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Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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RP Thread
There has always been heroes.

Long, long ago, they were not fully understood. Some were believed to be the children of gods. In some cases this may have been true, for those who maintain the belief that such gods exist(after all, if other supernatural elements exist, why couldn't gods?). Even the earliest accounts of human civilization record the superhuman. Indeed, the ancient King of Uruk is now believed to have been such a person. However, the reality of superhuman existence was not fully understood until relatively recently, only within the last hundred years. While humans performing extraordinary feats has been recorded for far longer, even they often did not understand that they were in some ways different from the rest of humanity.

Superhumans were discovered to be real in 1910, by Doctor Henry Kollinger. He was performing a simple medical study when he discovered the most astounding things, things previously thought to be the stuff of myth. His impossible discovery rapidly spread throughout the world, and the discovery of superhumans was made complete. It was not simply the realm of science, however. The acceptance of the impossible triggered the revelation of something even more impossible in the eyes of some. The supernatural community, long kept secret, was outed semi-willingly several years later. Accounts report that there was conflict within over whether or not to reveal themselves in full. It was only natural, then, that some people would want to use these amazing powers.

Some would of course use them for their own gain, but others would use them to help those who were in need.

The first "superhero" appeared in 1918, at least that's when they were first recognized as such. They only flourished from there. Years later, superheroes flourish across the planet. By 2015, there's an incredibly vast number of superhumans alone, even if the total is dwarfed by the non-super population. Supernatural heroes, too, flourish, using magic and other abilities outside the realm of science. Technology's advance has granted even powerless humans the ability to join the ranks of superheroes.

They are not without opposition, to say the least. Not everyone possessing such incredibly power would use it for good. Super-powered criminals too flourish across the world, giving heroes a far more dangerous foe then simple crime. Hate groups filled with resent for the superhuman, and the supernatural, operate through legal channels in an attempt to force regulation on superhumans and impose limits on their rights, and illegal channels in order to simply kill them. And yet there still remains plenty of support for heroes, against all the trials they may face.

Superheroes now form their own leagues, banding together so they may better work for bringing justice to those who need it most, and to defend the innocent. In kind, superterrorists and criminals form their own organizations.

Governments across the world are even pushing to form their own superhero teams.

What will you join?
The city of Greenfield, located in the midwestern United States, suffers from many of the problems that any city faces. Among them is crime. While it is not some lawless refuge for criminals, it suffers from its share of crime and has needed defense from superheroes in the past. And yet... something has changed recently. Faces such as the Shadowman, Doctor Pleasant, the Scarlet Sorcerer, supercriminals from around the world have suddenly been sighted converging in Greenfield. No-one knows why and wherever they are in Greenfield, they're hiding pretty well.

It's only natural that superheroes have followed in pursuit. Many have never even heard of Greenfield before, but they are coming to put a stop to whatever insidious plot is forming in the city. Supercriminals, too, are embolden by the presence of such figures, and are making themselves know.

Just what is happening in Greenfield?
So, um, trying my hand at something a bit different now!

This is a superhero RP, which will start off in the US city of Greenfield. Something is amiss in the city, what with the presence of all these big-name villains. It's only natural that the heroes have to do there best to put a stop to it! I'm going to be flexible with this, you can play a hero or a villain, and even introduce your own organizations into the mix if you so choose. They'll need to be approved by me, of course, but feel free to submit ideas of your own!

I will allow up to three characters per person, which I feel will allow plenty of options and freedom if you want to join.
Organization Examples(will probably have expanded descriptions later):

The International Federation of Justice: The International Federation of Justice is a large organization composed of superheroes from across the world. Forged upon a mutual agreement to defend those in need, it provides not only protection against criminals and other threats but humanitarian aid.

The Secret Council: An ancient council of highly powerful magi, they have had some say in the direction of the supernatural community for centuries. Some supernatural heroes, such as the Wintersmith and Silver Lady, are members of the council. However, not all supernatural heroes are supportive of the council.

ARROW: A group formed from powerful superterrorists, ARROW is named as such because of their desire to strike at society like an archer sends an arrow to strike a foe. Largely formed of superterrorists desiring to topple various governments and other organizations across the world, there are a few members who would rather take advantage of the safety an organization affords to continue criminal activity.

The United Humanity Front: Composed entirely of non-superpowered humans, the UHF is a hate group dedicated to the eradication of all those who possess "unnatural power". They feel it is anti-humanity to support such people. They voiced support for Jettank, a superhero using a high-tech suit to fight superhuman crime, but he rejected any offers of support from them.

