T H E E M P E R O R I S D E A D , L O N G L I V E T H E E M P E R O R !
In 4 ABY, a decisive victory in the Galactic Civil War was fought above Endor as the Rebel Alliance confronted the Galactic Empire's second Death Star. While the battle at first seemed to be going in the Empire's favour, it ultimately turned in favour of the Rebels. This led not only to the destruction of the Death Star but also the deaths of Darth Vader and Emperor Palpatine himself. With the Emperor dead, word quickly traveled across the galaxy, riots and celebrations breaking out as Imperials were forced to retreat with the Rebels declaring the Galaxy at last free.
But the Empire was not broken, merely fractured.
The First Order, the Emperor's personal Special Forces team immediately seized control of the Imperial fleets, regrouping their forces back to Coruscant which still remained predominantly loyal to the Empire. In the event of his death, the Emperor had several fail-safes put in place. Using the cloning facilities on Kamino, the Emperor had prepared several successors to take his place. The most successful of these had been taken to Dathomir and left in the care of the Nightsisters. Like they had during the Clone Wars with the warrior known as Savage Opress, the Nightsisters had enhanced the young man with the planets mystical ichor and Sith Alchemy, growing him into a formidable warrior.
Retrieving the young Palpatine, the First Order soon discovered that the Sisters had given the boy a new name, no longer was the clone identified as Sheev Palpatine, the sisters had instead honored him with the title of Sheev Ren, a Dathomirian term for a warrior king. The First Order returned to Coruscant with Sheev Ren in tow, taking the new Emperor to the former Jedi Temple. Before his untimely death, Palpatine had felt a shift within Lord Vader following his confrontation with the younger Skywalker on Bespin. Fearing betrayal Vader's hands, the aging Palpatine refounded the Inquisitorius. Where the original Inquisitorius was trained under Vader's watch, the second iteration was trained by Darth Sidious himself. Put through much of the same training regime as the fallen Sith Darth Maul had endured, the Inquisitorious produced several strong hardened warriors but none quite as powerful as a woman known as Mara Jade.
In order to strengthen the Empire, Sheev Ren was introduced to the galaxy as the Emperor. The Rebels claims of his death merely propaganda to strengthen their win at the battle of Endor. Deciding to use the Inquistorious as positive propaganda to combat the alleged return of the Jedi, the First Order makes the order public, now under the title the Knights of Ren. Sheev Ren chooses Mara Jade to act as his right hand and liaison between the Knights and himself while an extremely gifted tactician from the Unknown Regions is called back to Coruscant. With the return of Grand Admiral Thrawn, the Imperial forces are strengthened as the Rebellion is forced to put their New Republic on hold.
No longer a Rebellion, but now a full Resistance, the former Rebel forces continue to lead the charge against the Empire. Their numbers growing daily as strike teams with the assistance of legends such as General Han Solo and General Jedi Knight Luke Skywalker bring down Imperial outpost and lay claim towards freedom for the galaxy. With no true world to cal their won, the Resistance is based on a fleet of Calamarian Dreadnoughts, travelling where they need to be. Horrified at the emergence of a new Emperor, the Resistance is struggling to maintain their claims that the true Emperor died above Endor.
With the emergence of the Knights of Ren, Jedi Knight Luke Skywalker realized that there is much he does not yet understand about the Force or the Jedi. Returning to the former Jedi Temple on Devaron, Luke found himself drawn to the planet of Vrogas Vas. Travelling sectors, Luke eventually arrived at the planet of Vrogas Vas only to find the Jedi Temple there in ruins. Sitting in the rubble of a long-forgotten past, the Force reached out to Luke and he opened his eyes to find another man staring down at him.
These eyes belonged to Jedi Master Mace Windu.
Having survived his confrontation on Coruscant with Lord Vader and Sidious, Master Windu eventually found his way off-world and followed the Force to the temple of Vrogas Vas. As with Yoda and Obi-Kenobi, the spirit of Jedi Master Qui=Gon Jinn had reached out to Mace Windu in order to teach him the principles of the Living Force. Founding a new Jedi Order, the Vas Jedi adhered to the ancient code of the Gray Jedi, a reflection of Master Windu's own struggles with the Dark Side.
Hidden under the surface of Vrogas Vas for nearly thirty years, the Orders' numbers were small but none the less, Luke was understandably surprised to learn that he was not the only Jedi in the galaxy. While the temple had been devastated on the surface, much of it remained underground. Due to Vrogas Vas' climate, the temple was primarily built underground in an effort to maintain a more comfortable climate. The ruins on the surface were no more than a few rooms including the grand foyer. When Mace had discovered this, he took full advantage of it and eventually made a home for his apprentices.
The First Order: The Knights of Ren:
The Resistance: The Vas Jedi:
W.I.P. - STAR WARS: Fractured Empire The Emperor is dead, long live the Emperor.
With the fall of the second Death Star at the battle of Endor, the Emperor was killed and the Empire was left broken. The Rebel Alliance celebrated, believing they had finally won, breaking the Empire's hold on the galaxy. But the Empire was quick to retaliate. An elite legion of special forces, the Empire's First Order, quickly spread propaganda through the galaxy denying the Rebel's claims. Religiously dedicated to the Emperor, the First Order would do anything in their power to ensure the Empire did not fall.
The Rebels continued the fight, no longer a Rebellion but now a Resistance, standing in the way of a broken empire from becoming whole again.
Having found peace by bringing balance to the Force, Jedi Knight Luke Skywalker returns to Yavin 4, believing the temples there to be an ideal location for training a new Jedi Order. Using the teachings of Obi-Wan Kneobi and Yoda, sought out apprentices to teach in the ways of the Force.
However, unknown to Luke there was another Jedi Order already growing. Having survived his confrontation between Darth Sidious and a young Darth Vader, Jedi Master Mace Windu escaped Courscant. Travelling the galaxy, Master Windu eventually made his way to the Sith world of Korriban, choosing instead to use the ancient Sith ruins as his new Jedi temple. Tempered by the presence of the Dark Side, Mace and his apprentices neither flourish in the light nor hide in the dark, reigniting the ancient order of the Gray Jedi.
Never a man without a plan, Emperor Palpatine had used the cloning facilities on Kamino to ensure his own immortality. One such clone had been left in the care of the Nightsisters. Using their dark magic, the Nightsisters had increased this clone much like the warrior known as Savage Opress from the Clone Wars. Now a young man, the First Order has returned to Dathomir to claim the new Sith in order to rally their warriors and retake the galaxy.
This clone was known by the Nightsisters as Sheev Ren and upon his return was placed in command of the Inquisitorius, an organization originally used to hunt the Jedi at the end of the Clone Wars. Thought to have been gone, Palpatine revived the organization shortly after Vader's confrontation with his son on Bespin. This confrontation had brought a change to Lord Vader, one which caused Palpatine to be weary of a united front between the two Skywalkers. In retaliation, Palpatine had several force sensitive agents trained in the ways of the Dark Side, among them his star pupil, Mara Jade.
With the Force Order's introduction of Sheev Ren to the Inquisitorius, it was decided the organization known for killing Jedi needed a new public image. In an effort to combat the growing sentiment of a Jedi return, the First Order reintroduced the Inquisitorius as the Knights of Ren, a peace-making division of the Empire.
-Sheev Ren is aided by his teacher and loyal servant Snoke and consort, a Nightsister, his 'Nightmother'.
