Buffy
Chaosite
Posts: 786
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Post by Buffy on Mar 16, 2006 9:52:43 GMT
Background is as follows...
Game Name: A Mark, a Mission, a Brand, a Scar
Known Heroes: The Knights of Moorelans: Furnace, Pulse, Ocean and Rage.
Villains: A gang known as the Cobras are the most recent treat to the city.
City: Moorelans city
The Story:
Freefire, the first hero to emerge in the crime-ridden city of Moorelans, was mostly active in the 50’s and 60’s. He reigned superior to all heroes around him; all these skilled vigilante’s were a gift, a gift to the city that needed them. These vigilante heroes were skilled fighters, suicidal daredevils and rich men and women who could afford new technology. Meta Humans were the thing for comic books.
In the late 60’s, one super villain, Atlantis, destroyed the legion of heroes. Freefire, with his shield of light, was the last and only survivor. He brought Atlantis to justice. Unfortunately the damage was already done. The era of the heroes had ended with one foul swoop.
Freefire, knowing the need for heroes, created the Knights of Moorelans. People he would train with his skill, his weapons, and his vision. An Organisation that has survived till this very day.
His first pupil, The Black Knight, Furnace, went on under his leadership to train the new generation of Knights: Pulse, Ocean and Rage.
They had success for the last few years as a team of crime fighting heroes, all bearing the mark of a Knight by carrying shields of light. They were unstoppable. Their prestige gave them acceptance of the mayor of the city, who in turn convinced the police to use their services.
This was all before the age of the Meta Human, the age we are about to enter. The Knights, with no super powers of their own, have struggled with the new threat of super powered villains.
With the emergence of Super-Villains, and the un-usual and disturbing reasons un-known. There is a need. There is sure to be new heroes showing up, hopefully with powers of their own.
The choice will be theirs, to join the fight with the Knights of Moorelans, or to try to carve themselves a reputation of their own.
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Buffy
Chaosite
Posts: 786
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Post by Buffy on Mar 16, 2006 9:59:06 GMT
Player Name/Handle:
Character Name:
Mask Name:
Character Age:
Gender:
Birthplace:
Hair Color:
Eye Color:
Height:
Weight:
Race: (caucasian, african, asian, middle eastern, Ameri-Indian, eastern island, aboriginal, etc. )
Ethnicity:
Nationality:
Avatar: (if you have one, micro or pic)
Main Power:
Secondary Power:
Weaknesses:(phobias, physical or mental illness, disabilities, personality flaws, physical deformity, academic areas which the character struggles in, etc)
Skills(such as talents, experiences, abilities. for instance, drawing, diplomacy, mechanical skills, computer skills, special knowledge etc.)
Handedness:
Skills:
Family:
Occupation:
Character Interests:
Personality:
Worst Secret:
Character Goals:
Character Background:
(minimum 5 real paragraphs.) Try to cover your character's overall history. Don't focus on just one event.
Note I modified this, so it doesnt include certain things like Best Friend and worst enemy, if these things need to be addressed, they can be written in with the Story, Also now includes skills and weaknesses for instance.
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Post by Gray Lensman on Mar 16, 2006 17:12:43 GMT
Player Name/Handle: Gray Lensman Character Name: Roland Travis Mask Name: Night Spider Character Age: 23 Gender: Male Birthplace: New York Hair Color: Black, formerly brown Eye Color: Red, formerly brown. (Note: Spider's eyes appear to burn red with the curse of the Mind's Eye.) Height: 6' Weight: 200 lbs. Race: Caucasian Ethnicity: Nationality: American Avatar: (if you have one, micro or pic) Main Power: The curse of the Mind's Eye. This primarily takes the form of a mystical Sight which is constantly active. The Sight has certain benefits, such as the ability to see in total darkness as if it were broad daylight. Night Spider can see the auras of living beings around him at will. In this way, he can instantly detect evil by seeing the moral imperfections in other people. This power only works on beings that have souls (the Sight would not be able to work on robots, for instance). As a lesser effect, Spider can use the Sight to generate realistic illusions, cloud men's minds, render himself invisible to mortal senses, etc. Secondary Power: The protection of the curse. This was given to Spider in order to keep him from resorting to drugs or suicide to escape the curse. The Mind’s Eye grants him strength, speed, agility and durability at about Spidey’s level. The curse also gives Night Spider a healing factor that can recover from virtually all form of damage, including psychic damage. The curse also gives Spider full immunity to poisons and toxins (so Spider doesn’t resort to drink or drugs to escape the curse). He will not age or die by natural means. However, he regenerates at the level of early Wolverine. While Spider is extremely hard to kill, he is NOT invulnerable, and can be damaged enough that recovery can take a very long time… Weaknesses:(phobias, physical or mental illness, disabilities, personality flaws, physical deformity, academic areas which the character struggles in, etc) Spider's main drawback is the curse of the Mind's Eye. Night Spider can always see the darkness in his own soul. The curse inflicts constant spiritual pain, which is so vivid and intense that it feels like physical pain. He is cursed to constantly feel pain when he commits any sort of morally impure act. The level of the pain increases depending on how evil the act is. If Spider willingly insists on committing an extremely evil act, then the pain will overpower him and he will collapse. Spider can eventually recover with time and sufficient willpower to overcome the pain. Another defense to the curse is honest love for another person (this need not be romantic love, though it can be). In terms of personality, Spider has more than his share of flaws. He's a showboat and a daredevil, and tends to enjoy reckless stunts either to impress people or escape his pain. While he comes across as charming, he's also not the most trustworthy guy around... Skills(such as