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Boomer75 Since: Aug, 2017
#26: Jul 25th 2019 at 2:52:45 PM

  • Name: Junna Hoshimi
  • Work of Origin: Shoujo Kageki Revue Starlight (Fusion of elements from both "The Live" and the Anime continuities).
  • Age: 17
  • Appearance: Seisho Graduating Class 99's Representative (Untransformed). "I'll take hold of a star of my own!" (Revue/Base Transformation)
  • Personality: An intelligent and analytical girl with a good head on her shoulders, Junna is someone who likes to help people and have people ask for to help. While she's mostly a strict Honors Student, and a bit of a stickler for the rules, it's not like Junna isn't willing to have fun, and is also willing to bend or break guidelines if the need arises. More than anything, Junna wants to stand out from the crowd, and be a star shining in her own right. However, she has a tendency to overthink things, as well as tending to fret over if she can catch up to the people surrounding her, especially those with natural talent. To make up for that, she works hard to close that gap.... almost too hard at times, at worst pushing herself to the point where she collapses from exhaustion. Likes Reading, Baths/Hot Springs, and Glasses, but dislikes Ball Sports, Swimming, and Horror. Has a tendency to quote things every now and then, especially Shakespeare.
  • Backstory:
    • Junna is a girl born in Japan who, when she was younger, used to study all of the time for academic purposes, before finding a passion for performing arts. Despite her parents wishes, she continued on this path until she managed to be admitted to the storied and competitive Seisho Music Academy as one of the 99 selected students of the 99th graduating class, and put into class A, reserved for the actors and performers. Once there, she became the class representative, and vowed to not return home until she finished with the academy. She also met seven other classmates, including a future close friend of hers, Nana Dabia.
    • The second year came with a mysterious transfer student from a similar academy in London, Hikari Kagura, friend of another clasmate named Karen Aijou... and a curriculum change. Namely participation in an underground "Revue" stage set up by some unknown entity (which may or may not be a talking Giraffe) and hosted by the faculty of the school, where the class of nine can fight each other for the sake of becoming the "Top Star", and have the lead role of the next Starlight.
    • See, Seisho, in addition to being a music academy, was also secretly an academy that specialized in a particular type of potential hero, that being "Stage Girls", who would use "Shine", their drive to capture what they desire, in order to summon weapons and generally perform feats that one would expect to only be possible in theater. The idea was to create a "Top Star", by draining the brilliance of the losers of the revue fights in order to give them to one who would be the ultimate "shining" hero that goes out to the world. Wanting to not be a nameless face, she fought... and did pretty middling, all things considered, ending somewhere in the lower half. Thankfully, she wasn't drained, due to Karen and Hikari, the top two, each screwing the rules surrounding it, ending the Revues for the time being.
    • A bit after that there was another in curriculum where a few members of the Academy were sent off on "field studies", billed as acquiring hero experiences under the guise of studying theater there. Junna was sent to Emerald City, given the ultimatum of doing this or going home... and you all can guess what she chose. She packed her bags, and began chasing the Star she longs for over the sea.
  • Secret Identity: None yet, fretting over if she needs one as we speak.
    • Cover: A student going overseas to study theater and music there. This excuse will probably last as long as it takes to realize her apartment just so happens to be registered under the hero program.
  • Skills:
    • Stage Girl (Skill): Being in Seisho doesn't just mean supernatural powers. It also means being a mighty fine actor, dancer and singer as well. As part of her education, she does have a knack for watching and analyzing theater and music, and is quite good at getting into a character too.
    • Booksmarts: She's a student who tends to be the top of exams. She knows quite a bit of worldly facts off the cuff, and is pretty good when it comes to researching and finding things she doesn't.
    • Tactics: Perhaps befitting, then, that she's quite good with decision-making, planning and strategy. Expect her to use the area around her to her full advantage. Perhaps a bit excessive times, but it rarely hurts to plan too far ahead... well, except when it does.
    • Archery: Although helped out greatly by the boost being a Stage Girl gives, even without it, Junna's quite decent when it comes to using a bow, and has trained quite a bit with it while practicing for stage fighting.
  • Powers:
    • Shine: The Energy of a Stage Girl's brilliance, and Desire to capture their "Star", what they desire most. Those with strong enough Shine, such as Junna, can use the Shine they hold to manifest their outfits and a weapon particular to them, in Junna's case a bow. This energy, should it leave Junna, would leave her without much of a drive to do... much of anything, really. It also dulls if she loses her zest for the stage, or if she suffers a particularly strong morale hit, weakening her power when it does.
      • Arrow Manifest: A sort of "obvious rules patch" for being the ranged fighter in a game where the victory condition is breaking the small button off of the mantle of mostly melee users, she can use her shine to create arrows into her hand to fire relatively quickly, or multiple at once, beyond the average person's capacity, at least. What kind of arrow it is depends on what outfit she is wearing.
      • Role Switch: She has the ability to switch outfits, based on the roles of characters she has played, which each manifest a different kind of arrow for her to fire. In order for her to get a new outfit, she needs to understand and play the role in question, and enter the costume at least one time (Also, OOC, GM permission and (if applicable) the permission of other PC's involved is needed as well to register a new outfit).
    • Stage Girl (Power): Beyond the technical prowess, as a Stage Girl, she's a bit more agile and precise with her movements than the normal person, though this doesn't translate to strength or durability. She can also think of and then play music when she's transformed without a speaker... though it has no effect other than that. It also gives her the abilities stated above, and switch to her Revue outfit in the first place.
  • Equipment:
    • Jade Bow: Her Bow in her normal form. It fires normal arrows, not too much fancier to say.
    • Knight of the Black Lion Nation: An outfit based off a tactician from the play "A Wartime of Farewells". Beyond the outfit change, this grants her the ability to use flaming arrows.
    • Musketeer Aramis: A costume based off, well, Musketeer Aramis from "The Three Musketeers". This one shoots energy arrows that are unaffected by wind and curve more, but hurt less, and dissipate after contact with a wall, target, or any other obstacle.
    • Christine: An outfit based of Christine from "The Phantom of the Opera", particularly a script of it from Nana. Here she can shoot "Holy Arrows", light arrows which function like normal arrows, but light up dark spaces, and strike the enemy with "Holy" Power if it matters, but less effective against anything else. It's also notably the least maneuverable of her outfits as of now, due to being a large dress.
  • Holdings: A Government-Granted Apartment at Capitol Hill, a collection of glasses, including her lucky ones, a few knick knacks and gifts of sentimental value from her classmates, and a cell phone.
  • Notoriety: 3. While searching her name will give at least a few productions she's been in, and that she got into Seisho, she's not exactly a household name in Japan, and is even less known in America. Compounding this is that this is her technical debut as a hero.

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#27: Jul 26th 2019 at 9:13:48 PM

  • Name: Jashin Rider (Nyarlathotep / "Nyaruko")
  • Work of Origin: Haiyore! Nyarko-san
  • Age: At least 300, probably milennia An age where she can still totally focus on boys and chocolate parfaits!
  • Appearance: "I'm the chaos that always crawls up to you with a smile, THE BLADE THAT CLEAVES EVIL!"
  • Personality: Nyaruko is a lover of tokusatsu and anime who always operates at 100% ham and 1000% enthusiasm. Although she has her bad points, such as acting overly clingy and single-minded when it comes to things she loves, lying (in a mostly benign way) for fun, having basically no sense of restraint or personal space, happily butchering her enemies in brutal, excessive ways without mercy, and being a pervert, she is on the whole a cheerful and good-hearted person who makes friends easily due to her open and upbeat nature. She also has little respect for rules in spite of being an officer of the law, however, happy to break them whenever it suits her because "it's not a crime unless you get caught".

  • Backstory: After graduating from one of the universe's best Space Colleges at the top of her class, Nyaruko went on to become an agent of the prestigious Planetary Defense Organization, which is basically Interpol for her home sector of Space, where she quickly proved herself to be among the Force's best. Because of the popularity and importance of entertainment media from and derived from Earth to her civilization's culture and economy, the planet is designated as a priority protectee despite not even having made proper first contact with other intelligent life. After begging her boss for the assignment, Nyaruko managed to get herself stationed on Earth starting in April, 1971, given the task of disrupting the media smuggling and human trafficking operations of Space criminals. She took to her assignment with the same gusto that she takes to virtually everything, and figured, "why not fight Earth crime as well?!" Thus was the vigilante Jashin Rider born.

    As one of the planet's major hotbeds of Space criminal activity, Japan was the country she was originally stationed in. However, her brutal efforts at stamping out the Space criminal elements were so thorough that the major Space crime families relocated to Emerald City, USA within a few years. Naturally, she pursued them across the Pacific, and soon became an icon of fear and renown within the city's thriving criminal population, alien and otherwise. The excessive way in which she dealt with mundane criminals of course also caught the attention and imagination of the news media and local populace. By the late 80's, the same Space criminal elements she had come to America to pursue gave up on the Land of the Free and relocated back to Japan. She followed them, and Jashin Rider vanished from the streets, but not the memory, of Emerald City.

    Recently, however, the tide has turned once more, and like an endless game of whack-a-mole, Space criminal syndicates have returned to sink their tentacles into Emerald City once again... and so, too, has Jashin Rider.

  • Secret Identity: Nyaruko Hoshino (星野ニャル子)
    • Cover: Nyaruko Hoshino is an ordinary young adult (if proud otaku) who recently immigrated from Japan. Although her inheritance from her late grandmother (read: retirement funds from her previous Earth day jobs plus Planetary Defense Organization salary) is enough to live on, it isn't enough to fund her hobbies, so she has taken up a barista position at the nearest branch of the global coffee franchise that everyone knows, within walking distance of her spacious apartment at the intersection of Fremont, Cascadia, and Downtown.

  • Skills:
    • Baristaing: Self-explanatory.
    • College Education: Has a Master's Degree in Cultural Anthropology from an Earth university. Not that she can do anything with it, aside from becoming a barista... She also graduated as valedictorian from a top Space College many years ago.
    • Cooking: With many years of practice, a skilled cook in both Earth cuisine and the alien food of her home sector of Space.
    • Languages: Nyaruko is fluent in Japanese, English, and several common interstellar languages. She can also hold very basic conversations in several other Earth languages, and can understand her pet Shantak-kun's vocalizations as actual words.
    • Space CQC: "That which you believe is Space CQC is Space CQC. However, others may not agree with you." -Citizen Bright, Foreword, "Amazing! Our Space CQC!" Although Space CQC can be anything, really, Nyaruko specialized in actual close-quarters combat in both hand-to-hand in a wide variety of styles and with a wide variety of close-quarters weapons. She can also throw her handheld weapons with almost unerring accuracy. Moreover, she specializes in fighting dirty.

  • Powers:
    • Battle Aura: Nyaruko is able to surround herself with an aura of silver-blue power that lends superhuman force to her kicks, either a cutting edge or plain extra oomph to her chops and punches, and enables her to move at superhuman speed in short bursts over small distances. By standing still and concentrating, she can also project the aura outward from her hand into a single-sided hexagonal barrier about as tall as she is, which is capable of blocking small arms fire and average beam attacks but can only block one high-caliber round or powerful blast before shattering.

    • Metabeing: Nyaruko and many other species from her region of space seem to be aware that they are characters in a light novel flash anime play-by-post forum roleplay. They also exhibit a cartoonish resistance to violent injury, such that light injuries take only the length of a single fight to heal, middling injuries take a couple hours to heal, and severe injuries heal in several hours.

    • Nyarlathotepian Physiology: Nyaruko is a Nyarlathotepian, one of various races of alien that H.P. Lovecraft based his stories on. Although her true form is a hulking, twelve-foot-tall tentacled creature, she can take on any human form of her choice, and many other monstrous forms besides (none more than 12 feet tall), by shapeshifting. As a result of this, her body is always in peak human condition. In spite of the fact that she can shapeshift, she cannot use that ability to heal, and any injuries sustained in one form will be carried over to another in approximately the same places.
      • While so shapeshifted, her excess mass is stored in a higher dimension, a higher dimension she can also use as storage space by reaching into either her own body or a circle of magic glyphs which she can make appear to her side. By summoning said magic circle and having it sweep across her body, she can also instantaneously change clothes. Although she can store many objects at once, she cannot store or retrieve an object unless its length, width, or height is less than her body's height (usually approximately 62 inches). Naturally, any attack that strikes in higher dimensions can also injure her mass when it is stored there.
      • In spite of her last 49 years on Earth, she still lacks proper immunity to particular Earth viruses or pathogens. She avoids going to doctors because they would immediately realize she isn't human by looking at her blood.
      • Her hair is prehensile, especially her gigantic cowlick, and often moves in involuntary reaction to stimuli.

    • Transformation Invocation: Nyaruko can force beings that have more than one form to transform to whichever of those forms she chooses by placing her fingers upon them and concentrating. The time required to invoke the respective transformation is proportionate to the power of the chosen form, spanning from one to sixty seconds. For example, invoking one of Shantak-kun's transformations requires only one second of contact. She does not require actual knowledge of the form in question to select it; if she doesn't know, the power acts to bring forth the closest approximation to what she's thinking of.

    • Unlimited Joker Works: Nyaruko can easily cheat at cards by transforming any card of her choice into a Joker. Somehow she can also magically cheat at other games that require concealed pieces to be played, like mahjong or scrabble.

  • Equipment:
    • Blasphemous Grenade: Grenades whose resulting blasts are more like those of thermobaric bombs. Nyaruko currently has one left, and needs to put in munition orders with her higher-ups in order to obtain more.

    • CQC Enhancer: A suit of protective armor that Nyaruko can don nigh-instantaneously with just a thought, although she loves to do henshin poses and invoke a longer transformation just because it's cool. The armor serves as both her disguise as Jashin Rider and her uniform as an agent of the Planetary Defense Organization. When in her armor, Nyaruko can summon and dismiss things she has stored in higher dimensions to and from her hands without needing utilize her usual methods. The Enhancer also allows her to fire a Spirit Gun blast of powerful energy from her fingers when she holds them in a gun pose and charges the attack for a few seconds. Although the Enhancer can readily deflect the likes of regular blades, average laser blasts, and small arms fire and stop them from penetrating, the force of the impacts can still cause her damage through the armor, it will shatter if exposed to too much crushing power, and taking too much blunt force can also entirely de-henshin her. Repairing the armor requires returning to her apartment and waiting for several hours.

    • Shantak-kun's Capsule: Basically a pokeball, only it summons the contents in billowing smoke instead of red light. It's used to carry Shantak-kun.
      • Shantak-kun: Nyaruko's pet Shantak and main mode of transportation. Shantak-kun's full form is a large dragonish-thing, capable of carrying at maximum four people. In spite of her imposing looks, however, she is incredibly weak, having a record of 9999 losses and 1 draw against the weakest of mooks. Upon defeat, she poofs into a fun-sized form, which she must stay in for weeks until she has finished recovering, though she can switch between full-size and fun-size at will when she is at full strength. Crucially, whether large or small, Nyaruko can use her powers to transform Shantak-kun into a variety of vehicles, most notably Jashin Rider's motorcycle, Machine Shantakcar, as well as a spaceship (which is how Nyaruko got to Earth in the first place). In vehicle form, Shantak-kun is much more durable than in Shantak form. Also, she regularly lays plenty of Shantak eggs, a nutritious, delicious, and sought after delicacy in Nyaruko's civilization of origin.

    • Shining Trapezohedron: A crazy-angled black rock small enough to fit in the palm of the average human hand. It is simultaneously a protective charm, communications device, and translocator. It will summon a shining barrier to protect the bearer from mortal danger, though after one use it must be recharged. By speaking into it, one can speak directly to and hear directly from Nyaruko. Finally, Nyaruko can teleport from anywhere in the universe, including hostile pocket dimensions, directly to the Trapezohedron, emerging from it in an ominous black light. Nyaruko hasn't found anyone yet worthy of bearing it, but she caries it with her in her dimensional storage at all times just in case she does come across a particularly special individual.

    • Some Kind of Unspeakable Bar Thing x 2: They're crowbars, and they're unspeakable. The blunt-looking red, hooked ends are somehow sharp when Nyaruko wills them to be, lending the things a cutting edge when needed. They are able to slice through flesh and bone with great ease. They can also be transformed into longswords.

    • Some Kind of Unspeakable Chainsaw Thing: It's a chainsaw, and it's unspeakable. It's somewhat sharper than a normal chainsaw, able to rend through flesh and bone with great ease.

  • Holdings: A spacious apartment at the intersection of Fremont, Cascadia, and Downtown, her Planetary Defense Organization salary, and "inherited" retirement funds from her previous Earth day jobs.

  • Notoriety: 9. Although somebody from out of town might not have heard of Jashin Rider, anyone from Emerald City who lived through or grew up on tales of her reign of terror justice would instantly recognize her, the same going for anyone from Japan. Jashin Rider is also quite well-known and memetic in certain corners of the internet. Of course, the name and reputation of Nyarlathotep is widely known as well, thanks to Lovecraft's creative interpretationn of her species, though the fact that Jashin Rider is Nyarlathotep and that Nyaruko is either of those is a secret.

