Avatar of Themerlinhawk
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    1. Themerlinhawk 10 yrs ago

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6 yrs ago
Current Sound reasoning: Finish the painting for the miniatures you have before acquiring more. Me: Naaaaah,
1 like
6 yrs ago
And we are officially back.
7 yrs ago
To write again...that is the question...
7 yrs ago
Of course life continues forward like this. We may be closing in on the bitter end of my time here.
1 like
7 yrs ago
Just Exalted this weekend, that and determining the future of Salem at this rate.

Bio

Martial Arts, Writing, Reading, Coroner (No I'm not dead, I work there), Video games, and my friends. There: My life in a nutshell.

I do the Sci-fi, fantasy, urban fantasy, Dark fantasy and steampunk thing when it comes to roleplays. I'm pretty straight forward

I Gm this:
Due North

I Play a character in this/these:

Most Recent Posts

Due North



The Victorian Manor was straight out of something one might have expected from the works of Poe or perhaps something that may have once inspired the writers of the Penny Dreadfuls. Situated on a hilltop overlooking a stretch of seacliffs the mansion squatted like some sort of tired yet noble creature of the dark. Complete with two full wings, east and west naturally, with an appropriately strange turret punching up from the dreary backdrop. Despite its apparent disrepair, the manor seemed to breathe. In the unkempt grounds, there was the movement of a groundskeeper whose age was totally indeterminant. In the few lit windows of the building shapes moved periodically indicating the presence of at least a handful of serving staff. Or perhaps something more sinister if the locals were to be believed. Overall of this, a single disturbing fact might settle in upon the mind of an astute observer. There was a single strangely lit window that opened onto a balcony. Silhouetted in the strangely cold yellow glow of the room beyond was a single form. Tall, possibly male, and oddly still. Those who had happened upon the manor in the strange hours of the morning could readily identify the form. The oldest son of the family and newly minted Lord Northam observing the tiny corner of the world that had fallen to him with the tragic passing of his parents. Anyone lingering long enough might finally see him turn in; closing the doors and snuffing the strange light. It was all his for now, but the clock was ticking. Lord Northam needed a Lady lest the manor falls to one of the other siblings, family members, or perhaps even a wealthy or politically powerful rival.

Due North is a Gothic/Cosmic Horror focused on the plight of the Northam family and, as the locals call it, Manor North. With the recent death of the Lord and Lady Northam, the Manor has fallen to their estranged and newly returned oldest son. Players will take on the other members of the family (younger siblings, cousins, aunts, uncles, maternal grandmother the creepier the better),members of the staff (butler, maids, cooks, groundskeeper etc.), and other parties of vest interest in the Northam family or estate (political rivals pretending to be friends, business partners, family friends, etc,).




Setting

The manor is located on the coast of the English Isle circa 1883 and above an appropriately spooky cove, graveyard, forest, and sea caves/catacombs/tunnels. While most of the story will be centered on the strange manor and its equally unusual family there will be opportunities for travel to the nearby village, London, or even strange far off lands like the Orient or Egypt. Notably the English occupation of Egypt at this time is in full swing and the completion of the Orient Express has just occured.




The Themes

Gothic and Cosmic Horror with a healthy dose of mystery. Naturally with a heightened sense of fear. Close quarters. Strangers in a large house who all have strange goals other stories may unfold personally for your characters. In keeping with a sense of human dread the vast majority of characters should either initially have little to no knowledge of the occult or if they do have knowledge or even a background in it it should be specific as opposed to broad. While this Roleplay is supernatural in nature its horror will be drawn from the fact that any brush with the supernatural is dangerous. An knowledge taken from it, research done on it, or items pertaining to it come with a heavy toll on the characters. For most though Manor North will begin as a creepy house and perhaps by the very end your characters may find themselves having had their fill of the odd and mystical.




The Nitty Gritty

Inspiration will be drawn largely from the works of Stoker, Shelley, Lovecraft, Poe, Radcliffe and others of the Gothic Genre. So this means you will get a healthy dose of the supernatural. From a mechanical standpoint this is acheived by the Manor itself being a draw for the supernatural. Eventually you may even discover why the manor is the way it is and like all good stories when the source of the problem is dealt with our story will end. Ghosts haunt it, Werewolves and stranger things prowl the woods, in some places the house may even be alive, and naturally with Lovecraft fueling the fire you may encounter things of an eldritch or a cosmic nature. I will be doing my best to push forward a particular mystery that Lord North is personally wrapped up in however I encourage you all to develop other strange goings on that trouble your own character and may draw others in. After all we all live the same strange house.

