@MatthiasAngel I would say it is walking a very fine line. That dynamic, as much as it works, also is reversible, so as long as here is something to keep him/her from converting back to being a hero, or maybe make them get into the villian game before he/she gets sent away. Also make sure that the power is not to OP like it can be something inherently dangerous but not unstoppable. Other than that I like the idea, go on ahead and make the sheet, just keep those things in mind.
@Kalas So I don't why but I like him, kinda think the mass murder is sexy so go on ahead and move him over, and congrats on the first superpowered Rogue
@Queentze Okay, he uses his knowledge of the heroes to start hunting them down. Thinking Syndrome from The Incredibles, but more muscles and fewer capes. Just to seal the deal, he gets a manila envelope in the cell informing him of the agent's decision to leave him there, "thanks for your services, goodbye forever."
This could probably use some work but I'm getting tired. Let me know what you think. If possible, I'd like for him to retain the sunglasses in the facility.
Appearance: -Current:
-In the Marines:
Kriss wears a blue fleece jacket and dark blue jeans, with black combat boots and black fingerless gloves. He also wears a Silver Falcon steel military wristwatch (specialopswatch.com/products-page/falc..), a gift from an officer who was friends with his father.
He also has Black MultiCam jacket and pants for missions, but he's lost access to them now that he's in confinement.
Name: Kriss Mauser Alias: "The Hornet" Age: 23 Gender: M Personality: Disciplined, reliable, and determined. Kriss always has a goal, even if it's just "Make it through the next hour alive." His time as a Marine makes him extremely dangerous at close range, but he prefers to take the diplomatic route if possible. Kriss is respectful, whether you deserve it or not, and will go out of his way to help someone in need.
At least, that's how things used to be. Kriss has retained his discipline, determination and skill, but his respect for authority and desire to help others drains the longer he is in the ICF. In confrontation, he is now more direct than diplomatic. Extended time in isolation is taking a toll on his mental health as well, replacing discipline with impulse at times, often to his detriment.
History: Kriss's father, Günther Alexander Mauser, was a pilot in the TaktLwG33, or Tactical Air Force Wing 33, for twenty years. As a result, Kriss more or less lived in his own version of boot camp. You were up on time, home on time, and asleep on time. No booze, no drugs, no cigarettes. His parents were saved Christians, so you went to church every week and dressed for it. It was a lifestyle that a majority of teenagers would kill to get out of, but it stuck to him. He saw safety in having rules and a plan for your life, rather than hindrance, and it has consistently kept him out of trouble.
At age 18, Kriss joined the USMC. His talent for stealth, tact, and CQC caught the eye of a certain Agent. He was put through a very unique "boot camp," designed to draw out powers and abilities in people. It was revealed that Kriss could both turn completely invisible and see clearly in complete darkness and even through walls. Three years of intense training later, Kriss was sent to infiltrate a branch of the Russian Mob, rumored to be experimenting on their own form of that same "boot camp," intent on developing their own talented family. The Agents erased his connections to them, providing him with a falsified background and drop zones for any information he could dig up. His infiltration was successful and Kriss dug into the Mob slowly but surely for a solid year. Two weeks before he could make one final drop, the Agents kicked the door in, arresting everyone in the family, including Kriss. Sent to Illwood Correctional Facility, Kriss has since been working to prove his innocence, not easily done now that his connections to the Agents have been wiped.
WGUF-What Got You Famous: Kriss's WGUF never happened; it was fabricated by the Agents. After losing his six-man team in a mission gone sour, Kriss returned to the base camp in a rage, gunning down the rest of his squad and commanding officers, stealing every piece of information he could, and burning the camp to the ground. The marines dispatched a spec ops squad to eliminate him. None of them survived. Impressed by his "change of heart," the Mob approached him, tentatively at first but later with open arms.
Equipment: - H&K UMP45 with a foregrip, mounted laser, and suppressor. Neon combat sights for aiming in the dark. 30-rnd box magazine. Carried on a 3-point sling in combat and in a sturdy messenger bag on his back in public. - Ka-Bar knife - His Aviator sunglasses also act as compact night vision/thermal goggles, and allow him to see through most surfaces.
