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Up, Up and Away: A Superhero Crossover Game (Signup Thread)

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LizardOfAus Since: Feb, 2010
#1: Jul 31st 2023 at 4:00:01 PM

It was eleven years and three weeks ago to the day. There came a day, a day unlike any other, when TV Tropes' mightiest geeks found themselves united in a common interest: superheroes originating from Marvel and DC. For you see, as a younger man fresh off a string of failed role-playing games on this very forum, I pitched the idea of a crossover RPG that merged the two settings into one, and let players reimagine their favourites into something new. On that day, the Justice Avengers were born - to tell the stories no single comics company could withstand! Sadly, the passage of time had its way with the game, and after five glorious years, it came to an end. Years passed, and in time I turned my GMing attention to the fantasy games of There and Back Again, and Somewhere Over the Rainbow. Then, over a week ago, I revisited the old forums and got a little nostalgic. So now, my friends, it's time for a crossover game genre to rise again...

***

So, what's that whole preamble in aid of? Well, dear tropers, I would like to start a new crossover game, one that functions as...well, maybe less of a sequel, and more of a spiritual successor of the Justice Avengers games of old. At its core, this world is one just askew from the world outside your window- it incorporates any and all elements of popular superhero settings, in particular those of Marvel and DC comics and adaptations. We'll nail down exactly what events and characters have already existed as we go along, but for now, feel free to assume that any mainstream superhero story you're familiar with has happened or could happen in this world. Superheroes in general have been dormant in this setting for a time, but now, a new generation is on the rise, and you get to be a part of that!

You, the prospective players, will be portraying colourful crimefighters of extraordinary skill and power, or perhaps archfoes of ill intent, borrowed from whatever media you like. Is there a superhero on paper or screen you think you could write for? Well, now you can! Not really familiar with superheroes? No worries! Feel free to take on another character and add them into the mix- a magical girl, super spy or alien robot, anything could exist in a world like this! Whatever you take on, feel free to put your own spin on it, reimagining aspects or incorporating whatever spins on the character take your fancy! Make them into a part of the new setting...or don't, if you'd prefer to take them from another time, planet or reality.

Now, as far as ground rules go, here are a few to keep in mind.

  • Power Levels: The majority of the game will take place within the limits of New York City, so keep that in mind for the strength and resources of your character. On an average day, your guy shouldn't be able to flatten an entire borough just on a whim.
  • Multiple Player Characters: If you plan on playing more than one character at once, I'd advise making them a close-knit group, and as small as possible. A superhero can have a sidekick, or a group of four heroes can arise on a spaceship or in a sewer, provided that in the end they work as one, and don't automatically overpower their foes.
  • Secondary Characters: If a player has been an active participant for no less a time than three months, they will be entitled to sign up as another character or group, completely separate from what they already play. It is encouraged that if a player is currently using a heroic character, then they bring in a villainous character, and vice versa, in order to balance the cast dynamic. Exceptions may be made IF the player, together with my most trusted staff members, can present a good argument for doing so.
  • Player Etiquette: While in the game, refrain from godmodding, auto-hitting, or bringing in meta-knowledge your characters wouldn't know, without consulting me or your fellow players first.
  • Chatroom Etiquette: When in the discord server, conversing with your fellow players, be mindful of sensitive issues and the comfort of the community. If talking turns to bickering, step away from the computer to cool off. If you've got something intense and day-ruining on your mind, then the Venting Box is your friend. If you're talking about something that others find painful or disturbing, then no matter how fascinating you find it, Stop Means Stop. If I don't come down hard on you about it, I guarantee that veteran players will, so please, be considerate of others.

So, if everyone can agree to that, then feel free to peruse the potential lore of this new setting, copy the signup sheet to rewrite a character, and join in the neverending battle for truth and justice!

    The Story So Far... 
Few still live that remember The First Age of Heroes. As early as the 1940’s, or even the 1930’s, ‘mystery men’ stalked the city streets, dispensing their own brand of justice. Later research has suggested that such figures appeared as early as the Old West, the Medieval Period, or even the dawn of the human race. But it is a truth acknowledged by most that the 20th Century saw the rise of a certain kind of mass hysteria, which led men and women en masse to dress up in colourful costumes and personally combat hardened criminals. Indeed, many neophyte criminals began taking up colourful costumes and gimmicks in turn. To start with, these vigilantes were hunted by the law. But with the entire world embroiled in a state of war, the public soon welcomed those calling themselves heroes with open arms, viewing them as capable soldiers to turn back the tide against the enemy. Many such warriors around this time were reported as possessing supernatural powers- mystic or alien or through super-scientific invention -though relatively few of these were ever confirmed.

Then, two decades later, the scales were truly lifted from the eyes of humanity. Not only did there come great figures, costumed or otherwise, that were transfigured by science gone awry, but what had been rumoured and reported since the 50’s was confirmed as an inescapable fact by the 60’s: Homo Mutatis, the Mutant subspecies of man. A masquerade was cast aside, and people became aware of the fact that any person- their own children! -could wake up one day with powers that beggared belief, and do almost anything they liked without consequence! Unfortunately, the world did not know war like it had before. Now those in power saw communists in every shadow, and it seemed naive by many to think that those granted powers would immediately think to fight for the betterment of all. As such, half the costumed crusaders of this day were branded menaces by the media, the military hunted those deemed strongest and fiercest, and the mutant population was hated and feared by the human majority. Though the new generation held out as long as it could, the 70’s and 80’s saw their rapid decline. Teams of superheroes saw strife from within, as teammates turned to substance abuse or gained such power as to become a danger to themselves and others. Some heroes discovered discomforting truths about the world, from the actions of the president to their own origin stories. Death counts began to rise, with loved ones and faithful sidekicks losing their lives in incidents with archfoes, leading many to wonder if their career choice came at too high a price. There were not always horror stories, mind you- a great number of minority superheroes saw their debut in the latter era. But by the middle of the eighties, most heroes had either perished or retired from the limelight. It was clear that The Second Age of Heroes had come to an end.

The third age brought about a breed of hero unlike any before, and not always for the better. The 90’s saw the emergence of vigilantes with a grim and gritty demeanour, muscle-bound, armed to the teeth, and not often valuing the sanctity of life. With society entering an uncertain age, many governments saw fit to come down harshly upon interlopers. This was the decade that a branch of US government instated Task Force X, better known as the Suicide Squad, to put superhuman criminals to work for the sake of their country. The latter half of the decade saw the return of some of the older generation, hoping to put the younger darker lot in its place, and bring brightness and optimism back into the world. Unfortunately, much of this goodwill was undone in the 00’s, with the commencement of the War on Terror. A culture of paranoia festered that lead to the introduction of the Superhuman Registration Act, and split the superhero community down the middle. Though this act was soon abolished, an air of cynicism continued to hang over costumed vigilantes well into the New 10’s. The old guard clashed with the new, and legacy figures were unceremoniously forced out of the limelight. To make matters worse, the mutant community that had suffered a massacre in the eighties and decimation in the noughties faced a new existential threat, as the Inhumans rose and clashed with them for living space. Then, in the latter half of the decade, there came a calamity of infinite proportions, and half of all heroes and villains vanished from the face of the earth. With this, The Third Age of Superheroes drew to a close.

For a time, the world seemed to find an equilibrium of sorts. The heroes that survived either contented themselves with civilian life, or else resigned themselves to a watchful patrol of a world they scarcely recognised. A gathering of high-ranking mutants, tired of being marginalised in a human world, founded an ethnostate on the sapient island of Krakoa, and promised mutants everywhere community, and immortality, in their sovereign nation. Tensions were high on the political stage, and many mourned for a world that seemed lost to them, but at least for a time, there was stability. Then came 2020, and with it came The T.C. Event. Some called it the Triple Crisis. Those more mystical called it the Time of Chaos. Whatever it was, it had been building since the cataclysm that ended the third age, and at its peak brought about a great reckoning across creation. Psychic mediums were incapacitated. Magicians were reduced to raving lunatics. Those truly in tune with the divine reported three vast powers reaching from the darkness, each competing for the right to remake reality in its own image. All potential timelines felt the impact of this crisis, in varying degrees from one version of Earth to the next. There was war, famine, plague, wildfires and other disasters of systemic incompetence, tipped over the brink by the pressures from planes beyond. One universe even experienced a robot apocalypse this year!

Now, three years later, the dust has finally settled and the shadows have abated, but not without the most unbelievable consequences. New routes across time and space have opened up. Alien civilisations can access the Sol System more easily than ever. Last year, the greater multiverse was discovered, and this year, Scott Lang became the first man to travel through time via the Quantum Realm. The doors of possibility have swung wide, and with it, new potential for members of the cape and costume crowd. Now at last, in the crowded streets of New York City, a new age of heroes has already begun.

    Signup Template 
  • Name: (Superhero identity)
  • Real Name: (Civilian identity)
  • Gender: (Male/Female/Other)
  • Age: (Doesn't have to be exact. Could be just "Late 20's" or "Teenager")
  • Appearance: (A description is fine, but pictures are preferred.)
  • Alignment: (Good, Evil, Anti-Hero, Anti-Villain or Neutral)
  • Generation: (Nothing to do with age, but asking if they first debuted as hero or villain during the First Age (30's to 50's), Second Age (60's to 80's) the Third Age (90's to New 10's), or before or after all of these. New Heroes are assumed to be part of the Fourth Age by default)
  • Personality: (How they act around people)
  • Powers and Abilities: (Pretty self-explanatory. No ridiculously overpowered superheroes or supervillains, and no completely invulnerable ones either. At least make them feel pain.)
  • Weapons and Equipment: (Same as above)
  • Assets: (Wealth and resources, if any)
  • Source: (Media of Origin, if not Marvel/DC)
  • Origin Story: (If you like, this can happen during the RP itself)

Current Character Roster

Edited by LizardOfAus on Mar 5th 2024 at 11:23:42 AM

Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#2: Jul 31st 2023 at 6:06:20 PM

  • Name: Arcee
  • Alias: Sadie
  • Gender: Female
  • Age: Indeterminatenote 
  • Appearance:
  • Alignment: Hero
  • Generation: IV
  • Personality: Hardened by the war on Cybertron, Arcee is an often severe and responsible soldier who focuses on performing her duties as a scout and a fighter to the best of her ability without any room for fault. She has a tendency to blame herself for her mistakes—if her enemies are lucky enough for her not to blame them instead—though when crossed she has a particularly nasty temper and a violent streak that can give even the Decepticons a shiver if they so happen to be on the receiving end of it. Trauma from losing several partners to the Decepticons has resulted in her developing a profound personal hatred for them, but in general thoroughly Arcee despises those who do evil acts purely for their own selfish reasons, whether they be Cybertronian or not. Despite her harsh treatment of her enemies, Arcee is openly compassionate with those who are on her side and she even has a dry sense of humour to boot—though it may take a while for her to open up to others due to fear that she'll be broken again should she ever lose them to her enemies. Arcee is overall a fiercely tough and protective warrior with a soft spark for those she cares about, but being a long-term sufferer of survivor's guilt and her occasionally reckless demeanour when under stress are flaws that often prevent her from reaching her full potential.
  • Powers and Abilities:
    • Cybertronian Physiology: As a Cybertronian, Arcee possesses a robotic being and a spark of life within her chest in place of a heart, with a tough outer shell of armour over a softer protoform beneath; all of which is constructed from Cybertron's unique living metal. Arcee cannot age conventionally, though she can be damaged in combat and wear out over time, though it takes extreme environments or significant force to break her down to the point of criticality. Thankfully, though they're unable to heal in the same way as organics, Cybertronians can mend themselves by consuming Energon: a volatile but powerful form of liquid or crystalline energy that serves as their lifeblood, fuel source, weaponry, and means of powering their technology. So long as Arcee keeps some Energon at hand, she'll generally be able to survive most situations she finds herself in. Though she's very durable and immune to conventional arms fire, forces equivalent to explosives or armour-piercing rounds can break her outer shell and cause significant damage to her if she's not careful.
    • Transformation: As a Transformer, Arcee is able to scan any machine or vehicle of roughly identical size and/or mass to herself and adopt its form as an alternate mode: typically a mobile one to bolster her agility and speed. Scanning an alt-mode also affects Arcee's appearance in robot mode, as her living metal body adapts the needed transformation components into her very framework. Transformation is achieved thanks to a combination of several critical aspects of a Cybertronian's physiology: their existence as beings made of programmable liquid metal, a crucial internal organ known as the T-cog, and the mental discipline required to transform quickly and dynamically without getting stuck or causing serious damage to oneself. Though Arcee doesn't need it as much as others, Cybertronians also benefit from subspace technology if there are any discrepancies in their mass between their robot mode and alt-mode, but she does use it to replace her robotic components with conventional Earth components while she's in disguise.
    • Subspace Technology: A form of hammerspace that each Cybertronian has access to: a private pocket dimension just generous enough to shunt excess mass and inbuilt accessories into in order to make their existence a little easier. For example, Arcee keeps her arm-mounted blades and Energon blasters in subspace when she's not using them, ready to be transformed into conventional space again once she needs them. Arcee also keeps her alt-mode's necessary components in subspace while in robot mode, and vice-versa for her alt-mode, in order to maximise each form's efficiency.
    • Holographic Projection: While in robot mode, Arcee can project basic holographic images from her palms or her eyes, enabling her to share visual and audio information with others that she cannot otherwise communicate. While in vehicle mode, Arcee uses holograms in order to cover up any battle damage she's received in robot mode, though severe damage cannot be hidden as effectively. Arcee can also use her holography to project a female human version of herself out into the world in order to make interactions with humans easier, but she cannot project her holoform outside of a range of ~100m from wherever her real form is stationed at the time. She also uses this female holoform in order to convincingly fake being operated by a rider while she's driving around in motorcycle form.
  • Weapons and Equipment:
    • Energon Blasters: Twin rapid-fire Energon blasters that transform themselves from Arcee's arms, enabling her to blitz her enemies with bolts of volatile Energon projectiles until the blasters overheat or her Energon reserves run too low. The blasts from these firearms are potent enough to melt even Cybertronian metal into slag as well as give off a surprising amount of force, enough to cause opponents larger than Arcee to stagger with successive hits.
    • Integrated Blades: A pair of razor-sharp blades that can be deployed from the subspace in Arcee's forearms, enabling her to slice and dice her enemies from up close and (naturally) cut through Cybertronian metal with relative ease. The reflective quality of the blades means that Arcee can block or deflect Energon weapons with them, though not as effectively as actual Energon-constructed melee weapons can. This ability of her blades also likely extends to other forms of energy attack, so long as they're of a plasmatic nature.
    • Long-Distance Comms: Arcee can use inbuilt communication technology in order to tune into signal networks, specifically Cybertronian intercom or even global networks such as the Internet. Arcee cannot access entire networks all at once, but it's more than enough to maintain communication with her allies if they allow her to join their respective networks.
  • Assets: N/A
  • Source: Transformers: Prime (Aligned Continuity)
  • Origin Story: The war-torn Cybertron has become nearly inhospitable, and both the Autobots and the Decepticons are in a desperate search to find a new home and a new future. While both sides ultimately hope to rebuild Cybertron to its former glory, they also both know that the only way for them to do so is to stockpile resources and skirmish with each other over whatever Energon they can find off-world. Arcee is one of these Cybertronians who have been sent on this mission; an Autobot seeking to both search for Energon pockets on Earth as well as protect its inhabitants from the looming Decepticon threat, should they arrive. Though, she's not the only Autobot intending to make first combat, and though she doesn't know exactly how many of her allies will join her, she knows very well that she won't be alone in her mission…

