"Just try catching me!!"ImpFull Name:
Neutral Good( with some Chaotic Tendencies)
«««PHYSICAL DESCRIPTION»»»Hair Color:
Purple ( Previously Brown)Gender:
87 poundsOther Traits:
Freckles scattered across his cheeks and nose, a variety of scars across his back, mostly long and thin.Eyes tend to glow slightly if he gets really excited/happy/scared/angry/etc.
-Psychic Energy Manipulation: Imp has the power to manifest his mental/spiritual energy into a visible and solid (as a good many muggers and even more unsavory sorts can attest to) form. It manifests as flames the same color as his eyes, shaped into a variety of forms,though at the moment said forms are rather limited.
At the minute he can form fist size orbs, that can hit with as much force as a professional boxer/other person optimized for punching, and spikes/arrows, that can pierce through one inch thick iron with relative ease.He usually uses these to cut/fray ropes and the like, though he's not adverse to raking them across hands/shins/etc.
Though he can guide them,it is quite difficult to do so,at least in a efficient manner,in the middle of a fight, especially if the enemy is fast. Thus, he usually just 'fires', then 'reloads', which takes around 30 seconds.At the current time, he can form six,total.It takes a ton of force to break/shatter the orbs, and somewhat less to break the spikes/arrows, and said breaking causes a mental 'feedback' that momentarily pains and dazes Imp.
[Sub]Melee Weapons: In addition to the six ranged attacks he can make, Imp can also form a melee weapon. At the minute, the only form he has is a bat, which is as durable as a regular wooden bat,and also causes the 'feedback' if broken.
[Sub]Flarestorm: Imp's most powerful attack, he is not currently aware of it.It requires him to be under immense emotional strain, which triggers a state in where his ability is highly boosted, allowing him to summon a grand total of 100 orbs/spikes,instead of his usually much smaller number.The Flarestorm can only last for three minutes, and afterwards he is left blinded and much weakened for a period of time ranging from two days to three weeks,depending on how much he strained himself.
-Teleportation: He is capable of silent teleportation,up to a range of ten feet. It takes 30 seconds to teleport, and the edges of his figure grow fuzzy as a warning that he's getting ready to suddenly disappear.Though he can teleport in any direction and spot in his distance limit, he only teleports to places he knows are clear, to avoid any potential....messiness.(Example: A room he's looked into via a window, a nearby fire escape, etc.) Also, though he can teleport with people and objects, he can't if its a object/person exceeding 120 pounds. He also can't teleport should he be bound to a wall/floor/bolted down object.
[Sub]Rapid Teleport: The kid is also able to slam together a string of around 10, back to back teleports without any delay. However, this also rapidly wears him out, and if Imp pushes to much he won't be able to fight back for a good bit of time should his series of attacks/escapes fail.There's a five second delay between them, as Imp charges back up.His distance is much more restricted when he uses this, to a distance of five feet,opposed to the ten of a normal teleport.Skills
-Has a surprisingly good singing voice, though he doesn't seem to notice said talent.
-Due to necessity, he's learnt how to take both limited funds and supplies/food,and make them work for him.
-Hand in hand with the above skill, he's very good at scavenging.
-Is pretty skilled in using his teleportation as a near traceless B&E tool,though not a master.
-Is moderately skilled in safecracking and lock picking, though he could most assuredly use more training in it.
-Is very,very skilled at pickpocketing, though he still has a ways to go before being considering a master yet.
-Imp is fairly agile, and uses it alongside his teleportation to get either get into position for a attack, or to run away from a too great threat.Physical Weaknesses
-Breakage Feedback: Shattering his constructs causes pain, and dazes him for a few seconds.
-Steering: He's not really used to guiding his Orbs/Spikes along, so if he does resort to it it should be easy enough to avoid them.
-Flarestorm Consequences: Using his Flarestorm leads to him being blinded and much weakened for a period of time ranging from either 2 days to 3 weeks, depending on how much he pushed himself and how long it lasted. Either way, he'll be no threat so long as you can outlast and/or avoid his attacks.
-Reload Delay: It takes a few seconds for him to fully 'reload' his Orbs/Spikes. A skilled enough opponent can close the distance and take advantage of said delay.
-Rapid Teleport Weariness: As said, chaining together teleports back to back leads to rapidly increasing weariness. Force him to push himself too far, and he won't be much of a threat for however long it takes to recover.
