The Order of the Scarlet Hand

Lighthearter

President of the United States
Joined
Apr 29, 2010
Messages
3,357
Location
The West Wing
Hello hello, welcome, whatever. You're a supervillain who's been locked away for 5 years after a big fight against the Justice League Peacekeepers. You're a member of an ancient secret society called the Order of the Scarlet Hand. You can't remember many details because at the end of the epic fight 5 years ago, your team leader, Maynard, wiped your detail-memory so you couldn't talk under torture. You've been locked away since then.

Only now . . . Maynard is free.

An Action Chatroom is a game played in a chatroom that features action. It's played in a chatroom. Like this one.

First, the ground rules you NEED to understand in order to play this game:

1: I'm the GM, and this is not a democracy. I reserve any and all right to penalize, kick, or even dislike any player at any time for any reason in any circumstances.
2: You're villains. This doesn't mean you're cartoon supercriminals, but you aren't heroes either. By villains, in this case, I mean Well Intentioned Extremists and Knight Templars. You want to make the world a better place and don't balk at the cost.
3: You are a team. You are all loyal. You can have your infighting and drama but you ARE all loyal members of the Order.

With all that understood, we can move on to character creation.

Name:
Age:
Alias:
Gender:
Description:
Level:
XP:

HP:
WP:

Stats:
-STR:
-DEX:
-VIT:
-REF:
-CON:
-INT:
-WIS:
-AIM:
-WILL:

Feats:

Biography:

And what does all that mean? WEEEELLLLLLLL.....

Name: What they call you where you're from.
Age: How old are you? You've been in prison for 5 years, so keep that in mind if you want to be young.
Alias: Your supervillain moniker.
Gender: Male, or female?
Description: What do you look like? Costume? Power appearance?
Level: This shows what level your character is. You start at 1.
XP: This is your experience point total. UtM system.

HP: Your hit points. These represent your ability to take physical damage. If you lose all your HP you will fall unconscious, and further hits will kill you. You start with 25.
WP: Your will points. These represent your ability to take mental damage. If you lose all your WP you will enter Villainous Breakdown. You can recover from that. You start with 25.

Stats: These showcase your abilities, both natural and trained. Each one has a purpose. You start with 5 points in each stat and 12 points to customize. You cannot drop below 1 point in a stat or go above 10 pre-Feats.
-STR: Strength. Represents muscle power. Adds to your melee damage.
-DEX: Dexterity. Represents flexibility and speed. Adds to your melee hit chance.
-VIT: Vitality. Represents toughness and constitution. Adds 3HP per point of VIT, and increases your resilience to poisons and other physical effects.
-REF: Reflex. Represents your ability to react quickly. Adds to your ability to dodge any physical attack.
-CON: Concentration. Represents your ability to focus your mind. Adds to your power hit/success chance.
-INT: Intelligence. Represents raw brainpower. Adds to your power damage or duration, depending on what you're doing.
-WIS: Wisdom. Represents street smarts and quick thinking. Adds to your ranged damage and charisma attacks.
-AIM: Accuracy. Represents hand-eye coordination and shooting skills. Adds to your ranged hit chance and perception.
-WILL: Willpower. Represents mental and emotional toughness. Adds 3WP per point of WILL, and increases your resilience to charisma and mental attacks.

Spoiler :
On Stats.

Just because you have low numbers in a stat does not necessarily say anything about your character. Having low STR probably means you aren't muscular, but there are people who are quite muscular but still aren't strong, per se. Having low INT doesn't mean you're stupid, it just means you're not good at using that brain to assist your powers. Having low WILL doesn't make you wishy-washy, it might just mean that you struggle in high-tension situations.

Devote your points based solely on your chosen build for your character and for stat reasons. If you want a melee fighter with 1 INT who happens to also be a genius for RP purposes, that's fine - that 1 INT represents how much conscious thought he can perform in a fight situation, not how smart he technically is.


Feats: Feats are special powers and abilities your character possesses. All Feats have two Levels, the first one usually giving the ability, and the second one a bonus to performing it. You can either take Feats listed below, OR invent your own Special Feats. Clear them with the GM first, but most anything is acceptable. I'll assign a Level One and a Level Two to all Feats you create.

If you want a justification for your badass supervillain with a flight power being unable to fly at game start, you've been in prison for five years.

You start with 4 Feats. Every even numbered level up gives an upgrade to a Level Two Feat, and every odd level gives either a new feat or an upgrade.

Spoiler :


Biography: Who are you? Explain here.

Also, a side note. Those of you who want to create your superheroic archnemesis, SAY THE WORD. I'd love some personal enemies to chuck into this game. Make it good enough, and aligned well enough with my own concepts, and you may see that you're archenemies with a high ranking member of the Peacekeepers.

That's basically it. Reserving the next two posts. Join and kick some butt.

First mission this upcoming Friday at around 5. Unless a bunch of people join and want to do a first mission TODAY, in which case I'll do that.
 
MAJOR HEROES:

Listed in order of rank.

The Emerald Knight:
Spoiler :
Name: UNKNOWN
Age: UNKNOWN
Home Turf: Worldwide
Based In: Dublin, Ireland
Known Powers: Flight, Super Speed, Super Strength, Laser Vision, Super Breath, Invulnerability
Description: A tall, imposing redheaded woman wearing a green suit with white trim and an orange cape. Unknown out of costume.
Modus Operandi: Emerald Knight is known for direct attacks and over-reliance on her superhuman abilities, but on a few occasions where she has been taken down to normal levels, she’s demonstrated a comprehensive knowledge of martial arts and a cunning genius, as well as a streak of pragmatism most heroes lack. Not to be underestimated in any capacity whatsoever.
Trait: SUPERWOMAN

The Emerald Knight is the leader of the Peacekeepers, and the single most powerful being on the planet. She has flight powers, laser vision, super strength and a whole host of other unbelievable and unfair abilities. She dresses in green with orange boots and gloves and a white cape. She is notable for being the main combatant who helped defeat the Red Ones, made even more notable by the fact that she and they hail from the same world.

Has gone on record many times talking about how the world needs her and metahumans like her to remain orderly.


Terror:
Spoiler :
Name: Arthur Knox
Age: 38
Home Turf: Western Europe
Based In: London, UK
Known Powers: None, but utilizes a suit of powered armor with advanced weapons systems
Description: A tall, black-haired businessman with gray eyes and a charming smile. In costume, wears a hulking suit of blue and gray armor with glowing blue eyes.
Modus Operandi: Terror tends not to work alone, instead teaming up with multiple allies and attempting to take his enemies head-on. When this fails, he usually returns a while later armed with a range of gadgets specifically made to defeat his enemies.
Trait: NO SELL

Arthur Knox, also known as Terror, is the head of Knox Up, Inc., the biggest and most successful technology company in the world. He's obscenely rich, though no one believes his claims to earn 100,000 USD per hour. He's known for having nightly orgies with multiple women in his townhouse in Belgravia. His powers are nonexistant, but he has a highly advanced suit of powered armor with multiple capabilities that make him highly dangerous. He also has a snarky streak and is a womanizer. Was one of the central players in the defeat of the Red Ones and is the second-in-command of the Peacekeepers, answering only to the Emerald Knight.

They're rumored to be seeing each other.


Sergeant Russia:
Spoiler :
Name: UNKNOWN
Age: 40s?
Home Turf: Russia, Eastern Europe
Based In: Volgograd, Russia
Known Powers: None
Description: A woman in military camouflage and carrying a shield in Russian colors. Usually wears goggles.
Modus Operandi: Sergeant Russia tends not to strike head-on, instead slipping into the shadows and picking her targets off one by one. If they do not give her the opportunity, she isn’t above utilizing unconventional tactics and ideas to force them apart and defeat them in detail.
Trait: FROM DARKNESS

The result of an experiment with drugs and gamma rays on a young child, Sergeant Russia is the fearless defender of Europe east of Germany, sworn to maintain order in a land going through difficult changes. She does not seem to be a metahuman, but armed with only her shield she is still strong enough in battle to be worth small armies of mere men. Disapproves of the Ameri-Euro centrism of the Peacekeepers and routinely clashes with Emerald Knight and Terror over policy. Is very disdainful of metahumans.