-The death of the Emperor sealed a 'wound in the Force' awakening the potential that had laid dormant during the reign of the Empire.
| APPEARANCE: | The image to the left illustrates Vrill in his casual attire. Vrill is a Nautolan of average height, though his body is more chiseled and toned due to a very active life style. He has a blue complexion and often paints his face in the manner displayed. Vrill's tendrils are often decorated with black bands and are worn tied behind his head if he's working on his ship. His casual attire consists of a black MK 45 Protective Vest paired with a set of matching Drelliad Leggings and Drelliad Boots. Vrill often wears a utility belt equipped with a Inertial Inhibitor, as well as occasionally a Kama. Wrapped around his arms are Echani Fiber Armored Gauntlets which were passed down to Vrill from his mentor. These gauntlets house his Vibroknucklers, keeping them concealed on the back of his hands. When ashore from his ship, Vrill dons a long Greatcoat made of Reinforced Fiber Armor and Nastah Leather. This coat also includes a large hood which can even cover Vrill's many long tendrils, however aside from the hood, Vrill will often don a scarf which he wraps around the lower half of his face and a pair of tinted goggles. | HOME PLANET: | Glee Anselm
| PERSONALITY: | Snarky and sarcastic, Vrill possesses a very dry wit though he's not without a sense of humor. He can be quite charming when he needs to be, possessing a silver tongue and a certain degree of charm which he's used to get himself out of many tight situation. Irrepressibly confident, toeing the line of extreme arrogance, Vrill is the kind of guy to never worry about the odds but whether or not he believes the task at hand can be accomplished. Often Vrill comes across as very cold and untrusting, but of those who gain his trust his is the most loyal companion. Vrill never leaves his crew behind nor his ship, willing to risk, life, limb and tendril to save them. All that said, Vrill is never one to turn down a drink of Juri Juice or the occasional Deathstick. While he doesn't show prejudice towards any particular species, despite the fact there are some he doesn't think too highly of, Vrill has a deep rooted hatred and mistrust towards droids preferring to rely on the possibility of organic error before a droid any day.
| SHIP: | The Krakana
The Krakana is a modified Mon Calamari MC-18 Light Freighter. The Krakana measured 23.6 meters in length, and could transport up to five passengers and was originally built to hold 50 metric tons of cargo. However due to modifications by Vrill, the vessel can now hold 75 metric tons without sacrificing her speed. The Krakana has a hyperdrive rating of 0.6 making it one of the fastest ships in the galaxy and more than capable of outrunning most ships which give chase.
Like all Mon Calamari designs, The Krakana was custom-built, and no other MC-18 is exactly the same. Though in the case of The Krakana, it was further modified after production by Vrill. It also was equipped with a backup shield generator, as was standard Mon Calamari practice. Vrill installed both Particle Shields and Ray Shields into the The Krakana, as well as a second back up generator to ensure that both the Particle Shields and Ray Shields have a reserve source. It had a landing claw, standard landing gear, and inflatable puncture-proof pontoons for water landings. The MC-18 was also submersible (maximum depth 1,000 meters). When submerged, its shields had to be reconfigured to handle the strong exterior pressure and this weakened the shields versus other attacks, though Vrill's later modifications helped to balance this with the second back up generator.
With travel routes becoming more and more dangerous, Vrill had to upgrade The Krakana's armaments. Originally the MC-18 only was armed with single laser turrent. Vrill had these replaced with dual modified retractable Corellian AG-1G Quad Laser Cannons as well as a Ax-108 "Ground Buzzer" Surface-Defense blaster cannon. Furthermore, Vrill had two Concealed Dymek HM-8 Concussion Missile Launchers installed on to The Krakana, each with a standard load of eight heavy missiles each. Other counter measures included in the ship are the Sensor Jammer, a False Identification Transponder and a Sensor Decoy Cloaking Device.
The last counter measure that Vrill added was a modified Amphibious Fighter or Amphib dubbed the 'Colo'. The Amphib docks at the top rear of the ship, with an attached airlock to allow for instant travel between the two.
| WEAPON(S): | Model 22T4 Hold-Out Blaster Pistol (2) S-5 heavy Blaster Pistol Dissuader KD-30 Slugthrower Pistol Vibroknucklers
| ALIGNMENT: | Neutral, Vrill will work for whomever provides the credits providing the job doesn't require him to compromise his own personal morals. As such he operates a wide number of jobs only refusing jobs which directly involving him killing someone or trafficking persons. Vrill isn't against killing however, he's just against being hired as a murderer, if you need that done get yourself a bounty hunter, that said Vrill will avoid killing children, innocents or bystanders at all cost and generally hesitates towards killing a woman whether she's an assailant or not.
| BIO: | Vrill was born to his parents on the aquatic world of Glee Anslem, and was raised there until the age of four. His parents were merely humble fishers and was more than thrilled when they were approached by the Jedi Order who informed them that their son was Force Sensitive. The idea of their son being raised to be a Jedi was seen as a great honour and they immediately agreed despite the fact they were informed that they wouldn't be able to see their son again.
The Jedi took the young Vrill onboard his transport and while the majority of the journey was fine, the ship was tagged by Aqualish Pirates just outside the planet's atmosphere. Pursued by the pirates, the Jedi's transport was eventually shot out of the sky and during its descent was ripped apart. Vrill never learned what became of the Jedi, but he, himself managed to survive the crash despite the ship coming to a stop in Coruscant's dangerous lower levels. With only a will to survive, Vrill used the ship's remains as a hovel and learned how to steal to survive. Managing to survive four years on his own, Vrill was eventually recruited into a swoop gang called the Gundarks, where his piloting skills were first realized. The leader of the gang, a Twi'lek by the name of Tam Rao, was impressed by Vrill's skills and quickly put them to use, using Vrill to win numerous swoop races which only allowed the gang to expand and grow thanks to the race winnings. In exchange for the race winnings, Rao taught Vrill how to con and steal, skills which would completely shape the young Nautolan's future. The time with the swoop gang also taught Vrill other necessary survival skills including how to handle a blaster and brawl with the best in some of Coruscant's shadiest taverns. Eventually however, Vrill outgrew life as a racer and upon abandoning the Gundarks was forced to find a way off planet or otherwise risk execution. The gang looked upon its members as a family, and leaving the gang only ever happened by death. Walking out was considering betrayal, and the Twi'lek didn't take betrayal lightly.
Stealing aboard a transport bound for Coreilla, Vrill left Coruscant and the Gundarks behind seeking a new path in life. Once he had arrived on Coreilla, Vrill found small jobs in the spaceport and once again took up underground swoop racing in order to earn extra credits. Quickly finding himself bored with racing each night, Vrill took his winnings to the bars where he eventually overheard spacers talking about a rather interesting job, they were intending to rob a dreadnaught while it was in travel. The idea of spaceflight intrigued Vrill and he approached the spacers offering his services. They looked down upon the young Nautolan before reluctantly bringing him aboard. Put to work in the engine rooms of the spacer's cruiser, Vrill was introduced to a young Chandra-Fan by the name of Drekl. The small rodent like creature happened to be the mechanic for the pirate ship and the two became quick friends, Drekl teaching Vrill what he knew about ships while Vrill taught Drekl how to handle a blaster. Eventually after serving aboard the pirate's cruiser for several jobs, Vrill began to become discouraged seeing the pirate's brutal methods and eagerness to kill. When Vrill had escaped the Gundarks he thought he had left such thuggish behaviour behind only to find himself once again tangled up in it. Ascending through the ranks of the pirates, Vrill eventually found himself the ship's pilot. Vrill eventually came up with the idea to come into business for himself, seeking out Drekl and offering his friend the opportunity to escape the pirates and acquire their own ship. Planning their escape, Vrill and Drekl laid in wait until a job took the pirates and their ship to the planet Dac, more commonly known as Mon Cala. Between the Chandra-Fan and the Nautolan, the pair were able to cripple the cruiser and imprision the few crew on board while the majority had gone ashore to perfom their heist. Taking whatever supplies and weapons they could carry, Vrill and Drekl struck out on their own, stumbling upon an MC-18 Light Frieghter. Drekl was easily able to bypass the ship's security and the pair made off with the ship, dubbing it The Krakana.
