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Hidden 7 yrs ago Post by Lurking Shadow
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Lurking Shadow Yithian Archivist

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Fear agus Beithíoch

Gavin O’Brien Januray, 1982 ( 35 ) Male HyperHuman

"If you see something going down, and you can stop it. But can also inadvertently make it worse easily, should you intervene?"

▼ A P P E A R A N C E:

"I may not look like much, but that is because I don’t feel like killing anyone right now."
//STATS:
◼ HEIGHT | 5’ 10”

◼ WEIGHT | 173 lb.

◼ BUILD | Muscular, slightly malformed.

◼ HAIR COLOR | Black.

◼ EYE COLOR | Iris and Pupil is same shade of black.

◼ OTHER | Due to the genetic alteration caused by the Hype-Gene, all of approx. 100,000 miles of Gavin’s blood vessels are illuminated orange at different intensities depending on context. This varies from 30 to 60 lumens (bright enough to be noticeable through skin, but not bright enough to read something in the dark)

//DESCRIPTION:
Due to the luminous blood, Gavin opts to cover his entire body. Typically he wears boots, cargo jeans, a pair of work gloves, long-sleeved t-shirt under a hoodie, and a mask covering the face.
While his entire blood has a soft glow, normally, only blood in the superficial veins/arteries will be noticeable.
Gavin is slow to trusting others and tends to reveal little about himself. Preferring solitude, he can on occasion be prodded into working in small groups.

▼ B I O G R A P H Y:

"Sometimes I can still hear the screams."
Gavin was born in central texas to a 5th generation military family. So it was just natural he continued the tradition and enlisted shortly after turning 18. Since Gavin wanted to help his fellow soldiers and preferred small teams, he decided being an Explosive Ordinance Disposal (EOD) technician would be the best fit. After a few years of training he finally got certified and shortly thereafter got deployed overseas.

Nothing really notable happened until his second deployment in the Middle East. In 2011, while clearing a route from Improvised Explosive Device (IEDs, basically bombs made from junk) his team tripped one connected to several tanks buried underneath the road filled with mustard gas. The last thing he remembers before blacking out from the pain was insurgents storming out of a nearby building and gunfire.

When he woke up, he found himself the only one alive, knee-deep in the dead, covered in blood, and some of his bones were dislocated. Gavin then developed nightmares in which he killed the insurgents and even his own squad mates with his bare hands. He later realized, to his horror, that this was actually a repressed memory as he could not come to grips with what he had done. He just went berserk and killed everyone near him and seemed to gain increased strength. That was his first experience to what he calls a ‘Ríastrad’ as it shares similarities to what fabled hero Cú Chulainn could do in Irish Mythology.

Gavin starts to become mentally unstable as he is crushed by what he did and gets honorably discharged before he can hurt anyone else. For the rest of his life until this point, he became more distant to his family and friends as he fears of harming them or anyone else. He opts to live alone at least half a day’s travel from any point of civilization. Over time his Ríastrads progressively got more intense, though due to his distance from population centers, he usually never killed another human. Instead, sating his bloodlust on various animals near him until the Ríastrad passed. Around this time his skin began to show an orange glow along his blood veins, perhaps an Omen of the danger he is becoming.

About a week ago, he started traveling towards Crescent City. Gavin is unsure exactly why he decided to make this spontaneous decision, attributing it to the idea that maybe he could help the progressively worse situation. A way to redeem himself from the atrocities he did before. regardless of the reason, he just feels an urge to go there.

▼ M O T I V A T I O N / O B J E C T I V E:

"uhhh, Wit is one letter away from Twit?*fits pumps, ‘Nailed It!’*"
Ultimately, to learn to control his Ríastrads before it controls him.

▼ A B I L I T I E S / S K I L L S:

"When all you have is a hammer, everything looks like a nail. Likewise, sometimes all I see is prey."
//ABILITIES:
◼ Ríastrad | Gavin undergoes one of three stages of his Riastrad based on how much stress he is undergoing. Inactive, Passive and Active. Inactive is a neutral state in which he is no more exceptional than a particularly hardy mundane. Passive: Gavin gain an extraordinary amount of strength and resilience. He can exert an amount of force equal to roughly fifteen grown men and can shrug off light arms fire.Active: Gavin’s Strength and resilience further increases, but he mentally decays into his base animal instincts and becomes increasingly aggressive to anything nearby. Friend or Foe. He becomes immune to conventional methods of harm and while there is no upper limit to his strength, the maximum he has ever achieved is equal to roughly 150 grown men. I should also note that his blood glows in intensity relative to which stage he is in.

