A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ ENHANCED GENES While the full extent of Reach experimentation on Hollow's genetics are unclear, what is clear is that she fits the general profile of a meta-human. She is clearly durable, though that seems primarily a result of her diamond skin (see below). She is also deceptively quick and agile for her size and build, and has the strength of a full grown man.
◼ TELEPATHIC RESISTANCE A strange holdover of Reach experimentation, it seems Hollow is resistant to forms of psychic connection, tracking, and prying. Even basic psychic communication does not seem to work with Hollow.
◼ MILD LIGHT ABSORPTION Hollow seems to subconsciously absorb light wherever she goes, keeping her in a perpetual shade. This is particularly pronounced when she is not in direct sunlight. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ DIAMOND SKIN Hollow has a red, diamond-like exoskeleton structure that has replaced every inch of her outer body. This "skin" extends into large claws on her hands and feet, and even turn her hair into a mane of spikes. Her Diamond Skin appears to be the source of some of her superhuman powers, and seems to be slightly malleable. She can be seen hardening parts of her skin to cushion blows, or extend/retract her claws and hair with some effort. -
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ REGENERATIVE HEALING FACTOR As a byproduct of the Super Soldier Serum, a notable side-effect is an impressive healing factor. While not as quick or strong as some meta-humans, this healing factor means most wounds and broken bones heal at an accelerated pace so Bucky is never out of commission for too long after he’s taken out of a fight.
◼ SUPER SOLDIER SERUM Bucky Barnes hits stronger, moves faster, and can jump higher than any normal individual should be able to. He is no Amazon warrior, but he does seem to be able to stop cars with his bare hands, and could slide a truck laterally with some effort. He can jump up nearly a story high, and seems quick enough to be able to block bullets with his Bionic arm after they are fired. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ BIONIC ARM While the specific components and even materials that compose his bionic arm are lost on Bucky, one thing is clear: it has been upgraded and tinkered with constantly over the last fifty years by almost every shadowy organization and secret governmental department he's worked for. It is incredibly durable and resistant, is outfitted with a modern spy agency's worth of surveillance and sensory equipment, has built in stabilizers to limit recoil, can emit a concentrated electric charge at close range to incapacitate enemies, enhances his already impressive superhuman strength, and can even be removed for charging or easy storage. To top it all off, its metal alloy seems resistant to most weaponry.
◼ OTHER ARMS Of course, what is a soldier without his weapons? Bucky is rarely seen without a Adamantium knife he acquired during WWII, a larger caliber model of the OTs-38 Stechkin Silent Revolver he used during his time with the Red Room, and a modular m16 he picked up as part of his recent work with the US government. -
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Roy Harper has no superhuman abilities, unless you count an unending refusal to take situations seriously. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TRICK ARROWS The most noted tool in Roy’s proverbial tool chest is his personally crafted trick arrows developed during his time with the S.O.V. Trick arrows provide a quick, reliable, and highly-varied payload that can be drawn with a flick of the wrist. Roy’s trick arrows can provide smoke cover, blow holes in walls, deliver a nonlethal blow, or even glue someone in place for a short time. The only limit is Roy’s imagination and his access to highly restricted chemicals/explosives.
◼ THE REST OF THE ARSENAL Of course, Roy doesn’t just use specialized arrows. He still has access to a small armory’s worth of traditional firearms and ammunition. He is rarely seen without a pair of sentimental Beretta M9s from fallen comrades, and can be seen running about with various long-rifles when a more distanced firefight is called for. -
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ AMAZONIAN PHYSIOLOGY As an Amazon of the proud peoples of Bana-Mighdall, Artemis is physically superior to those of the world of men in nearly every way. Her punches and kicks are stronger than wrecking balls. She moves with the grace of the finest of acrobats, and can truly fight for hours without growing weary. She seems to heal a bit quicker than most, and seems able to stand what would be fatal blows to others. She is a testament to her fallen sisters, and a fierce reminder of the “danger” Amazons could pose on the world of man. While no Superman, she could certainly make a Kryptonian sweat in an arm-wrestling match. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ MISTRESS Never come between an Amazon and her battle axe. It can cut, rip, and tear. Artemis can summon it from thin air.
◼ ARMOR OF THE SHIM’TAR Lightweight, breathable, and durable. Artemis’ armor compliments her skill as a maneuverable fighter, but is able to be relatively hidden underneath a leather jacket when blending into a crowd.
◼ GOLDEN PROMISE A relic of the late Amazons of Bana-Mighdall, the Golden promise is a magical lasso that appears to be able to compel obedience from most mortals. However, it is mostly used as an invulnerable rope by Artemis for situations when Mistress is not necessary. -
N O T A B L E S K I L L S & T A L E N T S N O T A B L E S K I L L S & T A L E N T S
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ CQC MASTER Bucky is a storied martial artist who has trained and been programmed with a great many styles by a great many assassins over the years. While he is an above-average marksman, his true talent lies in his ability to get up close and personal.
