Avatar of Lord Wraith

Status

User has no status, yet

Bio

Reluctantly retired roleplayer.

Except when I'm not.

Why are you here when you should be writing posts?

You can edit a bad draft, but you cannot edit a blank page.

Most Recent Posts

I haven't even read all of this yet, but I'm jumping on the bandwagon anyway. Excuse me while I go cry in a corner with excitement and then get back to the business of reading things properly.


To think there's even more to read in the OOC!
@Nemaisare, @Redrum looking forward to what you both submit!
@The Kid Lantern Any room for more people?


He's still accepting.
Deleted
𝒯 𝒽 𝑒 𝑀 𝒶 𝓋 𝑒 𝓇 𝒾 𝒸 𝓀 𝓈

ᑎ ᕮ O - G ᕮ ᑎ ᕮ ᔕ I ᔕ



| GMs: Stein | Deputy GMs: None | Genre: Fandom, Superhuman, Modern Fantasy | Type: Linear with Sandbox Elements |


► L A R I S S A | S O M E R S E T

May 2016 - The Night Of The Explosion

"Chuck you can't." The woman's voice sounded as real and authentic as any other person could have from the otherside of the phone. But Charles Michaels knew better than anyone that Glitch was far from real. Having built and programmed Glitch during his late teenage years, the Artifical Intelligence has been with him for the last thirty years. "You haven't suit up in years."

"My body remembers." Charles replied to the worried A.I. as the helicopter landed outside the Nuclear Power Plant in Larissa. The former leader of the Mavericks, Chuck had discovered he had the ability to mimic and retain the abilities of other supers. Although he hadn't used any of their abilities in years he could still feel them waiting beneath his skin to come out. Jumping from the helicopter before it had a chance to land, the man felt his knees threaten to give out from underneath him.

"Even if the body isn't quite what it used to be." Chuck muttered as he moved forward, carried by super strong steps as he closed the gap rapidly. He had no idea what caused the facility to go into an overload but if anyone was going to risk containing it, it was to be him. He was not going to risk the life of his employees because of his own failures.

"The main reactor is over heating." Glitch's voice came again as Chuck raced through the facility. "You're not going to make it."

"I'm going to make it!" Chuck retorted as he burst into the main chamber. Fusion was a powerful tool for mankind but Chuck's designs meant that if the core went into overload it would essentially start to create a small star in Larissa. A star that would eventually become a singularity and obliterated the world. It was worth noting that the stock holders had no idea this was a possibility.

"I can reverse the process." Chuck stated. "But this wasn't an accident." He added as he started to mutter. Fingers flew across the controls as Chuck fought to reverse the process. The facility shook as the core emitted a flare nearly knocking the fifty year old man from the controls.

"Glitch, rerouted the cooling systems, take the secondary reactors offline and put all cooling systems on the primary core."

"Done." Came the A.I.'s response as Chuck continued his work.

"I've just about got it." Chuck said pushing a final button. Taking a deep breath he wiped his brow as he leaned back. "See Glitch. I told you I could do it." He said with a familiar smirk.

Suddenly the reactor rumbled. Chuck froze and then the moment was over.

► L A R I S S A | S O M E R S E T

May 2016 - One Day After The Explosion

"A day later and the city is still recovering from yesterday's crisis. For those of you who were left in the dark here's Winter Caspian live from the Michaels' Nuclear Power Plant."

"Thanks Faith!" Came the woman's voice as the screen transitioned from the blonde anchor in the newsroom to the brunette standing outside the smoking Nuclear Fusion building. "Yesterday at about one in the afternoon, the Michaels' Nuclear Power Plant went into an overload state. While on-site technicians raced against the clock to prevent an emergency, the Facility still managed to emit an electromagnetic that left Larissa without power for the majority of yesterday prompting crime sprees all over the city. Emergency services are advising those who don't have to leave home to stay indoors until the city is cleared from emergency status. As of right now only the downtown core has power but according to city officials everyone should have power by this evening. This has been Winter Caspian reporting live from the Michaels' Nuclear Power Plant for Channel 42 News. Back to you Faith."

N E M E S I S

"Mother had a saying, something about how sometimes a favourable outcome requires a few ill-advised actions."
J O S E P H E D W A R D T H O R E A U 0 2 / 0 8 / 1 9 9 4 ( 2 2 ) M A L E H E T E R O S E X U A L

▼ A P P E A R A N C E:

"Yeah I know, I don't look like a Thoreau."
//STATS:
◼ HEIGHT | 5'-10"
◼ WEIGHT | 164 lbs
◼ BUILD | Athletic
◼ EYE COLOUR | Deep blue outer iris with an inner ice blue iris
◼ HAIR COLOUR | Dark brown with hints of ruddy auburn
◼ ETHNICITY | Caucasian


//DESCRIPTION:
Joseph has a slender frame that is covered in compacted muscle built up from years of exercising and toning his body. His torso and legs are built like someone who regularly competes in marathons and free running competitions while his arms and shoulders are built more like that of a boxer mixed with a martial artist. Joseph prides himself on being more balanced in his physique and as such has kept his flexibility and somewhat slender frame despite his well chiseled biceps and abdominal. Joseph is especially known for his keen piercing blue eyes. Deep blue with flecks of icy blue strewn throughout, Joseph's eyes are known for being able to look right through someone as though he is staring into their soul. Joseph has deep brown hair with strands of gold and auburn acting as natural highlights, these are most visible in bright light where as in dim and barely lit places, Joseph's hair can seem to be almost black. He keeps his hair anywhere from a short to medium length, often grooming it into various ways.