The Dragon:
Spoiler :
Name: UNKNOWN
Age: 35?
Home Turf: India, China, Southeast Asia
Based In: Tibetan Mountains
Known Powers: Pyromancy, but no control over lightning. Extensive martial arts training.
Description: A bald monk in orange and red robes, carrying a staff.
Modus Operandi: The Dragon puts all his compatriots to shame for sheer brazen aggressiveness. Anything that gets in his way is burned or blasted to pieces, and he never leaves any of his enemies alive.
Trait: BLOODLUST

The Dragon is an enigmatic character. He fights with a bo staff and elemental control over fire, and is known for his ruthless approach toward his enemies, killing all who oppose him before returning to his monastery in the mountains.


Doctor Fusion:
Spoiler :
Name: Thomas Rhodes, CEO
Age: Mid 40s?
Home Turf: Africa, Middle East
Based In: Mombasa, Kenya
Known Powers: None, but armed with a wide variety of gadgets
Description: An older gentleman, still handsome, but well past his prime
Modus Operandi: Dr. Fusion is almost exclusively angled toward ranged combat. He's armed with a carbine of Red One origin and a personal forcefield generator, which he uses both offensively and defensively. Fusion tends to go in along with his team of New Alloys and allow them to engage the enemy initially while he plans a specific approach.
Trait: ALWAYS PREPARED

Bio Coming Soon!


Violet:
Spoiler :
Name: Annie Carter
Age: 28
Home Turf: The USA, Canada and Mexico
Based In: Hollywood, USA
Known Powers: Flight, and the ability to create constructs of purple light, limited only by her imagination. Her powers are tied to her costume. When utilizing her stockpile of alien chemicals, her power nearly doubles, but she’s slower and seems to get disoriented and injured easier.
Description: A young lady of average height with bright blonde hair and beautiful sea-green eyes. Has a singing voice that’s very popular with adolescent girls, though recently she’s been going very . . . adult with her content, to the horror of parents who use her as a role model for their daughters. Her supersuit is a sleeveless form-fitting white outfit with purple trim and a matching domino mask and thigh-high stiletto heeled boots.
Modus Operandi: Violet takes groups apart through area-effect attacks and keeping her style unpredictable, moving from one target to the next with lightning speed rather than focusing on a single one. Usually she can disorient and confuse her enemies with her constructs while she delivers a death of a thousand cuts to each one, until finally the last man standing realizes he’s on the verge of unconsciousness and it’s just him and a superheroine.
Trait: A LOT LIKE DANCIN' - Moving is a Free Action

Annie Carter was a child actor and singer when the Red Ones launched their invasion. On the eve of the great battle where they were defeated, Annie received a costume in the mail with the note "Use it well". When she put it on, she developed the amazing power to create items and shapes from purple light. She took the name Violet and arrives just in time to turn the tides of the battle.

Later, Annie was accidentally injected with a Red One compound that she discovered heightened her powers tenfold at the cost of her control. Since then she has rigorously tested the serum and trained herself to master its adverse effects. Rumors persist that this prissy, demanding singer/actor starlet is now addicted to the stuff.


Tiger Shark:
Spoiler :
Name: Lae'ula Reynolds
Age: 34
Home Turf: The Pacific
Based In: Tahiti
Known Powers: Aquamancy, as well as archery
Description: A tall, tanned and raven-haired Hawai’ian beauty, usually seen in revealing swimsuits or sarongs, though she possesses a costume that resembles a wetsuit and carries tanks of water for her to manipuate.
Modus Operandi: Tiger Shark tends to let her enemies come to her, using water to shield herself and firing at them with expertly-placed arrows while they attempt to battle through the waves. She isn’t known for energetic pursuit of enemies, preferring to serve as a mighty glacier in battle.
Trait: QUEEN OF THE SEAS

Lae'ula Reynolds is a tall, tanned, dark haired Hawai'ian beauty. She possesses control over water-based substances and is an expert archer and surfer. Can also communicate with and potentially control sea life. Assisted in the defeat of the Red Ones when she was 16.

MINOR HEROES:

Listed in no particular order.

Crazy Ivan:
Spoiler :
Name: Fremont ???
Age: 41
Home Turf: The United States Northwest
Based In: Seattle
Known Powers: None
Description: A tall, broad-shouldered man who wears brown combat armor under a white coat and hood. Has bandoleers of grenades strapped around his chest and carries a grenade launcher.
Modus Operandi: Crazy Ivan remains at range with his targets, blowing them apart with explosives and flashbangs. Of late, he tends to travel with his twin daughters, who are trained heavily in hand to hand combat, perhaps to cover for Ivan’s weakness in that area.

Crazy Ivan is a 5' 4" man who wears brown combat armor with a white hood and goggles. He's festooned with bandoliers covered in explosives of all types, and he carries a triple-barreled grenade launcher. Father of Cryodancer and Pyrodancer. Most well known for assisting the Peacekeepers in defeating the Red Ones eighteen years ago.


Cryodancer:
Spoiler :
Name: UNKNOWN
Age: 17?
Home Turf: The United States Northwest
Based In: Seattle
Known Powers: Cryomancy, hand to hand combat, possibly super-speed
Description: Cryodancer is a 5’ 7” blonde with light blue eyes. Her supersuit is a white form-fitting suit with boots and gloves to match, all trimmed in light blue.
Modus Operandi: Never seen without her sister. Tends to utilize initial bombardment from her elemental abilities before moving in with a lightning barrage of hand to hand attacks.

Cryodancer is a 5' 7" blonde girl, identical twin sister of Pyrodancer, and daughter of Crazy Ivan. She is trained in hand to hand unarmed combat and has control over ice and snow, but not unfrozen water. Is capable of generating snow and ice, and never appears separate from her sister.


Pyrodancer:

Spoiler :
Name: UNKNOWN
Age: 17?
Home Turf: The United States Northwest
Based In: Seattle
Known Powers: Pyromancy, hand to hand combat, possibly super-speed
Description: Pyrodancer is a 5’ 7” blonde with light blue eyes. Her supersuit is a white form-fitting suit with boots and gloves to match, all trimmed in orange.
Modus Operandi: Never seen without her sister. Tends to utilize initial bombardment from her elemental abilities before moving in with a lightning barrage of hand to hand attacks.

Pyrodancer is a 5' 7" blonde girl, identical twin sister of Cryodancer, and daughter of Crazy Ivan. She is trained in hand to hand unarmed combat and has control over fire and heat. Is capable of generating fire and lightning, and never appears separate from her sister.


Lyrebird:
Spoiler :
Name: UNKNOWN
Age: Mid-20s(College student?)
Home Turf: US East Coast south of DC
Based In: Midlothian, Virginia
Known Powers: Mimicry
Description: A 5’ 9” woman with blood-red hair, a white uniform with a red cape, and a feathered red domino mask that looks like something out of a fetish store. Carries a 3-foot staff and uses it in hand to hand combat.
Modus Operandi: Lyrebird operates on confusion and discord, usually pairing up with Violet, local law enforcement or Crazy Ivan for direct combat power. She has been known to impersonate lookouts she has taken out, superiors who aren’t present, and any other personage whose voice might gain her a temporary advantage. When forced to fight, she uses a combination of gymnastics and martial arts to fend enemies off while she talks them to death.

Not much is known about Lyrebird. She isn’t a serious, dark and brooding hero(ine) like most of the Peacekeepers, nor is she really a full-time member of the organization. She exists on the fringe, helping the Peacekeepers and the US government out with odd jobs as something of a negotiator. It helps her position as an intermediary and independent that she does not seem to be possessed of significant superpowers – her only known ability is to mimic other voices and sounds, unless one counts a skill at seduction as a power. She’s shown proficiency in hand to hand combat and gymnastics, but she’s no expert, and her true power lies in her shifting voices and honeyed words.


Goliath:

Spoiler :
Name: UNKNOWN
Age: 30s
Home Turf: The Middle East
Based In: Cairo, Egypt
Known Powers: Super Strength?
Description: A massive Arabic man with huge muscles and an unruly explosion of black hair.
Modus Operandi: Goliath has no use for subtlety, and goes into battle smashing and crashing through enemies. He attempts to engage as many at once as he possibly can, usually while his New Alloy allies use his diversion to pull off a more precise attack.

