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Young Bloods(REBOOT OOC, Superhero RP, Open)

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New Neros
Powerbroker
 
Posts: 7676
Founded: Mar 14, 2015
Left-wing Utopia

Postby New Neros » Tue Jan 29, 2019 11:04 pm

Faction Name: The Plutonian Empire
Faction Location/Territory: Over twenty star systems all centered on the Pluton System, with several contested borders and lightly governed expansion regions.
Tech Level: Advanced; Interstellar
Description/Lore: Powerful and aggressive, the Plutonian Empire is characterized more by it's bloodshed and ruthlessness than it's technological marvels or diplomacy. The divisions that exist in Plutonian culture help to breed a rigid caste system that keeps the empire afloat with powerful warriors, advancing scientists, ample technology, and an ambition to conquer and subjugate. Headed by an ever-powerful warlord, the Plutonian Emperor is a title fitting only the strongest and most powerful of the Plutonian race, not a hereditary house, making the drive to become stronger and better ever more fierce as the end result could mean political domination. Though noble houses exist and exploit their lower class workers to exorbitant degrees, the push into space is usually headed by either the Parliament of Steel or the Plutonian Guard, which seeks wealth and prestige in both battle and planet conquering.
Population Size: Ten billion in total, with an additional twenty billion non-citizens (Non-Plutonian).
Army Size: Of the ten billion total Plutonians, roughly 5% of the population belongs to the Warrior Caste, ergo, around five hundred million.
Races that are part of the faction: Plutonians only consider other Plutonians as members of their Empire, the rest are non-citizens and subjects to be ruled over.
Additional Info: Further explained in the race section.

Race Name: Plutonian
World of Origin: Pluton
Territories: Population is centered on Pluton, they inhabit over twenty solar systems within their empire.
Race Appearance: TVTropes Warning.
Description/Lore: What more is there to say of one of the most hated yet feared races this side of the galaxy? Plutonians are known for their raw physical might and abilities, as well as their brilliance and cunning when it comes to invention and application, or perhaps their dedication to work and improvement? Plutonians are divided into a rigid caste system at birth, with many falling into lesser categories of the lower class while some are selected to receive higher education or application. Genetics often plays a role in caste, but it is not always the case, as a member of the Warrior caste can give birth to a Laborer or even a Builder. Children are evaluated several times before final judgement on caste is made, regardless.

Plutonians arose on a higher-than-average gravity planet known as Pluton, which stimulated their muscles and skeletal structure to such impressive degrees vas to overcome such strain. For most of their existence, Plutonians relied on the protection of Warriors and the resource gathering of Laborers to support tribal warfare and power struggles, but as time wore on and science began to make headway with the rise of the Engineer caste, Pluton advanced from tribes to states, and eventually into a one-world government as the Engineers looked to expand their need for raw materials and construction. In a few generations from their first space flight, Plutonians became a space-faring race, and not long after, became a warmonger race of beings intent on installing themselves above the lesser creatures they've encountered in their expansion waves.

Their advance and march of death is checked by other powerful and advanced alien races on their borders, but their wars and incursions are frequent enough to be a major pain in the ass for everyone at almost all times, isolating them and leaving the Empire often without allies. Regardless, the Plutonians are not ones for diplomacy, as even within the Empire, struggle and competition is always rampant. Between the Emperor and his cronies lies two chambers of government, the Parliament of Steel and the Plutonian Guard, the former is populated by Engineers who make up the science and intelligence castes, while the latter is populated by Warriors of great renown and power. Each branch often competes with each other for resources and prestige, but are united in their complete domination of the upper echelon of Plutonian society.

There are many other branches of Plutonian society where their castes gather to vote on important matters relating to their day-to-day struggles and needs, but they are often trumped and overruled by the Guard or Parliament if their ruling goes too far. These include the Noble Houses, Lifeworks Administration, the Society of Miners, the Harvesters Guild, and the Servants Union.
Race Powers:
  • Plutonian Warrior Caste Physiology
    • Superhuman Strength: A Plutonian's strength is far greater than that of Humans. The upper limit is unknown as some Plutonians are stronger than others.
    • Superhuman Speed: Plutonians are capable of moving at speeds much faster than Humans.
    • Superhuman Stamina: Plutonians generate less fatigue toxins than humans, allowing them to fight and move for extended periods of time without collapsing from exhaustion.
    • Superhuman Endurance: Plutonians have endurance beyond human capabilities and have survived disembowelment, touching lava, and bomb blasts without permanent physical damage.
    • Flight: Due a complex balancing system located in their inner ears, Plutonians have the ability to fly.
    • Interstellar Travel: Plutonians can survive in outer space without aid.
    • Enhanced Lung Capacity: Plutonians can hold their breath for up to two weeks without breathing.
    • Invulnerability: Plutonian skin is much harder to pierce than human skin. Only beings of similar strength can harm Plutonians.
    • Enhanced Healing Factor: Plutonians can heal from injuries that would normally kill humans.
    • Decelerated Aging: Plutonians have the potential to live for hundreds of years and still be in their physical prime.
Race Limitations:
  • Magic: Unable to use magic or be granted magical powers
Race Weaknesses:
  • Vulnerable Ears: When a Plutonian's equilibrium in their ears is disturbed, mainly by frequency, it can cause extreme pain and may even possibly kill them. Depending on how strong the frequency is determines that pain of attack.
  • Soft Inside: Plutonian's are hard on the outside and in their skeletal structure, but they are composed of soft tissues and organs like a normal organic lifeform, which can be exploited by the right attacks.
  • Scourge Virus: A deadly disease that's known to afflict Plutonians and is often fatal, originating from their homeworld and spreading with them as they expand. Contaigous and deadly, the area where found is quarantined as soon as the virus is made known.
Additional info: The following is the Caste System present in the Plutonian Empire, and their rough population percentages.

