Under the Mask 2: Fading Lights

Dem Taqat

Bladespawn
Joined
Nov 1, 2010
Messages
1,978
Location
Britain
Its been five years since the Doumedsville Incident. Five years since, for a few brief months, the supers of the world appeared to the public. But the time of the incident is long past, whatever brought them out long gone. The supers of the city have dissappeared back into the underground, burying themselves back in the shadows from whence they came. Life returned to normal.

You aren't normal.

You have power. And you know what they say about power bringing responsibilities. And so you've prepared. But the preparation is over now. You're ready. Ready to slip into that secret world, where magic meets technology, where demons meet robots, where evil meets good. A world where everyone is a different person, where two identities cross. And no matter where you are, or who you are with, the other side of you is always secret.

Always silent, hidden:

Under the Mask


Hello and welcome to the long-awaited sequel to my previous genre-defining title, Under the Mask. I'm sure you were all expecting this series to return amidst a choir of heavenly angels, but I'm afraid you'll have to make do with this paragraph here. Depressing isn't it? So lets get it over with quickly and move on to the good bits.

The game takes place in the city of Doumedsville in the USA. Your character attends the prestigous St. Whosit University, and must balence their super-life with their education there.

Basic Rules:
[Generic anti-troll rules]
As the GM I reserve the right to do anything in the game, up to and including kick players for unwarranted laughter. Me and my iron-fisted reigime decide whats funny, by gosh! :mad:

This game, as with the last, shall enforce a heroes only rule. You cannot join as a supervillain, and commiting to many actions I define as incompatible with this rule will cause your character to be rejected.

This is an Action Chatroom Game. Most of you whole will join probably know what that is, but for those who don't I will explain now. You will create a character, using the Character creation stuff below. You will then come on the Chatroom at certain times and play as that character in missions, where you live out your heroic lifestyle. This may mean stumbling around in the dark with no idea what is going on, but thats just life really... :evil:

Character Creation

This is where you make a character, by filling out the details in the following character sheet. Below the sheet is a guide to filling it out, so hopefully you won't have too many problems with it.

Spoiler The Character Sheet :
Name:
Alias:
Gender:
Age:
Appearance:
Bio:

XP:
Money:

Stats:

HRD:
AGL:
PRE:
RES:
WIL:
CHA:

HP:

Feats:
Advantages:

Disadvantages:

Equipment:

Residence:
Security:
Vehicle:


Spoiler And the Guide :
Name: What your name is. :rolleyes: Anyone who needs further help here should consider not joining the game.
Alias: What do people call you when you go out into the night with your true name concealed?
Gender: Are you a male, or a female?
Age: How old your character is. Due to the constraints of the setting, this has to be between 18 and 23
Appearance: What do you look like?
Bio: And now the good stuff begins! What happened to you in the past? What made you become a hero? Why are you in Doumedsville? This is where you describe the story of your life. Interesting parts may become relevant later on, so spare no expense!

XP: The basic currency of the game, earned by taking part in missions. Starts at 0.
Money: The secondary currency of the game. You start with $1,000, unless you take a feat which alters this.

Stats: The basic building blocks of your character. Each stat starts at 5, and you have an additional 15 points to put into them. You can remove the starting points to a minimum of 1, and cannot put a stat above 10 before feats.

Spoiler The Stats :
Hardiness: How physically resiliant and strong you are. Affects your ability to take wounds and hit things hard.
Agility: How quickly you can make your movements. Affects your ability to hit things, as well as sneaking, climbing and the like.
Precision: How precisely you make your movements. Affects you ability to notice and shoot things, as well as dodging attacks.
Reasoning: How fast you can think your way through things. Affects your usage of powers and your interaction with technology.
Willpower: How determined you are. Affects primarily powers, but also your ability to take wounds.
Charisma: How persuasive you are. Affects how likely NPCs are to go along with what you say.


Note that Agility and Precision both deal with very similar things, so if you arent sure which stat covers something, it may be wise to ask.

HP: Measures how many more hits you can take. You start with 5, then add 2 more for every point of Hardiness you have. Certain feats may also affect this.

Feats: Feats are split into advantages and disadvantages. You start with 3 advantages, and can then take up to another 3 advantages as long as you take a disadvantage with each one. Those of you who want something not available in the feat list can talk to the GM, and may be granted a 'special' feat. Each individual feat can only be taken once.

Advantages: Advantages are split into three different categories: Normal, Supernatural, and Gadget. These determine how you get them, Gadgets being something you have to carry around, Supernatural powers being internal abilities, and normal being perfectly natural abilities you have aquired through work or nature. Please post which category your feat is in just after the name, before you describe it. For Example:

Phlebotinum Projectile: Gadget - Generico has a gun built into his suit that fires a special sticky webbing.

Spoiler The Advantages :
Made of Iron - +2 HRD (All)
Slippery - +2 AGL (All)
Pinpoint Accuracy - +2 PRE (All)
Quick Thinker - +2 RES (All)
Iron Willed - +2 WIL (All)
The Charmer - +2 CHA (All)
Juggernaut - Each Point of HRD gives +4HP (All)
Determinator - Each Point of WIL gives +2HP (All)
Crazy Prepared - You are allowed 3 gadgets of your own description. (Gadget Only)
Utility Belt - True Crime Fighters carry an additional 2 gadgets in their utility belt. (Gadget Only)
Rich Kid - Start with $3000, Can convert XP to money at a 1:3 ratio. (Normal Only)
Training from Hell - A bonus to melee combat rolls (Normal Only)
Unnoticable - Be more adept at sneaking around (All)
Hyper Awareness - Be more aware of your surroundings, and more prone to noticing seemingly unimportant details (Gadgets/Super)
Flight - The ability to fly. (Gadgets/Super)
Barrier Builder - A defensive barrier of Phlebotinum to defend against attacks. (Gadgets/Super)
Phlebotinum Projectile - The ability to engage in ranged combat, whether it be through Dark energy, a lightning bolt, or via good ol' fashioned LASER EYES! (Gadgets/Super)
Psychic Powers - The ability to detect, read, and even control, minds. (Supernatural Only)
Significant Sense - Helps prevent you being suprised by warning you when you are being watched or are in danger. (Supernatural Only)
Healing Hands - Heal yourself, or someobody else! (Gadgets/Super)
Popular Hero - A strong positive reputation amongst the people (All)
Invisibility - Being able to turn Invisible (Gadgets/Super)
Ghost in the System - A +10 to base security (All)
Sidekick - You have a sidekick (All)


Disadvantages: Disadvantages have no sections. You just pick them from this list.

Spoiler The Disadvantages :
Socially Inept - Penalties to speaking with people when not hero'ing
0% Approval - A significantly negative reputation
Poor Guy - Start with only $300, convert XP to $ at a 1:1 ratio
Blindingly Obvious - Penalties to Stealth
Weak and Feeble - HRD only gives +1HP
Kryptonite Factor - A certain substance makes you physically Sick
Terrible Liar - A -10 penalty to base security
Half-Blind - A penalty to ranged combat
Unwilling Pacifist - A penalty to melee combat
Life Drain - Powers eat HP when activated
Weak Willed - More susceptible to psychics and weakening
The Fettered - You live by a restrictive personal code


Note that you must pick codes or substances that actually count as a disadvantage, as determined by the GM.

