Personality: Omega is stellar at being absolutely horrible to anyone at any given time. Her rude persona is both born from her parentage, who wholly encouraged this, and just being an archetypical spoiled brat. She wants? She takes. She's aggressive with what she takes and what she gets. Like playing a video game, Omega would take to this setting with uncertainty (she would not put a lot of stock into the fact that this will last) melded with enthusiasm. This is just the next phase of the big game and she wants to win it and come out on top. Having equals would be unsettling. She isn't used to answering to authority so she isn't going to be used to taking guff.
An important thing to remember in relation to her character is that Omega is a little girl. She's spoiled, she's got a kid's head, she has maturity for those rare moments when she sits down to think about life, but those are infrequent because the question doesn't matter to her. Moving forward is what does. She was abducted? There are worse fates. This isn't optimism so much as it is positive-spun realism. Eventually, that realism will wear out and Omega will realize she very dearly misses her father. She has an attachment to him that goes with security-- her dad decided to keep her, raised her, and loved her, and if he were here, he'd totally take charge, because that's what a dad is in her mind. In charge. And Omega would feel very alone without that slight security that her dad is backing her up. Even though adjusting would be just fine for her, the whole arriving will leave a sour taste in her mouth. There's plenty of reasons she'd want to say goodbye first.
In regards to her best friend, Omega and Nora complete each other like yin and yang. Omega is the one who keeps Nora's hopeful, naive idealism grounded where it's safe, and Nora pacifies Omega's need to have to assert authority in the form of aggression. Omega is the type of friend to be the one constantly complaining while the other is 'yup, uh-huh, oh that cafe let's eat there' and they're both okay with it. Omega enjoys a listener and it's not as if Nora doesn't talk either-- in fact, Nora's normality (in comparison to Omega's radical thinking) is what is reshaping her personality. She's fourteen. She's going through changes, and she's starting that horrible early teenage road of deciding who the hell you are in this world. She's starting to decide she loves her dad, loves everything he's done for her, but she'd rather start flying from the nest. There's trouble she's committed that she doesn't quite feel guilt for yet, as her conscience is a budding thing.
Omega is annoying. That's her personality. She finds someone interesting, she'll latch onto them. The problem before was she was taught not to find normal people interesting and thus never did so, leading to her exploration of other people with an almost Animal Planet-esque style of study. Befriending a bespectacled botanist because he makes good cakes. Deciding what makes a good impression on people and what doesn't, and what doesn't but's funny anyway, so do it. She is largely out for her own entertainment at the expense of others, but no longer to the degree of mind games she took it to before. She has mellowed to a bit sarcastic, a bit perky, a bit tsundere. It's not that the brutal mentality is entirely gone yet, it just needs to be pushed (if Nora were ever in danger, oh boy) to a certain degree to pop up.
She's a braggart and can't stand being worse than someone at something, which is why she takes to video games with her best friend often-- it's healthy competition in a very non-battleish way. She learned piano out of spite, because other psychics had powers that allowed them to learn it almost instantly-- she grew jealous, and learned on her own. Her ego is the size of a small continent and rarely sated, but if she does manage to impress someone, she'll get a bout of childish pride, like 'yeah, it was great, huh?' She is a kid, after all.
She has an odd soft spot for people she admires-- even normal people. If they accomplished something she honestly considers she can't, if they remind her of Nora's pacifistic influence on her, Omega is more likely to tease with kinder intentions. People interest her, and her budding sense of shame and guilt make it just so that she can still tease the hell out of others, but feel bad when it digs in deep and try to sheepishly make up for it, regardless of if she succeeds. She tends to latch onto older figures as time goes on, especially in a game setting, because it makes her feel slightly more safe about herself with the loss of her dad. She wants to act totally independent and prove a point no one asked for... but she also gets lonely and needs someone to help guide her and tolerate her.
While her name means the end, she's largely at the beginning of her life as an individual. She has a long road ahead of her.
World Information: Figuratively, 'Lady' Omega lives at the top of the world-- an alternate Earth that's parts fantasy and parts modern day.
To explain their world is to compare to Harry Potter if the wizards and regular humans had no barriers for the worse. While understanding and acceptance between the gifted and the non-gifted is encouraged, it's ultimately not practiced. The elite are the overpowered, owning most of the world and controlling it for ultimately the better, but this is somewhat resented by those who don't have any sort of power. The power struggle was won ages ago, and though the elite live comfortably, those with 'gifts' born into normal families and normal lives are often shunned by their peers in a sense of being blamed for the completely unbalanced way everyone has to live. Humans largely outnumber the gifted, and the gifted at the top of the world are severely outnumbered by the gifted born into normal families, who have to deal with taking the blame from regular people for those who live and work at the top.
