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Character's full name: Aris Callin Alias/ Nickname/ Code name: Meld Gender: Female Age: 21 Birthday: January 14 Nationality/ Ethnicity: Caucasion Birthplace/ Home/ Place of origin: Vancouver, Canada
Appearance
Hair colour and style: Short, black, spiked Eyes: Green Height: 5’8 Build: Athletic Visible mutation: Varies depending on her melds. Currently her left hand is flesh and blood with glowing blue veins, both her feet are metal with 3 talon-like toes, two in the front and one in the back, her left eye is obviously electronic and her right arm is entirely metal with blades and a shield. She also has a metal tail with a ruby at the end and 4 blades surrounding it. Scars/ Tattoos/ Piercings: Septum, snakebites, 2 X eyebrow. Patchy burn scars across the left side of her face. Other features:
Everyday clothing style: Aris tends to wear practical, tight fitting clothing. She prefers dark, dramatic colors, including blacks, blues and reds. She rarely shows off much skin, although she does take pride in her in thin, lithe body. Aside from her piercings, Aris rarely wears any sort of jewelry and usually has a black leather glove over her left hand. Uniform: (if applicable) Sleepwear: Long tea shirt Miscellaneous clothing:
Character
Personality: (How you character behaves, social tendencies, quirks, etc.): Aris is confident and outspoken. She has skill and she knows it. She’s willing to take orders, but only so long as she’s paid and she knows what’s she’s been told to do is in her best interest. Aris usually gets along with people well, as long as they prove themselves to have some basic level of competency and intelligence. Below the surface Aris has a profound sense of sorrow, although its something she rarely talks about.
Hobbies/ Interests: Martial arts, video games, carving, metalworking, electronics Job or part time job and description: (if applicable) Jobs can be established later through in character RPing. If you plan on working at the mansion it will have to be approved. Fears/ phobias/ concerns: Being restrained Special talents: (not related to mutation): Aris can speak German, French and English fluently
Morality
Good/ bad/ neutral/ other: (please explain) Neutral towards evil. Aris has spent the last several years working as sword for hire, primarily acting as a body guard, rough hand, thief, ect. to various individuals involved in crime.
Mutations
Mutation description: Meldshaping: Aris has the ability to modify parts of her body at will. She can physically craft alterations out of any substance and then graft them onto her body, permanently altering her form. For example, she could craft a hand out of steel, cut off her own hand, and meld the steel hand to her wrist, forming a perfectly usable, and much stronger, hand. She could also sculpt or create herself a pair of eyes, and replace her eyes with enhanced eyes, or replace strips of skin with enhanced skin. Aris does not know exactly how the process of meldshaping works, though she knows it to be a combination of physical skill, the material involved, and a determined will in forming the meld. Advanced affects, such as modifying the senses, are not strictly based on science, but rather some unique form of pseudoscience. At present time Aris is mostly limited to meldshaping simple enhancements, although it is, in theory, possible for her to achieve more advanced affects.
Strengths: Meldshaping allows for a vast amount of adaptability.
Weaknesses: Meldshaping takes time. It can takes hours-days to create a particular meld, although actually attaching the meld takes very little time. In addition, because of the physical damage done to her body during the process of attaching a flesh meld, it is exhausting and requires some time to recover after completion. For advanced effects, Aris needs to know the basics of the theories behind why an effect would work, but does not need to know the specifics. Thus, she would need to be able to study an object or effect she wished to create in order to be able to replicate it in the form of a flesh meld. The visible nature of Aris’ flesh melds makes her a various obvious mutant.
Meld is limited to 5 flesh melds, 3 of which can be major flesh melds.
Secondary Mutation: No Pain Sense: Aris does not feel pain. She takes damage just like any normal person, but does not feel pain from that damage.
Strengths: Aris is able to take a horrific beating before she begins to display its affects.
Weaknesses: Aris has only the faintest sense of touch. Not only does this make it very difficult for Aris to perceive different textures or feels of things, but she also must constantly due visual checks of herself to make sure that she hasn’t accidentally become injured.
Power Growth (10/12/2009): Living Flesh Melds: Meld has gained the ability to replace her metal parts with human and mutant parts. This serves the main function of ensuring that she does not go over her limit of how much metal she can control within her own body. However, it also has the secondary function of being able to "trick" certain security based devices by having the exact retinal or finger print pattern of the one it was taken from. Living flesh melds have the exact same appearance and physical stats of the person they were taken from. Thus, if they were human the meld would look human and of the appropriate skin tone. If they were a visible mutant, the meld would retain that mutant appearance. If Meld does happen to lose a limb, it can be replaced with a living flesh meld.