Edited by Enirboreh on Nov 4th 2023 at 2:16:26 PM

bork
ZodanTheUnbounceable from Everywhere, Nowhere, Somewhere Since: Jul, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
#3: Jul 31st 2023 at 7:21:41 PM

  • Name: Handsome Jack
  • Real Name: John "Jack" [Surname Unknown]
  • Gender: Male
  • Age: Late 30's
  • Appearance: With two-toned hair, mismatched eyes and a mask of his own face, Jack has a rather unique look among businessmen. While it's assumed that the mask he wears accurately depicts his normal appearance, it is unknown why Jack wears it at all, as he has allegedly been seen maskless in public - and his unmasked face is identical to the mask itself.
  • Alignment: Anti-Villain (Lawful Evil)
  • Generation: Fourth Age. Jack is a relatively recent addition to the superheroics power struggle, having only taken control of the Hyperion mega-corporation in recent years.
  • Personality: Charismatic, smooth-talking and a veritable spotlight addict, Jack firmly believes in bringing order to the world around him. To that end, Jack will impose his own version of peace, order and stability on any location, group or organization he can exert his power over. Jack sees himself not as a villain, but as the true hero of whatever story he finds himself in.
  • Powers and Abilities:
    • Filthy Stinkin' Rich: Jack quite literally has more money than anyone could ever know what to do with. His wealth is obscene, to the point that he personally purchased a living horse made out of diamonds on a whim, an act that did not seem to affect his net worth in the slightest.
    • Knowledge of the Vault: After coming into contact with an ancient alien artifact, Jack was imbued with vast stores of lost knowledge from the Eridian civilization. Using this knowledge, Jack seized control of the intergalactic megacorporation Hyperion and accelerated their technology to be lightyears ahead of their competition. The artifact also gave Jack insight on a source of even greater power, one he seems intent on finding somewhere around New York...
  • Weapons and Equipment:
    • Wrist Blasters: A pair of wrist-mounted gauntlets Jack wears at all times, capable of firing blasts of energy with respectable stopping power.
    • Doppel-Jack Projectors: A hologram projector Jack keeps on his person that, on command, deploys two holographic doppelgangers of Jack himself. The doppelgangers are composed of hard light and wield copies of Jack's own equipment, down to his gun, shield and even what grenades he may be carrying. They also talk just as much as he does.
    • Conference Call: Part of Hyperion's Legendary line of high-class firearms, the Conference Call is a devastating shotgun. While its ability to fire in bursts alone would make it formidable, the Conference Call's unique ability makes it irreplaceable in a firefight. Upon impacting an enemy, the Conference Call digistructs two additional bursts of repeated shotgun blasts from either side of the hapless target, making it nearly inescapable once Jack scores a single hit.
    • The Bee: A personal defense shield that protects an energy barrier to protect Jack from damage, the shield will steadily regenerate after not blocking damage for a short time. Also party of Hyperion's Legendary-level product line, the Bee possesses a unique effect rare among personal defense shields. If Jack's shield is undamaged, The Bee will "amp" his attacks, coating them in energy to boost their damage. This applies to gunfire as well, making the Conference Call and The Bee a devastating combination if Jack can avoid taking damage for a short time.
    • Quasar: A Hyperion Legendary-level grenade, the Quasar is an interesting explosive. Rather than simply detonate, the Quasar creates a singularity that pulls enemies in towards it before creating a field of electricity to shock them senseless. If the Doppel-Jacks are deployed when Jack throws a grenade, they will follow suit and each throw a Quasar of their own, further increasing damage.
  • Assets:
    • Hyperion Corporation: An intergalactic megacorporation known primarily for their firearms, Hyperion is widely-known as a dominant economic powerhouse. Possessing a vast army of robotic soldiers, Hyperion has taken an interest in something about New York...
    • Helios: An H-shaped space station that Hyperion uses to perform R&D as well as robot maintenance and production. The large lens in the middle used to do something, but seems to be inoperable.
    • Vending Machines: A staple of Hyperion's business model, Hyperion firearms can be purchased for reasonable (read: exorbitant) prices at any of their company-branded vending machines. Hyperion can deploy these vending machines via a launcher stationed on Helios.
    • Loaders: Originally designed to move crates, Jack has repurposed Hyperion's labor force into an army of gun-wielding robot soldiers. Loaders lack much in the way of creative strategy, but more than make up for it in sheer numbers, further bolstered by Jack's ability to launch more from Helios if need be.
    • Constructors: A larger robot deployed to heated combat zones, Constructors can create more Loaders by generating them from solidified data, a process known as digistructing. While Constructors are not known for their use as siege weapons on their own, they are well-armored.
    • Wilhelm: Jack's bodyguard/enforcer, Wilhelm is a heavily augmented cyborg possessing an impressive array of weapons, both handheld and built into his body. Jack sends Wilhelm in only when he has no need for any potential survivors.
    • "Sheriff" Nisha Kadam: Jack's girlfriend and gunslinger, Nisha is a sharpshooter always looking for a new bullseye to hit...even if it's between someone's eyes. Jack seems to genuinely care for Nisha, though she's more than capable of taking care of herself and can even take care of business for Jack if he needs someone...taken out.
    • Hunter Helquist and Hyperion Truth Broadcasting: An alleged "news reporter" who happily spreads pro-Hyperion news stories while smearing its adversaries. While it is suspected that Helquist is on Jack's payroll, Helquist claims to be "just a fan" and there is no credible link between the two at the moment.
    • Butt Stallion: A living horse made of diamonds Jack purchased on a whim. Despite the name, Butt Stallion is a girl.
    • Jackpot, The Jack's Bot: An enormous mech suit constructed in Jack's likeness. Equipped with bomb launchers, remote drones, flight capabilities and much more, Jackpot is more than capable of standing up to most comparable mechanical enemies. Should Jackpot be seriously damaged, it has an auto-repair system powered by money, which Jack is more than capable of paying due to his absurdly ostentatious wealth.
  • Source: Borderlands 2
  • Origin Story: The Hyperion corporation proudly retells the story of Handsome Jack's exploits and rise to power. Legends told of an ancient store of wealth, power and technology known as The Vault, a tale that had enticed many a Vault Hunter to seek it out. However, only Handsome Jack had the strength, courage and skill required to locate and open this lost, ancient treasure. Upon opening The Vault, the universe's hero found himself faced with an unimaginable horror, a Destroyer bent on consuming all life in the universe. Armed with his blasters, Hyperion-branded weapons and his own peerless ingenuity, Jack felled the foul creature and brought peace once more. But the opening of The Vault did more than unleash a beast - it prompted the appearance of eridium, a potent new element with near-limitless potential. After a meteoric rise through the ranks of the Hyperion Corporation, Jack soon found himself as the CEO and declared that eridium was the future of technological advancement. With this philosophy in mind, Jack has set about establishing Opportunity, a clean, safe community within New York City where inhabitants can rest easy, knowing that Hyperion and Handsome Jack are keeping the peace. At the same time, Jack knows that this peace will not last forever, and so he has set his sights on the future - greater sources of power and technology that will allow him to finally bring peace and order to the universe. By force, if necessary.

Edited by ZodanTheUnbounceable on Aug 3rd 2023 at 7:41:07 AM

This post is sponsored by Amalgam Comics.
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#4: Jul 31st 2023 at 9:55:19 PM

  • Name: "The New York Witch" (a bit plain, but that's what people have called her so far; she hasn't hit the big leagues where the mass media or general public have christened her with a proper superhero name yet)
  • Real Name: Kikko Hoshino (星野 輝子) (Real Title is "Hoshi no Ko" or "Star Child")
  • Gender: Female
  • Age: 20
  • Appearance: Kikko in her civilain guise, in her work uniform (photo is a few years old), and as the New York Witch
  • Alignment: Good
  • Generation: Fourth Age
  • Personality: Kikko is a kind, optimistic, some would say overly idealistic, young woman who is absolutely enamored of the idea of superheroes and the good they do, to the point that she decided to become one herself. In adhering to her ideal image of a heroine, and in an effort to pass her Queenliness Test, she is always striving to do right by others and do good deeds. As an incognito Princess, her mannerisms are delicate, refined, and regal, and she is a bit embarrassed when people she has just met use her given name without including at least a "Miss" in the front, especially if said person is handsome. She is a romantic at heart, and often seems to have her head in the clouds. Although she is gradually growing out of it, she can be a bit impulsive, naive and easily duped, and her advisor, Ullr, sometimes has to talk her out of doing something reckless. In private, she is rather lazy, using her magic to perform mundane tasks like making toast or doing the laundry. In her spare time, she enjoys consuming shounen manga and superhero fiction of various kinds.

  • Powers and Abilities: Kikko is a Magical Girl, or as she would call herself, a Witch, who can transform using her wand, Meteor Tail. She also requires Meteor Tail in order to cast most of her magic, although she can do minor magic on the level of picking up and moving an object with the lifting strength of an ordinary person without Meteor Tail. Basically, without the wand, she can do the equivalent of D&D cantrips (by which I mean the kind you had in older editions, so ghost sound, light, mage hand, and prestidigitation, not anything more major than those). Ordinarily, in order to cast magic using Meteor Tail, she must call out the name of the wand and make a gesture. Casting does not require much concentration, but she must be able to imagine the effect she wishes to enact. Small, flat diamond shapes of myriad colors appear around the target while she is casting magic on it. Importantly, this should allow enemies to dodge if they are quick-thinking.
    • Kikko's powerset mostly involves conjuring, moving, teleporting, animating, and transforming objects. For example, she can swap the positions of two nearby objects or people, create a portal between two locations remote to one another, transform herself into a mundane object to hide, or transform a mannequin into butterflies that surround an opponent and then transform into sturdy rope bindings. However, she cannot transform an unwilling living subject. Her maximum lift strength using her magic is [INSERT REASONABLE NUMBER HERE].
    • While using Meteor Tail, she can also create a personal-sized barrier around herself that can protect against ordinary gunfire, small lasers, and things like sleep ray attacks, but the barrier will break under a stronger attack, such as a superhumanly strong punch or a rocket from a bazooka.
    • In terms of conjuring, she can even conjure minor magical items; for example, if a person is having trouble sleeping because of an uncomfortable truth, Kikko can create star-shaped candy that embody "lies", enabling the insomniac to temporarily believe a lie after eating it, and thereby enabling them to sleep. The creation of magical items isn't something that comes up often in her source material, so if the GM would like, I can run the creation of such by him and get approval before each magical item creation.
    • Although she can take quite a few hits and survive thanks to grit and determination, Kikko has no special superhuman strength, speed, or durability beyond that of a baseline human.
    • Kikko can speak, read and write both English and Japanese.

  • Weapons and Equipment:
    • Meteor Tail: Kikko's wand, which she uses to transform herself and do most of her magic, although she can do minor magic on the level of picking up and moving an object with the lifting strength of an ordinary person without Meteor Tail. She can summon the wand to her hand or dismiss it back to the ether with a thought. Importantly, Meteor Tail can be broken with sufficient force! Thereafter, it would have to be carefully repaired over an extended period of time. It would take truly extraordinary strength to do so, however, on the level of a superhuman who has physical strength as a primary power (e.g. Superman or a strong-ish DBZ character).
    • Ullr/Comet Tail: Her familiar and advisor from the Makai, the Realm of Magic, whom she hides in Victoria's Secret Compartment while in public, taking the form of a small Daruma doll, more specifically looking like this by default. He can enlarge himself to about twice the height of an average human and also transform into a sort of hover-scooter form or a magic-carpet-like form in order to give Kikko or allies more mobility. Lastly, Kikko's additional weapon, Comet Tail, a sort of prehensile energy whip with cutting edge, is stored in the star on Ullr's chest, and is effectively his true form; when she summons said weapon, it emerges from his chest and his doll body becomes lifeless until Comet Tail is returned to it. As killing a living, thinking creature intentionally is a very big no-no both morally and for the sake of her Queenliness Test, however, Kikko rarely uses Comet Tail. P.S.: He does have arms! He just hides them most of the time.

