<Snipped quote by Lord Wraith>
Don't tempt me
You already apped a different bug the other week.
<Snipped quote by Lord Wraith>
Don't tempt me
Good to see the Young Titans ready to think about their connection to Justice...
<Snipped quote by Retired>
Hell yeah, man. I'm game for some shenanigans, considering both of our boys have had at least some time with the Titans and are the wandering type.
Let's do this thing.
W O N D E R W O M A N
W O N D E R W O M A N
"If loss makes you doubt your belief in justice, then you never really believed in it at all."
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
Princess Diana of Themyscira
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Amazon / Demigoddess | Princess of the Amazons, Protector of Humanity
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Themyscira | Sovereign City-State | Mediterranean Ocean_________________________________________________________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_________________________________________________________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 TFor thousands of years, the Amazons of Themyscira thrived in peaceful isolation, until a stranger washed ashore on their island. An outsider, a soldier named Steve Trevor, had crashed his plane on a vital mission to save innocent lives. To learn how much the world of men had changed in their exile, the Amazons chose to send a champion and emissary to return Trevor to his home. A contest was held to see who would be their champion, and much to the shock and surprise of the Queen Hippolyta, the winner was none other than her daughter Diana, who had entered the contest against her mother's wishes. Having proved herself worthy of the task, Diana was granted weapons forged by the gods, vowing to protect not just the Amazons, but all of humanity, from the forces of evil.
Upon arriving in Man's World, she was dubbed 'Wonder Woman,' and was surprised to find herself just one of many costumed champions of good. For several years, Diana fought the good fight, joining forces with the alien Superman, the vigilante Batman, and many others to form the Justice League, in the hopes of being a guiding light for all in dark times. She won victory after victory, defeating the forces of the sinister war-god Ares, the bestial Cheetah, the brutish Giganta, the diabolical sorceress Circe, and even her own magical clone Donna Troy, eventually helping her duplicate redeem herself and become a hero in her own right.
These victories, however, would amount to precious little when the alien conqueror Despero came to Earth. Wonder Woman was one of the first to engage the brute, and initially had him defeated, offering to spare his life if he left the people of Earth alone. Despero would take advantage of this momentary act of mercy to blindside Diana, leaving her nearly crippled and out of the fight, helpless to watch as thousands died in the ensuing battle.
Blaming herself for Despero's rampage, Diana has spent the past four years pushing herself harder than ever. Even as she exhausts herself trying to make up for the blood she believes to be on her hands, she now finds herself questioning the mercy that Despero had exploited, and has begun to wonder if humanity truly needs another 'hero,' or if what it really needs in these times is a warrior.
This version of Wonder Woman has been operating as a superhero nearly as long as Bruce and Clark, and given the weirdly timeless nature of Themyscira, has probably been training and studying for far longer. In terms of her powers, she's roughly on par with her movie counterpart, strong enough and fast enough that she can perform incredible feats, but still has to rely on her skills and her weapons to contend with the real heavy hitters. Ever since the dissolution of the Justice League, she has kept fellow heroes at arms' length, even ones she had once considered dear friends. She has been in a crisis of confidence since then, wondering if the high-minded idealism of the League was ever a good idea. This is an especially precarious point, as she's now also responsible for the impressionable young Cassie, and has to decide what kind of lessons she is going to teach her protégée.________________________________________________________________________________________P L O T ( S ) & G O A L ( S )
P L O T ( S ) & G O A L ( S )Wonder Woman is a character that I feel suffers in a solo setting, since no two writers can ever seem to agree on the finer points of her mythos or her supporting cast. Because of that, I want to make her a roaming character, able to wander in and out of events with other players and play off of them.
