The League: Bloodlines ((Started/Closed))

Dragon_of_red

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Dec 30, 2008
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Even though it's name has been altered (It makes more sense in the story than everyone used to be sidekicks).
This a Reboot and the spiritual successor of my old RP titled League of Sidekicks.
If you want to know more about my old rp's, PM me

[HEADING=1]Bloodlines[/HEADING]

Blood. It runs deep into you. Runs deep into your family. Runs deep into your past. But what mysteries does that blood hold? What did your ancestors do, to change the events in the earth, did they make a change to alter something? Or were they just apart of the ones changed?

This Role play will follow not just one character, but an entire family line. There will be Six times that you visit, so six characters that you will take over. Six decisions that you will make that will alter your and possibly everyone else's future.

It will start off a long time ago, before Christianity, before humanity would write things down. In a time of legends.

Okay, dramatics are over, time to say what this is actually about.

As with the spiritual sister, each player will have a super power. You can choose any power you want (as long as it isn't too overpowered, if it is believe me I'll tell you), from anything you want, be it manga, anime, games, books or just your imagination. You have the option of choosing one, or two. If you chose one power, you will be powerful with it, if you chose two, you will have a wider variety of attacks, but they will more draining and weaker if only using one.

The first 5 time periods could be considered a prologue if you wanted. They will be much shorter, but no less important than the final part. It will begin far into the past, before people decided to write about everything. It will then precede to Roman Times, about the time Jesus Christ was said to walk the Earth. After that, a time in the dark ages, followed quickly by a time in the Renaissance. After the wonder of that time, will be the dark times of the World Wars. After that, the full arc will kick in, where you will be in control of your character, and will have no more time skipping and no more character jumping. In the modern era.

To make some character progression to occur, each bloodline will have personality and appearance traits that are common between each generation. You can also keep the same Alias if you wish, and the powers will stay the same, though they might become stronger or weaker, depending on what the time period is.

Due to this odd structure, You will have to make 2 character sheets. One having your bloodline traits, and the other (Which will be made after the 5th time period, due to possible changes in your character due to the previous story line).

<spoiler=Bloodline Traits>
Common Alias: Doesn't have to be used by everyone, but can be if you wish. Can also be the name of your Hero/Villain in the modern times.

Power/Abilities: Here you add in what powers and/or abilities you want. They could be cliche (Fire) or something rare (Illusions). Anything really. (This will probably be the part I will be most critical of. If your power is over the top or has a high potential for god modding, I will tell you. Ask the old members, I will)

Common Features: Anything really, nothing clothes related. So for instance Blond hair, sharp face, average height, blue eyes and long hooked nose. Nothing in too much detail really..

Nice and simple. That one isn't too long. I'll release and make the final one after the end of the 5th arc. So your character may change in this prologue part.



aaaaaaand begin making characters.
[sub]Go[/sub]
 

Dragon_of_red

New member
Dec 30, 2008
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[HEADING=2]Bloodlines:[/HEADING]

Dragon_of_red:
<spoiler=Zircon Bloodline>
Common Alias: Minus. Zero. Negative.

Power/Abilities: Simply put, Power Negation. The Zircon bloodline carries with it the traits too simply stop other everything. The power has fluctuated throughout generations, leaving some with auras that make it so powers cannot be used, while some have condensed powers in the shape of an object, usually a body part. The abilities, given enough energy, can stop trivial non-powers objects, though it takes more energy that just stopping a normal power.
The abilities can be used in reverse too, to greatly increase the effect of an ally's power.

To be used in any offensive way, the attacked can channel energy into their hands or an object, and upon contact, it negates natural defenses. Instead of the feeling of skin or muscle or pure will in the way to lessen the pain, the attack penetrates that, feeling as if it has been attacked in their weakest spot.

Common features: Generally tall and a medium build, pushing closer to the muscular side of things. Pitch black hair. Eye colour varies through generation, but each one has the common feature of eyes glassing over whilst the powers are activated. Most common amplifier for powers is the hands.

Other: Nothing.

