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When a HELLION attack against SAMAEL'S CHOSEN leaves only a lone survivor, the young girl seeks out ELLARA VAN ABRAMS, a newly activated JÄGER for protection from a rising threat. Inexperienced and brash, Ellara is the last person anyone would expect to become a hero, but she's the VENARI COUNCIL's only hope if they want to avert the coming war.
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HELLION: Hellion is a term used by the Venari Council to refer to any being possessed by a demonic spirit. When a demon enters into the body of another living being, they begin to change and ultimately corrupt the host. Those recently possessed may only show limited signs of the spirit lurking within them, but those who have been possessed for a long time begin to display notable physical changes or deformities. More powerful demons have to jump from being to being due to the hosts not being able to sustain their presence for long and thus dying quickly while possessed.

DEMONIC OPPRESSION: Many troubled individuals are the victims of demonic oppression. Where demonic possession leads to the creation of a Hellion, demonic oppression doesn't create any physical changes in the host. Demonic oppression leads to a destabilized mental condition with most victims citing the occurrence of voices in their head. Demonic oppression can lead to suggestible individuals carrying out acts that would be considered out of character or worse, inhumane. Generally, extreme depravity can be traced back to demonic oppression as the various indulgences are encouraged by the demonic spirit haunting the victim.

  • Possession, in which Satan or demons take full possession of a person's body without their consent. This possession usually comes as a result of a person's actions; actions that lead to an increased susceptibility to Satan's influence.
    • Manifestation of superhuman strength.
    • Speaking in tongues or languages that the victim cannot know.
    • Revelation of knowledge, distant or hidden, that the victim cannot know.
    • Blasphemous rage, obscene hand gestures, using profanity and an aversion to holy symbols and names, relics or places.
  • Obsession, which includes sudden attacks of irrationally obsessive thoughts, usually culminating in suicidal ideation, and which typically influences dreams.
  • Oppression, in which there is no loss of consciousness or involuntary action, such as in the biblical Book of Job in which Job was tormented by Satan through a series of misfortunes in business, material possessions, family, and health.
  • External physical pain caused by Satan or demons.
  • Infestation, which affects houses, objects/things, or animals; and
  • Subjection, in which a person voluntarily submits to Satan or demons.

  • Spectra, being the haunting and troubling of certain houses or solitary places.
  • Obsession, the following and outwardly torment of an individual at diverse hours to either weaken or cast diseases upon the body, as in the book of Job.
  • Possession, the entrance inwardly into an individual to beget uncontrollable fits, induce blasphemies,
  • Faerie, being the influence those who voluntarily submit to consort, prophesy, or servitude.


JÄGER:

VENARI COUNCIL: The Venari Council is a sect comprised of humans dedicated to chronicling and documenting the history of the Jäger along with their exploits and the various demons they've fought and eradicated from our realm. It is the Council who interferes on the Jäger's behalf, especially in legal matters to keep them free from imprisonment or otherwise punishment for the various crimes they perform in the line of duty. As such, Council members tend to be those with wealth and influence who are capable of paying the fees required to not only influence local authorities but also have the space to store documents, tomes and the various weapons and tools discarded by previous Jäger.

SAMAEL'S CHOSEN:
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R E S E R V E D
R E S E R V E D


In the year of 2010, life on Earth was changed forever. The Eastern Seaboard of the United States was caught off guard when an alien race known only as THE DOMINATORS opened fire above New York City. Attempting to subdue the population, the Dominators made quick work of local law enforcement and their military reinforcements. When the hour seemed darkest, a thunderclap rang out above New York, a billowing white cape signalling the arrival of SUPERMAN. Striking the first blow against the Dominator mothership, Earth’s champion was joined by S.H.I.E.L.D., the agency revealing their helicarrier, Lady Liberty, to the world in a hail of weapons’ fire.

Leaping from the bow of the flying airship, the legendary hero known as WONDER WOMAN joined the fight alongside Superman. Though mighty, there was only so much the two could before they were aided by the BATMAN who quickly deduced the invaders were more interested in capturing the residents of New York than killing them. The hero of Gotham infiltrated the alien mothership floating above the capital city alongside a young SPIDER-MAN. Together, the heroes rescued the citizens of New York from certain torture and returned them to the city below before sabotaging the vessel from within.

Realizing the tide was turning, the Dominators changed tactics and began to open fire on the city below. New York certainly would have been destroyed were it not for the timely intervention of Earth’s Sorcerer Supreme, DOCTOR FATE. Projecting a shield above the skyline, the crashing alien ship was lost to the waters bordering the city never to be seen again.

In the aftermath of the battle, the heroes realized the good they good do together and so the JUSTICE LEAGUE was founded, inspiring hope in people across the globe and others to use their gifts and step up to the plate. Now, over a decade later, in the midst of an escalating CRIME WAVE, the world has even more heroes and organizations all working to keep Earth safe.

These are their stories.