Goliath is a hulking brute of a man, perhaps given away by his name. He easily stands seven feet tall with broad shoulders and muscles the size of car batteries. Has been known to lift cars one-handed. Possible superhuman powers or experimentation cannot be ruled out until more is known, but wherever his strength comes from, Goliath is an incredible physical threat. Is a known member of the New Alloys.


Gabriel:
Spoiler :
Name: Wilfrid Grante
Age: 32
Home Turf: Northeastern USA & Canada
Based In: Ipswich, Massachusetts
Known Powers: Forcefield generation, flight
Description: Gabriel is a beautiful man with golden hair and eyes, though he isn’t particularly tall or imposing physically. His supersuit is golden with silver trim, and is emblazoned with a design reminiscent of angel wings.
Modus Operandi: Gabriel’s first priority in any fight is to fly around providing forcefields for his allies. If this is impossible or impractical, he will generate waves of shields and sling them at enemies he believes are the greatest threats, seeking to draw attention away from his allies and onto him.

Wilfrid Grante, in his youth, was a schoolyard bully who enjoyed picking fights for the sake of the fights themselves, due to difficult parental issues from a split family and absent caretaker. As a result, Wilfrid developed a love for fighting over everything else. He would likely have turned out as a petty criminal or even villain if not for the influence of Neriad Arioch, a local boy whose tactic of resisting bullies was based in nonviolence. Nonplussed by his “victim” refusing to fight, Wilfrid wound up befriending the boy, and together the two friends healed most of Wilfrid’s issues as much as they could, eventually going to study at the same college.

After an incident with supervillains and demons, Wilfrid was accidentally injected with a chemical extracted from a deceased Indian superhero, and Wilfrid gained incredible powers of forcefield generation, flight, and a supernatural sense for detecting many things fake, including forged currency, hidden identities, and skim milk masquerading as the real thing. Since then, he was forced to fight and defeat his old best friend, Neriad, and has served faithfully as a low-level member of the Peacekeepers.

Despite relatively straightforward powers, or perhaps because of them, Gabriel proved immensely effective in the engagement in Kentucky. Treat with caution.



Sir Eddie:
Spoiler :
Name: UNKNOWN
Age: Early 20s
Home Turf: England
Based In: Glasgow, Scotland
Known Powers: Technically none
Description: Sir Eddie is a short, but handsome man with blond hair and amber eyes. His “supersuit” is an old-school suit of plate mail armor, complete with sword and shield.
Modus Operandi: Sir Eddie is a chivalrous soul, and tries to convince his enemies not to fight if he can help it. When swords or guns come out, however, he uses a combination of impressive jumps and remarkable sprints to get in, throw an attack, then retreat and wait for his enemies to come to him on his terms.

Sir Eddie’s real name is unknown, but his story is a legend in the UK. As a teenager, he loved diving in and around Scotland(some say in search of the Loch Ness Monster and similar creatures), and on one such trip he reached the bottom of a loch only to find an ethereal, ghostly woman waiting for him. Before he could flee, she pressed something into his hands and he found himself standing on the shore. Eddie was shocked to find that the thing he held was none other than the legendary sword Excalibur. It bestowed upon Eddie a nearly superhuman physique, and issued him one charge: defend the people of Britain from all threats. Eddie was happy to oblige.

His appearance near the end of the battle between the Scarlet Hand and the Peacekeepers five years ago is what finally tipped the scales enough for the Peacekeepers to defeat the Order.


Gunrunner:

Spoiler :
Name: Julien Obomi
Age: 31
Home Turf: Southern Africa
Based In: Mobile
Known Powers: None
Description: Julien is a small man, but his physique is powerful, and as he always travels decked in advanced combat armor and carrying several guns and grenades, he's an imposing enough sight.
Modus Operandi: The Gunrunner uses a combination of parkour and long-range gunfire to whittle his enemies down until he can face the remainder head-on with a vicious salvo of gun and grenade fire.

The Gunrunner is a folk hero where he comes from. His identity is public knowledge, but no one has ever managed to find him – he long ago gave up living in human towns and settlements and instead works directly with Fusion Industries as a member of the New Alloys. He’s a deadly combatant who prides himself on his accuracy and skill with an AK47 and a pair of matching Colt .45s. Known skill in parkour. No known superhuman abilities, but given in the past he has single-handedly defeated entire armies in Somalia, it might be a moot point.


The Lich:

Spoiler :
Name: Amerigo Fortaleza
Age: 233
Home Turf: Spain, Western Africa
Based In: Valencia, Spain
Known Powers: Dark magic
Description: A pale man with glowing red eyes, wrapped in a dark cape reminiscent of Dracula
Modus Operandi: Falls into a support role for the New Alloys, serving as the team medic, generating smoke clouds for cover, and attacking enemies with hexes of bad luck or sometimes direct blasts of dark power.

Amerigo was merely a man in the early 1800s who desired to make his way in the world a little easier than most, and set off in search of El Dorado. He wasn’t the one who found it, but along the way he encountered a group of honest-to-god Conquistadors from the 1500s, still alive and hunting for the city of gold. Their secret to immortality was that they had been cursed by a shaman to wander the world eternally in search of their dream, but never to achieve it. Amerigo forced the shaman to release the curse and allow the men to die, but to do so it was transferred to him. The gods showed mercy due to Amerigo’s selfless sacrifice, and instead of being cursed to forever wander the earth, he was punished with powerful dark magic and sentenced to be a guardian against evil.

Is a known member of the New Alloys. His powers are known to include bolts of dark energy, generation of smoke clouds, bad-fortune curses, and healing abilities. Treat with EXTREME caution.


Turtle Man:
Spoiler :
Coming Soon!
 
The Order of the Scarlet Hand:

Maynard
Spoiler :
Coming Soon!


Jess:
Spoiler :
Coming Soon!


Shade Paw:
Spoiler :
Name: Rosa Raphina
Player: Dem Taqat
Description: A relatively short wiry female, Shade Paw's most distinguishing feature are her yellow-green eyes, particularly notable when contrasted with her dark hair. Although her most common style of apparel is a black catsuit with only a small mask on her face, Shade Paw has been noted to adapt this as neccesary to deal with different challenges, especially when dealing with less temperate climates.
Powers: Super Senses


Attis:
Spoiler :
Name: Abram Barinov
Player: Arrow Gamer
Description: Rail-thin and sickly looking, with a certain manic look in his eyes, like he is the sort to cut open a squirrel just to see what makes it tick. He has a tattoo of the Hippocratic oath (in Greek) spiraling up one arm, across his torso and the down the other arm in a red that might be blood. His hands are skeletal and long but almost always covered in a pair of gauntlet. He dresses generally in a doctor's outfit, scrubs, or just a black suit. His eyes are pink-ish, and it becomes clear after a moment that he is albino, though he has managed to cure many of the unfortunate side effects (shortsightedness, sensitivity to light, etc). He wears no mask and speaks with a thick Russian accent.
Powers: Healing, diagnosis


Cambion:
Spoiler :
Name: Neriad Arioch
Player: Kinich-Ahau
Description: Extremely tall, and deathly pale, with a barely noticeable greenish tinge to his skin. Has shaggy black hair, twinkling Dartmouth eyes, and baby-smooth skin. His body is cold like ice, and he prefers to dress in blacks and reds. He has an extremely winning smile, however, with perfect white teeth and wrinkles from laughing and smiling so frequently. A single wink is almost always enough to make the receiver completely overlook his less-than-human features.
Powers: Telepathy, Telekinesis


Subject 11:
Spoiler :
Name: Abijah
Player: Patchy
Description: Short brown cropped hair and red eyes. Otherwise looks like a frail little girl.
Powers: Barrier Generation & Manipulation, Telepathic Sense, Foresight


Heimdallr:
Spoiler :
Name: N/A
Player: Magnive
Description: As an AI, Heimdallr has no physical form. Instead, it operates one or more battlesuits, each of which looks different.
Powers: Dependent on battlesuit.

No Biographical Information Logged.


