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Six of Spider-Man's most dangerous rogues have all escaped prison simultaneously under suspicious circumstances. They seem to have a primary goal: to kill the Spider-Man. All the while, a dangerous foe from Spider-Man's past comes back into town seeking vengeance against a mutual enemy. Will Spider-Man be able to keep up with his foes? Will he be able to trust one of his long-time adversaries? And can Peter discover who is orchestrating things behind the scenes before his nemesis has him dead to rights?
Characters Involved: Spider-Man, Agent Venom, the Sinister Six, other heroes.
Desired # of Players: 2-4
The NYC art scene is notorious for being a dangerous game. Major criminals steal and trade in major art pieces, but someone as of late has had the audacity to start stealing art pieces from some of the most dangerous criminals in town. Crime families are starting to point fingers, and it's only a matter of time before there is a true war on the streets of Manhattan.
Characters Involved: Spider-Man, Black Cat, Mysterio, Prowler, Various Gangsters, Any street level heroes
Desired # of Players: Any
C H A R A C T E R P O R T R A I T _________________________________________________________C H A R A C T E R P O R T R A I T _________________________________________________________ C H A R A C T E R S U M M A R Y _________________________________________________________C H A R A C T E R S U M M A R Y Adrian Chase _________________________________________________________ Caucasian | District Attorney | Independent _________________________________________________________ Bludhaven | New Jersey | United States of America C H A R A C T E R N O T E S C H A R A C T E R N O T E S - M I S C E L L A N E O U S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ The Eraser: A criminal "cleaner" who has showed up in Bludhaven, destroying evidence at murder scenes around the city. Catman: An elusive criminal thief terrorizing Bludhaven in the dumbest, most obvious costume possible. Hammerhead: With uncertainty rising about the Scarapelli crime family, this new crime lord representing the Maggia has moved in. It's unclear what the Maggia want with Bludhaven... but they're meeting some significant pushback from another illusive crime lord known as the "Blockbuster." The Enforcers: A band of criminal mercenaries under the employ of the Scarapelli crime family. Rumor is, a few of them have meta abilities. Roland Desmond: A high-ranking member of the Scarapelli crime family, he has recently flipped on his former employer and ratted out parts of the operation to the FBI. Rumor is he's connected to Hammerhead's in-town rival, the Blockbuster. Wildcat: A local vigilante, and one that Adrian is more or less fond of. Secretly boxer Ted Grant, who is intending to challenge Carlos LaMuerto in a prime time international event at Madison Square Garden. Homeless Avenger: A violent vigilante targeting criminals who target the homeless population of Bludhaven. Agent Catalina Flores: FBI agent working at the Bludhaven office, attempting to help Adrian Chase and the DA's office to dismantle the Scarapelli crime family. Alan Welles: Assistant District Attorney who works alongside Adrian, and is one of the primary trial lawyers for District Attorney's office. Is helping put together the Scarapelli case as much as possible. - P O S T C A T A L O G P O S T C A T A L O G - P O S T C A T A L O G ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ - | C H A R A C T E R C O N C E P T C H A R A C T E R C O N C E P T The goal of playing Vigilante is to explore the streets of crime in the DC universe from a character's year zero perspective. Adrian Chase is a fascinating character in the comics, and the idea of a district attorney turning into a crime fighter when the system fails is just a fascinating angle to take. I have a love for street level vigilantes, and who better than the Vigilante? One who keeps giving himself permission to break the law in more drastic ways until he eventually becomes the kind of killer he wanted to put behind bars? I think there's also room to rework some more minor DC villains into threatening adversaries for a low level hero. Villains such as "The Eraser" are perfect adversaries for a lawyer trying to put some of the most dangerous criminals behind bars. P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S ) Adrian Chase is a man who has always rejected the idea of living it easy: he graduated West Point with a Law and Legal Studies degree, served in the army, returned to attend Columbia's Law School, and quickly found himself with a job across the Hudson in the Bludhaven DA's office. He never took the easy route of corporate law that his father always nagged him about, and