Powers/Abilities/Skills/Talents: - Excellent body strength, speed, and endurance from the USMC boot camp, though not superhuman. Limited by loss of energy and stamina. - Green Belt in the MCMAP (Marine Corps Martial Art Program):
Intermediate Knife Techniques Intermediate Weapon of Opportunity Techniques (Blocking) Intermediate Ground Fighting w/ Arm Bars Intermediate Bayonet Training Intermediate Chokes (from the side) Intermediate Throws (Shoulder) Lower Body Strikes Counters to Strikes Unarmed Joint Manipulations w/ Enhanced Pain Compliance
- Can turn completely invisible. Anything he is wearing or carries turns invisible as well. Limited by still giving off a heat signature and making noise/leaving footprints. - Can see in complete darkness without the glasses. Limited by everything being in grayscale. Good for emergency navigation, bad for seeing which way people are facing.
- Can detect threats, attacks, or surveillance from other people before he sees them. Limited by lack of "super speed." He can only react as quickly as a person.
Weakness: - Mediocre academic intelligence - Kriss is used to obeying orders and trusting superiors. The loss of both has caused some mental trauma, and time spent in the ICF is creating flashbacks, which can cause him to lose focus or panic. - Seeing an Agent may lead to acts of blind violence rather than tact or strategy, depending on his mental state at the time.
Secret Hideout: Relationships: Relationships are overrated.
History: Though his history is mostly classified by ARGO, Karma's rise of Heroism is well documented through several news reports, internet blogs and even a TV Documentary. His first recognized act of heroics was when he was just 16 years old. Just a young kid on a skateboard who managed to stop a bus, carrying 18 passengers, from plowing into a crowded intersection after the driver experienced brake failure of the vehicle. Rather than face the world, it was said that Karma disappeared into the darkness even despite the intersection being rather well lit for that time of night.
He appeared once again, suddenly, 3 years later. Where he intervened in a gang war between rival Russian & Yakuza militants, incapacitating each one of the gang members and preventing numerous civilians from being caught in the cross-fire. One again, however, he disappeared into the night, the mystery, skateboarding hero of Lochwell City. Over the next 5 years, there were several more appearances from the mystery boarder. So much was the interest, that he had garnered a great deal of attention from the authorities, who put out a public announcement for him to join either the Vigil or ARGO. He quietly met with representatives of both organizations and decided to sign up as an ARGO Agent, who had tempted him with a lucrative contract that included Hoverboard technology, which had been developed by a separate company named XZYTE Research Solutions.
The day of his reveal as an ARGO Agent, XZYTE Research Solutions were bombarded with calls about Karma's Hoverboard. So much so that the company soon developed the first consumer Hoverboard; the XZYTE-07 MkI of which Karma, or Darkrai as he was now officially known, was the poster-boy. Soon he was appearing in TV commercials and interviews, all whilst fighting off the threat of Rogue combatants and personnel. He is quite often seen as the young face of ARGO and has, at times, had to face the music for his wild actions in order to protect his public image and that of the Organization's.
In recent times, his activity has taken a drop due to the capture of the infamous Rogue; Apollo. A man who's crime spree he was instrumental in putting a stop to. His media obligations and sponsorship deals still keep him busy enough, however.
Equipment: - XZYTE-037 MkII Prototype: An Anti-Gravity Titanium-Steel Hoverboard. The MkII is a highly-mobile, military-grade, tactical response vehicle for use by a single rider. Far more advanced than the XZYTE-027 consumer boards and a leap forward from the 037 MkI, the XZYTE-037 MkII is the cutting edge in Hoverboard technology. With an increase in speed and maneuverability, the MkII also comes with enhanced durability through the introduction of limited Energized-Shielding technology. It also comes shipped with state-of-the-art vocal & facial recognition systems to allow the rider far more control over the board's 'Nimbus-State-Mode', first introduced with the 037 MkI. This means the rider can more easily embark/disembark from the MkII during highly stressful combat situations.
Powers: Darkness Manipulation - Absolute Darkness: Karma can absorb photons to generate complete darkness. It is unknown exactly how much darkness he can create but during its creation, it simply seems to ooze from his being like a pitch black mist or fog. Karma doesn’t often emit his darkness further than a 30 meter radius (The radius of the Stonehenge) In order to preserve energy during time spent fighting crime. Due to this power, Karma always seems to have dark aura that surrounds him.
