Hidden 9 yrs ago 9 yrs ago Post by Vandy
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Vandy Post Apocalyptic Superman

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Accepted characters only in this section!
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Vandy

Superman (Clark kent\ Kal-EL)-current status: alive and at large

Green Lantern (Hal Jordan)-current status: alive and at large


Blue Demon

Wonder Woman (Diana Prince)-current status: alive and at large


GreenGrenade

The Flash (Barry Allen)-current status: alive and at large


BlackSam3091

Batman (Bruce Wayne)-current status: alive and at large


Skull

Martian Manhunter (J'onn J'onzz)-current status: Missing in action


Gowi

Doctor Fate (Kent Nelson)-current status: alive and at large


Nightrunner

Aquaman (Arthur Curry/ Orin of Atlantis)-current status: alive and at large


grayghost

Blue Beetle (Ted Kord)-current status: alive and at large
Hidden 9 yrs ago 9 yrs ago Post by Vandy
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Vandy Post Apocalyptic Superman

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Clark Kent or...
Superman The Man of Steel
Age: 22 Powers/Abilities:
  • Superhuman Strength given to him but the sun's radiation. Superman is able to pick up and toss just about any on planet Earth.
  • Limited invulnerability, small weapons fire and punches from regular humans do hardly any damage. Superman cannot take a round from a tank or stop a speeding train without getting hurt for example. Also if another superhuman with super strength hits him it will hurt.
  • Solar healing factor. When on a planet with a yellow or other wise young star, Superman can heal extremely quickly.
  • Superman can run extremely fast and jump impossibly high, however he has not yet mastered the art of flying.
  • He cannot control heat vision and super breath. He can turn it on but only with extreme concentration, and it is even harder to aim or turn off.
  • X-ray Vision is completely operational for our young Superman. Let's just say he figured that one out as a teenager. He is also able to see EM frequencies and microscopic particles/organisms with the naked eye.
  • He also has a heightened sense of smell and hearing.
  • Fighting for Superman at this point in time is basically punch it until it stops. He has no knowledge of any type of martial arts or fighting techniques as of yet.
  • Superman does not yet have any invincible Kryptonian Battlesuits but he does have his cape which is itself invincible. He usually wears a t-shirt with the same 's' as his cape on the chest and a pair of jeans or track pants.
Weaknesses: Kryptonite weakens Superman by blocking his ability to use his powers. These chunks of his home planet trick his body into thinking he is on Krypton essentially making him feel human. Walking into a room of Kryptonite will not kill Superman but he will find it hard to function as he will feel like a human which compared to how he usually is means extremely weak. Getting stabbed or shot by a piece of Kryptonite will also block his healing factor making it extremely dangerous. This is the only way Superman could bleed out or die of wounds. The same effect can be achieved when Superman is on a planet with a red or similarly old star. Being on such planets will make him completely unable to use any of his powers and he will be just like a normal human. The amount of gravity on a planet affects his ability to jump and fly. Earth is normal gravity and he is able to fly normally. Put him on the moon or in space and his flying abilities are enhanced but put him on a world with high gravity and it will be hampered. In very very rare cases gravity will make him unable to fly. Of course a red star would make this true as well. Clark is also weak when it comes to magic as it effects him in the same way it effects most people. Superman's powers are biological not magical so he is susceptible to many forms of magic. In fact using magic against the Man of Steel is the second most effective way of fighting him behind using Kryptonite. Backstory/Orgins: The last son of Krypton Kal-El was born to the foremost scientist on the planet of Krypton Jor-El and his wife Lara. As an infant, Kal's father discovered that in a few short months Krypton would be destroyed. Jor-El spent months trying to convince the Kryptonian government to evacuate the planet however they were distracted by the uprising of General Zod the foremost military leader of Krypton. Ignored by the government, Jor-El began constructing prototype spacecrafts capable of bringing his family to a new home. Time ran out however and as the planet destroyed itself killing billions, Jor made sure his son would escape by placing him in the only working stasis pod in working condition. Jor programmed the ships Braniac computer to target worlds with yellow suns and low gravity knowing that it would make his son a god among men.The planet was destroyed and the only surviving pieces of it became known as Kryptonite. 22 Years ago Kal's pod crashed in Smallville, Kansas where he was found and adopted by the Kent family. Renamed as Clark Kent, he was raised as a farmer and taught good morals at a young age. It wasn't until the age of ten when Clark's parents told him of how they found him after he had shot lasers out of his eyes for the first time. Clark's father then explained to him that his powers were only to be used for good. Growing up Clark was bullied at his local elementary school but never raised a hand at his attackers saying that his parents taught him to never "punch down". Clark made friends throughout highschool, the best of which was Jimmy Olsen a boy with a love for photography. The two became inseparable and eventually went to college together where they met the last member of their trio, Lois Lane. Clark fell in love with Lois instantly however she only ever saw him as a friend. After college the three moved to metropolis together and rented a three bedroom apartment two miles away from the Daily Planet. They each got a job at the Planet a mere one week before a "Superman" in a red cape began fighting crime in the streets. What a coincidence... Arc Ideas:
  • Clark Kent has just moved to Metropolis with a degree in journalism. Partnered with the young Lois Lane and Jimmy Olsen, Clark is investigating the local mob family run by Bruno Mannheim! Find out what happens when the Man of Steel gets involved...
  • After months of being active in Metropolis, a young Superman faces his most deadly villain yet! A young and brilliant Lex Luthor and his robotic Super Killers...
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Hidden 9 yrs ago 9 yrs ago Post by Blue Demon
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Blue Demon

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Wonder Woman
Diana Prince Cosplay by Meagan Marie. (Click the link to see more of her incredible work)
Age 18 Powers/Abilities All Amazons share the same powers and abilities, though each differs on which aspect they are best in.
  • From Gaia they gain the power of the Earth. This grants them strength beyond normal and also allows quicker healing when in direct contact with Earth.
  • From Athena they are granted wisdom, intelligence, and military prowess. This also helps her learn new languages rapidly and retain them easily.
  • From Artemis they are granted the "Eye of the Hunter". This gives them enhanced vision and hearing.
  • Hestia, Goddess of the Hearth, granted them the ability to be more resistant to fire, both natural and magical and origin.
  • Aphrodite granted each woman beauty and a kind heart.
At this point Diana does not have the ability to fly. In canon it was granted by Hermes, who was a guy, so in this timeline she has not meet him yet because no man (God or not) can walk on Themyscira. Diana also had won items on Themyscira that she brought with her,
  • Aegis of Athena: Her bullet proof bracers. Not only can they deflect bullets but they absorb the kinetic energy. Because of this they are also useful to minimizing blast damage.
  • Tiara: It's a boomerang.
  • Other objects she doesn't have yet: Her Magical sword and Lasso of Truth.
Weaknesses Diana had increase her power "ten-fold" by removing her bracers. However prolonged use of her abilities without her bracers will driver her insane. Diana is not bullet proof. Nor pointy object proof. She can be stabbed, shot, or blown up. She is also susceptible to poison. And is moderately susceptible to mental attacks. She doesn't lose her powers if she is tied up by a guy (because I'm not going there). She's naive about how the world really works. Back story/origins Diana was born on Themyscira, the isle of the Amazons also known as Paradise Island. It was an Island granted to women by Athena (The Greek Goddess). The events leading up to this gift are not relevant to Diana. Suffice it to say the Greek Gods enchanted the land to protect the women who lived there from men and hid it from the world. Diana's mother is Queen Hippolyta, making her the Princess of the Amazons. The Amazonian women are all fierce warriors though not all of them employed as such. They practice peace overall and the gentler arts are very much appreciated. Since the Isle was gifted to the Amazons they have never had true war. Diana's life on the island was the same as all the other women, or sisters as they call each other. While being a Princess she wasn't raised differently from all the rest, apart from the two women assigned to be her body guards. Diana's early life consisted of training both her body and mind. She learned the Amazon's code of Love, Peace and Equality. Warriors of Paradise Island didn't fight for themselves. They fought for each other and their way of life. When Diana was young she was taught of the world she lived in. This included "Man's" world as her sisters named it. They taught young Diana all about the horrible things that happened and are happening there. Diana however was fascinated by the outside world. Even her biased teachers couldn't curb her. She would day dream in her leisure time about life off the isle. For was it not a basic tenant of Amazon philosophy to teach their way of life to others? Of course she always struggled with that lesson. She lacked self discipline above all else. She was a little blood thirsty and tended to lack compassion to those who would seek to wrong those she called sisters. It was a lesson her younger sister (by blood) didn't struggle with. Donna was almost five years younger than Diana. The two were quite inseparable. But Donna also didn't have any desire to leave her home. It was their one point of contention. So when Diana left in the night like a thief she didn't bring her tender hearted sister with her. Currently Diana has no secret Identity, though later the press will dub her Wonder Woman. Arc ideas Lasso of Truth: First and foremost she needs to get her Lasso of Truth. It was made by Hephaestus for Hestia so maybe Diana can do something for Hestia in order to be given the Lasso as a gift/payment? Doctor Psycho: He's probably one of Diana's deadliest foes and gets little screen time. Right out the gate I'd like these two to clash. He'd be her main villain. This arc would be their first introduction to each other. I think he would be good because he's extremely sexist and having him one of Diana's first villains would only highlight the terrible aspects of the world at large. Sisters: Since Diana did run off without a word her bodyguards will come looking for her. They want to take her back home. Diana disagrees with them.
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Hidden 9 yrs ago 9 yrs ago Post by Ruby
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Ruby No One Cares