Living flesh melds can also include a limited form of mutant power replication, although such super-powered flesh melds would count against the total amount of flesh melds she is able to control at once. That is, if she had 4 metal flesh melds and 1 super-powered living flesh meld, the total would be considered 5. However, the only powers that can be replicated through this process are powers that are innately a part of that particular body part. Thus, a super strong hand might still be super strong, however if the person that same hand came from had telepathic powers no such powers would be imparted because they are not tied directly to the hand. Similarly, a hand from a mutant who could become invisible may be able to also become invisible, but that would not allow the rest of Meld to become invisible. Strengths: Meld is able to replace lost limbs, both from flesh melding and through other mishaps. She is also able to gain a limited version of other abilities. Weaknesses: Much like the melding of her traditional flesh melds, melding to living flesh melds is very tiring and cannot be done often. Although she does not need to prepare living flesh melds in the same fashion, her body can only tolerate melding with a living flesh meld about once a month. Melding with a living flesh meld more often will cause the meld to be incomplete and control to be sporadic and unpredictable.
It is evident that living flesh melds are not natural due to differences in skin tone, size, ect.
The limit of super-powered living flesh melds stacks with those of her traditional flesh melds.
Meld is currently unaware of this aspect of her powers.
Current Flesh Melds:
Electronic Eye: Left eye has an electronic appearance allowing improved night vision. The eye is overly sensitive to bright light.
Titanium Feet: Both feet are large with a three pronged design, one in the back and two in the front. They are difficult to damage and because of the large area on the ground they help with balance. They can also grab onto thin objects, like bird feet. Because of they’re size and shape shoes cannot be warn over them and they are impossible to hide.
Clawed and Shielded Titanium Arm: Right arm is made entirely of titanium. Her fingers are clawed and there is a round 2 ft shield attached to her forearm with razor sharp edges. It is very strong and, impervious to most physical damage. She has to cover the blades when sleeping and the size makes some activities difficult.
Bladed and Eyed Titanium Tail: 4 ft titanium tail measuring about 3 inches in diameter. At the end are 4 blades in a sort of flower configuration around a red ruby eye. The tail is very strong and agile, much like a monkey tail and the blades are movable. The eye allows for sight in all directions but because there is only 1 of them offers no depth perception and is very disorientating to use while using her regular eyes. In addition, her tail eye is tinged red.
Living Flesh Meld:
Luminescent Blue Veined Hand: Power Switch: By touch Meld is able to turn on or off electronic objects, although she is unable to otherwise affect or control said objects. This functions in two slightly different ways. If an object is connected to a source of power, the power functions to merely turn on said object and afterward contact does not need to be maintained. If, however, the object is not connected to a source of power, the object is powered by Meld's hand itself and contact needs to be maintained throughout. Contact does not need to be maintained when turning off an object.
Meld's hand is also able to short out electrical objects.
Strengths: Through use of Jordon's hand, Meld is able to turn on and off electric objects as well as power objects without a source of electricity and is able to short out electronic devices.
Weaknesses: First, Meld must continually replenish the electricity stored in her stolen hand. Electricity can be replenished through contact with a source of electricity such as an electrical socket, and it takes about 45 minutes of direct contact in order to fully charge her hand.
Every use of her stolen power draws from the store of electricity in her hand. She has approximately enough electricity stored to turn on 10 objects all ready connected to a source of electricity, power a small electric for about an hour, a household device attached to an electrical outlet for about half an hour or a larger device like a car for about 5 minutes.
Meld is only able to her her stolen ability through direct touch.
Only enough charge can be stored in her hand to short out a single object before recharging.
Fighting Style: A combination of jui jitsu and karate.
Explanation: Aris has been practicing jui jitsu and karete since middle school. Pros for fighting style: Effective hand to hand combat. Cons for fighting style: Not very good at range.
Faction Allegiance The Order
History Of Your Character: Aris grew up in a fairly typical middle class household in Vancouver, British Columbia, Canada. Her parents were comfortable, though not rich and, if Aris didn’t get everything she ever wanted, she was a little spoiled and never needed for anything. He had one older sister, Jennifer, her elder by 3 years. Aris was always an exceptional student, getting straight A’s all throughout school and while she didn’t have hordes of friends, she was never lacking for companionship either. Her mother was German and her father was English, meaning that both English and German were spoken regularly in her home life. In addition, she went to French emersion school until she graduated. One of her main passions growing up was her martial arts, having won several medals in tournaments around the province.