♦ ♦ ♦ ♦ ♦ S E A S O N O N E : Ü B E R M E N S C H ♦ ♦ ♦ ♦ ♦
Location: TBD - TBD, TBD
Übermensch #1.01: TBD

Interaction(s): None
Previously: None

Post Goes Here




- -First Issue: TBD--
Next Issue: TBD
-
Latest Issue: TBD



G M (s): Lord Wraith C O N S U L T I N G G M (s): TBD G E N R E: Fandom T Y P E: Collaborative Linear Sandbox
"To me, writing is fun. It doesn’t matter what you’re writing, as long as you can tell a story."
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C A R O L D A N V E R S aka C A P T A I N M A R V E L

-Human/Kree Hybrid
-Mother was a Kree Soldier sent to assimilate with Earth and create a hybrid (Nothing about that is weird at all) [Justification being Kree dying out? Need new hosts for reproduction?]
-Marries Joe Danvers Sr. who has two sons; Stevie and Joe Jr.,
-The revelation or Marie's true identity causes Joe to begin to spiral, becoming increasingly paranoid about 'aliens' attacking in retaliation for Marie abandoning the Kree. This creates a drinking problem and leads to abuse towards Carol which only gets worse after the death of Steve.
-USAF, honourably discharged after being shot down and captured.
-Ferris Test Pilot (Replace NASA, create the option for connection to Hal Jordan)

Possible ideas for Carol:
-Carol as a GL
-Carol as Shazam
-Carol and the GotG
-Carol's involvement with Lawson gets her kidnapped and brainwashed by the Kree, leading to her becoming the agent that comes to Earth to track down Marie. Mother and Daughter then fight until Marie is able to break through the brainwashing. Mother and daughter then have to face a Kree Detachment leading to Carol unlocking her true potential?

-Abin Sur or other GL intervenes on Earth's behalf during the Kree battle but is killed due to being wounded from a previous encounter. The ring chooses Carol, replacing the Nega Bands she had previously been using.

-Mari is a member of the Priest of Pama, smuggled Cotati seed pod to Earth and cared for it.

-Due to Carol's hybrid biology, she grew up a sickly child and her medical bills took a toll on the family's finances.

-Carol's father resents Carol due to her medical costs draining the family income, his fear of retaliation due to biology and her mother's desertion of Hala and the Kree. By the time Steve dies, Joe is already an alcoholic and continues to spiral into verbal abuse.

-When Carol is shot down over Afghanistan, she's severely injured and saved via blood transfusion from Lawson. Now with her Kree biology active, the two are able to escape. Latter when Lawson is working for Ferris, he specifically requests Carol as his test pilot.

-Telling Carol's Origin in the past and working as a Roaming/Driving Character in the present.


COLOR=B2CFA1
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In Brightest Day, in Blackest Night, no evil shall escape my sight...

Location: TBD - TBD, TBD
Higher, Further, Faster #1.01: TBD

Interaction(s): None
Previously: None

Post Goes Here




- -First Issue: TBD---
Next Issue: First Flight-
-
Latest Issue: TBD




>Danvers' life is saved by Mar-Vell Marv-Ell after her plane is shot down in Afghanistan.
>The blood transfusion unlocks some of Carol's Kree genetics, boosting her strength, durability, stamina and speed to the levels of an enhanced being.
>Together, Carol and Mar-Vell, in his guise as Lawson, escape their captor but not before Mar-Vell is forced to use a Proton Blast which alerts Yon-Rogg to Mar-Vell's presence on Earth.
>Mar-Vell is Mari-Ell's, Carol's mother, sworn protector and as such that extends to Carol who prior to their encounter he did not realize existed. Recruiting the younger half-Kree to come work for him, the pair work on an experimental lightspeed engine commissioned by SWORD, SHIELD's fledgling program being developed to combat space threats such as the Dominators.
>During a test flight, the pair are captured by Yon-Rogg who has come to Earth searching for the treasonous Kree, Mar-Vell and Mari-Ell. Carol is seen as revolting by Yon-Rogg since she is the product of Kree and Human and is instead sold to the Collector since she's a unique being.

>Marv-Ell and Carol have been captured by <TBD>, who was working with Kree Radical Yon-Rogg to locate Marv-Ell and Mari-Ell. Keeping Marv-Ell to torture for information, Yon-Rogg orders his men to get rid of Carol. Instead of simply killing her, the Kree sell Carol to the Collector as a unique being due to being a hybrid of Kree and Human genetics.
>While in the Collector's, Carol meets Rocket and Groot, a pair that were willingly captured by the Collector in order to get inside his impenetrable hideout on Knowhere.
>Working together, the trio manages to escape their cages and in the ensuing conflict, Carol bonds with a Green Lantern Ring that was put in the Collector's collection.
>Returning to Earth, Carol discovers that Yon-Rogg had tortured Mar-Vell into revealing the location of her mother and their purpose on Earth as members of the Priest of Pama, protecting a Cotati Sapling.
>Launching an attack above Boston, Carol, a fledgling Green Lantern manages to repel the attack and take Yon-Rogg into custody before being apprehended by SHIELD herself.
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N I G H T W I N G
N I G H T W I N G

"You'll never know if you can fly unless you take the risk of falling."
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
_________________________________________________________
Richard 'Dick' John Grayson
_________________________________________________________
Caucasian | Police Officer |
_________________________________________________________
Blüdhaven | NJ | 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
________________________________________________________________________________________
Richard 'Dick' Grayson, the boy from the circus, the boy wonder. He was Batman's first Robin and then they grew up and grew apart. Dick went off to college, earned a law degree and went to work for the authorities. But life had other plans for him and the former Robin became the present Nightwing. This is a pretty standard take on Nightwing, he banters, he has a thing for redheads. The only thing I will add, is he's a bit old and a bit wiser. His rift with Bruce is repaired a bit more since he's had more time to reflect and realize the benefits of his life with Bruce and Alfred. Most importantly, with Alfred gone, Dick has truly had to become the heart of the Batfamily and that's something I intend to show through his interactions with each of it's many members.

