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Originally founded in the 1940’s to combat occult threats uncovered in operation’s against Nazi Germany during World War two. The BPRD played a key roll in the total collapse and failure of the Nazi party. Today, it is a unquestionable unparalleled elite security system professionally dedicated to preserving all that is free and good in humanity from evil.

BPRD takes place after the second Hellboy movie with a little fudging on our part and influences from the comics. The Golden Army was destroyed and the elven Prince Nuada was spared to return to his broken kingdom to amass a new army. With the Bureau growing every day and the Prince growing closer to his goal, can Hellboy and company with the help of Princess Nuala be strong enough this time around?




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BPRD RPG :: C H A R A C T E R . I N F O R M A T I O N :: - • - CHARACTER PROFILES :: BPRD :: Hazel "Hazy" Greene
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Hazel Greene
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It's all a little HAZY...



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 Hazel "Hazy" Greene
« Thread Started on Sept 30, 2009, 2:47pm »

The Handler

Name: Hazel Sierra Greene
Nickname: Haze
Classification: Human
Gender: Female
Age & Birthday: 23, November 18th
Appearance: Hazel has dark hair and hazel eyes (hence the name), and she stands roughly 5’7”. Her weight is fairly low, slightly on the “scrawny” side, but she’s not incredibly thin by any means. She’s got a bright smile, but it’s seldom shown. She’s not the type to smile about things that are frivolous. It’s not that she doesn’t like things, or that she doesn’t like to smile; she just doesn’t see the point of taking joy in things that don’t matter.

Makeup is a part of her life, but she never overdoes it. Typically she wears light colored eye-shadow, a hint of blush, mascara and eyeliner. Occasionally she’ll dab on some perfume, but it’s rare. She takes great pride in her appearance, making sure that she’s clean-scrubbed and well-groomed all the time. If she gets dirty on the job, she can handle it, but once she gets some place with a shower, she’s the first one to jump in.

Attire: On duty, Haze is pretty much by the book. Her average frame is usually covered by tank-tops in a variety of colors, black carpenter jeans, her father’s military jacket, the standard issue BPRD belt, and a pair of combat boots that look older than she is. Her dark hair is generally pulled out of her face in a ponytail or braid, and she tries to keep a shine on her well loved and well used boots. Her clothing, in spite of how it appears, is very lightweight, which is useful in flight.

Off the clock, her style is much more laid-back. She generally wears sweatpants or faded jeans, t-shirts and ratty canvas tennis shoes. Her hair is typically down or tied up in a loose, messy ponytail. She’s not bound by trends, and she doesn’t wear clothing that groups her into a specific ‘style’. She wears what she feels like, and once she finds clothing that’s both comfortable and serviceable, she’s not likely to part with it until it comes apart.

The Creation

Name: Hazy
Power List:
(1)Aerokinesis
(2) Flight
Detailed Power:
(1)Aerokinesis: Haze can manipulate air currents, and is capable of creating anything from a faint breeze to hurricane-force winds. She isn’t able to create air out of nowhere, but she can increase or decrease the speed, and occasionally temperature, either heating or cooling, of the currents around her, creating strange weather conditions, such as fog, which is how she got the codename Hazy. She can make the currents almost tropical, or she can make the wind arctic; it all depends on her focus.

Of course, every power has weeknesses. To both change the temperature and speed takes more concentration than to do one or the other, and to do all three takes almost all of her focus. When she does all three, she tries to be in a place where there is little chance of her getting distracted by the world around her. Often just closing her eyes is enough, but when it isn't, she will go down a quiet alley or she'll sit in an unlocked car and just watch her power out the window. As stated before, she cannot make wind. She is only capable of changing speed, strength, and temperature. She also can only maintain control as long as she is concentrating. If she lets her guard down, or if she gets distracted, everything that she is doing to the currents cease, and it takes her a great deal of time to regain control of it.
(2) Flight: Because of her ability to control air currents, Haze can manipulate the air around her to fly. It is also possible through this ability to lift others with the air. However, if she has to hold someone up for an increased period of time, even herself, she has to lift them one at a time. Otherwise, her power becomes too diluted and she risks dropping someone to their death.

