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Credits (Character Profiles)

Posted by ScriptsFor group 0
Scripts
GM, 3 posts
The King
of Comics Canon
Wed 22 Apr 2015
at 05:20
  • msg #1

Credits (Character Profiles)

(OOC: I will post all completed character and writer profiles in this topic so that everyone can read them. This should help players get to know each other, and each others' characters, better.)
This message was last edited by the GM at 05:17, Sat 25 Apr 2015.
Scripts
GM, 4 posts
The King
of Comics Canon
Wed 22 Apr 2015
at 17:00
  • msg #2

Re: Credits (Character Profiles)

Writer Profile:


Username: Scripts

Preferred Name: ZananIV, Zanan, or Scripts is fine.

Favorite Comic / Comic-Based Film: My favorite comic book is probably Watchmen, though I am also very fond of Nunzio DeFilippis and Christina Weir's run on New X-Men. My favorite comic-based films are the X-Men series.

What kind of superhero stories do you normally enjoy?: I like superhero stories that comment on how society reacts to the emergence of superhuman individuals. I think "how would we react to people who can do impossible things?" is an interesting question that comic book writers have given a variety of great answers to throughout the years.

What attracted you to this game?: I made it. I wanted to try out my idea for writing a story using the Competitive Writing System I invented.

If you can and would like to, briefly describe your writing style here: I try and offer a fair amount of detail while still moving quickly and use lots of commas. My writing focuses mainly on the characters involved in my scenes. However, I have a little bit of trouble writing longer scenes.


ITSDA Superhuman Dossier


Full Name: Jill Irvine
Aliases & Nicknames: Thunderclap
Age: 37
Years Awakened: 8

Height: 5'11''
Weight: 146 lbs.
Build: Tall, toned.
Hair: Black.
Eyes: Blue.

GVD (Generalized Visual Description):
A tall and trim, yet extremely well toned Caucasian woman with rigidly-defined facial features, a scar across her nose, and several clusters of freckles near her cheeks. Although she is far from elderly, she has a noticeable number of wrinkles and a great deal of wear and tear on her body. When acting as leader of the ITSDA First Response Team, she clothes herself in black cargo pants, a blue tank top, army boots, a bullet proof vest, a blue bandanna decorated with a lightning bolt, and her trademark yellow sunglasses.

Political Alignment: ITSDA Agent. Leader of the ITSDA First Response Team.

Namidian Resorces: N/A

Superhuman Abilities: The ability to form "thunderclap" spheres of varying size. These spheres explode with an incredibly loud, booming sound similar to a thunderclap and a large burst of white light a few moments after they leave her hands. While the explosions the spheres produce are largely harmless in and of themselves, the light and sound they release can easily blind and deafen an individual for a period of about 30 seconds.

Common Uses: Jill most often uses her Thunderclap spheres to stun as many opponents as she can at the beginning of a battle. Thereafter, she usually throws them as she closes the distance between herself and her enemies so that she can enter into close-range combat without being harmed. She will also use her spheres as a diversion by throwing enough of them to conceal the sound and sight of her allies' movements.

Specialized Equipment:

Sound Dampening / Radio Earpieces - Controlled by tapping a button hidden in one of her pockets.

"Boomblocker" Sunglasses - Automatically reduces the intensity of any extremely bright source of light by 100 fold, thereby protecting the wearer's vision.

Specialized Training & Skills: Boxing, Wrestling, Military Tactics, Marksmanship.

Hypothesized Goal: Declare openly, and truthfully, that the threat known as the "Namidian Wave" has been neutralized by herself and her team.

Personality Profile: Jill Irvine is a loud, defiant, self-serious, take-charge leader. She cares deeply for the safety of all of her teammates and every single innocent they encounter, almost to a fault. The very first orders she gives are often "evacuate all non-combatants" or "secure the civilians." When her team disobeys her or fails to account for each others' safety, she is not afraid to sternly lecture or even ban them from further missions.

Oftentimes, she takes great pains to make her team look invincible, even while they're being beaten. She will bluff wildly, she will loudly and almost rabidly rebuke any taunts her enemies sling at her team, she will verbally attack her opponents' characters ("a thousand worthless punks like you shrieked and barked about how they were invincible. None of them were."), and she will stun her enemies while she's retreating just to make them look weak. Nevertheless, the safety of everyone around her is her main concern. Thus, she is not afraid to call for a retreat when she finds her team fighting a losing battle.

When not on duty, Irvine has a great deal of trouble "letting her guard down." She is constantly worrying about what her team is missing. She worries about the supervillains attacks the ITSDA can't prevent in time and the "time wasted" when Namidias slips through their fingers once more. But mostly, she worries that she doesn't do enough to stem the tide of fear that has taken hold of so much of Earth. Thanks to all this fear, Irvine's has developed some unhealthy tendencies. She is very rarely away from her work, she rarely sleeps anywhere but her desk, and she disregards personal relationships in favor of "getting this thing done."

Background: Born in urban California in the 90s, Jill Irvine's childhood was bathed in violence. She often experienced gang violence firsthand. One particular memory she has described is watching a bullet slam through the window of her bedroom, then hearing the screams of wounded boys and the "roars" of assault rifles get closer and closer. She also witnessed police brutality on a regular basis, as those of her high school classmates who were accused of a major crime were often beaten or otherwise attacked by police. A few were even fired upon, simply because they were near a shootout and their clothes' bore a resemblance to some of the participants. All of this horror worked to create a "lingering fear" that Jill longed to escape from.

When she was a little girl, she escaped from the fear by becoming a voracious reader and pop-culture addict. However, as she grew, the escapism the world of fiction offered failed to distract her from the terror around her. Thus, she turned to philosophy and political activism during her adolescence. And though she was an astute and convincing activist, her efforts ultimately failed to change her world. The people of her city, she noticed, did not believe in law and order enough to think that the reforms she was calling for could free them from the savage violence that surrounded them. Finally, when she became a young woman, she tossed aside her notions of becoming a politician. She would instead become a police officer. But not the kind she grew up with; she would be more like the ones you saw on TV. She would always do the right thing, she wouldn't let red tape get in her way, she would set an example for all those entasked with upholding the law, and she would give people a reason to put their faith in the system.

For a few years, this worked for her. Although she was not promoted as often as many felt she should have been, the people of her city knew her as a fair and unbelievably brave officer of the law. And although she did not magically change the public's opinion of their city's emergency services, she was happy to know that most people now knew that there was at least one good cop on their force.

Then, when "The Gifted" appeared, her life changed entirely. She saw the fear that The Gifted were inspiring around the world and knew she had to do something to stop it. She briefly rejoined the world of politics by backing a bill that would help police departments around the country study and profile Gifted offenders. In addition, she took charge of a local program designed to help people safeguard their lives and escape the city in the event of a supervillain attack.

But just as her programs were gaining momentum, she experienced "The Awakening Dream" and became one of The Gifted. Her Awakening Dream was a horrible nightmare in which she had to relive every horrible, violent memory she had over and over again until she figured out some way to overcome her paralyzing fear and stop the violence. When she awoke from the dream, she knew what she had to do. She had to stop the supervillain wave and declare, publicly, that it was defeated. Only then would every little girl and boy suffering from the same mortal terror she did be free; only then would those children have any peace of mind.

To that end, she began to challenge supervillains in public. After a few failures and a dozen new bruises, she managed to take a powerful villain into police custody. This caught the attention of the newly-formed ITSDA, who offered her a role on one of their Response Teams. She agreed, on the condition that she would lead the team. Her days on the police force, after all, taught her the value of numbers. Finally, she would get the chance to make sure that every cop under her command was as fair, as kindhearted, and as brave as she was!

Today, her teammates know her as a strict, but smart boss. Yet it wasn't so long ago that she was nothing more than a frightened, yet headstrong young woman...

Awareness: Y

Threat Level: (1-5) 3
This message was last edited by the GM at 23:45, Mon 27 Apr 2015.
Scripts
GM, 6 posts
The King
of Comics Canon
Mon 27 Apr 2015
at 23:59
  • msg #3

Re: Credits (Character Profiles)

ITSDA Superhuman Dossier


Full Name: David Tsing
Aliases & Nicknames: Spurt
Age: 21
Years Awakened: 1

Height: 5'8''
Weight: 129 lbs.
Build: Slightly short, thin.
Hair: Black.
Eyes: Brown.

GVD (Generalized Visual Description): A short, emaciated-looking man of Chinese descent with a round face, sunken eyes, a long neck, and frighteningly narrow shoulders. He typically wears a filthy, white, oversized T-shirt and jeans with a loose leather belt. Recently taken photos indicate that his nails are filed perfectly and his teeth are straight and spotlessly clean.

Political Alignment: Namidian Villain

Namidian Resources: 2 Miniaturized Flamethrowers, Rebreather, Access to Legitimate bank account filled with 7 million USD.

Superhuman Abilities: The ability to cause a sudden, massive increase in size and muscle mass in any local region of his body by touching it with one of his hands. These "spurts" are very painful, but not debilitating. All his body parts return to normal size after about an hour.

Common Uses: David commonly causes "spurts" in his legs so that he can leap great distances and heights, spurts in his arms to throw opponents around and ram through walls, spurts in his hands so that he can crush his enemies, and spurts in his feet so that he can crush enemies by jumping on them. While he does not make use of a great deal of strategy in battle, he does run and hide constantly when someone seriously threatens him.

Specialized Equipment:

2 Miniaturized Flamethrowers - Small fuel tanks hidden under his arm, actual guns located on the palms of his hands. Their range is about 30 feet.

Rebreather - Used to help him breathe when scaling skyscrapers. Carried in a strap he keeps under his shirt.

Specialized Training & Skills: Pickpocketing, running in urban environments (not formal parkour, but similar), bartering.

Hypothesized Goal: Due to his repeated attacks on prisons and mental institutions across the United States and his personal background, it is believed that David Tsing wishes to free all of the prisoners in the country.

Personality Profile: David Tsing is a quiet, repressed, and curt young man who is prone to regarding anyone and everyone around him as an annoyance he'd rather not deal with. Yet, as his pattern of criminal activities suggest, he is not just depressed, but full of hatred. He despises law enforcers, judges, psychologists, and politicians of any kind, blaming them for "tearing families apart" and "stealing" peoples' lives. In addition, he loathes murderers and others who attack the innocent, feeling that they're the "real monsters" and "the excuse" legislators use to treat criminals inhumanely.

David has been proven to be highly aggressive, very anxious, and extremely paranoid when stressed. Indeed, although he has fought alongside several other villains before, he always abandons his partners before too long. And he does this because, as soon as they act unusually aggressive or in a way he doesn't expect, he feels as though his allies are about to betray him. Moreover, David will almost certainly flee from a battle whenever he feels outmatched. However, he often returns to the battlefield within the hour, simply because his chosen target "must be destroyed."

Background:
Born in an impoverished immigrant town in Upstate New York, David Tsing was never a stranger to crime. His family was the victim of several robberies, his father was scammed by a loan shark, and his mother's wages were stolen by a fellow secretary who almost got away with pinning the embezzlement on her. Thanks to all of this hardship, the Tsing family fell deeper and deeper into debt as David's childhood wore on.

But there would soon be hope. The day after David's 12th birthday, his older brother Michael started selling drugs in order to save their family from starvation. And it turned out that Michael had a knack for the business! Indeed, he was bringing home more and more money each and every day as he learned all the tricks one needs to know to become a great salesman. This, interestingly, seemed to please David and Michael's parents, who felt that their son's new job was a living as honest as any other. In fact, it pleased them so much that they allowed, against their better judgement, Michael to teach his brother some of the important skills he'd learned "on the street."

Unfortunately, just about two years later, David's world came to an end. His brother was arrested and sentenced to 10 years in prison when he tried to sell cocaine to an undercover cop. With no good source of income, the Tsing family fell back into poverty. What's worse, with no brother in his life and no food in his stomach, David shut down. He had great difficulty getting out of bed, he was described as "nearly catatonic" by one of his teachers, and he simply fled whenever another child bullied him over his strange behavior.

David only stayed alive for the days he'd get to see his brother. During one of his visits, a bitter Michael pointed out that lots of the "kids out there" were much, much worse than he was. In fact, they were as bad as the "worthless thugs" that tried to steal everything from their family! And worse, the police weren't doing anything about them!

Agreeing with his brother's rant, David began to lash out at the bullies at his school. He would pick fights with them, no matter how huge they were, and beat them until they surrendered and apologized for "stealing everything" from him. This nasty little habit got him suspended from school, but he didn't care. School wasn't important to him; family was the only thing that really mattered. And as far as he was concerned, establishing himself as the "tough kid that got suspended" only meant that no one would ever mess with him and his family again.

The Tsing family moved David to a new school district nearby, but his behavior continued unabated until his brother taught him to "improve" his "image" in order to get the law on his side (white-collar criminals who were generally well-behaved, after all, usually weren't punished for their crimes). After his brother taught him that, David began to shape up in the eyes of society. He excelled at school, never started a fight, and even got a decent summer job. Nevertheless, he still tried to sabotage the lives of those he deemed worthless thugs at every turn. He stole things from their pockets while they weren't looking, manipulated people into spreading rumors about them, and even drugged their food so that they'd get arrested at school.

For a while, this seemed to work well for David. He carried on like this even as he entered college, all the while hoping that his vigilantism would kept "those monsters" from hurting anyone else.

But, ultimately, he found that his plans couldn't save his family from anything. After serving six of the ten years he was sentenced to in prison, another criminal killed Michael with a shiv. This tragedy cost David his sanity. He blamed everyone, including the murderer, the criminals that ruined his family in the first place, and the law for imprisoning David. Worse, he began to fantasize about destroying all of America's prisons. More specifically, he dreamed of going on rampages in which he'd kill law enforcers, free all the innocents from prison, and wipe out every murderer he could get his hands on.

A few months later, he awoke from a vivid dream of painting the walls of his brother's prison red with blood. Almost needless to say, this dream turned his fantasies into plans. For he now had the drive and the power to carry them out. So far, his plans have been fairly successful. He's already freed over a hundred inmates, killed dozens more, and completely annihilated 7 prisons. Fortunately, the ITSDA is hot on his trail.

How long can "Spurt," the monstrous freedom fighter, keep fighting? No one knows yet, but Ms. Jill Irvine is absolutely certain that the ITSDA are ready to bring his rampage to an end.

Awareness: N

Threat Level: (1-5) 2
This message was last edited by the GM at 03:56, Tue 28 Apr 2015.
Scripts
GM, 7 posts
The King
of Comics Canon
Wed 29 Apr 2015
at 04:32
  • msg #4

Re: Credits (Character Profiles)

Writer Profile:

Username: Shadows_Deep

Preferred Name: Homer (The bard, not the cartoon man)

Favorite Comic / Comic-Based Film: Superman/Howard The Duck (I enjoyed the underdog theme of Howard overcoming giant obstacles, plus the self sacrifice of stranding himself on Earth to save Humanity from an alien invasion all while flavoring the film with humor.)

What kind of superhero stories do you normally enjoy?:


What attracted you to this game?: I used to be a player/moderator/GM of a supers game on a web ring that was shut down several months ago. This reminded me of that, plus I like the prospect of competing with others. If I win it will be a compliment to me, if not I could learn something from the talents of others.

If you can and would like to, briefly describe your writing style here:
My writing style is mostly past tense with a little present tense used. I favor semicolons when I can work them in and attempt to make my work as captivating as possible (although I'm sure I don't always hit the mark).


ITSDA Superhuman Dossier

Full Name: Peter Vargus
Aliases & Nicknames: Black Magic
Age: 23
Years Awakened: 5

Height: 6'00''
Weight: 180 lbs.
Build: Athletic
Hair: Black, slicked down
Eyes: Twilight Purple

GVD (Generalized Visual Description): Black Magic is a Caucasian male who wears a black tuxedo with a ruffled, white shirt, a red cummerbund, a top hat and polished shoes. Around his shoulders, he wears a cloak fastened at his neck; his hands are hidden from sight by pristine white gloves, his mustache is perfectly groomed, and the upper part of his face is hidden by a mask that matches his dark tuxedo. He looks as though he would be at home on a stage in the nineteen twenties, dazzling audiences with tricks of wonder and shiny white smiles.

Political Alignment: Unaffiliated.

Namidian Resources: Not a villain.

Superhuman Abilities: Transmutation, hypnosis (must be concentrating and locking eyes with his target), levitation, teleportation (up to 1 city block), illusion, elemental summoning, materialization.

Common Uses: Black Magic will first try to use the power of hypnosis to talk someone into surrendering quietly. If that fails and fighting is needed, he will materialize weapons that fit the theme of his outfit. These include blade-edged playing cards he can throw and a magic wand that can extend into a staff. When running, he applies his levitation so he doesn't have to watch his feet over uneven ground. In the event he is over run by enemies, outmatched, or needs to leave for any other reason, he will duck into or behind something and teleport. However, he cannot transport himself more than one city block. He'll also use illusions for distractions, summon water spouts and fireballs from within his hat to discourage foes, catch bullets in his teeth or turn them into doves or bubbles. Once he beats a villain, he delivers them to the police with his signature, a stream of endless handkerchiefs used as rope.

Specialized Equipment: Peter's abilities are hooked to his outfit, though there is no real reason for this outside of his own head. He simply cannot seem to perform any super feat without the old getup he found in a trunk he bought from an auction several years ago. He creates any other weapons he uses when he need them.

Specialized Training and Skills: Peter's dad wanted him to be tough, his mother wanted him to be a well rounded modern man; the end result was combat training and ballet. Vargus is very flexible, athletic, skilled in the art of throwing weapons and staff fighting, has great stamina and muscle tone, trained in computer science, and can pop a lock open with a piece of scrap metal or pick a pocket rather easily.

Hypothesized Goal: Peter wants to make his dream of becoming a famously charismatic, witty, and incredible hero on the world's stage a reality. Ever the showman, he longs to become one of the world's best and most influential heroes while still maintaining his relatively normal life as Peter Vargus, computer technician.

Personality Profile: Black Magic is every inch an old fashioned showman, with a perfect white smile that never fades no matter the situation and a sweeping bow for the cameras on the occasion there are any. He's a loud voiced man, the sort whom wants to be the center of attention. The man behind the mask, Peter, is a fun loving guy who likes a good joke, a good wine, and a good steak. He is usually easy going. However, he puts a lot of effort into keeping up the Black Magic persona while he's "performing," regardless of whatever fear or doubt eats at his heart.

Background: Once in a great while, one comes across the origin story of a hero that is so gripping, so soaked through with grief and self loss, so gritty a tale of a soul ripped at by the demons of pain, grief, suffering and loss that it should and shall remain forever on the lips of Humanity as long as there is but one person upon this Earth to carry it with them...

...This isn't one of those stories. Peter's parents were normal, everyday people. His dad was a lawyer that was not an ambulance chaser nor a partner in some giant firm; he was a middle-of-the-road law expert with enough skill and reputation to make a decent life for his family. The boy's mother was a scientist, but she did not work on mutating plants or animals, nor did she work with space material emitting weird radiation; she worked for a cosmetics company trying to make better skin cream and such. The company was not a front for any branch of the government, known or not. Pete grew up in a suburb, he went to school, he had friends, all very bland and normal. The only three things about him one might take note of are his father wanting him to learn a way to defend himself, his mother wanting him to be a well-rounded modern man, and his own interest in stage magic. He appeased both his parents while keeping up his own hobby. And although they did not out and out discourage him, his folks did want him to earn a degree so he would have a stable job in the event the magic route didn't work out. He got one in computer science, got hired on as a drone for a company, and used some of his paycheck to fund his real passion. He was always adding to his collection of tricks, even going so far as taking personal days to drive three states over to an auction being held at the estate of a once famous magician. Peter scored a truck, and although he found no trade secrets in it, he did manage to obtain a really neat vintage outfit. A few alterations, and it fit him perfectly.

Peter had a dream one night when he was eighteen; he was dressed in a fine suit, he saw the planet Earth before him and then it morphed into a stage that he walked onto. Before him, the young man saw a black, starless sky with barren dirt stretched out before him. He waved a hand at the sky, and the sun appeared amidst a blue background. His other hand gestured at the ground, and plants grew. He placed his hands together, and a running stream appeared and animals came out of the greenery to drink from it. Peter then heard a thunderous applause and awoke.

Even though Peter was awakened, no powers manifested until he had graduated college four years later, gotten a job, and bought those old magician's clothes. When he put them on, he remembered that dream for the first time in years. He then discovered, through trial with no one around to heckle him, that his magic was real. He didn't even realize how much he could now do, he just used what he discovered as he discovered it in his act as a stage magician.

Then, less than a year later, Black Magic had recently finished up doing a show at an elementary school when a super villain attacked. It turned out that this scum had been busted by an off-duty and non-super police officer. After taking much ribbing in prison for it, he thirsted for revenge and found out that the woman's daughter went to this same school. Peter didn't know any of that when he faced the man though, and he would have told you it wouldn't have mattered if he had. What he knew and understood was that this fiend had powers beyond normal mortals, the best match for him was someone else with powers, and he was just that "someone else!" He moved the fight outside to prevent injury to civilians and ended up winning. When a crowd surrounded him in order to thank him for his bravery, he realized he liked that feeling even better than roaring applause. So, although it wasn't his first plan, he now takes to the streets when he can as the Hocus Pocus Hero, Black Magic.

Awareness: N

Threat Level: 3
Scripts
GM, 10 posts
The King
of Comics Canon
Wed 29 Apr 2015
at 22:30
  • msg #5

Re: Credits (Character Profiles)

Writer Profile

Username: Potato

Preferred Name: Seanchaí

Favorite Comic / Comic-Based Film: Supergirl circa 1970s. This is the period when Kara was a beautiful, strong, independent woman whose life and career were not dependent on the whims of her older cousin. She was a heroine in her own right and not a mere sidekick to Superman.

