Copperhead (Diaz)

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Larissa Diaz (Scenesys ID: 1094)
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Quote
"Don't ever mistake bravery for good sense."
Profile
Full Name: Larissa Diaz
Gender: Female
Species: Metahuman
Theme: DC (VFC)
Occupation: Crime Lord/Mercenary
Citizenship: Santa Prisca
Residence: Gotham City
Education: Self Educated
Status: Dropped
Groups: Gotham-OOC, Batman Family
Other Information
Apparent Age: 27 Actual Age: 27
Date of Birth 1 February 2001 Actor: Rochelle Okoye
Height: 170 cm (5'7") Weight: 59 kg (130 lb)
Hair Color: Blonde Eye Color: Amber
Theme Song:

Profile

Not much is known about the history of the newest criminal to use the name Copperhead. She has made a name for herself as the go-to person for toxins in the criminal world, right below Cheshire in her skill set. She has moved on to being boss of her own criminal circle though she will still take contract work sometimes.

Current Player Approved: Not Applicable

Sheet

Description

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Description:

This young woman is toned and muscular without being overly so. She moves with a supple grace that is a little strange for a person, almost flowing as she moves. Her hair is short and blond, worn in an almost haphazard fashion as though she doesn't care how it looks. Her eyes are amber in color but they have a vertical pupil, like a snake.

She is usually in costume, wearing a pair of form fitting black leather pants with matching boots. Her top is more like a vest, sleeveless and zipped up the front. It leaves her midriff bar. There is a high collar flipped up at her neck. The vest is in a pattern like a snakeskin, in brown and orange. The zipper is silver, matching the armor covering her arms from elbow to the knuckles at the back of her hand. On each of her index and middle fingers is a foot long armored blade that comes to a point, articulated so that they bend with her fingers.

History

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History:

The woman known as Larissa Diaz was born in Santa Prisca, the daughter of a criminal. She was about three when the world got turned upside down for her. Her father was a fugitive from the law and, per the law of that country, his family was thrown into prison to serve his sentence. It did not matter that she was a child. They also did not have prisons as are known in the USA. Instead, it was an island with walls and guard towers. All the criminals were sent there and they had to fend for themselves or die. No support, no guards on the inside to help keep them from killing each other, nothing. She was thrown into this pit of violence with her mother as her only protector.

As expected it was a hard life. Her mother did her best but after two years, she was killed trying to protect her daughter from a child-murderer who was imprisoned there. The little girl of six was left to fend for herself. She used her size to her advantage, able to hide and sneak around. She learned the skills needed to survive from fighting to theft. She ended up befriending an inmate there who was known as Bane. He helped protect her, keep her alive. She in turn was tattooed, marked as someone protected by him and various gangs who supported him. In time, she would escape. To be caught and brought back.

When the authorities chose to experiment on their prisoners, she was one of those selected along with Bane. While he gained super strength and size, she gained flexibility and serpentine traits. These helped her in her endeavors and she managed to escape more often, as they could not really keep her contained.

She made her way to the United States where she started as a thief and hired killer. In time, she was able to afford to start experimenting with venom, learning to modify it, create her own toxins. She educated herself in the field of biochemistry, all with a focus on making her own versions of toxins to use. In time, she built a reputation for herself and she has become one of the lead villains who specializes in use of toxins. She has now become a boss of her own crew, working with them in various criminal activities although she does still dabble in her own contracts from time to time.

Personality

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Personality:

Larissa is bold and brash. She says what she thinks and how she feels. She is not one to beat around the bush normally, preferring to just make her point and move on. She enjoys action and is a bit of an action junkie in some ways, which is likely why she prefers to stay active as a criminal instead of just settling into her role as boss. She is a sociopath and thus doesn't feel emotions like others do. Remorse? Regret? No time for that stuff. It isn't in her mental landscape. It is why she does her job as well as she does though. She likes a good time be it a brawl in a bar or having a good beer and good company. Or bad company.

