The X-men run missions and work together with the NYPD, striving to maintain a peaceful balance between humans and mutants. When it comes to a fight, they won't back down from protecting those who need their help.
Haven presents itself as a humanitarian organization for activists, leaders, and high society, yet mutants are the secret leaders working to protect and serve their kind. Behind the scenes they bring their goals into reality.
From the time when mutants became known to the world, SUPER was founded as a black-ops division of the CIA in an attempt to classify, observe, and learn more about this new and rising threat.
The Syndicate works to help bring mutantkind to the forefront of the world. They work from the shadows, a beacon of hope for mutants, but a bane to mankind. With their guiding hand, humanity will finally find extinction.
Since the existence of mutants was first revealed in the nineties, the world has become a changed place. Whether they're genetic misfits or the next stage in humanity's evolution, there's no denying their growing numbers, especially in hubs like New York City. The NYPD has a division devoted to mutant related crimes. Super-powered vigilantes help to maintain the peace. Those who style themselves as Homo Superior work to tear society apart for rebuilding in their own image.
MRO is an intermediate to advanced writing level original character, original plot X-Men RPG. We've been open and active since October of 2005. You can play as a mutant, human, or Adapted— one of the rare humans who nullify mutant powers by their very existence. Goodies, baddies, and neutrals are all welcome.
Short Term Plots:Are They Coming for You?
There have been whispers on the streets lately of a boogeyman... mutant and humans, young and old, all have been targets of trafficking.
The Fountain of Youth
A chemical serum has been released that's shaving a few years off of the population. In some cases, found to be temporary, and in others...?
MRO MOVES WITH CURRENT TIME: What month and year it is now in real life, it's the same for MRO, too.
Fuegogrande: "Fuegogrande" player of The Ranger, Ion, Rhia, and Null
Neopolitan: "Aly" player of Rebecca Grey, Stephanie Graves, Marisol Cervantes, Vanessa Bookman, Chrysanthemum Van Hart, Sabine Sang, Eupraxia
Ongoing Plots
Magic and Mystics
After the events of the 2020 Harvest Moon and the following Winter Solstice, magic has started manifesting in the MROvere! With the efforts of the Welldrinker Cult, people are being converted into Mystics, a species of people genetically disposed to be great conduits for magical energy.
The Pharoah Dynasty
An ancient sorceress is on a quest to bring her long-lost warrior-king to the modern era in a bid for global domination. Can the heroes of the modern world stop her before all is lost?
Are They Coming for You?
There have been whispers on the streets lately of a boogeyman... mutant and humans, young and old, all have been targets of trafficking.
Adapteds
What if the human race began to adapt to the mutant threat? What if the human race changed ever so subtly... without the x-gene.
Atlanteans
The lost city of Atlantis has been found! Refugees from this undersea mutant dystopia have started to filter in to New York as citizens and businessfolk. You may make one as a player character of run into one on the street.
Got a plot in mind?
MRO plots are player-created the Mods facilitate and organize the big ones, but we get the ideas from you. Do you have a plot in mind, and want to know whether it needs Mod approval? Check out our plot guidelines.
Birthplace/ Home/ Place of Origin: Mendocino, California
Nationality: American
Ethnicity/ Cultural Heritage: Ethiopian and Southeast Asian, though she is not privy to this information.
Appearance
Hair Color & Style: Dark brown with red undertones, a shoulder-length mess of corkscrew curls. Usually left alone or strong-armed into a ponytail or tied back with a headband.
Skin Tone: Dappled, stone-like grey… scaly in some parts.
Eye Color: Brown with large amber flecks, like fire.
Height: 5’2”
Build: Buxom and full-figured, with the tiniest bit of pudge. (Mostly muscular, despite soft appearance.)
Visible Mutation: Gina is some sort of draconic-gargoyle thing, complete with complete with grey skin, bat wings, birdlike feet and taloned hands, sharp teeth, elfin ears, a horned head and a tail. Smooth, steel-blue scales also cover the majority of her shoulders, back, tail, and the tops of arms, hands and feet.
Scars/ Tattoos/ Piercings: Gina has two pairs of lobe piercings and a scar on her right shoulder (and a corresponding spot on her wing) from getting shot.
Other Features: Her face has matured to that of a young woman, slimmer in the cheeks and more evenly proportioned. Still openly expressive.
Everyday Clothing Style: Gina’s wardrobe is active but cute, typically including leggings (sometimes with skirts or dresses) or shorts, paired with a cute coordinating top. Doesn’t usually wear anything longer than capris, given her foot structure, or anything with buttons, given her buxomness.
Uniform: n/a
Sleepwear: Tank-top and shorts.