Mantis:
Spoiler :
Name: Myra Lyn Bishop
Player: Kaiser Electric
Description: Bishop is a lean yet shapely women of average height with ragged, short hair in a murky copper color. At the moment she is wearing a standard prison jumper, barefoot. Her skin has an unusually rough texture, her blood has a greenish tinge to it, and her eyes are a pure yellow color without a pupil. She also has hardened carapace plating on her hands, sharp enough to cut like a knife.
Powers: Super Speed, Acid Spitting, Jump Good


The Scottish Actor:
Spoiler :
Name: Henry Jacobson
Player: Red Spy
Description: A man in a black tuxedo and a gibus. His face is hidden behind either a Thalia or Melpomene mask, switching between the two as needed.
Powers: Illusions, shapeshifting


The Defiant Dubliner:
Spoiler :
Name: Seamus O'Sullivan
Player: SamSniped
Description: Ginger hair, hazel-green eyes
Powers: None


The Machine Herald:
Spoiler :
Name: Wiktor Kasprzak
Player: Terran Emperor
Description: See Post.
Powers: Technomancy, Adaptive Technology, Cybernetic Weapons


Endure:
Spoiler :
Name: Nathaniel Durant
Player: Daird
Description:All-black jumpsuit with a logo of two snakes entwined around a skull. Doesn't wear a mask since everybody already knows who he is.
Powers: Vitality Draining, Healing

Supervillains:

Sun Goddess

Spoiler :
Name: UNKNOWN
Age: Late 30s/early 40s
Home Turf: Peru, Central America
Based In: Unknown, presumably Peru
Villain Of: Crazy Ivan
Known Powers: None
Description: Sun Goddess is a Latina woman with brown hair and eyes, suspected to hail from the northern end of South America. Her usual outfit is a black catsuit with two swords over her shoulders, sometimes outfitted with gadgets to assist her.
Modus Operandi: Sun Goddess does not fight, instead slipping around obstacles to get to the goods she desires. When forced to battle, she uses her swords and attempts to disappear into the darkness again.

Sun Goddess is a thief who specializes in artifacts from Inca, Maya and similar cultures. She’s notable for the fact that she doesn’t steal for profit – all her heists take illegally or immorally acquired cultural treasures from wealthy collectors and return them to the original owners or locations. Romantically involved with Crazy Ivan at least once.


Nidhogg:
Spoiler :
Coming Soon!


Ariana:
Spoiler :
Coming Soon!

The Story So Far:

The Scarlet Hand broke free from their prisons, first Maynard being rescued by Jess, a "deep-cover" member of the Order. The two then procured a jet and saved the remaining members of the Order, culminating in a battle between the Order and Terror, Crazy Ivan, Cryodancer and Pyrodancer in Alaska. The Order retreated to a hidden base in the mountains of West Virginia to plan their next attack. The next day, the Order assaulted an army base in northern Arizona to recover microchips critical to the construction of Heimdallr's new battlesuits. A few days later, the Order launched an assault on a base in Kentucky in an attempt to recover Red One technology that would help them spread fear in America, but fell into a trap sprung by Crazy Ivan, the Element Twins, Lyrebird and Gabriel. After a short but vicious brawl, the heroes were defeated and fled, elevating tensions in the US by a substantial amount. At the same time, it was revealed that Jess is a nonpowered sibling to the Element Twins and daughter of Crazy Ivan. Shortly thereafter, the Order attacked a college in Virginia to capture a Senator friendly to supers. Violet appeared and after an apocalyptic showdown, she was defeated. The team fought a duel with the Dragon in China in exchange for some information that would lead them to the location of the Codex - a hidden facility in Algeria, guarded by the New Alloys, would lead the Scarlet Hand toward the Codex itself, or so Dragon claimed.

And the story continues in the next mission . . . .
 
And indeed I shall post now. Because I'm evil.

(reserving)
 
I'll be joining soon as well. :p

Edit: Oh, forgot this: MWAHAHAHAHA
 
Birth Name: Rosa Raphina
Alias: Shade Paw
Gender: Female
Age: 24
Description: A relativly short wiry female, Shade Paw's most distinguishing feature are her yellow-green eyes, particularly notable when contrasted with her dark hair. Although her most common style of apparel is a black catsuit with only a small mask on her face, Shade Paw has been noted to adapt this as neccesary to deal with different challenges, especially when dealing with less temperate climates.
Biography: Rosa was born in Emporia, the daughter of the well established Raphina Family. The Raphinas had become quite wealthy from years at the head of local organised crime, and as a result Rosa's childhood was one of opulence and luxury. However, Rosa was not a normal child, and this caused several problems for her parents. Born with the yellow eyes of a cat, Rosa soon proved to have supernaturally sharp senses; able to recognise people by scent and having no apparent problems seeing in the dark. She also had a strongly independent streak, and greatly enjoyed escaping anybody watching her to adventure on her own. In this manner, she grew adept in the arts of stealth, as well as developing her unnatural balance and sure-footedness. As she aged, Rosa began pushing these arts from mischief into outright crime, breaking into progressively more secure locations as much for the challenge as for the rare and expensive trophies she secured.

However, as the master thief calling herself Shade Paw rose to prominence, she encountered a new challenge; Emporia's new protector, a superhuman known as Prism. His light-based powers were a natural opposite to her skills in darkness, and although he seemed to prefer to fight her fathers criminal empire, he repeatedly interrupted Rosa's thefts as well. At first she resented his intrusions, but soon Rosa found that his pursuit was a far more entertaining challenge than the break-ins had ever been. It helped that he seemed as whimsical as she was, and they began to refer to the chases as their 'little game'. By the time Prism was skilled enough to catch the thief he referred to as 'Kitty', the two had developed an odd friendship, and instead of imprisoning her as most other supers might have, Prism was content with having her return her stolen treasures.

Prism failed to think through one aspect of their relationship however; the effects of Rosa's incredible sense of smell. And so it was that he remained completely unaware when they passed in the streets during an ordinary summers day, whilst Rosa picked out his scent within moments. Deciding on a whim to trail him, Rosa found herself tracking her night-time playmate across Emporia, soon finding herself with all the information necessary to determine his real identity. As it turned out, this was a rather unassuming one: a shy college student by the name of 'Esazino Dahlio'. Although she squirrelled this information away in her mind, Rosa found that pulling this particular ace out of her sleeve never seemed like the right thing to do. The last thing she wished was to find herself switching Prism for a person who appeared infinitely less entertaining in conversation, and his almost gentlemanly conduct when he caught her meant it never became necessary to reveal her knowledge.

In the end, it was the appearance of the Order of the Scarlett Hand that changed this comfortable relationship. Although initially the Order simply hired Shade Paw to 'acquire' useful items for them, something about their ideology struck a chord with her. Although exactly what it was now slips her mind, she found herself joining up with them, and this was the ultimate cause of her eventual capture. Shade Paw was unused to being pursued as ferociously as she was by the Order's other enemies, and when she was finally caught the other heroes treated her far more harshly than Prism ever had, resulting in her extended jail term.

Level: 7
XP: 12,000
HP: 91
WP: 109

Stats:
STR: 2
DEX: 10
VIT: 2
REF: 8
CON: 3
INT: 4
WIS: 10
AIM: 10
WILL: 8

Feats:
Greater Crazy Prepared: Shade Paw's trophy collection once included several useful pieces of equipment, which she has begun replacing since her escape from prison.
Greater Charismatic Charmer: Shade Paw regularly plays off her combat weakness to persuade others not to fight her, or otherwise gain an advantage over them.
Stealthy Like A Ghost: Shade Paw originally earned her place on the team with the stealth abilities she spent a lifetime honing, and now it comes almost naturally to her.
Greater Hyper Awareness: Shade Paws enhanced senses allow her to spot what others cannot, and she can see in the dark without difficulty.
Special: Greater Eyes of the Beast: Shade Paws uncanny senses can recognise scents with ease, and allow her to read body language in ways others cannot. Her enhanced ears are so sensitive she has on occasion used them to echolocate as well as picking out changes in others heartbeat.

Gadgets:
Grapple Gun: Fires an adhesive 'hook' on the end of a cord, allowing the user to pull an object to them, or, more commonly, to be pulled to the object over a long distance.
Drug Patch: When applied, releases knock-out drugs into an individuals body, rendering them unconscious. However, high levels of adrenaline usually negate the effects, meaning it is all but useless on aware targets.
Static Field: Disrupts nearby cameras so Shade Paw doesn't appear on them, instead producing a slight blur in her location.
Hacking Device: When attached to an electronic system, this small device overrides any security protocols to allow Shade Paw to access and activate the system as she wishes.