Whenever he has a Ríastrad his body acts like a battery. The amount of strength he has is directly proportional to how much energy he has. A specialized organ in his body produces astatine and distributes it through his blood stream (the amount produced is proportional to how much stress he has). The astatine undergoes radioactive decay and emits energy absorbed by his blood cells for distribution to the musculature system. Due to half-lives of radioactive elements, his body will still absorb energy even after astatine is no longer being produced. Typically Gavin’s Ríastrad will last no more than thirty minutes after combat or other high-stress situations. However, Excess energy can be absorbed by the consumption of sources of energy to extend the duration of his Ríastrad. Particularly notable sources of sustainment would be animals (including humans) and most radioactive materials.

◼ Increased healing | Gavin has greater than normal rate of healing. While by no means can he shrug off death or grow tissue immediately, it is still notable. The rate is tied to which stage he is in and can grow, say, an arm in four to forty-eight hours.

//SKILLS:
◼ Adept with light arms | While by no means a master marksman, he can be effective with nearly any low cal weapon. Particularly handguns.
◼ Survival | Years of living away from civilization has trained him for living off the land, establishing shelter, tracking animals to hunt, and several other skills related to surviving alone.

//LIMITATIONS:
◼ Self-Control | Not only is his strength tied to how much energy he has, it is also tied to how strong he is willing to become. Fearing what he can potentially do, he rarely surrenders control to his animal instincts

//WEAKNESSES:
◼ Mentally Unstable | Past trauma has created an alternate persona he ‘Beithíoch’ or animal in Gaelige. This idenetity assumes control whenever he enters the active state of his Ríastrad. Beithíoch is hyper aggressive and has an insatiable bloodlust and seeks only to kill. Perhaps Beithíoch is a part of Gavin, the part that doesn’t care about mundanes. A part that feels like it is a wolf among sheep and should not abide by their laws. When not in an active state, Beithíoch may still occasionally try to get Gavin to do things he would not do.

◼ Exhaustion | After a Ríastrad, Gavin will need a period of rest before he can have another. This is proportional to the intensity and amount of time spent in a Ríastrad.

▼ N O T E S:

//SUPPORTING CAST:
▼ ALLIES
Traveler-59 | The callsign for an old friend of his from his army days. Traveler-59 is the only one Gavin trusts enough to tell him of his abilities. Traveler-59 occasionally supplies Gavin with resources or intelligence…. And to make sure Gavin does not suddenly become Jack Torrance*points if you know the reference*

▼ FRIENDS
None…yet | Test

▼ ENEMIES
None…yet | Test

//STOMPING GROUNDS
◼ The Whispering Woods | Forests are usually rife with creatures to hunt and are generally unpopulated by humans. This makes the area the best place to rest during his visit. Gavin has established several camps he can move between to remain hidden.

//PARAPHERNALIA
◼ Howdah pistol | Gavin’s preferred sidearm is a Howdah pistol which he has normal and specially made pellet rounds for. Of course it generally is unused because of the Ríastrad , but damn if it isn’t an ego boost to have a mini shotgun/hand cannon.

◼Iron Mask | Nothing notable about this, just a human face shaped mask with holes for breathing and vision. It shows signs of aging and scratches reminiscent of scars.
Hidden 7 yrs ago 7 yrs ago Post by Canoli
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Canoli On a roll

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T H E T R I B U N A L

J O H N S M I T H 0 2 / 0 2 / 1 9 7 4 ( 4 3 ) M A L E H Y P E R H U M A N

"A long habit of not thinking a thing wrong gives it the superficial appearance of being right."

▼ A P P E A R A N C E:

"The biggest problem with every art is the use of appearance to create a loftier reality."
//STATS:
◼ HEIGHT | 5' 8" - 178 cm.

◼ WEIGHT | 167 lbs - 76 kg.

◼ BUILD | Athletic.

◼ HAIR COLOR | Dark brown.

◼ EYE COLOR | Bleak green.

◼ OTHER | A multitude of scars and scratches of various sizes adorns Smith's body. Some innocent, others not.


