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Teen Titans Legacy

A RPG (Role Playing Game) based shortly after the original Teen Titans TV series. Choose or create a character and get stuck in the action!
 
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 Al-Safira

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Ama
Beta-class Metahuman
Beta-class Metahuman
Ama


Posts : 1301
Join date : 2010-10-13

RPG character
Name: Quinn
Code Name: Al-Safira
Villain or good guy?: Evil

Al-Safira Empty
PostSubject: Al-Safira   Al-Safira Icon_minitimeWed Jan 01, 2020 12:53 pm

"that i it yes"
Al-Safira CfHW4U4

«««IDENTITY»»»
Codename: al-safira
Nickname(s): safira, quinn
Age: twenty-three
Race: human
Alignment: league of shadows
Is this a canon?: nope

«««PHYSICAL DESCRIPTION»»»
Hair Color: dirty-blonde
Eye Color: brown
Gender: female
Height: 5'4''
Weight: 128lbs
Other Traits: n/a

«««SKILL SET»»»

Main Power Origins: mutation


  • Portal Creation quinn is able to create transportational portals that appear in pairs (with multiple pairs possible - 3 max) as a two-way mode of transport. the portals themselves are not for her exclusive use and can be accessed by anyone or anything. the key thing with these portals is that they carry momentum, meaning if you're running into one portal then you'll come running out of another. the same can be said for projectiles and other objects as well, a bullet fired through one portal will exit the other at the same speed and trajectory as it entered with.

    as stated these portals appear in pairs and scale to a max radius of twelve feet or less. the first of a pair must always be thrown out and can be done at a range of 25 meters, and it takes 2 seconds for the portal to grow to its max size. the second portal in a pair grows in tandem with the first but can appear in any location quinn can currently see or that she has visited before. each portal closes after 5 seconds after quinn has passed through herself.

    quinn is herself a well versed practitioner for using these portals in combat situations. its possible that a smart combatant (emphasis on the ''smart'') would be able to utilize these portals to a similar effect for their own advantage as well.

  • Teleportation Constructs quinn can manifest teleportational energy in the forms of spikes or knives that can be thrown like a weapon. on contact with a person or object the construct causes no harm but instead teleports the target away; to spit them out from a portal with the same momentum they were under when hit. the portal that spits them out is under the same restrictions as the previous application of portals.

  • Teleportation Infusion quinn can infuse an object with teleportational energy that she can portal to at a later time (like a beacon) without the restraint of her needing to have previously visited its location. the infusion remains for twenty-four hours, at which point the infusion ends. the infusion will also end once she has portaled to the infused item as its a one use only ability.


Skills

  • disguise & performance (exceptional)
  • hand to hand combat (exceptional)
  • infiltration (exceptional)
  • stealth tactics (exceptional)
  • sword-fighting (exceptional)
  • dance
  • escapology
  • hacking
  • meditation
  • multilingual (nepali, english, arabic)
  • thievery
  • throwing weapons
  • toxicology
  • tracking
  • knowledge of weak points in the human anatomy


Abilities

  • acrobatics / parkour
  • heightened senses
  • high pain threshold
  • peak human conditioning
  • peak human balance & flexibility


Physical Weaknesses

  • unfortunately quinn is plagued with the curse that billions of others suffer with which is the fact she is a mortal human. weak to the same ailments everyone else suffers from and the influences of the world as well. let's not even start on being at the mercy of modern medicine...

  • the act of passing through portals in quick succession can leave anyone feeling disorientated by it all, even quinn who is well versed in the use of portals. like a lot of things overdoing it can cause subtle differences to your senses and well being, potentially leaving you at a disadvantage in combat.


Mental Weaknesses

  • quinn's life is not fully her own as she has pledged her allegiance to the league of shadows. part of her loyalty is fear based, a fear for ra's al ghul and the consequences that come with disobeying his or the leagues wishes. she fully believes she owes everything to the league, and will follow the orders of the demon head without question, no matter whether it benefits her or puts her at the forefront of danger.