What kind of superhero stories do you normally enjoy?:
I like stories where a seemingly unconquerable evil is overthrown by the creative tenacity of the underdog hero.

What attracted you to this game?: It’s unlike any I’ve played before and I like the idea that my character’s success depends on the creativity of my prose.

If you can and would like to, briefly describe your writing style here: I strive for the poetic voice of Bradbury prose, and when I cannot attain it I fake it.


ITSDA Superhuman Dossier

Full Name: Francine Underwood
Aliases & Nicknames: Ma Nature
Age: 40
Years Awakened: 3

Height: 5'2''
Weight: 140 lbs.
Build: Squat and frumpy
Hair: Short curly/frizzy brown
Eyes: Gray

GVD (Generalized Visual Description): The Venus of Willendorf has nothing on her. Squat and unassuming, she appears to be no one of consequence and is easily overlooked until she has a hissy fit. Her hair is wild and uncontrollable and does as it damn well pleases. Her complexion is clear and freckled, and she was overjoyed when she heard Helen of Troy had a face that could launch a thousand ships because she’d hate to be the only woman in history with a face that could make men run that fast. Her clothing is clean but wrinkled, much like the rest of her. Her skin is scrubbed clean, but looks like tanned leather due to the lye soap she makes herself and uses regularly. She is mostly found barefoot because the hemp sandals she always buys break often (or so she says, but the truth is she keeps smoking the cords). She prefers broomstick skirts of flowing gauze topped by a poet’s shirt synced at the waste by a wide leather belt from which hang numerous pouches. When she is truly angered, there is a tremendous roll of thunder and flash of lightning. The wind begins whipping around her and her hair grows into long snaky tendrils that clutch the wind and raise her off her feet.

Political Alignment: Rogue Protector

Namidian Resources: None

Superhuman Abilities: She controls the forces of nature, such as the wind, rain, lightning, and sun. She can control nearby animals and entice plants to grow, except hemp for some reason (which explains the sandals).

Common Uses: Her first course of action is to draw the attention of the abuser and demand he, she, or it stop. By drawing said attention she allows the victim or victims time to escape. If the villain behaves poorly by launching an unwarranted attack on her, she at first attempts to disable her foe with wind or animal attacks. If more is needed, she then brings in the big guns of lightning and hail and everything else she can fit inside her can of whoop ass.

Specialized Equipment: No

Specialized Training and Skills: Herbalism and folk knowledge.

Hypothesized Goal: "To dream the impossible dream, to fight the undefeatable foe, to challenge with the last ounce of courage, to stride where the brave dare not go." No, her favorite play is not Don Quixote, why do you ask?

Personality Profile: She prefers to live and let live unless the weak are threatened in a manner she deems unfair. She is good natured unless her ire is roused. Then a bright flash of lightning and heavy thunder clap precede the arrival of Ma Nature. She also cannot stand con men, because it’s "not nice" to fool Ma Nature.

Background: She was born in a small Southern town. She received a degree at a local junior college in a subject that means her official pretty paper is good for emergency toilet paper and little else. After she achieved her pointless sheepskin, she went to work as an apprentice to numerous midwives and root doctors. Though never blessed with official sanction, she made her living off of those who could only afford small payments and barter for her services. This, plus a part time job down at the local bar kept her head above water.  The direction of her life was irrevocably changed the night she woke from a dream of protecting an orphanage from Simon Legree. She quit her job and hit the road seeking adventure and lives to save.

Awareness: N

Threat Level: 3
This message was lightly edited by the GM at 06:01, Thu 30 Apr 2015.
Scripts
GM, 12 posts
The King
of Comics Canon
Thu 30 Apr 2015
at 06:37
  • msg #6

Re: Credits (Character Profiles)

Writer Profile:

Username: Joza

Preferred Name:
Joza

Favorite Comic / Comic-Based Film: I love the mythos of Witchblade, the themes in Watchmen, and the battles in any.

What kind of superhero stories do you normally enjoy?: Dark, cerebral, yet action packed.
What attracted you to this game?: Your Competitive Writing System drew me in immediately; it reminded me of a similar formula my friend and I used as kids. Also, I'm just getting back into role playing forums and your thread seemed perfect to dip my feet back in so to speak.

If you can and would like to, briefly describe your writing style here: Um, I like to be descriptive yet not overdo the purple prose. I usually use past tense but sometimes screw up and use present. And... I'm not that good at describing myself it seems, lol.

ITSDA Superhuman Dossier

Full Name: Vivienne Frey
Aliases & Nicknames: Cimmeria
Age: 35
Years Awakened: 11

Height: 5'9"
Weight: 130lbs
Build: Lean, muscular
Hair: Black, some gray hairs
Eyes: Violet

GVD (Generalized Visual Description): Vivienne is lean and long-limbed with clear skin spotted with old battle scars. Her jet black hair already starts to show signs of graying. She keeps its short and slicked back against her scalp to keep it out of the way. Violet, almond-shaped eyes slant back at an almost severe angle atop her high cheek bones. Wing swept eyebrows (editor's note, eyebrows that remind one of the "swept wings" on a plane) lie above a small nose and full mouth.

Her outfit consists of a full leather body suit with a Kevlar vest layer on top. She wears fingerless leather gloves with steel knuckles and steel shin guards over military grade combat boots. She wears a wide steel-plated belt with a gun holster and steel padded plates over her knees, shoulders and elbows.

Political Alignment:
Namidian Villain

Namidian Resources:
Access to various offshore accounts, black market intelligence, and arms dealers.

Superhuman Abilities: Vivienne has a unique teleportation ability. By touching a flat service, like a wall or the ground, she can set and open a portal to an artificial dimension - a two storied, windowless, doorless house containing four rooms. Each portal is linked to a specific room with the number of portals dependent on how many Vivienne wishes (though it is a struggle for her to have more than three open at a time). Each room is of equal size and separate from the others. Vivienne can connect any room to any previously set portal. When not in active use by Vivienne, the portals are closed and impossible for someone of normal senses to detect.

Common Uses: Her Secret Door ability is mainly used for infiltration purposes, storage, and recuperation purposes. Although, Vivienne has been known to use it offensively. If she has the time and foreknowledge, she can set portals throughout an area and use them move almost instantaneously about it. She will also use her portals for quick access to her weapon stash.

When faced with multiple enemies, Vivienne will try to separate a single opponent into one of her rooms and fight them one-on-one.

In the most dire of circumstances, Vivienne is able to to open a portal between her hands and wrap it around her opponents (or one of their limbs). At her command, the portal closes and anything inside is sent to one of her four secret rooms. This move puts a lot of strain on Vivienne mentally and she cannot hold these portals open for long.

Whenever she needs to trap an individual or aid in a fellow villain's escape, she uses her teleportation to ensnare or transport said individual by sending them to her artificial dimension.

Vivienne prefers to keep her abilities hidden as much as possible, especially when dealing with the ITSDA. When faced with battle she relies heavily on her wits, guns, and hand to hand combat capabilities, only using her portals to appear to teleport.

Specialized Equipment: Vivi keeps an array of firearms within one of her secret rooms including a M-16, various handguns, and a small collection of knives. The only equipment she carries on her person, however, is a Small Frame(J) S&W and a S&W Tactical Tento Boot Knife.

Specialized Training and Skills: Expert martial artist (mastered arts include Karate, Judo, Ninjutsu, Aikido, Savate, various styles of Kung Fu, and Boxing), Marksmanship, weapons specialist training, and especially extensive espionage training.

Hypothesized Goal:
To take out world leaders; thereby creating a worldwide power vacuum that world-destroying chaos will fill. In the end, she feels, this chaos will allow a new world to be born amidst the ashes of the old one.

Personality Profile:
Vivienne is a silent, calm, and pensive person. She is a formidable tactician and skilled combatant. She remains eerily collected at all times and displays a unique sense of pragmatism. She takes satisfaction in being an efficient assassin and this seems to be her only conceit. Killing is just a means to an end for her and emotion has no part in it.

She can be cold and is always calculating, only risking her life when there is high reward to be gained from doing so. While violent and willing to kill without hesitation, she takes no pleasure in it. Those who are able to get close find she actually is a kind person who is just tired of the world around her.

Background: Since birth, Vivienne has been a part of the underworld. Being born to a family of assassins who sold their skill to the highest bidder didn't exactly result in her having a pleasant childhood. Instead of warmth and love, she was trained to kill as soon as she could walk. Long grueling days of training various martial art styles and marksmanship took up the majority of her early years. Her mother would fire blanks without warning to test her daughter's reaction speed and get her used to the sound of loud bangs.

At the age of thirteen, she completed her first assignment without a hitch. This was the start of her quick rise to becoming one of the top assassins in the Northern Hemisphere. She killed politicians, holy men, leaders of rebel factions, celebrities, and unfaithful spouses. If you could meet her high price, she would kill anyone you asked. While on these assignments, she got to travel the world and saw the state of it: hunger, poverty, people worshiping the same God in different ways fighting over patches of dirt. Living a life away from society gave her a unbiased view of it all and she found the world disgusting.

At age twenty-four, she took on a target that she's proud of killing even now. It was a man leading one of the largest human trafficking rings in the world. The night she slept after killing him was the best sleep she ever had; it was also the night of her "Awakening."

Vivienne dreamed of a world on fire where everyone burned, including her. The flames licked the planet clean and, from its ashes, a bright new one emerged. When she woke she realized the true purpose for her talents. Soon after this dream, someone who called themselves Namidias contacted her. She could have cared less about the money he was offering, it was his vision that made her decide to join him.

Vivienne now uses her skills to throw the world into chaos by assassinating world leaders, members of ITSDA, and gaining new powerful followers for the Namidian Wave.

Awareness: Y

Threat Level: 4
This message was last edited by the GM at 13:51, Thu 30 Apr 2015.
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The King
of Comics Canon
Thu 30 Apr 2015
at 07:16
  • msg #7

Re: Credits (Character Profiles)

Writer Profile:

Username:  HydroEmperor

Preferred Name: HydroEmperor, or Hydro, does just fine.

Favourite Comic / Comic-Based Film: Punisher Max / Guardians of the Galaxy. I also loved the new Daredevil TV series.

What kind of superhero stories do you normally enjoy?: I like lesser-powered, slightly unconventional heroes such as Punisher and Booster Gold. Non-cape books like Transmetropolitan or some non-canon 'what if' stories are also worth reading from time to time.

What attracted you to this game?: The unique system is a big draw, and I'm curious to see how it performs practically. I'm also a big fan of the superhero RP genre and I've been looking for a new game for a little while now.

If you can and would like to, briefly describe your writing style here: I tend to use first-person for conversations and third-person for action scenes, but I try not to swap between the two too much. I sometimes describe what my character is thinking as well as what he's saying out loud in separate text colours as an extra detail.


ITSDA Superhuman Dossier

Full Name: Brett Gondry
Aliases & Nicknames: "The Commander"
Age: 28
Years Awakened: 3

Height: 5'10"
Weight: 75kg (165 lbs)
Build: Muscular
Hair: Red, buzz-cut bald
Eyes: Slate grey

GVD (Generalized Visual Description): A strongly built man with a regimented demeanor and style which suggests a previous career in the military. This is further emphasized by his outfit, a practical, light blue, military style greatcoat with grey decoration and a similarly-colored, high-peaked cap. This uniform gives off an intimidating and authoritarian image when paired with his naturally cross eyebrows, stern jaw, and angry features.

Political Alignment: Namidian Villain / Self-Styled Revolutionary.

Namidian Resources: Since he's begun to operate openly, The Commander has had access to vehicles, equipment, and personnel far above his means. It's suspected that Namidias has supplied him with a secure base of operations as well as a significant amount of financial capital. Currently, The Commander is estimated to control a team of between 15 to 60 underlings, a workshop of diverse weapons, a garage consisting of at least 4 armoured vans and one attack helicopter. It is believed that The Commander converts his stolen wealth into more materials and personnel through untraceable digital transactions.

Superhuman Abilities: Commander possesses the ability to bend others to his will through spoken word. This ability is severely limited in that it only works within earshot and loses it's effectiveness severely when used against multiple people. The effect is only partially effective against other "Gifted" individuals and is completely ineffective if used to force someone to seriously injure themselves or another person. When affected, his victims reported feeling a "sudden and instinctive impulse to follow his orders without resistance" that faded only a few seconds after he'd spoken. Repeated use of this power on a single target also seems to diminish its effectiveness.

Common Uses: Although useful, his ability is not particularly powerful compared to most ESP-like powers. The very short duration of his power means that it's best used sparingly and at key moments. For example, although he could tell a policeman to drop his weapon or hand over the keys to his patrol vehicle, he wouldn't be able to tell him to run away in fear; the target would probably regain his wits before he'd take more than a few steps.

Specialized Equipment: The Commanders main weapon is a compact, single-shot M320 grenade launcher that has been modified to fire a range of specialized ammunition. Likewise, his minions use variations of modern military equipment. It's worth noting that they seem to use rubber-bullets, tear-gas and other nonlethal ammunition wherever possible. Despite The Commander's other moral shortcomings, he at least attempts to keep casualties to a minimum. His most useful asset is his phone, which he uses to call his minions when needed (most often in the form of escape vehicles or backup).

Specialized Training and Skills: Although he doesn't fight at a superhuman level, The Commander obviously has some close quarters combat training. He also has the skills and ability to manage his criminal organization, or has someone in his employment to do it for him.

Hypothesized Goal: Initial records of Commanders criminal activity seemed to suggest that he was abusing his power to build his supplies and pool of henchmen to fund an illegal business. Recently, The Commander has been attacking higher-value targets such as banks, military storehouses and research buildings; these ambitious attacks suggest that his goals are far more ambitious. It is currently believed that The Commander eventually intends to gather enough military strength to carve out his own nation somewhere in North America.

Personality Profile: Brett has a commanding ego that makes him seem overconfident and overly aggressive. It's been noted that despite his scant regard for law, property, or empathy that he takes no pleasure in causing suffering in and of itself- rather, his activities are a means to fund his greater plans.

Background: Born and raised in Urban America, Brett attended Georgetown University where he studied generalist management. Doing well, but not excelling in any field of study, Brett's need to outperform others eventually drove him out of education and into the armed forces, where he found his niche. Ten months into his third tour of duty, however a friendly fire incident got him honorably discharged from service and eventually gave him minor PTSD symptoms. When he "Awakened" some months later, he was aimless and disenfranchised with the world in general. Thus, it was little surprise that when he saw the opportunity to get back into action (editor's note: and finally take his place as the head of an army) he seized it.

Awareness: N

Threat Level: 2
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The King
of Comics Canon
Sun 3 May 2015
at 06:03
  • msg #8

Re: Credits (Character Profiles)

Writer Profile:


Username: Superish

Preferred Name: Quill

Favorite Comic / Comic-Based Film: Marvel Comics were my childhood favorites. I adored The Incredible Hulk, The Fantastic Four, and the Spider-Man comics. Then, later, I got into Superman and Supergirl.

What kind of superhero stories do you normally enjoy?: I really enjoy the origin stories; I like reading about how a character came to be and how he or she got his or her powers. Silver Surfer and Fantastic Four spring to mind here; knowing their origins somehow made them more real to me.

What attracted you to this game?: I always wanted to be Supergirl; I loved the Action comic version of Supergirl (although it seems somewhat corny now). But mainly, I just loved her invulnerability and limitless strength. I know that wanting to play a character like her (editor's note: Don't worry; you're not wrong for wanting to experience Supergirl's strength) is frowned upon now and I can respect that. However, I just want to be the character rather than just win because I’m stronger and more powerful. It’s definitely the taking part that counts, rather than just plowing my way through everything, to me.

If you can and would like to, briefly describe your writing style here: I try to give a detailed account of what’s happening. If I can, I will bring things in from previous posts in order to add interest.


ITSDA Superhuman Dossier


Full Name:
Sue Steel
Aliases & Nicknames: Girl of Steel
Age: 38
Years Awakened: 6

Height:
5'10''
Weight: 155 lbs.
Build: Tall, toned.
Hair: Brown.
Eyes: Blue.

GVD (Generalized Visual Description): A tall and well built athletic body. Her careworn features give her a demure look. Her dark navy jumpsuit is finished off by black, knee-high boots.

Political Alignment: ITSDA Agent. Member of the ITSDA First Response Team.

Namidian Resorces: N/A

Superhuman Abilities: Superhuman strength of an as of yet undetermined level. When she applied to be an ITSDA agent, the most weight they could provide to test her abilities was around sixty tons and she handled it easily. Though on the farm where she lives, she has lifted three or four times as much. She also has an as of yet untested amount of invulnerability. And though her limits have not been discovered, she is obviously bullet and fire proof. She also has super speed, super agility, and the ability to fly.

Common Uses: Sue Steel is as yet untested in the field of combat. Living on a farm miles from any major town or city, Sue managed to keep her abilities secret even from her family. Only after reading about and seeing news reports about the emergence of supervillains did she decide to come out of hiding and reveal her true abilities. It is noted in her ITSDA file that she relies entirely on her invulnerability for defense. It is also noted that she would probably succumb to mind control.

Background:
Born on a farm in Oxfordshire, England, Sue never really mixed in with other kids at school and was always happiest on her own, reading in the evenings and helping out on the farm whenever she could. The few boyfriends she had never seemed to hang around too long or take an interest in what was happening on the farm.

When the Awakenings started to happen, she really wanted to be one of those who was "Gifted" by an awakening. Five years ago, it finally happened to her; she just kept getting stronger and stronger and faster and faster. She quickly worked out what was happening to her. Yet, instead of making use of the newfound strength that she so desired, she kept her new found abilities to herself. And she did this because she didn’t want to be seen as some sort of freak, which is what would have happened if the sleepy Oxfordshire villagers around her farm found out about her.

She has a theory about her Awakening and the Awakenings of others like her. She figured that that the biggest influence on her Awakening was her own mind. She really wanted to awaken and to be Supergirl. Ever since she found the old Action Comics in the loft of the old farmhouse she lived in with her family, Sue Steel wanted to be Supergirl. All the way through her teens and into her adulthood, she fantasized about being Supergirl. This is why she thinks she has similar abilities to the comic book character. She is convinced that her insatiable desire to be better, stronger, and more powerful than those around her is what drove her awakening. This is, she believes, why so many of the Gifted are becoming supervillains; their desire to become more than just human, their need to dominate and control, is overwhelming. In any case, all she knew with absolute certainty was that these villains needed to be stopped and brought to justice. The law should apply equally to them as well as normal people.

Awareness:
Y

Threat Level: (1-5) 5
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The King
of Comics Canon
Mon 4 May 2015
at 17:49
  • msg #9

Re: Credits (Character Profiles)

Writer Profile

Username: Nightshyft

Preferred Name: Nightshyft

Favorite Comic/Comic-Base Film: I am a HUGE fan of Nightcrawler. Huge fan. The opening scene in X2 was insane. I am also a huge fan of martial arts films and martial arts action films.

What kind of superhero stories do you normally enjoy?: To be truthful, any and all of them. Finishing the second book in the Reckoners series right now; epics are a delightful twist on the genre.

What attracted you to this game?: First off, I love the setting. I like the concept, I have envisioned a similar storyline myself. Secondly, I did something similar in another PBP game, another player and I traded back and forth writing a scene. It was incredibly rewarding.

If you can and would like to, briefly describe your writing style here: I like to think I am a decent writer...though most likely not (editor's note: judging by your post, you are a talented writer with a ton of creativity. I know we are our own harshest critics, but you are a good writer). I try and put action descriptions with flavor in my writing. I tend to do the cheesy descriptive character titling like it was done in the sixties comics: The "Daring Dark Knight"...

ITSDA Superhuman Dossier

Full Name: Anton Jakova
Aliases & Nicknames: Shadowjak, The Tenebrous Traceur, Shadowfox
Age: 32
Years Awakened: 6

Height: 5'10”
Weight: 145 lbs
Build: Wiry and Sleek
Hair: Black w/Purple streak on right side. Hair is medium length and is an unruly cut.
Eyes: Swirling Miasma of darkness. Occasional veins of purple that slide through the visible portion of his eyes.

GVD(Generalized Visual Description): At first glance, Anton's appearance doesn't seem extraordinary. His build is thin, yet toned, his hair is dark, and he has a pale skin tone. However, the longer one looks at Anton, the stranger his appearance becomes. At first, it is just his shadow that is wrong; it has an inhuman shape with long pointed ears, an animated tail in constant motion and legs that are more like an animal's than a man's. This changes when Anton begins to use his Gifts. Anton begins to take on the animalistic characteristics of the shadow while the shadow loses them.

As he begins this "Umbral Transmigration," his body becomes more angular and his limbs begin to elongate, while his skin tone darkens, becoming a smoky gray tone that blends into the darkness. His face gains vulpine characteristics and his ears start to taper back along his head, ending in points. The shadow's tail flows down from his body, starting out as a shadowy silhouette and slowly gaining more and more substance the longer Anton uses his powers. Eventually, Anton's legs and feet devolve into digitigrade vulpine pads and claws.

Oddly, his clothing also seems to alter as he transitions. While he's in human form, Anton's apparel consists of a dark gray hoodie with even darker pants and shoes. As he uses his abilities and the shadows gather and writhe around his body, the hoodie loses the sleeves and darkens to black with a rising tribal/mystic chevron patterning that fades into a purplish, burgundy tone. After that, the chevrons start to appear lower and lower down his back and the hood deepens and gains a purple gray trim that fades to burgundy and eventually to black. Simultaneously, his wrists and forearms are suddenly wrapped in black with intertwining purple cording that secure the wraps to his arms. Finally, his pants also darken and flow down into his new limbs, blending completely, leaving his new limbs and tail free of obstructions.

