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A CITY IS ALIVE BECAUSE THE PEOPLE LIVING IN IT BOUNCING AROUND THEIR DAILY ROUTINES ARE EQUIVALENT TO ELECTRICAL SIGNALS FIRING THROUGH NEURONS AND BRAIN CELLS
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J A W B O N E
J A W B O N E

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"One time, I gutted this choom kid, right in front of this pig's eyes, for shits 'n' giggles."
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

John Doe
_________________________________________________________
30's |
_________________________________________________________
Single | Ganger/Merc | Maelstrom
P H Y S I C A L P R O F I L E
P H Y S I C A L P R O F I L E

C H A R A C T E R N O T E S
C H A R A C T E R N O T E S

C H A R A C T E R H I S T O R Y
C H A R A C T E R H I S T O R Y

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.

D E T A I L E D A P P E A R A N C E
D E T A I L E D A P P E A R A N C E

A full physical description to compliment your face claim and physical profile. In addition to physical attributes, this section can be used to flesh out personal mannerisms such as how the character carries themselves, do they talk with their hands or other such notable details. A sense of personal style can also be described here along with any other elaboration needed to complement the physical profile such as a description of tattoos, coloured hair etc.

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.
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- John Constantine new origin arc

- Eve Coffin/Aava Arkham/Arkr's Cairn/Magpie Witch homebrew mashup + witching killings in time loop/trapped in town

- Batman Brother EYE arc

- Batman Two-Face Finale arc

- Batman revised origin flipped Bat/Joker dynamic

- Batman Magpie murders
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theguardian.com/world/2022/mar/07/jap…

Japanese magic apocalypse urban fantasy horror. Yokai, spells, survival, etc.

Could mix with that big black coffin that got cracked open in Egypt?
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T H E B A T M A N
T H E B A T M A N

“I’m vengeance.”
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
_________________________________________________________
The Batman
_________________________________________________________
Caucasian | Vigilante | Independent
_________________________________________________________
Gotham | New Jersey | United States of America

C H A R A C T E R N O T E S
C H A R A C T E R N O T E S
_________________________________________________________
P O S T C A T A L O G
P O S T C A T A L O G
_________________________________________________________
C H A R A C T E R C O N C E P T
C H A R A C T E R C O N C E P T
________________________________________________________________________________________
This is a Batman turned on his head, dynamic reversed, the globally-known basics discarded. Real identity unknown and irrelevant, The Batman feels to been birthed directly from the oppressed suffering of Gotham's working-class, a walking avatar for the ever-looming class war; someone, somewhere, grew tired of the exploitation of the masses, and grew disillusioned with the idea that change would come, tired of waiting for protests and movements and cancellations to enact sweeping change. Waging his war without the backing of Bruce Wayne's usual billions, The Batman is a brutal, unforgiving, resourceful man, leveraging every advantage and exploiting every weakness.

While still concerned with petty crime, his efforts are less about prevention or striking fear, and more about inspiration and unification; when a teenager robs a liquor store with his father's snub-nose, is it for thrills? Or is it because eighty dollars in their hand pays for a week of food, and 3 bottles of booze equals 3 nights without the belt across their back? When an unemployed man agrees to play night-watch when a local mob boss needs to move contraband, is it because he's trying to get his foot in the door of organised crime? Or is it because eleven interviews and eleven rejections weigh heavily when the rent cheque is due? And most critically, why mug the lady allowing herself her once-a-month spiced latte treat, when there are hundreds upon hundreds of billions being stolen from the common man every single day? Why not steal it back?

This is The Batman's key focus; the Fortune 500, the 10 richest CEO's, the pompous, entitled, exploitative, planet-destructive, callous 1%, who care more about the extra zero on the end of their octuple-figure annual bonus than a mother forced to pick which one of her children to feed each night. The Batman is a soldier, but not in the war on crime; in the Class War. Gotham's real criminals are those in the penthouses, the board rooms, their ivory towers built as headstones upon the planet they are killing. These are the men who need locking away. This is the Batman's mission. He will inspire and bring hope to Gotham's working-class masses; he will frighten and instil fear to those who grow rich from their deaths.

P L O T ( S ) & G O A L ( S )
P L O T ( S ) & G O A L ( S )
________________________________________________________________________________________
A true Year Zero for The Batman, he appears in Gotham apparently overnight and begins a brutal campaign against the criminal elements of the city; but while at first the police appear complacent to let him have his fun doing their 'jobs' for them, heads soon turn when it becomes apparent this new vigilante is waging a war on white-collar crime just as fierce as that on violence and gang-banging. Making quick enemies of powerful people, The Batman becomes GCPD's number one priority, and finds himself contending with the 'boys in blue' as just another gang that needs putting down.

Naturally, as The Batman wages his war, power balances will shift, and the face of Gotham City will change forever.

