NATION

PASSWORD

Gods Among Us V4.0 [Superhero] (OOC|OPEN)

For all of your non-NationStates related roleplaying needs!
User avatar
Primordial Luxa
Postmaster-General
 
Posts: 12092
Founded: Oct 30, 2012
Left-Leaning College State

Gods Among Us V4.0 [Superhero] (OOC|OPEN)

Postby Primordial Luxa » Tue Jun 07, 2016 6:56 pm

Image


Gods Among Us is a character and faction based, story driven, role play. It focuses on Superhero, Action, Fantasy, and Science-fiction genres with an occasional dose of Political Intrigue and Lovecraftian Horror.

Gods Among Us uses a combination of Sandbox and Rail-road play to provide players to interesting stories to participate in as well as means for them to create their own stories and add to the setting. Many of the threads have an overarching plot which all the events and actions in it will likely feed into. Players are free to explore the world and interact with other characters. When players feel lost or unsure what do we encourage them to join the rail-roaded stories where they can work towards the main plot.

Players are encouraged to work with characters to create multi-faceted stories, create complex and realistic characters, and try to lead others on their own adventures.



-----FAQ-----



What makes God Among Us different from other Superhero stories?
Gods Among Us in an incredibly long-live RP. It has gone through many renditions each improving into an effective and efficient medium for storytelling. Our OP’s and Co-OP’s are skilled GM’s and organizers who have a history of storytelling and managing P2TM threads. Another is that God Among Us has an OP and Co-OP system that allows Co-Ops to pick up control if the OP leaves permanently or temporarily. Thread abandonment and vacations are not an issue with this thread. We also boast one of the most focused stories RP’s on Nationstates, our OP’s and Co-OP work tirelessly to craft a world where detailed and impressive stories about people with powers can be told.

What is your player base like?
God Among Us has an amazing cast of players, all talented and growing writers who are eager to catch you up on the plot, happily involve you in their stories or simply be friendly. We encourage inter-player interactions so you and your characters will always have others they can rely on both IC and OOC.

Besides Superhero what other Genres are in play?
God Among Us incorporates numerous other tropes and genres to create a varied setting where all kinds of stories can thrive and coexist. Adventures about hero’s hunting down villains can exist side by side with political thrillers about states fighting over living WMD’s. Horror can rear its head when power falls into the wrong hands and comedy can ensue while heroes struggle through their daily lives.

Does God Among Us have a story?
Yes and No. While there are large events and backstory there is not a specific story being enacted rather there are many stories which work together to build a greater setting. These stories can include a handful of character or all of them and can be as varied and unique as imaginable. So you could say that God Among Us is a story about stories, a million different unique adventures that make up one heroic whole.

Does God Among Us use railroaded stories or sandboxed stories?
Gods Among Us uses both. Some threads which have a single railroaded story which breaks that allow for open sandbox play before players are put back on the tracks to continue the main story. Other threads are open sandboxes with railed roaded stories spread throughout them that players can jump on when they want to. We use this combination so that players who want a guided plot to interact with can use the railroads, while people who want to explore can use the sandbox.









-----The Setting-----


The Psuedo-Gene

The Psuedo-Gene has always been with humanity, a holdover from the primordial ooze all things came from, it allows the body to suddenly alter itself in times of great stress. It doesn’t respond to every stress or even in every person but occasionally when the conditions are right the gene will react to the dangers and totally alter a human body granting it new abilities and traits in a burst of sudden spontaneous evolution. These stressful events don’t need to be physical and can be caused by social factors. A rash of bullying can inspire the Psuedo-gene just as much as a car crash.

Frequently these powers take the form of physical changes, such as gills to prevented drowning, malleable skin to hide from foes, and caustic skin to harm foes. When the powers do change a person, it is because of an entire full physiological change, as every cell in their body is altered so their new powers can work without damaging themselves. Often the gene produces a physical mutation along with the power a visceral physical change that makes the afflicted something more (or perhaps less), human.

The Gene is the most common way people in the world can gain powers, it is something already inside each of us dormant waiting to be let out. Almost 1 in 8,000 people have had there Psuedo-gene activated and this has filled the world with powerful people. In the past, the powers would have been minor, barely even noticeable to less advanced cultures but something has changed and the powers are now undeniable and blatant. The random nature of this gene and the random nature of the abilities it grants means that power in the world has shifted widely. Random people, in random countries, are gaining powers to rival entire armies and many countries struggle to control these living WMD while also weaponize them.

The Ravenning

The mind is a fragile thing. A clockwork contraption of glass. A dangerous thought, an errant seizure, a crossed neuron and the unthinkable can happen. Nothing exemplifies this more than The Ravenning, a strange psychic phenomenon that descends on mankind periodically to alter and pervert the minds of humans. A string of dreams and nightmares that drive most people to madness and suicide in most cases, which tend to target the socially isolated, mentally feverish and artistically sensitive. But for those who can survive it, the spell of nightmares concern undersea cities and nightmarish chanting, offers power.

Those who come out with their minds more whole than most are graced with enhanced mental faculties enlightened by the psychic bulwark that imprinted itself on them. Some can control people’s bodies, others can control their minds in passive or active ways, some can create and manipulate minions through sheer mental will. Some have minds that become hyper-efficient at processing information tailored to interpreting or processing the world around them. Others gain knowledge of technology centuries beyond anything regular humans can achieve in a field of engineering.

The Ravenning has been thought to exist from 1925 or perhaps the dawn of time but it has changed the world. Minds reel and die, others mutate and thrive as builders, controllers and analyzers crop up to manipulate others becoming dreams and nightmares just as real as the ones they experienced. Luckily the Ravenning limits itself to about 1000 people a year only of which a tenth tend to develop powers but occasionally for small periods of time it can wax in power afflicting millions.

The Outside

The cosmos is a terrible roiling thing of empty vistas, hungry black holes and ravenous stars. It’s power should never be underestimated but it frequently collides with our island of ignorance to great effect. Burst of radiation used by interstellar communicators, parasite laden asteroids, discard shell casings from weapons launched across lightyears, all these and more can imbued humans with the power to tap into light, gravity, nuclear forces and electromagnetism. There also exist a variety of powers right under our nose, invisible beings lurking beyond our senses, alternate universes and extra dimensions laden with matte, energy and life. Intelligent, hungry life.

The outside tends to manifest in unassuming but radically unnatural ways. Humans infected with alien energy, entities and intelligences can expect themselves to be blessed with abilities related to projecting ranged offensive abilities, shifting their body into alternate states of matter and energy, or confusing enemies with unnatural ways of obfuscating senses. Humans tend to be unable to ever fully control these powers and likely their bodies and the abilities modify themselves to be used in one or two very particular ways so the host is ripped apart by their own power.

Many human organizations try to contain and limit these powerful manifestations of the outside. When objects from manifest on our small three dimensional planetoid agencies try to harness it and manipulate it. Entire wars have been fought between secret societies and international organizations for the right to mine fallen stars ripe with radiation. Often those who do learn that the universe is filled in intelligence and sentience in forms we could never guess. Sounds, colors, wavelengths and even stranger objects can be alive and have goals and motives. When humans try to control and absorb these powers they quickly realize the motives of these things and are forced to cooperate.

The Spells

The universe is vaster than we know, but creatures from the Outside have found a way to handle it, mold it and control it in unified ways. These formulas, codes, and rituals were handed down, methods for shaping the stars, merging minds and ripping apart universe slowly devolved and were simplified into more manageable abilities by the primitive creatures that got their hands on them. An ape trying to use a nuclear bomb. Tentatively called wizards, witches and sorcerer may know a single spell, but one spell alone is enough to make a person a god among mortals and a wizard would be idiotic to share even a single ounce of his knowledge with another.

Spells are not magic missiles that throw balls of fire or other handwaving superpowers. Best to look elsewhere for those kinds of powers. Magic is an artform, a complex system of using the discipline of visualizing and manipulating trans-dimensional energy fields. Acoustic signals (words of power) and geometric matrices (sigils and gestures) act as control systems, which have transcended mere material technology. The energies bleed between universes through pinpoint wormholes, often dependent on specific patterns of stellar and cosmic radiation.

The magical community and the races that have become so steeped in magic they are not unnatural have shunned the mundane world. Our world is an ashtray to them and they flee to the Dreamlands Abyss and hills to escape our pitchforks as much as to escape our ugliness. But things have changed, the magical community can feel the barriers they’ve established are fraying, they have kept their secrets well but soon maybe in ten years maybe a hundred the walls will come crashing down. Will there be wars? Who will strike first? With what weapons and for what goal? Will there be retreat? From where? To what haven? These are the questions that ever insane hermit wizard and anarcho-punk occultist must ask themselves.

* Also see the Dreamlands, Gods of Earth and A Word on the Soul


  1. Don’t use Superpower Wiki, its terrible, please ignore it as any kind of reference. Use the PRT Classifications instead they are much more thematic and well thought out.
  2. Don’t make a power generic. Make a power unique. Give it a special gimmick or unique rules that people haven’t seen before. Instead of “I can teleport”, try “I can teleport any objects in my line of sight, but I need to switch them with something of equal size and weight.” If you can instantly think of another fictional character with a similar power then you are doing something wrong, change it some way.
  3. Make powers that are specific. Don’t have “fire manipulation” have some very specific thing your character can do with fire “Can transform anything they touch into fire”. A good rule of thumb is that your power should be describable in one or two sentences, not one or two words.



    Try deciding on one of the four sources of power first, then look at the below tips on what that power source usually entails.
  4. The Pseudo-Gene
    1. Tends to grant powers that enhance strength and durability, alter the users form or appearance or powers that are melee-ranged or touch-based.
    2. Examples might include people who have scales and enhanced muscles, people capable of transforming into specific alternate shapes, or who can deliver electric shocks through their hands. Brutes, Changers, and Strikers.
    3. Some characters with similar powers would be The Hulk, Plastic Man, Wolverine, Roc, Hierophant and Red Specter.
    4. Common weaknesses for people with the Pseudo-Gene tend to be...
      1. Large, clumsy and unsightly physical mutations. Many affected by the Pseudo-gene wind up looking like a horror movie monster and many have forms that handicap them to a large degree.
      2. Pseudo-gene powers are typical “always on” or have conditions for activating that are specific. It may be that you need to be in combat to activate them or need certain things nearby.
      3. The powers are tuned to one specific kind of threat, usually the threat that created them, and maybe useless against other kinds of threats.
  5. The Ravening
    1. Tends to grant powers that can control others or create minions, can create or alter devices with futuristic technology or that focuses on information gathering.
    2. Examples might include a person who could control a person for a short period of time by touching them, a person who could create futuristic items that moved water around, or a person who could read any language imaginable. Masters, Tinkers, and Thinkers
    3. Some characters with similar powers would be Cyborg, Emma Frost, Midnighter, Heartache, Dr. Violet, and Muse.
    4. Common Weaknesses for people with Ravening tend to be
      1. Violent, debilitating and dangerous mental problems. Phobias, Manias, Sudden panic attacks, PTSD, Nightmares whenever the sleep, strange compulsions, personality and identification disorders. Migraines which can last for days, weeks or months at a time if the power is used too much or improperly.
      2. Powers may need to time to build up. You’ll need to build a blowtorch powerful enough to weld adamantium before you can even think about building that death robot.
      3. The power to build devices is specific in nature. Usually, you build ONE kind of device (swords, bombs, weapons made of copper) or you build in a very specific way (long-term projects, projects with a random drawback, projects with a certain range).
  6. The Outside
    1. Tends to grant powers that can produce ranged offensive threats, allow the user to shift into another state, or that focus on stealth and infiltration.
    2. Examples might include a person who could fire blasts of radiation from their eyes, a person who could turn their body into acid for short periods of time, or a person that could make people perceive them as an innocent bystander. Blasters, Breakers, and Strangers.
    3. Some characters with similar powers would include Cyclops, The Atom, The Human Torch, Calamity Rose, Crimson, and Ris.
    4. Common weakness for people afflicted by the Outside tend to be
      1. A parasitic or symbiotic relationship with one’s powers. It has certain demands which must be paid, either to make it work, to keep oneself alive to prevent negative consequences.
      2. Certain materials, events, or occurrences may become lethal or hazardous to the source of there powers and therefore themselves. Mundane elements can become lethal in a kryptonite-like manner.
      3. The Outside force may product negative side effects as a natural process of its existence. It might produce radiation, suck the life from nearby allies, or render the user blind at random moments.
  7. The Spells
    1. Tend to grant powers and cause effects that can manipulate or grant powers in some capacity, can enhance mobility, or have a power with and area of effect.
    2. Examples might include a person who can teleport to a safe location when their bones are broken, a person who can copy the powers of someone for an hour if they drink their blood, or a person who can make swords, teeth, and trees to grow from the ground at random. Movers, Trumps, and Shakers.
    3. Some characters with similar powers would include Shade the Changing Man, Glaistig Uaine, Enchantress, Metatron, Roanoke, and Brookes.
    4. Common weakness of using Spells tend to include...
      1. The user needs to alter themselves in some way permanently, it’s usually debilitating, degrading, and it’s always HARD. Maybe you need to cover yourself in ugly degrading tattoos that make you impossible to love.
      2. Spells are usually time-consuming and require a series of very specific materials and components in order to work. Mistletoe, amethyst, human remains, certain star alignments and other elements are important. Ask me if you can’t think of good ingredients.
      3. Failure to follow the instructions of a spell can lead to the spell failing to work, backfiring in some way, changing targets, reversing effects or producing 20 kiloton nuclear explosions at MY discretion.

  • Basilisk Rising: Scott Industries, medical assistance AI, S.T.R.I.N.G.S. develops both a plan to cure all human diseases and create a utopia on earth. However, convinced that the vast majority of humans would only abuse its utopian gifts S.T.R.I.N.G.S. enacts a plan to punish all humans who wouldn't benefit its Utopia retroactively. With a group of other villains, S.T.R.I.N.G.S. creates an electric signal that rewrites humans mind to become immobile and suffer unspeakable pain. After constructing a body, hijacking radio wave codes, and medical data, S.T.R.I.N.G.S. attacked the Cheyenne Mountain Base with her team. However, through the combined efforts of the Knights, the Agency, Exo, Scott Jordon, and ADAM, S.T.R.I.N.G.S. was defeated and her allies scattered.
  • Inalieable: An assumed dead NYPD officer turned domestic terrorist begins his plans for Meta-Human supremacy. After staging a chemical weapons attack on a school a little over a week prior, the man -Blank- joins forces with another Meta -Osteo-. Together they plan out an attack on Grand Central Station as a test for a Virus capable of suppressing Meta-Human genes. The attack was considered a success and the Virus is very quickly deployed as an aerosol. After a battle at three locations, involving several casualties of law enforcement and federal agents the plan is foiled, and Blank is captured. Osteo is discovered to have 'attacked' the Raven Rock facility in Philadelphia, though he is quickly apprehended by Agency forces.
  • Turf War: A war raged in New York City as the Illuminati sought to take advantage of the UN and IMF, the Knights waged a covert war of sabotage and espionage seeking to prevent them from using their demonic powers and corrupt reptoid infiltration to turn the people of the NYC into the pawns of their New World Order. Meanwhile vigilantes struggled with the Mafia, a secret enemy growing after a long fall, lead the The Hound, the NYC Mob has ruthlessly embraced moderarnity, superpowers and all in an effort to beat back the other gangs.

The Knights of America are the only state sanction vigilante group in the United State. This means if you fight crime and you are not a member of the government or the Knights what you are doing is illegal and will be prosecuted to the fullest extent of the law.

The Knights maintain their vigilante monopoly in many ways. They have a very good public image, have a very low collateral damage history, high success rates in catching criminals, a partnership with DARPA and occasionally blackmailing or assassinating congressmen to expand their power. Knights are heroes but they are not all good people, even though the public has little knowledge of their more nefarious dealings. All Knights saves people and stops crime, but many of them do it out of the goodness of their heart, they usually are motivated by greed, narcissism and sadistic tendencies. But would you rather have these people on your side or against you?

