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Watch out.

The gap in the door... it's a separate reality.
The only me is me.
Are you sure the only you is you?


DON'T TOUCH THAT DIAL NOW, WE'RE JUST GETTING STARTED

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It was on the old guild. Animal mimicry. Guy had dreadlocks. Some kind of school was involved. Proteus?
Carp. Who the fuck am I thinking of then.
Stein said
How should I know? Maybe it's because I mentioned that he's poor, and you think every poor person has to be black? Fuck man, I don't know your life.


Has he been black before? I swear to god last time I saw a character of yours called Maki that had animal mimicry he was black.
Dani Ketch; Ghost Rider


----



Name:
Danielle 'Dani' Rosa Ketch


Alias:
Ghost Rider


Role:
Titan, Young Avengers


Brief Bio:
Born on Halloween, 1997, Danielle was ushered into the waiting arms of her mother and father, Jonathan and Roxanne Ketch. They were not a rich family, and this was reflected in their small house, and small town. Dani's father earned money as a tradesman, carpentering and building, while doing various handyman tasks on the side for extra income, while her mother tutored after-school. The community of the town, while minimal, was strong, and strengthened by the religion that ran through the core of the residents. Dani's parents were loving, but they were strict, and at times overbearing with their beliefs - and while Dani initially accepted their teachings, soaking them up with the peculiar sponge-like quality only a child's mind possesses, eventually she came to form her own opinions, and then begin to rebel, as teenagers are wont to do.

She began running away, rebelling against the confines of the small town she lived in. Days at a time, her parents distraught with worry, but always being found, or coming back out of regret, homesickness, or hunger. At the same time, her rebellion against her parent's religion found her studying dusty books of the occult and the evil, poring over the supposed dark energies and black hearts of the world. Eventually she stumbled across a great dark tome, musty and emanating an unsettling aura, sitting innocuously on a bookshelf she'd trailed her fingers across the spines of multiple times. It seemed to shudder in her hands as she pulled it out, leather bindings scraping across wood, and the sounds of the pages being leafed through seeming to form whispers in her head. She hid this tome and took it home. She ran away again that night, taking it with her.

She went further than she ever had, deep into the woods on the far west side of the town. Hear, the pages whispered louder and the letters and markings that adorned them seemed to swim beneath her eyes in the darkness. In the center of the tome lay a great inked circle, with scribbles and notes - made quite differently from the rest of the book - frantically dotted around the edges, all seeming to instruct the reader on the performance of some manner of ritual. Reading further, Dani found this ritual supposedly summoned the Devil himself to strike a single deal with the mortal who had brought him forth. Dani went home that night too.

She waited a few days, playing nice with her parents and soothing their worries, her apparent new-found peace assuaging their concern, and on a dark night, they left her at home while they went to dinner. She took her opportunity, taking the tome out from its hiding place and following the instructions she'd found therein precisely. And then Mephisto appeared before her.

He looked into her and saw her desire to leave the town behind her, saw her desire to escape permanently, saw her inability to do so as she was. He offered her the power to do so, on the condition that after her death, she would serve him. Dani accepted, and held out her hand to shake Mephisto's, sealing the pact utterly. As their palms touched and fingers grasped, she felt a great surge rush from Mephisto and into the core of her soul. Mephisto had bound her soul with the demon Zarathos, and to fulfill his end of the deal, made her a Ghost Rider - she transformed immediately, Zarathos overtaking her, her skull bursting aflame. She conjured a Hell-horse, and they rode out of town, Mephisto ensuring she was spotted by the community and her parents.

Now, Dani cannot return home, as she has been branded a demon. Zarathos remains bound to her soul, and they battle for control over the Ghost Rider entity inside her. In the presence of evil under the moon, she transforms, doing the Lord's - and Mephisto's - work by damning them to Hell. Mephisto filled his end of the bargain, however much irony he layered on top - and now Dani dreads the day she will fulfill hers.

She has sought out SHIELD, relinquishing her secret identity in exchange for containment and training, fearing the power of Zarathos and Ghost Rider, and scared of the hold they have over her.


Abilities:
As a mortal, Dani has no powers beyond an exceptional tolerance for physical trauma, as a result of Zarathos' refusal to die with its host, lending her strength to help their mutual survival. However, after night has fallen and in the presence of evil, Zarathos' power overtakes her, and Dani transforms into Ghost Rider, gaining several more powers:

Altered Appearance: Dani sheds her human form and takes on that of Ghost Rider, a vicious skeleton burning with Hellfire, most prominently at the hands and wreathing her skull. Her clothes change too, becoming a leather jacket with spiked shoulders, black jeans, spiked black boots, and a leather belt that bears the sigil of Mephisto.