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Hidden 9 yrs ago Post by Roman
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Roman Grumpy Toad, King of Dirt

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Constantine
| Character |
John 'Constantine' Constantine
| Age |
24
| Appearance |
John Constantine is a tall, lanky english fella with extremely messy, dirty blonde hair, permanent unkempt stubble, and a very particular fashion sense: trousers, boots, white shirt, red tie, and the same tan trench coat he's been wearing for the last five years, and many more to come. He scowls a lot, and is never seen without a cigarette, his lighter, or both in combination, but is always willing to crack a joke and jump to the aid of those in need of help.
| Powers/Abilities |
While Constantine's growing magical prowess is most certainly not to be dismissed out-of-hand, he rarely relies on it, especially in the midst of combat. He faces his challenges instead armed with the cunning and quick-thinking that his family line is nearly legendary for, as well as his quickly-deepening knowledge of the paranormal and occult and his skill at manipulating friend and foe alike - which, combined, are often more useful than the spells, rituals, and curses at his command. John Constantine is considered by many to be one of the world's greatest con-men. Constantine's sorcery is still a a force to be considered, however. With knowledge of, and practice in, Evocation (the calling of supernatural entities), Illusion (the distortion and misdirection of the senses), and Necromancy (the summoning of, and communication with, the dead), Constantine's magic spans many fields. He also has a few protective magics at his command, helping to shield him from both physical and supernatural attacks, as well as protecting his mind somewhat from psychic offenses such as telepathy, possession, and mind control. John's offensive magic is less practiced than his defenses, but still capable of mild electrokinesis, telekinesis, pyrokineses and immobilisation. John's magic has also permanently granted him a form of Third Sight, allowing him to see Demons, Angels, and Half-Breed for their true selves constantly, regardless of what disguises and illusions they have thrown up to hide themselves among mortals. Finally, beyond his wielding of the arcane arts, Constantine is also versed in the use of stage magic, including sleight of hand, pick-pocketing, and escapology. He also collects many magical - or anti-magical - artifacts, some of which may (or may not) prove useful.
| Weaknesses |
Bullets, swords, knives, particularly pointy sticks...John's mortal, despite his magic, and is subject to all the frailties of man. Beyond that, he's got a temper and is easily riled up,a nd even when level-headed his decisions and the actions connected are often rash and reckless. His luck is poor, his plans go awry, his magic fails him, and things just get the drop on him. Constantine lives a charmed life, but he's not sure if he's not mixing up 'charmed' with 'hexed'.
| History |
John Constantine was born into the shit that would follow him for the rest of his life - and appropriately enough, he arrived in Liverpool, 1992. His twin asphyxiated in the womb on John's umbilical cord, and his mother, Mary-Anne Constantine, died giving birth to him and his stillborn brother because an earlier forced abortion had weakened her womb, causing it to rupture and bleed out. Thomas Constantine, John's father, and the man who had forced the abortion upon his wife, was incapable of accepting the responsibility of Mary-Anne's death, and instead blamed his surviving son, John - and they grew up harboring a deep dislike of one another. Thomas had little involvement in John's upbringing, and much of his care was left to his older sister, Cheryl Constantine. In 2004, after their father descended into alcoholism and was imprisoned for petty theft and voyeurism, Cheryl and John moved to Northampton to live with their Aunt and Uncle for a brief time, before returning after Thomas' release a year later in 2005. It was their return to both Liverpool and their father that set John off onto his journey into the magical and occult. John had discovered his ancestry in Northampton, his blood belonging to a long family line known as the Laughing Magicians, legendary mages known for their power over Synchronicity and their uncanny ability to bluff and trick even gods. This discovery led him to delve into the practices of his lineage, and he began to partake in magic. His first act was to seal away his childhood innocence and vulnerability in a small wooden toy-box he once used, ridding himself of the burdens of virtues he'd lost long ago. In 2007, at 15 years old, John botched a curse that left his father withered and frail and doomed to die - and subsequently ran from home, his sister, and Liverpool, heading to London and making a permanent home in an apartment with his new roommate, Francis 'Chas' Kramer, who would go on to be John's oldest, closest, and longest surviving friend. John soon got involved in the occult circles of London's population. From 2008 onwards, he practiced his magics and learned more about the occult world lying behind the mortal one, and in 2010, 18 and legally adult, he began to travel to other cities and countries to expand his knowledge. In New York, 2011, he met a talented female magician called Zatanna Zatara, and the two began a brief, young relationship. While together, John grew enamored with Punk Rock after attending several gigs, and while Zatanna was less than enthralled by the thrashy, violent music, she supported John and tolerated the affair for the sake of their relationship. Inspired by the scene, John put together his own punk band, a three-man piece called Mucous Membrane, moving back to England - and leaving Zatanna - to do so. It was during their first few pub-gigs that John got his first taste of magical heroism, and the disasters it would rain down upon his life. 2012, 20 years old, Newcastle. Post-gig, John stumbled across the aftermath of a horrific magical incident: an abused child - a little girl called Astra - had taken revenge on her adult tormentors by tapping into her raw innate magical abilities, conjuring a vicious monster to slaughter them in the middle of an orgy - and now the monster refused to leave the mortal plane. With a recklessness that would soon enough become his MO, John convinced Chas, his bandmates, and several other occultist friends to pour their power - using a protective pendant Zatanna had gifted to him upon his departure - into summoning a demon of their own to combat the monster. Sadly, while their abilities were enough to bring forth the creature, they were not enough to bind it to their will. It killed the monster, and then tormented Constantine's friends and snatched Astra away to Hell. John suffered a nervous breakdown from the fates he had brought down upon everyone he cared for with his thoughtless actions, and severed all ties, committing himself to Ravenscar Psychiatric Hospital. He remained in the institution until 2015, when, with a slightly-grimy bill of 'clean' mental health, and a second, dirtier bill of rapidly declining physical health, he was released, suffering Lung Cancer from his 30-a-day smoking habit and given only a few years to live - if he was lucky. John didn't much believe in his personal 'good luck', but he did believe in life - and with Chas still faithfully by his side, the two saw nothing left for them in England, and moved to the US in, starting again in Manhattan. John searches for help, ordinary or otherwise, keeping himself practiced in magic, and Chas works a cab - though more often than not, his sole charge is Constantine.
| Plot Arcs | What's In A Lung? ...Multiple Benign Tumours, Apparently.
With only a year or so left to live, and a debt to repay, Constantine is unwilling to let go on life just yet - good thing that he's got a plan. Whether it goes accordingly, however, is another thing altogether...
One Day, Three Problems. Less Than Usual...
Constantine isn't the only one with particularly cunning and clever plans. And he's not immune to being caught in their webs, either.
Hot Weather, Inspiring Scenery, Lovely Winter Getaway. Mind You Don't Burn Your Feet.
There are some places John never likes going back to; Ravenscar, Liverpool, Hell, Chas' mother's house...
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Hidden 9 yrs ago 9 yrs ago Post by GreenGrenade
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GreenGrenade

