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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:

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| 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. 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.​

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Vigilance Presents...
A G E N T S O F H . I . T .

H Y P E R H U M A N I N V E S T I G A T I O N & T A C T I C A L U N I T

C H A R A C T E R S:

Director Winter Caspian, Head of H.E.L.P., the International Bureau of Hyperhuman Equality, Logistics and Protection - Glass Manipulation
SES (Senior Executive Service) Michael Shield, Head of H.E.L.P.'s Protection Division: H.I.T., the Hyperhuman Investigation & Tactical Unit - ???
SSA (Supervisory Special Agent) Nicholas Locke, Unit Chief - ???
SA (Special Agent) Sebastian Scott, Field Agent - Speedster/Werewolf
PA (Probationary Agent) Dr. Veronica Duquesne, New Recruit - Temporal Manipulation

P R E M I S E:

The Roleplay will follow the Hyperhuman Investigation & Tactical Unit lead by SSA Nicholas Locke as they are sent by H.E.L.P. either to react or be proactive to developing Hyperhuman situations. Styled after Agents of S.H.I.E.L.D. and Criminal Minds, the Roleplay will aim to engage the psyche along with entertain as it explores the motivation behind the suspects while delivering superhuman action and spy drama as a greater plot unfolds. Ideally this Roleplay will be a 1x1, with both players controlling multiple characters in order to create a complete Investigative Unit, Antagonists and otherwise a well rounded story world.

Set in the world of Vigilance, Agents of H.I.T. will draw from the majority of the lore with an obvious emphasis on the Hyperhuman side of things however magic can and will factor into the story at times. Notably, the Mavericks will be exempted from the story due to the imposed gravitas of the heroes often coming across as underwhelming and forced. The heroes of this story are the Agents of H.I.T. and all focus will be upon them.

B A C K G R O U N D I N F O R M A T I O N:

3 H A:
The Hyperhuman & Human Alliance, often stylized 3HA ( Triple 'H'-'A'), is a social equality group that is made up of both Hyperhumans and Humans fighting for equal rights among both species. It is the work of the Alliance over the past twenty years that has allowed the law to become much more lenient towards Hyperhumans using their abilities to benefit society. As a result, Society has progressed rapidly, much faster than any analysis could ever have expected it to.

H . E . L . P .:
The International Bureau of Hyperhuman Equality, Logistics and Protection was a former Canadian initiative that was expanded into part of the United Nations. The department is organized into three divisions. The first of these divisions, Equality and Research deals with the social issues that plague Hyperhumans. The Logistics and Research Division focuses on further understanding the genetics and development of the Hype-Gene along with numerous technologies which help to protect the average citizen from Hyperhumans who choose to abuse their abilities. Lastly there's the Protection and Enforcement Division who track down and contain those who do in fact abuse their abilities. On the other side of the coin, the Protection and Enforcement Division protect Hyperhumans from those who wish to persecute them.​

H . I . T .:
The Hyperhuman Investigation and Tactical Unit is a specific team affiliated under H.E.L.P.'s Protection and Enforcement Division. Equipped with specialized gear members of H.I.T. Squads are dispatched when situations become far too dangerous for the military or H.E.L.P. agents to handle directly. H.I.T. Squad members are trained to resist and avoid even some of the most dangerous Hyperhuman attacks and about 95% are Hyperhumans themselves. H.I.T. was first established in response to a rising number of vigilantes who were abusing their Hyperhuman abilities. H.I.T. was created to intervene and contain the situation to prevent the loss of life on both sides. As such, standard armament for H.I.T. agents includes both lethal and non-lethal weapons such as tasers and tranquilizers.​

H Y P E R H U M A N S:
Hyperhumans are humans who have undergone Viriumosis thus leading to the creation of a ‘Hype-Gene’ and development of extranormal abilities. Viriumosis occurs when the high energy particles create an insertion and add one or more extra nucleotides into the host DNA. As insertions in the coding region of a gene may alter splicing of the mRNA, or cause a shift in the reading frame, this almost always leads to a significant alteration in the gene product. These alterations lead to a wide variety of effects which are often looked upon as super-human abilities.

While Viriumosis was only able to occur in the individuals who were alive during the Dark Eclipse, the Hype-Gene is able to be passed along through reproduction. This is a cumulative result of high energy particles stored within the donating parent's chromosomes. A portion of these particles are replicated and passed along to through genetic material resulting in the offspring going through Viriumosis in utero. Naturally this leads to the creation of the 'Hype-Gene' in the offspring allowing them to display abilities akin to those of their parent(s).

That said, a human born without a 'Hype-Gene' will not display Hyperhuman abilities unless subjected to Viriumosis. However due to the constraints of technology, there is no way to artificially replicate the process which created the ‘Hype-Gene’.

The 'Hype-Gene' isn't exclusively carried within either sex but is a dominant gene within both ensuring that the child of a Hyperhuman will indeed be one themselves. Due to a lack of willing subjects, there are no studies as to whether powers levels are greater or equal within children who have two Hyperhuman parents compared to those who only have one. Hyperhuman abilities are incredibly diverse and more often than not allow the host to accomplish superhuman abilities. When a Hyperhuman is born, they have an unlimited potential as to what abilities they will develop. Hyperhuman abilities are not predetermined by parents but instead are developed during puberty in the majority of hosts. However those who go through trauma at a younger age may prematurely develop their abilities. Environment and circumstance surrounding the time of ability development will contribute to determining the host’s abilities. Due to the nature of Viriumosis, Hyperhuman abilities are closely linked to Earth’s Electromagnetic Spheres and could be considered to be powered through it.

