Rogues: The Uprising Character Index


Deckard Hallows
⤑ Deckard Hallows | ⤑ "Deck" | ⤑ 31 | ⤑ Yellow



⤑ Written Appearance

Deck is a built man who sports medium-length brown hair and a beard to match. Besides his nose and ear piercings, tattoos cover his body. His height, reach and chiseled body coupled with his mastery level skills as a boxer and Ju Jitsu specialist, suggest that if he hits you…it just might hurt.

⤑ Height | 205lbs
⤑ Weight | 6'2"



BIO

Deckard grew up in a home that was ruled by fear. His mother, so afraid of Rogues, opted to home school him just in case the scanners at the school ever failed. His father taught him life skills while his mother worked night shift at the local dive bar, and his mother saw to his education while his father punched the nine to five as a construction worker.

At the age of eight, he showed remarkable potential at boxing and his father began to take him to a gym a friend owned three times a week after he finished his classwork. He learned as much as he could in private lessons, but his parents would never allow him to compete.

At thirteen, he met Alys, a dirty-blonde with rich blue eyes and the perfect frame. It wasn’t long before Alys began to show that she was more than a pretty face, excelling at the local public school in cheerleading, and soccer. After months of building up the courage, Deckard asked her out when he was fourteen. The pair was inseparable, and their relationship survived distance when Alys went away to college while Deckard stayed back to help his mother when his father passed away from a heart attack. At twenty, the two were married. The next five years whirled by, swallowed by a joy Deckard had never thought possible. But nothing last forever, especially happiness.

One day, while Deckard was mowing the grass, Alys stepped into the street to check the mail. She had earbuds in and didn’t notice the speeding car. Deckard tried to call out to her, but when she didn’t hear him, he threw his arm out in reflex. The car came to an immediate stop as though it had struck a wall, killing the driver instantly. Alys’ eyes, wide with fear, turned from the car to Deck connecting the two. As soon as his eyes fell on her, he could see that she was more afraid of him, that she was of the car that had almost killed her. Alys avoided him for the remainder of the day.

That night, Deck was stirred away when Alys tried to slip from the bed unnoticed. Deckard tried to reason with her before she admitted to reporting him. Heartbroken and betrayed, he watched her leave the house with her bag packed.

Deckard did not stay long knowing that R.I.E.F. would be on the way. He reached out to all his friends and to his mother, all of which hung up or didn’t answer. When his mother told him that she’d wished he’d never been born, Deck knew he was truly alone.

For the next two years, Deck stole, fought, and took odd jobs from Archivists whenever he could find one as he made his way across the country. When he was almost captured in Cincinnati, the man who saved him, Keegan Hull, tried to recruit him, but Deckard would not have it. He was safer on his own, and there were less people to betray him. Despite this, Keegan has made his network and resources available to Deck as he continued his journey never staying anywhere for too long.

Four years later, Deck has found himself in Miami. The six months he’s been here is the longest he’s ever been able to stay anywhere. The constant flow of illegal immigrants has made it easy for him to bounce between jobs, always sticking to himself.





STRENGTHS
+ Honest
+ Loyal
+ Protective

WEAKNESSES
_ Cautious
_ Insensitive
_ Distant
_ Stubborn


POWER

⤑Type: Mental

⤑Brief description of abilities/skills
Psychokinesis - Deck can influence, manipulate, and move matter and objects. The amount of concentration required is relative to the size of the object being affected.

⤑Limitations
More mental concentration and fortitude is required the larger the object. Deck has passed out trying to push his limits and knows that if he attempts something too large, he could very well die.

 
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≡ALEXANDRA WILSON≡

⤑ NAME: Alexandra Wilson| ⤑ ALIAS/CODENAME: Lex | ⤑ AGE: 27 | ⤑ THREAT LEVEL: Yellow


APPEARANCE

⤑ Written Appearance

Lex is fair skinned with long brown locks and she's usually always make up free. She doesn't have the energy to beautify herself not when she really does not have to. She has a small tattoo on her right wrist that reads "Cam" to always remind her of the chameleon she truly is.

⤑ Height | 150lbs
⤑ Weight | 5'6"



BIO

Lex's life wasn't easy from the start. She was raised by a single mother after her father took off shortly after her third birthday when Lex began to demonstrate she had the mutant gene. Not wanting to be seen as an archivist, he decided that it was best he cut his loses and left his wife and child to fend for themselves. Lex's mother did her best to raise her daughter on her own and home schooled Lex so she would not be detected and keep her safe.

Lex appreciated all her mother did but a part of her did not feel free. She felt trapped and just wanted to make friends and be who she truly was. Around her 18th birthday she began to explore outside her home. She began to sneak out while her mother was working her double shifts and hanging out in local spots where other teenagers would also hang out. She made friends quickly and enjoyed her time with her new friends but she still felt like she was hiding.

She wanted to feel free, to be herself so she decided to show one of her new friends who she really was. She pulled him aside one night and decided to be truthful for once in her life. She shifted in front of him, taking on his form then returning back to her own. The boy immediately freaked out and ran home informing his parents of what he saw. They in turn called RIEF and Lex was forced to go on the run.

She used her abilities to get by in the years she was on the run. She was burned a few times while on the run, being burned by people she thought she could trust. She went deep into hiding and thought it would be best if she didn't exist at all. Until she met Keegan who recruited her into the Rogues where she has remained ever since. He gave her a new purpose and a new reason to continue fighting against the world that would harm her. She used her abilities to help Rogue's mission and locate other mutants for their cause.


STRENGTHS
+ Confident in herself and her abilities. She is willing to be the first on the scene.
+ Goal oriented. Once she sets her mind on something she completes it.
+ Adaptable. She can make any situation work to her advantage.

WEAKNESSES
_ Lex can be rather stubborn at times
_ She doesn't trust new people easily. She's been burned too many times.
_ She keeps her guard up and its difficult to get passed the barriers she has put up around herself.
_ Can be judgmental of others


POWER

⤑Type: Physical

⤑Brief description of abilities/skills

Shape shifter: Lex has the ability to completely transform her physical appearance. She can transform into anyone she wants, male or female, as long as she has some sort of image of them.

⤑Limitations: The transformation is brief and cannot be maintained for more than a few hours. She also cannot transform into something she has never seen. She can only transform into other humans and cannot transform into an animal or beast.


 

≡CHARACTER SKELETON≡

⤑ Luna Theosia Cambridge | ⤑ Nostalgia | ⤑ 19 | ⤑ Green


APPEARANCE

⤑ Written Appearance

Luna's hair is styled into curls hidden underneath a skull cap or freely draping over her forehead, a family of freckles cover her face, along with dark skin and deep brown eyes. She's commonly dressed in baggy clothing and dull colors.


⤑ Height | 5'8"
⤑ Weight | 120 lbs


BIO

Luna grew up in a very prestigious and wealthy household, which was to be expected of the Buchanans. Luna's mother, Laura Buchanan worked at ASPIDA Industries as Head of Technology Engineering and Co-Head of Security Analysis. Raymond Buchanan was a stay at home father and although he spent plenty of time with Luna and her brother Emmanuel, she was especially fond of her mother. She was Laura's little "Moonshine".

Under Laura's doting and heavily Computer-Science influenced homeschooling, Luna learned the ins and outs of computer programming, coding, and data security--specifically how to breach them. The Buchanans were far too proud to test their children at a young age and kept pushing the option back until either of them turned 14.

On Luna's 13th birthday, her perfect and cozy life came crashing down around her. A neighboring child had stolen one of her presents and stomped all over it, reveling in the sounds of snaps and cracks. Furious, Luna activated her powers for the first time and injected a horrifying false memory into his mind, reducing him to screams and tears. Emmanuel was the only one who witnessed this odd change in behavior and assumed immediately that Luna was a Mutant. He finally had a reason to get rid of her and become the favorite.

However, in the mist of Emmanual telling their mother what happened, Luna panicked and altered Laura's memories as well. The woman suddenly recollected Emmanuel burning the same child at the party with pyro-manipulating abilities and reported him. A small mercy was shown in the form of giving her son a 24-hour head start. Emmanuel fled.

Luna knew that she wasn't out of the woods yet. A few days later, Laura caved into her paranoia and tested Luna as well, confirming what the woman feared. Equally crushed and disgusted that both of her children carried the gene, Laura and Raymond attempted to eliminate Luna themselves. The young girl came to a desperate decision and wiped their memories clean of her existence, which put her near the brink of illness. Nonetheless, she fled and changed her surname to Cambridge. She couldn't survive long on her own, even with her hacking skills, and sought out support from Rogue.

Luna's not constantly working for the organization, but she lends her technological abilities whenever the group beckons for her.


STRENGTHS
+ Observant
+ Photographic Memory
+ Hacking

WEAKNESSES
_ Lying/ deception
_ Not very strong
_ Non-confrontational
_ Water/ swimming



POWER


⤑Type: Mental
⤑Brief description of abilities/skills: Memory Projection, in which Luna can fabricate fake memories in place of another's real ones or erase a certain memory from the victim's conscience.
⤑Limitations: Luna must make eye contact with the target in order to activate her abilities. Simple material such as shades and someone's hand blocking eyesight prevents her powers from working. She is also limited to four uses of her ability per day before migraines and high-pitched ringing attacks her mind. Severe cases include fatigue, nosebleeds, delirium, temporary episodes of amnesia, and jumbled memories.

