Heze Bishop-Greyse

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'Heze'
Played by: Riddled
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INFORMATION

Immortal, Female, 28

Aliases: Riddled
Nationality: British
Residence: NYC and Italy
Employer: Unknown
Function: Unknown
Twitter: @A_phobics_lie


Heze stands at the slightly above average height of 5'8, with little really remarkable to her. She has a rather slim build and well-toned body, something which her usually loose clothing doesn't always give away. Her vivid light-blue eyes pair well with her straight brown hair, and are quite capable of intense stares which contradict her usual calm, placid appearance. She's got a naturally pale skin tone, and never really seems to manage to get a tan.

She is the type that prefers to wear casual clothes, only really wearing something formal when required to do so. Heze's casual does remain very presentable however: she isn't the type to show too much skin or go with daring outfits. She's a functional casual, simply preferring comfort and clothes that go well with a more active lifestyle. Out on the field the 'functional' part becomes even more explicit, which in her opinion means rugged and ready for just about anything short of a natural disaster, while avoiding anything too militaristic if possible.

Some other things that can be noticed:

  • She always wears a silver cross, usually having it visible if her clothing for the occasion allows. It is identical to the necklace her wife, Sophie, wears.
  • On her left ring finger, there's a plain tungsten carbide wedding ring and a more elaborate silver engagement ring, set with a diamond and sapphires. Again, these are identical to the ones that Sophie wears, except for the engagement ring having sapphires instead of emeralds.
  • On her right ankle, Heze wears a fine silver anklet with tiny bells on it whenever possible, even if that means tucking it into her boots or socks.
  • She has an odd awareness of the people around her. Not something you might catch the first time around her, but it is something that'll be obvious at one point or another. She's perfectly happy to sit with her back to a crowd and will rarely look behind her, she'll dodge aside for someone she couldn't possible have seen (yet) or be able to point right to where someone is without having to look for them.
  • She has a warm touch, just warm enough to be noticeable as not entirely normal. Her clothes also feel somewhat warm, especially thinner clothing, which may be a better giveaway.
This page has been marked as a work in progress.

The information on this page is incomplete and should not be relied upon as accurate or official. Please check back later.

Brief historical overview until I write a full history up:

  • Heze was Initiated in the late 90’s or early 00’s.
  • She got orphaned in a traffic accident in early April ’01. She was acquired by Templars shortly thereafter.
  • She attended private Templar boarding school until ‘06.
  • She was given a grant for OUO and continued education there. Graduated in June ‘10.
  • Psychic potential believed to have been unlocked in the summer of ’09.
  • She operated as a Templar field agent after graduation.
  • She was romantically involved with Sanneke DeJaegher in the summer of ’13.
  • She broke with the Templars in the autumn of ’13 and winter of early ‘14. Rumors have the Inquisition involved. It is unknown why they let her go. First recorded instance of a change of host body.
  • She worked as a freelancer for the CoV, most notably as part of the PG, from late spring ’14 until the summer of ’15. Was involved with Sophie Greyse, but they parted ways and remained close friends. Displayed heavy interest in turning Blue and was marked as potential POI for Corporate Outreach.
  • She went off the radar while working on an outsourced contract.
  • She was unknowingly reacquired in the spring of ’16. Identification took several months due a second recorded change of host body and Heze still recovering from an incident which likely was the original cause of her going off the radar.
  • After being reacquainted with Sophie and some time to fully recover, Q&A pushed for immediate recruitment.
  • She was assigned to HUMINT, initially assisting in the debrief of class IV/V subjects under close observation.

General Abilities

Some of the general things that Heze is capable of:

  • Bee-Stung: Heze never swallowed a Bee, she was stung by one, and thus shows some similarities to a Bee due to being 'anima touched'. These include most of the physical enhancements that Bees enjoy, such as the increased agility, durability, endurance, stamina and strength. Her body will also use anima to heal itself, doesn't age and can travel through Agartha. She is NOT capable however of manifesting or channeling anima like Bees do, and her body doesn't get whisked away to safety by the Buzzing either should she die. It simply stays where it is while regenerating.
  • Anima reserve: She has a large reserve of anima in her body, which can be noticed, and uses it primarily to heal her injuries or revive her body. She passively draws in anima from nearby sources, or lacking any real source will draw in ambient anima from her environment at a reduced rate. This allows her to revive even when her reserves are depleted, it will just take a lot longer, how long exactly depending on the extend of her injuries and how much anima is present around her.
  • Host body: Heze's current body isn't the body she was born in (she lost her original body somewhere in late 2013). Few people know exactly how she does it, but when she gets disembodied (due to her body getting destroyed or other means) she can - with someone's help - migrate to another body. So far, she's only migrated to dead bodies (which she then heals and revives). It is entirely unknown if she can take over a living person's body, and it is not something she's exactly keen to try out, losing a body is a highly unpleasant experience.