Edited by darksidevoid on Jul 26th 2019 at 9:30:07 AM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
Chabal2 Since: Jan, 2010
#28: Jul 27th 2019 at 1:07:25 AM

  • Name: Toph Beifong
  • Work of Origin: Avatar: The Last Airbender via Legend of Korra
  • Age: 80s, although earthbenders tend to live very long lives.
  • Appearance: A short, elderly white-haired East Asian woman with pale green eyes.
  • Personality: Toph is brash and abrasive, having little patience for foolish youngsters who think they know better than her. She is also supremely disdainful of people who believe her helpless and offer condescending aid, or worse, think they can try to take advantage of her.
  • Backstory:
Toph was born blind in a remote and mountainous Chinese province sometime during the Japanese invasion to a secretive clan of mountain folk. Where they had long cultivated the art of earthbending (known as geokinetics to the Western world), she revolutionized the art by successfully applying it to metal, a feat thought impossible for centuries. Growing up during the country's difficult transition to post-war communism, she retained a fierce anti-authoritarian streak in her youth, which mellowed out after she emigrated to the West Coast under unclear circumstances before returning in her old age.
In Emerald City she lived a colorful life, first by conning conmen running crooked shell games then as a wrestler under the name of the Blind Bandit (how she managed to immobilize opponents five times as heavy is something the referees could never figure out), a teacher of earthbending for the inhabitants of Chinatown, and even as a law enforcement officer after a positive-discrimination policy encouraged hiring differently-abled supers. There are rumors that she even had children during this time.
In the end, she recognized that to end crime was no more possible that to remove man's lower instincts and retired from the force, now living an unassuming life as a senior citizen in Emerald City's Chinatown, sometimes giving earthbending lessons to students able to track her down (although she does enjoy walking the lower quarters with a white cane to ambush muggers and criminals).
  • Secret Identity: The Blind Bandit (formerly)
    • Cover: An innocent (*snrk*), white-haired elderly blind East Asian woman.
  • Skills:
    • Toph can speak English and Mandarin (although with a pronounced provincial accent)
  • Powers:
    • Toph is the greatest earthbender in history, a fact she will happily remind others of or demonstrate if they seem skeptical.
      • Earthbending: Toph can manipulate any form of dirt, earth, or stone at some distance.
      • Metalbending: Toph can manipulate metals as easily as she does earth (with the exception of platinum, or so she says).
      • Lavabending: Maybe later. Maybe.
    • Though blind, Toph can pass for sighted thanks to her seismic sense, which allows her to feel the ground around her in a wide radius. She is, however, illiterate and unable to decipher road signs.
    • In certain areas, Toph's seismic sense can extend for hundreds of miles.
    • Truthseer: By sensing variations in a person's heartbeat, Toph is able to detect whether someone is lying. Despite working in law enforcement, she was unable to make use of this skill, as it did not work on the utter sociopaths plaguing the city or was inadmissible in court.
  • Equipment: Specially-made shoes with retractable metal soles, long spools of steel wire, a white cane she carries sarcastically.
  • Holdings: Refusing the aid of anyone once retired, Toph lives in a cheap ground-floor apartment in Chinatown with no lightbulbs and the shutters rarely opened, which keeps burglars confused and scared once she moves in for the kill. She owns the building, and terrifies her tenants into paying the rent on time.
  • Notoriety: Her Blind Bandit costume is now remembered only by hardcore wrestling fans. Aspiring students from her clan will occasionally be sent on a quest to track her down and ask that she train them, but neither the clan elders nor her make it easy on them. 2, I guess?

Edited by Chabal2 on Jul 27th 2019 at 9:29:00 PM

Uncandescent One Brunch Man Since: Jul, 2010 Relationship Status: Coming soon to theaters
One Brunch Man
#29: Jul 27th 2019 at 1:34:46 AM

You know that thing where two people show up at a party wearing the same outfit?

  • Name: Twelfth
  • Work of Origin: Future Diary
  • Age: Early 30s
  • Appearance: “Do you question the judgement of justice?! Evil wears many guises, and I know each and every one of them! Vice cannot triumph over righteousness!!!” Without his mask.
  • Personality: If one were to sum up Twelfth in one word, and furthermore, one inflection, it would be something along the lines of JUSTICE! Styling himself after the bombastic and explosive heroes of his youth, Twelfth has dedicated his life to carrying out justice and preserving virtue, even and almost especially when no one actually asked him to. Possessing a keen and analytical mind despite appearances, he prefers to out-think opponents rather than out-fight them, aided by a skillset geared toward misdirection, trickery, and loooooooots of posing.
  • Backstory:
    • Born with a condition that left him blind from a young age, Hiraska Tomotsu learned a few things while growing up in the Japanese metropolis of Sakurami; both the righteousness of those who would help him out of the goodness of their hearts, and the thoughtless cruelty of those that picked on him merely because he couldn’t properly defend himself. Armed with these observations, and inspired by the protagonists from a steady stream of radio plays involving color-coded personifications of honor and truth, Hirasaka came to a decision: there was justice to be done, and he was going to be the one to do it.
    • As a young adult, Hirasaka donned a mask and costume of his own creation and took to the streets of Sakurami with the flame of justice burning bright in his heart. But he quickly learned another, far more relevant truth; being a superhero is hard. As ‘The Defender’, Hirasaka started small and unfortunately stayed there, basically turning out to be a glorified neighborhood watch—whenever he wasn’t on the verge of being arrested himself, either for various misunderstandings in the heat of the moment or instances where he just plain made a nuisance of himself. As the years went by, Hirasaka continued to float in and out of the hero life on and off, honing the closest thing he could get to an actual superpower through his radar-like hearing. But even in a city as superhero-lite as Sakurami, at the height of both his effectiveness and popularity he was never able to come in any higher than twelfth place.
    • After a particularly fruitless night, Hirasaka hit a low point, with one hyper-sensitive ear on the bar’s radio and his mood wallowing in a stiff drink. At the latest broadcast about some hero or another’s triumphant exploits, he groused out loud, wondering if the thing he had known as justice was nothing more than a pipe dream, and empty promise he’d made to himself and himself alone.
    • “But what if,” came a murmur from the other end of the bar, “you didn’t have to be alone?”
    • The rest of the night passed in a blur, Hirasaka remembering only that he shared drinks with a strange individual that promised him great things. And indeed, the next morning, Hirasaka found himself in possession of a good deal more than just a hangover; the audio memo diary that he’d used to record his exploits for posterity had been turned into an instrument of karma itself. And by extension, so had he. With a new lease on both life and superheroism, Hirasaka wasted no time rebranding himself as Twelfth so as not to forget his roots, before taking to the job with more vigor than ever before with the latest and greatest tool in his arsenal—the Diary of Justice. Using the abilities it bestowed, Hirasaka was able to take a real bite out of Sakurami’s crime, culminating in being in the right place at the right time from the right message to save one of the city’s officials from assassination. For once in his life, Hirasaka was succeeding in the thing he’d devoted his life to. And it felt good.
    • Hearing about the burgeoning renaissance of crime in the faraway Emerald City, Twelfth and his newfound assurance in his duties lead him to pack up and cross the ocean, ready to do his part to return what was once the superhero capital of the world to its former glory…
  • Secret Identity: Hirasaka Yomotsu
    • Cover: An incredibly enthusiastic owner of a franchise shop dedicated to selling the merchandise of popular heroes. Hirasaka’s persona is actually pretty much exactly the same as it is while he’s in-costume, but luckily his civilian identity’s obvious blindness does a fair bit to ward off suspicion.
  • Skills:
    • Basic Hero Skills: Hirasaka didn’t spend all that time on the streets for nothing! Over time, Hirasaka gradually developed a set of generally applicable skills to the craft of herodom, such as sewing his own costumes, enough expertise in pyrotechnics not to blow off any of his own fingers, tying knots secure enough to keep captured criminals in place, and, as stated before, just an obscene reservoir of knowledge when it comes to energetic posing.
  • Powers:
    • Radar Sense: In spite of, or perhaps even because of Hirasaka’s childhood blindness, Hirasaka has developed a sense of hearing that is capable of developing a complete picture of his surroundings to staggering detail, due to both acute perceptions of noises near and far while also using bouncing soundwaves to form a picture not unlike a bat. This ability is capable of extending quite far, provided he knows what to listen for, though it can just as easily be diluted over distance by intervening sounds and thus requires focus to isolate anything like individual conversations or other specific distant noises. He can also use his makeshift echolocation more directly by tapping or knocking against objects or spaces that are otherwise enclosed, using the resulting vibrations to get a more complete picture of their innards. Hearing as sensitive as his is, of course, subject to being overloaded by any noise intense enough to overload his senses, and anyone capable of moving without creating any sound at all can throw off his picture quite a bit.
    • Enhanced Senses: Though not nearly to the same degree as his hearing, Hirasaka’s other senses have been developed beyond normal human limits as well, allowing him to perform extreme feats of taste, touch, and smell whenever the situation arises.
  • Equipment:
    • The Diary of Justice: Hirasaka’s most triumphant tool in the battle against injustice! In addition to still being used as a voice memo recorder, it possesses two specific abilities that have gone a long way toward making Hirasaka more effective against crime:
      • Glamour-ous: By recording a phrase into a special kind of sound file and then playing that phrase back, the Diary of Justice can make anyone hearing that message experience a visual hallucination appropriate to whatever was said. These illusions can only make something appear, not vanish, and doesn’t make anyone listening believe in them any more than they trust what their eyes are telling them. This function can also be used to make an object or person look like something or someone else, but since it doesn’t affect either an object’s weight or a person’s dimensions, this effect has to be used sparingly to remain convincing under any kind of scrutiny. The illusion only lasts a short while from inception, and obviously can’t affect anyone who can’t/didn’t hear the message in the first place and that can’t/doesn’t see in general. The illusions can get as complex as the description recorded, but a person has to hear the entirety of the message for it to take effect, meaning that longer messages are generally unviable unless the target is already incapacitated. The illusions are also just that, illusions, and lose something of their effectiveness once a listener realizes that whatever they’re seeing isn’t real.
      • Dead End: Every once in a while, a burst of static will shoot out of the Diary of Justice’s speakers, and a sound file will appear that Hirasaka can’t account for. These messages involve, through varying amounts of cryptic detail, a description of a Dead End, an event taking place some hours, days, or even weeks into the future, and involving such things as murder, high-profile robbery, or other miscellaneous catastrophesnote . Hirasaka can only guess at the purposes of these messages, but he has a feeling it has something to do with why he was given the Diary of Justice in the first place, and with the deal he made that fateful night…
    • Rope: For tying people up, rappelling down surfaces, or whatever other rope-based situations might come his way.
    • Colored Smoke Bombs: For a distraction, in case of an escape, and because grand entrances just aren’t going to make themselves.
    • The Justice Cycle: A motorcycle that he acquired the license for through dubious means, styled with a design on its front that can be changed out to resemble his mask. It’s not exactly a high-performance or high-end model, but it suits his purposes just fine.
    • Transformation Belt: Despite being a loved and cherished piece of equipment, Hirasaka’s transformation belt doesn’t actually do anything, and is merely the first step in manually putting on his costume, a process that takes several minutes to complete.
  • Holdings: Hirasaka has both been too paranoid and too unconvincing to make anyone in the city government believe that he’s qualified for the New Vigilante Support Bill, so for the moment he lives above the shop that he runs in Capitol Hill that sells hero merchandise to the masses—positioned both to give the hope of heroes to those who need it most, and to put him as close to the middle of the action as possible.
  • Notoriety: 1-2. On the one hand, a good chunk of the people who’ve seen him in action think he’s either crazy, an asshole, or a crazy asshole. On the other, once you’ve met him, he’s just a little hard to forget…

If I had that kind of power, I'd have dropped a meteor on your house ages ago~
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#30: Jul 28th 2019 at 2:10:10 AM

  • Name: The Doctor
  • Work of Origin: Doctor Who
  • Age: "Two thousand and... something?"
  • Appearance: It's the eyebrows that really seal the deal.
  • Personality: Cantankerous. Cynical. Certifiably crotchety. Outwardly, the Doctor can seem to most like an old man with a quick wit and an even quicker pragmatic nature that treats everyone and anyone who comes across his way with a certain lack of social skills, always going straight for the three important questions: 'who are you', 'what do you want', and 'why haven't you left me alone yet'. Beneath this, however, there are two sides of the Doctor... within one, lies anger and rage, aimed at several things (the needlessly violent nature of the universe, his owns failings, people who can't cooperate with him) and within the other lies a kind, compassionate man that explains why the Doctor is always willing to go one step beyond for those he protects. However, one can also easily find within him a third side. One that's tired, forgetful, weary... and desperately trying to find a reason to keep going.
  • Backstory:
    • The Doctor hails from an alien species known as the Time Lords, capable of 'regenerating' (that is, changing into a different body when they die). When he was a young old man, he stepped into a machine known as the TARDIS- that's Time and Relative Dimensions in Space- which could take him anywhere in space and time whilst looking like a simple blue police box. He traveled through the galaxy, making friends, defeating monstrous foes and saving entire civilizations. And then, one day, his machine got sucked through a strange wormhole, placing him in a wholly alternate dimension, the one in which Emerald City exists. Of course, that was a hundred years ago. And he looked quite different then.
    • Almost a hundred years ago to the day, the Doctor finished his involvement with a galaxy-spanning conflict between two alien races... we'll spare you the details, because it's not like he remembers it. Well, in the war's final moments, he regenerated into his Ninth form, which momentarily incapacitated him from controlling his TARDIS. That was enough to bring him into a world that looked suspiciously like the Earth he had visited so many times... except it was now 1920, and a few familiar specters began creeping into this new world.
    • Throughout most of his Ninth regeneration, the Doctor traveled the world in his TARDIS, carrying with him the burden of a veteran, trying to help as many people as possible and hoping that history would not repeat itself. When he realized that this was not the same Earth as the one he knew, the Doctor got to work on ensuring World War 2 would not happen. Yet, despite his attempts, nothing changed, for this was not his Earth. He didn't know the future.
    • Twenty years passed, and in 1945 the Doctor prepared to leave this dimension, saying goodbye to the companions he had befriended during those two decades. But he soon found out that a superweapon was being developed, one that could 'end all wars'. He had seen this before. This was a fate he could stop. The Doctor believed he would do one good deed before leaving this dimension, and end the development of nuclear weapons. But instead, he found that his actions had put the crew of that particular development facility in danger. In one last act, the Doctor sacrificed himself and his TARDIS to stop the plan he had put into motion. The result destroyed part of his TARDIS, permanently breaking it and demolishing 60% of its rooms. Not only that, but the Doctor regenerated into a new form, though the blast had put him in a coma.
    • Now donning a younger face, the Doctor was taken care of by a nurse in Seattle, who watched over him as he remained in a coma for months. When he woke up, the Doctor's first questions were about the war. When he found out that it had ended recently, he felt the weight of the body counts upon his back. He could have done more, should have done more. Befriending the nurse, the Doctor soon found his TARDIS in a scrapyard and tried to fix it, but eventually came to understand he was now permanently 'stuck' in this dimension. But what if that was a sign? What if this was the universe's way of telling him that he was to become this planet's protector?
    • With that belief in mind, the Doctor and his nurse companion began to travel the world, working to stay behind the scenes and to change as much of history as possible. The Doctor soon began popping up all over the planet, working as a consultant for people of power, helping rebel factions, playing the game without ever being seen. With the memory of the lives he had failed to save still potent in his mind, the Doctor began manipulating as many people as possible, seeing life as a zero-sum game. He began to justify his actions, all of them, as being for the greater good. He was the protector of this planet. He had to make the though choices. Still, despite his best attempts at remaining under the radar, the world's intelligence factions slowly became aware of the Doctor.
    • One day, the Doctor awoke to the sounds of an assassin breaking into his home. He never found out who sent him, but the fact sent shockwaves through his system. Had he meddled too much? Had he strayed away from what the Doctor was supposed to do? Ashamed of himself, he abandoned his name, and settled down in Emerald City with the nurse, his only companion, and soon his wife. Now operating under a secret identity, the Doctor helped heal people in secret, even though he knew it would not undo his mistakes. Years passed, and the Doctor eventually came to forgive himself. He even began a family with the nurse, which led to two beautiful children. They were the most important things in the world to him. And then, one day in 1974, someone found him. Someone trying to claim a contract. The contract on his head. Knowing his family would never be safe, the Doctor took them to a plane, and said his final goodbyes. As they departed, he was killed by an assassin who claimed the contract.
    • Once more, the Doctor changed forms. Tired of all the guilt and all the blame, he adopted a whole new lifestyle: now, he was going to travel from country to country, spreading mirth and joy, like a cosmic trickster. He didn't want to save anyone from anything unless it was fun. In fact, he made sure to explicitly avoid those dreaded responsibilities! On one of his first adventures, he began rewriting history, going into private records and changing his previous regeneration's moniker from 'The Doctor' to 'The Valeyard'. Why? Because he didn't want to be bothered by anyone looking for that evil man, of course! Like a joyful clown, the Doctor went on as many crazy adventures as possible, even as he came to a startling realization: he was forgetting his own past. Faces from his earlier regenerations were becoming foggy and hard to see. He didn't stop and think about that, though, not when there was fun to be had out there.
    • But in 1998, responsibility caught up to him, when he received a visitor from a highly secretive intelligence agency making him an offer: to go into a deadly mission in exchange for his name being cleared of all crimes. The Doctor had no interest in the offer at first, until he found out that the mission involved saving all of his beloved companions. Unwilling to run away this time, the Doctor accepted the mission, and sacrificed himself one more to ensure that the people he loved could survive. In exchange, the intelligence agency made the switch official, claiming that the Doctor was actually the Valeyard's sworn enemy. But the Doctor wasn't alive to see his name being cleared- or that's what they thought.
    • Not soon after, the Doctor returned to Emerald City, now with an older, grayer face. This Doctor didn't feel angry like his Tenth incarnation. He didn't want to be a hero like his Ninth incarnation. And he certainly didn't want to be a clown like his Eleventh incarnation. He just wanted to be left alone. He was tired. Completely tired. On his first day back, he bought an antiquities shop and placed his destroyed TARDIS in the back, no price tag attached. Now, he spends his days reading books, collecting antiquities and mulling over his forgotten past. But as the saying in the hero community goes... 'if you need some help, go to the Doctor'. If you enter his shop and ask for help, chances are he'll do it. He'll look like he doesn't want to help you, but he'll do it, because a part of him misses the feeling... of being the Doctor.
  • Secret Identity: None.
  • Cover: None.
  • Skills: Highly observant, generally considered to be super smart, the Doctor holds within his head centuries upon centuries of knowledge (too bad he's slowly forgetting parts of it). Think of him like the unholy mix of a detective and a magician who can sometimes karate chop you and sometimes play electric guitar like it's nobody's business.
  • Powers: As a Time Lord, the Doctor is capable of regenerating whenever his body dies. However, most Time Lords have a limit of thirteen regenerations, or so that's what the Doctor sort of remembers. He doesn't know whether this is his last body or whether there's something waiting around the bend, but at this point, he doesn't really care that much. As a Time Lord, he also has two hearts.
  • Equipment: The Doctor has a collection of sonic screwdrivers, ranging from his first to his ninth incarnation. However, since the death of the TARDIS, most of these screwdrivers have been losing their power. The ones that do work have only a little bit of juice left in them, and so the Doctor refrains from using them- even though they are capable of scanning, connecting to technology, picking locks, amongst other uses.
  • Holdings:
    • The Doctor owns an antiquity store in Emerald City, one of the oldest in town, but not the biggest. It's on a rather popular street corner and almost always open for business. Though most of the antiquities he sells are from donations, things he bought at garage sales or found at a scrapyard, there are some antiquities which are actually harmless alien artifacts from the Doctor's previous exploits. Where did he get those? Well, he says it's from a scrapyard, but it's actually from the police box in the back of the store.
    • Though it no longer works, the TARDIS remains bigger on the inside, though about 80% of its rooms have been destroyed, with the rest slowly decaying over time. Whenever the Doctor does step in to the TARDIS, he mostly visits the console room (which hasn't changed since his Ninth incarnation), the library (which holds a multitude of books from the Doctor's original dimension), a few bedrooms and a wardrobe room (which the Doctor uses to stare at things that might jog his memory, or find something he can put on display at his antiquity store).
  • Notoriety:
    • The average civilian probably would not recognize the Doctor. However, with the passage of time, certain key government documents talking about the exploits of his previous incarnations have been released to the public, to the point where both are known to historians and people interested enough to read their Wikipedia articles (think of it like DB Cooper or Majestic 12- most people think 'the Valeyard' and 'the Doctor' were codenames used to refer to specific people who are now dead and whose identities remain a mystery). Right now, the Twelfth Doctor is pretty well known to the hero community as someone who can help you in a time of need (think the Night Nurse).
    • Here's the timeline for his previous reincarnations:
      • 1920-1945: Ninth Doctor
      • 1945-1974: Tenth Doctor (known publicly as 'the Valeyard')
      • 1974-1998: Eleventh Doctor
      • 1988-present: Twelfth Doctor

