Nixe
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Nerina Rosso (Scenesys ID: 305) | |||
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Profile | |||
Full Name: | Nerina Rosso | ||
Gender: | Female | ||
Species: | Mutant | ||
Theme: | Original (OC) | ||
Occupation: | Vagabond Thief | ||
Citizenship: | Unknown | ||
Residence: | Hobo (NE USA) | ||
Education: | High School | ||
Status: | Shelved | ||
Groups: | {{{Groups}}} | ||
Other Information | |||
Apparent Age: | 26 | Actual Age: | 26 |
Date of Birth | 20 March 1998 | Actor: | |
Height: | 155 cm (5'1") | Weight: | 40 kg (88 lbs.) |
Hair Color: | Blonde | Eye Color: | Blue |
Theme Song: | {{{Song}}} |
Profile
Once bitten, twice shy, and Nerina's been bitten enough to be shy of almost everything. A thief by necessity and a misanthrope with some less-than-healthy habits, she can be acerbic, thankless, and even venomous if her temper is struck. Ostensibly just one more street rat, she keeps her powers and history close to the vest. The only oddity is that she still hasn't starved to death... and the German-speaking ninja who keeps picking safes a short bus-ride away.
Sheet
Description
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Nerina is a small, unassuming girl with fair, sun-bleached features. Her face is still young, just in the dawn of womanhood, with subtle cheekbones and a lightly tanned complexion that contrasts against a sharp pair of coral-blue eyes. Au naturale is the theme of her appearance as fine blonde bangs fall in unkempt streams around her face and not a drop of cosmetics hide her small imperfections.
The young woman's dress is equally plain with small scuffs from prolonged wear: thick boots, gray sweatpants, and a matching hood poking out a blue NY Giants windbreaker that's pinned against her chest by a sling bag. Half-finger arm warmers give her hands some extra insulation and there's even a scarf visible inside the neck of her hood - just in case.
A water bottle dangling from the strap of her bag lends a distinctive sloshing sound to the blonde's cadence and despite her efforts, Nerina also often smells a little... salty.
The young woman's dress is equally plain with small scuffs from prolonged wear: thick boots, gray sweatpants, and a matching hood poking out a blue NY Giants windbreaker that's pinned against her chest by a sling bag. Half-finger arm warmers give her hands some extra insulation and there's even a scarf visible inside the neck of her hood - just in case.
A water bottle dangling from the strap of her bag lends a distinctive sloshing sound to the blonde's cadence and despite her efforts, Nerina also often smells a little... salty.
History
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Nerina was born on the rural interior of Southern Brazil to a German-Brazilian family and lived a quiet early life, often spending spare time reading in the library of the nearest town. On one such trip after she'd come of age, Nerina ran afoul of local gangsters and was kidnapped as extortion against a family debt. With her poor parents unable to pay it she was sold to traffickers and her final destination was a lab in the Caribbean that was trying to copy meta-human powers so they could make super-humans mercenaries for hire. Test subjects were subjected to forced gene splicing and transplants but thanks to her previously-undiscovered Gene Copying mutation, Nerina survived and so was used heavily in their experiments.
The real Nerina (Italian-born) was kidnapped while vacationing in the region and became a favourite subject to pair with her in testing. Working together, the two escaped and stowed away on a drug boat to leave the country as fast as possible. Before they could reach land, the real Nerina was found and killed by the crew, who in turn were killed by the fake Nerina. Grief-stricken by her death, Nerina permanently adopted her dead friend's identity and spent the next few years aimlessly wandering up the Caribbean coasts.
The real Nerina (Italian-born) was kidnapped while vacationing in the region and became a favourite subject to pair with her in testing. Working together, the two escaped and stowed away on a drug boat to leave the country as fast as possible. Before they could reach land, the real Nerina was found and killed by the crew, who in turn were killed by the fake Nerina. Grief-stricken by her death, Nerina permanently adopted her dead friend's identity and spent the next few years aimlessly wandering up the Caribbean coasts.
Personality
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Nerina is a loner and a drifter socially, physically, and emotionally. Unable and unwilling to stay put for long, she wanders constantly from people and places, ever seeking solitude and a new home. On the surface she's secretive, distrustful, and apathetic with a venomous temper that lashes out at anyone who digs too deeply. Beneath the hard shell, a wounded heart has cocooned itself in years of isolation and self-justifications.
Obsessed with the daily routine of self-harm and distasteful meals that preserves the form if not the substance of her dead friend, Nerina considers herself in most ways removed from the world as a whole and beyond the pale of human law or morality. Unbothered by frequently stealing and trespassing, she excuses her actions with a nihilistic fatalism - though the nymph isn't so cold-hearted that she won't reach out to help another if they strike too many familiar chords in her. Flute playing is her one true emotional outlet and the best way to get Nerina to really talk.