Joseph's general attire ranges from long sleeve mock tees to hoodies usually. Always paired with straight leg or boot-cut, dark-wash jeans. In collaboration with these, Joseph prefers to wear semi loose fitting tops in an effort to hide his more chiseled physique so as not to draw too much attention to himself. To that end he often will wear a t-shirt paired with a hoodie and jacket, or a long-sleeved shirt adorned with a hood and a jacket. Depending on the weather though Joseph may wear just a t-shirt, or a rolled up long sleeved mock tee. His outfit is almost always complimented with a leather jacket.​

▼ B I O G R A P H Y:

"Words don't define us, actions do."

During the height of the Mavericks' career Joseph's grandfather, Forrest Emerson Thoreau was a officer with the Larissa Lilith Police Department, often providing support to the Mavericks themselves. Proud to call himself an ally to the Mavericks, Forrest often told a young Joseph tales of the daring heroics the vigilantes had once brought to Larissa and its surrounding areas. However, Joseph's father, Silas Edward Thoreau didn't see eye to eye with his own father and while Forrest had been aiding the Mavericks, Silas had been away at Harvard earning his law degree and developing a deep rooted seed of hatred against those who took the law into their own hands. Upon Silas' return to Larissa, the ambitious young lawyer set his eyes on the gross abuse of the law he considered the Mavericks to be. Appealing to the local district attorney, it was Silas who instigated the city's zero tolerance policy towards vigilantes and ultimately caused the Mavericks to vanish from history. Due in part to his contribution to the city's new anti-vigilante stance, Silas became a valued asset with numerous law firms trying to recruit the young hotshot. Having his pick of the crop, Silas settled in with Campbell and Reid quickly rising to partner over three short years. Eyed by the District Attorney's office, Silas was scouted to take over the position of state prosecutor. Settling into his new career with ease, Silas eventually met and impregnated a young woman by the name of Samantha Russells. Desperate to keep the bastard child out of public headlines, Silas married Samantha in a private civil ceremony. Nine months later, Joseph Edward Thoreau was born to his loving mother and career driven father.

Growing up distant from his father, Joseph spent most of his time with his mother and grandfather. His mother provided the love and care every growing boy needed while Forrest filled the void left by Silas and taught Joseph many numerous life skills. Drawing upon his years of experience as a former police officer, Forrest taught Joseph to listen to the beat of the city, to hear its voice and learn its rhythms. Due to the teachings of his grandfather, Joseph grew to a strong set of street-smarts, taught to remain constantly aware of his surroundings and how to read those within them.

But Joseph found he had trouble connecting to the city, especially on its crowded streets. Constantly overwhelmed, he found the only time he could clearly hear the rhythm of the city was from high above the street. Looking down on the world, Joseph learned how to pick apart the details and eventually found his groove. The city became his playground and Joseph would sneak out of the house to play among the roof tops. It was from this height that the corruption growing in Larissa first became clear to Joseph, he could see the city was sick and that the illness was only spreading. It was here that the idea to follow in his grandfather's footsteps was laid in Joseph's head, within him a fire had lit and the flames of passion ignited a need to help the people of Larissa, a need he wouldn't act on until quite a few years later.

Originally traversing them by climbing fire escape after fire escape before eventually growing bold enough to jump from roof to roof. From there Joseph's skills only continued to expand as Joseph learned to move more efficiently from place to place, learning the city from a whole new angle. At least he would have until his mother, Samantha caught Joseph sneaking in through a window one dark Larissa night. Never before had the boy seen his mother so scared as she checked him over for any sign of injury, acting as though he had been out re-enacting the stories of the Mavericks. Making him swear to never use the roof tops again, Joseph was literally grounded from that point on. But he learned to adapt, find new ways to hear the city as he moved through the crowded streets and eventually behind the wheel as his grandfather taught him how to drive and he succeeded in gaining his driver's license.

Despite never being the brightest in his class, Joseph never struggled through school. Maintaining above average grades and achieving honors upon graduation, Joseph had a wide selection of post-secondary institutions to choose from along with several sizable scholarships. However money had never been a concern for the Thoreau's thanks to Joseph's distant father. Deciding to take inspiration from his grandfather, Joseph turned his back on the numerous high brow institutions that had sent him accepted letters before deciding to pursue his education at the local community college. Enrolling for EMT certification, Joseph completed course after course until finding a career with the Larissa General Hospital as a paramedic. Never had Joseph felt so much pride as the day his grandfather shook his hand to congratulate the young man upon his first assignment. Silas however was disgusted with Joseph's career choices, his attitude towards Joseph causing friction between both Joseph and himself as well as Samantha and he. Combined with his constant distant behavior, Silas' negative attitude towards Joseph was the straw that broke the camel's back and Samantha and Silas divorced.

Having moved out during his time at college, the split did little to upset Joseph's living arrangements. His mother however relocated from the Olympus district to a country home in the more rural district of Mount Nysa. Making time to visit his mother over the weeks that followed, Joseph was rather confused by how little the divorce seemed to bother her. Silas on the other hand was working hard to keep the divorce out of his public image least it reflect poorly upon him.

On the night of the blackout, Joseph was awoken from his slumber in order to respond to an evacuation order at the Michaels' Nuclear Facility. Arriving at the scene just as the explosion rocked the area, Joseph's ambulance was rendered completely powerless. Nonetheless, Joseph wasn't deterred as he rushed the scene helping the wounded to safety until other first responders arrived. Working to clear the scene, Joseph worked into overtime, eventually being relieved after nearly eighteen long hours.

▼ A B I L I T I E S / S K I L L S:

"Time to level the playing field."
//ABILITIES:
▼ ABILITY AUGMENTATION
STAGE 01 | Joseph possesses the ability to enhance the abilities of other gifted individuals. By laying his hands on another who possesses extraordinary abilities, Joseph can increase the potency of their abilities beyond what they are currently capable of. This increase only lasts as long as Joseph remains in contact with the ability's host and its effects almost immediately dissipate as soon as Joseph lets go. At this stage, Joseph can only boost the abilities of another in one aspect meaning if he increased the range of an attack, he could not increase its potency.