In all of his forms, Anton's eyes do not change. They are large orbs of dark, swirling miasma. All pupil and nothing else. Throughout the orbs of ebony, veins of purple that have a slight glow about them can be seen.

Political Alignment: Unaffiliated

Namidian Resources: N/A

Superhuman Abilities/Common Uses:
Umbral Transmigration: Shadowjak's primary power is the ability to transform into the essence of the shadows themselves. With this power, he gains several travel/movement abilities associated with shadows. The most commonly seen of these abilities are as follows:

Shadowflow: This ability transforms Shadowjak into a two-dimensional shadow, with all of the abilities of a shadow. One unique capability of this power is to replace a target's shadow with his own, granting excellent infiltration abilities and a unique travel component as he moves along with his target. He mainly uses this power for travel. However, it can be used in combat via riding a fast moving shadow, emerging from it, and slamming into a target at high speed.

Shadowdiving: This is simple teleportation between two different shadows. Anton will use this in situations were he cannot Shadowflow.

Umbral Undertow:
This ability is the "combat version" of Shadowdiving. It combines Shadowdiving with a blend of martial arts that includes Capoeira and Parkour. In a typical usage of this ability, Anton will flow up out of shadows and either throw his opponent back into the shadows (and thereby into whatever walls, ceilings, or moving objects near the "target" shadow he would normally dive to) or simply drop his opponent to the floor with a painful trip or throw.

Shadowshift: This ability combines Shadowdiving and Shadowjak's incredible control over his own shadow. When he Shadowshifts, Shadowjack creates "umbral decoys" of himself he can use to confuse opponents. These decoys appear to be afterimages of Shadowjak composed of swirling shadows. The effectiveness of this ability is multiplied in dark environments.

These four abilities are almost always applied in any given situation he finds himself in. However, these are, by no means, the only abilities that he has. He has reportedly used an attack version of Shadowflow to imprison a target in his own shadow, opened "diving" portals to intercept incoming attacks and redirect them at another target, and used shadows to trip an opponent.

An important note on Anton's power is that it seems to use Anton soul for it's energy. It is as if Anton bleeds off the darkness in his soul to provide himself with the umbral energy to change and move through shadows. In the case of Shadowshift, he actually leaves a piece of his soul in the decoys he creates. Because of that fact, Anton will feel at least a little sting when one of his decoys is destroyed.

Specialized Equipment: Anton carries a large, voluminous courier bag that is seemingly bottomless((interestingly, his powers allow him to create a dimensional pocket.) In this bag, Anton keeps a steady supply of caltrops, ball bearings, and  various throwing knives and blades. There also seems to be an endless supply of energy drinks within this bag of tricks.

Specialized Training and Skills: Anton has developed into an accomplished thief/burglar. He has become a world class Traceur. He has also learned a bastardized version of Capoeira that meshes with his gifts and the acrobatics associated with Parkour. Born in the Ukraine, Anton can naturally speak Ukrainian. In Anton's travels, however, he has learned a surprisingly wide array of languages. He is fluent in Ukrainian, English and Czech. He has decent fluency in German, Mandarin, and Japanese. Lastly, he is somewhat fluent in French and Spanish, but not to the extent that he can form anything other than very simple sentences.

Hypothesized Goal: Anton awoke with a smooth stone in his hand. This stone, he felt, needed to be somewhere. The problem is that Anton does not know where that "somewhere" is. That is why he has taken up the mantle of transporter for hire. Somewhere along his travels, he will find someone or something that reveals where the stone needs to go...hopefully.

Personality Profile: Anton is a trickster at heart. Though of Russian heritage and prone to bouts of sour, dark fatalism, the Ghostly Gifted enjoys having the last laugh. While he is not malicious, he has no issues with stalking a  person unseen until the moment he chooses to scare them. With his inhuman looks and outward manifestation of his gifts, it is quite easy for him to unsettle even the most solid person. To counter his inner darkness and feral instinct to stalk, Anton will try to do something thoughtful for someone whenever it is possible. This will often be done without the person knowing that Anton did the favor/deed. Because of his goal, Anton is restless and always looking for a new destination. A fidget, he will become increasingly agitated should he be restrained or prevented from moving.

Background: Not much is known of the being known as Shadowjak. Before the awakening of his Gift, Anton was a nobody that simply existed. He did not display any great skill or talent of any measure. That, in itself, influenced Anton's awakening. Even he felt that he was nothing special, that his life was going to either end up with him being forgotten or simply ignored. Worse, he would never escape the tedium. His life would just be dull and gray until his dying day.

On the night of his Awakening, Anton dreamed of being chased, of running from something and hiding in shadows to escape the dread that relentlessly followed him. But no matter what he did, he was flushed out again and again. No matter how fast he ran, no matter how well he hid, he was always discovered, always found.

When he woke up that day, everything changed for the unremarkable Ukrainian. For one, there was smooth stone the size of an oval softball in his hand. The dark stone was warm to the touch, and seemed to absorb all light around it...and it tingled. It seemed to vibrate with a life all it's own. Freaked out by the sensation, Anton began to pace his room, looking for a solution. When he passed a mirror, Anton caught his first glimpse of himself. The sight that greeted him startled him; that wasn't him. That couldn't be him; yet it was! With a bolt, Anton darted from his humble abode...right out a fourth story window.

Instead of falling to his death, Anton's gifts expanded. With a grace and ease he had not known before, Anton reached back, trailing his hand along the building and through his own shadow. With his descent slowed, Anton flipped off the wall and flowed down to the street, where he connected with a moving car and became its shadow. The movement, the speed, was exhilarating. For the first time in his life, Anton felt more than just dull and gray. For the first time, he felt alive.

That day, Shadowjak breathed his first breathe of life.

Over the next few years, Anton learned that he was a Gifted. He learned that he had been given a fantastic gift and that his life would no longer be anything but extraordinary. With his new found gifts and newly discovered talents, Anton quickly became known for getting anything you want anywhere you want. His dream had him running and hiding. It had him being the victim, it had him hunted. That was not what he wanted. That was not who he would be anymore. He would seek out his destiny, not set and wait for it. He would not wait for fate, he would run to it, find it, and make it his own.

And the stone?

Well...it needed to be somewhere...and maybe he needed to do something with it? He wasn't certain, but he certainly had to do everything he could to find out!

Awareness: Yes. Although he knows of the organization, he has avoided contact with it so far.

Threat Level: 3-4. The limits of his abilities are unknown.
This message was last edited by the GM at 17:49, Mon 04 May 2015.
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The King
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Mon 4 May 2015
at 20:46
  • msg #10

Re: Credits (Character Profiles)

Writer Profile:

Username: tek49

Preferred Name: It's all good, any IC character name or "Tek," if you want.

Favorite Comic / Comic-Based Film: Avengers Assemble (Though Kick-Ass gets an honorable mention). I am also really enjoying the Wild Cards series from George R.R. Martin, et al. For comics, I am actually a big Manga and Anime fan, One Piece and Hunter X Hunter being among my favorites.

What kind of superhero stories do you normally enjoy?: Complex ones.

What attracted you to this game?: I like free form-esque superhero games as I feel they are more potentially representative than any game system. The idea for this game intrigues me as a means for conflict resolution which is always the hardest part of any free form game.

If you can and would like to, briefly describe your writing style here:
A little verbose at times. I tend to write a lot in to a post sometimes. I will also often try to adapt my post style to what I receive from other players, both in length and complexity.


ITSDA Superhuman Dossier

Full Name: Arthur Coin
Aliases & Nicknames: Orthros
Age: 18
Years Awakened: 6

Height: 5'11''
Weight: 70 kg (154 lbs)
Build: Lean and lithe. Athletic, but not muscular.
Hair: Black
Eyes: Blue

GVD (Generalized Visual Description): Arthur looks like a pretty average young Scot, with not unpleasant, but largely unmemorable features. He almost always wears a shirt and tie, and he never dresses in any sort of "loud" or exotic clothing.

Political Alignment: Unaffiliated

Namidian Resources: None, but we believe he is susceptible to being convinced to join Namidias' alliance. The ITSDA should take action to prevent this.

Superhuman Abilities: Arthur can generate a psionic field of remarkable durability; explosives and other weapons are unable to even dent it. He can also mentally control what passes through the field, making it selectively permeable to different gasses, different EM waves (including light), and even blocking other psionic abilities. In particular, mind reading and controlling effects cannot penetrate his field. The shape of the field is malleable and Arthur can project it out to an unknown distance. He uses this ability to project and manipulate the field's shape to manifest and move psionic constructs. This affords him a type of telekinesis as he is able to, for instance, form his field around an object and then move the field (which drags the object along with it). The force he can exert via his field depends on his concentration, and the upper limits of this power are unknown to him. He can, however, lift and hurl a car across the street without much difficulty. He can also carry himself through the air by lifting himself within the field, although this requires continuous concentration on his part.

Common Uses: Arthur's instincts are primarily protective towards others, often forming barriers to protect himself and others from attacks or threats. He has yet to use his powers offensively against others and doesn't like to give such considerations too much thought. It is uncertain how he will act if confronted with such a situation.

Specialized Equipment:
A small silver coin of Janus (the two-faced God of the Romans), with a hole punched through it that he wears around his neck on a string. It is a gift from his mother and helps serve as a point of focus for him to meditate on.

Specialized Training and Skills: Arthur has spent much of his childhood focusing on controlling his abilities and his own tumultuous mind, meditating and often focusing all his attention of his abilities so as to distract himself from the whispers that appear on the edges of his consciousness.

Hypothesized Goal: Arthur mainly wants to protect people. He's been kept away from the world for most of his life, but what he's seen of the rise of the Namidian villains has spurred him to do what he can against this rising threat. All the while, though, there is a part of him that feels oddly seduced by their power. This part of his being is excited by the potential they offer, and it whispers to him, at the edges of his consciousness, about what might be possible should he join their ranks. This shadow in Arthur's mind terrifies him, so he desperately clings on to his desire to protect people. Ultimately, he hopes that his heroism will somehow free his mind from the shadow that so haunts him.

Personality Profile: Arthur is a very kind, almost meek, and rather honest kid who just wants to help others and to protect them. There is, however, a darkness to him, buried deep in his psyche from the night of his awakening; another being that inhabits the shadows of his consciousness. Arthur instinctively refers to "him" as a shadow and spends much of his time ignoring its presence and acting against the malicious thoughts that seem to drift into his mind from that part of himself.

Unbeknownst to Arthur, he suffers from Dissociative Identity Disorder, and his underlying "shadow" is another personality that can creep out of him at any moment, should he lose control of his own mind under sufficient stress or fear. This shadow personality is always there, waiting, watching, and seeking its way out. Should it ever truly come to dominate Arthur's mind, no one really knows the chaos he could unleash.

Background: Arthur had a rather difficult childhood, growing up in a tenement building in one of Glagow's grimiest and roughest neighborhoods. What's worse, his father was in with one of the local gangs and when he wasn't high, he liked to take out his frustrations on his family. Arthur's mother was a loving woman, though, and always did her best to protect him, usually by putting herself in harm's way. For his 12th birthday, she'd somehow scraped together enough savings to buy him a lovely silver coin, an antique from Roman times with the two faced God Janus imprinted on it. She'd even managed to have a hole punched through it so he could hang it around his neck with a string. When Arthur's father found out about the gift, he lost it; he was furious that his wife was hiding money.

There isn't a clear account of what happened next though, even from the resulting police investigation. It is known that Arthur's father apparently tried to kill both his wife and son by gassing their apartment. Somehow, however, they both survived the explosion and fire, whereas Arthur's father had not. Unfortunately, Arthur's mother never awoke from the beating his father inflicted on her that night and remains in a coma to this day. Arthur showed signs of being beaten too and was in a partially concussed state, clutching his mother, when the fire men found him in the ruins of the partially destroyed building. Diagnosed with having suffered extensive mental trauma and without any remaining family, Arthur was committed to a low security facility for the mentally ill in the highlands of Scotland.

What no one knew was that Arthur had awakened that night, just as he was in the midst of a terrible mental break that changed his inner world forever. The openness of the facility gave Arthur the time and solitude to gradually develop his abilities. At the same time, his solitude ensured that he was constantly dreaming of not only his mother but also dark, twisted dreams that would often scare him right back into the land of wakefulness. At the age of 18, Arthur was finally released from the facility and is only now returning to the world at large.

Awareness: N.

Threat Level: 4-5. We suspect that Arthur's abilities are far beyond even his understanding.
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The King
of Comics Canon
Thu 7 May 2015
at 12:23
  • msg #11

Re: Credits (Character Profiles)

Writer Profile:


Username: Shengami

Preferred Name: Sheng

Favorite Comic / Comic-Based Film: The Sandman, Nausicaa of the Valley of the Wind, Aeon Flux. I like postapocalyptic and dystopian works, mostly.

What kind of superhero stories do you normally enjoy?: One that explores humanity and its place in existence.

What attracted you to this game?: The Writing System!

If you can and would like to, briefly describe your writing style here: I have no idea how to describe it except as very... umm, exploratory and extrapolative.


ITSDA Superhuman Dossier

Full Name: Dieter Sievold
Aliases & Nicknames: Schwartze Augen (His criminal organization) [Editor's Note: This translates to "Black/Dark Eyes"], The Boss
Age: 45
Years Awakened: 10

Height: 6'1"
Weight: 250 lbs
Build: Heavy set, northern European body type
Hair: Dark Brown
Eyes: Blue/Gold

GVD (Generalized Visual Description): Dieter is a very typical German man with a very heavy body type. He also happens to be a bit overweight, which emphasizes his naturally large build. He appears, in all ways, to be a man of large bulk. Despite this, he has a powerful body and is capable of remarkable strength and endurance. Nevertheless, he pays for his power and size by being less than agile (though his strength allows him limited bursts of remarkable speed). His face is round and plump with small eyes hidden behind thick glasses and a mop of ragged brown hair. His facial expression is almost permanently blank and his eyes are deep and distant.

As for clothing, Dieter prefers well tailored black suits with a splash of color (in the form of, for example, a red shirt, a blue tie, or a green handkerchief), but he never wears more than one colorful item. This item is vividly colored though. Witnesses report that he moves with deliberation and determination. His stride isn't that of a hunter or a panther or any of that nonsense, but of a man of indomitable will. Dieter always knows what he wants and all movement of his form is toward that goal.

Political Alignment: Namidian Villain

Namidian Resources: He has his own money and network of facilities and minions, but he did receive a suit of special armor from Namidias.

Superhuman Abilities: Others have a suite of abilities, Dieter has only three or four tricks that he can do. It is how he employs them that makes him a threat.

CLASSIFIED: One of this subject's possible abilities has been classified. We do not wish to fully report on it until we can either confirm or deny its existence and determine its parameters, limitations, and common usages.

Kinetic Accel/Decel: Dieter emits a bubble about a foot from his skin. Within this bubble, he is capable of accelerating or decelerating anything that possesses kinetic energy.

Mind's Eye: Dieter can, with concentration, perceive the world as either slower or faster. He can slow the world down up to 1/100th of its normal speed or speed it up to x3. Dieter's own physical reality does not alter, he moves at the same relative physical speeds as those around him, but his mind perceives and reacts to the world faster. This lets him activate and use his abilities seemingly instantly.

Tactile Kinesis: By touching something, Dieter is able to extend his kinetic field over it and manipulate it through manipulating the field. It works, in all ways, like telekinesis. However, he has to touch something to use his ability on it.

Common Uses: His telekinetic abilities allow him to be far more powerful in combat than he appears. If he knows an attack is coming, he is almost unstoppable. He can speed up and reinforce his own blows, negate others' attacks, and even stop bullets if he knows they are coming. Weapons or attacks that do not have telekinetic aspects are a weakness of his.

Specialized Equipment: Dieter wears a suit of armor designed to stop only non-kinetic attacks. The armor is light and worn under his suits (like a bodysuit) to protect him. Other than this, Dieter has all the knickknacks and trinkets one expects an international crime boss to possess.

His organization, Schwartze Augen, is known to field a very regimented combat team with combat experience, tactical training, and superior equipment. As befits an organization which has no government contracts to honor or national boundaries to worry about, they utilize whatever equipment they feel is best for the task at hand as well as several special gadgets designed y the organization's R&D team. The average Ghoul, as the soldiers are known, wears a black uniform which is resistant to fire and corrosion and able to absorb a single direct hit from a taser (around 10,000 volts). Each soldier carries an M4 Carbine, Colt 1911, and a combat knife. They wear kevlar in addition to the unique weave of their uniform. They also sport a unique type of helmet. A full analysis of these helmets' capabilities is unavailable as all recovered modules have been fried internally as a security precaution. Still, the large, black, bug-like lenses are capable of scanning many visual and non-visual spectrums as well as filtering out unwanted data. They are, in addition, wired into the suits (which can be remotely accessed by Schwarze Augen engineers). This is most likely how the helmets receive the signal that "cooks" the device. The device is also capable of recording audio and visual data and streaming it across vast distances. A similar audio set covers the Ghouls' ears. It can scans an incredible variety of frequencies and filter out any unwanted sound.

Two known variants on the Ghouls exist, the Banshee and the Redcap. The Banshee is a dedicated sniper who trades in the M4 for an M24 sniper system. Besides their role as combat snipers, The Banshees serve as stealth and reconnaissance experts. Meanwhile, the Redcaps carry an H&K Navy submachine gun instead of the M4 and are trained combat medics. The Redcaps wear white uniforms, rather than black ones. The Banshees, on the other hand, wear a technologically advanced "Combat Cloak" that adapts its own colors and patterns to match its surroundings. We assume that a third variant, some type of tactical or logistical operator who functions in the background as a hub between the various combat personnel, exists, but no such individual has been identified as of yet.

Schwartze Augen also employs many non-combat personnel at each of their known bases. Both civilian and Namidian contractors are commonly found in the syndicate's employ. A rough estimation places the organization's military strength at around 200 dedicated combat personnel. These 200 personnel are spread across the world in teams of four.


Specialized Training and Skills: Dieter is a mastermind and is rarely seen in the field; rather, he likes to work through carefully orchestrated schemes carried out by his henchman. His mind for details and business is excellent. He trains extensively with his own abilities and continues to master them, but focuses on his criminal empire. Please note that Dieter has been assassinated several times, only to reappear elsewhere. We can thus confirm that he employs, and has experience using, convincing body doubles.

Hypothesized Goal: Dieter is a criminal mastermind and controls a vast empire of thugs, pickpockets, thieves, and others that he uses to amass wealth. What else he does with his wealth and abilities is known only to him, but he has been associated with several high profile heists of specific materials. Perhaps he plans on constructing something with these specialized materials?

Personality Profile: Dieter is cold, calculating, and crafty. He works from the shadows and keeps his secrets closely. He confides in only himself. However, he does not truly trust even himself, nor his own perceptions. Indeed, the descriptions we have obtained from former and captured members of Schwarze Augen indicate that the man insults and belittles his own decisions regularly. Dieter is not a megalomaniac or psychopath, but he very much desires and insists on control and order.

Background: Dieter was a German business man with a family prior to the "Ring of Light" incident and the arrival of the Gifted. By all accounts, he was content and happy to work in a small accounting firm in Munich. However, on the night of the first hundred's appearance, one of them awoke from a nightmare in Munich and promptly exploded. It wiped out twelve city blocks and killed hundreds, including Dieter's family. He was devastated and swore revenge. At first, this was via legal channels as he was just a human being, but he began to branch out into organized crime, espionage, and the drug trade. Slowly, he developed contacts and acquired resources he used to track down the slayer of his family. The Gifted superhuman was too powerful for him, though. As such, he had to plan his vengeance carefully and meticulously in order to ensure that he could kill the murderer with his own two hands. This plan then changed when he awoke from nightmares of slaughtering the man to discover his own powers. It has been reported that he smiled wickedly as he went to where he knew the man was and slew him with great difficulty. Shortly thereafter, he was approached and brought into the Namidian organization. What he does for that outfit is known only by Dieter and Namidias.

Awareness: Y

Threat Level: 4 (His organization increases his potential as a threat to our, and society's, existence)
This message was last edited by the GM at 21:01, Mon 25 May 2015.
Scripts
GM, 35 posts
The King
of Comics Canon
Thu 7 May 2015
at 15:20
  • msg #12

Re: Credits (Character Profiles)

Writer Profile

Username:
Fillin. That's a bit of humor on my part, because I join games and 'fill-in' character slots.

Preferred Name: Fillin is fine.

Favorite Comic / Comic-Based Film:
My knowledge on comic books is limited to Watchmen and some X-men, so I'd have to say I enjoy both of them.

What kind of superhero stories do you normally enjoy?: The ones that question the humanity of their superhumans. Dr. Manhattan, the mutants in X-men. Stories that ask what superhumans' place in the world and the like also catch my attention.

What attracted you to this game?:
The possibility of consistency, and the storyline. I enjoy the combat system too, but that's just the cherry on top of the sundae.

If you can and would like to, briefly describe your writing style here:
Conflicting, really. In some cases, usually involving larger scenarios, I can be so detailed and precise that it gets obnoxious, or so obscure that my message falls off. When it falls down to more individual-focused pieces, I have difficulty writing a great deal into a scenario. A person does a thing and that's what he does (Editor's Note: I'd say I have that same difficulty).