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Firefly as a corporate espionage agent tasked by Gotham's corrupt elite to destroy evidence of their corruption, who is then double-crossed when Batman and Jim's MCU put the squeeze on corruption and target Lyons as a suspect/potential informant, so one job he's on is sabotaged to tie up the loose end before he can be apprehended and caught, and he's left to burn from his own job but miraculously survives and turns around to wage a revenge-based war on those who betrayed him
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T H E B A T M A N
T H E B A T M A N

“Criminals are a cowardly and superstitious lot.”
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
_________________________________________________________
Bruce Wayne
_________________________________________________________
Caucasian | Vigilante | Independent
_________________________________________________________
Gotham | New Jersey | United States of America

C H A R A C T E R N O T E S
C H A R A C T E R N O T E S
_________________________________________________________
P O S T C A T A L O G
P O S T C A T A L O G
_________________________________________________________
C H A R A C T E R C O N C E P T
C H A R A C T E R C O N C E P T
________________________________________________________________________________________
The Batman has been operating in Gotham for five years, and while it feels like many battles have been won, the war itself is slowly being lost.

Working covertly with the GCPD through Lieutenant James Gordon, the city has struck a mighty blow against the organised crime families that once plagued it; but while men like Maroni and Falcone have been removed from their seats of power and their empires disassembled, friends were lost in the process, and replacements are eagerly stepping in - and while Gordon is a trusted ally, the GCPD at large remains sceptical of the vigilante's presence at the behest of their corrupt commissioner.

Worse than a mafia resurgence however is the looming storm of a new kind of threat to Gotham's citizens - the so-called 'super-criminal', an apparent response to Batman's existence in the ever-escalating arms race between those who wish to protect the city's innocents, and those who wish to ruin them. While Batman has dealt with a few of these individuals already in his half-decade career, more and more emerge every day, and all seek to test themselves against the Bat.

P L O T ( S ) & G O A L ( S )
P L O T ( S ) & G O A L ( S )
________________________________________________________________________________________
With an established Batman, I'm not looking to do anything revelatory with Bruce himself, running a fairly standard adaptation of the character with the tried-and-true backstory and enough wiggle-room in his career history for sidekick and/or legacy characters to be available for others.

What I do want to have fun with is re-inventing some of Bruce's rogues gallery, with concepts in place for Riddler, Magpie, Brother EYE, and Firefly, as well as exploring the underworld civil war as new criminal elements (namely Cobblepot and Sionis) look to move in on the power vacuum left by Maroni and Falcone's incarcerations.

I also want to remain open to interaction and collaboration, having all of the above occur pretty much concurrently to be advanced and explored at-will, either solo or cooperatively.


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S O N I C T H E H E D G E H O G
S O N I C T H E H E D G E H O G

"What you see is what you get. Just a hedgehog that loves adventure."
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 | ♀/♂ | Species
_________________________________________________________
Marital Status | Occupation

P H Y S I C A L P R O F I L E
P H Y S I C A L P R O F I L E
_________________________________________________________
C H A R A C T E R N O T E S
C H A R A C T E R N O T E S
_________________________________________________________
C H A R A C T E R C O N C E P T
C H A R A C T E R C O N C E P T
________________________________________________________________________________________
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.

D E T A I L E D A P P E A R A N C E
D E T A I L E D A P P E A R A N C E
________________________________________________________________________________________
A full physical description to compliment your face claim and physical profile. In addition to physical attributes, this section can be used to flesh out personal mannerisms such as how the character carries themselves, do they talk with their hands or other such notable details. A sense of personal style can also be described here along with any other elaboration needed to complement the physical profile such as a description of tattoos, coloured hair etc.

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.

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C H A R A C T E R C O N C E P T P R O P O S A L
T H E B A T M A N


B R U C E W A Y N E V I G I L A N T E G O T H A M C I T Y T H E J U S T I C E L E A G U E
C H A R A C T E R C O N C E P T:


“Criminals are a cowardly and superstitious lot.”

The Batman has been operating in Gotham for five years, and while it feels like many battles have been won, the war itself is slowly being lost.

Working covertly with the GCPD through Lieutenant James Gordon, the city has struck a mighty blow against the organised crime families that once plagued it; but while men like Maroni and Falcone have been removed from their seats of power and their empires disassembled, friends were lost in the process, and replacements are eagerly stepping in - and while Gordon is a trusted ally, the GCPD at large remains sceptical of the vigilante's presence at the behest of their corrupt commissioner.

Worse than a mafia resurgence however is the looming storm of a new kind of threat to Gotham's citizens - the so-called 'super-criminal', an apparent response to Batman's existence in the ever-escalating arms race between those who wish to protect the city's innocents, and those who wish to ruin them. While Batman has dealt with a few of these individuals already in his half-decade career, more and more emerge every day, and all seek to test themselves against the Bat.

C H A R A C T E R M O T I V A T I O N S & G O A L S:

With an established Batman, I'm not looking to do anything revelatory with Bruce himself, running a fairly standard adaptation of the character with the tried-and-true backstory and enough wiggle-room in his career history for sidekick and/or legacy characters to be available for others.