Miscellaneous Clothing: A messenger bag that has a strap that can be unsnapped to accommodate her wings. Also collects a hodgepodge of sunglasses, usually held to her head by a strap. She modifies her own clothes to accommodate her physique.
Character
Personality: Contrary to her appearance and life experiences, Gina is still selfless, gregarious and kind. Time and experience have made her (slightly) worldlier, and there’s a little more salt and a little more spunk to counteract the sugary sweetness of her personality from her younger years. She has maintained this approachable air but, unlike years past, she takes no sh*t and tells things straight.
Gina continues to be a very affectionate, touchy-feely kind-of gal and, despite the tribulations of her past, is fairly indiscriminate when it comes to picking friends. (This frequently bites her in the butt, in retrospect, but she still wants to give most people a chance.) Though she is bubbly and a frequent figure at parties, she values alone time equally as much and can often be seen flying about, taking walks, or enjoying the scenery.
Hobbies/ Interests: storytelling, singing (slightly off-key but good enough), dancing (no particular style), talking, drawing (esp. designing clothes), sewing, shopping, going on adventures
Job or Part-Time Job and Description: Full-time student and freelance clothing designer.
Special Talents: Climbing onto counters to reach the top shelf. Finding the perfect balance of “tough love”.
Morality
Good Enough: Gina’s moral compass still points north, and the pole that it points to is still one crafted of her own, personal beliefs. What has changed, almost imperceptibly, are the beliefs that guide this compass. Rather than naively believing that everyone is good and pure, Gina has adopted more of a heroic stance—people aren’t all good, but can be persuaded. She wants to be part of the movement that changes them for the better.
Mutations
Mutation Description: Though Gina initially believed herself to be a gargoyle, the emergence of scales all over her body has led her to start thinking otherwise. Though largely humanoid, there are certain features that are noticeably inhuman. Most striking are the two, batlike wings that extend from her back, and her grey, speckled skin. Steel blue scales cover her shoulders, back, her entire tail, and the tops of her arms, hands and feet.
Along with these, Gina has four-toed, digitigrades feet—taloned and comparable to those of a bird (with three toes in the front, and one in the back). A five-and-a-half foot long prehensile tail extends from the base of her spine, and at its tip, three petals and muscle skin rest. These petals are capable of functioning like fingers. Though her face is cute, there are certain inhuman features that don’t fit quite right—the elfin ears, the sharp doglike teeth, and the two, goatlike horns that curve from her hair (about three inches in length). She isn’t the most inhuman mutant out there, but she’s different enough to cause a scene.
Strengths:
Tail functions as a spare limb
Flying is faster than walking, and permits for easy access to generally difficult-to-reach places.
Bat-like wings are more efficient than birdlike ones, enabling greater control and maneuverability, therefore heightened agility.
Foot structure allows Gina to cling to ledges, and balance on small perches with ease.
Scaly/leathery skin helps protect against harsh weather conditions, and allows wings necessary flexion while increasing their durability.
“Diving” from a certain height and letting gravity do the acceleration work is one way in which Gina can reach a certain speed without spending as much energy
A film over her eyes protects them from airborne particles
Weaknesses and Limitations:
Tail can lift up to 30 lbs. (13.6 kg) with a combination of the “fingers” and coiling around the object.
Can support just over 200 lbs. (95.25 kg) aloft, including her weight; Gina weighs 100 lbs (45.36 kg), therefore she can carry 100 lbs if need be.
Agility, speed, and stealth on the ground is average- to- below average depending on how cramped the space is. (Folded wings tend to get in the way a lot.) Also, given her foot structure, Gina gets uncomfortable if she has to walk for long periods of time.
While her musculature is increased to enable flight, Gina is not inhumanly strong, only strong for her size—she’s built for speed, not strength
Ginas’ flying capabilities vary upon how much sleep Gina’s consumed, how much food she’s got in her stomach, and weather conditions—in fine weather with a good night’s sleep and a well-fed stomach, Gina can “jog” at 30 m.p.h. (48 km/h) for ninety minutes, “run” at 60 m.p.h. (96 km/h) for sixty minutes, and “sprint” at 90 m.p.h. (145 km/h) for twenty minutes. Gina can also hover, but this is immensely energy consuming and usually pointless for her. Flight itself is also energy consuming, so Gina cannot breach these limits without stopping to eat and rest. Even then, how time and speed in the air will decrease if she attempts to overexert herself.
Since developing scales, Gina has also become more susceptible to fluctuations in temperature. In cold temperatures (below 50°F) she’ll get very sluggish. As such, she’ll tend to keep flying in the winter months to a minimum, and try to bundle up as thoroughly as possible before going out.