Some feats cannot be taken together, usually due to the fact that they would counter each other out. Most of these are obvious, but there is a list below.

Spoiler Mutually Exclusive Feats :
Juggernaut - Determinator, Weak and Feeble
Popular Hero - 0% Approval
Rich Kid - Poor Guy
Unnoticable - Blindingly Obvious
Ghost in the System - Terrible Liar
Training from Hell - Unwilling Pacifist


Equipment: This is where you can carry a handful of other items. Only two of these can be signficicant (as determined by the GM), and aquiring them will usually cost you money.

Residence: This is where you say where you live. You start in a College Dorm, unless you are able to buy something else immidiately.
Security: This determines how hard it is for others to work out your secret identity. It is affected by your residence and some feats.
Vehicle: If you have a vehicle, this is where you describe it. Vehicle Aquisition will be explained in its own section.


So now you have your character. But what happens in a few missions, when you have XP and need to do something with it? Look no further, because I'm about to explain:

Leveling Up:

I was very proud of the UtM leveling system. But sadly I have also completely scrapped it, and in fact removed levels entirely. Instead of getting certain bonuses when you have enough XP, you now have to spend XP on buying certain bonuses. This XP is then used up, and will never be seen again, beyond a few record columns in my spreadsheet. Using your hard-earned XP, you can buy the following things:

Money: You gain money by spending XP, with every XP giving $2, unless you have a feat which alters the conversion rate.
More HP: Spending 1400 XP will provide you with a number of additional HP equal to your Hardiness Score at the time of the purchase.
Extra Stat Points: Spending 1300 XP will provide you with a single additional point in one stat.
Additional Advantages: Spending 2000 XP will allow you to select a single additional advantage feat for your character.

Note that additional HP, Stat points, and Advantages can be purchased for a sidekick at the same cost as for yourself.

Spending Money:

Because nobody really wants to be rich. You will usually spend money outside of missions, by purchasing Equipment, Residences, and Vehicles. There may be options of spending money within missions, but these will likely be rarer, and the purchases listed out here must be done out-of-mission.

Residences:

You can buy homes of several different scales, which have both increasing cost and increasing security values.

Spoiler Housing List :
College Dorm- A few rooms you share with a number of your fellow students. Their respect for your privacy is all that protects your secrets. -Free
Rented Apartment - A handful of rooms which you don't have to share with anyone. A great leap forward in cheap and ineffective attempts at secrecy! -Costs $3,000, Security 5
Private Apartment - Your very own personal space, modified slightly to provide a better hiding spot. -Costs $9,000, Security 10
Small House - Your own personal building. It might be a bit cramped, but the interior is undeniably yours. -Costs $15,000, Security 20
Normal House - A proper sized house from which to base your operations, with a few handy extras to boot. -Costs $30,000, Security 30
Large House - A large spacious dwelling with plenty of room to go that extra mile in super-preparation. -Costs $50,000, Security 40
Mansion - How you afford the servants roaming the corridors of this vast and luxerious palace is your own problem. Why you trust them is another, but they are undeniably effective at keeping your secrets from prying eyes. -Costs $100,000, Security 50


Vehicles:

Every Super Hero needs a Super Car. Or bike. Or Plane. Whatever the case, vehicles are available in the game, if you're willing to spend the money. Contact the GM with what sort of vehicle you want, as well as what sort of upgrades you want on it, and he'll give you an idea of how much you'll have to pay for it.

Equipment:

As with vehicles, contact the GM with what sort of equipment you want to purchase, and he will provide you with a cost. Note that equipment has to be relatively simple, if you want a bunch of neat gadgets, there are feats for that.

Sidekicks:

So, you fancy yourself team leader? A sidekick is the little guy who follows you around helping out with your super-heroing. Even if they aren't younger than you, they aren't your partner, make sure to be able to justify why they accept your commands. And remember that, feat or not, sidekicks are still NPCs; their exact actions, thoughts, and motivations are determined by the GM; you dont get to give orders for them, just give instructions. Also note that you have to pay for all their little toys; sure they'll go traipsing across town for you, but you'd better give them the money for a bus ticket, because no way they're paying for it themselves. You still want one of the lazy buggers? Okay, here's what you have to do...

Spoiler Making Sidekicks :
Sidekicks have all the same stats to put points into, and start at the same average of 5. However, they only have 10 additional points, so spend particularly wisely. Along the same lines, they only start with 2 advantages, and can take only one extra advantage/disadvantage pair. You have to select their power origins the same as yourself. Some of the advantages and disadvantages are off limit for them due to not affecting them, and I'll list those later.

Spoiler Sidekick Character Sheet :
Name:
Alias:
Gender:
Age:
Appearance:
Bio:

Stats:

HRD:
AGL:
PRE:
RES:
WIL:
CHA:

HP:

Feats:

Equipment:

Vehicle:


Untakeable Feats: Rich Kid, Popular Hero, Ghost in the System, Sidekick, Socially Inept, 0% Approval, Poor Guy, Terrible Liar

Note that you can try to make pre-existing chars your sidekicks if you keep your old chars and can justify it to the GM. For these, the GM will provide stats, feats, ect, and give you a general description of their abilities rather than a table.


Reputation:

There's one last thing that your character has to worry about: your reputation. This isn't a hard number, because it will always vary amongst people. Some may have never heard of you, whereas others know you're the dark force that skulks through the night annihilating injustice. Some will see you as a glory hog, others will remember you as the man who jumped off Doumed tower to save a falling girl. Your reputation may be positive or negative, widespread or cult-level, but it is always there. Remember, people will judge you by your actions, your words, and even the company you keep; if you want to be viewed as the next Superman, try not to buddy around with Tim.

The Chatroom is here.

[Anything I missed will be added here when I remember it.]

DT
Best GM :king:
 
Spoiler Players :
Player: Lighthearter
Name: Taylor Anne Emberlin
Alias: -----

Player: bestrfcplayer
Name: Isaiah Caleb
Alias: Youlanta

Player: Sonereal
Name: August Salazar
Alias: Adam

Player: SamSniped
Name: Robert Vanetti
Alias: Venator

Player: KaiserElectric
Name: Zora Asinov
Alias: Equinox

Player: RedSpy
Name: Tim Yule
Alias: Logi

Player: Mechaeric
Name: Raphael Basarab
Alias: Sanguine

Player: Arrow Gamer
Name: James Gordan
Alias: Blackout

Player: arya126
Name: Logan Thompson
Alias: Nightrender

Player: Kinich-Ahau
Name: Ofra Heros
Alias: Deer Man

Player: Celticfury
Name: Samuel Monroe
Alias: Tesla

Player: Omega124
Name: John Masters
Alias: High Roller

Player: Patrick Hunt
Name: Patrick Hunt
Alias: Phantom


DT
 
People of significance encountered in the world:

Spoiler Noble :
Alias: Noble
Name: Unknown
Known Facts: Noble was encountered investigating what he claimed to be an illegal weapons shipment being carried out by organised criminal groups. He has demonstrated both the ability to fly and the ability to restrict the movements of others, as well as having weaponry built into his suit.