What I do want to have fun with is re-inventing some of Bruce's rogues gallery, with concepts in place for Riddler, Magpie, Brother EYE, and Firefly, as well as exploring the underworld civil war as new criminal elements (namely Cobblepot and Sionis) look to move in on the power vacuum left by Maroni and Falcone's incarcerations.

I also want to remain open to interaction and collaboration, having all of the above occur pretty much concurrently to be advanced and explored at-will, either solo or cooperatively.

C H A R A C T E R N O T E S:

G C P D P E R S O N N E L
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Lieutenant, James 'Jim' Gordon
Detective, Harvey Bullock
Junior Detective, Renee Montoya
Senior Detective, Crispus Allen
Coroner, Leslie Thompkins
Police Commissioner, Gillian Loeb

G O T H A M P U B L I C O F F I C E S
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Gotham Mayor, Aubrey James
District Attorney, Janice Porter
Editor-in-Chief, Gotham Gazzette, Jack Ryder
Field Reporter, Gotham Gazzette, Vicki Vale
Gotham University Professor, Edward Nashton
Gotham University Researcher, Diedre Vance

G O T H A M C R I M I N A L C I T I Z E N S
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Head of Roman Mafia, Don Carmine Falcone (Incarcerated, Blackgate Penitentiary)
Head of Maroni Crime Family, Boss Salvatore Maroni (Incarcerated, Blackgate Penitentiary)
Roman Mafia Hitman, Victor Zsasz (Incarcerated, Blackgate Penitentiary)
Former District Attorney, Harvey Dent (Incarcerated, Arkham Asylum)
Industrial Espionage Agent, Garfield Lynns
Head of False Face Crime Family, Roman Sionis
Heir to Cobblepot 'Fortune', Oswald Cobblepot

S A M P L E P O S T:

Set the scene.

Gotham docks. Off-stage, yet his presence felt: ‘The Penguin’. Deposed heir to the Cobblepot crime family; now destitute, he grows desperate and ruthless in pursuit of the empire he’s lost.
The empire I have ripped away from him.

Tonight he brings drugs into my city, balaclava-clad men hauling wooden crates off of shipping containers and loading them into trucks. The cargo and containers are unmarked, but I have already seen the shipping manifesto; these crates may have come from overseas, but their purchase has been made through holding companies and shell corps that one can, when looking in the right places, trace back to a property development and construction contracting company based in New York City.
Fisk is attempting to purchase a stake of Gotham using Cobblepot as a figurehead. They will both be disappointed.

From my vantage point I can see eleven men.
Three loading crates; they are strong, but fatigued, and the hard work on a humid night has aggravated them; they demand help from the others, but are ignored. Tempers flare.
One in the truck cab; he is overweight and chain-smoking. His windows are closed and the stereo is loud.
Four dock workers, all paid off. Whether by Cobblepot or Fisk doesn't matter; what does is three of them are concealing light firearms, judging by their uneven gaits. The other is young and nervous, and wraps his hand around a single set of brass knuckles in his jacket pocket.
Two security guards, once again paid off. One guards the entrance to this pier - he's jumpy, and carries his hands together, awkwardly low and in front of him: he is holding what is likely to be a shotgun. The other is casually patrolling; he is openly carrying a pistol, with a heavy torch in the other hand. The patrolling guard is not jumpy, and he grips his pistol loosely. Carelessly.
The last man is the lookout; he is stationed atop the gantry crane assigned to this pier. He is holding an automatic rifle and has binoculars, an open-broadcast two-way radio, and has even been equipped with night-vision goggles, because he is here to look for me, and I operate from the dark.

He will not find me. I am above him. I was on this gantry crane first.

I begin tonight's work.


-


'Eyes' is a dumb nickname, Eyes thinks, but these are dumb men and it is simple and effective and makes his role in the operation clear. They are obviously expecting interference tonight - but that is why he is here. His radio crackles - the voice coming through is filled with static, and is loud and grating. Ten minute check-in.
"[WALKER TO EYES. CHECK IN]"
"Eyes to Walker. Eyes clear."
"[WALKER TO EYES. OARLESS CANOE.]"
"Eyes to Walker. Western Fjord."
The radio crackles again and falls silent. Check-in clear. Eyes thinks he'll take another walk around the crane; the lights of Gotham's business district over the dock-water on a clear night is oddly beautiful. There's a good view of Wayne Tower too, the imposing skyscraper with its iconic 'W' fascia nestled among bank and media logos. He can lean over the railing and gaze out over the pier for five minutes, then walk back around for the next check.

Eyes barely has time to register what little noise comes from behind him before his forehead hits the metal railing and he bounces back, reeling - but not before his leg is kicked into the lower set of railings and his kneecap shatters. He would scream in pain, but as he twists around in his fall, the jagged, black shape that towers above him lashes out with one of its uncountable limbs and strikes him across the throat, silencing him as he sinks to the floor. Eyes' has one last sight before he fades out; terrible, inhuman horns, sitting atop a snarling black face, blasphemously haloed by demonic wings.