  • Engineers, 3%
    • Weaponers, 1%
  • Warriors, 5%
    • Commanders, 0.5%
  • Judiciars (Nobility), 2%
  • Physicians, 10%
  • Miners, 10%
  • Harvesters, 20%
  • Servants, 50%

Half of all Plutonians are basically in the same designation as non-Plutonians, which is the servant class. A Plutonian of this stature is dull, dim-witted, and useful only for menial labor; they have the physiology of a malnourished human male.
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Segral
Ambassador
 
Posts: 1772
Founded: Sep 06, 2017
Inoffensive Centrist Democracy

Postby Segral » Wed Jan 30, 2019 7:42 pm

Faction Name: The Empire of Jovia

Faction Location/Territory: The Empire is centered around the planet CI Tau B, but its territory stretches across that particular solar system, with establishments on three neighboring gas planets.

Tech Level: Very advanced. Perhaps not as much as other alien empires in existence, but when it comes to technology in fields such as gravity, matter manipulation, and life-sustainment, Jovia can't be beaten. However, some better military and weapons technology would help.

Description/Lore: Unlike many other alien races, who are primarily focused on power, war, and exploration, the Jovians have spent time developing their empire to be one of culture, art, and science. In fact, Jovians are often characterized as being calm diplomats, often very peaceful in nature and reluctant to partake in any diplomatic or physical battles. They are reclusive and prefer to stay within the confines of their own territory, developing Jovian technologies to enhance their quality of life, building interstellar trade and commerce relations with other races, and creating a distinct Jovian lifestyle, one focused on the acquisition of knowledge, leisure, and creating artistic outlets and expressions.

The Jovian government is ruled by the Jovian Crown, the house of royals, the Emperor, the Empress (who acts as the Emperor's closest advisor) and his family, both close and extended. The Jovian Emperor is a family dynasty, a crown that is passed down from parent to child, king to prince as the years go by. The only way to break the family tradition is through a coup, which has only been attempted twice, with no success. The Crown is widely adored by the populace, and they know how to clamp down on their critics with an iron fist. Below the Crown is the House of Judaias and the House of Xeon, named after the first Emperor and Empress of Jovia. The House of Judaias consists of the lawmakers and overseeing collective of noblemen, who act as the governing body of the Empire. The House of Xeon oversees the Church of Jovia, the main religion in the Empire, as well as other minor religions within the Empire. Religion is considered very important within Jovia, and it is illegal to contradict or speak blasphemy of the Church of Jovia.

Along with these government bodies, there are two other main authoritative forces; the Court of Quinx, and the Crystal Guard. The Quinx Court is the highest judgemental body, and consists of many of the most intelligent and accredited Neptunians. The Quinx Court makes decisions on important matters, such as affairs concerning the Crown, interstellar commerce, defense, and high-level criminal activity. The Crystal Guard is the military force of the Neptunian Empire, and is further split into two branches; the Traton Force for domestic threats and boots-on-the-ground battle, and the Czarge Force for interstellar threats and battle, mostly consisting of the empire's space fleet. All governmental bodies have delegations in major Jovian territories.

However, things have been changing under the new rule. The recently crowned emperor, Emperor Yordanov, has been drastically expanding the military and defense forces of the Empire, heavily investing in weapons technology, and pushing for more expansion into other planets, hoping to eventually set up a colony on the nearest star, the star that Jovia revolves around.

Population Size: Approximately five billion individuals inhabit the Empire of Jovia's territory. Roughly one billion of these are non-native Neptunians and are immigrants to Jovian territories.

Army Size: Roughly fifty million individuals are in the Crystal Guard, composing around 1% of the total population.

Races that are part of the faction: The Neptunian Empire is mostly composed of native Neptunians, but there are small populations of other races, such as Ma'gar, Antevarians, and Nik'Drazil.

Additional Info: The Neptunians are currently exploring possibilities of colonies and exploratory missions into other solar systems.






Race Name: Jovian
World of Origin: CI Tau B

Territories: The main bulk of Jovians live on CI Tau B, their homeworld, but many have moved to other territories, the three neighbouring gas giants across the CI Tau Solar System.

Race Appearance:
Image


Description/Lore:

No one really knows when Jovians came into existence. The first records place them as existing roughly two billion years ago, but there is evidence to suggest that they existed before that. Whatever the case, they came into existence as a scattered group of tribes, with no real ruler. In fact, they were actually aquatic, making their home in the huge layer of liquid metal surrounding CI Tau B's core. To feed, they would drink the metal, using the raw energy from the excited atoms to sustain their body and keep functions moving, sustaining their diet by...cannibalism. Yes, for thousands of years, the tribes were anarchists, sustaining themselves with Neptunian meat and liquid metal hydrogen.

However, one Jovian, Judaias, discovered the amazing properties of ice crystals that would form from the superionic water, and he lead his tribe down below the surface. After days of swimming, they came across something amazing. A core, a solid surface, made of rock and ice. Coated in these amazing, glowing ice crystals. They had struck gold. Over the next years, Judaias and his Lady Xeon worked to create a colony on the rocky core of Tau B, harvesting crystals for energy and inviting others to establish the colony. The crystals provided much more energy, enough to sustain life with tiny quantities. The crystals were also durable, tougher than any other material. They began to use the properties of the crystals, along with the ionic water and ice around them to craft shelters and make advancements in technology, making their land hospitable. Judaias died a nobleman, and the Jovian Empire was born.