The Triptych refers to three of the most powerful heroes in the world who together created the Knights of America. Archon, Ultrawoman and Nevermore, each was devastating in their own right. Archon was so powerful that he frequently couldn’t prevent crimes because the collateral damage would be greater than the lives saved so much so that fighting him was classified as an attempted act of genocide by the UN. Ultrawoman could control people’s minds across time and use alien weapons to wipe out entire armies. While rumors hold that not only is Nevermore responsible for over a thousand political and business assassination, but they may be thousands of years old. Right now, the general public believes that the Triptych are off in space or underground defeating some kind of secret enemy, with the remaining Knights able to bring them back in case of a crisis. Only the Knights and select officials know that this is a lie. These three have totally disappeared, what they’ll do when they get back and what could happen if people learned they were gone is incredibly worrying.

Characters can join the Knights in many ways, either in a thread or retroactively. The big caveat is that the Knights are very worried about their public image, so they won't hire anyone who is a well-known criminal. Unknown criminals, however, are free to join. The main ways people join the Knights are by applying and going through a series of physical, mental and background tests like you would for a position with the CIA. However, sometimes the Knights will find the enemy there fight is also Knights material and if it's a safe PR move will try and recruit them. Another common way people get recruited is by getting traded from other government groups or getting poached. The CIA will trade there superspies for the Knights congressional votes or DARPA's latest tools, and the FBI and Army doesn't pay as well so people frequently try to join the Knights from there.

The Dreamlands
AKA the Collective Unconscious, the Realm of the Impossible, the Reality of Thought.
The Dreamlands is a realm made entirely out of thoughts, emotions, ideas, feelings, passions, philosophies and of course dreams. Nearly everything imaginable exists in the Dreamlands in one form or another but is separated from our reality by being made out of different sorts of matter and energy. People subconsciously influence it by wishing and thinking abstract thoughts which combine in a sort of metaphysical black hole that is the dreamlands.

The Dreamlands is divided into three sections. The Overworld, everything above ground which is primary filled with massive cities of gold and obsidian, rolling fields filled with extinct animals, rivers the size of oceans and other strange things made of imagination. The Underworld is the realm of Nightmares, monstrous Gug, continent-sized pits of bones, and every hell mankind every thought up. The Moon is the third area and is home to the strangest dreams imaginable, God’s, Humans and other strange creatures shun the Moon and the Black Ships that sail from it, those who go, don't return etcetera. The vast majority of the Overworld is made out of Utopian Cities which mankind imagines and the Underworld is mostly caves filled with monsters we were scared of when we were young.

As a general theme, much of the Dreamland has a classical myth's feel about it, the area's with electrical technology are incredibly rare, and computers probably don't exist here. On the other hand, slave-staffed galley's, gladiatorial area's and monarchies are abundant. The Dreamland is filled with billions of people and creatures, some very much like our's and some very different. These people's are farmers, miners, soldiers, slaves and other regular people with the occasional wizard or barbarian champion standing out from the crowd. The monsters can be nearly everything, but the most horrible are the monstrous Moon Beasts, the faceless Nightgaunts, and the horrible Shantaks. Some rare humans have managed to make themselves god's in this realm, through will and imagination alone they can shape the Dreamlands making servants, castles, and powers to their heart's content. The most powerful of these is King Kuranes of Celaphais.

Not everyone who sleeps enters the Dreamlands. Most do not, most dreams are just regular old dreams. The easiest ways of entering the Dreamlands are by becoming an effective lucid dreamer. Lucid Dreamers can alter their dreams to enter the Dreamlands usually through the Seventy Steps of Light Slumber and then the Seven Hundred Steps of Deeper Slumber. A person who enters the Dreamlands this way wakes up when they die.

However, some people can physically enter the dreamlands. Either through weak points between our worlds (the Himalaya’s, certain alleys of Jerusalem, and other magical locations), magical artifacts (Ruby Red Slippers, the Silver Key, and enchanted pillows) or magical spells and drugs. A person who fully enters the Dreamlands has no body to wake up physical in if they die and so merely dies.

The Gods of Earth
Every deity and God humanity has every worshiped or thought up exists.
In the Dreamlands.

The emotional power of billions of humans combines in the Dreamlands to create these powerful creatures known as the Gods of Earth. They are formed out of the hopes, dreams, fears, emotions and ideas of all the things that exist on earth and are given shape. Here is Zeus, Ra, Odin, even Xenu, also the "God" of the various different monotheistic religions all of which created their own different "God". While these GOE were made by this collective mental energy they are not sustained by it and can live long after they are forgotten.

Their powers usually emulate those that we believe them to have. But almost none of the GOE are actually responsible for the acts which are attributed to them. Zeus didn’t ACTUALLY imprison the Titans, Sekhmet never ACTUALLY killed half of Egypt and Thor doesn’t ACTUALLY create thunder. However, many of the GOE believe in the myths about themselves and reenact their myth cycles like skits.

Occasionally the GOE find a way to influence the real world but this is insanely rare. Just like how humans can enter the Dreamlands, things in the Dreamlands can exit. It is INSANELY rare and one of the quickest ways for a GOE to attract the attention of the Crawling Mist. When they enter our reality this isn’t the massive world-shattering powers that would be attributed to them, usually just a hurricane, earthquake or minor war. Still, GOE can be lethal in large numbers. Sometimes they give a fraction of their powers to mortals or inspire humans to great feats so their worship continues.

Most of the GOE live in Kadath a castle/prison. Kadath is the perfect retreat for GOE it is all the pleasures that only a GOE can survive. Once a GOE enters Kadath they rarely leave, first because it is so enjoyable and also because of their Jailers, the Crawling Mist and the Dark Man. More powerful than gods by a wide margin these things enjoy treating the GOE like toys, pampering them in their own personal luxury doll house. More and more GOE come to live in Kadath especially as “science” becomes more popular.

In the Dreamland's these GOE are very powerful, but when they leave the Dreamlands they lose much of their power and become weaker (Superman tier). GOE have died and been beaten before by humans and other creatures. As powerful as they are no GOE is invulnerable, several were slain by powerful wizards, ancient mythical warriors have killed their fair share, more than one has died to a Nuke to the face, and meta-humans have killed almost half a dozen at this point. Most notably were when the Knights killed Quetzalcoatl. It took the loss of a few cities worth of casualties but he’s dead now.

It is important not to confuse the God’s of Earth with the Elder Gods, the Outer Gods, the God’s of another planet or other crazy creatures.

What is a soul?
A soul is an intangible, metaphysical organ that most sentient creature on earth needs in order to live. Think of it like a heart that you can't touch, see, or feel. It's there, and it's vital to your existence, but unlike other organs, normal folks can't seem them or mess with them. Without a soul, a human can't live, it is as important to bodily functions like a brain, liver or heart. However, bits and pieces can be removed and a person can live albeit in a crippled state. A person with half a soul will find it hard to find pleasure in all things, be constantly depressed and see humans as unreliable.

Souls have lots of energy. A single soul could run a city block for a week if you could convert it to electricity. This energy is VERY hard to convert, most blood sacrifices are designed to do just this, kill a person and use their death throes to convert a soul into a more useful kind of energy.

However, one does not always need to rip and destroy a soul to get it’s power. Souls produce small amounts of power, like a human would sweat or an animal might shed. Every day an average soul releases around one-tenth of a souls worth of energy. Many magicians use this regularly discarded and useless soul excess to power their magic. Others might store it up using crystal balls and wands to produce bigger spells. Stealing and converting soul excesses is VASTLY easier than stealing and entire soul and usually only makes the victim a little bit tired.

Sell your soul.
This a promise to a powerful creature that when you die they can absorb your soul energy before it becomes stale, robbing you of a chance at afterlife and causing a pain so intense it feels like a thousand years of torture.

But what about afterlife?
Remember the dreamlands? Those are the afterlife, the only way to get into one is to have a mind and a soul that are on such a close wavelength that they continue to exist in the dreamlands. This means typically only the really good or the really bad get to live on. Normal folks souls just slowly decay after they die because they don't have a mind that can continue to keep their soul alive. What makes your mind and soul in tune? Whatever the heck we want. Special drugs? Sure. Having a high/low moral opinion of yourself? Why not. Being magic? Again if it makes sense I'll roll with it.

But this religion says...
Some religions might represent different ways the soul works. Reincarnation might represent those rare instances when a soul and brain become so in tune with the real world that they can infect developing children. These issues will be solved on a case by case basis.




-----The Rules-----


  • OP's and Co-OPs
    • OP's word is Law. The Co-Op's word is heavily favored.
    • Our OP is Primordial Luxa, Our Co-OP's are Dyelli Beybi, and The Republic of Atria
    • For the sake of fairness, only OP’s and Co-OP’s will RP the Governments of the world/news media/general population/large setting important organizations etc.
    • If you do something as stupid as this, OP’s and Co-OP’s reserve the right to tell you your character is dead.
  • PG-13/Sex/Violence
    We may have minors ergo our IC and OOC are PG-13. Keep it that way. GAU is not the place to act out your violent or sexual fantasies. Violence and sex are allowed, of course, but we employ a "fade to black" or peripheral violence rule rather than expose minors to graphic content or obscene material. You can obtain further guidance here. Explicit rape is taboo. NPCs are not there to be spindled, mutilated and torn apart unless of course, it's combat.

  • Role Play Etiquette
    • Godmodding and metagaming are not allowed. Do not kill other players character without their permission and remember that it is up to a characters owner to determine to what degree and attack affect them. However, the reverse is true and if you don't list appropriate damage to a character when they should suffer some sort of injury that is also Godmodding.
    • We don't use multi-colored or oddly formatted fonts for dialog. We also don't use asterisks to denote action. You must use proper punctuation and grammar; we aren't here to teach basic English.
    • If you have a problem with a player, take it to TG. If that does not work, bring it to the OP or a CoOP's attention. Do not turn the OOC thread into chaos.
    • Bogging down other players through lack of posts or low-quality posts without offering satisfactory OOC explanation (esp. if posting of high quality in other RPs) will earn a warning; further problems will lead to player removal from the roster.
    • If your character(s) are a vital part of the current event(s) and you don't post IC within a sufficient timeframe, OP’s and Co-OP’s will take over the running of your characters until you return. If it looks like you aren't planning to (and I will make every effort to contact you), OP’s and Co-OP’s may kill them off in a manner they find amusing.
  • Character Creation
    • Generally, just don't make your character too overpowered. To keep this RP fun for everyone, please try to pitch your characters at the Green Lantern/Wolverine/Cyborg/Spider Man level of power. Do not pitch them at the Superman/Dr. Manhattan level of power.
    • The OP and Co-Ops reserve the right to ask for a reapplication or unapprove a character if your interpretation of what their power level was differs from what you pitched and what it was understood to mean.
    • DO NOT simple post links to Superpower Wiki pages, these are not detailed and usually always overpower and over complicated. DESCRIBE your characters power and give examples of how strong, weak or variable a power is.
    • The Non-Organic Rule: Powers are assumed to not directly alter organic matter and living things unless explicitly stated. For example, a person with Telekinesis (The ability to move things with there mind) cannot rip a heart out of a person's chest unless stated. A Pyromancer cannot turn another living creature into fire or make a fire inside of them. An Electromancer cannot absorb electricity from a person unless stated and a reality warper can only warp inorganic matter unless stated so.
    • The Rule of Science: Smart characters such as scientists and inventors cannot be “The smartest” or “best” at any one thing. They can be really good, great even, but they are not the best out of 6 billions humans. When making a Smart character please choose an area of expertise or a gimmick. For example maybe they focus on Electrical Device, maybe their a bomb making expert, maybe they are great at combing technology in odd ways, maybe their good at reducing the size of tech to absurd degrees.
    • The Realiy of Magic Rule: Do not post a character who knows "Magic" or some other kind of blanket magic. Spellcaster knows individual spells. These spells are very powerful but very narrow in scope. That is the boon of magic, it always works, it is a universal rule that is always applicable. But they are narrowly focused and hard to learn. A Magician with a few powerful spells is a threat beyond any. Some will know numerous lesser spells while most of the powerful magicians will know a handful of incredibly potent spells.
    • The following things are NOT considered weaknesses; personality traits, not having another power, something that true about anyone in a similar situation. Being stubborn is not a weakness, having super strength but not super endurance is not a weakness, armor being heavy is not a weakness.
    • Weaknesses are things that; limit when a power or tool can be used, are uniquely dangerous to a character that isn't usually as dangerous to a normal human, or situations when powers don't work at all. The inability of a green lantern to effect wood is a weakness, and Superman being weakened by kryptonite is a weakness.
    • This is an RP for original characters, it is absolutely fine to draw inspiration from something else, but if you are drawing so much inspiration that you might as well be playing the character that inspire you then what’s the point.
    • Keep the RP religion-sensitive. If you want to RP the existence of any god or member of a religion, be respectful.
    • Brownie points for incorporating existing elements of our story into your character or Lovecraftian elements. Look at the existing characters and have your character be related to them in some way. Ask to be part of an existing organization.
  • Scale and Story
    • One of the biggest problems faced by modern superhero stories is the issue of escalation. The earth can only be in jeopardy so many times before it becomes boring. After you save the earth fifteen times from Thanosied before it becomes boring to see people stop a bank robbery. Because of this, we will strive to make earth-shattering events few and far between so they keep their impact. Villains should rob banks, take hostages and do other traditional villain things. So if you want to have a villain kill more than 12 people in a single instant you will need permission.
    • The vast majority of people in this setting get their powers from being a Meta-human. A person with a Meta-gene that has been stimulated by stress, science, or magic and has altered that person's physiology. There is only 1 meta-human per 10,000 people. For every superhero, there are 2 people with an untapped Meta-gene that could modify them into a weak meta-human. Your powers can be from anything imaginable but the classification for humans that have powers is metahuman.
    • A major part of RPing gives and take. When you write a post you are not just writing for yourself, you are incorporating other people's characters, themes, and ideas. If you write as though only your characters matter and other people characters aren't important then you aren't really RPing.

-----Sign Up-----


Code: Select all
[spoiler=Character Name Here][box][align=center][size=200]Gods Among Us
Character Application[/size][/align]
[hr][/hr]
[size=150][b]Character Description[/b][/size]
[list][b]Given Name:[/b]
[b]Alternate Identities:[/b]
[b]Legal Status:[/b] (State Sanction Hero, Vigilante Hero, Criminal, Organized Criminal)
[b]Gender:[/b]
[b]Age:[/b]
[b]Species:[/b]
[b]Apperance:[/b] (URL or description please)
[b]Characters Biggest Strength:[/b] (Not just a power please)
[b]Characters Biggest Weakness:[/b] (not just related to a power lease) [/list]

[size=150][b]Motivations and Desires[/b][/size]
[list][b]Primary Goal:[/b] (What does this character want most in life. Make it specific)
[b]Secondary Goal:[/b] (What are the smaller steps on the way to this characters primary goal? What must be accomplished first in order to see it realized.)
[b]Fears:[/b] What are the visceral, psychological, regrets and existential fears of your character. What makes them flee in terror or freeze in panic. Not what makes them angry and encourages, what makes them RUN![/list]

[size=150][b]Powers[/b][/size]
[list]
[b]Primary Source of Powers[/b]: The Pseudo-Gene (Or C-Cells), The Ravenning, The Spells, or the Outside,                                   
[*][b]Power 1[/b]:
Effects: What does the power do and how does it do it? Please make reference to Range, Speed and/or Mass
Weaknesses: What counters the power? Stops it dead in it’s tracks or causes it to fail? What limits the usage of the power? When can it not be used?
[*][b]Power 2[/b]:
Effects: What does the power do and how does it do it? Please make reference to Range, Speed and/or Mass
Weaknesses: What counters the power? Stops it dead in it’s tracks or causes it to fail? What limits the usage of the power? When can it not be used?
[b]Equipment[/b]: (What tools or equipment does this character possess that is noteworthy? If it provides them with a noticable supernatural or obvious power that power must also be listed under power.)[/list]
 
[size=150][b]Background[/b][/size]
[list][b]Occupation: [/b] (How do they get money for houses, food and guns?)
[b]Training and Education: [/b] (Where did they go to school and learn what they know now.)
[b]Things any characters might know about them: [/b] (Things a quick google search would reveal)
[b]Group Affiliations:[/b] (Who are they loyal to? What clubs do they owe allegiance? Who do they consider master?)
[b]History and Bibliography: [/b] (How did it all come to this?)[/list]

[size=200][b]Summary:[/b] (1-5 WORDS that sum up the whole character. No sentences) [/size][/box][/spoiler]
Last edited by Primordial Luxa on Sun Oct 29, 2017 2:15 pm, edited 118 times in total.
Swith Witherward wrote:But I trust the people here. Well, except Prim. He has shifty eyes but his cute smile make up for it.