◼ SABOTEUR / ASSASSIN As part of his work in WWII and later work with the Red Room and CIA, Bucky has a knack for slipping into secure facilities unnoticed. While no tech whiz, he does seem to have a basic understanding of where he can cause the most damage. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ PILOT Bucky has trained and flown a number of aircraft over his long career, and is more than capable of operating most modern helicopters and jets.
◼ WELL-CONNECTED When you've been around for over a century executing military operations and serving for several spy agencies, you tend to meet a number of very interesting people: fellow assassins, politicians, meta-humans, and revolutionaries. Bucky is no exception, and happens to have "friends" in high and low places around the world. Some of them are willing to throw him a bone. Some are a little less friendly.
◼ POLYGLOT While Red Room programming further honed this skill, Bucky is a natural at picking up languages after living an abnormally long life. His diction and verbage can seem a few decades out of date when speaking some languages, however. -
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ SHARPSHOOTER Roy Harper is a brilliant marksman and was slated to be a potential Olympic Archer before enlisting in the Army. He specializes in trick shooting, especially in his more recent work as a mercenary. He is probably within the top ten most capable snipers in the world, and easily the top 5 vigilante archers (at least, that's what he tells himself).
◼ TINKERER Roy's more exceptional talent, however, is his impressive self-taught understanding of engineering. He creates all of his own trick arrows, and is capable of creating various gadgets for his teammates with rather innocuous supplies. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ GETAWAY DRIVER Roy Harper is a skilled driver since he was a reckless youth. That talent has only blossomed over the years, especially in his more recent interest in motorcycles and dirt bikes.
◼ HACKER Roy seems to know his way around computer security protocols. Though, he usually just pulls from a number of pre-written scripts loaded on flash drives to get things done. -
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ WARRIOR Artemis has spent most of her life training to fulfill her inevitable, failed role as the Shim'Tar, guardian and leader of the Bana-Mighdall Amazons. She is skilled in a number of martial weapons (including the use of her own fists). Her bravery and skill in the face of grave danger is well-noted. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ BLACKSMITH Artemis is a skilled metallurgist and blacksmith. She has even worked with incredibly rare and exotic materials, including the alloy used to craft her Mistress. Though most of her skill is in creating ancient weaponry and armor. The only curiosity with this skill is the fact that she never received formal training or instruction. It is almost as if this gift is divinely inspired. -
T H E S T O R Y S O F A R... T H E S T O R Y S O F A R...
There is a girl, trapped in a tube. She does not know who she is, what she is, or why she is. She does not recognize her body, nor why it does not feel like hers. The people in white coats refer to her with harsh words. They keep trying to hurt her, but they haven't found a way yet. She is impenetrable, but she fears if they did crack her shell... they would find nothing. For she feels HOLLOW.
There once was a man in a tube, when the world was a button press away from annihilation. But that was years ago. He was a patriot, then an enemy, and then a ghost. He became a specter of the age of information, when wars were fought in palaces and skyscrapers. But he knew this would never last. Against his will, he was made into something more than just a man. His nerves were split and sewn and soldered to replace a part of himself he sacrificed. His country feared what he could be, should his old programming resurface. Once the Reach was driven off, he knew his time was over. He knew what was coming, and knew where to start looking for help. He needed soldiers if he was going to start a REVOLUTION.
A mercenary wipes warm blood from his face, a deluge of pain and resolve washing his soul. He beckons for the civilians to run, even though they sport scales and unusual appendages. They're not quite human, but a kid is still a kid. The money wasn't worth losing his humanity. He strips his comrades of their gear, and loads it all into the last working truck. He hoped the others could see reason over their greed. If they couldn't, he was glad he still had his ARSENAL.
It is rumored the ashes of Bana-Mighdall are still warm. The peaceful nation nestled in the southern reaches of Egypt, untouched by the modern world, was one of the first targets after the meta-bomb went off. The Amazons had never yet known a reason to fear the weapons of men. Their ignorance saw them slaughtered, and their relics ripped from their corpses. A wounded Amazon begged and pleaded with her gods for safety. They answered only the plea of the Shim'Tar. She awoke with her weapons in an unknown desert, lost and alone. She was easy pickings for the mercenaries, and a potential lead on how to locate any remaining Amazons. For she was the last Amazon of Bana-Mighdall, ARTEMIS.
Hollow is a mysterious child, with little known of her origin. She was “liberated” from Reach experimentation recently, only to be placed in a secure facility loosely connected to what is now known as the Agency.
Roy Harper grew up in Star City, but enlisted in the army right out of high school after his aspirations to be on the Olympic team for archery were quashed. He ended up as a Green Beret, but was dishonorably discharged for insubordination and drug use. He ended up as a washout stranded in NYC. He met a woman named Jade, fell in love, and ended up married with a child. He got clean, picked up odd jobs, and had a shot at a happy life. Then the fighting started, and it became clear that the woman he married was an assassin known as ‘The Cheshire.’ She left with their daughter, Lian, after a particularly nasty fight. Needing some semblance of stability, he ended up being recruited for a PMC known as the Soldiers of Victory, or S.O.V. for short.