Items 'Found':
Attis' Gold Watch
Dubliner's Emerald
Senator Robertson's Homing Beacon Watch
Violet's Purple Liquid Syringe
Violet's Yellow Liquid Syringe

DT
 

Attachments

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Name: Ashley Forrest
Age: 27
Alias: Gaia
Gender: Female
Description: Stem-green skin. Has long vines on head in place of hair (Think Queen of Blades Kerrigan's dreadlocks, but with vines instead of zerg), brown eyes. Costume is a simple brown dress with no mask (kind of pointless to hide identity when you are always green)
Level: 7
XP: 12000

HP: 137
WP: 95

Stats:
-STR: 10
-DEX: 10
-VIT: 14
-REF: 1
-CON: 10
-INT: 8
-WIS: 5
-AIM: 1
-WILL: 10

Feats (Not approved with LH yet, may be subject to change):
Vine Whip (level 2): With her plant-infused body, Gaia strikes with a thorn-covered vine. Is a long-ranged melee attack
Photosynthesis (level 2): Must be outside. Take in the sun's energy instead of doing any other action to restore HP. More HP restored during day and in clear weather than at night or during cloudy/rainy days, respectively.
Super Stanimia Carved From the Mighty Oak (Level 2): +4 VIT
Nature's Call: Can converse with fauna (maybe also flora? IDK). Not a garuntee they will do her bidding, however
Horn Leech: Turn fingers into thorns, jab them into foe. For some penalty (less damage? more likely to miss?), heals Gaia for X% of damage dealt
Training from Hell: better melee bonuses
Sweet Scent: Renamed Charismatic Charmer. Uses flowery scennts to make people more docile.

Antifeat:
Forest Fire: Fire is even more flammable than a regular person. Do not play with fire. (kryptonite level)

Bio: Like so many villains of this current era, Ashley Forrest started her path of darkness in an experiment gone awry. Five years ago, as the world was reeling from the initial conflict with the Scarlet Hand, Ashley walked out of Emporia University with a degree in Botany. At the time, she couldn't care less about the conflict between the superheroes and supervillans; she just wanted to land a job and start the next phase of her life.

She got a job at Knox Up, Inc., in their recently established biotechnology department. Knox Up wanted to be at the forefront of any technological breakthrough, and they had plans on researching rare, exotic plants to find miracle cures for diseases across the world.

For a while, she investigated samples of tropical plants brought back from the Amazon, but the team Ashley was in never found the major developments that they were paid to produce. The biotechnology program was a sinkhole of money for Knox Up, and Ashley and the rest of the team were looking at getting canned.

Before the decision to gut the program became official, however, a mysterious man came into Ashley's boss's room with sackfuls of rubles. His only stipulation was to grow and observe a seed that he had for them, and to make sure no one found out that they were working on it. Since they were going to lose their jobs anyways, Ashley's boss agreed, figuring they had nothing to lose anyways.

Ashley was one of the people entrusted to work on the mysterious seed. Watering, fertilizing, and observing the plant, she started to obsess her life over finding out what mysterious secrets had to be there for the man to give so much money over it. The plant was clearly a relative of the venus fly trap, and just as carnivorous. However, its growth was much more accelerated that a normal specimen, and more alarmingly, did not stop growing at all.

To make matters worse, the plant acted as if it had a mind of its own. As it was a carnivorous plant, it required meat in order to grow. However, it refused to consume that wasn't live. It started with insects, but soon it outgrew them and the group was forced to feed it mice, hamsters, and whatever rodents they could find. Soon, even the plant refused those, and demanded larger meat wholesale. The money, after being converted, covered these expensive and more, so Ashley, who at this stage was practically devoting her life to this plant, illegally bought whatever animals she could get her hands on to feed the plant.

However, even then, the plant was not satisfied. After two months, it rejected any kind of meat whatsoever. Instead, whenever Ashley or one of her coworkers came near, it attempted to lunge out and bite them. For whatever reason, the plant could sense that the scientists were a bunch of meatbags, and wanted in on the action. The team met outside the room the plant was located to discuss how to deal with this plant. They were afraid they just raised a potential bioweapon, and they wanted to figure out how they could continue to raise the plant when it wants to literally eat them.

To Ashley, however, this plant represented everything she had left. If they let it die, the mysterious donor would probably be coming back for his money. If knowledge of the plant's development leaked after they started to kidnap humans to feed it, she knew she would never see life outside of prison again. Furthermore, with fears that some wanted to kill the plant anyways, she was afraid of its fate. Plus, that plant was her baby, she'd wouldn't dare to see it get hurt or go hungry...

She marched inside, to the protest of her colleagues. Walking up to the plant, she willingly let the plant snap her maws around her. She was going to be the plant's next meal. As she was being slowly sucked in, she could feel a vine being shoved into her mouth, depositing a seed and forcing it down her stomach. Before anything else could happen, her coworkers stormed in. They were adamant on not letting Ashley kill herself over a plant. One brandished a knife and cut the plant's stem, slicing it into two and killing it.

She couldn't believe they killed her baby. She stormed out of the building, face full of tears. She covered her head in embarrassment, not lifting it up until she was in front of her mirror in her apartment. When she looked up, her face was starting to turn green. A few seconds later, she collapsed.

Ashley did not wake up until a few days later. By then, her entire body was green, her hair was replaced by vines, and she could hear voices that she never heard before. She was horrified by these new changes at first; she was practically more plant than human.

yadda yadda she discovers she can talk to animals, she beleives she becomes a personification of nature itself, she suddenly becomes very bloodlusted randomly, and directs her hatred towards technology, which she blames for the destruction of nature. I don't want to be here forever
 
Name: Abram Barinov
Age: 32
Alias: Attis
Gender: Male
Description: Rail-thin and sickly looking, with a certain manic look in his eyes, like he is the sort to cut open a squirrel just to see what makes it tick. He has a tattoo of the Hippocratic oath (in Greek) spiraling up one arm, across his torso and the down the other arm in a red that might be blood. His hands are skeletal and long but almost always covered in a pair of gauntlet. He dresses generally in a doctor's outfit, scrubs, or just a black suit. His eyes are pink-ish, and it becomes clear after a moment that he is albino, though he has managed to cure many of the unfortunate side effects (shortsightedness, sensitivity to light, etc). He wears no mask and speaks with a thick Russian accent.
Level: 3
XP: 3400

HP: 60
WP: 63

Stats:
-STR: 3
-DEX: 3
-VIT: 5
-REF: 5
-CON: 10
-INT: 5
-WIS: 10
-AIM: 10
-WILL: 6

Feats:
Medical Master: Done by shooting a healing compound out of power gauntlets on hands.
Medical Master 2: Added a stabilizing factor to the healing compound to make it more predictable.
Gadgetry: A set of flash-bang grenades and a grappling gun.
Buffing: A secondary, adrenaline based compound that likewise comes out of the power gauntlets which can boost any function of the human body for a limited time by a 2 points.
Buffing 2: A stabilization factor was added to the serum, meaning its effective time was increased.
Diagnosis: Years of medical training mean Abram can determine the health of a target at a glance.
Diagnosis 2: He can also estimate the overall physical ability of the subject.

Biography:
Spoiler :
Abram was born in a small cottage outside Moscow on December 26, 1991: the day the USSR fell. He came out of the womb albino and unnaturally skinny, but his parents loved him all the same. At the cottage Abram lived his boyhood, playing in the woods surrounding the cottage and generally coming of age. His father, an undertaker, worked in a small village ten miles away and often brought Abram along with him to work. The boy quickly took a liking to the business and by age eight he had a deep fascination with death. Three days after his ninth birthday, he killed his first squirrel. He stabbed it to death with a pocket knife and sliced it open slowly, taking time to see what happened during the transition from living to death. Once the animal was finally, completely dead, Abram dissected it.

The experience was exhilarating -- indeed, nothing could approach it. But animals weren't enough, and at age thirteen Abram killed a man, almost just to see if he could. But even that wasn't near enough to satisfy his urges, and Abram realized what he need to do to get his high back.

He needed to commit suicide.

