◼ G M: Master Bruce ◼ C O N S U L T I N G G M : Lord Wraith ◼ G E N R E: Fandom ◼ T Y P E: Collaborative Linear Sandbox
"Civil disobedience becomes a sacred duty when the state becomes lawless or corrupt. Noncooperation with evil is as much a duty as cooperation with good." - MAHATMA GANDHI (1869-1948)
I N T R O D U C T I O N: I N T R O D U C T I O N:
W E L C O M E F A N S O F D C, M A R V E L, A N D A L L C O M I C S A L I K E !
Ultimate One Universe: Resistance is a roleplaying game based loosely on the canon of DC and Marvel Comic book superheroes, with their accompanying supervillains and supporting characters all playing a narrative factor dictated by the players. Merging the two universes (hence the 'One Universe' moniker), the idea is to create a cohesive shared experience where players build relationships, rivalries, and anything else in between for fiction's most legendary superheroes, working together or standing apart to solve obstacles that are larger than life and threaten both their respective cities and humanity as a whole.
Where the 'Ultimate' part comes in is that players also dictate exactly how these characters are written and representative of their larger ethos. Should you wish to combine the backstory of a chosen hero character with one of their alternate universe interpretations, invent modernizations of what already exists, or take a 'What If?' approach to the whole thing and wildly mix it up, you're allowed to do that. Or you can play the character as they're classically perceived. The only stipulation is that the chosen mantle is represented accurately at its core - IE, if you're called Captain America, you can't suddenly be a Russian agent. You have to represent some part, big or small, of who Steve Rogers, Bucky Barnes, or Sam Wilson are during their fictional appearances when acting in the role.
S U M M A R Y: S U M M A R Y:
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 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 1970s. 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 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 the experiments had irreversibly transformed hundreds, thousands more were bathed in cosmic radiation and gene-altering chemicals. Despite the best efforts of humanity and its 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.
R U L E S : R U L E S :
This is an open-ended roleplay. Prospective players can apply at any time. To be considered for the game, you must fill out the character sheet above to completion. Choose either a canon DC or Marvel Comics hero or anti-hero character when you apply, making sure to portray your intention and take on them within the provided parameters. You may only apply one character.
Once you apply for a character, you must wait a full 24 hours for the GMs to consider whether to approve it. Should you want to apply for a character not yet approved by the GMs, you may challenge someone else for the role.
By applying, you agree to participate in the IC at least once every two weeks. Failure to do so without prior notice to one of the GMs will result in your character being removed from the roster without question. You may attempt to re-apply, but it's to be entirely at the GM's discretion.
Remember the setting. This is a world in which superheroes as a whole have only existed for five years. Referencing other heroes and their pasts needs to be done with absolute caution. Don't reference things like rogues galleries and sidekicks or other comic book/alternate media-based snippets of information. Failure to do this will require a GM intervention, likely resulting in extensive editing. Multiple instances could result in removal from the roster.
You may use different colored text for each character in your posts, or you may leave the color blank, but please try and make it legible. Often, brighter colors for text work much better than darker colors.
In the IC, you're free to utilize any supervillain from Marvel or DC to tell your story in the best way you see fit. But don't use an already taken hero character's archenemy. These characters are needed for a hero character's specific development. If you're unsure of who those characters are, wikipedia.org, comicvine.com, and plain 'ol Google are your friends. You can also simply ask in the OOC if you're unsure.
The RPG is currently PG-13. Cursing is allowed, as that isn't against any Guild rules, but any territory that crosses into 'R', such as graphic sex and violence, needs to be handled way more delicately.
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.
All formatting originates via the work ofLord Wraith
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-Powers | 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
_________________________________________________________ Reed Nathaniel Richards Susan Storm _________________________________________________________ 34 & 32 | Engaged _________________________________________________________ Former Fantastic Four / The Future Foundation | 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 ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ Reed Possesses a hyper-elastic, highly durable physiology that allows for reshaping, elongation, and expansion of his form. ◼ Sue Capable of bending light to become invisible and generating powerful, precise force fields. Her control is both fine-tuned and adaptable, able to protect, shape, or strike with remarkable finesse. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ Adaptive Nano-Weave Suits Custom-built by Reed using a blend of unstable molecules and nano-reactive fibers. These suits shift with their powers. Reed's stretching without resistance or tearing, Sue's turning fully invisible alongside her, or reinforcing under stress during field ops. They also provide limited environmental protection, minor impact resistance, and a failsafe biometric lock keyed only to them. Reed insists they're "still prototypes." Sue's worn hers through three building collapses and a gravitic field without issue.