Monfrox wrote:But it's not like we've known Prim to really stick with normality...

P2TM wrote:HORROR/THRILLER Winner - Community Choice Award For Favorite Horror/Thriller Player: Primordial Luxa


Factbook (underconstruction)
Personification Life and GAU Posts
Luxan Imperial Narcotics (The ONLY narcotics store on GE&T)

User avatar
Primordial Luxa
Postmaster-General
 
Posts: 12092
Founded: Oct 30, 2012
Left-Leaning College State

The Vault

Postby Primordial Luxa » Tue Jun 07, 2016 6:56 pm


-----New Power Application Form-----


Code: Select all
[box][align=center][size=200]Gods Among Us
New Power Application[/size][/align]
[hr][/hr]
[b]Character[/b]  Who gains the power.
[b]Source of new power[/b] (Meta-Gene, C-Cells, Technology, Magic, Skill and Training, Species Traits, or something else)
[b]How power was gained[/b] (this is the most important part. If this is not believable and showed adequately in the IC then this will be rejected. Make sure your character had done a substantial amount of IC work to warrant this increase. If you have specific posts building to this please add them as a URL in addition)
[B]Sacrifice:[/b] What has the character lost when they gained this power? Have they given up time with their loved one? Has another power disappeared? Has there appearance changed?
[list][b]New Power[/b]:
Effects: What does the power do and how does it do it? Please make reference to Range, Speed and/or Mass
Weaknesses: What counters the power? Stops it dead in it’s tracks or causes it to fail? What limits the usage of the power? When can it not be used?
[b]Powers purpose:[/b] (How does the power improve the story? What do we all gain by this character having this power? What does it do to help the story beyond helping defeat enemies?[/list]
[/box]



-----Organization-----


Group Name: The Knights
Public or Private? Public
Group Size: 300: around 50 superpowered individuals and 250 support personnel (accountants, scientists, janitors, etc.)
Areas of operation:North America
Leader:Adam Walter
Sub Leaders:The Burning Eye N.U.M.B., Calamity, Hyper
Important Physical Assets:The DEiMOS (transphysical main base), Knights Pillar (Chicago base), Knights Fortress (New York base), The Pnath Beamer, the Trophy Room at Celaeno,
Monetary Assets: 4 billion on an average day but this is dependent on how much people donate
Greatest Restriction or Weakness Works with the government so they need to follow certain protocols, incredibly reliant on donations and government subsidies to remain active, their complete disregard for international laws makes them unpopular to other governments. Can’t operate quickly outside of their cities of operations due to bureaucracy
BackroundThe Knights were founded in 2005 shortly after their original members united to fight off the powerful and devastating power of Quetzalcoatl when he was summoned at the Serpents Mound. Their battle with him lead to the total destruction of two cities and massive casualties but the feather serpent was stopped before it could cause the total annihilation of the modern world and restructuring of cosmic space. After Archon delivered the killing blow with help from three meta-humans, an alien warlady, a secret society assassin and a sentient computer virus, he gather the entire ensemble and worked with them to lay the foundation for the first government sanction vigilante organization.

To this end Archon and Hyper convinced the United States Research and Development group DARPA to openly support them while Ultrawoman influenced NASA to support them and Nevermore and N.U.M.B. acquired several billion dollars to begin funding their operation. Over the course of a year the group persuaded, bullied and occasionally bribed several major elements of the US Military Industrial Complex into giving them assets and prestige. By 2007 the congressed passed the Knight of America Act giving them a measure of oversight and legally allowing the Knights to act both within and outside the law so long as they reported frequently to DARPA, NASA and the Pentagon.

The Knights celebrated their new official status by undergoing what some might call an aggressive recruitment campaign as they sought to gain as many metaphysical blessed individuals as possible. Some sought them out looking for a way to use their powers to the fullest extent without the need to hide from the police while others are forced to either join or be treated as threats to national security or rouge sentient WMD’s. During this time the group came into conflict frequently with emerging meta-criminals, secret societies, and super powered terrorist organizations, but for the most part the Knight dealt with all of them in a violently efficient manner.

In 2014 the United States attempts to draft the Knights for military action in South East Asia where several other countries had begun using powerful new assets and individuals in territory disputes throughout the region. The Knights tried to challenge the ruling in the supreme court but lost their case and around half of their members were sent to assist United States military forces in conflict zones. The introduction of some of the very powerful Knights caused increased tensions by countries throughout the area. Eventually superhumans from over a dozen countries collides in a series of small but incredibly devastating battles resulting a widespread loss of life and a general realization by the international community that many meta-humans were too dangerous for military application.

In 2015 founding Knight Archon left earth, along with him Ultrawoman was reported MIA somewhere in the south pacific and the always elusive Nevermore dropped back into status as an urban legend. However, by this time the Knights had over thirty members as part of their group and their vigilante actions continued without much interruption even though they had lost their most powerful members. N.U.M.B, Calamity and Red Specter have taken over command of the Knights with Hyper operating as their field commander and things have reached a state of relative peace that is until a new threat will pull the commanders out of their arm chairs.

Group Name: Apex Developmental Sciences
Public or Private? Public
Group Size: nearly 18k employees
Areas of operation:The company is American, but does business in several European countries, China, Japan, and Russia
Leader: William F. Braum, CEO
Sub Leaders: Katherine Holstone, CFO; Randolf Hulgran, Chief of Security
Important Physical Assets: The security division has a healthy budget, as well as enough manpower and high-end munitons to keep their assets in their hands. Several agents are Meta-humans; the company runs a variety of morally questionable or outright illegal experiments in their hidden laboratories.
Monetary Assets: estimated around $1 billion USD
Greatest Restriction or Weakness They are a U.S corporation, and any evidence of their criminal activities could cause the company several serious issues.
BackroundApex was founded shortly before the end of WWII, helping to develop several advances in bionics and medical technology for returning veterans. Although around the 19670s, the company became less concerned with morality. They are responsible for several tragedies during the Vietnam war, including the massacre for an entire platoon of U.S soldiers due to the augmentations of several men malfunctioned. This has not stopped their success, however. A re-branding to A.D.S and they are still a major force in the field of super science.

Group Name: American Shadow Syndicate. (Also known as The Shadow Syndicate, A.S Syndicate, or just The Syndicate)
Public or Private? S.H.A.D.E Industries is the more public face of The American Shadow Syndicate. The Syndicate is also well known, but the fact that they're anywhere close connected is utterly secret.
*Group Size: Approx. 10,000 in the mortal realm (75 Umbrarum Family members; 50 Shadow demon minons; 25 Cambion minons; 9,825 human minions, and 25 Meta-humans); countless shadow demons in the Shadow Realm.
Areas of operation: North America, Europe, Eastern Asia, including Japan and China.
Leader: Domini Umbrarum (Filia's father and God of the Shadow Realm; goes by many other names, including 'The Dark One').
Sub Leaders: Filius Umbrarum (Filia's eldest brother; Domini's eldest offspring and second-in-command), Frater Umbrarum (Filia's Uncle), Soror Umbrarum (Filia's Aunt), and other elder members of the Umbrarum family.
Important Physical Assets (Growing List): Umbrarum Manor (New York); Tenebrous Castle (Britain); Sombra Tower (Mexico); Yami Castle (Japan); Dunkle Schatten Castle (Germany); S.H.A.D.E Industries (International); Shadow Realm (city of Imperium Umbrarum being Capital City).
Monetary Assets: One of the most wealthiest families and crime organisations in the world, making tens of millions of dollars from the conglomeration of corporations that is S.H.A.D.E Industries.
Greatest Restriction or Weakness Made up of many demonic and dark creatures, most members must rely on darkness and the shadows, being unable to be in the sun. They are also vulnerable to holy and light magic. Many hero groups know about the Syndicate, but not it's relationship with S.H.A.D.E Industries, and have had countless standoffs since it's foundation.
Backround The history of the Shadow Syndicate is ancient, going back to the dawn of creation. For the Syndicate is just one of many crime organisations throughout the centuries, controlled by a group of primordial shadow demons, that would become known as the Umbrarum family, with the evil being that would become known as Domini Umbrarum as the oldest, most powerful and most ruthless of them all. This most ancient family first entered the Mortal Realm from the Shadow Realm, a part of the Dream Realm that they rule. For countless millennia, the family kept watch, with their particular interest on the race of primitives on the Planet Earth what would become modern day humans, finding them to be quite a useful race to manipulate.

Millenia later, the Umbrarum Family would begin to interact with humans, taking their shape and inflitrating their society and infrastructure. They took part in, and at many times even influenced countless events throughout history. They manipulated mankind for their own nefarious schemes, creating hundreds of crime organisations throughout the ages. They even began to intermingle with humans, giving birth to many cambions that would go on living even today.

Eventually, the Umbrarum Family became very powerful and spreaded across the world. Later during the industrial revolution, the family founded S.H.A.D.E Industries, starting out as a group of textile factories that would later become a conglomeration of many corporations throughout the world. They also created a new crime organisation called The American Shadow Syndicate, which became the hidden face of their industrial organisation. For the past hundred of years, they relished in causing chaos throughout the world and have been working with several other criminal organisations and villain groups since the Syndicate's foundation.

*Please note that this number is just for The Syndicate, not S.H.A.D.E Industries.

Group Name: The Siren Cartel
Public or Private? Semi Public. The Cartel works through middlemen and fronts which are known while the main organism is known only to a few.
Group Size: Large, likely in the thousands (If you consider the number of people in production, distribution, acquisition and protection)
Areas of operation: The Siren Cartel has it's headquarters somewhere in Texas, and operates in New York, LA, London, Chicago and Is beginning to expand into Asia with Tokyo being their first foothold.
Leader: The enigmatic Candymaker. The Candymaker is a mysterious figure whom not many people know about. The few that do are aware that she’s a scientist whom went rogue after being sidelined despite being instruct mental in a breakthrough which revolutionized theoretical meta power tracking. Other than that she’s pretty much anonymous.
Sub Leaders: Protection is headed by Thea Fawlkner (An ex mercenary) and Acquisition by the esteemed Dr Theorem (An ex scientist villain like the Candymaker) and Distribution is headed by James Treatch, ex pharmaceuticals ceo.
Important Physical Assets: Drugs mostly, those which give temporary boosts to physical ability, giving temporary ESP and other wierd supernatural products. All of them are addictive to varying degrees. The list is:
Pump: Pump is a liquid drug which can be either drank or injected. 50 ml of Pump acts like an instant steroid, “pumping” the user up to peak human strength in the span of thirty minutes. Unfortunately that muscle doesn’t last for long (Roughly an hour), and using it more than three times in the span of 12 hours will likely cause your bones to snap like twigs. Anyone with actual super strength taking it would feel little to no effect, if it didn’t kill them. Pump also tends to affect the fight or flight center of the brain, making you choose fight more often even when off the drug. Pump also will slowly deteriorate the brain, making the user dumber. Injecting Pump makes the muscle build insanely fast and triples the effect, but taking even a little more than the recommended 100ml dosage will be fatal and injecting at all it leads to horrible cardiovascular problems.
Stim: Stim or “Hyperstimulant” is a liquid which causes the body to run at a much faster pace. Taking Stim means you can run faster and react quicker. Taking more stim increases this effect, but Stim overdoses cause the heart to literally exhaust itself or your lungs to give out swifter. Stim also excites the parts of the brain responsible for fear, overstimulating them at the slightest provocation. If someone with already increase speed were to take Stim, it would either have no effect or actually kill them. repeated stim use can also cause major short term memory problems and early Alzheimer's.
Psych: Psych is a hallucinatory drug absorbed through the skin. Most of the time it won’t really have any effect apart from a slight tingling feeling. Sometimes though, psych can split the body from the mind, allowing the latter to temporarily wander the dreamlands for a time. Most return with confusion yet the acute and never forgettable experience. Others go to places like the Moon or Underworld and return with a mind thoroughly broken, if they return at all. No one’s quite sure if it’s magic or not that allows the drug to do this.
Brain: Brain makes you smarter, allowing you to concentrate more, be more creative and boost your IQ for a time. Brain has also been known to cause aneurysms, Seizures, migraines, Strokes, contusions, blood clots and even paralysis.
Shaper: Shaper allows the user to change their physical shape for a week. This drug is rare, expensive and highly addictive. Shaper responds to the users desires, though it can only go so far (It can’t make you a hundred feet tall or something). Shaper has both physical side effects and mental side effects, and once you start taking shaper the only question is which will break you first. Shaper causes genetic mutations in the DNA, since it requires dramatic use of mitosis which can lead to cancers and tumors. Then the mental effects, which cause the subject to slowly loose their memories of their identity and personal memories, soon leaving them little more than empty soulless shells before the cancers claim them.
Flame: Flame is a drug which gives the user the power to generate heat and project fire for some time, as well as being temporarily flame retardant. Flame gives people a real power trip, making them feel like their invincible. Unfortunately Flame burns up calories to create fire, so it can lead to you inadvertently starving yourself. In the long term, it has been known to cause a condition where cold temperatures and skin to skin contact can cause excruciating pain.
Stoneskin: Stoneskin thickens the skin and the bones to incredible levels. It makes people near immune to regular punches. However as it thickens the skull it also causes a minor strain on the brain as well as many of the major organs. It also tends to leave people generally drained of energy and willpower.
Few members of the Siren Cartel are crazy enough to sample their own product. Even by the standards of regular hard drugs Meta-drugs are scary, yet they’re surprisingly popular.
Monetary Assets: Quite large and increasing with various rackets, The Sirens sponsor minor supervillains and then sell information on how to catch them to crooked superheroes. Quite often they’ll legitimately sponsor super villains or merely criminals for no discernible reason and then except a payback. Not to mention the regular metadrug trade and laundering assets.
Greatest Restriction or Weakness Ultimately the Sirens are gangsters, and they're hunted down by the police so they have to trade as subtly as possible. They are also as a result limited in the speed of their growth and the things they can do without calling undue attention to themselves. Killing cops and DEA agents is generally bad for business.
BackroundThe Siren Cartel was the efforts and brainchild of an unknown scientist whom built the organization up from the ground. She managed to convince several prominent gangs to become part of the cartel, and the sirens have been eluding police with bribes or facade gangs, managing to stay under the radar and avoid scrutiny.

Meanwhile their products have had a lot of attention. The US has now moved their priorities in the drug war from regular drugs to stopping the influx of metadrugs. Campaigns have being going up against these new metadrugs with awareness in schools and such, but new ones seem to be popping up as fast as they can be put down.