  • Assets: Kikko just barely makes a living wage as a waitress at a diner, not helped by the fact that she often has to abandon her shift to go do superheroing. She has a small, one bed, one bath apartment in [INSERT NEIGHBORHOOD OF NY HERE], but money is always tight!
  • Source: Concrete Revolutio: Superhuman Phantasmagoria
  • Origin Story: Drawing from the earliest Magical Girl stories, Kikko is a Princess in line to be Queen of the otherworldly Makai, Realm of Magic, and has been sent to Earth to do good deeds and find a suitable husband as part of a classic Magical Girl Queenliness Test. She arrived on Earth about three years ago, and although she adapted well, she still regularly learns new things about the planet that she didn't expect. As using magic frivilously to become wealthy would make her fail her test, she took up a job at a diner in order to make ends meet. She sometimes worries that she's failed her test altogether, but Ullr, who is supposed to be guiding and advising her, assures her that she still has time before that happens (he won't say how long, though). That said, as an admirer of superheroes of justice, she took up superheroing soon after coming to Earth as a way of doing good deeds for people en masse, and it's been going pretty well so far, although being a solo heroine can sometimes be troublesome!
  • Misc. Notes:

Edited by darksidevoid on Aug 12th 2023 at 10:20:55 AM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Jules-Firenze Druid Dude from somewhere in between Since: Apr, 2023 Relationship Status: watch?v=dQw4w9WgXcQ
Druid Dude
#5: Aug 1st 2023 at 6:29:33 AM

Because why not?

Name: Captain Underpants

Real Name: Benjamin Krupp

Gender: Male

Age: 45

Appearance: One yells Tra-la-laaaa!, the other, DETENTION!

Alignment: Bad as Krupp, Good as Captain Underpants

Generation: Fourth

Personality: Krupp used to be the cartoonishly evil principal of Jerome Horwitz Elementary School. Mean enough to give kids detention through even the slightest mishaps, generally uncaring and blase about the kids' safety and fun. However, ever since George and Harold, his kid nemeses, moved away, he's been more relaxed (In reality the other factor that caused him to mellow down considerably were possible sanctions). While he is by no means friendly, he isn't a complete asshole now, more akin to a grumpy old man.

As Captain Underpants, all that goes out the window as he becomes a ditzy, super friendly guy, always willing to help others, even though he's prone to missing the point in how to help others. As for his ditziness, he's still really stupid, sometimes unable to do simple things, and in rare occasions, forgetting his powers. That won't stop him from saving the day! Hopefully...

Powers and Abilities: Krupp is unaware of his powers or his alter ego, but still retains them. His general powers are the standard Flying Brick, able to fly, has super strength and durability, enhanced senses, etc. etc. He transforms into Captain Underpants whenever he hears a snapping noise, and becomes Krupp when he is wet on the head, and neither personality retains any information from the other.

However, his underwear powers (For all that is pre-shrunk and cottony!) allow him to use the inside of his underwear as hammerspace to store items in (probably not the cleanest), and he can create a seemingly infinite amount of underwear to slingshot at enemies, tie them together to use as a rope or whip, among others. They seem to be of similar durability to CU himself, but of course, any consistent practical usage of this power is impossible due to his stupidity.

Weapons and Equipment: Captain Underpants always goes into battle with... a red cape and undies. Not much to say here.

Assets: As Krupp and CU, he doesn't have any special amount of resources, aside from CU's seemingly infinite amount of tighty-whities.

Source: Captain Underpants

Origin Story: Krupp's story is similar to his book, movie, and series counterparts. He is hypnotized by George and Harold, pranksters they are, into thinking he's their comic book superhero, Captain Underpants. As Krupp, he terrorized the pranksters, and as Captain Underpants he saved the day (after the boys inevitably mess up in some way to create the Villain of the Week). Then the threat of sanctions came, forcing Krupp to change to make sure he keeps his lifestyle.

Of course he's dumb enough to not realize he's the superhero people simultaneously adore and mock. But when evil rears its ugly head, someone need only snap their fingers and Captain Underpants would swoop in to save the day! Or make it worse...

(Note: This version of Krupp takes from mostly the cartoon, sometimes from the books and movie.)

Edited by Jules-Firenze on Aug 7th 2023 at 7:16:01 PM

You piss off the Venom T-Rex. Roll initiative.
Darkomega245 Since: May, 2012
#6: Aug 1st 2023 at 8:00:03 AM

  • Name: Captain Mako

  • Real Name: Gideon Ray

  • Gender: Male

  • Age: Mid 50s.

  • Appearance: "Get lost, little guppy, before you're lunch!"

  • Alignment: Evil

  • Generation: The Third Age

  • Personality: Unlike the other members of Lord Recluse's inner circle, Mako has no sentimentality or depth. Mako is a blood-thirsty monster and fully aware of the fact. He is no fool but not an intellectual either. His tendency not to over overthink things is entirely intentional. Mako is a bloodthirsty predator capable of casual violence, but he still possesses a human intellect and should not be underestimated, as he can often be sarcastic and playful to others.

...He is also a closet brony, but he'll murder you before you have the chance of revealing that to the world.

  • Powers and Abilities:The first power that Mako ever developed as a mutant was his ability to breath under-water; as a result, he has an affinity for swimming. Years spent swimming have paid off in combination with his later increasingly shark-like body and Mako can swim at great speeds that have been compared to military submarines. Mako also has a set of razor-sharp claws and teeth that can carve through tempered steel effortlessly. Mako's outer skin is a natural body armor and can withstand a high level of blunt force, though not to the level of a flying brick. His skin almost completely renders him immune to the elements, as extreme heat, cold and electricity do not conduct well through it. Mako's main line of defense is speed. His nimble reflexes keep him out of reach of most foes, unable to lock-in on him until he strikes. While a deadly foe in 1v1s, dealing with multiple powerful targets at once is a weak point for Mako's style of combat.

  • Weapons and Equipment:None. He only needs his claws, as otherwise the hunt is too boring.

  • Assets:As a Patron of the Supervillain/terrorist Spider themed Organization known as Arachnos, Captain Mako is not only the closest thing to one of Lord Recluse's lieutenants, but he also is the leader of the Crab Spider Corps, a division of Arachnos military forces whose soldiers are heavily augmented, power armored and clad with a Crab-Pack, a cybernetic spider-legged backpack grafted to their back which makes them into 8 feet tall walking artilleries.

  • Source: City of Villains

  • Origin Story: Gideon Ray had the misfortune of being born a mutant. His mutation resulted in gills and shark-like teeth. Gideon's parents could not deal with his deformities, so they left him at an orphanage. Gideon's mutations grew more and more apparent as he matured. He was taunted endlessly by the other children for his increasingly in-human appearance. Though the grizzly particulars are lost to time, Gideon disappeared after the violent deaths of several of the other orphans, he is presumed to have snapped due to the mounting bullying. After the massacre, Gideon vanished, his body was not found among the rest of the orphans and the name Gideon Ray would not arise again till years later. The details of his time in hiding are unknown, but, when he reappeared, he was pursuing a life as a modern-day pirate. His fellow pirates were the first to devise the nickname "Mako", after the mako-shark he resembled in adulthood. Mako's vicious nature and marine-mutation quickly worked for him and he became first-mate. Following an "accident" that claimed the captain's life, Mako took-up the role as new captain for the crew.

Mako started looting the criminal friendly Rogue Isles, a corrupt nation that's supervillain heaven and ruled by the infamous Lord Recluse and his Spider-themed terrorist group, Arachnos. He became particularly fascinated with the island known as Sharkhead Isles, if only for the name. He frequented the water of Sharkhead Isle to intercept shipping for long enough to the point where he considered the area to be his territory. The frequent raids started to become an issue for Arachnos, who did most of the shipping from the area, enough so that Lord Recluse eventually put out a price on the pirates' heads. On top of the raids at the time, there was a rebellion underway on the Isle of Sharkhead. Arachnos's semi-slave-labor force, the Scrapyarders, were revolting against the Cage Consortium, a private security force under contract from Arachnos to over-see local issues on Sharkhead. The Cage Consortium's C.E.O., Kirk Cage, stood to lose a lot of business from the revolt and hired Mako to keep the leader of the revolt, a super-hero named Scrapyard from causing major property damage to Cage assets. Mako attacked Scrapyard on his protest march across the isle. Even after the initial strike by Mako, Scrapyard kept marching with resolve to set an example for his people. Mako would strike repeatedly against Scrapyard until he was completely dismembered by the sadistic mutant pirate. Mako's service averting a major upset to Arachnos's business partners on Sharkhead, to say nothing of the sheer level of ferocity involved in doing so, lead Lord Recluse to make Mako an offer he couldn't refuse; Lord Recluse would not only call off the bounty on Mako, he would make him his right-hand assassin, being sent out to swiftly kill and destroy any targets and quickly and effectively as possible, mainly to alert others about the might and terror of Arachnos. Though secretly, Captain Mako does intend to usurp and overthrow Lord Recluse...which Lord Recluse perfectly knows and welcomes, due to his Might Makes Right ideology. The Incarnate of Tartarus does not want to become too complacent, after all.

Eventually, Lord Recluse decided to spread his reign of terror to New York, sending Captain Mako, along with some of his Arachnos forces to gain influence and a foothold there. Somewhat of a surprise for Mako, but otherwise, he surely can see a few ways this little detour could be a benefit for him.

Edited by Darkomega245 on Aug 2nd 2023 at 4:39:52 AM

Bored_Man Since: Jun, 2015 Relationship Status: Abstaining
#7: Aug 1st 2023 at 5:49:12 PM

  • Name: Jorogumo

  • Real Name: Hinata Hyuga

  • Gender: Female

  • Age: 16

  • Appearance: In her quote unquote 'civilian' attire, Hinata often wears blue and lavender attire, with sandals to allow her to move freely while protecting the underside of her feet. In her superhero attire, she has a color scheme of white, blue and lavender with web-like markings on her outfit.

  • Alignment: Good

  • Generation: Fourth Age

  • Personality: The personality that is on display tends to depend on whether someone is talking to Hinata or Jorogumo. Hinata, while skittish and a bit of a wallflower, is polite and empathetic towards those she meets and wants to help them whatever the personal cost. Jorogumo, meanwhile, is more likely to be blunt and direct, not being afraid to speak their mind or act on what they think is right no matter who might object to it. What this says for her psyche is something Hinata has asked herself, but more pressing problems have kept her from delving too deeply into her own mental state.

  • Powers and Abilities:

    • Chakra: A spiritual energy source from her home world that can be used in a variety of different manners, be it passively enhancing her mobility and durability or going on the offensive against enemies. In Hinata's case, this primarily takes the form of her engaging opponents using her former clan's fighting style, the Gentle Fist; contrary to what one might think, it doesn't involve her fists, nor is it particularly gentle. Instead, it involves using her palms and fingers to target pressure points on her foes, slowing them down bit by bit. If the opportunity arises, she can initiate a flurry rush of strikes known as Eight Trigrams: Sixty-Four Palms, which consists of her striking multiple points in rapid succession, even going so far as to channel her chakra to use it to attack the opponent's internal organs.

    • Chakra Webs: While the above is formidable in its own right, what takes Hinata from a ninja to a superhero is the use of spider-themed abilities. By training with her unexpected allies, Hinata is able to form webs made entirely of chakra, and is able to use them both for combat and for mobility, providing no shortage of mixup options to keep her foes on the back foot. Beyond being able to cling to and climb walls, Hinata can swing from structure to structure, and in terms of combat, she can either shoot webbing at her opponents directly or stick it to the ground or walls to trap whoever gets knocked into it.

    • Byakugan: Besides the Gentle Fist style of combat, this power is the Hyuga's claim to fame. When activated, the user channels chakra to their eyes to give them drastically enhanced vision; with nearly 360 degrees of vision (a singular blind spot exists on the back of their neck), the ability to see through solid walls and people alike, and magnification on distant targets on command, it's not hard to see why those who possess this bloodline are respected and feared with equal measure. The primary drawback is that keeping such an ability on is quite the drain on chakra, so Hinata reasonably cannot have it on for extended periods of time.

    • Spider Sense: While the Byakugan is an ability Hinata has to consciously turn on and off, this is an ability that is active whenever she is awake, remaining passive and unobtrusive until something triggers it. In most cases, the trigger is an attack or projectile coming her way, but it can also flare up in response to familiar energy signatures; in either case, Hinata is alerted by means of a sense of encroaching danger, putting her on alert and helping her be ready to act at a moment's notice. However, like the Byakugan, such an ability does not grant Hinaga precognition, and an attack with sufficient speed can blindside her before she can defend or dodge.

  • Weapons and Equipment:

    • Kunai & Shuriken: A resource that few if any ninja ever leave home without, these bladed tools are able to be thrown and go a good distance when not used for close-quarters combat. While they're weapons in their own right, their primary use is in area denial and distractions, given that any competent ninja or enemy combatant would know how to not get hit by them.

    • Soldier Pills: A specialized resource from her homeland, these allow a ninja to regain their spent chakra at a rapidly accelerated pace and continue to feel energized for an extended period of time, making them a necessity for missions in case of emergency chakra exhaustion and long term missions. However, given that the body requires a good deal of rest once the pill runs its course, taking additional soldier pills without giving the drug time to flush out of one's system can be hazardous if not life threatening to one's health.

    • Summoning Scroll: Her signature on this scroll acts as proof of her pact with the spiders, and with an offering of chakra and blood, she can summon them to her aid for support, transport and combat. The smallest of them can fit comfortably on a thimble, and the bigger ones can reach the sizes of dogs and even small horses. While little is truly known about it, the spider boss is said to be the size of a house and immensely powerful, but given how much chakra would be required to call it forth and its short temper, calling on it would be an option of last resort for Hinata.

  • Assets:

    • Life Savings: While she had to get it all gathered in secret so as not to alert her family, Hinata has all the money she earned on missions squirreled away and available for her to use in this new city. Given that she wasn't able to bring much else with her, the money won't last her forever, but it is a fallback option for her until she can land on her feet.

  • Source: Naruto combined with Spider-Man

  • Origin Story:

Growing up in the ninja village of Konohakagure, the clan heir of the Hyuga was naturally expected to be strong and stern, everything a model Hyuga ought to be. Thus, when Hinata turned out to be anything but, hopes for her were all but shot, despite her father's attempts to toughen her up. Despite this, she graduated the academy for aspiring ninja and earned the role of genin, joining the group that would become Team 8.