Since then, the Empire of Jovia has flourished, evolving to become able to breathe methane gas instead of relying on the liquid metal. The empire now stretches across the outer reaches of the Solar System, with branches or delegations of the Empire forming in claimed territory, with the main heart of the Empire in Tau B. They are ruled by local delegations for each city, essentially local or state-level representatives of the Crown, the Government, the Court, and the Guard. The society is ruled as a monarchy, with distinct socioeconomic classes, and while there are no castes, one can easily tell the difference between the rich and the poor.

Jovians also grew to love culture. They became fascinated early on with creating art, usually in the form of repeating patterns, murals, abstract shapes, and very impressionistic drawings, usually either carved or sculpted. Music was first created by forming crude instruments out of ice, and have now become massive affairs, with traveling bands of minstrels often performing daily concerts in the city squares. Even aspects such as theatre are common, and many love to charade. Art is everywhere, in the crystal buildings, the walkways, the stones, everywhere. Neptunians are obsessed with their life and culture, and are focused on improving their lives. They are not combative people, but a brave few join the military, and with the rise of Yordanov as Emperor, the force is becoming powerful, with advancing weapons technology, powerful crystal weapons, and fledgling space fleets. In the last few years, Yordanov has pushed their territory from one planet to four, and is now currently approaching the idea of domination of the CI Tau Solar System, something that many Jovians support.


Race Powers:
  • Jovian Physiology:
    • Enhanced Strength: Due to the stronger gravitational forces and immense pressure on Neptune, the muscles and skeletons of Jovians are much stronger compared to those of humans, allowing them to achieve much greater strength-based feats than humans. Their upper limits have never been quantified, but lifting several tons with ease is not out of their wheelhouse.
    • Enhanced Durability/Endurance: Jovians live at the core of CI Tau B, with massive pressure, very severe temperatures, and magnetic fields beating down. As such, they are some of the toughest around, and can easily survive human tools such as bombs (although the fire could pose an issue), hydraulic presses, and levels of heat equivalent to being exposed to the surface of the sun.
    • Enhanced Intellect: While it is not a major boost, Jovians are very intelligent and creative beings and are known for their advancement in certain fields of technology, as well as their cunning when it comes to other fields, such as negotiation, diplomacy, and more.
    • Flight: Neptunians have natural wings on their back, and the frame of the wings, combined with a precise balancing system located near their temples, they can fly similar to a hummingbird, using their strength and endurance to beat their wings incredibly fast, giving them strong control over their flight, and allowing them to perform aerial maneuvers.
    • Claws & Talons: When they need to get physical, they can also get in close with sharp talons at the ends of their arms and on the undersides of their bellies, which can be used for gripping, slashing, and flaying.

Race Limitations:
  • Magic: Jovians have no ability whatsoever to harness magic of any kind. Pretty self-explanatory.
  • Breathing: Due to the constraints of their homeworld, Jovians breathe in methane to sustain their lives on Tau B and other planets, much like how humans breathe in oxygen for cellular respiration. However, this can limit certain worlds that they can travel to without literal packs of methane to breathe in.

Race Weaknesses:
  • The Head: While Jovians are unbelievably tough, strong blows to the head can be fatal. This is because the inner liquid balance system of a Jovian is located in the head, as well as their brains. While their skulls are durable, the fluid in both the temples and the skull (helps to lubricate and pad the brain) can be violently disrupted, and it can cause the brain to slam against the skull, leading to injury and death.
  • Slow: Due to their heavy weight and lack of aerial mobility, Jovians have trouble getting around. They can fly at 20 MPH tops, but it's hard for them to get around, especially in the middle of a fight. Doesn't help that they're kind of large, making them easy targets.
  • Metabolism: Due to the power in their bones and muscles, Jovians need massive amounts of food and energy to sustain themselves, or they will exhaust themselves quickly. And they need energy frequently, so they need to stockpile during military invasions.
  • Low Pressure: On CI Tau B, Jovia is subject to extremely high gravitational forces, atmospheric pressure, and magnetic fields. This makes their skeletons, muscles, and hearts much stronger than other organisms. However, when exposed to a zero-gravity environment like space, their bones and muscles are not prepared for the lack of anchoring force, and immediately degrade, with the heart eventually failing after just seconds of zero gravity. As such, they must wear pressurized suits when in space or in other environments to prevent fatalities, but these suits can be easily breached with heavy weaponry.
  • Cold: Jovia is located underneath a field of hot liquid metal, and the core is almost as hot as the surface of the sun. Jovians withstand this due to special chemicals and hormones in their body that cool the blood, dilate the vessels, and slow the heartbeat, which prevents the body from overheating. However, they have no such system for cold, and will perish in any temperature lower than 1000 C. As such, their pressure suits also double as heaters to keep them warm.


Additional info:

  • Jovians hold crystals in high regard, often involving them in festivities and ceremonies, adorning them on their bodies like jewelry, and even using them as currency.