//DESCRIPTION:
John makes for a rather intimidating figure, despite his innocuous frame, as he comes across as very intensive. His gaze is piercing and his face ever drawn taut to the point of smiling appearing as if physically straining. John's dark hair is typically thick and unkempt, though not very long, and the same goes for his facial hair. Even so, he may sport an entirely different look when circumstances necessitates it. His facial features are rough and asymmetrical, yet proportionate to the point of him generally being perceived as attractive.

Being fit is paramount to John's field of "work", and as such John makes it a point of being so. Most men twenty years his junior would envy the physique John maintains, though he is far and wide away from human peak fitness. Still, his fitness and generally high energy level ensures a straight posture and an energetic step to his stride.

John lacks any semblance of interest in fashion, and wears whatever he finds comfortable in his personal time. Jeans and jackets - denim, leather and other - dominates his wardrobe. That being said, he often has to blend in in various settings and therefore dresses accordingly.

▼ B I O G R A P H Y:

"You have been weighed, you have been measured - and you have been found wanting."
Not much is known about the history of John Smith. The name is not his real name, and he doesn't hail from Crescent City. Where he's originally from remains unknown, but it's safe to say that whatever life Smith lead up until arriving in Crescent City it is unlikely to have been a pleasant one considering his mental health. In truth, few people in Crescent City are even aware of John Smith's existence. In his private time he largely keeps either to himself or as a fleeting customer at the various joints in Pointe Bordeaux, where he also lives.

Much more known though is the Tribunal. An unknown party that may be an individual or a group, the Tribunal has made more and more headlines as of late after first popping up three years ago. By some named a name for citizen vigilantism and street justice and others psychopaths and serial-killers, the Tribunal has committed a growing number of escalating crimes. The CCPD has recently started prioritizing the apprehending of the party after the Tribunal turned from burglary, theft, assault and destruction of property to outright murder. Following the pattern of the Tribunal's crimes has always been easy for the CCPD as the party always leave a message on crime scenes in the form of a self-proclaimed "verdict", stating the crime as a sentence carried out for crimes the victim were supposedly guilty of.

This method has naturally made its ways to the newspapers, and following the Tribunal murdering seven different people on five different occasions over the last month crime reporters over both city and country are engrossed entirely in the mystery. The CCPD has been scrambling to put together a taskforce charged with stopping the killings and already have the press breathing down their necks. The Tribunal, on the other hand, has promised that what has happened so far is merely the beginning.

▼ M O T I V A T I O N / O B J E C T I V E:

"The ultimate test of a moral society is the kind of world that it leaves to its children."
John Smith is on a one man crusade. He considers the world a beautiful yet miserable place, and wants to set it right. A grand gesture, perhaps, but ultimately a futile objective for a single man. Even so, Smith is determined to do whatever he can do nudge society in right direction - after all, what more can you ask of a man? John follows his own morale compass and believes in what he considers to be justice and fairness. He is quick to judge those whom he feels are harmful to society and judges them harshly.

As such, he has taken it upon himself to be the judge, jury and executioner in a city where the official ditos are incapable of carrying out their job. Crime is running rampant under the protective hand of corrupt officials, while people may complain about the situation, all to few are actually doing anything about it. It is important to note that John's own moral compass does not necessarily align with what is generally considered "good" and "right", and he doesn't believe in second chances or redemption. Not when it comes to human nature. While he started tentatively with smaller punishments, he has come to realize that harsher punishments both serve as a better incentive as well as more publicity - and publicity is paramount to the spreading of in idea.

Even people who are just and righteous are not above sentencing. If good people gets in the way of John either by opposition or by simply standing by the sidelines, John is not above judging them as well. After all, as Edmund Burke supposedly famously once said; "All that is necessary for the triumph of evil is that good men do nothing."

John is a man who never forgets and never forgives, and servicing as the Tribunal of Crescent City, John fully intends to escalate the sentencing of individuals. He plans to wage war against crime and corruption in Crescent City and has no qualms in being painted the villain while doing it. After all, the winner dictates history.

▼ A B I L I T I E S / S K I L L S:

"Learning how to learn is life's most important skill."
//ABILITIES:
◼ KNOWLEDGE REPLICATION | John is capable of replicating other people's knowledge by physical touch, as well as put it to practical use. He may, through skin contact, learn skills, practices and information that the other person possess, and master it to the same level. This includes anything from driving to playing a guitar to advanced biochemistry - as long as John himself would be capable of performing the feat. This means he may not, for example, replicate physical movements that is beyond his own body's capabilities, nor replicate superhuman powers (whether hyperhuman or otherwise).