ITSDA Superhuman Dossier

Full Name: Erin Scathe
Aliases & Nicknames: Jump
Age: 25
Years Awakened: 7

Height: 5'9
Weight: 200
Build: Stocky
Hair: Brown
Eyes: Milky

GVD (Generalized Visual Description): Being of average height, with white skin and dark brown hair that borders on black, Erin doesn't draw much attention. His clothing is the kind of thing most college students would wear, if they were going to a middle-class school. His typical outfit features bland khaki pants and polo shirts (or the occasional button-up shirt), but the pair of sunglasses he always wears and the walking stick he carries around sets him apart from the crowd.

Political Alignment: ITSDA Agent

Namidian Resources: N/A

Superhuman Abilities: Spacial Control (Teleportation, spacial awareness).

Common Uses: Most often seen jumping his comrades around the battlefield to key locations, or getting them out of bad pinches quickly. Although he doesn't usually engage in direct combat, a favorite attack, both of his and his friends, is teleporting enemies into solid objects. He can't manage long distances quickly, but anything within a two-mile radius can be achieved without preparation. He can carry roughly 12 times his mass in a quick jump and an indefinite amount of weight in a long jump. The more mass he carries and the farther he "jumps," the longer he has to prepare.

Specialized Equipment: N/A

Specialized Training and Skills:
Erin's been training his perception since he developed his powers, and has a range of "sight" and understanding of his surroundings that trumps even the most astute practitioner of Feng Shui who's in his own home.

Hypothesized Goal:
As a kind man who loathes blood being shed, Erin wants to make the world a place where violence and destruction aren't things people see in the news and consider normal.

Personality Profile: Quiet and apparently reticent, Erin doesn't seem like the most approachable of people at first. His blindness and his appearance act as a ward to most people, but, as the few friends he does have can attest, Erin's a wall-flower. Intelligent and charismatic, as well as kind, his friends are almost as attached to him as he is to them. The kindness is it's own flaw, however. Hurting others, even in the most severe of circumstances, makes him sick. Moreover, even in the best of circumstances, the death of one of his friends can stick with him for years.

The overwhelming confidence he holds in himself and in others is strong enough to be contagious. And although his optimism can be a little obnoxious in the middle of a hard fight, it's usually very much appreciated.

Background: Erin's parents, despite being wealthy business owners and affiliated with some very important people, were devastated when Erin born blind and they couldn't find a way to fix him. They loved him dearly, but the fact that he couldn't see put him in second place behind his younger brother, born only a couple of years later. His care taking was given over mostly to a few well loved nannies, who raised him as if he were their own. He insisted on going to public school, despite his nannies attempts to discourage him. And it seemed to go well for him; even though he was blind, he was treated well by everyone who met him.

He hadn't even thought of being one of the Gifted when it started happening to others. As such, his life didn't change much when the Awakenings began. It was the night after he graduated when he had a dream about flying (whatever that has to do with teleporting). When he woke up in the morning, he could feel his bedroom. He still couldn't see colors, but he could see a thing's shape, even if the object was behind him. He could sense his mother cooking breakfast in the basement, and his younger brother heading out the door for one of his friend's houses. After barely a thought, he was sitting at the kitchen table, staring directly at his mother. When she turned around she screamed and dropped the plate in her hands, and it was sitting at the table before it even hit the ground.

For a while, Erin did everything non-violent he could to help people. He teleported people out of the way of cars, jumped after the suicidal, and even saved a handful of kids who were being chased down by some gangsters whose drugs they stole. And he did all of this while carefully keeping his powers concealed (mainly by teleporting away immediately after his heroism). This kept his life relatively normal and his powers out of the public eye for a couple of years. However, before too long, the ITSDA contacted him. They had read the reports about a man who could "jump" people out of danger and managed to track him down using one of their psychics. Naturally, they wanted Erin to join them.

Erin hesitated. But when Captain Jill Irvine assured him that they would never make him kill, he agreed to sign up so that he could create a better world. So, can the blind visionary lead the world to peace? Erin will do everything in his power to find out.

Awareness: Y

Threat Level: 2-3
Scripts
GM, 37 posts
The King
of Comics Canon
Thu 7 May 2015
at 17:26
  • msg #13

Re: Credits (Character Profiles)

Writer Profile


Username: Nurgles_Rot

Preferred Name: Darren, or a character's name works fine.

Favorite Comic / Comic-Based Film: Avengers, Ghost Rider, Constantine.

What kind of superhero stories do you normally enjoy?: I enjoy almost any of them. But I especially enjoy the ones that focus on the character who has to overcome the darker side of the world and/or his or her own demons to fulfill their quest.

What attracted you to this game?: It sounded like something that would be a lot of fun to be a part of. Plus, I have never tried the style before and I love doing new things.

If you can and would like to, briefly describe your writing style here: It varies from quick and to the point to sometimes overly descriptive, detail by detail typing.


ITSDA Superhuman Dossier

Full Name: Eric Donner
Aliases & Nicknames: Icon, also publicly referred to as "Titan."
Age: 20
Years Awakened: 2

Height: 6'0"
Weight: 200 lbs
Build: Average for someone who only exercises by running every morning.
Hair: Brown
Eyes: Green

GVD (Generalized Visual Description): He has a trimmed beard that he keeps in good order. He tends to wear jeans and one of the pieces from his varied collection of T-shirts with sneakers. He does wear glasses and is very nearsighted without them. When he is at work, he wears the business attire of a librarian (which is fitting, given that he is one).

Political Alignment:
Rogue Protector

Namidian Resources: N/A

Superhuman Abilities: Can become a god of myth and legend from any pantheon he has studied. So far, he has only deeply studied the Norse, Greek, Egyptian, Mayan, Chinese, and Japanese pantheons. When he transforms, he fully becomes the individual deity, acting like them and gaining access to their powers. He must call out the name of the god he becomes before he can take their shape and must actively be trying to transform to do so. He can only hold a form for a maximum of 1 hour. He is severely weakened when he reverts to his normal form. If he stays in mythological form for the full hour, he immediately reverts to human form and falls unconscious for 12 hours. The deities he transforms into are not indestructible although they can take a tremendous amount of punishment. If he is around people who are in immediate mortal danger he will change unconsciously. We cannot confirm whether or not this is an aspect of his powers or his personality, nor can we confirm whether or not he gets to decide which form he takes in that situation. All of his transformations take about one second and involve him being enveloped in blinding light.

Common Uses:
He uses his powers to defend himself and others. He never attacks first and will always come to the defense of those who are in danger and cannot defend themselves. Notably, when he embodies a deity, his protective instinct apparently "overrides" the more vicious portions of said being's personality. That being said, his personality never seems to "override" the rest of the being's patterns of thought.

Specialized Equipment:
He gains the equipment and armor of whomever he becomes. Otherwise, he has no specialized equipment.

Specialized Training and Skills:
No training other than what the god he becomes would know. This, unfortunately, means that, when in godly form, modern technology and social  norms completely confound him.

Hypothesized Goal:
Eric wishes to prevent the various apocalyptic scenarios from the religions he studies. While he is not normally a particularly superstitious young man, the coming of The Gifted and the awakening of his powers has led him to fear the coming of the end times. He fears that a Gifted individual who will trigger the end of the world will soon arise.

Eric is on the lookout for this fateful, Gifted individual and prepared to do all he can to prevent the end of humankind. In the meantime, however, he is acting as humanity's humble protector. This has led to him receiving the names "Icon" and "Titan" from the media.

Personality Profile: Normally, Eric is a soft-spoken individual who is socially awkward around large groups of people. He has a few friends that he hangs with on the weekends. But other than that, he does not go out much for fear of being discovered.

Background:
  Eric grew up in a small town in Oklahoma. He had a good family; his parents did what they could to make sure that he was taken care of. He did well in school growing up, although he was a bit of a loner. This came partially be blamed on the fact that he was always reading books and studying instead of hanging out and going to parties. He fell in love with mythology and the history of ancient cultures at a very young age. He graduated in the top percentage of his class and was accepted into Empire State College in New York City, where he began studying to get his Bachelor's in Ancient Mythology.

Shortly after the boy first arrived at his alma mater, he suffered through one of the most traumatic awakenings any Gifted has ever experienced. A would-be heroic Gifted accidentally caused an earthquake that collapsed the laboratory Eric was in, pinning Eric beneath a pile of rubble. Over the course of two days, Eric sporadically faded in and out of consciousness and desperately tried to keep himself calm. To that end, he constantly deliberated on his books and the heroes within; he told himself that they'd never give up. Thoughts of mythology even managed to infiltrate his dreams. Thus, his awakening dream featured Thor smashing through a literal sea of ice giants. When he awoke from this dream, he instinctively called out Thor's name. His shout seemed to call down a beam of light from the stars that literally transformed him into the mythological figure! With Thor's strength and magical hammer, Eric obliterated the rubble that imprisoned him for so long, vaporized the rubble trapping the explosion's other victims with bolts of lighting... and then immediately collapsed into unconsciousness. Writing off his magical experience as a hallucination, Eric continued his life as normal. As he carried on his studies, however, he was being watched by our agents.

We knew the boy had power, and we intended to protect him and keep an eye on him so that one day, if he was worthy, he could be brought into the fold. So we knew that his powers reemerged approximately six months later. We knew that Eric suddenly transformed into Kukulkan, Mayan Lord of Wind, when an innocent construction worker who was repairing a cable nearly fell off a bridge after his harness snapped. We knew that he used his newfound powers as Kukulkan to catch the worker and fly away faster than we could follow him. We also knew, thanks to our best agent's report, that he stopped Kyle Levinger (a.k.a. Ahab) from destroying the East Coast with a giant Tsunami by transforming into Poseidon.

When our man found out that the authorities has made Eric take the fall for the tsunami, we ordered him set free under international authority. And so, this pattern has continued for several months. Eric will transform into a deity or hero of ancient legend and get arrested for illegally displaying his destructive powers. He will then avoid escaping because he doesn't want to hurt the "innocents" that imprison him because they're afraid of his gifts, so we'll be left with no choice but to free him.

Luckily, as of yet, the public is unaware of his status as a Gifted individual. We believe this is partially because Eric has learned how to hide away before beginning his transformations. We also feel that his secret identity is easier to maintain simply because many believe that each member of the "Pantheons" that have been appearing is a different person. In any event, Eric has earned our trust and we recommend making him an offer within the next two years.

We hope that our faith in the Master of Myths will be rewarded.

Awareness: N

Threat Level: 4/5
This message was last edited by the GM at 04:41, Sun 10 May 2015.
Scripts
GM, 40 posts
The King
of Comics Canon
Mon 11 May 2015
at 04:23
  • msg #14

Re: Credits (Character Profiles)

Writer Profile:

Username: Azraile

Preferred Name:
Azraile

Favorite Comic / Comic-Based Film: That is a hard one; there are so many good ones. I would have to say I am rather interested in the new Swamp-Thing, but I've only gotten a look at the first graphic novel in the series so far.

What kind of superhero stories do you normally enjoy?:  More intelligent and story-driven ones.

What attracted you to this game?: My friends

If you can and would like to, briefly describe your writing style here: Not all that great, but I try. Something like this seems like good practice that will help me improve!

ITSDA Superhuman Dossier

Full Name: Lee McDouglas
Aliases & Nicknames: Lee
Age: 13
Years Awakened: 0.114992251712563 (About 1.3 months)

Height: 5'1"
Weight: 110 lbs
Build: Small, but fit
Hair: Black
Eyes: blue

GVD (Generalized Visual Description): He is a small, but fit young Caucasian boy. He typically dresses in a slightly anachronistic "punk" style that often incorporates black, wild hair, and chains. He wears band shirts from bands too old for people his age to know; these are bands that he listened to with his parents... though one wouldn't usually listen to the eclectic collection of metal, rock, punk, and folk music that Lee's heard with his or her young children. He changes things up on occasion, but he always wears clothing that stands out some and (when he can get one) is always wearing head phones plugged into a smart phone.

Political Alignment: Unaffiliated

Superhuman Abilities:
The artifact and nanites in his body give him a wide array of abilities. For one, they have improved his body by making sure he stays in good shape; his dense muscle fibers make him a good bit stronger and tougher than he looks (to the extent that he can exert as much force as a grown adult). They have also heightened his senses some, and reactivated his extracellular matrix along with his stem cell production. The latter two alterations allow him to fully recover from most anything he can live through for the few hours it takes his body to fully recover. What's more, if his nanites have recently absorbed power, they can accelerate the healing process. On that note, his body is able to withstand and store large amounts of electrical energy and release it. Finally, the nanites not only allow him to interact with and control nearly any electronic device he can touch, but they also can alter parts of his body into "bio-metallic" forms. These forms can be almost anything he can understand the inner workings of, and that means anything from a complex computer he can examine and study for a lengthy period to a simple metal blade. Note, however, that he must fully understand a device to transform into it, and that his bio-metallic devices can malfunction if he doesn't "build" them properly.

While his body can take in enormous amounts of electricity, high amperage still causes burns and a great deal of pain and too much voltage can overload him or even cause him to pass out. Because of this, he usually tries to find a way to dampen the effects of the electricity before absorbing it (by taking it in slowly and the like). He is also susceptible to EMPs as they short out all the nanites in his body, causing him to pass out and forcing the whole system of nanites to power back up, reconnect with each-other, and finally reboot their collective control system. As his nanites where mainly made to heal him and his DNA, if he is damaged, repairing his body is their first priority. Thus, the more damaged his body is the more of them are allocated to this task. If he is hurt baddy enough, his superhuman abilities will be limited to healing himself.

Common Uses:
Interacting with machines and copying those he has analyzed into bio-metallic parts for his use. Specifically, he tends to create protective armor and various vehicles or pieces of equipment (i.e. jetpacks) that allow him to travel quickly.

Specialized Equipment: N/A

Specialized Training and Skills: He has a very good understanding of computers, mechanics, chemistry, and a basic understanding of general science that comes from studying with and helping his scientist parents with their projects. He has a very poor understanding of street life. However, he has had a small amount of experience evading trained agents' attempts to capture him and absorbed a bit of knowledge from his younger mother's experiences with being homeless.

Hypothesized Goal: As far as we know, the young boy wishes to rescue his mothers from the Namidian Wave. This will necessarily involve retrieving the hard drive his younger mother's personality is stored on, returning it to her, and uncovering his other mother's location.

Personality Profile:
He likes to act like he's tougher than he really is. Since his idea of "tough" was so influenced by her, this means that he tries to act like his younger, rougher mother, rather than the pampered little egghead he is. Fittingly, he doesn't like to be called kid or anything like that, and he doesn't like getting help from others. However, he has a strong sense of justice and will help others whenever he can (although he often tries to consciously deny his need to lend others a helping hand). He also tries to take care of himself first, but he never quite forgets the needs of those around him. And regardless of how he acts, he is deeply confused about and afraid of his powers.

Background: The poor child was a part of some rather unfortunate history. Growing up, he had two mothers (one of whom had a huge criminal record of hacking and theft) that raised him in near total seclusion and poverty. If that weren't enough for the boy to deal with, the circumstances around his birth were quite odd as well. Three years after the "Ring of Light" event happened, both of his mothers awoke with rather strong powers. One gained superhuman knowledge of physics. This allowed her, through experimentation, to discover the base properties of items and transmute them into other items in alchemical experiments, as well as allowing her to control machines and fire. His other mother awoke  with the power to control the forces of the universe: motion, heat, energy, light, she could bend them all to her will. When they wanted a child, they decided to make their own using there own DNA and one of their own eggs. While the artificial birthing process that created Lee theorized and written about at the time, it had not yet been implemented. Still, his mothers felt they could just use their Gifts to make the theory a reality.

To an extent, they were successful. The younger (and thus, they believed, more fertile) mother was impregnated with Lee. However, she did not understand her Gift fully and made mistakes when they were engineering his DNA. Both had others give up on them and their "test tube baby" when they found his DNA to be damaged. But they didn't; they chose to keep him. And they chose to keep him again when the damaged DNA caused abnormal hormone levels that developed him into a male with two X chromosomes. They gave him medicines to cure or treat what genetic illnesses he had and loved him as if he was a perfect, pure child.

However, his younger mothers hacking skill withered as she raised her baby. Thus, she soon became detectable and attracted the attention of Namidias and the ITSDA. Using her control and incredible knowledge of machines, she was able to program her own brain and upload much of her memory into a hard drive. This allowed her to join the Namidian Wave as a double agent without fear of her identity being discovered. Lee and his other mother went into protective custody, but his other mother began hunting them down. While he got away, his now villainous double agent mom kidnapped his other mother. He was too scared to show himself after that, and went into hiding.

He hid and ran, but he was eventually picked up by the police. Though the officers initially wanted to make him a ward of the state, the government soon found out about his past and delivered him to the Gaultown Gifted Research Center. The Center studied him for two years in hopes of finding a way to create their own Gifted (hoping to use his mothers' method as a template) and strengthen them. While they were studying him, they were also developing a theory about the artifact and constructing technology that could track down its pieces. About two months ago, they found several pieces of the artifact and transported it to their center using nanobots. The then used these nanobots to place one of the pieces of the artifact inside Lee's brain and gave him a rather large injection of nanites to repair his DNA and cure his diseases. They hoped that this would activate any latent Gifts within him that he had inherited from his mothers. While the nanites improved his health over time, they failed to make him Gifted. After a great deal of experimentation, the Center decided to try one final test. They would lock the boy in a blast proof chamber and shock the hell out of him so as to recreate the event that reactivated the Ring of Light so many years ago. The low amperage and high voltage they used allowed his enhanced body to absorb massive amounts of electricity and all they had to worry about frying his brain or tearing the muscles of his heart. The former they didn't worry too much about; the child's brain didn't matter, only his powers did.

Their "experiment" worked and kick-started the pieces of the artifact, causing both a very strange reaction within his body and the nanites meant to heal it. As the Center's researchers had hoped, the boy gained aspects of both his parents' abilities: energy manipulation, cybernetics, transmutation... but not in any of the ways they had expected. They tried to tranquilize him when his powers allowed him to break free, but his nanites keep braking apart the sedative while making his body pump out adrenaline. Due to the massive amount of adrenaline coursing through his system, what happened next was nothing but a blur to him. He ran and ran for hours, hunting for food, water, and rest. He eventually found all of them. And when he rested, the exhaustion his body suffered after the adrenaline rush caused him to sleep for nearly 26 hours.

We hypothesize that the nanites and mini-reactor in his brain have already absorbed a few more nanoscopic fragments of the ring. Moreover, we believe that the nanites are slowing using the excess heavy metals in his body to repair the ring. It will be an unreasonably slow process unless Lee comes into contact with additional fragments, in which case it would still take days. But the more pieces Lee finds, the easier it becomes to track him and God only knows what some individuals would do if they discovered him.

We must save the boy before that unthinkable happens. We recommend bringing him into the ITSDA's protective custody immediately. In time, we recommend finding and securing his mothers and surgically removing the ring from his brain (so as to protect him from those seeking the device). Once those tasks are completed, we believe this innocent young man will finally be safe enough to continue his pubescence in peace.

Awareness: N

Threat Level: Current: 1-2 Potential: 5
This message was last edited by the GM at 04:29, Mon 11 May 2015.
Scripts
GM, 60 posts
The King
of Comics Canon
Mon 18 May 2015
at 05:09
  • msg #15

Re: Credits (Character Profiles)

Writer Profile


Username: Ghost

Preferred Name: Ghost is fine

Favorite Comic / Comic-Based Film: I love all of the Marvel Cinematic Universe and Avengers: Earth's Mightiest Heroes.

What kind of superhero stories do you normally enjoy?: Dark ones

What attracted you to this game?:
The writing-based system and superhero premise attracted me to this game.

If you can and would like to, briefly describe your writing style here: I think dialog is one of the often lost parts of writing. People can go on and on describing one thing, but what truly connects you to a character is their personality. I like to focus on what a character does and says, their quirks and triggers (Editor's Note: What a thoughtful answer; I love it).


ITSDA Superhuman Dossier

Full Name: Alex Kifman
Aliases & Nicknames: Ghost
Age: 20
Years Awakened: 3
Height: 6'1''
Weight: 130 lbs.
Build: Medium build, bordering on thin
Hair: Blond
Eyes: Brown

GVD (Generalized Visual Description): Typically. Alex is entirely invisible. But, when she focuses her energy and efforts on interacting with others, she can appear as a ghostly figure in a blue blur. When she appears, she sports a thin frame with hair that flows like water. Subject also wears a plain dress that is sleeveless and perhaps a size too big for her body.

Political Alignment: Rogue Protector

Superhuman Abilities: Complete Invisibility, Intangibility, Relatively limited energy manipulation, Flight.

Common Uses:
Ghost commands her powers through her own body's muscular energy. As such, she only attempts to create energy blasts and shields when necessary; the more she uses her abilities, the weaker she gets. When she feels she does not have to push herself, she simply uses her invisibility to hide from and ambush her (normally powerless) opponents.She replenishes her energy by resting between uses of her power.

Specialized Training and Skills: N/A

Hypothesized Goal:
Editor's Note: Placeholder) Oddly enough for a Gifted individual, Alex has conflicting feelings about her goal in life. She wants to protect her city with her abilities, yet she also wants to regain her visibility. It is believed that the conflict between these two goals is a source of a great deal of internal strife for her.

In summation, she wants to find a way to regain her normal life without giving up on her career as a Rogue Protector. For now, though, she seems to be focusing on protecting her city from criminals; her own peace of mind can, in her opinion, be put on hold for now.

Personality Profile
: Ghost is naive and rather gullible; she tries to see the best in people. Even while stopping crime, she does her best to ensure that no harm is done to the offenders. In addition, she is hard to anger and known for what some witnesses have called "an eerily calm mentality."