We will keep track of the ongoing “Strange Phenomena” on the character sheet. I just ask that you give me a general idea of where you want to go with your plot and then a name to refer to it as. Generally speaking you should also have a way of dealing with the Phenomena and some keep points to hit towards solving the mystery.




Can I be supernatural

I would encourage you to avoid being overly supernatural. Please no vampires, ghosts, werewolves, eldritch abominations, frankenstein’s monsters, etc. At Least not initially, it maybe your character gets possessed by a ghost, bitten by a vampire, a werewolf, has a strange rite performed on them, etc. If that happens keep in mind that all of these things are bad. At their heart they make you a monster no matter how good you intentions. You will become a danger for the other occupants of the house and will need to be dealt with.

If your character is a psychic, a mild daubler in the alchemical, the arcane, or just has a particular supernatural quirk. These are totally acceptable and in fact encourage. The manor attracts strange things and your character should be a reflection of that. Simply keep in mind that even these things should be a taint or a strain for your character as the darkness can drag even the best down.




Due North



The Victorian Manor was straight out of something one might have expected from the works of Poe or perhaps something that may have once inspired the writers of the Penny Dreadfuls. Situated on a hilltop overlooking a stretch of seacliffs the mansion squatted like some sort of tired yet noble creature of the dark. Complete with two full wings, east and west naturally, with an appropriately strange turret punching up from the dreary backdrop. Despite its apparent disrepair, the manor seemed to breathe. In the unkempt grounds, there was the movement of a groundskeeper whose age was totally indeterminant. In the few lit windows of the building shapes moved periodically indicating the presence of at least a handful of serving staff. Or perhaps something more sinister if the locals were to be believed. Overall of this, a single disturbing fact might settle in upon the mind of an astute observer. There was a single strangely lit window that opened onto a balcony. Silhouetted in the strangely cold yellow glow of the room beyond was a single form. Tall, possibly male, and oddly still. Those who had happened upon the manor in the strange hours of the morning could readily identify the form. The oldest son of the family and newly minted Lord Northam observing the tiny corner of the world that had fallen to him with the tragic passing of his parents. Anyone lingering long enough might finally see him turn in; closing the doors and snuffing the strange light. It was all his for now, but the clock was ticking. Lord Northam needed a Lady lest the manor falls to one of the other siblings, family members, or perhaps even a wealthy or politically powerful rival.

Due North is a Gothic/Cosmic Horror focused on the plight of the Northam family and, as the locals call it, Manor North. With the recent death of the Lord and Lady Northam, the Manor has fallen to their estranged and newly returned oldest son. Players will take on the other members of the family (younger siblings, cousins, aunts, uncles, maternal grandmother the creepier the better),members of the staff (butler, maids, cooks, groundskeeper etc.), and other parties of vest interest in the Northam family or estate (political rivals pretending to be friends, business partners, family friends, etc,).




Setting

The manor is located on the coast of the English Isle circa 1883 and above an appropriately spooky cove, graveyard, forest, and sea caves/catacombs/tunnels. While most of the story will be centered on the strange manor and its equally unusual family there will be opportunities for travel to the nearby village, London, or even strange far off lands like the Orient or Egypt. Notably the English occupation of Egypt at this time is in full swing and the completion of the Orient Express has just occured.




The Themes

Gothic and Cosmic Horror with a healthy dose of mystery. Naturally with a heightened sense of fear. Close quarters. Strangers in a large house who all have strange goals other stories may unfold personally for your characters. In keeping with a sense of human dread the vast majority of characters should either initially have little to no knowledge of the occult or if they do have knowledge or even a background in it it should be specific as opposed to broad. While this Roleplay is supernatural in nature its horror will be drawn from the fact that any brush with the supernatural is dangerous. An knowledge taken from it, research done on it, or items pertaining to it come with a heavy toll on the characters. For most though Manor North will begin as a creepy house and perhaps by the very end your characters may find themselves having had their fill of the odd and mystical.