 
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≡CHARACTER SKELETON≡
⤑ Finnegan "Finn" Westfall | ⤑ Rocket | ⤑ 20 | ⤑ Yellow​


APPEARANCE

⤑ Written Appearance

Thin, gangly, and with the style of an abandoned laundry hamper, Finn is not exactly the most handsome guy out there. Though his light blue eyes are nicely framed by a strong chin, his good features are often lost in his unkempt mess of blonde curls. With a hunch that could be compared to the famed hunchback of Notre Dame, everything about Finn exudes carelessness.

⤑ Height | 5'11"lbs
⤑ Weight | 161 lbs


BIO

For Finn, his home was a breeding ground for his unbothered attitude. His father and mother both held decently upper-middle class jobs, ones that kept them comfortable, but had them working long hours. He spent a lot of his childhood in the care of nannies and babysitters who let him do whatever he really pleased, which for Finn was wasting hours away on the TV, video games, and the like.

Insisting the best for their son despite never being around, Finn was homeschooled by various tutors and private teachers, which offered him even more free time in place of going to school, and saving him from the tests or scanners present in the life of a child attending public school. For the first few years of his life, he lived in this bliss, until his parents suddenly remembered his existence and took him out to dinner.

Of course, off went the scanners. Ten year old Finn was just as shocked as everyone else was, and his parents cowered away from him in horror. "There must be some mistake," He shouted. He shouted at them and his dad tripped over a chair in fear. "I'm not... I'm not a mutant!" He screamed. But he was and they all knew it, so he had no choice but to run.

He was ten years old and he ran like hell. Lacking any life skills necessary to survive on his own, he was starving and sick within weeks of his stunt with a scanner. Without even any idea what his powers might be, Finn had nothing to aid him. He was on the brink of death when an Archivist rescued him and took him in. His name was Daniel Harper, and Finn probably wouldn't be alive without him.

Being rescued before his powers even showed, Daniel took pity on the boy and raised him until that time. Unfortunately, it would be a while before puberty hit Finn, as of course, with everything, he was late. Daniel, luckily, lived in a small house way in the hills, keeping Finn out of sight and out of mind. It wasn't until he nearly fell off that hill at age fifteen did his powers swiftly save him.

Thus ended his stint at Daniel Harper's house. Daniel sent him off to the Rogues and he's been there ever since. Known as the resident lazy arse, and easily someone with the weakest control of what could be pretty impressive powers, he's enjoying the protection he believes he could hold forever.




STRENGTHS
+ Quick Witted
+ Smooth Talker
+ Surprisingly, Empathetic

WEAKNESSES
_ Lazy
_ Careless
_ Uncoordinated
_ Enjoys Angering Others


POWER

⤑Physical
⤑Finn has what is best labeled as air manipulation, though he currently believes it to be only flight. With his abilities he can control the air around him, thus resulting in flight. Flight, however, is a careful concoction of manpulating air around himself and takes a lot of concentration to propel himself in the right direction. He has not in anyway mastered this ability, which leaves the rest of his powers to be undiscovered. With much skill and use of discipline that Finn lacks, he should be able to release strong bursts of wind for defense purposes, fly properly, play with some weather conditions, and a long way down the road, begin manipulating the air that people breathe, proving for some disasterous consequences.

⤑It takes a lot of skill to be able to control the wind and air, and a lot of energy. He is still a very shaky flier, even at best, and he's yet to even grasp the rest of his power's possibilities. Finn has also trained himself to manipulate his power mostly through gestures with his feet and hands, and if they were to be tied or rendered unusable, he wouldn't be able to do anything of use. Flying takes a lot of air to manipulate, so indoors, he could be at risk of creating a vacuum within the closed space. Smaller actions that he learns later on could be carried out indoors, but flight is ny impossible without suffocating himself and everyone else around. It's also made him much harder to train, because he has to have ample space or be in a room with circulating air to use his abilities. Being underground is not great for the development of his abilities.

 
≡CHARACTER SKELETON≡
⤑ Temperence 'Penny' Rigel | ⤑ Replay | ⤑ Twenty-Eight | ⤑ Yellow​


APPEARANCE

⤑ Written Appearance

Penny is a fairly attractive young woman, with long blonde waves and soft grey eyes. Her build is narrow, broader in the shoulders, with effective curves in the appropriate locations. Despite her delicate appearance, she is no blossoming flower, and years of kickboxing training have honed lean muscles.

⤑ Height | 130lbs
⤑ Weight | 5'7"



BIO

Penny Rigel never met her father. With men in and out of her wayward mother's life from the start, she caught on fairly young that people were just unreliable as a whole. By fifteen, she had outgrown the inconsistency, and taking off, Penny set out on her own. It was a good notion... one that tanked almost immediately. Within weeks of leaving home, she was broke, homeless and utterly lost.

And everything a man like Keller Gowen could take full advantage of. A predator of the worst kind, Gowen picked Penny up out of the gutter and put her to work in his club, a seedy, less than ethical establishment in the depths of Hell's Kitchen. For the next three years of her life, Penny was put through the ringer. It was a small twist of fate - or rather the twist of a knife in Keller Gowen's gut, that cut her free of her ties, but not with consequences. The cost of her escape haunts her, still... several years later.

But determined not to fall to old habits, Penny moved on. Scraping together what she could to survive, Penny found herself a job as a dishwasher for an Archivist, in a run-down diner and for the next two years she labored there. While she wasn't working, she practically lived at the public library, devouring book after book. She taught herself everything she could think to learn, and for the first time in her life, Penny discovered a talent for something that she didn't have to borrow... A genuine, human talent. Pastry was the name of the game, and starting with only a few piping bags, one pan and working out of the ovens after her shift, she managed to build a small business selling gourmet cupcakes to interested parties.

For a while, life was good... But secrets can't be kept forever, and when things took a nasty turn for the gifted few possessing the SHA-13 gene, Penny was forced to abandon the construction project that was her life and go into hiding. It wasn't long after that she came in contact with the Rogues, and has since worked with the organization to locate and protect Mutants like them.


Despite her past, she is a surprisingly resilient, strong-willed young woman. Her history instilled in her a strong sense of independence and a determination to be no one's victim. While not entirely indifferent to the feelings of others, she doesn’t allow herself to get caught up, entirely convinced that most people are just full of it…

Her list of self-imposed rules is long, a wall to guard her from past hurts better left buried, and prevent new ones from forming. Her inability to fully trust, however, does not affect her ability to work with a team. Structure is a comfort zone, and she relies heavily on consistency - change being just one more thing on the long list of things Penny just ‘doesn’t do’.



STRENGTHS
+ Independent
+ Strong
+ Confident

WEAKNESSES
- Willfull
- Guarded
- Haunted
- Broken


POWER

⤑Type | Physical
⤑Brief description of abilities/skills |

Adoptive muscle memory | She possesses the ability to briefly mimic anything she watches. By sight, she instantly memorizes and then copies physical actions - anything from art or dancing, to fighting or use of weaponry. This memorization is without flaw, despite physical limitations she might otherwise possess. She does not need to witness the action live, but can also mimic actions seen in video recordings.

⤑Limitations

While she can perform the action more than once, the ability to retain it is incredibly limited to no longer than a few hours.Penny also can perform only the act itself and not the abilities required in support of the act. For instance, she could conditionally learn a high-dive routine, but without the ability to swim, she would drown. She cannot mimick other superpowers, though it has been suggested this ability exists within her capabilities, should her powers develop further.

Relationships ||

TBD

Important Details ||

Penny has a small tattoo behind her ear, marked with the initials N.T.
 
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≡CHARACTER SKELETON≡
⤑ JOSEPHINE RAMSDEN | ⤑ JOSIE | ⤑ 25 | ⤑ ORANGE​



⤑ Written Appearance

A healthy complexion, bright blue eyes, and calm attitude bring Josephine together in a collective sense. A strange scar in the form of a symbol is marked on her lower left back which serves as a painful reminder that she is being hunted. Her worn black jacket is often tied around her waist in case she gets cold or needs something to hold onto.

⤑ Height | 5'5"
⤑ Weight | 121 lbs



BIO

A bit of a skater and loner all mixed in one, Josephine has come a long way to where she is now. In high school, she was considered a bright student, but she often ruined her chances of getting top grades and scholarships by skating in everyone's way and getting high at lunchtime.

A stern pep talk (albeit somewhat insulting) from an acquaintance outside her usual clique got her revved up and determined to prove herself. She signed up for dual enrollment at sixteen, and much to her surprise, got in.

Josephine graduated with a 3.7 GPA, or first class in London, a high school diploma, and an associate's degree. Further eager to prove herself, she made it a goal to quit smoking and enrolled at Cambridge University.

Unfortunately, she was not accepted and out of the many other universities she applied to, most were hyperselective. Josephine traveled to Miami, Florida in search of better opportunities, but found most places were not accepting of her there either, for unknown reasons.

Her life changed, however, when she attended a party at an abandoned warehouse. In an effort to get over her struggles at twenty years old, Josephine intended to let loose and turn back to her old habits. Her fun was ruined when an anti-mutant riot crashed the party, intending to get rid of sympathizers.

Blood was spilled and Josephine, unfortunately, was stabbed in the lower back and a strange, intricate symbol was carved into her skin. The experience triggered her ability and upon the night ending, Josephine was transferred to a medical facility in the underground.