Spoiler Unknown (Weird/Awesome Guy) :
Alias: Unknown
Name: Unknown
Known Facts: The man known OOC as 'weird/awesome guy' was first encountered within this game working to protect an illegal weapons shipment. After demonstrating amazing skill at avoiding attacks, he dissappeared, telling the team 'hate [Noble]'.

Spoiler The Boss :
Alias: The Boss
Name: Unknown
Known Facts: The boss was the name used by his underlings to describe the leader of Doumedsvilles organised crime network, which he apparently took control of between 3 and 4 years ago. He has been described as large, but no other details were available.


DT
 
Organisations encountered in the world:

Spoiler The Government :
The agents of the US government come in many forms, most commonly the police. The government is devoted to maintaining law and order within the city and country as a whole, and so generally does not take kindly to superpowered vigilantes and criminals running around. According to conspiracy theorists, they may have been the instigators of the Doumedsville incident.

Spoiler Doumedsville Abnormal Watch (DAW) :
The evolution of the horrifially named SPCEA, the DAW is a group dedicated to preventing collateral damage from supers, usually by eliminating the supers in question. During he last five years, membership has peaked, and then begun to decline as super-sightings became increasingly rare. However, the remaining members are still devoted to their cause, and still act as a local militia throughout the city.


DT
Letting Loose the Storm :hide:
 
Name: Taylor Anne Emberlin
Alias: None
Gender: Female
Age: 19
Appearance: Brilliant blonde hair and light blue eyes, stands 5'10" without heels, which she wears regularly. Typically dressed quite fashionably, but always seems tired.
Bio:

Original UTM Bio:
Taylor doesn't remember much of her life. All she knows is her mother's long gone, either dead or simply ran away, and her father drinks himself blind and shoots blasts of energy at anything in the house he can see. Taylor developed the ability to turn invisible through some strange magic, and used it to slip away from her father and into the streets whenever he started drinking. Eventually, she became more at home sleeping in a cardboard box in the alley behind her house. She's a bright, spunky, inquisitive girl, who explores things pretty much for the sake of exploring them. Somehow, she keeps getting dragged into situations with these "superheroes".

Things have changed in five years. Tay's collected Sylvia now, and started going to St. Whosit college, trying to get a degree in Business Administration and continue her career at Robb's Bank. She's left her supering days behind her and is trying to be a mother - but things can change again. Taylor's long-lost mother turned out to be a warrior and debatably a terrorist, after all, and Taylor herself turned out to be her mother's clone, not her daughter.

Which had interesting repercussions. Things always change - and hopefully for the better, but not always.

XP: 650
Money: 100

Stats:

HRD: 3
AGL: 8
PRE: 8
RES: 8
WIL: 8
CHA: 12

HP: 8

Feats:
Advantages:
  • Invisibility - a power Taylor has always possessed, and one that has saved her from many situations in her irresponsible heroic youth. (Super)
  • Healing Hands - one of the last abilities Taylor discovered she possessed five years ago - with a whisper and a though, blue sparks will cascade from Taylor's fingertips and heal the injuries of whoever she touches. (Super)
  • Psychic Powers - Taylor's discovery that she could read minds and communicate with others at long distances wasn't exactly pleasant, but it's proved quite useful a time or two before..... (Super)
  • Sidekick - Taylor once rescued a toddler calling herself "FX-7" and who Taylor dubbed "Sylvia" from an underground cloning facility. Who Sylvia was a clone of originally Taylor doesn't know, but she's determined to provide the best for her adopted child.
  • The Charmer - once upon a time, Taylor considered a career in modeling. She's in the prime of her life, and without question still one of the most gorgeous women in all of Doumedsville - with the silver tongue to back it up. (Normal)
  • Unnoticible - a lifetime's experience of sneaking around means that Taylor is very good at escaping detection when she doesn't want to be found. (Normal)
Disadvantages:
  • Poor Guy Girl - taking care of Sylvia AND going to school costs a lot, and even with financial aid and a job at Robb's Bank in central Doumedsville there just isn't enough leftover to buy the latest music and the cute shoes on display at the mall. Or even go to the sandwich place, for that matter.
  • Unwilling Pacifist - Taylor is by no means physically strong, and she's actually gotten weaker since her high school days due to a lack of time to go to a gym.
  • Weak and Feeble - Taylor also has never had any great ability to take a hit. In any kind of fight, she's limited in her abilities.

Equipment:

Taser

Residence: UNDER DISCUSSION
Security: 0
Vehicle:

Bicycle

-L
 
Name: Isaiah Caleb
Alias: Youlanta
Gender: Male
Age: 18
Appearance: 5'7, bulky in build, long brown hair, green eyes, usually dresses in a regular white tee and jeans
Bio: Isaiah was born under not good circumstances. He was born out of wedlock, and his father abandoned him soon after birth. His mother died when he was 3, and was subjected to the not so good foster care system in his hometown. By the time he was 15, he had been kicked out of 5 schools, and held back twice. He looked like he'd go down to the road of crime, if not for his 'adopted' (Isaiah adopted the kid himself) little brother Greg. Greg had some of the same powers as Isaiah did, and thats what's been keeping him off the streets: to train up Greg into becoming the superhero that Isaiah had admired just 5 years earlier. His life then turned around when Greg was nearly killed during a mission, and Isaiah was determined to bring the criminals to justice. He did end up doing so, and gained pride in his work that has kept him going to this very day. As he starts College, Isaiah will be looking for new friends, adventures and possibly some new team members.

XP: 0
Money: $1,000
Stats:

HRD: 10
AGL: 8
PRE: 6
RES: 6
WIL: 8
CHA: 7

HP: 25 (+16)

Feats:
Advantages:
Determinator - Isaiah has always been determined from the very beginning of his superhero career to finish the job. This has translated over to his school work, where he graduated high school as one of the top of his class. He even got a scholarship to play basketball at Doumedsville University which he accepted.

Phlebotinum Projectile: Isaiah is able to shoot bolts of energy from his hands, and even eyes. Very useful in long range, and even mid ranged combat, yet quickly tires him out.

Flight: Isaiah has always had the ability to fly, yet he just hasn't been able to get used to it. Not even with hours of training every day for the past several years.

Sidekick: Greg (see Isaiah backstory)


Disadvantages:
Life Drain: As stated earlier, Isaiah gets very tired whenever he uses his special powers. Will lessen with more practice, but even that is a long ways off.

Equipment:
Phone

Residence: College Dorm
Security: 0
Vehicle: Motorcycle

Name:Greg Malone
Alias: Roaring Thunder
Gender: Male
Age: 11
Appearance: Short for his age (4'7), blonde hair, green eyes, chubby
Bio: Not much is known about Greg except that his parents are a part of the DAW.

Stats:

HRD: 5
AGL: 10
PRE: 5
RES: 5
WIL: 6
CHA: 9

HP: 10

Feats:
Flight: Greg can fly.

Phlebotinum Projectile: Greg can shoot bolts/beams of phelbotinum from his hands

Equipment:
Remote Controlled Tonka Truck
Vehicle:
N/A


Forgot my first character's name, so decided to start fresh. Also, when is the first mission going to take place?
 
