OC Concept for a Story I'm writing
This is the BIO (Or whatever its called, I can't remember) for a character that's in a story about my view on a post-apocalyptic world. And I want to know what you think of it. And this also includes what their hierarchy and world is like.
Mental Stability: Indoctrinated (Apexsâ, Shadowsâ whispers, and myths scribbled on walls)
Gender: F/Mx
Age: 17 (Birthday is Cruxmar 14th or 9/14/)
Name: Gehenna (Pronounced juh-HEH-Nuh) Corvina (Pronounced cor-VEE-nah) Lyra (Pronounced LIE-ra) [Was âgiftedâ the name when the crows kept following her even when she killed]
Body Description:
Height: 12.6 ft (3.8 Meters) (mostly in legs [Digitigrade legs]), lean and elegant body frame.
Wings: Elliptical, Six wings, each 20 meters (65 ft) long, thick, glossy, fluffy, and feathered. Feathers are 16 ft long and mimic the night sky to blend in seamlessly.
Tails: Three tails, each 9 meters (29 ft) long, prehensile, covered in thick, overlapping iridescent grey scales with upward-angled rasp teeth like bumps at the end of each scale. End features scythe-like stingers resembling a crescent moon, capable of cutting reinforced steel and injecting deathstalker venom.
Hair: Almost black, halfway down the back, styled in a single fishtail braid.
Eyes: Thin slit pupils, heterochromia (violet/green).
Teeth: Razor-sharp and equilateral triangular in shape, with a second set of retractable, cone-shaped, rear-fanged teeth capable of injecting Inland Taipan venom. These fangs can extend when needed and retract when not in use.
Scars: Numerous scars across the body.
Weight: (Single) Wing: 62 LBs (28.1227 KGs), (All) Wings: 372 LBs (168.7 KGs), (Single) Tail: 120 LBs (54.4 KGs), (All) Tails: 360 LBs (163.2 KGs), Body (Torso plus limbs): 715 LBs (324.3 KGs), (Total) Body weight: 1447 LBs (656.3 KGs)
Presence and Stance:
Stance: Fully upright, tails hovering 1â2 ft above the ground, wings tucked unless unfolded. Graceful and fluid movements, with an intimidating aura.
Ruffled, laced, and beaded cerulean green-blue empire waist dress.
Traditional kilt with scale-mail chestplate with steel blue accents.
OCD: The Apex commissioned her, ocd is an automatic safety measure.
ADHD: Was born with it, doesn't know about it as Apex hid it and told her it was a âflawâ. (Apex called it 'glitching.' Said it was proof I wasnât clean code. Punished me when I zoned out or hyperfocused too long. Eventually, I stopped wondering why.)
Chronophobia: Time reminds her of Clioâs death, doesn't fear time, hates time.
Trypanophobia: From not doing an Apex command to their liking, learned why to just follow the rules the best possible. (50% chance to black on sight of a needle and wake up a few moments later violent and bloodthirsty. Or 50% chance to have a sudden panic attack.
AFRID: The Apex didn't give food often (if any it's a trap or a bad sign), you had to hunt if they even allowed you to do that. Learned how to find anything and ready anything that isn't lethal. Is emaciated because of it.
Anxiety: Keeps internally spiraling, can't tell anyone (would be showing weakness and that's dangerous to do.), so keeps it to herself.
Depression: Everything is just too much to handle. The commands, The hierarchy ârulesâ, the almost constant fighting for anything for survival.
Kleptomania: You never know what you might need and might not need, safest to just keep it unless forced to drop it. (If it isnât nailed down, itâs probably going to save your life. If it is nailed down, break the nails).
Schizophrenia: Because of all the constant killing and fighting, started to see her past kills, hear things, sometimes, if bad enough will feel them. Can recognize them out of the thousands.
Insomnia: Can't trust anything, anyplace, or anyone long enough to fall asleep properly, automatic that she can't fall asleep for two days, can sleep for one or two hours straight max on the third day.
Pain Divergence: Has been hurt too many times for nerves to properly feel/ pick it up. Can feel it, but not to the full degree.
ASPD: Doesn't care to socialize with others, would rather attack unknown people. (Unknowns are threats. Conversations are traps. Easier to strike than to speak.)
Chronic Tics: Tails and wings will randomly twitch from âphantom painâ from old attacks.