TheIronRuler:
Common Alias: Debtor

Power/Abilities: Since birth, every family member owes a debt. At birth the newborn child cannot sustain itself and therefore their mother must sacrifice herself in order to allow them to live. Because of that reason women are more cherished in the family than men.
The reason why such an event occurs is because of the ability the family member wield. They have complete and utter mastery of their body. They can move their blood, push their muscles to their limit and tear them, adding large amount of calcium to certain bones - moving them close to their skin and using them as shields against blunt force and sometimes even stand against metal swords.
This leaves them crippled, mangled and sometimes resulting at their deaths after certain encounters. To counter this misfortunate side affect, they've developed amazing healing abilities. The abilities do not operate on pure willpower, (unlike most "regenerating" beings) they draw on the biological materials of others, decomposing them and using them as material to restore the body of the user. Furthermore, if a user is hit by a sword or projectile and is bleeding, the user is able to stop the blood flow from leaving his body, thus preventing unnecessary blood loss. A user, with enough skill, can use the blood of a fallen enemy to restore his, the bones of a corpse to restore his ability to walk and their muscles to mend those that failed and teared at combat. The act of sacrifice made by the mother is a complete reversal of this ability, giving life to the newborn infant by sacrificing parts of her body, killing the mother in the process. (In modern times the medicinal science is developed enough to handle most of these births without having the mother sacrifice her life for her child, thus allowing the existence of a normal family cell, with more than one child).
Their offensive capabilities are staggering. They can control their biological material inside of their bodies but also outside of it. They can use their blood as a whip, high velocity projectile or shield, their bones as a shield or a weapons. The only boundaries behind this technique is that constant use of it without rest will result in the loss of too much blood leading to the death of the user. the destruction of their body always follows the offensive path of these users, making them a danger to themselves and their enemies.


Common Features: Every child born as a Debtor will have the name of their creditor engraved on their forehead, the name of their mothers, in order to remind them of the debt they must return when they become parents themselves. As the generations evolved they began growing with excess body parts to increase their chance of survival - whether it may be an extra toe in their feet or another finger, it may be deconstructed and used in emergencies as vital biological material. Many born this way with visible deformities are shunned from society.
On the other hand some may make themselves appear to be beautiful. With their ability to manipulate their biological material they can always have perfect white teeth. They can create muscle mass without much work (though actual energy and material is required) and transform body fat into sugar and protein.

Fishtie:
Common Alias: Iron Scale Bloodline
B.C. - Spirit's Cursed/Spirit's Tyrant (Left arm/hand) (NE) (M)
"Spirit cursed? I'll show them what a true curse is..."
Roman - Cloud Runner (Legs/feet) (CN) (F)
"Dunblane to Abernethy in a day? You'd have to run o' the clouds themselves little missy."
Dark Ages - Demon Spawn of Aberdeen (head) (NN) (F)
"Aye, I wonce saw th' demon out there. Best stay away I'd say."
Renaissance - Angel Heart (chest) (CG) (M)
"Dear diary, Today we engaged the rebels. Should have been easy, but it wasn't. I swear I saw the leader take shot to the heart four times but he barely flinched. Orders are to attack again tomorrow. I'm scared."
WW - Claw Leader/Lady Claw (hands) (NG) (F)
"Ever seen a tank ripped apart with bare hands? Then don't park your tank in the Lady's way! AHAHAHAHA!"
Modern - Dragon Fist (right arm/hand) (CG) (M)
"..."


Power/Abilities: At about the age of puberty a section of the body grows hard scales from the skin completely covering that body part. Once about a month has passed The scales are full developed and almost totally indestructible. In addition the part changed becomes super strong, capable of incredible feats of strength.

Sections changed this way can also grow spines, claws, ridges or other abnormal features depending on the location. The growths are usually very hard as well.

Such individuals also have the rest of their bodies become stronger and tougher to support the scaled area. This level though is no where near as powerful as the scaled area. Wounds also tend to heal at faster then normal rates. Reactions and coordination tend to be fast as well. They can also jump with incredible force.

Extra notes: The coloration of the scales is not fixed and can even slowly change over the course of a life. The coloration is possibly affected by environmental conditions, but it's hard to know.

While the scales on a person are indestructible they are steadily molting and being replaced by new ones. Scales separated this way retain their incredible harness for up to 10 years before they begin to turn brittle and can survive for up to 200 years though their hardness deteriorates steadily over this time. Scales of a dead individual are similar.

