It has been five years since Batman and Superman settled their differences in a fight against Bizarro, Lex Luthor's secret weapon. Three years since ordinary men and women began exhibiting metahuman powers in the fallout of the Black Zero event, three years since magic has returned to the world, and three years since the formation of the Justice League with official support by the United Nations. Their League has grown to include dozens of members. Supervillains of every stripe have become one of the largest threats to public safety from the insane Joker to the militant Kobra Cult or the powerful Intergang. And thousands of so called superhumans now roam the Earth. Some have magic abilities, others are genetically or cybernetically enhanced, most have metahuman powers, some have extraterrestrial origins, and a few are simply exceptionally skilled men and women.
The Justice League has been the main line of defense against supervillains whether they be contract killers, psychopathic murderers, organized criminals, fanatical terrorists, or thrill-seeking anarchists. The Justice League has even had to defend the Earth from supernatural monsters, the renegade Ocean Master, and an invasion by the alien Brainiac. Dozens of dangerous supervillains and vigilantes, those with powers and without, were imprisoned in a specially designed secret federal facility in Louisiana called Belle Reve Penitentiary. Many infamous names now reside in the prison. Names such as Black Manta, Deathstroke, Parasite, the Reverse-Flash, and many many more.
But even though the Justice League has the adoration of the public, the United States government does not trust the powerful group. They formed an agency named Checkmate, meant to protect civilization from superhuman activity whether they were heroes, villains, or anything in between. To this end Checkmate created an operations group including trusted government agents and sympathetic superhumans to undergo missions for the security of the United States. However they had few superhumans willing to volunteer and turned to other sources for more manpower. Thus Task Force X came into existence, a black ops group made of patriots and criminals who have very little choice.
The conscript members of Task Force X are given a simple bargain. Perform critical, secret, and highly dangerous operations for the United States in exchange for reduced sentences. The probability of death or injury is very high, whether by enemy action or the nanite-explosives in their necks. The risk is grave but for these desperate souls, it is better than the alternative. Though government agents may call it Task Force X, the conscripts know it by a different name,
Suicide Squad
2015: Batman and Superman had their historic fight in an abandoned section of Gotham, ending in a draw. The two settled their differences and teamed up with Wonder Woman to defeat Bizarro, the genetically twisted creature created by Lex Luthor. Lex Luthor suffered no public reprisal but became Superman's greatest foe. Wonder Woman's presence and actions publicly confirmed the existence of magic and the supernatural world.
2016: Metahuman abilities became publicly apparent when a hero calling himself the Flash stopped a bank robbery, two murders, attempted arson, and several muggings in under a minute. Several metahumans, both heroic and villanious, appeared afterwards. Scientists speculate that the Black Zero Event is the cause, the opening of the Phantom Zone exposed humans to energies that we know little about. These energies affected thousands of humans in the form of metahuman powers. Scientists state that they expect metahumans to keep randomly manifesting for the rest of Humanity's history as a species.
2017: Superman, Batman, and Wonder Woman recruited the Flash, Green Lantern, Cyborg, and Aquaman to combat the alien artificial intelligence known as Braniac. This second invasion prompted massive investment by governments in advanced weapons technology, cybernetics, and genetic enhancement as well as research into space-faring vehicles. The seven heroes formed the Justice League with official UN Sanction to defend the Earth from further alien invasions, natural disasters, terror groups, supernatural threats, international crime syndicates, and of course supervillains. Organizations such as the League of Shadows, the Court of Owls, the Kobra Cult, Intergang, and more have become a massive threat to public safety. Superhumans such as Black Adam and Queen Bee have gained massive power by conquering Kahndaq and Bialya while others such as the Outsider have formed massive criminal empires.
2018: Despite the increasing presence of supervillains, the Justice League has kept the world mostly at peace. The League has succesfully defended the population from several supernatural and supervillain threats, along with a full-blown invasion by renegade Atlantean leader Ocean Master. Most major cities create a Special Crimes Unit, SCU, in order to coordinate with the Justice League and combat masked crime. The Justice League expands their roster several times over with various metahuman, supernatural, alien, and transhuman heroes along with exceptional mundane humans. With their large numbers the League has averted multiple disasters and crises, and mundane crime has dropped sharply.