P L O T ( S ) & G O A L ( S )
P L O T ( S ) & G O A L ( S )
________________________________________________________________________________________
I think wanted to play your favourite character in all of fiction is a pretty obvious reason behind playing Dick Grayson. Add into the fact I'm intending him to be solely a supporting character, it takes off a lot of the stress that I normally feel when playing the character and planning out large plots that rarely come to fruition. Instead, this time around I'll be playing Blüdhaven's Knight mostly when approached by other players as outlined in the plot below.

S U P P O R T I N G
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
I S S U E # 0 1
TRAPS & TRAPEZES

When Dick is contacted by Justice Leaguer, Hawkeye, the pair head to Tiboldt's circus to look into the suspicious death of a fellow acrobat, Boston Brand. Along for the ride is the enigmatic and empathetic Raven, the current Ghost Rider. Though the trio make an odd team, there is more than meets the eye under the Big Top and soon secrets are uncovered that relate to not only Dick's past, but potentially the death of his parents.

Characters Involved: Hawkeye, Ghost Rider
Desired # of Players: N/A (Hosted by Hound55)

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“The ‘Haven cops are cut in to look the other way. I’m not in on the deal. I don’t have to play nice.”

Location: Blüdhaven, - NJ, United States of America
Hard Day's Knight #1.01: Working Like A Dog

Interaction(s): None
Previously: None

Post Goes Here

Post Goes Here



- -First Issue: Working Like A Dog----
Latest Issue: Working Like A Dog
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“Don’t you ‘lady’ me, I’m an Avenger.

Location: TBD - TBD, TBD
Emerald Marvel #2.01: TBD

Interaction(s): None
Previously: None

Post Goes Here

Post Goes Here


- -First Issue: TBD---
Next Issue: First Flight-
-
Latest Issue: TBD
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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
_________________________________________________________
Race/Ethnicity | Occupation
_________________________________________________________
City | State | Country

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 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.



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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
_________________________________________________________
Race/Ethnicity | Occupation
_________________________________________________________
City | State | Country

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 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.

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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
_________________________________________________________
Race/Ethnicity | Occupation
_________________________________________________________
City | State | Country

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 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.



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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
_________________________________________________________
Race/Ethnicity | Occupation
_________________________________________________________
City | State | Country

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 where you outline your vision for the character including any notable changes or differences from the regularly accepted canon. This should be a short summary that provides insight into where the character is in terms of their overall progress and development. You could also include any notable differences from the standard canon you've added to your character.

P L O T ( S ) & G O A L ( S )
P L O T ( S ) & G O A L ( S )
________________________________________________________________________________________
Why do you want to play this character, what is the driving motivation behind both this desire and the character themselves. What do you hope to accomplish and where do you want the character's story/stories to go? For a driving character, there should be enough of an outline present to interest other players along with specifications towards how many players you're looking to involve or available roles. For supporting characters, this should indicate either a plot you've arranged to be part of or the type of plot you're looking to be involved in. Roaming characters have the privilege of doing either or simply stating a roadmap for the character to exemplify how you'd ideally like them to move between plots.
C H A R A C T E R 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
_________________________________________________________
Race/Ethnicity | Occupation
_________________________________________________________
City | State | Country

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
_________________________________________________________

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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
_________________________________________________________
Race/Ethnicity | Occupation
_________________________________________________________
City | State | Country

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 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
_________________________________________________________
Race/Ethnicity | Occupation
_________________________________________________________
City | State | Country

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 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.

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T h e C o r r u p t i o n o f . . .
| C | R | E | S | T | W | O | O | D |
_______________________________
| H | O | L | L | O | W |

| ◼ G M: Lord Wraith | ◼ G E N R E: Superhuman, Modern Fantasy, School, Slice of Life | ◼ T Y P E: Linear with Sandbox Elements |

P R E M I S E:

"He who would learn to fly one day must first learn to stand and walk and run and climb and dance; one cannot fly into flying."
~Friedrich Nietzsche
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Cowboys and Vampires
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Setting:
-Catastrophic event causes civilization to crumble sometime in the 2020s.
-Game takes place in 2121? (Working Title?)
-Massive changes across Earth in climate, fauna and flora.
-Earth used to be separated into the Overworld and Otherworld, the Otherworld being home to magic, the supernatural and the otherwise unexplainable.
-A massive geomagnetic storm strikes the Earth on the day of the first Fusion Nuclear Reactor going live in North America. The two cause a reaction that devastates the Earth and merges the two planes.
-Vampires, werewolves and all sorts of other folklore monsters become commonplace across the Earth
-Magic exists although feats are minor and more utilitarian
-Entire cities are left in ruin while new frontier towns are set up
-Some larger areas still have electricity while others are reset back to the technological levels comparable to the late 1800s.
-Thematically a post-apocalyptic western with supernatural elements (RDR meets The Witcher meets Fallout).
-Game is set fifty to a hundred years after the fall.
-Horses are the most efficient way to travel, international travel is reserved for the extremely wealthy. Air travel is nonexistent.
-Diesel trains still operational?