  • Jovians are fascinated by other worlds, and often send radio signals to other planets outside of the solar system, to no avail.
Last edited by Segral on Sat Feb 02, 2019 5:14 pm, edited 2 times in total.
yea bro idk

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The Rebel Alliances
Postmaster-General
 
Posts: 11812
Founded: Jan 18, 2013
Ex-Nation

Postby The Rebel Alliances » Thu Jan 31, 2019 11:54 am

Name: Jill Colson/Peacekeeper
Age: 28
Gender: Female
Race: Human
Appearance:
Image

Image

Young Blood?: No
Bio:
Born and raised to a upper middle class family in San Diego, Jill did not want for much in life growing up. Her father was an defense attorney with strong ideals and principles on right and wrong and the justice system. Her mother was a city official, working for the Mayor. The more important factor for Jill though growing up was that they made plenty of money, as her father's lectures went through one ear and out the other. She was a capable student herself graduating from Thomson High back in 2006. She was on the cheer squad, ran track and field and participated in ROTC and college bound. She appeared to be a model student with a clear path through life. In reality however she had deveoped a reputation for being a party girl, doing drugs and using her families money to fund her escapades. This reached a tipping point when she met Elliot Ross a local drop out who was kicked off the football team for excessive fighting. The pair became infatuated and ran off to Las Vegas together when Jill was 18.

The couple didn't last long however. She returned to San Diego pregnant at 19 and Elliot was nowhere to be found. Ditching her and staying in Vegas for the women, drink and gambling. She sobered up and gave birth to Stanley Colson, a healthy baby boy. It was then that she made a commitment to get her life back on track and she immediately went back to school and started working. At first, taking courses in business finance.

It was a little over two years later when the next moment which changed her life occured. Coming home from a late night of work she was car jacked by two men who had just robbed a gas station who forced her from her car while her baby was in the back seat. However, the timely arrival of police ended the chase safely capturing the robbers and returning her car and son to her unharmed. It was at that moment that she decided she wanted to help others as she was helped that night and immediately applied for the Police Academy. Starting at the fresh age of 21 she excelled in her new job but at 23 she saw the limitations which came with being a Police Officer. A suspected serial killer she had arrested on murder charges walked from a lack of evidence and a alibi which seemed to check out. Unable to think of what could happen if they waited for another body to show up before they picked him up again, Jill crafted a uniform for herself and collected her own evidence for the culprit culminating in a hand to hand struggle which ended with him in hand cuffs. Superhero assistence in gathering evidence had at this point become fairly common and so the man was retried under the new evidence and found guilty.

The newspapers dubbed the new hero in San Diego 'Peacekeeper'. While she had only intended the guise to be a one time occurance for the one instance San Diego at this time had no heroes who called it's streets home. The massacre still fresh in the minds of the city. Jill decided to keep the guise up and would coninue a career in crime fighting both as Officer Colson of the SDPD and as Peacekeeper. She began to religiously train herself in the skills needed to be successful as a powerless crime fighter and was made Detective at the age of 25. Her modest success had managed some attention and her very basic gear and uniform was upgraded and replaced by a far more capable set from a far more wealthier professional hero who became something of a sponser for her.

In the recent weeks however appearances of the Peacekeeper has died down and Jill Colson has managed to catch up on some sleep. What changed? Well a new team of heroes appeared and reclaimed the base and mantle of the Wonder Warriors calling themselves the Young Bloods. Despite their youth and inexperience Jill was pleased that her own son would finally have positive role models to look up to and while she did not retire her mask she has taken something of a leave of absense trusting the city to it's new defenders while she got some rest. However, things have not gone as smoothly as she imagined and with the arrival of Warwolf combined with the unveiling of a new vigilante team known as the Outriders act as Judge, Jury and Executioner she has decided to once again resume her regular activities as Peacekeeper. And who knows, with all of the new teams forming in San Diego recently maybe she will no longer have to fight alone anymore.

Powers:
  • [Peak Human Combat]: (Jill has combat skills surpassing those of a averge human. Training herself to the peak of her capabilities)
  • [Peak Human Condition]: (Jill has attained her peak condition years of training and experience. Able to run faster, react quicker, hit harder, jump farther, endure more damage than average or even trained members of her species)
  • [Enhanced Investigation]: (A veteran detective on the San Diego Police Department Jill has honed her investigation skills to her absolute limit)
  • [Adoptive Muscle Memory]: (Jill has attained the ability to be able to mimic any natural movement after observation)
  • [Indomitable Will]: (Jill possesses a near superhuman level of willpower, Allowing her to fight through pain, temptation or impossible odds)
  • [One Woman Army]: (With the combined skill set she has acquired Jill Colson has become a 'One Woman Army' as Peacekeeper. Able to keep up against overwhelming odds with relative ease)

Limitations:
  • (Her adoptive muscle memory cannot replicate superhuman feats)
  • (Her Indomitable Will cannot resist superhuman influence)
  • (Her 'One Woman Army' is only assured against human or nearly human opponents)

Weaknesses:
  • [Still Human]: (Despite her immense skill and experience Jill is only human, and meta-human opponents can often find that they can simply overpower her.)

Likes: Her son, The Law, Lemon Pie, The Young Bloods and other heroes
Dislikes: Warwolf, Corruption, Her ex

  • Peacekeeper Suit: A uniform which functions as a suit of modern armor which protects lessens physical blows and is bulletproof for small caliber rounds. However larger firearms, point blank shots or blades are effective at penetrating the suit. The outfit also lessens Peacekeeper's sound imprint, making her quieter when moving about. The cowl also comes equipped with various forms of vision from thermal to night vision. The cowl also protects her ears from excessive sounds as well as providing a breather to defend against the likes of tear gas or other similar effects.
  • 9mm Beretta: Peacekeeper uses her issued police sidearm but uses two special types of ammunition when acting as a hero. Rubber Rounds are her standard go to as she uses non lethal ammunition in her work. The second are Tase Rounds, specially made bullets she has a limited supply of which are shipped to her by a sponsor. These round give a powerful electrical shock when they make contact, and a single shot is often enough to incapacitate a man.
  • Grapple Gun: A grapple gun which fires prep loaded grapple hooks. Peacekeeper usually carries three shots on her person when on patrols.
  • Extendable Bo-Staff: A light weight and very durable extendable bo-staff which Peacekeeper carries normally in a collapsed state across the small of her back. This can be quickly extended into a full length of four and a half feet.