The Nitty Gritty

Inspiration will be drawn largely from the works of Stoker, Shelley, Lovecraft, Poe, Radcliffe and others of the Gothic Genre. So this means you will get a healthy dose of the supernatural. From a mechanical standpoint this is acheived by the Manor itself being a draw for the supernatural. Eventually you may even discover why the manor is the way it is and like all good stories when the source of the problem is dealt with our story will end. Ghosts haunt it, Werewolves and stranger things prowl the woods, in some places the house may even be alive, and naturally with Lovecraft fueling the fire you may encounter things of an eldritch or a cosmic nature. I will be doing my best to push forward a particular mystery that Lord North is personally wrapped up in however I encourage you all to develop other strange goings on that trouble your own character and may draw others in. After all we all live the same strange house.

We will keep track of the ongoing “Strange Phenomena” on the character sheet. I just ask that you give me a general idea of where you want to go with your plot and then a name to refer to it as. Generally speaking you should also have a way of dealing with the Phenomena and some keep points to hit towards solving the mystery.




Can I be supernatural

I would encourage you to avoid being overly supernatural. Please no vampires, ghosts, werewolves, eldritch abominations, frankenstein’s monsters, etc. At Least not initially, it maybe your character gets possessed by a ghost, bitten by a vampire, a werewolf, has a strange rite performed on them, etc. If that happens keep in mind that all of these things are bad. At their heart they make you a monster no matter how good you intentions. You will become a danger for the other occupants of the house and will need to be dealt with.

If your character is a psychic, a mild daubler in the alchemical, the arcane, or just has a particular supernatural quirk. These are totally acceptable and in fact encourage. The manor attracts strange things and your character should be a reflection of that. Simply keep in mind that even these things should be a taint or a strain for your character as the darkness can drag even the best down.





I walk away for two minuted and she's instantly swarmed. It's just not fair XD. Good to see ya Morwenna
Mortimer Ward




Friday, June 1st. 11:30am


The warm sunlight traced across the concrete slab that was formed the floor of the garage. As the sun had climbed the middle aged man sitting in his garage let the sunshine warm his legs through his work jeans. Really he should have gone into work but that hadn’t quite happened. With a slow tap he worked an amber glass bottle up and down the length of the plastic arm of the chair he had erected in his garage.

It was a slow day, the kind of languid day that made him thankful that he was somewhere that would become home. Eventually.

It amazed him that this was the same sun that had turned his skin to blister and battered at him like the fist of an angry God. Here. Here it was soft and warm like Helen had once been. Another drink from the bottle fought the memory back. The man hated drinking to fight back the memories but it did help. Turning over his shoulder her peered back at the lathe that took up much of the garage. It had sat silent since he had moved it in but it wouldn't remain so for long.
The sound of a car pulling into the driveway next to his pulled him out of his thoughts. Standing he walked to the open garage door and looked out. There was a blonde in her car sitting in the driveway. Mort watched as she sat there...and...sat there. Frowning Mort took another drink. After several minutes of the behavior she finally got out and went inside.

A Reese child. Funny enough it turned out the Reese family was something of a pillar in Millington. Apparently he’d actually met their parents years ago, his uncle had a picture with him and them in it. It was somewhere in with all of things he’d packed out of his uncle's office. As he stood contemplating another of the Reese children returned and went tearing into the house. Pursing his lips he finished the cider and tossed it into the recycling bin in his garage.

The summer was just starting so no doubt they would all be in and out. It was really a shame about their parents. With the death of Ophelia Reese the family had crumbled and then taken at turn for the absolute worst with their father and youngest child vanishing. With another heavy sigh he looked over at the car sitting in his driveway. 1967 Chevy Impala, it wasn’t even close to being in working order but he needed a project and this was it for the summer. Hopefully it would be done by the middle of July. An inventory of the car had revealed the parts he needed to order. Mort had ordered them two weeks ago and they were still sitting untouched in the garage.