When she awakened a few days later, Josephine was introduced to people who were similar to her; shunned by society and not given a chance to prove themselves. Their passion to be equal among others inspired her to pursue a means of giving Rogues a normal, everyday life: synthetic blockers.



STRENGTHS
+ Josephine is a purple belt, and as such, although she is not a complete expert, she is skilled in hand to hand combat, finding pressure points, and various other means of physical combat.

+ Her outstanding skill to concentrate for long periods of time and not be distracted during her lab work is one that has granted her and her fellow Rogues the great opportunity to be 'normal'.

+ Despite appearing aloof and unfriendly, Josephine is wonderful at giving emotional support and being an active listener when someone needs it.

WEAKNESSES
- As much as Josephine loves rum, she has an absolutely horrid low tolerance for it. After three drinks, she's up and at it.

- Six years cooped up in her studies like a hermit and fighting for a better world means that she's terrible at making friends.

- Her work keeps her up longer than intended. Josephine sometimes gets so caught up in her studies, it's difficult for her to go to sleep at night.

- Josephine is convinced of her destiny to help other Rogues, therefore finds it difficult to address her shortcomings and take responsibility for her actions.


POWER

⤑ Environmental
⤑ Electrical Signal Manipulation gives her the capacity to manipulate and interface electrical impulses that correspond to motor skills and the temporary ability to transmit and receive minor telepathic communications upon touch. She can stimulate up to a moderate sensitivity to pain and mimic electric shocks upon touch, as well as disrupt electrical signals up to one mile away.

Josephine has also been known to temporarily paralyze arms, make them incapable of walking, and fail other gross and fine motor skills that are required in day to day life. At her most dangerous potential, she has the ability to shut down a person's body. It isn't known if she put them into a coma or if she can kill them, but Josie thinks the potential is there.

⤑ Josephine's abilities are often limited only to touch and require an intense amount of concentration and imagination. She cannot send anyone into permanent states of being unable to walk or changing directions while in a state of movement, and other types of fine and gross motor skills.

Her minor telepathy can also be intercepted by intermediate and advanced psychics and the amount of people she can send electrical signals to is limited to three people only, as long as she can either physically see them or she knows what they look like and their location.

For instance, if she knew the person hiding behind a building a block away, she could send electrical impulses out to them. She would have to picture them in her mind, however.

 
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≡DON’T CALL HER MAC-MAC≡
⤑ Mackenzie Macintosh | ⤑ Spitz | ⤑ 17 | ⤑ Yellow​


APPEARANCE

⤑ Written Appearance

As if a zombie, dull and plaintive, layered with garb and accouterments outlandish and abrasive. Short, lean, with the comportment of a chain-smoking veteran getting out of bed for a morning beer. Obscene graphic shirts, black leathers and dye-job give a plea for attention, tired eyes shout "leave me alone".

⤑ Height | 5’2”
⤑ Weight | 105lbs



BIO

Pearl Halladay. Scholar, adventurer, polymath, artifact hunter and expert navigator of love-tetrahedrons. Number thirty-two in the list of world’s greatest feminist icons (source: questionable), and one of only two fictional characters on the list. Bonafide soap legend. Born Bertha Macintosh - not exactly the greatest name for TV, which was perhaps why she gifted her daughter with a catchy one full of blessed alliteration. Perhaps it was the best gift Pearl Halladay ever gave Mackenzie Macintosh.

That and, Mac supposed, a fighting chance.

Let us not indulge in false hope - everyone found out, eventually. But for a time, Mackenzie got away with being a mutant, blessed by a perfect storm of happenstance. Bertha had opted to give birth from the comfort of home, away from the scanners. The doctors who identified the aberrant gene were passionately swayed by the hippocratic oa- fact that they were die-hard ‘Hallalifers’. They spun a sad exploited tale of miscarriage, and from the soap opera - for, truly, life imitates art - came the miracle of Mackenzie.

Not that what transpired next was very deserving of the lofty title. Pearl Halladay was a survivalist, and so was Bertha - for the sake of their livelihood and well-being, she placed her daughter until house arrest as soon as she learned to take her first step. For years, she lived like the child of a cultist holed in the nuclear shelter. Condemned to the shadows of Bertha’s estate, all Mackenzie knew was that she was the deviant product of something awful, something better left confined. And Bertha… she’d never let them take her child away, only that was her vanity and pride speaking, not her maternal instincts. She’d never let them take her, but maybe she’d lose her all the same.

After all, kids are never very good at confinement, and they’re the worst at stasis. Mothers would know.

It took a long time before Mackenzie knew how to efficiently navigate every spacious corridor of mother’s estate, figured out how to jimmy every lock. But she did it, because the young are at their cleverest when it comes to designing their self-destruction. Out, out she went into the world of bleak sun reflecting off the grey of dimming red-brick, where she walked, walked until the rich neighborhood became the less rich, and all the more friendly.

On the front porch of that decaying house on the corner, there was a girl - and Mackenzie thought that she had found a sister.

She had.

For years Mackenzie carried out her clandestine operations escaping the ‘Macintosh jail’, while Pearl Halladay underwent a critically-acclaimed transformative arc (from woman who beat people up, to mother who beat people up). K.J. Quill of the decaying house on the corner waited for her everyday; she had things to show her, to teach her. The rickety swing on the swing-set with the chain that broke once a month and inevitably sent some kid to the ER (the promise of which, of course, made it the hottest commodity on the playground). The wall with the vaguely lewd graffiti, and the drunk on the bench cuddling a bottle, both of which could be keenly observed from the rickety swing. The way to making a promise that came from the heart, like when K.J. promised to always wait for her, and Mackenzie promised that her mother could never chain her forever, twin pledges sealed with the crossing of pinky fingers on the rickety swing.

God, that rickety swing.

Thing was, when you lived life on a rickety swing, the chain was bound to break eventually.

And when it had broke, Mac had been swinging, ignoring the heckling of silly boys and their stupid friends. She remembered the way K.J. had screamed (and the stupid boys in the beginning stages of their breathy guffaws) as she sailed through the air, and sank through the gravel. Mackenzie remembered, even, that she was probably the last of the assembled group to realize what she had been taught all her youth: she was a bad thing. Oh, how the silly, stupid boys had turned into cowardly boys who ran - yelping - away. K.J. had been scared too, only they had made promises, so she had stayed and pulled her out. Her sister had saved her life that day.

Plus: K.J. was the only little girl dumb enough to invite a crying mutant over for a sleepover.

They were half of a ‘Frankenweenie’ into the traditional sleepover movie marathon when K.J.’s mother had run in screaming, almost bodily heaving Mac out from their decaying house on the corner. So she ran, back from the friendly neighborhood to the rich neighborhood, until she decided that she wanted nothing there - so she ran some more, and the rich neighborhood turned into trees, which turned into a lonely road that stretched far, far away.

That the Rogues found her and took her in was another one of those ‘miracles of Mackenzie’. It's been years since, and she's looking for one more: the sight of K.J., waiting for her.




STRENGTHS
+ Protective.
+ Tenacious.
+ Resilient.

WEAKNESSES
_ Jealous, possessive.
_ Tactless, crude.
_ Short-sighted.
_ Can’t fucking swim.


POWER

⤑Type: Environmental

⤑Brief description of abilities/skills

Unrestricted Movement - Mac is able to move into, through, up and down surfaces (example: underground, the side of a tall building, walls), by seemingly causing a small area around her to shift into something akin to a body of liquid that she may swim through.

⤑Limitations
Let this be prefaced by the ultimate limitation: Mac can’t swim, not without paddle boards, flippers, water-wings and preferably a breathing apparatus (and even then let’s just say she wasn’t born with webbed feet).

This is relevant as Mac’s power turns the affected area into more or less a body of water, one that seems to experience heavy and unpredictable waves and tides (becoming stronger the larger/deeper the surface, or the longer the power is used). Inevitably, there is a drag - which Mac calls “the suck” - which threatens to drown her. Visibility is also generally impaired, as the liquid takes on the coloration of the surface (so while glass surfaces can be seen through, going underground is a bleak blur of brown).

Usage of the power has no lasting effect, the traversed surface reverting to its original state. Furthermore, Mac’s power does not allow her to ‘phase’ through the living, seemingly being unable to parse through their constituent material.

 
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≡Keith Fuller≡

⤑ Keith Fuller | ⤑ N/A| ⤑ Twenty | ⤑ [glow=green]Green[/glow]

APPEARANCE

⤑ Written Appearance

Keith stands about 5'11", with an average build and weight to go with it. He might be called "cute" at best. His skin is a little bit on the pale side, accompanied by dark brown eyes and short hair somewhere between sandy brown and dirty blond. He still lacks almost any sign of facial hair, much to his annoyance. He always, always wears a pair of gloves.

⤑ Height | 5'11"
⤑ Weight | 170 lbs



BIO

Keith was brought up with a loving mom (Laura) and dad (Michael) for most of his life. Firmly middle class, and an only child with a smattering of cousins and second-cousins courtesy of his mother's siblings. His mother had completed almost all of the studying required to become a certified teacher, but decided as problems with Rogues and SHA-13 became more prevalent that she had no desire to subject herself to the potential dangers of children with the SHA-13 gene.

Instead, she opted to start a small private home school for her son and her nieces and nephews, as well as other children in the suburbs they lived in. The requirements for joining? Medical confirmation that none of the children carried the SHA-13 gene.