talents, experiences, abilities. for instance, drawing, diplomacy, mechanical skills, computer skills, special knowledge etc.) Handedness: Ambidextrous Skills: Night Spider is primarily a highly skilled thief; stealth is second nature to him. He is very good at acrobatics. He has been trained in numerous forms of combat, including various forms of unarmed combat. He is an expert with all forms of swords. (Spider is trained to use a photon sword that he normally carries.) He also is a good pilot and driver (he's very good at high-speed racing ). Family: Night Spider's primary family is the Travis Cartel, an organized crime group that he's since escaped from. Night Spider’s father was Barrett Travis, the professional assassin known as Cutthroat. His mother was Sara Bentley Travis, the thief known as Arachne. While both of them have notable records in the underworld, neither of them was ever arrested. The family was usually well-off, due in large part to their criminal activities. Cutthroat and Arachne had planned to raise and manipulate Roland into becoming the heir of their criminal enterprise. When Roland left the Travis Cartel, he burned his bridges with his parents, and they are presently at odds. Roland also has Maureen, who is his adopted younger sister. She really did not take well to Roland's leaving the family. Roland and Maureen currently have a very conflicted relationship. They once shared a deep bond of affection, but parted on bad terms when Roland left the Cartel. Deep down, Maureen wants the family back together as it once was, and is pursuing Roland in order to get it... The closest thing Roland currently has to family is Gerald Hawkins, the old family servant. Gerald had served the family since the days of Roland's grandfather and loves Roland like a son. He followed Roland out of the family because of Gerald's own guilt for his misdeeds, and his own sense of duty. He also has a strong desire to redeem the family through Roland. Occupation: Formerly a professional thief. Currently a superhero and adventurer. Character Interests: Staying out of jail, creating a new life for himself, trying to cleanse away the imperfections that constantly torment him. Trying to be a hero, even if he doesn’t really know how. Personality: Roland Travis is a complex and conflicted man. On the surface, Roland appears to be the laughing swashbuckler. He comes off as incredibly charming and pleasant, and enjoys the thrill of danger. However, deep down, he is driven by remorse and the pain of his curse. He also has a ruthless and manipulative side that he doesn't like to show. While he sincerely wants to be hero, he sometimes approaches it like the villain he once was. Worst Secret: That Roland was once the villain known as Switchblade, and was the heir of an organized crime cartel. He has taken the name, costume and identity of Night Spider to bury his criminal past and rebuild a new life. Character Goals: To redeem himself, help others find their way to redemption, and finally end the curse. Character Background: (minimum 5 real paragraphs.) Try to cover your character's overall history. Don't focus on just one event. Roland Travis is the son of a villainous couple, Cutthroat and Arachne. During his early years, Roland seemed to be raised as a normal child, the pretense that the Travis family provided for the world at large. When he was old enough, however, Roland was slowly groomed and trained to be their successor. As far as anyone knew, Roland was a child of privilege, the favored son of a wealthy businessman and his wife. Roland eventually learned differently. At a young age, he was gradually trained in their parents’ various arts. From his father, he learned how to be a competent fighter. From his mother, he learned the arts of stealth and thievery. He never became as good as either of them, but he became more versatile than either. Roland idolized his parents, and saw what they did as an adventure against people who’d done wrong. (Or that’s what they told him—they were flat-out lying.) His parents eventually gave him the name of Switchblade, and joined them for some on-the-job training. Mostly, he was just involved in Robin Hood jobs, all designed to show his parents’ “sincerity”. Eventually, Switchblade graduated into larger jobs, all slowly and incrementally designed to get him used to their criminal lifestyle. Roland loved the danger and the adventure of the job, and especially loved fooling the people who tried to interfere with their jobs. Eventually, the family raided a compound owned by the mysterious Society of Revelation. The contract was to steal the Mind’s Eye, a mystic gem estimated to be a priceless fortune. While Cutthroat and Arachne was occupied with the Society's guards, Roland was sent to steal the Mind’s Eye. When Roland touched the Eye, it infused him with mystic energy. He saw his reflection within the Mind’s Eye, and was horrified at himself, at the wrong that he’d done with his whole life. When he returned to his parents, he saw the flaws in them, and in the story they were telling him, and realized they were lying to him all along. He knew they wanted him to steal and murder for them, refused, and abandoned them, and prevented them from murdering the members of the Society. Ever since then, Roland decided that he would change his ways, and try to overcome not only his own imperfections, but those of the world. Roland found himself on the run, learning and studying for what he believed he had to do next. He took on a new identity, calling himself Night Spider, and vowed not only to become a real hero, but to tear his parents’ criminal empire apart…
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Max
Chaosite
Imagine all the people...
Posts: 610
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Post by Max on Mar 16, 2006 18:57:15 GMT
Player Name: Max Character Name: Project A1 Mask Name: Chyphoid Character Age: N/A Gender: Robot Birthplace: Project Metal HQ Hair Colour: No Hair Eye Colour: Glowing Green (when using weapons or computer brain) non-glowing green (when normal) Height: 6 foot
Race: None
Weakness: He has a limited battery which he must charge if it get's too weak. And because of his artificial personality, though it is complex and near-lifelike it does have it's flaws. Sometimes he cannot understand human logic and thought which can result in confrontations.