Edited by Stratofarius on Jul 28th 2019 at 2:12:30 AM

Katarsus Annoyed Mode: ON Since: Sep, 2014 Relationship Status: One True Dodecahedron
Annoyed Mode: ON
#31: Jul 31st 2019 at 2:40:19 PM

  • Name: Hassan of the Serenity (Full name: Hassan-i-Sabbah)
  • Work of Origin: Fate/Grand Order
  • Age: Uncertain, usually looks like a young woman in her late teens.
  • Appearance: Delusional Poison Body here in more casual attires (and a different skin tone).
  • Personality: As her name implies, Serenity is an abnormally calm girl under most circumstances. She is rather meek and obedient, and not particularly assertive. Albeit she understands the futility in her own deprecation. Leaving her obsession aside, her methods are pragmatic and effective. In the end, her main purpose in life is to find someone, anyone, who will not fall prey to her poison. Someone with whom contact is not restricted out of fear of death; who she can follow faithfully and fully devote herself to. That is her greatest wish.
  • Backstory:
    • The ancient Indian tale of the Visha Kanya, the poison girl, inspired a decadent assassin cult to experiment with all sorts of scientific, mystic and occult knowledge. The result: a woman, whose whole body was made entirely out of a highly toxic poison, and the deaths of the eight people involved in her creation. She was hailed as a hero, a new leader to the struggling sect, and granted a title befitting of such, inspired by the man whose works had brought the word "assassin" into existence, the grandmaster of the very first assassin order: Hassan-i-Sabbah.
    • Naturally, Hassan of the Serenity was trained to become a great assassin, skilled not only in the arts of stealth and assassination, but also in the art of seduction. However, when the time came to test those skills in the field, she often established relationships with her targets, and repeatedly forging meaningful bonds only to sever them in order to complete her tasks eroded both her mental and emotional well-being. And the longer this went on, the stronger her yearning for that false happiness became, feeding repeatedly into a vicious circle. Not even the order itself was exempt from this, and one by one they all fell prey to her in her selfish quest for someone who would not succumb to her toxins. Her search finally brought her to Emerald City, where many superpowered people were gathering in a relatively small area thanks to a special initiative. If there truly was someone out there who could survive her deadly kiss, then that was the place where she'd be most likely to find them.
  • Secret Identity: Serena Hayes
    • Cover: Her primary cover is that of a innocent and somewhat reclusive teenager learning to walk the path of independence and self-sufficiency. She tends to dabble into alternative covers when infiltrating a target's life.
  • Skills:
    • Combat Skills: While open combat is not Serenity's strong suit, she is well capable of defending herself. She has learned some modest knowledge in melee combat, and great dexterity with knives, both thrown and wielded.
    • Seduction: Serenity's charming looks are her greatest asset, and she can use them to great effect. Her prefered methods is posing as an innocent young woman, but even in her combat gear she can prove herself alluring.
    • Deception: Serenity is not above lying, and is in fact quite adept at it. A capable improviser that constantly analyzes her own words to search possible holes and ways to cover them up.
    • Stealth: Serenity is eerily good at hiding her presence from others, both when alone and in a crowd. She can move without making a single sound even in difficult areas, and her agility allows her to access corridors and other spaces that would otherwise result inaccessible, giving her more freedom of choice when planning to use stealth.
    • Multilingualism: Obviously good looks are not the only thing one needs for a successful infiltration. You also need to know how to speak the language of the region. As a result, it was inevitable that Serenity would learn to speak multiple languages throughout her career.
  • Powers:
    • Poison Body: Every single part of Serenity's body is made entirely out of poison. From her hair, to her nails, to her own flesh and blood, to even her fragance, everything about her is varying degrees of toxic. A single graze or a sniff of her sweet scent would probably cause nothing more than a feeling of lightheadedness, while full physical contact may add some numbness in the affected areas to the mix. However, prolonged contact will derive in more serious effects, such as loss of consciousness, paralysis or death, and a direct kiss or other kinds of fluid exchange with her are almost always lethal.
      • Poison Dance: Serenity can release her poison into the air by dancing, allowing it to render multiple people unconscious. However, this takes a long time as the poison is released at a rather slow rate, and the amount of toxin equired to reach the full effects of her dance render this tactic viable mostly in closed spaces.
      • Physical Condition: Since her body is made of poison, it does not quite operate on the same levels as that of a normal human. She possesses a deceptive amount of strength and endurance for someone with such a small physique, albeit not to overtly superhuman levels. Her agility, on the other hand, is vastly superior to that of any man. Her speed, dexterity and reaction times would put any normal human to shame. In addition, she does not age nor gain or lose weight, although she still needs nourishment and rest.
      • Poison Immunity: Serenity, being a lump of poison herself, is immune to almost any and every toxin known or unknown. Curiously, this does not seem to counter the effects of alcohol.
      • Shapeshifting: A peculiar trait of her body is that she is capable to alter her own shape in any way, as long as her overall physique ris not altered too much. This includes alterations in facial features, hair length and color, skin tone, the ability to replicate someone else's appearance, and even the possibility of turning into a man.
  • Equipment:
    • Dirks: Her melee weapons of choice.
    • Throwing Knives: Her throwable weapons of choice.
    • Skull Mask: Her mask of choice.
  • Holdings: A small apartment in Fremont. Not in the best condition, but good enough to live in.
  • Notoriety: 1/10. So far, evidence regarding the existence of Hassan-i-Sabbah has yet to appear. Occasional news of murders involving an unknown toxin have surfaced here and there, with the culprit having yet to be found, but these events have yet to take place in Emerald City, so people tend to focus on other concerns that affect them more directly. This is bound to change as time goes on.

Edited by Katarsus on Aug 1st 2019 at 1:32:30 PM

WackyPancake from My computer. Since: May, 2011
#32: Jul 31st 2019 at 3:52:39 PM

  • Name: Touché Turtle
  • Work of Origin: Touché Turtle and Dum Dum (Which does not have a trope page, I guess.)
  • Age: Unknown, irrelevant for heroics!
  • Appearance: Touché away!
  • Personality:
    • Touché Turtle is a dashing and chivalrous swashbuckler, of the kind you don't see anymore. If you thirst for honor and justice, you know who to call. Always available to defend the weak, battle hideous monsters, and face crooked criminals, with just a single phone call. His cries of "Touché away!" strike fear into the most hardened of evildoers! His feats are spoken of throughout the world! He's the one and only Touché Turtle!
    • At least, that's what he fancies himself. Truth is, being small and with a high-pitched, quivery voice, Touché is not exactly physically intimidating. His heroics also tend to be much less glamourous than he would probably like them to, usually resulting in much humorous slapstick (but this does have its advantages, see "Powers"). However, despite how ridiculous he might seem at a glance, Touché is actually surprisingly agile for a turtle, and his skills with a sword are not to be underestimated.
  • Backstory:
    Worldbuilding/Tying into the universe 
  • In the late 19th century, strange happenings began to be reported in the site of the former Yellowstone National Park. Rangers and parkgoers talked of bipedal animals behaving much like civilized humans would.
  • The original sightings were dismissed as crazy talk, simple legends of cryptids like the Sasquatch or the Jackalope. But every day, the number of alleged witnesses would grow. The story jumped to the papers. The public was aware. Even the government took interest in these news, and quietly dispatched a crew of investigators into the park. What they found there would shock the entirely world.
  • The animals of Yellowstone had somehow evolved into behaving almost entirely like humans, yet had kept this behavior away from human eyes. When hidden away, they would speak in recognizable English and conduct themselves in ways similar to that of a parallel civilized society. They had even manufactured clothes, with special emphasis on hats, collars and ties.
  • A secondary aspect of these creatures was observed. They seemed to be able to cartoonishly bend reality in certain particular situations. Squash, stretch, float… Certain human park workers of Yellowstone were, upon further investigation, also reported to be affected by this. They were subsequently classified as a subtype of the newfound creatures, despite some protests.
  • It is unknown what caused these bizarre incidents. Certain theories have postulated [DATA EXPUNGED] is to blame.
  • Despite their apparent shyness, attempted contact with the animals was largely positive, helped by their mostly affable demeanor. Although some shunned them and considered them freaks, within a few years, the newly discovered species left their caves and hideouts and joined general society.
  • Nowadays, the area formerly formerly occupied by Yellowstone National Park is known as the region of Jellystone, and its inhabitants, the Jellystonians, are considered rightful citizens of the USA. Although a chunk of it is still a National Park, where certain famous Jellystonian calls his home, the main economical, social, and cultural hub is Jellystone Town. Currently governed by mayor H. Wolf, it is said that who really pulls the strings is business magnate D. Daddy, owner of the bustling Jellystone Mall. But I digress.
  • So, if you read all that, you might have guessed Touché is a Jellystonian. He grew up in Jellystone Town.
  • Never more than a local Jellystone hero for obvious reasons, in his heyday he nonetheless still received a high number of calls. Sometimes he couldn't answer them all!
  • However, even local heroes can face tough competitors nowadays. Actual superpowered individuals such as Atom Ant and mysterious masked avengers like El Kabong (who could he be anyway?) jumped into the fray, and Touché’s number of calls plummeted.
  • Because an unemployed hero is no hero at all, Touché has had to change his stomping grounds. Will he be able to get that phone ringing again?
  • Secret Identity: None. Touché Turtle faces danger bare-faced!
  • Skills:
    • Fencing: En garde! The most chivalrous form of combat. Touché Turtle is a master of the foil, it's in the name.
    • Rope swinging: Ideal for a glorious entrance that lets villains know that justice has finally come for them!
    • Resourcefulness: When the above fails, it's time to use your wits (or lack thereof) to save the damsel or vanquish the dragon. Touché Turtle is not above using all sort of madcap plans if they get things done. He's not above using firehoses, shooting himself off cannons, or use growing potions on himself!
  • Powers:
  • Equipment:
    • Foil sword: Touché's weapon of choice. Self explanatory.
    • Telephone: A landline phone within Touché's shell, used to contact him when his hero services are needed. Has a tendency to ring at awkward or inopportune times.
  • Holdings:
    • Shell: Touché Turtle lives in his shell. Luckily for him, he won't have to try for the Vigilante Support Bill.
    • Dum-Dum: Yep, he's a holding. Dum-Dum is Touché's faithful assistant. Unfortunately, he's a bit dim-witted and not of much help, preferring to sort of just follow him around. Unluckily for him, he has had to bunk in at the pound. He describes his "neighbors" as "noise yet untalkative".
  • Notoriety: 3. Not well known outside Jellystone, it is not lower because it is rare to see a Jellystonian outside of their region.

So yeah. The whole thing in the folder is my very own, very silly attempt to mesh the Hanna-Barbera Funny Animal shared universe with this RP's setting. If it is too stupid or unfitting, or I went too "hog wild", I can remove it.

Edited by WackyPancake on Jul 31st 2019 at 8:04:31 PM

"I like girls, but now, it's about justice."
TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#33: Sep 2nd 2019 at 9:25:01 PM

.

Edited by TruthHurts22 on Sep 3rd 2019 at 8:13:00 AM

Yomegami Since: Jan, 2011
#34: Oct 1st 2019 at 9:29:24 PM

  • Name: Mammoth Mogul
  • Work of Origin: Archie Comics' Sonic the Hedgehog
  • Age: 10,000+
  • Appearance: The only thing that matters in life is survival! All else is secondary!
  • Personality:
    • Outwardly, Mogul is an affable and cordial individual. He is quite well-spoken, with a strong taste for the finer things in life. He's a patient individual, never one to make brash moves unless his hand is forced. Beneath this somewhat unassuming exterior lies a veritable whirlwind of pride and vicious social darwinism. He possesses a strong desire to be on top of the world, and few lines he won't cross to get there. While not obsessed with himself, that is his primary concern.
    • Mogul is an intellectual before all else. He'll certainly resort to brute force if the situation demands it, but he prefers to stay back and work behind the scenes. He thrives on manipulating others, using them like the tools he usually sees them as. As he plays the long game, he never goes ahead without two, three, or even more backup plans waiting on the wings should one fail, making his best effort to cover every eventuality. It takes a truly spectacular failure to phase him, and even then he's usually ready with a retort and an affirmation that he'll won't be throwing in the towel.
  • Backstory:
    • Mammoth Mogul, as one might expect from a mammoth, hails from prehistory. He might have faded into the mists of time alongside the rest of his species had a mystical green gem fallen from the heavens. When he discovered it, the gem somehow embedded in his chest, its essence fusing with his own and granting him incredible power, intelligence, and most of all immortality.
    • His first act upon gaining these new abilities was to conclude that he was the best fit for ruling the ancient world and leading a fearsome trail of conquest. However, back then he had yet to learn the virtues of patience and planning, and his short-sightedness lead to his downfall when everyone he tried to rule rebelled against him.
    • Eternal life is forgiving in its failures, and Mogul learned from his first one. As the years turned to decades, the decades turned to centuries, and the centuries turned to millinia, he worked on honing his skills, accruing wealth, developing a taste for luxury after so long spent in the rough wild, preparing for another go.
    • Perhaps his greatest contribution to history was the founding of an organization of wizards known as the Order of Ixis. Mogul started the group as both a method of training himself and as a convenient source of lackeys. In the times before the Industrial Revolution they made multiple bids for power, clashing against the likes of the Roman Empire and the Carolingian Empire. One or twice they even managed to establish an empire of their own before the winds of history blew against them, sending them packing back to the shadows to plan their next move. In the modern day these wars have become quite obscure and not well known to the public, leading them to be called the Forgotten Wars.
    • Past the Industrial Revolution the Order faded into another bit of public mythology, joining the likes of the Illuminati as fodder for raving conspiracy theorists to blame all the ills of the modern world on. However, this hardly meant Mogul gave up on his plans for world domination. He merely changed tactics, going from an active contributor to working from the shadows, using his bottomless wealth to earn the favor of and support certain paramilitary groups. The idea was to use the chaos they sowed as a springboard to gain power in a more socially acceptable fashion, but nothing ever worked out.
    • In Emerald City and the bill that had been signed there, Mogul saw another opportunity. There he moved, where he now runs a joint casino, bar and grill and has become quite active in local politics, all in his latest bid to claim the world as his oyster.
  • Secret Identity: N/A. Mogul does keep his public and criminal activities separate, but he does so by being very careful at covering his tracks rather than any sort of dual life.
  • Skills:
    • Intelligence: Mogul's most noticeable and advantageous trait is his powerful mind, constantly honed through the acquisition of new knowledge and the practice of old knowledge. There are some things he's more familiar with than others, but on the whole he's unlikely to find a situation that he can't figure out.
    • Charisma: Mogul has his way with words and knows how to get people to do as he wishes.
    • Combats: If push comes to shove, Mogul also knows how to fight very well. He's not one for using weapons most of the time but could probably handle one well enough if he has to.
  • Powers:
    • Immortality: Mogul is ageless and simply will not die that way. It's possible to kill him otherwise, although it's very difficult and botching it just gives him the chance to restore himself via the next ability on this list.
    • Power Absorbtion: Mogul can drain the energy of others to restore himself. This requires that the one he drains from have something valuable for him to take; it generally won't work on a normal human being. The process also is not instantaneous and he either needs to be extremely stealthy or have incapitated his opponent beforehand to really get anything out of it. As such it's not something he normally uses in combat. This isn't the same thing as outright stealing the powers of another super; it simply enhances his other abilities and heals him while leaving the victim much weaker for it.
    • Hypnotic Mark: If his charisma won't get someone to bend to his will, Mogul can plant a special metaphysical mark on someone that allows him to take control of that person's mind outright as long as the mark lasts. He normally places the mark via physical contact but can also place it via telepathic contact. The mark physically resembles a green diamond and can be cleared by someone with the capability if it's discovered. As with any other mind-controlling ability this won't work on other PCs or important NPCs without the consent of everyone involved.
    • Power Enhancement: Mogul can also grant superpowers of a sort to others by enhancing a natural trait of theirs (e.g. enchancing one's strength or speed). This is a permanent upgrade to the lucky indiviual unless Mogul chooses to take it back at some point.
    • Ixis Magicks: The powerful magic used by the Order of Ixis. It covers several different abilities:
      • Elemental Powers: Fire, Water, Earth, Wind...All of it is under Mogul's command. This can range from tossing fireballs to generating snowstorms and localized earthquakes.
      • Telepathy: Mogul can communicate telepathically if he feels it necessary. The distance on it is fairly lengthy; he can use it address anyone within his line of sight, and to anyone he's placed a mark on it's basically a long range cell service.
      • Illusions: Mogul can create fairly convincing auditory and visual illusions. These can range from disguising one person as someone else to more elaborate standalone illusions. However, these illusions do not have the means of actually affecting the real world in any way.
      • Teleportation: Mogul can teleport himself to anywhere within his line of sight or to anywhere he can remember well enough to head to accurately. He can take people along with him if he so desires.
      • Crystallization: Mogul can transform living or nonliving substances into a green crystal that is very difficult to destroy and back. How fast the process is depends on how much area he's trying to convert and whether it's a living being or not; living beings tend to take longer to transmute. Generally speaking a living being affected by this process will be able to still move and generally function after the transmutation.
    • Physical Strength: Mogul prefers to fight with his magic, but as a mammoth his physical strength and endurance is still very high, well above that of a human being. As such he can dish out a lot of physical punishment and take quite a bit of it in return.
    • Master Mogul: If Mogul succeeds in draining enough energy, he can transform into a super state. Take everything listed above and crank it up to eleven, almost to physical god levels. It takes a LOT of normal energy to iniate the transformation (think almost a city's worth of supers), however. It takes less if he drains energy identical or similar to that of the emerald that empowers him, but that's much harder to come by. This state's an endgame one for Mogul; if he achieves it in RP it's likely his role in it will end soon afterwards.
  • Equipment:
    • Cane: A fancy gold-plated cane Mogul carries around. It doubles as a magic wand for him to focus his powers through, and especially serves to make his power absorbtion more effective than it would be without it.
  • Holdings:
    • Casino Night: The combined casino, bar, and grill Mogul runs in the Downtown area. While very flashy and guady, not to mention not particularly family-friendly, it's also very well kept and top-notch in every respect. This is where Mogul gets most of his funds for his operations within Emerald City.
    • Penthouse: Mogul's living quarters, situated on the top floors of the Casino Night building. They're as opulent as everything else Mogul owns.
    • Wealth: Even without Casino Night Mogul has a lot of cash to throw around. Most of it's held in banks elsewhere across the world and a lot of it isn't physical cash, but he has plenty of it stored in the local banks as well.
  • Notoriety: 7. Mogul is well aware a woolly mammoth isn't a normal sight nowadays, and one that's bipedal, talks, and wears classy clothing even less so. So he doesn't even try to stay hidden and is quite well known and quite respected as the owner of Casino Night, a contributor to local politics as a wealthy donor and as a general community contributor. However, he's also very good at keeping his public life and hidden criminal activities separate. Not many know he had any hand in certain conflicts at all, even fewer know the Order of Ixis and the Forgotten Wars actually existed, and almost nobody is aware that Mogul had any hand in them.