The first mission will probably take place either Sunday or Monday evening, at 10 my time, which I beleive is 5 EST.

Also; some things about your character: Since you didn't specify what categories your feats were, they are currently entered into the spreadsheet as being all supernatural. A motorcycle costs $1,000 and a Melee Knife costs $50, so you cant afford to have both. And please fill out a sidekick Character Sheet for Greg.

DT
 
Name: August Salazar
Alias: Adam (or Antichrist)
Gender: Male
Age: 21
Appearance: 5'6. Black hair. Pale skin. Looks like an older Damien.
Bio: Here for college. Salazar, or at least this incarnation of him, is quiet, subdued, and most importantly, potentially the Antichrist. Despite the potential, Salazar is rather laid back and not-evil. Orphaned within a week of birth, he was "adopted" by a couple of caring, elderly parents. The demonic nature of "Adam's" gifts has cast a veil of fear and suspicion over his alter ego, and worse yet are those who seek him out to worship him to usher in the end of the world (or so they think).

XP: 0
Money: $200

Stats:

HRD: 2
AGL: 3
PRE: 10
RES: 10
WIL: 10
CHA: 10

HP: 7

Feats:
Advantages:

Psychic Powers - The ability to detect, read, and even control, minds. (Supernatural Only)
Significant Sense - Helps prevent you being suprised by warning you when you are being watched or are in danger. (Supernatural Only)
Shapeshifting - Can shift into birds and has a wolf form (Super Only)
Invisibility - Being able to turn Invisible (Super)
Hyper Awareness - Be more aware of your surroundings, and more prone to noticing seemingly unimportant details (Super)
Healing Hands - Heal yourself, or someobody else! (Super)

Disadvantages:

Poor Guy - Start with only $300, convert XP to $ at a 1:1 ratio
Weak and Feeble - HRD only gives +1HP
0% Approval - A significantly negative reputation

Equipment: Last generation second-gen smart phone.

Residence: College Dorm
Security: None
Vehicle: None
 
Got time right now.

Name: Robert Fazino Vanetti
Alias: Venator
Gender: Male
Age: 19
Appearance: 6', looks like this, wears these glasses, muscular, and scars from a knife wound from his right shoulder halfway to his elbow, a scar on his cheek, a scar running along the left side of his right knee, multiple various but small scars across his torso, & a burn mark on the inside of his left thigh.

Bio:
Original UtM Bio: Robert Fazino Vanetti was born in Italy, the son of Marco and Catarina Fazino. They moved to Doumedesville when he was five, after their father was threatened by the Italian Mafia repeatedly over a debt, something Robert always remembered. They changed their family name to Vanetti, and had to sever all ties with the rest of their family, fearing the mafia would find them. Robert grew up to become one of the kids with top grades in his school, an affinity for science, engineering, and building stuff, and a great athlete in soccer and baseball. His girlfriend, a redhead named Andrea Laroche, met him in 5th grade, and they have been friends ever since, and boyfriend/girlfriend since 7th grade. One day, walking home from seeing a movie, someone mugged them. Robert tried to defend them both, but the man was rather skilled with his knife, giving Robert two bad wounds that would scar, and a few others that healed, eventually knocking Robert out with a punch to the forehead. By then, though, a policeman was running to them, and the robber ran off, albeit with Robert's wallet, which held over $500 from his dad and his job. Embarrassed and infuriated by the recurrence of crime in his life, he decided to do something about it. Getting some materials from army surplus stores and his father's job, he made a suit of armor for himself. A huge Star Wars and Marvel fan, he decided to base the armor on two of his favorite things-Iron Man and Mandalorian battle armor. Using some technology that he "acquired" online, he made pulse generators-essentially lasers-in the gloves, and fit rockets into the feet, and developed a jetpack if necessary. Inscribed on the helmet are the words VENATOR and BEROYA, the first Latin for hunter, the second Mando'a for bounty hunter (somehow, he managed to make it so that it was hidden away, and that only his girlfriend knew about it (she was impressed), but hey, this kid got proprietary armor composition and laser design, so shut up, he can do it ). He was ready to fight crime.

UtM2 bio:
I never asked for this.
I don't care what the people say. "Hero." "Criminal." "Savior." "Murderer." "Venator." "Robert Vanetti." No matter what anyone refers to me as, I never wanted that name.
I just wanted the crime to run away from me. I just wanted to have my old name, Roberto Giancarlo Fazino. But then the Mafia got involved, and I left my homeland. I wanted to have a fun life in America, but that all changed when I got mugged. I don't know whether it was pride or anger that made me do it, but I made the suit. I had to go and make that ******* suit. That suit changed my life. I decided to become a hero, and I lost everything. My sanity (more or less), my girlfriend (she said something changed in me after The Incident), my friends (a couple ended up dead), and any semblance of a normal life. Everyone always saw me as something other than what I wanted to be. Everyone had a name for me.
And I was so ******* glad when I graduated out of my personal slice of hell.
But it didn't last long. My father and mother...
They're gone now too. Finally the Mafia caught up with them, and settled the problem. I had moved out, and their feud wasn't with me anyways. But I've now lost almost everything-including the money I needed to get into MIT-and now I'm back in my old hellhole, just now called the college in the city instead of the high school.
And now there's something...not right. I can sense something is happening, but I don't know what yet. All I know is that I have a key around my neck, and a metal locker under my bed with the past I'm trying to forget in it.
I don't want to suit up, but if the people need me, I will not back down.

XP: 100
Money: $100

Stats:
HRD: 8
AGL: 8
PRE: 10
RES: 9
WIL: 5
CHA: 7
HP: 21

Feats:
Advantages:
-Phlebotnium Projectile: wrist-mounted laser blaster (gadget)
-Flight: jet boots (gadget)
-Crazy Prepared
--Coolant System- Extremely lessens fire damage, reduces penetrating damage by a small amount, and keeps the suit cooled down, as to prevent extreme malfunctions
--Knuckleblade- Knife blade built into the knuckleplate of his armor, extends when triggered to do so.
--Enhanced Optics- Thermal and NVG filters built into helmet, can be switched on and off at will.
-The Charmer: He is a sexy, sexy man.
-Special: Targeting Computer- Bonus to laser targeting and constant Internet access, various things activated by voice command; named ATIN (Auto-Targeting INtelligence). Programmed to have a snarky attitude.

Disadvantages:
-0% Approval: Venator is not exactly well liked, due to his tendencies to kill criminals before due process of law.

Equipment:
-Armored Suit
--Jet boots, wrist-mounted laser blaster, coolant system, knuckleblade, enhanced optics
Residence: College Dorm
Security: 0
Vehicle: Motorcycle

Spoiler Backup Ideas :
 
Name: Zora Asenov
Alias: Equinox
Gender: Female
Age: 20
Appearance: Zora on her own is tall and attractive, with long straight black hair and brown eyes. She tends to wear jackets and jeans, shying away from anything considered "girly". Her hero outfit consists of a short-sleeved leather outfit with boots and a mask to hide her identity in ice mode. She can go in and out of her "powered mode" at will. During the day she is covered in fire, Human-torch style, while during the night the flames die down, with her skin going pale and her eyes turning white.
Bio:
Spoiler :
Zora Asenov was born in Bulgaria and spent much of her life elsewhere. The daughter of noted explorer Branimir Asenov, she grew up with a fascination for ancient cultures around the world and a great respect for her father. Zora's mother died when she was young, so she spent most of her childhood in England, watched over by her Uncle-in-law Daniel Carrow while her father continued his work. When she was 13, Branimir began taking her with him on his expeditions, where she visited exotic destinations and kept making new friends.

