Prodigy Character Archive (Reference Only)
Please see the current Character Profiles.
This archive is for reference only.
Jack Teague A.K.A The Follower
Name:: Jack Teague
Secret Identity:: The Follower
Birthplace:: ENCON building in Toranto
Character Age:: 22
Occupation:: none
Marital Status:: single
Gender: Male
Moral Standing:: Hero
Appearance:: Jack Teague is an exact copy of Rab Jacobs in human form. They both have brown hair and brown eyes, weigh approximately 160lbs
and are both six feet tall. They also both have elongated fingers, arms, and legs. In animal form Jack, or The Follower, looks somewhat
like The Rebel except he has red fur with blue eyes, the exact opposite of the Rebel.
Super Powers:: Jack has the ability to turn into a feral-like creature with claws extending from his fingers and toes. He grows red fur and his eyes become blue when in this state. Jack is able to see in a sort of night vision in this state and can hide quite effectively. One change the ENCON people made, besides the night vision, is that Jack can extend a claw from the end of his two-foot long claw for fighting. Jack also, does not go ballistic like Rab does and can keep his cool in a fight.
Super Weakness:: Jack cannot stay in his form for more than a couple of hours without an extreme pain going through his body that leaves him and extremely weakened and paralyzed for a long time.
Strengths:: Jack is very strong in his human form and is very well physically trained. Although, Jack has major money resources he has to keep a low profile. Jack is very smart and waits to act until the right time.
Weakness:: Jack, hence his code name, will not act without orders. He will not do anything that ENCON has not ordered him to do. Anything that goes beyond the parameters of protect innocent lives and kill Rab Jacobs, he will not do. The only reason that he bothers to find shelter, eat, and sleep is because if he did not he would not be ready when the time comes to kill Rab Jacobs. Jack also has no real world knowledge since he was created and raised by scientists.
Background- When the people at ENCON created Rab Jacobs, they found out quickly what was the problem. He had memories. He knew that he had been betrayed into becoming the Rebel and he escaped them. Therefore, they set out to fix this problem with a simple solution. Use a test tube baby for the experiment. If the subject had no memories of his life before the experiment then he would be less likely to turn on them. When Rab Jacobs made his attack on the ENCON building in Megatropolis, the head scientists knew that they had to stop him. He could ruin all they worked for all these years. Luckily, they had thought about this and already had a plan made for this occasion. The Follower. He was an exact copy physically and an exact opposite mentally of Rab Jacobs. They gave him a name, Jack Teague, set him up with a large bank account, trained him with a simulation of The Rebel and sent him out, after The Rebel. Mission objective: kill with extreme prejudice.
Now Jack has come to Megatropolis to find Rab and kill him. Except, the ENCON people seem to want more than that. Jack has gotten a message from them stating that he is to protect any civilian he comes across that is in danger and to destroy anything he sees as a threat to civilians. What's ENCON planning now?
Jack has also been given permission, if he feels the need, to join other supers in the hunt for Rab, and the protection of civilians.
Jack is now a member of the Defenders
During the Defenders Moon SL, Follower became involved in a fight to the death with a demon known as Lachshin the Foul. At the end of the fight, Follower killed Lachshin, but before he died, the demon somehow infused his soul into Follower's.
This means that Follower now has uncanny knowlege of demons, magic, and creatures of the supernatural. He now "knows" most if not all of the supernaturally based characters in the game, although only by reputation, unless they, themselves interacted with Lachshin. He also now suffers from nightmares of Hell because he has seen it through the eyes of a demon. Also, most demons and supernatural creatures can feel the presence of Lachshin in Follower and will therefore usually leave him alone "Lachshin was a an extremely powerful demon" or they will fight him even more fiercly because of the demon's presence.
There is no knowlege yet as to whether this change has affected Follower's mental status, or will hurt him mentally or physically in the future.
Here is a Hero Machine rendered picture of the Follower:
Jack/Follower has been released of Lackshin after he was almost killed by the Rebel. As he started to finish the Follower off, Lackshin 'jumped' into Rebel's mind, leaving Jack to die. Luckily he was taken to the hospital in time.
Because of a spell performed by Lackshin before he left, all of Jack's features have been turned white, including his skin, hair, and his eyes, although his pupils are somehow still visible, yet white. It is unknown at this time whether this change has only external effects or if it also has some sort of magical effect on Jack.
Oblivious
Current Name: Oblivious
Other Names: Niklas Kuper, Luke Bennet, Jake Whityer, Nolan Reed, Jordy Williams, Craig Chapman
Gender: Male
Age: 215
Birthplace: London, England
Moral Details: Oblivious has no trouble killing when neccesary, although he does seem to have developed certain rules, mostly pertaining to women and children.
Personality: Oblivious is now very detached, but he's not quite the rollover that he once was. If he wants something, he'll take it. If someone gets in his way, he'll do what he needs to to get them out of it. He can also be funny and charming, but it always seems to just be a thin sheet lain over a calculating interior.
Super Powers: Oblivious has two powers. One, he can not, under ANY circumstances feel pain. He can tell if something is hot or cold, but it will not cause him pain. Therefore, Oblivious has much more endurance than others and can take any kind of punishment. The second power, and a much more powerful one, it the power of regeneration. Much like that of Wolverine, only faster, Oblivious ' body can heal itself at a MUCH faster rate than any human alive. If he is stabbed and the knife is left there, the wound will heal around the blade. If he is shot, the bullet will be pushed out of his body as it heals.
Super Weaknesses: If Oblivious was shot in the brain, or his spinal cord cut completely in half, he would die. If there was only a small amount of brain matter or spinal cord destroyed, he would be completely unconscious until his body healed. This is done because the body needs to be at full rest while he is healing such a bad wound. Oblivious cannot heal any type of respiratory problem, because the body cannot fix things like drowning and suffocating directly.
Strengths: Oblivious is very strong and quite the brawler. He is also very skilled in guns and their use. Since he has regained his memories, Oblivious is now even better with weapons and fighting. He knows at least a dozen fighting styles, and he's at least proficient in almost all of them. He's also discovered a talent for sword fighting from his days in Japan. Oblivious has come into a good deal of money, since he remembered his bank account number, so he no longer has to steal weapons and such.
Weaknesses: Oblivious' strength and speed are only human, in no way better than any human, and therefore he would still have a good difficulty beating any super in a hand-to-hand fight. Since he retrieved his memory, Oblivious has become prone to flashbacks from his past, often occurring when he's around combat. For instance, if someone put him in a chokehold, he might have a flashback of the occurrence with Forsil, back in London. This would cause him to do something that he probably shouldn't do in the given situation. Also, Oblivious seems to have come across an unnatural fear fire. He might just cringe at an explosion, but were he to catch fire or have to go in a building on fire, he'd likely start screaming and run away.
Appearances: Oblivious is tall, about six foot two and weighs a small, 165 lbs. Oblivious has blonde hair that doesn't seem to grow. It is always at the same length, as are his finger and toenails. Oblivious' dress has changed, along with so many other things. He now dresses very expensively, always choosing the finest clothing.
History: Oblivious' history is long, but it all began in London, England in 1789, when he was born to his parents. He no longer remembers their names. A great irony in getting his memories back, Oblivious still doesn't remember some things simply because he cannot. Oblivious was taken from his parents at an early age, by the British government after his 'abilities' were discovered and became common knowledge. They trained him in every form of combat imaginable, all while demoralizing him against killing both soldiers and innocent people. The interesting thing was, Oblivious' grew up quickly, appearing to be approximately 16 when he was only 8. As he got older this slowed down, until his actual age surpassed his appearance. When he looked approximately 16, the British sent him to America as both a spy and an assassin. He received his missions from other spies, and always succeeded because he was so skilled. Eventually the British government slowed down in their missions and eventually simply stopped contacting Oblivious at all. He was on his own
From there, Oblivious decided to use his talents for financial gain. He contacted the United States Government, and told them about his abilities, offering to sell himself to them as a mercenary for the fee that he set down before them. They gladly accepted, and Oblivious stayed with the United States military for decades, until the Civil War began. Oblivious was on the side of the North, but when the war was over, he left the country. He was tired of being a pawn, even if he was paid for it.
Oblivious first went to Mexico and lived as a 'magician', cutting himself and healing for the money that people dropped in his box on a street corner. It was a pathetic existence, but it was without any real violence. Eventually, Oblivious seemed to forget about how bad the violence had been, and he again decided to sell himself as a mercenary around the world.
He was bought by dozens of groups, constantly being moved from place to place to perform his 'duties'. He was always well paid, but eventually the combat and violence began to wear on him again. He couldn't operate. He decided to fix the problem, by using some technology that he had read about. He contacted a group of scientists who were working with the human memory and he later stole their research, then giving it to, ironically enough, the United States government. He sold himself to them for 3/4s of the usual fee, and with the rest, the government cleansed his memory of everything in his life prior to that. When they were done, they gave him a briefing on who he was, and he was released, without all of the horrible imagery in his mind.
Oblivious continued this for years, constantly wiping his memory, and receiving an updated briefing. Through various forms of threats and insurances, Oblivious made sure that none of the groups who bought him would wipe his memory and not brief him again. Although his escapades were numerous, and varied, below is a list of some of Oblivious' most major 'adventures'
World War 1: Oblivious fought on the side of America, although he didn't claim any kind of allegiance to them. He fought independently, but only killing soldiers that weren't American. He went by the name of Jake Whityer at this time.
World War 2: Oblivious was purchased by Germany and he allowed them to brainwash him when in their military. At this time, he went by the name of Niklas Kuper. He was therefore not only their soldier, but also their follower. Eventually this was tested when Oblivious fell in love with a female Nazi soldier, Forsil. Eventually she became pregnant with his child and left, because they were both supers and the Nazis would confiscate the child. Because of his brainwashing, Oblivious didn't hesitate to go after Forsil, and attempt to take her back. She of course wouldn't come, and in his desire to serve his leaders, Oblivious shot her in the stomach, killing the child. He returned to Germany, believing that Forsil was dead as well. Germany cut him loose, deciding he was a threat, instituting a weak brain wipe in their effort to get rid of him.
Vietnam: Again on the side of America, Oblivious was again brain washed, and also pumped full of testosterone and steroids, driving him to an animal fury. He was then released into the wilderness of Vietnam, where he slaughtered dozens of hidden guerilla warfare groups in horribly morbid fashions. The few Vietnamese that survived gave him the nickname, the White Demon. Oblivious did not use any fake name in Vietnam: he was nameless.
Japanese Gang Warfare: Oblivious sold himself to a Japanese underground gang after Vietnam, where he developed a talent for sword fighting and hand-to-hand combat. He developed a love for blade fights, mostly because his powers almost guaranteed that he couldn't lose, unless he took an attack directly to the head or spinal cord. It was during this time that Oblivious met someone very much like himself. Her name was Rayne Will, although Oblivious was sure it was only a fake name, much like the one he was going by at the time, Luke Bennet. Rayne was able to heal herself, much like he was, but she felt pain. Oblivious and her quickly became 'acquainted', but when they got into combat situations, Oblivious ignored her pain and pushed her past her limits. She eventually had to quit, and Oblivious never saw her again ... until she caught up to him in Megatropolis.
It was because of the Japanese gangs that Oblivious finally found himself in Megatropolis, without his memory and no money. The gang had decided to not pay him, and ditched him in the States. From there, Oblivious met many of the heroes of Megatropolis, but eventually teamed up with a life-sucking super named Samhain. Together they made a formidable team, until Samhain was caught by the Freedom Squad. Oblivious then had several misadventures through the city, finally leading to his meeting with men from his past. These men were a part of his group from some undercover FBI work he had done in the past, also using the Luke Bennet name. The group was rejoining, to rent itself out much like Oblivious had done much of his life, but the Japanese gang believed that they were trying to unblock Oblivious' mind. War waged around him, finally climaxing in Oblivious meeting Rayne again; now going under the name "Retribution". She left him, wanting him to regain his memory before she killed him.
Oblivious later met Forsil, the woman/werewolf from his WWII days. She was less than happy to see him, and through their interaction, Oblivious finally regained his memory, with the 'assistance' of FBI Agent Black.
The Masked Mutant
Character Name:: Bob Revera
Secret Identity:: The Masked Mutant
Race:: mutant
Birthplace:: Unknown
Character Age:: 32
Occupation:: Small-time-Author
Marital Status:: Single
Gender: Male
Moral Standing:: Villian
Appearance:: Mutant is about 6 foot 8" and weighs about 280. He wears black boots, a blue cape that blows through the wind, blue tights with two orange ankle bands, blue gloves with orange wrist bands, a blue sleeveless shirt, and a blue mask that covers his whole face except for his cheeks, mouth, and chin. His mask also has little slits for eyeholes. The Masked Mutant has muscles that bulge out of his arm and veins that do the same. He has a mean looking face, almost inhuman.
Super Powers:: He can move his molecules around to change himself anything that is solid! He also has the strange power of changing into a horrible beast, a man eating beast. He can't control this power, it only happens when he gets really angry.
Super Weakness:: His weakness is tinfoil. It drains his powers from him, albeit only for a limited time. Also, he needs cold to stay alive, too much extreme heat will hurt him - 225o F and above would be fatal.
Strengths:: He fights till he can't fight anymore. He is just like the Energizer Battery, he keeps on going.... and going....and going.....! He is a good writer. He also is a perfectionist at counterfeiting.
Weakness:: He is very short tempered. He can't control his anger, but when he is angry its when his powers work the best. He doesn't know all the powers that he has and he doesn't know the full ability of his powers. He is not good with people. Cant remember his parents, all he has from them is a note telling him that they both loved them very much.
Writing Sample:: Bob Revera"otherwise known as The Masked Mutant" sat at his desk starring down at the bills in front of him. "Bills, bills, bills, that's all i get for mail! Electrical, pluming, cable!" Bob said just as he heard a window break in his bedroom of his apartment. "What the hell was that?" he asked himself. He crept his way to the bedroom with the floor boards creaking beneath his feet. He looked inside and there were two men shuffling through his drawers and closet. "And what the hell do u think your doing?!?!?!" Bob yelled in his booming voice. The two men turned around and looked at Bob with terrified eyes. "I want peace and quiet in this frikin apartment!!! And what do i get?!?!?! Two men trying to rob me, breaking my window and breaking my silence!" Bob yelled at the top of his lungs. Both of the men looked at him and pulled out their guns. But just as they were doing so Bob got angrier then every, he couldn't help it, he turned himself into the horrible beast within him. The two men started shooting their weapons, but it was no use. Once Bob "The Mutant" became IT"that's what Bob called the creature" he wasn't in control. IT was. The bullets just bounced off of his enormous body one by one. "NOOOOOO!!!!!" cried the two men as IT ripped after them both with it's long claws and teeth. IT ripped one of the men to shreds and swallowed him whole. The second one tried to escape but it was no use, IT grabbed him by the foot at tripped him. "NOOO!" The man cried as he sat up, Please don't hurt me! I'm begging you! I have a wife and three children, please! For their sake!" IT gave him one more look in the eye and lurched forward with it's mouth wide open. With one last breath the man's decapitated body fell backwards and hit the ground hard. IT carried the body down town and through it into a dumpster. Then IT started changing back into Bob Revera. Bob lay naked on the side of the dumpster, he stayed down for a while. When he finally got up he found the decapitated body in the dumpster and ran back to his apartment as fast as he could with blood dripping from his whole body.
Background:: Bob was a good kid in school; he always did his homework and was known to be a teacher's pet. He had hardly any friends at all, and the ones he did have weren't even his friends. One day he was walking home from school, some of the bullies had been picking on him that day and decided to follow him home. While he was walking he dropped a book, bent over to pick it up and out from the bushes next to him came three of the bullies. They pinned him to the ground while another one sat down on him and started punching him giving him a lot of bruises. He was all dazed and could hardly move, he looked up into the sky and saw a huge bird fly over head. He watched it as it came closer to him, he thought it was an angel from heaven coming down to bring him to his new home, but instead he got a better surprise. He noticed it wasn't a bird or an angel at all, it was a man with wings coming down towards him and the bullies. The bullies didn't see him as he landed or after.
The flying man came closer and closer to him and the bullies. The man pulled one of the bullies off of Bob. And then another, and another, and another...He did this until they had all got on their bicycles and rode away practically crying.
The man looked down at the bruised boy and stuck out one of his hands to help him up. As Bob reached for it, there was a strong wind. Bob pulled his hand away and the wind died down to what it was like before. He reached up a second time and again the wind picked up. Bob didn't care this time, he wasn't afraid any more. Once the two hands touched there was a huge flash of light and the wind blew so much it almost blew down some houses. Bob got lifted off the ground by some strange force. The man looked at Bob and gave him a comforting smile. "Don't be afraid. It won't hurt you, it will help you."
Bob looked up at him and nodded. Suddenly Bob felt no pain and all of his bruises disappeared. All of a sudden, the man started to age very quickly "24-50 in less than five seconds". "Use it...well." the man said to him. "Use it...to..help others" *Cough cough* "Use it only...when necessary! Use it............." the old man, all shriveled and wrinkled, had died. Bob stared down at the man and started to cry. This was a glorious day, this was the day Bob Revera became a super!
From that day on, Bob was changed for life. He wanted to become a super hero, just because the flying man and saved him from the bullies. He was no longer teased by the bullies and wasn't picked on. He discovered his powers a couple of days after the incident with the flying man.
He went to college for four years, graduated, and became a writer. During his writing career he wrote six novels. He stopped writing for a while due to moving to his new home, Hawaii
November 7
While he was living in Hawaii, he used his powers for good. He became a super hero. In Hawaii, there were not to many exciting things, until one day. On this special day there was a robbery in the biggest bank in Hawaii. Falcon, which was his super hero name, flew to the scene. As he got there, he saw three men with black ski masks running out of the bank, to a jet black Viper, with tons of bags full of money in their hands. He flew down and punched one of there out cold. Another came at him from the right; he kicked the man square in the chest, sending him flying through the air. The third one, seeing that his comrades had gotten their ••••• kicked, started to run in the opposite direction. Falcon flew after him. He was just about to tackle him when out of no where came a man made of lava and iron-core; this man hit him and kicked him against a nearby wall, knocking the wind out of both of them. The lava man was so hot he burned Falcon's skin. The lava man turned his arm into a steel rod and hit Falcon in the head with it, knocking him out. Everything was black for a while, he started to hear voices, and he opened his eyes slightly to see the lava man and the three robbers in a circle. One of the men started talking, "Come on man, join us! Our gang is the best your going to find in this place." "All right fine, I will ... " the lava man said to him. They three men led the lava man to the jet black Viper that was waiting for their arrival. They sped off just as Falcon heard the police sirens coming nearer. He blacked out once more ... ..
He woke up in an alley of some strange city, worn out and tired. There was a homeless man sitting across from him. "How ya feel'n mister? You have been out for a while." the man said. "Wha ... ..?" Bob said as he sat up and started rubbing his head. "Where am I? Who are you?" he asked impatiently. "What day is it?" "It is November 20, you are in the city of Megatropolis, and I am Fredrick Lincoln. Just call me Fred." the man replied as his too sat up.
"How did I get here?" Bob asked. "I'm not positive, but before there were a couple of men in white lab coats that carried you out here in the middle of last night. Bob looked at him in confusion. "Lab coats? Why lab coats?" he asked himself. He looked to the right of him to see a bunch of suitcases lined up in a row. He opened one to find all of his cloths in them. He couldn't remember anything of what happened to him, just his name and basic stuff like that. He found his powers again, on an accident, by using all of his strength left. He accidentally killed Fred and ventured on his way to find out the truth of his past ...
Right before Fred had died he said, "Hey....Mister. They also had tatoos on their necks. One's with dragoons, the dragoons were killing an angel. They said for me to help you...*cough cough*...but as you can see...I can't. So, good bye and good luck, Mister." With his last bit of breath, he died.
Tina Garron "Aka Troy"
Public Name Tina Garron
Secret Identity Troy
Race Unknown
Birth Place Unknown/space
Age 19 "???"
Occupation Dancer
Martial Status Single
Appearance
Tina stands at five foot six with quite a slender and toned figure from all of the exercise she does to keep her fit as a dancer. Her legs are long and curved and her fingers long yet strong. She has a lightly olive tanned skin and slightly Asian features with full creamy lips. She has deep ochre brown eyes and her long coal back hair is gently waved to frame her face when it is left out. Tina has a small tattoo on the lower half of her back of a hawk feather floating amidst a blazing flame and a strange symbol is drawn over it in black. This symbol is a copy of a birthmark she once had when she was younger; this soon faded though once she reached about fifteen. Tina didn't know what it meant, but to her it meant a lot and seemed to be the only connection to her family she had
She is usually seen wearing all sorts of things in her job. But usually wears tight hipster jeans with a belly chain and a strapless black crop top showing much of her flat stomach. Yet in her costume she has tight PVC body suit and a small black mask with a silver belt, wristbands and high heels. Originally she never used a costume, but later decided she needed one having been scorned as a child for 'being strange' and she wanted to live as normal a life as possible. Being a dancer she didn't find it hard to get one either!
Powers
Tina/Troy has one main power and two smaller ones:
Her main power is the ability to control the weight of an object. By altering the gravitational pull of the area around the object, she may throw it or makes it float/fly "i.e. a large rock or herself". This gives the impression that she is quite strong; in truth Tina is not as strong as some. Her two lesser powers/ abilities are the ability to fly "this is tied in with the main power" and the ability to create a protective bubble around herself. This also ties in with her main power but take a lot more energy to do. In addition to this she had her physical strengths. Tina knows martial arts and is quite flexible, originally she took this up as a hobby to keep fit, but when she started to use her powers to help people she found it quite useful she drained of her more 'unique' powers.
Powers weakness
Tina is considerably weakened when around a strong magnetic force. The stronger the force the weaker her powers are. If the magnetic is strong enough it can reverse on her powers onto herself. Another point to note about this is that Tina CAN over exerts herself if she uses her powers in one continuous bout. This can result in major headaches and migraines. On occasion she had passed out and suffered from temporary blindness.
Personality
Tina is reasonably strong and does work out, but relies on her powers to do "and move" the big things. Mentally Tina is quite cool and collected and likes to think things through before she acts. Tina likes to rely on her wit and humor to get her out of sticky situations sometimes.
Socially she is a fun to be around and likes to go out to parties "sometimes working at them" and has no trouble finding her own fun, in all senses of the word, and tries to keep up a curtain image around others mainly for her job. Though this image keeping does not include her close friends. Yet Tina also likes to spend time alone. Be it with a book "Usually things such as 'The Handmaid's tale' by Margaret Attwood" in front of the fire in her apartment, with her cat 'skipper', fine tuning her powers, or working out in her living room doing push ups and what not.
Tina tends to get a hot temper when aggravated and defiantly does not like being called a ditz. Just because she is an exotic dancer does not mean she is stupid, and she likes to make sure people realize that. Tina cannot stand men who are shallow and only goes for women who are good looking and prefers to stay single. On the other hand Tina is also a bit of a romantic.
Sometimes Tina can be irrational if pushed too far and has a strong sense of moral, if she sees something wrong she will try to fix it even if sometimes it is not her place. This has caused her to get into a few bad situation and left to scars both emotionally and physical.
Background
Little is known about Tina's background, even by her. From what she had found she isn't human, but how she ended up on earth is beyond her! But she was first found as a baby in the middle of a town square. An old man found her and took her to the closest orphanage so they could find her a home. Due to her unique personality, even a child she was been as some sort of a trouble maker, she grew up very quickly and caught onto ideas very fast so it didn't take her long to learn things. She used to play with some of her peers at times when she was much younger until on day she had her first 'power surge'. One of her friend's slipped from the monkey bars, and she knew that he would have been extremely injured if she hadn't done something. In fear of her friend she found herself manipulating the gravitational pull around him and he was left to hover at left a meter off the ground before being gently lowered. All of the other children didn't take long to twig who had done it and she was officially labeled a freak in her so-called friend's eyes. Even the one she had saved didn't go near here again and she found out rather quickly how to entertain herself and didn't use her powers for a few years after that.
At the age of about seven, a year after the incident, the Garron Family adopted Tina. They took her home and looked after her. They brought her up for the next six-years in an apartment in a city not far from Megatropolis. When she turned eleven Tina came home from school to find her parents being beaten by teenage thugs who had found it extremely amusing to try and kill them. Tina was furious and the three boys were hiffed viciously into the back all of their lounge. She had managed to break a combined number of three ribs, one arm and strained a wrist and an ankle. She later discovered there was in fact four boys and was attacked by the remaining one with a piece of piping. In self-protection she accidentally killed him and sent a power surge throughout the whole house being unable to control her untrained power. That night her parents had died and the three boys had fled. Tina thought for several years she had killed her parents, in her surge. In fear she had run out of the city and lived on the streets going place to place for the last few years of her life. At about the age of seventeen she found that her parents had died by impact wounds to the head and chest and not by her means, but she lived with, and still does live with, the guilt of that boy's death.
On her eighteenth birthday she moved to Megatropolis and started to earn enough money to get a better education. It didn't take her long to catch up for the years she had missed and was at university in at lest twelve months. She now lives in her apartment with Skipper her cat. And works at a Strip club to earn herself some cash. Over her years in the city Tina tuned her powers to a fine art and started to use then regularly to help people to make up for what she "thinks she's" done in the past. She is majoring in classical arts and that is how she got her code name 'Troy' and she kept her adoptive parents last name 'Garron' for her secret identity so she'd never forget them.
Amber Reinholt
Name: Amber Reinholt
Age: 19
Gender: Female
Marital Status: Single
Birthplace: Megatropolis
Occupation: University student/party girl
Appearance:
Short, pretty girl with wavy long brown hair, 5'1" 92 lbs., nice chest, slim figure with nearly no butt, usually tanned skin but no visible muscles anywhere on her. Usually wears tight fitting skirts or slacks with a "belly shirt," though switches to an evening gown, or shorts and a t-shirt, when appropriate. Looks great in a bikini too.
Lifestyle:
Amber grew up in suburban Megatropolis, became a party girl while still in high school. Nearly failed some classes during her first semester at Megatropolis University due to excessive partying. Subsequently dropped back to a minimum course load of 3 classes per term to have more time for the social scene, but now feeling even 3 classes are starting to interfere with her partying too much, has been skipping class more often as time goes by.
Amber frequently goes out at night with her fake ID "usually a fake student ID card showing she is 21". In addition to wild parties she also enjoys cultural activities, such as opera, broadway shows, symphony and ballet.
She lives in an apartment near the university, when she is there she pretty much lays around in front of the TV and snacks all the time. She has two roomates the same age. One goes to the gym nearly every day and despite her dedication cannot trim off the "pudge" she has; she is envious of Amber for being able to stay slim without exercise. The other roomate dropped out of university to become a Flight Attendant on transatlantic flights, she spends most of her time at the apartment sleeping regardless of the time.
Amber drives a Topaz Blue BMW M3 convertible with Cinnamon Red leather. She is a fair driver, at least when she is not distracted by putting on her makeup or doing her hair or changing the CD or talking on her cell phone or eating....She also frequently parks in handicapped spots when there are no other ones close to her destination to avoid having to walk too far.
However, she gets rides to parties, as she is anything but a responsible drinker and does not like to drive while she is falling down drunk.
Here are some of the key original posts in Walden Apartment 505 that got deleted but which were intended to be biographical/character development:
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Prodigy: Megatropolis: Downtown: Walden Apartment Block:
Room No. 505
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By Cute rich petite brunette party gal "amber" on Monday,
May 06, 2002 - 07:48 pm:
This fifth-floor one bedroom apartment is the home to three college age girls. Two are students at Megatropolis University, the third is now a flight attendant. The bedroom is actually used as a study den/dressing room, the girls actually sleep in their living room, the college girls use futons, the flight attendant has the lower bunk of a bunk bed, the upper bunk supports a stereo. A bigscreen TV sits against the wall near the door, positioned to be visible from most of the room.
This not the kind of place where girls have guys over, the place is normally trashed with laundry and snack food wrappers scattered all over, the kitchenette sees little use and the fridge is rarely stocked with anything other than soda pop, juice and ice cream.
By Cute rich petite brunette party gal "amber" on Thursday,
May 09, 2002 - 06:28 pm:
Amber walked into her room, looking forward to resting after a weekend of fun in Las Vegas. She was the only one home now; it was early evening, the sun was dropping behind the buildings but it was still light outside. She kicked her stilleto heel sandals under her futon, dropped her
shoulder bag in the other room without bothering to unpack, then headed for the shower.
After she finished her shower, she changed into tight pale blue shorts and a short tight white t-shirt. Padding barefoot into the kitchen, she got out a Coke and a box of carmel popcorn, then carried everything into the living room where she flopped on her futon, grabbed the remote and flipped on the bigscreen tv.
Amber surfed through the channels several times, finally settled on a Star Trek rerun. She sat back in the cushions, drinking her Coke and munching contentedly.
By Cute rich petite brunette party gal "amber" on Friday,
May 10, 2002 - 01:54 am:
Sarah, one of Amber's roomates, came in the apartment door. She was sweating, panting from her workout at the Megatropolis Athletic Club, jog home and up five flights of stairs. Sarah went over to the referigerator and took out a juice. "How was Vegas?" she queried Amber.
"Get me another Coke, please," called Amber from the couch, talking around a mouth full of carmel popcorn.
Sarah made a face but brought the Coke over to where Amber sat in front of the tv. Amber tossed her empty Coke can on the carpet. "Ewww, you're all sweaty," complained Amber when the girls' hands touched.
"Well, that's what you get when you work out," said Sarah smugly. "Of course, you wouldn't know about that," she added, taking a drink of juice.
"No!" exclaimed Amber in mock horror, popping the top of her Coke. "I don't want to get all sweaty. Yuck! And I certainly wouldn't walk as far as the gym even if I was going to go there for some reason."
"I ran back," Sarah informed Amber, wiping her face on her sleeve.
"That's 'cause you don't have a car," retorted Amber playfully, starting to surf through the tv channels again. "And I bet you ran up the stairs too instead of using the elevator."
"I bet you don't even know where our stairs are!" answered Sarah. She rushed over and grabbed the remote from Amber's hand, held it just out of reach.
"Hey!" shouted Amber, reaching for the remote, but Sarah pulled it our of reach. "Give it back!" Sarah took it across the room. Amber grabbed some carmel popcorn and threw it at Sarah. The throw was pathetic, the popcorn
landed a only a few feet away. "Give it back!" repeated Amber. Sarah stepped closer, taunting Amber with the remote.
Amber sat on the edge of the cushion and threw more popcorn, her limp throw was no longer than the last. "You are so weak, Amber," laughed Sarah, "you really need to get off the couch more!"
"Hah!" exclaimed Amber, pouting and sitting back in the cushions. "At least I can sit down in a bikini year round!" she taunted, patting her soft but flat stomach.
"Don't rub it in," said Sarah ruefully. Even when she flexed her muscles, there was a pot belly visible when Sarah lifted her t-shirt. "I wish I could stay in bikini shape without exercising. Then I could be like you, slim and tan and totally weak and out of condition. Look at yourself, you don't have any muscles at all!"
"Why would I want them?" asked Amber, stretching her short body. "I look just fine without them, and I don't have to get all sweaty. Now give me the remote back!" demanded Amber, putting a small handful of carmel popcorn in her mouth.
Sarah set the remote down in the kitchen, then asked again, "So, how was Vegas?"
"It was a blast," answered Amber distractedly, eyeing the remote. "I have to get my car fixed tomorrow though, something is wrong with the top.
"Now give it back!"
"Guess what, Amber?" Sarah teased. "I'm gonna take a shower."
Amber threw a pillow as hard as she could, it landed a few feet away. "Give it back!" she cried, kicking her bare feet in frustration.
Sarah was enjoying the reaction she was getting. "Amber, you'll just have to get off your, er, couch!" she said playfully, then couldn't resist adding, "Don't worry, you won't sweat getting up and walking across the room." Sarah shut the bathroom door.
"Krap," muttered Amber. She looked at the tv, it was a music video. She decided she could live with that until Sarah was finished with her shower, maybe when she came back Sarah would bring the remote back. Sometimes, being a lazy girl was hard work....
By Cute rich petite brunette party gal "amber" on Sunday,
May 12, 2002 - 04:00 am:
As soon as Sarah opened the bathroom door, Amber called to her, "Give me the remote back!"
Sarah, wearing clean shorts and t-shirt, walked into the living room and gave Amber a look of disgust. "You are so pathetic, Amber," Sarah responded, bending over and picking up the pillow Amber had attempted to throw earlier. Suddenly, she whipped the pillow back at Amber, catching the
smaller girl on the side of the head.
"Hey!" cried Amber, grabbing the pillow and making to throw it back. Deciding it was a bad move, she tossed it back on her couch. Sarah took a pillow off her own futon and winged it at Amber, the throw was accurate but this time Amber
ducked and the pillow bounced off the wall behind her. "If you're gonna throw things at me, make it the remote!" Amber pouted, it was so much easier to get men to do what she wanted them to...
Sarah went and got an ice cream bar from the fridge, then came back to her own futon with the remote. She flipped over to the news. "Wow," she said as the footage came on, "someone really did a number on that Garrison. I hope he's all right."
"Who's Garrison?" asked Amber, annoyed at having to watch the news, but resigned to it for now.
"Well, little miss party girl," Sarah sneered, "Garrison happens to be a candidate for Mayor of Megatropolis. He wants to run the supers out of town."
"That's a good idea," said Amber, "I'm for Garrison then."
"You don't even know who the current Mayor is!" laughed Sarah. "And as I recall, you weren't interested in registering to vote."
"Well, I didn't say I was gonna vote for anyone," said Amber, unusually serious. "They use the voting lists for jury duty. Not for me! But maybe Garrison needs my help in some other ways..." Amber trailed off, an unusual look of
concentration on her face.
"Well, whatever," Sarah opined, no longer interested now that she clearly wasn't annoying Amber any more. Instead, she got up and put the remote on the carpet a few feet away from Amber.
Excited, Amber reached out with a bare foot to try to snag it. It remained about two feet farther than her short leg could reach while she remained seated on the couch. "You are so mean, Sarah," Amber complained, slapping her soft slim thighs in frustration. "No fair, your legs are
longer."
Sarah started reading her latest issue of Shape magazine, obviously ignoring Amber. With a sigh, Amber slid off the couch and finally caught the remote with her toes. Flashing a victorious grin, she turned the tv volume way up and began
channel surfing.
Sarah looked up in irritation, then tried to ignore Amber's antics. Finally, Sarah jumped to her feet and rushed over to take the remote back, but Amber sat on it. Sarah tried to pick Amber up off it, but Amber locked her legs around the cushion. Sarah could lift Amber off the couch, but the remote remained trapped between Amber's butt and the cushion. Finally Sarah gave up, and let go, saying, "Please just turn it down then."
"Bring me the headphones then," retored Amber with an evil grin, sitting on her hands as well to keep Sarah from trying to get the remote back.
With a sigh of resignation, Sarah walked the few steps to the bigscreen tv and picked up the infrared headphones and tossed them to Amber.
Amber missed catching them, the headphones landed in her lap. Flashing another grin of victory, Amber turned down the tv volume, the put the headphones on and rolled onto her stomach to lay on her couch and watch tv.
By Cute rich petite brunette party gal "amber" on Sunday,
May 12, 2002 - 04:23 am:
When Amber woke up the following day just after noon, Sarah was already gone. Walking somewhere, no doubt, thought Amber as she unpacked the shoulder bag she had dumped on the floor the previous evening, tossing the dirty clothes in the
laundry pile. Feeling extra motivated, she picked up some trash off the carpet and threw it in the garbage, then headed for the bathroom.
After her bath, she decided to dress for the evening, no telling how long it would take to get her car looked at. She picked out a short skirt and a belly shirt, slipped on her stilleto heel sandals and gave herself one last look in the mirror, brushed her long brown hair one more time just to be safe.
Checking the internet, she found the nearest BMW mechanic was Snow's. Grabbing her purse and sunglasses, she walked out the door, locked it behind her, and headed for the elevator.
"OOC: To Parking Garage"
By Cute rich petite brunette party gal "Amber" on Wednesday,
May 22, 2002 - 09:38 pm:
Amber slipped back into her apartment in the early morning hours, moving quietly to avoid waking her roomate Sarah, she could see the other girl asleep on her own futon with the shaft of light that spilled from the doorway.
She set down her purse and sunglasses on the end table by her futon, then kicked her stilletto heel sandals underneath. Walking softly in her bare feet, she went into the back room and stripped her dress off and threw it into a
growing pile of clothing that needed to be taken to the cleaners sometime. Either that, or I'm going to have to go shopping for more clothes soon, she thought. Shopping actually sounded more fun.
She found her shorts and t-shirt on the chair where she'd left them, donned them and padded into the bathroom. To avoid waking Sarah, she didn't run the fan; finishing there quickly, she decided a shower could wait until she woke up.
So she padded back into the living room and lay down on her couch. Briefly she thought about watching tv, but there wouldn't be anything on at this hour, so she rolled over and let herself drift off to sleep, smiling as she remembered all the fun she'd had this past night.
By Cute rich petite brunette party gal "Amber" on Sunday,
May 26, 2002 - 05:05 am:
"You come to my apartment at 6am and tell me there's 'not much' going on with you?!?" Amber demanded. "Come on, I'm not a dumb blonde!"
Suddenly, her attention was grabbed by the tv morning show:
TV: And it became official overnight, Gary Garrison is the new Mayor of Megatropolis...
"Hey, great!" said Amber, "Now we'll get rid of those annoying supers."
TV: He defeated incumbant Mayor Foreman and challenger banker Gabriel van der Pol...
"Hey, wow!" said Amber, "that's the guy who gave me a ride home last night," as Gabriel van der Pol's picture came up on the screen. "I knew I'd seen Gabriel's picture somewhere before."
"Gabriel van der Pol gave you a ride home last night?" echoed Sarah, who was in fact a more habitual news watcher than Amber and had more of an idea what was going on in Megatropolis and the world in general. "Really?"
"Yeah, he was gonna take me out, had a fight with his girlfriend," Amber recalled with a rather evil grin on her face, "but then they made up outside the hotel, so he gave me a ride home. Nice gentleman. Who is he?"
"Well," said Sarah, speaking as a teacher to a student, "Mr. van der Pol happens to be one of the wealthiest bankers in Megatropolis, he funded most of his campaign for mayor."
"He's good looking too," Amber opined, "I knew he was rich! Well, maybe he'll take me out some other time. Plus, I need to help Gary Garrison ferret out the supers!"
"You, working for the mayor to find supers? What a laugh!" said Sarah, actually stunned Amber was even thinking along those lines. As far as she knew, Amber had never done any work in her entire life.
"Sure, why not?" said Amber a little defensively. "Guys tell me all kinds of secrets at night!"
"When did you become so anti-super?" asked Sarah.
"Well," said Amber, "I've never really liked them. But MegaMall has been closed twice now in a month because of some super, I think they said she was called Remedy. Anyway, we need to help Gary Garrison get them out of Megatropolis."
"I should have known it had something to do with the mall," said Sarah, rolling her eyes in exasperation.
"So anyway," Amber turned her attention back to Steve, becoming bored with her conversation with Sarah, "what's the problem, Steve? Why are you here instead of sleeping at this hour?" Remembering the time, she yawned and rubbed her
eyes again.
"NOTE: At this point, Steve who was really Glacier, got angry with the comments and made the room really cold. It was late spring at the time."
By Cute rich petite brunette party gal "Amber" on Tuesday,
May 28, 2002 - 04:35 pm:
Feeling the heat starting to blow on her skin when Sarah turned the heat on, Amber uncurled slightly but kept her feet on the couch. She began to rub her soft slim thighs vigorously, trying to warm up quickly. "Wow, how'd it get
so cold so fast?" she asked to no one in particular. "Look at me, I have goosebumps all over! I don't mind being a little cool, but that was ridiculous."
"Yeah, it'd be a shame if you had to wear some clothing over your stomach, Amber," Sarah teased, getting a warmup jacket out of the closet and donning it.
Amber answered by sticking her tongue out at her roomate. Then she looked over at Steve and asked, "Are you cold?"
By Cute rich petite brunette party gal "Amber" on Friday,
May 31, 2002 - 10:38 pm:
Coming down the hallway from the elevator, Amber unlocked her apartment and strolled in, happy she had beat Sarah in the race. And she wasn't even out of breath!
She went into the back room, her bikini was on the dresser where she had left it, she shoved it in her beach bag along with her favorite beach towel, it was blue with an orange sun on it. She checked herself in the mirror, decided she could brush her hair when she changed at the beach.
"I beat you!" Amber called out when she heard Sarah come in.
"I wasn't racing, Amber," Sarah's voice called back from the living room.
Amber took a brief inventory, decided she had everything she needed, and walked back out. "See you later, Sarah," she called as she left, not feeling guilty at all about blowing off studying now. The elevator was still waiting, she pushed the button for the Parking Garage.
Obviously, some people will not be aware of the stories going on at the time of the posts, but hopefully the general idea is clear.
Angelic Assassin--The Angel of Death
Name: "Angelic Assassin"
Age: 19
Gender: Female
Moral Standing: Villian "unless the good guys are paying more"
Occupation: Assassin
Appearance:
Short, pretty girl with wavy brown hair, 5'1" 92 lbs., nice chest, slim figure with nearly no butt, usually tanned skin but no visible muscles anywhere on her. Usually wears tight fitting skirts or slacks with a "belly shirt," though switches to an evening gown, or shorts and a t-shirt, when appropriate. Looks great in a bikini too.
Super Powers: None--ordinary human girl
Super Weakness: None--ordinary human girl
Strengths:
Totally ruthless and without compassion. Loves for pleasure only, but good at simulating feelings and getting others to believe her. Usually can get men do do her bidding with a smile, but failing that is willing to go further when she perceives the gain as worth it.
Entirely focused on her own personal gain, her two favorite activities are lovemaking and killing. Has no problem with slitting a throat when the pay is right. Her only real concern is determining whether her employer is likely to actually pay her off or not.
Finally, because of her weaknesses described below, she is probably the last person someone would fear. She knows this and uses it.
Weaknesses:
Is a 19 year old girl, although beautiful and slim she is not in particularly good shape, follows no exercise or diet regimen and is actually quite weak and out of condition.
Although relatively intelligent, she is mentally as well as physically lazy, preferring to let others do her thinking for her. Her main concerns are comfort and fun, and most of her effort is involved in securing these for herself.
Lifestyle:
She became popular in the Megatropolis singles scene while still in high school at age 16 with the aid of a driver's license and fake ID "various types which show her to be 21 or older".
One night, an older man took her to a hotel room for some fun. He died of a heart attack in bed, and after her initial shock she realised the opportunity she had to charge whatever she wanted to his room and went on an incredible binge for 2 nights and a day, trying all kinds of alcohol, candies, snacks, desserts, caviar "which she didn't like". She got sick in the middle of it, threw up and slept it off, felt better and called her friends while continuing bingeing and watching movies. She left in early morning of the second night after robbing him.
The Megatropolis Police eventually tracked her down from the phone calls she made, but after questioning they apparently believed her story the man had died of a heart attack and she had left because she was scared. Upon discovering how easy it was to get away with, she got a cell phone and began robbing all her "boyfriends" at night.
During the winter break at Megatropolis University, she flew out to Las Vegas to spend a week at the "Megatropolis, Megatropolis" hotel, got hooked up with a gambler who won big. After partying and sleeping with him, she got up to rob him. Unfortunately for her, the gambler woke up and caught her. He was naturally angry, but she apologized and promised to "make it up to him," and eventually he relented. They had some more fun together, and when he fell asleep this time she suffocated him with a pillow.
After helping herself to his gambling chips and cash, she stashed it all in her room, then went on partying and gambling. The casino cameras had caught her with the dead man though, and she was questioned by the Las Vegas Police and released, the police apparently thinking she had no part in the death. However, the hotel detectives found out about the previous indcident in Megatropolis, then found the money and chips in her room. Putting everything together, the hotel detectives assumed she killed both men.
She was taken to the executive suite, where she was made an offer she couldn't refuse. She could keep the money if she agreed to be hired by the casino to do the same to other big winners from time to time. The casino was actually quite happy with the arrangement, they lost some money that she stole, and in the future a fair amount for each job, but they would end up recovering a great deal of money they lost to certain gamblers, money left in safes and safe deposit boxes she had no access to.
As her Las Vegas jobs only keep her busy a few nights a year, she would probably consider taking additional contracts at the right price....
Here are a few posts showing "Angel of Death" in action, they were in the Pryde Hotel Plaza:
By Angel of Death, she's "Angelic"
The cute petite girl strutted across the lobby on the arm of a well-dressed middle-aged gentleman, her stilletto heels clacking across the marble floor. She wore a short glittery white strapless dress that hugged her figure, the curvature of her small rear end moving every so slightly as her short cute tan legs carried her across the floor.
She wore sunglasses on her forehead, her long brown hair was done up in a simple but elegant style. Although she was drawing a great deal of attention, she appeared to be ignoring everyone else. Either she was only interested in the man she was with, or she was so used to attention from men she did not bother to acknowledge it.
The man guided her to the bank of elevators, the two stood and waited. He made some comment, she responded by giggling prettily.
By Angel of Death, she's "Angelic"
"OOC: In a private hotel suite"
The short pretty girl woke up and stretched in bed. The man next to her was snoring softly, she tapped him a few times to make certain he was fast asleep, his breathing remained steady. She had developed and excellent sense for when men would remain sleeping when she got up, only once had she been caught, and she had dealt with that problem in another way...
Still a little tipsy from the alcohol she had downed throughout the evening, she slipped carefully out of the gigantic bed, padded softly around the room and found the man's trousers. By the light leaking through the curtains, she pulled out his wallet. Her technique in this too had been perfected, she had learned that by taking only half the cash in the wallet, the man normally never even suspected he had been robbed. No one kept an accurate enough tally of their cash in their wallet to notice it was short after a night of carousing.
The wallet contained $226, but there was a temptation, one $100 bill. As much as she wanted to take it, she suspected it would be missed. So she settled for $78 in smaller bills. She slipped out of the bedroom and stashed the money in an empty lipstick container, she had never had her purse searched but a bunch of cash stashed in it might look suspicious she thought, who would look in a lipstick container? It was not a huge take, but the man had bought her dinner and taken her to the opera.
And paid for the hotel suite, she added mentally as her foot brushed against some of the empty bottles from the hotel minibar. In the past, she had taken soem bottles home from the minibars when she made these early morning departures, but it turned out to be a waste, she did not like to sit in her apartment alone or with her roomates and drink, and there were always plenty of guys who were more than happy to pay for her drinks if she went out.
She padded softly back into the bedroom, sliding her bare feet in the deep carpet, pulled her short glittery white dress back on, then sat in a chair to strap on her stilletto heel sandals. She stood up, then sat right back down when all the blood rushed out of her head. Too quick, she realized. After resting for a few minutes, she stood slowly, then went out into the suite living room and retrieved her purse and sunglasses. She opened the door just wide enough to fit her slim body through, then stepped into the hallway.
She blinked in the bright lights as she shut the door softly behind her, then remembered and put on her sunglasses. Strutting down the hall, she giggled when she realized her path was not quite straight. A little more drunk than usual perhaps, but nothing she hadn't handled before.
Reaching the elevator bank, she pressed the button, then stood and waited, swaying slightly on her feet. The elevator arrived, empty, but that was normal at around 4am. She stepped inside and stabbed the button for the lobby.
By Angel of Death, she's "Angelic"
The somewhat disheveled short young girl strutted out of the elevator and back across the lobby, a slight smile on her lips. She wore sunglasses even though the lobby was not bright and it was dark outside. Unlike when she had come in, her long wavy brown hair was unkempt and hung carelessly down the back of her glittery short tight white strapless dress, the dress itself was somewhat rumpled. Finally, the clacking of her stilletto heels was uneven, her walk was slightly unsteady and she swayed slightly.
At 4am though, only the sleepy hotel night desk staff was present to see her cross the lobby. They might have been concerned if she had actually fallen, or even puked on their polished marble floor, but as it was she was just come cute eye candy passing through an otherwise dull scene.
The automatic doors parted for her at the hotel entrance, and she turned to stride down to the taxi stand, intent on getting home before sunrise.
By A handsome Dutch banker "Gabriel"
"In Karma's Private Apartment [responding to Karma]"
Gabriel stood up, enraged by Karma's lightheated view, he had expected her to hate him or react in some other way besides humor. "I think I had better go Karma. You never know when I might get a mood swing."
He got in the elevator and went into the lobby. He saw some beautiful looking woman with probably all of two brain cells to rub together.
"What the hell, everyone thinks I'm a man-whore already...
He drew from the maniacal strength of Sardonicus and regained his composure, he hurried his step to catch up with Angelic...
"Hello there ma'am."
By Angel of Death, she's "Angelic"
A man came up behind her and she turned in the doorway at the sound of his voice. Swaying slightly, she turned to look up at him, then took off her sunglasses. He was blond and tan, she knew her appearance was disheveled, but then it was 4am, who could possibly look good at that hour anyway.
Flashing the man a small smile, she said, "I don't think anyone's ever called me ma'am before!" She giggled. "You are talking to me, aren't you?" she responded, putting a hand on her slim hip and slouching slightly. Even though the man was not tall, she still had to look up to see his face.
By The Rogue of Megatropolis "Sardonicus"
Sardonicus flashed a charming smile and looked at the young woman. With luck, he would finally crush the simpering Gabriel and take over for good.
"I cannot stand to see a young lady alone at this hour. Perhaps I could offer you my company?"
He extended his arm invitingly.
By Angel of Death, she's "Angelic"
She giggled again, looking down at her rumpled short dress, then took his arm. "Sure!" she said brightly, "I didn't have any plans for this morning anyway!"
She staggered against him, then dropped her sunglasses with a little shriek. Her wrinkled glittery white dress rose all the way up her short cute tan legs as she bent over to retrieve them. She stood, put her sunglasses on her forehead, then gave a tug to pull the dress back into place.
Pressing her small body against his, she realized how strong he was. She would feel soft to him, she knew he must smell the alcohol on her breath and see her long brown hair was a mess, it really should not be worn down the back of this type of dress...
"So, what did you want to do?" she asked, batting her eyes as she looked up at his blonde head.
By The Rogue of Megatropolis "Sardonicus"
"Does it matter? I'm sure she shall find some amusement in this city..."
He knew he would have loved to take a room there, to have Karma sitting right in front of them, but she knew, the weakling whore knew, he wasn't going to have any of that, he had never killed before but he must remain free at any cost...
I will be victorious, in time...
By Angel of Death, she's "Angelic"
"Sure!" she said again, her heart beating faster with excitement. Two men in the same night, she had never done that before, but so what? This guy looked as rich as any man she'd ever spent a night with, his foreign accent was soooo sexy, and his tan bod felt great against hers when she leaned against him, he must exercise all the time she realized.
Swiping several unruly strands of long brown hair behind her ear, she said aloud, "I can fix my hair on the way in your car. Let's go." She loosened her grip slightly on his arm to allow him to lead the way.
By Karma June Pryde "Petrolia"
"In Karma's Private Apartment"
Karma just blinked as Gabriel left she didn't understand what did she say wrong. But somehow his words hurt her beyond anything she would believe and she wasn't handling it well. She screamed and without noticing her nano bugs sprang to life again covering her skin with a silvery armor, without even realizing was she was doing she got up, grabbed her chair and threw it off against the nearest window shouting "DIZ IZ ALL YER FAULT"
The chair hit the window, normally the chair would have bounced off, but Karma's strength was enhanced by the Bugs adn through the window the chair went to crash way below on the street near a certain someone's very expensive blue car. Karma snapped out of it and gasped, "Oh my god...Gabriel...I've got to tell him...I'm sorry...I have to...." Not looking back at her mess she rushed out to the lobby as fast as she could.
"The lobby, Catching up to Gabriel & Angelic"
The elevator door opened and she spotted Gabriel getting out with someone else her face fell but she didn't give up she had to try, she had to fix things up if not for her she had to do it for Gabriel. "Gabriel...Wait..." she called out at him as she caught up to him standing between him and the exit of the hotel. "Please don't...I don't...what I said was wrong...I still don't understand why ye reacted that way...please don't go." She was asking him, no begging him all the while ignoring Angelic or the stares her workers gave her.
By The Rogue of Megatropolis "Sardonicus"
Sardonicus saw his chance, he could barely contain his great peals of laughter. He gave Karma a shining, knowing look and a wide evil smile.
"I'm sorry madam, do I know you? You should go inside, there are wheelchairs falling from the sky..."
As he continued walking with Angelic he turned back and narrowed his eyes at Karma but maintained his smile. Through clenched teeth he hissed at Karma, "You had your chance, now it's my turn."
He laughed and turned back to Angelic, opening the Thunderbird door for her.
"Let us go my dear, it would be a shame to see you hit with the tools of the weak and crippled."
By Angel of Death, she's "Angelic"
She had started when something crashed to the pavement nearby, but the man stood strong beside her, so she looked with mild curiousity at the glass raining down around some object, a strange looking wheelchair perhaps?
As the man led her out the doors, a woman wearing some sort of silver body suit came chasing after them. Ah, a domestic squabble, she had been in the middle of plenty of those. The only question was whether the man, Gabriel the woman had called him, whether Gabriel would give in to his girlfriend or not.
And she felt his answer in the way he gripped her hand more tightly even before he answered, oh how deliciously cruel the response was, a true classic, 'You had your chance...' She laughed aloud with pleasure at Gabriel's resolve.
Just for show, she gave Gabriel a small kiss on the cheek when he opened the car door for her, told him, "I'm with you!" in response to his cryptic comment about cripples, well, it had been a wheelchair that had been thrown through a window, maybe he was just making a joke at his girlfriend's expense.
When she sat in the car, her glittery white dress slid far up her soft slim tan thighs, she made no effort to pull it down. Waiting for Gabriel to get in, she dimly recalled having seen a picture of a man named Gabriel somewhere that looked like this fellow. Well, perhaps he was a Megatropolis celebrity.
"Let's have some fun!" she said enthusiastically as she pulled a small hairbrush from her purse adn flipped the sunvisor down to use the mirror installed there. With the tools she had at hand, she could make her hair decent anyway, there wasn't anthing she could do about her rumpled dress. But then, no classy public place was going to be open at this hour anyway, she wondered what idea Gabriel had.
Just to make conversation, she said, "I got taken to see Puccini's opera 'La Boheme' tonight."
Doom Wailer
Character Name:: Shera Keyu
Secret Identity:: Doom Wailer
Race:: Siren
Birthplace:: New York - USA
Character Age:: 20
Occupation:: Lead guitar and vocals in "Counter Parallel"
Marital Status:: Single "but is 'Seeing' people... Lots of people"
Gender: Female
Moral Standing:: Hero
Appearance:: Shera Keyu is a young girl with a Asian complexion, she has shoulder length blonde hair but always wares a cowboy hat. She wares baggy "Blue Bolt" jeans and a tight T-shirt. She carries an electric guitar over one shoulder at all times. When In heroin mode "Doom Wailer" she wares the same clothes but take off her hat to show the wing attached to her head.
Super Powers:: Shera Keyu has the ability to fly "because of the wings on her head". She also has the ability to control sound. Currently it is only sound she makes "hence the guitar which she can use with out and amp..." how ever she is working on any sound. She can control it to build up pressure and hurt people... to knock them around or to deafen them.
Super Weakness:: Shera Keyu can't stand to hear slow non-rock music. She has to cover here ears and, if she can't escape, will eventually pass out "bad singing also has this effect". She is very sensitive to damage to her wings and will avoid any risk to them. Shera Keyu is only human "with some extra powers" meaning she's weak to human weaknesses. She can take slightly more damage than a normal human but that's all.
Strengths:: Shera Keyu believes that her powers were a gift from nature so that she could fight the evil forces of the world. It is because of this belief that Shera Keyu will fight evil where ever she finds it no matter the odds. This devotion to smiting evil makes her unstoppable if a little hot headed. She has a lot of contacts in local environmentalist groups.
Weakness:: She is very rash and hot headed. She'll often blunder into any trap that is at least slightly concealed "if you paint this is a trap on the door she's unlikely to go in... unless she thinks its a bluff..." she also makes enemies of local law enforcement and big companies who she accuses of destroying the environment.
History:: Born in New York as an obvious mutant "the wings where a dead give away" she was abandoned to a mutant orphanage. She stayed there for 13 years with out any show of her powers other than wings... At the time the wings couldn't hold her weight so she couldn't fly. This left her annoyed at being a useless mutants. She decided she'd rather live with none mutants and managed to get transferred to a privet school where she was able to hide her small wings. By 18 she'd left school and was working in a music shop. This was when one of the local bands noticed her guitar playing skills and 'drafted' her. For a year the band enjoyed small success and eventually split up. Around this time Shera Keyu's powers developed to full strength and she discovered just how destructive she could be so she fled New York. For a few months she busked on the streets of different towns until she met up with a few friends from her school. They decided to form a band called "Counter Parallel" in full knowledge of Shear's mutant powers. For a while they were touring around America until they eventually came to Megatropolis "a grate untapped resource, according to Shera Keyu, as it doesn't appear on many maps". Here Shera Keyu discovered she could actually do some good with her powers and so decided to settle, with her band.
MPD Super Crimes Division
Please Take note of it when NPCing cops.
Specifically this means crimes commited by supers, those gifted with abilities beyond the norm. As such many of the teams members are also supers "MPD is an equal opportunity employer" whose abilities make them suited for crimefighting. The SC division is one of very few legal crimefighting teams.
To fufill its goal the division was built with more flexibility than the normal police departments but they are still bound by the law.
The current head of S.C. is Captain Roland Brock. His powers as head of the team include the ability to deputize or recruit civilians. Deputized civilians have the option of applying to become a permanent member of super-crimes.
Seargent Mio Asanuma "NPC"
Seargent Mio Asanuma
Position: Super-Crimes Operative
Public Name: Mio Asanuma
Secret Identity: none
Nationality: Japanese
Race: Mk XII cyborg
Birth Place: Japan, Neo Tokyo
Sex: Female
Age: 28
Moral Standing: Good
Physical Appearence: Seargent Mio Asanuma's new body was built to exacting
specifications, The body she has now doesn't resemble the woman she was
years ago in any way at all. She is now an exotic beauty with shoulder
length black hair and piercing brown red eyes. Her body was built to
perfection for form and function she is remarkably attractive, however like
anyone who has the dedication to undergo complete cyborg replacement she
carries a determined and serious expression with her almost all the time.
There is no obvious way to tell a Mk XII cyborg from a human as they lack
any external markings or interface ports.
Super Power"s" / Special Ability:
Cyborg Mk XII:
Put simply she is a combat machine, all that remains is her brain which is
encased in a super strong shell and laced with nano machines for interface
and support purposes. Her body is the latest and greatest product of the
Cyber PD's greatest mecha scientists and the culmination of over 12
mega-corporations research projects.
The Mk XII's muscles are made out of electro reactive fibres which gives her
super strength comparable to many other supers. Although she possesses all
the senses, sight sound and hearing are tuned to be extremly sensitive with
compensators for sudden changes in conditions as well as integral ultrasound, thermo and nightvision. Underneath her thin layer of synthetic skin and flesh is many micro interlocking armor plates capable of
withstanding a large amount of damage. With her reflex's boosted to their new levels she
usually dodges damage rather than taking it.
Her Cyberbrain comes with a wireless Matrix connection for support, In
america where there is no Matrix present for support the wireless interface
system is used for comms giving her a sort of electronic telepathy with the
police radio system. Put simply she can communicate without speaking out
loud.
Achilles Heel / Kryptonite/ Super Weakness:
Prototype: The Mark XII is essentially a prototype being tested in America's
high crime conditions, Her body contains a lot of new systems that have not
really been put through their proper trials yet. System glitches are beginning to make themselves apparent already.
EMP: EMP forces a complete system shutdown and reboot. A Proccess that takes 10 minutes or more leaving the Seargent in the
dark and unable to do anything.
Like a Brick: She can not swim, her body has no air trapped in it except
enough to simulate breathing and extract oxygen for the brain support
system. She is over 120Kgs of metal alloy and will act appropriatly.
Fortunatly she can operate under water and will walk along the bottom, That
is until her oxygen supply runs out and her brain shuts down. 10 minutes is
the system specification on oxygen supply without renewal.
Strengths:
Highly Trained operative, Skilled in many forms of one on one and one on
many combat. Proficient with a large selection of Firearms, Her preferred
combo being a Cyber PD Standard of Assault Carbine Mk III with a 9mm Pistol
as a secondary. Asanuma also carry's a concealed backup pistol and combat
knife.
Origin Story / History: Mio Asanuma was the 3rd ever complete cyborg
conversion done to a CYber PD agent when she was involved in an accident in
the lower levels of Neo-Tokyo. She was placed into a MK III body and
accepted reasignment to section 6 where she was retrained and showed that
her talent in utilizing her new body was quite exceptional. She has been
upgraded from body to body for the last 8 years and has had had her brain
casing replaced at least three times. She has woken up after conversion to
see more than 6 different bodies and faces and so no longer cares much about
what she looks like. She volunteered to be the prototype Mk XII because it
meant transfer to America for testing, where the crime rate was higher
therefore giving her more work to do. Mio was transfered to the command of
the Megatropolis Super-Crimes division.
Detective Sara Perrin "NPC"
Detective Sara Perrin
Position: Super-Crimes Detective
Public Name: Sara Perrin
Secret Identity: none
Nationality: American
Race: Homo Sapiens
Birth Place: Megatropolis
Sex: Female
Age: 28
Moral Standing: Good
Physical Appearance: Sara is a young woman with brown hair, a small nose and brown eyes. She has a small, thin build. Sara wears small, wire-rimmed spectacles, with her hair done into a ponytail. Her general appearance generally seems to be a bit messy or a bit lazy. Detectives aren't required to wear a uniform, so she dresses in casual clothing: jeans and t-shirts with Megatropolis Police on them. A loaded pistol is holstered under one arm at all times, and while on a crime scene she normally has a backpack with a laptop, a camera, plastic bags and anything else she could possibly use to analyze the evidence right there at the crime scene. She lovingly calls it her portable crime lab.
Strengths:
Sara Perrin is a genius, quite simply. She only has to spend a few minutes on a crime scene, with her tools, chemicals and powders for fingerprints to get a good idea of what happened. Some of the techniques are of her own design, even. Of course, someone just as smart and being very careful could leave too little evidence or even misdirect Sara from what evidence is the most important to consider.
She carries a pistol, and like anyone who was on patrol for several years, can shoot it accurately.
Weaknesses:
Sara, once she has gone a ways with her investigation, tends to get rather bull headed. She tends to focus in one direction, refusing to follow another train of thought until she has finished the one she is on. Even when a case is considered officially closed, Sara will have trouble concentrating on anything else if she didn't find out as much as she wanted to know. Legal rights of the citizen are not her foremost concern, and she has almost strayed into civil rights violations to get the evidence that she thinks she needs. Really, this shows what her actual motive is in solving some cases: not to convict the guilty parties, but to find out what happened. This isn't true in most cases, however, and Sara would like to see justice done most of the time. A case has to be an incredibly intricate, bewildering puzzle to make her forget why she should be solving cases.
Origin Story / History:
Sara Perrin was born in Megatropolis and went to the same schools as any other Megatropolis kid. And yet, she was different. She was a master, a genius at logic puzzles and mysteries. When she began tracking down the answers to old unsolved mysteries as a preteen, she gained a small amount of fame, especially when she found the almost legendary hoard of stolen cash from a 1930 bank robbery. The bills, of course, had become worm eaten and were no longer worth anything, but she got her name and photo in the newspaper as the Kid Sleuth. She ended up in the Daily Globe again when she was 16, for getting an almost perfect 1570 on her SATs. In college at Megatropolis University, she was a prominent Dean's List student, who took on more than 25 credits every semester. By her graduation, she had Bachelors in Criminal Justice, Forensic Science and a handful of miscellaneous minors.
She entered the police academy immediately after exiting college. Megatropolis had an extremely high number of unsolved murders compared to other cities, and she didn't feel like leaving her hometown to join the Federal Government, anyway. Sara blazed through the academy, and soon was a patrolwoman. Within a few years of hard work on patrol, she was able to take the Detective's exam, and passed. This, however, was only a few months ago. Her exceptional talent has not gone unnoticed by the Police Chief and his subordinates, and she has been selected to be a member of the SCD.
Officer James Ryan "NPC"
Officer James Ryan
Position: Super-Crimes Officer "Demolitions, Weapons, Vehicles"
Public Name: James Roberts
Secret Identity:
Nationality: American
Race: Homo Sapien
Birth Place: New York, New York
Sex: Male
Age: 47
Moral Standing: Good
Physical Appearence: James is a short, skinny man with spiked copper hair.
He wears his standard uniform most of the time, Except when he is really
working when he is covered in a bomb proof suit or Pilots uniform. He always wears his
sunglasses except when it is very dark.
Super Power"s" / Special Ability:
none
Achilles Heel / Kryptonite/ Super Weakness:
none
Strengths:
Weapon Expert: If it was designed for killing then James knows how it works
and how to stop it from killing. His knowledge of weaponry is best described
as obsessive. He is even up to date with the new things and theory behind
most of the things coming out of Neo-Tokyo.
Weakpoint: Vehicles, APC's, Tanks, Mecha, given enough time james will be
able to discern a weakpoint in almost any vehicle. It would take a very
original design to throw his judgement off.
Driver: Theoretically james can drive and use many of these vehicle's, he flew helicoptors in the army and piloted tanks. While an adept helicoptor pilot he isn't that highly trained in the use of other vehicles.
Mechanic: James' aptitude for the technical and mechanical objects that inhabit our world allows him to perform maintenance and repairs on engines, vehicles and even minor patchwork on The Seargent.
Weaknesses:
Not as young as he used to be: James isn't as young as he used to be, too many cigars and an unhealthy lifestyle has left him with little stamina even if he doesn't look like it. Outside of a vehicle he is not much use for anything.
Origin Story / History: James was in the army where he served as a combat
engineer and then as a pilot, He retired in 1999 after 25 years service. He joined the
Megatropolis PD because he felt that he had to be doing something, he had no
trouble and is a productive member of the police force, Responsible of the
defuseing of 6 devices in the last 3 years. He has been assigned to the
super-crimes division because of his wealth of knowledge based on military
and para-military equipment and vehicles. On the side he writes articles for
Janes Defence Weekly. James is most likely the voice in the earpiece and the eye's watching the camera's of the division, The only time he would be seen in the field is if he was needed to fly a helicoptor or personally inspect a device.
Sardonicus
Name:Gabriel Van Der Pol
Secret Identity: Sardonicus
Occupation Banker, Crime Fighter
Marital Status: Single
Gender: Male
Age: 26
Nationality/Ethnicity: Dutch-Aruban
Moral Standing: Dubious Hero
Appearance: Gabriel Van Der Pol is incredibly handsome but woefully short, without his costume he stands at 5'1", the lifts in his costume's boots put him up to 5'4". He has well kept blonde hair and dark green eyes. He is incredibly well built but not unpleasantly so.
Strengths: Except for his height Gabriel is almost physically perfect, he could win a gold medal in any Olympic event and make it look easy, he never seems to get sick, and he has remarkable stamina. Gabriel also has access to a fortune undreamed of by anyone, the Van Der Pol's having been banking under one name or another since the 15th century, he is also related to the House of Orange the one time ruler of England and important Dutch Family.
Weaknesses: Gabriel has a criminal record of incredible size and despite his current initiative to fight crime, Sardonicus is still wanted by the police. His identity is known to the super heros Breaker and Captain Paradigm.
Background: Gabriel is a member of a banking family that has plied it's trade for hundreds of years, dealing with sums of money that most people could not even dream of. His childhood like most children of the Van Der Pol line was one of excess and anxiety, hearing tales from one's father, uncles, brothers, and cousins of fortunes made and lost, lives ruined, and power games played warped his young mind. For him only consumption mattered, having massive amounts of anything and everything that money could buy. His mind eventually splintered into two seperate beings: Gabriel, the child trying to be a man; and Sardonicus, the cruel tyrant who's rage and greed gave him incredible strength. Sardonicus was recently overthrown by Gabriel who is now in complete control, he has returned all that he has stolen and has made anonymous repairations for his victims. He now seeks to help his beleagured city.
Sardonicus sans mask as drawn by the mind bogglingly skilled and talented Hellcat. Hopefully his secret identity wasn't compromised...
http://www.deviantart.com/deviation/7764902/
Dr Bile/Christian Burdock
Character Name:: Christian Burdock
Secret Identity:: Dr Cadaver Bile
Race:: Cyborg
Birthplace:: Norwich "England"
Character Age:: 25+ "unknown"
Occupation:: Researcher at Hong Kong Institute for Biochemical Research
Marital Status:: Single
Gender: Male
Moral Standing:: Villian
Appearance:: As a civilian Bile appears dressed in suits, which are a size bigger than him. This is to hide his body armour, which he wears at all time. This gives the impression of a fat body with a tiny head. He wears sunglasses to hide his eyes, which are robotic. He also wears a black wig so as not to show his white hair .In villain mode he wears his body armour "which is made of 13 layers of Kevlar" and a trench coat made of human skin, this creates fear from humans, admiration from villains and hatred from heroes. Although his face appears young his hair is long ad white. His eyes are black with red 'pupils' "as noted above the eyes aren't really eyes". His skin is tightly stretched as though it's a mask. Attached to his back he has an armoured backpack with several arms coming off the top, the arms have a variety of blades and syringes on the ends. It all so has 2 'mechadrites' "mechanical semi-independent tentacles with claws at the end" these have a very long reach but can be retracted into the backpack. In his right hand he carries a gun made up of a sniper rifle and a toxin dart gun.
Super Powers:: Bile is a self created cyborg and so CAN have incredible strength, speed, toughness and agility. He also has 'mechadrites' which allow him to do many things including swing like Spiderman, as well as attack and defend independently. His back pack could be said to be his life's work ... it also could be said to work to keep him alive the arms can be used to fight, but its main purpose is to pumps stims into Bile's body, His toxin dart gun carries a range of experimental toxins designed "in theory" to modify a targets cellar structure and turn them into a mutated human "ooc if you get hit by a dart then just acknowledge it and I'll tell you the effect but it wont be to drastic ... unless you want to die". Bile gets fatigued by having his fighting arms and mechadrites active and must shut them down while he recharges "which he dose automatically by resting or by plugging into a power supply."
Super Weakness:: Bile's Achilles heel is EMP "electro magnetic pulse- generated by EMP grenades and nuclear explosions" this is because 75% of Bile is electronic and so he is knocked out by EMP "EMP grenades are quite common in the non-lethal weapons market". His second weakness is him self "see weaknesses"
Strengths:: Dr Bile has an inquisitive mind and is trying to create the 'perfect human being' he started his experiments on him self to get where he is today. He thinks humanity is stagnant and needs to be boosted by biomechanical methods. He frequently kidnaps people off the street in order to create a new society "his favourite phrase is "why struggle you'll feel much better when I'm finished!"" it is this attitude of ends justify the means that gives him grate strength. His early experiments has left him with an army of 'failed cyborgs' these are barley zombies "or be it with lots of strength". These can be killed by EMP, cutting the power cord that runs through the spine or shutting down their controlling device "normally Bile."
Weakness:: Dr Bile's inquisitive mind is his own worst enemies. He cant stop tinkering with things, including his own cyborg/drug make up, this has caused experiments to go badly out of control and means that he is rarely the same "for want of a better word" stats one day to the next. This means that even though he can be fast, strong etc, he rarely is all the things he can be. The only permanent is he is always intelligent; his other attributes vary on a day-to-day bases "ooc when he appears on a new forum ill put an ooc saying "Dr Bile feels Fast but weak" or something like that". Dr Bile cant leave an itch unscratched and so will always rise to a challenge unless he has some more important research to do.
History:: Christian was born in England and raised in a loving environment by his parents. For the first 14 years of his life he was popular, friendly and talented at science. How ever 2 weeks after his 14th birthday both his parents "who worked in the same office building" where taken hostage by terrorist. Rather than negotiate with them the police on the scene decided to risk going straight in with SWAT. The operation to kill or capture the terrorists was a success but saving the hostages was not a priority. As a result all the hostages were killed including Christian's parents. This tragic loss, while traumatising, wouldn't have had such a big effect on his physic if, just after telling him Christian about his parents death, one of the officers hadn't of said "I'm sure they did everything HUMANLY possible." This phrase was to hunt Christian until the point where he decided that if they'd done all humanly possible then humans needed to be upgraded. After making this choice he acted on it by studying medicine and robotics at Cambridge University. After graduating he moved to Washington where he worked in a morgue. Using the surprising number of unclaimed bodies to aid his studies. He eventually took a position in the Hong Kong Institute for Biochemical Research's cyborg department and was joyful to learn that Megatropolis was full of 'supers' which could potential push his research forward by years if not decades.
Fabian Bile, a Servant of Nurgle the Chaos God of Disease from Warhammer 40K
really? see I just just found a pick of this guy that was called bile.jpg and I thought heshould be a super vilan...
FBI files on Burdock/Bile
This is the entire information the FBI are keeping on the menace known as Dr Bile "Note as of yet they don't know the name Bile but they have linked events with his alter ego Dr Burdock".
Friday, August 16, 2002 - Thursday, August 22, 2002
The Attack on Liberty:
This was an attack by and unknown super villen using cyborgs. The attack is speculated to of started on the 15th but it wasn't untill the 16th that the US army noticed and moblised to do some thing about it... The unknow super managed o over run the base and create many cyborgs before the armed forces begain there assult. The super had managed to unearth secret tech hidden under the base "cross referance SWATEP project". This lead to the death of many troop and the eventual evacuation of the base. The base was then bombed and the super presumed dead.
"Added to Dr Burdock file in view of recent events" Due to new events involing cyborgs the FBI has reason to assume the Super who attacked Liberty is still alive. It is possible that one "Dr Burdock" is responsable as he was well know,in the medical community, to work with cbernetic implants. A few days before the attack on Liberty he whent missing and hasn't been seen since...
Friday, September 13, 2002, 09:05 pm: - 09:35pm:
An incedent at a warehous involing police and cyborgs... not much is know but the FIB drew several links to the Liberty attack.
September 23, 2002, 01:18 pm: - 03:15pm
The most recent and comferming attack. This took place at the Hong Kong Institute for Biochemical Research. Sr Burdock worked here for a time before he whent missing. This comferd the FBI were dealing with Burdock as the building was broken into with out any alarms going off. The cyborgs used appeard to be made from the kangaroos stolen from the city zoo... Fourtunatly,and tanks to the efforts of Pvt Jerard Henson, the 'Cykangs' were all killed before they could escape into the city...
Zachary James Valetine "Z"
Character Name::
Zachary James Valentine
Secret Identity::
Z
Race::
Homo Superior
Birthplace::
Weed, California
Character Age::
22
Occupation::
Freelance writer/poet
Marital Status::
single
Gender:
Male
Moral Standing::
Hero
Appearance::
Zack stands 5'11", and is a slim 140 lbs. He has short bright red hair, that he wear parted to one side. Also, he has a 5'1/2 foot long thin tail. He is rarely seen out of costume, but when he is, He tends to dress in loose plain white tshirts,and blue jeans, rarely anything namebrand or with logo's. He keeps his long tail wrapped around his chest under his shirt. He always wears a pair of dark mirrored sunglasses.
Z's costume Is a tight one piece dark blue outfit, with a red v shaped stripe on the chest. The costume zips up in the back. He wears a visor which wraps around his face, The lens in it matches the color of his hair. The suit as a pair of heavy duty boots attached, the material they are made of coming half way to his knees. Around his wrists and forearms, he wears two golden coloured metalic cuffs, which give his his incredible strength.
He always carries a long red staff, with blue coloured metal tip covers on it.
Super Powers::
Z has the power to climb walls, and stick to them. Also, He can run at incredible rates of speed, up to 50 miles an hour, and jump approximately 4 stories in the air.
Z also has a long whiplike tail that he can use with all the skill of an extra arm, and he often uses it in combat.
Z wears two metalic armbands, wich he refuses to tell where he recieved. The armbands give him incredible strength, with the ablitiy to lift the weight of a small truck, or about three quarters of a ton.
Finally, Z has a slight bit of healing power. He can not use this ability on himself, but on others, it can usually heal some wounds such as one made by a bullet, or a broken leg. Although with great effort, he can heal larger wounds, he does not do this often, as when he attempts to heal too large a wound, he takes the injury upon himself, and is greatly hurt by it.
Super Weakness:: Z's eyes are highly sensitive to bright light, especially of the ultra violet wavelength. The sunglasses and visor are specially constructed to filter out all uv light, as well as act as normal sunglasses. If they are removed, he is completely blind, and the light causes extreme pain.
Also, He has a very fast metabolism, wich puts up his natural body temperature, making him extremely vulnerable to high heat. Starting at a temperature the equivelant of a very hot summer day, he begins to lose his ability to climb, then his running and jumping. If exposed to high heat for extended periods, he becomes extremely weak, and eventually blacks out.
Also, his healing ability comes at a price. If he attempts to heal any major wound, he absorbs the persons pain into his own body, and if the wound is too large, will actually take on the wound itself.
Strengths:: Zachary is a very friendly, social person on the outside. He always tries smile, and has a natural charisma to him. He is fiercely loyal to his friends. He is the kind of guy who will give you the shirt off his back, and brush it off as nothing.
Weakness:: Beneath the surface, Zack has a great deal of emotional struggles and damage. He tries his best to block them off, but on occasion he has an outburst, and says things he really shouldnt. Also, he can be too trusting of people, and tends to forgive major issues too easily. Also, due to his experience as a child, he is very nevous around doctors.
Character History:
Zachary grew up living a normal childhood. He went to school, hung out with friends, and was pretty much your average kid. Then, one day when zack was walking home from school, he collapsed. His friends called an ambulance, and zack was rushed to the hospital. The Doctors had no idea what was wrong with him. When they took a blood sample it showed his cells growing and changing at an alarming rate. And he appeared to be growing a tail...
Z was held in the hospital for several months. The tail, which he found he was able to use as an extra limb, had grown to five and a half feet long in several days, and then stopped. Little else was known of what had happened to him, and so the doctors called a group of "specialists" from the government. Z was taken to a secret facility and tested, studied, probed and examined for several years.
Finally, one day during a outdoor testing of his speed, Zack escaped from the the research lab by leaping a electrical fence fence, cutting himself in the process and giving his a scar on his left palm. Eventually, after hiding out and living off the streets for several months, he made his way back to the only home he had ever known. When he finally got back to his hometown, he discovered his family was gone, and no one seemed to know where they had left to. He searched for his family for over 4 years, scraping money together any way he could in order to travel and feed hiself, but never found them. Finally, he moved to megatropolis, where he hoped he could make a difference, and help others ovoid the kind of pain he had been through.
Electrode
Character Name:: Vincent P. Jardemark
Secret Identity:: electrode
Race:: Homo Superior
Birthplace:: Esbjerg, Denmark
Character Age:: 19
Occupation:: unemployed
Gender: Male
Moral Standing:: Oddball
Appearance:: Vincent is 6'0, 200 lbs. He has blonde hair that goes to his shoulders, and ice blue eyes, which people seldom see as he always wears blue tinted sunglasses. He is of Scandinavian decent, and quite handsome. He usually dresses in khaki cargo pants, and t-shirts. When he goes out as Electrode, He is dressed in a black three-piece suite, wearing black leather gloves, and heavy steel toed boots. He always wears a pair of black sunglasses. His hair is tied back in a tight ponytail. When he uses his energy form all that can be seen of him is a human outline form, and the bright yellow light that energy he is made of gives off. Also, he always carries small metal slugs in the pockets of his suit for throwing.
Super Powers:: Vincent has the ability to transform himself to a form made of pure electricity. In this form, he can slip through pretty much any obstacle by changing his shape. Due to the fact that he is pure energy, he is able to travel quite rapidly by putting himself into the cities power grid. His electrical form allows him to change small amounts of other matter to energy as well "i.e. clothing, items in his pockets ect." In his normal form, he can exert electricity into any object he is in contact with, in varying strengths. Also, he is learning to use his ability to control electronic devices, though at the moment hi skill is limited to starting cars, opening locks ect. Vincent is also a decent fighter, with a training in wrestling, but specializes in throwing objects, able to use almost anything light enough to throw as a projectile weapon.
Super Weakness:: Direct contact with water in his electrical form causes the energy to dissipate in the area contacted, causing pain and weakening him. Also, he cannot electrically charge any object that is Plastic/rubber, but can charge items like stone. As well, he can only hold his energy form for a period of 2 hours, and need 4-5 to recharge afterwards. As well,when he changes shape, if he makes himself too large, he can over exert himself, resulting in his energy dispersing, and his regular form will reappear, unconscious wherever the bulk of his energy was. As well, after holding his electrical form for a long period of time, he becomes extremely hungry.
Strengths:: Vincent is a charming young man. He is polite, and loves to flatter the ladies. He is very friendly, and sociable. Vincent is also quite athletic, able to do well in almost any sport, but specializes in volleyball, and baseball. Vincent has a strong will, and does what he wants to do. Also, he has a set of personal beliefs that he follows quite carefully, though it doesn't always appear that way. Due to the fact that his grandfather was a nazi, he also hates those that would oppress others. He has a soft spot in his heart for those that are different, and harassed in any way because of that fact. He will use his abilities to help those that he feels are treated unfairly, whether it is religious discrimination, ethnic, or just due to looking different.
Weakness:: As much as Vincent tries to deny it, he does think of himself as better than some people and can therefore be a show-off, and aggravating to some people. Also, he acts on a whim, doing what he wants, whether it is legal or not. So one day, he may help a team of heroes stop a villain from stealing something, and the next day may got out and try to steal it himself. Whie he does tend to lean towards the evil side of things, if he feels someone is being opressed, he will act to help them. Something that may be of great importance to many people, may be insignificant to him. This can make his annoying to work with, because he may disappear, feeling that something isn't worth his time.
Personal History:
Vincent was born in the city of Esbjerg, Denmark. At the age of 7, his family moved to the united states.
Shortly after the move, his father made several investments that paid off in a huge way. The family became multi-millionaires almost overnight. this quick wealth ment that vincent would have a chance for a easy life, and a oppertunity to do anything he wanted. Vince immediately began to train in sports, especially baseball, volleyball, and wrestling.
At the age of 14, vincent began to notice strange abilities. He could turn on electronics like flashlights even when the batteries were dead, and one day, while paying in his fathers car,accidentally started it.. without the keys!
Vincent kept these strange abilities to hiself, knowing his family would just brush them off a silly childhood imagination. Vince began to develop his abilities in secret, and eventually discovers he could convert himself to pure energy.
At the age of 18, vince moved to megatropolis to attend the university here. He currently resides in a large house in hilltop, with a pool, enclosed 3 car garage, ect. This house is a known party location, as vincent like to show off his wealth. Also, at any time there may be any number of vincents friends living with him.
M.I.S.T "NPC"
M.I.S.T is a branch of the FBI that only answers to the highest in command. It was set up at first to catalogue and understand the different types of Mutants in existents but since its inception has seemed to change purpose several times. They currently seem to be hunting down mutants that the FBI want for questioning. M.I.S.T has a large number of 'grunt' personnel who are faceless minions doing its biding. How ever there are a few notable people working for them. "Any one wanting to become a member of M.I.S.T should contact me 'Nikkari666@hotmail.com'".
M.I.S.T have some special weapons the most notable of these is shown below.
The Hypersonic Ram.
Based on the U.S. government SWATEP project, and project Siren, the Hypersonic Ram "or HSR" stores up a burst of sound into a single compressed beam. The beam deafens and, more importantly, hits people with the enough force to knock a normal person back 200 feet. It can be used to crush some one against a wall quite easily "if it doesn't knock the wall over" Its major draw back is it takes a while to charge up and makes a hell of a noise.
Mastermind
Real Name - Francis Garbone
Age - 39
Birthplace - U.S.
Marital status - Married...wife's name: Andrea
Fabrielle/Garbone
Abilities - Mastermind is blessed with mutant-born powers of incredible strength and endurance, able to lift many tons and sustain massive hits of pressure and power. But, his real power lies in the money and connections that he controls, of which he uses more than anything else and has much of.
Weakness - Speed. Although devastatingly strong and enduring, due to his bulking size, Mastermind is slow in a physical confrontation. Also, connections have proven to be unreliable at times.
Personality - Cold and calculating, greedy, tends to induldge in everything. Passive-aggressive.
Personal Information - Mastermind is filthy rich and he knows how to use his money to make more, of course, always in a corrupt way. He is excellent at developing crimmanal plots and schemes that ensure as much money in his pocket as possible, although he pays his employees fairly.
Money can also be a problem for him. When something like money encompasses a person's every thought, as it does Mastermind's, the possibilities of how this can be a weakness can be almost endless.
Mastermind is also very respected in the legal, business world as major investing and contract tycoon for Garbone's Investing and Contract Corporation. This business pumps several thousands of dollars into the economy of the city on a weekly basis and provides countless jobs. The contract work provided from his company also provides 85% of the construction companies throughout Megatropolis, as well as many resteraunt chains, tech, and science companies.
History - Francis's family was always part of the Mafia. He grew up with the Mob as a way of life. The Mob recognized Francis's potential, unlike the outside world that scorned and ridiculed him for his "freakish" abilities and uncommon first name. As time went on, Francis grew to dislike the world outside of the Mob more and more and plunged further into the life of a gangster and eventually a crime lord, developing an unhealthy love for money, which lead to personal corruption on a very large scale. He developed one of the most powerful and diabolical organizations ever affiliated with the Mob. Mastermind is rumored, within his "corporation", to have been made into one of the Mob's youngest Godfathers, but it is unconfirmed. Whether Godfather or not, Mastermind is certainly an "arm" of the Mafia.
UPDATE:
Mastermind/Garbone has officially become the Mayor of Megatropolis.
DETAILS:
Having run a successful gambling racket appropriately named Blood Sport, which included bets placed on numerous assassins competing for the kill of a selected target, Mastermind arranged for the target of the last round of Blood Sport to be the Mayor of Megatropolis, Mayor Gary Garrison. This was a two-fold strategy, with the second portion of the plan intended to take effect at a later date.
The Mayor, Gary Garrison, was an excellent choice for a target because it upped the stakes, the ante, and the amount of betters that wanted to get in on the action. It also momentarily threw law enforcement and the city into disarray, giving Mastermind more opportunities to easily make money. This was the first part of the plan.
The second was that with the death of Gary Garrison, Mastermind knew that a deputy mayor would be immediately stood up in Garrison's place. With City Hall in a state of upheaval, Mastermind also knew his chances of slipping in certain individuals who could eventually damage the new Deputy Mayor's reputation and credibility with false information planted on records, as well as distortion of other information, were very good.
This would then give Mastermind, a.k.a Mr. Francis Garbone, the opportunity to wage the beginning of a re-call election campaign, one in which he could become a candidate replacement. And, thus, Garbone's political campaign had begun.
At the end of a lengthy and grueling campaign that eliminated all candidates, save Deputy Mayor Smith and himself, Garbone secured enough votes to officially become the new Mayor of Megatropolis, where the possibilities of criminal control and illegal, profiting activity could be taken to all new heights!
Link "NPC"

REAL NAME: Ted Johnson
AGE: 28
OCCUPATION: Communications Specialist
ABILITIES: A master at any form of communications and all the equipment associated with such. Link is also licensed to drive a tractor-trailer, which he used to use as a mobile commcen for The Specialists.
WEAKNESSES: Link only has basic fighting and firearms skills. He is not a front-line choice and is essentially a regular "norm".
PERSONALITY: Link is very friendly and outgoing. He jokes around a lot and is very casual, although he knows when to be serious.
HISTORY: Link is a former member of The Specialists, a black-ops group of Special Forces Commandoes, that operated in Megatropolis for a time with the intention of exterminating any criminal element. He was the team's Comms Specialist. Today, The Specialists are no more, and Link, who had grown tired of helping to kill people, then began to help save people, as an Emergency Dispatcher - adapting to civilian life quite well. A new dimension was added to his life when his former teammate, Johnny Black, recruited him into working communications for the super-team known as, The Defenders. Although still a Dispatcher, Link also works as an operational assistant to the Defenders, manipulating communications for the team in the Commcen of their HQ.
PERSONAL INFORMATION: Link does what he can to help everyone and everything, utilizing his skills in communications to their fullest potential. He is always thinking of the dark past he once lived. To him, the rest of his life will be spent trying to redeem himself and forever forget a past he is not entirely proud of.
Tsunami "Megan Turner"
Hero Name: Tsunami
Private Name: Megan Turner
Birthplace: London, England
Age: 22
Occupation: None currently
Marital Status: Single
Gender: Female
Moral Standing: Heroine
Appearance: Tsunami is 5'9 with light blue eyes and blonde hair pulled back in a ponytail. She is reasonably well built. She has two long light blue strips, one on each front side of the body, that start from her feet and travel all the way up her body, ending with two strips running through her hair. The blue strips intersect with her eyes and give her pupils an icy blue appearance.
Most of the time Megan will try to hide her appearance as Tsunami by wearing a cap and covering herself up, although she cannot hide the two long blue streaks that stretch up her neck, across her face and into her hair.
Super Powers: Tsunami's main, and only, ability is her manipulation of water. She is able to move any types of relatively pure water sources simply by the power of the mind. She can direct the water into a concentrated hard burst, move it from one place to another or simply manipulate its shape.
Super Weaknesses: Tsunami mainly suffers because of her lack of training. This 'gift' was forced upon her recently and hence she has not been able to truly focus her powers. She cannot pick up insanely large amounts of water "her upmost limit would be a swimming pool full" and the further she is from the source the less she can pick up, her greatest distance being around 150 metres. She must also use rage and anger to direct the water with any ferocity, which can drain her physical energy quickly.
Tsunami is especially vunerable to electricity. While an electric shock would pass through most humans quickly, shocks to Tsunami stay coursing through her body until she can properly ground herself - usually by touching something highly unconductive, such as rubber or wood.
Above all, it is worth noting she can only move water. She cannot extract water from blood, for instance, or take water naturally found in most objects. It must be a relatively pure source, not saturated or absorbed "although she can, with a lot of concentration, move a soaked sponge across the room". Hence her weakness is her lack of a truly focused power.
Strengths: Tsunami, or Megan Turner, is a Scientific expert. She loves Biology and is still fascinated by her transformation, studying herself whenever possible. She is usually gentle, kind and sweet, only turning nasty when she needs to use her powers. Due to her past few years spent in Japan, she has learnt many fighting skills mainly involving Tae Kwon Doe. If she needs to fight, most normal humans would be hard pressed to defeat her.
Tsunami also has a very strong moral upstanding, so she refuses to ever use her powers willingly for evil.
Weaknesses: Tsunami's experience has made her quietly bitter - she often resents her powers and the people that gave them to her. She is sometimes quiet, resentful and rarely talkative to those she does not know.
Additional: Tsunami originally came to Megatropolis in the hope of finding her sister, for who she holds both great compassion and deeper resentment. But after aiding in the Dockland area fire, she understood her ability to save lives and was recruited by Heroes Anonymous.
She is willing to use her powers in the fight for good, but all the time she is desperate to find her older sibling.
Illusion
Name: Illusion
Age: 24
Birthplace: London, England
Gender: Female
Moral Standing: Superheroine
Appearence: Illusion is a creature of the night - Slim, small, deadly. She's 5'10 with pale skin - the rest of her features are unknown as she dresses completely in black with thin sunglasses and a wool cap covering her head. She carries with her her trusty Silenced MP5 Machine Gun, along with a holstered silenced pistol.
Super Strengths:
Invisibility: Illusion is gifted with the ability to turn herself invisible, albeit for a short period of time.
Super-bendy muscles: Her muscles and bones are also super-bendy, meaning she can squeeze through most gaps any normal human could not and can jump around 25 feet in the air. This also means she is extra resilient, able to fall great heights or have obejcts thrown at her without much damage to herself. Her bones are impossible to break.
Electronic mind-meld: Illusion can also 'mind-meld' with computer systems - essentially becoming part of the program itself, helping her overcome electronically locked doors or areas with codes. Obviously, the more complex the system, the greater time she needs.