Name: Blackhawk Squadron
Description: The Blackhawk Squadron was created in 1913 and served no country in particular. Rather, they consisted of the best of the best from several nations, and their sole purpose was to keep superhumans in check, for better or worse. Until they were eradicated in 2013, they were notorious not only for being good at their job, but also for their lack of concern for collateral damage or the well-being of bystanders. The exact details of their extermination in 2013 is a mystery, but what's known is that the Blackhawks were killed by a superhuman. The identity of the one responsible - villain or not - remains unknown.

Name: Order of the Dragon
Description: Dracula's revival of his father's knightly order. Despite their veneer of chivalry, the truth is that it essentially consists of the monster's own brides and their numerous degraded progeny: a supernatural gang that ultimately answers to one of the most famous mythological figures. Famous enough, even, to corrupt the tale of Dracula's creator into one of disturbing woe. Nowadays, they distinguish themselves due to an obsession with antiquated weaponry... and a total lack of mortal membership.

Name: Ordo Scientifica
Description: An organization composed entirely of mad scientists and science-based supervillains who aspire to overthrow the current order and conquer the world via scientific and technological means. They attempt to do so via a two-pronged assault, operating both internally and externally. Whilst some of them try blatant world domination schemes (such as holding cities to random with electro-rays and robotic legions), others infiltrate the existing power structures of the world from within to slowly corrupt them towards their ends (as of yet, however, very little fruit has been born of these efforts). In addition, they often operate as arms dealers and technological backers for other supervillain groups, as well as terrorist cells and revolutionaries. Unlike a lot of other supervillain groups, OS is run as though it was a business, with each of its members recieving funding for their operations in return for a cut of any profits they should make.

In order to advance their goals, they have set up several front organizations promoting scientific advancement, most notable being the Genesis Corporation, a conglomerate who dabble in almost every area of science and technology. Whilst it is public knowledge that the president of the Genesis Corporation, Hayato Ryuunosuke, is something of an eccentric, the fact that he is not only a member of OS but has a seat on their high council is currently unknown.

Whilst OS tends to give their members free reign over their operations, ultimately they are ran by a high council who occassionally issue objectives for them to fulfil. Every year, OS members have their operations evaluated by the high council and if they are found to be not pulling their weight they will have their funding cut, something that can cripple many a mad scientists ambitions. Aside from Ryuunosuke, the high council's most prominent members are the mad geneticist Dr. Mangler, the self-proclaimed "retro" scientist Clockwork, the disembodied Headmaster and the overly flamboyant technomage Princess Ether. Chief amongst them though is the supreme leader and founder of OS, Warmonger, a cyborg who is more machine than man, practically worships technology and believes that flesh is inherently weak. Whilst his ultimate goal of replacing all biological matter with machinery is well known to the world at large, he is still a surprisingly effective leader and thus OS have not seen much reason to try and oust him from the position as of yet. Warmonger shares an ongoing rivalry with Lord Fatal, the leader of ARROW, with the two constantly trying to outdo each other; whilst the two organizations have never been openly opposed to each other as of yet, some theorize that it is only a matter of time before the forces of villainy erupt into a civil war of sorts.
Bios:

Name:
Age:
Gender:
Appearance:
Personality:
Skills:
Abilities:
Equipment:
Brief Backstory:

Organizations:

Name:
Description:
Heroes
Alicia Cruz/Blast Girl
Charlotte Dyer/Blackmoon Witch
Zeta
Elijah/Archangel
Evette de Chance/Necrohead
Caleb/Creature
Elsa/Reptilia
Anne O'Neal/Karnstein
Ishinomori Yoshi/Hopper King
Heinrich Geldmar/Professor Primate
Ran Hoshigane/Mithril
Alice Pitch/Recall
Allegra Haskell/Spartan
Allan Vicman/Magical Boy
Rao Jay
Tendo Godai/Racer King
Daniel Geyser/Vigilante

Villains
Lizzie Jones/Jacqueline Hyde
Blackhawk
Alexander Tycho/Cardsharp
Jack Murphy/Yellow Jacket
Zinnia Clark/Bijou
Aaron McPherson/Knight Errant
Layla Penn/Phalanx
MAX
Takahashi Noriko/Lucifer

NPC Heroes
Orbit/Gregory Mathers
King/Arthur Pendragon/Camille Lonne
Richard Wells/Jettank

NPC Villains
Maestro
Dracula
Lord Fatal
Hidden 10 yrs ago Post by WatermelonTango
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I'm interested in this. I can never pass up a good super hero rp. It's a weakness.
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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I'm glad to have your interest!
Hidden 10 yrs ago Post by Rin
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Rin

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Oh right, you know I'm interested but may as well make it official. Just need to write my stuff up. ^^;
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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Time to get my first two characters posted!