Four years later, a routine expedition into the Central American jungle turned sour when a rival archaeologist hired some local thugs, attacked their camp, and took Zora and her father hostage. The rival, known only as Orson, was searching for a mythical Mesoamerican relic, and correctly believed that the Asenovs knew of its location. Reluctantly, Branimir led Orson and his gang to a hidden temple. Within, seated on a platform suspended over a deep dark chasm, was a beautiful orb made of obsidian and gold, known as the Heart of Xiuhtecuhtli. As a precaution, Orson sent Zora to retrieve the Heart, who promptly threatened to throw the orb into the pit if her father wasn't released. Orson, knowing he could easily stop her from throwing it over, reinforced his position by throwing Zora's father to the ground in front of her and putting six rounds in his back.

Zora screamed, not from seeing her father slain, but from the intense heat that suddenly issued from the Heart. Activated by Branimir's blood spattered across it, the Heart cracked open like an egg, coating Zora in a burning, red liquid. Her last conscious thought was watching Orson rapidly retreat from the room just before the flames overcame her. She began to burn alive, but she was not being consumed by it. Every inch of her screamed in agony, but death would not come. Zora rose into the air, driven mad by the intense pain, and began slaughtering the henchmen indiscriminately with bursts of searing flame. Eventually, the power of the curse was too much for Zora, who fell unconscious.

Zora woke up some time later in a small village in the Yucatan to see the smiling face of the local doctor. Introducing himself as Edgar, he explained that he she had been recuperating for several days. Zora, remembering the flames, examined her skin, but could find no traces of burns anywhere on her. Edgar explained that the Heart had contained a curse which would have condemned her to burn alive for all eternity. Being an expert on curses of this nature, he told her that the curse could not be lifted, but instead had to be countered by another curse enacted in the name of an opposing God. Naturally angry and disbelieving of this fact, she rose from the bed, only to burst into flames once again. Zora panicked before realizing that the flames were not harming her this time, nor were they burning the fabric of her clothing or the bedspread. Edgar reassured her that the transformations would be controllable, and that she should listen to him on the matter.

Over the next few days, Zora worked with Edgar to explore her new abilities. Her fire curse had been countered by a curse that would have frozen her to death, which allowed her to retain control of her sanity when on fire, and with practice allowed her to change from a normal state to her fiery alter ego. Given Xiuhtecuhtli's dominion over the sun, this transformation would only work during the day. At night, Zora found she could shift into a form of ice, which gave her ice powers in a similar manner to her fire form. No doubt a side effect of the second curse.

Zora still had trouble adjusting to her new abilities, which compounded on the trauma of seeing her father killed in front of her and the guilt over inadvertently killing the others. Unsure of what to do with herself or her "powers", Edgar relayed how he was once an esteemed doctor who came to live here because he could do the most good, and suggested that she do the same with the gift she was given. Although not agreeing that she had received a "gift", Zora did decided that, if nothing else, she ought to commit herself to fighting evil, especially after the incident in Doumedsville. Eventually, she bid goodbye to Edgar and made her way back to England, where she relayed the story of what had happened to her Uncle, omitting anything to do with her new powers.

Now the new student from Bulgaria "and everywhere else", Zora is well known for being headstrong, caustic, and utterly brilliant. Looking for her major in Archaeology, she is equally as comfortable being a superhero as she is being a student. Will she be able to put her past behind her, or will old enemies resurface to rekindle old memories?

XP: 400
Money: 1000
Stats:
0

HRD: 6
AGL: 5
PRE: 7
RES: 11
WIL: 9
CHA: 9

HP: 35

Feats:
Advantages:
Flight (Super)
Phlebotinum Projectile (Super, shoots fire and ice whenever she is in the applicable mode. She likes to get creative with her attacks, so don't expect just the 'shoot from hands' variety of fire and ice throwing.)
Determinator (Super)
Quick Thinker (Normal)
Hyper Awareness (Super)

Disadvantages:

Blindingly Obvious (Because being on fire makes you a rather obvious target)

Equipment:
None yet.

Residence: College Dorm
Security: 0
Vehicle: -
 
Name: Tim Yule
Alias: Logi
Gender: Male
Age: 19
Appearance: Later, if at all.
Bio: Let's see, as a young child Tim was possessed by Mary. Mary was, to put it simply, an omnicidal pyromaniac from beyond this plane. She ended up burning down the poor five-year-old's house and killing everyone inside but Tim himself. Two people by the names of Cassy and Hathus managed to find the small child and decide to take care of him, despite repeated burning down of houses. When he entered high school, in a debatably bad decision, he chose to take up the name Logi, the name belonging to a Norse fire giant thing, to try to use the fire to help. For the most part, that was not accomplished. He probably did more damage to his team mates than he did to his enemies. [Insert summary of UtM1's plot.] On the last mission he worked with some people to stop the world from being destroyed by Mary and Alexander, another demon guy thing. On the tower he was Mary'd for the last time and because of some help from Dante, the demon was kicked out of Tim's head. Oh, and the world was also saved.

Because of the hate all heroes recieved and the one mass murder Mary caused, Tim decided it was best to stop for a few years. And so he did. Through hardwork, studying, some asking for answers, and cheating, he managed to graduate highschool. Yay. For some insane reason, the kid decided to go to college. To top it all off, he decided to repeat history and went back to doing his super thing. You know, because it went so well last time.

XP: 500
Money: $1000

Stats:
HRD: 8
AGL: 8
PRE: 6
RES: 6
WIL: 12
CHA: 7

HP: 45

Feats:
  • Advantages:
    • Barrier Builder: Super. Walls of fire!
    • Phlebotinium Projectile: Super. More fire!
    • Healing Hands: Super. Somehow, even more fire!
    • Iron Willed: Normal (?) He did put up with Mary for 10 years of his life.
    • Determinator: Normal. Related to the above

  • Disadvantages:
    • 0% Approval: Some side effects of his powers are arson and murder.

Equipment: Map of Canada

Residence: College Dorm
Security: 0
Vehicle: N/A
 
Name: Raphael Basarab
Alias: Sanguine
Gender: Male
Age: 19
Appearance: Black hair, red irises (usually covered with brown contact lenses).
Costume: Removed contact lenses. Wears a short black trenchcoat with a blood red interior lining. The top half of his face is covered with a masquerade mask, and the bottom is wrapped in a cowl. He also wears black pants and gloves.