Aris didn’t develop her powers until after high school, shortly before she was supposed go off to university. It was late at night and her parents were out. Only her and her sister were home when a thief broke into the place, brandishing knives. The sisters were tied up while the thief robbed them blind. Aris would have been fine had it ended there, but unfortunately it didn’t. Instead of just leaving, the thief decided to have a little “fun” with the sisters. He began with Jennifer, first raping her and then slitting her throat. Bound as she was, Aris could do nothing. He then moved onto her, untying her partially in order to achieve what He wanted. Because of her martial arts training, Aris was able to subdue the guy, but not without major damage to herself. In the process of subduing the intruder, her hand was severed from her wrist. Despite the vast amount of blood, there was, strangely, no pain.
Aris could never explain afterwards what she did next, it had no logical reason behind it. She had been working on a sculpture of a hand over much of the summer. Maybe, on some unconscious level, she knew she was a mutant, but she was driven upstairs to her room, trailing blood behind her, to acquire the hand. She then touched it to her wrist and…something…happened. Somehow, the hand sculpture melded to her wrist giving her a completely usable hand.
The following hours passed in a blur. The ambulance arrived but there was nothing that could be done about Jennifer. The paramedics refused to come near Aris because of her Frankenstein-like hand. Traumatized by the death of her sister and the revelation that she was a mutant, Aris grabbed as much money as she could and fled her house never to return.
Over the next several months and years Aris experimented with the bounds of her powers. She discovered that she could create and meld things from almost any substance and onto almost any area of her body. Furthermore, she could remove and remeld body parts, updating her hand several times. She even discovered she could enhance her senses, though her eye experiment was only partially successful. In order to survive, she moved from city to city, never staying in the same place for very long. She found that her mutation and other skills made her very marketable to the criminal underground. Mostly she stuck to smaller jobs. Body guarding, roughing people up and thieving were her primary activities. She wasn’t proud of her life, but it allowed her to survive.
Since coming to the city Meld has been staying at Sanctuary and has become a member of The Order. She has discovered a new calling, fighting for mutant rights and mutant ascension over humans. In promoting this cause she has been on the news several times, including killing an anti-mutant SWAT officer and massacring numerous police who were trying to capture her. She is suspected of being a member of an all mutant terrorist organization by the police.
Recently Meld has split ways with The Order and is considered by some to be a traitor for abandoning them. She has opted to reside within the Mansion, trying to recruit those individuals who would be willing to serve the mutant cause. Despite the beliefs of most within The Order she has not, in fact, abandoned them but instead gone off on her own to further its cause and her own. Since coming to the Mansion she has managed to restrain her violent tendencies.
Roleplay Aris had acquired herself an electric blade a few weeks ago. It was one of those that was normally used in construction work, the round kind meant to cut wood. This one, however, was specially constructed out of adamantium. She had been saving up for it for some time. She had also been working on a very special hand for herself. Her present hand was good, of course. Being made of steel, it was stronger than any human hand ever could be, and much tougher. But it was missing a special something that the new hand would have.
Aris spent a few minutes admiring the piece of handiwork that she had been working on for the past 2 months. It was, she had to admit, her best work yet. Shining titanium, each finger perfectly proportioned. At the end of each finger was a razor sharp blade. There were also three blades on top of the hand. The wrist was simple smooth metal, the diameter equal to that of her wrist. Yes, she thought to herself, a true work of art.
Aris turned on her bone cutting machine and placed her hand on the machine and slowly began moving it towards the whirring blade. This had been difficult at first. No, not just difficult, virtually impossible. There was a huge mental barrier involved in cutting off your own hand. Or any other body part for that matter. Didn’t matter that she knew there was not going to be any pain involved. She was used to it by now though and barely flinched. There would be blood of course. There always was. That’s why the process had to be fast. If she was interrupted it could be potentially fatal.
Very carefully Aris began cutting into her wrist, careful to make sure that the line was perfectly straight. There was plenty of material around to catch the blood that came pouring out of her severed wrist. As quickly as she could she grabbed the metallic clawed hand and wrested its wrist upon her own. Within moments Aris felt her skin bind to that of the metal and the hand come to life. She flexed her new fingers. Perfect. Just like a real hand. No, better than a real hand. Much better. Now all that remained was to clean up and dispose of the last hand. Aris began humming to herself, pleased with the night’s work.
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