Difference between revisions of "Hoodlum"

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Revision as of 02:15, 20 November 2017

Clarine (Scenesys ID: 1305)
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Quote
"The key to immortality is first living a life worth remembering." -Bruce Lee
Profile
Full Name: Clarine Zarves
Gender: Female
Species: Human
Theme: Original (OC)
Occupation: Student
Citizenship: {{{Citizenship}}}
Residence: {{{Residence}}}
Education: {{{Education}}}
Status: Active
Groups: {{{Groups}}}
Other Information
Apparent Age: 20 Actual Age: 20
Date of Birth 19 February 2005 Actor: Erika Ervin
Height: 203 cm Weight: 105 kg
Hair Color: Blonde Eye Color: Green
Theme Song: "Princess of the Universe" - Queen

Profile

A transtastic immortal twenty something young woman who is trying to figure the whole life, vigilante, and college thing in one go. This would be hard enough dealing with her inbuilt identity issues, except she is easily mistaken for an Amazon, and has also had several hundred years worth of other peoples' lives jammed in her head. So... she has to sort that out too. Yeah. On the upside, dressing up in her favorite hoodie and sunglasses and going out to fight crime has done WONDERS for her stress.

Sheet

Description

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History

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Personality

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Abilities

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HEALING

It's all about the neck! Pretty much anything that doesn't kill her is healable. The speed and efficacy is related however to both its severity and proximity to her neck. Cuts directly to the neck, for example, have a nasty habit of scarring up, though they will heal. It can take days or weeks in such a case. Small cuts and bruises to the limbs heal in seconds, while a destroyed 'kidney' for example could take HOURS to heal. A false death takes the better part of an hour to get the better of her.

HOLDOUT BROADSWORD

Most Highlanders show an uncanny ability to hide their weapons in a way that seems to contradict standard notions of time and space. While it seems to only work with their personal blades, they are able to hide or secret away their weapons in a manner that makes it virtually impossible to find no matter how they're searched. Metal detectors won't go off, x-rays won't reveal them, pat-downs are useless.

IMMORTAL VIGOR

Being immortal provides a few side-benefits as well, like unusual endurance. In most cases, anything that can injure a human can injure an immortal. Bullets, poisons, alcohol, etc. There are notable exceptions, though. For one, they don't particularly need to breath, and are totally immune to disease. What's more, by ignoring their body's protests and damage, they tend to be able to move, run, and fight with more intensity than most flesh and blood. It's not that they don't get tired. There's just no real lasting consequence for demanding more from their body than it can safely give. They are NOT however bulletproof, knife-proof, or even 'punch'-proof, and can even starve to (temporary) death. What's more, their base 'appearance' is set after their first death. Subsequent exercise and the like can benefit them, but without regular maintenance, they'll just end up back where they started.

KIND OF IMMORTAL

It's not quite true immortality, but it's pretty close. Clarine does not age or really physically change much at all, and is exceptionally difficult to kill. Really, anything that doesn't separate her head from her shoulders is incapable of putting her down permanently. That being said, MOST things, with a few exceptions, capable of killing a human will cause a 'false' death. Her heart will stop beating, blood will stop pumping. About six to eight hours later, she will awaken in pain and exhausted, but otherwise healed and able to stumble off.

QUICKENING CHANNELING

While not powerhouses like some of the more well-known superhumans, Immortals tend to display greater speed and strength than is necessarily human, as well as other things when channeling their quickening. This is proportionate to the amount of quickening one has absorbed, allowing many like Clarine to dent steel doors with a full-force punch or cut chains with the swipe of a blade. Snatching an arrow out of the air or dueling at speeds that seem a blur to human eyes are relatively 'common' feats for immortals with sufficient power. Another such feat is channeling it into one's weapon, thusly making it virtually unbreakable, one must immortals understand how to do instinctively. Some immortals (though not Clarine herself) have even shown the ability to grasp glimpses of the future, project illusions, or even mesmerize their targets.

QUICKENING MEMORY

Though it is little spoken of, Highlanders hold their memories buried in the Quickening that keeps them alive. Though time may take the sting from some painful memories, and perspective can be gained to ease old, painful memories, the quickening ensures that the memory stays sharp. Faces, names, old betrayals and friendships can bring a rush of long buried memories that feel almost as new as the day they unfolded.

THE QUICKENING

Inside of every immortal exists a mystical force that contains their life, their energy, their memories, and their power inviolate. When they are decapitated, it flows into the nearest immortal, usually the one that killed them, granting their knowledge and power. This makes the power of any given immortal difficult to gauge as the number of quickenings they've taken can greatly skew whether or not their chronological age and experience even matters. When passing another immortal (even one who has not died their first death), they can feel a sort of buzzing sensation alerting them to the presence, though not exact location of another of their kind.
When a quickening is taken, this tends to cause electromagnetic phenomenon. Lightning arcs, electronic devices rupture and explode as their body is limned in shining light. It looks very dangerous, but feels like ecstasy. If a mortal manages to kill an immortal, however, the quickening is generally lost.

Skills

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LANGUAGES

The collected experiences of the immortals that came before her means that she knows most modern non-mystical earthly languages that aren't so obscure as to be nearly impossible to learn, such as Ancient Sumerian, or a number of languages that were dead and gone before they were ever recorded a few thousand years ago.

SELF-DEFENSE

While chronologically, Clarine has two and a half decades to her name, she literally has centuries of fighting crammed into her brain from Marquez AND the immortals he's killed. Her main experience with fighting of course revolves around blades, and she is exceptionally good at it. Better in fact, than most given mortal humans could expect to be in their limited lifetimes. The same is true to a lesser degree for unarmed fighting, the usage of most more common types of guns, bows, and arrows.