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The Flash
Barry Allen
Age: 19 Powers/Abilities:
  • Super Speed; By tapping into the Speed Force, Barry can run at speeds that reach up to Mach 5. This isn't limited to how fast he can run - his speed enhanced his healing factor, able to heal a broken arm in less than three hours. He hasn't yet mastered his powers, and doesn't yet know the full extent of them.
  • Speed Force Aura; The accompanying power to his super speed, Barry and anyone he is carrying is protected from the effects of speed - particularly friction and airborne particulate matter. It also protects him from high-speed impacts, allowing him to sustain only minor injuries. This in turn also means that he has a low-level resistance to injury.
  • Intelligence; Barry's brain moves as fast as he does. He can think extremely quickly, able to read a book in mere seconds and retain the knowledge he gained. He is a skilled forensic scientist, very knowledgeable in criminology and chemistry. He can alter his perceptions of time; it can seem to pass so slowly that a second feels like years, during which he can alter elements of his environment without anyone noticing.
Weaknesses: Aside from his enhanced healing factor and resistance to injury, Barry is the same as any other human. If he isn't careful, he can die from injuries as simple as a broken neck. A well-aimed gunshot can end his life, just as easily as a stab wound to the heart. His impulsiveness and general lack of pre-planning is also an issue, as he often runs into a crime scene without a second thought. This proves problematic, especially if the opponent he's facing can manipulate temperature to Absolute Zero: this significantly slows him down, leaving him open for a killing blow. Backstory/Origins: Barry Allen was born in Central City to the happily married Henry and Nora Allen. He loved his parents whole-heartedly; both of them gave him all of their love, all of their support; nothing could drive a wedge between them. Early on, he befriended Iris West, daughter of Joe West, police officer and close friend of the Allens. The two developed a strong friendship, and soon, nothing could separate them. They would do everything together - the two would often have to be dragged out of each other's homes by their parents. Barry had a best friend and loving parents, and he wouldn't have it any other way. He was the happiest eleven year-old there ever was. This all changed when his mother died. Sleeping soundly in his bed, Barry was awoken by a noise coming from downstairs. Walking towards it, he saw a horrifying image: his mother on her knees, in the middle of a red and yellow tornado-like blur, begging for her life. Calling out to his mom in confusion, Barry attracted the attention of both his father and the cause of the blur. The former yelled to his son to get out of there, and the latter suddenly stopped moving. It appeared to be a man dressed in a yellow suit, always blurry, always vibrating, his red eyes searing into Barry's soul. And just like that, Barry was out of the house, transported several blocks down. By the time he got back, there were police cars parked in front of his home, and his father was being escorted out of the house in handcuffs, telling Barry not to go into the house. Scared and confused, Barry ignored Henry's warning as he entered the house. The first thing he saw was Joe, looking solemnly, almost apologetically, at Barry. The second thing ran his blood cold. His mother was dead. Barry was told that his father had killed his mother with a knife, stabbing her in the heart, and that he would live the rest of his life in prison. Of course, nobody believed him when he said that that was untrue, or when he tried to explain what really happened. When he realised that he was just going to be dismissed again and again, Barry devoted himself to finding out who really killed his mother. He would get to the bottom of this. The next seven years were a blur. Joe took Barry in, raising him alongside Iris. Barry studied his social life away, teaching himself forensic science, criminology and chemistry, only making time for Iris, who had proven to be invaluable to him over the years. Soon, his life settled into a rhythm: study, spend time with Iris, visit dad. At age sixteen, Barry asked a favour of Joe. He was given the case files for his mother's murder, and he got to work, looking for loopholes, for missing links, anything that might clear his father's name. But, after two years of relentless searching, Barry was yet to find anything helpful. Instead, it found him. A storm was raging outside of the school lab. Barry had stayed overtime, running an experiment that would be one for the textbooks. Lightning flashed, thunder roared, and the chemicals of the experiment floated out of their flasks and tubes, as if gravity no longer existed. Fascinated, Barry stared at the liquids. He didn't hear the window shatter. He didn't hear the thunder clap. He didn't see the yellow bolt of lightning seeking him out. He only felt the searing pain as it collided with him, sending him flying across the room, dousing him with the chemicals which were floating only milliseconds before. He didn't wake up until nine months later. Upon waking up in Central City General Hospital, Barry discovered that the lightning had left him relatively unharmed. As a matter of fact, it seemed like he was even fitter and healthier than before. Moving back in with Joe and Iris, things seemed normal for a few days... until an involuntary muscle spasm in his right leg sent him dashing right into a brick wall, breaking his arm. Admitting himself back to the hospital, Barry had his arm placed in a splint, only to find it healed and strong within three hours. Since then, Barry continued to discover new aspects of his powers, and spent weeks learning to control them. Once he felt that he was ready, Barry contacted one Cisco Ramon; a worker at STAR Labs who he had met in a science conference not long before he was struck by lightning. Revealing his powers to the man, the two worked together on a friction-resistant suit which would be contained inside a ring, able to be worn on a whim. Once the suit was completed, Barry took it for a test run... And the Flash was revealed to the world. Arc ideas: Rise of the Rogues: Barry Allen has only recently debuted as the Flash, and so far, there's been nothing he couldn't handle. This changes when a duo identifying as the Rogues start pulling off heists all over Central City; armed with dangerous technology, Captain Cold and Heatwave are a force to be reckoned with. Last Ape Standing: He's coming for the Speed Force. Nothing can stop him. And once he gets what he came for... the world will bow down to Grodd. Reverse: After all these years spent searching for clues, for evidence, for something, Barry's finally found him. The man in yellow. The man that killed his mother.
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Hidden 9 yrs ago Post by Enarr
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Enarr

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AQUAMAN
| Name | Aquaman; Arthur Curry; Orin of Atlantis | Age: | 20 | Appearance | He has outstandingly blonde hair, as visibly yellow as a sunflower. It is feathered, yet thin and cut short. His skin is Caucasian, though he has the tan of a California surfer. He is well-muscled and toned. He has a god-like build, though he is relatively lean as far as superheroes go (more than Flash, less than Superman). As far as garb goes, he wears a variety of American style clothes while above the surface. But under the sea, or in battle, he will wear orange scale armor above slick black leggings that have a sheen like the skin of an eel, the associated gloves and boots are made of a seaweed green material that is extremely durable, yet flexible, with the exception of spikes that protrude from the forearm. Under the waves, he alternatively employs a skintight outfit that has purple, green, and various shades off blue to camouflage him in the water. | Powers | As an Atlantean, his physique differs from a human's in a variety of basic ways. As a response to the pressures of the deep, they have skin tougher than steel, that cannot be pierced by any conventional needle, but possibly by a canine or a machine gun at point blank range, and superhuman strength sufficient to bring a supertanker to a complete stop on the water. He has an ability to breathe water as well as a natural super-speed swimming ability. His senses are also superior to a human's, with sight, smell, and hearing adapted to the deep Unlike other Atlanteans, he has the ability to influence most aquatic (fish, dolphins) and semiaquatic (otters, platypus, etc.) creatures as a result of being the king of the seas. From an Atlantean standpoint, his half-human heritage grants him the power to breathe air. A family heirloom, his trident, is one of five relics crafted by Lord Atlan, who made it indestructible and able to propel itself when thrown. | Weaknesses | Water or Air deprivation causes him to become subject to general weakness and frequent blackouts. He has a need to 'breathe' at least every other day, though a thirst of sorts will set in hours after not being in contact with either fluid. | Origin | Thousands of years ago, the city of Atlantis was sunk by Poseidon as punishment for the crimes of its people. It's first King, Atlan, had been a powerful sorcerer as a result of dealings with Circe, which had infuriated Poseidon. In order to appease the lord of the seas, he surrendered his throne, which Poseidon gave to his sister, Atlanna. Atlan lived on in exile, giving counsel and aid to those who sought him out. Queen Atlanna ruled graciously, eventually expanding the reach of Atlantis to create an undersea empire. After the second world war, which Atlantis played a discreet role in, they were discovered by human oceanographer Tom Curry. Atlanna met with him, communicating with magical assistance and they took a liking to each other. Shortly after meeting, she claimed Tom as her husband. Because of an inability to naturally breathe water, Atlanna visited Atlan to gain the ability to breathe air. Years into her reign, she gave birth to her son, Arthur, or Orin. She died five years later because she was killed by her advisor in a treasonous plot to overtake the kingdom, starting with its principal city, renamed Poseidonis to gain favor with its namesake. General Vulko became the leader of the Atlantean loyalists and rescued Orin from the clutches of the traitors, who intended to raise him as their own to ease the transition of authority. Vulko delivered Arthur to his father and waged a war against the rebels that has lasted over a decade. For fourteen years Arthur lived on land, discovering his abilities while at the beach, until Vulko returned him to his kingdom in preparation for the war's end. As soon as he was brought under the sea, Vulko brought him to see Atlan, who gifted him the Trident he'd made and gave him several abilities superior to his brethren. He quickly adjusted to life beneath the waves, and was immediately given position as Vulko's superior. He served in the military and fought in the front lines, boldly leading his people. A successful campaign has led to the recovery of every city but one, Poseidonis itself. The rebel leaders: Orm and his sister Mera, former disciples of Atlan and children of the original rebels. | Arcs | Ultimatum: Finally ending the rebellion, Arthur closes in on Poseidonis and attempts to reunite his people. Despite having the best of intentions for both sides, he is forced to pay a price that could alter the course of Atlantis forever. Deathwish: Vulko informs Arthur that his brother in arms has been wounded, perhaps mortally. Worse, it was Arthur's own doing that caused it. Because of this, he decides to save his life at any cost, even if it means he loses his own. The Return: Deep-sea fishermen have been plucking Atlantean citizens and property straight out of the sea. Worse yet, the captives are enslaved and put to work by human oppressors. Hearing this, Arthur sets out on a rescue mission.
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Hidden 9 yrs ago 9 yrs ago Post by An Outsider
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An Outsider A Glorious Failure