You know the story of Bucky Barnes. He served in WWII as part of a highly specialized unit of commandos, before mysteriously disappearing off the face of the Earth. He was officially MIA, and eventually became an unwilling subject in early Soviet genetic testing. He was given a serum that enhanced his physical attributes, with a slight draw-back: necrosis of his left arm around the injection site. After an amputation, various further experimentation, psychological programming, and a few cutting edge bio-mechanical procedures later… Bucky Barnes ended up as an assassin for the Soviet Union under the same espionage agency as the Red Room program. When the Iron Curtain finally fell, Bucky was eventually recovered by the CIA. It took decades of de-programming before Bucky recovered and was able to serve his nation again. He became a spy in the information age, and was a key component in the discovery of the Reach’s human experimentation.
Artemis of Bana-Mighdall was born and raised as an Amazon of Bana-Mighdall, an off-shoot of the more prominent Themysciran Amazons. She was raised in the traditions and customs of the people of Bana-Mighdall, and was destined to become the eventual leader of the Bana-Mighdall. She would be the Shim’Tar, and serve as her people’s champion. She has gotten her wish, though not as she expected. Bana-Mighdall was decimated by Quraci forces bearing advanced weaponry, leaving Artemis as one of the only survivors. She now bears the title of Shim’Tar not with honor, but as a reminder of her purpose.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
If there has ever been a version of these RPs where a team called the Outlaws is more appropriate, I haven't seen it. These characters are proper nomadic vigilantes trying to do what they can to keep people safe and fight back against an oppressive regime, with hints of found family tied in. For Roy and Artemis, I am leaning a lot into their appearance in the New 52 while updating for the setting (while also removing direct connection/association with other potential heroes that might get picked). Hollow is an obscure pull with complicated lore that acts a bit as a stand-in for the types of victims of Reach experimentation, while Bucky serves as a somewhat jaded and timeless soldier trying desperately to fight a losing war. Of course, Bucky is also the only reason this team of rejects can be held together long enough to potentially make a difference in the world. He is a planner by profession, and acts as the team's de-facto leader.
As for plot and goals, I have an opening "coming together" arc in the works that will bring them up to speed, revolving around the destruction of Bana-Mighdall and the accidental liberation of Hollow. In general, I have some minor plot threads I would like to dive into with this group, but they are nomadic and available for crossovers (or to complicate other heroes’ lives). The only major plot thread hanging over the Outlaws constantly is their soured relationship with the S.O.V. (Soldiers of Victory), a former mercenary group with direct ties to the Agency. They will be constantly on the run from former friends and allies.
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ ENHANCED GENES While the full extent of Reach experimentation on Hollow's genetics are unclear, what is clear is that she fits the general profile of a meta-human. She is clearly durable, though that seems primarily a result of her diamond skin (see below). She is also deceptively quick and agile for her size and build, and has the strength of a full grown man.
◼ TELEPATHIC RESISTANCE A strange holdover of Reach experimentation, it seems Hollow is resistant to forms of psychic connection, tracking, and prying. Even basic psychic communication does not seem to work with Hollow.
◼ MILD LIGHT ABSORPTION Hollow seems to subconsciously absorb light wherever she goes, keeping her in a perpetual shade. This is particularly pronounced when she is not in direct sunlight. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ DIAMOND SKIN Hollow has a red, diamond-like exoskeleton structure that has replaced every inch of her outer body. This "skin" extends into large claws on her hands and feet, and even turn her hair into a mane of spikes. Her Diamond Skin appears to be the source of some of her superhuman powers, and seems to be slightly malleable. She can be seen hardening parts of her skin to cushion blows, or extend/retract her claws and hair with some effort. -
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ REGENERATIVE HEALING FACTOR As a byproduct of the Super Soldier Serum, a notable side-effect is an impressive healing factor. While not as quick or strong as some meta-humans, this healing factor means most wounds and broken bones heal at an accelerated pace so Bucky is never out of commission for too long after he’s taken out of a fight.
◼ SUPER SOLDIER SERUM Bucky Barnes hits stronger, moves faster, and can jump higher than any normal individual should be able to. He is no Amazon warrior, but he does seem to be able to stop cars with his bare hands, and could slide a truck laterally with some effort. He can jump up nearly a story high, and seems quick enough to be able to block bullets with his Bionic arm after they are fired. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ BIONIC ARM While the specific components and even materials that compose his bionic arm are lost on Bucky, one thing is clear: it has been upgraded and tinkered with constantly over the last fifty years by almost every shadowy organization and secret governmental department he's worked for. It is incredibly durable and resistant, is outfitted with a modern spy agency's worth of surveillance and sensory equipment, has built in stabilizers to limit recoil, can emit a concentrated electric charge at close range to incapacitate enemies, enhances his already impressive superhuman strength, and can even be removed for charging or easy storage. To top it all off, its metal alloy seems resistant to most weaponry.