She cannot control the currents and fly or lift others at the same time. As with holding more than one person at a time, her powers can become diluted and whatever she is doing suddenly stops. As her power fluctuates depending on her focus, she is afraid to test the strength of her power with her fellow agents. When she is practicing, she has to use weights that equal the size of her companions. Depending on the weights, she can lift two people at a time, but only for about thirty seconds before her power decreases and she drops them. And even though her power continues to grow, she still feels uncomfortable about trying to do too much at once.
The Potential

Alignment/Occupation: BPRD Field Agent
Weapons: Her power can be used as a weapon, and she carries the standard handgun of the BPRD
Personality: Hazel is intelligent, kind when called upon, and is fairly ambitious at work. She can take direction well when she chooses to, and gives compliments when necessary, either because of protocol, or because she feels like credit is due. However, she is still hot-headed and temperamental, even though she doesn’t throw tantrums anymore. She’s occasionally given to bouts of sullen behavior when she doesn’t get her way on things that she deems important, and she often feels the need to get the final word in an argument or debate. She can be combative, but generally knows to quit while she’s ahead.

Haze loves being outside. The fresh air renews her, and she often takes walks when she has serious thinking to do, or when she’s preparing for a major assignment. When she’s anxious or upset, she can often be found in the gym, doing some kind of physical activity. Her only other habits or quirks are talking animatedly with her hands, and she’ll occasionally spit when she’s outside. Sometimes inside, too, but she’d never admit it.

Her favorite things are extremely varied. She likes weapons; not necessarily to use so much as look at. She thinks that guns are aesthetically pleasing, like art, and that knives and swords are just beautiful. She enjoys being different and having a power that sets her apart from others. She likes to play video games, especially those that keep you guessing, and she jots down thoughts in a journal when she’s feeling lonely. She can’t stand green vegetables of any kind, she dislikes school, and her idea of a perfect life is one where there are no flying animals of any kind. It’s not that she doesn’t like bats and chickens and such. She’s just afraid that they’ll get sucked into the engine of a plane and die, and possibly kill everyone on the plane.
Skills: Beyond the usual, Hazel didn’t acquire all that many skills. She’s handy in a fight, because of her study in the use of the standard gun. She’s great at table games, like air hockey and ping-pong, which gives her good hand-eye coordination, and she’s a good person to have on your team for Trivial Pursuit. Apart from that, she speaks Spanish, can cook, and has limited knowledge of the use of reverse psychology.
Strengths: Her major strengths are weapon-handling, creative thinking and deductive reasoning. She has made an extensive study of the standard issue gun of BPRD agents and spends a great deal of time on the “shooting range”, making sure that her skills are honed to almost-perfection. She’s not quite there yet, but she gets closer with every practice shot.

However, Hazel knows that guns aren’t effective against every monster, and that all the bullets in the world can handle the problem every time. That’s where creative thinking comes in. By mapping out a unique (and often unorthodox) plan, you can occasionally be effective without any weapons at all.

Deductive reasoning skills also help to achieve this end. If you can figure out any sort of pattern in an enemy’s attack, you can use that to your advantage and determine where and when they’re going to strike next. And while it’s not always 100% correct, more often than not, it’s better than sitting on your hands and waiting for something to happen.
Weaknesses: It’s safe to say that the three biggest weaknesses that Hazel exhibits are perfectionism, inconsistent planning, and overconfidence.

Using the strengths, it is simple to highlight the weaknesses. As everyone knows, there’s a downside to even the most brilliant of ideas. While striving for perfection in accuracy, you often have to sacrifice the safety of yourself and others, and sometimes Hazel seems a little too comfortable doing just that. Often when shooting, she’ll take a great deal of time to aim, leaving her vulnerable to attacking monsters and possible maiming or death. And, often when she’s busy aiming in one direction, another monster will head in the opposite direction, and she’s too set on perfection to try and attack both, which is hazardous to the members of her team.