Now, Keith's father worked for Aspida, and was involved in administering tests for SHA-13 and interpreting the results as necessary. Most of the kids had their tests performed and results administered by Keith's father, including Keith himself. When Keith's test for SHA-13 was performed, it showed as positive. His father ran the test several more times, each time coming back with a positive result. But Keith had never shown any indication of being a mutant, and his father didn't want to subject Keith to any of the struggles mutants had to deal with in society. The tests after the first had been off the record, so Keith's father did one more that he fixed to read as a "negative" result, and submitted that with an addendum that the "subject appears to trigger a false positive in SHA-13 testing, but upon further inspection was determined to not be a carrier for the gene." And he was trusted.

So Keith was allowed to have a normal childhood. He occasionally had some strangely accurate insights about things he shouldn't really have known, and he always knew when his parents were fighting. He knew when there was Rogue activity on the news; he said it was because he could see his mom was scared even when no one else could. Once he started learning about fossils and older civilizations, Keith decided he wanted to become an archaeologist sometime in the future. To learn about older civilizations and handle old pieces of art and the like. It was only a slightly weird fancy for a child, he was less focused on the dinosaur fossils and more on the old vases, but his parents figured "this too shall pass."

When Keith was about 15 years old, he truly began to come into his ability to read auras. Before this point, he had seen glimpses of people's auras, and gotten strange feelings from objects he touched, but hadn't thought too much about it. He had asked his father, but his father had always told him to keep quiet about it, and not to mention it to his mother.

One night, when his parent's auras seemed particularly troubled (he couldn't help himself when it came to looking at them through that special lens. They kept secrets, and Keith had never been fond of secrets), he asked what was going on. His mother asked how he knew something was up, and ended up accusing his father of using Keith as an emotional dumping ground, and spilling all the stresses of their marriage to their child and trying to make Keith hate her. Keith explained that none of that had happened, that he could just see the auras of energy around people and could tell something was going on by the colors within them and the way the auras themselves were acting.

After quite a bit of arguing and the like, his father eventually confessed to doctoring the results and told Keith's mother that their child did carry the SHA-13 gene, and that this ability to see auras, or whatever it was, was likely the manifestation of that gene. His mother freaked out, and would have turned Keith in to R.I.E.F. or Aspida given the chance. That would have risked Keith's life, and his father's.

Instead, Keith's father used some of his connections, and Keith's mother simply... vanished. It was at about this time that Keith's father revealed that he was in fact an archivist. When he discovered that Keith possessed the SHA-13 gene, he had rethought what he was doing with Aspida and had decided to start helping mutants rather than helping catch them.

It didn't take long for the reality of Keith's situation to sink in, and he was forced to adapt to this new information. He decided, at least for a while, to help his father help other mutants while simultaneously trying to stay as far off the radar as possible, and making the appropriately distraught noises over the sudden "loss" of his mother. Those looking into the case were more than willing to place the blame on Rogues, who were painted as having attacked Keith's mother in an attempt to get to his father.


STRENGTHS
+Perceptive
+Difficult to Surprise
+Empathic

WEAKNESSES
_No combat prowess to speak of.
_Anxious/Nervous Disposition (Coward.)
_Timid
_Indecisive


POWER
⤑Type | MENTAL ⤑ AURA READING

  • ⤑Brief description of abilities/skills |
    Keith is able to read the auras of living entities and non-living objects, although it takes slightly different forms depending on which he's dealing with.

    For living entities, he is able to see fields of energy surrounding individuals, and from these fields of energy is able to discern the individual's emotional, mental, and physical status. Even if he is unable to physically see a person or living thing, their aura will show up to him as long as they're within range. The larger the living creature, the larger it's aura. (So, the aura of things like insects, spiders, and mice are rather small, while humans show up much larger.)

    Objects are another story, and his ability acts as psychometry with them instead of seeing their auras (though the abilities appear to be linked). When touching an object and focusing on it, Keith can glean some knowledge about the object's history, such as who might have used the object last, and even sometimes who might have created the object. The longer someone has interacted with an object, the stronger their mark on the object is and the more Keith will be able to learn about them.

  • ⤑Limitations |
    Keith can only see auras within 100 feet of him, and walls or other obstructions decrease this range rapidly. Beyond a standard interior wall, he can only see about 60 feet. Iron, and alloys of iron, seem to mess with people's auras, or at least how he perceives them, in larger quantities.

    Large numbers of auras being seen at once, and particularly strong auras (like those of someone who is completely enraged), or those of folks who are mentally unsound are likely to stun Keith, and quickly cause him to develop a migraine if he spends any length of time observing them.

    He hasn't worked at all at getting better at understanding the subtleties of understanding someone's physical health from their aura. He can tell how healthy or close to death someone is (judging by how well he can see their aura and how bright it is, for the most part), but not much more than that.

    Older objects have more imprints, and strong enough imprints may "force" themselves upon Keith, which often leaves him a bit stunned. The more imprints on an object, the more muddy they are likely to be and the longer it would take Keith to glean anything meaningful from it. Strong imprints are things such as intense emotions, including someone's death.

    His abilities are not passive, he must concentrate to see auras or study an object's history. The more time he has to study an object, the more he can understand about it and it's history.

  • Just to give an idea of what colors go with what emotions, roughly. Different shades and such mean different things, and colors seems to be simplifying what Keith actually sees to some degree.

    [glow=#F20]Passion/Love[/glow]
    [glow=#D66]Attraction[/glow]
    [glow=#D80]Excitement[/glow]
    [glow=#C74]Resentment[/glow]
    [glow=#9A5]Anxiety/Fear[/glow]
    [glow=#AA3]Aware/Curious/Creative[/glow]
    [glow=#461]Determined/Stubborn[/glow]
    [glow=#6B2]Happy[/glow]
    [glow=#5A7]Jealousy[/glow]
    [glow=#1A9]Content[/glow]
    [glow=#17A]Cool/Calm[/glow]
    [glow=#86F]Pride/Confidence[/glow]
    [glow=#667]Gloomy/Sad[/glow]
    [glow=#943]Anger[/glow]
    [glow=#855]Dishonesty[/glow]
    [glow=#000]Instability/Mental Illness[/glow] - Black in an aura doesn't necessarily mean "evil," but is closer to indicating some underlying problems. Keith gets kind of uncomfortable looking at black auras; they're most likely to give him a migraine, and make him feel like he's got something like oil or slime or tar all over his skin in a nasty film.

    Note: Everyone with powers has some silver to their aura. Keith is totally oblivious to it at this point and hasn't been able to pick up on that layer of things. The silver becomes more obvious if someone's using their abilities actively.

  • Roughly how Keith perceives different character's base auras. This'll become a little bit better over time as he has more time to study different folks's auras (and I have more chances to see what characters are like).

    Deck - Deep red, muddy green, violet
    Lex - Violet, purple, dull blue
    Luna - Pale yellow, yellow-orange, orange-red
    Finn - Bright lemon-y yellow, turquoise, murky pink
    Penny - Violet, dull blue, (some) gray-black, Deep Red
    Josie - Golden yellow, orange-yellow, turquoise, deep red
    Mac - Deep red, murky green, violet
    Mara - Yellow, bright red, dull blue


RELATIONSHIPS
Luna | [glow=#188]Luna Moth[/glow]
Probably Keith's best friend. They've known each other almost the entire time they've been in Rogue, and frequently end up teaming up in the van for missions. Lotta time spent with Finn in his room being nerds.

Finn | [glow=#8AA]Aero[/glow]
Keith's "other" best friend in Rogue. It took about six months after Keith showed up in Rogue for him to finally corner Finn and find out what Finn's problem was with him, because before that point Finn had pretty much avoided Keith completely. Now, the two of them and Luna Moth can be found geeking out together pretty often.

Josie | [glow=#87B]Josie[/glow]
About six months ago, Josie and Keith started doing yoga together. He thinks she's a helluvalot smarter than him, and definitely can't keep up with conversations between Josie and Luna, but that's okay.

Mac | [glow=#F08]Rox[/glow]
???


TRIVIA
⤑Keith knows how to drive pretty well. He gets made "getaway driver" pretty often, to give an idea of his skills and knowledge of the roads and sensors and drones.
⤑Keith's heterosexual, on the verge of asexual. And a virgin. He's never had a romantic relationship.

 
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≡CHARACTER SKELETON≡
⤑ Mara Rose Bellhaven | ⤑ Tempest | ⤑ 25 | ⤑ BLUE​

APPEARANCE

⤑ Written Appearance

By all accounts, Mara is rather average. She sports choppy brown hair that she usually cuts herself, and her darker skin alludes to her mixed heritage. Overall, she's slender, reaching just above petite. Her lean muscle makes it clear that she keeps herself fit. Not wanting to draw attention to herself, she doesn't sport fancy clothes or makeup. She likes to blend in with the crowd, and she's quite good at it.

⤑ Weight | 128lbs
⤑ Height | 5'4"



BIO

Mara was doomed from the start, as were all mutants in this forsaken world. From a young age, she listened to her parents rave about the evils of Rogues, constantly forewarning their three children to avoid anyone who even looked funny. For the first few years of her conscious life, she didn't pay much attention to the rambling conversations at the dinner table. After all, she was just a kid. Their kind of talk was for the adults, and she was perfectly content to live in ignorant bliss for a while.