Hellfire: As Ghost Rider, Dani has the ability to conjure Hellfire, throwing explosive balls of it from her hands, ejecting streams of it from her mouth, or firing it from projectile weapons she may seize while transformed. She also spreads it across objects she takes as her own, changing them into tools and weapons to aid her culling the evil. Hellfire does little physical damage, singing skin, but deeply burns the soul. It only affects evil, and will not harm innocents. Vehicles infused with Hellfire travel and speeds not usually possible by the non-infused counterpart, and are often capable of feats such as riding up walls and making great leaps.

Physical Enhancement: As a result of being an agent of forces both Divine and Demonic, as well as being infused with the demonic power of Zarathos, Ghost Rider is incredibly durable and incredibly strong. Conventional weaponry does very little damage to Ghost Rider, and she is capable of lifting and throwing cars. Ghost Rider also possesses incredibly sharpened reflexes, aiding her fighting and riding.

The Penance Stare: The single most infamous and feared ability of any Ghost Rider, past, present, or future, the Penance Stare is a power of great and terrible magnitudes. By locking eye contact with her victim, and deeply focusing, Ghost Rider can force her victim to relive all the suffering they inflicted upon others, etching their pain into the very core of her victim's soul. For obvious reasons, the effectiveness of this ability depends on the victim, and also requires the victim to indeed possess a soul.


Personality:
Fearful of her power, Dani is cautious above most other things. While she is aware of the parameters that must be met before a transformation can be elicited, she is cynical enough to believe the world to be full of the evil that brings Ghost Rider forth, and therefore does much to avoid public outings, especially after dark. She spends most nights in her cell, or wandering the YA halls, sleeping little in order to avoid the dreams that Zarathos visits upon her, always including fire and terrible muttering from a voice slightly behind her ear.

Despite her 'condition', or perhaps because of it, Dani still enjoys researching into and reading about occult practices and the darker sides of the magic that she now knows to be real. She's also interested in mythology and religious texts, as she views it as history rather than legend after her encounter with Mephisto- though she's not religious herself. She also enjoys writing and sketching, filling massive sheets of paper and entire notepads with words and drawings of genius and nonsense, often using it to get Zarathos' whispers out of her in almost cathartic release. She dislikes naivety, since it was that quality that afforded her her curse, and also has little patience for those with closed minds or mocking standpoints, wasting no time on people who would rather make fun of beliefs and interests than discuss opposing views. Ghost Rider's purpose also seems to have splintered into her mortal identity as well, as she has a deep and passionate hatred of those who would harm others, no matter how small or grand the offense. She fears Ghost Rider and what she is capable of, but is trying to accept that the entity's actions are more often that not benevolent, if vicious. She know that with control, she will stand as a formidable guardian of the righteous and pure-hearted against those that would seek to corrupt the world.


Appearance:
On her run up to 19, Dani stands at 5 foot 10, although this elevates to 6 feet when she transforms. Her hair is short and messily cut, a shade of mousey brown, and she has gray eyes. Her face is angular and while 'pretty', it's often for filling a niche or label such as 'hipster' or 'pixie', rather than being generically attractive. She's slender without muscle, looking wiry with bones jutting forth from beneath the skin in places - something she feels fitting in light of recent events. She has no marks or tattoos, apart from ear piercings, but the back of her right hand - the hand she sealed her deal with - is branded with Mephisto's sigil, which is also present on Ghost Rider's belt when she transforms, though it remains etched onto the skeletal hand, the brand being that deep.


Affliation:
While being contained under her own wishes by SHIELD, she is receiving training and tutoring to control her transformations, and herself while transformed, in an attempt to join the Young Avengers. She is trying to strike up friendships with a few of the current team members - Wiccan, for she hopes his powers stem from the same occult magic hers do, and they can learn more together; Hulkling, for she hopes he can aid her in controlling the transformation aspect of her powers; Scott Pilgrim, as he seems to have a good heart that could help Dani conquer the dark lurking in hers.

She also receives visits from Nick Fury, who oversees her containment and training, as well as Doctor Strange, who sees that the magic required on her cell holds, and mentors her in controlling the occult powers that fuel Ghost Rider.