Power Growth [01/04/13]:
Mutation Description: Following the beat-down that sparked the Riot plot, Gina began to experience physiological changes that have made her senses more geared towards a nocturnal lifestyle. Her eyesight and hearing have both experienced sharp increases (especially her hearing), and her larynx has been permanently altered to enable echolocation. She is, for all intents and purposes, a nocturnal being.
Strengths:
Gina can see and hear outside of the human range, which has its perks. Fumbling around in a dark bedroom on her way to the bathroom is a thing of the past, as she can see clearly in the dark. Her ears are also sensitive enough to pick up the faintest of noises, such as hushed conversations on the other end of a room.
If and when Gina cannot see with her eyes, she always has the convenience of using sound to see—in other words, echolocation. As long as she can hear, she can use sound to navigate a room. Her “call” is a series of clicks that are well outside of a human hearing range that can be directed and redirected by a simple turn of the head. Can be used to subtly look around a room when she otherwise wouldn’t be able to see.
Because of her decreased reliance on her eyesight, Gina’s agility and speed in-air has increased. (See the fifth bullet point in the original Mutations section)
Weaknesses and Limitations:
While Gina can handle a gradual increase in light or sound, she cannot be rapidly introduced to such a stimulus. Sudden, loud noises will disorient and frighten her, and bright flashes of light will momentarily blind her (longer than the average individual). Gina now suffers from what she refers to as day-blindness. She can only tolerate prolonged exposure to the ambient light of the moon, or the weak light of a lamp or streetlight. Anything else gives her headache, and the oversaturation of light makes everything too fuzzy. By wearing large, dark-lensed sunglasses, the light’s diffused and Gina can venture out in daylight, but there’s little preventative action for the sound sensitivity, besides physiological reactions.
The call that Gina emits when she echolocates extends out in what could best be described as a fifty-foot-tall cone of sound, with the apex being her mouth. Gina can echolocate continuously at the same constant that someone can speak continuously. Her mouth needs to be open for this to work, however.
While Gina has been attempting to keep a "normal" schedule, she is now biologically inclined to operate during night hours, so she is occasionally very, very tired on nights that she cannot force herself to sleep.
Power Growth [07/20/17][pc, 1090]:
Growth Description: The original “gargoyle” of lore was the head of La Gargouille, was used to frighten evil spirits off from the church—on a more practical, architectural level, gargoyles were also glorified rain spigots that carried rain water away from buildings. Hearkening to the myth of la Gargouille, Gina has gained the ability to spit venom at perceived threats—when ingested or absorbed through the eyes, this venom causes fear-like symptoms and induces fear-hallucinations.
In moments of psychological duress (anger, fear), a pair of glands located in the gargoyle’s throat begin producing the venom (which Gina asserts tastes very bitter). Should the threat (or perceived threat) come within range, she will spit the venom towards their face. This is a defense mechanism over which Gina has little control. The effects of the venom are as follows:
Physical Symptoms: Fear-like symptoms such as sweating, muscle tremors, chills, difficulty breathing, rapid heartbeat, dizziness, and in some instances, nausea and passing-out.
Psychological Symptoms: Fear hallucinations—similar to a “bad trip” when one might imbibe in a mind-altering substance. The venom induces otherworldly visions in those who fall victim to it. Hallucinations tends towards abstract and surreal, are unique to the target and unable to be controlled by Gina. Additional side-effects include time dilation (skewed perception of time) and confusion.
Though the venom has psychological effects, it is not a psychic capability—hallucinations are induced by the venom, and Gina has no control over what people experience or how the illusions interact with the target. She subsequently cannot see or hear them. As hallucinations, they cannot actually physically interact with the person they afflict—this does not mean, however, that the target can’t believe they’re being attacked. (On the other hand, people can also realize that it’s “just an illusion” and ride it out… it all depends on your character.)
The venom is a deep maroon in color (a few shades darker than blood). Gina spits venom much in the way that a cobra does-- there's a gland containing the venom which, when contracted, sprays a stream of venom from her fangs (which she already has in the first place-- see first mutation description, which details canine-like teeth).
Growth Strengths:
Range: Gina’s range for spitting is from 4-8ft. (1-3m. approx.) The closer you are, the more likely she is to hit you.
Duration: Once inhaled, proximity no longer becomes an issue—time does. Hallucinations subside within an hour, with the most severe hallucinations occurring in the first 15 minutes. Physical symptoms subside within 3 - 12 hours. This varies based-on the size of your character, the acuity of their senses, and how concentrated the venom was when you inhaled it. Variation per-character is up to the player’s discretion. (Individuals who are more petite or have keener senses than your average adult human, or get hit on the first shot, are likely to suffer the side-effects for longer than your average dude. If you are a hyper-sensitive, petite individual who get hit on the first shot, you might even trip longer than the aforementioned timeframe.
