This is where your characters are considered for acceptance into the rp. Please do not post anything else in this thread. Each field has some advice that I would like for you all to consider when posting your character sheets (some more than others)
Name:
Codename:
Age:
Gender:
Place of Birth
Affiliations:
Occupation:
Appearance:
Powers:
Skills:
Equipment/Resources:
Weaknesses:
Psychological Profile:
Biography:
Name: Your character's full legal name. It's not an explicit requirement but I would appreciate your character not having a name that's trying to hard to sound 'cool' though it can have some metaphorical significance. Comic-book style alliteration is fine too, otherwise it wouldn't be a Superhero roleplay.
Codename: The name your character uses for their superhero persona. The codename should fit your character's powers, motif, or some personal trait. Again try not to pick a name just to sound 'badass'
Age: Your character should generally be above 18. Ideally most characters should be in the twenty to forty-five range. After that age, your character would generally start becoming limited in what they can do but you can create characters above the age of 45 if you wish. I'm willing to accept one or two 16-17 year old characters only if it is sufficiently justified by their backstory. Child endangerment is after all, a crime.
Gender: I'd like a nice balance between male and female characters. You can also create a character who does not identify with the traditional binary genders if you choose but the thread shouldn't be overloaded with such characters.
Place of Birth: Where does your character come from? It could be anywhere but keep in mind that the majority of the initial action takes place in America, so if your character comes from abroad they have to have a logical reason for being in the States.
Affiliations: Include any information as to if your character knew any of the established heroes both NPC and PC before the roleplay. Is your character part of a team? Do they have a partner or mentor? Include all of that here. Also include if they had any ties to government organizations, corporate groups, or even criminal enterprises.
Occupation: Does your character have a day job? If so put that here. It can be anything. But your occupation outside of heroic activities can still affect the course of events in the roleplay. You can save the world by developing a miracle vaccine as much as you would by shutting down a doomsday machine.
Appearance: What does your character look like in and out of costume? You can use pictures, descriptions, or a mix of both. I'd prefer if you didn't use highly stylized anime pictures and the like however. I'd like a balance of creativity and practicality in costume designs. Your character should not wear high heels into a combat zone. I'd also like diversity in a character's race. And body type for that matter, not every hero should be a lantern-jawed barrel chested adonis and not every heroine should have an hourglass-figure.
If your character was physically altered by the Awakening or some scientific procedure, or if they have supernaturally inhuman features, describe those as well. You can play an amorphous blob or a dude with gills if you want. Let's try to not have every single character be devastatingly attractive or at least not the same type of attractive.
Powers: If your character has any metahuman or magical powers, describe them here. Try not to give your character too many powers, especially if they don't really fit together. Your powers should be somewhat 'realistic' in that they could plausibly occur with sufficient hand-waving and are internally consistent. You can't change how your powers work just because it's convenient. However you can evolve in power or even gain new powers depending on the courses of events in the IC.
Don't be afraid to use classic powers and powersets like super-speed or telepathy but try to put unique and creative twists on them. Almost all powers are excepted but they should not be overpowered. A guy with super-strength won't be able to swing airliners like baseball bats from the get-go and a telekinetic shouldn't be able to pick up whole packs of semi-trucks from the start. Any powers that are 'instant' or 'unbreakable' like mind control are right out. All powers should come with some kind of cost.
Magical powers are much the same way. Any non-sorcerer Supernaturals should have definitely defined power sets but again they can gain or evolve in power. You can play any number of supernatural being as long as their abilities aren't overpowered like I described above, though they all should have at least some trace of Humanity in them.
Full blown Sorcerers such as Zatanna or Doctor Strange are comparatively rarer then Werewolves, Vampires, Half-Bloods, and the like. There should only be at the most two or three full-blown Sorcerers and each should be unique in the way they use their abilities and where those abilities come from. You can also play mystical characters such as Spiritual mediums or Paladin-type Holy warriors and the like. The supernatural world encompasses far more than traditional western medieval folklore and I'd like to see a mix of worldly mythologies. And just because its Magic doesn't mean it doesn't have to make sense, generally even Magic has to obey some of the Laws of Science and you can't get something from nothing, supernatural abilities have a cost.