Other:

I thought he was a black guy. Wasn't he a black guy? Why did I think he was a black guy?
Ichiyo Okazaki; Akuma



Name:
Ichiyo Okazaki


Nickname/Alias:
Akuma


Gender:
Male


Age:
28


Appearance:

  • Height: 6'0

  • Weight: 130lb

  • Build: Athletic

  • Hair Colour: Black

  • Eye Colour: Green

  • General Attire: Tailored Suits and Shoes



Metahuman Abilities:
N/A


Skills and Talents:
Akuma's mastery of the sword and the handling of it is quite simply unparalleled. His handiwork with his blade is infamous among worldwide criminal organizations for its efficiency and brutality in equal measure. Akuma does not wield a blade; the blade is an extension of his self, and he dances with the metal, playing an unstoppable harbinger of Death.

Akuma's talents also lie in stealth. His ability to move without being seen or heard is whispered as if a ghost story, and it seems that Akuma becomes darkness itself, appearing to become invisible and inaudible. He has no footstep, casts no shadow. It is said that should Akuma be hunting you, you will only be aware of his presence after he has already killed you.


Biography:
Born into the Yamaguchi-gumi Yakuza in Tokyo, Ichiyo spent many years scrapping and sparring and learning how to fight, how not to show pain to your opponent, how to show mercy but offer none. He was an adolescent prodigy, and quickly became the Yamaguchi syndicate's most notorious hitman, able to assassinate even the most secure of targets - his infamy reaching its peak as he managed to infiltrate the personal fortress of a rival Yakuza Oyabun, forcing him to have a dishonourable death by beheading him, and then displaying the Family Boss' head on his sword outside, without any guard seeing or hearing him come or go.

Naturally, a hitman if his caliber was both a valued commodity and a mortal enemy. Offers were made to buy his loyalty but he refused them all, and eventually a squad of assassins was sent to murder both Ichiyo and his family head instead. He learned of the hit and rushed to his Oyabun's side - but too late. They had already murdered him, slitting his throat and leaving the body to rot. Ichiyo flew into rage and grief as the assassins sprang from the shadows to ambush him, and he murdered them with such ferocity and speed that he barely knew of his actions. In the fray he lost his sword, and in his panic at the mutilation of those who had killed his Yakuza family's father, fled far.

Days later Ichiyo answered a summons. He was seized immediately and cast in stocks, brought before the first leiutenant, now boss, and his crimes were explained - the Oyabun had been murdered, bodies beating the sigil of the Yamaguchi-gumi family found slain around him, guards seemingly cut down in their duty - and the damning evidence of Ichiyo's sword at the scene, covered in blood. There was no trial. Ichiyo was found guilty, and sentenced. He was to be put to death by immolation.

Ichiyo did not protest. Instead, he willingly sat, calmly assuming a traditional meditative position as the yakuza thugs splashed him with gasoline and threw a match at him. He burnt for seven minutes without a single movement or sound, and then he was extinguished and his throat was slit. Ichiyo's body was dumped and left for dead.

Somehow, Ichiyo survived, and retreated into the nearby storm drains. Whether from rage, a pure desire for vengeance, or sheer force of will, he refused to let go of his hold on life, and slowly treated himself, gauzing his burns, bandaging his throat. His skin slowly crawled back over his wounds leavings scars and welts in its wake, and Ichiyo became a canvas of disfigured skin, blind in one eye, hair gone, and a thick welt across his neck where it had been slashed. He treated himself, and then began to prepare himself.

He discovered that the lieutenant who'd judged him and ordered his execution had also orchestrated the hit on the Yakuza boss, in a bid to take over and inherit the wealth and power that the Oyabun had held for himself. The assassins were a neutral party, hired to kill the boss and his right-hand man, Ichiyo - only they failed in the latter part of their task. Panic had forced the lieutenant's hand and hatched a devilish solution - the framing of Ichiyo, and the execution that would be bound to follow. Only that failed as well, and now Ichiyo had risen anew, ferocious, remorseless, and no longer bound by a code of honour or of loyalty. He carved himself a mask in the visage of a traditional Japanese demon, and took up the moniker 'Akuma' ('Demon'), and after careful planning, returned to slaughter the lieutenant-now-boss and his men, employing both physical and psychological tactics to create an impenetrable atmosphere of terror and blind panic before allowing the guilty death by his sword.