There was one added boon to her parents' paranoia. They homeschooled their children, never fully trusting the scanners to keep them safe from those blasted mutants. As such, Mara never went to school. If she had, they would have discovered her true nature. As it were, she remained safe until her adolescence---when her powers finally manifested.

It had been a stormy night, of all things. Her family was already asleep, but Mara remained wide awake. Something about the storm called to her; she couldn't explain it. She crawled out of bed, opening her window and stepping onto the low roof just a couple feet below. Lightning flashed and thunder boomed...she felt more alive than ever before. That is, until her hair stood on its end...a single flash of the lightning that struck her immediately after. The shock jolted her, and she let out a scream that was lost to the wind.

Instead of dying, she opened her eyes to something truly horrific. Lightning danced on her fingertips, crackling with untamed power before it was released back into the sky. It didn't take a genius to realize the truth; she was one of them. She was less than human; her parents had ingrained the mantra enough for her to know.

She turned to return to her room, her mind reeling. She came face to face with her little sister, staring at her with fear and shock. Mara didn't even get a chance to speak as she watched her sister's expression morph into hatred, fueled by the endless admonitions from their parents. Her sister ran, screaming for her mommy. It was in that moment that Mara knew her old life was over.

She didn't even bother to think; she just ran. At 17 years old, she fled her family, knowing they would hate her forever. For months, she lived on the streets, a gutter rat cowering from the truth of the scanners. She might have died, had it not been for the mercy of an old woman named Darcy. They found each other by chance. Or, rather, Darcy found her passed out in an alley, suffering from malnutrition.

Darcy had never taken much stock in the ramblings of people, and she was kind. Although she never intended to become an Archivist, a soft heart couldn't keep her away from helping those in need. She nursed Mara back to health, slowly but surely. The two became fast friends, and she helped Mara find work at a small restaurant run by a friend.

She's stayed there for the past few years, somehow making her way in the world. Several times, her life has almost been shattered by rumors of "Tempest." That's what they called the mutant without a face and a name, and Mara intends to keep it that way. For as long as she can.



STRENGTHS
+Intelligence/Strategy
+Stealing/Pick-Pocketing
+Quick & Agile

WEAKNESSES
_Below-Average Strength
_Arrogance
_Distrust in Others
_Self-Serving


POWER

⤑Type: Environmental
⤑Brief description of abilities/skills

Atmokinesis - Mara can manipulate and control the weather and aspects of the weather. This allows her to intensify wind, change temperature, control the severity of storms, and manipulate lightning.

⤑Limitations: Her ability is currently limited by pre-existing conditions. For instance, she cannot create a storm in the middle of a sunny day, but she can intensify a storm that's already there. She cannot drastically change the temperature from hot to freezing, but she can change it enough to make a small difference. Her ability to control lightning is limited by the fact that she cannot currently produce lightning of her own accord; there must be a storm. If it was simply raining without lightning, she could theoretically intensify the rainstorm to a thunderstorm, thus allowing her access to lightning--her main offense.

 
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≡CHARACTER SKELETON≡

⤑ Levi Simeon Gunner| ⤑ Mirage | ⤑ 25 | ⤑ Green

⤑ Written Appearance
His face is decorated in assortment of freckles, splattering his cheeks like a blank canvas. He has a small scruff and his hair is messily dangling in his stormy grey eyes. His nose is slightly crooked; face never graced by a genuine smile, but a smirk to take its place.


⤑ Height | 6'1
⤑ Weight | 185 lbs



BIO


Levi was the oldest child of two, and Levi’s first five years of life were simple and planned to nearly every step.This was mostly due to his father’s(Ibraham) anxiety that Levi could be a possible mutant. Ibraham, while a caring and loving parent, showed early signs of anxiety and paranoia, which was not assisted by his wife. Levi’s mother, Eve, desperately despised mutants and refused to bare any more children to Ibraham if he believed they could be such cruel monsters. Despite this constant fear, Ibraham and Eve would have one last child, Peter Jacob. The birth of this child by the time Levi was six years old brought on a bizarre set of events. Peter would constantly wake Levi in the middle of the night, and to calm the obnoxious child, Levi would go into his nursery and attempt to soothe him. Levi attempted to imagine a lullaby Ibraham would once sing, and by the time Peter was beginning to calm down, Levi could hear his father’s voice. Ibraham was not in the room, and Levi soon began to realize he could generate sounds that he had heard before. Every night for the next two years, Levi would soothe Peter by means of various melodies. Levi soon realized he could change other people’s perceptions as well, although he grew more and more fearful of his abilities as his mother informed Peter and him of dangerous mutants who could burn people alive, or keep their heads as trophies. By the time Levi was ten years old, he would no longer visit his brother to soothe him for fear of horrifying the young boy.

Things would only grow worse for the developing mutant, as his next door neighborhood friend would get caught and killed for his abilities. Levi would stop using his powers altogether, and by the time he was thirteen, he would be separated from his seven year old brother from a messy and brutal divorce. Financially his father faltered, and Levi took up a series of bizarre and exhausting jobs to help bring food home. Levi’s stress would get the better of him, and he would slowly get himself into a variety of substance abuse, before he found comfort in something else. Breaking things and putting them back together. He would work on cars, build bird houses, and do a variety of other projects to sell and make a small profit off of.

Before he knew it, Levi had a small shop, and he could enjoy the simple life. No powers, no mess, no bother. Things would change after Levi engaged in several romantic relationships, and by the time he was twenty three, he had fallen into a relationship with a woman by the name of Sarah. Levi found love, while Sarah broke apart one day and left him for someone else. Levi responded by putting even more effort into his shop, and he was content. That is until one day Sarah returned. She attempted to swoon him back over, and before Levi readily accepted, she admitted something to him.

She had given birth about a year beforehand to a young girl, who she claimed was Levi’s. She had given up the child. Instead of gaining a pitiful Levi, he panicked. He had realized there was a large chance his daughter could have the gene, and she would not be protected. Levi does not know if he truly thinks his daughter is in danger, or if he truly cares. However, he attempted to reach out to Rogue, claiming he is doing it because he wants justice for himself. In reality he is worried sick for the daughter he never had the chance to know.


STRENGTHS


+ Decently strong

+ Loyal

+ Emotionally composed



WEAKNESSES

_ Alcohol

_ Stubborn

_ Easily becomes attached

_ Overworks to the point of illness





POWER

⤑Mental
⤑ Levi’s ability revolves around illusions, but it is not restricted to visual hallucinations. Levi can alter sound, create taste, manipulate smell, and can even manipulate the feeling of touch.


⤑ Levi can only manipulate one sense at a time. He cannot make it seem as if there was another walking, talking version of himself who can shake other’s hands and be seen as the true original. Levi can not integrate the senses, and this leaves his illusions in somewhat of a bend. Levi’s illusions cannot be created unless Levi has seen, heard, felt, smelled or tasted the particular object in question. He cannot make someone hear a voice he has never heard, he cannot make someone feel a contact pain he has never felt. Levi can also be caught up in some of his hallucinations, which includes feeling the pain or infliction he places upon someone else, tasting blood when there is none, and even seeing images of his brother or other loved ones when he himself has not made the illusion.
 

≡HEX≡

⤑ Isiah Monroe | ⤑ Hex | ⤑ Twenty-Seven | ⤑ Orange (Borderline Red)




≡APPEARANCE≡

⤑ Written Appearance
Average height, weight, and build, Hex could probably blend right in to the masses if he ever had the mind to do so. Everything from his hair to his skin to his eyes is dark brown, with his hair on the verge of black and left in rather short, thin dreadlocks. His facial hair is kept incredibly tidy- it looks like he probably does touch-ups on almost a daily basis, and he has his septum pierced.

⤑ Height | Six foot, Two inches
⤑ Weight | Two-hundred and Twenty Nine Pounds

≡BIO≡
Hex was detained by Aspida at the age of sixteen when he went to get a job and was tested for the gene. As he had never shown any inclination of power before this point, he was brought in and detained for "further analysis," until Aspida could determine whether or not he was a threat to society as a whole. He spent the next four or so years in Aspida's cells, with little to occupy his time beyond learning how his own powers worked, though he only stumbled across a portion of them.

He's disinclined to talk too much about how he got out of the holding cells and detainment, but he'll happily state that his information was wiped from their systems thanks to "tech gremlins," and he ultimately was able to walk his happy ass straight out of the labs.

That's probably not entirely true.

Hex spent the next handful of years living an almost-normal life, grateful for the fact that tech, including the dreaded scanners, just... seemed to fail around him, or glitch at the very least. He knew full well it was due to his own abilities, and saw no reason not to abuse them to try to keep his life as normal as possible.

But his bad luck didn't always hit every camera, and someone started seeing a pattern in when certain systems would go down or glitch. Hex's face somewhere in the crowd ended up being the common denominator. So RIEF went after Hex, and Hex abandoned the pretenses of a normal life.

And for a while, (realistically, only about a year) Hex did a pretty good job of staying just ahead of RIEF thanks to his abilities.

But they caught up to him, and Hex needed somewhere to go.

An Archivist offered him a solution. Join up with the Rogues, they'd give him a place to lie low as needed and some well needed back-up. Hex didn't see that he had much of a choice.

He's been running... disruption missions for Rogue for the past three years or so, frequently on the opposite end of the city from where the Rogues are actually working and just causing as much Bad Luck as he can manage.

