Rebels & Mutineers is set in modern day New Orleans, Louisiana. R&M is fueled by player's plots and group input.
Supernatural people have always had their place in society, hidden in plain sight or locked away for their own protection. New Orleans, a haven for the strange and mysterious and a magnet for the supernatural.
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Post by Millicent Margrave Marcell on Dec 21, 2018 14:30:26 GMT
Millicent Margrave Marcel
the basics
full name ♦ Millicent Margrave Marcel nicknames ♦ Margrave, Mar, "Call me Millie and I'll break your kneecaps" age ♦ seventeen birthday ♦ June 19th, 2001 occupation♦Student | Barista school ♦ Primrose species ♦ Human ability/power ♦ Disintegration how the ability works ♦ Margrave's powers expresses itself not through touch or beams but by the manifestation of a dark, granular miasma, affectionately referred to as specks. Margrave is able to emit this pseudo form of antimatter throughout the entirety of her body. Once released into the air Margrave is able to influence the direction and shape of the congregation of specks through mental command and physical gestures. Without direction the specks simply float upward into the air, vanishing into the aether. Their existence is quite ephemeral dissipating several moments after being materialized. In that span of time Margrave's specks have proven to be one of the most destructive forces in the known universe.
When introduced to solid matter the specks cause a rapid breakdown in molecular cohesion causing the object to disintegrate into a pile of dust. As the specks interact with the bonds they burn themselves out of existence leaving behind no trace besides their effects. Sentient creatures have shown to have a mild resistance to this effect requiring continuous contact with the miasma before showing any impact. In that time frame, those in contact with the specks experience a fierce burning sensation. To date, nothing has shown to be impervious to Margrave's ability with her body being the only exception. This has lead to some rather awkward moments. Margrave has been charged twice for indecent exposure.
Margrave possesses an unexplainable hunger to dissolve matter. The longer she goes without allowing her powers to feast the more erratic they become. She begins to release swathes of specks until they disintegrate enough matter to satiate their hunger pangs. This usually isn't a problem as Mar is more than happy to use her powers. Due to their short phase of existence Margrave's specks can only travel five yards from her body before flickering away. Strong gusts of wind can disperse Margrave's mischevious manifestations.
Curiously, Margrave has recently discovered that Skin Walkers are more resistant to her corrosive abilities than any other being and that by changing into her they gain resistance to her specks. Liquids and gases are unaffected by the specks.
gender ♦ she/her sexuality ♦ Demisexual
the appearance
face claim ♦ Scarlett Simoneit height and weight ♦ 5'8" & 145 lbs identifying features ♦ Margrave has a light dusting of freckles over her nose and cheeks which she considers to be her best feature. She also has three large tattoos, most of them inked into the right side of her body. A large Pheonix dominates her upper arm followed by a colorless bouquet of flower encompassing almost the entirety of her forearm. Another bouquet is placed on her upper thigh, a monochrome compliment to its sister on her arm. overall appearance ♦ Margrave is a slender young woman without much in the way of curves. Her black hair is often left hanging loose, usually in disarray. Her gray eyes are often bloodshot and surrounded by dark circles, testaments to last nights raid or dungeon run. Despite how tired they seem there is always a healthy amount of contempt contained within them, even when the rare ghost of a smile presents itself upon her face. Years of hiding away from the sunlight have left her with a pale, ghostly complexion and only recently has she begun to develop a healthy glow to her skin after residing in NOLA.
Mar dresses from a closet that looks as if it was purchased entirely through loot crate and concerts. Skinny jeans, t-shirts, and hoodies seem to be about the only thing that she owns besides the Primrose uniform she's forced to wear and her barista apron. When in her dressed the part of a Primrose student Margrave is often a slovenly one. Little care is taken when she dresses in it and it is often a casualty of her powers.