Furthermore, John may replicate knowledge to a lesser extent simply by observing it, whether it is through watching someone doing something on TV, reading a book or listening to instructions. In essence, this translates as a much heightened capacity for learning and works just like it does for a normal human when they are learning, except faster.

//SKILLS:
As it is the natural advantage of his power, John possess a considerable range of skills over a large amount of fields - too many to be listed here (and many of them likely redundant for the RP). As his mind is nowadays constantly on its limit of how much information it can retain (following decades of acquiring it), John's skills also tend to change as he actually needs to lose skills in order to acquire new ones. In truth, what John can and cannot do is nearly entirely different from what it was ten years ago. That being said, John is more capable at some things than other, and in particular those he need for his "work".

◼ SECURITY | Perhaps his most important skillset. John has acquired this not only through his power, but also the normal way as he is on a daily basis using them. He has vast knowledge of security technology such as alarms, locks and biometrics - how to use it but especially how to disable it. He knows about forensic analysis, threat assessment and tactical as well as strategical awareness. In short, he knows how to catch and how to not get caught.

◼ SOCIAL | Having learned from the best, John knows how to appeal to people, get on their good sides and/or manipulate them. Naturally he does not know what any one individual think and what makes them tick, but he is well aware of how most act, what they appreciate, what they dislike and what scares them. He also speak several languages at a native level. All of this enables John to blend into various groups of people, as well as giving him an edge in more direct confrontation - such as wooing someone or performing an interrogation.

◼ SCIENCE | Not so much a skill, perhaps. John is obviously very learned and knows plenty of various scientific fields. Most of it lacks practical use, but there are some. His mastery of psychology and anthropology helps him in the skillset mentioned above, and his knowledge of medicine in mitigating any wounds he might acquire, while fields like history and political science merely serves as topics of conversation.

◼ FIREARMS | John is a cracking shot. Hand guns in particular, but John also knows how to operate effectively with military grade weapons. Skills replicated from gifted individuals with great eye-to-hand coordination.

◼ CLOSE QUARTERS COMBAT | Mastery of various practical fighting disciplines, nearly exclusively those taught in the police and military. Eye-to-hand coordination plays a role here as well, as does the invaluable knowledge of experience that he has simply replicated from others.

//LIMITATIONS:
◼ LIMITED MIND | There are only so many things one can keep in his head at all times, and while John may be able to retain considerably more information than most, he is not even remotely close to being able to learn everything. When stretched to its limits, John's mind simply has to let go of other information in order to "make room" for new - a process that works a lot faster than a humans would. More over, knowledge that John has acquired with his power will eventually wither unless put to use (much like it does for normal humans). This is especially true of direct skills, especially physical ones, less so of theoretical knowledge like scientific theories and further less so of mere information.

◼ THE POWER OF TOUCH AND AWARENESS | An obvious potential problem with John's power is that he has to maintain physical touch. It is not enough to merely graze the skin of someone as he has to maintain contact for an extended period of time; anywhere between a few seconds up to an hour depending on the volume of information he is replicating, and how advanced it is. He has found that the time it takes has increased over the years - whether it has to do with aging or something else is anyone's guess. What's more - John has to know what he is looking for when he is replicating. It is a conscious and focused act, not a subconscious copy & paste of everything someone knows. When John is replicating someone's knowledge, he may only replicate what he is aware of that the other person knows.

//WEAKNESSES:
◼ ROGUE | John works alone, without any form of help or backup. If he finds himself in trouble, there is no one to aid him. It is a simple weakness, but an imperative one.

◼ UNSTABLE PSYCHE | While John may be ferocious and determined, he is also far too high-spun and engrossed in his work for his own good. He suffers from depression and drinks more than he should - enough that it affects his life. He tends to let his emotions get the better of him, leading to rash decisions with undesirable outcomes, even though he knows better. He is also far too proud and stubborn for his own good, keenly taking on objectives that are more trouble than they are worth.

◼ DEPENDENCE ON ABILITY | What is John Smith without his power of knowledge replication? If, for whatever reason, John was to be unable to use his powers, it would be much more devastating to him than the vast majority of other hyperhumans. This is because he's only acquired basic skills like driving and cooking by himself. Every single advanced skill and complicated knowledge he ever retained he got with his power. The loss of his power would render John effectively useless.