Lexcorp has begun arming the government with advanced technology and transhuman operatives. Lex Luthor then secretly formed a Secret Society of hundreds of supervillains to counter the Justice League. Those who are not so trusting of the Justice League have called for government restriction and sanction of super-humans and the Justice League in particular. Many vigilantes outside of the League have appeared. These vigilantes operate outside the law, with no official sanction unlike the League, and are often more brutal in their methods.
2019: The Justice League has become a major organization. The organization recruits more and more skilled citizens around the world in a variety of fields. Embassies from the League have been built in every major nation. The League publicly announced the completion of the Watchtower Station, a low-orbit space platform with advanced scanning and communication capabilities along with teleportation technology and advanced shuttles. The super-hero organization numbers in the hundreds and operates in every corner of the globe.
Along with regular crisis response duties, the League has begun funding humanitarian programs around the world. Wayne Enterprises, Queen Industries, Kord Enterprises, S.T.A.R Labs, and Ferris Aircraft all declared their partnership with the League in their humanitarian endeavors and scientific research. Entertainment companies such as Blaze Comics have begun creating various Justice League media and products resulting in enormous wealth for the group.
Known vigilantes such as the Huntress, Batwoman, Red Hood, and others are declared public threats and are sought by police just like supervillains. Tension has developed between the police and the Justice League for its refusal to aid authorities in capturing these vigilantes. Several superhumans have volunteered for Cadmus, fearing the Justice League's monopoly on superpowers and Cadmus has begun training Special Forces operators to specifically combat super-humans.
2020: The Justice League has effectively become a micronation. The League has announced plans to build a Lunar Colony and begin asteroid mining operations. Enrollment for the Lunar Colony reached such a point that the Justice League then announced eventual Mars, Titan, and Europa colonies. Polls in countries around the world show that the Justice League is more popular and trusted than virtually any government body. This has frightened many civilian governments, the United States in particular.
In the Middle East tensions flare between the nation of Kahndaq, ruled by the despot Black Adam and Bialya. Bialya is ruled by the metahuman Queen Bee who is also the leader of the terrorist group HIVE. Queen Bee recently conquered Qurac, which bordered both nations, and ousted the super-powered Onslaught criminal syndicate. Thinking Queen Bee means to invade, and not wanting to attract the attention of the Justice League, Black Adam contracts Onslaught to begin terrorist attacks in Bialya. Queen Bee has sent HIVE to do the same. The death count is in the low thousands and both rogue nations are on the brink of war, with HIVE and Onslaught having several destructive skirmishes in both countries.
The Outsider, who has massive control over the Middle East, is selling weapons to both sides and gaining even more influence. Rumors state that the League of Shadows is somehow involved in the developing crisis. The Justice League approached the UN with permission to intervene diplomatically, their request was granted. Black Adam and Queen Bee were approached to attend a peace summit in Dubai, both leaders accepted and the League is acting as a mediator between the two despots.
The US fears this will set the precedent for the Justice League intervening in geopolitical conflicts and becoming a real world power. They decided that the Justice League would not be allowed to be seen brokering this peace. Government leaders know that the American public would not be receptive to another military intervention by the armed forces and turned to Checkmate. Checkmate leader Amanda Waller has tasked the Suicide Squad, made up of government operatives and conscripts from Belle Reve, where the government stores the many captured masked criminals and outlaw vigilantes.
Operation Peacemaker: You will be covertly inserted at night-time in the Quraci desert on the border of Bialya and Kahndaq. Avoiding detection by government forces on either side, you will make contact with our ally on the ground. They will provide a safehouse and additional supplies for you to operate with. It is paramount that at no point your presence is discovered, you must remain hidden by any means necessary. The rules of engagement are simple, if it represents a threat to your mission you are authorized to neutralize it. You will make your way to the capital city in Kahndaq.
If any Onslaught or HIVE agents are encountered, we would like them to be captured. But if they must be eliminated then so be it. Your objective once you reach the capital is simple. Infiltrate the Presidential Palace under cover of darkness and kidnap Adrianna Tomaz, Teth-Adam's wife and the superhuman known as Isis. For the purposes of this mission she will be referred to as Isis. She cannot be allowed to transform into her supernatural form, as she will be able to defeat all of you.