Super Weaknesses:
Increased pain awareness: Illusion's extra bendy skin means her pain nerve endings are far more susceptible. In essence, if Illusion is hit hard with anything, she will feel pain for a long time. This can affect her greatly in battle, although she still is extremely tough to actually kill.
Strength sapping: Illusion's invisibility is also very short-lived; At best she can last six minutes while invisible, and after that period she is physically drained for a while. The longer she stays invisible, the more drained she becomes, until she becomes as weak and helpless as a kitten.
Unawareness in mind-meld: While performing her computer 'mind-meld' skill, Illusion is only barely aware of her surroundings, making her vunerable to attack.
Strengths:
Illusion is strong of mind and of body. She is at peak physical condition; She's quite capable of running one hundred metres in under ten seconds, and her jumping ability is far beyond any normal human. She's logical and calm at most times, her I.Q of 165 coming to play when she is faced with any dilemma.
Weakesses:
Illusion is simply a human. She dislikes violence and will rarely resort to killing, although she will kill without hesitation if the need arises. She can fight unarmed combat too, although her strength would not win any awards. Also, Illusion has no true Super attacking ability - she is only armed with an MP5, which may not stop the more hardy of Supervillans. Illusion will panic if things are spiralling way out of control.
Additional:
Imagine a cross between Batman and Lara Croft: Illusion is just that. Combining her superpowers with amazing human capability, Illusion is a new breed of Superheroine: Tough, lean, logical and above all, silent.
Details are sketchy about Illusion's rise to Superheroine power, and she prefers not to comment on it. Generally, she keeps away from the pubic eye, although she is not afraid to be noticed by civilians.
Recently, the Angel of the Night has become the leader of The Defenders, a Superhero group dedicated to the protection of the innocent against the forces of evil.
Illusion has a sidekick by the name of Jay Stevenson, a young, friendly hacker who acts as her extra eyes and ears when hers just aren't capable enough.
Illusion has recently become reunited with her old friend, Pax, who was a friend of the family's before Illusion had even been born. She also has a missing sister, who, unbeknownst to the Brtitish superheroine, is alive and well - and living in Megatropolis...

Sir Alexander Maggenbalm-The Shining White Knight
Name: Alexander Maggenbalm
Race: Possessed Human
Birthplace: Megatrapolis
Age: 19
Occupation: Student at Mega U. Also photographer for Mega U newspaper. Also lead vocal and assisting guitar for the rock band Controlled Chaos.
Marital Statis: Bachelor "has had bad luck with rings"
Moral Standing: Unwilling Protagonist
Appearance:
Alex stands a decent 5'11", and is in decent shape, if a bit thin. His ears have a tendency to stick out, and he's very self conscious of them. He has sky blue eyes and red/brown hair. He is fairly attractive, but his features are usually thrown off by his thick glasses, so he tries to wear contacts as often as possible. He likes to wear oversized shorts and usually sports a T-shirt with his band's name on it. His jewelry consists of silver stubs or small hoops in his left ear, a chain sporting a jeweled dagger for a charm, and a strange silver ring with medival battles inscribed in it.
Super Powers: Alex's ring, Shining Hope, has the ability to create a small energy field. Offensively, this can create a kind of 'energy battering ram' and knock an enemy away. Defensively it can create a force shield, generating a protective field about two feet around the ring"in whatever direction its pointing".
Super Weakness:: Hmm...were to start. First of all, it should be made clear that Alex does not have the 'ability' to change into a shining super knight. The knight Alexander is a spirit that possesses him. He has no control over when and where he changes. In truth, he would rather not change at all. It is something not unlike MPD.
Strengths: Alex is a fairly intellegent guy, and a talented rock singer. He can, and has, built computers 'from scratch'. He is also very good at programming and web design.
Weakness: Alex is a fairly shy person, who has a habit of getting into crushes with girls and acting like a complete idiot when around them.
The Shining White Knight
Name: Sir Alexander Maggenbalm
Race: Medieval Spirit
Age: 32"when trapped in ring"
Occupation: Servant of Light, Savior of the Innocent, Slayer of Evil!
Marital Statis: Bachelor "hasn't gotten out much"
Moral Standing: Overzeillous hero
Appearance: Alexander stands at an impressive 7'2", the perfect image of a legendary knight. He is garbed in slightly luminescent white armor, topped with a golden tassle seeming to flowing from the top of the helmet like lava flowing from a volcano. His gauntlets, boots, spurs, helmet, and breast plate are outlined in gold. He wears an impressive red cape with golden trim; it also has a pair of 3'7" wings growing from it"the cape, not Alexander".
Alexander sports two armaments. The first is Final Light, a 3'foot long shield. This shield bares two metal wings and can attach itself to his right hand. The bottom of this shield is bladed.
His second and most important weapon is his sword, which is a solid 6' long Zweihander, with a golden, wing shaped cross-tree and a jeweled pommle. This sword can seperate into 3 sections and attach to Alexander's left arm.
Super Powers: Being the one who is actually a super, Alexander has very little physicle vulnerability. His magic armor protects him from any impact. You could drop a house on him from 10 stories and he could walk away form it. He also has super strength.
His shield gives him a regenerative ability as long as its in his right gauntlet.
His sword can slice through anything when it is held in his left gauntlet. It's mystic runes make its blade nearly unbreakable.
Super Weakness: Alexander comes from the middle ages, and will great most technology with an exclamation of "Gads! What manner of Sorcery!" and a fear similar to what media depicts cavemens reaction to fire is like.
Also, when in persuit of a villain, Alexander is basically blind to any none sentient obsticle, be it car, building whatever. If he's chasing a thief and the theif ducks into a building, he's bursting through the wall. He also refuses to directly harm a female. It's against his code.
While he is a good super on land, in water he is useless. He cannot swim or fly, and can barely move"and he needs to breath just like anyone else".
He seems to function on some unknown source of energy, and can only recharge when Alex is in control. If this runs out, then Alexander will either a"vanish and leave Alex in a dazed, barely conscious state, or b"turn into a plain suit of armor, with dazed Alex inside.
Strengths: Besides determination, Alexander doesn't really have any non-power related strengths.
Weaknesses: Alexander is a large, loud, bumbling nut job who knows absolutly nothing about the modern times and has a habit of destroying anything in his path hen in a fight. And the only time he's around is when fighting. 'Nuff said.
History:
While I've already explained the current condition of the young Lex Maggenbalm, it seems only right to go back to the event that trapped the original Alexander in the ring, Shining Hope.
Alexander was one of five warriors, chosen by Lumina, a high priestess with powerful magic, to become the equivalent of what we now call superheroes. Through a ritual whose origins not even Lumina herself knew, the heroes received powers based on their greatest strengths. Alexander's was strength itself.
Not only was he nearly involnurable to physical attacks, but he was given three sacred artifacts, each making him more powerful.
The first was Rapture, a powerful Zweihander sword, which not only cleaved through everything it touched, but was able to emit a powerful beam of energy, with nearly as much cutting force as the blade itself.
Second came Final Light, a small shield, which was able to create a magical wall large enough to defend a castle from any attack. When in his hands, it also gifted him with the ability to regenerate and heal quickly.
The last was the magical cape Angel Wings, which gave Alexander the ability to fly. It unfortunatly was not as durable as his other armaments, and would've been long lost if not for his regeneration abilities.
These great powers were not given away without purpose, however. Lumina gave these gifts in exchange for one favor. The heroes must combine their strengths to defeat the dark mage Magnus Gallion, an evil sorcerer whose power had grown even greater than her own.
And they indeed defeated the great necromancer, to the point where he himself had to admit that he was bested. Unfortunatly, Magnus, like the villains of today, did not intend to play the gracious loser. As he fell, wounded beyond repair, he cast a spell that summond a mystical ring. He dubbed the spell"and ring" Hero's Bane, and ripped the heroes very souls from their bodies and into the cursed ring. Knowing that he was fatally wounded, the dark mage cast the very same spell upon himself, choosing eternal imprisonment over the finality of death.
As with many magics, this spell had a loophole. The heroes spirits could be freed, and they could return to their bodies yet again. All that the rescuer had to do was wear the ring. Unfortunatly for all involved, this was a useless drawback, for they could only be freed by themselves. Seeing as how none of them could wear the ring, what with being trapped in it, none of them could escape.
Lumina, ashamed for being unable to help the heroes in their moment of need, took it upon herself to become the gaurdian of the ring. Changing it's name, she passed it down her bloodline, each reminding the next in line of the importants of the "blessed ring".
That is until the year 2002. Clarissa Lumin Callahan, Lumina's most recent decendent had decided that it was pointless to carry on such an ignorant tradition. Fortunatly for her, Lumina was not the only one with descendents. All but one of the heroes had children. That ment that their bloodline was carried on.
It took years for her to discover the rightful owners to the package. Once she traced it, however, she felt a pang of guilt for ending a tradition that the rest of her family had held so sacred. As if in someway trying to make up for it, she delivered the ring herself. Right to the suburban home of the Maggenbalms.
It is strange that the one who excepted the box happened to have the exact same name and features as the old hero Alexander. Even stranger that he had the exact same finger prints and blood type. He defenetly wasn't the hero of old, but that hero's body was long gone, and he was apparently close enough. Funny thing, magic.
Breaker
Name: Breaker
Age:Unknown
Gender:Male
Appearance: Breaker stands 6'1", in a black body suit made out of a material not unlike kevlar. He wears dark purple gloves, which look more like gauntlets, purple boots, and a dark purple belt. He covers this with a black trench coat, its collar upturned. His face is covered by a protective mask with a dark red visor in the front, but his black hair comes out of his mask, falling wild down to his shoulders. There is also an earpiece and mic inside of the mask, allowing him to talk to his sidekick.
Super Powers: Breaker has the ability to absorb any sorce of heat and light"usually fire and electricity". Once the energy is absorbed he is able to release it at will. He can use this as a weapon, blasting his foe with fire/lightning, etc. Here are some examples of how he can use his powers:
Basic Absorbing: When Breaker first came to Megatropolis, he couldn't absorb anything unless he was in direct contact with it. Once touching it, he could draw it in at will, but he could only hold so much before he overflowed and started bursting with energy, endangering anyone around him. He can now pull flame and electricity from a distance, and hold more power inside of him.
Basic Blasts: Any simple way to release the energy. Lightning bolts, fire balls, flame, explosions, or just covering his body in said energy. With the experience and practice gained in Megatropolis, Breaker can now control his lightning blasts and fire, as long as it is still in contact with him. He can also condense his energy into small, concentrated bursts, making them more effective offensively"incindiary bombs, ball lightning".
Charge/Drain: Breaker can drain the power from any electronic device that he makes contact with. He can also gradually feed it power, charging it up. He will soon be able to do this from a distance.
Sensory: The ability to sense heat and electricity, including body heat. It will be something similar to possessing infrared once perfected.
He can also fire small magnetic grapling hooks from his wrist. While they are not nearly as versitle and usefull as say, Spider-man's webbing"Crossing the city by swinging nimbly between buildings, tying people up, etc.", they are still very usefull when Breaker needs to make a quick ascent"Think Batman". His belt holds a few extra grapples, two small but powerful batteries, and a two-way pager which he uses to communicate with his sidekicks, Surge and Server. Both his headset and 2-way are encripted.
Super Weakness: Breaker isn't super strong, super fast, or bullet-proof. He is very uncomfortable around large amounts of water, and doesn't know how to swim. If he contacts water while discharging flame, it will burn him, and if he is discarging electricity, then he will be electrocuted.
Taven Royal
Name: Taven Reigh Royal
Birthplace: Chicago
Age: 23
Sex: Male
Occupation: Journalist
Marital Status: Single
Appearance:: Taven is 6'1", with shoulder-length black hair done back in a neat pony-tail. He has dark crimson eyes, which are usually hidden behind a pair of sunglasses, and is usualy dressed in a three-piece suit or sports jacket, with a laptop-carrying case slung over his shoulder. His appearance is that of a playboy, clean-cut and handsome.
History:Even when he was a small boy, everyone said that Taven had the air of a succesful businessman, and his mother pushed him into as many business classes as she could. His natural curiosity and excellent memory gave him other ideas however. Tavens only focus in life had been journalism.
When Taven was sixteen, his mother married an incredibally rich software tycoon Mike Royal, and his entire family tried to pressure him into stepping into his "new father's" business. Instead, Taven shocked them all by moving to New York and becoming one of their best writers, before getting "let go" over an incident involving a row of exploding computer terminals. A co-worker informed Taven that someone with his "differences" would feel more comfortable in this city called Megatropolis.
Strengths:Taven is an assertive, confident, level-headed person. He would be the last person to get emotional or panic. He is also suave, and can usually get into high class parties, etc. While his parents give him enough social status to get into many V.I.P. areas, he usually prefers to hide his lineage, using his personality to get what he wants. While not super-human in strength, he has mastered Tae-Kwon-Do and several forms of Kung-Fu.
Weaknesses:As stated in his strengths, Taven is confident. A little too confident actually. Once he gets an oppinion about something, its hard for him to change his mind. And once he sets his sites on something, he can rarely focus on anything else. He prides himself on being a gentleman, and is almost as likely to get himself in trouble by helping a lady as he would by chasing a story. He can also seem apathetic at times.
This blasphemy against Roger Smith will not go unpunished, there will be a reckoning.
This isn't blasphemy! If anything it's honor! Made in his image, and all.
Anti-Life "NPC"
Name: Artimus Daramánde
Age: 159
Race: Nosfaratu
Marital Statis: Friend and lover of Anastasia
Occupation: Guitarist/Vocalist for AntiLife
Appearance: Artimus was always a very attractive person, despite his pale, bloodless skin. He is tall and lanky, with dark black eyes and long black hair. He almost always wears black.
Super Powers: Artimus is super strong, fast, and is basically immortal. He cannot be killed by regular means, just like any vampires.
Super Weakness: Sunlight burns Artimus like fire. Also, he cannot touch holy objects/ground/water, etc.
Strengths: Artimus is passionate in anything he does, and is because he knows his weaknesses, he is good at almost everything he does.
Weaknesses: Because Artimus is passionate about everything, it is very hard for him to give anything up. He becomes attached to things easily, and sometimes even becomes obsessed.
Curse: Artimus is a vampire, and doomed to walk only the nights for eternity. He was a peaceful person once, but it seems his 'condition' is slowly turning him into a bloodthirsty hunter. His thirst can no longer be quinched by the blood of animals, so he is forced to feed off of the blood of his fellow man.
Name: Anastasia Lilith Faith
Age: 22
Race: Human/Demon Hybrid
Marital Status: Friend and lover of Artimus
Occupation: Guitarist/Vocalist for AntiLife
Appearance: Anastasia is often described as the most beatiful creature to walk this unworthy world. In truth, she is extremely attractive, though her beauty is well within the bounds of normal humans. Standing at a 5'0" exactly, Anastasia's skin is a dark blue color, with sky blue eyes and hair. Her hour glass figure has caught even more attention than her color.
Super Powers: The blood of the sucubi runs through Anastasia. She has learned that she is 1/4 demon, though she has never met any of her grandparents. Because of this, she has the unnatural ability to attract anyone"in a purly carnal way". She is also immune to almost any toxin"though sleep gas's and such seem to work fine on her". She is also a fairly apt witch, even having a spell to create small storms.
Super Weakness: While stronger than her soft frame would lead some to believe, Anastasia is a horrible fighter. Also, electricity seems to hurt her a lot more than others, so that a small shock could do serious damage to her.
Strengths: Anastasia is an extreme optimist. It is extremely hard to get her depressed, and when she is its not for long. She also is excellent at manipulating people because of her above power.
Weakness: Anastasia is basically a nympho. In truth, this ties into her curse, but it still puts a damper on some social situations. She also has a hard time taking things or people seriously.
Curse: As stated, the blood of a sucubi runs through the blue witches veins. Unfortunatly, as the blood was thinned by human blood, the power was corrupted. Anastasia cannot control her power of seduction, and it seems to change potency at random times"usually strongest at night". She also needs to feed on the souls of the living to survive, which she does often. It is possible to take of someone's soul without taking it all, and this is what she usually does.
Name: Rogue Lupis Westward
Age: 20
Race: Werewolf
Marital Status: Single
Occupation: Bassist for AntiLife
Appearance: Rogue's appearance tends to remind people of a cat, though not in an attractive way. his eyes are slanted and close together, sitting high on his very small forehead and amplified by his thick glasses. His hair juts out from his head in natural spikes. At 5'0", he is the shortest male in the group.
Super Powers: In his 'human' form, Ro is incredibally strong and fast by human standards. By feral standards, however, he is quite weak and could be beaten by any other feral"and a few choice humans like Sardonicus". He also has extremely enhanced hearing and smell, though his sight is limited. At night, he turns a bit more feral and tends to grow claws and fangs. He can also transform into a small wolf.
Super Weakness: He hates water, and can't swim. He has extremely bad vision"he see's a little better at night" and is color blind. His sensitive senses can be used as a weakness as well.
Strengths: Ro loves research, and is well suited for it. He is a genius, and spends all of his time in books and online.
Weakness: Ro is socially inept. He hates being surrounded by people he doesn't know, and tends to get uncomfortable around them. In public situations, he tends to say 'hi' before letting others take the brunt of socializing.
Curse: For the most part, Ro doesn't mind his powers. Without him, he certainly wouldv'e been incredibally weak and vulnerable. Unfortunatly, on a full moon"and other rare times" he becomes the true were-wolf.
This beast is 8 feet tall and covered in brown fur. It's strength and speed are possibly enough to make another feral worried. Unfortunatly, Ro looses almost all control in this form. He barely recognizes the difference between friend and foe. Anyone who isn't recognized as friend is recognized as 'free meat'.
Name: Richard 'The Rock' McArthur"Usually"
Age: 9 Months
Race: Golem
Marital Status: Single
Occupation: Drummer for AntiLife
Appearance: Rock has no extremely noticable characteristics. Well, besides the fact that he is 8' tall, extremely muscular, and is not anatomically correct"No nipples, belly-button, or other details expected on a human body". Well, and he's made of stone. He usually wears little more than pants and shoes, no matter what the weather is.
Super Powers: Rock had been nearly killed in an accident when Anastasia took his soul and trapped it in a body made of stone. Because of this, he has super strength. He also doesn't need to breath.
Super Weakness: Because he's made of stone, he is fairly slow. Also, he can't float in water.
Strength: He's extremely confident.
Weakness: He's extremely confident.
Curse: Being trapped in a body of stone isn't a good thing. Especially when its not anatomically correct. Also, his spirit has to be removed from his 'body' and placed in a fresh one every day.
Misc. Info on Anti-Life
Artimus: For some reason, Artimus often goes by Arimus. The rest of his group doesn't know why he has such a pointless 'nickname', but call him it when he wants to be called it. Anastasia often calls him Air for short.
Artimus feels that he is weak, especially for a vampire, and has been trying to grow stronger by studying the magics of the Old One's. So far his focus has been on flying and pyromancy, but so far he has only been able to 'bend' the rules of gravity, and can only create small bursts of flame that travel about two feet before vanishing. Examples of his practice at flying is the ability to jump fairly high, change directions while jumping, and to seemingly spring off of the air as if it were solid"He's only been able to do this once per jump. They're still not sure why that is".
Anastasia: Anna is probably the only one in the group that likes to be in the water. She is an excellent swimmer. While she knows a few spells that can be conjured with a word and a hand gesture, the majority of her magic knowledge comes from the tombs that she and Air have been collecting and have to be done by sitting in the middle of a circle or glyph. They usually require special ingredients as well.
Ro: As stated before, Ro loves research. He currently has two main projects that he is researching. The most time consuming is the attempt to translate Anna's many texts and spell books into English. The other is to research each of their backgrounds and lineage"Though Artimus really doesn't seem to like this".
Rock: Richard McArthur was the largest quarterback and one of the top boxers at Mega U until he was nearly killed in a lethal car crash. His human form was actually about the same size and proportion as his golem form. Because of this, he is fairly good at throwing his weight around. Unfortunatly, the temporary Golem body can only hold his spirit for about a day, so special steps have to be taken to keep his spirit from being lost when it can no longer stay in the golem. Anastasia"the one who made him a golem" has found to ways to do this.
The first is to simply take the souls of others and 'feed' it to the golem, thus prolonging its life. The other required a crystal ball, which she bonded Richard's spirit to. When he doesn't have a body to inhabit, his spirit naturally is trapped inside the crystal. In the short period of time between Richard leaving the golem and it returning to nothing but earth and stone, it can go berserk. To remedy this, Anna bonds it with a chosen 'gaurdian', who becomes somewhat of a puppet master to it.
Victim-Hero gone wrong
Name: Johnathan Michalobe
Alias/Codename: Victim, Stray, Rouge1, Lighter
Race: Experimental Weapon/Nano-Human Hybrid
Age: 23
Occupation:: Unemployed
Gender: Male
Moral Standing: Unsure Good Guy
Appearance:: Michalobe: Jonathan has the kind of build that is easy to forget. He is decent looking, though not handsome enough to turn heads. He has short, dull brown hair with bangs just long enough to cover his eyes. His features are soft and friendly, until you notice the wild, insane fire behind his brown forgettable eyes. Upon close inspection, one would notice that he is covered in a series of small scars.
Victim: His skin is covered with a thin, flexible armor, which is able to slightly morph and change to fit his situation. I.E.-He is constantly growing small hair-like hooks all over his armor so that he can stick to walls. His skin gleams like chrome on his left side, but his right side is dull, and appears as if it had been partially melted. His eyes are bright red, and his right eye is partly melted along with the rest of that side, giving the impression that he is crying red tears.
Super Powers: As stated above, Victim's armor can make small metamorphises to adapt to different situations. His hands also have the ability to shoot out powerful tentacle-like grapple weapons. Because it is all made of the same nano-machines, Victim is able to control the grapples like his own arms and hands. He is also extremely fast and strong, allowing him to use his suits adaptive powers to their fullest..
Victim's red eyes funtion as a kind of "super detector", enabling him to pick up the abnormal brain and energy waves that often come with super powers. While it may give a small hint when other kinds of supers are around, it works best on people with psy-powers"telepaths, telekinetics, etc." and nano-tech.
Jonathan's transformation into Victim is extremly painful, for the nanite armor is already partially solidified when it bursts from his skin. Victim's physical attribute change dramatically with the temperature. Heat makes him faster, but weaker. And cold makes him slower, but stronger. His armor doesn't always work right, and sometimes stops halfway through the transformation, leaving him exposed and in extreme pain. Any temperature extreme will highten the chances of this happening. Also, while already insane, Victim's mind becomes highly volatile while his power is active. His mind could degenerate to the point of pure animal instinct.
Also, as a seeming side effect of his 'super radar', Victim hallucinates, and his "super detector" can be affected by these hallucinations. He sometimes hears voices, see's things that aren't really there.
Strengths: Jonathan is a survivor. You could drop him but naked in the middle of nowhere, and he would find a way to stay warm and well fed for a long time. He is also a mathematical genious, though he doesn't know it.
Weakness: He is insane. He is paranoid, he hears voices, and he has an extreme phobia of suits, glasses, eyes, gloves, and blues"the music, not the color".
History: The DNA"Derma-Nanite Army" Project: one of the American governments darker dark little secrets. Funded illigally and controlled by a tight group of scientists, military officials, and politicians, it was believed that this would someday result in the perfect police. Able to take down super and normal alike, these super soldiers would someday keep the world in perfect harmony.
But perfection is an illusion, and anarchy and chaos find ways of slipping through the cracks.
One thing that was noted about the DNA soldiers, the intricate network of machina necessary to give them control over their new powers seemed to always have strange effects on the "participants" fragile minds. Jonathan was one of these participants, and might even be the prototype. But somehow, some way, he escaped.
They still have not located the stray weapon, and a slow panic is rising out of the group. They are currently investigating a rumor that he was spotted near western United States.
Surge "NPC"
Appearance
Her face is covered with what appears to be a little more than a motorcycle helmet, which serves as somewhat of a control base for her many, many toys.
The only normal piece of clothing donned by the cyber-super is a black leather riding jacket, ending right above her waistline.
Super Weakness
Update: While Surge still doesn't have any protective armor on her suit, her fighting skills are significantly better thanks to five years worth of training in Megatropolis 2022.
Of course, this only matters when enhanced by her suit. If it takes any damage or malfunctions, her skills won't help much against a super.
Daemion Dekan-The Forsaken Angel
Name:Daemion Dekan-Angel
Aliases: The Forsaken, Lucifer's Angel, Demon Knight
Occupation: Slayer of Innocence
Appearance: Daemion stands 6'2", with straigt, raven black hair trailing to the small of his back. Along with his hair, his eyes and usually his attire are black. He is prone to wearing long jackets and trench coats. He has two black wings which, at full length have a 12" wing span. He is very handsome, but when around him, people tend to feel untrustful. Most women who have met him admited to being "cautious, but intrigued". His gaze is almost too direct, and he watches all with an air of superiority.
When Angel: Stands 7'0", slender, with thick armour like scales. His eyes are large, slanted, and all red. His mouth is a large slit going from one side of his head to the other, with 4-inch canines lining thin, black gums. His tongue is forked, his face curves into to horn-like plates at the top of his head. When not curled around him, his wings have a span of 18-feet. His hands and feet both end in four metallic claws.
Super Powers: When in his most human form, Damien can fly on thermal updrafts for a short time. As Angel, he can create his own updrafts, and shoot his spiked tounge out for 17 feet. His scales and wings are near bullet proof, and he is fire resistent. His wings are fire-proof and will repel electricity. Angel is also incredibally strong and fast.
Super Weakness:: When Damien becomes Angel, he is driven by manic rage, and does not think through his actions. This can make him an easy victim of a strategic opponent. He has a phobia of religious artifacts "crosses etc." to the point where he can even be paralyzed with fear at seeing them.
Strengths:: Damien is a very rich man. The majority of his employees are in the dark, and just work for his game company, but some of his employees double as henchmen. His gaze tends to make people uncomfortable, and there for easier to manipulate.
Weakness:: Damien is psychotic beyond his own control. He is twisted, and this becomes more and more obvious when he is around two things. Religion and innocent women. He believes that he is something like the Anti-Christ. And puts his duties as such before anything else.
History:
Twenty seven years ago, on the 6th day of June,
Michael Kheas"pronounced 'keys'" was born in a quaint little hospital in Paris, France to Armande and Micheal Kheas. The father, being the first to hold the child, shed a quite tear before handing it to its mother, who promptly tried to smother it with her pillow. If not for the father and doctor's quick reactions, the baby would have been dead.
While it sounds odd for a mother to attempt to kill its child right after birth, it was not unheard of. Especially if the child was a mutant.
Michael was far from adorable. He had been born straight out of a nightmare, with lifeless grey skin, sharp pre-developed teeth, two fleshy wing-nubs on his back, and eyes that looked more like twin pools of blood. His cry was not a sound that could ever emit from a human, and was the cause of that very doctor's immature retirement from the field of medicine.
The mother screamed with a sound even more unsettling than her first born's, though it was much more human. Her husband was the leader of his church, and they were both incredibly pious people. She could not understand why she would be condemed as the mother of the antichrist.
Her husband tried to console her, for he believed that this was a test of God, and that their son couldn't be evil, that this was a blessing if they could only look beneath the visual aspect. He truly believed that their child was not a demon, but rather an angel. All that they had to do was keep him on the Lord's path.
24 yrs ago-
Michael recieved beatings ever since he could walk. He learned how to speak and use the potty at an early age, because every time he didn't, he would get beaten. He was home schooled, because his parents said that no one would understand the gift that God had given him. Even his mother called it a gift now, because his eyes had turned from pools of red to a pretty white and black. They were normal eyes. His skin had also turned pale white, his teeth had lost there predetory edge, and his wings had feathered into those fit for an angel. He was their little blessing.
20 yrs. ago-
At age seven, Michael had long learned to fear his parents. They beat him constantly, whether it was for getting a passage from the Bible wrong, or for saying too short a grace at dinner. Sometimes they would beat him and he wouldn't be sure why. Especially his mother. His father seemed the most strict, determined to raise their little angel the way God intended. But his mother was the one who would stumble in his room at one in the mourning. She seemed drunk, though she never touched a drop of liquor. She would touch his face, and his hair, which at this time was a pale white color. She would tell him that she loved him, that he was so beautiful, but she new what he really was. Then she would pull the covers back and lay into him with the rod, beating him raw before stumbling out of the room. She never mentioned it, so either she thought that he somehow slept through it, or she knew that he was to frightened to say anything. This went on for ten years.
10 years ago-
Michael finally understood what he was. Both his parents were right. His father was correct in believing that he was an angel, and his mother was correct in believeing that he was the anti-christ.
His parents had finally let him enter into public education. He joined a small devil-worshiping cult at his school, telling them what he had learned and learning from them about the devil. They believed that he was the physical son of Satan and soon began to worship him, becoming somewhat of a following. Like most cults they knew better than to worship out in the open, and no one knew of their secret meetings, were they would chant dark prayers and drink of each others blood. These cultists are some of the few people that Michael trusts, and are still with him today, as part of his staff.
When he arrived home, he felt good. Never in his painful life had he felt so alive. He never expected his mother to meet him at the door with a knife in her hand.
"What's wrong, mother?"
His mother held the blade up, ready to strike.
"Look at yourself. I knew we couldn't save you. I KNEW IT!"
He had flown the scenic route from school that day, so had been alone and hadn't seen himself since school. He did, however, glimps his image in the shiny blade before it begin its quick decent. He had changed.
Moving with speed that he never new he possessed, he grabbed his mothers knife, slamming it into her
jugular. His father entered the room, suffering a similar fate as the same knife was shoved into his neck. He didn't possess the artistic talent that he used in his later killings.
He didn't feel shock over his killings, nor did he feel remorse. He was only defending himself, and after all that they did to him, they deserved nothing more than death. He even felt a sort of thrill at killing them. This was the only special, loving, moment that he had shared with his parents.
He lingered in his home, staring into a mirror, awed at the beautiful new form that he had taken. He had reverted to the form that he had taken when he first exited his mother's womb. His skin was grey and thick, almost scale like. He admired his pointed teeth, his pointed ears, the way his fingernails grew longer and sharper, thickening into sharp claws. His hair, which had turned black over the years, had returned to its previous white color. Even his wings had changed. His down was spread thin, exposing a leathery membrane. He was beautiful.
He soon realized that he had to leave. Church members visited his home almost every day, and he didn't have time to clean this up. Giving one last look to his parents, who were finally the way that he wanted them, he took off.
Through the cousin of one of his followers, who was tied in to many not-so-legal orginizations, Michael Kheas aquired a new identity: Daemion DeKan.
Update:
What began as the ability to create thermal updrafts is slowly turning into an ability similar to pyromancy. While Angel cannot create or control fire, he can create drafts of incredibally hot air, to the point where flammable things can start burning.
The red path, a collection of news articles
The red path of Angel: A selection of news articles.
January 27, 1993; Paris, France-
Armande Kheas, a local minister, and wife Micheal Kheas were found dead today by a visitor who came buy to visit. They both died of knife wounds to the jugular. The knife appears to be from the Kheas's kitchen. Michael, there 17 year old son is missing.
A local expert was needed to translate Latin words that were drawn on the walls with the victim's blood. They were, "Lambs. Those who stumble in the light cannot see what lurks in the darkness, Apollyon is among you". Because of these words, and Mr. Kheas's position in the church, it is believed that this is the work of a Satanic cult.
June 16, 1993; Omsk, Russia-
An entire apartment complex was slaughtered today, most of them by decapitation. The sole survivor of the incident says that the murderer was some sort of monster, with a large mouth, large wings, and webbed claws. The monster could talk, for it mocked its victims. It also wrote on the walls in what we now know is latin. It used the blood of its many victims, writing "Lambs. Those who stumble in the light cannot see what lurks in the darkness, Apollyon is among you".
November 14; Beijing, China-
Tragedy struck a local high school today, as several classes were attacked by a winged mutant, leaving 97 students and 4 teachers dead. The victims were killed and arranged in disturbing images.
The murderer used the blood of his victims to leave a strange message in latin. "Lambs. Those who stumble in the light cannot see what lurks in the darkness, Apollyon is among you".
January 2, 2002;Malibu, California
A New Years beach party turned into a tragedy as a dark monster, believed to be a mutant of some kind, attacked the party-goers, slaughtering them and arranging them in a disturbing fashion. The entire area has been closed off as police and the coast gaurd search out the entire area. The military, along with several specialists on paranormal and superhuman crime, are also on their way.
This pointless travesty has been connected to several others around the globe. France, Russia, China, Africa, and Japan are amongst the countless countries that have fallen victim to the monster/s. Almost every continent has a case that can be connected by the same latin phrase, "Lambs. Those who stumble in the light cannot see what lurks in the darkness, Apollyon is among you". Whether this is the same madman or a case of "copy cat criminals" is unknown. No cases have been solved at this time.
Mercury-The Amorphus Assassin "NPC"
Name: Mercury
Race: Nanite Colony
Birthplace: ?????
Age: ?????
Occupation: Blade for the highest bidder.
Gender: Whatever is necessary.
Moral Standing: See above.
Appearance: At most times, it is impossible to describe Mercury because he/she/it is always changing. Its most natural state however, seems to be a silver asexual form in a blue gi.
Super Powers: Mercury has the ability to change his density, becoming as thin as a liquid or as solid as a block of steele. She can also morph any part of his body into something else, including an imitation of someone."Something like Clay Face from Batman."
It also seems to be able to pick up on psyonic energy."This is very weak and not very reliable"
Super Weakness: Mercury's major weakness is temperature extremes. Extreme heat will force him into her liquid state, and if it is hot enough, it will cause it to evaporate, unable to come back together. The opposite extreme has the opposite affect, causing Mercury to harden and even freeze solid.
Oddities: Mercury seems to be completely made out of nano-machines. This seems to be what gives him her power. Since technically he is a machine and not a living organism, it makes since to think that she would be undetectable to telepaths and people that can sense "life force". For some reason, however, he is not. While it is harder to pick up and very different from that of a human's, it seems that Mercury gives out both a mental and "life" signature.
History: No one knows Mercury's history, not even Mercury. The assassin's own hypothesis is that he/she/it is a nano-technological weapon that was created to take on telepathic supers.
Nelly Carlson "Wildcat"
Public Name:: The Wildcat
Real Name:: Noelle "Nelly" Carlson
Birthplace:: New Orleans, Louisiana
Gender:: Female
Age:: 20
Marital Status:: Single
Moral Standings:: Neutral
Occupation:: Bartender, Party Girl, College Student, Thief
Appearance:: Nelly Carlson's personality has alot to do with her appearance. At times she comes off as the wild, outrageous, party girl with the vibrant, outgoing look. Then other times she comes off as the rough, tough, bad, kicking girl that she is. She stands at an impressive height of 5'5" with long, silky, brown hair. Naturally, Nelly is a full fledged blond girl, however at a young age, she switched over to a brunette for certain, unknowm causes. Nelly comes well tanned and a body with good shape, features to-die-for, and an unforgetable face. Her eyes are a shimmering, bright blue. The eyes. Nelly's eyes are her most distinguished feature of them all. It had always been apart of her, without magic, that at certain times those glossy blue eyes turn to innovatively impressive cat eyes. This normally happens when the high tailed vixen gets angry.. Nelly wears what she feels is right for the occasion. If she doesn't like it, or she doesn't feel that its gonna show off the real Nelly, she won't bother trying it on. Buying it is an entirely different story. When Wildcat, the master thief wears dark, solid colors depending on what time of day it is.
Super Powers:: Nelly puts the true meaning "You can't hurt what you can't see." She has the ability to become invisible or with the touch of her skin, objects or even people invisible. With her unknown occupation to the world as the Wildcat, this ability comes in handy.
Super Weakness:: Wildcats main concern and weakness is water. If it doesn't make her completely visible, it should make her somewhat appear.
Strengths:: Skill. Nelly/Wildcat is skilled in several varieties of martial arts, fencing, and good old fashioned street fighting which she does very well. Her acrobatic and aerial skills are as high as they come and she is very good with weaponry even those unknown to the world. Fighting and weapon usage skills are only the beginning compared to her frequent use of technology to do what she does best. Theft. Wildcat is good at any kind of thievery whether it is grand theft auto, stealing from a bank, or just plain out breaking and entering.. Nelly's very sneaking and caniving at times and use to getting what she wants, when she wants it..
Weakness:: Nelly Carlson is one girl to envy. She has the attitude of a cat, in other words she has a very bad one and is very snappy. She may be sympathetic and compassionate one moment, and stabbing you in the back the next. It's all about the Megatropolis bad bass...
Background:: Noelle Carlson is the daughter of Megatropolis represenative, Neel Carlson, and U.S. translator Sara Carlson. She was born in New Orleans, Louisiana and moved to Megatropolis at a young age. She was rebellious yet socially known in high school. Over time, Nelly became known as the Rebellious, bad, wild teenage daughter of Neel and Sara Carlson. Nelly was always the type of girl to sneak out of the house to go to a rave or party. In the day time she was either partying hard or street fighting on the corner, but at night it was an entirely different story. To the undergound and criminal world, she became known as the young villainous female whom called herself Nemisis. Over time, Nelly named herself Wildcat and began to do what she does best more often even though she has no reason to. Theft.
Facts:: Wildcat has two long 9" silver daggers that are very hard to notice, infact they are technically invisible.
Ms. Gabrielle Turner
Name: Gabrielle Turner
Age: 24
Gender: Female
Birthplace: London, England
Marital Status: Single
Occupation: Personal Assistant
Appearance: Gabrielle is 5'10, slim and fit. She's got striking red hair and green eyes, and usually dresses in smart, dark clothes.
Strengths: Gabrielle is a remarkably fit woman - athletic, agile, and exceedingly clever, Gabrielle could walk into most top-level jobs.
She's extremely well versed in the use of computers, and is well trained as a personal assistant to any Bigwig she can find employment with.
Gabrielle is calm, logical and pleasant, with a strong moral upstanding and a strong nature to protect her friends and loved ones.
Weaknesses: Gabrielle detests all types of science, and is especially cynical of various theories used by professionals. She is stubborn, and sometimes her old personality traits shine through - her arrogance is one such example.
Gabrielle will not budge over any issues, and will always go out of her way to put her point across.
Additional: A recent addition to Megatropolis, Gabrielle moved to the city from England several months ago due to personal reasons.
Ms. Turner can be reached at her suburban residence on 113-9963. She never seems to be home, though.
Mike Holdaway "NPC"
Mike Holdaway is a young, gifted hacker who works at Jay's, usually when Jay isn't available.
Mike is 24, with smart black hair and a fairly average build.
He's well spoken, but able to perform illegal activities linked with his job. In many ways, he's much like Jay himself.
Mike is also linked with The Defenders, being able to recognise or contact any team member and providing the group with electronic equipment should they so need it.
"OOC Mike is available for general play should you want anything at Jay's. Please do NOT kill him or control him outside of Jay's Electronic Boutique. Thank you!"
Captain Roland Brock
Lieutenant Roland Brock
Birth Place: Megatropolis "He ain't saying anythin' more"
Age: 42
Occupation: Police Officer "Lieutenant"
Martial Status: Widower
Bio:
Roland was a police officer, enjoying the good life. He was married. He lived in the 'burbs. He loved his wife, Elise. Roland couldn't help not. Never one to say much even before his later 'accident', Roland was a shy man out of the uniform. In the uniform, he was a quiet, hardened cop with a record for letting his temper get out of hand. Interestingly, he has gained commendations for going up against powerful supers and beating them down, with an incredible amount of "good luck".
Bad luck was more like it. Roland's coming into the world also heralded the death of his mother- she died in childbirth. He grew up in the worst part of Megatropolis, his abusive father "who began to have serious psychological problems after the death of his wife" began putting his fingerprint in Roland's mind with his talk about the "freaks" who were conspiring with "the U.N." to create a world where normal people would be turned into slaves. His father got killed, not by a super, but by a bus, when Roland was ten.
He was sent to a foster home, where he grew up in a happy environment and was eventually adopted. Secretly, he swore to destroy and forget everything his father ever told him. He hated his father's image.
Roland discovered his ability when he made friends with supers and freaks in college "getting a law enforcement degree", several of who noticed the way their abilities stopped working near Roland. Once they figured it out, they told him. The results were bad at first. He wasn't just some guy making friends with the "freaks", he was a "freak". Then, he realized he'd truly ascended beyond his father's beliefs. Roland couldn't hate himself, could he?
Studying his power along with his friends, he found that he could concentrate and turn on and off his ability.
When he was twenty, he joined the Academy, and soon graduated to the force. His job meant he kept only minimal relations with his old friends, but somehow, his sense of justice made up for it.
Then, he met the super known as Ripper. Ripper had killed an entire class of kids. Third graders. 32 students. The police couldn't find Ripper. Roland tried to ignore the deaths, but as Ripper cut a swathe of dead supers through the city's ranks of heroes, he could no longer hold it in.
Dressing in dark clothing like a punk, with a ski mask "it later became a leather mask", "Vigilante" hit the streets. Using his normal strength, well honed by the Academy, he hunted down anyone who knew anything about Ripper. Roland made it to a facedown against the villain on Harper Street, where he nullified the super's beast form, then wrestled the super villain until he caught him in a garbage can, which Roland tied with chain. This present was found outside the nearby precinct with a note about the captured contents. He was given a life sentence without parole.
Vigilante battled super villains in Megatropolis until he was married, when he retired the leather mask hero and his brutal tactics. He'd met Elise through a guy in the force, and the women had taken to the quiet, shy man. They were wed with two of years of their first date.
They wanted children. They were trying to have them... when the "accident" happened.
Ripper, escaped from prison, tracked the mysterious Vigilante down, and killed Elise Brock in the driveway, with Roland only ten feet away. The lieutenant beat the super's head in with a crowbar, while contracting the wound that makes every word he speaks an utter pain. No one knows why Ripper went after Roland Brock in the first place.
Given temporary leave "after he was excused in self-defense for the death of Ripper", something Roland had never taken before in his fifteen years as a cop, he realized that supers had to be stopped. There had to be laws against them. There had to be cops who could beat them down. And he was one who could do it. For Elise. For the world.
They had to be stopped. Since then, he'd lived by that. In every circumstance with a super, Roland Brock would appear, ready to capture ANY and EVERY super at the scene, to be held even for questioning.
Vigilante has reappeared on the streets, hunting down supervillains and capturing them "for the police", though they are far more roughed up than before. Vigilante has even flashed a badge on two occasions, though no one has gotten a good look at it. Roland justifies the new existence of Vigilante "being against supers himself" with the fact that the police "at this point" are too weak to fight the super-infestation in the city.
This has continued for the last few years.
At present, Garrison speaks something to Roland's soul... although he suspects Garrison may be a super villain-in-hiding, planning to help the supers, instead. No one is beyond suspicion, after all.
Physical Appearence:
Tall, but not at all muscular from first or even second appearences, he's a thin, darker-skinned man with obviously aging features. His face has become a withered crease, and his hair has vanished from his head. The oddest feature is his throat- there is a jagged scar across it, from his 'accident'.
Super Powers:
Roland can create an invisible aura within five feet of his body. This aura is infact a void for any super-abilities. Psions will experience mere static, telekinetics will find their ability unable to touch Roland, energy attacks will split and go around him, magic won't affect him, super-strength will go to normal-strength IF that super enters Roland's aura. If a table is thrown at him, for example, it won't slow down or stop. A super who has defensive properties of his own will lose them "again, only if he steps inside the aura". He can turn his power off and on at will. It remains on while he sleeps, is passed out, etc.
Simple explanation: Nothing that COULDN'T exist in the REAL WORLD can exist within five feet of Roland Brock. If a technology is based on superhero techniques, for instance, that's out too. If a person was bred using super DNA, he loses part of his abilities, depending on how much of it a result of training. Stuff thrown at him, though, like a chunk of concrete does hit him. Transformed supers "like werewolves" go back to being human once they enter his aura, if there other form couldn't exist in the real world. Creatures of the supernatural may become human in his aura, or begin to die. Strands of acid, a chemical impossibility, disappear coming into his aura. Whether or not a power was imbued or you were born with it, DOES NOT MATTER.
Even Simpler: If it doesn't work on the real world, it doesn't work around Roland. How that occurs is up to you...
Super Weakness:
Oddly, Roland found during his old hero days, that electro-magnetic pulses "EMP" not generated by a super shut off his power for hours at a time. He has never told anyone this.
It should be noted that Roland has undertook steps so drugs based on super-DNA and drugs that cause high acidic blood levels are not used on his body at all. The latter type has caused his abilities to disappear for days, even weeks.
Secret Identity: Vigilante
ROLAND, AT PRESENT, HAS GIVEN UP THE MANTLE OF VIGILANTE.
Strengths:
From all reports, Roland's strength appears superhuman. He can drop most people with a single punch, and there's one unsubstantiated claim that 'Vigilante' put his fist through a cement wall "basically untrue- it was actually very wet, old plaster and even Roland was surprised at it when it happened". This is due to the training he's continued ever since he was in the Academy. His rank of Lieutenant in the police allows him access to information about supers.
Roland is as proficient with a gun as you would expect for a police officer that's been on the force for more than two decades. He has a revolver that holds six bullets at one time. He probably should upgrade to a handgun that wouldn't need to be reloaded so much, but he never gets around to it.
Weakness:
He is a terrible maze of psychosis and self-loathing, all becoming a hatred towards supers. His paranoia about them means he wouldn't trust one if it saved his life a dozen times. Roland doesn't believe his father's mad conspiracy theories, but he will take almost any less-intense ideas to heart. His neck and throat box are badly damaged, giving him horrible pain and fits of coughing if he tries to speak more than a few words at a time.
SAMPLE:
Roland paused outside the apartment door, gun in hand. He waved back the two SWAT members infront of him, and put his ear to the door.
Inside this squallid place of evil, he thought, the Electron, the cities foremost lightning super, was waiting to blast the next cop that enters. Having accidentally killed two innocents when a battle between a villain went crazy, people like the lieutenant finally had a reason to track one of them down.
And get them.
Of course, Vigilante did all the dirty work. Roland had put that leather mask on, and then gone out into the city. By the end of the night, three people had experienced First Degree Assault and Vigilante knew where he could find Electron.
In righteous and official capacity, he had then slept in, gone to work, and mysteriously gotten an anonymous tip about where to find Electron when no one had been near his desk.
And so, forty five minutes later, Roland Brock stood outside an apartment door, ready to break it open.
He knocked on the door, and a SWAT member stepped forward, on command. They had been told- Roland just had a way when it came to supers. Step back and let him deal with it.
"Fire department. The dang boiler almost exploded. We gotta evacuate the building."
There was a short pause, pregnant with possibility.
"Huh?" said a voice. There were footsteps. There was the sound of a chain pulling back, then a bolt.
The door opened and Lt. Brock stuck his gun in the face of a fifteen year-old boy with red hair and freckles.
Brock kept it there until he figured the masked hero wasn't that short. He doubted the Electron wore platforms, so he took it out of the boy's face. Didn't really matter. Judging from the smell, the boy had already had a very nervous reaction to it.
"Where's Electron?" asked Roland. He tended to cut down how many words he said like that.
The boy opened and closed his mouth, then Roland shoved him aside and continued into the apartment.
He entered a bedroom, just as a bathroom door opened. A man, basically a taller, older version of the boy came out and stopped short.
The height and build was about right.
Brock reached behind him for his cuffs. "Mr. Electron, you are under-"
"I didn't do anything!" the Electron said, walking backwards.
"-arrest. You have the right-" Roland stepped forward, gun in one hand, manacles in the other.
The man held his hands up, putting millions of volts into a single bolt of lightning at Roland. The electricity split and went around Roland, disappaiting.
The red haired man didn't even get time to swear. Roland raised his piece and shot the super in his left leg. He went down, screaming.
There was a scream behind him, and the anti-super turned.
The boy charged forward, forming electricity between his hands.
Roland stepped forward, grabbed the boy by an arm, and flipped him over his head.
There was a crack as the boy was twisted, then fell to the floor. Roland realized without even looking that he'd broken the boy's arm.
Sighing, he turned, and saw that was the truth. He kneeled, holstering his gun, and cuffed the older super, then called for the SWAT members to come cuff the boy.
"Read rights," he ordered as he left. Roland walked out past them, and continued to the car.
A good, clean capture, he thought. He remembered the boy's arm cracking.
He got in and had a good, clean laugh.
NOTE: Roland, partially after seeing the death of fellow police officers at the hand of the monster named "Wraith", and the support of veteran hero Titan, Roland has dislodged himself from his mental cycle of hatred for supers. Had Titan not died a few hours later, Roland might be an HA member now. Roland was badly injured in a fight, and was on injury leave for a while. He is now back, as ready as ever to fight for justice... but now a supporter of superhero vigilantism.
Roland was recently moved to the Super-Crimes Division. He only briefly met his superior, Lt. Marcus, briefly before a chase with assassins ensued and Marcus was killed on duty.
Afterwards, Roland, considering his long record in the force, was made head of the squad, and also promoted to the rank of Captain. Recruiting new people to the SCD is his prime goal right now.
The murder of Marcus weighs heavily on his mind, though...
Roland was working non-stop for a while to end the sudden crime spree, following the mayor's murder. Things quieted soon after, and he was given a short vacation "too short". He's back, but he's begun to notice problems with himself... stress-related. If he pushes himself again, non-stop, he'll pay for it with his own health.
Copy Cat
Codename: Copy Cat
Real Name:: Christen L. Lewis
Aliases:: Previously Siren, Chrysalis
Race:: Human
Birthplace:: Miami, Florida
Age:: 19 - 20
Occupation:: Megatropolis University
Gender:: Female
Marital Status:: Single
Appearance:: Ostensibility, splendor, and pulchritude come naturally to Christen Lewis a.k.a. Copy Cat. Beginning with an average, yet impressive height of 5'6, long, silky chestnut brown hair, sparkling hazel eyes and good shape, Christen Lewis always keeps herself well groomed and in the best fit possible. While Copy Cat, she is often seen with black leather pants, a black leather trenchcoat with a violet cat insignia on the back of it, black sunglasses, and a black undershirt with combat boots.
Ability:: Like her title, Copy Cat is able to copy any power and/or form in which she communicates with physically. In other words, she is able to change every cell or feature on/in her body to match the person in which she copies. Transformation is only the beginning. Christena [Christen] Lewis has the ability to absorb energy from anyone by contacting with that person physically, meaning that with the touch of someone's skin against her own, Copy Cat can [willingly] absorb that person's energy, enough to put them to sleep for a long time. Lately she has learned how to master her energy absorbing ability.
[NOTE: Copy Cat's abilities do not balance out! While mastering energy absorbing, Christen realized that she did could not transform as easily as she could before bringing her energy mastering to top ranks]
Ability Weakness:: Absorbing or giving energy can have a very cruel side effect, whether its to her or the person she gave energy or stolen energy from. She is given whatever weakness, illness, recent thoughts, powers "this specific trait may or may not be a weakness", the person has or had. But when she transforms, she becomes so much like that person its hard for her to gain full control back over herself.
Strengths:: Christen Lewis has always been an intelligent, easy going, laid back young lady. She shows no sign of lacking intelligence and uses her mental abilities "no not telekinesis, but her wits and I.Q." to do most of her heroic work. Mentally she is strong and for someone her age, she is very gifted, most likely assumed mentally stable or unbreakable. Skilled in martial arts, in which her father taught her before he was killed, Christen is agile and has the moves to top it off.
Weakness:: Copy Cat or Christen Lewis hates when things are to hard for her to overcome. So to prove that she is worthy or strong enough to accomplish whatever it is, she would go off the deep end or do extreme things to prove that she is. Usually she ends up hurt, and the outcome of it all is just not good.
Jay Stevenson
Character Name: Jay Stevenson
Birthplace: Megatropolis, USA
Character Age: 28
Occupation: Shop-owner/Hacker
Marital Status: Single
Gender: Male
Moral Standing: Oddball
Appearance: Jay is 5'11, with short black scruffy hair and a small goatee. He has brown eyes that sit on a very pale complexion. Jay is not very well built, although he is not exactly scrawny.
Strengths: Jay is a superb electronics expert. He can easily hack into most systems, and even the most secure are not safe from him. He can take broken pieces of computer systems and wires and weld them together into something usable. He has a great knowledge of computer systems and surveillance, and so is excellent at providing an 'All-seeing eye' to any person in the field.
Jay is also a brilliant driver, able to hotwire and drive pretty much any vehicle he can get his hands on.
Jay is a kind, friendly and helpful young man, able to offer assistance to most who need it. He knows of the world's problems but refuses to let anything worry him, so he's generally fairly unstressed about life in general. His carefree manner and his friendly shop-owner personality makes him easy to like.
Weaknesses: Jay has several weaknesses, most of them relating to his humanity. In a city of heroes and villains, Jay is that little extra on the side - he's weak and very vunerable, and not more than a little panicky if the situation is getting out of hand.
He's also physically unfit, the time spent in his shop and eating take-away noodles having taken their toll. He can run only a short distance, and his lack of ability at close-combat means that, without his shotgun and apparent fierceness, he would be completely ineffectual.
Jay has a fake toughness about him that he calls upon whenever in battle. Toting a sawn-off shot-gun that hasn't been fired in four years, the hacker only sets himself up for trouble when he dons this fake side to his personality - his bark is considerably worse than his bite.
Jay often gets angry if his friends have been hurt, using this meanness to get back at whoever committed the crime. This can land him in all sorts of trouble.
Additional: Jay was recruited by Illusion to act as her sidekick, her all-seeing eyes and ears. Jay enjoys the excitement of this extra opportunity, and secretly would love to be a superhero himself. He idolises Illusion, seeing her to be the perfect woman.
Currently, Jay is also working as an associate for The Defenders. He'll accompany the team on missions, making sure that it all goes without a hitch - and lending a helping hand if things spiral out of control.
Morally speaking, Jay is completely stranded. He has caused hundreds of thousands of pounds worth of damage, and stolen off the street almost as much to create the items in his shop. However, he refuses to create too much havoc or kill, meaning he often battles himself internally for the justification in any scenario. Generally, he's a mercenary - He'll do anything, if it's worth it - and this can land him in lots of trouble, especially as a Superheroine's sidekick.
Sidekicks / Henchmen
Mastermind's Henchmen "NPC"

At the moment, Mastermind has two basic types of henchmen working for him, Scouts and Goons.
Scouts - The Scouts are the more unusual of the two and definitely the more mysterious. Born from a laboratory project of long ago, Mastermind's Scouts are bio-engineered creatures, composed of human parts and an assortment of laboratory created tissues as well.
The Scouts, although resembling humans, are far from it. They have enhanced capabilities that make an average human equal to a slug. They are extremely agile, quick, silent, and possess a hand-to-hand combat efficiency that rivals the best. They can see in utter darkness, as well as stick to most surfaces. They are masters of most conventional weapons and are supplied with technological tools as well.
Their main purpose is to "scout" out potential employees that would be suitable for performing the work of Mastermind. Occasionally, they may be used to simply find information.
They have no known weaknesses, due to the fact that they have not, and never will engage an opponent. All of their skills are for their work of scouting out prospects, moving various sorts of information from one point to another, and for defense...in the event they might be discovered and attacked by an enemy, which would be next to impossible.
Goons - These henchmen are the typical henchmen of any criminal kingpin. They are usually dressed very well and are supplied with an assortment of weaponry, from regular firearms to laser cannons. Usually, they each carry only one type of gun at a time. They usually wear sunglasses, even at night, due to the fact that the glasses are technologically designed with starlight and infrared imagery. They have no fighting skills, other than street brawling. There are many of them and are considered by Mastermind to be easily expendable.
No:9 "NPC and all round henchman"
No:9 was one of Dr Bile's early Golem troopers. "The ninth one to be exact" He seems to have accidentally got more freedom of personality than other Golems and would have been terminated had he not shown unshakable loyalty. No:9 is more than a little insane and often speaks in little rhythms and riddles if he can even string a coherent sentence together. He has a large sword made of titanium, which has cuts along the top of the blade allowing flames to be projected through it. He also has a grenade launcher built into a backpack. He is immune to gas and can sustain allot of damage before going down. His major weakness, like his masters, is EMP. How ever unlike his master, who can still move after an EMP blast, EMP will turn No:9 into a statute of flesh. He'll still be alive but unable to move until Dr Bile restores him.
The Crimson Knights "NPC"
The Crimson Knights are a group of bikers who formed the selves into a gang. They all wear red leather and ride dark coloured bikes.
The Crimson Knights "CK's" are seemed to have been formed to wipe out Vampires and undead. While the are far from preachers they have a hatred for the 'unholy' creatures. To add to the gangs reputation they often clash with other biker gangs using blunt weapons to knock their opponents off their bikes.
The CK's are usually armed with No-Dashi or Die-Katana's as well as screw together lances. Crimson Knights always head there faces using bandanas and face masks.
Heather Reid
Name: Heather Reid
Age: 23
Gender: Female
Birthplace: London, England
Marital Status: Single
Moral Standing: Good
Occupation: Artist/Does Composite Sketches for the Police Department
Appearance:
Heather is 5'9" and slender, with long legs, a flat, toned stomach, and a nice chest and butt. She's slightly muscled and in good physical condition. She has long dark auburn hair that shines with a red tint in the sun and a skin tone that varies between the seasons, ranging from a flawless pale complexion in the winter and early spring, to a smooth, soft tan in the summer and early autumn. Her eyes are a dark olive green and her lips are full and pink. She's usually seen wearing tight, low-cut jeans or black leather pants with a spaghetti-strap tank top, tube top, or halter top, always a bit revealing, her favorite knee-high chunky black leather boots, and a nice black leather jacket. When she goes to a formal occasion she'll wear an evening gown and high heels, but you'll never catch her in a skirt otherwise. Her only piercings are in her ears, which she has pierced three times in each ear, and has no tattoos. She also speaks with an English accent and sometimes uses English words.
Background:
Heather was born in London, England to an artist mother and an engineer father. She showed artistic talent at a very young age and was further taught by her mother. She graduated from high school with excellent grades and has never had less than a 3.8 GPA in her life. She's been in Track from age 9 all through college and has taken gymnastics for 7 years. She lived in England until she was 18, when she moved to the U.S to go to Yale on a track/academic scholarship. After she graduated she decided to stay in the U.S, and eventually moved to Megatropolis.
Strengths:
Heather is in good physical condition and enjoys working out at 3-5 times a week. Most of her strength is in her legs, though. She's fast, has endurance, and is quite flexible. She's also confident, smart, learns quickly, and has a photographic memory. She has an artist's eye, too, making it so that she notices small details that many would tend to overlook.
Weaknesses:
Heather sometimes gets overconfident in her abilities and attempts too much. She tends to be easily annoyable and sometimes little things can REALLY set her off. When she loses her temper she completely blows up and that can, and has in the past, get her into trouble. Heather has no fighting ability and couldn't defend herself for more than a few minutes if she was attacked.
Other:
Heather eats relatively healthily, but enjoys sweets and fatty snack foods more than just once and while. She also loves all animals, especially cats. She only owns one cat because apartments don't usually allow more. Her cat is a cute little tabby named Triss, whom Heather spoils rotten. She also loves having a clean house and hates messes. She likes to go shopping, swimming at the beach, and to parties. But she never drinks more than one drink at parties, hates getting drunk, and has always been the designated driver. She also likes to go out and sketch the people and places she sees, carrying a skech pad with her always.
The Assembly: Gambler's Ruin "NPC"
Gambler's Ruin is a small section of the Assembly, which often aims for their own personal goals. It is lead by an unknown man called White Dragon.
Hellcat
Name: Hellcat
Race: Daemon
Birthplace: Greece
Age: 205
Occupation: Succubus
Gender: Female
Moral standing: Villain
Appearance:
Hellcat is unnaturally beautiful. Her sticking features able to melt even the coldest of hearts with little trouble. Of course as a Succubus, Hellcat is able to change her appearance to what her prey wishes to see, though generally she can get her own wicked way in her natural form. She stands at 5'8'' with long ebony black hair reaching down past her shoulders, which she leave out to freely flow about her body. Her eyes are an amazing cloudy gray, and seem to shine like silver in even the deepest of shadows. Hellcat's body is lithe and slender, with finely polished curved flowing into one another, causing every move she makes to be smooth as silk and seductive. Her skin is olive in complexion, yet sometimes seems to glow softly like gold at times. Bellow her left eye is a tattoo of a blood red/ rust colored heart, which seemed to contrast with near perfection to her dark hair and tinted skin.
Clothing wise, Hellcat is usually seen wearing black ... being her favorite color ... and blood red. Covering her torso is an almost skin tight crop top with a elongated triangle strip flowing down the front from the center, a tiny piece of it continuing on from the end of the rest of the garment to point down to her stomach. Covering her slender legs is a pair of black pants that cling just as much as her top, making no mistakes on the close perfection of her figure. About her waist is a matching blood red scarf, tied loosely about her hips and two pieces left flowing down her thigh. Her shoes are high-heeled boots that hug her calf muscles. Their tips capped with steal, and the heels capped in much the same way. Over her delicate hands are a, pair of crimson gloves that stretch up her arms cutting off just before her elbow. On the back of her hands on these gloves is a small yet sharp spike. Her bare mid-drift displays a tiny red jewel pierced into the tanned flesh of her belly button.
Personality:
Hellcat is simply and purely born to seduce men and kill them. On occasion she had simply seduced and refrained from killing, but only if the particular male takes her interest ... Be it as a pet, or a challenge. She loves to flirt and cause havoc. Hellcat simply loves male attention and takes great pride in her 'art'. She is also prone to jealousy of other woman, and is known to kill her competition. No mistake should be made, that Hellcat is quite simply after one thing ... more or less ... and though she may act anyway one may wish, in order to get what she wants, she is most definitely not lady-like, becoming extremely feral when she wishes or in the heat of things.
Strengths:
Quite obviously if Hellcats ability to steal the heart of any male she comes across. It is very rare for her not to have her wicked way. She is also famed for her talent of setting one man upon another for her attentions, this usually resulting in death for one of the suitors, and the great amusement of her. Another talent of hers is a form of hypnotism, much like that of the fabled Vampires. Hellcat can hold the gaze of any male and hold him in thrall for as long as it takes her to blink. On occasion she had been able to take over the mind of weaker men, but this takes a little more concentration and effort ... something she has little patients for.
Another strength of hers is her speed, because she is light she is also fleet of foot. Hellcat can seem to almost fly over the earth when at full run and is able to jump great lengths "Though usually not heights" Her fighting skills are not one to be underestimated. Even by her slender stature, hellcat is a brutal and feral fighter. Using the back of her gloves as weapons, much the same as she does with the steel tips of her boots. Hellcat has learnt a very fluid form of fighting, relying on speed, and using her body as a very efficient weapon!
Weaknesses:
Hellcat's powers of enticing men are simply that ... Men ... She is unable to do the same with the females of any race. Also, if the one she tries to control is in fact in love "This means strongly ... not a crush or the starting states of it" She finds it extremely difficult to control her prey. Her power to thrall only lasts as long as she can retain eye contact with the male, meaning if she blinks, her spell is broken. Another aspect of her weaknesses is her strength, though exceedingly fast; she is not that strong physically. If taken by someone that exceeds her physical power "Which is quite a large majority of the male population" they wouldn't find it that hard to hold her. Hellcat is also allergic to bright sunlight, and prefers to stay indoors when the sun is brightest during the day ...
Her final weakness is bloodlust. Hellcat, as a succubus has to take in a given amount of 'essence' from any male each day. If she fails to take this essence it results in a form of bloodlust, where she goes out in search of the first living thing and slaughters it ... taking on all of it's life energy into herself. It only takes one or two kills to fill her if this happens, but lasts as long as it takes to find her victims, and causes her to slip into a short coma afterwards. In this Coma Hellcat usually will not wake up for up to an hour.
Background:
Very little is known about Hellcats past. All that has been found out is her place of birth, an island of Greece "Lesbos" in the Aegean Sea. Anything after that is a mystery to everyone but herself, and if she will every tell anyone her dark secrets ... if left for the future to tell
"OOC-well been playing Hellcat long enough I think...time for some juice details :P"
There is little to nothing known about the demoness who takes the Alias 'Hellcat'. Yet it is known that she was born on one of the many islands in the Agean sea, off the coast of Greece, over two hundred years ago. Though there is little concrete information, there is a scorce that tells a legitimate tale of her past written by a man called John Pagus. Born in 1745 c AD he became one of the most feared demon hunters in the mediteranian. He recorded the information he was able to collect from Hellcat in his years of hunting her. He wrote a book upon it that he later puplished himself, creating a total of five copies. One of which was a bound copy of his original notes, Burnt the year of his death with his body. Another was given to his son, later lost in the pasific ocean after his ship mysterious sunk. One was stolen and suspected to have been sold in the black market, later lost by time and no futher records of it have been found since. A fourth is suspected to have burnt in a fire some hunred years past. The fith, and only known copy is currently owned by a collecter located in germany. Part of his private collection of unusal writings.
From these writings few ezxcerpts have been taken and used by other modern day demon hunters, the invanulable use of John Pagus' writing have been used for years to aid in similar hunting.
Chapter 2 paragraph 45
It has been brought to my attention that, a young woman, posing as a wrench in a brothle with in the general area ha sbeen accused of whichcraft? I am usure if these claims are legitimate, but many a woman in the local village have complained about her immoral behavior and 'seduction' of many otherwise honourable husbands. The woman's name I have not yet discovered, but have decided to invesitgate the matter...be the claims true, the world will be rid of yet another evil...be them fulse, I see it in my own right to help her escape this injustice done to her..."
Chapter 2 paragraph 59
The 'witch' that i have come to know as Hellcat, was indeed, no witch. Yet what I did discover of her blood was much more disturbing. She si daughter of a demon known as Ruthial, an Incubi I had the displeasure of meeting in my travels about Athens. It is said he originated from the Asian terratories? But I never found out if these claims were true, for someone bet me to the punch...I suspect his daughter. Her mother, I understand, is only human, a local woman of the village who was killed some years back by what the natives proclaim was a curse...I have come to understand it was more of a demonic attack by Ruthial's people, in need to rid themselves of the hybrid child she bore...yet it seems their attempts were unsuccsessful? If this is true, and she is the daughter of the demon Ruthial, that would make her some 20 or more years older than me? I am looking into her true name and age still...
Chapter 4 paragraph 20
...Her name is Lanyah "La-ney-ah" Olpympera "Oh-lim-per-ah" Why she changed it? I do not know? And she was born in the year of 1772 AD making her at least 27 years older than me. She is young for a demon, yet possess strengths I doubt any of her kind hold, yet she also has many weaknesses not commonly found in her race's talents. I am curtian this is due to her mixed blood. I have tried many attempts to subdue her and help her see the light, she is hald human after all...but at the mention of her humanity, she has become quite vicious and feral. I fera she has been corrupted far to much for my help, leaving but one solution...extermination.
Chapter 56 paragraph 69
It has been many years, the year is now 1904 AD, the bite I recived from the demoness has had ill effects upon me...Her kind is too colsely related to the vampiric for my apparently weak flesh to resist...I have aged, slowly, but I have aged, and I have outlived my son...God rest his soul...thought I know I am no immortal, I fear what curse she may have placed upon me...but I can no longer ask. I found killing her not to my capabilities, but tricking her, I could do. She is now sealed away. Hopefully forever, thought nothing is forever is it? If anyone finds that tomb, I pray for them, never to open it...
"OOC-Yayyyyyyyyy I finally did a half way decent drawing of Hellcat XD *does a crazy dance* So here is the link to it
http://www.deviantart.com/view/7654610/
Behold my awful drawing skills...and yes she is getting a new outfit and this is what is it gonna be...yay! I thought she needed something more gothicy *shrugs* that and I like chains...Ooooo chains..."
"OOC: 'groans' oh no sugar high goth "I jest""
"OOC-yes fear me! FEAR ME AND ALL MY SUGARINESS! *really should lay off the sugar now*"
Drake Williams

Real Name - Drake Williams
Age - 30
Marital Status - Single
Occupation - Private Detective
Super Powers - None
Super Weaknesses - None
Strengths - Licensed Private Detective/Investigator. Clever, focused, pays attention to detail. High level of fitness with routine workouts and eating a healthy diet.
Weaknesses - Has a fear of using firearms. Also, although he is in good shape and can throw a punch as well as anyone who shares a high level of fitness, he has no effective hand-to-hand combat training. He attended a Police Academy but was discharged before reaching the hand-to-hand combat portion of the training.
History - Drake always wanted to help people and he always had an interest in the world of sleuthing. His life's ambition was to become a cop and work his way up the ladder until he reached Detective. However, midway through the Academy, Drake accidentally shot an instructor, during firearms training. Luckily, the instructor lived to talk about it. Unfortunately, Drake has had a fear of using firearms every since and can no longer use them. Obviously, this hampered his ability to finish the Academy successfully and become an active Policeman, even though he scored off the chart in every other aspect of the Academy that he had managed to attend. Never one to accept defeat, Drake took on the task of becoming licensed as a Private Detective. He accomplished the training and became officially licensed. He fulfilled his dream of participating in a line of work that involved deduction, tracking, and solving crimes and now has the opportunity to do so without the use of a firearm.
Personality - Drake is a friendly and lighthearted guy but he can also be focused and results-driven as well. He believes in justice and hates to have an idle mind.
Transportation - Drake usually relies on public transportation to get around. He hates traffic and decided long ago that, in the big city, there was no use for a car when he could simply take a taxi, bus, subway, or easily walk.
Phiber "NPC"
Name: Phiber
Real Name: HR0001
Race: Human Replica
Gender: None "But asumes one of a male"
Age: 1 week old
Height: 6"5
Weight: 584 lbs
Occupation: Human Replica
Description: Phiber is a strong looking man. He is 6"5, and looks like he could crush bricks over his head "In actual fact he could". Although he isnt bulky muscluar, he is of a medium build, but without an ounce of fat on him "He is a machine after all, so he doesn't need fat to survive". He is of average appearance, short white hair, blue eyes, tanned synthetic skin. His voice is deep, clear and full of strength. He wears what ever clothes he is given, which is usually militay fatigues that are suited to the mountains. The jacket is normaly undone at the front, and a muscle shirt underneath, with the pants being tucked into heavy combat boots, with fingerless gloves. Underneath the seeming human appearance, is a machine. HR0001 is really just a metalic human underneath the synthetic skin.
Super Powers: His a soldier machine that was designed for one purpose: Brutal objective completion. Unlike other creations from the NFG, which can all prove to be versatile, HR's are not. The NFG is hoping to have them replace their front line grunts, as mindless, tireless, obedient soldiers, which use brute force rather than tactics. As such, he is imensely durable, and with super strength. He is unaffected by what would normal affect a human.
Super Weakness's: Their programming does have a flaw. He was designed for brutality, rather than tactics, meaning that even a year 10 high schooler could outsmart him when it came to tactics "He isnt stupid or unintelligent, he can think and learn just like others, but his tactical programing leaves a lot to be desired". If confronted with a SWAT squad, his answer to them would be to shoot/beat each one, rather than take into account environmental surroundings, spread out, possitions, location ect. Despite being unaffected by the same things humans are, he also has weakness's that they don't. Strong electrical currents, EMP's, virus's and hackers "If you managed to plug something into the back of his head and hacked in, your got into him via the NFG network", energy/battery. If you drop him in a large body then it will definitely buy time "he cant swim, so he will just sink to the bottom then walk across it until he comes above surface". His weight can be a problem as well "have you tried walking across wooden bridges and things when you weigh over quarter of a ton?". His synthetic skin can also be tricky, people who are right up close to him can tell that he isnt what he appears to be. Plus have you ever heard of things such as big magnets? Not only do they attract metal and stick to them, but they also scramble electronics and that when they are to close. Plus, being a machine, he is an A.I unit, meaning that the inner workings of his computer system is incredible advanced. No one would be able to fix/repair him if that system somehow got damaged, the NFG wouldnt either because they are testing him, and so leave him on his own, cover it up, and dub the project failure.
Strengths: His a machine. Basic military training programming when it comes to the operation of machinery, weapons, hand to hand fighting and as such "although barely any tactical knowledge". Also, despite weighing a quarter of a ton and being a machine, he can run suprisingly fast, and because he feels no fatigue or needs no food and breath, he can keep going.
Weakness's: Once again, his a machine. He has had no social interaction programming, and this can lead to unneeded scene's "Such as barging straight into a well to do ball simply because a target ran in there". Plus he doesn't blink, and for people watching him, this can be quite strange and giving away "it is once you think about it".
Bio: Nothing much is to be said about Phiber's history. He has none, he is only 1 week old and fresh off the production lines. Phiber is a Human Replica Machine, designed to immitate a well built human, and are meant for one reason only: Brutality. Their mindlessness will mean they will not think about personal saftey or well being, and will obey any order once it is given, to the best of their abilities.
Phiber is the first, of what the NFG hopss to be a long line of new mechanical soldiers to replace their current organic ones, that are proving to be more and more difficult to control and maintain because of individuality, expression and the fact that they actually have a mind "While a machine has none of those", despite their programs to drill nothing but odediance into them from birth, although the NFG are developing a brand new line of E skins to replace their current.
Phiber is being tested, and is still a prototype. The single decider of whether or not the new mechaical model will go into production, is whether or not Phiber accomplishes his mission: Termination of the rogue AE Assassin, AE 17 a.k.a Josie El Taurus and any affiliates. Its pitching the mechanical against the organic.
Forsil
Secret Identity: None
Race: Lycanthrope "Wolf breed"
Birthplace: Norway, 777 AD
Character Age: Unknown
Occupation: If any, adventurer
Gender: Female
Moral Standing: Oddball
Appearance: Forsil looks like a healthy woman, being in prime physical condition. She is 5'11 in her human form, with brown silky straight hair down to the bottom of her shoulder blades. Braids and some other assortments make up her hair, but it is generally normal. Her cheekbones are defined, her lips full, her eyes are large and brown and has slit pupils instead of round ones. She normally dress's unnoticeably, with just a plain black jacket, jeans, heavy boots, tank top and fingerless gloves. Around her neck is a small necklace, with a pair of crossed hammers as the little decoration. She looks like young woman in her early 20's, but don't let her appearance fool you. She has placed a firm, unforgiving front to persuade people out of getting to know her better. In her other form, her half-woman half-wolf form, she is little less that fearful. 9 and a half feet tall, arms as thick as your head and pure solid muscle. A head like a wolf, her entire body covered with deep gray fur, 5 digit hands that are large enough to crush a man's head, with fingers ending in razor talons. Her maw is full of long, sharp, pearl canine teeth. Her clothes seem to meld into her body when she changes, so they do not tear, and they don't stretch with her.
Super Powers: In her normal human form, all she has is a keen nose, ears, and the eyes of a canine "except she see is in full color, even during night". But in her half wolf, half woman form, she has enormous strength, and rapid regeneration. She is a predator, and she hasn't survived something thousand years of life by being a push over.
Super Weakness: Dog whistles hurt her quite a bit as one might think of. Also pure elements can cut through her like a hot knife through butter. Someone holding a pure silver spoon could punch a hole right through her stomach, while pure oxygen could send her into a coma until other elements mix with it. A collar of silver or iron keeps her from changing into her wolf form. As well, as for 5 days and nights every 3 months, she goes on heat. Which, if you are a guy and being chased by a 9 and a half-foot mountain of muscle and fur, is not good. It can make her act more than in an odd fashion.
Strengths: She has been around quite a while. She has a very large knowledge of historical events and the supernatural. Whether its vampires, zombies, elves, or dwarves, she'll know at least a bit about it. She has outstanding hand-to-hand and melee skills "especially with Odin, her hammer". She has enough cash to get by, because she doesn't tend to stay in one place in the city for too long, so she doesn't keep a job. She instead tends to do one off jobs for people whenever she needs cash. Her hammer is huge, and held with both hands. The end of it is double sided, with runes carved into the worked metal. She normally keeps it whatever place of residence she is staying at, because it is far to big and heavy for her to use in her human form "yes, it is huge". She can speak German, Latin, English, her native tongue and Icelandic. Forsil also has quite a capacity to drink vast amounts of alcohol.
Weakness: Despite her unforgiving front that she has put up, she gets rather lonely, and she can't find any other of her rare species. This tends to make her distrustful of nearly everyone. Cats are also a problem. They don't like her, and she doesn't like them. Its just a subconscious thing that she cant help. In her presence cats hiss and spit, this can be bad for whenever she is trying to sneak up on someone in an alley, or any other cases where a cat wouldn't matter at all. Forsil has also known to go into a bit of a blood frenzy as well. This can be summed up to one word: bad. For her and any companions. She will generally drop whatever she weapon she is using, and go at it tooth and claw. In the past this has lead to things such as consumption of people, killing friends, and getting herself near killed during her mindless assault.
History: Forsil was born in Norway, 777 AD. The conditions "weather wise and such" while growing up for her were harsh like they where for others of her age, and she soon learnt all the proper duties of a woman "which were considered equals in Viking society", as well as that of a warrior on the side. She was one of the tom boy girls, and after experiencing her first "change", her father knew that she had inherited the family genes, so made exceptions to bring her with him on raids, 18 years later. Being the eager young pup she was, she had no hesitation in accepting the offer.
It didn't take long for her to hardened into a more seasoned veteran, and rapidly gained respect among others of her raiding parties. Being the adventurous type that she was, she wasn't worried a whole lot when she was separated during a raid, and had to fend for herself in Europe. Her personal exploration of the continent was rather a joy for her. She couldn't speak a word of anyone's language, and was recognized everywhere she went, which got her into more than a little trouble when she wasn't able to explain
herself. But all this just added to her experience, and she was able to evade authorities each time some militia made a move on her. Either by killing them all, or just plain sparing them. She was only 26 at the time, yet thanks to other aspects of her body, she remained to look in her early 20.
She traveled about the land. Wide-eyed and curious despite the iron will and warrior that lurked just above the surface, Forsil soon found it a much pleasurable occupation as a wandering traveler. She moved from country to country, fighting here and there. Vampires where her largest problem. But they never held any real threat to her, and she made short work of any cocky young vamps that came after her.
Years of traveling saw her eventually blend in. She came across people that could teach her the gift of communication, teaching her many languages to help her communicate with others. She eventually mixed her dress with others of the land to make her less eccentric.
Time went on for her. She saw the rise and fall of quite a few civilizations. She hired herself out as a mercenary with very pleasing results. She crafted her own huge hammer when her old axe was destroyed in a battle.
The 20th century saw some change for her. Things that she never thought possible happened. Such as the atom bomb, man landing on the moon "supposedly", her migrating to the USA, Vietnam -- many things.
She doesn't like the age things as much as she did the old ways. Things where a lot more simple then. She doesn't like technology an awful lot, but has learnt to use things such as firearms. She was even adopted into a US military project with concerns of supers, genetics, DNA and shape shifting alterations "Just having her brain change shape should kill her, yet it doesn't". It saw her being backstabbed, cornered, and being used as a scientific lab rat for double figure number of years. This is what leads for her hate for governments, and everything they stood for. She now only saw them as back stabbing pricks who would screw over anyone, anyhow just to further their own agendas.
Once she was out of that, and she had her named cleared somehow, she set about the country once more. Setting up home in Alaska, because the snows reminded her of home. Something that she isn't going to go back to for personal, pride-related reasons. But, she is a creature of habits, and something she didn't pick up from her wolf bloodline is territory. She is a mover, and her next migration was to Megatropolis, where she lives now.
Smoke & Mirrors
Character Name: Smoke
Secret Identity: Pryce Daniels
Birthplace: U.S.
Character Age: 25
Occupation: Magician, member of The Guild
Gender: Male
Appearance: Pryce is a tall, well-built young man of African American decent. He is muscular and masculine, handsome in a hard kind of way. He has black hair, usually cropped short, and dark green eyes.
Moral Standing: Oddball/Hero
Super Powers: Smoke utilizes a various assortment of smoke bombs, which he carries strapped to his chest. Some emit breathable smoke, some do not. Smoke from some of the bombs is light and hazy, while some is thick and grayish-black.
Super Weakness: Large amounts of wind can blow the smoke away. Infrared, radar, and heightened senses can "see" through the smoke.
Strengths: Pryce is an accomplished kick boxer, with a near-expert level of slight of hand techniques. He also has infrared goggles to see through his own smoke.
Weakness: Smoke sometimes can be too rash and make mistakes.
History: Smoke, along with his partner Mirrors, was given a gift by a respected magician that had passed. The gift contained two stones, one white and one black. The stones had been used by the magician to produce extraordinary effects of smoke and mirrors, as part of his act. Smoke and his partner Mirrors were pupils of the magician and were now the sole owners of the stones. Now, they each held part of the power that their mentor possessed.
Blinded by greed, the two opted to use the power of the stones to aid them in a life of crime. Their chosen criminal field was that of thieves and one of their first attempts at burglary landed them bound and beaten to within an inch of their lives, after unknowingly choosing to rob the headquarters of the most notorious crime lord in the city, Mastermind.
Mastermind saw potential in the two thieves and struck a deal with them that worked in his favor. Either they would work for him or they would be hunted until they were killed, along with any family and friends. Obviously, Smoke and Mirrors decided upon the only logical choice of the two and that was to work for Mastermind.
And, work they did. The two thieves pulled jobs that caused their reputation as the most successful thieves in the city to soar above all the rest. They were the best of the best. They could acquire any item of Masterminds choosing, no matter how dangerous.
As time went on, the two grew leery of putting their lives on the line for a blackmailing, criminal kingpin. They devised an elaborate plan to fake their deaths at the end of their newest job, which was the only way they could see breaking away from the King of Organized Crime.
As many plans go, theirs had been altered as it went. Smoke's partner, Mirrors, had been shot on the job before the one that was to be their last. As Mirrors was entered into the hospital, Smoke was left to finish the job himself, but not before attaining a brief moment of self-awareness and throwing both of the stones into the Megatropolis Harbor. In Smoke's eyes, the stones had caused all the trouble.
Meanwhile, Mirrors not only had been operated on but he had admitted all that he and his partner had been involved in to the police, gaining witness protection for he and his partner's family, in an attempt to put Mastermind behind bars.
Smoke attempted the last job and faked his death by ingesting an herbal substance, created by long-time friend Voodoo Star, which slowed his heartbeat to a crawl. After striking his head on a "fake-fall", Smoke appeared dead.
When the time was right, Voodoo Star and some fellow associates woke Smoke up in the morgue and replaced his body with another that they had dug up. Smoke was now "dead" and after Star's organization had informed the group they had kept track of Mirrors and that he was at Mercy and Grace hospital, Mirrors had then been "kidnapped" by unknown forces.
With their newfound freedom from Mastermind, Smoke and Mirrors decided to take the offer of Voodoo Star and join his organization, The Guild.
The Guild is a secret, worldwide society of magicians that use their talents to fight the underworld, each with their own reasons. Smoke and Mirrors joined this organization and became "underground heroes". Their tactics usually dub them as villains but when the time
is right, they emerge as heroes.
Character Name: Mirrors
Secret Identity: Maxwell Griffin
Birthplace: Megatropolis
Character Age: 24
Occupation: No Formal Occupation - Freelance Crime
fighter working for "The Guild"
Gender: Male
Appearance: Maxwell is a good-looking young man of moderate height and build, lithe and athletic from years of Gymnastics. He has blonde hair and blue eyes, and the fair skin that usually accompanies such. Otherwise, he is rather unremarkable.
Moral Standing: Oddball/Hero
Abilities: Maxwell has a Bachelor's degree in electrical engineering, with specialization in both optics and robotics. He has a natural affinity towards electronic devices, knowing most basic systems inside and out. He can, with enough time "usually quite a bit" and components, put together a device capable of accomplishing most any task he can think of.
As a hobby, Maxwell is a well-trained illusionist, able to perform a number of slights of hand ranging from simple card tricks to making things disappear. His ability to perform such feats grants him astonishing manual dexterity and speed. He is also an excellent gymnast, having trained since youth.
While he can fight if necessary he isn't very good at it, and will most likely lose to a stronger or better-trained opponent.
Maxwell has no supernormal abilities at all. He does, however, possess a number of electronic, robotic, and fiber-optic devices of his own design, of varied purpose and effectiveness, as well as a collection of mirrors of all shapes and sizes, which he can utilize in a number of ways.
His most commonly used artifice consists of a pair of mirrored gloves connected, through fiber optic cables, to a belt-mounted light emitter, which can produce pulses of light in various color, duration, wavelength and intensity, which he can then manipulate with his hands. He also commonly carries an expansive tool kit and a bandolier of flash bangs "stun grenades".
Of course, as with all makeshift equipment, there is a possibility that any particular device Maxwell creates may fail. In addition to this, the function of the light-based devices he uses is wholly dependent on the illumination of the environment and the perceptiveness of the target"s" he has chosen.
Origin: Because of his training in engineering, Maxwell creates all of the devices he uses himself, except for a steady supply of flashbangs that he gets from the same source as the smoke grenades his partner, Pryce Daniels, favors.
Personality: Maxwell is serious, level-headed and very straightforward, and this can make him brutally honest at times, as he often sees situations only in terms of the relative facts. His graveness aside, Maxwell is quite affable, if a little shy, and very loyal to his friends. He isn't overly aggressive, though he will lose his temper rather quickly if his loved ones are threatened.
Mistakes he made in his early career lead to one such threat being leveled against all of his friends and family by the crime lord Mastermind. He now works to eliminate threats such as Garbone, hoping to someday pool enough resources and information to topple his Underworld empire. This was a key factor in his decision to join the Guild.
History: Maxwell Griffin began his career as Mirrors shortly before leaving college, using one of a pair of magically empowered stones to give himself power over the reflection of light. With his friend Pryce, armed with a similar stone, he began a short-lived career as a thief.
His skill with electronics and his natural acrobatic ability often helped him more than his hyper-reflective skin, though he still utilized the power in times of emergency. Working in tandem with Smoke, he participated in a number of successful and daring heists, stealing more that twenty million dollars worth of artifacts. Unfortunately, the pair of thieves saw little of the money gathered, as most of the work was done for Francis Garbone, the mutant crime lord Mastermind.
This unfair arrangement with Mastermind, coupled with Maxwell's intense dislike of Mastermind's lackey, the Negotiator, led the pair of thieves to devise a plan to wrest themselves from under the crime lord's boot heel, faking their own deaths during the robbery of the priceless Egyptian Book of the Dead.
The robbery was foiled, and Maxwell shot in the process. Pryce, though worried for his friend, disposed of the magical stones and continued as planned, faking his death and escaping from the morgue at a later time. With help, he kidnapped Max from the guarded hospital room the thief was being kept, and took him to a safe house far outside the city - though not after Maxwell arranged for his and Pryce's families to be placed in Witness Protection.
At the safe house, Pryce introduced Max to a new plan he had formulated. Using a connection to a strange organization of magicians known only as the Guild, the pair of ex-thieves would be set up as crime fighters, though not in the usual sense. The Guild took on large-scale criminal organizations with infiltration and subterfuge, toppling them from within. A perfect tactic to see an otherwise untouchable crime syndicate, like Garbone's, destroyed.
After he recovered from his injuries, Maxwell was set to return to action as Mirrors, though this Mirrors is quite a different one than the one he left behind. The only magic's this one has are the purely human kind - ingenuity, heroism, and a little slight of hand.
Smoke has recently begun to utilize an assortment of Mirrors's devices for a special mission of sorts, because Mirrors is currently wounded. Among the devices of Mirrors he intends to use are actual mirrors that have been previously explained in this bio, and a reflective jacket that has not.
It is a trench-jacket that is white in color and covered in a highly reflective coating. Between darkness and minimal amounts of light, the jacket appears as a normal, white trench jacket. However, in ample supply of light, the jacket's reflective coating is affected.
Providing a sort of "optic-camouflage", the jacket enables the wearer to blend into backgrounds and be unseen, as it reflects areas around it.
This only works at a distance of fifteen feet or more. Any closer, and anyone can tell that there is a seriously distorted image nearby.
Golems "Dr Bile's Prime henchmen" "NPC"
Dr Bile's foot troops... Hard but not invincible each one take about three time the amount of damage a human would before biting the dust. They are armed with a pump action shot gun and a titanium 'bastard sword' "i.e. hand and a half sword". Each Golem has rudimentary problem solving but nothing more sophisticated... EMP is the bane of Golem. As about 75% of a Golem is electronic their combat capacity is reduced to virtually null if they are hit by EMP blasts...
Detective Ian Anderson "NPC"
Name: Ian Anderson
Postion: SCD Detective
Age: 26
Birthplace: Megatropolis
Nationality: American
Secret Identity: None
Race: Mutant
Super Powers: Ian has the ability to absorb energy from sunlight and then emit it as a concussion force from any place on his body. Ian's concussion force does not burn, it is a form of controlled energy that hits a person like a wave of matter. The concussion will only cut flesh if contracted into an extremely small beam that would then force itself through the target. The concussion blasts would also go through a person who could not be pushed as they normally do to a target.
Super Weaknesses: Ian's body at times explodes with concussion energy. This happens whenever he goes too long without firing a concussion blast. If he were out in the sun for several hours, he would have to blast or explode. This first happened at school during his English class. He light concussion energy exploded from his body, ripping off all his clothing and throwing everyone near him out windows, against walls and such. Ian has no explanation for why this happens. It causes him an extreme amount of pain and it is assumed that a strong enough blast could kill him. The blasts leave him unconscious and in a bad position if he is in the middle of a fight, assuming his enemy isn't thrown away in the blast. Ian also experiences one of these blasts about once a week no matter what he does. He then has to drive out to the outskirts of town and wait for the ensuing explosion, or risk hurting innocent people. Ian is also hit by a recoil when he uses his concussion blasts, a bigger recoil depending on the size of concussion blast. Ian's powers rely on the Sun and if he is ever out of the sun for more than a few hours, his powers will not work until he "refills". He can generally refill quickly enough, about an hour or two in the sun without any use of his power will put him back to a normal energy level. If Ian prepares to fire, he cannot stop it. For instance, if he charges up for a huge blast in order to destroy something and someone were to jump in front of it, he would have to divert himself or fire at the person. Also, Ian's body seems to crackle and spark with energy just before he shoots, which would give away his position if he were in hiding.
Strengths: Ian's powers could be said to match his personality and his attitude about life. He is a bright and sunny person with a sense of morals that few people could follow. Perhaps it is because his power doesn't easily kill others? Either way, Ian has never intentionally killed another person and hopes to never have to. Ian is physically trained and a better than decent fighter, trained in boxing.
Weaknesses: Ian's greatest strength, his morals, is also his greatest weakness. Because Ian refuses to kill others, he will not take the sometimes-drastic measures required to save someone. In a hostage situation, he will try to talk the person down, but he wouldn't kill the person, even if he knew it would save the hostage.
Appearance: Ian wears near nothing, usually a pair of biking shorts and a sleeveless shirt, to absorb the best amount of sunlight possible. His short blonde hair and blue eyes help give him the appearance of the typical "surfer guy", a man with no troubles.
History: Ian did not begin his life wanting to help people. He wanted a normal life. He didn't become aware of his powers until high school when he felt his first concussion blast, but it was an explosion that caused his English classroom to explode. Three of his fellow students were killed that day, but no one could tell that he had caused the explosion. Except, he knew. His injuries were extreme because all of the energy that he had stored since the day he was born exploded at the age of 16. Ian was in the hospital for almost 6 months while doctors treated his extreme injuries, his arms and legs had all been broken in the explosion and it took forever for him to heal. When he was well again, Ian finished school. He came to the conclusion that he must have these abilities for a purpose. That purpose: protection. As he graduated High School, Ian saw how the supers were treated, people looked down on them, tried to hurt them, and were extremely prejudiced against them. Realizing that he needed to keep his powers a secret, Ian decided to find another way to protect people. He went to the police academy and became a police officer. After several years of being a good and effective cop, although he was known for being near useless in a firefight because he refused to kill another man, he grew in rank until he passed the detective's test and became a detective. He was offered to move up, but decided he liked the position. Then, something happened that made Ian's life make sense. The Super Crimes Division was opened up and he realized that they wanted actual supers in that division! He signed up the second he heard about it.
Please note: This character is NPCed by Rebel's player and any requests for his involvment in any SLs should be sent to this email adress.
Johnny Killjoy

REAL NAME - John Black
AGE - 30
MARITAL STATUS - Single
BIRTHPLACE – U.S.