After a particularly tiresome mission and yet another reprimanding from her father for not being what he wanted, Hinata hit the mattress in her bedroom and was about to nod off to sleep when she heard a voice. Thinking she was dreaming, she spoke back to it, and was questioned on who she was, and who she wanted to be. After explaining in her tired mental state that she wanted to be someone strong to protect the people she really cared about, she fell asleep properly, and she was so tired after the day's events that she didn't feel the bite of a spider of mysterious origin on her neck.

The morning and following days after, Hinata discovered that she had agility and strength beyond her norm, and while she was trying to figure out the cause of this boost of ability, tests big and small were given to her on the sly, with her passing them and not even knowing it. All of this culminated in her coming face to face with the spider that had bitten her...well, the spider and his many, many friends. Impressed as they were with her, finding the girl to be someone worth their time when so many others had failed their tests, Hinata was given the opportunity to sign their summoning scroll, which she did. Once that was accomplished, her newfound allies helped her to craft a new identity so that she could better use and train her new powers, and so 'Jorogumo' was born.

The good times as a superhero of the ninja world wouldn't last, however. Between failing to save her village leader from an untimely demise and seeing war on the horizon with no way to stop it, Hinata's troubles continued to build, adding more and more pressure to her plate. The final straw came when the clan elders confronted her with suspicions they'd had about her disappearances, using her sister Hanabi as leverage to try and force her to give them answers. With how stressed out the girl was and how she knew that if she buckled now, they would continue to threaten her sister, Hinata settled the matter on her own terms...by leaving the compound and Konoha behind, though not without verbally laying into the elder clansmen and having her identity as Jorogumo revealed right in front of her father. Before anyone could stop her, Hinata left the village, escaping to and entering a mysterious mountain passageway her summons had discovered and spoken of, unknowingly leaving her universe behind altogether in the process.

With her old world behind her (literally) after a few months of running through unknown lands, the rogue ninja girl has now settled in New York City, looking to make a new name and living for herself with the help of her arachnid allies...

Edited by Bored_Man on Apr 30th 2024 at 8:43:37 AM

Proud member of the AGOG community.
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#8: Aug 2nd 2023 at 4:34:02 PM

  • Name: The Powerpuff Girls
  • Real Names: Blossom, Bubbles, and Buttercup
  • Gender: Female
  • Age: 5
  • Appearance: And so once again, the day is saved! Standing about three feet tall, the Powerpuffs look mostly human (i.e. they aren't fingerless bobbleheads), though there are slight hints to their artificial nature; in particular, their eyes and heads are proportionally just a bit too big, and their colorful irises seem to softly glow from certain angles.
  • Alignment: Good
  • Generation: Fourth Age
  • Personality: All three girls are dedicated heroes, who will rush to fight evil without asking anything in return. Brave and pure of heart, though they are still children, and as such can be reckless and naïve at times. But in the end, they always strive to save the day. They have a close bond as sisters, and generally dislike to do solo missions, despite their strength.
    • Blossom is an intelligent and orderly girl, a natural leader with a strong sense of justice. Enjoys studying, books, and cleaning. Very organized, to the point of being a bit of a neat freak. She tends to be a stickler for rules, though her sisters can persuade her to bend them.
    • Bubbles is innocent and kind. Of the three, she acts her age the most, being fond of cute animals and bright colors. While still strong-willed, she is softer than her sisters, and more easily afraid. At the same time, she is also the best at understanding others, and has a genuine love for all living things.
    • Buttercup is the most rebellious of the three. Though still a hero, she's something of a punk who actively enjoys getting in a scrap. She usually has her anger issues under control, but is still the most prone of the three to making poor judgments. However, she's also the most determined of the three, stubbornly standing up no matter how many times she gets knocked down.
  • Powers and Abilities: X-Factor: The girls have a number of powers, which are drawn from an internal energy supply. They visibly glow in their respective colors when flying full speed (leaving behind a distinctive 'energy trail' in the air) or otherwise exerting themselves. Doing damage or forcing them to push themselves will burn through their energy and eventually exhaust them.
    • Supergirls: The girls possess the average superhero powerset of flight + superhuman strength, speed, and durability. Their speed is enough to outfly most land vehicles, their strength is sufficient to lift a car, and they're durable enough to withstand bullets (albeit while still feeling some pain). They are notably resistant to extreme temperatures and radiation, and can burn through energy instead of breathing, allowing them to temporarily survive the vacuum of space.
    • Energy Blasts: They can fire concussive, conveniently color-coded energy blasts from their hands, which strike with the same force of their physical attacks.
    • Heat Vision: Beams of thermal energy fired from the eyes. Being heat-based, the effectiveness decreases with distance - at long range, they can cause minor burns, while at short ranges they can melt metal like a blowtorch.
    • Sonic Scream: They can scream loud enough to send people flying and shatter windows. Particularly effective against foes vulnerable to loud noises.
    • Extrasensory: By focusing, the girls can heighten their sight, hearing, and smell to superhuman levels, as well as see through solid objects with x-ray vision.
    • Ice Breath (Blossom): Blossom's unique ability is to exhale a chill wind that can freeze water and put out fires.
    • Animal Friends (Bubbles): Bubbles's unique ability is to intuitively understand all living things, great and small. She can talk to animals, and animals in general enjoy being around her, even if they'd normally see her as predator or prey. She can't actually command them, merely make polite requests.
    • The Toughest Fighter (Buttercup): While lacking a unique ability of her own, Buttercup is noticeably harder to put down than her sisters, both being slightly more durable and having more stamina to burn through.
    • Megablast: By combining their energies, they can launch stronger blasts than they are capable of individually. However, this also uses up more energy at once, so the girls generally use this as a finishing move of last resort.
  • Weapons and Equipment: Nothing notable. The girls generally rely on their abilities, rather than equipment.
  • Assets: The girls themselves are only children. Their father, Professor Utonium, is a brilliant scientist and engineer who theoretically could have been a hero in his own right, were it not for his gentle nature. In addition to dabbling in useful inventions, he also makes enough money to give the girls a comfortable upbringing, despite being a single father of three.
  • Source: The Powerpuff Girls
  • Origin Story: Created by the kindly Professor Utonium, who had a particular interest in biological experiments. Amongst his most valuable was the mysterious Chemical X, which held unknown potential. While working on another project involving human cloning, his pet chimpanzee, Jojo, accidentally caused him to add Chemical X to a cell culture. Miraculously, this did not impact the cloning process. Instead, his new daughters developed incredible powers. Thus, the Powerpuff Girls were born! Despite their young age, the Girls could not bear to let people suffer when they were able to help, and so decided to use their ultra-super powers to fight crime and the forces of evil!

Edited by kagescorpionakki on Aug 20th 2023 at 5:42:40 AM

What is so amusing about this? Why do you take lives? How can you forget?
Cutegirl920fire CG for short from NYC apparently (Rule of Three) Relationship Status: Paris holds the key to my heart
CG for short
#9: Aug 3rd 2023 at 2:44:09 PM