The initial metamorphosis and emerging of scales is excruciatingly painful.

Common Features: F***ing scales man. How do you miss that? Also, amber colored eyes and red hair. Large appetites (high energy use and large numbers of minerals used). Greater muscle density and hard scales cause much higher then normal weight.

SteakHeart:
Common Alias: Nemesis, or some variation on the word "enemy."

Power: The Nemesis family have metal, or later on clockwork or robotics, infused with their flesh. This gives them increased resilience to damage and pain, along with extra endurance. They also have the ability to shift the metal in their bodies into equipment or weaponry. With time and technological advancement, the options for transformation increase with each generation. For example, in the Roman times, the Nemesis could create a gladius or a javelin, but in the World War era, they could fashion a machine gun. While the metal in their bodies is being summoned somewhere else, the empty space is replaced by normal muscle, which recedes when the metal is replaced.

Common Features: Black hair, piercing gray eyes, muscular build in the men, slightly buxom build in the women, incredibly sarcastic. While the metal is generally infused with their muscles, the metal will sometimes be visible as a metal portion of the body. They all have a strong hatred for criminals, dedicating their life to keeping things safe for the citizens or villagers.

imacharginmelaz0r:
Common Alias: Lepen(familia llama)

Power/Abilities
Extreme strength and speed when in the face of extreme danger. Since the beginning of time one person in every generation of the family had the power to evolve their muscles to impossible levels. this is only hindered by the fact that once they transform, they rage out of control for a longer period of time everytime they use it, and after a while it becomes more and more difficult to control. Which is why they have adopted a knack for a hand to hand weapon that has also been passed down through the ages.

common features
darker skin
large muscular build
thick black hair
midsize (5'7-5'10)
stoic pessimist

mcpop9:
Common Alias: Matri followed by the last 3 letters of the mothers / fathers name

Matriarch bloodline
] General: All of us are normal and guys until we hit puberty. We then develop a day every two months where we turn into females and if we are mated on that day we stay female transform into a blue creature with tentacles replacing the hair on the backs of our heads all varying length person to person. With it we also gain very mild telekinesis powers that put an extreme energy drain on us when we use them. In our mid 20's we develop a dragon flame inside us that strengthens out power amount meaning it will be less of a drain on our energy. Around 32 another conscience forms within our heads from the dragon flame. The person needs to find equal Librium with the dragon mind in order to keep advancing through our lifecycle if they don't they stay stuck at that stage for another 10 years and die. If the dragon mind wins it attempts to break free of the body and in doing so kill itself and the body in the process. Yet if they manage to survive 40 then they gain a second form a humanoid dragon form with Draconic powers. They may morph to this form on their choosing. But the less adrenalin pumping through their body the longer they are unconscious when they turn back in order to build energy to be active. Again. In this form they gain Draconic powers, mental communication, (because they cannot speak due to the snout) have the ability to breath fire or ice(depends on how they were treated as a child the loving warmth of the fire or the cold harshness of the ice.) and their scales are as strong enough to block blades and arrows. If they conserved their energy they can live up to 175 years. Constant use results in about 89 years and average is about 125 years. If they have conserved their energy they become an elder in the group and are respected by all.

Common Features: Humanoid form: shades of blue to purple. Instead of hair on their head thick tentacles of different length from person to person ( think Asari from mass effect.)
Humanoid Dagon form: shades of black to white, our bellies and eyes are the same color as our humanoid forms skin. around 8ft tall, 4 ft from where the wing connects to our backs to the top of the wing and another 5 ft down from that to the bottom of our wings.

Abilities:
Birth to puberty: nothing
Puberty to mid 20s: weak and draining telekinesis
Mid 20s to around 32: average telekinesis with draonflame inside us.
Around 32 to 40: dragon conscience and average telekinesis
40+: dagon morphing and dragon conscience
Dragonflame: pure energy that the user lives off of can harness into multiple forms, very strong but reduces their life length by how much used. when outside the body looks like a flame.

In morph abilities:
Scales able to stop blades and arrows.
Mental communication
Fire/ice breath takes rage to create.
Along with increased strength.
After turning back resting time:
Non adrenaline situation: 2 days
Low adrenaline situation: 12 hours
Mid adrenaline situation: 6 hours
High adrenaline situation: 2 hours

tobi the good boy:
Common Alias: Grimm (family name)

Power/Abilities: Umbramancy:
The characters of Grimm are gifted with the ability to manifest darkness into physical forms. It is said: "A Grimm's true companion is the shadow at their heel."