The more of these 'Hyperhumans' that are in close proximity, the weaker they become as they fight to draw from the same EM spheres. Many of these 'Hyperhumans' live their lives without knowing about their abilities, a few odd occurrences happening in times of heightened adrenaline. But there are the few who learn to embrace their nature and use their abilities to accomplish extraordinary feats.

P . R . C . U .:
The Pacific Royal Collegiate And University is a special institute founded in 1986 and led through associated by the Hyperhuman Equality, Logistics and Protection Department. The goal of P.R.C.U. is to train young Hyperhumans to control their abilities and while working with the Hyperhuman Equality, Logistics and Protection Department in order to one day reach the goal of fostering friendly relations between Hyperhumans and the general populous.

Originally a large Victorian High Gothic style mansion built on Digby Island in British Columbia, Canada, the mansion was built just beyond an old coastal defense built at Frederick Point used as a watch during the Great Wars. Originally purchased by H.E.L.P.'s anonymous sponsors, it was then re-purposed the fort into a base for their own Hyperhuman Intervention Taskforce along with another old coastal defence at Dundas Point, while the mansion was converted into an academic building. As enrollment increased, H.E.L.P. commissioned the construction of gender specific dorms. Eventually, the class sizes outgrew the mansion and the construction of a new academic building was completed. P.R.C.U. continued to grow and expand adding the University component in 1999. This lead to the construction of three new dormitories, one of which was the first co-ed dorm on campus, a risky move but necessary to update to modern times.
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C H A R A C T E R C O N C E P T P R O P O S A L


"Witty Quote #1"
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 A M P L E P O S T:

TBD
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Premise: Group of College Students gain incredible powers and use them to fight crime and save the city.

A crime-wave has washed over the city of ___, escalating crime rates by nearly two hundred percent. Among the largest offenders are offences relating to possession and trafficking of a new drug simply known as 'Bliss'. Genetically engineered to stimulate the human body, Bliss temporarily grants the user abilities that most would consider superhuman. Desperate to get the drug off the streets, the ___ police department has started a full blown war on drugs through the city.

However, unbeknownst to the city's officials, a new strain of Bliss has been developed. Stronger than the previous version, this form of Bliss is believed to deliver far longer lasting effects, if not permanent ones. But when a shipment of this new Bliss is confused for the original strain, it's delivered to a college dorm party. The results are horrifying as nearly every participant is killed when the drug is slipped into the punch. Only a handful of survivors walked away, their bodies forever altered as they begin to manifest new and strange abilities.

But, what these individuals choose to do with their abilities is yet to be seen.

Does great power come with responsibility?

Or does it corrupt?
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I L L A D V I S E D

C H A R L E S A D A M M I C H A E L S A U G U S T 0 8 ( A G E ) M A L E
"Witty Quote #1"

▼ A P P E A R A N C E:

"Witty Quote #2"
//STATS:
◼ HEIGHT | How tall is your character? (Imperial preferred, metric accepted.)

◼ WEIGHT | How heavy if your character? (Imperial preferred, metric accepted.)

◼ BUILD | Your character's body shape, this can be a single descriptive word that you can build on in the description section below.

◼ HAIR COLOR | What colour is your character's hair? Note you can elaborate on this in the description if your character changes their hair colour often or if it's a difficult to describe color or combination.

◼ EYE COLOR | What is character's eye color? This can be elaborated on if needed in the description should your character be wearing colored contacts or has changing eye colors due to their abilities.

◼ OTHER | Can be changed/removed depending on if your character has any other noteworthy features. Feel free to add additional stats for piercings, tattoos, scars etc. Sexuality could also be added here if you feel it's worth noting.

//DESCRIPTION:
A written description of the character's appearance. Keep in mind that appearance isn't only limited to their physical make up, but the style of clothes they wear, they're body language and in general how they present themselves.

▼ B I O G R A P H Y:

"Witty Quote #3"
This is the story of your character's life, their defining moments nd how they made it from the womb to where they are now. You can include as much other details as you think is necessary but don't go overboard and spell everything out. Sometimes its best to show through the IC than to tell in the CS.

▼ M O T I V A T I O N / O B J E C T I V E:

"Witty Quote #4"
What is driving your character? What makes them tick? Why do they act the way they do.

▼ A B I L I T I E S / S K I L L S:

"Witty Quote #5"
//ABILITIES:
◼ TBD | Test

//SKILLS:
◼ TBD | Test

//LIMITATIONS:
◼ TBD | Test

//WEAKNESSES:
◼ TBD | Test

▼ N O T E S:

//SUPPORTING CAST:
▼ ALLIES
TBD | Test

▼ FRIENDS
TBD | Test

▼ ENEMIES
TBD | Test

//STOMPING GROUNDS
◼ TBD | Test

//PARAPHERNALIA
◼ TBD | Test


Project A.D.A.M. - A synthetic lifeform created by Dr. Richard Michaels. Using accelerated human D.N.A., Dr. Michaels was able to create a bio-mechanical fusion resulting in what was dubbed a synthoid. This synthoid, the Adaptable Artifical Man, or simply Adam was capable of altering its bio-mechanical structure in order to defend and retaliate against numerous threats. As such, Adam attracted the attention of numerous military contractors which ultimately resulted in the untimely death of Dr. Michaels.
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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.
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T H E K I N G I S D E A D, L O N G L I V E T H E K I N G!