OCCUPATION - Bounty Hunter with a penchant for bringing those with prices on their heads back dead more often than alive. When not collecting on a bounty, acts as nothing more than a vigilante with a ruthless sense of justice, when the mood strikes him.
ABILITIES - Firearms and explosives expert with plenty of both to go around. Hand-to-hand combat level is that of a frequent brawler.
WEAKNESS - Bum left leg. Walks with a visible limp, which shows as a weak spot and target. The leg also slows him down and prevents him from exerting himself to anything more than just an occasional, short sprint. Leg cannot be used for long periods of time without intermittent breaks of Johnny getting off of his feet.
HISTORY - Johnny was a member of an elite Special Forces organization in the military that conducted black ops all over the world. He was trained to be a killer and developed an expertise in demolitions and firearm weaponry.
From there, he entered the civilian world and used his skills as a mercenary, killing for money.
Afterwards, he was re-instated back into his old Special Forces cadre which had been assigned to a Top Secret mission that was known only to the President and a few, select military advisors.
The mission was to utilize Special Forces teams in a domestic, civilian environment for the purpose of hunting any and all criminal element for termination, in an attempt to cleanse the cities of the country more efficiently.
Only the best of the best were selected and the team Johnny then belonged too was code-named, The Specialists, each with their own particular set of skills. The operation was code named, Operation Clean Sweep, and The Specialists did their fair share of cleaning house in the city that had been selected for them to operate in, Megatropolis.
After an information leak on Capital Hill of the possible, government-supported conduct that was taking place in Megatropolis and elsewhere, The Specialists were quickly disbanded before any trace of their activities could be investigated.
Johnny stayed in Megatropolis and soon found himself in battle with a super beast named Wraith, who had caused the ex-Specialist considerable damage. Once healed by the heroine Remedy, Johnny discovered he had endured a side effect of her power that changed not only his physiology, but also his mentality.
Killing in cold blood was no longer acceptable to him and after toning himself down, Johnny took on a new line of work, which was that of a Private Investigator.
After solving a large case in Neo-Tokyo, Johnny found himself on an intriguing adventure to the Moon, with the most prominent super-team of the city at the time, The Defenders. The trip left him with an injury to his left leg that caused him to suffer a new weakness.
The Moon trip also caused a change in his persona. After regaining control of his mind, body, and spirit from that of a demon possession, Johnny viewed life differently than before.
The evil that coursed through Johnny, while possessed, reawakened his acceptance of killing and cold-bloodedness that had been instilled in him long ago and continued to do so even after the possession was over.
Having been possessed by the demon also created hatred in Johnny for all things evil and that hatred would be directed to those as far down the food chain as a simple criminal, which had similarity to his days in The Specialists.
This time, however, the government would not be paying Johnny to kill. Instead, if he needs money, he takes on yet another line of work, which is that of bounty hunting.
Unfortunately for those with bounties on their heads, some are wanted dead as much as alive. Those are the jobs that Johnny usually picks, taking pleasure in killing what he views as scum and getting paid to do it.
And, if money is of little concern at the time, he still tends to deliver his rough brand of justice whenever and wherever he sees fit.
TRANSPORTATION - Johnny gets around in a jet black, 1973 Pontiac GTO with 15 inch Cragar S/S wheels, a V8 400 cubic inch engine, Flowmaster exhaust system, and at least two cans of NOS underneath the chassis at any given time. Johnny tends to use the trunk space of his car to transport large quantities of firarms and explosives that he intends on using. He also has a police scanner in the car that he uses to find trouble and/or those he is looking for.
Johnny's car:


Evil Doom Wailer - Shera Keyu
Character Name:: Shera Keyu
Secret Identity:: Doom Wailer
Race:: Siren
Birthplace:: New York - USA
Character Age:: 20
Occupation:: Lead guitar and vocals in "Counter Parallel"
Marital Status:: Single "but is 'Seeing' people... Lots of people"
Gender: Female
Moral Standing:: Villian "sort of"
Appearance:: Shera Keyu is a young girl with a Asian complexion, she has shoulder length blonde hair but always wares a cowboy hat. She wares baggy "Blue Bolt" jeans and a tight T-shirt. She carries an electric guitar over one shoulder at all times. When In heroin mode "Doom Wailer" she wares the same clothes but take off her hat to show the wing attached to her head.
Super Powers:: Shera Keyu has the ability to fly "because of the wings on her head". She also has the ability to control sound. Currently it is only sound she makes "hence the guitar which she can use with out and amp..." how ever she is working on any sound. She can control it to build up pressure and hurt people... to knock them around or to deafen them.
Super Weakness:: Shera Keyu can't stand to hear slow non-rock music. She has to cover here ears and, if she can't escape, will eventually pass out "bad singing also has this effect". She is very sensitive to damage to her wings and will avoid any risk to them. Shera Keyu is only human "with some extra powers" meaning she's weak to human weaknesses. She can take slightly more damage than a normal human but that's all.
Strengths:: Shera Keyu no longer believes that her powers were a gift from nature. she dosn't care about the evil forces of the world as she is now one of them. It is because of this belief, or lack of same, that Shera Keyu feels she no longer has a reason in the world and so dose anything just because she is bored. This appathy makes her an unpredictable foe who is just as likely to kill you as walk away and find something else to do. She has a lot of contacts in local environmentalist groups.
Weakness:: She is very rash and hot headed. She'll often blunder into any trap that is at least slightly concealed "if you paint this is a trap on the door she's unlikely to go in... unless she thinks its a bluff..." Since turning evil Shera has developed an insane streak. She will kill and destroy just to see what it will do while at the same time seems to be almost child like in her basic approach to the world...
History:: Born in New York as an obvious mutant "the wings where a dead give away" she was abandoned to a mutant orphanage. She stayed there for 13 years with out any show of her powers other than wings... At the time the wings couldn't hold her weight so she couldn't fly. This left her annoyed at being a useless mutants. She decided she'd rather live with none mutants and managed to get transferred to a privet school where she was able to hide her small wings. By 18 she'd left school and was working in a music shop. This was when one of the local bands noticed her guitar playing skills and 'drafted' her. For a year the band enjoyed small success and eventually split up. Around this time Shera Keyu's powers developed to full strength and she discovered just how destructive she could be so she fled New York. For a few months she busked on the streets of different towns until she met up with a few friends from her school. They decided to form a band called "Counter Parallel" in full knowledge of Shear's mutant powers. For a while they were touring around America until they eventually came to Megatropolis "a grate untapped resource, according to Shera Keyu, as it doesn't appear on many maps". Here Shera Keyu discovered she could actually do some good with her powers and so decided to settle, with her band.
After a while on the gig scene in Megatropolis Shera played the Megatropolis Battle of the Bands "hosted by Amber Reinholt". Although Her band didn't win they did manager to get a contract tour out of it. This would had been a good way to get their music out there where it not for the fact that the other band was made entiry of demons who were sucking the souls of their fans out while they played... After returning to Megatropolis one of Shera's 'friends' decided to use one of her powers on Shera. This power has currently turned Shera into a villain for the for seeable future...
Flying via wings on the head? Major owie.
not if ou are envoled that way... Shera's kind ike a siren only a mutant human to become a siren
oh good god I just seen how many mistakes I've made in that post...
My only excuse is I've been doing a lot of spray painting recenly and the fumes have go to my head...
Phobia
Character Name:: Joshua Draiican
Secret Identity:: Phobia
Race:: Human Mutant
Birthplace:: Megatropolis
Character Age:: 16
Occupation:: Student
Gender: Male
Moral Standing:: Villian
Appearance:: Phobia is tall and thin. He has dark brown hair with unusual black eyes cold as ice and is usually seen wearing a black shirt and leather trechcoat. He usually wears blue jeans and black boots. He has his left ear pirced and sometimes he will wear many chains. He also wears large black boots.
Super Powers:: Phobia has the ability to delve into the minds of his victims and discover their worst fears, enemies, or even friends and materialize them, forcing them to become real. Then, Phobia can then make the fears or friends do as he pleases, such as making them attack the target or pursuede them to go somewhere. Also, he can project the fear or whatever onto a person, animal, object, or even a building. Because of this power, he is also an emapath.
Super Weakness:: The biggest weakness of his power is that it is not real. It is a phantom and only the person whose fear it is can see it. So, someone could make the person realize that it is fake. On an empath, the fear almost never works because the empath can feel the fear coming from Phobia. If Phobia chooses to make the fear attack, it cannot harm or touch or be touched by the victim. The person may then soon realize that it is a phantom image. Phobia can only make the person's WORST fear appear once every day. Also his emathic powers can only be used to find fears or interpret feelings, and if in skin contact, intentions. Nothing else.
Strengths:: Phobia is very intelligent, but, does not look it. He is very knowledgeable in chemistry and can make very good explosives when he has the right materials. He also know quite a bit about knives and guns. He carries a large bowie knife and a whip for weapons.
Weakness:: Phobia is not able to brawl very well; in a brawl, he is likely to become seriously injured. Also, Phobia is very overconfidant. He will stay in a battle until he is hurt or dead. Phobia has no true home because his father is very abusive and his mother dead so he spends his time...elsewhere; he also has nearly no money. His home has made him very unstable mentally.
History:: Joshua Draiican was born February 21, 1987. He lived a typical childhood in the suburbs until he was 14. His mother died of cancer. Joshua began to shun friends and his father became abusive. When he turned 15, he learned that he had the power to make people see their worst fears. He has since been terrorising people and stealing.
This is Phobia's new car, stolen from a rich-kid student at PHS 43.
Oops! It's a 1971 Hemi Cuda everybody! These are EXTREMELY rare. Only 11 of the original were ever made.
Huh.I'll give you props for that one since Eric Draven"better known as The Crow" was driving a 1971 Cuda in the comic when he and his girlfriend were killed.
Thank ya much. This car is my actual dream car that I would give anything for...
Yeah, nice car. Johnny used to drive a black 1970 Cuda, 'till it was blown up by the late Lucky Eddie in a fight between GRIM and Liberty Army Base.
Damn, that sucks. But hey, on the bright side, you got your revenge by blowing Eddie's brains out, literally! Not to mention that your '73 GTO isn't exactly a junker. More like a bad piece of good ole' American muscle. And, thanks for the compliment.
Here is Phobia, drawn in all his glory by the sexiest succubus around, Hellcat.
not to mention the only succubus around *grins*
When you have a chance, I'm just getting back into it, and wouldn't mind the alliance. My character is about the same age. Nin is currently at the Last Stop motel dealing with a teacher reunion.
Shinobi
Pathos
Character Name: Ava Caulthorne
Secret Identity: Pathos
Race: Mutant
Birthplace: Megatropolis
Character Age: 17
Occupation: Student
Gender: Female
Moral Standing: Villian
Appearance: Ava is a typical teenage girl, one could never guess the amount of money she has because of her father since she dresses like any other girl and doesn't drive a fancy car. Ava typically wears pants and a top of various colors, shapes, and designs. Her long blonde hair and blue eyes give an all American look that most men find attractive, when coupled with her pleasant figure.
Super Powers: Ava is an extremely powerful empath with minor telepathic abilities. Her empathic abilities allow her change a person's emotions, causing them to do as she wills or to even cause another person pain. It also allows her to sense other people from their emotions; hence it is almost impossible to sneak up on her. Her minor telepathic abilities allow her to read thoughts, but only if the person is open. If they close their minds to her, she cannot force her way in. Because pain is also an emotion, Ava is able to strike people with extreme pain that usually centers on their head, but can spread to the rest of the body.
Super Weakness: Because Ava is able to read other's emotions; she can be easily over run by an overload of them. She avoids crowds because of this. Ava also feels any emotion she sends to another person, including pain, although because she is more used to it; she feels approximately two thirds of the emotion she sends out. Ava's telepathy is so minor that any person with psychic abilities will block her reading without even noticing. Ava can only affect a handful of people at a time powerfully enough to cause them to do something. She can however, affect the general mood of a large crowd. Ava cannot actually control what a person will do when they experience the emotion she puts into them, simply the mood and the way she causes them to act. She has also discovered that people are easier or more difficult to manipulate according to their usual demeanor. A normally nice person is more difficult to cause to be mean or hateful and vice versa when manipulating mean and hateful people.
Strengths: Ava is a daddy's girl with a lot of money. She is also exceptionally smart and insightful, because of her abilities and her want/need to understand them. She is very strong willed and will never give up unless she sees another way to get what she wants.
Weakness:: Ava's strengths are also her weaknesses. She is a bit of a sadist, and her intelligence only makes this worse. She has become corrupted by her power, mostly because she now believes that she is more important/powerful than "mere mortals". Once a young girl who wanted only to fit in, she now stands out because she manipulates people with her powers and believes that she should pay no price for it.
History: Ava grew up with her father after her mother died in labor. She has had a normal life and goes to a high school in Megatropolis, although she transferred to one outside of her neighborhood so that her classmates would not be as aware of her family money. Her father, Edward Caulthorne is a gentleman who is always thinking of others, especially his daughter. Ava's powers have always been present and she realized she was able to change emotions when she was ten years old. Unnaturally in control, young Ava never used her powers against anybody, until a thug attempted to steal her purse one night. She filled him with immense fear: actually a spill of her own emotions, into the thug. The thug ran away screaming about monsters. After that, Ava realized that it was rather nice, being able to change people and she slowly grew to use this power for her own devises, making people feel generous or kind in order to get something from them, or causing them to feel certain ways in certain situations to achieve something for herself. It took Ava a few years to realize just how great her powers were, but since she has, she has become a very dangerous individual ...
Elektrik
Character Name:: Elektrik
Secret Identity:: John Reham
Birthplace:: Lancaster, CA
Character Age:: 18
Occupation:: Student
Gender: Male
Moral Standing:: Villian
Appearance:: John "Elektrik" Reham is a tall young man with mouse brown hair. He
normally wears Hawiian shirts with a pair of khaki pants.He is not physically
impressive though his grey eyes give him a look of intense wisdom. When out as Elektrik rather than the mild John he wears white and black camoflauged pant and a similar jacket. He also where's yellow ski goggles to cover his face.
Super Powers:: Elektrik can harness electricity bending it to his wil. He can
shoot it encacse himself withing a layer of it charcge objects with it and "with
great dificulty" polarise the ground so he may hover above.
Super Weakness:: Elektrik is comletely dependent on electricity to survive. If
he uses too much energy he will die. He must rechage by soaking electricity frm
power sources in order to use his abilities/ survive.
He is not physically strong, dast or agile, he relies on his powers.
Strengths:: John is extremely intelligent with math and sciences. He is an
expert with computers and a skilled hacker.
Weakness:: John is not strong, fast agile etc. He is also lacking in social
skills and only has one friend, a football player named Jacob, though no one
knows why these two get along. In short, John is a geek.
History:: John Reham was biking around campus on a windy day when all of a
sudden a power line snapped. The wire fell and struck John in the chest. Oddly
though instead off killing him the electricity soaked into his body, fusing with
it. This incident created an affinity between hima and electricity, he can bend
it to his will but is dependent on it to survie. In the accident it is evident
that his brain did not go unhindered as his overwhelming desire afterword was
to wreak havoc upon all other people.
Elektrik stole an automatic defribulator from New Hope Hospital to make for easy charging.
When running low on energy Elektrik starts to bleed. First a nosebleed, then blood from his ears and coughing up blood. Any wounds he recently suffered may also start bleeding more heavily.
Void
Character Name:: Dawn Tatem
Secret Identity:: Void
Race:: Human
Birthplace:: Crystal River, Florida
Character Age:: 22
Occupation:: Student
Gender: Female
Moral Standing:: Hero
Appearance:: In her normal form, Dawn stands 5'7" and wieghs 125 lbs. She has
red shoulder length hair which shoe often wears tied back into a long braid and
hazel green eyes.
In the form of void, Her form appears to be made of the inkiest blackness,
seeming to absorb the very light from around her.
Super Powers:: Void's body is made of the emptyness of space itself, and thus
absorbs heat from around her to freezing temperatures. Her touch can absorb the
warmth from any object, living or not. Also, with concentrated effort, she can
draw heat out of the very air around her, affecting temperature in enclosed
areas.
Void also has the ability to fly/hover with ease, often preferring to move by
this method at any time, floating inches off the ground.
Voids whip is a object of unknown origin, and has the same chilling power as her
touch to a lesser extent. Also, she can extend and shorten its length at will.
Void is also trained in Jeet Kune Do, The martial art form developed and used by
famous actor Bruce Lee.
Super Weakness:: Voids form draws in energy from around her, be it heat,
electrical, radiation or another source. While such items are drawn to her, The
form offers no actual protection from such forces.
As well, Void isnt able to turn off her heat absorbing ability, meaning she
cannot touch those she would have as allies without causing them harm.
In her normal state, Dawn has no use of any of her powers other than her martial
arts training.
Void has a light build,meaning she is often outmatched instrength and durability
in combat.
Dawns right hand can cramp up at innopertune times due to a old injury, becoming
nearly immobile for periods of up to 10 minutes.
Strengths:: Dawn is an eternal optimist, almost always able to find a silver
lining to even the most depressing of situations. She is a friendly, trusting
person, and is always on the lookout for a good time.
A firm beleiver that one should always strive to help others, Dawn will go out
of her way to assist a friend, even at great personal inconvenience.
Weakness:: Dawn is trusting to a flaw, always giving someone the benefit of the
doubt untill proven wrong.
Dawn will also put herself in harms way if she beleives it will be benefitial to
an ally or friend, making sacrifices without a second thought if they are
needed.
Dawn can often be seemingly ignorant of the moods of those around her, coming
off as rude or stupid to some people.
History:: Dawn was born the only daughter in a family of boys, and grew up in
the life of "daddys little princess".
Entered into self defence classes as a young teen by her father, Dawn picked up
the martial arts quite quickly, outclassing all those in her own age group in
only 2 years of training. However, her impressive skill in such a male driven
sport did not change the fact that she was still considered the baby of her
family. Her father, who collected rare stones as a hobby, Also tried to steer
dawn into the intellectual field, wanting his little girl to grow up perfect, as
all fathers did. However, Dawn never took up a great deal of interest in
education, never attending post secondary school.
Dawns greatest interest was humanitarian aid, helping out those less fortunate
than herself. Despite her family's protests, Dawn left home at the age of 18 to
work for a humanatarian aid group in south america. As a parting gift, her
father fashioned Dawn a necklace made from a fragment of meteorite he had
recieved from his father years before.
Dawn worked in a small village in the deep congo for nearly a year without
incident, building houses and trying to improve the lives of the people there.
However, when news came to Dawn that the government wanted to open a nuclear
waste dump in the valley where the people of the village raised their cattle,
Dawn knew she had to take action.
Dawn and the rest of the humanitarian group set up a blockade on the only road
into the area, a narrow, single lane dirt path. When the first of the trucks
bearing its toxic cargo came, it was greated by a group of 7 americans and 20
villagers, as well as a missive pile of bundled hay across the road.
The driver shouted for them to move, not slowing. The vehicle smashed through
the barrier as people dove out of the way, however, a sigle barrle was thrown
from the back of the bed from the collision. It hit the ground with a heavy
thud, the containers lid coming loose, sending wast arcing through the air The
stream landed on dawn hand, the radiation wasting no time burning and polluting
her hand.
Dawn was rushed to a hospital, where she recieved quick treatment for her
njuries. As soon as her condition was stable, she was flown to a hospital in
america, where she recieved further treatment for radiation sickness and burns.
During her recovery, Dawn disovered her ability to take on the form of Void,
which she assumed to be a reaction between the radiation and the chunk of
meteorite she had been wearing around her neck at the time.
Also, during her recovery, Dawn fell in love with the field of nursing. She
vowed to go back to school and train to become a nurse after she recovered,
feeling that she had finally found her true calling in life.
Counter Parallel- Shera's Band "NPC"
"ooc:Up dated version of CP Bio"
CP consists of three other members:
Jess Mews:
Bio:
Jess is the bands basest. She is big and muscled but in a way that is still attractive... Unfortunately for the men who like muscled women she's gay. Its no big thing it just is "the main reason its no big thing is because she can beat the out of any one who makes it a big thing!"
Jess is tall, has black hair with a shock of red and brown eyes.
Strength:
Strength and a certain lack of subtleness is her main strength. Able to beat up any human, and cause a far amount of damage to weak supers. She is also a champion kick boxer ...
Weakness:
Jess is not too bright. Thinking is what other people do ... She prefers to hit first and let others ask questions later. She doesn't like to use guns or fight at range. A certain disadvantage when human strength is her only advantage ...
Emma Whitbreed
Bio:
Emma is the second guitarist... Meaning she holds the songs together while Shera gets to show off with long guitar solo's. The one time Emma was aloud to show off she out classed Shera, but only just, and Shera has never forgiven her! Emma is medium height with dark green hair, blue eyes and is of Afro-American decent.
Strength:
Emma is an accomplished witch and has a genetic mutation that makes her a 'magic sniffer' "some on who can smell when and where magic has been used".
Weakness:
A human using magic is not the most stable thing in the world. She hasn't the power to do offensive spells nor any certainty when casting spells. She is a Rastafarian which makes her a minor minority.
Tom Melong
Bio:
Tom is almost unique among drummers in that he is small and weedy. He always feels left out as every one, apart from him, can do well in a fight.
Tom is small with and Asian/American complexion "more American than Asian" black hair and brown eyes...
Strength:
What no one knows is it Tom has mastered, and I mean Mastered!, several martial arts just as a hobby!. He is very smart and competent at computer hacking.
Weakness:
Tom is small and weedy. He is also anaemic. He can only take a few scrapes and cuts and he's out of action. Despite his martial arts skills Tom is far to weak to punch some one out ...
Dismal
Name: Dismal
Secret Identity: Mason Enslow
Birthplace: Megatropolis
Age: 27
Occupation: Out-of-Work Blues Musician
Gender: Male
Appearance: Mason is a man of average height and build, with dark brown hair and blue-grey eyes. He keeps himself fit, but he's by no means muscular. His right leg is prepetually in a brace, and he needs a crutch to walk. Other than that, there's not much to say about him.
Mason dresses as nicely as he can afford, usually with slacks or cargo pants and a nice shirt. He as one flannel sportscoat, dark grey with black pinstripes, that he wears when he's got a gig. He has a low-crowned fedora that goes with it.
As Dismal, Mason dons a dark blue costume that looks remarkably like a regular pair of cargo pants and a long-sleeved shirt, except for the fact that it is padded on the inside. Under his shirt, he wears a bullet-proof vest, and he has a pair of black leather gloves and an all-black mask to hide his face.
Super Powers: None.
Super Weakness: Everybody hates Mason. Everybody. He doesn't know why, but everybody he meets hates him. Heroes think he's a villian, villians think he's a hero, cops think he's guilty, lawyers think he's innocent. Maybe its his clothes, or his style, or his attitude, or maybe its none of those things, but everybody Mason comes in contact with hates him with a passion. He can't make friends, he can't hold a job, he can't get involved with women. In fact, the only time people don't hate him is when they listen to him play - and even then, its only because they're distracted by the music.
For some unexplained reason "perhaps connected to the fact that everybody hates him" Mason is compelled to help people. If there's something he can do to make somebody else's life even a little better, he has to do it. He simply doesn't have a choice - some intangible something-or-other a little bigger and a little more powerful than he is forces him to help, even if he doesn't want to.
Also, for yet another unexplained reason, it always seems to be cold, overcast and rainy around Mason, even in the dead of summer.
Strengths: Mason is just about the nicest guy you could meet. He's honest, trustworthy, helpful, loyal, obedient, kind, thrifty, brave, et cetera, et cetera. He's also an incurable optomist, able to see the good in a situation where normal people would become jaded or depressed, or even give up.
As far as skills go, Mason is a magnificent musician, able to play a number of blues and jazz instruments - gitaur and bass, both electric and acoustic, the stand-up bass, alto, tenor, and bass saxaphones, the trumpet, trombone, and the harmonica. He's also learned, from a lifetime of being hated, how to defend himself, and was once "grudgingly" awarded a pair of Golden Gloves for his college boxing.
For his superhero career, Mason carries a semi-automatic shotgun in a sling on his back, loaded with bean-bag rounds, and a Tazer. He's a fairly good shot with both.
Weaknesses: Mason's right leg doesn't work. He needs a brace and a crutch to walk with it at all, and running is simply an impossibility, neither of which much helps him in trying to be a superhero.
Mason also has a tendency to get in way over his head. As he has no real superpowers at all, trying to be a hero in a city full of supervillians is just asking for trouble.
Oh yeah, one more thing. Everybody hates him.
History: Nothing much to tell, really. He grew up in a family that hated him, went to school with kids and teachers that hated him, graduated from a college full of students and professors that hated him, went to work with coworkers that hated him, got fired by bosses that hated him, started playing music for bar-rooms full of people that hated him. Beginning to see a pattern here?
Yet, while a normal person would eventually learn to hate the world in return, Mason never did. Mason wants to be everybody's friend, no matter how much they hate him. Even though he came to realize that everybody's hatred is simply a tragic flaw of his existence, he continually tries to prove to them that he is really a good person, worth showing a little love. So he became a superhero.
One that everybody hates.
Go figure.
Character Note:
Dismal has now added a Paradigm rifle to his arsenal. Both High Explosive and Ordered Deprivation of Life Function rounds are locked on the weapon, but all other options are available.
Fleura/The 6 of Spades
Appearance:: Fleura is tall and thin. She has dark brown hair, and clouded eyes. At one point in her life, she had dark brown eyes, but her blindness clouded them. She always wears a friendly, if guarded, smile, and you can see her straight, white teeth. Though she has no need for physical encumberments, since she can't see them, she has pierced ears.
Super Powers:: Fleura can become invisible at will, and she automatically becomes so when she's afraid. She's also an empath, a person able to sense the emotions of those around her.
Super Weakness:: Fleura has extremely volatile and uncontrollable emotions. The slightest thing could set off her enormous rage, which she often regrets. She's also blind. Her empath ability allows her to feel the emotions of those around
her, but she can't tell who's feeling them, or who is feeling them, since she is unable to see.
Strengths:: Fleura is a genius. She's able to use her great intelligence and quick-mindedness to her advantage. She's also quite creative, especially in a fix. Although she's blind, she's quite agile, but she runs the risk of hitting
things.
Weakness:: Fleura is very jealous and arrogant. Her powers and her past have caused many of her faults. She's also quite manipulative and VERY anti-social.
History:: Few can remember when Fleura could see. She could always tell what was going on, she could feel it in the people around her, but she lost her sight when she was very young, only 10 years old. She was involved in an accident and
miraculously escaped alive, while the rest of her family tragically lost their lives in the flaming inferno that was once a home full of love and compassion. From the day her family died, Fleura felt she was alone. She trusted no one, and had only one good friend. Her friend, however, became obsessed with certain unimportant things when he came of age, like appearance and popularity, and was no longer a friend, just a long passed and once joyful memory. Fleura gave up on people after this. She became manipulative and jealous, and could often
strangely convince people to bend to her will. Sometimes people didn't even seem to see her, and she definitely could not see them. She could always feel what they felt, and could move without much help, despite her blindness. One day
everything would change when a strange old man would tell her she was different, and far different than even she had imagined. He told her she could become invisible at her own wish, and she had the strange and unusual powers of an
empath. After this she began her life of secrecy, known only to the public in her secret identity, the 6 of Spades.
Writing Sample:: Fleura was walking down the deserted city street with her white cane when suddenly she felt an angry, unredeeming presence slinking down the street ahead of her. She could feel in her mind that whoever is was was upset,
and murderously so, so she winked out of vision quickly, against her will even, because the person or people coming down the street frightened her with their anger. She realized that there was not one, but two men walking down the street, because she felt the feeling of dominance, and the feeling of submissivity, and
both feelings cannot be contained in one person. She flattened herself against the house and listened in on their quiet conversation. "She's getting in the way, boss. No one knows who she is or where she comes from, all we know is that
she's a danger to our plans." said one man, who she could feel was submissive to the other, more dominant man. "She cannot possibly destroy our plans, but take no chances. We must contain the 6 of Spades, at any cost." the dominant man
breathed. Their conversation slowly died down as they continued down the street, but Fleura began to feel an uncontrollable rage bubbling up inside of her.
Fleura has a guide-dog named Matt. He is a trained seeing-eye dog whose owner died in the attack on the 12th precinct on GRIM. He is loyal to her because she's friendly and nice to him, and he will probably defend her against her attackers.
Character Name: Fleura
Secret Identity: The 6 of Spades
Birthplace: Colorado
Character Age: 24
Occupation: Student
Gender: Female
Inhuman Abilites: Yes
Moral Standing:: Oddball
MoralDetails: Fleura chooses the side that benefits her most at the time.
"i just realized i've been playing all this time and never put this part up. oopsies."
Robot Soldier - Johnny Tanner
Character Name: Johnny Tanner
Secret Identity: John Smith
Race: Ex-Human "Cybernetic Organism"
Birthplace: Liverpool
Character Age: 27
Occupation: SAS officer
Gender: Male
Moral Details: Whilst he does have morals like any other person, Johnny is a soldier, and has been trained to obey his orders.
Appearance:
Outwardly there is nothing exceptional about Johnny - he's a pretty big guy, with well-defined muscles, pale skin, dark hair and piercing blue eyes. Reasonably attractive but on the other hand he's not about to appear on any aftershave adverts. He has several tattoos: his dead wife's name and a heart on his left arm, a cross on the other and an ace of spades on his chest. He carries no scars, due to his unusual physiological properties "his flesh won't heal - so he's either got an open wound or it's been replaced and thus won't have any blemishes at all". When in civvies he almost invariably wears a well-tailored grey suit, a white silk shirt and a dark tie. While on operations he'll wear whatever kit the mission requires.
Johnny is a flesh-and blood human, for the first few centimetres at least, the core of his being is metal. Having been shot to hell and back in an action where an unknown Super got involved Johnny's tattered body was recreated and a 'neural net' copy of his brain inserted in his
armoured skull. His skeleton is metal, tendons, ligaments and all, whilst this is covered in a vat-grown replica of his old body - replete with tattoos. It should be noted that the replica body is anatomically correct and fully functional "yes, he's tested it thoroughly".
Super Powers: Johnny's metal core confers him some startling advantages:
Hydraulic Musculature: Johnny's movement is facilitated by a hydraulic 'muscle' system that is capable of producing several times the force of a human's organic musculature. As a result he's well capable of tossing a family car across a street.
Hypertough Alloy: Johnny's metallic core is made of a hypertough alloy of classified constituent metals, the upshot of this is that he can take an obscene amount of damage and keep going – whilst an anti-personnel landmine would abruptly amputate the leg of any human who stepped on it, Johnny will merely loose his vat-flesh. Obviously there is a breaking point though – they stopped
testing when an anti-tank mine succeeded in ripping apart the limb of the test model.
Super Weakness: Johnny's unusual physiology does have some critical flaws associated with it:
EMP: EMP emissions will screw with the circuitry that allows him to control his body, producing an effect akin to a short epileptic fit followed by a comatose state until his neural net restores it's control. Extraordinarily powerful pulses may even penetrate the shielding that protects his neural net and scramble it, killing him outright at worst and doing severe mental damage at best.
Magnets: The alloy that Johnny's skeletal structure is constructed of seems highly attractive to magnetised objects; bar-magnets and rulers recently rubbed with a cloth will unerringly stick onto him from distance up to a foot away. Powerful magnets produce more serious effects – hard experience has told him to avoid scrap metal yards.
Metal Detectors: Needless to say, metal detectors are the bane of Johnny's covert operations – making it nigh on impossible to pass into a bank or board an aeroplane with out tripping enough alarms to wake the entire city.
X-Rays: In a similar vein to the Metal Detector problem, even a layman glancing at an x-ray image of Johnny will know that something's up. There's no question about passing it off – he has little real organic tissue, and even if his skeletal structure is basically human, the hydraulic muscles are a dead give away.
No Healing Factor: Neither Johnny's vat-grown flesh nor his mechanical core have any capacity for self-repair – he can do minor field repairs to components himself, but any serious damage means a trip back to England before he can get
patched up.
Hydraulic Musculature: There is one major drawback to hydraulic musculature, since it's workings are based on pressure any penetrating damage will render that 'muscle' completely useless, where a human muscle will continue to function at a reduced capacity.
Abilites:
Training: Johnny has been trained by both the Army and then SAS as a sniper and specialises in amphibious deployment "he's attached to the SAS' Boat Troop". As a result he is skilled in many areas of military skills, particularly covert operations skills.
Support: Since he is still working for the SAS Johnny has a small stock of weapons and kit, and can call on a rapid reaction force if the situation calls for it. Of course the Regiment's definition of a situation calling for their attention might not be what you might expect.
Flaws:
Responsibilities: Johnny isn't in Metropolis for his health; he's there so that the SAS can keep an eye on one of the world's densest zoncentrations of Abnormals. And to act as necessary for the Regiment's best interests of course.
Orders Are Orders: Johnny is one of the Regiment's relatively few truly accomplished sniper; he's not been posted where he has as a common spy. Not only can he be called on at any moment to take out a dangerous Abnormal that may pose some threat to the UK, but is also expected to take on less savoury missions – a goody-goody superhero poking around into some deniable commando raid or into sensitive information is just as dangerous to the Regiment's functioning as a megalomaniac super-villain.
Covert Op: Johnny is under cover, he can under no circumstances reveal what he is or who he works for – he'll just have to walk away from the tragic hostage situation involving small children if intervening means he'll have to pass through a metal detector or might end up under an x-ray machine. "Plus he's been ordered not to put himself in a position of undue risk unless directly ordered - he's too damn expensive to loose like that."
Personality: Johnny's overriding motivation is loyalty, loyalty to his country and above all to the Regiment. However, his Psych file at the SAS does make a few telling comments - it takes a special kind of mentality to be a successful military sniper. And Johnny is a very successful sniper. Whilst he fits in easily enough amongst his comrades, his razor-edged killer's instinct is more out of place in civvie life. Johnny genuinely does love his work - a scary thought when you consider exactly what he does. Still, under most circumstances he's reasonably good company - and his loyalty isn't quite restricted to the Regiment, certainly his family holds a great amount of loyalty from him - and so did his wife.
History: Born in Liverpool to a four-child family, Johnny Tanner went straight from college into officer training for the army, joining an amphibious unit. After several years active service as a sniper he applied to join the SAS and was one of the very few who pass the selection process. After his Continuation Training he joined boat troop, still as a sniper, and married his long-term girlfriend Emma Smith. Shortly after his tour in the Gulf War, Emma was diagnosed with lung cancer and died a couple of months later with Johnny at her bedside.
After his compassionate leave he took part in several 'deniable' operations around the world - including one that killed him. An Abnormal was assisting a certain drug producer in Cambodia who was shipping the bulk of his goods to the UK rather than the US and thus thought he was safe from 'Black Ops' retaliation. Then Johnny and seven others came in from the coast under cover of night, and Johnny's patrol headed for the heavily guarded villa whilst the other patrol made for the factories.
In the event, the 'Abnormal' "whom the SAS had not been aware of as such" somehow detected the presence of the forward observation team; the two were taken down by massed gunfire. Johnny managed to complete his objective and blew open the drug-dealer's head - he and his remaining patrol-mate then ducked back through the jungle to RV with the other patrol laying booby-traps and ambushes as they went. Eventually they met up with their comrades and were forced to engage the 'Abnormal', who somehow reduced two of the group to dust before Johnny put four rounds into his chest - just prior to getting shot apart himself by a flanking force. Eventually his comrades one out, having lost all but three, and dragged the bodies of Johnny and another of the other patrol back to the boats - the other bodies were either at the villa or literally blown apart.
Back in England, Johnny was selected for a new procedure and had his body replaced with a metal and vat-flesh construction containing a 'neural net' - a copy of his own brain. His true body was incinerated and his family were informed of none of it - still believing Johnny to be a normal human. Shortly after his resurrection, Johnny was sent to Megatropolis - the Regiment wanted someone to keep an eye on this dense concentration of 'Abnormals', and who better to send than their own?
Carlin Tan "NPC"
Name: Carlin Tan
Age: ???
Height: 6'3
Born: ???
Alliment: Chaotic evil
Description
Carlin is a largely built man standing at a height of 6'3 and dark tanned skin. His features are rather greek, and his eyes taking on more of an asian quality. Physically he is strong and fast with short black hair, a slight tint of blue taking to it in the right light. His eyes are a pale ochre brown and is of a medium looking build.
Powers
Carlins physical powers would have to be his strength and speed, he had been to many planets in his long life times, and seems to have not aged. Because of the diffrent gravitational veriations on each plannet he has developed a rather impressive lean muscle mass over time, and able to push his body past normal human limits. Super power wise, depends on the planet. From planet to planet his powers veary, yet on earth he seems to have similar powers to Tina Garron, a woman of the same galatical heritage as himself. He is able to manipulate gravity to his will and is a rather quick study of his new found talent.
weakness
Much like Tina he is prone to the effects of magnetic feilds, which can revurse his powers onto himself. Also he has little knowledge of this new planet he has come to land on, Earth. Not only this, but he is still learning about his powers, and does not know his physical limits when it comes to using them, making him prone to over exursion.
SAL_31
Character Name: Lizardman
Secret Identity: SAL 31
Race: Ambystoma macrodactylum Sapien
Birthplace: Unknown
Character Age: Unknown
Occupation: None
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Hero
Moral Details: SAL is a kind soul that would like nothing more than to help
people, and find his true identidy. SAL would never hurt anyone, he doesn't
like killing and has never killed anyone. All he wants...help people and find
where he comes from.
Appearance: SAL even though he is a nice...thing is very terrible looking. He
has slick slimy green skin covered in little yellow spots. He has a short blunt
little black nose that does not seem to serve any kind of purpose for SAL uses
his tongue to smell the air, and his belly to sense. The only thing that can
show you his kind soul underneath his slick skin is his eyes. They are gray
gentle eyes. He has thin white eyelids that can descend and keep them from
drying out. A large chest plate of harder skin filled with nerves rests on his
belly. It is a darker yellow that the spots on his skin. SAL does have tiny
little claws, but he barely uses them. A thick yellow spotted tail swishes at
his back. He uses this for his balance and it can wrap around pipes for
swinging purposes.
Super Powers: SAL has the ability to be the perfect spying machine. He has an
incredible sense of hearing even though the ears are grown into his head. His
vibration sensor located on is stomach can pick up secret codes being run
through pipes, his eyesight is well rounded and 100% clear with 20/20 vision all
around.
Super Weakness: Because Sal's senses are so acute, they were meant only for
listening through at least 4 walls thick. The same goes for his vibration
sensor. So a pitch higher than 8 decibals will cause SAL'S ears to bleed, him
to black out, and can cause death if it is high enough. A rumble like an
earthquake or even lower like a semi overhead will cause SAL to vomit and lose
conciousness.
Abilites: SAL has perfect balance using his tail and sticky feet and hands. He
can crawl under small surfaces like little salamanders can crawl under rocks.
He can climb walls, swing up pipes, and hide. The perfect spy. It is from
these unusual skills that SAL has developed his own unique fighting style
consisting of fast spinning, smacking with his tail, and back hand uppercuts. All of these impressive blows SAL can deliver with a muscle density and strength 5 times harder and larger than a mormal human.
AbilitiesInadequacies: SAL is still human though and is completely vulnerable to
bullets and knives. Also SAL's personality has made him trust everyone. So he
is easily gullibale and frail freindship wise. SAL cannot function in cold or
dry tempratures. He will simply dry up or freeze and most likely die.
Personality: Like the above, SAL trusts everyone, but does not have the
ruthlesness or grittiness needed in the rough and rumble town of Megatropolis.
Everyone can get anything out of him which has led him to do some things that he
is not proud of. SAL also frightens many of the people he saves, which also
has made him a very tortured soul.
History: SAL woke up not knowing who he was or what he was. He woke up in that
cold dank sewer only knowing one thing...pain. He hurt all over. He belly
stung uncontroablly, his tongue was numb, and his back felt like it had been
cleaved in two. Two black collars ringed with deep red sensors were bound to
his wrists. SAL tried to take them off but to no avail. He then saw a black
tattoo on his right thigh. SAL 31. His back pain came from the slimy tail
growing out the back of his butt. SAL grew older at least the days got longer
and he found himself working for various people that seemed to treat him as a
man, not a monster. All he had to do was carry bags of white powder to a local
house through a secret passag so small no one could go in, besides him. A
little girl named Anna grew up in the house and would take the bags. She loved
SAL and she told him more than once. SAL and Anna had a strange relationship,
but they really did love eachother. One day they found Anna dead. She had
tasted some of the cocaine. Her pores inside her nose opened and she bled to
death. SAL went to his druglords home and murdered him tearing out his heart
with his sharp teeth and snapping his back like a twig. After that SAL took off
to the sewers and emerged on the warm wet nights of the summer to fight for
justice.
Writing Sample: She hurried along smiing in the warm night air. A slight mist
was pouring down upon her pretty face. The woman was heading home to see her
husband and celebrate their happiest moment. She was pregnant with a little
baby daughter. The sonagraph pics had come in the very same day. As she
carried the grocieries under her arm she heard footsteps behind. Seeing that it
was not exactly a good neigboorhood she was in, she hurried along. Suddenly a
large burly man came from around the corner and grabbed her wrist violently.
"Hey sweety got some dough eh," he growled grabbing the bag of grocieries from
her hands. He grabbed a loaf of bread, flicked out a knife and chewed some of
it. He held out a grimy hand.
"Money, now." She handed over her purse and stepped away frightened. He
grinned at her. "Maybe something else huh?" He rushed towards her and grabbed
her waist. "Come here darling". She screamed loudly and the man raised a hand to
smack her. Suddenly a much smaller hand grabbed his and the woman could see it
squeeze his. She heard a sharp snapping sound and saw the mans hand bend at a
funny angle.
"Leave her alone," a soft voice hushed. The man was then picked up by a small
figure screaming. Still screaming the figure dropped the man into a garbage can
and dumped a huge brick onto it. The figure then grabbed the huge trashbin with
ease and wheeled it down the sidewalk.
"Oh thank you mister," the woman began then she saw how the man swayed slightly
on his back. Thats when she saw the tail emrge into the light from the the
streetlights. The man was covered in little yellow spots and had green slimy
skin. He had grey eyes that were huge. He smiled at her and blinked his eye
causing them to turn white.
"Do not be afraid," it said. She screamed even louder. The thing gently
touched her arm and she stopped screaming. He blinked at her again and she
found great peace in his eyes.
"Hello there, my name is SAL. You?"
"Sandra," she said speechless.
"Take good care of your baby Sandra," SAL said putting his head to her stomach.
"Shes going to be jus fine. Goodbye now." With that he jumped up onto the wall
and crawled away into the night. Sandra hurried home.
The sun shone down onto the street. It was another hot humid day, but a
stranger in a big brown trenchcoat and stetson walked down to the paper machine.
With gloved hands he slipped 50 cents in a grabbed a paper. The head article
said, LIZARDMAN ROAMS CITY! SAL wasn't a lizard but he grinned anyway as he
walked down the alley. A tiny tail flipped from behind his coat. He was a hero.
Ghost-The Invincible
Character Name: Hiroki Himura
Secret Identity: Ghost
Race: Mutant
Birthplace: Okinawa,Japan
Age: 24
Occupation: None"millionaire by inheritance"
Gender: Male
Moral Standing: Hero
Inhuman Abilities: Yes
Height:5'10''
Weight:175 lbs
Hair:Black
Eyes:Brown
Distinguishing Features:Numerous tattoos on his body,the most notable is the large black crow on his upper back
Normally,Himura can be seen sporting the clothes any young man of his wealth would wear.Expensive Italian suits and leather shoes,or designer shirts and jeans depending on the occasion
When fighting the scourge of Megatropolis as the Ghost,he wears an oriental high-collared black shirt and loose black pants.He also wears a long black coat to further add to his persona as a fearsome avenger of the night.He has three earrings on each eyebrow,one on his lower lip,and five on each ear.
Super Powers:Ghost's sole power is his innate mutant ability to fashion around his body an envelope of frozen atoms.This armor of sub-microscopic molecules bond together in several layers,creating an impenetrable force shield which no known weapon or power can pierce,rendering him completely invulnerable while it is activated
Super Weaknesses:Ghost's gift is also his curse.While his molecular shield is activated,nothing can penetrate it-not even air. Thus,he must make do with whatever air is in his lungs.And although he can hold his breath longer than the average human,he will not last long in a fight that requires him to use his powers over an extensive amount of time.
Training:Third-degree black belt in Karate,Judo,and Tae Kwon Do.Trained for several years in the art of Krav Maga with the Israeli Defense Forces.Trained in several little-known martial arts during his extensive travels in Central and Southeast Asia.
Weapons:A custom-made steel bo staff with a grappling hook and line that can shoot from both ends.
Disadvantages:As Ghost,he is wanted by the MPD for a series of murders he was framed for.As Himura,he is wanted by the FBI and IRS for tax evasion,a crime he DID commit.Therefore,whether in costume or not,he lives a life on the lam,relying on his street smarts and money hidden in several offshore accounts.He refuses to leave Megatropolis until he finds the person who framed him,and is always in danger whenever he steps foot on the streets,from both the bad and good guys.
Personality:A playboy through and through,Himura is always in nightclubs under an assumed persona, seducing and bedding innumerable women.
He also lives on the edge,taking dangerous risks for the thrill of it.He is known to often lead the police on meaningless high-speed chases throughout the city in adrenaline-fueled chases. This leads him to taking unnecessary risks during battles,where he believes that it's just as important to look good than as it is to win while doing it.
He is confident,handsome,and possesses a keen intellect and sharp wit,but is prone to sudden bouts of depression against his "other" half;a split personality that often surfaces without warning,turning him from a flamboyant crimefighter into a sullen,ruthless vigilante who displays a sadistic penchant for unnecessary violence.
Despite this little personality quirk,Himura is a kindhearted,gentle man underneath it all who will go to any lengths to protect the weak,powerless,and innocent....if only he wasn't continually hunted by the authorities...
Thought I should go in a little deeper into the extent of Hiro's power.
His atomic shield withstands all known matter known to man.Whether energy blasts,electricity,phasing abilities and the like, if they're made up of atoms"and let's face it--just about everything is"they cannot penetrate his sheild.Light itself cannot go through,and he would thus be rendered blind if the atoms weren't invisible.This extends to psychic powers"what are brain waves,after all,but electrical impulses?".This also applies to sound and Hiro is therefore deaf and mute while his power is activated.
His shield of frozen atoms is quite possibly the hardest material ever conceived.So while this doesn't mean that he can suddenly lift a building over his head,it does mean that getting punched would be somewhat akin to getting clobbered by a fist made of titanium.
His shield is solid matter,and is therefore vulnerable to telekinetic attacks and physical force"being lifted into the air by telekinesis, getting knocked back by a punch,etc".
The inner part of his skintight shield cushions his body to some extent,meaning Ghost could survive a great fall by activating it just before he hits the ground.
Here's a link to a picture of Ghost, all credits go to the talented and ever-so-sexy Hellcat. Owe ya' one, babe!
http://www.deviantart.com/view/7736481/
If you all would be so kind as to take a peek at me earlier post over at the Public Notice Board before reading this, you will realize that this is to be a complete revamp of the character.
I'll explain the situations that brought on this change later on IC, but for now lets touch on Ghost's makeover.
Basically, Ghost is a completely different person. The dark half of his personality that has haunted him his own life has totally taken him over, forever erasing his cheerful, flamboyant, and good-natured side. Now, he is nothing more than a boiling cauldron of rage, aggression, and depression. He is at a loss of what to do with himself and his life, and is at the point of ultimate self-destruction. Ghost is a hair's length away from a total breakdown, and god help whoever's unlucky enough to be around him when it finally happens.
While Ghost remains a hero, he no longer retains the sence of justice and compassion that drove him before. Gone is his faith in his fellow man as well as his belief that all life is sacred. Yep. He's turned a complete 180. While the old Ghost would do whatever means it took to bring someone down without killing, the 'Ultimate' Ghost would rather kill everything in sight than to bother with prisoners. So while he may still take the time to help an old lady getting mugged, the mugger would not end up in jail, but more likely on a slab at the coroner's office with a dagger lodged in his forehead.
What could drive a man to such madness? What could have possibly happened to Hiro Himura that it turned him into a merciless "but still gorgeous" oni of the night?
*evil laugh*
Look to the future, true believers, for the universe is consistent and whole, and all answers will be revealed in time....
.....either that or in a few days. Who knows?
*Ahem* In accordance with the "Ultimization" of the character, I've decided out with the old, and in with the new. So, as you can tell from my latest post in the back alleys, Ghost has a new and totally different costume, which I will explain in greater detail:
It is a black, tight-fitting bodysuit, built by Toyotomi Multinational under contract by professional mercenaries who wished to employ them in urban combat. Termed,"stealth suits", they are made of a lightweight polymer weave and nanomachines embedded directly into the fiber which automatically regulates the wearers body temperature, thereby allowing them to operate under even the harshest of weather. The suit is made of a prototype material which is completely silent, effectively masking all sound and ambient noise the wearer creates be moving around in it. The normal versions are also reinforced with kevlar and durasteel plating, but the one Ghost wears have been stripped down to increase manouverability and decrease weight. Besides, it doesn't need to be bulletproof.
His mask, shaped like a human skull, is an extremely sophisticated piece of machinery that employs various visual and auditory sensors and receptors. The interior HUD "Heads-Up Display" is capable of full, 360-degree vision, distance allotment, automatic light adjustment, heat-sensing, etc., which all react to Ghosts mental commands at the speed of thought due to the probes that attach to his skull upon wearing the mask. The "eyes" on the outside of the mask serve no purpose other than to glow various colors, and are used more to intimidate adversaries than anything else.
The black hooded cloak Ghost wears over the suit also has no functionality other than psychologically playing on the fears of the opponent.
The gauntlets are made of durable cloth, overlayed with a steel alloy that has been jointed and segmented to allow Ghost the full range of motion of his fingers. They have been sharpened into razor-sharp talons, and can prove extremely deadly in a confrontation.
There you have it. The new and improved "kinda" Ghost. Pure bad-*** in a can, baby. *nervous laugh* God, that was lame.
Genesis
Character Name: Antoine Drake
Secret Identity: Genesis
Race: Homo Superior
Birthplace: Megatropolis
Character Age: 20
Occupation: Professional Counterfeiter, document forger, ID fraud
Gender: Male
Inhuman Abilites: Yes
Moral Standing:: Villian
Appearance: Drake stands about 6' 0 and weighs nearly 200 lbs. His skin is tanned and he has pircing green eyes that have a mesmeric quality about them. His brown hair is wavy and cropped short, staying on top of his head.
Super Powers: Drake has the unusual ability to create matter out of nothing.
It can be any kind of matter such as guns, bullets, or even knives, but it must be solid, non-living, and found/made on Earth.
If it does not have all of these three qualities, then Genesis cannot form it.
Super Weakness: Cast iron is Drake's kryptonite. It robs him of his powers immidiately, and if it touches him for more than 45 seconds, it destroys all his matter creations and places him into a coma, if he is lucky.
If it touches his creations, it almost instantly destroys them.
Also, a small and uncomplicated piece of matter, such as a bullet, takes 10 seconds to make. The bigger and more complex, the longer it takes. "FYI: Iron is mixed with bullets in small
percentages."
Abilites: He has a large fortune thanks to his ability. He created several vaults full of gold bars"it took him several years working on and off"but now he has an estimated $1.7 billion.
Inadequacies: While Drake has countless millions of dollars, the gold is unregistered with anybody because he created it. He must have the gold laundered into cash and this takes time and money.
Personality: Drake is paranoid, dilusional, and psychotic. He always believes that everybody is out to get him, and he sees things quite differently than others would.
He asks nearly no questions and when he wants something done, he does it himself, without the aid of others.
History: Antoine Drake was born 20 years ago in Megatropolis. He first discovered his ability to create matter when he was short of change at an ice cream truck. He wished that he had a dollar extra and just a few seconds later, he found a dollar in his pocket that he did not know that was there.
From this point on, Drake gradually deleloped his power and began to abuse it. He started
paying with counterfeit money rather than real, hard earned cash and began to forge documents for highly paying customers.
He is now well known in the underground as one of the best counterfeiters, and document forgers in the city, and perhaps the hemisphere.
His fake IDs are hardly ever spotted and his
counterfeiting rivals the SuperBill, one of the best counterfeit bills in the
world.
Aya Frost/ Inferno
Character Name: Aya Frost
Secret Identity: Inferno
Race: mutant
Birthplace: Manhattern Island
Character Age: 15
Occupation: Student
Gender: Female
Inhuman Abilites: Yes
Moral Standing: Hero
MoralDetails: Aya is technicaly a hero but her powers can cause harm to any one
good or bad with out her meaning to.
Appearance: Aya has bight red hair and green eyes. Her skin is very pale and
frekles easaly. She dresses in short material that dosn't easyaly catch fire
"usally made of fire resistant materials".
Inferno dresses in a black t-shirt, dress and trench coat that all have flame
designs on them.
Super Powers: Aya is a pyrokenetic. She can make and manipulate flames...
Super Weakness: Aya is an uncontrolled pyrokenetic. The only thing she can
control fully is the ability to snuff out fires. She can wil a fire into
existance but its size and osition is dependant on her emotions at the time. She
also creats fire randomly when she is afraid, angry or really happy!
Water and fire retardant chemicals burn Aya on contact with her skin if she is
using her powers.
Abilites: Aya is hard working with a good grasp of most things she gets taught
at school. She is also very good at roller blading and graphiti.
AbilitiesInadequacies: Aya has no friends at all and no one to help her if she
gets in trouble... shes just on her own...
Personality: Aya is very shy and retiring never trying to put her slf in
situations where she might accidently set fire to some one. She also carries
grate lose around with her as she accidently killed her pearents the first time
she used her power. She currently lives with foster perants who she hates with a
pastion but trys as hard as possible not to set them on fire...
History: Aya was raised in one of the better highrise buildings in Manhatten by
her rich pearents...
One day, when she was eleven years old, while she was playing in the corridoors
of her apparment building she was approached by a boy from the appartment next
to hers who frequently bullied her. She got so angry with him that, before she
knew what hapend, he was on fire burning up in seconds... The fire spread to the
building and soon the entire block was on fire... She was one of the few
survivers, and the only surviver from her level of the building, She had some
how come out coverd in soat but unharmed... After that she spent four years in
the foaster system each time being moved on because of unexplained fires. Her
move to megatropolis is just one, in a long line, of strict perents who think
shes and arsonist and keep her under close watch. Although she has cause many
fires here with her new family she has managed to put the m all out and cover up
the damage with out any one noticing...
*Reads the post*
*Begins the froth halfway through* Twitch, twitch.
what?
ok their are some spelling mistakes but still. what?
Sounds like some one yami wouldnt be good around she anoys people just by being around them....Yami isnt to nice at all.
Renee "Angel" Eilen
Character Name: Renee Eilen
Secret Identity: Angel
Birthplace: Minot, ND
Character Age: 25
Occupation: Beggar
Gender: Female
Inhuman Abilites: Yes
Moral Standing: Hero
Appearance: Renee is of around average heighth and build. She has shoulder
lenghth dark brown hair and brown eyes. Renee has a dime-sized birthmark on her
nose, she also has a large scar on her throat. These are easily distinguishable
features. Being an unemployed beggar she wears old and dirty clothes. She
currently wears a pair of holey blue jeans and a grease stained sweatshirt. The
only item of value is a simple silve cross on a chain about her neck. Renee
keeps a notepad and pen in her pocket at all times.
When Renee is out as Angel her physical appearance remains the same except she
sprouts wings. Her clothes however change to a long white gown. Her necklace
comes undone during the transformation from Renee to Angel and becomes a rapier.
The clothes and necklace transform back when she turns back into Renee.
Super Powers: Renee can turn into an angel, with wings and limited pyrokenetic
powers. She sprouts wings when she turns into Angel and these give her the power
of flight. Her pyrokenesis only effects metal objects in her hand.
Super Weakness: Renee/Angel are bound to only do the work of good. She may never
steal, lie, cheat etc. She may never harm anyone of good standing and can only
kill evil people/supers "she may wound oddball/neutral characters but not
fatally". She must be in physical contact with her necklace/sword to transform.
Abilites: Renee can read lips, otherwise she has no outstanding abilities i.e.
of average strength speed and intelligence.
AbilitiesInadequacies: Renee has been completely def since birth, she cannot
hear even the greatest sound from a few feat away. In an unknown "pressumably
auto" accident she suffered as a baby her vocal chords were lacerated rendering
her unable to speak. She has to carry a notepad and pen with her in order to
communicate with people.
Personality: Renee is strong-willed and proud, though poor. She refuses to ask
for help in any way. Renee is deeply religious. She attends church every Sunday
and becomes in raged when something prevents her from attending.
History: "This origion is unknown to Renee"
Renee was three weeks old when the hospital allowed her parents to take her
home. The excited couple went merrily on to thier small house with thier
wonderful bundle of joy, but disaster struck. A priest preoccupied with his
upcoming sermon ran a red light and colided with the family's car. Renee's
parents died on impact and the infant was bleeding profusely. A piece of metal
had pierced her throat. The priest took the baby "knowing that the parents were
dead" and drove back to the hospital. She was put immediately into emergency
surgery. The priest prayed "God, if you have ever worked a miracle work one now!
Let the chld who's family I have slain live and I shall teach her to be your
greatest servant, I will sacrifice all I have for her. I shall transfer my gift
to her if that is what you demand, she will be your warrior as I have been." He
broke into tummultuous tears. Many days later the doctors released the girl,
miracuously alive. The priest placed a hand on the childs head and a white light
radiated from it into the baby's bodie, but no hospital worker saw this. Young
Renee was adopted by a family in Megatropolis months later, her savior unknown
to anyone. At age sixteen she ran away from home, her insincts telling her to
leave the family as they were naturally sinfull. She naturally gravitated to a
church where she had the chance to truly pray for the first time. As she did a
mysterious benefactor placed an envelope beside her. She looked up but the
person was gone. Opening the envelope she discovered a message that read. "You
have been given great powers by God. Serve him always. Take the neclace here and
when an evil person comes upon you you shall be imbued with the power of an
angel to defeat him." From this point Renee knew her deestiny. She wandered the
streets with her powers doing the work of the rightous, as Angel.
Well, it seems someone has the nerve to steal my own name in my absence. This could get very interesting.
Renee, as a girl, learned ASL "American Sign Language" and PSE "Pigeon Sign English" in order to interact with society.
CroMag
Character Name: CroMag
Secret Identity: Billy Friedman
Race: Human/Neandrathal
Birthplace: Kentucky
Character Age: 23
Occupation: None
Gender: Male
Inhuman Abilites: Yes
Moral Standing:: Oddball
MoralDetails: Billy and Cro-Mag both are gentle giants. But from their extreme
sizes and low IQ's they have been riduculed and feared for years. This has
caused Billy to be a very mellow, sad figure, while the slightly stronger
Cro-Mag takes matters into his own hands and beats the snot out of people.
BIlly doesn't try to control Cro-Mag, but he doesn't really like it either. For
that matter niether does Cro-Mag he just sees this thing he does as something
that needs to be done.
Appearance: Billy Friedman is a big kid for his age of 23 at 6 feet 5 inches.
In 6th grade he was a foot taller than the teacher. But his forhead was severly
sloped, with a heavy eyebrow ridge. Billy also has slurred speech and a soft
voice. He traditionally wears some tattered jeans, and a dirty wife beater. He
has brown curly hair, and deep black eyes like a dogs.
Cro-Mag on the other hand TIPS the scales. At the wieght of 500 pounds, a
height of 7 and a half feet, with a muscle and bone density 5 times greater than
a normal human, Cro-Mag is quite a sight. Thick corse brown fur grows all over
his massive body. He has fists the size basketballs, and a foot prints 2 feet
deep and 8 inches wide. A deep bellowing burble of words is all Cro-Mag can
really get out. The bone ridge on the forhead also grows out and his muscles go
through a rapid change along with his joints.
Super Powers: From Billy's unique gene and molecule structure, Cro-Mag can be
born. Heat speeds up molecules production. This happens in normal human bodies
in the form of sweat and heavy panting. Except for Billy heat that heightens
his body temprature from an outside source such as hot steam, a bullet, or an
open flame burning his hand can make him grow but...devolve to a certain stage.
A certain stage in mankind's dark history that explains what really happened to
the Neandrathals. They became us. When Billy's temp goes up from an outside
source, his molecules work so fast that a painful process begins from their
furious spinning and speed. So in Cro-Mag's own words, "Fire...good." The
temprature needed to trigger a chnage is from an outside heat source higher than
75 degrees F.
Heat Sources that effect him:
Fire
Steam
Bullet
Flame Thrower
Large amounts of Electricity
Super Weakness: Super Weakness: Billy grows into Cro-Mag by heat, but he can
evolve back from
cold. So as he fights as Cro-Mag he has a limited time for during this he
"burns" off steam. But don't make him cold for too long. In cold tempratures,
lower than 35 degrees F, Billy shrinks into an inferior species of human
that was wiped out years ago.
In this stage Billy and Cro-Mag are both very vulnerable unable to walk, speak,
eat, or fight. So cold bad.
Cold: Ice
Fire Extinguisher
CO2
Liquid Nitrogen
Abilites: Cro-Mag is extremely strong. Capable of lifting over twice his body
weight, and jumping a distance of one city block Cro-Mag is a hard...man to get
ahold of. With Cro-Mag's massive strength he can total that same city block he
can jump. His massive fists can slam through a brick wall in one punch, a steel
wall...three punches tops. He can also climb almost any surface by squeezing
those hands into the sides.
AbilitiesInadequacies: Because of his great size, Cro-Mag is very slow. For him
to reach top speed it takes about 10 minutes of running on a straight course
without any obstructions. The best way to take him on is to use high speed
vehicles and A LOT of cold stuff.
Also Cro-Mag and Billy are both very stupid. Cro-Mag is just plain stupid,
while Billy is foolish. SO a 7 year old could outwit him, which makes both of
them very vulnerable to traps.
Personality: Billy maybe stupid but he has a good heart. He knows what is
right, but sometimes as Cro-Mag he doesn't do right things the right way.
Cro-Mag has killed before, but always in self-defense. But Billy doesn't
believe in living in regret. His daddy taught him that, and he will never
forget that.
Billy doesn't like changing into Cro-Mag beacause to put it simply, it hurts.
When his bones and muscles increase along witht he hair that grows, immense pain
racks Billy's body. The same goes for Cro-Mag when he changes into Billy.
Cro-Mag is also not some growling monster, but he doesn't take any from
anybody. He belives that Billy and himself are two different people, but like a
loyal watchdog Cro-Mag will protect Billy and himself always. Billy knows this
and will do the same for Cro-Mag.
History: Billy was brought into this world rather harshly. From genetic defects
of inbreeding and substance abuse, Billy was born with a hard eyebrow ridge,
squashed nose, and low upper lip. He looked somewhat like a caveman. But that
was just the tip of the iceberg. He was 20 pounds when he was born and over a
foot and a half long when he was born. The hard labor was done in a carny
campsite without doctors. His mother died, but Billy's daddy, Angus Friedman,
never held him against his wife's death.
"It ain't yo fault you was born special son," Angus told Billy. "I don't why
you was, but I doubt God just got bored one day. He's got o' plan fo you son.
So neva' eva' live in regret."
Billy never ever forgot these words either. For 15 years Billy's life passed
rather normally. He worked in the festivals that his family put on. But one
day, a gang rode through a small town where the friedman festival was just
happening to be taking place. They rode through and burned most of the festival
to the ground. As the funhouse that Billy and Angus ran burned, Billy got out
but Angus did not. Rushing back into the funhouse through roaring flames for
his daddy, Billy had his first change. Groaning in agony as his body absorbed
the heat from the licking flames, Billy crumpled to the ground. Just as he
reached his father's body, Billy went through the final change.
Cro-Mag burst out of the flames holding ANgus in his arms. Screaming in rage,
he rushed the gang as they fired upon him. The bullets only increased his
temprature and made him larger. A massacre of gas, shrapnel, and crushed bodies
insued. As the dust and temprature's settled, Cro-Mag returned to Billy and
Billy awoke to a real nightmare. Torn bodies, burned corspes, and smashed
cadavers lay strewn about him. Horrified at what had just occured, the carnival
workers shunned Billy and only gave him enough time to bury his father.
Burying his father, Billy got up and walked into the sunset. Now he wanders
looking for the answer...why.
Writing Sample: Billy walked down the highway in the cold, lonely dark.
Shivering slightly he gave thanks to the Lord almighty that weather didn't
change him. Breathng out cold breath, Billy wrapped his grimy coat around him
and began to hum "The Streets of Laredo" by Johnny Cash. Walking slowly Billy
suddenly slipped on a dead raccoon in the middle of the road. Crumpling down to
the ground, Billy rolled down a dusty hillside and tumbled down comign to rest
at the foot of an entrance to a large cave.
"Ahhh, thats just dandy," Billy groaned to himself gettingup and grabbing his
old backpack. Looking up Billy then saw the sign.
"Megatropolis Hot Springs, hmmm." Wandering over to a large black pit Billy
turned away from the steam. Thats when he heard them.
"Well what the hell we got here huh boys?" Billy turned around and saw 5 burly
looking punks decked out in torn jeans, piercings, and mowhawks. Each one held
a knife and gun. The leader, a big man, held a saw off shotgun.
"I don't want no trouble here," Billy said softly. The leader laughed and
pushed Billy on the ground.
"Hear that boys? He don't want no trouble. You don't huh?" The leader than
kicked Billy in the chest. "Than ya shouldn't come here!" He then raised his
gun and smacked Billy in the face knocking him into the springs.
"Let the hick cook," a smaller gang memeber chuckled. As the walked away a
slight burbling sound came from the spring. Suddenly two very large, very
muscular, very hairy hands sprang from the spring.
"Angry, flies buzz, urg...AHRRRRGRRRRG!!!!!!" CroMag suddenly sprang from the
water. The wet hair shook as he wiped himself dry. Flexing his massive hands,
feet, and shoulders he roared to the sky. Baring apelike teeth he sloped
forward and rumbled towards the gang.
"Get him," the leader said. "Shoot the freak." Bullets danced through the air
and bounced off of CroMag uselessly. Growing larger and heavier, he charged
them jumped high intot he air. For a few breathless seconds he seemed to hang
there. Untill he came down with a large crash, and crushed all the cars parked
behind the cave. Turning back around, CroMag picked out the glass from his
wounded feet and glared at them. Roaring once again CroMag rushed them all
knocking them over like bowling pins. Bodies flew onto the rocks most of the
gang member's spine shattering like glass. The gang leader ran intot eh cave
making noise throughout. Grinning slightly CroMag lurched forward squishing one
gang member under his massive foot. In the back of the cave, CroMag could smell
the leader's sweat and see in his slightly warped vision the leader's shivering
form in the back.
"Oh my God," he murmered as he ran left. One massive fist blacked his way. The
right, a massive fist blocked his way. The only way out was through the giant
in front of him. Raising his mighty fists, the leader screamed as they
connected with his sides. Lifting up his crumpled body while he screamed,
CroMag watched as the leader's legs fell out from under his fists in a bloody
heap. Blood burbled out of the leader's mouth as he tried in vain to pry the
fists away from his remaining sides.
"Oh God...hurts, gag, it hurts!" With a pathetic squeak, the leader's life was
snuffed out.
Letting hmself sit slowly on the rocky ground CroMag said to himself.
"Flies."
The Megatropolis Police and Fire Department


THE POLICE
SECRET IDENTITY: None
BIRTHPLACE: All over the country but mostly from Megatropolis.
CHARACTER AGE: At least 21 years of age and no older than 37, for entry level.
OCCUPATION: Police Officers
GENDER: Male and Female
APPEARANCE: The Megatropolis Police Department is open to any ethnic background and has a variety of many. Police officers must be well groomed and neat in appearance. Police officers wear typical police dress that is dark blue, almost black, in color. Detective apparel consists of dress jacket and slacks with ties. S.W.A.T. teams are outfitted in city camouflage with black body armor and pads. Paradigm outfitted police appear as in the descriptions provided for Paradigm armor "Gizmos and Gimmicks" and SCD uniforms are usually up to personal discretion; however, most SCD officers tend to utilize normal dress codes.
SUPER POWERS: None.
SUPER WEAKNESS: None.
ABILITIES: Police officers are outfitted with .9mm pistols, nightsticks, handcuffs, radios, kevlar, and pepper spray. In their cars they are also equipped with shotguns, as well as computer equipment that remotely connects with police databases. They are trained in hand-to-hand combat. They each are assigned two to a squad car "unless on a motorcycle" and are trained in defensive driving.
The S.W.A.T portion of the police department is much more heavily armed, with military issue weaponry, such as M16 assault rifles, rocket propelled grenades, tear gas, tazars, knives, and .45 caliber pistols. They also have access to kevlar, battle helmets, tire spikes, radios "some of which can go coded" helicopters, police tanks and armored vans. They are trained in hand-to-hand combat, more so than regular officers. They are also trained in military tactics of assault and evasion.
The police can also utilize Paradigm armor and tools, if necessary. The capabilities of these devices are explained in "Gizmos and Gadgets".
The Super Crimes Division of the police exist as extra support and act almost as a separate entity, though they are still part of the police department. Their roster and abilities are posted in "Teams".
WEAKNESSES: Although these men and woman are trained to fight crime, they are no supers. They are regular people who are, basically, no match for a super-powered villain. SWAT forces are a little more apt to fight
supers, with all of their military weaponry and training but, essentially, these are just ordinary people as well and, in most cases, they are only a match against supers for a limited time. With Paradigm armor and the like, the police are better matched against supers but the armor is only used in the direst of situations. Adding to that, the police department is 40,000 strong and, unfortunately, tends to rely on those numbers, essentially making them expendable at times. Also, although police officers are afforded training, it does not always mean they are as proficient as the villains they come across on the streets, such as a super villain. "Or as well armed" For instance, their hand-to-hand capabilities are no match for a highly proficient martial artist.
PERSONALITY: With thousands of police officers throughout the city, due to Megatropolis being one of the largest cities in the country, the personality of this character differs HIGHLY. Each person is different and brings to the character a different type of personality, ranging from quiet and shy to very high-strung. Each one of them, however, is a professional and is dedicated to their work. They are usually focused as a cohesive team when in the line of duty.
HISTORY: The Megatropolis Police Department has been around since the city was first founded. Over time, they have increased their numbers, training, and technology to better serve the public in an ever-changing and dangerous environment.
TRANSPORTATION: Most police utilize the typical squad car or motorbike for a means of travel; however, the police also have other means to move about the city, such as aircraft, vans, boats, trucks.

THE FIRE DEPARTMENT
SECRET IDENTITY: None
BIRTHPLACE: All over the country but mostly from Megatropolis.
CHARACTER AGE: 18-37 for entry level positions.
OCCUPATION: Fire fighters
GENDER: Male and female
APPEARANCE: The standard apparel for a fire fighter is that of a tan-colored firefighting suit with a white or red helmet, depending on rank. Firefighters also wear light blue shirts and dark blue pants with dark blue hats and ties, for dress uniforms, dresses for woman.
SUPER POWERS: None
SUPER WEAKNESSES: None
ABILITIES: Fire fighters are trained to fight fires and handle life and death emergencies. They are provided with all of the common equipment and provisions that fire fighters usually have, such as oxygen tanks, water hoses, axes, ladders, jaws of life, etc. EMS personal are trained medical technicians and are capable of sustaining a person's life until a hospital is reached.
WEAKNESSES: Much of the inadequacies of the police are true of the fire department as well and even worse so. They are just regular people and, to make matters worse, they are not trained to handle criminals, super villains, or violence against them in any way.
PERSONALITY: With thousands of fire fighters in stations throughout the city "due to Megatropolis being one of the largest cities in the country" the personality of this character differs HIGHLY. Each person is different and brings to the character a different type of personality ranging from quiet and shy to very high-strung. Each one of them, however, is a professional and is dedicated to their work. They are usually focused as a cohesive team when in the line of duty.
HISTORY: The Fire Department has been in Megatropolis since the city's first days and has evolved with time to provide better service, by increasing numbers, knowledge, training, and technology.
TRANSPORTATION: Firefighters typically get around in large trucks that are capable of transporting large quantities of water. Some of these trucks are known as ladder trucks and are equipped with long ladders capable of reaching heights of some of the city's tall buildings. Aircraft, capable of dropping fire retardant chemicals, can also be used. EMS personal travel in ambulances.

The police "and fire department" are still a flexible entity and are free to be NPC'ed as you wish in your storylines. I do not retain exclusive rights. I will usually enter a storyline where police "and/or fire" activity is to be expected, under these conditions:
1. If requested.
2. If there is no NPCing taking place.
3. If the storyline is large, with many players involved.
Of course, I might generate my "own thing" at times and end up interacting with you in that way, like any other player.
Feel free to ask me any questions you might have, regarding police and/or fire involvement, in Player to Player.
John LAW
Name: John LAW
Secret Identity: Johnathan Lamont Alexus Ward
Birthplace: Seattle, Washington
Age: 39
Occupation: U.S. Marshall "discharged"
Appearance: John Ward is a well defined man of slightly above average height and slightly below average weight. His hair is graying and his left arm is missing at the shoulder.
John LAW no longer bothers to hide his identity, though he still wears a version of the black armor that saw him through his service in the famous "and slightly notorious" Superhuman Division of the U.S. Marshall's Office. He has made several upgrades to his Long Arm since his discharge, and, as such, the device now more closely resembles a human limb, though it is still obviously cybernetic.
Super Powers: John Ward was born with an innate psionic ability that makes him a human lie detector. He always knows when someone is lying to him, irrespective of his knowledge of the situation or the facts involved.
As John LAW, Ward utilizes a cybernetic device in place of his lost left arm, which an overzealous and rather corny news reporter once named the "Long Arm of the LAW." The device confers massive strength and can extend itself up to fifteen yards in a matter of seconds. The arm itself is completely prehensile and nearly indestructable.
Super Weakness: Ward's truth-sense works through pain reception, and, as such, lies hurt. The bigger the lie, the worse the pain. A real whopper can debilitate Ward for up to an hour.
The Long Arm requires a specialized fuel source in order to work properly. It draws too much energy to be powered by Ward's body, and so he must utilize special batteries in order to operate it. He used to recieve these batteries from government contacts, but he has been unable to since his retirement; he has to scrounge and jury-rig fuel sources for the Long Arm, and these can prove unreliable.
Abilites: John Ward is strong and tough, and an old hand at crimefighting. As such, he is skilled in all matters superheroic - be it brawling, disarming bombs, or smashing doomsday devices. He has has SWAT training from two different police forces "New York and Washington D.C.", and military firearms training. Ward is also a master interrogator.
He currently carries a Colt M1911, an old army relic that his grandfather took to World War Two, and his father carried in Vietnam. It is an ancient and venerable weapon, and it has never jammed in its lifetime. He carries, as well, a number of mundane items useful in crimefighting - handcuffs, stun grenades, Mace canisters, and a slightly modified police baton, which has been altered to emit an electric charge on contact, much like a tazer.
Disbilities/Inadequacies: John Ward can't lie. It's an impossibility. He's always perfectly honest, because anything else hurts him too much. His own truth-sense kicks in, and literally fries his brain. Being totally, brutally honest doesn't garner many friends. It also doesn't help when you are put on trial for killing a man.
Ward spent five years in prison for manslaughter, and the result was the total destruction of his reputation and a general public dislike for his alter-ego.
John is getting old, and loosing a certain degree of his edge. He's no longer as quick and as strong as he used to be, and a lifetime of battling criminals large and small has made him somewhat jaded. He questions himself and his tactics when out of costume, but when he is John LAW he no longer has any mercy to spare for the villainous - which only makes his broken reputation seem all the more warranted.
Personality: John Ward is a calm, collected man. He's bright and uncommonly good natured, and though he is sometimes too honest for his own good he maintains a number of friends. He is on good terms with his ex-wife, and he has a daughter he is proud of. Though their relationship was rocky for a time, she is proud of him too, and Ward draws strength from that.
John LAW used to be the same man, but Ward is starting to think he might not be any longer. He is constantly worried that he might be losing part of himself, that 'the mask' is starting to take over. When in costume he is an angry and merciless vigilante, very much unlike his normal personality. That alone is not an uncommon sight amongst the superheroic, but Ward realizes what he is doing all the time. He cannot lie to himself, so he understands what he is becoming.
It scares the hell out of him.
History: John Lamont Alexus Ward was born to a retired Army Captain and his wife in Seattle. Ward lived most of his young life wishing to be his father, and was accepted into a Washington State ROTC at seventeen. He was amongst the top of his class until an auto accident cost him his arm, forcing him to resign from the Army before he had even joined.
He began exhibiting his truth-sense six months later, and his father immediately called some old government contacts. Captain Ward had, some years earlier, volunteered for a specialized military genetics program, designed to probe the advanced potentials of the human mind. The program was deemed a failure after eighteen months, after the subjects were proven unchanged by treatment, but it seemed that something had been passed onto the Captain's son.
So, John Ward was inducted into the Superhuman Division of the United States Marshall's Office. His arm was replaced, he was trained, equipped, and sanctioned by the go vernment as a crime fighter, and he acted as part of the six-member team for a number of years.
After a time, however, the team began to fall apart. One member died of a drug overdose, another incinerated his wife and was convicted of murder, and the ever-critical eyes of a Senate Oversight Committee began to scrutinize the remaining members as if they too were potential criminals. Nerves were frayed, and John LAW was the next to snap under the pressure.
LAW, backed up by a team of Marshalls, broke in on a suspected serial rapist, only to find that the man had upgraded his crimes to torture and murder. LAW beat the man to death, while the Marshalls watched, and later each testified at his sentencing. Ward plead guilty to charges of manslaughter "he couldn't lie about it", and was sent to prison for five years - the judge thought himself quite lenient with the sentence. The next year, the Marshall's Office disbanded the Superhuman Division.
Prison was no cake-walk. Ward was a target from the start, but he was strong enough to withstand most of the horrors that were thrown his way. He broke eight legs, thirteen arms, three necks and five spines before the violent sexual advances stopped, but he was still shived thirty-six times over the five year stretch.
Release was a godsend, but it also raised some serious questions. How could he survive now? He had no job, and his only skills centered around the battling of criminals. Some of his old friends pulled a few strings and sent him his uniform and the Long Arm "without power cells", but he was finished as a U.S. Marshall.
He tried to fit into regular society, moving to Megatropolis and finding whatever work he could, but every day he longs to get back into the superhero business. The mask was calling to him, even after he threw it away. He wanted to go back to the things he knew - and after a while, the pressure was too much for him. John LAW won out, and he's come back from the dead, whether Ward likes it or not.
Eve
Secret Identity/AKA: Eve
Former Aliases: Silence
Race "if not human": Human.
Birth Place: Unknown. Supposed Manchester, England.
Age: Unknown. Early to Mid Twenties.
Occupation: Unknown. Former Mercenary. Former Governmental-Military Operative
Gender: Female
Super Powers: No
Moral Standing: Neutral
Moral Standing Details: Eve is not justified in the illegal slaying of wrong-doers. Nor does she stand corrected in illegal acts of criminal activity that she has been involved in. She has no known record within the United States, however has been frequently accused of many crimes across seas in several places. As a supposed "criminal", she holds no truth to either side of the barrel as a villain or just by practicing random heroics. Eve basically follows her own rules and if this means severing the rules of government then so be it.
But what Randoff didn't know, was the Eve was apart of a smaller, local, yet seemingly similar organization sent to keep the Guild under close watch and observation. However, during her time of infiltrating the union, Eve rapidly feel into the customs of Mercenary, in time forgetting her sole purpose and committing herself to becoming the Artemis of the Pantheon. Her involvement to this society was heavily guarded and nearly forgotten, and the only one to ever know was Luther Randoff.
Randoff jumped at the chance to claim the title of becoming Eve's partner-in-crime., not only because of a physical attraction, but the fact that she could possibly be the one to give out the most information, and send him sprouting on his merry way with enough details to tear her and the rest of the group apart without any of them ever knowing. Somewhere down the line, the guild was assigned by a local, nameless crimelord to wipe out the State of United Kingdom's chain of Ambassadors.
With enough information to call in the rest of the Central Intelligence Agency, and possibly even more, the Military was able to put an end to the reign of the Mercenaries by the data in which Randoff had collected while keeping a good ear and close observation. Eve was forced to watch many of her accomplices be brought to justice in a fierce battle of good vs. wrongdoers and in this case, the good side was procclaimed victorious due to size advantage.
Though the Guild had truly put up a good fight, needless to say, only Eve and a few others were able to evacuate the area in due time. However, Randoff had finally revealed himself, and Eve in a fit of rage hunted him to his tragic end. He'd threatened to tell the surving members of the clan about Eve's past relations with the local agency who's name had never been brought to their attention. Eve fled the area, in order to better herself.
She advanced in weaponry, enhanced her combative skills to match superb deftness. Proving to herself that she had excelled in profiency, Eve proceded in previous works, however settled out on her own to different corners of the world.
However, because of past experiences, Eve developed a cold heart. She had never actually been accepting, yet overtime it had gotten worse. The more she pushed herself over the limit the weaker she became and less durable to peak exertion. Once the Artemis of the Pantheon, Eve found that she wasn't as merciless as she used to be or claimed to be, and vowed to change.
Since her retreatment from Europe, to her settlement in Megatropolis, Eve has had no inspiration to reconsider the act of venery. Yet there is so much out there threatening to bring out an abrupt change of heart...

LAW's Contacts "NPC"
Ricochet: Rick O'Shay was a member of the Superhuman Division of the Marshall's Office "the SD" alongside Ward for a number of years. O'Shay was gifted with the power to redirect physical forces directed at him in random directions - hence the bad pun. He and Ward were partners, and the younger O'Shay always thought of Ward as a father figure. He still looks up to Ward, despite the prison sentence, and he still acts as Ward's partner when he can get away from his current job as Head of Security for Rand Defensive Industries.
Natasha Romanenko: Another former member of the SD, Natasha was a clairvoiant of unpredictable talent, who acted as a profiler for the most difficult of cases. Somehow she fell in love with Ward - or perhaps the idea of Ward, who was perfectly honest by default - though they were both married at the time. Ward wouldn't jeapordize his marriage, and so they never had anything more than a professional relationship until Ward was arrested. In prison, Ward's wife left him, and Natasha's husband decided to take similar actions not long after, when she chose to confess her feelings for Ward. She still holds a place in her heart for him, though her feelings have mellowed somewhat - she realizes that her love for Ward was based mostly on a hatred for her husband. She is always willing to give Ward information, which she gleans from her visions, though she admits she's not always completely reliable.
Professor Frank Capelle: Prof. Capelle, once the director of the SD, was retired from his government position, and now currently teaches college courses on Criminal Psychology. He was the one who arranged for the Long Arm to be sent to Ward, and though he is officially against any form of vigilantism he is not above using his old status to pull some strings for his old friend every once in a while.
Dr. Valerie Capelle: Professor Capelle's wife is a medical doctor of some years experience. She was once on call for the SD, and she got to know its members inside and out. She always liked Ward, and she's willing to patch him up should he ever need to avoid a hospital.
Brickfist: Also know as Tommy Jackson Hogue, Brickfist was a minor super-crook who used his ability to throw megaton force punches to rob banks and perform simliar strong-arm crimes. John LAW put him away a year before his own arrest, though the two met again when the Marshall was incarcerated for manslaughter, sharing a cell in the same prison. Strangely enough, Brickfist was thankful that LAW had arrested him, and had turned his life around. He became Ward's only friend inside, and remains a staunch ally on the outside. He's promised to help Ward in any way he can - within the limits of the law.
Matthias Rand: Owner and CEO of Rand Defensive Industries, Matthias Rand was an associate of the SD, and an acquaintance of Ward. There is a slight animosity between the two, but their mutual respect is usually enough to keep things civil. Rand, as designer of the Long Arm, turned the blueprints for the device over to Ward, and has promised to assist him should he ever have technical difficulties, though Ward is unsure of the strength of that promise.
Ghost's Allies "NPC"
Some are based in Megatropolis,some...elsewhere. All,however,are more than willing to aid Ghost in his war on crime.
Name: Noir
Age: 21
Sex: female
Race: Human
Inhuman Abilities: None
Bio:
A mysterious figure on the other end of Ghost's secure line.A information specialist and computer genius operating somewhere beneath Megatropolis,her lair is host to a wealth of super-computers funded by Hiro Himura's vast finances.Able to hack into most any file,no matter how securely guarded,Noir's mastery over the Web is invaluable in supplying Ghost with the information he needs to track down Megatropolis' worst.
Name: Nate Galloway
Age: 17
Sex: Male
Race: Human
Inhuman Abilities: none
Bio:
A street-wise kid who was saved by Ghost from gang-members looking for easy prey,this tough-as-nails wise- teen serves as Ghost's contact in the inner city.A straight arrow with a rough edge,he is more than ready to infiltrate gangs and seedy neighborhood bars in order to give Ghost the 'low-down' he can't get from Noir.
Name: Detective Jill Thurmond
Age: 35
Sex: female
Race: human
Inhuman abilities: none
Bio:
The sole person on the GCPD who believes Ghost's innocence in the murders he was framed for,Thurmond,a homicide cop,gives Ghost the heads-up on police activity and any crimes currently in progress that he might be able to curtail.After witnessing Ghost rescue Nate Galloway from certain death at the hands of local thugs and seeing the hero rescue a child from the path of an oncoming truck,Thurmond has stedfastedley remained loyal to him,admiring his willingness to help others despite his current situation with the law.
Name: Ichiro Watanabe
Age: 57
Sex: male
Race: human
Inhuman abilities: none
Bio:
An old family friend and the godfather of Hiro,Ichiro is the CEO of Toyotomi TelComm,the company Ghost secretly owns and the second largest telecommunications marketer in the world.Operating from his 67th floor office in Tokyo,Ichiro provides Noir with the latest in computer technology,and continually offers Ghost with the latest in black-market weaponry;an offer that Ghost continually refuses to accept.
Name: Nobunaga Amano
Age: 65
Sex: Male
Race: human
Inhuman abilities: none
Bio:
Ghost's mentor in the ways of the sword,Amano is one of the last true Samurai alive today.A true master with the blade,his fighting style is unequalled and undampened by his age.Though he lives a life of quiet seclusion in the mountains of Okinawa,this Buddhist does have one connection to the outside world: A cellular phone with a private line to Ghost.Always ready to provide Ghost with pearls of wisom,he is even readier to fly to Megatropolis in a moment's notice and throw down against the bad guys alongside his student.
Name: Lao Tse
Age: 98"at time of death"
Sex: male
Race: spirit
Inhuman abilities: uhh...he's dead
Bio:
Ghost's most trusted and beloved mentor,Lao Tse has taught and guided the hero throughout most of his childhood.A Taoist Sage,Lao Tse has gained enlightenment enough to achieve a semi-corporeal state after his death.Appearing to Ghost in meditation and in dreams,the wiseman's advice and encouragement has kept Ghost continuing his fight all these years.
Payne "Vlothous"
Moral Details: Payne sees the world as filled with power hungry idiots who steer things the way they want, no matter who gets hurt. So whatever befalls them is fine to him, though the innocent shouldn't get hurt if possible. The laws of the land are pretty scribblings on pieces of paper which will one day fade away and he will still be here. So he puts very little stock in such things. Though groups such as the police exist to protect and help people, it is his experience that such groups are controled by people who will use them for their own ends, no matter what the people below them believe.
Appearance: Human Form: Payne is a few inches over six feet tall, with a thin frame and pale skin. Long, greasy black hair falls in front of dark, sunken eyes the color of storm clouds. Dirty nails tip thin fingers, and chapped, pink lips hide chipped and yellowed teeth. He wears a Reverend trenchcoat unbuttoned normally, the fabric tattered at the bottom of the garment and marked with smears of dirt. Under this is a black T-shirt marred by a number of small holes due to age. Black jeans with shiny knees, holes and tiny rips clad his legs. These cover the tops of his laced, dirty, black surplus military boots. A black leather belt surrounds his waist, with a combat knife, a silver and a black .45 caliber gun tucked into it. The trench coat tends to hide these, but sometimes a glimpse is seen as he walks.
Pre-Demon Form: Volthous is huge, easily weighing a thousand pounds and standing over nine feet tall. Deep tan colored horns twist their way up and out from a flowing main of red hair. Blazing yellow eyes gaze at the world over a snout-like nose. Sharp, jagged white fangs show themselves from behind purple lips. Deep blue skin bulges at the strain of the muscles beneath, and both his hands and feet sprout half-foot long, thick, black claws. Only a breechcloth of tan fabric obscures any part of his body, and it is held in place by a belt of skulls. What the different creatures used to be is anyone's guess, though some were clearly human. A pair of wings unfurl themselves to an impressive span behind his back, leather-like and colored the same as his skin.
Super Powers: Human: Due to his own nature, Payne can sense super natural or other worldly powers around him. This could be due to the nature of someone's abilities, a curse placed on an area, or so forth. Being part demonic himself, Payne also cannot be won over by a demon's charms. He knows those tricks too well. Also, wounds are not interchangable between his two forms. If Payne were to get shot and then turn into his pre-demon self, the wound would not appear on that body. He holds some skill in Magick too. Finally, though he does gain his abilities from evil, Payne himself is not. He may walk into any blessed or holy area without ill effect, and any attempt to banish evil will not harm him.
Pre-Demon: Vlothous has strength upon strength. He can easily toss a bus like a toy. His claws are deadly, able to turn a sheet of steel to ribbons. He has the ability to summon explosive balls of flame or ice. Also at his call is a long sword forged solely of flame. His wings allow him flight, and after a long life he's rather skilled with them. Beating them with haste allows the creation of stiff winds. He is also able to carry large loads in flight. Extremeheat and cold do not bother him, and though bullets and blades hurt him, they do not do so by much.
Super Weakness: Human: Payne's super natural sensing ability is easily made useless by walking past such things as a church or graveyard. Since the whole area is filled with such vibrations, it masks anything else. Also, it cannot detect any none supernatural beings. This includes aliens, mutants, etc. His being unable to be demonically charmed comes at a price too, of course. There is an opposite effect that is always active, an aura that causes a person's skin to crawl. It is almost a physical sickness in some, a supernatural stench. Animals cry out in fear and run, little children go screaming to their parents. People more often then not have a desire to spit at him instead of say hello. Any wounds he receives in pre-demon or human form do not show on the other, but neither do they go away. When he returns to the other form, the wound is still there, as fresh as it was when he changed. He must spend the proper amount of time in the injured form taking care of the wound in order to let it heal. He's tough and they tend to heal somewhat faster then a normal human's, but they still take time. His knowledge with magic is not the best, nor was it ever. He picked it up from here and there, and tried to combine methods that were separate for a reason. To further hinder his attempts, the elements used before in a number of spells are very rare or just impossible to get. This means that modern substitutes need to be made, and this sometimes yields unwanted results. Though he may in human form go into any area warded against evil, he may not change forms while there. If he does, his pre-demon self is affected the same as any other evil creature.
Pre-Demon: Pre-Demon energies are not an exact science. He may change easily enough and use his abilities, but they don't always last for the same amount of time. He might be able to cast six fireballs or ice balls one day, and one the next. The downside is that when he has depleted his energy, he has depleted all of it. Including that which allows him to keep his form. What follows is a very painful transformation back to being human. So painful that he is always knocked out from it. It usually takes hours for him to awake, and even then he's groggy and unsure on his feet for a bit. It also requires time before he can transform again. If this doesn't seem like much of a drawback, imagine throwing one fireball too many while flying high above the city, or snapping back to human while facing several enemies at once. Not pleasant. Normal weapons do little damage to him, but blessed ones do normal damage. A blessed bullet would do the same amount of damage to him that a non-blessed one would do to a normal human. His sword may only be summoned once a day, and that's all. He hasn?t yet figured out why. As to flying, his sheer bulk makes any aerial acrobatics impossible. He's just not overly agile in this form. Also, his wings hurt like mad if they get damaged, including a small bullet hole. His sheer size is limiting, as he is unable to fit into smaller spaces. This eliminates being able to change into demon form while in a confined space such as a five-foot sewer tunnel. Any attempt to do so would cause physical damage unless the material of the space was weak enough to give when he changed.
