Ten years ago, mankind achieved first contact with a race that appeared in the skies above. They called themselves The Reach, and they seemed to be benevolent. Their only stated goal was to observe and study humanity in order to advance their own species, and openly promised to exchange technology in return for peace. After lengthy media discourse and summons by the United Nations, it seemed that Earth had generally, though tentatively, agreed to welcome the visitors from the stars. But this peace was never meant to last, as Earth's stagnant population of mutants had already experienced through prejudice and legislation introduced in the 1970's. It was only a matter of time until one side tipped off a potential war against the other. What was discovered when The Reach's true goals were scrutinized was beyond horrifying: far from content to receive Earth's technology, they had actually begun abducting scores of humans for live experimentation. And when answers were demanded of them, The Reach's true colors were revealed when their ships began openly firing upon Earth's armies. For nearly five years, an open hostage crisis gripped the planet as unwelcome visitors began to reshape all that we knew through genetic tampering: those who The Reach returned to the larger population began to experience the emergence of superhuman abilities, not unlike mutants, kicking off renewed paranoia and world-threatening danger.
It was only the arrival of The Superman that turned the tide in Earth's favor. When all seemed lost, this mysterious being with powers beyond that of mortal men intervened directly in The Reach's occupation of Washington, DC and openly fought back, freeing both the captive humans that were left and striking out at the more dangerous members of The Reach's elite guards. It was enough to send the panicked aliens to chart a course back for the stars, creating a distraction for Superman to contend with: a meta-bomb, built by harvesting the DNA of their prisoners and mixing them with samples gathered from across the galaxy. Though The Man of Steel was successful in driving The Reach off of Earth, it was too late to do anything about the bomb. While hundreds had already been irreversibly transformed by the experiments, hundreds of thousands more were bathed in cosmic radiation and gene-altering chemicals. Despite the best efforts of humanity and it's newest champion, the age of the metahuman was born.
Billionaire Maxwell Lord refused to accept this as humanity's destiny. Having been the most outspoken critic of The Reach from the beginning, Lord held vehemently anti-powered views that had become controversial in the modern landscape. But with The Reach's treachery revealed and the meta-bomb's devastation widespread, Max seemed considerably more rational than originally thought. Campaigning against politicians whom he criticized as ineffectual in handling the crisis, Lord's rhetoric was loud and clear: an Earth for humans, no matter the cost. When announcing his bid for President of the United States, his win was already projected to be a landslide. The formality of the actual election simply confirmed what many feared.
With the ruthless Amanda Waller chosen as his VP and Hungarian diplomat Ophelia Sarkissian wed out of political convenience to become First Lady, President Lord began to assemble a like-minded cabinet of those who would enact his vision of a world where humanity was still above those who had climbed the evolutionary chain. Establishing The Agency as the answer to a post-Reach CIA, military checkpoints have been unilaterally set up in Washington aswell as the cities of New York, Metropolis, Gotham, Coast, Gateway, Star, and Central, with more promised to come in an effort to contain the superhuman populace.
On the world stage, metahumans and mutants have never been less welcome. Lord's plans have jeopardized a sizable portion of the population. But they aren't going down without a fight.
This is Ultimate One Universe: Resistance.
_____________________________________________
Most of you know the gist by now. This is a canon-based RP of superheroes from both DC Comics and Marvel Comics combined into a shared reality, where players can openly reinvent backstories of legendary characters and play them in a collaborative sandbox. This particular version of it is centered on the fight between costumed superheroes and a tyrannical government looking to outlaw superhumans, so players will have to face half a populace that doesn't necessarily welcome them as saviors ontop of their regular fights against costumed supervillains.
Per the usual, DC and Marvel only.
Heroes and anti-heroes are applicable, outright villains not so much.
All other Guild rules apply.
A L I A S A L I A S
"Witty Quote"
C H A R A C T E R P O R T R A I T C H A R A C T E R P O R T R A I T
C H A R A C T E R S U M M A R Y C H A R A C T E R S U M M A R Y
_________________________________________________________ Given Middle Surname _________________________________________________________ Age | Relationship Status _________________________________________________________ Affiliation(s) [If Applicable] | Nationality
N O T A B L E A B I L I T I E S & T O O L S N O T A B L E A B I L I T I E S & T O O L S
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ ABILITY Abilities, or Superpowers are characteristics that your character possesses which are considered extraordinary when compared to a standard human. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TOOL Tools are weapons or objects employed by your character to fight, defend, or otherwise augment their natural abilities. -
N O T A B L E S K I L L S & T A L E N T S N O T A B L E S K I L L S & T A L E N T S
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ SKILL A skill is a trained expertise or capability. This is something that your character has been to taught to recall or perform such as martial prowess or technological proficiency. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TALENT A talent is a gift that comes from natural aptitude such as perfect pitch or natural athleticism. This is a boon a character has not had to develop necessarily in the same way others might have. -
T H E S T O R Y S O F A R... T H E S T O R Y S O F A R...
A brief synopsis of your character's life, experiences and training before the RP begins. This is where you outline your vision for the character including any notable changes or differences from the regularly accepted canon. This should be a short summary that provides insight into where the character is in terms of their overall progress and development. You could also include any notable differences from the standard canon you've added to your character.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
Why do you want to play this character, what is the driving motivation behind both this desire and the character themselves. What do you hope to accomplish and where do you want the character's story/stories to go? For a driving character, there should be enough of an outline present to interest other players along with specifications towards how many players you're looking to involve or available roles. For supporting characters, this should indicate either a plot you've arranged to be part of or the type of plot you're looking to be involved in. Roaming characters have the privilege of doing either or simply stating a roadmap for the character to exemplify how you'd ideally like them to move between plots.