  • Name: Wilhelmina "Mina" Harkernote 
  • Gender: Female
  • Age: Twenty-something year-old
  • Appearance:
  • Alignment: Neutral Good, Monster Huntress-turned-Victorian Heroine.
  • Generation: Pre-First Age as she was doing heroics right back in the late 19th century, although she didn't refer to herself as a superheroine.
  • Personality:
    • Mina is a calm, intelligent, independent woman who spews out the occasional snark. She's skilled at planning ahead and improvising if things go array, following logic even if she's surrounded by chaos and panic (it helps that she's used to the extraordinary). As a result, she's quite pragmatic and methodical, always thinking of her next move; if there's a weakness, she'll absolutely exploit it. She's strong willed, ready to fight back and stand her ground, giving her some decent leadership qualities. In battle, she fights with grace and hastiness, preferring to finish battles in an orderly manner.
    • Due to hailing from the Victorian era, Mina has some outdated values as a result. While she's more tolerant than the average Victorian and tries to be accepting of others differentiating from her time era's norms, she does slip up sometimes such as saying something insensitive and she always has to excuse herself whenever she encounters something pretty suggestive/lewd. While she'll eventually figure it out thanks to her intelligence, Mina will struggle with modern technology at first and would require assistance on them. Post-1898 pop culture/historical references will fly over her head and there'll be some contemporary things that she'll never understand.
    • As a monster hunter who survived encounters from a certain vampire, Mina is intensively distrustful of monsters, especially the vampiric kind. Even if one has been proven to be sapient and morally-upright, she'll keep her guard up and is not above aiming her gun at them if they act suspiciously. A good-hearted monster will have to do a lot to earn her trust and convince her that they're not a threat to her.
    • However, underneath her serene demeanor is someone who's carrying heavy trauma. She's haunted by her past, frequently getting nightmares about them that jolt her awake and the occasional flashback. Getting close to her neck and/or touching it is a Trigger for her, especially if teeth are involved, thus as a result, Mina prefers if people that aren't her young son to keep at least a 2-3 feet distance from her. There are some nights that are particularly harsh to her, where she'll spend them crying in her room all alone. She hides her vulnerable side from others and doesn't disclose her pre-superheroing past, mainly because she wants to keep that private but also because she doesn't want to burden anyone with her trauma.
  • Powers Skills and Abilities:
    • Marksmanship: Mina is pretty skilled with all kinds of guns and is a good shot. She's able to reload quickly in the middle of battle and when wielding guns she never used before, she quickly learns how to use them.
    • Knife Wielding: If Mina gets herself in close combat, she can use knives. She's decent at them, being able to efficiently use them through slashes and throws. However, smaller knives and daggers are better suited for her than say large meat cleavers.
    • Self-Defense Skills: On the off chance she's unarmed, Mina can still pick up a good fight. She knows how to throw a good punch and kick, capable of winning physical altercations towards those bigger than her. During these fights, she often takes advantage of the environment she's in, whether it'll be dodging under tables, defenestrating people, and using nearby items as improvised weapons.
    • Quick-Footedness: While not to superhuman levels, she's noticeably very agile, often moving very swiftly — even in heels, which can be argued to be a superpower on its own.
    • Encyclopedic Monster Knowledge: She's highly knowledgeable on monsters from folklore, mainly the European ones but she also knows some things about a few that roam outside of that continent. She can easily identify monsters and chances are, she knows their weaknesses.
    • Medical Knowledge: While she isn't a doctor, Mina knows how to treat wounds and illnesses, although the really severe ones are out of her expertise.
    • Educator: She was once a school teacher, thus Mina is good at teaching others what she knows and giving out lessons. She's very patient as a teacher, helping out students and giving them advice just so they can learn.
  • Weapons and Equipment: .
    • Spencer Repeating Rifle: Mina's signature gun; a trusty rifle that uses rounds, which were groundbreaking in the era she's from.
    • Derringer: A tiny pistol no bigger than the palm, it can fit just fine in Victorian dress pockets. Very easy to sneak in barring any metal detectors.
    • Three or so Daggers: A triad of daggers that Mina keeps on her. Good for stabbin' and throwin'. One of them is made of Cold Iron, making it deadly towards The Fair Folk.
    • Monster Hunting Kit: Mina has several materials and supplies on her that assist her in killing monsters. Some are in that leather satchel she carries while others are on the belts she wears. They consist of stakes, bullets and gunpowder (including silver ones), garlic, charms against evil, blessed salt, a crucifix, vitals of holy water and bandages.
    • A Book All About Monsters: A book that includes loads of information on (mainly European) monsters such as where they're usually found and how to kill them. Mina takes out the book whenever she needs to refresh herself on a particular creature or to teach others about a monster she's hunting down.
  • Assets:
    • The Time Machine: The titular machine from H. G. Wells' story. It does exactly as advertised, traveling to the past, present and future. It's how Mina got into modern day New York City but it was damaged during the trip, leaving it non-functional. It's currently about as useful as scrap until Mina manages to get it fixed.
    • The League of Extraordinary Gentlemen: A British group of proto-superheroes from 1898 that Mina leads and supervised by Mycroft Holmes. The members consist of Allan Quatermain, Dr. Henry Jekyll/Mr. Edward Hyde, Hawley Griffin, and Captain Nemo. If Mina gets the Time Machine fixed and able to return to 1898 Britain, she can get assistance from the group.
  • Source: Dracula and The League of Extraordinary Gentlemen.
  • Origin Story:
    Part 1 - Under the Fangs of Dracula 
  • Mina Murray was once a schoolteacher in the early 1890's who visited her best friend, Lucy Westenra, in Whitby, while her fiancée, Jonathan, went to Transylvania to handle a transaction with the nobleman, Count Dracula. Arriving in the Transylvanian countryside, Jonathan gets warned by the locals about Dracula's Castle and gives him crucifixes and charms against evil. Jonathan headed to the Castle nonetheless and met Dracula himself. A few days in, Jonathan realized that he's imprisoned within the castle and thus began investigating his confinement. Along the way, he discovered that Dracula is supernatural in nature and has devious ambitions. He almost gets attacked by the Brides of Dracula only to get saved by Dracula who tells him that Jonathan belongs to him. After the incident, Jonathan escaped the castle. Meanwhile, as Mina hangs out with Lucy in Whitby, a Russian ship known as the Demeter is found wrecked on the shore, its crew gone and the captain murdered; the only cargo found is fifty boxes of earth sent from Dracula's castle.
  • Not long after the ship is found, Lucy began sleepwalking and Mina found her in the local cemetery where the former rambled on about seeing a dark figure with red eyes over her. Overtime, Lucy became sick and two small red marks were found on her throat. No one can figure it out and she's sent to Professor Abraham Van Helsing, who happened to be a retired monster hunter; after a good while, he deduced that she was hunted by a vampire and attempted to thwart it by securing his house with garlic. After escaping Dracula, Jonathan arrived in Budapest and Mina joined him. She cared for him as he recovered from the trauma and they returned to England married. Upon returning, they learn that Lucy died from her mysterious illness, having lost so much blood from an unknown, blood-sucking animal. As it turns out, after she died, Lucy awakened as a vampire who hunts children. Van Helsing gets Lucy's suitors to help out with a vampire slaying ritual to let her soul rest in peace. They staked her heart, beheaded her and stuffed her mouth of garlic and they then vow to kill Dracula.
  • The Harkers decided to help out with Van Helsing and co, with Mina helping the professor collect the dairy/journal entries that they had written in order to figure out Dracula's plans and how to find him. The gang tracked down the boxes of earth found on the Demeter, which served as resting places for Dracula. However, things go wrong when a mental patient lets Dracula into the asylum the gang are staying in. Dracula feasts upon Mina and feeds her his blood, beginning her slow transformation into a vampire. He kills the patient and destroys the gang's records except for one which was kept in a safe. After sterilizing the boxes of earth, the gang begins their quest to save Mina from vampirism and to kill Dracula. When Van Helsing attempts to bless Mina via placing Sacramental bread on her forehead, it burns her flesh, leaving behind a scar and demonstrating that she was made unholy by Dracula. As she slowly succumbs to Dracula's influence, Mina keeps switching between a state of consciousness to that of a semi-trance where she's telepathically connected to them. Hypnotized by Van Helsing, she telepathically tracks down Dracula and the gang follows him to Transylvania. Mina is taken with Van Helsing as he heads to the castle to kill Dracula's brides while everyone else try to locate the ship Dracula's using to ambush him.
  • However, Helsing's hypnotism diminished overtime and Mina became more vampire-like, losing her appetite and becoming nocturnal. When they were camping, Helsing crumbles up a sacred wafer in a circle around Mina while she sleeps through the day and once she awakens, she can't cross the circle, which he did as a test to see if vampires can't enter the circle or not. Dracula's brides arrive and attempt to recruit Mina, but fail as she looks at them in disgust. They fly back to Dracula's castle and Helsing kills them, cleansing the castle. Just before Dracula arrives at his castle, they find him and during their final confrontation, Jonathan slashes Dracula's neck while Quincey stabs him in the heart. Dracula dies, fading away into dust, lifting Mina's curse and removing any supernatural abilities she had. Despite that, Quincey was fatally wounded by Dracula's minions and dies at peace, knowing that Mina's saved.
    Part 2 - The Birth of the Monster Huntress 
  • Once Dracula was slain, the Harkers and the rest of the gang returned to Britain. Since he's dead, they all should live a Happily Ever After, right? Well, not exactly for the Harkers. While they're relieved that Dracula's gone, they have a son who they named after Quincey a year later, and are overall a loving couple, they were highly traumatized by their experiences, especially Mina when she was under Dracula's vampiric curse. The trauma shook their marriage, as they had nightmares over the past, their shared pain led to heightened emotions that caused heated arguments and Mina suffered from panic attacks whenever she was reminded by her trauma; panic attacks that Jonathan was woefully ill-prepared to handle. It didn't help that they were constantly bothered by reporters since the story of Dracula spread across Britain and was the biggest story there for a good while.
  • The Harkers' marriage devolved into that of mutual misery. While they still loved each other, it became clear that they can't stay together for their own sake. Since divorce was neigh impossible in the Victorian era, they instead decided to separate indefinitely until they could sort out their problems, only seeing each other when sharing custody of their son. Mina moved into an isolated cottage, where she did nothing but read in an attempt to ease her troubled mind. A mix of circumstances that consist of her learning more about monsters from books, meeting an middle-aged Laura who tells her about her encounters with the vampiric Carmilla years ago, and saving a poor fellow who stumbled upon her cottage from a Barghest, led Mina to a conclusion that monsters are everywhere and that they're a legitimate problem.
  • Mina sought out Van Helsing to teach her the ways of monster hunting just so she can deal with the problem and potentially bring catharsis for her trauma. After some hesitation, Van Helsing accepts and teaches her the ins and outs of monster hunting. He taught Mina how to wield guns and knives, educated her on all kinds of monsters and made her undergo intense physical training. Once the lessons were over, Mina began hunting down monsters with Van Helsing across Europe before the latter met his untimely demise during a highly risky hunt. After Van Helsing's death, Mina continued the hunts solo, gaining notoriety throughout the continent as a skilled slayer of creatures that lurked in the night, even more so as a woman. Jonathan caught wind of the news and became concerned for Mina, writing a letter to her where he expressed his worries about her getting killed in her hunts and that she may no longer be a suitable parent for Quincey. Mina wrote back, saying that she'll continue killing monsters but agreeing that she may be unable to care for their son, handling full custody of him over to Jonathan but promising to visit on Quincey's birthday and the holidays.
  • Over the years, Mina stayed in the hunt, slaying various kinds of monsters and she rarely stayed in one place for long. Eventually, in 1898, she catches the attention of MI5's director, "M" who wanted to gather peculiar people known for the extraordinary into a proto-superhero group that served the British Empire and got an agent, Campion Bond to do so. One day, Campion invites Mina to the Channel Causeway bridge…
    Part 3 - Uniting Extraordinary Gentlemen and Time Travel Shenanigans 
  • Upon arriving at the bridge, Campion proposes to her to join the MI5 secret services and tells her that she'll be helping recruit members for a group of heroes, the League of Extraordinary Gentlemen. Mina initially refused as she prioritized killing monsters but Campion compromised with her, telling her that he'll make sure the organization would allow her to continue her hunts off-mission. Shortly afterwards, a giant kraken-shaped submarine emerged from the water and its captain, Nemo exited from it. Campion had convinced Nemo to serve the M15 beforehand in exchange for the organization to go out of its way to convince Britain to grant India independence and the latter was going to help Mina find the other members. There, they went to Cairo to contact Allan Quatermain, to Paris to acquire Henry Jekyll alongside his alternate personality, Edward Hyde, and returned to London where they went to arrest the invisible Hawley Griffin at an all-girls academy where he took "advantage" of the students there. Griffin only joined the team in exchange for a pardon of his crimes, a cure to his invisibility and loads of money.
  • Once the League was established, Campion briefed the team on the reason he gathered them up; Daji, a malevolent fox spirit who led Chinese organized crime in Britain, had stolen Cavorite, an artificial mineral with anti-gravity properties, from Professor Selwyn Cavor for her own plans. Mina served as the team's leader and led the search for the Cavorite, where they investigated the Limehouse district in East London and questioned a purveyor of fine tea about Daji. They successfully retrieved the Cavorite and Campion delivered it to M. Griffin followed Campion and learned that the mysterious M is Professor James Moriarty, a government agent who ran a criminal empire and arch-nemesis of the fabled detective Sherlock Holmes, who turned out to have survived their final encounter at the Reichenbach Falls, Switzerland and rose through the ranks to become MI5's director. Griffin then informed the League about their employer's true identity.
  • Moriarty used the Cavorite to power a flying airship, the War Chariot, to bomb London's East End in an attempt to kill Daji and the League. Thanks to Griffin spilling the beans, the League caught wind of his plans and got themselves an air balloon to fly up to the Chariot and infiltrate it to stop it. Mina reached the upper deck and tried to convince Moriarty to stop the bombings. Moriarty refused and ordered a Sergeant to throw her overboard; Mina defended herself against the Sergeant and Moriarty's goons, with Allan arriving in the nick of time to aid her. While Moriarty was occupied with Allan, Mina smashed the glass containing the Cavorite and shot Moriarty in the head. As the Cavorite was powering the Chariot, without it, the ship began crashing into London and the League plummeted to the water, where they were saved by the Nautilus who brought them to safety. Afterwards, the team met up with Mycroft Holmes, Sherlock's brother and the new M, who thanked them and paid them a hefty sum of money.
  • The League was assigned their second mission not that long after, where they had to investigate reports of a Time Machine popping up where its pilot was escorting highly advanced technology from the far future, as Mycroft was worried that the technology would fall in the wrong hands and that the machine's usage would break time itself. The League tracked down the Time Machine with Mina taking the lead once more. The machine's pilot turned out to the original narrator of H. G. Wells' Time Machine' story who actually killed the original Time Traveler for his machine and covered it up with a claim that the Time Traveler hadn't returned in three years in the ending of the story he wrote about the latter. The Pilot led a small criminal organization that helped him sell the futuristic technology and his goons fought the League. During the violent physical confrontation, Mina tracked down the Pilot who was planning to get away with the Time Machine. She lunged at him just when he activated the machine. The two fought as they traveled through time, ending with Mina slitting the Pilot's throat. As the machine's controls were damaged during the fight and was pushed by its limits due to traveling through so many time periods, Mina struggled to get it to stop but she successfully did so.
  • The Time Machine made its final destination before breaking down in 2023 New York City. And that's how Mina made her entrance into the RP; all alone in a completely foreign city, with only a broken Time Machine and a dead man by her side. How will she adapt to this brand new environment and get back to the League?

  • Other:
    • Mina's dialogue is Cinnamon.
    • She was taken to the RP's setting sometime between Volume 1 and Volume 2. As a result, everything that happens after Volume 1 doesn't apply to her in this RP.
    • The DM is free to come up with the fate of the League of Extraordinary Gentlemen after 1898 and Mina can learn about what happens to them.
    • Even if Mina does get a superhero name in the RP at some point, it's likely that she'll still go by her real name as by then, her heroics under that name are probably documented. So, she'll just use it as a nickname of sorts.
    • In this RP, Mina's exclusively wearing her scarf for cosmetic reasons. While she doesn't like the faint bite marks on her neck, she's aware that they're very easy to miss and thus doesn't worry too often about people noticing them right off the bat. The comic's explanation of wearing the scarf to cover up giant vampire bite marks contradicts a lot of Dracula's plot and tears open a few plot holes, mainly since if Dracula's victims had large gaping wounds in their necks, it would've been very obvious that they'd been bitten by something, not assumed to be a disease and thus taking much longer to figure out that there's a vampire around. (The Fridge Logic entry on Fridge.The League Of Extraordinary Gentlemen has more detail).
    • Mina is a closeted bisexual who isn't fully aware of her sexuality yet. Despite being estranged with her husband, she still loves him, thus she's off limits from shipping.

Edited by Cutegirl920fire on Aug 3rd 2023 at 4:35:03 AM

Victor of HGS S320 | "There's rosemary, that's for remembrance. Pray you, love, remember."
LizardOfAus Since: Feb, 2010
#10: Aug 3rd 2023 at 3:18:51 PM

Good to see you again, kage. I'm also glad of your pick, as I was hoping someone would bring the girls in.

Everyone's signups look excellent so far, and I'd be happy to accept them all (diverse in tone though they may be). I'm just going to give it a few more days for any other entrants to arrive, and then, once it's been a whole week, we'll get this show on the road.

In the meantime, to anyone else who might be perusing, step right up and don't be shy! Is anyone considering a more traditional superhero? After all, there's been some fascinating new variants of Superman and the Ninja Turtles in the past month!

Uncandescent One Brunch Man Since: Jul, 2010 Relationship Status: Coming soon to theaters
One Brunch Man
#11: Aug 3rd 2023 at 4:58:20 PM

Hey guys, I was feeling a bit nostalgic for the forums, so I popped my head in, and this looks right up my alley. Pardon me if I'm a bit rusty. tongue

Name: None yet, but goes by the stage name of Red

Real Name: No one knows, or at least her publicists aren’t telling

Gender: Female

Age: 27

Appearance: When you speak, I hear… silence…

Alignment: Good

Generation: Fourth Age

Personality: Red is many things to many people, depending on who she’s with. In private, with friends, she can be defiant, headstrong, playful, and even a little bit petty, not willing to let anyone or anything put boundaries on what she’s allowed to do or who she’s allowed to be in this world. But in her public persona as an acclaimed singer, she holds herself with sophistication, poise, and an ephemeral grace that imbues every one of her words with the weight of her convictions and intentions for a better world. All told, these dual personas have a tendency to take their toll on her, but she is lucky enough to have someone special that she can lean on.

Or at least, she did…

Powers and Abilities:

*Singing Voice: Despite a background in civic planning, Red’s heart and soul has always belonged to her music. Gifted with a voice able to touch those around her as well, Red has channeled her gifts into allowing her to at once entertain and uplift the masses, while also speaking out about the injustices of the world, up to and including mutant discrimination.

  • Along with a spectacular singing voice, she has also been gifted with a haunting, melodic hum.