You will face Onslaught superhumans in the Palace and there may be HIVE infiltrators. All threats must be dealt with and no alarms can be raised as they will alert Black Adam and jeopardize the mission. If you want an easier time of it, you must keep Shade alive. He can cover your activity and allow more... overt tactics to bee used. You will use our magical operative Tala to neutralize Isis before she can transform. Isis and any prisoners you have will be handed off to the extraction team.
At this point you will make your way across the disputed lands and assassinate Queen Bee's lead general and lover, Rumaan Harjavti who will refer to as King Bee. King Bee will be in the middle of a Bialyan army camp and there will be heavy enemy activity including HIVE agents. King Bee himself however is just a normal man. After King Bee is eliminated you will then kidnap his and Queen Bee's son, Sumaan. You will be extracted along with Prince Bee and your mission will be over.
If you deviate from any of the mission parameters or the orders of our on-site operators you will be eliminated. You will face high threat of injury, capture, or death. If you are captured we will detonate the explosives in your necks. If you make it home alive with your mission complete we will move you to better accommodations and reduce your sentence. Failure will land you right back in Belle Reve and onto the next mission. Good luck, you will need it."
-Amanda Waller
This roleplay is set in the future of the ongoing DCEU. You will play as a member of the Suicide Squad. They can be a government agent or sympathizer like Rick Flagg or a villainous or vigilante conscript like Deadshot or the Huntress. Not all of the characters are villains but there are no straight laced, government-recognized heroes like Superman or Batman, the best you can be is an antihero.
There will be a lot of mature content, mostly swearing and violence, and your PCs can die a number of horrible deaths if they make too many mistakes. The good thing is that you can play as many PCs as you can handle, but they have to be on the villain-antihero scale and they must have some grounding in the various DC related media but with a "modern" DCEU re-imagining. You can also use any of the confirmed Suicide Squad members in the upcoming movie.
This is a large group, and sign-ups are always open. The focus will be on character interactions, espionage, and action. This roleplay is meant to be fun, so let's make a wild, crazy joyride of violence and snark together. Let's start a Joke.
-All standard forum rules apply
-No god-modding or severely overpowered PCs
-No one-liners and I expect understandable grammar
-I want at least one to two posts a week, if you can't continue for some reason or wish to shelve your character for later please contact me directly
-Be respectful, don't flood the thread with arguments, if there is a dispute please come to me or resolve it in PMs.
-Have fun
You literally can make infinite characters and they can die at any time if you make too many mistakes. Death is only in very extreme situations however or if you just get tired of your PC and make them jump on a grenade or something. Besides death there is a huge threat of generally painful and perhaps even crippling injury.
If you are inactive for more than two weeks, and do not inform me that you want to withdraw or go on hiatus, I reserve the right to do whatever I want with them. Post your sheets in the OOC tab but place accepted characters in the character tab.
If an active player's PC is killed, the PC's "mantle" is reserved by the active player if they wish to do a Legacy Character for the dead PC. If another player wants to do a Legacy character they must obtain permission by whatever player currently holds the mantle at the time.
Name: You can use an existing DC character name or make up your own name for the same "mantle" as it were. Like Terry McGinnis for Batman as opposed to Bruce Wayne, just as an example.
Codename: You can use any existing codename from any character in any DC affiliated media that would fit in this roleplay. If the character you chose didn't have one, make one up. This is a comic book rp, we're big on codenames.
Gender: Male or female. Just like how Copperhead is a female in Arkham origins when the character is usually male, you can gender-flip the character you chose. If you chose any of the confirmed members of the Suicide Squad in the upcoming movie you can't do this however. I would also like a reasonable ratio of male and females. I don't want the Squad to be a complete sausage fest.
Age: Suicide Squad is not a nice group, there are willing to use people as young as fourteen. Your character can be anywhere in the 14-60ish range but definitely not any younger or in their seventies. I'd like a nice range of ages but keep in mind that characters that are 60ish have a lower chance of making it out alive. You can age up or age down when you reimagine characters.
Source: Put down the original character that inspired your version and what media they came from, just for fun. They can of course be a mix of different versions.
Birthplace: Where was this version of the character born? You can use any fictional DC location or real location as long as it fits the character. No making up your own entire city however.