C H A R A C T E R S U M M A R Y C H A R A C T E R S U M M A R Y
_________________________________________________________ Bruce Wayne _________________________________________________________ 35 | Single _________________________________________________________ Wayne Medical | American
N O T A B L E A B I L I T I E S & T O O L S N O T A B L E A B I L I T I E S & T O O L S
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Bruce lacks any superhuman powers, but he makes up for it with...-
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ UTILITY BELT The primary tool in his arsenal, Wayne has hidden many gadgets within the band and buckle, in addition to the weapons within the pouches. These include the highly customizable Batarang shuriken, the grapple gun with lines that are interwoven with adamantium, smoke pellets, tear gas, a sonic emitter, a handheld torch, cuffs, a line-launcher, flash grenades, tracers, a forensics kit, explosive gel, a cryptographic sequencer, and EMP grenades.
◼ BATSUIT Originally built off of prototype armor developed by Lucius Fox for a military contract, Wayne's uniform is a tri-weave polymer made up of kevlar, carbon fiber, and injected titanium pockets. Sewn within it are several gadgets controlled via a button at the top of the gauntlet, including a rebreather, nightvision and infrared lenses, several thousand-volt tasers, electric billy clubs, and an electronic disruptor. Perhaps the most advanced element is the A.I. HUD embedded in the cowl, connected directly to a private satellite that allows for interaction with Bat-Drones.
◼ BAT-DRONES The result of Wayne's military contract at work, these drones both resemble Batman's namesake and provide a key function in covertly monitoring Gotham from the skies. Capable of providing 3D mapping of a given area and feeding it directly into the suit's cowl, the drones are also equipped with highly sensitive microphones for eavesdropping, gadget delivery, biometric tracking, and even tear gas dispersal for riot control.
◼ THE BATMOBILE Batman's vehicle of choice, the car has been upgraded significantly over the last five years, with heavier armor and a jet engine capable of reaching over 200 MPH in under twenty seconds. The tires are puncture-proof and able to withstand bullets, and there are many offensive capabilities built within, such as adamantium shielding, a flamethrower, flares, oil slick, an EMP canon, and a massive grapple wench. The most useful feature is the auto-nav computer, which can be activated with voice commands from several hundred feet away.
◼ BATCYCLE A customised armored motorcycle with many of the same functions present in The Batmobile, The Batcycle is more easily hidden and capable of maneuvering much tighter spaces within Gotham. It can be slid into a hollow frame within The Batmobile itself and deployed when activated under emergency ejection.
◼ BATWING A military stealth plane customized to resemble a giant Bat, The Batwing can achieve speeds far greater than The Batmobile or Batcycle while remaining entirely invisible at night. The twin engines are capable of soundless performance and the plane can hover without manual control, in addition to firing missiles and grenades for the purposes of a direct impact breach.
◼ BATBOAT Stored within The Batcave's lowest level, Batman's aquatic rover is able to submerge to highly-pressurized depths and reach speeds of up to 150 MPH both above and beneath any given surface of water. A track connected to Gotham's sewer system exists connected to the cave for easy deployment. -
N O T A B L E S K I L L S & T A L E N T S N O T A B L E S K I L L S & T A L E N T S
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ MARTIAL ARTS MASTERY From within Ted Grant's gym in Chicago and Ricardo Diaz's compound in South America, to various others in London, Africa, India, and the masters across Asia, leading up to The League of Shadows under Ra's Al Ghul, Wayne studied for many years to become a highly adept combatant. He is skilled in over thirty-seven forms of martial arts picked up in some of the most desolate parts of the Earth, with the only combat teachings that completely eluded him belonging to a rumored mystical city hidden in the Himalayas.
◼ DETECTIVE Taught by Detective Harvey Harris of Chicago, Dan Mallory of Manchester, and Henri Ducard of Paris, Wayne has developed an unparalleled deductive mind. And though he's able to pick up on hidden details of a crime freely, his lessons in satellite surveillance and forensic investigation have made him formidable by many standards.
◼ NINJA Taught by Ra's Al Ghul and his followers during a brief stint with the League of Shadows, Wayne can disappear into the darkness as well as improvise effective distractions seamlessly. With enough training, he was also able to learn how to appear anywhere when fully hidden.
◼ MANHUNTER Taught the tenants of rationing and preservation in addition to isolation tactics, desert survival, and all-terrain tracking in Saudi Arabia, Wayne's final stop on his worldwide tour was in Alaska, where the respected chief William Great Eagle furthered his skills in developing herbal medicine, using first-aid, creating traps, and camoflauging himself.
◼ PAIN TOLERANCE Taught by the mercenary David Cain, Bruce can redirect all forms of pain, including physical torture, into the deepest recesses of his mind through intensive meditation, breathing conservation, disengaging his vitals, and other physiological techniques. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ THIEF TACTICS Taught in France to become a master of wall-climbing, repelling, freerunning, pickpocketing, safe-cracking, and committing a breaking and entering, Wayne can make his way into most locked rooms aswell as steal whatever he needs to complete an objective, whether it be a keycard or a set of vehicle keys. However, he only practices these techniques when nessescary.
◼ WHEELMAN Taught under Santiago Vargas and the legendary car thief Don Miguel in South America, Wayne can operate standard and specialty cars aswell as motorcycles with professional racing levels of precision. His vehicle of choice is a custom souped-up military bridging vehicle decked out in bulletproof armor. Or as he's taken to calling it, The Batmobile.
◼ MASTERY OF THE AIR Taught in Munich to maintain and pilot an aircraft, Wayne also took up the sports of paragliding and skydiving in a bid to erase some lingering fears. To make himself appear more like his animal namesake, it was Lucius Fox's idea to employ an electrostatic exoskeleton in the cloak of his uniform, allowing him to glide considerable distances. -
T H E S T O R Y S O F A R... T H E S T O R Y S O F A R...
