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Witches of the West (Super/Western - OOC)

PostPosted: Sun May 02, 2021 5:24 am
by Great Confederacy of Commonwealth States
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Witches of the West
A western/superhero RP

1890 – The American West is slowly but surely drawing to a close. The last holdouts of free Native American peoples are being crushed underfoot by the United States, slowly drawing itself together from coast to coast. Railroads crisscross the nation, carving a path through age-old mountains and ancient civilisations alike. The trains bring people, and businesses, and lawmen, and politicians, and the bill is slowly coming due for those who fled from either persecution or prosecution.

Among them are people with unique abilities or powers of their own. The name super-powered is as of yet only used in a few English-language academic articles on the subject. More commonly in academia, they are known as Homme Extraordinaire, following the pioneering French research on the subject. Those outside academia, however, use a term that has been used descriptively by the Church for centuries: Witches.

The American West still holds a few powerful individuals who have so far evaded employment by any government. At one time driven by ignorant persecution for their innate abilities, governments now seek them out for more immediate advantage, a part of the arms race that will come to dominate the early 20th century. The Frontier holds people from every corner of Europe and the US. Descendants of plantation slaves in the American South and Chinese railroad workers in the east, called witch-doctors for their non-western origin, also inhabit the region. The Federal Government, amongst others, seeks all.

That job is now yours. The War Department under secretary Redfield Proctor has put a bounty on the heads of three named individuals believed to be residing in the Utah-Colorado border regions. Meanwhile, the same department has sent a few of its own agents extraordinaire to Green River, where train service for the to-be-completed Denver-Salt Late City Line ends. One of the last unconnected tracts of United States land, it is a symbol for those still evading the reach of the War Department, and a show of force intended to flush out the last remaining individuals still not willing to help complete Manifest Destiny, and the American destiny beyond that.

You are part of that group of ad-hoc superpowered agents. Equipped with horses, provisions and weapons, as well as a carte blanche from the War Secretary, you are to locate these individuals and convince them, one way or another, to serve the US cause. During peace time, life of relative luxury awaits in New York, at the West Point campus. Living costs are provided for, and those present are only expected to follow officer training and subsequent courses. Their bounty is for their live capture, but be aware that, should they be unable to come willingly or otherwise, half-bounty is awarded for proof of their deaths.

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A history of Witchcraft
Historical research into Witchcraft is a tenuous business. Ancient Greek and Roman sources make mentions aplenty of supernatural events, but they involve both powers that have been observed in modern humans, and those who are believed to be beyond the ability of any human carrier. As such, ancient sources are to be mistrusted when concerning Homme Extraordinaire, or Homo Heros. Although it is confirmed by multiple sources that such individuals did exist, and especially that they were used to great effect by peoples opposing Roman conquest. It is believed that the density of Homo Heros was higher in ancient populations than in Dark Age populations, although absolute numbers have steadily risen with population increase.

The Dark Ages proved an unenlightened time for any Homme Extraordinaire. Prosecution of witches, both real and imagined, was extensive, especially after the 14th century plagues and following publication of the Malleus Malificarum, which called for the extermination of all sorcerers. Because the persecutions were so extensive, and executed with so little regard to the presumption of innocence and other fundamental legal principles, it is unknown how many Extraordinaires actually perished in the late middle ages, all throughout the early modern period. It is certain that some of those executed for sorcery must have had extranatural abilities, although the incompleteness of the archives leave much to be guessed about the ratio of innocents to actual Extraordinaires that were killed.

Societal views towards Homo Heros changed with the enlightenment. More and more writers pointed to the persecution of super-powered individuals as an example of irrational governance by divinely inspired monarchies. According to Hobbes, a true wise ruler would use the powers and knowledge given to him by science for rational governance. The leviathan would be able to wield these powers to the betterment of his own people and the destruction of his opponents. Other enlightened writers, such as Jean-Jacques Rousseau, rejected this, and pointed out the dangers these powerful individuals would have to a free society, and advised their expulsion.

It is at this moment that we must point out a strange and counter-intuitive fact about these special abilities. They do not seem to appear at random throughout the population. There are no records of super-powered monarchs throughout the entire modern period, for instance, and among noble families the affliction is exceedingly rare. Even among the proletariat, these abilities are not evenly distributed. In Europe, we find that these afflictions are most often found in minority populations. The Muslims of Bosnia and the Gypsies are among the most prolific creators, but the Poles too have a larger than average number among them. The protestants in Spain are also more represented, while those in Germany hardly produce at all. In that country, Catholics produce best, with the strange exception of the Kingdom of Bavaria. Outside Europe, however, the prevalence of Homo Heros is much greater, almost double that of any European population. While the Ottomans have a smaller representation overall, it is noticed that the division between the upper and lower classes in terms of production is not that noticeable. The question remains whether the lack of production by European upper classes is due to, as some social Darwinists claim, a stronger moral stock overall, or that the European upper class is more apt to hide the affliction, which is culturally associated with minorities.

Whatever the reason, while science and literature were more accepting of the affliction by the end of the 18th century, governments were still openly hostile. The start of the French revolution promised improvement, and many ancient laws were removed from the books. These attitudes shifted as the Revolution progressed and became more and more violent, with many outspoken proponents of liberty for Extraordinaires disappearing beneath the guillotine. It took until the ascent of Napoleon Bonaparte that these restrictions were lifted throughout the French empire, as he made remarkable use of their abilities throughout the war. According to some scholars, the Battle of Austerlitz was the first battle won by these powers, as many agree Bonaparte would have lost the battle had he not had access to some incredibly powerful soldiers.

Still, the defeat of Napoleon and the foundation of the Congress of Vienna meant a regression in the rights of Extraordinaires, as many nations slipped back into reactionary opposition. Extraordinaires were treated as inherently revolutionary and faced the same punitive justice, even if they were themselves not in any way politically involved. This only changed after 1848 with the rise of nationalism, and then, only for the same pragmatic reasons Napoleon had had: a single super-powered individual could, if properly utilised, equal a battery of cannon, without the need for horses or heavy equipment. The battle of Solferino during the Wars of Italian Unification was one of the first battles that truly used super-powered individuals on both sides, and the results were so devastating that they would lead to the foundation of the Red Cross.

That was more than thirty years ago. The world has changed dramatically since then. It is a new age of imperialism, colonialism and nationalism. The Dark Continent has been split up by the Congress of Berlin, and Europeans have slowly been making headway into the continent. Germany and Italy have unified, also representing a unification of the many super-powered individuals, with Italy leading the charge. Those Extraordinaires who were unwilling to partake in this exercise could either flee to the US or China, which had little patience for westerners. At first these refugees to the US were left in peace, but as they started to look abroad for more territorial expansion, the US too began to pick up their own army of witches. Those who lived along the east coast were quickly rounded up; those who could moved west in search of better fortunes.

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The Roleplay
Welcome, all, to this western-inspired take on the superhero genre. As you might have gathered, this RP will focus on the decline of the American frontier and the high point of western imperialism. Players are sent by the Secretary for War to Green River, Utah, where they are to locate some super-powered individuals and convince them to come and work for the US government, by any means necessary. In service of the law, our characters will have some amount of protection from legal repercussions, but the law does not afford endless protection in the West. Here, the revolver and the horse still rule. Moreover, those with powers are viewed with immense suspicion, and are liable to be lynched. At least, if they don’t have powers that are too scary.

