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Gods Among Us v10 (OOC|Superhero|Open)

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Remnants of Exilvania
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Posts: 11219
Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Mon Apr 11, 2022 12:14 pm

The Batavia wrote:You guys still have room left? I am aware this isn't the first iteration of this RP so I don't know how you guys feel about newcomers.

This is an entirely new version that has only just started.

So yes, we in fact do have plenty of room left.
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

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Mandicoria
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Posts: 4055
Founded: Sep 10, 2011
Father Knows Best State

Postby Mandicoria » Mon Apr 11, 2022 12:34 pm

Gods Among Us Character Application

Character Description
    Name: Kristina Romaschenko
    Aliases: Krovi
    Gender: Female
    Age: 25
    Appearance:
    They stand at a solid 6'1, with armored suiting made up of scavenged body armor and her old pilot suit.
    She's fucked



Motivations
    Goals: Find who sabotaged her jet, and kill them. At least try to help people along the way.
    Fears: Being a monster.


Strengths and Weaknesses
    Source of Power: Cursed Region she crash landed in, and being fueled by utter rage.
    Powers :

    Curse of Undeath:
    Following their incident leading to their untimely death. Krovi has been brought back, shockingly stronger than ever before. Fueled by some curse, and perhaps even her anger at the knowledge of how she died, her strength and endurance is amplified tenfold just as she starts. With no ability to feel pain, and with her strength and endurance being able to increase with her own anger.

    Fueled by Rage: Angrier she gets, stronger she gets. With her going from doing basic things like ripping car doors off and breaking normal people to start with, to straight punching through upwards of 4 feet of reinforced concrete if fully furious. Endurance also amps up with this. Her bones being able to take the equivalent force of a .30-06 once fully furious.

    Uncanny Healing: Despite no actual muscle or anything, she DOES hold the capacity to somehow heal. However, at the rate of a normal person's bones. So an arm or leg breaks, she's out for a long time.

    Abilities:
    Basic Russian pilot: I mean, its obvious considering how she DIED. But this comes with some normal physical training and stuff, but nothing advanced since Russia loves cutting costs. Just above average really, and the knowledge to pilot russian stuff.

    Bilingual: Actually knows English pretty well.

    Equipment:
    -Scavenged Russian Body armor.

    -Fire Axe

    -Survival Knife

    -PDA For Text to Speech

    Weaknesses:

    Strong, Silent Type: They're effectively a skeleton with gear and body armor. They don't have vocal chords or any way to effectively talk outside Text to Speech.

    Cool Off Buddy: Their anger based abilities make it where its REALLY hard for them to coordinate with others. If not outright making them a threat accidentally as well for friendlies on occasion. Of course, also with their powers being based mainly around their anger. If they calm down, they no longer operate at full capacity.

    The Curse That Binds: Her curse of undeath makes her EXTREMELY easy for more... necromantic types to more or less control her. Along with specific items from the cursed zone she crashed in being usable against her as a way to immediately gain control as well.




Background:
    Job: Revenge Seeker
    Legal Status: Russian Immigrant, approved special status upon denouncing her previous nationality. Not like she's gonna be heading back anytime soon.
    Backstory:

    Kristina Romaschenko was once a good upstart in the Russian Military at the age of 19. Outperforming colleagues, and acing tests all the way to being able to try out being a pilot in 2017. With two years worth of training, and plenty of exercises, she was finally able to achieve her goals. Being one of the best the Russian Military could have. With plenty of opportunity to eventually become a modern ace pilot! however, she would learn over her career that this was not to be. With her being mostly forced to take desk jobs while her less experienced "comrades" were the ones flying the missions over Syria. Anger building up through years as she was snubbed from actual missions, and forced to just do boring refueling runs and exercises.

    Then in later 2021 she was able to finally get what she wanted. An honest to god mission to Afghanistan. Filling her with a newfound sense of duty and pride that had her immediately shoot off to do her calling. However, fate as it seemed, had different plans. With one of her "Comrades", a rival perhaps, sabotaging the engines and ejection to fail. She didn't even leave Russian airspace before her aircraft went down in wooded marshland outside far off from Omsk. With her ejection failing, and her crashing and having every bit of her broken as she crashed in that accursed land below. Sadly ending her story as Kristina Romaschenko, with nobody even bothering to find her.

    Yet it seemed, fate was either much more fair... or much more cruel. With her waking up weeks later, creaking without breath. Seeing without eyes. Once she found out what happened to her, she would've cried if she could. Yet the tears couldn't come. Grief turning to rage, with her vowing revenge on whatever powers that robbed her of such a young, prosperous life. To kill whoever condemned her to being in a marsh, dead and alone. Yet, things were not as they seemed. With the land being explored for things to use. Kristina further finding all sorts of runed stones, twig effigies, decayed cabins with hulks of metal strewn about. It was almost some sort of joke. Being unfortunate to crash land in some GENUINELY cursed marshland? Oh how fate was cruel.

    Yet it didn't stop her. With a newfound lust of vengeance, she grabbed as much as she could before trying to leave on her mission. Before ultimately being stopped by blinding light and- Nothing. She later awoke to find herself somewhere in America, with men in suits trying to communicate with her. With it being made apparently clear she was definitely being gangpressed into some service, just ebcause of this. Pfft, meddling Americans as usual fucking up plans. Well... since she didn't have anything to remain loyal to anymore... she begrudgingly agreed.

    Then it comes to today, where this new ghastly arrival works for people she doesn't even care to know. With a chip on their shoulder, and a lust to gut whoever fucked her over like a fish. Now going by a new name, her old callsign. Krovi.


    DO NOT REMOVE: 1492
silly little creature, she/they
apologies if im like, really aloof. this site has an affect on me.
What if Humanity was as Important as it thought it was... But it turned out to not be a very good thing.
also i rip off warhammer, DOOM, and halo unapologetically
Highly suggest listening to this when reading anything I post about this nation.
A [1.18] civilization, according to this index.

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

Postby Endem » Mon Apr 11, 2022 12:38 pm

Crysuko wrote:
Gods Among Us Character Application

Character Description
    Name: James Jones
    Aliases: Bushranger
    Gender: Male
    Age: 35
    Appearance:
    [spoiler](Image)
    The silver collar you see closes over his head in a balaclava-esque way
    [/spoiler]


Motivations
    Goals: Protect ordinary people from Crime and corruption, and hold those responsible for it accountable. Even if it turns out to be a large entity such as a powerful corporation or government.
    Fears: That he will dig too deep, and one of the entities he pursues will silence him for it, and not be brought to justice. Or that people will grow complacent with corruption in the midst, and not push back against it.


Strengths and Weaknesses
    Source of Power: Self-made cyborg
    Powers :
    Cybernetic Strength: Above peak human strength and stamina which can be maintained for long periods of time, can bend a steel girder, crumble concrete like styrofoam and run at a speed which would put a gold medalist sprinter to shame.
    Remote access: one of his internal implants, the infolink allows him to access networks and computer systems remotely, though a hacker he is not. guessing passwords is the best he can do is that regard, being able tap computers and wireless networks on the fly is very useful.
    Abilities:
    Tradesman: He is a skilled engineer specialising in cybernetic implants and prosthetics, and can maintain his own hardware easily. Also helps him maintain a reputation as a "working class hero".
    Connections: Maintains connections with other engineers, suppliers and surgeons who can keep him in good condition,these people can also shelter him should it be necessary, but may want a favour in return.
    Equipment: prosthetic maintainence toolkit.
    Weaknesses: Hodge-podge: His implants are a patchwork of different types, and while he is a skilled engineer, he isn't a surgeon. With many of his implants being different people's handiwork, the lack of standardisation can makes maintainence bothersome.
    SYN-ACK: His wireless access implant is vulnerable to being pinged by someone who knows how, potentially leaving him vulnerable to being tracked, and with how the implant systems are multiplexed, a hacker or saboteur could effectively disable or damage him remotely.
    Work-life balance: relies on his salary as a means of funding his exploits, and balancing heroism, his job and appearing to be a law abiding citizen to others is a tricky balancing act.


Background:
    Job: Prosthetics fabrication engineer
    Legal Status: legal Australian citizen, no criminal record.
    Backstory:
    James grew up in Melbourne, Australia in a large working class family, and respected his parents greatly for working so hard to be able to provide a good life and education for him and his siblings, but he was born with birth defects in his limbs which made it difficult to walk and do tasks others would find trivial. at 13, due to malformed legs he had to walk with a cane. While other boys played football and cricket, he solemnly sat on the sidelines. Others could take part in art classes, and hold books and pens, his palsied right hand and the stubbed fingers on his left made this impossible. Nonetheless, he put a brave face on it all, and did his best to come across as good humoured through it all, despite being physically disabled, he was well-liked throughout school and university for being sociable and friendly.

    But as his education progressed, and he began to specialise in cybernetics and prosthetic engineering, he realised that his malformed limbs could be replaced. But he was only a working class lad, who could never afford such extensive treatment. But he was never one to simply give up, and knowing his situation better than anyone else, he powered through higher education to attain a respectable grade, all the while sketching blueprints and sourcing components for his own personal experiments. He kept contact with his best friend who chose to go to medical school as a surgeon and specialise in implantation, wanting to open his own private practice. He took a job as a fabrication engineer for a prosthetics company, using the off hours to slowly but surely build the implants that would replace his own disfunctional limbs. It took years, but said friend finally opened his practice, and James struck a deal with him. He would perform the surgery gratis, on the condition that it be used as a publicity stunt to garner media attention, after all, helping such a badly affected man would sure to warm some hearts and throw around some free advertising.

    He woke up after long hours of surgery, he was bald and covered in scars and sutures, but it was done. His new limbs worked like a charm! he went back to work with renewed vigour, but something still nagged at him. He was far from a rich man, and he lived in a somewhat rough part of town. One day when walking home from work, he witnessed a mugging. Deciding to put his new hardware to the test, he rushed over to put the situation right. He grabbed the thug aside, and when the black clad man lashed out with a stout knife, his new and lightning quick reflexes caught the man's wrist, twisting the blade out of his hand. While waiting for the police to arrive, it was a hell of a rush to stop a crime, and he seemed to have a knack for it.

    After some tuning and tinkering of his implants and stopping some other petty crimes, he took it upon himself to fabricate an identity concealing collar-helmet, and adopt a nickname. Bushranger, after folk hero Ned Kelly. When the irons are done clanging for the evening at his workplace, he'll retire to his hideout. In a disused service room in the factory's sprawling basement, he keeps listening to police radio while tinkering with his hardware, and when the time comes for action, he won't hesitate to put on his helmet, identity concealing boiler suit and longcoat, and spring into action.

    DO NOT REMOVE: 1492

Congratulations, Accepted. If you want to, feel free to join the discord server we have.
Last edited by Endem on Mon Apr 11, 2022 12:40 pm, edited 1 time in total.
All my posts are done at 3 A.M., lucidity is not a thing at that hour.

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Remnants of Exilvania
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Posts: 11219
Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Mon Apr 11, 2022 1:21 pm

Gods Among Us Character Application

Character Description
    Name: Katharina Kraft/Catherine Powers
    Aliases: Endsieg
    Gender: Female
    Age: Born 1918, looks 32
    Appearance:
    Civilian Get-up.
    Supervillain Get-up.
    About 6'/183 cm tall, not factoring in the 3-5 inch heels. Weighing in a 170 lbs/77 kg, not factoring weight of outfit.



Motivations
    Goals: Give birth to the absolute pinnacle of humanity. Oh, and cleanse the world of the unworthy.
    Fears: Becoming infertile and losing her beauty.


Strengths and Weaknesses
    Source of Power: Lebensborn and SSAfP genetic and occult experiments.
    Powers :
    • Metal Detection
      Passively detects all non-trace amounts of metal within a 100-500 meter radius.
    • Metal Manipulation
      Capable of telekinetically moving and shaping up to 5 tons worth of metal. Capable of moving a roughly bullet sized mass of metal at Mach 2,5. Capable of moving a human sized mass of metal at Mach 1,2. Capable of moving 5 tons of metal at 250 km/h.
    • Flight
      Capable of flight at speeds up to Mach 1,2 as well as simple hovering by manipulating metal in the air/on her suit to move.
    • Stronk
      Capable of lifting 100 tons.
    • Durable
      Capable of withstanding pressure of moving at Mach 1,2
    • Regenerator
      Unless an organ was fully destroyed or a limb fully removed, Endsieg can fully regenerate from this wound at regular human pace (so weeks).
    Abilities:
    • Skilled Seductress
      Katharina knows her body and its allure for others. And she is not ashamed to use it to her advantage, having shown great skill in convincing others of her points.
    • The Führerin
      Having been intended as a shining new symbol of national socialist reign, someone to lead humanity into its new age, being in charge of others comes almost naturally to her and others around her. As such she exudes an air of superiority and leadership through her posture, expressions and general demeanor, often leading to people around her subconsciously treating her as a leader or boss.
    • Warrior of the Regime
      Having been intended as a warrior of great power that would smash their opposition, Katharina has been trained extensively in unarmed combat.
    Equipment: Several small containers with enough metal dust to atleast form her suit.
    Weaknesses:
    • Blood Poisoning
      The more and longer she uses her metal manipulating powers, the more Catherine gets poisoned by the metal entering her bloodstream. While she does have a resistance to it that goes beyond that of natural humans, extended usage of her powers (6 hours max) will lead to a severe case of blood poisoning that will require state of the art hospital treatment.
    • Who is the Fairest of them all?
      Utterly convinced of her genetical superiority and arrogant as all hell, damage to her physical body, regardless of how minor, has a 30/40/30 chance of bringing about three reactions:
      -Immediate flight
      -None other than some rage/angst
      -Berserker Rage


Background:
    Job: PR and Marketing Manager of the North American RIG Office
    Legal Status: US citizen. No criminal record or usage of her super persona in recent memory.
    Backstory: Born in 1918 to a worker's family in Munich, Bavaria, Katharina's childhood was anything but rosy. A tiny apartment for their 6 headed family, a father having to work himself to the bone the entire day, a family having to work from home all day and so little food that they had to go to bed hungry every day. Things only got worse when her father, frustrated and tired of their poverty, joined the NSdAP and marched with Hitler on that fateful day in 1923, getting shot in the process and having to be hospitalized, which hit the family especcially hard as now their chief earner was gone and they'd have to pay the bills for his hospital stay.

    The family likely would have perished from starvation but...the trade union stepped in, helping the family out financially. Still...two of Katharina's siblings perished. But her father was grateful to the trade union and committed to a political 180° turn, becoming a hardcore KPD member and supporter and believing in the establishment of a stalinist state in Germany being the only way to both reclaim Germany's greatness as well as reach true equality. Katharina didn't understand all that but found that the nazis with their flags and uniforms looked much more clean and orderly than the KPD mobs. Surely the path to the future had to look better than the path behind them?

    She was only 15 years old when the Nazis came to power in 1933. That was when they took her father and her mother, the brown shirts of the SA arresting them and hauling them off, never to be seen again. Katharina and her older brother on the other hand were brought into a nearby orphanage. There her brother left her a year later, having become 18 years old and setting out to find work. He kept in touch with her though, talking about how Germany seemed to be changing for the better, how their parents had clearly been wrong about the nazis and how he would join the SA and found Röhm's ideas great and how this was merely the beginning of a much grander revolution. Katharina, having always been smart, knew better than to believe that. When the newspapers announced the Röhm coup, she immediately denounced her brother, handing his letters in to the SS. The SA grabbed him too and brought him into one of the dreaded concentration camps. It made her appear on the SS' radar, something she intended to make gains with.

    In 1935 the SS founded the Lebensborn, an organisation intent on raising the birth rates within Germany as well as purifying the gene pool. The SS went through orphanages, intent on finding aryan children worthy of finding good, loyal new parents. They found her there as well. Knowing that she was as loyal as could be, having sold out her own family to them and denounced the errors of her parents' ways as well as being a little too old by now to still need an adoptive family, the Lebensborn instead elected to have her undergo a special new operation in cooperation with the SSAfP, an all new foray in the occult and gene therapy.

    The project they were undertaking was kept under wraps as she was continuosly operated on and bewitched for 5 years, to little outward effect. Yet as the nazis tampered with her body, they did not forget to tamper with her mind. What they intended to create was the ultimate peak of humanity in their warped sense of perfection and humanity. They intended to create the herald of a new age, an age of superhumans, intelligent and ruthless and utterly loyal to the national socialist cause as well as with the power to back themselves up and terminate all who would oppose them. Whenever she was on a break the nazis would have her learn about national-socialism, whenever she was asleep she did not get to sleep in bed but in the nazi's brainwash machines, having her mind warped and twisted in the ways they desired.

    Yet it didn't have any direct results. In 1940, shortly after the war had started, the nazis placed her in a cultivation tank. They had laid the seeds for the modification of her body. Now perfection would need time to sprout from those. And the Nazis believed in having that time, being on the cusp of victory in 1940 and having been promised a thousand year Reich. It would only be in 1944, with the Allies landing in the West and the Soviet Operation Bagration having utterly disintegrated the eastern front, that the Nazis got wet feet and decided to pull out their secret weapon, releasing Katharina from her cultivation tank and immediately utilising her in their hastily planned counteroffensive on the western front. Katharina would play a major role in the early successes of the operation, though her deployment and existence was kept secret by the Nazis, who hoped to continue using her as their secret weapon and as a surprise for the Allies. As such, when she was stopped and defeated by an allied meta, most soldiers in the theatre were none the wiser as to her existence or exploits and Katharina, who had been wounded during the fighting, had to retreat and return to her cultivation to grow her powers further.

    When Germany fell in 1945, Katharina was still in her tank and likely would've been found by the allies as yet another perverted nazi experiment but remnants of the SSAfP managed to evacuate the facility and leave with all the important documents and material, including her. Taking the ratways across the Alps, they soon found themselves on a ship to South America where her tank was kept hidden on plantations before finally being moved to Dr. Mengele's facility in Paraguay. There she spent the rest of her time untill 2012, when the head of the SSAfP, Haegler, reckoned that their experiments should've finally borne fruit.

    Waking up from her slumber was quite the shock for Katharina. Virtually her entire life had been turned upside down, the country and government she had so fanatically believed in had succumbed, the ideology she thought to be the future of this world had become a reviled thing that only the outcasts of society still adhered to out of spite and misery. And the Führer to whom she had sworn her undying loyalty was dead. It was enough for her to start a rampage of rage and grief before Haegler could finally get her to calm down, calm down with the promise of revenge on the Allies and fulfilling one of Hitler's final directives.

    She was moved to a north american facility shortly after, to be kept in reserve and aid the SSAfP's designs on the United States...as well as to catch up on modern culture and technology. And while Katharina was thirsting to battle and slaughter the Allies and their people, she knew that having more information was key. And so she waited and bided her time...untill it all fell apart. In 2017, after several heavy blows having been delivered to the SSAfP, she was ready to be called into battle against her hated foes...just for the message to come in that the leader of the SSAfP, the central figure in all their designs, was dead.

    The power struggles began almost as soon as the message came in, the facility commander of where she had stayed trying to make her the new leader of the SSAfP. He recognised her great strength, the fact that she likely was the pinnacle of nazi gene and occult experiments and intended to use that to his own gain, hoping to rise through the ranks just as she would rise. When she declined his offer...he instead saw within her a threat to his own authority and declared her a traitor, forcing her to kill everyone within the facility, because they were trying to kill her, because she didn't need word of this false accusation getting out and because she sort of enjoyed crushing these weaklings.

    Following carnage that finally allowed her to release some of all that pent-up stress, Katharina realized that she couldn't just sit within this facility untill the americans came for her...or hunger and thirst. She had to go out into this brave new world and make a new life for herself.

    The nazis had left her with a uniform in which they had intended to deploy her. And while she didn't mind its look, she was trying to go undercover and that uniform certainly wasn't going to help with that. She grabbed an SS officer's mantle and made her way out heading eastwards, where she intended to go undercover among the masses of the great cities and make a living there. Trying to remain undercover and not commit any crimes so as to not draw any attention, she temporarily started a same sex relationship with a woman of roughly her own size, managing to gain some civilian clothing in the process with which she could finally go out in the street. Shortly after she had gained those but not too shortly to make her lover not feel as though she had been used, she broke up with her and left on her way further eastwards.

    In Detroit Katharina stayed for a little while, using the cash she had taken with her from the SS facility to bribe local US officials into crafting her an identity as a US citizen as well as a residence in Detroit, using one of the many abandoned houses for that. It was merely a ruse of course to make it seem as though she was a natural born US citizen and had lived here all her live. After having finished that business in Detroit, she officially moved to New York City, renting an apartment in Manhattan before starting to look for work. Her qualifications were...difficult to apply to a job, not to mention that she was unwilling to start at the bottom wherever she worked. No, she decided to take a shortcut.