The manner in which Grimm's use their power varies greatly, however there are two major factor that must always be taken into consideration.

Firstly, the fact that the physical strength and density of the shadow is reliant on darkness. In pitch black the shadow could be hard as diamonds but in radiant light it can be a brittle as glass.

The second limiting factor is that the extensive use of their shadow powers in light causes it to dwindle in size. If the shadow is completely extinguished they user's heart will stop. However, the shadow can easily be restored by entering a source of darkness.

The shadows themselves are very versatile and can be manipulated in all manner of ways. The user could form a barrier or shield to defend against attacks. Shape and form the shadows to attack their opponents or even shroud themselves in poorly lit area's, thus cloaking their position. These are just bare basics of Umbramancy.


Common Features:
- Innocent, angular faces
- Sickly pale skin (often attributed to their constant avoidance of light
- Deep green eyes
- Black hair
- Tall (usually 6 foot)and lanky
- Very optimistic

Fallen-Angel Risen-Demon:
Common Alias: Eldritch

Power/Abilities: Connection to being beyond our comprehension. Commonly known as Gods. Though the ones the Eldritch have a connection to are not benevolent ones, these are ones that wish to destroy the world.

This connections grants them the ability to absorb the matter and soul of those they have killed to be used at a later date for things such as healing the Eldritch bloodline member to adding 'extensions' to themselves (Examples: An extra arm, making one of their own bigger, flesh tentacles).

Those who are absorbed into the Eldritch bloodline member are, terrifyingly, aware of what is happening to them. If their heads are being used they will begin to try to plead for help but find themselves only able to scream.

They can speak to and be possessed by these 'Gods' though this serves no piratical use.

A major weakness of this power is that while they are using it they slowly drain their own energy. If they use it for more then twenty minutes without a break of at least ten minutes then they will faint and will stay as such for another five minutes. Later generations are able to speed up their recovery if they consume another.

Common Features: Their eyes always emit a glowing white gas-like substance when they use their power. They all have white irises. They all have long white hair. They all tend to have a small build.

nuba km:
Common Alias: adam

Power/Abilities: he can fuse with any animal and become a half human half animal version of it, my it be more animal, more human or a mermaid kind of split. The limitations are:
1. he has to have physical contact with the animal
2. it can't be a human being
3. only 1 animal at a time
apart from those resdiction he can be anywhere between nearly human (e.g. if it is a fish he would have to keep webed fingers and toes) or nearly animal (e.g. if it is a fish he may have to keep his human teeth or eyes). also when he defuses from the animal there has to be room for it to materialize.

Common Features: normally very hairy and a love for nature and 20/20 vision

thegamermn:
<Spoiler=Fuaim Bloodline>
Common Alias(es):Fuaim (Pronounced Foo-uhm), Sonus (Later progressing to sounder, then tuner, then sonar)

Power/Abilities:The Sonitus bloodline consists of beings capable of controlling sound itself, starting off fairly primitive with simple things like enhancing a shout or scream to make a sonic boom or just to make it loud enough to spread over great distances (It was, in fact, a few members of the Fuaim bloodline that helped to inspire the myth of the banshee.)

Their powers steadily grew more sophisticated with each new generation, allowing them to affect the sounds of other objects, starting with musical instruments before moving on to more complex objects with less pure tones. It eventually evolved into the ability to control sounds down to the fundamental frequencies at which all things vibrate, allowing them to phase through walls (Or simply cause them to desintegrate) Or mute (or at least seriously dampen) The loudest noises, the reverse being true of quiet noises.

However: The more complex manipulations (Such as the manipulation of a pin dropping to make it loud enough to deafen or the afore-mentioned vibration frequency adjustment) require a good deal of time and effort, making them impractical in combat except perhaps in an ambush situation.

