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        > Eleanor Paige Shepley - Farsight (in progress)
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Lady of Arendor



Posts: 1955
(1/8/07 7:55 am)
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Eleanor Paige Shepley - Farsight (in progress)
PLAYER'S NAME: Chels
E-MAIL: cdinsmore@sympatico.ca

OTHER MEANS OF CONTACT:
MSN - chosen_destiny55@hotmail.com
PMs to this account
any post in the ooc areas
livechat

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NAME: Eleanor Paige Shepley
NICKNAME: Ellie, Paige, Dorothy
CODE NAME: current - Farsight (future - "Chimera")
AFFILIATION: currently a student at Xavier's (future = Brotherhood)
GENDER: Female
AGE: 17
BIRTHDAY: June 28th
HAIR: shoulder-length straight brown hair with highlights.
EYES: two, a clear blue
HEIGHT: petite at 5"3
WEIGHT: (I know nothing of weight, not even my own) she's slim-average for her height, not a stick but on the smaller side of things.
ORIGIN:
Frontenac, Kansas (a small city of about 3000 people).

MOTHER:
Miriam Shepley (maiden name Rigby) - alive, made up
FATHER:
Robert 'Bob' Shepley - alive, made up

OTHER IMPORTANT RELATIVES/PEOPLE:

smalltown best friend Ramona Raghetti who she calls when she feels homesick but doesn't want to worry her parents.

PHYSICAL DESCRIPTION:
(Celeb = Monica Keena)

The type of girl who would be more likely to be cast in the role of the cute best friend Eleanor isn't the type to turn heads. She has a quiet sort of appeal all her own that isn't often noticed with a glance but that comes out if one sits down to talk with her. Her features are delicate, with wide blue eyes standing out against her ghostly pale complexion. Eleanor peers up through naturally long lashes that don't require curling or mascara and she has a neat little mouth that curves into a closed smile which rarely reveals her small white teeth.

Her makeup is always kept very natural and she usually just uses concealer and some lip gloss with maybe a touch of neutral coloured eye shadow. Eleanor's hair is straight and without volume as it falls to her shoulders. Although, like children, she was a blonde as a girl her hair has since darkened to a mundane shade of medium brown.

In stature she stands a mere 5"3 which leaves most of the population looking down at her. Her wide feet (which she hates) have bunions causing the bones to meet at a strange angle and consequently she hates shoes and shoe-shopping. More than shoes in general she hates high heels, feeling she has to ram her foot in for it to fit, and is resigned to her height. In size Eleanor would never be mistaken for a twig but she's also not a big girl and her slim-average figure adds to her petiteness.

With clothing her first consideration is always comfort and she tends to dress in sweaters, often larger ones that she can lose herself in so she can disappear into the crowd. Accompanying her sweaters are pairs of fitted but not tight jeans, most commonly in a plain dark wash. She doesn't often get dressed up or wear clothes that reveal her figure. When Eleanor walks it's at a fairly slow pace that corresponds with her small stride and she seems to not know what to do with her hands whenever she has to stand so she impulsively clutches them together in front or behind her. Eleanor's voice is rarely loud, although make no mistake she is capable of anger and shouting just like any other teenager, but she is very clear in her speech and tends to speak without expressions of "um" or "like". However when she has to public speak in front of a crowd she gets red and her speech seems to come out garbled.

POWERS:

Palantir:

Eleanor is able to create orbs that allow people to communicate across a great distance. For the time being, while she is young and learning, the orbs are cumbersome and the size of a bowling ball although mercifully without the bowling balls weight. In the future as her powers grow she will be able to shrink the orbs down to the size of marbles and to expand them back up again so that they are easier to contain, travel with and hide.

The orbs, which she thinks of as palantirs due to their similarity to the seeing stones of the Lord of the Rings books and movies, are used to connect two people across distance. One person takes one orb and another person another. Whether the distance is a few metres apart or spans the globe it makes no difference and use of the palantirs doesn't drain any energy from Eleanor. The only effort is in the actual making of the orbs, which cannot be done quickly and currently takes several hours. Eventually the making of them will grow easier and the task become quicker.

