[quote=@ColouredCyan] [@Lugubrious], Are you still accepting characters? Mine is expecting to talk her way through the Crucible, and win. [hider= Garbage, the Anti-Combat Saboteur] Name: Ms. Michelle "Shelly" Dunnst Alias: Garbage Race: Metahuman Sex: Female Class: Anti-Combat Saboteur Equipment: Accordion, Mini Speakers, Ultrabright LED Torches, Empty Vials, A sharp knife. Abilities: High Social Intelligence: Shelly reads people's feelings like children's books. In conjunction with conversation she is capable of gleaning a lot more information than most. Sensory Persuasion: Sensing Shelly induces Synesthesia, causing temporary changes in perception, tastes and opinions of the sensor. The intensity of the perception correlates positively with the magnitude of change. For example, passively gazing at or listening to Shelly offers little to no change after a short period of exposure. However the feeling of Shelly against your bare skin has the chance to drastically alter current priorities and occasionally warp perception of reality. Its thought that Shelly gives off an "aura", a complex array of sensory information at all times (even when trying to do nothing), including but not limited to visual cues, pheromones, voice modulations, tactile stimuli and secretions in sweat that induce over stimulation and under stimulation in both the sensory and memory section of the brain leading to temporary changes. These changes start off as quite random, however Shelly tunes herself unconsciously becoming more better and better at controlling the experiences she induces in those paying attention to her. It is unknown what effect Shelly has on those with extrasensory abilities, although the link between intensity of the sensing and amount of change to tastes and opinions is likely to hold true. Fighting Style: Pacifist. Entirely unskilled in combat. Prefers talking it out. Personality: Bold, independent and verifiably the best taste in fashion known to man, Shelly is a force to reckoned with. She's by no means clever but doesn't often find herself outwitted, nor is she especially tough. Shelly's true strength relies on her ability to read the situation and read people, diffusing situations with her social skills, her patience and her compassion. Shelly's learnt not to be shy, her behaviour has a more lasting effect on people than her powers do. She's a natural diplomat and if it weren't for the Crucible she would probably already climbing the political ladder. Everyone who has ever spent time with Shelly would tell you she was charming, in an little odd way, and certainly a delight to be with. Shelly is very open with others, deep down however, she still finds it tough to trust others, and more worryingly, this mistrust has always scaled with compatibility. The best way to describe how close she lets people get to her is "arms length", but you wouldn't know this until you REALLY pushed this boundary as she is well equipped to hide it. Wish: End the Crucible, for good. Echo: The old family farmhouse, it long winding path to the main road, the telegraph poles and the surrounding fields of rapeseed oil. Dark clouds circle overhead, threatening to rain but never quite getting there. The wind gusts up periodically, the yellow flowered crop succumbing to its strength and swaying with it. A body kneels at the threshold to the house in front of the door, a hand gesturing as if to be handing something over. A pained, defeated expression is painted irremovably on its face. Shelly has no recollection of her parent's old home out in the country from when she was little, her mother and Shelly moved out when she was much too wee. Shelly's Echo of the farmhouse is based entirely on the video footage of her late father's trip into the Crucible, which she has studied more carefully than she cares to admit. Bio: Shelly has spent the entirety of her adult years training for the Crucible; aged only 23 Shelly even admits it isn't hasn't been long. Shelly's confidence in her abilities and her Mother's declining health have been her primary motivators for signing up this season. She can't keep putting it off either, Maybe next year? The year after? When does that end? She's ready, the time is nigh. Shelly's biggest worry is her Mother; Mum knows Shelly's flying the coop but doesn't yet know she's heading to the Crucible, she's under the impression she's moving in with a boyfriend. She'll find out eventually, but Shelly