When his parents were murdered by a mugger, Bruce Wayne stood to inherit a multi-billion-dollar empire. But upon learning about his family history, he also inherited something much darker. For over two hundred years ago, Gotham City's founding families were murdered in a black mass orchestrated by the deranged Deacon Joseph Blackfire. In a fit of religious mania, the madman believed that by summoning the Biblical bat-demon Barbatos, he and his acolytes would become immortal. Only through the intervention of local townsfolk did Blackfire's unholy ritual come to a brutal end, with the standoff resulting in the survival of the Deacon's accomplice, Amadeus Arkham - his disturbed mind manipulated to serve a dark master. After Arkham was sentenced to spend the rest of his days in chains, locked away in the bowels of his ancestral castle on Arkham Island, it was believed that he had scratched a sigil into the walls to enact a curse against Gotham itself - a curse that, for some, had led to the state of the city's rising tide of violence over the last hundred years. Amadeus was a distant ancestor of Dr. Martha Arkham-Wayne, and her son Bruce was now scarred with the knowledge that he had potentially inherited that same madness.
What always stuck out most in Bruce's mind was the etching that was supposedly left in the walls of Amadeus' cell: incantations in Latin written in a pattern, joining into the shape of a massive, monstrous Bat. But his need to heal from the traumatic event that forever altered the path of his life forced Wayne to push the nightmarish image away. His mental anguish consoled by Martha's closest friend, Leslie Thompkins, Bruce was placed under the guardianship of his considerably irresponsible uncle Phillip, who sent the boy to receive his education overseas rather than make any attempt at parenthood.
With maturity, Bruce had quickly made his way across the world. From Africa to Asia and eventually the whole of Europe, he had earned more than enough education to prepare himself for a law degree, modelling a prospective career after his father, District Attorney Thomas Wayne. But the trauma of his parents' murders loomed large over his every decision, plaguing him with recurring nightmares of a man with a gun and monstrous bat-demons. Returning to Gotham in a bid to reconnect with his roots, Bruce sought out an old family friend: Detective James Gordon, a man whom Thomas Wayne had entrusted with his life on more than one occasion. Gordon was low on the totem pole within the GCPD, but he was the one beacon in a sea of dishonesty. As Bruce looked to the Detective for guidance, Gordon instead advised him to stay as far away from law as possible. Every branch of the city's government had become hopelessly corrupt, and he didn't want Bruce to succumb to a system weighed so heavily against the innocent.
Disillusioned, Wayne realized that to save the city from itself, he'd have to circumvent the law. Using his many overseas contacts, he sought out teachers and mentors of a wildly different sort. And within days, he'd left Gotham a second time to begin his true education. Under the tutelage of the world's masters, Bruce made himself into a weapon. He honed his mind and body, becoming a skilled detective in addition to a seasoned warrior. By the time he was twenty-nine, Bruce finally returned to Gotham City for good as a completely changed man. One willing to bring the fight directly to those who preyed on the desperate, taking up a mask and body armor as an amateur vigilante. But one brutal fight after another led to considerable defeat and, eventually, a near-death experience.
It wasn't just the petty thieves, the mob, and corrupt politicians anymore. Now there were those with unusual abilities - "metahumans", as the world had christened them. And some had come to Gotham to feed off of its suffering - particularly a behemoth known as Bane, who'd quite literally broken Carmine Falcone's mob outfit in half and placed himself at the top.
Bruce needed to meet this evolution of criminality on their level. He needed to utilize extreme methods to strike fear into the worst of them, to become an extension of Gotham's own righteous vengeance. A living, breathing symbol that could effectively mount a revolt against the enemies of justice, no matter how powerful. With that in mind, the symbol that Wayne desired became apparent, having haunted him for most of his waking years. The symbol had been etched in stone as an intended curse. He would use that curse as his shield, acting as a Dark Knight to defend the city from its evils. Bruce Wayne would become a Bat.
But The Gotham Bat, or The Batman as he'd become known, knew that he couldn't fight a battle to save the city alone - he'd need soldiers. Drawn to the same sort of victims of crime that he had once been, Wayne began to seek out like-minded individuals to make up an army of informants. He wouldn't place them in the field, preferring to take on the fighting himself, but he would train them to survive. Soon, the wayward youths of Gotham like Jason Todd, Stephanie Brown, Tim Drake, Cassandra Cain, and Duke Thomas would find themselves drawn into his mission.
They would be the hidden weapon of The Batman's arsenal - with them at his side, Bane and his forces would rue the day that they tried to seize the city for themselves.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
I think the why of me playing this character is apparent, but my motivation is that I always have a decent amount of ideas to reinvent both Batman's world and his rogues gallery for a game like this. It's been a couple of years since I've stepped into the cape and cowl, and I feel like the time is right to seize it again. The motivation of Batman is the same as it's always been, but I'm altering the details. For one, this isn't a version that's keen on throwing children into colorful costumes and sending them into battle against adults with guns. He didn't grow up with a butler father figure or live in a mansion on the outskirts of town. His father was an attorney instead of a doctor, and Gordon is an old family friend. His playboy persona is less of an old-money layabout and more of a modern-day social media figure that seems to spend as much as he makes. And perhaps most crucially, his appearance in Gotham didn't inspire his enemies to escalate things - their presence inspired him to up his game.
Sidenote, but I know that by claiming the Robins as his personal network, I'm limiting the amount of interaction I can readily have. I have a plan to address that, but these games in the past have become rather Gotham-centric at the expense of other corners of a DC and Marvel world. This is both my attempt to explore a concept inspired by Dark Knights of Steel comic and give the other big names some breathing room.
C H A R A C T E R S U M M A R Y C H A R A C T E R S U M M A R Y
_________________________________________________________ Bruce Wayne _________________________________________________________ 35 | Single _________________________________________________________ Wayne Medical | American
N O T A B L E A B I L I T I E S & T O O L S N O T A B L E A B I L I T I E S & T O O L S
When his parents were murdered by a mugger, Bruce Wayne stood to inherit a multi-billion-dollar empire. But upon learning about his family history, he also inherited something much darker. For over two hundred years ago, Gotham City's founding families were murdered in a black mass orchestrated by the deranged Deacon Joseph Blackfire. In a fit of religious mania, the madman believed that by summoning the Biblical bat-demon Barbatos, he and his acolytes would become immortal. Only through the intervention of local townsfolk did Blackfire's unholy ritual come to a brutal end, with the standoff resulting in the survival of the Deacon's accomplice, Amadeus Arkham - his disturbed mind manipulated to serve a dark master. After Arkham was sentenced to spend the rest of his days in chains, locked away in the bowels of his ancestral castle on Arkham Island, it was believed that he had scratched a sigil into the walls to enact a curse against Gotham itself - a curse that, for some, had led to the state of the city's rising tide of violence over the last hundred years. Amadeus was a distant ancestor of Dr. Martha Arkham-Wayne, and her son Bruce was now scarred with the knowledge that he had potentially inherited that same madness.