Wrinkling his nose he finally made up his mind to do something with the day since it was clear her had no intention of making it into Millington Mechanics today. Rudy would be fine running the shop for the day. The older overweight gentleman had worked for Alexander when his uncle had run the shop and had been happy for the work when Mort had reopened the shop. Turning to collect his rolling tool box and rolling board he kicked the backboard to the front of the guided the tool chest over to it. Rolling up his sleeves he popped the hood of the car and leaned into it to start working. Not twenty minutes later the sound of a car approaching cause him to poke his head out from under the hood to peer like a nosey neighbor. The town was getting to him it was all too clear. Flower delivery? and at the lawyer's house too. Despite having been in the town for some time he had rarely actually seen the middle aged blonde mother who was Millington’s star Council. After a few seconds of pondering he went back to trying to get a hose off of the engine block to replace it.
@The Muse Glad to be back hun.

Am I moving back in next door?
I was summoned from beyond the Veil. Hello all you happy people.


This is rather short for me so apologies for that but here she is.@MrDidact
Verdict




[ ◈ ]
Martris Sar-Vex

[ ◈ ]
Verdict, or Tris to her friends (if she ever makes any)

[ ◈ ]
40

[ ◈ ]
Krypton

[ ◈ ]
Justice League

[ ◈ ]
New Member

[ ◈ ] A P P E A R A N C E
Martris stands at an imposing five foot eleven inches with a lithe powerful feminine frame. Her hair is shoulder length and dark brown though it is a rare day when it is not confined to a french braid or bun. While Martris takes many cues from Kara, leaving ones hair available to easily grabbed is not one of them. In her day to day life Martris prefers suits, skirts, and heels with dark tones; mimicking the stereotypical female lawyer appearance. As Verdict she uses a dark grey Kryptonian body suit emblazoned with the stylized crest of House Vex, one of the things she salvaged from the ship she escaped. The body suit was originally designed to be worn beneath a suit of Kryptonian battle armor however the armor it belongs to is in such disrepair that Verdict cannot use it.

[ ◈ ] A B I L I T I E S // S K I L L S // E Q U I P M E N T
  • Superhuman Strength- Martris is capable of lifting in excess of 100 tons though the outside limits of Krytonian strength are speculative at best
  • Invulnerability- Martris is immune to most physical and energy based attacks and hazards.
  • Longevity- With the power of a yellow sun Martris will live well beyond the lifespan of a normal human
  • Flight- Martris is capable of supersonic flight in atmosphere and Faster than light flight beyond the atmosphere
  • Superhuman senses- Martris senses far outstrip those of a human in smell, sight and hearing allowing her to detect specific heart beats and see through walls.
  • Healing Factor- Martris is capable of regenerating grievous wounds rapidly
  • Frost Breath- Martris is capable of producing incredibly cold blasts of breath
  • Heat Vision- Martris is capable of producing incredibly powerful rays of energy from her eyes
Equipment
  • Memory core of Reason’s Light- a Database containing the total knowledge stored on board the ship knowns as Reason’s Light prior to its destruction.
  • Damaged Kryptonian Battle Suit- The remnants of battle suit salvaged from the debris of Reason’s Light. The suit is currently unusable.
  • Rebreather- One of the few working pieces of technology besides the Datacore Martris rebreather is a piece of Kryptonian technology which allows her to function outside of an atmosphere for up to 72 hours.

[ ◈ ] L I M I T A T I O N S // W E A K N E S S E S
  • Kryptonite- Fragments of the destroyed world Krypton emit a wavelength of radiation that is potentially lethal to Martris.
  • Magic- The biomatrix that protects Martris is vulnerable to the energies generated by magical effects and as a result her invulnerability is far from perfect against magic based attacks.
  • Psionics- While Martris is largely human in appearance her brain structure and chemistry vary enough that psionic based attacks and abilities affect her with potentially different results than against a human

[ ◈ ] B I O G R A P H Y
Martris Sar-Vex was born to Sar and Lasa of House Vex. Martris parents were selected by Krypton’s Council as members of a diplomatic mission to a neighboring solar system. During the course of the mission the Kryptonian vessel was caught by the formation of a singularity along their plotted course. The gravity well of the singularity proved to be too sudden and powerful for even the technology of the vessel and the crew was forced to abandon ship. Of the pods that were launched from the ship only Martris made planetfall in a nearby solar system. Far off course from the vessels original destination the Kryptonian vessel Martris would not be found for almost thirty years though unbenounced to her the gravity well of the singularity had stolen away seven years from her.