◼ Baxcom A cobbled-together comms device built from salvaged Baxter Building components. Originally meant for interdimensional frequency monitoring, it now allows encrypted, short-range communication between allies. It's limited in bandwidth, but nearly untraceable thanks to Reed's quantum scrambling script.
◼ Spectral Lens Array Sue's modified eyewear, built from cracked quantum glass harvested during an early Reach skirmish, allows her to 'see' energy fields, gravitational fluxes, and faint traces of Reach tech. It assists in pinpointing energy signatures and detecting camouflage or cloaked units.
◼ Modular Fabricator Drone ("HERBIE Jr.") Built from the last surviving HERBIE chassis, now stripped down and mobile. HERBIE Jr. can be deployed for remote repairs, data scraping, or 3D-printing mission-critical tools from salvaged parts. Runs on solar/ambient energy and emits a charming chime when it boots up.
◼ The Argo A retrofitted transport built from the remains of an old Fantasticar prototype. A small two seater, the Argo has limited hover capabilities, short-burst cloaking, and a makeshift Faraday cage for keeping sensitive tech off-grid. Reed often calls it a "Death trap on wheels." Sue just calls it "Our ride." -
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) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ Reed Quantum engineer, technologist, biophysicist, and inventor; his designs have shaped modern metahuman science, for better and worse. While not a traditional fighter, his battlefield creativity can shift the tide in unexpected ways, especially with the use of his power.
◼ Sue A leading researcher in hard-light physics and biophotonic shielding, with extensive field experience handling emergent phenomena. Sue's time in the field taught her more than physics. She's become a capable field leader. Calm under pressure, quick to assess terrain, and skilled in navigating hostile environments. She's developed an almost spy-like knack for reading rooms, slipping into restricted zones, and managing undercover operations. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ Reed Intuitive systems thinker. Able to conceptualize solutions in moments others would need weeks to formulate. His intellect remains his most formidable trait, being that he is arguably the smartest man on Earth. He is an instinctive builder who can make something extraordinary from virtually nothing. He's rarely without a working solution, even when working out of abandoned garages or alleys.
◼ Sue Strong emotional intelligence and exceptional spatial awareness. She often anticipates conflict before it begins and navigates group dynamics with quiet precision. -
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...
Reed and Sue met in a think-tank formed by Franklin Storm to nurture some of the worlds greatest young minds. It was the age old tale of unrequited love. Sue was obsessed with the slightly older and brilliant Reed, while Reed was so oblivious that it took a combination of Johnny Storm and Ben Grimm to have him realise all the times she was asking to study together, she was actually doing so to get closer to him, not to learn about thermodynamics.
After their first date they knew it was love. The two of them were an inseperable team, and with Johnny and Ben at their side they were going to take the world by storm...if you'll pardon the pun. Reed's greatest idea was an interdimensional teleporter, something he had worked on from a young age, managing to send items through one end of the machine and out the other. With the resources available at the think tank, he was able to build a much bigger version of the teleporter, and after proposing his device to the US government he was given the backing to launch a space mission, using his technology to send his crew further into space than any human had ventured before. However with one condition, they were to work with the Latverian envoy to the think tank, Victor von Doom. The group had never liked Victor, but the government were insistent due to a conflict arising in the region of Latveria that the US had interests in. The publicity of sending one of their countrymen into space on a monumnetal flight was too good an opportunity to pass up.
Of course, it didn't go to plan. The group that would shortly after become the Fantastic Four were altered on a chemical level by cosmic rays during their trip. They were lucky to make it back alive, and their ordeal only brought them closer together. After the space mission that changed everything, they tried to become something greater: public heroes, pioneers, an inspiration. It didn't hold. The world wasn't ready. And when the Reach arrived just as they were due to make their grand entrance, everything collapsed. They were underprepared and under-equipped. Useless against the advanced technology and might of The Reach.
The team fractured quickly. Johnny wanted fame. Ben wanted stability. Reed wanted answers. Sue tried to hold it together, but after a devastating confrontation between Reed and Ben over a failed attempt to return Ben to normal, and Johnny's reckless behavior nearly exposing Sue's lab, the Four went dark. Officially? They disbanded. Unofficially? They split on bad terms.
Now Reed and Sue operate as a two-person metahuman taskforce: low-profile, always moving, trying to stay one step ahead of Lord's regime. They chase down unstable Reach technology before it can be weaponized or salvaged by the government.
Reed's guilt runs deep. His research, data meant to help locate emergent anomalies and map interdimensional flux was repurposed by Lord's regime to tag and hunt metahumans. Every captured mutant or vigilante with a tracker embedded beneath their skin is a reminder of what he helped build. He's made it his mission to tear it down. no matter the cost.