But suicide usually ended in permanent death, so Abram held off on it until ten years later. First, he went through college and med school as a neurosurgeon, experimenting on the brain and how certain toxins affected adrenaline production. By the time he had graduated, he was regarded as a brilliant neurosurgeon and the top graduate in his class, but he had also developed a chemical cocktail of sorts which killed him -- zero heartbeat, zero brain activity, the whole shebang -- and then brought him back. He called it the Savior Serum, and two days after graduation he ingested it. A camera he had set up showed him awaken, sit perfectly still for nearly ten minutes, and then begin wailing and screaming at almost unbelievable volumes. He passed out a couple minutes later from not breathing, because he was screaming the whole time, and when he awoke his vocal cords had been permanently damaged so that his voice was an unsettling rasp. Moreover, he refused to speak about his experiences, except that it is waiting.

As soon as he woke, he dropped from the public view. A few weeks later a rash of disappearances swept the news, but none attributed them to Abram. He used the abductees as lab rats for a new immortality serum, a serum which managed to avoid death. However, it could only be made by doing unspeakable things to the subject, but Abram, knowing what lay beyond, deemed any sacrifice acceptable in the greater scheme of things. Sergeant Russia, though, managed to track him down and put an end to his scheme, saying that Abram was a monster. Abram only barely managed to escape the confrontation, and again hid out, this time plotting to take down the governments of the world which held him back from saving innumerable lives. He joined the Scarlet Hand to aid in this goal, crafting himself a pair of power gauntlets, one for each hand. With these he could release powerful neurotoxins which stimulated the adrenaline centers of the body and thus could be used to repair wounds or increase performance. However, he was caught while during operations and thrown in jail.
 
Name: Neriad Arioch
Age: 32
Alias: Cambion
Gender: Male
Description: Extremely tall, and deathly pale, with a barely noticeable greenish tinge to his skin. Has shaggy black hair, twinkling Dartmouth eyes, and baby-smooth skin. His body is cold like ice, and he prefers to dress in blacks and reds. He has an extremely winning smile, however, with perfect white teeth and wrinkles from laughing and smiling so frequently. A single wink is almost always enough to make the receiver completely overlook his less-than-human features.
Level: 7
XP: 12000

HP: 109
WP: 115

Stats:
  • STR: 1
  • DEX: 1
  • VIT: 8
  • REF: 8
  • CON: 12
  • INT: 12
  • WIS: 10
  • AIM: 4
  • WILL: 10
Feats:
  • The Smart One (1 & 2)- The mind wipe removed his medical knowledge, but it didn't do anything about the many other courses he took at University
  • Hyper Focus- Leading a Supervillian organization requires a bit more discipline than funding and fighting for one
  • Beyond Human- Well, most of his organs are demonic
  • Telepathy (1 & 2)- Gained after he removed the amygdala from a Drude and surgically fused it to his own brain
  • Telekinesis (1 & 2)- Gained after he augmented his cerebellum with neural tissue from a Provençal demon
  • Charismatic Charmer- Cambion has replaced his own eyebrows and... other organs... with those of an incubus
  • Determinator- It takes guts to summon demons for the sole purpose of cutting them up and using their limbs
Anti-Feats:
  • Holy Water- He's still at least party human, so it doesn't leave him completely helpless, but you can't go around grafting body parts from unholy monsters to yourself and then expect to be able to set foot in a church or get splashed with Holy Water without serious consequences. +3 Stat points.
Biography:
Spoiler :
Born in Ipswich, Massachusetts to a single mother, Neriad was a quiet, but generous and kind, child growing up. He was a hard worker, very spiritual, and despite his own somewhat scrawny physique, never hesitated to stand up to bullies and sadists. Taking a page from Gandhi's book, he continually got up and resisted without fighting back. Eventually, his determination and gentle kindness won several over, and one, a strapping lad by the name of Wilfrid Grante, became Neriad's closest friend and confidant. Wilfrid and Neriad soon became inseparable, and their formative years were filled with the sort of carefree adventures that inspire envy in all who hear of them.

When it came time to pursue higher education, the two friends could not bear to be separated, having heard horror storied of old friends who went to opposite sides of the country to learn and were unable to even recall their compatriot's name in a few short years. They applied to Le Moyne College, in Syracuse, where Neriad studied medicine and Wilfrid studied theology.

It happened one fateful day, however, that a team of supervillains infiltrated the university and took several students hostage, Wilfrid among them. The police had been incapacitated, and the local heroes were slow coming, so Neriad attempted to talk down the villains, and they responded my mutilating Wilfrid in front of him and blasting Neriad out of the building. Faced with no other solution, he stole Wilfrid's notes and attempted to pray for divine intervention, but he mistook a paper on demonology for something considerably more holy, and accidently summoned the demon Valefor. Valefor tricked Neriad into believing he was an angel, and agreed to free Wilfrid if Neriad would agree to make an undisclosed payment to him; Neriad, desperate and not beginning to suspect that a demon stood before him, agreed.

Valefor called in a few favors and soon the villains were fighting things way out of their league. All the hostages were freed- all now suffering from severe psychological trauma- and Valefor returned to Neriad, claiming to have completed his task, and leaving out all the grisly details. He then revealed himself as a demon, and demanded Neriad's soul as payment. Neriad refused, and an epic battle of wills commenced.

Calling upon his deep faith in the Lord, Neriad was able to fully expel Valefor from his mind and banish him to hell... or so he thought. In reality, Valefor had simply retreated temporarily, and was waiting for the best time to strike. Over the next several months, Neriad's life began a steep downward spiral. While Wilfrid, recalling the mercy and determination that Neriad had shown years earlier, forgave Neriad, Valefor's tricks sapped his strength. His other friends were influenced to turn away from him, his dormitory became an epicenter of odd noises, unexplained sensations, and nighttime visitors that never left any evidence behind; finally, the faculty, noticing Neriad's strange behavior, began to suspect him of being behind all this. A few nudges from Valefor was all it took to get the young man expelled.

Depressed and contemplating suicide, Neriad was about to leave Syracuse for Ipswich when Valefor appeared before him, intent on taking advantage of Neriad's weakness to collect his debt. In desperation, Neriad attempted to fight off the demon with a scalpel, but was losing badly until in his panicky convulsions his bottle of Holy Water came loose and his scalpel was soaked with the divine fluid. This new weapon proved too much for Valefor, and the demon retreated again, for good this time.

The experience left Neriad changed, however. Those long months of sleepless nights and hearing a voice suspiciously like Valefor's in his sleep had brought him to the brink. He saw his dripping scalpel as a great weapon for justice, and began purposely summoning demons, binding them, then torturing them with the scalpel for information, convinced that he could discover some method to forever banish them from the world. That, however, was something he never found.

On a routine- for him, anyway- night, Neriad slipped and sliced himself with a scalpel that he had been using on a succubus. He felt the power of the demon flow through him, and decided that if he could not keep the monsters on the other side at bay, then perhaps he might be able to use their gifts to combat monsters who were less ethereal, but no less evil. Thus he began grafting demonic parts to his own body, taking advantage of the power it gave him, and attempted to wipe out crime in his community. With every replacement part, however, the nature of the organs' former owners exerted itself more and more, and soon, Neriad had been reduced to a sadistic power monger, fighting for naught but his own pleasure and amusement but still thoroughly convinced he was doing good.

While all this was happening, however, Wilfrid was not sitting idle. He underwent an experimental medical procedure in an attempt to restore himself to his pre-hostage of a supervillian state, but one of the doctors in charge of the procedure, distracted by the discovery that his wife had been having an affair, used the wrong anesthetic for the operation; what he used, in fact, was not an anesthetic at all, but a substance extracted from the deceased Indian hero Śēpharḍa. The chemicals flowed through Wilfrid, rejuvenating him and giving him the ability to shield himself and others from harm. So gifted, Wilfrid decided that he didn't want what happened to the students on that fateful day to ever happen again, and declared himself Gabriel, protector of the common man.

It was inevitable that Gabriel would learn of his friend's fall from grace, and, devastated, he hunted Neriad down and attempted to turn him back to the light. Warped by the demons within him, however, Neriad did not see the sorrow in Wilfrid's eyes or the tears flowing down his face, but ranted and raged that his oldest friend has betrayed him. Blind with rage and fury, he assaulted his friend psychically.