-


I have nine minutes and forty seconds before the lookout fails to report at the next check-in and the men are alerted to my arrival. The guard at the entrance to the pier is sequestered in his booth, too far from the operation to be useful; the driver is not the fighting type. That leaves me a little over a minute to incapacitate each man.
Doable.
I leap from the crane, gliding softly towards the patrolman who has entered the furthest section of his route.


-


Walker’s name is actually Walker, although he hasn’t let anyone know - to do so would be to defy the point of the codenames in the first place. William Walker. William after his father; he knows that much of the man, but little else. He spent much of his youth fighting ‘Willy Junior’ as a nickname, but eventually, gracefully, Bill stuck. Bill’s trying to be a better dad to his kid than William Senior was - not hard, as Bill’s mere existence in his son’s life is a step above the standard the old man set.

Bill’s a security guard at the docks, has been for 4 years. He knew what kind of world he was stepping into when he took the job - record turnovers, Gotham Docks, for all manner of reasons both sinister and benign - but there was little else in his skill set he was suitable for, and the job paid well for what it demanded of him. Tonight was the first time he’d been involved in anything explicitly illicit. The first time he’d been actively involved, at least, approached by a man in a suit with a roll of bills that totalled 3 months wage. 3 months wage for one night protecting whatever was coming off those containers - cargo that would have been coming in anyway, Bill thought, cargo that’s probably come in unawares on many of his shifts over his career. A quarter-year of pay for one night’s overtime. He could pay off his son’s braces with some left over for a real knock-out birthday present with what he was earning tonight. He felt good. A little dirty, but good.

There was a noise in the shadows to his left and Bill snapped out of his ruminations and whipped around, torch held out first and his pistol low and close to his body. He’d not fired a gun once in his four years on the docks, and didn’t even own the one he was holding now.
“W-Who’s there? Show yourself!”

There was another sound, behind him. He whipped around again, swearing under his breath and shaking a little. Still nothing. He took a few steps forward.

A quiet, sharp little noise rushed through the air towards him and something pierced his hand, forcing him to drop the pistol. It clattered to the ground, but Bill paid no attention; even before he’d yelled out in shock, there had been another small noise and a gummy, viscous substance had splashed across his mouth and nose, muffling his shout and blocking his air. He slowly sunk to the ground, losing consciousness, back against a shipping container as his legs gave way beneath him.

Ten feet away, across the path, the shadows shift and split and some cursed figure melts into reality; Bill can recognise a head connected to shoulders, but the rest of the body is an inhuman mass that bleeds into the floor, no limbs or torso or recognisably human features to speak of.

Consciousness fades. The darkness descends. The figure envelopes him; and then Bill cannot keep his eyes open any longer.


-


The patrolman had been at odds with the job since the night began; I’d checked his record, and for a docks guard, it was as clean as they came. A little history, to be expected. But this was his first time being bought. He’d taken to it all too easily. They all do.

I lean over him and lightly wave a small bottle of solvent beneath his nose; the glue blocking his nostrils melts away, and I hear him subconsciously take a full breath, but he doesn’t wake up. He won’t for at least half-an-hour; the glue includes chloroform in its makeup to sedate the victim. I bind his hands behind his back, retrieving the batarang, and then head inwards towards the truck.

There are seven men left: the three loaders, and the four dock workers. The loaders are unarmed, but the workers aren’t, and the three with concealed pistols need to be tackled first. They’re mostly milling around, but one wanders away to urinate. I take him out first; emerging from the dark like a beast of the nine circles, enveloping him in terror’s embrace and smothering him until he stops struggling. I set him down and bind his hands, too, and then I take the pistol from the belt of his trousers. Well made. American. Probably Fisk again; Oswald’s no arms dealer, and doesn’t have the underworld clout to source firearms like these. I disassemble it easily enough, regardless of its manufacturer.

The pieces go clattering around the corner towards the remaining men; everyone ceases their tasks to watch as the sections of pistol slide in their direction from where their comrade had rounded the corner mere seconds ago. They all freeze; every single man on the pier tonight now knows their operation has ended, but none want to say it aloud. Instead, the two workers wielding pistols draw them and hold them tight and outstretched, and then heckle the worker with the dusters to investigate. He protests, meekly, then does what is demanded of him, slipping the brass knuckles over his fist as he approaches my corner.

He rounds it and see his colleague unconscious. He does not see me. I reach out and seize his wrist, bringing my elbow down across the top of his forearm, breaking his elbow sharply; he screams and I let him. I want them to hear his pain. I want them to fear the pain they are about to feel. I slip the dusters off his fingers as he whimpers, cradling his broken arm, and then deliver them to the side of his face; he slumps over, out cold, gums bleeding. I toss the dusters towards the remaining men too; now I hear them shouting. The shake and inflection in their voices indicates panic.

