After much thought, it had to be another female. However I didn't wanna go with the obvious choices like Black Canary, or Hawkgirl [mainly cause Hawkman is missing already], or Fire & Ice [my go-to gals!], so somebody mentioned a certain android.
The android was perfect, and the Earth 2 version of the android was even a female. While this won't have the mind of Lois Lane, think more like the one from the YJ animated series, just female...
EDIT: And until I see some CS's and approve them, available sponsors include: Booster Gold, Aquaman, Zatanna, and the just announced female Red Tornado.
You do need a mage, the only problem is magic gets super broken super fast and thats kinda why I like my toon xD. That can at least be countered by a netgun or a tar arrow or something.
If you want a mage instead, I could give that a try. Magicka style seems the most balanced maybe.
@Drewvonawesome - Your Plastic Man is still a WIP, but with another young hero already being sponsored by Nightwing the best option for Plas a sponsor would be Booster Gold because they're both [classic Plas and Booster] attention whores, class clowns, etc... if WT is okay with freeing up Booster would you be okay with a sponsor switch? If your Plas is rich like the last one, Booster would sorta be drawn to the $$$ but he'd never admit it.
...
Literally had it almost finished besides the sample post last night... and Nightwing is all over it...
Everybody else has been fine with sponsor switching. And the character sponsored by Nightwing is the same type of vigilante, so I'm not gonna ask him to make a superpowered hero his sponsor. I'm doing what I can to work you in and I haven't even seen the rest of your sheet.
EDIT: And the Guild said you were active four hours after I made the post about accepted characters and switching sponsors. If you worked on the CS any after that and still used Nightwing that's on you.
Everybody else has been fine with sponsor switching. And the character sponsored by Nightwing is the same type of vigilante, so I'm not gonna ask him to make a superpowered hero his sponsor. I'm doing what I can to work you in and I haven't even seen the rest of your sheet.
EDIT: And the Guild said you were active four hours after I made the post about accepted characters and switching sponsors. If you worked on the CS any after that and still used Nightwing that's on you.
~KL~
I worked on it last night, and wasn't on until a few hours ago. My allergies left me bed ridden.
But no I wouldn't except you too make someone else change just for me, I'm just saying more than anything else. I'll try to get it done tomorrow, no promises.
Experience - One month of ghostly existence Powers - -Death's Gaze [This power allows him to show someone their deepest, darkest fear which can lead to many outcomes depending on the situation] -Intangibility -Invisibility -Short Range Teleportation [can also do this with others as well as small objects over time] -Hovering -Short Term Tangibility
Weaknesses - -Only able to turn visible or tangible with great amount of effort. -Very vulnerable to magic -Smells like rotting seafood when tangible
Appearance - [description or pic, I'll make a few micros I'm sure...]
BRIEF Bio -
Harry doesn’t remember many specifics about his time in the land of the living but he does remember living with his somewhat distant parents all the way up to his demise, whatever that may have been. Harry’s memories as spirit have been much more vivid however. Harry was stolen away from the true afterlife by a necromancer who sought to summon an army of thousands of mundane souls to help him take over Las Vegas and later on the world. At this point Harry was little more than a slave to the will of the necromancer but this was quickly cut short as the young Zatanna put a stop to the evil magic user's plans along with John Constantine.
After defeating the necromancer all of his summoned spirits were set free once again; all except Harry that is. For one reason or another Harry remained but now had his free will back once more. Harry was pretty frightened at first but Zatanna managed to calm him down enough for him to begin to come to terms with his situation. Harry hung around Zatanna for awhile longer as she and Constantine seemed to be the only ones capable of seeing or hearing him due to their own magical nature. The spirited teen would follow one or both of them around for a month whilst helping them on some of their heroic excursions until Zatanna offered Harry a spot on a new division of the Justice League... Young Justice.