If you're a technological hero you shouldn't have powers unless you were genetically augmented, mutated, cybernetically upgraded, or otherwise altered in anyway. Generally speaking you shouldn't be able to fire lightning bolts just because of some freak lab accident, scientifically endowed abilities have to be at least somewhat plausible and they should be comparatively rarer than full-blown Metahumans and Supernaturals.
Skills: What is your character good at? Hand-to-hand combat? Computer hacking? Medicine? It could be any number of things. You should at the most have two or three things that you are extremely good at and some more that you are competent in. Your skills don't have to be purely physical or technical, they can be more interpersonal such as a proficiency in leadership or conflict resolution.
For technological and gadget-based heroes these are the abilities that are the foundation to your superhero career. Each character should contribute something unique to the team, such as advanced medical knowledge or mechanical know-how. We don't want three guys who are all genius polymaths. Each technological hero should be unique in their abilities and their equipment (which is next) and the thread should not be overloaded with them. These individuals are exceptional because of their competence even among Superhumans.
Equipment/Resources : Every hero, powers or not, should charge into battle with more than their costume and fists. What does your character carry with them when they are in the field? Your equipment should match your skills and powers, medics have medical supplies, sorcerers carry magical gadgets, etc etc. Try to think about what your character would need to bring with them in the field to compensate with their weaknesses. You're not bullet-proof? Wear some body armor.
You can get pretty damn creative with the technology or magical equipment you can use, but try to keep it in the realm of plausibility. No black-hole guns. Most technological heroes rely on their toys but each of them should have unique gear. Even superhumans might want a back-up weapon. You can't shoot your fireballs for some reason? Whip out your stun gun (You can also use regular guns)
You don't have to list every piece of equipment you envision your character having ever. You can buy or pick-up new gear as the rp progresses and you can choose different equipment for every mission or for day-to-day activities if you're that paranoid. Remember stuff breaks. And sometimes you lose things. And try not to make your equipment over-powered. Like personal body armor that can block a rocket hit (but you can have kick-ass powered armor that does that) it's all about common sense.
You can also include if your character has a vehicle or they kinds of funds or property they posses. We also don't want everyone to be Bruce Wayne here.
Weaknesses: What weakens your character? Does anything counter your character's powers specifically, like water snuffing out flame-based attacks? If you're supernatural are there any magical weaknesses you may have, such as silver poisoning werewolves or iron hurting faeries? Do you have any physical ailments that hinder your character? Try not to overdo it with those. What are your character's personal shortcomings? There should definitely be a few of those. You don't have to have some kind of crippling kryptonite factor (unless you based your character directly off of a Supernatural being) but you should have something that sets you back.
Psychological Profile: What makes your character tick? What motivates them? What defines who they are at the moment? Do they have any fears? Basically what makes your character the unique person they are? You don't have to spend an inordinate amount of time writing this but your future ropleplaying should be consistent with what you put down. However one of the main focuses here is character development. Your character should change and grow as a person, otherwise it'd be boring. They shouldn't make some radical change out of nowhere however. Their progression should make sense.
You can also include details like their sexuality or religious views if you wish. Any other character ticks, like an obsession with chocolate, can also be included here.
Biography: The meat of your character sheet. You don't have to write a whole short story about your character's history but the biography should include where your character came from. The early days of their lives. What their upbringing was like. If they had any family or close friends. And how they gained their powers. Were they part of the initial wave of Awakened Heroes? Did they find out they were a descendant of some god? Were they a scientist who decided to use their inventions to fight crime? How did the Awakening affect other areas of their lives? Your character's 'origin story' should be unique but hopefully not cliche. I'd like a nice spread of different background and walks of life. Not everyone should come from a humble midwestern town or the big city. And for sure not everyone should have dead parents.
Your character does not have to be an established hero yet. They can be a lone vigilante. Or a mercenary who turned straight. Or an average citizen who suddenly gained powers. If you wish to have another player's character be part of your history include details about that relationship in here. And include their current state before the beginning of the roleplay, such as if they already planned to join the League. Any and all personal details about their history you find relevant should be included here.
Examples CS/NPC Characters
Name: Steven Knight
Codename: Zenith
Age: 31
Gender: Male
Place of Birth: Chicago, Illinois
Affiliations: Occasional partner with Pariah and Olympia. Founding member of the League of Heroes.
Occupation: Novelist
Appearance:
Civillian
Costume. Also includes a concealing blue-colored domino mask.
Powers: Super-strength, speed, durability, reflexes, and stamina. Flight. Heat Vision. Freeze Breath. Extrasensory abilities. Superhuman immune system.
