Virelle

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VirelleLogo1pass.png
...
"Virelle?"
"Vireos. Green little birds, very agile. They hunt spiders.""
"Your eyes remind me of one."
"But it's a nonsense word... Why the elle?"
"Said you wanted to be a normal girl. Thought it was cute."
|
...




Virelle
Player: @ToastyKeen
[[Image:
JessieCasual.png
|300px|]]
Character Build
Origin:
Natural
Archetype:
Scrapper - Stalker
Security Level:
50
Biographical Data
Real Name:
Jessica Chloe Tell
Known Aliases:
Virelle
Age:
16
Gender:
Female
Species:
Human
Ethnicity:
Caucasian
Birthdate:
December 13th 2009
Birthplace:
Redding, California
Relatives:
James Tell(Father[Deceased])
(Unknown Mother)
Thomas Caldwell(Foster Father)
Clarissa Caldwell(Foster Mother)
Juliette Caldwell(Foster Sister)
Characteristics
Height:
5'2"
Weight:
135lbs
Eyes:
Green
Hair:
Red
Complexion:
Fair Freckled Skin, Youthful
Physical Build:
Toned and Flexible
Thin but Muscular
Physical Features:
Scarred arms, shoulder and back.
Scar on lip.
Spider symbol branded to left shoulder blade.
Status
Alignment:
██ ██ ██ ██ ██ ██ ██ ██ ██

Chaotic Good

Reputation:
██ ██ ██ ██ ██ ██ ██ ██ ██

Unknown

Identity:
Semi-Public
Years Active:
Assassin for One Year; A couple months as a Hero.
Base of Operations:
N/a
Citizenship:
United States
Education:
Current Student
Occupation:
High School Student - Vigilante
Marital Status:
Single - Asexual
Known Powers and Abilities
Martial Arts Mastery
Weapon Mastery
Body Language Analysis
Infiltration Techniques
Nullification Runes
Equipment and Paraphernalia
Smartphone
Throwing Knives
Magical Scarf
Tactical Armored Vest
Padded Gloves
Attributes
 
   Strength
   Endurance
 
   Agility
   Speed
 
   Fighting
   Projectiles
 
   Durability
   Resistance
 
   Intelligence
   Psyche
 
   Intuition
   Charisma
 
ReldinBox Template


SYNOPSIS


...


A former child assassin, Jessie was raised and conditioned by a secretive group to hunt and eliminate metahumans. Years of brutal training honed her into a weapon: she developed the extraordinary ability to read and analyze body language with pinpoint precision, predicting movements before they happen; putting her on par with the world’s most elite fighters. Combined with expert knowledge of combat styles, infiltration tactics, and weaponry, Jessie would be unstoppable, if not for the overwhelming guilt she carries and her obsessive need to restrain the very skills she was forced to master.


Now under the watch of the FBSA and a compassionate social worker, Jessie lives on probation for her past crimes. She's trying to build a new life in a world that views her as dangerous, torn between the cold instincts drilled into her and the fragile hope of doing something good with her second chance. Every decision she makes is a careful step along the narrow path between what she was made to be and who she hopes to become. Even through all the uncertainty, she keeps her eyes forward, hoping that one day she might finally earn her absolution.


...


APPEARANCE


...


Jessie is a teenage Irish-American girl, standing just over five feet tall, with pale skin dappled in freckles that stretch from her cheeks down to her shoulders and back. Faint bruises and old scars trace the length of her arms and spine—the most striking being a spider-shaped brand seared into her left shoulder blade. Her build is light and lean, reminiscent of an acrobat or swimmer, with long, toned limbs and a flexible core.


Despite her rough edges, she clearly takes care of herself. Her rusty orange hair is usually kept short in a practical undercut bob. And though still learning the ropes, she applies light, functional makeup before leaving the house. Her ears are pierced, and her wardrobe leans toward androgynous, athletic clothing that allows for easy movement. She favors light fabrics and tends to dress in whites, reds, and blacks, occasionally mixing in other colors for style. Her signature pieces are a white, sleeveless hooded pea coat and a pair of rose-tinted sunglasses she rarely goes without.