Maynard has been watching the demon boy for some time now, and had contemplated recruiting him, but when Neriad lashed out against his oldest friend- that sealed the deal. Maynard approached the man, and, using honeyed words and half-truths, convinced Neriad that Maynard's organization was nothing more or less than a group of crusaders fighting against evil and oppression that the existing power structure was too corrupt and incompetent to do anything about. Neriad agreed to join Maynard's group, taking the title of Cambion in the process, and contributed much to the final epic battle, but ultimately the Order of the Scarlet Hand was defeated, and Cambion was locked away and his mind wiped (the wipe, incidentally, also took out all his medical training).

Maynard is free now, though, and Cambion is one a group of his most loyal followers who are seeking to follow in his footsteps. Let the world tremble as the demonic hybrid Cambion walks among them again.

Oh, and he drew doujin in order to pass the time while in prison, and became rather good at it. Sale of Cambion's product now makes up a significant percentage of the Scarlet Hand's revenue.

During Crossroads, Cambion sacrificed Maynard to kill Violet, and usurped control of the Scarlet Hand. Long Live Lord Cambion!
 
subbing
 
Friday at 5 ...
on what time zone ? Am/ PM ? Please let me know
 
I'm still not certain how the Americans silly time system works, but when LH say Friday at 5, it generally means 23:00 to me, and I'm GMT +1.
 
Darn I am at GMT +5:30, so, 3:30 AM on Saturday ? :cry:
 
Name: Abijah
Age: 14
Alias: Subject 11
Gender: Female
Description: Short brown cropped hair and red eyes. Otherwise looks like a frail little girl.
Level: 7
XP:12000

HP: 109
WP: 112

Stats:
-STR: 1
-DEX: 1
-VIT: 8
-REF: 8
-CON: 10
-INT: 10
-WIS: 3
-AIM: 7
-WILL: 9

Feats:
Phlebotium Barrier - Subject 11 has been observed to have the ability to create psychic barriers, further experimentation on this new ability is recommended.
Phlebotium Barrier Level 2 - The operant conditioning training has proven to be a success with Subject 11 becoming able to create more stable and solid barriers as we upgraded to heavier projectiles.
Significant Sense - It has been noted that Subject 11's precognition can be inconsistent in it's manifestation and despite full brain scans we cannot identify the source of these visions.
Significant Sense Level 2 - In the five years in prison Subject 11's mind has matured and with that has strengthened her psychic abilities.
Up, Up and Away - Subject 11 has begun to develop her control of her psychic powers and has shown the ability to lower her mass to increase mobility, it is likely that as her powers develop she will be able to master unassisted flight.
Up, Up and Away Level 2 - With the growth of Subject 11's psychic abilities she has gained mastery over unassisted flight, able to render herself lighter than air and affect her path of flight with her will.
Beyond Human - Self explanatory.
Beyond Human Level 2 - See above
Protection From Reality - Allows Abijah to protect people she cares about from instant death or unconsciousness leaving them at 1hp and transferring the excess damage to her WP. When no action is assigned the target is randomly chosen from the group of people or an action can be used to aim it. On criticals it affects one more person.
Creation - Abijah can, within reason as defined by the gm, warp reality to create simple objects. This is based off the same reality warping powers as Protection From Reality.

Biography:
Abijah's earliest memories involve being strapped to a bench as scientists peered over her and poked tubes and needles into her body. Abijah grew up in a facility where she was kept captive along with other children and forced to undergo many experiments to test the limits of her powers. When it was discovered that she had the ability to sense the future she was immediately isolated and underwent even more testing under the classification Subject 11. As a result Abijah grew up with prodigious control over her powers but a damaged psyche.

When she was nine Maynard raided the facility and slaughtered the entire staff, after discovering her files Maynard decided that her abilities would be useful to achieve his goals despite her age. Finally free Abijah developed an intense loyalty to Maynard and stuck to his side until the Order was defeated by the Peacekeepers and she was captured. Still she is used to waiting alone, and she is sure that Maynard will rise again.
 
There is a possibility - not a certainty - that I'll be able to run a mission tonight and tomorrow night. I would rather do this because the opening missions are breaking the PCs out of prison and I'd like to get through that relatively quickly.

If at least three people that I could reasonably put in the same prison have signed up by 5PM EST tonight, and if I happen to be in town, and if there's nothing huge I'm overlooking, we'll run mission one and break out the first 3-6 characters.

Also bios added on 3 more Peacekeepers.
 
Name: Heimdallr
Age: 10
Alias: N/A
Gender: N/A
Description: As an AI, Heimdallr has no physical form. Instead, it operates one or more battlesuits, each of which looks different.
Level: 3
XP: 4400

WP: 85

Stats:
  • CON: 3
  • INT: 3
  • WIS: 10
  • WILL: 10

Feats:
My Robot Army and Me:
Heimdallr was designed to operate multiple mechanical contraptions. During the heyday of the Scarlet Hand, Heimdallr operated up to three battlesuits, but the imprisonment has crippled the AI, and as such, it is currently only capable of operating two battlesuits, with the number increased to three at level two. Stats are split between the AI itself and the battlesuits, with the mental stats (CON, INT, WIS, WILL) belonging to the AI, while physical stats (STR, DEX, VIT, REF, AIM) are for the battlesuits. After assigning mental stats, the leftover stats carries over to every suit, with a bonus of 5 stat points, increasing to 10 at level 2 of this feat. At all levels, Heimdallr can perform up to 3 actions spread across any of the suits, although no suit may perform more than 2 actions per turn.

Anti-feats:
Voice with an Internet Connection:
Due to Heimdallr's nature, its control of the battlesuits can be disrupted by various means.


Battlesuit Ichaival:
Description:
Ichaival is a humanoid-shaped robot , although it could never be confused for a human, due to the metal exterior. It stands at a little under 6 feet, and while it mostly resembles a human, both of its forearms are designed to have collapsible arcs with bow strings, so that they can serve as crossbows as well as arms.

HP: 70

Stats:
  • STR: 3
  • DEX: 8
  • VIT: 5
  • REF: 10
  • AIM: 12

Feats:
Crossbow Arms (Phlebotinum Projectile):
The Ichaival suit is equipped with two crossbows mounted on its arms, which fire steel bolts and reloadeds automatically.

Computer-assisted Aiming Skills I (Improbable Aiming Skills), level 2:
Being an AI, Heimdallr is able to run countless precise calculations before every shot, which greatly increases the aiming skills of the Ichaival suit.

Computer-assisted Aiming Skills II (Crack Shot):
Being an AI, Heimdallr is able to run countless precise calculations before every shot, which greatly increases the aiming skills of the Ichaival suit.


Battlesuit Mjölnir (only a blueprint for now):
Description:
Much like the Ichaival battlesuit, Mjölnir is built to resemble a human. However, where Ichaival has collapsible bow arcs built into its arms, Mjölnirs forearms is made up of pistons that serves to increase the force of its blows.

HP: 76

Stats:
  • STR: 10
  • DEX: 10
  • VIT: 7
  • REF: 6
  • AIM: 3

Feats:
Piston Precision (Training From Hell), level 2:
Much like how Heimdallr runs several calculations before every shot fired with the Ichaival battlesuit, it calculates how to cause as much damage with every piston-enhanced punch.


Battlesuit Brísingamen (only a blueprint for now):
Description:
Unlike the other battlesuits, Brísingamen has no obvious traits, barring the metallic exterior, that sets her apart from humans.

HP: 60

Stats:
  • STR: 2
  • DEX: 8
  • VIT: 5
  • REF: 10
  • AIM: 10


Biography:
Will be posted later!
 
Name: Myra Lyn Bishop
Age: 32
Alias: Mantis
Gender: Female
Description: Bishop is a lean yet shapely women of average height with ragged, short hair in a murky copper color, a pair of antennae visible among her untidy locks. Her current outfit is a simple, leathery combat suit, with the top torn to shreds by her wings. Her skin has been taken over by a hardened exoskeleton that just about covers her from the neck down and to her wrists, and her eyes are a pure yellow color without a pupil. She also has hardened carapace plating on her hands, sharp enough to cut like a knife.
Level: 4
XP: 4400

HP: 85
WP: 64

Stats:
  • STR: 8
  • DEX: 14
  • VIT: 10
  • REF: 8
  • CON: 9
  • INT: 9
  • WIS: 4
  • AIM: 3
  • WILL: 3

Feats:
  • Phlebotinum Projectile : Mantis is able to spew a caustic acid at her enemies. One of many reasons not to be an enemy to Mantis.
  • Up, Up, and Away! (Level 2): Mantis has microscopic tendrils on her hands and feet that allow her to climb walls, as well as leg muscles powerful enough to let her leap great distances. This is all in addition to the pair of insect-like wings that have sprouted from her back.
  • Training From Hell (Level 2): Mantis' mutated musculature has a sinewy strength that makes her punches and kicks really hurt, as well as wicked sharp carapace plating forming on her hands.
  • Super Speed : Even five years on an anti-mutagenic cocktail couldn't lessen her incredible agility.
  • Super Stamina : Mantis has developed a hardened carapace covering her vital organs and protecting her from damage.