Bio:

Original UTM Bio:
Spoiler :
The only child of a wealthy Frenchwoman and a Romanian noble from an old house, Raphael is the heir to a vampiric legacy that stretches back centuries. Most of his life was spent living in his mother's Parisian mansion, with a few months of the year spent in Romania with his father at his houses's ancestral seat in the Romanian countryside. Though his mother never really approved of his abilities, his father helped teach him what he needed to know. Somewhat cold and emotionally distant.

Family:
Mother: Isabelle LeClair. Daughter of a wealthy French businessman. She spends most of her time in Paris, and for the most part disapproves of her son's and husband's abilities.
Father: Vlad Basarab. A Romanian noble from a very old house. Reclusive, and spends most of his time in his ancestral seat in Romania. Has the same abilities as his son and helped him discover and develop them a bit, but is otherwise distant.


Raphael was never quite sure what he wanted to do after high school. After his brief stint in superheroics, however, he realized he wanted to know more about vampirism, as its origins and causes were shrouded in myths and legends. To this end, he decided to dedicate himself to hematology.

With hard work, determination, and triumph of will, he managed to get accepted into St. Whosit University's highly prestigious medical school, living in the newly constructed (by the LeClair Construction Firm) and quite luxurious LeClair Dormitorium, using state-of-the art equipment donated by LeClair Medical Industries.

His brief stint in superheroics has also made him open up a bit, and Raphael is now more extroverted.


XP: 2100
Money: 3000

Stats:

HRD: 10
AGL: 10
PRE: 5
RES: 5
WIL: 7
CHA: 8

HP: 15

Feats:
Advantages:
  • Flight (Super) - As a vampire, Raphael has the ability of flight. In the intervening years, he has managed to fly even when not a bat.
  • Rich Kid (Normal) - His mother is the daughter of a wealthy French industrialist who makes sure his grandson is taken care of.
  • Hyper Awareness (Super) - Part of the vampire package.
  • Healing Factor (Super) - Raphael's studies have helped improve his innate ability to heal people by doing bloodstuff.

Disadvantages:
  • Kryptonite Factor - Raphael cannot stand the presence of silver.

Equipment:

TBD

Residence: College Dorm. A really, really fancy college dorm, but ultimately still a dorm.
Security: 0
Vehicle: TBD
 
Name: James Gordon
Alias: Blackout
Gender: Male
Age: 20
Appearance: Sandy, long blonde hair, bright blue eyes and a tan body. Tall and lithe, quite 'hot'. Usually dresses in a polo shirt and khakis with boat shoes, but sometimes will switch to t-shirts and other, more casual, clothes. He seems not to really care about his appearance, but looks good nonetheless.
Bio: Born a member of a rich family, James had to watch his father squander their massive fortune on gambling, leaving him poor and, when a local mob killed his father for unpayed loans, fatherless. Despite his father's terrible decisions, James still loved him, and vowed to do anything to get revenge. When a mysterious man appeared at his doorstep, claiming to be an old associate of his father, and offered one death in return for a debt he owed the elder Gordon, James leaped at the chance. Once the mob boss lay dead, the man returned, claiming to be named 'Hesperia', and offered to train James in his ways. Warily, James consulted his mother, who by this time was dying of pneumonia and age. Seeing no other choice for he young boy, she urged him to take it, albeit unhappily.

Going with him across the world, the man taught James how to fight, a trip which wasn't always easy. However, the defining moment came when Hesperia brought him to the Pacific Everglades. Deep in the rainforest, Hesperia told James he was dying, poisoned long ago. Apparently, he'd been able to slow the poison, but it was free once again, spreading through his veins. James was sad to see his master and friend in such a weak position, but Hesperia said there was one last thing to do before James left. He grasped James' hand, digging into the flesh, and a tendril of darkness sprouted from the marks in his arm when he released his hold. Then, Hesperia collapsed to the ground, and Janes knew he was dead. He turned to run, unable to look at his master's prone body, but as he sprinted between to trees, standing parallel and interlocking at the top, he found himself home. His mother, miraculously recovered, was terrified to find him at first, but embraced him. She'd gotten a job with one of his dad's old friends, a high paying one, six figures. She gushed about how he could finally go to college, and made plans die Harvard and Yale. However, James' lack of education limited his choices more than a little, and he ended up choosing Whosit, proclaiming himself a History major. On the day of departure, his power, based around darkness, went haywire, accidentally injuring his mother. Unsure of what to do, he hopped on the train, arriving... here.

XP: 0
Money: 0

Stats:

HRD: 4
AGL: 8
PRE: 4
RES: 10
WIL: 10
CHA: 9

HP: 13

Feats:
Advantages:
Sidekick: Shade, his sentient shadow
Spoiler Shade :
Name: Shade
Alias: Shade
Gender: Female
Age: N/A
Appearance: A shadow, note that it can take different forms (prefers a female shape).
Bio: Born when James' powers activated on his departure day

Stats:

HRD: 10
AGL: 10
PRE: 1
RES: 8
WIL: 8
CHA: 3

HP: 45

Feats:
Juggernaut
Invisibility
Training From Hell

Weakness:
Half-blind
Equipment: None
Vehicle: None

Phelobotinum Projectile: Darkness
Barrier Builder
Invisibility

Disadvantages:
0% Approval Rating


Equipment: iPhone
Residence: Dorm
Security: 0
Vehicle: Motorcycle
 
Name: Logan Thompson
Alias: Nightrender
Gender: Male
Age: 22
Appearance: 6'1, muscled, tattoos all down his arms and chest, with black hair and side burns.
Bio: The day he graduated high school, his powers revealed themselves. He killed a kid that day. Several actually. He didn't mean to, but what he meant to do never happened. His claws, the blades between his knuckles sprouted that day, showing off an operation he never knew he had had, although that day the memories flooded back to him. He was an experiment. And so began his journey as he created a new name and went to university, training himself in his powers. This year he even found a kid in a spot of trouble a few towns away named Gabriel. He rescued him from the spot of trouble his powers had landed him in, and due to the kids follower nature he had obeyed every command ever since as Logan enrolled him in the same university and took him on as a sidekick.

XP: 0
Money: 200

Stats:

HRD: 10
AGL: 9
PRE: 10
RES: 5
WIL: 10
CHA: 1

HP: 45/45

Feats:
Advantages:
Rich Kid - Start with $3000, Can convert XP to money at a 1:3 ratio. (Normal Only)
Flight - The ability to fly. (Super)
Sidekick - You have a sidekick (Normal)
Juggernaut - Each Point of HRD gives +4HP (Normal)
Training from Hell - A bonus to melee combat rolls (Normal Only)
Wolverine Blades - 3 blades of indestructible steel come out of my hand like Wolverine. (Normal)

Disadvantages:
Terrible Liar - A -10 penalty to base security
Socially Inept - Penalties to speaking with people when not hero'ing
0% Approval - A significantly negative reputation

Equipment:
Pistol

Residence: College Dorm
Security: -10
Vehicle: Motorcycle

Sidekick:
Spoiler :
Name: Gabriel Hopkins
Alias: Stryker
Gender: Male
Age: 18
Appearance: Leaner than Logan, lankier as well and taller at 6'4.
Bio: See Logan's bio. He had a spot of trouble on his graduation day as well, turning invisible while on stage. Logan rescued him when the police tried to take custody of him, and now he was infinitely loyal to him.