Group Name: SS Abteilung für Paranormales
Public or Private? The organization is very private but it does have a public face although it isn`t known as that. Reich Industries.
Group Size: 250.000
Areas of operation: Central, North, South and Southeast Europe, Siberia, North Korea, South America, since recently the USA, Central and South Africa, The Moon and the Antarctic
Leader: SS Standartenführer Dietrich Ekerhart Haegler
Sub Leaders: Doctor Mengele, Johann Reichhart, Oscar Dirlewanger, Antonia von Böhmen, Wenzel Reich
Important Physical Assets: Moon Base, Neuschwabenland Antarctic Base, Folterschloss castle somewhere close to Obersalzberg, Marienburg castle
Monetary Assets: Massive amounts of ressources, mainly supplied from old benefactors or the new Reich Industries. These ressources do include, money, natural ressources, property, weaponry etc.
Greatest Restriction or Weakness Hated by most of humanity thus not having much public support. But they`re working on changing that.
Backround Soooooooooooo, let`s see what we can do about this. Let`s say in 1198 a certain group was founded by fanatical christians in the so called "Holy Land". They where supported by the Papal State and become one of the many orders created to deal with heretics, including magicians and abominations. They soon stood out due to their brutal and remorseless strategies and the fact that they had managed to become a state. Yes, you`re right! I`m talking about the Teutonic Order, the predecessor of the current organization. But as we all know the order was defeated and cast down to be a simple vassal of the polish. Untill they were united with Brandenburg. But the order was still shattered. Catholicism was breaking away and due to them still being catholic they weren`t supported by the state and the people in any way. And so the Grand Master of the order decided to only make it mandatory for someone to be German and have more faith into christianity than into the hereticism of the faraway countries.

That`s when the Prussian King finally decided to build up a small department to counter the supernatural. And the remnants of the order were the only candidates still around. And so the order was turned into a department of the Prussian KIngdom. Though it stayed very small untill 1871. Back then, when the German Empire was formed, the order was too small to cover all of the new german territories and so it received a huge boost in funding and support but still stayed something unknown to the public as the Kaiser didn`t want any word about this to come to the public and create a mass panic. Back then Bismarck was the leader of this department and before he was kicked out by the Kaiser he reformed the whole department and militarized it. They later made up the mysterious "Gespentsterdivision" of the German Empire.

1914 the first World War broke out and all of the 8 German armies were sent to the frontlines. Not so the paranormal Division. But due to enormous losses on the frontlines they were deployed there as well in 1917. The division was one of the best equipped combat units at that time and was also almost completely a secret. British, French and American forces suffered high losses when they tried to go up against those. They were stationed at the southern end of the front, rather close to Switzerland. Now the cruelty of the war and their fanatical loyalty disheartened the men of the division who had been trained in the old ways of religious knights with the same set of morals. In the end their blind love for Germany made them break with their moral codes and they went from keeping away the fire or ending it to capturing and using the fire to fight fire.Conspiracy Theorists believe this unit existed in a massive size and the craziest of them believe them to have orchestrated some of WW1`s greatest mysteries, which were a strange disease that drove the people into madness and made them evil as f### (However, mostly the German forces were affected by it) as well as undead hordes of dead coming out of the ground. The fallen of WW1. Not to mention demonic creatures and living barbed wire. But all of these events never came through to the public and an individual warrior managed to defeat the unchained forces of Germany`s paranormal division. And not much later WW1 ended.

Back in WW1 the individual warrior had killed the army`s leader, General Zimmermann. This made way for the rise of Colonel Haegler to the top of the army`s remnants. But WW1 ended and demilitarization hit the army and it was soon disbanded completely due to Entente restrictions. During the time of the Weimar Republic Haegler created the Thule society as some kind of civil department of his organization. Through the Thule organization he supported Hitler in his rise as he saw a great chance for the Organization to come back and regain it`s strength.

In 1933 the Thule Organization was merged with the newly created secret SS Abteilung für Paranormales. Now they finally got government funding again and where able to study a lot of paranormal events and energies as well as stories and old arcane ruins. But the funding and ressources they received were a mere shadow to what they received after 1942. Already at the beginning of the war the Department had begun to intern and lock up everything supernatural and perform dark experiments on them. After 1942, as the need for new weapons and more unconventional ways of warfare became visible, the Department got one really huge boost in ressources and manpower. The so called department had about 1,5 Divisions of men ready to do their duty. All of them incredibly loyal and the creme de la creme of the German/Austrian scientists, engineers and SS soldiers. And this new need and the next war which was going so badly for Germany now disheartened the members of the SSAfP. The longer the war dragged on, the more the once noble beliefs and causes of the knightly order vanished, replaced by the bitter reality and trauma of war, death and destruction.

Expeditions were made, weapons produced, secret bases built, but allied individuals which you could call heroes intervened again and again and thwarted the department in it`s plans to win the war. At the end of the war the department had made huge technological advancements, leaving the allies far behind in the dust. But the mass producing of these was always interrupted by the allies and at the end of the war the department, which had made itself responsible for many of the greatest war crimes ever committed (None of those ever reached the public. They reached the Military staffs and the Governments of both allies and axis but they never reached the masses as everyone feared a mass panic.), had to cover it`s tracks and flee into the Austrian Alps. These crimes they had committed were often last minute crimes to take as much as possible from the allies.
Now Haegler, after returning from his execution managed to strike a deal with the Soviet High Command. Rumour has it that he talked with Stalin himself.

After the war many fled to South America and from there many troops of the Division fled to the Antarctical Base of Neuschwabenland which they had started building before the war. Simultaneously a large amount of scientists let themselves get captured by Soviets and Americans. In Soviet Ranks the SSAfP lived on with the same people and the same doctrines but with the name of People`s Paranormal Department. They earned a lot of mistrust for that and were in constant rivalry with the Russian original counter paranormal organization. But at the end of Stalin`s reign the SS got free reign. They had given him more results than his original group. And so the SS disposed of their rivals in a single night, much like the "Knight of the long Knives". Apart from that the American Scientists acted as agents of the SS and the KGB before they were all purged by INSERTGROUPNAME. In Germany and central and Northern Europe they worked hard to get remaining Nazis back under their command. They also reestablished connections with the ones who fled to South America.

Now after the war, the SS felt the need to create a public image to organize their western agents. And so a man with the name Adalbert Reich created together with several Nazi affiliated industrialists the company Reich Industries (Think of it in it`s nowadays form as a fusion of Rheinmetall, Krauss Maffei, Heckler & Koch, ThyssenKrupp). It was a very successful company earlyon and received allied support during the Marshalplan and all that crazy stuff to boost west german economy back up. When Ratzinger was elected as Pope Benedict the Nazis were celebrating because he was one of them. In 1990, officially as to celebrate the reunion of Germany, Reich Industries launched expeditions onto the moon for "scientific reasons". Little is known that Nazi space vessels built in Neuschwabenland had already landed on the moon in 1948 and colonized it in 1950. The whole thing was a set up because several times things had gotten dangerously close to the moon base being spotted and Reich Industries now simply planted their own seal onto the buildings there to mark them as their complex and not tell the world that creepy nazis are in space.

Now, Reich Industries has decided to start operations in the USA to build up a new SS network there.
Last edited by Primordial Luxa on Fri Sep 15, 2017 1:20 pm, edited 85 times in total.
Swith Witherward wrote:But I trust the people here. Well, except Prim. He has shifty eyes but his cute smile make up for it.

Monfrox wrote:But it's not like we've known Prim to really stick with normality...

P2TM wrote:HORROR/THRILLER Winner - Community Choice Award For Favorite Horror/Thriller Player: Primordial Luxa


Factbook (underconstruction)
Personification Life and GAU Posts
Luxan Imperial Narcotics (The ONLY narcotics store on GE&T)

User avatar
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Tue Jun 07, 2016 8:03 pm

Super Identity: The Precinct 17 Butcher, The Butcher
Real Identity:Alaeon T'sevita/Anna Grey
Is real identity known to the public:Yes
Hero, Villian, Neutral: Neutral-Hero
Age:20
Gender:Female
Appearance: Visual Aid
Group Affiliation: The Agency
Powers:
  • Alien Physiology: An honest alien, Anna's heart is purely center line and is caged in bone, her liver, kidneys and bladder are all enrolled into a single organ, and her lungs are 50% larger than a humans, and she has 2 stomachs. Other than that not much is readily available besides a few allergies.
  • Telekinetic Aura: A field of energy native to Anna's species, it's capable of shredding inch thick steel, and cleaving people in half with a thought. In severe situations, it can crush armored vehicles and crumple titanium like tin, though it usually has some brutal physiological backlash.
  • Enhanced Agility: Simply more agile than most humans, she can walk a tightrope with ease and perfomr a plethora of gymnastics retinue with no faulter.
Equipment: Sig Sauer P226, Class III Kevlar Vest.
Weakness’s:
  • Extreme usage of her TK Aura will result in brain hemorrhage, which is possibly fatal in extended periods.
  • Several normal substances are possibly lethal to her.
  • Her TK Aura is limited to 5 meters.
Background:Born on an extraterrestrial ship that was under attack, her parents fled on a lifepod with her and fired it into space, hoping to be able to survive on another planet. As they floated through the soul sucking void, they started running out of food. To ensure their daughters life, they starved themselves and eventually died but a few days away from earth. When the pod managed to crash-land in upstate New York an older homeless man managed to open the pod to find Anna inside, he took the child in and cared for her until he died of heart failure when she was six years old.

In truth, the man who took care of her faked his death as a woman named Chrono injected him with a swarm of nanites, allowing him to fight for a better future (in his eyes) to keep his adoptive daughter safe, to ensure there would be no connection between the two, the man changed his name from Wladyslav Kowalski, to Arlen Goodwin.

After a year of living completely on her own she was taken advantage of by an officer of the NYPD's Precinct 17 when she was put in a holding cell for vagrancy and trespassing. During the event she butchered the offending officer and proceeded to kill everyone else in the building before vacating. The event changed the cautious, courteous child into an apathetic killer who's sole focus is to enforce her definition of justice.

After being captured by the Agency, she began to become less brutal, and slowly started to become a more stable person. She has since stopped using her TK Aura in a lethal fashion in all but the most dire occasions, and has almost sworn off lethal action unless it's beyond necessary. Though she recently started feeling something pulling against the back of her mind. Something familiar, yet foreign, as if she wasn't alone.
Summary: A alien who's only just aware of her heritage, she's trying to put away her past and it's grim events. Despite her will to gain a better life she can't seem to leave it behind, as all she knows is violence. She's capable of outright killing anyone within five meters if they are unprotected by anything, and she's capable of high wire walking though she's never tried to do so.


Super Identity: Atlas
Real Identity: David Kowalski
Is real identity known to the public: No
Hero, Villian, Neutral: Neutral-Hero
Age: 43
Gender: Male
Appearance: Face
Armor
Group Affiliation: Athena's Champions, The Agency
Powers:
  • Indomitable Will: Atlas will never give up, only when he's incapable of moving and injured to a degree that resembles a bag of butchered meat will he falter. His mental fortitude is nothing to laugh at either, due to mild insanity or a genuine implacability, any form of trying to get into his head and mess with him will be rebuffed with mild vulgarity and humor.
  • Tranquil Fury: Atlas rarely raised his voice above inside levels, when he does, either he's beyond pissed, or he needs to be heard, this doesn't mean that he isn't angry, just that he's good at hiding it.
  • Berserker Physiology: When he's wounded and angry enough, his body slips into an altered state which nigh ignores pain and starts overloading his body with survival processes. Killing him at this point is relatively easy, stopping him isn't.
  • Enhanced Condition: Strong enough to lift 6-8 tons, fast enough to dodge bullets and outrun cars, durable enough to run for miles or fall off the Empire State building.
  • One Man Army: As advertised, avoid confronting him with anything less than an army (if you're a normal human).
  • Special Ops Mastery: A master at the art of war, Atlas will not go silently into the night, however he will make sure that things are set up to kill you in the most efficient and lethal way possible.
  • MK III Power Armor: A rugged and technologically tame suit, it's comprised of synthetic muscle and neurological ports, and plated with titanium and AlON. Able to withstand pistol and small rifle calibers it's allows Atlas's strength to escalate even higher to the 10-15 ton range.

Equipment:
  • MK III Power Armor
  • Modified Remington 870
  • Modified Kriss Vector
Weakness’s:
  • If damaged to the point of uselessness, the power armor will burst into flames as an asset denial feature. And due to it's conductivity, electricity will harm Atlas almost doubly so.
  • Indomitable Will has a steep drop off, he can mentally handle a lot, but once at the point he can't take he'll break.
  • One Man Army and Special Ops Mastery are rusty skills, Atlas hasn't had anything that actually challenges him for quite some time, so he won't immediately switch into that mindset in a fight.
  • When Atlas slips into a berserker rage, his body does an absurd amount of damage to itself. Blood vessels burst, muscles tear and snap his own bone, and his sense of pain is dulled significantly.
Background:Atlas grew up in a Los Angeles orphanage, despite this he received a decent education, but he was routinely neglected by the orphanage's headmaster, when he became 13 he was thrown out of the orphanage for an altercation between himself and the orphanage staff, left to die and wandering the streets he was taken in by a man who taught him how to survive in the urban jungle. One day while squatting in a seemingly abandoned house the owner of the property set it ablaze, Atlas made it out but most of the right side of his body was burned, his caretaker did not make it, or so he thought.

When Atlas came of age he joined the U.S Army Rangers and experienced 2 tours in Afghanistan before he partook in an experiment to create super-soldiers. Most subjects died due to complications in the genetic modification process but Atlas survived, the army deemed the program a failure and Atlas was reassigned to a special forces group, he was given special status and allowed to live a normal life while still being an semi-active member of the armed forces. Not soon after his first leave of absence he was shot in the head and mugged, but he had cheated death yet again. While in the ensuing coma he had a prophetic dream that envisioned the destruction of his world.

David had a decent amount of trouble upon awaking, he had survived but the resulting trauma rendered him unable to read or write and his motor functions weren't doing too well either. He eventually recovered and helped aid in quelling riots in LA, repel an alien invasion of Washington DC, and joined with a group with the goal of uniting humanity... This was all so long ago to the man.

During an altercation with those who wished to stop him and his fellows from what they saw as an evil plot, David was killed, his opponents left him bleeding out, and handcuffed to a leaking nuclear reactor. He startlingly awoke in the underworld, to reap what he had sown. But the man wasn't having it, through sheer willpower and fighting spirit, he managed to fight his way out of the underworld, something that shocked the various gods and spirits of death. Atlas was left in limbo, with the inability to occupy any human realm. That was until the goddess Athena, whom had watched him for some time, decided to take the man under her banner, and named him one of her three Champions.

He was then placed onto the realm in which he occupies now. The ET/ED/S:R.C.D.A found him, and hired him to be one of their several field agents, to watch over mankind and to prevent it's destruction. Atlas, liked the idea.

After his fight with Blank's forces and Osteo, Atlas underwent the augmentation procedure a second time and went on a self searching trip to Poland. Upon his return he started working immediately on an older but more rugged variant of his armor, the last having been mangled by the massive dock explosion and Gold Spirits efforts.
Summary:Atlas was once a man with anger problems from another dimension, now he works for The Agency. Coincidentally he's fought with some familiar faces, but he really just wants his life to slow down... He's also the patron champion of a god of war. Typical super-soldier stuff. He's a former Ranger so he knows his way around a gun, and can throw cars like caber poles.