-Distraction: During his regular teleport, it's important he focuses hard during the charge up. Doing something very distracting(for example,throwing a flashbang) would disturb his focus,stopping from teleporting.Mental Weaknesses
-Fears Being Alone/Abandoned: The long time Imp has been on his own has really left it's mark on the poor kid,and he fears not being able find people to care about him. Though not of much direct combat use, it can knock him out of his flow for a short time.This can buy a enemy enough time to act,if used properly. A much sneakier, sly person could also use it to manipulate him, so lo as they're careful enough.
-Fears Belts: Or at least ones used with intent to harm. Even jokingly,gently smacking him with one can cause Imp to flinch,his breath to catch. One used with true intent will cause him to come to a full stop for a minute. A person knowledgeable, and downright nasty (or at least ruthless) enough, can use this to great effect.
-Hotheaded: He has a bit of a temper to him. If you manage to get him steaming enough, his focus can be put off balance.Equipment
- his makeshift mask, consisting of a plain colored bandanna a tad messily painted over with a simplified grin
-a small pocketknife
-torn, small notes that usually say something like 'You're a jerk, so I pickpocketed you! Buh-bye!'
-His 'home', a bag full of everything he owns, is usually either stashed nearby,on his back, or he's found it to be safe enough, the place he's sleeping.
-Imp is rather wary around people he doesn't know, and as such he puts up a rude, bratty front, usually assuming yet another front,this one of a cheerful and somewhat clumsy kid, when targeting a mark..Despite his front, he's rather lonely,which is something the poor kid struggles with. Even he's not completely sure why exactly he puts up his front. Could be it's a effort not to get hurt anymore then he has been, or a subconscious test to see if they're actually good people. It could even be a mix of both.
However, once you've gotten past all that, he turns out to be a good, if mischievous, kid. Though he still likes to tease and mess with people, it's softer and more playful, instead of 'make sure this person doesn't look at me too closely.'Imp also, once you gain his trust, is also very loyal,which is something that causes him even more guilt when he thinks about his old crew.
The kid dislikes innocents being hurt, and usually steps in to assist.He's a tad easy to embarrass if you compliment him on his singing,(though this'd also be sure to net you a quick, small smile), and tease him about liking warm,friendly contact and fluffy things.(Even if he does tend to tense up a bit at unexpected contact.)Imp doesn't like ajyone seeing his back, and tries to keep it hidden.Despite his...bad habits, he really does look up to the heroes of the world.In summary, though he acts tough, Imp is a good, if playfully mischievous, kid who has been through a lot and has a few issues because of it.Likes
-Other Fluffy Things
-Hugs and other methods of warm, friendly contact
-Being called freak,or similar.Habits/Hobbies
-Enjoys messing with people by pranking and/or pickpocketing them.
-If he's really excited, and too distracted to stop, Imp tends to bounce slightly on his feet.
-Tends to sing if he's feeling relaxed and no one's around.(That he knows of.)
-If he's around someone he trusts, and is feeling nervous and/or shy, he tends to stick close to them, stepping closer to their side if said feelings increase or he needs to interact with someone unknown.
«««PERSONAL BACKGROUND»»»Family Members:
John Byrne (Dad), Sally Byrne (Mom)Place of Origin:
Aedan was born to John, a author, and Sally, a athlete, and had a regular, decent life as a younger child. However, one night, when he was 6, someone broke into their home. His dad went to fight the robber,but was injured, the poor kid watching. As the thug went to finish the job, Aedan panicked, and his powers activated,brown eyes being flooded with a deep purple color. Suddenly finding a spike made of weird looking flames through his hand, the thug clutched his wounded limb and ran for it.
Despite Aedan's new state, and his parents' shock about it, things settled down for a little while. However, as Aedan discovered and played with his new abilities, his parents soon decided they weren't able to raise a powered kid, and hoping to help him find a home that could help, sent into adoption.Things didn't go as well as they'd hoped...The poor boy was unlucky enough to get a series of...not so good parents, his second to last father in particular being very nasty indeed. The system finally wised up when he was nine, and found him a decent home,but Aedan had reached his limit and ran away,abandoning his name.
A month or so later, he was taken in by a gang of powered thieves calling themselves the Hellhounds,who soon regarded him as the baby 'brother' of the group,giving him the name of Imp. Hurt and confused by all he's been through, Imp had no problem stealing and helping what was looking to be his new family.However, he grew uneasy as the HHs grew more and more violent,and more and more anti human,taking to arguing and pleading with the leader. Two years ago,things came to a head, and Imp turned them in, taking to wandering. A month ago, he came to Jump,and now his adventure really begins...