Five left. Two armed. Terror beginning to strangle their minds and cloud their judgement. Time to end things.

I launch a smoke capsule at the ground in front of me; gas explodes forth and lays down cover; I step into the fog, unseen, and then carefully approach the outer edge of the cloud, allowing the men to barely glimpse my form; I hear one shout and know I've been spotted, and immediately back away, invisible again, before dropping prone to the ground. Shots puncture the gas as bullets whip past above me. The two with pistols are aiming torso-level. They both miss; then they pause to reload. I stand and step forward again, in one smooth motion parting my cloak and flinging two batarangs out; they both find their marks, cutting across the hands of the workers as they're scrambling to load a second clip. Both pistols are dropped, and the men let their fear get the better of them. They turn and run. I throw out my other arm; bolos fly forth and ensnare their ankles. they hit the ground head-first and hard.

Three left. I step out of the smoke completely, letting my cloak cover me again. They stare; I wait. I let the tension build.

Finally, one snaps and charges me; he throws a wide fist, too much wind up, too slow to connect; I sidestep and jab the wrist, breaking it easily, and then drive my other arm into his ribs; he folds around my fist, winded, and a follow up to his kidney has him wheezing and stumbling. I spin and bring my leg around; my greaves connect with his ear and he goes flying.

Two left. They rush me at the same time.


-


Larry McCoy has driven nearly anything that’s been built with a wheel and two pedals. Never drove stick, but never needed to; never had a licence neither, but never needed one. With an auto all you needed was a foot for ‘go’, a foot for ‘stop’, and hand for ‘where’. Larry had all those, and he made do just swell. Tractors early on - ploughing fields and harvesting crops. Taxi for a while, tried buses too, although eventually he pined for the quiet solitude he’d enjoyed in the cab of heavy farming machinery; he’d long left corn behind him, but found long-haul lorry driving suited him just fine. There was something comforting about a long road in front of him and a radio that was just a fraction static, where the only things that existed were Larry, the cargo he was hauling, and the journey that took from where he came from and where he was going.

That’s why he hated nights and jobs like these; no mystique, no romance, no subtle beauty. Here, the ugliness was laid bare, and he had to dip his hands deep into the muck. After jobs like these, Larry didn’t feel clean for days. But Larry’s wife had cancer, and hospital bills don’t pay themselves. So he played the music loud and stayed in the cab. That was his condition; he’d drive, and he’d drive whatever they wanted, and he’d do it better and sometimes cheaper than most. But he stayed in the cab.

So when Larry saw The Batman, a creature he believed was just Gotham urban legend - fuck, to Larry, the Batman may as well have been the Jersey Devil - appear out of darkness and smog, having done some unseen, unspeakable horror to at least three men, more likely eight, and then proceed to effortlessly incapacitate three more, seemingly untouchable, ethereal, intangible...

Larry got out the cab and ran as fast as his legs could carry him.


-


The driver ran. I’d anticipated it; he didn’t have the look of a fighter. By the time he reached the guard booth at the entrance to the pier and pointed frantically down the way towards me, I’d already set the charges on the crates; as the last guard sprinted towards me, I melted back into the shadows of the docks, and triggered the explosives.

By the time the guard picked himself up off the floor, Fisk and Penguin’s budding enterprise was cinders, and I was gone; another story of the night.

The evening was yet young. There was much work to be done.

P O S T C A T A L O G:

A list linking to your IC posts as they're created. This can be used for a reference guide to your character or to summarize completed arcs and stories.
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sonic uses the master emerald to travel back in time to prevent robotnik from rising and stop the war on Mobius by eggman's robotic army. unfortunately his attempt, while appearing successful, actually inspires robotnik's most dangerous and powerful design to date, which he spends years perfecting: Metal Sonic.

When sonic returns to 'his time', Mobius isn't at war with Robotnik; it's been conquered by him through Metal Sonic's power, and Sonic's friends have been enslaved as forcibly-converted robots.

Even worse, in the new timeline, the Master Emerald doesn't exist - Metal Sonic shattered it once Robotnik's rule had been established, as he recognised it was the only legitimate threat to their reign. Knuckles, the last Echidna, is less than pleased about this, and blames Sonic (as a Guardian of the Master Emerald, he is immune to having his memory re-written, because of plot devices).

The Chaos Emeralds themselves have been scattered, some picked up by thieves and bounty-hunters - outlaws, un-roboticised but not against Robotnik's rule, just making the best of a bad situation - others guarded by lieutenants of Robotnik's army. They need to be collected to undo what Sonic's foolish meddling in the timestream has done, but that won't be easy, especially with Robotnik and Metal Sonic hot on his heels...
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C H A R A C T E R C O N C E P T P R O P O S A L
M O T H E R O F S I N


P A N D O R A T R A N S G R E S S O R T R I N I T Y O F S I N
C H A R A C T E R C O N C E P T:


"I have to believe the world can still be saved. Now more than ever."