Name: Alicia Cruz, Blast Girl
Age: 19
Gender: Female
Appearance: Her hair is blonde and she has very lightly tanned skin, with green eyes. Her scarf is red, her jacket tan, her shirt white, and her shorts are blue. The gauntlets are red and black. As Blast Girl, Alicia wears a set of black goggles as well, and she retains the scarf. She wears a red and black leotard, with light armoring on her chest(though she mostly relies on not getting hit by anything worse then a fist). The most armor is on her boots, and rather than being for her protection(though they function for that as well), they're more for making her kicks more potent. She also wears a belt of cartridges for her gauntlets.
Personality: Alicia Cruz is an individual who displays a strong sense of justice. Even before her powers awakened, she was a girl who didn't tolerate innocent people getting hurt, or anyone causing trouble. She tried to handle all of this as best she could. She found even greater freedom with this as the costumed heroine Blast Girl, able to really fight real crime. Alicia is energetic and friendly to all those around her. Unless the people around her are bad guys, then they get punched in the face with energy blasts. She gets really fired up, especially when in the Blast Girl identity, dramatically declaring her intent to take down all evil without a single casualty, and declaring her superheroine name whenever she arrives on the scene. She condemns criminals for their crimes loudly and in an incredibly fiery manner as she beats them into unconsciousness to leave them for the police. Alicia is dedicated to never killing a criminal, always leaving them to the authorities. However, she has a bit of a tendency to charge into things without thinking them through. Alicia adores her older sister, but sometimes feels like, in spite of their ages, she's the "big sister" and Kate is the "little sister" in terms of their relationship.
Alicia is openly gay.
Skills: Alicia is excellent in hand-to-hand combat, taking regular martial arts lessons for most of her life, even before her powers awakened and she decided to become a superheroine. She is quite athletic, a good sprinter, and generally capable when it comes to physical activity.
Abilities: Alicia can manipulate her personal gravity. In action this means she can run on walls if she wants, and even survive massive falls via manipulation of her gravity. It allows her to perform impossible feats as well as be ridiculously difficult to move if she so chooses.
Equipment: Alicia's main equipment is her Blast Knuckles, a pair of gauntlets designed and fabricated by her older sister, Kate Cruz, specifically for Alicia's Blast Girl persona. Held together by a series of microscopic projectors that emit an extremely powerful magnetic field, they can be activated and assembled on Alicia's hands at will. Manual assembly is possible but takes much more time. When assembling themselves they emit an intense glow. Kate built this trait in because it's more flashy and impressive. The circular portion of the gauntlets holds the cartridges, arranged in a ring of eight around each of Blast Girl's armored fists. Each time she punches, anywhere from two to eight of the cartridges(two by default, more if Blast Girl triggers them) are discharged. Each cartridge contains a hyperconcentrated form of specialized energy. This energy acts as a destructive blast, rocketing opponents back and increasing the power of Blast Girl's punches almost like the blast from an explosive shotgun. While the energy is capable of shattering solid walls and ripping through metal, living cells are more resistant to it, allowing Blast Girl to use the Blast Knuckles to non-lethally incapacitate living enemies. Kate Cruz manufactures the cartridges that act as ammunition for the Blast Knuckles, and Blast Girl carries as many as she can with her when she's going out to fight crime. In addition, she wears light armor on the vital areas of her chest, but is rather lacking in armor otherwise aside from on her boots. The Blast Knuckles and the armor on her chest are bullet proof, allowing her to protect herself from guns to a limited extent. The force from firing them can also be used to launch her into the air with assistance from her personal gravity abilities.
Brief Backstory: Alicia was born the second daughter to the wealthy Cruz family. Her older sister, Kate, was one year her senior. As she grew older, she began to discover many important things about her older sister. Firstly, Kate was highly intelligent, beyond her age. Secondly, she was highly immature and childish. In addition, when Alicia was seven years old, Kate was diagnosed with a chronic illness that, while not normally fatal, impacted her immune system and health, necessitating that the girl was not unnecessarily exposed to outside elements and frequently took ill without taking medication. A combination of these factors made Alicia begin to see herself as the older sister, even though she was the younger of the two. As Alicia attended martial arts lessons(and began to discover an unusual power at only ten years old...), Kate spent time subtly using her families' vast funds to provide herself with a means to relieve boredom resulting from her frequent confinement. Alicia found out about this a few years later, and was initially angry with her older sister, and attempted to ground her... until Kate revealed that not only did she learn of the ability Alicia had discovered, but was also trying to find a way to assist her in fighting crime like the superheroes that got reported on the news all the time. Alicia decided to take this opportunity, on the condition that Kate didn't use so much money that it hurt their family. Which, given the Cruz family's vast wealth, was not an issue at all. At eighteen, Kate finally completely it with some assistance from the Cruz family science department. Blast Knuckle. Alicia donned the identity of Blast Girl, and has been fighting crime whenever she's got the chance ever since.
Name: Charlotte Dyer, the Blackmoon Witch
Age: 260 years of age, physically ten(can physically reach around 26). The problem of old age, according to her, has been solved as far as she is concerned.
Gender: Female