Super Identity: Nexus
Real Identity: Anthony Cross
Is real identity known to the public: No
Hero, Villian, Neutral: Hero
Age: 20
Gender: Male
Appearance: Caucasian, Brown Curly hair, Brown eyes, Usually wears a grey hoodie and jeans, around 5'11-6'0, medium build. Slavic facial build: Square jaw, medium sized nose, square head.
Group Affiliation: Epoch Cybernetics
Powers:[*]Numerical Precision: Anthony's mathematical skills are good, beyond that of even the most focused savant, as such he's capable of estimating trajectories and distances with terrifying accuracy.
[*]Enhanced Intelligence: If Stephen Hawking had full use of his body, and was even smarter, Anthony would be him. His brain has an abnormal amount of surface area, allowing him to remember and process information batter than any other human alive.
[*]Apathy: Anthony sees things from a logical perspective almost constantly, if he shows someone emotion, you know it's genuine.[/list]
Equipment: None.
Weakness’s: He isn't special other than the fact he's inhumanly smart.
Background:A California native, who happened to become one of the smartest people of the 21st century even though no one knew it. At the age of 5 he was misdiagnosed with Asperger Syndrome, although this wasn't truly the cause of his behavior. At age 12 he created a miniature power-plant out of his pet hamsters wheel, a microwave and an extension cord.

When he graduated school he attended two terms of community college before tranferring to MIT to study Mechanical and Electrical Engineering, midway through his second year he was caught having successfully hacked into NORAD to spy on the Playboy mansion. He was then arrested, expelled from MIT, and had his DNA tested, where it was discovered his 'Aspergers' was in fact a Meta-Human gene which allowed his brain to give itself more surface area allowing him to learn and retain more info than most super-computers, but at the cost of most emotions. He was then put under court order to attend a new academy opening in New England.

After this plan to attend the Academy went south he founded Epoch Cybernetics, a company focusing on prosthetic bionics, robotics, and exoskeletal research and development.
Summary:Self-proclaimed smartest person in the world... This title has yet to be publicly contested. He's really just a slightly apathetic man with a super-powered brain, he's the founder and CEO of a cybernetics company and has several contracts with DARPA. He doesn't like the misuse of due-process, and jumps between work and heroism.


Super Identity: Chrono
Real Identity:Shannon Carmichael neé Cross
Is real identity known to the public:No.
Hero, Villian, Neutral:Neutral, though most of her actions can be construed as villainous.
Age:127
Gender:Female
Appearance: Group Affiliation: None.
Powers:
Equipment:
  • Sub-dermal Chrono implants
  • Firefly Coilrifle
  • Oleander Helmet
Weaknesses:
  • Despite being able to control her own body's functions she has to put a conscious effort into more complicated processes, she can slow her heart beat on instinct, but something as complex as lowering body temperature or bonding a broken bone will take more time.
  • Unrestricted movement requires a definitive 'down', the power is negated in zero gravity situations.
  • Her physical condition requires upkeep, a month in a coma without electrotherapy will reduce her muscle mass and memory just like a normal person.
  • Time slowing only lasts for two second within her own perception, and taxes her implants much more than dark energy manipulation.
  • Dark Energy Manipulations are restricted to gravitational impulse and energy release (random gravity changes on a specific target, and mild explosions).
  • The more work she places on her implants gives a higher chance of malfunction. So she can't spam the powers without risk of her nervous system burning out or the implants exploding.
  • While the Coilrifle contains a mass amount of ammunition in a single magazine, it still fires specialized ammunition. Once she's out she'll have to make her own.
  • The Oleander Helmet is an improved variant of Anthony Cross's Mark I Fiddler Helmet. It's a prototype, and as such has a multitude of bugs within it's software.
Background:Born as a Granddaughter to Anthony Cross in the floating Atlantic city of New Bastogne she lived in a time when scientific advancement was at it's peak. Meta-Humans with minds of pure wonder managed to accelerate human advancement to the point that biology as the world knew it today was all but dead. Instead of dealing with genetic problems, they were dealt with in utero. Designer genes were the new thing, and people with technicolor hair and eyes were a common sight. If one lost a limbs it could be grown back in a lab, if one wanted to teleport a simple implant was all that was needed.

But with such events came a dark side. With the sudden onset of humans becoming a stronger, faster and better, true Meta-Humans -whether genetic, experimental or magical- felt threatened, so they began to protest. These protests grew into full on conflict between earth's governments and the Meta-Humans. Eventually a long series of battles were fought and the Metas were suppressed, The Knights of America, led once again by Nevermore and Archon, paved the way to fight back the sudden resurgence of Meta-Human crime, they succeeded... But an unforeseen consequence to all, was the apartheid that soon followed. The Knights of America were disbanded and most imprisoned, The Agency was forced to go public and was very quickly eradicated, SS Abteilung für Paranormales, who managed to survive another seventy years were crushed under the boot of the new society. Aliens who were capable fled, Metas went into hiding or simply escaped to other stellar civilizations. Discord wracked humanity yet again.

A select few had a plan however, Shannon Cross, then twenty five years old unearthed her family's old records. Devices in which her grandfather designed but never built or simply destroyed before they could be used by the people at large. She rebuilt most in her spare time, learning from her grandfather's mistakes and successes. Eventually her plans came to fruition, she sent back an AI she designed called Grey Box, a shapeshifting collection of Nanobots who would go through human history and take the place of a select few, namely a man called Anathema, and an AI known as 'The King in the Mountain'.

But it was only part of her plan, she impregnated herself with an extremely different child and traveled back to the year 1913, just prior to the onset of the First World War. It was here she met Roger Carmichael, and nearly a year later had Alexander Carmichael. Her efforts to have Alexander be one of her assistants proved a bit futile, when he enlisted and became captured. The experiments weren't for nought however, Alexander's dormant genes came to fruition allowing him to be the mutant that his mother wished for him to be, though for all the wrong reasons. When Alexander went missing, Shannon grieved for a long time. Though in the fifties she heard of a man named Alucard, and through his sermons learned that Grey Box had indeed made it back.

She promptly learned that Grey Box had founded The Agency, it was then she realized her plans may not have been as fruitless as one would expect. By using the same technology she used to create Grey Box, she waited to come upon someone who had reason to wish the apartheid to remain a figment of some people's imagination. A man named Wladyslav Kowalski, had recently adopted an alien girl, the man wished for a very long time that he wouldn't die so that he could continued to watch over the girl. They orchestrated an event, and while Wladyslav Kowalski died, he was implanted by the Nanobots that Shannon created, giving the man a pseudonym of Arlen Goodwin. Soon after Arlen became a police officer, and got fired for supplying weapons to fellow Meta-Human rights advocates. During this time, after Nevermore disappeared from public light, Shannon attacked them, leaving the Knight with a collection of very grim wounds.

Since then she's simply waited for the right time to make herself known. With the thrusting of Arlen, Alexander, and The Agency -to an extent- into the public spot light, she figures now is the best time.
Summary: A veritable chess-master, indirectly responsible for a very large chunk of events in the timeline. Only two people know who she is behind the mask, and only three would recognize the mask itself. She's capable of slowing time in small increments, and changing gravity for a moment's time.


Super Identity: None
Real Identity:Damian Willhelm
Is real identity known to the public: Yes
Hero, Villian, Neutral: Hero
Age:17
Gender:Male
Appearance: Visual Aid
Group Affiliation: None (School Arc)
Powers:
  • Badassery: Damian doesn't think like most others, he also doesn't panic very often, when he does it's usually to alleive tension or to add some comedic value. He also tends to be underestimated due to his appearance, but in turth he can physically crack bones and wrench joints open.
  • Invisible Flesh: His flesh is invisible, not much else can be said. His bones are fully opaque
  • Regeneration: Tendons, ligaments, muscles, organs, skin, eyes and anything not bone will heal in any time between 30 seconds and six hours.
Equipment:None
Weaknesses:
  • His regeneration is limited to flesh injuries, if a limb is severed, sticking the limb back on will seal the flesh back together, but the joint/bone will still need to set naturally. Spotting parasites and embedded rocks and glass are easy however. (Regeneration)
  • He limits himself to what he thinks is appropriate. He'll try and keep things even as a way of challenging himself. (Badassery)
  • He's pretty self conscious about the fact that people can see what's going through his digestive tract. So he doesn't take off his suit very often, this leads to heat stroke sometimes. (Invisible Flesh)
Background:Damian was born in Salt Lake City, the fact that he was seemingly a skeleton caused his much distress to most of his family, to the point of his father having a blood pressure related death, and his grandparents on his mother's side trying to kill him, claiming him to be the anti-christ. His mother on the other hand thought otherwise, and swiftly moved away from Utah with Damian in hand.

They settled anew in Maine, and when Damian started school at the age of five, it became immediately apparent that his skeletal appearance wasn't the only thing special about him. He was bullied rather aggressively, but every attempt was met with a thorough response from Damian. Over the next two years Damian was put in detention or suspended due to the school's zero tolerance policy. In order for Damian to put his pent up aggression elsewhere, his mother signed him up for martial arts classes at a local gym.

It's debatable as to whether this made things better or worse. Damian began making friends since he had calmed significantly and was no longer seen as the scary skeleton kid, and while violent exchanges between Damian and any bullies became rare, when they did become violent, things became rather bloody. As another layer onto Damian letting out his anger elsewhere, he went on international trips for Judo competitions, usually placing on the podium. This pattern continued until his Junior year of high school, when things went a bit too far. He ended up snapping the femur of one boy's leg, and caused almost three thousand dollars in damages to the principal's car in the resulting fight in the parking lot.

Damian was promptly expelled and nearly arrested. The only reason he was spared a trial was because an Academy opened in Maine that accepted Meta-Humans exclusively... That chance was promptly squashed as it was closed down rather quickly. Though with the patience hammered into him since he was six, Damian found another school that could deal with the fact he could ruing people's joints a bit too easily.
Summary:A teenager who seemingly has no flesh, he doesn't take kindly to bullies, and is capable of holding his own in a fight against the average person. He's also fond of Halloween parties.


Super Identity: None
Real Identity: He believes himself to be Theodore Roosevelt. So either Mr. Roosevelt, or Teddy would be appropriate.
Is real identity known to the public: Yes
Hero, Villian, Neutral: Hero
Age: Unknown, if he's actually Teddy he's over 150, and that's everyone's best guess.
Gender: Male, though he's an automaton.
Appearance: Visual Aid
Group Affiliation: Academy History and Biology Teacher
Powers:
  • Synthetic Physiology: Made out of metals an alloys not too common on earth, Teddy is about as big as a normal human, but a bit stringer faster and obviously tougher, he's also capable of integrating wirelessly with objects that allow such interactions. Scared of salt water and pure oxygen.
Equipment: Hydrocannon.
Weakness’s:
  • If damaged he still needs to repair himself, seeing as he's the only one who knows how. And despite it's resistance, he must still maintain his robotic body or resist corrosion and eventual shutdown.
  • The Hydrocannon is really just a high tech water gun, it uses water as a 'projectile' firing at speeds between that of a super soaker or that of a water jet cutter. It's storage in Teddy's abdomen makes it a rather slow to equip weapon, having to unfold from his chest and condense water from it's surroundings before being ready to fire.
Background:The Robot known as Theodore Roosevelt is an enigma, having no memory of the time between dying on January 5th 1919, and awaking in a field in Northern England in 2013. His memories are rather detailed, and recount much of the former US Icon's life to an eerie degree. Despite the suspicion of having a mysterious robot with suspect abilities in the public eye, he wished to 'Spread guidance to the youth'. So that's what they let him do, he now teaches History, Biology, -and to a lesser degree- French and German at the Meta-Human Academy in England.
Summary:Teddy is a robotic Theodore Roosevelt... That's really all that can be said.


Super Identity: None
Real Identity:Anatoly Kuznetsov
Is real identity known to the public:No
Hero, Villian, Neutral: Hero
Age: 17
Gender: Male
Appearance: Brown hair, brown eyes, slavic features, all usually hidden behind a balaclava, Ushanka and sunglasses.
Group Affiliation: The Academy
Powers:
  • Platinum Group manipulation: Anatoly can generate metals from the platinum group of elements from his skin, usually in spires or thin foil.
Equipment: None
Weakness’s:
  • The shape of the metal is very restrictive when it's generated, usually thin cones or flat rectangular panels.
  • He cannot reabsorb material, he has to pull it off of him, this usually removes the first layer of skin as well as any hair.
  • The creation of the metals uses his blood as a building block, so him passing out -or dying even- after extensive use from blood loss is a possibility, along with all the other physical effects of losing blood. Like dehydration, nausea, 'wobblyness', etc.
  • He has to focus on which direction the metal grows on him, otherwise it could grow into him, and give him a trip to the hospital for the absurd amount of precious metals in his bloodstream.
Background:Born in St. Petersburg, Russia, Anatoly always had a penchant for scavenging and estimating thing's value. This eventually escalated to that of pick pocketing watches and jewelry to sell at pawn shops. Needless to say, that when he discovered his powers, he cut out the middle man and started selling platinum to less savory individuals. He became suspiciously wealthy, but the police could never get much off of him to make an arrest. So his family remained in such a state, and remained in a private school, doing quite well for himself academically. Throughout his life he showed a slight interest in smithing and mechanical crafting, going so far as to start making knives and crude watches out of platinum. He also had very high marks in chemistry and applied arts classes. In the years since he has become quite the craftsman.

Eventually the police did make an arrest with him after he was caught with vodka on his person. Suspecting other reasons for his arrest he caved about his actions and powers, and in a quick turn of his life he was shipped off to the Academy. Not only to protect him from abduction, but also protecting the world economy from a sudden influx of platinum, palladium, and osmium.
Summary: A precious metal generating Russian with a penchant for alcohol, sunflower seeds and mayonaisse. Is perfectly fine with capitalism, and dislikes the USSR's way of doing things.


Super Identity: Jäger
Real Identity:Elsa König
Is real identity known to the public: No
Hero, Villian, Neutral: Neutral
Age: 206
Gender: Female
Appearance: Group Affiliation: The Academy, The Agency (Former), SS Abteilung für Paranormales (Former).
Powers:
  • Dhampir Physiology: Stronger, faster, tougher and more agile then most humans. As well as capable of walking in the sunlight, the best of both Humanity and Vampires. Capable of turning others into Dhampir, but with a much tamer level of power.
Equipment:Agency BDU, P90, diving knife.
Weaknesses:
  • Although sunlight won't set her on fire, she'll burn quite easily
  • She needs at least two liters of blood a week to retain her sanity and powers
  • She still has mental breakdowns from time to time, though they have rather specific triggers
  • Her eyes glow bright enough to be seen through the tinted glass of her BDUs helmet, making sneaking around rather difficult against observant people.
  • She still needs sleep
  • Jewish Holy objects make her feel a slight bit nauseous (not for the standard reasons)
  • What will kill a vampire will kill her
  • She has a severe allergic reaction to any garlic -even if she doesnt ingest it, being in the same room can have problems-, enough to physically hinder her, but not enough to outright kill her. The same could be said for salt water, but it usually only affects her when she ingests it or gets it in her eyes.
  • Her reflection makes her disoriented. Vertigo, nausea, slight amnesia things like that
  • A bullet to the head will knock her down for a few hours as her vampiric nature slowly rebuilds the synapses in her brain. A wood bullet -if successfully fired- will kill her indefinitely. A silver bullet to the head will lead to a very hefty case of amnesia, and a very long stay in bed.
  • Normal wounds will heal in a days time, but silver and wood inflicted wounds will heal slower than that of a normal person.
Background:Born to a Württemberg Noble and his Vampiric mistress in 1810, Elsa had an odd upbringing, being the only person in the castle with ornage eyes and black sclera nearly got her killed several times by the violently religious times. Her mother thought it best to take her daughter -at the behest of Elsa's father as well- to British North America specifically the far western territory of Oregon.

It was in the fledgling colony that Elsa and her mother grew up as hermits, occasionally riding to the nearest fort to trade furs and other amenities, and also to occasionally feed. On a winter eve in 1834 luck caught up with the woman, and a collection of trappers found out about her mother's heritage, as well as her own. Her mother purposefully got herself caught, was lashed to a cross, burned alive, and had a stake driven into her chest, all so Elsa could escape.