Stats:

HRD: 4
AGL: 6
PRE: 9
RES: 10
WIL: 10
CHA: 1

HP: 10/10

Feats:

A:
Invisibility - Being able to turn Invisible (Super)
Unnoticable - Be more adept at sneaking around (Normal)
Phlebotinum Projectile - The ability to engage in ranged combat, whether it be through Dark energy, a lightning bolt, or via good ol' fashioned LASER EYES! (Super) (Can tear apart the very fabric of the particles an object or person is made of, disintegration g them and occasionally causing singularities.

D:
Kryptonite factor
Spoiler :
You won't ever find out.
Lead
Ever.


Equipment:
Pistol

Vehicle: Motorcycle
 
Name: Ofra Heros
Alias: Deer Man
Gender: Male
Age: 19
Appearance: Tall, with Olive Skin, Black Hair, & Amber Eyes. Sports a moustache in the style of Salvador Dalí. Wears an exceptionally nice Deerstalker hat at all times; stealing his hat is one of the few things guaranteed to infuriate him. Has a scar on his face from the accident that gave him his powers.
Super suit is a Black Turtleneck & Black Sweatpants, with Amber Gloves & an Amber Mask, & no hat.
Bio:
Spoiler :
Ofra & Maiah were born in Texas to Aegeus Heros & Evania Heros, immigrants from the Greek City of Heraklion. Their early childhoods were idyllic, & the siblings became virtually inseparable. They might have had normal lives, but one day in their early teens, while hiking near the woods around their house, they were trampled by a Deer & a Bison, respectively. The siblings considered themselves lucky to be alive, but little did they know, the animals that trampled them were not normal animals- rather, they were escapees from a lab where genetically modified animals were exposed to radioactive materials, quantum particles, lightning, & other stuff like that; as such, the trampling, rather than kill the siblings, gave them superpowers. The siblings soon discovered their unusual abilities, and, recalling a line from a movie about great power accompanying great responsibility, decided to dedicate themselves to fighting crime. Training themselves in the martial art of their ancestral home- Pankration - they became the brother-and-sister duo of Deer Man & Bison Girl. Their family recently moved to Doumedsville, & Ofra and Maiah transferred to St. Whosit University- Ofra pursuing a degree in Neonatology, Maiah a degree in Lepidopterology- but despite the changes in their life, the two siblings remain as close as ever & are determined to balance out crime fighting with their new lives.


XP: 1670
Money: 200$

Stats:
  • HRD: 6
  • AGL: 12
  • PRE: 8
  • RES: 8
  • WIL: 10
  • CHA: 5

HP: 17

Feats:
  • Advantages:
    • Slippery (Super)- The accident that gave him his powers increased his speed, reflexes, & coordination
    • Iron Willed (Normal)- Ofra is stubborn & dedicated; he rarely gives up & never abandons an ally in need
    • Training from Hell (Normal)- Ofra is a master of the Greek Martial Art known as Pankration
    • Sidekick (Super)- His younger sister
    • Rich Kid (Normal)- The Heros family runs a very successful Greek Restaurant, and Ofra & Maiah themselves are rather good with money
    • Deer Forme (Super)- Deer Man’s main power; when in Deer Forme, his height increases, his feet become hooves, & his head & neck become those of a White-Tailed Deer. While in Deer Forme, HRD, AGL, & PRE are increased by 1.
  • Disadvantages:
    • Socially Inept- He’s not exactly a Casanova. Shocking, I know, an animal-based hero who isn’t a complete womanizer.
    • Kryptonite Factor- Extremely bright lights. Because he’s a deer in headlights.
    • The Fettered- He never abandons an ally & absolutely hates breaking the law.

Equipment: Later

Residence: College Dorm
Security: 0
Vehicle: Motorcycle
  • Net Gun
  • Smoke Screens
  • Anti-Personnel Caltrops
 
Spoiler Sidekick :
Name: Maiah Heros
Alias: Bison Girl
Gender: Female
Age: 18
Appearance: Shorter than average, with an hourglass figure. Possesses Olive Skin, Red Hair, & Grey Eyes. Wears a Black Beret at all times; as with her brother, stealing this hat is a very bad idea.
Super suit is a Red Cropped Turtleneck & Red Skirt, with Grey Gloves & a Grey Mask, & no hat.
Bio: Covered in Deer Man’s bio

Stats:
  • HRD: 10
  • AGL: 6
  • PRE: 6
  • RES: 5
  • WIL: 5
  • CHA: 8

HP: 45

Feats:
  • Advantages:
    • Juggernaut (Super)- The accident that gave her her powers gifted Maiah with extraordinary resilience & endurance
    • Training from Hell (Normal)- Much like her brother, Maiah is a master of Pankration
    • Bison Forme (Super)- Bison Girl’s main power; when in Bison Forme, she becomes taller & bulkier, her feet become hooves, & her head & neck become those of an American Bison. While in Bison Forme, HRD, AGL, & PRE are increased by 2, but healing powers only have 50% of the effect they normally would.
  • Disadvantages:
    • The Fettered- Maiah also hates abandoning allies & breaking the law.

Equipment: Later
Vehicle: Motorcycle
  • Net Gun
  • Smoke Screens
  • Anti-Personnel Caltrops

Spoiler Potentially Useful Information :
  • Johnathan Green- mobster, short & bad tempered, picked up by the police some months ago.
  • 'Emmanuel Savage- unconscious man, found in an alley. Currently being treated at the Hospital.
 
Name: Samuel Monroe
Alias: Tesla
Gender: Male
Age: 18
Appearance: 5' 8", Caucasian, black hair, brown eyes. Slight athletic build, due to his years of track and field. Wears a slim device on his back that controls and regulates his electrical output. Two gloves that allow safe use of his powers can be attached to the device's underside via power cords. He usually wears a shirt one size larger to conceal the device.

Bio:
Samuel grew up the only child of weapons engineer Douglass Monroe. He never knew his mother, who left when he was roughly 2 years old. He moved to Doumedsville when he was 4. Samuel was a rather shy child, preferring to tinker with electronics and such. While he did participate in his high school's track and field team, he was never a truly popular kid; he usually ended up being ignored, which suited him fine.

His powers manifested suddenly during his senior year in high school. Initially, he was able to keep them hidden until one day, for unknown reasons, he began to output massive amounts of electrical energy. The uncontrolled electrical currents would have destroyed his home, had he not lost consciousness.

When he finally awoke, he found his father had attach a device to his back, controlling his powers. It was then that he learned that his father had not only known about his powers, but anticipated them; his powers had been inherited from his mother. The device on his back had been created by his father to help control his mother's powers. Despite this revelation, his father refused to divulge anything else.

Eventually, Samuel graduated from high school, and enrolled in St. Whosit University, where he plans to earn a degree in engineering. It is here, with his new found freedom, that he decided to find out who his mother is, and perhaps, do a little good besides.