After that, Ichiyo left Tokyo and Japan, and left 'Ichiyo' as a man behind with them. Now, Akuma is a hired hitman with no loyalty other than payment and no honour other than completing a job. He works for mafia and thugs alike, his hits always ruthless, always terror-inducing, and always brutally violent. He has no public identity, no psuedonym, no real name. He is Akuma, and he carries the demon's wrath.
ATERRA; Terra



Name:
ATERRA-Proto-001 (All-Terrain Extreme Resistance Resolution Adjudicator)


Nickname/Alias:
N/A


Gender:
Female


Age:
N/A


Appearance:

  • Height: 5'0"

  • Weight:110lb

  • Build: N/A

  • Hair Colour: N/A

  • Eye Colour: N/A

  • General Attire: N/A



Metahuman Abilities:
Terra has been built with the express purpose of aiding her to be a skilled and efficient weapon of war. As such, she possesses many qualities that help her with her 'job':

Extreme Durability - at least on/with those parts of her that received armour installations before her break-out.

Extreme Combat Aptitude - for solo combat against one or many opponents ,though little ability to perform as part of a team as she was not designed for squad-based excursions.

Extreme Stamina - due to her mechanical body, which does not suffer the same weaknesses as an organic body.

Extreme Processing Ability - Able to 'see' 360 degrees in all 3 dimensions at all time due to her particular method of 'seeing' - she emits a subsonic pulse silently and frequently, which feeds information back to her at all times, allowing her extreme processing of external stimuli to form an accurate image of the world around her millisecond to millisecond (although her 'vision' is still blocked by walls etc. and her upwards/downwards 'sight' is limited to ten metres or so when not already blocked off).

Weaponisation - Her right hand has been replaced by a massive cleaver-like blade, while her left is larger than the average person's, has sharp tips for slicing and/or piercing, and is stronger and more dexterous. She has the capacity for greater upgrades, should she come into contact with someone capable of working with her mechanics.


Skills and Talents:
N/A


Biography:
Alice Freemantle did not begin life as a half-mechanic monstrosity created for the express purpose of massacre under the PC term 'conflict resolution'. She began life as a baby like many others, born to her mother, Janet Freemantle, and her father, Arthur Freemantle, and was considered beautiful. She grew up, went through school. Her father, a military man, molded her into the forces, despite the disagreement on her mother's part. Alice was happy to follow her father's footsteps, eager to please him. She performed well, and got into infantry. She went on tour. She was assigned a squadron, and performed a few covert operations, seizing weapons and other illegal materials, as well as terminating dangerous targets. She received medals, and then retired, spending time with her aging parents.

Then her father was killed, and his death was labelled a terrorist assassination against a high-profile target with an illustrious military career. Alice came out of retirement, leaving her mother, now ill from grief, to seek revenge. She was given her own squad again, given information, informed of suspects and target locations, possible methods and motives. She was sent in, her team inserted into a "high-risk" danger zone, supposedly crawling with enemy insurgents. They were given cover identities, backup stories. Facial makeovers. Alice's mother died during the undercover period, but she never knew.

What she did know was that one night, her squad came across information that turned the tide of the assignment. It had been stagnating, as operations occasionally do, and leads had been scarce; but an informant suddenly came forward, telling them where her father's killer would be. When they would be there. How many men they would have with them. It was a-go. A plan was made. The squad was armed. Members given tasks and roles to play. It was all coming to a head.

On the journey over, their vehicle was hit by an ambush. These were no taliban RPGs; they were US-Army LAW launchers, Javelin strikers; these were not taliban shooters either. Too precise, too planned; snipers picking off those of Alice's squad who survived the initial bombardment of their Humvee with military-trained precision, using dragunov rifles that wouldn't be traced back to US soil. Alice was left barely alive, and taken in.

A few years passed. What was left of Alice after the ambush - scarred and burnt flesh - was healed, made anew. And then they went to work. Parts were surgically removed to be replaced with 'better', more 'efficient' machinery suited to the task. Her insides were stripped to make way for circuity and technology that had been developed in secret over the last decade. Alice's mind was burnt out, reducing her to a child once again, ready to start anew with a new 'father', a new role model, who had new lessons and teachings to pass on. Alice became ATECCRA, a war-machine built to destroy enemy settlements in minutes, win battles in hours, and end wars in days. A secret weapon. She was brought online, and she began her new life.