With no map and no compass, Elsa spent the next four years traveling across Canada towards the east coast, hoping to board a ship and get back to Württemberg where she would hopefully be able to reconnect with her father. Her plans were slightly hampered, in order to legally cross the Atlantic she needed an exorbitant amount of money, and she was currently in no capacity to have a job. So she did what she could, and started work at a brothel.

This job managed to pay her way through live for the next six years, while she had saved enough to finally pay her way across the Atlantic. She spent a few months travelling across France (currently fighting the Franco-Morrocan war), and into her homeland. She finally found her father, now an old man, and requested some form of help, the help came in a small inheritance, an old fort the man had as a winter retreat. It was here she lived, relatively unnoticed by the world, with a small amount of servants to keep her company for the next 16 years, until the Franco-Prussian War forced her hand, it was then she moved to Venice, where she began a much more peaceful life as a blind seer. And although most of her predictions weren't true, she still made an attractive sum of money.

For the next thirty years she would travel Europe, staying just long enough that people would suspect of her heritage, but not long enough for them to act. All this while she was avoiding her impulses, trying to stave off the eventual rebound of her primal desire to drink the blood of a human being. She gave in by so little during the First World War. She spent a few months occasionally tasting the blood of dying Austro-Hungarian and Russian soldiers. When the war ended she nearly went mad, she wasn't able of feeding anymore, and had Germany united under a single man's banner she would've been driven insane.

It was then Elsa was 'recruited' by the SS Abteilung für Paranormales and given the name Jäger. She was let loose on the Eastern Front yet again, it was there she inflicted a mass of casualties, and when she wasn't draining Soviets of their blood, she was given free reign in concentration camps. Over this time she started coming back to her senses, and the century long backlog of bloodlust finally ended, coming to her senses she'd realized what she did, right in the middle of a concentration camp, malnourished eyes staring at her black and bloodstained uniform. So she did what she could. Her escape started with half a dozen others, but a series of hostile encounters, exposure, and disease, the number dropped. In mid 1943 she crossed the English channel with a 'party' of a French POW that she found on the way to the channel, on board a Schnellboot, then she told the Allies what she saw. Her actions -though unwilling- still haunt her every waking moment to this day.

Not too long after the Second World War ended she was recruited by the Agency, and spared a thorough investigation and trial by the Allied governments. It was here she sought psychiatric help. And while it didn't help all that much, she no longer breaks down every time she hears news about Poland, Israel, or Germany. While she stayed with the Agency she worked as a field agent, investigating magical disturbances, hunting down Meta-Human criminals, and occasionally capturing literal aliens.

With the opening of the Academy she thought it would be easier on her soul to teach the next generation how to control themselves and to deal with any urges they may have before it snowballs into something horrid. So she requested a release from the Agency, and was promptly given a ticket to England, while she severed herself from the Agency, she still managed to snag a few items from the organization, and with all the recent hubbub they wouldn't notice. All she wanted was the next chapter of her agonizingly long life to begin.

Summary: A Half-Vampire matriarch with an absurd amount of stories and life experience, she seeks to shed some of those experiences upon the newest generation of Metas at the academy.


Super Identity: The Omnibus
Real Identity:XC-177
Is real identity known to the public:Not really
Hero, Villian, Neutral: Neutral
Age: 13
Gender: It's a bus
Appearance: The Omnibus in all it's glory
Group Affiliation: The Academy
Powers:
  • Nigh-Infinite Momentum: When the Omnibus starts moving, the only thing that can stop it is itself.
  • Nigh-Indestructibility: Nothing short of an multiple megaton bomb can destroy the Omnibus, great for transporting living WMDs.
  • Mental Space Warpage: The Bus can use it psionic abilities to physically bend space, creating minor worm holes to other locations. It can teleport using this power to locations within the same hemisphere or nearby universes.
Equipment: Itself, a few spare tires.
Weakness's (<--- This error is starting to bug me):
  • It's pretty noticeable
  • Can't fit indoors without killing multiple people
  • Not very combat applicable
  • Mentally on par with a dog or toddler
  • Control Unit: The bus can be turned off via a remote control keychain that came with him. It simply sends signals to the brain putting it slowly to sleep. Useful if it gets out of control or stolen.
Background:In the early 2000s the US government attempted to create a psychically active brain from a surrogate embryo. They succeeded, but the brain was too large to fit into anyone's head, so the project lead -who was regularly described as 'Fucking bonkers"- decided to put the brain in the engine bay of an armored bus.

This happened to actually work, the bus generated a psychic field of immense power that protected it from all they were willing to throw at it. And it was able to move itself via a very toned down Alcubierre effect. As such it could easily transport troops to an from combat zones without fail. However, the project was shut down due to budget concerns, and the Omnibus was left to rot in a Nevada scrapyard.

Until he was purchased by the Agency and donated to the Academy. Now he enjoys his current job, ferrying living WMDs to and from their various locations.
Summary: A sentient bus that could bowl through mountains easily, it doesn't because it's content with just transporting people.




Group Name: The Agency AKA ET/ED/S:R.C.D.A. (Extra-Terrestrial, Extra-Dimensional and Supernatural: Research, Containment, Deportation, and Assimilation.)
Public or Private? Private
Group Size: 14,000
Areas of operation: North America, Brazil and Agentina, Southeast/East Asia (Barring North Korea), Europe, North Africa, Middle East.
Leader: "King in the Mountain"
Sub Leaders: Agent A, Agent V, Agent R, Agent E.
Important Physical Assets: "Hermes", Site-17 (R&D), Site-18 (Prison), Site-03a (Reseeding Site), Site-03b (Cryogenic storage), Site-02 (familial residence), "The Cherry".
Monetary Assets: Billions of US dollars from several shadow companies, these companies are usually related to scientific advancement or the arms industry.
Greatest Restriction or Weakness Size and need to remain discrete for as long as possible, revealing themselves and their intent will only happen when they need to do so to ensure humanity's safety.
BackroundFormed after evidence of Nazi experiments into the supernatural was found, they were originally funded by Britain and the US to investigate the same things the escaped Nazi unit did, and hopefully exceed their research. But due to justifiable reasons from all involved parties, all records of the organization have since vanished under 'mysterious circumstances', the only three records of the Agency ever being created are three dozen copies of the original orders signed by Harry Truman, and Winston Churchill. All involved either took the secret to the grave, or met an early one.

Since their inception, they have partaken in covering up and investigating: the Roswell Incident, Maury Island Incident, and the Carson Sink Incident. They have also made contact with five alien races and either deterred them from invading, or have set up a communication beacon with the species. So far there is only one Beacon actively used.
Last edited by Anowa on Sun Aug 21, 2016 3:52 pm, edited 5 times in total.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Remnants of Exilvania
Postmaster-General
 
Posts: 11214
Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Wed Jun 08, 2016 8:00 am

Last edited by Remnants of Exilvania on Thu Nov 30, 2017 2:02 pm, edited 17 times in total.
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

User avatar
Primordial Luxa
Postmaster-General
 
Posts: 12092
Founded: Oct 30, 2012
Left-Leaning College State

Postby Primordial Luxa » Wed Jun 08, 2016 12:38 pm

Gods Among Us
Character Application



Character Description
    Given Name: Sydney Petal
    Alternate Identities: Calamity Rose
    Gender: Female
    Age: 43
    Species: Human
    Apperance: Pic
    Characters Biggest Strength: Master of directing meta-humans in combat situations.
    Characters Biggest Weakness: Unreliable power-set focused only on destruction with no ability to protect others or provide utility benefits.

Motivations and Desires
    Primary Goal: Stop the Hue from killing anyone innocent
    Secondary Goal: Maintain a steady supply of criminals to feed the Hue, ally with scientists to study and possible damage the Hue,
    Fears: Seeing that she has hurt innocents or realizing that the Hue will never stop even after she is dead.

Powers
    Primary Source of Powers: Alien Parasite and Technology
  • Power 1: MRA (Microorganism Resistance Armor)
    Effects: The MRA is a hyper-advanced Hazardous Material Suit designed to operate in dangerous combat environments that are steeped in radiation, biological and chemical weapons. It is completely sealed against all kinds of microbial, radiological or chemical attacks and acts as a self-contained system capable of keeping the user alive for up to a week in environments that would normally be lethal. This is achieved through powerful robotic supports, layered filtration system, resistant plating, a counter microbial suite, and an electromagnetic field generator that can repel many kinds of offensive subatomic threats. On its own the suit can lift 5 Tons, and sustain a single direct artillery hits before suffering serious damage. The suit has been modified so that it’s EM field manipulate can allow it to fly.

    Weakness: The suits flight builds slowly and maxes out at 150mph, it is not a dedicated flying suit and cannot make fancy maneuvers merely brief transportation between locations. The suit provides much less protection against energy and electricity based attacks. The suit is incredibly taxing in terms of energy and exertion, using it too often in a short period of time is likely to damage Calamity.
  • Power 2: The Hue
    Effects: The Hue is a living alien haze which has bonded itself to Calamity’s body and lives in between her atoms. The Hue is totally insubstantial and invulnerable acting more like a cloud of radiation that an actual living thing. The Hue can either be relaxed or concentrated. When relaxed it settles like a cloud over everything within 100 yards of Calamity, when concentrated it becomes condensed into a point as big as a basketball or a car.

    The Hue has the ability to suck the vitality and consistency from anything it touches. Water becomes fetid and undrinkable, flesh grows grey and ash like, metal begins to wilt and warp, and stone cracks and disintegrates. The Hue can affect nearly everything living or not and can pass through most kinds of forcefields and insubstantial defenses. The Hue feeds off the energy it leeches from things but also directs some of that energy back into it’s host healing minor wounds, and granting minor boosts of endurance and strength. The more concentrated the Hue is faster it’s effects take hold. When concentrated into a basketball sized are it can melt a tank into liquid in a matter of minutes. When relaxed the Hue causes pain and is debilitating but will take several hours before physical damage appears.

    The Hue has a lingering effect and anything that is touched by the Hue even for a moment can expect to suffer smaller less immediate effects for several minutes (in the case of a relaxed touch) or several years (in the case of a concentrated touch.)


    Weaknesses: The Hue is constantly hungry and Calamity must focus her attention on it whenever she uses it offensively to avoid hurting innocents. This leaves her open to potential attacks during her distraction. The Hue avoid Electromagnetic fields like the plague and the MRA’s EM Fields are part of the reason Calamity can manipulate it as well as she does. They don’t cause the thing any damage but they are unpleasant.
    Equipment: MRA, Assault Rifle,

Background
    Occupation: Knights of America
    Training and Education: Doctorate of Medicine from Harvard, CDC first responder in Africa and Asia, Knights military grade training,
    Things any characters might know about them: Founding Member of the Knights of America, has the ability to decay matter, based in New York.
    Group Affiliations: Knights of America
    History and Bibliography: Growing up in a fairly traditional home in a fairly traditional American suburb, no one would have picked Sydney Rose as a potential hero. Her only real defining moment was watching one of her best friend’s waste away to Cancer at an early age. She was average yet hardworking, but a scholarship to MIT allowed her to chase her dreams of fighting diseases like those that had ravaged her friend. It wasn’t long before Sydney joined the CDC as a first responder.

    As a government agent working for the CDC she was assigned to the new division which handled field research on metaphysical anomalies. She worked to stop meta-human diseases and magical ailments whenever they showed up with a specialized hazmat suit called the MRA. She was in the Congo when the Meta-Ebola Plague occurred and was present on the battlelines in France when the Black-Plague mutated into the Obsidian-Plague.

    In 2000 however, Sydney went to investigate a strange meteorite which was causing decay and radiation sickness around Florida. When Sydney and her team arrived, they discovered that the space rock was exuding an unnatural dye which seemed to infect the surrounding town, causing things to rapidly grow and mutate before falling apart in gray ash. Sydney and her team quickly quarantined the area and with the help of DARPA, the Army and the Agency they were able to slow down the spreading infection, soon afterward it disappeared flying back into the night sky. However, the Hue, as the dye came to be known, left behind a part of itself which bound to the MRA Sydney wore. This boosted the suits power levels to new heights but caused Sydney to need to devour the energy to keep the Hue satisfied.

    For years the CDC hoarded her as their personnel superhero, fighting with DARPA, the military and others who wanted the newly christened Calamity Rose as their own. Fighting against both diseases and meta-physical threats Calamity spent four more years preventing corruption and invasive effects before meeting up with the other founding Knights at Serpents Mound. Together she struck out on her own and joined the Knights much to the displease of the CDC.

    With the Knights she has found a group that will keep her safe and alive. As the Hue grew it tired to eat more and more, but with the Knight more brutal tactics she has a way to feed it and avoid it turning on her. In addition she quickly found herself amassing power and becoming a leader of one of the most powerful organizations on the planet.

Summary: Alien Possessed Knight Leader


Gods Among Us Character Application



Character Description
    Given Name: None
    Alternate Identities: NUMB
    Hero, Villian or Neutral: Neutral
    Gender: None
    Age: None
    Species: Human Brain
    Apperance:
    Characters Biggest Strength: Technological environmental controls
    Characters Biggest Weakness: A personal agenda that quickly will get in the way of the goals of his teammates.

Motivations and Desires
    Primary Goal: Keep humanity from exploring space, especially Pluto
    Secondary Goal: Assassinate space scientists, defund space programs, delete and redact current knowledge on space travel and the universe.
    Fears: That humans will discover what is on Pluto and the things there will blame him, likely leading to his destruction.

Powers
    Primary Source of Powers:Technology,
  • Power 1: Neural Network
    Effects: NUMB’s canister contains a network of advanced neural fibers which he can expand and plug into any electrical device and access it and manipulate it. If directly plugged into a device he can bypass all of it’s security features, but if he wants to access a different system from that device then he may need to break down firewalls and engaging in traditional hacking. NUMB uses this frequently to plug into existing hard drives, servers, and other systems and create backdoors that can be accessed from wireless devices and other nearby systems. Although it should be stated his computer abilites are amoung the best in the world.
    Weaknesses: While NUMB can hack things remotely it is much more difficult for him than simply plugging in and taking control. He needs to keep plugging into a device to manipulate it or add a backdoor, and these backdoors can be detected and removed by a systems operator.
  • Power 2: Fungus Form
    Effects: As part of his Neural Network a system of advanced biological fungus is housed in NUMB canister. While the Neural Network allows him to access electronic technology the fungus form allows him to manipulate biological matter. Like plugging into a computer NUMB can plug into a biological creature and use his Fungus Form to modify its structure at an atomic level. Frequently he uses this to take control of a human body and transform it into a combat exo-skeleton for his canister. These bodies possess strength, speed and endurance in excess of peak humans and can integrate with technology around them. NUMB can also break down the atoms in these bodies to release blasts or shields of energy at the expense of his bodies integrity.

    Weaknesses: The bodies and systems modified by the Fungus form do not last very long, the changes to their bodies make them unstable and they fall apart usually after thirty minutes. Because of this NUMB is forced to find bodies mid fight rather than bringing them along and cannot keep them for long periods of time.
  • Power 3: Ghostwalk
    Effects: NUMB can teleport themselves and any object within 3 meters to any point he can triagulate with latitude and longitude coordinates.
    Weaknesses: This power cannot send him to a location he cannot visualize or to a place warded with specific hexegraminal seals against specific magics. Because of the way he targets an area of teleportation unless the area is perfected marked he will likely appear within a 200 foot radius of a target he cannot see. He doesn't teleport into "A room" he teleportings in "a building".
    Equipment: A powerful satellite uplink has been installed in the canister to grant him wi-fi and closed radio access at all times.

