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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.

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G M (s): Lord Wraith C O N S U L T I N G G M (s): DocTachyon, Sep 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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I N T R O D U C T I O N:
I N T R O D U C T I O N:

W E L C O M E F A N S O F D C, M A R V E L, A N D A L L C O M I C S A L I K E !
Sensation & Wonder is a roleplay based upon the structures and mechanics of previous games run under the Absolute Comics banner but with a goal of overcoming the past games' biggest weakness; a lack of collaborative writing. As such, Sensation & Wonder is a collaborative linear sandbox roleplay that seeks to merge and mix the lore of your favourite DC and Marvel characters into one living cohesive world. The idea behind this RP is not to embody our favourite heroes to simply retell iconic stories and origins but to take these characters and make them our own. In fact, the goal of the RP is for players to take their favourite characters and re-imagine them to tell stories together. We only ask that the 'heart' of the character remains the same. Players will take the roles of their favourite characters and tell stories in collaboration with other players in order to develop and grow the world.

How heavily mixed these elements are is dependent upon the players as the world and its lore is shaped by you and your stories. Do Bruce Wayne and Tony Stark know each other? Has Lady Shiva trained with Danny Rand? Have Thor and Superman gone toe to toe? These are questions for you to ask yourself and they can only be answered as the RP unfolds!

P R E M I S E:
P R E M I S E:

Sensation & Wonder is a collaborative linear sandbox roleplay that uses the ideas presented in Marvel and DC Comics' various media to create new and exciting stories using familiar elements and characters. To those of you asking exactly what a collaborative linear sandbox is, I define this style of game as a compilation of linear stories written by multiple groups of people that interact and mesh to great one persistent game within the same sandbox. If that's as clear as mud for you, let me try to clean it up.

Players will apply to the game using one of the provided character skeletons. Using these skeletons they'll choose a character and indicate whether they wish to be a 'Driving', 'Roaming' or 'Supporting' character. Driving characters are assertive players who wish to create plots and story arcs that no only they can write out, but also invite others to collaborate on and complete with. Roaming characters are for players who want to mingle with the greater game and write both solo and with as many other players as possible. Lastly, Supporting characters are for players who want to lock in on a specific plot being direct by someone else and write alongside them.

In-game history is decided on a first-come, first-serve basis. However, it should not be designed in a manner that locks out another player from taking on a favourite role. To give an example, if a player applies as Dick Grayson before an application has been received for Bruce Wayne, then the player applying as Grayson can decide to portray Dick as Robin, Nightwing or even Batman. No matter which of these roles the Grayson player chooses, it has an effect on a future Bruce Wayne player.

Due to the inclusive nature of the roleplay, a Bruce Wayne player would have to craft their CS to reflect a Bruce who allows for opportunities for a Grayson player or other notable members of the Bat-family. For instance, if the Grayson player chooses to be Nightwing, then the Bruce Wayne player will need to portray an older Batman. Even if a ‘Dick-Bats’ could block a player from playing Bruce Wayne as Batman, it shouldn’t necessarily block Bruce Wayne as a character. If so desired by both parties, a Batman Inc.-like scenario could even be worked out. It should also be noted that villains are just as viable of characters and applying for Captain America does not mean another player can't join as Red Skull.

It is important to remember that interaction, much like any role-play, is the bread and butter of the game. To that end, players are encouraged to work together to create a mutually desired outcome for all those involved. Classic teams ups such as Batman and Robin or Wolverine and Hawkeye are always welcome but don't forget, this is a One Universe Rp where the Devil of Hell's Kitchen can work alongside Gotham's Dark Knight.

S O U R C E M A T E R I A L:
S O U R C E M A T E R I A L:

As previously mentioned this roleplay allows players to draw upon characters from not only just the DC and Marvel Universes, but also other characters may be considered on a case by case basis if they fit the tone and feel of the game. Priority, however, will be given to characters who originate from within either DC or Marvel Comics and their subsidiaries.