Main Power: He's a living computer. He has clear access to every file on the internet and can access files on any compuer in the world. Basically, he's the ultimate computer.
Secondary Power: Cyphoid has a complex system of weapons inside of him that he can activate at any time. Among these include repulsor rays, machine guns and electro-blasters. Also he has an extensive databank that has collected information on hundreds of subjects over his life. Everything Cyphoid discovers gets put in his databank for future reference.
Skills: Obviously he has advance computer skills, possibly the best in the world. And because of his extensive databanks he can access or memorize information on nearly any subject. He has memorized fighting skills, medical techniques and other things that could be vital to saving lives.
Family: None Occupation: Unemployed. Character Interests: Human behaviour that he wishes to learn about he finds interesting.
Hobbies: He has none. He only trains, saves, and learns about humans.
Worst Secret: Due to his artifical intelligence Cyphoid is programmed to only due good. He cannot remember any bad secrets because of his prime instict to do good.
Character Goals: To eventually learn about and fully understand human emotions and logic.
Character Background: Created in the 'Project: Metal' lab in the London, he was a test. To see if the project could build an intelligent robot. And they did. He was programmed to do good for the world and learn for himself human traits and emotions.
His creators were suprisingly very nice and for the most part, quickly accepted him as equal. They were not the usual military type and introduced him to basic things that he would need to start out in the world.
His data file is always collecting new information about the world and cannot be infected by any computer virus. When he was let go by the project to do his duty he stayed in England for a year, but realised that America needed him more so he travelled over there to do good and save innocents. He has so far been succesful.
He has now lived in Mooreleans for a short time and soon plans to reveal himself to the general public. He feels he has learnt enough about humans to be efficent in saving lives and working properly among them.
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Post by SilvaShado on Mar 17, 2006 4:35:24 GMT
Player Name/Handle: Will (Property of Silva) Character Name: Carl Vane Mask Name: Decoy Character Age: 32 Gender: male Birthplace: Fort Worth, Texas Hair Color: black Eye Color: grey Height: 5’ 11” Weight: 190 lb. Race: Caucasian Ethnicity: Hispanic Nationality: American
Main Power: invulnerable
Secondary Power: shape shifts into non-organic matter. Creates blades, spikes, even guns, but if he expels anything like a bullet or uses gunpowder, it weakens him and he has to eat to replenish his body.
Weaknesses: Must eat large quantities of food if he detaches parts of himself. Only finished half of high school.
Skills: hunting & tracking, horse back riding, gun mechanics & maintenance, brawling.
Handedness: right handed
Distinguishing Features: Dark complexion, fairly well muscled and lean. Typically wears clothing in shades of grey – trench coat, slacks, shirts, sweatshirts, and boots. Often wears sunglasses.
Family: Mother, Emily Vane, is deceased. Father, Larry Vane, is deceased. Younger sister, Mary Anne Walsh, married and living if Florida with her husband Roger Walsh with one daughter, Tina Walsh. Older brother, Victor Vane, is deceased.
Occupation: Ex-criminal
Character Interests: money and Oreos. Also Horse-back riding, hunting, and leather-working.
Personality: Relatively somber, but not above making fun of someone when they’re down.
Worst Secret: cries when he sees puppies.
Character Goals: make a lot of money
Character Background:
His brother was a year older and his sister two years younger. His mother and father ran a small smuggling operation, dealing more with videotapes of movies that haven’t been released to the public. This went fairly well until his brother Victor came of age and wanted the family to be more successful. Victor decided to branch out into different areas of criminal activity. This included guns, drugs, illegal immigrants, etc. Victor attempted to convince Carl to join the business, but was at first unsuccessful. Carl’s friend Frank was able to keep a reasonable head on Carl, which kept him out of the family business.
Unfortunately Frank was drafted into the military and a month after being sent out, Frank was reported to be MIA. Victor, under the guise of consoling his brother, was able to talk Carl into helping with certain aspects of the business. Some years past and once his sister reached the age of 18, she married the first guy that came along and moved away, unable to cope with her family sinking further into crime.
At the age of 22, Carl was offered, by Victor, to undergo an experiment that would, if successful, keep Carl “safe.” Carl reluctantly accepted and soon found himself with the powers he wields now. Seeing the new potential in Carl, Victor decided to expand their territory and sent Carl on extremely dangerous jobs, which Carl succeeded in.
Two years later, Victor pushed someone who had the power to push back. The Valentino family did not like Victor’s actions. So they put a contract out on the Vane family. At a Sunday dinner, mercenaries burst into the Vane household, murdering Emily, Larry and Victor. Carl, unaffected by the bullets, was enraged and killed all the mercenaries, save one. He extracted the information about the Valentino family and he went after them – killing the entire family.
Finding himself alone, he spent the next 6 years pursuing the only line of work he knew – crime. Unfortunately, he was not as smart as Victor and was continually foiled by the small-time superhero known as The Lawman. During these 6 years, The Lawman and Carl formed almost a friendship in their cat and mouse chase. This was put to an end when Carl incarcerated in a maximum security prison.