Anti-Feats:
Pesticide: Her insect genetics make her susceptible to pesticides, with cheap brands causing her to feel minor pain and the heavy duty stuff severely hurting her. (+3 stat points)

Biography:
Spoiler :
Born in the lower class district of Chicago, Myra Lyn Bishop struggled for most of her young life, often confined to her home by gang violence in the streets outside. As insect infestations were common in the housing she lived in, she was never truly bothered by things that skittered and crawled around on the floors and behind the walls, and in time she even grew to liking them. In spite of the rough home life and her classmate's mean-spirited taunts of "Bishop the Bug" and other such nicknames, she threw herself into her studies, surging ahead of her classmates in school. Soon shy little "Bishop the Bug" was graduating from college with dreams of being the world's greatest entomologist, so great that she would even be recognized as such. Things took a dramatic turn, however, when she was contacted by the renowned hero Dr. Fusion, who was dealing with an insect-themed drug cartel called the Cockroaches and needed an expert on insects of all kinds. Eager to work for the self-proclaimed smartest man in the world, she accepted and became one of the Alloys, Dr. Fusion's elite team of scientific geniuses only slightly less intelligent then the doctor himself.

The Cockroaches were headed by another former entomologist and genetics expert turned drug dealer simply known as the Bug. Fusion had speculated correctly that the Bug was breeding larger than average species of insects that would travel underground and through sewer systems to deliver narcotics that were contained in special sacs inside their body. Among her other duties as an Alloy, Bishop's job was to examine an especially large praying mantis, reverse engineer the mutation process, and find a way to track the Bug to his secret lair using the information garnered. Bishop had managed to identify the compounds that were used in the process, but for Dr. Fusion the work was not fast enough. He pushed her to work harder and faster to reverse engineer the mutagen, culminating in many sleepless nights of daunting and dangerous work. Her exhaustion and the pressure laid on by the doctor eventually got the best of her, culminating in a prototype of the mutagen being left on the heater for too long and reacting violently. When one of her teammates stopped by the Fusion lab to pick up his coat, he found Bishop on the floor covered in blood and broken glass, the remains of the formula splattered around the room.

Bishop was much too shy to rightfully blame Dr. Fusion for the accident, so the incident was chalked up to an accident. Recovering with a surprising amount of speed, she returned to work sometime later, feeling a bit dizzy but none too worse for the wear. The first time something was wrong, though, was when she woke up in the morning to find that her eyes had turned entirely yellow. She later determined that her eyes had somehow become compound, and upon further examination noticed that her blood had taken on a green hue. She brought this news to Dr. Fusion, who correctly concluded that she had been infected with the mutagen when it exploded, and proposed to create an antidote. Bishop, to the surprise of everyone involved, said she would make the formula herself to show how useful she could be to the good Doctor.

Over the next month or so, her teammates began to realize that Bishop was changing drastically. Not only was her appearance becoming more insect-like every day, but her personality seemed to be transforming as well. Before the accident Bishop was quiet and reserved, generally preferring to work quietly in the background. Afterwards, Bishop's teammates noted that she was becoming more and more outgoing when she was out fighting criminals, cracking jokes and angry retorts, as well as being more prone to anger when anyone dared to attack Dr. Fusion himself. Excusing the behavior changes as a side effect from working hard on the antidote, she told no one that she had given up working on the cure a long time ago, instead preferring to explore the progressing condition of her mutation as any good scientist would. Even Dr. Fusion had no idea that she was lying to him, as he was too often distracted by her less then obvious attempts to flirt with him. It wasn't until she started trying to force herself onto him that he realized something was wrong.

By that time, it was too late. The situation changed drastically when an old flame of Dr. Fusion's decided to come in for a visit, blissfully unaware of Bishop's teetering mental stability. Bishop was always supremely jealous of any female who even tried to associate with Dr. Fusion, and the fact that such a girl could even exist infuriated her. After an especially busy week of fighting crime, Bishop's temper was hanging by a thread, and she was constantly fighting the urge to succumb to her darkest desires. The final straw was when she got into a heated argument with Fusion's old flame, who bitterly remarked that Dr. Fusion could never love a hideous monster like her. Flying into a rage, the last of her sanity faded away as she tore into the girl with her razor sharp claws and melted her face off with her acidic bile. As the other Alloys rushed in to stop her, she fought through them with ease, showing a bestial strength no longer restrained by the dimming remnants of her humanity. As she reached the window, massive gossamer wings burst from the back of her shirt as she smashed through the window, flying off into the night.

It was at that moment when she realized just how powerful she really was. She just fought through one of the best superhero teams in the world without so much as breaking a sweat, all thanks to her wonderful, wonderful mutations. And she was just one human transformed into something incredible. What if there were two of her, or ten, or a thousand, or daresay a million? All of humanity should be blessed with this gift, and from that day on she made it her goal to see that fantasy become a beautiful reality. Thinking back to her beloved Fusion, she would dream of the day when he would join with her, and together they would become the forbearers of the next stage of humanity. Her deep desire led her to throw her lot in with the Scarlet Hand, seeing them as the only group willing and capable to let her create the new world. While her dreams were broken when the Peacekeepers defeated them and she was placed on an anti-mutagen to control her powers, the damage was only temporary. Soon Maynard would return, and with his help she would help humanity become what it truly deserved to be, together with her beloved Fusion at her side.

It would be beautiful.
 
Name: Peter McIntyre
Age: 27
Alias: Petra
Gender: Male
Description: Long light brown hair and dark blue eyes. Unlike his namesake, he cannot grow a beard, so he is clean-shaven. Wears a long and flowing light brown robe, and sandals.
Level: 7
XP: 12000

HP: 91
WP: 115

Stats:
  • STR: 2
  • DEX: 2
  • VIT: 2
  • REF: 7
  • CON: 10
  • INT: 10
  • WIS: 14
  • AIM: 4
  • WIL: 10

Feats:
Healing Cripples (Medical Master 2): Descriptions
Raising from the Dead (Doubles the stat bonus when healing unconscious people.): Will
And Now I Understand You're God (Charismatic Charmer 2): Go
Heaven on His Mind (Determinator): Here
I Look for Truth (The Wise One 2): When
And Find that I Get Damned (Significant Sense): Possible

Biography:
Will post I swear.
 
There is a possibility - not a certainty - that I'll be able to run a mission tonight and tomorrow night. I would rather do this because the opening missions are breaking the PCs out of prison and I'd like to get through that relatively quickly.

If at least three people that I could reasonably put in the same prison have signed up by 5PM EST tonight, and if I happen to be in town, and if there's nothing huge I'm overlooking, we'll run mission one and break out the first 3-6 characters.

Also bios added on 3 more Peacekeepers.

24 hours is always appreciated, LH :p

Subbed, posting my character shell ASAP...

Name: Seamus O'Sullivan
Age: 25
Alias: The Defiant Dubliner
Gender: Male
Description: Ginger hair, hazel-green eyes
Level: 7
XP: 12000

HP: 127 (25+42 stats+60 level)
WP: 115 (25+30 stats+60 level)

Stats:
-STR: 14 (10+4)
-DEX: 14 (10+4)
-VIT: 14 (10+4)
-REF: 9
-CON: 1
-INT: 1
-WIS: 7
-AIM: 1
-WILL: 10

Feats:
-Training From Hell
-Determinator
-Super Stamina Level 2
-Super Strength Level 2
-Super Speed Level 2
-Super Reflexes
-Charmer

Biography: Ex-IRA member who joined the Scarlet Hand. Will expand in depth later.

Spoiler Notes :
Level 8: Charmer lvl2
Level 9: Super WIS
Level 10: Super REF lvl2
 
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