the personality
likes ♦ epic fantasy| rpgs|operatic metal | math | puzzles | mmos | min-maxing dislikes ♦ noise | crowds | lag | pop music | spicy food | bugs/glitches strengths ♦ Analytical |Detached | Puns | Confident | Responsible | Rote Memorization weaknesses ♦Apathetic | Caustic | Puns | Immodest | Proud | Social Interaction dreams ♦ A successful career as a game programmer| General of the Dark Army fears ♦ Oblivion, disintegrating herself overall personality ♦ Millicent is a somber, intelligent young woman who chooses to keep her mouth shut. She passively observes her surroundings with a stony gaze and flat expression. Those that interact with her often find her to be rather terse in her responses as well as brutally honest. Those that cross her find that she is more than willing to come to blows with even
Margrave likes structure: things that can be neatly counted, measured, and categorized. To be more concise, Margrave likes things that fall into her idea of order. When things cannot be placed into neat and simply categories she forces them into she creates her own. Things that regularly break the mold she establish frustrate her to no end and remind her of the chaotic nature of her family. This near devotion to order has influenced much of Mar's personality and hobbies. She throws herself into video games because they exist under set parameters and rules. Only so many permutations exist and they always occur in a logical and calculated order.
When placed in uncomfortable situations Margrave grows anxious and irritable. In such situations, she will do her utmost to rein in control and steer events towards smoother seas. This causes the opposite to happen as Margrave tends to use vulgarity, insults, and violence to meet her goals.
Margrave is staunchly independent and loathes relying on anyone for support. This extends to even her parents. She states that their money is not her's and refuses to take anything they offer to her. To support herself she has done what few other Primrose students have and secured a part-time job to finance her wanton needs. Margrave is quite aware that her dislike for people is mostly irrational and that she's hardly faced any true hardships in life. When questioned about her demeanor she typically answers with a shrug. Further cross-examination is often met with a wall of matter dissolving specks between her and whoever pursues such line of questioning.
Getting over her brusque and peculiar nature people learn that Margrave is an affable, if slightly off-putting, girl. Her clipped responses become witty one-liners and sage advice. Terrible puns of the girls devising get thrown around, delivered in a deadpan manner. If someone were to make one in her presence any onlookers would be astonished to see the girl devolving into a state of snorting, hysterical laughter.
Like many gamers, Margrave can get lost in a trance-like state when focused on her goals. When she gets "in the zone" she tends to push everything to the wayside. School, work, hygiene, are all forgotten once her target is in sight.
the history
father ♦ Eugene "Gene" Marcel, 57, CEO of Marcel Record mother ♦ "Celeste", 35, groupie, deceased siblings ♦ If her father's tales are to be believed she has many. She currently is unaware of any. important people ♦ Laurel Marcel, 45, Copyright Lawyer, Stepmother | SkullKrush99, Online Friend | Bender-Bending-Rodriguez, Online Friend | Falbert_the_Wise, Online Friend hometown ♦ Salt Lake City, Utah overall history ♦
Margrave was only a child when she realized the power that came with placing a screen in front of her. As soon as she raised her Leapfrog Tablet she was left to her own devices. She couldn't tell you when she decided that she loathed people or when she figured out that they were all wastes of flesh. Maybe she had simply been born with that knowledge. All she knew was that she wanted nothing to do with them. Her father most of all.
She was two when she was dropped into his lap. It was like something out of an awful comedy. A baby dropped off on a successful, debaucherous bachelor's doorstep. If the pair had followed the script Gene would have gotten his act together and fumbled his way through becoming a proper parent. This wasn't Hollywood though and there was no magical moment of revelation. Gene didn't take the child without question and instead denied paternity for several months before finally following through with not one but two paternity tests. In that time Millicent was placed in a foster home. Once the second test came back Gene was forced to accept the reality of it.
As immature as Gene was he could not in good conscious let his only daughter go through the foster care system and went through the necessary steps in order to bring her home to Salt Lake City. It was there that the record producer tried to incorporate fatherhood into his chaotic lifestyle. The two did not mesh well. Whenever he attempted to focus on one he found himself neglecting the other but he refused to give up on either. Music was his life, his passion, his entire world yet so was the little girl that he had at first denied.
Margrave was young when she realized her father's diverted devotion. How some weeks she was his everything, his one above all, his little M&M. Other weeks she could go days without seeing him, days without getting a kiss or the goodnight song he had made up for her. The erratic behavior was a constant source of heartache for the girl. Eventually, she couldn't handle it anymore. It was then that she first picked up her first portal into the digital world and began to build up her walls.