Therefore, while regular life and peace goes on, even with the tension between two halves of people, no one truly wins except those at the top.
The history is very deliberately linked to modern day Earth-- while certain battles may have been won with different ways, and different influences, and the occasional skirmish in history that may not be present in ours-- much of how everything turned out is the same. The gifted at the top do indeed have a sense of corruption and ignorance to how the normal suffer, but are no more inherently evil than your more deplorable politician. Using powers for influence is considered a massive faux pas in office even if most people who do run may have them. The worst end of the spectrum is Omega's father, and few have darker intentions and the ability to act on them than him.
The Gifted comes in a full-scale variety of spectrums and abilities, scattered out with varying super powers. If two gifted marry, their children are likely to inherit all of the same abilities or at least some of them. Some only have one or two powers. Some have useless powers, some can trump even the people at the top. The Gifted is a random calling with no rhyme or reason other than the ones who get it through generational heritage. Still, that doesn't mean there's a lack of people in ordinary families who are blessed at birth with it.
History:
Picture your father being the leader of a mafiaesque type corporation. Picture that Mafia owning quite a few companies behind the scenes. And also picture that mafia being made up entirely of the gifted. Nice, simple words. This is the humble background Omega comes from. No one really knows where her mother went-- her parents weren't lovers as much as a fling that happened, and a daughter that happened because of that. Her father owned so much, while her mother was flighty and uncaptivated by things like money… and sadly, children. While she cared about her, she left her daughter in the hands of her father and that's about as much as Omega knows of her.
Having great influence (alongside your dad) is a mighty privilege. With great power, comes great responsibility was a lesson never taught to her. People were her dolls. Omega was bred with a hate of people who weren't in her little, precious group that wasn't so little or precious at all. Even with the encouragement of her father, Omega grew up doing nasty things to other people, and not sweet, childlike pranks. Omega has quite a few horrific incidents under her belt for ironic justice and quite a few more for just fun. It was easy to pull off; her mom was Something and her dad was Something Powerful, so she was like a little molotov cocktail born with big bambi eyes. And she never used that for the good of others. Why should she? Her dad was clearly fine with her the way she was.
One summer at the bright age of twelve, her dad couldn't look after her and he didn't trust her in the hands of others being what she was-- daughter of one of the world's most powerful men. A summer camp for the gifted was the place she stayed during that time, thinking up all sorts of schemes along the lines of a horror thriller, and despite filing a request for a private cabin, she did end up rooming with another girl. Nora. Simple name, simple to her at first, Nora seemed to know everyone at camp. With little time for Omega to even argue, much less plot her primary idea. Omega actually confronted her bubbly personality, learning more that Nora didn't actually have as many friends as she thought-- she had people she knew, and people she liked, and people she called friends, but no one who was someone you could play video games with and yell about. Omega was the same way, but from a completely antisocial angle.
Before Omega knew it, summer was over. The camp was still intact. She had a best friend. She didn't really want to kill things or ruin things as much as she previously did. Nora was such a pacifistic influence in her life that was really never present before that suddenly owning everything was no longer that interesting, nor was killing people or doing general ruining. While she always had a harsh streak to her nature that never went away, she was effectively normalized by the fact of a simple friendship that elevated into best friendship. They can't function without the other. Omega would slip back into her familial tendencies and Nora would go back to being friend of everyone, close friend of none. They squabble and bicker like regular friends but in a casual way that never seems to imply true anger.
Omega's story certainly started with a bang, but it's still ongoing. Her devoted interest in finding the secret things of the world to hunt down and explore with her new comrade had only just begun in those following two years.
Abilities: As a psychic tykebomb, Omega holds a lot of powers. She can read minds. She can manipulate things with her mind. Simple things include: Telekinesis, pyrokinesis, floating, clairvoyance and generally messing with other people's heads in the sense that she can make them see things they don't want to see, illusions, and so on. The more you stay in someone's head, the less reality you become sure of. The more 'mental dueling' she does with someone, the more risk Omega runs of both letting her own memories bleed through during the connection, and the less of a grasp she has on reality in doing so. Her mind becomes a mental mess, meshing her memories with others' leading to severe bouts of confusion if she doesn't keep herself in check. She ends up opening her mind when she tries opening another, so the pathway can go both ways if someone tries. And if effected, she's not used to taking her own medicine.