Sue, meanwhile, has committed herself to building something new. A support structure. A resistance. The Future Foundation. She envisions it as a distributed network for young metas, fringe scientists, and refugees. She has hope that they can provide sanctuary for young Meta-Humans, a place they can escape to when they have nowhere else to turn.
Together, they’ve salvaged pieces of the disbanded Baxter infrastructure, not a proper lab or base of operations, but a hidden basement server hub in Manhattan where the FF once stored early experiments. Now it's their base of operations, a barely-functioning, off-grid digital war room.
They rarely see Ben or Johnny. When they do, it's tense. No one's quite ready to apologize. Maybe one day. But not yet. For now they trudge on, salvaging what they can together and reaching out to those they can.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
I was recently speaking to my partner about how as a child I never saw the appeal of the Fantastic Four, and especially not Mr. Fantastic. As an adult though, I now realise the driving force behind the best stories are the interpersonal relationships between the characters within, and I honestly can think of few groups that exemplify this dynamic than the Fantastic Four. I've had an idea in my head since the Ultimate One roleplay I was involved in for a heroic version of The Maker. One who had lost Sue, but remained hopeful, albeit jaded and was out to help people.
As I wrote this application though, I realised that without Sue, Reed would have very little left if Franklin and Valeria weren't born. Sue is his driving motivation for what he does more than anything else. I decided that a version of the two of them having lost Johnny and Ben due to family problems would be far more interesting and in line with my vision of these characters than my former idea. They have each other to rely on through and through, even if they are in the shadow of an event that tore their found family apart, and in a world that refuses to accept them.
I see them trying to be a source of hope within the darkness of this world. They are trying to form The Future Foundation to reach out to young meta-humans with nowhere else to turn, and to form a network that can support each other. They might be younger than their usual depiction in the comics, but I intend to write them as the parental figures they are at heart. I want them to be characters that other players can rely on and will turn to for help or advice, and vice versa.
Both of them are motivated in part by guilt. Reed primarily due to his perceived failure with the space misson, during The Reach Event, and because of his work being used by Lord to track young meta-humans. Sue is a lot more hopeful, but the fact she is estranged from her brother plays on her mind.
If it isn't obvious already, I would hope for the two of them to become a driving force in uniting members of the RP under a team at some point down the line. As well as researching the Reach and their technology and having direct conflict with President Lord's forces in doing so.
Pictures subject to change once I get home and can make a proper banner! I also notice the rule that specifies superheroes have only existed as a whole for five years and note that it conflicts with part of my backstory. Let me know if you need me to change the timeframe around their space mission. I thought it made more sense for them to have gone on it prior to The Reach invading, but I can work out another reason for them to have been hit by cosmic rays if you would prefer.
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
_________________________________________________________ '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 Kitty Pryde can pass through solid matter by allowing the molecules of her body to travel through the space between the molecules of whatever solid she is travelling through. She can also render other people and objects intangible by touching them. When phasing through extremely dense materials, such as adamantium, Kitty experiences pain and disorientation as well as those with dense metals in their bodies should she phase through them. Kitty is capable of phasing any amount of her body through objects as well as humans, leaving them unconscious. Kitty is also capable of killing another being by phasing them into a solid object and then releasing them, causing them to solidify while still within the object. Kitty has trained herself to reflexively assume her intangible state at any indication of danger, such as a loud noise like a gunshot, to protect herself.
Kitty can disrupt electronic devices by passing through them in this manner without harm to herself. When she uses this ability in the opposite direction, she can levitate herself by walking on air, as if she were walking up a flight of stairs. In her intangible state, she is weak against certain energies, psionic and mystical attacks. While in phase form, Kitty has a remarkable resistance to psychic probing and psionic attacks, and she the potential to be able to use her phasing abilities to perform surgery, essentially phasing cancerous growths out of people's bodies.
One theory that could potentially explain Kitty Pryde's power of intangibility is that of "spintronics". This theory is based on electrostatic repulsion, which is the force that keeps subatomic objects from passing through one another. Electrons naturally repel each other and instead of positive or negative charge, electrons have what is called "spin", which is based on a random pattern of up and down. If Kitty can rearrange her molecules into an organized manner so that they are "polarized" with the objects she is trying to pass through, then she can pull her molecules through objects (like a molecular magnet) by controlling the spin on all of the particles in her body. By reversing the polarity on air, she can then air walk by making the air around her much harder. This also explains why she disrupts electronic systems since she basically polarizes the spin of electrons in objects she passes through and drastically changes the conducting forces in circuitry.