The pair eventually earned a name for themselves as Smugglers, retrieving loads of spice and other illegal goods for numerous crime lords ranging from Hutts to Mandalorians. Never trusting anyone else but Drekl, Vrill refused to expand his crew and kept his operation small. Drekl was more than capable of pulling his weight as he continuously tinkered with The Krakana, upgrading the ship successfully make the smuggler runs in faster times while being capable of holding its own in a dogfight. The pair are known to attract trouble and have numerous bounties on their heads but they prefer to keep a smile on their faces and fly each sector as though it was new territory each day. | FORCE SENSITIVE ABILITIES: | Force Reflex: Vrill is Force Sensitive unbeknowst to himself, and with that Force Sensitivity comes enhanced reflexes which allow him to effectively slow the world around them, heightening his reflexes and perceptions. This is most notable when Vrill is piloting The Krakana and manouvering the ship accurately and tightly at high speeds.
| WHY ARE YOU ON GEONOSIS?: | Vrill was hired by the native Geonosians to deliver smuggled goods to the Petranaki Arena. These goods consist of a young Reek, an unhatched Rancor and a rare black Nexu cub, all of which are intended to be raised and trained for use in the Geonosian Gladitorial Games.
NAME:
Vrill Narezz
AGE:
28
GENDER:
Male
RACE:
Nautolan
APPEARANCE:
The image to the left illustrates Vrill in his casual attire. Vrill is a Nautolan of average height, though his body is more chiseled and toned due to a very active life style. He has a blue complexion and often paints his face in the manner displayed. Vrill's tendrils are often decorated with black bands and are worn tied behind his head if he's working on his ship. His casual attire consists of a black MK 45 Protective Vest paired with a set of matching Drelliad Leggings and Drelliad Boots. Vrill often wears a utility belt equipped with a Inertial Inhibitor, as well as occasionally a Kama. Wrapped around his arms are Echani Fiber Armored Gauntlets which were passed down to Vrill from his mentor. These gauntlets house his Vibroknucklers, keeping them concealed on the back of his hands. When ashore from his ship, Vrill dons a long Greatcoat made of Reinforced Fiber Armor and Nastah Leather. This coat also includes a large hood which can even cover Vrill's many long tendrils, however aside from the hood, Vrill will often don a scarf which he wraps around the lower half of his face and a pair of tinted goggles.
HOME PLANET:
Glee Anselm
PERSONALITY:
Snarky and sarcastic, Vrill possesses a very dry wit though he's not without a sense of humor. He can be quite charming when he needs to be, possessing a silver tongue and a certain degree of charm which he's used to get himself out of many tight situation. Vrill can be very cold and untrusting, but of those who gain his trust his is the most loyal companion. Vrill never leaves his crew behind nor his ship, willing to risk, life, limb and tendril to save them.
SHIP:
The Krakana The Krakana is a modified Mon Calamari MC-18 Light Freighter. The Krakana measured 23.6 meters in length, and could transport up to five passengers and was originally built to hold 50 metric tons of cargo. However due to modifications by Vrill, the vessel can now hold 75 metric tons without sacrificing her speed. The Krakana has a hyperdrive rating of 0.6 making it one of the fastest ships in the galaxy and more than capable of outrunning most ships which give chase.
Like all Mon Calamari designs, The Krakana was custom-built, and no other MC-18 is exactly the same. Though in the case of The Krakana, it was further modified after production by Vrill. It also was equipped with a backup shield generator, as was standard Mon Calamari practice. Vrill installed both Particle Shields and Ray Shields into the The Krakana, as well as a second back up generator to ensure that both the Particle Shields and Ray Shields have a reserve source. It had a landing claw, standard landing gear, and inflatable puncture-proof pontoons for water landings. The MC-18 was also submersible (maximum depth 1,000 meters). When submerged, its shields had to be reconfigured to handle the strong exterior pressure and this weakened the shields versus other attacks, though Vrill's later modifications helped to balance this with the second back up generator.
With travel routes becoming more and more dangerous, Vrill had to upgrade The Krakana's armaments. Originally the MC-18 only was armed with single laser turrent. Vrill had these replaced with dual modified retractable Corellian AG-1G Quad Laser Cannons as well as a Ax-108 "Ground Buzzer" Surface-Defense blaster cannon. Furthermore, Vrill had two Concealed Dymek HM-8 Concussion Missile Launchers installed on to The Krakana, each with a standard load of eight heavy missiles each. Other counter measures included in the ship are the Sensor Jammer, a False Identification Transponder and a Sensor Decoy Cloaking Device.
The last counter measure that Vrill added as a modified Amphibious Fighter or Amphib dubbed the 'Colo'. The Amphib docks at the top rear of the ship, with an attached airlock to allow for instant travel between the two.
Neutral, Vrill will work for whomever provides the credits providing the job doesn't require him to compromise his own personal morals. As such he operates a wide number of jobs only refusing jobs which directly involving him killing someone or trafficking persons. Vrill isn't against killing however, he's just against being hired as a murderer, if you need that done get yourself a bounty hunter.
BIO: (This could include personal history, beliefs, how you came to be a smuggler, anything that can fill a MINIMUM of one paragraph, four to seven sentences minimum, of information) Has a Chandra-Fan Co-Pilot
WHY ARE YOU ON GEONOSIS?:
Vrill was hired by the native Geonosians to deliver smuggled goods to the Petranaki Arena. These goods consist of a young Reek, an unhatched Rancor and a rare black Nexu cub, all of which are intended to be raised and trained for use in the Geonosian Gladitorial Games.
T H O R O D I N S O N ♦ I M M O R T A L ♦ M A L E ♦ H E R O I C
C O N C E P T A B S T R A C T:
I've always wanted to play Thor, and while I've never quite figured out how to approach him, Thor is a very versatile character. Immortal and capable of going toe to toe with figures like Superman, Thor can dabble in both Earth and the Cosmic playgrounds.
Some potential ideas have included Thor fighting alongside Wonder Woman during either of the World Wars, the ideas of an Ares and Loki team up causing the two heroes to join forces is incredibly enticing. Even Circe and Enchantress or Circe and Loki would be a writer's wet dream. Thor can also ally himself with characters such as the Guardians of the Galaxy or even a Green Lantern.
S O P L E A S E D O N ' T C A L L U S H E R O E S . W E ' R E T H E . . .
O U R T I M E I S N O W
T I M E T R A V E L I S R E A L.
Time travel is real, and all of history is vulnerable to attack. But one group travels throughout time to stop the spread of these so-called 'Time Aberrations' and erase their damage to history. A group of outcasts and misfits, they are no longer saving the world. they are saving history. But these individuals aren't heroes, they're something else.
Put together by the enigmatic Captain Ryder, the Legends are a group of heroes gathered from various places in both time and space in order to restore the timeline to its natural state. In the year 2017, the heroes known as the Justice League disappeared, scattered throughout time by a cloaked foe. Taken out of their proper places in time, the League failed to be formed and the course of the world was changed.
While several of the League's greatest foes were never created without the prescence of the League, others were left unchallenged and as such the timeline reflected this. By 2017, the world had become a corrupt playground for those who had found themselves free to abuse and manipulate the world.
Assembling a crew of heroes from the new timeline, Captain Ryder intends to travel through space and time in order to retrieve the League and restore the timeline. But unbeknownst to the heroes, this could have dire effects on their own fate, potentially even erasing them from history altogether. But, if they manage to help Ryder, they’ll be more than heroes.
They'll be Legends.
F . A . Q .
DO I NEED TO HAVE WATCHED THE SHOW?
Absolutely not, I've made several deviations from the show's premise and this RP is more a case of inspired by rather than straight up based on.
WILL BE PLAYING ORIGINAL CHARACTERS OR CANONS?
I'd be okay with either, although when it comes to canons it has to be like third stringers, you can't play Robin or even say Jaime Reyes. Keep in mind, characters are recruited from across the timeline (timeline, not multiverse), so future and past characters are also possible. Original Characters can be completely original, they could be a new mantle bearer or they could be based on a literary hero like say Robin Hood or Zorro.