Skills: A born leader who can relate to teammates and civilians on a personal level and possesses a gift with words. He has learned to be a diplomat who can defuse tense situations. He is not a natural fighter but learned strategy from Pariah and advanced hand-to-hand combat from Olympia. He is also competent in basic field medicine.
Equipment/Resources: Zenith equips little besides his suit into battle. But on his hardened utility belt he carries a variety of medical supplies for injured teammates or civilians. He is also outfitted with an ear piece and special HUD on a pair of contacts that allow him to monitor the activity of every teammate in the area.
Zenith has the wealth of an average civilian and possesses no extraordinary resources of his own besides those of the League.
Weaknesses: Zenith is not invulnerable to all attacks. Magical and Telepathic assaults will still affect him and the most potent energy projectors or super-strong brawlers can still harm him. Zenith requires oxygen to breath and has no special resistance to gas-weapons besides being able to hold his breath for longer periods of time.
Zenith has a tendency to always try everything in his power to save or spare a life even when it is extremely inconvenient or illogical to do so. He has a highly idealistic viewpoint that can be manipulated. But he is also prone to inner conflicts about whether or not he should use his enormous power to defend justice, at any cost. This temptation to abuse his power in the name of the 'greater good' is a struggle he must face almost every day.
Psychological Profile: Zenith is a hopeful individual who always tries to look for the best in any person or situation. He is courteous and compassionate to his friends and colleagues and is willing to give his life for a friend. At the same time Zenith feels a great amount of personal responsibility for the well-being of the Earth due to being one of the most powerful Superhumans alive. This responsibility drives him to assist the helpless even when if it brings great inconvenience to him. He restrains himself from performing his full powers due to a fear of causing great destruction but he has growing impulses to try and bring global peace to the Earth by unleashing himself.
Biography: Steven Knight was born as the oldest son to a young couple in Chicago. From a young age he learned to exercise a great amount of personal responsibility over his younger siblings. He was not an especially outgoing or athletic student but was a keen reader all throughout his school years. This resulted in being somewhat bullied by other children in elementary school for being a 'book worm', and Steven often had to try and turn the other cheek with mixed results. He formed a kinship with other students who were true outcasts and was known for being able to make friends with almost anyone leading to the great amount of personal empathy he holds today. Comic book heroes like Superman were his childhood heroes.
Steven had an unremarkable high school and college career but pursued his dream of becoming a renowned writer. He was half-way through writing his first novel, in the JFK International Airport when the Awakening occurred. When he regained his senses he realized he could hear and see things he shouldn't have been able to. With his superhuman vision he saw a malfunctioning airliner on a collision course with the airport. Desperate to do anything, he ran outside the terminal towards the airliner and found something incredible. His childhood love of Superman had given him a great gift due to the Awakening. He found he could fly. Steven flew right at the airliner and just like his idols found he could actually hold his own against it.
With his remarkable new strength he landed the plane to safety and was one of the first Superheroes. He hurriedly slapped together his first costume and began mitigating the massive crisis area that was New York City. He was joined by other Metahumans and Supernaturals and naturally assumed a leadership role. Their first encounter with a super-villain was a super-strong robber that used the chaos to break into banks. Zenith's first fight with the short-lived super criminal became engraved into history and cemented his reputation as a hero.
In the years that followed he continued to patrol the skies on the lookout for any danger to the public good. Steven continued his writing career and enjoyed quite a bit of success due to a series of novels that presented dramatized portrayals of the Awakened Superhumans. Eventually Zenith would come into contact with Pariah, New York's mysterious vigilante avenger. At first their contrasting metholodies formed a rivalry between the Metahuman and the 'normal' man. But eventually, after the pair took down a super-powered street gang together they began a partnership and matured into an odd friendship. Zenith and Pariah would later meet the Demigod Olympia and stop a Necromancer from taking over the city. The three heroes were counted among the greatest of the Nation and eventually along with several other established heroes formulated the idea of a League of Heroes.
Of the founding members, it was determined that Zenith would be the face of the League and its leader and he took up the responsibility with gusto. Now he is in charge of an organization that will prove to be crucial in determining the fate of the entire world.
