Post by HungryHunter on Jul 29, 2015 0:01:09 GMT
The Boss (Drawn by Rokuro)
Employee profile: Eve Harper
Race: Unknown (resembles black human)
Age: 6 (looks mid-late twenties)
Birthday: March 8
Height: 6’0” (usually)
Orientation: Heterosexual
Alignment: Lawful Neutral
Group Affiliation: The Wild Hunt
Occupation: Exterminator, leader
Location: London, England
Origin of Power: Genetic, brilliant engineering skills
Favorite food: Citrus
Favorite music: Industrial, top 100 pop
Hobbies: Vehicles (not boats), guns
A serious threat (Drawn by Jonatan Yapura)
Eve was born from her father’s leg on Nassau over three hundred years ago, a piece of his body given its own life and will. At first her form was clumsy, only halfway human and incapable of convincingly imitating clothing. Warden created a coat and hat to cover her confused form. After about a month, she happened across the island’s brothel and was noticed by a prostitute named Miridia that found her interesting and let her inside. Within, she learned to properly imitate a human’s body and clothing and the wonderful concept of sexuality. In gratitude, she took Miridia's shape.
Afterwards, she was put to work guarding the island, training and equipping her own crew as well as making a metal endoskeleton for herself. With her friends, crew, and little sister, she was happy until MOG came. His actions destroyed the island and drug her away before she could help anybody she cared about. She disowned Warden for forcing her to flee to the present instead of helping save her friends and fled, meeting Huntsman and forming the Wild Hunt with him, swiftly taking the lead with her superior business skill after she dumped him.
Teamwork (Drawn by Isaac Torres)
Personality:
Eve is a bizarre entity. She tends to be cheerfully cold, offing targets and shirking rebukes with a smile. She’s greedy and trigger happy, always ready to blow something up with little provocation, but has a list of morals she will enforce on herself and others and has a tremendous soft spot for her comrades and children, although she can be condescending and controlling. Conversely, she has great respect for the old and wise.
Appearance:
Eve resembles a tall black woman, with powerful muscles showing under a layer of fat. Her features are strong on her face, but by no means masculine. She almost always "wears" a loose white blouse showing her cleavage and black pants, over which she always wears a heavy blue coat that appears to be made of leather and reaches to her thighs, and a tricone hat of the same color. The hair underneath is braided short and black. Her other pieces of real clothing not just formed from her own flesh are her shoes, tough boots of Seamstress Guild design to survive her weight and lifestyle. The boots have slots for the blades she contains her feet to emerge through.
Drawn by Ailen Pereyra
Relationships:
Eve has a large pool of relationships due to her position. Employees, enemies, and loose allies come with the job. These are those she has the strongest opinions about.
Ariana Harper- Her poor, sweet sister. Eve loves her, but after trying to have Ariana killed to save the universe, Eve isn't sure their relationship can ever recover. Ariana now lives in the Wild Hunt offices.
Warden Harper- The worst creature Eve has ever met. She loved him like any child loves their parent. He made her coat when she couldn't imitate humans properly, even if he was distant as she learned how to be human. She couldn't comprehend it when he betrayed her, and even now can't understand it. She's with Huntsman though; if she ever gets a chance, she will eradicate him.
Huntsman- Huntsman is a vicious, brutal creature, but he's one that deeply cares about Eve. Unlike Amai, he never undermines her authority, putting his deadly skills to use for something at least somewhat close to good.
Amai- Amai is a succubus, and a grand example of her species. Eve can barely control her destructive carnal desires and selfish behavior. While Amai is infatuated with Eve, Eve sees her as a dangerous tool. She has considered sending Amai back to hell more than once, but the demon remains more of an asset than a liability for now.
Garo Takayama- An experienced hunter of Hidden World beasts, Garo is the most professional and effective member of Eve's team. Eve looks up to him, seeing him as a sort of replacement father figure after losing Warden. This makes it somewhat awkward that she's his boss, but she can handle minor nonsense like that.
Falken Degiraz- A cyborg who wastes the points he gets for being hot by being worse-behaved than Huntsman. Unlike Amai, Eve plans to actually kill Falken at some point. After the incident on Arata, she became aware that he will one day kill Garo, and she plans on ending him before then.