There exists an old legend about creatures like Vlothous. Though it is unsure if it works with actual demons, pre-demons cannot bear to look upon their own reflection. It is strange since these beings are quite happy with the way they are, and are said to rejoice in the dark deeds they do. But for some reason, they cannot stand seeing what they are with their own eyes. This legend is true at least for Vlothous. Seeing his own image causes him to sheild his eyes and cower in physical pain. As though immobilized with fear, he cannot throw fire or ice, summon his sword, fly, or even turn back into a human. The reflective surface must either be destroyed by another or covered. In fact ancient warriors who feared this beast made sure to have a polished surface with them. The rear or sideview mirrors of cars, polished brass or some other reflective metal, even mirrored sunglasses are enough to do it as just a direct glimpse of himself is all that is required to cause the needed effect. The ghost-like reflections such as those from clear glass are not enough, as it must be a solid refelction for the effect to work. If he can avoid the reflective item, he is also safe. Such as attacking someone with mirrored sunglasses from behind. But even flashing a compact mirror at the monster is plenty enough to stop him, though the holder must keep the item focused at him in order for the effect to work. Also, Payne is human and uneffected by his own reflection.
Abilites: Human: Payne is highly skilled with weapons, any and all. Shotguns, assault rifles, pistols, knives, swords, you name it he most likely knows it. He's had years, and years, and years to learn after all. He has been involved in clan wars, battles that even history books have forgotten, the Civil War, WWI and WWII, the Korean and Viet Nam wars, and many mercenary missions before he retired from doing that. He has known the founders of some forms of martial arts and learned from them, as well as hand-to-hand combat training. He knows the amount of pressure needed to break a human bone, and where on the body a kill shot can be made. He is also agile which allows him to move quickly. He knows a range of languages and dialects having been around, is resourceful and watchful. He knows what herbs are and are not edible, what animal makes what tracks, and other survival skills. He's also not bad at picking locks, jimmying a window, and other PI tricks. He can also play pretty good classic rock songs on a ten-dollar pawnshop guitar too.
Pre-Demon: He can use his strength and wings without wearing himself out and reverting to human form.
AbilitiesInadequacies: Human: Payne is not of the technology age, by a number of millennia. He understands the ins and outs of a weapon completely, but is on the verge of believing there are spirits in cell phones that make them work. He can do nothing against a security system, and has no clue what to do with a weapons system. He doesn't even resort to using a laser sight. Though he has a thin, whip like and agile body, it isn't overly strong. In straight hand-to-hand combat, someone might possibly beat him with sheer force. As to his skill of languages, it is dated knowledge. It might be that the form he knows is somewhat out dated to even the point of someone from that country not being able to clearly understand him. And the E chord trips him up a little sometimes.
Personality: Payne distrusts established groups, from the police to the army. No matter how well intented the people in it are, too many times he's seen that the people in power are using the group to their own means, no matter who gets hurt. He also spits on Christianity and all it stands for. He was there for the Burning Times, the slaughters for land in the Name of Christ, and other such excuses humans used for power and money. Though his demon form knows there's power there, Payne denounces it. After all, he is what they preached against, only he existed long before the religion did, so he sees all the 'new' things it brought to light as pieces that existed elsewhere first. Churches are buildings, and those who wake up earily to go hang onto every word some old man is saying and give him money is a stupid sheep, unable to do independent thought. He also sees humans as a whole as petty and self centered, and it takes a great deal for one to prove to him they are otherwise.
History: Payne wasn't born with that name. In fact, there is a chance he wasn't born with anything any now might call a name. Just some grunted word that became attached to him. There wasn't any bond in his group aside from that of surviving. They weren't even much of a clan or tribe. It was a simplistic life, where one killed to eat and live, or died. Payne fashioned a spear and lived life as the people who raised him knew it to be. He expected to live and die just like those before him. But others changed that for him.
It was a few days before a total eclipse when Payne was out hunting dinner, only he was the prey. A group of figures rushed quickly at him, and as he turned one way to defend himself, he was struck from behind with a rock. He drifted in and out for a while, and finally awoke to find himself tied to a stone alter in front of some odd statue that had been rudely carved. There were several men standing around him in odd clothing that covered their faces and swallowed their bodies. One of them was standing between Payne and the statue, and he held something odd in his hands that glittered in the light. The savage young man had never seen metal before, and the twisting blade of the sacrifical dagger left him in awe for only the briefest of moments. The group about him was a cult, though he knew nothing of these things. They wanted to bring their master into this world, but needed a body. The body had to be alive to accept the transfer of power from the creature's plain of existence, then a human soul had to be sent through to seal the portal forever and keep the thing from ever being returned. All Payne knew was that he was in danger. At the moment of the eclipse, the portal opened and the foul being started sending it's power through and into it's new body. It didn't hurt, but Payne knew something bad was about to happen to him. In desperation, he pulled at the bonds which held them and strengthened by his panic broke his arms free. At that moment the High Priest was standing in the middle of the alter, ready to drive the dagger into the man's body and allow one soul to seal the portal while the other came through. Taking advantage of the shock his show of strength had provided, Payne ripped the dagger free of the other man's grasp and shoved the twisted end into his would-be murderer. It seemed since the pointed end was aimed at him, it was the part to use. He shoved the blade in with such force that the dying man stumbled back into the doorway, his soul sealing it and trapping the evil thing and the High Priest in the other realm forever. Without being ordered, his body changed into that of some horrid creature. He found it easy to kill the others in this form.
Unable to return to what he had as a family, Payne struck out on his own. Over a long, long time he discovered language as others knew it, how to read and write, and other such skills. He also noticed that as others grew older, he did not. He learned how to transform himself at will, and how to use his new abilities. He killed some who attacked him, ran from others, and continued to live unaging. He found wise women who understood magicks and taught him, as well as wizards and sorcerers. He learned the ways of the dagger and sword, then the musket, the revolver, and so on. He learned about man's hatred for each other, and found no lack of jobs as a hired killer, weither by the army, wronged families, or other 'just' causes. His military duty dried up when they began bringing in laser sights and computer targeting. Plus computer databases were not as easy to fool as humans filing paperwork, so he had trouble hiding that he had served several times before. He moved about the world, changing his name as he went. He served on wooden sailing ships and metal ones. He walked the world a few times over. He worked as a Private Eye and was good at it, until computers and technology made his kind of PI outdated. Before that he carried a badge and told himself a fairy tale about upholding what was good until he couldn't swallow it anymore. Finally he just grew tired of the pain of the world, of watching the planet he knew being poisoned and wounded evermore. He grew weary of the plentfulness of jobs in which humans wanted others hurt, or where plants and creatures were killed. He tried to cover this feeling with drugs of all kinds, finally sickening of their inability to hide him from it and using only cigarettes and booze as his vices. His bout with drugs is plain to see however in the hollows under his eyes and his pale skin. Jaded and felt abandoned by everything and one, Payne just drifts. He kills drug dealers and hides the money to live off of, but he's not the Merc he used to be. Now he only exists because he does, not for some form of glory or righting wrong. He just is.
Mr. Mega
Name: Mitchell Simmons
Secret Identity: Mr. Mega
Birthplace: Megatropolis
Age: 30
Occupation: Business Man/Crime Lord
Gender: Male
MoralDetails: Simmons, like most villains, is very cold and calculating. From
years on the stock market, Simmons has acquired a knack for detail and
precision.
He will also do anything to get him to the top. Bribes, blackmail, murder,
kidnapping, and smuggling are just a few of his less savory trades. So with
Simmons it's as simple as, anything goes.
Appearance: Simmons is about 5' 11", 130 pounds, brown hair, black eyes, and
very slim doctor-like hands. He is in fairly good shape, and his slim nose,
black eyes, and fair hair make him rather handsome. But his voice is deep, with
a soft swooning southern accent has a low air of malice about it which will
sometimes care the fortunate ones away. It is clear that Simmons does work out
from time to time with his decent biceps, and hard six pack. He has a soft spot
for fine clothes which he wears most of the time. He can usually be spotted in
a gray blazer, black dress shirt, pants, and shoes along with a dark gray collar
and red tie. Simmons, for some unknown reason, wears slim light gray gloves
almost all of the time. During more dangerous situations he will occasional
pull out a simple .45 out of his blazer pocket and fire away.
Abilites: Simmons is in a few words, a master at fencing. He has studied mostly
with how to use a saber, and is polishing up on broadswords and scimitars. He
has in his office building, a wonderful collection of claymores and epees. He
is of average shot with a pistol, and will not shy away from getting his own
hands dirty if need be. Simmons has a medical degree, and that is where his
most shocking talent is shown.
With a knack for business, Simmons made it up the social ladder by being able to
spot what was in supply & what was in demand. With this in mind, Simmons turned
down a dark and twisted path of crime. As a good doctor and pharmaceutical
business owner by day, Simmons by night will "stock up" on his most scarce
resource for profit...human organs. Unable to send all of his staff out,
Simmons has made it his business to have all of Megatropolis's gang world under
his thumb. Letting local thugs assist him, Simmons will track down orphans,
runaways, and drifters. Then he will scratch out every valuable organ there is.
Such as, kidneys, livers, stomachs, eyes, an occasional tongue or two, and
hearts. For lesser prices on the black market he sells pancreases and gall
bladders, but basically he guts every victim and leaves them an empty husk. All
organs he sells on the black markets for extreme prices and profits..all for the
chance to propel him further up the social ladder. But other than organs,
Simmons also like to rake up the profits from his gang's strip clubs, casinos,
and drugs.
AbilitiesInadequacies: Because Simmons lets thugs do most of the heavy lifting
while he profits, most of the gang leaders hate him and will not hesitate to
stab him in the back or sell him out. The gang members are also just cannon
fodder to Simmons and are very expandable. Because Simmons has bought all the
filth and scum under him, they are not the brightest and boldest human beings on
God's green earth either. And the main weakness in Simmons
character is that he just doesn't know when to quit. If he gets 50 hearts in one
night, he wants double in the hour. Also, when things do not go his way,
Simmons will flip out majorly. His decision-making skills go completely to
waste, and at that point anyone can easily ruin his diabolical plans. This
small, but highly dangerous trait has
gotten Simmons close to getting caught many times, and it will certainly happen
again.
Personality: Simmons likes to keep his things well cleaned and running fast. He
usually goes nuts whenever a flaw is found in the system and will do whatever it
takes to root it out. His swords are polished, his organs are chilled, his
assets are safe, and his troublesome gang members are gone. But this also makes
Simmons a slave to schedule and he nearly always has to have a secretary by him
at all times. Simmons also only gets his gloves messy if need be. Unless he is
bored, his gang members will go out and harvest organs. It is almost never him.
He likes to wait in his sterile operating room and sharpen his scalpels.
His handsome features, have also made it necessary for Simmons to be suave and
sweet to climb up his valuable social ladder.
History: Simmons was born in Megatropolis into a wealthy family. He never liked
it though for he was already born too high up. He wanted to do things on his
own. So he usually liked to spend time at his grandparent's simple house in
Alabama. It is here that he read of medical terms, and Simmons would frequently
go out and catch live birds just to operate on them later. Whenever he returned
from Alabama, Simmons would constantly be disgusted at the larger and larger
amounts of low society that roamed his streets.
When his parents and grandparents died in a fatal plane crash, Simmons was
shaken, but he did not want to be held back.. Depositing his money away for safe
keeping, he set out on his own. Building his own pharmaceutical company,
MedaCity, from the ground up Simmons became extremely rich and powerful. So in
his free times he learned of supply and demand and finally came to his gravest
solution of how to rid Megatropolis of the filth...forever
Mephistopheles
Character Name: Alan Thomas
Secret Identity: Mephistopheles
Race: Human
Birthplace: Oxfordshire, UK
Character Age: 57 "Apparently 90+"
Occupation: Sorceror
Gender: Male
Inhuman Abilites: Yes
Moral Standing:: Villian
Appearance: Although in his fifty's bending the power of the universe to his will
has taken its toll on Mephistopheles. He is aged well beyond his years, and covers
his wrinkled and stooped form with a heavy black robe, obscuring much of his body,
leaving only his hands free, which he protects with a set of soft leather gloves.
Super Powers: Mephistopheles is a master of eldritch power, able to create energy
seemingly from nowhere with a few incantations and gestures. This ability has been
developed ever since his youth and allows him to throw primal forces such as fire
and lightning with ease.
More complicated, and therefore more time-consuming is altering the physical
properties of an object or creature. Effectively limited to simple transmutation,
he can turn one substance into another, as long as it is stationary.
His most powerful ability, used whenever he gets the opportunity is the ability to
drain the life from a living creature, reversing some of the damage he has sustained
to his body in his quest to master to raw power of the universe. This helps him to
regain his strength, restore youth and should he return to a physical prime, would
most likely imbue him with great phsyical prowess.
Normal people provide very little life energy to Mephistopheles, and he believes
that a super would provide a great deal more energy to help restore his body.
Super Weakness: Wresting the universe to ones will is a very strenuous task. As a
result, Mephistopheles is in very poor health, constantly ill, coughing up blood and
getting exhausted after walking more than a block. With his physical limitations,
he does his best to avoid confrontation as the stress of a combat or argument would
see him curled up on the floor, hacking his lungs out unable to speak, let alone
wield his sorcerous might.
Abilites: Mephistopheles is highly intelligent and has quite an expansive library,
mostly covering occult studies and tomes, but there may also be found numerous texts
on the sciences, philosophy and great works of literature.
He always carries his cane, a straight piece of dark wood reinforced over several
years with subtle enchantments, increasing is durability, decreasing its weight and
imbuing a few minor spells to help counteract his physical limitations.
In addition, Mephistopheles has a small group of minions, runaways and strays who
have pursued and begged the master of eldritch might to instruct them in his ways.
In return for the pitiful amounts of instruction he provides, granting them about
enough power to light a cigarette or generate a static shock, they serve him
faithfully, until they either realise he will never impart the knowledge they seek
or until slain.
Any who depart his service are tracked down, disabled and drained of energy.
AbilitiesInadequacies: As an effective cripple, Mephistopheles cannot do many of the
tasks that normal people take for granted. Going for a drive, a ride, or even a
long walk are beyond his capabilities. He is almost entirely reliant on other
people for transport and never leaves home without his bus pass.
Personality: Mephistopheles is a sociopathic, megalomaniacal and slightly insane
genius. The last part may simply be his own belief, or truth. He will stop at
nothing to secure his control over the universe and will allow nothing to stand in
his way. Even other villains have something to fear from Mephistopheles as anyone
with the capacity to prevent his mad grab for power is a threat.
Whilst not above temporarily allying with other groups or individuals to achieve a
worthwhile goal, as soon as he sees fit, Mephistopheles will turn on his supposed
allies, attempting to destroy all his foes and take any helpless individuals away to
his lair in order to drain their essence.
History: Growing up in Oxforshire in the aftermath of the second world war, Alan
Thomas got an interest in the occult from some of the texts that his father acquired
from a Nazi barracks. Learning German & Latin in order to read the texts, he began
to develop the skills to wield sorcerous powers, sending him on a quest to some of
the largest and oldest libraries of Europe in order to fuel his ever-growing
knowledge of the occult.
By the time he hit his thirties, the constant use of his power had taken its toll on
his body, aging it far beyond his years. With this terrible fate upon him,
Mephistopheles delved deeper into the occult, taking the name of the demon who
granted Faust his knowledge, seeking how to restore his lost health and youth.
After long years of seeking, the sorceror finally encountered a tome that revealed
the secret of everlasting youth - a spell that would drain the life from any living
thing and infuse it in oneself.
After trying with small animals, and even the homeless with little to no effect,
Mephistopheles resolved to travel to Megatropolis, the city of Supers in an attempt
to capture and drain the energy of such a powerful vitality.
Queenie Addison, Ice Heat
Character Name: Queenie Addison
Secret Identity: Ice Heat
Birthplace: Australia
Character Age: 18
Occupation: Student
Gender: Female
Inhuman Abilites: Yes
Moral Standing:: Oddball
MoralDetails: Queenie has no definite moral standing. She cares too much about
people to be able to pick between them.
Appearance: Queenie is tall and thin. She is very beautiful, long, shiny brown
hair and striking brown eyes filled with compassion. She appears delicate, but
she can take a few blows if necessary. She dresses nicely and carries herself
very well.
Super Powers: Queenie has control over water and its forms, ice and steam. She
can create and use it effectively with deadly aim, including to freeze its
opposite, fire. She is typically immune to frostbite, unless in the occasion
that she is using her powers unwillingly. She's also got an unusually strange
love for people. She likes everyone, even the people everyone else hates, which
means she has a lot of friends.
Super Weakness: Queenie cannot always control her powers. Sometimes, when her
emotions get the best of her, water may just erupt from her and cause her
injury. She cannot use more than one form at once, and if she tries, the ice
will always freeze the steam and water, of course. She cannot generally be
frostbitten, however, extreme exposure or uncontrolled use of her powers will
cause this problem. Her love for humankind makes it extremely difficult for her
to choose sides. She is indecisive because choosing a side would mean she was
against someone else. It's not that she can't choose sides if she must, she just
doesn't like to.
She's also quite vain. Her beauty makes her think she can have everything, and
she can't.
Abilites: Queenie can be very seductive because of her extreme beauty. She is
quite intelligent, and she has terrific aim. She always carries a small knife
with her in case of emergency. She was trained by the best in her aiming, so she
almost never misses when she decides to hit something. She's also a very good
swimmer, having lived in Australia for a long time.
AbilitiesInadequacies: She's vain. She thinks the world revolves around her, and
it doesn't. She often makes poor decisions because of this affliction. She can
be shallow too. Since she believes herself to be the best, she can sometimes
think she deserves only the best. Not always though, she has fallen in love with
very strange people before, not exactly cream-of-the-crop individuals. Her love
for humankind makes her extremely indecisive. Her past experiences with
somepeople have been horrible though, and they taint a lot of her choices.
Personality: She's a very compassionate person, but that's not always to her
advantage. She thinks she's better than everyone else, and she isn't. She smart,
she's beautiful, she's nice, and she thinks that can get her whatever she wants.
It can't. Her vanity causes the majority of her problems. She's a wondeful
person, don't get me wrong, but sometimes she just doesn't see things like they
are.
History: Queenie was born in Australia to a terrific family. She was brought up
to want more. More knowledge, more experience, more intelligence, more
everything. She had a few brothers and sisters who she doesn't really talk with
anymore, not since her parents died in a car crash. She had been out in the
middle of nowhere when it happened. When she got home and found out, she ran out
and didn't come back. On her way to the airport, rain began to pour. Her
tremendous emotional pain caused some sort of supernatural event and from then
on she could control the three forms of water. She moved to the United States
where her "aunt" lived. An old
friend of her mother's, her "aunt" is also supernaturally inclined, but just how
Queenie doesn't know yet.
Tom Barrington "The Sandman"
Name: Tom Barrington
Secret Identity: Sandman
Birthplace: Bath, England
Age: 24
Occupation: Lawyer
Gender: Male
Moral Standing: Villian
Tom is an upstanding member of the public, but has a crippling weakness of greed and a lust for power. He adores being in control, and is a cold, rational killer able to dispense swift justice onto any who oppose him.
Appearance:
Tom "The Sandman" is tall, with smart short black hair and bright blue eyes. He's always well dressed, and carries himself well at all times. His wide selection of expensive suits come in a range of dark shades, along with his equally sombre ties. He speaks with a refined English accent and in quiet tones, his eyes always searching into his opponent's for any sign of weakness.
Super Powers:
The Sandman's abilities revolve around his psychic powers.
The Sandman can bring any nightmare to life. He is able to delve into someone's conciousness, bring out their deepest fears, and reveal them to his foe. Any such projection is purely in his victim's mind, and he must be within visual sight for his power to work. He can only keep one mental image running at any one time.
The Sandman has with him a bag of sand. This sand is actually manufactured, but will effect most humans, super or not. The sand, if inhaled, will cause drowsiness and fatigue, slowing down his victim's mind and making any physical excercise much harder to perform. The degree to which the sand affects his foe depends on how much they inhaled, and how strong of mind and body they are; the average human will be put to sleep with just a handful of grains.
The Sandman is also able to awaken anyone from sleep, although he must touch them to do this. The victim would not usually suffer any adverse psychological affects to the awakening.
The Sandman is in possession of a remarkable machine. He doesn't know how to build it; nor does he understand how it truly works, but he does know its function - it can mutate any normal human being into a super, or vice versa. The Machine is immobile for the most part; it's certainly too heavy to be carted around on a normal vehicle. It also requires a good few hours to power up and power down, and costs thousands in electricity to use each time. The Machine's effects are completely random, but usually safe. For the effects to work, the victim must be strapped in for the entirety of the procedure.
There are no discernable effects when removing the powers of a normal human, nor are there any when a super is mutated further; the super will not recieve any bonus or extra ability at all.
Super Weaknesses:
Besides being a mortal human and all the weaknesses that entails, the Sandman is also highly affected by his own powers.
Firstly, if he inhales any of his own sand, it will affect him in the same way it affects anyone else - he generally holds his breath after delivering the sand, but has no other form of protection against it.
The Sandman must also sleep for an average of 16 hours every day. He suffers from sleep deprivation the way any normal human would.
The Sandman can never lie. He has to tell the truth, however crushing it may be.
Finally, and most vitally, he falls instantly asleep if he is surrounded by darkness and silence. It doesn't need to be absolute, but it does need to be overpowering and constant. Any noise or light of a discernable measure will allow him to awaken; The Sandman must also sleep normally like this.
Abilites:
Tom is logical, cold, quiet and deadly. He's quite willing to kill anyone he needs to in order to achieve his well-reasoned goals.
Tom has with him a loyal band of followers. These men are his physical strength; although they are not trusted with the magical bags of sand that Tom himself carries. They are his Yes men, his gangsters; through them, he can commit acts of violence against his enemies.
Tom is charming, in the public eye at least. He's got a smooth personality that persuades many to his cause; he's quite a successful lawyer considering his age. Tom is not only extremely clever, he's physically fit. He knows how to wrestle or shoot himself out of a situation, although he rarely gets his hands dirty himself. Of course, his strength and fighting ability are limited by his humanity.
Disabilities:
Tom happens to be stubborn and strong headed, and will never listen to the advice of one of his own subordinates. He believes that only his opinion matters, and cannot understand why anyone would think otherwise. He's also unwilling to hire anyone too experienced or costly, so his henchmen are always small in number and frequently untrained. If one man does appear overqualified, Tom will usually arrange an accident before replacing him with a subordinate.
Tom's henchmen are human. Tom would never use The Machine on any one in his employment, believing them to be unworthy of the power. In fact, Tom is the only one who knows of the Machine.
Tom is chauvanistic, believing men to be the stronger species. He'll never lower himself to work with a female.
Personality:
Tom's personality would certainly be best described as two-faced. He has a charming personality around clients; a dazzling smile combining with a smooth conversational manner. He uses weasel words to bypass any situation in which he might need to lie; and he keeps calm in any situation. He is smooth, logical, and friendly.
On the other hand, he is a ruthless, cold blooded killer. He feels little or no remorse for anyone he sentences to death, and is quite willing to go out of his way to remove a troublemaker. He rarely shouts when angry; instead, he lowers his voice, a tone which often strikes fear into any man who works under him.
Tom cannot ever believe he is wrong, nor does he ever give up. He will hunt his victims to the very end of the earth if need be - no matter at what personal cost to himself.
History:
Tom was never the nicest of children, but he was certainly the most intelligent; he skipped a year when he was twelve, and was still far ahead of his peers in terms of academic achievement.
By the age of sixteen, Tom had a developed opinion of life. He saw others as weak, able to be conquered by anyone willing to take advantage. He eschews emotions, seeing them as needless, and will strive to take over all that he does not own.
He decided to become a Lawyer rather than a Politician, believing the Political world to hold little true power. As a Lawyer, he could personally decide the fate of thousands of victims; as a Politician, he would be caught up in the red tape and the social conflict he despised so much.
He attended Sadie University, where he met his first accomplice toward his life of villainy. A Scientist, Dr. Phillip Ambrose, who saw the potential in the young man and quickly employed him into his workforce.
Phillip Ambrose was a professor of the university, a man of some 40 years who turned out to be the first ever super to set foot in the city of Sadie. He would often pick his potential test subjects from the local populace; often, he was only thwarted by the efforts of a new generation of superheroes.
When he employed Tom, he agreed to show the man his most startling discovery; known only as The Machine, Dr. Ambrose had found a way to turn his loyal followers into supervillains, such as himself. Tom reluctantly volunteered.
The outcome for him was unpredictable, but Dr. Ambrose assured the man that he would survive the experience. Tom did more than that; he was turned into the Sandman, given the psychic power of nightmares to instill into human minds and given the power over unconciousness. Dr. Ambrose went one step further, developing the man's alter-ego by creating the sleeping sand that Tom still uses to stun his victims.
As far as the Doctor could see, there were only limiting weaknesses to the man "which were always a side effect of the process", but Tom himself discovered the most abrupt of them all; he was now incapable of lying. He almost gave up the Law career on the spot, before he realised he could use false language to get past this new barrier.
His life beyond that point revolved around the testing of his powers upon the virgin city; he was uniquely responsible for the murders of dozens of unsuspecting students. Tom relished in his new found superiority, believing himself to finally be able to take over all he could see.
By his third year, the young man decided he would attempt a new challenge - he would seduce a victim, drawing them in to his way of thinking, before turning them into a fellow villain - a trustworthy partner. For this, he chose an idealistic, intelligent young woman who recently arrived at the University.
The two met, and Tom used his charm to win over the woman. She fell in love with his personality, and they were a couple for almost two years.
However, his plan did not go as well as he had hoped, and the woman eventually gave up on Tom's stubborness. Tom, meanwhile, lost his patience, kidnapping the woman and turning her into a mutant against her will. After her ordeal, Tom gladly handed the new super over to his mentor, Dr. Ambrose, who performed horrific surgical implants on his victim.
But the woman survived, and used her hidden superpower to escape the clutches of Tom and the Doctor. She fled and went into hiding, before eventually returning to hunt down the pair. After a confrontation, she gunned down Dr. Ambrose and wounded Tom badly. The young man immediately swore his revenge, and sent out Ambrose's goons to deal with both her and her family - only to find they had already fled the country.
The man still hunts for the woman who killed his mentor and bettered him in battle, bringing with him The Machine and the remainder of Ambrose's goons from Sadie.
Great character...and just wanted to welcome you into our nice, big, happy "family"! Again, welcome.
Uhhh, Masked Mutant? Thats Illusion....
Whoops! My Bad! hehe...
Joan Gavin
"While not considered by her family, colleagues, or herself as a 'super' or known to the public has having a little extra something, Joan does have a gift. I'm listing it as a super power, but in reality she is a normal person trying to live a normal existence while coping with her abilities."
Appearance: A woman of average build around 5'9", 120 lbs. Considered "Dark
Irish" - dark brown, nearly black curly hair, pale but healthy complexion, blue
eyes. As a detective, she is given to wearing everyday, comfortable clothing, preferring a jacket which can easily conceal her sidearm.
Super Powers: Joan posesses an ability called psychometry. Basically, it is the
ability to 'read' objects through touch, theoretically based on psychic
vibrations retained by the object. A touch will give her glimpses of recent
events associated with the object, goings on around it, or various details such
as age. Her abilities are still in development as far as control is concerned.
Super Weakness: Joan's ability is a continuous reading of her environment, and
she is not yet developed enough to be able to control it. Therefore, any casual
touch of particular people or things could feed her unwanted or unexpected
readings.
Occasionally, her 'visions' build up in her memory, which often result in
strange dreams. These dreams can be mentally taxing, and being a detective, that
can mean rather disturbing nightmares for Joan.
Due to the nature of her almost empathetic powers, and her lack of control over
them, Joan is susceptible to psychic influence and attacks, whether she be on
the receiving end of mind control, or catching the brunt of psychic energy given
off from a person or field. Techniques or devices designed to bring down a
psychic-based super would be very effective on Joan.
Abilites: Raised in a family where detectives run in the family, Joan is
predisposed to analytical reasoning and critical thinking - while she is by no
means a genius or supernaturally skilled in this area, she is above average.
She has undergone all the basic aspects of police training, including the use
and familiarity with standard issue firearms and weapons, physical training, and
profiling.
AbilitiesInadequacies: Given her relatively young age, Joan has yet to achieve a
high level of experience in her police work.
Concerning her abilities, Joan is in a sort of denial. She refuses to consider
herself different from the average person, not believing herself to be a
'super', stemming from the prejudice she's been subjected to from those in her
workplace.
Personality: On the surface, Joan appears to be your average detective type -
serious when it comes to her job, and all business around her colleagues.
Because of her strange abilities, some of her co-workers refer to her as
'Spooky' or other derogatory names, which further causes her to be impersonal
and sometimes brusque on the job. This also fuels some antisocial tendencies off
the job.
In general she is a pleasant person to deal with, and perhaps due to her
abilities, she is known to be empathetic - receptive to other people's moods and
emotions "on a completely normal, non-superhuman level". She is one for quiet
fun, preferring a calm night at home to clubbing or bar hopping. She has no
close friends in Megatropolis, and most of her social interaction takes place
with her feline companion.
History: Joan's family is a typical Irish family, almost stereotypical in the
fact that it heralds a long line of police officers and detectives. She is the
only child to Patrick and Mary Gavin, and has grandparents on both sides who
came to Ellis Island. Patrick was a well recognized and respected detective
before his death fifteen years ago. It wasn't planned or expected for Joan to
carry on the family law enforcement tradition, but her unique abilities caught
the eye of the local PD early on.
Her father, aware of his daughter's blossoming gift when she was around eleven,
thought he would test her abilities in a simple robbery case. Half out of
curiosity, he allowed her to read a recovered stolen car. Joan saw the man
clearly and identified him from a list of former convicts, who later confessed
after he was caught. The department was hooked.
Too late, her father realized his mistake. Try as he might, he was unable to
stop the department's growing interest in using his daughter's abilities, and
following his death less than two years later, Joan was already lined up to
start training as soon as she turned eighteen. Upset over the death of her
father, and unable to console her mother, Joan saw this as the most appropriate
career move to honor her father's memory.
She achieved high marks in all of her training, and was soon more than qualified
as one of the youngest cadets, rising in rank quickly. While her promotions
where legitimate, envious colleagues began to believe she was receiving special
treatment due to her abilities. Nevertheless, Joan still maintains a degree of
respect from her superiors, and a tentative working relationship with her peers.
For a three-year period, Joan was sent to Neo-Tokyo as a part of an exchange
program with the Megatropolis PD. There she spent time getting a feel for the
more eastern style aspects of training, learning the rudiments of hand-to-hand
martial arts and a few new weapon techniques. She began in earnest to study
profiling here, and in an environment where no one knew about her abilities, she
even managed to develop a few close friendships. Neo-Tokyo was a place of
anonymity and happiness for Joan. Then her exchange ended, and the growing
activity with supers in Megatropolis drew Joan back home.
She has just recently arrived back in Megatropolis, where her mother owns a
bakery. In search of a quieter, more independent life, she is looking for an
apartment away from home, and will continue her work with the Megatropolis PD.
Because every detective needs a really cool car...
"Just fooling with the Hero thing... Ah, a face only a mother could love. Hopefully I'll sketch out something of my own soon."
"OOC: I figured I ought to give Joan's bio a facelift, to give her a little more color and depth. It's redundant I know, but since I can't delete that first application-standard bio, well ... Hopefully you'll just end up reading this one first. But this bio does mention some details that aren't mentioned in the previous one, either because I forgot the first time around, or things have changed since then.
This mostly provides further details on Joan's inhuman abilities."
Name: Joan Gavin
Gender: Female
Age: 27
Marital Status: Single
Occupation: MPD Detective
Inhuman Abilities: While Joan does not consider herself a super, she does possess an ability called psychometry. It grants her the capability of 'scrying' objects through the touch of bare skin, theoretically based on psychic vibrations retained by the object.
J R Buchanan coined the term 'psychometry' in 1842 "from the Greek words psyche meaning 'soul', and metron meaning 'measure'", and developed a theory that explained that all things give off an emanation. These emanations contained a type of record of the object's history, and he also believed that these recorded senses and emotions could be played back in the mind of the psychometric scryer. To explain this, Buchanan believed that all objects have 'souls' that retain a memory.
A German doctor named Gustav Pagenstecher was intrigued by Buchanan's writings, and discovered that one of his own patients possessed a similar ability. She could enter into a trance-like state and hold an object in her hand, speaking details about the object, and the life and experiences of the owner. Pagenstecher's theory was that a psychometrist could tune in to the experiential "vibrations" condensed in the object.
Today, the theory of "vibrations" has received more attention since it has some scientific basis, going on the knowledge that at all matter on a subatomic level exists as vibrations.
Most theorists suggest that psychometry is a natural ability of the human mind, but others believe that it is controlled by spiritual beings. They can either lend the scryer the details of a reading, or use the person as a vehicle while the spirit does the actual scrying.
Psychometrists usually scry in a normal state of mind, and there is no need for any sort of preparation, such as meditation, trance, etc. In some cases, if a scryer reads an object belonging to someone who recently died of illness, the scryer may suffer from symptoms of the illness. Psychometric impressions may come in the form of emotions, sounds, scents, tastes, or images. These visions are very rapid in nature, and appear in no logical sequence. Psychometrists also sometimes experience a temporary loss of energy and an increased body temperature when scrying, and also an irregular heartbeat.
As for reading human beings, this ability is limited. Human beings are mutable beings with fluid auras, and hardly ever retain recordings of outside influences. Some theorize that only objects can retain such memories as the result of human auras leaving their own impression on a cosmic level.
However, Joan's ability seems to allow her not only to read such recordable objects, but to be recorded upon herself. If she were to scry another person "which would require skin-to-skin contact", she would only be able to read surface thoughts, and only strong ones at that. Everyday worries, such as what to get for lunch, wouldn't really present themselves, though more extreme thoughts and emotions "i.e., extreme sadness and violent anger" would manifest. Sometimes she might pick up on an extremely traumatic past event in the person's life, though usually only the more recent ones.
Because of this, she retains the memories, senses, and emotions she scries from both objects and people, manifesting themselves in the form of vivid dreams that are sometimes too realistic for comfort.
Human beings dream, usually about events in their own lives, in order to process their memories and experiences during the day. The inability to dream "at least one's own dreams" inevitably leads to insanity, and in Joan's case, dreaming the experiences of others is certainly taxing, both physically with loss of sleep and psychologically. Consequently, she is sometimes in a state of exhaustion and fatigue, and disconnected from the goings-on around her.
Joan does not have full control over when and where her readings take place. Sometimes they are spontaneous, and in the case of accidentally scrying from other people, this can result in somewhat embarrassing situations. Imagine shaking your landlord's hand and finding out about his fetish for high heeled shoes. Rather than risk the chance, Joan frequently avoids meeting new people.
"That's enough for now. Next up: Appearance."
Why didn't you just ask Rebel to delete the old bio when you asked him to approve the new one? "Since rule 1.10 says any bio additions / new sections are strictly forbidden without moderator approval."
"I'm sorry, I did not think this would be considered a new section. It simply explains what was already approved. I apologize if I misinterpreted the wording of the rule."
Hubba-Hubba!
Martyr
Martyr
Character Name: The Martyr
Secret Identity: Nick Carson
Race: Mutant
Birthplace: Madison, WI
Character Age: 22
Occupation: Demon Hunter/Assassin/Spy/Thief
Gender: Male
Inhuman Abilites: Yes
Moral Standing:: Oddball
Appearance: Nick is a well-built young man. He is around six feet tall, brown
eyes, short brown hair, and very handsome. Nick weighs about 250 pounds of
mostly muscle. Nick wears whatever is proper for the present conditions. But
when he is out on a mission he wears mostly black to stay hidden in the shadows.
He will wear whatever is necessary for missions and just walking about on the
streets. His favorite cloths to wear would be his black muscle shirt, his black
pants, his black trench coat, and with his black leather "Assassin Gloves".
Super Powers: Nick has super human strength and agility. He is very quick and
very strong. He can lift anything three times his own weight and is three times
faster than any average human alive. Nick also has visions of his escapes. For
example, if he is stuck at a dead end and a whole police force is closing in on
him he would have a miraculous vision of how to get the hell out of there!
Super Weakness: If he is using his powers around a major source of power "power
plant, big electrical boxes, ect., ect." they will not work. He will die if he
is near too much electricity for too long. But if he is by a huge source of
electricity for a short period of time he will lose his powers and most likely
pass out. The same thing basically happens with his visions too; if
he is around power sources his visions will not always come in or he will not
even have them until he regains his health by resting.
Abilites: Nick is very accurate with almost any weapon he uses. He also is very
stealthy. Nick is a master at picking locks and is very good at acrobats. He
sometimes carries a crossbow with him and a wide selection of throwing stars and
throwing knives. He keeps these stars on his belt around his waist. One knife is
kept on each one of his ankles held by a strap. Nick also has two armbands full
of six, six inch throwing needles on each arm; usually dipped in homemade poison
before use. He always carries a rossary with him and other such things to keep
the evil spirits away and to help him with his tasks "holy water, garlic,
crosses, ect., ect.".
AbilitiesInadequacies: He would choose a self-propelled weapon over a gun any
day; but he still uses guns a lot. The gun he really is good with is a sniper
rifle. He is not good with children; he hates them. Takes a little too much
pride in his work; he hangs the heads of the demons he has killed up on his
walls. If he doesn't have time to get their head he will always get something
of theirs for a gift to himself. Women are probably his BIGGEST weakness of
all. He is obsessed with them; but does not hesitate to kill any that get in his
way.
Personality: Nick is very talkative. He can be friendly if you get on his good
side, but that is not very likely. He is very charming; it seems like he always
knows what to say to the ladies. Nick has a lot of connections with a lot of
people. Nick is also a very patient man. Nick can be edgy at times of distress
or action. He also gets very excited during a fight or battle or anything else
of that manner.
History: Nick was born in Wisconsin. Nick's life was perfect until Nick's mother
told his father that she was a mutant. He freaked out about the whole thing and
hit the road when Nick was only five years old. Everything went downhill after
that. His mother couldn't handle all the pressure and all the responsibility of
being a mutant in a human world. When Nick was the age of ten somehow people
found out that his mother and him were mutants and they decided that these two
would be a bad influence on their own children. So they decided to kill them
both. They locked them in their own house and set it ablaze. Nick had a strange
vision that the cellar door was open and that they could get out of the burning
house safely. He carried his mother to safety and they both ran from their house
and moved to New York. They found a place to stay in an apartment where five
years later Nick's mother was killed by a vampire sent to kill her and him both.
Nick was hiding in the cupboard while the vampire tortured his mother to death;
he didn't bite her, he decapitated her and smeared the blood all over the house.
He drank the remains of the blood and left. Nick then ventured out of his house
in search of the wicked thing that had killed his beloved mother. When he
finally caught up with the vampire he gruesomely killed it and decapitated its
head and kept it as a souvenir. He moved to California in search of adventure
but found loneliness. He lived in a duplex there for eight years killing
vampires and other demons and robbing various banks around where he lived. He
got sick of living in that boring place and moved once more to find
Megatorpolis.
*Update*
In a car accident in Downtown, a small glass full of Holy Water spilled all over The Martyr's smashed legs. Within 30 minutes of it spilling on him, he was all good and ready to roll"just with a little limp".
The Martyr has now figured out that Holy Water has a strange effect on him; it heals him. It takes at least 30-40 minutes to heal but he will still have some sort of disabilty"limp" for a while after. Since his findings he now carries a couple extra bottles of Holy Water.
The 'catch' about his new strength is that he can use the Holy Water or his speed and strength. For example, he can use as much strength and speed, until he passes out, and than use the Holy Water. But after using the Holy Water he cannot use his powers untill the Holy Water effects are totally done"30-40 minutes".
The Martyr now carries crosses, Holy Water, a small Bible, and a rosary around his neck. All these items are for protection; except for the Holy Water which heals him.
Wall Crawling Thief.
Character Name: Thief
Secret Identity: Kristina Balboa
Birthplace: Downtown Megatropolis
Character Age: 20
Occupation: Museum Curator
Gender: Female
Moral/Details: As her Public name suggests, she is a thief extraordinaire, and doesn't mind breaking into places, or stealing items not belonging to her, but her heart is that of a hero, and she doen't steal from those who have little.
She will also thwart the plans of many a villain who crosses her path.
Appearance: Very thin and lithe, platinum blonde hair, cut short to the point of almost bald"about1/2 inch long", her skin color is a golden tan, and her eyes are a sapphire blue. in costume, she wears only a black leotard, that leaves both her hands and her feet free.
Out of costume, she wears form fitting clothing, bright in color, and generally flaunts her figure. She has hands about 50% bigger than normal. She is 5 feet, 8 inches tall and weighs approximately 160 pounds.
Super Powers: She can climb walls, and ceilings as if she were an insect or spider. She must have full contact of a hand or a foot"at least the ball" in order to keep hold, this is useless if she wears gloves. She also has extreme agility, she can dodge any arrow shot at her, and most bullets; lasers and plasma rifles have a good chance to hit, however. she tends to be physically weak, but her agility can help her
to escape most situations, as she can bend and pop a joint loose momentarily to slide out of a pinning hold.
Super Weakness: She is highly sensitive to electrical static, as it will knock her unconscious regardless of the strength"static shock from rubbing a balloon would be sufficient." Hign voltage will kill her on contact, if she is not properly suited for it, and will knock her unconscious from 10 feet away.
Abilites: Other than her supernatural agility, she has trained in the martial arts, specifically karate and judo, receiving a black belt early in her training. She also carries on her several sets of lockpicks, ranging from standard key lockpicks, to specially made electronic lock picks, meant to get past security systems requiring some form of identification.
Abilities/Inadequacies: She has been caught stealing on several occasions when she was a juvenile, and has been placed in Kleptomaniacs Anonymous. She dislikes the group, and will do just about anything to get out of it. Although she can get into most places, she still has skin that is rather soft, and will get scraped and cut easily, hence the full body leotard.
Personality: She is a rather happy person, enjoyable to be around, flirtatious,
a person who enjoys life. She will try to see the best in all things, and will bring out the best in those around her. she has an uncontrolable fear of snails.
History: On the streets since she was young, she learned thievery quickly, and continued in this training even after she started to go to school. She was an avid learner, and aside from her time spent in junie hall, she made regular attendance and was at the top of her class in high school. She continues to go to college, and with her grades, she was allowed to become a curator at a local museum, learning everything she can about the historical artifacts located there.
Shadow
Character Name: Richard Blackwood
Secret Identity: Shadow
Birthplace: Megatropolis
Character Age: 25
Occupation: None
Gender: Male
Inhuman Abilites: Yes
Moral Standing:: Oddball
Moral Details: To put it simply, Shadow is a vigilante, a man who will, at times, help the innocent, but has absolutly no qualms with killing intsead of arresting villains and/or other people he finds a reason to feel that killing is neccesary.
Appearance: Richard's appearance can only be called "flowing". No matter what he is doing, wielding a sword and leaping across a room or simply walking down the street, he seems to flow. Both his body and the very clothes he wears seem to constantly be in fluid, smooth motion. His strong, handsome facial features have won more than a few women's hearts, especially with his deep brown eyes and dark skin tone. Richard's nationality is unknown, but it seems to be something exotic since he doesn't look like most people. Richard's dark brown hair is obviously a factor to his fluid look, as are the dark shaggy clothing he wears when in "combat mode". Although he wears dark clothing, Shadow wears a deep blood red trench coat over the clothing that houses several weapons.
Super Powers: Richard's power is not in fact a power because he has no control over it whatsoever. Its origin is both unknown and unexplainable. Richard cannot, unless under very specific circumstances, be hit by a projectile weapon of any kind. This is not luck or a talent, but simply a sort of universal law that surrounds and extends from Richard. No matter how many bullets, how much shrapnel and glass, none will ever hit Richard. It simply doesn't. Note that the size of the object has NO bearing on this law. A tank could be dropped directly over the area Richard is standing and it will not hit him, landing however far away it has to in order to miss him.
Super Weakness: Of course, all universal laws have ways to be twisted and this one is no different. A bullet shot from a gun point-blank, skin touching gun barrel, will hit Richard. Also, because the bullets shot at Richard have to go SOMEWHERE, people standing near him when he is shot at stand a MUCH better chance of being hit by the projectiles: other people are not protected by his laws. The other drawback to this "power" is that nothing Richard throws/shoots/launches ever hits its target. The same unexplainable force that keeps anything from hitting him somehow knows what Richard is aiming for and there is no way to trick it. Also, even at times when Richard would WANT to be
hit by something, it won't happen. Which means that he cannot catch anything thrown to him.
Abilites: Richard is trained in the ways of dozens of different fighting styles, using dozens of different weapons and simple hand-to-hand combat. He is most trained in sword fighting, but he is also extremely skilled with staffs, daggers, and others. Richard is a determined man, fueled by a mix of a sense of justice and rage that almost assures him of getting to his target if a way exists. Richard is also fairly intelligent, and knows enough about general science and physics to figure out ways to counter-act super's powers.
Abilities/Inadequacies: Richard's determination often leads him to getting in WAY over his head. The fact that he isn't a "real" super is also a huge disability since he cannot truly "utilize" his power like supers. Richard also has trouble figuring out who the good guy is in most situations of combat. The fact that he really doesn't care doesn't help much either.
Personality: The biggest part of Richard's personality is determination. He is so determined that he has even been known to travel abroad simply to capture/kill his more "important" enemies. This often leads to trouble. Also, Richard thinks very highly of himself, he is not a humble person by any standards.
History: Richard was born to regular parents on a regular Saturday in regular Megatropolis. There was nothing spectacular about his birth, nor about his childhood. Nothing special ever happened to him that would set him aside from any other child and it would remain this way his entire life. His seeming inability to ever catch anything was left up to clumsiness, even though the boy seemed to be more graceful than any wildcat. Richard's father owned a fighting dojo where he trained his son to teach him self-discipline and respect: it worked. Richard learned easily from his father and soon surpassed him in fighting skills, moving to weapons before he was 13 years old. He had a certain affinity for swords and hand-held blades, straying away from thrown knives and daggers. He found that he could never hit his target, and it was simply easier to work with a blade. Richard's father died when he was 20 and Richard dropped out of college to take over the dojo. His mother, heart-broken over the loss of her husband, seemed to simply fade away until she followed him to death. Although Richard was raised by upstanding parents, he found that he did not follow the strict morals that they did. He found that he had no difficulty using his fighting skills on people that he felt deserved it and even killed a few criminals he came across. After a while, Richard realized that he should at least TRY to help and deal with the "super problem" that was plaguing the streets of Megatropolis and he took of the name of "Shadow". It was during one of his adventures as Shadow that he discovered his ability to never be hit by a bullet fired at him and he in fact proved this to himself when an entire gang fired on him in a field. He should have died, but when the ammo was finished, Richard didn't have a mark on him. This only strengthened his belief that he should help stop criminals, but it had no effect on his "whatever is necessary"
attitude.
Leon Stevenson A.K.A Freakuency
Character Name: Leon Stevenson
Secret Identity: Freakuency
Race: human
Birthplace: Unknown
Character Age: 27
Occupation: Mechanic, scientist
Gender: Male
Inhuman Abilites:: No
Moral Standing:: Oddball
MoralDetails: My character would be more of a villan than he would be a hero.
But there are times when he will do the right thing.
Appearance: In costume: Dark black long coat with a red ripple design on the
back. Black trousers with thin red stripes going down the trousers. Black shirt
with crimson ripple design. Black top hat with thin crimson stripes going down
the sides. There are two small crimson ampilifiers on his shoulders with a wire
attached to an electric guitar, the guitar his black with a red swirl in the
middle. It has strang shape, sharp edges "not used for attacking with" and
spikes point out of each corner
Built yet thin looking. Short Blond hair with crimson eyes. Pale white skin, a
pointed nose, small scar on the right cheek.
Out of costume: Blue jeans with white top. Brown heir and blue eyes. Slightly
out of shape but not by much. Scar is still visible on cheek.
Super Powers: My character doesnt have inherited super powers but uses his
knowledge of sound to make his weaponry. His guitar gives him the ability to
level small buildings, send shockwaves in a certain direction. The waves cant
destroy people but they can bring the enemies surroundings on top of them or
give then a nasty joult when are hit by one of these waves. The ampilfiers on
his shoulders help make his soundwaves slightly more destructive but they help
by making Freakency able to generate shockwaves
Super Weakness: One of the things that Freakuency dreads is a high dose of
heavy water to his guitar. The high concentration of hydrogen in heavy water can
mix with the chemicals in the guitar causing it to shut down or even explode.
Once Freakuency's guitar is taken care of he becomes a mere human again. Witout
his guitar he cant do anything. He wont be able to fight on and will have to
resort to turning and running or face the concequences of his actions. The
guitar also runs on electricity so it can run out in a long battle so freakuency
would have to run
once his guitar starts losing "Juice."
Abilites: Freakuency is acrobatic and swift on his feet. The only equip he
carries are his guitar, his amplifiers an different types of sound grenades.
Leon is naturally intelligent and has a vast knowledge of guitars and music.
Combining this knowledge with his knowledge of sound and physics he can make
weapons of destruction.
AbilitiesInadequacies: Freakuency isn't very strong, he is almost a push over to
the average human being. He relies on fighting at distances but when it comes to
close quarter fighting Freakuency will use one of his grenades so that he can
get away as fast as possible. Freakuency is very cocky and this sometimes ends
up in him getting into a lot of bother.
Personality: Leon is a pushover of a man. He rarely stands up for himself. He
keeps to himself a lot making guitars for celebrities and other guitarists. He
is a loving kind of person and likes music and talking to people that don't
bother him much. He does have violent outlashes at times which scare people away
from him.
Freakuency on the other hand is a cocky, fast tongued young man. He is
intelligent yet very arrogant. What leon lacks in self esteem freakuency makes
up for in big headedness. He likes too be the guy incontrol of the situation and
gets really irritated when some one messes up things for him. He hates heros and
villians alike.
History: Leon does not know much of his past all he can remember is his
university days. He cant remember his childhood or anything before the age of
15. He just seemed to appear at a home one day without a word. Here he was taken
in and was sent to school. Leon did brilliantly when it came to maths and
physics. His grasp on the two subjects was unbelievable for a person of his age.
He went on to university where he studied his 2 favorite subjects, maths and
physics. He then became a scientist and studied the sound and was enrolled in a
secret operation in the military for the creation of new sound weapons. When
the weapon was nearly complete Leon vanished with the weapon and was never seen
again. The army spent 5 years trying to hunt him down and the weapon but gave up
after there were no leads. Leon now lives in this city.Now Frekuency has arrived, and feels he wants
to have a bit of fun with its people
Father Callihan "NPC"
Father Callihan has been a preist for three years at St. Mary's Church in Downtown Megatropolis. He is human and has no special powers or abilities. Except for the power of God. He is now teamed up with The Martyr and is The Martyrs best friend at the moment.
Detective Sam Burke, Homicide "NPC"
Name: Samuel Burke
Age: 42
Birthplace: Megatropolis
Height: 6'0"
Weight: 262 lbs
Hair: Black
Eyes: Brown
Moral Standing: Good guy
Occupation: Police Detective
Strengths: Street-smart and well respected around the force. Mean shot with a pistol.
Weaknesses: Rather slow due to his girth. Not the most people-friendly person around. Rough, rude, and has less breeding than a stray dog.
Bio: A policeman through and through, Burke hails from a family of cops. Father, mother, brothers, uncles, cousins, and one of his sisters; all cops.
His intuition and relentlessnes proved to be a great asset to the MPD, and he quickly rose through the ranks to detective. His dozens of collared murderers have kept him on the force for 21 years now, despite the fact that he is obviously above the weight limit in his height class.
A few months ago, a little girl who lived next to him was killed, murdered apparantly by a super-human who was called the Ghost, or some cheesy name like that. The murderer is still uncaught, and Burke has made the case his life, obssessing over it day in and day out. Twice he had cornered the Ghost, and both times he has gotten away. Unmoved by the fact that some say the Ghost is a hero, Det. Burke has sworn to track the scum to the ends of the earth... or at least the Megatropolis City Limits.
FBI Agent Black
Name: Special Agent Black
Race: Homo Superior
Birthplace: Texas
Age: Unknown, appears 30ish
Occupation: FBI Special Agent
Gender: Male
Inhuman Abilites: Yes
Moral Standing:: Oddball
Moral Details: He is a 'rogue' FBI agent who has quite a bit of pull all around the country. He mostly does what he wants to do but also does cases that he is assigned. He is always on the side of justice, unless something personal is in
the way.
Appearance: Black is tall, about 6'3 and weighs nearly 190 lbs. His skin is almost albino white, and his eyes are a piercing pale gray color.
He almost always wears a long coat, one which could hide any number of things beneath its
folds. He is muscular, but not unpleasantly so, and it is visible even beneath the folds of the coat.
His hands have elongated fingers and are strong. His silver hair is long and flowing. His voice is a deep baritone with a Texan
accent.
Super Powers: Black's sole power is the ability to telepathically 'connect' and 'download' all of any person's mind. It matters not if they are supers or not.
Basically, once he connects to them, he can, after the 'download' has finished, experience everything that the person has ever experienced in every perspective.
Black would know everything there is to know. He would be able to tell if they commited a murder, what they were thinking, what they're fighting stratagies are, anything.
Also, he can resend any information that he finds back to any person, including the original. If the person has had a traumatic experience or mental blockages, Black could 'decrypt' these memories and send them back so that the person could see them in perfect clarity.
He is also a minor empath, only able to detect the major emotions from short distances.
Super Weakness: Special Agent Black has three main weaknesses. First, for him to use his power to its fullest speed and potential, he must be in skin contact. He can still read a person through clothes, and from small distances, but the speed of his 'download' slows greatly the farther away that he gets. About 50 feet away, he barely recieves anything.
Second, if his mental 'download is interrupted, "i.e. someone removes them from contact, etc." then he must completely restart the entire mental download from scratch. "If he himself stops it, then he escapes with what memories he got."
And third, if he "downloads" a particularly violent person, or nice, or a snitch, whatever, he will begin exibiting signs of that personality, such as brutality, or being overly trusting, overly talkative, whatever that person was, he might begin to exibit signs of them, more and more often until he "deletes" what he recieved from them. Or, if he chooses not to delete them, he becomes more and more like that person.
"Deletion is him basically removing their essance completely from himself. He does it in the exact reverse of how he 'downloads' people, only with much greater speed; he can 'delete' a person in a few seconds time."
However, his 'kryptonite' weakness is that, along with his third weakness, he also experiences the pain, loss, hurt, happiness of the person that he is 'downloading'. He experiences everything that that person has experienced, and it all floods him the moment that the download completes.
Abilites: Agent Black is very intelligent when it comes to people, and most other things for that matter. He knows how to manipulate them to do his bidding, and how to turn them from foes to friends. He can easily extract information from them, especially with the help from his mutant power.
Also, he is quite intelligent how the human mind works and what drives it. He also reads a lot and is knowledgeable in many areas.
Also, being an FBI agent, he has many connections and he himself has quite a bit
of pull all over the country. Many people in positions of power have heard of him, or even met him.
Black is armed mostly with knowledge, but these are his worldly weapons. He owns a Les Baer custom, .45 Government Model with tritium night sights and laser grips. The bullet from this gun holds true devastation from the target. He
also has a large Swiss army knife, and a regular sharp pocket knife. Within the endless folds of his cloak, there is more ammo for the Les Baer Custom .45.
Inadequacies: Even though he is well known throughout the country, that does not mean that the people who know him like him. In fact, many of the corrupted politicians and business owners who've met up with him wish him a painful death.
His many connections have proven to be faulty at times. This seems to be happening more and more often.
Also, some people are far too strong-willed to be manipulated in any way by Black. He would still try on them, however, and this has led to new enemies being made when they realize what he's doing.
Personality: Black is a very calm, collective person. He always thinks out all of his actions to their fullest extent that he can see. He can be calculating at times. He is, for the most part, a kind, gentle person who would not even
think of hurting the innocent, unless it served the greater good. The guilty, however, are another matter. For him, the kindness and big-heartedness evaporate quite quickly and he can become colder than a machine.
History: Not much is known about Agent Black. He is from Texas, around 30 years old, educated, and a FBI agent, and his power; but even this is not known to many.
His first name, for instance, has never been discovered. All that is known about him is that FBI Special Agent Black has much pull around the country, is basically a 'rogue', for lack of a better word, FBI agent, and is quite dangerous to many of the criminals he comes into contact with.
However, it is believed that his family, running back 4 generations ago, controlled a massive company and gained infinite wealth, although this rumor is most likely just that, a rumor.
Sandra Ven'alla "Venom"
Name Sandra Van'ella
Age 18
Alias Venom
Birth place Los Angelis
Gender Female
Occupation Artist/ Student
Moral Standing Hero
Apperance
Sandra is a moderately tall and lean girl, standing at 5'6" with a toned body. Her skin is rather pale, due to the lack of sunlight she tends to get and the overly black clothing she wears. Her eyes are what many would call tri-colored. A mix of striking icy blue and royal purple rimmed with a golden ring about the iris. All of which surround a deep black pupil in the center. Her hair is jet black but tinted towards the end with a soft pale hade, not white, but more silver in the right lights. Both these oddities are natural through some mutation of her own.
Clothing wise Sandra is just as unusual. Her outfits usually consist of a more retro/cyber gothic look with belts, chains, deep dark colors ranging from black, blood red to deep purples. Her Hands are always gloved, ruby stains lips always glossed with a thick coating of lip gloss, and her legs always hugged by a pair of knee high lace-up boots. She has only one ear pierced with one small stud of a tiny snake biting it's tail set in her left ear complimenting her necklace of
an aunk "Egyptian cross" with another snake oiled about it...Designed by a old friend.
Super Powers
Sandra's super power is not one to be trifled with. Her whole body is poisonous. From head to toe. Her touch can result in a slow and painful death at times, but is more prone to inducing a deep sleep close to a form of temporary coma. This of course is depending upon what part of her body would make skin contact with your own. Her lips have to be the most poisonous. In a normal human, death is almost guaranteed unless anti-venom is distributed into the blood stream with in 20 minutes. Hence why she commonly wears lips gloss, the thick substance seemed to dilute the efficiency of her power. Next are her nails. Unlike most peoples, Sandra's are more like claws than actual fingernails. They are constantly painted black making them seem more like claws
than anything else. If these claws are able to break the skin and cause bleeding, in a normal human, this can cause a fiery sensation from the point of contact that only gets worse after time. How quickly this flares up, depends on the persons will power and immune system. Finally is her actual skin...skin to skin contact, at any point on the body can cause both pain then unconsciousness? Unlike the claws, the pain if brief, simply because, nine times out of ten, the person is out-to-it before it has time to flare up. Last but not least is her power of poison resistance and heightened senses. Most natural and few man-made poisons don't seem to affect Sandra. Because her own body has adapted to now poisoning itself, it has made her immune system very resilient against other forms of poison. As for her senses, Sandra has an unusual form of night vision...much like a snakes. She can 'taste' her surroundings in a way that will actually give her mental image of what is about her. A sort of grey scaled view of the world.
Super Weakness
Her power is also her curse. Sandra cannot make any physical contact with anyone, she has no control over her power, and it is just as effective against friend and foe. Her powers are also slightly diluted against Supers; where as her 'kiss of death' would kill a normal person. A Super has a longer period of survival and there is a 40-60 minute time frame for the anti-venom to be administered. All of the effects of her powers against another super seem to take more time to go into effect, but are still just as potent in the end. Another weakness is her low tolerance for temperatures. Sandra, in all of her venomous nature so close to the snake, can't take cold temperatures any normal person could handle. She is more prone to getting sick in the winter and can't stand ice and large amounts of cold can cause her to go into shock. And at times shut down her system. With enough cold, you could kill her much faster than you could a normal person. Though she is intolerant to cold, this doesn't
make her more tolerable to high temperatures, she will be burnt by boiling water just like anyone else. Finally is her true Achilles heel. Sandra can't stand light; too much light is much the same as too much cold. She cannot go outside without shades on and her skin is prone to burning and blistering in harsh summer days. Hence, she much prefers shady spaces and dark moon lit nights.
Strengths Sandra, having little socializing experience, took too herself to keep herself busy...and trained herself in many forms of martial arts, designing her own 'free form' style. Her agility is astounding, and would impress most masters in any type of art, and her flexibility is also slightly inhuman as she is able to fit herself into tight spaces...both because of her flexibility and her delicate stature. She trained herself how to throw things, such as daggers, darts, and many other light weight objects. She can use a gun, and her aim is
rather extraordinary, yet she prefers not to kill so sticks to weapons that are less likely to kill. Her favorite weapon is the quarter staff, which is her most used and prized accessory. She holds a small metallic staff that can retract
into a small compact size to keep hidden.
Weaknesses
Sandra is very light weight, and easily over powered, her main strength is in her speed and skill. She can't fight for long periods of time, and is more likely to tire before her competitor. Hence, she likes to fight in small bursts at a time and attempt to get a fight over with as quickly as possible.
Personality
Sandra is a very lonely person. She hardly spends her time about large groups of people, and has little to no real friends. She will converse with the occasional person, as it is expected unless she wished to become a hermit. Yet, other than that, she remains relatively to herself. She is constantly trying to be positive, but it is kind of hard to be like that when your very touch can cause death or at least a painful coma. She craves human contact, but fears that it will always wind up in her hurting something she cares about ... so she keeps those people away from her and doesn't allow many in. Sandra is a smart and gifted girl, studying sculpture art and music at the university and hopes to, some day, become a reasonably well known sculpture. She is constantly studying, and marking a new piece of art at night in the art room when there are least people about ... Her reasons to be a super hero is, in a way, her way of apologizing for all those she had regrettably harmed in her past and possibly in her future. She wishes to make up for these hurts she has caused and somehow prove to herself that her powers can be used in a good way
History
Born in the bustling city of Los Angelis. Sandra was a healthy child until she was diagnoisised with a rear and new disease. No known cure could be found for her condition, which left her weak and unable to walk from the age of three. She was constantly confined to her room and hooked up to a monitor at nights to insure she didn't stop breathing at nights due to her weakening muscles that were slowly becoming unable to contract her diaphragm for her lungs. After another year of this constant monitoring, Sandra became deathly ill and was hospitalized for constant care. She was watched by doctors and nurses for another six months after this and given a multitude of drugs to keep her alive ... and others counter he dismal side effects of the strong medication she was
given in attempt to make her loosing battle more comfortable. After the six months had passed her parents asked to take her home, as it was plainly obvious she wasn't going to last much longer and they wished their daughter to be in a warm and homely environment. They were allowed to take Sandra home and were given home care after that. Through the course of her treatment she was given stronger medication to numb the flaring pain that the, now four year old, girl was experiencing. At some point during this, Sandra's mother became distraught with grief as the pain killers were starting to have no effect on her daughter and came to a sullen conclusion she had to take matters into her own hands ... euthanasia ... She managed to get her hand son some strong poison through means of her own still unknown to Sandra and mixed it with her medication drip. Surprisingly instead of killing her it cured her ... She did indeed become extremely weak and close to death due to the effects of the poison, but through some miracle, countered it and used it to her advantage. The doctors were baffled to how sick a deathly sick girl could get better so quickly? Instead of questioning, her parents took to raising her best they could provide. Soon after Sandra learnt the secret behind the miracle. She was a Super, but through some fault in her DNA the gene to trigger this had failed ... making her sick. With the poison kick starting it again, she had been given another chance ... but at a cost. At the age of nine, she realized her deadly talent, and as years went past, that talent grew stronger and more potent. She went through school labeled as the loner, feeling a need to isolate herself from everyone else in order to protect them from her ... But soon that little secret was revealed for the world to know and she was unrightfully expelled from her school. Thankfully she had already gained what she needed to enroll into a university and picked one she saw to be the most promising ... Megatropolis University ... and took too the city as soon as she could.
Bushido
Character Name: Bushido
Secret Identity: Daimyo Mishima
Race: Human
Birthplace: Hokkaido, Japan
Character Age: Unknown, looks to be in late fifties, early sixties
Occupation: Warrior, Startegist, Executive Businessman by day
Gender: Male
Inhuman Abilites: Yes
Moral Standing:: Villian
Appearance: Appearance: Height: 5' 8"
Weight: 235 lbs
Hair: Grayish-White
Eyes: Brown
The top of Mishima's head is bald, but he has hair on the back and sides of his
head, which he styles into spikes so that they look like two horns.
With zero-percent body fat, his body is an impressive sight to behold. A large
and solid block of pure muscle, his form defies his age.
A large diagonal scar runs the length of his torso starting from his left
shoulder down to his lower right abdomen. His body is covered in similar,
smaller scars. Another slashing scar runs over his left eye, which is
permanently shut.
When behind the scenes, as he usually is, he hides his massive frame with
expensive, loose-fitting business suits. During his training, and whenever he
engages in planned combat, he wears a black and white kimono emblazoned on the
back with the Mishima family crest and the traditional waraji, or straw sandals.
Super Powers: With no inborn powers of his own, Mishima's abilities have been
given to him by the dark servant's of Emma, the Samurai God of Hell.
In addition to unnaturally long life, Mishima has been granted peak human
physical prowess. His strength, speed, agility, and stamina have been magically
augmented to the maximum of human achievement. While his strength is still not
up to par with super-strong heroes and villians, or his speed up to par with
super-fast speedsters, his physical capabilities would take a lifetime of
absolute and dedicated training for a normal human to attain.
While this gift of physical superiority is amazing in itself, it does not
contend with his one true power. Emma, in all his Evil, has granted his unholy
servant the ability to wield the ancient and mythical Mehta-Sui energy.
This power grants it's caster complete control over the physical movements and
mental capabilities of it's target, placing them under Bushido's complete mental
control. Under this state, the target is not aware of his actions. All his
thoughts, emotions, and feelings are under Bushido's influence.
Due to the tremendous amount of willpower it takes to successfully wield this
energy, it cannot be used on vast amounts of people. Through several lifetimes
of meditation and mental strengthening, Bushido has learned to expand his mental
grasp to up to three people. The Mehta-Sui power can be placed in effect for up
to twenty-four hours.
Although eye-contact must be made for the effect to take place, once it is
situated, it cannot be broken loose until either Bushido suffers a massive
psychic or extremely damaging physical attack, he willingly breaks the link, or
the energy expires after a day. This means that one of his puppets could be on
the other side of the world and still be under his control.
Super Weakness: Because of years of conspiring with oni and tengu "demons and
spirits" alike, his very soul and physical body have been corrupted and
weakened. Mishima cannot sustain strenuous physical combat for very long. Though
he is as fast and as strong as he was in his youth, continuous physical activity
will suddenly render his body unprotected from the Mehta-Sui energy it houses.
If he engages in combat for more than fifteen minutes "the most time he has ever
dared", the Mehta-Sui energy will consume him from within and spiral out of
control, subjecting him to an extremely painful death.
Bushido's other vulnerability is mental backlash. Though his puppets cannot feel
what he feels, he feels what they feel. Every cut, scratch or bullet wound
attained after they have been placed under his control. He mentally feels their
pain, and their wounds physically show up on his body. Should a subject die
while under the Mehta-Sui influence, Bushido will die as well.
Because of the immense mental strain the Mehta-Sui places it's caster under,
Bushido's strict physical time limit is shortened even further. If he uses the
mind-control, he cannot engage in physical combat for more than five minutes at
a time. Should he try to, the energy will overpower and destroy him.
Abilites: Accomplished military strategist, served the Tokugawa shogunate during
the Edo period.
Accomplished martial artist, his unnaturally long life has given him enough time
to learn, master, and develop numerous martial arts.
His own customized fighting style, Mishima-do, has seen no equal in the field of
battle. Utilizing every single part of the body as an offensive weapon, this
style, coupled with the effects of the Mehta-Sui energy, has left behind
countless broken bodies in Bushido's wake.
AbilitiesInadequacies: In addition to the strict time limit he has, Bushido is
extremely megalomaniacal and arrogant. Despite his talent for strategy, he will
always, ALWAYS undestimate his opponent. In his mind, he is the greatest warrior
the world has ever known, and he thinks himself unkillable in combat.
He is also too proud of his Japanese heritage to debase himself to learning the
English language. He must rely on an interpreter to translate for him when
conducting business. In a foreign land, this is an extremely dangerous move in
both the legal and illegal fields.
Another of his limits is the fact that he is blind in his left eye. His father
removed it himself when Daimyo was just a boy as punishment one day for falling
asleep during a five-day meditating period of no eating, sleeping, moving, or
talking. Though he has since learned to evolve past this disability, a sudden
and unexpected move from this side holds potentially deadly risks.
Personality: Extremely gifted in the art of military strategy. Cold and
calculating, he is master of planning any type of offensive or defensive
operation. Even in the face of enormous odds, his brilliant mind can work out
any plan for coming out on top.
He is an unfeeling warrior, obsessed with seeking out worthy champions and
challengers and causing their downfall. He does not do this by simply attacking
them. He does this by planning and developing strategies from a safe distance.
Once his target is sufficiently weakened, he moves in for the kill.
And although determination is one of his chief strengths, it could also be
called a chief weakness. He will oftentimes find himself so obsessed with his
quarry that he will pay no attention to everything else happening around him.
And in the super-human business, this form of 'tunnel-vision' can prove to be a lethal flaw.
As his strategic mind has served him so well, he has come to think of himself as
invincible. He therefore cannot take failure well at all. If a plan goes awry,
he flies into an uncontrollable rage. This distraction can do much more damage
to him than his opponent, as it takes all of his focused mental concentration to
correctly utilize the demonic energies he stores within him.
History: Born in the mountains of Hokkaido nearly a millennia ago, Daimyo was
bred to be a fighter. Taught by his obsessive and ruthless father, he underwent
brutal and punishing training that would have broken any other man. But his will
was as hard and unbreakable as his! fists, and soon his training molded his body
into a living weapon.
Enlisting in the Emperor's armies at the age of 15, his battle prowess won him
many victories over opposing forces. This caused him to rise quickly through the
ranks. It was during this time that he discovered his gift for strategy. As
satisfying as it was to defeat an enemy with your own hands, it was even more
satisfying to defeat an entire army from a distance, through the implementation
of carefully planned maneuvers.
As he grew old, his desire to be the greatest warrior the world has ever known
was becoming too large and too loud to be ignored. He finally offered his soul
to the Hell God Emma in exchange for granting him the means to become the
world's greatest fighter.
Emma heard Daimyo's pleas and answered; accepting his offer and granting the
warrior his peak physical condition as well as the awesome Mehta-Sui energy, in
exchange for him becoming an officer in Emma's army once he is finally slain in
combat.
To this day, he has scoured the world, seeking out worthy challengers and
destroying them, one by one. 30 years ago, however, when he found himself back
in Japan, the tengu told him a prophecy of a child about to be born who would
eventually grow to be a warrior to rival even him.
Intigued and excited, Daimyo became close friends with the soon-to-be-born
child's parents. He watched as the boy grew into a strong young man. When the
child was eventually ready, Daimyo orchestrated the murder of the young man's
parents, correctly predicting that their deaths would cause the boy to fight
even harder and grow even stronger, his resolve fuelled by rage and grief.
Daimyo followed the boy's flight to Megatropolis and watched his every move from
the shadows. He was delighted when the young man adopted a vigilante persona,
becoming the super-hero Ghost. Deciding that the time was right, Daimyo began to
plot Ghost's downfall. The first step was commiting several murders and planting
evidence that would implicate Ghost. This would serve to weaken Ghost's foothold
in the city, causing the authorities and even other super-heroes to hunt him.
With no time for luxury and rest, his quarry would grow weak, weary from the
endless chase. Soon, Daimyo would be ready to move in and finish the job
himself.
Using the wealth he accumulated from his centuries of living, and not to mention
the money he stole from Ghost's seemingly bottomless accounts, Daimyo has enough
to ensure a luxurious and comfortable base of operations. From his top-floor
office at Edo Financial Consulting, he has the privacy he needs to conduct his
daily planning and strategizing.
Megatropolis is a paradise for Daimyo, as it offers him a near-endless variety
of worthy opposition. Once he has finished with Ghost, he will turn his
attentions to the other super-heroes in the city.
Athanasia
Public Name: Athanasia
Secret Identity/AKA: The reincarnation of Pax
Race: Wooden statue made flesh
Reincarnation Place: Megatropolis
Age: Six Centuries of memories brought to new life in 2004
Occupation: Crime Fighter
Gender: Female
Moral Standing: Heroine - Athanasia tries to be a good woman in a bad world.
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Physical Appearance:
Athanasia's skin is a beautiful dark brown from the tops of her toes to the smooth skin of her hairless head. Unlike her former self, Athanasia's skin is of natural tone. She began as wood, carved in very great and realistic detail, but now can bleed and hurt and become intoxicated. She stands six foot four inches tall, brawny yet with feminine curves. She is nevertheless on the butch end of the scale. She favours a long leather coat, with deep pockets over a tight T-shirt. Dark jeans and hefty square-toed biker boots cover her legs. When she smiles, she possesses more of a beauty than Pax ever did – depending on the beholder as ever - but when she's angry she's very physically intimidating. She wears a black leather glove on her right hand that serves to pad her knuckles inside, while hurting more when she hits. On her left, she sometimes wears three rings: The three are thin-banded silver rings with a single stone set in each – one red, one white and one blue.
The unnatural distinguishing features of Athanasia are that she has no body hair at all, not even eyelashes. Perhaps more noticeable is that her eyes are simply two white balls in her head, pupil-less and opaque. Despite this, they still move and focus simultaneously in their sockets like human eyes, her 20-20 vision the same as it would be for a human. She wears dark glasses to hide this, the only outward sign of her former self. Like Pax before her, she does not age with skin blemishes and scars fading over time to nothing "a process that takes many years.
Athanasia's throat and her vocal cords are different to Pax's: un-coarsened by the heavily industrial cities of the past, or years of smoking. It is a rich, exotic sounding, hard-to-place accent with hints of scouse in times of frustration or anger.
Real world weaponry carried: Athanasia has taken Pax's old pump-action shotgun and brass knuckles. They were tossed aside by Pax and then left behind by Illusion when she took the body. These are both stashed inside her coat, with shells.
The shotgun is a Sawed-off Ithaca Model 37 12-gauge pump-action "Police model" with a pistol grip.
quote:Model 37 is a conventional, manually operated pump action shotgun. It uses tubular underbarrel magazine that can hold 4 rounds. The receiver is made from steel and strong enough to handle 3 inch magnum shells but yet light enough. Cross-bolt, push button type manual safety is located in the triggerguard, behind the trigger. The most famous feature of the Model 37 is its bottom ejection system, designed by Browning. The same window at the bottom of the receiver is used to load the magazine and to eject the spent cartridges.
Vehicle: Dr John Tyburn, mystic and philosopher, has done many things in his life but he always claimed his finest successes were as a second hand car salesman after he quit The Battalion. During his last trip to America he used skills and experience of this position to arrange a very good deal on a second-hand 1990/1991 model Harley-Davidson Softail Fat Boy 1450cc "88ci" with Los Angeles plates. This beat-up vehicle has had a few parts replaced over the years and has settled down to be a reliable if increasingly aging machine, though Dr Tyburn still had it fully serviced after paying for it. While it remains registered in Dr Tyburn's name it's now on loan to Athanasia.
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Super Powers: Athanasia possesses 'The rings of Britannia.'
The Red and White rings are activated and de-activated by the bearer kissing them. The Blue ring is always activated while worn.
Red Ring – Ring Finger – Ring of invisibility. Renders the wearer invisible to the eye under normal light. This extends only to the wearer and clothes/equipment carried on their person when the ring is activated.
White Ring – Middle Finger - Ring of invulnerability. Provides ten second bursts of invulnerability to damage "but not pain" to the wearer from activation.
Blue Ring – Index finger – Ring of integrity. Allows the bearer to tell truth from lies, to see the true value of something, or see through illusions, to know and protect their own mind against Psionic control.
Super Weaknesses:
General:
The rings may be removed from Athanasia's hand and used by another; The ring of invulnerability will not work if the bearer covers it for example, by wearing a glove. They are in no way bound to the wearer. While the rings are not worn, Athanasia does not have their powers. The Ring of integrity must be worn for the others to work, though it will work alone. If the bearer is unable to kiss the White or Red ring, they cannot be activated or deactivated.
Red Ring – Ring Finger – Ring of invisibility. The bearer is visible under ultra-violet, infrared, sonar and the rest when above usual background levels as in sunlight. Electromagnetic pulses effectively 'short out' this ring for periods between minutes and hours.
White Ring – Middle Finger - Ring of invulnerability. For every ten seconds invulnerable, the ring is off for twenty seconds. It also glows with a pale white light while the wearer is invulnerable, showing whether the bearer is invulnerable or not. If deactivated, at least twenty seconds from the end of the last period of invulnerability must past before it will re-activate. It cannot be active while the Ring of invisibility is in use
Blue Ring – Index finger – Ring of integrity. The wearer is forced to tell the truth while it is worn, and answer questions truthfully, or otherwise keep their mouth shut. While worn, this ring cannot be deactivated, meaning if the bearer were incapacitated they could be interrogated with greater ease.
Athanasia has recently recieved the gift of this new piece of jewelry from Dr Tyburn:
Amulet of Humanity: A small blood-red ruby-like stone set in silver, hanging from a thin silver chain. When worn, this amulet provides a five metre spherical aura around the wearer, extending underground as need be. Any others entering the aura find themselves reduced, or raised, as the case may be to average humanity. No more, no less. The greatest warrior will have no more than average skill, the fastest runner no more than average speed, the most noble and good hero no more than average noble goodness, the stupidest fool raised to average wisdom. There are no physical effects, meaning the fast runner is still physically capable of running fast, but they simply cannot under the amulet's influence, or a flyer would find they could not take to the air. This applies whether abilities or personality traits are learned, or inherited, or of other meta-human or magical origin, and has no effect on technology unless, for example, 'powered' by an affected person such as a mental enhancement helmet. A magically sharp sword would remain magically sharp, though the bearer would have only average skill with it. On leaving the aura, an effected person becomes instantaneously as they ever were. The power of the amulet is indiscriminate; any may take it and wear it, and any – friend or foe – caught in its influence are equally affected; only the wearer is left unaffected. The aura sparkles around it's outline, forming an ethereal sparkling glow around the user. The amulet can only be turned off by removing it from the neck of the wearer, and only turned on in the same way.
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Character Abilities, Training, Skills and Qualifications
Abilities:
Possessing a knack for languages, Athanasia can get by in conversation in most tongues. She also has a real knack for weapons and acts of violence. She is a phenomenally good fighter in situations ranging from a mass battle to one on one. She tends to rely on a bar-brawling style unless forced into greater complexity. Her co-ordination, speed and aim are above average and her physical strength is at the very upper limits of natural human ability.
On occasion she has assistance from Dr John Tyburn, an England based mystic, philosopher and second hand car salesman with some magical and minor pre-cog ability.
Inadequacies, Disabilities and Limits:
Athanasia's remembered fighting experience is tempered by it being Pax's. Athanasia is not seven feet tall and she does not possess wings. Quite simply, her body doesn't move as Pax's did. She therefore has had to adapt for her new body, her new life.
She sometimes has difficulty dealing with some of the people of the 21st century, and is uncomfortable at ostentatious new technology, especially if it isn't an evolution of something she's managed to grow used to like the motorcar or the gun. Athanasia has consistently failed to overcome this old drawback, but feels unlikely to succeed.
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Character Personality:
Athanasia's personality is one coloured by loss. As Pax, she had wings and she had magic. She mourns for her lost wings, feeling trapped and slow upon the ground. Athanasia believes she will never again know what it is to soar on the winds, to fly in the quiet cold air above the clouds; a helicopter or a super-jetpack or even an old style besom would be even worse. She wouldn't be flying; she'd be carried.
As for her magic: Pax had been raised by a wise woman and spent much of her life somewhere between the church and the craft. Athanasia simply cannot work magics as Pax did, something has wedged between her and the powers since her death and she cannot make contact. Athanasia can still use magical talismans and so on, but it's like flying In a helicopter – being carried. To know the flow of magic and to lose it is as knowing true faith and losing it.
This loss renders her oft melancholy.
She does not make friends easily and is loathe to rely upon anyone with her life. She clearly remembers the darkness of death as Illusion killed Pax. Even knowing that Pax brought it upon herself with Dai's psionic urging is little help – Pax died at the hands of a friend and Athanasia doesn't want that. She doesn't want to die again. Athanasia would like to make peace with Illusion, but she fears her.
Another reason Athanasia makes few friends is because she is somewhat socially inept. Through the memories of Pax she has a personality coloured with six centuries of life. She possesses a short temper, and a genuinely vindictive streak; she is impulsive and stubborn. Since returning from her death and being freed from Dai's control she recognises these aspects of her personality and battles to control them.
In many ways, death has woken her up. She is sworn off alcohol, living one day at a time to stop falling off the wagon. The psychological need Pax developed for the drink exists in Athanasia, but she isn't willing to let it control her. As they say, one drink would be too many.
Athanasia didn't care for dying. She doesn't consciously remember what came after; turning her mind to the period makes her uncomfortable. This, coupled with her freedom from Dai's influence, means she isn't willing to kill if she can find a way around it. She'll kill to protect innocent life, but not over trivial matters, and not for vengeance. Athanasia is more like the Pax of the late 19th century than the Pax who died at Illusion's hands.
She's trying to be a good woman in a bad world, with only Pax's long ingrained tendencies and personality dragging her back down.
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Character History:
Pax's story is well known by historians and meta-human experts. Visitors to her memorial in Sage Cemetery may read the story of her life and death.
This is the origin story of Athanasia, and how she came to be:
Dr John Tyburn - the famed mystic and philosopher - had for two decades been counted amongst Pax's closest friends. For all that he claimed retirement from mysticism and philosophy, publicly stating he wanted nothing more from life than to sell second hand cars, Dr Tyburn maintained his interest.
Within a year Frank Jackson died followed by his son Elvis and then Isobella Devon along with her sister – who John hadn't known. John Tyburn found the deaths eerily close as Frank and Isobella had worked alongside the winged woman, Pax, and himself in Dai Llewellyn's team of heroes – The Battalion.
Dr Tyburn feared that an old enemy of the team was working to cause the deaths from vengeance, or spite. He tried to contact Pax, and Dai, and found himself unable to contact either. It was on his sixty-fifth birthday that he began to search through an alternate, mystical means. Partially succeeding, he found Pax on the east coast of America moments before she died.
He felt a presence, something driving her to her death, something that forced her into conflict with her friend and slowed her reactions enough that she was killed. A malignant, evil mind working through many means to a new end; normally shrouded from his sight it was visible to him in the instant of Pax's death.
Dai Llewellyn.
Dr Tyburn found himself engaged in a fight for survivor with his former friend. It was the white-haired old Welshman, versus the aging mystic with greying hair and beard of Afro-Caribbean descent. He had one major advantage – Dai had massively under-estimated him, had never known that John knew the source of his considerable pre-cognitive abilities and could permanently destroy them - The Orb of Wodan. Dai maintained a constant psionic link with the orb and through it could see much of the future, and guess the rest. The fate of the Orb itself was hazy, confusing, misleading.
The Orb was held in the headquarters of The Battalion. Once a secretive group, it was a modern media sensation, appearing to be a fine group of patriotic heroes. Dr Tyburn now saw it as merely a tool to smooth Dai's plans, to remove his enemies.
The sixty-five year old man took on seven of the finest superheroes active in Britain, who Dai exerted the same influence over as he had Pax. The team and remotely Dai, realised too late that they were in combat with a phantom doppelganger created by the mystic. The real Dr Tyburn smashed the Orb of Wodan; a sharp shard costing him his left eye, but granting him rare pre-cognitive flashes.
The mystic eluded the heroes of The Battalion, who were released from Dai's mental control by the Psionic shockwave of the orb's destruction. The Welshman took time to adapt to his limited ability, taking his anger out by cruelly torturing twin sisters Josephine "aka terrorist and criminal Azure Agony, reformed by her sister" and Helena Grimm, who had fought alongside The Defenders, to death. They had the misfortune his true personality in the hours following the Orb's destruction, and Dai felt it unwise to let news spread.
He didn't want to involve anyone else, to risk any more lives, people to die like Frank or Isobella. It came to him that perhaps the only life he could safely risk would be one already lived.
During his life he had devoted considerable time to researching Pax and her origins, and he still had no idea how she originally came to be 'born'; how a statue came to life. He theorised that there was something in the nature of her essence that brought an old statue of peace to life, and that perhaps he could drag that essence back from death's realm and re-incarnate it.
Calling upon almost all of his power, he entered a trance like state and summoned the knowledge of his ancestors and of the dead. Using fine dark hard wood he moulded a vessel for the soul of his dead friend. He named it Athanasia, meaning 'Immortal' and knowing that Pax, as he knew her, was dead.
Travelling under constant threat from Dai's forces, he travelled to America and with considerable difficulty and not a little magic he moved the great heavy statue to the place of Pax' death.
On the Twelfth of July 2004, on the Burial Mound of Bræsi Skáldaspillir, he called down the storm and summoned the spirit. Lightning struck the statue and Athanasia was born, upon the spot Pax died.
It was begun.
"first in character post" What happened next:
By Trying to be a good woman in a bad world "Athanasia" on Friday, July 09, 2004 - 05:20 am:
The magical storm raged about the burial mound, whipping the nearby sea into a frenzy of crashing waves. The clouds hung low as the rain lashed the near barren ground with raindrops like bullets. Dr Tyburn stood for a moment, blinking his remaining eye dazzled by the lightning.
Atop the burial mound, the focus of the spell lay huddled on her knees as the rain whipped her broad brown back.
John felt utterly drained from the effort of the casting, from the last few weeks and as a whole. For the first time in many years, he truly felt his age. He was just starting to get his vision back when a near-blinding light beam cut through the clouds and picked him out.
Staggering back, he reflexively shielded even the sightless side of his face. A highly advanced looking aircraft dropped through the cloud cover, and six figures emerged, two flying under their own apparent power and four more rappelling down to the ground from the vehicles side doors, one so fast as to be a blur.
Five of them formed a rough circle around the doctor, with the sixth blurring around. As his vision returned John Tyburn recognised them all. The group were Dai's media-friendly superheroes – The Battalion.
The leader, dressed from head to toe in black leather, save for the rainbow across his chest, was Captain Rainbow. Like Pale Rider he hovered above the ground. Streaker was ever moving about while The Bodmin Beast and Catseye Jenny stood wearily ready for a fight. Bernard seemed dis-interested, scanning the horizon through the dark goggles he never removed.
They were well loved in the British Isles and abroad, saviours of the desperate, defenders of the helpless, fighters for truth and justice. Dr Tyburn thought now that they were sent as Dai's hired killers. He'd tricked the team at full strength, but now he was weak, barely standing.
"Dr John Tyburn." Normally Captain Rainbow's manner was as camp as his true nature, happy and fun loving. Now he was as deadly serious as any dark avenger.
"You're under arrest. We're taking you back to England to face a range of charges from murder to attempted genocide."
Dr Tyburn blinked his good eye again. Dai had clearly gone to work with greater enthusiasm than he'd expected.
"Come quietly, Doctor, for the dignity and memory of the good man you once were."
Emma walked towards the gently swaying doctor from one direction, while Jenny stalked towards him from the other. Bernard even turned to watch with apparent interest. They were clearly expecting a trick of some kind, for Emma became her beast within, looking like her late mother and aunt before her. John felt a tug at his heart as she did so, for he'd liked her mother and he now felt sure Dai had caused the woman's death.
Catsye's tail swished behind her as she drew near the doctor, who seemed ready to speak. As she reached out to touch him, his collapsed into the young Cat-girl's arms.
The Bodmin beast growled a question, which Jenny answered with a shrug.
"Captain?"
"He seems nearly dead from ... Hmm. There's magic in this storm, to be sure, but it's fading. I think we've arrived too late to stop whatever he intended, now we'll have to hope we can stop it before it's too late."
Doctor Tyrburn felt the rain against his face lessening as he looked up at the stars, while Jenny checked him for injury. "What're you playing at, you evil git?" she asked.
"Doctor Tyburn. You're going to be locked up for a very long time for your crimes. I'll see to it personally." Captain Rainbow informed him.
"Hey. You."
Bernard turned, surprised, and his vision was filled with the muscular body of a naked woman. He was four foot five inches tall. He looked up. And up. Athanasia hit him so hard he moved through the air, and landed on his back. Blood and teeth flew from his mouth. He moved momentarily, and then was still.
The Battalion immediately prepared themselves for a fight against the white-eyed stranger. Bernard was the most feared of the whole team by the villainous element, for reasons that were never very clear.
And he was down.
She could remember dying. She could remember the impact of Gabrielle turner's foot against her neck. Then there was nothing, nothing until the rain. Her memory was patchy, for the time, but improving. She vaguely remembered having it like that before. She didn't recognise her body. It wasn't her body.
There was a man she did recognise. John Tyburn; a friend and more so a friend who had not killed her. She saw him collapse, heard the threats.
She went from confused to angry.
Now she stood, five against one. Isobella devon she thought she recognised, before she realised the fur was slightly different. A Sister? A Daughter? The others she had the vaguest memories of seeing, but not knowing. They had come into The Battalion after Pax's time.
Streaker blurred past the woman, throwing one of his harder – weak by other standards, he could run with his legs but little else - kicks at her back, expecting her to rock forward. When she didn't, he was overbalanced and slipped backwards. A stamped foot more than broke his ankle, it broke and fractured it.
The nudist speedster's scream rended the air as he prayed for shock to set in. The rain was almost done now, the storm dissipating back into a warm July evening, unnaturally fast.
"Well?" the stranger asked, a stranger to the team, to herself.
"Who are you?" Catseye asked.
The stranger smiled, showing white teeth brightly in the calming night.
"I'm kind of wondering that myself. I know him though. His name's John; He's my friend, I think."
Captain Rainbow was moving for more height, waiting for Pale Rider to telepathically scan the stranger and provide more information. Streaker's injury wasn't fatal, and so he could afford to be cautious.
"Yeah? Well Bernard's my ... " Bernard wasn't really anyone's friend. He liked it that way, "Steaker's my friend! I ought to do to your buddy John what you did to mine!" the Cat-girl's ears were flat against her hair as her tail swished angrily.
The naked stranger walked forward, talking to the cat-girl, never taking her eyes of The Bodmin beast.
"Why haven't you?" she asked
"Because we're heroes! You're the bad guys!"
"Is that right? You know me then?"
The stranger stopped before The Bodmin Beast, who snarled at her. Behind them, the captain had dropped down next to Bernard, checking he was alright, trusting his team and his second in command – Jenny – to control the situation.
The silence from high Pale Rider was worrying.
Always ready to react on instinct, the Bodmin Beast ignored Jenny's hurried shout to be careful and leaped at the stranger. The stranger stepped aside punched The Bodmin Beast in the throat, hard.
"I knew Isobella's weak spots, girl. She was my friend too."
Light flashed in the Bodmin Beast's eyes as she forced herself to return to Emma Devon, her true form.
"You ... knew my mother?"
"Aye."
"Then you know what happened to her?"
"Dai ... Dai caused her death. He caused Frank Jackson's and Pax's too ... " It was Tyburn speaking, faintly from the ground. Jenny crouched over him, as Emma sat massaging her pained throat on the wet ground.
"No way. Dai's one of the greatest men who ever lived."
"Great?" Tyburn replied, "certainly ... but not good. Everything he's ever done has been for some other plan; many have died for it. I've not commited the crimes you accused me of ... "
High above, Pale Rider was having problems. She'd been using her powers to scan the area, and had found the remnant's of Pax' dome spell. Drawing the tendrils of the spell to herself, she too was temporarily freed from Dai's influence. She saw the truth in Dr Tyburn's mind. She began to drag the tendrils out, to spread them to the group, along with the new knowledge.
It greatly pained her to do so, for Dai was her father, yet she was a good woman, or tried to be, and she could see now that her father wasn't.
The group fell silent as the knowledge flowed through them, save for Bernard who remained unconscious. Water splashed on the stranger's head and, as she looked up, she realised Pale Rider was crying above her, tears dropping from the dark beneath her purple hood.