    As an important asset of the SSAfP, she had been aware of plenty of the Nazis' assets, bases and operations and as such was well aware that the RIG had been the SSAfP's primary public face as well as the business through which much of the money laundering of the Nazis went. Seein how the corporation had not been dissolved yet and the man in charge of it was the same, she quickly figured out that their connections to the Nazi terrorist network had not been uncovered and that they were doing their darndest to keep it so. Perfect for her as she used the opportunity to blackmail the CEO with plenty of incriminating information she had on him and the RIG that would pretty much destroy it if she were to publicise it in any manner. All she asked for in return was a well paying job with the company. Something that would help her survive as well as get herself situated as she'd plan her next steps.
    DO NOT REMOVE: 1492


Gods Among Us Character Application

Character Description


Motivations
    Goals: Purge the Phoenix and the Ravens from the face of the Earth.
    Fears: No more fears, he is little more than an automaton.


Strengths and Weaknesses
    Source of Power: Spooky things went wrong with this corpse.
    Powers :
    • Undead
      The Hessian is quite clearly dead. Well, undead seeing how he's still moving. But his body, his body does not require food, drink, air, warmth or rest. Nor does it die when struck by what would kill other men. With his strength now fully unlocked and not hindered by the constraints of a mortal body, he is capable of lifting around 900 kg.
    • Repeated Haunting
      The Hessian cannot be destroyed by regular means. Acid, fire, melee weapons, guns, disintegrators, none of it can truly kill the Hessian as his body begins to recompose in his final resting place below the church of Sleepy Hollow over the next day, the church seeing him leaving the very next night.
    • Death's Touch
      Touching any part of the Hessian's exposed skin will cause the toucher's life force to leak out of them. This leak can be enlarged exponentially by increasing the skin contact, either in pure area or length of time. For reference, a healthy young male will, after having been slapped on his exposed cheek by the Hessian's exposed hands, become sick and die within 5 days of the slap.
    • Vision of the Dead
      Despite his lack of a head, the Hessian can very much see. In a 50 meter radius around him, the Hessian can see as we humans do, though there are no colours and structures appear washed out and lifeless. However, the Hessian can also see "life" within this radius, through obstacles, walls and cloaking devices. He can feel the warmth of life, he craves it, envies it and is drawn to it like a moth to the flame so unless magical precautions have been taken or life is fleeting, he will find his prey within this radius.
    • Hellsteed
      The Hessian can summon and unsummon a hellish steed to his side which loyally carries him wherever he needs to go. It is a great, nightmarish black horse, hellfire burning in its eyesockets. It's intelligence and malice seems to go beyond that of normal horses and its body appears to be just as like the Hessians, unfettered by the shackles of mortality, riding however long is required of it and shrugging off grievous wounds like they are nothing.
    • The Ghost Hour
      Every Night between 0:00 AM and 1:00 AM GMT-4, the Hessian's powers are boosted far beyond what they are normally at. His strength increases to a lifting strength of 10 t, his body regenerates from injuries and puts itself back together on the spot, rather than disappearing to his resting place, his sight is increased to a 100 m radius and his speed and reaction time finds itself more than twice as fast as that of a regular human.
    Abilities:
    • Good Rider
    • Good Marksman
    • Good armed melee fighter
    • Good Tracker
    Equipment:
    • M60 MG
    • M30 Luftwaffe Drilling
    • M712 Schnellfeuer
    • Beretta M9
    • Axe
    • Seitengewehr 98 Bayonet
    Weaknesses:
    • Nighttime Resident
      The Hessian can only leave his final resting place between 9 PM and 6 AM GMT-4. Should he find himself outside of his final resting place after 6 AM, his form would start disintegrating and forcefully return to his final resting place.
    • All things Holy
      Someone truly, honestly and faithfully believing in religion will have a practical, physical shield around him that the Hessian cannot penetrate. Holy artifacts, scriptures or places are also similarly barring the Hessian from entry or passing, though he is still very much capable to use objects to penetrate through this wall of faith that keeps him out. However, most damning of all is, that a person of true and honest faith, can put the Hessian to rest, by reciting a prayer for the dead, which will change the Hessian's clothes to pure white and let the troubled spirit pass on into the afterlife.
    • Death's Chill
      In a 50 meter radius around the Hessian the temperature rapidly cools down, getting downright chilly, regardless of heaters or clothes. It does not cause more than some discomfort to those within this radius and as such is primarily a weakness as it betrays the Hessian's presence.


Background:
    Job: Hitman
    Legal Status: Unknown but wanted serial killer.
    Backstory: Little is known or remembered about the Hessian's life other than that he was born in 1743 in the Landgraviate of Hesse-Cassel, that he entered the army of the Landgrave, and attained an officer rank among the Jäger troops there. He and his troops were among those traded to the British to quell the budding rebellion in the Americas and their first deployment was under Generil Sir William Howe during the New York and New Jersey campaign.

    The Hessian forces performed well under the command of the British, the army routing Washington's forces in the Battle of Long Island, albeit Washington's troops managed to retreat in an orderly manner. With Howe's army in pursuit of the retreating Continental Forces, the Hessian troops proved their worth in battle again and again in a series of grueling retreating battles and skirmishes during which they cemented a reputation for utter ruthlessness and mercilessness, the Hessian Jäger Officer in command of the Jägers gaining a reputation for cutting off the heads of prisoners and collaborators, his dreaded alias quickly spreading far and wide among the locals, with people shuttering their doors and windows and Continental Soldiers clamouring for retreat when they heard the Hessian was coming.

    The spectre of the Hessian and his dreadful Jägers was seriously hurting Continental Army morale, greatly adding to the strain on Washington's command as they pursued the retreating forces through Manhattan and further north along the Hudson River. That was untill on one fateful day in November 1776, when the Hessian and his troop came to the aptly named sleepy little village of Sleepy Hollow. Reprisals followed, with the Hessian lining up the children and threatening their execution if he wasn't supplied with information concerning the time and direction of when Washington's forces passed through. Information that none were willing to give...for good reason.

    Before the Hessian could make his threats a reality, his head ceased to exist, his body remaining standing for a bit with the axe raised high before starting to stumble to the side, tripping and falling, twitching a few more times before finally lying deathly still. The villagers as well as the Jägers saw the form of a towering Continental Soldier, greater even than the tall Hessian had been, his fist bloodied. Then the Continental ambush started in earnest, Minutemen from Sleepy Hollow as well as a small detachment of the Continental Army shooting up the surrounded Hessian Jägers which, albeit fighting valiantly, had had their spirits crushed by the sudden death of their leader. It was later surmised that a cannonball must have taken the Hessian's head for there was nothing one could imagine there that could have destroyed it otherwise.

    The Hessians were buried in the graveyard of the old dutch church...the Hessian however was dumped into the woods where the villagers hoped he would rot for good, a rotten man such as him undeserving of a proper burial. A decision they would come to regret.

    Having been denied a proper burial, having committed evil while walking the earth and being incomplete due to the completely vaporizing blow struck against him, the Hessian rose from his grave but a scant few years later and began to butcher people around Sleepy Hollow. Travellers, regardless of allegiance would be found murdered on the streets, missing their heads. Tales of a ghostly horseman made the rounds and the death toll in New York started creeping higher with every day. It took the arrival of one Ichabod Crane from New York City in 1790, whose wits, coupled with the locals' Brom Bones' strength and bravado, managed to make a fool out of the Hessian, tricking him and imprisoning him in a vault below the old, dutch church. The holiness of the place would hopefully do well to keep the Hessian caged. Years later Crane would tell this story to one young Washington Irving in New York City, who would eventually publish an altered version of these events in his 1820 Sketchbook.

    In 1933 agents of the SS were sent to the US to secure the allegiance of a possible asset. Staying around in Sleepy Hollow for a while, the agents eventually got a hold of the Hessian's location and went about setting the undead free, using rituals and foul sorcery to taint the church and atleast partially break its hold over the Hessian in its basement. He still didn't care about any allegiances though, slaying the nazis in the process...though one of the nazis had something on him that made the Hessian...reconsider his stance on allegiances. He became an SS asset for the following years, assassinating a list of people in the New England area which was regularly sent to him and updated by the nazis. His mysterious murders made headlines and left many guessing as to who was behind them or what the motive for them was. But only the Hessian and the one who composed the list knew.

    After the war, the Hessian went deep undercover, giving things time to simmer down and think the murders had finally ceased. He didn't get any updates for his list anymore so that was also problematic as he couldn't track or inform himself too well about his intended targets. Much to his own luck and surprise, the nazis actually survived and the SSAfP eventually contacted him again during the Cold War, making him another one of their sleeper assets, though as he waited, he would occasionally still venture from his tomb to find new armaments or offer his services to those able to take them, once again falling into his old habits of being a mercenary.

    But not for long. He was contacted once more and he was told the truth about his list. The reason why these people had to die. Why these people were connected to him. Vengeance was promised to him and the Hessian was more than willing to accept it, lying in wait now and expecting his orders.
    DO NOT REMOVE: 1492


Alright, these are the last two I think. We talked about one of them, Anowa, and the other is a nearly perfect copy from V9, figured it'd be better to have more local characters than bigshots across the pond or anywhere else.
Last edited by Remnants of Exilvania on Sat Apr 16, 2022 12:42 pm, edited 2 times in total.
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

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

Postby Anowa » Mon Apr 11, 2022 1:46 pm

Gods Among Us Character Application

Character Description
    Name: Cameron Oosthuizen
    Aliases: Crimson Raven
    Gender: Female
    Age: 33
    Appearance:
    Cameron Oosthuizen is not average in stature, standing at 6'6 and weighing 255 pounds. Pale skin is contrasted by raven black hair and blood red irises.

    The Costume she wears is a form fitting black one piece with crimson accents along the obliques and abdomen, with crimson red raven splayed across her chest, and a head concealing mask only revealing her eyes and eyelids which in turn are usually blackened with some form of face paint or makeup, heavy black boots, and a black full length heavy cape with a crimson interior.



Motivations
    Goals: Re-establish the League of Twelve, atone for her actions in San Fransisco
    Fears: The truth about the San Andreas Incident getting out.


Strengths and Weaknesses
    Source of Power: Mutation(?)
    Powers:
    Unknown Physiology: Crimson Raven has a physiology that is notably outside human norms based on standard medical tests, despite having DNA that is largely considered within the confines of the human genome. Her brain's ( and to a lesser degree, skull's) structure places a notable amount of mass reserved typically for cavitation in to the cerebellum and several unrecognized glands, as well as a thicker optic nerve, the temporal lobes are not distinctly separate from the rest of the brain, the occipital lobe and cerebellum appear to be fused in to one structure, and the gyri and sulci present in a much more uniform and symmetrical pattern than a standard human brain. Inner ear structure is in such a pattern that vertigo is nearly impossible to induce, as is permanent hearing damage. Neural cells in the nervous system and cerebellum are largely identified as superconducting, and typically have cerebrospinal fluid in abnormal amounts prevalent in the structures of the CNS.

    While this brain structure stumps doctors, it allows Crimson Raven her use of the form of telekinesis she possesses; permitting her ability to fly, move objects that physically would break at the pivot point, and physically manipulate any object that comes within 4mm of her skin.

    The ocular structure is deviant via a sphincter near the retina covered in supernumerary cones and rods covering an unrecognised crystalline structure, the aqueous humor is replaced by a unidentified borderline superfluid with properties similar to carbon dioxide. Eye lens, pupil and iris structure is developed in such a way that light both entering and exiting the eye is focused in the same way. Crimson Raven, as a result of her eye structure, can convert the electrical energy stored in her cerebrospinal fluid to project a 100kw beam from either eye for a roughly 12 seconds every day if there is no dietary restrictions.

    In addition, Crimson Raven's core body temperature is considered healthy at 52.30 degrees celsius, this naturally high body temperature is related to an additional organ and gland system that appears to absorb infrared and low microwave wavelengths and convert it in to chemical energy, oxygen and fatty acids similar to photosynthesis. This fuels her incredibly fast metabolism and provides nutrients critical to brain health. A side effect of this is the naturally occuring carbon based organo-ceramic reinforcement of her skeleton, ligaments, and teeth, which has further side effects in muscle density in recursive fashion.

    Abilities:
    Terminal Acceleration: To compensate for the inhuman accelerations she sometimes sends herself on, Crimson Raven's cardio and physical fitness regime focused very heavily on preventing g-LOC. Though the main goal was simply to prevent blood flowing away from her brain via muscle contractions (now maintaining a peak resistance of up to 35 Gs), it has also resulted in a degree of physical strength and endurance outside the reach of even the most gifted normal human.

    Equipment:
    Super Suit: The suit Crimson Raven wears is largely composed of thermally regulating and elastic meta-materials, designed to allow her to take advantage of black body radiation, as well as being resistant to burning, fires, friction, and tearing.
    Weaknesses:
    Burn Out: Crimson Raven, despite being the current holder for the fastest meta-human alive, breaching the hypersonic threshold, suffered seizures for nearly a month after the Columbia Disaster due to the strain she imposed upon herself to reach the speed required for the intercept. Her average flight speed is below transonic, though she does regularly break the sound barrier in rural areas where a sonic boom would not damage property or people, and on rare occasion breaks orbital velocity to visit the ISS. On a similar note, the max weight she can safely lift solely via her telekinesis is 26 metric tonnes before risking brain damage from the strain.
    Shine Bright: When using her ocular beams, CR can't see, primarily because her main methods of seeing have become a light source capable of melting steel.
    Physical Limits: CR will start to grey out at a sustained acceleration of 43 Gs and will fully black out at 51 Gs, and begin suffering irreparable organ and brain damage at 72 Gs. Her max physical lifting capacity is 29 tonnes, her max running speed is 72km/h. She has walked away from full force impacts into solid concrete at Mach 2. Reaction time is clocked in at 44 milliseconds on average. Her metabolism, while enabling a faster and more efficient healing process, also requires nearly triple the daily calories for a normal human her size.


Background:
    Job: Full Time Crime Fighter
    Legal Status: US Citizen, Honorary Chinese and EU Citizen. Founding Member of the League of Twelve.
    Backstory: Cameron Oosthuizen was born to South African immigrants in Oakland, California the first of three children, it was clear from early in her life that Cameron was not quite normal, though thanks to the efforts of the then clandestine Department of Meta-human Affairs there wasn't much hazard in her life outside of the occasional night she fell asleep with contacts in. Her early academic career was interspersed with her developing her powers despite the advice of the DMA and her parents, with time elsewhere alotted to a hyperfixation on aerospace and astronomy.

    On one of her days off in 2003, she found it fitting to fly up to a remote section of the Redwoods State Park to watch the Shuttle Columbia re-enter the atmosphere. For the first two minutes she watched it streak across the sky she was captivated, but tiny flashes of light, barely perceptible to a normal human were seen by her, and she knew something was wrong. For another minute, she spotted more flashes, and in the heat of the moment, with a mix of fear and apprehension, she took off.

    By the time she had taken to the air, the shuttle was hovering over the horizon, geographically over Arizona, and it was getting lower on the horizon. For the first time in her life, in desperation, she broke the sound barrier. She could still see the little winks getting more and more prevalent as she crossed speed and altitude thresholds organic beings were never meant to hit. Ground tracking systems that day would pick her up on an intercept trajectory with the shuttle at nearly 40 times the speed of sound, where she would intercept the crew capsule at 2:00:20 pm. She would guide it the remaining way to the ground, her clothes having burned off completely, her head was pounding like a drum, and her arms were slowly burning on the surface of the thermal tiles. When they finally landed, albeit roughly, the 14 year old immediately passed out and started seizing before falling in to a coma. Though witnessed by the crew of the shuttle, the first responders, and volunteers who came to aid.

    When she woke up almost a month and a half later, she was up to her eyes in trouble from her parents and the US government, but an equal amount of gratitude from the personnel of the shuttle. She had broken a masquarade that had stood for centuries, though her actions as a result dampened the public concern for a time. After her release from the hospital, she wasn't known as a hero. Publicly the world knew that someone had prevented a catastrophe but she wasn't named. The event planted a seed in her mind, and in a strange coincidence, crime in Oakland started to be on the downward spiral for the next 4 years.

    However it wasn't a great secret on her part, about a day after her graduation she was visited by the billionaire tech mogul, Anthony Cross, he proposed the League of Twelve.

    March 16th 2007 was the founding date for the League. Cameron, now dubbing herself Crimson Raven was joined by Bridgman, a geokinetic construction master; Mastermind, a psychopathic genius who put his mind into selfless acts; Aquamarine, an amphibious fishman who could control water; Sliepnir, an indefatiguable speedster; Hussar, an immortal winged man commonly referred to as the Angel of Warsaw; Mr. Five-by-Five, a strongman as wide as he was tall and who could change his size at will; Dr. Human, an eccentric medical professional who had already advanced medicine by leaps and bounds in Europe; Spectre, a telepathic ghost who could become corporeal at will; Osteo, a shapeshifting veteran with a penchant for covering himself in bone-like armor; One, a borderline invulnerable Sumerian; and Anthony Cross himself.

    This was the League of Twelve, and for the next decade their feats would include dozens of clashes with meta-human terrorists, though the major events all ended up with the League clashing with their counterpart: Doctor Apocalypse. A man seemingly hellbent on either world domination, or simply having fun in obliterating large chunks of major cities depending on who you asked, over time the two would become nemesis, always responding to each other until it came to a head in 2019.

    During a peaceful summer day in the San Fransisco Bay Area, a 10 meters tall robot just up and walked out of the ocean and started glassing the 300 year old city. While the mech's livery made it clear Doctor Apocalypse was at the helm, the fact he had decided to attack the city where the League of Twelve was headquartered was odd, to say the least.

    Over the next 4 hours, the entire League would eventually answer the call as Crimson Raven held her own against the Mech ravaging her home, as was Cross who happened to be in Silicon Valley on business. But things for her were unraveling, the mech, despite the entire league pounding on it wouldn't relent. Cross was eventually struck hard, and would be knocked unconscious with a broken spine, Hussar and Bridgman both shielded Cross from an energy blast, but Hussar was killed, while Bridgman lost a leg. And that was the turning point from a simple stalemate to something much worse.

    Spectre, in an attempt to possess Dr. Apocalypse, failed, and was effectively killed; Slieponir, who had left the fight early on to get civilians out of the danger zone, died from the strain and suffered a fatal heart attack only after getting Cross and Bridgman out of harm's way. Mr. Five-by-Five, having enough of such simple back and forth, managed to pin the mech to the ground and ripped some of the damaged external paneling off, exposing the cockpit of the mech.

    Crimson Raven, at the behest of Five-by-Five, bored a hole through Apocalype's chest.

    The official report says that Apocalypse, in his dying moment, activated the self destruct on the mech. In the hidden reality, the optical beam from Crimson Raven had perforated Apocalypse, and the antimatter reactor sitting just behind him on the mech. Resulting in an explosion that all but instantly killed several million people, as well as resulting in the deaths of Five-by-Five, Aquamarine, Dr. Human, and for a while, Osteo as well. As well as rendering One and Crimson Raven unconscious.

    Set upon the San Andreas Fault Line, the shockwave managed to blow out windows as far as Las Vegas, and was felt in Ankara. Earthquakes all along the western coast, and some more minor quakes in Asia began, but were quickly squandered by Bridgman, who with whatever strength he had left, killed himself from the strain of confining the most of the geological damage to just Northern California.

    Crimson Raven would wake up in the ICU after 13 months, One greeted her in the form of an incredibly elderly man having lost most of his strength simply surviving the blast, and Mastermind as a semi corporeal being. Cross at that point was undergoing regenerative therapy. Everyone else was dead or missing. Osteo wouldn't resurface for another year, after regenerating "from a single cell".

    The League survived, but was a fractured mess for another year and a half, it's surviving members recuperating as national and international bodies filled the gap. In the last 2 months, Cross was finally discharged from the hospital, Osteo managed to generate his trademark bone armor, Mastermind no longer phases in to the floor, and One is capable of walking without crutches. But this is still a far cry from their peak strength.

    Crimson Raven, for her part, still patrols the US, waiting, and watching.
    DO NOT REMOVE: 1492
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Remnants of Exilvania
Postmaster-General
 
Posts: 11219
Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Mon Apr 11, 2022 2:27 pm

Anowa wrote:
Gods Among Us Character Application

Character Description
    Name: Cameron Oosthuizen
    Aliases: Crimson Raven
    Gender: Female
    Age: 33
    Appearance:
    Cameron Oosthuizen is not average in stature, standing at 6'6 and weighing 255 pounds. Pale skin is contrasted by raven black hair and blood red irises.

    The Costume she wears is a form fitting black one piece with crimson accents along the obliques and abdomen, with crimson red raven splayed across her chest, and a head concealing mask only revealing her eyes and eyelids which in turn are usually blackened with some form of face paint or makeup, heavy black boots, and a black full length heavy cape with a crimson interior.



Motivations
    Goals: Re-establish the League of Twelve, atone for her actions in San Fransisco
    Fears: The truth about the San Andreas Incident getting out.


Strengths and Weaknesses
    Source of Power: Mutation(?)
    Powers:
    Unknown Physiology: Crimson Raven has a physiology that is notably outside human norms based on standard medical tests, despite having DNA that is largely considered within the confines of the human genome. Her brain's ( and to a lesser degree, skull's) structure places a notable amount of mass reserved typically for cavitation in to the cerebellum and several unrecognized glands, as well as a thicker optic nerve, the temporal lobes are not distinctly separate from the rest of the brain, the occipital lobe and cerebellum appear to be fused in to one structure, and the gyri and sulci present in a much more uniform and symmetrical pattern than a standard human brain. Inner ear structure is in such a pattern that vertigo is nearly impossible to induce, as is permanent hearing damage. Neural cells in the nervous system and cerebellum are largely identified as superconducting, and typically have cerebrospinal fluid in abnormal amounts prevalent in the structures of the CNS.