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The Batman
The Dark Knight


Age:

24


Powers/Abilities:

  • Peak human physical conditioning; Due to intense physical training and a strict diet he has achieved near superhuman levels of strength, endurance, speed, agility and reflexes.
  • Genius Intellect; Has spent over two decades studying at the feet of some of the days greatest minds. Nigh unparalleled skills in deductive reasoning. Has in-depth knowledge in criminology, psychology, medicine, anatomy, computer and natural sciences, economics, botany and forensics.
  • Master martial artist; Trained in over a dozen martial arts, with some basic understanding of forms and sets that make up many more, Bruce may well be one of the most skilled combatants of modern times. He employs a very grounded, pragmatic style which economises movement and momentum to maximise the damage he inflicts on foes for limited stamina expenditure. Though his training was cut short due to the need to return Gotham he has still found time to learn a great many of the pressure points, and the nerve strikes needed to incapacitate them, in the human body.
  • Stealth, disguise, infiltration and escapology; Has had training in all of the above, and considered a master in each.
  • Large supply of resources; Wayne is a multi billionaire, more than able to fund his campaign against crime. Many of his gadgets come from Wayne Industry prototypes.
  • High-tech gadgetry; Due to his wealth, money is no obstacle to the development of various gadgets and paraphernalia he uses in fighting crime. In fact the only obstacle is Wayne's own imagination and the time he can spend developing these tools. He begins the RP with
    • Wayne-tech stealth-ops body suit armour with attached mask. The suit itself is made of several interweaving layers of nomex, kevlar and micro-ballistic mesh. The mask allows for night or thermal vision, while also providing a gas mask and limited use re-breather.
    • Grapple gun
    • Plastique explosives
    • Flashbang pellets
    • Smoke Pellets
    • Wrist mounted propulsion system for tranquilizer darts
    • Throwing knives
    • Basic first aid kit
    • Lockpicks
    • Zip ties
    • Forensic kit
    • Penlight

The suit will lack its typical iconography at the beginning of the RP, namely the bat-eared cowl, the cape, the bat-insignia and the scalloped gloves. There will be in character reasons for him adding these parts. His arsenal will similarly be increased during the course of the RP, as he slowly builds it up to help him deal with the situations he is presented with.


Weaknesses:
Batman's main weakness, and the one he tries hardest to keep from his foes and friends alike, is that he is just a man, no more and no less. Even despite all his training, resources, gadgets and wiles something as humble as fall from height or a badly blocked lunge from potato knife could prove his undoing.

Another fault is his belief that to rely on others is a weakness. He has been let down by people in the past and has decided that the easiest way to avoid being burned again is to work alone. This even extends to his mission in Gotham. He absolutely refuses to let other vigilantes work in his home city, unless they have proved themselves above reproach.

His dedication to wage war on crime could easily be described as am obsession, one that interferes with all other aspects of his life.

Finally this is a new, untested and unpolished Batman. While the groundwork has been laid for the uber-capable Dark Knight that we all know he is currently far from being there yet. Overconfident in his abilities, he is liable to make mistakes, missteps and assumptions that will lead to his ruin.


Back-story/origins:
Bruce Wayne was the first born son of Dr. Thomas and Martha Wayne, wealthy philanthropists in the high society of Gotham City. Their family was eventually completed by the addition of another son, Bruce's younger brother Thomas Jr. The brothers were brought up in the stately Wayne manor, enjoying happy and privileged lives until one fateful night, when Bruce was eight and Thomas Jr was six, their parents are shot and killed by a small-time crook.

Responsibility for Bruce and Thomas Jr was willed to an old friend to the family, Alfred Pennyworth, son of Thomas' Sr deceased butler Jarvis Pennyworth. Secretly the Wayne boys swear an oath to avenge their parent's death and to save their city from itself. Enlisting the help of Pennyworth, himself a former royal marine, they begin to train body and mind to ready themselves for the day that they initiate their war on crime. At first Alfred merely thought the training was a good way to help the boys work off their emotions after the loss of their parents, but their conviction was unwavering and eventually their guardian was forced to admit that this was no passing fancy. He worried for them, but could not dissuade them from their path. Realizing that they would go through with their plans with his blessings or without he resolved to support them as fully as he was able, even hiring experts in several different disciplines of science and combat to teach them.

The time eventually came when the boys could learn nothing more from Alfred or the teachers willing to travel to Wayne Manor. Instead Bruce and Thomas Jr, eighteen and sixteen respectively at the time, realised that if they were to continue their training then they would need to travel to the teachers themselves. The official line was that the two were taking some time to tour Europe and Asia while Alfred looked after their interests in Gotham. They rarely contacted Alfred, other than to give him a progress review every six months or so.

While they were away the city continued to fall into ruin, with established mob families like the Bertinelli's and the Falcone's strengthening their hold on the city while hungry up and comers like the Maronis, Sionis and the Dimitrovs eager to carve themselves a piece of Gotham. Things seemed to come to a ill balanced head when Carmine Falcone united the families in an uneasy truce under his banner, promising each group would get their fare share of Gotham if they followed him and helped make him mayor.

It is to this volatile atmosphere that Bruce returns, alone. Despite Alfred's pressing Bruce refuses to explain his brothers absence, instead fixing all his attentions upon the Roman, and breaking his vice like grip on Gotham.


Arc ideas:

The Roman Empire
Bruce Wayne has been travelling around the world for nigh on seven years, training his mind and body for the day he can finally return to Gotham and fight the corruption that took his parents from him. Gotham criminals have not waited patiently though, chief among them being Carmine 'The Roman' Falcone. Carmine, tired of merely ruling the cities underworld now desires more tangible power, and has made a bid for the mayoral office. Bruce hears about this new turn of events and realizes that if he doesn't intervene now then the potential damage Falcone could do as mayor will be irreversible. Training's over whether he likes it or not.


That Thin Crooked Line
The Roman has been taken care of for now, but there's still a lot of work to be done for the Batman. Before he can deal with the rampant crime plaguing the city though there is the small matter of an almost entirely corrupt police force to deal with, headed by the cunning Commissioner Loeb who seems to have made it his mission to rid Gotham of its latest flying pest problem. Batman's first encounter with Jim Gordon.