WHAT ARE THE POSTING REQUIREMENTS?
I'd like to have a minimum requirement of a paragraph and at least one post per week. Ideally, I'd like to keep the pace pretty steady so that the RP keeps momentum but I do realize that there are always complications to this.
This is where you outline your vision for the character. This is about arcs, plot ideas, and vision. Think of this as a character goals question above all else. What do you want to do? Ideally, this can also include hints towards plot directions and potential arcs for your character.
M Y T H O S
Due to the point in the story we are at, I would like to see what the backstory is of your chosen POV. Much like notes this is optional. This can be blank but for marque heroes a bulleted timeline of relevance is good to have.
N O T E S
Additional notes, supporting cast, and the whole shebang. Optional, but also useful.
R E C O R D
List previous posts for reference of your writing ability. Important.
Xia 'Rose' Wilson February 14, 1992 (25) Metahuman
""I may be a loose cannon, but you know I'm a damn good."
▼ C O N C E P T:
"I can't use the gun. Give me your sword."
This is where you outline your vision for the character. This is about arcs, plot ideas, and vision. Think of this as a character goals question above all else. What do you want to do? Ideally, this can also include hints towards plot directions and potential arcs for your character.
▼ M Y T H O S:
"What's a girl gotta do to get in a proper brawl around here?"
Due to the point in the story we are at, I would like to see what the backstory is of your chosen POV. Much like notes this is optional. This can be blank but for marque heroes a bulleted timeline of relevance is good to have.
▼ N O T E S:
"Oh, quit whining. You're still alive, aren't you?"
Additional notes, supporting cast, and the whole shebang. Optional, but also useful.
EVENTS
Ladies Night: A Hunter's Heart:
ALLIES AND FRIENDS
Eddie Bloomberg // R3D D3V1L:
ENEMIES
Elaine Marshe-Morton // Lady Vic: Jade Nguyen // Cheshire: Scandal Savage // Scandal:
▼ R E C O R D:
"Super Zeroes! Think maybe you could save me the trouble of a swim in this vile sludge? You know, in exchange for helping you idiots?"
List previous posts for reference of your writing ability. Important.
R O S E W I L S O N ◼ F E B R U A R Y 1 4 , 1 9 9 2 ( 2 5 ) ◼ M E T A H U M A N / G A D G E T E E R
"I may be a loose cannon, but you know I'm a damn good."
▼ A P P E A R A N C E:
"Can I remind everyone again, what complete crap this is?"
//STATS:
◼ HEIGHT |5'-6"
◼ WEIGHT |112 lbs
◼ BUILD |Athletic
◼ HAIR COLOR |White
◼ EYE COLOR |Greenish-Blue
◼ PERSONALITY |Rose Wilson is a proud rebel. She disobeys orders often, and likes making sarcastic comments. Rose likes to have the last words in. She isn’t afraid to speak her mind, and makes it obvious when she doesn’t like someone. But Rose hides her insecurity. She never really knows her place, so she moves around a lot. The only place she is really comfortable is in combat. But the one thing she knows for sure is that she is a good person.
Rose is a little psychotic, but not to the insane level. She knows her limits. She is intelligent, but also reacts quick, sometimes before the situations is fully thought through. The one thing she wants most is to be accepted for who she is, and she refuses to change her ways. She is flirtatious, and very emotional. Mostly in the pleasure and anger department.
//DESCRIPTION:
Rose Wilson is a thin, tall, muscular woman with fair skin. Her eye is a brilliant greenish-blue. She only has her right eye, because the left was damaged by her father in order to intimidate Nightwing into training her. Due to her abilities and injury the left eye is 'blind', rendering it white and pupil-less. Rose wore a white eye patch over the missing eye in her youth, but will only cover her eye now if necessary for covert or subtle affairs. Described by many as attractive, she has jarring silver hair inherited from her father's genetic mutations that is long, and reaches her mid-back. In terms of clothing, Rose generally can be found wearing her Ravager armor when on mission but off duty prefers to relax in shorts and tank tops. She can dress up when needed but prefers to dress comfortably.
▼ B I O G R A P H Y:
"I can't use the gun. Give me your sword."
Rose's origin begins in Cambodia, where she lived with her mother Lillian. Ten years prior, the mercenary known as Slade Wilson had laid with Lillian Worth. Returning after a decade, Slade and a group of allies came to the brothel where Lillian had operated in order to complete her extraction. However, one of the soldiers discovered Rose, and the girl shot him out of fear when the man tried to catch her. Intervening at the sight of Rose's silver hair caught his eye, Slade's confident, Wintergreen attempted to calm Rose only for Slade to look on, exchanging a knowing look with Wintergreen.
Over the years, Rose decided to follow in Slade's footsteps, study his tactics and trained under Slade himself to further hone her skills. However, Slade eventually decided his own training was insufficient and that he wanted more for his daughter. He wanted her to have a life, one with purpose but without the blood stains. So Slade turned to one of the most recurring thorns in his side, abducting the hero known as Nightwing and coercing him into training Rose everything he knew. It wasn't without sacrifice on Rose's part however, as it took Slade taking her eye in order to convince Nightwing to accept Slade's deal, least the world's deadliest assassin kill his own daughter before the former Boy Wonder's eyes.
Following Nightwing's training, Rose did the unexpected and betrayed Slade. Teaming up with Nightwing to take down her father, the pair overthrew Slade who unfortunately managed to escape, having anticipated the entire event. Feeling manipulated and abandoned by her father, Rose took up the name Ravager out of spite and set out to make a name for herself. Working two jobs, during the day, Rose took a job as a club bouncer, while in the rest of her time, she followed her father's example taking work as a mercenary. Unlike Deathstroke however, Rose's contracts consisted of stopping other hitmen from killing their targets.
Eventually catching the attention of Timothy Drake, the then-current Robin and leader of the Teen Titans, Drake extends an invitation to Rose to join the team. Hesitant to accept, Rose eventually reluctantly takes the offer after her former mentor, Nightwing tracks Rose down in at a strip club in Blüdhaven. Travelling to the team's newest headquarters in San Francisco, Rose did her best to settle in. But the revelation of who her father was, along with his relationship with past Titan teams did little to cement trust in the other Titans. Despite eventually earning the trust of others on the team, the constantly rotating roster of the Titans took its toll on Rose who already had abandonment issues. The final straw for Rose is the departure of her close friend and occasional paramour, Eddie Bloomberg who was forced to depart the team after the lost of his own abilities.
Striking out on her own, Rose spent the rest of her teenage years making a name for herself. Acting a something of a rougher hero, Rose took on missions that were often swept under the rug due to not being in the public eye. Cracking human trafficking rings and drug cartels, Rose spent numerous years in South America and aboard before finally being approached by the Justice League. Uncertain of the offer at first, Rose eventually realized that if the League was approaching her, they must have more confidence in her abilities and stability than she herself did. And that was exactly the kind of support that Rose needed in her life.
▼ A T T R I B U T E S:
"What's a girl gotta do to get in a proper brawl around here?"
// ABILITIES:
◼ ENHANCED MENTAL CAPACITIES |Rose inherited her father's metagene, an "unlocked mind." Unlike Deathstroke, Rose's mind takes in large amounts of information, and condenses it all into a probability assessment with a margin of error that she perceives as a vision. She then takes steps to keep her vision from coming to pass. Her powers also occasionally trigger in her sleep.
As part of her enhanced mental capacities, Rose has latent psionic tendencies and is able to communicate telepathically with those she bonds with. Furthermore, this grants her immunity to having her mind invaded or controlled by other telepaths and in particular her brother Joseph.
◼ PRECOGNITION |Rose's powers include limited precognition. She is sometimes able to use her precognitive abilities to 'see' her opponent's next moves, mainly when her adrenaline is running. Rose is sometimes able to use her precognitive abilities to "see" her own immediate future, although her visions come and go. These precognitive abilities may blossom into much more in the future.