    While this brain structure stumps doctors, it allows Crimson Raven her use of the form of telekinesis she possesses; permitting her ability to fly, move objects that physically would break at the pivot point, and physically manipulate any object that comes within 4mm of her skin.

    The ocular structure is deviant via a sphincter near the retina covered in supernumerary cones and rods covering an unrecognised crystalline structure, the aqueous humor is replaced by a unidentified borderline superfluid with properties similar to carbon dioxide. Eye lens, pupil and iris structure is developed in such a way that light both entering and exiting the eye is focused in the same way. Crimson Raven, as a result of her eye structure, can convert the electrical energy stored in her cerebrospinal fluid to project a 100kw beam from either eye for a roughly 12 seconds every day if there is no dietary restrictions.

    In addition, Crimson Raven's core body temperature is considered healthy at 52.30 degrees celsius, this naturally high body temperature is related to an additional organ and gland system that appears to absorb infrared and low microwave wavelengths and convert it in to chemical energy, oxygen and fatty acids similar to photosynthesis. This fuels her incredibly fast metabolism and provides nutrients critical to brain health. A side effect of this is the naturally occuring carbon based organo-ceramic reinforcement of her skeleton, ligaments, and teeth, which has further side effects in muscle density in recursive fashion.

    Abilities:
    Terminal Acceleration: To compensate for the inhuman accelerations she sometimes sends herself on, Crimson Raven's cardio and physical fitness regime focused very heavily on preventing g-LOC. Though the main goal was simply to prevent blood flowing away from her brain via muscle contractions (now maintaining a peak resistance of up to 35 Gs), it has also resulted in a degree of physical strength and endurance outside the reach of even the most gifted normal human.

    Equipment:
    Super Suit: The suit Crimson Raven wears is largely composed of thermally regulating and elastic meta-materials, designed to allow her to take advantage of black body radiation, as well as being resistant to burning, fires, friction, and tearing.
    Weaknesses:
    Burn Out: Crimson Raven, despite being the current holder for the fastest meta-human alive, breaching the hypersonic threshold, suffered seizures for nearly a month after the Columbia Disaster due to the strain she imposed upon herself to reach the speed required for the intercept. Her average flight speed is below transonic, though she does regularly break the sound barrier in rural areas where a sonic boom would not damage property or people, and on rare occasion breaks orbital velocity to visit the ISS. On a similar note, the max weight she can safely lift solely via her telekinesis is 26 metric tonnes before risking brain damage from the strain.
    Shine Bright: When using her ocular beams, CR can't see, primarily because her main methods of seeing have become a light source capable of melting steel.
    Physical Limits: CR will start to grey out at a sustained acceleration of 43 Gs and will fully black out at 51 Gs, and begin suffering irreparable organ and brain damage at 72 Gs. Her max physical lifting capacity is 29 tonnes, her max running speed is 72km/h. She has walked away from full force impacts into solid concrete at Mach 2. Reaction time is clocked in at 44 milliseconds on average. Her metabolism, while enabling a faster and more efficient healing process, also requires nearly triple the daily calories for a normal human her size.


Background:
    Job: Full Time Crime Fighter
    Legal Status: US Citizen, Honorary Chinese and EU Citizen. Founding Member of the League of Twelve.
    Backstory: Cameron Oosthuizen was born to South African immigrants in Oakland, California the first of three children, it was clear from early in her life that Cameron was not quite normal, though thanks to the efforts of the then clandestine Department of Meta-human Affairs there wasn't much hazard in her life outside of the occasional night she fell asleep with contacts in. Her early academic career was interspersed with her developing her powers despite the advice of the DMA and her parents, with time elsewhere alotted to a hyperfixation on aerospace and astronomy.

    On one of her days off in 2003, she found it fitting to fly up to a remote section of the Redwoods State Park to watch the Shuttle Columbia re-enter the atmosphere. For the first two minutes she watched it streak across the sky she was captivated, but tiny flashes of light, barely perceptible to a normal human were seen by her, and she knew something was wrong. For another minute, she spotted more flashes, and in the heat of the moment, with a mix of fear and apprehension, she took off.

    By the time she had taken to the air, the shuttle was hovering over the horizon, geographically over Arizona, and it was getting lower on the horizon. For the first time in her life, in desperation, she broke the sound barrier. She could still see the little winks getting more and more prevalent as she crossed speed and altitude thresholds organic beings were never meant to hit. Ground tracking systems that day would pick her up on an intercept trajectory with the shuttle at nearly 40 times the speed of sound, where she would intercept the crew capsule at 2:00:20 pm. She would guide it the remaining way to the ground, her clothes having burned off completely, her head was pounding like a drum, and her arms were slowly burning on the surface of the thermal tiles. When they finally landed, albeit roughly, the 14 year old immediately passed out and started seizing before falling in to a coma. Though witnessed by the crew of the shuttle, the first responders, and volunteers who came to aid.

    When she woke up almost a month and a half later, she was up to her eyes in trouble from her parents and the US government, but an equal amount of gratitude from the personnel of the shuttle. She had broken a masquarade that had stood for centuries, though her actions as a result dampened the public concern for a time. After her release from the hospital, she wasn't known as a hero. Publicly the world knew that someone had prevented a catastrophe but she wasn't named. The event planted a seed in her mind, and in a strange coincidence, crime in Oakland started to be on the downward spiral for the next 4 years.

    However it wasn't a great secret on her part, about a day after her graduation she was visited by the billionaire tech mogul, Anthony Cross, he proposed the League of Twelve.

    March 16th 2007 was the founding date for the League. Cameron, now dubbing herself Crimson Raven was joined by Bridgman, a geokinetic construction master; Mastermind, a psychopathic genius who put his mind into selfless acts; Aquamarine, an amphibious fishman who could control water; Sliepnir, an indefatiguable speedster; Hussar, an immortal winged man commonly referred to as the Angel of Warsaw; Mr. Five-by-Five, a strongman as wide as he was tall and who could change his size at will; Dr. Human, an eccentric medical professional who had already advanced medicine by leaps and bounds in Europe; Spectre, a telepathic ghost who could become corporeal at will; Osteo, a shapeshifting veteran with a penchant for covering himself in bone-like armor; One, a borderline invulnerable Sumerian; and Anthony Cross himself.

    This was the League of Twelve, and for the next decade their feats would include dozens of clashes with meta-human terrorists, though the major events all ended up with the League clashing with their counterpart: Doctor Apocalypse. A man seemingly hellbent on either world domination, or simply having fun in obliterating large chunks of major cities depending on who you asked, over time the two would become nemesis, always responding to each other until it came to a head in 2019.

    During a peaceful summer day in the San Fransisco Bay Area, a 10 meters tall robot just up and walked out of the ocean and started glassing the 300 year old city. While the mech's livery made it clear Doctor Apocalypse was at the helm, the fact he had decided to attack the city where the League of Twelve was headquartered was odd, to say the least.

    Over the next 4 hours, the entire League would eventually answer the call as Crimson Raven held her own against the Mech ravaging her home, as was Cross who happened to be in Silicon Valley on business. But things for her were unraveling, the mech, despite the entire league pounding on it wouldn't relent. Cross was eventually struck hard, and would be knocked unconscious with a broken spine, Hussar and Bridgman both shielded Cross from an energy blast, but Hussar was killed, while Bridgman lost a leg. And that was the turning point from a simple stalemate to something much worse.

    Spectre, in an attempt to possess Dr. Apocalypse, failed, and was effectively killed; Slieponir, who had left the fight early on to get civilians out of the danger zone, died from the strain and suffered a fatal heart attack only after getting Cross and Bridgman out of harm's way. Mr. Five-by-Five, having enough of such simple back and forth, managed to pin the mech to the ground and ripped some of the damaged external paneling off, exposing the cockpit of the mech.

    Crimson Raven, at the behest of Five-by-Five, bored a hole through Apocalype's chest.

    The official report says that Apocalypse, in his dying moment, activated the self destruct on the mech. In the hidden reality, the optical beam from Crimson Raven had perforated Apocalypse, and the antimatter reactor sitting just behind him on the mech. Resulting in an explosion that all but instantly killed several million people, as well as resulting in the deaths of Five-by-Five, Aquamarine, Dr. Human, and for a while, Osteo as well. As well as rendering One and Crimson Raven unconscious.

    Set upon the San Andreas Fault Line, the shockwave managed to blow out windows as far as Las Vegas, and was felt in Ankara. Earthquakes all along the western coast, and some more minor quakes in Asia began, but were quickly squandered by Bridgman, who with whatever strength he had left, killed himself from the strain of confining the most of the geological damage to just Northern California.

    Crimson Raven would wake up in the ICU after 13 months, One greeted her in the form of an incredibly elderly man having lost most of his strength simply surviving the blast, and Mastermind as a semi corporeal being. Cross at that point was undergoing regenerative therapy. Everyone else was dead or missing. Osteo wouldn't resurface for another year, after regenerating "from a single cell".

    The League survived, but was a fractured mess for another year and a half, it's surviving members recuperating as national and international bodies filled the gap. In the last 2 months, Cross was finally discharged from the hospital, Osteo managed to generate his trademark bone armor, Mastermind no longer phases in to the floor, and One is capable of walking without crutches. But this is still a far cry from their peak strength.

    Crimson Raven, for her part, still patrols the US, waiting, and watching.
    DO NOT REMOVE: 1492

I'm sure it doesn't need to be said but just as a formality ACCEPTED!
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

User avatar
Segral
Ambassador
 
Posts: 1773
Founded: Sep 06, 2017
Inoffensive Centrist Democracy

Postby Segral » Mon Apr 11, 2022 2:29 pm

@Endem (formatting it like this because the post to reply to was a mess of app code to sift through)

More so nullified, yeah. Extreme heat, cold, acids, etc. can either tear or shatter through her material of choice, or can make it actively dangerous/harmful to utilize metal shaping (i.e, around a large source of electricity).

I also edited that weakness in the actual app to be a little more fleshed out, hope that works.
yea bro idk

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

Postby Endem » Mon Apr 11, 2022 3:33 pm

Segral wrote:@Endem (formatting it like this because the post to reply to was a mess of app code to sift through)

More so nullified, yeah. Extreme heat, cold, acids, etc. can either tear or shatter through her material of choice, or can make it actively dangerous/harmful to utilize metal shaping (i.e, around a large source of electricity).

I also edited that weakness in the actual app to be a little more fleshed out, hope that works.

In that case Acero's app is accepted.
All my posts are done at 3 A.M., lucidity is not a thing at that hour.

User avatar
The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Mon Apr 11, 2022 5:21 pm

Remnants of Exilvania wrote:
Gods Among Us Character Application

Character Description


Motivations
    Goals: Give birth to the absolute pinnacle of humanity. Oh, and cleanse the world of the unworthy.
    Fears: Becoming infertile and losing her beauty.


Strengths and Weaknesses
    Source of Power: Lebensborn and SSAfP genetic and occult experiments.
    Powers :
    • Metal Detection
      Passively detects all non-trace amounts of metal within a 100-500 meter radius.
    • Metal Manipulation
      Capable of telekinetically moving and shaping up to 5 tons worth of metal. Capable of moving a roughly bullet sized mass of metal at Mach 2,5. Capable of moving a human sized mass of metal at Mach 1,2. Capable of moving 5 tons of metal at 250 km/h.
    • Flight
      Capable of flight at speeds up to Mach 1,2 as well as simple hovering by manipulating metal in the air/on her suit to move.
    • Stronk
      Capable of lifting 100 tons.
    • Durable
      Capable of withstanding pressure of moving at Mach 1,2
    • Regenerator
      Unless an organ was fully destroyed or a limb fully removed, Endsieg can fully regenerate from this wound at regular human pace (so weeks).
    Abilities:
    • Skilled Seductress
      Katharina knows her body and its allure for others. And she is not ashamed to use it to her advantage, having shown great skill in convincing others of her points.
    • The Führerin
      Having been intended as a shining new symbol of national socialist reign, someone to lead humanity into its new age, being in charge of others comes almost naturally to her and others around her. As such she exudes an air of superiority and leadership through her posture, expressions and general demeanor, often leading to people around her subconsciously treating her as a leader or boss.
    • Warrior of the Regime
      Having been intended as a warrior of great power that would smash their opposition, Katharina has been trained extensively in unarmed combat.
    Equipment: Several small containers with enough metal dust to atleast form her suit.
    Weaknesses:
    • Blood Poisoning
      The more and longer she uses her metal manipulating powers, the more Catherine gets poisoned by the metal entering her bloodstream. While she does have a resistance to it that goes beyond that of natural humans, extended usage of her powers (6 hours max) will lead to a severe case of blood poisoning that will require state of the art hospital treatment.
    • Who is the Fairest of them all?
      Utterly convinced of her genetical superiority and arrogant as all hell, damage to her physical body, regardless of how minor, has a 30/40/30 chance of bringing about three reactions:
      -Immediate flight
      -None other than some rage/angst
      -Berserker Rage


Background:
    Job: PR and Marketing Manager of the North American RIG Office
    Legal Status: US citizen. No criminal record or usage of her super persona in recent memory.
    Backstory: Born in 1918 to a worker's family in Munich, Bavaria, Katharina's childhood was anything but rosy. A tiny apartment for their 6 headed family, a father having to work himself to the bone the entire day, a family having to work from home all day and so little food that they had to go to bed hungry every day. Things only got worse when her father, frustrated and tired of their poverty, joined the NSdAP and marched with Hitler on that fateful day in 1923, getting shot in the process and having to be hospitalized, which hit the family especcially hard as now their chief earner was gone and they'd have to pay the bills for his hospital stay.

    The family likely would have perished from starvation but...the trade union stepped in, helping the family out financially. Still...two of Katharina's siblings perished. But her father was grateful to the trade union and committed to a political 180° turn, becoming a hardcore KPD member and supporter and believing in the establishment of a stalinist state in Germany being the only way to both reclaim Germany's greatness as well as reach true equality. Katharina didn't understand all that but found that the nazis with their flags and uniforms looked much more clean and orderly than the KPD mobs. Surely the path to the future had to look better than the path behind them?

    She was only 15 years old when the Nazis came to power in 1933. That was when they took her father and her mother, the brown shirts of the SA arresting them and hauling them off, never to be seen again. Katharina and her older brother on the other hand were brought into a nearby orphanage. There her brother left her a year later, having become 18 years old and setting out to find work. He kept in touch with her though, talking about how Germany seemed to be changing for the better, how their parents had clearly been wrong about the nazis and how he would join the SA and found Röhm's ideas great and how this was merely the beginning of a much grander revolution. Katharina, having always been smart, knew better than to believe that. When the newspapers announced the Röhm coup, she immediately denounced her brother, handing his letters in to the SS. The SA grabbed him too and brought him into one of the dreaded concentration camps. It made her appear on the SS' radar, something she intended to make gains with.

    In 1935 the SS founded the Lebensborn, an organisation intent on raising the birth rates within Germany as well as purifying the gene pool. The SS went through orphanages, intent on finding aryan children worthy of finding good, loyal new parents. They found her there as well. Knowing that she was as loyal as could be, having sold out her own family to them and denounced the errors of her parents' ways as well as being a little too old by now to still need an adoptive family, the Lebensborn instead elected to have her undergo a special new operation in cooperation with the SSAfP, an all new foray in the occult and gene therapy.

    The project they were undertaking was kept under wraps as she was continuosly operated on and bewitched for 5 years, to little outward effect. Yet as the nazis tampered with her body, they did not forget to tamper with her mind. What they intended to create was the ultimate peak of humanity in their warped sense of perfection and humanity. They intended to create the herald of a new age, an age of superhumans, intelligent and ruthless and utterly loyal to the national socialist cause as well as with the power to back themselves up and terminate all who would oppose them. Whenever she was on a break the nazis would have her learn about national-socialism, whenever she was asleep she did not get to sleep in bed but in the nazi's brainwash machines, having her mind warped and twisted in the ways they desired.

    Yet it didn't have any direct results. In 1940, shortly after the war had started, the nazis placed her in a cultivation tank. They had laid the seeds for the modification of her body. Now perfection would need time to sprout from those. And the Nazis believed in having that time, being on the cusp of victory in 1940 and having been promised a thousand year Reich. It would only be in 1944, with the Allies landing in the West and the Soviet Operation Bagration having utterly disintegrated the eastern front, that the Nazis got wet feet and decided to pull out their secret weapon, releasing Katharina from her cultivation tank and immediately utilising her in their hastily planned counteroffensive on the western front. Katharina would play a major role in the early successes of the operation, though her deployment and existence was kept secret by the Nazis, who hoped to continue using her as their secret weapon and as a surprise for the Allies. As such, when she was stopped and defeated by an allied meta, most soldiers in the theatre were none the wiser as to her existence or exploits and Katharina, who had been wounded during the fighting, had to retreat and return to her cultivation to grow her powers further.

    When Germany fell in 1945, Katharina was still in her tank and likely would've been found by the allies as yet another perverted nazi experiment but remnants of the SSAfP managed to evacuate the facility and leave with all the important documents and material, including her. Taking the ratways across the Alps, they soon found themselves on a ship to South America where her tank was kept hidden on plantations before finally being moved to Dr. Mengele's facility in Paraguay. There she spent the rest of her time untill 2012, when the head of the SSAfP, Haegler, reckoned that their experiments should've finally borne fruit.

    Waking up from her slumber was quite the shock for Katharina. Virtually her entire life had been turned upside down, the country and government she had so fanatically believed in had succumbed, the ideology she thought to be the future of this world had become a reviled thing that only the outcasts of society still adhered to out of spite and misery. And the Führer to whom she had sworn her undying loyalty was dead. It was enough for her to start a rampage of rage and grief before Haegler could finally get her to calm down, calm down with the promise of revenge on the Allies and fulfilling one of Hitler's final directives.

    She was moved to a north american facility shortly after, to be kept in reserve and aid the SSAfP's designs on the United States...as well as to catch up on modern culture and technology. And while Katharina was thirsting to battle and slaughter the Allies and their people, she knew that having more information was key. And so she waited and bided her time...untill it all fell apart. In 2017, after several heavy blows having been delivered to the SSAfP, she was ready to be called into battle against her hated foes...just for the message to come in that the leader of the SSAfP, the central figure in all their designs, was dead.

    The power struggles began almost as soon as the message came in, the facility commander of where she had stayed trying to make her the new leader of the SSAfP. He recognised her great strength, the fact that she likely was the pinnacle of nazi gene and occult experiments and intended to use that to his own gain, hoping to rise through the ranks just as she would rise. When she declined his offer...he instead saw within her a threat to his own authority and declared her a traitor, forcing her to kill everyone within the facility, because they were trying to kill her, because she didn't need word of this false accusation getting out and because she sort of enjoyed crushing these weaklings.

    Following carnage that finally allowed her to release some of all that pent-up stress, Katharina realized that she couldn't just sit within this facility untill the americans came for her...or hunger and thirst. She had to go out into this brave new world and make a new life for herself.

    The nazis had left her with a uniform in which they had intended to deploy her. And while she didn't mind its look, she was trying to go undercover and that uniform certainly wasn't going to help with that. She grabbed an SS officer's mantle and made her way out heading eastwards, where she intended to go undercover among the masses of the great cities and make a living there. Trying to remain undercover and not commit any crimes so as to not draw any attention, she temporarily started a same sex relationship with a woman of roughly her own size, managing to gain some civilian clothing in the process with which she could finally go out in the street. Shortly after she had gained those but not too shortly to make her lover not feel as though she had been used, she broke up with her and left on her way further eastwards.

    In Detroit Katharina stayed for a little while, using the cash she had taken with her from the SS facility to bribe local US officials into crafting her an identity as a US citizen as well as a residence in Detroit, using one of the many abandoned houses for that. It was merely a ruse of course to make it seem as though she was a natural born US citizen and had lived here all her live. After having finished that business in Detroit, she officially moved to New York City, renting an apartment in Manhattan before starting to look for work. Her qualifications were...difficult to apply to a job, not to mention that she was unwilling to start at the bottom wherever she worked. No, she decided to take a shortcut.

    As an important asset of the SSAfP, she had been aware of plenty of the Nazis' assets, bases and operations and as such was well aware that the RIG had been the SSAfP's primary public face as well as the business through which much of the money laundering of the Nazis went. Seein how the corporation had not been dissolved yet and the man in charge of it was the same, she quickly figured out that their connections to the Nazi terrorist network had not been uncovered and that they were doing their darndest to keep it so. Perfect for her as she used the opportunity to blackmail the CEO with plenty of incriminating information she had on him and the RIG that would pretty much destroy it if she were to publicise it in any manner. All she asked for in return was a well paying job with the company. Something that would help her survive as well as get herself situated as she'd plan her next steps.
    DO NOT REMOVE: 1492


Gods Among Us Character Application

Character Description


Motivations
    Goals: Purge the Phoenix and the Ravens from the face of the Earth.
    Fears: No more fears, he is little more than an automaton.


