Vice

  • Status: Active
  • Alias: Vice
  • Other Aliases: None publicly known
  • Real Name: Unknown (He doesn’t share it, and records are deliberately erased)
  • Age: Late 30s
  • Home: Auckland, New Zealand (but operates globally)
  • Birthplace: Unknown
  • Gender: Male
  • Height: 5’11” (180 cm)
  • Weight: 170 lbs (77 kg)
  • Build: Lean but toned, built for agility over strength
  • Hair: Jet black, slicked back
  • Hair Style: Always neatly styled, but slightly unkempt at the edges, like he never quite sleeps enough
  • Eyes: Amber, sharp and calculating, always assessing
  • Ancestry: Unknown, mixed ethnic features
  • Skin: Light brown, always well-groomed
  • Occupation: Criminal Fixer, Middleman for the Underworld, Supplier of Metahuman Assets

Background

Vice is a problem solver for criminals—not a thug, not a supervillain, but the guy you call when you need something handled discreetly. He doesn’t kill people himself, but he makes the arrangements. He’s a broker, a facilitator, and a businessman, making his living by connecting powerful people with the right services—whether it’s illegal augmentation, metahuman trafficking, black-market tech, or contract work.

He has no allegiance to anyone but himself. He works for the highest bidder, which currently happens to be The Ferryman, handling low-level operations and logistics.

His network runs deep—if you need something illegal done in Auckland, Vice knows who to call.

  • Vice and The Ferryman:

  • The Ferryman is too high-profile to handle street-level operations directly, so Vice manages the grunt work.
  • He oversees facilities, moves assets, and ensures the money keeps flowing.
  • But he’s not loyal—he’ll flip the second a better offer comes along.
  • Personality & Motivations:

  • Ego-driven and dangerously intelligent—he always believes he’s the smartest person in the room.
  • He talks like he’s your friend, but every word has an ulterior motive.
  • Enjoys making people uncomfortable—especially heroes. He likes proving they don’t belong in his world.
  • He’s not cruel for cruelty’s sake, but he doesn’t care about collateral damage.
  • Treats crime like a business transaction. No emotions, no personal stakes—just profit and control.

Powers/Skills/Abilities/Weaknesses

Primary Power – Neurochemical Manipulation

  • Vice can manipulate the neurochemical balance in people’s brains.
  • He can spike adrenaline, causing fear, aggression, or manic energy.
  • He can flood pain receptors, making someone feel like they’re burning alive without actually harming them.
  • He can induce temporary paralysis, causing people’s bodies to seize up involuntarily.
  • He cannot outright control minds, but he can make people feel emotions intensely enough to manipulate their decisions.

Secondary Skills – The Fixer’s Toolkit

  • Master Negotiator – He talks his way out of anything. Half his power comes from knowing how to twist words.
  • Underworld Contacts – Vice knows everyone worth knowing in the criminal world. If something’s happening, he’s already heard about it.
  • Tech-Savvy – He uses advanced neurochemical dampeners to keep his own emotions stable, making it nearly impossible to intimidate or manipulate him.
  • Hand-to-Hand CombatNot a brawler, but a precision fighter. He fights to disable, not overpower, using joint locks, pressure points, and fast strikes.

Weaknesses:

  • He’s not a frontline fighter – He relies on others to do the dirty work.
  • His power has limitations – Neurochemical changes fade within minutes—it’s a temporary advantage, not permanent mind control.
  • If caught off guard, he’s vulnerable – He excels in control—if he loses it, he doesn’t recover well.
  • More of a mastermind than a warrior – He doesn’t like getting his hands dirty unless absolutely necessary.

Children

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