Edited by Yomegami on Oct 2nd 2019 at 1:41:39 PM

Icon by Civvi the Civilian!
TailsDoll I have a plan. Since: Apr, 2012
I have a plan.
#35: Oct 11th 2019 at 8:57:50 PM

  • Name: Sebastian LaCroix
  • Work of Origin: Vampire: The Masquerade - Bloodlines
  • Age: 200+
  • Appearance: Here.
  • Personality:
    • Sebastian LaCroix styles himself as the quintessential vampire lord: calm, polite, and charismatic, but also domineering and unyielding when he needs to show force. This is an easily broken facade. The real Sebastian LaCroix is spoiled and petulant, and prone to throwing childish temper tantrums when his impossibly high standards are not met. Like many vampires of his class, LaCroix looks down upon the living, but he also considers himself to be the leader of the undead in Emerald City, which has not won him many friends even among his own kind. Due to the general aversion against vampires, LaCroix takes special care to avoid revealing his true nature as a vampire.
    • LaCroix sees himself as a mastermind who should not need dirty his own hands, and he generally relies on hired help when he needs a show of force. When push comes to shove, LaCroix does not usually have the courage to see a conflict to the end by himself.
  • Backstory:
    • Sebastian LaCroix was born in France during the late 18th century and grew up as the scion of a wealthy aristocratic family; as was common for patriotic young noblemen in this era, LaCroix chose a career in the military, eventually becoming an officer in the ranks of the French Grande Armée. However, at some point following the battle of Waterloo, the young officer caught the attention of a Belgian vampire and was swiftly turned. LaCroix adapted quite readily to his vampiric unlife, and spent many decades building alliances and building political power, weaving in and out of living society which each human generation.
    • By the late 20th century, LaCroix was forced into the Pacific Northwest after his operations in Europe were dismantled by vampire hunters serving the Vatican. Starting from scratch, LaCroix used his vampiric powers to blackmail and extort various influential figures, and used his new connections and wealth to begin creating a new empire. By 2008, LaCroix was confident enough to return to living society as a public figure, and built a nightclub in Capitol Hill to serve as a front for his illegal enterprises.
    • LaCroix also happens to be a major figure in the Emerald City underworld. His bread and butter is selling forged documents created in hidden offices throughout the Ironhouse District, but he also profits off extorting rich targets and providing a loan sharking service to the poorer residents of Capitol Hill and Fremont.
  • Secret Identity: N/A
  • Skills: N/A
  • Powers:
    • Kindred: LaCroix is a vampire. He possesses superhuman strength and durability, strong enough to send humans flying with his fists, and tough enough to withstand gunfire that would incapacitate any human. He can still be killed via dismemberment, blood loss, and general trauma, but it takes a lot more to kill him than an average human. He isn't destroyed upon being staked through the heart, but held in stasis. LaCroix's body slowly withers and turns inward while trapped in this state, desiccating and becoming ever more corpselike. Garlic and running water do not repel him. When wielded by those who are particularly devout in their faith, he can be harmed by religious symbols. LaCroix will burn and die under sustained sunlight. LaCroix's physiology is atrophied and defunct — He has no audible heartbeat, he sweats and cries blood.
    • The Kiss: The act of biting and drinking blood from a human, as vampires are known to do as part of their survival. As far as LaCroix is concerned, the act of feeding is completely painless for his victim and can be done without leaving permanent or serious injuries, though the act will usually leave a regular person disoriented and unaware of what just happened for a few minutes.
    • Blood-Binding: If a human drinks a cup of LaCroix's blood, they will become a Ghoul Vassal. Ghoul Vassals are fundamentally still humans, with no change in appearance or behavior. However, drinking LaCroix's blood will grant a human a portion of his powers for one month, which chiefly means they are borderline superhuman in strength and durability, and are effectively immortal (can't die from old age) as long as they can get a monthly supply of blood. The Blood-Binding only works if the blood is fresh or well-preserved, and not diluted in any way, and is ineffective against those who are particularly devout.
    • The Embrace: The Embrace is process by which a mortal (childe) is turned into a vampire by another vampire (the sire). The vampire drains the subject completely of blood, then - at the point of mortal death - gives the mortal some of their own vitae. The mortal then dies and becomes undead. The Embrace is performed at considerable psychological cost, leaving the sire mentally drained. Too many Embraces over a short period can leave a sire too feeble minded to function properly. Any vampire created by LaCroix will have similar abilities to him, but much weaker.
    • Dominate: LaCroix has the ability to Dominate weaker souls into acting within his will, forcing victims to immediacy think or act according to his decree. While undeniably powerful, its use almost always adheres to two important restrictions: LaCroix must meet the eyes of the target and must speak in language that is clearly heard and understood by the target. Dominated victims can follow basic instructions, but are unable to knowingly self-destruct or commit an action that completely defies their personality, and Dominate is fairly ineffective against those who are incredibly devout. This ability won't work on other PCs or important NPCs without the consent of everyone involved.

  • Equipment: N/A

  • Holdings:

    • LaCroix Sparkling Water: LaCroix Sparkling Water is a healthy beverage choice. It is a naturally essenced, 0 calorie, 0 sweetener, 0 sodium beverage with nothing artificial. All flavors of LaCroix are gluten-Free, vegan and kosher! There is no meat, dairy, wheat, or nuts used in the product or production of the product. LaCroix does not contain any genetically modified organisms (GMO) therefore LaCroix is Non-GMO. LaCroix Sparkling Water is locally sourced at various locations throughout the USA. Using a triple-filtration system and bottling its water in-house at its own facilities, LaCroix adheres to strict processes and standards that assure the quality and consistency of the brand. LaCroix water is treated using various processes, including reverse osmosis and deionization, that remove additives and impurities from locally-sourced water.
    • Dusk Till Dawn: A nightclub in the main entertainment district of Capitol Hill, and a leading source of LaCroix's legal (and illegal) income. The interior decoration of the Dusk Till Dawn is spartan, but its amenities are top notch.
    • Underground Warehouse: A series of tunnels and storage rooms lie beneath the Dusk Till Dawn. These tunnels are heavily guarded by LaCroix's legal security team, who are mostly unaware that he uses the tunnels to service his illegal operations.
    • Chunk: The head of LaCroix's legal security forces is simply known as Chunk. Chunk is friendly, naive, and completely unaware that he works for an undead crime boss.
    • Mercurio': The head of LaCroix's illegal operations. Mercurio is a Ghoul Vassal, a human who has been able to drink a small amount of LaCroix's blood each month, gaining a small portion of LaCroix's inherent vampire abilities in the process. He acts as a line between LaCroix and his other Ghoul servants.
  • Notoriety: 7. LaCroix is known to be one of the more influential nightclub entrepreneurs in Emerald City, and purchased the LaCroix Sparkling Water brand in the 1990s, turning it into a leading brand by the 21st century. He frequently participates in Emerald City politics, chiefly through local political donations and general humanitarian acts. There are only a few humans who are aware that he is a crime boss and a vampire, and most of them either work for him (as ghouls) or are too afraid to tell the truth.

Edited by TailsDoll on May 4th 2020 at 9:06:57 AM

"@[=g3,8d]&fbb=-q]/hk%fg"
Azure Mahou Shoujo Lyrical Fist from The World Since: Nov, 2012 Relationship Status: We finish each other's sandwiches
Mahou Shoujo Lyrical Fist
#36: Oct 15th 2019 at 10:15:31 PM

  • Name: Valkyrie
  • Work of Origin: Senki Zesshou Symphogear
  • Age: 22 in this timeline.
  • Appearance: Let me sing you a song. With these!
  • Personality: Upbeat and cheerful all the time. She'd rather put up a smile than ever frown or despair at a situation. She's the type of person that is going to persevere no matter what and drag everyone around her to the finish line no matter how hard things get. Though part of this comes from a bit of a small inferiority complex given it took her a long time to master her own powers. Still she's the kind of person that would give you the shirt off her back but she doesn't pull punches when it comes to defending others.
  • Backstory: Hibiki's story started with her just going to a concert. A regular everyday thing to do for a normal girl who at the time was in high school. The concert went well that was until a swarm of monsters appeared and began to slaughter the audience. Luckily the singers were a couple of supers one of whom gave their life protecting an injured Hibiki. Though most people would see that as the highlight of their life Hibiki was inspired. Normally a slacker in school, she started studying harder, she started to volunteer in programs to help the sick and homeless or even just clean up litter. Hibiki dedicated her life to giving back to the world that she was just thankful to still be in. That was until she found a child, lost and wondering where their mother was Hibiki resolved to help the girl. However as they were walking along the same monsters from before attacked and appeared to want to chase down Hibiki. Not seeing much other option she ran, holding on to the little girl. Despite her best efforts they were cornered. Hibiki knew they were dead so rather than continuing to scramble she curled around the little girl hoping to at least not let her see what was coming. At that moment she started to sing, quietly, it was one of her favorite songs, the least she could do was calm the girl. But as she did she soon found herself belting out an unfamiliar song, wearing a ridiculous outfit and hurtling through the air with the girl in her arms. She was confused but all she knew was that the monsters were getting farther away. After that incident she was picked up by Section Two. A Special Disaster Response Team, being drafted into their ranks. She was part of a group that responded to disasters caused by villains, rampant magic, or whatever else that normal first responders just couldn't handle themselves.
It was here she learned how to use her powers, learned that with training she could push her body beyond normal human limits and forged friendships that would last a life time. But she never truly felt like being in section two was her own choice. Thus she always found herself slightly dissatisfied despite the fact that she was helping hundreds of people. So with a tearful farewell to Section Two she moved to America with her then girlfriend Miku to participate in the Vigilante Bill.
  • Secret Identity: Hibiki Tachibana
    • Cover: Hibiki is a upbeat medical, student at Emerald City University apparently here on a scholarship. She's got a one bedroom apartment that she shares with her girlfriend. When she's not studying she loves walking around town just to see the sights and eat street food, though much like how she was before she joined section two she's always looking for opportunities to volunteer for anything that can help those less fortunate or make Emerald City a better place.
  • Skills: Hibiki's job at Section Two unfortunately meant she would have to do combat with monsters and villainous supers alike. To this end she's trained in Martial arts so that she can both deal out pain and non-lethally take down assailants.
She's also got quite a bit of experience responding to emergency situations as she's worked with both Paramedics and Firefighters as well as the police force of her home city.
  • Powers:Hibiki is a lot stronger than your average human. One of her abilities is actually the ability to train herself up from a rather unathletic small girl to someone who has no business being as strong as she is for her size. She has superhuman strength, reflexes and stamina as a result of this.
    • Symphonic Gain:Hibiki is a rare person that retained an ability that humans had in ancient times. Particularly before humans were split into different nations. That is the ability to absorb and use sound waves of a certain frequency, in particular singing, as energy. Even a normal human can produce Symphonic Gain but only those like Hibiki can use it.
  • Equipment: Carries a fully stocked first aid kit just because its fukkin' useful.
    • Gungnir: Unlike in the show Gungnir here is a manifestation of Hibiki's ability to use Symphonic Gain. It is a summonable suit of armor that further enhances Hibiki's abilities to the point where she can keep going well past when she would have been fatigued and it rockets her strength to levels that with enough effort she could probably toss a car or shatter a concrete wall. It also produces a force field that can protect Hibiki to a certain degree. Enough that she won't die in cases where an average human would be squished, burned alive, or blown to peices.
  • Holdings: A one bedroom apartment in uptown Emerald city provided by Section too. Its pretty decent with a nice view but she's not exactly a big wig.
  • Notoriety: Back in Japan she would be an 8. She's almost a household name there for her efforts but in Emerald City, she's probably a 5. She hasn't had the chance to really distinguish herself from other supers.

Edited by Azure on Oct 15th 2019 at 12:29:53 PM

PM box is Closed, Indefinitely Friend Code: 3368-4181-6850
Spottedleaf The Ice Queen Since: Aug, 2018 Relationship Status: Buried in snow, waiting for spring
The Ice Queen
#37: Oct 29th 2019 at 2:15:03 PM

Here's a signup I've tried to work on. Let me know if there's anything I should change or clarify.

  • Name: Dr. Caitlin Snow

  • Work of Origin: The Flash (2014), with a few tweaks (removed the split personality gimmick because it’s starting to annoy me. Blended a couple of different versions of her together.)

  • Age: 25

  • Appearance: Ice Queen of Emerald City. When she uses her powers, her hair turns white, making her look more like this.

  • Personality: Cold towards strangers and rather guarded (albeit not unfriendly), Caitlin can seem rather distant at a glance; however, with those she trusts and cares for, Caitlin is quite gentle and warm. She has an unfortunate habit of keeping her emotions bottled up inside but is deeply caring and empathetic, and is highly intelligent. She tends to have a rather pessimistic outlook on life, but not to the point of complete and utter cynicism.

  • Backstory: Both of Caitlin’s parents, Dr. Thomas Snow and Dr. Carla Tannhauser, were scientists. Caitlin had inherited a degenerative disease from her father, and he used genetic experimentation to cure himself. Upon learning that Caitlin, a mere child at the time, also had the gene, he performed the same procedure on her.

Said procedure had unforeseen consequences; it gave both Thomas and Caitlin cryokinetic abilities, although Caitlin’s did not manifest until much later in life. Thomas also developed a dark alter ego as a result.

Shortly after said darkness began to manifest in Thomas, Carla Tannhauser arranged for him to be sent somewhere far away. She told Caitlin that her father was dead, and buried herself in her work, becoming much colder and more distant. She and Caitlin gradually drifted apart.

Caitlin attended medical school and later set up practice working as an ophthalmologist. However, when she was twenty-four years old, her powers began to manifest. Initially afraid she’d hurt someone, she avoided using them at first, until a close friend helped her to realize that she could use these abilities to do some good in the world. Said friend, Francisco “Cisco” Ramon, also suggested an alias she could use….

  • Secret Identity: Her hero name is Frost.

    • Cover: Caitlin’s day job is working as a pediatric ophthalmologist, though she has a lot of other miscellaneous medical knowledge. Luckily, such a job pays rather well.

  • Skills: As mentioned, she has a lot of miscellaneous medical knowledge. She’s also a decent markswoman.