...



PERSONALITY


...


On the surface, Jessie appears quiet, vigilant, and intensely perceptive. Years of conditioning have instilled in her a strict sense of discipline and emotional restraint, giving her an air of cold stoicism—but that’s only a survival mechanism. Beneath it, she guards a quiet flame of empathy, one that persistently resists the cruelty she was raised to carry out. Each day, she wrestles with the instincts forged into her: to act, strike, and solve problems with ruthless efficiency. Yet her heart longs to do good, even if she’s still unsure what that truly looks like.


Jessie rarely lets others in, her thoughts clouded by a deep and consuming sense of guilt. That shame tinges every decision she makes, weighing heavily on her conscience. She’s introspective and deliberate with her words, preferring observation over conversation. Routine and physical movement bring her comfort, but in social settings she’s awkward and unsure, especially around others her age. Trust doesn’t come easily, but when it does, it runs deep. Beneath the scars and silence is a fiercely loyal, quietly idealistic girl searching for meaning, someone who longs to be more than the weapon she was made to be.


...


ABILITIES


...


MARTIAL ARTS

Trained in a variety of hand to hand combat techniques, Jessie's small stature and acrobatic build means that she prefers styles that favor mobility and evasiveness, she doesn't have a lot of physical strength to really put a lot of weight behind her attacks. She's strong for a teenaged human girl, but she's certainly not on the level of impressing any super strength meta-humans. Instead she applies her technique in a way that doesn't rely too much on strength but rather her speed and force, using things like leverage and anatomical knowledge to give her an edge over most fighters. Most people see her as aggressive, her techniques in combat favor short intense spars where she remains on the offensive for the entirety of the fight, she tends to struggle in cases where a fight could be drawn out, or when she doesn't have a lot of room to utilize her superior mobility.


WEAPON TRAINING

Jessie is not a fan of using weapons, however she has extensive knowledge on the use and care for most weaponry; she can fire a gun with about the same amount of accuracy as a normal soldier might be able to use their gun. Where she excels is in the use of weaponry that compliments her dexterity and agility. When she's acting as a vigilante she does carry throwing knives with her, and she can throw them with an near perfect precision, they're generally her favored tool for when she can't reach whatever it is that she's trying to accomplish. If Jessie feels like she has to fight with a weapon, she tends to prefer either the staff or a knife. The staff compliments her acrobatic fighting style, allowing her to perform maneuvers she wouldn't be able to do with normal parkour. It also gives her reach beyond her limbs, and allows her to more easily apply leverage against her opponents. The knife on the other hand is essentially just an extension of her own limbs, she prefers it mainly for the utility that it brings to a fight, not every enemy is susceptible to a punch or kick, sometimes a different method of attack is required, and a knife usually fulfills that.


INFILTRATION TRAINING

This refers to training in the more physical aspects of espionage, Jessie isn't very trained in social manipulation or anything that would require her to use her force of personality to perform spy work. Instead she's able to identify and counteract most security measures, lockpicking, basic computer hacking, blending into a crowd, disguising herself, or just avoiding notice entirely. None of this is really Jessie's core competency, and even when she was active as an assassin she wasn't nearly as proficient in it as some of her peers; however her expertise in these techniques are leagues beyond the average person.


BODY LANGUAGE ANALYSIS

What sets Jessie apart from the countless operatives she trained alongside is her uncanny ability to intuitively read body language and anticipate the actions of others. This allows her to predict attacks and react far faster than the average person, giving her a significant edge even against top-tier combat experts. Generally, this skill is most effective against people and other living beings whose movements follow familiar patterns. When facing aliens or creatures with unfamiliar behavior, Jessie's ability is limited until she has time to acclimate to their unique movements. It offers no real advantage against robots or mechanized opponents.


Highly skilled adversaries might attempt to mislead her by deliberately masking their intentions or disrupting their own movement patterns. While possible, this is extremely difficult to pull off, as Jessie’s perception runs deep enough to read even the smallest and most subtle physical cues.