Additional Information -
Birthday: December 4
Theme song:
Favorite food: Pumpkin Pie
Greatest fear: Losing her son
Last edited by The Rebel Alliances on Sun Feb 17, 2019 6:12 pm, edited 2 times in total.
My RP Nation is the Islamic Republic of Alamon

The Starlight wrote:Rebel Force: Noun - A strange power associated with street-level characters who are the weakest, yet most powerful of all.

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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Thu Jan 31, 2019 4:02 pm

Here's a mostly comedic team I've been working on. I'll probably try to make an arc or two for them, and if anyone wants to include them in something of their own, I'll be happy to talk things out :P

The Last Laugh
The Last Laugh is a villainous group that acts all throughout the United States, famous for being able to perform high profile heists and fending off some of the NASL's premier teams despite its members having seemingly harmless, ridiculous powers or being saddled with crippling limitations. Under Flappy Flock Rampage's leadership, the Last Laugh fully embraces their comical reputation while showing the superhero world time and time again who it is that laughs best.

Location: United States
Area of Influence: United States
Leader: Flappy Flock Rampage
Members:
Last edited by Zarkenis Ultima on Thu Jan 31, 2019 7:23 pm, edited 1 time in total.
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P2TM Community Discussion Thread

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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Thu Jan 31, 2019 6:12 pm

Charmera wrote:-snip-


Don't see any issues with this one, sans for the fact that paralyzing a person for a whole hour seems a bit too powerful.

Bentus wrote:-snip-


Looks good to me.

Segral wrote:-snip-


Accepted.

Charmera wrote:-snip-


I like the concept, but I'm a little iffy on the whole "their gods were responsible for saving the universe numerous times", since the universe is huge in terms of scale and the RP is a bit more grounded than previous ones we've been together in.

I'd also like some clarification on their cosmic powers.

Additionally, while this is more of a lore grip, I'd classify their powers as a kind of magic, since it is granted by otherworldly beings; you might want to amend their limitations accordingly.

New Neros wrote:-snip-


This race doesn't seem to have enough weaknesses as to account for their numerous powers.

Segral wrote:-snip-


Same grip as with Neros' race.

The Rebel Alliances wrote:-snip-


Given her ability to 'overcome impossible odds', I question this woman's claim of being a non-superhuman.

Accepted regardless :P
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The Rebel Alliances
Postmaster-General
 
Posts: 11812
Founded: Jan 18, 2013
Ex-Nation

Postby The Rebel Alliances » Thu Jan 31, 2019 6:48 pm

"Impossible Odds" for her is different than "Impossible Odds" for Wyatt. But thanks. :p
My RP Nation is the Islamic Republic of Alamon

The Starlight wrote:Rebel Force: Noun - A strange power associated with street-level characters who are the weakest, yet most powerful of all.

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Solisian Union
Diplomat
 
Posts: 691
Founded: Apr 22, 2018
Democratic Socialists

Postby Solisian Union » Thu Jan 31, 2019 10:08 pm

Faction Name: Department of Metahuman Investigation
Faction Location/Territory: Los Angeles, California - Headquarters
San Diego, California - Second Headquarters + Office for Liaisons with the FBI and other agencies
The rest of the United States of America
Tech Level: Augmented Modern (Highly advanced modern technology backed by a combination of magical items either donated to the government or taken by the government, alien technology acquired and transferred in secret to the DMI and new technological advancements made by the good old USA)
Description/Lore: The Department of Metahuman Investigation was founded thanks to the National Security Act of 1947. While it grew along with the FBI, the CIA and many other old and new American government agencies, it was the only agency that seemed to tolerate and even promote metahumans within their ranks.
Although it was founded in 1948, a year after the NSA was approved, it was actually the intentions of Franklin Delano Roosevelt to approve its founding during the Second World War in order to assist the OSS and to make up for his mistakes addressing the Holocaust. He met Agent Dena and Agent Kristopher in February 1944, a month after he ordered the creation of the WRB. In the meeting he had with them, FDR requested that they found an agency dedicated to the protection of metahumans and many other individuals of interest from the same crimes that the Nazis were performing.

Although it was odd considering the later actions conducted by the United States against Liberty, FDR had been a good friend to Kristophers family. Secretly, he had been aiding his family during the Great Depression in return for the familys service to the government and the Constitution. As for Dena, FDR recommended her for service to the OSS after she assisted FBI agents in their mission against the One Gun Club and many other Americans who wanted to assassinate him.

At the end of the war and when Roosevelt died, Harry Truman carried on as his predecessor did. But only on 1948 did Harry Truman authorize the founding of the Office of Metahuman Affairs.

Because of the creation of the OMA, both Kristopher and Dena left their agencies and worked together to make the agency work. They started with only 38 agents in September. So during their infancy, the best that they could do was manage the creation of various offices that watched over American citizens abroad especially if they had powers.

Office for Europe - OFE
Office for Asia - OFA
Office for AFrica - OFAF
Office for North America - OFNA
Office for South America - OFSA


To say more about it, it's first director, Mr. Kristopher Savage, was actually a special agent of the FBI. He requested specifically to lead the new agency and to help in its development. His partner and second in command during the infancy of the DMI was his wife, Mrs. Dena Savage, who was once an agent of the OSS. While Kristopher had done a lot in the Southern United States, Dena had served in Europe.