◼ OTHER ARMS Of course, what is a soldier without his weapons? Bucky is rarely seen without a Adamantium knife he acquired during WWII, a larger caliber model of the OTs-38 Stechkin Silent Revolver he used during his time with the Red Room, and a modular m16 he picked up as part of his recent work with the US government. -
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Roy Harper has no superhuman abilities, unless you count an unending refusal to take situations seriously. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TRICK ARROWS The most noted tool in Roy’s proverbial tool chest is his personally crafted trick arrows developed during his time with the S.O.V. Trick arrows provide a quick, reliable, and highly-varied payload that can be drawn with a flick of the wrist. Roy’s trick arrows can provide smoke cover, blow holes in walls, deliver a nonlethal blow, or even glue someone in place for a short time. The only limit is Roy’s imagination and his access to highly restricted chemicals/explosives.
◼ THE REST OF THE ARSENAL Of course, Roy doesn’t just use specialized arrows. He still has access to a small armory’s worth of traditional firearms and ammunition. He is rarely seen without a pair of sentimental Beretta M9s from fallen comrades, and can be seen running about with various long-rifles when a more distanced firefight is called for. -
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ AMAZONIAN PHYSIOLOGY As an Amazon of the proud peoples of Bana-Mighdall, Artemis is physically superior to those of the world of men in nearly every way. Her punches and kicks are stronger than wrecking balls. She moves with the grace of the finest of acrobats, and can truly fight for hours without growing weary. She seems to heal a bit quicker than most, and seems able to stand what would be fatal blows to others. She is a testament to her fallen sisters, and a fierce reminder of the “danger” Amazons could pose on the world of man. While no Superman, she could certainly make a Kryptonian sweat in an arm-wrestling match. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ MISTRESS Never come between an Amazon and her battle axe. It can cut, rip, and tear. Artemis can summon it from thin air.
◼ ARMOR OF THE SHIM’TAR Lightweight, breathable, and durable. Artemis’ armor compliments her skill as a maneuverable fighter, but is able to be relatively hidden underneath a leather jacket when blending into a crowd.
◼ GOLDEN PROMISE A relic of the late Amazons of Bana-Mighdall, the Golden promise is a magical lasso that appears to be able to compel obedience from most mortals. However, it is mostly used as an invulnerable rope by Artemis for situations when Mistress is not necessary. -
N O T A B L E S K I L L S & T A L E N T S N O T A B L E S K I L L S & T A L E N T S
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ CQC MASTER Bucky is a storied martial artist who has trained and been programmed with a great many styles by a great many assassins over the years. While he is an above-average marksman, his true talent lies in his ability to get up close and personal.
◼ SABOTEUR / ASSASSIN As part of his work in WWII and later work with the Red Room and CIA, Bucky has a knack for slipping into secure facilities unnoticed. While no tech whiz, he does seem to have a basic understanding of where he can cause the most damage. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ PILOT Bucky has trained and flown a number of aircraft over his long career, and is more than capable of operating most modern helicopters and jets.
◼ WELL-CONNECTED When you've been around for over a century executing military operations and serving for several spy agencies, you tend to meet a number of very interesting people: fellow assassins, politicians, meta-humans, and revolutionaries. Bucky is no exception, and happens to have "friends" in high and low places around the world. Some of them are willing to throw him a bone. Some are a little less friendly.
◼ POLYGLOT While Red Room programming further honed this skill, Bucky is a natural at picking up languages after living an abnormally long life. His diction and verbage can seem a few decades out of date when speaking some languages, however. -
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ SHARPSHOOTER Roy Harper is a brilliant marksman and was slated to be a potential Olympic Archer before enlisting in the Army. He specializes in trick shooting, especially in his more recent work as a mercenary. He is probably within the top ten most capable snipers in the world, and easily the top 5 vigilante archers (at least, that's what he tells himself).
◼ TINKERER Roy's more exceptional talent, however, is his impressive self-taught understanding of engineering. He creates all of his own trick arrows, and is capable of creating various gadgets for his teammates with rather innocuous supplies. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ GETAWAY DRIVER Roy Harper is a skilled driver since he was a reckless youth. That talent has only blossomed over the years, especially in his more recent interest in motorcycles and dirt bikes.
◼ HACKER Roy seems to know his way around computer security protocols. Though, he usually just pulls from a number of pre-written scripts loaded on flash drives to get things done. -
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ WARRIOR Artemis has spent most of her life training to fulfill her inevitable, failed role as the Shim'Tar, guardian and leader of the Bana-Mighdall Amazons. She is skilled in a number of martial weapons (including the use of her own fists). Her bravery and skill in the face of grave danger is well-noted. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ BLACKSMITH Artemis is a skilled metallurgist and blacksmith. She has even worked with incredibly rare and exotic materials, including the alloy used to craft her Mistress. Though most of her skill is in creating ancient weaponry and armor. The only curiosity with this skill is the fact that she never received formal training or instruction. It is almost as if this gift is divinely inspired. -
T H E S T O R Y S O F A R... T H E S T O R Y S O F A R...