She lost interest in her father's affection, finding the synthetic and preprogrammed cheers of her toy an adequate replacement. As she grew older she became more distant and sought out more complex simulations to replicate human interaction. Gene was mostly beside himself, trying to engage his daughter in some meaningful way but, just as in the past, he would eventually get pulled back toward his first love and into the world of producing music.
When Millicent was five she found that screens were not her only deterrent against human contact. It was a young age for powers to manifest, almost unheard of. Gene himself had discovered his own ability to create destructive soundwaves at the age of twelve. He was completely caught off-guard when he saw his daughter wreathed in a caustic black aura, naked and screaming that her game was cheating. It took several more occurrences before Gene was able to get a handle on the situation and understand the true extent of his daughter's abilities. For a time, Gene considered sending her to Monroeville, hearing rumors of the hospital during his time at Primrose Academy. Eventually, he learned that Millicent was mostly self-regulating, only using her powers voluntarily when under duress and forced into social interaction. Instead of trying to teach his daughter to confront and manage these situations in a constructive and healthy manner Gene bent to his daughter's will.
Millicent, given a wide berth by her father, delved deeper into her virtual fortress and world of fantasy. Millicent never asked for much but when she did Gene's heart fluttered at being needed and he got her anything the girl wanted. Game system after game system entered their lavish home. In time Margrave's room became a temple to all that was gaming and she shut herself off from the world. At school, Millicent carried a handheld game with her wherever she went, at home, she locked herself away with her eyes glued to her computer screen. When she grew bored of her games she turned toward her destructive abilities. Locked in her dungeon she played with her specks dissolving anything that earned her ire and anything she grew bored of. Gene would have been more concerned about his daughter's complete lack of interest in reality but the girl maintained stellar grades in nearly every subject.
For several years it seemed as if the two were simply roommates, in the fourteen room home. Millicent's interaction with other humans was limited to what few conversations she had at school and the online friends that she had cultivated online. Nearly every day after school the girl played with her small circle of friends and in that time she adopted the moniker of Margrave a middle name her mother picked because it sounded strong. A name Margrave grew to love because of the connotations it carried. Only her father continued to refer to her by her childhood name of Millie something that she hates to this very day.
In the background of her life, Margrave's father got married and devoted more of his time to his business, growing the music empire. More and more Margrave was forced to leave her room and interact with her father's clients and coworkers. She was forced to attend award ceremonies and parties where she clung to the corner of the room, engaged with her virtual world through her phone. The forced interaction drained the girl and arguments with her parents grew more common. Where they were once willing to let her hideaway and sulk they felt that now was the time to acclimate her to society. Margrave had long been stuck in her ways and change was something that came hard to her.
Margrave never wanted to leave SLC. She was content to live in her cage and attend her private school. She was happy to live her online life and go through the motions before finally attaining freedom. College was a far off dream in the distance where she could do what she wanted and pursue her own interests away from her father and stepmother. Her parents had other ideas. Gene and Laurel both had graduated from Primrose Academy and thought it would be in their daughter's best interest to attend the boarding school. There she could interact with children of a similar economic background and with similar abilities. A place where she might fit in.
That was never the problem though as Margrave had never sought to fit in and only wished to keep a wide distance between her and everyone else. People were full of disappointment and when they disappointed you online you could simple disconnect and find another party. In real life, it was messier and much more painful.
She despised being uprooted and thrown out of her daily routine. In a fit of rage, she dissolved several of her father's guitars and cut his laptop in half. Her act of defiance did nothing to stall her departure to Lousiana.
In her first two years at Primrose Margrave cultivated a reputation as a stone-faced bitch. She hardly spoke and when she did it was only to deliver a scathing remark or begrudgingly answer a question. She showed little qualms in using her powers to put a gap between her and other people and even less remorse for any collateral damage she might cause. In that time though, Margrave has matured slightly as a person and has grown amicable towards several people in "RL". Namely, her coworkers at the Quarter Cafe and a few select students in her "uptight school filled with rich bitches and fuckboys"