Psychosis: Will detach from reality, cannot connect with thoughts, memories, feelings, surroundings, behavior and identity randomly often experiencing hallucinations (seeing or hearing things that aren't there) and delusions
Parasomnias: Can have night terrors during sleep that cause panic attacks from constant mental and body strain from commands, healing, fighting, and such
ScPD: Is often detached from social relationships and has a limited range of emotional expression from the Apex saying relationships are bad and Clioâs death.
Delirium: Sometimes has sudden moments of confusion, reduced awareness with difficulty focusing, disorientation, and changes in thinking and behavior.
Alexithymia: Has issues and difficulty identifying, experiencing, and expressing emotions because the Apex forced her to not have emotions. (Has them but pushed down far enough to have difficulty with them).
Iatrophobia: Phobia of doctors and proper medical procedures, and medical environments from the Apex experiments. Has learned to heal own wounds with basic things.
IED: Will randomly become dangerous and aggressive to an excessive degree of the situation.
Hysteria: Will randomly be rather fearful or excited over nothing for no reason.
Anthropophobia: Fears people and social situations from the Apex.
Aphenphosmphobia: Fears physical touch from others from the Apex.
Atelophobia: Fears not being perfect and doing things with perfection from the Apexâs standards of how things should be done.
Flight: Developed post-Apex intervention. Not genetically engineered for aerial movement.Forced to adapt due to imposed efficiency standards. (The Apex didnât like how slow I walked to kill. So I stopped walking.) Max lift: ~5,040 lbs (3.5x body weight). Max speed: 80 mph. Max duration: 8 hours. (They said crawling was beneath me. So I learned to fall with style and make it lethal.)
Universal Traversal: Can move silently across all terrain types, including high-noise environments. Effective in urban, wilderness, and interior architecture. (If thereâs a place I shouldnât be, Iâve already passed through it.) Avoids standard sensory detection. Makes use of terrain, verticality, and blind zones. (Noise is permission. Silence is law. I donât ask.)
Tracking: Tracks targets using microtraces: scent, vibration, thermal shift, auditory trails. Can reacquire targets after total disappearance. (You only need to exist once. After that, youâre mine.) Recognizes target by a single heartbeat, breath, or displaced fiber. (One step is enough. The rest is memory.)
Auditory Perception: Hearing range: ~1,000â8,000 Hz. Tuned for speech, intention, deception. Filters irrelevant frequencies. (I donât need to hear everything. Just the truth buried in your voice.) Detects emotional resonance in vocal toneâfear, lying, hesitation. (I can hear the crack before you know youâre breaking.)
Sound-Based Emotional Detection:Â Interprets vocalization and subsonic emotion. Voiceprints are stored and mapped to emotion databases (internal). (You donât have to cry. I already heard it in your bones.) Classifies voice by tension, cadence shifts, micro-vibrations. (I know when you're afraid. I know when you're pretending not to be.)
Recognition & Memory: Near-eidetic memory for vocal and movement patterns. Does not forget. Cross-indexes new stimuli against stored identities. (I remember the way you breathe. Thatâs enough.) No known method of memory wipe successful against long-term storage. (I canât forget. Wouldnât even try.)
Combat Proficiency: Specializes in close-quarters and tactical kill-zones (within 9 meters). (Everything further away is just noise waiting to get closer.) Uses karambits and compact bladed tools. Target zones: tendons, arteries, joints. (I donât fight to impress. I fight to end movement.) Trained to adapt under stress, including total weapon loss. Uses environment and body as weapon. (Walls are leverage. Ceilings are blades. Everything around me is already a trap.) Combat pattern: silent, sudden, systematic. Under stress: reflex-dominant behavior; ignores injury unless fatal. (I donât hesitate. Hesitation is a wound.) Tactics include blind angle attacks, misdirection, posture feints, and environmental control. (If it isnât nailed down, itâs a weapon. If it isâbreak the nails.) Low-ground fighting style when cornered. Unpredictable, bird-like micro-movements used to prevent enemy pattern recognition. (Fight twitchy. Stay unreadable. Kill clean.)
Fighting Style: Uses her tails to hold opponents still and sting them/bite/fly up and drop them to the ground, uses portal to move herself and others around to disorientate or help (when doing Co-op fight with someone) and karambit knives.