◼ POWER DAMPENING |Rose's metagene causes her to dampen and reduce the effectiveness of another metahuman's abilities. In particular, this talent seems to specifically target metahumans which possess invulnerability allowing Rose to be able to deliver attacks and indeed wound those who normally would not be felled by conventional weapons.
◼ ENHANCED ATTRIBUTES |Through her father's genetics, Rose inherited the effects of the serum administered to her father, Slade Wilson. This essentially turned her into a super soldier. Her strength, speed, reflexes, durability, healing, etc. all surpass peak human levels. Rose is able to run at speeds of up to thirthy miles per hours and long distances far out-performing any Olympic athlete. She possesses a similar strength increase as her father; she can press approximately eleven hundred pounds - ten times her own body weight. Likewise, her reflexes, agility and senses are are well above those of human levels making Rose essentially a living weapon much like her father was. Lastly, Rose possesses an accelerated healing factor, allowing her to survive near fatal injuries, however it does not allow her to fully recover from some wounds. This can be seen in her 'blind' eye, nor would Rose be able to regenerate a lost limb.
// SKILLS:
◼ UNARMED COMBAT |Rose is a skilled martial arts expert, having trained under her mother from a young age and both Deathstroke and Nightwing later on. With enhanced agility, speed, strength and endurance thanks to the her inherited abilities from Deathstroke, the combination of precognition and a superhuman body leaves Rose a force to be reckoned with.
◼ WEAPONS MASTER |Rose is very skilled in the use of her arsenal of weapons. Her default weapons are a pair of energy swords originally designed for her by Timothy Drake. Capable of cutting through most inorganic materials, the blades are designed to pass through organic materials, administering a shock instead of lacerations. Aside from these weapons, Rose wields conventional swords, various firearms - armed with non-lethal rounds at the behest of Batman, however she's a crack shot capable of taking down targets with live ammunition without killing them, and lastly a bo-staff on rare occasions. However, Rose is a pragmatist at heart and it seems to matter little what weapon she is given as chances are that she'll be able to use it.
// WEAKNESSES:
◼ AMBUSH |Rose's enhanced mental abilities can only calculate the probability of that which she can see. While she may be able to detect a trap and calculate the best way to avoid it, an unseen opponent or a straight ambush will catch her unaware, requiring her to catch up before she can use her abilities effectively. As such, she won't be able to immediately counter attack, leaving her open to injury if not death.
◼ HUMANITY |Despite being a metahuman with notable enhancements, Rose is still as fragile as a normal human. While this is compensated for via her armor, Rose stills needs to breathe air, eat food and rest. Caught off-guard and unprotected, it would potentially only take a single bullet to the head to kill Rose as a fatal wound is something even she can't recover from.
◼ MENTAL PROGRAMMING |Originally, Slade sought to control his daughter, and inflicted mental programming upon her, allowing him to manipulate and control his daughter with selective keywords. While several of the League members have done their best to remove this mental programming, most of it remains due to Rose's immunity to telepathic invasion. As a closed off person, it is difficult for her to willing open her mind to the invasion required to remove the programming, thus there are keywords which exist that can cause Rose to turn on her allies or even fall unconscious.
◼ TEMPERAMENT |Rose's brash and often impulsive temperment can often times get the better of her. While she tries to be the master strategist and level headed commander her father was, even in her twenties, Rose has a lot of emotional baggage to work out making her often a volatile hothead.
// CHARACTER EVOLUTION:
◼ FULL PRECOGNITION |One of my ideas for Rose's character evolution is that her abilities continue to grow with her. Eventually, I'd like to be able to have her precognition blossom into a much more active ability, allowing her to see the future and almost act as a prophet for the team, angling the League into a more proactive position rather than the currently reactive position against crime.
◼ TELEPATHY |Another ability I'd like to be able to have Rose develop is that of telepathy. I've laid the seeds, but I would love to see her eventually come into her own command of her psionic abilities, starting with full telepathy. With this ability, and my desire to see her lead a team of her own, she'd be able to make an excellent field coordinator.
◼ LIMITED TELEKINESIS |An extension of her developing psionics, I thought Rose could benefit from limited telekinesis down the road, if for nothing more than to make her already impressive combat prowess a bit more 'showy' and add some variety to how exactly she can use weaponry.
◼ TEAM RELATIONSHIPS |An initially closed off person, Rose has dealt with a lot of betrayal over her life and expects the people who come into it to soon live once they've gotten whatever it is they were after. For this reason, I'd like to see Rose develop relationships with the team, primarily friendship though if the chemistry is there, potentially romantic.
◼ LEADERSHIP ROLES |Adding to her relationships, I'd like to see Rose grow to the point where the team trusts her enough to follow her instincts and instructions. I'd like to see Rose lead in the field, and direct a team on various missions in combat.
◼ A SENSE OF FAMILY |The ultimate culmination of her building of relationships, I'd like for Rose to finally have a family. People she looks up to, can go to for advice and who will just be there for her through the good and the bad.
◼ LOSS, LOVE AND A LONGING TOWARDS THE FUTURE |Over the course of the RP, I am looking for Rose to grow emotionally, dealing with loss, whether it be teammates, friends or something else that she values, to love and its struggles and eventually to Rose growing into her own, shedding her father's shadow and perhaps becoming someone, or something else.
▼ S A M P L E P O S T:
"Super Zeroes! Think maybe you could save me the trouble of a swim in this vile sludge? You know, in exchange for helping you idiots?"
The forest was eerily quiet. All that could be heard was the rumble of the convoy making its way slowly down the overgrown roads. The sobs of several women hung in the back, a particularly loud cry was cut off by a yelp, the echo of flesh on flesh rang out through the mist-laden forest. Normally, they would be free to travel the roads, but recently a she-devil, a costumed bruja had been cutting into their shipments. Just last week, three convoys were stopped, their contents escaped and returned back to their families and loved ones in the United States. Normally the capes didn't bother with the operations of the Jaguar, but for some reason, somehow they had caught the eye of this one.
Extinguishing a cigarette on the dashboard of the truck, the driver sat back in his seat attempting to relax before he shot up straight as a board. His foot slammed the brakes to the floor, the convoy skidding to a stop while the truck behind was forced to swerve to avoid rear-ending the first. Shrieks came from the back of both vehicles as the women inside were tossed around by the sudden jerking movement. Before the driver could even undo his seat-belt, the butt of a rifle was tapping on his window before the door was angrily hauled open.
"Why de 'ell did you stop!" The dark skinned man yelled at him as the driver meekly pointed towards a large tree felled across the road. Swatting a mosquito that had landed on his neck, the other man's lip curled up in disgust before he put his hand to his mouth and whistled.
"Alright, get de saws." He ordered, two other men climbing out of the back of the truck while he circled behind it. The assault rifle in his hands pointing from woman to woman as he shone the tactical flashlight into the back, a clear warning to those inside. Anyone attempting to escape would be killed, or worse.
The silence of the night was quickly broken by the roar of chainsaws as the two men powered up the tools and approached the tree. Bending down to begin at the stump, one of the men stumbled backwards in surprise, noticing the fresh cuts to the trunk, the tree hadn't been felled by natural means. Turning to call to the others, barely a word made it out of his mouth before the blade of energy sword burst through his chest. Live current running through his body as he slumped to the ground unconscious.
Unable to hear the struggle of his companion over the sound of his own saw, the other man didn't even notice the woman dressed in black and orange as she raised a gun towards him and fired the tranquilizer dark without even looking. Dropping to the ground, the saw disengaged as the other man joined his partner in a very deep slumber.
Noticing the sudden lack of noise, the leader of the group poked his head out from behind the truck before he called towards the first driver.
"Is it too much to hope, de idiots already cleared de tree." He spat venomously. Firing into the air to give off a warning, he walked forward. "This isa de night you die bruja."
A soft thud could be heard from behind the man, catching him off guard as the woman spoke.