And she was terrified. Streams of information addled her newborn brain, which was incapable of sorting the massive influx of data being fed to it near-constantly. The fear initiated Fight or Flight, and Alice had never been one to run - and ATECCRA didn't have anywhere to go. She lashed out, slaying all those who tried to contain her and striking down the soldiers that arrived as backup. When she came to a dead end, her new-found strength gave her another option, and eventually she made it out of the complex into the sewers, escaping into the Nevada Desert. She travelled, her new legs moving her in bounds, and it took only a few days to reach the edge of the sand and the dry heat. She found civilization, and discovered that she was being tracked - how, she didn't know, but she didn't know much of anything. She escaped again, all record of her covered up by the government, and went back underground.

She has been there since. Occasionally she surfaces, and occasionally special forces delve into her hiding place, the vast underground routes that connect most of the continent secretly. She has yet to find a friendly face. She has yet to learn anything of the world other than hate and fear. But she is still open to companionship.
Cassie Striver; Quintain



Name:
Cassandra Striver


Nickname/Alias:
'Cass'; 'Cassie'; 'Quintain'


Gender:
Female


Age:
19


Appearance:

  • Height: 5'8

  • Weight: 120lb

  • Build: Slim

  • Hair Colour: Dyed a purple/black fade; naturally brown. Wears a blonde wig cut short and messy as Quintain.

  • Eye Colour: Green. Amber coloured contacts as Quintain.

  • General Attire: Dark, simple clothing, often incorperating short dresses or long tops combined with shorts, leggings, jackets, and accessorizing with boots and scarves.

  • Costume: Lightweight armour sleeveless vest and trousers, sprayed white, with shin-high boots, and a large coat over the top of it all, coloured white with red accents, tapering off into a long tail that curves to the side around her legs.



Metahuman Abilities:
Cassie has the ability to manipulate the flow of time around her, pushing herself into a self-dubbed 'Focus State', slowing down the world but not herself, and allowing her prescience of actions, movements, and events a few seconds into the future.

This Focus State allows her to hit any manner of targets with extreme ease, move faster than the average person otherwise can, avoid and counter incoming strikes, and extrapolate from her prescience to predict future events - but only by minutes or hours, rather than days or weeks.

Currently, Cassie can only bring on this 'Focus State' with deep concentration, rhythmic breathing, and forcing an intense calm upon herself, upon which the state is granted for mere moments, allowing her to make the single perfect shots she currently uses her power for.


Skills and Talents:
Patience: As a necessity of her 'occupation', Cassie has learnt great patience, and can remain waiting, expecting, or even outlasting any number of situations and opportunities. She can keep herself for hours upon hours on end, awaiting her perfect moment.

Tolerance: Naturally, Cassie has a great tolerance for the climate around her, whether emotional, mental, or meteorological. This natural tolerance has only been trained by her current 'employment', and she is able to remain in awkward positions, cold weather, or under heavy mental or emotional duress, for extended periods of time without deep wounding on any level, or any visible signs of distress or injury.

Emotional Control: As a prerequisite of her ability, Cassie has learnt to successfully exert immense control over her own emotional state, removing the risk of passion or distress to her ability to analyse her surroundings, make decisions, and function under pressure. However, she doesn't allow this to affect her personal relationships when she can - namely, not wanting to alienate her sister from her. Cassie can act normally, even wearing her heart on her sleeve - but when she needs to, she can become impassioned and completely calm.


Equipment:

Barret XM109 High-Powered Sniper Rifle.
Lightweight Armour Sleeveless Vest, white.
Lightweight Armour Trousers, white.
Lightweight Armour Boots, black.
Large Hooded Coat with tapering tail that curves around legs, white with red accents.
Wig, short/messy cut, white-blonde.
Coloured Contact Lenses, amber.
Cheap disposable 'burner' phone, replaced weekly, only able to receive incoming messages.

All courtesy of Roman Locke, from the Ares Corporation.


Biography:
Cassie's childhood was subdued, at best. She had a loving mother, a working father, her younger sister - Jo - and attentive grandparents. She had medical problems, anxiety and panic attacks, but she got medication and they dulled the attacks, even if they didn't get rid of them. She went through school, suffering grade losses after her grandparents passed and eventually dropping out after high school and picking up an easy retail job to pay rent to her parents. Her sister was far more promising, anyway, Cassie was happy, and, somewhere between leaving school and getting hired, Cassie had learnt that her panic attacks - that had never gone away - weren't a result of anxiety, or imbalanced hormones, or a deformity or deficiency in the brain. They were the manifestation of a strange ability, and Cassie slowly began to recognize herself as Metahuman. And that felt good to know when Jo brought home her school reports.