  • quinn portrays the image of a person that is untrustworthy, enigmatic and deceptive. she's never entirely open about her motivations or intentions, and is therefore someone that illicits' doubt among others, at least that's true when interacting with those outside the league. it can be incredibly hard to trust her as a teammate, and those that do try will undoubtedly be looking over their shoulder, and keeping intel with those whom they do trust - which can lead to further division.

  • not only is quinn competitive in nature, but she is needlessly stubborn as well. she backs her ability endlessly and stands her ground, unwavering even in the most dire situations for herself. she doesn't like losing, so often needs someone else to pull her out from a fight. it shows in discussions as well, that don't call for her stubbornness. she likes to antagonize others by holding her opinion even if she knows she is wrong, and will always try to have the last word on everything.


Equipment

  • emp jammers (x2) these are small devices that can be stuck onto surfaces and detonated to emit an emp that will temporarily shut down all electronic devices in an area of a 20 metre radius for approximately two minutes.

  • flashbangs (x3) small projectiles like grenades that on contact with a surface explode to unleash a flash of blinding light in the immediate area to cause disorientation to any caught within its range.

  • flechette (x6) (in french, meaning: 'dart') is a small metallic projectile with a very sharp tip and akin to the shape of an arrow but significantly smaller in size. quinn carries on her a set of these miniature projectiles that are stored in a holster on her left leg that can be used disarm enemies quickly. six of these projectiles make up the set with two of them being laced in a poison that if pierces the skin will tranquilize a target for up to thirty-six minutes.

  • gauntlet pc on her right left forearm quinn wears a gauntlet with a built-in computer system with a holographic interface with an extendable usb cord. it is used for hacking and scanning computer systems, downloading and uploading files and/or data, tracing frequencies and communicating with her allies.

  • grapple gauntlet on her right forearm quinn wears a gauntlet with a built-in grapple capability that allows her to traverse terrain more freely, swing from building to building, and even to pull lightweight objects and targets towards her. the rope of the grapple can extend to a range of forty foot, and is made of a mono-filament material capable of carrying half a ton.

  • karambit blades (x2) the karambit is a small hand-held blade of south-east asian origin. the blade takes on a crescent shape and is 6.8 inches in length, with the high carbon stainless steel blade a further 2.6 inches. small in size and only weighing 3.6oz; the karambit is a fast and efficient combat knife able to be held in both a forward and reverse grip. these are best utilized in close combat situations and are unsuited as thrown weapons.

  • league uniform the uniform that quinn wears is fairly standard for a member of the league of shadows. to begin with, the tunic is made out of a nomex fire-resistant, triple weave kevlar-lined material. this means that it provides a good amount of protection against physical attacks, whilst also providing some resistance to fire. it features a low number of body-armour inlays as well for added protection to vital organs. having this lower number of body-armour inlays means that the tunic remains lightweight, as to not weigh quinn down when moving quickly. with the tunic comes a hood as well, along with a balaclava. Both are dark in color, and for the most part the only part of quinn’s face that can be seen are her eyes. the leggings that quinn wears are lightweight like the tunic, made from similar material. they feature no body-armour inlays, and are rather tight fitting as well. the gauntlets that quinn wears are made out of thick leather, black in color and cover most of her forearms – these gauntlets are particularly helpful for gripping surfaces if climbing and have built-in utility. the boots that quinn wears are made of a similar material, knee high and flat footed; offering very good grip to the floor. as with the other pieces of the outfit, the boots and gauntlets weigh very little as well, but don’t necessarily provide the same protection as the tunic.

  • lock-picking tools quinn carries on her a set of lock-picking tools that can be used to unlock safes, doors and lock-boxes that are common place in the modern world.