Background
    Occupation: Knight of America with government contracts.
    Training and Education: not applicable
    Things any characters might know about them: Founding member of the Knights of America, NUMB is a computer virus like entity stored in a jar that was recovered from the Himalayas. He works in Queens and is connected to the entire New York City surveillance and transportation grid which he uses to coordinate the efforts of police and other Knights.
    Group Affiliations: Founding Member of the Knights of America
    History and Bibliography: When a metallic canister was discovered in the Himalayan Mountains, containing a heavily modified human brain and incredibly advanced electronics, many in the scientific and archaeological community were filled with excitement. However, excitement quickly turned to horror when the brain was found to be alive and perfectly functional. Scientists reasoned that some parts of the metallic canister were used to grant the brain inside the ability to communicate and they brought it to Nevada and rigged the canister up to a computer. Hoping to learn what strange fate had befallen this human they soon realized that the thing inside the canister was no longer human. It had once been a human brain but now it’s memories, emotions and everything about it had been rewritten into a cybernetic fusion more computer virus than brain. The cybernetic virus known as N.U.M.B. was unleashed and it ravaged the systems of the lab working on the canister releasing poisonous gas in other areas of the lab killing everyone present.

    NUMB turned this lab into a base of operations, using his access to their files to fake the labs continued operations and use its assets. NUMB started by selling much of the labs equipment on the black market and purchasing more advanced computers so that it could engage in a massive cyber terrorism campaign. It’s target was space agencies the world over which it demolished with savage efficiency from behind a black screen. Numerous space launches were cancelled or sabotaged, computers were blanked, files deleted and several satellites altered to crash into the earth. Any kind of attempt by humans to learn more about there solar system was threatened by the hidden enemy.

    During this time, NUMB also used his power to purchase, steal and guide numerous strange artifacts towards his base and eventually got his hands on the Yuggothian Warplate and the Ghostwalk Mantle which allowed him more directly sabotage astral scientists. Over the next few years, N.U.M.B. popped up as a seemingly malicious ally or enemy to various organizations. It wasn’t long before N.U.M.B. met with the other founding Knights at Serpents Mound. Originally reticent to help the others Ultrawoman was able to convince him to join their cause to further his own vague interests. He began assisting the Knights by helping Nevermore steal several billions of dollars from countries all over the world so they could finance their operations. N.U.M.B. worries many organizations around the world and seem to have a vendetta against various scientific organizations but has never explained why, reports have been made on numerous occasions that N.U.M.B. has stolen similar metal canisters, astrological reports and mineralogical samples from all around the world. Although NASA and the Knights are officially allies, NUMB continued assassination of space experts outside the USA makes them uncomfortable.

Summary: Brain in a jar hacker


Gods Among Us
Character Application



Character Description
    Given Name: Kieran Martin
    Alternate Identities: Hyper
    Hero, Villian or Neutral: Hero-ish
    Gender: Male
    Age: 35
    Species: Human
    Apperance:
    Characters Biggest Strength: Raw savagery which is just as overwhelming as his speed
    Characters Biggest Weakness: Cocky attitude and easily bloodlusted

Motivations and Desires
    Primary Goal: Live a fun and energetic life of murder and mayhem
    Secondary Goal: Keep the public and police unaware of his violent streak, increase the power of Knights and his paycheck.
    Fears:That some unfightable force might have it out for him, that he may make an enemy he cannot beat.

Powers
    Primary Source of Powers: Magic
  • Power 1: Hyperspace Speedster
    Effects: Hyper can absorb energy from Hyperspace a series of connected higher dimensions which have tangential links to corners and angles. Hyper can tap into these extra-dimensional energies to increase his speed and alter his biology to survive at said speeds. As a baseline Hyper can reach Mach 4 with ease but as he moves near angles he can focus on them for higher and higher speeds with no theoretical limit. There are not concrete rules for how quickly his speed increases but it is heavily dependent on the environment and how detailed it is.
    Weaknesses: Hypers speed slowly diminished over time, once he has built up a speed he needs to maintain it by staying near enough angles so going from a high angle environment to a low one will diminish his speeds. In more natural environments Hyper speed is diminished by the lack of natural hard angles. If trapped in a sphere Hypers speed drops to normal levels and cannot be increased.
    Equipment: A suit of bulletproof cloth built to withstand high speed and protect him from small arms and small objects he might run into.

Background
    Occupation: Founding Knight of America
    Training and Education: Brown University Dropout, Honorary Doctorate in Mathematics.
    Things any characters might know about them: Founding Member of the Knights of America, Hyper is a powerful speedster with the ability to move impossibly fast. He has a long history to hunting down criminals with a deep passion and works tirelessly to stop criminals through any means possible.
    Group Affiliations: The Knights of America
    History and Bibliography: Kieran was a gifted mathematician from a young age and excelled in school for most of his life. In high school, however he joined up with the wrong crowd and began taking drugs and losing focus. He was able to get a sizeable scholarship to Brown University but his bad habits saw him quickly kicked out of the university. Ashamed and depressed he began wandering around New England as a hobo.
    Along the way Kieran developed quite a mean streak. Between constant harassment by the police, fighting with other bums for a decent meal and the disgust of most decent folks he became cruel. It wasn’t long before he was robbing the elderly for his meals and on occasions killing other destitute for their supplies. Leaving a trail of dead homeless folks Kieran was forced to avoid police on many occasions as he hid in the back woods around small towns.

    It wasn’t long before he came upon a deserted and run down cottage in the woods. Settling down he slept here and was overcome by powerful dreams. The cottage used to belong to an entity known as the Crone. A wicked and powerful magician that had gained such mastery over geometry and physics that she was able to turn herself into a creature of pure theoretical mathematics. Insubstantial she had learned all kinds of universal secrets and powers.

    However, she needed a being in the real world to enact certain plans to achieve greater control over the entire universe like she had planned. So, she taught Kieran a relatively minor secret to converting Hyperspace energy into speed. With this power he was able to finally move beyond being a mere criminal bum and into a real force. The Crone send him on numerous errans, killing powerful wizards, breaking magical barriers and stealing powerful relics. That was until he discovered Muse. A living thought escaped from the mind of a particularly deranged women, he instantly fell in love with the violent scamp. He lied to the crone and let her run free to cause her own brand of mischief. He reported the mission a failure earning a sharp punishment from the Crone.

    Eventually though Hyper was sent by the Crone to serpents mound to stop a rampaging God of Earth. Along with the other founding Knights they killed Quetzalcoatl and formed a new organization of meta-humans. Hyper time was no divided between the Crone and the Knights. Even with his speed it was taxing and eventually he decided to leave the machinations of the Crone behind, burning down the cottage.

    A founding veteran member of the Knights and one of the most powerful he’s not in it for the money, fame or freedom like some of the others. Deep down Hyper just likes hurting people and being sadistic. The Knights lets him be as horrible as he wants to criminals with no repercussions and so he’s happy to play the good guy. He even found Muse again and brought her along for the ride.

Summary: Sadistic Magical Speedster


Gods Among Us
Character Application



Character Description
    Given Name:Sebastian Menoz
    Alternate Identities:Doctor Heat Death
    Gender:Male
    Age:129
    Species:Human
    Apperance: A Spanish man with incredibly pale skin, thin wire glasses, and a full black mustache. Dresses in a black hazmat suit with a reflective mirrored faceplate.
    Characters Biggest Strength: Healing abilities and non-combat medical skills.
    Characters Biggest Weakness: A strong desire to remain alive at all costs, including abandoning a mission or allies.

Motivations and Desires
    Primary Goal: Stay young and reclaim his lost youth.
    Secondary Goal: Increase the abilities of his entropic devices past the limits of human technology. Get a supply of human test subjects. Access to dangerous and exotic technology.
    Fears:Aging, the thought he is growing old, his own mortality.

Powers
    Primary Source of Powers: Technology and intelligence
  • Power 1: Entropy Mastery
    Effects: Using various personal gadgets and his own personal knowledge of medicine, pharmaceuticals and physics the Doctor can manipulate entropic forces to alter things around him. The most common use for this is to lessen physical damage, by stopping entropy flows an object can be prevented from breaking down at every level and by taking energy from one system and putting it into another he can increase the decay of an object, cause it damage from excess energy or use the extra energy to amplify natural regeneration. If he has a few minutes to set up specific tools he can cause a person to suffer serious debilitating damage as there quantum systems are interrupted, this only lasts a short while and unless sustain is non—fatal.
    Weaknesses: Sudden changes of heat, strong radiation or microwaves will disrupt his calculations and slow down his powers. Entropy and the devices he has to manipulate it are very prone to being affected by changes in energy. The range of all of the Doctors skills is short, with most of them requiring physical contact. Usually takes time, most of the Doctors procedures require the patient to stay still and allow him to work for a few uninterrupted minutes.

    Equipment: Bulletproof Hazmat suit that has internal entropy reducers to limit his own decay. A pistol sidearm. A long-range entropy harpoon to manipulate objects up to 300 meters away. Numerous medical devices and drugs infused with entropic technology.

Background
    Occupation: Knight of America. Doctor of Medicine at Harvard University.
    Training and Education: PhD in Medicine, Chemistry, and Engineering. Honorary Degrees of Medicine, Chemistry, Physics, Engineering, and Pharmacology,
    Things any characters might know about them: A member of the Knights of America. Dr. “Heat Death” Munoz is a medical doctor who helps the Knights treat injuries in the field, he possessed advanced knowledge of Entropy which allows him to preform major surgery in a matter of minutes without any medical risks. During his free time he teaches at Harvard. An estimate by the Medical Institute of America estimates he has personally saved 580+ lives.
    Group Affiliations: The Knights of America and Harvard University.
    History and Bibliography:
    Dr. Menoz was born in 1888 in Spain to a middle-class family. The son of a doctor he followed in his father footsteps. His life was uneventful until the Influenza epidemic of 1918 wreaked havoc through his home country and he saw the true nature of the world. Heavily disillusioned the way any survivor of the Great War might have been Menoz developed a strong drive to return to his childhood where the world seemed bright and safe, before the Spanish Flu and the War. To this end her became deathly afraid of death and desired a way to reverse the ageing process so he could stay forever young and alive.

    Menoz was helped by his friend Estaban who returned from the war with a book he stole from a German he claimed was a wizard. Menoz quickly deduced the book was actually a book of strange medical and scientific documents which drew inspiration from occult sources. Taking the book to colleges and scientists across Europe Menoz began to put together a series of theories and ideas about chemistry, medicine, the human body and the relatively new concept of entropy.

    In 1928 Menoz conducted his first experiment with a group of scientists in Spain successfully de-aging a monkey a whole year. Menoz immediately tested an enhanced product on himself and shaved ten years of his life. His partners were horrified by his unethical actions and tried to cut him off the project. He proceeded to kill them all and flee to the United States where he continued to work with scientists and doctors for several more decades to perfect his skills.

    During this time, he made allies in the CIA and Ivy College syndicate which allowed him to build experiment technology to advance his arts. He has been responsible for several high-profile surgeries, and saved the lives of a President on one occasion. He was a small target of the Cold War for a short time before he went into hiding underground and continued his work is secret, in smalltown America.

    However after the Knights were founded and the new age of Meta-humanity emerged he could no longer hide. He returned to the scientific world with his final products technology able to do wonders of healing, de-aging and surgery. He was quickly given dozens of honorary degrees and hired by Harvard in a competitive bidding war. Later he was approached by DARPA to act as the field medic for the Knights of America and accepted in exchange for a paycheck and access to DARPA’s assets.

      Summary: Entropy Control Combat Medic.


Gods Among Us
Character Application



Character Description
    Given Name: Marcus Coleman
    Alternate Identities: MarK Ultra
    Legal Status: State Sanction Hero
    Gender: Male
    Age: 72
    Species: Meta-Human
    Apperance: pic
    Characters Biggest Strength: Ability to take on large numbers of foes without issue
    Characters Biggest Weakness: Quick to anger, fly off the handle with a number of mental triggers.

Motivations and Desires
    Primary Goal: Protect America. Nothing matters more than Guns, God and Government
    Secondary Goal: Kill all commies, protect the Knights of America, expand the rights of military and police to control the state.
    Fears: Communists, Socialists, Satanists, The disgrace of losing a war, the embarrassment of American tragedy.

Powers
    Primary Source of Powers: C-Cells
  • Power 1: Tactile Telekinesis
    Effects: MarK has an alien organ called a Hune implanted around his spine. When his body processes LSD this organ activates hooking up to his brain and granting him the ability to project a forcefield around his body. This grants him a form of tactile Telekinesis. This makes him resistant to most kinds of physical damage up to 1 kiloton. He can lift 15 tons with his powers and move at peak human speeds. This power has also limited his aging process and granted him a peak human body outside of it’s use because of the stress required to maintain it.
    Weaknesses: To access this power MarK needs to be taking LSD. This leaves him in a precarious mental state where he can easily be distracted or wear he may overlook certain details. MarK can cut of his oxygen for a short period of time but still needs to breath. The field has little effect on magic, it will weaken but not fully dissipate energy and heat based attacks.

  • Power 2: Tactile Telepathy
    Effects: When on LSD MarK Ultra can read the thoughts and control the emotions of people he is touching. He can fill people with fear, love, hate, compassion and other sensations will seeing the most recent memories and most common thoughts the person has had recently.
    Weaknesses: He cannot read every memory only the ones the person is thinking about or has thought about in the last half hour. He cannot cause people to think specific thoughts merely give them emotions. He needs contact with skin or some similar substance for alien creatures. Doesn’t work on magical entities.

  • Power 3: One Man Army
    Effects: MarK is an expert soldier who has gone toe to toe with hundereds of soldiers in the past and walked out unscathed. Even without his other powers MarK is a fearsome soldier capable of taking on the best. He has a special skill at fighting through hordes of enemies however, and is especially good at taking on large groups of infantry.
    Weaknesses: He is not as skilled a fighting smaller groups of elite soldiers and armored vehicles.
    Equipment: Can be armed with any weapons he desires but tends to carry.
    A fully automatic Remington 1100, either a M1919 Browning or an M60 Machine Gun, A M16A1, a combat machete, and as many grenades as he can carry.

Background
    Occupation: Works for the Knights of America
    Training and Education: Completed two years at Reed College. Spent five years in a CIA brainwashing institute with training from Marines and CIA operatives.
    Things any characters might know about them: (Things a quick google search would reveal)
    Group Affiliations: Former CIA and US Military. Currently the Knights of America.
    History and Bibliography: MarK Ultra started life as Marcus Coleman, a regular upper-middle class kid who was lucky enough to enroll at Reed College. During his stay there he became associated with protestors against the Vietnam War. Slowly radicalizing he engaged in a march in Washington DC in an effort to end the war and while hanging out at a friends house he was abducted by CIA Agent, Thomas Allen who poisoned the group with bad dope.

    Thomas took Marcus and his friends to a CIA blacksite and enrolled them as test subjects for one of the more strange experiments of MK Ultra. The psychic research project had long been seeking to tap into latent mental powers through numerous means. With MarK and his friends they tried a unique tactic, having used magic to summon an extradimensional creature they killed it and surgically added It’s organs to the group. Through experimentations the CIA learned that select doses of LSD could excite these organs while also stimulating the Meta-gene. Together these two methods allowed MarK to tap deep into his Meta-gene can altered his brain chemistry to link up with the alien organ.

    This was the first recorded instance of C-Cells ever created and it created an unstable by highly powerful soldier. For the next several years MarK was brainwashed by the best in the country, they instilled in him the all American mentality until he was the perfect fusion of Red, White and Blue. A burning hatred for communists, a belief in Christ above all else, acknowledgement of the perfection that was the nuclear family and a moderate dose of racism defined the new MarK.

    After several field tests in Cambodia he was dropped in Vietnam where he began rampaging through the North Vietnamese positions like a demon. Without any kind of support he managed to achieve a staggering amount of success, reportedly killing more V.C’s than any other Brigade. Towards the end of the war he refused to leave his single mindedness forcing the USA to kidnap him with other Meta-humans then had created in the meantime.

