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Heroes of Tomorrow Redux [DONE]

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Forest State
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Heroes of Tomorrow Redux [DONE]

Postby Forest State » Sun Feb 03, 2019 8:59 pm

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Heroes of Tomorrow Redux

Co-OPs: Lunas Legion, Durmatagno

IC Thread - Roster - Theme





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The drums of war are beating
At the end of it all
The last light is fleeting
As the shadows fall
But still we stand up
We stand up, we stand up
Like a warrior
In the darkest days, like a soldier
Till there's no one left to save...

Introduction

Imagine if approximately one percent of the world had some kind of abnormal power, Sometimes it could be a dangerous or useful power, other times it could be a minor power that won’t change too much about daily life. That one percent doesn’t sound like a large number on its own, but in a world with more than seven billion people, one percent can have a great impact. Give one percent of the population great power, and you suddenly have a group of people spread out across the globe who are powerful enough to topple countries if they team up and set their mind to it. Some of them are even strong enough to topple a country on their own, while hardly breaking a sweat. How would these people be treated? And what impact would they have on the world?

These people are known as metahumans, and ever since their initial appearance in the 1950s, the world has been locked in a battle between good and evil. Light and darkness. Control and freedom. Superheroes arose to stop those who would prefer to use their powers for the wrong purposes, but have evolved into something more: the protectors of mankind. They’ve fought all manor of enemies, both human and otherworldly, and the top superheroes are practically worshipped by their fans as celebrities. It’s a dangerous job. It’s also one with plenty of benefits. Riches, fame, the adoring fans, and recognition in history. It’s no wonder that many metahumans decide that the hero life is for them, but for every hero, there’s a number of other metahumans and regular people who would rather disrupt life as we know it. Crime rates have been rising around the world, metahuman related crime is one of the leading causes of unnatural death, and so-called supervillains have destabilized entire regions at a time.

The Guardians, the world’s largest collection of superhero teams, acts as Earth’s shield. In the fight between good and evil, the Guardians are always at the forefront, acting as one of the first organizations to respond to world crisis events. Their ranks have dozens of teams spread across the world, and hundreds of heroes of varying levels of skill and fame. But nothing is black and white when it comes to a fight for the world itself. Like any organization as large as this one, the Guardians have their own interests. Individual heroes do, too, and the faces that they show in public aren’t always their true selves. It doesn’t take a paragon of virtue to make a hero. Just someone willing to put their lives on the line, for any reason. Even if that reason is something selfish. Like any field, the world of superheroes has disputes, too, and clashes between multiple different teams. Not every organization is a fan of the others. Even within the Guardians, group politics exist.

Perhaps those are the reasons why the Guardians have been viewed as being on the back foot. They’re still the largest team, but it seems like they’re overmatched more and more in recent years. More and more, villains achieve victories. Each time it happens, the Guardians and heroes as a whole look worse to the public. For that reason, the Guardians announced in 2013 that they would create the Young Guardians Program, dedicated to training the next generation. Those within the program receive the best training that the Guardians have available, in addition to housing in Angel’s Village, the international grounds located in Nassau, New York, that serve as the worldwide headquarters of the Guardians and the home of many of their most important buildings. That doesn’t mean that things are going to be easy, however, or that everyone in the program will sit and learn in a classroom.

The Young Guardians Program is hands on, and the Young Guardians are a full team in their own right. Heroes within the program are expected to prove their worth if they want to graduate, and that means helping the senior teams in the field. It’s a highly dangerous job, but that’s only one way to look at it. The other way to look at it? The adventure of the lifetime, one that will take the members of the program around the world, from New York City to London to Moscow to Tokyo and more. In 2023, the Guardians announced that the program would be expanding. As one of the new members, will you be able to help in saving the world? Or are you doomed by fate?



A Word From The OP

Welcome to Heroes of Tomorrow Redux, which as the Redux part of the title might suggest, is a reboot of two different threads. You don’t have to have been in the original HoT or in Fates and Futures to join this thread, however. It’s a new story and a reboot of the universe, while retaining many of the same themes, characters, and organizations. While the intro might indicate that you’re playing as someone from the Young Guardians Program, that’s not necessary this time. There’s multiple storylines to get involved with, and you can build arcs in other areas of that story rather than just following the Young Guardians. However, the “main” plot per say is the one following the Guardians, so it’s strongly advised for all players to be involved to some extent with that.

As the introduction stated, the goal of the program is to bring up the next generation of heroes for the Guardians, the largest hero organization in the world. This isn’t, however, an academy. It’s a full fledged team, just not one that has senior status yet. The team is based in Nassau County, New York, on international ground that serves as the headquarters of the Guardians. Members of the program live there, and range from ages of 18 to 23. Exceptions can be made with ages depending on special circumstances, for example if someone is non-human or has very different circumstances, such as if someone was younger but had exceptional ability. Members of the program remain with it until they graduate, which is typically after multiple years and is determined by the supervisors. While on the team, members will be trained by being dispatched around the world to deal with relevant events, mostly situations that fit their current skill level.

The world of this RP is also a bit different than a traditional superhero story in that it focuses on some elements that aren’t always covered, such as moral greyness and what normal, everyday people would think of superheroes and how this would affect them. Heroes might save the world, for example, but that doesn’t mean that they’re all flawless paragons of virtue. Additionally, not all ordinary people are pleased with the law being enforced by highly dangerous individuals who act above the normal law and, many times, disrupt regular life while doing it. It’s impossible to fight in a city without some kind of collateral damage, after all. The RP’s world also has a fleshed out mythology explaining superpowers, magic, and the various organizations that can be interacted with. If it all seems interesting enough that you want to join, check out the information below. Reading through every single aspect of the lore isn’t a requirement, but it’s a good idea to get familiar with the key parts.

As of arc three, it's also possible to play a villain in the counterpart to the Young Guardians Program, the Prodigy Initiative! If you want more information on that, check out the lore for the Initiative down below and feel free to ask for more details.



Welcome To The New Age

Some say that the dawn of superpowers should mark a new era in humanity. It’s debatable whether or not that is true, but it does seem like the birth of powers was the most influential event of the 20th century. The actual event that caused powers to appear is unknown and scientists to this day are baffled by it. Some progress had been made in understanding powers, but not to the extent that the source of them can be pinpointed. What is known, however, is that powers arrived during the early atomic age and that the late 1940s were when the first reports were made of people demonstrating strange abilities.

Records indicate that multiple governments during World War Two investigated this, but the phenomenon was not understood enough to be utilized as part of the war effort for any side. When the Cold War began, there were more and more reports of powers, and governments investigated the matter intensely. These people with powers were dubbed metahumans, to differentiate them from the rest of the population. Of course, the discovery wasn’t without controversy. Superheroes weren’t much of a thing until the 1960s. The first decade with powers was largely spent with these people being experimented on by governments, before public outcry forced the practice underground. Metahuman rights quickly became part of the overall civil rights movement, and in 1961, the United Nations backed the creation of the International Metahuman Council. The goal of the IMC, to put it simply, is to act as the governing body for matters relating to metahumans and their rights.

Despite progress, however, powers as a whole are something not understood very well by science, even in the modern age. They come in multiple types, some of them more mysterious and arcane than the others. Additionally, powers have greatly shaped the world around them ever since their first appearances. In the boxes below, you’ll find further information on how powers work, what types of powers there are, and how the world has changed because of them following their initial appearance.

Genetic
Genetic powers are the most common and their source is a gene that is present in all people, known popularly as the meta gene. To put it simply, everyone who has this gene active will receive powers. However, in the vast majority of humans, the gene is a dormant gene that does nothing. This is considered the baseline classification for powers and is the one that other classifications are compared against, because it doesn’t have any specific positives or negatives tied to it. Those with genetic powers don’t have any real class specific strengths or weaknesses, which is either a good thing or a bad thing depending on how you look at it.

Magic
Magic is a bit more complicated than the first classification. While mages appeared around the same time as the meta gene was discovered, and while they have existed in legend for even longer, they draw from a different power source. Mages are connected to a plane that is not part of our own, which has become known within mage circles as the Otherworld. This is a place where many nonhuman beings exist. However, human mythological beings such as demons, angels, and others have not been proven to exist in this realm. Rather, those from the Otherworld are termed as either light or dark spirits, and these spirits both have great magical ability that surpasses that of the vast majority of human mages. Most of the time, though, spirits remain in the Otherworld, which humans have not been able to travel to.

Mages draw their power from the Otherworld and this magical energy is known as mana. It is stored internally, but takes time to regenerate once used. This mana can be used in a number of ways. A fire mage would use it to create fire, a water mage would use it to manipulate water, etcetera. Mana acts as a battery for mages and their powers, and it takes about half an hour for someone to recharge their mana after expending it fully. In the middle of battle, however, this can be a matter of life or death, and waiting thirty minutes tends to bring death. What are the advantages of being a mage? Well, magic is a bit more flexible. Someone with genetic powers can’t usually add more abilities on, only expand the ones that they know. A mage, on the other hand, can learn to use mana in different ways to change their ability set, although this takes a commitment to spend time training. The experience of the mage usually determines how much they can learn.

Artificial
Ever since powers first showed up, different factions have wanted to harness them for their own goals by bringing out powers artificially in regular humans. This is by far the most experimental way of gaining powers, and few have actually succeeded in bringing out powers in others. However, there have been successful attempts. Some of those attempts have involved using radiation, while others will never be known to the world after being covered over by about a dozen layers of red tape. This method has usually only been used by governments and non governmental factions who have a lot of money to blow on it, for a low success rate.

As a general rule, artificially induced powers are weaker than natural powers. The full power of the meta gene can not be harnessed artificially, it seems. If there is a method to do so, it has not been discovered yet by humans. This weakness doesn’t mean that artificial powers should be ignored completely, but it does mean that they aren’t as good as the original, generally. It’s not always fair to the users of these powers, but that’s life. Many users of these powers specialize in other skills to make up for the deficit.

External
Those with external powers receive abilities from something other than themselves. This can be an object with special properties, technology, or something else. Heroes and villains with super intelligence go into this category, because they tend to rely on technology rather than some ability of theirs when it comes to combat. Others may rely on objects or weapons with special capabilities but don’t have any capabilities themselves. The weakness here is an obvious one. Remove someone from the source of their strength and they’re just a regular person, unlike others who can use their abilities in any situation.
Everyone knows that the supehrero phenomenon began in the 1960s. Some dispute what the first team was, but it’s known that the Guardians emerged as one of the first ones and quickly jumped to the title of the largest. The early goal of superheroes was simply to fight off other metahumans who wanted to use their powers for evil, but things quickly became more complex than that as more and more threats became things for superheroes to handle. Initially, governments worked only uneasily with these groups. The United States government backed the Guardians, but at the same time, there was a tense relationship between these heroes and normal law enforcement. In some countries, such as the Soviet Union, superheroes were outlawed entirely and were considered illegal vigilantes.

The stance of the Soviets and their allies would be an obstacle in the acceptance of superheroes, but certain events would soften that view. 1965 saw the first attack on humans by beings from the Otherworld, which were still quite new and unknown to mankind. The attack would happen around the Russian city of Volgograd, and the Soviet Army found themselves unable to do anything about it. Tanks, planes, and artillery proved ineffective against the massive anomalies from the Otherworld, the type that would later earn the label of Class A anomalies. What stopped the attack wasn’t the military, but metahumans. Superheroes who had been driven underground by the government. After public opinion shifted in favor of heroes in the eastern bloc largely due to this event, countries in the eastern bloc began to allow superheroes in a very controlled method. Teams were not symbols of the people, but of the government. Still, they did their jobs.

The 1960s saw the Guardians rise in the west, particularly in the United States at first, while the east was dominated by communist government controlled teams such as the Red Hammers, based in Moscow. This would serve to increase tensions in the Cold War as the two sides built up arsenals of not just weapons, but superheroes with similar power. Mutually assured destruction prevented a full conflict from breaking out, however, but there were close calls. Communist heroes in Bulgaria chased villains over the Turkish border in 1968, resulting in the NATO aligned Turkish military firing on them and nearly kicking off an international crisis. In 1970, there was an incident at an international meeting between heroes that was held by the International Metahuman Council. The New York Dynamo nearly clashed with the Red Hammers, furthering the rift between the United States and the Soviets and bringing the world closer to war.

By the end of the 1970s, heroes were common all around the world but many governments created agencies to regulate them, manage them, and if the need called for it, to handle rogue heroes who operated outside of the law. Vigilantism was also illegal in the majority of the countries, usually punishable as a federal crime. These organizations still last down to this day. Following an incident in 1979 where the Capital Team, based in Washington, destroyed a hospital while trying to apprehend a dangerous villain, the United States made a proposal to NATO to create an alliance wide regulatory body. In 1980, this proposal was accepted and the Department for the Regulation of Metahuman Activity was founded. This organization would rather notoriously become known as the Department, or just the DRMA. Granted many powers by the governments of NATO, the Department began a long and adversarial relationship with metahumans in NATO countries. Many metahumans were detained by the Department simply for being suspected of illegal activity without evidence, and some said that the organization was formed by regular humans fighting back against their superior counterparts in whatever way they could.

Out east, the Soviet Union founded the Central Commission for Abnormal Activity, otherwise known as the Commission. The CCAA quickly gained a reputation for being exceptionally brutal and for being harsh on all metahumans, not just those who use their powers for either good or bad. The CCAA forced many regular people to undergo training to become heroes across the Soviet Union, from the Russian Republic all the way to Ukraine and Georgia Soviet heroes were also exported across the Warsaw Pact countries, furthering Soviet dominance over their satellite states. Due to the Sino-Soviet split, the Chinese would form their own rival organization, the Metahuman Affairs Bureau. While this organization did not pick up the notorious reputation of the CCAA, it used similar tactics and many Chinese metahumans found themselves quickly wrapped up in covert government operations in secessionist locales such as East Turkestan and Tibet, working against rebel forces using their powers. The 80s was largely known as the decade of regulation because of these agencies, which were largely motivated by the Cold War.

Following the collapse of the Soviet Union in 1991, the CCAA was reformed into the Directorate of Metahuman Regulation, or the DMR. Straying away from its previous tactics during the rise of the Russian Federation, the DMR oversaw the disbandment of the majority of Soviet satellite teams, and cut back on activities overall. Suddenly, many countries such as Poland, Ukraine, Czechoslovakia, Hungary, Bulgaria, Albania, Romania, the Baltic States, and the Central Asian states were allowed to have their own independent teams. Following the disbandment of the CCAA, the main teams in Russia were the Red Hammers and the Northern Eagles, based in Moscow and St. Petersburg respectively. These would go on to become the most notable teams in the Commonwealth of Independent States.

In the west, the end of the Cold War saw the repeal of many Cold War era policies and new rights for metahumans across NATO countries, especially the United States and United Kingdom. Many metahumans that had been detained under these old policies were released, and superheroes had large gains in popularity thanks to their expanded abilities to operate without interference from the government. There was a shift in attitude towards superheroes and if they had been considered celebrities before, they were now the largest stars in pop culture, competing with musicians and actors for popularity and being praised in the same way that sports teams were by their hometowns.

Superheroes became a big business. They received merchandising deals, movies, reality shows, and more. Everyone wanted to be one, and the few who made the cut reaped full benefits for their dangerous work. Their faces were everywhere, and even regional level heroes found themselves gaining fandoms that they never would have achieved in past years. However, despite the success for heroes around the world, the largest challenge was yet to come. This challenge was one that would shake the world to its core, nearly defeating the strength of the world’s heroes put together.