STAGE 02 | As Joseph's powers continue to grow, his abilities are further able to increase those of another. The next growth in his powers allows Joseph to amplify all aspects of another's abilities. This means he increases the range, potency, duration and any other necessary aspects of the ability in question. Furthermore Joseph no longer requires physical contact with those he's familiar with. Joseph is able to form empathetic links with those who he's close to allowing him to amplify their abilities while they're nearby. However as with his early abilities, the effects are only temporary, wearing off an hour or so after Joseph terminates the link.

STAGE 03 | At Joseph's peak, he is able to evolve the abilities of others to their fullest potential. This could lead to any number of outcomes and may even hurt the host as their powers become too unstable to control or contain. This effect can last for upwards of a day depending on Joseph's bond with the host, those he has an empathetic connection with will find themselves empowered longer than another gifted individual who Joseph has just encountered. That said, Joseph's ability no longer requires physical contact and can operate solely on a field of effect although he can choose his targets. Physically touching another increases the duration of the evolution and its potency. While the field of effect can amplify abilities and with sustained effect can evolve the host, physical touch from Joseph accelerates the process, making evolution almost instant.

◼ ABILITY NEGATION
STAGE 01 | Joseph's secondary ability is the ability to negate the abilities of another gifted individual. When in physical contact with another, Joseph can choose whether to enhance or negate their abilities. Instinctively his body will always go with negate out of self preservation meaning that if Joseph were touched or assaulted while asleep or unconscious, his body will negate the abilities of his assailant. The negation of the host abilities only is sustained so long as the host is in physical contact with Joseph. Once physical contact is terminated, their abilities are returned within seconds.

STAGE 02 | As Joseph's ability grows, he'll be able to emit a small blast which can temporarily stun and negate the abilities of another. This blast will only negate abilities for several minutes, acting like a small taser blast. Repeated blasts will build up the duration of the negation but only to the extent of three hours. After this the host will recover unless Joseph incurs another attack upon them. Physical contact with Joseph has increased potency now, immediately rendering a gifted individual powerless for several hours.

STAGE 03 | Near Joseph's peak potency, his ability will be able to be projected in a field of effect, capable of rendering all gifted individuals in a set radius powerless. Furthermore, his offensive abilities will increase from a simple blast, to a prolonged beam or a wider-spread attack capable of targeting multiple foes. At this stage he is able to render most gifted individuals powerless for several days and may even be capable of stripping another of their abilities completely if prolonged physical contact is held.

STAGE 04 | With his final evolution, Joseph gains the ability to enhance his own body. These enhancements are only temporary and can only enhance one aspect of Joseph's body at a time. These enhancements can only be added to one existing aspect of Joseph's body such as accelerating his healing factor or boosting his physical condition. Joseph is able to keep his enhancements active for a period of twenty four hours after which his body will be weakened and unable to undergo another enhancement until fully recovered.

//SKILLS:
◼ MEDICAL TRAINING | As an EMT, Joseph is able to treat numerous injuries and ailment in the field. In addition to this, Joseph can sustain the life of a person, postponing death in the events of life threatening injuries until they can reach proper treatment. Notably, Joseph's skills are hinged on having the proper supplies although he can be pragmatic and use whatever is at hand when necessary.

◼ PARKOUR | Although rusty, Joseph taught himself how to parkour during his youth before being stopped by his mother. His body still remembers the movements and he has since stayed in good physical condition both for personal interest and due to his chosen career.

◼ DRIVING | Although Joseph isn't by any means a stunt driver, he is capable of driving most vehicles, including large vehicles such as ambulances. Even with such a large vehicle, Joseph is able to steer it an a manner that would be considered agile, capable of weaving in and out of traffic nearly as efficiently as the average motorcycle driver.

◼ SELF DEFENSE | In a city as dangerous as Larissa, one knows better than to work on the streets without some sort of defense training. While attending college, Joseph attended several self defense classes in anticipation of picking up patients in Larrissa's seedier areas.

//LIMITATIONS:
Joseph can not use both of his abilities at the same, Joseph has to choose whether to enhance or negate constantly, he can't lay a hand on an ally to enhance while firing a negation blast at a foe. Furthermore, the effects of his abilities are not permanent, except in an extreme case when regarding his negation ability.

Range of effect is also a major limitation, as even at his fullest potential, Joseph only has a maximum area effect of a twenty five foot radius. His abilities are most effective with physical contact which combined with his lack of physical enhancement requires Joseph to constantly be pragmatic enough to get close to a foe.

In regards to Joseph's self enhancements, he can't just add any superhuman ability to himself. Joseph can only enhance his pre-existing physique. Once the enhancement wears off after twenty four hours, Joseph is left in a weakened state for upwards of twelve hours, requiring significant rest and nutrients in order to recover as he body deals with the 'devolution'. If Joseph tried to enhance himself within his rest period, he could potentially harm himself on a genetic level permanently corrupting his DNA and leaving it unstable.

//WEAKNESSES:
Joseph has no physical enhancements of his own, meaning he's vulnerable to every conventional form of harm. His abilities can be interrupted by a strike to his nervous system such as electrical shock from a tazer. A sustained electrical field, even at a harmless voltage would interrupt Joseph's abilities enough to render them useless.

While enhanced by his own abilities, Joseph can be reduced back to a base human forcibly through extreme voltages which will render his abilities null and void, potentially even temporarily blocking them. Energy based attacks, particularly electrical ones are extremely dangerous to Joseph due to the way his abilities operate through bio-electricity.