Timeframe: It takes Gina approximately 5 seconds to accumulate enough venom for a shot.
Onset: The afflicted’s eyes will burn almost instantaneously upon contact, and the venom starts working its way into the bloodstream effective immediately. Physical effects set-in gradually for the first minute. Psychological effects set-in at about two minutes. This is for the average adult. Onset varies based on individual size, sensitivity, and potency.
Immunity: Gina is not susceptible to her own mutation.
Keep Your Mouth Shut: Gina can resist the urge to spit by covering her mouth.
Not Deadly: The venom will not kill you, on its own. You’re just going to have a very bad time.
Growth Weaknesses:
Frequency: She can spit venom three times every twelve hours, with the first shot being the most potent.
Focus: She can spit at one person per time. (Though this is also beneficial, because the likelihood of getting an innocent bystander or a friend is very unlikely.)
Avoidance: If your character dodges, they won’t fall subject to the venom. It needs to hit someone’s eyes or mouth to enter the blood stream. If she spits somewhere else (say, your hand or your shirt), the venom remains potent until it dries (five minutes), so try resist rubbing your eyes.
Physical Abilities
General Physical Capabilities: Average human strength. In-air speed is above average and graceful, but speed on-ground is variable upon the openness of the space around her—average speed in open areas, very, very low speed in cramped spaces. Fast reflexes, decent stamina, and decent in-air flexibility—wings inhibit how Gina can bend and twist when it comes to reaching behind her. But, that’s why she has a tail.
Fighting Style: Gina has enrolled in a martial arts course to help stay toned during the winter months, but she’s only been at it for a few years and is by no means a pro.
Fighting Style Pros/Cons: Flying has granted her with fantastic reflexes and quick reaction times, but her wings often get in the way when it comes to grappling. Though she is more learned than she has been in the past, she is still small and considerably weaker than most full-grown people. She’s also too stubborn to quit while she’s ahead.
History of Your Character
Gina never knew her birth parents—she was abandoned on a misty Monday morning in April, on the steps of a fire department in the small, coastal Californian town of Mendocino. She was found by a widowed shopkeeper—a woman by the name of Pamela, who’d recently returned from San Francisco to her hometown of Mendocino after her husband, Robert, had been shot in-action. (He was a police officer.)
Attached to the gargoyle was a wad of five twenty-dollar bills, and an index card with the words “Born: April 16, 1996” and, “I don’t want her.” scrawled upon it, folded around the money and tucked into the folds of a squirming mound of blankets, which was nested into an old car seat.
Pamela unwrapped the blanket, and her heart melted—ultimately, she took the foundling babe in and raised her alongside her three sons—Maxwell, Jameson and Dante—as if the girl was her own daughter.
From day one, Gina was different. Her horns did not grow in until second grade, her wings didn’t prove their use until fifth. But from day one, she was a grey winged girl. She knew that she was adopted, but that her adoptive mother loved her very much. Mendocino was an Elysian place, a mutant-friendly community that fueled its economy with the tourist traffic from the nearby highway. Pamela’s shop was one of a throng, and Gina spent most of her early years there.
Though anyone else with a young, mutated girl like Gina would have kept their daughter home to be schooled, Pamela insisted that her daughter have a “normal” childhood, just like her sons. Gina left to attend school about an hour south of her hometown, and was greeted by a shockingly different attitude. Rather than having the same, mutation-blind attitude that Mendocino-raised children did, Gina found that her classmates were mean and cruel to her because of how different she was. They’d pinch her wings and tug her hair, and taunt her with regularity. Her brothers would often intervene, as would her best friend Constance, but the scant support did nothing to sway the multitude.
Gina would return home, teary-eyed and miserable, and despite Pamela’s best efforts, the wicked children could not be changed. One-by-one, Ginas’ older brothers aged out, leaving her and her best friend Constance to their own devices—together, they helped one another to toughen up, and they defended one another boldly. Constance’s mutation, unlike Gina’s, was not as apparent, and didn’t emerge until they were both in fourth grade. She could turn her skin to the material of whatever surface she touched, and only occasionally did so at school.
Yet, when the Registration began, both girls were hastily pulled-out of public school and put into homeschooling, taught by Constance’s father. It was deemed unsafe to go too far beyond town, to go to that school of mutant-haters. Thus, they were taught at home. And, once the Registration was through, Gina simply never returned.