To be used a person has to be in physical contact with the orb itself and they gaze to gaze into it. Through doing so their mind will connect with the orb and they can communicate telepathically with another who is looking into the orb. Even if a person looking into it doesn't speak their prescence can be felt and another will feel them but not neccessarily be able to identify them. The problem with the palantirs is the issues that it raises, those of privacy and trust. Eleanor's orbs don't function as a pair but all connect to one another and there are no restrictions on who can use the orbs. As a result if one were to fall into the wrong hands they could be privy to information that the other users of the orb did not intend another to recieve. The orbs also do connect through the mind and as a result thoughts near the surface of the user's mind may be revealed to any other lookers, even unwillingly.

The effect of the orb on the user depends on the user themself. A psychic mutant who is used to putting up barriers against intrusion of thought will be far more equipped to handle the palantir invading their mind then say a human child. A certain amount of control over one's thoughts and discipline is preferred for optimum efficiency.

An orb must be touched to be active and contact must remain. It does become harder to pull away from the orb once physical contact has been made because the mind is also connected and wrenching away abruptly can cause a sharp momentary pain and then a lasting headache, like a migraine, for the next few hours. If an orb is simply sitting in a room but remains untouched it is harmless.

Destruction of an orb can only happen by Eleanor's hand. She alone has the power to destroy them by shrinking the orb until it pops into thin air as if it never existed. The problem with this is that (at the moment) she needs to have the orb there to destroy it so if someone took one and hopped on a flight to China she would have to go to China in order to destroy it. As her powers grow she will be able to reach out with her minds and destroy other palantirs but only those close to her in distance. Destroying one while a person is linked to the orb is something she fears and never does. Depending on the depth and length of the connection it could do anything from cause the person to faint but regain consciousness immediately feeling slightly naceous to putting the user into a coma for up to a week.

The palantir is not completely indestructable. While it can't be destroyed or rendered useless without Eleanor, it can be damaged which will limit its capacity and may cause it to only connect across shorter distances or to create static in the images transmitted like a broken television set. These sorts of damages might occur if the orb was left in a fire or caught in an explosion. The physical being remains unharmed but the parts inside are damaged. In physical appearance it is about the size of a bowling ball and pure black, strangely enough without a reflection but if you peer closely you might seem to see a gathering of stars in a night sky and this is what marks it as a genuine palantir.

Imprint

note: this power will surface during the Criminal Offences and she will learn to use it during and afterwards but her efforts will, at first, be imperfect.

A person leaves their mark on the world through DNA. Unseen but it tells the story of where they've been and what they've done. Forensics teams can solve crimes by using machines and manual matching to connect a person to a fingerprint at the scene of a crime but Ellie's powers allow her to go beyond technology.

Eleanor is able to touch an object and to see the people who have recently been there. Her power works only on DNA so if a criminal wiped a surface clean then she would not be able to see anything.

... in progress

HISTORY:

to do...

I'm asking for detail here, not everyone will be keeping their characters EXACTLY the same as Marvel has them (if you apply for a canon character), you're allowed to alter their history slightly, have them change sides, what ever you want, but everything must be here telling us WHY they have done this. Also, you may have to check back with players of other canons characters in case they have made references you thus need to include.

When applying an original character (always a good choice), make sure to try and be as creative as possible. Make sure you put effort into showing why the character has become the way s/he had turned out to be, but note that a dramatic past doesn't always have to make a great character. If you've got a board full of depressed suicide candidates whose parents put them on the streets at their fifth birthday, it's kind of getting dull...

The history part is one of the most significant elements of your bio, so you want to put effort into it. A Poor history may lead to the application being rejected, yet in most cases, we will try to work things out with you, tell you what we think needs improving.

PERSONALITY:

to do...

Just tell us about their personality, how they act, their moods, maybe certain traits you think are worth mentioning. Note that most people develop their personality as a logical consequence of their past, so make sure everything is making sense. Somebody who has grown up on a farm e.g. will never be indifferent towards animals. They may become animal lovers because they've been around them all their life or hate them just for the same reason, but either way there'll be an impression that has been made. Make sure things stay logical and be as precise as possible. Try to make your character come alive!

LIKES:
scalding hot showers, potatoes, romantic comedies/happy endings, the movie Grease, books (especially mysteries and fantasy novels), her family and friends, being warm, tea

DISLIKES:
penicillin (she's allergic), her feet, Dorothy/Wizard of Oz jokes, huge parties, the smell of pot, public speaking/ speeches/acting, being teased, rap music


Edited by: Lady of Arendor at: 1/28/07 9:01 am


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