The year 2005 saw the arrival of what would infamously become known as the Swarm. The actual name of these beings is unknown to this day. Their language is indecipherable even to the smartest metahumans and their technology is, for the most part, unusable to humans because of their philosophies in design. Most Swarm equipment is meant to be used with a mental link, and the Swarm first gained their title because they were believed to be a hivemind originally, one which behaved like a swarm of bugs. This turned out to be false. The Swarm were not a hivemind, just one of the most organized and efficient species that humanity had discovered. Their appearance was human enough, with longer ears, paler skin, and traditionally with strangely colored eyes, but that appearance was almost always hidden behind the red military armor of the Swarm’s shock forces, or the white worn by their higher ups.

The Swarm came from the sky and they hit hard and fast. The first sighting of one of their vessels was November 19th, 2005. By the end of the month, there was fighting in Shanghai, Los Angeles, Las Vegas, Tokyo, Seoul, and other major cities. The Swarm established a base of operations in the Pacific but they would soon make a second landing across the world, leading to fighting in New York, Madrid, Berlin, and Sao Paulo among other locations. Both the militaries of the world and metahumans banded together to fight against the new threat, but it seemed that they couldn’t be outlasted and that they replaced every fallen unit with many more. The durable armor of the aliens was hard to even pierce for most human weapons, and national governments began falling and being taken over by the invaders.

The alien invaders attempted a third landing in Asia, but nuclear missiles fired from American and Chinese submarines were able to give humans their first victory, destroying the Swarm spacecraft which landed in the Indian Ocean, with no survivors. The war, however, looked futile. The Swarm still had two bases of operation and seemingly limitless soldiers, as well as air assets that outperformed humanity’s. It seemed like they would make further gains, but about one month into the fighting, the invasion stopped. The Swarm withdrew, with nuclear missiles succeeding in downing the first retreating ship but not the second. That one would slip away and disappear, and the remnants of the Swarm on Earth were quickly cleaned up by the governments and heroes of the world.

The Swarm War is one of humanity’s biggest mysteries. Nobody knows what caused it and the reason why the aliens left. It did, however, solidify the status of superheroes as the protector of mankind. The war could be considered the last truly major crisis that heroes had to deal with, as it was more threatening than any human villain to be taken down before. It was a bit of a turning point around the world, engraving powered humans into the collective memory of mankind as a force to be reckoned with, regardless of what side they’re on. By the year 2017, the majority of the damages from the war had been repaired.

Following the disaster that was the war, it was decided that the west would need a team with a larger jurisdiction to handle events such as this. The United States, United Kingdom, Germany, South Korea, Israel, and Turkey aligned to form the Alliance of Six, each nation sending heroes to the new team which would stand in reserve until it was needed. In the east, Russia, Iran, and the CIS states would have their own response to this with their team of heroes known as the Moscow Pact. The moves certainly raised world tension, but the two teams have existed side by side until the present day and nothing bad has seemingly came out of it.




Heroes & Villains

The rise of superpowers has also brought about the rise of a number of factions, some of them good and some of them bad. The International Metahuman Council oversees matters relating to metahumans, and is the sanctioning body for superhero teams as well as the main advocate for metahuman rights around the world. Villains, however, ignore the authority of this organization and use their powers for less than desirable purposes. Other organizations, such as third parties and governments, are run by regular humans but use metahumans to some extent in their operations. The use of metahumans by militaries, and intelligence services, is not unheard of.

The Guardians
The pinnacle of hero organizations, the Guardians are also one of the oldest. Founded in 1963 in Chicago, they started with a simple goal: to fight the rampant metahuman crime while showing the public that not all metahumans were like the criminal ones. The early years were spent in the midwestern United States, but the superhero trend spread partially because of the Guardians and the United States government giving them support and approval early on. Suddenly, the Guardians were growing quickly and expanding into other areas, and by the time they reached the east coast, there were copycat groups doing the same kind of thing in other cities. They started small, and by 1965, had one team based in Chicago and two others in New York City and Washington D.C. The Guardians received the backing of the International Metahuman Council in 1968 when the Treaty of Chicago was signed, recognizing superheroes and introducing a process for them to be legitimately sanctioned by the IMC.

The Guardians, of course, ended up with the most sanctioned heroes through the 1970s and beyond. Their expansion into allied countries came soon after their initial rise. 1973 saw the creation of the Toronto Cosmopolitans, as well as the London Rangers. Team Liberty was founded in Paris the next year, forming the core of the Guardians’ force in Europe. From London and Paris, the two teams would combat crime and terrorism across the entire continent of Europe, with more teams being added over the years in other locations. The pinnacle of the Guardians in the early days, however, was the team known as the New York Dynamo. Located in the largest city in the United States and covering an even larger extended area, there were a lot of demands for this team, and they met almost all of them. The image of the celebrity superhero was perhaps created by their leader, Damion Rivers, otherwise known as Titan. Titan would have a rare combination of powers, both physical strength and a form of hypercognition that would always put him one step ahead of the competition.

Furthermore, Titan knew how to work a crowd. The Guardians gained much popularity thanks to his charisma when speaking and his flashy outfits, which were then imitated until they became the norm for heroes, who had previously only worn more functionable but not attractive uniforms. Titan and the others also grew famous for stopping all manor of crimes, from jewel robberies to international terrorism that would have had global effects. The 1980s, however, slowed the progress of superheroes in general as more regulation was added by governments. Despite the slow growth, the Guardians had teams all over the west at this point, all of them reporting back to the central headquarters in New York.

The Guardians adopted a democratic approach to leadership in 1982. The group would be led by a Council of Five, elected every four years. These five heroes would be voted in by their colleagues, with each hero getting to vote for five other heroes for the Council. After spending a little over 20 years in the field, Titan was elected as the first Chairman of the Council by virtue of receiving more votes than anyone else. At the same time, Titan’s sons Artemis and Everett Rivers were entering the Guardians as heroes, and would become the next faces of the New York Dynamo. The rivalry between the two, however, would become very impactful later on.

The 90s marked what was perhaps the best decade for the Guardians because they expanded into an international brand around the world, and expanded into the eastern bloc for the first time, something that would have been impossible when the Soviet Union was around. The 2000s presented the challenge of the Swarm War, which pushed the Guardians to the brink and nearly caused the organization to suffer its largest failure. But the Guardians worked closely with governments and aided in the defense of mankind, and when the conflict was over, it made their status as the main hero group more solid. After all, people were more likely to cling to them after they had sacrificed so much for mankind.

Today, the Guardians can still boast about being the largest hero organization in the world, with teams on every continent and covering just about every inch of the globe. The organization is split into commands for different theaters: Europe, the Middle East and North Africa, Sub-Saharan Africa, North America, South-Central America, Northern and Central Asia, and East and South Asia. The central headquarters is located in Angel’s Village, the area located on international ground that is owned by the Guardians but located in Nassau County, New York. Located east of Brooklyn, Angel’s Village is just outside the symbolic home of the Guardians, New York City. The airfield there also allows for quick travel up and down the East Coast.
The Prodigy Initiative
Founded recently in 2024 as a direct counter to the threat of the Young Guardians Program, the funding of the Prodigy Initiative comes from an unknown source which is just known itself as the Initiative. However, just because the funding is unknown doesn’t mean this faction isn’t a threat.

Some of the early members of management have been poached from large organizations such as the Bengal Consortium and large regional villain groups for the purpose of bringing up a young team to be a threat in the future, one which can go toe to toe with the Guardians. The members of this team are generally in their earlier twenties or are nearly leaving their teens, although there isn’t a hard age range for members. Instructors are older, naturally, but the entire team is known to live at a series of properties located around the world, where they can conduct operations in the field with all of the resources of a home base.

If they do have a true home base, however, then it would likely be considered to be the place known as Ground One, located not that far from Moscow. In a relatively calm region such as Russia, there’s not so much worry about facing heroes here from the Guardians, and of all of the properties, this is the largest one, with a mansion and an airstrip as well as a full vehicle pool and a secure perimeter. If anything, it’s a defensive fortress in plain sight that serves as the nerve center of the Prodigy Initiative.

The larger Initiative itself remains in the shadow and does not reveal faces, but most prospective villains won’t care about that since the pay is far above what they would receive in the Young Guardians. As far as the actual operations go, the main goal of the Prodigy Initiative is training. But that doesn’t mean they don’t act in the field. Survival of the fittest is one way to find the strongest future villains, and the team does head out into the field to fight. There are risks, but it’s also a fast track to becoming a major villain, one that might be attractive to some.

Especially when the Initiative also focuses on the identities of its villains and works with its members to craft identities which will be remembered, specifically with the goal of bringing infamy to them and the organization and helping them become known as ‘first rate’ villains in the future. How does the Initiative recruit? Most of the time, other organizations detect potential villains first and then the Initiative makes a better offer. Apparently, the Initiative has quite the intelligence network for locating potential members. Sometimes, they’ll pull members away from smaller amateur teams, turning the small time criminals there into the proverbial big dogs of the world.
The DRMA
The Department of the Regulation of Metahuman Activities, also known as the DRMA or more popularly as the Department, is an international agency which operates in NATO countries to control metahuman activity. The DRMA is an organization that superheroes in these countries must be licensed with in order to not be classified as illegal vigilantes, and the organization also maintains extensive databases of known villains and their powers, as well as known heroes. DRMA regulations killed off the idea of having secret identities, as all heroes were required to submit their real information to the organization, which makes it publicly available.

The organization is also tasked with handling metahumans that, while they aren’t villains, step out of line and break certain procedures. Heroes who do not cooperate with local governments might find themselves getting a visit from the DRMA, and DRMA enforcement teams have become a feared thing in the world of superheroes. These teams make use of cutting edge weaponry and advanced training to take down rogue heroes and illegal vigilantes, and are considered a threat to even powerful metahumans because of their advanced tactics and their tendency to use anything they can to do their job, including surprise ambushes or excessive force.

The DRMA’s headquarters is in London, but the organization has offices in every NATO country. It is known to have a push-pull relationship with superheroes, as it both gathers intelligence that helps them in the field and acts as a main regulatory body that at times comes down on heroes who step outside of the authorities. Regardless, the organization is one that’s rightfully feared, for its history of coming down excessively and for its vast capabilities that have been granted to it by the law.

Hawk Institute
Based in South Korea but operating in total secrecy around the world, the Hawk Institute sounds a lot less sinister than it actually is. While what they do is somewhat connected to science, in that they conduct research on the metahuman phenomenon, the Hawk Institute is in no way an actual institute and it is in no way benevolent. The institute itself is a front company for something much worse, an organization which experiments on humans to create metahumans artificially before turning them into soldiers that can be used as valuable guns for hire across the world. They’ve had a number of prominent clients: large companies, governments, and villain groups. Perhaps their ties to government are the reason why they’ve been able to expand into other countries without facing much opposition, or getting discovered at all by the public.

The Institute gains its members through force, using kidnappings for the most part. Those taken are usually in their prime and are physically fit, as well as those who show signs of intelligence and problem solving skills. Both of those traits are useful for an operative in the field, after all. Before the process of inducing powers begins, members of the Institute are put through rigorous mental conditioning to make sure that they are obedient to the organization’s goals. This is why, despite their brutal methods, the desertion rate is incredibly low. Not everyone, though, makes it through this stage of the program, and some are disposed of during this part of the process. Those who pass go through the process of power inducement, and are rerouted to other areas of the Institute if that process fails. The ones who successfully gain powers, and are deemed valuable enough to the organization because of them, are sent through a third stage that involves combat training as well as intelligence and counterintelligence training.

By the time someone passes through all of the stages, they’ll be a valuable asset as a mercenary and can draw a large payment for their services, which are often offered through front companies that may take the form of private military companies. The most notable of these front companies is Daejeon Security, which has branches not just in South Korea but in the United Kingdom, Germany, South Africa, Brazil, and California. The existence of the Institute itself is something that hasn’t been proven. The owners of the main facilities have done a good job to disguise their existence, and use of front companies has made it hard for anyone to have evidence that the Institute is anything more than just a conspiracy theory from the darker corners of the internet. Even stories from escaped members have been disproven as not having anything to back them up, and members of the Institute have been known to interfere with investigation.

The leadership of the Institute is somewhat mysterious even to those within it. It is known within the organization that the primary leader, however, is Abner Hawk, an American who had previously done research on metahumans and what makes them work. Hawk started the organization sometime after college, many years ago. Their motives are mostly unknown, and among members, the general consensus is that the main goal is profits as well as the advancement of the scientific field around metahumans. In a strange way, the Hawk Institute has helped to push innovation in that field.
Living Legends
The tale of the Living Legends is an interesting one which can be considered a tragedy depending on how you look at it. The Legends were originally a Guardians team founded in 1995 in Miami, and were led by Everett Rivers, known as Mogul because of his specialization in technology and his business ventures on the side of his hero career, as well as for being one of the two sons of legendary hero Titan. The team had the goal of covering the southern United States plus the Caribbean, and the addition was a welcome one. However, despite their popularity in the early years, things would take a dark turn for the Living Legends later on.

Somehow, the core of the team ended up leaving the Guardians, and not only that, but they reversed their path and became villains. They announced that they would be leaving Miami, and the team took up refuge in Colombia while evading the Guardians and other law enforcement. The reasons for the betrayal were examined by the media and fans alike, and many believed that it was because Mogul was tired of being overshadowed by a famous father and an older brother, Artemis. Artemis was becoming one of the most well known heroes in the world, while Everett was never the most popular behind closed doors.

Three others from the team joined Mogul in fleeing to Colombia, but by the time the team emerged again in 1999, they were stronger and had recruited more members from across the world. Mogul may not have been a great hero, but he turned out to be an excellent villain. Selling off business ventures before the betrayal gave Mogul plenty of money to work with, and this would help the team to stay off the radar in the 2000s by moving to a secretive island base in the Pacific.

The Legends are known to hate superheroes and many of their crimes are against the Guardians in specific. However, they have also worked to create general chaos and to bring in profits for their members while still working towards their overall goals of bringing down heroes. Their team size is rumored to be around twelve to fifteen in the present day, and Mogul is still at their head and aids them through designing cutting edge technology for their use in the field. In terms of factions made exclusively out of metahumans, the Living Legends are among both the strongest and the most aggressive, and are considered highly dangerous. In recent years, most of their activities have revolved around combatting the Guardians and other heroes.

Slaughterhouse
Slaughterhouse is a recent faction that only appeared in 2020, but they’re an enigma that has thrown the Guardians and everyone else for a loop. Few know what they want and few even know who comprises them. The organization is mysterious, and it could either be made up of just a few people, or it could have large numbers behind it. Not enough has been discovered about them to say. What is known, though, is that they make use of a bioweapon known as the Slaughterhouse Parasite. This parasite effectively turns those infected by it into zombies, but unlike regular zombies, these ones fall under the control of Slaughterhouse and their leadership.

Slaughterhouse has attacked public centers with no clear motives, and during every attack, there are one or two people controlling the horde from a distance. These people have been termed necromancers, but that isn’t accurate, because the zombies are still perfectly alive and breathing, but not in control of their own actions. Most Slaughterhouse attacks have been in North America, with the largest coming in 2023 in Toronto, killing about 10,000 people and injuring many more before the authorities and the Toronto Cosmopolitans ended the attack. What does this group want? How exactly do they control the zombies, and how does the parasite work? Those facts are unknown at this point.