Money is bloodshed: Wealth and power are measured in violence, not currency. Assassinations, territory control, and acts of dominance determine one's status. The only true form of trade is conquestâthose who spill the most blood hold the most influence. Some may literally engrave their kills into their armor, wear trophies of fallen enemies, or use blood as a form of currency in dark rituals or contracts.
Toys are weapons: From childhood, people are raised to see play as training for survival. A child's first toy might be a knife, a tripwire puzzle, or a wooden sword sharpened just enough to draw blood. Innocence does not existâevery interaction is a lesson in war. Even entertainment is a form of battle strategy, with "games" designed to sharpen reflexes, teach deception, or test endurance.
Memories are scars: The past is written in wounds, both physical and psychological. Scars are not just remnants of injury but symbols of survivalâeach one a story of betrayal, hardship, or battle. Some may carve their worst memories into their skin or brand themselves to never forget. The strongest do not mourn; they wear their pain like armor.
Emotions are weakness: Kindness is a liability, love a death sentence. To care is to expose a vulnerability that enemies will exploit. In this world, suppressing emotion is not just a skill but a necessity. Smiles are false, laughter is rare, and the only acceptable emotions are anger and ruthlessness. Those who show mercy are often the first to fall.
People are users: There is no such thing as trust. Every relationship is built on utilityâalliances are temporary, and loyalty is a myth. Betrayal is expected, and the only rule is survival. The question is never if someone will turn on you, but whenâand how you can turn on them first.
Social Structure of The World
This society is built on dominance, survival, and calculated power. There are no nations, only factionsâloose, unstable hierarchies where loyalty is temporary, and betrayal is inevitable.
The Apex (Rulers Through Fear & Power)
At the top of the social order are the Apex: warlords, assassins, and rulers who have carved their way to dominance through sheer bloodshed. They are not chosen by birthright or politics but by their ability to maintain control through fear, force, and manipulation. Apex leaders rule until they are overthrown or killed. No laws bind them except the unspoken rule: The strong take, and the weak serveâor die.
Apex members are constantly challenged; if one shows weakness, they are swiftly replaced.
They may surround themselves with a small circle of enforcers, but even these allies are never fully trusted.
Some wield influence through personal armies, others through psychological terror, and a rare few through charisma, manipulating people into submission.
The Blades (Enforcers, Assassins, and Executioners)
Directly beneath the Apex are the Blades, the enforcers and killers who keep order through violence. These individuals are not just bodyguards but living weaponsâmerciless, efficient, and feared.
Their loyalty is earned only through power, not words or promises. They will turn on their masters the moment it benefits them.
Most Blades are raised from childhood, taught to kill before they can even read.
Some specialize in assassination, some in brute-force execution, and others in psychological warfare.
The Shadows (Spies, Informants, and Betrayers)
The true game of power is not only in strength but in knowledge. The Shadows are the information brokers, spies, and deceivers who sell secrets for survival.
They weave webs of manipulation, selling information to the highest bidder.
They often pose as lower-class citizens or blend into the background, waiting for the right moment to use their knowledge as a weapon.
Trusting a Shadow is a mistakeâeveryone has a price, and betrayal is inevitable.
The Forsaken (Outcasts, Experimented, and the Unstable)
Those who failed, those who were broken, or those who were deemed unworthy of control end up here. The Forsaken are discarded soldiers, abandoned test subjects, or individuals who lost everything in the endless cycle of power struggles.
Many have been experimented on, mutilated, or driven mad by the worldâs cruelty.
Some form underground resistance groups, but they are often short-livedâbetrayed from within or crushed by stronger forces.
Others become wild, unpredictable threats, attacking without reason or siding with whoever gives them the illusion of purpose.
The Pawns (The Disposable Masses)
At the bottom of the hierarchy are the Pawnsâexpendable, nameless, and powerless. These are the people who exist only to serve, suffer, and die for those above them.
They are forced to fight for entertainment, sacrificed for experiments, or used as human shields.
Their only hope for survival is to climb the ranks through violence, but few ever succeed.
Most die before reaching adulthood, their lives meaningless in the eyes of those who rule.
There are no permanent rulers, no stable governmentsâonly the constant churn of power, where the weak are eliminated and the strong reign until they, too, are overthrown. The entire world is a battlefield, and every individual is a weapon or a target.