Affiliation: Any and all organizations that your character is a part of or belongs to. You can use any fictional or real group that fits in this universe but you can't create your own criminal syndicate, corporation, or vigilante team out of thin air. If your character is a lone operative, put that here too.
Occupation: What was your doing before they joined the Squad? Did they work for the government? Were they a professional thief? A vigilante? An insane murderer? Whatever it was they definitely weren't in the Justice League.
Race: If your character is anything other than human put that here. You can use any mythical sentient creature from mythology or folklore or any of the established sentient races like the Atlanteans or Amazons, even aliens. Keep in mind that Braniac and Zod have been the only aliens to invade Earth openly. If you play an alien from any of the various DC races there has to be a good explanation for their presence. Most of the characters should be human.
Appearance: You can use any picture from any fanart or official source of any DC related media or use a description if you want to make a totally new appearance. You may use both a picture and description. Generally, I'd like an ethnically diverse group. Not an all Caucasian super-model group. Like most things it's generally okay if you want to change a white character to a different race, but I tend to frown on it if you turn a minority character white, unless your version of the character is based off of a version in the media where that happens to be the case.
Powers: State if your character is Metahuman, Transhuman, Mythic, Extraterrestrial, or Mundane. Metahumans make up the majority of superhumans, they all got their powers after the Black Zero event. They range from mind-readers to pyrokinetics and speedsters.
Transhumans are categorized as cyborgs, mutants, or overmen, who are genetically enhanced. Cyborgs and overmen should be exclusive to governments or powerful organizations. Mutants can be humans who were simply born different or suffered strange accidents like Manbat or Killer Croc. Transhumans are not as common as Metahumans.
Mythics are sentient creatures with powers derived from or originating from any supernatural source. If you're a sorcerer, an Amazon, an Atlantean, or anything else magical you are a mythic. Your powers should be clearly defined, magic shouldn't be a license to do everything.
If you're playing any of the DC Alien races you put your race's powers here. Mundane characters have no powers and should omit this section.
In general you should clearly define the scope of your powers here, no PC should be drastically overpowered in comparison to the rest of the Squad. If your character is significantly weaker than most of the team that's fine however.
Skills: Powered characters can have skills as well or you can just play a character with no powers and only skills. I don't want any characters who are amazing at everything. Pick two to four things your character is proficient at, and perhaps one or two they are a master of. Martial Arts, Marksmanship, Combat Tactics, Explosives, Computer tech, anything and everything they will use in this mission.
Equipment: All of your special comic book gear goes here. A powered character can have some gear and mundane characters can have a lot. I want your gear to have specifically defined uses and limits. This is where Harley's special hammer or Mr. Freeze's ice gun come in. If you pick up any nice loot and survive to the next mission, you can add it to this section of the sheet.
Weaknesses: Personality defects don't go here, this is for any special weaknesses your character has as well as any drawbacks or limits to your characters powers, skills, or equipment.
Psychological Profile: A paragraph or so on what drives your character as well as their mental state, any personality defects or special traits they have. Since most of the characters are varying shades of villainous, there should definitely be some personality defects. You should also state where your character ends up on the villain to antihero scale. They can be insane, a professional criminal, an extremist, a patriot, a vigilante, your characters should be a diverse mix of dysfunctional.
Biography: At least two paragraphs on your character's history. You can use any number of sources or different versions of the character you chose as long as their biography fits in the world that the DC live-action movies are set in. If you want to collaborate with other players on personal history between the PCs, feel free to go for it.
Special Notes: Add in any special facts you want to put that don't fit anywhere else. If you don't want to you can just cut this out.
Affiliation: Previously a member of the League of Assassins, The Secret Six, and other different, mundane gangs that he took over and then left. Currently is a lone operator, although he is now affiliated with the Suicide Squad.
Occupation: Criminal Mastermind/Super-Villain.
Race: Human
Appearance: Bane is obviously an aesthetically intimidating man, standing at an estimated 6'6", although this height is an estimate, and he could very well be taller. With a very muscular, ripped build that shows powerful strength and stature, but lacking the fat to negatively affect his speed, Bane is very physically able. He lacks any hair on his head, and his face is constantly obscured by a durable breathing mask that routinely absorbs powerful painkillers into his body. Generally, he wears a military-grade, bullet-proof vest, tough black combat pants, and clasped combat boots - all the more better to stomp heads in with. His outfit has the possibility to change in style depending on the mission, however. Bane is of Santa Priscan descent.