◼ LOCKHEED Coming Soon to an IC near you. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ KATANA Equipped with a pair of katanas during her time as Ogun's Shadowcat, Kitty is an accomplished swordsman due to her programming at the hands of the Samurai Master. Now on the run from the Purifiers, these weapons are always close at hand.
◼ LAPTOP A former computer engineering student, Kitty is a genius with applied technology and computer science and she is especially skilled with computer hardware design and use. -
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ SUPERHUMAN AGILITY & DEXTERITY In addition to his primary power of teleportation, Nightcrawler's physiology is unique in several different ways. His agility far surpasses that of an Olympic-level gymnast, and his bone structure allows him great flexibility. His spine is more flexible than an ordinary human, enabling him to remain in a crouched position for a long time and perform contortionist-type feats without causing any damage to his spine. Nightcrawler's balance and bodily coordination are all enhanced to superhuman levels. He can cling to surfaces through microscopic suction cups located on the pads of his hands and feet. However, some surfaces are so frictionless that he cannot cling to them. He also possesses superhuman dexterity, being able to manipulate items and fence with either hand as well as his tail.
◼ TELEPORTATION Kurt Wagner is a mutant whose primary mutant power is the ability to teleport himself, his clothing, and a certain amount of additional mass from one point to another virtually instantaneously. He teleports by displacing himself into the Brimstone Dimension, travelling through it, and then returning to his own dimension at a certain distance from his point of departure. He consciously determines his point of return. The entire process occurs so quickly that Nightcrawler is unaware of being in the Brimstone Dimension at all. Nightcrawler guides himself through the Brimstone Dimension by a subconscious, natural direction-finding sense. Although Nightcrawler controls his teleportation ability with his conscious mind, his power to teleport is not psionic. Rather, it is the result of an unknown biochemical/biophysical reaction which he triggers mentally.
He can teleport distances of up to two miles (3 km) under optimal conditions. The longer the distance over which Nightcrawler teleports himself, the harder and more exhausting it is for him to make the teleportation "jump". It is easier for him to teleport between north and south (along Earth's magnetic field lines) than it is for him to teleport between east and west (against the magnetic lines). Under optimal conditions, teleporting only himself and his costume, Nightcrawler can displace himself a distance of about two miles east-to-west, and up to three miles north-to-south. Making a vertical teleportation upwards is difficult and dangerous, fighting against both the electromagnetic and gravitational fields.
He possesses a limited unconscious extrasensory "spatial awareness" ability which prevents him from teleporting into solid objects within his immediate vicinity, but this ability diminishes the greater the distance he teleports. Because teleporting into other solid matter would cause severe injury or death, he will only teleport to an area he is familiar with or that he can see at the time or has seen in the past. His power automatically displaces liquids and gases when he arrives.
The process of teleportation places a strain on his endurance and that of any passengers; carrying mass other than his body and clothing when teleporting adds additional strain to his body. Through practice, he has been able to teleport with a passenger over a long distance without exhausting himself. Extensive training has raised his tolerance for teleportation, but most of his passengers lack this tolerance. Therefore, one of his tactics is to grab opponents and make several quick teleportations with them. They usually become weakened or even pass out from the strain.
After Nightcrawler teleports, he leaves behind the smoke and a faint scent of burning brimstone; this is a small portion of the atmosphere of the dimension through which he travels when he teleports. His teleportation power is due to a biophysical/biochemical reaction he consciously triggers within himself. A loud "bamf" noise is always present whenever he teleports (being the sound of air rushing to fill the space he was just occupying). His teleporting also causes a slight change in the atmosphere before he arrives, although only superhumans with heightened senses can detect it.
◼ UNIQUE MUTANT PHYSIOLOGY Nightcrawler has only three digits (including an opposable thumb) on each hand. He also has only two toes on each foot, each longer than an ordinary human's, with a toe-like protrusion on his heels (which allows him to grip with his feet). He has a prehensile tail, approximately 3'6" long, which could support his own weight. Nightcrawler has pointed ears and pronounced fang-like canine teeth. His spine is more flexible than an ordinary human being's, allowing him to spend much of his time in a semi-crouching position without damaging his posture and enabling him to perform contortionist-like feats. His body is almost entirely covered with a fine blue-colored fur.