▼ N O T E S:

//SUPPORTING CAST:
▼ ALLIES
NONE | John lacks allies entirely.

▼ FRIENDS
VARIOUS | John maintains some platonic friends and a lover as a means of diversion, but doesn't really care about any of them, nor does he count on them. His friends consists of various workers and customers frequenting the clubs and pubs in Pointe Bordeaux, particularly in Gagniez and Lonely Hearts Club. His lover, Alejandra, is a stripper at one of those local joints.

▼ ENEMIES
VARIOUS | Too many to count. John views everyone who is a potential target as enemies, and everyone who might stand in his way as potential enemies. However, other than the CCPD, no one alive really views him (or, to be precise, the Tribunal) as an enemy as John has yet to focus on a particular group. The time for change is nigh though, and John envisions the Tribunal as a household name among the criminal syndicates in the near future.

//STOMPING GROUNDS
◼ Pointe Bordeaux | John rents a small apartment in the north of Pointe Bordeaux, right at the junction of Gangiez and Lost Hearts Club. Furthermore, John owns several other properties (in other names) in and outside of Crescent City.

//PARAPHERNALIA
◼ EQUIPMENT | Various gear of security nature such as bulletproof vests, grenades, wires & winches, firearms and consumer grade technological devices, most of it kept in the properties John secretly keeps elsewhere.
Hidden 7 yrs ago 7 yrs ago Post by Torn
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Torn The Friendly Neighbourhood Mad Scientist

Member Seen 7 yrs ago

Telltale86

H E N R I C T E L L E R JR. 1 7 / 5 / 1 9 9 0 ( 2 7 ) M A L E A U G M E N T E D

"No-one is untouchable. The world needs to see that."

▼ A P P E A R A N C E:

"I can take them all down with a memory stick."
//STATS:
◼ HEIGHT | 5'11" (178 cm)

◼ WEIGHT | 174 lbs (79 kg)

◼ BUILD | Average

◼ HAIR COLOR | Dirty blonde (natural)

◼ EYE COLOR | Marble grey

◼ OTHER | Has a solid gold stud in his left ear, as well as small surgical scars behind his ears, and in his neck. Larger surgical scars on his torso, as well as a Guy Fawkes mask tattoed on his back.

//DESCRIPTION:
Telltale in his everyday life looks rather ordinary. He usually wears a leather jacket with a plain black or grey cotton sweater beneath, and a pair of slacks made of a sturdy, cream-coloured fabric. He also tends to sneakers, of various brands and designs, and occasionally wears a hat or cap if the situation warrants it. His regular facial expression is somewhat deadpan, but he can often be seen smirking merrily for no particular reason at all. A discerning eye may see that he tends to wear concealer, but it's minimal. Depending on weather and task, he may wear the occasional suit, watch, or similar adornment, but he typically dresses in plain, versatile civilian clothing.

▼ B I O G R A P H Y:

"Looking back, I feel... Well, nothing. I am what I am."
Henric Teller jr. was born into a struggling family in the working class, right in the middle of Washington. Teller's parents were loving and supportive, but perpetually tired from working long shifts at demanding jobs - daddy as a janitor and mommy as a motel receptionist. As such, Henric was responsible for a lot of his own early education - finding a keen interest in video games from an early age, and later, an interest in how those games worked. This coloured a lot of his early life as he hung out with a lot of kids like himself, who'd sometimes steal computers and similar machines in order to disassemble them or attempt to break into them. As a child, this was harmless fun, even if it landed him in trouble from time to time.

Then, in his teens, his habits got him into trouble with police. Antagonized by disappointed adults and despairing as his mother grew ill, Henric turned to theft - especially identity theft - to vent his frustration over the healthcare system and the world in general, as well as provide himself the luxuries he saw more priviliged individuals possess. When his mother died from a bad drug, Henric lost faith in both governmental and corporate authority, and ran away from his father, who by then had grown exhausted and depressed.

Henric fled to San Fransisco and got taken in by a group of young hacktivists - he was seventeen at this time. These precursors to the internet vigilante phenomenon primarily earned their living as white hats, upgrading security for various firms, and spent their nights taking down illicit sites and providing information vectors for whistleblowers. With these rebels' tutelage, Henric became a skilled hacker in his own right, often choosing to take the riskier, hands-on approach to helping whistleblowers and other informants. This is when he gained the handle Telltale86.