Pandora, The Proto-Woman, The First Creation of Hephaestus, Blessed by the Olympians. Gifted with a box by Zeus, to act as a keepsake of her legacy and a dowry for her eventual husband, she was commanded only once: never open the box. But in embodying humanity, Pandora held their curiosity, and so, once she had found a husband, eventually convinced him to open the box on her behalf.

The Sins spilled forth, Pandora's seven terrible sons, unleashing great evil unto the world. And yet, an eighth child was born from the box: Hope, Pandora's only daughter. Dreading the wrath of the Olympians, especially the ire of Zeus, Pandora took the box and stole away in the night, entrusting the care of Hope to her forlorn husband, asking him to pass her daughter's teachings down through the generations.

Inevitably, Pandora did not get far before Olympus found her; fortunately, however, it was not Zeus that discovered her - it was Argus, the All-Seeing Giant, under instruction from Hera. Knowing her husband's fury would be far more terrible than Pandora deserved, Hera sought to hide her from the Olympians - but to do so surreptitiously, in a way that could still pass as punishment for Pandora's supposed trespass against the gods. Weaving grand magic, Hera granted Pandora a double-edged sword, to hide her from the gods forever: loneliness.

Now, Pandora wanders the Earth, knowing humanity but never growing close, those that came near inevitably being torn away, or enduring tragedy great enough for Pandora to avoid them altogether. At the same time, every step on her eternal journey wrenches her through history and around the globe, bearing witness to every foible and facet of man.

Every day, Pandora sees the horrors her sons unleashed upon the world. Every day, Pandora sees the comfort her daughter gifted Mankind.

C H A R A C T E R M O T I V A T I O N S & G O A L S:

Pandora is a great mythological character, and a well-known one at that; but aside from the opening of the fateful box, what else do we really know about about this woman, supposedly held responsible for so much evil, and yet also the granter of what is often considered Humanity's greatest strength?

Before her introduction in New 52, Pandora had this neat Easter Egg of appearing in the background across all character issues, before eventually getting her own proper intro and issues and doing some multiverse harmonization stuff, who knows really the New 52 was wild.

But the idea of an ancient, mythological, world-hopping character was very interesting to me, and it opened up a lot of possibilities to not only sneak in similar Easter eggs into posts by subtly appearing in the background of other people's posts, but also to explore any time period and location across the globe, dabbling in drama, heroics, introspection, and even touching on ancient mythology and involving Pandora with gods and fables.

With her strong ties to Mount Olympus, the Seven Sins, and her daughter Hope, Pandora has a really clear and straight-forward cast of supporting characters to colour her stories, and with DC's liberal use of deities across many properties, Pandora's mythological origins also allow her to plausibly rub shoulders with many other characters of legend - so there's a lot of options, and Pandora becomes a character full of potential.

C H A R A C T E R N O T E S:

F R I E N D S & A L L I E S
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Hope (Daughter)
Epimetheus (Husband)
Hera, Queen of Olympus, Goddess of Women
Argus, All-Seeing Giant

E N E M I E S & R I V A L S
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
The Seven Deadly Sins (Sons)
Zeus, King of Olympus, God of the Sky

O T H E R N O T A B L E P E R S O N S
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Hephaestus, God of Fire and Smithing (Father)
Prometheus, Thief of Fire (Brother-in-Law)
The Phantom Stranger

S A M P L E P O S T:

A sample post that can be used in the IC if you so desire upon acceptance. This post should provide an example of your vision for the desired character. This sample post should meet all standards outline in the rules and additionally include dialogue, mannerisms and other actions representative of your intended portrayal.

P O S T C A T A L O G:

A list linking to your IC posts as they're created. This can be used for a reference guide to your character or to summarize completed arcs and stories.

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Goddess: death and rebirth // the moon // the sea // darkness
four arms, two in prayer, two covering face, wings, long robe, associated with moths and colours purple/blue

God: Life // the sun // heat and light // fertility
a roaring flame, multiple halos, represented as more a presence than a figure, associated with fire and colours yellow/red

Deity trio: Cycles. Time (Past, Present, Future) // Days (Day, Night, Twilight (Dawn/Dusk)) // Seasons (Bloom, Harvest, Wither)
three figures, cloaked in sheets (skin, fabric, cosmos, depending on context), simultaneously 1 and 3 entities. Represented as anything within their/it's sphere repeating 3 times. associated with the colours black, white, and gray, depicted together but distinct

God: Knowledge and Learning // Seeking, discovery // Magic // Secrets, mystery
infinite, uncountable eyes. no matter his representation, whatever receptacle he is depicted on must be completely covered in eyes - painting, drawing, carving, digital image, it must be completely filled with eyes.