What’s the problem with unorthodox methods? Occasionally they hinder more than they help. Mapping out an elaborate plan takes time, and most often, you don’t have the luxury of a few hours to figure out what it is you need to do. On the other hand, taking two minutes to formulate a plan isn’t advised, either. You miss too many important details, which not only leaves you open for attack, but also makes someone bent on perfection absolutely nuts. However, this type of inconsistent planning is typical when Hazel is convinced that she’s right.

That’s right: Hazel Greene is always right. At least, she likes to think that she is. She believes that her skills are enough to get in, get the job done and get home. When people tell her that her ideas are bad ones, she gets irritable and often stops talking. She behaves like a child and basically guilts people into trying things her way. She’s learning quickly (and not a moment too soon) that even perfectionists can be wrong, and that in order to work on a team, she needs to start trusting in her teammates and their ideas.

As mentioned before, her power also has weaknesses. She can’t make wind, and she can only keep her powers steady if she has total concentration. When lifting others, she has to be especially careful to only lift one at a time, and only when she is not controlling currents. When she does both, she has a tendency to lose control and everything ceases at once. This can be especially dangerous when she his holding others off the ground.

The Story

History: The start of Hazel Greene’s life was fairly average. She was born in a Kansas City hospital on November 18th to James and Garnet Greene. Over the first five years of her life, she learned all of the normal things that children learned: how to walk, talk, read, right, and tie her shoes. She started school in a suburb of the city, and was found to be a very bright child. Her problem was that she was also very temperamental.

She typically had problems dealing with authority, and she had difficulty controlling her temper. The tornado that her temper tantrum created was her first realization of her strength. It was her birthday, and her parents, who were very loving, had decided to buy her a bicycle. They went to the store and picked one out, but when they brought it out, it wasn’t the one that she had liked. It was a perfectly good bike, but small children are prone to tantrums if they don’t get their way, and Hazel was no different. She screamed and cried and got herself worked up. The day was chilly, and she was hot, and suddenly the wind whipped up around her, and before anyone knew what was happening, a tornado wound its way from where she was standing and moved over half the block before vanishing. The block was leveled, and the Greenes were all scared out of their minds.

Of course, tornadoes weren’t uncommon in Kansas City. True, it was November, so they were less common, but they were still known to happen. The Greenes tried to carry on with life as was usual, but it was hard when the parents were terrified of their six-year-old daughter, and the six-year-old daughter was afraid of herself. Her parents decided that it was probably a good idea to pull her out of public school, on the off chance that she got worked up over something at school and ended up killing people.

At the start of second grade, a little less than a year later, two men arrived at Hazel’s home. As it turned out, they had determined that the freak tornado had originated there. How they knew, they didn’t say, but they asked exactly what had happened. Hazel explained that she’d gotten mad, but she didn’t know why the tornado had occurred. She’d felt the wind start to move about, and she felt responsible, but she couldn’t tell them why. She knew that it wasn’t her fault...was it?

The men explained that being able to control air currents, while certainly not normal, was actually a gift when it was controlled. They said that there was a place where she could do such a thing, and if her parents decided that it was all right, that they could take her there, help her learn to control her gift, and even give her a job when she was old enough. They explained that she wasn’t a freak, but that she was unique, and very, very important. That made Hazel feel good, and she was interested in going with the men. Her parents discussed it, and decided that, if it could help their daughter regain some semblance of normalcy in her life, then it was best for her. So they agreed to let her go, but they wanted for her to be older, so they agreed should could go after she "graduated" high school.

Her mother spent her days teaching Hazel, and Hazel was a decent student. She worked through elementary school first, and did spectacularly well. Junior high was less simple, but she still achieved average grades. In high school, her grades were slightly above average, and she achieved at least a B- in every subject that she studied. She "graduated" in February, and her parents contacted the two men who had come to visit her in early March.

The facility where they brought her to live was called the Bureau for Paranormal Research and Defense. Apparently, there were a great deal of people to possessed unique abilities. They were given shelter and food, and in return, helped to destroy monsters that threatened humanity. At the Bureau, she was taught to control her power, known as aerokinesis, to such an extreme that she was eventually able to achieve flight. When she was younger, she wasn’t given many assignments, especially considering that she was still in school, but after a couple years of rigorous study, she was offered bigger and better assignments. She was given the chance to visit with her parents often, and she still maintains contact with them, if only on special occasions.

