CELLAR
SPIDER
SPIDER
age 26
height 5'11" (1.80m)
gender she/her (trans)
pb hunter schafer
voice link
orientation pansexual
hair blonde
eyes blue
zodiac leo (aug 19)
BLOOD
PACT
It's simple — she finds someone with big dreams and makes it possible for them at the end of a hundred year blood pact. Work for her in that time, and once it's up, that great impossible thing you wished for will be all yours! We could give you examples, but the people who get into these blood pacts proceed to forget what they asked for, and won't remember until time's up. You're just going to have to trust her — and your past self.
Whatever age you're at when you agree to make the pact, that's where you're staying for the duration of the contract. Temporary agelessness can be prolonged through 'infractions', which range from breaking rules or just doing something that makes Raíz (semi-affectionately and semi-sarcastically called 'Mom') sad, or immediately revoked if she thinks you really fucked up. If revoked, your body instantly matches your chronological age, and chances are it'll be extremely painful or extremely deadly.
The people she signs into her little group get new names and neat super powers so facilitate fulfilling their 'missions'. What are these missions? Whatever she feels like sending you off to do, which can be mundane or battling monsters, if not something grander, possibly world-ending. There's something for everyone, but there's also a lot of downtime. That's why there's a nice boarding school by and for the obscenely rich style house where they can live, train and bicker together. You don't have to, but if Mom is in town from reality-hopping and wants to gather all her kids for dinner, you better show up and have fun. It's another infraction if you don't, and she'll just show up wherever you are and bring you over, be it from down the street or on the other side of the world.
Raíz likes to think of herself as a cool benefactor, that she's nice and fun, but the power dynamic is demonstrably horrendous and condescending, not least of all because she assigns her subjects new names and thought it'd be appropriate if they were always based on animals. (Using your real name makes her sad, by the way. You know what that means by now.)
The Institute, which specializes in capturing, researching and controlling all kinds of anomalies they consider a threat to humanity, though they'd prefer to use them as weapons instead. They've been trying to catch Raíz and her subjects for a while; sometimes they succeed with the latter, but she eventually shows up and yoinks her pets from their cells to sit them down at the dinner table again, so it all works out.
CELLAR
SPIDER
Such a huge change was daunting, but meeting people with common interests and outlooks in life was a breath of fresh air. Parties, relationships, pulling all-nighters, working at coffeeshops, Mila continued to grow into her own person, but halfway through her degree in social sciences, decided she wanted more. She was so sure of it, in fact, that she got the attention of a multidimensional entity that specialized in picking up people's dreams and making them a reality. All she needed was to make a blood pact and work for Raíz for a hundred years, and what Mila aspired for so passionately would be hers at the other end of the rainbow.
Unfortunately, the moment that blood pact was sealed, she would no longer remember what she asked for. She also wouldn't just be Mila anymore, but Cellar Spider. Raíz assigned her this name along with her new powers, and made it very clear that Mila — Cellar — was expected to stick to it.
This time her life took a second turn that thrust her into a YA novel, complete with moving in with a bunch of people in her situation at a boarding school-esque mansion she thought only existed in movies. There was a variety in ages among other agents, both physical and chronological, and few had the patience to welcome the newbies. Great Dane was her guide and mentor for the first couple of years, but she's got a lot of work to do to catch up with those nearing on a century of service.
Cellar's been to different continents to snatch artifacts, met up with non-humans to deliver messages, battled monsters, was captured by The Institute, was rescued from The Institute, fucked up a few times and added years to her contract (oops) and is pretty sure she's seen it all. She hasn't, but there'll be an apocalypse around the corner to complete that bingo card any day now.
As for her parents? Well, they don't seem to mind that their daughter hasn't shown up in a long while. Surely Raíz had nothing to do with that!
POWERS
& ABILITIES
Umbrakinesis. - She can make these constructs float, move, attack, etc. They're extensions of her and cannot move on their own unless she's actively making them move, similar to regular telekinesis. Shadows do not gain a life or mind of their own.
Properties. - Cellar's constructs are easy to identify: they're smooth/textureless, do not reflect light and do not project a shadow of their own. They are virtually indestructible but depend on Cellar being alive to exist.
limitations.
SKILLS. - Fighting, self-defense. Handling firearms, edged weapons (mainly butterfly knives), some coding because she wanted to be a game dev. Strength, resistance and stamina built up from regular exercise. Chess.
OTHER
INFORMATION
Unauthorized Passengers. - Otherworldly beings that have found their way to our dimension, be it through entropy or the Institute's experiments. Sometimes a combination of both. Agrigorid, Baptiste, Gene, Djibirhachvorsna and So, in addition to Raíz, are examples of Unauthorized Passengers.