But with recent events, Hex has been pulled a little bit closer and has started to be sent out alongside the others rather than out on his own causing trouble. RIEF and Aspida need a little bit of Bad Luck.

STRENGTHS
+Athletic - Hex is almost always running. Staying in one place is a good way to get yourself killed when you run solo missions, and he knows it.
+Competent - Hex has been doing his thing for years. He's got a lot of practice, and probably won't be stopping until he's dead.
+Confident - He knows his own limitations, but is confident in his own abilities up until that point.

WEAKNESSES
_"Lone Wolf" Mentality - Hex has, for most of his time around, run solo. He's pretty hesitant to trust that anyone has his back. It also means he doesn't do a great job keeping an eye on his partner(s), and can come across as self-centered in some situations.
_Arrogance - Hex isn't the best at handling new information or situations, he usually falls back to his "usual methods" to handle anything new, knowing they've served him well before and probably will again. It doesn't always work out that way, though.
_Pessimistic - Hex calls it being a realist, but alongside his arrogance comes a big dose of pessimism and negativity.


≡POWER≡
⤑Type | MENTAL ⤑ CURSE MANIPULATION

  • The most basic description of Hex's ability is the ability to bestow or remove curses.

    ⤑Bad Luck
    The only curse Hex actually knows how to utilize, but the side-effect being that Hex is very skilled at it's usage. Most typically, this curse is manifested in an Area of Effect surrounding Hex. He can generate larger fields, with lower power, or smaller, more concentrated fields. He's also capable of "tagging" up to about 4 people with more concentrated Bad Luck, but it means he can't utilize the Aura at the same time. Someone tagged with his Bad Luck curse ends up having this symbol show up on their body somewhere.

    The effects are pretty much exactly what it says on the tin. Things just... go wrong. Technology is especially vulnerable to this curse, with cell and wi-fi service dropping out, short circuits occurring, software going into infinite update loops, and all sorts of other little frustrating things that could occur in a system running otherwise flawlessly. Guns might jam, someone might trip or slip, a glass might fall off a table. And it all works up from there. Enough exposure can even result in the structural flaws in buildings and the like seeming to increase exponentially, and cause the building to collapse, though it takes quite a bit of time for something like that to occur.

    ⤑Other Curses
    Theoretically, the following are other curses Hex could bestow. However, any usage of the following up until now has been done on accident.
    ⤑Binding: A simple curse preventing an individual or object from doing something.
    ⤑Illness: Usually something small and annoying. A cold or allergies. If Hex practiced, he might be able to induce more serious ailments.
    ⤑Rage: Making an individual far more unreasonable and prone to fits of violence and anger.
    ⤑Disaster: Causing someone or something to draw natural disasters to it/them.
    ⤑Insanity: Causing varying degrees of mental instability in an individual.
    ⤑Breaking: An object cursed with this would be prone to breaking, an individual cursed with it would be prone to breaking things.
    ⤑Disruption: Disruption of electricity or technology. On purpose, rather than just being a side-effect of Bad Luck.

  • ⤑Bad Luck
    ⤑Hex has pretty good control over his own abilities, but still will occasionally short out tech, even if he's actively suppressing his Bad Luck Aura. He's got a serious case of Tech Gremlins. (The longest a phone has lasted in his possession is about 3 days.)
    ⤑Hex has to actively "deactivate" his Bad Luck Aura to keep it from causing problems all the time. And even then, there's still remnants of it around in little things like a coin always landing face down or glasses being knocked off tables, or dropping phones constantly.
    ⤑Hex believes that his Bad Luck becomes stronger if he goes out of his way to do things that cause bad luck. Walking under ladders, a black cat crossing his path, breaking mirrors, ectra. There's no definitive proof of this, Hex's belief in it seems to make it true.
    ⤑Hex's Bad Luck is reduced or countered by sufficient "good luck charms." Lucky bamboo, ladybugs, true four-leaf clovers, upwards horseshoes, chunks of jade, ect, ect, ect. As a side-effect, Hex carries quite a number of good luck charms on his person to give to folks he doesn't want affected by the aura, or at least wants affected less by the aura.

    ⤑Other Curses
    As of this moment, any other Curse Hex attempts to perform requires intense concentration, and an object to be used as a conduit for the curse. The easiest sort of object to be used would be something like a poppet of the individual to be cursed.

    He also has no practice or real idea on how to utilize any of the expanded potential uses of his power at this time.


≡RELATIONSHIPS≡
⤑ Kali
⤑ Black Cat | ⤑ Female | ⤑ Three Years Old | ⤑ Picture |

Hex's little black cat, she can normally be found hanging out up on his shoulders. For him, a good source of Bad Luck.

⤑ Josie | ⤑ Rogue Accomplice|
Josie's been patching Hex up pretty much since he joined up with Rogue, and almost every time he comes back from a mission he brings her another little good luck charm for the lab to try to help make sure he doesn't break anything in there.

⤑ Luna | ⤑ Little Sister|
Hex pretty much immediately started being protective of Luna the moment he met her and just... somewhere along the line started calling her his little sister. Not much more complicated than that!

⤑ Deck | ⤑ Acquaintance|
Hex knows a lot of the same hangouts and hideouts that Deck used before he joined Rogue, and it wasn't uncommon for the two of 'em to end up in the same places. Not necessarily friends, but still around each other enough to notice if one or the other hadn't showed up in the usual spots for a week or two, and idly wonder whether someone'd been caught or killed.

≡TRIVIA≡
⤑He adamantly disbelieves in magic, despite his power being pretty similar conceptually, and is an atheist.

 
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≡CHARACTER SKELETON≡

⤑ Nikolas “Nick” Locklear| ⤑ Echo | ⤑ 22 | ⤑ Blue​


Nick.jpg

APPEARANCE
⤑ Written Appearance


Nick has a tall, lean build earned from hard work in childhood and a nomadic life since. He has striking features, and long black hair that is tied out of his face one way or another. He wears dark and muted colors, and a simple pendant on a leather cord.

⤑ Height | 6’0”
⤑ Weight |176 lbs




BIO


Born to a single mother that had long been convinced that the world’s governments would fail those that needed help the most, Nick had a slightly unconventional upbringing, even for a world where mutants had existed for decades.

Helona Locklear had been a practical sort of woman, perceptive and pragmatic, though there was the occasional person that called her odd. She’d disliked the fearmongering and intense regulations of the organizations in charge of eradicating mutants, believing that all mutants were not to blame for the crimes of a few on that original All Sorrows Day. She surrounded herself with like-minded people, ending up in an apartment complex with an Archivist as the landlord.

This was the environment Nick was raised in. While he was made aware of how others viewed mutants, and of the blood tests and scanners, he was sheltered in the fact that he didn’t come face to face with it himself. In the apartment complex of roughly 30 households, they shared much of the same views as Nick’s mother. As such, Nick grew up loved, cared for, and surrounded by friends close enough to be considered family. He had a fairly normal life as a generally happy and sweet, if not rather quiet, boy.

Other tenants, having either been involved in the education system before or familiar with homeschooling, banded together to provide schooling for the children in the building. In addition to this, Nick’s mother taught him what she thought he needed to know in order to survive. She taught him how to garden, how to fight, how to pick locks and hotwire cars, and how to make the most of his situation. She drilled him on escape plans and how to evade scanners, and reminded him to keep the backpack in his closet well-packed and ready to grab, “just in case”. Helona was loving, but firm, and helped to instill the sense of responsibility she felt he would need when the time came.

And the time did come. As Nick grew older and the other children did too, their powers developed. It became known that weird things happened in that complex. Rumors circled, that there were archivists and mutants harbored there, and rumors turned to reports.

R.I.E.F. stormed the complex, having been sent to deal with both the archivists and the mutants. Nick was cornered as he tried to help another tenant on the brink of death; in that moment, with a yell, Nick’s powers spared him and knocked the agent hard enough into the wall that the details of that day were fuzzy. Nick ran, knowing that his only chance of survival would be to escape. He grabbed the bag his mother told him to keep ready, “just in case” and escaped in a car. In the chaos, some of the others escaped but Nick remains unsure on the fate of his mother.

Nick has since been travelling, never staying in one place for too long. Traveling from his home in North Carolina, he moved up and down along the coast for several years. He survived as a thief, having pickpocketed and shoplifted a great deal, while occasionally taking supplies and materials that he could sell on the black market to other mutants and archivists. Now and then, he takes jobs from archivists until he needs to move along again. He’s often homeless, with only the SUV he’d escaped his apartment complex with for shelter. He’s recently ended up in Miami.



STRENGTHS

+Resourceful

+Compassionate

+Resilient


WEAKNESSES

_Intense fear of heights

_Guarded

_Cautious

_Insecure



POWER

⤑Type: Environmental
⤑Brief description of abilities/skills


Acoustokinesis: Nick has the ability to manipulate sound. He can intensify it, dampen it, and even distort it. This ability can be used both as concussive blasts that can cause serious damage and as a mechanism to ensure stealth by silencing his movements.

⤑Limitations
His actual powers are unable to generate any sound. It has to come from some other source; Nick has bypassed it in the past by using his voice or using his own body to make sound, but his powers can’t generate sound on their own.


He also only has a certain range, which is somewhere around 500 feet. If outside his range, his powers are typically harmless, and even if just inside his range, his powers are not nearly are damaging as they would be in close quarters. His range is also limited by solid obstacles, like walls.