During two years of rehabilitation, The Lawman continually visited Carl and convinced him that he’d probably make more money being a superhero. He told Carl how he obtained his work by special contracts, and was fixing to retire. Placing a few calls around, The Lawman found that The Knights of Moorelans were looking for new recruits to deal with the new super villain problem. He suggested that Carl would make an excellent decoy. With The Knights of Moorelans, they were able to get Carl out of prison on the condition that he stay with the Knights for the rest of his prison term – 18 years.
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Post by sps1000 on Mar 17, 2006 5:15:45 GMT
Player Name/Handle: SPS1000
Character Name: Greg Spurlock
Mask Name: Microbe
Character Age: 15
Gender: Male
Birthplace: New Orleans
Hair Color: Brown
Eye Color: bright blue
Height: 5 ft 7 in
Weight: 120 lbs
Race: caucasian
Ethnicity:
Nationality: American
Avatar: (if you have one, micro or pic)
Main Power: Can shrink, and as an aftereffect he gains strength. Roughly Spider-Man level right now but may increase as he grows older and more experienced
Secondary Power: Jet pack similar in appearance to Wonder Man's from the 70's
Weaknesses: Young and inexperienced, eager to prove himself, women, weak to normal human means and if he shrinks too small he'll turn himself into a black hole thus killing him.
Skills: Basic computer skills, enough mechanical and electric skills to repair his rocket pack, good at skateboarding which helps him control his rocket pack
Handedness: right
Family: Matt Spurlock (father), Stacy Spurlock (mother), Peter Spurlock (older brother)
Occupation: Fry cook at McDonalds, student
Character Interests: skateboarding, cars, girls, video games, music
Personality: Young and inexperienced and eager to prove himself. Greg is a bit of a jerk at times, and thus is prone to rash decisions. He can be a nice guy when he wants to.
Worst Secret: His older brother Pete is gay
Character Goals: Try to make a career out of this superhero thing, and maybe make some money off it.
Character Background:
Greg was a military brat born on a military base near New Orleans, Greg bounced around from military base to military base making few friends, and always trying to make the best of it.
Greg's father was a scientist in the military until he retired, before he did he would occasionally bring home experimental devices that he was working on. One was a jet pack of sorts, which Greg quickly stole, and tried to fly with it promptly crashing into a tree and nearly breaking his spine. It was at this time at the age of 13 he found he liked the rush and took up skateboarding.
Greg was a natural at this, and was soon doing local shows, and attempting various stunts in the style of "Jackass" which went over well with his friends but not with his parents who didn't approve.
Greg's family moved to Moorleans when he turned 14 a year ago, and Greg loved visiting the skateparks and flaunting his skills. A few days after he moved to Moorleans he started having dreams that he could shrink, and they turned out to be true!
Greg went out and stole the jetpack that his dad brought with him, and found an old ski mask and goggles, and fashioned himself a makeshift costume flying in his jetpack which could oddly shrink with him. He practiced for several months and even made his own costume, a simple black short sleeved shirt with a giant white M on it. He now wanted to try his hand at this crime fighting thing because he thought it might be a thrill.
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Post by SilvaShado on Mar 18, 2006 6:29:11 GMT
Player Name/Handle: Silva Shado
Character Name: Art & Aithne Danzel (twins)
Mask Name: Dusk (Art) & Dawn (Aithne)
Character Age: 16 (Aithne was born first)
Gender: Art is male & Aithne is female
Birthplace: Garden City, Kansas
Hair Color: Art – short dark blue; Aithne – long bright golden
Eye Color: Art – one dark blue and one dark green; Aithne – one bright golden and one bright red
Skin Color: Art – dark green; Aithne – bright red
Height: Art is 6’ & Aithne is 5’
Weight: Art is 230 lbs & Aithne is 90 lbs
Race: Unknown
Ethnicity:
Nationality: American Main Power: Art – Earth; Aithne - Fire
Secondary Power: Art – Water; Aithne – Wind
Weaknesses: They are both sensitive to pollution. The worse the pollution, the more pain they feel. If it gets really bad, it can be debilitating. They can handle most areas of most cities with just minor aches & pains, but they stay away from industrial areas or anywhere with high concentrations of pollution.
Skills: They are both skilled performers. They know how to draw an audience and keep their attention. Art knows how to tame and train domestic & exotic animals. Aithne knows how to ride & perform acrobatics while riding domestic & exotic animals.
Handedness: They are both ambidextrous
Family: Their mother is Lillya Danzel, a fortune teller with the Carabose Circus. They do not know who their father is. Their mother only says that they are children of the earth.
Occupation: Art & Aithne have a magic act with the circus.
Character Interests: Art likes to meditate, sculpt and listen. Aithne likes to dance, write and talk.
Personality: Art is quiet, sensitive and strong. He is slow to anger, but also slow to forgive. Aithne is talkative, rash and energetic. She is quick to anger, but also quick to forgive.
Worst Secret: Other than their weakness to pollution, they have no bad secrets.
Character Goals: They want to enjoy life and live free in nature – their ultimate goal is to buy a natural reserve somewhere. They want to maintain it and allow people to come and experience pristine nature.
