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    1. Maxxorlord 11 yrs ago
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Demon Shinobi said
I noticed the powers, but as far as feral goes claws are kind of important lol. you'll need to lower the strength still. Down to about 10-15 tons. I don't know the upper limits of Cap/shazam jr. but he can lift trucks I guess... Of course, he can't crush cars with ease like Shazam


The average truck only weighs around two or three tons. Unless you mean a semi truck. Those things are bloody monsters..

And uh, okay. I'll wait here. Watching you.
Name: Rick Monroe
Alias: Ghost
Age: 16
Gender: Male
Abilities/Skills: Rick is skilled in SCARS (An American military fighting style focusing on hitting exact locations for maximum pain), free running, and the use of firearms. Rick has a small amount of Ninjitsu training under his belt, but has not had the time to finish said training. Rick is also a skilled acrobat.

Powers: Rick can bend the light around his body or an object, rending it invisible to the naked eye.

Weaknesses: Rick can be seen using infared vision, or night vision. While being quite skilled in the arts of stealth and combat, Rick is still a human being. Bullets, knives, and base ball bats can all kill him rather easily.

Equipment: A pair of military grade combat knives, a metal baton, a rope dart (A simple rope tied to a pointy arrow head; can be used as a grappling hook), and a handful of shurikens. During missions, he carries a custom sub machine gun that fires tranquilizer darts.

Personality: Despite his rigorous stealth training, Rick is a very loud person. He can talk anyone’s ear off in a heart beat, and never strays from an argument if one is started. He’ll stick to it, no matter how long it takes to drill his own opinion into the other person’s head. Rick is notorious for picking fights where there isn’t a fight to be picked. He’s reckless, bull headed, and slightly insane. Until he steps on the field, that is. Once on mission, Rick no longer exists. He becomes Ghost. He’ll rarely speak when the team is working, and is constantly dead serious. He contributes this total change in attitude towards the training he received, though Rick’s psychiatrist says there’s a good chance Rick has some sort of other personality. It’s hard to tell, due to Ghost only coming out when bullets start to fly.

History: Rick Monroe was the son of two superpowered runaways. His parents worked with a circus, although that was just a cover up. In accuality, the members of the circus were people with super powers trying to make a difference. When the government started the REACH program, the circus group refused to register themselves. For the first eleven years of Rick’s life, he was considered a criminal along with his parents. They evaded the authorities, believing that REACH was a violation of their rights. During those eleven years, Rick learned how to be an acrobat so he could look like an actual part of the circus. On the side, however, Rick’s father was teaching his son all the skills he would need to be a successful vigilante.

Then they were caught. The circus was rounded up by the police and they were all sent to prison. Rick escaped, however, and continued the life of a super hero on the streets. Eventually he ran into another under the radar hero, who agreed to teach Rick how to use his body as a weapon. It was during a training mission out in the city that Rick came in contact with an experimental substance that allowed him to bend light. At the age of fourteen, Rick’s master died and the teenager finally surrendered himself to the system and registered. Rick was adopted by Mister and Misses Greenhill, and taken out of the foster system a few months after being put into it. Rick’s new foster parents refused to allow the boy to continue hero work. Rick did it anyway. At fifteen and a half, Rick joined the Young Justice team and removed himself from his foster parent’s lives.

Appearance:

Height: 5’6
Weight: 165 lbs

Costume:
Other: Superman, all day every day.
Faction Name: Da Black ‘Ead Warband of Da Blood Axes Klan
Universe: Warhammer 40,000

Summary in a Sentence: Eight foot tall green monsters that like to shoot you, stab you, and blow you up.

Description: The Blood Axes are an Ork tribe or "klan" that has been known to work alongside human forces on occasion. The Blood Axes are held by the other Ork clans to be a bunch of untrustworthy gits. They trade openly with non-Orks, parley with the foe and will even consider retreating from battle if faced with insurmountable odds. Perhaps once intended to make the Blood Axes natural leaders, these qualities have instead earned them a reputation among other Greenskins as little more than treacherous scumbags.

Technology Level: Ork technology appears ramshackle and slapped-together (it often is), but is as potent as any weapons used by other races. Ork technology (or "teknologee") is characterised by a constant stream of poorly thought-out experimentation and attempts to constantly outdo the competition to build the biggest gun, the largest gargant (a huge land-based walker), or the fastest buggy, and also mainly by the fact that in many cases the only reason it works at all is because of the Orks' minor psychic powers. This means that if enough Orks think it will work, it usually will.

If put to a human scale, Ork technology would be considered rather advanced in areas (Such as walkers), while in others is extremely primitive (Such as the use of axes in combat.)

Magical or other Supernatural Powers:
In short, the Ork’s ‘magic’ is what make their weapons and vehicles operate.