What always stuck out most in Bruce's mind was the etching that was supposedly left in the walls of Amadeus' cell: incantations in Latin written in a pattern, joining into the shape of a massive, monstrous Bat. But his need to heal from the traumatic event that forever altered the path of his life forced Wayne to push the nightmarish image away. His mental anguish consoled by Martha's closest friend, Leslie Thompkins, Bruce was placed under the guardianship of his considerably irresponsible uncle Phillip, who sent the boy to recieve his education overseas rather than make any attempt at parenthood.
With maturity, Bruce had quickly made his way across the world. From Africa to Asia and eventually the whole of Europe, he had earned more than enough education to prepare himself for a law degree, modelling a prospective career after his father, District Attorney Thomas Wayne. But the trauma of his parents' murders loomed large over his every decision, plaguing him with recurring nightmares of a man with a gun and monstrous bat-demons. Returning to Gotham in a bid to reconnect with his roots, Bruce sought out an old family friend: Detective James Gordon, a man whom Thomas Wayne had entrusted with his life on more than one occasion. Gordon was low on the totem pole within the GCPD, but he was the one beacon in a sea of dishonesty. As Bruce looked to the Detective for guidance, Gordon instead advised him to stay as far away from law as possible. Every branch of the city's government had become hopelessly corrupt, and he didn't want Bruce to succumb to a system weighed so heavily against the innocent.
Disillusioned, Wayne realized that to save the city from itself, he'd have to circumvent the law. Using his many overseas contacts, he sought out teachers and mentors of a wildly different sort. And within days, he'd left Gotham a second time to begin his true education. Under the tutelage of the world's masters, Bruce made himself into a weapon. He honed his mind and body, becoming a skilled detective in addition to a seasoned warrior. By the time he was twenty-nine, Bruce finally returned to Gotham City for good as a completely changed man. One willing to bring the fight directly to those who preyed on the desperate, taking up a mask and body armor as an amateur vigilante. But one brutal fight after another led to considerable defeat and, eventually, a near-death experience.
It wasn't just the petty thieves, the mob and corrupt politicians anymore. Now there were those with unusual abilities - "metahumans", as the world had christened them. And some had come to Gotham to feed off of it's suffering - particularly a behemoth known as Bane, who'd quite literally broken Carmine Falcone's mob outfit in half and placed himself at the top.
Bruce needed to meet this evolution of criminality on their level. He needed to utilize extreme methods to strike fear into the worst of them, to become an extension of Gotham's own righteous vengeance. A living, breathing symbol that could effectively mount a revolt against the enemies of justice, no matter how powerful. With that in mind, the symbol that Wayne desired became apparent, having haunted him for most of his waking years. The symbol had been etched in stone as an intended curse. He would use that curse as his shield, acting as a Dark Knight to defend the city from it's own evils. Bruce Wayne would become a Bat.
But The Gotham Bat, or The Batman as he'd become known, knew that he couldn't fight a battle to save the city alone - he'd need soldiers. Drawn to the same sort of victims of crime that he had once been, Wayne began to seek out like-minded individuals to make up an army of informants. He wouldn't place them in the field, preferring to take on the fighting himself, but he would train them to survive. Soon, the wayward youths of Gotham like Jason Todd, Stephanie Brown, Tim Drake, Cassandra Cain and Duke Thomas would find themselves drawn into his mission.
They would be the hidden weapon of The Batman's arsenal - with them at his side, Bane and his forces would rue the day that they tried to seize the city for themselves.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
I think the why of me playing this character is apparent, but my motivation is that I always have a decent amount of ideas to reinvent both Batman's world and his rogues gallery for a game like this. It's been a couple of years since I've stepped into the cape and cowl, and I feel like the time is right to seize it again. The motivation of Batman is the same as it's always been, but I'm altering the details. For one, this isn't a version that's keen on throwing children into colorful costumes and sending them into battle against adults with guns. He didn't grow up with a butler father figure or live in a mansion on the outskirts of town. His father was an attorney instead of a doctor, and Gordon is an old family friend. His playboy persona is less of an old-money layabout and more of a modern-day social media figure that seems to spend as much as he makes. And perhaps most crucially, his appearance in Gotham didn't inspire his enemies to escalate things - their presence inspired him to up his game.
Sidenote, but I know that by claiming the Robins as his personal network, I'm limiting the amount of interaction I can readily have. I have a plan to address that, but these games in the past have become rather Gotham-centric at the expense of other corners of a DC and Marvel world. This is both my attempt to explore a concept inspired by Dark Knights of Steel comic and give the other big names some breathing room.
C H A R A C T E R S U M M A R Y C H A R A C T E R S U M M A R Y
_________________________________________________________ 'John Logan' | 141 | Single | Canadian _________________________________________________________ 'Ariel Weaver' | 24 | Single | American _________________________________________________________ Kurt Wagner | 27 | Single | German _________________________________________________________ No Affiliations
N O T A B L E A B I L I T I E S & T O O L S N O T A B L E A B I L I T I E S & T O O L S
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ REGENERATIVE HEALING FACTOR Abilities, or Superpowers are characteristics that your character possesses which are considered extraordinary when compared to a standard human.
◼ SUPERHUMAN ACUTE SENSES Abilities, or Superpowers are characteristics that your character possesses which are considered extraordinary when compared to a standard human.