Appearance: Charlotte has black hair, very pale skin, and green eyes. Her dress in this picture is black with white frills. In combat, she dons a more stereotypical witch outfit when she has the time. She wears a wide-brimmed, pointed hat, a high-collared cape(ripped at the edges), a black jacket, and a tattered knee-length skirt. She also owns a deliberately-stereotypical detective-style longcoat.
Personality: Charlotte is, at first glance, rather childish and immature. Well... as far as her chronological age goes, at least. And this is not some sort of elaborate facade, she genuinely has some rather childish tendencies, such as a preference for sweets over other foods and the like. However, she is also highly sarcastic, bluntly making rather insulting remarks towards others for what she perceives as stupidity or foolishness. Charlotte has a tendency to taunt and mock others, even those on her side, and greatly enjoy doing so. She likes to tease people in various ways, though never in an actually harmful fashion. At the same time, however, she is rather dedicated to preventing magic being used for truly evil purposes and intends on defending innocent people from being effected as a result. She views it as an abuse of power, something she cannot stand. She is also rather intent on keeping her allies safe, and she does genuinely care about those who work with her... at least unless they make her angry. Charlotte avoids killing humans if she can, but she won't hesitate if her hand is forced. Charlotte maintains her ten-year-old appearance for several reasons. Firstly, it is easier to sustain a body like this. Second, it's a pain to return to her adult form. Third, it's easy to escape notice when you look like a little girl and it makes what you are capable of more unexpected. Fourth, it makes teasing people much more entertaining. Charlotte loves her craft and performing it how she feels is proper. She is very intent on hunting down her remaining apprentices, who have gone far, far off the path of what she feels is proper and become intensely dangerous magical criminals. Charlotte feels that it is her duty to stop them however she must, though she will also handle other crimes along the way.
Skills: Charlotte is skilled in information gathering and some detective techniques. She completely lacks any physical fighting ability and is as strong and durable as she appears(which is not very at all). She uses numbing spells on her knives so that blood sacrifices do not hurt as much, as she has a very low tolerance for pain. She also tires easily from enough physical exertion, though she replenishes her stamina more quickly then average. She also has some stealth skills.
Abilities: Charlotte is a skilled witch, specializing in various darker magical techniques. However, as dark as her spells get she will never dip truly into black magic. That said, she practices some blood magic(using her own blood or the blood of animals eaten by people) and sometimes summons presences that require sacrifices(again, something of herself or an animal people eat). Her catalogue of spells includes various illusion spells, summoning spells, offensive magic, and defensive magic. They include:
-Corvid Murder: An easily-deployed spell with a rather descriptive name, Corvid Murder creates an array of what are seemingly crows to either use as projectiles or spy on her enemies depending on the situation. It requires magical power and casting time, but little else aside from that. The crows themselves are actually simple magic constructs that can relay information or explode. The explosions are not strong enough to be lethal, but can blast an enemy off their feet and cause very minor burns. The longer Charlotte takes casting this spell, the more crows are created. If necessary, she can fuse two crows into a raven, which produces a more powerful explosion that can be used for blasting apart obstacles.
-Black Shield: Another spell without much cost, Black Shield takes the form of a pitch black magic circle, hovering where Charlotte has created it. It merely requires the words of the spell being stated and the symbol being inscribed in the air using Charlotte's forefinger. It can vary in size, but it must be a circle and Charlotte must complete it in order for it to function. Its function is, of course, as a shield, capable of blocking anything from bullets to explosions. However, enough force can break through it, and magical damage pierces it far easier then normal damage.
-Bramble Wall: Requiring a sacrifice of hair, Charlotte can cut some of her hair and cast it to the ground. This causes a wall of thorny brambles to sprout, blocking attackers. However, they can be broken, and the spell requires ground where brambles can grow.
-Midnight Ripper: A spell with a higher cost, Midnight Ripper incarnates a bolt of blackened magical energy, and can produce eight for each casting. These blasts knock enemies off their feet and with high enough power can even be lethal if properly directed(Charlotte rarely sees the need for this). This spell requires a sacrifice of blood, meaning that Charlotte must often slice her palm. However, her healing magic can compensate for this bloodloss.
-Infinite Darkness: A combination sealing spell and offensive spell, Infinite Darkness is a spell used against only Charlotte's most dangerous opponents, ones that she cannot find an alternate route to defeating. Requiring her to slash both of her wrists and shed a great deal of blood for the spell to function(or sacrifice enough animals to fill in the cost, impractical given the spell's use), Infinite Darkness fires an immense blast of magical energy, destroying much of the target's body, before containing them in a magical seal. The bloodloss, even with her healing abilities, leaves her in a daze, and the spell is used only against enemies who absolutely cannot be defeated by any other means(and with GM permission).
-"Aging Cream": In actuality an illusion spell, "Aging Cream" allows Charlotte to appear in her adult form using an illusion. It can be dispelled simply by hitting it hard enough, though touching it lightly will cause it to feel like a real body. Charlotte uses it when necessary to appear as an adult physically, as it is far easier to perform this spell then cause her body to change back and fourth. Charlotte can change back and fourth, but it is a more costly process.