"We've ... been had ... This ... can't be true ... " Catseye.
The Stranger looked around, confused. Dr Tyburn saw that they believed him, but couldn't figure out how he had convinced them.
"What?" he asked, as the stranger dropped down beside him, resting his head on her hard bear thighs.
"John? John do you know me?"
"I named you Athanasia ... I knew you in your last incarnation, I called you into this one ... "
"But ... But we saw the town, the bodies, the weapons ... Dr Tyburn's weapons ... " the normally strongly resolute Catseye seemed on the verge of tears.
"No. They were my fathers. It was all my father. Whatever good we've done ... it's tainted, corrupt. Who's to say the lives we've saved haven't been killers, or the killers we've taken down been unjustly accused men like John Tyburn?"
Pale Rider landed at the feet of the doctor and appeared to look Athanasia in the eyes, though Athanasia could see only darkness under the woman's hood.
"We should return to Sadie City at once and work out how far Dai's corruption goes. Will you accompany us Doctor?"
Turning, they saw that Bernard was being winched on a backboard into the aircraft, while Captain Rainbow himself was carrying the nudist Streaker up.
"No, I've work to do here. I'm glad though, that you see the truth. Hold on to it, and Dai will not regain control."
There was nothing more said as The Battalion left, casting worried glances back at the fallen doctor and his naked companion. There was nothing to say – one of the great truths of their lives had been shredded. Pale Rider cut the most forlorn figure – she'd never known her mother and now she seemed certain to lose her father too.
And then they were gone.
"Athanasia?"
"It means Immortal."
"Immortal?" Athanasia smiled "I died; am I then un-dead? I do not believe I care for the un-dead."
John watched the nearby sea as he gathered his strength, and tried to stand. He pointed towards a clump of bushes and trees, and Athanasia recognised them. Gabrielle Turner had parked there.
She helped him towards them as he spoke.
"Pax was never born, never emerged from a mother. She was a statue brought to life by electricity and some other force. Once something is done, it is easier to redo, and so I repeated the experiment. Pax came from the stone and died, Athanasia, but you? You've come from wood and you yet live."
"Athanasia?" the woman rolled the unfamiliar word around in her mouth. She slowly recognised it as of old Greek origin. The knowledge was there, to be picked at.
"I'm black ... and I've no wings ... "
It suddenly hit her, and she felt the lose keenly. She started to cry. Dr Tyburn, of afro-carribean descent, looked sideways at her.
"There is nothing wrong with being black, woman."
"Not that. The wings ... my beautiful wings ... "
"Ahhh. I know."
They'd reached the bushes, and Athanasia found a van parked amongs them, which John directed her to open. There were clothes in the back, a mattress, a box and a mirror, faced against the side. As the doors opened, the lights inside came on.
"The clothes will fit you. They should need no adjustments. Don't you see, there? You look human, save for you eyes. You can fit in."
"But ... I cannot fly. To fly is ... " she was lost for words, lost and confused. She dressed silently, her new hands working to the memories of buttons and zips. She had to admit, it felt good to dress. There was only one glove, for her right hand. She reached up with her left, to her hair, and then moaned again.
"I've no hair! Oh god, I've no hair!" She ran her hands over her bald head, as John crawled into the van and turned the mirror towards her. For the first time, Athanasia saw herself.
"That's ... me ... I'm ... . I'm ... human ... almost human ... " her voice was on the verge of breaking, until she looked herself in the eyes. Those eyes seemed unchanged, and seeing them strengthened the old memories, old duties.
"We should go to St. Patricks. Warn The Defenders about Dai. We should ... " she stopped.
Athanasia wasn't keen to meet Gabrielle again, the woman who'd killed her. She knew she'd carried on fighting the woman after Dai's influence was severed by her burial mound magic. She'd tried to teach her a lesson, and died for it.
"What should we do, John?"
"You should lie on the mattress. Rest. I'm going to sit in the front and rest myself. When I feel ready, I'll drive us back to the city. I've got a small apartment rented in The Shallows block, in the Harbour. It's spartan, but it serves. But first ... look in the box."
Climbing into the back of the van, Athanasia sat on her knees opened it, and reached inside. She slid the knuckle duster over her gloved fingers, finding Pax's old weapon fitted her with it on. Then she pulled out the shotgun, single handed, and felt an old tingle run through her.
"These were mine."
"They were Pax's. I collected them from the Burial Bound while preparing for the ritual. I had some time to kill so I cleaned and prepared them. Athanasia slipped the shotgun into her long jacket, finding it fit well. She slipped off the brass knuckles/knuckle duster into another pocket.
There was only one thing left in the box now, another, much smaller, box. She opened it to reveal three rings.
"Let me tell you about those ... " Dr Tyburn began to speak.
"ooc: to the city!"
Update: Dr John Tyburn died in the doorway of the Bliss Mausoleum, Sage Cemetery, as a result of wounds inflicted by Rance Fridriksson, one of Mr Mega's hired muscle. Moments before he died in Athanasia's arms he passed on his killers name and the location of the building in which he was tortured. The information had come through his minor precognitive ability, his magic and his own senses during torture.
Athanasia can no longer call upon his knowledge and experience - as listed in abilities, above - but his will called for her to receive a regular allowance, administered by Jimmy Fitz. Jimmy became the sole owner of Tyburn's used car business, and while he'd never met Athanasia or Pax was an honest enough man to ensure she still received her modest monthly allowance. Athanasia's bike and apartment are now also listed under Jimmy's name, as Dr Tyburn made preparations to help Athanasia in case anything bad should happen to him. While the horror of needing to take regular employment is hardly to be compared to that of losing one of her last, if not the last, of her true friends, t'is better than nothing. Athanasia knows how to live simply, and with drinking and smoking forced from her life her bare, ascetic existence won't trouble her cash flow too harshly.
In terms of her personality, this latest loss has driven her closer than ever to true despair, and she holds desperately onto one of Dr Tyburn's last wishes that she never return to willingly kill people. Still, Athanasia knows that there's a whole lot that she can do to people that still leaves them alive ... if you'd call it living. The battle for justification inside her mind is one yet to be decided, Athanasia's career as a hero is barely begun, yet hangs in the balance of slipping into a never-ending quest for vengeance.
The Countess
Name: Vanessa Teresa Bertram
Secret Identity: The Countess
Birthplace: Munich, Germany
Age: 24
Occupation: Heiress
Gender: Female
Appearance: Vanessa is a startlingly attractive woman, with pale skin, regal features, silvery-turquoise eyes, and extremely short, platinum blonde hair. She is of average height, thin and athletic, and always dressed in expensive finery and flowing dresses, following her own sort of aristocratic fashion.
As the Countess, Vanessa is completely sheathed in skin-tight, dark crimson armor of an unknown metallic substance. The armor is smooth and seamless, form-fitted to her every curve, including her head and face. Her features are mimicked on the faceplate of the armor, though the resemblance is not clear enough to be identifiable. She has added a long, hooded black cloak to the armor, as well as the extravagance of four permanently affixed decorations - two diamond encrusted bracelets, a wide platinum choker, and a white gold tiara set with emeralds.
Super Powers: Vanessa has no super powers of her own. She has, instead, a custom made battlesuit which greatly increases her natural abilities.
Using a blend of Cybernetics, Magic, and Alchemy, the Countess' battlesuit enhances her strength, speed, and agility to peak human levels. The armor is quite durable, able to withstand moderate impact, small arms fire and most blades. Due to the strange properties of the material that the suit is forged of, it grants her the ability to levitate for a short time.
The Countess's main weapon is a black-bladed flamberge of stunning size. It is forged of the same material that her armor is made of, and as a result it can levitate as well - the Countess can make the blade fly, control its direction and velocity, and recall it to her side at any time while she wears the armor.
By embedding a small portion of the material into a foreign object, the Countess can levitate any small object in a similar manner, though to a much lesser extent.
Super Weakness: Both the Countess' armor and her flamberge are highly susceptible to water. Because of the alchemical nature of the material the two devices are composed of, water strips them of their functionality, rendering them less effective in proportion to the amount of water they are in contact with - a very dangerous proposition, for even a moderate amount water on her armor would leave the Countess unable to move herself or her implements until the armor had been dried completely.
The Countess' must keep her mind focused completely on her levitations in order to keep them from failing. She cannot levitate more than one object at a time, and if she loses focus she cannot restart her levitation until the object of her attention has come to completely to rest. This makes flight somewhat treacherous - should her attention be diverted in mid-air, she would not be able to fly again until she had struck the ground. Also, anyone in contact with either her armor or her flamberge also gain the ability to control the levitation of either, though control must first be mentally wrestled away from the Countess.
Also, while the armor is durable, it is not indestructible. A strong enough blow can dent or pierce the armor, and the Countess feels every impact - which can sometimes do just as much damage as the blow itself.
Abilities: Vanessa is intelligent and cunning, as well as manipulative in the extreme. She is remarkably adept at impressing people, and can usually get what she desires from a person without much trouble. Her social graces are utterly perfect, and she has never in her life made a faux pas.
The Bertram family is quite wealthy, and Vanessa is heiress apparent to their fortune. She has access to all the money she needs since her father passed.
Vanessa has trained in ballet since she was a young girl, and has mastered the dance to such an extent that she can incorporate it into a stunningly unique fighting style, focused mostly on use of her long legs. She is nimble, quick, and utterly ruthless in combat, taking advantage of any and all openings presented.
Archery comes naturally for Vanessa, and she has developed remarkable accuracy over her short life. She keeps handy a compound bow with a ninety pound draw and a quiver of arrows, both affixed with enough of the material of her armor to allow levitation.
Disabilities/Inadequacies: Vanessa's fortunes are vast, but not unlimited. Her mother, as executor of the estate, has capped her monthly allowance in spite of the fact that the money is solely Vanessa's, and the cap will remain until Mrs. Bertram joins her husband in the next life. The cap, however, is much smaller than what Vanessa can comfortably live with, and, because she sees herself above working for a living, like the 'commoners' she so detests, she is often out of money between her monthly allotments.
Vanessa has an incurable tendency to underestimate anyone and everyone she meets. She is always getting herself in over her head, since she simply cannot comprehend the notion of her defeat, no matter how obviously outmatched she is.
Dancing has made her agile and quick, but Vanessa is not very strong at all. She shuns work, and thusly has never built much practical strength. Though, with her unique melee style she can hold her own against most people, she is in no way a combat expert, and her speed is often not enough to grant her the edge against a better-trained opponent.
Personality: Vanessa is a spoiled rich girl of the first order. Her family was once Germanic Aristocracy, and she thinks of herself as such - all others are beneath her, and unfit for her attention unless she deems them worthy, which is rare. She cares only for herself, not even sparing much feeling for her family. She is short tempered and has no tolerance for being ignored.
Having never done without in her life, Vanessa has no concept of the worth of money, or of a day's work. She sees herself above common labor, and will not act to support herself or her daily activity - that is what servants are for.
Vanessa has an intense desire to be in charge of things. Having recently stumbled across her late father's achievements, she has been granted power to place herself in an even greater position of command, and so she has become driven to increase her sphere of influence as far as it can possibly go - even to the extent of enslaving the world itself.
History: Vanessa Teresa Bertram was born to Franz Bertram, a wealthy German inventor and infamous occultist. Franz had spent his life as a truly mad scientist, mixing science and mysticism in the most bizarre ways. His one and only success came in the form of a mysterious metal, the true composition of which he himself did not fully know, which had remarkable properties - it enhanced human capacities, both physically and mentally, and seemed to tap into some latent form of telekinetic potential in the human brain, allowing a person in contact with the armor to levitate it and anything else connected to a large enough piece of the material.
Using this odd substance, Franz Bertram created an armor and a flamberge, and began a career as a European supervillan known as the Count. He eluded capture for many years, and eventually faked his own death to retire and raise a family.
Vanessa was the product of that family, and spent her life as a pampered aristocrat. When she was sixteen, her father died under mysterious circumstances, while she was in the United States, attending college at Harvard. She had inherited her father's fortune, and thus no longer needed a living, so she left college and began to wander America as something of a social butterfly, flitting from city to city, living solely on her monthly allowances of money.
It was on the occasion of her twenty-first birthday that she received a posthumous note from her father, postponed by his request, revealing the secret of his life as the Count and the location of a suit of armor, crafted for Vanessa, as well as her father's old flamberge. Upon learning of this news, Vanessa took up the mantle her father had laid down years before, becoming the Countess. She has not yet made a name for herself, though her plans seem nearly limitless in their scope - she wishes to recreate the old institution of Aristocracy, determining worth through bloodlines, as it had been done in the past. Of course, her own family would be paramount among the aristocracy, with herself taking up the mantle of Empress of the Known World.
Rance Fridriksson
Character Name: Rance Fridriksson
Secret Identity: None
Birthplace: Chicago, IL
Character Age: 50
Occupation: Hitman, bodyguard, hired muscle
Gender: Male
Inhuman Abilities: No
Moral Standing: Villain
Moral Details: Rance is perfectly willing to do anything for his boss Mr. Mega
aka Mitchell Simmons. It's not for the money, not for the thrill of a kill, but
two other things. He is loyal to Mega because, he said he would be and Rance
will keep his word no matter what. And Rance likes a challenge and the feel of
a job well done whatever it may be. Cleaning a house, or putting two into a
guy's head.
Appearance: Rance's age hardly shows. He keeps himself in good enough shape to
do his job, no more and no less. Working for Simmons has a dress code and Rance
abides it. Why make yourself stand out anyway? He wears normal black dress
pants, a normal white dress shirt with a normal black tie, and uncanny highly
polished brown shoes. He has an enormous shoulder holster for an enormous
gun. Covering the bulk of the weapon as best he can. Rance's face is weathered
form many years of hard work killing people. For a considerable shot, Rance
wears eyeglasses giving him an only fiercer look. He shaves his head to keep
the bald spot from showing much. Rance has a thing about standing out.
Abilities: Rance is an avid runner, swimmer, marksman, and boxer. What little time
Rance has he usually spends it working out or feeding his fish at home in his
simple two room apartment.
Rance's gun is a type of modified handgun capable of firing 10 gauge slugs
semi-automatically from an 8 round magazine. The slugs themselves are modified
to be hollow points so that when they hit something they expand and totally rip
and shred the target into something with a hole in it the size of a watermelon.
In case he can't reload fast enough, Rance keeps a back up 9mm handy in another
holster in his back.
One thing that Rance will actually take some glee in is his collection of arson
techniques. He can make almost anything into a type of bomb capable of
leveling an entire floor of a small building.
Abilities Inadequacies: Rance is so super motivated and loyal that reason will
get away from him. He will walk into certain death if Mega says so, he can't
really think for himself. When he is given the job that's when he will start
thinking of how to go about it.
Rance's weapon made especially for him in Spain is very rare around the world and
only a few possess it. So he has to use it sparingly and has to pick up all the
spent magazines from it.
Also, Rance is not taken very seriously from some people. They see him as an
old man with no real goals in life. They have been proven wrong, still people
will doubt him.
Personality: Rance is a human bloodhound. He is entirely goal oriented; working
from one project to the next is all that keeps him going, and his undying
loyalty to Mega. Whatever happens, when Rance is assigned to a case he will see
it through. So if he is after you just get real cozy with the idea of eternal
rest.
As for the part of his feelings that show...reading the emotions of a piece of
newspaper would be easier.
Still Rance like his boss Mega has a deep understanding of people's cultures and
customs. This makes him Mega's right-hand lap dog.
History: Rance grew up in a very Jewish German family in a very Catholic Greek
area of Chicago. So to put it simply, Rance got beat up seriously almost all the
time. He couldn't run to his father because he would hit him thinking that it
would influence Rance to stick up for himself. In the end the stress of school,
family, and the bruises started to well up inside Rance. So he decided to make
a stand. He worked out constantly dropping out of school to work in a nearby
garage during the weekdays. His emotions also went under a serious change. As
Rance's body grew meaner, so did he. He grew more and more secluded. The same
kids that beat him up found their heads under Rance's kicking feet. Soon
enough, Rance found his way into the Chicago mafia ring. His first assignment
was what brought him to arson. He had to kill a man, plain and simple. Except
the man was a detective on stake out for one of the mob's businesses. So,
Rance's newly greased wheels in his brain started spinning. He studied the
detective's movements and habits. Soon he was ready. Taking a pizza boy's
uniform and his order for the detective Rance filled his coke bottle with a jug
of odorless gas. As he walked away from the car he flicked the switch and the
car erupted into a ball of flame. Rance didn't even look back as the detective
ran from the car lit up like a Christmas tree screaming for help. They never
found Rance after that and for a long while he was working underground to ensure
his safety under nicknames on the street. When the heat wore off he did jobs
and he found Mega. Simmons hired him and Zane from the crime syndicate and
Rance soon found himself in a world of luxury he never imagined. But it all
came with a fee, one that Rance had paid long ago. To give up your soul.
Schizo
Character Name: Matthew Major/Drum Daveson/Becki Bands
Secret Identity: Schizo
Birthplace: New York/Colorado Springs/Rapid City
Character Age: 34/22/8
Occupation: None
Inhuman Abilites: Yes
Moral Standing:: Oddball
MoralDetails: Depending on the active personality the moral standing changes.
Matthew is a Hero, Drum a villain and Becki an oddball.
Appearance: Matthew is tall and handsome. He is not too strong but wiry and
limber. He has dark wavy hair which he keeps well trimmed. He wears a business
suit with two katanas sheathed to his back. He wears half-moon spectacles at all
times. Although he is in a suit Matthew wears sneakers.
Drum is of average hieght but stocky. He is extremely muscular and keeps his
head shaved. He wears a "wife-beater" shirt and camoflauge pants with regulation
army boots.
Becki is an average eight year old with golden locks that flow to her shoulder
and a small but endearing gap between her two front teeth. She wears a white
dress with many frills and a pink bow in her hair. She carries a white ball with
her.
Super Powers: Schizo transforms between three forms each with unique abilities.
Matthew has heightened speed and agility. He is extremely intelligent and can
assess a situation and formulate plans almost instantly.
Drum is stong and tough. He can lift several tons without exerting himself.
Blades have trouble breaking his skin and clubs rarely bruise him.
Becki had extreme psychic powers ranging from telepathy, telekinesis,
pyrokenisis and many other skills.
When transforming any ailment affecting one personality dissapears.
All three personalities know of the actions made by the othe personalities.
Super Weakness: Schizo cannot control the transformations meaning that the most
advantagious form is not always what is active.
Matthew is easily hurt. He breaks bones under less pressure than others and he
bleeds longer before his blood begins to clot. Any damage that Matthew inflicts
on an enemy is also inflicted on himself unless the damage is lethal. This means
he must be carefull of how he harms an opponent because if it does not kill his
adversary he takes the same punishment.
Drum is imensly stupid and slow. He just attacks blindly. Drum, never a good
swimmer has had his aversion to water increased. Now any water acts as an acid
burning him if it gets on his skin.
Becki, being very young, has no controll over her powers. He emotional state
triggers them. If she is angry or frightened destruction will occur chaoticly.
If she is happy or calm it is unlikely anything overt wil happen. Becki must
stay near her ball. It acts like a focus for her psychic abilities and the
farther she strays from it the weaker her powers will be.
During a transformation any injuries a personality had suffered but not healed
resurface, no matter the amount of time passed.
Abilites: Matthew is an expert sowrdsman.
Drum is skilled in hand to hand combat.
Becki is very cute and charms people easily.
AbilitiesInadequacies: Matthew is overconfident and denies any possibilities
that his thoughts or ideas could be wrong.
Drum is easily manipulated.
Becki, being young, is naive and lacks the knowledge or initiative to plan for
herself. Unless told what to do by an adult she trusts Becki reverts to
instinct.
Personality: Matthew is a charming man. He uses swave manneisms and a quick wit
to win people to his side. Unfortunately that wit also pushes people away as he
refuses to even consider ideas that differ from his own to be plausible.
Drum is dull and slow. He barely speaksin whole sentances and communicates what
little he thinks mostly in body language.
Becki is outgoing and joyfull. She is very affectionate and talkative.
History: A plane flew high over the Kansas landscape on fits way to LA. On board
were three special passengers. Matthew Major was an antiques dealer specializing
in Japanese swords. He was on a buisness trip. Drum Daveson was a corrupt
seargent in the army going to a new post. Becki Bands was a little girl whos
parents were taking her to Disney Land on vacation. What none of the knew was
that they each had a rare gene that created a gland. This gland connected thier
minds in a psychic harmonic that only Becki was aware of.
"I know what some men on the plane are thinking Mommy."
"Thats nice dear." The mother was busy reading her magazine.
Suddenly the captain came over the loud speaker. "We're headg toward an
electrical storm that sprang up out of nowhere, untill flight controll rerouts
us we may experiance some heavy turbulance, thank you."
Sue enough seconds later the plane started rocking violently. This went on for
several minutes when a woman in a window seat screamed. A bolt of lightning had
struck an engine making the apparatus burst into flames. The screme was the last
thing most people heard before the engine exploded severing the plane and
bringing it to the ground.
FROM THE AFA REPORT OF THE MISHAP
Three survivors were found with negligible injuries. They have been admitted to
a local hospital for examination.
FROM THE DIARY OF DR. FORD
I was supposed to recieve three patients from the plane crash but only a little
girl was brought to me. Strangely she dissapeared. And a gentleman tried to
check out of the hospital hwo had not been admitted. Very strange.
The three people had been saved by thier link. In the explosion it managed to
save thier lives but the amount of energy it took had its toll. The three could
no longer live seperately in mind or body. And thier lives were rolled into one.
Each personailty became exagerated in the skills it was naturaly sufficient and
deficient in. Intelligence, power, and psycic power. The personalities wrestle
for controll, each one popping out at random thimes to take controll. Matthew
decided to use his skills to fight for what was right. Drum decided to fight to
satisfy his greed. Becki was too young to controll her fate. The three now
wander the city in three bodies, three minds but one entity: Schizo.
Edith Crowe
Public Name: Edith Crowe
Secret Identity: None, she hasn't exactly named herself.
Race: Altered Human.
Birth Place: Megatropolis
Age: 18
Occupation: School Student
Gender: Female
Moral Standing: Good Guy.
Physical Appearance:
Standing only 5"7 with elegant build, Edith is not the classical super hero visage. Edith wears her ash blonde hair chin length and is above average in looks, but is by no means a stunner or model potential, yet with a lean, lithe body Edith does appear to be a sporty person. She normally dresses in casual clothes, but she loathes wearing skirts and dresses – preferring shorts or full pants.
Edith has a form of costume that she wears, as she doesn't want her face all over news shows and the like. It consists of tight jet black and ice blue spandex, with the suit covering her whole body, with purple web pattern designs over the arm, chest, shin and waist sections to keep it interesting. It doesn't look like it was made by a professional – as textiles and fashion design isn't exactly her specialty – yet it gets the job done and keeping her identity safe.
Super Powers:
Edith has an array of powers that she uses to protect the innocent. She has super human strength, agility and reflexes as well as a sixth sense that warns her of impending dangers. Edith can also cling to surfaces like a spider and she can shoot strands of sticky webs from her wrists up to long distances.
Super Weaknesses:
All of Edith's abilities can be nullified temporarily by an EMP blast "She doesn't know why". While Edith is supernaturally strong "and thus highly durable" her skin is not bullet proof, nor can she take a whole clip from an MP5 and keep going "Like some other super's in the city".
Edith gained her abilities from high voltages bio-electrocution. So, it would make sense that they could be nullified temporarily on the same basis, except electrocution from any source. High sources of electrocution can also nullify Edith's super abilities.
Edith is also affected by large magnets the same way pieces of metals are. She does not know about this yet, and yet while it is not a damaging weaknesses, it is an extra-ordinary weakness that doesn't affect other people "Unless they are made of metal" and can have dire consequences for her should it be exploited.
Lastly, it is evident enough that Edith's body is affected by electricity, yet aside from taking away her abilities, she is also less resistant to physical injury via electrocution than a normal person is.
Abilities:
At school, Edith is only above average in her classes, yet rather exceptional in psychology. However, she is a photographer for the school newspaper and she enjoys that mini-occupation quite a bit. While it may not be an "ability" or a super power, Edith has her heart in the right place when it comes to what she wants to do: helping people and when she puts her mind to it, she can be rather stubborn, and very determined.
Inadequacies:
Edith is an aspiring super hero, she isn't already one – there is a difference. Edith relies on her superhuman agility and reflexes when it comes to avoiding getting hit and landing her own blows in during fights, as before her "empowerment" she didn't have the first idea how to fight. Edith doesn't know how to use fire arms either. Edith still lives at home, so she still depends on her mother for financial support. Edith is also still rather young and naïve in the ways of being a good hero, as she has no mentor, and she can be emotionally vulnerable at times. Lastly, Edith is the "classic" type of hero, as in she wants to keep her identity secret, not run around in a trench coat and not caring who see's her.
History:
Edith Crowe started out normal, or the closest thing to it. Being born and raised in Megatropolis's less than respectable area's of town, Edith relied on her mother for support as her dad had left before her older brother was born. Despite the poverty that was around her, and gangland warfare, Edith managed to stay clear of it, not becoming a bad egg by her surrounding environment.
As Edith grew older however, her mother had been returned to college, and managed to get a degree in science, and from then on their lives got substantially better, as soon they moved to the "nice" suburban areas. At school, Edith was always the quite type, keeping to herself. This way she made very few friends, but those that she did found themselves with a loyal friend.
Ediths "empowerment" came when she and her school class visited an experimental new power plant in San Francisco for her biology class. The power plant used the immensely fast thinking things in DNA from creatures to power their computers and turbines using bio-electricity, the creatures that they had been testing recently were spiders. Edith got separated from her class when she followed the class clown as he slipped out the back. Cornering him in the turbine area, Edith was caught in an electrical arc between two generators that left her in a coma for 2 months.
Awakening from her coma, Edith was eventually allowed to return home where she was pampered by her mother, little sister and older brother. It wasn't until week's later that her abilities started manifesting themselves. At first, she was naturally traumatized, until she eventually learned how to control them. Edith keept it all a secret from her family, as she was indecisive in what to do with it - or if to use them at all. It wasn't until her brother was killed by thugs in a police siege that she donned the outfit of aspiring hero.
Edith found that juggling heroism with high school was no easy feat, but persistance and determination are her most valuable allies. She has appeared on the news a few times briefly, masked and donned in costume. Ediths little sister "only 8 years old" adores the figure she see's on TV, and her mother is just glad to see more hero's against the nigh-over whelming tide of villains. In a world where villains are growing more common everyday, Edith represents the next generation of eager hero's, though she only hopes she can survive long enough to get there.
Personality:
Edith is quite, yet far from boring; generally friendly and approachable, though by no means a sook or a pushover. Edith generally keeps a cool head when she's out and about in her costume, but she still is rather inexperienced and is yet to face some of the truly ghastly villains that are lurking in the shadows.
However, her alter ego life does leave her sometimes feeling incomplete. No one knows its her, she moves in shadow and to those around her she is just a plain average Joe. Yet when she see's how much her little sister idolizes her alter ego, she gets the glimpse of the reason she does what she does, terrifying villain or no terrifying villain, she's determined to be the thin black and blue line between freedom and fear.
I would like to add something in the appearance section. While not of dire consequence it can affect how people judge her in social interaction.
While Edith is 18, and thus barely legally an adult, she does appear younger than she looks. Edith only looks around 16, to 17.
Herr Koenig "NPC"
Name: Ernst Geoff Koenig
Age: 54
Gender: Male
Birthplace: East Berlin, DDR - now Berlin, Germany
Occupation: Butler/Bodyguard
Appearance: Herr Koenig is deceptively small. He stands shorter than most people, and is decidedly thin. He is completely bald and without facial hair, and his features are somewhat hawkish. Coupled with the suits he always wears and the tinted round spectacles he preferrs, Koenig looks every bit the part of a sweet little old man.
Abilities: Herr Koenig is fast, lithe, and deceptively strong. He has eyes like a hawk "his spectacles are plain glass", and he rarely misses an important detail. He is also well educated, and fluent in many languages.
Koenig has extensive combat training, from his time with the Soviet Spetznaz and the KGB. He is also extremely adept at espionage, infiltration, and stealth techniques. He is a master of deception and disguise. He is also trained with many different weapons and explosives, and always has a silenced 9mm pistol on his person somewhere.
His employer, Vanessa Bertram, ensures that all of his needs are met. He is the only person whose advice she has ever seriously considered.
Disabilities/Inadequacies: Koenig is a diabetic, and must regularly take insulin shots in order to maintain a healthy blood glucose level. He must constantly be aware of what he eats, so he does not upset the vital balance of his blood sugar.
Because of his disease, Herr Koenig's stamina is much lower than it used to be. While he is still a powerful fighter, any melee lasting longer than a few minutes will exhaust him greatly. Other intense physical exertions affect him similarly.
Koenig's record with the KGB is well documented, which makes him known to security agencies around the world. Many would like to see him permanently disappear. Ex-KGB operatives in the Russian Mafia also hold a special vendetta against Koenig, and are actively seeking his demise.
Personality: Herr Koenig is a level-headed, easy going sort. He is very much the kind little old man he appears, though there is always something more behind his surface appearance. When circumstances dictate, Koenig is very cold, businesslike, and exceedingly dangerous - though these moments are rare.
Because he can become heartless in certain situations does not, however, mean that he is that way all the time. He is, in fact, quite idealistic and altruistic; he objects openly to Vanessa following in her father's footsteps, and he has been forward enough to step in when she puts bystanders in peril - though he is the only person who can get away with such a thing.
History: Born in East Berlin during the first stages of the Cold War, Ernst Koenig learned early on to hate the Soviets. His hatred, however, did not prevent him from joining with them once he had reached adulthood, and through some shady dealings and careful planning, he found himself a position in the Russian Spetznaz in his early adulthood. After his service there, he worked his way into the KGB, making use of his German heritage to earn a position as a spy in Berlin.
Once he had been positioned in Berlin, he immediately used his KGB accessability to begin ferrying refugees across the Berlin Wall. Over the length of his operations in Berlin, he led three hundred and sixteen people from East to West. The alturism was not to last, however - his side operation was discovered by his superiors, and he was forced to flee from KGB reprisals.
After two years of running throughout Europe, Koenig found himself in Switzerland, hiding out in a hotel in Zurich and hoping the KGB wouldn't catch wind of his position. While he was there, he met Franz Bertram, who saw the potential in the man and made an offer - protection, and a fair sum of money, for his service.
Koenig became a family bodyguard for the Bertrams, and the KGB seemed to back off. He has not since left the Bertram's employ - he did not agree with Franz's actions as the Count, but he was willing to tolerate it because of the debt he owed the man. He was the one who set up the faked death of the Count, and he was there when Vanessa Bertram was born.
Of the whole of the family, Vanessa was the only one he truly liked. He knew she was spoiled and haughty around others, just like the rest of the Bertrams, but with him she was never anything more than a sweet young lady. She became his only friend, and he hers, and when Vanessa left to study in the United States, he went with her. He remains at her side now - her only confidant, and the only person she has ever treated as an equal.
Derek Painter
Character Name: Derek Painter
Secret Identity: None
Birthplace: Megatropolis
Character Age: 41
Occupation: Private Detective
Gender: Male
Inhuman Abilities: No
Moral Standing: Hero
Moral Details: Derek has no qualms about vices or that thing called a bill of
rights. He figures that criminals deserve what they get, before, during, and
after a trial. Derek also sees that each new wife he marries and divorces is
like a new adventure. But he does agree that it might help if most of them
spoke English or that he didn't keep meeting them in Vegas. All this aside
Derek is a very caring guy who will do whatever he can to ensure an innocent
bystander's safety in a gunfight, hostage situation, etc.
Appearance: Derek doesn't always have a lot of free time so he usually can't
shave much so he has acquired a rather impressive collection of dirty blonde
stubble. On top of his head sits an even more ruffled mop of even dirtier
blonde hair. His eyes are deep blue pools set evenly apart on his head.
Derek's hands are heavily callused and scarred to match his back where several
bullet wounds have been made. In Derek's apartment is a large closet full of 4
identical suits. Brown dress pants, and light gray striped dress-shirts, black
ties. Residing on the floor of the closet are two worn cowboy boots and a
scratched leather belt with a shining gold buckle.
Abilities: While no great body builder or even steady weight lifter Derek is
pretty strong, and he can throw a decent punch and a very powerful kick to the
head if need be. For driving he owns a battered white Ford Explorer. She isn't
pretty but she does get the job done. As for protection Derek carries an idol
from his childhood from one of his favorite cop movies ever. A .44 Magnum that
he had bought himself the minute he had graduated from school and opened his
business. Derek carries a cold steel switchblade in his boot if things ever get
up close and messy. They have. And in a red felt case on his desk in Derek's
apartment sits his dad's Colt Agent snub nose revolver. Derek himself has never
fired it, but his dad used it plenty.
Abilities Inadequacies: Derek for all his determination and reliability is out
numbered by his many vices such as fast women, bad cigars, and any booze that is
lying around. Also Derek's car can sputter out sometimes without warning, and
his reputation for being a real bruiser can keep him away from witnesses that he
would like to talk to.
Personality: Like earlier Derek is very determined to do his job without
screwing up. Cause if he does that a bad guy gets away, and he is left without
a paycheck. Sometimes with Derek it can be all about money, or all about doing
the right thing. Sometimes it is hard to see what exactly he is up to. As for
all the wives that Derek has collected over the years he has never really kept
up any contact with them, except for his third, which he had a kid with. Sheryl
and their daughter Reese. He does his best to help them and show that he still
cares. Derek's mom also lives in Megatropolis and he stops in to see her every
Sunday. Whenever he is off a case or at the end of one Derek becomes a very
easygoing person which helps him make some friends and makes for interesting
conversation sometimes.
History: Derek was born and raised in Megatropolis. He lived in an old style
Victorian home in the Bankers District. His mom named Sally and his dad,
Connor, loved him, but were very understanding and let Derek do things his own
way. His dad was a private detective also and solved several great cases and
has a painting of himself in police headquarters for solving a kidnapping. Soon
after his painting was put up Connor Painter got a case out of town for a few
weeks. He never came back. Connor Painter was killed on November 5th, 1974 by
an unknown assailant. When his father died Derek's life began to crumble around
him. Debts pile dup and they had to sell the house. The years flashed by
quickly. Soon Derek had graduated school, started his own business, and was
solving crimes just like his old man.
Priest Ortega A.K.A. Mech
Character Name: Priest Ortega
Secret Identity: Mech
Race: Homo Superior
Birthplace: Unknown
Character Age: 30
Occupation: Terrorist/Anarchist
Gender: Male
Inhuman Abilites: Yes
Moral Standing:: Villian
Moral Details: Priest Ortega is a terrorist/anarchist who hates the government and its rules. He believes that we would all be better off without it and does everything possible to get rid of everyone who associates itself with the government, which includes heros, police, and any other departments.
Appearance: Priest Ortega has long, stragely black hair that hangs on his shoulders. It has a distinct grunge look to it. His eyes are a piercing black, and not many have been able to return his deathly stare. His skin is white with a bit of a tan, and he is only very slightly built from his college days of running track and doing football.
He stands at about 6'1 and is about 185 pounds. In costume, however, he looks much different. A mask of blue and black covers his face and hair while his normally baggy clothes hide his bodily features.
Super Powers: Preist has the unnatural ability to possess any machine. He literally 'leaps' into any type of machine - his body seems to fly straight into it - and his conciousness takes control of it. His mind and body is now fused with the machine that he is in and it is literally impossible to force him out of anything that he is possessing. He can do anything that that machine can do to its fullest extent, and can even push it a little further, even when the machine is partially damaged.
He can leave a machine at any time that he pleases as well, returning it to how it was before he took control. There is also no limit as to how long he can stay inside of any one machine.
Super Weakness: While Priest Ortega can possess any machine, he, while in control of the machine, is vunerable to anything that that machine is. For example, if the machine shorts out after coming into contact with water, then he will be elecrocuted along with that machine's circuts, though he would not die from anything that trivial. EMP would fry the machine that he's in, and it would no longer be of any use to him.
Also, he is limited by what the machine he is possessing can actually do. He cannot make a car fly, for example, or make it keep going after its gas tank runs dry. Also, any time that he abandons a machine, the second that he leaves it, he becomes human again. His human form emerges. If he abandoned a speeding car, then his body would fly out of the car and hit the ground, possibly hospitalizing him. So, he is also limited on when he can leave a machine without being hurt.
Abilites: Ortega is a mechanical genius, and always has been. He built his first car engine at the age of five, and from then on was considered a child prodigy. He built all sorts of things that were never built before. He even repaired his father's car when it broke down with junkyard parts and it ran better than it did when it had original parts and for a longer time too.
Also, thanks to his gift, his ability to hack computers is unrivaled simply because he fuses with the computer's AI, and they become one and the same. He has instant access to anything he wants from that system.
And, Priest Ortega can speak Russian, German, Mandarin, Cantonese, Spanish, and French, in addition to English.
Inadequacies: Priest, while being a mechanical genius, knows nearly nothing of battle. Since he is a villain, this is a serious disadvantage to him because he knows nothing of how to fight beyond his limitations. A confrontation with police or heroes could prove disasterous without his ability, unless he could repair a piece of machinery nearby.
The biggest weakness to his lingual abilities is dialect. He can only speak the most common form of the language and any sort of dialect would be complete gibberish to him.
Personality: Priest's personality is one of many components. On one hand, he is generally kind and generous to everyone he meets. On the other, he is a terrorist/anarchist who believes that that downfall of our government will solve most of the people's problems. True freedom is what he believes in. He leads a double life. While he is Priest Ortega, he is a kind, generous philanthropist who gives any and all who need money just that. He has set up numerous charity organizations for the people. However, on the side, as Mech, he steals, terrorizes, and destroys government property and government owned objects. He crashes websites, destroys buildings, and kills government agents, such as FBI, CIA, and regular police officers. But, since he always does it through mechanical means, he has never been identified.
History: Priest Ortega was born roughly thirty years ago. He was raised as any normal child would be except for the fact that his parents were very poor, yet hardworking people and they loved him more than most parents could ever imagine loving a child. He did everything he could for them. In addition to going to school, he held two jobs and contributed all that cashflow into his family's bank account. His parents did the same and combined, they all made enough to live good. Then, Priest left his home for college at Tulane University.
And, so far in Priest Ortega's life, everything was going very well. That is, until tragedy struck. His parents both retired on Priest's final year of college. They were going to go on retirment plans and a military pension that his father was promised for serving in Vietnam. However, they were both denied and forcibly put on stamps and welfare. Priest had just finished college when he heard the news. He was angry and vengful.
He'd discovered his abilities in high school and kept them secret. He felt that now was a good time to unveil them. He pulled on a ski mask and leapt through his friend's laptop, searching for government files. Eventually, he found what he was looking for and found that the government had in fact made a mistake but had quietly buried it, along with thousands of other families. He dug even deeper into classified CIA files, FBI files, and NSA files, and discovered millions of governmental secrets that had been deemed classified. He saw the truth about Roswell, Kennedy, Vietnam, everything. He was infuriated. The government was depriving hardworking people like his parents pension and he decided that he would do something about it.
He stole bank codes that led to stockpiled government funds and had the money equally distributed to the families that had been denied. And, ever since then, he has become one of the world's most dangerous terrorists, continuing his work to this day.
Xander Murphy, Backfire
Character Name: Xander Murphy
Secret Identity: Backfire
Race: Human
Birthplace: Munich, Germany
Character Age: 20
Occupation: student
Gender: Male
Inhuman Abilites: Yes
Moral Standing:: Villian
Moral Details: Xander is evil. He knows nothing of being good, and he will betray almost anyone to further his own ends.
Appearance: Xander is 6' tall and tan-skinned, with striking blue eyes and dark brown hair. He has very long arms and legs, and he walks with a slight swagger. He has high cheekbones, a long nose, full lips, and cheek dimples. He's darkly
handsome when he's Xander, as well as when he's Backfire. As Backfire, he has glowing white eyes and white hair. The rest of his appearance remains the same, and his costume is a long black robe with white trim at the cuffs and hem.
Super Powers: Backfire employs Murphy's Law in all fights, meaning that whatever can go wrong will go wrong. His opponents' powers may go astray, they might fizzle out, they might have adverse effects on their owners, they might do
exactly what they're not intended to. He can direct his power at an individual or many people at once. Backfire also hovers about 2 feet off of the ground when using his powers, and his eyes and hair change.
Super Weakness: Backfire's powers are unpredictable. They may or may not do what
he wants them to do, they usually do what they want to. An opponents powers will go awry; however, they don't always do what Xander would wish them to do, they usually only work as he wants them to half of the time. He can direct his power to one person or many people, but it loses some of its effectiveness when used on more people at once. He also has an extreme light sensitivity as Backfire. As Xander he's fine in any sort of light, but his glowing white skin is very susceptible to sunburn from even artificial light. He must work in absolute
darkness, or he'll begin frying like an egg in Arizona heat after about 20 minutes. Use of his powers speeds this process up slightly.
Abilites: Xander is a strong man, and a fast runner. He is of very high intelligence, but he doesn't always use it to his benefit.
Abilities/Inadequacies: He isn't a very good swimmer, and generally just flounders when put in water. He is often oblivious to what's right in front of his face because he thinks he knows everything, and might make dire mistakes in
the process.
Personality: Xander is a dark and charming man, and he captivates his audiences with his knowledge and experience. Only when he can get them though. People often sense just how evil he is and avoid him. He's not anti-social, people are just wary of him, and for good reason. There are those, however, that look past the exterior and meet an intriguing man, full of life and wit. Those who are also evil have no qualms about talking with him, and his friends are usually of a similar moral standing, but not always.
History: Xander got his powers as a young boy of 10. He wasn't always as attractive or charming, or so very evil. He was often picked on as a young boy because of his geekiness and his height. One day after being slammed into a
tree, his eyes and hair changed color and he hovered suddenly, and the bully who'd run him into the tree slipped and tumbled down the hill, along with two of his cronies. They ended up in the hospital for miscellanious injurues, and
Xander walked away with nothing but a sore head and a slight sunburn. His parents, frightened by the sudden appearance of his powers, pulled him out of school and moved to North America. This angered him to the point of becoming evil, which brought him to his current moral state. He finished out school with few incidences of his powers and moved to Megatropolis to begin college.
The Arrogance "NPC"
The heirs of an 18th century gentleman's club, the Arrogance is a collection of powerful men and women who have pledged their efforts and fortunes to a highly theoretical philosophy of enforced neutrality. They believe they can play the world like a grand insturment, sowing the seeds of freedom and tyrrany alike in an effort to prevent the stagnation of the human race. By alternatly supporting the status quo and counterculture The Arrogance hopes to drive foward technological, artistic, and evolutionary progress.
What seperates The Arrogance from any other clandestine club for the rich and powerful are the mystical devices called Pools. Each lodge has a replica of the Grand Lodge's Great Pool, a stone basin filled with a mercury like substance and the blood of the Arrogance's membership. Each of these Pools acts as communication device, allowing members to hold a sort of mystical "video" conference that is completly sancrosect, impenetrable by any known surveilance. It's greater function however, has only become manifest in the last few years however. Individuals with super powers can, by spilling a little of their own blood into the pool, transfer their powers to the Arrogance as a whole, allowing the master of The Arrogance, the High Ether to dole out the power to members of the group. The original bearer of the power retains his full abilities but now a lesser form of the power can manifest in any member of the Arrogance. There are a few rules regarding how this can operate though, the pool will grant nobody outside the High Ether more than one of the powers present in the pool, and there is a price to be paid by those who accept a power: the pool takes one day off the end of one's life for every hour one posesses a power that is not their own, the life force is used to sustain the link between the pool and the member of the Arrogance in question.
The Arrogance's leadership structure is as follows:
The High Ether: A psuedo-religious figurehead who controls the functions of the Pools and acts as a master of ceremonies in all Arrogance rituals.
The Low Ether: The day-to-day leader of the Arrogance who serves as a moderator in Arrogance meetings and casts a tie breaking vote in any disputes.
The Courts: There are two Courts, made up of the membership of the Suits known as the Ruby Court and the Saphire Court. The Ruby Court decides on policy dealing with outside threats to the Arrogance while the Saphire Court deals with heresies and transgressions from within.
The Suits: The four suits; Spades, Diamonds, Clubs, and Hearts coordinate the Arrogance in different spheres of influence. Each suit is lead by a Royal Flush: King, Queen, Jack, Ace, and Ten. The Spade Suit handles military and law enforcement affairs, wielding influence over military officers, terrorists, dictators, organized crime, and even local police and district attourneys. The Diamond Suit insures the financial viability of the membership of the Arrogance by tracking and influencing economies and facilitating smooth insider trading and market manipulation. The Club Suit looks for promising projects to invest and control in the scientific disciplines: aeronautics, genetic engineering, metallurgy, medicine, anything that raises the bar for cutting edge technology. The Hearts Suit finances the arts and seeks to define humanity through creative endeavors: theatre, the written words, film, architecture, any medium that serves to enlighten or entertain may be influenced by the Heart Suit.
The remainder of the membership usually takes one of two courses: dedicated members join a suit and work with the Suit's leaders to further its goals while undedicated members simply pay their dues and make appearences at clandestine galas where they can meet with their peers.
Security for lodges and muscle for Arrogance operations comes from an army of ex-police, ex-military, and security contractors who are well paid for their services and usually unaware of the scope of their employers aims.
Nocturzist
Character Name: Nocturzist
Secret Identity: Kurisu Anatak
Race: Demon
Birthplace: Astral Realm
Character Age: 330, but appears as 20
Occupation: Thief, Assassin
Gender: Male
Inhuman Abilites: Yes
Moral Standing:: Villian
MoralDetails: Once considered a hero in the past, he's now a villain.
Appearance: Nocturzist stands at about 7' tall, and weighs around 400 lbs. He is
covered in black fur, but has the body of a human. He is very muscular, and has
many animal qualities. His feet are large, and look like a bear's, so do his
paws. His legs are covered in white, tiger stripes, and bulge with muscles, same
with his arms and biceps. He has a long, and bushy fox tail with a white tip.
His eyeballs are black, but the iris and pupil are white. He has neck-length
black hair that fall in front of his eyes. He has long wolf ears that bend back,
and makes it look like he has horns. He has large, sharp, black claws on his
paws and feet. He has huge wings, spanning about 15 feet when spread out, that
have silky black feathers. The bottom feathers are dark shades of every known
color.
Super Powers: Nocturzist's powers focus on wind"lightning" and darkness. He can
control the wind by making more of it, making it blow faster and stronger, and
the direction. He can create wind with his powerful wings. His wind is a
destructive force that can blow at about 70 MPH at highest. With his wind
powers, come lightning powers. He's immune to any lightning powers used on him.
He can create electricity with his own body and launch his own bolts of
lightning at his enemy. He can also control storms.
His second power is Darkness, he can make it become dark in an area, he can also
make it become nighttime. He can also use pure dark energy to attack opponents.
Super Weakness: Light is his ultimate weakness. He can't stand brightness of any
kind. If he's in his true form in daylight, his life will drain, and he could
die. If light is being shined on him, whether it be sunlight, or light from a
flashlight, depending on how bright it is, his dark powers can be rendered
useless. His dark powers depend on the position of the sun, they get weaker the
closer the sun is to him, and get stronger the farther it is from him. His
second main weakness is anything Holy. The Holy power is deadly to him. Anything
considered Holy could be any Holy induced attack, an attack from a Holy person,
Holy water
Abilites: Nocturzist is extremely experienced in stealth. He can go undetected,
even in broad daylight. He's also experienced in fencing, and sometimes wields a
Katana when he feels it's necessary. He is an extremely fast runner and flyer,
running/flying at speeds of 100 MPH. He's also immune to all poisons.
AbilitiesInadequacies: He can't be outside during daylight for very long. He
can't be outside in his true form during daylight hardly at all, it's fatal for
him. The only weapon he knows how to use is a sword, he's not good with weapons
like guns, or any other firearms. He can't run as fast or fly as fast during
daylight.
Personality: Nocturzist is very wise, and very peaceful at times. But other
times, he can be very violent and hostile. He shows no fear when in a tight
situation, and almost always finds a way out of it. At times he can be over
confident and misjudge how powerful someone can be, and this gets him into
trouble. He hates losing, and is very stubborn. He will keep fighting, even if
it's a losing battle. He gets himself into a lot of danger, and sometimes he
doesn't realize he needs to stop/run until it's almost too late.
History: The Astral Realm constantly watched over the Human Realm, aka Earth.
The apparitions of the realm has never seen such a peaceful place aside from
theirs. They decided they could live there in peace, as well as their own realm.
Human life wasn't much different than their own. Only problem was, to live
there, they had to look like humans. They developed the ability to shapeshift
into a human appearance. And decided to find a way to Earth, their second home.
12:32 AM July 13th, 1962, California: There have been several reports of
strange lighting in the sky. Over time, the lights got brighter and brighter.
Suddenly, a huge bolt of green, blue, purple light shot down from the sky and
landed in a large opening in the countryside. In their true forms the
apparitions, including Nocturzist, stepped out, into their new world. What they
didn't know was they wouldn't get a very warm welcome from the nearby occupants.
Everyone living nearby saw the huge blast from the impact. Cops, the army, every
force was called in to invesigate the threat. They arrived about 6 minutes after
the arrival. The authorities couldn't believe what they saw.
"FREEZE! PUT YOUR HANDS IN THE AIR!" yelled one of the officers. None of the
apparitions knew what that meant, so they did nothing. The officer again
commanded them to do what they were told. But they did nothing. One of the
apparitions took a step forward. This was a bad idea, as the paranoid
authorities thought they were about to attack. The authoirites started shooting
at the innocent apparitions, and while they were normally peaceful, they
attacked back. The army had obliterated most of the apparitions. The scene was
horrific. Dead bodies all over the area. Fires. Wreckage. Only Nosturzist was
left. "What the hell are your problems!? We came in peace!" he yelled to them,
but they were oblivious. He dodged missiles as he destroyed one of the tanks,
killing a bunch of soldiers. Before he knew it, Nocturzist was losing
consciousness as the world was getting dark. He was shot in the back with a
heavy tranquilizer. He was brought to a top secret underground lab base. They
would do research on this extra terrestrial. Cruel research. Nocturzist was
placed in a stasis tube like a lab experiment in the lab.
October 13th, 2004: 44 years have passed since the incident. Since then, people
were convinced by the government that it was nothing more than a meteorite. They
wouldn't think that for much longer..
Underground base lab: A new scientist has accidentally stumbled into the lab
where Nocturzist was being held. "Whoa.. what is THIS!?" He was astonished by
this creature. He stepped closer to the giant tube holding the being. Suddenly,
Nocturzist's eyes shot open and the nervous scientist jumped back in a fright.
His eyes glowed a lime green and the tube started to crack. Suddenly the blue
liquid poured out of the broken tube and splashed everywhere. He jumped out of
the tube, and glared at the scientist. The scientist backed to the other side of
the room, shaking. "What's the matter, never seen anything like me before!?" By
this time, Nocturzist's appearance has changed from a light apparition to a dark
one. A red light flashed and an alarm blared. "ATTENTION ALL PERSONNEL!! LAB
SUBJECT HAS ESCAPED IN LAB ROOM 156!! NEUTRALIZE THE SUBJECT IMMEDIATELY!" The
sound of automatic doors opening filled the room, as well as the hussle of
hundreds of heavily armed soldiers. The room quickly got crowded with people.
Nocturzist glanced around and smirked. "FIRE!!" the sound of gunshots rattled
the room. As soon as the command to shoot was given, a huge radial blast of wind
sent all the bullets hurtling back at their shooters. The bullets ripped through
all the soldiers. In less than a second, the room was covered in blood and dead
bodies. Nocturzist silently looked at his handy work and glanced at the lone
dead scientist. " humans.." he said before he shot a huge energy blast
from his eyes at the ceiling of the lab, extended his huge wings and flew out of
there at astounding speed. Light from the moon shone through the hole in the
roof, and Nocturzist flew towards his new destination, Megatropolis.
"OOC-OMG another demon! FINALLY...COMPITITION *purrs* welcome welcome"
"OOC :: Thanks! I'm so glad I finally got in! I can't wait to kick some and cause trouble in Megatropolis. Hehe."
Emily Ferrell aka Remedy
Character Name: Emily Ferrell
Secret Identity: Remedy
Race: Mutant
Birthplace: Edmonton, Alberta, Canada
Character Age: 22
Occupation: Doctor
Gender: Female
Inhuman Abilities: Yes
Moral Standing: Hero
Moral Details: Emily is a celt. Period. Honesty, honour and compassion for those honestly in need are an integral part of her nature.
Appearance: Height: 5 foot, five inches
Weight: 150 pounds of solid muscle and amazing curves
Hair: Glossy chestnut "has strands of copper and mellow brass in the sunlight, worn waist length
Eyes: Amber, slightly tilted and exotic. Can glow blue violet when she uses her powers.
Emily is a strikingly pretty girl, with classic pale clear irish skin and small refined features. She has a very open and expressive face and an air of trustworthiness thanks to her kindly nature.
Her figure is nothing short of amazing. Compact, muscular and well padded, she resembles a figure skater or a moderate weight lifter. She tends to dress comfortably and tastefully, mostly in dark tones, favouring nice fabrics rather than things that are flashy. Now that she is a doctor, she tends to be a bit conservative while with patients or at the hospital.
When running around as Remedy, Emily tends to wear close fitting and comfortable outfits, usually stretch pants "with pockets" and a long sleeved shirt, combat boots, fingerless leather gloves, and a long trench coat. She also sports a half mask that covers her face from brow to halfway down her nose. Her colours can be all black or the HA dark blue or the same blue violet as her power signature.
Super Powers: Healing: others and self
Remedy can affect living tissue. She regenerates after being wounded similar to Wolverine, and can heal others by laying her hands on them, although in some specific circumstances she has been able to affect *normal* humans up to as far as 100 meters away "though the effects are much weakened, eg: can affect brainwaves and put people to sleep for a short time"
If Rem is shot in the head though, while her brain may regenerate physically, I don't think she'd be the same after that. Most likely the shock would kill her... she doesn't have adamantium after all. 8" Emily CANNOT heal AIDS, MOST Cancers and the like. Viruses and most bacteria are still beyond her influence as yet, so unless it suits the storyline for some odd reason, she can't heal diseases although she can boost the person's immune system or something like perhaps.
Weak affinity/Empathy with some of the people she's healed and also a sensitivity with folk of feral origins "like her aunt". Sometimes she can tell what the person might be feeling, the stronger the emotion, the more likely she is to pick it up. The ability is still very weak and not very consistent though.
Super Weakness: Speedy Metabolism: Remedy has to eat A LOT when she uses her powers. If she doesn't meet the calorific intake necessary, she can go into a coma and possibly die. She carries nutrition bars around with her constantly.
Emily also cannot and will not heal those who have had brain death occur, or have been dead too long to have be possibly revived. Her powers cannot affect aliens and most other kinds of creatures that are alien to her experience. Again it depends on the permissions of the other players in extenuating circumstances.
Abilities: Doctor of Medicine, PH. D.
Bachelor of Arts
Near genius level of intelligence
Olympic Athlete level of reflexes, acrobatics, stamina, strength and speed.
Access to military level armaments and contacts with mercenaries "maternal aunt and once her legal guardian"
Owns property on the University Campus, 3 cars, a private plane, cell phones,
palm pilots, various computer tech
Contacts in the medical and scientific community
Abilities / Inadequacies: Emily hates crowds. She's not quite phobic of them, but she is close. The sheer magnitude of that many living bodies in proximity to her still not quite perfectly controlled powers is similar to the overload that a telepath might get.
This gentle healer also has Post Traumatic stress disorder and can react violently if cornered or startled badly. Older or middle aged Caucasian men of a certain build and coloration can also trigger some PSTD symptoms.
Personality: Emily is a quiet and strong sort of woman, her strength having been forged from a background of extreme duress and poverty "see character history". A kind heart and gentle nature don't mean that she's a push over however, once Emily's dander gets up, she's nearly impossible so placate. It takes a lot to make this woman angry, a long fuse followed by a spectacular temper and/ or cold fury. Like the celts of old she honours even her enemies to a certain extent, and will not tolerate a liar or an oath breaker.
One of Emily's weaknesses is the downtrodden or unlucky, or women and children who have been victimized. She will give the very shirt off her back to help those in need, part of why she took up the name of Remedy and runs around helping others. She has a HUGE warm heart and as such can be taken in by the unscrupulous, but once she finds she's been duped, she is an implacable enemy. Rem also has a weakness for handsome men, loving to admire them and often becoming tongue tied as any teenaged girl.
Emily likes to believe in the best of everyone, and that can lead to some awkward and hurtful situations when those unscrupulous sorts are around. She just can't make herself believe bad things about folks, but has to when evidence is presented... which makes her very unhappy.
Remedy has a grand sense of humour, even a sense of the ridiculous sometimes. She loves to laugh, and be surrounded by lovely things, music, laughter and warmth from loving friends. Being as her family is rather distant, Emily can be a bit needy without meaning to, something she's very careful about and embarrassed about if she catches herself.
In some ways Emily is still very fragile emotionally, and can be vulnerable at the oddest of times, but once hurt instead of completely retreating, she often comes out with both barrels blazing once she comes to terms with the initial hurt.
Being Nouveau Rich, Emily's still ill at ease with the wealthy lifestyles of the older rich around her, and doesn't subscribe with the snootiness of that community either. Her best place of comfort is on campus with the students, where ideas are fresh and the spirit is high.
Em is wiccan, and subscribes to the lifestyle of an earth worshipping, open minded type. She doesn't like hurting others, but if she has to she will, especially if innocents are involved. So far Emily has found superheroing to never be the black and white simple thing she had once thought it was. With the gentling/ remission of her feral side, Em finds herself more and more wondering about the demarcation of what makes a hero and what makes a villain, and uncomfortable with the moral dilemma's offered.
History: Emily Ferrell's childhood was full of shocking neglect and abuse... until her maternal aunt, Victoria Ferrell, adopted her. With years of counseling and an obsessive need to be independent and no longer a victim, young Emily took up karate and the arts, enrolled in International Baccalaureate and earned a BA in English before she was 20. Despite morbid obesity and her violent background, she made friends easily and befriended many of the pro-mutant groups in her university.
Unlike most mutants who get their powers when they are in their early teens, Emily did not achieve her powers until fairly recently. "The trigger as yet unknown"
At what was supposed to be a peaceful student demonstration at her university, things got ugly and a gun-wielding group of crazed drugged students began to go on a horrifying rampage.
Emily defended herself and got caught in the crossfire between the authorities
and the violent students. In a flurry of bullets, she fell, expecting to die... but instead the wounds spit out the bullets and sealed shut as she watched in horror. She then felt a surge of energy tear through her, and she created a wave of healing energy that saved many lives by accident.
The event was caught on film by a student's camcorder, and when it was discovered that this young woman had saved lives, an unruly mob ensued... injured students and over-eager press agents all trying to reach the stricken young woman.
Ironically it was her obesity that saved her that day, as she metabolized all her extra fat when her dna spontaneously rewrote itself in a single moment.
The little healer, ill at ease with her violent origin, decided to come out to Megatropolis where a good high school friend of hers had her home. Upon coming to this burgeoning city, she decided to use her recent inheritance from grandparents she didn't know existed to buy some property in the university district, remodelling the old warehouses into lovely student residences.
It was here that she met the men and women she helped found Heroes Anonymous with. Struggling with her out of control powers, Emily met Taven aka Breaker, and lost her heart immediately. After many misadventures, Emily went missing for the last year. Her aunt, Victoria, came to sublet the apartments and put Emily's furniture into storage, not telling anyone what had happened to her niece.
It turns out that Emily lapsed into a coma, driven to that state by her fluctuating powers and her metabolism's unique quirks. Victoria quietly collected her niece and brought her back to Canada, to the medical contacts she had there through her own mercenary profession.
Emily has since recovered, remembering nothing of the last year, and is now trying to bring together the shattered pieces of her life...
Here are some very old "almost 10 years old!!! How did THAT HAPPEN!???" drawings of Emily that I scanned from ancient sketchbooks. Some are newer, but all along you can see Emily developing and being refined continuously. Please feel free to have a look and enjoy!
Some more notes as per Emily's abilities:
Emily has long been a serious student of celtic studies: irish, scots, welsh and gael
She speaks irish gaelic, scots gaelic and welsh "all modern", french, spanish, japanese, cantonese, some mandarin and can manage SOME latin "which she knows as part of her medical studies and her endless fascination with language roots re: Her Bachelor of English"
Ice Phoenix
Character Name: Jake Watts
Secret Identity: Ice Phoenix
Race: Mutant
Birthplace: Japan
Character Age: 17
Occupation: Hero
Gender: Male
Moral Standing: Hero
Appearance: The original 'look' of Jake is gone, now replaced by a man seemingly carved from ice. Ice Phoenix's body isn't clothed at all, and yet his 'male extremities' are not visible, seemingly covered by ice. Veins and other signs of a normal organic creature are not visible on Ice Phoenix's body, and yet his body cannot be seen through, like a normal piece of ice would. It is more like a mirror. All of his features are cut, very chiseled, down to his muscles. He also appears to be much stronger than his original, mostly human body. The most obvious change in Jake is not, however, his skin, but his eyes. Ice Phoenix's eyes now glow with an intense bluish white shine that seems to glow brighter the more he uses his powers and less when he's not using them. Besides, his eyes, Jake's old face is vaguely seen in the new, minus his spiked hair which is now a simply bald skull.
Super Powers: Ice Phoenix's powers have increased to huge levels, now making him a demigod in comparison to any human. Besides being able to control, manipulate and create ice with only his mind, he is also able to shoot flames that are seemingly made of ice from his hands. The flames freeze whatever they touch on contact and he generally uses them in a last ditch effort to kill an organic enemy. Because his body is now made of almost completely ice, Ice Phoenix can effortlessly fly, moving himself just like he would any other piece of ice. In a likewise fashion, Ice Phoenix can grow various spikes and blades from his body, although he always keeps his basic biped form, apparently unable to control an extra limb with any kind of proficiency.
Super Weakness: Jake's weakness to fire has increased to a certain extent, to match his new form: being touched by direct flame cuts through Ice Phoenix like a hot knife through butter. Jake's weakness to electricity has also increased, although not to the same extreme level of his weakness to fire. Ice Phoenix lacks the weakness to mental attacks that Glacier once had, apparently his mind power has increased to a level that he can at least fend off an attack that a strong will 'normal' human could not. Also, because he is more ice and man now, if Ice Phoenix's powers were nullified, either by a super hero or by Paradigm cuffs, he would begin to die, unable to sustain himself.
Strengths: Ice Phoenix seems to carry with him a sense of experience and wisdom that he did not have before, so much so that he seems to almost contradict the old Jake Watts. He is physically stronger now, about par with any man who works out regularly and his fighting skill has increased as well.
Weakness: Jake carries with him a horrible temper, seemingly made worse every time he transforms. He can easily fly into a rage and begin freezing things, as being surrounded by ice seems to sooth his rage. He also seems to have grown a little withdrawn from other emotions, apparently more inclined to fall towards darker emotions, such as fear or anger. He has trouble connecting to people as much and is also not as comfortable in social situations as he once was.
History: In Japan, Jake was raised by his father. Jake is Steve Watt's half brother. Steve was never aware of him and died before they could ever meet. Jake, however, felt like he knew Steve because of the entire story's he heard about his "big brother". He came to Megatropolis to meet his brother and live with him. Sadly, he quickly learned of Steve's committing suicide. Jake made a pact to take up Steve's place as a hero of the city. He then, took up the name of Glacier and decided to rid the city of the vermin that plague its streets.
After living in Megatropolis for a while, Jake gave up as a student and went into the hero business full time. Soon afterwards, Jake experienced a transformation, causing his skin to become ice like and his powers increasing greatly.
He has again experienced a transformation; although this time he apparently died in order to do it. What could possibly be required for a further transformation is unknown...
Is Jake Japanese? Or is he of another background entirely? I'm just curious... if you were to choose an actor or other reference, who would he look like? "Despite the ice"?
Yes, Jake is Japanese. If I had to choose a reference...I'd say he looks somewhat like the guy who played Seraph in the Matrix, although younger and taller.
*I'm not totally sure that guy is Japanese, thats just how Jake looks in my mind.
Excellent!
Nope, Collin Chou, who plays Seraph in the Matrix movies is chinese... but because he's an actor I now have LOTS of fun pictures as reference...
*giggles evilly and runs away, trailing drawing implements as she goes*
*Does his own little dance, knowing he's got a sweet character portrait coming...*
Foxfire, Flaming Fox
Character Name: foxfire
Secret Identity: unknown if any
Race: mutant human/feline stock
Birthplace: biological laboratory
Character Age: 10
Occupation: biological specimen
Gender: Female
MoralDetails: being a lab specimen all of her life, she has had little chance to gain a moral standing, and as such is an impulsive and almost infantile in her indulgence and feelings, acting before thinking of any possible negative consequences for her actions. she does however have a severe hatred of scientists and doctors, and an even greater desire for personal freedom and new experiences.
Appearance: Standing approximately 6 feet tall, she appears nearly human, except for a coating of solid white fur covering all but the palms of her hands and the bottoms of her feet. She has decidedly feline features in the face, though still nearly human, to the limit of slitted bright green eyes, and pointed ears, and a pinkish cat nose. She has a tail, 4 feet long trailing behind her figure, bushy enough to be called fox-like, but still solid white fur covers it. her hands and feet are also equipped with retractable claws, which might allow her climb up things that others might find inaccessible. she generally wears no form of clothing, but can be convinced to wear some if needed.
Super Powers: Consistant control of Fire is her specialty. Creating it at will, within a 100 yard range-line of sight only, and controlling existing fires"same range, though not limited by line of sight if she knows where it is", she has a very powerful strength in this area. She can breath the smoke from normal"i.e. wood/paper/coal" fires unaided, but toxic or magical fires affect her normally. she is immune to all natural fires. she can create temperatures high enough to melt lead, but is limited to a pencil thin area from the tips of her fingers, she can create progressively lower temperatures over wider areas"i.e. only campfire temperatures past 2 feet in diameter if held at her hands, though past 2 feet, that temp can be held to max range, though she effectively has laser cutter fingers"
Super Weakness: Water kills her ability. it causes her to spasm and drop to a fetal position until she dries off, but will not make any effort to do so herself. ice would hurt her as much as the fire she controls would do to normal people. cold temperatures"below 50 fahrenheit" kill her ability and she is reduced to a shivering body, unable to do more than shuffle to a warmer area. cold temperatures also would kill her if she remains in them for any period longer than 24 hours, at which point she would go into a coma, and if not removed in the next 24 hours, she will die. she needs access to air in order to use her abilities,"scuba gear would limit her usage to her face, effectively blinding her if she used it, and similarly submersion in any liquid, even a flammable liquid would cause her to be similarly limited."
Abilites: Having been locked in a lab all of her life, she has no distinguishing skills or capabilities, aside from an inborn feline instinct and senses, better night vision"not exceptional" greater agility, nearing martial arts level, but without any training."any body above the novice level could beat her in a fight, assuming no powers"
AbilitiesInadequacies: she has such a fear and hatred of scientists and doctors, that she will attack any she sees first and foremost regardless of other dangers, and if they seem to outnumber her"say in a hospital" her agitation is noticeable, and she will enter into a blind panic, and harm any who block her escape without thinking.
Personality: Hardly any personality to speak of, she has a great desire for new experiences, finding beauty in anything that doesn't remind her of the lab she grew up in, and an even greater love of freedom. the fear and hatred she has for doctors and scientists is all encompassing when either is present, and any ideas she may have otherwise, drop to the wayside. mostly, she just wants to be left to her own devices, and accepted for who she is, and can hardly understand that she might be considered a freak.
History: A biological specimen in a genetic experiment, she was raised mostly in some form of growth tank for most of her life. Being poked and prodded for all of her memories, she went into a rage during her 5th year of existance, during which her fire abilities kicked in and she managed to kill the 5 doctors attending her before setting off the sprinkler system, which sent her into convulsions, after this incident, she was never allowed outside of the tank, and the scientists kept her sedated for much of the time as they continued to perform their experiments.
Ambrose
Character Name: Ambrose
Race: Human/Sidhe
Birthplace: Tintagel, Wales
Character Age: 403/21
Occupation: Mage, Defender of Good
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Hero
MoralDetails: There is good, there is evil, both trying to beat the other. He is
fighting for the side of good. Simple life view.
Appearance: Black robes with red trim drape over a long body, bejeweled rings
decorating thin, tapered fingers. Chestnut hair flows down to the middle of the
man's back, one green and one gray piercing eye look out above a sharp nose and
pale mouth. Odd symbols are etched on the rings and worked into the clothing,
and a crudish tattoo made of runes decorate the left side of the man's face.
Super Powers: Ambrose is an extremely wise and powerful mage whose ability is
all but legendary.
As he is a Druid, Ambrose's powers tend to deal much with nature and the five elements thereof: Wind, Water, Fire, Water, and Spirit. His mastery over them range from fire balls and dust devils to rain storms within a limited area. He may also summon elementals to serve him, their strength being based on the power of the spell itself. He can command stone to move, melt, or change form, same with any element, though again how much of these actions are done result in the level of strain upon his body. He may even combine elements for certain effects, such as a dust devil of flame. Such spells are however doubly taxing and therefor damaging to the mage.
Super Weakness: There are reasons one needs time to reach the level of power
that Ambrose held. His mind and body had to be able to handle it, but the
balance has now been disrupted. His mind is the same, but his young body is
unused to the same power his old body could handle. As a result, casting spells
are painful to a degree for him. Any but the most simple and basic spells result
in at least a sharp pain in the head, and the phyiscal problems increase with
the power of the spell. Aching limbs, bleeding from places such as the nose or
mouth, even passing out. If the spell were large enough it stands a chance of
killing him. The spells must be spoken, anywhere from a mumble to a shout, and
by simply covering his mouth the spells may be stopped.
Abilites: Ambrose is a wise man who is well versed in ancient runes and alchemy.
He notices minute details and can judge someone as correctly good or evil
immediatly. He also knows how to use a reflective surface to scry for items or
people. He may attept to see the future as well in this manner but time as all
know is not set in stone and may change from what he sees. He knows magickal
knowledges that have been lost to time, including ones that might be better left
lost...
He also retains a pouch of gold coins and gems from his own time he used for
barder and trade, which would be worth a fortune many times over now.
AbilitiesInadequacies: Ambrose is a very well educated and well spoken man, but
he can only speak in a tounge that later developed into Latin. Hence most have
no clue what he's saying and those who know Latin can get parts. Due to the fact
that he does indeed know things that are better left lost and were thought to be
makes him a perfect target for those who would use such things for their own
gain.
He also has no idea what his gems and coins are worth now, so he could get far
below their actual value.
Personality: Ambrose is a warrior for the side of good and that's that. He
cannot be brided, tempted, bought, or otherwise pulled from his path of fighting
for the side of right. However, he existed in a time before good and evil were
wrongly confused with light and dark. He knows that both exist as a balance and
using magicks of one nature or the other does not in itself make the caster good
nor evil, but the intent for what the spell is used. He is still grim when
thinking of what the Roman Constantine did to the teachings of an old friend of
his, and he is not friendly to the Church because of the abuses brought to it
and in its name thanks to the sociopaths who took power in the name of a
peaceful man. He knows of the methods they used to enforce theier veiws and
power, and some memories never fade...
History: Ambrose was born to Stone Age people at Tintagel. He was one of the
ones to oversee the building of Stonehenge and still knows all of it's secrets,
though he keeps these understandably to himself. He was active in the Stone Age
Albion, traveling and learning. He saw the future of a great warrior known as
Aurthous. He befriended the young boy and stayed by his side for years, becoming
his mentor, advisor and friend. It was he who aided the man, who used his spells
to help in his battles and quests. So fond of the mage was Arthrous that he came
to call him 'uncle.' Ambrose had an apprentice whom handled such tasks as
chopping wood for his master, running errands, and other like jobs. Somehow in
mistranslation and many retellings of the tale, the mage became an actual blood
uncle called Ambrosius of a king known as Arthur. The actual years in which the
king lived and ruled was also misspoken. The young Druid that wished to learn at
the feet of Ambrose was acredited with all his talents and accomplishments, from
the building of the Giant's Dance "Stonehinge" to being the mentor of the once
and future king. The younger mage's name was Merlius. He met with a Jewish man
who had traveled to the Isle Ambrose knew as home many years later and the mage
attempted to warn the young Rabbi that the change he wanted to bring to the
Jewish thought process based on Eastern philosophy would fall flat on it's face.
The mage was sad when the he heard the Rabbi had been put to death for treason
to the king, but he couldn't say the man hadn't been warned. He went his own way
when Arthous was killed in battle, and continued to aid others in the fight of
good. He offered aid against the Romans when he could and managed to slow their
advances to the Isle of the Mighty, but he needed no crystal ball to tell him
they would eventually take the land. He was a very old man resting in his tower
home when once more a call for his help came. A terrified boy came to call,
telling him he had been sent by his village, and that a demon that had lived
amoung them in secret had made himself known by kidnapping a girl before running
off for some mountains. It had taken the better part of two days to get the
message to the mage, and though others had gone after the monster they feared
for the girl's life. Ambrose checked his books and scrolls and felt his heart
grow dark. There was a spell that was so powerful and involved that it took
several days to complete, and must be done exactly right at every step. One part
called for the sacrifice of a virgin woman, and the stars were in the correct
alignment for the spell to be done. The mage and a few of his close friends had
thought they had destroyed all information on this horrid bit of magick, but it
seemed they had missed some. With only himself to fight and a boy for his guide,
Ambrose gathered some supplies and headed off with the lad, first taking a
certain magickal item with him. By the time the mage reached the mountains the
fiend had run into black clouds had gathered, ripping at the sky with talons of
red lightning. Ambrose knew he had little time left and forced his aged body to
manage past the rocks and tight passes until he came upon the demon and the
girl, whom was for the moment still alive. If the beast was allowed to complete
his goal he would be like an evil god, and the mage would not allow this. Any
who tried to claim the power of this spell had only one chance to get it
correct, and if but one thing went wrong it was all wasted. From a pocket a
secret weapon was brought, the item the caster had brought with him. Simple
enough in it's look, it was but a stone cube that measured one inch on all sides
with strange, tiny markings etched into it's surfaces. A strap of leather had
been attached to the top to allow for a way to hang it from a neck or to hold
it, but it was nothing to be feared, or so one would have thought. In truth it
was the Stone of Time, a thing which could control the currents of time itself.
The demon had thought his protections would keep him safe from attack as he
could not stop the spell until it was done lest he lose it. But he had not
forseen the use of this device. Ambrose cast the words to bring the stone to
life, and all three were shallowed in a bubble of time. Before the demon could
fully understand what had happened, the mage made his way to the girl and shoved
her out of the bubble. Even though only seconds had passed inside, days had
passed outside. He had disrupted the spell, wrecking the beast's chances at his
dreams. Enraged, the creature threw a blast of vile energy at Ambrose but
missed, striking instead the glowing stone which hung in the air behind the
human. The device spun faster and faster, flashing more colors then could be
imagined. Scared, the demon fled from the area only to find himself years in the
future. He turned back to see the bubble flash, then fade. He thought the mage
was dead, but this was not true. Ambrose had broken free into the flow of time
and space, where he went beyound his control. The bubble finally faded away as
the stone shuddered and shattered, leaving Ambrose in a stange and alien land
filled with things even his skills could never have seen...
Anabelle
Private Name: Abandoné du soleil
Public Name: Anabelle
Race: Vampire
Birthplace: Paris, France
Age: 236
Occupation: None
Gender: Female
Moral Standing: Oddball
Physical Description: Tall, platinum haired and mysteriously alluring, Abandoné – or Anabelle as she calls herself these days – is strikingly different from those around her both physically and fallaciously. Anabelle's platinum white hair falls down to her mid-shoulder blades level, starting off straight and getting curlier the further it descends. Her skin is somewhat paler than "normal" people, but because people generally only meet her at night time and in dim light, her complexion is difficult to determine, yet her Caucasian origins are distinguishable. Anabelles eyes are lustrous and dark, the pupils are seemingly swallowed up by the opaque iris's, while her body is fit and trim, her 6' figure toned by what seemed to be the product manual physical labour in her living days. Her dress sense isn't as impressive as others of her "species", as she tends to dress in casual dress clothes, normally pants of some sort, 3rd length black jacket as well as a black shirt underneath. Her clothes suit her, despite her hair color providing some difficulties in the fashion department.
Anabelle's fangs are hidden within her jaws, and she can choose to extract and protract them at will: 4 long, pointed incisors, 2 from the top and 2 from the bottom. As a side effect, whenever Anabelle protracts her fangs, her iris's yellow in turn, giving her a more wolf-like, animalistic appearance, especially when she protract's her inch long claws. Whenever she does this though, she generally only has feeding on her mind.
Super Powers: Anabelle has a number of powers, but they are due from two sources; her vampiric state and the fact that she's a walking corpse. Because she is literally dead, Anabelle does not need to breath and most gases have very little effect on her "apart from toxins that degenerate blood cells, such as cobra poison for example". Because of being dead, Anabelle only has two organs that she needs to live, her heart and her head. This ties in with her super natural strength in that she is very tough and things like shooting her have a much reduced effect than they would on other supers.
Anabelles active powers are her vampiric super natural speed, reflexes and strength. Her sense of smell is also rather acute and on par with most blood hounds "no pun intended", and Anabelle also has an almost super natural charisma that she can use to try and influence people into trusting her and feeling greatly at ease in her presence, it helps her feed. She also has the ability to regenerate wounds given time. Anabelle can also protract inch long claws from the ends of her finger tips which are very effective at tearing flesh.
Popular myths tell of vampires being able to morph into bats, wolves, or mist from which they travel across vast stretches of land easily. Anabelle has a similar ability, but instead of being able to transform into a single bat, Anabelle morphs into a whole swarm of bats.
Anabelles last "power", if it could be called that, is her bite. Because she is a vampire, Anabelle needs to drink blood. Because this process involves biting open holes in peoples necks, it can be rather painful – and fatal – for the victim. While the only way to heal the wound is via time, instead of feeling pain during Anabelles bite, the victim will instead feel an "orgasmic" like pleasure coming from that section of their neck, meaning that it feels good. Victims of her bite generally die from blood lose, and while Anabelle lives with the guilt of it, she see's her bite as sending someone into the next world on a road of pleasure, rather than a road of pain had they died other means.
Super Weaknesses: Anabelle is a vampire, and as such, suffers many of the draw backs that they do. Direct sun light will turn her to ash within seconds. A wooden stake to the heart will paralyse her and render her unable to move at all. Silver also, while not being able to kill her out right, is like hot metal to humans, it burns her skin very quickly and causes great damage.
Anabelle also cannot enter people's houses without being invited, except for other Vampires.
Crosses do very little to turn Anabelle away, but holy icons do burn her skin when they come in contact with her.
Anabelle also needs to feed at least once weekly, other wise she will die. Preferable feeding would be once every 3 days, anything after that starts to see her steadily weakened before becoming nothing but a pile of ash.
Her claws also have their weaknesses, as they are designed to tear into flesh, not much else. If for example, she tried clawing someones chest when they were wearing kevlar, her claws would probably break, as they are not steel hard talons.
Anabelles super natural charisma has its faults as well, for it to work she first needs eye contact. Direct eye contact. Neither can it turn a hostile enemy that's fighting her into her friend. While it seems petty, it instead means that she cannot use it against people in combat, which, unless she's feeding, would be one of the most useful times in which she could use it.
Anabelles regeneration doesn't work like popular thought does. While minor things like bullet hole wounds can close over relatively quickly, the things that would make it truly useful, such as regrowing limbs, digits and chunks of flesh, take time. Meaning that they are not going to grow back straight away, or even within a few hours, instead they take a few days.
Anabelle is also a lot more vulnerable in her bat form than she is in human form. The bats are just normal bats, with the only exception that there is something dozen of them.
Strengths: Anabelle has a wide range of academic skills at her disposal ... after all, she has been on the earth for a couple of hundred years, plenty of time to read into ancient civilizations, old relics, forgotten religions and the sort, as well as personally living through many wars and world shaping events such as WWI and II, Vietnam and such. Anabelle also knows several different languages, such as German, Spanish, English, Latin, Russian and Egyptian.
Naturally, the years have not always been kind to Anabelle, and she has had to learn to fight somewhat, learning methods of fighting that compliment her speed, reflexes and strength. She also has impressive skills with swords that, while not the greatest, are admirable when they need to be.
Weaknesses: Centuries alone are never kind to anyone, and Anabelle knows from experience. Pleasures that are taken for granted by mortals such as the taste of food, drink and the natural ability to socially connect leave Anabelle at a loss, as she finds herself at times little more than a brooding predator, watching from the shadows.
Darkness is Anabelles friend, yet its macabre embrace has her feeling at a paradox at what she is when compared to what she was. Like most living creature, Anabelle wants to survive and see another night, but to do so she has to feed and take the lives of others so her own may live on, something even her lifeless heart doesn't enjoy doing. Her difficulty in connecting with others led her to her drug addiction of Blocain, a mix of blood and cocaine. The cocaine part is expensive, but she manages somehow, as well as a cigarette addiction that started something hundred years ago "Though her teeth have managed to remain suspiciously pearly white".
Personality:
Anabelle has changed many times throughout the centuries, due mostly to her own loneliness more than anything. Currently however, Anabelle is more personally regretfully depressed than she is the "evil, manipulating power hungry vampire" stereotype. Needless to say, she wants to live, and she finds her Blocaine high's relaxing and liberating, even if they are only for a temporary amount of time.
History: In the heart of France, 1768, the most powerful country within Europe at the time, Anabelle was born to a pair of minor Nobles living within Paris. French Nobility for Anabelle saw her raised in what was deemed the "proper" way for a woman, but even from an early age Anabelle – although her parents called her Abandoné, she never took to it – Anabelle displayed a strong sense of willpower that instead led her down a path between what a woman and what a man should be. In her adolescents, she frequently mixed with both genders in equal measure, finding that she could carry out a conversation that would interest boys by having elements that shared their interests; interests that her parents want her to have nothing to do with.
In the back ground of her adolescents raged the turmoil of French society, as the financial crisis began taking turns for the worst; turns that would eventually lead to life changing situations for Anabelle. When Anabelle was 21, a historic event happened in 1789, with the Tennis Court Oath and the peasantry defiance of the King. Anabelle's parents, naturally arrogant as they were with their social status no matter how marginal it was, supported the King whole hearted. With the over throw of the Monarchy with the Kings death, and the outbreak of the Terror, Anabelle found herself becoming delusional of what the Revolution was trying to accomplish. Against her parents orders, Anabelle had joined with the National Assembly in the hope for a fairer society, but the Terror changed that. Because of her ability to "play for both teams" when it came to mixing with men and women, she had never found herself able to truly connect with one or the other, and the Revolution presented itself with a chance to devote her life towards in achieving something grand. Her faith was lost when her parents were guillotined as counter revolutionaries, and her family fortune – with the exception of one house - was confiscated for the Legislative Assembly.
With no money, no parents, no assets and under the suspicion of being a counter revolutionary herself, Anabelle slipped away out of the Terror's notice and took solitude in her one remaining house that was deep in the woods of France. After a short amount of time however – that is just arriving – Anabelle discovered the small estate already inhabited, by a woman who identified herself as Lamai Le Bourbon. Anabelle was not normally an aggressive person, and not wanting a lone rouge spreading rumours of her "retreating" to the woods, Anabelle allowed her to stay, though deep down she felt that it was more her longing for company that compelled her to ask her to stay.
Over what seemed like months, Anabelle grew accustomed to the woman and her strange habits, finding that her company was just what she had been looking for all those years of semi-acceptance. Their relationship flourish over what seemed like months – but was truly years - and on the 14th of July, 1802, Anabelle saw her last sunset ever. The night for her was long and painful ... but it was one of the best she has ever had.
Anabelle recovered quickly from the ordeal, after all she did die. Instead of embracing her new "life" with an ambitious heart, Anabelle instead saw the pro's and con's of what she was. For some time to come, Lamai tutored her on what she was and what to do. As the years passed, thanks to her mentor, Anabelle was able to get back into the higher class of France, eventually even meeting Napoleon Bonaparte, the Emperor of the French. Anabelle was also present at for the Fall of Napoleon, and the reinstating of a Monarch ... both times.
The years went on by, and Anabelle left France, travelling throughout Europe extensively, also heading over to America where she lived through the Civil War. She even made her way to Egypt, where she lived for a couple of decades before leaving and finally settling down in Russia. Russia provided a new challenge for her, but she managed to assimilate herself into the Autocracy by marrying well.
However, political revolt seemed to follow her where she went, as Bloody Sunday in 1905 started a chain of events that eventually led to the October Revolution with Lenin the leader of the Bolshevik party. This time however, Anabelle was not able to so easily side herself with the revolutionaries, as their All Power to The Soviety disabled her from fitting into the working class that they emphasised. Anabelle was almost hunted down due to her seemingly Autocratic standing, yet she managed to escape to Germany, finding it much easier in the wake of WWI. Deciding that this time she would not involve herself with those who were in power – rather the ones that were trying to topple it – Anabelle joined the National Socialist German Workers Party, and as time went one she became impressed with a young orator Adolph Hitler, and his ability to rouse the emotions of those who listened to his powerful speeches. Anabelle didn't have any interest in becoming the leader of the party, but instead she played a back ground scene, pulling strings from behind, helping organise violence that was imbued by the Storm Troopers, or the Brown Shirts as they were more commonly known at the time. She even became friends with the parties new leader, Hitler, and was frequently at his grandeur celebrations, and when World War II erupted in 1939, she was one of his stalwart supports, until 1943 when she visited one of the Concentration Camps after returning from Stalingrad. Everything she thought was right about war was gone practically over night, and the next night she fled to Australia, where she remained until 1960.
Anabelles next significant stop was Cambodia, and eventually to Vietnam in 1968. Growing tired of all the war and death she had experience over the years, she once again managed to escape from the troubled countries and returned to America, and eventually came to Megatropolis in 2002.
Question...when Anabelle bites her victims, can they become a vampire as well? Or do they always die?
They dont die, and they dont become a vampire. If a vampires bite turned another into a vampire, and they bit someone whenever they need to feed, then the world would be over run with them. She can create other vampires, but doing so takes around a night, and wasnt included in powers section because I didnt believe it would be necessary. But that wouldnt stop someone bit by her thinking they were going to turn into a vampire ;"
Whether they die or not depends on how much she takes. If she drains them dry, then yes. If she takes around 90% of the blood or somewhere around that amount, then such heavy loss of blood can be fatal, but its consequences could also be brain damage ect.
Alrighty then, thanks a bundle!
Hawthorne
Character Name: James Kitsun
Secret Identity: Hawthorne
Race: mutant/homo superior
Birthplace: Megatropolis
Character Age: 19
Occupation: botonist
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Villain
Appearance: Rather ordinary in appearance, James tends to look younger than his actual, seeming 18 rather than 23. Somewhat attractive, he has short mousy brown hair that seems almost constantly unkempt, his bangs growing out six inches past the rest of his hair and constantly seeming to land in an annoying place on his face. He recently dyed these strands an odd shade of bleach blonde, making his features a tad bit more noticeable. His eyes are a mild green flecked with a light, almost golden hazel shade, giving off the appearance of a mottled hue rather than a solid colour. His skin is somewhat tanned, but not obviously so: the hue of someone who enjoys the outdoors, not an avid surfer. He stands around 5'10, his height accented by a lean, wiry frame not bereft of a few well-placed muscles. He tends to dress in a casual manner, normally refusing to take on the customary mutant 'costume' that seems prevalent in most groups, and will rarely ditch his faded jeans for anything to save his own life. He enjoys showing off his 'figure' and usually wears his t-shirts on the tight side, if not actually heading straight for the muscle shirts.
While he doesn't enjoy using metal objects, he does carry a single pendant with a gryphon etched into a silver disk representing the sun, though the pendant and chain are both heavily notched up with signs of wear and tear.
When he does choose to go in costume, he tends to 'grow' his own, wearing a mix of brown and green grown from a variety of plants. The costume fits like jeans, not tight, not loose. It tends to be a forest green seamless 'shirt' with twin stripes of brown bark down from the armpits. The 'trousers/pants' tend to be the same, green with a rare patch of back showing through.
Super Powers: Simply put, Hawthorne is a plant controller; able to grow plans at a highly accelerated rate and to an extent the plant would not naturally be capable of reaching. He has been known to grow, say, a small rose bush into a rose tree in less than five minutes, though he tends to refrain from that, thinking it overly dramatic. He normally carries a bag of seeds around with him, his equivalent of a loaded arsenal. He prefers plants that have a toxic or downright dangerous nature, such as vines, roses and the occasional hemlock for special occasions. He also has the ability to 'control' the actions of the plant, able to force vines into grabbing people, of an enlarged Venus flytrap into attempting to make his opponent into a late night snack, or any other type of plant to do just about anything, barring making cups of coffee. He also seems to have the ability to mutate some plants, making some very dangerous hybrids, though it takes a considerable amount of time and energy to do so.
Super Weakness: His final mutation is far less obvious, seeming to manifest as an extreme sensitivity to heat, cold and pollutions. As such, he tends to be the most active on warm, rainy or just pleasant days, and nearly crippled during frosts, indeed, he's almost never seen during the winter, unless something has him particularly riled, or he has a heat source nearby. His blood seems to be taking on a somewhat greenish hue, and is no longer accepted by the donation centers as it contains a highly mutated form of chlorophyll.
His powers are draining to use, the faster he chooses to grow the plants, the more the fatigue multiplies "aka: if he speed grows a rose bush, growing a second would take twice the effort" He possesse an form of empathic link with the plants he controls, allowing better control, but at the cost of being able to feel any injury inflicted on the plant as if it were his own body, though it doesn't cause a physically injury, only the echo of the pain from the plant.
Abilites: He has had some training in athletics, particularily hand to hand fighting and acrobatics. He is quite fit, able to sustain a near sprint for some distance before having to rest. He is a fairly decent cook, though an avowed meat eater. Slightly above average intelligence.
AbilitiesInadequacies: Technologicially uninclined: he can turn on most devices "Tv's/computers/telephones" but has niether the interest or the capability of grasping the higher functions, though not through lack of intelligence.
He refuses point blank to eat any form of vegetables, due to the empathic link.
Personality: Slightly on the odd side, Hawthorne is normally quite introspective and seems almost shy when first encountered; Rarely speaking or wanting to be spoken too. This, though, usually turns out to be a ruse to get people guard down, after all, who would suspect the inoffensive guy in the corner of trying to kill you?
Cold and cunning, James will rarely show his face, preferring to size up his opposition before making any kind of strike, though he does enjoy driving the crowd into a panic stricken stampede once in while for no apparent reason save to end his own boredom. While a sociopath, James does tend to blend into the crowd, more by design than accident, knowing that if they can't see you, you probably won't get caught. All of this a side, he does enjoy a good celebration, often throwing parties seemingly at random, and more than often during a scheme.
History: Born the only child of a wealthy couple, James never really lacked for anything. He grew up in a relatively normal manner, though he showed a remarkable talent toward plants from the start, able to grow vegetables and fruits half the size again with fewer materials on hand. Winning his eighth grade science fair with an experiment showing the difference in human and ape DNA, a project almost built for him by his father, James began hungering for his own successes in life. Moving out after his sixteenth birthday, James moved to the southern end of Ohio, where he began to notice his 'talent' with plants was growing far stronger than he'd ever dreamed after winning a state fair for a massive pumpkin he'd planted only the day before. Returning home, he attempted to experiment with the other seedlings, noting that he could make each one grow to maturity in less than a day. Here at last was his chance.
Filled with great ambitions, he entered a national competition, but was spotted by a peeking tom growing some of the seedlings at an enhanced rate. Booted out of the competition, and finding himself at the mercy of a rather angry mob, he linked with the plants surrounding him, and formed his very own mob and a leafy one at that. Frustrated, he left the competing world, traveling instead to the rainforest and the call for replanting some had taken up there. Shortly after arriving, he began feeling sharp pain, like someone was cutting him in two.
