Basic Info:

Player: WetBeard

Demeanor: Cold and calculating. She seems to act rashly and make decisions quickly - Whether or not they're the best ones are up for debate, but they're always to get the job done. Carmen doesn't come off as shy, but quiet - Though she isn't one to not make the first move. She also may seem to think she is above other's, especially when it comes to combat and intellect.

Nature: Carmen is ruled by her own objectives and doesn't second guess herself. She's not afraid to make social connections, though it's probably to reach the end through any means. While originally she was designed to work alone she also has been taught how to preform with a team and alongside allies - There's no point turning away free help. Chances are if you're a friend of Carmen's it's because she needs your help for an objective. Though she doesn't deliberately hurt friends or people, and will typical go to small lengths to prevent it.

Description: Carmen is 5 ft 6 inches and weighs 120 pounds. She has a deathly pale skin color due to lack of sun exposure and chemical changes in her skin. She has long black hair and flat blue eyes (Unlike most eyes that have a webbing pattern, her's are a simple patternless blue, this is completely unnoticeable unless extremely close up). She has a lithe build and scars on the back of both of her legs that stretch vertically. Her right arm is covered with small scars as well (It is noteworthy all of these scars are medical and slightly blend in with her skin color). Almost surprisingly she does value her own physical appearance, and is typically seen wearing dresses with proper attack gear underneath and never without makeup.


HP and Psyche start at 6, can't raise during creation, but add 1/2 of Brawn to HP.
Brawn, Agility and Brains start at 1 each, starting cap 4, total cap 6, and you get 5 points to distribute among them.

HP: 6

Psyche: 6

Brawn: 1

Agility: 4

Brains: 3


Things your character is good at, things normal people can do
Skills rolls add their associated stat as well (Brawn, Agility or Brains). You get 12 points to spend on skills at creation, with a starting cap of 4 and total cap of 6.

  • Acrobat - (2) Agility
  • Willpower - (4) Brains
  • Stealth - (4) Agility
  • Analysis - (2) Brains

Supernatural Abilities:

These are things you're character accomplishes via their power.
Abilities/Powers should be fairly broad, but look at other characters for good examples. They can grow over time, so don't worry if you start on the small side! You get 7 points to spend on powers at creation, with a starting cap of 4 and total cap of 7. Powers add your Tier to their rolls, usually.

Death Designed - 4 - Carmen was designed with the more focused desire to make a weapon that could hunt down a target and eliminate them with any equipment necessary and a myriad of scenarios. Carmen reflects this to an excellent degree. This power acts as replacement roll for Marksmanship and Agility Melee Combat.

Target Acquired - 3 - Carmen's supernatural capabilities are revealed surprisingly not in her combat ability but in her vision. This power can be used to roll against a target - If the roll succeeds they are effectively marked in Carmen's vision, allowing her to keep tracks on them. There are some restrictions:
1 - This power only lasts for about two hours, any longer than that without re-rolling and Carmen loses track.
2 - Multitasking is extremely hard, Carmen can only keep track on three targets.
3 - Carmen can only see people in about a half mile around her, anymore than that and they leave her visible range.
This power acts as a replacement roll for Perception


Things that cause problems for your character, often side effect of your powers (or of having your powers), not necessary. Not just 'limitations' of your powers.


List everything your character carries on their person here. Be reasonable.

  • An ornate knife, for show
  • Pearson Labs Pin
  • White handkerchief with faint blue embroidery

And everything that they keep in their dorm at Fifth Sanctum. Anything that's not listed here or in the section above may be difficult for the character to retrieve.

  • Many extravagant dresses
  • Practical knife, for work. A note however, this knife is designed with the additional use that a substance can be loaded into the bottom of the grip of the blade. The capsule is included with the blade and only allows for small dosages, typically only enough for one person.
  • Many extravagant dresses
  • Portfolios detailing the Carnwennan Project
  • Lots of hygiene and makeup products
  • Silken casual attire
  • Pearson Labs StealthReady-Combat Uniform

Personal History:

List what your character's life has been like, from birth until 2018 2019. The more, the better. Be sure that all of your character's skills and supernatural abilities are mentioned.

Pearson Labs was founded shortly after the reveal of the supernatural as a private corporations that would use artifacts in the name of science, however this was merely a facade. In reality Pearson Labs was funded secretly by the American government in hopes of producing a 'Synthetic (Bio)Organic and Psi-Kinetic (Parapsychological) Weapon'. Their process wasn't at all clean or ethical, using human cloning as a base they would interact with the babies before birth using several artifacts.

But that was the past. That was Project Excalibur. A failure, a disgrace, a horror. After the failure of Project Excalibur, Pearson Labs was only left with a more perfected process of Supernatural Bioweapon Generation. Something that the US Government was still more than willing to pour some funding into.
A new laboratory was built on top of the ashes of the old one. However now, it was not branded to the public at all. Now it looked more alike a prison than a state-of-the-art facility, however internally it was just that. Now designed with the sole purpose of creating Supernatural Bioweapons. Pearson Labs however now had a new goal: The Supernatural Weapon nobody would know existed, a stealth weapon that acted quickly and fluently - And in the spirit of the Excalibur Project, it was named The Carnwennan Project.
This is the birth of Carmen, or more formally known as CNWN:T3P7. She wasn't the first 'success', before her there was Chrysanthemum (CNWN:T2P1) and Charlotte (CNWN:T2P10). Carmen however was the most successful. She had the desired qualities and attributes that Pearson Labs was looking for. She was a perfect fit.
Pearson Labs had learned from the Excalibur Project, they created new and better processes for teaching their combat material, while the facility provided the room to recreate thousands of scenarios. She wasn't robbed of her personality and knowledge like those in the Excalibur Project, and instead was added onto it. Again and again Carmen flawlessly passed exam after exam, trial after trial. She was learning and growing quickly.
Too quickly.
Perhaps in fact, Carmen was made to well. Carmen was observing more than the facility thought, she was make maps of the place inside her head. She had an objective: Get an objective. A weird contradiction to some, but a need to Carmen. She knew she had to escape and find an objective. The days went by, the trials went through, the examinations proceeded.
Then the day came. The one she had long awaited for. Finally then she used, all she was taught all she practiced, all she knew to break free from Pearson Labs. She managed to evade them, but there was another eye her escape garnered that she couldn't evade: Fifth Sanctum's. It took them a while but they finally found her, she was offered a place at the school and more importantly: A purpose. To learn and do missions. This is what she strived for, she could never decline it…


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