Your character concept can be based on any iteration of the character. In terms of career, try to keep the greater goal of the game in mind, and characters with legacies ideally should be further along in their careers to allow for inclusivity of other players. That said, please don't let this lead you to believe origin stories have no place here. Origins can be told conventionally, with the assistance of other players or through flashbacks and other framing devices.

In regards to what any iteration of the character means for you as a player, is that this world's Spider-Man could currently be Miles Morales, Iron Man could be replaced by Iron Heart, Batman could be Terry McGinnis. This also means that some heroes might just be starting out, perhaps the Teen Titans were just formed? Maybe Scott Summers just found out he was a mutant? The changes and possibilities are near endless but are sure to create a unique world for us to tell our own takes on these 'modern myths'.

G A M E P L A Y:
G A M E P L A Y:

PLAYER ROLES:
In past games using the Absolute Comics format, the idea has been to submit a character and then write that character and its numerous supporting cast. This system has had mixed results with some players excelling particularly well with where others felt locked out of the game very quickly. Unfortunately, the biggest downside to that system has been the latter result with numerous fan favourites being locked up in another player's NPC list. For Sensation & Wonder, I wanted to take a crack at changing that system. Instead, we'd like to encourage those players who enjoy driving their own plots to do so but to also consider taking on other players in the place of NPCs. Almost like a 'micro-RP' within an RP so to speak. Below are the three player archetypes, each with more information laid out about the expectations of each role.

D R I V I N G:
Driving Characters are built around the idea that a more assertive player will produce an application containing not only their desired character POV but also a story arc that encourages other players to join up with them. To give this idea a practical example, say Player A applies to the game as Batman in a Driving Role. The player could then state in their sheet that they are desiring to play Batman at a later point in his career when the Joker after a long time absent has returned to Gotham to torment the Bat.

This gives others an idea of what sort of plot they'd be signing up for if they applied as a Supporting Character or even a Roaming. Player A could then state in their application that they're specifically looking for two or three other players to help them out, or one dedicated supporting player to portray Robin while one or two others are encouraged to jump in as Roaming Characters to aid for shorter Chapters or arcs.

R O A M I N G:
Roaming characters are the middle ground for players who don't quite want to commit to driving plots constantly but also don't necessarily want to tether themselves to another player. A Roaming Character is designed to jump in and out of various plots where there's a role or need they can fill. That said, being a Roaming Character doesn't give you a free pass to jump-in where you please. You as a player should still be invited to the plot.

Keeping with my theme, Nightwing works well as a Roaming character because he can easily aid Batman for one arc, pal around with the Titans the next, and then face off against a villain player for a third arc. Roaming characters are aided by having a loose personal plot connecting the reasons why they bounce around, but it's not necessary if you just want to have some drop-in and out fun.

S U P P O R T I N G:
Supporting Characters are a more passive role in this game. Closer to traditional roleplaying, a Supporting Character is created to fulfil a particular purpose or plot. Keeping in line with the above example, if a Batman player wanted to play through a retelling of 'A Death in the Family', a supporting character could sign up as Robin or Joker. Both characters have an expiration date at the end of the plot, but the Driving Character would go on to create a new story to carry out upon its completion. Supporting Characters are also ideal for players who like to write as a character for a bit and then swap to someone new.

Supporting characters do not necessarily have to be dropped upon the completion of an arc however if you're enjoying your character, you can continue to play them and change to either a Driving or Roaming character if your original writing partner has no further plans for you or you could join up with another Driving player.

CHARACTERS:
Players are allowed and encouraged to apply as either heroes or villains. Players are not allowed to shoot down other apps unless they are A) already accepted to the game and B) that particular character is directly named in their plot and they already have someone lined up to play the part. If a player expresses interest in a character you want to appear in your plot, it is highly preferred that you take the time to work with them and collaborate instead of simply denying them. That said, I understand some players are about as compatible as oil and water.

If two players truly can't get along, the GM will side with the player who was accepted first. For example, if Player A was accepted as Green Arrow and detailed a plot involving Brick, they can't protest if Player B applies as Deathstroke. If Player A however did include Deathstroke in their plot, then it would be preferred they find a way to include Player B. If neither player is accepted and have conflicting applications, then it is encouraged they find a way to compromise. GMs will intervene when necessary.