  • Powers:
  • ‘Quick Recovery’: She has an accelerated healing factor (nowhere near as powerful of one as, say, Wolverine or Lobo, but worth noting nonetheless.)
  • ‘Ice, Ice, Baby’: If her hero name wasn’t a good enough indication, her most noteworthy superpower is to generate and manipulate ice or cold air, both of which can be shot from her hands or exhaled from her mouth. She can create constructs out of ice, cool hot temperatures (though too much heat will weaken her attempts), and…
  • ‘Frosty Kiss’: She can induce hypothermia by kissing her desired victims on the lips. However, she usually doesn’t do so as it’s rarely a practical strategy and not a particularly ethical move.

  • Equipment:
  • ‘’’The Frost Suit’’’: A super-suit, complete with mask, that more or less looks like this.

  • Holdings: She has a decent amount of money as a result of her job. She’s not wealthy by any means, as being a superhero can often be costly in its own right (do you have ANY idea how much a custom suit that can be worn in COMBAT is? It’s INSANE.), but she’s able to live comfortably. As for places of residence
    • Her office.
    • A small house in Old Pike Hill. Far from fancy, but it's cozy and she calls it home.

  • Notoriety: As Caitlin Snow, most likely a 3; people probably wouldn’t know who she was unless they’d either been to her office or seen ads for her clinic on TV. As Frost, probably a 7; she’s a somewhat well-known superhero but she’s also fairly new on the scene.

Edited by Spottedleaf on Oct 29th 2019 at 4:21:08 AM

Meanken Since: May, 2013
#38: Oct 29th 2019 at 9:03:07 PM

Hi there, I'm one of the other AGOG G Ms. Just want you to know your signup has been seen, but the usual GM has been having internet issues all day due to power outages and such. I myself don't see anything that looks like it'd be problmatic, but I'll ask you to wait until he gets here to look it over himself.

HilarityEnsues Since: Sep, 2009
#39: Nov 15th 2019 at 11:08:24 PM

Gonna switch out the beeg dino for a beeg asshole.

  • Name: Tohru Adachi
  • Work of Origin: Persona4
  • Age: 27
  • Appearance: The world is shit as always.
  • Personality: Adachi is, in a word, a prick. Due to a combination of perpetual boredom and sociopathic sadism, he enjoys killing innocent people, using the twisted rationale that helps alleviate his boring and shitty life. When not putting on the facade of a bumbling cop, he is a major troll who likes needling people with insults, threats, and trickery. Beneath all of this is an incredibly bitter, misanthropic man who feels the world owes him so much more than some boring cop job in a city full of shitty costumed freaks. Wait a minute, who the hell wrote this…?
  • Backstory:
    • Ok, so it all started back in Japan. I was a hotshot cop who was really making his way up in the world. But I made ONE mistake on the job, and those fuckers at the bureau had me relocated to some shithole precinct in Inaba. Ugh, it was so boring! Not only was my partner Dojima-san a real slavedriver, but there was nothing to do! I sat around in my apartment, eating crappy food cause I was too tired to cook most nights, wondering when my luck would change.

    • And in a way, it sorta did. I went to have a chat with a TV announcer after I heard this nasty rumor she was having an affair. She started getting all mouthy with me, saying she was gonna call the police if I didn’t back off. That got me pissed, and I ended up shoving her into a TV. The bitch actually fell into the TV, can you believe that?! That was the day I discovered I had a special power. Naturally a dead media personality alerted the attention of the police, which made me sweat just a little. But how were they gonna pin this on me? “Tohru Adachi, you’re under arrest for killing miss Mayumi with a magic TV.” Ahahaha! Do you know how stupid that sounds?

    • Still, we had to pin the blame on someone. Turns out I had the perfect lead to throw them off my trail – Taro Namatame. The two of them were having an affair, so naturally it’d make sense that he might wanna tie up loose ends, right? But in spite of that, this guy was a real goody two shoes. Thankfully I was able to use that to my advantage. Turned out, he had the same power I did, so I told him that if he pushed more people in the TV, he’d be “saving” them from the killer. And with that, he began killing people without even realizing it! It was the perfect game of cat and mouse, one I could orchestrate without having to get my own hands dirty.

    • There were some minor complications, like the fact that I ended up killing a couple more people, including a high school girl and a boy who took credit for the murders and almost blew my whole game wide open. Then there were these shitty high schoolers who got awfully close to solving the case with the help of Dojima-san. Thankfully, dumb high school students and moronic cops can’t accomplish anything. In the end, they pinned the whole thing on Namatame and I got off scot free.

    • Eventually, I decided to move to America for a few reasons. First, there'd be more people to toy around with. Second, I... didn't exactly want to stick when some crazy death goddess showed up and Shadow-fied the whole city with some crazy ass fog. Yeah, that happened.

  • Secret Identity: That’s not exactly the sort of thing a police officer should have, now is it? Besides, I have… other ways of covering my tracks, hahaha!
    • Cover: Look, just forget what the personality section said. I’m a mild-mannered, somewhat goofy police officer who cares deeply about upholding the law and protecting the innocent. I really just wants to prove that the police can be a true force of good, even in a world where supers have seemingly made them obsolete in the eyes of the public. And if you like breathing, you damn well better not dig any deeper than that.
  • Skills: I’m exceptionally knowledgeable when it comes to law enforcement and the police. He knows what they are and are not allowed to legally do, I know what police tend to look for when they’re investigating a crime, which comes in handy during… certain activities. Like covering up murders, hypothetically speaking. Oh, and I’m better than I look at CQC.
  • Powers:
    • Oh, this is the really cool shit! I have this thing called a Persona, which is basically a representation of my psyche. I feel psychic pain every time someone attacks it, which sucks, but this baby can take a serious beating! It can also fly and move around independently according to my will. The most I’m able to control it is from a range of… about a city block. Never really bothered to measure it, to be honest. My particular persona is known as Magatsu-Izanagi, and it appears in the form of a demonic looking red and black entity with a sword. Here’s what this bad boy can do.
    • Status Effects: Getting hit by my Persona’s sword carries the risk of inflicting Silence or Fear on you. In laymen’s terms, Silence weakens your superpowers for a short time, while Fear… well, makes you too afraid to fight me.
    • Superhuman: Thanks to one of the abilities of my Persona called Heat Riser, I’m stronger/tougher/faster than any normal human. Even better, I can actually toggle this ability off to make myself seem like a powerless guy.
    • Elemental Powers: Magatsu-Izanagi has Electric and Wind magic attacks for attacking at long range.
    • Power Charge: Magatsu-Izanagi charges up for an extra strong sword slash!
    • Oh right, remember when I mentioned that thing about pushing people in the TV? Turns out Persona users can enter another world called the Midnight Channel. It’s full of Shadows – weird monsters that kill people, basically – and I can go to it whenever I want as long as there’s a TV around. Or, y’know, push someone in. This makes hiding bodies a snap, heh.
  • Equipment:
    • Pistol: For my neutral special, I pull out a GUN. I use it to protect and serve during police business.
    • Police Badge and Uniform: Don’t worry citizen. As you can tell, Adachi’s here to keep the city safe! ...Wait, one of those superheroes has already taken care of it? Hmph, figures.
  • Holdings: A pretty average apartment in an average neighborhood with an average amount of wealth. That’s alls I’ve got in this world, unfortunately. But I do have some nice toys in the Midnight Channel.
    • Shadows: Blobby, shadowy little guys with basic elemental magic and physical combat abilities. They’re not super strong, but they do seem to like me a lot.
    • The Fog: Within the Midnight Channel is a thick fog that rarely seems to go away. If someone were to figure out a way to get this Fog into the real world, it would gradually turn humans into Shadows. Hm… I should probably look into that.
    • The Reaper: Now this guy’s probably the strongest Shadow there is! He’s got two huge guns, really powerful elemental magic, and he can slowly drain the life from people. You get thrown in the TV, this is probably the guy that’ll kill you. It’s a real bummer that he never seems to leave the Midnight Channel, though. His strength would come in handy.
  • Notoriety: 1. Sadly, not everyone was born with the magic ticket called “talent” that propels you to stardom...

Edited by HilarityEnsues on Nov 16th 2019 at 3:07:52 PM

Meanken Since: May, 2013
#40: Jan 25th 2020 at 2:42:34 AM

  • Name: Ardyn Izunia

  • Age: Meaningless

  • Appearance: A man of no consequence When he ceases to give a shit

  • Personality: On the surface, Ardyn is a carefree, eccentric man. He had clothing that, while perhaps not the flashiest things out there, stand out, he drives a fancy car, throws around money. His very body language makes him stand out, as he makes grand, sweeping gestures that demands attention. Yet, at the same time, he remains unfailingly polite and civil, never seen to raise his voice, even in the face of hostility. The stories from the circles he walks in always tell of one incident where he was held at gunpoint by three hoodlums, and with nothing but a smile and some well chosen words, he convinced them to drop their weapons and turn themselves into the police. Funny enough, no one ever found out what happened to them, as they vanished without a trace that night, and never resurfaced......

  • Backstory

Long ago, on some island in the pacific no one's ever heard of, there was a people far ahead of their time, with technology rivaling the modern day in the times where the rest of the world hadn't invented iron weapons. Their advancement was created to a crystal that was said to be a gateway through which the gods spoke. As they advanced, and forged a city that would rival the glory of any that would rise after, the gods spoke. A kingdom was to be forged, and a king to be crowned. At this time, Ardyn was traveling the island, having been blessed with healing abilities, and he was trying to cure a mysterious illness that had begun to befall the people, twisting them and turning them into unholy beasts. His brother, Somnus, was a well known figure among the people, and his aid had been instrumental in building their new city. The people waited for the gods to speak and choose their new king.

This ended up dividing the two brothers, who grew to be at odds with how the kingdom should be run and how the sickness infecting their people should be handled. Ardyn was soon lured into a trap by his brother, who tricked him into thinking he had been chosen and that he needed to come to the city. The chaos resulting from this ended with the death of Ardyn's fiance. Little did he know, his actions healing the people had slowly infected him with the same sickness that they themselves had possessed, and the resulting taint caused the gods to reject him, choosing his brother over him.

At this point, Ardyn knew nothing but bitterness and rage. He had sacrificed everything for his people, only to be cast aside by his very gods and to be forced to see his murderous, treacherous brother be rewarded. He swore vengeance on the throne, swore to tear down everything his brother had built. Somnus tried to kill his brother, and end it there. But as a result of the connection Ardyn had once had with the crystal, combined with the infection inside of him, Ardyn had gained the power of immortality, and could no longer be permanently killed. Thus, he was taken to the furthest reaches of the kingdom, locked away, and sealed. His name was erased from history, and he came to be known by the people as a vile villain, the Usurper, a being of darkness who had received exactly what he deserved.

Come the modern day, and he's awoken by some asshole in a bandana holding an AK-47 and the sounds of a gunfight. He watches in confusion as this guy takes cover in the cave, only to be gunned down before him. A group of armed men enter the cave, and stare in shock at the shirtless man chained up in the cave. Medics are summoned, who pry him down and cart him out on a portable medical cot. Instant notice is taken of the fact that this man is in far better condition then he should be, given his situation. He hears the word "Metahuman" branded about once or twice, as well as something about a "Pirate" they'd been chasing and speculation about this prisoner, whenever he'd been captured by the pirate or whenever the man had stumbled on something else.

It's around this time that he manages to stagger to his feet. Assuming these men are from the kingdom that is now his sworn enemy, he slaughters them all without hesitation, the act easy even in his weakened condition, as none of them expected it. During this, he discovers some of the extent of his new abilities granted to him by the infection that had taken hold of him. Then he ventures to the kingdom, intent on finishing what he started.

What he found was....nothing. Dust and ash, nothing more. On the spot where the great city had once stood, there was.....nothing. Absolutely nothing. Denied the vengeance that he had waited thousands of years for, he raged. screamed. Slaughtered what few animals were around him. Then......he felt nothing. Only apathy remained, where once an endless pit of rage and hatred had been. He sits on the island for a day, until more visitors arrive, clad in the same uniforms the ones that he'd killed had been in. By this point, he's realized they must be from elsewhere. Fortunately, he'd left no trace of his actions, and so he professed to be stranded on this empty rock, ignorant of whatever men they had come looking for. Seeing some disheveled man in dirty, torn pants and little else, they brought the "Shipwreck" story easily. Ardyn professed to have suffered some form of memory loss as they asked him more pointed questions about where he'd come from, and managed to sell the story. Thus, he managed to find his way to the US, by this point having gotten a primer on the world at large. Once there, he vanished from public record, the paperwork mysteriously vanishing along with it.

Throughout the next few months, Ardyn secured his position in this new, familiar, yet different world. Through careful, pointed involvement with illegal enterprises, he managed to secure himself a considerable sum of money, which he used to secure a public identity for himself, one "Arden Izunia", the new owner (After a public buyout) of an up and coming robotics firm, swiftly re-branded "Insomnia Industries" As for the man himself, his apathy has not faded. He's built himself a position in the world, but still views himself as apart from it. Slowly, he's wandered the country, going from place to place, city to city. Yet, nothing he's seen has caught his eye. None of the supposed "Wonders" of this "Modern" age have impressed him.

And so it is that he next ventures to Emerald City, where his firm has opened a new office. He's been here a couple of months now, and with his position in the city's social structure now secured, he's decided that perhaps it's time he cut loose and.....enjoy himself. Live a little, as the kids say it these days.

  • Secret Identity: Arden Izunia. A change of a single letter, because he finds some kind of amusement in that. He is the sole owner of Insomnia Industries, a leader in robotics. His company is currently lobbying hard to secure a contract with the US military for production of a prototype combat unit, an automated unit that can preform basic tasks without endangering the lives of real people. This is something that was happening when Ardyn brought the company, and he's seen no reason to interfere in this, he's honestly been pretty hands off with the management of the company, it's there to get him "legal" money for the moment. He's known among the wealthy elite of the city, regularly attends public functions and charity balls and that kind of thing

  • Skills

    • Magitek: The people of his time were advanced far beyond anything on their world at the time, and they used a unique blend of magic and technology that was termed "Magitek". He's naturally keeping any and all actual information about it and what could be done with it very close to the chest, but one of the primary reasons he went and targeted a robotics firm for acquisition outside of a need for money is that his people made heavy use of magitek robots, and he's had some....ideas on how he could use that. Nothing concrete yet, nothing he feels the need or will to act on, but maybe in the future......

    • Man of no consequence: Ardyn has been working very hard on inserting himself into people's trust. He's proven to be very skilled at talking to people. He knows when to speak, what to say, when to stay quiet, when to offer someone some reassuring words. He doesn't believe a lot of what he says, and sometimes he'll delight in crushing some would be hero's spirit, but on the whole, he tries very hard to seem like nothing more then another harmless, eccentric rich man.

  • Powers

    • Starscourge: A unique series of events has rendered Ardyn the sole living carrier of the virus that once ravaged his land, known as the Starscourge. He has total control over it, so there's not gonna be any risk of him spreading it accidentally. As the carrier of this virus, he can spread it to targets of his will, although some prove more resilient to it then others (Read, it's not gonna work on P Cs and important NP Cs). When he grabs someone and uses this, the person in question will transform into a selected demon (Read, a Final Fantasy monster). His experiments have revealed that, for reasons he's unclear on, (He blames this "Global Warming" thing everyone's so bothered about) the sickness no longer spreads beyond the initial target of the infection. In addition, all of these monsters have a major weakness to sunlight. If he tries to infect someone during the day and it works while they're in the sun, they'll disintegrate on the spot. His status as carrier of this virus also renders him weak to the sun as well. He can still walk in it, his own healing abilities heal him faster then it damages him, but it's still not something he goes out of his way to do. Those bulky clothes are as much to keep as much of his skin covered as they are to look fancy.

    • Undying (Removed): A power he no longer has access to, once, he was unkillable, any lethal damage just causing him to disperse and reform somewhere else later. This is no longer the case, speculated by the man to be a result of the thousands of years that passed causing his connection to the crystal that caused it to happen to fade. Now, while he has a very high damage resistance level, able to survive gunshots to the head and such, and also doesn't feel any kind of actual pain, enough raw damage or exposure to focused sunlight or UV rays and that sort of thing will, in fact, kill him.

    • Misasma form: Ardyn can shift into a fog type form, which allows him to pass through small openings and move small distances quickly. He can't move more then 5 feet without reforming, and this isn't something he can just do repeatedly.

    • Armiger: Ardyn carries with him at all times a series of 13 weapons, red spectral versions of the royal arms of old. These are various types of swords, an ax, a large ninja star, a mace, a bow, a shield, a trident, a sniper rifle, and a scepter. All of these are pretty much normal weapons, the only notable thing being their spectral form meaning they are immune to damage, can't be taken or disarmed, and Ardyn can summon any one of them at any time. He can also summon them all at once, which causes them to spin around him, launch them like projectiles, and fly while using them all. But, as flying around Emerald City is going to blow his cover in the time it takes a teenager to take a photo and post it to social media, he'll naturally be greatly restricting use of this.

    • Sword warp: Related to the armiger, he can also throw his spectral swords and then teleport to where they land. The range on this is higher, but limited to however far he can throw it, and while this is not quite as limited as the miasma, he still can't spam it endlessly.

    • Magic: Ardyn also has the ability to cast magic. Magic in his kingdom was bloodline based, and only the royal line had the ability to use magic, able to craft what amounted to magic grenades. Ardyn, as a result of the infection, can use magic naturally, in the more traditional manner. He can launch fireballs, cause the air in a room to chill, and generally make use of all the usual elements of magic, other then, naturally, light, and his ability to control darkness is greater then his other schools of magic. He can also fire non-elemental shockwaves out of his hands that blast people backward, and project his voice to make it seem like it's coming from everywhere at once.

  • Equipment

    • Car: He owns a red muscle car, and he's rather fond of it. Don't scratch the paint if you don't want to.....disappear.

  • Holdings: His firm's office and production center are down in Cascadia, and he's got a nice little mansion down in Duwamish.

  • Notoriety: 4. He's known in his circles, and his status as the owner of a leading robotics firm means a simple google search can tell you a made up version of his life story, which he's taken steps to ensure will remain intact if anyone goes looking into it. But while he stands out, he's not much more known among the average citizen then any other Duwamish resident.