This will include a permission post and absolutely be opt-out for any character who wants no part of it.
[2/3]
An important thing to remember in relation to her character is that Omega is a little girl. She's spoiled, she's got a kid's head, she has maturity for those rare moments when she sits down to think about life, but those are infrequent because the question doesn't matter to her. Moving forward is what does. She was abducted? There are worse fates. This isn't optimism so much as it is positive-spun realism. Eventually, that realism will wear out and Omega will realize she very dearly misses her father. She has an attachment to him that goes with security-- her dad decided to keep her, raised her, and loved her, and if he were here, he'd totally take charge, because that's what a dad is in her mind. In charge. And Omega would feel very alone without that slight security that her dad is backing her up. Even though adjusting would be just fine for her, the whole arriving will leave a sour taste in her mouth. There's plenty of reasons she'd want to say goodbye first.
In regards to her best friend, Omega and Nora complete each other like yin and yang. Omega is the one who keeps Nora's hopeful, naive idealism grounded where it's safe, and Nora pacifies Omega's need to have to assert authority in the form of aggression. Omega is the type of friend to be the one constantly complaining while the other is 'yup, uh-huh, oh that cafe let's eat there' and they're both okay with it. Omega enjoys a listener and it's not as if Nora doesn't talk either-- in fact, Nora's normality (in comparison to Omega's radical thinking) is what is reshaping her personality. She's fourteen. She's going through changes, and she's starting that horrible early teenage road of deciding who the hell you are in this world. She's starting to decide she loves her dad, loves everything he's done for her, but she'd rather start flying from the nest. There's trouble she's committed that she doesn't quite feel guilt for yet, as her conscience is a budding thing.
Omega is annoying. That's her personality. She finds someone interesting, she'll latch onto them. The problem before was she was taught not to find normal people interesting and thus never did so, leading to her exploration of other people with an almost Animal Planet-esque style of study. Befriending a bespectacled botanist because he makes good cakes. Deciding what makes a good impression on people and what doesn't, and what doesn't but's funny anyway, so do it. She is largely out for her own entertainment at the expense of others, but no longer to the degree of mind games she took it to before. She has mellowed to a bit sarcastic, a bit perky, a bit tsundere. It's not that the brutal mentality is entirely gone yet, it just needs to be pushed (if Nora were ever in danger, oh boy) to a certain degree to pop up.
She's a braggart and can't stand being worse than someone at something, which is why she takes to video games with her best friend often-- it's healthy competition in a very non-battleish way. She learned piano out of spite, because other psychics had powers that allowed them to learn it almost instantly-- she grew jealous, and learned on her own. Her ego is the size of a small continent and rarely sated, but if she does manage to impress someone, she'll get a bout of childish pride, like 'yeah, it was great, huh?' She is a kid, after all.
She has an odd soft spot for people she admires-- even normal people. If they accomplished something she honestly considers she can't, if they remind her of Nora's pacifistic influence on her, Omega is more likely to tease with kinder intentions. People interest her, and her budding sense of shame and guilt make it just so that she can still tease the hell out of others, but feel bad when it digs in deep and try to sheepishly make up for it, regardless of if she succeeds. She tends to latch onto older figures as time goes on, especially in a game setting, because it makes her feel slightly more safe about herself with the loss of her dad. She wants to act totally independent and prove a point no one asked for... but she also gets lonely and needs someone to help guide her and tolerate her.
While her name means the end, she's largely at the beginning of her life as an individual. She has a long road ahead of her.
World Information: Figuratively, 'Lady' Omega lives at the top of the world-- an alternate Earth that's parts fantasy and parts modern day.
To explain their world is to compare to Harry Potter if the wizards and regular humans had no barriers for the worse. While understanding and acceptance between the gifted and the non-gifted is encouraged, it's ultimately not practiced. The elite are the overpowered, owning most of the world and controlling it for ultimately the better, but this is somewhat resented by those who don't have any sort of power. The power struggle was won ages ago, and though the elite live comfortably, those with 'gifts' born into normal families and normal lives are often shunned by their peers in a sense of being blamed for the completely unbalanced way everyone has to live. Humans largely outnumber the gifted, and the gifted at the top of the world are severely outnumbered by the gifted born into normal families, who have to deal with taking the blame from regular people for those who live and work at the top.