That uncertainty has made Slaughterhouse one of the most feared villain groups not just in the Americas, but in the world.

Bengal Consortium
Based in eastern India, the Bengal Consortium is an organization made of both metahumans and regular humans. As the name suggests, they are not just one group but a consortium of multiple criminal organizations around the world, and they mainly represent villains who care about profits above something like ideological conflicts or grudges with specific hero groups. Each of the Consortium’s branches in different countries is generally headed by a metahuman, while a Board of Directors made up of both metahumans and non metahumans is the overseer of the entire organization. These 12 people decide the direction of the organization and handle other things such as recruitment, relations with other groups, and all future planning.

While the Consortium’s home territory is India, they have settled into the poorer neighborhoods of large cities such as New York, Chicago, Shanghai, Sao Paulo, Rio de Janeiro, and Paris. Despite having a worse ratio of metahumans to regular humans than other groups, they shouldn’t be underestimated. Their associated groups usually have access to a military level of weaponry, and smart tactics allow even regular humans to use numbers and good equipment to take down someone with powers. They might not be as strong on paper, but when fighting to survive, most people can become quite inventive and surprising.

New Order
Perhaps the main villain counterpart to the Young Guardians, the New Order is made up of younger villains who seem to have some kind of more wealthy backer supporting them. At least, that’s what the Guardians suspect based on the way these young villains have committed international espionage against various corporations and occasionally other groups, all around the world despite seemingly not having the means to travel. They’ve hit on every continent despite only being active for a few years, but the group’s home base is rumored to be in the heart of Guardians territory, New York City.

The fact that they’re a group of rather ordinary looking teenagers and young adults makes it easier for them to blend in, though, and that base hasn’t been discovered by the Guardians teams in the region. The New Order mainly does corporate espionage and occasionally acts against governments, usually flying in and out of nations on the same day to complete their crimes before disappearing into the shadows once again. Their leader, Seung Kim, is known to manipulate reality, while his right hand woman, Dairine Quinn, deals in stealth and is likely one of the reasons that the team hasn’t yet been detected by the authorities.




Rules & Applications

    Rules
  • OP and by extension Co-OP decisions are final. You can make your case for things to change, but arguing decisions once they've already been made final isn't going to get you anywhere. Executive decisions like this will be avoided for the most part, though. The thread staff will try to make decisions in the best interest of the player base.
  • Please read this post if you would like to run your own subplot. It explains the proper process and the reasoning behind using this process.
  • Powers banned for balance or gameplay reasons are time travel of any form, super speed which exceeds 60 mph top speed, abilities which allow for remote hacking, and abilities that manipulate the velocity of objects (for example, a power that would let you throw knives at thousands of miles per hour). As a general rule, abilities that have very few ways to counter them or allow you to control other characters will be under increased scrutiny, but are not banned entirely.
  • This may be a superhero RP, but that doesn't mean that plot armor applies as it might in comics or movies. If your character does something that would get them killed, they probably will be killed. That's not to say that your character will be killed off. This happens rarely and basically every time it does, the player was warned about what they were doing and went through with it anyway. Common sense also usually prevents it. For example, one way to stay alive is to not pick fights with a villain far stronger than your character.
  • This is a semi-open world RP in that it does have a main plot but arcs outside of that can be ran. However, please consult the thread staff before attempting this, to work out timing and other things. Also, please consult the thread staff before applying for factions or adding NPCs to existing factions. For the most part, the main story is closed for outside contributions except for those from a select few players. Yes, that means that we don't need NPCs for the main team to encounter.
  • While Discord is not an official requirement, it is highly advised to use Discord. This is where the majority of the OOC planning happens and you will miss out on this if you don't use the site. You don't have to be on it all the time, you just have to be present so you can be alerted when something relevant to your characters is happening. You'll receive the link when you join.
  • If you are inactive and the plot needs to move forward, your character may be turned into an NPC and moved by other players. If you want to avoid this happening, you should let people know before you go away and tell them when you'll be able to post.


Interested in joining, after reading the above? Look below for the applications. Use the character application for characters that will see major use, the NPC application for characters that will only appear in the background or will be considered minor characters, or for other specific roles as directed by the thread staff, and the faction application for factions. Please gain thread staff approval, however, before applying for a faction. This will save you time by preventing you from writing an application that doesn't fit the thread.

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                                [b]Name:[/b]
                                [b]Nickname/Alias:[/b] (If Applicable)
                                [b]Appearance:[/b] [floatright][spoiler=Appearance][img]Insert%20image%20here%20or%20delete%20these%20spoiler%20and%20floatleft%20tags%20and%20write%20an%20appearance.[/img][/spoiler][/floatright]
                                [b]Gender:[/b]
                                [b]Age:[/b] (The Young Guardians program recruits between the ages of 18 and 23)
                                [b]Build:[/b] (You can include height and weight here.)
                                [b]Faction:[/b] (If they're part of the Young Guardians, put Young Guardians)
                                [b]Power Classification:[/b] (Refer to the OP for details)

                                [b]Description of Powers:[/b]

                                [b]Weaknesses:[/b]

                                [b]Equipment:[/b] (If Applicable. You can insert things like weapons here. If you use custom equipment, it must be balanced just like powers.)

                                [b]Alignment:[/b] (Lawful good, true neutral, chaotic good, etc)
                                [b]Nationality:[/b]
                                [b]Hometown:[/b]   
                                [b]Sexuality:[/b]

                                [b]Personality:[/b]
                                [b]Motivation:[/b]                               
 
                                [b]Biography:[/b] (Should be at least two paragraphs.)
                               
                            [size=85]#HOTApp[/size][/box]
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[box][align=center][img]https://i.ibb.co/PNMfZ1r/Mask.png[/img][/align]

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                                [b]Name:[/b]
                                [b]Nickname/Alias:[/b] (If Applicable)
                                [b]Appearance:[/b] [floatright][spoiler=Appearance][img]Insert%20image%20here%20or%20delete%20these%20spoiler%20and%20floatleft%20tags%20and%20write%20an%20appearance.[/img][/spoiler][/floatright]
                                [b]Gender:[/b]
                                [b]Age:[/b]
                                [b]Build:[/b] (You can include height and weight here.)
                                [b]Faction:[/b]

                                [b]Power Classification:[/b] (Refer to the OP for details)
                                [b]Description of Powers:[/b] (If Applicable)

                                [b]Equipment:[/b]

                                [b]Personality:[/b]                             

                                [b]Biography:[/b]
                               
                            [size=85]#HOTApp[/size][/box]
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[b]Name:[/b]
[b]Approximate Member Count:[/b]
[b]Areas of Operation:[/b]

[b]Goals:[/b]
[b]Leadership:[/b]
[b]Biography:[/b]
                                           
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        [box][align=center]        [b][size=110]PROFILE NAME[/size][/b]
        [b][size=80]LOCATION[/size][/b]

        [size=120][b][color=#7c4b82]<INSERT NUMBER HERE> PEOPLE LIKED THIS POST[/color][/b][/size][/align][/box][box][size=90]POST CONTENTS HERE POST CONTENTS HERE POST CONTENTS HERE POST CONTENTS HERE POST CONTENTS HERE POST CONTENTS HERE POST CONTENTS HERE POST CONTENTS HERE POST CONTENTS HERE POST CONTENTS HERE POST CONTENTS HERE POST CONTENTS HERE[/size][/box]
Last edited by Forest State on Sun Apr 21, 2019 10:14 pm, edited 8 times in total.

User avatar
Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Sun Feb 03, 2019 8:59 pm

The Roster

This is the post to find player created characters, factions and more. If you have something that needs to be added, feel free to make a post on this thread about it. To have an NPC added to the list, please use the format listed on the faction submissions Discord channel.

Young Guardians Program

Established to train the next generation of heroes, the Young Guardians Program is based in Angel's Village, the international ground owned by the Guardians in New York. Members of this program live on site and are placed on a real team that is authorized to conduct missions. The program is divided into multiple sections, with Section C being the newest one.

Program Leadership

Director - Samson Bastani / Forge
Head of Instruction - Li Guan / Beastmaster
Field Instructor - Ainsley Easton / Patriot
Field Instructor - Artemis Rivers / Accel
Technical Insturctor - Ellie Parsons

Mission Control - Bellamy Lys / Rook
System Administrator - Providence

Section C Members

Jack Dredd | Lessoni
Brock James | Lessoni

Kodiak Marsden / Phantom | Forest State
Jessamyn Easton-Roux / Heartbreaker | Forest State
Serge Easton-Roux / Riot | Forest State

Lora / Gwen / Dichotomy | Faal Lot Himdah
Alasdair Francis Damon / Blackfire | Faal Lot Himdah
Admina Kyrene / Amazon | Faal Lot Himdah
Kana Kaleikaumaka / Gyges | Faal Lot Himdah

Sophia Anya Rykova / Euclid | Lunas Legion
Soli Vanhanen / Prodigy | Lunas Legion
Asia Asia Xu Xiùlán / Azure Dragon | Lunas Legion

Harold Loomis / Rawhide | Shark Isle

Nev Hurn / Mekboy | The Cross and Davids Star

Sage Shields | Durmatagno
Carolina Shields | Durmatagno

Charlie Burkhall / Swifty | Gudmund
Jacob Philander / Smog | Gudmund

Klara Jönsson / Hammare | The Verdantderm Lands

Elek Mohave / Blademaker | Endem

Kane Davidson / Overkill | Novia Soviet Socialist Republic
Daria Archer / Peacekeeper | Novia Soviet Socialist Republic

Sun Yi-Jong / Incinerate | Vanquaria

Matt Langston / Narrator | Segral

Emilia Dorn | Confederation of the Equator

Zekulu Alemu Nazwari / Deadeye | Theyra

Andrew Marks / Snake Eyes | Triassica

Park In-Hyun / Speed | The Knockout Gun Gals

Eamon Donovan / Fury | Skaldia

Shinka Matsumoto / Black Fox | Kuronami

Kallen Rossweiss (Light Spirit) / White Comet | Imperial--Japan
Kallen Rossweiss (Dark Spirit) / Absolute Virtue | Imperial--Japan

Giovanni Salazar / Bloodhound | Sraelyn
Prodigy Initiative

Run from the shadows by a closed off organization known as the Initiative, the Prodigy Initiative is the direct counterpart to the Young Guardians Program. With the goal of bringing up major villains for the future, the motives of this organization are not clear... But they are up there with the Young Guardians in terms of funding and strength.

Initiative Staff

Mael Mercer / Link | Skaldia

Roster

Elijah Stevens / Contagion | The Cross And Davids Star

Nina Bryens | Lunas Legion

Ashley Angel / The Walking Wasteland | Triassica

Thomas Williams / The Mercenary | Castelia

Mariel Ortega | Forest State

Kazimierz Dalewski / Electric | Endem
The Dragonborns
The Dragonborns are a small European vigilante group formed by four young metahumans: Maxwell, Melissa, Lars and Robyn. The purpose of the group is to take matters into their own hands and protect those the rich and powerful don't care about. Due to all members having similar elemental powers, they have adopted the gimmick of dragons.

Members
Maxwell Hendriks
Melissa Jaeger
Lars Hendriks
Robyn Frost
TBA
Kane Tech | Novia Soviet Socialist Republic
VI-TAC-SEC | Skaldia
Night Owls | Theyra
Cratos Corporation | Skaldia
JuraOil | Endem
Re:Lyfe Society | Faal Lot Himdah
Hawk Institute

Shahin Attar

Night Owls

Sirvan Yazdani

Independent

Aqua Schone




NPC Roster

These are teams and characters that exist in the background but aren't necessarily player controlled factions which are set to appear in the main story.

New York Dynamo
One of the more famous brands in the world is the New York Dynamo, which was established as one of the first Guardians teams outside of the original Chicago one. The leadership of Titan made this team highly relevant and even as Titan retired and moved into management, the Dynamo brand went strong, especially during the superhero boom of the 90s. Today, the Dynamo is not just responsible for New York, but for much of the east coast. This is one of the main go-to teams for the Guardians in times of crisis and they have even been called to deal with situations oversees when the Guardians need a reliable group of heroes to lend a hand. The team’s base is in Angel’s Village and they typically travel by air to avoid being held up by New York traffic. Their symbol is an orange lightning bolt on the inside of a blue circle, and their colors are navy blue and orange.

Roster

Leader - Dimas Collins / Broadway
The fearless leader of the Dynamo is quite the powerful clairvoyant, and is able to perceive through the senses of others from a 500 meter radius around himself.

Assault - Jaz Cook / Ether
Jaz is one of the best fighters on the team because of her ability to rapidly create constructs out of Ether, which transcend regular physics and can be made at a rapid rate while remaining near impenetrable.

Assault - Rowan Adams / Sorcerer
Rowan can use magic to manipulate the traditional four elements, and has become an expert at using them in tandem to take down even the strongest of enemies. This also includes elements that are a mix of multiple ones, such as lava.

Assault - Nathanael Roux / Blitzkrieg
Roux has the ability to calculate paths and accelerate through them at high speeds, while having damage reduced from impacts while traveling at this high speed.

Support - Sylvia Richardson / Blink
Sylvia is able to support the team by backing up the frontline fighters. She can replace the position of someone else with herself, swapping with anyone within 750 meters of herself.

Support - Marcela Lopez / Technomancer
Lopez is one of the better engineers in the Guardians and manipulates a swarm of nanobots which can be used to support the team in various ways from a distance.

Sewer Rats

The Sewer Rats are known to be a band of vigilantes operating in New York, New Jersey, Philadelphia, and the areas in between. Titled because of their birthplace of NYC, the group is known to be small but has picked up popular support despite being officially wanted by the DRMA for their dangerous style of fighting crime, oftentimes using guns and traps which aren’t necessarily the best at avoiding collateral damage. Still, they’ve done a good enough job, taking down criminals that have managed to evade the main hero teams in the areas that they cover.

Roster

Jeanine Sterling / Killer J
The leader of the team has the ability to turn into an energy form for short amounts of time which is capable of both damaging things that it comes into contact with and traveling extremely quickly, allowing Jeanine to zip in and out of trouble.

Abner Perez / Agent Orange
Perez is a manipulator of chemicals, and is known to use rather controversial tactics by attacking with chemicals that have been restricted for military use by international agencies.

Glory Meyers / Vanilla Dragon
Meyers fights exclusively using weapons which have been enhanced with magical power, typically from the far east and China in particular. Her main armament is a set of guns and enchanted blades.

Kendrick Rogers / Hell’s Angel
Has the ability to create a pair of large wings which are strong enough to use for flight. The wings are also very durable and can be used to shield against attacks.
Slaughterhouse East
The east coast branch of the Slaughterhouse organization has been known to operate in New York City as well as other urban areas such as Toronto, where they have staged some of their largest attacks. The organization is a subdivision and reports back to a central leadership, but as Slaughterhouse tends to stay under the radar, the details around that central leadership are mysterious and well guarded. The east coast branch, however, has had some of its members identified by the Guardians, while others have had dossiers written on them based on their secret identities. It is known across the board, though, that this group is a force to be reckoned with and an insidious enemy that must be dealt with.