Both were metahumans. Kristopher possessed the ability to turn his hands into various melee weapons and the secondary ability to mimic the material of whatever he touches. Dena, however, used two special abilities: One that allowed her to be incredibly accurate when she used firearms, preferably rifles, and another that allowed her to enhance the rounds she used. Both were incredible on the field.

Under the directors, a place was formed for metahuman agents of the government. Women and men of all walks of life and of race served with them.However this went slowly. Women first were allowed. Then blacks. And so on and so forth.Nevertheless, it was reported as one of the most tolerant agencies, especially for recruiting metahumans.

During the Cold War, the OMA focused on recruiting metahumans from Eastern Europe and other territories of the world that were contested with the Communists or were under their control. Often, this led to cooperation with the CIA and various allied intelligence and security agencies. One of their first missions was the evacuation of selected metahumans from Eastern European countries that were falling under the Iron Curtain. The OMA managed to save 19, a number which disappointed Kristopher, who failed to rescue his mother from her home in Czechoslovakia. She was shot dead in the back by Communists during the escape.

After that, the OMA was shut down and replaced by the DMI. The Department of Metahuman Investigation would no longer play a part in the Cold War but instead, it would serve as the all mighty hand of the United States of American on all things that concerned American citizens with powers AND most especially, crime. Crime towards, against, with, concerning or involving metahumans and individuals of great interest.


Today, the DMI is not so concerned with the world and according to the instructions and changes from several Presidents and their adminstrations, the Directors have transformed the DMI into an agency focused on keeping the law in the United States and in other allied countries for the sake of both ordinary citizens and the more unusual ones.

The DMI today is at odds at times with Pandora's Lock and has turned their attention to several organizations, big and small, that may have been acting against the interests of both the United States and the safety of her citizens.

Population Size: 15,000 active special agents and 60,000 support professionals
Army Size (If any): 1000 active duty SWAT members
Races that are part of the faction: Metahumans usually. As well as some aliens such as
Additional Info:

Current Leadership: Mary Savage and Joseph Savage

Three Main Rules:

Protect American citizens but also protect citizens of allied countries as well as metahumans and other living beings associated with the United States or with those allied countries.

If possible, ensure that the life of metahumans and other individuals are guarded no matter what country or place they belong to or came from. Sometimes, it is not the protection of American citizens or of American allies that must be handled.
Enforce and defend the laws of the United States as much as the agency should follow the laws of their allies and host nations as long as they do not counter the agency’s first two main rules.

Additionally, the Savages are very important persons necessary in the leadership of this agency. Although they are such, it must be taken into account that they are to be protected. At times though, they will join agents in missions that concern them or demand the attention of the agency seriously.


Previous Leaders:

KRISTOPHER AND DENA SAVAGE - 1948 to 1958 (husband and wife)
MATRIAS BAKER AND FRANCIS BAKER - 1958 to 1968 (husband and wife, daughter of Kristopher and Dena + son of Mia and Bruno)
VERA SUMMER AND NORMAN SUMMER - 1978 to 1988 (husband and wife, daughter of Kristopher and Dena + son of Sam and Angel)
TITANIA SAVAGE AND TOMMY SAVAGE - 1988 to 1998 (wife and husband, daughter of Victoria Savage + son of Ashley and Jordan)
SHERRI SAVAGE AND TOMMY SAVAGE - 1998 to 2008 (wife and husband, daughter of Titania and Tommy + son of Jo and Haydenia)
EDWARD SAVAGE AND ALICE SCION - 2008 to 2018 (divorced, son of Victoria Savage + daughter of Haiden and Gabby)
Last edited by Solisian Union on Wed Mar 13, 2019 9:14 pm, edited 1 time in total.
^_^

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The Imperial Warglorian Empire
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Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Thu Jan 31, 2019 11:40 pm

tag
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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North America Inc
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Capitalizt

Postby North America Inc » Thu Jan 31, 2019 11:53 pm

The Imperial Warglorian Empire wrote:tag

Just letting you know they have been cracking down on Tagging posts for no real reason.

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The Imperial Warglorian Empire
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Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Fri Feb 01, 2019 3:31 am

North America Inc wrote:
The Imperial Warglorian Empire wrote:tag

Just letting you know they have been cracking down on Tagging posts for no real reason.

Well then, posting for later notice
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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The Imperial Warglorian Empire
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Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Fri Feb 01, 2019 3:46 am

So do we have to be heroes? Or can we be villains
Last edited by The Imperial Warglorian Empire on Fri Feb 01, 2019 4:00 am, edited 1 time in total.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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The Republic of Atria
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Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Fri Feb 01, 2019 6:23 am

The Imperial Warglorian Empire wrote:So do we have to be heroes? Or can we be villains


Being a member of the Young Bloods is recommended if you want to interact with others. You can be a villain, but don't expect too many people to want to interact with you.

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Finland SSR
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Psychotic Dictatorship

Postby Finland SSR » Fri Feb 01, 2019 8:09 am

The Imperial Warglorian Empire wrote:So do we have to be heroes? Or can we be villains

You can be either a hero or a villain, though, as Atri stated, being outside the YB is gonna be problematic in terms of interaction unless you can find something to do.
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Union Princes
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Corrupt Dictatorship

Postby Union Princes » Fri Feb 01, 2019 9:42 am

wow, this is a lot to take in. so much content.