Other: Ork reproduction system: Orks release fungal spores, which grow into a plant-like womb underground that nourishes the bodies of the various Orkoid species. This is the entire basis of the Orkoid ecosystem, producing first Squigs, then Snotlings who cultivate the Squigs and the fungus they feed on, then Gretchin to build the settlements, and finally the Orks themselves. This means the Orks, wherever they go, will have an abundance of food, slaves and other resources, a moving Orkoid ecosystem that supports them as they go on their Waaaghs! Because of this, there are no Ork females. All Orks refer to themselves as males.
Important People:

+Name: Warboss Sharptoof
+Role: Da Leader
+Description: The Warboss is eleven feet tall three inches. His massive dark green body is nothing but muscle. To protect himself from incoming fire, the Warboss wears a suit of thrown together metal and animal hide armor. He’s da biggest, n’ da baddest Ork ya ever saw.
+Brief Bio: Warboss Sharptoof wasn’t always the warboss of the Black ‘Eads. Back in the earlier years of the warband, they were led by Warboss Redguts, and Sharptoof was nuthin’ but a nob (Ork speak for a noblemen) back ‘den. But the old Warboss was a coward, who’s was always runnin’ from a good n’ propah fight. So Sharptoof did what any good nob would do, and challenged the Warboss to a duel to the death. Sharptoof won, and took command of the Black ‘Ead Warband.

+Name: Mekboy Big Brainz
+Role: Mechanic/ Engineer
+Description: Mekboy Big Brainz isn’t da biggest Ork, only bein’ seven feet tall and havin’ a bit too much fat on ‘is belly. But Big Brainz is the smartest Ork in the Warband, comin’ up with the best new ideas for biggah and bettah gunz n’ things.
+Brief Bio: Mekboy Big Brainz has been around since before Warboss Sharptoof. He’s seen new Warbosses come and go all the time. Some Orks say the only reason Big Brainz is still alive is because he’s a coward, who never charges and fights wiff his fists like a propah Ork. But Big Brainz has to remind the pups ‘dat the Blood Axes ain’t like da other klans. The Blood Axes are known fer ‘dere smarts, and Big Brainz is a propah Blood Axe Orkoid.

Hex Location: 3.6
Terrain Type: Jungle
Important Terrain Features: A large mountain in the direct center of the island; hollowed out and used as a command center.
Important Structures: Large wooden structures built around the mountain. The town is surrounded by wooden walls with towers at each corner.
Other:
Well..It's a Gatling gun. What's to load?

That's a good point..
Tank Name: Emperor’s Rage
Tank Number: 5

Tank type: Punisher Variant Leman Russ

Crew:

Commissar Jericho Mahil (Commander)
Corporal Shaz Antioch (Driver)
Guardsmen Kal Nahum (Main gunner)
Guardsmen Hark Angel (Sponson operator)
Guardsmen Lars Obadiah (Sponson operator)
Guardsmen Garri Jonah (Loader)
Commander Personality: Commissar Mahil inspires terror in his enemies and courage in his allies. Yet the Commissar rarely utters a word. His mere presence is enough to set a unit straight. Commissar Mahil is known for allowing more things to slide than the average Commissar, but when it comes to treachery or retreat, there is no question. If you turn and run without being ordered to do so, you’ll find a bullet in the back of your head. The Commissar is not known for ever showing emotions or fear, although this is because his face is totally covered by a red scarf at all times. The only thing Jericho shows is his golden, piercing eyes.

Commander Bio: Commissar Jericho Mahil was born on the hive world of Verghast, in Verinhive. Jericho was the well off son of a Planetary Defense Force colonel and a noble woman. Even at a young age, Jericho was known for his love for the Emperor and for discipline. When he joined the PDF, he was squad’s unofficial political officer due to his attitude towards insubordination. During an attack by bandits on a convoy, Jericho shot his superior officer in the head for “Assisting the enemy.” While most men would’ve been executed for murdering a superior, Jericho was promoted after a large amount of evidence for the officer’s treachery was brought forth by Colonel Mahil. Jericho was recruited by the local Commissariat, and he became an official Imperial Commissar.

As a Cadet-Commissar, Jericho served under the infamous Pious Kowle. Although Jericho did his job extremely well, Kowle kept Jericho from the rank of full Commissar for a long time, due to Jericho’s polar opposite style of leadership. Kowle led through propaganda and fear, while Jericho preferred to lead by example. Even with their differing opinions, Kowle eventually promoted Mahil to Junior-Commissar due to his hard work. Jericho was assigned to his first tank crew as a Junior-Commissar. The Leman Russ main battle tank he watched over used to be known for breaking formation and following its own orders. However, after having their officer executed in battle and the Junior Commissar taking over, that specific tank never had another incident. Jericho Mahil enjoyed his first taste at armored combat. The Commissariat, seeing Mahil’s exceptional ability in commanding armor, had him reassigned to the 455th Cadian armored regiment when Jericho was promoted to a full on Commissar.

Commissar Mahil has been assigned to the 455th for six years now, and seems to have found himself as a permanent officer in command of a tank. While this was not unheard of, it is a rare occurrence for a Commissar to be assigned to a regiment permanently. Jericho has learned to take his job very seriously. While still considered a rather green tank commander, Mahil makes up for his lack of experience with having a perfectly synchronization with his crew.

Upgrades:

Pintel-mounted heavy stubber
Smoke launchers
Sponsons consist of two heavy flamers
TunaticTyler said
being the keyword.:P


I've got my eye on you..
-Crickets-
So..

You're all dead. Huzzah!
Hmph.

I was going to wait until Sherfield got Santiago that contact before I posted again, but it's been awhile and I feel I should do something in the mean time..Or perhaps I'll sit here, watching all of you in awkward silence.

I'm going to go with the latter.
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