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

"The city is hurting, it's time someone helped her."

Ever since he was young, Joseph has felt a desire to help others. This need was only further honed by his grandfather who was a retired member of the Larissa-Lilith Police Department. As an officer who had served during the Golden Age of the Mavericks, Forrest believed in heroes and Joseph inherited this belief but Larissa was long past the age of heroes and crime was beginning to resurface without any opposition. Taking to the streets as a member of Larissa's paramedics, Joseph decided to help in the best way he could by tending to those hurt in the rapidly growing crime wave.

▼ N O T E S:

"It's the people waiting for me at home that keep me going each and every day."

//SUPPORTING CAST:
▼ ALLIES

▼ FRIENDS

▼ ENEMIES

//STOMPING GROUNDS
◼ SOUTH BEACH | Owning a condominium in the South Beach District of Larissa, Joseph spends most of his off time on the beach, catching a few waves and mingling among the night time parties.

//PARAPHERNALIA
◼ N/A | TBD

𝒯 𝒽 𝑒 𝑀 𝒶 𝓋 𝑒 𝓇 𝒾 𝒸 𝓀 𝓈

ᑎ ᕮ O - G ᕮ ᑎ ᕮ ᔕ I ᔕ



| GMs: Stein | Deputy GMs: None | Genre: Fandom, Superhuman, Modern Fantasy | Type: Linear with Sandbox Elements |

▼ A C C E P T E D C H A R A C T E R S:

The Dramatis Personae

Miles Bergeron as portrayed by Stein
Andrew Williams as portrayed by Nemaisare
Evelyn Prince as portrayed by Tyler
Joseph Thoreau as portrayed by Lord Wraith
Ellara Castell as portrayed by Lord Wraith
Kalvin Mahnsson as portrayed by Hillan
Amir Hosseini​ as portrayed by Natty
Eric Rockwell as portrayed by Dirge

TBD as portrayed by Open

▼ R U L E S & R E G U L A T I O N S:

The Governing Guidelines of the RP






▼ C H A R A C T E R A P P L I C A T I O N:

The Provided Character Skeleton

[CENTER][IMG]A faceclaim for your character, please use photographs or photo-realistic images. No anime or cartoons.[/IMG][/CENTER]
[B]| NAME(S): |[/B]
[INDENT]Your full name as written on your birth certificate or driver's license.​[/INDENT]
[B]| NICKNAME(S): |[/B]
[INDENT]Any names your parents, relatives or friends call you. This can also be a 'superhero’ codename. If you don’t have one, you can always gain on in the IC.​[/INDENT]
[B]| ALIAS(ES): |[/B]
[INDENT]Your present/future vigilante callsign. I encourage you to be different with this as well, don't feel the need to call yourself 'Captain Hypnobeams' or 'Electro-Man'.​[/INDENT]
[B]| D.O.B.: |[/B]
[INDENT]Month/Day/Year[/INDENT]
[B]| AGE: |[/B]
[INDENT]No younger than 14. I have to admit in the original Mavericks RP we kept all the characters around the same age. As such I'd like to follow the same form and aim to have everyone either college or highschool aged depending on what the majority of players prefer.[/INDENT]
[B]| SEX: |[/B]
[INDENT]Preferably your biological gender, if you prefer not go by a gender specific pronoun please note that in your Biography or Notes. Please do not answer 'yes'.​[/INDENT]
[B]| SEXUALITY: |[/B]
[INDENT]*Optional, if you'd wish to note it you may. If you have no interest in having it known or any other reason there's not need to put.[/INDENT]
[B]| APPEARANCE: |[/B]
[INDENT]A written description detailing height, weight, hair colour, eye colour and any other notable attributes. A picture doesn’t qualify here as you already have the headshot above.​[/INDENT]
[B]| ABILITIES/SKILLS: |[/B]
[INDENT]Please indicate your desired abilities as well as a clear set of limitations (IE, how much can a character lift) and weaknesses (An electrokinetic might short out standing in water.). Your ability can be described in as many or as few words as you wish but the limitations and weaknesses are non-negotiable. This is also the place to indicate any notable skills your character may have outside of their abilities.[/INDENT]
[B]| BACKSTORY: |[/B]
[INDENT]This is your history from the time you were born until the start of the RP. If you want to keep certain details vague so as to reveal them in the IC, skim over them for the time being or be subtle about them. But please avoid too many clichés, we're all familiar with the orphan who swears to fight for justice because of the death of his parents.

Also note, you can decide exactly how you got your powers. So lets try not to have everyone be born with them. Originality or at least creativity will always be reward.[/INDENT]
[B]| MOTIVATION/OBJECTIVE: |[/B]
[INDENT]What is driving your character? What makes them tick? Why do they act the way they do.[/INDENT]
[B]| SUPPORTING CAST: |[/B]
[INDENT]*Optional, this is where you can list any supporting cast members you think are necessary to your character. These can include parents, siblings, friends, roommates or loved ones etc. Try not to go overboard as there's no point in listing supporting characters who don't ever appear in the IC.[/INDENT]
[B]| REFERENCE POST(S): |[/B]
[INDENT]This is to make sure your writing style will mesh with the RP at a level and consistently that the GM desires. Link 1-3 posts of your writing in other RPs.[/INDENT]
[B]| NOTES: |[/B]
[INDENT]*Optional, any additional notes you wanted to add that weren't covered by the above sections. This can be either kept for yourself or submitted for everyone to see. This would also be the place to include any NPCs you intend on using or any reference points you wish to make for yourself or other players to read.[/INDENT]


G ᗰ ᗩ ᑎ ᑎ O ᑌ ᑎ ᑕ ᕮ ᗰ ᕮ ᑎ T ᔕ :


This is where any important announcements made by the GM will be posted for easy reference.