Therefore, while regular life and peace goes on, even with the tension between two halves of people, no one truly wins except those at the top.
The history is very deliberately linked to modern day Earth-- while certain battles may have been won with different ways, and different influences, and the occasional skirmish in history that may not be present in ours-- much of how everything turned out is the same. The gifted at the top do indeed have a sense of corruption and ignorance to how the normal suffer, but are no more inherently evil than your more deplorable politician. Using powers for influence is considered a massive faux pas in office even if most people who do run may have them. The worst end of the spectrum is Omega's father, and few have darker intentions and the ability to act on them than him.
The Gifted comes in a full-scale variety of spectrums and abilities, scattered out with varying super powers. If two gifted marry, their children are likely to inherit all of the same abilities or at least some of them. Some only have one or two powers. Some have useless powers, some can trump even the people at the top. The Gifted is a random calling with no rhyme or reason other than the ones who get it through generational heritage. Still, that doesn't mean there's a lack of people in ordinary families who are blessed at birth with it.
History:
Picture your father being the leader of a mafiaesque type corporation. Picture that Mafia owning quite a few companies behind the scenes. And also picture that mafia being made up entirely of the gifted. Nice, simple words. This is the humble background Omega comes from. No one really knows where her mother went-- her parents weren't lovers as much as a fling that happened, and a daughter that happened because of that. Her father owned so much, while her mother was flighty and uncaptivated by things like money… and sadly, children. While she cared about her, she left her daughter in the hands of her father and that's about as much as Omega knows of her.
Having great influence (alongside your dad) is a mighty privilege. With great power, comes great responsibility was a lesson never taught to her. People were her dolls. Omega was bred with a hate of people who weren't in her little, precious group that wasn't so little or precious at all. Even with the encouragement of her father, Omega grew up doing nasty things to other people, and not sweet, childlike pranks. Omega has quite a few horrific incidents under her belt for ironic justice and quite a few more for just fun. It was easy to pull off; her mom was Something and her dad was Something Powerful, so she was like a little molotov cocktail born with big bambi eyes. And she never used that for the good of others. Why should she? Her dad was clearly fine with her the way she was.
One summer at the bright age of twelve, her dad couldn't look after her and he didn't trust her in the hands of others being what she was-- daughter of one of the world's most powerful men. A summer camp for the gifted was the place she stayed during that time, thinking up all sorts of schemes along the lines of a horror thriller, and despite filing a request for a private cabin, she did end up rooming with another girl. Nora. Simple name, simple to her at first, Nora seemed to know everyone at camp. With little time for Omega to even argue, much less plot her primary idea. Omega actually confronted her bubbly personality, learning more that Nora didn't actually have as many friends as she thought-- she had people she knew, and people she liked, and people she called friends, but no one who was someone you could play video games with and yell about. Omega was the same way, but from a completely antisocial angle.
Before Omega knew it, summer was over. The camp was still intact. She had a best friend. She didn't really want to kill things or ruin things as much as she previously did. Nora was such a pacifistic influence in her life that was really never present before that suddenly owning everything was no longer that interesting, nor was killing people or doing general ruining. While she always had a harsh streak to her nature that never went away, she was effectively normalized by the fact of a simple friendship that elevated into best friendship. They can't function without the other. Omega would slip back into her familial tendencies and Nora would go back to being friend of everyone, close friend of none. They squabble and bicker like regular friends but in a casual way that never seems to imply true anger.
Omega's story certainly started with a bang, but it's still ongoing. Her devoted interest in finding the secret things of the world to hunt down and explore with her new comrade had only just begun in those following two years.
Abilities: As a psychic tykebomb, Omega holds a lot of powers. She can read minds. She can manipulate things with her mind. Simple things include: Telekinesis, pyrokinesis, floating, clairvoyance and generally messing with other people's heads in the sense that she can make them see things they don't want to see, illusions, and so on. The more you stay in someone's head, the less reality you become sure of. The more 'mental dueling' she does with someone, the more risk Omega runs of both letting her own memories bleed through during the connection, and the less of a grasp she has on reality in doing so. Her mind becomes a mental mess, meshing her memories with others' leading to severe bouts of confusion if she doesn't keep herself in check. She ends up opening her mind when she tries opening another, so the pathway can go both ways if someone tries. And if effected, she's not used to taking her own medicine.
This will include a permission post and absolutely be opt-out for any character who wants no part of it.