Strengths and Weaknesses
    Source of Power: Spooky things went wrong with this corpse.
    Powers :
    • Undead
      The Hessian is quite clearly dead. Well, undead seeing how he's still moving. But his body, his body does not require food, drink, air, warmth or rest. Nor does it die when struck by what would kill other men. With his strength now fully unlocked and not hindered by the constraints of a mortal body, he is capable of lifting around 900 kg.
    • Repeated Haunting
      The Hessian cannot be destroyed by regular means. Acid, fire, melee weapons, guns, disintegrators, none of it can truly kill the Hessian as his body begins to recompose in his final resting place below the church of Sleepy Hollow over the next day, the church seeing him leaving the very next night.
    • Death's Touch
      Touching any part of the Hessian's exposed skin will cause the toucher's life force to leak out of them. This leak can be enlarged exponentially by increasing the skin contact, either in pure area or length of time. For reference, a healthy young male will, after having been slapped on his exposed cheek by the Hessian's exposed hands, become sick and die within 5 days of the slap.
    • Vision of the Dead
      Despite his lack of a head, the Hessian can very much see. In a 50 meter radius around him, the Hessian can see as we humans do, though there are no colours and structures appear washed out and lifeless. However, the Hessian can also see "life" within this radius, through obstacles, walls and cloaking devices. He can feel the warmth of life, he craves it, envies it and is drawn to it like a moth to the flame so unless magical precautions have been taken or life is fleeting, he will find his prey within this radius.
    • Hellsteed
      The Hessian can summon and unsummon a hellish steed to his side which loyally carries him wherever he needs to go. It is a great, nightmarish black horse, hellfire burning in its eyesockets. It's intelligence and malice seems to go beyond that of normal horses and its body appears to be just as like the Hessians, unfettered by the shackles of mortality, riding however long is required of it and shrugging off grievous wounds like they are nothing.
    • The Ghost Hour
      Every Night between 0:00 AM and 1:00 AM GMT-4, the Hessian's powers are boosted far beyond what they are normally at. His strength increases to a lifting strength of 10 t, his body regenerates from injuries and puts itself back together on the spot, rather than disappearing to his resting place, his sight is increased to a 100 m radius and his speed and reaction time finds itself more than twice as fast as that of a regular human.
    Abilities:
    • Good Rider
    • Good Marksman
    • Good armed melee fighter
    • Good Tracker
    Equipment:
    • M60 MG
    • M30 Luftwaffe Drilling
    • M712 Schnellfeuer
    • Beretta M9
    • Axe
    • Seitengewehr 98 Bayonet
    Weaknesses:
    • Nighttime Resident
      The Hessian can only leave his final resting place between 9 PM and 6 AM GMT-4. Should he find himself outside of his final resting place after 6 AM, his form would start disintegrating and forcefully return to his final resting place.
    • All things Holy
      Someone truly, honestly and faithfully believing in religion will have a practical, physical shield around him that the Hessian cannot penetrate. Holy artifacts, scriptures or places are also similarly barring the Hessian from entry or passing, though he is still very much capable to use objects to penetrate through this wall of faith that keeps him out. However, most damning of all is, that a person of true and honest faith, can put the Hessian to rest, by reciting a prayer for the dead, which will change the Hessian's clothes to pure white and let the troubled spirit pass on into the afterlife.
    • Death's Chill
      In a 50 meter radius around the Hessian the temperature rapidly cools down, getting downright chilly, regardless of heaters or clothes. It does not cause more than some discomfort to those within this radius and as such is primarily a weakness as it betrays the Hessian's presence.


Background:
    Job: Hitman
    Legal Status: Unknown but wanted serial killer.
    Backstory: Little is known or remembered about the Hessian's life other than that he was born in 1743 in the Landgraviate of Hesse-Cassel, that he entered the army of the Landgrave, and attained an officer rank among the Jäger troops there. He and his troops were among those traded to the British to quell the budding rebellion in the Americas and their first deployment was under Generil Sir William Howe during the New York and New Jersey campaign.

    The Hessian forces performed well under the command of the British, the army routing Washington's forces in the Battle of Long Island, albeit Washington's troops managed to retreat in an orderly manner. With Howe's army in pursuit of the retreating Continental Forces, the Hessian troops proved their worth in battle again and again in a series of grueling retreating battles and skirmishes during which they cemented a reputation for utter ruthlessness and mercilessness, the Hessian Jäger Officer in command of the Jägers gaining a reputation for cutting off the heads of prisoners and collaborators, his dreaded alias quickly spreading far and wide among the locals, with people shuttering their doors and windows and Continental Soldiers clamouring for retreat when they heard the Hessian was coming.

    The spectre of the Hessian and his dreadful Jägers was seriously hurting Continental Army morale, greatly adding to the strain on Washington's command as they pursued the retreating forces through Manhattan and further north along the Hudson River. That was untill on one fateful day in November 1776, when the Hessian and his troop came to the aptly named sleepy little village of Sleepy Hollow. Reprisals followed, with the Hessian lining up the children and threatening their execution if he wasn't supplied with information concerning the time and direction of when Washington's forces passed through. Information that none were willing to give...for good reason.

    Before the Hessian could make his threats a reality, his head ceased to exist, his body remaining standing for a bit with the axe raised high before starting to stumble to the side, tripping and falling, twitching a few more times before finally lying deathly still. The villagers as well as the Jägers saw the form of a towering Continental Soldier, greater even than the tall Hessian had been, his fist bloodied. Then the Continental ambush started in earnest, Minutemen from Sleepy Hollow as well as a small detachment of the Continental Army shooting up the surrounded Hessian Jägers which, albeit fighting valiantly, had had their spirits crushed by the sudden death of their leader. It was later surmised that a cannonball must have taken the Hessian's head for there was nothing one could imagine there that could have destroyed it otherwise.

    The Hessians were buried in the graveyard of the old dutch church...the Hessian however was dumped into the woods where the villagers hoped he would rot for good, a rotten man such as him undeserving of a proper burial. A decision they would come to regret.

    Having been denied a proper burial, having committed evil while walking the earth and being incomplete due to the completely vaporizing blow struck against him, the Hessian rose from his grave but a scant few years later and began to butcher people around Sleepy Hollow. Travellers, regardless of allegiance would be found murdered on the streets, missing their heads. Tales of a ghostly horseman made the rounds and the death toll in New York started creeping higher with every day. It took the arrival of one Ichabod Crane from New York City in 1790, whose wits, coupled with the locals' Brom Bones' strength and bravado, managed to make a fool out of the Hessian, tricking him and imprisoning him in a vault below the old, dutch church. The holiness of the place would hopefully do well to keep the Hessian caged. Years later Crane would tell this story to one young Washington Irving in New York City, who would eventually publish an altered version of these events in his 1820 Sketchbook.

    In 1933 agents of the SS were sent to the US to secure the allegiance of a possible asset. Staying around in Sleepy Hollow for a while, the agents eventually got a hold of the Hessian's location and went about setting the undead free, using rituals and foul sorcery to taint the church and atleast partially break its hold over the Hessian in its basement. He still didn't care about any allegiances though, slaying the nazis in the process...though one of the nazis had something on him that made the Hessian...reconsider his stance on allegiances. He became an SS asset for the following years, assassinating a list of people in the New England area which was regularly sent to him and updated by the nazis. His mysterious murders made headlines and left many guessing as to who was behind them or what the motive for them was. But only the Hessian and the one who composed the list knew.

    After the war, the Hessian went deep undercover, giving things time to simmer down and think the murders had finally ceased. He didn't get any updates for his list anymore so that was also problematic as he couldn't track or inform himself too well about his intended targets. Much to his own luck and surprise, the nazis actually survived and the SSAfP eventually contacted him again during the Cold War, making him another one of their sleeper assets, though as he waited, he would occasionally still venture from his tomb to find new armaments or offer his services to those able to take them, once again falling into his old habits of being a mercenary.

    But not for long. He was contacted once more and he was told the truth about his list. The reason why these people had to die. Why these people were connected to him. Vengeance was promised to him and the Hessian was more than willing to accept it, lying in wait now and expecting his orders.
    DO NOT REMOVE: 1492


Alright, these are the last two I think. We talked about one of them, Anowa, and the other is a nearly perfect copy from V9, figured it'd be better to have more local characters than bigshots across the pond or anywhere else.

Oh my God, I absolutely loved Sleepy Hollow!
Last edited by The Imperial Warglorian Empire on Mon Apr 11, 2022 5:21 pm, edited 1 time in total.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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

Postby Anowa » Mon Apr 11, 2022 10:06 pm

The Batavia wrote:You guys still have room left? I am aware this isn't the first iteration of this RP so I don't know how you guys feel about newcomers.

Go for it.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

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Latorik
Envoy
 
Posts: 291
Founded: Nov 20, 2020
Ex-Nation

Postby Latorik » Mon Apr 11, 2022 10:09 pm

interested, will post character shortly.

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Latorik
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Posts: 291
Founded: Nov 20, 2020
Ex-Nation

Postby Latorik » Mon Apr 11, 2022 11:52 pm

Gods Among Us Character Application

Character Description
    Name: James Walker
    Aliases: The Animist (What they go by when wearing spandex and a fashionable cape)
    Gender: Male
    Age:32, the spirit inside of him, however, is far, far older
    Appearance: A relatively well-muscled individual, relatively short. Five ten, if you stretch it. More like nine and a half. 180-190 Ib. Brown eyes, naturally. His appearance changes almost biweekly, a requirement when you're flagged as one of interpol's most wanted. In the form of The Animist, he becomes a hulking monster. Well over seven feet tall and bulging with muscle. Roughly 650 pounds. His eyes entirely gone, replaced with a pair of branches that jut from his enlarged skull like a pair of horns. His entire body structure changes into something inhuman. Something far, far older. A flower rests atop its right shoulder, the bud almost never in bloom. Teeth gnash in a mindless rage, lengthened and turned into a mouth of fangs. The lips are nowhere to be seen.


Motivations
    Goals: Disappear, wait for the heat to die down and move somewhere nice and sunny. His unwanted passenger, however, seeks to wage a one man (spirit?) environmentalist guerrilla war
    Fears: For James, his own demise. For the spirit, the continued destruction of the earth.


Strengths and Weaknesses
    Source of Power: An ancient earth spirit, though this one is... twisted. Wrong. Fueled by an unmatched anger, capable of untold violence.
    Powers :

    Enhanced Strength and Durability: James in his base form is far stronger than he appears, easily able to trade blows with low level meta humans. Hit him with enough firepower though, and he'll go down.

    Limited Nature Manipulation: James, also in his base form, can call upon the powers of the Animist without being fully overtaken. These powers are greatly weakened, and at most consist of distractionary measures. Getting vines to wrap around someone's leg and trip them up, for example. He can also accelerate the growth life of plants, though this becomes exceedingly difficult the larger the plant life.

    Poison Resistance: James is highly resistant to many naturally occurring toxins and other substances. Pepper spray won't faze him. Things like tear gas and the like, however, will. In the form of the Animist, all but the highest end of advanced and exotic chemical weaponry is ineffective

    Guardian of the Earth: A transformation. James is wrapped in a cocoon of bark and earth, he is gone. The Animist emerges. The nature spirit made manifest. Grants him greatly increased durability, speed, and physical strength, as well as access to a myriad of seemingly magical abilities.

    Nature Manipulation: The Animist is able to influence the local environment, bending both flora and fauna to its will. By pumping raw magic through conduits granted to the nature spirit by mother earth, the Animist is capable of greatly increasing both the durability and growth rate of flora. Vines grow in moments, as strong as steel cables. Tree branches wrap around assailants, crushing them in vice grips. Particularly skilled at utilizing trees for this, using the mass granted by the bark to propel itself across the battlefield, or utilizing it as a rather effective impromptu projectile weapon.

    Animal Control: The Animist is capable of directly influencing animal behaviour, inspiring much greater acts of aggression than would normally be present, directing them against the nature spirits targets of choice

    Strength and Durability: The Animist, at its absolute peak, is deemed as one of the most dangerous rogue meta-humans in recent history. Numerous recordings and both eye witness reports showcase the spirit shrugging off repeated hits from all manner of military weaponry without issue, tearing armored vehicles apart with nothing but physical strength, and slaughtering over a half-dozen local meta-humans deployed to curb its rampage, a loss that is still felt by the Brazilian Sobre-Humano aliança to this day.

    Self-Healing: The Animist boasts incredibly powerful regenerative abilities. At its peak in the Amazon Incident, the nature spirit was shown to regrow lost limbs in a matter of seconds. This speed is totally unobtainable outside of the Amazon, however.

    Breath of Life: The Animist is capable of secreting a variety of virulent chemicals from its mouth, these psychedelics cause vivid, many times violent hallucinations. Indeed, the majority of casualties during the Amazon Incident, at least initially, can be attributed to friendly fire incidents.

    Gaia's Rage: A massive blast of energy, seemingly drawn from the flower bud atop the Animist's shoulder. Utilized in its fight against the Latin American superhero Flametongue. The force of the blow killed him instantly.

    In the Shadow of the Sumaumeira: The Animist, despite its vivid colouring, blends into the surrounding forest, becoming virtually undetectable unless specifically sought after. Even then, it sinks in and out of sight, almost impossible to keep track of, even with the assistance of high-grade sensory equipment or eyesight mutations. Further compounding its elusiveness is its short-ranged teleportation, the Animist seemingly capable of becoming incorporeal at will when within forested areas.


    Abilities:

    Makeup artist: James has become relatively skilled in makeup in an effort to disguise his appearance for rather... obvious reasons.

    Magical Knowledge: The Animist has passively observed examples of the occult for centuries, leaving the nature spirit quite knowledgeable on matters pertaining to the arcane arts, even on some schools considered long since extinct.

    Hand-to-hand Combat: James is skilled in martial arts, a skill that carries over to his Animist form.

    Weapon Handling: Is familiar with a number of weapons (mostly rifles and pistols), and is capable of utilizing them quite well.

    Criminal Connections: James is extensively familiar with the seedy underbelly of the international community. Drug cartels, terrorist organizations, all kinds of scum and villainy.

    Forgery: While by no means as skilled as a professional, James is more than capable of cranking something out in a pinch or talking his way out of a tough situation if the spot demands it

    Language: James is fluent in Kikongo, Portugese, English, and Russian, to name a few.


    Equipment: Fake Identification (several identities included), portable makeup kit, vz. 68 machine pistol (when traveling through areas of the world considered 'less stable'), a pocket full of all manner of seeds

    Weaknesses:

    Acclimation: When fought in the Amazon, the Animist was at its absolute height. As the patron protector of the largest forest on earth, this... thing is both extremely powerful and extremely violent. Outside of the Amazon, however, the Animist is forced to adapt to the surrounding environment, rendering many of its more esoteric manipulations of the natural world unreliable until it can get a 'feel' of the landscape.

    Drawn from the Earth: The Animist is only as strong as the local environment, hence its seemingly invulnerability when faced in the Amazon. While James could technically transform in something like, say, a city, the Animist would be nowhere near its peak and be vulnerable to even mid-level capes and local military units if you catch it out in the open. Catch it in something like a wildlife reservation or large forest? Different story.

    Iron: The historical bane of all fae. While unfazed by it upon its home territory (given how many times it was shot and didn't so much as flinch), catch it in a vulnerable position in an urban area, and it can quickly become incapacitated as a result. You need to pierce its carapace for real damage however. Merely exposing the Animist to it is greatly painful at worst. Alternatively, you could try making him inhale some powdered metal.

    The Truth: Another historical weakness of the Fae shared by the nature spirit. The Animist is incapable of speaking lies. Half-truths and misdirections, but never a fully fledged untruth.

    Horns: Although well-protected and capable of regenerating just like any other part of the nature spirit, the two vaguely antler-like horns jutting from its skull serve a prominent weakpoint. Serving as his primary means of sensing fluctuations throughout whatever forest he inhabits, landing a good attack on them would not just cause the Animist in debilitating pain, but also render him temporarily 'blind'.

    Precision: The Animist, although quite a magically powerful being, is not necessarily capable of 'casting' spells. A few rituals, perhaps, but nothing close to genuine combat spellcasting. Although far dwarfing your average witch or wizard, the spirit is simply incapable of elaborate spellcasting or taking advantage of the finer points of magecraft.





Background:
    Job: Contract killer, mercenary
    Legal Status: Flagged as one of Interpol's most wanted and a person of prime interest to the Meta-Human Affairs Organization
    Backstory: James had a rather unassuming childhood. Devoid of a direction in life, he would enlist in the Marines. Several tours of duty in the Middle East would eventually result in his dishonorable discharge in an incident where he allegedly assaulted a commanding officer. After serving his time in the brig, James would drift around, picking up solid work in Brazil as a corporate enforcer. Go here, smoke these natives out. Easy-peasy.

    But one day, they found something. A group of natives slated to be 'removed' in preparation for deeper logging operations. But they were already dead. All of them. Suicide, it seemed. An idol in the middle. He was drawn to it. It called to him. Whispered to him.

    He touched it.

    What followed was one of the bloodiest meta-human related incidents in recent history.

    The Animist, made whole by the blood sacrifice, slaughtered the 'clean-up crew', the term for James's security team, with ease. It called upon the forest to bend to its will, to cast out these interlopers. It obeyed. Wildlife attacks skyrocketed, dozens of fatalities. The Animist itself would make an appearance on the very outskirts of the forest, personally seeing to the slaughter of logging crews and the private security that came along with them.

    When it became clear that normal paramilitary forces would not suffice, Brazil deployed both its armed forces and meta-human elements in tandem, engaging the Animist in a pitched battle. By the end of it, eight meta-humans were dead, four grievously wounded, and well over two hundred military personnel had been slaughtered in the chaos.

    But it had been enough.

    The Animist wept at the damage caused. A quarter of its ever shrinking forest lost to the encroaching parasites. It could not fight them openly, not like this. It withdrew from its land, it could help them elsewhere. The body it had now, it was bound to it. The Animist conversed with James once the unintended host wrestled back control, revealing its origin. An ancient, fractured spirit, brought into life once more by a ritual long thought lost. It's goal was simple. The destruction of the earth would be stopped. By any means necessary. A compromise was soon reached, the Animist required James to freely give up his body as a vessel when outside of the Amazon. A pact was soon made. James would continue his mercenary work, his contract killing, on the condition that it targeted things the Animist deemed detrimental to the survival of the planet. Oil execs. Pipelines. Mining barons.

    James agreed.

    DO NOT REMOVE: 1492


EDIT: Damn, didn't see the caveat for the villian application. Is there any way I could still make this sheet work?
Last edited by Latorik on Thu Aug 25, 2022 6:48 pm, edited 9 times in total.

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

Postby Anowa » Tue Apr 12, 2022 12:12 am

Latorik wrote:EDIT: Damn, didn't see the caveat for the villian application. Is there any way I could still make this sheet work?

Those were holdovers from the last version I forgot to remove, don't worry about it.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Latorik
Envoy
 
Posts: 291
Founded: Nov 20, 2020
Ex-Nation

Postby Latorik » Tue Apr 12, 2022 12:19 am

Anowa wrote:
Latorik wrote:EDIT: Damn, didn't see the caveat for the villian application. Is there any way I could still make this sheet work?

Those were holdovers from the last version I forgot to remove, don't worry about it.

Sweet!

Feel free to point out anything super OP I could adjust or lore I may have taken too much liberty with. Just figured brazil would be relatively free to mold considering all the other wacky stuff going on

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Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Tue Apr 12, 2022 10:08 am

Gods Among Us Character Application

Character Description
    Name: Virginia Corbin.
    Aliases: Nox.
    Gender: Female.
    Age: 21.
    Appearance: Here. Well above average height for her age, standing at 6', with a generally athletic build, both Nox's eyes and hair colour are "natural", being results of the experiments she was exposed to. Most of the time she's wearing the full bodysuit pictured, though it lacks the angel-style flared sleeves, with the sleeves ending at her elbows instead. The suit has built in boots. Her fingers are usually tipped in darkness, and the more extensively she uses her powers, the darkness envelops more of her person, starting with her hands and going up her arms, and burns as it does.


Motivations
    Goals: Virginia's goals can be best defined as two-fold - personal goals, and professional goals. Personally, she wants to solve the mystery about what happened to her family, including her missing twin sister and her father, a humiliated scientist. Professionally, she wants to get as far up the US DMA ladder as she can go. During her time in the Academy, she became impressed with Anthony Cross' achievements, and her naturally ambitious nature translated into a drive for success in the most obvious path forward. Often she finds that her personal and professional goals intertwine and obstruct one another.
    Fears: Nox tends to be relatively agoraphobic, preferring cramped, dark spaces. Her agoraphobia isn't necessarily crippling, however. She also fears personal failure, and, ironically, is uncomfortable with the idea of the unknown.