The Mad Monk
Organised crime and a corrupt police force has been dealt with, only to be replaced by a new problem, one that Batman may be indirectly responsible for. There's whispers on the street, whispers of a new face to watch out for in the Gotham Underworld. His name's the Monk, and he's coming for Batman.
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Hidden 9 yrs ago 9 yrs ago Post by KriticalKrab
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KriticalKrab Massive Damage

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The Emerald Crusader
Character:(Hal Jordan) Age: (22.) Appearance: Powers/Abilities: Galactic Encyclopedia: The ring is programmed with the vast knowledge of the universe, collected and compiled into the Book of Oa by the Guardians of the Universe. The ring bearer can also use this function to scan, interact, and compare an object to its database, the Book of Oa. Flight: The ring allows the user to fly as fast as Mach 10 in atmosphere. Flight can reach up to light speed in space allowing for faster travel between planets. Forcefield: The ring can create force fields of multiple sizes to protect the wearer and those around him. The Oan ring also automatically creates a forcefield in space to and provides a synthetic life support system to allow space travel. Energy Constructs: The ring uses the Oan green energy to form constructs. These constructs are only limited by the users’ imagination and can be as strong or as weak as he wills. He can also choose to simply blast an object with a beam of energy. Weaknesses: (Hal’s Power Ring is completely unable to affect the color yellow. The ring is also limited by its charge, which lasts for exactly 24 hours. It must be recharged by a personal Lantern.) Backstory/orgins: (Hal Jordan was born in Coast City to Martin Jordan and Jessica Jordan, the middle of three children with older brother Jack and a younger sister Jane. As a young child, he idolized his father, a test pilot who worked for Ferris Aircrafts. He enjoyed every waking moment with his parents like any child would. However at a very young age, he had to face one of his only and greatest fears when his father died in a plane crash right before his eyes. Despite his family's wishes, and ignoring the fate that befell his father, he had decided followed in his Martin’s footsteps and joined the United States Air Force on his 18th birthday – turning up that very morning outside the Armed Forces Career Center before it had even opened. Now a test pilot at the age of 22, Hal Jordan has been enjoying the career his father had unfortunately left behind. Unbeknownst to Jordan an alien named Abin Sur had crash landed into a nearby desert. Giving attention to his wounds Abin found he had been fatally injured in his crash. Desperate to find his ring’s successor he removed his ring and allowed it to sail off into the air. Seeking great willpower, and the ability to overcome fear, the ring was drawn to Hal Jordan. In order to extract it’s next bearer the ring forcefully took Jordan out of his aircraft, leaving only a ball of flames where the plane had previously flown. Now within its grasp Hal was unwillingly brought forth to Abin Sur so he could receive his Lantern and hear his final words. In his last moments Abin told him of the Lantern Oath, it would allow him to charge his ring and it would give him light in times of darkness and despair. The alien eventually died leaving Jordan with one of the universes strongest weapons and an unexplainable corpse. Mere hours later Abin’s Lantern fellows were sent in search of the new bearer and the previous user Abin Sur, distraught and upset at the ring’s choice the group originally chose not to bring him but instead the ring. With the interference of Sinestro, who would soon betray the corps, the dispute was solved and Hal was brought before the Guardians of the Universe. The Oan guardians sought to train him like all recruits and assigned him under the alien Killowog’s watch. After surviving his training and Sinestro’s betrayal of the Corps the Guardians decided to allow Hal to return to his home, sector 2814. Now an Intergalactic Peacekeeper of a vast organization Hal is charged with the duty of protecting all sentient life in his space sector 2814. As Green Lantern, Hal Jordan patrols the galaxy and participates in joint missions with other Lanterns on occasion. He continued to spend his time at home working at Ferris Aircrafts, where he romantically pursues his boss, the Carol Ferris.) Arc ideas: Mind over Might: Trapped on an alien world with a depowered ring Hal Jordan must find a way to contact his allies, or risk a deadly brawl against a brutal alien warlord. The Strongest Weapon In The Universe: Former Lantern Corps member Sinestro has been branded an outlaw, criminal, and personal enemy of the corps. Trapped in an Oan science cell he spends his days conspiring against his former allies, however an even older enemy of the corps frees Sinestro and provides him the one weapon he can use against the Green Lantern Corps. Fear Itself: Years have passed after Sinestro’s attack on the corps with his own army and Hal has become one of the most well respected members of the Green Lanterns. But all of that changes when Mongul and many other aliens come to Earth seeking retribution.
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Hidden 9 yrs ago Post by Skull
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Skull The Hollow Shovel Knight