As time wore on, however, the small-town, home-schooled existence grew lonely. Constance returned to a regular, public education, thus abandoning her friend. Gina grew lonely, and from this loneliness, she began looking at options for all-mutant colleges. It was Constance’s father who proposed a boarding school, and gave Gina the pamphlet for Xavier’s. Gina was sold on the school, did her research, and presented the idea to her mother. Pamela, delighted, agreed to the idea—perhaps this could be Gina’s shot at the normalcy that she’d always wanted.
Gina’s time at Xavier’s began normally enough, but with her move from the small town to the big city, the gargoyle has learned some hard lessons. She’s fallen into the most normal existence she could ever dream of, and yet, she still manages to find trouble.
UPDATE [02/19/17]: Gina has, since coming to New York all those years ago, remained in the city since them. As the youngest in her circle of friends, she was the last to graduate from Xavier’s. Much in the way of a young adult, she grew up and apart from her old friends, made new friends, and expanded her horizons. She has since been attending a university in the city, double-majoring in (of all things) Fashion Design as well as Social Work. Given her double-major, she still has at least two years to go. In her spare time, she has a work-study gig and also has been selling custom-made clothes on her personal website. She’s been keeping busy, to say the least, but still manages to find time to hangout with friends. Around the age of 18, she noticed that spots of her skin were very dry, though no attempt at moisturizing managed to remedy this-- scales and heat-sensitivity emerged, but it's had little impact on her lifestyle otherwise...
Roleplay
What’s your OOC alias?: Sophy
Where did you learn about this site?: Google~
Do you have any other characters on MRO, if so who: Chief [x] and Chase [x].
Sample RP: This was by far the nicest car that Gina had ever ridden in . It was one of those nice, black cars that rich, important people rode in. Those cars that escorted the President places, or important business men. The windows were darkened, the seats were of a cool, dark leather, and a relentless streams of hot air fought off the persistent autumn chill. Since they’d left JFK International Airport, Gina’s face had practically been plastered to the window of the car, her gaze tilted towards her surroundings. Her eyes swallowed the cityscape in whole, devouring the scenery that she saw. The comforts that the car provided did nothing for the anxiety that ran through Gina, for the car was very cramped. Her wings were clasped to her back uncomfortably, and her tail was curled beneath her.
She’d even been sent an escort, Gina recalled, glancing away from her surroundings momentarily to regard the rigid, well-dressed woman besides her. The clean-cut woman had wedged herself against the opposite side of car, making a desperate attempt not to touch the mutant-girl. Though Gina was short, she still took up a lot of room with the wings and the tail and all, which made the woman’s attempt to distance herself next-to-impossible. Not exactly a warm welcome, for an all-mutant school. She could feel the woman’s gaze occasionally boring into her, and though Gina was tempted to converse with her some, the woman spoke quickly, and with little enunciation. She was hard to hear, and hard to understand, and therefore made for bad conversation, even in such a quiet car.
“Almost there,” the woman assured, sounding a tad impatient.
“Is it as beautiful as the pictures in the brochure?” Gina tried anxiously, flashing the brochure at the woman.
“Sure,” the lady admitted unconvincingly, “It is on the outside, anyways. I’ve never been inside.”
“I’m glad!” Gina sighed, a smile upon her face, “I mean, about the outside being beautiful.” Her escort smiled a momentary, unenthusiastic smile. Gina sighed inwardly, and returned to the window. Trying to get the escort to warm up a little would be a fruitless cause.
The car veered onto a dirt path, stopping at a rather proud gate. The driver rolled down the window, addressed a guard that stood within the booth, and after exchanging a few brief words, the guard once again disappeared within his booth. The gate swung open, allowing the car to enter. Gina stared at the guard through the window, watching as the car crossed the threshold.
“Ma’am,” Gina murmured uncertainly, “Are the mutants here dangerous?” The mutants, Gina thought, criticizing herself. I act like I’m some sort of outsider, like I’m not one of them… stupid, stupid, stupid…
“That depends on who you ask,” the woman said, in an unhelpful sort of way, “Why do you ask?”
“The gate, the big wall… it seems extreme, don’t you think?”
“Ooh,” the woman sighed, “They’re very secretive. It’s mostly for their own protection. It’s why I’ve never been inside.”
They wove down the path, deeper into the trees. But then, the trees cleared, allowing for Gina to catch her first glimpse of the mansion. She was awestruck, a childish smile spreading across her face. It was beautiful. The car followed a swooping driveway, coming to a stop. Gina climbed out of the car, followed by her escort, and the driver. The trunk popped open, and Gina went to retrieve her bags, but the escort waved her hand at her and said something.
“Pardon?” Gina inquired, not catching what the woman had said.