Strengths and Weaknesses
    Source of Power: Her source of power comes from a failed, off-the-books scientific experiment that she unknowingly participated in as a child.
    Powers :
  • Darkness Absorption: Nox's body works like a battery, but with darkness. By siphoning shadows and darkness from places that lack light, she can then store that energy and use it for other purposes. Once the energy is siphoned, the shadow or darkness temporarily disappears, but is gradually replaced. However, once replaced, the subsequent darkness isn't nearly as useful for absorption. For example, if sitting in an entirely dark room, Nox can absorb that room's energy. The room will temporarily turn bright, before settling back into darkness. The subsequent darkness cannot then be absorbed. However, if one were to turn the lights on and then off again, that "resets" the darkness and it can be absorbed again. The general idea is that her source of darkness is theoretically infinite but practically limited.
  • Darkness Manipulation: Once having absorbed the energy, Nox can then repurpose it in a number of ways. She can make solid objects out of it, in imitation of things that she has seen before. This can include simple weapons such as a spear or a shield. Generally, complex items cannot be conjured or imitated (i.e, a key to a specific lock). She can also conjure solid bolts of darkness from her palms that act as ranged weapons. In terms of appearance, all items and bolts conjured look akin to Vantablack, and in terms of hardness it's comparable to tungsten but can still be shattered if sufficient force is applied. Once shattered, the darkness cannot be recycled. She can also create areas of shadows or darkness as well.
  • Shadow Travel: Nox can meld into the shadows almost completely, and travel between patches of darkness. She can do this with both natural and "repurposed" (absorbed) darkness, but with a few caveats. With natural darkness, she can "melt" into it and travel within the shadow, so long as it's interconnected. The latter transportation , through projected darkness, can be unpredictable at best, and downright disastrous at worst, accelerating the Slow Burn exponentially. Further, it requires two "portals" of substantial darkness to be placed within Nox's sight. They act as a two-way portal for just herself, though the longer they remain open, the more the Burn grows.
  • Night Vision: She can see perfectly fine, as if it was day, even in the darkest conditions.
    Abilities: None particularly.
    Equipment: Not really anything I can think of. Most of her capabilities are based in her powers, not any special equipment.
    Weaknesses:
  • The Slow Burn: This is Nox's term for the severe physical side effect of prolonged used of her powers. Always present in her finger tips, a physical manifestation of the darkness that she wields begins to slowly creep up her arms the longer and more intensively she uses her powers. This darkness creates a sensation of extreme pain - akin to intense burns. When not using them, the darkness slowly recedes, and recedes at a greater rate the longer she goes without using her powers. A significant amount of her time at the academy was spent harnessing and controlling this pain, but the longer a battle goes on, the less effective she becomes.
  • Inexperience: Nox has only recently graduated from the Academy, meaning that she has only some actual experience on missions.
  • UV Lighting: When exposed to highly focused UV Lighting (For example, like concentrated UV exposure, something like a beam or a flashlight, rather than the sun's UV rays), all of Nox's darkness creations melt away instantly after exposure, like wet sand. For example, things like begin in the sunlight won't damage her ability to perform, but a focused UV ray would.


Background:
    Job: Full-time US DMA Agent.
    Legal Status: Technically a citizen of the United States & was, prior to her 18th birthday, a ward of the state.
    Backstory: Viriginia Corbin was born one of two twin daughters of Aldous Corbin and Emily Corbin in Montgomery, Alabama. The Corbins were an old American family with military ties dating back to the Mexican-American War. Aldous' father and all male-line descendants were expected to serve in the military in some capacity, with his father serving in WW2 as an NCO, and in Korea as an officer. Aldous, on the other hand, had little interest in the military, much to the chagrin of his father. Instead, Aldous, interested in the sciences, instead wanted to pursue a career in physics. Despite his father's wishes, he eventually eschewed military service and went to college to study physics, where his academic performance was mediocre at best. Despite this, following his graduation, he squeezed by a master's degree but found it difficult to attain employment. His father eventually got in contact with Korea-era contacts, who agreed to hire Aldous Corbin in the military-industrial field. Soon, he found work at Lance Corp., an Alabama-based military tech company where he met his future wife, Emily.

    The pair wed some time after Aldous joined the company, in 1989, and soon they became interested in having children. Throughout the 90's, however, the pair continued to busy themselves in work, prioritising their professional lives over their personal. Emily and Aldous began to feel distant, a feeling reinforced by their continual procrastination in starting a family and Aldous' slow spiral into corporate irrelevancy. Throughout the 80's and 90's, Aldous attempted to make a name for himself in the company by pioneering innovating technological solutions, but had no success. In the 90's he became obsessed with weaponising laser defense technology, and studied the Kapitsa-Dirac effect extensively, thinking that it could hold a secret for making irrelevant new laser weapons.

    In 2001, despite Aldous' personal failures, the couple finally had children - twins, Virginia and her sister. Their birth did little to assuage the failing marriage. Emily continued to succeed at Lance while Aldous did the opposite. By the time the children were four, in 2005, Emily officially filed for divorce. Aldous, not wanting to admit that his personal life was as failed as his professional, fled with his two children. They went up the East Coast, where Aldous assumed a fake name and continued his work despite his official status as a fugitive. Increasingly unhinged, Aldous began to believe that if he had success with his hypothesis regarding Kapitsa-Dirac, he could resume what his life once was. Working out of an abandoned warehouse, he assembled a slipshod device that was meant to divert a harmful laser from one's person, scattering the particles away from the beam's target.

    Believing that it was ready for testing, but knowing that he would have to operate the test, he chose his two daughters, each four years old, to be his test subjects. The laser he used, jury-rigged from parts stolen from Lance Corp., met the device that he attached to his two daughters. There was a misfire, however, and the warehouse was rocked with an explosion. When four-year-old Virginia came too, she was being rescued by first responders, and both her father and sister were nowhere to be seen. Following this incident, the young child began exhibiting her nascent superpowers after being reunited with her mother. However, following a trip to Europe she disappeared, and with Virginia's maternal grandparents dead, her paternal grandparents declared unfit to care for her, she was transferred to the state's responsibility.

    From 2006 until 2010, Virginia passed through a number of special care homes, none of them effectively equipped to help her, with the uniqueness of her abilities and situation buried by mountains of bureaucracy and paperwork. In 2010, following the creation of the Academy, she was recommended admission, and was one of the first students admitted. From her admittance to her graduation, Virginia performed exceptionally well in both the standard academic criteria and in the power-based classes, making a name for herself as a skilled potential recruit into the Academy. During her early years in the Academy, she became interested in Anthony Cross, the theoretical headmaster of the Academy. She viewed him as a picture of perfect success, and with his involvement in the past and present with the US DMA, as someone that she should be looking up to.

    Due to some complications with her powers, including their difficulty in sustained use, she required an extra year in the Academy, much to her chagrin. Following her graduation, however, she almost immediately applied to US DMA and was accepted as a junior agent. Since then, she's become relatively restless waiting to actually be brought along.


Gods Among Us Character Application

Character Description
    Name: Elizabeth Corbin.
    Aliases: Lux.
    Gender: Female.
    Age: 21.
    Appearance: Here. Well above average height for her age, standing at 6', in her costume she's about 6'5, and has a generally athletic build. When her powers are active, Lux's eyes burn a bright yellow. Both Lux's eyes and hair colour are "natural", being results of the experiments she was exposed to. Like her twin, with prolonged use of her powers, a white-hot flame-like substance spreads along her arms that burns her.


Motivations
    Goals:
    • Avenge the slights, perceived or real, against her by her father and the military-industrial complex.
    • Find out what happened to the rest of her family.
    • Ensure financial stability for herself in the long-run.
    Fears:
    • She is generally pretty uncomfortable in tight places, bordering on claustrophobia.
    • Feeling unfulfilled. Much of what keeps Lux going is her need to attain information and revenge. She worries that she may be unable to do or reasonably attain either.
    • Being rejected by any ostensibly-surviving family other than her father.
    • Having her secret motivations found out by her father and Erikson Global.


Strengths and Weaknesses
    Source of Power: Like Nox, Lux was accidentally exposed to a scientific experiment when she was very young. Unlike Nox, however, she was thought by her father to have survived, and he fled the country with her in tow. Over the years, he has continued to experiment with Lux's powers, often honing and improving them.
    Powers :
    • Light Absorption: Lux's body works like a battery, but with light. By light from various sources, be they natural or artificial, she can then store that energy and use it for other purposes. Once the energy is siphoned, the light temporarily disappears, but is gradually replaced. However, once replaced, the subsequent light isn't nearly as useful for absorption. For example, if sitting in an entirely bright room, Lux can absorb that room's energy. The room will temporarily turn pitch-dark, before settling back into light. The subsequent light can be reabsorbed, but at a fraction of its previous efficiency. However, if one were to turn the lights on and then off again, that "resets" the light and it can be absorbed again. The general idea is that her source of light is theoretically infinite but practically limited.
    • Light Manipulation: Once having absorbed the energy, Lux can then repurpose it in a number of ways. She can make solid objects out of it, in imitation of things that she has seen before. This can include simple weapons such as a spear or a shield. Generally, complex items cannot be conjured or imitated (i.e, a key to a specific lock). She can also conjure solid bolts of light from her palms that act as ranged weapons. Often these manifest as classic "lightning bolts", likely due to some subconscious familiarity of the design. She can also conjure up a steady stream of light energy. In terms of appearance, all items and bolts conjured look akin to extremely bright yellow-white constructs, and in terms of hardness it's comparable to tungsten carbide but can still be shattered if sufficient force is applied. Once shattered, the light cannot be recycled. She can also produce brilliant flashes of blinding light.
    • Flight: Lux can directly use her light manipulation powers to propel herself throughout the air. It tends to be highly expensive in terms of both resource use and her overload, however, and generally can only do it for a short period of time. Depending on the speed she is going and how heavy she is (i.e, holding other things or people), it can range between five and fifteen minutes before it becomes untenable.
    Abilities:
    • Alongside English, she is fluent in French, and can speak decent Swedish.
    • Proficiency in Muay Thai Kickboxing.
    • Extensive experience in both gymnastics and dance.
    • Training and some experience in infiltration techniques, including smuggling herself over lightly-guarded borders and assuming various identities.
    Equipment:
    • The heels on her boots are made out of cast magnesium alloyed with manganese, scandium, and calcium.
    • A pair of fake passports & identities that allow her to travel throughout the EU.
    Weaknesses:
    • Overloaded: Like her twin, an overuse of her powers comes with drawbacks. Over an extended period of time, white-hot blowback from her powers begins to creep up her arms, beginning with her fingers and moving towards her elbows. The science behind this isn't well-understood, and it's not clear to her handlers if the intense pain that is caused by the overuse of her powers is the result of actual physical pain or an intense mental reaction. Regardless, the pain that is caused by this overuse results in a dissipation of concentration, and a breakdown of her ability to fight reliably. To put it to a comparison, it takes proportionately less time for her pain to kick in and spread compared to Nox, and it recedes slower.
    • Infrared Lighting: Her light constructs will break, shatter, and melt away like wet sand when exposed to focused or concentrated infrared rays (For example, like concentrated infrared exposure, something like a beam or a flashlight, rather than natural or cosmic infrared exposure).


Background:
    Job: Technically unemployed, but is a shadow contractor for Erikson Global, a shell company of her father's. She also lends her skills out to the highest bidders when she has the time.
    Legal Status: She is technically a citizen of the United States, but has been presumed dead for years. She has a number of fake identities and passports, including Marie-Hélène Lavaud of France and Matilda Hjertsson of Sweden. She is also wanted in conjunction with a number of crimes dating back half a decade in France, Spain, Belgium, Luxemburg, and Denmark. However, because of the variable nature of her crimes in the different nations, they have not been traced back to a single individual.
    Backstory: Elizabeth Corbin and her twin sister Virginia were born to Aldous and Emily Corbin in 2001. By then, their parents had been married a number of years, and things were already starting to fall apart between the couple. In 2005, when Emily and Virginia were four years old, their mother filed for divorce, leaving Aldous to contemplate both his professional and personal failures. Before she had a chance to legally take the children from him, Aldous fled with the twins to the East Coast, the authorities soon in hot pursuit. Aldous became delusional, and was convinced that if he could prove that his research into energy and light manipulation was fruitful, he could reverse his misfortunes in his career and with his ex-wife.

    Increasingly unhinged, Aldous began to believe that if he had success with his hypothesis regarding Kapitsa-Dirac, he could resume what his life once was. Working out of an abandoned warehouse, he assembled a slipshod device that was meant to divert a harmful laser from one's person, scattering the particles away from the beam's target.

    Believing that it was ready for testing, but knowing that he would have to operate the test, he chose his two daughters, each four years old, to be his test subjects. The laser he used, jury-rigged from parts stolen from Lance Corp., met the device that he attached to his two daughters. There was a misfire, however, and the warehouse was rocked with an explosion. Aldous was mostly spared from the explosion, and when the dust settled, he noticed that only one of his daughters - Elizabeth - seemed to have survived.

    Panicked, and knowing that the warehouse would soon be crawling with police, Aldous fled with his still-living daughter, thinking that Virginia had died in the explosion. Aldous quickly crossed the border into Mexico illegally, where he set himself and his daughter up with fake identities, before covertly travelling to Europe. First Sweden, then France. During this time, Elizabeth's powers began to manifest themselves, at first accidentally. Aldous, convinced that his experiment had borne fruit, became obsessed with his daughter's abilities, and worked with the young child to develop and harness them. For the next nine years, from ages five to fourteen, Elizabeth was raised, parented, and experimented upon by her father. She was homeschooled by the unhinged scientist, who, all the while, funded his experimentations with various illicit activities, including narcotics manufacturing and distribution. Aldous' intellect was high, so that despite losing his grip on portions of reality, he was still able to function relatively effectively.

    As a child, Elizabeth was socially isolated. She was homeschooled by her father, who brought in various tutors for subjects he was not well-versed in, and taught the girl everything else she needed to know. While she was able to spent time outside and at local parks or playgrounds, she only did so with close supervision from her father, who insisted on accompanying the girl wherever she went for fear of her powers manifesting themselves, either accidentally or on purpose. Elizabeth was taught early that her powers needed to remain secret, and, if they didn't, harsh reprisals would follow. The social issues were generally made worse for Elizabeth as she and her father relocated often throughout France, spending time in Picardy, Brittany, and Dauphine. Thus, most of her social skills remained underdeveloped and tended to model teacher-student or father-daughter relationships, which were the ones that she was familiar with. She lacked any long-term friends, making regular socialization hard for the girl.

    Throughout her childhood, Aldous paid for a number of dance and gymnastics lessons for his daughter while they resided in France. The aim of these lessons was to help give Elizabeth an outlet for athletic development and social experience, but because the pair relocated so often, these did not have the intended effect. However, Elizabeth became enamoured with both activities, and often petitioned her father to continue to work at them whenever they relocated. During her upbringing, Aldous maintained a specific filter of information that would be passed down to his daughter, including that her mother had been crazy and, along with Virginia, perished in an accident. He framed the ordeal as if his actions were the only reason that Elizabeth was alive.

    During her early teenage years, a rift began to form between Elizabeth and her father, with her realising the extent of her father's behaviour and actions. However, during this time, Aldous' experiments on his daughter intensified and became invasive, including genetic testing and attempts at modifying or refining her powers. Unfortunately for Elizabeth, most of these experiments didn't work and were often very painful.

    When she was thirteen, the pair moved to Sweden, where Aldous created the company Erikson Global with money he had saved up from his criminal activities in France. EG, as it was often shortened to, was merely a front for Aldous' renewed interest in military applications for his physics research, most of it done under unethical conditions. Aldous continued to tutor his daughter, and, against his own wishes, ceased experimenting on her in order to repair his relationship with Elizabeth. Three years later, shortly after her sixteenth birthday, Elizabeth was recruited by her father to work for Erikson Global. However, her role was to be a "shadow contractor" of sorts, performing below-board actions.

    At this time, the teenaged Elizabeth donned the name Lux as a moniker to protect her identity, and quickly became enamoured by the money that her father was offering her for her work. She was slowly immersed in her father's operations. However, as she worked for his company, she quickly realised that he wasn't exactly who he said he was - his criminal nature became quickly evident, and the relationship between the two deteriorated once again, Lux continuing to work for her father only for the monetary incentives that he offered her. However, during this period, her operations for EG continued, and Aldous considered them field tests of her powers. EG's "Blackwing" Division expanded quickly, and centered around EG's illegal operations throughout Europe. During this time, Elizabeth began studying Muy Thai and was trained to leave minimal amounts of evidence at any crime scene to avoid detection by UNMAO.

    As years passed, Aldous grew interested in replicating his daughter's powers so he could market them abroad as a commodity. Worried that this would make her disposable to her father, she flatly rejected his numerous requests. She quickly realised that her father valued her powers more than her - which enraged her. She grew disillusioned with her father's company and the industry that they worked within. However, she kept her disillusionment to herself and continued to work towards self-sufficiency, continuing to get paid by EG. At the same time, she began taking on freelance contracts from outside sources across Europe for "wetwork", and quickly became experienced in a number of criminal operations, including assassination, and intimidation, but also took on jobs that included robbery and corporate espionage.

    By 2019, she had formulated the idea that her treatment at the hands of her father was the result of the military-industrial complex and his inability to let go of his life's work. She also has come to believe that, if her father had lied to her about so much, that it's possible her family remains out there. She has long since realised that her childhood was atypical, and the reason that she was essentially railroaded into a life of crime was her father's obsessions. Years of anger and frustration as a result of her ill-treatment has begun to bubble up to her surface, and she has begun planning on how to get her revenge on both her father and the industries that he has become obsessed with.

    By 2022, she has begun taking both independent contracts and EG jobs in a bid to increase her net worth and begin putting her plans for revenge in motion. During her four years of operation she has taken a painstaking effort to, when on the job, disguise any potential metahuman involvement in her crimes. Any potential witnesses are silenced, and she tries to leave no evidence at crime scenes, including prints or any sort of DNA. She has become well-aware that UNMAO's presence in Europe would mean that, if they became aware of her and her powers, there's no telling what they'd do if they connected her to the string of crimes that she has committed.


Gods Among Us Character Application

Character Description
    Name: Olympia Argyros-Smith
    Aliases: Achillea
    Gender: Female
    Age: 16
    Appearance: Here. Achillea stands at six feet and five inches and weighs about two hundred and three pounds, with a very muscular, athletic build. Whenever she's not in her costume, she's usually wearing some sort of athletic gear. She also has a tailour-made helmet that she wears while on missions.


Motivations
    Goals: Her goals tend to be two-fold: she wants to push herself and maximize her powers as much as possible, and to become the best super hero ever. The latter goal she views as almost a near-obsessive necessity - to her, she's better than everyone around her, and she needs to compensate for everyone's shortcomings by outperforming them.
    Fears: Mostly she's afraid of her own limits - not only losing her powers, but also to be seriously injured in a way - especially around her left heel - that would permanently prevent her from doing what she believes she was born to do.


Strengths and Weaknesses
    Source of Power: The suspected reincarnation of Achilles, the figure from Greek legend.
    Powers:
  • Significantly Increased Damage Resistance & Endurance: Like her namesake and possible ancestor, Achillea is resistant to most forms of damage, be they things like bullets, knives, and even brute force damage. Her skin acts almost like a deterrent to sharp objects or bullets, as if it was a thick hide, causing smaller caliber bullets and duller knives to simply bounce off of it while larger bullets or sharper weapons can penetrate but do much less damage than they would to normal humans. Further, Achillea has an extreme tolerance for pain, often not even noticing certain wounds that would put others out of commission.
  • Superhuman Stamina: Be it running farther, fighting longer, or even staying awake for days on end, Achillea does it better than others. Her innate physical stamina is significantly better than anyone else she has been measured against.
  • Superhuman Strength: Far from the abilities of other superhumanly-strong individuals in the Academy, while Achillea's strength is classified as "superhuman", it's only so relative to non-metas. She's much stronger than the average person, but compared to other metas, her strength is pretty average. She can lift about one ton's worth of weight, but strains to do so.

    Abilities:
  • Neo-Pankration: Intentionally choosing a predecessor to MMA instead of MMA itself, she is well versed in the fighting style of the modern Pankration practices.
  • Wrestling: Technically different than Neo-Pankration, she is also a champion of wrestling.
  • She can speak Ancient Greek and Latin fairly well, though is mostly self-taught.
  • Has a very intense regular workout regime that most non-metas would consider extreme.
    Equipment:
  • An Aspis-styled Shield, shown as it is in her reference photo. The shield is, unlike the traditional Aspis, is not made out of wood. Instead, it is made out of cast magnesium alloyed with manganese, scandium, and calcium. Its edges are dulled, but can still be a potent offensive weapon if necessary.
  • A Doru-styled Spear. The spear's tip is incredibly sharp and is made out of cast magnesium alloyed with manganese, scandium, and calcium. The spear's staff is made out of reinforced aluminum.
  • A Xiphos-styled Sword, made of the same material as the spear's tip. Like the spear, it is incredibly sharp.
  • A full set of armour that emulates the style of the traditional hoplite, including greaves, forearm covers, and a chest plate. All of these are done up in the traditional historical style of the hoplite, though beneath the outward thin layer of metal, most of the armour is made instead of material from stab-proof vests.
  • A ballistic vest that she wears under her stab-proof chest plate.
    Weaknesses:
  • Narcissism & Saviour Complex: Not necessarily a weakness to counter her powers, but a worthwhile inclusion in this section is her general narcissism. Going beyond an obsession with self-image, she often believes that she can do no wrong nor ever has - if something goes wrong, it was someone else's fault. She also believes that it is her responsibility (and thus, her Gods-given mission) to act as a protector for not just the people, but for others in the Academy.
  • Achillea's Heel: Like her namesake, her left heel is completely unaffected by her resistance and pain tolerance. If she receives any damage here, while the pain would be similar to a normal person's experience, it would be quite shocking to her.
  • Too Angry to Die: Achillea has a physiological/biological reaction to both exerting herself in battle/training as well as when she receives damage. Doctors theorise that this is a side-effect of her body's resistance to damage and lack of pain receptors. When exerting herself, her adrenal glands go into overdrive, producing adrenaline levels far beyond a normal person's. In short, the longer she fights, the angrier she gets. The angrier she gets, the more prone she is to making fatal mistakes. Or worse.
  • Double-Edged Pain Tolerance: Achillea feels much less pain than most other people. Coupled with her general resistance to damage, this often works in her favour, combining with her massive stamina to keep her in fights way longer than others could. However, often in the heat of battle she could potentially receive grievous, nearly-mortal wounds and not notice. In short, if she sustains enough damage, there is the potential that she could go beyond what any normal person could survive and not notice until it is too late.