hopes the tournament will be close to ending before then. Shelly isn't much worried about death, despite that being a real threat in this tournament, she'll never give anyone a reason to take her life. Anyone that can't be [i]reasoned[/i] with she'll be more than willing to offer the phylactery too and suffer the consequences. Appearance: Shelly has curly shoulder length dark brown hair, usually tied up behind her right ear with an aging, but still functioning, fluffy Miffy scrunchy. Exceptionally Dark brown eyes adorn her tan face, dark enough that without good light its tough to see where pupil ends and iris begins. An innocent button nose betrays her age, however her personality will set you straight again. At 5'3" she's a shorty but her high, wide hips give her legs the impression of length. Her training has toned her physique, but she's by no means muscular. Garbage wears a black hooded cloak, which obscures physique and accordion entirely, and can be tied together to keep closed with a gold ribbon. The hood is large an makes it difficult to see that shes also wearing a superhero style domino eye mask and an earpiece with tiny microphone attached. Out from the bottom of the cloak you can just about make out a pair of combat boots. [color=#1E1C1C] Underneath is Garbage's "supersuit", which is designed for maximum exposure without compromising on necessary protection. Garbage chooses to wear a white low cut boyshort leotard. Two red vertical stripes run up the suit and down the back. Her "utility belt" is little more than a bum bag decorated with red ruffles that contains some of her potent weapons.[/color] Frenzy: Shelly loses control of her power, transmitting all her dreadful, insanity driven feelings to all others that are paying attention to her, forcibly. The sheer intensity of it leaving most of their sensory and memory faculties hugely impaired with garbage information, manifesting itself in experiences like hallucinations, blindness, deafness, false memories, amnesia, the sensation of slow time and out of body experiences. It also activates Frenzy in her victims. Failing to obtain a soul returns her to previous state of control giving her back the ability to focus and tune, however she too is now a victim of her own powers and is just as liable to disable herself as she is others. Inventory: Phylactery [/hider] [/quote] There are a couple problems. First off, the RP's status is 'full'. The two remaining player spots belong to [@Indra] and [@Mira Yasaka]. That means I'm actually not accepting, unless one were to give up the slot. Second, the central premise of the character's backstory is misguided. The Crucible is something that, in terms of this story, just started to exist for the first time. This is the first official tournament, and it's not supposed to be some sort of recurring societal thing like the Hunger Games; it is a private event, with the participants spontaneously joining. With these two things in mind, I must decline this concept, though I am sorry to put to waste all the work you did. [quote=@obliviousRoadie] here's my NPC my dudes [hider=Fin, the Cop] [u][b]Name:[/b][/u] Finimoure Thoedrun [u][b]Alias:[/b][/u] Fin, the Cop [u][b]Race:[/b][/u] Rythulian/Wanderer [u][b]Sex:[/b][/u] Male [u][b]Class:[/b][/u] Gunman [u][b]Equipment:[/b][/u] [b]-Siglico & Valencino Mk. IV .44 Handgun [/b]- Emits a bright fluorescent blue glow from its inside [b]-Sacred Scarf [/b]- 6 ft long, charged with a strange energy depicted in glowing white symbols. [u][b]Abilities:[/b][/u] [b]-Scarf-based Flight [/b]- [u]Fin's strange scarf allows him to float upwards for about 6 seconds. Afterwards, it must be recharged - by itself, it recharges for around 35 seconds, or it may recharge for up to 5 seconds, depending on how close it is to an electric or magnetic field.[/u] [b]-Wanderer's Voice [/b]- There is a special addition to Fin's larynx which allows him the use of the Wanderer's Voice - a peculiar way of speech used for operating or activating things. The sound is either a short "chirp", or a drawn-out, chiming "call". [u]It activates any electrical or magical devices within range. The physical range of its effects depends on how loud he calls.