Climate:
-Geomagnetic Storms ravage Earth on a frequent basis contributing to the collapse of the electrical grid and the technological reset. The expense required to protect infrastructure across a county, let alone a broader area makes it impractical leading to the class divide between city and rural and recreating the frontier-like landscape.
-Increased geomagnetic storms contribute to more auroras in the night sky giving the night an otherworldly appearance.

Economy:
-Barter system is predominant, physical money is a luxury. More means of tracking and using electronic funds were lost during the 'Fall'.

Plot:
-Robin Hood-esque band of outlaws (maybe werewolves?) steals from the wrong person (powerful vampire?) bringing hellfire down on the same settlement they provide for. With their families and loved ones dead and/or captured (in the case of a vampire, captured for use like cattle makes sense), the gang heads for the city in a howling adventure of revenge and rescue.

Monsters:
-Werewolves
-Wendigo
-Vampires
-Zombies and various Undead
-Other sentients (something impish or goblin-like)

-Urayuli
Lanky humanoids covered in a thick shaggy fur, these peaceful creatures often tower over nature,
rivalling trees in terms of size. Their glowing eyes give them away.

-Nightcrawlers
Pale humanoids that are recognized by smooth features, a bulbous head and long legs that make up over
sixty percent of their torso.

-Slide Rock Bolter
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| R | I | D | E | R | S |
_______________________________
I N T H E P A L E M O O N L I G H T

| ◼ G M: Lord Wraith | ◼ G E N R E: Supernatural, Horror, Western, Fantasy, Slice of Life | ◼ T Y P E: Collaborative Sandbox with Linear Elements |


The heavy hooves slowed to a stop, a final stamp raising a light cloud of dust from the cold desert floor. Above the winding canyons and empty vastness, two moons shone their pale light over the normally sepia landscape. The night air swayed gently around the lone rider, lifting her flowing duster until it hovered parallel with her mount's hindquarters. The pair had been riding for the better part of a fortnight, tracking their quarry across the southern plateau.

Dust was caked onto her cheeks that felt like no length of hot bath could remove while her hair was held firmly in place beneath the wide-brimmed hat by a surplus of dried sweat. The town's folk had at least been generous with a payment upfront, but even so, her supplies were rapidly dwindling and there was still no sign of the bloodthirsty beast she'd been sent after.

When a HELLION attack against SAMAEL'S CHOSEN leaves only a lone survivor, the young girl seeks out ELLARA VAN ABRAMS, a newly activated JÄGER for protection from a rising threat. Inexperienced and brash, Ellara is the last person anyone would expect to become a hero, but she's the VENARI COUNCIL's only hope if they want to avert the coming war.

Seele - Soul
Seelen - Souls

Über - Over

Unter - Under

The Überseele, or oversoul is seated in the brain. It contains the thoughts, memories, and personality of an individual.

the Unterseele or undersoul is seated in the heart. It contains the appetites, emotions and fears of an individual.

Ghosts are thus bodiless überseelen, a spirit containing the thoughts, memories and personality of an individual who had passed on. In comparison, a poltergeist is an unterseele, that is to say, it's a bodiless spirit fueled entirely by appetite, emotion and fear. Not every variation of Seelen lacks a body. The shambling undead known as the zombie is a body lacking an überseele leaving a host completely devoid of thoughts and personality and only fueled by appetite and instinct.

A Jäger could live their entire life without ever becoming activated, in which case they would nearly indiscernible from the average human. However once activated, the Jäger comes into possession of a second überseele. This second überseele is what grants a Jäger their ancestral memories, talents and in more extreme cases, personalities.

Jager Brainstorming

Jager > Sparrows

Dragon, The First Beast, The Second Beast

Seven Heads, Ten Horns

"His tail swept down a third of the stars of heaven and cast them to the earth." Rev 12:4

"Then the dragon became furious with the woman and went off to make war on the rest of her offspring, on those who keep the commandments of God and hold to the testimony of Jesus. And he stood on the sand of the sea." Rev 12: 17

A Magni is born in possession of a second unterseele. This second unterseele can physically manifest from a Magni's body, acting as their familiar spirit or animal guide.

HELLION: Hellion is a term used by the Venari Council to refer to any being possessed by a demonic spirit. When a demon enters into the body of another living being, they begin to change and ultimately corrupt the host. Those recently possessed may only show limited signs of the spirit lurking within them, but those who have been possessed for a long time begin to display notable physical changes or deformities. More powerful demons have to jump from being to being due to the hosts not being able to sustain their presence for long and thus dying quickly while possessed.

DEMONIC OPPRESSION: Many troubled individuals are the victims of demonic oppression. Where demonic possession leads to the creation of a Hellion, demonic oppression doesn't create any physical changes in the host. Demonic oppression leads to a destabilized mental condition with most victims citing the occurrence of voices in their head. Demonic oppression can lead to suggestible individuals carrying out acts that would be considered out of character or worse, inhumane. Generally, extreme depravity can be traced back to demonic oppression as the various indulgences are encouraged by the demonic spirit haunting the victim.