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Lucille 'Luce' Calder

Animal mimicry/transformation



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Humans
- Are Humans
- Technologically capable, not great with magic
- Can be found nearly anywhere
- Classically adaptable but no single specialty

Elf stand-ins
- Tall, pale - skin is often blue-to-purple tones, ethereal-looking. Hair is white/silver or void-dark; either way, they look almost unreal
- Culture values extreme privacy and stoicism; [elves] are often regarded as rude or aloof by the more sociable races (humans and [lizards]) but in truth they are polite, just private. [elf] marriage ceremonies are often the spouses and immediate family only, and consists of BRIEF vows and an exchanging of NAMES rather than rings. Otherwise [elves] go simply by their race name, their professions, or just appellations based on their appearances.
- Skilled in magic - much of their civilisation is built on/with it - and so they are often the least technologically-advanced race, as magic has simply eliminated the need for it.
- Other races are generally not welcome within their cities due to their culture's privacy, and to be invited to their cities is a great honor and even then you will be escorted at all times; to be invited into an [elf's] home is considered the deepest expression of friendship that can be offered.

Dwarf stand-ins
- Short, dark-skinned, extremely tough/hardy skin; rarely, if ever, fall ill, and very tough to hurt. Most long-lived of all races.
- Again technologically capable, but also good with specific kinds of magic, mostly around metallurgy and terra/pyromancy, making them natural smiths and gravitating toward mountainous, desert, or underground settlements.
- They eat minerals - i.e. stone, metal, sand, earth, etc etc. They can eat plantlife; they cannot digest protein i.e. meat.
- Culture heavily values commerce. Nearly every interaction with a [dwarf] is an exchange; they bargain for everything, they seek or expect fair exchange for anything given, and altruism is EXTREMELY rare and regarded as very odd.
- This is mostly due to the pillar of their culture being independence; once matured (which happens quickly), a [dwarf's] ability to literally eat the ground, be virtually unable to come to harm, and hardiness allowing them to settle literally anywhere, means that they set out to tread their own path. [Dwarves] sometimes keep in touch with family but ultimately aren't tied to their parents or siblings, again due to their independence.
- They do form friends and find romantic partners, but again many times these are based on exchange first and love/admiration second.

Lizards
- They're reptile-people! Descended from the setting's Dragons! They don't have snouts, they have little snake nose-bumps! They have long tongues and slit pupils! They don't hiss, that shit is trite af!
- Scaled, no hair. Their scales are iridescent and patterned, so they are very varied-looking, with all kinds of colours and patterns on their scales.
- Extremely sociable, living in clan/tribe units of multiple mixed families. Babies are born as eggs, which are looked after by the males until hatching, whereupon care switches back to females for post-natal feeding; duties are shared in the clan units, so any one [Lizard] may have been raised by multiple mothers in their clan.
- Amphibious - mostly live in coastal or lake regions - not always, but wherever [Lizards] settle, large bodies of water are guaranteed to be nearby.
- Culture values family (naturally) - though not always blood-family, but found-family as well - and HONESTY, nearly to a fault. [Lizards] are practically incapable of lying, finding it extremely taboo and very uncomfortable to partake in. That said, they're not tactless, so are often happy to 'talk around' or simply not respond when doing so would be uncomfortable and/or rude, though again there are [lizards] that don't bother with this courtesy.



Human Gods
- 'All-Father' expy - monotheist religion - singular 'ruler/creator' god.

- Has a son and a daughter - demi gods - birthed the human race (adam/eve stand-ins)

[Elf] Gods
- Multiple deities worshiped as a pantheon:

Top God/s - preside over Time and Cycles. Depicted as 3 figures draped in sheets made of context-relevant material. Gods of: Past/Present/Future, Bloom/Harvest/Wither, Day/Twilight/Night, Birth/Death/Afterlife, etc

Death Goddess - presides over Death and Rebirth. Associated with the Moon, the Sea, the Dark, and Moths. Large woman with 4 arms, 2 in prayer and 2 covering face, which is never seen. 2 pairs of Moth-like wings, and wearing a long robe made of the night sky.

Life God - presides over Life. Associated with the Sun, Heat, Light, Fertility, and Harvest. Depicted as a roaring flame, backdropped by many interlinked halos.

Magic God - presides over Magic. Associated with Knowledge, Learning, Secrets, Mystery, Discovery. Depicted as a tome with infinite pages, which all contain uncountable eyes, of all different shapes and sizes and structures.

Sacrificial Goddess - presides over Sacrifice. Associated with Pain, Struggle, Suffering, and Strife, but also Overcoming Adversity, Self-Improvement, Catharsis, Hard-Won Success, and Spiders. Depicted as an impossibly tall woman with skin made of black onyx, wearing a sari spun from spider-silk and carrying an excerebration hook.

Fortune God/dess - presides over Fortune. Associated with Good/Bad Luck, Serendipity, Fate, Freedom, Coincidence and Destiny. Depicted as an ever-changing figure that alternates and shifts constantly, fluctuating between genders, races, and appearance, but never the same thing twice and never appears to more than a single person at once.