    For the rest of the Cold War he was deployed in numerous war zones to act as a lone wolf slaughtering indiscriminately. After the Cold War ended he went of a bit of a rogue streak to figure out his origins but didn’t seem to care when he figured out he had been abducted and forced into his current state. Recently he was traded from the CIA to the Marines for Operation Desert Storm and then traded to the Knights for advancements in DARPA technology.

Summary: LSD fueled Psychic Supersoldier
Last edited by Primordial Luxa on Sat Oct 14, 2017 1:40 pm, edited 21 times in total.
Swith Witherward wrote:But I trust the people here. Well, except Prim. He has shifty eyes but his cute smile make up for it.

Monfrox wrote:But it's not like we've known Prim to really stick with normality...

P2TM wrote:HORROR/THRILLER Winner - Community Choice Award For Favorite Horror/Thriller Player: Primordial Luxa


Factbook (underconstruction)
Personification Life and GAU Posts
Luxan Imperial Narcotics (The ONLY narcotics store on GE&T)

User avatar
Bearon
Postmaster-General
 
Posts: 11448
Founded: Mar 04, 2013
Ex-Nation

Postby Bearon » Wed Jun 08, 2016 1:47 pm

Tag.
Nothing to see here. Move along.

User avatar
Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Wed Jun 08, 2016 4:14 pm

Tag. I've got an idea for a gravity-manipulator.
Signatures are so 2014.

User avatar
Serah
Negotiator
 
Posts: 7416
Founded: Feb 13, 2015
Ex-Nation

Postby Serah » Thu Jun 09, 2016 9:56 am

Still there I'll pull my app a bit later.

User avatar
Primordial Luxa
Postmaster-General
 
Posts: 12092
Founded: Oct 30, 2012
Left-Leaning College State

Postby Primordial Luxa » Thu Jun 09, 2016 1:41 pm

So this is sort of a soft reboot, I have a docket of super villains in the works but I REALLY want to encourage cross player collaboration.

So lets try to resolve current plot threads through team ups and multiple player interactions.

The most obvious plot that hasn't been resolved is Blanks attack on the New York School.

Currently the Knights are investigating that but we should have some more hero's jump in and investigate that as well.
Swith Witherward wrote:But I trust the people here. Well, except Prim. He has shifty eyes but his cute smile make up for it.

Monfrox wrote:But it's not like we've known Prim to really stick with normality...

P2TM wrote:HORROR/THRILLER Winner - Community Choice Award For Favorite Horror/Thriller Player: Primordial Luxa


Factbook (underconstruction)
Personification Life and GAU Posts
Luxan Imperial Narcotics (The ONLY narcotics store on GE&T)

User avatar
Remnants of Exilvania
Postmaster-General
 
Posts: 11214
Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Thu Jun 09, 2016 2:46 pm

Primordial Luxa wrote:So this is sort of a soft reboot, I have a docket of super villains in the works but I REALLY want to encourage cross player collaboration.

So lets try to resolve current plot threads through team ups and multiple player interactions.

The most obvious plot that hasn't been resolved is Blanks attack on the New York School.

Currently the Knights are investigating that but we should have some more hero's jump in and investigate that as well.

I remember that.
I had mercenaries readied to do the same but they got away.
Now, I`ll still wait for Dyelli before resubmitting.
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

User avatar
Meritocratic Conglomerate
Chargé d'Affaires
 
Posts: 444
Founded: Jul 12, 2014
Ex-Nation

Postby Meritocratic Conglomerate » Sun Jun 12, 2016 6:04 pm

Tag. Looks Intresting.
"I have a huge army"
"Why would anyone need a huge army?"
"To secure resources to fund my huge army"
~ Blank~
~Blank~
Timezone: Eastern Standard Time (UTC−5:00)
"I know you don't," Yang cooed, "and that's what makes you so special." Too many friendships torn asunder by emotions, by anger and jealousy. The world should have rejoiced at the mere sight of her beautiful sister, yet life was never that generous. The cruel prospered, the kind went unthanked.

User avatar
Talion Union
Ambassador
 
Posts: 1903
Founded: May 24, 2013
Ex-Nation

Postby Talion Union » Mon Jun 13, 2016 11:51 am

GODDAMN MOTHERFUCKER.
The Geneva War
Talion Civil War
Petrokovia
Dorhaven
Geneva

User avatar
Talion Union
Ambassador
 
Posts: 1903
Founded: May 24, 2013
Ex-Nation

Postby Talion Union » Mon Jun 13, 2016 11:51 am

I'll drag up my old Apps and redo 'em, I'm neck deep in this and I refuse to quit.
The Geneva War
Talion Civil War
Petrokovia
Dorhaven
Geneva

User avatar
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Mon Jun 13, 2016 11:52 am

Talion Union wrote:GODDAMN MOTHERFUCKER.

Fifth time's the charm. :D
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Talion Union
Ambassador
 
Posts: 1903
Founded: May 24, 2013
Ex-Nation

Postby Talion Union » Mon Jun 13, 2016 12:08 pm

Super Identity: Iroquois
Real Identity: ??? "Uylsses Conrad"
Is real identity known to the public: No
Hero, Villian, Neutral: Villian
Age: 35
Gender: Male
Appearance: (Pictures in url links or descriptions please) Bionic, gun metal arms and legs. Frequent smoker. His hair is salt and pepper, shaggy and unkempt most days, though it is hidden under a hat. Wears dress shirts, slacks, a vest and a trench coat at all times. Green eyes.
Group Affiliation: None
Powers: Bionic man built to last, utilises a street fighter type no holds barred fighting style to complement his artificial components. Arms built with 10,000 volt short range stun blasts to break grabs or stun opponents. Extremely hand with both melee and ranged combat.
Equipment: Bionic limbs, listed above. Typically carries a pair of handguns, though will swap them if possible before combat.
Weakness’s: (for each major piece of equipment and each power you should have one weakness.) He is still only human, and despite numerous modifications to his body both inside and out, he can only withstand so much before he gives out. Will throw caution to the wind of sufficiently angered.
Background: A former thief and runner for gang boss Arnold "Redd" Redding before he was betrayed and crippled for life, Iroquois reappeared as a bionic hitman, taking all jobs, so long as the pay was good enough. Has been linked to numerous superhero murders since 2000. His ultimate goal is revenge, seeking to bury those who tried to bury him.
Summary: Villian; bionic hitman with a dark past.
Last edited by Talion Union on Mon Jun 13, 2016 4:14 pm, edited 2 times in total.
The Geneva War
Talion Civil War
Petrokovia
Dorhaven
Geneva

User avatar
Talion Union
Ambassador
 
Posts: 1903
Founded: May 24, 2013
Ex-Nation

Postby Talion Union » Mon Jun 13, 2016 4:15 pm

I assume that we're starting a new IC thread?
The Geneva War
Talion Civil War
Petrokovia
Dorhaven
Geneva

User avatar
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Mon Jun 13, 2016 4:18 pm

Talion Union wrote:I assume that we're starting a new IC thread?

Nope.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Talion Union
Ambassador
 
Posts: 1903
Founded: May 24, 2013
Ex-Nation

Postby Talion Union » Mon Jun 13, 2016 5:00 pm

Anowa wrote:
Talion Union wrote:I assume that we're starting a new IC thread?

Nope.


Oh.

Business as usual, then?
The Geneva War
Talion Civil War
Petrokovia
Dorhaven
Geneva

User avatar
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Mon Jun 13, 2016 5:01 pm

Talion Union wrote:
Anowa wrote:Nope.


Oh.

Business as usual, then?

I guess.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Primordial Luxa
Postmaster-General
 
Posts: 12092
Founded: Oct 30, 2012
Left-Leaning College State

Postby Primordial Luxa » Mon Jun 13, 2016 7:04 pm

Anowa wrote:
Talion Union wrote:
Oh.

Business as usual, then?

I guess.


Yes although im trying to get a discussion going on what sort of plot we will use going forward.

The most obvious one is Blank.

Anowa do you want to continue that plotline?

If so Calamity and NUMB will be hunting Blank and those responsible for the attack with some serious prejudice using the clues found by MarK Ultra. I do need to know exactly what those clues weere however.
Swith Witherward wrote:But I trust the people here. Well, except Prim. He has shifty eyes but his cute smile make up for it.

Monfrox wrote:But it's not like we've known Prim to really stick with normality...

P2TM wrote:HORROR/THRILLER Winner - Community Choice Award For Favorite Horror/Thriller Player: Primordial Luxa


Factbook (underconstruction)
Personification Life and GAU Posts
Luxan Imperial Narcotics (The ONLY narcotics store on GE&T)

User avatar
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Mon Jun 13, 2016 7:05 pm

Primordial Luxa wrote:
Anowa wrote:I guess.


Yes although im trying to get a discussion going on what sort of plot we will use going forward.

The most obvious one is Blank.

Anowa do you want to continue that plotline?

If so Calamity and NUMB will be hunting Blank and those responsible for the attack with some serious prejudice using the clues found by MarK Ultra. I do need to know exactly what those clues weere however.

I'll get on that. Though I'll have to remember what was found.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Primordial Luxa
Postmaster-General
 
Posts: 12092
Founded: Oct 30, 2012
Left-Leaning College State

Postby Primordial Luxa » Mon Jun 13, 2016 7:06 pm

Anowa wrote:
Primordial Luxa wrote:
Yes although im trying to get a discussion going on what sort of plot we will use going forward.

The most obvious one is Blank.

Anowa do you want to continue that plotline?

If so Calamity and NUMB will be hunting Blank and those responsible for the attack with some serious prejudice using the clues found by MarK Ultra. I do need to know exactly what those clues weere however.

I'll get on that. Though I'll have to remember what was found.


They raided a druggies apartment, stole his money, his drugs, some documents and a computer.
Swith Witherward wrote:But I trust the people here. Well, except Prim. He has shifty eyes but his cute smile make up for it.

Monfrox wrote:But it's not like we've known Prim to really stick with normality...

P2TM wrote:HORROR/THRILLER Winner - Community Choice Award For Favorite Horror/Thriller Player: Primordial Luxa


Factbook (underconstruction)
Personification Life and GAU Posts
Luxan Imperial Narcotics (The ONLY narcotics store on GE&T)

User avatar
Primordial Luxa
Postmaster-General
 
Posts: 12092
Founded: Oct 30, 2012
Left-Leaning College State

Iron Head and Carolyn Fern

Postby Primordial Luxa » Mon Jun 13, 2016 8:11 pm

Super Identity: Iron Head
Real Identity: Andrew Hyde
Is real identity known to the public: Yes
Hero, Villain, Neutral: Villain
Age: 32
Gender:Male
Appearance:A large man easily two meters tall, yet stringy and emaciated like the corpse of a giant. His skin is a pale grey and covered in burn marks and cuts. Long hair hand from his head which is totally covered by a metallic mask which obscures all his features and resembles a torture device.
Group Affiliation: none
Powers:Ultimate Fighter: The Helmet he wears allows the user to experience lucid dreams whenever they are near tombs or the dead. Through these dreams they can commune with the dead and learn from them. Iron Head has used this to study fighting styles from millions of soldiers.
Enhanced Conditions: The Helmet also grants Iron Head an increased bio-electrical rhythm making his muscles incredibly strong and granting him a small healing factor.
Equipment: The Helmet and unbreakable learning device created by Those in the Lightning. A head-butt from this thing has been known to dent tanks.
Weakness’s: Incredibly strong magnetic fields and forces mess with the helmet weakening his strength.
Cannot sleep, except in graves or areas populated by the dead.
Vulnerable to dream based magic or science.
Background:Andrew Hyde was once the heir to the Hyde family fortune. A stuck up brat who enjoyed wasting his money on any passing fancy he spent most of his time hosting wild parties from his Hampton estate. That was until a bolt of lightning struck his mansion killing 75 of his guest and forcibly locking a metal helmet around his head. Feeling to the nearby family crypt he found that while passed out he could dream conversations with anyone dead across the globe. After conversing with his disappointed relatives and his angry friends he decided to use the helmet selfishly and spent a year in his family’s tomb. He lived his uncles casket and dreams of conversations with Visigoths, Boxers, Samurai, Huns, Spartans, and even Bruce Lee. In addition, he dreamed of less human things that had once wandered earth such as the Antarctic Monsters and the Things in Tsath which taught him other horrible secrets. When he finally emerged from his crypt he carved his way through a dozen banks, killed nearly a hundred people with his bare hands and was only brought down when Ultrawoman trapped him in concrete. However, he had a nasty habit of escaping and regenerating from any serious damage and once death. However, for the last year he has been quite until now.
Summary:A hedonistic dilettante forcibly attached to a metal helmet which allows him to commune with the dead. He used his power to learn master of hand to hand combat. He now seeks to pilfer the secrets of tombs around the world and .


Super Identity: none
Real Identity:Carolyn Fern
Is real identity known to the public: Yes
Hero, Villian, Neutral:Villian
Age: 46
Gender: Female
Appearance: pic
Group Affiliation: The UN Metahuman Relations Board and the UN Metahuman deployment taskforce
Powers:None
Equipment:The Bells: A special device Carolyn has made, the frequencies they produce are intensely painful to metahumans, magic-users, aliens, and anything that isn’t 100% Grade A human.
The Needles: A long metal spike she has created which she can insert into a patient’s brain and force them to obey any commands she gives them.
The Box: a box which Carolyn believes allows her to communicate with a power alien sentience which inhabits stars and causes them to explode.
Weakness’s: Totally human in every way shape and form.
Background: Carolyn has always been sadistic and cruel. She loved pulling the wings off flies and toying with the children around her. However, when she was 20 her college was destroyed by a meta-human she believes has joined the Knights. Shocked by the notion that their existed something out there with the ability to cause more harm that any human could he became radically xenophobic towards metahumans. She spent the next several years learning the ins and outs of politics working heavily to imbed herself in the superhuman community. During this time, she also became a world renown neuro-scientist finding out much about meta-human brain chemistry and using it to create all sorts of advanced devices while running an insane asylum for those with super powers. Ostensibly she is neither for nor against metahumans and has kept her hatred a secret, hoping to get to the perfect spot of power before acting. Now she has reached it. The Basilisk Event has scared the world governments into enacting her own heavy handed methods and she has been put in control of a new initiative to curtail the supers. Little does anyone know just how far she’ll take it.
Summary:A mad doctor who secretly wants to see Meta-humans wiped out in any way possible, she has just been hired by the UN to control their superhuman communications and response teams.
Last edited by Primordial Luxa on Mon Jun 13, 2016 8:12 pm, edited 2 times in total.
Swith Witherward wrote:But I trust the people here. Well, except Prim. He has shifty eyes but his cute smile make up for it.

Monfrox wrote:But it's not like we've known Prim to really stick with normality...

P2TM wrote:HORROR/THRILLER Winner - Community Choice Award For Favorite Horror/Thriller Player: Primordial Luxa


Factbook (underconstruction)
Personification Life and GAU Posts
Luxan Imperial Narcotics (The ONLY narcotics store on GE&T)

User avatar
Talion Union
Ambassador
 
Posts: 1903
Founded: May 24, 2013
Ex-Nation

Postby Talion Union » Mon Jun 13, 2016 11:01 pm

I'll have to think if I actually get involved, though I might just use an alternate character since it doesn't seem like something a bionic hitman would be involved in.
The Geneva War
Talion Civil War
Petrokovia
Dorhaven
Geneva

User avatar
Serah
Negotiator
 
Posts: 7416
Founded: Feb 13, 2015
Ex-Nation

Postby Serah » Tue Jun 14, 2016 4:27 am

Talion Union wrote:I'll have to think if I actually get involved, though I might just use an alternate character since it doesn't seem like something a bionic hitman would be involved in.


You may, if Iroquois accepts Heamet's proposition.

Next

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Intermountain States

Advertisement

Remove ads