Nomads
Warring Tribes


The Capital, The Valley Hold (Capital Kingdom)
The Holy City, The City in the Mountain


The Matriarch of the South (Southern Empire)
A female dominant society and ruling kingdom of the South. The Matriarch values woman as the bringers of life and therefore elevates them in society, though without the repression of the male population whose efforts are valued in other ways. No Matriarch has ever been High King and as such, there is some hostility towards the other Kingdoms. This hostility has led to an alliance with the Kingdom of the West in the War against the North.


The Unbreakable Sword, the King's Blade
Sacred sword passed down from High King to High King, said to be nigh unbreakable if wielded by the true ruler of the realm. The blade was shattered shortly before the death of the Warrior High King ___ the Third, bringing an end to both his reign and his bloodline's claim to the throne in the eyes of several of the surrounding kingdoms.


Kingdom of the North (Northern Dominion)
Allies of the 'House of the Broken Blade'. Stoic and unconcerned with an ancient belief, the North stands by the House as the true rulers of the realm. As such, they've been drawn into conflict with the Riders of the West who believe they have a stake for the crown.


Riders of the West (Western State)
Known for their extremely organized and trained Knight's Calvary, the Riders of the West were first in line for the Throne before the Kingdom of the Sea took the throne as their own upon the death of Banker King. Seen as the liberators, the public elected the Mer as the new rulers. Bitter, the Riders broke ties with the Crown Alliance and retreated to their homeland until recently when they have alligned themselves with the Matriarch of the South


Kingdom of the Sea (Eastern Province)
Home of the infamous Banker King, the Kingdom of the Sea has ruled most consistently from the High Throne throughout history due to the prosperity brought by their ports. However, the Kingdom was disgraced when an assassination attempt on the Banker King robbed them of the throne. The Banker King became the subject of assassination due to his taxing of the other kingdoms for tribute. While he was killed for the implementation, other High Kings would follow his lead.
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Abandoned Idea
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Street Level Heroes
Just starting out
Urban Center in a state of imbalance
Crime rates on the rise
Small cast
Ideally simple powers with broad applications
Cast should compliment one another
Ideally younger cast balancing every day problems with newfound responsibility, thematically similar to Spider-Man, Batman Beyond or X-Men Evolution
Crime will be more more caused by superpowers compared to previous RPs where organized crime has been the choice tool. Ideally there will be a nice balance between true villains and simply empathic but disillusioned people on their last whim.
Ideally the players will build a repeating Rogue gallery
Players should be getting their butts handed to them at the beginning
No millionaires, billionaires or the ilk (Looking at you, Wraith)
No aliens, the supernatural or magic.




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R I S E

G M: Lord Wraith G E N R E: Superhuman, Modern Fantasy, Slice of Life T Y P E: Linear Sandbox
"Quote"
-Author
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Lightning rumbled overhead as Joseph Thoreau exited the New Lilith College Academy. His tousled dark hair immidiately dampaned by the rainfall as the clouds opened up and rained down on the coastal city of New Lilith. Rain wasn't unexpected at this time of year, but the forecast hadn't called for a storm of this size or magnitude. Last Joseph had heard his father say, it was only a twenty percent chance of precipitation for the entire day. This felt more along the lines at at least ninety.

Bidding goodbye to his circle of friends as they boarded their bus, the highschool junior made a beeline for his bike, holding a heavy text book over his head in hopes the hardcover would somehow protect him from the downpour. Unchaining his bike, Joseph hopped over the saddle, his feet landing on the pedals, as he took off towards his parents' condominium located at the heart of the city. His father, Silas Thoreau, was the city's district attorney and as such, preferred to live at the heart of the city he strove to protect.

Taking his usual short cuts, Joseph couldn't help but notice the large black van following him. Ducking down a small alley, the teen smirked to himself, thinking he had evaded his followers only for an identical van to suddenly block his path as the boy brought his bike to a quick stop. A man in a suit and trenchcoat stepped out of the van's sliding door, the majority of his face hidden behind a large pair of thick rimmed sunglasses. Tight leather gloves covered his hands as he approached Joseph while the boy tried to regain his momentum, pedaling the bike in the direction he had come.

But it was to no avail, as the other side of the alley had become blocked by the first van. Two men, dressed indentically to the first climbed out of the van and Joseph quickly realized he was surrounded. Fear gripped the heart of the teen, as his eyes rapidly surveyed the alley for another escape. Jumping from his bike, Joseph ran towards a fire escape, leaping off a nearby dumpster as his hands took ahold of the cold wet metal rung. Slipping as he tried to pull himself up, Joseph felt a pair of strong hands take a hold of his ankles. Flailing his legs rapidly, a primal scream for help managed to escape his lungs before the man ripped him from the ladder, dropping him onto the dumpster that had aided him previously.