-Summoning: Varying greatly, Charlotte can perform various summoning spells. Requiring a circle drawn out of chalk, and sacrifices varying from objects, to blood, to animals, Charlotte can use them for a number of purposes.
--Jack: A house-sized pumpkin with tentacle-like vines, allowing it to walk. Impervious to gunfire(though vulnerable to explosives, magic, and sufficient blunt trauma), Jack bears a massive face resembling that of a Jack 'o Lantern. It even contains a fire inside, which allows it to release fireballs. Charlotte, when summoning Jack, rides atop it. Jack requires the sacrifice of multiple chickens, a cow, or a sufficient amount of blood from Charlotte's body. It is the most notable summon.
--Horrors: Dabbling in some rather eldritch techniques, Charlotte can summon starfish-like tentacled creatures. They are easily slain and Charlotte prefers not to use them given their nature, but she will do so in a pinch.
Charlotte has various healing spells cast on her body, allowing her to heal minor injuries quite quickly. However, blood takes longer to replenish and certain spells will leave her dazed from loss of blood.
Equipment: Charlotte has a fair amount of money, which she uses to fund her magical practices. She owns a rather large home outside of London, as well(and another in this city). She keeps several farm animals(and takes the ones she can transport with her easily). They are well-cared for up until they are required for a sacrifice. On her person, Charlotte carries various small knives so that she can perform blood sacrifices or cut her hair. She also carries chalk to inscribe magic circles on surfaces when necessary. Charlotte also owns some magical items, mostly tomes of spells... But also a seemingly ordinary Victorian-era lantern. It is, however, powered by magic, a power that has been building up ever since it was created inside it. It can be released in a potent blast, but only has one use before the power must build for a hundred years or more once again.
Weaknesses of Powers: Charlotte must cast all her spells, and many require a sacrifice of some sort. Bloodloss still effects her even if it cannot kill her, and drawn-out combat that requires her to sacrifice a lot of blood will make her quite dazed and weary. She is absolutely not a physical fighter, even in the rare occasions where she uses her adult form.
Brief Backstory: Charlotte was born two-hundred years ago, and to begin with she did not have a particularly extraordinary life. It was not until her mid-teens that she discovered an old book in her father's home... a book of magic. In secret, she began to practice magic from this tome, becoming deeply involved in her studies to the point of nearly forgetting about everything else. One night, her father discovered what she was doing and was incredibly angry. He said that the book was dangerous, and that she should never have even opened it. Refusing to forgo her studies, her father attempted to seal away the book entirely... and on the very same night, they were attacked. Apparently robbers, they killed her father when he refused to allow them entry to her home. Using her newfound magical power, Charlotte managed to kill them. For a while she was crushed by her father's death, but eventually she simply settled into living by herself. And yet she had little to do in her life. At least, aside from growing her magical power. Practicing more and more, her power grew greater and greater. It was no longer for something to do by herself, but her pride as a witch. While her methods never went to killing innocent people, they were rather dark, involving the sacrifice of animals or the use of her own blood. Managing to halt her aging process at twenty-six, she was now practicing magic and witchcraft simply for herself. She gained a reputation among those aware of magic as her power grew further and further, quickly becoming one of the most accomplished magic-users in her area. At around sixty years of age, Charlotte began prolifically taking apprentices. There were many who wanted to learn from her, after all. She taught them how to prevent the aging process, how to practice dark magic, even summon demons and other creatures. However, she did not do this with the intent of teaching them how to kill or harm innocent people. Their true enemies, perhaps. Supernatural creatures, maybe. Even using magic secretly to get ahead in life. But hurting the innocent? She did not suspect anyone following her schooling would take such a path.
They did. Nearly all of her apprentices chose to delve into even blacker magic, and believed that Charlotte had been holding them back. Several simply left to practice this magic, while others mounted a surprise attack on her in vengeance. While the attack was initially successful, she managed to fight back and defend herself, driving off her former apprentices. However, the attack drained her magically and physically injured her. And so she made a decision. She decided to reduce her body to a state that would use less energy, and be easier to repair and heal. In short, she regressed her physical body back to her ten-year-old self using magic. There were other advantages, but initially this is what she had in mind. And from there... Charlotte continued her practices. She began to offer her services, to the supernatural community, as a detective, using her newly young appearance to obscure who she was. She hunted down magical criminals, both to stop them from abusing magic and to track her former apprentices. Charlotte felt it was her duty to stop them. She began to work with other secret enforcers of the supernatural, travelling the world to find information about her quarries.
Today, she works more openly, as superheroics have been revealed. She lacks a true "superhero name", instead taking a title she gained all those years ago. "The Witch of the Black Moon", or "Blackmoon Witch". She came to Greenfield after hearing one of her former apprentices appeared there.
Hidden 10 yrs ago Post by Daird
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Name: Jacqueline Hyde