  • Possession, in which Satan or demons take full possession of a person's body without their consent. This possession usually comes as a result of a person's actions; actions that lead to an increased susceptibility to Satan's influence.
    • Manifestation of superhuman strength.
    • Speaking in tongues or languages that the victim cannot know.
    • Revelation of knowledge, distant or hidden, that the victim cannot know.
    • Blasphemous rage, obscene hand gestures, using profanity and an aversion to holy symbols and names, relics or places.
  • Obsession, which includes sudden attacks of irrationally obsessive thoughts, usually culminating in suicidal ideation, and which typically influences dreams.
  • Oppression, in which there is no loss of consciousness or involuntary action, such as in the biblical Book of Job in which Job was tormented by Satan through a series of misfortunes in business, material possessions, family, and health.
  • External physical pain caused by Satan or demons.
  • Infestation, which affects houses, objects/things, or animals; and
  • Subjection, in which a person voluntarily submits to Satan or demons.

  • Spectra, being the haunting and troubling of certain houses or solitary places.
  • Obsession, the following and outwardly torment of an individual at diverse hours to either weaken or cast diseases upon the body, as in the book of Job.
  • Possession, the entrance inwardly into an individual to beget uncontrollable fits, induce blasphemies,
  • Faerie, being the influence those who voluntarily submit to consort, prophesy, or servitude.


JÄGER:

VENARI COUNCIL: The Venari Council is a sect comprised of humans dedicated to chronicling and documenting the history of the Jäger along with their exploits and the various demons they've fought and eradicated from our realm. It is the Council who interferes on the Jäger's behalf, especially in legal matters to keep them free from imprisonment or otherwise punishment for the various crimes they perform in the line of duty. As such, Council members tend to be those with wealth and influence who are capable of paying the fees required to not only influence local authorities but also have the space to store documents, tomes and the various weapons and tools discarded by previous Jäger.

SAMAEL'S CHOSEN:

Giants
Dwarves
Elves


Draoi
Hexenbrut

Goblins
-Nomadic, semi-sentient creatures. Tribal in nature and lead by an elected Hobgoblin


The Church of the One Above All
-Shepherds

The Brothers of Enlightenment
-Pro-Human
-Constantine's Guard
-Inquisitors
- Anti-Church, Magic, Wonder

The Venari Council
-The governing body for the hunters, Venari are mostly retired from fieldwork and instead work with procuring contracts and cataloging information regarding active Jäger, Hellions and Samael's Chosen.

The Jäger
-Individuals part of the Jäger cycle are gifted with abilities beyond those of the average mortal.

Samael's Chosen
-A sect of women dedicated to celibacy in order to remain pure so that their blood may be used by the Jäger in their battle against Hellions.

Hellions
-Unnatural monsters who prey upon mortals and destroy the land. They are the natural enemies of all but especially the Jäger.

Regions of the World

The Old World:
-A plague-stricken continent left behind for the New World.

The New World:
-A vast wilderness located an entire lesser lunar cycle across the ocean, the New World has been rapidly expanding for several generations with the colonizers of the Old World driving the indigenous races further West.

The Frontier:
-The untamed West of the New World, the Frontier is the next major expansion and currently is a lawless land up for grabs for the richest and strongest.

Greater Lunar Cycle
-One Season. (Three Lesser Lunar Cycles or Ninety Solar Cycles)

Lesser Lunar Cycle
-Thirty Solar Cycles,

M A G I C:

Known by many names across numerous cultures, magic is an invisible arcane force which flows through all living creatures and things across the entire globe. Magic first occurred on Earth after the event known as 'The Joining' when a convergence of domains brought beings and creatures of an unknown origin into the same plane of existence. This brought the beings known as 'Witches' to Earth and along with them the source of their powers; magic.

All magic requires either a conduit or a familiar to be cast and a price to be paid. A spell must be cast through a conduit or familiar the same way either must be used to imbue a potion with its magical essence. Despite the use of a conduit or familiar, there are still further requirements for casting magic. Potion based spells require ingredients and careful preparation methods, other spells may require incantations or rituals before being performed. Some may require specific movements during the casting of the spell making the caster dance or move their hands in a particular manner. Others still may require all of the above in some capacity. Any of the above may also simply be a focusing method by the caster and may not be universally applicable

The price of magic varies from individual to individual and act to act. It's most easily seen in the Draoi where their pursuit of arcane knowledge causes their bodies to rapidly deteriorate. However, the price is not always paid by the individual directly and instead may be paid in the loss of a loved one. Payment will always be taken in full, but may also be pre-paid in the form of sacrifice or ritual.

Due to its nature, magic has a wide variety of applications. They've been categorized into the following:

A L C H E M Y:
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Alchemy is primarily concerned with the transformation of one material into another. Through this process, Magni are able to create potions, elixirs and other concoctions. Though almost all Magni use alchemy, Draoi are often considered to hold a mastery above other users. This is because alchemy is often a non-Magni's first foray into the world of the arcane. Basic alchemy can be performed by combining magical ingredients that react without the use of a conduit or familiar.

C H A R M S:
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Charms are spells that alter perception or allow for influence over others.

C U R E S:
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Cures are restorative spells meant to heal and soothe wounds.

C U R S E S:
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Curses are dehabilitating spells and are often lethal.

E N C H A N T M E N T S:
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An enchantment is the act of applying magical properties to an item or object. This can be accomplished using several different techniques but most commonly through the inscription of runes.

H E X E S:
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Hexes are the most common type of spell and the first almost all Magni learn. They range in complexity, some requirely little more than a flick of the wrist to cast while others require complex incantations and specific gestures to prepare. Hexes are generally offensive in nature, although they don't always need to be used in that manner. For example, a basic fireball hex may also be used to light a campfire or a blast of light could instead be sustained to illuminate a dark corridor.