Common Features: Dark Brown hair, Square Jaw, Green Eyes, and usually between 5'10"-6'2". Tend to have a good ear for music and excellent singing voices and tend to be fairly mild-tempered, though some in the bloodline have had underlying rage issues

Fjeld:
The Sierius Family

Common Alias: Blink
Power/Abilities: The character can enter a parallel dimension called the Plain of Ghosts. The character is one of the few that can enter and navigate this realm. The plain is compressed relative to the earth so travelling long distances is easier. In comparison to the time in the plain of ghosts is 5021 times slower. So there is no noticeable lag to the naked eye.

When a navigator brings someone into the plain he must remain contact with the one being escorted through. If the navigator let's go of the escorted they will fall through the plain until getting in contact with something solid in the real world.

The "Air" in the PoG is very dense, letting a navigator move through air like it is water. Solid objects are hard to push through in the PoG but it is not impossible.

There are quite a few drawbacks to this transportation though. First of all, people who are being taken in for the first time will be overcome by the vast emptiness and pass out, followed by intense vomiting when back in real time. It takes around 5 trips to get over this, they would still be overcome by nausea and dizziness. Navigators are restricted to only being able to "Blink" In and out of the PoG once every 30 seconds, making the ability for getting away and not fighting.

Now the plain of ghosts gets its name from the faded imprints of souls that the dead leave upon it. The entire realm is filled with whispers of temptation. Some Navigators and people being escorted have succumbed at been possessed by the sprits. Navigators end up gaunt and thin from the conditions and cold of the realm.

Common Features:

-Black hair

-Amber eyes

-Bony fingers

-Thin body

CJ1145:
Common Alias: Commonly uses aliases based around light, the bringing of it, or the banishment of darkness. Can occasionally incorporate the bloodline's surname, originally Langr.

Power/Abilities: An ability to manipulate energy into a shining golden form, casting bright light on everything around the constructs. It can be used in various ways. Some prefer using it as a source of light, and an inspiring aura for those around them. Others use it as a formless source of power to wash and burn their enemies. Still others prefer crafting it into various weapons and items to use in battle.

Common Features: The Langr bloodline is well-known, if somewhat infamous, for its unnatural yellow and orangish hair. It is as if the sunlight itself had been woven into it, and to the trained eye it almost seemed to glow of its own power. Beyond that they also tend to have bright eye colors, whatever those colors may be, and very stern and angular features.

pyroguy86:
Common Alias: "Golem Family" Strife is the name of the present generation character I would be using.

Power/Abilities: Nearly all of the Golem family members have the ability to cover their bodies in a diamond-like substance that is nearly impenetrable to all forms of attack... nearly all although they can still be damage. Some of the newer Golem's have obtained the power to shape and change forms of matter to their own design, although they are still new to the concept and haven't yet managed to master it. Many Golem family members have died trying to even learn the basics, which is why many don't use it.

Common Features:

- black hair
- red eyes
- tattoo underneath right eye

KronosTalon:
Common Alias: Variava

Power/Abilities: Enhanced Markmanship - The ability to achieve complete accuracy on a target with little to no aim time. Only works with ranged weapons, or something that can be thrown fairly easily(Card, rock, pen, etc.) Can judge great distances easily, and also the power needed to launch something to get it that far.

Common Features: Usually tall and slender, with a pointed nose and light green/blue eyes. The pupil of the eye is crimson. Has dark brown hair, usually with a small amount of body hair, if any. Very curious and usually even tempered.

Crooked Halo:
<spoiler=Levitas Bloodline>Common Alias:The Levitas Bloodline
B.C-The Nomad
Roman-Gorgon
Dark Ages-The Silver Knight
Renaissance-Levitas
War-Shock Trooper
Modern-Blackout


Power/Abilities:
-Generates immense energy within the body without the need for fuel
-Able to manipulate his own energy
-Endless stamina
-Resistant to own energy
-Able to convert energy into different types including light, heat, electric and kinetic.
-Needs time to recover energy to maximum power level.

Examples:By using converting the energy generated he is able to power up himself or objects
-Light energy makes an object or himself emit light of varying intensity
-Heat energy allows him to become super heated
-Electric Energy allows him to shock enemies through touch (Devices could be used to concentrate this energy and make it a ranged attack)
-Kinetic energy allows him to speed up body parts or objects and give them added force


Common Features:
-Silver coloured hair and eyes
-Pale, flawless skin
-Impulsive
-Arrogant
-Acrobatic build
-Insomnia(Meditates to gain daily rest and recovery)
-Black and silver clothing

Appearance:

Warlord Timmy:
Common Alias: Aranea (family name)

Power/Abilities: Sensual illusions. Manipulation and control of the five senses to make people see, hear, feel or even smell things that aren't real.