was one of the few lawyers in the DA's office that wasn't hit with a scandal following the recent death of District Attorney herself. When half the DA's office was found to be in the pocket of the Scarapelli crime family, Adrian Chase takes over for the case and manages to formally file charges against Anthony Scarapelli. Adrian's family is killed, and all the evidence on the Scarapelli's goes up in smoke. Heartbroken and wounded, a desperate Adrian Chase is willing to do anything to make sure justice is served. Unfortunately for him, the system was rigged from the start. Before long, Adrian Chase is going to realize the only way to get true justice in this city is to take it into your own hands... or at the barrel of a gun. A R C # 1 TAKE ME OUT "It was just another Thursday... until it wasn't." Adrian Chase is the acting District Attorney, and lives the suburban nightmare that everyone dreams of. Unfortunately, he's made a powerful enemy of Anthony Scarapelli. Adrian Chase is closing the noose around the criminal's neck, but the mob boss believes in reciprocal justice. An eye for an eye. Or a family for a family. A R C # 2 PSYCHO KILLER "I can't just... I mean, YOU can't just go around killing people." Adrian Chase puts the vigilante community on trial when the Homeless Avenger is finally captured by the BPD. As the District Attorney begins putting together a case against him while simultaneously working on the Scarapelli case, Bludhaven begins to fall apart as a gang war begins brewing in the background. The District Attorney begins adopting a similar disguise as the Homeless Avenger as he goes out at night probing for clues as to what is happening to the evidence of the Scarapelli case. A R C # 3 WAR PIGS "No... Anthony Scarapelli doesn't get to walk away. He started this war. I'm ending it." Adrian will question what lengths he is willing to go to as a... no, THE Vigilante. A full on gang war will begin to envelop the streets of Bludhaven, and Adrian Chase will be pushed to his absolute limits as he does everything he can to bring justice to his city... before the law cracks down on him first. |
C H A R A C T E R P O R T R A I T _________________________________________________________C H A R A C T E R P O R T R A I T C H A R A C T E R N O T E S C H A R A C T E R N O T E S Snowing Timber is an archetypal hunter, a nimble ranger of the woods of the realm. He was one of the unadopted survivors, but a loyal protector of those he considered dear. Remaining one of the youngest at the age of 18, Timber has had little else to rely on than his bow, some arrows, and his trusted wolf companion Ardie. Timber's greatest strength is his speed, agility, and his perceptiveness. In his time mostly alone and living off the land, Timber has grown superstitious and weary of strangers and civilization. As much as Timber looks forward to seeing his friends once again for a reunion, part of him hopes to be the only one sitting at the Lying Wolverine: for their sakes, he's hoped they've all moved on by now. Personality Traits of Note: Altruistic, Superstitious, Introverted, Kind, Spiritual, Wise | C H I L D H O O D I N A R D E N F E L D C H I L D H O O D I N A R D E N F E L D Snowing Timber was born a member of the Snowing Forest family eighteen years ago. He was born the only son of two of the village's hunters, Shadow and Cloud. What Timber remembers of his parents has always been positive: Shadow was a serious huntress who stalked big game, while Cloud was content with setting traps to catch plenty of smaller game that wandered near the village in hope of feasting on local produce. Their occupations left them away from the home more often than Timber would have liked, and Timber naturally spent more time with his father checking and setting traps than out deeper in the woods with his mother. He grew to love the forests that his family spent so much time in when he was young. As Timber grew, he had no trouble making friends. He was naïve, but loyal to those who called him a friend. He would do anything to make sure to keep a smile on the faces of those around him. He would scrounge up various berries when out with his father to bring back as little gifts, and would try to take the blame if one of his friends got in trouble for doing something they weren't supposed to. Life was... simple, then. Timber knew something was wrong the day of the attack. His mother had never returned from her hunt, and his father had left in a hurry to go look for her. His last memory of his father was watching the tall, lanky white Tabaxi press his forehead against Timber's, before rushing out the door. Hours later, Timber's coat was covered in ash and his lungs were full of smoke. He should have died, but was lucky to be ushered to safety by some