Winded and dazed, Joseph lashed out at anything that moved while his three captors surrounded him. Managing to land a heel to the face of one of his attackers, Joseph saw a satisfying drop of crimson appear on the man's lip before he was suddenly backhanded.

"Our orders were not to hurt him." Snapped one of the other men as he pulled the first man off of Joseph, leaving the remaining attacker to restrain the teenage boy.

"Fuckin' kid cost me a tooth." The injured man swore as he spat the tooth in question onto the ground in a thick loogie of blood and saliva.

"Get the fuck over it. You can buy a platinum one when this is all over." The other man said as he turned to Joseph who was still flaying against his restrainer.

"Hold his head steady." The man ordered as he produced a syringe from within his jacket.

"Get the fuck off of me!" Joseph screamed as a strong hand pulled his head to the side. "No! No! NO!" He continued to scream as the syringe was injected into his neck. The world around him fading before his vision suddenly went black as he slipped into a state of unconciousnes.

"Get him to the van." The man ordered. "And you, regroup and get the others." He continued as the other man wiped more blood from his lip and headed towards his vehicle.



The Faulkner Estate was considered by many to be the safest place in all of New Lilith. Situated above the Demon's Valley, the ancestral home of New Lilith's elite was safe from most natural disasters. Built into a foundation of solid rock with acres of cleared forest all around, there was worries to be had from the worst that Mother Nature could throw its way. Mankind however was another matter, but Charles Michaels, the current heir and resident of the stately manor had spared no expense when it came to security on his mansion. To most, it was assumed he kept a multitude of wealth in his private home, to those in his private circle however, this couldn't be further from the truth.

Charles Michaels had, in a prior life, been known as the vigilante IllAdvised, one of the New Lilith's so called Mavericks. But time took its toll and so Charles retired the mask and settled down. Marrying Penelope Drusilla 'Drew' Scott in a private ceremony, New Lilith's former most eligible bachelor had been taken off the market. The two would give birth to a son the following year, a son who was now reaching the age of eight.

A chime sounded throughout the mansion indicating the opening of the estate's main gates as a black Grand Cherokee made its way onto the grounds. The garage door opened upon recognizing the vehicle and Drew steered the vehicle into its spot like she did everyday upon returning from picking Zebulun up from his private classes. Climbing out of the driver's seat, Drew brushed her blonde hair out of her face, the blue dyed tips catching in the breeze as the rain continued to pour outside while the garage door slowly shut. Opening the back door, she was nearly tackled as Zebulun exploded from his seat, wrapping his limbs around his mother.

"Can we play video games? Daddy always said that when it rains, I can play video games." Zebulun asked with excitement as Drew buried her brow in a mocking expression, pretending to think long and hard about her answer.

"Is your homework done young man?" She asked as Zebulun looked up at her, his icy blue eyes seemingly growing in size the further his bottom lip stuck out.

"I don't gots any homework Mommy!" He protested as Drew allowed herself a small laugh before putting Zebulun down on the ground.

"Then I guess you can play video games." She said with a false surrender, a smile covering her lips as the boy's tiny fists pumped into the air in celebration before he quickly ran inside ahead of her.

"Sorry about this Ma'am." A voice came from behind Drew as she jumped while hand landed on her shoulder. Old reflexes immediately came back to her as her own arm shot backwards, taking a hold of the wrist and spinning around just in time to avoid the syringe aimed for her neck. A gout of freezing air erupted from her hand, encasing the needle in a block of ice before it dropped to the ground and shattered.

"Fuck." The man cursed in a monotone voice.

"You don't seem particularly upset." Drew smirked.

"I'm not upset." He replied breaking his hand free of Drew's before tossing off his trench coat. "Just disappointed, I'm going to have to hurt you." He stated as a second set of arms was revealed as the long coat hit the ground. Four long curved knives adorned his belt as the man drew the blades, spinning each one around as he raised two arms above his head while two crossed his chest defensively. "The pretty ones always fight back."

"Four arms?" Drew stated with a tone of intrigue. "I bet you're a big hit in the bedroom."

"Most people can't get past how it looks in order to appreciate the benefits." The man replied as he lunged towards Drew who flipped backwards, landing on top of her Jeep.

"I can see that." She retorted.

"You're awfully curious for a married woman." The four armed assassin replied.

"Eh, just getting ideas for the hubby. He's really into toys." Drew snarked blasting freezing air towards the man who quickly side stepped the assault and charged the Jeep, throwing Drew off balance.

"You're out of practice." He taunted. "Bliss."

"Is that supposed to make me afraid of you?" Drew asked. "Oh no! You know my former secret identity." Drew retorted as she ducked under the Jeep, sliding across the floor before taking out the man's legs. "Look buddy, you come into my house and attack me directly. I'm going to assume you know who I am. Which also means, you know you can't win."

"If you're under the belief that you've been stalling me until your charming husband can return home, then you've miscalculated Miss Scott. Or is it Mrs. Michaels now?" The man asked.

"It's Scott, I'm a classy modern bitch." Drew replied as she encased her fist and ice and delivered a blow to the man's torso. "What'd you do to Chuck!" She screamed.