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Powers/Abilities: - The following is taken from Comicvine
  • Super Strength - The Martian Manhunter possess vast amounts of superhuman strength comparable to Superman's strength, easily making him one of the physically strongest beings on the planet.
  • Invulnerability - J'onn has invulnerability sufficient for him to take blows from enemies whose strength surpass even Superman, such as Despero. He can also increase his invulnerability by altering his density to become super dense. His invulnerability protects him from the harsh environments of space and also re-entry into the earth's atmosphere. His skin can also repel bullet fire.
  • Flight - Martian Manhunter has been seen flying at Mach 10 in Earth's atmosphere.
  • Super Speed - J'onn and other Martians have speed that allows him to keep up with the Flash. His speed grants him accelerated reaction times as well. He is able to process thoughts and carry out actions with incredible speed as well. He can even utilize his telepathy at super speed, able to create a telepathic conference room for the Justice League to discuss matters in the privacy of J'onn's mind in just an instant.
  • Stamina - The Martian Manhunter has nigh inexhaustible endurance and resilience. He can last for extensive periods of time without food, rest, or air. J'onn has been able to travel great distances in space and fight long battles without tiring.
  • Regeneration - J'onn can quickly recover from almost any injury. He is able to reconstitute his body even when severed into several pieces. His regenerative abilities have allowed him to reconstitute his body from even an extremely small mass in only a matter of seconds, and he has even grown a new body from a severed arm.
  • Shape-Shifting - The Martian Manhunter has vast shape shifting abilities that stem from complete control of his molecular structure. He is able to take on any shape he pleases, often taking the human guise of Detective John Jones. He can form shapes of objects or organisms alive, extinct, or imagined, and he has often shown to grow an extra pair of arms to supplement his fighting abilities and his strength. He can become as stiff and unmovable or as flexible and malleable as he pleases. He can also alter his size or the size and length of his limbs. J'onn often borrows mass from matter around him and incorporates it in his body, expelling it when he returns to his normal size. He can use this ability to become intangible and move through objects or allow attacks to fly by harmlessly through him or to become extremely dense to add more mass to his blows and increase his invulnerability. J'onn's control over his own molecular structure also allow him to adapt his visibility, granting him the ability to become invisible at will. His shape shifting abilities extend beyond even that allowing himself to change his chemical composition. He was able to turn his skin into a thick exoskeleton of human bone in order to shield him from a corrosive that would normally disintegrate his Martian physiology.
  • Intangibility - By greatly lowering the density of his own mass, Marian Manhunter is able to become intangible. He has used this power often during combat to protect himself from his enemy's attacks and to pass through walls and other structures to travel.
  • Invisibility - J'onn is able to control his visibility and render himself invisible to beings that can even view the entire electromagnetic spectrum. He can even appear invisible to Superman.
  • Telepathy - J'onn is the most powerful telepath on earth. J'onn is capable of linking the minds of all superheroes at once from a distance of the moon to all corners of the earth. He is also capable of reading the minds of all inhabitants of earth at once. His telepathic abilities also allow him to create realistic illusions; telepathically trace and locate people; shut down people's minds; brain blast; mental shield; influence thoughts; mind control people; manipulate memory; astral projection; possesion; induce sleep; reprogram or reorder minds; and transfer information directly into people's brains.
  • Psionic Blast - J'onn is able to project painful and destructive blasts of psionic energy from his eyes and his hands
  • Psionic Shield - J'onn is able to project a telekinetic shield of distinct size and force for their protection and that of others.
  • Martian Vision - Martian Manhunter can project powerful blasts of energy from his eyes. The power of these blasts are comparable to Superman's heat vision and have been shown to be able to harm Superman himself. He is able to create powerful enough blast to sever his own arm. He is also able to project telekinetic blasts of force.
  • Telekinesis - Presumably a side effect of his Martian vision is telekinesis. He seems to keep this ability in reserve, as he does some of his other powers. J'onn is capable of controlling / manipulating; move; push; cut out; attrack; and levitate objects even at the subatomic level. J'onn can manipulate atoms, subatomic particles, and cells perfectly. J'onn can fire extremely powerful Telekinetic Blast and create a telekinetic shield. J'onn has only demonstrated this power a select few times and rarely utilizes it.
  • Martian Breath - The Martian Manhunter has also demonstrated an increased lung capacity, allowing him to blow powerful wind bursts and freeze opponents with his breath, similar to Superman. J'onn has also demonstrated the ability to fly through space for extended periods of time.
  • Sonic Scream - J'onn has on occasion demonstrated the capability to emit a devastating sonic scream.
  • X-ray Vision- J'onn J'onzz described this ability colloquially as ionized particulate matter mapped to a variable density wavepacket. It allows him to see through objects.
  • Extrasensory Input - Martians have nine senses as opposed to a human's five senses, which grants the Martian more numerable and clearer perceptions.
  • Longevity - Martians possess naturally longer lifespans than human beings. J'onn has lived for at least one hundred years and is still not at old age. *End of comicvine references
Weaknesses:
Fire. One of the earliest discoveries of ingenuity known to man is his one and only greatest weakness. Due to his invulnerable constitution, the affects of being exposed to fire are entirely psychological. The amount of distress J'onn can have is directly proportional to the strength and/or intensity of the heat and flames produced. The greater the flame, the more likely he is to lose control of his abilities and potentially lose consciousness. This condition is purely psycho-somatic. It is a result of post traumatic stress due to witnessing the fiery massacre of his people.
What J'onn survived on mars is indescribable.
Green Martians mainly communicate telepathically, adhering to a central nexus of communication simply known as the voice. They could meld with each other's thoughts, allowing everyone to experience moments as one. For a civilization that only knew of peace and community, this euphoric trait was treasured among J'onn and his kind. But on that fateful day where so many martians met their cruel end, such a sentiment would be ill-placed for one that valued their sanity. It was known as H'ronnmeer's Curse, a telepathic plague that spread through Mars without warning. The agonizing pain of millions in torment flooded his senses as if flung into a bog of chaos. He heard every scream. Felt every soul leave this realm with a brutal exit. Inescapable and all-encompassing, J'onn nearly drowned into an abyss of sorrow. Somehow... he survived. To this day he does not know how he became Mars' lone survivor. Those memories are purposefully locked away, sealed off by psychic barriers of his own design. This severely traumatic event continues to fester like a wound, constantly reopening with no hope of healing any time soon.
Origins:
This is not my world. You are not my people. Yet here I am living among you -- trying to be like one of you. I walk this earth as you do but in many different forms. Sometimes as a detective. Other times as a charlatan. I've come to learn that those two are often one in the same, but I nail these acting roles so well that it makes Daniel Day Lewis look like an amateur. It's to the point where I am even starting to trick myself into thinking I'm a normal human being -- actually, two, normal human beings. But who am I really kidding here? I do this to forget but it never works. I try to erase old memories by replacing them with new ones from this fabricated play-pretend I've gotten myself into -- but it's pointless. No matter how hard I try to block them out, in the end, the horrors of my past will always find a way to... haunt me. All it really takes is a box of matches. You probably think I hate it here, huh? That's not true. I love your television shows and your cat memes, but what makes it all worthwhile are your civilization's most exquisite wafered delicacies. If the over-zealous Dr. Erdel hadn't plucked me from Ma'aleca'andra and onto your planet, I would have never known the euphoria that is Oreos. His base intention of staying relevant within earth's (rather underdeveloped) scientific community rescued me from an eternity spent wandering around Mars, alone. Without Oreos. Humor is a defense mechanism that does well to cover inner turmoil. I have adopted this into my persona as it helps deflect what I wish to not dwell on. I've come to adopt many things since my stay here, but earth as my home is not one of them. I intend to learn more about your world through the valiance of police detective John Jones, and the crookedness of mafioso henchman Frank Basillio. By playing both sides of the coin I hope to cover as much ground as possible. What am I looking for exactly? Simple. Others who are different like me but want to make a difference. I know they're out there. I can feel them stirring on the surface like an Oreo floating in a nice cold glass of milk. I just hope that when I do find them, they'll accept me for who I really am. Dr. Erdel was the last man that saw my true self. Granted, he died of shock from the whole ordeal, but I remain optimistic.
Arc ideas:
  • Returning to Mars to uncover the mystery behind H'ronnmeer's curse.
  • Taking in alien refugees could potentially reveal that he is in fact not the last of his kind!
  • While going on a guided tour about the Oreo cookie at Nabisco Headquarters, he stumbles upon an event that will put his love for the delicious snack to an ultimate test!
Hidden 9 yrs ago 9 yrs ago Post by Gowi
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Gowi

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“Why is it always interdimensional darkness or some crap like a super-wizard? When can it be something normal… like, terrorists or something? Oh crap. It’s terrorists too? Me and my big mouth...”

Character
Kent Nelson / Doctor Fate

Age
Mid-to-Late Twenties

Powers/Abilities
Magic – Said to be “infinite” and “absolute” by Nabu, magic is the primary and arguably only true power that Kent Nelson exercises and this is only when the trinket that summons a fragment of Nabu, the helmet of Fate, is active. The powers that Kent Nelson wields are not as infinite or definite as they seem and the archaeologist is unable to channel the full extent of the magic that descends from Nabu’s realm. The power threshold can flicker at any moment and the more he uses Nabu’s power the more complicated his life becomes such as synthesis of personality as one example. Kent Nelson prefers to be himself, and not Nabu’s avatar.
  • Enhanced Strength and Endurance
  • Levitation
  • Mystical Senses
  • Schools of Magic (Illusion, Alteration, Restoration, Destruction, Enchantment, Divination, Conjuration)

Skilled Archaeologist – Despite being a bit of a “puckish rogue”, Kent Nelson is a skilled archaeologist despite his relatively young age. Whilst quite intelligent and deductive, he is hardly a genius or a detective and most of his skills are based on what Kent himself would call “a metric ton of luck”. Since luck is not quantifiable it is safe to say he is an extremely well read, and a worldly traveler.

Weaknesses
Despite the powers of Nabu, he does not have alien endurance or supernatural strength. This of course mean, even when sharing power from his magical counterpart (where the Helmet of Fate is donned and Nabu takes partial control) his body is still mortal and can be killed quite efficiently. Kent can be shot, stabbed, exploded, crushed, and so forth.

Backstory/Origins
The man is Kent Nelson, a former student of Professor Daniel Evans of the University of St. Roch where he studied within the field of archaeology. Described as a dedicated student if a bit overeager and with a penchant for sarcastic quips and observations. This was of course years past as he has developed into a man well known amongst the archaeological community; though if that is a good reputation depends on who you ask. What is not known however, is the contact Nelson has endured in years past upon a dig in Qurac where the entity of Nabu came in contact with the young archaeologist as the directive of fighting the forces of Chaos and defending the fate of the universe was asked of him—which his first words in reply were quite profane and confused. It took time for him to come to some sort of terms with the amount of responsibility that Nabu spoke of and wonders much when these days will come.

Kent Nelson is mobile, but his home is within the archaeological capital of the United States: Gateway City, located in northern California.

Arc Ideas
The Cloak of Destiny – Traveling through eastern Europe, Kent Nelson finds himself at odds with terrorist organization KOBRA as it becomes a race against time to see if the forces of good or evil find the mysterious Cloak of Destiny first.

The Amulet of Anubis – Taking Kent Nelson to Africa and the Middle East inspires an adventure that connects the long lost amulet of Anubis which sets him alongside young _ Inza Cramer, which only complicates things when it seems the forces of chaos are involved and an eccentric man named Felix Faust reveals himself.
Hidden 9 yrs ago 9 yrs ago Post by Natorix785
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Natorix785 Always be yourself. Unless you can be Batman

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Oliver Queen aka GREEN ARROW THE EMERALD ARCHER

Age:23

Appearance:



Powers/Abilities: Highly skilled with a bow Master of various martial arts Peak physical form master of survival

Weaknesses: The weaknesses of a normal human.