Shortly after Cassie's 18th birthday, her family - mother, father, sister, and Cassie herself - were gathered in the kitchen. Not for any particular reason, she often reminisced - just one of those moments where the destinations and objectives of multiple people suddenly collide on common ground. They were chatting, and getting in each others way, and teasing, and then Cassie's father slipped and spilled the kettle he'd been holding, boiling water splashing down the length of Jo's arm. She screamed, and Cassie suddenly felt one of her attacks coming on, far more rapid than anything before. The world slowed but Cassie was in complete control of herself, and in slow-motion she watched the metal of the kettle, of the knives, of the saucepans on the hob, rattle and lift and then tear itself into pieces and fly toward Jo before flinging itself in an outward circle. She dodged the metal, moving faster than it somehow. Her parents were not so lucky. The world caught back up to speed. Blood was everywhere.

After that, the next two years of Cassie's life became very selfless. All the money she had saved, all the money her parents had left them, all the money she could get together by selling everything she could get a price for - it all went toward Jo's school fund. She'd been pulled out of her school, but Cassie had found a good boarding school for her, somewhere she wouldn't waste her smarts. But, slowly and surely, Cassie's funds dried up. First her savings, especially after she got fired for tardiness and absence. Then her inheritance, her parents not well-off in the first place. Then the money from the pawn shop. The school would have sent letters, but Cassie had no home to deliver to. Jo was pulled from the school, and Cassie sunk into despair. She couldn't keep them both alive on the streets.

And that was when she met Roman Locke. He knew the real reason behind her parent's deaths. He knew the real reason behind Cassie's early medication. He knew her ability, and he knew Jo's. He wanted both.

Locke offered Jo a home, food, and an education far surpassing anything Cassie could ever have hoped to give her with the school, and offered Cassie a home and food herself. He asked one thing of her - be his hitman. She'd been practicing her ability, and could bring on the slow-down, the now-dubbed 'Focus State', for mere moments. She knew she could make the shots he wanted her to take, and so did he.

She agreed. She acts as Quintain now, disguise and costume in place, high-powered rifle placed dutifully in her hands. She gets the target and makes the shot - and her sister stays alive for one more day.
WIP: Minnie Ripper



Name:
Minerva Eliza Ripper


Nickname/Alias:

Gender:
Female


Age:
20


Appearance:

  • Height: 5'8"

  • Weight: 130lb

  • Build: Toned

  • Hair Colour: Black, with blue highlights.

  • Eye Colour: Dark Brown

  • General Attire:



Metahuman Abilities:
Minnie possesses an extraordinary compound within her blood that bonds at the molecular level with the adrenaline pumped into her veins from her adrenal glands. The enhanced adrenaline affords her a remarkable resistance - more accurately, ignorance - to pain and injury, extending even to a point where her body temporarily adapts to allow her to continue and push through whatever adversity she's facing without coming to a fatal end.

After she escapes the situation, the compound breaks down and mixes with the platelets and fibrin to enhance the clotting and scabbing process, and help to make her body more receptive to medical and healing attention.

Minnie doesn't heal herself any faster than a normal person - but her body survives with great efficiency.


Skills and Talents:
Due to the situations she can walk out of by way of her natural abilities, Minnie has expanded her knowledge of medicine, and is pretty handy with basic first aid, able to keep people going after injury. She's also good at improvised weaponry, since in a fight, she can count on attrition to win rather than superior hardware or technical skill, so she doesn't see any formal combat training as necessary.


Biography:
WIP: Adrian Knox



Name:
Adrian Knox


Nickname/Alias:
Artillery


Gender:
Male


Age:
23


Appearance:

  • Height: 6'0

  • Weight: 140lb

  • Build: Lean

  • Hair Colour: Black, partially bleached fringe.

  • Eye Colour: Gray

  • General Attire: Colourless, contrasting clothing, often minimalist in design and tight-fitting. He prefers jackets to jumpers, and boots to trainers.



Metahuman Abilities:
Adrian Knox finds himself in possession of the ability to manipulate and create matter in order to materialize any (hand-held) weapon that exists, as long as Adrian is able to fully visualize it, and the weapon exists. The simpler the weapon, the easier he finds it to create, but with practice, he will be able to materialize larger and more complex weaponry. So far he has only created small knives and simple machetes.


Skills and Talents:

Biography:
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