  • 04/16/2016 | The OOC is now open to applications. I look forward to seeing your characters and RPing with those of you who get accepted. ~Lord Wraith
  • 04/20/2016 | Character Applications will be accepted up until Friday, April 29 2016. After this point, all submitted sheets will be reviewed and those who Hillan and I think are going to create the best dynamic will be accepted into the IC. ~Lord Wraith
  • 08/15/2016 | @Stein is the GM of this RP, any application inquiries should be directed to him.~Lord Wraith



ᗯ ᕮ ᕮ K ᒪ Y ᗪ I ᔕ ᑕ ᑌ ᔕ ᔕ I O ᑎ :


This is a weekly topic of discussion used to incite activity in the OOC and encourage players to interact with one another.

  • WEEK 1 | Going forward in the RP, what are you looking forward to seeing in terms of plot, antagonists, interaction and other elements?



ᑭ ᕮ ᑎ ᗪ I ᑎ G ᗩ ᑭ ᑭ ᒪ I ᑕ ᗩ T I O ᑎ ᔕ :


These are the completed applications awaiting review and a verdict.

  • ~None Currently~



ᑕ ᑌ ᖇ ᖇ ᕮ ᑎ T ᕮ ᐯ ᕮ ᑎ T ᔕ :


Any important information relating to current events in the IC.

An explosion has rocked the city of Larissa sending emergency services into a frenzy. As they struggle to tend to the currently powerless city, crime sprees are popping up all over. To make matters worse, the explosion was charged with high energy particles that have reacted with latent genes inside of specific individuals granting them what could only be described as superhuman powers. So far, those who have received this gift have chosen to abuse it for selfish gain.

Those who have chosen to abuse their powers include a pair of thieves by the names of Allen Ventus and Ren Garrow who have opted to break into the Larissa City Bank. Although seemingly unopposed due to how thin emergency services have been stretch, fate has a different plan for Ren And Allen. A mysterious woman has been contacting people with abilities, directing them towards the bank. Although they don't know it, these gifted individuals may yet find themselves as heroes.
𝒯 𝒽 𝑒 𝑀 𝒶 𝓋 𝑒 𝓇 𝒾 𝒸 𝓀 𝓈

ᑎ ᕮ O - G ᕮ ᑎ ᕮ ᔕ I ᔕ



| GMs: Stein | Deputy GMs: None | Genre: Fandom, Superhuman, Modern Fantasy | Type: Linear with Sandbox Elements |


It has been over thirty years since the city of Larissa has seen its saviors, the Mavericks.

Near the end of the great depression, an ambitious man by the name of Roman Locke left New York City and headed North with a few loyal men. Seeing the city of Larissa as a diamond in the rough, Locke began his criminal crusade and over the next fifty years built a nearly unstoppable empire. By the 1980's, Locke had nearly ever politician and law enforcement agency in his back pocket reducing the city to a hive of scum and villainy. With numerous gangs under his thumb, the streets of Larissa had become anything but safe for its people. After a string of bank robberies, several individuals had decided enough was enough.

And the Mavericks were born.

Hailed as the world's first superheroes, the Mavericks were brought together by an individual under the alias of IllAdvised. United with him was the alien known as Angel, Feral, the man with the heart of the jungle and the descendent of Rollo the Walker known as Wydra. Uniting their gifts together, the four became an unstoppable force as the vigilantes fought back against the corruption that had attached itself to Larissa's core.

Originally picking off the smaller gangs, the Mavericks caught Locke's attention who in return assembled his own team of individuals with unique gifts. Caught off guard, the Mavericks were ambushed in their own base of operations. Angel was brainwashed and turned against his team, nearly killing IllAdvised in the process. However the ragtag group of heroes triumphed in the end and turned their crosshairs on Locke himself. After nearly a year of long drawn out guerrilla warfare, the Mavericks made a full frontal assualt on Locke's headquarters. Fighting through paid off officers, enhanced mercenaries and their rivals the four eventually made it to Locke and dethroned the self proclaimed God King of Larissa.

With the head of the snake severed, the body ceased to move and Locke's empire that he had built over nearly fifty years began to crumble. Ambitious types scrambled to claim pieces of their own but the Maverick's actions had inspired others to rise up and the four gained some powerful new allies. But unfortunately not everyone understood the Mavericks' message and their were those who took the law into their own hands as judge, jury and executioner. Others still saw it as a challenge and made the journey to Larissa solely for a chance at fighting the so-called saviors. With all the escalation, Larissa's law enforcement were forced to carry weapons capable of downing these vigilantes and supers. While the Mavericks and police worked together at first, eventually the Mavericks found themselves in the crosshair as the city opted for a zero tolerance police. Making the call to disband, IllAdvised thought it would be best to break the team up and the Mavericks decided to go their own separate ways.

Still, in their absence the legend grew stronger and the city began to flourish as the tale of the Mavericks spread across the country. Comics, television series and even Hollywood blockbusters starring the Mavericks filled shelves and screens across the globe as tourism in Larissa hit an all time high. Local billionaire Charles Micheals invested in Larissa's industry growing jobs and eventually building the world's first Nuclear Fusion power plant. The city's population grew and eventually Larissa absorbed several surrounding communities including the town of Kilbride, the island fishing community of New Alexandria and neighboring city of New Lilith. These communities make up the thriving Greater Larissa Area and many of its residents commute to Larissa proper on a daily basis.