Powers: State if your character is Metahuman, Transhuman, Mythic, Extraterrestrial, or Mundane. Metahumans make up the majority of superhumans, they all got their powers after the Black Zero event. They range from mind-readers to pyrokinetics and speedsters.
Transhumans are categorized as cyborgs, mutants, or overmen, who are genetically enhanced. Cyborgs and overmen should be exclusive to governments or powerful organizations. Mutants can be humans who were simply born different or suffered strange accidents like Manbat or Killer Croc. Transhumans are not as common as Metahumans.
Mythics are sentient creatures with powers derived from or originating from any supernatural source. If you're a sorcerer, an Amazon, an Atlantean, or anything else magical you are a mythic. Your powers should be clearly defined, magic shouldn't be a license to do everything.
If you're playing any of the DC Alien races you put your race's powers here. Mundane characters have no powers and should omit this section.
In general you should clearly define the scope of your powers here, no PC should be drastically overpowered in comparison to the rest of the Squad. If your character is significantly weaker than most of the team that's fine however.
Skills: Powered characters can have skills as well or you can just play a character with no powers and only skills. I don't want any characters who are amazing at everything. Pick two to four things your character is proficient at, and perhaps one or two they are a master of. Martial Arts, Marksmanship, Combat Tactics, Explosives, Computer tech, anything and everything they will use in this mission.
Equipment: All of your special comic book gear goes here. A powered character can have some gear and mundane characters can have a lot. I want your gear to have specifically defined uses and limits. This is where Harley's special hammer or Mr. Freeze's ice gun come in. If you pick up any nice loot and survive to the next mission, you can add it to this section of the sheet.
Weaknesses: Personality defects don't go here, this is for any special weaknesses your character has as well as drawbacks and limits to your characters powers, skills, or limits.
Psychological Profile: A paragraph or so on what drives your character as well as their mental state, any personality defects or special traits they have. Since most of the characters are varying shades of villainous, there should definitely be some personality defects. You should also state where your character ends up on the villain to antihero scale. They can be insane, a professional criminal, an extremist, a patriot, a vigilante, your characters should be a diverse mix of dysfunctional.
Biography: At least two paragraphs on your character's history. You can use any number of sources or different versions of the character you chose as long as their biography fits in the world that the DC live-action movies are set in. If you want to collaborate with other players on personal history between the PCs, feel free to go for it.
Special Notes: Add in any special facts you want to put that don't fit anywhere else. If you don't want to you can just cut this out.
I've added a sheet for Deadshot who I will directly control unless someone wants to take the reins at some point. I will add in more sheets later for Mercy Graves and other characters as well as a list of potential antagonists and allies.
To anyone who peeks in on this roleplay, sign-ups are always open.
Enhanced Strength: Catman is 9 times stronger than the average human.
Enhanced Speed: He is 9 times faster than an Olympic athlete
Superhuman Agility: Blake is super agile and is extremely spry.
Enhanced senses: All of Catman's senses are several times more powerful than a normal human.
Superhuman Reaction Time: His reaction time is quick enough to see and anticipate his opponents moves and can use this ability to avoid limited gunfire.
Skills: Blake is an excellent knife fighter and thrower and is considered one of the best in the world. He is a master of several martial arts, his main method of unarmed combat is a combination of boxing, karate and taekwondo with grappling added in. His comabat skills are good enough to match Batman in a fight and he is very adapt at fighting against multiple opponents thanks to his agility. His climbing skills are superb and thanks to enhanced physical strnegth he is able to jump much farther than a normal human. Catman's stealth skills are good enough to be equal to Batman.
Equipment: His suit is armed with throwing knives and combat daggers. He also has gloves that are equipped with four retractable steel claws on each hand, which he uses when he is without a knife. His costume is fire proof and is able to withstand gunfire at mid to long range.
Weaknesses: Despite his superhuman physical capabilities, Blake is not invulnarable to harm and can be killed by most of the same stuff that normal can be killed. Knives still pierce his skin, bullets harm him and clubs and bats can bludgeon him to death, his martial arts are what protect him. When really angered he can get carried away with his brutality and savagely murder his opponents at the expense of rational thought. He can also get cocky and not feel threatened by those he doesn't believe his equal and that can be dangerous to his safety.