He can blend into shadows, both as a result of this indigo-coloured fur and the dimensional portal which always surrounds his body and absorbs photons. The Brimstone dimension he travels through constantly bends the light around him, making him appear in shadow during normal daylight and rendering him nearly invisible in the dark. Nightcrawler's prehensile tail is dexterous enough to allow him to grab onto objects with relative ease. His tail is strong enough to not only support his body weight, but also lift an adult man completely off the ground at the same time, and is deft enough to fight with while wielding a sword or blunt object. He also possesses a degree of heightened night vision.-
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ RAPIERS A skilled fencer and swordsman, Nightcrawler is adept at a three-sword style of fighitng and prefers rapiers, foils and other fencing style of swords opposed to heavier blades. -
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) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ COVERT OPERATIVE Wolverine has acquired and demonstrated advanced covert abilities during the years he has worked with the Devil's Brigade and Team X. He has trained in the use of and is familiar with many weapons, vehicles, aircraft and computer systems. Logan is also considered a highly skilled assassin and has learned numerous techniques to dispatch enemies.
◼ MARTIAL ARTIST Due to his age and experience, Logan has been able to learn virtually every form of fighting style on Earth, mastering 28 forms of Kung-Fu alone, as well as the pressure points located not just on the human body, but also on some alien bodies as well. Logan can also stop the negative effects of Chi-based attacks by controlling his thoughts and emotions. His skill is honed enough that he is also able to "disappear" to other skilled opponents amid combat.
◼ MULTILINGUAL A polyglot; Logan is fluent in many languages including English, Japanese, Russian, Mandarin, Cheyenne, Korean, Lakota, and Spanish. Logan also has some knowledge of Farsi, French, German, Thai, and Vietnamese. ◼ WEAPONS EXPERT Logan is a trained expert with many guns, blades, explosives, and other weaponry due to his experiences as a solider, samurai, spy and mercenary. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TRACKING Due to his superhuman sense, Logan is considered to be one of the world's most skilled trackers. -
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ DANCE TRAINING Kitty is trained in ballet and modern dance. She continued to take dance training under the tutelage of Stevie Hunter and was highly agile.
◼ MARTIAL ARTIST Shadowcat possessed moderate expertise of the martial arts of the Japanese ninja and samurai. Shadowcat demonstrated great knowledge of ninja methods of combat when she was mentally possessed by the Ronin Ogun. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ COMPUTER GENIUS Kitty was a student in the field of computer science, demonstrating a genius-level aptitude for programming, modifying, and diagnosing almost any computer system: even those of unfamiliar human and extraterrestrial origin, having a particularly vested interest in learning to protect against aliens such as the Reach. -
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ COMBATANT He is a skilled hand-to-hand combatant and a master at fencing, which he can even perform with his tail, which is strong enough to support his entire body weight. Martial arts training.
◼ MULTILINGUAL Nightcrawler is fluent in various languages due to his youth travelling around Europe as the star performer in a circus, and knowing the language of wherever they were that week was very handy. Kurt also speaks English, French, Spanish, and Italian, as well as his native German. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ ACROBATICS Nightcrawler is an Olympic-class acrobat thanks to his flexible spine that allows him to perform contortionist-like feats and to go long periods in a semi-crouching position without injury. -
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
_________________________________________________________ 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 ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ FLIGHT Superman has total control over his personal gravitational field, allowing him the ability to fly at speeds up to Mach 20, fast enough to circumnavigate the globe in roughly 5 minutes.
◼ SUPER STRENGTH Superman's cells can generate nuclear fusion, creating tremendous energy output. This allows him to lift objects weighing up to 300,000 metric tons, roughly the mass of the Empire State Building. This works in conjunction with his gravitational field, which can extend into any object he touches to prevent collapse. When focused into a physical strike, Superman can deliver punches and kicks with a force roughly equal to an artillery cannon, though with exertion he can deliver a strike of over a hundred kilotons of force.
◼ INVULNERABILITY Superman's immense strength and gravity manipulation can also absorb tremendous impacts. He is impervious to most conventional weapons, with anything short of high-yield explosives being little more than an inconvenience. He can withstand the impact of a 5-megaton nuclead warhead, though doing so would render him unconscious.
◼ SUPER SENSES Superman is capable of seeing the entire electromagnetic spectrum, focusing his vision to a subatomic level, looking through solid objects, and zooming his vision out to several light years. In addition, his senses of hearing, smell, and touch are superhuman, though not to the extent of his vision.
◼ HEAT VISION Superman can emit energy through his eyes in the form of high-powered lasers. These can be focused with surgical precision, or released in a high-yield blast with a maximum output of 50 petawatts from each eye. These beams can easily cut through anything short of Vibranium or Adamantium. Using his Heat Vision drains Superman's energy reserves quickly.