To a certain extent, Jessie also demonstrates a form of adomopathy, the ability to mimic others’ movements with near-perfect accuracy. This rarely becomes a focal point, as Jessie is already highly trained and can learn most martial arts techniques simply by observation, thanks to her mastery of the fundamentals. However, there are edge cases where it might be useful. This mimicry is limited to the physical execution of a technique, it doesn’t grant her the ability to aim a weapon accurately, nor does it provide insight into the purpose or application of a movement. She might be able to drive a vehicle after watching someone else do it, but she wouldn’t inherently understand traffic laws or the physics involved in operating it.


NEGATION RUNES

Arcane runes have been inscribed into the bone of Jessie’s left forearm, with additional runes surgically implanted into the surrounding tissue to serve as both catalyst and conduit for a specific spell. Using her own body as the fuel source, Jessie could theoretically cast a powerful Negation spell. However, this spell lacks nuance—there are no parameters or exceptions. If activated, it would simply erase everything within a certain radius, indiscriminately wiping it from existence.


These runes were implanted as a last resort, intended for a scenario in which Jessie might face an opponent she was utterly incapable of defeating, such as someone on the level of Statesman. In essence, they function as a living bomb. The runes are fused so intricately into her body that any attempt to remove or tamper with them risks triggering the spell. Because of this, the magical experts at the FBSA have chosen to leave them intact and instead keep Jessie under close observation.


Naturally, Jessie has no desire to activate the runes—she wants to live—but she is forced to carry the weight of knowing they are there, etched permanently into her flesh.


...



EQUIPMENT


...


PADDED GLOVES

Fingerless gloves designed to protect the hands while fighting, while still offering enough finger articulation to allow the wearer fine motor manipulation; these are generally the middle ground between the protection offered by a full fingered glove and the mobility of bare hands. Jessie's are red leather with a padded core laced into the leather; the knuckles have a large rubber protector, and the fingers have hard leather caps that offer additional protection around the first joint; they are kept stable by a thick leather hook and loop at the base of the glove, as well as latex rings where the individual fingers are cut off. The gloves are durable but entirely mundane, the sort of thing that anyone could pick up at a sporting goods store.


THROWING KNIVES

A set of throwing knives, designed to be lightweight; they're wrapped in black chord resembling the clasical depiction of a kunai with a ring around the base of the knife. This particular set is made purely for throwing, either from the handle or the blade itself, as a result it doesn't have much of a cutting edge allowing Jessie to throw from either grip. They come with a nylon sheath that allows them to sit comfortably on a belt. They come in a set of three, but Jessie has two sets.


TELESCOPING STAFF

This staff comes in two pieces, heavy metal twelve inch rods rods that extend out to to a full length of three feet and can be wielded like batons. When it's connected together via a mechanism on the ends it becomes a six foot in length staff. Given the abundance of heroes around Paragon City, weapons technology has advanced enough to make this weapon a lot more functional. It features a mechanism that allows it to extend as well as retract with a simple press of a switch, and is rigid enough to be able to support the users weight should they decide to use it to vault or perform other acrobatic maneuvers. It doesn't have the flexibility of some staffs, and requires a bit more maintenance and care, but in return it offers a compact option for weaponry that can be carried around without being too much of a hinderance.


GLARE RESISTANT GOGGLES

Goggles designed to diffuse light, they don't really have many other functions other than keeping Jessie from being suddenly blinded when some meta-human decides to throw out a bright blast of energy.


VIGORLACE SCARF

Knit by Stephanie Peebles of Striga Isle, and given to Jessie as thanks and an apology for Jessie's help during a job that went horribly awry, this appears to be a normal knitted scarf, deep red in color. However those who are attuned to the arcane would recognize it for it for the magical energies that have been infused into the threads. The knit itself seems to be laced with magically conductive thread that acts as a conduit for magic that it was enchanted wit, drawing energy from the air around it to give off a minor magical effect. The enchantment not only protects the scarf from harm but also bolsters the wearers own physical capabilities in combat.