Name: Eric Freeman
Codename: Pariah
Age: 31
Gender: Male
Place of Birth: New York City
Affiliations: Veteran of the Marine Corps, Former CIA Field Agent, Occasional partner to Zenith and Olympia, Founder of the League
He occasionally partners with Strix, and receives most of his gadgets from the scientist-hero Savant. He also uses the Metahuman Technopath Binary as a hacker and technical support.
Occupation: Freeman has a day job as an associate in a large law firm, allowing him to keep a close eye on criminal dealings and providing him with a steady income.
Appearance: Freeman is a fit African-American male, with a height of 5’10 the athletic build of a former Marine but is not overly muscled. His head is kept shaved to his head and his face is clean-shaven, this allows him to don a variety of wigs and false beards for his disguises. His skin is not overly light or dark and he possesses no tattoos or scars that can be seen with a casual glance. His only distinguishing feature is his pair of grayish-green eyes, which he covers with special contacts while undercover.
He sometimes adds a cloak and hood to his costume for intimidation and for particularly dangerous assignments dons a bulkier version of his suit equipped with an exo-skeleton and visor.
Powers: Freeman has no metahuman or supernatural powers, a point of personal pride.
Skills: From his years in the Marine Corps Force Recon, Freeman mastered a variety of skills such as reconnaissance, survival in hostile environments, field medicine, marksmanship, hand-to-hand combat, explosives, and battlefield strategy. Freeman is skilled in several martial arts including the Marine Corps hand-to-hand program. Freeman learned parkour from a young age and is a gifted athlete, incredibly agile and quick in combat. He has proficiency with melee weapons and is an excellent knife thrower. He also makes great utility out of firearms but is especially skilled with handguns, able to draw and fire rapidly with great accuracy.
As a Covert Operative, Freeman became a master of deception and manipulation, forming daring and complex plots to accomplish his mission. Freeman demonstrated a knack for improvisation, often using unconventional objects as weapons or tools and always seemed to find a way to escape insurmountable odds when necessary. He also had a reputation as a successful interrogator, using a combination of intimidation and psychological manipulation.
From his ‘rough’ childhood in one of the more dangerous neighborhoods in New York, Eric had to learn to mostly look out for himself. This developed his skills of observation greatly, allowing Eric to read people and potentially dangerous situations from the smallest details. Eric learned often had to steal to survive, becoming quick and quiet and learned how to not stand out. He often uses this slight of hand to intimidate criminals by disappearing and reappearing seemingly from nowhere.
Eric was an intelligent student throughout school and picked up on subjects rapidly, as such he has competency in subjects such as chemistry, electrical engineering, and mechanical engineering but he is by no means a technical expert.
Equipment/Resources: Pariah’s suit is inlaid with special synthetic plates, which give him limited protection from bullets, melee weapons, explosive force and more. The strong fabric in the suit’s gloves assist him while climbing and the gauntlet features a grappling hook and micro-motor that fires high-tension cables.
The masks built-in visor comes with an advanced HUD with various special filters and a link to the League computer constantly updating him with tactical data. The suit was designed by Savant and Pariah knows enough about it to make basic field repairs.
A special exo-suit version of his gear was also designed by Savant and features more adamant body armor and allows Pariah to challenge some super-strong enemies in direct physical confrontation. It is also fully environmentally sealed and boasts an experimental energy shield. Pariah occasionally implements a cut-down version of the exo-suits energy shield and armored gauntlets with his regular armor.
His cloak is made from a nano-fiber weave and is used to glide short distances, protect him from shrapnel, or stun enemies briefly. The suit feautures several small hidden compartments in which he can store concealed knives and he keeps two handguns, next-generation Kriss Kards, on his person at all times.
His utility belt holds ammunition for his firearms, along with various small grenades which range from regular explosives, to sending electrical blasts, to flashbangs and smoke grenades, and even some which fire metallic caltrops.
He also carries two tactical telescoping batons, a foldable tomahawk, and metal knuckles, which he can slip over his hand and deliver, electrified blows with.
His job as an attorney provides him with sufficent money to fund his real job and besides a series of secret safe-houses in the city and copious amounts of weaponry and false identities, he has no extraordinary wealth. His specially designed car allows him to travel rapidly around the city and comes equipped with light machine guns, rockets, cannons, and other features. He can also call upon a stashed VTOL for aerial missions. Both were designed by Savant.
Weaknesses: For all of his weapons and skills, Pariah is still just a man and he is as susceptible as any other to gunfire and the like.