"I don't fuckin' think so." The man was blown off his feet as the woman raised her gun, firing a single rocksalt round into his chest from a special modification. Watching his boss fly to the ground, the driver turned to run while the other men quickly climbed out the truck, scrambling for their weapons.
Rose Wilson, the Ravager.
Formerly a Teen Titan, forever damned to be the daughter of Deathstroke the Terminator. Rose had left the rooftops of Gotham, Metropolis and San Francisco behind for this. The feeling of being alive, the feeling of for one time, doing something right with her life. She was the hero of the down trodden and the scourge of the underworld and there was nothing in her that could bring her to deny that she loved every moment of it.
The night was illuminated by gunfire as assault weapons rang out but the girl was never where she had been when her assailants pulled the trigger. The steady hum of the energy swords gave away her position with each swing while she closed in, the blades cutting through the guns as though she was running her finger though a pool of water. It was easy, and it graceful.
And it was over far too quickly.
An adrenaline junkie at heart, Rose's chest pounded up and down, her bosom swelling with each breath she took, standing in victory over the pile of broken men. With a quick twirl of the swords, she deactivate the blades and returned the hilts to the back of her waist, drawing one of the conventional swords off her back as she approached the now stirring leader.
"Please, please call me a bitch like it's a bad thing." Rose said, reaching down and grabbing the dark skinned man before holding him up by his throat against the door of the convoy truck. "Who are you working for?"
"F-f-fuck..." He choked before spitting blood. "You!" Flinching, the blood laden saliva landed on her mask. Driving her sword through the man's shoulder, Rose listened in satisfaction to the shattering of glass as it told her the blade gone through. Cries of agony filled the night sky, the man pinned on the blade struggling with no avail.
"Same question as before, and I'd answer it this time." Rose stated, twisting the hilt of the blade.
"S-same answer." The man managed to reply, smiling wide, his teeth stained red. Growling, Rose pulled back the sword as she dropped the man to the ground. He stumbled while he fought to regain his footing only for the blade to swing. He barely felt a thing until the subtle 'THUD' of his hand hitting the ground causing him to look towards the bleeding stump on the end of his arm. Cold metal was suddenly pressed against his groin as Rose slammed him against the truck again, this time with a hand around his throat and her gun pressed to his manhood.
"You seem to like thinking with this, perhaps it knows the answer." Rose's smile was filled with anything but mirth as she spoke. The man tried to squirm but her strength held him firmly in place.
"The J-jaguar. We work for the Jaguar."
"Then I hope the Jaguar knows he's a dead man." Rose replied tossing the man back to the ground, his shirt tearing off. The muzzle of her gun lit up twice, the shots ringing out through the jungle as she placed a bullet in either of his knees. "Thirty mile walk back to town. I hope it was worth it." She spat tossing the shredded shirt back to the man. "And I'd wrap that quickly, don't want you to bleed out." She added, sheathing her weapons.
A light illuminated the jungle floor as a VTOL plane descended upon the scene. Opening the back of the trucks, Rose motioned for the captured women to exit while the plane lowered a platform to the ground. Dozens of thank you's and other blessings were whispered towards Rose as the battered prisoners ran to the platform. Giving the all clear, Rose watched the platform rise into the sky before the plane turned back towards the United States. Walking away from the scene, Rose haphazardly tossed a grenade over her shoulder as the trucks exploded moments later. The heat of the explosion warmed her back while Rose triumphantly walked away from the scene before muttering to herself.
"Always wanted to do that."
▼ NOTES:
"Oh, quit whining. You're still alive, aren't you?"
◼ SAILING |Rose enjoys sailing as a hobby, she finds it relaxing and enjoys how being on the water constantly keeps her in motion.
◼ DEATHSTROKE |Unless explicitly told otherwise by Member 00492, I am operating under the premise that Slade Wilson is currently deceased.
◼ BAT-RELATIONS |Rose has an odd friendship with Dick Grayson that has evolved past a school girl crush to an actual unstated respect for the original Boy Wonder. Tim Drake also has her respect due to the time she spent on the same team as him but they don't have near as close as a relationship as her and Dick do. Despite being 'over' her crush on Dick Grayson, Rose still tends to act cold or hostile towards Dick's current and former flames. She herself has little to no relation with Batman due to her who her father was.
T H E O O C I S C U R R E N T L Y U N D E R G O I N G E D I T I N G, P L E A S E S T A N D B Y
DC ♦ MARVEL ♦ DARK HORSE ♦ IDW ♦ IMAGE ♦ ARCHIE
◼ G M:Lord Wraith ◼ C O - G M ( S ):TBD ◼ G E N R E:Fandom ◼ T Y P E:Sandbox with linear and Collaborative Arcs
Ω P R E M I S E:
Welcome fans of Marvel, DC and all comics alike. Absolute Comics is a sandbox based RP that seeks to merge and mix the lore of your favourite characters into one living cohesive world. The idea behind this RP is not to embody our favourite heroes and villains to simply retell iconic stories and origins but to take these characters and make them our own. In fact the goal of the RP is for players to take their favourite characters and re-imagine them to tell their own stories. We only ask that the 'heart' of the character remains the same. Players will take the roles of their favourite characters and tell stories either alone or in collaboration with other players in order to to develop and grow the world.
In-game history is decided on a first come, first serve basis. However, it should not be designed in a manner which locks out another player from taking on a favourite roll. To give an example, if a player applies as Dick Grayson before an application has been received for Bruce Wayne, then the player applying as Grayson can decide to portray Dick as Robin, Nightwing or even Batman. No matter which of these roles the Grayson player chooses, it has an effect on a future Bruce Wayne player.
Due to the nature of the IC, the Bruce Wayne player would have to craft their CS to reflect a Bruce which reflects the Grayson player in the present. For instance, if the Grayson player chooses to be Nightwing, then the Bruce Wayne player will need to portray an older Batman during collaborative play. Even if a ‘Dick-Bats’ could block a player from playing Bruce Wayne as Batman, it shouldn’t necessarily block Bruce Wayne as a character. If so desired by both parties, a Batman Inc. like scenario could even be worked out.
To differentiate itself from previous 'One Universe' roleplays, Absolute Comics allows for non-linear story telling. This means you can play stories which occur in the past, present or future allowing a single player to have their character's story span multiple years. A Spider-Man player could play out one arc with Peter learning to wall-crawl while another arc could be player with Spider-Man teaming up with the Justice League. This is the flexibility afforded to you as a player in an effort to both keep interest fluent and to allow easier coordination of collaborative arcs without sacrificing independent stories. A major change to Absolute from the previous iteration is that the IC will be divided into three types of play. Like most 'One Universe' roleplays, players will be encouraged to write and create their own 'Chapters', solo stories that follow their character in whichever point in their career they so choose. 'Crossovers' will be GM-moderated events which run alongside 'Chapters'. Crossovers will be available to any player, and there will always be enough Crossovers to accommodate every player is so desired. These events will range from a city-wide to national level pending the ongoing events and players involved. Intended for players who thrive on group interaction, Crossovers will act as a more traditional linear story-telling and will be solely based in the present, thus setting the standard which 'Chapters' can base their timeline upon. Lastly, there will be 'Crises', these Crises will be Universe wide and will change the status quo of the entire game as needed. This can be used to re-align players by challenging their personal beliefs, open gateways to the multiverse, repel alien invasions or even a total rebirth of the roster to allow new players to take up roles which have been abandoned with a completely clean slate.
It is important to remember that interaction, much like any role-play, is the bread and butter of the game. To that end, players are encourage to work together not only during Crossovers and Crises but also on their individual Chapters. Classic teams ups such as Batman and Robin or Wolverine and Hawkeye are always welcome, but don't forget, this is a One Universe Rp where the Devil of Hell's Kitchen can work alongside Gotham's Dark Knight.
I thank you for your interest in Absolute Comics and look forward to seeing everyone's stories unfold.