It's a subtle enchantment that's just on the edge of giving the wearer a noticeable boost in capabilities, it only ever confers capabilities that are just above the wearers own limits. For instance if frail person were to wear the scarf, they might feel a little stronger but they would still be considerably frail. As such it's really only effective in the hands of someone who has the skill and physical prowess to make use of the very minor boost in their physical capabilities.


AEGIS WEAVE MK0 VEST

After a botched and surprising run in with the Council, Jessie's near death experience prompted the brothers Lars and Tobias Hansen of Striga Isle to begin commission on a piece of armor that would protect Jessie in further helping them with their fight against the Council. Their years of fighting have afforded them a small stockpile of advanced military technology, which they used in the production of this armor.


The vest itself is made to be lightweight and durable, sown into a white cotton pattern that was inspired by Jessie's iconic coat. It is a layered two system body armor that has been in the late stages of development for the last couple of years, but hasn't seen full deployment due to costs. It has been deployed in a trial capacity by a few militaries around the world, and has seen a lot of success, but has still never actually left the development stage. It consists of a couple of ballistic layers, woven with UHMWPE and Aramid fibers, to protect from most small arms fire, shrapnel, and punctures from cutting implements; it's known to be flexible but a little heavy on the body. The final layer is made up of liquid armor plating that use Sheer Thickening Fluid to protect vital areas of the body, this fluid remains flexible under most conditions but stiffens up and diverts force when met with a hard enough impact. These do wear down incredibly fast and require replacement quite often; the materials to produce them are cheap but require the use of a full laboratory.
...



BIOGRAPHY


...


Trigger Warning: Contains descriptions of physical and mental abuse, and murder.


HER LIFE BEFORE

There's a lot about Jessie's early life that she simply will never know, why her father was involved with Viduus, or why her mother was never part of her life. What she does know is that her early life was spent on the fringes of the compound, her father seemed to want to keep her separate from the rest of the group. She would often see others training, and though no one treated her with unkindness in those days there was always a sense that she was an outsider to the rest of them. Her father protected her and tried to give her a normal life where she could simply be a child, though there were things that stood out from the norm. He would often train her to protect herself, and would have deep talks about the nature of life and death; her father seemed to hold that all life was sacred and he instilled these values in his daughter from a very early age.


Which makes it all the more befuddling when the news came back that her father had passed on during a failed assassination operation, Jessie was no stranger to her father taking extended trips away from her. These periods of separation would always come with the promise that he would return to her, and the day that he never returned was the day the girl's life was turned upside down. With no living family and the fact that she was already part of the compound, Jessie's care was transferred to the people that ran the compound at the tender age of six. It was only then that she began to learn of the harsh realities of her birth, Jessie had been born in to secret society of Assassins called Viduus. Extremists who were dedicated to reducing the escalation of danger that had propagated by the rise of metahumans, believing that humanity would be better without their influence. Viduus had been around for a long time, with it's influence being felt all throughout history, operating in secretive cloisters all over the world.


Jessie was immediately made to train with these assassins, though she was woefully under skilled compared to the group of similarly aged students that she had been placed with, even with the training that her father had given her. The training was brutal, she trained rigorously night and day, enduring abuse after abuse. Being so behind the curve her early days of training were met with a slew of punishments, being struck across the arms and back by her peers and mentors with staffs when she failed to live up to their expectations. This prompted Jessie to train much harder than her peers in desperation to be spared the rod, however even as she started to gain a talent for the skills that they taught and eventually become much more skilled than her peers, she learned that no one was ever truly spared from the brutal punishments metered out by Viduus. If she were to fail she would be punished for her incompetence, but when she succeeded she was expected to meter out her own punishment in a brutal display of dominance, and when she didn't she was given the punishment that they would have received, and then be forced to watch as the student that was meant to be punished receive their punishment anyway. It was meant to foster an environment where care for one's fellow man would be cast aside, but Jessie constantly resisted receiving many more punishments than her peers.