Character Background:
Their birth is a mystery. Their mother Lillya has two minor powers – she can tell the future (to a limited extent) and is in tune with the earth. All the twins have discovered, from her and the other circus performers, is that Lillya had a vision and saw that she could have special children. Using her senses of the earth, she was able to take the necessary steps to get impregnated at the right time by the right “man.” She took a leave of absence for about a month and came back pregnant. No one knows where she went or with whom. Lillya was never known to be with anyone.
At any rate, they grew up being “fathered” by the entire circus. Everyone had a hand in teaching and taking care of them. The twins became gophers and extra hands, and generally learned a little about everything that it took to run a circus. They took most readily to the animals, which pleased Carlan Ulrich, the animal trainer. Carlan had wanted some assistants, and he could find no one more enthusiastic than the twins. Art enjoyed training the animals and Aithne enjoyed riding the animals.
Some, though, were less scrupulous than others when it came to what they were teaching. At age 7, one of the clowns, Markus Linden, convinced the twins to help him rob a town’s bank. They easily got through the security and no one would have known they did it except that Aithne couldn’t help but brag to her mother about how stealthy they had been. Lillya turned Markus and the money over to the police. The local cops wanted to punish the twins as adults because of their powers, but thankfully the state judge saw that they were still children and required community service for as long as the circus was in town (2 weeks). However, that was not the end of their punishment. For 3 months, they had to do all the menial and disgusting jobs around the circus. This was the first and last crime the twins committed.
Over the years, Lillya helped them to develop and control their powers, and to use them for good purposes, to protect people and nature. She also helped them to accept the rude treatment they got from people outside the circus. For a long time, they were not allowed out into any of the towns they stopped at. While they were performing or walking around the circus in costume, they got rousing applause, admiration and awe. At any other times, like when they were in street clothes, people stared, pointed and said they were freaks to their faces. This was very hard on the children. There was only so much the other circus people could do. For a long while, they stayed away from the public in the tents and trailers. It took a long time, but Lillya was finally able to build up their confidence and teach them how to handle ridicule. And the only way they were able to handle going out into the towns was to wear their costumes out and act like they were advertising for the circus.
Thus, to this day, they always wear clothing that resembles their circus costumes. Aithne always wears flowing dresses in shades of bright gold and red. Art wears suits in shades of dark green and blue. This way, whenever someone starts to stare or be rude to them, they launch into their act, drawing a crowd, and often making a bit of money in the process.
But Lillya knew that there was more to her children’s destiny than being in a circus all their life. She’s waited and prayed for a sign of what to do. Finally, a vision came to her of the twins with the Knights of Moorelan. Since both Art and Aithne have been home schooled since birth, and they have both completed their GEDs, Lillya contacted the Knights to see if they would take in Art & Aithne to train. While Art and Aithne are hesitant to leave what they have known their whole life, they are also anxious for adventure and a chance to prove that they are good. They may be freaks, but they are not evil.
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Post by Gray Lensman on Mar 20, 2006 6:13:16 GMT
Player Name/Handle: Gray Lensman
Character Name: Tanith Dawson
Mask Name: Whiplash
Character Age: 19
Gender: Female
Birthplace: Raleigh, North Carolina
Hair Color: Black
Eye Color: Brown
Height: 5’7”
Weight: 110 lbs.
Race: (caucasian, african, asian, middle eastern, Ameri-Indian, eastern island, aboriginal, etc. ) Caucasian
Ethnicity:
Nationality: American
Avatar: (if you have one, micro or pic)
Main Power: Matter conversion. Tanith has the ability to transform matter into anything she can imagine by touch. She can convert elements (such as lead into gold), and she can convert the state of an object (such as turning a solid into a liquid or a gas). She can also consume matter by touch as well (which disintegrates whatever she consumes). Her power naturally disintegrates toxins and poisons. With this power, she has no need to eat or drink as long as she regularly disintegrates something. She can heal or regenerate damage provided she has enough material to disintegrate. Tanith can temporarily increase her strength, speed, agility, and endurance to superhuman levels (up to Spider-Man’s level) for brief periods if she disintegrates something.
Secondary Power: Tanith is a limited telekinetic with the ability to control metals, plastics, and glass. She can create complex technological devices by manipulating these materials telekinetically.
Weaknesses:(phobias, physical or mental illness, disabilities, personality flaws, physical deformity, academic areas which the character struggles in, etc)
Tanith’s TK only works on metals, plastics, and glass. She can’t manipulate any other substances. Her matter transmutation only works on something she is in physical contact with.
In addition, Tanith’s TK draws on the excess energy she draws from disintegrating matter. If she runs out of excess power, her TK stops working. Also, if she runs out of power, Tanith loses her excess strength until she finds some excess material to disintegrate.
Skills(such as talents, experiences, abilities. for instance, drawing, diplomacy, mechanical skills, computer skills, special knowledge etc.)
Handedness: Ambidextrous
Skills: Tanith is a mechanical and inventive engineer with the ability to design or repair any kind of technology. She is a skilled fighter of moderate ability, and she has some ability at stealth and thievery that she picked up on the road.
Family: Tanith doesn’t know her birth parents, who reportedly died not long after she was born. She was raised by Dr. Leonard Glaser, who was an unsuccessful scientist who turned to crime to make ends meet. She’s not really on great terms with him, since she stole and used the only sample of his experimental formula…
Occupation: Runaway, adventurer, engineer.
Character Interests: Extreme sports, science, sampling new pleasures, seeing the world and discovering new experiences.