Background:
    Job: Full-time member of the academy and meta program.
    Legal Status: Born, legal citizen of the United States.
    Backstory: It is widely believed by many that the Greek myth of Achilles and his son Neoptolemus was myth - pure legend. Even though the kings of Epirus claimed descent from Achilles, these claims are brushed off by modern historians as not just widely exaggerated, but as entirely fiction. Unbeknownst to these historians, they're wrong. Achilles was indeed a living, breathing person, an icon of Ancient Greek Culture, and an outspoken warrior, protected by "the Gods" and the power of the "River Styx". In reality, it's not known what gave Achilles his powers, but, for whatever reason, they were certainly genetic.

    Achilles' descendants ruled Epirus in one for or another until its conquest by the Romans when they scattered throughout Greece and the classical world. Some of these descendants departed to Italy and throughout the Mediterranean, while others remained in Greece or Anatolia, serving the Roman Empire and its Eastern successor state. All throughout these periods, however, obscure records of warriors throughout the Mediterranean, strong beyond belief and nigh-impervious to damage seem to appear and disappear in various historiographies.

    Regardless, one n-th generation descendant of Achilles ended up in the United States of America in 1967, following the Regime of the Colonels. This descendant, one Michael Argyros and his wife, ended up moving to Buffalo, New York, and started a business there. One of Michael's sons Stergios Argyros moved to New York City in 1988, where he met Isabella Smith. The two gradually courted one another and married in 1996. During this time Stergios went to law school and eventually became a lawyer while Isabella helped support the two by working as a secretary. They moved to Nyack, NY in 2000, finally buying a house while still both working in NYC. Shortly after, they had a son in 2002 and a daughter, Olympia, in 2006. While their son was timid, reserved, and introverted, their daughter was not. It quickly became obvious that the little Olympia, from the time that she could walk, had a nasty temper. More than that, she could run around all day and night with little regard to her exhaustion levels. Finally, she was massive, significantly larger than any kid her age.

    Eventually, worrying for her genetic state, her parents took her to a doctor, who acknowledged the abnormal "mutations" Olympia had experienced, but could not find an answer to them. Eventually, he contacted a number of different specialists, one of them newly-specialized into Meta studies. It wasn't long before her parents were asked to start bringing her by the Academy's offices. By the time she was ten, her temperament, size, and other issues meant that it was hard for her parents to continue to take care of her full-time without treatment. Eventually, when she was eleven, the Academy offered to take full-time care of her. Her parents still visited her while she lived and schooled at the Academy, but it was rare for her to ever spend more than a few hours with her family.

    During her time there, she quickly embraced her physical side and becoming incredibly physically imposing, even at a young age. As soon as she could, she began working out in the Academy's gyms, and with training and treatment, was able to harness her anger and her powers. She also became enamoured with her Greek background, and took every opportunity to learn about Ancient Greece despite her very mediocre performance at the Academy's actual academics. She made few friends due to her imposing physical stature and emerging narcissism.

    Many were afraid of her temper and her size, some often referring to her as a "ticking time bomb". Despite this, she tried as best she could to socialize with her peers, and the smart students avoided antagonizing her at all costs. Since coming into her own during her teenage years, she has become increasingly interested in trying to push the limits of her abilities to see how far she can go - she trains harder, runs faster, etc. She wants to do good, since she believes it's necessary for her to.


LanceCorp is an American military and aerospace technology company focused in the development and application of laser-based technology. The company has previously contracted with the American government and a number of state actors worldwide, though primarily works for the American department of defence. While the company was large and very successful in the late 80's and 90's, by 2022, LanceCorp has been struggling financially. The company had previously pioneered new techniques in laser technology unknown before the 90's but have since failed to adapt to the new and exponentially-increasing technological realities of the 21st century. Rumours abound that amid financial troubles, LanceCorp may potentially be acquired by Boeing.

Erikson Global is a private shell company based out of Sweden run by the increasingly-unstable Aldous Corbin. Hidden by many layers of corporate maneuvering and obfuscation, it's essentially a fund for Aldous to continue on his mostly-failed exploits that are funded by EG's criminal enterprises across the globe. On the surface, if one were to inspect Erikson Global, it'd seem like a shadowy technology development firm with little details on the actual goings-on of the company listed. However, the reality is much different. EG sponsors and funds a number of illegal goings-on throughout the world, from illegal poaching to arms dealing in Africa, as well as the facilitation of exotic animals throughout East Asia. The company's financial wing also helps launder money for a number of European-based criminal firms.

The enterprise also has an armed division known as "Blackwing", which acts as the firm's security and wetwork specialists when necessary. They also contract out Lux, much to the chagrin of many members of Blackwing, who resent the amount of influence she wields and the amount of money she gets paid.
Last edited by Transoxthraxia on Wed Apr 20, 2022 10:21 am, edited 10 times in total.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

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Republic Under Specters Grasp
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Posts: 5608
Founded: Feb 04, 2015
Iron Fist Consumerists

Postby Republic Under Specters Grasp » Tue Apr 12, 2022 2:49 pm

Gods Among Us Character Application

Character Description

    Name: Alessandro Trivia Kastilios
    Aliases: Neuron
    Gender: Male
    Age: 37
    Appearance:
    A man with a toned but somewhat feminine body, Alessandro has a brunette hair in a bobtail haircut, bangs never cut or combed back to cover his forehead, which goes with his similarly light brown eyes, a color which seem to have been diluted into an almost tan color. Usually wearing clothing that covers his whole body, he makes sure his clothing is always tucked as to not expose any skin, generally trying to hide his very pale skin: this doesn’t stop from keeping his face shown, which has obvious pale gray markings running through like veins and roots, circling through his body like a secondary nervous system.



Motivations

    Goals: To acquire artifacts and relics from those who wish to profit or do evil with them,
    protecting ancient sites and cultural heritage, and to ensure equal rights and fairness to all sentient beings.


    Fears: The loss of culture, history, religion, free speech and will, democracy, as well as the fear of losing his mental state, permanently damaging his mind through overexertion.


Strengths and Weaknesses

    Source of Power: Implanted in his head at birth, a special eye shaped lens which began to meld with his body and fuse with his nervous system, expanding it and strengthening it while also being a conduit for what strange mental energy he was born with. He can only use the powers through his lens, a similar tool he has can amplify what he can do and how he can project it.

    Powers : Psionic powers based upon various artifacts, though generally related to telekinesis, teleportation, forcefield generation, illusions, extrasensory perception, and psionic blasts from the lens.

    Abilities: Masterful at wielding a longsword, given it’s one of the weapon, being it’s one of the few weapons he’s used himself, his improved mental skills have also been able to reinforce himself with other tasks, such as piloting vehicles, learning new skills, and with tactics and strategy in and out of combat and in various other situations.

    Equipment: The Psion’s Sabre, a smooth, dark purple longsword with a crystal pommel similar to his forehead lens which acts as a wand-like conduit to the energy within his body, allowing him to deliver slashes to a short distance away from him, fire neural bolts of electricity, as well as being able to reinforce himself by being able to drain the energy of those it strikes, inflicting a feeling of enervation on whom it hits. If it’s not in his hand, he can teleport it straight to one if it’s not already holding something inside of it.

    Weaknesses:Though it may be hard to do, from the powers he holds, but any sort of distortion to his mind can effectively nullify and dampen his ability to fight, be it intoxication or drugging, ailment such as dizziness and similar mental impairment, or just a well placed hit to the head which would more than likely put him out of commission almost instantly: the pain, besides being amplified when the forehead is hit, also causes the pain to flare up every nerve in his body. Destroying the lens in his forehead, even if the attack doesn’t hit anything else, instantly kills him as his nervous system is destroyed, leaving him braindead and overall gone.


Background:
    Job: Crimefighter, formerly museum curator and director
    Legal Status: Dual citizenship (Malta/EU, United States), excommunicado from Maltese catholic churches
    Backstory:
    Born on a yacht in the Adriatic Sea, Alessandro looked to be a normally healthy baby boy, healthy colored skin and beautiful brown eyes, and an almost similarly healthy arrival: however, a few months later, and their parents had been through every single clinic in Malta and Italy to look over as to what is wrong with their child. His crying never stops, and he only seems to stop when he is too exhausted to do any more, having spent his first few months in excruciating pain: however, the solution came to them in the form of an alternative case: an eccentric man with a small following had taken to his own hands to fix the baby’s pain, and believed that he knew the cause of his problems.

    In an entirely illegal and unlicensed surgery, the man bore a small hole within the baby’s developing skull, and lodged what looked to be a piece of jewelry within his head, and fixed up the tissue, looking to have what seems to be a third eye now; and soon enough, the head pains began to vanish, replaced with what seemed to be uncontrolled movements of objects, violently tossed within the baby’s room and sometimes in view of others, as well as the visible changes to his looks, his skin going from a darker shade of tan to a very pale white, his eye color dimming to a grey, and his skin looking to have pale veins all through it at a much closer look. As years went on and he grew, many began to believe he had been possessed by something besides the gem, which skin was beginning to grow over, to where the jewel now was being ignored in favor of the boy being blamed as an aberration, resulting in his early life being filled with years of study and examination, until he was 10.

    At this point, things had gotten worse for him and his family: many avoided their businesses and those who associated with them for worry of the demon child, leading to further fracturing within both bonds and the bloodline itself, with both strangers and kin alike trying to kill Alessandro for things he had never done. Soon enough, his parents had enough, banking all the cash they could and selling off almost everything to immigrate to the United States, finding solace within a small town in the midst of New York state, rather than living on an island afraid of them. With their lives now left alone, his life calmed down, and while his bursts of mental energy were being controlled, he had taken to studying various things such as religion and psychology, as a way to figure out what was with him.

    Unfortunately, in an incident with a tree cutting, Alessandro’s father was maimed by a falling tree, only surviving by the tree being lifted off by Alessandro himself: unaware as to how he had done so, he fretted on asking about it to his parents, only finding out he was too late as months later, his father passed from surgical complications, while his mother followed another month later in a case of heart failure.

    Left alone to his devices and now an adult, Alessandro took to learning both how to live his life and on what to do. Taking up a degree in liberal arts, he pursued to study to learn more of the past and about different cultures, while in his off time, trying to hone the rampant power he had held within him. Soon applying for an internship with a history museum, he transferred to full time after graduation, until becoming the director of the location: within his time working, metahumans became a public case, as he began to realize that he himself was more than likely one of them, as he finally managed to garner his powers to their fullest, acting as the only security guard for the museum during and after hours, while helping curate a place to view the world as equals, something he never could be to most as a kid.

    Realizing that he could do more to spread the message, he retires from the museum work and soon takes up one of the artifacts he had taken as a museum director: a blade made of crystal, with a pommel that shares the same shape as his own third eye had, which seemed to establish a connection with him, having become an non-attached part of him. In the modern day, Alessandro, having adopted the alias Neuron, chose to enlist within UNIMAO, believing that if there’s equality to be delivered, it’s within the confines of registration and investigation of those who dare oppose.

    DO NOT REMOVE: 1492
Last edited by Republic Under Specters Grasp on Tue Apr 12, 2022 3:45 pm, edited 1 time in total.

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

Postby Anowa » Tue Apr 12, 2022 3:12 pm

Mandicoria wrote:
Gods Among Us Character Application

Character Description
    Name: Kristina Romaschenko
    Aliases: Krovi
    Gender: Female
    Age: 25
    Appearance:
    They stand at a solid 6'1, with armored suiting made up of scavenged body armor and her old pilot suit.
    She's fucked



Motivations
    Goals: Find who sabotaged her jet, and kill them. At least try to help people along the way.
    Fears: Being a monster.


Strengths and Weaknesses
    Source of Power: Cursed Region she crash landed in, and being fueled by utter rage.
    Powers :

    Curse of Undeath:
    Following their incident leading to their untimely death. Krovi has been brought back, shockingly stronger than ever before. Fueled by some curse, and perhaps even her anger at the knowledge of how she died, her strength and endurance is amplified tenfold just as she starts. With no ability to feel pain, and with her strength and endurance being able to increase with her own anger.

    Fueled by Rage: Angrier she gets, stronger she gets. With her going from doing basic things like ripping car doors off and breaking normal people to start with, to straight punching through upwards of 4 feet of reinforced concrete if fully furious. Endurance also amps up with this. Her bones being able to take the equivalent force of a .30-06 once fully furious.

    Uncanny Healing: Despite no actual muscle or anything, she DOES hold the capacity to somehow heal. However, at the rate of a normal person's bones. So an arm or leg breaks, she's out for a long time.

    Abilities:
    Basic Russian pilot: I mean, its obvious considering how she DIED. But this comes with some normal physical training and stuff, but nothing advanced since Russia loves cutting costs. Just above average really, and the knowledge to pilot russian stuff.

    Bilingual: Actually knows English pretty well.

    Equipment:
    -Scavenged Russian Body armor.

    -Fire Axe

    -Survival Knife

    -PDA For Text to Speech

    Weaknesses:

    Strong, Silent Type: They're effectively a skeleton with gear and body armor. They don't have vocal chords or any way to effectively talk outside Text to Speech.

    Cool Off Buddy: Their anger based abilities make it where its REALLY hard for them to coordinate with others. If not outright making them a threat accidentally as well for friendlies on occasion. Of course, also with their powers being based mainly around their anger. If they calm down, they no longer operate at full capacity.

    The Curse That Binds: Her curse of undeath makes her EXTREMELY easy for more... necromantic types to more or less control her. Along with specific items from the cursed zone she crashed in being usable against her as a way to immediately gain control as well.




Background:
    Job: Revenge Seeker
    Legal Status: Russian Immigrant, approved special status upon denouncing her previous nationality. Not like she's gonna be heading back anytime soon.
    Backstory:

    Kristina Romaschenko was once a good upstart in the Russian Military at the age of 19. Outperforming colleagues, and acing tests all the way to being able to try out being a pilot in 2017. With two years worth of training, and plenty of exercises, she was finally able to achieve her goals. Being one of the best the Russian Military could have. With plenty of opportunity to eventually become a modern ace pilot! however, she would learn over her career that this was not to be. With her being mostly forced to take desk jobs while her less experienced "comrades" were the ones flying the missions over Syria. Anger building up through years as she was snubbed from actual missions, and forced to just do boring refueling runs and exercises.

    Then in later 2021 she was able to finally get what she wanted. An honest to god mission to Afghanistan. Filling her with a newfound sense of duty and pride that had her immediately shoot off to do her calling. However, fate as it seemed, had different plans. With one of her "Comrades", a rival perhaps, sabotaging the engines and ejection to fail. She didn't even leave Russian airspace before her aircraft went down in wooded marshland outside far off from Omsk. With her ejection failing, and her crashing and having every bit of her broken as she crashed in that accursed land below. Sadly ending her story as Kristina Romaschenko, with nobody even bothering to find her.

    Yet it seemed, fate was either much more fair... or much more cruel. With her waking up weeks later, creaking without breath. Seeing without eyes. Once she found out what happened to her, she would've cried if she could. Yet the tears couldn't come. Grief turning to rage, with her vowing revenge on whatever powers that robbed her of such a young, prosperous life. To kill whoever condemned her to being in a marsh, dead and alone. Yet, things were not as they seemed. With the land being explored for things to use. Kristina further finding all sorts of runed stones, twig effigies, decayed cabins with hulks of metal strewn about. It was almost some sort of joke. Being unfortunate to crash land in some GENUINELY cursed marshland? Oh how fate was cruel.

    Yet it didn't stop her. With a newfound lust of vengeance, she grabbed as much as she could before trying to leave on her mission. Before ultimately being stopped by blinding light and- Nothing. She later awoke to find herself somewhere in America, with men in suits trying to communicate with her. With it being made apparently clear she was definitely being gangpressed into some service, just ebcause of this. Pfft, meddling Americans as usual fucking up plans. Well... since she didn't have anything to remain loyal to anymore... she begrudgingly agreed.

    Then it comes to today, where this new ghastly arrival works for people she doesn't even care to know. With a chip on their shoulder, and a lust to gut whoever fucked her over like a fish. Now going by a new name, her old callsign. Krovi.


    DO NOT REMOVE: 1492

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

An Intro to Anowa

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

Postby Anowa » Tue Apr 12, 2022 3:13 pm

Latorik wrote:
Gods Among Us Character Application

Character Description
    Name: James Walker
    Aliases: The Animist (What they go by when wearing spandex and a fashionable cape)
    Gender: Male
    Age:32, the spirit inside of him, however, is far, far older
    Appearance: A relatively well-muscled individual, relatively short. Five ten, if you stretch it. More like nine half. Brown eyes, naturally. His appearance changes almost biweekly, a requirement when you're flagged as one of interpol's most wanted. In the form of The Animist, he becomes a hulking monster. Well over seven feet tall and bulging with muscle. His eyes entirely gone, replaced with a pair of branches that jut from his enlarged skull like a pair of horns. His entire body structure changes into something inhuman. Something far, far older. A flower rests atop its right shoulder, the bud almost never in bloom. Teeth gnash in a mindless rage, lengthened and turned into a mouth of fangs. The lips are nowhere to be seen.


Motivations
    Goals: Disappear, wait for the heat to die down and move somewhere nice and sunny. His unwanted passenger, however, seeks to wage a one man (spirit?) environmentalist guerrilla war
    Fears: For James, his own demise. For the spirit, the continued destruction of the earth.


Strengths and Weaknesses
    Source of Power: An ancient earth spirit, though this one is... twisted. Wrong. Fueled by an unmatched anger, capable of untold violence.
    Powers :

    Enhanced Strength and Durability: James in his base form is far stronger than he appears, easily able to trade blows with low level meta humans. Hit him with enough firepower though, and he'll go down.

    Limited Nature Manipulation: James, also in his base form, can call upon the powers of the Animist without being fully overtaken. These powers are greatly weakened, and at most consist of distractionary measures. Getting vines to wrap around someone's leg and trip them up, for example. He can also accelerate the growth life of plants, though this becomes exceedingly difficult the larger the plant life.

    Poison Resistance: James is highly resistant to many naturally occurring toxins and other substances. Pepper spray won't faze him. Things like tear gas and the like, however, will. In the form of the Animist, all but the highest end of advanced and exotic chemical weaponry is ineffective

    Guardian of the Earth: A transformation. James is wrapped in a cocoon of bark and earth, he is gone. The Animist emerges. The nature spirit made manifest. Grants him greatly increased durability, speed, and physical strength, as well as access to a myriad of seemingly magical abilities.

    Nature Manipulation: The Animist is able to influence the local environment, bending both flora and fauna to its will. Particularly skilled at utilizing trees for this, using the mass granted by the bark to propel itself across the battlefield, or utilizing it as a rather effective projectile weapon.

    Animal Control: The Animist is capable of directly influencing animal behavior, inspiring much greater acts of aggression than would normally be present, directing them against the nature spirits targets of choice

    Strength and Durability: The Animist, at its absolute peak, is deemed as one of the most dangerous rogue meta-humans in recent history. Numerous recordings and both eye witness reports showcase the spirit shrugging off repeated hits from all manner of military weaponry without issue, tearing armored vehicles apart with nothing but physical strength, and slaughtering over a half-dozen local meta-humans deployed to curb its rampage, a loss that is still felt by the Brazilian Sobre-Humano aliança to this day.

    Self-Healing: The Animist boasts incredibly powerful regenerative abilities. At its peak in the Amazon Incident, the nature spirit was shown to regrow lost limbs in a matter of seconds. This speed is totally unobtainable outside of the Amazon, however.

    Breath of Life: The Animist is capable of secreting a variety of virulent chemicals from its mouth, these psychedelics cause vivid, many times violent hallucinations. Indeed, the majority of casualties during the Amazon Incident, at least initially, can be attributed to friendly fire incidents.

    Gaia's Rage: A massive blast of energy, seemingly drawn from the flower bud atop the Animist's shoulder. Utilized in its fight against the Latin American superhero Flametongue. The force of the blow killed him instantly.