R U N E S:
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A rune is an inscribed magical symbol. They can be used for a variety of purposes.

S U M M O N S:
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A Summons is a type of spell that conjures an object or being to the caster.

W A R D S:
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Wards are protective spells.

R U L E S O F M A G I C:

Magic always comes with a price.
The price must be paid in full.
The price will vary from person to person or act to act.
The ultimate price is your life.
Magic must be cast through a conduit or familiar.
Magic can not be cast using another's conduit or familiar.
All conduits must be comprised of precious metal.
All conduits must hold sentimental value.
A familiar can take any form, but its default state should be an extension of its master.
A familiar must remain loyal to its master unless its master deems it free.
A familiar shall not take the form of a human.

A D D I T I O N A L I N F O R M A T I O N:

C O N D U I T S:
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A conduit is the name given to any object a Magni chooses to wield in order to cast magic. Conduits have two requirements, firstly they must be made of a precious metal. Extensive research has found that the more conductive the metal, the better it channels magic making silver and gold some of the highest sought after materials for conduits. The second rule is that the wielder must have an attachment or sentimental value towards the conduit. Often they are heirlooms passed along by parents although this isn't a fast and hard rule.

The most common conduits tend to be objects that are either worn or easily directed. Rings and wands are among the preferred objects for conduits. A Magni doesn't need to use the same conduit their entire life and can perform a bonding ritual with a new conduit to replace a destroyed or lost one. Likewise, conduits can be re-cast into new objects. A ring could be melted and forged into a necklace or knife. Some Magni bond with multiple conduits, the greatest advantage to this technique is the avoidance of being disarmed in a duel however it does nothing to increase spell potency.

D O P P E L G Ä N G E R:
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A doppelgänger or fetch, is the unnatural duplication of another human being. These doppelgängers are created when a Familiar breaks their most sacred rule and transforms into human form. By doing this, the Familiar, either intentionally or unintentionally, creates a 'life link' between that human and their self. This life link causes the former Familiar to siphon the human's life force into themselves until eventually they die and the doppelgänger replaces them entirely.

This process, however, strips the Familiar of their natural attributes, turning them human in the process and while it grants them the ability to self-sustain, it also comes at the cost of becoming mortal. It should be noted, that no matter the human's original abilities, the doppelgänger does not inherit them. A Familiar turning into a Jager won't gain the Jäger's abilities nor will it gain a Hexenbrut's magical capabilities.

D R A O I:
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Draoi are Magni who were born human and through a life long study of magic achieved a mastery of the arcane arts. This often has a severe toll on their body, ageing them rapidly and forcing them to find ways to lengthen their own lifespan in the pursuit of knowledge. This pursuit of mystic knowledge awakens an insatiable thirst within the individual often making them dangerously unpredictable. It's not uncommon for Draoi to find themselves in competition with one another. This competition is dangerous for all those involved as Draoi will ultimately murder one another in an effort to absorb their essence, knowledge and power.

There are Draoi who allow themselves to become completely absorbed in their pursuit of power, becoming nothing more than hungry, hollow husks. These Draoi are considered to be lost causes and the destroying of one is considered a public service.

F A M I L I A R S:
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Sometimes known as 'Guardian Angels' or 'Animal Guides', familiars are ancient arcane spirits which bond with some forms of Magni upon their birth. They watch over their newfound 'Master' from the first moment they draw breath, until the last. Familiars tend to favour Hexenbrut above all other forms of Magni, though it's not uncommon to find one that has been drawn to a Draoi or Venari upon either reaching their potential. Like Witches, Familiars came from another realm before the occurrence of 'The Joining'. Their true numbers are unknown but no Hexenbrut has ever been without a familiar.

When a Familiar bonds to a Magni, it absorbs part of that individual's soul. This is what allows a Magni to use a Familiar to cast magic but it comes at a great cost as well. If the Magni's familiar were to die, the pain would be near immeasurable and very few Magni survive the experience. A Magni, especially a Hexenbrut, without a Familiar is often nothing more than a shell of their former self, one barely holding on to its remaining humanity.

On the opposite side of the spectrum, due to the shared soul between Familiar and Magni, were the Magni to die it could have a devastating effect on the familiar. When a Magni passes away peacefully, their soul is content and it leaves their body to re-merge with the piece inside their Familiar. With the soul whole again, the Familiar is free to wander the Earth until it bonds with a new Master. But when a Magni dies in a manner which puts their soul in a state of turmoil, such as a violent death, their Familiar too suffers. Unable to reconstruct the soul, they are reduced to a feral state and act no different than a mindless hellion. A feral Familiar is considered very dangerous and is one of the few times Draoi, Hexenbrut and Jäger see eye to eye.

H E L L I O N:
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Also known as 'Fiends' or 'Hellspawn', Hellion is an umbrella term used to describe all manner of creatures and beings. Traditionally Hellions have been seen as threats to humans and therefore persecuted or hunted by the likes of the Jäger or Venari. Throughout time Hellions have included everything from mindless beasts to semi-sentient creatures like dragons or trolls to even cursed humans in the form of lycanthropes and vampyres. Unlike Magni who require a conduit to cast magic, most forms of Hellion have natural magic which manifests in the form of abilities such as a dragon's fire breath.