Weapons and Equipment:

  • The Transistor: An artifact of unknown origin and incredible power, the Transistor resembles nothing so much as an overly-large sword, with an equally-oversized eye stationed in the blade. However, despite appearances, the edges on either side of the Transistor are dull, and only the flat tip of the weapon can be used to penetrate, as though plugging a USB into a socket. Despite its failings as a traditional sword, it is still a fairly large, flat instrument, and thus can be used as a makeshift bludgeoning weapon or shield should the situation call for it. This is assisted by a limited telekinetic control that Red has over the Transistor, which allows her to both wield it comfortably despite its size, call it to her hand from short distances away, and move it through a space with a rough five-foot radius directly around her, with appropriate considerations for its size and weight. Aside from how it appears physically, the Transistor has many functions and sub-functions, which are described below:

    • Blue: The Transistor is currently home to the personality of a man known to the media only as Blue, a mysterious love interest of Red’s that has an uncanny ability to keep to the very edge of paparazzi shots, if he is found within them at all. Blue serves as a soft counterpart to Red, a yin to her yang—perpetually cool-headed, content to go with the flow, gently snarky when he knows that it will get a rise out of Red, and endlessly knowledgeable (and opinionated!) about a significant chunk of the low-rent bars, food joints, and seedy hangouts around town. Despite his low-income origins as a boxer from the wrong side of town, his mellow attitude and deep well of compassion brought him and Red together, and they have been secretly courting just outside of the flash of the photographer’s cameras for quite some time now. Now imprisoned within the Transistor itself, Blue can both talk, and see through the weapon’s main eye, though he cannot move or otherwise interact with his environment himself. While seemingly flippant and casual about the situation, the attitude is in reality a thin mask keeping the situation at bay, knowing that he needs to be able to keep it together, for both of their sakes…

    • Selection Harvesting: Everyone on this planet has a Selection, an amalgamation of their memories, personality, skills, and very being, that can persist on even shortly after one’s death. The Transistor is uniquely constructed to be able to take advantage of these Selections, able to harness the memories of those Selections it comes into contact with, while potentially unlocking entirely new abilities after being exposed to the essential selves of particularly exceptional individuals. When the tip of the Transistor comes into contact with someone who is deceased or “defeated” (with GM discretion as to what constitutes “defeated”), Red has the opportunity to access their Selection for her own use. Generally speaking, this could be used to interrogate the spirit of someone who is no longer present, provided that they have not been dead for more than a day, or alternatively acquire information out of a living subject that they would rather not part with. At the GM’s discretion, this exposure to the creature’s Selection may also allow the Transistor to take on a new ability from the source game, that is appropriate to the opponent that the Selection is being harnessed from. Due to recent events, the Transistor’s slate of Selections has effective been wiped clean, and reduced down to two: that of Red, and that of Blue. The Transistor’s current Selections are described below:

      • Crash(): Built off of Red’s pilfered persona, the Crash() ability generates a short-range projectile that stretches for about the length of the Transistor itself when fully extended at arm’s length, and can be generated by jamming the sword’s tip into the ground just in front of her and firing the blast from the weapon’s eye. While the blow itself feels like a very strong punch, enough to send a full-grown man sprawling backwards, or even knock them out if aimed correctly, its true ability lies in making the affected opponent “crash”, becoming momentarily disoriented and vulnerable to further attack. This disorientation lasts for approximately five to ten seconds in a normal person, but someone with a hardened constitution or superhuman resilience may be affected less.

      • Breach(): Constructed from Blue’s stolen self, the Breach() ability fires a long-range, penetrating projectile, with a range approximately that of a football field, provided that Red can fire accurately enough over that distance. This ability requires Red to hold the Transistor over her head, harness the necessary energy, and then plant it point-down into the ground in order to fire the blast out of the weapon’s eye, making it less than ideal for melee encounters. To compensate, the Breach() projectile is strong enough to pierce plaster, shatter brick, or crack concrete on a direct hit. The projectile is fairly quick once fired, but is slower than a true bullet, and nimble-enough foes may be able to dodge out of the way of the blast even after it is fired.

    • Turn(): Perhaps the Transistor’s most potent ability, Turn(), quite simply, allows Red to take her turn. Red’s perception slows to a crawl, enough to see a proverbial fly flapping its individual wings. She can then plot out a course of actions, involving her own body, the Transistor’s Selections, or both, based on what is going on around her. Most crucially, she is then able to execute those actions, at a speed that is [INSERT REASONABLE NUMBER HERE] times faster than her normal movement and activity rate, not stopping until the planned series of actions has been completed. After this ability is used, the Transistor and all of its related abilities go into cooldown for a full minute, leaving Red essentially defenseless until it is able to charge back up again. If Turn() is available while Red is about to face certain death or grievous injury, the ability will activate automatically, giving Red the opportunity to escape her fate. However, there is only so much that this extra time can do for her; if, for instance, the danger is a very large explosion, Red can only reasonably protect herself by running as far as the extra time will take her, or perhaps by diving behind nearby cover. Despite its power, Turn() is not completely infallible, and even after the events have been planned out in Red’s mind, an unforeseen event such as a surprise twist in the environment or a foe with super-speed can render the process moot, or else drastically change the outcome.

  • Assets: Being a nationally-famous singer, Red has access to the amount of wealth and influence that one would comfortably assume she has due to this position. While not rich enough to own a private jet, she has a special appreciation for and skill with a selection of sport motorcycles.

  • Source: Transistor

  • Origin Story: Red’s most powerful ability, since the very beginning, has been her voice.

At Cloudbank Preparatory Academy, they taught her to use that voice to speak up for the powerless, to eloquently espouse the duties and responsibilities of those in office, and to prepare for relaying to the people what they deserved to hear. But Red found herself consistently drawn towards using her voice in a different direction, going so far as to nurture the academy’s burgeoning arts program through her sheer focus and dedication to her craft as a songstress. There was no contradiction in her mind, as far as she could tell; she was being taught to lead the people’s minds, but music was the way to lead the people’s hearts.

This attitude, along with the passionate delivery and content of her songs, made her an icon. Stadiums were flooded with fans and critics alike, each equally mesmerized by the woman delivering musical sermons to her flock. She called for a start to unity, and an end to hate, for all groups of all shapes and sizes—including the often-ostracized mutant population. This didn’t sit well, with some.

One night, while practicing within the lone music hall named the Empty Set, Red was approached by a stranger, intent on taking her voice once and for all. But what this assailant didn’t anticipate, was that Red wasn’t alone.

It happened in a flash, and was over in an instant. Red, affected by a glancing blow from the assailant’s weapon, found that her voice had been taken from her in a very real sense—she could no longer speak, only hum. In contrast, her companion who had rushed to her defense, a mysterious lover known to the media only as Blue, took the Transistor entirely through the chest, pinning him to the wall. In an unexpected twist, at the moment of his passing, Blue’s consciousness was effectively downloaded directly into the Transistor itself, and the assailant, unable to dislodge the weapon in time, fled into the night, leaving the pair behind.

The police arrived a short time later, just in time to see Red finally manage to pull the tip of the Transistor out of the body of her former lover.

Now, Red is on the run, force to prove her innocence in the murder of the love of her life—despite the fact that she is able to cradle him in her arms even now, as he reassures her that this isn’t her fault. Without even a voice to speak up for herself with, Red is forced to rely on her new weapon in order to both clear her name, and restore to the both of them what was lost…

Note: While the perpetrators of Red’s attempted assassination are well-documented in the source game, I thought it might be fun to leave it up to Liz to decide who tried to silence her in this game, possibly tying it to an existing group.

Red’s Greatest Hits:

We All Become

The Spine

In Circles

Signals

Paper Boats

Edited by Uncandescent on Aug 3rd 2023 at 11:59:41 AM

If I had that kind of power, I'd have dropped a meteor on your house ages ago~
LizardOfAus Since: Feb, 2010
#12: Aug 4th 2023 at 1:59:02 AM

Uncan! It's been too long. I see the draw of nostalgia drew us both back to this kind of game.

Your girl is accepted, and I shall have to dive into her original game footage to think up some plots for her.

Uncandescent One Brunch Man Since: Jul, 2010 Relationship Status: Coming soon to theaters
One Brunch Man
#13: Aug 4th 2023 at 11:27:49 AM

What can I say, once a Justice Avenger, always a Justice Avenger. [lol] Feel free to hit me up on Discord if you want to bounce any ideas around!

If I had that kind of power, I'd have dropped a meteor on your house ages ago~
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#14: Aug 4th 2023 at 1:23:01 PM

On the subject of Discord, you mention in the opening post that there's going to be a server. Are you waiting to send out invites until after the game starts?

What is so amusing about this? Why do you take lives? How can you forget?
kkhohoho Since: May, 2011
FergardStratoavis Stop Killing My Titles from And Locations (Not-So-Newbie) Relationship Status: And here's to you, Mrs. Robinson
Stop Killing My Titles
#16: Aug 4th 2023 at 3:17:35 PM

I'd be willing to give it a shot; it's been a while since I've played one of these. Still not entirely sure who I'd play, but I have a few ideas bouncing in my head at least.

grah
LilyTheLitten The Light That Blinds from Rarepair Hell Since: Apr, 2020 Relationship Status: Above such petty unnecessities
The Light That Blinds
#17: Aug 4th 2023 at 4:20:00 PM

You mentioned the turtles, I am here to snipe them before anyone else can.


  • Name: The Teenage Mutant Ninja Turtles
  • Real Names: Leonardo, Raphael, Donatello, and Michelangelo.
  • Gender: All four are male. Though I am open to them possibly learning things about themselves as the RP goes on.
  • Age: All are 14. General consensus is that from oldest to youngest it's Leo, Raph, Donnie, Mikey, but being turtles, they can't be sure.
  • Appearance: Unfortunately, I can't draw worth beans. Fortunately, it's not too hard to describe them: all four are turtles, and share their species with their Rise selves. Leo has red markings around his eyes resembling eye makeup that his mask usually covers, Raph has a spiny shell and a long tail, Donnie has a soft shell and wears goggles on his forehead, and Mikey wears bracelets that he made personally. None of them are particularly tall, though the height order specifically is: Donnie, Raph, Leo, Mikey. (Leo's quite cranky over being second shortest). Raph, Donnie, and Mikey have brown eyes; Leo has green.
  • Alignment: Good.
  • Generation: Fourth Generation, debuting very recently.
  • Personality: Hokay. Let it be said, first and foremost, that the turtles do love each other, and will do the right thing. Other than that, in order:
    • Leo is headstrong and incredibly eager, jumping at the call to heroism and loving every second of ninjutsu action. He holds the team together not by levelheaded leadership, but by sheer force of personality, throwing together plans on the spot and ordering/demanding the people around him follow them. The whole thing has...gone to his head a bit, and he's quite egotistical and a bit smug about being leader, breezing through life with confidence bordering on arrogance. Leo gets bored easily, hopping from interest to interest as the mood takes him, and he can be quite impulsive in order to sate this constant, gnawing boredom. Still, he has a strong sense of justice, and can be counted on to do the right thing. Usually.
    • Raph has a lot of thoughts on a lot of things, feels a lot of emotions about a lot of things, and tends to default to anger to protect those feelings. He's poor at regulating his emotions (only Leo is worse) and he's not the best at planning or being patient. He's also pretty competitive and a bit insecure, constantly trying to defend his place in the world and on the team. Beneath it all, however, is a kind soul who fights the good fight. Oh, and if you insult any of his brothers (Leo included)? Prepare to eat fist.
    • Donnie is best described as a cranky introvert. (Don't mind me projecting) He wants to be left alone to work on his inventions and doesn't particularly enjoy being a team player, but will go along with the orders if that's what keeps the peace. Unless he thinks those orders are stupid, which happens surprisingly often. He loves his family and all, but they also wear him out easily, and he has a bit of a perfectionist streak when it comes to...everything he does. He does it all with good intentions, though.
    • Mikey is cheerful and laidback, and usually happy to just coast through life. He's also a bit of a doormat, and has a bad habit of letting other people (especially Leo) tell him what to do. He's not really the sort to let himself feel negative emotions, meaning he bottles them up a lot, which can lead to explosions of anger when he just can't take it anymore. However, he's also the most outwardly kind and empathetic of his brothers, suffers Chronic Hero Syndrome hard, and is willing to help anyone who needs it. Even bad guys.
  • Powers and Abilities:
    • As mutants, all four brothers have enhanced strength, speed, and durability, in addition to the ninjutsu training they've received over the years. Maybe not too impressive, but we can't all have magic portal swords ^^;
    • Donnie is also a tech whiz, and can build just about anything. Bigger projects require more material, but otherwise, dude's the local Gadgeteer Genius.
  • Weapons and Equipment: We all know this one: Leo's twin katanas, Raph's sai, Donnie's bo staff, and Mikey's nunchucks.
  • Assets: Nothing, really. They live in a sewer, everything they own was either stolen or made by hand.
  • Source: Teenage Mutant Ninja Turtles
  • Origin Story:
    • Fourteen years ago, a man named Hamato Yoshi was abducted by the evil alien scientist Krang. Krang desired to conquer the world, as most evil alien scientists do, and he'd created a mutagenic ooze to mutate various animals into humanoid killing machines. The first test subjects? Four baby turtles, who would be mutated with Yoshi's human DNA.
    • Yoshi, naturally, was less than keen on this idea, and broke free of Krang's lab, took the mutated baby turtles, and ran off. During this escape, he wound up mutating into a rat, and was forced to flee into the New York sewers. Dubbing himself Splinter, he went on to raise the turtles, naming them after his favorite artists and training them in the art of ninjutsu.
    • The turtles grew up on stories. Stories of ninjas fighting the good fight in the shadows, stories of heroes saving the world. They all wanted to do that someday. And when they were fourteen, Splinter finally gave them the go-ahead to travel to the surface. Since then, they've been exploring, fighting small-time bad guys (including New York gang the Purple Dragons) and goofing off a bit. But recently, they've started to notice...more mutants are popping up. Once or twice could be a coincidence, but something tells them it's more than that. The turtles want to get to the bottom of it—and, in the process, are set to learn where they truly came from...
  • Trivia:
    • These particular versions of the turtles come from my own version of TMNT I'm making in my head. Hence why they're not too much like any of their counterparts.
    • Leo's text is blue, Raph's is red, Donnie's is purple, and Mikey's is orange. ...okay actually that's cinnamon, but it's close enough :P
    • A thing I feel we should all know before actual play: Leo has an undiagnosed case of Borderline Personality Disorder. It wasn't intentional at first, but it fit surprisingly well, and I'm going to try to portray it as respectfully as possible.
    • You may be wondering where Shredder is in all of this. I have a plan there, and am happy to share it if accepted.