Members


Leader - Kinsey Hill
It’s unknown whether or not Hill has powers or not, but that doesn’t remove the danger factor from him. It’s believed that Hill is one of the main masterminds behind the development of the Slaughterhouse Parasite, and is able to control those infected by these parasites, along with other Slaughterhouse leaders.

Assault - ??? / Nighthunter
The one called Nighthunter hasn’t been unmasked yet, but it’s known that Nighthunter is female and that like Hill, she can control those under parasite control. Her skin tight all black body armor covers her face and everything else, but it’s believed that she has some kind of ability allowing her to generate crystal projectiles.

Support - Arturo Morales
Formerly an operative of the DRMA, Moales is unpowered except for the ability to control the infected, and manages the information side of the Slaughterhouse operation, working with intel and helping with the worldwide organization of the group.
Last edited by Forest State on Sun Mar 24, 2019 9:58 am, edited 21 times in total.
don't tread on me

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Forest State
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Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Sun Feb 03, 2019 8:59 pm

Thread Recap

Arc 1: Genesis
The story begins with recruits to the Young Guardians Program being flown into Angel's Village, where they receive a welcome from the program leadership, including Samson Bastani and Ainsley Easton. Recruits are then introduced to their housing and are given some time to meet each other, with a full introduction scheduled for the next day. Two weeks later, the Young Guardians are assigned to a virtual reality training exercise using the Providence AI system, which goes off course because of simulator operator Rook, who oversteps and demonstrates worrying bloodlust during the exercise, causing her to be pursued by Guardians security.

At the same time, one team is assigned to deal with a swarm infestation in Chinatown and another one is sent to investigate a building owned by the vigilante group called the Sewer Rats, to find information for an arrest. The last field team is sent to Shanghai to work on the security detail for industrialist Alexander Klausen's visit to the city for a tech demonstration, but Mari Easton-Roux is detained by the Chinese Metahuman Affairs Bureau after being framed as a spy by her sister. In New York, the Guardians team is successful in arresting a member of the Sewer Rats while the Swarm infestation is beat back and a sample of the super parasite is recovered. At the event that the Guardians were supposed to protect, unknown agents staged a quick attack and used fake gas as well as gunfire to cause a crowd stampede, allowing them to take multiple prototype androids while the team was occupied.

Arc 2: Divine Fury
Following the kidnapping of program member Soli Vanhanen by the Bengal Consortium, a Young Guardians and New York Dynamo team is sent to Missouri to make a recovery three days later. At the same time, a team is sent to Saudi Arabia to investigate strange readings. It turns out that Soli was kidnapped by Cori Amori, the leader of the mysterious Order of the Golden Rose, a faction working behind the scenes and using Bengal as a puppet to achieve their goal. Amori is Soli's twin and demands that Soli return to their bloodline, but Soli refuses as the Guardians team closes on her location and defeats Shatter, a glass controlling villain working with Bengal, and then enters the tunnels underneath the compound to locate Soli after fighting through the magical constructs of Baroness, a mage who deals with constructs and illusions.

In Saudi Arabia, the Guardians team and their guide discover the wreckage of the missing convoy, but are forced to pull back after being attacked by the locals. The Guardians do capture three prisoners, however, but are attacked again not much long afterwards by a family of three and are threatened to hand over the prisoners or die. Instead, Nev ends up shooting the father while the powerful daughter is taken away by the Guardians' Saudi aide, and the prisoners return to where they came from. Back in Missouri, Soli is released from the Bengal compound after the team fought through magical constructs which took the form of giant hard-skinned dogs. They were also aided by a mysterious stranger, who wounded Baroness and allowed the team to free Soli without fighting the villain, but Baroness escaped and teleported away following Jack's attempt to capture instead of shooting her. Kodiak and Jack had an argument in the tunnel, with Kodiak claiming that Jack's thinking is childish, before the entire team was forced to flee aboveground quickly with Soli to escape the rift discharge that Cori had created to try and prevent them from leaving.

The team escaped, but would find out soon that Cori had created a large rift storm over Chicago, killing thousands of people and throwing the city into disarray as both a warning shot towards the Guardians and a collective punishment against the human world that Soli rejected her bloodline for. Cori, however, was forced to retreat into the shadows shortly after to deal with internal disputes within her faction. Full mission review/FAQ.

Back in Shanghai, the Guardians team remained for three more days after the initial incident in an attempt to locate the perpetrators of the first attack, but were attacked once again in their hotel after the attackers from the first fight managed to cut the power to an entire section of the city. Senior hero Ursula Rojas was killed in action, while Jess, Gabriella, and Sun managed to escape while Atom went off to fight the enemy. At the end of the arc, Mari was forced by the MAB to confess to espionage, and sent back to Angel's Village humiliated by this hit to her reputation and broken from the mental torture of the MAB. Jess would use this as a chance to shoot and kill Mari soon after her return, before defecting to the independent side and becoming a mercenary, joined by Gabriella, who became disillusioned with the Guardians following their failure in Shanghai. The arc also ended with North Korea's metahuman program, Department M, raiding a DRMA blacksite on Jeju Island and stealing an unknown capsule under heavy guard.

Arc 3: Valley of Death
Two weeks later, in July, Chicago is in ruins but the Young Guardians Program has not received clearance yet to head to the city and help clean up the anarchy. The team is given a sponsored vacation to Sardinia, where some relaxation is had while the team waits on a verdict from the Council. However, the world is quickly shocked when an unknown vessel is shot down by the Swarm and crash lands near the resort. Four members of the Program are sent to check it out, as the Young Guardians are in a position to respond much quicker than a team from mainland Italy. The team runs into the Kai, a previously unknown alien race who are locked in a fight with the Swarm. The Kai, however, threaten the team and tell them to leave immediately.



Side Arcs

Ongoing
Fatherland



Expanded Content

Middle East Lorepost



Announcements

SitRep #1: Kai and Prodigy Initiative Announcement
Last edited by Forest State on Wed Mar 20, 2019 9:51 pm, edited 11 times in total.
don't tread on me

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Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Sun Feb 03, 2019 9:00 pm

Third reserve post in case it's needed later. The thread is now officially open.
don't tread on me

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Doughertania
Negotiator
 
Posts: 7094
Founded: Jan 17, 2012
Liberal Democratic Socialists

Postby Doughertania » Sun Feb 03, 2019 9:09 pm

Doc's Bootleg OP

For info I don't feel like looking up anymore




If I come back, I'll update it. Until then, this'll be on standby
Last edited by Doughertania on Wed Mar 20, 2019 10:32 pm, edited 4 times in total.
NationStates's resident bread turtle and fourth-wall demolition expert.


I started a character picture collection for RPs, Fantasy and Sci-Fi. If you want to use a pic, go for it. If you want to add one, TG it to me.

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Novia Soviet Socialist Republic
Postmaster of the Fleet
 
Posts: 20360
Founded: Dec 14, 2012
Ex-Nation

Postby Novia Soviet Socialist Republic » Sun Feb 03, 2019 9:33 pm

Reporting in and ready to suck some toes.
u wot m8

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Lessoni
Diplomat
 
Posts: 694
Founded: Nov 24, 2018
Ex-Nation

Postby Lessoni » Sun Feb 03, 2019 9:42 pm

Image


JACK DREDD


Name: Jack Dredd
Nickname/Alias: Dreadnought
Appearance:
Image

Gender: Male
Age: 19
Build: 6’6, 270 lbs
Faction: Young Guardians
Power Classification: Genetic

Description of Powers: Impenetrable skin: Jack’s skin can harden to a strength comparable to a tank’s armor. This power is conscious and must be activated, but no effort is required to maintain it. Jack is severely slowed when in armor mode

Super strength: Jack has super strength allowing him to lift up to 3 tons

Weaknesses: Jack can be killed like any other man when his skin is unhardened, and he cannot harden his eyes. In addition, his skin is nonconductive to healing energy, meaning he heals at a rate of roughly 70% of a normal person when healing powers are applied to him.

Equipment: Riot Shield: Jack's custom made shield from Kane Industries has several features beyond the standard. It's a titanium alloy with a visor, with electrostatic hardening that both allows greater protection and applies a limited electric shock when used as a melee weapon. It also features anchors that allow it to be deployed as portable cover and deployable shield extensions for maximum protection
Big boy special: Jack's custom rifle, made by Kane industries and modified by Nev Hurn, is a gigantic .995 Nitro Express Rifle with a 32 round drum mag. It features single fire, a three round burst, and a fully automatic fire mode. It's shots also have an airburst effect; just before hitting a target, the bullets fragment to cause maximum surface damage. Beyond it's capabilities as a rifle, it features a chainsaw bayonet that seems to require no fuel.


Alignment: Chaotic good
Nationality: American
Hometown: Chicago
Sexuality: Flexibly gay

Personality: Jack’s muscled body hides a warm personality. He’s incredibly caring and will do anything for a friend, though that title is always hard earned. He treats everyone with an equal respect, though that respect can be lost.
Motivation: Jack’s in it to help people. He knows just how tough life can be for the less advantaged. Of course, the pay is quite a good added bonus.

Biography: Jack didn’t have proper parents. They dropped him off in some back alley when he was 6. He would’ve died if he hadn’t been found by an elderly couple who took him in. He grew beloved through the neighborhood for his knack at charming people and a natural desire to help out everyone he could.

Jack’s always loved helping. He grew up doing odd jobs for people in his adopted neighborhood, mostly manual labor that people couldn’t do themselves. Most of the time he wouldn’t take a dime, but if they had the money to spare? What would the harm be? He continued like this, helping people for as little pay as he could, until he was 15. He happened to come across a mugging that was about to go wrong. A few bullets later, Jack learned two things that day; he could harden his skin, and he could do way more to help people than move furniture.

For four years he became a neighborhood hero, stopping crime where he found it, which he often went out of his way to do. That ended when a criminal ratted him out and the cops, who had been turning a blind eye to him for making their jobs that much easier, were finally forced to act and arrested him for vigilantism. Things were looking bleak for Jack until the Guardians approached him. They’d known of him since the start of his solo hero career, and they could help him out. They offered to put him in the Young Guardians program and escape any punishment for his time as a vigilante. Without any other options, Jack said yes. He was thrilled at the prospect of being a real hero, and he’d get paid on top of it. Sounded like a sweet deal to him.

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Last edited by Lessoni on Wed Mar 27, 2019 7:26 pm, edited 8 times in total.
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Forest State
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Founded: Aug 23, 2016
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Postby Forest State » Sun Feb 03, 2019 9:50 pm

Lessoni wrote:snip

Accepted.
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Postby Forest State » Sun Feb 03, 2019 10:43 pm

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KODIAK MARSDEN


Name: Kodiak Marsden
Nickname/Alias: Phantom
Appearance:
Image

Gender: Female
Age: 20
Build: 5'4, 115 lbs
Faction: Young Guardians
Power Classification: Artificial

Description of Powers:
  • Phantom: Kodiak can become partially invisible. Most of her body will be invisible except for a faint outline which can be detected by someone paying enough attention. However, this is harder to see from distance than it is up close. While invisible, the sound of Kodiak's movement is lowered by 75%. To infrared tracking systems, Kodiak will appear completely invisible, and she will not produce any heat signature whatsoever. When Kodiak is standing still, the outline around her will become fainter than it is when she is moving, by a rate of about 50% less visible.
  • Bullet Time: Kodiak has greatly enhanced perception and in turn her reflexes are enhanced to increase her reaction speed far beyond that or a normal person. In addition to perception, Kodiak has an increased understanding of angles and can tell the path which an object is traveling along, which helps in dodging attacks by the enemy. This ability has to be triggered by Kodiak, but using it does not tire her.

Weaknesses: Kodiak is still mostly a regular human. While she is much more trained than most humans, she doesn't have some kind of special protection against attacks and still takes damage just like anyone else when getting hit by them. Her reflexes also can't get her out of a spot that she's physically unable to move out of. Even if she can see an attack coming, that doesn't help her escape if she is, for example, backed against a wall or into a corner. Her small frame can be a detriment against larger opponents because of her low weight. She also relies on regular weaponry, which may or may not be effective against some enemies.

Equipment: Kodiak uses a variety of guns to make up for the fact that her powers aren't the best for fighting those with powers. In close range she typically uses one or two Desert Eagle pistols, while when fighting from longer ranges she typically relies on the SCAR-H battle rifle and keeps an SVD Dragunov sniper rifle on her back for taking down enemies from long range. The rest of her loadout consists of a knife and other smaller pieces of equipment such as decoys, smoke grenades, and rope. Kodiak can also change her loadout to drop the sniper rifle and bring a backpack with medical equipment and any other larger equipment needed for that specific mission.

Alignment: True neutral
Nationality: American
Hometown: Dallas, Texas
Sexuality: Bisexual

Personality: Kodiak is generally the silent type and stays out of the way of most people, and is known for being very cold and snappy. Getting the ice queen to warm up is something that few can do, but it's clear that Kodiak is extremely sharp witted behind her silent exterior which tends to project an aura of mystery to others, even if that's not what she wants.
Motivation: Kodiak's main motivation is to make a new life for herself after being forced by the Hawk Institute to go to hell and back.

Biography: You could say that the worst thing to happen to Kodiak was being born with bad luck. Her family in Dallas was pretty normal and her life should have been normal. However, she just happened to be one of the ones kidnapped by the Hawk Institute and flown all the way from Dallas to South Korea, where she ended up in a secret facility dedicated to the training of mercenaries. Kodiak went through the entire program and since she had been kidnapped from a young age, 11, she was in the program for longer than most. She was brought up around fighting, thrown into a new "family" that was made up of others like her, who grew up together as they learned the art of the kill. As a young teenager, Kodiak was undergoing the procedure to induce powers in her, and she was soon using every kind of gun ranging from pistols to sniper rifles. While others failed, Kodiak went along with everything on both the mental and physical side and figured that it was her only chance of getting out.

Kodiak was sent out into the field by the time she was seventeen, young for a Hawk agent but certainly capable. Through one of their front companies, she did work that others wouldn't, helping our notorious criminal groups and standing out as being just as good of a fighter as some of the superpowered criminals that she was working with. It seemed like she would rise through the ranks quickly. And then, when she was deployed in India, she deserted and ran away from the team that she was assigned to in the middle of the night, escaping to the Guardians team in Mumbai and asking for refuge. That request would be granted, but the Guardians were left with a girl who seemingly had no past and had only known violence for much of her life. It would be hard to just send her home. She wasn't exactly in a state to integrate with society.

Kodiak spent about a year paired with the Indian hero known as Maharaja, before eventually being sent back to the United States by the Syndicate to join the newly established Young Guardians Program, Section C. Despite her time as a hero however, Kodiak was... Still more distant than almost anyone in the ranks of the Guardians. You can take someone out of a bad spot, but you can't just erase the experiences, and those experiences stuck with Kodiak even as she switched sides. Memories of what had happened, of who she had left and who had been lost along the way. Time will tell whether or not Kodiak can move on successfully or not.

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Postby Forest State » Sun Feb 03, 2019 11:54 pm

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SAMSON BASTANI


Name: Samson Bastani
Nickname/Alias: Forge
Appearance:
Image

Gender: Male
Age: 47
Build: 6'2, 178 lbs
Faction: Guardians

Power Classification: Genetic
Description of Powers:
  • Forge World: Bastani has the ability to access a pocket dimension which acts as a forge for things that can be brought into this reality. This makes him one of the strongest figures within the Guardians, because the forge can produce a number of things that would be very hard to make by normal human standards. This includes advanced weapons such as missiles, but can also be used to make smaller and more intricate things such as advanced computers that would be hard to make under regular circumstances. Producing things in the forge requires an understanding of the object being produced, or some kind of blueprint that has detailed diagrams of the parts required. This means that just creating advanced weapons on the fly, aside from the time requirement, is not possible under practical circumstances. Still, the strength of this ability can't be underestimated.