Alexander Stevenson- Eve is torn on Alex. On the one hand, the hunter's skills are incredible, and he's helped her take down incredible foes. On the other, he's disturbingly difficult to read. Alex is one to watch.
Aria Miyata- That HWIC president thinks she's so good just because her organization is way bigger and she's stronger than Eve! Eve will show her!
Eve's not competitive and insecure, YOU'RE competitive and insecure!
Arthur Cromwell- This ice mage has proven to be a nuisance more than once. He refuses to do what must be done and jumps into situations without knowing the whole story. Eve doesn't exactly hold a grudge for the time he attacked her offices, but she hasn't completely forgotten it.
Martha Arachne- Much like Arthur, Martha doesn't think. Unlike Arthur, Martha can't think, or at least that's the impression Eve got from her. The two are on complicated terms, but Jane has forged an uneasy truce between the two.
Jane Arachne- An adorable little ball of admiration and fear. Unlike Huntsman, Eve has no generalized grudge against the dolls as a whole, and none charm her more than Jane. She plays on all of Eve's impulses to protect children. She's talented too, with her charming artwork decorating Eve's corkboarded wall.
Powers:
Shapeless- Eve’s only true power. Eve has the power to change her form in any way she wishes. However, she tends to restrict her ability to do this by absorbing armor and weapons, something Warden and Huntsman can’t do, and it is far more limited by default. For example, Eve cannot create bone in her body and so relies on her metal skeleton to support her. She also doesn't have the depth of knowledge in shapeshifting that her family does, relying on her gadgets more than her natural powers. All her other abilities come from the tools within her body.
Eve defaults to a state much stronger and faster than an average human, but with very little flexibility. Her vision is four times sharper than a regular human's, with her other senses at a normal level for a human. She isn't especially athletic, tiring quickly at a run and especially incapable of acrobatics. Her body doesn't move gracefully, even at full speed, but when you're a walking tank, agility is the last thing you need.
Gear:
Eve has a wide range of accessories at her disposal, but can’t pack all of them into her body at once. She’s limited to two weapons in her chest and one in her left at a time, while her right arm is always a cannon.
Endoskeleton- The basis of her entire form. In roughly human shape and built like a knight’s armor with more segmenting in the torso. The skull nominally resembles that of a human, but has no lower jaw, instead having sharp spikes on the bottom. The cannon in her right arm is a permanent accessory, but attachments anywhere else are liable to be switched out. The entire endoskeleton is made of an alloy harder than steel, but also slightly heavier.
Primary Weapons:
Primary Weapons:
Nassau’s Revenge- The upgraded form of Eve’s basic cannon. Eve’s cannon was a relic of the age of sail, and the mobile artillery is the modern equivalent, taking into account everything humanity has learned since then. Nassau’s Revenge fires rifled shells, negating the need for gunpowder and allowing them to travel much further. With her eagle eyes, Eve can snipe foes with shots with power comparable to an actual battleship’s. It is a straight upgrade of the original, but retains some weaknesses such as a slow rate of fire, requiring a manual reload every time it is used. Still, it remains Eve’s most devastating weapon, a monstrous single shot that can fell skyscrapers.
Raidbreaker- An alternative to the cannon, Eve has finally acknowledge the need for a primary weapon with a different specialization. While her cannon is devastating to a single target at long range, sometimes she needs sustained fire, and that is where the Raidbreaker comes in. The raidbreaker is a minigun that mounts on Eve’s cannon arm. Firing bullets of Eve’s own special alloy, she is reluctant to rely on it for the sheer expense, but this weapon is unmatched at close and mid range, with hundreds of bullets per second ripping through her target. With a high spread, she cannot focus in on single long-ranged targets as much as she can with her cannon, but almost nothing can handle sustained volleys. Besides the spread, it is also heavier than her regular cannon, requiring a heavier load of ammunition as well as more complex machinery. This is a specialized weapon, but a terrifying one in the proper circumstances.