Edited by Meanken on Jan 25th 2020 at 12:10:22 PM

nman Since: Mar, 2010
#41: Jan 25th 2020 at 3:17:41 AM

  • Name: Dr. Frankenstein (While Dr. Frankenstein is technically her "father", it's the only last name she has, and she does have a doctorate. Or two.)
  • Work of Origin: Fate/stay night
  • Age: 202
  • Appearances
    • Villain Appearance: Run.
    • Civilian Appearance: She doesn't have the horn and stuff, so she looks normal. Her eyes are both blue, the right one only turning gold when she elects to 'activate' it. Probably wears a labcoat a lot. Also she shrinks down to just 5'8" instead of 8 feet.
  • Personality: She is driven by the need to replicate the experiment that created her, that gave her life immortal. Some way of finding the key to the mystery. It's been at least a hundred years since she gave up on the notion of creating a perfect wife - there are plenty of humans around, after all - but the experiments continue, as it's the one puzzle she can never solve. She isn't a complete monster though. She makes sure that if she has to do live testing, she only does it on people who deserve such a horrific fate, like criminals. But until she can surpass Victor Frankenstein, until she can replicate his success, the chase continues; always chasing the next theory or experiment. While not quite as misanthropic as she was in her youth, she is still very closed off from most people and has trouble getting close to anyone.
  • Backstory: Well, you know the story of Dr. Frankenstein and the monster he created. But after the good doctor refused to share the secrets of his experiment and how to create a bride, Frankenstein's monster snapped his neck and drifted off on a raft from the north pole... and wound up in Canada. Thanks to having already learned French while hiding in a house, she was able to get a job as a nurse, taking on the name of the man who was the closest thing she had to a father, and then moved on from there, eating up knowledge as she made her way up and down the coast, across the continent, and even back to Europe a few times as she kept assuming new identities every decade.
  • Secret Identity: Dr. Francine Eve
    • Cover: Dr. Eve is an accomplished medical researcher at one of the city's hospitals. Keeps to herself and doesn't attend many work social functions, but she produces so much material that the hospital can publish in scientific journals that the administration doesn't pry.
  • Skills: Medicine, biology, anatomy, chemistry, electrical and mechanical engineering. Doctorates in all of those fields. Knows French and English.
  • Powers:
    • Monstrously Tough (and stuff): Frankie is an unaging revenant who doesn't require air, food, water, sleep, or get affected by viruses, poison, radiation, temperature, or silly things like that. She's hardy, so she can survive things like getting hit by a car, getting fired on, or having someone as strong as her punch the shit out of her. She's really strong, so that she can do stuff like smash her mace into the ground and make a decent-sized fissure, throw a car around, or bend metal bars. She isn't particularly more agile than a well-trained human athlete, but her sheer strength can sometimes make it seem like she does, as her monster muscles can let her jump several dozen meters or run as fast as a car. Her brain seems to be supercharged, as she learns quickly. Also she's 8 feet tall when she unleashes her power instead of her normal height.
    • Galvanism: She absorbs energy that contacts her - electricity, laser beams, wind, heat, and the non-physical components of magical attacks - and adds it to her own energy reserves. She can also channel her own natural electricity reserves into things, letting her add a nice zap to metal weapons, and is usually how she nonlethally subdues people. Her cells work overtime when absorbing energy, so her wounds can be healed in a relatively short period of time this way, and she can double her strength for short periods of time if she absorbs a large burst of energy.
  • Equipment:
    • A big fucking mace.
  • Notoriety: 7. Good and bad people alike know that when it's late at night, Dr. Frankenstein could be lurking about. Digging up graves for body parts, stealing equipment, abducting criminals from their holding cells, taking animals from the zoo and museum, dumping dead bodies off at the marina, it's an extensive list. And the property damage it all causes is quite substantial.
  • Holdings: A secret lab underneath a warehouse for her experiments, stocked up on medical equipment, electrical equipment, and a nondescript black van. A utilitarian penthouse apartment in Duwamish with her environmentally-conscious Tesla Model X parked in the underground garage. A cushy research job at a hospital that only takes her a few minutes a day to get the work done for the week, which comes with a sizable office and a hospital access card.

Edited by nman on Jan 28th 2020 at 1:22:05 AM

JustSomeGuy732 Just another guy from Somewhere Since: Jan, 2012 Relationship Status: Showing feelings of an almost human nature
Just another guy
#42: Jan 25th 2020 at 7:13:47 AM

  • Name: The Gangreen Gang

  • Work of Origin: The Powerpuff Girls

  • Age: Young Adult-ish

  • Appearance: From left to right, Snake, Grubber, Ace, Lil' Arturo, Big Billy.

  • Personality: The most successful supervillain group this side of the city and you'd best know it! ... Haha, yeah, no, but it was not from lack of trying. Generally mischievous and always looking to create trouble, they're more like school bullies that tries to garner attention from everyone, always looking out to their own selves than anything else. Be it drawing graffiti, unauthorized littering, property damage or dine-and-dashing the heck away from fine establishments, there's no new low that this gang would not stoop down to!

    • Ace: The leader and respective face of the gang. Likes to appear cool, suave and thinks himself as a charmer.

    • Big Billy: Dull-witted and simple. Their resident dumb brute.

    • Snake: Hissses like one too. Sometimes the straight man to the group's eccentricities, which only serves to get him bonked on the head as their buttmonkey by Ace.

    • Grubber: Boorish and all-around possessing no manners at all whatsoever. Generally doesn't speak but when he does, oh boy.

    • Lil' Arturo: Speaks fast, thinks fast, all around does everything fast so much so that he would more oft than not get easily distracted by something. Has a bit of a Spanish accent in him.

  • Backstory: Nobody really knows where the Gangreen Gang comes from, only that their name was first mentioned in a minor headline at a random town's local newspaper. Even from back then, they have a perchance for being all-around general pranksters and committing minor offense wherever they went as they travel county to county.

    • Upon hearing that Emerald City happens to be a boiling pot for both aspiring heroes and villains, they decided to leg it and move in, thinking that this might be where they could finally make it big. This is their chance! They aspire to be in the 'big league' with other household supervillain names, to have their gang known far and wide as a notorious bunch... though whether they have the means or the aptitude for it is another matter entirely.

  • Secret Identity: As much as they want to keep on doing villain-y stuff until they get rightfully noticed or, better yet, get a sponsorship from any of the big villain groups, they soon realize that they can't survive on sheer bad deeds alone. Thus, with ample amount of white-pink spray cans, change of clothes and hairdo gel, they thus pass as ordinary civilians to gain income for their day-to-day life and, perhaps far more importantly, save budget for their next nefarious schemes should they have need of it!

  • Cover:

    • Ace: Derrick Copular. Bachelor. Free spirit... Works at a convenience store as a soulless cashier.

    • Big Billy: William H. Williams. Yeah, he can't really come up with a better name himself, but you work with what you get. Got a position at Burger King.

    • Snake: Sanford. Tried his luck at a pet store, only to be kicked out after scaring half the animals there. Now works at a local zoo in the reptilian section.

    • Grubber: Due to Grubber being, well, Grubber, he ain't exactly suited to be a productive member of society. Instead, he sometimes venture into the local junkyard and bring back junk that are, if they're lucky enough, at least semi-workable.

    • Lil' Arturo: Marco Innocento Esteban Emilio Iago Ramon Juan Pedro Rodrigo Annibal Jose Ilario Ector Ignacio de Villalobos y Sangrin. Or just Marco. Postman. Never misses a single letter during his shift.

  • Skills:

    • The Face: As much as he styles himself as very important, it has to be admitted that he's probably the most qualified to speak for and represent the gang as a whole.

    • The Brute: Big Billy is, as his name implies, big, and that means he can carry big weight and toughen out big punishment. Further complemented by his Powers detailed below.

    • The Nimble: Snake has a knack for being very nimble and precise with his fingers, which helps in lockpicking locks or avoiding traps.

    • The Voice Copycat: As strange as Grubber might look, he possesses an unnatural talent of being able to completely mimic someone else's speech after hearing it once. The gang sometimes use this to great effect to prank-call someone with a local payphone whenever they're bored.

    • The Talk-Too-Fast: Can confuse and distract people with his long-winded talk reduced to mere seconds. That's about it, really.

  • Powers: The reason why they haven't been caught yet despite causing so much trouble, else they'll probably be doing community service by now. They've only mainly used their powers for escape and has yet to maim or seriously injure anyone with it, though a less-than-honorable sort could convince them that they'll be able to create much more havoc if they only but let loose...

    • Ice Breath: Can make ice come out of his breath or hands. Very useful if he wants someone freezed for a moment, make a temporary ice wall or slide on ice slides, though overuse of it would result in his own body getting frosted and risk getting himself a cold the next day or worse.

    • Hard As A Rock: And strong as one, too. Punching at him is like punching at a goddamn wall, and his strikes are no joke either, able to crush a mailbox with ease.

    • Slippery: As slippery as, well, a Snake and with the ability to stretch and contort his body at will, he could reliably get through any nooks and crannies provided that they have any opening whatsoever. Or wrap someone up to prevent them from moving.

    • Burping Shockwaves: Grubber's burps, while uncouth, carries with it a shockwave with enough force to push back an average adult several meters away. Also, it smells.

    • Speedy Gonzales: There's only two modes for Lil' Arturo: Fast, and very fast. At rest, he could sprint as if he was Usain Bolt in a scant of a few seconds. Given enough time to actually build up speed, his could reach to that of up to a maximum of a speeding car.

  • Equipment: Spray cans, baseball bat, basically anything a random street hooligans can get a hold to with the exception of guns.

  • Holdings: Own their very own run-down shack somewhere in Fremont. Not too secured that they're expected to face serious law enforcement much yet not too drab and edgy like Ironhouse District, which makes it the perfect place for their starting hideout!

  • Notoriety: Somewhere around at a 3. They have developed a small reputation as that 'one group of local troublemakers' in the area they're in that always manages to get away before the authorities could actually have them apprehended, but otherwise they're not really that infamous.

"A post per day keeps the GMs away!"
Makaioh Since: Jan, 2015
#43: Jan 25th 2020 at 5:20:11 PM

  • Name: Shuuji Kurosu
  • Work of Origin: Mobile Fighter G Gundam
  • Age: 50
  • Appearance: The Undefeated of the East
  • Personality: Extremely hammy and boisterous, Master Asia is an incredibly loud and verbal man that can ignite one's fighting spirit through presence alone. He also likes to call people idiots and enjoys spectacular hand to hand combat with worthy foes.
  • Backstory: Not much is known about Master Asia after a certain point, all we know is that he was a martial arts genius that stood upon the apex of the competitive world before becoming much more low key over the years and then coming back with a hatred for humanity in general because of how much they're screwing over Earth.
  • Secret Identity: Master Asia/Super Asia/Admiral Asia
  • Cover: Other than him just wrapping his head up in a scarf or putting on a naval uniform, none.
  • Skills: Master Asia is an ungodly advanced martial artist. If he were to ever be put inside a giant robot with a motion control scheme, odds are he would be able to master it as well.
  • Powers: He can do somewhat spectacular things like fist fight giant robots and throw around energy attacks that makes very little sense through internal energy manipulation as well as glow golden and cause explosions through attacking things hard enough. Basically a Lightning Bruiser though he lacks true flight capabilities that he makes up for by being able to jump good.
  • Equipment: He has an inordinately long silk sash and a kung fu outfit of a very tasteful purple coloration. Sometimes he dresses up like a naval admiral for some reason. Lastly, Master Asia has a stallion that goes by the name of Fuunsaiki that knows horse kung fu and is of above average intelligence but is an otherwise normal horse.
  • Holdings: He has a few millions of dollars lying around from winning all those martial arts tournaments back in his heyday.
  • Notoriety: 6

Edited by Makaioh on Jan 25th 2020 at 9:38:11 AM

LightToAll 2 Spooky 4 U from the madness of my mind Since: Feb, 2017 Relationship Status: Healthy, deeply-felt respect for this here Shotgun
2 Spooky 4 U
#44: Jan 26th 2020 at 1:59:02 AM

  • Name: Ganondorf
  • Work of Origin: Legend of Zelda
  • Age: Mid 40's
  • Appearance: "Do not think this ends here... The history of light and shadow will be written in blood!"
  • Personality: Ganondorf, as a self-admitted king of evil, is about what you would expect from such a monster: arrogant, self-important, power hungry, controlling, ruthless, and most importantly, overwhelmed with hatred and malice. To him existence is the story of the weak and the powerful, a tale made from fear and blood where the powerful should rightfully stand over all and of course he's of the opinion that he is the most powerful by both birthright and divine right. He does have some honor however since he prefers to face worthy foes in a one-on-one duels, is only amused by those that show courage to stand them to him without the power to back it, and can't help but respect those that dare and succeed in giving him a challenge. As well, while he does indeed have a crafty and manipulative mind his overconfidence and overall disbelief in the worth of others means sometimes he fails to realize when he's getting too reckless.
  • Backstory:
    • Some few speak of a legend. A wonderful moment in the world where the prayers of mortals came true, magic was a common sight to even the masses, and terrible monsters of yore were flesh and blood. During this age existed the prosperous land of Hyrule and the gift that their three Golden Goddesses had blessed them with: the Triforce, a truly divine relic that could both greatly enhance the holder of a golden piece and grant the wish of those that touched it's completed form. Throughout the many lifetimes of this land three eternally reborn figures ruled over these pieces; the courageous hero Link, the wise Princess Zelda, and the powerful Demon King Ganondorf. However, all legend's must all die at some point and so goes the same for Hyrule for the era of myth started to give away from the burden of reality. It was these dire circumstances that lead to Ganondorf and Link's final duel where the teen that carried the spirit of the hero wouldn't allow his home to be conquered by the saving wish of a tyrant but neither him or his beloved Zelda were able to take the Triforce of Power they needed to save Hyrule under their terms. So under this deadlock all three split their Triforce sections into eight shards and let the flow of time overtake them until the time where reality allowed even the slightest bit of magic back in.
    • And such a time did come and with it came the return of the cycle. At the steps of a humble Fremont orphanage was left a unnamed newborn and over time he would be revealed to be a special child. A terrible, evil child. Sure, his extremely small magical ability and oddly heighten physique at that this time wasn't anywhere near the supernatural peak it would reach in the future but for the boy the power was all consuming and corrupting so he styled himself a mini overlord, abusing and bulling the small insects around him. This went on until his fifteenth birthday where he finally got adopted by a duo of kindly, tiny old ladies that promised to give the troubled boy a loving and caring home. The end.
    • .......At least, it would be if the two elderly women weren't actually the leaders of a fanatical, all female tribe that believed that the boy was the reborn Demon King Ganondorf, back in the living world so that he may guide them to conquering a revived Hyrule, without care about how such a kingdom could exist alongside the people of now. He with a hearty, evil laugh accepted the title and the very next day started the intense training that would mold him into his horrible destiny. This went on for years until he was deemed ready to claim what was to be his and what better place to start than the gleaming emerald of heroism?
  • Secret Identity: Councilman Agahnim Dragmire
    • Cover: A tough, grabs the bull by the horns city councilman with a cynical yet civil public persona that made it to his position from humble beginning's. Known for his policies about reinforcing the ECPD so that the city doesn't need to use unreliable outside heroes as life support. While currently he isn't the most notable city official he does a core following of citizens that for various reasons do have gripes about the state of hero work in their beloved Emerald City.
  • Skills:
    • Martial Prowess: Ganondorf is a monster in a one on one fight. He's been trained in several style of weapons, especially greatswords and tridents, to a master level, is practiced with bow and firearms, and don't dare to think a unarmed Ganondorf is a Beatendorf. As a plus he can do this all on either horseback or when on a bike.
    • Stealing: I know he doesn't look like it but he was trained by bandits and thieves. If he wants to do a heist he will take it with due time. Good luck with pickpocketing.
    • Monster Taming: Mixture of a power and an ability to be fair but somehow Ganondorf is able to enforce his will on plenty of dark creatures. Maybe it's the deep demonic Malice that comes from his being, maybe they respect his power, or perhaps he asks nicely. By monsters I mean like big dumb rampaging beasts and stupid pig faced grunts and whatnot.
    • Master Manipulator and Warlord: The man knows how to schmooze, when to schmooze, and where to schmooze which allows him to worm his way to things he can't possibly have gotten on his own. As well a great lord of evil like himself needs to know how to get a horde into a frenzy.
  • Powers:
    • Warlock: Ganondorf as his nature already has some degree of control with dark magics but the time with his adoptive witch mothers has swelled his mystical might into scary degrees. He can fire orbs of electricity for a fun game of volleyball, summon down lightning, levitate, surround himself with a cloak of flame, enhance his unarmed strikes with a unholy aura, brainwash the weak willed into service, create and transplant the weaker monsters, usually with material related to the monster, from the land of Hyrule into the now, create walls from thin air to allow a more private affair with his foe, and other feats.
    • Physical Might: For intends and purposes the Demon King is at peak human conditions and perhaps a bit beyond. You know, benches with the best, can take a beating, and doesn't tire easily. He's still human so like getting shot by four guys with automatics isn't a great idea but try killing Ganondorf with just a handgun.
    • Triforce of Power: The prize. Anyone that can gather all the pieces and is accepted as it's wielder becomes virtually a demi-god. All physical abilities are increased into the realm of the superhuman. Car throwing, an amazing minor healing factor, truly unbreakable with even the Master Sword through a open chest wound only just bringing him to the point of death, and a unaging body. For the sake of balance I'm removing the need for holy weapons to strike him down/weakening him to do the thing and instead making it so that holy weapons and a certain sword is the easiest option but a full gang of heroes working together to attack without stop can soften him enough to seal him or capture him or use something to drag the Triforce of Power out or any other awesome option. His warlocking also gets a boost so now he can either create puppet versions of himself or whole sale return boss monsters from the past, and just all around is able to fire off spells faster and with more power. Oh and a wielder of a Triforce Piece can detect another Piece or a Piece shard once close to it.
      • The Dark Beast Ganon: Separate from the general boons of the Power Piece is the divine form of Power that is the Ganon forms which to break it down is a huge, monstrous pig form that Ganondorf uses when he needs to rampage. When he becomes Ganon he loses a part of himself into the rage of the monster, which doesn't allow him to exit the state until he's beaten down or his target crushed beneath him, and becomes incapable of magical feats but in return becomes a shit brick house mixed with a bulldozer.
  • Equipment:
    • Dark Trident: One of three artifacts from his ancestors, this Trident is more linked with the humanoid pig versions of himself than his humanself's but the current Big G is perfectly happy wielding this heavy reach weapon. Hell, this thing is taller than him!
    • Sword of the Sages: Second of the artifacts, this is more for handling single targets and is much lighter and nimble compared to the Trident. As a bonus it is infused with holy magic and thusly it makes a excellent weapon for either slaying dark beings that have displeased or countering a holy weapon.
    • Armor of Twilight: And the third, a heavily plated suit of black armor that has been upgraded with ballistic weave, back scabbards for the Dark Trident and Sword of the Sages, pouches for ammo, two pistol holsters, and a earpiece/mic.
    • Crown of the Demon King: The iconic headpiece of the Dark Lord and a matching item with the Armor of Twilight, the blood red jewel has been enchanted to strengthen it against trauma, contain the personal loadout of it’s owner, and obscure the wearer’s face with an optical-audio illusion; all that look upon Ganondorf will only see a featureless face of shadow with the only things staring back are a pair of softly illuminated, yellow, unfeeling eyes and all that hear Ganondorf only hear the distorted voice of a demon. As a precaution this effect was tested both against the senses of a machine and the combined magical might of the man’s witch caretakers. It did not disappoint.
    • Two Desert Eagles: Look at the man. He can handle it.
    • Motorcycle: Fuck horses.
  • Holdings:
    • A Motherfucking Shit-ton of Rupees: Thanks great-grandpa to the thousandth degree.
    • What a Mansion!: Located in Duwamish, it's a luxurious house that hides a compound under it where his four Gerudo assassins, witch mothers, and recently made monster squads prepare and ready for missions. This is where the Rupee horde is stashed, gained Triforce pieces protected without fail, and monster creation goes down. Oh and ice cream socials with Mister Mayor.
  • Notoriety: Ganondorf, 1. Him and those that follow him have done their best to wipe away his past and he hasn't acted much as a super since he's been waiting for the hero element to ramp up. Agahim, 5. Can you name a councilman from your city unless you liked their message?

