Post by ankoku on Mar 8, 2017 23:07:58 GMT -5
Alex | ||||||||
| ||||||||
ROLE The Doorman is laying low thanks to good business, and is posing as a drifter who is a abused genetic experiment. Thanks to his extensive training to become a perfect assassin, he is a pretty good handyman and is hoping to use those skills to find room and board in Port Albion. He will avoid drawing attention to himself and avoid law enforcement and vigilantes at all costs. | ||||||||
POWER The Doorman has the power to create doors to anywhere by folding the fabric of space. Despite sounding similar to teleportation the ability is in fact very different. He can create a door anywhere he likes, a wall, the ground, or even thin air, however the door must be linked to a door that previously existed on the other side. As an example he intends to show up inside a bank vault, but he can't because no doors exist in there. He could walk into the managers office, or he could walk into someone's house but he must connect to a previously existing door. His doors are invisible to anyone but him and those he gives specific invitation to, although it should be noted that their own agreement is unnecessary (OOC note; permission will be asked ooc before trying it) but to someone else it would appear as though he had walked into thin air. or if they were on the other end, as if he had walked through the door. There is no pocket dimension or anything in between his door and the existing one, it appears to him and those given permission as though he had literally opened the door to another room. Second part of his power is, he can allow others through his doors but each person drains the equivalent of energy as opening a brand new door, limiting him to transporting 10 people, or creating a new door a maximum of 10 times, per day. Any ability that restore energy, or if he can eat and sleep when necessary can extend his ability, however repercussions of overuse are severe. His third power is part of his genetics but he has excellent reflexes, hearing and eyesight. | ||||||||
BUSINESS DESCRIPTION He is a handyman. Able to do plumbing, woodwork, and is quite knowledgeable on anything electrical. He can also cook very well, and knows a lot about herbs, and plants. | ||||||||
APPEARANCE He is about 5'10" at 190 pounds. He is built solid with midsized shoulders, and has somewhat of a farmers tan, but his skin is scaly, like a lizard. His hair is cropped close to the scalp, and is black, but sets off his blue eyes, even though his right is an eagle's eye. He also has no tattoos, or piercings, but under his shirt is dozen of scars made by claws, and as for looks he is somewhat attractive but not overly so. His nails and teeth are thick and sharp but he keeps the nails on his hands blunted for handyman purposes, and his toenails sharp for his assassination work. He prefers light, easy to move in clothing, such as jeans and t shirts, and prefers light spring colors. He also carries a large enchanted tool belt, that contains the tools of his trade, and can switch back and forth between assassin's tools and handyman's tools at will. When he is a handyman his jeans are usually dirty and tattered, when he is an assassin his clothing is usually impeccable. He moves with a certain confidence easily bordering on arrogance. | ||||||||
PERSONALITY He has two distinct personalities, each depending on whether he is in his assassins job, or if he is in his handyman's job. Thanks to the genetic manipulation, he learned early on that most, if not all of his emotions had been completely removed. So any emotion that he shows, is 100% faked, anger, envy, happiness, fear, guilt etc. he feels none of it, however he does have an extreme pride in his abilities, regardless of which job he is doing. Handyman- He is polite to everyone, and enjoys chatting even about nothing, using his hands or his expressive face to illustrate his points. He prefers hanging out with kids or older folk, and when around people his own age he tends to let others carry the conversation, but gets along well with them regardless. He is afraid of dogs and will literally run away from them. In reality however, dogs have a keen sense of smell especially for blood and despite his thorough cleaning habits, dogs generally pickup on the scent. He likes meaningless trivia and calls out the answers on game shows if he sees them during his travels. He has incredibly low tolerance for alcohol and get drunk in a matter of minutes, but again he fakes it in order to avoid any uncomfortable secrets being revealed or if he needs to react quickly. He wears his tool belt across his waist, hanging low, and when he is not on the job he likes to sew. Assassin- He is incredibly quiet, only speaking when absolutely necessary, and when forced to respond prefers hand or head gestures. He despises everyone in general showing a complete contempt of everyone human or mythical creature, equally. He hates animals and emits a steady aura of bloodlust, which tends to frighten most domestic or prey animals away. He is a neat freak, constantly maintaining his guns and equipment and bathes or washes his hand on average a dozen times a day. He never consume alcohol or drugs, even when he is not on the job. He wears his tool belt slung across his chest like a baldric, and when he is not on the job he invents new poisons. | ||||||||
WEAKNESSES & STRENGTHS His first and most prominent weakness is that he is incredible sensitive to extreme temperature, becoming sluggish and slow thinking in the cold, and lazy and lethargic in the heat. The largest flaw in his power is the numerous rules required to open a door, such as distance, number of times or people entered per day, current strength (because opening a door requires energy, if he's tired he can't open it), and the requirement being a door must exist on the other side. His third weakness is his pride, regardless of whether he is in his handyman mindset or his assassin mindset he can't resist a dare, or a slight at his skills. His first and most prominent strength is he is immune to emotional manipulation, thanks to the many various DNA strands introduced to his body his emotions have effectively been destroyed, so you can't manipulate something that isn't there. His second strength is his genetics, which consist of multiple reptiles, as well as an eagle, and more, giving him heightened senses, heightened reflexes, and his teleportation ability. His third strength is his acting skills, despite having no emotions he is able to react to unfamiliar or surprising circumstances as though he was a normal human being. | ||||||||
BACKGROUND Ten years ago The Doorman had a pregnant wife and was relatively happy, before she was killed in a freak house fire, while he was out getting pickle flavored chips. Mere days after the accident his next door neighbor told him that if he participated in an experiment he would tell the grieving man the name of his wife's and unborn child's murderer. After pumping him full of experimental drugs and introducing multiple genetic strains to his DNA, The Doorman spent several weeks wishing he was dead as his body went through extreme changes. When The Doorman woke up the scientist confessed to the murder, and was subsequently killed in an incredibly horrifying way. Afterwards a certain pharmaceutical company hired an assassin to kill The Doorman, for killing their top researcher, but despite the assassins best efforts The Doorman thwarted every plot. The assassin, impressed with his tenacity took The Doorman on as his protégé, and he learned the intricacies of the assassination game, surpassing his teacher in a shockingly short period of time. Since then he has made his name in the underworld, and is best known for his close range kills. The Doorman had learned about Port Albion several years ago but had never intended to go there, but thanks to extenuating circumstances involving the assassination of a particular politician, and the resulting worldwide search, he chose it as his latest place to lay low and possibly find some new, less dangerous work. | ||||||||
face claim: (optional) |
MADE BY ★MEULK OF GS