Equipment: When it's time for combat, Bastani typically uses a suit of heavy power armor which is slow when it comes to movement but allows for taking more damage as well as dishing more damage out through melee and the attached missile launchers, and mounted machine guns. However, the more effective route for combat is simply standing from a distance and taking advantage of the forge world's creation capabilities.

Personality: Bastani typically keeps a level head and is a fair instructor and director, who genuinely cares about the team under his command. But Bastani is also somewhat wary of the Guardians in general, having spent many years with the organization and seen many heroes practically get eaten alive by the business. If anything the right word to describe Bastani is... Pragmatic but cautious, and not an idealist.

Biography: Born in Rome, Samson Bastani was previously a member of Team Liberty, perhaps the most well known Guardians team in continental Europe. Bastani was not usually involved directly in field work but created the equipment used by the team and at times created weapons which would provide support for the team in the field. However, Bastani would come to have doubts about the organization over the years because Team Liberty was rife with glory chasers who attempted to get famous rather than doing their jobs properly, and with tension between heroes themselves over these motives and the like. Believing that the organization in general was going downhill, Bastani withdrew from field work when the Young Guardians Program began and opted to teach instead, both to improve the next generation and to proverbially get out while things were going good.

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AINSLEY EASTON


Name: Ainsley Easton
Nickname/Alias: Patriot
Appearance:
Image

Gender: Female
Age: 43
Build: 5'6, 124 lbs
Faction: Guardians

Power Classification: Genetic
Description of Powers:
  • Force Negation: Ainsley can pick one incoming force, such as an impact or damaging energy, at a time and negate the impacts of it. This makes it very hard to deal with her in single combat but can leave her vulnerable to fighting against fast moving projectiles such as bullets or against multiple enemies who are attacking at once and leaving her only able to negate the force of one attack at a time.

Equipment: Ainsley uses a alloy shield which can deflect a large number of attacks and also wears lightweight body armor which offers much less protection but allows for quick movement while wearing it.

Personality: Those in the know are aware that Ainsley is quite vain, doing the right things but for what could be considered the wrong reasons, mainly wealth and material things. In the order of things that Ainsley cares about, material things are number one, and then having a good time and achieving worldwide fame.

Biography: You could say that Ainsley Easton was born into a valuable lineage. Her family dates back to the early days of superheroes. Her grandfather Callan Easton gained fame for being one of the key New York Dynamo members alongside Titan, and the last name was famous enough that her mother would keep it even after marrying. Ainsley was raised in New York City around the Guardians from a young age and it was no wonder that she followed after her parents. After all, her family was quite the all-star one. She ended up marrying Toronto Cosmopolitans star Nathanael Roux, with Roux coming to New York City and starting a family with her. They would balance this family with their careers with the Dynamo. In the order of age, those kids would be Mariam, Jessamyn, and Segre Easton-Roux. Of all of them, Mari would get the most attention, working with her parents in the field until Ainsley voluntarily took time off from the team to work with the Young Guardians upon the request of the Council.

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Last edited by Forest State on Fri Feb 08, 2019 7:26 am, edited 1 time in total.
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Postby Faal Lot Himdah » Mon Feb 04, 2019 8:48 am

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Lora / Gwen


Name: Lora/Gwen
Nickname/Alias: Dichotomy
Appearance:
Image

Gender: F
Age: 19
Build: Lora/Gwen stands at about 5'6" and weighs on the low side at about 120 pounds
Faction: Young Guardians
Power Classification: Genetic

Description of Powers:
  • Light Manipulation - Lora's main ability is Light Manipulation. Through her primary ability she is able to manipulate existing light, and can even generate light. Using light she can create visual illusions, holographic projections and can even bend light around her, making her invisible (it is not perfect however, as there is a slight shimmer). She also manipulates light into multiple forms that could be used in an attack be it as a beam, pulse or other forms. Another way of using her light manipluating in combat is by the creation of photokinetic constructs, along with infusing her own physical attacks. She can also use the light she generates to heal the wounds of others, though if the injuries are to severe, her healing will have no effect. Finally, under a bright enough light, Lora is capable of healing certain injures through photokinetic regeneration.
  • Darkness Manipulation - Gwen's main ability is Darkness Manipulation. Through her primary ability she is able to manipulate existing darkness/shadows, and can even generate darkness/shadows. With her darkness, Gwen us capable of plunging a fair sized area of a 20 foot radius into a state of absolute darkness for a short time making it nearly impossible for most people to see. She however is one of the few you could see in the absolute darkness, as she is able to see in the dark, no matter how dark. Much like her other half, Gwen is able to manipulate darkness/shadows into multiple forms that could be used in an attack. Be it through range, or by creating constructs (her favourite way) or by even infusing her own physical attacks. If the fighting gets to intense, Gwen is capable of turning her body into shadows for a short time, allowing her to escape while being unable to be harmed by physical attacks, but also not being able to harm others. Finally, Gwen is capable of hiding in any shadow, by simply melting into the shadows.
  • Twin Souls, Divided Mind - Lora and Gwen are two individual souls that inhabit the same body, and because of this, they share the same mind which causes them to appear as two separate personalities.
  • Shadow Absorption - A passive ability, that really doesn't have much effect in combat. Whenever Lora enters a room, some shadows in the room are absorbed, leading to the room brightening up slightly.
  • Light Absorption - A passive ability, that really doesn't have much effect in combat. Whenever Gwen enters a room, some light in the room is absorbed, leading to the room darkening slightly.

Weaknesses:
  • On Meds for Survival - Lora and Gwen are both on very specific medication to keep her powers from killing them. It is in pill form and must be taken three times a day. If they are refused their pills, then their powers will not weaken, but grow uncontrollable until it kills them.
  • Light and Dark - Lora can only use light based abilities, and Gwen can only use darkness based abilities.
  • Loses Control - In times of great enough fear, stress or trauma, Lora loses the ability to maintain control and Gwen takes over. While this may not seem like much of a flaw, but when you consider Gwen's personality... yeah, its a big flaw. You also need to consider that Lora is easily frightened along with being easily threatened, making the chance of her losing control even higher. When she does lose control, the only way for Lora to regain control is to render Gwen unconscious, be it by force, or through a specific drug that renders both Gwen and Lora unconscious.

Equipment: Lora never carries weapons, and by extension, neither does Gwen.

Alignment: Lora is Neutral Good while Gwen is Chaotic Neutral
Nationality: Canadian
Hometown: Waterton, Alberta
Sexuality: Both are bisexual

Personality: Lora is kind, and gentle. She is willing to help as much as she can, and always aims to be the best person she could be. She is also very shy however, and can be easily frightened. While she is slightly Nyctophobic, Lora's greatest fear is of her second half, Gwen, hurting people. Gwen however is the opposite of Lora, she is a mean spirit, slightly sadistic and has a me first attitude. She is very defensive of her other half however. Basically, while Lora is a perfect fit for a hero, the opposite could be said for Gwen.
Motivation: Lora's motivation is two fold. The first thing is that Lora ultimately wants to use the powers she was gifted to help others. The second thing is that Lora wants to learn to control herself more, and by doing so, prevent Gwen from harming others. Gwen on the other hand has no motivation for joining the Young Guardians... but she has to go where Lora goes, and will always protect her sister.

Biography: Lora and Gwen's story begins not that long ago, north of the boarder in the Canadian province of Alberta. More specifically in the hamlet of Waterton. Their story starts at birth. You see, originally Lora was Lora and Gwen was Gwen, two different people, twins at birth. But due to multiple factors, neither of them would know their mother, as she died while giving birth to the twins, who would both survive. Survive for a few years that is. After their mother's death, and once they were old enough, their father moved them all to the town of Cardston.

In Cardston the twins would live a happy life. But that would not last. When they were both five there was a car accident, which lead to one of the twins dying. The accident also lead to their father lossing his sight. The daughter that survived did not survive unscathed though, who ever she was, she lost some of her memories due to head trauma. Many factors came together, which lead to their father being completely devastated. He knew he was responsible for the death of one of his daughters, and could not determine which one it was that he lost as he could not see his surviving daughter, and his surviving daughter didn't know her name. It was at that moment that he had to make a decision, so he started referring to her as Lora.

A few years later, when "Lora" was eight, she started to act strangely. Strange dreams filled her sleep, and a strange voice filled her mind during the day. These strange events eventually lead to what appeared to be a new personality forming. It took the name Gwen, after the sister that Lora had lost. It was at this point that her powers started to develop. Their father was at first unaware of this, but one day he found his sight had returned. At first he thought it was a miracle, but then he looked to his daughter, and then he realized what happened.

They moved back to Waterton for about a year. That year was fine, except for the fact that Gwen was slowly becoming more dominant, and their powers started to grow at an alarming rate. Eventually their father noticed that his daughter(s) were getting weaker in a way. He thought about why that could happen, and came to a frightening conclusion. Their powers were killing them. He figured that they had maybe another year unless something was done. Determined not to lose another daughter, their father did something.

During the next year he searched for a way to save his daughter, and discovered a way. He had discovered that a certain drug that could theoretically keep his daughter's power at a level that wouldn't kill her. So, he developed it, and it worked. But their was this one nasty side-effect. It gave Gwen more control, which at the time didn't seem to bad. She would eventually go on her first rampage, which forced her father to search for a way to subdue her. So he went back to the drug he created to keep Lora's power from killing her. After a few weeks, from the original, he developed two more drugs, one which theoretically could subdue Gwen, and the other would theoretically keep their power's from killing them.

The drugs were administered and they worked perfectly. Relieved, their father continued to raise Lora/Gwen till she was 14. One thing lead to another, and their father was on his death bed. It looked like he would no longer be able to care for her, however, he had a plan. He arranged for his daughter to be taken to a safe place. So, his daughter was taken to the Guardians when her father finally did pass after 5 years. The formula for the drugs needed to keep his daughter alive, and the one required to keep Gwen in check was also sent with her. And as such, Lora/Gwen joined the Young Guardians program.
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ALASDAIR FRANCIS DAMON


Name: Alasdair Francis Damon
Nickname/Alias: Blackfire
Appearance:
Image

Gender: M
Age: 23
Build: Stands 185 cm and weighs 77 kg
Faction: Young Guardians
Power Classification: Magic

Description of Powers:
  • Seven Seals of Penodris - Alasdair has been trained since a young age in a certain magic discipline known as the Seven Seals of Penodris. This magic entails the harnessing of the power of a powerful Demonic Dragon, that was sealed away at some point in time, for reasons unknown. The power of Penodris is harness through the seven seals, with each seal granting a different ability. Seals can only be activated one at a time, but the effects can stack and they don't need to be activated in order unless otherwise specified. So, the fifth seal can be activated followed by the first seal, with their effects stacking. The spells to activate the seals are performed vocally with hand gestures. You will know when he is using one of the Seven Seals because as he preforms the spell, the magic circle of the Seven Seals of Penodris will appear in front of him. Though, it should be mentioned that the use of the Seven Seals of Penodris takes a toll on the user, assuming they aren't mentally strong enough, capable of controlling their emotions, or lack the concentration required for the spells.

    The First Seal
    Spoken Spell - "Primum sigillum Penodris invocabo; Spinae Vehementi"
    Name of Spell - Violent Spines
    Effect - With the first seal, Alasdair is capable of firing a barrage of spines made from dark magic energy. The spines do not have the ability to pierce other beings as when they hit their target the spines explode with concussive force. While the force from an individual spine is only enough to bruise a normal person (though there is bonus damage to magic beings), getting hit with a barrage of spines can be overwhelming. He can continue the barrage the longer he concentrates on the attack, but the spell runs out after a six minutes.

    The Second Seal
    Spoken Spell - "Secundum sigillum Penodris invocabo; Petentibus Lanceam"
    Name of Spell - Penetrating Lance
    Effect - With the second seal, Alasdair is capable of summoning a spear made of dark magic energy. The spear can be summoned either in his hands or floating above him. Depending on where he summons it determines how he is going to use it. If it is in his hand, he will use it as you would expect. If it is floating above him, then he is going to fire it like a projectile at his opponent. While both forms are capable of piercing almost any armour, as a projectile it is more dangerous. It is more dangerous not only because he can hit an opponent from range, but by concentrating his magic power, he can increase the speed at which it is fired, increasing its penetrating power. It should also be mentioned that the spear when used as a projectile can lock on to its target, so if they dodge it once, they better get ready to dodge again. The spear can remain summoned for up to five minutes, or until it hits its target when used as a projectile.

    The Third Seal
    Spoken Spell - "Tertium sigillum Penodris invocabo; Nigrum Statera"
    Name of Spell - Black Scales
    Effect - With the third seal, Alasdair is capable of surrounding his body with a layer of dark magic energy that acts as armour. The armour not only increases his defense to the physical, but gives a greater resistance to magical attacks. The spell lasts three minutes, or until the armour is broken, before it must be recast.


    The Fourth Seal
    Spoken Spell - "Quartum sigillum Penodris invocabo; Chelis Terga Metentium"
    Name of Spell - Reaping Claws
    Effect - With the fourth seal, Alasdair is capable of summoning the power of Penodris through the manifestation of a clawed and bladed gauntlets made of dark magic energy. The claws and blades are incredibly strong, and is capable of slicing through most anything, but does additional damage against magical beings. The gauntlets are flexible enough to allow Alasdair to use magic with them summoned. They can be unsummoned at any time, but can remain summoned for up to five minutes before the spell has to be recast.


    The Fifth Seal
    Spoken Spell - "Quintum sigillum Penodris invocabo; Fluctus Vortex"
    Name of Spell - Raging Vortex
    Effect - With the fifth seal, Alasdair is capable of creating a vortex of dark magic energy around anyone within a ten foot radius. Those within the vortex are for the most part trapped, as the raging dark magic energy damages them if they attempt to escape. While trapped though, they take small amounts of damage over time. The vortex lasts for two minutes before the spell must be recast.


    The Sixth Seal
    Spoken Spell - "Sextum sigillum Penodris invocabo; Mantellum Tenebris"
    Name of Spell - Dark Mantle
    Effect - The sixth seal is the most dangerous seal, as by using it Alasdair brings himself very close to the power of Penodris. Dark Mantle allows Alasdair to take on a demonic form, that grants him a boost in physical abilities, the power of flight and magic ability, making his attacks and spells much more powerful. Alasdair is capable of maintaining the Dark Mantle for up to five minutes before it becomes dangerous to remain in the form. He can remain in the Dark Mantle form for up to ten minutes if he disregards his own safety.


    The Seventh Seal
    Spoken Spell - "Septimum sigillum Penodris invocabo; Sollemnis Judicii"
    Name of Spell - Solemn Judgement
    Effect - The seventh and most powerful seal, it can only be used when Alasdair is in his Dark Mantle. With the seventh seal, Alasdair is capable of summoning a pillar of dark magic energy from the earth and to the sky, with a radius of ten feet. All of his enemies within the pillar will take large amounts of damage, bonus damage to magical beings, while his allies remain unharmed. The pillar lasts for about five seconds, but Solemn Judgement can only be used once a day with Alasdair's current skill and strength.