H E X E N B R U T:
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Roughly translated, Hexenbrut means 'Witch's Brood' and refers to the idea that the Hexenbrut are the children of witches. During the height of their history, the Hexenbrut outnumber the other members of the Magni community at a ratio of nearly three to one. Said to have originally been created due to the union between the hexemalefik Lilith and the human, Adam, the Hexenbrut have an innate, natural talent towards magic.

Magic calls to 'Children of Lilith' like fleeting whispers in the dark recesses of their minds. A Hexenbrut can feel the magic in the world around them the same one might feel the wind or a light rain upon their skin. But in order to use their abilities, they require a conduit. Unleashing magic from one's fingertips, while possible would be extremely harmful to the Hexenbrut, and repeated instances would almost certainly result in death.

J Ä G E R:
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Born from the union between mortal and angel, Jäger are enhanced humans containing supernatural abilities. Unlike other types of 'Magni', Jäger aren't actually born with all of their abilities and instead inherit them upon the passing of their predecessor. As such, much of the Jäger society is built upon lineage and family is very important. While Jägers lack the ability to cast spells, they more than make up for it in sheer durability. Infamously hard to kill, Jäger are much faster, stronger and more durable than the average human and possess abilities and talents meant to counter other forms of Magni and Hellions alike. Despite this, the Jäger has an exploitable weakness in the form of Hexenbrut blood. Ingesting the blood of a Hexenbrut removes a Jäger's abilities and renders them Mundane.

T H E J O I N I N G:
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The Joining was a union of realms that brought magic into the same plane that Earth exists on. However, the records and origins of the event are long lost to the sands of time. What is agreed upon is that the Joining nearly wiped out all life on Earth. But Earth was spared compared to the other realms that were completely destroyed when magic conjoined them into the same plane of existence.

M A G N I:
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A collective term used by the magical community, the name Magni is a grouping that can refer to Draoi, Jäger, Hexenbrut or Venari. Variations are commonly heard include 'Maj' or 'mage. Some terms however such as sorcerer/sorceress or wizard are seen as more derogatory or demeaning. The term 'witch' is revered by the Hexenbrut, at least those educated in their culture and referring to oneself as a witch is seen as a major faux pas.

M U N D A N E:
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A collective term used by the magical community for humans. The term 'mundane' is seen as derogatory in most uses. Derivative terms such as 'mundies' are also commonplace. The human phrase 'a case of the Mondays' is actually a misnomer of a Magni expression 'case of the Mundies' referring to a Magni having a hard time producing magic. Other terms such as 'Norms', 'Normies' have been used to refer to a human. Given the popularity of some fiction, the term 'muggle' has also been adopted by the Magni community.

V E N A R I:
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The Venari are the offspring of Hexenbrut and Draoi who possess limited magical potential. This potential on its own is not enough to manifest any abilities, but through the use of amplification runes, similar to those used in enchanting, a Venari can boost their abilities and even embed specific spells onto their bodies.

Venari are considered to be a bit of a wildcard in the Magni community. Throughout history, they've aided everything from Draoi to humans to the Jäger and the Hexenbrut. Due to their dual nature, they feel no true allegiance and more often than not act in a way that is for self-gain. Once considered a rarity, Venari now make up the majority of the Magni community leading to a major loss in history and society.

W I T C H:
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The 'Mothers of Magic' or 'Sisters of Lilith', witches or 'Hexemalefik' were transported to Earth during an event known only as 'The Joining'. Originally from another domain of existence, witches are powerful higher beings and considered the originators of all magic on Earth. While descriptions vary from source to source, witches are exclusively referred to as being female, however, in actuality, a witch may take any shape she chooses.

Thought to be near ageless, most of them were hunted down and killed by the Jäger though, the witches' bloodline survives on through the 'Hexenbrut'. The 'Hexenbrut' or Witch's Brood are descendants of the original witches and contain within them magical potential inherited from the ancient beings. The first Hexenbrut was said to occur when the most powerful of the Hexemalefik, Lilith, laid with the human 'Adam' and bore his children.


United States:
-California is an island, separated from mainland.
-New York/New Jersey/Most of Florida are underwater,
-The Great Lakes are now the Great Lake
-Northern Canada is flooded
-Europe is mostly underwater
-Africa is mostly desert
-Antarctica has expanded, freezing large portions of the Southern hemisphere including New Zealand and Australia
-Numerous Asian and South American countries are essentially gone due to earthquakes, storms and flooding.

Zombie flesh eating a myth, zombies only mangle, mutilate and occasionally skin and wear human flesh.
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Montgomery 'Monty' Samuel Steele III
-Son of a renowned big-game hunter, Montgomery 'Sam Steele' Samuel Steele II
-Father is helping fund Burke's expedition in exchange for taking Monty along to make the boy into a man
-Monty would be more interested in painting nature than hunting it, though has had the best tutors in gun handling and the practical traits of hunting, albeit only in controlled low-stress environments.

The son of legendary big-game hunter and veteran, General Montgomery Samuel Steele II and heir to the Steele Plantation in South Carolina, Montgomery 'Monty' Samuel Steele III was raised with a silver spoon in his mouth.
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MULTIVERSAL MAYHEM
_________________________________________________________
■ Summary: When a series of rifts open above New York City, the East Coast is plunged back into the chaos of the Dominators Disaster once again as time is warped around the city's Eastern seaboard. Elsewhere in the city though, other timelines collide as the Chitauri pour out on the unprepared population. In another borough, a horde of Kroloteans have been scattered across Queens.