◼ BONE CLAWS Logan is physically equipped with two sets of three retractable bone claws stored in his forearms. The claws measure at exactly one foot in length. Both sets of claws and his entire skeleton are laced with adamantium. This makes his bones virtually indestructible. When extended, they tear through the flesh in his knuckles but his healing factor heals the injuries virtually instantaneously. The bone claws are able to tear through most types of flesh and have been able to cut through stone and even steel. Combined with the adamantium, Wolverine's claws are capable of cutting through virtually anyone and anything.
◼ SUPERHUMAN ATTRIBUTES Strength, Speed, Agility, Reflexes, Stamina, Durability. Abilities, or Superpowers are characteristics that your character possesses which are considered extraordinary when compared to a standard human.
◼ ANIMAL EMPATHY Abilities, or Superpowers are characteristics that your character possesses which are considered extraordinary when compared to a standard human.
◼ PSIONIC RESISTANCE Strength, Speed, Agility, Reflexes, Stamina, Durability. Abilities, or Superpowers are characteristics that your character possesses which are considered extraordinary when compared to a standard human. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ ADAMANTIUM SKELETON Both sets of claws and Logan's entire skeleton are laced with adamantium. This makes his bones virtually indestructible. The adamantium that Wolverine has is a unique type to him. When the metal was grafted to him by the Weapon X program, his healing factor altered the properties of the metal, infusing it with the bone without inhibiting any of his skeleton's functions. The new metal was dubbed adamantium beta. -
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ PHASING Abilities, or Superpowers are characteristics that your character possesses which are considered extraordinary when compared to a standard human.
◼ LOCKHEED Abilities, or Superpowers are characteristics that your character possesses which are considered extraordinary when compared to a standard human. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TOOL Tools are weapons or objects employed by your character to fight, defend, or otherwise augment their natural abilities. -
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ SUPERHUMAN AGILITY & DEXTERITY Abilities, or Superpowers are characteristics that your character possesses which are considered extraordinary when compared to a standard human.
◼ TELEPORTATION Abilities, or Superpowers are characteristics that your character possesses which are considered extraordinary when compared to a standard human.
◼ UNIQUE MUTANT PHYSIOLOGY Abilities, or Superpowers are characteristics that your character possesses which are considered extraordinary when compared to a standard human. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ RAPIERS Tools are weapons or objects employed by your character to fight, defend, or otherwise augment their natural abilities. -
N O T A B L E S K I L L S & T A L E N T S N O T A B L E S K I L L S & T A L E N T S
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ SKILL A skill is a trained expertise or capability. This is something that your character has been to taught to recall or perform such as martial prowess or technological proficiency. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TALENT A talent is a gift that comes from natural aptitude such as perfect pitch or natural athleticism. This is a boon a character has not had to develop necessarily in the same way others might have. -
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ SKILL A skill is a trained expertise or capability. This is something that your character has been to taught to recall or perform such as martial prowess or technological proficiency. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TALENT A talent is a gift that comes from natural aptitude such as perfect pitch or natural athleticism. This is a boon a character has not had to develop necessarily in the same way others might have. -
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ SKILL A skill is a trained expertise or capability. This is something that your character has been to taught to recall or perform such as martial prowess or technological proficiency. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TALENT A talent is a gift that comes from natural aptitude such as perfect pitch or natural athleticism. This is a boon a character has not had to develop necessarily in the same way others might have. -
T H E S T O R Y S O F A R... T H E S T O R Y S O F A R...
Unlike metahumans, mutants had existed long before the world superheroes became common jargon. James Howlett was one such mutant, born in the mid-1880s in Northern Alberta. Upon the night of his father's murder, James' mutant abilities manifested, and he stabbed his father's killer, Thomas Logan, before fleeing with his caretaker and best friend, Rose O'Hara, into the wilderness, while Thomas' son, Dog Logan, told the police that Rose had murdered Thomas.
The pair were inseparable, and their bond grew and evolved well past friendship while living on the lam. Their time together cemented their love for one another as they found a small mining community and integrated into it. James would go to work in the mines while Rose tended to their home. This all changed when Dog Logan, at the behest of James' grandfather, tracked the pair down. This encounter forced James to put Dog down. Despite having already seen James kill once before, something changed into Rose as James was forced to kill their former friend. She slipped away in the middle of the night, leaving only a note. This, combined with taking another life, broke something inside of James, and he fled into the wild.
Living among the dense Canadian Wilderness, Logan was adopted by a pack of wolves over which he quickly exerted dominance. Living among animals, he became one himself, and the feral man became something of a local legend, at least until his encounter with a small Blackfoot community where the feral James was introduced to a woman named Silver Fox. Due to a combination of his feral period and the trauma, James's mind had regressed to a point where he no longer remembered his name. This led Silver Fox to dub him 'Piinotoyi'.
During this time, a serial killer dubbed 'The Slasher' was working his way across Alberta. Encountering Silver Fox on a trip into town, the incognito killer stalked the woman while she was buying gifts to celebrate Piinotoyi's birthday. The Slasher had other plans and followed Silver Fox from the small town before attacking her. Piinotoyi intercepted too late, flying into a rage over Silver Fox's body and attacking the Slasher. The Slasher ultimately emerged the victor, but not before savouring the fight and promising Piinotoyi their paths would cross again. Devastated by the loss of Silver Fox and having seen Piinotoyi fight against the Slasher, the Black Foot gave Piinotoyi another new name, 'Carcajou', before banishing him not to return until he had properly taken vengeance for Silver Fox's death.
Tracking the Slasher, Caracjou was eventually led back to the Howlett Estate, completely unaware of its significance due to his lost memories. Bearing an undeniable resemblance to both Thomas and Dog Logan, Caracjou was mistaken as the younger Logan and brought before his own senile and aged grandfather, who offered him Thomas' old role of groundskeeper. With the Slasher in the wind and no leads, the newly dubbed 'Logan' accepted the job.