    In the Shadow of the Sumaumeira: The Animist, despite its vivid coloring, blends into the surrounding forest, becoming virtually undetectable unless specifically sought after. Even then, it sinks in and out of sight, almost impossible to keep track of, even with the assistance of high-grade sensory equipment or eyesight mutations



    Abilities:

    Makeup artist: James has become relatively skilled in makeup in an effort to disguise his appearance for rather... obvious reasons.

    Hand-to-hand Combat: James is skilled in martial arts, a skill that carries over to his Animist form.

    Weapon Handling: Is familiar with a number of weapons (mostly rifles and pistols), and is capable of utilizing them quite well.

    Criminal Connections: James is extensively familiar with the seedy underbelly of the international community. Drug cartels, terrorist organizations, all kinds of scum and villainy.

    Forgery: While by no means as skilled as a professional, James is more than capable of cranking something out in a pinch or talking his way out of a tough situation if the spot demands it

    Language: James is fluent in Kikongo, Portugese, English, and Russian, to name a few.


    Equipment: Fake Identification (several identities included), portable makeup kit, vz. 68 machine pistol (when traveling through areas of the world considered 'less stable'), a pocket full of all manner of seeds

    Weaknesses:

    Acclimation: When fought in the Amazon, the Animist was at its absolute height. As the patron protector of the largest forest on earth, this... thing is both extremely powerful and extremely violent. Outside of the Amazon, however, the Animist is forced to adapt to the surrounding environment, rendering many of its more esoteric manipulations of the natural world unreliable until it can get a 'feel' of the landscape.

    Drawn from the Earth: The Animist is only as strong as the local environment, hence its seemingly invulnerability when faced in the Amazon. While James could technically transform in something like, say, a city, the Animist would be nowhere near its peak and be vulnerable to even mid-level capes and local military units if you catch it out in the open. Catch it in something like a wildlife reservation or large forest? Different story.

    Iron: The historical bane of all fae. While unfazed by it upon its home territory (given how many times it was shot and didn't so much as flinch), catch it in a vulnerable position in an urban area, and it can quickly become incapacitated as a result. You need to pierce its carapace for real damage however. Merely exposing the Animist to it is greatly painful at worst. Alternatively, you could try making him inhale some powdered metal.





Background:
    Job: Contract killer, mercenary
    Legal Status: Flagged as one of Interpol's most wanted and a person of prime interest to the Meta-Human Affairs Organization
    Backstory: James had a rather unassuming childhood. Devoid of a direction in life, he would enlist in the Marines. Several tours of duty in the Middle East would eventually result in his dishonorable discharge in an incident where he allegedly assaulted a commanding officer. After serving his time in the brig, James would drift around, picking up solid work in Brazil as a corporate enforcer. Go here, smoke these natives out. Easy-peasy.

    But one day, they found something. A group of natives slated to be 'removed' in preparation for deeper logging operations. But they were already dead. All of them. Suicide, it seemed. An idol in the middle. He was drawn to it. It called to him. Whispered to him.

    He touched it.

    What followed was one of the bloodiest meta-human related incidents in recent history.

    The Animist, made whole by the blood sacrifice, slaughtered the 'clean-up crew', the term for James's security team, with ease. It called upon the forest to bend to its will, to cast out these interlopers. It obeyed. Wildlife attacks skyrocketed, dozens of fatalities. The Animist itself would make an appearance on the very outskirts of the forest, personally seeing to the slaughter of logging crews and the private security that came along with them.

    When it became clear that normal paramilitary forces would not suffice, Brazil deployed both its armed forces and meta-human elements in tandem, engaging the Animist in a pitched battle. By the end of it, eight meta-humans were dead, four grievously wounded, and well over two hundred military personnel had been slaughtered in the chaos.

    But it had been enough.

    The Animist wept at the damage caused. A quarter of its ever shrinking forest lost to the encroaching parasites. It could not fight them openly, not like this. It withdrew from its land, it could help them elsewhere. The body it had now, it was bound to it. The Animist conversed with James once the unintended host wrestled back control, revealing its origin. An ancient, fractured spirit, brought into life once more by a ritual long thought lost. It's goal was simple. The destruction of the earth would be stopped. By any means necessary. A compromise was soon reached, the Animist required James to freely give up his body as a vessel when outside of the Amazon. A pact was soon made. James would continue his mercenary work, his contract killing, on the condition that it targeted things the Animist deemed detrimental to the survival of the planet. Oil execs. Pipelines. Mining barons.

    James agreed.

    DO NOT REMOVE: 1492


EDIT: Damn, didn't see the caveat for the villian application. Is there any way I could still make this sheet work?

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

An Intro to Anowa

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

Postby Anowa » Tue Apr 12, 2022 3:47 pm

Republic Under Specters Grasp wrote:
Gods Among Us Character Application

Character Description

    Name: Alessandro Trivia Kastilios
    Aliases: Neuron
    Gender: Male
    Age: 37
    Appearance:
    A man with a toned but somewhat feminine body, Alessandro has a brunette hair in a bobtail haircut, bangs never cut or combed back to cover his forehead, which goes with his similarly light brown eyes, a color which seem to have been diluted into an almost tan color. Usually wearing clothing that covers his whole body, he makes sure his clothing is always tucked as to not expose any skin, generally trying to hide his very pale skin: this doesn’t stop from keeping his face shown, which has obvious pale gray markings running through like veins and roots, circling through his body like a secondary nervous system.



Motivations

    Goals: To acquire artifacts and relics from those who wish to profit or do evil with them,
    protecting ancient sites and cultural heritage, and to ensure equal rights and fairness to all sentient beings.


    Fears: The loss of culture, history, religion, free speech and will, democracy, as well as the fear of losing his mental state, permanently damaging his mind through overexertion.


Strengths and Weaknesses

    Source of Power: Implanted in his head at birth, a special eye shaped lens which began to meld with his body and fuse with his nervous system, expanding it and strengthening it while also being a conduit for what strange mental energy he was born with. He can only use the powers through his lens, a similar tool he has can amplify what he can do and how he can project it.

    Powers : Psionic powers based upon various artifacts, though generally related to telekinesis, teleportation, forcefield generation, illusions, extrasensory perception, and psionic blasts from the lens.

    Abilities: Masterful at wielding a longsword, given it’s one of the weapon, being it’s one of the few weapons he’s used himself, his improved mental skills have also been able to reinforce himself with other tasks, such as piloting vehicles, learning new skills, and with tactics and strategy in and out of combat and in various other situations.

    Equipment: The Psion’s Sabre, a smooth, dark purple longsword with a crystal pommel similar to his forehead lens which acts as a wand-like conduit to the energy within his body, allowing him to deliver slashes to a short distance away from him, fire neural bolts of electricity, as well as being able to reinforce himself by being able to drain the energy of those it strikes, inflicting a feeling of enervation on whom it hits. If it’s not in his hand, he can teleport it straight to one if it’s not already holding something inside of it.

    Weaknesses:Though it may be hard to do, from the powers he holds, but any sort of distortion to his mind can effectively nullify and dampen his ability to fight, be it intoxication or drugging, ailment such as dizziness and similar mental impairment, or just a well placed hit to the head which would more than likely put him out of commission almost instantly: the pain, besides being amplified when the forehead is hit, also causes the pain to flare up every nerve in his body. Destroying the lens in his forehead, even if the attack doesn’t hit anything else, instantly kills him as his nervous system is destroyed, leaving him braindead and overall gone.


Background:
    Job: Crimefighter, formerly museum curator and director
    Legal Status: Dual citizenship (Malta/EU, United States), excommunicado from Maltese catholic churches
    Backstory:
    Born on a yacht in the Adriatic Sea, Alessandro looked to be a normally healthy baby boy, healthy colored skin and beautiful brown eyes, and an almost similarly healthy arrival: however, a few months later, and their parents had been through every single clinic in Malta and Italy to look over as to what is wrong with their child. His crying never stops, and he only seems to stop when he is too exhausted to do any more, having spent his first few months in excruciating pain: however, the solution came to them in the form of an alternative case: an eccentric man with a small following had taken to his own hands to fix the baby’s pain, and believed that he knew the cause of his problems.

    In an entirely illegal and unlicensed surgery, the man bore a small hole within the baby’s developing skull, and lodged what looked to be a piece of jewelry within his head, and fixed up the tissue, looking to have what seems to be a third eye now; and soon enough, the head pains began to vanish, replaced with what seemed to be uncontrolled movements of objects, violently tossed within the baby’s room and sometimes in view of others, as well as the visible changes to his looks, his skin going from a darker shade of tan to a very pale white, his eye color dimming to a grey, and his skin looking to have pale veins all through it at a much closer look. As years went on and he grew, many began to believe he had been possessed by something besides the gem, which skin was beginning to grow over, to where the jewel now was being ignored in favor of the boy being blamed as an aberration, resulting in his early life being filled with years of study and examination, until he was 10.

    At this point, things had gotten worse for him and his family: many avoided their businesses and those who associated with them for worry of the demon child, leading to further fracturing within both bonds and the bloodline itself, with both strangers and kin alike trying to kill Alessandro for things he had never done. Soon enough, his parents had enough, banking all the cash they could and selling off almost everything to immigrate to the United States, finding solace within a small town in the midst of New York state, rather than living on an island afraid of them. With their lives now left alone, his life calmed down, and while his bursts of mental energy were being controlled, he had taken to studying various things such as religion and psychology, as a way to figure out what was with him.

    Unfortunately, in an incident with a tree cutting, Alessandro’s father was maimed by a falling tree, only surviving by the tree being lifted off by Alessandro himself: unaware as to how he had done so, he fretted on asking about it to his parents, only finding out he was too late as months later, his father passed from surgical complications, while his mother followed another month later in a case of heart failure.

    Left alone to his devices and now an adult, Alessandro took to learning both how to live his life and on what to do. Taking up a degree in liberal arts, he pursued to study to learn more of the past and about different cultures, while in his off time, trying to hone the rampant power he had held within him. Soon applying for an internship with a history museum, he transferred to full time after graduation, until becoming the director of the location: within his time working, metahumans became a public case, as he began to realize that he himself was more than likely one of them, as he finally managed to garner his powers to their fullest, acting as the only security guard for the museum during and after hours, while helping curate a place to view the world as equals, something he never could be to most as a kid.

    Realizing that he could do more to spread the message, he retires from the museum work and soon takes up one of the artifacts he had taken as a museum director: a blade made of crystal, with a pommel that shares the same shape as his own third eye had, which seemed to establish a connection with him, having become an non-attached part of him. In the modern day, Alessandro, having adopted the alias Neuron, chose to enlist within UNIMAO, believing that if there’s equality to be delivered, it’s within the confines of registration and investigation of those who dare oppose.

    DO NOT REMOVE: 1492

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

An Intro to Anowa

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

Postby Anowa » Tue Apr 12, 2022 4:14 pm

Gods Among Us Character Application

Character Description
    Name: Alexander Carmichael
    Aliases: Osteo
    Gender: Male
    Age: 72
    Appearance:
    Alexander Carmichael is a haunting visage of the absolute maximum the human genome can move to. A thick layer of metallic bone and calcified skin has replaced his dermis, as a heavy amount of luciferin like compounds course through his body. Standing at a little over 7 feet tall and weighing close to 940 pounds, Osteo is a walking freight train.



Motivations
    Goals: Depose the current state of his view of a corrupt governmental system.
    Fears: His efforts being for naught, a greater problem arising from his actions, The Vietnamese Language.


Strengths and Weaknesses
    Source of Power: Mutation
    Powers :
    Cellular Control: Osteo has a very fine tuned control over his body's chemical make up and cellular structure, as evidenced by the form he takes regularly. From protein structure to hormone production to cellular arrangement, Osteo can control what his body does and how it works. Within a brief time he can rearrange his structure to that of an Olympic athlete, to a normal person, to the walking tank he is now. From developing blades of bone to creating canisters of organic explosives.
    Beast of Bone: As it stands, without direct focus on something else, Alexander's body will revert to his standard sized bone encrusted form. A jagged form also makes attacking him somewhat of a risk, trying to avoid being stabbed or ripped open by all manner of protrusions. With an average running speed of 62 km/h, a lifting strength of nearly 44 tonnes and a punching force capable of sheering through nearly a foot of reinforced concrete. The bone plating he wreathes himself in is capable of stopping rifle rounds, but a more difficult time stopping armor piercing rounds of any sort without a composition or thickness change.
    Abilities:
    Every Marine a Rifleman:
    A former USMC officer from the 1960s, Osteo is quite familiar with basic karate, judo, taekwondo and jujutsu, as well as cutlass and bayonet fighting. As expected, he is also familiar with most weapons in use the US military from that time period.
    Equipment: (Is there anything special they have that you might not normally be able to get? e.g. military weapons)
    Weaknesses: 7th Commandment: Alexander will go to excruciating lengths to avoid killing or permanently crippling anyone if it needn't happen. To such a degree that he would rather destroy his own plans through inaction than to kill someone to speed up his timeline. Life to Alexander is sacrosanct, and he believes that he has no right to kill someone if there is no risk to him.
    Biological Makeup: Corrosive or mutagenic materials will most definitely start to damage his tough ceramic like exoskeleton. Due to their nature, he has a very small selection of defenses against such an attack.
    Not the Only One: His powers don't violate conservation of mass. His body cannot produce a kilogram of bone without having a kilogram of the materials needed to make bone. In a pinch he can force his body to produce the materials needed from other cell compositions, but this is generally more effort than it's worth.


Background:
    Job: Full Time Crimefighter
    Legal Status: US Citizen, Honorary Chinese and EU Citizen. Founding Member of the League of Twelve.
    Backstory: Born April 17th, 1949, to an USMC Veteran and factory supervisor, in Lincoln, Nebraska. Alexander's life was dominated by red blooded patriotism, and a fervour for American democracy. His father used to regale him with tales from his time in the Pacific Theatre, from Guadalcanal to Iwo Jima and every island between. A familiarisation of the military and a sweeping fervour of national duty eventually took a hold of Alexander, and in 1967, he enlisted in the USMC to follow in his father's footsteps. later in life, he would see this as the moment in his life where fate took the reins.

    His experience in Vietnam was short, taken captive during his first combat patrol, he was kept in one of the scant few prison camps near the North/South border. Interrogated relentlessly by PLAF irregulars and PANV advisers. He didn't have much to say, and when the camp was forced to move due to US forces honing in, Alexander was simply left behind in a bamboo cage in a blackened cave to rot. He didn't know how long he sat in that cave, gnawing on the bamboo bars to try and break free. The first light he saw in God know how long looked to be eyes, staring at him from the darkness. In what he could only assume was a hallucinated event, the eyes crept forward, and set him free from his cage.

    He would spend a further 3 days under the jungle canopy, drinking whatever water he could find, regardless of cleanliness. Eventually, he passed out from exhaustion, falling into a river. Instead of waking up at the pearly gates of heaven, Alexander instead awoke on the shores of the very same river he fell into. Somehow revitalised and notably less fatigued than prior.

    He would continue to wander through the jungle, eventually stumbling upon the same soldiers that left him to die. He would have no recollection of the ensuing fight, simply coming to his senses, now covered in a thick layer of bone, and wielding an anti tank gun not unlike someone would use a rocket launcher. Around him was a swathe of destruction and death. Afraid and confused, Alexander ran. He would run until he could run no more, bone falling off of him, and the cannon simply fading into dust.

    Eventually, he was picked up by US forces, and sent back to the United States, he would eventually be redeployed to Vietnam, until the war's end in 1975. After being discharged, he would leave a cryptic letter to his parents, before being declared missing on January 30th 1976. He was later declared as presumed dead in March of 1976.

    In the intervening time he would end up developing his powers to the best of their ability, and would travel to various hotspots across the world to fight for the betterment of the world. He would reappear to the US public in 2007 alongside the rest of the League of Twelve, and the rest they say, is history.
    DO NOT REMOVE: 1492
Last edited by Anowa on Tue Apr 12, 2022 4:23 pm, edited 2 times in total.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Union Princes
Senator
 
Posts: 3987
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Tue Apr 12, 2022 4:33 pm

Tagging for an app
There is no such thing as peace, only truce between wars

User avatar
The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Tue Apr 12, 2022 7:56 pm

Gods Among Us Character Application

Character Description
    Name: Adler Rhein
    Aliases: The Cleric, Arden Caleb (cover name)
    Gender: Male
    Age: 32
    Appearance:
    Image
    Green eyes
    Assassin Outfit plus mask

    Image

    Weight: 81 kg
    Height: 6ft


Motivations
    Goals:
  • Escape his sordid past as the personal assassin of a powerful crime lord
  • Hunt down the last Clerics
  • Become more human
  • Protect Clara
    Fears:
  • Losing Clara
  • Hospitals/extremely sterile places


Strengths and Weaknesses
    Source of Power: Surgical genetic modifications and enhancements through experimentation
    Powers :
  • Superhuman Processing—Adler can process incoming information at a far faster and more sophisticated rate than regular humans can, and therefore can formulate solutions or reactions to situations rapidly as well. In basic analogical terms—Adler perceives everything in slow motion, while still thinking at regular speeds.
  • Superhuman Memory—A byproduct of his Superhuman Processing, once Adler processes information, he can remember and easily recall it in high detail.
  • Superhuman Awareness—A byproduct of his Superhuman Processing, Adler is highly aware of his surroundings. Every detail: from the softest sounds to the smallest shift in the wind, is detected by him.
    Abilities:
  • Gun Kata—Though Adler is adept in a great many martial arts, his primary form of combat is the martial art of Gun Kata. Primarily using firearms, the discipline believes that "the position of any person in a firefight is statistically predictable". Users of the art learn how to predict the position of any enemy as well as from which directions incoming projectiles would come in the surrounding area via mathematical probability and measurement, based on the likely positions enemy shooters would take and the trajectory of incoming enemy fire. In this way, practitioners of Gun Kata may adjust their postures (postures learnt via various different forms in training) in a way that allows them to dodge most incoming fire and simultaneously return fire accurately without even needing to aim. The art requires quick reflexes, reaction time and high awareness of one's surroundings—traits that complement Adler's own superhuman traits extremely well. (Basically, he can dodge bullets and shoot people without even needing to aim really fast). As a byproduct of mastering this art, Adler is very good at math.
    Watch this if you're still confused. If you are, I'd like to apologise in advance.
    And another and another
  • Enhanced Reflexes/Peak Human Condition—In order to keep up with his brain's superhuman processing, Adler must maintain a state of great physical and mental fitness and finesse in order for his body and its reflexes to keep up with his brain's subconscious commands and reactions.
  • Firearms Expert—During his long years as an assassin, Adler has mastered the use of most firearms in existence.
  • Expert Marksman
  • Martial Arts/CQC Expert
  • Infiltration Skills—Adler can easily and masterfully infiltrate even the most highly secured locations with little trouble. Scaling walls, hiding in rafters or even in plain sight, he can practically turn invisible. As a side byproduct of this, Adler is a surprisingly good actor and would probably make for a smashing stage performer if not for his rather lacking social skills.
  • Master Picklock
  • Fluently Multilingual—As part of his infiltration training, Adler has spent the decades learning and mastering various languages, aided significantly by his brain's superhuman processing, to the point of being able to speak them fluently like a native.
    Equipment:
  • Modified FN Five-sevens—A pair of FN Five-sevens are Adler’s preferred side arms, provided at McCullen's expense, these 5.7 mm pistols have been heavily modified, most physically notably with enlarged upper receivers. Features include a full auto feature, recoil compensators and 30-round weighted clips. Can be equipped with silencers.
  • Foldable Katanas—A pair of foldable lightweight titanium alloy katanas, which can be compacted and hidden within one's sleeve.
  • Zeleftoxin—A product of A.R.E.S research, these experimental super steroids greatly enhance Adler's own physical abilities, allowing his body and mind to work together to their fullest potential, while at the same time suppressing "non-combat essential" functions, such as emotions, turning him into an extremely deadly adversary. They, however, work only for a limited time and Adler only has a limited amount of them left ever since being cut off. Furthermore, the super steroids, if constantly abused or taken in large quantities all at once, can cause significant physical and mental damage.
  • Bullet-Proof Suit—The distinct and stylish uniform of the Ordinariate of Azrael, the Black suit made from a unique durable fibre provides bulletproof and stabproof protection for most of Adler's body. Protects against most pistol rounds and low powered rifle rounds, anything above can easily shred through.
  • Arm Deployers—a steel mechanism hidden under one's sleeves. Doubles as both a gun holster and ammunition holder. Holstered guns can be deployed right into their hands at a moment's notice via the mechanism, similarly, the mechanism can push ammunition outwards as well to allow for ease of reload. Stretches across the entire forearm.
    Weaknesses:
  • Slow Body—Though Adler's brain is enhanced, his body was not. Sometimes his brain processes incoming information and sends commands so fast that the body cannot catch up with them. This can either lead to Adler failing to react in time during situations of particular duress or even overextending and straining his body to the point of serious physical damage.
  • Steroid Addiction—In the past, Adler had grown to become highly dependent on the super steroids provided by A.R.E.S. He has since gone "cold turkey." Though he has mostly gotten through his initial extreme addiction, his underlying temptation remains.