Personality: On the surface, Tanith appears to be a tough and free-spirited thrillseeker. She tends to be reckless and impulsive, and has something of an attitude. Deep down, though, she does care about people, though she’s guarded because of her past.
Worst Secret: That Tanith is on the run from her adopted father and the crime organization that he works for. However, she also doesn’t like it known that she has a soft spot for the innocent and the helpless.
Character Goals: Above all else, Tanith is trying to stay alive and one step ahead of her pursuers. She wants to be free of them and live for herself. Beyond that, she wants to have fun and use her powers to help others in the bargain.
Character Background:
(minimum 5 real paragraphs.) Try to cover your character's overall history. Don't focus on just one event.
Tanith Dawson was the only daughter of a couple living in Raleigh. It’s known that her parents died under mysterious circumstances during a house fire, not long after she was born. Tanith was taken into foster care not long afterwards.
Tanith spent her earliest years in various orphanages. Even then, it didn’t take long before she showed a natural aptitude for fixing things. This eventually earned her the notice of Dr. Leonard Glaser, who was then a reputable university scientist. Glaser had wanted a child but couldn’t, and claimed to want a child who he could share his interests with.
Before long, Tanith was formally adopted. Life seemed to have gone well initially. Glaser taught her much of what he knew. However, some months after the adoption, Glaser’s life went into a downward spiral. Various of his theories had been discredited, leading to his firing from the university. He then turned to drinking, and before long he turned his bitterness and anger against Tanith. Tanith began to spend a lot of time away from home, including secretly learning how to fight.
Unable to get serious academic work, Glaser finally turned to crime to regain his lost standing. He agreed to work for a crime cartel in exchange for their money and backing. To prove his good faith, Glaser agreed to give up his life’s work: a super-formula that he’d originally designed for military use. However, it was untested and risky. He needed a test subject, but couldn’t risk bringing in anyone on the outside, so decided to test the formula on Tanith. He restrained her and gave her a sample of the formula against her will.
For Tanith, this was the final betrayal. The formula gave her super-powers that Glaser hadn’t intended. Tanith used her powers to escape and subdue Glaser, though she couldn’t kill him. In a fit of rage at his betrayal, she destroyed all of Glaser’s work, including all of his notes and samples of his master formula. She then used her powers to run away and leave home, never to return again.
Tanith spent the year following on the run from Glaser and the cartel. In that time, she learned to survive on the streets. She had no trouble getting by with her powers and her skills. She learned to enjoy travel, and always stayed on the move to keep ahead from any pursuers. Hearing of the legends of the Knights, and the hope she could find protection, she’s come to Moorelans…
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Post by Gray Lensman on Mar 20, 2006 8:00:43 GMT
Player Name/Handle: Gray Lensman Character Name: Conrad Cross Mask Name: Epsilon Character Age: 24 Gender: Male Birthplace: Nexus City, in a possible 35th Century Hair Color: Platinum blond Eye Color: Blue Height: 6’4” Weight: 200 lbs. Race: Caucasian Ethnicity: Nationality: The Alliance of Worlds, as it exists in a possible 35th Century Avatar: (if you have one, micro or pic) Main Power: Gravity manipulation. Epsilon can control gravity for various effects. He can use it for flight, the generation of gravitic bolts and shields, the manipulation of objects from afar, among other purposes. Secondary Power: Density control. Epsilon can alter his density from complete intangibility to a hyper-solid state. In his intangible state, he is immune from all forms of physical harm, but he can’t interact with anything else. Epsilon can also air-walk or fly in his intangible state. In his hyper-solid form, he has superhuman strength (Class 60) and invulnerability. Weaknesses:(phobias, physical or mental illness, disabilities, personality flaws, physical deformity, academic areas which the character struggles in, etc) Epsilon can use either his gravity powers or his density control, but not both at once. In phased form, he can’t interact with anything. In hyper-solid form, Epsilon can’t fly because he’s so dense. Each power set has its advantages and drawbacks. In addition, Epsilon is a newcomer to the 21st Century. He doesn't understand the present day, and struggles to fit in. Handedness: Right Skills: Epsilon is highly skilled in the advanced science of the 35th Century. He was a former soldier in the Allied military. He has an understanding of tactics as well as armed combat. Family: He is the only son of two parents in the 35th Century, who raised him and taught him his values. His father is Jordan Cross, a director within the Farseer Institute, which is the historical department of the future government. Occupation: Historian for the Farseer Institute (35th Century), Superhero (21st Century) Character Interests: The history of his future, science, understanding the past, inspiring the people of the past to create a better world. Personality: Epsilon comes across as a bright, optimistic, and inspirational person. Because his future is utopian, he believes completely that everything will turn out for the best. While he is still somewhat innocent in his outlook, he carries a firm commitment to his beliefs. Still, he has an intent curiosity about the present day, even if he’s surprised and even horrified by the world of the present. Worst Secret: That Epsilon is from the future. He is posing as a new present-day hero to inspire the people of the present. He doesn’t want to mention his future because he doesn’t want to adversely change history. Character Goals: Epsilon wants to inspire the people of the present to make a brighter future. He wants to prevent the tragedies that led to his future, even if it turned out well in the end. If he does return, Epsilon wants to share his findings with the people of his future. Character Background: Conrad Cross was born in the late 35th Century, in