It's been nearly thirty years since the Mavericks disappeared. While the police still receive near weekly calls reporting local sightings, the vigilantes have not been heard or seen from in years. But perhaps now is a time for a re-emergence. Crime is on the rise in Larissa, and the city has been recently been left in the dark. Not even twenty-four hours ago, an explosion rocked the Larissa Nuclear Power Facility. Unbeknownst to the general public, this explosion emitted a power electromagnetic wave not unlike a coronal mass ejection. Knocking out the city's power grid, emergency services have been whipped into a frenzy. But the lasting effects of this event have yet to be truly felt as a new generation of superpowered crime is just around the corner. The localized CME energizing the cells of several people across the city with superhuman abilities.



ᔕ ᕮ T T I ᑎ G :


LARISSA - NEW HAMPSHIRE
A large metropolitan center, the Greater Larissa Area is made up of the city of Larissa as well as several smaller communities of Kilbride, New Alexandria and New Lilith. Paraíso, A diverse city, Larissa is home to numerous ethnicities and cultures which extend from its long history. The city’s crime rates peaked in the 1980's before the Mavericks toppled Roman Locke's criminal empire. While crime has been have low since the late 80's it has been on a steady increase over the last five years. Larissa experiences a humid continental climate, with warm, humid summers, cold, wet winters, and uniform precipitation all year. The climate of the southeastern portion of the GLA is moderated by the Atlantic Ocean and averages relatively milder and wetter weather, while the northern and interior portions experience cooler temperatures and lower humidity. Winters are cold and snowy and especially severe in the northern and mountainous areas of the GLA. Average annual snowfall ranges from 60 inches (150 cm) to over 100 inches (250 cm) across the city.

Average daytime highs are in the mid 70s°F to low 80s°F (around 24–28 °C) in July, with overnight lows in the mid 50s°F to low 60s°F (13–15 °C). January temperatures range from an average high of 34 °F (1 °C) on the coast to overnight lows below 0 °F (−18 °C) in the far north and at high elevations. Average annual precipitation statewide is roughly 40 inches (100 cm) with some variation occurring in the White Mountains due to differences in elevation and annual snowfall. The Greater Larissa Area's highest recorded temperature was 106 °F (41 °C) in Kilbride on July 4, 1911, while the lowest recorded temperature was −47 °F (−44 °C) was in New Lilith on January 29, 1934. New Lilith also saw an unofficial −50 °F (−46 °C) reading on January 22, 1885, which, if made official, would tie the all-time record low for New England (also −50 °F (−46 °C) at Big Black River, Maine, on January 16, 2009, and Bloomfield, Vermont on December 30, 1933).

Extreme snow is often associated with a nor'easter, such as the Blizzard of '78 and the Blizzard of 1993, when several feet accumulated across portions of the state over 24 to 48 hours. Lighter snowfalls of several inches occur frequently throughout winter, often associated with an Alberta Clipper.

Larissa, on occasion, is affected by hurricanes and tropical storms although by the time they reach the state of New Hampshire they are often extratropical, with most storms striking the southern New England coastline and moving inland or passing by offshore in the Gulf of Maine. The Greater Larissa Area averages fewer than 20 days of thunderstorms per year and an average of two tornadoes occur annually statewide.

POPULATION:
City: 339, 298
Urban: 5,164,739
Metro: 5,251,647​

AREA:
City: 51.73 sq mi
Land: 35.89 sq mi
Water: 40.36 sq mi
Urban: 1,115.65 sq mi
Metro: 6,047.52 sq mi​

DEMOGRAPHICS:
57.5% White (53.3% non-Hispanic white)
29.3% Black or African American
4.3% Asian American (1.2% Indian, 0.8% Chinese, 0.7% Vietnamese, 0.5% Korean, 0.4% Filipino, 0.1% Pakistani, 0.1% Japanese)
2.6% two or more races
1.4% some other race
0.5% Native American
<0.1% Native Hawaiian or Other Pacific Islander​

INDUSTRY:
Agriculture (Predominately Wine and Tobacco)
Manufacturing (Textiles, Chemicals, Electrical Equipment, Pulp and Paper Products)
Finance (Banking and Finance Industry)
Technology (Information and Biotechnology, Software Engineering)
Research (Research and Development, Biotechnology, Biochemistry, Nanotechnology, Environmental Sciences, Genetics and others)
Tourism (Dionysia Wine Festival, the Mavericks)​

DISTRICTS:
■ CITY DIONYSIA (A.K.A. Downtown):
Situated in the heart of the city, the City Dionysia district is one of the oldest parts of Larissa but also one of the most constantly updated. A great deal of money is poured into the district every year to keep it looking fresh and welcoming to tourists. Every autumn, the district holds a Dionysia Wine Festival which attracts thousands of vistors. As such most of the winter months are spent repairing and maintaining the downtown for when tourist season comes again. Many different fine dining establishments line the streets of the City Dionysia, almost all of which serve local wines. The majority of these establishments serve Greek cusine or a Greek inspired menu but it is possible to simply find a good steak.

■ ROSSEAU SQUARE (A.K.A. City Hall):
Within the center of the City Dionysia lies Rousseau Square which houses the City Hall. One of the smallest districts in Larissa, it is also the heart of the city housing the municple government, main police headquarters and the city square.

■ MOUNT NYSA (A.K.A. Wine Country):
The Mount Nysa region lies to the Northern edge of the city. Despite being slightly elevated compared to the rest of the city, it's still however only a mountain in name only. This area is covered in vineyards and is known for being the city's wine country. Millions of bottles of Dionysia wine is shipped out of Mount Nysa each and every year with a majority of it staying local for the Dionysia Wine Festival. Furthermore all of Larissa's agriculture can be found here including the tobacco industry and its plantations.

■ OVERTOWN:
Sitting due South of Mount Nysa and North of City Dionysia, the Overtown district is home to several technology and research facilities in its southern edge before becoming middle class housing towards the Northern edge. Housing prices tend to soar along the Western edge as it boarders the Olympus district.