- Darkness Enhancement: Karma's basic physical abilities become more advanced when stood in any form of darkness. His strength, speed, agility & endurance all receive a considerable boost, relative to the amount of light photons absent from the area he is stood in.
Weakness: - During the day, his powers are much less powerful and require a lot more effort to perform. - Light-based Abilities.
Skills/Talents: - Karma has trained extensively in the practice and execution of Taekwondo and Muay Thai. He fights mainly with his Muay Thai, much preferring the brutality it holds over the precise, but just as deadly, Taekwondo.
Relationships: Nemesis: Aster 'Apollo' Javian
Extra: Karma is a loose cannon. He is reckless and impulsive and generally excitable to be around. He doesn't often like to do things 'by-the-book' and likes to portray himself as somewhat of an Anti-Hero, though this usually lands him in trouble or being chastised by his seniors. Deep down, however, he is unwaveringly loyal and caring to a tee. He will more-often-than-not go out of his way to help those in need and will refuse to abandon a task until he has seen it through fully.
He revels in being an ARGO Agent, enjoying the idea of putting his abilities to the test against others, sometimes becoming more engrossed in the fight than he should be and losing focus on the task at hand. Another trait that often sees him scolded even out in the field. Overall he is quite bubbly and a bit of a wiseguy. He has a distinct hatred of Rogues but he never lets it show in his emotions. His laugh is slightly contagious and constantly makes jokes at his own appearance and abilities, citing the irony of being a Hero yet possessing such a dark power.
@Kalas Um...he sounds like a bad person. Everything in his Powers list, to me, makes him sound like a psychopathic murder machine. I get that it's ironic, but "Potentially, Karma could blanket an entire city in eternal darkness though this theory has never been tested" and "Once inside his opponent, the darkness begins to poison the victim, infecting their flesh and mind and essentially killing them from the inside" sound a little TOO ironic.
It's up to the GM, of course. Just my personal opinion.
@Kalas Um...he sounds like a bad person. Everything in his Powers list, to me, makes him sound like a psychopathic murder machine. I get that it's ironic, but "Potentially, Karma could blanket an entire city in eternal darkness though this theory has never been tested" and "Once inside his opponent, the darkness begins to poison the victim, infecting their flesh and mind and essentially killing them from the inside" sound a little TOO ironic.
It's up to the GM, of course. Just my personal opinion.
Aha, I've just re-read it and I think you're right! I'll make the necessary changes to rectify that. He's a re-rolled character from another RP and he used to be a bad guy, so I probably overlooked those details.
@Kalas It'd be interesting to see him in a CQC fight with Kriss (my OC), who can see in complete darkness and is well-trained in fighting hand-to-hand and with the combat knife he carries. The surprise ability to see in the dark, sense attacks, and use a knife would be a good counter for an expert martial artist who becomes stronger, faster and more agile in the dark.
Personality: Marc is a very motivated and rather arrogant person. He believes his hard work let him prevail against the odds, such as his unfair teachers. He very much believes everyone has to keep their own interests above other interests, especially powered individuals. He also believes that powered people are being discriminated against, because the other people fear them and know them to be better. If he deems you worthy however, he is very nice to you and as long as your interests don't collide with his own, very loyal.
History: Marc's life started out normally enough. A loving family, good friends etc. This all changed when his parents died due to collateral damage from an magic using government superhero. Having lost his family he started to resent the government. During his time in high school his powers started to develop and it wasn't before long or he was the best chemistry student in his class.
His powers did him no good during his college years, as he was constantly penalized or even kicked out as he used his powers, because his teachers thought it gave him an unfair advantage. Even though his grades did not reflect it, he was a chemical genius and after learning nearly everything chemistry had to offer he disappeared for a few years to learn from other places and was forgotten.
During these years of absence he changed his name, continued to study chemistry and started to build up his wealth. Using his powers to create molecules no one thought possible, or by synthesizing components with 100% efficiency and no energy costs he started his own company, Magnus Chemicals. Thanks to his powers, though Marc contributed it to highly secret and efficient catalysts, this company quickly grew to the most influential chemical multinational and absorbed nearly all of it's competition. Some of his rival CEO's met unfortunate deaths by chemical accidents. One of the core activities of Magnus Chemicals is it's huge R&D division, that focusses on chemicals and materials for warfare. One of it's biggest clients is the government, but knowing all of his products, Marc also knows it's weaknesses, which he is more than willing to sell, or even give freely to the Rogue faction.