"He'll live." The man replied as he took advantage of Drew's unbalanced emotions, delivering a laceration across her bicep before catching her by the throat and spinning the woman around. One arm wrapping itself under her neck as the man spoke slowly and calmly into her ear.

"We're going to be taking your son now, Penelope, and there's nothing you, nor your husband, nor the rest of your super friends can do to stop us. In fact, and I dare say I'm wasting my breath, but it would be for the best that you do not attempt to follow us."

"F-f" Drew fought to spit the words out as the man's arm tightened around her throat. "Fuck you!" She spat.

"I'll keep the invitation under consideration on my way out if you wake up in time." The man snarled wickedly as Drew lost conciousness, her body slumping to the floor of the garage while the four armed man turned towards the door to the interior of the mansion.

"Oh Zebulun, come out and play!" He called in a sing-song voice as he entered the safest home in New Lilith.
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H E R O N A M E





C O N C E P T


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.
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R A V A G E R

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

ALLIES AND FRIENDS

ENEMIES

▼ 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.
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R A V A G E R

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?"
E L S A L V A D O R:

Tuesday, October 30ST - 10:33 PM | Miramundo Rainforest - Chalatenango

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.
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I L L A D V I S E D

"The risk is worth a few ill-advised actions."

C H A R L O T T E A M I D A L A M I C H A E L S A U G U S T 0 8, 1 9 9 8 ( 1 9 ) F E M A L E H Y P E R H U M A N

▼ A P P E A R A N C E:


"I can handle myself."
//STATS:
◼ HEIGHT | 5'-3"

◼ WEIGHT | 105 lbs

◼ BUILD | Petite Hourglass

◼ MEASUREMENTS | 34-24-34

◼ BRA SIZE | 32B

◼ HAIR COLOR | Deep Brown with strands of gold and auburn acting as natural highlights.

◼ EYE COLOR | Green

◼ ETHNICITY | Mixed

◼ OTHER | Can be changed/removed depending on if your character has any other noteworthy features. Feel free to add additional stats for piercings, tattoos, scars etc. Sexuality could also be added here if you feel it's worth noting.


//DESCRIPTION:
Standing at roughly five feet and three inches tall (5'-3"), Charlie is a woman slightly below average height for her sex. As such, she doesn't cut an overly intimidating figure, at least until she locks eyes with you. It's Charlie's eyes which cause many would be suitors to second guess approaching the otherwise stunning woman.

Charlie is especially known for her keen piercing emerald eyes. Her fierce green eyes give away the fact there's something wild and untamed behind them. Piercing and keen, it's almost as though her eyes can't stop moving as they swish from side to side, taking in their surroundings constantly. Charlie's eyes are known for being able to look right through someone as though she is staring into their soul.

Possessing naturally deep brown hair with strands of gold and auburn acting as natural highlights which are most visible in bright light. In dim and barely lit places, Charlie's hair can appear to be nearly black. Almost keeping her hair on the longer side, Charlie is known for tying back her hair on one side of her head, giving it a 'punk rock' look. She'll often wear a pony either tied behind her head or to the opposite side of her side braids.

Charlie's general attire ranges from long sleeve shirts to hoodies usually, sometimes cropped depending on her mood or whether. It's not uncommon to find Charlie in a sports bra and comfortable track pants. When out, her top is almost always paired with tight dark-wash jeans or leggings. Charlie will often wear a t-shirts paired with a hoodie and jacket, or a long-sleeved shirt adorned with a hood and a jacket. No matter the weather or outfit, Charlie is never found without a leather jacket. Her outfits are generally designed to be easy to switch into her Maverick attire.

▼ B I O G R A P H Y:


"I've always been a bit of a wildcard, a Maverick if you will."
This is the story of your character's life, their defining moments nd how they made it from the womb to where they are now. You can include as much other details as you think is necessary but don't go overboard and spell everything out. Sometimes its best to show through the IC than to tell in the CS.

▼ M O T I V A T I O N / O B J E C T I V E:


"This city is in chains, it's time to break the Locke."
Realizing the harm that was coming to the city his parents deeply cared and loved, Charlotte pledged to protect it in memory of her father and friend. Using the gifts granted to her by her Hyperhuman abilities, Charlie chose to live her life as a vigilante by night while working towards improving life in New Lilith. Forming the Mavericks, Charlie shared her mission with the group, putting them directly into the path of the man known as Roman Locke. This would come to haunt the Mavericks as they were betrayed by one of their own, leading to the death of another Maverick. Broken and discouraged, Charlotte now faces the decision whether to rebuild or move on.

▼ A B I L I T I E S / S K I L L S:


"Anything you can do, I can do better."
//ABILITIES:
◼ ABILITY REPLICATION | Charlie’s primary Hyperhuman ability is to mimic and emulate the abilities of other Hyperhumans. This emulation requires physical contact, which then triggers Charlie’s own abilities as they ‘source’ the host’s DNA before being able to replicate the effect. As such, the physical contact needs to be longer than a fleeting touch, but rather a prolonged and intentional hold. Emulation of abilities don’t come with any side effects to the host, Charlie does not absorb their abilities but rather a slight shift in her own genetic code in order to re-prodice their gifts. The effects are temporary, lasting proportionately to exposure to the original host. It should be noted that Charlie does not gain the host’s skills through emulation and must learn the ability herself before using it. However due to Charlie’s other abilities, learning and mastering new skills is something she excels at.