Background:
    Job:
  • Mall Security Guard
  • Math Tutor
  • Mercenary/Bodyguard/Gun-for-Hire (anonymously/occasionally)
    Legal Status:
  • US Citizenship
  • As the Cleric—wanted by both government agencies and the criminal underworld in Europe, albeit no one knows his real identity
    Backstory:
    Adler was born into a rather unremarkable family—his mother a math teacher and his father a stunt actor. It seems then that fate had simply selected him at random, as he was abducted from his home in the middle of the night, presumed dead in an apartment fire. The mysterious organisation that took him in was the Ordinariate of Azrael—an elite order of Assassins for hire. The organisation's origins are a mystery to even those within the Order: some say that it was once a subsidiary of Opus Dei which answered directly to the Pope, only to go rogue; others, the remnants of the Knights Templar which, betrayed, went underground and waged a shadow war against both perceived heretics and the Church which they once served. It turned out that Adler had been chosen to take part in the Ordinariate's metahuman program, the Order's pursuit of the perfect enhanced assassin.

    First, he was subjected to excruciating experimentation, his brain chemically rewired both by experimental drugs and directly manipulated by surgery for which he was conscious. After the experiments proved successful, Adler being the very first survivor of the experiments, he was then subjected to extreme indoctrination and mental programing to assure complete and utter loyalty to the Ordinariate. As if it couldn't get any worse, Adler's assassin training finally began, sent to join other Ordinariate recruits where he found himself starved, brutally abused and sent on an extreme training regime, many of his fellow cadets dying. During his training, he was taught how to kill effectively, how to sneak and infiltrate locations, how to blend in with a crowd, all the essential skills needed for an assassin in the shadows. He was taught further combat skills, the use of firearms and various martial arts, perhaps most notably the martial art of Gun Kata, a signature invention of the Ordinariate of Azrael which uses firearms as its primary tool. His special enhancements proved effective, and Adler became the class's most skilled and effective recruit by far. After several years of backbreaking, soul-crushing training where he acquired many skills, Adler finally "graduated" from his class, and became an official assassin of the Ordinariate—a Cleric.

    Adler earned a fearsome reputation in the field among even the Ordinariate itself, going on various missions over the years often with deadly results. There was no target too well protected, no challenge too great that Adler couldn't overcome. Yet throughout it all, Adler held doubts, doubts and a hidden resentment at those who had taken him away from his home and tortured him for so long, his programming eroded and broken down by his brain's special enhancement. His fate would change when he was hired by Drostan McCullen, the premier Crime Lord in the British Isles. Hired out by the Ordinariate, the two figures would quickly develop a strange bond, one which made them an especially deadly pair. Over the years, with Adler's support, McCullen would not just cement his supremacy in the British Isles, but also spread his influence across Europe itself, subjugating the European Criminal Underworld bit by bit at an astonishing rate—entire crime families would be wiped out overnight, economic rivals shut down, figures mysteriously vanishing into thin air. All the while McCullen, seeing Adler's conflict, whispered words of dissent into his ear, advocating for freedom, for justice, for Adler to take hold of his life. And so it was that, as McCullen established a continent-spanning criminal empire, Adler finally turned on his masters. Using McCullen's resources and Adler's in-depth knowledge of Ordinariate operations, the two would launch a secret underground continent-wide purge of the entire Ordinariate in 2015. Under the cover of a McCullen sponsored terrorist attack, both Adler and McCullen would personally eradicate most of the Ordinariate's leadership in Paris, finally giving Adler the revenge he'd always desired.

    It was in this moment of triumph, however, no longer clouded by revenge lust, that Adler began to see the sins of his actions. Countless innocents dead at his hands, directed by his brother-in-arms, who himself Adler began to see for what he really was—a manipulative, bloodthirsty and sadistic maniac. Yet, owing him a great debt and knowing not where else to go, Adler remained by McCullen's side as his loyal lieutenant and personal assassin, crushing any potential threat to his new master's rule with cold prejudice. Fate, however, changed once again in 2017 when Adler was sent by McCullen to secretly see whether investments the crime lord had put into the Kaiser-Kola Corporation were bearing fruit, infiltrating a top-secret research facility. It was here that he came into contact with the facility's project—not a machine or a new drink, but a lonely girl kept in solitary confinement. The girl, who Adler would come to name Clara, managed to break through the stone-cold wall Adler had erected around his heart. Over the span of a year, Adler would consistently re-infiltrate the facility under the guise of inspection, talking with Clara and giving her gifts.

    As Adler's bond with Clara grew stronger, his bond with McCullen grew weaker. In a moment of wavering loyalty, fuelled by suspicion at his master's malevolence and curiosity as to his other operations, Adler would access McCullen's personal records. It was then that he discovered a terrible truth—that while the Ordinariate had kidnapped him, they were not the ones who'd experimented on him. Rather it was a research firm that had hired the Ordinariate to kidnap a candidate for metahuman research. A firm that had grown into Europe's premier military armaments corporation in recent years—A.R.E.S, the public face of McCullen's Criminal Empire. Suddenly everything became clearer—McCullen's tempting of Adler, his support of the Ordinariate's destruction, all towards the end of simultaneously securing Adler's loyalty and wiping out all evidence of McCullen's involvement in his experimentation.

    It was then that McCullen discovered Adler's little nightly adventures and ordered him to cease. Adler would be taken with further horror and betrayal upon discovering McCullen, fearing that the loyalty of his lieutenant to be compromised, ordered that the project be terminated. That Clara be terminated. Adler sprang into action—first, he would break into the facility and rescue Clara, massacring many of the staff on the way. Then, to cover his tracks, Adler would leak A.R.E.S's involvement with major criminal elements across Europe, as well as the details of various major criminal operations and elements across the continent and their involvement in past terror attacks. In one swift stroke, McCullen's Empire would be crippled by both law enforcement and the League of Twelve.

    At the same time, Adler would blackmail Kaiser-Kola's leadership, hanging their secret involvement with A.R.E.S and the experimentations with Clara over their heads, securing her release and safety. Clara in hand, the two would flee to America outside of McCullen's now significantly reduced reach, keeping a low profile. He forged himself a new identity—Arden Caleb, guardian of Clara Caleb, who'd moved to America after her parents had died.

    Now, with Clara attending a Superhero Academy, Adler works to both support the two of them as well as keep her safe, working odd jobs and dipping his toes back a bit in his previous profession, a new stronger moral compass now guiding his path. All the while attempting to bury his past for good.


    DO NOT REMOVE: 1492



Gods Among Us Character Application

Character Description
    Name: Clara Caleb
    Aliases: Pop Star
    Gender: Female
    Age: 19
    Appearance:
    Weight: 60 kg
    Height: 5ft 8 inches


Motivations
    Goals:
  • Become a superhero
  • Make new friends
  • Save other metahumans who might've been in a similar situation as her
    Fears:
  • Claustrophobia
  • Thalassophobia
  • Being left alone
  • Getting reacquired by the Kaiser Kola company


Strengths and Weaknesses
    Source of Power: An artificially-grown human enhanced by a special radioactive-chemical-soda cocktail via several years of soaking
    Powers :
  • Kola Energy Manipulation—Through the power of Kaiser Kola genetic engineering, Clara can turn the innate power of sugary soft drink beverages into energy, which she can manipulate in various ways; from firing direct deadly beams of soda-fuelled energy to an energy blade capable of cutting through most material!
  • Ultrasonic Sound Wave—Harnessing the gassy carbon dioxide from soft drinks, Clara can concentrate them and emit them in a huge sound wave which can throw even cars up into the air. What? Yes, it's basically a sonic burp, please don't make me describe it that way.
  • Kaiser-Kola fuelled Regeneration—Clara can rapidly heal from most grievous wounds if there's enough Kaiser-Kola lying around. Though, she cannot regrow limbs.
  • Soda Power-ups—While Kaiser-Kola serves as Clara's general fuel source, other Kola-owned soda brands provide Clara with different effects and power-ups. WunderFizz, for example, significantly enhances the power of her energy blasts (and changes their colour too depending on the flavour), whereas Sprint significantly enhances her speed even more so than Kola usually would.
  • Superhuman Endurance—she could literally run for hours on end without getting tired, particularly if there's Kaiser-Kola around.
  • Superhuman Agility—can move (as in move her body, not run specifically) extremely quickly, faster than many regular people can react. Some might even call her jittery at times.
    Abilities:
  • Enhanced Strength—Not a direct byproduct of her powers, but considering her hyperactivity and fast metabolism due to her genetics, she usually works out. A lot. Could match an Olympic weightlifter quite handily.
  • Martial Arts acumen—having a top tier assassin as your guardian comes with perks. Clara has quite a decent amount of skill in various martial arts.
  • Multilingual—Can speak multiple languages as part of her advertisement training to appeal to a large multinational audience. Albeit, she knows how to speak certain languages better than others, and even then, due to the context, the way she speaks these languages may seem odd as if she was talking in an advertisement.
    Equipment:
  • Kola Jet Pack—A special jetpack powered by Kaiser-Kola. How'd the eggheads at Kaiser-Kola figure this one out? Who knows.
  • Kola Jet Boosters—Equipped in her boots, these boosters help stabilise and direct Clara while in flight.
  • Kola Launcher—What may seem like a simple squirt gun is far deadlier than appears! Using special Kola ammunition, this "discount water gun" is in fact a complicated machine that can turn any fired liquid into a high-velocity projectile capable of penetrating steel plating and even exploding upon impact! The launcher is specifically keyed to using soda, however, with other liquids possibly producing unknown effects!
  • Kola Kaiserin Suit—A skintight white suit. Rather than storing it in a tank, Kaiser-Kola is stored in small internal tubes all across the suit's area. The Kola stored throughout the suit can be accessed via a deployable tube/straw, which Clara can drink from.
  • Helmet—Reminiscent of the typical fishbowl helmets of science fiction, the helmet actually contains a highly advanced targeting computer which, through a digital interface displayed in the helmet, helps Clara detect her surroundings, warn her of incoming attacks and calculate the most efficient paths or tactics she should take. It additionally assists her while in flight and contains several more additional features including a phone, access to the internet, a voice amplifier and even different visions like thermo and night vision.
    Weaknesses:
  • Non-Kola owned Soft Drinks—Due to the genetic machinations of the Kaiser-Kola corporation, soft drinks not owned by Kaiser-Kola are quite literally toxic to her. The effects and severity of such vary—Bull’s Juice will make her groggy like a drug; while Ally Wenson's Sarsaprilla will make her feel nauseous and ill. The most severe ailments come from those other-brand soft drinks with similar formulas to Kaiser Kola; consuming or coming into contact with Doktor Sodium will subject Clara to excruciating pain, akin to having acid flow through her veins; while Perestroika-Party Cola (or “Pere-Cola,” a Russian soda brand and Kaiser Kola’s biggest rival) will quite literally poison Pop Star, severely weakening her and, in large quantities, can bring her to the brink of death, bypassing her regeneration altogether.


Background:
    Job:
  • College student
  • Part-time Amateur Model
  • Part-time Burger Lord worker
    Legal Status: US Citizen
    Backstory:
    In 2003, within a secret underground facility an artificial egg, genetically modified with desirable physical traits, was grown in a test tube. In this test tube was a special experimental cocktail meant to give this egg further special traits and abilities, composed of radioactive material, metahuman DNA purchased off the Black Market, genetically modified proteins and, strangest of all, Kaiser-Kola. See, Kaiser-Kola's wanted to create their own metahuman mascot—Kola Kaiserin! The champion of the world's most super soft drink! However, no hero fit the criteria they were looking for: most jarringly, a superhero with soft drink applicable powers. So they took the next logical step, endeavour to simply create their own hero! However, human experimentation of this kind was rather lawfully ambiguous, so Kaiser-Kola approached certain criminal elements in Europe, who pointed them in the direction of a figure only known as "Little Lucifer," who then pointed them in the direction of the A.R.E.S Corporation, who were only happy to (secretly) oblige! And so it was, in the middle of some desolate area in Ukraine purchased by Kaiser-Kola for factory development, a hidden A.R.E.S research facility was established.

    Soon this egg was moved to a huge vat filled with what would be designated "Element CC." Over the years that egg would grow into a fetus, then a baby and finally a fully formed human child, the vat of CC providing all the nutrients she needed, oxygen being provided through a tube and muscles stimulated by electric pads. Finally released from the vat she'd lived her entire life in up till now, the test subject would begin her "upbringing" to become a mascot. Alongside normal education, the test subject was taught a variety of skills in different courses in a stringent schedule—she'd learn how to speak and act confidently in front of a crowd in Public Speaking class, how to advertise products effectively in Advertising Class, etiquette in Etiquette class, close-quarters combat in combat class, exhausting exercise in physical education and more. But above all, she was brought up and trained to take up the persona of Kola Kaiserin—the quirky, charismatic and always smiling mascot of Kaiser-Kola. Complaining, sagging, and anything else which deviated from the image of Kola Kaiserin all led to consequences. Many, many consequences. And at the end of each day, mentally and physically strained, she'd be put back in that vat—cold, dark, drowning and alone.

    For days upon days, years upon years, the test subject would follow this schedule—wake up, get out of the vat, attend classes, break, attend more classes, and then be put back in the vat, floating while hoping for sleep. The only social interaction she'd get was from the lab researchers and her tutors, who rarely stopped to just have a chat. During break times she'd have access to a computer and the internet, albeit one heavily monitored, where she could only watch the outside world through a screen. Occasionally, she'd try to escape, each time she'd get an inch farther. But each time would fail, and each time would bring much punishment, so much so that she'd have to be put back in the vat before the day was even over.

    Everything changed, however, on the day of what was supposed to be her 14th birthday, sometime in 2017. While in her secluded break room, one of the barred ventilation grills popped open and a strange man in strange clothes hopped down from it. Wearing black, with eyes even colder than her disciplinarian tutors, he made for an intimidating figure. Yet, he was also someone new. He asked who she was, she answered "Kola Kaiserin." Seemingly confused, albeit not outwardly showing it, he asked what her real name was. She...didn't have one, Kola Kaiserin was all she'd ever known. Losing interest, the strange man was about to hop back up into the vents, when she asked what his name was. He said it didn't matter—did that mean he didn't have a "real name" either? No, he stated, he simply didn't want to share it, that nobody would care to hear it anyways. Well, that's just mean—she shared her name, he should share his. And if he had a real name, he should be proud of it and tell everyone he met what it was! After all, he was lucky to have his own name, a name he wanted to keep. For a moment, it seemed like he'd simply ignore her. Until he finally told her, just before hopping back up into the vents: Adler.

    A week later, Adler would return to her room. And again. And again. Soon it became a common routine and break time couldn't come fast enough. Over the period of a year, she and Adler would constantly talk. Initially, Adler would always be on guard, but as time progressed and they got into their own comfortable rhythm, the assassin would become relaxed, off guard even, something she could clearly tell was pretty rare. He would come once every week, always at break time, always on Sundays when many of the facility's staff would be gone. Sometimes he would bring gifts—a children's book she'd hideaway, a stuffed toy, but even empty-handed his very presence was gift enough for her. She became her best friend, someone she could confide in, sometimes play with, just talk with. And, eventually, even cry.

    One day, something changed. Adler was late—minutes, then hours late. It scared her, far more than she could've ever imagined—what if something had happened? What if he'd changed his mind? What if he'd left her for good? She didn't want to be left behind, left alone again. They packed her back inside that vat, forcefully stuffed her even, but instead of simply leaving they put the vat on a trolley and began carting her off. She didn't know what was happening, where they were taking her, but at that moment she was filled with an insurmountable dread. She'd screamed, screamed the best she could with an oxygen tube shoved down her throat, bashed against the glass of her prison to no avail, even as they carted her down the hallway.

    It was then that she heard them, dampened by the liquid that surrounded her. Gunshots. Like a vengeful agent, Adler burst down the hallway, gunning down the guards and staff that were moving her. Alone, he raised his pistol and fired multiple shots at the vat itself, the glass shattering and releasing her. And so it was that Adler rescued her and, after taking some nifty prototype equipment that was meant for her once she was ready, the two stormed out of the facility, going through countless guards, before finally reaching the surface. For the first time in her life, she finally saw the sky, the real sky, above her.

    With Kaiser-Kola blackmailed into dissolving any and all claims of ownership, the pair fled to America, where Adler finally decided to give her a name. Clara. She kept it.

    The first year was hard, the two having to move from city to city, working odd jobs here and there to keep themselves financially afloat. But eventually, they would settle down in Maine, purchasing a quaint little apartment unit. Saving up enough money, Clara would finally attend a real school for the first time. It was an amazing sensation, meeting new people, treated like an actual human being and being surrounded by crowds of strangers in wide-open spaces. But her lack of social skills meant that no matter how sincere she'd tried to be, she was mostly isolated at school. 2020, however, brought about a new change, as Clara, with Adler's reluctant support, registered herself as a superhuman in accordance with the law.

    Having thought about the prospect for a long while, Clara decided that enough was enough—she may have been forced into her powers, gained them from a childhood of isolation and pain. But she was going to be damned if she didn't at least try to use them for good. That same year, she registered into one of the many Metahuman Academies in the country, taking the alias of Pop Star...


    DO NOT REMOVE: 1492
Last edited by The Imperial Warglorian Empire on Sun Apr 24, 2022 7:08 pm, edited 23 times in total.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Tue Apr 12, 2022 7:57 pm

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

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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Union Princes
Senator
 
Posts: 3987
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Tue Apr 12, 2022 10:05 pm

Gods Among Us Character Application

Character Description
    Name: Leane Kopfner
    Aliases: Courier
    Gender: Female
    Age: 20
    Appearance:
    Image



Motivations
    Goals: To find an alternate career outside of corporate office space, To enjoy life, To find the ideal friends and family
    Fears: Scared of the dark, betrayal, being taken advantage of.


Strengths and Weaknesses
    Source of Power: Magic incantation
    Powers : Hammerspace - Her pockets, handbags, suitcases, any sort of container or storage unit affected by this magic spell can hold an indefinite number of items without being burdened by the immense weight. This extends to humans and animals too. However, while she can store an infinite number of bodies in the trunk of a car, she can't do the same with a small plastic container since the opening is much smaller.

    Aside from being able to exceed the usual carrying capacity, Leane can also retrieve those items from the pockets with ease. Whatever item she has on her mind, she can reach down into her purse, pocket, bag, etc, and pull it out for use.
    Abilities: Secretary - Can organize correspondence and manage work records, whether routine or detailed.
    Firearm handling - While shooting guns was always been a hobby of hers, her adventures as a vigilante forced her to learn fast and hard in order to survive.
    Melee handling - When not using guns to take down her targets, blades, bludgeons, and hammers would suffice in her hands as proper weapons to kill or wound her opponents.

    Equipment: P90, MP5, M3 12 gauge shotgun, Glock 18, a mallet, a hammer, six chef knives, a fire ax, 12 switchblades, a metal baseball bat, a golf club, 800 pistol rounds, and 200 shotgun rounds
    Weaknesses: Legality - Her vigilantism is still criminal behavior and if her secret identity is exposed, her future career will be over.
    Normal human - There are no special physical or mental enhancements from her power. She will still tire and wear out like any other person.


Background:
    Job: An office lady. Despite being a secretary, she is treated as a waitress
    Legal Status: Luxembourg citizenship, US Green Card/Naturalization
    Backstory: Born at the dawn of the new millennium to a middle-class family, Leane was anything but extraordinary. Even living in a world dominated by superhero culture, her life was relatively mundane during her childhood, into her teen years, and reaching adulthood. Perhaps the only difference was being hired as a clerk in a convenience store as soon as she graduated from high school. Her parents didn’t mind Leane having only a high school diploma to her name and they were certainly quick to let her go free.

    Pushed into independence, Leane was on her own in scraping together a living. But events unfolded when the company she worked for got merged under ARES, one of many of the latest expansions after the company shakeup. She found herself given the position of secretary to none other than the CEO of ARES himself, Drostan McCullen, and with it, higher pay and a cleaner workplace. Though, cleaner did not translate better as Leane was rather overwhelmed by how fast her responsibilities expanded. When they’re not getting too touchy towards her, Leane’s coworkers were too wrapped up in their own assignments to assist her in adjusting to the corporate environment.

    But the stress did not end there as Leane was given the opportunity to be transferred to work in the US division of ARES. Despite not being fluent in English, she half-heartedly accepts. While she heard plenty of stories of American culture, their superheroes, and even the controversies surrounding vigilantism, nothing had prepared her to be granted the boon to become a metahuman herself. All she did was offer a can of cold Kaiser Kola to a thirsty stranger resting under a tree who then ask her if there is a wish she has that he could fulfill. Mishearing the question, Leane replied that she felt burdened by the things life keep throwing at her.

    What would’ve been a one-time encounter got her dragged into the world of vigilantism and to make matters worse, Leane was starting to enjoy it. Despite the real fear of getting caught by the authorities, taking down criminals with a knife or gun was quite the stress reliever. Sometimes, she imagined it was her boss that she was slashing with a blade. Perhaps it’s time for a career change.
    DO NOT REMOVE: 1492
Last edited by Union Princes on Tue Apr 19, 2022 7:21 pm, edited 2 times in total.
There is no such thing as peace, only truce between wars

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

Postby The Batavia » Wed Apr 13, 2022 5:39 am

I'm working on a app. I just need to get some of the extra descriptive text out and settle on a backstory
Ditched my old signature. Will be making a pretty looking one when I find the time.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

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