Does this rp have any pyromaniacs?
Last edited by Union Princes on Fri Feb 01, 2019 10:03 am, edited 1 time in total.
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Zarkenis Ultima
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Democratic Socialists

Postby Zarkenis Ultima » Fri Feb 01, 2019 10:22 am

Union Princes wrote:wow, this is a lot to take in. so much content.

Does this rp have any pyromaniacs?


The only full-on pyrokinetics are Shihong Smith (North America Inc's character) and Mary Ann Turpin (one of Neros' characters); there's a few other characters who can use fire, notably magic-based characters, but not as freely, since it isn't their main power.
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Union Princes
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Postby Union Princes » Fri Feb 01, 2019 10:26 am

At least its not the type of pyrokinetic I'm thinking of.
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Zarkenis Ultima
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Democratic Socialists

Postby Zarkenis Ultima » Fri Feb 01, 2019 10:28 am

Union Princes wrote:At least its not the type of pyrokinetic I'm thinking of.


Care to share your idea? :P
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Union Princes
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Corrupt Dictatorship

Postby Union Princes » Fri Feb 01, 2019 10:44 am

A certain someone who can manipulate the boiling, melting, and burning points of material and objects.

LIke diamonds melting at room temperature, ice freezing at 300 degrees Fahrenheit, or wood catching of fire when shone under the sunlight
Last edited by Union Princes on Fri Feb 01, 2019 10:45 am, edited 1 time in total.
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Zarkenis Ultima
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Democratic Socialists

Postby Zarkenis Ultima » Fri Feb 01, 2019 10:45 am

Union Princes wrote:A certain someone who can manipulate the boiling, melting, and burning points of material and objects.


Ah, that's certainly an interesting take on a fire user.
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Union Princes
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Postby Union Princes » Fri Feb 01, 2019 10:48 am

It's like a giant middle finger to anybody who relies heavily on metal or ice for their powers since everything is affected by temperature.
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North America Inc
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Capitalizt

Postby North America Inc » Fri Feb 01, 2019 10:55 am

Union Princes wrote:It's like a giant middle finger to anybody who relies heavily on metal or ice for their powers since everything is affected by temperature.

Couldn't you just melt people instead, seems a lot faster.

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Union Princes
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Corrupt Dictatorship

Postby Union Princes » Fri Feb 01, 2019 11:00 am

North America Inc wrote:
Union Princes wrote:It's like a giant middle finger to anybody who relies heavily on metal or ice for their powers since everything is affected by temperature.

Couldn't you just melt people instead, seems a lot faster.


Wouldn't that be OP since its an AOE as well as a direct contact/line of sight type of power?

People would melt at their own body temperature if I wanted to.
Last edited by Union Princes on Fri Feb 01, 2019 11:01 am, edited 1 time in total.
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Finland SSR
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Psychotic Dictatorship

Postby Finland SSR » Fri Feb 01, 2019 12:05 pm

Union Princes wrote:A certain someone who can manipulate the boiling, melting, and burning points of material and objects.

LIke diamonds melting at room temperature, ice freezing at 300 degrees Fahrenheit, or wood catching of fire when shone under the sunlight

That sounds interesting, though I feel like it can get quite overpowered if not under good limitations and weaknesses. It's basically a lethal power against anyone.
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Union Princes
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Postby Union Princes » Fri Feb 01, 2019 1:02 pm

Name: No official name/ "Fahcelkel"
Age: 20
Gender: Female
Race: "American"
Appearance (pics if possible):
Image
A conglomeration of stitches throughout the entire body, making her a "Frankenstein" of sorts. Whether or not her body is of her own or just a orgy of stolen limbs, organs, and skin cannot be denied nor confirmed. It's better to believe its a combination of both.

Young Blood?: No
Bio:
Date: April [Data Expunged], 20**

This exchange of dialogue occurred after the moment of arrest when the suspect killed three armed men by dipping their heads in liquid metal before it solidifies.

Detective John Doe: Commissioner Gary, what have we got here?

Commissioner Gary: Nothing. No matches on the prints - none of her fingers match even when compared between her left and right hand. No matched DNA or dental records. Clothing iB custom and possibly self-made, no labels, no birth certificate. Nothing in her pockets but a sewing kit and a can of Flex Seal . No name, no other alias... nothing. We can't even tell if she was even born or made.

The weapon that she had on was just a mailbox fuzed with a pvc and lead pipe dipped in Flex Seal. We found out that inside the mailbox itself was filled with metal. We were able to identify that the contents inside the mailbox was iron, nickel, copper, chromium, aluminium, steel, cement, glass, and plastic.

Detective John Doe: What about her stitches?

Commissioner Gary: Absolutely custom-made. We can't even cut it with a scissors or even a very sharp one at that nor can we trace who or what manufactured it.

Detective John Doe: What's her power?

Commissioner Gary: We first thought it was metal or liquid metal manipulation until she gave some of our officers 3rd degree burns and melted the tires of the car.

Detective John Doe: Is there anything you do know "why she is here"?

Commissioner Gary: The people she killed? They attacked her first. The men mugged and groped her for almost 51 seconds before she set their feet on fire. The footage revealed that the attackers were all on the ground reaching for their guns before this girl melted a metal trash can over their heads.

Detective John Doe: Go home Gary, I'll take it from here.

This is a recording of Detective John Doe questioning Fahcelkel in an interrogation room. Several witnesses were present during the questioning.
Detective John Doe: Hello, my name is John Doe. I am a detective of this city's police.

Suspect remains silent

Detective John Doe: What's your real name?

Fahcelkel : I don't have a real name.