Telepathy

Arguably Heze's most important ability is her telepathy. She can establish a two-way mental link, through which thoughts can both be felt and/or send. Although technically multiple links are possible, she can only maintain one herself. The exact range at which she can do this seems to be around 20 meters, but can be impacted by the circumstances. Increased familiarity seems to have a definitive positive effect, while being unable to focus (such as is likely to happen in a fight) will reduce her range. Closer proximity seems to help her establish better links which take less concentration to maintain.

Without establishing a link, she is still capable of sensing people around her. She has less of a problem tracking multiple people this way, and can do so at roughly double the range at which she can link. This sense only gives a vague awareness of the whereabouts of people, and the margin of error quickly goes up as people are further away from her.

It also is important to keep in mind that because her links are two-way, anything she can do to people with them those people can also do to her. At least in theory, in practice Heze is far more experienced and practiced with her telepathy, giving her a big upper hand, usually to the point where she just completely dominates a link. It still is a weakness however, as other psychics can establish and use links against her, making Heze an easier target for them as she cannot block them out.

When it comes to using her links, Heze's preference goes to tricking people with them through illusions. She's capable of doing anything between completely overwriting someone's sensory input to adjusting small details in what they perceive. In most instances, she'll rely on doing small changes, building upon things already present or someone's expectations, as these tricks are much easier for her to pull off with less focus. However, if there is a need for it and she can focus, then she can create highly complex and detailed illusions.

Her illusions rely on the person they are being used against to be willing to belief them. A sudden change of scene, no matter how well the scene is made, doesn't make sense and can be easily seen through if the other person doesn't want to go along with it. Doing something subtle that makes perfect sense is a lot harder to detect, only relying on the person being unaware of Heze's interference and their usual trust in their perception. Focus and training can make it harder for Heze to interfere and create illusions. She has a hard time against multiple people as well, being only able to trick them one at a time. There's some room for her to be creative and possibly cause some chaos to divide and conquer, but the fact she can only link with one person at a time remains a painful limitation in such circumstances, and there is only so much she can do.

During her time on the field, she has gotten quite successful in mixing her ability to sense people, read their minds and create illusions with combat scenarios. If being aware of what people are planning on doing doesn't give her the opening she needs, then she will make one use her illusions. Against numbers her tactic is to divide and conquer, generally creating chaos with illusions or even having the enemy turn upon itself in the confusion, and then just picking the easy targets off one by one to create some room for her to more fully bring her abilities to bear against the harder targets. Although by no means a guaranteed formula for success, when used under the right conditions and in the right circumstances, she can be quite the force to be reckoned with.

Emotions will 'bleed' through the link as well. They suffer from a reduced bandwidth however, making it nearly impossible to significantly impact someone's emotions, and impossible to overwrite them: under normal circumstances that person's emotions will simply drown out anything send over the link. The bleed would also never really feel quite right to someone else, so they would know those feelings received through the link aren't their own. The bleed-through can be useful to sense someone's most important emotions however, but this requires either focus or a very good familiarity with that other person to get a good read on them.

A last important thing to know is that her telepathy is still developing. When she was Initiated in 1997 it was only a latent ability, it didn't get unlocked until 2009. Even then, it took her 5 years to be able to decently use it without being lucid dreaming, and the help of another telepath to teach her. After three years of actively being able to use her telepathy she's got quite a good grip on the basics. But still, she has only gotten so far and has only had limited resources available to her to develop her telepathy. She hasn't hit the ceiling yet of what she can do, and likely still has a long way to go before she will.

Skills

Things Heze can do that aren't really magic:

  • Swordsmanship: sword practice was a part of her education, and she has spent over a decade and a half training with a sword on an almost daily basis. She prefers to use a katana to go for quick, clean strikes as opposed to clubbing people to death with more traditional European swords, but anything with a sharp edge will do for her if the situation calls for it.
  • Martial arts: mostly something that goes along with the swordsmanship, she can hold her ground unarmed as well. She will still have her telepathy, which most people might not immediately be aware of, or simply forget when they see an 'easy', unarmed target.
  • Marksmanship: a more recent skill she has been working on in the past year. She's getting a feel for and practicing with all sorts of weapons on all kinds of ranges, but seems to lean towards the heavier end of the spectrum, not necessarily to use at longer ranges but also just because it can punch through walls at closer ranges.
  • Lucid dreaming: one of the subjects she focused on during her studies, and something she can do. Mostly just something she uses for exercising purposes and fun rather than anything practical ever since her telepathy more fully developed.
  • Trained mind: combination of her studies and necessity. She does every effort to stay mentally fit, both to keep her mind as sharp as her sword and to hopefully stand even a slight chance against whatever psychic she may run into.