  • Black Flames of Nada - By calling upon the power of the being known as Nada, Alasdair is capable of creating and manipulating black fire (magic circle used). Black fire is different from normal fire, as while normal fire damages a person physically, black fire does no physical damage. Instead, it burns away at a target's strength and energy, while also stimulating pain receptors. Alasdair is capable of controlling the black fire and using it for ranged attacks, or to enhance his own physical attacks. He can also summon a wall of black fire around an opponent.
  • Light of Iaoil - Alasdair is capable of summoning a small ball of light that floats around him. While no magic circle is produced, and no hand gestures are required, the voice is still required to speak the spell as follows; "Per Iaoil lumine lucet, et tenebrae mundabitur”. It provides seemingly no use other than to light up the area around him, but he can manipulate its intensity to blind opponents. But the Light of Iaoil is also a form of holy magic, as such any evil magical being that finds itself in its light will take damage.
  • Spellbreaker - Alasdair possess the knowledge required to cast and use the spell known as Spellbreaker. The spell can be used to cancel all magic effects on a target. It however is hard to pull off, as the user must touch their target prior to casting the spell. When casting, Spellbreaker requires focus, verbal activation along with specific hand gestures. If done correctly, a magic circle will appear on the target before shattering as it removes all magic effects on the target. The target can be friend, foe, or even oneself, making it incredibly useful.
  • Balance of Vuphu - Alasdair is capable of summoning two magic pistols without the use of a magic circle or vocal spell casting, one named Kolasi (the red one) and the other named Chionothyella (the blue one). Neither gun fires normal bullets, but instead fires elemental shots. Kolasi fires compressed shots of fire that explode on impact, and Chionothyella fires compressed shots of ice that explode on impact. While they can do damage to normal beings, they do bonus damage to beings of a magical nature. Each one lasts two minutes before needing to be re-summoned.

  • Telepathy - Alasdair is capable of using his magic power to communicate telepathically with people. He can only communicate telepathically, and can't see into another person's mind.


Weaknesses:
  • A Dangerous Game - The Seven Seals of Penodris is a discipline of magic that requires its practitioners to possess incredible concentration, mental strength and control over their emotions. As such, any lapse in concentration can be fatal, and if they lose control over their emotions they can fall to the dark influence of Penodris. They also must not over use the Seven Seals of Penodris, as it could prove fatal for the user, or cause them to fall to the dark influence of Penodris.
  • Glass Magi-Cannon - Alasdair is not very durable, and relies on his magic and ability to avoid being hit. It doesn’t take someone of great strength to knock Alasdair out of a fight.

Equipment: Other than his clothes, a magic pendant that he wears, which grants him additional protection from other magic users and magic beings.

Alignment: Lawful Neutral
Nationality: British
Hometown: Oxford, England
Sexuality: Hetero

Personality:Calm and quiet are perhaps the best two words to use when describing Alasdair. Rarely does he blow his top or appear to be stressed, he almost always appears to be cool and collected, no matter the situation. It could be described as a cold calm, or an uncaring calm. But the fact is, he cares deeply for everyone even if he doesn’t show it. This can be attributed to his use of the Seven Seals of Penodris. He is also very quiet, only speaking when he deems it necessary, be it in social situations or during a battle. Despite this, he does feel the need to introduce himself to his opponents before they engage in battle. After all, he can also be described as a gentleman. It should also be mentioned that he is a stickler for rules and regulations, or a guy with a stick up his ass, depends on how you view rules and regulations.

Motivation: Alasdair's motivations are simple, follow the path of his adopted mother and teacher, to help protect those without power from magical threats and other threats to the world's order.

Biography:Alasdair Francis Damon, born to parents he never knew, he was left abandoned. But he didn’t grow up alone and abandoned. He was found by a woman, who would raise him as her own child, and named him Alasdair Francis Damon. She loved him like her own child, but did not keep the fact that she wasn’t his real mother secret from him. So, as long as Alasdair could remember, he knew that his adopted mother wasn’t his real mother, but yet he always loved her as one. Despite the fact she was horrible at portraying her feelings and such. But that couldn’t be helped, after all, she was a practitioner of the Seven Seals of Penodris.

The Seven Seals of Penodris had been passed down in her family since her family discovered they could use magic, and once she learned that Alasdair had an affinity for magic when he was six, she set out on training him in the Seven Seals of Penodris, along with other types of magic. It was hard, and intense, but thanks to her training, Alasdair has become the magic user he is today. When his training was complete, he would travel with his adopted mother/teacher for her work with the Guardians before eventually finding himself among the Young Guardians program.
#HOTApp


Image


ADMINA KYRENE


Name: Admina Kyrene
Nickname/Alias: Amazon
Appearance:
Image

Gender: F
Age: 19
Build: Stands at 7’2” or about 218 cm and weighs about 262 lbs or about 119 kg
Faction: Young Guardians
Power Classification: Genetic

Description of Powers:
  • Kinetic Energy Redirection - Admina can absorb and redirect all forms of kinetic energy, with kinetic energy being defined as the energy of movement. As such, if something is moving, it has kinetic energy. Kinetic energy can be further divided into five different types; motion, thermal, sound, light and electrical energies. By extension, she can also absorb and redirect magical energy, assuming the magical energy in question is connected to one or more of the five types of kinetic energy. Admina can not just absorb kinetic energy letting it just hit her (though it can not be deactivated by Admina, so it could be considered passive), and as such she must block the energy, with her arms and legs (hands and feet by extension). Often, that requires Admina to block the attack carrying the energy. Luckily, by absorbing the kinetic energy of an attack, the attack is rendered far less dangerous.

    However, an attack is not completely neutralized, and she will take some damage, but still far less than she would have taken without her power. The amount of damage taking also increases based on the amount of potential energy the attack had (gravitational, mechanical, etc), and how she blocked it. Blocking with her hands and arms is far more effective than blocking with her legs and feet.

    But what about the redirection part of Admina's power? Well, once she has absorbed the kinetic energy from an attack, she will release the absorbed energy with her next attack. It should be mentioned that Admina does not convert the energy into a different form. As such, if she was to block say a fireball that was launched at her, then her next attack will be comprised of the motion, heat, light and sound energy the fireball had, minus the small amount of energy that she was unable to absorb. Also, say that fireball was sourced from magic, then the attack Admina makes will also have magic energy as well. She can not however launch the redirected energy from his body, so it must be delivered with a physical strike.

    There is however a catch. She can not absorb and redirect energy continuously. Every block, absorption and redirection leads to a 45 second cooldown before she could absorb and redirect energy again.

  • Enhanced Athleticism - Admina possess enhanced athleticism, through enhanced agility, balance, dexterity, endurance, flexibility, leap, reflexes and stamina. With her enhanced agility, she can dodge attacks and performs gymnastic feats with relatively ease. With her enhanced balance, she has little difficulty when it comes to balancing or recovering balance. The dexterity allows her to control her own body extremely well. The endurance allows her to continue fighting and survive for an extended period of time. Her flexibility means that she is capable of bending her body with relative ease. With her enhanced leap, Admina can make a ten foot vertical jump. Her reflexes allow her to react faster than even those with peak human reflexes, and finally, her enhanced stamina, which allows her to be physically active longer than peak humans.
  • Quick Feet - Admina is capable of moving at great speeds, and can reach a maximum sprint speed of 40 mph or about 64 kmph. However, she can not maintain this max speed for more than a minute at most, as such she only moves fast enough to where she isn’t wasting energy, but her opponents will still have a hard time catching her.
  • Peak Human Strength - Admina possess a level of strength that is greater than average, but still fall within human limits. As such, she is strong enough to break concrete cinder blocks with ease, and can lift up to about 1100 pounds or about 499 kg.
  • Can Take A Hit - While Admina can negate most damage of an attack by blocking, she does not have a way to negate a hit without blocking. But that doesn’t mean she is unable to take a hit without blocking. In fact, she is able to take more punishment than normal humans, due to constant training, her physicality, and her desire to win all fights she finds herself in. With that said, its not like her body is bullet proof or immune to other means of damage other than physical hits.

Weaknesses:
  • Up Close and Personal - Along with drawbacks mentioned in the powers, her weaknesses with her powers is that she lacks any ability to engage opponents at range, as she is a close quarters fighter after all. Also, due to her confidence in her powers, she has developed a “punch first, ask questions later” kind of attitude when it comes to fighting. As such, rushing into a fight, without planning or stuff like that, is the norm for her. Nor is the idea of stealth and subterfuge. She also isn’t very smart, and has been easily tricked before. As we are speaking about the mind, it should also be mentioned, she is susceptible to telepathy, and mind control
  • Gotta Win - Admina is highly competitive, and is almost always dictated by her desire to win. This desire, while keeping her fighting quite often, it's a double edged sword. As if the fight starts becoming more and more difficult, she can find herself getting increasingly frustrated, especially if it looks like she can’t land a hit. As she gets more frustrated, her mind will begin to cloud and she will start making more mistakes. Be that frustration and anger being at herself or at her opponent. Angry martial artists are prone to making more mistakes after all. She also isn’t very smart, and has been easily tricked before.

Equipment: Needs nothing but her own body

Alignment: Chaotic Good
Nationality: Greek
Hometown: Sparti, Greece
Sexuality: She’s never had time to think about it

Personality: Punch first, ask questions later. Pretty much sums Admina up nicely. When it comes to interacting with enemies, Admina will be more than happy to engage head on, believing that any method would just be cowardly. Perhaps this is because of the fact she was raised to fight. She is also very passionate, and can get easily excited, which leads others to believe she is pretty much always happy. But that is not the case, as whenever she looks back on her past, for any reason, she feels pain and is almost instantly saddened. During fights, she tries to remain cool, calm and collected, but often finds herself either being bored by the fight if her opponent is not strong or skilled enough, or finds herself having a good time as she faces an opponent who can match or is sometimes better than her. That said, her passion tied with a desire to win (which was instilled on her through fear) often leads to her getting frustrated or angry when she fights those who prove themselves much more difficult than she expected or likes. It is also worth mentioning that she has a hard time understanding people when they talk, due to her limited grasp on English and even Greek, often leading to her becoming confused.

Motivation: To prevent others from going through what she went through, or things similar to it.

Biography: Despite being born to normal parents, Admina was not normal, and that was obvious from a young age. She was born a big baby, and was always ever so slightly larger than those of her age group. Not to mention she was strong, and fast. So, raising her was a bit of a challenge for her parents, but they didn’t mind. They loved their little girl. But it was obvious that she was no normal human, and they knew they could not hide that fact. Eventually, the entire town of Sparti knew of Admina, which would eventually lead to Admina being taken from her parents by a man she’d find herself fighting for.

This man was a powerful telepath with the ability to learn someone's abilities by looking at them and specializing in controlling the minds of metahumans, metahumans he’d use to make money through underground metahuman fighting rings. Upon visiting the town of Sparti, for sightseeing, he learned about the young Admina, and saw an opportunity to for once, train a fighter to fight as he wanted. So, after a few days of observing the now 5 year old Admina, he made his move, took over the mind of the young Admina, and forced her, a 5 year old child, to kill her own parents.

She would grow up, controlled by this man, though the man could only force her to do things, not change how she felt about it. She would be trained to fight, and kill by other fighters this man had control of. Until eventually, she had her first fight. At only 14 years old, the man who owned her, put her into a fight. It was a difficult fight, but she came out the victor. For the next four years, she would continue to fight in underground metahuman fighting rings across the world, winning and allowing her “manager” to make a fortune. She didn’t just fight for him though, she was forced by him to do other things for him, such as serve as his personal bodyguard, and keep him company over nights.

Eventually she would be freed of her “manager”, when a fight of hers was interrupted by the Guardians. One thing lead to another, Admina was arrest, her “manager” was killed resisting arrest, and she was freed from his control. Upon learning that she was mind controlled and forced into fighting, Admina was released. But her skills and abilities did not go unnoticed, and she was invited to join the Young Guardians. And the rest, is history.
#HOTApp
Last edited by Faal Lot Himdah on Sun Feb 17, 2019 2:48 pm, edited 2 times in total.
#BlameVoid
A VeryProudCanadian
Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

Kuhlfros wrote:Fall Lot Himdah=Alakazam (May or May not have to do with Merlin)

Spindle wrote:I swear, you two are pretty much the font of all evil in this world...

Spindle wrote:Aaaaaand, the font of all sass.

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The Batavia
Senator
 
Posts: 3624
Founded: May 08, 2017
Inoffensive Centrist Democracy

Postby The Batavia » Mon Feb 04, 2019 8:51 am

Reporting in as well. I hope I will be more active this time. If not, I'll probably spectate
Ditched my old signature. Will be making a pretty looking one when I find the time.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

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Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Mon Feb 04, 2019 9:09 am

Faal Lot Himdah wrote:snip

Accepted.
don't tread on me

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Shark isle
Senator
 
Posts: 3767
Founded: Nov 12, 2012
Ex-Nation

Postby Shark isle » Mon Feb 04, 2019 9:41 am

Image


HAROLD lOOMIS


Name: Harold Loomis
Nickname/Alias: Rawhide
Appearance:
Image

Gender: Male
Age: 19
Build: 5'10, 145
Faction: Young Guardians
Power Classification: External

Description of Powers: Thanks to Dr. Alan Lin, a rouge researcher from the Guanyu Conglomerate, a Hong Kong based corporation, Mr. Loomis has received a exo-skeleton which he wears under his cowboy outfit. This Exo-Skeleton increases Harold's strength, stamina, and durability to almost superhuman levels. It also makes him more agile, allowing him to leap up to 20 feet in the air and jump over gaps most people couldn't.

Weaknesses: Unfortunately, the exo-skeleton isn't exactly the most reliable device, especially since Dr. Lin was killed before he could fully explain it's functions. This has left Harold trying to figure out how it works by himself, which sometimes causes it to malfunction and sometimes flat-out stop working, leaving Harold in a horrific situation.

Equipment: Harold often carries a pair of Colt Revolvers which he uses in combat. He also carries a lasso which he uses to often capture fleeing non-meta criminals.

Alignment: Lawful Good
Nationality: American
Hometown: Billings, Montana
Sexuality: Straight

Personality: Harold Loomis is a polite, bombastic man who almost always has a big smile on his face. He is also quite a joker and wil often tell jokes and crack wise during a fight, often to make whoever he is fighting more angry and thus, more likely to make mistakes. He also hard to anger, often shrugging off most insults and responding with a wisecrack of his own. However, when he does get angry, he will fly into a uncontrollable rage and is nearly impossible to calm down until he vents his anger.
Motivation: To help others and to prevent human-caused tragedies like the one that killed his Father. He also seeks to expose the Guanyu Conglomerate for their role in his Father's death.

Biography: (Should be at least two paragraphs.)

#HOTApp

Can i have your opinion so far?
Last edited by Shark isle on Mon Feb 04, 2019 9:49 am, edited 2 times in total.