“Let us help you,” the woman said, with a smile. Gina stepped back uncertainly as the driver and the escort stepped in, each drawing forth a fat, overstuffed suitcase, containing her essentials. Gina attempted to take the bags from them, but they each carried a bag up the stairs before setting them down.
The driver turned, proffering Gina his right hand with a, “It was a pleasure to have met you, Gina.”
Gina ignored the proffered hand and gave the elderly driver a quick hug before moving to the escort and hugging her, too.
“Thanks,” Gina said with a grin, taking her bags. With a short wave and a glance over her shoulder, she said, “Drive safely!” Before she could even get a reply, she pushed open the doors and disappeared within, the heavy door swinging shut behind her.
Feast your eyes upon AV!Gina... or is it Gina MRO!Khalil? Whatever. BEHOLD.
Individual
Character's full name: Khalil Nejem
Alias/ Nickname/ Code name: Hothead (har dee har har… how can a name be so befitting and yet so completely stupid?)
Gender: Male
Age: 23
Date of Birth: 04/18/1993
Birthplace/ Home/ Place of Origin: Allentown, PA
Nationality: American
Ethnicity/ Cultural Heritage: Lebanese
Appearance
Hair Color & Style: Black and needle-straight. Hangs to midback, typically tied in a low ponytail. (Much to the chagrin of others, he only uses shampoo and conditioner.)
Skin Tone: Red. Scarlet red with Maroon freckling on the cheeks, shoulders, back and top of tail.
Eye Color: Bright honey-amber, slit irises.
Height: 6’2”
Build: Thin stature, well-muscled.
Visible Mutation: A demon, for lack of better words—bat wings, birdlike feet and taloned hands, and your stereotypical spade-tipped tail. His ears are elfin, his teeth are canid, and his tongue is purple.
Scars/ Tattoos/ Piercings: Khalil is all about adornment. He has multiple piercings in his ears, preferring gold earrings (two per lobe, one industrial on the left, three orbitals on the right. He even has a gold ring on his tail. Black ink tattoo sleeves cover both arms. (He’s a bit of a peacock tbh.)
Other Features: Slim, sharp, attractive features and mischievous facial expressions. Can be closed if he wants to, but for the most part he’s an absolute imp.
Everyday Clothing Style: “Do you have this in black?” If it’s black or grey and fashion-forward, chances are that Khalil has it in his closet. Sometimes he’ll deviate towards white or maroon.
Uniform: Due to the nature of his mutation, he usually ends-up naked. If he has time to prepare, though, he’s got some flame-proof pants.
Sleepwear: Butt naked.
Miscellaneous Clothing: Wallet carried on a chain so that it if it falls out of his pocket it’s not gone forever. Fireproof wallet.
Character
Personality: Khalil is a silver-tongued charmer. He’s got an ease with people, a good nature, and a keen sense of humor. Some mistake his tendency towards mischief as idiocy, but do not be deceived! Behind the scarlet façade, a shrewd mind resides. Some people think that being a “bad guy” means being jaded and gruff, but Khalil’s just in it to have some fun. So what if a few buildings burn down along the way? That’s why they’ve got a stand-up guy like Poseidon calling the shots!
Perhaps his greatest weakness is his love of bantering and verbal sparring—flirting also falls under this enjoyment. Whether or not he’s actually interested in getting in your pants doesn’t seem to be the point, he just likes the challenge of wooing a person. If you get him talking, you can get him off-topic. In close second is his vanity. Khalil knows he’s pretty and tends to be a bit of a peacock about appearances (alright, alright, he’s a total narcissist—but who wouldn’t be, with looks like his?). Compliments get you very far with this boy.
For the most part he’s really obnoxious, but some may notice that he follows a certain shadowmancer around a little too often, and seems to dote on her rather routinely. But alas, alas, alack, the pining isn’t mutual.
Hobbies/ Interests: storytelling, singing (he’s pretty good, too), riddles and puzzles, various traditional styles of dance, long walks on the beach…
Job or Part-Time Job and Description: Resident problem-child @ Ragnarok.
Fears/Phobias/Concerns: Dying ugly and alone (One or the other is okay, but both is just bad luck!), being useless.
Special Talents: Calling things as they are, mind-games/ riddles, fairly good bartender.
Morality
Boys Just Wanna Have Fun: Only people with sticks up their you-know-what’s will try an tell you that you shouldn’t do something because it “isn’t right”. And what’s taboo to one society isn’t ubiquitous in all—maybe, in some cultures, it’s socially acceptable to commit arson? Did you ever think of that? And besides, if you’re being a d-ck to humans, it doesn’t really count, right? It’s like crushing an ant. There’s a few billion more where that came from, nothing to lose sleep over—after all, do unto others. Have you seen how they treat mutants? It’s only fair.