Knowing instinctively that he'd somehow merged with the forest's 'mind' he knew then he had to find a way of stopping the destruction, only to have his attempts cause destruction on a scale nobody had anticipated Angry and bitter at his attempts to help people blowing up in his face, though he was only truly helping himself, he turned his anger on the very same people that chose to mistreat him, and refuse his 'help'
Writing Sample: All in all, this had been a far from productive day. Folding his arms, he slows out a gusty sigh. I mean, sure..he'd rose bush'ed most of the road, and that was fine and all..though the general populace didn't seem that thrilled about said accomplishment. Mentally shrugging, he raises his head, green eyes flickering with newfound mischievous laughter, y'know, this might just be fun after all. Turning toward one of the farmers, he grins. Ah, was that a wooden shaft? Obviously not the smartest critter, was he? Focusing on the haft of the pickaxe, he smirks as tiny branches begin forming from the now startled man's weapon. Fool, to attack with something the foe could use. Elongating the branch on a nearby tree, he sweeps some of the mob from their feet, the aforementioned rose bushes taking care of the rest with sharp, thorn-laden vines. Yes, that was almost amusing, though not as much fun as he'd anticipated. Glowering, he turns and marches away from the small Amish community he'd been wandering past. When were they supposed to get here? He was now totally bored, which was the state of being, other than unconsciousness, he hated most. Refolding his arms, he glances skyward..finally, they were here. Watching the aircraft come in for a bumpy landing, he hurries over toward it, jumping onboard as soon as the ladder was lowered. "Hey guys, what took you so long?" He grins "I had to hang out with some of the locals, some of 'em are still just..hanging? Around."
Alex Thompson, AKA Hacker
Character Name: Alex Thompson
Secret Identity: Hacker
Race: Cyborg
Birthplace: Silicon Valley
Character Age: 17
Occupation: Programmer
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Oddball
MoralDetails: Alex is self-serving. He avoids hurting innocents, but he has no qualms about injuring those in his way. He feels the need to kill all those who "mess with machines"
Appearance: Alex has bright green eyes, so bright that one would expect them to glow in the dark. He has dark black hair. His cheekbones are very prominent. His skin is pale from spending all of his free time indoors on a computer. He always wears his gold charm braclet on his left hand. The charms on it include a keyboard, the number seven, a lightning bolt, and an eightball. Alex does not where a costume, but whenever he does not want to be recognized he puts on a leather jacket, black sunglasses, and a Seattle Mariners baseball hat.
Super Powers: Alex has the power to control most machinery by touching it. Examples of things he cannot control: Anything with A.I,or anything that is designed just to move energy from one place to another "such as a power cable". He can control things without a power source, but that uses his biological energy, which would kill him if he gives enough to power a computer for an hour a week.
Super Weakness: Alex is vulnerable to electromagnetic fields. These would shut him down and delete his memory. He also can get viruses while logging onto computers. If he tries to control something with A.I, the computer can take him over immediatly. If he tries to control something that is transporting power "such as a power cable" he will be electrocuted. The Cyborg parts in him have some glitches that he does not know about, such as he can not control an airplane due to the static field around it.
Abilites: Alex is a very good driver. He also is extremly Charismatic. He is a good shot with a pistol.
AbilitiesInadequacies: Alex has a severe need to be better than everyone around him. He is so sure of his abilities he will take extra danger just to show off his skills. He also is not sure of all of his limitations. He cannot swim, and he is not physically strong.Due to his cyborg parts, If his heart rate gets to high, he is electrocuted. He has no adreniline.
Personality: Alex is a cocky, arrogent teenager. He is very sure of himself, which can be good at times but awful at others. He feels that others are inferior because "After all, they are only human." He is Skeptical of what others say. He is extremly stubborn. If you can stand becomming his friend, he will be very loyal and watch your back for you. He tries to be witty, but falls dreadfully short sometimes.
History: At the age of 16 Alex was involved in a car crash. It was a 7 car pileup, with Alex being the first car hit. He was taken, in critical condition, to a hospital. They decided to send him to a computer comapny specilizzing in Biological Engineering. They saved his life, but only through the use of machines. Alex eventully devoloped any empathy for these machines, which came to the attention of the government. They trained his abilities, hoping one day he would help them. He, so far, has ignored all of there requests.
The Wolf
Public Name: Eric Raynor III
Secret Identity/AKA: The Wolf, the Beast.
Race: Lycanthrope
Birth Place: Dunshire, Ireland
Age: 27
Occupation: Professional heir/superhero
Gender: Male
Super Powers: Yes
Moral Standing: Hero
Details: "How else can I overcome the accident of my birth?"
Appearance: Eric Raynor has a handsome demeanor that most anyone can see straight off. He has brown-red hair the shade of bauxite and gray eyes, which shift shades as the day progresses. They are light and flat, nearly white, at the beginning of the day, and basalt black at the end.
Powers: Eric is a werewolf. Three times a month, during the full moon, he transforms into a psychopathic hybrid beast. This curse, however, does bring with it some benefits.
1." His physical attributes are much enhanced. While in his wolf form, he is as powerful and as fast as an adult male wolf at his peak. In human form, Eric is much stronger, more agile, and hardier than a man of his size should be – say, the strength of an Olympic heavyweight lifter with the agility of his fellow gymnast. In his hybrid form, he is ten times as strong and fast, reaching into the realm of the true superhuman.
2." His senses are sharper. When in wolf or human form, his senses are as acute as a wolf's. In hybrid form, he can smell, sight, and hear distinctively at several hundred feet. His hybrid can smell blood at close to a mile. His senses are actually sharp enough to smell things like anger, lust, and fear, and his night sight is close to light-enhancement technology.
3." His higher than normal metabolism affords him a limited regeneration. He heals from small wounds "Punch, black eye, shallow cut" fast enough to see, but unless the wound is from a pure element, he will heal from it, eventually.
Weaknesses: Eric's powers carry his downfall within them.
1." Eric cannot stand the touch of pure elements. Pure iron, pure silver, even pure oxygen burn him like fire. 'Pure,' in this essence, means that roughly 85% of the material is of one element.
2." His heightened senses put him at a higher risk from sensory overload. Bright or strobing lights, strong smells, or sudden, loud noises can cause those senses to overload and shut down until the overloading element is taken away.
3." Three times a month, when the full moon is in the sky, Eric is transformed in the psychopathic terror that he calls the Beast. During this period, he must be restrained or he would go on a killing spree.
4." His healing ability is the result of a higher-than-normal metabolism. Not only does this mean that he has to eat more than most people "Four to five meals a day" and that to perform his rapid healing, he has to rely on his own body's supply of nutrients and fats. If someone injured him enough, then he'd eventually have to start working with his muscle protein and even his bone marrow.
Abilities: Very little. Eric has spent most of his academic career preparing to be the businessman he really doesn't want to be. He has developed his own fighting style, relying on brute strength more than finesse. He does have a personal manservant that he inherited from his father, but Wilkins is old and Eric dislikes sending him into dangerous situations.
Disabilities: Eric compares all his actions to a moral standard. As such, he tends to leave even the worst convicts alive, unless they have hurt him personally and privately. His fighting style would be easily overcome by someone with more training than him.
Personality: Eric is a bundle of contradictions. He's glib and witty, lending him a natural charisma, but his curse mandates a private life. He's young and so enjoys the nice and novel in life, but keeps himself to a rigid code of morals and ethics.
History: Eric is the fourth generation of a new money family. His great-great-grandfather was a stonemason who decided that things more interesting than marble came out of the ground. Now, Raynor Enterprises deals in heavy metals and synthetic materials, and is one of the more powerful and influential businesses in the European Economic Union. His grandfather was the one who gained the curse, and Eric killed his father while in his Beast form. He has decided to move his personal residence to the United States, chasing the hope of a cure to his condition.
Ken Kukibushi a.k.a. SHINKAGE
Character Name: Ken Kukibushi
Secret Identity: Shinkage
Race: human
Birthplace: Noda City Japan
Character Age: 18
Occupation: Assistant Martial Arts Instructor
Gender: Male
Inhuman Abilites: No
Moral Standing: Hero
MoralDetails: Young Ken is an instructor for the those who he sees in danger. In a dying world, he knows he can't change everything, but he can make a difference.
Appearance: About 5'11" with long black he which he seldomly wears down. He is slender in build, yet with good definition, and usually wears your average teenage clothing. When training he wears a black gi, with black hakama, "traditional for his martial arts".
Abilites: Ken Kukibushi has menkyo kaiden "master diplomas", in 3 ninpo taijutsu styles of traditional Japanese combat. Those being Koppojutsu "bone breaking art", kosshijutsu "muscle tearing art", and Bikenjutsu "hidden sword art". He can use 6ft, 3ft, and 2ft staves with deadly proficiency, and is lethal with the 4 1/2 foot sword known as the tachi.
He has a 3 foot straight legged verticle jump. Though not superhuman, he has hearing abilities
ALMOST tripple that of the average man, from a decade of training using four of his five senses.
Abilities Inadequacies: Ken is BLIND. He uses a 3 foot staff to direct himself from place to place, along with his dog, Inumusha, "Kanine Warrior", who is trained in disarming and takedown tactics himself. Though at times with good concentration he can hear his way around as with a seeing man. Really loud noises effect him in 2 ways. At one level distract his concentration to a specific noise, and at the second level it can cause extreme pain to his eardrums and cause migranes due to his extra sensitive hearing. Paranoia could be a factor if there is a small noise which is constant in a fairly quiet environment, and if there is complete silence, he may not be able to truly defend himself at all.
Ken also has self esteem problems now and again due to his impared vision, and must constantly stay on guard against those who try to cheat him. With more developement as he goes along, more weaknesses will develop from an unyielding world like that in Megatropolis.
Personality: A kindhearted soul, not looking for trouble, "literally", and still it seems to find him. He tries to help those who are in need of assistance, and his is a God-fearing Christian, who uses his strong faith to guide his conduct, and combat his shadowy past.
History: Ken is from a long line of ninpo taijutsuka, or ninjutsu practitioners of ancient Japan.
Most specifically those who resided in the Kuki Yama, or "9 Demon Mountains". His grandfather, Ishitani Kukibushi, was a revered officer in the Japanese Military during WWII, and escaped capture by fleeing to Shanghai, China. After which he returned and met a beautiful woman by the name of Koyuki Sandayu.
They were soon to be married at the young age of 25, and he returned to Noda City Japan, where he grew up. He learned the ways of the ninja, and of his line from a his father who returned to Japan from his American home during the war, and then in turn, passed it on to his grandson who is Ken.
Ken and his grandfather were close. Ken's mother, Ishitani and Koyuki's daughter, was very supportive of Ken and his educational studies, while Ken's grandfather wished to heighten his martial arts abilities in spite of his blindness. Young Ken had little difficulty grasping on to his grandfather's every word and teachings, as he learned the ways of his ancestors who were of yamabushi, "mountain warrior mystics". His great grandfather, Ishitani's dad, was part of the Kuki Suigun "or Navy", and knew times before guns reigned in use.
Eventually, and failure to be able to support her family, Ken's mother Sakura, started doing dirty dealings of seduction and aggressive negotiations for the Yakuza, "Japanese mafia". At the age of 14, Ken knew so much about his mom's job, against her will, that he became a threat to the Yakuza.
They tried to silence him, but giving every ounce of money she had, she sent young Ken to join his grandfather in America, and she led the Yakuza on a chase to a bridge, and lept to her death off of it. The body was lost in the rocks and water below,and she met a watery death.
Ishitani had two full years of manic depression, and only learning about God and his grandfather's love kept him going. Now, he is off to college at Megatropolis University, and teaching by his grandfather's side in the martial arts!
Writing Sample: "KYAAAH!" yell the class full of eager martial artists, flailing their bokken, "wooden swords", through the air in cadence. They continued this in a controlled yet strong fashion, as they all simultaneously moved through the basic strikes of the Bikenjutsu style of sword fighting, under the direction of young Ken Kukibushi. As they did so a chill pierced the souls of each of the room's occupants, who one by one focused their attention to the doorway of the dojo as an old man, around 70, entered the room.
"YAAMEE!" bellowed Ken, as every person in the room paused and faced the old man in attention.
"SENSEI NI REI!" yelled Ken giving his students the order to bow respectfully to the old man. The man smiled and returned the bow, as he signalled for them to carry on. Then Ken yelled once again, "YOI...HA-JI-ME!" and everyone besides Ken began practicing once again. Ken walked hurridly to the familiar old face and bowed to the man. With the same warm smile,
the 5'5" elderly one reached up to touch the side of Ken's head, and affectionately kissed him on the forehead.
Ken rose his head smiling and said, "Hello Grand Father."
"Kon'nichiwa, o genki desuka?" the old one returned with a small bow.
"So your trip was well?" said Ken in English. His grandfather understood English, yet choose not to in hopes that his grandson would too speak to him only in Japanese. Ken understood most of it, but only spoke a little.
"Nani?" or WHAT, questioned the grandfather in his native tongue. "Eigo wakarimasen."
"What do you mean you don't understand English!?" replied Ken, with a look of loveable sarcasm.
"Iie, eigo shirimasen...demo, dake nihon-go hanashimasu de wakarimasu!" replied the man stubbornly.
"So now you want me to speak only Japanese because you don't know English. So you wouldn't
understand if I said you're full of cr.."
"YOOSH! Damareyo!" order the old man, telling Ken to shut up. "I understand enough," the man said jokingly.
Sinnerman
Name: Quinlan Connor Reese
Birthplace: Unknown
Age: Indeterminate
Occupation: Vigilante
Gender: Male
Morality: Quinlan primarily attempts to keep his head down. He does pursue criminals and villains fervently, though he is not altruistic or overtly benevolent to those he protects.
Appearance: Quinlan possesses nondescript features, dark hair and piercing eyes. He is slightly taller than six feet, athletic and solidly built. Across his throat he bears two jagged parallel scars, ascending from left to right from his collarbone up to his jawline. Other parts of his body bear similar scars, though he usually keeps them well hidden.
He dresses in casual style, in dim colors, covered usually by a dark grey mackintosh and a fedora. Around his neck he wears a thin silver necklace, bearing a tiny silver Archangel, wearing armor, draped in robes, holding aloft a shield and brandishing a flaming sword.
Super Powers: Quinlan can, when in contact with a person's skin, inflict upon that person the entirety of the psychological damage and physical pain that the person's sins have done to others.
He may extend this process over any amount of time he choses, compacting the sum weight of his target's effect on others into a single intensely shocking moment, or stretching it potentially over hours.
Super Weakness: Every infliction of pain Quinlan forces on another, he feels himself just as intensely.
Also, the effectiveness of his powers depends wholly on his target. For instance, a villain might have a great many sins stacked against him, yet might not be fazed by the effect of his actions, while a consciencious hero might be laid low be a single minor wrong against another.
Abilites: Quinlan has devoted a good deal of time to training his body, and as a result his muscles are fairly strong and quick to act. He has impressive dexterity and reflexes, though they are nothing that others couldn't attain with a similar amount of training.
Though definitely not a man of endless knowledge, Quinlan has a sharp mind and a solid grasp on the workings of the world. He is difficult to deceive in any situation, and he has a talent for seeing things others might not. He has some experience as a detective.
Quinlan always goes armed, in one way or another. Usually he carries a pistol of some sort, and though he is perhaps not the best marksman in the world he can usually hit what he's aiming at.
Disabilities/Inadequacies: Though strong, dextrous, and even somewhat agile, Quinlan has never been particularly speedy. Those who possess superior speed have a distinct advantage over him.
Because of the scars across his neck, Quinlan has difficulty speaking loudly or clearly. Yelling is an impossibility. Communication with others suffers as a result, which contributes to a certain distance in Quinlan - he rarely gets close to others, in any sense of the word. There are also a number of other scars in various places across Quinlan's body. Each, when touched by other human hands, burns like fire, causing him severe - often debilitating - pain.
Because Quinlan has no steady occupation, money "and, resultingly, just about everything else" is often in short supply.
Personality: Quinlan's personality most clearly reflected in two aspects of his appearance.
Firstly comes his quiet, raspy voice, indicative of his relations with others. Like his voice, the soft-spoken Quinlan rarely fully makes his presence known, and when he does he usually grates upon those around him. One gets the impression that he doesn't like people much.
Secondly are his dark, intense eyes. Quinlan's eyes pierce, as if they see to the core of things, and when they fix upon someone or something they are unrelenting. This can be said for Quinlan, as well - intensity surrounds him, and when he is bent to a task there is little that can turn him away from it.
History: Once simply a police detective, Quinlan Reese saw enough of homicide and brutality to make even the most sociopathic of minds tremble. He'd spent many a year on his hometown's police forces, steadily becoming more and more jaded as each case opened. Eventually, other parts of his life suffered severely - his marriage broke up, his friends stopped spending time with him, he became abusive to those around him and prepetually angry with everyone.
One fateful day, Quinlan came across a particularly gruesome death, apparently the result of some strange occult ritual performed by a hellish cult beyond the detective's understanding. Intensified by the horror of the homicide, Quinlan tracked down the suspects and attempted - alone - to apprehend the lot of them during one of their 'meetings,' within which another of the unspeakable rituals was taking place.
Of what happened that day Quinlan has no memories, save vague, terrible nightmares. He does know that the cult no longer exists, though he is still not sure if whether he was responsible or not. Other than this knowledge, the only tokens he has that he was ever there are the numerous, burning scars that marr his body, and the strange new powers he possessed.
Rab Jacobs "Rebel"
Character Name: Rab Jacobs, The Rebel
Character Age: 23
Occupation: None
Marital Status: None
Gender: Male
Moral Standing: Villain
Appearance: Rab stands at about 6 feet tall, with a fairly thing build. His arms and legs seem to be of a slightly longer length, because of the adjustments done to his body when he was transformed. Rab's features are a dark brown color.
Super Powers: Rab or The Rebel has the ability to turn in to an animal like creature. When he is in this form he has a heightened sense of smell, and he has an extraordinary sense of sight. He also has extremely large claws that extend from his fingers and grows large and sharp teeth when he transforms. His animal form has blue fur and reddish eyes. This aids in hiding. He is also quite an acrobat and can climb short distances with his claws.
Super Weakness: The Rebel loses most of his sense when he is in this form. In other words he could go ballistic and end up killing tons of people, including his own.
Strengths: Rab himself has an unlimited amount of money available to him, because of his father's "accidental" death 3 years ago. He is also rather intelligent and drives a very nice Corvette.
Weakness: Rab is unstable both emotionally and mentally. This mostly is because his father decided to "volunteer" him for an experiment when he was 17. Rab latter came back and killed his father, but made it look like an accident. Rab has trouble with personal relationships and has no real friendships.
In essence most of what is to follow is completely unknown to Rab/Rebel. He only knows that something is wrong and that what happens shouldn't.
When Rab was turned into The Rebel and became what he now is, the animal form "Rebel" formed its own personality. These two personalities, Rab Jacobs and Rebel, formed into what is now called "Reb". This will never be seen in the game, but that is his normal mental state.
At times, usually when he is dealing with a lot of problems, Rab will turn "rabid" and the Rebel personality will take over completely. What usually follows is a killing spree of all that get in his way. In his mind, Rab Jacobs and Rebel fight for control until finally they either tie or join back together or Rab Jacobs gets full control. Of course, eventually, the two will join back together and form "Reb".
Rab/Rebel has recently been possessed by the demon Lackshin: the same demon that almost took over Jack/Follower's mind. As he was about to kill Jack, Lackshin leaped into Rebel's mind, in an attempt to escape the dying body.
However, Lackshin seems to have somehow...disappeared. It would seem that the feral monster part of Rebel's mind is currently interacting with the demon, battling for supremacy. All the while, the man part of Rab has been left to 'take the wheel'.
In this absence of the other personalities, Rab has become a sort of hero, fighting for good instead of evil. What this means for him, since he is known as a killer around Megatropolis, is unknown, but Rab has decided to do what he can for the city he once terrorized.
http://www.deviantart.com/view/7870404/
Here is a SWEET picture done by Tina/Hellcat...but she has departed for a bit. Hopefully we'll see her back soon...
Black Magic
Character Name: "Peter Vargus", Tom Vargus
Secret Identity: Black Magic
Race: Unknown
Birthplace: New York City
Character Age: Earily Twenties
Occupation: Magician
Gender: Male
Inhuman Abilites: Yes
Moral Standing:: Hero
MoralDetails: Black Magic reflects the moral standings of the person who summons him, though he himself has no independant standing.
Appearance: Black Magic stands at one inch over six feet. His pitch black hair sits perfectly in place on his head, and his black penitrating eyes peer out from an eye mask, also black. Upon his head rests a black, old fashioned top hat and black gloves hide his hands. An old style long sleeve black tuxedo shirt and pants clad his frame, and polished black shoes rest upon his feet. Flowing from his shoulders is a very unusual black cape. It drifts always as though dancing about in a breeze only it can feel. Upon the material can be found strange golden symbols that seem not only to glow slightly, but to shift and move about on their own. Normally in one hand there can also be found a black wand with white tips.
Peter is a very old man, of almost a hundred years. His remaining hair is stake white, his face and hands both covered with wrinkles and liver spots. Thick glasses rest upon his nose, and his brown suit seems to sag some from his body. Always he carries a polished oak walking stick with a brass knob on the top.
Tom is thuggish in appearence, with a slooping brow and a nose broken a few times in school yards brawls. His brown hair is straggily and unkept, and his face holds reminders of bad acne. At 5' 8" he is painfully thin, his ripped jeans, black tee shirt and leather jacket seeming to hang from him like loose skin. His teeth are stained yellow from smoking and his front teeth are missing from a well placed blow.
Super Powers: Black Magic's abilities are hinged on the tricks stage magicians made famous years ago, only his are real. There is an old saying that the clothes make the man, and that is very much so with Black Magic.
Hat: The top hat allows Black Magic to summon forth items he wants or needs.
Mask: Hypnotic effect on target, able to put someone in a trance and control them to a point.
Gloves: These allow him to untie any knot, and unlock any lock with a simple touch. They also provide him with the ability to create poofs of smoke which conceal him.
Shirt: More exactly the sleeves of the shirt. From these he can pull a knotted rope of scarves that though appear silk are mostly unbreakable. Also these provide him with razor edged playing cards and his throwing knives.
Shoes: Same level levitiation, allows him to run off one surface and into the air as though there was still something under him. Also able to do invisible steps down as well.
Cape: This item allows Black Magic to walk through walls, fade into floors, and simply makes physical barriers seem as though they are not even there.
Wand: Telescopes into a staff for fighting, and the wand itself allows for the
enchantment of an item. This involves controling the item for a time, levetating
it, and other such tricks.
Aside from these, Black Magic is a dead on aim with his razor edged cards, knives, and a gun. Also he can do the usual slight of hand, and the more common tricks such as throwing a rope up in the air and having it stay there so he can climb
it. Also, sometimes applause is heard when no one is there, or strands of old organ
music drift in the air when he appears of disappears, or performs a trick.
Super Weakness: Hat: Only items available in the 1920s may be drawn from the hat. Also, they must be items that fit into the hat normally. Black Magic could pull out a revolver, but not a semi automatic hand gun or even an old fashioned rifle. A coil of rope or chain, but not a solid three foot piece of steel or such.
Mask: The mask's abilities are limited to those of a stage magician. A person hypnotized may be made to act as some animal, or child, old person, drunk, and the normal range, but they cannot be told to kill themselves, attack another, steal, or anything of a more serious nature. Also the effect only lasts for five
minutes, as this is the amount of time a magician normally spends on it.
Gloves: The knot or lock must be touched, for at least ten seconds. Longer for bigger and more involved objects of this nature. The locks cannot be electronic in nature, and if somehow fused or melted shut, even slightly, this ability does not work. As to the smoke they produce, it fades within ten seconds tops, and is
completely harmless in every way. It does not cause stinging, burning, coughing, blindness, or anything else. It is only a stage style smoke screen and nothing else.
Shirt: The items Black Magic pulls from these areas are not created there. They must before hand place the items there. He may also slip small items such as keys, gems, etc., up them as well and reproduce them later. This means that
though he may fit a greater number of items into his sleeves then should normally happen, he cannot pull from them an endless supply of something. Only as much as he has placed there, a supernatural holding area.
Shoes: The shoes are only good for ten feet, period. Running on air, walking down invisible steps, all can be done for ten feet only. After that, he goes the rest of the distance the old fashioned way. Also, he cannot run up unseen stairs as he does down, and he may only levitate at the height of the object he has stepped off of.
Wand: One item at a time may be charmed, and only to the effects seen on a stage. It may be lifted, thrown, fly about, or even walk depending, but only one item at a time, the item must be focused solely upon, and if anything inturrupts Black MAgic while doing this the item resumes being normal. He cannot do anything more then move with the object to keep it in sight. Smaller objects only such as vases, ash trays, trash cans, chairs, small statues, etc.
Any person getting any piece of clothing may reproduce these effects, even to Black Magic himself. Without the item, he cannot perform the trick. When Black Magic is unsummoned, any pieces of clothing no matter where they are also
disappear, and reappear on him the next time he is called. Any damage likewise dissappeares. Also, if any person manages to get a certain old coin from Black Magic, they have full control over him. He must do as they say, until such a
time as they give the coin back or lose it. Only with this coin may Black Magic be summoned, and any with the coin may become him. Also, any wounds Black Magic aquires inflect the body he is in, meaning they stay with the summoner even
after Black Magic is gone.
As Black MAgic is fully connected to stage magic, so is his fatal flaw. It is what has stopped showmen throughout the ages. The words 'Show's over.' All anyone has to do is say those words to him, any man, woman or child. It can even be shouted or said over speakers, just so long as he hears it. When he does, Black Magic instantly disappears, leaving only the person who summoned him standing there instead. Any existing item or trick also disappears along with him. The sudden shock of changing back like this leaves the current summoner stunned for several minutes and easily over powered by any who might be nearby. Even after the stun effect wears off, the summoner is still in something of a shocked state for several hours and unable to clear their mind to reactivate the coin and become Black Magic again.
Abilites: Peter was a stage magaician for many years, and the creator of Black Magic. He still retains his stage training and his occult knowledge. Also, after a successful carreer, Peter is very wealthy and wants for nothing in his final years. Though very old and touched by time, the elder man still manages a feat of strength once in a while.
Tom has no real abilites to speak of, aside from a couple of street contacts.
AbilitiesInadequacies: Peter is almost one hundred years old. He cannot move nor fight as he once could, though the old dog does still have a bit of a bite. But he gets winded walking around his own home, and requires heart medication every day.
Tom is a man pretending to be tough and making himself believe it. He's over confident in abilities he does not have, egotistical, and easily tricked as he isn't overly bright.
Personality: Black Magic is a showman, through and through. If there is a simple, quiet way of doing something, he will ignore it in favor of the flashy, showy way. He acts constantly as though he is performing on a stage, bowing,
joking with men coming after him, and waiting till the last second to make his escape. No matter whose body he's in, Black Magic is always a classic stage performer.
History: Peter Vargus always loved magic, spending more time as a boy trying to catch stray cats and stuff them into boxes for dissappearing acts then doing his chores. His parents tried to break him of this wasted past time, but they couldn't manage to. When he was sixteen, Peter had saved up enough money from
his work in a factory to buy a stage outfit. His first show was done after parting with a few dollars to take the stage of a pub. The drunks mostly didn't notice, except for a couple who threw empty bottles at him for fun. Broken
hearted, Peter would not give up. He worked harder and harder to make money with which to buy better material and make better tricks. A year of sweating blood later, he was a liked local act. But that wasn't good enough for the boy, he wanted to be famous. So he continued to practice, trying to make the big time. He finally managed to get a job at the age of nineteen doing short shows in a main NY theater before main acts. He wanted a main act himself, but the owner wouldn't hear of it. He was told his stuff was good, but he'd need something
much more special to be the main attraction. So Peter walked the streets of the city, talking at length with wizened old men and women from different parts of the world. He bought yellowed books on rituals from distant places, and worked
out a trick he called 'The Flying Death.' He was sealed into a box, the box wrapped in chains and dosed with oil, and hualed several feet up. A torch was touched to the box to make it burn, and audience members gasped as bits of flame
fell upon a thick, wet canvess placed down to protect the stage. Using the box as a back drop, dancer came out to entertain while the people waited. After ten minutes the box was lowered and the flames smothered. Thick gloved had to be
worn to undo the chains. Anybody inside would have coughed to death on the smoke and been cooked by the heat. But the wooden crate was empty. A man at the back of the theater walked forward to many applause, Peter himself unharmed. The owner saw this as a money maker, but to Peter the people would want new stuff,
better tricks. They wanted it to be as believeable as possible. So Peter again worked on new tricks, gathering more information to turn into tricks, until one day a thought came to him. The people wanted believable magic. What could be more believable then the real thing? So again he talked with the old a wise people living in the different neighborhoods, visiting odd shops and buying texts on things he shouldn't know. Finally, after much study and research, he performed a ritual to make himself into the most realistic magician ever, to make his magic real. He required an object as a focus of the spell, and picked the dollar coin he had done his first slight of hand trick with. The candles he had lit in his bedroom blazed, the coin glowed, then all returned to normal.
Swearing at himself for being so stupid as to believe such fairy tale things would work, Peter picked up the coin and absently played with it, doing the same dissappearing coin trick he'd done for years, Only this time when the coin
dissappeared, he felt odd, like a lightning bolt had formed in his stomach and was forking out to all parts of him. He felt different, almost as though he were someone else. His mind was so fogged that he could not clearly recall his name
at first. When he did, he almost shook his head at the thought of it, as though Peter were not his name after all. As he looked about dazed, his eyes came to rest on a mirror. Peter did not see himself, but a stranger. But the image did
not frighten him, instead it comforted him as though it was what he had expected to see. Looking at all the magick items in the room, the man looked at a book with Black Magic written into the title. He grinned, as he had just recalled his name. Peter's wish had been given, as his magic had been made real. But real for
someone else, Black Magic. With a bit of work, Peter found that by using the coin he could turn into Black Magic and back again. He told the owner of the theater he had a new partner who wanted into the act, and said the new man would
be by later. Then he walked into an empty room and made himself into Black Magic, and walked back. After a private show, the owner was impressed and booked both men. Peter and Black Magic both gained mounting fame at being skilled
magicians, word of them spreading outside the city. Oddly though, no amount of money would get both men to appear at the same time. One would perform a trick, and then go behind stage and the other would come out to perform. They claimed
it was because neither wanted to to attention away from his partner. The theater owner demanded better and more dangerous tricks, which Black Magic was happy to comply with. Peter however could not always fake what Black Magic could do for real. As a result, a bit of a gap started to form. Not between the two parts of
the same man, but between the performer and the audience. Black Magic started gaining fame as the more gifted of the two, and there were odd points during a show when Peter would come out to do a trick and people called out for him to
leave and bring back Black Magic. At first Peter tried to ignore these things, but then tour offers started coming in, for Black Magic and peter. Not only was the other man's name first, there were added things to the offered contracts
that made it clear Peter was not seen as overly important and Black Magic could go solo if he liked. A couple offers even allowed for more money if he did, calling Peter 'dead weight.' Peter knew he was indeed a great performer in his
own right, but Black MAgic could outshine anyone on the stage with his abilities at magic and showmenship. Peter had wanted his magic to be real so to bring fame and fortune, and his dream was coming true. For someone else. Peter decided he would have to end Black Magic's carreer, for good. The night after a show, Black Magic slipped into a bank and stole several thousand dollars. He actually walked around to the front of the bank from the outside, bowed, showed the money, and thanked startled passers by for being a great audience. He robbed three more banks and then started on stores, making himself known and seen as though it were just another stage act. The police questioned Peter as to the whereabouts
of Black Magic, but Peter couldn't tell them anything. All he could give them was a letter, written in Black Magic's own hand, that said he was tired of being stuck on a stage with Peter when he could be making much more by himself. Peter admitted that he had thought his ex-partner meant he would take one of the tour
offers without him,and was as shocked as anyone by the robberies. The cops searched the once shared dressing room Peter had had with Black Magic, and Peter's rooms as well to make sure he hadn't hidden the goods for his former partner. Finding nothing, the police resumed searching for the criminal and Peter went back to performing. The crimes talked about in the paper raised peoples'curiousities and brought them to the show, if only to try and ask about Black
Magic after the curtain fell. Peter had to perform some of the most deadliest tricks of his character to out dazzle the memory of Black Magic. It almost cost him his life on more then one night, but he again managed to make a name for himself. Tour offers came again, this time for him alone. Peter went from city to city across the country, and even to other countries for special performances after a time. He grew rich and famous, fell in love, dated, and married a girl who came to see his show one night, and was a father several times over. He grew old, happy and content. As for his old partner, Black Magic, all anyone ever heard of him was in the form of a letter to the police. It told where to find all of the stolen items, and that they had been a wonderful audience but he was bowing off the stage and retiring. Peter now waits to join his wife, surrounded in his home by old fly bills of his acts, old black and white photos of days long since past. Behind one of these pictures, one of the oldest of him on stage at the first theater he worked, there is a wall safe. Inside this safe there is only a single, black metal strong box, locked. Inside the strong box is a black velvet case, and inside the case, a single gold dollar coin. Every once in a while, Peter will look into that painting, into the past, and grin.
Tom was a hellion from about the day he was born. He beat on his sisters until they got old enough to beat back on him, cheated constantly in school, got into so many fights he was expelled, and ran away from home more times then anyone could count. Over bearing and egotistical, Tom always charged into situations he could never hope to handle. He would show back up later at his parents or grandparents house, begging for another chance and money. Then he'd go back to drinking, smoking, fighting and drugs. He saw himself as the ultimate tough guy, but he was only fooling himself. His parents and siblings disowned him after a time, and only his grandparents would even speak to him, let alone give him money to continue his bad habits. His grandfather only put up with him for his grandmother's sake, and only in her memory dealt with him after she had died. On
his last visit, the boy had tried his failed sob story on the old man for money, but Peter told him no, and informed him not to come around again. The old magaician was done with Tom, for keeps. Peter told Tom to leave, and then went
to the kitchen for a snack and for his nurse to give him his pills. Tom didn't directly leave, but instead looked about the house for anything he could steal. His eyes fell upon the picture he had seen grand dad look at oddly over the
years, and thought there was a stash of money behind it. Looking underneath, the younger man found the safe and through blundering actually managed to open it. He grabbed the box and left quickly. He opened it later under a bridge by using a rock. He pulled out the case and thought there would be gems, almost beside himself with rage when he found only the coin. Still, it might be worth something. Tom held the coin and wondered who to fence it to, not noticing his fingers working the coin as though the metal itself was telling them what to do. Without realizing it, Tom had made the coin disappear, and then he felt rather odd. When he looked into the murky, dirty water puddled under the bride, he didn't see his own reflection but that of someone else. Black Magic had come out of retirement. Black Magic has commited a number of robberies once again, only this time people have been badly injured in some of them. Black Magic is now much more heartless then he once was, but still every inch the showman.
Kelly O'Riley
Name: Kelly O'Riley
Birthplace: Dublin, Ireland
Character Age: 32
Occupation: Hired Muscle
Gender: Male
Inhuman Abilities: No
Moral Standing: Villain
Moral Details: Kelly has no morals at all. But he is
not colorblind. Kelly is more than aware of the
color green. He will sell himself to whatever
person with more cash than anyone else at the time.
Everything is game.
Appearance: Kelly has a rather unexpressive face,
pale skin covered with scars from pervious
encounters, green eyes, and deep red hair cut neatly
into a bowl cut. Built like a mountain and almost
as tough, he weighs well around 300 pounds and is
6'11". His body is built like a sequoia with wide
shoulders and feet and hands about the size of two
shoeboxes. Not wasting his money on things like
clothes Kelly
keeps a white dress shirt and black tie with
matching black dress pants. A pair of steel-toed
boots gives him an extra deadly edge. A heavily
worn brown leather trench coat covers his mighty
frame giving him the resemblance of either a
thundercloud or big top tent.
Abilities: During a bar room brawl in a pub owned by
one of his former associates, a broken bottle was
jammed straight down into Kelly's head seriously
injuring the 6th and 13th lobes of his brain. After
being stitched up by the local doctor Kelly found
that all control of his emotions was gone as was his
sense of pain reception. Kelly is a regular
weightlifter and has trained himself to life more
than his bodyweight. His top record was 350 pounds
bench press. In fighting he can use his tremendous
strength to his advantage. At all times he is immune
to pain. He also has much experience in the
fighting world and his style is to use whatever is
around him to use to his advantage. So don't get
into a fight with him in a cinderblock yard.
Abilities Inadequacies: When Kelly is fueled by his
uncontrollable emotions he has almost no control
over his senses like touch, sight, hearing, taste,
or smell. His blackouts tend to happen when under
heavy stress and survival is all that matters, so in
Megatropolis it happens frequently. So if he was
attacking someone and the
rage kicked in he wouldn't know if another person
was approaching from behind with a gun.
Because he feels no pain Kelly is susceptible to the
same problems as that of lepers. Meaning that if he
broke his toe he wouldn't know unless himself or
someone else noticed and told him.
Because of the heavy scarring on the left side of
his face and his elephantine size Kelly is easily
seen and remembered.
Personality: Kelly's personality is wild and
sometimes unreadable. From the serious scarring of
his brain he can be cool, calm, and collected one
moment but be a raging madman the next. Usually
though for a big man he is quiet and reserved. He
listens to his superiors and that is all he feels he
needs to do.
History: Kelly was born in Dublin and lived much of
his life in the city right off learning how to lie
cheat and steal. His father never knew him and his
mother was too busy working late on the streets to
really care. So Kelly grew up on his own soon using
his natural girth and strength to acquire work as a
bouncer or brawler for hire.
He never questioned the work just merely did it. At
age 25 was the time of the brawl that led to his
brain damage. Learning of his new found advantage
over most other local strong arms he advanced
himself up working for his boss Gordon O'Malley. It
was here working for his boss that he came upon his
new master, Mr. Mega.
Writing Sample: A dark stormy night might was bad
for some people, but in a smoky pup next to a
roaring fire and sitting in a leather couch it was
very comforting. That was where Seamus found
himself. Stretching out onto the couch he sipped
his Guinness and thought to himself. He had been
born in England but had always wanted to come back
to his place of ancestry. He was glad he had. So
far he owned a pub and had a convenient job selling
high quality gear to the stoners in need. Now he
sat back in the quiet room staring at the fire his
burned out cigarette smoldering next to him.
Then something else was next to him.
"Hello," the small shape murmured. Turning with a
start Seamus looked behind him and flicked on the
lamp.
The light revealed a small ferret-like man dressed
in an expensive mohair sweater.
"Who in the hell are you?" The man picked up
Seamus's cigarette and took a long drag on it. His
eyes then rolled down to meet Seamus's.
"The name's Gordie, Gordon O'Malley," he said
rolling the stub between his fingers. "The question
is what the hell are you doing here? From what I've
heard you been pushing gear to those once buying it
from me."
Seamus got up and saw how much bigger he was than
his enemy. Huffing up his chest he approached him
and said, "Well if they ain't gonna be buying your
pesticide ridden weed you might just wanna go
and sort out that problem." Then Seamus reached for
his gun. O'Malley shook his head.
Seamus curios at what his adversary was looking at
behind him turned. Then he froze. Shuffling out of
the corner was the largest and one of the ugliest
men he had ever laid eyes upon. Kelly's massive
frame filled the only doorway of escape and his
beefy hands reached out and grabbed Seamus by the
neck. Without any screaming or delay Kelly lifted
him up and smashed his head against the hard wood
ceiling. He lowered and slammed him again and
again. Soon small bits of brain matter began to
litter the ground. O'Malley then raised his hand.
"That's enough Kelly, Jesus!" Stepping over the
bits of skull and brain he called behind him, "Meet
me out in the truck."
=======
The rain pelted the windows and metal making music
to Kelly's calliflowered ears. O'Malley sat next to
him. He handed him an envelope which appeared to
disappear between his fingers.
"What is it?"
"500 hundred dollars, not pounds. And a plane
ticket one way to Megatropolis."
"Why am I going?"
"Got a big job for you, got the call early today.
Man named of Mega wants you to take care of some
security."
Kelly breathed heavily and shrugged. "Fine. Drive
me to the airport."
"Get your things then."
"Got them."
"Fine, fine Kelly." And with that the car sped into
the rainy night its red brake lights winking into
the darkness.
Norton Bilmore "NPC"
Name: Norton Bilmore
Age: Uncertain
Birthplace: Unknown
Occupation: Reclusive Owner of Lilith INC.
Standing: Villian
Bilmore is not easily forgotten when one spies a rare glance at him. He has no hair to hide a broad scalp littered with uneven bumps. His eyes bulge from their sockets and never a blink is seen. A squished nose hangs above blubbery lips which a fat tounge is constantly licking. His hands are claws simply put, and his long arms are pressed in close to his sides. He hobbles about on short legs that do not bend. Both arms and legs are not at a straight angle as though the bones had been broken and mashed together before healing. His bulk is massive, swelling out his expensive suit to the breaking point and straining the buttons. Again it looks as though his insides were twisted about in odd ways before healing. He gives the appearence of some fat toad.
Powers:
Norton years ago forced a spell placed upon him to protect himself from harm in battle. He also hurls nasty, powerful energy bolts from his hands. He has managed as well to hang onto a few items throughout the years for his own protection and use.
Power Weaknesses:
Sadly the spell only worked for weapons. Thus metal blades, bullets, or the like do not hurt him. Fire, Ice, electricity, or sny weapon made of a substance other then metal will. He is crippled and his energy balls though plentiful can be dodged most times. In rare moments he does manage a well aimed blow though. Most of the artifacts though great in power hold a bad flaw. Destroy them and the effects go away.
Strengths:
Norton has amassed many fortunes in his long life, bent on spending every penny to settling a score. He knows how to speak to the darker part of Man's soul, using this to make his money. He cares nothing about life, risks, or what it costs as long as his goal is reached. This makes him a very dangerous madman indeed. He is also filled with ancient lore and knowledge, along with how to create powerful effects from magickal symbols.
Weaknesses:
Norton is so driven for what he wants, he cares for nothing else. He believes he alone is the best that lives, the only thing that matters. As a result he greatly underestimates his foes, except one. Only this person is a worthy foe, and all others little toys that break when you play too hard with them. Catching him off guard with a plan or attack is not overly hard to do.
History:
Bilmore wasn't born with that name, or any. He wasn't even born at all, or at least not in the human sense. He was and remains a demon. One that despite the great abilities of his body and power was deeply greedy for more. He found a spell that would turn him into a dark God, and he tried for it. He was partway through and had the girl he needed for a female part in the ritual, when a elderly mage appeared. Once known about the lands the demon had assumed the old man was dead. Sadly for him but fortunatly for the woman, he was not. Ambrose was his name, and he carried with him an item of great power. The Time Stone was simple to look at, but held great powers of time itself inside. knowing the intended spell himself, Ambrose knew that anyone who did it must get it right the first time. If you failed there was no second chance. Everything had to be perfect, and Ambrose used his weapon to advance time just a few moments to wreck the demon's plan and save the girl. The demon was so angered that he blasted at the mage with an energy blast, hitting the stone instead. The ball of time in which they had been encased became unstabel. The girl went out of it first, and found herself several miles from her village and far from the mountains the demon had held her prisoner at. She lived a long and full life, dying at an old age. The other two were still involved in their trip, the slipping outside next. He found that not only time but space had been altered as he appeared above a mountain. He fell for a long, long way. His form was crushed and battered, his flesh ripped and torn. Even his great body could not survive such a thing, and was badly damaged. It cost him most of his power to keep from dying that day, but he was trapped with his mangled form. His strength and all abilities of the body were gone, even his wings that had been shredded and ripped from him. The time bubble had fully sealed itself and dissappeared shortly after Norton fell from it. It was only his sheer will to get the man who had stolen his destiny away that kept Bilmore from dying that day. He was made into something of a troll, a misformed freak that was spit upon. Using his black heart and his instict to appeal to men's darker sides, he began earning money. What exactly he did does not bear repeating here and is best forgotten. He continued in this way, also hunting down anyone or thing that could tell him about the time bubble and the man inside. Large amounts of money were spent on books that were fakes, but others were not. He practiced symbols and planned for the day he would meet the mage again. He bought items that were said to be magickal and that could show you what you wanted. He used the real ones of these to track the mage as best he could, and killed those that gave him fakes. He was quick to side with where ever the money and pwer were. He owned coal mines, factories, ships, railroads, whatever was the big money maker at the time. He would prey on the weaknesses of men to get what he wanted, telling them just what they needed to hear. When the idea of paranormal science came to be, Norton swallowed as much as it as he could and used what he gathered to help him search. He funded several institues on the subject, always getting closer to his goal. He mixed magick with science in more then one way, also using computers when they came out. Satilites, radar, whatever he thought could help him. He worked magickal symbols into these to trace and track oddities in the time stream. He built houses in many places in case the ball should appear in these 'hot spots.' He founded Lilith INC and sold dreams to fools. He gave them what they wanted, those the price was much higher thenthey thought. He hid behind false companies and lawyers, and no one could prove him at fault. He designed suits that could make the wearer a super powered being, but when he tried to sell them to a city for their police force they turned him down. It didn't matter, the test batch he had made for them would come in handy anyway someday. But most he could trick and fool, and did so. Now it seems as though his hunt is drawing to a close. His centuries of planning and scheaming are about it pay off, as a single that could be the orb is growing stronger. Norton flet for his manor house near the city it seemed likely to appear in, and made his vile plans...
""This is an NPC only""
Rush
Character Name: Aaron Weiss
Secret Identity: Rush
Race: Mutant
Birthplace: New York
Character Age: 25
Occupation: None
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Oddball
Moral Details: Aaron is a pretty selfish individual who is always looking out for himself, whether it be for money, entertainment, or women. However, if he comes across a situation of one man being taken advantage of without a chance to help himself, he might intercede.
Appearance: Aaron dresses in expensive, flashy clothing that matches his rather flamboyant behavior. His dirty blond hair is worn at medium length, usually hanging just in front of his dark blue eyes, making him seem rather mysterious to onlookers. Although he is usually slumping, Aaron is around 6 feet tall and he isn't what most would call skinny, although he certainly isn't heavy set either. Aaron is often seen fiddling with something in his hands, be it pocket change, a guitar pick, or a tooth pick; always with a rather dark grin on his face...
Super Powers: Rush is able to tap into an object's atomic level and speed up the vibration of the atoms, causing the object to quickly heat up and explode. He does not have to be touching the object for it to explode: it will continue to heat up and explode which therefore allows him to throw an object and effectively use it as a grenade. The objects, when they explode, send out large waves of heat that can easily burn a person, melt weaker metals, etc. Depending on the object blown up, there may or may not be shrapnel. "A tooth pick would offer none, while a box of bullets would offer much" This effect also occurs when Rush uses it on a person, causing the general area he is touching to explode after heating up.
Super Weakness: Rush is in no way immune to the explosion of objects and he must therefore be careful to not hold an object too long or not throw the object far enough. The larger an object is, the longer it takes Rush to heat it up and make it explode. He could instantly start the process for a small object like a guitar pick, but a car could take several minutes, time in which he would have to have constant contact with the object. Rush cannot recall an object once he begins the heating, and this has dangerous potential should he somehow be stopped from throwing whatever he has been heating up.
Strengths: Aaron is trained in the use of weapons that a standard citizen could get a hold of, such as various hand guns, a few automatic weapons, and a few rifles/shotguns. Aaron has also been trained and specializes in the use of a saber-style sword that he has had fitted with a small pistol in the hilt of the weapon. The bullet from the hilt fires a few inches below the sharp side of the blade, the side commonly held down when held in front of the weilder. This gun holds six bullets, enough to hopefully kill an aproaching enemy who cannot be dealt with by the sword alone. Aaron is wise in the ways of the world, in the ways of tricksters, cheaters, and liars. He is adept at seeing an attempt to fool him and is not easily duped. He is also a charming man and has quite the way with the ladies when he tries to be civilized.
Weaknesses: Aaron's only real education is the street and he has never learned anything without seeing a purpose in it: therefore his math skills are particularly weak, as are his reading abilities. Aaron is an especially cocky person, sure of himself and his abilities in all situations.
Personality: Aaron is a loud and flamboyant person, the type who likes to party, drink and fight and loves it even more if he gets to do all at once. Aaron would never admit to do something wrong, but rather make endless excuses. Aaron is also a very impatient person, always wanting things done quickly and simply. He has little patience for weak people, because he sees them as slow and a hindrance. However, at the same time, because of their slowness, he will do his best to help a 'weak' person because they cannot help themselves. An odd amount of anger flows throug Aaron, although the reason is unknown and he refuses to speak of it to anyone.
History: Aaron was born in New York and ran away at the age of ten for reasons unknown. Rather than become another victim of a pedophile or a murderer, Aaron was taken in by a gang after the leader found him in an alley. The man promised to not hurt Aaron, and Aaron finally found someone he could trust. He joined the gang and was raised by them as a collective son. They trained him in weaponry, but not in the sense of attacking someone, but to defend himself. He discovered his powers when he was 16 when he accidently heated up a box of bullets and it exploded, spraying the area in shrapnel. Several gang members were killed and Aaron was hospitalized for a bullet that pierced his chest. He would bear the mark for the rest of his life, but he survived. The leader told Aaron to never return to the gang, and he complied. Aaron slowly traveled across the nation, apparently searching for something, but what it was...no one knows.
Preacher
Character Name: Eorle Tellonson
Secret Identity: Preacher
Race: Vampire
Birthplace: England, 405AD.
Character Age: 1600
Occupation: Reclusive multibillionare, Supernatural Hunter
Gender: Male
Inhuman Abilites: Yes
MoralDetails: Humans are not cattle, and there is no reason to kill, hunt, or feed on them. Self-defense is one thing, using them as a food source or toys is another. You hurt and kill humans, he returns the favor to you.
Appearance: To fit his secret identity, this man is usually dressed in a black priest's outfit complete with white collar. A reverend styled trench coat hangs down his tall and fit form. He sees the world from severe blue eyes that still hold a twinkle of laughter in them. A full beard of red covers his mug below his nose, and hair a darker tint of the same color makes it's home upon his scalp. They are rarely seen, but when his fangs appear his canine teeth grow to two inches. Upon his left hand Preacher wears a silver ring. In the rare chances he is out and about in a suit and tie, it never leaves his finger. The skin about it has been badly burned, forcing the tissue to heal around it and treat the metal as a piece of his own hand.
Super Powers: Preacher is powerful like others of his race. He can rip a car door off it's hinges, jump from rooftop to rooftop, and jump off a many story building to land on his feet. Silver and sunlight don't bother him, and he owns many companies that fund his adventures. He can also shape shift into a raven. Gas and such things don't effect him in an air borne sense since he doesn't breath but out of habit. He is very tough and things like shooting him have a much-reduced effect than they would on other supers. There is also his increased sense of smell, designed to help him find prey. It is used instead to locate the unnatural smell of stale and mixed blood, werewolf hair, and other such things.
Super Weakness: Any fire larger then a single match will fill him with fear. He can't even force himself to go down an area with a fire in it, even one the size of a baseball. He'll try to go around it, or if it's big enough run pell mell away from it. Trash barrel fire, avoid. Car fire, run. Gold affects him the same as silver does other vampires, and is more plentiful then silver since it can be found anywhere from pawnshops to street side booths and most people wear at least one piece. He needs blood to heal any injury, even a paper cut. No amount of time will cause healing. He is so against feeding from humans that he cannot stand the idea, not even in the darkest of times. He simply cannot bring himself to do it. His body will not do the act, and he would most likely throw up. Hospitals, blood banks, or his own private stores are all OK choices. He's got a flask too, but it's not good for more serious wounds. Hitting him with a car will not kill him but it will hurt him to the level of broken ribs at least. Only setting him on fire or staking him will kill him, but that's not to say you can't beat him to a bloody sack of shattered bones. Blessed weapons work like normal on him, and despite common belief this does not take a priest. Simply put a religious symbol on an item, even a crude cross on a baseball bat. Or any religion's holy symbol will also work. This marks the item as a holy weapon, and Preacher is affected as normal. Some formes of gases do effect him through the skin as well as chemiclas in general and poisons.
Abilites: Preacher is overly wealthy from wise money handling over the ages. He has plenty of stakes, guns, silver knives, special bullets, blinding flash bombs, and other such hunting items stockpiled. He has special connections that allow him to get these things from certain sources. He has gotten overly good at fighting simply over the years of doing it, and he's a formidable match with his knives, guns, or fists. He can also pull off impressive moves due to his agile nature. The priest garb he wears tends to reassure any would be victims he's saving and unnerve the things about to feed on them. The trench coat also works to hide his weapons and tools, including a few stakes. He can function well enough in the modern world as well. Due to his sunlight immunity and dress, plus the fact that he can eat and drink normal food he is seen normally as just a skilled human hunter. The Church knows of him, and counts him as working for them. As such he is protected from their hunters. They also grant him an aid as well to help him against the fight, a sidekick helpper of sorts.
AbilitiesInadequacies: Preacher doesn't use stake shooting shotguns or any like item. They tend to cause too many problems in carrying and concealing them. No UV bombs, tree shooting cannons, or other things that have been invented in the realm of comic books. He tends to think everyone of the vampire, demon, or werewolf nature is evil and will hunt first before asking questions. His view is narrow and he sometimes kills a human thinking it was self defense or in defense of another. But he will always side with a human over an undead or unholy beast, even if the beast is the innocent one and the human the villain. He does not take an active roll in any of the companies he owns, even the farms that supply his blood. He gets the money but doesn't have much influence in the business world overall, aside from some have to attend dinner meetings and the like except for ruining someone's reputation who has worked for him. At such things as the dinners he may eat and drink normal fair, but takes no usefulness from it. There are far more hunters then the ones the Church has, and any vampire is fair game to them. His sidekick is only there to lend help, not to get overly involved in the fighting directly.
Personality: A off the wall sense of humor and over bearing dislike for supernatural nasties sums up much about Preacher simply. Humans are not for eating ever, and may be killed only in self-defense. He'll never get to Heaven and he'll too good for Hell, so he's out to have a good time here. He's not out for revenge or to pay his way into the Pearly Gates. This is just a greatly enjoyed hobby, and being a vampire himself he thinks he balances the playing field for victims. No matter what you claim, if you eat or kill humans for food or fun, you're marked for killing. Sweet and simple. He also sees nothing wrong with smoking since it can't kill him. He tends to use bits of songs and jokes to make things more enjoyable. He likes to think and ponder things when not actively hunting, but does not bother with thoughts of an afterlife of any kind or any God ruling it.
History: The Dark Ages were not a fun time. Trash overflowed in the streets of filthy towns, the bodies of poor people were tossed out into the garbage to rot. The smell alone was revolting, and many people did not know long lives or full stomachs. The peasants could do nothing but suffer in silence, because the Church said it was their place to be and they had to deal with it quietly in order to reach Heaven. The nobles and merchants faired better and threw away scraps from their tables that poor families could have lived off of. These were the only two classes those of now believe existed, but there was one other. There would be times when a peasant caught the attention of the noble and was kept as something of a pet. They mostly made fools of themselves for the amusement of their benefactors and any guests that might arrive. A red haired hunchbacked man named Eorle was one of these. He hobbled about and spoke with a lisp, saying stupid things and making jokes about himself and his deformities. He served as a jester for a minor court, and didn't mind his place too much. He was given a not uncomfortable bed of straw in which to sleep, and was allowed to eat at any remains left on the serving plates. Mostly grease, blood, fat, and grizzle, it was a better fair then others of his time could have hoped for. Things went well for him, for a time. But a visiting noble took notice of him. This man traveled during the day in a carriage sealed from sunlight, and would arrive at another noble's house for dinner. Unlike the common misconception he could eat and drink normal fair, simply not take anything from it. His true meal was usually a serving girl that no one would miss anyway. But on a certain night he was entertained by the jester. The vampire decided it would be a great joke to play on the fellow to make him go through all of eternity a lisping hunchbacked freak, and late at night crept into the jester's sleeping area. He covered the peasant's mouth with his hand and did his act, whispering into the freak's ear what had happened. The noble was not fearful of any claim the jester might make against him, for no one would believe a simple peasant. The deformed man also offered no physical threat either, leaving the leech unworried as he left. But there was something he had not counted on, something that badly turned the tables on him. Tellonson was made into his deformed self by birth defects and a vicious stepfather. He awoke fully to a thirst, and went to the kitchen to find freshly killed chickens for the next night's meal. He didn't care for the meat, instead ripping the rope one corpse was on in half with surprising ease and sank new fangs into the flesh. He ripped the skin of the bird with his new toys somewhere he had bitten it, then licked all the blood from his lips and mouth. He chewed the end of the rope for a bit, dropped the fowl and returned to his straw. In the morning it was assumed rats had bitten the rope free and mauled the bird for food. While he slept, the man's body used a new ability that had been given him. The way of using blood to heal. Not knowing he was born that way, the vampiric ability fixed his form. Broken bones healed back straight and whole, his spine was straightened, and the health problems that had plagued him for so long were finally set right. Even his lisp was gone. He had a healthy, strong body. His mind had never been slow despite what others had said, and he was not about to let this act against him go unpunished. He grabbed a more pointed log for the kitchen fire which had not yet been lit, made his way to the visiting noble's room using routes that would allow him to avoid the waking servants, and stabbed the fiend before he knew what had happened. There was not a trace of blood anywhere on the bed, and Eorle tossed the wood out a window. No one knew his new form, and he dressed in the noble's clothing. He put on a hooded cape, and covered his face with a cloth into which he coughed when a servant came to tell him breakfast was ready. He told them to roust his own servant and driver from the stable, and that he must leave at once. He stated he had become ill and had to return home to treat it. The driver came to load the belongings, and the two men were off. The human found out soon that the man who had owned him was dead, and really didn't care for the cold-hearted figure anyway. He stayed on with Eorle for pay, helping him pretend to be a noble. The former jester found his fortune much improved, but was unwilling to be selfish with it as most were. Any servants that were indentured to him he let go free, offering them pay instead. He improved the living places of those that worked his new lands, and gave them food from the main house. He lived off the blood of animals slaughtered to feed him, and was able to give most of the food away to those under him since he didn't need it. The folklore on vampires turned out to be true for the stake, but he needed to know more. He brought in old hags that for a price told him the truth of his kind. They were not all the same, some being hurt by gold instead of silver. Shape shifting was done, but not into just any random form. It depended on the undead. Silver did not hurt him he found, and he had weapons made from it. Stakes as well made up his defenses against these fiends, and his driver became his partner in hunting them down. He always took a barrel of wine with him that he never shared, since it didn't contain actual wine but something else. He was well liked by his people and they would defend him against any ill word said. He did look different as he rode by in the distance, but the driver said it was due to a long illness that had been slowly getting worse before it cleared. Time went on and his people aged. He didn't, but hid it by not allowing his face to be seen. His partner the driver carried his orders for him, and he was in ill health if anyone needed him in person. The noble finally became so unhealthy that he passed away, and his son returned from abroad one evening to claim the lands, money, and title. This new lord ruled much like his father, treating his people fair and well, and earning their loyalty. Money was given to a small church that was close by the noble's land; much coin to help them better do their mission. Eorle didn't want such a powerful enemy as the Church and thought it best to treat them kindly. The priest of the small church heard never a bad word about the nearby lord. In fact the peasants could say nothing but the best things about the man. That he was a bit odd was true, he treated his people in strange ways. He told them they were free to choose to stay, and gave them money if they did. His treatment of them seemed to make them healthier and slightly happier. The peasants gave some of their money to the church as well, and prayed thanks for such a caring lord. The heir to the title continued on as his father had, taking trips away for no known reason and returning sometimes several days later. Each time only the aging driver went, and when he returned the rumors of monsters prowling about in some area went down. The priest was not a simple man and wrote of this unusual man and the trips in his diary along with sending a letter to the Pope. They didn't need anyone fighting for the popularity of God, and although the noble had not done that there was no reason not to be careful. But there was no real reason, as money and people kept coming, and the lord made no move to place himself above the power of the Church. The driver grew too old to help his friend anymore, and a new aid was carefully picked. This new person alone knew the jester's undead secret along with the driver. They took over as the vampire's partner, and the hunting continued. The priest marked the departures and returns of the noble, along with increases and decreases in tales of horrid monsters in the lands. After many years at the same church and several letters to Rome, the man passed away. His post was taken over by another who found the diary, and continued thinking there might be reason. This continued for some time. Every so often the noble would die and a son from abroad would show up to take over, and continue much like his father. A new partner was picked by the old one, and the priest of the church continued to only hear good things about the lord and continued getting gifts of money. Each man of God continued the observations of the last, and wrote the Pope to keep his Holiness advised of this odd man and his son, then his son, and his son. Things were mentioned such as the trips, anyone only seeing the noble outside at night, the decrease in the rumors of unholy monsters after he returned from a trip, the gifts to the church and the kind treatment of the people. As time continued the lord acquired more land and wealth, which he used to help his people and the growing church nearby. The undead and other things he killed sometimes had wealth and land, which he had a scribe write a letter for giving it over to Eorle. He was careful enough to grant gifts to neighboring nobles so as to remain on friendly terms. He backed ships that returned with cargos of tin from Spain, and spices from India. He gave some of these treasures to the ruling king, assuring his favor. He hired men to build a large church in an area he owned land in but the Pope had no hold. After it was done he donated the building and land with his thanks for the salvation they were bringing to the peasants. This resulted in a visit from a Bishop who had a grand meal and spent the night. He had been informed of the odd nature of the man and wrote a letter to his Holiness saying that though the noble did seem odd in his handling of his fortunes, he did not pose a threat to the Church in any way. He avoided giving the peasants under him an education though he had taken advantage of his fortune to hire learned men to teach him in private. Such a gift for the peasants would have turned the Church against him as they held power over the peasants due to their illiteracy. His hunting continued with partner in tow, though he was wise enough to claim some of those trips were to visit a son. Any question of his wife was met with a painful sob and a covering of the face with the hands. No one had the heart to ask more, or remember that the man before had also had a tragic event happen with a wife no one had ever met. The child was assumed to be raised by a foster family until an age when he would return to his father or decide to stay with his other family a while longer. In time two more large and well-made churches were donated to the men of God, this gift granting him a visit from a Cardinal. The Church did wonder about this lineage of odd minded men, but they were also in favor of them for their gifts. The Cardinal also wrote a letter to the Pope informing him the noble was indeed odd but a good, God-fearing man. All this while the priests of the nearby church had continued the first's writing about the lord. The line of sons continued on into the first millennium. The lord invested now in trade more heavily then before. Silks, salt, spices, metals, and other valuable things were brought over from other lands by his money. The people whose families had lived under the rule of these nobles found themselves happy, respected and looked after. Knights came to pledge loyalty to the lord due to his good reputation, wealth, and the respect and love his people held for him. All the peasants agreed they would die for the noble, and the Church likewise backed him as a good and God fearing man. Swords, armor, and helmets all with names came to him, which he in turn gave as gifts to others. Things went well until around 1066 AD. This time saw the arrival of William the Conqueror who overthrew King Harold. Who sat on a throne didn't much bother Eorle, but he was not about to let his people fall into being serfs for the Normans. He gathered people into his castle and hauled in all the food they could. Anything of value was either taken or destroyed, leaving nothing for those who came. The peasants on their own begged the knights to teach them to fight, and gathered any weapons they could find. Eorle did not surrender his title when the new king demanded, and the invading force found nothing to use for their own means. The idea was to simply storm the castle and kill him, but it didn't work. They saw early on that the people inside did not cower, but would give their lives to save the man they loved so dear. It would be a bloody battle for land, wealth, and the man's title. William was reassuring the Church he was a faithful follower, and informed them that he as rightful king was now almost fully in control. The major last hold out was a noble named Eorle. When the Church officials heard the name, they told William to cease his attack. This man and his family had proven very valuable to the Church, and they were not comfortable with him being killed while defending his people. It was discussed, and a messenger sent. If Eorle would agree to it, for his bravery and honor he would be made a Norman noble same as his current middle level rank. He would be allowed to keep his title, wealth and lands if he would bow to the leadership of King William. A response was sent that this would work, but only if the people within his walls were also made Normans as well, so not to be slave level servants. Impressed with the care this man felt for his people and the bravery shown in such a request, William consented to this. Not overly long after this, a gift arrived in Rome for the Church. It was a tapestry made of the finest silk and depicting the glorious works God had done for his people. Large gifts were also made to the nearby church close to the noble's lands, and to the churches the lord had built himself. Hunting and ruling continued as normal, despite the Witch scare of the 1200s. The noble claimed no evil being such as that would dare tred in his lands, and told his people he had gotten powerful religious items to protect them. Large stone crosses were placed in villages to ward off the evil, and the panic for those people at least was reduced. They did not go into a Witch hunting craze and kill the cats around. Due to this and the cleaner nature of where they lived, the Plaque didn't come to them. The cats killed the rats that carried the fleas, and the peasants stayed healthy. Eorle knew what it was like to grow up in the filth, and had removed it for a better life for his people. This action saved them. There were rumors the lord was working with the Devil which is why he and his people were spared, but the Pope was not so quick to judge. He wrote a letter to the former jester and asked him why his people were not sick, what was different there then anywhere else. The reply was that the peasants had found comfort in protection from crosses and not killed cats for fear they were witches. Also, the filth in the villages was carted far away, dumped, and burned. People who traveled to other areas came back with stories of many rats, sickness, and filth. The cats killed the few rats that made it into the noble's lands. The Pope decreed that no black magic was taking place and the lord was innocent of any such charges. He had simply chosen to do things differently and this seemed to have affected the lack of death in his lands. After the Black Plague killed off serfs and free labor, merchant classes started to appear. There were far less black smiths, wagon makers, and so on who could now demand higher pay. Eorle not only supported this idea, he backed many smaller merchants with workshops, better supplies, and other needed things. All he asked in return was they improve the churches his family had built and the one nearby him. This was done, the buildings carved, fixed, and decorated in such a way to make the Church beam with pride. He also would give money to the lads of his lands who wanted to go learn a trade but had no funds to travel. He found his investments well returned. No one could say his name without a smile on their lips and a silent thanks to the Almighty for such a great man. When King Henry VIII took over and founded the Church of England much time later, Eorle packed his wealth and moved. It was seen as a show of support for the one true Church, but in truth he made no such claims and relocated because the monsters were overly scarce in England anymore. He took his servants with him and his current hunting partner, and moved to France. His people so loved him that taking his lands and castle would have caused a minor war. So instead since no claim was made either way it was simply said quietly by the Royal Court that the noble would have wanted his people to be under the English Church, leaving the land as well as the castle untouched. The Church who thought he had left England to free himself of the King's madness welcomed Eorle into France. His vast fortunes and strong friendship with the Church made it easy for him to build a new life in this country. Again he hunted, and again he invested in things that repaid well. Once more he was kind and generous to people, and despite him being English they too grew in time to care for him. He gave large gifts to the King of France who was pleased, and stated that this man was a gift to the country in himself. The Church had saved the diaries of the Priests from the once small church near the noble's lands from the English king, and the Pope studied them. As before in England, a son was visited who was abroad but no one ever saw until the father's death. The inked descriptions of the sons looked overly the same, odd even for strong genes though those were not known about yet. What was also interesting was that tales of undead monsters and other creatures stalking the night told by the countrymen were fading some each time the noble returned from a trip. Just like had been noted in England while the lord had been there. These observations were noted in a secret and private diary known to only a few and kept by the Pope himself. Eorle continued to gift the Church, and also sunk money into the shipping trade that was swelling at that time. Trade with India was high, and the market was good. The vampire had three ships return loaded with goods. One he used for his own means, while another was given to the current King of France and the other to the Pope. This granted him an honorary title of a French noble from his Highness plus a small castle and land, and a title of being 'blessed 'as well as an offer to come visit from the Pope. His Holiness wrote a personal letter to Eorle, stating that he would be in Paris on business. He however had some time free in the week, though it would be later in the evening after the sun had set. The Holy Father apologized for the lateness of the hour and hoped the noble could visit nonetheless. Eorle did, traveling to the city and being allowed the next night to go directly into the Pope's room. He was greeted warmly with a handshake and many praises for his generous nature and that of his family. Tea was poured, then the men sat down to talk. No one dared listen in on the Pope, so he could talk freely. He told Tellonson of the writings of the priests, and everything they had learned. The wives no one saw, the sons that looked exactly the same despite the years, the appearances of the lord only at night, the travels and the decrease in reports of monsters and undead when he returned. The jester felt himself tense and for a brief second was afraid he had walked into a trap, but then the Pope smiled and waved a hand to reassure him. His Holiness told the man that he had done many great services to the Church which had not gone unnoticed. Even if Eorle was a man from a questionable race, his actions over the years had proved him a good and just man. So had all reports from the holy men who had visited him. So in thanks the Pope wished to do a true kindness for the hunter. He went to a drawer and pulled out a simple band of silver. He handed the ring to the noble, telling him it had a bit of a history. It had been in the possession of the Knights Templar when a former Pope had declared them friends of a devil and killed them off. Their treasures and land were taken by the Church, including things they had taken from those unholy beings they had killed. One of them was this ring the lord now held. It would do little for a human but much for such a one as Eorle. It was called the Sun Shield, and would not allow cursed flesh to burn from the light of the sun. Since the former jester was the most uncursed undead the Church had ever seen, they had found it fitting that he should have it. They had others working for them as well, those that protected humans from supernatural dangers. The noble was to be listed among them from now on, and therefore protected from any the Church held control over. After this there was a discussion in which Eorle finally admitted he did not actually believe in a God. He said he had seen the world from both extremes, a peasant and a noble, and what had been told him as each by priests didn't seem to fit. No amount of thinking had cleared it, and since both canceled each other out he could not hold to such ideals anymore. The Pope simply smiled and told him to continue doing good. Eorle left with his gift, and when he returned home the Pope added to the walls of burning white candles a single black one. He never told anyone but the next Pope what it was for, the only Atheist Vampire who worked for the Church hunting undead and other supernatural nastiest. The noble had the ring heated by a black smith, the magical abilities of the metal keeping it from harm. Then while the smith held an edge of the circle with tongs, Eorle shoved his finger through. The resulting pain caused for much screaming, but afterwards the skin grew up around the ring to a full extent in some cases and fused it for keeps to his hand. In 1492 the Queen of Spain sold her jewels to fund a trip by ship to India. Eorle remembers this well because he's the man who bought them while still in England. In the 1500-1600s the lord increased his shipping ventures and saw business swell with the discovery of a new world. Lumber, fur, tobacco, some gold and other precious metals, and other riches were carried on his ships for others while he was carried to France. The 1600-1700's saw a resurgence in learning. Many painters found themselves backed by a certain noble, and involved paintings were ordered of the current king as a gift. Money was given to schools as well, resulting in parts of them being named after him. He funded education greatly, now that he could without fear of the Church at least on some level. But he also was becoming more interested in the new world. Not for wealth of which he had more then he could ever spend, but for another reason. He still continued his hunts and knew from a past Pope that others did the same. The creatures would sooner or later want a safe place to go, and this distant land with strange people on which to feed would seem perfect. But he chose to continue his fight in France until proof came that they had indeed gone to the New World. In the 1700s the American Revolution broke out. This wasn't such a bad thing but it gave the French ideas, and they started their own. He was not a major target since as before he helped the poor and underfed. He was a wierd English noble as far as the other ruling classes were concerned, but it saved him from being beheaded. Instead he was warned secretly, and after wishing the peasents the best and secretly supplying them with weapons to use, he left back for his home in England from which he hunted the undead that had appeared in his homeland. By the 1800s his fear was realized. The supernatural nasties were moving into the New World at a high rate. He invested in industrialization in the North, cotton and tobacco in the South. He owned farms he hadn't set foot in. He spread himself around to give him reasons to travel in America. He built a large home and moved to the States, only interested really in hunting the fleeing fiends. But he found more then he bargained for. The factories and things he owned in the North were horrid for workers, and children were not much more then slave labor. The foremen couldn't understand the problem but sensed his dislike when he punched them hard enough to send them to the floor. He screamed and yelled louder then the machines, threatening them with great harm if they didn't leave at once. They did, and Eorle did not leave himself until he could find formen that would respect the workers. He also improved the factories and made them as safe as possible, increased wages, and hired tutors for children of people who worked in the factories to teach the kids instead of making them work. His temper did not ease in the South when he found he had slaves working on his farms. The claims that they were Black and lesser then Whites meant nothing to him. He saw the lash marks on young boys and women, and demanded to know who had done it. He grabbed the guilty man off of a horse, tied him to the whipping post, then called all the slaves to watch as their tormentor was paid back for all he had done to them. They were also free, to stay and work for good pay or even go to a homeland some of them had never seen on one of Eorle's own ships. Rumors of a rather unkind nature came from other slave owners about him, but he didn't care. Any hinted threats were ignored and came to nothing. He had homes in different areas, and hunted from each, moving as the rumors rose and faded. Mines were bought by him since the undead could hide in them in sunlight, and railroads as well. He backed boom towns and made his money back so many times that when they folded he didn't even feel it. By the time of the Civil War he was well liked by many lower classes and had a hand in many pies. But the war changed things. The undead and other nasties saw it as feeding time in a big way. They could dress as fighters of one side or another and rake in the body count. Eorle would go into enemy camps in daylight that were mostly vampires, and tear gashs in their tents. They were both on the North and South, the jester killing all that he could. So much of his time was spent hunting and killing that he could no longer take a front seat in all the investments he owned. He could only spare enough time to check that those that ran things were doing good according to reports. After the War he could travel and deal with people stealing from him or treating workers poorly, but only for short amounts of time. The undead were killing their prey full out less and less, allowing them to become undead too. The numbers were swelling and needed his attention. He would deal with problems quickly, then leave again with his partner. The Klan did not like his kindness to former slaves, good pay and better living conditions then most. All those that worked for him hadn't dreamt of leaving after the War. He even willingly helped hide runaways before the War, leaving stores of food in unguarded and unlocked buildings. Clothing, lanterns, and anything else that they might need to help them on their way. The Klan went to his Southern home when he was there and tried to scare him straight, but only a couple returned. They were mad, screaming and babbling about nonsense. The bodies of the others were never found, the workers claimed to know nothing, and any question about their boss was met with alibis for him all others would support. The Klan never bothered him again. Money still went to the Church, from more involved ones in the North to Missions in Mexico and all points in between. More out of force of habit then anything, but he found it a wise idea to continue on friendly terms with the Holy Men. He put up schools for the children of his workers, paid for their schooling in what cases he could, and secretly had others schooled that were denied it publicly on a higher level. He also traveled up into New England where he owned a number of fishing ships and companies. This too was for an excuse to hunt badies, but granted him more money for his badly swollen accounts. In WWI he bought War Bonds and traveled abroad, buying companies as an excuse. His reason was the same as before; hunt the fiends feeding off the carnage. Afterwards he again returned to the States where many undead had run to lick their wounds. The Great Depression of the 1930s weren't so great to him. He owned companies and land plenty in other countries as well as the America, and hadn't dealt with the stock market. He owned no banks, so didn't suffer a loss there. They hadn't ever seemed like a thing he would like to buy, making money from just money. He felt something must be done to earn it, and didn't blink when the banks failed. He didn't even pull out his money, since he had tons. He left it for other people who needed it more. Not one person in his employ saw a penny disappear from their paychecks, and no one who worked for him found themselves without a job. Even the schools stayed open for the children. He was something of a saint to many by the time the Depression ended, and WWII started. This was something not unlike the last World War, and again he bought War Bonds to help out and traveled abroad to hunt supernatural monsters. Once more he returned to the states to hunt. In the 1950s the Church decided to get more involved with their undead hunter and sent him a young priest as a sidekick. This was not met well at first, but the man proved himself and they found themselves becoming friends. Money was chanced on TVs as it had been on Radio some years before, as well as restaurants, different kinds of toys, and other ventures. These were done more by investment counselors then him, but he checked the books closely. No one could manage to steal anything past a few dollars without finding themselves unemployed and blackballed. Eorle had become somewhat influential in the business world and could wreck a career easily enough of a former employee. He continued his hobby of hunting, investing in weapons to help him kill his prey. He also took to wearing the trappings of the Church, most likely an idea sparked by his black clad sidekick. Presently Eorle does exactly the same as always. He gives to the poorer classes, funds education and hospitals, and in other words tries to make it so others don't have to live the life he was forced to. He continues to hunt while taking a bit of time once and again to make sure the books are in good shape and his workers are being treated well. Mines, oil wells, factories, land, art treasures, castles, all spread about the globe any more are among some of his humble possessions. His latest sidekick is Father Ortega, a priest from Mexico who speaks of the friendly ties the vampire still has with the Church. The noble is a rich and powerful man, yet not corrupted by greed. He is reclusive now according to the men who run his many companies and farms, the owner only appearing in the paper when he dies and a son returns from abroad to take over the old man's holdings. He's too rich to list in the Fortune 500 because no one would believe his worth. He started as a deformed wretch left to rot among the filth choked innards of a hovel and ended up in a number of mansions with more money then all the nobility of England could have dreamed of in his time. The jester's ultimate joke. To this day, the Pope lights a single black candle kept among the thousands that ring the walls of a room in the Vatican, the white ones for souls that have passed on. Who the dark one is for he never says, only smiles and walks away.
Wow, that's a big chunk of history. Liable to choke most people.
wow...hunts evil supernatural beings....Hellcats worst enemy XD sweet...hope they meet up sometime *shifty eyes*
To Anon, bite off small parts and chew completely before swallowing.
Gene White
Real Name: Gene White
Public Name: None
Race: Homo-superior
Birth Place: Unknown, presumed Megatropolis
Gender: Female
Age: 19 - 20
Standing: Goodguy
Moral Details: Gene isnt a "super hero" as such, that she actively goes out of her way to stop bad people and beat up nasty men for the police ect, she's more a hero at heart by her helping people when she can.
Appearance: Gene isn't distinguishable from the crowd. Chin length blonde braids decorate her head, while a pair of shiny bright blue eyes sit amidst her above average features face. Gene's body is athletic, the product of regular exercise, and is a bit above average in height, standing at 5"7. The clothes Gene wears are ones that only the average citizen would: namely jeans, heavy boots, a black tank top and a dark green jacket.
Super Powers: Gene has two super powers, though one isn't as developed as the other. Gene is a psychic, her lesser developed mental capability is her telepathy. It is only developed to the point of being able to read surface thoughts however. Her second, more developed, is her Biokinesis. Gene's biokinesis is developed to the point where she can heal tissue and bone damage, as well as removing diseases and potentially infections bacteria from wounds. Used as a weapon though, Gene can use her biokinesis to affect parts of peoples bodies, from shriveling appendages to causing muscle cramps.
Super Weaknesses: Gene is still a relatively young psychic, and thus things don't go exactly as she wants. While this may not normally be a suitable weaknesses, it qualifies as so in this instance due to the nature of her capability and where it is applied: affecting peoples bodies. While trying to heal someone, she could make the wound worse, or deform some bone structure ect. When Gene uses her biokinesis as a weapon, the effects are never permanent, only temporary. Gene's telepathy has its faults as well, as she can only read the surface thoughts currently, however, it sonly effective on people who's native tongue is English. People think in their native language, and if Gene was, for example, trying to read a Germans mind and he was thinking in German, she would not have a clue to what he was thinking, making the capability relatively useless.
Abilities: Gene is a clever individual, with a sharp and intelligent mind. Gene doesn't have a large amount of above average skills that she can boast: she didn't fully graduate from school, she isn't some hardcore martial artists that can drop 20 people in 10 seconds and the sort. Something that can be contributed to her however, is her courage, for even in the face of great peril and her own fears she has a stalwart devotion and willpower.
Weaknesses: Gene is, to be frank, mostly rather average. She cant fight very well, relying on her biokinesis to disable opponents so she can get away. She doesn't have a university degree. She gets her money from the government in the form of welfare, and occasionally charging a miniscule fee for any healing/disease removing she does for people "only very small fee's though, her prices could put doctors out of business if there were more of her". Gene doesn't know how to use guns, or melee weapons. She only knows 1 language, and that's her native tongue. She doesn't like killing or harming people, and will only harm someone when her own life is at stake.
Personality: Friendly and warm, Gene isn't the typical cold, hard bad whose numbers are multiplying as supers become more common. She enjoys chatting, and her favorite movie is Toy Story I and II and the Empire Strikes Back, while her favorite music is from Frenzal Rhomb, especially with the track "Never had so much fun". While she has some suppressed memories that she'd rather keep to herself, Gene enjoys speaking her mind with other people, and she loves large social congregations such as concerts. Gene also loves animals, and she thinks that beer, pizza and a DVD season of Angel is a brilliant night in. She is also rather prone to flattery, and people telling her how cute she looks with her "hair in pretty braids like that".
Gene dislikes oppression, and she has a strong distaste for those who have to kill/hurt other people because of their own short comings and bad child hoods. Naturally, she dislikes Republicans and their campaigning methods. Gene also believes that William Shakespeare should have been shot for the amount of torment he caused every school boy and school girl in the future 400 years.
History: Gene believes she was born in Megatropolis, 1984, before being put up for adoption. She spent most of her early childhood in an orphanage, struggling to fight off the bullies from her food and bed space, until she was transferred to a foster home by age 14.
Gene has had a pretty plain life. Her psionic abilities manifesting themselves at school, as she was assaulted by wave after wave of voices and thoughts from those around her, nearly driving her crazy. Gene dropped out of school however, when her Biokinesis came to the fore as she made a certain male appendage grow on her teachers forehead.
Leaving school, and moving out of home with only welfare to support her, Gene searched for a job, with fruitless results. Her rather plain life up until now only contributes to her general average attire however, while she found that she had in her an ability prized amongst the sick and injured far more than any destructive mutants/supers capability.
Super Pimp
Character Name: Super Pimp
Secret Identity: Hank Cracker
Birthplace: Megatropolis
Character Age: 24
Occupation: Tax Attorney
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Hero
MoralDetails: Super Pimp, despite his name, is a
law-abiding hero. You'll understand his name by his powers, and his powers by his origin.
Appearance: As Tax Attorney Hank Cracker our hero is a tall, skinny blonde hair/blue eyed suit and tie guy with glasses. As Super Pimp his hair is black and curly, he's muscular, and wears a lot of
jewelery. His costume is black, with silver racing stripes. It has bell bottoms on the pants. His chest is exposed, somewhat hairy, so you can see his "bling." He has a diamond-encrusted utlility belt with a very large buckle with a "P" inside a a diamond shape. His cape resembles an American flag.
Super Powers: Super-Charisma: Super Pimp can charm
and convince easily. Women are automatically
attracted to him unless they have mental super-powers worthy of withstanding his power.
Pimp-Hand-Strong: A sort of super power-punch. He
doesn't have super-strength, but when he uses this Disco-Ball: Super Pimp can release a ball of energy through a special dance move which releases a controlled level of light and sound. This is his greatest power as the light can be bright enough to blind and the sound loud enough to sonic boom. Limitted flight: Super Pimp can fly up to one mile at 65 mph unless effected by EMP.
Super Weakness: Hank Cracker must do a special disco dance move similar to Travolta pointing in "Staying Alive" to become Super Pimp. He has no powers without doing this move. Either Hank or Super Pimp must kiss one woman a day, or the power to become Super Pimp is lost for an undefined period of time. "It changes, but can be redeemed quicker if Hank is successful with ladies" Also, Barbara Steisand music or movies will revert Super Pimp back to Hank Cracker, and he will not be able to become Super Pimp again until he is out of sight/sound range of the Funny Girl. Generally Super Pimp can revert back to Hank at will though.
Abilites: Trained martial artist and acrobat who is very agile and flexible. Drives a suped-up Cadillac Escalade. Trained in the tantra and kama sutra. Carries a hand gun. "Hank has a license" He is especially witty and quick with one-liners.
AbilitiesInadequacies: "See Barbara Streisand under "Weaknesses"" Super Pimp is vulnerable to the attention of attractive women. Hank can not be Super Pimp for more than 24 hours without having to do his special disco dance. Hank is pretty much a nerd, but the more he becomes Super Pimp, the more he loosens up his personality. Maybe the personalities are merging?
Personality: His biggest personality strength is
that he's inherantly likable, but his biggest
weakness is flirting. A sort of comic figure, Super Pimp is basically a good person, who can get a little too caught up with being girl crazy. He doesn't necessarily try to be a crime fighter, but if there's a damsel in distress...
History: While in his office searching an internet
dating site, lonely tax attorney Hank Cracker was in tears when he was visited by a strange alien by the name of "Little Elvis," who taught Hank a special disco dance allowing him to channel the powers of Super Pimp. "It's sort of like a sexy Green Lantern Corps," Little Elvis said.
dude this guy is so cool in a cheesy sort of way... I think I'm in love with him!
Oracle
Character Name: Oracle
Secret Identity: Adrian Necrome
Race: Human
Birthplace: Megatropolis
Character Age: Unknown, believed to be 47
Occupation: Teacher, Pacifist, Healer, Defender of Good
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Hero
Moral Details: Oracle is a pacifist, plain and simple.
Appearance: Adrian Necrome's facial appearance is that of a handsome 30 year old, but with long silvery hair kept in a ponytail. His body is kept well in shape through good old excersize, although he is no bodybuilder. He stands at the non-impressive height of 5'10 and weighs about 180 lbs. His bright silver eyes are said to be mesmerizing. He has a voice deeper than most chronic smokers', but unlike theirs, his is clear, loud, and beautiful at times.
Super Powers: Adrian Necrome's power lies within the untapped power of the universe. He has, after many years of meditation and study, become mentally and spiritually one with the universe. That means that he now has access to the pure energy of the universe, which he can use at his discresion"Fireballs, energy pulses, concussion forces, energy shields, any type of energy".
2" Also, another perk to his powers is that he can now see the future, or at least he can sometimes. Sometimes, he'll see battles and death that won't happen for years, and sometimes he'll see something that is happening as he's seeing it.
3" Adrian is also a healer. He can use the pure, spiritual energy of the universe to help repair people whom have been damaged mentally, physically, or psychologically. Even a bullet to the head, a stab wound to the chest, etc. can be healed by Adrian. The spirtual energy that he pours into them acts as a regenerative agent, causing any wound to heal perfectly.
He can even bring them back from death, but he must be there before they have been dead for ten minutes. After that, cell death occurs and not even he can bring the person back.
Super Weakness: Adrian Necrome has a few rather severe weaknesses when it comes to his using the energy of the universe. First of all, because the principle of the universe is balance, pure energy is needed to replace what Adrian uses. It is taken from him, the borrower of the energy. His spiritual life-force is taken to protect and keep the balance. The creation of a small fire takes next to no energy, while a high powered battle would take a major toll on his physical body, causing it to age perhaps months or years and weaken. His spiritual energy would eventually come back, much like the body heals, but if he goes too far, he could slip into a coma or die.
2" If Adrian is hit with what he considers pirated human energy "A.K.A. Electricity", it would have an amplified effect upon him. Even a small pulse could knock him down or unconcious, and it takes quite a bit of power from him to counter it's effects.
3" Healing for Adrian is a dangerous gamble because he feels and takes the same pain as the injured person. If the person dies while Adrian is healing them, it would cause him tremendous pain, and perhaps even hospitialize him. He takes their pain and suffering while he heals them, and then return it when it will have no effect, after they're healed.
When he is bringing back someone from the dead, he takes on a tremendous amount of pain and agony as his body removes death from the dead and takes it unto itself, causing his own body to begin to die. He pours spiritual life energy into them, thus providing the gift of life. Nine times out of ten, Adrian will lose conciousness after bringing someone back from the dead. But most times in that instance, he regains conciousness a few hours afterwards in good health. In worst case scenarios, one of his padawans will have to heal him themselves or otherwise, he could die.
4" At times, his prophecies and visions can be inaccurate or never happen. They might be metaphores of something that will happen, has happened, or something that he needs to do. And sometimes, they are live transmissions of things that are happening and that he's too late to prevent or help.
Abilites: Adrian is a brilliant man, with years of study and training under his belt. His training includes physical training as well and he knows three different fighting styles. He's a brilliant commander in battle and a great teacher in times of peace. He is an inspirational leader unrivaled by most, able to affect people and shake their souls to his cause.
He has followers and learners that come to him to aid him and recieve knowledge and teachings. He teaches them all he knows, holding nothing back except for the destructive powers of the universe's energy. He will never give that knowledge to them and he tells them so. Also, he can communicate psychically with anyone that he heals, but only if they wish to speak to him or not.
Inadequacies: Adrian is soft-hearted, and forgives far too easily. He also refuses to kill anyone, no matter how evil they are. He cannot and will not bring himself to do it. He is a true pacifist, and passes his beliefs down to his followers. He will trust a man when he is trusted no where else, and will not take revenge on him if he turns against him. He will forgive him, and leave him be.
If the man is truly evil, then and only then will Adrian take action against him. He despises war and will avoid it at all costs, unless doing nothing will cause death or suffering. Only then will he use his brilliance at war strategy. But again, he will not kill, even in times of battle, evil, or war.
Also, his padawans are learners, and have no where near the amount of power that Adrian himself possesses. Even his Second, the man who had been with him the longest, does not have that kind of power. They are still learning.
Personality: Adrian's personality is difficult to describe. He is a man of peace. He fears nothing and hates nothing, but rather loves everything. He is a very trusting and giving person, and also a man of forgiveness. However, due to something things that he has commited in his past, there is also an unbearable pain inside of him. Perhaps it is this that makes Adrian Necrome soft-hearted.
History: Born in Megatropolis around 47 years ago, Adrian Necrome was a member of a larger family, one that consisted of 6 brothers. He was one of the younger ones. He first stumbled upon a meditation book when he was 5 years old, and he began reading it. That was the catalyst. He began to read more and more of those types of books, and practicing martial arts to hone his body and mind to perfection.
He began to grow closer to the universe in his later teenage years. He gained the ability to create small fires when he was 17 and still in high school. Adrian was not always a pacifist, but in his teenage years, he could be rather cruel. Anytime that a bully attempted to pick on him, he would come back to his locker to find that the contents had been incenerated, or Adrian would create a flame in his hair.
He eventually stopped doing it as he grew into his twenties. When Adrian was but 20 years old, he believed that he'd meditated and studied enough that he could become a super hero. Become a defender of truth and justice. And that he did. Donning a super hero costume, he became using his unpredictable power of prophecy "It was still in its infancy stages" and began going to and stopping many crimes, sometimes before they happened.
As he grew older, he studied and meditated more than he ever had before, and therfore, he grew more powerful. He made friends and allies fast, and he also made some very powerful enemies. Some in the city loved him, and yet others hated him for his heroics. He, however, loved the city of Megatropolis. He defended it whenever he could.
And then, the horror began.
Adrian began to recieve horrific visions, ones of men, women, and children all being tortured to death or brutally beaten and left for him to find. He had visions of them, but the people doing seemed to know that he had this power, and began to commit their crimes in the warehouse district of the city, where everything looked the same for miles around. Adrian could never find the victims until it was too late. He found out from a survivor who was doing this.
It was a group of his most powerful enemies. A drug kingpin, a rogue super, and a few corrupted members of the military. There were five members to this circle, and they all wanted to torment Adrian. He had disrupted their plans far too many times for them to just let him go. This went on for about nine months, with Adrian never catching the men responsible. And it was tearing him up inside. Hatred boiled inside of him, made him into something that he was not. He was still the good super that he always was, but now he wanted vengeance. Vengeance against those five men. And he would have it.
As the hatred for them got worse every day, he began to have visions of where they were at the present time, or where they would be. Sometimes the images were right, and sometimes they were wrong. Finally though, Adrian Necrome caught a break. He found where the three military men were. He spotted the good Colonel, Seageant, and Captain at a military base, and then spotted their convoy leaving the base. He decided that he would never have a better chance to get them than he would right now. His anger and lust for vengeance had made him powerful.
His eyes blazed as he watched the three of them drive by in a Humvee. They would pay. Adrian shot a powerful wave of concussion force at the roof beneath him, causing it to crack and partially cave in. The force of it had launched him into the air, and now he was coming back towards earth, and more importantly, in front of the speeding Hummer. He shot an even larger wave of concussion energy at the pavement, causing it to cave in and split in many directions. It slowed his decent enough for Adrian to make a rough landing. Once the Hummer had stopped and the military men were out, Adrian stared them down. All the anger he'd felt boiling just beneath the surface was rapidly rising to the surface. He took a fighting stance, as did the three men. One of them called for backup.