Detective John Doe: Then is your "current name" your real one?

Fahcelkel : Yes.

Detective John Doe: Who gave you that name?

Fahcelkel : That's what people call me all the time.

Detective John Doe: Hmmm. What's your powers?

Fahcelkel : Melting. Boiling. Burning.

Detective John Doe: Okay, what about your stitches? Where did you get them?

Fahcelkel : I was hurt. I felt pain all over me. A couple good doctors help make me feel better. They say these needed to stay on until my body is healed.

Detective John Doe: Do you still feel injured?

Fahcelkel : No, I feel perfectly fine. I would forget I even have these strings inside of me.

Detective John Doe: Where are you from exactly?

Fahcelkel : I don't think about that so I don't know. Nobody told me where I was from.

Detective John Doe:....The weapon of yours. The mail box-thingy. Did you make it?

Fahcelkel : Oh Yes! It only took two hours to make.

Detective John Doe: Why didn't you use it to protect yourself against the men who attacked up?

Fahcelkel : I didn't need to.

Detective John Doe: You killed three people yesterday

Fahcelkel : Was I not supposed to?

Detective John Doe: Yes! You're supposed to leaving the dealing of criminals to us! You don't just kill at a whim!

Fahcelkel : Not even a very tiny person? They didn't allow me to eat ice cream!

Detective John Doe: No, just don't do it again. Understand? Let the police and the heroes to do their job. You just need to not do what you did and none of us have to have this talk again, understand?

Fahcelkel nodds

Detective John Doe: Why do I feel like I'm talking to a kid right now....

"Fahcelkel" is a combination of Fahrenheit, Celsius, and Kelvin signifying the triple personalities and the influence temperature has on her power. Fahcelkel's real name is [ ] and is a daughter of [ ] and [ ]. The father was a fireman for nearly 20 years though rumors of him being an abusive alcoholic father was frequent. It was said that the father gets angry really easily but whether or not he holds malicious intent remains to be seen but with Fahcelkel having multiple personalities, the chances were grim. Given that the mother was an science teacher at [ ] Elementary School, Fahcelkel may have inherent her mother's love for children and animals. However, the family suffered a tragedy 2[ ] years ago as their house caught on fire while the entire family was inside. The burned corpses of [ ] and [ ] were found yet Fahcelkel's remains was not to be found. It was concluded that she managed to escape but no one was able to find her nor identify her after being put on the Missing Person's list.

Meanwhile, Fahcelkel was retrieved and sent to [ ] Hospital though she was given a private staff fully funded by the [ ]. There she received treatment and restored her lost eye, limbs, organs, and blood. There she recovered her senses and went on to rehabilitation. There she finally knew of her powers and fully embraced them under the watchful eyes of Mrs. [ ]. When Fahcelkel was deemed satisfactory in her rehab test, she was allowed to leave to begin a new life. She even made friends while under rehab with other people working for [ ]. And now she is here.
Detective John Doe: Why do you skip names and places?

Fahcelkel : Since you wanted me to tell you where I'm from, I prefer to let you fill in the blanks.

Powers:
[box]
  • [Liquefaction Point Manipulation]: Fahcelkel can increase or decrease the melting point of solids such as metal through direct contact or in a 7 feet radius.
  • [Saturation Temperature Manipulation]: Fahcelkel can increase or decrease the boiling point of liquids through direct contact or in a 7 feet radius.
  • [Combustion Point Manipulation]: Fahcelkel can increase or decrease the lowest temperature of a substance that would ignite when mixed with air through direct contact or in a 7 feet radius.
  • [Pyrokinesis]: Fahcelkel can manipulate fire as basic forms of attack and defense. Combined with the rest of her powers, she can grant fire and heat immunity to herself, her clothes, and her weapons.
  • [McGyverer]: Fahcelkel can create weapons out of any non-traditional material or item that could serve her purposes for murder and mayhem. Usually, her weapons are made of material found in a landfill or a scrapyard making her quite the improbable weapon user.


Limitations:
  • Still a normal human with a normal body
  • Her fire attacks are basic: she can shoot fire out of her hands like a flamethrower with range up to 10 feet or she can launch fireballs no bigger than a basketball that travels 25 mph.
  • Her fire attacks always travel in an arc. She cannot make an attack that goes in a straight line.
  • Her fire can be extinguished and redirected like normal fire. If Fahcelkel wants fire to stick onto targets and not be put out by water, then she needs to make her own napalm fuel.
  • She cannot manipulate the melting and boiling point of living organic material as she can only manipulate its burning point
  • When an object is affected by her powers, it will melt, boil, or burn as if it is at its normal temperature and rate. )

Weaknesses:
  • [Multi-personality disorder]: Fahcelkel is a child playing with fire as much as she is a serial arsonist. One minute she understands she has done wrong and needs parental guidance but in the next, she believes she is old enough to make her own decisions.

Likes: Animals, fond of children, fire, experimenting with contraptions and material
Dislikes: Fire being put out, child and animal abuse, being told her weapons "can't work".

Additional Information-
Birthday: Oct 8th
Theme song: Dapper Cadaver
Favorite food: Ice Cream
Greatest fear: It's hard to tell. What does not burn, will melt and boil.
Last edited by Union Princes on Sun Feb 03, 2019 3:52 pm, edited 4 times in total.
There is no such thing as peace, only truce between wars

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Solisian Union
Diplomat
 
Posts: 691
Founded: Apr 22, 2018
Democratic Socialists

Postby Solisian Union » Fri Feb 01, 2019 3:15 pm

Catarina should eat the police.
^_^

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