This RP will start with our posse riding into Green River and getting handed a list of suspects. From that point, you will be free to head out to acquire the listed targets. In this RP you will be free to use the environment to your liking, and there will be more than one way to tackle a certain problem, and there will be consequences to the choices that the group and individuals make. More importantly, as much as a game, this is also a character story, and the personality of different targets, hunters, and lookers-on will be hugely important, as well as the dynamics within the team. So, without further ado:



Code: Select all
[box][size=150][b]Application[/b][/size]
[b]Name:[/b]
[b]Age:[/b]
[b]Appearance:[/b]

[b]Place of Birth:[/b]
[b]Relatives: [/b]
[b]Previous professions: [/b]

[b]First impressions:[/b] (How does your character come across at first glance?)
[b]Personality:[/b]
[b]Opinion of other characters:[/b] (Please indicate opinions towards people who applied before you, even if not yet accepted)
[b]Opinion of the mission: [/b]
[b]Employment history:[/b] (Why did you get involved with the War Department?)

[b]Power/drawbacks:[/b]
[b]Equipment:[/b]

[b]Bio:[/b] (Short, a few paragraphs at most)[/box]

PostPosted: Sun May 02, 2021 5:24 am
by Great Confederacy of Commonwealth States
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Roster



Calavera - Just doing another job - Fearmonger

Swift Thunder - Atoning for a life of crime and keeping tabs on his fellow powered - Quick as lightning

Isaac Berkowitz - A newfound patriot from a world across - The Eighth Plague

Rooster Z. Morgan - Switched out dealing cards for a deal with the devil - Aquarius

Danny "Cactus Jack" McLaughlin - A nigh immortal with a cannon to his head - Living cactus

Wesly Johnson - Discovering others to discover himself - Orbiter

PostPosted: Sun May 02, 2021 5:36 am
by Great Confederacy of Commonwealth States
Image

Mission Log


28th of March 1890 (19:33) - Party arrives in Green River, Utah Territory

28th of March 1890 (19:40) - Identity of Wexler Terrence is revealed



IC: viewtopic.php?ns=1&f=31&t=504358

PostPosted: Sun May 02, 2021 7:08 am
by Madrinpoor
Application
Name: Calavera
Age: Unknown (But 102 for the admin's sake)
Appearance: He wears a very wide brimmed hat and a tattered poncho and boots that look like they were made from snakeskin. His skin is stretched tightly across his face, and his eyes are sunken — he looks less than human. There are marks below his eyes that look like three black dots you would find on a sugar skull, they may be birthmarks, tattoos, or paint. Nobody really knows. His hands have similarly stretched out skin, and are very bony. He is hunched over and looks very old but nobody knows how old he really is.

Place of Birth: Mojave Desert, nearish to Las Vegas (only big city I could find in the Mojave desert) but on the California side
Relatives: All dead
Previous professions: A coach protecter (guarding against highwaymen) and then part of the Mexican Army in the Mexican-American war

First impressions: Mysterious, spooky, loner
Personality: Very quiet, when he talks, he is very mysterious
Opinion of other characters: I'm first!
Opinion of the mission: Another job, and maybe a way to find the Tohono. (This will make sense when you read my bio)
Employment history: He was hunting for the Tohono, and one of the War Department's heads of something or other was attacked by bandits. Calavera saw them from a ridge, and called down to the bandits to leave the War Department guy alone. When they didn't leave, Calavera used his powers and sent all of them running, but the War Department guy was injured and couldn't run. Calavera stopped his powers and helped the War Department guy. He realized Calavera was a homme extraordinaire, and he asked Calavera to help the government find others. Calavera agreed. Another job.

Power/drawbacks:

Powers: He can create images of ghosts or monsters using the fears of the people he's attacking, a power he calls "the Haunt". He creates their noises and their horrifying images and they send people screaming. They call him the "King of Ghosts" in the Mojave. Also, he has a power called "the Shriek" which is where he emits an earsplitting scream and the person it is targeted towards takes an intense amount of psychological damage if exposed for an extended time, and can even lose their minds. Also he can live essentially forever but he can be killed, or die of disease.

Drawbacks: The Haunt scares everyone around him, including his teammates, so it is better used when he is alone. Also, people can resist it if they know what's coming or are very strong willed. Someone that has lost everything, like him, also isn't susceptible to the Haunt if they have gotten over their loss completely. The Scream can damage the ears of his teammates as well. Also, when he uses it, for 24 hours he takes the same psychological damage that the person it is being used against does. So if he makes them insane he will go insane for 24 hours.

Bio: At the age of seven, his family was killed in a Comanche raid on his village in retaliation for some people from his village murdering 40 Comanche children. he went to live in a mission in the desert, still grieving for his family, but was repeatedly beaten by the priest. Calavera let go of his family and resigned to his fate of servitude, but decided he wanted to take out his pent up grief and anger on those who do bad in the world. Originally a normal man, he became a carriage protector, fighting off bandits and highwaymen. When the Mexican-American war came around, he enlisted in the Mexican Army (California was a part of Mexico then) and fought at the Alamo and Goliad. However, on a mission with his squad team, they were ambushed by Comanches and most were killed. Calavera escaped into Southern Arizona. His horse died in the heat of the Sonoran, and he was very, very close to death, but he came across a Tohono O'odham hunter, who took Calavera back to the Tohono camp. Calavera rested but contracted a very, very bad disease and the healer didn't know how to save him. She took him across the desert to the Baboquivari Peak to find an old shaman who claimed he was I'itoi, the Elder Brother, who created earth. I'itoi gave Calavera powers to confront his fears and get revenge on those that hurt him. Calavera rode off to the Comanche camp, now with many of the original raiders long dead, and slaughtered every single person with a machete, a pistol, and their greatest fears hijacking their minds. Then he went to the mission, but the priest was dead. Calavera dug up the priest's grave and crushed the priest's bones and scattered them in the desert for the vultures to pick at. Calavera then saved the War Department guy and joined the team, see my above answer


Yay! I am so excited for this

PostPosted: Sun May 02, 2021 7:22 am
by Rudaslavia
This idea is too weird and unique for me not to take part, bro.

PostPosted: Sun May 02, 2021 7:29 am
by Great Confederacy of Commonwealth States
Madrinpoor wrote:
Application
Name: Calavera
Age: Unknown (But 102 for the admin's sake)
Appearance: He wears a very wide brimmed hat and a tattered poncho and boots that look like they were made from snakeskin. His skin is stretched tightly across his face, and his eyes are sunken — he looks less than human. There are marks below his eyes that look like three black dots you would find on a sugar skull, they may be birthmarks, tattoos, or paint. Nobody really knows. His hands have similarly stretched out skin, and are very bony. He is hunched over and looks very old but nobody knows how old he really is.

Place of Birth: Mojave Desert, nearish to Las Vegas (only big city I could find in the Mojave desert) but on the California side
Relatives: All dead
Previous professions: A coach protecter (guarding against highwaymen) and then part of the Mexican Army in the Mexican-American war

First impressions: Mysterious, spooky, loner
Personality: Very quiet, when he talks, he is very mysterious
Opinion of other characters: I'm first!
Opinion of the mission: Another job, and maybe a way to find the Tohono. (This will make sense when you read my bio)
Employment history: He was hunting for the Tohono, and one of the War Department's heads of something or other was attacked by bandits. Calavera saw them from a ridge, and called down to the bandits to leave the War Department guy alone. When they didn't leave, Calavera used his powers and sent all of them running, but the War Department guy was injured and couldn't run. Calavera stopped his powers and helped the War Department guy. He realized Calavera was a homme extraordinaire, and he asked Calavera to help the government find others. Calavera agreed. Another job.

Power/drawbacks:

Powers: He can create images of ghosts or monsters using the fears of the people he's attacking, a power he calls "the Haunt". He creates their noises and their horrifying images and they send people screaming. They call him the "King of Ghosts" in the Mojave. Also, he has a power called "the Shriek" which is where he emits an earsplitting scream and the person it is targeted towards takes an intense amount of psychological damage if exposed for an extended time, and can even lose their minds. Also he can live essentially forever but he can be killed, or die of disease.