All this was difficult to endure, but it was with Strade that Jessie suffered the most while under the thumb of Viduus. To many within the commune Strade was considered to be the leader, he never made any decisions for the group, but everyone recognized that his skill was leagues and bounds above anyone else who resided at the compound that Jessie lived at. What set him apart though was his absolute dedication to the cause, he was known to consume drugs and poisons that would drastically enhance his combat capabilities, but doomed him to an inevitable and painful death due to their application. When Jessie began to flourish under the brutal training and show that she was a league above her peers this drew the attention of Strade who took the girl under his wing vowing to act as her mentor, his hope was to create someone who would carry the torch of his dedication to the cause after he passed on. Strade was not only physically abusive to Jessie, but also verbally abusive. He would nearly kill her then remind her that she would never actually reach his level, hoping to create the same environment that she had previously flourished under. She did grow in skill under him, but they always seemed to resent each other, Strade seemed to think that Jessie was constantly holding back, and Jessie naturally hated him for the way he treated her.


THE INCIDENT

At 15 Jessie was tapped for her first mission, accompanying a handler and a small group to Paragon City in order to carry out a job. In Kings Row a hero by the name of Keepsake had been working closely with Councilman Saunders to refurbish one of the abandoned factories in the district to become a Community Center mainly aimed at helping the poor, and providing a place for children to get off the streets. Keepsake had a peculiar power to feed of the ambient emotional energy of a location, gaining strength and other attributes from landmarks as well as the general attitude of the particular community that she was active in. Her high profile had made her a mark for Viduus, but they had never actually made an attempt because her power made her incredibly dangerous to deal with. However the group had learned that Keepsake and Councilman Saunders were planning on giving sad announcement that the funding for the community center had fallen through and they were unable to keep their promise. With the expectation that this news would cause the mood of the community to sour toward Keepsake; her power would be at her weakest allowing the Assassins of Viduus an opportunity to strike.


Jessie's role in the operation was to strike the killing blow, she was supported by a small team of assassins. After the announcement was made Keepsake was separated from the crowd by one of the operatives acting like a simple purse snatcher, chasing them to the cluttered rooftop of an old steel mill where Jessie was supposed to make her move. The plan went off without a hitch, but when Jessie moved to strike Keepsake caught wind of the attack at the last moment and managed to defend herself though she was heavily wounded in the process. When she saw that her attacker was little more than a child though the will to fight seeemed to leave her entirely. And she instead focused on trying to convince this random child that whatever her circumstances were she didn't need to live a life as a killer, that she could free herself and see that there was so much more to the world. This struck a chord with Jessie who hadn't heard words of kindness since her father's death, it caused her to hesitate but she wasn't able to break from her conditioning as an assassin.


That is until she ended up striking the killing blow, even in her last moments Keepsake's attitude toward the girl didn't change, the last words she uttered were assurance that even her death didn't mean that Jessie couldn't find her own path and see the kindness that sill existed in the world. These words utterly broke down Jessie's barriers, she had spent most of her life under the thumb of an abusive group, only knowing kindness and compassion from the conversations that she had had with her father when she was very young. And like a switch all the thoughts about morality and the sanctity of life and death came rushing back to her, filling her with a sense of disgust and guilt. Instead of returning back to her team, she retreated from the area and turned herself in to the police.


This led to a tumultuous period in Jessie's life as no one in authority was quite sure what to do with her, the police had called in Social Workers, and the Social Workers had called in the FBSA, no one could quite believe that a short fifteen year old girl had managed to kill one of the cities premier heroes. The common sentiment was that she should be taken to the Ziggurat, FBSA had determined that she had been surgically modified with a dangerous magical spell, and she was clearly much more skilled than the average person in terms of combat. However one particular social worker by the name of Medha Naidu stood in opposition to the entirety of the FBSA, facing them down with a dogged determination that would put most bureaucrats to shame. It was her opinion that Jessie was a victim of abuse, that she had been physically and emotionally manipulated into this course of action, and she deserved a chance to be rehabilitated of these influences and not punished for them outright. Somehow this singular social worker was able to wear down the agency enough that they agreed not to lock her away, but she was put under parole, and close watch by the FBSA. In the meantime Jessie was ordered to attend therapy, and given over to a foster family where she would attend high school and make an attempt at a normal life.