When Henric was nineteen, he was arrested in an F.B.I. sting that targetted a whistleblower in the San Fransisco Police Department, for giving away the identities of undercover agents who had stepped over the line in their duties. He served four years in County for Obstruction of Justice, Perjury, and Aiding and Abetting. (He was physically caught in the act, so his identity as Telltale86 remained hidden.) In prison, he made friends with a gentleman fence, an old cat burglar by the name of Martin Frank White. The two were released within weeks of each other, and found an apartment together. They soon began stealing and scamming their way through several gangs and violent organizations, and providing cover and fencing services for nonviolent criminals. Now a full-fledged anarchist, Henric also became part of Uroboros after doing a daring hack of the local U.S. Marshals office, leaking the locations of violent criminals and covered-up evidence of corporate corruption.

After building himself a sizeable fortune with mr. White, Henric was one of the first to jump at the chance of high-end black market augmentations. Implanting several chips and nerual enhancers to become a better hacker, as well as implanting ceramic armour in his ribcage, Henric has become even more daring in his neverending quest to fight for "the little guy, doing the right thing". Stealing from large, violent gangs, or exposing corruption, or leaking cutting-edge patents from big corporations - If it can be done by hacking, Henric has done it.

▼ M O T I V A T I O N / O B J E C T I V E:

"They have it coming. Besides, it's fun to watch them squirm."
Telltale is driven, first and foremost, by a desire to elevate the disadvantaged or weak into positions of power, and tear down the powerful and malevolent. While this typically translates to aggressive, destructive behaviour, he'd be happy to protect and assist the powerful and benign. In Crescent City, this will typically translate into saboutage of the criminal syndicates and identifying the enablers of crime.

▼ A B I L I T I E S / S K I L L S:

"Firewall? Oh, that. Didn't notice you had one."
//ABILITIES:
◼ Neural Interface | Telltale can connect to most devices using the augments in his brain, esentially hacking with his mind. The risk is that getting booted out of a system or infected with countermalware will hurt him, or disable him for a time. He can, however, tap into surveillance remotely and use cameras and microphones in his vicinity to expand his sensory range, a great boon when it comes to stealth. On a less serious note, he can play video games without using his hands, which is indeed how he spends his lazy evenings, and functions as a walking wi-fi hotspot (when he enables it).


◼ Skeletal Armour | In addition to his neural augs, Telltale has replaced his ribcage with a lightweight ceramic armour to serve as protection against small arms fire. Weakest in the rear, as it is structured not to lock the spine. Serves only to stop low-caliber bullets.

//SKILLS:
◼ Hacking | A world-class hacker, Telltale can bypass anything but the cutting edge of digital security with relative ease, and often from afar. Advanced digital security requires more time and sophisticated tools, but are not beyond the scope of his skills. He's also well-versed in kickboxing and jiu-jutsu, skills learnt from necessity in prison.

//LIMITATIONS:
◼ Multitasking | While Telltale can theoretically hack, watch security feeds, and move at the same time, a loss of focus will often leave his hacks compromised or his regular senses dulled. Therefore, in high-stress situations, Telltale is almost always dependant on outside support to help him focus and prioritize.

//WEAKNESSES:
◼ Digital Noise | Telltale can get distracted if there are too many signals in the same ranges in which he operates, sometimes forcing a shutdown due to the sheer traffic. He's also susceptible to jamming and even targeted DoS attacks, acts which can physically harm him, albeit not severely.

▼ N O T E S:

//SUPPORTING CAST:
▼ ALLIES
Martin Frank White

Often referred to as a "gentleman fence", this old rogue and ex-thief is Telltale's closest associate. They met in prison, and have exchanged services and knowledge many times. Mr. White is no stranger to electronic communications, and will often serve as guide and surveillance backup whenever Telltale goes out for a hands-on mission. He also has connections in the black markets around the country, serving as Telltales "in" to more traditional black markets. Telltale, in return, offers insight and connections in the online world.

▼ FRIENDS
BinaryAura99 | A mysterious hacker in the Uroboros collective who'll sometimes help Telltale write software, but is usually just a chatting pal. Neither knows who the other really is, as both parties compartmentalize information.

▼ ENEMIES
TBD | No overt emnities at time of writing.