When the backup that the Colonel called for arrived, it looked as if a major battle had taken place. Some buildings on the street were caved in or heavily damaged, and the road had large holes in it that went quite deep. The Hummer that the three men had been riding in was completely trashed, it was barely reconizable. Most of the engine block was welded together. And, there was blood. All over the place. And, when it was tested, it was not that of any of the military men. No one seemed to be able to recall who the super was at the battle.
The super Prophecy A.K.A. Adrian Necrome dissapeared after the incident. That led people to believe that the beloved hero was the super in that battle and was now dead, because of all the blood.
"FYI: the blood at the scene was Adrian's blood, and it was lost after the high-powered battle when his body aged by years. He coughed some up and lost some from wounds.."
The citizens of Megatropolis waited for the hero that they loved to return, but alas, he never did.
After that happened, the drug kingpin and his partner, the rogue super, dissapeared. Not even Adrian could find them. It seemed as if they had left the country, and they were not killing anyone anymore, or at least, not directly. Often, however, they sent platoons of hitmen after him. But not even they, with all their zealous searching, could find the super Prophecy.
He was simply gone. No one knew where the hero had gone. Now, 10 years after that dissapearance, there seems to be people running about the city, ones with small powers that resemble that of a long gone hero. Ones that seem to be at some crimes before they begin, like they knew it would happen. Their ages ranged from early teens to late 20s and early thirties, and they seem to be doing heros' work.
Now, two years later, there are even more of them, fighting for good, but also preaching pacifist ways.
Invisiboy
Hero Name: Invisiboy
Secret Identity: Kane Sanctio
Age: 13
Gender: Male
Moral Standing: Mediocre Hero
Inhuman Abilities: Yes
Description: Kane has pitch hair and brown eyes that keep you guessing. His body is slender, not lanky or scrawny. He stands about 5'2", and usually wears a white T-Shirt and jeans as his street clothes; in his costume, he wears a black eye mask, a purple spandex uniform and gloves and boots that are made of the same material.
Personality: Kane is a shy, somewhat cold boy. However, if he makes a friend, he'll cling to him like a lost puppy; he doesn't want him to
die like his family did. He is loyal to his friends as well.
Super Powers: Invisiboy has four main powers;
-Invisibility/Invisiboy can stay invisible for up to 8 minutes, if he stays any longer, he can pass out.
-Force Fields/Invisiboy's force fields last about
30 seconds. While in his force fields, Invisiboy and anyone inside it is cut off for the outside world. He cannot be hurt, but he cannot attack either.
-Double Invisibility/When Invisiboy turns other people invisible, he can keep them like that for 8 minutes, but if he is invisible as well, then they can only last 4 minutes.
-Illusions/Invisiboy can create a solid illusion.
This is useful when he wants to make a quick getaway, and the only person who can see the illusion is himself and the person he's projecting it too.
Super Weaknesses: Since Invisiboy is so young, he can use his powers even less than most. Also, his powers are partly controlled by his emotions;
if he is embarresed, he'll become invisible, etc.
So he lives a solo life. Also, he has a phobia of
fires. It killed his father, and destroyed his home, so he is terrified of fire and pyrokinetics
alike.
Abilities: Kane took gymnastics when he was younger, so he leaps and flips around the city. He is also very smart and stealthy.
Disabilities: Because he is flexible, Kane's body
is very suspectable to pain. Hand-to-hand isn't his strong poing either. His limbs are very frail
as well.
History: Kane's mother died while giving birth to him, but before she died, she prayed that the Lord would bless her son, and He did.
The day after his mom's death, a homocidal maniac
burst into the house and tried to kill Kane and his father. Kane, unintentionally, cast a force field, which backfired the bullet and killed the maniac. However, all that power left Kane at the brink of death. Kane's father took him to a healer that healed him. The healer noticed Kane's powers, but said nothing of it.
Kane's father worked hard, and got enough money to move to Megatropolis. Kane started noticing strange things around him. For instance, a bully would walk right past him and ignore him.
Kane went to the healer in his own town and asked
the healer about the happenings. The healer told Kane of his powers, and said to practice them.
For the next 3 years, he practiced them, and got good at them too.
One night, Kane woke to the smell of smoke. His house was on fire! Kane crawled through the house, put didn't get out in time. He cast a froce field, and when the dust cleared, the house
was in ashes. He looked for his father, and found him dead. He had crawled through the house and gotten stabbed once outside.
From then on, Kane took on a new identity. Now, in his costume that he made, he leaps around the
city as Invisiboy, solving minor crimes with his undeveloped powers.
Joshua Trent "Darkangel"
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Mutant Registration: 001-597-UK-DRKANG
Mutant Name: "Darkangel"
True Identity: Trent, Joshua
Gender: Male
Age: 23
Born: 22/07/1982
Location of birth: Manchester, United Kingdom
Given Occupation: Fictional Writer
Current Status: Active
Physical Detail - Trent, Joshua
Height: 6'1"
Weight: 187lbs
Hair: Long, mahogany red. Normally worn in a fashion pony tail.
Eyes: Brown
Physique: Toned muscular body
Skin: Light Tan
Distinguishing features: Single red rose tattooed on his left shoulder.
Trent is inteligent, spending time developing his writing ability. Is university accredited in english langauage and psychoanalysis.
Trent carries a silver cane with him, due to the damage suffered to his left leg caused by an automobile accident. According to the examined medical records, the left tibia was fractured in four places as a direct result of the automobile accident. Given this, Trent will be unable to move at a pace more than a slow walk.
Physical Detail - "Darkangel"
Height: 6'1"
Weight: 187lbs
Hair: N/A
Eyes: Red
Physique: Toned muscular body
Skin: Black
Mutated Features: Set of black wings protruding from spine.
Eye witness account: "Darkangel can only be described as a shadow in the night. His skin was the colour of the blackest night, and a well formed pair of wings seemed to be attached to his back. The only colour I saw was the colour of his eyes, a pair of crimson red eyes that seemed to both look at me, and through me at the same time. All in all, a real strange character." Eye witness account taken from Mr C. Pearce, after "Darkangel" saved both he and his daughter from a dangerous armed assailant.
Mutation Identifier: Flight. Darkangel is able to move in three dimensions. His ability is limited to short bursts of flight.
Mutation Identifier: Empathy. Allows him to feel strong emotions from others around him.
Armament: Thin silver rapier that is hidden within the cane that Trent carries.
Known weaknesses: The mutation of empathy manifests itself in Darkangel as a constant gnawing feeling at the back of his mind, like a sixth sense. In extreme circumstances, the emotional feedback can overwhelm, causing confusion in best case and in worst case can cause complete mental shutdown. During these times, higher cerebral functions cease, leaving Darkangel comatose with only the very basics that allow for survival. This state can last for several hours. Afterwards, Darkangel will awaken with intense physical pain throughout.
Mutant file: Darkangel end
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Personality: Joshua Trent is a well liked if somewhat strange man. This causes no end of troubles when he is trying to meet new people. Having never really been a social person, he is more at home with his laptop, working on his next novel. While meaning well, he can often come across as quite self centered, as he does not understand his place on the social ladder. When meeting women, Joshua tends to try too hard to make them like him, and often hears the response "you are more like my best friend than a boyfriend". This tends to gain him many friends, but little in the way of a true relationship.
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Background: Joshua Trent quickly discovered his talent for writing while he was in secondary school. When the other children were playing football, he was busy indoors, working on his next masterpiece. He quickly formed friendships with the English staff, and gained many useful insights into the form and style of a piece of literature. He started university and was quickly accepted into the strange new social groups that he saw around him. Eager to make new friends, Joshua always went to the advertised parties, and tried his best to fit in with the aparent orgy of drink that was going on around him. He found that his mind always strayed back to his writing, and after another unsuccessful night of partying, he decided that enough was enough. He left the party and got into his car, making his way home through the quiet streets of Manchester. It was about 3am on that December morning, and the road was slick with ice. He hit a patch of black ice, and his car began to swerve wildly. Fighting for control of the car, Joshua did not see the HGV on the other side of the road. His car slammed into the truck, and flipped over. He was tossed around inside the small car like a rag doll. When the car finally came to a halt, the entire body of the car was mangled beyond belief.
Joshua was vaguely aware of a dull pain in his left leg, and when he looked down, he saw that his leg was bent at an odd angle. He tried to move and screamed in pain, his leg clearly broken. He screamed again, this time in frustration. It was at this point that he realised that something was happening. He looked down at his hand, and saw the skin changing colour. He screamed a third time, and then the chassis of the car shattered around him as he felt himself burst up and into the air. He looked down, the ground slowly moving away from him, and realised that he was flying. Looking around, he quickly made sure that no one had seen him, then disappeared off into the night.
He awoke the next morning in hospital. His English tutor was standing at his bedside.
"...such a state, it's a wonder he is still alive, the mess that car was in. Oh, Josh! Thank god your awake. We were all so worried. You were lucky I found you, Lying there next to that wreck of a car. The doctors say that other than your leg, and a few cuts and bruises, you will be fine. It is a miracle you got out of the car!"
It was then that Joshua realised that he had escaped not by a miracle, but by the gift that had been inside him the whole time. He realised he was a mutant: the next step in human evolution.
Over the course of the next sevel months, Joshua worked with the doctors and physiotherapists in Hope Hospital in Manchester. He learned to walk on his leg again, but was unable to do this without physical aid. He finally got home to a letter that stated that one of his manuscripts had been accepted for publishing. The only drawback: this publisher wanted to meet the writer, and they were based in Megatropolis, USA. He realised that his future was secure as long as his books would sell, so he packed his few belongings, said goodby to his parents, and left for the new world and a promise of a brighter tomorrow.
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Turon
Character Name: Turon
Secret Identity: N/A
Race: Construct
Birthplace: Unknown
Character Age: Unknown
Occupation: None
Gender: Unisex
Inhuman Abilites: Yes
Moral Standing: Hero
MoralDetails:
Turon has chosen to help others as best he can, this doesn't always work, but in the main he does more good than bad.
Appearance:
Turon is capable of changing it's
appearance to any humanoid form, and therefore has
no true fixed form, however Turon has chosen two
preffered forms.
Male - 6ft 1, short black hair, blue jeans and black t-shirt, scruffy appearance, red eyes.
Female - 5ft 7, long red hair, smart skirt and
jacket suit, also red eyes.
The red eyes are the give-away for Turon, irrelevant of form, Turon always has red eyes.
Super Powers:
Turon is capable of changing parts of himself to suit a purpose, be it a blade to cut something, a rope launcher to reach some
innaccessable place or an energy weapon for shooting with. He cannot change his whole form in that nature, but he can change his arms.
Turon is also capable of mimicing another person's
appearance, or making up a new appearance by
combining previously seen forms.
Turon can draw energy from the sun and from man-made energy resources, however he cannot do this if he is in a charging state after a system shut-down.
Specific form changes are:
Blade on both arms - power consumption v.low
Grapple launcher - power consumption medium
Energy blaster "equal damage and range to a
shot-gun" - Power consumtion high
Humanoid form shift - Power consumtion medium
shield on one arm "metal is v.strong" - power
consumption low
Computer interface/manipulation - power consumption high/v.high
Super Weakness:
Turon is effectively a machine and therefore requires power, all of his actions drain him to some degree, using his arm as a sword would less so than using his arm as an energy weapon. If Turon runs out of energy it will shut down to allow it's power core time to charge itself, this can take up to a whole day.
Turon is also vunerable to EMP which will shut him
down and theoretically a computer virus, although it would have to be a very advanced virus.
In order to interface with a computer Turon must
stop all other functions, and therefore become very vunerable as it takes time to both establish the connection and to disconnect, he also must be near to the computer, although not touching.
Abilites:
Turon is naturally stronger and faster
than an average human and has as better ability to
recall events, these are not powers, just
side-effects of Turon being a machine.
Abilities/Inadequacies: as a Machine Turon does not understand human emotions and can be easily
confused, although Turon has chosen the side of good, a clever villian could manipulate Turon to their own ends.
In D&D terms Turon's charisma and wisdom is low.
As Turon is a machine Turon is usually cold to the
touch, Turon can warm itself, but that requires more power and therefore Turon tends not to use that power.
Personality:
Turon has developed a sense of justice, and will doggedly pursue that sense to what-ever ends it takes him, e.g. if Turon saw a purse snatched Turon would chase that thief until he was caught and the purse returned, even if it took Turon a year to do so. Generally Turon gets issues confused, although Turon has chosen both a male and a female form Turon does not understand the effect those forms have on others, he tends to be cold to perspective admirers as he does not understand their intentions.
History:
Turon was an invention of an alien race,
possibly intended for use as a spy or assassin as
Turon's potential for espionage or deadly effect are high, however something has happened in the past that has wiped his databanks leaving Turon only with a core entry designed for learning. With the aid of a powerful AI Turon re-directed it's course through space and with the last of it's remaining power sent itself on a target for earth and chose a temporary form to learn with.
The form was, of all things a tape deck, which
happened to have been found by a teenage boy who
took his discovery home and spent the next few years filling Turon's databanks with the kind of stuff that teenage boys are into, however when the boy aquired a PC Turon was capable of patching into the internet and filling his databanks with far more useful information.
Over time the boy became a man and sold Turon on, Turon was passed around for a further 5 years before ending up in a pawn shop as it no longer resembled an up to date device, it was here that Turon's life started.
Note: The Tape Deck was the only non-human form Turon could take on, however after administering his own custom 'tweaks' he lost the ability to assume any non-human form. These 'tweaks' may will occur in my first few posts and therefore may already have happened by the time anyone reads this.
Writing Sample/History+: It was a quiet day in the pawn shop, not much had been sold, or brought in, the day was also warm in that slightly uncomfortable way that people forget about on cold days.
The shopkeeper looked up from her till, then looked at the clock, 3 hours left!, she decided to check out the back, maybe go through her stock to see if she could rotate anything.
While she was out the back, she heard the "ting" of the door being opened and closed, so she walked back out to check.....odd, there was no-one there.
"Better do a stock take" she said to no-one in
particular.
Nothing seemed to be missing, after a 15 minute
search.....no wait, that old radio...why would
someone steal a radio that old?
Turon left the shop, it had been too long, remaining in that one form for so long, and perhaps its entry into earth's atmosphere had messed up his morphing routines, beyond the tape deck it seemed it could only become humanoid forms....it would have to try to adjust some routines, survival on this world would be difficult otherwise.
Turon explored the city for a while, as earth would be it's new home it had spent some time exploring possibilities, and they were not pleasant, Earth was a violent place with far too many sentient beings on it, however many were in dire need of help.
Turon located an elecrical shop, it walked in and
gathered the tools it would need to make the needed repairs, unfurtunately it would not get full functionality as the tools were too low-tech, and Turon has insufficient knowledge to get all functions back...but it could get some.
Turon walked out the shop, ignoring the cries of
alarm from the shop-keeper.
Yami
Name:Yami
Alias:kriatra torro
Age:437"looks 15"
Born in: England
Moral standing: oddball, Yami will kill or steal in fact she likes to but she loves children and will protect them at all costs
Looks: Yami is about 5,2. She is fairly pale and has black hair choppy and cut to about an inch below her jaw. She has fangs that are always visible and her eyes and wings are her oddest features. Her eyes are completely black with four red spikes coming in at the top bottom and sides. She has large red and black bat wings and a devil like tail. Two black horns come out of the top of her head. She has black long sharp fingernails. During the day she uses what little ability of mind control she has to make people think she doesn't have any of her oddities. She makes herself appear to have brown eyes and a normal appearance. Her costume is a long black trench coat a short red leather skirt a red corset and high black boots she wears fishnet tights and fishnet arm sleeves that go to above her elbows. During the school day she wears black and... More black that's about the only criteria.
powers: Yami's abilities are that she can fly; she has limited mind control and is 5 times as strong as a normal fifteen year old. She is incredibly good with medieval type weaponry. Especially the huge black sword she carries with her. The red gem in the hilt is a controller making sure she doesn't wear herself out it glows when she is losing energy. She also carries nine knifes of the same design in various places
Weaknesses: Yami is unable to control someone's mind for more than the amount of time she is around them and what she uses it for is to make her able to go in groups of people. By the time school is out she is to worn out from using that power and has HUGE headaches. If she uses it to long it is completely drained for days. So she rarely uses it in combat to conserve for public areas. Yami is afraid of heights when she isn't controlling how high she goes. She can't swim. She also has dizzy spells brought on by exhaustion they also can be brought on by heights.
Abilities:Yami is VERY good with knifes and swords. she is also very flexible and is smart. she thinks easy on her feet. She also has a motorcycle that she uses to get everywhere.
Inablilties:Yami is not good at hand to hand. she cant drive a car, and she is unable to deal with heights she doesn't control.
Personality: Yami is rude and fairly mean as a rule but likes to try and work with what ever she gets without complaining. she loves kids and cannot hurt them causing her to protect them at all costs. she can be sweet and loving but hides that she can. and she does a very good job of hiding it she has a hard shell almost impossible to crack
History:She doesn't tell anyone this. We get the feeling she was abused and was born with her powers. She is mentioned twice in various witch trials,including Salem, saying she is the one who makes you sign the devils book.
Gangs of The Back Alleys "NPC"
Gangmembers may be encounter'd an NPC'd in The Back Alleys by any player, though named NPCs should be treated as a posession of their player as usual.
There are many gangs of different composition and sophistication throughout the city of Megatropolis. The average un-affiliated citizen has little to do with the gangs, perhaps suffering during an occasional robbery, or as a bystander to an outbreak of violence.
That all changes in the roughest area of the city, the network of alleys and back roads lines with disused industrial sites, closed shops and rotting tennaments like The Dreggs at the heart of The East End.
Here, the gangs are in control, feuding constantly over turf, drug sales, and preying on the weak and needy. The people without some affiliation to a gang get it the worst of all, but even within gangs there's in fighting and trouble. Few supervillains can match the hardships and cruelty that normal humanity inflicts on itself here.
There are five main gangs within the Alleys, occasionally splintering, reforming, apparantly being destroyed and re-emerging... It's been that way for years. Gang members rarely possess guns in the alleys, relying on make-do bludgeoning intruments and blades. Those who do have guns... rarely have bullets.
The Alley Rats
They claim to be being the oldest gang native to the city of Megatropolis, though this would be contested by others if ever it got out. The Alley Rats 'currently' control the turf around The Dreggs, stretching towards Mercy and Grace. They're known for abusing their own supplies of drugs before sale and wilfully attacking 'outsiders' to the alleys. Known cowards towards anyone stronger, and bitter attacker sof anyone weaker, they often give way to pressure only to emerge later from another angle. The leader of the Alley Rats is always known as the 'King Rat.' They have no specific gang colours, but occasionaly members fashion themselves 'rat tails' from lengths of old rope.
Cecil Edgebert, the current King Rat, possesses a little more brains than most of his predacessors, but also more cowardace. He's a vain and foolish man, but with a knack for survival. Wild eyed and increasingly crazy, he grows ever more paranoid at plots amongst his gang.
The Others:
"Coming as needed..."
King Rat Cecil Edgebert has died prompting street fights to find the new King Rat...
The PO8's are a new gang with a lot of muscle and a great deal of black market weaponry spread throughout their ranks. The identity of their backers is unknown but they are involved in a great deal of real estate fraud, demolition, and alien smuggling "human aliens, not martians".
Rachel Searle "NPC"
Name: Rachel Searle
Age: 23
Gender: Female
Marital Status: Single
Birthplace: Megatropolis
Occupation: Dance tutor
Appearance:
Medium height and attractive with very long brown hair which appears to be in good condition. She has Hazel eyes and a fair complexion which belies the fact that she actually lives in The Dreggs.
She has an athletic frame which she has developed from a life of dance lessons.
Lifestyle:
Rachel is quite a happy person, generally friendly and generous and well liked by some of the more respectable inhabitants of The Dreggs and even some of the less respectable ones too.
She spends much of her time teaching dance to those who want to learn from her own appartment, however due to the size she can usually only teach one-to-one and this is rare as most who want to dance prefer more suitable places.
In her free time she's either learning new moves, practicing old ones or wandering about the city.
History:
Rachel has been known to have connections with some of the less reputable populace of Megatropolis, starting off in life as a prostitute at the age of 15, however her personality meant that she started to make friends with a her clients, one of whom made a generous donation after a "service", she used the money to change the chosen career to dance tutor, as she had been very good as a child.
She enters the world of Prodigy by meeting Turon in a female form, Shei. Turon saves her from a group of thugs who had apparantly decided that they liked Rachel in her old career and as such Turon and Rachel become friends, or at least as friendly as Turon can be to anyone, it is through rache lthat Turon learns how to at least act, if not think more human.
Slime-Beast #314159265 "An old-school NPC monster"
Appearance:
A pulsing grey-green blob coated with a darker green slime, the Slime-Beast first appeared the size of a dog, only to grow with everything it eats. The creature shoots out long tentacle like appendages from its body and pulls in food, enfolding parts of itself around, much like a giant sized amoeba-with-tentacles. The average blade will cut into the beast without much effort.
Strengths:
While the slime-beast has no eyes it has an acute ability to 'smell' its way around as well as apparently being able to track organic heat signatures. As it grows it gains speed and strength, allowing it to pull more victims into its body to quickly consume and turn into energy and body mass. It is able to soon grow big enough to break a human's grip and pull it into the slimy mass. It's size is limited by food consumption; if it spends time without food it slowly shrinks down to a managable mass, consuming itself. A human will likely suffocate before being totally consumed. Simply being gripped and pulled does no damage, as the beast appears to need to totally surround a victim before it can begin the corrosive digestive process. It will swallow bullets, metal bars, baseball bats and spit them out; it will reform around blades although they can cut off the tentacles and cause them to need to flow back into the slime-beast's mass - it cannot break into smaller beasts as an Amoema might.
Better to kill it before it becomes too big ...
Weaknesses: Electrical current run through the beast causes fast cellular breakdown, but unless this is maintained not enough of the beast will be destroyed and it will be able to re-grow with further feeding. It can also be kept at bay with fire and other hot objects "above around 100-150 celcius" and fire spreads across it's surface fast, causing it to need to roll over itself and put flames out. It is unable to manifest further 'tentacles' through burnt areas.
Personality: Acts on instinct. Doesn't seem to be capable of abstract thought. Acts according to it's nature and so shouldn't be considered truely 'evil'.
History: Unknown. It is believed to be either the results of a hideous science experiment, an alien or a movie prop gone hideously wrong...
Players are requested to treat Slime-Beast #314159265 as a protected NPC.
The Morgans
Character Name: Duke &Duchess of Death
Secret Identity: Mr and Mrs Morgan
Birthplace: Megatropolis
Character Age: 35 &30
Occupation: Banker/house wife
Gender: Unisex
Inhuman Abilites: Yes
Moral Standing: Villain
Appearance: Klause, the husband, and Lilly dress like any other suburban couple. Smarts suits for him and flowing dresses for her.
Introducing the most striking couple on the Super Villan secen! The Duke of Death dresses in stylish victorian everning wear. Carrying his famed 'Grim Reaper' cain. His eyes a peircing emeralds and his hair is shocking white.
The Duchess of Death dresses in equally stylish Victoian everning wear. Although the dresses are cut back to allow her to move normally. And are always black and dark red. Her eyes glow red like blood and her hair is black as ebony.
Both wear masks to hide their idenities.
Super Powers: The Duke of Death has a killers touch. His is the touch of a master swords man. With a skill far grater than that of a mere humans. Grate enough to reflect bullets. He is also off the chart smart."thou this is not super human level".
The Duchess of Death is the pretties, smartest, most evil little bag of poisen you could ever meet. She is constantly making things, adtapting to her suroundings. She can do the math to work out any given situation. Especialy those involing presicion shots against impossible odds.
Super Weakness: Devide and conquer! The Duke & Duchess toghether are a formidable force. But seperated and the Duke can by picked off at range... While his lovely wife can be taken down in close combat.
The pair are only human and sufer all the weaknesses and frailties of those mortal beings.
Abilites: The Duke is smart... for a human.
The Duchess is very toned... For a human.
As normal people they have a reasonable amount of resources "read cash and property". As super villains they have a a large ammount of money in a Swiss bank account and are starting to build their lair.
Also as people they have a very good cover ID.
AbilitiesInadequacies: They pay taxes, they have an image to uphold. And all the other disadvantages of having to keep an Secret Identity.
They don't have any contacts in the world of supers and are pretty much going it alone on everything from lairs to hench men.
Personality: Klause and Lilly are the best neighbers ever. They lend you nearly anything, they keep the noise down, they look out for your kids and I'd trust them with my life!
If you asked any of the Morgans neighbers this is EXACTLY what they would say.
The Duke is cold. He only takes pleasure from finding a challenge at swords-manship. To that end he will fight anybody. And if he loses and dosn't die he will train up and then fight the person again! This hard headed attitude is a good way to get stronger... And a fast way to die!
The Duchess is always seeing the world in new and ever shifting perpectives. She can never look at the same thing twice. One sceond your a cowering victim the next you are not even worth squashing. Seeing the world like this would drive most people insane. but has only served to make Lilly brutally sadistic one second then sweet and charming the next.
History: Lilly and Klause where junior High sweet hearts. Lilly exceled at acemdemics while Lause flourish in the under appreciated fencing classes. Both had a gift ignored by the system and ridiculed by their peers. They got together, got married, had a life, moved to the suburbs.
Then one day Lilly snapped. She didn't want to be a suburban house wife any more! She took her first burst of frustration out on their next door neighber... Afte she'd burried the corpse in the tomato patch there was no going back. Fourtunately Klause had no problem going along with it. Board at work and feeling the world had screwed him over once to offten, Klause helped his wife brake into super villainy.
Up until now their crimes have always been small and unoticable, a murdur here, a bank stick up there, but now things have started to get serious. They plan to go professional!
TO aid in this they adopted a teenage girl who, from what they could fins out, seemed to have super powers. Hopping to make her an airess!.
The Deadly Ones
A carefully gathered assemblage of low powered superhumans brought together by Presley Rider. Alone, they are nuisences, together they could control all vice in the city.
Presley Rider: Posessing an unflinching and smug self confidence, Presley has a knack for organization and leadership. His primary weakness is his extreme ego. His superpower is an aura that gives those he favors with self-assurance, confidence, and mild euphoria.
Gerald Lutton: Corpulant and indulgant, Gerald is the enourmous adjutant of Mr.Rider. His powers are two-fold. he posesses teeth and a mouth structure that allows him to chew through solid steel. He can also digest anything he is able to eat. In theory, his stomach acid would make an incredibly potent weapon but nobody want's to harvest it.
Gabriel Reed: Jealous and posessive, Gabriel's advanced brain structure allows him to calculate equations faster than some computers. He can literally look at a beach and count the number of grains of sand within a few minutes. He's also a master of prediction, as he can calculate odds and averages in the blink of an eye.
Walter Rathbone: An angry, violent, and ill-tempered youth. He is the Deadly One's primary leg-breaker and enforcer. His body bears an unusual mutation, it produces testosterone and adrenaline instead of lactic acid meaning that the more he exerts himself the more aggressive he becomes. His pain receptors are also highly atrophied. Contact with his bodily fluids can make others violent and aggressive.
Luther Stanley: A sensous and effeminate man "presumably" of androgynous appearence. Luther is highly persuasive, a trait enhanced by his superhuman ability of charm and animal magnetism. Depending on the appearence he is cultivating at any given moment he becomes increasingly attractive to a specific group. If he downplays his effeminate manner he is hauntingly charming to women, if he plays it up men find it difficult to resist his advances.
Slater Othill: A weary young man with constant dark circles under his eyes, Slater can barely be roused to action. His very presence is depressing to others, as he psycically transmits his drowsiness and exhaustion to whomever he pleases within his sight.
Ennis Vyichy: A supremly paranoid and jealous man. It is only the calming effect of Mr.Rider's aura that allows him to work with others. Ennis is a manipulator, able to talk others into believing that they are the victims of some disparity, that their friends profit from their individual loss. He can sap the willpower of others until they are compleltly self absorbed, jealous wrecks like himself.
These men represent the leadership and superhuman element of the Deadly Ones, they also employ numerous normal henchmen and lackeys.
Captain Peters "NPC"
Name: Joshua Peters
Age: 40
Height: 6'3"
Weight: 180 lbs
Occupation: Police Captain of the MPD
Moral Details: A man easily swayed by money and promises of power Peters will do anything for something. He will occasionly sell out his own men with great hesitation. Lying to them though, piece a cake.
Physical: Peters is a scrawny little man with a balding head and a ratty looking goatee. The wisp of a gray beard on his chin gives him the appearance of a sickly bill goat. He dresses in plain clothes while on duty. A simple dress shirt and tie are good enough for the Captain. To make matters worse physically for the man, Peters possesses a high nasaly voice that occasionaly will send occasional snickers from cops. Only when the Captain isn't looking though. Otherwise, he'd have their badge for breakfast, lunch, and dinner.
Abilities: While not a physically powerful or swayful man, Captain Peters has qualified for his fire arms testing every time with flying colors. He has also been trained in hostage negotians. In the station he pulls a lot of weight when he wants to. Most of the time he lets others get their hands dirty. But if need be...BANG. He'll pull Simmons and his clients out of any situation or make them disappear from any picture anywhere anytime.
Disabilities: Any guy with more money, muscle, or evidence on the crooked captain can turn him their way for their cause. Getting information out of him can be easy too.
History: The Peters family had been on the force for years. Like most one along the line would go bad, but not long enough to make a record. A little bribe from a speak easy here, a little there. When Captain Joshua Peters joined the ranks of higher ranking law enforcement he attracted the attention of Mitchell Simmons. With a briefcase full of cash and two big men with brass knuckles Simmons sent Rance to "convert" Peters to their cause for the greater good. Needless to say, he did.
Reaper
Character Name: Brian Camargo
Secret Identity: Reaper
Race: half wolf demon
Birthplace: mexico
Character Age: 18
Occupation: assassin
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Oddball
MoralDetails: Society today has left Bryan Camargo corrupted. His assassin job makes him cold and heartless, which helps him commit his assassin jobs. But, he does have a heroic side to him. His demon side will emotionally take over sparatically and will try to amend for his homo-sapien side by going and stopping criminals. The only problem is that he does with such a lack of emotion, that he shows no mercy to any of the criminals he is pursuing.
Appearance: Reaper usually wears a Green button up shirt, black pants, black shoes, and white headband. He wears no undershirt and has many scars on his back, stomach, and chest from various fights. you can tell he has muscle but is not a chiseled figure. He has Black spiked hair with silver tips. He has a medium build and is about 5'8' tall. He also has a distinguishing tattoo on his upperback of a wolf about to pounce. His face has a void of emotion even though he feels more than people can imagine.
Super Powers: Reaper's super powers would have to be an increase in strength than a regular. He can also turn into a wolf at whim. The wolf is not like half wolf/half human "werewolf". The wolf is exactly like a wolf with exactly the same attributes. The only difference between him and a real wolf is the eyes are gold instead of a light blue. He also has acute hearing and an acute sense of smell. When I say acute hearing, I mean he can hear higher than regular humans because of his canine side.
Super Weakness: Reaper has a tendency to get disabled or actually paralyzed by very high pitched sounds. Because of his wolf hearing, a dog whistle would drive him crazy to the point of passing out and in even more serious cases where the sound is present for long periods of time, he can go into a coma and eventually die.
Abilites: He carries a long gothic sword on his back, with a strap around his chest and a sheath attached to the strap to support the sword. He also carries a long case containing a sniper rifle for long distance targets.
AbilitiesInadequacies: about a year ago, a person he was suppose to kill stabbed him in the leg with the last of his energy. Reaper now has a small limp in his left leg and a scar where the knife is. Also, he is not one of the most liked people in the world. Because of his reputation as an assassin, many either fear or hate him.
Personality: Reaper is a vigilante. He believes that all should be punished whether it be their first time to do the bad deed or there millionth time. His counterpart, Brian Camargo, is a cold heartless person just trying to make a living in the world. He is very quiet and only speaks when spoken too. For money, he commits assassin jobs for anybody brave enough to seek out his expertise. Both of his personalities battle with emotion everyday, but for some reason never show it to anybody.
History: Reaper grew up in a in a remote village in central Mexico. The village was rooted in the middle of a dense forest so there were not many visitors. And if any unwanted guests did, by chance, did come across the village, they were silenced and I dont mean with duct tape. In the village, wolf demons were common, which in later years Reaper found out, was not so common anywhere else. He grew up a person of lil or no respect because of his half human side. He usually, during his childhood, kept to a small hut on the outskirts of town where he lived by himself. He had no knowledge of his mother or father, or was ever told of them. Finally when he was about 14, he was able to escape the village and join a world unknown to him. He was the first to ever leave the village. Unfornately, probably the last for soon after he escaped a band of raiders came upon the village and slaughtered everyone in it. How, Reaper didn't know, unless the band was superhuman because a wolf demon has the power to change to a wolf. He decided not to try and go find out and to instead explore this new world he was now in.... 4 years later, Reaper finds himself in Megatropolis, a misunderstood hero by night, and an assassin by day.
Matthew "Sense" Sensewski
Character Name: Matthew "Sense" Sensewski
>
>Birthplace: Megatropolis
>
>Character Age: 25
>
>Occupation: Private Investigaor
>
>Gender: Male
>
>Inhuman Abilites: Yes
>
>Moral Standing: Hero
>
>Appearance: Sensewski stands about 5'11" with dark hair and blue eyes. He is modestly built and has an exceptionally large nose. He wears an old fasioned trench coat with a retty old suit underneath. He wears a fedora on his head and brown loafers on his feet.
>
>Super Powers: All five of Matthew's senses are far above a normal human's. His sight is far keener: he is not only able to see long distances clearly but can see through the glare on water and has night vision roughly equal to a normal person's day vision. His sense of hearing is so astute he can hear a conversation held on a busy street a hundred yards away and even make out the beating of a butterfly's wings from ten feet. His sense of smell is like that of a dog. His taste is acute enough to distinguish what kind of cigarette a person was smoking by tasting the ash and can tell if a single drop of poison is in a glass of water. His sense of touch is keen enough to tell the denomination of a bill only by feeling the ink patterns and can feel movements of people thorugh the ground.
>
>Super Weakness: His gifted sight makes bright flashes more painfull and bliniding than they would be for a normal person, blinding flashes will also last for a greater duration on Matthew. His sense of hearing has the same problem, noises that would be merely uncomfortable for a regular person put Matthew to the ground in severe pain. His sense of smell and taste can be debilitating as odors and flavors that for most would be unpleasant are almost impossible for Matthew to bear. Matthew's astounding sense of feeling makes the pain worse for physical injuries as simple as stubbing a toe or getting hit and paralising for severe cuts or bullet wounds.
>
>Abilites: Matthew was a police officer for three years and has basic knowledge of hand-to-hand combat and use of handguns. He was breifly trained as a negotiator.
>
>AbilitiesInadequacies: Matthew was shot in the knee as an officer and cannot moves with a slight gait and cannot run.
>
>Personality: Matthew is a cocky, self assured young man. He works very hard to charm ladies but is generally abraisive and cold to men.
>
>History: Matthew joined the police force when he turned 18, proud to serve Megatroplis as one of the boys in blue. He was a quick learner and his natural charisma accelerated him into a position as a negotiator. After having the job for only a few months he was called in to help free hostages in a tense situation. A crazy doctor was refused permission to preform a controversial experiment on people and had kidnapped several children and was planning on experimenting on them illegally. Hours of negotiation pssed but the madman would not relent and insisted that if the cops tried to enter the children would die. Matthew realised his only option was to take those children's place. PLeased with this trade ""an adult subject would be far more stable than a child"" Matthew stepped into the villain's lair, hoping that the cops would take the doctor out at the expense of Sensewski's life. The doctor unfortunately had planned ahead and escaped in a helicopter, with Matthew drugged to an unknown location. Matthew came to and found himself in a normal hospital. "Welcome home." a nurse standing over him said. Matthew's partner was also in the room "We have no idea where the kook took you but we got you back two days later, Jesus Matt, trading yourself for the kids are you stupid...they've kicked you off the force."
>"Well there's no need to shout." Matt said.
>"I'm not," the partner glanced at his watch "WEll my shift's starting, stay strong."
>Matthew was confused it had seemed he was speaking so loudly. He was suddenly nagged by an itch at the back of his neck. He felt a strange lump and underneath it a series of indentations. He felt them and realised he could feel the shapes of letters. Carefully inspecting them he found a message. "Your senses have been made far greater than they were, there is a chip in your neck monitoring you, removeing it causes death." Matthew thought this ridiculus and asked the nurse "What's up with the carving on my neck?"
>"What carving, you mean the tatoo line? We had no clue what it was."
>MAtthew was frightend and demanded to be allowed to see his neck. The nurse, brought him a pair of mirrors and Matthew saw the words tatood on his neck, an eigth of an inch long a thity-secondth high.
The Invisible Hand
Character Name: James Sterin
>
>Secret Identity: Invisible hand
>
>Race: Mutant
>
>Birthplace: fairbanks alaska
>
>Character Age: 18
>
>Occupation: thief
>
>Gender: Male
>
>Inhuman Abilites: Yes
>
>Moral Standing: Oddball
>
>MoralDetails: He does do evil things but he holds himself to no side he has yet to care about heroes and villains he is just self-righteous. "this may be a matter to change as the story goes on"
>
>Appearance: Thin and pale with long brown hair standing about 5 '6
>
>He has a dark gray mask that covers his lower face his long brown hair is slicked back when in costume he also has a black sleeveless shirt with a yellow hand spray painted on it, round lens sun glasses, and dark gray jeans with deep blue metal straps that protect his legs and black fingerless gloves.
>
>He often has a dark green hoodie when not in costume
>
>
>Super Powers: Able to use a telekinetic abilities to lift multiple small objects "knifes, small rocks, et" and throw them.
>
>Super Weakness: light weight makes it easy for him to knocked down by a strong force, sun light hurts his eyes witch is why he has sun glasses on all the time.
>
>Abilites: Smart, quick, and able to use throwing weapons.
>
>AbilitiesInadequacies: Not very strong
>
>Personality: Cunning he likes to think before doing anything he seems to always plan ahead. Sometimes arrogant and antisocial to the rest of the world he seems to have a kind of spite to most he comes across. He can be ruthless when pushed other wise he wont care about something of he has nothing to do with him preferring when he can to avoid something he wont be able to get out of.
>
>History: Born to Mary and Dan Sterin he discovered his ability at the age of 12 and used it as a kind of toy keeping it a secret he never thought it would be to important to him but something about it made him want to use it whenever he got the chance.
> At age 16 his house burned down he was able to escape his family was not so lucky. He was assumed to be dead in the fire fearing being put into an orphanage he took a fake ID and became a drifter surviving by stealing and doing a few jobs at age 18 he arrived in Megatropolis where he took up his mask and useing his powers he kept to himself he became the Invisible Hand.
Yami's charges "NPC"
These are three children the demoness Yami took in.
Annie James: 9, African american, a very sweet young girl smarter than the norm. but other than that she is very normal. though much much less niaive than she acts. green eyes black hair.
Lilith James: 13, African american, kind of cold. Very over protective. Also she studies witchcraft. She is very good in that regard. Yami has been teaching her. brown eyes black hair.
Mickal Robenson: 7, quiet, sweet, white,loveable but very scarred. Both physically and emotionally. his father abused him and Yami killed his father and took him in. He has telekenetics and telepathics. blue eyes brown curly hair.
Mic: mickal's dog, collie. Young aweet and loveable but too protective for his own good so he stays inside most of the time.
she trains them and sometimes they go with her to fight.
"these might later become player charicters. exept for mic"
Kage & Eve
Public Name: Dillon Matters
AKA: Kage
Race: Homo sapiens
Birth Place: Silicon Valley, California
Age: 20
Occupation: Student Megatropolis U
Gender: Male
Super Powers: None
Moral Standing: Chaotic/Roguish – Although Dillon does have a morale code, his ethical boundaries are fairly loose, making it difficult to pigeonhole him into a specific category. Essentially, so long as Dillon feels that the ends will justify the means, he is willing to step out of normal moral constraints to accomplish the goal.
Physical Appearance: Dillon – overall, looks like your typical college sophomore nerd who is now struggling to be part of the in crowd. Dillon has blue eyes, blond spiky hair, is usually clean shaven and wears glasses. Typically dresses in a 'geek chic' style, favoring T-shirts with 80s/90s pop culture images "Space Invaders, Nintendo, A-Team etc" with khakis and kicks.
Kage – The Kage power armour looks like something dug out of a military junkyard. The armoured plates are a mismatch of different cammo patterns and olive drab, dotted in places with superficial rust. Molded on top of the old armoured plates are spots of polished titanium which give the armour a sort of 'pimp my busted ride' look. The helmet has a pair of short horns, red eye slits and a respirator/re-breather that covers the mouth and nose. There is a length of heavy chain that wraps around the left shoulder pad and a pair of collapsible Kevlar wings mounted between the shoulder blades.
Powers: Dillon: None
Kage: Invulnerable to blades, small arms, fragmentation weapons, blast, concussion and fire. Kage is a completely self sustained internal environment and is capable of underwater operations and operations in a non-breathable environment "for short periods". The armour also grants superhuman strength "about enough to toss a car 100m or run a 200m dash in Olympic record time" and limited jump/glide ability "with wings out he could glide from the top of a skyscraper, a jump with wings out will allow Kage to glide for 500-800m".
Weaknesses: Dillon: all weaknesses normally associated with a 'normal'. Additionally, Dillon is deeply in love with Eve and any harm that comes to her will greatly effect him emotionally. Although the Kage armour is blast/concussion resistant, Dillon will be seriously shaken up "although not killed" inside the armour. Dillon can also only remain exposed to intense heat for a short time before he passes out.
Kage: The power armour is not magnetically shielded and is therefore susceptible to EM pulse which would disable the computer controls. The heavy armour of the Kage prototype also limits the wearer's fine motor control – for example the Kage power suit may be able to punch through a brick wall, but you wouldn't want to pet Fluffy the kitten while wearing the suit. Use of a computer is possible by connecting to the machine through a peripheral port. Also, although the Kage suit is armoured, it is still susceptible to attack from heavy weapons "anti-tank rockets, missiles etc.".
Abilities "skills": Mathematics & Engineering: Dillion is years ahead of his time in his engineering concepts and designs. Using theories and processes he developed while still in high school, he was able to construct the Kage prototype. Hacker: Dillon is an accomplished, although reluctant hacker. He can expertly write programs, has successfully hacked corporate mainframes and can gain access to complex security systems. Martial Artist: Although not a highly trained martial artist, Dillon has been studying Ninpo and Bushido since high school. He has above average balance and agility and is a decent unarmed fighter/swordsman.
Inadequacies and Limitations: Social Skills: Dillon is still very much the nerdy little squirt from high school. Outside of the Kage suit, he doesn't interact well socially and is usually very quiet and shy "especially around women". Codependent: Dillon's lack of social skill is reflected in his relationship with Eve. He finds it difficult to be away from her for any extended period of time.
Personality: Dillon is trying desperately to break out of the shy/genius/loner cast that he lived with throughout high school. He is still shy and relies on Eve to do most of the interacting with others, especially those he feels most uncomfortable around "i.e. women and 'jocks'". In private or when with those he trusts, Dillon does a near 180 and becomes very animated, almost extroverted. Also, when wearing the Kage power armour, Dillon is much more confident and outgoing – something about being able to tear the wings off a Boeing 747, it'll really up your confidence.
Origin/History: Dillon's family moved around a lot. Both of his parents worked in the technology industry, developing micro-electronics for a variety of mega-corporations across the country. Obviously Dillon inherited some of the family talent with engineering, but he somehow missed out on the desire to settle down and work for 'the man'. The Matters family settled down in Silicon Valley when Dillon turned 14. The move to Silicon Valley presented Dillon with a series of new challenges – primarily the network mainframes of the myriad of tech companies in the area.
Things changed dramatically for Dillon on a school trip to Washington DC where he met Eve. After meeting the beautiful teenage faerie, Dillon began to explore new technologies trying to find or invent something that could compensate for his lack of super ability. After four years of development, Dillon seems to have perfected the Kage power armour proto-type.
Public Name: Eve Craven
AKA: Eve, Nightseer
Race: Homo sapiens / Faerie
Birth Place: Sonoma County, California
Age: 19
Occupation: Student / Waitress
Gender: Female
Super Powers: Night Sight / Premonition / Shadow Bending
Moral Standing: Moral Hypocrite - Eve detests immorality in others and will often act to prevent injustice, but seems to be blind to her own immoral actions and believes herself to be pure of heart.
Physical Appearance: Eve is on the conservative edge of punk when it comes to her style and for years has been designing her own clothing from the Gap her parents bought her. She is usually sporting a temporary tattoo or two but refuses to mark herself permanently. Eve typically dresses in slim fitting clothing that allows her freedom of movement. Red, black and white are her standard colours, although navy blue or deep purple will do in a pinch. Eve is never without her knee high black boots and her silver throwing knife set.
Powers:
NightSeeing – This power has double meaning; not only is Eve able to see perfectly in the dead of night, but she also has prophetic dreams.
ShadowBending – Eve has the power to hide herself in the shadow of anything even in broad daylight "a beach umbrella or a tree, etc.". Eve's ability is magickal in nature and requires concentration to take effect. Her ability to hide in shadow effects both human observers and optical surveillance cameras. This gives her the ability to spy and/or eavesdrop as required.
Weaknesses:
Shadow Trap – An unfortunate effect of the level of concentration required for Eve's ShadowBending ability is that she is not quick to notice changes in the environment and will be trapped in the place of the shadow if it disappears. She is free to move so long as there is continuous darkness, but if the spot she is hiding in is suddenly lit or the shadow disappears, she will be trapped in that location, unable to move until darkness returns.
Susceptible to Technology – Although Eve's ability to hide in shadow effects the human eye and optical cameras, it is not effective against infra-red and night vision equipment.
Obsessive – Eve's base faerie knowledge is very low and to add to the problem, her wings have not yet sprung. She has not yet come into her full powers. She is desperate to find information regarding other half-breeds in order to discover how to further develop her fairy powers. Her obsession with gaining more information regarding her heritage often leads her into trouble. Also, since she often lacks clarity of mind, her prophetic dreams are chaotic and disjointed. It further frustrates Eve that she cannot change the prophesies she sees nightly and no matter what she does, the visions always come true.
Abilities "skills":
Theft – Eve's superpowers have made her a more than adept thief, skills she has honed through a great deal of practice.
Gymnastics – Highly skilled in floor exercises and balance beam, Eve has won the university state title two years in a row in both events.
Swordplay – Eve is good with a sword, but better with her throwing knives. She prides herself on the fact that she has never had to leave one behind.
Inadequacies & Limitations:
Technology – Without Dillon's help, Eve is useless when it comes to technology. She has no idea how to crack a safe or get past an alarm unless given instructions on how to do so.
Lack of Focus – Eve has no ability to control the subject of her visions and can not manipulate the future, only see it.
Personality: Eve cares for only one person other than herself, and that is Dillon. He alone is the focus of her life. She is truly dedicated to him and improving their life together. All others fall into her category of sheep "ready for the slaughter". She feels justified in stealing from others to ensure a happier life for the two of them and uses her spying abilities to learn more about those similar to her. Eve's natural abilities have given her a superiority complex which no-one to date has been able to cure her of.
Origins/History: Eve grew up on her family's vineyard in Sonoma. She was privileged and hated it. She felt it was wrong to have so much, when others had so little. Her maternal grandmother "who was her primary caregiver" told young Eve wild stories of mystical lands and magical people, where no-one suffered for lack of money, stories that were discouraged by her workaholic father. It was many years before Eve discovered the truth of these stories and her unique abilities.
Lucius Dearlove/ Fist "of Justice"
Character Name: Lucius Dearlove
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>Secret Identity: Fist "of Justice"
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>Race: Half-human/half-robot
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>Birthplace: Lab in Minnesota
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>Character Age: 23 "appearance age only, actual age unknown"
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>Occupation: Singer, Actor, Finance Advisor
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>Gender: Male
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>Inhuman Abilites: Yes
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>Moral Standing: Hero
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>MoralDetails: He is out for the good of mankind and will go against anyone "including government", and do anything "including kill" to protect the rights of the people. More like vigilante justice.
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>Appearance: Lucius is 5'9" and has brown hair and Saphire eyes. He weighs 170 pounds, all of which is muscle. He has sharp, but very attractive facial features. Lucius can be seen in anything from jeans to suits depending on where he is going.
>Fist is also 5'9" but has black hair and black eyes. Fist is always wearing black pants, black dress shirt, black gloves, black boots, black leather jacket and black sunglasses that resemble Dr. Octopuss'. "All matching of course."
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>Super Powers: Lucius/Fist is the result of experiments with nano technology on test-tube babies. His cells were replaced by the first organic nano-technology, which allows him to tap into the full use of his brain and be twice as fast as the fastest human, as well as able to lift three times his body weight. In addition, he can blend into his surroundings for up to 20 min. During this time he must remain still until he decides to "re-appear." The nano-technology in his brain allows him to use telekenisis on non-humanoid objects/creatures. The telekensis allows him to lift, up to, ten times his body weight. Finally, he can sense people by their thoughts, though he can't hear their thoughts. He can quickly identify someone he knows if they are within a five foot radius of him.
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>Super Weakness: His robotic nature makes him very vulnerable to EMP and Magnets. An EMP pulse will knock him out for a couple minutes, up to a 12 hours "depending on the strength". During this time, he is unable to heal himself or process food for nutrition. A strong magnet "or magnetic field" will cause his motor functions to reverse without his realizing it sometimes. his mind will percieve things correctly, but his body will respond opposite of what he intends, often causing harm to himself during this time. The effects last about 4 hours. He also must spend one day each month "hibernating." He is completely shut down during this day and can neither hear nor see nor think.
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>Abilites: His robotic brain allow him to learn very quickly, allowing him to develope new skills in half the time of regular humans. He can speak all major languages on earth, as well as a few dead languages. "mainly hebrew, latin, and greek" He is very agile. He also is adept in fighting with medieval weapons, as well as modern. He has a limited knowledge of the martial arts, but is currently working on developing his own style, but can't use it as it is incomplete. He owns four vehicles, two that Lucius uses, and two that Fist uses. Lucius drives a red '61 Cadillac and a red Suzuki Bandit. Fist drives a black 1978 Chevrolet Camero and a black Suzuki Hayabusa. Both of these have been modified to double their top speed. They both also have Personally designed GPS and tracking systems which are tapped into the police system.
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>AbilitiesInadequacies: Lucius finds it hard to interact with others because of his superior intelligence. His words often go over peoples heads. He has hired someone to help him with this problem. The procedure that incorporated the nano-technology, caused him to have no feeling in his left arm/hand and leg/foot. He also is unsure weather he will be able to reproduce with humans.
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>Personality: He is curious to the point of putting his life in jeapordy in order to discover new information. And he will help someone even if it might cost him his life, which constantly endangers his Secret identity. He is also very friendly and courteous, but he has no close friendsbecause it is very hard to earn his trust. He has never had a serious relationship because he gets bored very quickly, but all the women he has been with claim no other man has ever compared to him in bed.
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>History: Born in a Lab in Minnesota. He was concieved with the purpose of creating a new and better race of men. After the sucessful incorporation of nano-technology into the embryo, plans were set to keep the boy in the lab in order to teach him and test him. Within two months of his birth he was walking, and was speaking at a second grade level by the age of three. His schooling in his seventh grade equivelent consisted of english writing, Modern linguistics "beginning with russian, french and spanish", psychology, Algebra, biology, and computer sciences. By the beginning of "high school" he had figured out what he was and demanded to know who his parents were. When they refused, the objects in the room began to shake as his temper rose. It took a heavy tranquilizer to sedate him long enough to strap him down and isolate him. It was at this point that he realized that if he ever wanted to live his own life, he would have to be like everybody else. He decided to play along long enough to get control of whatever abilities he had. During these long and strenous hours of training he learned all of his skills. Additionally, his enthuastic cooperation allowed him more freedom. But slowly he began to use his powers less and less. By the end of his "high school" he never used them. The scientists began to believe that his powers were deteriorating and began to make plans to eliminate him and try again. It was during the night when he was attacked, but he was ready and quietly took the three men down. He then proceeded to the chemical room in the lab and sabotaged The mixers. He then went to the computer room where he copied all the information about himself onto mini cd's. He quickly and quietly left to building. The next day, he read in the paper that a lab outside the city limits had expolded in the nigh and was burning, even 12 hours later. He also read that, because of the unknown nature of the lab's experiments, it was unsure how long it burned. From the moment he put the paper down, he never looked back. He went on to college where he was valadictorian, class president, and stellar athlete. He now sings and acts intermittently as well as being the financial advisor to the wealthiest residents of Megatropolis.
Lucius Dearlove/ Fist "of Justice"
Character Name: Lucius Dearlove
Secret Identity: Fist "of Justice"
Race: Half-human/half-robot
Birthplace: Lab in Minnesota
Character Age: 23 "appearance age only, actual age unknown"
Occupation: Singer, Actor, Finance Advisor
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Hero
MoralDetails: He is out for the good of mankind and will go against anyone "including government", and do anything "including kill" to protect the rights of the people. More like vigilante justice.
Appearance: Lucius is 5'9" and has brown hair and Saphire eyes. He weighs 170 pounds, all of which is muscle. He has sharp, but very attractive facial features. Lucius can be seen in anything from jeans to suits depending on where he is going.
Fist is also 5'9" but has black hair and black eyes. Fist is always wearing black pants, black dress shirt, black gloves, black boots, black leather jacket and black sunglasses that resemble Dr. Octopuss'. "All matching of course."
Super Powers: Lucius/Fist is the result of experiments with nano technology on test-tube babies. His cells were replaced by the first organic nano-technology, which allows him to tap into the full use of his brain and be twice as fast as the fastest human, as well as able to lift three times his body weight. In addition, he can blend into his surroundings for up to 20 min. During this time he must remain still until he decides to "re-appear." The nano-technology in his brain allows him to use telekenisis on non-humanoid objects/creatures. The telekensis allows him to lift, up to, ten times his body weight. Finally, he can sense people by their thoughts, though he can't hear their thoughts. He can quickly identify someone he knows if they are within a five foot radius of him.
Super Weakness: His robotic nature makes him very vulnerable to EMP and Magnets. An EMP pulse will knock him out for a couple minutes, up to a 12 hours "depending on the strength". During this time, he is unable to heal himself or process food for nutrition. A strong magnet "or magnetic field" will cause his motor functions to reverse without his realizing it sometimes. his mind will percieve things correctly, but his body will respond opposite of what he intends, often causing harm to himself during this time. The effects last about 4 hours. He also must spend one day each month "hibernating." He is completely shut down during this day and can neither hear nor see nor think.
Abilites: His robotic brain allow him to learn very quickly, allowing him to develope new skills in half the time of regular humans. He can speak all major languages on earth, as well as a few dead languages. "mainly hebrew, latin, and greek" He is very agile. He also is adept in fighting with medieval weapons, as well as modern. He has a limited knowledge of the martial arts, but is currently working on developing his own style, but can't use it as it is incomplete. He owns four vehicles, two that Lucius uses, and two that Fist uses. Lucius drives a red '61 Cadillac and a red Suzuki Bandit. Fist drives a black 1978 Chevrolet Camero and a black Suzuki Hayabusa. Both of these have been modified to double their top speed. They both also have Personally designed GPS and tracking systems which are tapped into the police system.
AbilitiesInadequacies: Lucius finds it hard to interact with others because of his superior intelligence. His words often go over peoples heads. He has hired someone to help him with this problem. The procedure that incorporated the nano-technology, caused him to have no feeling in his left arm/hand and leg/foot. He also is unsure weather he will be able to reproduce with humans.
Personality: He is curious to the point of putting his life in jeapordy in order to discover new information. And he will help someone even if it might cost him his life, which constantly endangers his Secret identity. He is also very friendly and courteous, but he has no close friendsbecause it is very hard to earn his trust. He has never had a serious relationship because he gets bored very quickly, but all the women he has been with claim no other man has ever compared to him in bed.
History: Born in a Lab in Minnesota. He was concieved with the purpose of creating a new and better race of men. After the sucessful incorporation of nano-technology into the embryo, plans were set to keep the boy in the lab in order to teach him and test him. Within two months of his birth he was walking, and was speaking at a second grade level by the age of three. His schooling in his seventh grade equivelent consisted of english writing, Modern linguistics "beginning with russian, french and spanish", psychology, Algebra, biology, and computer sciences. By the beginning of "high school" he had figured out what he was and demanded to know who his parents were. When they refused, the objects in the room began to shake as his temper rose. It took a heavy tranquilizer to sedate him long enough to strap him down and isolate him. It was at this point that he realized that if he ever wanted to live his own life, he would have to be like everybody else. He decided to play along long enough to get control of whatever abilities he had. During these long and strenous hours of training he learned all of his skills. Additionally, his enthuastic cooperation allowed him more freedom. But slowly he began to use his powers less and less. By the end of his "high school" he never used them. The scientists began to believe that his powers were deteriorating and began to make plans to eliminate him and try again. It was during the night when he was attacked, but he was ready and quietly took the three men down. He then proceeded to the chemical room in the lab and sabotaged The mixers. He then went to the computer room where he copied all the information about himself onto mini cd's. He quickly and quietly left to building. The next day, he read in the paper that a lab outside the city limits had expolded in the nigh and was burning, even 12 hours later. He also read that, because of the unknown nature of the lab's experiments, it was unsure how long it burned. From the moment he put the paper down, he never looked back. He went on to college where he was valadictorian, class president, and stellar athlete. He now sings and acts intermittently as well as being the financial advisor to the wealthiest residents of Megatropolis.
MegaHertz
Character Name: MegaHertz
Secret Identity: Jebadiah Magnus Hertz
Race: Mutant
Birthplace: Scarborough, Ontario.
Character Age: 35
Occupation: Environmental Refugee
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Hero
MoralDetails:
Jeb is a good citizen. He reads his Bible, pays his taxes, helps old ladies across the street, and fights crime for all the right reasons.
With respect to crime fighting, MEGAHERTZ does not consider himself above the law. He will use "reasonable force" to stop or prevent a crime, but leaves punishment up to the appointed authorities as well as to do his utmost to limit property damage. "Reasonable Force" includes the use of deadly force, but only when it is a last resort, for self-defence or, in an attempt to prevent a serious crime "e.g. murder, sexual assault, armed robbery". Due to the nature of his powers, he will not use them in a hospital or around aircraft where the possibility of disrupting sensitive equipment exists.
Appearance:
MEGAHERTZ' current costume, seen here, is made of a synthetic, breathable leather with reinforced elbows and knees. The mask is made of a similar material with polymer, mirrored, lenses over the eyes.
Jeb, outside of an athletic build and his costume, is rather unassuming. Standing 5'11", and weighing 195 pounds, he could be your neighbour or the guy sitting next to you on the bus. He has no scars, tattoos, piercings, or any truly unusual features. Expect to meet an affable, clean shaven man, with a greying crew cut, in blue jeans and a golf shirt.
Super Powers:
Radio wave transmission: MEGAHERTZ is able to absorb ambient electromagnetic energy and convert it into high power, low frequency radio waves. These waves can be projected as an acoustic bullet striking a target like a very fast moving baseball. By increasing the power he can induce nausea, vomiting, abdominal pain, and a loosening of the bowels of living targets. Increasing the power more still, can cause bones to resonate, which is not only painful, but can cause them to explode internally. Directing a set frequency at the skull of an opponent, may result in her or him hearing disturbing sounds. As well as crippling living creatures, MEGAHERTZ can destroy electronic devices, using smooth radio frequencies to melt transistors and circuit boards.
CB Radio: MEGAHERTZ can send and receive on some Citizen Band channels.
Flight: MEGAHERTZ can fly at low altitudes and speeds by projecting "safe" electromagnetic fields. His maximum flight speed is 60kmh or 37mph and his ceiling is about 162 Stories "533m or 1749'".
Super Hero Physique: Jeb has the body, strength, and stamina of an athlete without the need for training "don't all super heroes?".
Super Weakness:
MEGAHERTZ needs to absorb radio waives to maintain his powers. All of his superpowers fade in places such as subway tunnels and elevators "generally places you do not expect to be able to use your cell-phone". Prolonged periods without contact with radio wave emissions can also have physiological effects such as temporary colour blindness, tunnel vision, myopia, tinnitus, and loss of balance. Anything that will deflect, disrupt, or otherwise diminish radio waves will also affect his powers. Heavy rain for example will reduce the range of his beams and he could not use his powers through or underwater. Under the best conditions, his beam projections are limited to a 300m "985' or half the effective range of an M-16" and are most effective against soft skinned targets, those with sophisticated electronics, and exposed antennae or wiring.
All of MEGAHERTZ's transmissions, with the exception of CB transmissions, will condense moisture in the air between him and the point of contact. This leaves a distinctive contrail, particularly while in flight. See Morale standing for psychological restrictions.
Abilites:
Outside of his mutant powers, Jeb is just a man on the street for the most part. He knows how to box and has brushed up on his first aid training. He has some office skills and a Bachelor or Arts degree. A part-time, civilian employee, of the USMC, he earns a modest middle class wage by submitting his powers for research and development of non-lethal/less-than-lethal weapons.
Equipment: MEGAHERTZ has limited access to specialized equipment from the military R&D facility he works at. Being a civilian however he would never be given weapons and his clearance outside of his unit is limited. He was authorized to purchase a super hero costume designed to help absorb the impact of falls, scrapes, and bullets. The suit will stop up to a 7.62 "0.30 cal" rifle round from penetrating a vital area. Padding in other critical areas will absorb the impact of falling off a motorcycle moving at highway speed. Bullets and falls can still hurt, a 12 gage will feel like a right hook from George Foreman for example. Helmet Cam: A small digital camera is mounted in the helmet, with a fibre optic lens over the left eye. This camera can record up to six hours in low to bright light conditions at a range similar to normal human sight. It has no special features and used only to help catch crooks in the act.
Inadequacies:
Immigration: Jeb is in the U.S. because the Canadian government will not let him back into the country. They believe him to be an environmental hazard and refused his re-entry until a Royal Commission into his safety has been completed. The EPA has ruled in his favour in the United States, and allowed him to stay in Megatropolis, but he cannot go beyond the greater Megatroplis area. He lives in a legal limbo which makes it difficult to obtain licenses, credit, insurance, et cetera.
Life Skills: Jeb does not have an automobile license and has very little experience with fire arms, aside from being shot at. He is still learning how to use his powers, how to be a hero, his way around the city and the law.
Personality:
Jeb is not a super hero at heart. He would rather be on beach somewhere warm, but that is not the card he has been dealt. He has however taken this enormous task on the chin, and has accepted his fate. MEGAHERTZ does not understand his mutant abilities, but believes them to be a gift which he has an obligation use for good. Jebadiah is grateful to his host nation for taking him in and deeply saddened by the fact he is unable to return home to his family. He is not resentful though, he understands the forces delaying his return, and is hopeful justice will be done. He believes in Justice and objective truth. He thus does not see himself as being above the law, he respects authorities, and his fellow citizen. Even criminals have rights and most can be rehabilitated.
History:
Jebadiah was on his way to a convention when the aeroplane he was travelling in suffered a mechanical problem and lost power. The pilot, looking for a safe place to crash land, found an abandoned airstrip not far from Megatropolis. Alas, the runway was too short and the plane overran it, smashing through a warehouse, and bursting into flames. None knew, but the warehouse was being used to illegally store highly radioactive isotopes, sold to a waste disposal company in the 1980's which went belly up before it could properly contain the material. Jeb staggered out of the inferno and collapsed, the only survivor. When the fire fighters found him he was near death and highly contaminated. None gave old Jeb much of a chance after he had lapsed into a comma. Having been declared brain dead after a few days, he was disconnected from life support. As they read our soon to be super hero's last rights, he suddenly came to life and made a miraculous recovery, however became dangerously radioactive. Specialists were called and Jebadiah was rushed to a Post 9/11 military containment facility where he would remain in quarantine. Much to his chagrin, the Ministry of the Environment "Canada" issued and order refusing his transport home until they can confirm that he is safe. During this period of confinement "about a year", Jeb learned that he could control the radioactive emissions surrounding him. With little else to do but sit in a reinforced concrete bunker, he trained every day. With the help of some Marine Corps medics this once business man, honed his powers while his lawyers worked on getting him home to his family. His powers, and radioactivity now well under control, Jeb was permitted to leave the facility on a temporary order. The EPA declaring him "safe" - at least for the time. They have however restricted his movements while further studies are being conducted on both sides of the border. Some link his immigration problems forces inside Canada not wanting another mutant where others see a deeper, left-wing conspiracy. For himself, Jeb concluded that his powers were a gift, and not a disease. He would use this gift for good, to help the people that had been so kind to him. He wants to do his part to help clean up Megatropolis.
Sheena
Character Name: Sheena
Race: half-spawn
Birthplace: Somewhere in New Jersey
Character Age: looks to be 16
Occupation: high school student/ various summer jobs
Gender: Female
Inhuman Abilites: Yes
Moral Standing: Oddball
Moral Details: She generally doesn't like either side particularly much. However, she takes the heroic side simply because it annoys her dad. she does have a few morals, however. She just chooses not to use them often.
Appearance: Sheena has a fairly average build, if only on the slightly chubby side. She has slightly pale skin, mostly from staying indoors all the time. "so she says" She has very messy jet-black hair that goes down to around her shoulders. She has creepy red eyes, but has been known to wear brown color contacts to hide them. She usually wears a red T-shirt with a Ramones logo on it and a black pair of jeans. She sometimes wears some black gothic gloves. She wears black flip-flops, simply cause she likes them.
super powersSheena has the power to send any knocked out/unconscious/ dead person to hell. Their body remains where it is, while their soul goes to hell. Their body weighs lighter than it used too, for easy carrying, their eyes glaze over, they turn paler, and they may have spasms.
She can make any person do any suggestion or command she wants, provided she makes her eyes flash/twinkle/glow.
Super Weakness: If the person is unconscious when sent to hell, they will only stay there for an hour, at which point, they will return where they were just before they were sent, and with no memory of the instance. They hafta be unconscious or dead to use her power, no ifs ands or buts about it. She can be interrupted from sending them there, as well. She absolutely can not stand bright light, which counts very bright sunshine. Large guns, large knives, and blunt objects cause normal amounts of pain.
If the person has strong will power, nothing will happen. If the person is robotic, or extremely stupid, then it might not work as well. Also, she can't use this power if she has her color contacts on.
Bright light hurts her eyes very badly, and can cause temporary blindness and, in rare cases, knock her out.
Abilites: Sheena is a good reader and is able to remember things very well. She is pretty good at eavesdropping. She has fairly decent stamina and speed, though nothing worth bragging about, due to school gym and her mom's treadmill. She has been known to sneak off with her mom's gun. Quite often, really.
AbilitiesInadequacies: She is sometimes very lazy when it comes to working. She is not particularly strong and can barely do a good summersault. She is not remarkably fast or speedy.
\bluePersonality: She is usually very cynical of normal people. She can not stand anyone overly religious, in any direction. She is also sarcastic, and usually says exactly how she feels. She can be quite determined when needed. She's also very rebellious and never thinks of consequences. She has trouble relating to a great many people, but that's usually cause she doesn't try all that hard.
History: Her father is one of the many inner circles of demons in hell. Her mother is, pretty much, a normal human. The two got together and had Sheena. Of course, it was a rather odd incident, and Satan didn't like it very much; So naturally, Sheena was sent to live in hell with her dad, and her mom's memory was wiped clean of the whole incident.
Sheena, after a few years, was given the job of "sending people to hell." When a person died, sheena was put in charge of making sure their soul wound up going to the right place. Or something like that. She only worked this job in the summer.
After a few years of this job and hearing her father rant nonstop about Satan, Jesus, and everything in between, she began to get very sick of him. Her job also began to tick her off. So, one day, she simply grabbed some clothes and ran away from hell to join her mother, who was very surprised to say the least, but soon warmed up to the idea. Her mom works as a psychiatrist, due to the fact that she believes she needs therapy for all this.
Her entire life's mission, since she ran away, is to make her father's life a virtual hell. She is determined to him off as much as possible. This isn't exactly hard to do.
Furacao
Character Name: Diego Meza
Secret Identity: Furacao "Portuguese for Hurricane"
Race: Human
Birthplace: San Paulo, Brazil
Character Age: 19
Occupation: Chinese restaurant employee
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Hero
MoralDetails: Diego is at heart a good person. But he's still very unsure about many moral issues. He can be easily manipulated into doing the wrong thing, even if he recognizes the evil. And although he doesn't look to defend the city, he can be very protective.
Appearance: 5' 6" and 130lbs. A lean form and slender muscles. Round, wide brown eyes can be seen behind a pair of rectangular, garnet-tinted glasses. A small nose and thin dark lips are unusual of his Brazilian roots. Sharpened white canines and dark freckles against his already bronze complexion give him a doggish look. His hair is worn as white, glossy cornrows. He keeps a woven rucksack on his back to carry his costume and any other necessities. His costume consists of a simple white t-shirt and baggy shorts, both with wide, black trim. His white do-rag has 2 long trailing strings that almost reach his waist. Cloth gloves in the same color-scheme have a thin vent on the back of the hand facing towards the fingers. Matching boots have some black studs around the edges for added traction and protection from friction. A large pair of yellow and black headphones covers his ears for protection. His eyes can now be seen behind a pair of black, round, yellow-lensed goggles and are accompanied with corresponding elbow and knee pads.
Super Powers: Diego has 3 powers and a weapon.
His body is faster then the average person to the point that he can dodge most bullets and catch up to cars on the highway, having reached a speed of 85mph. With his speed comes the agility to use it. He makes a gold medal gymnast look bad with his tumbles and flips. Lastly, he's been blessed with a 360 degree field of vision.
His gloves house a unit known as a BZA "Blade and Zap Armament". The Blade option produces 4 neon blue, curved razors that stretch 4" past the fingers. These are his main offense as well as only defense. The Zap option replaces the blades in place of a small spark focused in the palms. It allows him to form powerful hand-sized EMP's within a 10" radius. This is all controlled by a combination of finger positions and pressure sensitive buttons in the palm of the hand.
Super Weakness: His main fear is cryophobia, the fear of cold, ice, or frost. A chilled soda is fine. But the cold seems to affect him more then most people. He slows down a lot more and his mind doesn't work as fast or clearly. What most feel at a given temperature he already feels *at least* 10 degrees before hand. The cold also makes his BZA gloves weaker. Although he has 360 degree vision, it is not omni-directional. So an attack from above or below can leave him vulnerable. And if he runs at a high rate of speed for an extended period of time, he vision will grow tunneled and he will start to become sick as though his claustrophobia were coming on. His metabolism runs very fast in accordance with his body, meaning he's constantly hungry. It also lets poison affect him faster.
Abilites: He is a master of Capoeira, having grown up around it He is also very good at Shaolin Wushu thanks to Uncle Pang "see history". Along with English he can speak a good deal of French and Chinese Good at cooking Asian cuisine Very good memory
AbilitiesInadequacies: His upbringing has left him with many fears. Having been raised in a mainly open air environment, he is very claustrophobic and fearful of getting locked into places. Even riding in a car gets him irritable and nauseous. And having been blessed with such a great vision, he is also scotomaphobic "having a fear of blindness". He also has enetophobia "fear of pins/needles", enochlophobia "fear of crowds", and dysmorphophobia "fear of deformity". His reading and writing is as good as a 4th grader's He can't hit women at all. If they don't look like a woman, though, then that's fine. He is more susceptible to charms then most because of his curious mind. The concepts of technology seems to escape him.
Personality: Furacao is quiet and only says what he needs to. He is very much in control of his emotions and is eager to understand *everything* to the point of quirkiness. His various phobias has left him with habits like leaving doors partially open and sleeping with a nightlight on. He has very good manners excluding the one's at the table, for which he is notorious. His words are also very blunt and sometimes even crude. To many he'll be passed off as naive, unaware of his worldly wisdom.
History: Diego Meza was born in San Paulo, Brazil. He was an only child and his lower class parents lived a happy life. His father was a part-time fisherman and his mother a shop owner. At 7 years old, though, his dad had revealed that he was having an affair with another woman and ran off with her. Diego's mother's heart broke and she was not mentally stable enough to run the shop and soon ran out of money. She put Diego in an orphanage and left him there. To this day, Diego is still unaware that his mother drowned herself. 6 years at the orphanage and his powers began to emerge. He used his new found abilities to pickpocket the tourists or do runs for the dealers in the area. Word from the dealers got to some of the big heads in the BM and they got him to do a job to sabotage a US military weapon depot. It was during that mission that he got his BZA gloves. Not long after that event, a Chinese Wushu instructor that was on vacation happened by the orphanage to witness Diego's skill. He'd needed an exceptional student and, rather than pass up the chance, adopted Diego as his own. He took Diego back to a small tourist city in China and taught him how to utilize his powers better. Diego received extensive 1-on-1 training and his instructor, now recognized as Uncle Pang, kept his powers a secret. Another 6 years had passed before Pang decided to partly retire from teaching and open up a restaurant in America. Diego arrives in Megatropolis with Uncle Pang, not knowing that others like himself existed...
Erodius-The Guardian
Character Name: Erodius
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>Race: unknown
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>Birthplace: unknown
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>Character Age: unknown
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>Occupation: None
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>Gender: Unisex
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>Inhuman Abilites: Yes
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>Moral Standing: Hero
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>MoralDetails: it is always alone, just going around, it is a conscience at times, it is like the inner voice, only it guides some people....it is the gaurdian of life. All it does is walk, in the city of heros, and other things. And will only guide
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>Appearance: No attributes, is always there, can be a shadow of yourself, or the air you breathe, it is all of earth, and it is life itself...just never seen. It is always the inner voice, the guiding instinct, it may not be a ferfect thing, but it is the inner you. It is a being, who if need be, can cause imense damage...but it is only a shade, a shadow, and a voice at the other times.
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>Super Powers: It is only capable of talking to a person inside their head, it, if need be, can call on its surronding objects, sand anything metal, anything that is on earth, to attack a enemy it must destroy.
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>Super Weakness: Is severyly drained for a random period of time, no less than five days though, can be in so much anguish if it is near a destruction site, like being near a collapsing building, if it is near any destruction, it feels th epain, and it can be kille dvery easily if th eenemy of it is aware of this weakness, just destroy everything around it, and it will probably die from the pain of it.
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>Abilites: No body, is not able to be seen, is th eeartj.other than heros, villins, other beings"oddballs" or NPCs, or gypsy like people can see it
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>AbilitiesInadequacies: Has mercy towards all, is a guiding force, and is vulnarable when it is doen attacking.
>is in great pain near some kind of destruction, if it is too close, it might die.
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>Personality: omnly thing it is is the earth, it is merciful, VERY merciful
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>History: No one knows what it is, unless they seek it, and no one did, it one day was here, but it never left, it might just be a bieng made along with earth.
Ian the 7th
Character Name: Ian the 7th
Secret Identity: God's Hand
Birthplace: Beverly Hills, CA
Character Age: 23
Occupation: Hunter of muntants/ business owner
Gender: Male
Moral Standing: Oddball
Moral Details: He is neither good or evil. He hunts mutants for revenge
Appearance: Standing at 6'7, he is a very tall. He always has a serious look on his face. He always dresses in business suits and heavily polished shoes. Has coal black eyes and hair. His hair is incredibly long and often kept in a pony tail. He has the physique of an daily bodybuilder. God's Hand dresses in full body suits covering everything except his eyes. The color of his suit depends on the mission. Also he carries finger claws that helps him scale buildings and use for weapons in dire need. He also carries two katanas and a claymore for more head-on attack missions.
Abilites: He has master 23 styles of martial arts, including ninjitsu, and sumo. He was born with a gold spoon in his mouth. He has loads of cash at easy access. He has numerous assult and sniper rifles. He also has a large collection of swords.
AbilitiesInadequacies: As he mastered each of his martial art style he forgot a lot of the last one. Now it's one super art with several loop holes like when someone attacks he might go to sumo or he have forgotten how to block the attack. He prefers not to draw attention to himself so he never takes out more cash then he needs. His shot is atrosusly bad that is why he prefers swords. The swords he has often rust and break after a couple of uses.
Personality: He was born with a gold spoon in his mouth. He is arrogant and head-strong. He is also cocky.
History: Born with a gold spoon in his mouth, he has always been the spoiled rich kid. With a lot of down time he learned his martial arts from the best teacher this side of the world. He loved spending money. He love guns, even with his horrendous aim. When he turned 18 his father died,atacked by mutants, so Ian took control of the company. After that he moved to Megatropolis for new business opurtunities. Then he began hunting muntants as he found them.
Writing Sample: The claymore was heavy in his hands. He swung at the mutant that killed his father. The mutant was agile and dodged it with ease. Then all of a sudden the mutant lunged at Ian and forced the claymore out of his hands and through it a few meters away. As a last resort he pulled out his finger claws and atempted a few slashes. He caght a good one a cross the face of the mutant. The mutant, realizing that he was defeated, ran away. God's Hand yelled"I'll get you even if it's the last thing I do."
John Strans
Name: John Strans
Secret Identity: Myth Master
Race: Appears Human
Birthplace: Centralia, PA
Age: Looks to be in mid-fifties
Occupation: Teacher, Writer, Head Director of Uni. Library, Dean of English, Guest Speaker at numerous colleges.
Gender: Male
Super Powers: Yes
Moral Standing: Oddball
Moral Standing Details: Strans is a good enough man who is fully in favor of stealing from the rich to aid the poor. However, he also finds no fault in taking a bit for himself to pay for expenses though he doesn't need it.
Appearance: Strans is a tall and stately looking man, always with a straight back and good posture. He is tall and fit, thanks to trips to the University gym. His graying hair, mustache and beard are always trimmed and well groomed, never a hair out of place. He sees the world out of piercing green eyes perched atop a slightly sloping nose and firm mouth. His form is clad in an expensive white suit that looks freshly pressed, offset by a black tie and highly polished shoes of the same color. Manicured hands hold the crystal top of a beautifully made cane tipped with a gold colored metal on the bottom.
Super Powers: Strans has a few tricks up his well-tailored sleeve. The first of these is a mental stun attack. The professor can project a bolt of unseen energy from his mind into that of another, causing their faculties to freeze for up to one minute. His second is his overly strong will. His mind is sealed from any sensing or reading due simply to his high intelligence. A third power he controls comes from the cane he carries. With it he can send a concentrated beam of the sun's power in different strengths and sizes. But his main and most impressive inhuman power is that of summoning items and creatures from literature. Creatures, monsters, heroes, even items can be brought out and used at Strans' command. Depending on the amount of energy he uses the man can even become characters of literature for a time.
Super Weaknesses: Strans' mental stun ability causes him a headache. It's not a simple little throb but a sharp pain that can't be ignored. Pills can't touch it, the learned man can only wait for the pain to leave which is usually two hours at least. During this time he cannot use the stun power again. His cane works from gathered rays of the sun, and must be recharged after emptied. How often this is depends on the strength and size of the beams he creates with it. If the jewel on the top ever got broken, the cane would become powerless for keeps. His ability to summon beings or items from literature depend on the book he uses. It is consumed after a time with the energies needed to bring the item or person into this reality. If it is destroyed before it is fully used up, the summoned thing simply returns to where ever it came from. The rate at which the book is consumed also depends on if Strans summons a creature or becomes it. The latter leads to an increased point of decay for the material used. He must also of course allow his energies to refresh themselves before attempting another summoning, this as well is based on the item or being called and how long they are allowed to remain in his realm of existence. His final weakness comes from his race of people. It was they who gave rise to thoughts of witches and the like, as well as the old tales of how to ward them off. Some had highly bad reactions to silver, but Strans reacts to salt. Even a single grain of the stuff can produce bad burns on his flesh. Clothing does nothing to stop it. Any injury gained in this manner must be washed out with fresh water and then allowed time to heal. How long this takes depends on the size of the injury, but even in the aforementioned example of a single grain it would take at least a couple of days. Salt also effects whatever he's summoned as it is brought forth with his own energies.
Abilities: Strans is /the/ expert in literature. He knows Old English, Middle English, Old Norse, Old French, Gothic, Latin, Greek, and other such languages, including Sanskrit. He can both read and write them fluently. His intelligent eyes do not miss the tiniest detail, either in grading papers or talking with students. He has become very skilled at telling when someone is being less then truthful. He is quite wealthy from well-placed investments thanks to a reputable firm, but has riches also from years gone by. He has an old world charm to him that makes what he says easy to accept and hard to argue. He is quite agile and fit too, thanks in the latter part to many trips to the Uni. Gym.
Inabilities: Strans is not well adapted to the modern world. He favors typewriters over computers, rotary phones over push button and anything past that, never carries a cell or beeper, and though he can drive tends to be bewildered by all the little extras cars come with nowadays. He can become over confident in situations, betting on his knack for talking his way out of trouble to only end up more in it. This leads to him getting in over his well-combed head more often then not. Though he is fit, Strans tends to tire as he is a bit too fond of fine cigars and bandies along with rich foods.
History: There isn't really much known about Dr. Strans. He was born in a town that suffered a coal fire, causing a number of records to be lost. He never talks about the old days, nor gets visits from former school friends. Not even a call from an old flame that his secretary has directed his way. No one asks, he never says, and everyone is content.
Ditto
Character Name: Ralph Hinders
Secret Identity: Ditto
Race: Human
Birthplace: Larson, NV
Character Age: 25
Occupation: Petty criminal
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Villain
MoralDetails: The world owes him everything, he owns nobody nothin'.
Appearance: Ralph is clad in faded blue jeans, a gray shirt with a badly faded logo of some sort in the middle, sneakers, and a toss out jean jacket from the 1970s. An old peace pin is still resting over the heart, making one think the garment hasn't been washed too recently. Dull brown hair sits in an uncombed nor cut mop above his head. Hinder's face looks like someone let it get too hot before they put it on his body. The cheeks pull down in pouches as do the blackish bags under watery blue eyes. The lips seemed pulled into a constant frown simply from their own bulbous weight. What passes for a nose looks like it was smooshed onto the mug, the result of many breaks. This odd orb is supposed by what is refered to as a chicken neck. Despite the overuse of flesh in the upper parts, Ditto is looks painfully then aside from thick tree trunks he calls arms.
Super Powers: Ditto's power is rahter simple to understand. It's whatever he steals from others. He takes their ability and power, along with their skill level of using it and the knowledge of how. Any powers and talents a target has becomes his including body, mind, magick, etc., while the donor is put into a coma. These include non-super abilities as well. Clothing does not protect from his touch, nor armor.
Super Weakness: Whatever strength Ditto gains from a target, he gets the weaknesses too exactly as they would be for the original user. What's more, he must touch a target with both hands and have contact for several seconds before the drain will occure. He also picks up echos of thoughts from his prey, everything from appointments to shopping lists to memories. These come in disjointed fashion and the noise can cause a mental breakdown should he draw powers from too many people before others have worn off. His hold on the powers his takes only lasts a single day, 24 hours. After that they return to their original user who wakes up with a touch of a headache but otherwise fine.
Abilites: Ralph never had a large amount of brain cells nor sharp wit, but he did enjoy the more brutal hobbies. Of note is football, which he played for all of his high school days. These were longer for him then others as he got held back more then once. He loved being a tackle, and to date he still retains the muscle mass and skill to knock down almost anyone. He also possesses a large amount of upper arm strength.
AbilitiesInadequacies: Despite his coach's best efforts, Ralph never graduated high school. He attempted the GED four times and finally gave up on that as well. In short, brains are a bit thin for him. He's not good with computers aside from looking at porn sites, and his ability to do mathmatics is based on how many fingers and toes he has visible at the time. He is slow witted and never thinks things through in a good way, his plans normally limited and idiotic to say the least.
Personality: Ditto has an impressive power and he knows it. He fully sees himself as a super villian, despite his lack of gray matter. He allows his ego to let him think anything he conjures up is a great idea and honestly thinks one day people will bow down to him as a great and powerful overlord. He feels he's owed everything, that anything he takes is rightfully his and he owes nothing to anyone or thing in return. He doesn't think much past the current moment, and his deepest ponderings wouldn't get a man's little finger wet.
History: Larson, Navada is one of countless towns that have the same story. People come to the state for the glamor and glory of a certain city, and decide to live outside the noise and glitz until they can afford it. They move to places like Larson and live on dreams of riches they'll never see until both the dreamer and dream die. Ralph's parents were the same as countless others. Coming for a bite of 'forbidden fruit' and deciding to stay. They met and married in that city of gold, only to move into a town of cheap hotels and dollar stores. They had Ralph, their only child. They grew bitter that their ship never came, at first punishing him for vile opinoins they had of each other. Eventually they ignored him and fought with each other. He fought with other children and they did nothing to stop him. He wouldn't share in kindergarden and they said nothing to him. He was a brat and a bully from an earily age, this ignored by his would be parents. Then when he was ten years old, his mother simply didn't return home from work. No call, no note. She simply vanished, maybe running for a better life. Ralph's father left on a run several days later, not even bothering to say when he'd be back. He never returned, he and his rig faded into the desert landscape. Ralph lived on his own until all the food in the house was gone. He attended school because he could steal the lunches of other children. Finally he needed a better source of food and tried to steal from a local store. He was caught and the cops called. When he said they couldn't talk to his parents about his actions, the police simply thouhgt he meant he'd be punished. But when they knocked and their was no answer, Ralph told them they couldn't talk to his parents becasue they weren't there. It was easy enough to check this story and when found to be true, the boy was put into a home. He adjusted quick enough, beating the tar out of one of the tough boys with a chair and assuming his place a group of bullies. They ruled the home basicly and the other kids knew it. In order to impress the head boy, Ralph would restate what the leader said when the older lad was talking to someone. It was annoying but not overly much as it provided an ego trip for the kid in charge. Then one night on an old sitcom, Ralph heard someone use the term 'ditto.' He liked it so much he looked it up and found out what it meant. About the only time in his life he opened a book with words instead of pictures. The next time he wanted to parrot the gang's leader, he simply said 'Ditto.' He continued on in this manner and gained the term as a nickname. When he was old enough and had stumbled through the other grades, Ditto attended high school. He hated the classwork but loved watching the school football team practice. His advisor was bugging him to put up some school activity, so he tried out and got on the team. He didn't have the mental abilities to be a quarter back, but as a tackle he left nothing standing. His coach managed to work his grades in the boy's favor to keep him playing, but that was the best he could do. Ralph was offically out of the home and on his own by 18, though he still attended high school and cracked heads on the field. He tried some low level jobs and lost them after a few weeks each time, turning more and more to snitching things from other students to make an income. There were a couple of places in town that didn't ask many questions, so he sold to them. After very little time he was taking anything he could, even breaking car windows for loose change. He never messed with drugs as the coach would have dumped him from the team if he did. Then came the day of a game against another school, one that was tied. In the final moments Ralph's team lost because their QB fumbled his toss. Why no one really knew. Ditto was livid that they lost the game, getting into the younger man's face and shouting. The quarterback threw insults back, and finally Hinders tackled him. They went down, and what happened next was hard to explain. Ditto was rolled onto the ground and grasped at the other player's chest while the QB pulled back to punch. Then he simply slumped over. Ditto quickly got out from under the still player and proceeded to pound the boy's body with a savage fury that scared even the long lived coach. Three other players ran up to stop the beating, but Ditto wrestled with them for some seconds and they too pasted out. The coach claimed that Ralph was fighting with strength like he'd not seen from the lad before. It was like he had the muscles of several other players in his own frame. Even his face looked oddly different, almost as if it had changed somehow. Ditto ran when he heard coip sirens, a sign someone had decided to call in aid to stop him. By that time the four men on the ground were a collection of broken bones and bloodied flesh. All were rushed to a hospitial and survived, but they'd never be like they once were. The QB had a full scholarship waiting for him, now he sells gas with a leg stiffer then a two-by-four. Another took so many hits to the head he still can't fully form words, and another has only one lung. The last one lives in a wheel chair now, his spinal cord badly wrecked. Ditto himself came to his senses later, wandering through a stretch of desert many miles away from the town he'd called home. His hands were bloodied but fine, and he didn't feel overly tired for someone who'd just ran as much and as fast as he had. Almost like he'd had more abilities then one man should. All he could really remember was thoughts about girl's phone numbers, tests, beer parties the coach didn't know about, and images that made no sense like a birthday party for a three year old girl he'd never met. If he'd had things of this nature happen before, he'd never told. But he had lost the only thing that made him want to stay in the town, the only thing that had ever forced him to care about others since the bully gang broke up. There was nothing left to keep him, or keep him in check. He wandered off to find another petty town from which he stole a truck with the keys still in it. He too disappeared into the dessert, to live a life filled with robbery of more then one sort, jail cells, dives, and a few mental hospitials. Until finally he wound up in a city famous for unusual people...
Cupid
Character Name: Danny Aldrich
Secret Identity: Cupid
Birthplace: unknown
Character Age: 12
Occupation: none
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Villain
MoralDetails: IF someone manages to awaken Danny's gentle side, his evil nature will dissapate.
Appearance: When in his "human" state, Danny has long sandy-blond hair, which partially covers up his icy-blue eyes. He is about 5 ft 1 inch tall, and fairly well-built, although not too muscular. When he turned a supervillain, he simply broke into a mall and stole a pair of black Fubu
jeans, a pair of black shoes, and a long-sleeve t-shirt with a large white target painted in front of it. He also obtained a cloak from origins unknown, which contains the power to demoralize his opponents somewhat. His hair turns snow white when he has his bow out, and he can also sprout jet-black, glossy wings. However, on his left wing there is one single white feather.
Super Powers: Danny can utilize "SINergy", as he likes to call it, to conjure up a giant black bow and dark bolts of energy as arrows. he can shoot these arrows at lightning fast speed. SINergy is strength drawn from sinful thoughts, such as murder, destruction, and greed. Danny uses his own sinergy to power his bow and arrows, but he can "and must" also absorb other people's sinergy, leaving them very pure-hearted. This does not mean that they can't regain these impure thoughts. danny's arrows are also powered by hate. The more hatred he felt towards something, the more damage his arrows will do to it, from not being able to penetrate a piece of paper to blowing up a whole house. He can not use hatred he feels for one thing to try to hurt something else. Danny can also form a energy shield around him by willing his arrows to fly around him at supersonic speed. The shield can offer a fair amount of protection again other energy, but it's useless against solid matter such as a bullet. Lastly, he can sprout a pair of black wings that enables him to fly, though not very quickly. It's mainly used to get on top of buildings and such.
Super Weakness: When he is awake, Danny has to be constantly absorbing sinergy from others. If he is seperated from other sinful human beings for more than 20 minutes, Danny will pass out. After this Danny's only hope for survival is if a sinful person touches him, for if he is seperated for more than 30 minutes, Danny can die. Heroic thoughts such as justice and protecting the innocent can actually give him headaches that obstruct the use of his powers. Danny can not harm those who like him. If a person is genuinely trying to help Danny, his arrows will simply bounce off of that person. Danny himself is unaware of this as he has yet to meet such a person. Also, Danny has absolutely NO tolerance for electricity. Simple static electricity can cause severe pain, and anything more powerful than that will cause him to faint. A bug-zapper light can kill him outright. Danny does not know why this is.
Abilites: Danny can process thoughts quickly and efficiently. This is especially handy in battle, in which he has to decide the next course of action. He also has fast reflexes from years of dodging things his step-dad threw at him.
AbilitiesInadequacies: He is horrible at communication. He frequently respond coldly to whom ever addresses him, and does not seem to know words like "polite", or "nice". As a result, people tend to stay away from him, even the bad guys.
Personality: Danny is very determined. When he wants something done, he will go above and beyond to get it done, even at other's expense. Even at age twelve, he is cold-hearted, ruthless, and incapable of the emotion "happiness". He cares about no one around him, neither do they have an impact on what he wants to do.