Background:
Before Ghost's awakening, she was Alex Kifman, a seventeen year old who had just finished High School at River View High in Chicago, IL. On the night of her Awakening, Alex dreamed she was invisible to everyone. Her family and friends ignored her as if she didn't exist. In a fit of panic, she ran over to a mirror and saw nothing. Upon waking from her cold nightmare, she rushed over to the nearest mirror and gazed into it; she needed to disprove her strange nightmare. What she saw crushed her soul like salt in a grinder.  There was nothing in the mirror, her dream had come true. Petrified, Alex didn't know what to do and when night turned to day her situation began to dawn on her. She had become like the people she heard about on the news, men and women with super human powers. Further inspecting her new abilities, she realized that they had several aspects and limitations. She was invisible, yes, but everyone could still hear her. Interacting with the world was also no problem, except for when she realized she had to focus on not "slipping" through walls whenever she touched one.

Alex's parents learned about what their daughter had become and did their best to support her. Concerns arose when her parents realized Alex could no longer interact properly with the world. She could never get a job or go to college, so what was going to happen?  Alex somehow knew exactly what she was going to do instead; she was going to help people without them even knowing. Beginning by helping women get stolen purses back and stopping men from being robbed, Alex used her invisibility and intangibility to help others. Through the years her powers began to develop more as she dedicated herself to using her powers to help as many people as she could. Eventually, she discovered she could use her body's energy as a weapon.

While she normally only dealt with low-level criminals, she would occasionally bust a bank robber or jewel thief.  As her career as a Rogue Protector proceeded, people began to take notice of her existence. Throughout the city, whispers there was a ghost haunting Chicago could be heard. The people simply dubbed this Ghost "The Ghost of Chicago" and believed it an urban legend.

Alex's mythical reputation has not at all stopped her from being the hero she was born to be. In fact, the fear of "The Ghost of Chicago" that so many criminals hold in their hearts has only made her a more effective crime fighter. We suggest sending an ambassador to greet her; her attitudes and abilities will make her a fine agent, should she choose to join our battle. When meeting her, however, be careful not to break the mystique that surrounds her; she must remain a ghost if she is to break the will of Chicago's criminal class.

Awareness: Y

Threat Level:
3
This message was last edited by the GM at 06:18, Sat 23 May 2015.
Scripts
GM, 68 posts
The King
of Comics Canon
Sat 23 May 2015
at 06:12
  • msg #16

Re: Credits (Character Profiles)

Writer Profile

Username:
Thomasdm3
Preferred Name: Thomas is fine.
Favorite Comic / Comic-Based Film: The Reckoners series. It's actually a series of books, but it is about people with powers, or, to be more precise, people that fight people with powers.

What kind of superhero stories do you normally enjoy?: I like origin stories. I also like stories where people act and think in a realistic fashion.

What attracted you to this game?: It seemed like an interesting and unique setting. On top of this, the way of handling combat seems fun as it encourages people to create interesting and creative stories.

If you can and would like to, briefly describe your writing style here: This is hard. If it is alright, I would prefer to write a few posts and then fill this in later (editor's note: that's alright. We can do that).

ITSDA Superhuman Dossier
Full Name: Aaron Daniels
Aliases & Nicknames: Current
Age: 25
Years Awakened: Less than a year

Height: 6'2"
Weight: 175 lbs
Build: Lanky
Hair: Dark Blond
Eyes: Blue

GVD (Generalized Visual Description): Aaron is tall and lanky. He has pale skin, short dark-blond hair, and blue eyes. He has a youthful and almost innocent face. When in his "Current" identity, he wears a dark gray rain jacket and rain pants. Additionally, he covers his skin in frost to hide his features.

Political Alignment:
Rogue Protector

Superhuman Abilities: Aaron is mentally linked to the surrounding water and air. This link allows him to control and sense water and air near him as if it was simply a part of his body.

His control of water and air includes the ability to manipulate the substances kinetically, thermally, chemically, and electrically. Aaron's ability to sense discrepancies in the water and air around him allows him to "see" the world by examining the negative space made by objects displacing air. His sixth sense has a longer range than his normal sight and it it is not blocked by walls or doors (so long as air or water can flow between him and the area behind the door or wall).

His powers have an extremely long range, though his sensory abilities lose precision over distance. Moreover, he is only able to precisely control the air and water around him within a few hundred feet. Within this distance, Aaron is able to finely control water and air; he can even use it as a weapon or construct shields out of it. Within a slightly wider sphere of influence, he can create a thick mist. Over a large area, he can only push and pull large amounts of water and air around. He uses his ability to move massive large "blocks" of air around to control the weather. We suspect that, should he chose to, he can create hurricanes using this secondary weather control ability.

Common Uses: While Aaron is able to create massive storms capable of leveling cities, such actions (thankfully) seem to be counter intuitive to his goal. Aaron has yet to unleash his full destructive potential. Instead, Aaron his powers with precision. Aaron will often start a fight by covering the area in a thick mist so that his opponent can't see. He then uses ice and water to attack, restrain, disable his enemies, and form shields. Finally, he will use his air control to fly around, dodge his enemies' attacks, and knock them off of their feet.

Specialized Equipment: N/A

Specialized Training and Skills:
Aaron is skilled with computers. He is able to program and read code, and he generally understands how computers work. He also knows minor first aid and is CPR certified.

Since acquiring his powers, Aaron has been training himself to read lips with his sixth sense. He still has trouble with it sometimes, which has lead to him misunderstanding words and phrases in the past.

Hypothesized Goal: Aaron's goal is currently unknown, but his personality profilers suggest that he wishes to protect the innocent from being slaughtered and tossed aside by those who abuse their power over others.

Personalty Profile: Aaron is thoughtful; he is constantly thinking and questioning. As such, he does not like to be rushed as he tends to make mistakes when acting thoughtlessly. Ironically, he can be impatient when he is done thinking and ready to act. He is stubborn, but not closed-minded. When not dealing with threats, he displays a cheerful, laid-back attitude.

Background:
Aaron was born and raised in a small suburb just of Richmond, Virginia. He is the middle child of three and was born to a relatively typical, happy family. While not necessarily a typical person, he had a typical life before his Awakening. Aaron has a Bachelor's Degree in Computer Science. He has also independently spent extensive time researching The Gifted.

The most terrifying thing that has happened to Aaron was a bank robbery that occurred when he was 24. During the robbery, Aaron was taken hostage and made to witness an innocent woman being murdered by the robbers. On the very night after seeing that horror scarred him forever, he Awoke. After Awakening, Aaron quit his job to devote himself to using his gift to protect the innocent full-time. He took up the mantle as Current so to protect his family and friends. He is currently looking for allies and resources to help him safeguard the lives of all those innocents whose lives are threatened by the Gifted's constant struggles against each other.

Let us be the allies that reach out to him. Let us show him that we care for the lives of the innocent, just as he does. Let us teach him to help us save the world.

Awareness: N

Threat Level:
5 (Current unleashing his full power in a populated area would be catastrophic. It could create, for example, a spontaneous level 5 Hurricane in New York City. Also, note that his powers are not as strong when used in more precise and focused ways. That is to say, he cannot control as much air when wielding and constructing an air-blade as he can when his mind is focused on causing a storm)
Black Magic
GM, 33 posts
Fri 29 May 2015
at 02:39
  • msg #17

Re: Credits (Character Profiles)

ITSDA Superhuman Dossier

Full Name: Frank Jackson
Aliases & Nicknames: War, The Rumble King, Sarg., Action Jackson, The Aged Avenger, The Unstoppable Soldier
Age: 65 and holding
Years Awakened: 13

Height: 6 ½ feet
Weight: 300 lbs
Build: A brick s**t house
Hair: white, greased and styled as a pompidore
Eyes: dark gray

GVD: Frank wears a black leather jacket in the style of the red version made famous by James Dean, under which is a white tee-shirt strained by pure muscle. His pants are broken in blue jeans the hold to legs that look powerful enough to open any door he might find locked, his fists might be an unlucky man’s ticket to the Promised Land, but some pride is taken in his appearance for his buckled black boots always have a high polished shine to them.

Political Alignment: ITSDA Agent/Rogue Protector/Member of The GTF

Namidian Resources: None

Superhuman Abilities: Frank looks like a powerhouse, and he very much is so; however, this is from years of practice and working out, not a Gift. His actual Power is that, somehow, he’s been frozen in time. He was 65 when he became one of the original 100 to Awaken, and he’s still the same age. Being long lived is only one aspect of his true ability; he’s indestructible. His bones break, his blood spills, but within seconds he regenerates and looks as though he never been injured; actually 'regenerate is too generic a word; if an arm is chopped off, then the one that replaces it contains the exact same cells at the exact same age which never increases. He is the 'Portrait of Dorian Gray' without the painting, a snapshot frozen in time itself. Even his hair keeps itself styled, which has saved him a fortune over the years in combs. No matter the amount of damage he sustains, from being liquidized in a container of acid to falling several stories onto high yield power transformers outside of a hospital, he fully recovers with no lasting effects. He is, plainly spoke a modern day Immortal whom can never die.

Common Uses: Frank goes into battle head on, intentionally opening himself up for attack even to the point of firing first to instigate it if need be. He willing takes damage, counting on his ability to surprise and disorganize the enemy. Before they can recover, he hits hard a range with his guns while steadily moving in closer to take them with fist or blade when his ammo runs out. He never retreats, no matter what.

Specialized Equipment: Two custom Nighthawk Devastator Pistols. His hands are big enough to hold the over-size grips; each contains three clips with different payloads. One is loaded with fifty cal. hollow point bullets, the next with explosive rounds, and the last with N 7 projectiles; clear capsules filled with liquid nitrogen.  There are a ten count of each, Frank can choose which he uses by moving a selector switch on the sides of his weapons.

Specialized Training and Skills: Street Fighting, bar room brawling, Army hand to hand combat training, boxing, eclectic martial arts; learned on his own by trying different styles and keeping what worked for him then combining it with the rest and fine tuning through rigorous practice, gun and knife fighting; he has reached Master level in all of the above, but that happens when you have eternity and you don’t have to worry about breaking something or killing yourself…

Hypothesized Goal: Frank is a fighter, always has been; he fought for himself, then his gang, then his country, then a city he saw as his. It’s not just what he knows or is good at, it’s the core of his true self right along with needing a cause to fight for. As long as there’s need for a black clad knight on a chrome steed, he’ll fill it:

‘Mother Mary I’m so tired, but I can’t come home till the last shot’s fired.’

(OOC: Till The Last Shot’s Fired’, Tim McGraw)

Personality Profile: Frank Jackson, despite his extreme age, is mentally sound. He is loud, boisterous, crude, has horrible habits involving massive amounts of fried food plus alcohol and tobacco, stubborn, doesn’t respond to authority figures or CO personnel well, creates disharmony is a team environment. Is brave, fearless, dedicated to fighting for a better world. Enjoys conflict on a possibly obsessive level, but doesn’t start fights with civilians or individuals he doesn’t see as a challenge. Rushes into a matter without strategy or planning. Possible thrill seeker.

Background: In the year 1950, Frank was born in the kind of a place that has two exits; prison or a pine box. If you wanted cloths on your back, you stole them from a wash line. If you didn't want to go hungry and someone else had food, you beat them down and took it. If you were tough enough, you kept alive. If you weren't, no one shed tears over you. At the age of twelve he joined a group of older boys, together they called themselves the Four Horsemen. Though he was the youngest, Jackson lived up to his nickname of 'War'. He repeatedly got into fights that he survived better than the other guy, and over the years other Toughs called him the 'Rumble King'. The cops mostly didn't care about what happened in that area, and on the rare occasion they did, all that happened was they hauled the under-aged boy back to his single mother who left him to his own devices the moment the police left. When he was eighteen, the hood was charged with getting wheels for his gang to use in a robbery. He got a gun and used it to steal a car, but got made by the Law. He led them on a reckless high speed chase, took pot shots at them out the driver's window, and got arrested after he wrecked his ride and tossed the rod once he realized it was out of bullets. He was set to spend the rest of his life behind bars, but the judge made him a deal; if he enlisted in the Armed Forces his record up to that point would be expunged, he'd have a clean slate to remake his life. The young man jumped at the deal and thought he'd gotten the better end of the deal, until he was shipped off to Vietnam.

When he arrived there, the Army not only didn't mind his talent for fighting, they refined it through training and practice. His hands went from weapons, to dangerous weapons, to deadly weapons. He learned kicks to shatter a man's leg bone, how to snap a neck as easy as a twig, to kill with a single blow to his opponent's nose. Then they gave him a knife, and drilled how to use it too into his brain. Here, he didn't have to sneak a gun; they gave him one, all the bullets he could shoot, and honed his skill so each round counted. He was worked and worked hard, his muscles growing and becoming defined.

All of this, however, did not keep his unit from being over run and Frank dragged off to a Death Camp as a POW. In this hell, he was left in a hot box for a week, starved, given only just enough water so they could torment him longer, caned, electrocuted, and among other fun events had bamboo slivers shoved under his finger nails. But, they never broke him; where he was from the end of the road was Death regardless how you got there, and he didn't fear it so he didn't fear them. He hunted for rats in his cage for food, drank their blood for water, sat slumped in a corner whimpering to himself when the guard passed on a round but at any other time was doing one armed push ups and sit ups. He collected the tiny bones of the rodents, waiting then using them as tools for his escape. He got out of the cage, surprised and killed the guard, and was about to run off into the jungle when he heard a plea for help and noticed another POW reaching out to him with a filthy and bony hand. Then another, and another. He freed them, taking out guards as needed, and led the seventeen men back to friendly ground. When the story broke in the newspapers, it was called 'Hell's March'. Frank with the title of sergeant got his picture taken, met with the President, got a Medal Honor hung around his neck, and an honorary green beret placed upon his head. It was 1975, the War was over but for the paperwork, and after giving his country seven years he was sent home.

Frank never though about the rest of his life, since he never belied he'd have one outside of a cemetery or a cell block. But here he was, clean history and years before him to go. Jackson had been taught how to fight for a cause, so he did what a number of soldiers returning home resorted to; he applied to the police force. He got accepted by New York City, did a brief pass through the Academy for show with his fighting and gun skills since back then the focus was on fighting crime and not civil rights, and was put on the meanest streets they had. He had a badge, a gun, the power of the Law behind him, but Jackson used none of that to aid him. Instead, he fell back to his days as 'War'. He never backed down when confronted, never showed fear, and when needed challenged punks one on one earning their respect through bruises and blood. They grew to understand tht it wasn't their neighborhood anymore, it was his. There's a rumor that this cop managed to stop a vicious and hot blooded gang war simply by looking the two leaders in the eyes and staring them down. There's still a few old timers living there who will tell you, it's true.

By the time the eighties came to be and with them the heavy shove for no man handling of suspects, humane treatment of prisoners, no tuning up suspects, reading of Miranda Rights, etc., Frank had gotten himself promoted to detective. Since his 'hands on' approach didn't apply anymore, and he had a history of violence and death with his beat plus the War, he was assigned to Homicide. He was very good at it, in fact up to a 97% closure rating. Of course there were those weak knee, milk toast groups over the length of his career who whined that a lot of his cases were closed at the same time as body bags, the term 'justified shooting' appeared far too often in his reviews, and that no matter what he said there was no way so many of the suspects he questioned had 'unrelated accidents' just before they gave needed information or confessed. It did them no good however, because the plain truth is the System liked Frank. He took killers off the streets, it was much cheaper for the city to buy a cheap box and dig a hole once than provide free room, board, and medical care for months to some slug who offed his wife until his court date after which he would either be spit back out on the street to do it again or they would have to foot his bill for years to come. The DA's office had less cases to work, no appeals to address, didn't have to go looking to recall witnesses years later because of some technicality. In fact, he caught the eye of an attractive assist district attorney, and after a time they married. The house with the picket fence, the dog, and the two kids followed suit pretty much in that order. Jackson was happy, but after what had happened to him overseas he could not shake a sense of paranoia. Since he had come home, he had not stopped practicing or working out; in fact he kept adding to what he knew. He studied a number of martial arts, the names of which he didn't bother to learn since he just wanted the moves. He would go off on what he claimed were 'camping trips', but he was actually paying to spend time and be taught by survivalists. He didn't use a punching bag to work on, he had a thick and heavy block of wood his punched and kicked over and over. By doing this, he seemed to be able to keep a grip on his paranoia in the everyday world...

...Until the evening he came home late from work on his anniversary, and found his family dead by the hands of some punk he’d put away but who had walked on a technicality. Jackson found the man, but no one else ever did or has yet to this day… He changed after that, as though he gave up attempting to fit into society and reclaimed his former identity.

He was a plain clothes detective, but when he walked into the station in the garb of a bygone era he got more than a few glances. He began to make playful passes at women who worked there, always had a new dirty joke to tell the boys, took motorcycle classes and got himself qualified with the department to use one on the job. He had a lock box installed and carried a shotgun whenever on duty, as well as carrying a large amount of hardware on his person. He also bought a scrapped Indian and paid the motor-pool under the table to restore it for him plus add some bells and whistles.

Frank was different, true, but he kept excelling at his job so well he was upped to Lieutenant. Next came a promotion to Captain, and he was assigned to Special Investigations. SI was a joint taskforce assembled of the best people available; City, State, FBI, etc. They were so good at their work there was no leader, they decided together what to do and then acted. They handled not just high profile cases for reasons of PR, but extremely dangerous matters that sometimes the people of New York State never heard or knew about to avoid panics.

Jackson stayed with SI until he reached 65, official retirement age. He didn’t want to go, but there was nothing he could do about it. Time marched on, and even somebody like himself couldn’t fight that battle, or so he thought until the dream…

Frank was dressed like himself, but he was standing with people of a bygone time as fierce looking ships belched forth screaming men of muscle and rage clad in furs and armed with either swords or spears. Jackson punched a guy out who came straight at him, picked up the brute’s weapon, and joined the fray. Then, the old man was standing with Chinese soldiers as the Huns attacked, and once more he weighed in to be transported from battle after battle, everything around him changing, but he himself staying the same.

When he awoke, Frank felt inspired so he applied for and got a PI license. He returned to helping the people of NYC, but now as his own boss on his own terms. The grittier the case, the more he enjoyed it, and he never let up until he’d resolved it bloody or not. Things went well for him for a year, then one day he brought a criminal he’d unearthed in to be locked up. As he was leading the perp through the station to the proper area, a druggie who was being asked for a witness statement freaked out and grabbed a letter opener someone had as a ‘my relative got me the pointless gift and I’m obligated to put it on display’ item. The crazed man turned and thrust the i0mprovised weapon at the first person he saw, which happened to Jackson. The PI had his hands full with his prisoner so he couldn’t immediately defend himself, but a few seconds later his assailant lay still on the ground, out cold. The retired cop called for someone to get an ambulance, but he notice everyone was looking at him in shock. He looked down at his chest, and saw the handle of the opener sticking out where his heart should be. He pulled it free, and as he watched the hole closed itself up so neatly that within seconds his skin bore no trace of the injury. He was so surprised by this that it took him a couple of minutes to hear it; whispers and muttered words among those who had once proudly called him one their own not long ago. He dropped the opener to the floor, rushed some weak reason why he was OK from his lips, then left quickly.

Within a month of the stabbing incident, Frank found himself harassed by cops, with license revoked, and got evicted from his office. With nothing to do but watch TV and take his bike out for a spin, Frank found out about the other Gifted out there, and saw how they used their talents to hurt people and destroy lives. He finally understood peoples’ reaction to him in his current state, and he also saw there was a way he could help them one more time. It wasn’t easy at first, if a hero and villain fought anywhere in the country, they were both wanted by the law regardless of the do gooder, well, doing good. He was branded in the papers of where ever he fought foes and ended up on video as a ‘freak’. His pension was canceled, he was charged with being a Vigilante and Resisting Arrest since he wouldn’t be locked up just for what he now was. He didn’t starve though, because he found a small group of other Gifted who believed like him that they were the best hope for Humanity against these super villains. They were not legally sanctioned, but they did have backers who believed in what they were doing and who wanted protection from the evil freaks that the law seemed unable or unwilling to do anything about. They called themselves ‘The Regulators’, and they were the world’s first super hero team. It was actually their heroic acts caught on cell phones and posted online that made more and more of the public believe that not all Gifted were bad. This believe grew and trickled to governments, eventually leading to the recruitment of good supers into official groups and finally the ITSDA. The Regulators didn’t last forever; some members retired, others died in the line of duty, more went independent or when solo, and one or two even turned to the side of the evil they had sworn to fight; these last ones didn’t get a change to do any damage though, because they told Frank he was weak for not joining them and he proved he wasn’t…

The ITSDA wanted Jackson, and he was given a full pardon to take care of any old charges that might still be stuck on him plus 12 years of back pay on his pension. He was earmarked to lead his own assault team; his reckless behavior and lack of planning and foresight however made this impractical. He was placed in a unit, but he refused to follow orders and acted on his own repeatedly. Not wanting to lose such a valuable resource however, instead of cutting him the ITSDA made him a Probationary Agent. As such, if Frank managed to save the day the ITSDA will publicly claim him as one of theirs and take the credit. If however he fails or is too destructive to the environment in his attempt, then the ITSDA will issue a press release that the ageless man is a rogue protector not associated with them; this changes constantly.

Currently Frank is once more resigned from the ITSDA, and works with the GTF based out of Seattle.

Awareness: Y

Threat Level: 5
This message was last edited by the GM at 19:58, Sun 16 July 2017.
Black Magic
GM, 34 posts
Sat 30 May 2015
at 10:18
  • msg #18

Re: Credits (Character Profiles)

Writer Profile:


Username: Eustacio

Preferred Name: Eus

Favorite Comic / Comic-Based Film:   Pretty much most of Marvel

What kind of superhero stories do you normally enjoy?:   I like a variety.