When the Great War rolled about, Logan was drafted and enlisted in the Canadian Expeditionary Force. His mutant abilities were eventually outed, leading to Logan becoming part of the Devil's Brigade. A special unit tasked with the most suicidal missions in the war, the Devil's Brigade was under the command of Silas Burr, another mutant. Logan's time in the Devil's Brigade earned him an invitation to the Weapon Plus Program, where he was assigned to Team X. A part of this special operations, Logan was ever the man on the move, travelling the globe carrying out covert operations. During these travels, he encountered and earned the respect of Ogun Ryu, a martial master and disciplined samurai who offered to train Logan in the ways of Bushido. Logan declined and continued on with Team X, serving the unit through the Second World War, where a special interest was taken in Logan.
Unbeknownst to Logan or the other members of Team X, their memories were constantly being manipulated, wiped and replaced with false ones at the end of every mission. Already a man with a fractured mind, Logan eventually forgot about his mission of vengeance against the Slasher. The Slasher, however, had been going by the alias, Sabertooth and was also recruited to fight on Team X, Logan happily working alongside the man he had promised to kill.
Selected to be Weapon X, Logan underwent an experimental procedure that bonded the metallic alloy known as Adamantium to his skeleton, before fusing completely with him. Under the effects of his healing factor, the Adamantium further evolved, becoming an integral part of him and recognized as Adamantium Beta. During his time with Weapon X, Logan was heavily sedated and controlled through a helmet, giving him false memories and turning him into a sort of puppet for the Program. He was even forced to kill an entire town, wanting to test if Logan would do any assignment. His abilities were put to the test. Eventually, Logan was able to resist the mind-control and break free from the facility. Enraged and more beast than man, he killed nearly anyone who stood in his way, leaving behind a trail of bodies.
Despite his shattered memories, Logan retained Ogun's offer to train him. Finding his way to Japan, Logan mastered bushido, finding peace again to accept love in the form of Itsu, Ogun's daughter. But under the orders of the Weapon Plus Program, Sabertooth had been sent to track Logan down. Unable to best Logan this time, Sabertooth killed Itsu, re-igniting Logan's quest for vengeance while sending Ogun down one of his own. Only this time it was against Logan.
Logan and Sabertooth would go on to tangle several more times, each time bloodier than the last. But neither was ever able to put the other down. Their blood feud even outlasted the Weapon Plus Progam as the events of the Reach's invasion forced the doors to close on the program lest it be compared to the horrors inflicted by the alien insurgents. But in the wake of the Reach came something far worse.
Despite the horrors the Reach inflicted on those they experimented upon, metahumans and mutants alike are viewed as Reach sympathizers, even allies. Repulsed by these 'creatures', a sect of extremists known as the Purifiers began hunting down mutants and metahumans alike, with a special target on Wolverine's back.
But it was not only the Purifiers after Logan. Ogun's chance for vengeance also presented itself when a man named Carmen Pryde found himself in debt to Ogun Ryu. As Ogun had lost his daughter, so too did it cost Carmine his daughter, Katherine, whom Ogun had manipulated and reprogrammed into an assassin of his own before eventually unleashing the 'Shadowcat' against the former Weapon X. During a confrontation in Madripoor, Logan and Shadowcat fought, with Logan eventually able to break Katherine of her programming. Reuniting the girl with her father, Logan promised to find a way to pay Carmen's debt.
Unfortunately, the Purifiers had already discovered their location and to save his daughter, Carmen sacrificed his own life, needlessly jumping in the path of a bullet meant for Katherine, who would have phased through it. With nowhere left to turn and forced on the run, Logan begrudgingly took Katherine on as the pair fled Madripoor, finding themselves on a boat to Germany.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
Kitty and Logan are a pretty natural pairing in the comics, but I always enjoyed the dynamic that X-Men Evolution presented between Kitty and Kurt. Building on that, Kurt and Logan at times have a fun dynamic, so I figured what better plot than to have this little dysfunctional father-daughter combo running around with a potential love interest.
They're loners who are on the run, they're not affiliated with the X-Men or any other established team. They know they're hated mutants, and they're being hunted. Logan is running from something in his past that has ties to Kitty as well, and Kurt gets pulled into it, eventually proving himself an invaluable ally to the pair. The boon of playing this trio is that they're still able to keep up with some of DC's and Marvel's heavier hitters, allowing the 'Exiles' to crossover into other plots and larger events.
I'm looking forward to playing some new characters while doing world-building in the mutant corner of the 'Verse. Ideally, expanding the world vision that these three currently see and taking them from mutants on the run to something larger than themselves.
C H A R A C T E R S U M M A R Y C H A R A C T E R S U M M A R Y
_________________________________________________________ Victor Charles Sage Charles Victor Szasz _________________________________________________________ 30 | Single _________________________________________________________ N/A | American
N O T A B L E A B I L I T I E S & T O O L S N O T A B L E A B I L I T I E S & T O O L S
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ POWERLESS Vic has no powers to speak of. He's just a normal man. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ GRAPPLING GUN A gun powered by CO2 that shoots a grappling hook. Designed by the late Aristotle Rodor, it can be used to scale buildings or swing across rooftops.
◼ HACKING KIT A small computer and some cables that Vic can hook up to electronics and use to crack their security. -
N O T A B L E S K I L L S & T A L E N T S N O T A B L E S K I L L S & T A L E N T S
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ HAND TO HAND COMBAT Vic was never trained in any sort of martial art but is still skilled in a fist fight, using down and dirty street brawling techniques. He's prone to using his environment to help him, slamming computer monitor's into heads or tossing vases at groins.
◼ HACKING Vic knows his way around technology, able to hack into computer systems and other electronics using his hacking kit. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ PERCEPTION Vic has a natural affinity for picking up details, from facial twitches to environmental details. This prowess helps him greatly in his detective work. -
T H E S T O R Y S O F A R... T H E S T O R Y S O F A R...