While disinterested in the larger problems facing the world, her gray morality leaves her equally open to most causes and the first one to personally reach her may be the first to gain her help. But even then the watery nymph's nature is to be as free-flowing as her element; retaining Nerina's loyalty is no mean feat.
Obsessed with the daily routine of self-harm and distasteful meals that preserves the form if not the substance of her dead friend, Nerina considers herself in most ways removed from the world as a whole and beyond the pale of human law or morality. Unbothered by frequently stealing and trespassing, she excuses her actions with a nihilistic fatalism - though the nymph isn't so cold-hearted that she won't reach out to help another if they strike too many familiar chords in her. Flute playing is her one true emotional outlet and the best way to get Nerina to really talk.
While disinterested in the larger problems facing the world, her gray morality leaves her equally open to most causes and the first one to personally reach her may be the first to gain her help. But even then the watery nymph's nature is to be as free-flowing as her element; retaining Nerina's loyalty is no mean feat.
Abilities
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AGELESS
When Nerina uses her Gene Copying mutation, she assumes the age of her donor when the sample was taken. When copying Nixe, a form she maintains constantly, this amounts to lost time as her biological clock rewinds through the seconds, minutes, and hours between sampling and feeding. While not true immortality, this accident has left Nerina with an ever-widening gap between her physical and mental age - something she doesn't fully enjoy.
AQUATIC
Because of her mutation, Nerina is even more comfortable underwater than she is on land. The young mutant is literally in her element thanks to having no risk of suffocation and the ability to freely dissolve into and out of the water around her. Lifeguards take note.
BLADEPROOF
By liquefying an injury and refilling it with stored water, Nerina can seal cuts, punctures, and even reattach missing body parts. This renders her almost immune to conventional blades but only when very little material is removed in the process.
MUTATION: GENE COPYING
Nerina has a mutation: she can copy someone by eating their DNA. With a sample as small as a few strands of hair, her body completely changes to match them on a genetic level - height, sex, hair color, and other traits all for a short time. The transformation is involuntary and also brief, lasting only a few minutes except with a large sample, but it grants her a weakened form of any genetic powers (or diseases) while it lasts. When transformed, Nerina's mass is unchanged, meaning she'll often appear fatter or thinner than her donor and forms too much larger than her own can't be assumed at all. Because of her small size, this ability is mostly crippled.
Due to the limits of her genetic flexibility, alien and non-human DNA is rejected.
MUTATION: WATER FORM
Nixe' own mutation is the ability to become water at will. She can liquefy part or all of herself and retains mobility while in water form. When exposed to a severe shock, such as from a long fall, she liquefies involuntarily and may splatter. This reflex helps protect her from some forms of injury (Blade Proof) but it becomes fatal if too little water is available for her to resolidify (Time Limit). Nerina can also absorb water from other sources and use this to replenish herself. With practice, she's even learned how to form small amounts of clothes.
Despite appearances, Nixe does not have hydrokinesis and can only control as much water as makes up her body.
SPECIALIZATION: NIXE
Due to genetic compatibility and repeated exposure to her DNA, Nerina's Gene Copying ability is amplified when assuming her current form, "Nixe". The duration is longer, her abilities come through more fully, and smaller doses are needed to maintain it. This has developed so much that Nerina can maintain her transformation indefinitely by periodically refreshing her DNA from hair or other sources, but it's not without downsides (Time Limit).
All other Abilities come from this copied identity and no longer apply if Nerina is forced to assume her natural form.
When Nerina uses her Gene Copying mutation, she assumes the age of her donor when the sample was taken. When copying Nixe, a form she maintains constantly, this amounts to lost time as her biological clock rewinds through the seconds, minutes, and hours between sampling and feeding. While not true immortality, this accident has left Nerina with an ever-widening gap between her physical and mental age - something she doesn't fully enjoy.
AQUATIC
Because of her mutation, Nerina is even more comfortable underwater than she is on land. The young mutant is literally in her element thanks to having no risk of suffocation and the ability to freely dissolve into and out of the water around her. Lifeguards take note.
BLADEPROOF
By liquefying an injury and refilling it with stored water, Nerina can seal cuts, punctures, and even reattach missing body parts. This renders her almost immune to conventional blades but only when very little material is removed in the process.