of the older kids in the village. L I F E A T T H E O R P H A N A G E L I F E A T T H E O R P H A N A G E Timber was never adopted from the orphanage. He couldn't really blame them. He was a scrawny, weak kid. The attack on Ardenfeld left him timid and unsociable to strangers. The last strange adults he had seen took everything from him. The only ones he was close with were his friends. Any time any of them acted up, Timber was the first to rush in and take the blame. The staff believed him to be just another unlovable burden, and they never bothered to notice that his bad behavior suddenly stopped when the last of his fellow survivors left the orphanage. Timber had to just sit and watch as one by one the only "family" of his that was still alive had left him. As much as he wants them to be happy, part of Timber can't help but feel abandoned by the survivors of Ardenfeld. At the age of fourteen, Snowing Timber left the orphanage and the city of Sarinan. He had no destination in mind. O N W A R D: A N E W P A T H O N W A R D: A N E W P A T H After leaving the orphanage, Snowing Timber wandered for some time. He is still unclear if it was days, months, or years he spent on his own. He was able to catch small game here and there, setting rudimentary traps like his father had shown him as a child. He was clinging to life by a thread each and every day, scrambling to survive on his own. As much as he wanted to just give up, something deep down inside of him refused to surrender to the elements and hunger that assaulted him day and night. One day, however, Timber stumbled upon a dying fire in a small clearing. Hanging from sticks over the dying flames was a cooked rabbit, though Timber saw no other signs of camp in the clearing. He didn't care if he was delusional, he was pleased to have a meal. He had eaten so fast an onlooker would have thought he had swallowed the meal whole without so much as chewing. Once he had finished a meal, he heard a rustling in the branches of the trees above. Sitting upon a sturdy branch with a bow in hand in the trees above was an older human with a greying beard and wispy hair. The man introduced himself as Dain, a hunter of game. Dain offered to let Timber accompany him hunting, so long as the tabaxi would assist where able. For Dain, Timber was a chance to pass on his skills before he grew too old to hunt on his own. For Timber, this was an opportunity to truly learn the skills his parents were never able to pass down. For the first year of their partnership, Timber had already managed to refine some of the smaller habits of hunting. He was a brilliant cook of game, and had an eye for using small regional herbs to help accentuate the flavor of whatever the two caught that day. He was excellent at setting small traps, climbing trees, and spotting game before even Dain's trained eyes could track their movement. Dain spent some of this time beginning to teach Timber the art of archery, and he caught on rather quick. The two would stop into a local city or the capital once every few months, selling a collection of hides and various preserved animal parts for coin. Timber used the few times they were in the city to ask around and keep tabs on his fellow survivors. He was able to piece together the location of perhaps half of his old friends, discreetly checking in from afar to make sure they were ok. For Timber's fifteenth birthday, Dain made a special stop in the capital to purchase Timber his very own bow. After that, their partnership was rather short lived. Dain was getting older in years, and decided to settle down back in Sarinan. He made the offer for Timber to join, but they both knew what living in the city was for men like them: prison. Timber felt uncomfortable whenever he slept in a bed, movement restricted by four walls and a roof. So, Timber ended up right where he started: he was alone again at the age of 16. Timber continued to make his living in the woods, felling game and exchanging various skins and hides for goods. For the first time in a long time, Timber felt at peace... but deep down, he had never truly healed. A year ago, Timber received an omen. He found himself the target of a few wolves, which he was able to fell with great difficulty. When the fight was over, all the was left was a single wolf cub pawing at it's dead mother. It looked at Timber with great fear. For a moment, something inside of Timber clicked: The anniversary was a year out, the date promised to be the beginning of their quest for vengeance. But that anger and hatred was gone from Timber's heart. He fed and nurtured the wolf pup, raising it to be his own. He named the pup "Ardie" after the town he was born in. Ardie has grown to be a fine hunter in his own right, and a loyal companion to Timber. |