What attracted you to this game?:   Liked the system idea


ITSDA Superhuman Dossier


Full Name:   Linda Cook
Aliases & Nicknames:   The Artificer
Age:   23
Years Awakened:  13

Height:   5'11
Weight:   185 lbs
Build:   Athletic
Hair:   Straight, deep red that drops down to her mid-back
Eyes:   Blue

GVD (Generalized Visual Description): Linda is tall and athletically built, with thick being the best way to describe her.  She's noticeably strong and generally wears sleeveless v-neck shirts with khakis while working.  She has straight, deep red hair that drops down to the middle of her back and blue eyes.  A pair of bracers adorn her arms as the only noticeable accessory.

Political Alignment:  ITSDA

Superhuman Abilities:   Linda has the ability to create artifacts.  These artifacts can grant various powers to her, based on what she needs.  She can have up to five artifacts created at one time.  The drawback is that to make a good artifact, she needs both the right materials and time.  Creating artifacts on the fly is possible, but the quality is not as good.  Unless she dictates in the creation of the artifacts otherwise, the artifacts can only be used by her.

As outlined, her power is limited by time and quality of materials and can be thought of in two stages: Crafting and Enchanting.  Enchanting is not magical, despite the name, but is the best way to differentiate the two.

Crafting:
Linda does not necessarily need to make the object herself.  However, the object she chooses to use must be appropriate to the task at hand.  A hammer does not make an appropriate tool to scry on somebody.  A television, however, would be.  A nice, new television is going to work a whole lot better than an old black and white television from the 1950's.  If the object doesn't need to be physically crafted, she can skip right to the enchanting.

She does prefer to build the object herself, however, as anything she crafts herself has the side effect of being more durable, both as a side effect of her power and the quality of the materials.  Unless she specifically crafts an existing object to be more durable than it normally is, it remains just as easy to destroy as it normally would be.

A poor quality craft or a poor quality object she grabbed in the middle of battle, no matter how much time she spends enchanting it, will never be stronger than a Threat Level 3 power.

Enchanting:
Following the ITSDA guidelines is the best way to determine the time frame for how long she needs.

Threat Level 1 or 2 (low level powers, weak versions of strong powers): A few seconds.
Threat Level 3 (includes weaker versions of stronger powers): A minute or two.
Threat Level 4 (includes weaker versions of stronger powers): 30-60 minutes.
Threat Level 5 (includes weaker versions of stronger powers): A minimum of four hours.

Her power also has the side effect of allowing her to repair almost any mundane object, provided at least 80% of its components are in the area.  After major incidents, she sometimes gets dispatched to fix up the mess others have made.  She has an instinctive knowledge of engineering, materials, structure, etc... that lets her know all sorts of details of an object or structure.

Common Uses:

Linda is a character who is all about preparation, so her combat "decision tree" has three distinct branches: Impromptu, Operation, and Red Alert.  The open slot gear she chooses or makes on the fly is entirely dependent on the imagination of the writer (and GMs) and the situation at hand.  She usually does not go out herself to deal with low level threats (ITSDA 1-2) unless there are extenuating circumstances.

Impromptu

Impromptu situations are the situations similar to the classic scene of the hero walking down the street and suddenly a villain appears.  If there is almost no time to prepare and Linda needs to react that instant, this is the decision tree to use.  She is at her weakest in these situations, though by no means helpless.

Gear and Power Details
Gear: Her standard loadout is likely on her (strength and durability bracers, flight ring, ITSDA Communications Gear).
Crafting: Linda is limited to existing things in her environment.  She does not have time to craft anything here.
Enchanting: Level 1 and 2 powers are possible on open gear.  Level 3 is possible if she can steal away from the action for a minute, but that is not always possible.  Levels 4 and 5 are out of the question.

Response Details
Assessment: She would typically assess the situation and report what she sees.  Number of powered individuals, civilians in danger, property damage, powers in use, unusual circumstances, etc...
Intervention: Her primary objective is to minimize damage to civilians first and apprehend the criminal second.  This might mean stabilizing a building that the criminal just set on the path of collapse (as in a timed bomb, a disintegrating foundation, etc..., not a building that is actively crumbling).  If the criminal is mostly causing a panic with his or her actions, she'll do something like radio ITSDA to organize squads to calm the crowd while she goes after the criminal (the source).  Single individual civilians are prioritized in hostage situations or situations where there are only a few civilians present.  She hates it, but if somebody is busy doing mass destruction, she knows she can't save all civilians in an impromptu situation.

Operation

Operation is the tree she uses if she is planning a raid on a known Gifted criminal or receives intelligence of something that will go down that she wants to intervene on.  Basically, if she has some time to prepare, this is the decision path she will go down.  She may find out about it because she was using her power to spy on a target, was alerted by intelligence, or any other means where she somehow knows, in advance, that something is going to happen.  This is the situation in which Linda is going to be at her strongest, as the more she can prepare, the more she can bring to bear all her resources.

Gear and Power Details
Gear: Her flight ring and durability bracer almost always get chosen.  The strength bracer is usually chosen as well if she doesn't absolutely need the other two slots.
Crafting and Enchanting: Give her a day or two to plan and she can craft whatever she thinks is appropriate for the mission.  Even a few hours will let her do a fair bit.  If she is going up against a relatively common or known power (teleportation, physical enhancements, magic, etc...), she likely already has some type of high quality craft made and only needs to (re)enchant it with an appropriate power or counter.
ITSDA: She can deploy soldiers and other squads if needed for things like covering her back, securing a perimeter, or use them in some form of complex plan if she's going in after a target.

Response Details
In an operation, Linda likely has knowledge of the situation beforehand, so she can tailor her response appropriately.  She does tend to leave some "wiggle room" for unforeseen complications and often leaves at least one item slot open for on-the-fly needs.  She tries to make sure no civilians are present and that minimum public property damage is done.  Otherwise the response is highly dependent on the exact plan or building she is infiltrating.

Red Alert

This is the situation where she is at ITSDA base and a red alert comes in for her to respond to.  Some Gifted is trashing NYC (again), there has been a murder and the Gifted murderer has been spotted, etc...  In these situations Linda may have some preparation time to come up with a plan and some gear, but not as much as in an Operation.

Gear and Power Details
Gear: Her flight ring and durability bracer almost always get chosen.  The strength bracer is usually chosen as well if she doesn't absolutely need the other two slots.
Crafting and Enchanting: Level 3 gear is relatively easy to use in this situation.  Level 4 is possible in the right situation, but unlikely.  Level 5 is almost assuredly out of the question.
ITSDA: She can deploy soldiers and other squads if needed for things like covering her back, securing a perimeter, etc...  However, the most common use in a Red Alert scenario, if there are many civilians present, is deployment in crowd control.  Making use of a ITSDA Gifted Teleporter is often used to get her and the soldiers into the right location.  The Gifted Teleporter doesn't stick around, however, and is only used as a plot device to get people into the action.

Reponse Details
Assessment: She has more time to analyze the situation.  Not a lot more time, but she can come up with something of a plan more easily than in an impromptu situation.
Arrival: Via Gifted Teleporter or her own flight powers, depending on location.  ITSDA personnel may be deployed as well, based on the situation.
Intervention: Her primary objective is to minimize damage to civilians first and apprehend the criminal second.  This might mean stabilizing a building that the criminal just set on the path of collapse (as in a timed bomb, a disintegrating foundation, etc..., not a building that is actively crumbling).  Single individual civilians are prioritized in hostage situations or situations where there are only a few civilians present.  She hates it, but if somebody is busy doing mass destruction, she knows the best way to save people is to stop the bad guy first.

Specialized Equipment:
Her entire power is all about specialized gear.  She would have ITSDA access to restricted gear.
Bracers: A pair of bracers.  One grants her superhuman strength (the ability to lift and carry 100 tons) and the other grants her and the objects on her person superhuman durability (most blades won't scratch her, she can withstand high level explosions, etc...).
Ring: Her ring allow her to fly safely at hypersonic speeds.
Two Open Slots: Sometimes she'll come in prepared with something else.  Sometimes not.  It depends on what she expects.
ITSDA Communications Gear: So she can talk to people at command at will.
Workshop: Linda probably has one of the most well-stocked workshops in the world at the ITSDA headquarters due to the nature of her powers.

Specialized Training and Skills:
Athletics: Linda is highly athletic and spends at least a couple hours a day working out.
Making Stuff: She is a master craftswoman, even without her powers.  She can build just about anything, given the right tools.
Combat: She has been training in martial arts ever since she was a young child, and has continued that training since joining the ITSDA.  She knows how to use most military-style weapons thanks to her training with the ITSDA, but prefers to go it unarmed.
Engineering: She can make almost anything, and this has imbued her with an instinctive understanding of an object's structure, how it is built, what it is made up of, etc...
Computers: Linda majored in Information Science and is capable of programming or hacking her way in or out of situations.
Stealth/Espionage: As part of her training, she was taught the ways of the spy.
Genetics: The other major Linda has, she knows a lot about genetics.  She was interested in this due to her powers and how they manifested in her.
Intelligence: As expected of someone who has command authority in the ITSDA, Linda has a very high level of intelligence, with an IQ measured at 215.  She can hold complex battle operations, lists of Gifted with their powers, squad movements and tendencies, and even her friends' phone numbers in her head and make use of that information.

Hypothesized Goal: She's an artificer.  She wants to figure out if there is a way to create an object like the original artifact that created the Gifted, except that she can dictate how and if a power is granted...or taken away.  She believes that her gift is the one that will decide if humanity evolves quickly or stays on the path that it has been on for hundreds of years.

Personality Profile:  Linda is a classic Type A personality.  She is direct to the point and believes she is right most of the time.  She is willing to listen to well-reasoned arguments against her opinion, and if someone else brings up a valid point, she has no problem accepting that and moving forward with accurate information.
She is supremely confident for one so young, and refuses to let her age get in the way of getting the job done, instead choosing to utilize her elders' experiences to inform her decisions.  She believes in doing the right thing, even when it is the hard thing.  That means if someone bad needs to die, she has no problem pulling the trigger.  If it means letting the bad guy flee to save hundreds of civilians, then that is what she will do.

Background:
Linda has been aware of the Gifted for a very long time.  She was one of the first people to experience superhuman powers.  She kept her gift quiet, however, using it to further enhance her science projects at school and turning that into a scholarship at Yale.  As a child, she realized she could become a superhero or a supervillain like the shoes on television and in the comics, and so she got her parents to enroll her in various sports and martial arts classes.  Here parents were all too happy to do so with the threat of super-powered people in the world today, not knowing their daughter was one of them.  With her ambition, her parents pushed her hard, and she became the kid whose parents made sure she was excelling in schoolwork, athletics, and their social life.
When she went to Yale, she heard about ITSDA as a freshman and contacted them to sign up, with the caveat that she would work for them and get her degree.  When they asked her how, she informed them that she'd have time if they'd let her work the night shift.  She would create an artifact after classes that would effectively refresh her as if she'd gotten eight hours of sleep, fly to the ITSDA headquarters, and begin her work and training as an ITSDA agent.
She graduated from Yale with degrees in Information Science and Genetics. She's risen through the ranks and proven herself in both combat and politics at the iTSDA.  She has enough rank at this point to direct other agents or squadrons to areas of interest based on their powers or, if she feels the need is great enough, to go in herself with her own powers.  She has commanded large scale operations remotely, led small teams herself, and operated solo in her time at the ITSDA, and commands authority as a member of the upper brass.

Awareness: Y

Threat Level: (1-5)  5
Scripts
GM, 74 posts
The King
of Comics Canon
Sun 31 May 2015
at 04:21
  • msg #19

Re: Credits (Character Profiles)

ITSDA Superhuman Dossier

Full Name:
Salome
Aliases & Nicknames: Man Slayer Mary, Simply She
Age: 26
Years Awakened: 10

Height:
5'8"
Weight: 127 lbs
Build: Toned, hour glass figure
Hair: Salome's hair color and texture depend on her state of mind. She can consciously change it, but rarely does so. Observers' reports have allowed us to construct an incomplete list of her hair colors and textures and their matching mental states.

Blond, wavy - Happy, excited
Brunette, straight - Neutral, calm, bored
Red, curly - Annoyed, frustrated, upset
Black, straight - Angry

Eyes: Normally gray, but her eyes often reflect the dominant color of her surroundings.

GVD (Generalized Visual Description): Salome seems almost otherworldly - her immaculate, symmetrical  face, the breathtaking curves of her body, that ethereal hair. She is, as one of our agents put it, "an oasis of perfection in a world of sadness and destruction." When she moves, it is said to be like art in motion. The sway of her hips is contrapuntal to that of the voluptuous mass of ever changing hair that seems to move on its own accordance. Her voice is like tinted glass, able to obscure her soul yet not hide it completely.

Salome's clothes are secondary to the beauty of her face and figure, though alone they would be considered just as gorgeous. Only the highest of high fashion is allowed to touch her flesh. She frequently sports long evening gowns adorned in crystals sewn to the fabric by hand, sharp Chanel suits, and furs from exotic animals around the world. When drawn into conflict, Salome carefully removes her expensive garments and weaves several locks of hair into a intricate leotard that reveals nothing, but hints at everything. The outfit of hair shifts and reforms with her motions, allowing her complete freedom of movement.

Political Alignment:
Unaffiliated

Namidian Resources: N/A

Superhuman Abilities:
Salome has complete control over her hair. In addition to her control of each and every prehensile fiber, she has the ability to alter the keratin in every strand. This allows her to give them greater tensile strength, modulus elasticity, and the shearing resistance of iron wire of the same thickness. Salome can also change the color, texture, and even length of her hair. Take note of the fact that when she activates her ability, she usually "frees" her hair by untying and/or removing the pins she uses to hold it up in one of her intricate "updos."

Salome produces pheromones that give her a stunning presence beyond the loveliness of her shape. When she enters the room all conversation stops; she is the kind of woman everyone is single around. Every heart pounds, every pickup line is forgotten. For obvious reasons, these effects are more noticeable in confined spaces. Though the pheromones she emits are very powerful, this does not give her de facto mind control. They simply inspire intense attraction in those of suitable orientation and make them highly susceptible to her orders, suggestions, and even implications.

Common Uses: Salome's main form of offense is to grab the enemy with her hair and then slam them around. She will form her hair into a whip or several tendrils that she can lash out with as well. These tendrils have the strength to lift, move, and hurl heavy weights, such as cars and chunks of concrete. She often uses this fact to her advantage during battle.

Salome can create shield-like constructs from her hair in order to defend herself from a multitude of attacks, including blades and bullets.

Salome uses her pheromones to help her control weak minded people and convince them to do her bidding.

Specialized Equipment:
Salome has access to many wealthy men that have fallen prey to her charms. She uses them and their money for travel, outfits, and shelter.

Specialized Training and Skills: Salome is an accomplished gymnast and dancer. She has been trained in Savate, but she is by no means a master. Armed with deadly reflexes, Salome may have the speed, but when compared to other fighters she does not have much in the way of technique or experience. She heavily relies on her pheromones to avoid confrontation, only directly involving herself in combat when she is out of options.

Hypothesized Goal:
Salome wishes to exterminate the majority of men and enslave the remainder. She is very protective of women but also considers herself above them. A sort of protective goddess who rains hell down upon their enemy: men.

Personality Profile:
By human standards Salome is a ruthless killer, a world-wise seductress, and a painfully naive child all at the same time. This may be why she stopped thinking of herself in human terms; they just don't seem to form a coherent picture of her mind. Ever since she destroyed the men responsible for the loss of her career and future, Salome believes herself transcendent of mortal rules altogether. Like a Phoenix risen from the ash and blood of her former self, Salome was, in her view, something else. She was something beautiful, enticing, and lethal. She was predator rather than prey, an avatar of vengeance and justice.

Salome is very calculative, emotional, mothering, vengeful, and even sociopathic. She'll do whatever makes sense to reach the outcome she desires and had no qualms about it. In that way, she is perhaps a little bit like the classical deities that she fancies herself as.

Background: Raised as an acrobatic prodigy, Salome was slated for the Olympics from a young age. She received training from the best coaches from across the globe along with an intensive and, some would say, strenuous education from her mother. Official records do not know for certain, but it is believed that a foreign faction had arranged for Salome to be kidnapped while she was changing planes at an airport. This kidnapping would cause her to miss an important competition that would have allowed her the opportunity to order to be seriously considered for the national team. What was supposed to be a simple catch and release, however, turned into a month long ordeal of imprisonment by her captors. Not much is known of what Salome faced during that month, except that on her last night her Gift awoke within her. She killed the men who had stolen her the next morning and spent the next five years of her life hunting the men responsible for her kidnapper's hiring. Whenever she found one she seduced, psychologically destroyed, and killed them in that order. Her "psychological destructions" were often elaborate displays of every human failing her target suffered from paired with a rant about how worthless and cowardly they really were.

Salome now travels the world, her thirst for blood sated for the time being. Currently, she focuses on building her wealth and eventually making a name her for herself as a protector of women. She hopes that her wealth and reputation will one day allow her to convince the world's women to band together and eliminate the world's greatest scourge: men.

Awareness:
N

Threat Level:
2-3 (The potential of her developing her control over her pheromones could raise this in time.)
This message was last edited by the GM at 04:56, Sun 31 May 2015.
Black Magic
GM, 37 posts
Mon 1 Jun 2015
at 01:37
  • msg #20

Re: Credits (Character Profiles)

ITSDA Superhuman Dossier


Full Name: Hank Bosun
Aliases & Nicknames: Gates
Age: 30
Years Awakened: 12

Height: 5'10"
Weight: 160
Build: Slim
Hair: White
Eyes: Blue

GVD (Generalized Visual Description): Wears close fitting clothes. generally tight jeans black shirts and a dark hoodie to cover his long hair and face

Political Alignment: Namidian Villain

Namidian Resources: Lair, money and "Body"(See below).

Superhuman Abilities: Information Conductor: He can pull in and process any information in a 500 ft radius of his body. If it is done via computers or microchips its his for the taking. That also works both ways. He can take control of electronic devices that use any sort of microchip or processor. He seems to have increased issue with interaction as human emotions increase, possibly due to computer logic versus human chaos.

Fast as Thought: anything that can carry information Hank can travel through...which is to say just about everything in this day and age. And he can connecto to anything that uses information wirelessly.

File Backups: Through the use of EMP based technology, viruses, and other means Gates has been reported as destroyed multiple times; however, he surfaces again at a later time. It is suspected that he has made copies of himself that activate upon the deletion of the Prime program, but no solid evidence of this has been obtained by the time of this report.

Common Uses: He uses them to outmaneuver everyone. Knowledge can kill..and he possesses all of it.

Specialized Equipment: A "body" That the Namidian's made for him. It is a cyborg body with the housing for a CPU but no information stored on it. Hank uses it as his own when he needs to mingle with society.

Specialized Training and Skills: Master theif, Martial arts: Judo, Karate, Tai Chi, Tae Kwon Do, Ju jitsu, Expert Hacker

Hypothesized Goal: Get as much money as possible, Fuck shit up

Personality Profile: Cocky and self assured goes out of his way to show up others.

Background: Hank grew up on the streets. He always took what he wanted and never cared about who got hurt in the process. He became a master thief in his late teens and then the big break happened. Or I should say happened to him. He gained the ability to become information and absorb it at an incredible rate. The rest is history since no record of him after exists. The rest is history since no record of him after exists. He is listed as deceased, and repeated attempts to list sightings or evidence to the contrary is removed from any database it is recorded to. Hard copies only of this file exist.


Awareness: Yes and he doesn't care

Threat Level: 5
This message was last edited by the GM at 01:47, Mon 01 June 2015.
Black Magic
GM, 39 posts
Mon 1 Jun 2015
at 23:43
  • msg #21

Re: Credits (Character Profiles)

ITSDA Superhuman Dossier


Full Name: Maire Doiteain
Aliases & Nicknames: Bard
Age: 33
Years Awakened: 13

Height: 5'4
Weight: 160
Build: Slim all around
Hair: Dark Red
Eyes: Green

GVD (Generalized Visual Description): Maire's most distinguished feature is her hair, which is an unnaturally deep red, reminiscent of blood. It's straighter than an arrow, and hangs halfway down her back, never moving or getting ruffed. Her cheekbones are high and her eyes a dark, piercing green. Her skin is milk white, which suits her choice of dark clothing perfectly.

Political Alignment: Unaffiliated (both organisations have tried recruiting her, but she has refused to ally herself with anyone not directly interested in her goals.)

Namidian Resources: None - She dislikes the Namidian Wave just as much, if not more, than the ITSDA. Both of which don't suit her desires.

 Superhuman Abilities: Spellsinging

Maire sees her reality as a series of patterns. At will, she can hum, sing, or play notes that resonate with the patterns she sees and alter them to her desires. Life patterns, matter patterns, etc. All are at her touch, though some harder to influence than others.

 Common Uses:

Directly attacking a life pattern is too hard, and takes a vast quantity of energy, so Maire's combat is subversive. She hums notes that take away her foes concentration, or cause pain with no true damage. In a true emergency, she can hum what she calls a "Note of Dissonance," which will shatter a chosen pattern (life or material), if held for a long enough time. (The more powerful the pattern, the longer it takes. Pattern strength is determined on the willpower of those she attacks, if it's a life pattern, or on the cohesion of what she's attacking, if it's a matter pattern. i.e. diamond vs. cotton.) Her power can enhance her own pattern, granting her more speed or strength and stamina, or better mental acuity, and even enhance the patterns of those around her.