Drawbacks: The Haunt scares everyone around him, including his teammates, so it is better used when he is alone. Also, people can resist it if they know what's coming or are very strong willed. Someone that has lost everything, like him, also isn't susceptible to the Haunt if they have gotten over their loss completely. The Scream can damage the ears of his teammates as well. Also, when he uses it, for 24 hours he takes the same psychological damage that the person it is being used against does. So if he makes them insane he will go insane for 24 hours.

Bio: At the age of seven, his family was killed in a Comanche raid on his village in retaliation for some people from his village murdering 40 Comanche children. he went to live in a mission in the desert, still grieving for his family, but was repeatedly beaten by the priest. Calavera let go of his family and resigned to his fate of servitude, but decided he wanted to take out his pent up grief and anger on those who do bad in the world. Originally a normal man, he became a carriage protector, fighting off bandits and highwaymen. When the Mexican-American war came around, he enlisted in the Mexican Army (California was a part of Mexico then) and fought at the Alamo and Goliad. However, on a mission with his squad team, they were ambushed by Comanches and most were killed. Calavera escaped into Southern Arizona. His horse died in the heat of the Sonoran, and he was very, very close to death, but he came across a Tohono O'odham hunter, who took Calavera back to the Tohono camp. Calavera rested but contracted a very, very bad disease and the healer didn't know how to save him. She took him across the desert to the Baboquivari Peak to find an old shaman who claimed he was I'itoi, the Elder Brother, who created earth. I'itoi gave Calavera powers to confront his fears and get revenge on those that hurt him. Calavera rode off to the Comanche camp, now with many of the original raiders long dead, and slaughtered every single person with a machete, a pistol, and their greatest fears hijacking their minds. Then he went to the mission, but the priest was dead. Calavera dug up the priest's grave and crushed the priest's bones and scattered them in the desert for the vultures to pick at. Calavera then saved the War Department guy and joined the team, see my above answer


Yay! I am so excited for this


Welcome! Happy to see you on board. I'm going to say that the War Department fellow your character rescued is going to be Matthew J. Callahan, an intelligence officer for the War Secretary. He will be one of the group chaperones at the beginning.

There is one issue with the way he got his powers, though. Powers cannot really be 'given' by magic, they are more inherent. It is not known of they are 'granted' at birth, but they usually manifest at a young age (although it is possible for people to live a large part of their life without realising their power).

Speaking of powers: you currently have three, being that Haunting, the biological immortality, and the Screech. For the setting, this is a bit too much, especially since the biological immortality doesn't really add too much, and the Screech is just a plain offensive power. Could you perhaps lose the biological immportality and combine the Screech and the Haunt into a single power? One that does not guarentee the enemy flees in fear or gains 'psychological damage', but for which most people will indeed run away. In a superstitious world like the American west, manifesting fears will already be pretty powerful, after all.

Edit: I added an equipment bracket to app; everyone will have a horse, water, rope, and some rations, but the rest you need to bring.

PostPosted: Sun May 02, 2021 8:18 am
by Madrinpoor
Great Confederacy of Commonwealth States wrote:
Madrinpoor wrote:
Application
Name: Calavera
Age: Unknown (But 70 for the admin's sake)
Appearance: He wears a very wide brimmed hat and a tattered poncho and boots that look like they were made from snakeskin. His skin is stretched tightly across his face, and his eyes are sunken — he looks less than human. There are marks below his eyes that look like three black dots you would find on a sugar skull, they may be birthmarks, tattoos, or paint. Nobody really knows. His hands have similarly stretched out skin, and are very bony. He is hunched over and looks very old but nobody knows how old he really is.

Place of Birth: Mojave Desert, nearish to Las Vegas (only big city I could find in the Mojave desert) but on the California side
Relatives: All dead
Previous professions: A coach protecter (guarding against highwaymen) and then part of the Mexican Army in the Mexican-American war

First impressions: Mysterious, spooky, loner
Personality: Very quiet, when he talks, he is very mysterious
Opinion of other characters: I'm first!
Opinion of the mission: Another job, and maybe a way to find the Tohono. (This will make sense when you read my bio)
Employment history: He was hunting for the Tohono, and one of the War Department's heads of something or other was attacked by bandits. Calavera saw them from a ridge, and called down to the bandits to leave the War Department guy alone. When they didn't leave, Calavera used his powers and sent all of them running, but the War Department guy was injured and couldn't run. Calavera stopped his powers and helped the War Department guy. He realized Calavera was a homme extraordinaire, and he asked Calavera to help the government find others. Calavera agreed. Another job.

Power/drawbacks:

Powers: He can create images of ghosts or monsters using the fears of the people he's attacking, a power he calls "the Haunt". He creates their noises and their horrifying images and they send people screaming. They call him the "King of Ghosts" in the Mojave.

Drawbacks: The Haunt scares everyone around him, including his teammates, so it is better used when he is alone. Also, people can resist it if they know what's coming or are very strong willed. Someone that has lost everything, like him, also isn't susceptible to the Haunt if they have gotten over their loss completely.

Bio: At the age of seven, his family was killed in a Comanche raid on his village in retaliation for some people from his village murdering 40 Comanche children. he went to live in a mission in the desert, still grieving for his family, but was repeatedly beaten by the priest. Calavera let go of his family and resigned to his fate of servitude, but decided he wanted to take out his pent up grief and anger on those who do bad in the world. Originally a normal man, he became a carriage protector, fighting off bandits and highwaymen. When the Mexican-American war came around, he enlisted in the Mexican Army (California was a part of Mexico then) and fought at the Alamo and Goliad. However, on a mission with his squad team, they were ambushed by Comanches and most were killed. Calavera escaped into Southern Arizona. His horse died in the heat of the Sonoran, and he was very, very close to death, but he came across a Tohono O'odham hunter, who took Calavera back to the Tohono camp. Calavera rested but contracted a very, very bad disease and the healer didn't know how to save him. She took him across the desert to the Baboquivari Peak to find an old shaman who claimed he was I'itoi, the Elder Brother, who created earth. I'itoi healed Calavera, but noticed that Calavera had powers he didn't know he had, and trained Calavera in how to use them. Calavera rode off to the Comanche camp, now with many of the original raiders long dead, and slaughtered every single person with a machete, a pistol, and their greatest fears hijacking their minds. Then he went to the mission, but the priest was dead. Calavera dug up the priest's grave and crushed the priest's bones and scattered them in the desert for the vultures to pick at. Calavera then saved the War Department guy and joined the team, see my above answer


Yay! I am so excited for this


Welcome! Happy to see you on board. I'm going to say that the War Department fellow your character rescued is going to be Matthew J. Callahan, an intelligence officer for the War Secretary. He will be one of the group chaperones at the beginning.

There is one issue with the way he got his powers, though. Powers cannot really be 'given' by magic, they are more inherent. It is not known of they are 'granted' at birth, but they usually manifest at a young age (although it is possible for people to live a large part of their life without realising their power).

Speaking of powers: you currently have three, being that Haunting, the biological immortality, and the Screech. For the setting, this is a bit too much, especially since the biological immortality doesn't really add too much, and the Screech is just a plain offensive power. Could you perhaps lose the biological immportality and combine the Screech and the Haunt into a single power? One that does not guarentee the enemy flees in fear or gains 'psychological damage', but for which most people will indeed run away. In a superstitious world like the American west, manifesting fears will already be pretty powerful, after all.

Edit: I added an equipment bracket to app; everyone will have a horse, water, rope, and some rations, but the rest you need to bring.

Alright! Should I edit my app to replace "War Department Guy" with Matthew J. Callahan, or is it unnecessary.