Common Features: Blue eyes, pale skin and intense facial features are frequent traits. Hair greying at earlier ages is also common. Regarded as being respectable and/or honorable individuals.

Nukey:
Common Alias: Siege

Power/Abilities: The abilities of the "Siege" family are, at least on the surface, fairly tame when compared to other superhuman entities, being little more than them being superior to humans in regards to various attributes, such as their strength, speed and reflexes. It isn't to the point where one could call them superhuman, but these attributes are all at peak level, being able to do exactly what the "perfect" human would be able to achieve, being able to run quicker than the best Olympic sprinters, handle more weight than professional lifters and react quicker than the most agile of men without succumbing to fatigue.

However, their greatest ability is not a physical one, instead being a perfect memory and genus level intellect. Although seemingly mundane, their great mental power allows them to learn fighting styles practically instantly by doing little more than observation, ranging from martial arts to swordplay to firearms.

They are still very much bound by human limitation, however, unable to copy the abilities of other superhumans or achieve feats impossible for one to reach without the aid of superpowers.

Common Features: Although the perfect human regarding mental and physical capabilities, the Siege family has always been plagued with imperfect features. Although not exactly ugly, they have the misfortune of being fairly plain, all rather physically uninteresting and average, normally pale, dark haired and gray eyed. They are, however, usually rather tall, typically being two to three inches above what is considered average.

Gypsy ninja pirate zombie king:
<spoiler=Rath Bloodline>Common Alias: Blue wrath. (Rath is their last name)

Power/Abilities: Ability to control, generate or absorb electric fields to shock their enemies. ability to shoot metal projectiles at high destructive speeds like a railgun. can manipulate iron particles into a chain-sword whip

Common Features: Electric blue hair. green eyes. medium build. arrogant and quick to Anger.

avouleance2nd:
<spoiler=Lorronix Bloodline>Common Alias: Lorronix (technically a legacy title) also goes by the initials B.B.W.

Power/Abilities:

Active-Lorronix can control the weather and climate as has mild shape shifting abilities in which Lorronix can take on the qualities of other species by drinking their blood and as a side effect can learn about some by physical contact with their blood.

Passive-Lorronix is very nature resistant in two ways, one they can survive any natural climate and two all living things naturally view Lorronix as a friend. So as long as Lorronix doesn?t attack them or they don?t have some unnatural or supernatural motivation they won?t feel the need to attack. This even extends to germs.

Weaknesses-Lorronix?s resistances only work on natural things for example cyanide (found in apple pits and peach stones) is cool but bleach with its non-biological origins is very poisonous. Also Lorronix is just as vulnerable to physical damage as anyone so a shot or two and they are down. That and while diseases liking you is nice and they never attack it means you never attack them so they stay in you indefinitely making you the perfect carrier.

Common Features: quite hairy often with a beard (regardless of gender), large amber eyes shaper than nail nails and teeth. Often well-built if a little wiry

I think that is it?
Apart from Vortexy man but he said he would make a quick edit then resubmit... He is in, just editing stuff I do believe...
 

ThreeWords

New member
Feb 27, 2009
5,179
0
0
I cast reserve! I'm on a phone at the moment, but I'll cook you a sheet tonight!
 

Nukey

Elite Member
Apr 24, 2009
4,125
0
41
Common Alias: Siege

Power/Abilities: The abilities of the "Siege" family are, at least on the surface, fairly tame when compared to other superhuman entities, being little more than them being superior to humans in regards to various attributes, such as their strength, speed and reflexes. It isn't to the point where one could call them superhuman, but these attributes are all at peak level, being able to do exactly what the "perfect" human would be able to achieve, being able to run quicker than the best Olympic sprinters, handle more weight than professional lifters and react quicker than the most agile of men without succumbing to fatigue.

However, their greatest ability is not a physical one, instead being a perfect memory and genus level intellect. Although seemingly mundane, their great mental power allows them to learn fighting styles practically instantly by doing little more than observation, ranging from martial arts to swordplay to firearms.