[/u] [b]-Quickdraw [/b]- Fin's apparent career as a policeman in a vast, booming and violent city has earned him skills similar to a character from a Wild West movie - "[u]Quicker draw and better aim[/u] than any crook, as was required of us." [b]-Bloodhound Snout [/b]- Fin's physiology, similar to a canine, allows him an [u]increased sense of smell[/u] - a single whiff of the enemy's general stench and he can [u]quickly track them down from a dozen miles away[/u]. [b]-Cat People[/b]- Another thing "they had to learn in the academy" was how to [u]move quickly, yet silently and without being seen[/u] - similar to a cat. The common Rythulian's small weight helped with that. An addition to their training was how to make the most out of another peculiar part of their physiology - their ability to [u]adjust very well and very quickly to the dark[/u]. [u][b]Fighting Style:[/b][/u] A good cop from Fin's home city would follow a quite militaristic principle - shoot first, ask questions later. Fin takes this principle very seriously, as he always tries his hardest to make absolutely sure to engage at the enemy before they do. In fact, he doesn't even let them attack at all - his basic tactic is to fire all six shots from his gun towards them as rapidly as he can and reload as quickly as his ashy hands can. If available, he will use any nearby electrical or magical device to trap or - in this particular case - kill the crook he is pursuing. [u][b]Personality:[/b][/u] Fin seems quite stoic, but under the guise of a cold-hearted, robotic policeman only loyal to the concept of law and order lies a surprisingly smart and sensitive man. His greatest fear is failure, which is why he is so extremely diligent in his work. He has always relied on his gut-feeling, seeing as it's seemed to have saved his life numerous times in the past. He always approaches other people with extreme caution and uses short sentences, as he is more used to work-related situations where he could be stabbed at any moment. For this, he keeps a slightly bigger distance than a normal person would and has a tendency to stare, which is something he himself isn't aware of. [u][b]Bio:[/b][/u] Fin lost most of his memories since his civilization ended abruptly as a result of a Civil War. Although the only life he's ever truly known is that in the Wastes - roaming the sands, visiting ruins and meeting the occasional fellow Wanderer - he does seem to remember small bits of his past life, such as a vast city, his time serving the local police, skills and principles acquired from the police, the city's Law, and a very vague yet specific memory of skyscrapers falling down and collapsing into clouds of dust and smoke, the ear-piercing sounds of guns being fired nearby, the smell of blood, iron and gunpowder, the rumbling feeling of explosive shockwaves and the dead body of someone he feels must've been very important to him. He prefers not to talk or think too much about that particular memory, as it always makes him dizzy when it comes to mind. [u][b]Wish:[/b][/u] His greatest wish is to not be afraid of failure anymore. He never truly made any friends in the Wastes because of this crippling phobia for failure. [u][b]Echo:[/b][/u] A pile of ruins inhabited by a small colony of Wanderers, all of them good friends of each other - people he can trust. Around the ruins - a vast, golden sea of sand reflects the light from the sun. Distant silhouettes of more, slightly bigger ruins nearby. In the horizon - a tall, tall mountain with a crack at the very tip of it. The crack emits a beacon of light. A feeling of being beckoned when one looks at the beacon. Additionally, a vague memory of [url=https://www.youtube.com/watch?v=-eHJ12Vhpyc]upbeat music[/url] from before the Civil War playing in his head. [u][b]Appearance:[/b][/u] [hider=Drawings of Fin] [img]https://cdn.discordapp.com/attachments/260142075020836864/292049949900931072/IMG_20170316_225931.jpg[/img] A younger Fin, several months after the start of his career. [img]https://cdn.discordapp.com/attachments/260142075020836864/292050009392676864/IMG_20170316_230153.jpg[/img] [img]https://cdn.discordapp.com/attachments/260142075020836864/292050307494576128/IMG_20170316_230015.jpg[/img] Present-day Fin. [/hider] His scarf is scarlet and it is bordered with strips of golden silk. The golden silk glows and symbols appear upon it when in use or when recharging [u][b]Frenzy:[/b][/u] [color=ed1c24][u][i][b]CURRENTLY WORK IN PROGRESS[/b][/i][/u][/color] [u][b]Inventory:[/b][/u] Phylactery [/hider] [/quote] Not quite done, but the abilities are fine as is, so just notify me when you complete the Frenzy and I'll give the okay.