Backstory/orgins: Oliver Queen was born to the Queen family and was therefore the heir to the Queen fortune, and because of this lead a very entitled life style. Throwing extravagant party's, sailing in yachts and the like. One day, while on a trip with his father to china, the boat got caught in a storm. through chance Oliver was washed up on the shores of an island. With small hope of rescue Oliver built himself a ramshackle bow, andcreated himself a hood and camoflauge out of leaves so as to blend in with his surroundings. so as to hunt animals. After honing his skills he was rescued by a chinese fishing boat and taken back to Star city where he went to an under ground MMA fighting ring in which he learned a variety of martial arts including tae kwon do and kung fu. His connections at Queen industry brought him luck in the form of a warehouse in the middle of the city. Using a anonymous requaest for a more modern version of his suit and a variety of trick arrows,he took up the moniker of Green Arrow and decided that he would get rid of the crime that plagued Star city!
Arc ideas:
Hunter and the hunted: on the trail of a vicious serial killer who kidnaps and mutilates women, Oliver must find a way to stop the maniac, before he strikes again!

Dead men: tell no tales Following the death of a Queen industrys employee, a series of cryptic messages have been left all over the building. Can they be deciphered before the so called "endgame" can begin?

A battle of wits: Discovering black arrows in apparently innocent people, Green Arrow is framed for murder. Can he clear his name befrore time runs out?
Hidden 9 yrs ago Post by AlteredTundra
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AlteredTundra

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Character:
Virgil Hawkins AKA Static
Age: 15
Appearance:
Powers/Abilities:

Powers


Bang Baby: Virgil’s physiology was altered by a mutant-genetc explosion which resulted in his body adapting unusual powers. His body was able to generate raw electromagnetic energy which he is still just tapping the surface of what he can do.

Super-Conductive Electromagnetism: Virgil can sense sources of electromagnetic energy or objects that can be affected by it such as underground water pipes. He can magnetize and demagnetize metals.

Electromagnetic Fields: Just like the earth and sun do their own, Virgil can also generate his own electromagnetic fields. Currently he can extend it to moderately-powered barriers that enable him to repel and hold back attacks during battle.

Electromagnetic Levitation: Currently something of an experimental/in the works feat of power, Virgil is testing out how he is able to use objects to float on. He found that metal objects are easier, which he is able to use with ease. He’s trying to figure out wood and other materials, but to no avail. At least, as it stands now.

Wavelength Tuning: Virgil is able to hear radio waves which enables him to listen to listen to the Police Radio anywhere he is or even the music stations. He can also tap into phone lines so that he is able to make phone calls at any given moment he feels the need to, provided that he’s near a phone line.


Electrokinesis: Virgil can discharge electricity from his body and administer it in a range of variety of attacks and uses. He can also charge and drain devices as well as project his electricity in a variety of controlled ways.

Electrical Displays: Electromagnetic Light Displays that Static can shoot into the sky in the forms of pictures and words. With more power behind it, Static can make these into Electromagnetic Nets and/or Cage.

Electromagnetic Force Bolts: Static can fire Bursts of electromagnetic energy from his hands for uses like electrifying objects, administering large scale "Static Clings", generating shields and barriers.

Ball Lightning: Named after Ball Lightning, the weather phenomenon. Electromagnetic Energy compressed into a large ball and thrown at targets; an offensive maneuver in a combat situation.

Static Cling: Static can adhere most objects or people to surfaces and other objects, plus Static can magnetize surfaces.


Abilities


Science: Virgil is a very gifted young man with a brillant mind who has a particular interest in maths and sciences. He also has a fan boyish attitude and knowledge of role-playing games, science fiction, and comic books.

Tactical Analysis: Virgil is able to apply his scientific knowledge to battle and real life situations and do so intuitively. This allows him a certain advantage over less-clever opponents.

Multilingualism: Virgil has learned to speak German for unknown reasons and is fluent enough to carry a simply conversation in the language with ease.

Weaknesses:


Strength Level: Even though he has powers over electromageticism, Virgil is still a human and a teenager at that. As such it is, his physical strength level without any augmentations are limited to human level.

Vulnerability to Bang Babies: For completely unknown reasons, Virgil can be harmed by electrical attacks done so by metahumans whose powers originate from the Quantum Juice.

Water: Because of his unique powers, Virgil is prone to have his electricity reserves depleted by water. Now, while small doses don't affect him because he is, after all, still human. However, if he is exposed to large doses of water at once, it will render him virtually powerless for a unspecified amount of time. It could last one minute or one hour. At times, it could even go for a full day. It just depends on how big of a dose of water he is exposed to and how soon he would be able to bounce back from its effects.

Backstory/orgins:


Virgil grew up in the city of Dakota. Much like any other city with urban youth, Dakota City has been ridden with the plague of gangs and the violence that follows them. Virgil lost his mother, Jean Hawkins, to that very violence. Because of that, he harbors a deep hate for anyone even remotely involved with any of the three main gangs that make up the majority of Dakota's gang violence or anyone who has an intention to involve themselves with guns.

If there was one place that was considered the center of all of Dakota's gang turf wars and the violence that follows is a place within the Paris Island district that locals and authorities have rightly titled "Ground Zero." It is, by all accounts, the one place where all three main gangs go to settle their "beef" with each other, be it temporary or permanent. All other times were the former, but one night, they decided to end it once and for all. The hype leading up to this massive gathering was called by Gangsters and reporters "The Great Gathering."

In the day of The Great Gathering, Virgil unwillingly found himself getting involved in the gang life. About two days before The Great Gathering, Virgil was just going to High School, hanging out with his best friend Ritchy Foley, and he saw the school bully, Francis "F-Stop" Stone, harassing his good friend, Frieda Green. Virgil demanded he stop. While he did, F-Stop didn't appreciate Virgil interfering, so he got confrontational with Virg. If it hadn't been for rival gang member, Wade, coming to his rescue, Virgil would have been looking completely different that morning. Of course, F-Stop would see Wade — and Virgil — that very same night.

After Virgil and Frieda thanked Wade, he would pull Virgil aside and tell him to meet him in the abandoned shack underneath the highway at 6'0clock. He stressed that Virgil must not be late. Even though he would protest, he ended up losing to Wade's assertiveness. So, when six o-clock rolled around, Virgil met Wade and to his surprise, he wasn't alone. Wade had his entire crew with him. When Virgil questioned what was going on, Wade explained that tonight was the night that all three gangs were going to face off for the last time and Wade pretty much told Virgil — not asked, but told him — that he was going to help him. Virgil protested against that. Things got heated as one of Wade's men stepped forward as if disrespected, but Wade waved his hand. Wade would then remind Virgil that if he didn't roll with his crew, then he would most likely get targeted by F-Stop and his crew. Virgil didn't say anything. He just nodded as if he admitted defeat on the subject.

As the planning began, Wade would present Virgil with a gun. Of course as one could imagine, Virgil was beside himself. If he were to take the gun, he would be betraying everything that he stood for and as an extension, would betray his own mother, but he was afraid to say no to Wade. So, in that being so, Virgil took the gun.

After an hour of planning, the time came for the plan to spring up into action. Wade's crew — and Virgil — left their hideout and went to the docks where over one-thousand gang members had gathered. This is the event that has been cemented into Dakota City's history as The Great Gathering. Just as it got started, F-Stop saw Wade and his crew, but his attention was fixated on Virgil. Instantly after noticing Virg, he would go after him with a steel pipe in his hand. Virgil ran away from him. F-Stop pursued Virgil, but then a surprise attack came from all fronts: it was the police force. The Great Gathering had been a ruse set up by the Dakota City Police Department. Immediately, hundreds of canisters filled with green-colored gas filled Ground Zero. All of the gang members as well as Virgil ran away in terror. However, what happened next was something that none of them, including Virgil, saw coming.