◼ FLARE STATE In desperate circumstances, Superman can burn through all of his energy reserves at once, entering a temporary “Flare State” that amplifies all of his powers exponentially. In this state, he can move the mass of entire planets, move at a significant fraction of the speed of light, and absorb attacks with the power of a large star. However, he can only remain in this state for a few seconds at a time, and doing so leaves him completely drained of his power- every second Superman spends in the Flare State leaves him powerless for an hour afterward. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ FORTRESS OF SOLITUDE A massive complex buried beneath the ice near the North Pole, the Fortress was created to be a Kryptonian colony on Earth. With Krypton's destruction, however, its only visitor is Kal-El, who uses it as a headquarters, training ground, information center, and armory. It contains an impossible library of all Kryptonian knowledge, containment units for exotic technology that Superman can't let fall into the wrong hands, and fabricators to create Kryptonian tech in limited amounts, all overseen by the virtual intelligence Kelex. -
W E A K N E S S E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ KRYPTONITE Irradiated shards of the lost world of Krypton, Kryptonite crystals are inert in their natural state, but when an electrical current is put through them, they emit waves of radiation that are poisonous to Superman. Exposure to Kryptonite radiation causes the power plants of Superman’s cells to melt down, reducing his powers and causing pain and disorientation. The stronger the current is focused through a crystal, the more intense the effects of Kryptonite poisoning can be. In addition, wounds to Superman caused by Kryptonite weapons do not heal, creating permanent weak spots.
◼ SENSORY MANIPULATION Superman's enhanced senses can be used against him. Sound-based attacks can cause him pain, as well as disrupt his equilibrium and make flight near impossible. In addition, light-based attacks can cause him temporary blindness.
◼ NON-PHYSICAL VULNERABILITY While Superman is nearly invulnerable to physical harm, he has no defenses against attacks that are non-physical in nature, such as psychic abilities, magic spells, or manipulation from supernatural entities. -
L I M I T S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ NAIVETE Superman strives to embody both the best values of humanity and the people of Krypton. However, his kindhearted nature and optimism, as wells his tendency to rush to action in an emergency, make him susceptible to manipulation from more cynical and cunning opponents. While he isn't stupid and has gotten wise to the likes of Lex Luthor's tactics, he's still liable to be lured into traps or be distracted from larger schemes.
◼ POWER RESERVES While Superman's peak strength may appear to be limitless, his endurance isn't. Clark's cells can store tremendous amounts of energy, but when that energy is spent, it takes time to replenish. Overuse of his powers or exerting them beyond their threshold can leave Clark severely weakened for a time, and burning through it all to enter his Flare State will leave him completely powerless for hours. -
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.
Good news guys I know my marriage and honeymoon killed the last one of these games but don't worry. The wife says I'm not allowed to get married again.
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ None Baseline human. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ Iron Patriot Mk.I Following the end of the Reach War, at the behest of former president Ellis. A more streamlined version of the War Machine armour, painted patriotic colours. Equipped with a variety of modern weapon systems, with an fortified arc reactor. ◼ War Machine Mk.IV The War Machine armour was but a pipe dream before the Reach Invasion and has been through several iterations, the Mk.IV is the pinnacle of military weapon technology. Designed in the aftermath of the Meta-bomb, it is built to be capable of combating people with varying levels of power and 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) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ Combat Training During test phases Tony spent a small period of time in the suit, as well as Rhodey. The decision was soon made that 'Rhodeys' physical combat training made him a better candidate. ◼ Pilot A trained pilot, and a skilled aerial combatant. ◼ Advanced Weapons Expert The War Machine and Iron Patriot armours are walking/flying weapon platforms. Through R&D and then the reach invasion he is the foremost expert in the use of the technology. ◼ Maintenance Like most pilots/soldiers he is skilled enough that he can affect basic repairs, and maintenance to all of his equipment. He cannot however build a suit from scratch in a cave, with a box of scraps.
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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...
James Rhodes was an outcast. He was bullied for being black from the white kids, and bullied by the black kids who thought he was trying to be better than them by focusing on his education. Really? He just wanted out. As soon as he turned seventeen he enlisted in the Air Force, and never looked back on philadelphia. Leaving his father and sister behind, he entered ROTC with the goal of becoming a pilot.
When he was shot down in his first flight he thought it would be the end of his career, if not his life. Instead it changed in ways he could never imagine. As he was trying to repair his helicopter, to atleaast get the radio functioning something metal and ungainly fell from the sky. The missing billionaire inventor and weapons manufacturer, Tony Stark. The very man that then liuetenant Rhodes had been sent to try and locate. The two of them were reluctant to trust eachother at first, but when attacked by henchmen from the rogue technological society A.I.M the two found common ground and worked together. Powering Tonys exo-suit, the two of them battled their way through the jungle before they were eventually found by none other than Director Nicholas Fury senior with S.H.I.E.L.D.
