in Criminal identity

Owner of: RustleVine, a social media website he created.

Origin: Blank slate thus far; Lucas has yet to pursue the use of his powers to any notable ends. Has recently allied himself with the criminal team the Charlatans. Having used his powers to start his own website, he hacked the social media accounts of nearly 80% of the internet, linking them to his own little corner of the internet (which is quickly becoming a rather big corner). He films his exploits, uploading them live, and has gained celebrity status as a result. His identity as a mutant is secret.

Persona: Intentionally bothersome. Juvenile. Reckless. Slightly sadistic, as he garners enjoyment from the frustration of others, but does not truly like inflicting pain. Has no qualms about thievery, however.

In basic terms, his persona would be likened to that of an internet troll.

Additionally, Lucas does not care at all about the fact that he's a mutant.

Powers

Digital Technopath: Lucas is able to detect, send, receive, and alter electronic transmissions in machines. His mutant brain subconsciously monitors all electronic pulses sent between different parts of machines surrounding him. His brain is more developed than normal, with the frontal lobe used additionally for keeping track and making sense of all the signals that constantly surround him. He does not need to think about each individual one; intercepting or altering a signal is as easy as flexing a muscle. He can exhibit complete control over small electronic devices, such as digital watches or smartphones, and can hack into vehicles to turn them on without keys, or cause them to unlock. He can take control of nearly any unfortified system, as well as add protection to a pre-existing one.

Power Battery: Lucas' body constantly puts off low-level bioelectricity. The charge is built within the mitochondria of Lucas' cells, then radiated throughout the body. This has a variety of affects:

-Lucas can charge small electronic devices by having them in close proximity to his body

-Lucas delivers small static shocks to anyone he touches with his fingertips

-Lucas suffers small static shocks if he touches metal or other conductive objects. Thus, he wears gloves to offset this annoyance.

-Water irritates Lucas.

- Lucas' hair is always standing up.

Unnatural Reflexes: Perhaps due to his status as a mutant, Lucas has reaction times that border on superhuman. He exhibits enough dexterity to keep his balance using "hover shoes" without support, and can dodge bullets if he has knowledge of their trajectory.

Skills

Good video gamer. Uncharacteristically, he does not use his powers to cheat, unless it's to teach someone else a lesson.

Average hand-to-hand combatant, aided by enhanced reaction time. These subconscious reactions are often attributed to luck.

Conversationalist. Good at manipulating others, even if it doesn't seem like it. Best at inciting anger.

Paraphernalia

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Bionic Arm: Lucas possess, in lieu of his right arm, a metal version. Due to his technopathy, he still "feels" with it, as he is able to detect nerve impulses on the surface via highly advanced nerve pads. It is loaded with technological gadgets, including projectiles, an EMP generator, a grapple hook, hacking tools, and other useful gadgets. It, like all his other gadgets, is completely waterproof.

Mask: Lucas' mask provides him with an advanced Heads Up Display, giving him a wide variety of information on his targets, as well as allowing him to peer through cameras using his technopathic power, something he is unable to do without the mask. This is because his brain needs something visual to relay the data that his mind collects; as he cannot do this directly with his optic nerve, he requires the mask to see through cameras. The mask uses recording software to back up Lucas' uploads should his GoPro be damaged.

GoPro Camera: Lucas uses a GoPro to document his misadventures, and has modified it to be able to stream live video directly to his website. GoPro Incorporated does not condone criminal activity nor the use of its products in the perpetration of crimes. GoPro is not affiliated with the Rustler nor does it condone his use of GoPro products.

Flying shoes: Masterfully crafted boots that fire off bursts of energy, the aptly-titled Flying Shoes lets Lucas fly at high speeds. His superhuman balance aids him in doing so; an ordinary human would not be able to maneuver in such a fashion. The shoes can be manually activated through a switch in Lucas' gloves, or he can use his power to switch them on.

Impact Coat: Lucas' coat is made of thick material that slightly mitigates damage from high-speed impacts via a gel-like substance hidden in the lining. Lucas can easily remove the colorful outer lining and turn it inside out, resulting in a bland, brown overcoat.

The Party Pod: One of his first inventions, the Party Pod is a tiny drone that emits light and sound. Its settings vary from relaxing to extreme. When used offensively, it can emit blinding light and noise loud enough to shatter glass and make eardrums burst. When thrown, it will hover in midair, or, should Lucas choose, fly around at high speeds. Lucas uses earplugs and optic filters to maintain immunity to its effects. He can recall it to himself remotely should he choose to do so.

The Party Pod can also latch on to walls or ceilings, rather than hover in midair.

Other: Always inventing new toys to play with, Lucas will never run out of technological crap to throw at his enemies (and friends). He's guaranteed to have any number of wacky gadgets on his person at any time.

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