One of his major drawbacks is his rather obsessive nature. Pariah pursues a goal with relentless determination, but often doesn’t pay heed to the ones who might be affected by his actions. He is stubborn and often fully convinced that he is in the right.
Freeman is very pragmatic and logical, meaning that he has difficulty forming personal relationships and often bottles up his emotions and feelings for nobody to see. He has difficulty trusting people and takes seemingly unreasonable precautions against betrayal, often manipulating people who are his allies.
Psychological Profile: Pariah is a troubled soul, cynical and jaded after his difficult life and upbringing. He often expects the worst out of people and has a hard time accepting the wave of showy and ‘respected’ heroes.
He’ll do anything to get the job done, even using those who try to get close to him. He is not above brutally injuring or even killing to fight crime but prefers to leave criminals in pain, and full of terrifed stories of New York’s Dark Avenger.
Pariah always makes plans, and quantifies and watches everything and everyone he can. He terrifies criminals with his dark appearance and his method of slipping in and out of the shadows, trying to create a mythical figure to send fear into the hearts of criminals.
For all of his darkness, he possesses intense protective instincts and will always defend those he sees as weak and vulnerable from anyone, even Superhumans who could crush him with their powers. He has come to value Zenith and other heroes as close friends and is slowly finding that despite himself he is growing attached to them. Should harm come to anyone he considers a true friend, his vengeance would be swift and terrible.
Biography: Eric grew up in an urban slum in one of the roughest parts of New York City. His father was an abusive alcoholic and his mother was weak-willed and addicted to meth. His older siblings were a combination of in jail, running with gangs, or failing school.
His only true friend was his younger brother Will. Eric often had to look out for himself and his brother with guts and cunning, stealing when necessary and keeping his brother on the straight and narrow.
That changed one day, when Eric had been incredibly sick at home and Will walked home from school by himself. He was the unintended victim of a gang shooting and died in the streets. None of the gangbangers died from the incident. The next day, several gang members, had been severely beaten while they had been isolated and away from prying eyes. None of them knew who did it but over the next few days they fought eachother and eventually Will had been avenged.
Eric couldn’t take life at home anymore and he got his mother to sign forms for him to join the Marines at the age of 16. He forged his father’s signature and never looked back. He became a member of the elite Force Recon and gained the attention of his superiors for his effectiveness in combat and tactical know-how.
When he was twenty, he was approached by members of the CIA to join their clandestine services. He accepted and over the next six years he became a shadow and a legend among the covert operations community, completing all kinds of missions for the United States of America and other nations.
But for all the things he did abroad, he found that at home things were the same. When he was twenty-six, the Awakening occurred and all these heroes arrived to save the day. But his neighborhood and others like it were ignored.
Rising to the challenge, he used his contacts in the government to obtain equipment and left the Agency to become Pariah. Over the next five years he developed working relationships with other heroes and made a reputation for himself as one of the most effective active Vigilantes. Along the way he trained another budding Vigilante and made a partnership with the paranoid hero Strix.
He eventually formed a partnership with the heroes Zenith and Olympia and the trio evolved into odd friends. Zenith came up with the idea of the League and Pariah agreed to become one of the League’s founding members.
There will be enormous burdens to bear in the coming days and Pariah will bear them or die trying.
Name: Ariadne Cristos
Codename: Olympia
Age: 30
Gender: Female
Place of Birth: Miami, Florida
Affiliations: The League (Founding Member), The New Olympians
Occupation: Ariadne is a part-time instructor at the Chiron Institute, as a physical education instructor and a history teacher. She also makes extra money with her paintings and writings about the Supernatural world under the pen name, Diana Pallas
Appearance:
Civilian
Costume
Powers: Supernatural strength and durability gifted to her by her father, incredibly keen senses from Artemis, mythical agility and speed from Hermes, and enhanced Intelligence from Athena. Eventually gained the power of flight and other minimal but effective combat spells.
Skills: Ariadne is a prodigious warrior, trained in the warrior arts since the age of twelve by the Demigod instructors of the Chiron Institute. She is skilled in swordsmanship, archery, horse-back riding, all manner of hand to hand combat styles, and many more disciplines of war. Ariadne is a keen strategist and tactician whose style favors boldness and cunning. She is a gifted athlete, being a superb gymnast, swimmer, and runner. Ariadne is also competent in fields of science such as astronomy and physics among others and has an artistic streak with her writing and painting ability. She is not a natural magical talent but is learned in the magical traditions of the Greeks and can perform basic combat spells though the subtler arts elude her.