"Kept me waiting, haven’t you? Tch. No matter. Dawdle all you’d like. In the end, your defeat remains inevitable."
kkhohoho Since: May, 2011
#18: Aug 4th 2023 at 5:46:37 PM

  • Name: Bunnie Rabbot
  • Gender: Female
  • Age: Early 20's
  • Appearance: Hunnybunny. Stands about 3'6.
  • Alignment: Good
  • Generation: Fourth Age
  • Personality: The ultimate Southern Belle. Bunnie is calm as a spring breeze, equally playful and rambunctious. She's a shameless tease, strong and bold, but doesn't overdo it. She loves her friends and will always help those in trouble, but doesn't always help herself. She's confident and selfless to a fault but doesn't have much self-worth. Underneath her cheerful exterior, she has crippling self-esteem but never lets it show. she's worried her roboticization could overtake her completely, but she cares less about losing her Mobianity and more about hurting her friends. Deep down, she wishes she could return to normal, but saving innocents and those she cares about comes first.
  • Powers and Abilities:
    • Ghost in The Rabbit: Bunnie's packing heat. As a partly robotized Mobian, she's incredibly strong. She can lift most vehicles with ease, but over the years, she's had a lot of upgrades. She can telescope her limbs, stretching them out or moulding them into an arm cannon. She can shoot powerful lasers and surround herself with energy barriers, protecting herself from harm. She has jet thrusters installed in her feet, letting her soar through the air at top speed. She's not bulletproof, but her barrier picks up the slack. She has room for more upgrades or enhancements, but the more she obtains, the less chance she has of returning to normal.
    • Hair Raising Hare: Most of Bunny's strength comes from her robots, but she's a skilled combatant without them. She learned Judo from her folks and is more than capable of defending herself.
  • Assets: Bunnie has nothing but the clothes on her back, but her friends are loaded. If she gets back home, she can ask them for help. Most of her friends have their own special gifts, but even the ones who don't can kick serious ass. There are also the Chaos Emeralds, but they tend to be scattered.
  • Source: ''Sonic the Hedgehog.'' Specifically the comic from Archie.
  • Origin Story: Bunnie was an ordinary rabbit when Mobius fell. For the first few years she kept herself safe but soon fell into Robotniks' clutches. She was more than halfway roboticized when the Freedom Fighters saved her. Grateful and with nowhere to go, she joined their ranks and became one of their strongest members, second only to Sonic. She wasn't happy about her situation, but she made the most of it. It wasn't easy, but in the end she found friends, family and even love. She was helping Tails and Rotor with a portal to a new Zone when something went screwy. Next thing she knew she was somewhere else. She wasn't sure what happened, but she won't stop until she gets home.
  • Etc: Bunny comes from Mobius. Most versions of Mobius are separate planets, but Bunnie's is a post-apocalyptic Earth. In her future, Earth was conquered by the Xorda, a race of aliens who share the same thoughts and feelings. They sent an ambassador to Earth, but they were tortured and killed. And the Xorda felt it. In retaliation, the Xorda razed the place to the ground, using their Gene Bomb to send it back to the stone age. After several millennia, new species began to evolve, many similar to animals. Mobians become the dominant species, but Overlanders were also prominent. When Bunnie went through that portal, she was sent back to the past. She's mostly clueless, but she did see the Statue of Liberty back home and is slowly connecting the dots.

Edited by kkhohoho on Aug 8th 2023 at 2:20:31 PM

LizardOfAus Since: Feb, 2010
#19: Aug 5th 2023 at 9:27:53 AM

All very interesting material, and all still accepted thus far.

I'll post the character list once we get underway, and I'll probably switch out The Story So Far for a newer, more comprehensive timeline. In the meantime, though, I may as well fling all you newcomers a link to the server, so you can meet your fellow players and start laying out your plotlines together.

Booky Since: Sep, 2015
#20: Aug 5th 2023 at 12:26:58 PM

I’m interested but I don’t have access to a computer to share my awesome sign-up sheet until Saturday. So you’ll all have to be kept in suspense until then.

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#21: Aug 5th 2023 at 12:36:35 PM

Do you mean August 5th, or August 12th?

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
PresidentStalkeyes The Best Worst Psychonaut from United Kingdom of England-land Since: Feb, 2016 Relationship Status: [TOP SECRET]
The Best Worst Psychonaut
#23: Aug 7th 2023 at 9:58:39 AM

  • Name: Lizzie and Norma Natividad
  • Gender: Female
  • Age: 16
  • Appearance:
  • Alignment: Punch-Clock Hero
  • Generation: IV
  • Personality:
    • 'The Queens of Emotional Repression'. This twin team of telekineticist troublemakers isn't particularly forthcoming with their feelings - even more so than most teenagers. The difference between them is how it manifests.
    • Norma - the eldest by about ten minutes - takes her job and her responsibilities as a Psychonaut deadly seriously. A bookworm with an eye for detail, she's well-suited for investigative work, and is skilled at putting on fronts to earn people's trust and gather information. Unfortunately, she also has a notorious mean streak a mile long, having very little patience for fools and being very self-assured in her own abilities, almost to the point of arrogance. This has gotten her in trouble in the past and she's seriously trying to rein it in, but it's an uphill battle.
    • Her sister Lizzie, meanwhile is (fittingly), much more cool-headed and easygoing, preferring to instead mask her feelings behind a wall of apathy. She also doesn't suffer fools well, but is more inclined to limit herself to teasing or the odd prank. Generally prefers to take the more 'direct' and 'easy' route to accomplishing the mission. Her willingness to cut corners and refusal to 'play the social game' are great irritations to her sister, to which Lizzie usually says Norma could stand to be less of an uptight snitch.
  • Powers and Abilities: The Natividad sisters are psychics - that is, humans born with a higher-than-average degree of psychic potential. After years of training, they've honed their abilities to an advanced level, far beyond what most psychics their age achieve, yet still peanuts compared to the more senior Psychonauts. They have access to the basic suite of psychic abilities that most Psychonauts have been practicing since childhood, such as:
    • Telekinesis: The bedrock from which most external psychic powers are formed, a projection of internal will upon the outside world. To the psychic eye, this power manifests as a giant glowing hand (the appearance of which is determined by the user) capable of shifting and grappling with distant objects. It can also be used to attack directly, in the form of a PSI-Punch, or to protect, as PSI-Shield.
    • PSI-Blast: One reason the sisters are so emotionally repressed; it's important to keep a well of hostile thoughts in reserve for when they need to be fired out as blasts of psychic energy. The sisters have learned to augment them in their own ways; Norma likes sniper blasts from a mile away, while Lizzie prefers to machine-gun threats.
    • Levitation: The act of literally letting your thoughts uplift you. Truth be told, they've taken this in a bit of a different direction than how it was taught to them; rather than slow, leisurely leaps, they've combined it with the PSI Blast philosophy to rocket themselves up and forward in tightly-controlled manners, working just a smidge of Gravitokinesis and Time Bubble in there. Psychic development is all about experimentation, after all.
    • Clairvoyance: A power they could probably stand to use a bit more. This one is, to quote an expert on the subject, "The ability to see through eyes that are not theirs. With only light concentration, the psychic can borrow the perception of any nearby creature with the power of sight; granted so long as they are within their line of sight. With this, they are able to perceive how others view the world around them, to either hilarious or useful results—if a person they use clairvoyance on has special abilities regarding their sight, they will also temporarily be able to see with them for the duration of their hijacking."
    • Teleportation: An advanced ability they're a bit less practiced with, at the moment the extent of their teleportation is 'blinking' to areas within view of the naked eye, with sufficient concentration, though they at least retain their momentum doing so.
  • However, the sisters have their specialties that they rely on more than anything else.
    • Lizzie's specialty is Cryokinesis; a subset of Hydrokinesis, Lizzie can absorb the heat present in water, like a walking refrigerator, rapidly forming ice. The applications for this power are almost limitless, whether as a movement aid or a means of attack and defence. Plus it means she never has to worry about drinking a lukewarm soda. The big downside is probably that it leaves her with a higher-than-normal body temperature, forcing her to cool off. She also knows a smidge of Zoolepathy; not enough to have full-blown conversations with animals, but enough to get a general gist of their current mood across.
    • Meanwhile, Norma's specialty is the natural flipside of her sister's, Pyrokinesis. Norma's take on this popular power is more precise than some's, and may have some overlap with Geokinesis, as it utilizes the presence of solid molecules in the air as a fuel source to create extremely focused incendiary explosions with an almost molten consistency, capable of burning through solid steel. This has left her own temperature in a state of flux - she tends to radiate heat like crazy, leaving her cold inside, yet in times of distress may suffer pyrokinetic flare-ups, or 'fireaches'. She also happens to be much more skilled with Illusions than her sister, particularly the old classic Invisibility, though with a bit of work she's even able to distort the perceptions of others further, disguising herself as other people or just as harmless inanimate objects (Lizzie can use Invisibility as well but isn't as good at it, mostly due to impatience).
  • Weapons and Equipment:
    • Psycho-Portal: A tiny wooden door that is tuned to psychic frequencies. Both the sisters have their own; Lizzie's is all black and decorated with spikes and scary eyes like the goth she is, while Norma settled for a simple lacquered oak finish. They can stick these onto someone's head and project themselves astrally into their minds in order to explore it. Their body (along with the other person's) is rendered unconscious while they're projecting, but if their astral projection sustains enough punishment it'll merely rubber-band back into their real form with only a minor headache and a chance of soiled underwear as punishment.
    • Smelling Salts: Scented herbs and spices mixed that can cancel a psychic's astral projection, either to save themselves from the aforementioned headaches/soiled underwear or simply to give themselves time to breathe. They can also help break a psychic out of forced illusions, but only if they're aware enough to think to use them.
  • Assets: Lizzie and Norma are both Junior Agents of the Psychonauts, a clandestine multinational organization best described as a weird cross between an intelligence agency, a therapeutic hospital and a psychic self-advocacy group. Most of their activities are kept under wraps from the public, especially after the T.C. Event a few years ago incapacitated a good chunk of their workforce, including their two top agents. Strapped for cash, they've fallen back on their biggest fronts - psycho-safety programs for young children - and have been forced to rush their youngest agents into the field early. The sisters only just graduated their intern program about a year ago, and the higher-ups think some field experience together would help alleviate their... family issues.
  • Source: Psychonauts 2
  • Notes:
    • Norma speaks in red text, Lizzie speaks in purple text.
    • They retain their odd skin colours even in this universe. Some kind of genetic anomaly which for some reason correlates strongly with psychic potential.

Edited by PresidentStalkeyes on Aug 21st 2023 at 11:59:06 AM

"If you think like a child, you will do a child's work."
Dezmo WOAH Since: Jan, 2011
WOAH
#24: Aug 7th 2023 at 6:08:16 PM