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Mystika
Lobbyist
 
Posts: 24
Founded: Feb 01, 2019
Ex-Nation

Postby Mystika » Mon Feb 04, 2019 10:05 am

Image


MARIA OLIVEIRA


Name: Maria Oliveira
Nickname/Alias: N/A
Appearance: Ignore the gratuitous amount of weaponry
Image

Gender: Female
Age: 19
Build: 5'9, 155 lbs, not exactly fit but also not exactly out of shape
Faction: Young Guardians
Power Classification: Magic

Description of Powers:
  • Basic Magic Constructs: Capable of forming at will, certain objects such as shields, walls, blades, and other constructs. She mostly uses these for defense, creating shields to block attacks and walls to temporarily block her off from opponents.
  • Basic Telekinesis: Capable of lifting and/or manipulating objects, with increased effort needed to lift heavy objects. Much to the chagrin of her magic using superiors, she tends to use telekinesis for things that could easily be done by simple physical movement.
  • Spellcasting: The first kind of magic Maria used, and the most experienced magic she has in her arsenal. Covers things from magic portals to your standard run of the mill magic "missile" and everything in between.

Weaknesses:
  • Not Much Experience: Maria is still relatively new to the world of magic, and as such she quite obviously has a long way to go. Sometimes her portals are hundreds of miles off, her walls are easily obliterated, and on more than one occasion has a stray bottle or pencil been flung across the room on accident.
  • Magic Requires Effort: Specifically for spellcasting but also applicable for construction and telekinesis, is the simple fact that magic requires a lot of effort. Mental and physical limits are strained to the limit while using magic, and spellcasting requires either a large book or for the spell to be memorized already.

Equipment: Not really anything outstanding.

Alignment: Neutral Good
Nationality: Brazilian
Hometown: Manaus, State of Amazonas
Sexuality: Heterosexual

Personality: Tries to be serious most of the time, but can be a little goofy at times, and is very motivated to do good by her family and her country
Motivation: Maria was born a little before the Swarm War, and was raised for part of her childhood in the chaos that was the invasion. Her motivation for learning and being a "superhero", as it were, is to protect her country and her people if Earth is invaded again.

Biography: Born on New Years Day, 2000, Maria Oliviera was raised in a middle class income family that could afford to live in what amounts to the "suburbs" of Manaus, the beating metropolitan heart of the Amazon Rainforest region. She was barely past 5 years old when the Swarm invaded, striking Rio de Janiero and nearby Sao Paolo shortly after the first wave. With her country being attacked, her father and 2 of her oldest brothers would enlist, fight, and die protecting A Patria from the alien invaders. This would ingrain in Maria a complete and total hatred for the Swarm, even at her young age. Just as swiftly as they had appeared, the Swarm disappeared, and Maria's family had to help the rest of the world pick up the shattered pieces. Seeing the loss of half of her nuclear family and watching as her country struggled to rebuild for years after only a month of total war, she vowed at the age of 10 that never again would Brasil suffer the way it had in the Swarm War, not so long as she drew breath.

Shortly after her 11th birthday, Maria wandered into the Amazon Rainforest, trying to find an elusive flower to give her mother, but quickly becoming lost. She was found by a reclusive old man, who Maria thought nothing of at first, aside from being glad to have been found. When the man magically produced the flower she was looking for, and then opened a portal that led to her house, however, she became fascinated, and begged him to teach her the ways of the mystical arts. The old man, surprised at the young girl's enthusiasm, and seeing her as a way to pass on his teachings, agreed, and began to train Maria. Shortly before her junior year of high school, the old man told her it was time for him to go, and that she had one more test to pass. The man told her that he had sensed "something bad" was about to happen, and when Maria came home her mother was being held hostage and robbed in her home, with police surrounding the house. Maria, enraged, ripped the door of its hinges with telekinesis, then proceeded to freeze the robbers solid with a spell. Then she promptly fainted due to exhaustion.

When she awoke, she was told that her actions saved her mother's life. While at first overjoyed, she was then approached by a sharply dressed man with a briefcase. He said he was from the Brazilian Government, and that Maria's training and budding magic prowess had indeed been noticed by the Government. She agreed to train underneath a Brazilian Sorcerer after it was revealed that the old man she had been training with had passed away. Trained by the Brazilian Government for the next 2 years, just before her 19th birthday it was announced that the government had signed her up for a new program to train promising young heroes, the so-called Young Guardians. Upon being made aware that the decision wasn't up to her, she begrudgingly agreed to go, and towards the end of January she was on her way to the United States. Now, she waits for the next step, eager to make her country and her family proud.

#HOTApp


I know I don't seem like I have much experience, but I RP frequently IRL and have been looking for a way to do the same thing on the Internet. This looked interesting, and I couldn't help but at least attempt an application.

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Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Mon Feb 04, 2019 11:02 am

Mystika wrote:snip

Accepted.

Although the spellcasting is going to be weak because, generally, very broad powers like that aren't going to be as strong as specific ones.
Shark isle wrote:snip

Should probably pick a strength for the exoskeleton and go from there instead of making it improve strength, stamina, and agility. If anything, a heavy exoskeleton would reduce the latter two traits.
don't tread on me

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Lunas Legion
Post Czar
 
Posts: 31058
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Feb 04, 2019 1:02 pm

Image


GABRIELLA SARA BIANCHI-COSTA


Name: Gabriella Sara Bianchi-Costa
Nickname/Alias: Apothecary
Appearance:
Image

Gender: Female
Age: 22
Build: 5’ 8”, 58kg
Faction: Young Guardians
Power Classification: Genetic

Description of Powers: Gabriella has two linked powers: the first is pain empowerment, where the amount of pain she is currently experiencing or has experienced recently makes her faster in terms of speed both in terms of movement and reaction, physically tougher and physically stronger. Her eyes also glow brighter and brighter the more pain she’s in.

She also has a form of touch-based biokinesis, again linked to her pain empowerment, with the more pain she’s in speeding up how fast her biokinesis works.

Weaknesses: Gabriela’s biokinesis cannot affect herself, only others, so she can’t heal herself. Her pain empowerment requires her to get hurt physically to gain any benefit from it, and she can be killed instantly if she exposes herself too much initially before her power has yielded many benefits.

Equipment: CZ 85 B, HK417 A2

Alignment: Lawful Neutral
Nationality: Swiss by birth, Canadian by passport
Hometown: Edmonton, Canada (born in Bellinzona, Switzerland)
Sexuality: Lesbian

Personality: Gabriella is a person of multiple sides; she acts how she feels she needs to act in any given situation, constantly reading the situation and adapting. At her core, however, she’s a bit of a caustic and snarky person with a deeply-rooted sense of honour and duty, but she tries to minimise her exposure to things that trigger those within her. Rather ambitious, and a bit of a thrill-seeker at times, but she knows how to moderate herself. Has a sense of entitlement that she’s never entirely lost, but is deeply buried.
Motivation: Gabriella wants wealth and fame; she has powers, so the easiest avenue for that is to become a hero.

Biography: Although born in Switzerland, Gabriella has little memory of her time there. The eldest of three sisters, her mother and father divorced when she was six years old, and her mother won custody of her while her younger two sisters were raised by their father, mutually agreeing that the children with the other would only come to see them if they wished.

Gabriella and her mother, Chelsea, moved back to her mother’s native Canada and her family home where she would be raised by her mother alone, quickly befriending her two cousins of a similar age as her aunt and uncle largely ignored them.

Gabriella had a sense of entitlement as a child she never really lost, naturally expecting things to fall her way given how well she did academically and how people seemed to surround her. She and her cousins remained friends, although they gradually grew distant over time.

Eventually, Gabriella learned about her powers after a fight started between her group of friends and another group, but she didn’t mention them to anyone else at the time bar a few close friends. After leaving high school she went on to university to do a degree in medicine based primarily on her power, and shortly after graduating she revealed her powers and joined the Young Guardians.
#HOTApp



Image


MARIAM ‘MARI’ EASTON-ROUX


Name: Mariam ‘Mari’ Easton-Roux
Nickname/Alias: Mari, Trailblazer
Appearance:
Image

Gender: Female
Age: 23
Build: 5’ 6, 57kg
Faction: Young Guardians
Power Classification: Genetic
Description of Powers: Mari has two powers; the first is a form of super speed, allowing her to accelerate up to 60 mph near-instantly and generates a forcefield in front of her while she’s moving, providing a limited form of protection against frontal attacks.

Her second power is a form of route-based precognition; she can calculate the fastest, most efficient route between her current location and any fixed geographic point.

Weaknesses: Neither of Mari’s powers are directly tied to combat, forcing her to rely on more mundane offensive means. Her second power is only useful when trying to get to somewhere or escape somewhere, and her first power’s defensive shield is only up while she’s moving and can only take a few bullets at most before collapsing.

Equipment: M9 Beretta, MP5 SMG

Alignment: Lawful/Chaotic Good
Nationality: American
Hometown: New York
Sexuality: Hetrosexual

Personality: Mariam is a very outgoing individual; boisterous, confident, sociable and generally a friendly and likable person. She’s never known anything but being a hero, and never really considered doing anything else. She’s very much a doer, not a planner, and she doesn’t think things or consequences through.

However, under this all is a deep-rooted cowardice, a tendency to run from problems as far and as fast as she can if a situation looks like is going against her.

Motivation: ‘Heroing’ is the family business. Mari was never going to do anything else.

Biography: Mari is the eldest of the three children of the Easton-Roux family of heroes, and something of a minor celebrity in her own right. She grew up in the spotlight and revelled in it; showing off her powers when they developed at a rather young age, following her parents around the world on tours, meeting the other Guardians like it was just an everyday thing for her.

Her powers were fairly simple, and given that she developed them young, she quickly learned how to control them and then how to exploit them and how they worked in detail, going through training and never expecting to ever do anything other than to follow in her parent's footsteps. It came easy to her, and she revelled in it all, ignoring her younger siblings and leaving them to their own devices.

Her and Jess fell out over... Something, she doesn't recall exactly what, but they'd never been close and after that point they were always apart and never spoke unless it was to insult the other. Jess left, and she was glad for it; everything could go back to being perfect and flawless, how it should be. She was enrolled into the Young Guardians, intended as a leader figure of sorts for the brief time she'd be there before being enrolled into a full team.
#HOTApp
Last edited by Lunas Legion on Tue Feb 05, 2019 8:54 am, edited 1 time in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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The Land of Golden Blobfish
Ambassador
 
Posts: 1195
Founded: May 14, 2014
Ex-Nation

Postby The Land of Golden Blobfish » Mon Feb 04, 2019 1:24 pm

I'll tag this. Noticed theres some exceptions to the age of characters so I might do a child prodigy with a few twists if that's fine
BOSS NASS : Yousa cannot bees hair. Dis army of mackineeks up dare tis new
weesong!
QUI-GON : That droid army is about to attack the Naboo. We must warn them.
BOSS NASS : Wesa no like da Naboo! Un dey no like uss-ens. Da Naboo tink
day so smarty den us-ens. Day tink day brains so big.
OBI-WAN : After those droids take control of the surface, they will come
here and take control of you.
BOSS NASS : No, mesa no tink so. Mesa scant talkie witda Naboo, and no
nutten talkie it outlaunders. Dos mackineeks no comen here! Dey not know of
uss-en.
OBI-WAN : You and the Naboo form a symbiont circle. What happens to noe of
you will affect the other. You must understand this.
BOSS NASS : Wesa wish no nutten in yousa tings, outlaunder, and wesa no
care-n about da Naboo.

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Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Mon Feb 04, 2019 1:25 pm

Lunas Legion wrote:snip

First app is accepted.
The Land of Golden Blobfish wrote:I'll tag this. Noticed theres some exceptions to the age of characters so I might do a child prodigy with a few twists if that's fine

Yeah that should be fine.
don't tread on me

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Shark isle
Senator
 
Posts: 3767
Founded: Nov 12, 2012
Ex-Nation

Postby Shark isle » Mon Feb 04, 2019 5:30 pm

Image


HAROLD lOOMIS


Name: Harold Loomis
Nickname/Alias: Rawhide
Appearance:
Image

Gender: Male
Age: 19
Build: 5'10, 145
Faction: Young Guardians
Power Classification: External

Description of Powers: Thanks to Dr. Alan Lin, a rouge researcher from the Guanyu Conglomerate, a Hong Kong based corporation, Mr. Loomis has received a exo-skeleton which he wears under his cowboy outfit. This Exo-Skeleton allows Mr. Loomis to lift over 10 times his own body-weight. The suit also enhances his durability, allowing him to take hits and blows most normal people couldn't take.

Weaknesses: Unfortunately, the exo-skeleton isn't exactly the most reliable device, especially since Dr. Lin was killed before he could fully explain it's functions. This has left Harold trying to figure out how it works by himself, which sometimes causes it to malfunction and sometimes flat-out stop working, leaving Harold in a horrific situation.

Equipment: Harold often carries a pair of Colt Revolvers which he uses in combat. He also carries a lasso which he uses to often capture fleeing non-meta criminals.

Alignment: Lawful Good
Nationality: American
Hometown: Billings, Montana
Sexuality: Straight

Personality: Harold Loomis is a polite, bombastic man who almost always has a big smile on his face. He is also quite a joker and will often tell jokes and crack wise during a fight, often to make whoever he is fighting more angry and thus, more likely to make mistakes. He also hard to anger, often shrugging off most insults and responding with a wisecrack of his own. However, when he does get angry, he will fly into a uncontrollable rage and is nearly impossible to calm down until he vents his anger.
Motivation: To help others and to prevent human-caused tragedies like the one that killed his Father. He also seeks to expose the Guanyu Conglomerate for their role in his Father's death.

Biography: Harold Loomis was born in Billings, Montana in 2004. Growing in a blue collar household was challenging for young Harold. His Father, James, worked in a out of state oil field and his Mother was a nurse at a nearby hospital, often leaving Harold alone. When his Father was home however, he often made up for it by spending time with his son watching his surprisingly vast collection of old Western TV shows. Harold loved of the shows he was introduced to, but his favorite was a show called The Silver Fox. The Silver Fox was about a southern dandy by the name of Hollis Graveburn going around the West and righting wrongs done to people as his alter-ego, the silver clad Silver Fox. Harold loved Hollis' charming, almost witty personality and how he always stood up for the little man, no matter how dangerous it was. Besides his Father, The Silver Fox became Harold's biggest role-model and Harold Sought to model himself after him, laying down a pathway to his future Super-heroic identity.

When Harold was 15, a tragic incident took away his Father. The oil field his Father worked in mysteriously exploded in a incident which the authorities blamed on faulty wiring on one of the pumps, resulting in a chain reaction which spread throughout the field, killing 26 people, including Harold's Father. The aftermath of the incident resulted in a media circus with the company, Alacore Oil, going out of business and being bought out by the infamous Guanyu Conglomerate, a corporation based in Hong Kong known for it's aggressive corporate takeovers and it's secrecy. Two years after the oil field incident, a man named Alan Lin moved into Harold's neighborhood from Hong Kong. Harold, who had a part-time job doing people's lawns at this point, immediately struck a friendship with Mr. Lin after he did his lawn for him. Harold, who was still reeling from his Father's death, viewed Mr. Lin as a Father Figure, a role Mr. Lin seemed willing to take. When Harold was 18, he visited Mr. Lin's house to deliver his prescription medication, only to discover him frantically packing a suitcase. When Harold questioned Mr. Lin, Lin admitted to Harold that he used to be a employee of the Guanyu Conglomerate and was a engineer tasked with developing a exo-skeleton for the company. But, when he learned that the company was going to use the device as a war machine, he took the design plans and the beginning stages of the prototype and fled to America. He also confessed to working on the suit for the two years he was in America, intending on giving it to a person he trusted to do good with it and destroying the plans afterwards. But now, the company found him and Lin was being forced to flee.