Fury stole Rhodes for a secondment to S.H.I.E.L.D, where he and Tony worked on the next generation of armour. The project was dubbed War Machine, and it was revealed just in time for the Reach invasion. S.H.I.E.L.D announced War Machine to the world, Rhodes pilotting the suit. Time would continue onwards, and eventually they would add to their arsenal. Parnell Jacobs, Nathan Manning, Jorge Salsero. All these pilots were vetted and chosen by Stark and Rhodes personally, as that was Starks one stipulation on the use of the technology.
They weren't enough though, as humanity continued to lose ground to the reach. Manning and Salsero killed, Jacobs maimed and paralysed. As Superman revealed himself to the world and ended the Reach threat, the War Machine program was shelved when then President Ellis contacted Stark personally. Trying to rebuild American Faith and Strength Rhodes would go on to become the Iron Patriot, much to Furys dismay. Rhodey worked under President Ellis for the remainder of his term, but the tides were changing. Eventually Maxwell Lord became President and everything changed.
He wanted more Iron Patriots, he wanted a legion. Tony continued to push back, their contract clearly stated that any and all pilots had to be hand picked. The Government wanted automation, and Tony didn't. Trask, Hammer, Kord all vying to perfect the technology. The two friends became more and more disgruntled as the Iron Patriot was deployed more frequently within Americas borders at sites of 'mutant' or 'meta' unrest.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
I've always enjoyed War Machine. I enjoy his own stories, he has all the perks of Iron Man without the sociopathic personality. I always enjoy pushing myself and trying to write different stories, and as such I want to get delved into something I haven't. The political thriller. Will update this here with plots as I go forward. My goals? To push myself as a writer, and write stories that we all enjoy.
Return of War Machine As Tony Stark announces the cessation of the War Machine project, other powers that be aren't happy. Resulting in explosions and chaos, and the U.S. Government coming after the Iron Patriot.
And in terms of your application clashing with the timeframe, I think it's more than fair to say that since the FF didn't get a chance to publicly announce themselves due to The Reach, it doesn't clash. The important thing is that five years ago, the first public superhero came forward to fight them. Whether more existed before then is just a matter of public perception.
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
_________________________________________________________ Alan Ladd Wellington Scott _________________________________________________________ 42 | Divorced _________________________________________________________ Architect | 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 Mystic Energy Constructs: Forms arcane shields, weapons, and tools with sentient green flame. • Spell-like Abilities: Flight, teleportation, energy blasts, and psychic shielding. • Mystic Sense & Astral Perception: Detects magic, auras, and can interact with the astral plane. • Enhanced Physiology: Peak physical form, ageless, resistant to disease and toxins. • Accelerated Healing: Wounds mend in minutes; immune to most poisons and illnesses. • Starheart Resonance: Constant bond with a semi-sentient magical force; grants cosmic awareness. • Magical Armor: Summons runic armor for enhanced durability in battle. • Energy Deflection: Reflects or absorbs attacks with magical fields. • Emotional Amplification: Power increases or destabilizes in response to Alan’s emotional state. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TOOL • Starheart Core: The living magical force fused with Alan's soul, serving as the source of all his power. • Sentinel Ring: A unique mystical artifact that channels and shapes Starheart energy into constructs and spells. • Emerald Mantle: A self-repairing cloak enchanted for stealth, shielding, and minor dimensional resistance. • Warding Sigils: Quick-form runes summoned midair to repel or trap magical threats. -
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 Architectural Design: Expert in structural planning, sustainable design, and urban renewal, blending aesthetics with purpose. • Crisis Leadership: Calm under pressure, able to rally allies or civilians in emergencies with clear strategic thinking. • Mystic Lore: Deep understanding of occult phenomena and arcane symbols from years as the Sentinel. • Hand-to-Hand Combat: Trained in basic and improvised martial combat; experienced in close-quarters self-defense. • Public Speaking: Charismatic and persuasive, skilled in rallying both public opinion and morale. • Tactical Analysis: Skilled at battlefield awareness and long-term planning, honed through decades of experience. • Multilingual: Conversational in multiple languages due to international missions and arcane studies. • Green Energy Constructs: Masterful use of willpower to create complex, durable constructs for offense, defense, and utility. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TALENT Unbreakable Will: Alan's willpower is nearly unmatched, forming the core of his power and mental resilience. • Inspirational Presence: Radiates hope and leadership, often uplifting others even in dire circumstances. • Arcane Attunement: Naturally receptive to magical energies, enabling intuitive control over the Starheart's power. • Moral Compass: Grounded by a strong sense of justice and personal integrity, guiding his decisions as Sentinel. • Adaptive Intellect: Quick to analyze problems and adapt strategies, whether in battle or diplomacy. • Legacy of Heroism: Carries the weight and wisdom of generations, lending depth to his actions and choices. -
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...