The planet Martris landed on was a Death World christened Malebolge by Martris after her arrival on earth. Whatever name for the planet the indigenous Rissen people gave the planet Matris refuses to use the name.

When her pod fell from the sky Martris arrival was heralded as a sign from the gods of the Rissen people. Much to their surprise the young girl who arrived in the falling star grew to become a formidable being under the harsh yellow light of the systems native star. Unbenounced to Martris, Kryptonians had visited the planet on one other occasion displaying the same incredible powers she did. As a result the natives legends talked of Gods who descended from the stars that were capable of all the feats that Martris could perform. Martris was heralded as a gift from the Gods, a protector.

Growing up on Malebolge, Martris quickly learned that the flora and fauna of the world were lethal for the Rissen and even potentially dangerous for her despite her Kryptonian Biomatrix. Over the next three decades Matris would help the Rissen people to construct cities, weapons, technology and an order they had never known in thousands of years. With her powers and the memories of her homeworld Martris instilled in the Rissen the same rule of law that her parents had instilled in her from the day she was born into House Vex. Despite her incredible power Martris managed to resist the temptation of believing she was a God.

While Matris could easily have continued to protect the people of Malebolge fate was not to have it. A passing trade vessel stopped in orbit above the planet when they discovered much to their shock that a civilization had sprung up on a planet that they had assumed was a Death world inhospitable to anything but the most savage of species. Even more shocking to the Traders was the discovery of a Kryptonian leading the civilization. Bearing news of her homeworlds fate the Traders informed Martris of what had befallen Krypton. Vowing to seek out any who might have survived the death of her world Martris began her journey seeking any left behind. The next year was spent scouring the galaxy before she finally learned that two members of House El had survived the destruction of their home.

When Martris finally arrived on Earth she was shocked to learn that not only had Kara and Kal survived but also that the city of Kandor had been rescued from the clutches of Brainiac. With the arrival of yet another powerful Kryptonian Matris elected to join the Justice League in the footsteps of Kara and Kal though the newly christened ‘Verdict’ quickly became known for her brand of unbending and often brutal justice. Having grown up on a planet where not working for the good of society was a crime Earth has been a culture shock to her.

Despite this Martris has already begun making a name for herself having adopted the City of Boston as her earth home. The location puts her within easy flight distance of Gotham and Metropolis. The result of this being more than a few run-ins with members of her cousins’ rogue gallery and occasionally members of Batman’s rogue gallery.

Personality


In the eyes of almost everyone Martris is a severe and overwhelming person. Driven by an almost fanatical need to uphold the law. Conversations with Martris can often be taxing as much of her early upbringing is unlike anything on earth. The Rissen were a society of necessity and as a consequence the expectation from all of the members of society was high and inflexible. The result of this can be seen in Martris opinion of those she believes are not fulfilling their full potential as well as her demeanor towards many of earth's customs and laws. Particularly those of western first world countries. While blunt, cold, and aggressive are often used to describe Verdict, however those with the patience for her often find that despite her polarized views on many topics she can be surprisingly compassionate and nurturing especially to those she sees as attempting to better themselves.

Unsurprisingly, Martris freshly arrived to Earth continues to struggle to fit in not only with other League members but within the general population as she is used to a completely merit based society. This has lead to more than a few confrontations between Martris and other senior members of the Justice League as she sees many of the members as lacking the merit for their position. Extending into her tenuous cover as a law school student Martris has yet to truly integrate herself or make anything approaching a friend in her alternate ego life.

[ ◈ ] N O T E S
While she lacks Superman’s fortress Verdict did not come unprepared for a new home. During her time on Malebolge, Martris discovered not only the remains of her pod but also that other pods and components of the Kryptonian ship she was a part of had been thrown clear of the event horizon by the ships deathroes. While not a Kryptonian scientist Martris was capable of salvaging a largely complete database of Kryptonian law, as well as a series of cultural indexes and a handful of recorded holos of the members of the crew including her family. Verdict stores the salvaged and repaired Kryptonian technology in a section of the tunnels beneath Boston, sealed away from prying eyes where only she can get to it. With the right help Verdict may one day be able to construct her own hidden base of operations, but for now it is more hidden storage space than anything else.

[ ◈ ] S O U R C E
General Astra, Car-Vex

Well if what I read is right, Earth needs a lantern right now doesnt it?
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