a possible future. Some hundreds of years in this future, there will be a metahuman war that wipes away all knowledge of the Heroic Age of the 20th to 21st Centuries. The few surviving heroes take leadership of Earth and rebuild society from the ashes of the war. Gradually, in the following centuries, the government of Allied Worlds arises that brings a new peace and order to the known galaxy. In the 35th Century, pretty much everyone has powers, or has means of acquiring them. Conrad was born with his powers. However, he grew up much as a normal person in the 35th Century. However, he’d always been interested by the past, because he’s never understood how non-powered beings coped, especially not without the advanced super-science that Conrad considered to be basic resources. He also liked the idea of a powerful figure that inspired others, and realized that the world of the future lacked inspiration. Conrad decided that he would understand the legend of the past if he was going to create a new legend and give hope and truth to the future. When he became old enough, Conrad spent a term of service fighting in an interstellar war, then returned to finish his studies. After getting some pretty good academic marks and a stellar track record, Epsilon joined the Farseer Institute. He spent several years doing field work, but wasn’t satisfied. He wanted to understand the Heroic Age up close. After some petitioning, the Institute agreed to allow Conrad to go back in time. Conrad’s objective was to study the heroes of the 21st Century in general, and the Knights of Moorelans in specific. Conrad devised the identity of Epsilon as a cover to the people of the Heroic Age. Conrad finally left his time period as planned. Epsilon arrived in the past, determined to find other heroes and study them up close. He is also interested in studying normals, since he is unused to the idea of a city with a dense population of non-powered humans. Determined to not interfere with history by giving advance knowledge of the future, Conrad is pretending to be a present-day hero. However, he does see an opportunity to make the world of the past learn from the mistakes of its future. Time will tell whether he will accomplish his mission…
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Post by Gray Lensman on Apr 20, 2006 18:44:01 GMT
Player Name/Handle: Gray Lensman Character Name: Crystal Cooper Mask Name: Flurry Character Age: 16 Gender: Female Birthplace: Anchorage, Alaska Hair Color: Brown (in human form) Blue-Green (as Flurry) Eye Color: Ice Blue (in both forms) Height: 5’7” Weight: 100 lbs. Race: (caucasian, african, asian, middle eastern, Ameri-Indian, eastern island, aboriginal, etc. ) Half-human (Caucasian), half Ice Faerie Ethnicity: Nationality: American Avatar: (if you have one, micro or pic) Main Power: Ice and Water Magic. Flurry has inherited the ability to sense, generate and manipulate all forms of ice and water around her. She is also capable of generating intense cold. She is still inexperienced with her powers, which she is still learning to master. Flurry is immune to cold, and can survive in underwater conditions indefinitely without drowning. Secondary Power: Ice Faerie heritage. Flurry has the ability to transform from a normal human girl into an Ice Faerie. In this form, she has superhuman strength and durability at Spider-Man’s level. She has a healing factor and doesn’t age. She can boost her physical stats in contact with water (to double her normal levels). She can also generate a pair of fairy wings from her back, which she can use to fly with superhuman speed and agility (about Archangel level). Flurry can summon or retract her wings from her back at will. Weaknesses:(phobias, physical or mental illness, disabilities, personality flaws, physical deformity, academic areas which the character struggles in, etc) Flurry’s powers become weaker without a supply of ambient moisture. She’s also vulnerable to extreme heat or flames, and can be severely weakened at high enough temperatures. She can recover with enough cold or contact with water. Skills(such as talents, experiences, abilities. for instance, drawing, diplomacy, mechanical skills, computer skills, special knowledge etc.) Handedness: Right Skills: Flurry is a talented figure skater and dancer. Family: Flurry was brought up by her single father, who moved to Moorelans from his home in Alaska. Her mother was the Queen of the Ice Faeries, but Flurry has no real memory of her. She generally gets along with her father, but he sometimes gets a little frustrated with her mischievousness and innocent curiosity… Occupation: Student Character Interests: Figure skating, dancing, laughter, and fun. Personality: Flurry is an innocent but mischievous young girl with a taste for practical jokes. She’s a dreamy-eyed idealist who’s out to spread joy and happiness to the world because she thinks the place is so full of misery. She’s a well-meaning girl, but she acts without thinking and she can be so sweet that it’s annoying sometimes. Worst Secret: That Flurry is a Princess of the Ice Faeries, a fact that is a secret even to herself. She has no idea that her powers are magical, or that she’s descended from a mystical bloodline. Character Goals: Flurry tends to exist in the present moment, and doesn’t think beyond the fun and joy she can bring to others today. She wants to learn to control her powers and find out what she really is. She really wants to make the world a happy place, and to survive high school if she can do it… Character Background: The true history of Flurry is a mystery even to herself. Her father was a mining engineer who moved to Alaska to advance his career. Seventeen years ago, on an expedition into the frozen north, he was lost in a snowstorm and nearly died. The snowstorm was summoned by the Queen of the Ice Faeries, who hoped to prevent him from disturbing the natural balance of the elements. However, after taking pity on the hapless mortal, she took him to the Faerie Kingdom, where she allowed him to recover his health. In time, the Queen’s interest in her mortal visitor became more than idle curiosity, and finally blossomed into an affair. She eventually decided to conceive a daughter with him, reasoning that a child of human and Faerie could best preserve the elemental balance of the planet. The Queen could not exist long on the mortal sphere, but she knew a