Real Name: Lizzie Jones

Age: 25

Appearance: Normal Form: A tall, leggy blonde with hazel eyes, Lizzie could have been a model or a pageant queen if she'd chosen a normal life. She wears bright dresses when she's not committing crimes. Her criminal costume consists of a black jumpsuit with a yin-yang symbol on the front, and a black and crimson cape

Demonic form: Grows black bat wings, hair turns to fire, whole eyes become red

Powers: Lizzie learned a lot about being a witch. Her powers aren't well-mastered, but they're strong.

Spells: Offering to Darkness: Lizzie slashes her palm open, and uses the blood as fuel for the spell to turn whatever darkness is around her into tentacles that can be used to grab and slam enemies. If she's in bright light, this spell is weakened significantly.

Dark Prankster: Causes the target to suffer ill fortune. Can be tuned from "potentially slip on the floor" to "potentially causing dangerous accidents." However, if the target keeps an eye on their surroundings, they can often figure out what unpleasantness Lizzie is planning for them, and act accordingly to avoid it.

Wound Transfer: Causes the victim to suffer from all injuries and illnesses that Lizzie currently has, while simultaneously healing Lizzie. However, the effect works both ways, meaning that if Lizzie has a sore knee and her target has a cold, now Lizzie has the cold and her target has the sore knee.

Demonic form: Lizzie can give her body over to a demon named Desrael. In this form, her magic is twice as strong, she can lift ten tons, and is able to shrug off rifle bullets, though anything more powerful than that will still harm her.

Weaknesses: In her demonic form, she is repulsed by holy symbols, as long as the person holding them has faith. For example, a cross held by an atheist would have no effect, but a Star of David held by a practicing Jew would send her reeling. She also can't call upon Desrael if she's on holy ground. In addition, when she's in human form, she is a horrifically bad martial artist and has to rely on her spells to fight.

Bio: Lizzie's parents were both minor flunkies for ARROW. When it was discovered that Lizzie had magic abilities, she was sent to ARROW's magic school to learn to be an evil sorceress. In time, Lizzie got a little sister named Sarah. Then, Sarah developed an untreatable brain tumor. Even healing magic couldn't do anything to help. Considering her association with ARROW, she was terrified of contacting anyone outside the organization. In desperation, she turned to asking sources most would consider... unspeakable.

(First post will be the signing of the contract with Desrael.)
Hidden 10 yrs ago Post by VitaVitaAR
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I would prefer if you consult me beforehand if you want one of my characters to figure into your character's background, and if you had done so then maybe they wouldn't have ended up not working in that regard like they have now.

There are numerous issues with your bio, not least of which being that Charlotte took apprentices two-hundred years ago and has not taken any remotely recently.

If you want Charlotte to figure into your character's backstory, you need to discuss it with me.
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Okay, I'll cut it.

Changes made.
Hidden 10 yrs ago Post by UnendingEmpire
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UnendingEmpire bye~

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You had me at "Vita's GMing a superhero RP"

I already have an almost-duo of characters in mind; I'll begin CS work shortly.
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@Daird: Okay, um...

I'm sorry, but I can't accept a nine-year-old supervillain. Charlotte may physically be ten, but she's an adult in every other way, simply using magic to revert herself physically to a child.

It's not merely that part that bothers me, you're very vague with what her abilities can do and "Final Destination" implies she can doom people to die with no way around it.