Heres an ability list. You'll need to comb through this pretty heavily I expect. Basically copied all the stuff from the wiki. I left out Revive/Summon Death/Black hole/ext, you know, the instakill/insta revive spells, for balance purposes. But this still needs plenty balance. Rest comes easy, but this bit needs to be worked out first xD.
Powers -
The mage can combine up to 5 elements of various types to unleash devastating blasts, enchantments on others, or themselves, or unleash massive AoE blasts (AoE blasts do not hurt the caster). Some elements do not play well with others, and when they are combined, they will cancel each other out. Elements will follow the below rules before deciding to stack.
Water and Lightning cancel each other out Earth and Lightning cancel each other out Life and Poison cancel each other out Life and Arcane cancel each other out Fire and Cold cancel each other out Water and Cold makes Ice Water and Fire make Steam Water and Life make Poison Steam and Cold make Water Ice and Fire make Water Defensive Magic cancels itself out
Spells will take the effect of either a Shield, a Beam, a Blast, a Chain, or a Stream when channeled by a blast. Below is how the blast spell will be formed in descending priority.
If Defensive magic is involved, the resulting blast will be a shield If Earth or Ice are involved, the resulting blast will be a blast or boulder (Or in the case of Ice, a machine gun) If Arcane or Life are involved, the resulting blast will be a beam. If Lightning is involved, the resulting blast will be a chain (lightning) Any other blast without these elements will be a Stream, or a small cone of effect like a flamethrower.
Each element has its own effect, and the more elements put into a blast, the more powerful the blast or beam will be. Remember there can only be 5 elements in a blast. Ice, Poison, and Steam count as 1 element, even if it takes 2 elements to make them.
-Fire does what fire does, sets things on fire. It also adds quite a bit of blast radius to things that explode. If cast as an enchantment, it'll dry you off, warm you up, or set you on fire, depending if your wet, chilled, or not. -Water is water. It does no damage but makes things soaking wet. It also has a lot of pushing force behind it. -Cold lets you chill things. It does a small amount of damage and chills things, or freezes them if they are already wet. Chilled objects move much slower, while frozen things are well, frozen. -Lightning doesn't mix well with water and trying to invoke a lightning element while wet will damage the user. Lightning does a ton of damage and does twice as much damage to anything thats wet. -Earth, or rocks, lets you fire powerful boulders at things that need some time to charge up if you want to launch it with lots of force. It also acts as a great anchor for columns, makes great armor, and causes the earth to quake if used as an AoE. -Arcane, or the energy of death, is extremely harmful to living things, but can heal the undead. Any living thing killed by Arcane energy tends to explode violently, and while they are having Arcane energy channeled into them, they tend to slow down as they start to puff up as if inside a microwave. Any spell with Arcane will heal the undead. -Life is pretty self explanatory. It heals living things and deals damage to the undead. Any spell with Life in it will heal the living and damage the undead. Although if it has fire or water or cold involved, the spell might leave the target on fire, wet, or chilled/frozen. -Steam is a combination of Water and Fire that can be combined with lightning. Its what it says, superheated water that can leave the target both wet and on fire. -Ice is frozen water. It acts much like Earth and forms projectiles, but instead of them being boulders they're shards of ice. It can be combined with Lightning, but electric ice isn't very effective. -Poison is what it says, it poisons things. Poison fire or Poison lightning though sound really, REALLY nasty. -Shield, or Defensive magic, greatly changes the properties of spells. Most offensive spells will now be tied to a column (If using Rock or Ice), mines, or can be used as enchantments to give various shields or barriers that can protect you from stuff such as being Wet, Chilled, Poisoned, Set on Fire, damage from any of the elements used to make the shield, or just a straight barrier if cast by itself. Be careful when conjuring an elemental shield on yourself. Sure Rock and Ice armor will greatly protect you from physical damage, but it'll also slow you down. Mines and Columns will detonate on or hurt anyone nearby and will expire if a second set is cast, and making yourself immune to Life elements means no healing unless you dispel the shield.