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≡HEY THERE SWEETNESS≡

⤑ Lillian/Lucas Serenity Krestlauv | ⤑ Knucklehead | ⤑ 18 | ⤑ Yellow



APPEARANCE

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⤑ Written Appearance

Lucas has a thin and lithe build with not a lot of muscle to spare. However, his small figure does nothing to dwarf the confident grin and amusement his deep chocolate stare. Freckles dot his face, his hair is shaved on one side, and twin horizontal scars mar his chest.

⤑ Height | 5’5”
⤑ Weight | 125 lbs



BIO

Lillian Krestlauv was homeless the first decade of her life.

She fend for herself the best she could and took up the occasional odd job whenever a kind face showed pity for her. Of course, there were several offers tossed her way for adoption or taking up shelter with them, but Lillian always turned it down out of pride and fear. Independence was what she knew best; abandoning that world seemed like the scariest change known to man.

However, her mindset was gradually influenced by a man named simply as Nobody, whom she met around the age of 13. Something about Nobody’s charisma and open-minded approaches charmed Lillian, to the point of where she found herself developing feelings for him. It took constant badgering and weaseling into Lillian’s heart, but eventually she decided to live with Nobody. Upon being introduced to his home, she quickly learned that his lifestyle was far from...expected. The man worked in partnership with many underground businesses and owners of prostitution rings. Nobody’s sector was centered around hiring young men to satisfy his customers’ unique tastes, especially of the transgender variety.

And yet, even then, Lillian was so helplessly brainwashed and lovestruck that she overlooked the atrocities. The desperation to feel loved and wanted possessed absolute domination over her. Lillian’s true descent began when she willingly altered her looks to appear more masculine and gain Nobody’s favor. Boyish haircut, adopting a wardrobe that was a hybrid of rugged biker and suburban teen, top surgery, and joining Nobody frequently to smoke while out on the balcony. She even accompanied Nobody during his meetings and transactions at certain locations, such as lucrative strip clubs and gambling houses. Whatever scanners or identifiers equipped by ASPIDA and RIEF were absent, as attention from the organizations equated to interacting with the authorities.

Thus, Lillian gradually transformed into Lucas, falling so deeply into the rabbit hole that he barely remembered his old name.

Lucas’s wake up call arrived in a deadly form. Nobody had attempted to cheat one of his partners, saving nearly 70% of the profit for himself; however, a raid had struck his business and bullets riddled bodies in mass. The outcome was a bloody mess.

The only survivor was Nobody--shielded by Lucas’s BN skin. Rather than expressing gratitude, Nobody immediately tried to kill Lucas, disgusted to have been fraternizing with a mutant all these years. Lucas had no choice but to defend himself and fled from the premises, betrayal and confusion and identity crisis in tow. Afraid that Nobody would try to hunt him down and finish the job, the teen sought refuge in Rogue at the age of 15 and had worked with the organization since.



STRENGTHS

+ Agile
+ Effective Shield and Tank
+ Quick-thinker
+ Sneaky


WEAKNESSES

_ Frequently distracted
_ Stubborn / Doesn't know when to quit
_ Argumentative / No filter
_ Physically Weak / Not very strong




POWER

⤑Type: Physical

⤑Brief description of abilities/skills: BN Skin - The carbon atoms in Lucas’s body can morph into BN (Boron Nitride), thus changing his skin and physical makeup into the material. This grants his body the same properties of BN, such as electric resistance, heat resistance, heat conductivity, and a hide tougher than diamond.

⤑Limitations: Lucas’s ability comes in three modes: a-BN, c-BN, and w-BN; a-BN is the most stable, while w-BN is the most taxing on Lucas’s body. He can only adopt one mode once a day, as he needs plenty of rest before switching over to a different mode. Attempting to use two or more modes in one day can lead to fatigue, low stamina, lightheadedness, headache, and, in extreme cases, internal bleeding.

Link to more detailed power description: In-depth Power Description
 

≡CHARACTER SKELETON≡

⤑ Francis Blanchard | ⤑ Amp | ⤑ 19 | ⤑ Orange



APPEARANCE

⤑ Written Appearance

Appearance: Though her face is dainty and her stature unimposing, there seems to be a lot of weight to Francis’s stance. She walks with purpose, and there is no ‘flutter’ about her. Despite her boyishness and somewhat uninviting look, she still holds a very pretty face, that can often be deceiving to the true nature of the power she holds. Her eyes are an enchanting gray-blue and light freckles litter her face and body. She has a multitude of small scars from everything and in between, but none seem to stand out. Overall, she could blend in a crowd fairly easily if she wanted too, especially due to her small frame. Her height is especially what makes her appear very unimposing.

⤑ Height | 5'2"
⤑ Weight | 90 lbs



BIO


Francis was lucky enough to enjoy a very peaceful childhood. She lived on a farm in a small community of run-away metas. Her parents, who owned the farm, and a few other families in the vicinity, had all picked a spot far away from R.I.E.F’s line of sight in an attempt to lead a semi normal life. And it worked, for some time. She and her brother were able to enjoy a decent family life, even though it was somewhat cut off from civilization. He was often off doing his own thing, playing with his creepy toys, so she made friends with the children of the other families. Francis enjoyed tending to the farm, working with the animals, and being fairly independent and discovering her powers on her own terms. As a result, she has no qualm with using her power and often embraces it, to which many others can’t say the same.

This lasted up until the age of 15, when R.I.E.F discovered them and laid siege. Only Francis was able to squirm away, leaving her family and everyone else to deal with the repercussions. Though it still haunts her today, she was lucky enough to come into contact with Rogue shortly after her daring escape. She’s been there since, four years, working closely with them and doing her best to aid them in any way she can, as she wholly believes in their cause. Though she isn’t the friendliest out there, she’s loyal to the people at Rogue and works hard to see her missions through.




STRENGTHS

+Levelheaded - Francis is fairly thorough in all her decision making, and is good about acting well and quickly on her feet.

+Dedicated - An impressively hard worker, once Francis starts something she gives it her all, and works very hard to achieve it.

+Loyal - Once she’s placed her trust in someone, she is loyal to the end.

WEAKNESSES

-Closed off - she’s not obvious about it, but Francis doesn’t enjoy opening up to people. It feels trivial to her and she doesn’t enjoy allowing people ‘into’ her.

-Dishonest - white lies don’t seem like lies to Francis much. She has no qualms spinning the truth just a little if it keeps her from saying something she doesn’t feel like saying. She doesn’t lie about big stuff, though. Usually.

-Distrustful - though Francis does trust Rogue as a whole, it took a long time for her to do so. She is not quick to trust people as individuals.



POWER - Full Charge

⤑Physical

⤑ At least, that’s what Francis calls it. Francis keeps track of her power in a system reminiscent of battery percentage. At 100% energy, Francis has heightened strength, speed, reflexes and senses. She could almost be superman minus the flying, but full charge hardly lasts for long. Often she’s at 70-80%, which is a good dosage of all those enhanced goodies, and all fairly powerful.

⤑ As Francis uses her abilities, her energy level depletes, and with the energy level goes her powers. Her powers will begin to dampen, lessen in strength, until at 0%, she has no energy left and is comparable to a normal human. To up her energy on and off the battlefield Francis carries snacks, and sometimes sugar or other junk-food type things can give her a short but explosive boost in power. However, it largely relies on amount of sleep, and for how long/how hard she’s already used her abilities.

⤑Trivia: -Often keeps a fanny pack filled with high energy snackage. (and the occasional pack of sugary junk food)

 
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≡CHARACTER SKELETON≡

⤑ Rose Olsen | ⤑ None | ⤑ Eighteen| ⤑ Blue​



APPEARANCE


⤑ Written Appearance

Rose has, for the entirety of her life, has existed under the label of 'adorable', possessing quirky, childlike features in big, bright eyes, a button nose and a bowed mouth, set in something of a permanent smile. The label isn't helped at all by her diminutive stature, and baby-white skin, both unfortunate side effects of her condition. Generally, Rose wears jeans and t-shirts, and signature checkered sneakers, brown wavy hair cut to her jaw.

⤑ Height | 5'2"
⤑ Weight | 98lbs




BIO


Rose grew up in the comfort of a gated community, just outside Miami. Her father Theodore was a successful science engineer worked for a company that designed many of the early schematics for the first Drone series, and her mother, Mary, the daughter of a senator, well suited to a life of wealth and means. The last thing the Olsen family anticipated was a mutant among them. Rose was thirteen when her powers first manifest, but for several years, she concealed them carefully, keeping largely to herself and avoiding any missteps.

Unfortunately, she couldn't avoid detection forever. When Rose's father engendered enemies from his competitors, no one thought much of it, until men arrived at their home, threatening his family. When Theodore's security team arrived, the situation escalated quickly into a firefight, and in the confusion, Rose's mother was shot. Rose, unwilling to watch her mother die, leapt into action and revealed her powers... The thanks she later received was a strict warning from her parents to never again use her abilities.

But it wasn't enough that Rose promised to hide what she was. At sixteen, during Rose's birthday celebration, their home was raided by R.I.E.F. agents - alerted to Rose's presence by none of other than her parents. It was dumb luck that Rose hadn't been feeling particularly social and had retreated to her room. Seeing the raid from her bedroom window, Rose fled the manor, and taking a bus into the city, disappeared in the anonymity of the crowd.