Once an ability has been replicated, it is imprinted on Charlie and might activate within a certain proximity of the original host. These imprinted abilities are linked to several other factors. Proximity to the original host and empathetic connection. As such if she replicates a power of an enemy Hyperhuman, Charlie may only be able to call upon it in a state of heightened adrenaline similar to when she first replicated the ability.


◼ INTUITIVE INTUITION | An ability permanently absorbed and imprinted on Charlie from her father. Due to the impact of losing her father at an early age, the trauma awoke Charlie's Hyperhuman gene early, and the underdeveloped gene permanently replicated the ability into Charlie. This ability grants Charlie the potential to understand and utilize anything from information, theories, skills, riddles, logic, and puzzles, to the structure and operation of complex systems, codes without special education or training. Under the proper circumstance, Charlie can instantly learn and understand the complexity and exactness of organisms, and objects. Charlie's unrivaled intuition allows her to simply "just know" personal information about an object, subject, or occurrence, including sensing how others will react to something that the user does or when something is about to happen. This ability is innate and cannot be turned off. It allows the user to intuit spiritual truths and principles (sensing the presence of evil/danger/people that dislike Charlie, a feeling that she should or shouldn’t go somewhere, or knowing the right thing to do or say in any situation); this faculty is called Gnosis. When Charlie observes any concept, he is able to understand it completely if enough information is present. When she wants information/knowledge she can acquire it instantly and use what he has learned perfectly. If Charlie comes into contact with any piece of “information” that is wrong, she will intuitively know this and can discern what is correct and what is wrong.

◼ TALENT MIMICRY | Charlie can perfectly emulate any skill or talent she witnesses thanks to the Hyperhuman gene’s effect on her mind. Able to recognize and extrapolate patterns, she can match a martial artist blow for blow in minutes or even pick up an instrument after witnessing a single performance. Much like her ability to mimic other Hyperhuman abilities, these skills, for the time being at least, are only temporary and will fade in a time proportionate to the amount of exposure Charlie received to the particular skill set. Skills and talents which have been learned previously return quicker upon each subsequent acquisition.

//SKILLS:
◼ DEDUCTION | A natural at isolating patterns and summoning conclusions from a variety of facts and figures, Charlie is able to solve various mysteries, and rather enjoys doing so. This makes her somewhat invasive as Charlotte seems to crave solving almost anything that someone else regards as a secret. Charlie makes special use of this skill when leading the Mavericks through investigations and resolving the identities of their foes.

◼ EIDETIC MEMORY | Also known as a photographic memory, Charlotte has the ability to recall any part of her past, or something she's seen, heard, tasted, smelled or felt in great detail. Charlie's father always attributed this particular trait to Charlotte's mother who also possessed the ability. This ability however does not extend to skills especially those picked up by Charlie's intuitive aptitude. Charlie's known for having keen eyes which are rarely ever still. Constantly shifting back and forth, Charlie always takes the time to observe and memorize her surroundings. Not only does she do it by sight but by sound and smell as well. Her skills of observation are uncanny, especially when combined with her eidetic memory. This skill greatly contributes to Charlie's prowess in the field of mentalism as well as her substantial deduction skills. When Charlie was younger, it was her mother who taught Charlotte to always keep her eyes open and be continuously be aware of her surroundings.

◼ GADGETEER | Charlotte is highly skilled at designing and building all manner of items, ranging from a homemade motorized skateboard to a highly versatile disc like weapon. Charlie's skills are fully attributed to both her intuitive aptitude and the skills she absorbed from her father. These skills allow her to come up with various concepts, visualize the design and either construct it out of the necessary parts, or recommission what she has to emulate the desired result. Showing aptitude with a wide number of electronics, especially computers, Charlie is quite successful with handling and working on almost any piece of technology she comes across. Proficient with writing code, soldering circuit boards, hacking and a great manner of other technological skills. Charlotte is capable with a wide variety of tools and is easily able to figure out those which she has never used. As such Charlie can build a wide number of mechanical devices however her skills falter when it comes to wood working. This is because Charlie has never encountered or learned from someone who specializes in this area and as such won't be furnishing the Mavericks' base with rustic chairs and tables anytime soon. Generally however, Charlotte is a competent with working with metals and electronics.

◼ MENTALISM | Charlotte has very highly developed mental and intuitive abilities. The ability to read body language heavily contributes to this, Charlie can even listen to heartbeats, and will often take a hold of her target by their wrist to gauge their heartbeats. Another ability that contributes to Charlie's mentalism, is her ability to observe and remember every detail in a room, or her surroundings, even details that may seem insignificant at first. With the use of all this, Charlie is able to apply her mentalism to subliminally manipulate her subjects, or even psychological influence them. Charlie's use of mentalism can lead to people mistaking her for psychic, something which she tires of hearing as she doesn't believe in magic. Though Charlie has used this misconcpetion to her advantage before.