In the following year Jessie lived in Kings Row with her foster family, and maintained a close relationship with Miss Naidu, her social worker. She tried her best to live out her life as a normal teenager, but found that in many ways she was just naturally different from the average student. Whether it be the scars on her arm and back, or the haunting grief that came with taking someone's life. Jessie never really felt like she was a part of the community around her, she had formed bonds with some people, but there was a constant sense that she was alien to the general population of Kings Row. Miss Naidu tried to get Jessie enrolled in a more specialized school for powered teens to at least allow her to be among peers with more varied life experiences, but whether it was due to her record or the fact that Jessie didn't actually have powers, none of the institutions were willing to take her in. And this was the state of Jessie's life until the kidnappings started.


ACT 1: A WEIGHT IN THE DARKNESS

Coming Eventually


Students at Jessie's school are drawn to a mysterious new group promising gig work to teenagers in the Kings Row area; many take them up on the offer since they come from poor backgrounds but this group turns out to be Kidnapping Operation led by the Skulls. Why target teenagers? And what will Jessie do to stop them after spending a year trying to put her past behind her?


ACT 2: TWO WARPED MIRRORS

Also Coming Eventually


After the fallout of the kidnapping incident Jessie is ready to settle back into the mundane, afraid that if she continues her vigilante activities she might slip back into her old ways. However a mysterious text message begging her for help draws Jessie into another adventure involving a tangled plot between an up and coming sidekick turned superhero and an agoraphobic hacker. What relation do these two have to Jessie? And how will she handle being called upon directly for help?


ACT 3: BOILING POINT

Also Also Coming Eventually


Jessie tracks some of the kidnapped Students back to Striga Island, and charters a ship to continue her investigation now more sure of her tenuous first steps as a hero. What was thought to be a simple investigation into returning the kidnapped teens from the grips of the Family turns into a dragged out conflict with the Council, bringing Jessie to her absolute limits. Can she hope to combat the Council? Will she learn more about what happened to the kidnapped teens?


...



CONTACTS


...


  • Medha Naidu (Age 42 - She/her) - Not Paragon City's most successful Social Worker, but certainly the most stubborn. She acts as Jessie's confidant, but their relationship is filled with friction.
  • Clarissa Caldwell (Age 36 - She/her) & Thomas Caldwell (Age 34 - He/him) - Jessie's Foster Parents, they're aware of Jessie's antics but choose not to talk about it unless she makes it their problem.
  • Juliette Caldwell (Age 8 - She/they) - Jessie's foster sister and biggest fan, she's obsessed with heroes and loves to hear stories of Jessie's exploits. Her positivity is inspirational to Jessie.
  • Nim (Age 16 - They/them) - An agoraphobic hacker with technopathy powers, Jessie's backup in heroics, they act as a support for things Jessie can't accomplish on her own.


...



ROGUES GALLERY


...


  • Viduus - A secret society of Metahuman hating Assassins, Jessie's previous group she is now gone rogue from.
  • Strade - (Age 25 - He/Him) - Possibly one of the worlds greatest assassins', Strade's influence in Jessie's life is palpable. And she knows she will see him again one day.


...



IMAGE GALLERY


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INSPIRATIONS & TRIVIA


...


  • My main inspiration in the creation of Jessie was Cassandra Cain, she's one of my favorite comic book characters and I wanted to create a character that was kind of a send up of her, but give her my own spin. Beyond that I'm always inspired by Metal Gear Solid, in this particular case I was mostly inspired by Les Enfants Terribles, though this is not really something that has been explored with the character yet, it's something that I plan on exploring to some extent but for the moment it has little baring on Jessie's story. Finally my last inspiration was Gunslinger Girl, a pretty good anime, I think this inspired the surgical alteration though in Gunslinger Girl the girls are essentially cyborgs, in this setting I can use magic.
  • Jessie carries a yoyo everywhere she goes, it actually belonged to her father and was given to her as a promise that he would return. (Just like a yoyo does.)
  • Right now Jessie's theme song is Bury Me Low unless I find something better.


...