MUTATION: GENE COPYING
Nerina has a mutation: she can copy someone by eating their DNA. With a sample as small as a few strands of hair, her body completely changes to match them on a genetic level - height, sex, hair color, and other traits all for a short time. The transformation is involuntary and also brief, lasting only a few minutes except with a large sample, but it grants her a weakened form of any genetic powers (or diseases) while it lasts. When transformed, Nerina's mass is unchanged, meaning she'll often appear fatter or thinner than her donor and forms too much larger than her own can't be assumed at all. Because of her small size, this ability is mostly crippled.
Due to the limits of her genetic flexibility, alien and non-human DNA is rejected.
MUTATION: WATER FORM
Nixe' own mutation is the ability to become water at will. She can liquefy part or all of herself and retains mobility while in water form. When exposed to a severe shock, such as from a long fall, she liquefies involuntarily and may splatter. This reflex helps protect her from some forms of injury (Blade Proof) but it becomes fatal if too little water is available for her to resolidify (Time Limit). Nerina can also absorb water from other sources and use this to replenish herself. With practice, she's even learned how to form small amounts of clothes.
Despite appearances, Nixe does not have hydrokinesis and can only control as much water as makes up her body.
SPECIALIZATION: NIXE
Due to genetic compatibility and repeated exposure to her DNA, Nerina's Gene Copying ability is amplified when assuming her current form, "Nixe". The duration is longer, her abilities come through more fully, and smaller doses are needed to maintain it. This has developed so much that Nerina can maintain her transformation indefinitely by periodically refreshing her DNA from hair or other sources, but it's not without downsides (Time Limit).
All other Abilities come from this copied identity and no longer apply if Nerina is forced to assume her natural form.
Skills
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FARMING
Nerina grew up in a largely self-sufficient home that took very little from modern technology. Housekeeping, farming, how to live off the bounty of nature, and how to avoid becoming nature's dinner during a camping trip were all lessons at one point or another in her youth.
FLUTE-PLAYING
Self-taught but with years of practice, Nerina is a proficient flautist.
LANGUAGES
Nerina is a native speaker of German and Portuguese (from her parents), fluent in Italian, and at least conversational in English - though she often smatters it with her mother tongues as a matter of preference.
STEALTH
Years of living on the streets by less-than-legal means while evading capture have taught Nerina a bevy of stealth skills by necessity, including how to sneak, pick locks, and avoid leaving a trail.
UNDERWORLD CONNECTIONS
In the game of Cops and Robbers Nerina is a small-time player, but one with a broad net of contacts to find jobs and offload hot items. While chiefly active along the North American East Coast, she's learned the basics of finding and connecting with friends of ill repute and has reliable access to the less-than-legal tools of her thieving alter-ego.
Nerina grew up in a largely self-sufficient home that took very little from modern technology. Housekeeping, farming, how to live off the bounty of nature, and how to avoid becoming nature's dinner during a camping trip were all lessons at one point or another in her youth.
FLUTE-PLAYING
Self-taught but with years of practice, Nerina is a proficient flautist.
LANGUAGES
Nerina is a native speaker of German and Portuguese (from her parents), fluent in Italian, and at least conversational in English - though she often smatters it with her mother tongues as a matter of preference.
STEALTH
Years of living on the streets by less-than-legal means while evading capture have taught Nerina a bevy of stealth skills by necessity, including how to sneak, pick locks, and avoid leaving a trail.
UNDERWORLD CONNECTIONS
In the game of Cops and Robbers Nerina is a small-time player, but one with a broad net of contacts to find jobs and offload hot items. While chiefly active along the North American East Coast, she's learned the basics of finding and connecting with friends of ill repute and has reliable access to the less-than-legal tools of her thieving alter-ego.
Resources
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DNA SAMPLES
More precious to her than anything else in the world, Nerina always, always carries a small stash of DNA samples from herself and keeps a few more scattered throughout places she's been to ensure her transformation never has to run out.
More precious to her than anything else in the world, Nerina always, always carries a small stash of DNA samples from herself and keeps a few more scattered throughout places she's been to ensure her transformation never has to run out.
Weaknesses
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DEHYDRATION
Nerina loses water more quickly than normal and when dehydrated, she loses her Water Form ability. Because of this she's rarely seen without a water bottle or beyond walking distance of a body of water. Use of her water abilities also hastens this process.
ELECTRICITY
Nerina's skin is highly conductive so a small shock to most people is intense and painful to her. A large one will even flash-boil and splatter her body regardless of which form she's in.
FIRE WEAKNESS
Instead of burning, Nerina evaporates and once reduced to steam, there's little chance that she can reassemble herself. This makes her skittish around campfires and other open flames.
TEMPERATURE SENSITIVE
Nerina is sensitive to high and low temperatures and often dresses to extremes to compensate. In warm, sunny weather she loses water rapidly and risks Dehydration without plenty to drink. In cold weather she instead loses heat and, if it's cold enough, she can literally freeze solid.