The reason I had the biological immortality is because I needed him to fight in the Mexican-American war in the 1840s, which he couldn't do if he was like 40 now. I guess he can just be 70 though, and it'll be fine.

Got rid of the scream and biological immortality.

PostPosted: Sun May 02, 2021 8:21 am
by Madrinpoor
Application
Name: Calavera
Age: Unknown (But 70 for the admin's sake)
Appearance: He wears a very wide brimmed hat and a tattered poncho and boots that look like they were made from snakeskin. His skin is stretched tightly across his face, and his eyes are sunken — he looks less than human. There are marks below his eyes that look like three black dots you would find on a sugar skull, they may be birthmarks, tattoos, or paint. Nobody really knows. His hands have similarly stretched out skin, and are very bony. He is hunched over and looks very old but nobody knows how old he really is.

Place of Birth: Mojave Desert, nearish to Las Vegas (only big city I could find in the Mojave desert) but on the California side
Relatives: All dead
Previous professions: A coach protecter (guarding against highwaymen) and then part of the Mexican Army in the Mexican-American war

First impressions: Mysterious, spooky, loner
Personality: Very quiet, when he talks, he is very mysterious
Opinion of other characters: I'm first!
Opinion of the mission: Another job, and maybe a way to find the Tohono. (This will make sense when you read my bio)
Employment history: He was hunting for the Tohono, and one of the War Department's heads, Matthew J. Callahan, was attacked by bandits. Calavera saw them from a ridge, and called down to the bandits to leave Callahan alone. When they didn't leave, Calavera used his powers and sent all of them running, but Callahan was injured and couldn't run. Calavera stopped his powers and helped Callahan. He realized Calavera was a homme extraordinaire, and he asked Calavera to help the government find others. Calavera agreed. Another job.

Power/drawbacks:

Powers: He can create images of ghosts or monsters using the fears of the people he's attacking, a power he calls "the Haunt". He creates their noises and their horrifying images and they send people screaming. They call him the "King of Ghosts" in the Mojave.

Drawbacks: The Haunt scares everyone around him, including his teammates, so it is better used when he is alone. Also, people can resist it if they know what's coming or are very strong willed. Someone that has lost everything, like him, also isn't susceptible to the Haunt if they have gotten over their loss completely.

Equipment: A poncho, a hat, dirty clothes, a whiskey flask with a saguaro cactus engraved on it, a bowie knife, a pistol (Colt .44), a satchel with some food and a guitar.

Bio: At the age of seven, his family was killed in a Comanche raid on his village in retaliation for some people from his village murdering 40 Comanche children. he went to live in a mission in the desert, still grieving for his family, but was repeatedly beaten by the priest. Calavera let go of his family and resigned to his fate of servitude, but decided he wanted to take out his pent up grief and anger on those who do bad in the world. Originally a normal man, he became a carriage protector, fighting off bandits and highwaymen. When the Mexican-American war came around, he enlisted in the Mexican Army (California was a part of Mexico then) and fought at the Alamo and Goliad. However, on a mission with his squad team, they were ambushed by Comanches and most were killed. Calavera escaped into Southern Arizona. His horse died in the heat of the Sonoran, and he was very, very close to death, but he came across a Tohono O'odham hunter, who took Calavera back to the Tohono camp. Calavera rested but contracted a very, very bad disease and the healer didn't know how to save him. She took him across the desert to the Baboquivari Peak to find an old shaman who claimed he was I'itoi, the Elder Brother, who created earth. I'itoi healed Calavera, but noticed that Calavera had powers he didn't know he had, and trained Calavera in how to use them. Calavera rode off to the Comanche camp, now with many of the original raiders long dead, and slaughtered every single person with a machete, a pistol, and their greatest fears hijacking their minds. Then he went to the mission, but the priest was dead. Calavera dug up the priest's grave and crushed the priest's bones and scattered them in the desert for the vultures to pick at. Calavera then saved the War Department guy and joined the team, see my above answer


Edited!

PostPosted: Sun May 02, 2021 9:03 am
by Rudaslavia
Heavy ass WIP.

Application
Name: Thor Dahlstrom
Age: 34
Appearance:
Image

Place of Birth: Norwegian Ridge, Minnesota Territory
Relatives:
  • Viggo Dahlstrom, father
  • Solveig Dahlstrom, mother
    • Yngve Dahlstrom, elder brother
    • Erna Dahlstrom, younger sister
Previous professions:

First impressions: (How does your character come across at first glance?)
Personality:
Opinion of other characters: (Please indicate opinions towards people who applied before you, even if not yet accepted)
Opinion of the mission:
Employment history: (Why did you get involved with the War Department?)

Power/drawbacks: Electrical manipulation (will delve into details and drawbacks in finished draft)
Equipment:

Bio: (Short, a few paragraphs at most)

PostPosted: Sun May 02, 2021 9:13 am
by Countesia
Application
Name: Swift Thunder
Age: 23
Appearance: Considered exotically handsome by some, with sharp features and piercing, emotionless eyes. Dark olive skin common to indingenous americans and thick black hair. His most common attire is a jet black three peice with a belt for his tomahawks.

Place of Birth: Unknown,
Relatives: Unknown, likely all dead.
Previous professions: Bank Robber.

First impressions: At a glance, Swift Thunder does not seem to speak the western toungue. This is untrue, he just has very little to say. He will follow the orders of who he respects, but he is very loathe to open himself to the likes of the white man and their machinations.
Personality: He is a man of few words, who will do what you ask and do it with cold effeciency. He does not enjoy his work, but he does not disagree with why it must be done. For all his gruffness, he does however hold a soft spot for fellow natives and wildlife. but struggles to interact with former due to his little exposure to native culture.
Opinion of other characters: They are his colleagues. He respects them for their abilities and leadership skills but does not seek to make friends.
Opinion of the mission: After spending years abusing his abilities for crime, he understands the need for the US government to keep tabs on fellow powered individuals.
Employment history: (Why did you get involved with the War Department?) Originally a prisoner, eventually went to work for them.
Power Swift Thunder, named after his ability to break the sound barrier, is able to reach speeds of 800mph. He is also considerably versed in the use of his knives and tomahawks.
Drawbacks This abilility is incredibly taxing on his metabolism. Swift Thunder is constantly hours away from starvation. He must consume over ten thousand calories a day to maintain his body weight. Unsure of how to satiate such a need for calories, The War Department ships in whale blubber to meet his nutritional needs.
Equipment: Twin custom forged tomahawks. An assortment of knives and knuckle dusters.

Bio:

Swift Thunder cannot remember his people, his tribe, or if he ever had one at all. His earliest memories are of an insiginicant orphanage in Oklahoma as an outsider ostracised from the start for the colour of his skin and his uncivilised, savage origins. Whether he was spared from a massacre by an individiual sympathetic to the native plight, or surrendered by his own kin, he once again does not know, and cares not. Knowing that he was alone in a world increasingly dominated by the western powers, he would slip out during the night and never looked back to the closest thing he ever knew to a home. Surviving off petty pickpocketing, thievery and mugging, the emergence of his powers only served to deepen his ties into the world of an outlaw.

After spending the rest of his childhood and early adulthood abusing his powers to empty entire bank vaults in an instant, and making gold watches dissappear as if they were never in their owners pockets to begin with. His existence and unique abilties inevitably drew attention from those searching for individuals like himself, and with great difficulty by agents of the War Department he was finally apprehended. In custody, Swift Thunder was given the choice between the noose, or coming to work for the US government. Initially wanting no part of a white mans empire, he relented at the prospect of a hanging. His first few year with the War Department was marked with bitter resentment at what he considered to be enslavement. But upon seeing their work he came to understand that individuals with unique powers must be kept in check lest they abuse their powers like he once did.