There is a girl, trapped in a tube. She does not know who she is, what she is, or why she is. She does not recognize her body, nor why it does not feel like hers. The people in white coats refer to her with harsh words. They keep trying to hurt her, but they haven't found a way yet. She is impenetrable, but she fears if they did crack her shell... they would find nothing. For she feels HOLLOW.
There once was a man in a tube, when the world was a button press away from annihilation. But that was years ago. He was a patriot, then an enemy, and then a ghost. He became a specter of the age of information, when wars were fought in palaces and skyscrapers. But he knew this would never last. Against his will, he was made into something more than just a man. His nerves were split and sewn and soldered to replace a part of himself he sacrificed. His country feared what he could be, should his old programming resurface. Once the Reach was driven off, he knew his time was over. He knew what was coming, and knew where to start looking for help. He needed soldiers if he was going to start a REVOLUTION.
A mercenary wipes warm blood from his face, a deluge of pain and resolve washing his soul. He beckons for the civilians to run, even though they sport scales and unusual appendages. They're not quite human, but a kid is still a kid. The money wasn't worth losing his humanity. He strips his comrades of their gear, and loads it all into the last working truck. He hoped the others could see reason over their greed. If they couldn't, he was glad he still had his ARSENAL.
It is rumored the ashes of Bana-Mighdall are still warm. The peaceful nation nestled in the southern reaches of Egypt, untouched by the modern world, was one of the first targets after the meta-bomb went off. The Amazons had never yet known a reason to fear the weapons of men. Their ignorance saw them slaughtered, and their relics ripped from their corpses. A wounded Amazon begged and pleaded with her gods for safety. They answered only the plea of the Shim'Tar. She awoke with her weapons in an unknown desert, lost and alone. She was easy pickings for the mercenaries, and a potential lead on how to locate any remaining Amazons. For she was the last Amazon of Bana-Mighdall, ARTEMIS.
Hollow is a mysterious child, with little known of her origin. She was “liberated” from Reach experimentation recently, only to be placed in a secure facility loosely connected to what is now known as the Agency.
Roy Harper grew up in Star City, but enlisted in the army right out of high school after his aspirations to be on the Olympic team for archery were quashed. He ended up as a Green Beret, but was dishonorably discharged for insubordination and drug use. He ended up as a washout stranded in NYC. He met a woman named Jade, fell in love, and ended up married with a child. He got clean, picked up odd jobs, and had a shot at a happy life. Then the fighting started, and it became clear that the woman he married was an assassin known as ‘The Cheshire.’ She left with their daughter, Lian, after a particularly nasty fight. Needing some semblance of stability, he ended up being recruited for a PMC known as the Soldiers of Victory, or S.O.V. for short.
You know the story of Bucky Barnes. He served in WWII as part of a highly specialized unit of commandos, before mysteriously disappearing off the face of the Earth. He was officially MIA, and eventually became an unwilling subject in early Soviet genetic testing. He was given a serum that enhanced his physical attributes, with a slight draw-back: necrosis of his left arm around the injection site. After an amputation, various further experimentation, psychological programming, and a few cutting edge bio-mechanical procedures later… Bucky Barnes ended up as an assassin for the Soviet Union under the same espionage agency as the Red Room program. When the Iron Curtain finally fell, Bucky was eventually recovered by the CIA. It took decades of de-programming before Bucky recovered and was able to serve his nation again. He became a spy in the information age, and was a key component in the discovery of the Reach’s human experimentation.
Artemis of Bana-Mighdall was born and raised as an Amazon of Bana-Mighdall, an off-shoot of the more prominent Themysciran Amazons. She was raised in the traditions and customs of the people of Bana-Mighdall, and was destined to become the eventual leader of the Bana-Mighdall. She would be the Shim’Tar, and serve as her people’s champion. She has gotten her wish, though not as she expected. Bana-Mighdall was decimated by Quraci forces bearing advanced weaponry, leaving Artemis as one of the only survivors. She now bears the title of Shim’Tar not with honor, but as a reminder of her purpose.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
If there has ever been a version of these RPs where a team called the Outlaws is more appropriate, I haven't seen it. These characters are proper nomadic vigilantes trying to do what they can to keep people safe and fight back against an oppressive regime, with hints of found family tied in. For Roy and Artemis, I am leaning a lot into their appearance in the New 52 while updating for the setting (while also removing direct connection/association with other potential heroes that might get picked). Hollow is an obscure pull with complicated lore that acts a bit as a stand-in for the types of victims of Reach experimentation, while Bucky serves as a somewhat jaded and timeless soldier trying desperately to fight a losing war. Of course, Bucky is also the only reason this team of rejects can be held together long enough to potentially make a difference in the world. He is a planner by profession, and acts as the team's de-facto leader.
As for plot and goals, I have an opening "coming together" arc in the works that will bring them up to speed, revolving around the destruction of Bana-Mighdall and the accidental liberation of Hollow. In general, I have some minor plot threads I would like to dive into with this group, but they are nomadic and available for crossovers (or to complicate other heroes’ lives). The only major plot thread hanging over the Outlaws constantly is their soured relationship with the S.O.V. (Soldiers of Victory), a former mercenary group with direct ties to the Agency. They will be constantly on the run from former friends and allies.