Psychological Profile: For the most part Blake is a calm and cunning individual. It takes a lot to anger him, but when he is then the culprit had better run for their life. His anger comes from an abusive childhood and this experience helped shape his emotional state. His time in the military trained him to keep his violent and angry emotions in check, but he still has a deep rage down inside. His philosophy is always trying to tame the beast within and focus is very important to success.
He is a very quick thinker and is incredibly street smart, it is very hard for him to be confused in the sense of what's going on around him. Blake is extremely perceptive and insightful, which makes it hard to lie to him. He doesn't brag or let his pride get in the way while he fights. After he escaped from the military organization that had done experiments on him, Blake's view of the world became darker and he took up believed mercenary work was the best route to go with abilities.
After becoming a mercenary Blake is far more controlled and has no problem with killing his targets, for him it is the money that interests him. He knows that he isn't the only extremely deadly mercenary in the world, he will never allows others to get in the way of his work. Catman has a strong dislike for Batman and the JLA who helped take him down with a bunch of other mercenaries, and he swore to make them pay someday.
Biography: At least two paragraphs on your character's history. You can use any number of sources or different versions of the character you chose as long as their biography fits in the world that the DC live-action movies are set in. If you want to collaborate with other players on personal history between the PCs, feel free to go for it.
Special Notes: Add in any special facts you want to put that don't fit anywhere else. If you don't want to you can just cut this out.
@Weird Tales Catman is certainly welcome in the roleplay but the impression I'm getting is that his current power level is much higher than Bane or even Batman. Olympic level ability is fine but if he's transhuman he should be on par with Bane or Deathstroke not their superior.
Yeah that's totally fine as long as there's a good reason for him to be there and his reality warping powers don't break the game.
Well, I wouldn't give him that much power. I'd just say teleportation, and being snarky as all hell. He'd be a very "I'm gonna go and have fun and damn the consequences" type character.
@knighthawk That's a very good sheet, but his biography needs a bit more fleshing out. What's with his birth in a military lab? What got him onto the science track, and eventually working or Daggat or meeting his wife? When did he become affiliated with WINTER? Just flesh Victor out a bit more with answers to questions like that and I'll approve him.
@Weird Tales As long as you don't get carried away with his power level it should be fine. If he had to get in a fight with say Talia al Ghul, or Bronze Tiger, or Black Spider then it should be a fight.
Powers: Transhuman. Anatoli's right hand and forearm is cybernetic, and has several functions including a gun and a blade. The KGB's experiments also enhanced his strength and stamina beyond the human peak. This has allowed him to remain in peak condition into his fifties.
Equipment: cybernetic arm from right elbow down, with hand, assualt rifle, and blade functions. Flash bangs, gernades, explosives.
Weaknesses: none, unless there's something for his hand?
Psychological Profile:
A paragraph or so on what drives your character as well as their mental state, any personality defects or special traits they have. Since most of the characters are varying shades of villainous, there should definitely be some personality defects. You should also state where your character ends up on the villain to antihero scale. They can be insane, a professional criminal, an extremist, a patriot, a vigilante, your characters should be a diverse mix of dysfunctional.
Biography: (short form) In the eighties, he was in the Soviet army and then the KGB. After the fall of the USSR, he worked for various gangs before going independent. Despite being independent, Anatoli did a lot of wetwork for the government.
At least two paragraphs on your character's history. You can use any number of sources or different versions of the character you chose as long as their biography fits in the world that the DC live-action movies are set in. If you want to collaborate with other players on personal history between the PCs, feel free to go for it.
Special Notes: Add in any special facts you want to put that don't fit anywhere else. If you don't want to you can just cut this out.
@Asuu Haha it happens, look forward to seeing you finish.
@riurik Cool, maybe a weakness is his hand is susceptible to EMP weapons?
With Dr. Freeze in and Bane, Catman, KGBeast in development and possibly Ambush Bug, I think we have enough testosterone in the squad. I'd like to see a few female characters as well as more variation in powers and skills.
For my part I'll think of more NPCs to fill out the squad once enough people have sheets in.