Specialized Equipment: Maire has a set of jewelry with patterns that she's set into specific affects: She has a collar that is Confusion, which makes it hard to distinguish detailed features, and easy to forget her, a ring that has Fear, which when used forces those that she used it on to see their greatest fear, and a Bracelet that has Time which allows her to see seconds ahead into things around her when activated. (Useful for combat. Predicting the enemies attacks.)

Specialized Training and Skills: Eidetic Memory (self descriptive); Subvocalisation - Maire can make music without being noticeable; Martial Arts - Expert in Hwa Rang Do, but no other Martial Arts; Borderline super-human intelligence


Hypothesized Goal: The world's pattern is fraying, and it's being caused by humanity. Chaos, pollution, death, and dark emotion tear at the Grand Pattern, and will eventually destroy it. She must do her best to fight this off, and restore balance.

Personality Profile: Maire is ferocious. Although violence isn't what she automatically turns to, it's a response at the top of her list. Loyalty is not a thing she's known for, nor Kindness, and mercy is not a word that can even remotely be used to describer her. She can easily be classified as a psychopath, due to her excessive lack of common morals and long list of murders under her belt. She can slaughter a human being as easily as a butcher slaughters a pig, because she sees them both the same way. Life patterns get more complicated, not more important.

Background: Maire was different from the very beginning. Although her parents loved her very much, they were gone most of her life after her birth, and she spent the vast majority of this in the countryside of Ireland. Although far from alone, being kept company by a long string of forgotten nannies and caring distant family, Maire's antisocial behavior led her to a solitary life. She was more likely to be found wandering the hills in her barefeet than be found in her own home, oftentimes not even sleeping in the house or approaching it for anything more than food. She was removed from school when, at 7, she broke another girls nose and cracked 3 of her ribs for stealing her lunchbox by throwing the girl into the street (of very slow moving traffic), and afterward saying "Thievery is unacceptable." Her teaches claimed that they always knew there was something wrong with the girl, and they insisted that she be brought to Church to be exorcized, which she didn't take to very kindly. She threw the cup into the pastors face and was sent away, told to never come back. In her teen years, even her parents came to fear her inability to form connections, even with them. If it was her mother who had stolen her lunchbox and not that girl in the 1st year of school, the mother would've been thrown out into the street just as readily. She herself searched out a martial arts teacher to train herself, and learned the techniques quickly and with a brutal efficiency that terrified her teacher, but he completed her training and sent her away.

Maire moved out of her home early, deciding that life on her own was better than life with those who had no ambition. Despite not being in public school, Maire's homeschooling raised her intelligence to a frightening level, and she excelled in the workforce and in higher level education, earning her first degree in, surprisingly enough, Human Psychology within a year and a half of attending her first class. By the time she was 20, she was employed and earning nearly quadruple what both her parents had earned in her childhood, together. On a trip to London, after Maire had gotten off of her bus on a trip to a slightly more remote location in the countryside, she was assaulted by a drunk man who attempted to rape her. The man was found dead in the morning by local police, with a snapped neck, and she was never even considered in their investigations. After she had murdered the man, however, she began seeing strange things. Patterns, in concrete blocks underneath her feet and in the bodies of people she passed. Over the next few days, her sight was subsumed with nothing but these strange patterns, and she completely lost her ability to see normally. She was not concerned, because the patterns, although confusing at first, had fallen into place slowly enough that she was able to distinguish between different kinds by the time it was fully developed. She lived with this for another month before she realised that the patterns were being influenced by the sounds she made, whether it was while she was speaking or walking. No other persons sounds affected the patterns, so she assumed it was a unique ability and began experimenting. For nearly 3 years, she continued to live her life as she had before she developed her strange sight. On the anniversary of the night that she had first begun seeing the patterns, she woke up with a start and saw something else. A pattern beneath the pattern. Something that dictated the other patterns placement and direction, form and function. She could not see her own pattern, but she saw that this new pattern, what she soon came to call the Grand Pattern, was faltering. It could not sustain itself in a world that was being torn apart, both by the Namidian Wave and the normal citizens. It did not appear that the world relied on the Grand Pattern to exist, but the Grand Pattern brought stability to the world, and without it, she feared any peace achieved would be short lived.

She set out, taking on small things at first. The litterer in the park, whose pattern was conflicting with the Grand Pattern, was the first to die. Slowly, but surely, more and more people began to crop up dead or missing, but Maire was satisfied. At least around her, things were beginning to change. The grass was just that much greener, the breeze just that much fresher, and for the first time in her life, she experienced happiness. Happiness at achieving something of beauty and order. At maintaining a delicate balance that others were desecrating in the pursuit of control, or greed. But her happiness faded quickly with the arrival of investigators. The ITSDA had taken an interest, and although it took them months, they eventually found Maire. Their proposal suited part of her desires, to extinguish the Namidian Wave, one of the main causes for wear on the Grand Pattern at this point, but their techniques were not quick enough, and their desires did not cover all that she wanted. She wanted to extinguish all desecrators, not just the Namidian Wave, but the ITSDA saw many of the others she considered evil as innocents. The man who beat his wife was bad, of course, but far less important then the man who blew up airplanes with fireballs, or the woman who crushed entire cities with gravitational contortions. She saw all of them as despicable, and refrained from joining the ITSDA, which would have constrained her desires. They tried to take her in with force, but when 4 agents were found Dead in the morning, and every other agent they sent after her for the next 2 years wound up dead, they sat back and decided to just keep a careful eye on her.

Awareness: Y

Threat Level: 5
Scripts
GM, 88 posts
The King
of Comics Canon
Thu 11 Jun 2015
at 02:25
  • msg #22

Re: Credits (Character Profiles)

ITSDA Superhuman Dossier

Full Name: Folio Grayson
Aliases & Nicknames: Protean (ITSDA Codename. Formerly also known as Bhaal)
Age: 43
Years Awakened: 3

Height:
6'2''
Weight: 80 kg (176 lbs)
Build: Athletic and flexible with noticeably long limbs.
Hair: Normally dark brown, but variable.
Eyes: Normally brown, but variable.

GVD (Generalized Visual Description): Grayson's ability means he can take on many human forms and so it's hard to pin down what he might actually look like. The form he adopts most often around the ITSDA offices, though, is that of a rather casually dressed hippie in his early forties. His dark brown hair and weathered face are somewhat at odds with the tight fitting jeans and t-shirt that show off his tightly muscled, yet agile physique. He wears little else besides this casual (and ITSDA Dress Code Violating) outfit regardless of the weather. Even more oddly, he is always found to be wandering about barefoot.

There is a sleek preciseness to his movements, an efficiency of effort in any motion he undertakes which tends to be uncanny. This masterful precision only disappears when he goes undercover and needs to focus on playing the part of someone less skilled.

Political Alignment:
ITSDA Agent

Namidian Resources: N/A

Superhuman Abilities:

Rapid Biological Adaptation: The cells in Folio's body all default to a near pluripotent state and are therefore able to differentiate into a range far wider than that accessible to a normal human. Thus, he is able to adapt to almost any threat or situation as it arises.

Biological Information Storage: Folio's DNA is also capable of absorbing and retaining a great deal of biological "data." He can then use this data as the "blueprint" he uses to mutate part (or the entirety of) his body. The more biological organisms he samples, the more extensive his own DNA library becomes, allowing him to be even more flexible and adaptive than he already is. He absorbs the DNA of other organisms by eating them a sample of their DNA. This sample can be anything from a piece of hair to a drop of sweat. So long as it is possible to ingest, he can use it. Further, his absorption of the DNA sample is not instant. However, the amount of time it takes for his DNA to store data has not yet been studied.

Common Uses: Folio will often use his powers for stealth and espionage as well as maneuverability. He will change the color, patterns, and textures of his skin to allow himself to blend into the background or a crowd. He will develop gills and webbed feet when he is underwater. When he enters a darkened area for a few seconds, he will develop enhanced eyes or sonar organs. Finally, when infiltrating a secure compound, Folio will absorb the DNA of one of its occupants and then mimic their appearance. This final usage has made him a very useful asset for ITSDA infiltration missions. Make sure that his abilities never fall into the wrong hands.

Specialized Equipment:
N/A

Specialized Training and Skills: Folio is a counter-espionage expert and a highly trained intelligence agent. He was also an accomplished martial artist even before becoming a Gifted and he is trained in all manner of weapons and surveillance technology.

Hypothesized Goal: Folio wishes to rid the world of what he sees as the blight of the Namidian Wave, even if he has to do it on his own, one villain at a time.

Personality Profile: Folio is a zealous, dedicated ITDSA agent. He pursues targets with a relentless determination and he always gets them, one way or another. The mission is everything to Folio and he treats all other considerations as secondary, including his and his fellow agents' own safety.

Background:
Folio never got to know his parents very well. They perished when he was was but 5 years old in an sailing accident. He was raised by his grandfather, a rather harsh and studious preacher who eventually died of lung cancer just after Folio graduated from high school.

Without much purpose in his life, Folio joined the US military, where his aptitude tests brought him to the attention of the CIA. Being an orphan and possessing certain personality attributes that made him appealing to the agency, they recruited him into a special black ops group for about 5 years. The group specialized in deep infiltration and wet-work, helping execute the US foreign agenda from deep within the shadows. The group was eventually disbanded after one particularly coup arranged in the African subcontinent turned messy.

Following their "failure," the unit's members were reassigned to other areas. Folio spent much of the next twelve years working in counter intelligence; spending half his time on overseas missions and the other half working domestic operations. His specialty was hunting down specified targets and infiltrating groups. After his Awakening, he was again reassigned, this time to the ranks of the ITSDA. Within the ITSDA, he continues in a role similar to his previous one. Only now, his targets are Namidian villains, rather than dangerous radicals and world-renowned terrorists.

Awareness: Y.

Threat Level:
3-5 (It is believed that his powers have the potential to make him far more dangerous than he currently is).
Scripts
GM, 90 posts
The King
of Comics Canon
Sat 13 Jun 2015
at 04:50
  • msg #23

Re: Credits (Character Profiles)

ITSDA Superhuman Dossier

Full Name: Daniel Hunt
Aliases & Nicknames: Phoenix Crimson (ITSDA Callsign and former vigilante pseudonym)
Age: 21
Years Awakened: 8

Height: 5'9"
Weight: 63kg (138 lbs)
Build: Physically fit, somewhat skinny
Hair: Golden Blonde
Eyes: Sky Blue

GVD (Generalized Visual Description): Dan (Daniel) Hunt has a clean-cut appearance that he spends a great deal of time and effort maintaining. His features have an overall Malaysian quality; of particular note is the slightly oval shape of his eyes and his light brown skin. His hair is cut in whichever style tests well for the media in any given month. As of this writing, it has been cut into a heavily conditioned tangle that falls below his forehead and has brushed carefully to give it a sexy, slightly disheveled look. His face usually sports an easygoing, but cocky smile; he usually holds himself upright with a proud posture or swagger which either conveys confidence or arrogance (depending on who you ask).

His uniform includes a crimson, kevlar-fiber undersuit that protects him from light damage without sacrificing mobility. This fiber armor is supplemented with segmented ceramic plates that protect some of his vital areas (including his chest, shoulders, and shins) without restricting his movement. Moreover, the armor contains heat siphons to help dampen the destructive side effects of Hunt's powers. Lastly, after a few explosions emerge from his body, the seams of his armor glow with restrained power.

Hunt also wears an eyepiece mask that disguises his identity. To complete the "superheroic aesthetic" he tries to present to the world, he wears an extremely long, red scarf that flows out behind him whenever the wind blows.

Political Alignment: ITSDA agent. Former vigilante.

Namidian Resources: N/A

Superhuman Abilities: Hunt has the ability to create explosive bursts of energy anywhere within his immediate reach. He has an immunity to all the effects of these explosions, no matter their intensity. Laboratory tests conclude that his abilities are derived from an ability to create small dispersals of antimatter that, naturally, instantaneously explode into pure energy.

His ability requires a degree of focus to use, and if proper care is not taken it can cause unintended destruction. His powers are greatly enhanced if he takes a moment to focus on their use. As such, he will regularly "charge" his power before releasing it to greatly enhance its strength. When he's charging his power's strength, the energy building up within him is visible in the form of a slight glow.

Using this ability does not seem to tire Hunt. On the contrary, the longer a fight goes on the more "energy" his explosions seem to gain and the more destructive he becomes.

Common Uses: Hunt's main use for his abilities is to augment his skill in hand to hand combat; his ability to cause explosions in the air around him allows him to throw punches with ridiculous force or to fire himself into the air with explosive jumps.
The explosions that he generates be of any size, from small, yet intense sparks to huge, towering blazes.

A regular punch or kick thrown by Hunt when his power is still "warming up" (or when he's taken by surprise) will usually only deal enough damage to break a bone or send someone flying backwards. His "charged" punches have been known to throw cars across a street and destroy walls, and still greater damage can be achieved if Hunt has a long period of time to prepare himself.

As mentioned previously, he can achieve fast, but unwieldy flight by continuously firing explosives behind himself. When landing, he will soften his fall toward the Earth with an weak explosive blast from his feet at the moment of impact. His "flying" technique is difficult to control, and without his ITSDA armor it is almost impossible to perform anything other than short "leaps" with any degree of safety. Anything less than a perfect landing, after all, would smash him into the ground with bone-crushing force.

On occasion, Hunt has been known to use his abilities in a more controlled, "fire-like" fashion. The "fire tricks" he has demonstrated include projecting a blast of flame from his palm and creating a blowtorch flame from his fingertip. His "fire tricks" are used sparingly, however, due to the concentration they require of him.

He can also use his powers to create a "shield," of sorts, by countering kinetic attacks used against him with a small explosion of equal force. This ability is limited in that he has to expect and perceive the attack; although he'd be able to shield himself from something obvious like a car crash or baseball bat, it'd be difficult or impossible for him to block anything as fast as a bullet or a bolt of lightning. His lack of defense in this regard makes him something of a "glass cannon." That is to say, he can deal a great deal of damage, but he cannot survive absorbing a large amount of it himself.

Hunt can cause explosions at a further range than usual by pointing his arm at a target and focusing his power. Although this technique acts as a powerful ranged attack in it's own right, it's uncommon for Hunt to rely on it. He seems to much prefer to take his fight to his enemies in fist-to-fist melee combat. And, thanks to the effectiveness he demonstrates in melee combat, we're inclined to let him continue fighting at that range.

Specialized equipment: Hunt's mask conceals a headset and a small, transparent display that allows his to communicate with members of his ITSDA team.

A trigger on the chestplate of Hunt's armored jumpsuit activates a number of servos hidden under it's protective sections. When it is pressed down, the suit enters "flight mode" and its armored plates can move slightly to act as aerodynamic control surfaces which are used to reposition Hunt in midair or to act as an airbrake. Although the control given by the suit doesn't allow him to fly or glide without his powers, the extra control is absolutely vital if he wishes to fly especially accurately or fly over a long distance of any sort. The suit also contains heat dampeners which help mitigate the worst collateral damage of Hunt's powers. The excess heat they collect is used to power his armor's systems; after a couple of minutes of power usage, the dampener system makes the seams of Hunt's armor glow with contained energy.

Specialized Training & Skills: Hunt has been successfully fighting superhumans since his early teens. Thus, he has become exceptionally skilled at assessing the threats and weaknesses of his opponents on the fly. He is an excellent close quarters fighter who uses a mastery of ZuiQuan to deliver explosive strikes to a target whist avoiding any counter attacks. And although he specializes in unarmed, close-quarters combat, he skill with using improvised weapons and fighting against groups of people is notable. He is trained to an ITSDA standard with small arms, but rarely uses any kind of formal weapon. He is very physically able, strong enough to lift over 400 lbs, and he has demonstrated a very strong degree of acrobatic ability.

Hunt is able to speak Mandarin, English and Malaysian fluently. His Japanese is passable.

Although all ITSDA operatives are expected to operate with a degree of discretion, Hunt has the ability to talk for hours in front of a camera without giving away any confidential information. This ability, paired with his ability to work and intrigue a crowd of reporters, make him a talented, shrewd public speaker. Thanks to his gift for public oration, he is something like the public "face" of the ITSDA. We suspect that, in the time he's spent as the face of the ITSDA, he's developed personal connections with several key media figures. We hope that these connections come in handy, but some among us worry that his connection to the outside world could strain his loyalty to our agency's cause. We recommend keeping a close eye on him.

Hypothesized Goal: Since he surfaced eight years ago, Daniel Hunt has always proclaimed that he fights "for true justice!," "to protect the smiles on your faces!," "to punish evildoers!," along with several other vaguely defined, but noble purposes. It's suspected that Hunt's motives are driven by a very deeply defined sense of right and wrong and an equal need to fuel his own egomania. A recurring motive of his is to protect the societal status quo, and to uphold justice.

Personality Profile: Daniel Hunt is bold, fearless, confident, and something of a brat. He's not so self-centered that he cannot take orders from his leaders, but makes it known when he loses respect for a leader or finds an order distasteful. He wears his heart on his sleeve and can be just as easily incited into enthusiasm as into dramatic woe, but he generally maintains an positive outlook, particularly when around others and when things turn especially ugly. He has a very binary view of morality, and tends to believe that most things can be boiled down into good versus evil. This worldview tends to lead to him oversimplifying morally grey issues. A great deal of his bold personality seems to be derived from his experience fighting and beating numerous other superhumans in his early life; he is a natural risk taker who shows little distress whilst in combat or when placed in danger. He has a very direct style in combat, and he is more likely to attempt to power through a tough fight rather than retreat and reconsider a more viable plan.

He's known for his showboating and over-the-top style, and he usually makes no attempt to conceal himself from potential enemies. Instead, he prefers to loudly announce himself, strike a pose for the benefit of any bystanders, and prattle off a quick rant about how he won't forgive his enemies' crimes. This habit has occasionally lead to his defeat.

Outside of work, his personality is much the same. His civilian identity is rarely maintained, and it's obviously clear that Hunt is more excited and engaged in his work than he is in everyday life.

He has publicly stated his disregard for the "Namidian Wave." Although he admits that the Wave is a potent threat, he believes they're little more than a temporary annoyance. Even after the Wave's influence destroyed his former superhero team, he stands by his belief that "True Justice will always win in the end."

Background: ITSDA has few records of Daniel's early life. It is believed that "Daniel Hunt" is an assumed name and that the young man spent his formative years within foster homes. He first came to our attention at the age of thirteen, after joining a group of vigilantes operating across the Asian-Pacific named "The Trigram Eight." Early records place him as the sidekick to one of the Trigram's founding members, "Kobaruto Renja." Although he's believed to have originally joined the organization to help gain control over his abilities, it didn't take long for him to begin joining the group in their "peacekeeping" duties. Over the next seven years his exploits are well documented; he took on the identity of "Phoenix Crimson" and honed his skills to their peak through countless deadly exploits, among them battles against innumerable criminals as well as the occasional knock-down, drag-out brawl with a rogue Gifted supervillain. Despite their vigilante status, the group proved hard to pin down, and both the ITSDA and several Pan-Asian Governments' attempts to apprehend them proved fruitless.

The Trigram's inevitably crossed paths with the Namidian Wave, and it was this which ultimately destroyed them. Six months after successfully foiling the attempted prison break of several Korean Gifted, one of the Trigram's sources tipped them off about a similar attempt whose target was a facility located at Tokushima, Shikoku, Japan. It's a testament to the groups overconfidence that they responded to this tip despite knowing that the region had become a protectorate of the Wave. It should also have been unsurprising that the "tip" was a lure to draw them out of hiding; after they Trigram's revealed themselves, they were immediately set upon by both the local military and Namidian Wave hitmen. To call the subsequent battle a bloodbath would do it an injustice, and the few members of the Trigram that were not immediately killed either fled or were subdued and imprisoned. Phoenix managed to narrowly escape by blasting himself out of the battlefield. However, his mentor Kobaruto was captured and murdered by a cellmate under suspicious circumstances whilst in police custody.

After this incident, he tried to dismantle the Namidian Wave's operations by himself, but his attempts were met with only limited success. It was at this point that he was approached by a recruiter for the ITSDA. After we explained that we shared his goals of maintaining order, ending the Namidian Wave, and standing against superhuman threats, he was eager to join our ranks.

His past experience with the Trigram seems to have given him an advantage over other ITSDA candidates. In less than a year, he has passed through orientation and become an active field agent. Although he maintains the public profile he developed before his employment, the general public do not know of his association with our organization. Indeed, most do not even know of our existence as anything beyond a parliamentary UN "Special Committee" headquartered in New York.

Awareness: Y

Threat Level: 4 (Phoenix Crimson is a very potent individual threat. That being said, his ability to wreak large-scale destruction is limited by his morality and the fighting style he uses, which we believe reduces his overall destructive capability.)
Scripts
GM, 92 posts
The King
of Comics Canon
Mon 15 Jun 2015
at 03:27
  • msg #24

Re: Credits (Character Profiles)

Writer Profile


Username: Neon Trippyrainbows

Preferred Name: Neon, or my character's name

Favorite Comic / Comic-Based Film: Omit

What kind of superhero stories do you normally enjoy?: Omit

What attracted you to this game?:
It just seemed interesting.

If you can and would like to, briefly describe your writing style here:
I'm admittedly pretty bad at action sequences. I make up for it pretty well, though, with a talent for dialogue and a solid grasp on describing what a character is feeling in the moment.


ITSDA Superhuman Dossier

Full Name
: Calalily (Name given in hospital; actual identity unknown)
Aliases & Nicknames: Lady in White
Age: 23
Years Awakened: Exact date of Awakening unknown (estimated to be over 13 years)

Height: 4'8''
Weight: 70 lbs
Build: Severely atrophied, gaunt, concave heart.
Hair: Light brown, shoulder length.
Eyes: Blind, pale blue

Special Note: Calalily is both completely deaf and completely blind.