  • ōdachi quinn's primary weapon of choice is her ōdachi blade that she wears sheathed on her back. it was taken years ago as a trophy after killing the former blade's user, a master swordsman living in rural japan. the blade itself is 35.8 inches in length and is made of a hardened metal that has the capability to deflect bullets and other projectiles as quinn has previously proven.

  • pocket explosives (x6) small in size but larger than pellets. these small explosives are capable of creating small scale explosions that can topple already structurally weak infrastructures. these explosives can be stuck onto surfaces, or be thrown and detonated seconds after for more immediate effect.

  • rebreather a rebreather is a breathing apparatus that absorbs the carbon dioxide in exhaled breaths to permit the re-breathing (recycling) of the substantially unused oxygen content, and unused inert content when present, of each breath. this allows quinn to breathe underwater and is a very mission specific piece of equipment.

  • shurikens (x12) quinn carries a set of shurikens that can be used for combat at a distance. these shurikens have razor-sharp edges that are lethal and easily able to rip through skin without a problem.

  • smoke pellets (x12) small in size (not much bigger than marbles) quinn is able to carry with her a large quantity of this item. the pellets are not at all very durable, breaking on contact with most surfaces without much strength required. upon contact with a surface these pellets release a large amount of smoke that covers the immediate area, obstructing vision and allowing for a quick getaway.

  • sound nullifier (1 charge) this is a small device that can be stuck on to any surface that once activated nullifies all sounds with an area of 10 metre radius for two minutes. its a one use only item that requires recharging at your nearest plug socket before use again.

  • supersonic emitter (3 charges) quinn carries with her a handheld device that emits a non-lethal supersonic wave used to disorient or incapacitate groups of enemies. the sound overwhelms the hearing of all within its immediate vicinity and is able to even shatter most common glass. it can be used three times before needing to be recharged at your nearest electrical socket.


«««CEREBRAL PROFILE»»»
Personality
quinn tends to operate in a way that can only be described as cruel. ever since her first time, claiming another person’s life as just a teenage; she has never felt any guilt or remorse for her actions. in fact, quinn tends to take great pleasure in what she does, comfortable with knowing that she has caused an insurmountable amount of pain, misery and anguish to others as a result of all the people that she has killed. but it goes a step further than being fond of causing suffering to others. gradually over time, and with growing confidence in her abilities; quinn has started to have a little more fun with what she does, be a little more creative. it’s important to further expand your horizons, and this is the way she does it, dreaming up more sick and twisted ways to see anguish upon another person’s face. with this, comes a sense of confidence and arrogance, as she carries herself with a bit of swagger as she goes about what she does. It’s important to have fun.

but quinn’s personality does adapt to the company she keeps. whilst in the presence of the league (and the demon head in particular), quinn typically sports a rather reserved, yet calm demeanor. she remains quiet, only speaking when spoken to and always carries a high level of respect for all of her fellow assassins. quinn is loyal and respectful, and follows ra’s orders to the finest of details. she would never ever dream of speaking out against the league, and even if quinn does feel particularly strongly about something, she’ll bite her tongue and accept the league’s stance. for it is within the league, that quinn has found a group that she regards as being family, and therefore does everything in her power to appease them as best she can.

it’s in the company of friends where quinn doesn’t have to take up the role of a killer, and therefore she can appear to be much more human. quinn can be very playful once she gets to know someone, and has a witty side to her as well; very good at dishing out ‘burns’ and sly remarks, as well as take them. an open minded, and curious individual – which may largely be a factor as to what draws her towards the league of shadows. however, quinn is also someone who absolutely loves confrontation. there is something about being direct and brutally honest to someone, without a care of how they feel about it that is just so… fun. she actually likes people who have a more direct approach about things, people like that are usually the most honest and trustworthy. whilst manipulation can be a big part of being an assassin, quinn straight up dislikes anyone trying to play mind games with her. if she notices you doing this, you’ll surely know about it – her weapons are never that far away.