//STOMPING GROUNDS
◼ Dapper Dog Motel | A musty old room in a motel on the city's outskirts, Henric crashes here for its incognito nature and the internet café downstairs. He has rented two rooms, one under his own name, to serve as a buffer in case someone locates him. The arrangement is not permanent.

//PARAPHERNALIA
◼ Computing equipment | Telltale posesses a number of computers, large and small, stationary and portable. He also has a set of traditional lockpicks, and a small .357 compact handgun for use in emergencies.
Hidden 7 yrs ago 7 yrs ago Post by Tackytaff
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Tackytaff

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JEPHTHAH

JACQUELINE GLASSE 08/04/1998 (19) FEMALE DRAOI

"Of course there’s a choice, you can always die."

▼ A P P E A R A N C E:


"Does it come in black?"
//STATS:
◼ HEIGHT | 5’8

◼ WEIGHT | 124lbs

◼ BUILD | Willowy

◼ HAIR COLOR | Brown

◼ EYE COLOR | Teal

//DESCRIPTION:
Wealth suits Jacqueline, she has a lofty demeanor, good posture and a self-assured confidence rare for her age, rarer still for her position; few would guess how meager her own wealth truly is. Even so, her style is far from opulent, a simple near colourless wardrobe elegant only for its quality and tailoring. She’s tall for a woman, with a face too humorless for her youth, leading most people to suspect it far greater than it truly is. Her mid-length hair is always pulled back, revealing a pair small gold hoop earrings which, aside from her pendant, are the only jewelry she wears.

▼ B I O G R A P H Y:

"My father’s death was the greatest day of my life."
The Glasse family consists of a long line of Draoi, going back generations with wealth and status to match. But Draoi live long lives, and competition among rivals is nothing compared to that within such a large family. The fall of the Glasse’ began only a few days after Jacqueline’s birth, a distant cousin took advantage of her mother’s weakened state and killed her. An eruption of chaos and in-fighting began, and in the end Jacqueline’s grieving father and newly bonded Draoi brother fled with her from Scotland to America. They had no plan but found themselves relatively comfortable in Maine, albeit without wealth or allies, and hunted by Venari, Constantine’s Guard, and family alike. Both father and brother limited their use of the Vis, and lived as mundanes. Jacqueline went to school as any normal child, and was never shown so much as a page of study by the Draoi. After nine years they were found by Jacqueline’s father’s father, her Grandfather Glasse. The family's infighting had ended, and only a handful remained. Jacqueline and her brother were meant to return to Scotland with their grandfather for further training, both being young and having potential. Her father had aged greatly with years of distance from magic, and was unlikely to regain his grasp on the Vis. Instead he was left with more than his share of the family fortune, which to the best of Jacqueline’s knowledge he drank and gambled with.

There was a good deal of catching up to do for Jacqueline, who had previously spent her free hours drawing and dressing dolls, she was tasked with reading stacks of books nearly as tall as she was. She took to the work well, and thrived in the new and old home of Scotland. But for her brother it was an unwelcome return to old memories that still hurt, and he stumbled. Young as he was, he’d never even had time to properly train with the Vis since becoming a Draoi. He failed regularly, and each time he failed he’d leave the estate without a word and remain absent for days. Once he simply didn’t return. It was a month before Jacqueline’s eleventh birthday and she was too preoccupied with that that entailed to fret as her grandfather did. They found him after three weeks, in a hospital already dead with lightning-like scars covering his body. He’d been found outside a bar with no personal objects. “Your brother was a fool,” her grandfather had warned as they stood over her brother’s dead body “it does nothing to live in the past. You will do better.”

The next death in Jacqueline’s life came barely a fortnight later. Venari had seen the body too, and recognized the markings for what they where; wild and un-channeled Vis. It took two to kill her grandfather, and he took one down with him, she had felt some pride in that before realizing her own plans had died with him. An initiate with no teacher would not be accepted to partake in the ritual. The only option was to return to her father, and abandon everything else.

It was then Aude found her. Jacqueline Aude, an old friend of her grandmother was how she introduced herself, and Jacqueline’s namesake. And so the younger Jacqueline moved to the south of France instead of Maine and became a full initiate of the Draoi. Her grandfather’s estate was left to the last cockroaches in the Glasse’ family; crawling out of the woodwork the devour that was left of the generations worth of wealth until there was nothing. Five years of study, the young Jacqueline did not dwell on her brother’s death, nor her grandfather’s murder.