  • Name: Team Bandicoot
  • Real Names: Crash and Coco Bandicoot (full names Crashworth Cortex the First and Parameles Coco), Tawna and Aku Aku
  • Gender: Male, Female, Female, and Male, respectively
  • Age: Adultish, Teenager, Adult, and Ancient, respectively
  • Appearance:
  • Alignment: Good
  • Generation: Fourth Age
  • Personality:
    • Crash: Crash is a pretty simple guy. He'd love nothing more in life than to spend his days bumming it up on a nice beach somewhere, napping under the sun and gorging himself on his favorite food, Wumpa Fruit. But he's also the kind of guy who'll never shy away from danger or pass up an opportunity to help others (even those who have wronged him in the past), so when adventure comes knocking, he'll happily jump into action with his unique brand of daredevilish, reckless heroism. Crash isn't really one for talking, instead preferring to let his actions (and other people) speak for him. He CAN talk, he just never really sees a point to, unless it's important (or funny).
    • Coco: The youngest member of Team bandicoot is also it's most intelligent. She's a tech savvy whiz kid, and she's not shy about showing off her computing and engineering skills to help save the day AND show up the bad guys. She tends to get frustrated if things don't end up going her way, though. While at first glance she may seem more sensible than her big brother, she really is just as goofy and daredevilish as he is. She's also just as good natured and heroic, so bad guys better watch their butts.
    • Tawna: Tawna is the the most mature and level headed out of the Bandicoots, no question, but she also has a thirst for action and adventure that may even surpass Crash and Coco's. While under Cortex's thumb she longed to see the world outside her castle prison, and now that she's finally living her dream she couldn't be happier, especially seeing as she's got her three favorite people with her to share it all with. She shares in Crash and Coco's altruism, and wants to help create the kind of world where creeps like Cortex don't get their way. To that end, while she'll join in on beating up bad guys, she's also more socially conscious, and will do what she can to help improve mutants image worldwide.
    • Aku Aku: This ancient tiki mask acts as a father figure and mentor to Team Bandicoot. He's a wise old soul, with a deep love for nature and life in general. He's adopted the Bandicoots as his family, and enjoys sharing sage advice and bemusedly watching their antics in equal, parernal measure. Still though, he takes his duties as a guardian spirit very seriously, and will do all in his (considerable) power to see good triumph over evil. Also, his lack of a body is a bit of a sore spot for him, so maybe don't bring that up.
  • Powers and Abilities:
    • Enhanced Mutant Abilities (Crash, Coco, Tawna): The Bandicoots were genetically enhanced to be super mutant soldiers, and even if they've soundly rejected the role, they're still stronger and more agile than the average human. They each have seemingly endless stamina, some impressive reflexes, they can jump and leap about like an olympic gymnast, and they're strong enough to fling things like boulders away with ease with his tornado spin
    • Tornado Spin (Crash and Coco): Crash's and Coco's signature move, the two are capable of spinning themselves around at N.Sane speeds (without getting dizzy, even), turning them into a whirlwind of destruction. The tornado spin is capable of doing things like tearing through mountains of wooden crates like they were tissue paper, flinging away just about anything that comes into contact with it (from boulders to full grown humans to even giant gorillas), and even deflecting projectiles.
    • Natural Bandicoot Abilities (Crash, Coco, Tawna): On top of the enhancements they gained as mutants, the trio kept their natural Bandicoot abilities too.
      • Senses: Each of the Bandicoots has a naturally excellent sense of smell and hearing, allowing them to smell and hear things from a farther distance than your average human.
      • Digging prowess: Eastern Barred Bandicoots, which is what Crash, Coco and Tawna are, are natural born diggers. A single unmutated bandicoot can dig up to 28 pounds of dirt a night in search of food! So imagine what a mutated bandicoot can do! If the ground is soft enough, they can burrow into and through the ground as easily as the likes of Bugs Bunny.
    • Vehicle Proficiency (Crash, Coco, Tawna): The Bandicoots were trained to be proficient with any and all kinds of vehicles, and that training paid off in spades. Motorcycles, cars, karts, planes, jetpacks, jetboards, jet skis, mechs, you name it, they can drive it with almost instinctual ease.
    • Tech Proficiency (Coco): Coco is a tech genius, specializing in programming and engineering. She can hack into just about any computer, and can build just about any fantastical device she can think of, given the time and resources.
    • Protective Powers (Aku Aku): Aku Aku can act as a shield, using his mask form to shield others from a hit that might otherwise be lethal. If allowed to store and gather his power for long enough between hits, he can provide a wearer of his choice with a temporary power boost that makes them invulnerable to most harm.
    • Eridium Connection (Aku Aku): Aku Aku has a mystical connection to Eridium, a powerful crystalline substance. He can sense its presence, and even exert control over devices that use it as a Power source. This connection means he can also control beings who were mutated through Slag, a mutagenic byproduct of Eridium (see notes below for further clarification).
    • Hammerspace (All): Aku Aku has access to a mystical other space he can use to store objects, and has allowed the Bandicoots access to this space for their own needs. There's a size limit to the things they can store there though-nothing larger than an adult male.
  • Weapons and Equipment:
    • A yoyo (Crash): A simple children's toy, though it's been modified by Coco so that the string is super durable (Crash kept breaking the string on it and Coco felt bad for him, so she made him one he couldn't break.) Great for reaching long distances AND keeping oneself entertained!
    • Tablet (Coco): Coco never goes anywhere without her handy tablet. She's modified the heck out it, so not only is it way more powerful than any store brand computer, it's *also* super durable so that it can survive practically anything.
    • Grappling Hook (Tawna): With this high tech grappling hook,Tawna can reach just about any height, reach and grab far away objects, AND give bad guys the ol' "Get Over Here!"
  • Assets:
    • Airship: The Bandicoots hijacked Cortex's airship at the end of their first adventure, and have been using it as their home as they travel and see the world. It comes complete with a front mounted machine gun, and two side turrets.
  • Source: Crash Bandicoot
  • Origin Story:
    • Somewhere off the southeastern coast of Australia lies three remote islands littered in crumbling ruins and ancient magictech, collectively called the Wumpa Islands-named after the unique fruit that grows there. The islands-N. Sanity Island, Wumpa Island, and Cortex Island-are all that remains of Lemuria, a once grand continent that was the seat of power for an ancient globe-spanning civilization capable of incredible feats of magic and engineering, with a connection to powerful figures bound to magic masks that could control the very forces of the universe. A cataclysmic event in the far past shattered the continent and cast its people into a dark age they never recovered from, and sent many of those magical masks into a deep slumber. Still, there are many ancient treasures and wonders to be discovered there, for those opportunistic, determined and/or enough to brave the dense wilderness, unfriendly wildlife and dangerous ruins....
    • Dr. Neo Periwinkle Cortex (Yes, that is his full name) was all three of those things. A mad scientist with delusions of grandeur and a grudge against a world that never understood his scientific vision, Cortex rediscovered the Wumpa Islands while on the run from the law and promptly turned them into his new base of command, building himself an imposing castle on the third island (which he vainly renamed after himself). Taking control of these islands, he intended to dig up their secrets, strip them of their abundant natural resources, and harvest the local animals and transform them into super mutant soldiers who would help him take over the world.
    • Crash Bandicoot was one such animal. Once an ordinary Eastern Barred Bandicoot, Crash was subjected to the Evolve-O-Ray (built by Cortex's lackey Dr. Nitrus Brio and powered by a mutanegenic ooze refined from a sample obtained from a crashed space ship many years ago…) and mutated into a more humanoid form. Then he was run through rigorous (and incredibly deadly) physical testing to prove himself worthy of a place in Cortex's "Cortex Commandos''. Cortex soon became so impressed by Crash's performance that Crash was chosen to become the Commando's General-a role Crash quite frankly wasn't interested in. See, Crash had fallen wildly in love with another of Cortex's experiments-a fellow Bandicoot named Tawna, who dreamt of escaping their cruel captivity and seeing the world, and Crash wanted nothing more than to escape with her.
    • Thankfully, he found his opportunity to escape Cortex's clutches just as he was to run through the Cortex Vortex, a machine Cortex created to brainwash his mutant soldiers into total loyalty. The Vortex malfunctioned when Crash was being inserted into it, and he used the ensuing chaos to escape....right out a nearby window, into the cold sea below. Whoops.
    • Crash washed up on the shores of N. Sanity Island, and it's there he met Aku-Aku, a mysterious and friendly magical mask. Aku Aku, sensing a heroic soul in Crash, informed him of the damage Cortex could do if left unchecked, and Crash decided to help him stop his creator, both to save the world AND rescue his girlfriend Tawna. Together, the duo fought their way through the Wumpa Islands, dismantling all of Cortex's operations and beating the other mutants under Cortex's command.
    • Meanwhile, with Crash no longer an option for the General position due to his rejection by the Vortex, Cortex decided Tawna was next in line for a forced promotion. Tawna of course decided to take a page out of Crash's book and escape, though sadly she'd have much less luck. Because the Vortex hadn't already rejected her, Cortex still valued her as an asset, and would always recapture her shortly after her escapes. That didn't deter her though.
    • MEANWHILE meanwhile, with Crash MIA and Tawna a continued flight risk, Cortex figured having a THIRD Bandicoot on standby wasn't a bad idea, and so he created Coco, Crash's little sister. She was run through testing just as Crash and Tawna had been, though luck was actually on her side as during a test she found a secret passage that would lead her out of the testing chamber into the greater Castls, just in time for Crash to return.
    • Indeed, Crash successfully made his way back to Cortex Castle, where he succeeded in raiding Cortex's lab, destroying the offending building, rescuing his girlfriend (and a sister he didn't know he had!) and sending his creator plummeting to his doom after a climactic showdown atop the Mad Doctor's airship (or so it seemed at the time).
    • Free of Cortex and his plans of world domination at last, the three Bandicoots and ancient mask set off in Cortex's own airship to see what the world at large had to offer. After a year of sightseeing across the globe, they've found themselves in New York-where surprisingly their old nemesis Dr. Cortex himself has contacted them...to make peace? The Good (highly doubtful) Doctor claims he's mended his ways, and has joined with the prolific and powerful Hyperion Corporation with the intent of helping mankind. As a gesture of goodwill to show there are no hard feelings between them, he even offers the Bandicoots housing at Hyperion's own community, Opportunity and a potential job. Crash is personally thrilled for his creator turned nemesis, but the rest of Team Bandicoot are weary. Maybe it's worth sticking around New York to discover just what Cortex (and Hyperion at large) are up to...
  • Notes:
    • Zodan and I talked over discord, and we came up with the idea of blending Crash and Borderlands Canon a bit. Namely, in that the ancient civilization whose ruins litter the islands of the Crash games (the Lemurians) came into contact with the Eridians of the Borderland games, and that's where the Lemurians got their ancient knowledge and magic from. This means that for the RP:
      • The Crash series' power crystals and mojo have gotten origin changes: the power crystals are actually Eridium, and Mojo is in turn Slag (hence the connection to Aku Aku listed above).
      • Aku Aku and Uka Uka (and both the Quantum and Elemental Masks) have their origins in Eridian powers.
      • Uka Uka and the Elementals were responsible for summoning the Destroyer to this reality. This event is what destroyed the continent of Lemuria, and the Eridians personality punished the evil masks by draining their powers and casting them into a deep sleep.
      • The main mad scientists of the Crash series (Dr. Cortex, Dr. N. Brio, Dr. N. Gin, and Dr. N. Tropy) are currently employed by Hyperion.
      • Handsome Jack himself has dug up Uka Uka's mask, which has awakened him. Uka's power is still drained though, so at present all he can do is talk and act as a garish piece of decoration.
    • And indeed, the mutagenic ooze referenced in the backstory is the same Ooze that mutated the TMNT. Dr. N. Brio got his hands on a sample of ooze years ago, and has since refined the formula. The formula used in Cortex's experiments specifically focused on manipulating genetics to uplift animals to be more anthropomorphic. He's constantly coming up with new ooze formulas to induce specific transformations (mostly for use on himself).

Edited by Dezmo on Nov 4th 2023 at 8:20:15 AM

desdendelle (Avatar by Coffee) from Land of Milk and Honey (Ten years in the joint) Relationship Status: Writing a love letter
(Avatar by Coffee)
#25: Aug 8th 2023 at 4:15:49 PM

  • Name: No secret identity.
  • Real Name: Subaru Nakajima.
  • Gender: Female.
  • Age: 22speculation .
  • Appearance: In her Barrier Jacket; civvies.
  • Alignment: Good.
  • Generation: III or IV — she's probably made her debut as a hero on Earth in 2020 at the earliest, but technically speaking she's been hero-ing since she was 15.
  • Personality: Large Ham Genki Girl. Subaru is friendly, loud and helpful (and god help you if you mess with her friends). She was a weak crybaby as a kid, but being rescued from a fire by Nanoha made her resolve to become stronger, and hoo boy did she — thankfully, all in the name of helping others in need.
    Subaru is perfectly fine with showing her emotions, whether it's tears or squees, and is generally a bright and positive person. She's more than a bit hot-headed, though, messing with her friends or family is a bad, bad idea. Even if Nanoha-verse magic is, by and large, nonlethal.
  • Powers and Abilities: Subaru is a Combat Cyborg specialising in the cross-range magic style Shooting Arts.
    • Cyborg physiology: Stronger, faster, tougher, etc than a regular human. Can swim for 20km continuously. Is a Big Eater as a result — all of those electronics need power from somewhere.
      • Combat Cyborg mode: Basically a Limit Break, increasing Subaru's strength even further and lets her use her Inherent Skill Oscillating Breaker, which shoots oscillatory waves from the ends of her limbs that are especially dangerous to electronics, machinery and so on. This includes the attack spell Oscillating Knuckle, which focuses those waves through Revolver Knuckle.
    • Magic: Subaru practices Modern Belka-style magic. Magic in the Nanoha-verse uses mana from the Linker Core, a specialised organ mages (among others) have, together with complex calculations (often made with the aid of a Device) to cause various effects. Subaru's spells can be divided into defensive, offensive, and utility spells:
      • Defensive Spells:
        • Barrier Jacket: A basic defensive "transformation" — in reality, layers of field-type and and barrier-type defensive spells — that takes the shape of clothes. Also includes necessary secondary functions such as harsh environment protection, some manner of rebreather, etc.
        • Reactive Purge: A last line of defense; if it is about to fail, a Barrier Jacket can be detonated in order to negate one attack in a similar manner to a tank's reactive armour. This, of course, leaves the caster without the protection of the Barrier Jacket.
        • Protection: The basic barrier-type defensive spell. It creates a semisphere of magical energy in front of the caster to absorb attacks.
      • Support Spells:
        • Wing Road: An "Inherent Spell". Creates strips of condensed mana that can be stood, walked, etc upon. Used by Subaru to somewhat compensate for her inability to fly.
        • Barrier Break and Shield Break: Decline-type support spells meant to break barriers (defensive spells that absorb attacks) and shields (defensive spells that deflect attacks) respectively; Subaru shoves her Revolver Knuckle-equipped hand through the spell's surface, closing her fingers together to shatter it.
      • Offensive Spells:
        • Caliber Shot and Knuckle Duster are cross-range attack spells, focusing mana on and over Revolver Knuckle and Mach Caliber respectively for punches and kicks. Knuckle Duster has an improved version, Revolver Cannon, which combines Revolver Shoot into the punch for an increase in power and a Blown Across the Room effect.
        • Revolver Shoot is Subaru's basic shooting-type spell. It's pretty short range as far as shooting-type spells go but it's strong enough to tear through metal and weak defensive fields.
        • Divine Buster, a bombardment-type spell, is Subaru's ace in the hole. She gathers a large sphere of mana and punches it to send forth a short-range but devastating beam of condensed mana. Under Gear Excellion, a faster, stronger version of Diviner Buster, Divine Buster ACS, is available.
  • Weapons and Equipment: Mach Caliber, right, and Revolver Knuckle, left.
    • Mach Caliber is Subaru's Intelligent Device, an AI equipped into a pair of rollerblades whose main purpose is to assist Subaru with the calculations required for spellcasting. She is, for all intents and purposes, her own person, with her own desires and will. She and Subaru have a bond of trust; Subaru calls her "partner", and she calls Subaru "buddy". Her standby mode is a blue crystal necklace. Absorb Grip is a movement function that lets her "stick" to surfaces like walls and ceilings; it enables creative usage of Wing Road. Gear Second and Gear Excellion both increase power output at the cost of mana, with Gear Excellion also enabling bursts of acceleration using the ACS (Accelerate Charge System). ACS is a prerequisite for Divine Buster ACS.
      Mach Caliber can auto-cast some spells in the case of an emergency and is even able to puppet Subaru's body to do so (if, for example, the latter is unconscious).
    • Revolver Knuckle is Subaru's Armed Device. It is a "stupid" (no AI) gauntlet with two Knuckle Spinners that serve to accelerate and spin mana to strengthen blows. It also contains a Cartridge System, which uses small blank cartridges filled with condensed magical energy to give its user a one-time boost of magical power.
  • Assets: Probably a decent apartment, and probably the services of a Device Meister to maintain Mach Caliber, Revolver Knuckle and Subaru's own body. Depending on how and why she's ended up in New York, she might still have ties to the Time-Space Administrative Bureau, though since Earth is Unadministrated (not a member) their ability to act is limited.
  • Source: Magical Girl Lyrical Nanoha StrikerS.
  • Origin Story: TL;DR was cloned from her mother Quint, rescued from the facility by Quint's unit and adopted. Rescued as mentioned by Nanoha, which inspired her to join the TSAB. First she was assigned to the Ground Forces, then she was recruited into Riot Force 6 to chase the Relics and stop Jail Scaglietti. Afterwards she transferred to the Gulf Special Rescue Unit. How and why she ended up in New York I'm not sure, but once that happens, in all likelihood she's going to find some rescue unit to join — she is strong, and that strength should be used to help those who need it.

The voice of thy brother's blood crieth unto me from the ground

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