@UnendingEmpire: Eh-heh, glad to hear it.
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It is 03:35 so if this is a mess then that is why and I will clean it up after I've slept. ^^;

  • Name: Zeta

  • Age: First activated almost three years ago.

  • Gender: N/A. Zeta is not anatomically correct, and currently does not identify as either gender.

  • Appearance: Casual and superhero outfit.

  • Personality: Zeta was designed primarily for law enforcement and not social interaction, leading them to come off as rather awkward and, as some would put it, "dorky" when talking with others. However, they try their best to fit in with humans; being programmed to not only serve them but to protect and defend human life above all else, Zeta is fascinated by them and wishes they could be more like them. In addition to not being anatomically correct (such parts not being seen as needed for a law enforcement robot), Zeta currently does not identify as either gender, although they are often thought to ressemble either a tomboyish girl or a girlish boy depending from person to person. As an extension of this, Zeta does not exactly understand romance, and is often confused by the entire concept. Finally, due to her programming Zeta puts the preservation of human life above all else, and at times can come off as somewhat selfless at best and suicidally self-sacrificing at worst.

  • Skills: Zeta is skilled in both long range and close-quarters combat, with a heavy emphasis on non-lethal takedowns.

  • Abilities: Being a robot, Zeta is much stronger and more durable than any human. Their "skin" is in fact an experimental polymer, tough enough to withstand small arms fire, and their mechanical muscles allow Zeta to easily lift cars above their head with no noticable effort. Zeta's eyes can switch between infrared, x-ray and heat-sensitive vision, and their sense of hearing is not only more sensitive than a human's but it is able to filter out sounds, allowing for greater clarity of hearing. Naturally, as they do not need to breathe Zeta can operate rather comfortably in locations humans would find lethal, such as within poison gas or in a vacuum. Zeta is powered by an experimental fusion reactor, which can keep them running for practically forever; in the event of Zeta being severely damaged, the reactor will shut itself off to prevent any catastrophic reactions. Stored inside their head is a nigh-invulnerable, EMP-resistant black box that contains all of Zeta's memories and personality subroutines, allowing them to be placed into a new body should the old one be damaged beyond repair.

  • Equipment: When the need arises for additional protection, nanomachines erupt from under their "skin" and form Zeta's armour so quickly that it seems more like an instantaneous transformation rather than an act of donning armour. As well as enhancing their durability, the armour also grants them a boost to their already inhuman strength; thankfully they have such precision control that they will not accidently crush anyone they are trying to save or apprehend to death. Affixed to Zeta's left arm is their primary weapon, the Zeta Buster, which fires out a blast of concussive energy. Rather than burning, cutting or puncturing an opponent, it instead can be compared to basically a heavy, long-ranged punch. The Zeta Buster arm is modular, and can be replaced with other weapons such as a grappling hook, a cannon that creates a localized high gravity field or a close-combat attachment.

  • Brief Backstory: Zeta was originally intended to be the second in line of a series of robots intended to aid law enforcement, programmed with all manner of ethical subroutines and advanced problem-solving capabilities in order to achieve the best results in potentially hostile situations. However, the AI designed for Zeta turned out to be not only more advanced than originally intended, but completely revolutionary; whilst they are still bound by their programming (especially Asimov's Three Laws) and thus not truly possessed of free will, they come so close to it that arguments and controversy surrounding the moral and ethical ramifications of using such a machine as basically a slave brought the project to a grinding halt, leaving Zeta as only one of two models fully constructed. Despite how much controversy sprung up around them, Zeta's selflessness and passion for justice quickly gained them many fans, and whilst they are not exactly an A-list superhero right now, their star is quickly rising as they apprehend supervillain after supervillain. Recently, Zeta was inducted into the IFJ, although this event has caused the UHF to step up their campaigning against the IFJ; it was one thing when they were just accepting superhumans, but to them accepting a non-human robot like Zeta is going way too far.
  • Hidden 10 yrs ago Post by VitaVitaAR
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    VitaVitaAR King of Knights

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    Accepted!
    Hidden 10 yrs ago Post by PhoenixEye9
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    PhoenixEye9

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    If I could I'd like to make a villain.
    Hidden 10 yrs ago Post by VitaVitaAR
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    VitaVitaAR King of Knights

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    You are freely allowed to.
    Hidden 10 yrs ago Post by Daird
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    Daird

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    Changed age, defined powers better, and gave several nerfings on top of that. Is this good enough, or do I need to put this on the list of "Good Ideas That Just Didn't Work"?
    Hidden 10 yrs ago Post by VitaVitaAR
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    I'll give it a look over again tomorrow.
    Hidden 10 yrs ago Post by Metronome
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    Name: Elijah 'Eli' (no last name)
    Alias: Archangel
    Age: 26
    Gender: Male

    Personality: Eli is best known for his bleeding heart of gold. He can't turn away someone who needs his help; he just can't. Even if it takes all of what little he has to help this person out, he'll do whatever he needs to. Eli is a pretty intelligent guy, but can be kind of a doofus sometimes. He's often up beat, and tries to look on the bright side of things. He's patient with people, but honest as well. Eli will call people out on their mistakes, usually with the intent of helping them fix them.