◼ STRATEGIST | Charlotte has always had a natural gift for strategy whether through playing chess with her grandfather and father as a child or reading the Art of War among other works from the great leaders of old. Her ability to read people and predict their actions has also helped. One summer, Tiffany roped Charlie into helping her coach a little league football team and Charlie was easily able to ensure victory for each game much to Tiffany's surprise as Charlie had never shown an interest in football in her life, not even the players. Charlotte can think for either herself whether in combat or simply planning ahead, known both for issuing quick orders on her feet and for laying out an elaborate scheme in advance.

//LIMITATIONS:
◼ KNOWLEDGE | While a lot of skills and talents are reliant upon muscle memory, some require numerous years of studying in order to develop. Skills such as these are much harder for Charlie to mimic as she lacks the required background knowledge. Even though her intuitive aptitude can in fact give Charlie a perfect understanding of some concepts, most of these concepts have to fairly straight forward. More advanced techniques require an accumulation of information but she will have a 'gut feeling' to work on, opposed to absolute clarity. The greatest limitation of intuitive aptitude is that even if Charlie has absorbed everything necessary to know on a subject or skill, she can still forget this information once the use has passed. This means that Charlie will have to re-learn any skills on a consistent basis, although they do come easier each subsequent time.

◼ MAGIC | Charlie is unable to either replicate magical abilities or mimic the skill in which the Magni create and cast their abilities. This may be in part due to Charlie's own disbelief and dismissal of the presence of magic or it may be an actual limitation of her Hyperhuman abilites.

◼ ALIEN PHYSIOLOGY | Like magic, Charlie is unable to replicate the abilities provided to one by alien physiology. This can also extend to alien skills, if the skill isn't able to be performed due to limitations of the human body. However, replication of alien abilities caused by their physiology is a hard limit and there's nothing Charlie can do to skirt it.

◼ RETENTION | Charlie can only retain a maximum of one Hyperhuman ability at a time. In actuality, her body is capable of holding two, however due to the trauma with her father, Charlie seems to have permentantly retained his Intuitive Intuition, thus completely absorbing one of her potential slots. As such, Charlie must sacrifice her current ability in order to gain another.

This rule holds true for her skill mimicry as well. Charlie can not just keep mimicking skill after skill, but rather only a maximum of three at a time. As such, if she mimics three martial arts and no method of parkour, she'll be unable to free run until she swaps out a skill for the ability to do so.


◼ OBSESSION | Charlie's intuitive aptitude has the drawback of making her obsessed with constantly learning more. This can lead to Charlie having little respect for personal boundaries and intruding on private information. Charlie practically hungers for knowledge and this can extend to secrets and gossip. Depriving Charlie of information can send her into a tailspin, leading to her to obsess over it and unable to focus on other matters until she figures out that which she seeks. This makes encountering new foes particularly dangerous.

//WEAKNESSES:
◼ EXERTION | Charlie's body will literally shut down if she forces herself to learn or mimic too many skills or abilities in a short period. Constantly swapping abilities is very draining on her body and more than three ability swaps within a single battle will drain her, leaving Charlie physically weakened and mentally exhausted. If Charlie pushed herself beyond this, she can be rendered unconscious or even comatose depending on the additional abilities and their drain on her body.

◼ OVERLOAD | One of Charlie's notable weaknesses is information overload. This encompasses all of her abilities due to the strain on her mind when processing the information required with new skills, knowledge and abilities. Too much new information in a short period of time can lead to Charlie becoming disorientated or slip into a painful migraine. At other times, she can almost become drunk off of information, slurring her speech in addition to being disorientated or even giddy. The further she pushes herself, the more unfocused she becomes or worse, delusional, bordering on hysteria, pending the information and skills absorbed.

◼ REPLICATED WEAKNESSES | Far out of Charlie's control is the fact that all replicated abilities come with their own sets of weakness and limitations. These weaknesses and limitations are replicated along with the beneficial aspects of each ability thus giving Charlie new vulnerabilities each time she takes on a new power. The greatest downfall of this, is that Charlie, will more often than not, but unaware of her new limitations and thus be at a disadvantage against the original user provided the weaknesses can be exploited without affecting the original host.

▼ N O T E S:


"I do this so no one else has to know what it's like to be comforted by an officer."
//SUPPORTING CAST:
▼ ALLIES
TBD | Test

▼ FRIENDS
TBD | Test

▼ ENEMIES
TBD | Test

//STOMPING GROUNDS
◼ TBD | Test

//PARAPHERNALIA
◼ TBD | Test
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The Long Night
-Hyperhuman Creation
-Formerly known as the Dark Eclipse

The Crestwood Incident
-Founding of H.E.L.P and subsequently P.R.C.U.

Richard Michaels and Yakob Kowalski, friends and lab partners

Crestwood Hollow is a sub-burb of New Lilith. Both located on East Coast, New Hampshire.
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HYPERHUMANS:

ATLAS: Hyperhumans designated under the 'ATLAS' classifier are those that have abilities that enhance their physical strength and durability. They are often super-strong, invulnerable, or both, but others have heightened reflexes or quickened metabolisms to allow for advanced healing rates - there are even rumours of 'immortal' Atlas-types, Hypes who simply wake up a short time after death. Note that ATLAS-types do not include those whose physical enhancements allow them great speed and no strength or durability; these Hyperhumans are designated under the 'MERCURY' classifer.