■ Location: New York City (Brooklyn, Manhattan & Queens)

■ Priority: Urgent

Testing Sequence Complete.


♦ ♦ ♦ ♦ ♦ C R I S I S E V E N T ♦ ♦ ♦ ♦ ♦
Location: Manhattan, New York City - U.S.A.
Multiversal Mayhem #1.01: What If... There Were Portals?

Interaction(s): None
Previously: None

A triumphant noise escaped the man's pursed lips as he ran a relieved hand through his thinning hair. He had been forgotten about for years, ignored by the scientific community as a whole. His theories on time travel and the multiverse had fallen on deaf ears, refuted by his peers. It had cost him his tenure, disgraced him on a global stage. Dr. David Chilton used to be invited to talks alongside Tony Stark and Reed Richards, now he worked in an oversized storage closet, berated and undermined by his wife at every chance she got.

But not today, today there was a stable portal opening in front of David Chilton, a stable portal that allowed him to look into time passed or time not yet seen. Worlds previously unknown were within his grasp, worlds where instead of Enid, he had married Scarlett Johansson. Entire new universes were within his grasp.

Today belonged to David Chilton.

With his newfound mastery over time and space, Chilton could go anywhere, be anyone, have anything he desired. The disgraced professor smiled; a thought suddenly occurred to him. He could travel back to the attack on New York, warn the people, aid the heroes or more importantly, be the hero. He could be the sole reason they won that day. NO longer would Chilton be henpecked by his wife, forced to work on his experiments in this tiny room while she took over the rest of the house with her side hustles and essential oils.

The amount of debt they had accumulated from all-natural fizzy drink additives was enough to drive a man mad. It honestly would not have surprised David if the Joker was actually sane and just one day got sick of his wife peddling a similar pyramid scheme and decided to go off on Gotham. David would even sympathize with the man for it!

Well, except maybe the mass murder.

Adjusting the inputs on his computer, David watched the colours of the portal shift from a cool blue into a warm orange. The familiar sight of the skull-like ship above Times Square filled the view.

"No, need to go back more." David muttered, moving his arm to adjust the display only for his forearm to collide with a mug of hot coffee. Jumping from the splash of hot liquid on his arm, a panic squeal came out of the man as he reacted too late to stop the beverage from spilling over his workspace.

"That had better not have been one of my good mugs, you worthless excuse for a man!" Enid's voice echoed from down the hallway. "I don't know why I didn't listen to my mother, she said she could have gotten me a date with Oliver Queen, I could have been Mrs. Queen, QUEEN! but instead, I settled for your lazy a-"

The slamming of the closet door interrupted his wife's tirade as David quickly shut the machine down and picked up the pieces of the shattered mug. Taking a deep breath, he opened the door only to be met by his wife's very red face.

"Don't you dare slam the door on me, you spineless-"

"SHUT UP!" David roared back, "I don't have to take this from you, I don't have to take anything from anyone ever again."

"Ha! I-"

"I'm not done talking, Enid." David continued, turning back around pressing a key on the computer. A new portal began to form. Lush jungles appeared in the haze as Enid was left nearly speechless.

"W-w-what is that?"

"How about a first-hand experience?" David sneered suddenly grabbing Enid and pushing her through the portal. A prehistoric roar echoed over her screens before David gleefully closed the portal. An unexpected flash of red illuminated the screen prompting a raised eyebrow from Chilton.

- - -   S A T E L L I T E   U P L I N K   C O M P L E T E   - - -

"Wait, no!" David protested as the device continued to input commands of its own free will.

- - -   T A R G E T I N G   S E Q U E N C E   L O C K E D   - - -

Above the city, the Wayne Enterprises satellite complied with the commands of David's program. Altering its angle, the orbiting relay targeted the city below and began to emit three pulses towards the city below. High above Manhattan, a portal began to take shape just as it had moments ago in Chilton's 'lab'. The horrifying screech of a Dominators ship echoed above Times Square as it emerged from the portal only to be drowned out by the roar of a very much not extinct tyrannosaurus rushing towards the bustling crowds.

A second pulse illuminated the nearby horizon as a second portal opened above Brooklyn. An unearthly roar echoed across the skyline as a giant worm-like beast flew through. Armour was grafted onto its body and as it neared the city, pods departed from its side revealing another alien race within. Descending upon Brooklyn, the aliens began to fire indiscriminately. Above the borough, the portal closed again, before opening in the distance.

Above Queens, a third portal opened. Screams filled the air, but not from the city below but instead the sky above as numerous, small, green goblin-like aliens were dropped to the city below. Panic engulfed New York as the portals continued to open and close above the city, hostiles and friendlies alike from different times and universes descended upon New York all while Chilton watched with horror from the window of his home. Watching the goblin-like aliens run through his yard, David ran back towards the closet.

There was no way he was sticking around here to see how this all ended.

OBJECTIVES
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■ Protect Civilians and reduce damage to New York
■ Stop the Dominators from advancing further.
■ Contain the T-Rex currently rampaging through Times Square
■ Halt the advancing Chitauri Leviathan and its troops in Brooklyn
■ Wrangle the Kroloteans loose in Queens
■ Locate and stop the source of the Multiversal Rifts




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