Harold, not wanting to lose another Father Figure, convinced Mr. Lin to stay in the state, promising to take him to a safer location. Harold proceeded to take Mr. Lin to his Grandfather's old trailer under the excuse of going on a camping trip. The trailer, which was located in the middle of a lush woodland proved to be a good, off-the-grid hiding spot for Lin. When he was settled in, Mr. Lin decided to give the prototype to Harold, telling him he was the only person he truly trusted to wear it. Harold, at first, was reluctant to take up Mr. Lin's offer but had his mind changed when he thought about how he could use the suit to follow in the footsteps of his hero, The Silver Fox. On the night Harold was to try on the suit, agents of the Guanyu Conglomerate lead by a metahuman nick-named Kubuki arrived in the area looking for Lin. Harold, in a attempt to protect Lin, put on the exo-skeleton and went out to confront the agents. Once outside, Harold confronted the agents and ordered them to leave or else. Of course, the agents refused to listen and in the ensuing fight, Harold discovered that the exo-skelton allowed him to easily overpower most of the human agents quite easily. But, the real challenge was in fighting Kubuki, who had a healing factor and martial arts training. After a long, brutal fight, Harold and Kubuki were both bloodied and exhausted. Kubuki, in a last ditch effort to finish his assignment, fired a single bullet into the trailer, breaking a window and striking Lin in the heart, killing him instantly. Harold, in a blind rage immediately tackled Kubuki and beat him into a bloody pulp and only stopped when Kubuki was unconscious. After gathering his bearings, Harold proceeded to search his newly downed foe and discovered a stack of photos in his jacket pocket. The photos had a series of images that featured random people, places, and corporate logos. The one that caught his attention however, was a photo of his Father's former work place. That's when he realized the horrible truth, The Guanyu Conglomerate had hired Kubuki to destroy the oil field to ruin the reputation of Alacore Oil so they could buy it out. Upon learning this, Harold vowed not only to use his new-found abilities to help people, but to expose Guanyu as the murderers they were, even if it took him an eternity. Harold then proceeded to bury Mr. Lin's body and went back to Billings.

When he arrived back home, the first thing he did was buy a cowboy costume from a nearby Halloween Store and took up the identity of Rawhide, a cowboy themed vigilante. He fought crime in the Billings area for six months until it was announced that The Guardians were taking in young metas to train them into becoming the next generation of heroes. Harold, who saw this as a opportunity not only to learn how to use his exo-skeleton more properly, but to hide from the looming threat of the Guanyu Conglomerate, joined the program.

#HOTApp

Finished
Last edited by Shark isle on Mon Feb 04, 2019 5:30 pm, edited 1 time in total.

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Spindle
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Posts: 4542
Founded: Aug 04, 2015
Ex-Nation

Postby Spindle » Mon Feb 04, 2019 9:45 pm

Oh hey, this looks fun! I'm not sure if I'll be able to get a character going, but I'll definitely lurk in the shadows and watch.
Disclaimer: Nothing said here is the product of a rational mind.
So...apparently I'm a decent writer. Um...wait, what?
Relativity, nukes in space, nukes in atmosphere, LASERs, MASERs, kinetic weapons, missile and kinetic CIWS, impactors and centripital force.

And, of course, for anything at all, you can always go here.

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Forest State
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Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Mon Feb 04, 2019 10:09 pm

Shark isle wrote:snip

Accepted.
don't tread on me

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The Cross and Davids Star
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Posts: 692
Founded: Mar 01, 2016
Ex-Nation

Postby The Cross and Davids Star » Tue Feb 05, 2019 5:29 am

Image


NEV HURN


Name:Nev Hurn
Nickname/Alias: Mekboy
Appearance:
Image

Gender: Male
Age: 19
Build: 4’6”, 82 lbs
Faction: Young Guardians
Power Classification: Genetic/External

Description of Powers:
The Mekboy’s Touch: Nev has the uncanny ability to make whatever he makes or modifies work when he uses it, even if the creation must defy the laws of physics to operate. As long as he believes that it or the user can make it work, it will work, usually at the same or superior efficiency to their more common equivalent.

Ork Strength Nev is surprisingly strong for someone of his stature, capable of lifting a small car over his head with ease, which allows Nev to remove and modify heavy components without the need of a lifter system.

Weaknesses: Aside from the normally massive strength difference that Ork Strength, Nev has little to use against hostiles when it comes to powers, which means that he has to rely on his machinations to level the playing field. When he makes something, there are some parts that he cannot build without, known to him as ‘key parts’ which increase in complexity. If an opponent believes that Nev’s machines work, they can use his own creations against him if they can gain possession of them. If the user doesn’t believe in Nev’s machines, then they will either stop working, explode, or have some form of internal failure. Nev’s small size and weight make it hard for him to fight in melee combat, and his illiteracy can be a detriment.

Equipment: Nev has a multitude of different creations at his disposal, and if he needs one that he doesn’t have, he can build one on the fly, though he does keep a monkey wrench the size of a baseball bat on him which he can use to club someone, or make a precise whack to the frame of a machine to get it to function.

Alignment: Chaotic Neutral
Nationality: Russian
Hometown: Unknown
Sexuality: Bisexual

Personality: Nev is, to say the least, as eccentric as his creations, something that he takes pride in, as an insult to his creations is basically an insult to him. He is also a pack rat, stealing what he likes from someone and giving something back in return. He enjoys going fast, and whatever that is making him go fast must also be loud, and despite the fact that he doesn't know how to drive properly, he will still be behind the steering wheel at breakneck speeds given the chance.
Motivation: Nev is in it for the promises the man and woman gave him, the pay meant he could buy more things to build with so that was a bonus.

Biography: Nev was abandoned since birth, his parents being too poor to afford another mouth to feed, though through the kindness of others, he was able to survive past his infant years. As soon as he could fend for himself, he did, and seeing how it was the only thing he knew, he loved to do it, whether it would be salvaging things from the dumpster to sell or outright stealing from stores and people.

Somehow, stealing from others who clearly didn’t need the stuff he needed was satisfying to him, but there were always something that someone possessed that he felt like he just couldn’t live without, be it a shiny watch, or the newest Adidas wear. So he got better at stealing, and the better he got, the more he could walk away with.

By 18 years of age, Nev had taken up shelter in an old train car, which was both roomy and inconspicuous. It was at this time that he realized that he had a knack for making things. The first thing he made was a little space heater, but most of the parts he put into it were busted. Somehow, the heater run as if it was brand spanking new, much to Nev’s enjoyment. So he started making more stuff out of what he could scrounge up, and whenever he wasn't stealing or salvaging, he was inventing.

One day, while Nev was in the train car, the doors slid shut and locked, putting Nev into a state of panic. Minutes later, Nev was moving, or rather, the car was, hundreds of miles from Russia to Dunkirk, France. It would be days until Nev could see outside, but on the day it arrived, the car stopped and the door slid open. Nev, happy to finally be able to go outside, lept out, only to be greeted by a particularly buff guard, who promptly apprehended him.

Next thing he knew, he was in a holding facility as he waited to be deported. But he didn't know this, he thought that it was a prison. Of course he wasn't gonna have any of that shit, and tried busting the lock open, only to get a whack to the head and a stubbed toe. Soon enough, he was offered a snack, some saltine crackers and a glass of water. Nev got an idea, an impossible idea that only an idiot would hatch. He started to eat a cracker into the shape of a key, then started to slowly grind the cracker as thin as it could hold itself up. Then, defying logic, Nev slid the cracker into the keyhole and turned it, and the door that held him unlocked.

After a pause of ‘what the fuck’ Nev bolted outside and ran, police hot on his heels. Luckily he had experience running from law enforcement before, and these ones were no different. However, he ended up reaching the English Channel, and hijacked a nearby jetski to travel across into the UK. He escaped, and was able to enter the River Thames all the way to London.

Having lost all but the clothes on his back, Nev started from the bottom, and stole, salvaged, and jury-rigged his way up. Having found an abandoned metro station, Nev took up a permanent residence there. Having stole enough money, Nev understood that he was at high risk of deportation if he stayed, and once he figured it out, he stowed himself on a cargo plane to New York. However, as soon as he got out, he was again busted and detained, though his own ingenuity wasn’t the thing saving him this time. A man and woman, both wearing business suits, approached and talked to the boy, promising freedom and popularity. While Nev didn’t want to be popular, freedom certainly got him.

In moments after accepting, he was handed a pen and a contract. Problem was, Nev didn’t know how to write. But being the idiot genius he was, he broke the pen, poured ink on his thumb, and pressed it above the dotted line, which was as valid as a signature. After that, he had his release papers and was on his way to being a Young Guardian.

#HOTApp

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Endem
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Posts: 3667
Founded: Aug 19, 2018
Ex-Nation

Ok

Postby Endem » Tue Feb 05, 2019 7:00 am

Written on mobile

Image


                   
ELEK MOHAVE


Name: Elek Mohave
Nickname/Alias: Blade-Maker
Appearance: ( thank God I can just write it ) Elek is a tall man with brownish hear and a face you could say is of Middle Eastern descent, he usually wears a whit T-shirt and Jeans.
Gender: Male
Age: 21
Build: 1.80 meter tall, 61 kg
Faction: Bengal Conglomerate
Power Classification: Genetic
Description of Powers:

Blade FormingWhenever Elek thinks he needs something to fight with causing his fingers to eject liquid metal that instantly forms into some kind of blade ranging from knives to broadswords and everything in between ( or just any blade ) the metal ejected needs to be previously absorbed

Metal Absorbtion His fingers heat up the metal to melting point and then absorbs the liquid metal with the fingers( he obviously has the easiest time with mercury but it's hard to make weapons out of it), the metal can only be stored in his arms making it not the biggest storage space but good enough to make things with it, the metal is used to make himself weapons

Weaknesses: When he does not have a blade he is pretty much defenseless and in order for him to not be able to make blades is to just remove any metal he can absorb
Equipment: Any blade that was ever crafted in the palm of his hand ( figuratively and literally )
Alignment: Chaotic neutral
Nationality: American/Egyptian
Hometown: Detroit  
Sexuality: Asexual
Personality: Basically a Trickster he likes to have a little fun with other people, but ( ah the trope ) he is a frequent flaker he will not have himself killed just because things get too hot
Motivation: Trying not to get killed by well pretty much every criminal you can imagine ( looking over it now I ripped of John Wick )
Biography: (My old enemy we meet again, I'm much better at IC's)

Elek was born in Detroit suburbs to a family living in poverty and despising superhumans, unfortunately for Elek, his powers showed themselves early in the age of 13 when he had an argument with her mother and a knife appeared in his hand, his mother saw that her son had superpowers and abandoned him in one of the crumbling, abandoned buildings, a group of beggars took pity on him and allowed him to their group, by doing so probably saving his life, he begged along with them until the age of 16 when he left them and started using his powers for committing crimes, he was caught numerous times but never served a full sentence because he just absorbs metal bars and makes himself a weapon to force his way out.

After two years of committing a relatively small crime, he decided it's time to go big and enrolled in a crime organization, except when it came the time to kill people his flaker nature took control and he never showed up again to HQ which seriously pissed of his bosses and send people to kill him, Elek seeing what happened got into another organization to avoid being killed but oh well oh well the story repeated itself and he found himself on the run again, repeat a couple times and you get yourself the most hunted man in the USA with a jail sentence due to serving, and that was the time Bengal Conglomerate approached him offering to give him protection from his numerous enemies if, IF he swore too not leave the Conglomerate, he swore.               
                            #HOTApp
Last edited by Endem on Tue Feb 05, 2019 10:56 am, edited 4 times in total.
All my posts are done at 3 A.M., lucidity is not a thing at that hour.

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Forest State
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Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Tue Feb 05, 2019 8:07 am

Image


JESSAMYN EASTON-ROUX


Name: Jessamyn Easton-Roux
Nickname/Alias: Jess / Heartbreaker
Appearance:
Image

Gender: Female
Age: 21
Build: 5'7, 129 lbs
Faction: Young Guardians
Power Classification: Genetic

Description of Powers:
  • Charged Up: Jess is able to harness emotional energy and manifest it physically. This can be from herself or others, but it's quicker in the heat of the moment to use her own energy and is therefore more effective. Of course, the requirement here is that Jess is feeling emotion. Stronger ones are better. Fear. Anger. Sadness. Euphoria. Emotions like these charge up the proverbial meter quickly, while more mundane or less intense emotions take a slower time to charge it. Once charged, Jess can manipulate the energy in the same way that a dynakinetic would be able to. The energy tends to be a great anti material weapon, with explosive properties. It can additionally be hardened into a defensive weapon, a shield.

Weaknesses: Jess' power depends on the emotions of herself and others and she can find herself without energy when she needs it, depending on how she's feeling. She's also prone to being behind others in the defensive department and relying too heavily on an aggressive fighting style which leaves her without much in the way of defense.

Equipment: Situational loadouts consisting of either two kukri blades for close combat, or throwing knives and a micro Draco pistol for ranged fighting.

Alignment: Neutral Evil
Nationality: American
Hometown: New York City
Sexuality: Bisexual

Personality: Jess might have the bloodline of a hero but she doesn't seem much like one. She has a rather strong and aggressive attitude, but that chip on her shoulder and disregard for expectations goes both ways. Jess is a bad person to have as an enemy, but her intensity has led some to think she's a good person to have on your side.
Motivation: To steal the glory that her older sister has always received, and to get revenge for the earlier years.

Biography: Lights. Cameras. Plenty of adoring fans. Jessamyn Easton-Roux grew up around all of it because of her famous parents, Ainsley Easton and Nathanael Roux. Their faces were everywhere. On sponsored advertisements, billboards, wherever. Few people were able to travel around during their early years as Jessamyn and her two siblings, who were taken from New York to Toronto to London and back on a regular basis. Some of the more famous names in the Guardians were hardly out of the ordinary for them, because the Easton-Roux siblings had been to the Guardians Building and had met them personally on a number of times. They were just the faces that they had grown up with. And growing up in an environment like that, it was natural that all of them wanted that life for themselves. They had seen how good it was to be one of the top heroes. There was pressure, too. Such a prestigious family had a legacy behind it.

Jess wanted the life that her parents had, but unfortunately, she found herself out of their focus. Her sister was the one that had the more marketable personality, that was better with people and less abrasive, and it didn't help Jess that Mari had better control of her power and showed more promise to become a top hero. She was the one that received more of the attention and training and that extended into their personal lives, with their parents spending more and more time training Mari and rewarding her for her efforts. Jess was on the outside looking in. Her more rough around the edges style of doing things didn't help her in becoming a hero, and while she went through the same training that her sister did, she never seemed to come out ahead. It was always Mari that benefited. Jess drifted apart from Mari in their teenage years and the two of them never got along. There was vitriol once Jess had drifted away, and somehow, all it did was hurt Jess in her goals while making Mari out to look like the victim. The one to be sympathized with.

By the time both of the girls were getting experience being heroes in the real world, Jess had pretty much had enough. She went to Monaco to join the Gamblers, a young regional team, and would remain there for awhile until the point where she was lured back to her hometown of New York with an offer, to move up and return to the Guardians while joining their new training program. She did come back, but not like most people expected. A bit more jaded, and more disconnected from her family now, Jess would come back to New York City with a burning hate in her heart and a determination to do whatever she'd need to do to right the past. She had become the most dangerous type of person, the kind that believed they had nothing to lose.

#HOTApp
don't tread on me

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