You know the gist of it. Vic was an orphan, he met a man named Aristotle Rodor who helped him go to college, and he ended up working for a local newspaper. With Rodor's help, Vic became the vigilante known as the Question, fighting back against crime and government corruption. Try as he might, Hub City was just too volatile for Vic to save it, and with Rodor's death from cancer, Vic decided to leave the city behind to wander the United States. He finds himself working as a freelance journalist and investigator for cash and living out of hotel rooms (or failing that, his car).
As the Question, he runs a blog dedicated to leaking government documents and projects as well as documenting his vigilante crusades. Operating mostly on the east coast, from New York to Metropolis, Gotham to Washington DC, the Question fights street level crooks between breaking into government facilities to leak information to the public. He's garnered a bit of a following, but to the rest of the superhero community he's an unhinged conspiracy theorist.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
This iteration of the Question is quite a bit closer to the Justice League Unlimited version of the character, with some sprinklings of Rorschach in there as well. He's not the Zen-like martial artist trained under Richard Dragon, he's an angry and violent vigilante who's probably not really helping the public perception of superheroes. My intention is to open myself up to crossovers and interactions with the rest of the cast, having Vic traveling between several major cities on the hunt for crime to fight and conspiracies to unravel. I'll do very little in the way of solo arcs, instead trying to hop around between different cities teaming up with anyone who'll have me.
C H A R A C T E R S U M M A R Y C H A R A C T E R S U M M A R Y
_________________________________________________________ Clark Joseph Kent _________________________________________________________ 35 | Married _________________________________________________________ Daily Planet | Kryptonian-born American
N O T A B L E A B I L I T I E S & T O O L S N O T A B L E A B I L I T I E S & T O O L S
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ ABILITY Abilities, or Superpowers are characteristics that your character possesses which are considered extraordinary when compared to a standard human. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TOOL Tools are weapons or objects employed by your character to fight, defend, or otherwise augment their natural abilities. -
N O T A B L E S K I L L S & T A L E N T S N O T A B L E S K I L L S & T A L E N T S
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ SKILL A skill is a trained expertise or capability. This is something that your character has been to taught to recall or perform such as martial prowess or technological proficiency. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TALENT A talent is a gift that comes from natural aptitude such as perfect pitch or natural athleticism. This is a boon a character has not had to develop necessarily in the same way others might have. -
T H E S T O R Y S O F A R... T H E S T O R Y S O F A R...
Most people believe that ‘the Superman’ first made his presence known five years ago, intervening in the Reach’s invasion of Earth to turn the tide in humanity’s favor. Those who have been paying closer attention, however, can see traces of his presence reaching back over three decades. In the spring of 1990, the town of Smallville, Kansas, was rocked by a storm unlike anything on record, with buffeting winds and roaring thunder accompanied by reports of strange lights in the sky. While UFO nuts and conspiracy theorists swarmed the town for a few years, curiosity eventually faded, and the people of Smallville were happy to be left alone.
The outside world didn’t need to know about the mysterious metallic object Jon and Martha Kent found in Miller’s Field the next morning. Or the pod they found inside of it…after all, Clark was such a nice boy, even if he was a little peculiar.
Clark Kent’s childhood was something close to idyllic, his parents working hard to make sure their son got the chance to enjoy the last remaining crumbs of American Pie. For the first thirteen years of his life, young Clark’s only worries were those of any boy: trying to make friends and fit in, standing up to the schoolyard bully, working up the courage to steal a first kiss with his sweetheart Lana. Behind it, though, he always felt a certain unease, a disquiet that kept him up at night, a knowledge that he didn’t truly belong.
This was made stronger by recurring dreams, wild visions of a strange and incredible world, filled with people who worked miracles like it was nothing. The more he dreamed of this world, of these amazing people, the less he felt at home in Smallville.
At age ten, the Kents told Clark the truth of how he came into their lives. They explained that the night he came to Smallville, they saw a hole open up in the sky. That hole had been a tunnel of some kind, and on the other side of that tunnel, they saw what looked like a planet, and before the tunnel closed, they saw that planet explode. The incredible world from Clark’s dreams was real…and it was gone.
Over the next few years, Clark began to change. He found he could see things no one else could see, do things no one else could do. At thirteen, the jack slipped out from under his Pa’s tractor while he was working on it, and Clark caught the tractor with one hand. At fourteen, Lana Lang confided in Clark that her father had abused her, and when Clark glared at the man, Mr. Lang’s clothes caught on fire. At fifteen, Clark slipped and fell off the roof of the barn, and he never hit the ground. At seventeen, a flash flood threatened to devastate all of Smallville…until Clark changed the course of the river itself with his bare hands.
At eighteen, Clark left Smallville, determined to find his place in the world. As he traveled, Clark became fascinated with uncovering the truth about things, which led to him taking up journalism as a career. The Kents’ upbringing instilled in him a strong sense of justice, compelling him to use his abilities to help those who were suffering. Like a wandering cowboy, he went from town to town, country to country, fighting warlords and rescuing disaster victims before disappearing off into the sunset in a uniquely American way. Rumors and urban legends sprang up in his wake, and while Clark always kept moving and tried not to draw too much attention to himself, he found himself hounded by government agencies, military intelligence, and a pair of overly enthusiastic truth-seekers: the excitable photographer Jimmy Olsen, and the fearless reporter Lois Lane.
At twenty-five, Clark found the missing pieces to the mysteries of his lost world. Sneaking into a facility owned by the global megacorporation LexCorp, Clark found the pod that had brought him to Smallville, which had been recovered by the government and eventually wound up in the hands of the controversial billionaire Lex Luthor. Absconding with the pod and taking it far up into the Arctic, Clark was able to unlock the strange craft and communicate with the intelligence inside.
Though the craft was damaged and the information was incomplete, he learned about the lost world of Krypton, and his birth name: Kal-El. He learned of the wonders his people had accomplished, and how his birth parents Jor-El and Lara Lor-Van sent him here to escape the doom that had destroyed them. He learned that his father and several generations of his family had been members of the Sons of Krypton, a righteous order of heroes and warriors who fought to uphold the virtues of their world, to shine as a beacon of hope in hopeless times. And he learned his destiny was to bring the best hopes of Krypton to the people of Earth. As the craft transformed into a sprawling underground Fortress, Clark- or Kal- disappeared into its depths to begin his training and master his innate powers.