They are still very much bound by human limitation, however, unable to copy the abilities of other superhumans or achieve feats impossible for one to reach without the aid of superpowers.

Common Features: Although the perfect human regarding mental and physical capabilities, the Siege family has always been plagued with imperfect features. Although not exactly ugly, they have the misfortune of being fairly plain, all rather physically uninteresting and average, normally pale, dark haired and gray eyed. They are, however, usually rather tall, typically being two to three inches above what is considered average.
Not my best work, but I gave it a try...
 

CJ1145

Elite Member
Jan 6, 2009
4,051
0
41
Common Alias: Commonly uses aliases based around light, the bringing of it, or the banishment of darkness. Can occasionally incorporate the bloodline's surname, originally Langr.

Power/Abilities: An ability to manipulate energy into a shining golden form, casting bright light on everything around the constructs. It can be used in various ways. Some prefer using it as a source of light, and an inspiring aura for those around them. Others use it as a formless source of power to wash and burn their enemies. Still others prefer crafting it into various weapons and items to use in battle.

Common Features: The Langr bloodline is well-known, if somewhat infamous, for its unnatural yellow and orangish hair. It is as if the sunlight itself had been woven into it, and to the trained eye it almost seemed to glow of its own power. Beyond that they also tend to have bright eye colors, whatever those colors may be, and very stern and angular features.
 

KronosTalon

New member
May 30, 2010
1,332
0
0
Common Alias: Variava

Power/Abilities: Enhanced Markmanship - The ability to achieve complete accuracy on a target with little to no aim time. Only works with ranged weapons, or something that can be thrown fairly easily(Card, rock, pen, etc.) Can judge great distances easily, and also the power needed to launch something to get it that far.

Common Features: Usually tall and slender, with a pointed nose and light green/blue eyes. The pupil of the eye is crimson. Has dark brown hair, usually with a small amount of body hair, if any. Very curious and usually even tempered.
 

Gypsy Ninja Pirate Zombie King

What the hell am i!???
Oct 25, 2010
2,465
0
0
Common Alias: Blue wrath. (Rath is their last name)

Power/Abilities: Ability to control, generate or absorb electric fields to shock their enemies. ability to shoot metal projectiles at high destructive speeds like a railgun. can manipulate iron particles into a chain-sword whip

Common Features: Electric blue hair. green eyes. medium build. arrogant and quick to Anger.

This good?
 

Scarim Coral

Jumped the ship
Legacy
Oct 29, 2010
18,157
2
3
Country
UK
Common Alias: Whirlpool/ Flux/ Vortex/ Fortex (The modern character will use the codename Fortex)

The user can create at least two small swirling circular vortexes; one is colour purple and the other is black.
The purple vortex is spawn near the user which he/ she can put part of his/ her body parts (like arm, leg, head and half of him/ herself as in upper or lower body) into it. During this it look like the user is missing that body part as the purple vortex is stuck at the end of that part (e.g. if the user put his/ her head into it, it would appear he/ she is headless as the vortex is stuck at the neck).
Those parts will come out from the black vortex which the user had created in his/ her range of vision except for long distance sight. Unlike the purple vortex that move along side the user the black vortex are created in a fix position so the user have to remove his/ her body parts out of the black vortex in order to create a new one in a different position.
The purple can only serve as the "in" vortex and the black is the "out" vortex and the user can never switch the two vortexes around. It also noted that nothing can enter the black vortex and should any thing try to enter it e.g. a bullet it would simply bounce off it (this also mean that the user cannot use it to redirect enemies attacks).
This ability allows the user to grab/ steal and to trip a person up or to throw attacks from distances (e.g. the user is holding a gun and put it into the purple vortex and start shooting out from the black vortex).

While this ability has a lot of potential there are limitations-
*The user cannot use it as a form of teleportation. At most half of the person body can enter the vortex.

*The vortexes are within a set sizes (small enough for a hand while the limits is a person waist) so it cannot expand. This mean the user cannot grab anything too big. However the user can bypass the limitation if the user is clever enough e.g. the user can still use a long sword if he/she positions the length of it into the vortex.