It should be no surprise that Marc quickly gained the attention of the Syndicate and started to work narrowly together with them, funding a lot of Rogue activities.
WGUF-What Got You Famous: Being the CEO and founder of one of the most successful companies, Marc was a well known figure in Lochwell city. His money made him a welcome guest at high society and was often forgiven his grey-area business. His cautious nature made him nearly impossible to bust, but eventually a non-powered employee outed him, revealing all Marc's dirty business and the reality of the fate of his rivals. This allowed the ARGO to finally catch him in one of the biggest corruption and extortion scandals in the history of Lochwell.
Equipment: Marc's suits are woven from a lightweight polymer blend that is highly chemical and bullet resistant. He also carries a small flexible mask that covers his mouth, nose and eyes that produces oxygen in his pocket.
Powers/Abilities/Skills/Talents: Marc is able to manipulate the activation energy of chemical reactions. This basically means he can speed up or slow down chemical reactions, allow them to take place at higher or lower temperatures or even reverse them. He also has chemical awareness, allowing him to know the chemical make-up of the objects he's looking at.
Weakness: Despite his powers, Marc is still a regular human and is not immune to his own powers. If he'd synthesize hydrogen cyanide, he'd be just as dead as the people he's sharing the room with. He is only able to influence atoms that appear on the periodic table of Earth, and thus cannot manipulate alien or magical materials. If he tries to influence these materials he even loses his powers for a period of time. He also isn't able to use his powers on other living beings, such as humans, animals or plants.
Secret Hideout: Marc has several offices of himself scattered throughout his headquarters and chemical plants. Here he keeps some of his personal gadgets. These offices are locked in such a way that only Marc can access them by using his powers.
Relationships: Marc has an intense hate for magical-powered superheroes and is trying to hunt down the magic user that caused his parents to die. He also feels that non-powered people are inferior to superpowered individuals. A feeling that has only been increased after the employee that revealed his powers.
@Kalas I like him but could you do me a favor and move him to a NPC sheet itsnon the cs tab I'll move it to the OOC tab as well, but other than that he is accepted
@MatthiasAngel I feel bad I read him last night the only thing I had an issue with were his weaknesses. Like I really need you to stretch his tramu, like it does not have to affect him every min but it should be a major issue within the rp. I only say that because he is kinda like this supersoldier. Other than that go on ahead and move him over
@Queentze Yeah, I had trouble working in some plausible weaknesses too, besides "eventually he gets tired." I'll make him similar to Jason Bourne in the second movie; nightmares, flashes of memory, headaches, sweating, shaking, and even hallucinations (if it gets particularly bad). Expect it to progress, because at the beginning of the RP he doesn't know he's been betrayed.
Any idea on how we should go about progressing? I mean, I assume we escape, but is that the end goal? Do you have a floor plan or something for the facility?
@Archmage MC Awww that is too bad, but if you had any questions or doubts just pm me and I will try to answer. But thank you for your time anyways.
@MatthiasAngel The first time around they only got to escaping but, I would like for our little team of baddies to forma sort of league of evil filled with double crosses, death, destruction and the fall of Vigil and ARGO all together. I also want them to go up against other villains, mostly ones that can be or will be seen in on the NPC sheet. But for our first chapter I would like for them to get out of the prison. I do have a layout of the prison, but I would like to map it out, so if you know any websites or things of that nature that can do that then I would be great full. Now best bet as to know who we might go up against next or in the future then keep on checking the NPC list, because everyone on the that list is a potential enemy. Plus I will try to have something up i the OOC about what part we are currently at and what is to come next, plus I am open to any suggestions, for story plot or other mechanics, just pm me about it.
@Queentze All of that sounds good. I like the idea of making Chapters. Would everyone be in the same chapter? For example, let's say Kriss escapes first. Do I wait for everyone else to escape for Chapter 2 to start? I could keep posting some character development and stuff while waiting. No combat until the next Chap.
Or, maybe the escape is only possible if everyone works together. But then what about betrayal... Personally I'm fine with escaping at different times. If I get out early, I'll go get a pizza haha.
If you're not sure how to start Chapter 2, it could start with everyone at their HQ and the Agents "joining the fight."
Better put a thermal camera in Kriss's cell, since he can become invisible.