Equipment/Resources: Ariadne's sword was forged by a Demigod born of Hephaestus and is incredibly sharp and durable able to cut through materials and block attacks that no normal sword could. It is mystical in nature and can even cut through enchantments and can be retracted and extended at will.
Her shield is also of similar supernatural make and can block physical and energy attacks of all kinds, from bullets to lasers to magical attacks and more. It is strong enough to stop rockets and mortars but would be almost completely destroyed by a tank shell. The shield can absorb energy attacks and kinetic energy from physical attacks and be blasted as a beam of golden light from the shield. It can be conjured or dispelled with a will.
She possesses two mystical knifes that are supernaturally sharp like her sword but have a hilt that can be lengthened to the size of a quarter staff and can be combined to form a double-bladed spear. She also has access to a bow that fires arrows of Greek Fire which burns supernaturally hot and long and can even burn underwater. The knives and bow can also be dispelled and conjured with a will.
Her last potent weapon is a smaller scale version of Zeus's master bolt and when fired can be directed by Olympia's will and automatically regenerates. Her bolt can be used as both a thunderbolt weapon as well as a mystical electric whip that can ensnare objects and people within it and electrify them by her will. The bolt's intensity can range from a mild shock to the force of a real lightning bolt.
Olympia possesses a cornucopia which can provide her with any food or drink she wishes even including nectar and ambrosia which has extremely potent healing properties and can even recharge her stamina and enhance her already mystical abilities. Her last item is a mystical suit of armor that is both light and strong able to defend her from many attacks and allows her a full-range of motion. Her cloak is made of a durable material as well and can resist heat, cold, other energy attacks as well as protect her from debris.
Lastly, Olympia can call upon a descendant of Pegasus to fly with her in combat. The Pegasus is extremely intelligent with almost human-like sentience and is much tougher and tireless than a mortal equine as well as being able to fly like a hawk in the sky, She can call her steed from anywhere where there is an open sky.
As a Founding Member of the League, a senior member of the New Olympians, and a lifelong affiliate of the Chiron Institute Olympia has access to enormous supplies of equipment and knowledge not readily available to most heroes and can command scores of other Demigod warriors and League Heroes in combat. She is moderately wealthy through discovery of ancient antiquities in her travels and the sale of her art and novels.
Weaknesses: Ariadne has no overt weaknesses but sufficient force such as taking a direct tank shell would severely damage her if not outright kill her. Extremes of heat and cold can wear her down and she is still prone to exhaustion if she overextends herself. She has defenses against mental and magical attack but powerful minds and potent spells can still reach her. Her demigod immune system protects her against toxins to a degree but she could still be conceivably killed by a strong enough poison.
Psychological Profile: Above all Ariadne is a a determined person and strong of will. She will stop at nothing to defend the innocent and complete her mission, ignoring any negative effects on herself, even if it means her injury or death. Her strength of will and charisma makes her a natural leader and she is quite intelligent and cunning.
Ariadne loves the fight and takes joy in combat, when she fights she feels truly alive. This may cause some problems as Ariadne is always the first in the fight and always strives to defeat the most enemies but it has saved the lives of Zenith and Pariah before. Like heroes of legend Ariadne must struggle with a fatal flaw, and her flaw is one of the heart. Ariadne wears her heart on her sleeve and is quick to fall in love and quick to trust, often to her own pain. She must also struggle against feelings of pride, greed, and ambition that are the hallmarks of her flawed divine Aunts and Uncles.
Ariadne has a flippant streak and often cracks jokes and makes witty remarks, often mouthing off in the face of imminent danger. Her wit has enflamed the tempers of more than one supernatural power and gets her in trouble, though her way with words often solves problems as well. Above all Ariadne is dedicated to proving herself and other demigods from around the world to be better than the often cruel gods they descend from.
Biography: Ariadne was born in Miami, Florida to a single mother. She was her only child and was sheltered her entire childhood, having few real friends. She found solace in art, music, and books most of all. The stories that especially struck her where the ancient legends of Greece, the tales of imperfect gods and fallible heroes struck a a chord in her though she did not know why.