Abilities

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Modified Physique:
Her physique has been modified due to the exposure to the venom-formula. She has become more serpentine in nature. This includes her body and the extra flexibility afforded by her joints. She moves in a fluid motion, instead of the more disjointed way humans generally do. Her eyes are like that of a snake, amber in color with a vertical pupil. She is able to see the normal human spectrum, but she can also see heat signatures as well as having the ability to see in darkness. Her tongue is forked and slightly longer than a normal human. This gives her a heightened sense of taste, to the point she can taste specific particles in the air like a serpent. This helps her in her biochemical pursuits. Lastly, she has actual fangs that can descend from where they are held at the back of her upper teeth, like those hinged on a snake that can be brought out when needed for a bite. These fangs are attached to venom glands, her own personal venom being paralytic in nature.

Triple Jointed:

Larissa is what they call triple jointed. She is able to move her joints and limbs in ways that would dislocate or break for a normal person. With this she can fit into spaces that normally would be impossible for a human to fit, such as a small pipe that is half the size of her body. Basically if she can fit her head inside, the rest of her can follow. This makes it extremely difficult to restrain her as she can escape handcuffs and other such devices. Keeping her in a cell is equally difficult. This extra flexibility allows her to perform feats in combat that would be impossible for a normal person.

Skills

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Animal Handling:
Copperhead uses many animals as the source of venoms she uses in her toxins. As such, she has learned how to care for these animals, see to their needs for living, extracting the venom from them without harming the animal, etc. This is mostly reptiles such as venomous snakes and lizards but also includes arachnids such as spiders. She knows how to handle them properly to avoid herself being poisoned though, were she to be, she also has her own anti-venoms already on hand to deal with it.

Assassination:
Copperhead is a master assassin. This is not simply walking up and killing someone but requires quite a few different skills to be successful. First is human anatomy, physiology. She knows where to strike and how to get the desired effect, from major arteries to nerve strikes. Next, she is trained in a wide range of weapons from blades to guns. Additionally, She is able to move with extreme stealth, using her specialized physical traits to help her hide in places others would not be able to such as small spaces or moving through rafters with ease. She can move silently and use the darkness since she is able to see using other senses. Lastly, she knows how to breach security measures to gain access to her targets. While she won't be getting into LexCorp, she can easily get into most places that have normal alarms and security measures, even some high level but not extreme.

Combat:
Copperhead is an extremely skilled fighter. She is trained in a wide range of techniques such as MMA, grappling, boxing and good old street fighting. Even without her unique physical advantages, she would be a match for up to advanced fighters at a time. With her physical advantages, she is on par with people such as Batman. She could handle multiple opponents at a time. Special forces and down are not likely to be able to stop her, without some extenuating circumestances. Above those levels will at least become more of an equal match.

Criminology:
Copperhead has been moving in criminal circle since she was a child. As such, she is aware of most criminal enterprises and how they work. She knows the organizational patterns of various gangs and groups. She knows the angles that they like to work, be it protection to running weapons. She has a wide knowledge of the people in the various groups, gangs, etc. (Consent required on knowledge she might have for PCs.) She runs her own criminal organization with tiers of others below working for her. She knows how to skirt breaking laws, play the 'game' with the cops, and all that comes with being a villain.

Intimidation:
She is skilled at intimidation, using her skills and threats to keep her crew in line. She also uses this skill when dealing with others, be their criminals or just people in a bar that are annoying her. Her reputation precedes her in some circles and, as such, she his able to use that to help press her agenda through fear. She is quick to strike, like the serpents she loves. Sometimes it is a dry bite, as she would call it, just physicality. Yet she can just as easily add a toxin to someone's drink or bloodstream with a scratch in order to teach them a lesson.

Science:

Copperhead is self-taught in biochemistry, allowing her to create the toxins she uses in her criminal exploits. She has a wide range of knowledge of venoms and toxins from the animal world and uses this in combination with chemistry. She can create custom toxins with time as well as antidotes to those toxins. She knows her way around a lab and how to use the equipment therein. In a different world, she may have been a great scientist.

Resources

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Armor & Fangs:
Copperhead wears thin armor on the lower portions of her arms. It is form fitting from just below the elbow all the way over the backs of her hands. This is useful when fighting, allowing for harder strikes and protecting against the same when she blocks. They are strong enough to stop small weapons fire, up to a .38 caliber or low-level energy blasts. Anything above that will go right through. (She is not able to block such things like Wonder Woman, as she doesn't have that sort of speed. This will only work if she is prepared and know the shot is coming ahead of time.)