Five years later, he emerged, not a wandering do-gooder, but an emissary of a lost world. In the time he was gone, Earth had fallen under the control of the Reach, and the struggle against these oppressors seemed hopeless. It was then that Kal made his presence known to the world, defeating the Reach’s elite warriors with ease and turning the war in Earth’s favor. It seemed his destiny, then, would be to change the world as Kal-El, the Last Son of Krypton. That name, however, wouldn’t stick, as Lois Lane, the reporter who had chased him across the globe for years, gave him a name of his own: ‘Superman.’
Sadly, Kal’s celebration of debuting to the world was cut short. The destruction caused by the conflict with the Reach stretched far and wide, and one of the casualties of the war was the complete annihilation of the town of Smallville, including the Kents. While Kal had saved the Earth, he had failed to save the people who mattered most to him. In effect, he had become the sole survivor of two lost worlds, and he swore to honor them both, living both as Kal-El and Clark Kent.
For the past five years, Clark has grown into his role as Superman, which has been a difficult double life. On the one hand, he tries to fulfill his destiny as a Son of Krypton, to help those in need and fight the forces of evil. On the other, he tries to live the happy, meaningful life the Kents always wanted for him. Both his career as a journalist and his crusade against injustice have led him to the bustling city of Metropolis, which has been molded since the Reach invasion into an oppressive technocracy by Lex Luthor and his all-pervasive AI Brainiac. The advent of the metahumans has brought all manner of challenges, allies, and threats. And his personal life has been no less eventful, as his friendly rivalry with Lois Lane eventually became a whirlwind romance, and the two have recently gotten married.
Superman’s life faces no shortage of challenges ahead, both as Kal-El and as Clark. As the Last Son of Krypton, he wields incredible power. As the Last Son of Smallville, he has incredible strength of spirit. And in the times ahead, he’ll need both.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
It's been a very long time since I've gotten the chance to try on the big red cape, but Superman is the one character I've spent more time and energy thinking about than any other. I've written and rewritten concepts for Clark and his world more times than I'd care to count, and in that time I've cooked up plenty of concepts that can alter Superman's world while not altering the fundamental character. While I fully intend to portray Clark in a classic vein of being a good-hearted, optimistic, slightly corny but always earnest man who just happens to wield absurd amounts of power, I plan on making significant changes to the nature of his powers, his weaknesses, and most radically, his origins.
◼ POWERS AND WEAKNESSES Rather than drawing his powers from the yellow sun, Kryptonians are instead attuned to the fundamental forces of the universe: gravity, electromagnetism, and the strong and weak nuclear forces. This is partially to address the question of how Superman (in his more insane moments) can pull off universe-level feats if his power source is only a single star, without getting all meta like the comics where he's powered by "the Story of Superman" or whatever.
His powers still manifest in the classical sense, just with a different explanation for them. His flight and lifting strength come from his ability to manipulate his own gravitational field and extend it around anything he touches. His combat strength, durability, and Heat Vision all stem from his cells effectively behaving like microscopic fusion reactors. And his various flavors of super-vision come from being able to sense the entire electromagnetic spectrum, as does his ability to absorb energy like sunlight.
Speaking of absorbing energy, Kryptonite behaves differently as well, as it is effectively inert unless an electromagnetic current is run through it. This is meant to solve how inconsistent Kryptonite is in most media- how sometimes Clark can take a bath in the stuff with barely a headache, and other times a small pebble will put him on his knees. In this take, the more power you put through a Kryptonite crystal, the more damage it can do-- and that damage is permanent. Part of Clark's invulnerability includes a healing factor that will allow him to regenerate from any injury, except injuries caused by Kryptonite, which leave a permanent, de-powered scar. It's going to be an exceedingly rare thing, but the more times Superman or any other Kryptonian is exposed to it, the more permanent weak spots he'll have.
◼ METROPOLIS Following the "fight the power" theme of this game, Lex Luthor has used the devastation of the Reach war to rebuild Metropolis in his image. From the outside, it's a slick, ultra-modern techno-topia, featuring the world's most advanced technology, cutting-edge fashion, and progressive culture. Under the surface, however, it is a brutally oppressive system, with the vast majority of citizens working either directly for LexCorp or its myriad of subsidiary companies, toiling away in soul-crushing jobs for a pittance, taking comfort in empty consumerism and mindless distractions while their personal freedoms and will to resist are slowly eroded. While Luthor looks down on the city from his skyscraper penthouse, his presence is felt in nearly every facet of Metropolis, all of which is monitored and manipulated by his all-pervasive proprietary AI, Brainiac.
Superman's presence isn't just a disruption of Luthor's typical "cause bad things, profit" plan; it's a wake-up call to the city's downtrodden, and the spark of a full-on revolution.
◼ KRYPTON This is the biggest change to the story, one that I'm drawing from the twist-ending of Red Son. Kal-El's capsule that brought him to Smallville wasn't just a spaceship...it was a time machine. In this take, Krypton isn't just a long-lost world of high-tech demigods that happened to look human; it was (or rather, will be) the last surviving outpost of humanity from the distant deep-future. This puts a literal twist to the idea of him being the 'Man of Tomorrow,' as he is not only fighting to save the people he loves here and now, but also to save a future in which the human race thrives and prevent whatever disaster caused its doom. While I don't plan on getting all timey-wimey with it, this also allows for characters like Supergirl or General Zod to hail from other potential Kryptons, which may be better or worse than the one that sent him.
@Sep Not sure, I know that he’s gonna have the Starheart but my only thought right now is idk if I want him to have been a Lantern previously. I kinda want to leave the Corps and other regular Lanterns alone and give another person a chance to play them, thoughts?