"I believe we're alike. Two peas in a pod, as old Dorcas used to say. Two strangers, both adventuring in the unknown."
Alike?
Kaz looked down at the gleaming armor wrapped around his chest and suddenly felt its weight. He knew the instrument Annifer bore well. Part of him wished to reach for it, yearning for salt and citrus to soak the tines. He had made a few pitchforks early on as an apprentice, and had used one well before then when working in stables for scraps. It had been years since he struggled as he did then. And it felt clear, then, as Kaz's eyes drifted up to the wild displays in front of him, just how alike they were in all but one way.
She was stronger than he was.
“Are we over our heads? Maybe, but perhaps that is what makes this all worth it."
He knew, for certain, that this struggle had be worth it. His cause was noble and pure, at least that is what he told himself. His love’s locket felt warm pressed against his breast. This Annifer seemed impressed by his display, and the looks from others around certainly meant that he was noticed if not seen. That attention was fickle and fleeting.
Kazran was distracted from Annifer’s request for a name by a torrent of red hair and sharp steel that cut into one of the practice dummies. A remarkably toned archer loosed a bolt of lightning from their bow. He even caught the briefest glimpse of another flash of electricity from someone he barely caught a glimpse of. Of course, this all paled in comparison to the display from a particularly sharp-eared individual. While others had displayed an affinity and control over magic that Kazran could not yet visualize for himself, this elven stranger was an entirely different beast altogether. Her sword seemed to blaze with an entire world foreign to the blacksmith’s apprentice. His mind raced with questions about the nature of the weapon, before a creeping despair grasped his throat.
He did not belong here, and he was a fool to dream of standing alongside folks like these. Annifer was right, for he was truly braving the unknown. Kazran turned his gaze to the stranger. Her calm demeanor was less a comfort, and more a challenge to his own composure. He could not fathom her nonchalance, as his own gaping jaw attested. This hospitable stranger seemed to regard it all with some level of normalcy, for a moment at least. And then came the urgency.
"I have some matters to attend to, but I look forward to meeting you again. Perhaps later you could teach me that move from before. What say you?"
"I pray to see you on the morrow, as contenders. I fear my move may be incompatible with a fork… but I would be happy to clean off the rust!”
His words rang with a strange bravado that betrayed his own anxieties, or perhaps were instead just a reflection of her well-wishes. His final offer was met with a few strange looks from passers-by. As Kazran stood alone once again, he felt his heart race in his chest. He had to prove he belonged here, through whatever means necessary. He prayed the Wardens had need of a resident Blacksmith, if nothing else. His thoughts thrummed at the same speed as the beating in his breast. He replayed his display and the conversation, before a dawning horror left him frustrated.
The teenager turned his face away from the source of the words, his ears burning with embarassment. All this effort and time only to be laughed at and mocked. If he had wanted more of that, he could have stayed home.
"You must've been practicing for some time."
Kazran stopped his brisk retreat as his brain processed the stranger's tone. His brow knitted together in confusion. If it was sarcastic, he couldn't pick up on it. "Oh, uhhh... not really, no."
He took a moment to look back at his work, a knot forming in his stomach as he saw other aspirants shifting away from the scene. "Sorry if you were waiting for that one. I got a little carried away." He readjusted the hammer on his shoulder, which in turn created a small tinkling sound from loosely fastened buckles brushing against hardened steel.
Kaz finally turned, facing the young woman. His eyes drifted towards the pitchfork in her hands, eliciting a single raised eyebrow for a second. If he had a question about it, he wasn't voicing it quite yet. He locked eyes with Annifer, letting his shoulders relax a little. This release of tension let loose a torrent of nervous clarifications. "I mean, I have been training... but not in a formal way. I never got the chance to train proper. I was an apprentice blacksmith back home. This is all... new." His last words were puncutated as he gestured his shield vaguely in the direction of the rest of the aspirants.
The small pause in his speech let Kazran refocus, and his eyes once again settled on the pitchfork. His curiosity had gotten the better of him.
After all, Isabella had told him it was polite to ask about others.
Clumps of dried hay crunched underneath weighted steps. Kaz's pace was slow as he approached the target dummies, stepping in just as a teenager with soft hands finished a small, orchestrated technique. It did little against the makeshift practice dummy, but seemed enough to attract a small polite set of claps from other distinguished applicants nearby. Kaz's stomach turned in knots as he saddled his way up towards the free dummy, his knuckles white on the hilt of his weapon. His other hand held the shield awkwardly, metal clanking against metal at it jostled against the side of the breastplate.
He had learned the absolute basics already, though it was less about form and more about practicality. Don't get stabbed. Keep your shield up. Don't overextend. Let gravity do some of the work. Follow the hammer once it gets going. Keep pressing. Of course, at the given moment, it was all a muddled broth of words simmering in Kaz's head as he felt a few errant stares. If one didn't know any better, Kaz looked almost the part of a potential Warden. Almost.