Creativity God- presides over Creation. Associated with Art, Performance, Music, Unity, Joy, Hard Work, Labour, Smithing, and Conception. Depicted as ? but has lots of arms, each holding a tool of creation! e.g. a paintbrush, a quill, an instrument, a smith's hammer, etc etc

[Dwarf] Gods
- Elemental deities, working in balance to preside over all that everything is, was, and will be:

Elemental Gods: Fire / Earth / Air / Water

[Lizard] Gods
- 'Spirits' of the world, rather than gods specifically; these Spirits inhabit the world alongside mortals and are responsible for the essence of the mortal plane:
- Mountain, Sea, Forest, Storm, Sky, Desert, etc?
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Satan: Thought to be Dad, but was actually impersonated.
Marduck Kurios: Possible Dad.
Satannish: Possible Dad.
Dormammu: Maybe Grandad?

Barton Blaze: Dad in manga AU
Johnny Blase: Brother in manga AU

Satana Helstrom: Sister (in Hell)
Victoria Helstrom: Mother (in an asylum)

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The Sentinel Program, led by Trask, was a United Nations effort. To date, it has three publicly known successes. First are the Sentinel drones, about the size of fighter jets, capable of atmospheric and spaceflight. Their weaponry proved capable of penetrating Chitauri wreckage in tests.

Second, a network of satellites in low Earth orbit capable of initiating a powerful electromagnetic field around the planet as a defensive shield for a limited time. While scaled versions of the satellites were tested on the ground, for obvious reasons the electromagnetic forcefield has not undergone practical tests.

Finally, the Sentinel Program's earliest success is the orbital space station, Bastion. Bastion station was designed to detect anomalies within local space and be an early-warning system for future alien assaults. It also serves as a carrier for the drone flotilla.

The Sentinel Program is lauded by the general public and viewed as Earth's best defense against further threats.


- created by Bolivar Trask
- Omega Sentinel (Half-Human Half-Sentinel) as the antagonist to setup? Trask's manual attempt at re-creating the accidental success of [Sentinel], but in a controllable form.
- Obvious ties to the X-Men and mutants. An Enemy-to-Friend scenario? Prisoner-to-ally? Won't be attempting to hurt them but obviously mutants will be hostile by default - will need to defend itself and then explain it's not a threat.
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Abelle D'Voire - Roman's bug girl. Tragically taken over by the transformation and now sequestered in a classified, off-limits, cordoned-off portion of the island, tracked and kept in check by a specialist HIT Taskforce who are a joint containment and research unit, working in patrols out of a remote guerilla research lab to study Extreme Hype-gene Morbidity and potential 'cures' for the Hype-gene, using Abelle as a case study.

Sebastian Scott - Wraith's super-speed charmer. Excelled in his studies, especially physical aptitude, and was a shoo-in for the HIT agent pipeline, which he entered without hesitancy. Is now a leading HIT agent, engaging in highly successful deployments with his squad, and also works with HELP to further hype causes around the world.

Winter Carlyle - FantasyChic's memory manipulator. After finishing her term at PRCU, she majored in psychology and medicine, eventually setting up her own therapy office and becoming the defacto leader of Hype-based Mental Health, with her unique ability allowing her patients to safely unlock and confront their trauma, while also employing traditional therapy techniques to equip patients with the tools to manage their mental health.
During her studies, she formed an unlikely-but-strong friendship with her classmate, Abelle D'Voire. After Abelle's Hype-gene Extremism manifested in her bodily transformation and mental degradation, Winter was commissioned secretly by PRCU to use her abilities to wipe the memories of all who bore witness and effectively un-person Abelle, lest her horrible fate be used as ammo by the anti-Hype lobbyists of the world.

Rita Ross - Hillan's super-strong punk chick. Did not complete her studies at PRCU, instead striking out from the academy and globe-trotting, helping people around the world on her travels and becoming something of a folk-lore figure as she did. She eventually came back to PRCU and received an honorary degree, and now works on a freelance basis with the university in hype outreach programs and as a mercenary HIT agent.

Aiden McKenna - Tyler's anxiety-ridden pyrokinetic.

Emma Naaktgeboren​ - Olissa's swedish pocket-dimension 'borrower' waif. After her tuition at PRCU came to a close, she tutored privately at several international universities, before stepping into a full-time role as an Ambassador for PRCU, HELP, and the Hype community at large. She is now a well-known public figure, and one of the leading persons in the rallying for Hype rights and connections between Hypes and Non-Hypes.

Minavita Ripole - Roman's monster-maker girl. Became a leading HIT agent alongside Rita Ross. During a serious public assault perpetrated by a hype terrorist, Minnie finally managed to induce herself to transform in a final desperate bid, saving many lives but ending a few others in the collateral. She has since been under voluntary incarceration at a HIT detention center.

Aiden Roth - Wraith's eye-laser-man. After graduating, Aiden took additional elective courses and then segued into a teaching role, settling in as a tenured Professor at PRCU. He lives on-campus in the alumni village, along with his wife who also works at PRCU, and their only child.
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