Edited by LightToAll on Feb 1st 2020 at 5:12:31 AM

Alecoene Since: Sep, 2016
#45: Jan 27th 2020 at 2:37:57 PM

  • Name: Monokuma
  • Work of Origin: Danganronpa
  • Age: 21
  • Appearance: The Diva of Despair take the stage.
  • Personality: To the general public, Junko Enoshima is a perky young starlet who always have a smile on her face, never seems to get tired and is always ready to try new things. She's notably talkative and has a tendency to ramble on about any random and weird subjects she can think off. Combine that with her rather excessive of slang, and she can be rather annoying to listen to. Overall, she's another rather ditzy celebrity.
    • Sikes! The truth is, she's a complete sicko. Her second favorite thing in the whole while world is to spread despair. The more hopeful or close to her a person is, the more she likes to torment, torture, humiliate, break and crush them! What's her first favorite thing? To experience despair herself, of course! Ya see, the world bore her to death. Her analytic ability mean she could never feel any excitement for most things. Having a consistent role like that of a model or even her Monokuma identity is like a living hell. Only Despair can bring uncertainty, and thus excitement, into her life. Her biggest dream is spreading that excitement around the world, so look forwards to that!
  • Backstory: Not much is known about Junko's past, probably in great part thanks to her. She was born into poverty along with her twin sister Mukuro. For some unknown "lame" reasons, the two sisters had two different surnames and Mukuro left the country to join a fearsome group of mercenary known as Fenrir while Junko remained behind.
    • What is known is that Junko had felt extreme boredom and apathy since her early childhood until she came to see Despair as the only way she could feel something positive and her ultimate goal to spread it to the entire world. But she knew that she needed ressources for it, and so used her analytical mind to predict trends and enter the fashion industry as a model. Thanks to that, she quickly raised to fame on a national scale.
    • Once she had enough money to throw away and her dumb smelly sister reunited with her, Junko decided to truly enter the supervillain lifestyle. Trough some well-made connection, she tricked the conglomerate known as Towa Group to create Monokuma units for herself before they mysteriously went bankrupt.
    • After acquiring her supervillain identity, Junko tought long and hard about how to truly start her career. Then she heard about the efforts to reintroduce superheroes in Emerald City. That give her an idea for a tale. The tale of a struggling city that would manage to reach greatness with the symbols of hope that were superheroes, then would crash and down after they tought they had their happy ending. Wouldn't that be exciting? And so the great and beautiful Junko Enoshima left for Emerald City, ready to become a central figure in this tale!
  • Secret Identity: Junko Enoshima
    • Cover: A young supermodel that encountered a large success these past few years. If you pick up a fashion magazine, there's a good chance she's on the cover. She also gained some fame for her slightly eccentric behavior, but whatever background you can find on her is completely normal.
  • Skills:
    • Ultimate Fashionista: Isn't that kind of an overblown title? Anyway, examining trends allowed Junko to figure out what brands of clothing will sell well and how to make herself appeal to a large demographic. Of course, knowing how to look good and what people like can be useful in a lot of other cases.
    • Monokuma Engineering: Those Monokuma units and death traps don't just build and repair themselves, you know! It's important for an up-and-coming supervillainess to have some knowledge in ingineering, and thankfully Junko is a bit of a wench wrench. She's not ag genius or anything, but repairing/modifying the monokumas and designing functional execution machines is no sweat! She's also a computer whiz kid 'cause you need that to make robots.
    • Ace Pilot: Of course, building Monokumas is useless if you don't know how to drive 'em, but Junko is good at that, too! And if she managed to somehow get at the command of a machine that use similar control scheme, she could easily manage.
    • Soulja Girl: Turns out hanging around and watching that smelly disapointment of a twin sister had some perks. Junko picked up how to use all sorts of weapons and military equipment from analysing Mukuro over the years. She also picked up how to fight hand-to-hand, so she's not as helpless in a fight as one would think.
  • Powers:
    • Ultimate Analyst: Call it a brain condition or a mutant power, this little pain in the ass has been with Junko ever since she was born. Her brain works like a supercomputer when sucking up information and treating it. This mean her reaction time is frankly absurd; She's not the type to stand around in shock. She can also learn to do something just from watching people do it, tough it would take a long period of repeated observations to really become an expert and she needs to see all of the process to understand it. In combat, she can figure out a person's fighting pattern by watching them fight intensely for at least one minute, which can be a great help.
  • Holdings:
    • Loads of Money: Being a nationwide known model gets you lot of cash! Enough so that a girl may start her own supervillain side business.
    • Villa: A star deserves only the best in housing, so she's got a very nice villa in Duwamish. It got all the necessities: garden, big pool, living room and a secret basement with death traps and the Monokuma control panel.
    • Mono House: This seemingly mundane warehouse in Ironworks District is in fact where the dormant Monokuma resides. It has a secret exit for the newly activated bear to leave without being noticed.
    • Mukuro Ikusaba: Yes, she counts as property. This smelly, dumb pig is Junko's own twin sister. She's slavishly devoted to Junko, but the only good thing about her is that she's a very skilled soldier and mercenary. She's currently masquerading at her sister's bodyguard without anyone else knowing of their blood ties.
  • Equipment:
    • Monokuma Units: Created by the robotic division of the now defunct Towa Corporation, these lovable bears were apparently designed for rescue missions too tough for normal humans, but they were secretly 'repurposed' by Junko into her personal killbots. While they can be fitted with basic artifical inteligence, most of them are fitted to be directly piloted by Junko from a specially made control panel that can send signals to one anywhere in the city. Only one unit can be controlled at a time, but it allow Junko to have a supervillain identity without losing PR. Despite its silly appearance, a Monokuma is fast and durable enough to keep up with a martial artist and can extend sharp claws from its paws that can rip trough flesh. Furthermore, it's equiped with a bomb that can deal some pretty nasty damage if taken at point range, tough there is a long enough time between its activation and the explosion that someone could just throw the damn thing and be safe.
  • Notoriety: As Junko, 7. She's a supermodel and rising star who's loved by admirative women and lonely men (or even the other way around!) across the nation. As Monokuma, 2. While the bear has already commited some crimes, they are pretty small-scale or secretive for the moment. She's preparing for the big score, after all.

Makaioh Since: Jan, 2015
#46: Feb 1st 2020 at 11:00:06 AM

  • Name: Ren von Braun
  • Age: 16
  • Appearance: Save the world by becoming a girl
  • Personality: Kind and gentle to a fault if a little airheaded, Ren is pretty much cut from the standard magical girl main heroine mold... though they also sort of break a bit out of it due to being a lot more philosophical and pragmatic than the usual sort of archetype. She's also a bit of an epic gamer too considering she has platinum rankings in various games. Very high sisterly and maternal levels too though that sort of hits certain sore points when pointed out due to various reasons.
  • Backstory: Ren's backstory is a somewhat convoluted one considering they used to be a male teen that was also an orphan from the year 2037 in a parallel timeline where World War 3 sort of happened and most of the known world nuked each other with magic infused bombs. They're also sort of the last survivor on Earth too due to multiple cataclysmic events happened one atop the other, with the city they were in turning into hell and all other lifeforms but him getting transmuted into salt. Mentally traumatized by such events, the boy from the doomed timeline then made a heartfelt wish that everything was a dream...
    • Which then sort of caused a Holy Grail that was coincidentally lying nearby to grant his wish and punted him backwards to parallel park in the Exemplar timeline along with a couple other people from his time period since they were pretty important because destiny said so. Nowadays they're a magical girl that got gangpressed into working for the US government under a subsidiary spy branch that goes by the name of SID (Secret Intelligence Department). They're also sort of searching for a mysterious criminal that goes around stealing dangerous artifacts from high security due to the fact said criminal is now inhabiting their original male body and gaslighting as an edgy phantom thief.
  • Secret Identity:    REDACTED    No one knows Ren's name from before they became a girl besides them and his direct superior from SID.
  • Skills: Ren has a somewhat developed sixth sense that directs their attention towards things that would be useful in the circumstances they find themselves in though their natural flightiness also sort of mitigates that aspect so they're a bit of an idiot savant on that front. They also have 40/20 vision and have knee jerk professional gamer response times due to playing a lot of games. Being a probationary SID Agent also means that they have half-baked secret agent training and can handle things like going under cover as well as know how to use firearms.
  • Powers: Ren is a very strange Magical Girl in that they gain their abilities through strong bonds with other magical girls known as Witches (though she herself is not a Witch). Mostly this manifests in solidifying their 'Information' into the form of various melee oriented weapons that has a fraction of their donor's powers. An example would be making a pact with an Electric themed Witch means Ren gets a taser sword from the deal.
    • Due to her magical girl powers being derived from being the container of a Holy Grail, Ren is equated to being a giant mana battery that other magical girls can draw off of to top off their own supply if they physically make contact with her. Other Holy Grail given effects are that they're immune to space-time manipulation and can simply walk in and out of dimensionally locked areas like Gensokyo without getting redirected or destroyed. Their minds are also naturally protected against eldritch lore and they can't be turned into other types of magical girls since the Holy Grail will reject such, which means Kyubey can't do squat to her.
    • More Holy Grail weirdness is that most of the time Ren only has the slightly above baseline physical ability of a teenaged girl her age does except when she's up against something blatantly supernatural in which case she goes full Buffy the Vampire Slayer.
  • Holdings: Technically it's not her property but she does live in a mansion in the rich part of town provided by SID along with a couple other people she's rescued over her tenure as a superhero, mostly Witches. She also knows how to go meet with the local spook liaisons for mission briefings and also to do agent training.
  • Equipment: Ren has a lot of various stylized outfits personally customized for her by some girls she knows made of high quality materials though the ones that bear mentioning would be her mercenary outfit that comes equipped with a jacket filled with non-Newtonian fluid, a KRISS Vector submachine gun, an aerosol canister that shoots foam that rapidly congeals in open air with enough sturdiness to prevent a SWAT team from using a door breaker to smash down a door or gum up a mini-mech's joints to the point of being functionally inoperable, and a pair of goggles and mask that prevents suffocation from outside sources.
    • Magical Girl Ren comes equipped with a combat uniform that has the same sort of benefits as the defensive jacket she has untransformed and the various Witch Weapons that she gained from making contracts with. The Witch Weapons are a futuristic baseball bat that can summon baseballs or even better a pitching machine turret, a long sword and arming sword that can physically silence whatever they touch as well as release an aura of intimidation that works on mooks, a pair of katanas that that allows for sweet iaijutsu or dual-wielding swordsmanship that can shoot sword beams, the afore-mentioned taser swords, an oversized battle-ax have pyrokinetic capabilities that's selective in nature (friendly fire toggable), and a sledgehammer that can cause tremors and shockwaves. Each weapon only has a shelf life of thirty seconds too before they naturally degrade and Ren has to swap to another weapon to wait for them to recharge themselves back up to standards.
    • She can probably make a contract with other characters and gain a corresponding weapon in the future though that's limited by the fact the other party has to be a female with magical capabilities that's willing to form a contract. Also GM and player permission is required as well.
  • Notoriety: 3, because they're somewhat secretive.

Edited by Makaioh on Feb 3rd 2020 at 5:59:35 AM

darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#47: Feb 1st 2020 at 11:40:52 PM

  • Name: Nicodemus Archelone

  • Work of Origin: The Dresden Files

  • Age: >2000, looks to be in late 40s

  • Appearance: The devil walks about like a roaring lion, seeking whom he may devour.

  • Personality: Nicodemus is a classy, long-term thinking, malicious sociopath. He dreams big and creates big plans that span hundreds of years in timeline, with incremental goals along the way for profit or mayhem. A leader of a clan of Denarians — people who have agreed to become hosts for fallen angels — he's almost like a crusader against God. He seeks to disrupt and unleash chaos against the ordered world of man on a grand scale, though for what purpose besides simply strengthening himself and pursuing his own ideals is unknown. His own beliefs are that people who follow gods or "good" in general are buffoons at best and instead follows his own path towards what he believes is salvation, partnering with fallen angels to aid him in exchange for giving into their hellish nature.

    He's an affable man, and is usually not taken towards simple violence when unprovoked (though he doesn't object to it to say the least), though anyone who gets in his way or provokes his ire he becomes very malevolent towards very quickly. He is intelligent, meticulous, patient, and incredibly careful. He plays a long-game, and even when his plans blow up he has usually not lost much, and has gained at least something. He cares more for his ideals than material gain, and is very willing to sacrifice others to achieve his goals. He's superficially charming, grandiose, manipulative, and incapable of love, empathy, or remorse. Despite being evil, he tries to avoid 'stupid evil' tropes, and has clearly read the Evil Overlord List. He treats his employees...nominally well and tries to feed into their desires rather than driving them away with senseless bad boss behavior, and is always good to his word, at least to the letter.

    While he's superficially amicable towards individuals who are not in his way, on a grander scheme he makes it a point to make massive, tragic strikes against entire civilizations — not so much being kind to normal people as he is simply unconcerned with them when he could be targeting much larger prey instead, a man with a plan instead of a rabid animal. He typically makes his grander moves through corruption or through massive plagues, of which he is a great weaver of (the Black Plague was apparently his creation, for example).

    Unless for the sake of a larger plan, he prefers to stay in the background, using his words as his foremost tool to tempt people into forgoing their ideals, or growing even worse if they are already somewhat villainous. He just looooooves being a conversationalist.

  • Backstory: At some point as a man in days past, Nicodemus agreed to partner himself with the Fallen Angel Anduriel — not be tempted into service, but full on agreed to cooperate in a partnership from the start, which is rare for Fallen Angel hosts. From then, all records of him are murky at best; he makes it an effort to destroy the records of himself every few centuries. What is known is that he spends his time with several other Denarians and leading their Order of the Blackened Denarius, staying seemingly out of the spotlight for centuries at a time only to pop up briefly to do something terrible such as the aforementioned Black Plague, and probably other several plagues throughout history as they're a favorite of his.

    He's always been in eternal conflict with the Knights of the Cross, an order of knights who use three particular holy swords to combat evil and Nicodemus' Order, and frequently clashes with them. Most of the time he overpowers them personally, having a point to make against them and their ilk, though at times he's been thwarted by them. They've never gotten him personally, but most of his crew has been killed off at various points, forcing him to spend a century or two rebuilding them. The Knights are far from his only opponents, either; a lot of others have fought him throughout the ages as well, in a two millennia long game of back and forth setbacks and profits.

    At some point he was wedded in unholy matrimony with his wife, Tessa, and they had a single daughter, Deirdre. Tessa currently operates on the other side of the world with her own followers, but Deirdre stayed with dear old dad. Both of them are also Denarians, and his daughter is his second-in-command.

    Nick is currently residing in Emerald City because 1) there's a large and flourishing biotech sector (useful for making plagues), 2) there are a plethora of strong candidates for Fallen Angel hosts, and 3) what better way to kick of the next Dark Age than to bring low the world's shining city on a hill? Over the last decade, he's gradually wormed his way into the local and state political world through his 501(c)(3) charitable organization, the Tiberian Foundation, his Super PAC, the Society for a Better Tomorrow, and the judicious application of blackmail.

  • Secret Identity: Nick Silver
    • Cover: Although he comes from old money, Nick Silver is an avid and slightly eccentric philanthropist, originally from the U.K., who zealously pursues the good of his fellow man. It is in this capacity that he became known to the local bigwigs, by either schmoozing with them at parties or donating generous sums of money to further their political careers.