Faerie Princess with human blood could survive indefinitely on both worlds. The following year, the Queen bore a daughter, who she named Crystal. To her reluctance, the Queen gave up her daughter to Crystal’s father to raise. She wanted Crystal to be brought up as a human, to better understand their ways. The Queen placed a fog on his memories to prevent him from finding a way back to Faerie. She then gave Crystal a special amulet and returned Crystal and her father to Alaska. Her father decided to settle down and raise Crystal alone. As far as Crystal knew, she was an ordinary young girl. She never learned anything about her past, and had no hint of the Faerie about her for most of her early childhood. Crystal was generally protected by her father, remaining oblivious to her true heritage. However, when she grew into a teenager, her powers began to surface. She mainly used them to play jokes on the people around her. However, she ended up covering the entire school in ice during a well-meaning prank. Between her powers and her mischievous streak, her father decided to move Crystal away to Moorelans for her own protection. Feeling bad about causing trouble, Crystal decided she would use her powers to spread joy and happiness to others. She decided to dress up as a superhero as a practical joke, and as a way of having fun without getting in trouble with her father. She hopes to meet the Knights, to learn to control her powers and make the world a happier place…
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Post by Elliot Kane on Apr 20, 2006 20:03:24 GMT
Player Name/Handle: Elliot Kane
Character Name: John Dreyfuss
Mask Name: Hero
Character Age: 87 but appears 24
Gender: Male
Birthplace: Moorelans City
Hair Color: Silver
Eye Color: Deep Blue
Height: 6' 1"
Weight: 250lbs
Race: Caucasian. Ish. See background.
Nationality: (Wherever Moorlans is)
Avatar:
Main Power: Flight, strength & invulnerability. But see below for the price. He can fly at roughly half the speed of sound, and his strength & invulnerability are at campaign max.
Secondary Power: Justice. Hero can 'gather' the power of a foe's evil and turn it into an energy blast that will affect them and them alone. The intensity of this blast will depend on how evil the person is. This blast will never kill. If the person is actually less evil than Hero, he will blast himself instead. The power once gathered must be unleashed.
Weaknesses: Hero must continue to live up to the very highest moral and ethical standards. If he fails to do so, he will lose all of his powers permanently. He will feel a sense of impending doom if he is about to act in a truly evil fashion, however.
Skills: Hero is a retired soldier who has been in service to his country all his life. As such, he has all the skills you would expect in a normal Colonel of infantry who had seen both hard fighting and desk work. Has the Purple Heart for bravery under fire.
Handedness: Right.
Family: None. His wife died of old age, his only son was killed in action in a past war.
Occupation: Retired on a Colonel's pension.
Character Interests: The military, and 'the state of society today'. IE complaining that things were better when he was a lad...
Personality: Striving really hard to set an example and stop grumbling about things he doesn't like. He tries.
Worst Secret: The source of his powers. Few people will admit that they owe their abilities to boring the local deities.
Character Goals: To redeem Moorlans City from the "Sinkhole of depravity it has become".
Character Background: John Dreyfuss had served his country faithfully, and seeing how his beloved Moorlans was changing due to the actions of all those young folks, he wondered why he had bothered. His beloved wife had died of old age, his beloved son had been killed so long ago... And John had little time for friends.
Being lonely but still hale, despite his age, he drove out regularly to the countryside, where he berated any and every god that would listen for allowing his wonderful world to slip away. "What Justice is there in this world when it is without a Hero?" he would cry to the skies, an endless litany of complaint that remained unanswered...
Or rather, he may have preferred that it remain unanswered... For one day, a voice spoke to him...
"If you can truly make a better world, John Dreyfuss," it told him in stentorian tones, "Then do so! You will BE the Hero you crave! And you shall know no rest until you have redeemed this world and made it the vision you dream it could be! there will be no rest for you until this is done! Now and forever - you are Hero! Unless you prove that you are not fit for the task..."
Pain ripped through John, his body transforming almost in an instant into that of a far more powerful and strongly muscled man. He knew he would also be very hhandsome, for this too would be part of his trial.
"You must maintain only the highest of ethical and moral standards," the voice told him sternly. "For if you do not, you will be as once you were, and all shall know you for the weakling you are!"
John's new eyes flashed proudly, and his back straightened as it had not done in years. "You expect me to fail?" he asked, though his voice quavered in fear despite his best efforts. "I will not! I will bring hope and justice to all!"
"Show me no empty words," the voice replied, "But show me with deeds!"
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Buffy
Chaosite
Posts: 786
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Post by Buffy on Apr 20, 2006 20:56:16 GMT
hehe... you said we had enough tanks... enough flight... enough speed... So you go and create all three eh?
Cool... all approved. Story starts inevitabababaly
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Post by Elliot Kane on Apr 20, 2006 20:59:33 GMT
I decided we had everything covered, so what the heck! I wanted a new Meta - a hero with real REASON to be a HERO! I think this one works
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Buffy
Chaosite
Posts: 786
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Post by Buffy on Apr 20, 2006 21:02:53 GMT
ok... no need for justification!
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Post by Elliot Kane on Apr 20, 2006 21:04:41 GMT
Just explaining. I hate repeating myself, so I didn't want to play an old character... But this one should be quite different
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