*The user cannot make vortexes into the unknown areas he/ she have not seen e.g. the user is outside of a warehouse but cannot see the interior. The user would have to find a window or a hole in the wall in order to make a vortex inside the warehouse.

*In regard with creating vortexes within the user range of vision he/ she can only create vortex within that current moment therefore it's impossible for the user to create the vortex looking at an image location from a book etc. However the only exception to this restriction is a recent thought of image that the user had saw moments ago e.g. the user left a room but he/ she can still remember the interior of that room for only a few seconds before he/she forget what it look like but this require concentration. This does not mean the user has got picture perfect memories.
(Ok seriously I cannot stress this enough already. I know it's over powered for the user to allow to spawn vortex by looking at image locations but I want the user to be allow to make vortexes from past area he/ she had saw moments ago).

Common FeaturesThe user tend to have poor eyesight and can sometime be bad at judging distances (more of an running gag) but they are capable to learn to judge distance better..

Note- The modern user with this power can make up to four pair of vortexes as his maximum creation while the past generations were less than that.
 

Crooked Halo

New member
Jul 3, 2011
28
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Common Alias:The Levitas Bloodline
B.C-The Nomad
Roman-Gorgon
Dark Ages-The Silver Knight
Renaissance-Levitas
War-Shock Trooper
Modern-Blackout


Power/Abilities:
-Generates immense energy within the body without the need for fuel
-Able to manipulate his own energy
-Endless stamina
-Resistant to own energy
-Able to convert energy into different types including light, heat, electric and kinetic.
-Needs time to recover energy to maximum power level.

Examples:By using converting the energy generated he is able to power up himself or objects
-Light energy makes an object or himself emit light of varying intensity
-Heat energy allows him to become super heated
-Electric Energy allows him to shock enemies through touch (Devices could be used to concentrate this energy and make it a ranged attack)
-Kinetic energy allows him to speed up body parts or objects and give them added force


Common Features:
-Silver coloured hair and eyes
-Pale, flawless skin
-Impulsive
-Arrogant
-Acrobatic build
-Insomnia(Meditates to gain daily rest and recovery)
-Black and silver clothing
 

Moderationintime

New member
Sep 14, 2009
3,303
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The Sierius Family

Common Alias: Blink
Power/Abilities: The character can enter a parallel dimension called the Plain of Ghosts. The character is one of the few that can enter and navigate this realm. The plain is compressed relative to the earth so travelling long distances is easier. In comparison to the time in the plain of ghosts is 5021 times slower. So there is no noticeable lag to the naked eye.

When a navigator brings someone into the plain he must remain contact with the one being escorted through. If the navigator let's go of the escorted they will fall through the plain until getting in contact with something solid in the real world.

The "Air" in the PoG is very dense, letting a navigator move through air like it is water. Solid objects are hard to push through in the PoG but it is not impossible.

There are quite a few drawbacks to this transportation though. First of all, people who are being taken in for the first time will be overcome by the vast emptiness and pass out, followed by intense vomiting when back in real time. It takes around 5 trips to get over this, they would still be overcome by nausea and dizziness. Navigators are restricted to only being able to "Blink" In and out of the PoG once every 30 seconds, making the ability for getting away and not fighting.

Now the plain of ghosts gets its name from the faded imprints of souls that the dead leave upon it. The entire realm is filled with whispers of temptation. Some Navigators and people being escorted have succumbed at been possessed by the sprits. Navigators end up gaunt and thin from the conditions and cold of the realm.

Common Features:

-Black hair

-Amber eyes

-Bony fingers

-Thin body

I take it this one will have more story?
 

jSalamanca32

New member
Jun 26, 2011
21
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0
Common Alias: The Silexerus
Power/Abilities: Can communicate with fellow allies to relay information such as battle plans. Brilliant commander. Can briefly "scan" an area and point out the last known position of enemies, marked with beams of light. Power of mind control with captured foes.

Common Features: Of medium build. Thick black beard and long hair. blue eyes.
 

tobi the good boy

New member
Dec 16, 2007
1,229
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I will have a sheet by tomorrow please give me some time.

Edit: I wrote a quick draft now but will touch up tomorrow

2nd Edit: I was too excited and had to complete it, tell me everything you hate so I can fix it

3rd Edit: Not sure if I was overlooked so I'll just post the character profile separate.