Elements can be used a specific way to cast actual magic instead of casting blasts. Many magics can be used to buff the caster or their allies, but any buff on an ally could be intercepted by an enemy. Same with any spell that deals damage to an enemy, an ally could just as easily be hit. Most weather and storm effects last for only 30 seconds.
Blizzard - Summons an extremely strong blizzard that leaves everyone chilled and drastically reduces visability. Tends to contain hail. Chain Lightning - An even stronger version of the Lightning element that will keep on chaining until there is nothing living nearby to complete a circuit. Conflagration - Sets anything in front of the mage on fire, even if underwater. Confuse - Confuse enemies, leaving them disoriented. Corporealize - A spell that makes all nearby ghosts become physical and be able to hurt by physical means. Dragon Strike - Summons a few small meteors imbued with dragonfire that fall to earth, hitting the target location. Eruption - Summon a small volcano that oozes lava and sometimes shoots out volcanic rocks. Fear - Instills fear in anything in front of the mage. Geyser - Summons a powerful water geyser that shoots out powerful water. Grease - Summons a puddle of grease that is very difficult to walk on and is very flammable. Haste - Drastically increases the speed of the mage or an ally. Holy Blessing - Summons an ancient statue that slowly heals anyone around it. Invisibility - Turns the mage or an ally invisible Levitation - Allows the mage to levitate themselves or an ally for a short time. Meteor Shower - Summons a massive volley of meteors in an area around the mage. Make sure to take cover! Mighty Hailstorm - Summons a mighty storm of hail. They're the size of baseballs! Nature's Call - Summon an old drudic tree that tends to not like it when anyone gets close, attacking them. At least it comes paired with two imps that'll fight for a short time. Nullify - Cancels all spells and effects on the caster and anyone else nearby. Including weather effects such as Meteor Shower, Thunderstorm, ext... Portal - Can summon up to two portals that link to each other, allowing instant travel between two spaces. Don't be stepping inside one when the other is closing though... Plasma - Summons a ball of plasma that tends to be very unruly and while it does move forward, it tends to change its trajectory a lot. Rain - Summons a rainstorm that leaves everyone wet and soggy. Raise Dead - Raise two skeletons to fight for the mage. Or zombies, if there are fresher corpses nearby. They also tend to fall apart fairly quickly. Rotting flesh or no flesh tends to do that. Stone Prison - Encase something in a prison of stone. Tends to be super hard to break out of. Summon Elemental - Summons a dormant elemental that will take on the elemental affinity and be under the command of whoever gives it an element first. Tends to not last all that long. Summon Phoenix - Summons a fire bird that tries to burn everything around it as it flies. When it dies or burns out, it falls to the ground, healing anything in its dying flames. Teleport - Teleport a short distance. Thunder Bolt - Summons a single thunderbolt that strikes the tallest object. Thunder Storm - Summons a mighty thunderstorm that strikes the ground with lightning bolts every few seconds. Don't be standing in the lightning! Tidal Wave - Summons a tidal wave that washes away things it crashes into. Not big enough to topple buildings, but it can carry lighter cars. Time Warp - Warps the flow of time inside a bubble, causing everything inside it to move slower. Tornado - Summons a small tornado that does tornado things. Vortex - Summons a vortex that sucks in things nearby.
Weaknesses - - When conjuring a spell or an elemental combo, the elements hover around the mage, drastically slowing their movement. - SPELLS ARE A DOUBLE EDGED SWORD. Almost all spells can't tell the difference between an ally or enemy and will work on both. This includes damaging spells having a full friendly fire effect and enemies able to intercept beneficial magic that would be cast on an ally and take it for themselves.
@Archmage MC If you copied everything from a wiki I'm not even gonna look at it because the powers are way too much. That's generally the reason I don't accept Lanterns into these RP's because people look at a wiki list of every power used in 75+ years and think every single power should be at their disposal.
*looks at the list*
Yeah... pick like a handful TOPS. Nobody in any game I ever GM will have a list of powers that long. That I can promise everyone here.