A vote wasn’t needed for Jacqueline’s ritual. Someone had found her father, barely Draoi, unable to use the Vis that ran through his blood. It had been half a lifetime since she’d seen her father, and he may as well have been a stranger. She was the third to drink from the sacrifice, the blood long cooled by the time it touched her lips.

Since becoming a Draoi, both Jacquelines have been working on refining her use of the Vis, with very little success. A month before the storms began in Crescent city, Aude enrolled the younger Jacqueline in the Grimm city linguistics program, under the pretense study and being back in the country where she spent her childhood would aid with her focus.

▼ M O T I V A T I O N / O B J E C T I V E:


"It’s empowering in a way, to be alone with nothing left to lose."

Ultimately, Jacqueline wants most to restore her family’s wealth and name among the Draoi. Her actions in doing so however, are severely limited- having only been accepted to join to Draoi as homage to what the Glasse family had once been. Without any wealth to call her own, she is expected to be the last of the line. For now she works mostly as a ward to her mentor Jacqueline Aude, generally doing her dirty work. While not privy to exactly what Aude is scheming, she was sent to Crescent city under the pretense of attending Grimm University, only to spend the bulk of her time campaigning for a man she'd never heard of.

▼ A B I L I T I E S / S K I L L S:

"My brother died because he lost his pocket-watch in a card game, I’d say that’s a pretty good reason to avoid gambling.”
//ABILITIES:
◼ Vis | Jacqueline is largely still learning her own limits when it comes to manipulating the Vis to her will. Nox powers, particularly kinetic and thermal manipulations, come to her almost easily while the Lux side of magic eludes her completely.
- Gravitation: Kinetic energy either attracts or repels an object to Jacqueline's conduit.
- Thermal: Over very short distances, Jacqueline's conduit either absorbs or dispenses great amounts of thermal energy causing the system to freeze or com-bust respectively.

//SKILLS:
◼ Bilingual | Since the age of 11 Jacqueline has mostly lived in France with her mentor, where she has picked up both the language and accent.

//LIMITATIONS:
◼ Conduit | Jacqueline knows better than most not to even think of the Vis without a conduit on hand.

◼ Indentured| As freely as she spends money, Jacqueline knows she has none of her own. More importantly she is without allies save for Aude. It is one bridge she cannot afford to burn however much she may want to.


//WEAKNESSES:
◼ Confidence of Youth | Even for a young Draoi, Jacqueline is prideful. Worse still is how easily wounded that pride is, and her visceral reaction to it. Her impatience and haste to anger when paired with undisciplined magic make for an unfortunate combination.

◼ Undisciplined Power | Tuning out the outside world to channel the Vis is one thing, but mastering her own emotions is another. There is no finesse or delicacy to Jacqueline's magic, it is unleashed in torrents more often than not, and despite all her years of study does not always perform in the way she intends.

▼ N O T E S:

//SUPPORTING CAST:
▼ ALLIES
Jacqueline Aude |

Jacqueline Glasse’ namesake, mentor, and general adoptive parent. She trained the younger Jacqueline, was the one that made her an initiate, and likely the sole reason she was allowed to partake in the bonding ritual at all. Aude now uses her to monitor Crescent city.

Blanche Vallen |


More a minder than a servant or butler, Blanche has looked after Jacqueline since she was 11 and was sent along to continue that care in America after leaving France. It is hard to tell which of the Jacqueline’s she is loyal to. Speaks no English.

▼ FRIENDS
Rebecca Strauss|

One of two media liaisons on the Cruz campaign

▼ ENEMIES
Rodger Clement | Jaqueline’s academic counselor, constantly hounding her for consistently dropping grades and skipping exams due to her ‘extracurricular’ activities.

//STOMPING GROUNDS
◼ The Spires | Jacqueline has been put to the task of joining the Armand de la Cruz mayoral campaign.

◼ Albatross Cove | The location of Aude's apartment, where Jacqueline is currently living.

◼ Grimm University | Jacqueline has barely even seen the campus, which is odd enough considering it was supposedly the reason she came to the city. She is enrolled in and failing the linguistics program.

//PARAPHERNALIA
◼ Pendant|

The only object from the Glasse family Jacqueline is in possession of, or so Aude told her when she gifted it on the completion of her ritual. It is worn with a gold chain around her neck acts as her conduit.
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