PostPosted: Sun May 02, 2021 9:44 am
by Cylarn
Application
Name: "Eb. Want a full name? Ebenezer Walsh."
Age: "I'd say...forty-two."
Appearance:

Place of Birth: "East Tennessee. Can't rightly say I was born in a town."
Relatives: "I got nine siblings - three brothers, six sisters."
Previous professions:
  • "I joined the Army at sixteen - that was '66, just after the War. They sent me out West; I did two years in the saddle, out in New Mexico. Lied about my age, and paid for it with my innocence. Can't say I am entirely divorced from the government; I still ride scout and drive wagons when the forts are contracting out service.

First impressions: (How does your character come across at first glance?)
Personality:
Opinion of other characters: (Please indicate opinions towards people who applied before you, even if not yet accepted)
Opinion of the mission:
Employment history: (Why did you get involved with the War Department?)

Power/drawbacks:
Equipment:

Bio: (Short, a few paragraphs at most)

PostPosted: Sun May 02, 2021 9:44 am
by Main Nation Ministry
I do have a good idea for a character, but I don't want him to be too powerful. Along with being deemed "too scary" in the IC.

Basically the idea is that he's a revenant who is also nicknamed "Cactus Jack" for the wrong reasons, inspired by Candyman. The gimmick is that he was a Butch Cassidy type of outlaw who only wanted to rob trains, making him easy-going when he was alive. However, he ends up getting arrested after robbing a gold train belonging to a crime family. While in prison, the crime family hires some thugs to bribe the warden to deliver their own form of "punishment" to Cactus Jack.

After a botched execution of hanging, they decide to give Cactus Jack the chance to survive his torment, albeit it will be cruel and unusual. Cue his "transformation", which he survives, however when he tries to get help from a nearby town, he gets mistaken as the undead and gets shot up, killing him officially. He gets buried in a grave near a cactus patch, hence the name, however he ends up coming back to life by witchcraft.

I do want to give him some weaknesses to make sure he isn't completely overpowered, though I might give him some weaknesses. Maybe he can be weak, due to being unable to be near religious imagery or materials. Maybe he requires flesh or something to survive. I'm open to some ideas, but my character is a bit chaotic in terms of appearance and the like.

PostPosted: Sun May 02, 2021 10:03 am
by Rupudska
This is a WIP

Application
Name: Maryam Djazairi al-Saharaoui [Majda Mazigh]
Age: 26
Appearance: this is the 21st century we use links if we don't use images

Place of Birth: Constantine, French Algeria
Relatives: None in the Western Hemisphere
Previous professions: French Foreign Legionnaire

First impressions: (How does your character come across at first glance?)
Personality:
Opinion of other characters: I shall do this Later
Opinion of the mission:
Employment history: (Why did you get involved with the War Department?)

Power: Alchemical infusion: Maryam is able to infuse objects she can touch with certain useful properties - searing heat, freezing cold, that sort of thing - you know the Mystic Knight class in Final Fantasy? It's like that.
Drawbacks: Her power works strictly at contact ranges, in that she can only infuse properties onto objects she is physically touching. Her diet and mood both have an impact on the strength of her power, making some infusion types stronger or weaker, or making them all stronger/weaker.
Equipment: Bay Barb horse, named Alared. Fusil Mle 1886 Lebel rifle (or Winchester Model 1886), with barrel shortened to a carbine length. Remington Model 1875 Frontier Army revolver. Light cavalry sabre, model unknown.

Bio: (Short, a few paragraphs at most)

PostPosted: Sun May 02, 2021 11:51 am
by Great Confederacy of Commonwealth States
Madrinpoor wrote:
Application
Name: Calavera
Age: Unknown (But 70 for the admin's sake)
Appearance: He wears a very wide brimmed hat and a tattered poncho and boots that look like they were made from snakeskin. His skin is stretched tightly across his face, and his eyes are sunken — he looks less than human. There are marks below his eyes that look like three black dots you would find on a sugar skull, they may be birthmarks, tattoos, or paint. Nobody really knows. His hands have similarly stretched out skin, and are very bony. He is hunched over and looks very old but nobody knows how old he really is.

Place of Birth: Mojave Desert, nearish to Las Vegas (only big city I could find in the Mojave desert) but on the California side
Relatives: All dead
Previous professions: A coach protecter (guarding against highwaymen) and then part of the Mexican Army in the Mexican-American war

First impressions: Mysterious, spooky, loner
Personality: Very quiet, when he talks, he is very mysterious
Opinion of other characters: I'm first!
Opinion of the mission: Another job, and maybe a way to find the Tohono. (This will make sense when you read my bio)
Employment history: He was hunting for the Tohono, and one of the War Department's heads, Matthew J. Callahan, was attacked by bandits. Calavera saw them from a ridge, and called down to the bandits to leave Callahan alone. When they didn't leave, Calavera used his powers and sent all of them running, but Callahan was injured and couldn't run. Calavera stopped his powers and helped Callahan. He realized Calavera was a homme extraordinaire, and he asked Calavera to help the government find others. Calavera agreed. Another job.

Power/drawbacks:

Powers: He can create images of ghosts or monsters using the fears of the people he's attacking, a power he calls "the Haunt". He creates their noises and their horrifying images and they send people screaming. They call him the "King of Ghosts" in the Mojave.

Drawbacks: The Haunt scares everyone around him, including his teammates, so it is better used when he is alone. Also, people can resist it if they know what's coming or are very strong willed. Someone that has lost everything, like him, also isn't susceptible to the Haunt if they have gotten over their loss completely.

Equipment: A poncho, a hat, dirty clothes, a whiskey flask with a saguaro cactus engraved on it, a bowie knife, a pistol (Colt .44), a satchel with some food and a guitar.

Bio: At the age of seven, his family was killed in a Comanche raid on his village in retaliation for some people from his village murdering 40 Comanche children. he went to live in a mission in the desert, still grieving for his family, but was repeatedly beaten by the priest. Calavera let go of his family and resigned to his fate of servitude, but decided he wanted to take out his pent up grief and anger on those who do bad in the world. Originally a normal man, he became a carriage protector, fighting off bandits and highwaymen. When the Mexican-American war came around, he enlisted in the Mexican Army (California was a part of Mexico then) and fought at the Alamo and Goliad. However, on a mission with his squad team, they were ambushed by Comanches and most were killed. Calavera escaped into Southern Arizona. His horse died in the heat of the Sonoran, and he was very, very close to death, but he came across a Tohono O'odham hunter, who took Calavera back to the Tohono camp. Calavera rested but contracted a very, very bad disease and the healer didn't know how to save him. She took him across the desert to the Baboquivari Peak to find an old shaman who claimed he was I'itoi, the Elder Brother, who created earth. I'itoi healed Calavera, but noticed that Calavera had powers he didn't know he had, and trained Calavera in how to use them. Calavera rode off to the Comanche camp, now with many of the original raiders long dead, and slaughtered every single person with a machete, a pistol, and their greatest fears hijacking their minds. Then he went to the mission, but the priest was dead. Calavera dug up the priest's grave and crushed the priest's bones and scattered them in the desert for the vultures to pick at. Calavera then saved the War Department guy and joined the team, see my above answer


Edited!

Yes, this is exactly what I meant; him having a power and a shaman helping him to realise it is perfect, thank you. In that case, happily accepted!

Also, don't worry about the age. We can say that his powers make him somewhat more spirited and lively than his contemporaries, that's fine.

Countesia wrote:
Application
Name: Swift Thunder
Age: 23
Appearance: Considered exotically handsome by some, with sharp features and piercing, emotionless eyes. Dark olive skin common to indingenous americans and thick black hair. His most common attire is a jet black three peice with a belt for his tomahawks.