Alan Scott’s journey didn’t begin with a ring—it began with a promise: to build a world better than the one he inherited. Trained as an architect, Alan believed in structure, purpose, and harmony. That belief guided him into the stars when he was chosen—against all odds—as a terrestrial liaison to the Green Lantern Corps. Though not a conventional Lantern, Alan’s exposure to their ethos shaped his early career as a protector, acting as a bridge between Earth’s unpredictability and the Corps’ cosmic order.
During the Reach Invasion, when humanity was seduced by false promises of peace, Alan was among the first to question their intentions. He coordinated underground resistance cells across North America, repurposing ancient ley lines and forgotten geomantic structures as beacons of disruption. It was here, deep beneath Earth’s crust and history, that he uncovered the Starheart—a fragment of raw mystical willpower long buried by the Guardians.
In merging with the Starheart, Alan’s essence was fundamentally altered. He didn’t just gain power—he became a conduit of ancient energy, blending mystical chaos with Green Lantern order. This transformation severed his ties to the Corps but granted him autonomy. He returned to Earth not as their emissary—but as its Sentinel.
Life moved forward. He married a fellow architect and activist, a woman who saw through the mask to the man still aching beneath. They tried to build a future together—literally and metaphorically—but the burden of his dual life, his aging without aging, and the haunting visions from the Starheart fractured their bond. The divorce was quiet but final. For a time, Alan stepped away from the world. He poured himself into reconstruction projects, post-Reach trauma architecture, and preserving what little culture hadn’t been atomized in the wake of meta-bomb paranoia.
But he couldn't stay hidden forever.
As President Maxwell Lord’s Agency swept across the globe, rounding up metahumans under the banner of safety, Alan realized that a quiet life was no longer a moral one. He returned—not with a corps behind him or a title above him—but with a lantern lit from within.
Now, under the name Sentinel, Alan Scott walks between shadows and light. Neither wholly mystic nor wholly alien, not revered nor forgotten—he is a remnant of a nobler era and a warning to those who abuse fear. He does not carry a badge. He carries conviction.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
It’s been a while since I’ve tried to write for a game like this and I want to take some time and go back to my roots of writing on something like this. One of the first characters that I ever wrote was a Lantern Corps member and I figured that it would be poetic to come back to the first one. Alan and his Sentinel persona has always been fascinating and I plan to play him close to the original with some personal variations of my own.
◼ POWERS AND WEAKNESSES I am going to have him play the mystical version of himself and lean more into Starheart’s abilities rather than the Lantern Corps side of him. Most of his abilities are going to reflect this but his weaknesses will be more mental than the Corps yellow or his original wood weakness (no no.2 pencil deaths for Alan). Starheart is going to be his biggest strength and weakness and in possible plots it’s possible that I may have him be an antagonist in its own right, only time will tell. ◼ PLOTS CHARACTER ARC 1: “The Lantern’s Ghost” Alan must confront his unresolved past with the Green Lantern Corps when the Guardians of the Universe attempt to reclaim the Starheart. Forced to choose between cosmic order and Earth’s freedom, Alan defies the Corps and severs his remaining ties, fully embracing his independent identity as Sentinel.
CHARACTER ARC 2: “Starborn Fallout” After a containment breach scatters fragments of the Starheart, Alan must confront the chaos unleashed by its possession of innocent hosts. To stop further corruption, he risks merging with the Starheart completely—awakening ancient knowledge that may connect it to the Reach’s arrival on Earth.
CHARACTER ARC 3: The Sentinel Accord” As the architect of a secret sanctuary for metas and humans alike, Alan becomes a symbol of peaceful resistance. But when a tragic incident sparks a global crackdown, he must choose between protecting the sanctuary or exposing himself to save its ideals—setting the stage for open rebellion against the regime.
And in terms of your application clashing with the timeframe, I think it's more than fair to say that since the FF didn't get a chance to publicly announce themselves due to The Reach, it doesn't clash. The important thing is that five years ago, the first public superhero came forward to fight them. Whether more existed before then is just a matter of public perception.
Question for my fellow roleplayers to get some discussion going. Do any of you associate specific songs to your characters? I saw Half Pint also linked to a song on their sheet (glad I wasn't the only one) and it brought the question to mind.