it is worth noting as well, that quinn has a bit of a difficult time accepting defeat. defeat typically leads to her throwing some sort of a tantrum, retreating into herself and brooding for a while. it stems from her competitive nature, which was her drive within the league to be among the best. in her eyes, being labelled a loser is unacceptable, and she will go to any lengths to prove otherwise.[/font]

«««PERSONAL BACKGROUND»»»
Family Members:
aadrika dahal-maier (mother, deceased)
moritz maier (father, deceased)

Place of Origin: maila, nepal

History
quinn was born in the mountainous north-western region of nepal, in a town called maila that has a population of little more than three thousand. her mother was native to the region while her father was of german heritage, there as an archaeologist in search of the mysteries within nepal's borders. she grew with little to nothing to her name, and spent most of her time outside, traversing the rocky region without fear of anything. there was little else to do really.

at only five years old her life changed significantly. she remembers her father in a panic, wanting her to run and hide as some strangers in dark veiled clothing approached their house. she did. she ran along the dusty mountains, clambering over rocks and crawling through confined spaces. all to reach the site of her fathers' latest dig. he had come across a cavern some time before, within it a large pit filled with some water - like a pool to bathe in that had been built centuries ago. she hid t here on the edge of the pool for what felt like an eternity, staring into it with wide eyes. then a sound caught her attention, footsteps. the men from before with swords sheathed, some stained crimson. they parted aside as another stepped to the forefront dressed in a royal robe with bushy eyebrows and hair that near resembled demon horns. they were there to take the pool.

that was the day she met ra's al ghul.

she was taken in by the league of shadows, and brought up in nanda parbat. being so young she weren't a fighter, she couldn't be. and so much of her early adolescence was spent as a handmaiden to ra's and his daughters. she cooked, she cleaned, she served in whatever way possible with full knowledge of the threat that came for ill-discipline. but again, things changed eventually.

as minuscule as it seemed, when she failed in bringing the demon the sword he had called for by stumbling and dropping it to the ground, it was a turning point. it earned her the demon's direct attention. meticulous and intimidating, his words put the fear of a demon in her as he loomed over her as she back-peddled to a wall. a plume of pink and purple energy shrouded her hand that shot itself out to grow into a portal with the feint image of maila seen. she was ordered to step through, and so she did. the demon followed. for a minute or so she was allowed to take-in the sight of her old home before being ordered back. her duties as handmaiden were suspended for the night and she was told to retire for the night.

the next morning her training begun, training to become another soldier in the demon's army. she was clothed like the others, nameless like the others too. there was no mention of the previous day for quite some time. she was nine when her training began and its never really ended. the training was as vigorous as it were horrific. failure came for many that showed a lack of discipline, or a lack of ability to learn through death. the person you spar with one day might not be alive for the next. the fact she's alive is testament to her training. training with her powers came too, albeit she were the only student. there was a utility to her powers that could benefit the league greatly, an asset worth the time to train as she was sent to various older league members to work with.

by the time she was sixteen, she was doing more than training. she was carrying out the demon's wishes alongside her fellow brothers and sisters in arms. she was given the name al-safira (meaning 'the traveler' in arabic) and over the next several years continued to serve the league however she could. slowly but gradually ascending the ranks within the league to become a lieutenant.

and now, in the present; al-safira has been sent to jump city for reconnaissance - the league of shadows always having an eye on places with unique people of interest.
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Megalomaniac
Ωmega-class Metahuman
Ωmega-class Metahuman
Megalomaniac


Posts : 2412
Join date : 2012-11-13
Age : 34
Location : Somewhere in the background of Life

RPG character
Name:
Code Name:
Villain or good guy?: Neutral

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PostSubject: Re: Al-Safira   Al-Safira Icon_minitimeWed Jan 01, 2020 6:14 pm

Hmm everything checks out for me here. *clears throat*

BY THE POWER OF CHAOS INVESTED IN ME, BY ME AND FOR ME, I DECREE THIS APP IS: APPROVED
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