Kaz settled himself a couple paces away from the target, his right shoulder facing it directly. His body faced perpendicular, and his eyes met those of the aspirant who went before him. The teenager's eyes didn't seem to burn with jealousy or rivalry as they met Kaz's... but instead seemed to be pittying. Kaz averted his gaze, turning to view the target. He looked past, seeing one of the instructors moving his direction, eyeing the new recruits.
This was it.
With his feet firmly planted, Kaz let the hammer slide off his shoulder. His arm twisted slightly, as his feet began to move. His left foot fell back, and his body turned with the momentum of the warhammer's falling arc. It wasn't as quick as some of the other maneuvers, but the sheer momentum helped carry his body in the follow-through. His right foot followed his left, his body turning around until he was partially facing the target. His arm strained slightly from the momentum of the hammer's upward swing, and Kazran's weight is the only thing that kept him from being lifted up off the ground.
A loud, sharp crack echoed through the air as the hammer swung just an inch too far. The edge of the hammer must have torn through the cloth, or perhaps the sudden impact strained the sewn fabric of the dummy. A cloud of hay suddenly engulfed the area in which Kazran had been, leaving the teen obscured and sputtering. The wooden pole the dummy had been attached to had splintered, with shards of wood joining the debris. Kaz, in his disorientation, felt the muscles in his shoulder strain to keep a grip on the hammer. While it did not fly from his hands, he was powerless to stop it from falling with a crash into the ground. Once again, a small but noticeable crater formed underneath the warhammer's head.
As Kaz regained his senses, the silence from nearby observers became deafening. The applicant before him and his entourage watched on with a mixture of disgust and fear. Kaz hoisted the hammer onto his shoulder again, feeling a lump form in his throat. He mouthed wordless apologies to those who had been waiting dutifully behind him, moving to the fringe of the training area to watch on from a bit of a distance.
He had his chance, and it went up in a cloud of straw and splinters.
The steps below used to build your Slayers are meant to provide guidance and prompts for how your specific character fights monsters and deals with hostile encounters. Each choice when picking your class, lineage, and gimmick are meant to drive how your character solves problems. Your class determines where you draw your strength: from your skill with weapons, your skill with magic, or from a combination of the two. Your lineage determines your species or blood relations, and your gimmick gives characters an extra tool in their kit to deal with monsters.
However, these class features are not all-inclusive of a Slayer’s abilities. There are
Step 1: Pick your Class
Warrior: Magic is unreliable, weapons are consistent. You focus on martial prowess to fight the monsters that make trained knights cower in fear. Warriors are Strong, Swift, and Hearty… or, more accurately, each warrior is two of the three. Their physical build determines what kind of combat styles they are particularly trained in. Some combat styles are only available to a particular build. Other combat styles simply require a build that has Strong, Swift, or Hearty listed as one of its core focuses.
Please pick ONE of the following builds:
Bulwark: Strong and Hearty, a Bulwark Warrior can both hit and be hit harder than most while lacking fine-tuned accuracy.
Striker: Strong and Swift, a Striker Warrior moves fast and hits like a tactically-delivered truck… but would do well to avoid taking blows.
Bladedancer: Swift and Hearty, a Bladedancer Warrior has the fortitude to block incoming attacks while not sacrificing their dexterity and accuracy.
Please pick TWO of the following Combat Styles:
Titan Grip (Bulwark Only): Your Slayer’s strength and endurance rival that of giants. Your Slayer might wield weapons or shields most could never dream of lifting with ease.
Whirlwind (Striker Only): Your Slayer’s speed and strength are akin to a tornado of steel, expertly sweeping at swathes of enemies quickly or launching an onslaught of attacks at a single foe before they even have time to react.
Perfect Counter (Bladedancer Only): Your Slayer is quick and resilient enough to parry the strongest foes, creating the perfect opening for a counterattack.
Tank (Hearty): Your Slayer has the toughness and force of will to block mighty blows and draw an enemy’s ire with ease. This is not a style for the faint of heart.
Grappler (Strong): Your Slayer bullies and bashes their enemies to position them where they want or bring foes crashing to the ground.
Powerful Swing (Strong): Who needs to focus on a weak-point or a fault in an opponent’s armor when your Slayer can just make their own through sheer strength?
Pinpoint (Swift): Your Slayer tactfully strikes at joints and gaps in an enemy’s armor or hide. No need to waste ammunition or dull your blade where it won’t cause the most damage.
Volley (Swift): Your Slayer is capable of both splitting their focus and their aim, striking at several foes within the same volley of attacks while keeping a respectful range.
Mage: Magic is hard to come by, but you've mastered it enough to put it to a good cause. While hedge mages or court wizards might be able to liven up a party with tricks and glamours, you have honed your skills for the most noble cause: fighting back the darkness. Mages have a Magical Tradition that they draw their magic from, which Manifest in particular ways unique to their Tradition. Mages also have specific Spellcasting Styles that are Tradition/Manifestation agnostic: the only limit to how these spells work in a given style is your imagination as a writer.