Hazel’s been with the Bureau officially for six years, but she’s only been on tough missions for about two. She enjoys the work she does, and she’s no longer frightened of her power. Not only was she trained in her power, but also in gunplay and survival tactics. She feels prepared for every mission, no matter how dangerous, but she is always very aware of the fact that she may not come back.
« Last Edit: Oct 20, 2009, 5:59am by Hazel Greene »Link to Post - Back to Top  IP: Logged

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 Re: Hazel "Hazy" Greene
« Reply #1 on Oct 1, 2009, 2:04pm »

Howdy and welcome to BPRD. I have discussed some things with my bio mod and your history is in need of some work. While well written and a enjoyable read, we are a Hellboy RPG, not X-Men. If your character leveled a city block, the BPRD would be on that like white on rice. Second, you used a canon character in your history without consulting staff and that's a no-no. It's in the rules. Also, the FBI cannot be so easily tracked down, even in a couple of months. If everyone could do it, then there would be no need to be a secret government program. These things needs to be addressed and I hope they don't deter you. You've got a great start on a character.
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Hazel Greene
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It's all a little HAZY...



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 Re: Hazel "Hazy" Greene
« Reply #2 on Oct 1, 2009, 4:07pm »

Okay, I will make sure to work on that. I'm sorry. Don't think you've detered me; I've been thinking about joining this site for some time. I don't know of any other Hellboy RPs, and I love the idea, both of the movies and the board. Thank you, Abe. ^___^
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Hazel Greene
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It's all a little HAZY...



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 Re: Hazel "Hazy" Greene
« Reply #3 on Oct 4, 2009, 4:02pm »

Changes made. I used some of the ones you suggested, and I think (and hope) that this version is better.
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 Re: Hazel "Hazy" Greene
« Reply #4 on Oct 11, 2009, 12:32pm »

Powers: What are the weaknesses of her powers? What are the extremes of her temperature range, freezing gales or sauna like steam?

History: During the time your character enters the Bureau, it would be when the late Professor Broom was director. He would not allowed a second grader to enter the Bureau and take her away from her family at such a young age. The reason Liz was taken in as a child was due to having no one, including family that wanted her and so she became a ward of the state. That isn't to say the Bureau wouldn't make the offer when Hazel was of age, or at the very least 17 years old.
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We never know the worth of water till the well is dry
"I would die and do the dishes."
Jazz Hands!

Hazel Greene
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It's all a little HAZY...



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 Re: Hazel "Hazy" Greene
« Reply #5 on Oct 12, 2009, 2:38pm »

Okay, fixed. Hope this version is better! =D
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Abe Sapien
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 Re: Hazel "Hazy" Greene
« Reply #6 on Oct 16, 2009, 10:41pm »

I know we've put you through the ringer on this one, but every time it just gets better and better. Just one last final thing. I'd like a bit more in powers, expand upon it and include strengths and weaknesses. Everything else is great.
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We never know the worth of water till the well is dry
"I would die and do the dishes."
Jazz Hands!

Hazel Greene
Bureau Agent
**********
member is offline

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It's all a little HAZY...



Joined: Sept 2009
Gender: Female
Posts: 9
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 Re: Hazel "Hazy" Greene
« Reply #7 on Oct 20, 2009, 5:51am »

Okay, edited. Don't worry about how much you ask me to change; I want this to be good enough to be accepted. If it doesn't meet your standards, then I want to know what does so I can change it. I really, really want to play here, so I'll do whatever it takes. Hopefully this version is better! =D
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Abe Sapien
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 Re: Hazel "Hazy" Greene
« Reply #8 on Oct 27, 2009, 11:28am »

Fantastic! Everything looks great ^_^ This bio is approved by me. Evie shall be by later.
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 Re: Hazel "Hazy" Greene
« Reply #9 on Oct 27, 2009, 12:38pm »

Approved and moved!
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