TIME LIMIT
Because she's living in a borrowed form (Specialization: Nixe), Nerina is constantly one missed refresh away from reverting to her natural body, losing Water Form and all related abilities. More than an inconvenience, this can be fatal if she's been splattered and at best will leave her larger natural body emaciated and weak. This also means Nerina needs to regularly harvest and consume DNA samples from herself - a process that is just as pleasant as it sounds.
Nerina is obsessive about maintaining this transformation and will go to fanatical lengths to keep it from expiring.
TRAUMATIZED
Nerina's time as a living petri dish has left more than it share of scars. She fears and distrusts anyone she can't meet on her own terms and has a phobia of most of the sights, scents, and sounds of modern medicine, including cleaners, needles, surgical tools, sterile lighting, and beeping machines. She has difficulty sleeping in confined space, can't sleep around others at all, and is afraid of staying in any one place for too long.
UNIVERSAL ILLEGAL
Nerina has no citizenship anywhere that she can prove and legally, no identity at all. This makes even simple tasks like taking a train risky and stressful and is one of the reasons she avoids anyone wearing a badge.
Nerina loses water more quickly than normal and when dehydrated, she loses her Water Form ability. Because of this she's rarely seen without a water bottle or beyond walking distance of a body of water. Use of her water abilities also hastens this process.
ELECTRICITY
Nerina's skin is highly conductive so a small shock to most people is intense and painful to her. A large one will even flash-boil and splatter her body regardless of which form she's in.
FIRE WEAKNESS
Instead of burning, Nerina evaporates and once reduced to steam, there's little chance that she can reassemble herself. This makes her skittish around campfires and other open flames.
TEMPERATURE SENSITIVE
Nerina is sensitive to high and low temperatures and often dresses to extremes to compensate. In warm, sunny weather she loses water rapidly and risks Dehydration without plenty to drink. In cold weather she instead loses heat and, if it's cold enough, she can literally freeze solid.
TIME LIMIT
Because she's living in a borrowed form (Specialization: Nixe), Nerina is constantly one missed refresh away from reverting to her natural body, losing Water Form and all related abilities. More than an inconvenience, this can be fatal if she's been splattered and at best will leave her larger natural body emaciated and weak. This also means Nerina needs to regularly harvest and consume DNA samples from herself - a process that is just as pleasant as it sounds.
Nerina is obsessive about maintaining this transformation and will go to fanatical lengths to keep it from expiring.
TRAUMATIZED
Nerina's time as a living petri dish has left more than it share of scars. She fears and distrusts anyone she can't meet on her own terms and has a phobia of most of the sights, scents, and sounds of modern medicine, including cleaners, needles, surgical tools, sterile lighting, and beeping machines. She has difficulty sleeping in confined space, can't sleep around others at all, and is afraid of staying in any one place for too long.
UNIVERSAL ILLEGAL
Nerina has no citizenship anywhere that she can prove and legally, no identity at all. This makes even simple tasks like taking a train risky and stressful and is one of the reasons she avoids anyone wearing a badge.
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 |
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A Midnight Snack | May 5th, 2018 | Summary needed |
A Quiet Mountain Hike | April 16th, 2018 | Summary needed |
A light mittagessen | March 18th, 2018 | Nerina takes Sarah out for a big German lunch to celebrate the apache's return from her coma. |
A Brand New Morning | March 4th, 2018 | Summary needed |
Dream-catcher | March 1st, 2018 | Summary needed |
Sleeping Beauty | February 7th, 2018 | Summary needed |
Shelter From The Storm | January 2nd, 2018 | Summary needed |
Alternate Identities | December 16th, 2017 | Summary needed |
Smoke Break | November 15th, 2017 | Sarah learns about several of Nerina's bad habits; Nerina learns about Sarah's cooking |
Log 3124 | November 12th, 2017 | Summary needed |
Experiment 12015 | October 15th, 2017 | Summary needed |
Butterfinger Ritual | October 15th, 2017 | Summary needed |
Open Day | October 14th, 2017 | Summary needed |
Log 2928 | October 11th, 2017 | Summary needed |
Pizza and Chats | August 11th, 2017 | Summary needed |
The Catch of the Day | August 6th, 2017 | Summary needed |
Just Playing in the Rain o/~ | July 23rd, 2017 | Summary needed |
Log | June 11th, 2017 | Summary needed |
Log | June 10th, 2017 | Summary needed |
Gems on the Water | May 28th, 2017 | Summary needed |
Strays | June 3rd, 2013 | Summary needed |
Cutscenes
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Title | Date | Scene Summary |
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No logs submitted yet. |
Gallery
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