With the inclusion of villains, there is potential for player versus player combat. Players should discuss in advance the desired outcome of their story or collaborate on it in some way. If both players were accepted with plots separate from one another and Player A finishes their plot and decides they want to fight the character that Player B holds next, they must coordinate with them. They can't poach the character, nor can they force the ending they want. Likewise, if Player B for some reason found themselves without a plot, they can't simply jump into Player A's story unless it is agreed about outside of the IC thread.

CHAPTERS:
'Chapters' is simply a fun name for contained player plots and story arcs. These are the stories told by you the player and governed by those of you who take on the 'Driving' role. Sometimes these Chapters may be the work of one person, other times it may be the work of a duo or even a small party of players who created something together.

This is the bread and butter of the RP, moving it forward and filling out the world as players work together to tell stories and build the setting that directly impacts not only their character but also those playing alongside them in 'Supporting' and 'Roaming' roles. There's no defined length for a Chapter, it could be as short as a single post or as long as a story spanning over thirty posts. Think of a Chapter as an episode of a television show or a single comic issue.

It is essential that all players contribute towards the Chapters in the IC and drive their characters both independently and together. Equally, it is important to read other player's Chapters and make note of significant events or even just 'broadcasted' ones to reference and relate to within your own posts. Small efforts like this go a long way in making the world feel alive and connected.

Don't feel you have to be joined at the hip at all times though, the same plot could be told through two characters without them constantly need to be in the room at all times. To bring about a great recent example, re-examine 'Falcon and the Winter Solder', while Sam and Bucky spent the impactful scenes together if it wasn't for the events they accomplished apart the story would not have fully come together.

CROSSOVERS:
Crossovers are the icing on the cake, this is where the larger picture starts to form. A crossover is defined here as a player coordinated and driven interaction between two or more character plots in the IC. To phrase it another way, it's when two or more 'Driving' character plots converge on the same thread. Like a 'team-up' between Flash and the Green Arrow that brings in all those associate characters. A Crossover may be as simple as a one-time team up or a small part of a larger over-arching story depending on the ambitions of the player(s) coordinating the story and those involved. There is no limit as to how many crossovers can take place at any one time as they will be completely moderated by those involved and not the GM Team.

Crossovers may take place in a single city or even multiple, spanning up to a national event depending on the number of players involved in the current crossover. Players are not required to participate in a crossover if they do not want to, and if you have approached a player and they have turned you, we ask that you please respect their wishes. That said, all players should consider participating in a crossover from time to time if only to recharge and avoid burnout due to lack of interaction. You will never be required to remain within the crossover for its entire run unless you become integral to its story, which case it is only respectful to do so.

Ultimately, the structure of each crossover will be dependent upon the player(s) organizing it. It should be noted that a crossover should never change the status quo of the game, and while consequences and fallout is encouraged, it should be limited to only those involved unless special permissions have been granted.

CRISES:
Crises are large-scale events that affect the roleplay on a massive scale. These events can be global, universal or even multi-dimensional. Ideally, the occurring Crisis will affect all players, but all players need not directly contribute to the Crisis at hand. The outcome of these events will affect the roleplay's status quo, wiping the slate clean or drastically changing the present world. This could mean something like DC's Rebirth where abandoned characters can be reset allowing new players to assume their roles without the need to continue previous stories, or Marvel's Civil War where characters and their beliefs will be challenged, changing the alignment of different characters and the shape of different team rosters. These events won't take place often but when they do, they will be designed to directly impact the RP.
Like Sep said, we sort of just dip in and out here or repost old stuff here haha. The idea of this thread is more just an outlet to write something than a persistent game.


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.