In time, she fell in with a small group of underground mutants, who introduced her to an Archivist, willing to take her in. For the next two years, Rose lived with Daniel Harper, running errands for the man and keeping under the radar.


Rose, as a rule, thinks of others before herself, nearly to a detriment. Her compassion can be, at times, blinding, and she very rarely considers the consequences of her actions. Despite everything she's endured, however, Rose maintains an element of optimism, not allowing the dark things of the world to enter in to her mind.


The only area Rose seems to exhibit any sense of discomfort is when it comes to talking about her family, a subject she's more than inclined to avoid, by any means necessary. Quiet and reserved, she nevertheless has a fire within her, and a will to survive that isn't easily shaken.



STRENGTHS

+ Good

+ Patient

+ Optimistic


WEAKNESSES

- Shaken

- Reserved

- Sheltered

- Compulsive



POWER

⤑Type | Physical
⤑Brief description of abilities/skills |


Healing Touch | Via physical interaction, Rose can heal open wounds and injuries and mend bones. Unlike stitches or a cast, her abilities allow cellular regrowth at the site, resulting in instantaneous and scarless healing. Similarly, utilizing the cellular structure of illnesses, Rose can also alleviate headaches, fevers and viruses and stave off the effects of poisons or venoms.

⤑Limitations

Rose's abilities function only in a living target. She cannot revive the dead, and at current strength, cannot regrow severed body parts. Ironically, she cannot cure the common cold. Rose is also limited by her own physical disabilities - suffering from an immunocompromised condition that causes frequent illnesses, as well as anemia.

Relationships ||


TBD

Important Details ||


Since living with Harper, Rose has developed a compulsion for cleanliness.
 


≡CHARACTER SKELETON≡




Name: Shiloh Maeve Donovan -- Alias/Codename: Golem -- Age: 20 -- Threat Level: Yellow







Height: 5'4"

Weight: 129 lbs



Written Appearance



Shiloh is a fairly sized woman, with coffee colored, curly hair reaching down to her shoulder blades. She has a variety of scars, one tracing from her cheek bone all the way down to her lip, which makes a smile on that side nearly impossible. She has a gentle, button nose, and countless freckles down her arms, back and nose. A small piece of her right ear is missing. She wears dark skirts and loose dresses for the most part, her feet never graced by shoes. Her hands are covered in calluses







Bio



Shiloh was born as an only child in a family of incredibly paranoid, incredibly compulsive parents. They rarely let her leave the home as a child, claiming she was ill when in reality she was the picture perfect of health. Shiloh was put through odd practices of teaching and never had the chance to go to school, but learned a few things. Reading, writing, and the dangers of mutants. Shiloh bored of her parents, and has several deaths of feral cats, dogs, or any animal that dared to be friends with her, related to her parents.



Shiloh had made many attempts to run away, and found that one thing in the whole world gave her comfort when nothing else would. Dirt. Shiloh became very artistic and would spend a majority of the time she could escape to spend time in the outdoors, fashioning sculptures out of stones and mud.



Shiloh's fairly innocent hobbies sent her parents into a frenzy, and they were convinced Shiloh was infected with some form of evil. This is when a man by the name of Benjamin Codd came into her life, a man who claimed that time with him would beat the children straight. The parents agreed, and Shiloh was sent off to live with a complete and utter stranger for the next six years.



Benjamin Codds game was fairly simple. Put children under harsh conditions and see if they had abilities. If not, he’d convince them to help ‘take care of other children’ if so, he thought he could make a quick buck by turning them in. Much to Codds surprise, Shiloh was a respectful girl who showed no signs of abilities. Codd did everything in his power to try and break her, including beating, starvation, and many other methods. Still, Shiloh remained sweet and attentive to him and to all the other children.



This changed when a little boy named Drew came into the house. Codd would beat him so severely that Drew would not remember his own names for days on end. Shiloh grew sick of the behavior, and took Drew under her wing. She revealed to him, that after she was left to bleed in the backyard of her prison, she was able to create little creatures of dirt. Drew revealed that he himself had abilities, but only was explained to be ‘when I want him to stop he will.’ This was not the case one night, when Codd figured out the extent of Drew’s abilities and threatened to send him away. Shiloh finally snapped and nearly drowned the man in mud, before releasing all other children and taking Drew with her. Drew is currently being taken care of by an Archivist, while Shiloh is attempting to make ends meet to take care of the both of them.











Strengths



-Empathetic(with children)



-Strong-willed



-Tranquil





Weaknesses



-Emotionally troubled



-Hard-headed



-Sickly with powers



-Skittish







Power Type: Physical





-Brief Description of Abilities: Shiloh’s ability is to manipulate earth. She can shift mud and dirt to her will, generally into the shape of small little soldiers. In times of difficulty, she can sense items, creatures, and footsteps upon the earth.



Limitations: Shiloh can manipulate earth to her will, but creating her creatures requires two things. Energy, and her own blood. Her creatures do not have minds of their own, but they can still do as they please and are hard to manage. The creatures are easily destroyed, but can regenerate until her blood is removed. Shiloh does not know why, but if a creature is harmed or destroyed, she has major migraines. Shiloh also cannot easily see with the earth, but if desperate, she can manage. This leads to blinding pain and requires large amount of concentration. Shiloh is not easily harmed if she uses her ability without her blood, but nosebleeds are not uncommon.



 

≡Hello. I’m Hungry≡

⤑ Ozno McCarthy | ⤑ Venom | ⤑ 21 | ⤑ Blue

APPEARANCE

⤑ Written Appearance

Very thick and solid build hidden under hoodies and sweatpants, with a mess of short ginger locks and ghostly pale skin. He has gentle yet exhausted green eyes and a loop piercing on his bottom lip.

⤑ Height | 5’11”
⤑ Weight | 195 lbs






BIO

Like most children, Ozno was home-schooled and lived a quiet childhood with his single father Raymond McCarthy. Raymond owned FTB (Florida Trusts Bank), which was earning lucrative income and placed them in a financially comfortable position. As for their home life, Ozno rarely heard from his mother after the divorce, though she did send in the occasional postcard and birthday letter. Aside from that, he saw her so infrequently that her visage is a blurry mental image to this very day.

However, art proved to be a wonderful escape for Ozno, especially painting and body art. He often drew on his own skin with ink pen and marker, which earned him the customary scolding from his father before having to wash them off. In the end, his talents were never recognized, thrown under the bus and labeled as "careless doodling". Instead, Raymond made Ozno focus on Business and Economics, as he was going to leave the family business in his hands once he turned 17.

When Ozno turned 13, he discovered his mutant abilities in a horrid way. He was home alone, playing with his pet dog, Doobie. However, after cuddling with the puppy for an hour or so, he realized that the canine's fur was slick with some odd substance and it had stopped breathing. In that moment, he had realized two things: one, his dog was on death's door and two, he couldn't call the ambulance or for help, as he wouldn't be able to explain the Doobie's condition unless he revealed he's a meta.

Left with no choice and a brain filled to the brim with panic, Ozno fled before his father came home and remained on the streets for a few months. It was an Archivist named Megan Piedmont that took him in; he lived in the attic of her shabby little tattoo parlor, which was simply dubbed the "Ink Shack". However, Megan was quick to recognize his artistic talents and took him under her wing as a tattoo artist.

All went well for four years. Ozno sharpened his skills with Megan's guidance and learned the ins and outs of tattoo art quickly. He took up a job at the "Ink Shack" about two years in and gained plenty of customers, who loved his grim yet cartoonish style. His work eventually earned him the nickname Ozzy Boy among the general customer pool and local area, his popularity steadily growing. It seemed that the fear he ran from was finally losing momentum.

Unfortunately, that hope was crushed to dust when thieves ransacked the "Ink Shack" in the dead of night. Before they could steal any money or harm Megan, Ozno poisoned both men with SUX, killing them. The ruckus was bound to draw attention and eventually R.I.E.F. investigation due to the thugs' mysterious asphyxiation; thus, Ozno was forced to flee once again at 17 and turn to Orlando's Rogue HQ for reprieve. He still keeps in contact with Megan, though those instances are few and very far in between.



STRENGTHS
+ Reliable
+ Patient
+ Swift/Agile


WEAKNESSES
_ Quiet/Reserved
_ Loves cartoons a little too much
_ Allergic to medication & natural remedies
_Animal Cruelty



POWER

⤑Type: Physical

⤑Brief description of abilities/skills: Numb Blood - Ozno’s bloodstream carries a toxin that blocks neurotransmitters between nerves in the neuromuscular system, thus paralyzing his opponents. Ninety percent of the toxins in his body produces a generally non-fatal paralysis, but he also has the ability to produce Succinylcholine (SUX), which shuts down every single muscle in the body, including ones used to breathe. As a result, his target dies slowly of asphyxia while conscious. He can eject these as liquid projectiles or ooze from his skin, which seeps into the target's bloodstream through their pores.

⤑Limitations: Of course, to produce the toxins, he needs a source to draw from. This comes in the form of his metabolism, as the energy needed for his system to produce toxins is hefty. This would explain his constant eating and eternal sluggishness. Thus, he needs to sleep at least twelve hours a day, along with consuming three square meals and snacks in between. Trying to produce toxins without energy will reduce Ozno to slurred speech, staggering, lightheadedness, and fainting.