Place of Birth: Unknown,
Relatives: Unknown, likely all dead.
Previous professions: Bank Robber.

First impressions: At a glance, Swift Thunder does not seem to speak the western toungue. This is untrue, he just has very little to say. He will follow the orders of who he respects, but he is very loathe to open himself to the likes of the white man and their machinations.
Personality: He is a man of few words, who will do what you ask and do it with cold effeciency. He does not enjoy his work, but he does not disagree with why it must be done. For all his gruffness, he does however hold a soft spot for fellow natives and wildlife. but struggles to interact with former due to his little exposure to native culture.
Opinion of other characters: They are his colleagues. He respects them for their abilities and leadership skills but does not seek to make friends.
Opinion of the mission: After spending years abusing his abilities for crime, he understands the need for the US government to keep tabs on fellow powered individuals.
Employment history: (Why did you get involved with the War Department?) Originally a prisoner, eventually went to work for them.
Power Swift Thunder, named after his ability to break the sound barrier, is able to reach speeds of 800mph. He is also considerably versed in the use of his knives and tomahawks.
Drawbacks This abilility is incredibly taxing on his metabolism. Swift Thunder is constantly hours away from starvation. He must consume over ten thousand calories a day to maintain his body weight. Unsure of how to satiate such a need for calories, The War Department ships in whale blubber to meet his nutritional needs.
Equipment: Twin custom forged tomahawks. An assortment of knives and knuckle dusters.

Bio:

Swift Thunder cannot remember his people, his tribe, or if he ever had one at all. His earliest memories are of an insiginicant orphanage in Oklahoma as an outsider ostracised from the start for the colour of his skin and his uncivilised, savage origins. Whether he was spared from a massacre by an individiual sympathetic to the native plight, or surrendered by his own kin, he once again does not know, and cares not. Knowing that he was alone in a world increasingly dominated by the western powers, he would slip out during the night and never looked back to the closest thing he ever knew to a home. Surviving off petty pickpocketing, thievery and mugging, the emergence of his powers only served to deepen his ties into the world of an outlaw.

After spending the rest of his childhood and early adulthood abusing his powers to empty entire bank vaults in an instant, and making gold watches dissappear as if they were never in their owners pockets to begin with. His existence and unique abilties inevitably drew attention from those searching for individuals like himself, and with great difficulty by agents of the War Department he was finally apprehended. In custody, Swift Thunder was given the choice between the noose, or coming to work for the US government. Initially wanting no part of a white mans empire, he relented at the prospect of a hanging. His first few year with the War Department was marked with bitter resentment at what he considered to be enslavement. But upon seeing their work he came to understand that individuals with unique powers must be kept in check lest they abuse their powers like he once did.


Looks good! Good to have someone of Native American origin (although I would want to know what tribe he hails from, even if he doesn't know himself).

The one thing I would take issue with is the speed: 800 mph is closer to teleporting in the context of the 19th century. The land speed record at that time was 82 mph, and was held by the Bristol & Exeter railway in Britain (until 1903, when it was overtaken by motor vehicles). A horse can go 55 mph at top speed. So, I am going to suggest a top speed that's a bit more in line with the times, just to make it comprehensible. It doesn't change anything about your backstory, per se, the power stays the same, but say 100 mph would be a more reasonable top speed for a super-powered human. It will still be twice as fast as the best horse in full gallop, and faster than the speed record of trains at the time, which trains in the Great Plains are almost never going to hit.

PostPosted: Sun May 02, 2021 11:51 am
by Voxija
Application
Name: Isaac Berkowitz
Age: 45
Appearance: A 5' 8", greying man with a receding hairline, long beard, and many scars and wrinkles. Has a distinguished aquiline nose and sad brown eyes. Wears a long black cloak, a black top hat, and carries a smooth black cane and a revolver.

Place of Birth: The Ukrainian town of Koroshny.
Relatives: Moishe Berkowitz (father, deceased), Malke Berkowitz (mother, deceased), ten siblings (some deceased, some not, but Isaac has no contact with them either way), Hannah Berkowitz née Sokol (wife, deceased).
Previous professions: Soldier in the Russian army for eleven years, tailor for thirteen years.

First impressions: First observers see him as cold and aloof, possibly too consumed with his own thoughts to talk to anyone else. They might possibly see that Isaac has gone through some trauma. What first observers don't see is a meek old man. They observe that Isaac still has much strength left in him, even at middle age.
Personality: Isaac is a broken man, trying to fix himself. He uses wit and humor to get over the bad things that have happened to him. While friendly to people he trusts, Isaac is quite reserved around others. He is quite an intellectual, and enjoys games of chess. Isaac has no small measure of determination, and will do anything to protect those he latches onto.
Opinion of other characters: "I do not like Calavera. The man seems to have bad intentions."

"Swift Thunder is a bitter man. He has been hurt by fate. He reminds me of me in some ways."

"Marjam is a useful woman! I think she will be a good asset to this mission."

"I will work with all of these men and women. I have to, if I am to be accepted by this new wonderful country."
Opinion of the mission: "I think it's personally distasteful, but I still want to serve my new country, and this is the best way to do so."
Employment history:
  • 1848-1854 Student
  • 1854-1874 Soldier in the Russian army
  • 1875-1888 Tailor
  • 1888-now Soldier in the American army. Isaac "got volunteered" after some Army recruitment officers heard about his powers. Isaac stayed there because he latched on to America as his new country and he wants to serve America and prove he can be a good citizen.

Power/drawbacks: Isaac can conjure maggots and other insects in someone else's body to eat them alive. Isaac does not like to use his powers except as a last resort, being personally disgusted by them. It also takes a lot of strength to use those powers, and Isaac might collapse if he uses them on more than ten people at once.

Bio:Isaac Berkowitz was born in the Ukrainian town of Koroshny in 1845. His parents were a poor farmer and housewife, who had ten children besides Isaac. They were pious Jews, but Isaac wasn't pious, preferring mischief instead.

The boy was conscripted into the Tsar's army at the age of nine. Isaac was educated in a cantonist school, where he was pressured to convert to Orthodox Christianity. But every time they tried to convert Isaac, he was somewhere else playing. At the age of 18, when Isaac officially started his military service, he seemed to be broken, but he was just holding back.

Near the end of his twelve allotted army years, at the age of 29, Isaac deserted after one too many abuses. Isaac discovered his powers while while fleeing from soldiers chasing him. He was frightened by them, and just wished to return to a normal life without any trouble. After Isaac deserted the army, he returned back to Koroshy, but both his parents were dead and his siblings were scattered in other villages, dead, or had unrecognizably changed.

Isaac Berkowitz settled down in Koroshny, became a tailor, married a girl named Hannah, and reconnected himself with his faith. Alas, Isaac and Hannah could not have any children, and they could not have a normal life. After about five years of normal living, an angry mob attacked Koroshny and burned down businesses. Isaac killed them with his powers, but not before they raped his wife. Hannah then committed suicide.

Isaac decided he'd had enough of Russia, and so immigrated to America, land of the free. He set up a thriving tailor shop in New York City. Isaac loved America. Perhaps too much. When army recruitment came to Isaac's house, hearing rumors about a Jewish tailor who used his powers on some toughs trying to steal his sewing machine, Isaac Berkowitz joined gleefully. He didn't consider the parallels between this and his own experience as a nine-year-old. Now he's on this mission.

PostPosted: Sun May 02, 2021 11:57 am
by Countesia
That's fine. I didn't know what kind of power scale we were going off so I deliberately high balled it so I wouldn't be left underpowered. 100 mph is perfect.

PostPosted: Sun May 02, 2021 11:57 am
by Great Confederacy of Commonwealth States
Main Nation Ministry wrote:I do have a good idea for a character, but I don't want him to be too powerful. Along with being deemed "too scary" in the IC.