■ OLYMPUS:
The wealthiest neighborhood in all of Larissa, the Olympus District sits directly west of the City Dionysia and runs North alongside Overtown ending at the foothills of the Mount Nysa district.

■ THE SOUND:
Originally part of the Wharf District, around ten years back, the Sound was created by a young philanthropist looking to expand the South Beach district and introduce more housing for college students. As such many of the older buildings were tore down and new apartments and condominiums were put in their place. Many restaurants and upscale clubs have sprung up in the area over the past decade catering specifically to the young college crowd.

■ THE WHARF (A.K.A. The Harbour District):
Sitting both west of the Sound and the South Beach. The Wharf is home to Larissa's Shipping and Receving as well as both commercial and private docking. Numerous cruise ships, freighters and private vessels come in and out of the docks each day. The Wharf has notably been home to the Harbour Kings gang over the years. The Kings have been busted for human trafficking through the harbour more than one occasion. Although smaller in numbers than they were in the 80's, the Kings are still around today.

■ SOMERSET (A.K.A. Upper East Side):
Sitting directly above the Lower East Side, Somerset or the Upper East Side, was home to Roman Locke's criminal empire. The area has a distinct European influence specifically Italian as many fine eateries line its streets hiding backroom deals and white collar crime. Tall skyscrapers tower over the streets below running the city's finances and utilities. Somerset is home to the headquarters of Michaels' Innovations.

■ LITTLE SANTIAGO (A.K.A. Lil'Santiago or Poor Lil'Santiago):
Sitting to the west of the Wharf, Little Santiago is an ethnic district with a distinct Caribbean flair. There's also a notable Spanish influence mostly apparent in the district distinct housing style. Many cultural events are celebrated in the streets of Little Santiago and live music can also be heard down every block as the smells of the Carribbean waft through the air.

■ LOWER EAST SIDE:
Originally the Lower East End was the roughest side of town during the time of the Mavericks. Sitting to the East of the the Sound and the Wharf, it was a crime ridden district filled with petty theft, drug dealers, pimps and prostitutes. Unfortunately many low income families ended up living in this area due to the cheap housing. During the late 80's, the Lower East Side was bought by Michaels' Engineering and eventually became the site of the first Nuclear Fusion Power Facility. The area is still home to numerous individuals however with the residential area being fully renovated into modern townhouses. Due to the proximity to the Sound, many students end up living in the Lower East Side, those who flunk out often end up working maintenance at the Michaels Nuclear Power Plant.

■ SOUTH BEACH:
Directly south of the Sound is the South Beach. Upper end high rises and condominiums dot the horizon of the South Beach leading out to sandy white beaches on the edge of the city's southern seaboard.

■ EAST BEACH:
Sitting directly below the Olympus District and due East of the Somerset district, the East Beach is home to numerous hotels and condominiums overlooking the Eastern seaboard. Much of the real estate in this district is own was owned by Roman Locke up until the 1980's. However in the late 90's these properties were repossessed by the city and later sold to the Lillis Foundation who converted them into an affordable housing project.

■ THE MILK DISTRICT:
Once home to the city's milk bottling factory, the Milk District has become known as something of a 'hipster' district with old factories converted into clubs and dive-bar concert halls. A common alternative for students and young people to the Sound, the Milk District offers a completely different feel much more down to earth. Due to it's slight distance from the rest of the city and the old bottling factory, it serves as an ideal location for music festivals for Alternative and Indie artists. At the Western edge of the district lays the city's manufacturing buildings which produce textiles, chemicals, electrical equipment, and pulp and paper products for national distribution.​

THE GREATER LARISSA AREA
■ KILBRIDE:
Affectionately referred to as the ‘City of Hephaestus’, Kilbride is known for its factories and the heavy layer of smoke, smog and steam that tends to hang over the city’s northern edges. The factories run all year round, keeping industry alive and well in the Greater Larissa Area. In its oldest and richest region, Kilbride sports a distinct Edwardian architectural style, a style that contrasts with New Lilith’s Gothic stonework and Larissa's modern style. This style is the city’s dominant look although other architectural styles persist. Kilbride is built like the rings of a great oak tree with the buildings towards the old mines being among the oldest in the city and then slowly becoming newer as they expand towards the other two urban centers. The styles of the 80’s, 70’s and 60’s are all well alive through the poorer rings. Old subway tunnels run beneath the city constructed in the long abandoned mines. These tunnels are reinforced with steel and brick while leaking steam pipes and power lines run along the ceiling beneath the busy roads above. These steam pipes used to provide heat and power to a majority of the city but now lay abandoned venting half-heartedly into the city adding to the constant smog hovering over the district and an ominous hiss in the quiet of the night.

■ NEW ALEXANDRIA:
A small fishing community sitting built on an island across the bay from Larissa Main. New Alexandria is remote and often forgotten about as demonstrated by the abandoned Rhodes lighthouse which sits on the edge of the island district run down and ignored since the end of the Cold War. For this reason, the island community is almost rustic in nature compared to the rest of the thriving city of Larissa. Most of the islanders keep to themselves but in recent years a bridge has been constructed from the city proper to the island so that people don't need to rely on a ferry to travel to and from New Alexandria. This bridge is something of a sore spot to older generation of islanders as it brought the hustle and bustle of the city to the island along with a secondary campus for the Grimm University of Nature and Science.

At times New Alexandria is referred to as Paradise on the Water. Despite its rustic appearance, the island has homes which range from six figures to nearly eight especially with the newer builds around the Grimm Campus. These homes range from the ultimate beach houses to quaint little cottages.