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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.
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."
S T A N L E E ( 1 9 2 2 - 2 0 1 8 )


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St. Roch, Louisiana - 1878
The upbeat melody rang out across the saloon, clearly audible above the drone of its many patrons. Smoke from cigars and cigarillos hung in the air, their distinctive aroma adding its flair to the smell of the free-flowing alcohol that often splashed over the floor and tables. The laughter of sloshed men and the flirty giggles of painted women echoed within the four walls while a game of cat and mouse was exchanged between the two parties over the guise of the playing cards laid across the table. Men pretended to only come to these establishments to play a hand of poker or a round of blackjack, but the working women knew what they really wanted. They, after all, were the lifeblood of most of the frontier and St. Roch was no exception.

Suddenly, the doors to the saloon flew open. Slamming against the walls on either side of the frame, a dark silhouette filled the doorway. The echo of spurs was the only sound that could be heard through the saloon, aside from the continuing melody of the play piano. A hush had fallen over the patrons while they seemed to unanimously decide what sort of threat the man in the doorway held.

Each of his hands rested on his holsters, one strapped to either leg. A mask concealed his identity beneath the wide-brimmed hat above his head, and you'd be forgiven for mistaking him for another vigilante were it not for the white bird emblazoned on his chest.

"I’m lookin’ for ‘Gentleman’ Craddock." The man yelled into the saloon. His eyes darted back and forth, looking for any sort of reaction to the name. Not a word came from the collective gathering in front of him.

His arm was no more than a blur before a deafening gunshot rang out, silencing the player piano before the masked gunslinger spoke again.

"Perhaps you folks didn't hear me, I said I'm looking for 'Gentleman' Jim Craddock." The man in black repeated.

"Turns out ol'Jimmy doesn't quite live up to his name, and I intend to see him wear a hemp necktie."

Not a word came from the crowd. The masked man continued to study the room; he could tell some of the bolder men were getting itchy trigger fingers and would soon be throwing lead if he didn't get a better handle on the situation. Out of the corner of his eye, he watched a man slowly begin to slide his hand towards the table's edge. His other hand shot up, revolver in hand as he cocked the hammer and levelled the barrel with the man's face.

"Not another move. My quarrel ain't with you, partner. I'm only after the man who tried to force his way with my girl." Spitting in disgust at even the mention of the act committed, he turned back to the man.

"Now don't try to tell me you wouldn't want to see the man who committed such a heinous act get his comeuppance."

"You promise he'll hang?"

The woman's voice asked nervously, prompting the masked man to turn his gaze towards the source. Her face was painted, she was obviously working, but even with her face obscured, he could tell she was young. Younger than Cinnamon, perhaps too young even for the line of work she had fallen into. But that was neither here nor there, Craddock had dishonoured Cinnamon, and Hannibal Hawke wasn't about to stand for it.

"I'll string him up myself if the Sheriff won't see justice done, little lady."

"He's a horrible man." The young woman replied.

"Was here the night before last, bragging to everyone about the business he had and flashing all sorts of coin." There was a slight pause as though the girl was choosing her words before a slight shrug of her shoulder indicated she decided against being tactful.

"Surprised he made it out of here alive showing off that kind of money."

Hawke knew Craddock believed himself to be invincible. Some old gypsy had told him he'd only meet his end at the hands of 'noble blood.' It was why the coward had fled England for America in the first place. There was no nobility in the frontier.

"Did he say where he was going?"

"Said he was meeting a Mister Alan Wayne." The name may not have meant anything to the folks in St. Roch by Hawke had travelled enough to recognize a name like Wayne. No doubt that Craddock had swindled Wayne into meeting with him.

"You’ve been very helpful." Hawke replied while holstering his guns. Tossing a small wallet towards the barkeep, he spoke again.

“Drinks for all my new friends, keep the change.”


Location: Midway City - Michigan, United States of America
Ghosts of the Past #1.01: Fugue State

Interaction(s): None
Previously: None

The older model American built pick-up truck weaved in and out of the busy afternoon traffic. Exiting the interstate, the rebuilt engine let loose a loud rumble before the vehicle took the ramp and merged into the multilane road that wove its way through Midway City's downtown. Inside sat a scowling man who held a white knuckle grip on the steering wheel, all the while cursing under his breath to himself. While he supposed he should be lucky he wasn't facing jail time, court-ordered anger management was far from high on his list of priorities on his day off.