Mutations
Mutation Description: Hell-beast: Even for those who don’t practice Christianity, it’s difficult to deny Khalil’s demonic appearance. From his scarlet skin to the two, immense bat-like wings protrude from his back, to the spade-tipped tale and, the taloned hands and feet. When he smiles, you’ll batch the flash of white, canid teeth—two goat-like horns rest upon the crown of his head (approximately nine inches long), and his ears are elfin and long.
Strengths:
Can lift objects with his tail much like people can lift things using a single arm.
Flying is faster than walking, and permits for easy access to generally difficult-to-reach places.
Bat-like wings are more efficient than birdlike ones, enabling greater control and maneuverability, therefore heightened agility.
Foot structure allows Khalil to cling to ledges, and balance on small perches with ease.
Leathery skin helps protect against harsh weather conditions, and allows wings necessary flexion while increasing their durability.
“Diving” from a certain height and letting gravity do the acceleration work is one way in which Khalil can reach a certain speed without spending as much energy
A film over his eyes protects them from airborne particles
Weaknesses and Limitations:
Tail can lift up to 50 lbs. so long as Khalil can wrap his tail around the object a few times.
Can support just over 300 lbs. aloft, including his weight; Khalil weighs 165 lbs, therefore he can carry 145 lbs if need be.
Agility, speed, and stealth on the ground is average- to- below average depending on how cramped the space is. (Folded wings tend to get in the way a lot.) Also, given her his foot structure, Khalil gets uncomfortable if he has to walk for long periods of time.
While his musculature is increased to enable flight, Khalil is not inhumanly strong, only strong for his size—he’s built for speed, not strength. (Any human could get to his ability-level by weight-training with dedication.)
Khalils’ flying capabilities vary upon how much sleep he’s had, how much food he’s got in his stomach, and weather conditions—in fine weather with a good night’s sleep and a well-fed stomach, Khalil can “jog” at 30 m.p.h. (48 km/h) for ninety minutes, “run” at 60 m.p.h. (96 km/h) for sixty minutes, and “sprint” at 90 m.p.h. (145 km/h) for twenty minutes. Khalil can also hover, but this is immensely energy-consuming and usually pointless for him. Flight itself is also energy consuming, so Khalil cannot breach these limits without stopping to eat and rest. Even then, his time and speed in the air will decrease if he attempts to overexert himself.
Secondary Mutation Description:Hellfire.
News at 10—demon boy controls fire! What a twist. It looks green (as per typical D*sney villainy) but don’t be alarmed… it’s perfectly normal fire and burns just the same! Khalil can do this really neat trick where he makes fire with his hands or with his mouth, and then BOOM! If you thought campfires were nice, just wait until you see a car-fire, but green. It really just… makes you think about life, you know?
But where does the fire come from, you might ask? From within! He’s a self-proclaimed hell-beast, after all, and what kind of hell-beast would he be without FIRE?
Strengths:
Fireball fight!!—Has a snowball to the face ever ruined your winter’s day? Well, I’ve got news for you—a fireball to the face is a WHOLE LOT WORSE. And funny. Super funny.
Need a Light?—I’ve got you covered, bro. A small flicker of flame from the tip of my finger. For candles and power outages and, uh, well… recreation!
Fire Sleeves—They’re all the rage this summer, and it f__king sucks to spar with someone whose arms are engulfed in flame. Oops, I deflected your punch and burnt you in the process! That’s rough, buddy!
Breathe of Fire—Ever see those fire-breathers at the carnival? Imagine that but without needing a blowtorch. Simply dazzling.
Fabulously Fireproof —I can do all these tricks without burning myself in the process. My clothes and my surroundings, however, can’t be spoken for. I can withstand flame without issue. I’ve never tried anything hotter because, well, why overdo it? And risk ruining these good looks?
Weaknesses:
It’s Outta My Ha-a-ands—Fire isn’t the type of element to just do as you say. Khalil can lob a fireball in a certain direction or breathe while facing a certain way, but beyond that, the fire just takes its course. Once it catches and grows beyond a certain size, though… it gets a mind of its own, much in the way that fire does. This means that, if someone happens to be in the path that he doesn’t want to hit… well… he probably would.
Water—Enough said. He’s useless when wet. If the weather is wet (misty or rainty or snowing) or if the material he's trying to burn is wet, it won't catch.
Flame-Resistant and Flameproof stuff a.k.a. THE WORST STUFF EVER—If it’s not flammable, he can’t burn it. So disappointing.
Hey, uh… what happened to your clothes?—Khalil is fireproof. His clothes aren’t. Awk-ward!