■ NEW LILITH:
The city of New Lilith is named after a small European settlement by the name of Lilith. The first Lilith was originally a small castle town that was home to a cult of extremists somewhere in Eastern Europe. This cult was most active between the 12th and 16th century. However they were driven from their home during the crusades. The leaders of the cult were pushed into hiding for the next few centuries and eventually the current leaders stole away on a ship to the New World. They founded the settlement of New Lilith along the Eastern Coast in a valley located in the shadow of the Appalachian Mountains. This would later become part of the State of New Hampshire. As the cult became more well known amongst the natives there, the valley became known as the Valley of the Demon, specifically due to the Cult's tendency to worship the demon Lilith and bring sacrifice to her. Over time however the cult began to die out and as the population became a mix of Native, English and French, the Cult of Lilith was forgotten about and the settlement of New Lilith continued to grow.

The architecture of the city is primarily gothic influenced to mimic the historical aspect of the city and at one time was an attempt to bring tourists to the city. Due to the location of the city, it's prone to heavy layers of fog as well as the sun seemingly setting early. This effect is achieved due to the fact that the mountains block the sun as it passes overhead thus after the sun reaches its peak in the sky it seems to set as it fades to the west behind the mountains. This allows the fog off the sea to hang about the city much longer. Thus granting the illusion of darkness and the perfect shroud for criminals to act in. Aside from by sea or air, there is really one one main highway into New Lilith, though there are several mountain roads that lead away from the city.

The city is also prone to rain as it's primary weather condition due to the high amount of humidity in the air due to the sea and fog. Sunny days are a rarity, weeks of sun even more bizarre. The city has in the past been trashed by large tidal waves, and some of the dock areas flooded. There are now measures in place to ensure this is at least mostly prevented. New Lilith's primary export at one time had been the fisheries, but this has slowed down in modern times. Now the city is funded by the sale of nuclear power coming from a Michaels' Nuclear Facility placed on the outskirts of the city.



ᖇ ᑌ ᒪ ᕮ ᔕ & ᖇ ᕮ G ᑌ ᒪ ᗩ T I O ᑎ ᔕ :










ᑕ ᕼ ᗩ ᖇ ᗩ ᑕ T ᕮ ᖇ ᗩ ᑭ ᑭ ᒪ I ᑕ ᗩ T I O ᑎ :



[CENTER][IMG]A faceclaim for your character, please use photographs or photo-realistic images. No anime or cartoons.[/IMG][/CENTER]
[B]| NAME(S): |[/B]
[INDENT]Your full name as written on your birth certificate or driver's license.​[/INDENT]
[B]| NICKNAME(S): |[/B]
[INDENT]Any names your parents, relatives or friends call you. This can also be a 'superhero’ codename. If you don’t have one, you can always gain on in the IC.​[/INDENT]
[B]| ALIAS(ES): |[/B]
[INDENT]Your present/future vigilante callsign. I encourage you to be different with this as well, don't feel the need to call yourself 'Captain Hypnobeams' or 'Electro-Man'.​[/INDENT]
[B]| D.O.B.: |[/B]
[INDENT]Month/Day/Year[/INDENT]
[B]| AGE: |[/B]
[INDENT]No younger than 14. I have to admit in the original Mavericks RP we kept all the characters around the same age. As such I'd like to follow the same form and aim to have everyone either college or highschool aged depending on what the majority of players prefer.[/INDENT]
[B]| SEX: |[/B]
[INDENT]Preferably your biological gender, if you prefer not go by a gender specific pronoun please note that in your Biography or Notes. Please do not answer 'yes'.​[/INDENT]
[B]| SEXUALITY: |[/B]
[INDENT]*Optional, if you'd wish to note it you may. If you have no interest in having it known or any other reason there's not need to put.[/INDENT]
[B]| APPEARANCE: |[/B]
[INDENT]A written description detailing height, weight, hair colour, eye colour and any other notable attributes. A picture doesn’t qualify here as you already have the headshot above.​[/INDENT]
[B]| ABILITIES/SKILLS: |[/B]
[INDENT]Please indicate your desired abilities as well as a clear set of limitations (IE, how much can a character lift) and weaknesses (An electrokinetic might short out standing in water.). Your ability can be described in as many or as few words as you wish but the limitations and weaknesses are non-negotiable. This is also the place to indicate any notable skills your character may have outside of their abilities.[/INDENT]
[B]| BACKSTORY: |[/B]
[INDENT]This is your history from the time you were born until the start of the RP. If you want to keep certain details vague so as to reveal them in the IC, skim over them for the time being or be subtle about them. But please avoid too many clichés, we're all familiar with the orphan who swears to fight for justice because of the death of his parents.

Also note, you can decide exactly how you got your powers. So lets try not to have everyone be born with them. Originality or at least creativity will always be reward.[/INDENT]
[B]| MOTIVATION/OBJECTIVE: |[/B]
[INDENT]What is driving your character? What makes them tick? Why do they act the way they do.[/INDENT]
[B]| SUPPORTING CAST: |[/B]
[INDENT]*Optional, this is where you can list any supporting cast members you think are necessary to your character. These can include parents, siblings, friends, roommates or loved ones etc. Try not to go overboard as there's no point in listing supporting characters who don't ever appear in the IC.[/INDENT]
[B]| REFERENCE POST(S): |[/B]
[INDENT]This is to make sure your writing style will mesh with the RP at a level and consistently that the GM desires. Link 1-3 posts of your writing in other RPs.[/INDENT]
[B]| NOTES: |[/B]
[INDENT]*Optional, any additional notes you wanted to add that weren't covered by the above sections. This can be either kept for yourself or submitted for everyone to see. This would also be the place to include any NPCs you intend on using or any reference points you wish to make for yourself or other players to read.[/INDENT]



ᖴ . ᗩ . Q . :



"It's only a flesh wound. C'mon you pansy."

Overlord is officially the Black Knight.
© 2007-2026
BBCode Cheatsheet