She also wears specialized armor/blades on two fingers of each hand, her version of "fangs". They are worn on the index and middle fingers. There are flexible joints built in, matching where the joints are on the fingers to allow for movement. Each it about a foot long. They come to a sharp point at the end, just like fangs would, although they are sharpened on the edge as well, so they can be used as a slashing weapon. These can also be used to deliver her various toxins. She has to trigger for a toxin to be used, otherwise she can give a "dry bite" if she chooses to do so, just like most serpents. (Which means she can just use them as stabbing/cutting weapons.) There is a mechanism built in that allows her to use the various toxins she has loaded into each fang, allowing her to have four different ones at any time. (See +resource Toxins)

Contacts:
Through the years, she has developed quite a few contacts. These are nothing fancy or impressive but more a guy that knows another guy and so forth. There are those who have helped her in the past or she has worked for, who may be called on for a favor or two. Some even owe her a few favors. The biggest ally she has is Bane, a criminal who she has known since she was a child in Santa Prisca and who helped protect her while she was growing up.

Criminal Empire:
Copperhead is a small-time boss in the criminal underworld. She has her own people and crew who carry out a range of illegal activities. These bring in a lucrative amount of money which a portion of is taken as her cut while the rest is reinvested into her endeavors. She has around thirty people that work for her, though their skills are nothing more than street level.

Reputation:
Copperhead has a reputation in the criminal world. She is known for her skills with toxins, being second only to Cheshire in her ability to create different blends. She is also a known assassin who will do her job with no qualms or problems. Though she takes less jobs personally these days, her reputation precedes her and allows doors to sometimes open more easily than they might for someone new in the business.

Security Tech:
Being an assassin often means needing to get into places undetected. As such, she has a few security gadgets that help her to bypass security measures meant to keep others out. This can be something as simple as a set of manual lockpicks to a high-tech scrambler designed to bypass alarm systems. While she can get into a normal business or a high level home security system, she is not going to be breaking into the super high level places such as Four Freedom Plaza, LexCorp or Wayne Enterprises.

Toxins General:
Copperhead's claim to fame is her talent with toxins. She is one of the best in the world. Mostly she uses venom of some sort in her toxins, harvested from snakes, lizards, or spiders. These are combined with other things, chemical or natural, for the preferred result. She has a wide range of such toxins for a wide range of effects. If she doesn't have one, she can always make it, but it will take time to do so and cannot be done in a combat type situation.

There are some specific go-to options she uses often. When she goes out on a job, she can have up to four of these loaded at any time in her 'fangs' (one per fang) but she cannot switch them out on the fly.

As these are customized creations and not a single type of venom, things such as anti-venom are not effective. The serum for any of them would need to be created by someone to combat the effects and all of the toxins have their own timeframes as listed in Toxins Part 1 and Toxins Part 2.

Toxins Part 1:
Pain: This toxin will cause extreme pain for a person. The pain will be so intense it will leave most people a sobbing heap on the floor, unable to function. Those with high pain tolerance may be able to continue to function but could use the loss of the limb where the toxin was injected. A normal dose will last about 15 minutes. A large/full dose can last up to a hour but that sort of level could end up being fatal so is not one used generally.

Sleep: This toxin will put a person to sleep within thirty seconds of being dosed. A normal level will put them to sleep for about ten minutes. A large/full dose will put someone to sleep for two hours.

Hallucinogenic: Exactly as the name indicates, this toxin will cause people to see things that are not there. It is like they are on an acid trip. A normal dose lasts about ten minutes. A full dose, about an hour. During this time, the person could endanger themselves due to their own visions.

Truth Serum: This will cause the person injected to be truthful when asked questions. A normal dose lasts about 15 minutes. A large/full dose about an hour. People with extremely high willpower may be able to resist these effects. (OOC: Consent required for PCs.)