Suddenly, the canisters acted funny. All of the green-colored gas started to ignite in such a way that it would create a literal green gas cloud that encompassed the entire area of the docks. It was a horrible sight to behold. The gas was toxic. It had strange effects on the gang members instantanously. Some of them exploded upon contact from what Virgil could assume was Tear Gas. Virgil, in fear that it would happen to him too, ran for the water, but as he was running, he tripped over one of the ledges on the docks, and he fell into the water. Little did he know that portions of the Tear Gas got him.

As the next morning came rolling around as quickly as the night ended for Virgil, he welcomed it like he would any other morning. He treated it like he did all mornings — waking up, stretching his arms, and inhaling the cool winds of Dakota's six-thirty air. Once he finishes, he touches his blanket and grips it. He wants to remove the blanket from his body so that he can start getting dressed, but on that very instant that he does, Virgil feels what could only be described as a shock of static electricity. It came to him as a surprise, but it didn't stop there. Suddenly, Virgil found himself being the conduit of static electricity. First it was paper and his blanket sticking to him, but then he began to lure in his bed and eventually his computer screen. This caused Virgil to panic, which came at the worst of times. His sister Sharon knocked on the door to alert him that breakfast was ready. He didn't say anything cause his hands were tied up, which caused her to knock again, but this time a little more aggressively. He responded and that made her leave, but of course she was rather annoyed.

Virgil didn't know what was going on with him and when he went down for breakfast, he tried to conceal it for as long as he could. He was going a good job too because he was able to keep his family from finding out. He ate his breakfast and went to school. On his way to school, he ran into his best friend in the entire world, Ritchie Foley. He confided in his friend told him everything right down to what happened at the docks to what had just happened to him before leaving his house. Ritchie told Virgil that it wasn't just happening to him, but other people around town -- specifically the ones who were at the docks the night before -- were exhibiting weird powers similar to how Virgil was.

Later that day after having some encounters with these people, specifically F-Bomb, who had fire powers and was using it to his advantage to the displeasure of those weaker to him, Virgil and Ritchie went to Virg's house and went to his room almost instantly. Ritchie was estatic for some reason and Virgil asked why. Ritchie responded by saying that he could totally do the whole superhero thing. Virgil looked at him as if he were high, but Ritchie was dead serious. Virgil took the bait and asked what he meant and Ritchie would explain that with his powers, he could be the hero that no one has. He would further explain that with the new rising of metahumans(that's what he called them), it would only be a matter of time before the town becomes worse off than what it was. Virgil agreed, but he didn't have much of a costume selection aside from some of his actual clothes and Ritchie said that would work.

So, after they went through several clothing combinations, Virgil and Ritchie agreed on one. However, there was still the fact that he still didn't have an alias. Every great superhero has one, even the lame ones. After spending almost a whole hour on it, they arrived at the very core of his powers: static electricity. So, it became from that day on, Virgil Ovid Hawkins would be known as the teen superhero Static.

Arc ideas:


1.) "The Truth Will Set You Free"
After establishing himself as a local hero to Dakota, Virgil has garnered a rather positive reputation. He put away crooks who were later labeled "Bang Babies", as they were born from the event known as "The Big Bang". Virgil as Static and Ritchie as Gear took it upon themselves to get to the bottom of what really caused normal people to become Bang Babies. What they uncover may change the foundation of Dakota City forever.

2.) "I Need Help"
Four months after he uncovered the dark, dark truth about the Big Bang and even worse, who was involved in it, Virgil continued his duties of being Static and protecting Dakota City from its criminals. All was going well until they started to organize themselves, specifically Ebon and the Meta-Gang started to think instead of being stupid villains. Because of this, Virgil was ambushed more than once and it became a bother. This made him reach out to a few friends of his who were in the process of establishing their own group known as the Teen Titans.

3.) "I am Static No More"
The death of his best friend Ritchie and his father was too much. Virgil couldn't do it anymore. He gave up the mantel of Static Shock, even with the rising crime rate, he pays no mind. Virgil just can do it anymore. It's going to take someone unexpected to lift his spirits and revive that spark in him that wanted to do the superhero gig in the first place.
Hidden 9 yrs ago Post by grayghost
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grayghost Beware the Gray Ghost

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Name: Theodore “Ted” Kord
Age : 22
Base of Operations: Midway City
Powers/Abilities
Blue Beetle Suit: Sleek suit with some advanced technological capabilities.
Goggles allow for multiple types of vision (infrared, night, etc.)
Wrist mounted grapple cords allow Ted to traverse urban landscapes with ease.
Resistant to bullets (similar to a flak jacket/Kevlar), and intense heat or cold.
“BB” Gun: Defensive weapons capable of becoming a Taser or blinding weapon.
Athletic: Participated in gymnastics and sports throughout childhood and early adulthood.
Genius Intellect[/b]: Proficient in Physics, Chemistry, Math and Advanced Robotics.
The “Bug”: His signature flying vehicle, although he won’t have it from the start.

Weaknesses:
Combat: While athletic, he is not a skilled hand to hand combatant, and would be at a disadvantage (or at least even) in most fist fights.
Suit: While resistant to many harmful elements, it is not indestructible.
Human: Susceptible to any of the many terrible things that can harm humans that his suit doesn’t protect against, like acid, mental abilities, advanced alien technology, etc.
Personality: To cope with tragedy and stress, Ted resorts to quips and jokes. While this allows Ted to enjoy his life a little more than other broody heroes, he doesn’t always deal with his true pain, which can take a toll. It can also leave him not focused on the task at hand, which can lead to mistakes.

Back story/origins:
Ted Kord is a genius and something of a prodigy, completing his Master’s degree in Robotic Engineering before he turned 20. Since then, he has been a lead scientist at Kord Industries, the company his father, Thomas Kord, built with the help of his equally brilliant uncle, Jarvis Kord. Kord Industries grew from a fledgling operation into one of the world’s premier research and development organization due to the keen business sense of Thomas and Jarvis’ technological inventions. The company grew into prominence developing and selling advanced medical technology, but Thomas and Jarvis had a falling out over how to grow the company beyond that. Jarvis had grand ideas for transforming the company into an arms dealer, using his new designs for military weapons. He was also obsessed with investigating the alien artifact he had discovered, a metallic blue scarab. Thomas loved his brother and his passion, but felt that these ideas were too outlandish and risky for the company, and began to influence the board members to allow his to get Jarvis removed, or at least taken out of a leadership position as the director of research and development at the company. Jarvis was furious at the betrayal, especially when renowned scientist Daniel Garrett was brought in to essentially replace him. Jarvis withdraws himself from contact with others, and no one sees him for some time.

Ted works alongside Dan, becoming his protégée. Eventually, Dan leaves Ted in charge of the R&D of the company, beginning a secret project. Around this time, a local hero armed with a blue suit of armor is spotted, the press calling him the Blue Beetle. Ted sees less and less of Dan, until he hears an explosion in the lab late one night. He finds the local hero, the Blue Beetle injured from the blast, reaching for Ted. Ted rushes to help him, and finds that the hero is his mentor, Dan Garrett. Dan looks Ted in the eye, as if to tell him something, but then falls lifeless, the scarab in his hand. The costume surrounding Dan fades away, and Ted panics. He calls his father, but he does not answer. He calls his uncle, hoping that he might answer, but he doesn’t either. Ted discovers the next morning that his father has gone missing. Several months pass, and the police are unsuccessful in locating Thomas, Jarvis, or Dan’s killer. Ted kept the scarab a secret, but has been unable to activate it. He decides to honor Dan by becoming the Blue Beetle, using his technological prowess to get the answers he seeks.

Personality: Alluded to in the weaknesses, Ted experiences tragedy not unlike other heroes. His whole world is turned upside down in one night. He copes with this the opposite of a hero like Batman, instead of being dark and brooding, Ted is adventurous and quippy. This has its own consequences, which will be explored.

Arc ideas
Thomas and Jarvis Kord: Getting to the bottom of the mystery behind Dan’s death and the disappearance of Thomas’ and Jarvis’ are Ted’s primary concern when his story begins.
The Scarab: Ted’s other quest is to discover how to get the scarab to work. It worked for Dan Garett during his brief run as the Blue Beetle, and Ted is determined to figure it out.
Life: Ted attempts to have a life of his own, determined to continue working, going to school (still has a PhD to get!) and his costumed activities. Needless to say, this doesn’t always work out.
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