XP: 650
Money: $1,000

Stats:

HRD: 7
AGL: 8
PRE: 10
RES: 10
WIL: 7
CHA: 3

HP: 19

Feats:
Advantages:
  • Crazy Prepared (Gadget)
    • Arc Thrower: The left glove launches a controlled electrical current that will knockout most opponents. Effects on electronics unknown.
    • Flashsticks: Rod shaped flash bangs shot from the right glove. Carries 3 per mission.
    • Hacking Array: A device that can disable or control an electronic or robotic system. Requires a full turn to use and has a range of three meters.
  • Phlebotinum Projectile (Super): Unleashes an electrical current at the enemy.
  • Static Shock (Super): At will, unleashes an electrical charge that deals damage randomly to anyone nearby. Cannot be used on the same turn as the Arc Thrower.
  • Overcharge (Super): Unleashes a powerful, indiscriminate electric blast. Gadgets become unavailable for two turns and Samuel takes damage from the blast.
Disadvantages:
  • Socially Inept: Samuel has always been shy, and the new fear of accidental electrocution has only made things more difficult for him.
Equipment: None currently.

Residence: College Dorm
Security: Bupkis
Vehicle: None
 
Money: $200

Shapeshifting - Working on (Super Only)

Not sure what you spent that missing hundred on, so entered into the stats as $300. Also can't do anything with that special until you tell me what you want from it.


Love how he aged six years in the past five years. :p

Equipment: Last generation second-gen smart phone.
Equipment:
-Armored Suit
--Jet boots, wrist-mounted laser blaster, coolant system, knuckleblade, enhanced optics
Equipment: iPhone

None of this actually counts as equipment, due to being either part of your powers or something you would be assumed to have anyway.

-----

Rooms have been assigned as follows:

Dormitory One:
Raphael Baserab (Mechaeric)
Isaiah Caleb (bestrfcplayer)
Esazino Dahlio (NPC)
Ofra Heros (Kinich-Ahau)

Dormitory Two:
Zora Asenov (KaiserElectric)
Fiona Blackspire (NPC)
Iris R. Lyse (NPC)
Umbel V. Lyse (NPC)

Dormitory Three:
James Gordon (Arrow Gamer)
Marcus Serlo (NPC)
Robert Vanetti (SamSniped)
Tim Yule (Red Spy)

Dormitory Four:
Gabriel Hopkins (NPC)
Samuel Monroe (Celticfury)
August Salazar (Sonereal)
Logan Thompson (arya126)

DT
 
Name: John Masters
Alias: High Roller
Gender: Male
Age: 19
Appearance: Woosh
Bio: Part One Woosh

Spoiler :
When most of the class was saving the world, John was not. Giving into his emotions, he hid from his problems yet again, hoping that they would just blow over. So when it finally ended, John was not among the heroes. He felt unloved and disconnected from the gang, and drifted from them. John even avoided Jin and Taylor, hoping they would just forget him and let him live alone.

Coincidentally, John's mom won the lottery, and decided to move across the nation to Whinie Sound, a high class community in Washington. Finally able to leave his life behind, John moved to the West Coast. He went to a new high school, made new friends, and generally started to turn his life around. John came out of his self-made shell, and started becoming his normal self again.

One day, his senior year, he saw a lightning strike into a forest randomly on a clear day. Investigating the source, he found one of his classmates, Christine Dalca, at the impact, covered in electricity. After promising to not tell anyone, the two started to bond, with John slowly telling his experiences back home in Doumdsville as High Roller and helping Christine maintain the masquerade. Soon, the two were always seen together.

With college back around the corner, and now more wise, John has elected to go back to Doumdsville for college. Going for mathmatics, John is less interested in actual studies, instead hoping to use to the time to tie up loose ends from the Incident. One such loose end came crashing back when he met a homeless Taylor near the grocery store with Sylvia. After having a conversation about their lives since he moved, John found out about her homelessness and invited her to move into his new apartment until she can get back to her feet.

And then he found out Christine is transferring to St. Whoist, and she is also looking to stay at John's place....


XP: 0
Money: 0

Stats:

HRD: 4
AGL: 7
PRE: 10
RES: 7
WIL: 7
CHA: 10

HP: 13

Feats:

Advantages:

Special: Superluck: John's ability to just have things go his way at random times is quite uncanny (Normal)
Special: Unbreakable Mind: John's mind is a fortress to mind readers; not once in the first incident as his mind successfully been seen by an outside force (Normal)
Pheb. Projectile: John continues to employ his deck of razor playing cards as his main means of dispatching foes (Gadget)
Rich Kid: John's mother won the lottery, and became an overnight multimillionaire. She moved to Whinie Sound, and some of the money was set aside for John's college education. Some of it he even took out of his tuition funds and spent on himself, including his own place.
Sidekick: At Whinie Sound, John discovered that one of his classmates, Christine Dalca, had the ability to manipulate electricity. Now a couple, the two have planned to work as a team if a second incident is to ever happen

Disadvantages:

Unwilling Pacifist: Not so much of a pacifist, but his strong suit has never been melee combat
Terrible Liar: As charismatic John is, lying does not come naturally to John. He has a hard time not at least giving hints to the truth whenever he lies.

Equipment: N/A

Residence: Rented Apartment (Shared with Taylor and Sylvia)
Security: -5
Vehicle: His Feet

Spoiler Sidekick :
Name: Christine Dalca
Alias: Sapphire Storm
Gender: Female
Age: 19
Appearance: 5'5'', Caucasian, brunette with a blue tint, blue eyes, athletic build (especially for a female), blah blah. Hair turns full blue whenever she uses her electric powers for a while.
Bio:
Spoiler :
Christine Dalca was born in Whinie Sound, and for the most part lived an unremarkable life. She went to school, had normal friends, etc, etc. However, as she was going through high school, she started noticing weird changes to her body, and not because of puberty. Christine's fingers constantly felt like they were static, and her brown had a naturally blue tint, and she could feel the flow of electricity around herself.

One fateful day, as she was walking home from school, a lightning bolt struck Christine. This event supercharged her, and she could feel the voltage merge with her body and radiate around her. As it was a clear day not favorable to thunderstorms, this also gained the attention of one of Christine's classmates; the weird kid from Doumdsville that everyone just tolerated.

Soon, John, as he was named, didn't seem freaked out, but just mildly surprised, as if he saw something this before. This confused Christine, and soon she found out that the boy was one of the kids involved in the Doumdsville incident. They soon bonded over their abnormalness, and soon found themselves to be a couple.

John moved back to his hometown for college, and at first Christine tried to stay at Whinie Sound to major in art. However, she felt alone without her boyfriend, and decided to transfer to St. Whosit, planning to move in with John. She is not aware of the living arrangements currently...


Stats:

HRD: 9
AGL: 6
PRE: 6
RES: 5
WIL: 7
CHA: 7

HP: 41

Feats:

Pheb. Projectile: Chrstine can shoot bright blue lighting from her fingertips. Very effective for crowd control and when near superconductive materials (Super)
Barrier Builder: She can also use her lightning powers as a barrier to block projectiles (Super)
Juggernaut: Christine is known for the amazing pain tolerance she has. What may seem a major cut to others is just a scratch for her.

Kryptonite Factor: While most nonconductive material is just annoying for her powers, coal seems to have the inexplicable ability to drain Christine and tire her out whenever she uses her powers around it.
Equipment: N/A

Vehicle:Her feet
 
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