SURVIVAL

Marquez and his many victims often had to make do with less than ideal living conditions. While hunger and exposure can't permanently fell her, it's extremely uncomfortable and can consume a lot of time to boot. Finding food, shelter, and navigating with only her hands and her wits in most terrestrial environments are possible for her.

Resources

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MENTOR

Clarine has a mentor who is teaching her ways of being an immortal. Not just survival, but its culture and rules. He makes sure her rent ant tuition is paid, and more than occasionally gives her the sort of advice hundreds of years of life can bring. Having taken Marquez's head, the difference in experience is narrowed considerably. Still, having another immortal she can relatively rely on to be her ally is priceless when one is looking at a possibly very long life.

Weaknesses

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HOLY GROUND

There is also one rule that NO immortal breaks. Even the black-hearted. No fighting on holy ground. The universe is pretty solid about this one. Any ground that is held religiously sacred by any given people will do. Sparring, exercising, etc. are all fine. Actual fighting, even against mortals, is a no-no, for immortals. If a fight breaks out, ground may rumble, the sky may cloud up and grow stormy. The first time an immortal tries to strike a blow, bad things happen. A sword may shatter on skin. A bolt of lightning may strike the immortal right before he strikes. If they persist, the whole building/area could be brought down on them. Continued aggression is likely to end in their deaths. As a result, immortals almost never break the rule because it is nearly impossible to break. This does NOT protect immortals from mortals who try to kill them on holy ground.

LASSITUDE

As ecstatic as it is, the quickening has another problem. Directly following it, and for hours afterward, the immortal in question is weakened, exhausted, affected by lassitude. It's confusing assimilating hundreds of years of memories that feel as if they are yours (including seeing yourself decapitate yourself). When like this, they're all too easy a target for decapitation.

POWERFUL QUICKENINGS

There's always a chance that an immortal is so strong, so powerful of will, and so old, that when killed, their quickening will wreak a change in their killers personality. Known as Dark and Light Quickenings, a dark quickening can turn a good-hearted man or woman into a bloodthirsty violent savage. A Light Quickening can turn a serial killer into a Saint, conversely. Unless one has the will and power of their own to match such personalities, even the taking of another's head carries risk.

THE GATHERING

A sort of mystical twist of fate, the Immortals who fight and kill call the whole process 'The Game'. Supposedly the reward for this, called 'the Prize' grants unimaginable power, when there is only one immortal left. With so few immortals left, the 'Gathering' has begun. It's twists of fate, aberrations in luck and destiny that inevitable ends up pitting immortals against one another through warped circumstance, in order to engineer the death of all but one. It makes living a true, isolated life of peace impossible, in the long run, no matter how hard one tries.

THE HUNTERS

A band of renegade Watchers only loosely organized, they're dangerous for a very specific reason. They have all the same knowledge and repositories of The Watchers, but they've forsworn the 'no interference' rule entirely. They actively hunt Immortals, often on holy ground for the purpose of ensuring that mortal society stays free of them.

THE KURGAN

The Kurgan is the bogeyman of every existing immortal. As far as any can tell, he's either the oldest immortal currently in existence, or the most bloodthirsty. He's taken hundreds, maybe thousands of heads in his lifetime. All of the memories she has, even those of Marquez himself, view him with exactly one reaction: fear. To stand before him, for most immortals, is to lose one's head.

THE RULES

There are several rules in immortal society, such as it is, that only the most black hearted immortals would break. Melee weapons only. Fights are always one-on-one. Never allow mortals to see. And if you die publically, you move on.

THE WATCHERS

A shadowy organization, the watchers have dedicated themselves to watching and recording the deeds of immortals throughout time, rarely interfering. They catalogue which are still active, where and when they were born and died, how many and which heads they are believed to have taken, and more. They are all identified by a tattoo on their forearms, and take a vow to not interfere. That said, they DO operate 'The Sanctuary', a place where dangerous or 'retired' immortals are heavily drugged and interred on holy ground, to keep immortals from 'taking over'. Of course, not all watchers keep their vows...

Logs

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To Refresh Character's Log List Click Here. Then hit the resulting button to dump the old cached list.

Title Date Scene Summary
College Life, Amirite October 29th, 2017 Summary needed
In Which Things Happen, Followed By Stuff October 28th, 2017 Summary needed
Beetlemania October 7th, 2017 The Blue Beetle expands his get-rich-quick schemes to rock and roll. It doesn't go so well.
Cape, Please! October 3rd, 2017 Laura happens by a pair of LGBTQs+ etc', misunderstandings ensue, as Laura learns of a new Weapon-X ally in the hunt against her.
The Doom That Came to New Utrecht September 30th, 2017 Several heroes respond to the possibility of a monster lurking in the shadows of New Utrecht during the Apokoliptian invasion.
Feed the Birds, Tuppance a Bag September 24th, 2017 Summary needed
A Grifting We Will Go September 22nd, 2017 Summary needed
Dancing with the Stars( September 22nd, 2017 A night on the town at Club Zed is in order. And the stars are out. Well, depending on who you ask.
Book Fair Equals Cheese September 22nd, 2017 Summary needed
A Welfare Call September 18th, 2017 Breath checks up on the out of contact LGBT centers in the area. Her and Vorn assist Clarine with the aftermath of a battle with invaders.

Cutscenes

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To Refresh Character's Log List Click Here. Then hit the resulting button to dump the old cached list.

Title Date Scene Summary
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Gallery

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