Basically the idea is that he's a revenant who is also nicknamed "Cactus Jack" for the wrong reasons, inspired by Candyman. The gimmick is that he was a Butch Cassidy type of outlaw who only wanted to rob trains, making him easy-going when he was alive. However, he ends up getting arrested after robbing a gold train belonging to a crime family. While in prison, the crime family hires some thugs to bribe the warden to deliver their own form of "punishment" to Cactus Jack.

After a botched execution of hanging, they decide to give Cactus Jack the chance to survive his torment, albeit it will be cruel and unusual. Cue his "transformation", which he survives, however when he tries to get help from a nearby town, he gets mistaken as the undead and gets shot up, killing him officially. He gets buried in a grave near a cactus patch, hence the name, however he ends up coming back to life by witchcraft.

I do want to give him some weaknesses to make sure he isn't completely overpowered, though I might give him some weaknesses. Maybe he can be weak, due to being unable to be near religious imagery or materials. Maybe he requires flesh or something to survive. I'm open to some ideas, but my character is a bit chaotic in terms of appearance and the like.


I like the idea, although there is one thing I have to remark: powers cannot be granted through witchcraft, so it would be more plausible for him to have the power from birth, only to realise once he actually died. After all, the power of un-death is one not easily discovered.

As for drawbacks, I'm just going to shoot a few ideas, you can mix and match as you want:

1. While he can take much punishment, he cannot actually heal himself, so any damage is permanent. That means he will have to sew himself back together from time to time.
2. If he 'dies', he actually has to take some time to recover, a bit like regeneration in Doctor Who. It takes some time to get all the bits back together and to regrow a spine, should that become an issue.
3. Like you said, he needs some hard-to-get material to sustain himself; human flesh, fresh blood, anything. If he doesn't get that, he will slowly start to decay.
4. Maybe he just always looks off-putting, which means he has to wear a bandana constantly, for instance.

Not all of these are as negative as the others, so you can see what fits your idea best. Basically, as long as he can be in actual danger, that's great.

PostPosted: Sun May 02, 2021 12:02 pm
by Great Confederacy of Commonwealth States
Countesia wrote:That's fine. I didn't know what kind of power scale we were going off so I deliberately high balled it so I wouldn't be left underpowered. 100 mph is perfect.

Ah yes. Don't worry, I am not really interested in springing that kind of trap on the players. I will make sure people's powers are fitted to the story, and that all powers have their own use.

PostPosted: Sun May 02, 2021 12:08 pm
by Great Confederacy of Commonwealth States
Voxija wrote:
Application
Name: Isaac Berkowitz
Age: 45
Appearance: A 5' 8", greying man with a receding hairline, long beard, and many scars and wrinkles. Has a distinguished aquiline nose and sad brown eyes. Wears a long black cloak, a black top hat, and carries a smooth black cane and a revolver.

Place of Birth: The Ukrainian town of Koroshny.
Relatives: Moishe Berkowitz (father, deceased), Malke Berkowitz (mother, deceased), ten siblings (some deceased, some not, but Isaac has no contact with them either way), Hannah Berkowitz née Sokol (wife, deceased).
Previous professions: Soldier in the Russian army for eleven years, tailor for thirteen years.

First impressions: First observers see him as cold and aloof, possibly too consumed with his own thoughts to talk to anyone else. They might possibly see that Isaac has gone through some trauma. What first observers don't see is a meek old man. They observe that Isaac still has much strength left in him, even at middle age.
Personality: Isaac is a broken man, trying to fix himself. He uses wit and humor to get over the bad things that have happened to him. While friendly to people he trusts, Isaac is quite reserved around others. He is quite an intellectual, and enjoys games of chess. Isaac has no small measure of determination, and will do anything to protect those he latches onto.
Opinion of other characters: "I do not like Calavera. The man seems to have bad intentions."

"Swift Thunder is a bitter man. He has been hurt by fate. He reminds me of me in some ways."

"Marjam is a useful woman! I think she will be a good asset to this mission."

"I will work with all of these men and women. I have to, if I am to be accepted by this new wonderful country."
Opinion of the mission: "I think it's personally distasteful, but I still want to serve my new country, and this is the best way to do so."
Employment history:
  • 1848-1854 Student
  • 1854-1874 Soldier in the Russian army
  • 1875-1888 Tailor
  • 1888-now Soldier in the American army. Isaac "got volunteered" after some Army recruitment officers heard about his powers. Isaac stayed there because he latched on to America as his new country and he wants to serve America and prove he can be a good citizen.

Power/drawbacks: Isaac can conjure maggots and other insects in someone else's body to eat them alive. Isaac does not like to use his powers except as a last resort, being personally disgusted by them. It also takes a lot of strength to use those powers, and Isaac might collapse if he uses them on more than ten people at once.

Bio:Isaac Berkowitz was born in the Ukrainian town of Koroshny in 1845. His parents were a poor farmer and housewife, who had ten children besides Isaac. They were pious Jews, but Isaac wasn't pious, preferring mischief instead.

The boy was conscripted into the Tsar's army at the age of nine. Isaac was educated in a cantonist school, where he was pressured to convert to Orthodox Christianity. But every time they tried to convert Isaac, he was somewhere else playing. At the age of 18, when Isaac officially started his military service, he seemed to be broken, but he was just holding back.

Near the end of his twelve allotted army years, at the age of 29, Isaac deserted after one too many abuses. Isaac discovered his powers while while fleeing from soldiers chasing him. He was frightened by them, and just wished to return to a normal life without any trouble. After Isaac deserted the army, he returned back to Koroshy, but both his parents were dead and his siblings were scattered in other villages, dead, or had unrecognizably changed.

Isaac Berkowitz settled down in Koroshny, became a tailor, married a girl named Hannah, and reconnected himself with his faith. Alas, Isaac and Hannah could not have any children, and they could not have a normal life. After about five years of normal living, an angry mob attacked Koroshny and burned down businesses. Isaac killed them with his powers, but not before they raped his wife. Hannah then committed suicide.

Isaac decided he'd had enough of Russia, and so immigrated to America, land of the free. He set up a thriving tailor shop in New York City. Isaac loved America. Perhaps too much. When army recruitment came to Isaac's house, hearing rumors about a Jewish tailor who used his powers on some toughs trying to steal his sewing machine, Isaac Berkowitz joined gleefully. He didn't consider the parallels between this and his own experience as a nine-year-old. Now he's on this mission.


So, while I think the character is good, I feel that his powers and his backstory might be a bit of work. So, having the ability to kill on demand with the maggots is somewhat overpowered, especially since it leaves no defence. Being able to use it on 10 people at the same time, as well, is quite powerful. However, I don't really see how we can balance it without the power becoming too niche or too situational. The power, perhaps, does not really slot into the setting too well. If you want me to brainstorm with you about a more appropriate power, I am here for it.

Also, and this is more of a personal point, the sexual assault trope of having a wife commit suicide is a bit tricky. It's not really an issue of realism, but it puts me off.

PostPosted: Sun May 02, 2021 12:12 pm
by Voxija
Great Confederacy of Commonwealth States wrote:
Voxija wrote:
Application
Name: Isaac Berkowitz
Age: 45
Appearance: A 5' 8", greying man with a receding hairline, long beard, and many scars and wrinkles. Has a distinguished aquiline nose and sad brown eyes. Wears a long black cloak, a black top hat, and carries a smooth black cane and a revolver.

Place of Birth: The Ukrainian town of Koroshny.
Relatives: Moishe Berkowitz (father, deceased), Malke Berkowitz (mother, deceased), ten siblings (some deceased, some not, but Isaac has no contact with them either way), Hannah Berkowitz née Sokol (wife, deceased).
Previous professions: Soldier in the Russian army for eleven years, tailor for thirteen years.