Toxins Part 2:
Necrotic: Based off many snakes, this toxin will kill flesh. It is painful but will leave a lasting effect in that the person may have a scar or missing digits/limbs after. A normal dose will be enough to destroy about three inches of flesh. A full dose is enough to lose an arm or leg. This is a slow-moving effect, not something that is immediate. Once injected, it will begin to kill flesh it touches and continue to expand outward to its limits. It does not stop after a specific time, only once it has reached its size limitations. (OOC: Consent required for PCs)

Death Fast: This toxin will kill a person within five minutes. It will be extremely painful and agonizing. (Consent required for PCs.)

Death Slow: This toxin will kill a person in a very painful and agonizing manner. Depending on the amount of toxin depends on how slow it is. Normally it is about 30 minutes but she can have the toxin modified to a level where it can take hours for the person to die. This is the one she often uses when she is contacted to kill someone. (Consent required for PCs.)

Venoms:
This resources covers both types of venom. First, there is the concoction created in Santa Prisca that allows for physical enhancement. She has an addiction to this, though she uses it in low doses, just enough to enhance without overwhelming (as it does for Bane). She has her own sources for getting the venom, including Bane who has been an ally of hers since their days in prison in Santa Prisca.

The second type is that which comes from the venomous animals she keeps. These include snakes, spiders and lizards, although the serpents are her first love. She utilizes them to milk for their venoms, allowing her to use those venoms in a wide range of toxins. If it is an animal from this planet and it is venomous, she likely has several in her collection.

Wealth:

Copperhead is an in-demand assassin for hire. She is good enough she gets up to a six figure payout for her services. She also has her own criminal organization, which adds to her comfort level. She lives comfortably, able to afford the things that bring her happiness. She has a few apartments and safehouses, places she can fall back on if everything goes down the drain all at once. She has around 100K available to her immediately should it be necessary. This wealth allows her to pay for the large collection of exotic animals she keeps as venom resources. She also has a couple of labs set up where she can create her toxins or anti-toxins, stocked with the best equipment she can buy.

Weaknesses

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Addiction:
She is addicted to venom. Not the type that comes from the serpents she uses for her toxins. The venom that is used by the criminal Bane to enhance his physicality. She does not use it on the same level, preferring very small doses. This gives her a bit of heightened strength but mainly for her, it enhances her serpentine traits to the max. It allows her to get a tighter grip or hold when in combat. Unfortunately, it is an addiction though in that she needs the venom fix on a regular basis or she will start suffering withdrawal.

Criminal History:
Copperhead has been in prison almost since she was born. She has an extensive criminal record. These days she seems to end up in Arkham Asylum instead of a standard prison due to being a certified sociopath. She has escaped from various facilities more than 15 times and is a difficult prison to keep in custody.

Instincts:
Thanks to the venom treatments she underwent while in a Santa Prisca prison, her body is no longer exactly human. She has a lot of serpentine traits, including venom sacs, heightened senses and extreme flexibility. She also has gained a lot of predator type instincts that go with being snake-like. As such, she can sometimes be overwhelmed with these instincts, having them outweigh reason and leading to her making decisions that may be less intelligent.

Sociopath:
Copperhead is a sociopath. She does not feel emotions like others. When she does something that might be considered immoral, she does not have the emotional response another person would. Killing people is what she does for a living, and she feels nothing when she does it. There is no remorse, no guilt. It just is not in her mental make-up. While she is aware of the mental label placed on her thanks to her multiple stays in Arkham Asylum, she does not care to utilize any treatment options available for her mental health condition.

Tattoos:

Copperhead has quite a few tattoos, many in prominent places that are easily visible including her upper chest and neck. These tattoos are symbolic of someone that has been under the protection of Bane as well as the tattoos associated with several South American gangs. Due to this, it is pretty obvious to any law enforcement or others who might recognize these symbols for what they actually are instead of just an artistic choice.

Logs

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Title Date Scene Summary
Welcome to Hellhouse April 20th, 2020 Flash and Larissa get together to talk
A Night Interrupted March 29th, 2020 Eugene actually calls. At the worst possible time. Yet, date plans are made!
Not That Kind of Bar March 10th, 2020 An assassin and a soldier meet in a bar. No one dies. Mores the pity.

OOC: Language! Bad words are used.

The Strangest Places March 7th, 2020 A random meeting leads to a history lesson.

Cutscenes

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Title Date Scene Summary
No logs submitted yet.

Gallery

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