Please pick ONE Magical Tradition as the source of your power and ONE manifestation of Magic, listed below your chosen tradition: Arcane: The New Magic of the Modern World, Arcane spellcasters draw upon energy from elemental and cosmic planes through sigils and carefully constructed phrases.
Elementalist: Your Slayer calls upon the adjoining primordial realms of fire, ice, lightning, and stone to cast elementally-infused spells.
Telekineticist: Your Slayer draws on the unseen energy between the planes to manipulate the physical world.
Illusionist: Your Slayer is able to use spells to trick other creatures into seeing things that aren’t there or ignore things that are, to the point it becomes reality.
Primal: The Magic of the Wilds, Primal Magic draws upon a spellcaster’s connection with the spirits of the natural world to manipulate the weather and nature itself.
Tempest: Your Slayer manipulates the weather and natural elements through their connection to the world around them.
Wild Speaker: Your Slayer communes with local plants and animals, strengthening their abilities when they heed the call.
Spiritualist: Your Slayer calls upon the ancestors of the land to aid them in battle, for the sake of their kin and the preservation of their legacy.
Eldritch: The oldest form of magic, Eldritch magic draws power from perverting the laws of nature and drawing on powers older than the world itself. Eldritch Magic takes its toll, as listed in the Manifestations below.
Timeless Traveller: Your Slayer calls upon fractured realities to manipulate the flow of time.They age too quickly or too slowly for their lineage, and they lose time when they remain idle.
Voidcaller: Your Slayer has touched the very source of rot and death, and stolen a fraction of its power for themselves. They appear sick and dying to most, and their body is more frail than average.
Open Mind: Your Slayer’s mind is connected to the world around them intuitively, to their benefit and detriment. Your Slayer hears thoughts from others they wish they hadn’t, and Your Slayer’s thoughts are sometimes heard by others at inopportune times.
Please pick TWO of the following Spellcasting Styles:
Healer: Your Slayer’s can close wounds and purge ill effects for themselves or others.
Blaster: Your Slayer can wield magic to deal massive damage in fantastical displays. Why use any spell other than fireball?
Binder: Your Slayer uses magic to summon supernatural forces and bind them to their will.
Controller: Your Slayer manipulates the battlefield to shape it to their benefit or their foes’ detriment.
Enchanter: Your Slayer compels others to do their bidding, and can push their allies and themselves beyond their natural limits.
Nullifier: Your Slayer uses magic to absorb and redirect other spells or attacks.
Spellblade: A Jack of All Trades is a master of none, but better than being a master of one. A Spellblade's limited mastery of both magic and martial combat is made up for by their sheer versatility.
Please pick ONE of the following builds:
Strong
Swift
Hearty
Please pick One of the following Combat Styles:
Tank (Hearty): Your Slayer has the toughness and force of will to block mighty blows and draw an enemy’s ire with ease. This is not a style for the faint of heart.
Grappler (Strong): Your Slayer bullies and bashes their enemies to position them where they want or bring foes crashing to the ground.
Powerful Swing (Strong): Who needs to focus on a weak-point or a fault in an opponent’s armor when your Slayer can just make their own through sheer strength?
Pinpoint (Swift): Your Slayer tactfully strikes at joints and gaps in an enemy’s armor or hide. No need to waste ammunition or dull your blade where it won’t cause the most damage.
Volley (Swift): Your Slayer is capable of both splitting their focus and their aim, striking at several foes within the same volley of attacks while keeping a respectful range.
Please pick ONE Magical Tradition as the source of your power and ONE manifestation of Magic, listed below your chosen tradition: Arcane: The New Magic of the Modern World, Arcane spellcasters draw upon energy from elemental and cosmic planes through sigils and carefully constructed phrases.
Elementalist: Your Slayer calls upon the adjoining primordial realms of fire, ice, lightning, and stone to cast elementally-infused spells.
Telekineticist: Your Slayer draws on the unseen energy between the planes to manipulate the physical world.
Illusionist: Your Slayer is able to use spells to trick other creatures into seeing things that aren’t there or ignore things that are, to the point it becomes reality.
Primal: The Magic of the Wilds, Primal Magic draws upon a spellcaster’s connection with the spirits of the natural world to manipulate the weather and nature itself.
Tempest: Your Slayer manipulates the weather and natural elements through their connection to the world around them.
Wild Speaker: Your Slayer communes with local plants and animals, strengthening their abilities when they heed the call.
Spiritualist: Your Slayer calls upon the ancestors of the land to aid them in battle, for the sake of their kin and the preservation of their legacy.
Please pick ONE of the following Spellcasting Styles:
Controller: Your Slayer manipulates the battlefield to shape it to their benefit or their foes’ detriment.
Enchanter: Your Slayer compels others to do their bidding, and can push their allies and themselves beyond their natural limits.
Nullifier: Your Slayer uses magic to absorb and redirect other spells or attacks.