I also think that given the nature of this game's premise, Diana is probably the best character DC has to play around with the relationship between superheroes and death. Like, we know Batman is never going to kill the Joker, so it feels almost like a waste of time when they bring it up. People get up in arms for years when Superman puts down a genocidal maniac in a movie, to the point where it's haunted the character for nearly a decade now. It's been hard-etched in stone that Batman doesn't kill, and Superman shouldn't kill. But Wonder Woman? She just might. And what's more, she might be completely right to do so. While I have no intention of turning Diana into a bloodthirsty warmonger (she's an Amazon, not a Klingon), I think she's the right character to explore the concept of powerful people having the power of life and death, and can make a persuasive argument for either side without coming off as a preachy, meta-aware lecture.
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 Virgil Ovid Hawkins _________________________________________________________ Metahuman | Full-time hero _________________________________________________________ Formerly Dakota City | Roaming 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 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 Virgil Hawkins was barely 15 when Atlantis waged war against the surface world. He watched the internet coverage of the events, awestruck, as the teenager witnessed the rise of the modern-day hero coming to the defense of innocents. The founding members of what would become the Justice League inspired him, so when he developed his own powers just months later in an event that would be dubbed The Big Bang, he too donned a colorful costume like his idols. Virgil spent the next three years of his life learning the ways of a hero through repeated trial and error. He faced off against dangerous foes, formed powerful alliances with other Dakota-based heroes, and struggled to balance his personal life with his growing responsibilities. College proved to be a change of pace, as the young man moved to California to study and start a new chapter of his life. It was here he met other teenage heroes who welcomed him into their group. For 16 months, Virg fought for justice alongside these young titans. And, while he often felt out of his depths against the large stakes his team found themselves against, Virgil felt proud to stand against evil with them. Then, tragedy struck. His father passed away and Virgil returned to Dakota City to be there for his sister. His return revealed a city that had fallen into chaos. Realizing his true place was in Dakota, Virgil decided to stay for good and return to his roots. Alongside new heroes that had risen up in his absence and old friends, he spent the next six years cleaning up his city. An endeavor that proved most successful. For the first time since gaining his powers eight years ago, Dakota had become a truly safe place. Static had become a symbol for the citizens of Dakota City, and anyone who tried to challenge the beloved hero proved to be a fool. But as one symbol faces a meteoric rise, another would face a catastrophic fall. The Justice League, Virgil's longtime idols, faced an epic battle that would become their last. While ultimately prevailing against their foe, the damage done was too much for the League to survive, and the heroes Virg had worshipped since a boy retired from the spotlight. In the four years following the League's disbanding, Virgil has watched as his city prospered while the rest of the country struggled to maintain hope. It seemed with every passing moment, more and more threats came out of the woodwork with no unified front to stand against them. The American people hadn't just lost a team of superheroes, they had lost a symbol to believe in. Virgil intends to give them their symbol back. Leaving Dakota City in the safe hands of his longtime allies, Virgil has decided to travel the country to revitalize the hope that had been lost. To restore Justice. * * * This is a Static that is at the height of his career. He's successfully faced all his classic foes time and time again, he and the other Milestone heroes have almost eliminated all gang-based and superpowered crime, and he's found a healthy balance between his personal and hero life. He's already graduated from university, mastered his powers, and found his forever person. I'm not looking to tell the story of a fledgling or struggling Virgil, nor am I planning on writing someone who is tired and jaded of the hero game. This is a confident, idealistic, adult Static who is ready and willing to take charge to make the changes he believes in. This is also a Static who won't be centered in Dakota. That's been done before, and frankly, I won't ever be able to tell a better version than what we saw in 2004. While Virg still has his connections to the city and will return there from time to time, Dakota City and its rogue's gallery won't be the focus here. All of those stories are in his past. P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S ) Virgil's goal is simple: to return the Justice League as a symbol of hope. To do so, he intends to travel the country to inspire the people and rally the heroes. He aims to seek out his idols and also his former teen teammates. The story I intend to tell is also simple: one that encourages interactivity. I'm going to have Virgil stop at just about every major DC location in the continental United States and make some waves, both IC and OOC. I think these games are at their best when players are writing together and I want to do my part in encouraging that. I will, of course, write individual posts without relying on others, but I'm going to be trying to coordinate with other players pretty regularly. |