  • Skills:
    • Grandmaster Swordsman: He's spent a lot of time over the past two thousand years practicing his swordsmanship, and once every few years makes it a point to test himself against the best of the best. He's nearly peerless in his field, with only a few throughout history being able to tie with him.
    • Other Martial Abilities: Skilled in fisticuffs. As for modern weaponry, he probably knows how to at least use it though he's not nearly as good as he is with a sword.

  • Powers:
    • Agelessness: Your basic, unaging immortality power.
    • General Knowledge: His Fallen Angel, Anduriel, possesses vast reservoirs of cosmic knowledge from existing prior to the Earth's creation, which he can share with his host.
    • Rapid Regeneration: As long as he wears Judas' Noose, he can regenerate from any manner of wound extremely rapidly with no ill effect. However, the noose can also be used against him, as it does not protect the bearer against damage from itself.
    • Ritual Magic, Plague Specialization: He doesn't have much in the way of magical power, but what he does have is solely devoted to disease-centered rituals. In smaller form, with some preparation and a source of energy to draw from, he can infect someone with all variety of lethal diseases; however, this is not a combat skill, as it requires him to set up a ritual around the stationary victim to use it and to do so for some time. On a larger scale, it's possible for him to create full on epidemics and plagues. To do so, he must have a massive source of energy to draw from, at least a day's effort of ritual set up, expensive materials, and a place to spread it from. Any large rituals will be cleared with the GM first before attempting.
    • Sense Control and Perfect Recall: Anduriel can control his host's senses, for example enhancing his vision to allow him to see in the dark, enhancing his hearing to allow him to hear fainter sounds clearly, or cutting off his sense of pain. Anduriel also perfectly remembers everything his host experiences and can bring any memory to the forefront of his host's mind if he wishes.
    • Shadow Control: His main combat power is that he can control his own shadow, making it gargantuan in size, bringing it into physical form to impale people on/smack them around with/crush people/shield himself/etc, a morphable weapon. It can stretch pretty far, but he can't just throw it far out instantly and he still needs to see what's going on where it's at to actually direct it, so it's not useful after medium range. However, Anduriel can possess his shadow and operate independently if he chooses.
      • Flight: His shadow can form into wings, giving him the ability of flight. He can go faster than his ability to move on the ground in flight, approximately twice as fast.
      • Shadow Camouflage: He can cover himself in shadow to give him a form of camouflage, though it won't completely get rid of his form. That, combined with a large shadow being pretty conspicuous in most situations, means it's mainly for use in places already heavy with shadows or darkness, and for concealing his identity.
      • Magic/Energy Drain: If he can land it, he can attach his shadow to things or people to drain energy or magic from them, and generally tucker opponents out.
    • Shadow Scrying: He and Anduriel can see and hear through any living thing's shadow across the entire planet. They have to know which one they wish to look through to allow this to take effect, they can't just try focusing on them all. Scrying can be blocked by beings with sufficient supernatural abilities who take active precautions.
    • Superhuman Strength and Speed: Capable of lifting at maximum a couple of tons. He can move as fast as a car speeding on the interstate, has a superhuman reaction time, and can especially accelerate very quickly.
    • Weak to Holy: Extremely weak to holy-based magic and powers. Also, if he steps foot into holy ground of any kind, his powers go away while he's there and he feels immensely uncomfortable.

  • Equipment:
    • Anduriel's Coin: a Blackened Denarius bearing the spirit of the Fallen Angel Anduriel. Nicodemus always keeps it somewhere on his person. If he gives up the coin (willingly), he will lose all his supernatural powers, except those conferred by his other equipment.
    • Blackened Denarii: The thirty pieces of silver Judas accepted to betray Jesus, which have since had the spirits of various Fallen Angels imprisoned within them, who gradually corrupt their hosts into terrible instruments of evil. Nicodemus is in possession of a dozen of them, not counting his own coin and Deirdre's coin. He doesn't carry them with him regularly, though. The coins generally confer shapeshifting powers and abilities akin to Nicodemus' own, sans speed and shadow powers. They cannot be forced on their bearers and must be taken up willingly.
    • Judas' Noose: An artifact which confers fast-acting regeneration to the bearer, Nicodemus wears it at virtually all times. However, the bearer is not protected from damage by the noose itself, which can be tightened by proper application of force.

  • Holdings:
    • A Compound In The Forests East of Town: Where most of his underlings live and train. Comes complete with an airstrip and heli-landing pads. Equipped with a large armory, a plane, and a personnel carrier chopper.
    • A Spacious Mansion In Duwamish: Where he and his daughter live the high life. Contains his sword collection and a high-security underground vault. Attended to by several servants, also members of his cult. Also contains a heli-landing pad.
    • Deirdre Archelone: His daughter, also a Denarian. Can shapeshift into a hardy, superhumanly strong, Gorgon-like battle form immune to small-arms fire, with prehensile hair that can be used to grab things or cut through things using a razor-sharp edge.
    • Order of the Blackened Denarius: Composed of Denarians (currently just himself and Deirdre; Tessa and hers are on the other side of the planet) and members of a cult worshiping the Denarians. Cult members have their tongues removed as a final initiation, and so are used to communicating non-verbally. Members are trained to be the equivalent of Special Operations Forces, and possess various skills such as helicopter piloting, demolitions, marksmanship, etc.
    • Vast Material Wealth: Earned through millennia of effort and trickery.

  • Notoriety: Nick Silver's name and appearance qualify as a 3 (occasionally mentioned in the news), except to prominent corporate executives, City Council members, and the Mayor. Nicodemus Archelone's name is also a 1, except among the longer-lived members of the magical community, to whom he would be an 8 or 9. Only the upper echelons of the magical community or those he has dealt with before know what face to associate with the name Nicodemus.

Edited by darksidevoid on Feb 2nd 2020 at 4:44:44 AM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
TailsDoll I have a plan. Since: Apr, 2012
I have a plan.
#48: Feb 7th 2020 at 10:33:50 PM

  • Name: Macbeth mac Findlaech
  • Work of Origin: Gargoyles
  • Age: 1000+ (Born 1005)
  • Appearance: Enter Macbeth! (Mask)
  • Personality: Formerly the king of Scotland, Macbeth is bound by honor. To strangers, allies, and enemies alike, he is polite but aloof. Contrary to the works of a certain playwright, Macbeth was a fair and just king during his tenure, and was progressive enough to make peace with a species of non-humans in the Early Middle Ages. He has grown weary of living as an immortal, and only keeps himself alive because he finds a self-inflicted death to be shameful.
  • Backstory:
    • Macbeth was born in the year 1005, as the son of Findlaech, High Steward of the province of Moray. By 1020, Macbeth easily became a favored potential heir to the throne of Scotland. Prince Duncan saw Findlaech's backing of his son as a threat towards him winning the throne, so he hired Gillecoemgain to kill Findlaech.
    • Despite Macbeth's intervention, Findlaech was assassinated, and Gillecoemgain would have also killed Macbeth if not for the untimely intervention of a vengeful gargoyle. Macbeth later encountered and killed his father's murderer in 1032 with the same gargoyle's help, and married his long-time love Gruoch, becoming High Steward of Moray in the process.
    • In 1040, a trio of witches interfered with Macbeth's life, informing Duncan that Macbeth would someday become King of Scotland. Prince Duncan moved against Macbeth at once, his forces outnumbering Macbeth's army. Macbeth sought help from the nameless gargoyle he met in his youth, who was now leading her own clan. The gargoyle leader was initially reluctant to remain Macbeth's ally, until the trio of witches offered to give them both incredible powers and rejuvenated life. With the aid of the gargoyle clan, Macbeth overthrew and slew Duncan in battle, and was crowned High King of Scotland upon the Stone of Destiny. He promptly made peace with the gargoyles, allowing them to live in Scotland as man's equals, gave the gargoyle leader a name (Demona), and appointed her as his advisor.
    • By 1057, Malcolm III allied with the English, and invaded Moray to regain his father's throne. Demona deserted Macbeth's ranks soon after, as she believed Macbeth was going to betray her. Without Demona and her clan, Malcolm won the battle, and Macbeth was wounded by Malcolm and left for dead. Due to the gift he received from the witches, he survived from his wounds.
    • Macbeth wished to continue the fight against Malcolm, but Gruoch persuaded him that his apparent return from the dead would verify the accusations that Macbeth was involved in sorcery. Macbeth left his wife and son, and began the life of a lonely wanderer treading across the globe.
    • By the 1990s, Macbeth had taken on the alias of Lennox Macduff, a medieval scholar living near Emerald City. By this time, was knowledgeable in both science and sorcery, having access to stolen technology and scrolls. By 2019, Macbeth realized he could put his knowledge and talents into vigilante work as he began to feel he'd never find his arch-enemy.
  • Secret Identity: Lennox Macduff.
  • Cover: Just a historian and a curator working at the Coal Creek Castle. Born in Scotland, moved to America at some point, looks pretty good for being 52 years old.
  • Skills:
    • Peak Human Ability: Even though Macbeth appears to be middle aged, having sacrificed his youth to restore Demona's as part of the pact he'd made, he is an exceptional athlete in peak physical condition.
    • Martial Arts: Macbeth is a capable fighter, capable of taking on powerful beasts such as gargoyles in hand-to-hand combat.
    • Swordsman: Macbeth was born as royalty in the 11th century, and as such, is quite proficient in the use of the sword.
    • Technological Proficiency: Due to his extended lifespan and the vast fortune he has amassed over the centuries, Macbeth has become well versed in various areas of science and technology.
  • Powers:
    • Immortality: Macbeth is immortal in terms of longevity, and does not age.
    • Will-O-The-Wisp: Macbeth can use magic to summon this living ball of light. The Will-O-The-Wisp acts as a scout for Macbeth, capable of conveying what it sees and hears back to its summoner.
  • Equipment:
    • Smoke Bombs: These small, pearly-white spheres can contain tear gas or knockout gas. They are normally hidden in Macbeth's coat.
    • Frag Grenades: Self-explanatory.
    • High-Tech Pistol(s): These guns can shoot electrified nets that subdue their targets without lethal injury, long bolts of electricity, or plasma beams powerful enough to break stone bricks.
    • Harrier Jump Jet: The problem of being faster than light is that you can only live in darkness. It comes with an underground hangar hidden underneath Newcastle. It does not have a working weapon system.
  • Holdings:
    • Coal Creek Castle: (Alt image) This estate in the town of Newcastle was constructed in 1905 by a local mining magnate, but was sold and purchased by other rich families throughout the 20th century, until it finally became a public museum showcasing Scottish and Scottish-American history in 1994. There are multiple secret rooms and passages underneath the estate itself, which were used by its previous owners to store things they really didn't want the public to see. The current operators of the castle are not aware of the secret tunnels, or that "Lennox Macduff" now uses the passages as a hideout underneath his own workplace.
  • Notoriety: 2-3. The books all say that Macbeth died in 1057, so not a whole lot of mortals know the strange and largely unseen vigilante calling himself "Macbeth" is actually the one and the same as the historical figure.

Edited by TailsDoll on Feb 7th 2020 at 12:41:15 PM

"@[=g3,8d]&fbb=-q]/hk%fg"
Katarsus Annoyed Mode: ON Since: Sep, 2014 Relationship Status: One True Dodecahedron
Annoyed Mode: ON
#49: Feb 26th 2020 at 7:36:24 PM

  • Name: Kallen Kaslana
  • Work of Origin: Honkai Impact 3rd
  • Age: 24
  • Appearance: Church AttireCasual Attire Sixth Serenade Disguise
  • Personality: Kallen is kind, noble and idealistic to a fault. Her main purpose in life is to protect the weak and the innocent, and she will go to any length to do it, even if it means putting herself in harm's way. She believes firmly that those in the public eye and in positions of power must set an example for others to follow, so she tends to treat those who abuse their authority or mistreat those below them particularly more harshly than she does other common criminals. She is a big eater, and quite enthusiastic under normal circumstances. She believes in the teachings of Christianity, and can frequently be found helping out near churches and chapels.
  • Backstory: Kallen of the house Kaslana lived a privileged early life. Her father was one of the founders of Schicksal, a renowned European hero association, and her best friend's father was one as well. She joined the group at an early age, and over the course of the years, became one of its most successful members of the group thanks to her dedication and hard work, and not due to any pressure by the overseer's son. However, after investigating and confirming some inner rumors regarding corruption in the upper echelons and dubious scientific practices within the organization, Kallen decided to "temporarily distance herself" from it by fleeing to the United States to start anew, taking a black box of unknown contents with her for safekeeping.
  • Aliases:
    • Sixth Serenade: The alias she came up with for her phantom thief persona. It comes with its own uniform, equipment, and pseudo-Shakespearean speech pattern.
    • Sundenjäger: German for "Sin Hunter". A nickname picked up by a few sectors in Europe due to her religious inclinations and her unquestionable morals.
  • Cover: No.
  • Skills:
    • Combat Training: Her status in Schicksal was not entirely unwarranted. She has accrued years of both training and field experience both in melee and in ranged combat. While she was not the most powerful member of the group, her skills definitely made her the most capable.
    • Languages: She is fluent in English, Spanish and German, courtesy of her time in Schicksal. She also has some moderate knowledge of other European languages, but not enough to speak them fluently.
    • Cooking: Schicksal protocol dictates that anyone belonging to the Kaslana bloodline must be kept away from kitchens no matter the cost, and Kallen is no exception. At the best of times her cooking is absolutely atrocious; at worst, it can be downright lethal. Her specialty is Stargazy Pie.
  • Powers:
    • Superhuman Physique: As with all members of the Kaslana bloodline, Kallen possesses a level of strength and resilience quite above those of normal humans. She can wrestle against opponents multiple times her size, and withstand an enormous amount of punishment. Her agility, while not as impressive, is still noteworthy. In addition, she can survive her own cooking.
  • Equipment:
    • Oath of Judah: A special artifact created by Schicksal for her to wield. Within the massive golden cross are hidden multiple spears linked to an ever extending series of chains.
    • Handguns: She owns four separate handguns, split in two pairs. One standard pair for everyday use, and one custom made specifically to go with her phantom thief attire.
    • Smokebombs: Small crystal bombs that cause smoke when they break. Part of her phantom thief disguise.
    • Grappling Hook: A bracelet that shoots a hook that can be used to climb up buildings. Part of her phantom thief disguise.
    • Cell Phone: An ordinary smartphone. The screen is already cracked in places.
    • Black Box: Rumors speak of an ancient evil being sealed in this box ages ago. Others speak of the first dish ever cooked by a Kaslana. In either case, its contents appear to be widely dreaded and, as a result, keeping it locked and unopened seems to be the wise course of action.
  • Holdings: Despite having full unrestricted access to a small fortune a mere phone call away, she has so far refused to contact Schicksal since her departure, so she depends mostly on what Emerald City's superhero programs may provide until she can actually support herself.
  • Notoriety:
    • 8 for Kallen herself. She is a noteworthy member of an international association, and she has virtually no reason to hide who she is. Also, Schicksal has been steadily releasing a videogame franchise titled Kallen Fantasy, with her as the protagonist.
    • 1 for her Sixth Serenade alter ego, as it is used only in extraordinary situations, and so far the only people other than herself to even know about its existence live in Vienna.

Edited by Katarsus on Feb 26th 2020 at 12:37:13 PM

LittleMako A dogged fellow, aren't we? from the Great Indoors Since: Jul, 2016 Relationship Status: [TOP SECRET]
A dogged fellow, aren't we?
#50: Mar 5th 2020 at 10:27:20 PM

Name: Lappland

Work of Origin: Arknights

Age: 21

Appearance: A young mutant woman with pale skin, white hair and wolf-like ears and tail.

Personality: Friendly and personable, cheerful, but unsettling – a little too fond of gallows humour, with a penchant for pushing people’s buttons, just to see how they react. A merciless killer and thrill seeker with little regard for life, her own included. She relishes violence and combat with a euphoric glee, believing that the only true pleasure in this uncaring world is the heady rush of fighting for one’s life.

Backstory:

  • Although much of Lappland’s past is a mystery known only to her, a rough outline can be stitched together. She was born into one of the many organised crime families endemic to Europe, by some reports into the upper echelons of one of the more mutant-heavy mafias.
  • Investigators have found reports of a girl matching her description being admitted to a private hospital in Sicily at this time, for the treatment of a rare neurological disease that only affects mutants.
  • When a series of brutal super-powered turf wars tore through the criminal underworld of the Mediterranean in the early 2010s, she emerges as one of the few surviving members of her clan, and embarks on a solo career as a super-for-hire. She pops up in Italy and the Balkans, then further abroad, always associated with contract killings, civil unrest and organised crime.
  • After finally fleeing authorities in Europe and dropping off the radar for some time, latest reports place her on the North American west coast, apparently plying her trade in violence once again.

Secret Identity: None. Lappland doesn’t go by her old name anymore, and tends to lay low when not working.

Skills:

  • Hand to hand combat, blade-work - Her skills seem to be half professional training, half explosive, ferocious instinct.

Powers:

  • Mild super-strength, speed and agility
  • Mildly enhanced durability, with a particularly enhanced pain tolerance.
  • Edge projection – she can release silver energy from her fingers that forms cutting edges of pure force. Normally very short-ranged, no more than a few feet. When she projects this energy along her blades, she can extend that range out to roughly 20 feet.

Equipment:

  • Swords – a pair of specially-designed silver swords. Razor sharp and able to channel her powers through alloys inlaid in the blades.

Holdings:

  • Hideout – she is currently squatting in an abandoned office in the Ironhouse district.

Notoriety: 4. More well known among organised criminals and law enforcement, especially those with ties to Europe. Less well known to the general public – she doesn’t grandstand or monologue, but she still tends to leave messy crime scenes in her wake.

Edited by LittleMako on Apr 29th 2020 at 4:36:08 AM


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