First impressions: First observers see him as cold and aloof, possibly too consumed with his own thoughts to talk to anyone else. They might possibly see that Isaac has gone through some trauma. What first observers don't see is a meek old man. They observe that Isaac still has much strength left in him, even at middle age.
Personality: Isaac is a broken man, trying to fix himself. He uses wit and humor to get over the bad things that have happened to him. While friendly to people he trusts, Isaac is quite reserved around others. He is quite an intellectual, and enjoys games of chess. Isaac has no small measure of determination, and will do anything to protect those he latches onto.
Opinion of other characters: "I do not like Calavera. The man seems to have bad intentions."

"Swift Thunder is a bitter man. He has been hurt by fate. He reminds me of me in some ways."

"Marjam is a useful woman! I think she will be a good asset to this mission."

"I will work with all of these men and women. I have to, if I am to be accepted by this new wonderful country."
Opinion of the mission: "I think it's personally distasteful, but I still want to serve my new country, and this is the best way to do so."
Employment history:
  • 1848-1854 Student
  • 1854-1874 Soldier in the Russian army
  • 1875-1888 Tailor
  • 1888-now Soldier in the American army. Isaac "got volunteered" after some Army recruitment officers heard about his powers. Isaac stayed there because he latched on to America as his new country and he wants to serve America and prove he can be a good citizen.

Power/drawbacks: Isaac can conjure maggots and other insects in someone else's body to eat them alive. Isaac does not like to use his powers except as a last resort, being personally disgusted by them. It also takes a lot of strength to use those powers, and Isaac might collapse if he uses them on more than ten people at once.

Bio:Isaac Berkowitz was born in the Ukrainian town of Koroshny in 1845. His parents were a poor farmer and housewife, who had ten children besides Isaac. They were pious Jews, but Isaac wasn't pious, preferring mischief instead.

The boy was conscripted into the Tsar's army at the age of nine. Isaac was educated in a cantonist school, where he was pressured to convert to Orthodox Christianity. But every time they tried to convert Isaac, he was somewhere else playing. At the age of 18, when Isaac officially started his military service, he seemed to be broken, but he was just holding back.

Near the end of his twelve allotted army years, at the age of 29, Isaac deserted after one too many abuses. Isaac discovered his powers while while fleeing from soldiers chasing him. He was frightened by them, and just wished to return to a normal life without any trouble. After Isaac deserted the army, he returned back to Koroshy, but both his parents were dead and his siblings were scattered in other villages, dead, or had unrecognizably changed.

Isaac Berkowitz settled down in Koroshny, became a tailor, married a girl named Hannah, and reconnected himself with his faith. Alas, Isaac and Hannah could not have any children, and they could not have a normal life. After about five years of normal living, an angry mob attacked Koroshny and burned down businesses. Isaac killed them with his powers, but not before they raped his wife. Hannah then committed suicide.

Isaac decided he'd had enough of Russia, and so immigrated to America, land of the free. He set up a thriving tailor shop in New York City. Isaac loved America. Perhaps too much. When army recruitment came to Isaac's house, hearing rumors about a Jewish tailor who used his powers on some toughs trying to steal his sewing machine, Isaac Berkowitz joined gleefully. He didn't consider the parallels between this and his own experience as a nine-year-old. Now he's on this mission.


So, while I think the character is good, I feel that his powers and his backstory might be a bit of work. So, having the ability to kill on demand with the maggots is somewhat overpowered, especially since it leaves no defence. Being able to use it on 10 people at the same time, as well, is quite powerful. However, I don't really see how we can balance it without the power becoming too niche or too situational. The power, perhaps, does not really slot into the setting too well. If you want me to brainstorm with you about a more appropriate power, I am here for it.

Also, and this is more of a personal point, the sexual assault trope of having a wife commit suicide is a bit tricky. It's not really an issue of realism, but it puts me off.



Hmmm. Do you think that summoning a swarm of bugs, that can only attack one person at a time, and that someone can fight off, would work?

And I might just have the angry mob kill the wife instead, serves the same purpose in the storyline.

PostPosted: Sun May 02, 2021 12:16 pm
by The Black Remnant
Hello there!

I saw this in the latest topics, and albeit I've not been in a superhero RP for some time(this is a puppet of an older nation), I'd like to spitball four different powers on my mind:

Umbrakinesis: Manipulation of shadows. A primarily stealth-based ability, requiring patches of darkness and enabling the ability to essentially "hide" in someone's shadow.

Bodily Transmutation: In effect, all mass originating from the user's body can be transmuted at will. Can't form complex mechanisms, and requires equivalent mass to produce(an anvil would need the mass of an anvil, for example).

String manipulation: A bit of a fun one, basically anything that can be identified or considered analouge to a "string", ranging from actual string to chains and barbed wire, can be manipulated within a certain range.

Spin: This one's basically a jojo reference. The user can manipulate the rotational energy of objects around them, enabling a variety of niche applications.

PostPosted: Sun May 02, 2021 12:35 pm
by Countesia
The Black Remnant wrote:Hello there!

I saw this in the latest topics, and albeit I've not been in a superhero RP for some time(this is a puppet of an older nation), I'd like to spitball four different powers on my mind:

Umbrakinesis: Manipulation of shadows. A primarily stealth-based ability, requiring patches of darkness and enabling the ability to essentially "hide" in someone's shadow.


Have you finished watching Shadow & Bone on Netflix by any chance? :p

PostPosted: Sun May 02, 2021 1:03 pm
by The Black Remnant
Countesia wrote:
The Black Remnant wrote:Hello there!

I saw this in the latest topics, and albeit I've not been in a superhero RP for some time(this is a puppet of an older nation), I'd like to spitball four different powers on my mind:

Umbrakinesis: Manipulation of shadows. A primarily stealth-based ability, requiring patches of darkness and enabling the ability to essentially "hide" in someone's shadow.


Have you finished watching Shadow & Bone on Netflix by any chance? :p


I don't watch much netflix shows nowadays. Most of my stuff is either YouTube, Hulu, or Amazon.

PostPosted: Sun May 02, 2021 1:09 pm
by Main Nation Ministry
Great Confederacy of Commonwealth States wrote:I like the idea, although there is one thing I have to remark: powers cannot be granted through witchcraft, so it would be more plausible for him to have the power from birth, only to realise once he actually died. After all, the power of un-death is one not easily discovered.

As for drawbacks, I'm just going to shoot a few ideas, you can mix and match as you want:

1. While he can take much punishment, he cannot actually heal himself, so any damage is permanent. That means he will have to sew himself back together from time to time.
2. If he 'dies', he actually has to take some time to recover, a bit like regeneration in Doctor Who. It takes some time to get all the bits back together and to regrow a spine, should that become an issue.
3. Like you said, he needs some hard-to-get material to sustain himself; human flesh, fresh blood, anything. If he doesn't get that, he will slowly start to decay.
4. Maybe he just always looks off-putting, which means he has to wear a bandana constantly, for instance.

Not all of these are as negative as the others, so you can see what fits your idea best. Basically, as long as he can be in actual danger, that's great.

Maybe for his powers, he discovers that he has less pain tolerance, which he uses for his advantage when he's alive. However, when he gets tossed in a grave after his "death", he might end up regenerating into something more abnormal, turning him into the Cactus Jack he currently is.

I keep track of your ideas, though he's is already going to look prickly due to the state he's in, hence his name. I do want to make his appearance look a bit demonic, so I doubt a bandana will conceal things, unless he hides himself well.

PostPosted: Sun May 02, 2021 1:52 pm
by Talchyon
Tag. I will be apping. Maybe with that water manipulator type we were talking about.