Ω G A M E P L A Y:
CHAPTERS:
Chapters are the stories told by the players themselves for whichever characters they have chosen to portray. These stories need not take place in the same present as that which the Crossovers are taking place. This allows you, the player to portay your character at whichever part of their career you wish to. Events which take place in the future or near future will be accommodated by Crossovers moving forward in order to try and maintain a solid timeline. Elseworld stories are also encouraged if you have a different take on a character which doesn't suit the current timeline or world.
CROSSOVERS:
Crossovers are the life blood of the RP. These are linear events which contribute to larger over-arching story. At any one time, there will be as many Crossovers happening as needed to contribute to all interested parties. Crossovers take place a city to national level, pending the amount of players involved in the current crossover. Players are not required to participate in every crossover, but they should try to contribute to them as often as possible. You will never be required to remain within the crossover for its entire run unless you become integral to its story. If you are playing multiple characters, you need only contribute to Crossovers with one character.
CRISES:
Crises are large scale events which affect the roleplay on a massive scale. These events can be global, universal or even mutli-dimensional. Ideally, the occuring Crisis will affect all players, but all players need not directly contribute to the Crisis at hand. The outcome of these events will affect the roleplay's status quo, wiping the slate clean or drastically changing the present world. This could mean something like DC's Rebirth where abandoned characters can be reset allowing new players to assume their roles without the need to continue previous stories, or Marvel's Civil War where characters and their beliefs will be challenged, changing the alignment of different characters and the shape of different team rosters. These events won't take place often but when they do, they will be designed to directly impact the RP.
Ω R U L E S & R E G U L A T I O N S:
▼ 1 . 0 . 0 - C H A R A C T E R C R E A T I O N:
► 1 . 1 . 0 - You may choose any character appearing in the continuities that envelope certain frames of western comic books, through the core game is a DC/Marvel collaborated universe and emphasis will be on such. However, this is not to discourage concepts which come from outside those brands as characters, concepts and locations from other publishers are more than welcome. You can include aspects ranging from the Bruce Timm continuity, to Wildstorm or the Cinematic Universes. Many characters from Dark Horse, Image, IDW and even Archie comics are welcome within the world of Absolute. Exceptions do exist and will be noted on a case by case basis per the GM’s discretion.
► 1 . 2 . 0 - Manga/Anime based characters are heavily discouraged due to their incompatibility with western superhero comics. Other comic titles discouraged are those of belonging to science fiction genres such as Star Trek, Star Wars and Transformers. Properties from outside of the Marvel and DC Universes will be judged on a case by case basis but the above limitations are definitive.
► 1 . 3 . 0 - Competing applications will be requested to submit a sample post providing an example of their vision for the desired character. This sample post should include dialogue and be representative of the average portrayal. Competing applications will be given a deadline in which both players must submit their samples. These samples will then be judged by other accepted players who will vote on the sample they believe portrays the character better, as in any vote, the majority will win and that player will be given the character.
► 1 . 4 . 0 - It is requested that the first character that you apply for as a player be a character that you will be using to participate in ‘Crossovers’ and/or ‘Crises’. This is to encourage a community within the IC and help flesh out the lore and timeline up front by establishing superhero teams and careers.
► 1 . 5 . 0 - Every player will be entitled to three character slots to start. Ideally, this allows you to have a ‘Crossover’ Character, a ‘Chapter’ Character to spin your own stories and plots and a Villain Character if so desired. Villains are ideally to be used for player versus player stories but can also be used for ‘Chapters’ or even ‘Crossovers’ although it is not encouraged to apply with a villain as your primary character. You are under no obligation to play three characters and can simply play one. Players who post regularly and desire so can be allotted an additional two character slots. Posting regularly is defined as posting at least once per week and includes participating in the ‘Crossover’ events as well as the OOC.
► 1 . 6 . 0 - In terms of character creation you are free to completely overhaul and redesign any canon character from one of the aforementioned publishers. This means you can tell the story of the character how you believe it should be told. However, there is one major limitation, the heart and soul of the character must stay intact. The character should not be changed so much that they're unrecognizable. This means that Batman can't be a cold blooded killer anymore than Spider-Man can be a rich, well off playboy. Every aspect of the character that isn't key to their major identity is malleable, this can even include sex and abilities if so desired.
▼ 2 . 0 . 0 - P A R E N T S, L E G A C I E S & V I L L A I N S:
► 2 . 1 . 0 - First and foremost, Absolute is focused on being as welcoming as possible. For this reason, it is requested that players accommodate each other in the event of interest when it comes to a character directly related to one already in play. Having an active player portraying a character is more important than another player having an NPC claimed on their character sheet.
► 2 . 2 . 0 - Characters are claimed on a first come, first serve, basis. For this reason, if the parent hasn’t been claimed, the legacy is just as available. If another player comes along and expresses interest in the parent, it’s requested that both players be as accommodating as possible to allow the other to express their vision. It is understandable that sometimes two visions will not mesh, and in this case the player who came first will be given precedence. If a GM needs to step in as a mediator or an arbiter, this can be arranged in a group PM.
► 2 . 3 . 0 - Heroes and Villains alike can not kill off their personal nemesis off screen. Especially in the case of a familiar name. As much as killing off a big name ‘ups’ the other as a bigger threat, it’s a cheap and overdone device. However, if two players come to agreement and write a scene where the Joker finally kills the Batman, this is acceptable and encouraged even. Make waves in the IC and conversation in the OOC.
▼ 3 . 0 . 0 - T I M E L I N E & L O R E:
► 3 . 1 . 0 - The timeline and lore of Absolute will be primarily defined by the submitted sheets of each player. After this, it will be determined via events told through the IC. As time is fluid in the IC, meaning stories can be told in parallel spanning the past, present and future, events will constantly be added to the timeline as players finish ‘Chapters’, ‘Crossovers’ and ‘Crises’.
► 3 . 2 . 0 - In the event of a ‘Crisis’, the timeline can be changed and it will be up to the players to voice any desires they have to change or keep specific events. Characters who have been abandoned by their player will have their contributions to the timeline wiped clean so that the character is more accessible for the next interested party. If that character was part of a group event, any remaining members of the group can decide the involvement of the character in question.
▼ 4 . 0 . 0 - C H A P T E R S, C R O S S O V E R S & C R I S E S:
► 4 . 1 . 0 - Chapters are solo stories as told by the player and revolve around their character(s). These can be one off stories told over the course of a post or planned arcs which take readers through several constructed posts. While it’s not mandatory for players to write alone, it’s also considered poor etiquette to insert one’s character into another player’s story without first asking or being invited. Players are free to collaborate on Chapters together, and are encouraged to do so, provided the desire is voiced in advance to avoid any awkward situations.
► 4 . 2 . 0 - For freedom of writing and world building, original antagonists and supporting casts may be included in personal chapters. This should not be abused and is only to be used for characters who have lacking or underdeveloped casts. Characters with strong and well-formed supporting casts and large rogue galleries should not be using this feature, (I.E. Spider-Man, Batman etc).
► 4 . 3 . 0 - Crossovers are the bread and butter of the RP and provide a group roleplaying experience. It is requested that players participate in crossovers as often as they can although you are under no obligation to participate in each one. Crossovers may be one off events or may link together to form a linear story. Crossovers will be GM moderated and as such, the GM will provide an antagonistic force to defeat or goal to be achieved. Crossovers are also a great way to interact with your fellow players and mingle characters together that haven’t had a chance to mingle yet in the IC or wouldn’t meet otherwise.
► 4 . 4 . 0 - Crises are culminating events that occur at the end of a series of Crossovers. The only difference between a Crises and a Crossover is that the outcome of a Crises has a major effect on the roleplay, and can completely change the state of the IC. A Crisis is an event comparable to ‘Flashpoint’, ‘Civil War’ or ‘House of M’. While all players need not participate in the Crisis directly, it is requested that they respond appropriately when playing their character. Again, given the fluid flowing of time in Absolute, it’s not necessary to change past events (although there could be exceptions…) but during Crossovers and even ‘future’ story lines, it is important to align your lore with the current status quo. Crises will not happen often but when they do, they will make an impact.