History: Ever since Danny could remember, he has been abused by his step-father. He told Danny that his real family abandoned him because they couldn't feed another mouth, so Danny, being the second born, was put up for adoption. He would come home from school everyday and get yelled at and beaten for no reason, followed by crying himself to sleep from the pain, emotionally and physically. Gradually, he simply got used to the verbal assults his father, or anyone else threw at him, and even compliments do not affect his mood. The cost is that he cannot feel joy anymore, although deep down in his soul, behind the veil of cruelty and cold-heartedness, a candle flame of the ability to feel happy still existed. He awakened his powers one day at a summer camp during an archery activity. As he picked up a bow, he felt part of his soul flow into the bow as it became a part of him. He immediately put six arrows through the bullseye of the target in six seconds, under the eyes of an astonished counselor.
As far as Danny's concerned, the reason that he had such a life is the fault of his big brother. He vowed to use his newfound powers to "hunt" him down.
Oh i forgot to add that Danny cannot absorb too much sinergy. Sinergy is poisonous to Danny if he absorbs too much of it, and he will die if he leeched too much.
http://www.deviantart.com/deviation/18862787/
Here is the portrait of Cupid...by ME!
http://www.deviantart.com/view/18233485/
Here is the portrait of Cupid...by HELLCAT!!!"look -- you get THREE exclamation marks!
"
Larry Ryder
Name: Larry Roy Ryder
Secret ID: Uses Aliases from time to time
Race: Metahuman
Birthplace: Megatropolis
Character Age: 30
Occupation: Hired Muscle, Robber, Career Criminal
Gender: Male
Super Powers: Yes
Moral Standing: Villain
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Physical Appearance:
Larry is a scruffy bruiser of a man. Six foot three, bulging muscles, tattooed over much of the upper half of his body, including his meaty hands. His facial tattoos include a spiderweb on his left check and the word 'killer' by his right ear. He's usually dressed in sleazy denims, jeans, jacket, boots, heavy metal T-shirt. He will wear a suit if his employer requires it, though this occasionally calls for a clothing allowance. His dirty-blond hair is close cropped above blue eyes. His ears are pierced multiple times, along with his nose, his lip and his eyebrow along with body piercing into double digits. He's been known to wear a balaclava or other mask and gloves to hide his appearance on a job.
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Super Powers and Super Weaknesses
Super Powers:
Larry possesses an innate physical ability he calls Larryrama. This causes any harm done to him to reflect back three times worse on whoever hurts him. For example, if someone shot him in the arm, they would immediately have a bullet wound three times as bad, even if they're wearing super armour or normally immune to bullets in their arm, since it isn't actually a bullet causing the damage. Larry on the other hand, suffers the wound three times less than it would normally be. The power is closely bound in intent to harm, so if somebody were to shoot out innocent drivers tyres and cause their car to hit Larry, the shooter would be affected rather than the driver. However, it is not entirely bound to intent and, for example, somebody firing randomly and hitting Larry or even aiming to miss Larry, and accidentally hitting him, would be affected. Unfortunately, there doesn't seem to be a logical way to define the ability and the power even occasionally does no damage in return, leading some to wonder if Larry might somehow subconsciously direct it – though Larry himself isn't prone to using words like subconsciously.
Super Weaknesses:
Electromagnetic Pulse Weapons – which usually have effect only against electronic equipment – are effective against Larry. Minor pulses, or in situations where he is of greater distance from the origin of the EMP the pulses will instead serve to disorient him, causing problems with balance and coherent thought. Stronger pulses will knock him right out. This information is well known to the MPD, who hold records on Larry's appearance and abilities.
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Character Abilities, Training, Skills and Qualifications
Abilities:
Growing up as a criminal thug in Megatropolis has left Larry with a brutish capacity for violence, allowing him to kill and maim without his conscious bothering him any. While he never received any formal training in fighting, Larry was a member of a teenage gang, which let him grow up with a rough and ready street fighting style. He can knock together explosives and detonators through street training. His lifetime as a criminal means he knows where to fence stolen goods and acquire illegal weapons, how to pick locks and break into many places and is familiar with the legal system and cops as far as his activities go. He's physically strong, while his aim "beyond close range" and fighting ability are average. He can do hits and not get caught, but he lacks the finesse of one of the city's better assassins. Physically, he also possesses a very high, but still human, pain threshold.
He carries a number of concealed firearms, knifes, garrotting wire, and homemade pipe bombs, lockpicks, and similar. He's started putting small caches or such items around the city in case he needs them urgently.
Inadequacies / Disabilities / Limits:
Larry possesses at least average intelligence – though occasionally breathtakingly stupid or nonsensical in his actions. Unfortunately, he hardly ever paid attention at school on the days he wasn't skiving or suspended. The worlds of art and high culture, advanced maths and decent academic history are a closed book to him. He even managed to come through the prison system without whiling away hours with cheap paperbacks, preferring instead to do endless press-ups or watch TV when the option was available. Larry is a smoker and the habit is slowly wearing down his stamina.
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Character Personality:
Larry's the hired muscle you see standing behind the supervillain, looking mean. He's a henchman by nature. He's not of a philosophical frame of mind, and he tends to follow plans rather than make them. He doesn't carry much of a conscience. Prone to bouts of anger and violence he's not usually smart enough to think about the consequences. He takes an extremely dim view of being 'sold out', 'double crossed' or 'grassed on'. He likes to drink, though he won't have any truck with taking other drugs beyond the occasional amphetamines and doses of PCP – and the cigs of course. He tends to look down on the abilities of women, and women in general, though thoughtful pummelling from his Aunt taught him some women are to be respected. It's often hard for any to make this impression on him about 'them' however, toots.
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Character History:
Larry Ryder is the half brother of the minor superhero Sammy Madsen "AKA The Triple Avenger", sharing the same father. Neither man knows this, even though they grew up in the same tower block together – The Shallows in the Harbour, now demolished. Larry was a member of the local teenage gang, The Shallows Sharks, and was a close friend with Mike Madsen, Sammy's other, known, half brother and the leader of the gang. Larry lived with his Aunt Bella, who augmented her income as a fencer of stolen goods and other associated activities. In the gang he was known as Grizzly, but the name has faded over the years and might now only be used by an old acquaintance.
When Sammy and Mike went off to join the army, The Sharks fell apart with in fighting and Larry went through a series of dead-end blue collar jobs, driving vans, working in the docks and so on, often being fired or quitting. He started to hang around with another former 'kid from The Shallows', Vito Iceconie, and the two began working for the local mobs together, pulling bank jobs, hijacking shipments and similar types of work.
After a few years he ran into Mike and Sammy Madsen again and spent a few minutes exchanging news, before heading off to McGintey's and virtually forgetting the incident. Somehow, the meeting with Sammy Madsen triggered Larry's own superpowers and after a feverish night he found himself just 'knowing' he had a new ability.
While others would have gone out and taken advantage, Larry wasn't really smart enough – as well as being a little disgusted that he was suddenly 'a freak'. He told Vito about it late one night, and Vito responded by saying that "Larry Armour could be the new big thing!" Larry misheard it as 'Larryrama, and a name was born.
The past five years of his life have been spent in prison, for one of the few crimes he hasn't committed. He was sent down at the same time as his friend Vito, when another thug called Max "Choker" Shears framed both of them for a measly five thousand bucks profit. His friendship with Vito meant he ended up hanging around with a crowd of Italian mob goons inside, though most of them were serving much longer sentences and unlikely to be of much use on the outside. Two years ago members of another gang killed ago Vito during a major State Prison riot. Larry took his revenge on them and swore even more on the head of Shears, spending long nights thinking up painful deaths for the thug. Vito had been very much the brains of the friendship.
Finally, he's been released. There've been a few changes in the past five years in Megatropolis, a lot for him to adjust too. The population explosion of supers, both from city natives becoming more open about their abilities and migration outside the city; the dalliance with fascist control under Mayor Garrison that served to both deepen and narrow gaps between elements of the super and normal population. In the city's underworld, there's been the gradual decay of the power of the far eastern gangs in the face of rising new mobs and more subtle extensions of super-villain power.
It's a harsh new world – but Larry thinks he's going to fit in just fine. He's got a tyre iron for upside the head of anyone who says otherwise.
If you have any queries, questions or comments about this character please post them in the player-to-player section, or send me an email. Thanks!
White
Name: White
Public Name: Gene White
Age: 20
Birthplace: Unknown, presumed Megatropolis
Standing: Villain
Race: Infested human
Appearance: Gene's appearance is now more alien than it is human. Her skin is a dark olive green hue with eyes of a dull gold in contrast to the shades of black and crimson that surround them like faded mascara. Gene's lovely blonde braids have now been melded together, giving the impression of thin black dreadlocks. Her body has undergone similar changes as she no longer has the need for clothes: chitin-like bone plates cover area's of her body like a one piece bathing suit as well as giving her a natural form of knee high boots. Despite this covering, Gene currently wears a set of street cloths to try and blend in better with the locals. Gene's once cute looks are now as alien as they are ugly, yet in some way slightly appealing to the eye.
Super Powers: Ever since rising out of her grave, Gene has been noticing considerable advancements in her psychic abilities. Still her more advanced ability, her Biokinesis has reached new levels in the form that she can actually twist a creatures genetic and physical structure, mutating them in ways and for purposes limited only by her imagination and the time available. Gene's telepathy has furthered to the point where she can impose her considerable mental will upon simple creatures and control them, linking them to her own mind. When it comes to more advanced creatures, such as humans, she can still only probe surface thoughts, yet if given time can deliver dazing mental punches to others.
Super Weaknesses: Gene is still restricted in much the same way she always was. If used as a weapon on others, Gene's biokinesis is never permanent, only temporary. Her telepathic dazing requires a few seconds of mental concentration to achieve: while this would not normally classify as a weakness, it is seconds that she is unable to focus on anything else around her and during the only times she'd be using it – during combat – those precious seconds is ample time for an affected persons friend to intervene. Gene's ability to manipulate genetics and flesh for mutation take time and focus to be successful, a lot more time than her telepathic stunning ability. Once again, this would not seem very weakening, but it means that it is not a spontaneous, spur of the moment ability that could be used in an instant: much like a scientist must labor for days on a new creation, so must Gene take periods of time to affect a creature in such a way that it could be useful to her. Gene's final, and probably her most crippling, is her new visage. Barely recognizable as once human, Gene has been completely severed from true interaction with other humans, a telling blow against one whose favorite past time were social events. No longer can she parade happily through the night life, meeting new people and spending time with those she cares for: only stare bitterly from the shadows at her own rejection.
Abilities: Gene still is, surprisingly average in many areas. Her most telling strength however, is her intelligence and willpower. Clever and witty, Gene has had to adopt a new outlook on life and mode of thinking given her new circumstances, and she has adapted with frightening "If not a bit hollow" efficiency, developing an understanding of biology the more she experiments. Gene's body now also has some added protection in the form of the chitin covering on area's of her body, and while not entirely bullet proof it does allow her some extra confidence should high powered rifles and super strength supers enter the scene.
Weaknesses: Once a socially adventurous person, Gene has now been restricted to lurking in the shadows and sewers of a beauty obsessed world. She cannot venture out in the open without attracting unwanted attention, nor can she even have a basic conversation with a normal person without her alien appearance scaring them off. Left with no friends "at least she believes", no resources and only her natural instinct of survival Gene is on her own. Gene, as before, cant fight particularly well, relying on her telepathy and biokinesis to overcome foes, she cant use guns and she cant use melee weapons.
Personality: Calm and adapted, yet secretly bitter and lonely, Gene has become a spite filled creature more concerned with making the world pay for her misfortune rather than helping it. The virus that infected her body changed more than that when her subconscious used her biokinesis to handle it: it changed her mindscape to one that would gladly manipulate people for her own ends as opposed to the warm person she once was. However despite many physical and mental alterations the virus and her own abilities performed on herself, she still retains her patients, sharp mind and calm stature. However, instead of once using them to help those in need, she now uses them against the community she once tried to heal.
History: Gene believes she was born in Megatropolis, 1984, before being put up for adoption. She spent most of her early childhood in an orphanage, struggling to fight off the bullies from her food and bed space, until she was transferred to a foster home by age 14.
Gene has had a pretty plain life. Her psionic abilities manifesting themselves at school, as she was assaulted by wave after wave of voices and thoughts from those around her, nearly driving her crazy. Gene dropped out of school however, when her Biokinesis came to the fore as she made a certain male appendage grow on her teachers forehead.
Leaving school, and moving out of home with only welfare to support her, Gene searched for a job, with fruitless results. Her rather plain life only contributes to her general average attire however, while she found that she had in her an ability prized amongst the sick and injured far more than any destructive capability.
Despite a very short career as an attempted "hero", Gene fell victim to the very thing she once considered herself immune: a virus. Remnant from Dr.Biles experiments, Gene's body became infected with a potent sickness that required another hero, Surge, to rush her to hospital for professional medical help. Yet despite the doctors best efforts, Gene died on the table, her body unable to fight the sickness that had spread itself throughout her like a vile corruption.
Or so it was thought.
The basic instincts of any creature is survival. Faced with an unstoppable virus, Gene's body tried desperately to rid itself of the vile corruption. Yet in the end, her subconsciousness used her own Biokinetic abilities not to fight the virus, but to instead assimilate it into her body, forever changing her mentally and physically as the virus merged with her mind and body.
Declared dead on the table, Gene was buried in Sage Cemetery on the outskirts of Megatropolis. However she would not stay dead for long. Reawakening in a fit of screams and spasms, Gene was able to claw her way out of her grave and stagger into an unsuspecting city, unable to comprehend the new sensations tingling over her body and in her mind.
Killing a man for his clothes, Gene was half horrified and half enticed by what she had become. She felt no remorse for what she had done, no pity. Her first glance in a reflective surface killed whatever sensations of humanity she had: in its place giving birth to a malice fuelled intellect. In a way, she almost liked what she had become, but in no way was she going to put her neck out for others again. Gene saw all to well where that had gotten her.

ZEERRRRGGGG RUUUSSHHH!
Jezzy Cometiono "Gold Comet"
Character Name: Jezzy Cometiono
Secret Identity: Gold Comet
Race: human
Birthplace: San Francisco
Character Age: 17, but currently has papers stating she is 21.
Occupation: journalist
Gender: Female
Inhuman Abilites: Yes
Moral Standing: Oddball
MoralDetails: Jezzy has been seen robbing banks on occasion, when things are tight.But she also can't stand to watch a civilian in distress, but she has been know to stand by and watch hero's get injured or hurt. This may be from a childhood experiance, but the source of her hatred for super hero's is unknown as of now.
Appearance: OUT OF COSTUME> Her eyes are brown, with a noticable gold around the edges and pupil, when she is excited or angry they turn solidly gold in coulor. Her black hair is cut short much like a boy that plays in a garage band's and spiked. While her tall skinny figure makes it easy for her to hide her womanly curves under the often baggy shirts and sweaters she likes to wear. It is not rare to see her mascarading as a young man, her features are pleasing to the eye rather it be a man's or a mislead young womans. Most days when she is out on the streets she can be found with a cd player on her hip and a notebook and pen in her hands. Her style is most easly described as punk.
IN COSTUME> When she is in her choice attire for saving some poor soul her eyes are purely gold. Her hair stays the same, as does her sense of style. Or nearly at least. A sleevless muscle shirt of sorts in either red or black that looks to be made up of a laytex like material. As well as pants made up of the same material always the same color as her top. A ruffle oposite in color to the rest of the outfit surrounds her waist almost like a micro mini skirt. She wears G.I. boots that reach half way up her calves, a small burn mark that looks like a tatoo of a capitol C is clear on her chest just over her right breast near her shoulder.
Super Powers: Her voice is extremly soothing, expesially when she is singing when it can put someone into a trance. She often uses it to munipulate people into doing as she wishes.
She has the special ability to see through thin layers, such as clothing or on occasion doors and walls that are no thicker than two or three inches of plywood. she is also able to hear and smell things equivalant to a dog or cat's ability.
Although it is a trait a human could posses, she is very agile and can jump higher than most other people, once again much like a cat.
And on occasion she has been know to levitate and even fly, but she does not like to attract attention to herself so does this as seldom as possible.
Super Weakness: Her most evident weakness is her inability to control her temper. Once she is angry she stays that way for hours or sometimes even days at a time destroying anything that upsets her any worse or happens to unfortantly cross her path.
She often has allergic reactions to certian stones, most comenly jade and rubys.
When she falls ill all of her powers become useless, once her immune system is down, her whole body slowly starts to shut down one power at a time, then she gets dizzy spells until finally she can no longer function enless she gets better.
Although she views her extra censory perseption as a fault, since it only works in children and animals, it might seem to others as the opposite. But in her mind it will be only a hinderance.
Abilites: Jezzy never had any formal education,she is still very intellectual and likes to read and write. She was also trained by her dearly departed sister to use her powers properly. She is skilled with an old sumari sword given to her by her also deceased mother. She's a quick learner and can be taught in just a few hours to use any weapon. She drivers around on a black and red motorcycle.
Abilities Inadequacies: She has been haunted by night terrors for years and has developed a case of insomnia. Alcoholism is a family trait to the Cometiono's and unfortantly it has yet to skip a genaration. Jezzy has also been caught, more than once trying to steal cars. She isn't, nor anyone else for that matter, sure why. Luckly, for her at least, she has never been caught robbing the bank, as she occasionally may do.
Personality: Jezzy is a very socialy outgoing person, enless your a super hero or villan. She is often very secretive, and if your looking for someone to keep their mouth shut about something it is perfectly safe to pour your heart out to Jezzy.
Many peope say she is kind, but they don't see her darker side.
Jezzy's most outwardly obvious personality flaw is that she is easily mislead, and belives people with all her heart. But when she finds out she's been led astray or lied to, mercy is not an option. Her anger is wild and uncontrolable. I'd tell you to ask her sister, but Miss Cometiono has been missing for several years, and belived to be dead.
History: Jezzy grew up the youngest daughter of a rich Frisco buisness man. She loved living in California. One night a man her father had recently fired, do to new technology that required less manual laborers, walked into her living room. Jezzy, her sisters Jade and Ruby, and their father were in the kitchen. The man shot Mrs.Cometiono, as well as Jezzy's twin brother and only son of the Cometiono's, Jory and a third sister, Jani. The lose was unbarable to the remander of the family. Jade and Ruby had known for many years that they possesed super powers, Jezzy did not. It was belived that they got them from their grandmother, a seerer who blessed the children at their baptismal. She died before the triplets,Janie, Jory and Jezzy were born. Shortly after the deaths their father tried to possion himself and the children. Somehow Ruby knew and blessed her younger sister's with her powers before warning them to leave home.
The sisters left, at which time Jade began to help Jezzy learn the extint of her new powers.
On the morning of July 9th Jezzy woke up to find Jade burning the name of their sisters and brother into her ankle as a tatoo. Jezzy wanted to do the same, but her sister refused to let her. Upset by the refusal they got into an argument. She was 15 years old when her sister disapeared. A police officer found her laying in an alley way, she was bleeding from a burn mark that looked like a tatoo near her shoulder. It was of a capitol C. Since that day she has never spoken a word of her past to anyone, and has never been able to touch anything made of Jade or Rubyies without inflicting substancial pain to herself.
Nightbreed
Character Name: John Murphy
Secret Identity: Nightbreed
Birthplace: Michigan
Character Age: 105, looks about 30
Occupation: Dockworker
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Oddball
MoralDetails: Oddball. Doesnt care much for the law or rules in general. Most of the time he follows the rules simply because doing otherwise will bring unwanted attention. Its the other times, when something wrong just lands in his lap and waiting for the law to fix it just isnt a realistic option, that's when he does whatever he has to do to fix it himself.
Appearance: John stands an inch over six feet tall. His build is strong and athletic, like that of a linebacker, muscular, but not overly so. His skin is slightly tan from the sun and he seems to always wear a three day growth of stubble on his face. His hair is dark brown, straight and loosely worn to just past his shoulders. He typically wears a brown bomber jacket and dark colored tee shirt to cover his torso. A thick black belt encircles his waist, laced through the loops of a pair of loose fitting blue jeans, a pair of worn no name sneakers covering his feet.
Super Powers: John's powers are the result of the experiments the government did on him during project Hybred. Simply put, he is half demon, his DNA spliced and injected with those of a demon. His demon DNA giving him heightened hearing and smell as par to that of a cat, as well as inhuman strength, agility and reflexes, as well as inhuman healing and resistance to damage. It also allowed him to alter his body slightly, hair, eyes, nose, fingerprints, enough to let him change his identity when the need arises. Lastly, and least understood is that it gave him a mental resistance. Impressive as it might sound, all of these abilities are tied to the amount of human/demon he is currently. Hearing,smell and mental resistance are the most balanced, being about the same no matter his form, but all the rest change with him.
In his normal form his agility and reflexes are inhumanly fast, strengthwise he can lift about 1000 pounds, he heals wounds very fast, and his ability to resist damaging wounds is only slightly more then a regular person, enough to allow him to use his strength without hurting himself.
In Nightbreed half phase his strength is quadrupled, his skin and body structure enables him to withstand more damage, it takes more to penetrated enough to do significant damage and he can see equally well in the dark as in the light. However his agility and reflex are reduced, his muscle and thicker skin slowing him, on par to a world class gymnast, but with inhuman speed. Also, he healing ability is somewhat, again, his thicker skin slowing the process.
In full Nightbreed form his strength is again quadrupled, able to throw cars around if he chooses to. His agility and reflexes are further slowed, like any athletic person would be if he were 7 feet tall. His skin is like armor, capable of blocking small calabre bullets and knives from doing only minimal scratches and bruises, and reducing the injuries of more dangerous weapons. Healing in this form is also greatly reduced, for example, a bullethole through the hand would take about an hour to heal.
Super Weakness: His powers are also his weakness. The government group that made him wants him back for one. The Genetics Alteration Agency doesnt like having one its more successful projects running loose. As himself he is more or less invisible, but when he changes his demonic aura becomes visible. The agency has agents able to detect such auras, but with the range of their detection being limited and running into other supers with demonic auras, finding one such aura that isnt always detectable and that could be anywhere in the world, isnt the easiest of things to do. In half phase form his aura is dim, noticable to anyone able to see such an aura, or detect it within a city block or two. In full phase form the aura is much brighter, a darkness that follows him and noticable to any able to detect such things within a half mile. While the aura doesnt hurt anyone, except perhaps is someone had a holy aura, it does attract attention sometimes. He knows such attention can lead a small army led by the GAA to him in a matter of minutes if they suspect they have found him. A second weakness is the fact that changing forms is draining. The longer he stays in another form, the more draining it is. He could keep up an altered face or fingerprints forever without really feeling anything, but the larger the change the more tiring it is to hold the shape, recover, changing to look like a black streetthug would slowly become more tiring each day, even after sleeping at night, in a week he'd be completely exhausted. Changing to half form is more draining and he might be able to hold the form for six hours or so without much consequence and might manage it for two or three days before needing a half day or so to rest and recover.
Changing to full phase is the most draining, requiring a few hours rest if only taken for an hour. He could keep the form for about a day if he had to, but afterword he would be weak and disoriented till he managed to get several days rest.
Being part demon also has some interesting problems regarding churches and holy places. In human form he has no trouble with them, but in half phase they cause him headaches and aching in his chest and limbs, and in full phase, well, the one time he tried entering such a place in full phase he swore his skin was on fire and his eyes were melting before he rushed out.
Silver holy items can be a problem as well, especially if held by someone pure of heart who believes in the symbol. In human form, the item is just warm to the touch. In halfdemon form, they are burning to the touch, burning even his demonic scales as easily as normal skin. In full demon form they radiate their burning touch. The purity and belief of the holder are what determines the power of the item. A person who goes to church regularly would be enough to keep his fulldemon form at bay and he would feel the pain even standing a couple paces away. In the hands of a priest who gave all his life to the church and helping others, the pain would be felt 50 feet away. On the other hand, if the priest were one that molested children, the holy item wouldnt even be warm to his fulldemon form. The last problem with his powers is that he is becoming a demon when he changes. While he does manage to keep most of his own personality, it becomes more harsh, more violent and more ...evil. At half phase it is much like a having a very bad attitude, at full phase it is just mean and nasty.
Abilites: John has training in most forms of combat. While he is well trained with all sorts of weapons, he is best with hand to hand or blades, and is well learned in tactics as well.
An intelligent man, John prides himself on his noncombat skills. He speaks fluent Russian, German, Spanish and sign language, can beat most people in pool, and plays a guitar.
AbilitiesInadequacies: He isnt a people person. It isnt that he doesnt like people, but his life hasnt had much success with relating to people. This causes most to think of him as cold or distant when they first meet him.
Personality: Quiet and reserved. That is how most would call John. He cant afford to be a social butterfly or let people get to know too much about him, so he tends to listen and if asked about himself, he gives just enough to satisfy the questioners and not seems as if he is avoiding the question. He is more at ease in a poolhall or the docks, where he tends to know the people and they know who he is.
History: John Murphy was born in Michigan on July 18, 1899. His family ran a small farm and when he turned 16 he left to join the army. He didnt want to be a farmer as his father was, and his father before him. He wished to see more of the world, little did he know how much he would end up seeing. Knowing the war was coming, the US military was already working on projects to help the war effort once the USA joined in. Early in his training John was noticed as a possible candidate for some new experiments the Military had been working on. Seeing it as an honor he eagerly signed onto the program. He nearly died during the first stage, laying in a coma for two weeks after the first attempt at adding demon blood into a human specimen. They didnt realize it was a demon really, as they had found the body barely alive and they kept it just alive enough to get the blood from it. John was never told he was one of only three to even survive the transfusion, the other 97 had died rather violently as their bodies convulsed and spasmed with the new blood coursing through them. Over the years he had many more such transfusions, making him stronger, tougher, and faster, all in hopes to create a super soldier. He was sent several times into battle. Into Germany and Russian during WWI, killing important targets or sabatauging enemy posts. More tests, training and scientific experiments followed after the war, some successful, some painfully unsuccessful, but even those that didnt succeed were viewed by the scientists as valuable as they watched his body heal sometimes normally fatal wounds. WWII came, and he was again used to help the Allied cause. One thing the military didnt know was the side missions their secret weapon sometimes went on. Sometimes instructed to disrupt, steal or destroy German gold or treasure trains. It didnt take a lot to realize that some American officers were stealing from these trains and he saw his own opportunity, taking as much of the gold, gems and jewelry as he could stow in his pack and burying them deep under the burial site of slain soldiers. Soon after the war came the Korean war, he was again sent into the war, but sparingly, as he some of the new experiments tended to leave him needing longer periods of time to heal. After the Korean war the GAA was formed. Genetics were still in its infancy and they had what they considered was the perfect specimen to test on. Like the demon they held in near death condition, John barely seemed to age, still appearing to be in his 20s when he should have been in approaching 70. These new experiments were far more difficult then merely injecting pieces of the demon into him. The scientists were working with DNA, trying to give him even more of the demon's battle superiority. The Vietnam conflict came, and he again went to the battlefield. Secretly being inserted into field units or scouting the enemy for advanced intelligence on their movements. Shortly after the Vietnam war the GAA finally got what they wanted. A new method of combining DNA combined with putting John through some very stressful tests finally forced his first change, changing their super soldier into a rampaging demon. The six soldiers that died before they managed to control him were a small loss for their success. John's life was no longer his own. Before this new change, they let him leave the base, mingle with the soldiers and locals, even manage the occasional date. No more, for the next decade he never even saw the light of day. Tests and more tests as he learned how to control the change and how long he could keep it up and how much it drained him. They hoped to eventually find a way to allow him to change whenever he liked, with little or no need for rest. Six years later this resulted in his managing a half phase change, leaving him partly human and partly demon. Five more years passed, with more tests and training to use his new forms. Finally the day came when he was needed once more. A US jet had crashed in China and he was needed to rescue the pilot, or at least destroy the plane so as the Chinese could not gain any valuable information from it. A hard task for even the best trained soldier, was little challenge for a shapeshifting supersoldier that could look chinese on a whim and kill a man with barely a sound. The whole mission took five days, most of that traveling into and out of China. On his return with the captured pilot he requested some time off from training. Just a few days to relax and do some camping in Michigan again. The answer was a firm negative. The GAA considered him too valuable to risk outside of their care, in effect, he was imprisoned within the lab, for them to use as they saw fit. He didnt show it, but inside he raged. Now he knew why he held back from sharing everything he learned on his missions or about his new abilities. His hidden caches in Germany and Italy, just how strong he truly was when he changed shape, and just how little their mind effecting drugs worked on him when they wanted to keep him under control. Biding his time he attempted three times to escape, only to be quickly stopped in the attempt. They knew he was unhappy, and he wanted to make sure he behaved like it. On the fourth attempt he went for it all. Shifting into Nightbreed fully, bashing through the bars of his cell, ignoring the mind numbing gas they filled the halls with and killing four guards as he demolished their labs before escaping into the night.
Miles Avery
Name: Miles Avery
Secret Identity: Non Applicable
Race: Human
Birthplace: England
Character Age: 42
Occupation: Private Investigator
Gender: Male
Inhuman Abilites: No
Moral Standing: Hero
MoralDetails: Not exactly a 'Hero', more of a neutral allignment leaning towards Good.
Appearance: Hard living and harder liquor give Avery the dangerous look of a man on the edge, especially now he's having to quit smoking after an errant bullet punctured one of his lungs.
Recognisable for his personality rather than his non-descript appearance, Avery's premature grey hair and unshaven face allow him to disappear into most crowds with relative ease - always handy when your trailing a suspicious perp. Usually, Avery will be wearing a long, battered greatcoat over his casual street close - but under these he always wears his old Police Badge from his years on the force - as both a memento and as a helpful way of getting into places he really shouldn't be.
Super Powers: NA
Super Weakness: NA "Unless you count his desire to smoke, when doing so will do some serious damage to his already battered lungs."
Abilites: As Avery used to be on the police force, his knowledge of police practise puts him in good stead for a career as a private detective, often able to get the drop on his former colleagues when they're both chasing the same prize.
Owns a car but it hardly runs - fortunetly Avery is a master at scoring lifts with other people. He prefers walking anyway as it exercises his weak lung and lets him keep an eye on the streets.
Owns a hard-hitting Desert Eagle which is on his person most of the time, and a hefty sawn off shotgun for when the situation demands a bit more firepower. Neither weapon is licensed.
Abilities/Inadequacies: A heavy drinker and until recently, a heavy smoker, he still has cravings but forces himself to resist as he knows it could seriously damage his medical condition.
Personality: Avery can be summed up in one word and that word is persistance. A straight-forward thinker, he genuinely believes the end justifies the means and puts this theory into practises when pursuing wrong-do-ers - a shoot first ask questions later mentality not appreciated by the force - hence his departure into the private sector as it were. He despises his weakened physical condition, as his diminished lung capacity means he quickly runs out of breath - not a good attribute in a street copper.
History: A policeman for 15 years, Avery's direct approach to detective work cut short what could otherwise have been a promising career. His over-dependance on drink didn't help, and in fact added to his problems. He drank to forget the death of his teenage daughter - shot dead in a botched robbery and saw the faces of her killers in every criminal he went after.
He was dishonourably discharged after shooting dead the vice-president of an influencial pharmaceuticals company involved in drug trafficking and various other crimes, recieving a bullet in his own chest for his trouble - but reluctant to return to a civilian lifestyle he would not be able to adjust to he founded his own private detective firm out of an old office block - determined that someday his work would lead him closer to the murderers of his daughter.
Susan O'Riley "Banshee"
Name: Susan O'Riley
Secret Identity: Banshee
Age: 28
Race: Human
Birthplace: NYC
Occupation: Drifter
Moral Standing: Hero
Inhuman Abilities: Yes
Moral Details: Susan believes the innocent should be protected and the guilty punished. She listens with her heart to the laws of humanity rather then with her ear to the rules of man.
Appearance: Riley is a hard lived woman, having earned each of her adult years as the lines on her stern face show. Her dark green eyes never twinkle nor her stern mouth turn to more then a sneer or ironic smile. When the lips do part, it is usually to hold a cigarette between chipped and stained teeth. Hair the color of an October flame is pulled back in a tight ponytail, kept in place with a rubber band. Her five seven frame is clad in a cracked leather jacket the color of aged butter cream. A stained white tank top resides under this outer layer, and a pair of worn men's jeans cover her strong legs. Hands marked with broken nails and countless tiny scars are usually held in fists as though a slight challenge to the world, and a pair of old surplus black army boots are her ambassador with the road. A olive drab back pack hangs from one shoulder, holding within it most of all she has in the world. The rest resides in a battered guitar case held in one clenched hand.
Super Powers: O'Riley has what she calls the Banshee's Wail. In short she may produce a solid column of sound from her mouth, strong enough to blast through walls, tear through most metals, dent others, and send vehicles flying. Covering one's ears does nothing to block the attack since it is the same as being slammed by a solid object. Even the vibrations of her wail can damage internal organs and even in some cases crack bone. Like others of her mother's line, she is not effected by her own wail.
Super Weaknesses: Susan Can only use the wail on what is directly in front of her. If she is not facing the target, she'll not hit it. Though there isn't a known limit to how often she can use the blast, it does require the use of her mouth. Gagging her or otherwise sealing the mouth shut will null the attack. Also, due in part to the general belief of her mother's people and in part to the death of her parents, Susan is terrified of dogs. The breed, size, or color does not matter. They simply scare her down to her core. Even the thought of having heard a dog's bark will make her uneasy and a slight bit panicky. A picture of the animal is enough to fill her with fear and remove any thoughts of attacking, and the real thing will make her leave an area. If in the event a dog should actually come towards her, she will turn and take off in a mad run. These last until she simply cannot run anymore, and she has no ideas of her surrounds as she goes so there is no way to know where she'll end up.
Abilities: O'Riley is a great singer in old ballads, folk songs, and Celtic music. She has an extensive knowledge of Irish mythology, ancient culture and beliefs, and traditions. She is quite handy with the set of tools she carries with her, and earns money from time to time fixing up engines. She also has an odd knack for finding cemeteries in whatever town she visits, and being able to camp there without being discovered by bothersome cops. As her red hair might suggest, she has a temper akin to the Irish blood in her veins. She knows what fists are and how to use them, the strength she's gained in living a harder life serving her well in this area. She's a competent fighter to say the least, and there are more then a few brutes in some places who would rather again never mess with O'Riley.
Disabilities: Susan isn't friendly looking in the best of times, and her rough, whispery voice does nothing to remedy this matter. People upon seeing her tend to think she's up to no good or soon will be. she has a very hard time convincing most people of anything she has to say, no matter how real or important it is. She has some odd knack for always being harassed by any police who see her, and it usually ends with a night in jail for whatever bloated charge they can find to stick her with. On a whole, she makes anyone she's near uneasy, yet another effect of her mother's people. She's not fond of the news in either paper or televised form as she thinks there is enough pain in her life without hearing about more in the world. As a result she tends to miss out on current events around her. Her form of fighting would be best described as 'bar room.' Effective, but it is only there to get the job done. She's not in favor of any of the martial arts as in her words they make those who practice them look 'prissy.'
Personality: O'Riley is O'Riley, that's all there really is to her world view. Nothing that she does or that is done to her will ever change this, and she knows it. People will most likely never like her, and few will accept her no matter what. Still, she is of a good heart and even those that would spit on her she'll help, until she is able to give no more. She doesn't understand this anymore then her desire to walk everywhere to feel the ground beneath her feet instead of being in some vehicle, but as it is part of her she is accepting of it. She's fond of song, drink, smoking, and free living. Despite her soured look she is cheerful inside, and happy with her lot in life.
History: Some years ago in Ireland, a creature known as a Banshee was given a job to do. She was instructed to announce to Angus O'Riley the coming death of his much loved mother. But when the spirit saw the man working outside his home, bare chest tan and well toned, she paused for a moment. When he looked up and she saw his honest and kind face, she could not bear to bring him such sad news as the death of his mother. Instead, she returned to the realm she called home. The ancient Gods of Ireland were not pleased by this, and punished her. she was made but a mere mortal, and tossed naked into a world she knew nothing about. The woman stole a dress from a wash line and wandered aimlessly around streets, all the sights and sounds terrifying her. Finally she realized she was close to Angus' house. Not having any friends to turn to, she found her way to his doorstep before lack of food and sleep caused her to collapse. O'Riley found her where she slept and took her into his home. The former spirit awoke warm and safe in a comfortable bed, panicked at not knowing what had happened. But when Angus appeared with a tray of tea, she relax. Even managed a smile. At first the poor lady couldn't even seem to speak, but Angus was patient and kind. He found that she had had little contact with the modern world, and had recently be abandoned by her family. Having heard of groups that cut themselves off from the 'evils' of the modern world, he simply assumed she was from one of them and had voiced an opinion of her own, then been too shocked by the world she found herself in to speak again. There were of course people he could have turned her over to, but the man was afraid they would be too impersonal, that this terrified soul would be only another number to them. So he took it upon himself to help her. She was timid at first, but he didn't rush her. He took a week from work to nurse her back to strength, then made sure she was alright to stay alone while he went to work. Each morning and evening there were lessons, everything from counting to the names of colors. The woman was like a child in what little she knew, but she didn't give up trying. She gathered the basics rather easily, then gained more knowledge. In a few months he had coaxed her into taking night classes at a local high school. If anyone asked, she was a long time friend of his sister's that came to visit. Somehow he gathered any needed information to allow her into school, never saying how. It was almost as if he felt she owed her from some grand favor, but could not figure out what. The woman, who decided to be called Morgana, was thrilled when she finished the classes at the night school, her talent in the areas of mythology, folklore and legends having earned her a scholarship to a University. there she continued her studies, often times outdoing the professors in the afore mentioned subjects and taking larger class loads then many of the students simply because of the enjoyment she felt from them. She finished sooner then anyone expected, and O'Riley gave her the best gift ever. He made her his wife. Getting work at the University, Morgana continued taking classes. She didn't stop until she had gone as far as possible, a PhD in folklore and mythology. She was the known authority on anything in that area having to do with Ireland, wrote a number of books still used today in colleges, and was the guest at countless daycares to read children's stories. she so loved the children that she decided to have one of her own. When she received news that she was going to be a mother herself, Morgana was overjoyed. She had a wonderful husband, the perfect job, a child inside her to share her love with, and whatever pain she had once known from losing her old position was forgotten. That is why the wind turned ill for the former Banshee. Being cast out was to be her torment, her punishment. But she was perfectly content. The Gods were angry, and sent after her the Great Hunt. Vicious, huge beasts carved from blackest night to drag her screaming into the world of the dead. Irish spirits already had a fear of dogs, that they were the guards of the underworld and could drag back escaped souls. Even spirits that had no reason to worry feared these animals. There was no way of knowing which were harmless pets and which were creatures able to carry you off to torment unspeakable. It was while shopping that Morgana saw a dog of the hunt. It glowered at her from between two buildings, it's eyes a souless color. In panic the woman knew the creature for what it was and ran for her car, the groceries smashing to the ground and forgotten. She raced home as fast as she could, not hoping to outrun the beasts but perhaps have long enough to tell her family goodbye. When she reached the house, she was almost too scared to even get the lock in the door. When she finally did her husband ran forward to catch a fainting wife. She came to in only a few moments, and in a sobbing voice told him everything, even if he thought her mad. About seeing him for the first time and having the task of announcing his mother's death, of defying the Gods and being punished, of seeing one of the Great Hunt. Angus wasn't a superstitious man overall, but he had always heard a bit of truth to the old tales he heard growing up in Ireland. His grandmother had sworn by them. Plus he had never known Morgana to lie to him. So he was left with believing her. He helped her up and to the bedroom. Pulling out a suitcase from a closet, he told her to pack quickly. Not fully understanding the terrified woman did so. Her husband left for a moment, returning with a cash box containing money, papers, and passports. One for each of them. He handed everything over but his own passport, and told her to leave. To take the first plane to American. She didn't understand as she said the Hunt would find her, and Angus explained that the beasts were the strongest in Ireland, their homeland. Anywhere else it would be harder to find her or so he hoped, and he had old friends now living in New York City he knew would help her. He wrote a note for the pregnant woman to take, and called for a taxi to her off to the airport. He had only enough time to call the university at which his wife had worked to explain that due to a serious family matter she had to leave for an unknown time, perhaps permanently. He hung up just as the Hounds found him. Perhaps had he not tried to fight them he would have lived another day, but it will never be known. Something told Morgana Angus was dead, and she wept but boarded the plane for America anyway. Somehow Morgana found a new yet sadder life. She Found her husband's friends and they helped as much as they could, finding her a place to live and even setting up a few interviews. She landed a job teaching at the outskirts of the city in a junior college, eventually living close by as well to save on travel. Her Daughter Susan was born to her, bringing at least a bit of the joy back into the woman's life. But there was always a sadness in the mother's eyes, a deep pain Susan could never really understand. Morgana home schooled her daughter and never let her go anywhere by herself. Susan had a fiery spirit and detested the close supervision, but one look into the older woman's eyes showed the girl there were reasons for this behavior better left unspoken. Susan discovered her ability early in life, and her mother helped her learn to use it. The girl had always had a raspy voice, but took to singing the same old ballads and songs Morgana sang to her. Somewhere along the line a used but well tended guitar was bought for the child. For as long as she could remember, the younger O'Riley heard her mother say that there was a chance something may happen that the Irish woman would have to leave. If that ever happened, Susan was to take the money from a known hiding place and whatever she could quickly pack, then leave for the police and tell them her mother had disappeared. The daughter was to know always that her mom loved her dearly. Susan spent her free time singing or tinkering with lawnmowers and other machines, eventually earning a little money with the hobby. Morgana said this was from Angus, a loving father who would be most proud. The former Banshee lived in secret fear of the Hounds, that one day they would take her or her daughter away. She never told this exactly to the girl, simply to avoid dogs. The girl hated them from birth without really knowing why, but never questioned. it. One day when Susan was fifteen, her mother didn't come home. Not that night, nor the next, nor the one after. O'Riley gathered her things and felt the home she knew, reporting to the police like her mother had instructed. Morgana was never found, but the truth isn't clearly known. Perhaps the Hounds she feared found her at last, or one of the ancient Gods decided to handle it personally. Or perhaps it was nothing of this, and Morgana's constant fear sent her running far from her daughter to save her. Maybe it was a completely human crime that stole the woman away, and those she had offended years ago counted loss of her homeland and the very one she forsook them for as punishment enough. It may never be known what happened to her that day, but O'Riley's life continued,. They placed her in a group home, but one of the tougher girls tried to make fun of the orphaned girl and wound up counting teeth. Other girls tried with the same result. After a brief time even the boys wouldn't dare pick on her. In the usual close mined nature the officials running the home listed her as 'Over emotional, quick to anger.' The truth of the matter was the girl had simply won the right to be left alone, spoken in a language those who objected had understood. But after Susan's last fight, a supervisor came in with a couple of workers to punish the girl. They were going to take away her guitar, all she had left of her mother. The suited man reached for the instrument and found his fingers broken. The workers ran forward to help but got shins kicked, guts punched, and overall generally beaten up by a girl. They somehow managed to forget the event by the weekend. O'Riley and her guitar, along with the rest of her belongings, decided it was time to leave the home. But first, as she didn't think she'd ever again see the money her mother had left her, the young woman took donations from the fallen men. She hit the road and never looked back, never even played the 'what if' game that most have. What if she'd stayed? What if she'd waited for word from the police? What if she might have had a normal life? There was no reason for such a waste of thought since she knew the answers. She would have hated it, and the same things that allowed her to survive in a group home would have poisoned her with any family that came looking for a daughter. The cops would have hunted for a while and given up, claiming Morgana missing and Susan a ward of the State. As for the last, normal was the last thing she wanted to be. In the same way her mother had known about Angus, Susan knew the woman who raised her was dead. There was only herself now, with the open highway and her music for friends. This was almost enough, but she soon realized the importance of having a man in her life, someone strong who could make her forget the worse parts of her day and keep her warm at night. For this reason, she's always sure to take Jim Beam with her where ever she goes.
Rock
Character Name: James Madison
Secret Identity: Rock
Race: Meta-human
Birthplace: Chicago
Character Age: 22
Occupation: Hired help"bodyguard,lacky,ect."
Gender: Male
Inhuman Abilites: Yes
Moral Standing: Oddball
Appearance: In his normal state James stands at 6'2, and is a African American male.He wears different clothes depending on his mood, or what he stole that day. He wears an earring in his left ear and carries a tattered bookbag with him.
In Rock form he stands at 7'2 and his skin is a platinum colored granite like substance.
Super Powers: In his Rock transformation his skin is covered in a granite-like substance. He is capable of lifting around 43 tons. His rock-like skin works like armor against physical & energy attacks.Rock's eyes gives him night vision.
Super Weakness: For some reason James's Rock transformation is highly vulnerable to cold.It is as if his Rock body is a great cold conductor and even though the skin on his body is ok, his insides freeze up. But before it gets truly fatal his body usually goes into shock and sheds the rock like skin while he is unconscious.
Also he can only hold his transformation for an hour at max, it is usually dependant on how much damage his body takes.
Abilites: Due to growing up in the gang lifestyle James only fighting style is primitive streetfighting. He has a good heart once you get to know him and can be a loyal friend.
AbilitiesInadequacies: Though James can hold is own he would probably get beat down by even an amateur fighter who knew what he was doing.
Since he never graduated from school he not exceptionally smart but he does have alot of common sense and logic.
Personality: James is a very jealous man, he hates people who lives are better than his. His temper makes it hard for him to keep friends, even though he hates being alone.
History: James Madison was born in Chicago Illinois, to Joseph Madison "who was a violent alchoholic" and Debra Madison.Due to the friction between James and his father Joe, he eventually found solace in street gangs. When James was exposed to hazardous chemicals during an explosion while breaking into a nearby genesplicing plant with his gang, he went through a horrific transformation.At first he didn't think anything had happened to him, beyond being shaken up a bit. But soon he discovered it was far more than a simple shake-up.While in his room he heard his mother and father arguing. James cracked his door open slightly and watched as his father raised his hand to strike his mother.James rushed to his mothers aid and was knocked down by his father.Furious James raised himself back to his feet and suddenly a strange form of energy manifested from him, causing him to change from human to a strange platinum colored rock-like humanoid possessing a degree of invulnerability & superhuman strength.He grabbed his father by the throat and threw him through the wall. His mother, who was terrified at this point, called him a freak and kicked him out of the house.Now homeless, James joined a group of homeless freaks living in an underground section of Chicago. Dubbing himself Rock, James became leader of the group. After a incident where james was framed for murder he escaped the the city and found his way to megatropolis.
Carl Brawler "Brutalizer"
Public Name: Currently: Brutalizer
Secret Identity: Carl Brawler
Race: Super Human
Birthplace: Los Angeles
Age: 27
Occupation: Wandering Tough Guy
Gender: Male
Moral Standing: Carl Brawler doesn't actually care if you're good or bad, he just wants to cause some havoc and go where the action is. He may one day turn the tables on some outnumbered heroes when just a week before he was storming through their base of operations just to see if it really was as impenetrable as they thought. He doesn't mind the pay either, if there are goods to reap, and mayhem to cause, he'll be there, rushing with the forefront of the charge.
Appearance: Carl Brawler stands at almost 8 feet tall and weighs somewhere between 400 and 500 pounds "no one has been able to subdue him to get a definite number, this is just the educated guesstimation". His battered face is usually covered by a gas mask or a facegaurd. Beneath the masks is a face with a nose that has been broken time and time again, a well defined, chiseled chin with a few knots in it, and cheeks that have scratches and holes in them. His eyes have smaller pupils than normal and are the color black. With big burly arms, powerful legs, a hefty chest, paw-like hands, and a head large enough to fit the rest, he is a walking tank made of flesh. Carl likes to keep his hair very short, no more than a few centimetere long, he likes to think that long hair "is for sissies." Brutalizer usually wears a trench coat over urban camoflage to help hide his weapons but his outfit can change depending on how he feels, sometimes he just likes to wear a plain white T-shirt and jeans. He has a few holsters and slots on him no matter what the situation, and the only most uniform thing about him is that he'll always wear large steel toed combat boots, or as he calls them "wussy stompers" and there's usually biker gloves on his hands. Also there are always extra layers of armor and protection on his torso.
Super Powers: Brutalizer's powers fit his size, he is literally a walking tank, his body is almost impervious to all damage. Due to dulled senses most pain is nullified on Brutalizer's body, This also makes him on the few people on Earth who have learned the very special fighting style, Power Punching. On the sight of his own blood, Brawler goes ballistic, he becomes so enraged that he goes on legendary rampages where there is no reason or logic to what he does, he mindlessly destroys everything he can get his hands on. Carl Brawler's Brute strength has been observed but not to it's full capacity. To date, he has been able to lift a 400 pound barbell with a single hand and only moderate strain, he has lifted a ton with both both arms used together and that seemed to tax him a little.
Super Weaknesses: Brualizer's rampages can also be his downfall as they bring unwanted attention to him, but his real weaknesses are specific parts of his body. Brutalizer's eyes are extremely sensitive, hence his constant wearing of something to block out as much light as possible, bright lights blind him for longer than they do normal people, and can even stun him outright. Being caught in highbeams or by surprise with a flashbang or firecracker can have him reeling in pain. Carl also has no natural bouancy, he sinks like a rock in water which is why he avoids all lakes, oceans and things of the like whenever possible. Though he has an increased lung capacity due to his size, he is not an aquatic lifeforms. Brutalizer's unstable mind has led to a major mental deficiency as far as mental prowess goes. Though not in an intelligence sense "As he is perfectly capable of rationalizing who to beat up and when, or how to go about such a task", his natural mind problems have led to a vulnerability to anyone possessing psychic abilities. These abilities seem to be enhanced on him and can bring him down with more force than normal. Perhaps Brutalizer's biggest weakness is extreme temperatures applied to his bare chest. Though he always may cover up with an extra kevlar vest or a plasteel chest-plate, if his chest is exposed or his garments made to conduct either extreme of the elements, if even for short periods of time, he is quickly defeated. Extreme colds cause Brutalizer's heart to slow down throwing him into a state of hypothermia, while extreme heats cause him to go into shock rapidly increasing his pulse. Though he can go outside on a hot sunny day, or a chilly wintery evening without a shirt on, the risk is generally too great, a simple little snowball held in the right place for a few seconds can be the end of him.
Abilities: Brutalizer's training has allow him to be knowledgable of almost every firearm known to man, and those that are new to him, he can pick up quickly. He is a man of constant turmoiland due to such a thing, he has become more than an adept fighting with in built combat sense. His most amazing training though, is the special "martial art" Power Punching or so he calls it. From extreme training with a russian pugilist, Carl Brawler has learned to master mind over matter to increase his natural abilities. The special fighting technique he likes to use, Power Punching, is proof of this. Power Punching is the very ideal when on looks past the faults of flesh. A normal flesh and bone fist can shatter rocks, tear chunks from the Earth, and even bend steel girders. Carl Brawler also has a knack for getting connections to the people that matter most, shady characters and the like. Whether he has to prove it by doing tons of damage or by making drinking buddies with a guy who knows a guy, he just always seems to be able to get in contact with just the right people.
Inadequacies: Brutalizer is somewhat of an anachronism, he hates many things of the modern world, including computers, Automated bank machines, VCR's, lightswitches, Cars, escalators and generally anything else electronic. He deals with them, but is generally inept when it comes to knowing anything about them. He prefers old fashioned things that he has full control over "Getting down'n'dirty". He'll drive a car but neglect to learn how to hotwire one, though that works to his favor as he can have fun beating the keys out of the vehicle's owner. He'd rather use a keyboard as a club than go on the internet. Carl also likes to do things his own way, he is immensely stubborn and generally either doesn't follow instructions or will follow them too well. His knack for going overboard on even the simplest of tasks usually gets him unwanted attention. Regardless of how high-paying a job is, or how valuable the loot he just stole is, Brawler is just awful with money. He seems to make it all go away on alcohol, dropping it, or buying lots of weapons he destroys or leaves somewhere quickly. A final thing is that Brawler never can keep his mouth shut when he really should. He mouths off to employers, hints people who he's going to off and other such things, oftentimes complicating matters.
Personality: Carl Brawler is a loud mouth and proud of it, he takes life as one big joke and will spout lighthearted comments, double entendres, innapropriate jokes, and unnecessary puns as he hurls grenade at a bus full of nuns or something else along those horrible lines. Carl loves metal and will often times be heard spouting the lyrics to which ever song he's currently thinking about as he causes more problems. He loves to speak his mind, regardless of how much no one needed to hear what he had to say. Carl also enjoys "introducing" people to things, which is usually just another way of saying beating them with said things. Extremes are another of Brawler's quirks "or perks depending on how you look at it" Someone might hire him to "silence" a certain someone and he'll end up butchering everyone in a three block radius "Just to be sure...aww who am I kidding, it was for the hell of it." He likes to go above and beyond the call of duty even when no one asks or even wanted him to. A naturally aggressive person, he'll maim, mutilate, massacre, and mangle without even a second thought or remorse, but won't take it seriously: "It's just your throat, you'll grow a new one." Brutalizer likes to go to the shadiest places possible, because he likes the company of other joes looking for a bad time. He's naturally drawn to any scene of pandemonium and lives only to partake in as much carnage and devastation as he can. Brutalizer considers the world to be one big face that hasn't been punched yet. His wild, erratic personality is believed to be due to suspected brain damage. Due to his highly violent mannerisms, Brutalizer's general ideal is to carry at least 3 weapon on him at all times one large and two hidden, but he won't usually bog himself down to the minimums. He believes everyone should carry weapons all the time too, to make the world a more interesting place.
Origin / History: Carl Brawler, originally born with no name, was taken in by a group of gang members and raised as one of their own throughout his youth. He took the name "Damien Stinger" early on. At the age of 12 he was caught in a drive by shooting and took three bullets, one in his chest, one in his ribs, and one in his throat. It is thought that the one in his chest is what lead him to his weakness otherwise he'd be unstoppable. The one which entered his throat caused him to go into a coma for a year, but remarkably he lived, yet a little changed. His lust for blood was amplified, his senses dulled, his thought processes had spiralled down to only a single thought at the end, seek more violence. With his natural tendancy towards violence and his immense, imposing size he eventually grew in their ranks so much he ended up travelling to Europe to be a high member of the organized crime ring he had been on the forefront of. Now, taking the name "Matthias Sledgehammer" He honed his natural abilies and grew deadlier by the day. At 17 he was sent out to Russia to train with the world's best boxer. For five years he meditated and trained, learnig to take pain so it could focus and strengthen him, mastering Power Punching. After returning to the crime family he became their number one enforcer, causing massive amounts of violence all over Europe and earning names like "Warmonger" "BattleBringer" and "HellRaiser". His name becoming synonymous with death and carnage. One day he went on a rampage, getting carried away during a hit on rival gang members. As he went crazier and crazier, he eventually caused himself to bleed. The sight of the crimson fluid sent images of the drive-by into his mind, the confusion, the anger, the hatred, the need for revenge clouded his vision, he smashed everything in his path, crushing and killing, murdering civlians with his bare hands by the dozens. He destroyed half a city before he headbutted through a brick wall and destroyed his mask, allowing a helicopter to drop canisters full of knock-out gas near him which eventually tranquilized him. With such an infamous person in Europe, casting a horrible shadow of fear into everyone, they decided to ship him back into America. Dropped on an unknown coast he wandered for a time which he kind of "forgot" to keep track of. Taking the new name Carl Brawler, he eventually came to be known as the Brutalizer earning the title out for his constant seeking out of fights, battles, wars, anything he could to satiate his needs. Until the day he set foot on Megatropolis...
The Marksman
Moral Standing:
Hero: The Marksman does his best to fall on the side of good and justice. He believes in self-defense, and the defense of the innocent, but would much rather incapacitate a foe then to kill him outright. Extreme violence is only used in the most extreme circumstances.
Description:
Steve Bruce: 6 foot, 3 inches tall. Blonde hair cut short, and green eyes. Clean shaven, athletic, handsome and squeaky clean, he always is in clean, good quality clothes. Always smiling, a wide white grin that melts certain harts.
The Marksman: A tall, well-built blonde stranger, wearing dark blue jeans and a simple deep red t-shirt. Overtop is his signature black sheepskin leather jacket. A capitol letter "M", with a circle around it, is engraved on the jacket, located over the heart. A mask, looking like a long piece of red fabric, with holes for the eyes, tied around the upper portion of his head, covers his face, hiding his true identity. The mask is tied by a knot at the back of his blonde head, the ends of the mask dangling to his shoulders.
Super Powers:
Super-throw\catch: The Marksman has the uncanny ability to throw an object with incredible speed, grace, and accuracy. However, the object must be small or light enough to be held in a single hand. Additionally, although he can hurl items very far, his maximum "lethal" range is 250 feet. This super ability can make the most unsubstantial items, such as a pencil, deadly in his hands. Coupled with his super-sight, he can also catch items that hurtle toward him at an amazing speed. Anything slower then a speeding bullet can be caught with a flash of his dexterous hands. However, for his super catch or super throw to be effective, he must see the object "With direct line of sight, or through a reflective surface" and a hand must be free. {For this super power, think the Bullseye villain from Daredevil"
Super sight: Although he cannot see through walls or other spectrums of light, his eyes are incredibly sharp, like an eagle's. He can see far distances, and can pick up incredibly minute details that other humans could miss.
Super Weakness:
Either blinding or crippling his hands, by any means, would make his super powers useless. Additionally, he is human. Although the Marksman is in a physical prime, any disease, massive damage, radiation or anything else a human being cannot withstand, will kill him. The Marksman uses his gut instinct, quick mind and skill to overcome an enemy, not brute force.
Talents/Abilities:
Ambidextrous: Steve can use both his right and left hands with equal skill.
Kick Boxer: Although not an amazing or truly talented martial artist, Steve\The Marksman can make use of the savage art of kickboxing. Suffice to say, his needed, he can hold his own in a fight. However, he is neither master nor "natural genius" and anyone of greater combat ability will eventually best him in a sustained and complicated fight.
Natural Actor: Steve is, however, a natural when it comes to emoting and body language. This is what is career is built on, but can also be used quite deftly in an undercover situation or a disguise.
Additionally, Both Steve and the Marksman have a sharp, intuitive mind. He is "wiser of his surroundings" then "book smarts", more home on the streets then in a library. Although he does enjoy thoughtful conversations, his debates are more charged on emotion then driven facts.
Disadvantages:
If anything is the major failing of wither The Marksman or Steve Bruce, it is his ego. Although he does not "actively" look for attention, he is quite smitten with the limelight once attention comes his way. The Marksman is known as a media darling, and unlike most super-heroes, quite happy to grant an interview, and even sign autographs! He also has a penchant to make zippy, press-friendly remarks and personal jabs at villains.
He is also young and daring. Eager to help, which means eager to get into trouble. However, his wit, skill and charm normally bail him out.
Personality:
Steve and The Marksman are known for their kindness, charity and overall friendliness. They normally give a person they just met the benefit of the doubt "Unless they're destroying buildings or holding the city hostage". Charming, sweet and empathetic, it is very hard not to like the handsome man. However, his kindness can be seen as smugness, his charming as conceit, and his charity as empty by those who... prefer not to be around him.
He is an emotional man, and wears his feelings on his sleeve. His fuse is not the longest known, and is more likely to take action then just sit around and think about a proper recourse.
Bio/Origin:
Growing up, Steve knew he was different from an early age. Quick to enter into sport activities at school, he became and expert pitcher for his little-league team. Indeed, some of the time, he had to purposely throw a bad pitch, as to not arouse suspicions.
Suspicions came, however. His uncanny abilities and his eagerness to be accepted soon came to haunt him. He was labeled as a freak, whispers of a mutant, and when he was in high school, a few strange pale strangers formed a cult around him, thinking he was an extra-terrestrial. Even the CSIS "The Canadian Secret Service" took an interest in him. This was not the worst, though. The worst was soon to happen.
When he was 15, his mother was a witness to a brutal and senseless shooting, which was soon linked to a popular organized crime syndicate. The hitman's name was Dusk, a pale and ghoulish looking man who was known for his coldness and secrecy. Overcome with her sense of duty, and the desperation of the prosecutors to put away Dusk, she testified as a witness, despite Steve's fathers insistence that she forget about the ordeal.
Steve's family soon undergone witness protection, and left their home country to the USA. A nice, quaint suburb in Spokane, Washington was their new home, and for 2 years they lived a happy and peaceful life. Steve was in more control of his talents and powers, and drew very little attention.
Dusk, himself, soon escaped his prison and under another name eventually found the woman who was the main cause of his incarceration. Coming home from school, the now 17-year-old Steven stumbled upon his parent's butchered bodies. It was indeed a bloodbath and the corpses of his parents were barely recognizable admits the blood and gore.
As fate would have it, Steve's arrival was soon after Dusk's exit. It is unknown why the mobster, who must have known about the third member of the family, chose to ignore Steve. Perhaps he thought nothing of a teenager. Perhaps he was masochistic, and savored the torment that the boy would undergo the rest of his life. Whatever the reason, it was his largest and most fatal mistake. Steve, overcoming his grief in exchange for rage, soon caught up and found the human monster that did such an atrocity to his loving parents. Torn by grief and fueled by anger, Steve slew Dusk most unmercifully. Over the hitman's tattered corpse, Steve Bruce vowed to himself that he would no longer allow families to be torn, and innocent, hard working people be taken hostage by the acts of evil persons.
His first stop: Calgary, to settle the score with Dusk's employers. After that, who knows?
It turned out, at the age of 22, He stumbled upon Megatropolis. There, already establishing his super-ego, The Marksman, he started his crusade against injustice. His anger was gone, his grief almost past, and he was a more compassionate man. He fought many a villain, and saved many a life. Despite his heroic actions, his mind was soon sundered by a most malicious alien intelligence. With the help of an unlikely companion, this foe too, was bested. However, his good name was smudged, and soon after, he sustained a critical injury.
Understanding the need to let the heat of the police and press cool down, Steve put aside The Marksman's legendary jacket, and pursued his acting career. After a few small bit parts in assorted B-rated movies, he hit the jackpot when cast for the martial arts movie, "Sweat and Blood." Hailed as the next generation action hero, and now financially secure, it was now time for The Marksman to return to Megatropolis and continue his never-ending vow ... .
Taraqha
Honestly I put most everything i coudl think to say about this char into his bio... just take a look
^^;;;
Kori Winters "Arctic"
Public Name: Kori Winters
Secret Identity: Arctic
Race: Human
Birthplace: Megatropolis
Age: 13
Occupation: Middle School Student
Gender: Male
Moral Standing: Sidekick/Henchman
Appearance: Kori is what most people would call a runt, with the looks of a kid who spends too much time playing videogames or in front of a computer. It is a part he very much acts. Kori wishes not to stand out, wearing glasses he dosen't need, plain clothes, and light brown hair that runs the length of his face, that sometimes falls in front masking his Hazel eyes.
When his powers begin to manafest his eye color changes to a dazzling peircing blue color and his hair turns a mixture of lightblue and white lasting for a short period after his powers are no longer in use.
Super Powers: As Arctic, Kori has the power to freeze things by touching or emitting a sub zero mist from his hands. When his power is really let loose or when he looses control, serious weather conditions can occur in the form of a hail storm or a blizzard occuring only in the immediatly area of himself.
Super Weaknesses: Kori is very sensitive to two elements of nature, Fire and Water. If Kori is not in total control of his power he can find his icy powers can be more than he bargained for. His powers can weaken or strengthen based on his emotions and loosing control in a rainstorm, swimming pool, or even a shower, his powers can sometimes put him in serious danger.
When he comes into contact with fire he can often nullify the element, but at the risk of causing burns cause by the steam or scolding water resulting in the mixture of the elements.
Abilities: Despite his looks Kori is very agile and flexible which can become handy is sticky situations.
Inadequacies: Kori is not what one would call a strong person. Though he is fast and light on his feet, if that movement were stopped and he were forced to put up a physical fight, the boy would be pummeled into a pulp.
Personality: Kori is a very internal person, and does not wish to be noticed among others in fear that his unusual power would cause him to be an outcast.
If he had his choice he would never use his powers, but can never bring himself to let someone in need down, or even look bad in front those with other abilities.
Still trying to understand his powers himself, he can often find himself being easily influenced by people who do not have his best interests in mind.
Origin / History: Kori was born during a freak blizzard on the outskirts of megatropolis, when his parents car was buried in the snow. By the time they were discovered, only Kori was found alive.
He was then sent to be raised by his only living relative, a rich Uncle who owns very many businesses in Megatropolis. Kori dose not have very contact with his Uncle as he is always away on business, so he lives only with the housing staff hired by his Uncle to keep an eye on him. Kori was forced to grow relying only on himself, and is the only one who knows about his abilities.
Sword Saint "Kensei"
Kensei
Public Name: Kensei, Sword Saint
Secret Identity: Kaneda Sousuke
Race: Superhuman
Birthplace: near Osaka, Japan
Age: 33x years "partly hibernated by evil magic"
Occupation: Living history / samurai on holiday
Gender: m
Moral Standing: As a former samurai, Kaneda Sousuke still has the deeply rooted beliefs of the bushi. However, he has been travelling around this modern world for a while now, and some of them just aren't timely anymore. The old hierarchies are gone. However, that does not stop him from trying to create his own little personal order where he can. This means he will demand respect where appropriate, give aid where necessary, and fight evil where he sees it. However, his definition of evil might not be quite the same as that of just any other man.
Appearance: When he was locked in his tomb and buried alive in 16xx "more later in the history secion", Kaneda Sousuke was already a thin man. Now he is positively emaciated, and even regular eating and a comfortable life haven't changed that much. His skin is drawn taught over stringy muscles and old bones. Recently he has been letting his gray hair grow longer, and it has become somewhat shaggy, although not quite long enough to tie back.
To cover up his emaciated figure Kaneda usually wears a wide-brimmed hat, round dark goggles, and a shabby brown long overcoat with somewhat stuffed shoulders, full of pockets and hanging un-belted down to his ankles. Underneath he wears whatever clothes he has, but also carries his daisho, the last remnant of his time as a samurai. His eyesight has become rather bad recently, so he sometimes likes to wear a yellow band around his arm with two black dots on it, and carries a stick to feel his way foreward like a blind man.
Super Powers:
1st: Godlike speed and reflexes: What made Kaneda a prodigy in his former life and enables him to live among superheroes today are his extreme speed of movements and reactions. He can propel his body to near bullet speed for short periods of time "like two steps to attack, or a fast dodge", and react with lightning reflexes to incoming threats. However, speed works both ways, the laws of inertia are not circumvented. When moving fast he has to stop himself again, and while his body is light it is also fairly weak, and very frail. Every speed move puts a big strain on him. And while he will fight on with will alone if necessary, he will also probably collapse afterwards. For that reason he will make every effort to move as little as possible during any fight.
2nd: Motion sense: Being affected by speed as a whole he can not only move at fast speeds, he can also supernaturally sense any moving objects in a certain vicinity – when he closes his eyes. This sense works 360° around him and also through barriers. The intensity, range and precision of the feeling is directly proportional to the speed of the object, so while he can cross a super-speedway with his eyes closed he'll have the same problems as anyone else finding a wall in a dark room, or sensing a snail crawling around the dirt. Also, the sense only appears with precision after a short period of adjustment, so just blinking won't give him a precise view of the bullet just flying towards him. Very fast objects might trigger the motion sense within just a blink, but it'll just be a very abstract sense of movement.
At very close range the motion sense will begin to work by relative speed, as in when he is moving fast he just might still notice the thin wire drawn across his path of movement – with very little time to react left at that speed.
Super Weaknesses:
Being locked motionless in a tomb for 300 years while semi-conscious and certainly only partly suspended in time certainly didn't do much for his physique. He was never a strong man to start with, and right now his body is so frail that every concussion could cause a broken bone, or at least a major bruise. His whole method of survival is not to be hit by anything.
His mind also suffered a great deal, mainly resulting in claustrophobia. Even small rooms cause anxiety, elevator cabins will trigger a shortness of breath and cold sweat, and crawling through pipes and ventilation shafts is just not something Kaneda will do.
Also, his eyes were among those parts of his body less well suspended in time, and they suffered majorly during his entombment. They became very sensitive to light, and at the same time lost a great deal of focus. While wearing strong glasses somewhat alleviates this predicament, it still doesn't change any aspect of the fact that he identifies people by the colour of their clothes at range, and in the dark people are mostly just schemes.
Having to close his eyes to use his second major strength of course also doesn't always put him in a good position. While, by long practice, he may certainly be able to remember the locations of immobile objects nearby with some accuracy, his lack of good vision constantly puts that claim in jeopardy.
Abilities "Non-super talents of character": Kaneda is an accomplished swordsman by all standards, however, he was never a great swordsman by skill alone. In the past and now he won by his super-speed, but his swordsmanship was average at best. Before being entombed alive Miyamoto Musashi almost defeated him even without any superpowers, so by his honour as a bushi Kaneda submitted to him and received the shogun's verdict.
Even now his swordsmanship only shines by being, well, better than that of most amateur swordsmen.
Other than his swordsmanship he is an average human being, neither overly intelligent nor overly stupid. His strong will deserves mention, both as an asset and as a weakness, since it will drive him into foolhardiness if provoked in the right manner.
Inadequacies "Non-super shortcomings of character": Kaneda is a man of the past, even though he has spent a year now travelling around the modern world, he is still somewhat lost. He lacks a lot of basic knowledge, most of all about science and technology "that doesn't REALLY put him too much behind that part of the general public that can't program a video recorder". He accepts the wonders of the modern world, but he doesn't understand them.
Personality: Kensei is not a bad guy right now......
Origin / History:
"This is where everything else will hopefully start to make sense."
In 16xx Miyamoto Musashi faced off in a duel against a man who came from little recognition, but managed to fight his way to fame by beating his opponents with supernatural speed and reflexes. Musashi almost lost, but his opponent recognised his superior swordsmanship, and refused the victory, asking Musashi to judge him. Musashi refused, and referred him to the shogun "more as a spur-of-the-moment decision". After a bit of an odyssey the swordsman arrived at the shogun's court, presented himself, and somehow managed to get in the shogun's bad books right away.
As punishment, the shogun denied him his right of sepukku, but instead incarcerated him alive in a tomb, preserved by dark magic. By discipline alone the swordsman didn't lose his mind, but lived on semi-conscious for 330 years before being discovered by an archaeological excavation team. After the shock of finding someone alive in a tomb subsided, the archaeologists sent the swordsman around the world to tell his own version of 17th century japan. Within a year, the swordsman became somewhat famous. After a year, he had enough.
The world "mostly the archaeological world" knew him as the immaculately groomed, spectacled, slightly thin, pleasant gentleman from the past who came to one convention after another to tell his tales. The swordsman decided to get rid of that image, and replaced it with the ramshackle near-bum that walked the streets of Megatopolis today. He wasn't stupid, he realised what made the world tick, and the somewhat brilliant, somewhat dull archaeologists couldn't quite hide the real gist of things from him. He managed to make just a bit of money on his many lectures. He managed to learn English ... . err, Engrish, to a degree where it became possible to move about the world at large without too many worries.
And so he arrived in Megatropolis, a man who hid his swords beneath a long overcoat, or carried a sword-cane when swords were really inappropriate. A man who decided that his days as a swordsman might not just be over right now, who believed that he could set some things to right. Possibly his version of right, but that didn't matter.
That swordsman was Kaneda Sousuke, who would henceforth become known as Kensei, the Sword Saint of the modern world.
The Squid "Mary Holly"
Public Name: The Squid
Secret Identity: Mary Holly
Race: Metahuman/Inherited Mutation.
Birthplace: Megatropolis
Age: 19
Occupation: Student, Mega U / casual waffle house employee
Gender: female
Moral Standing "Hero": Inspired by her mother's deeds as The Squid in the in the 1970's and 1980's, and manifesting the same powers, Mary has chosen to create her own costume and become a new Squid!
Appearance: Out of Costume: Green eyes, shoulder length brunette curls, a strong chin and a very slightly bulbous nose. Pale skin. Slight build, 128 pounds of weight and five feet and seven inches of height – well proportioned body for height. Generally in jeans or a floor length skirt and a t-shirt for casual day-to-day wear, often with a green/grey student's rucksack. Plain dark ankle boots on her feet.
In Costume: Almost full body black skintight latex-rubber catsuit; Black domino mask, held on around her eyes by actor's glue. Four little spikes are below the right eye socket of the figure-eight mask, the outer two slightly longer than the inner two. Hair held in tight ponytail. Sturdy calve length black boots, reinforced toes. The catsuit has no arms, with a 'muscle shirt' style cut at the shoulders. As the Squid, Mary's arms each change into two variable length purple/black tentacle appendages, with small suckers along the inner lengths. This change has the appearance of her arms literally changing colour and splitting, warping, into the tentacles, then combining, shrinking back into her arms afterwards.
Super Powers: Tentacle Arms: When Mary wishes to activate her Squid powers, her arms split apart and darken, lengthening out to six feet for the upper tentacle and eight feet for the lower on each shoulder. She wields close and accurate control over these prehensile limbs; being able to spin them around her, grab coins off of the floor or guns from hands. Much stronger than her normal body muscles, she can pull herself up the side of a building at high speed using the tentacles and suckers, or hang from the underside of some overhang, or slap someone around. Wrapped around the arms and legs of a strong human they are sufficient to easily hold him or her in place and spread eagled. The tentacles then meld back into human arms when she needs them too – any wounds on the tentacles become wounds on her arms.
Ink: Produced internally, The Squid can spit "ink" over a distance of around six to eight feet. Capable of spraying out a maximum of about a pint of the highly slick non-toxic substance in one go, or lesser amounts if needed. Sprayed on the ground or a weapon handle, it works like a lubricant making the target very slippery and hard to hold onto or stand up on. This ink also has a light-healing factor – spat into or onto a wound, it will slowly knit living flesh back together, including The Squid's own. She needs to drink down about a pint and a half of liquid "anything that an ordinary human could swallow like water, milk, cola etc" to produce a pint of ink – but usually has about half a pint in her stomach without taking a drink. Life as a student drummer – even in America – has gifted her with ability to down drink fast.
Super Weaknesses: While her body devotes itself into generating the tentacles from her shoulders, her pleasure/pain responses in the regular parts of her body become more sensitive. Thus, while her tentacles are out she feels pain much more keenly and for longer periods in the non-tentacle parts.
Also, it has been said that possessing opposing thumbs is one of the most important aspects of the human animal because there's so many things that require them; with her tentacles out – and it must always be all or none – she lacks them.
Once her base ink is used up, the power is inoperable until she consumes more drink as detailed under super strengths. Preventing her from consuming liquid "and she is limited to liquids a human could safely drink" prevents 'recharging'.
Abilities "Non-super talents of character": A music student at Mega U, Mary Holly is a percussionist by choice and skill. She's played in a number of high school and student bands, but since the split of 'Bloody Students' has been on her own. Average intelligence, middling state education and musical talent took her to Mega U.
When her tentacle arms manifested on her eighteenth birthday, she began to train in both gymnastic acrobatics and judo.
A good head for heights means that scaling the sides of buildings – once Mary got past the initial weirdness – is no problem for the girl. She has her licence and drives a third hand three-door Volkswagen with no special features.
A comfortable student allowance from her mom is supported by very casual work at The Waffle Place when shifts are available. Her costume is supplied through her Mother's shop, a popular supplier of "specialist" clothing and equipment located in a side street downtown.
Inadequacies "Non-super shortcomings of character": Mary initially had no special training to be a superheroine from her mother, as the woman had always thought that her own special powers had failed to pass down to her daughter and so made no mention of her past career to her daughter. It was only just over a year ago that Mary began preparing for her role, and so her skills in gymnastics – she can do a handspring flip, a little swinging about – and judo – a few throws with her own arms are still fairly minimal.
Mary carries no weapons and has no weapons training, and *without* her tentacles manifest has the sort of strength you'd expect from a petite 19 year old girl, and even with drumming she has minimal musculature on her "human" frame.
She has yet to be desensitised to violence and, besides her head for heights, isn't comfortable in big fight situations – especially extremely violent situations. The first time she was shot, even though she healed herself with ink by the next day, her nerves were blown to pieces.
Mary's costume is very hot and sweaty inside, and she finds herself drinking a good deal to replace lost water; she's also one of the few heroines who has to actively think about de-odorising and talc'ing out the costume. It's also shiny latex rather than matte latex, and creaks slightly even when she's moving quietly
Personality: Mary is very aware of the dangers of her chosen superheroine career, and is careful and cautious internally, while putting on as brave and cocky an appearance as she can while in costume as The Squid. She considers herself a second or third tier city hero, and there are some supervillains she'd much rather avoid going toe to toe with, if at all possible.
Since taking on her role as The Squid, her friends have noted her becoming much more quiet and withdrawn as a person. A caring and generous person, Mary lacks the grim and gritty edge of some of the city's hard-hearted anti-heroes. She has a strong personal code, imparted by her mother, about protecting life whomsoever's it might be.
Still very much a teenaged girl, Mary's sense of duty isn't as strong as it might be – she'd much rather be drumming than fighting crime, and if something seems like too much effort she won't do it unless pressured. She's also prone to teenaged crushes, including a past dangerous one on a supervillain that almost got her killed, and a bootleg 'Marksman' poster on her bedroom wall.
Origin / History: Mary's story begins long before she was born, when her mom, Veronica Holly, was splashed with toxic waste in the early seventies. In those days before the superhero 'explosion' the dangers of mutating toxic waste were not as well known, and so it took the young housewife by surprise when – following a night's fever – she developed the abilities of The Squid.
A secretive career as a vigilante superheroine followed. Operating at night, avoiding the media and only occasionally working with the few other active costumes in the city of Megatropolis at the time. The undercurrent of fear and hatred towards supers was far stronger in the city at the time, and she instinctively knew that someone who looked as freakish as The Squid would be as feared and hated by the general public as by criminals. Her own husband walked out on her, fleeing back to the Boston in denial about what he'd seen.
It all came to an end in 1986 when she fell pregnant with a daughter, fathered on her by a fellow vigilante, the noble Dr Velocity "aka chemist David Bergsson". Though she considered continuing her career after the birth, the good Doctor's murder in 1987 convinced her she couldn't risk leaving her daughter an orphan.
Mary showed neither signs of her mother's abilities, nor any effects from the self-designed serum her father had used on himself. Dr Velocity had always insisted that it only lasted three hours before total breakdown in his system anyway. Though they never married, Veronica Holly found herself and their daughter a beneficiary of his will, and was able to start her own clothing business, learning the trade while raising the child.
Living downtown, Veronica considered moving them out to the suburbs when the shop became a resounding success but decided against it for the convenience of getting to work. They moved apartments occasionally for what her Mom called a 'change of scene,'.
Mary's raising was wholly unremarkable and typical of the American teen, she had a group of friends, went to high school, learned to play the drums and went through a succession of bands of varying quality. Officially of a Roman Catholic family, she never had any especial faith
Then she turned eighteen.
Veronica Holly was awoken on the morning of her daughter's eighteenth birthday by a piercing scream from the girl's room. Suspecting a home invasion or worse, she charged through to the bedroom ready to activate her long dormant powers. Opening Mary's room she found her daughter sitting up in bed with tentacles sprouted from her arms and thick black ink spilled down her nightshirt.
Fast explaining and the showing off of her own tentacles was called for, though growing up during the growing clashes between superheroes and supervillains in Megatropolis probably helped Mary's understanding. Veronica told her daughter about fighting crime and championing justice, about the importance of a secret identity and protecting life.
Helped by her mom, Mary trained for a year, before making her debut as The Squid on her 19th birthday. The costume was all-new, but the face mask was based on her mom's. Rather than stay in university accommodation, and living nearby anyway, Mary remained at home with her mother. Following in her mother's footsteps she initially worked only at night, taking on muggers and thieves in The East End, but she's ready for daytime action ...
Writing Sample in 3rd Person "Paragraph of your character having a usual day fighting crime or whatnot": "Did you hear you that, Leo?"
"Hear what, Scorpio?"
"There was a noise down that alley there, man. We're being watched!"
Hearing the conversation through the open window, the truck's driver opened his door and climbed out. He headed towards the back of the van where the two loaders were handling the stolen cash into the back.
Leo set the bag of stolen bank notes down on the back of the truck, and peered into the darkness. Dirty yellow lights under a moonlit sky meant that the three about the truck could see pretty clearly, but recessed in the alley were deep patches of shadow. Leo pulled out a torch, and ran it down the alleyway. A moving shadow danced on a graffiti covered wall, obscuring old gang marks and new.
"Whatssat man! That's a ... "
"Meow" the moggy's eyes flashed greeny-yellow as it looked up into the torch beam, and then got on with rooting through trash.
"It's a street cat, you dumb son of a ... " the third thief – Taurus - began, shaking his shaven head and trailing off into muttering as he went back to the cab of the vehicle. His job was look out and driver in case the MPD turned up, and as raised his foot onto the side plate to step back into the cab he felt something wrap around his neck. His head was knocked into the side of the van, hard enough to knock him unconscious, and then the tentacle disengaged and whipped back around the front of the van.
"What was that, Leo?"
"I've had enough of this! Ain't nobody here!"
"Taurus is down, man!"
The two thieves ran around the side of the truck, and saw the driver lying unconscious besides the open cabin door. Guns at the ready, they looked wildly around themselves. There was no sound, nothing. No sign of an attacker.
"Reckon he was just careless climbing in? Knocked hisself out?"
"Ssshhh!"
Leo had been a thief for a long time, and he recognised the sound of someone trying to be quiet. The other side ... No! On top of the truck! Then, slight creaking that sounded strangely familiar.
"Up there man!"
"Where?" Scorpio looked up to see a head silhouetted against the moon, and heard a wet noise.
"Aaaaggghh! Man! It's in my eyes! It's in my eyes!"
Leo fired, but misjudging where their attacker was going to appear over the edge didn't have an accurate shot. The head disappeared as Scorpio dropped his gun and clawed at his eyes, convinced something terrible was happening. He had visions of acid burns as he rubbed and blinked.
Leo headed around the truck, backing away, hoping he'd be out of range.
'Damn vigilantes ... ' he thought, listening hard. He knew s/he wasn't very good at keeping properly quiet, so he wanted to use it to his advantage. He wished Scorpio would stop his whining and complaining; damned amateurs. The boss would not be happy if they lost the haul for something like this.
When he'd backed up enough to see the top of the truck, there was nobody on it. He lowered the gun slightly, and was shocked when it was slapped from his hand by something behind him. He started to turn, only to be slapped heavily on the head by a tentacle and it was lights out for another thug. He hadn't realised you could cut down the alley behind the abandoned E.C.M.A. warehouse, then cut across the old factory floor to come out where she did.
The vigelante moved quickly down the alley, to where the third thug was on the floor scrabbling for his gun. Ink stained his face, but his vision had cleared up after he'd reached into his jacket and poured mineral water down, washing out his eyes. He reached fort the weapon, only to see a tentacle land on it. The sucker slid it along the ground pulling it beyond his reach.
"Who are you, man?" he wailed, "Don't you know we work for the Creeping Night?"
"I'm The Squid, and you won't be working for anyone in prison!"
The Squid brought a tentacle down hard on the remaining thieves head, as the sound of approaching sirens signalled the approach of the MPD. Heading for the nearest wall, she scaled up to the roof and watched the arrival of the city's boys and girls in blue.
She was very concerned that she might've hit one of the thieves too hard, and wanted to make sure he was alright before she headed off.
Moshe Yehuda
Username: Moshe
Full Name: Moshe Yehuda
E-mail Address: scdrake@liberty.edu
Last Logged In: August 4, 2005
Registered: July 11, 2005
Total Posts: 8
Status: Citizen of Megatropolis
Public Name: James Bates
Secret Identity: Moshe Yehuda
Race: Jew
Birthplace: Jerusalem, Israel
Age: 26
Occupation: Lawyer
Gender: Male
Moral Standing "Hero, Villian, Oddball": A Messianic Jew, Moshe falls on the right side of the line more often than not. However, he is not adverse to standing up for his beliefs regardless of the law.
Appearance: A nondescript man, Moshe is 5'11" and weighs around 180 pounds. He has no fat on him. His brown eyes are framed by dark eyebrows, and his angular face is framed by dark hair and a thick beard.
Super Powers: 1. Moshe has the ability to push something away from him or pull it towards him by simply thinking it.
2. He also has very short-term foresight "1-2 seconds", allowing him in a fight to prevent suprise attacks.
3. Finally, he can shoot electrical bolts from his fingers at someone or something.
Super Weaknesses: 1. Effort and concentration increase with the size of the thing being moved. A gun or a knife can be moved with little effort; a man requires a bit more; and a car requires all his concentration. Something of large size will cause him to tire easily, making him a good target. Besides this, someone with a forcefield of some kind or high enough mental powers can reverse and double the action, channeling twice the energy used back into Moshe, causing him to fly backwards at a great rate of speed "depending on the mental capacities of the other, of course".
2. His foresight is short. This can be blocked by someone with a mind control power or by someone with enough mental capacity to do so, rendering him inept in a fight.
3. The lightning acts much the same as the push/pull, in that it can be channeled backwards into Moshe with a forcefield or a great deal of mental capacity.
Abilities "Non-super talents of character": Prodigious hand-to-hand fighter. Proficient with pistols, not as much with rifles. Intelligent, smooth talker. Good at reading people's intentions.
Inadequacies "Non-super shortcomings of character": Images of his daughter's death haunt his dreams, causing him to lose sleep often. His belief that her death is his fault causes him anguish and also causes him to sometimes inflict emotional pain upon himself. He is a loner, preferring not to be in contact with people. Doesn't trust people much, if at all, and especially doesn't trust himself, which often causes him to second-guess decisions. This has caused him to make near-fatal mistakes in the past. He is excluded from most circles because of his religion; from most other religions, including atheism, because he is a Jewish Christian, and from the Jewish circles because he is a Christian. Few accept him as he is.
Personality: Very hard to approach. It is even harder to earn his trust, but once one does, a person could not have a better friend. When he does open up, he's likeable, very friendly, and even fun to be with.
Origin / History: Moshe was born to two Orthodox Jews in Jerusalem. When he was twelve, just after his bar Mitzphah, he listened to a Christian's message and converted. His parents angrily disowned him, and he found his way to Megatropolis. No one, including Moshe, knew where his gifts came from, but upon arrival in the city they began to develop. Moshe's belief was that they were from God, given to him to aid him in his tough times. Moshe graduated from college when he was 21 and headed to law school. He married when he was 22 and had a daughter. He graduated law school two years later and opened his own lucrative practice. In August of his 26th year, his wife was taking his daughter to her first day of pre-school. Moshe watched as the car pulled into an intersection and was obliterated by a speeding semi. Both his wife and daughter were instantly killed. Moshe blamed himself, thinking that if he'd gone with them he would have been able to prevent the loss.
Mr. Roy "NPC"
Name- Mr. Roy
birthplace- megatropolis
race- human
superpowers- not superstrengh but is stronger then a normal person,
super weaknesses- greedy, loves money.
bio- Mr. Roy is a big fat muscular bald man who is rich. He is a crime lord of special areas of the city. He has special workers called black knights. Black knights are just ninjas. He can he get someone dead an body unknown for almost everyone. He has A.R.G.s
an mechs an anything else nero makes.
"ooc email me if u want him to assinate anyone or meet with him"
Dragonus
A half-dragon from the far land of dracoria,he will control the entire world.Though many consider him to be a kind hearted person like his mother,he is his fathers son.Dragonus learned how to battle with the sword he wears at his side from a warrior loyal to his father.When his father died by an assassination,dragonus declared war on the world.His strongest attack is the dragonblast,the last thing his father taught dragonus.It is a cone blast of flame from his right hand that can be used once every three weeks.
this is still a part of the bio.
the non-super strengths of this half-dragon are he is a master swordsman,and he is a highly skilled general.the super weaknesses are any water-based or ice-based moves.the non-super weakness are his arroance and the fact that he is ruled by a code of honor that states he can never harm a non-combatent.
bio part3: Recently Dragonus has been seen wearing the plate armor and side sheath of his father.The armor is rumored to be unbreakable.
Chaz
John Doe
Chaz
humaniod
goverment research lab
hero
6'7" inches, 350 lbs, red hair, blue eyes. large bodied but move with cat like grace.
Bred as a next generation warrior, he is a mixture of both human and animal. He has the strength of a Kodiak bear, the speed of a cheetah, regeneration ability of a lizard, eyes of a bird, hearing of a dog and nose of a dog.
Due to a side effect of the breading program Chaz lacks the ability to sweat. He requires a lot of liquid as well is very much effected by heat and heat based attacks. He is also so sensitive to gas based attacks due to his super sensitive nose.
He has been trained since birth in Ambush, combat Intuition, Pistol, Quickdraw, using two weapons at once, Security, Shotgun & Sniper, street brawling and savate.
Because he was raised in a laboratory to be a solder Chaz lacks the basic social skills of normal humans. He is also easily distracted by lovely ladies so is often late for things due to his stopping to look at them. He also can not drive and is very hesitant about getting in cars.
He is quiet soft spoken gentile with children
Bred as the next generation superwarrior Chaz is a goverment controlled aget following his orders to the letter untill one day...
Dr. Dominick Puren
Subject Name: Dominick Puren
The following data is an intercepted message from one Dominick Puren to an as yet unidentified person"s" known only as Mod. Please take note of all subject's characteristics and weaknesses.
-Gen. Joseph Sams
Appearance: Puren dresses in a dirty white t-shirt, yellow rubber hip waders, and a yellow rain poncho. He wears yellow rubber boots on his feet.
Skin: White with mottled and charred outer edges along the elbows, shoulders, the palms and knees
Height: 6'
Eyes: Yellow irises and silvery outer rims
Hair: Bald, black eyebrows
Former Occupation: Electro physiologist
Super Powers: Puren is a giant walking battery of sorts. Possessing the total power of two nuclear power plants he has an endless supply of energy at his disposal.
Puren can shoot beams of electricity over 15 yards through thin air, and can transmit these deadly waves of electricity even further if they have a metal surface to run on such as a skyscraper.
With enough concentration Puren can lace his body with electrical energy and "super-charge" himself making his body deadly to the touch and capable of levitation.
Super Weakness: With Puren's chemical structure as it is he is extremely susceptible to magnets of all kinds. The smallest ones cling to him and immobilize parts of his body, medium sized magnets can cause his whole body to shut down for 20 minutes at a time, and large ones such as a particle accelerator can cause death by disembowelment.
Abilities: Puren is extremely resourceful and intelligent in both chemistry and mechanics. In a flash he can construct an chemically triggered incendiary device with just a few household chemicals in the proper portions. He also knows a great deal of the United States Military's secrets and dirty laundry after having worked for them for 2 years.
Inadequacies: For all his super power Puren is himself physically weak. A weakling as a child mentally and physically he has remained the same through his adult life and through the accident. His mind has taken an especially heavy toll after the accident, what he refers to as "The assassination attempt".
His physical scarring from the explosion and odd dress make Puren easy to identify and find even in a city of oddities.
Origin: Puren was born in Chicago, IL into the well known and rich Puren family. His mother sheltered the boy from the outside world leaving young Dominick's only refuge the books in the family mansion's library. There he studied chemistry, physics, and read such works as "Paradise Lost", the Greek myths, and Shelley's "Frankenstein".
Like the rest of his family Dominick chose a career in science. After having seen the assassin of his uncle, Hector Puren, put to death by way of the electric chair Dominick became half sickened and half amazed by the subject of electro physics. At college he met his future wife Karen and hand in hand they strolled through their classes and life. Karen gave Dominick son and shortly thereafter the military offered him a contract in their super defense division located in Megatropolis.
Dominick was performing the latest and hopefully last experiment using his newly designed mercury wiring and mercury power. Everything was going well, but by pure chance a stray lighting bolt struck the facility sending an enormous jolt of opposing electricity into the wiring exploding Puren's nearly flawless design. The searing hot and super-charged mercury flowed in through his skin scalding him and racking his body with intense pain. When the smoke cleared he found a good deal of his outer body scorched, his inner body saturated with highly charged and dangerous substances, and his new found powers were very much alive. The endless energy flowed through him making him an ultimate super weapon, and turned Puren into the very thing he had been hired to destroy. Shortly there after he became paranoid, Karen left with their son, and Puren found himself on the run. A modern day Prometheus struck down by the heavens with now only one refuge, the outside world.