Temperature Sensitive—His body temperature is noticeably elevated to others. One would think that this means Summer months are more difficult for him, but quite the contrary-- Khalil loves the sun and will often be seen sunbathing during the summer months. During the winter months, however, or in the evenings, he tends to bundle-up. He likes being warm, thank you very much.
Blowing Smokes—This mostly happens when he’s irritated or anxious, but sometimes he starts to leak smoke. As such, he carries mints around, so that his breath doesn’t smell like an ashtray. On the bright side, he’s rather adept at blowing shapes with the smoke.
With Great Power Comes… Some Really Great Limitations—Khalil can only throw as far as a normal human might. On the ground, if the fireball is hurled at a 45* angle, he can lob it about 50m. He can throw about two-dozen (softball-sized) fireballs before tiring out. How a fireball behaves depends on what material it collides with. If he threw a fireball at the side of a building, surrounded by concrete, it’d likely explode outward and dissipate. If he threw it into a bin of leaf clippings, it’d likely catch and became a raging blaze.
Breath of Fire only reaches six feet or so, and lasts about ten seconds (only full-power for about four seconds).
Sleeves can last for about ten minutes. He can make fingertip flames almost indefinitely, however, but as a whole those are pretty useless (unless he happens to use fingertip flames to light something else ablaze).
Sleeves, fingertip flames, and fireballs all originate around his hands, so the time limits on those are interrelated. (So if he throws a dozen fireballs, he can only wear the sleeves for half the usual amount of time.) Because Breath of Fire stems from his lungs, the breath, it is entirely separate from the hand-oriented capabilities.
How often Khalil can use these abilities hinges on the weather—yes, that’s right, the weather! It’s been said that during the winter months, New Yorkers tend to forget about that big, yellow orb in the sky, but do you know what that big, yellow orb is made of? That’s right! Fire! During the summer months when the sun is hot and ever-present throughout the day, all it takes Khalil is a few hours of sunbathing to recharge. As such, his cycle during the summer tends to reset once every twelve hours (presuming he soaks in the sun’s rays). During the winter months, once every day seems to be the average reset frequency. He also seems to be much sleepier during the winter months.
Physical Abilities
General Physical Capabilities: Average human strength. In-air speed is above average and graceful, but speed on-ground is variable upon the openness of the space around him—average speed in open areas, very, very low speed in cramped spaces. Fast reflexes, decent stamina, and decent in-air flexibility—wings inhibit how Khalil can bend and twist when it comes to reaching behind him, but that’s why he has a tail.
Fighting Style: Gee, I’d really love to stay and talk but—WHOA, would you look at that, that park is on fire, and those children are in-danger! Someone should do something about that! Exeunt, stage RIGHT!
Fighting Style Pros/Cons: Flying has granted him with fantastic reflexes and quick reaction times, but his wings often get in the way when it comes to grappling. The only people who stick around for knock-down drag-outs are fools with something to prove. And, with a note of pride, Khalil will inform you that he is a fool with absolutely nothing to prove. (And absolutely no sense of fairness. He would sooner throw a fireball in your face to save himself the trouble of sparring.)
History of Your Character
Irony (n): 3a1: incongruity between the actual result of a sequence of events and the normal or expected result –see profoundly Catholic parents give birth to a demon child; see also demon child develops acerbic wit to help bury the feelings of inadequacy and guilt.
Khalil grew-up with his grandparents for a majority of his young life, routinely almost burnt down their house/his bedroom (on accident) and got into all sorts of trouble as an adolescent. He had an older sister who (thank the stars) was a human child—though far from “normal”. She was a mouth-breathing, straight-A student who watched anime and thought she’d marry her favorite character. But that was better than looking like the spawn of Satan, which all but estranged Khalil from his own family. He acted-out to get attention, and quickly earned a reputation. He didn’t really even need to look for trouble—trouble had a way of finding him.
Maybe he would have straightened-up his act, if his family could have afforded to send him to one of those schools for “gifted youth”, but his family was poor and couldn’t be bothered to do so, and subsequently Khalil never knew of such schools.
Of course his small crimes drew the attention of authorities—sometimes he’d wind-up arrested or locked-up, which made his appearances at school spotty. Still, he was well-liked, even if he got into a lot of trouble. Kids liked his humor, and his sass. Khalil found an outlet—he’d become a clown. He’d garner peoples’ affections. They’d see him. They’d love him. Love him more than his crotchety grandparents and freak sister.
Eventually, he dropped-out of high school. It wasn’t for him and the cops were after him again, for something or other. He spent a few months on the street before getting taken-in with Ragnarok. Since then, he’s been rolling with them, and having a jolly old time. If anyone asks, joining the crime syndicate is literally the best thing that ever happened to him, and the most fun he’s ever had.