▼ 5 . 0 . 0 - I N C H A R A C T E R:
► 5 . 1 . 0 - Absolutely no 'OOC' chatter in the In Character Thread. If you have a question or anything to explain there is an Out Of Character Thread provided. You have no excuse to make an 'OOC' comment in the IC and if done it will be heavily frowned upon.
► 5 . 2 . 0 - You are your character(s), so act like them. Create or portray their mannerisms, powers, and ideals to how they have been established in the game. BE the character, not just yourself with the character's powers. The notes section of your CS has been provided for such a reason, use it to help yourself remain consistent in character portrayals.
► 5 . 3 . 0 - Writing expectations for this roleplay are at least two (2) well developed paragraphs as a minimum per post. Three (3) to five (5) paragraph posts however would be awesome so long as you're not simply chewing the scenery. Proper spelling and grammar is also expected but small mistakes here and there are understandable. Blatant offenses will be called out.
► 5 . 4 . 0 - You are required to post at least once per character within a fourteen (14) day period. Extensions will only be given in extenuating circumstances. Please recognize your limitations before joining the RP, if you are unable to post once every ten days, then it's highly likely that you do not have enough time to keep up with the RP.
► 5 . 4 . 1 - In the event that you do miss the deadline, your character will be listed as 'inactive'. After a further week of inactivity, your character will be expelled, and dealt with as necessary in the IC, whether killed or used as needed and then discarded. This whole process is simply easier if you just let the GM know if you're unable to keep up or simply have lost interest in the RP.
► 5 . 4 . 2 - If you find yourself in a plot with another player and they disappear, do your best to move on without them and quickly finish the arc to the best of your ability, or ask for the help of a GM.
► 5 . 5 . 0 - No God-Modding or metagaming. This refers to controlling or manipulating another player's character in way that is completely self-beneficial and not pre-approved by the other player. This also includes being untouchable against NPC characters as well as being all knowing. Keep your character humanized or risk being expelled from the RP.
► 5 . 6 . 0 - This is a Character Driven RP, and as such you are encouraged and expected to take charge of your character's sub-plots and storylines. There will be a heavy emphasis on collaborative activities and team building as well. The GMs will be leading the RP in the traditional sense with a driving plot and will ensure the RP keeps moving however we do want to see you develop your characters and produce your own plots. However we don't want to see you lock your character out of interaction and focus solely on your character and their 'world'. No one enjoys watching you play with yourself, it's always better to let someone else join in on the fun.
► 5 . 6 . 1 - Player Character's are not to be killed without permission nor that player's supporting cast members. It is fine to kill nameless NPC's, but PC's or important NPC's will require authorization by their creator except in the event of a GM event.
▼ 6 . 0 . 0 - O U T O F C H A R A C T E R:
► 6 . 1 . 0 - Respect the Game Masters. The GM's words are to be adhered, don't argue or disregard them unnecessarily. If a GM asks you to stop doing something please do it. Likewise if a GM asks you to change something in your post please do it. Failure to adhere to any GM or Moderator requests will result in expulsion from the game.
► 6 . 2 . 0 - Respect the other players. Constructive criticism is fine, but flaming or trying to run players off just because you don't like the way they do things is not okay. Remember, it's the GM's job, not yours, to point out if there's a problem. If you feel that there is a problem, then contact a GM directly.
► 6 . 3 . 0 - Likewise any quarrels will be dealt with by the GMs. Don't take them out in the OOC, arguments should be dealt with between the two parties through private messaging. If the involved parties truly can't solve their issues a GM can act as an arbiter upon request.
► 6 . 4 . 0 - No GIF Wars. This is a thread for discussion of the roleplay, its characters and plots. This is not a Spam Thread. Chat is allowed and encouraged but within reason, please try not to fill the OOC with numerous pages that have little to nothing to do with the roleplay itself. An active OOC generally means an active roleplay so feel free to chat up your fellow players about characters and events in the RP.
▼ 7 . 0 . 0 - S E X U A L C O N T E N T:
► 7 . 1 . 0 - This is an open world RP and I realize that relationships are a part of this. While I have no problem with this I do want it kept a specific way to avoid breaking any rules. As part of RPG's rule, mature content is forbidden on the forums. You may however use the standard fade-to-black technique if you desire and that will be fine, just keep it PG-13/14A (May contain: violence, coarse language and/or sexually suggestive scenes.) both leading and following up. I implore you to keep within the age restrictions set up already by administration. As such, let’s keep it simple, ages 14-17 can have relationships with each other and likewise for 18-22. Obviously there's some grey area in there and I'd understand 16-18 should also be a range but please just use your common sense if you're going to seek a relationship within the RP. You have been warned of my expectations on this matter and should you fail to follow through you will be asked to leave the roleplay and reported for breaking site rules.
▼ 8 . 0 . 0 - C O M M I T M E N T & C O N S I S T E N C Y:
► 8 . 1 . 0 - If you join this RP, if you take the time to submit an application, I'm putting my faith in you that you'll be committed to it and that the character you play will be consistent with the one in the agreed upon CS. Personally, I have a hard time with this sometimes and I understand that things just happen. That said I’m referring to suddenly giving a character new powers with no explanation or completely changing their backstory in order to add new skills. I’m okay with changes but I’d like a heads-up first so perhaps we can work a more natural way towards these things happening. In terms of commitment, dropping out of the RP randomly for whatever reason is a pain or a GM. Simply put, it wastes my time along with the other players. If you do not think you can join and you're sure something will come up, do not join. Tendency to not care about an RP after a while? Don't join. Simple as that. I will work with you when it comes to bumps in the road. If you think you're going to be out for a couple of days, that's fine. I'll find a way to excuse you from the story or play your character. However, please let the group known as far in advance as possible. If you're going on a trip, tell me something. Do not leave me wondering where you are. Let me know so I can keep things going. I will work around you if you work with me when you can.
Ω A P P L I C A T I O N:
C H A R A C T E R C O N C E P T P R O P O S A L
A L I A S
"Witty Quote #1"
B I R T H N A M E ♦ B I R T H D A T E ( A G E ) ♦ S E X ♦ A L I G N M E N T
Ω C O N C E P T A B S T R A C T:
This is where you outline your vision for the character including any notable changes or differences from the regularly accepted canon. Ideally this can also include hints towards plot directions and potential arcs for your character.
Ω N O T E S:
Any additional notes you want to put either for yourself, the GM's or other players to help clarify your vision or continuity.
[CENTER][h1][color=][b]A L I A S[/b][/color][/h1][h r][sup][color=]"Witty Quote #1"[/color] [img]IMAGE/BANNER[/img] [/sup][h3][sup][sup][color=]B I R T H N A M E [color=]♦[/color] B I R T H D A T E ( A G E ) [color=]♦[/color] S E X [color=]♦[/color] A L I G N M E N T[/color][/sup][/sup][/h3][img]IMAGE/BANNER[/img] [/CENTER] [COLOR=][INDENT][B][SUP][SUB][H3]C O N C E P T A B S T R A C T:[/H3][/SUB][/SUP][/B][/INDENT][h r][/COLOR][INDENT][INDENT][i]This is where you outline your vision for the character including any notable changes or differences from the regularly accepted canon. Ideally this can also include hints towards plot directions and potential arcs for your character.[/i][/indent][/indent] [COLOR=][INDENT][B][SUP][SUB][H3]N O T E S:[/H3][/SUB][/SUP][/B][/INDENT][h r][/COLOR][INDENT][INDENT][i]Any additional notes you want to put either for yourself, the GM's or other players to help clarify your vision or continuity.[/i][/indent][/indent]