Carnage Launcher- Eve’s third option for her cannon slot, the carnage launcher is a rocket launcher that attaches to her arm. It trades off the speed and sheer killing force of her other weapons for versatility. In its default mode, it fires rockets that have some minor tracking ability. The rockets do not fly as fast or have as much penetrating ability as the cannon’s shots, but they make up for this with a target-locking ability and their blast radius. Against even harder to hit targets, Eve can use the secondary function of the launcher, firing off entire clusters of tracking mini-rockets. Much smaller, they obviously lack firepower, but they can make tighter turns and swarm a speedster from all angles. Not technically a third function, Eve can detonate a rocket to fling herself impressive distances, something she easily survives with her metal skeleton, although she certainly dislikes the loss of flesh that always results.
Raidbreaker- An alternative to the cannon, Eve has finally acknowledge the need for a primary weapon with a different specialization. While her cannon is devastating to a single target at long range, sometimes she needs sustained fire, and that is where the Raidbreaker comes in. The raidbreaker is a minigun that mounts on Eve’s cannon arm. Firing bullets of Eve’s own special alloy, she is reluctant to rely on it for the sheer expense, but this weapon is unmatched at close and mid range, with hundreds of bullets per second ripping through her target. With a high spread, she cannot focus in on single long-ranged targets as much as she can with her cannon, but almost nothing can handle sustained volleys. Besides the spread, it is also heavier than her regular cannon, requiring a heavier load of ammunition as well as more complex machinery. This is a specialized weapon, but a terrifying one in the proper circumstances.
Carnage Launcher- Eve’s third option for her cannon slot, the carnage launcher is a rocket launcher that attaches to her arm. It trades off the speed and sheer killing force of her other weapons for versatility. In its default mode, it fires rockets that have some minor tracking ability. The rockets do not fly as fast or have as much penetrating ability as the cannon’s shots, but they make up for this with a target-locking ability and their blast radius. Against even harder to hit targets, Eve can use the secondary function of the launcher, firing off entire clusters of tracking mini-rockets. Much smaller, they obviously lack firepower, but they can make tighter turns and swarm a speedster from all angles. Not technically a third function, Eve can detonate a rocket to fling herself impressive distances, something she easily survives with her metal skeleton, although she certainly dislikes the loss of flesh that always results.
Left arm attachments:
Eve can only have one left arm attachment and one chest attachment at a time, but she has a variety to choose from when planning for a mission. She always has both her leg tools in place.
Springblade- A stabbing blade that can pop from her wrist without making her macerate her arm. Not made for slicing, Eve is best off jabbing it into weak points.
The springblade in action on a standard forest giant (Drawn by Andres Quiroga)
Stun Gun- A giant stun gun that takes up the length of her forearm. It can release shocks as powerful as an ordinary stun gun or be turned all the way up to inflict power greater than a lightning bolt. It relies on an internal battery that drains with each use, charging over time by converting her movements into electricity.
Guardian Shield- A force field projector, the guardian trades out close-range offense for defense. The guardian projects a flat solid-light shield from Eve’s arm, large enough to cover her whole body from the front with a divot on the side to fire her weapon through. The shield runs on an internal battery that slowly drains while in use, and drains faster whenever the shield absorbs a hit. Same as the stun gun, this battery passively recharges over time.
Chest accessories:
Flamethrower - A boxy red tank and nozzle that spews flames in a sustained burst. Limited by fuel, but effective for getting some distance.
Chest guns- A row of four guns that all fire at once. As they are low caliber, this is not very effective on more powerful targets and is more suited to crowd control, Eve’s main use for it.
Grenade dispenser- A cluster of grenades kept safe behind Eve’s chest armor with a hole to release them. While Eve had ordinary grenades, she’s begun to pass these up in favor of alternate forms. Red release a horrific corrosive gas. Yellow grenades act like extreme flashbangs, with a massive flash of blinding light and agonizing sound of a level to harm superhumans. Up close, they can be as dangerous as a normal grenade. Lastly, the blue variety releases a blaze that can burn even underwater.
Leg tools:
Anchor bolts- Bolts in Eve's legs that can dig several inches into the ground beneath her to root her in place. Makes her extremely difficult to move by brute force. Also helps her poor agility by letting her climb structures with more finesse.
Gutter boot- Knives are hidden in her legs and can spring free. She had one that comes from the front of each foot as well as hooks in her knees. Her boots have special slits to let her use her foot knives without ruining them.
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