CUPID: Hyperhumans designated under the 'CUPID' classifer are those that have abilities that allow them to influence, produce, or otherwise manipulate emotions in both themselves and others. Often, CUPID-types achieve this through the use of pheromone production, manipulating the hormone levels in the body to stimulate feelings of anger, lust, joy, etc. Most CUPID-types are skilled in manipulating one or two explicit emotions while unable to influence others, but there are stories of CUPID-types with a control over emotions so proficient that it borders on mind control.

FORTUNA: Hyperhumans designated under the 'FORTUNA' classifier are those that have abilities that influence synchronicity; in laymans terms, FORTUNA-types tend to be able to subtly push reality one way or another, affecting things, people, or events in a manner many would liken to luck, good or bad. Whether they cause a simple equipment malfunction, quietly set-up an improbable fortune, or set into motion a wide-spanning chain of events, FORTUNA-types that master their abilities often find themselves living extremely easy lives.

JUNO: Hyperhumans designated under the 'JUNO' classifer are those that can directly tap into the base genetic code of life and alter biological matter as far as their mastery allows. Most JUNO-types are either healers, able to stimulate the body and knit wounds together, or influence their own bodily form to a small degree - but a true, powerful JUNO-type would be able to split skin, incubate horrible plagues, or have complete control over bone and muscle.

MARS: Hyperhumans designated under the 'MARS' classifer are perhaps the most diverse. While all MARS-types are energy manipulators, their abilities vary wildly from Hype to Hype - simply because of the sheer amount of energy forms there are in the universe. Some MARS-types can bend light, making themselves invisible to the naked eye, while others have access to electromagnetic or radioactive energy. While some MARS-types are paltry in terms of power, it is widely regarded that they have the most sheer potential.

MERCURY: yperhumans designated under the 'MERCURY' classifer are those that possess extra-normal means of travel from wherever they are to wherever they want to be. The more common MERCURY-types have forms of superspeed or flight, often able to move at speeds unmatched by even the fastest forms of vehicular transport. In addition to unrivaled speed, many Mercury types are able to pass through solid objects so as to remain unhindered by obstacles in their path. Lastly, most if not all Mercury types have a degree of control over friction allowing whether to reduce it to accelerate or increase it when slowing down. The power level of a MERCURY-type is often gauged by their ingenuity - or by the number they can transport.

MINERVA: Hyperhumans designated under the 'MINERVA' classifer are often the easiest to label - their abilities deal explicitly with the mind, MINERVA-types being pure psychics. While some read minds, others implant suggestions or project thoughts, and the stronger MINVERA-types can move matter with their thoughts, or simply assume direct control of another person's mind and actions.

NEPTUNE: Hyperhumans designated under the 'NEPTUNE' classifer are, in their ways, similar to MARS-types. However, NEPTUNE-types do not possess the sheer scope of a MARS-type - instead, their abilities usually focus on one of the four primal elements (Fire, Water, Air, and Earth), or the secondary offshoots (Ice, Lightning, Nature, etc.). Most NEPTUNE-types weave fire or bring forth boulders, while others manipulate the weather or coax life from the smallest withered seed. NEPTUNE-types with absolute mastery often wield all four elements like they were limbs, and bring the wrath of the most basic components of the universe down upon their enemies.

ORCUS: Hyperhumans designated under the 'ORCUS' classifer are, quite often, the most paranoia-inducing of Hypes. Most are chameleons, able to change their face and become whomever they desire - but others can change more monstrously, taking on bestial aspects, or alien ones. Whatever an ORCUS-type is capable of doing, it is usually safe to refuse what they initially present themselves as.

SATURN: Hyperhumans designated under the 'SATURN' classifer are, by default, the most powerful, most feared, and most scarce. Their abilities are not as specific as other Hypes, nor are they as wonderful or flashy. Instead, SATURN-types manipulate the very fabric of the cosmos, dipping their hands into the Space/Time Continuum, and molding it to a shape they see favourable. Some SATURN-types bend time, speeding, slowing, and stopping it to their desire, while others simply create matter from thin air, or remove displeasing matter from existence. More commonly, SATURN-types take the form of teleporters, capable of folding space together to travel instantly from one location to another, other create rips in space to bridge together two locations through the use of portals. SATURN-types are few and far between, but given their reputation, most see this as a blessing.

VULCAN: Hyperhumans designated under the 'VULCAN' classifer are often thought to be a mash of many other Hype classification, but all of them are creators, far more than simple artists or sculptors. They compress matter or manipulate energy to form ethereal shapes and objects that they then manipulate either bodily or mentally, throwing up ghostly walls as solid as the thickest steel, or forming fists that hit almost as hard as an ATLAS-type could. Most VULCAN-types are limited only by the scope of their own imagination, and the strongest create what they believe the world is missing.
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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:


[CENTER][h1][color=][b]A L I A S[/b][/color][/h1][h r][sup][color=]"Witty Quote #1"[/color]
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[/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]
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[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]

Ω C H A T:

The RPs Discord can be found here.

If Skype is more your thing, you can add me at 'wraithexe'. Just drop me a note when you do so to let me know who you are.

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