She was a natural artist, always able to capture both physical and metaphysical beauty in her vivid drawings and paintings often on the beautiful environment and less than beautiful conditions of Miami's poor. Despite her sheltered life she was all too aware of the rot that was seeping under Miami's glamour, the rampant crime, corruption, and suffering plaguing the city of her birth. She felt an almost natural desire to help somehow but she didn't know how.
One day that all changed, right after she turned 12. A boy threw a book out of her hands and laughed in her face, calling her a geek. He was thrown across the hall and into a locker. After her mother hurriedly pulled her out of school, she was sat down and the truth was revealed to Ariadne. She was not a normal child. She was the daughter of Hercules. Her Olympian father was fond of mortal women and her mother was one of his earthly brides.
Ariadne's nature could not be hidden any longer and her mother decided she could not attend normal school anymore. She was sent away to a school that catered specifically to the children of the Olympian gods and mortals, the Chiron Institute. The Chiron Institute had followed the earliest Greek immigrants to America just as the Greek gods turned their attention to the New World.
Ariadne finally had a chance to have real relationships with other people and her intellectual nature made her one of the Institute's best students, earning top marks in History, Science, Mathematics, and more. She soon found she excelled in athletics as well, taking after her father in that way. She even made new friends, willing to socialize with anyone and a motley group of students grew around her.
She wasn't universally loved however and her newfound confidence and competence earned the ire of several other less gracious students. She was even challenged to her first duel by such a rival. She had never used a weapon before but accepted. She was readily defeated, her lack of training, ferocity, and experience were not balanced by her inhuman abilities. Ariadne did not submit however and threw herself into studies of ancient combat as well as arcane practice.
Eventually through perseverance, training, and a degree of natural talent she became the top fighter in the school. Ariadne found she loved the fight as much as she loved artistic pursuits. She understood now how she could help the world. After graduation she and her fellows became a small band of do-gooders, called the New Olympians, were known to the magic community as an honorable sort and slowly became an urban legend among the mortals.
Her quests grew in scope and she travelled the world, discovering new things and meeting the strangest that the Supernatural world had to offer. Her battles and journeys were increasingly epic, tales abounded of her defeat of terrible foes both mortal and inhuman and she has stood before some of the most powerful beings in the magical world and was not humbled.
Over the course of several years she gained powerful equipment and developed her abilities and skills to their peak, her legend growing as fast as her father's had. She even met the Sorcerer Destiny and the two became fast friends, both similar in their fresh perspective and ideal for an integrated world of magic and science. Their chance came when the Awakening occurred and both worlds were thrown into chaos.
Ariadne and like-minded Supernaturals revealed themselves to the world and broke the masquerade of magic, she was labeled Olympia by the press as she performed daring rescues and even more daring battles against the first wave of metahuman criminals. She became a public superhero and eventually went back to Chiron Institute as a a faculty member, becoming the voice of the Greek Demigod community and an envoy to other Pantheons and Supernatural nations.
During one adventure she stumbled into the paths of both Zenith and Pariah. At first the trio did not get along but they put aside their differences to deal with a potent Nercomancer. The trio became unlikely friends and had many adventures in a short time, forming a strong bond and meeting other active superheroes. Eventually Olympia proposed the idea of a League, the first of its kind in the entire world. Zenith and Pariah eventually agreed and the three became part of the Founding Council of the League of Heroes. Now Olympia is one of humanity's principal defenders against evil and she would lay down her life to protect it.
Veteran Members
The Spirit of St. Louis and Sixgun - Polyphemus
Hot Rod - Yog Sothoth
The Flashbolt Acolyte - TheBiddz
Hi-Voltage - BlackSam3091
Rolling Girl - Arty Fox
Active Recruits
Abaddon - Krein
Killshade - Heat
Light and MC - Archmage MC
The Scion of Stribog - TheBiddz
Alter - Lookie
Ocean Dweller and St. Francis - Yog Sothoth
Morningstar and Mr. Black - BlackSam3091
Killjoy , Zaphkiel , and Neon - Abysse
Rift Hound and E-Vyle - Dingo
Wire - QuietThinker
The Desert Vampire - Swamp Fox
Shelf Characters/GM Reserve
Furious - BlackSam3091
Nuetro - Asuras
Arachnid - MatParker1711
St. Michael - Yog Sothoth
Swarmqueen - Mr Allen J
Meltdown - Shoryu
Dark Phoenix - Visitor
Red Lace - TJByrum
Salvation - ComissarRanden