These days the driver tried to spend as little time in the city proper as he could. The world had certainly changed in the last five years, ever since the blue pyjama-wearing-boy scout the media had dubbed 'Superman' had literally flown onto every television screen in North America. Before that, it felt the world had never had to worry about a 'super-villain.' The bad guys in movies were still Germans, Russians and gang bangers. Now the world had to worry about interdimensional starfish and hive minds attacking New York every other Wednesday. It wasn't the driver's fault that he was angry about it. Everyone should have been upset by it, thoroughly enraged even.

Problems used to be solved by the guy with the bigger gun. But now, problems were solved by the guy with the bigger team of metahumans at their disposal. First came the Justice League, then came S.H.I.E.L.D. with their Avengers. What happens when either one of those teams decides to seize power for themselves, what happens when the Justice League decides they want to be the 'Justice Lords'.

Ruled over by a man dressed as a rodent.

Not on my watch.


"Carter Hall?"

The driver had been so caught up in his thoughts, the rest of the drive had disappeared. Snapping back to reality, he found himself sitting in a semicircle with several other adults, each looking about as happy about where they were as he was inwardly feeling.

"Mr. Hall, unfortunately, as this is your third time attending, I do need you to actually speak or else I can't sign off on your court papers."

It was as though Carter had been on auto-pilot. One moment he had been in his truck and the next here. He scarcely remembered parking the vehicle, let alone entering the building, taking a seat or even where the piping hot cup of coffee firmly grasped in his right hand came from. The out of body experience was something Carter was all too familiar with. Visions of other lives regularly haunted his slumbering mind. Worlds, languages and adventures he could have never known, never imagined vividly came to him while he tossed and turned only to wake in the morning with no apparent thought of where they came from nor any sort of rest. Even now, the heavy bags hung under his eyes, which no doubt prompted his unconscious need for coffee.

"One moment," Carter replied, breaking the heavy silence that hung over the room while the other individuals tried with no avail to not awkwardly stare at the man who seemingly just came out of a trance. Taking a long sip of the sobering beverage in his hand, it took almost all of Carter's willpower to not rear back in disgust. The burnt taste of overcooked cheap grinds invaded every corner of his mouth, prompting him to swallow hard and fast—the scorching liquid searing every inch down the back of his throat. With a slight sputter, he placed the styrofoam cup on the ground, before standing. Crossing the semicircle of chairs in a few strides, Carter positioned himself behind the podium the counsellor had previously held.

Gazing out over the group, Carter realized this was the first time he had ever truly looked over his fellow 'inmates'. It was a small group all said and done, only about five of them. One looked to be exactly the type you'd expect in an anger management session. Neck tattoo, gym and steroid inflated arms, too tight of a tank top clinging beneath a very loud jacket. The man next to him was the polar opposite. He wore glasses, a rumpled business suit and a tie that was clearly too tight. Another was a young woman who looked barely out of high school. Her eyes darted from the floor to the clock adorning the wall. Her left leg shook while she chewed the end of a pen held to her lips between two fingers, clearly in need of a hit of nicotine.

That left only two others. Another male with absolutely nothing remarkable about him, if Carter had to guess why the fourth figure was here, he'd go with spousal abuse. It was a shot in the dark. He had no grounds of justification for it. But he knew the type, and Mr. Bland screamed it. That left only 'Inmate Number Five'.

She was stunning. Maybe not in the traditional sense, but there was something about her that immediately took Carter's breath away. Well dressed, prim and poised; obviously white collar, which led to several questions about why on Earth she'd be in anger management. Red hair spilled over her shoulders, outlining the angular features of her face. A pair of piercing green eyes were raised to meet Carter's own gaze. They were fierce and full of life as they stared back defiantly, seemingly glowing in comparison to her radiant olive skin.

"Mr. Hall? Uh, you actually need to speak."

Carter shook his head, breaking the staring contest with the captivating woman. Out of the corner of his eye, he saw her smirk.

Suddenly, he didn't hate this group quite as much.

Placeholder
<Snipped quote by Theyra>

Sorry to hear that pal.


So you're saying there's a spot open?
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