    Skills: Archery, hand to hand, knife throwing

    Abilities: Eli is fully capable of flight, has enhanced eyesight, and advanced healing.

    Equipment: His bow, arrows, and a few knives

    Other: Eli is 75% deaf. He can read lips, but unless you are face to face with him or shouting in his ear, he won't be able to understand you. He can also speak sign language.

    Appearance: Eli is 5'9" with shaggy brown hair and hazel eyes. He usually has a good bit of facial hair. On his back, Eli has two large, feathered wings with brown dapples on the on side, and white down underneath. These wings are able to fold up nice and small against his back, allowing him to hide them when wearing a regular, loose fitted shirt.



    Brief Backstory:

    Eli was the product of mad scientist, Herman Schwartz. After being denied government funding for his experiments, Schwartz turned his home into your typical evil lair. To fund himself, he gathered henchmen to carry out crimes such as bank robbing and jewel theifing. And there, in that lab, the lines put in place by humanity and the law were crossed.

    Schwartz took human DNA and mixed it with that of animals, creating all sorts of horrific beasts in an attempt to make super soldiers. He planned to sell his formula, once he perfected it, to the highest bidding country and then live out the rest of his day being filthy rich. However, most of his experiments failed. Over half of them never made it past the embryo phase, and the ones that did usually died in infancy. That said, a few of them did make it.

    Eli, a human/bird hybrid, was one of those few. He was raised in the lab by Schwartz's henchmen, who were less than great parents. Most of his days were spent in a large dog kennel to prevent his escape. He was taught basic education, such as reading, writing, science, math, ect. But along with this, he was trained to fight and use weapons. In the long run, Eli was created to be a weapon.

    It was during one of the scientist's experiments that Eli lost most of his hearing. He learned to communicate via sign language, teaching it to the other experiments when they were allowed to interact. Eli was probably one of the most successful things to come out of Schwartz's lab, but there were a few others that survived. Eli made friends with Caleb, a canine hybrid, Sammy, a lizard toddler, Elsa, a blue reptile girl, and Jabiko, a baby sized larva.

    This group of ragtag freaks became more or less a family to Eli. They were strange, sure, but they were all each other had. It was only a few year ago that Eli and his friends were able to escape the clutches of Schwartz. They fled to the nearest big city, Greenfield, to hide amongst the crowds. The gang has made the streets their home. With most of them unable to go out into public due to their appearance, it became Eli's responsibility to bring home food and supplies. The whole 'hero' gig helped. People rewarded him for his actions, and those rewards were split up among the group.

    (I'll be mostly playing Eli. The others are just a bunch of side characters to keep his story going)
    Hidden 10 yrs ago Post by UnendingEmpire
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    UnendingEmpire bye~

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    In the end, I wound up going with just one character. Every group of heroes needs the one morbid one, so here goes...
    Hidden 10 yrs ago Post by VitaVitaAR
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    @Daird: Hmm... Okay, that's much, much better. The issue I have now, really, is a much simpler one.

    Basically, in a setting filled with superhumans, magic, and superscience, it always felt to me like unless the situation had other factors, even cancer would be beatable as far as diseases go. It's got so many more potential ways of curing it then the real world does currently. ^^;

    That said, I'm sure if you make some additions to her situation(she is part of ARROW after all, being part of a superterrorist organization could make it easier to work out more reasons for her to be so desperate), it will probably work out.

    @Metronome: Accepted.

    @UnendingEmpire: My only real issue here is having her still need to eat human flesh. Otherwise I like the idea of a zombie superheroine. Maybe she could have to eat brains(not specifically human brains)? Hard to get, and acceptable for the RP.

    Also, as a note to everyone: If you want to have, say, an enemy or ally to your character that you do not wish to play, you are allowed to submit an NPC bio so you may use them without introducing them as a full character.

    Alternatively, you can have other players use their characters to fill those roles. But if you have a specific idea in mind, or just want to add some background characters, working out NPC's can be pretty helpful.
    Hidden 10 yrs ago Post by Metronome
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    Im think about making bios for caleb and elsa. They may act as sidekicks to eli at some point.
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