GVD (Generalized Visual Description): Looking like a dead girl walking, she is obviously malnourished. Her outfit has changed over time from a small hospital gown to a long, lily-white dress put on her after having been taken by Namidias for medical care. We assume that Namidias thinks the dress fits her "innocent terror" persona, but we cannot confirm or deny that fact. She is deathly pale. In fact, she is white enough to nearly match her previously mentioned dress. Her eyes are a pale, filmy blue that make it obvious, upon examination, that she is blind.

Political Alignment: Namidian Villain (Unwitting supporter of Namidias, manipulated into violent rampages by her handlers)

Namidian Resources:
Rapid evacuation to hospitals and/or healing centers upon injury, constant monitoring by her handler(s), occasional support of other Namidian Wave criminals and associates, bone mic hearing aid used to guide her and make her experience what would normally be thought of as auditory hallucinations, food, water, and other supplies necessary for basic survival.

Superhuman Abilities / Common Uses (Arranged by sub-power for convenience):

Strong Telekinesis - With a reach of 70 meters, she uses this ability to replace her sight by "feeling out" the shape of the area around her. She also uses it to fly (her sole form of movement, as her legs are to weak to hold her). Thirdly, when fighting, she uses the power to throw objects of up to an (as of yet) undetermined weight at her targets, throw waves of force at them, and cause explosions of kinetic energy at a target location within her range.

Mind Reading/Telepathy
- This is also used as a sort of replacement for both her vision and hearing as she can use the thoughts of those in her area to get a sense of what is happening around her. Please note that while she is a powerful telepath who can "send" thoughts to other individuals' minds, she does not have mind control abilities.

Resilience - She rarely needs to eat or sleep and can take far more punishment than someone as seemingly frail as her should be able to handle. As far as can be ascertained from eyewitness accounts, this ability is not an indicator of a healing factor. Rather, her resilience is either related to her telekinesis (perhaps she is using it to protect herself) or, more likely, a separate power entirely.

Sleep Walking
- Calalily will sometimes unconsciously use her powers while she is asleep. While asleep, she only uses her powers to explore her environment. So small objects may float lazily around and those nearby may hear her voice in their heads.

Specialized Equipment: N/A

Specialized Training and Skills: N/A

Hypothesized Goal: To escape, to live, to be left alone, and to find her way home. Her rampages are largely unrelated to her goal and caused by her handlers commanding her to do things through her internal hearing aid.

Personality Profile: Still a little girl in her head, Calalily is just looking for a home to feel safe in. She is scared, paranoid, and prone to truly destructive tantrums.

Background: When the device exploded, allegedly vaporizing every thing around it, one little girl (about 10 years of age) was found in the crater. She was taken away by the American military, who wanted to see how she survived the blast. Around 2 days after she had been taken in, she officially fell into a coma. A week after the blast, she began to emit signals that the government would later connect to the first wave of Awakenings. A month after the first awakened became publicly known, the lab equipment would start breaking and flying around the room. The scientist and researchers began hearing things, getting headaches, and suffering mental breakdowns.

This chaos ceased when they injected the girl with heavy anesthetic that put her deeper into her coma. The scientists then studied and experimented on her for almost 13 years. Their experiments finally came to an end, however, when Namidias learned of her existence. As soon as he became aware of her, he arranged for her to have a bone mic planted into her ear, and for her to be woken up through a massive (and nearly lethal) adrenaline injection.

The events following her waking are unknown, but the base she was being held in was flattened and the wreckage of it was found in several different states. When reinforcements arrived less than an hour after the base's distress signal was sent out, they reported that the perpetrator was gone. More startlingly, they revealed that among the 1000+ people found on the base, only 23 were alive. All the survivors told stories of a girl in a hospital robe coming up from the ground and hearing screams of raw terror and questions such as "what am I?," "what's happening," and "who are you?  inside their minds.

Ever since that day, she has been wandering wherever the voice in her head tells her to go and killing whomever it urges her to kill.

Awareness: Y

Threat Level: 4 (While her Gift is powerful, a lack of training and skills makes her predictable. Additionally, her physique makes her defenseless if her powers are shut down.)
Scripts
GM, 93 posts
The King
of Comics Canon
Mon 15 Jun 2015
at 04:44
  • msg #25

Re: Credits (Character Profiles)

Writer Profile
Username: JackBlack21

Preferred Name: Jack

Favorite Comic / Comic-Based Film:
Astro City

What kind of superhero stories do you normally enjoy?:
I enjoy superhero stories with deep, three-dimensional characters and significant character development.

What attracted you to this game?: The competitive writing system. I really want to try my hand at it.

If you can and would like to, briefly describe your writing style here: My writing style is rudimentary. I would like to use this game as an opportunity to improve my writing; I feel it is too formal most of the time.


ITSDA Superhuman Dossier

Full Name: Janice Rohas
Aliases & Nicknames: Syndie
Age: 19
Years Awakened: 3

Height: 5'8''
Weight: 115 lbs
Build: Athletic, yet curvy, limber
Hair: Jet black, long
Eyes: Green

GVD (Generalized Visual Description):
Janice is a lush, soft-faced beauty who could have been a a major model and actress in the 1950s, but she is a bit too buxom to be an "ideal beauty" by today's standards. Nevertheless, she still turns heads wherever she goes.

Political Alignment: Unaffiliated

Namidian Resources: N/A

Superhuman Abilities:
Janice is an empath and what many within ITSDA have termed a "bio vampire." Her empathic abilities allow her to perceive emotions in and inflict emotional states on others They also allow her to identify and locate individuals by their specific "emotional flavor" and influence the overall mood of entire crowds. A person with high willpower can resist her emotional control to a very limited extent and sense that their emotions are being manipulated. That being said, individuals with willpower that great are few and far between, even in the ITSDA.

Her "bio vampiric" abilities, on the other hand, enable her to draw “life force” from any living thing around her. Once she draws the life force out of a living being, she can either transfer it to another living thing or keep it herself. This life force, when given to someone, increases their strength, speed, endurance, natural healing ability, and resilience. When taken from someone, it causes the victim to weaken, lose their willpower, fall unconscious, and eventually die. Taking a normal person to unconscious from bio drain takes about a minute. That being said, this is not much of a limitation, since she can draw life force from everyone within her power's range at once. Fully recovering from one of her "bio drains" can take a day, though relatively normal function can be regained in less than an hour. Even if she does not use it, the life force she drains will disperse from her over time (it takes approximately one hour to lose it all, so she is only at "full power" for about fifteen minutes after she drains a target or group of targets)

While it is not known whether or not her powers are related, several ITSDA scientists hypothesize that they are. Her ability to sense and manipulate others' emotions may, simply, be a specialized use of her ability to control life force. Otherwise, her ability to "steal" life force away may simply be her unknowingly flushing all of the emotions and willpower out of her opponents' minds (which causes their bodies to shut down).

Common Uses: She almost always uses her powers to sense individuals at a distance and identify them based on their emotional “flavor." In battle, she will likely subtly influence a target's emotions or dramatically crush them with feelings of despair, fear, anger, love, hate, or rage. She will also often increase her own physical abilities or heal herself and weaken her opponents by stealing their life force. To expand on this, she has been known to submerge herself within large crowds of civilians in order to steal their life force and temporarily increase her physical prowess to superhuman levels. All her powers have a range of about 100 yards or so. However, her empathic senses can sense someone she she knows or cares about even if they are much farther away.


Specialized Equipment:
N/A

Specialized Training and Skills: Janice is gifted liar, manipulator and dancer. She was an active, ballerina her entire childhood and would probably be able to become a professional if she was slimmer. Right now, she makes a living as an exotic dancer.

Hypothesized Goal:
She simply needs to decide what course her life will take and what kind of person she will become. Her empathy makes her keenly feel the pain, stress, love and joy of others, making it extremely hard for her to "find" her own feelings amidst the psychic chaos her mind is eternally lost in. She feels as though she can find her true self through meeting others like her. That is, she believes she can find her true self through meeting, interacting with, fighting, and falling in love with other Gifted individuals.

Personality Profile:
Janice’s empathy has made her personality highly fluid. She vacillates between seductress/vampire and Mother Mary. One minute, she is manipulating emotions, draining life forces, and delighting in the ecstasy of power. The next, she is giving up her own life force to save a puppy that was hit by a car or heal a sick child.

Background: Janice grew up the fourth sister up in a poor Latino family in the Bronx. Her family was poor, but her father was hard working and her mother kept a good Catholic house. Janice wanted more than anything to be a dancer and her family managed to get her lessons from the time she was five. At fifteen, she was accepted into a fine arts high school. At sixteen, she received her “Gift” and her life fell apart.

She came to realize that her boyfriend only had lust for her body, not love for her. She discovered that her friends were mostly shallow people who did not really care about her or each other. Happily, she learned that her mother and father's love was true.

Although some of the feelings she received pleased her, the constant waves of emotion she felt radiating off everyone around her drowned out her own feelings. She turned to drugs and alcohol to dull her perceptions and find herself. This eventually led to her being expelled from school and thrown out of her house by her exasperated parents.

She has been living on the mean streets for a few years now and is currently sober and in a 12 step program. She works as an exotic dancer to make ends meet. She has a better handle on her abilities now and can filter the emotions around her much better, but she still has problems shutting out extreme emotions in near proximity. Now that her life is somewhat back together, she is ready to once again begin finding herself.

We recommend helping her find herself by contacting her with an offer to join our organization. Is there, after all, any better way way to find out who you are than by putting your life on the line for a truly noble cause?

Awareness: N

Threat Level: 4
Black Magic
GM, 56 posts
Mon 27 Jul 2015
at 09:26
  • msg #26

Re: Credits (Character Profiles)

Username: tnight

Preferred Name: Sebastien or tnight is fine

Favorite Comic / Comic-Based Film: Honestly? The Mask but Winter Soldier is my second favorite by a sliver...

What kind of superhero stories do you normally enjoy?: Almost all of them...I just love everything about the genre.

What attracted you to this game?: The unique mechanic.  The feel of an authority style universe without being quite so...your universe feels professional yet less sloppy than the crap that creeps into mainstream universes from cross over event nonsense or the illusion of growth and rpg settings which have some nonsense often imposed from mechanics.

If you can and would like to, briefly describe your writing style here:

I describe it as 'appropriate.' For small ball vanilla scenes, I'm a 8th grader who has his first creative writing class. From dramatically important scenes or the mechanic used here I'll turn into the bastard love child of Robert Frost, Hemmingway and Stephen King.  My baseline will always match perceived standards however.


ITSDA Superhuman Dossier

Full Name: Kilroy Conneticut
Aliases & Nicknames: The Economy
Age: 21
Years Awakened: 8

Height: 6'0"
Weight: 200
Build: Skinny Side of Fit
Hair: Brown
Eyes: Brown

GVD (Generalized Visual Description): He is a fellow who is moderately handsome but not really a model, fit but not an athlete, and no slouch in the posture department. He dresses fairly humbly given his station, with clothing that really only matches that of the upper side of middle class wherever he goes and is meticulously tailored to respect the culture in which he finds himself.

Political Alignment: (OOC: ITSDA Agent, Official Military Personnel, Rogue Protector, Namidian Villain, or Unaffiliated) Rogue Protector

Namidian Resources: None

Superhuman Abilities: Currency Manipulation, Control, Creation and Destruction

Common Uses: Currency Based Power

Note: Technically all four uses of this power are separate abilities.

Kilroy can create any kind of currency or transform it from one to another. He can also destroy currency as well up to toughness of up to Hard stone (ITSDA has reason to believe he cannot destroy silver and diamonds). He is able to telekinetically control currency. He is able to independently create, control, transform and destroy separately but must have a clear mind to do so. He is able to affect at most 50 tons of matter at a time or $2 million at a time.

He may only destroy a single "account" or bundle at a time at a rate of one per minute, which means that financially prudent or truly wealthy individuals are harder to make "broke" with this power since they likely have their money in multiple locations and multiple accounts, though it can still HURT quite a lot.


Detect Price

Kilroy is able to determine what anything is worth to anyone within his area of perception. This might seem harmless, but it is more profound than that. It also means that, if someone asks him for something big or insane like, "How do I change my fate?" or "How can I blow up the moon?" Kilroy can tell them what they need to do to accomplish this. By and large, this is either a consent only ability for small things, or a Staff approval only for large changes.

He knows location, use and ownership of any currency in any form he desires but has no clairvoyant sense of who is saying what where. By and large, in practice, this ability gives him total situational awareness in a mile radius of any currency and its activity, and when concentrating and currency he's trying to follow or sense the whereabouts and use of anywhere in a hundred miles or even much much much farther.

imit: His passive awareness can only apply to someone who has currency applicable in the area on them. If they have no money in their pockets, then he can't detect their movement.

Feats
Some of Kilroy's more impressive Feats with his powers include:

- Creating a Suit of Stone made from Rai Stones fused to each other for a couple of minutes which he can then use magic to push and move the stone giving him vastly increased Toughness, Strength and Endurance.
- Flight by creating coins and attaching them to himself as he then moves them through the air.
- Creating Rai Stone walls to protect the innocent
- Summoning a lot of bullets and when lit can create an explosion.
- Summon a hoard of goats to distract an enemy
- Destroy all the bullets in a combat around him.

Flaw: Balance

A healthy economy has enough latitude for him to use his powers without too much consequence. However, extensive use, use for too much personal gain, or working in an area that is economically blighted has problems. If he is merely controlling or transferring currency, then the balance is kept. However, if he creates currency then the health of the economy in the area will be blighted directly in proportion to the usage or abuse of the power.

Flaw: Currency

To qualify as a currency, it must actually be used or have been used as a currency. That means that it must be an abstraction that exists out of someone's head. Examples of things that qualify as currency would be money (cash, credit cards etc), cigarettes, poker chips, gold coins or the like. Favors, unless manifested by a physical object, do not count because they are only in someone's head. Land or valuables, such as jewelry or a car etc, are not currency because they are a physical thing, rather than an abstraction. A currency as defined by his power must be an abstracted representation of something else that is transferable for most anything else among those who trade it. Thus, while a deed to property is an abstraction, it is a representation of ownership, not traded back and forth as wealth. A simple rule of thumb is, "Could you buy a ham sandwich with it?"

He can make coins, dollars, debit cards but also bullets, casino tokens, rai stones, booze, etc.  Barter by itself doesn't automatically denote currency.  Rather if in the history of earth some group has treated it like currency he can.

Flaw: What You See Is

A coin that he makes is a coin, which means something made out of it has all the advantages and disadvantages that go with the metal, like armor made out of pennies weighs a lot and is heavy and highly conductive of electricity. A construct made out of dollar bills is only slightly tougher than normal paper.

Flaw: Not Machine Control

He can only control computers in the financial creation of currency. It follows its own rules so it isn't machine control but a very specific series of realty manipulation but limited explicitly to any form of currency.

Flaw: Endurance: Kilroy possesses the ability to physically manifest various forms of currency both past and present from anywhere in the world, and he may even command coins or even Rai stones to cover his body as armor. However, this takes a toll on his endurance same as if he were manually moving the mass he is in control of as opposed to some theorized form of telepathy.

Specialized Equipment: Kilroy has a wide range of bases and other material that tend to be on the bleeding edge, but only that someone could buy. In addition to a wide range of family and personal connections, he has established a labyrinthine network of corporations, organizations, lawyers and the like that allow him to legally move insane amounts of money around virtually untracably anywhere he wants.

Specialized Training and Skills: Kilroy received an education at the best private schools the world had to offer on five continents and numerous private tutors. Kilroy has a knowledge of geography, luxury (fine wines, sailing, art, jewelry etc), cultures, etiquette and diplomacy. He also has a natural talent for languages depending on how large the economy is.

Kilroy also has a genius for all things involving business and finance.  This ability started as a family knack, combined with excellent training of around 5 by the time he was 14. When his powers manifested, it changed his view of the world forever, and he acquired an intuitive understanding of economics, accounting, laundering, business management and finance that left those untouched by it far behind. Even without powers, his ability to see the flow and history of human commerce has given him a total understanding of the trading, storage, abstraction and commercialization of human goods and economies. The practical upshot is that he understands money well, and this knack allows him to perform forensic accounting at an almost astonishing rate.

Kilroy has become adept at both offensive and defensive combat using his powers and thinking of out of box ways to use it.

Kilroy has a hobby in the Occult and has bought many books on the subject, gaining an impressive lay understanding of said practices throughout the world, particularly as manifested by the Gifted.

Hypothesized Goal: There are three leading theories on this...Economic Justice....helping those who have been harmed by the excesses of abuse and stratification...a modern day robin hood, but there are only a few examples of wealth transfer, though there are some...the few written statements obtained by ITDSA from the candidate are why this goal is considered a possibility...the second appears to be 'shepherding' the world economy to keep it moving...there have been many recorded incidents of the Economy helping to resolve major potential economic crisis, but several have still been 'allowed' to occur so this isn't known...but the third is the biggest source of argument...and has ITSDA agents the most divided ....Kilroy has been observed to have an obsession over all potential reports of Time Travel and an obsession with David Ort and the artifact that created the Gifted.  There are equal parts theories that he wants to stop the event, recreate it, that he believes the item might still exist or seize it for himself. Needless to say, Kilroy's powerset plus this potential goal or any shade thereof are seen as Not Good Things.

Personality Profile: Benevolently Paranoid.  Given Kilroy's background, when his powers manifested he was uniquely qualified to understand the elite international institutions that govern the western world and how they really work and saw the threat said powers made, so retroactive analysis now shows a cool insightful mind that tries to anticipate contingencies years ahead of time.  At the same time, he appears to care about the individual and has set up a wide number of charities and foundations to help the less fortunate but in meaningfully lasting ways, not merely throwing money at something and dashing off to his next black tie affair.  He above all seems to be a pragmatist; favoring no particular idiology over any other except what WORKS, which sometimes manifests in working around rather than with governments or other institutions in spite of themselves and he seems to have very little tolerance for corruption of any sort even if it is an understanding of human nature that it can and likely always will occur.

Background: (OOC: Your character's history) The ITSDA only became aware of Kilroy three years ago, though his aliases have been on the radar for seven.

Kilroy's actual background comes from a five generation legacy of well known ivy league economists who have always been at the most progressive edge of international affairs.  They were in the shadows helping to make the League of Nations after World War I, the IMF after WWII, the Marshal Plan, the EU, the Lisbon Accords, and the like.  However, a generational rift occurred between Yankee Conneticut (Kilroy's Grandfather) and Ascot (Kilroy's Father) in which Ascot began using the family fortune and connection in nefarious ways once he became shareholder to deliberately undo almost everything the family had done up to that point.  Ascot was instrumental in some of the most egregious abuses and conditions of the IMF's behavior toward third world countries, the lack of environmental or labor standards in the WTO, the secretive nature of trade packs such as SOPA and the TPP.  He was also instrumental in helping coordinate the destruction of Glass Steigal and the unrestricted sale of junk bonds in the EU that led to the financial crisis.  Kilroy was raised by both his father and grandfather and saw the horror of what his father had done.

When his powers manifested at the age of 13, Kilroy immediately knew how dangerous they were; both to himself as a human mint that any would be super villain would want to claim, but also to governments simply because he could see where covert money was being spent and ESPECIALLY to the people who REALLY ran the world and what nefarious sneaky things they were doing with money and where, pushing piles of it around with a macroscopic invisible broom and profiting from it again and again. So Kilroy was insanely paranoid about his abilities.  As such, he spent two or three years just learning how to use it in private before doing anything at all.  With his Grandfather's help, the only person to whom he finally told his secret, Kilroy set up a series of trusts, corporatins and accounts where he could move money around and act as an operative when he reached his majority.

Speculation holds that Kilroy actually began using his powers at age 16 to stop some economic melt downs, but he has covered his tracks so well the ITSDA still isn't sure.  The two most common alias he has used are the Economy which was involved in a few Rogue Protector incidents all over the globe thwarting robberies or a few sporadic rescues or the Invisible Hand, thwarting some of the worst rogue operatives and some of the most corrupt officicals in the western world by providing evidence of the crimes.  The Invisible Hand earned a red flag notice with Interpol but there was no clue as to who he was or what his actual Modis Operandi was either.

All of that changed three years ago when the Economy stopped a Namidian Wave attempt to destroy the Federal Reserve, holding off a major team and assault for ten critical minutes before an ITSDA team could get there and respond.  The fact that The Economy knew about the attack when was completely off the radar off all other law enforcement officials combined with the fact that he manifested far stronger and unusual abilities than the more harmless Threat 1 previously assigned to him had been used.  The hoard of goats, rain of Rai stones and well placed gun powder explosions meant a new round of investigations, and while the ITDSA still doesn't know everything, they do know that Kilroy has been one very BUSY little boy doing God Knows What.  Thus far, to prevent a panic, Kilroy is considered Top Secret and Need to Know only, though with the inevitable leaks some other agencies and select Namidians likely know as well.  It is unknown if Kilroy knows he has been marked by the ITSDA but given his absolute secrecy and paranoia from day one, it is fair to assume that he acts as if he had.



Awareness: Yes (though what thinks it is and what they say it is might be different...)

Threat Level: (1-5) 5
Black Magic
GM, 59 posts
Tue 28 Jul 2015
at 23:07
  • msg #27

Re: Credits (Character Profiles)

Writer Profile:

Username: spectre

Preferred Name: Spec or Spectre is fine

Favorite Comic / Comic-Based Film: My current favorite is X-Factor and for film I love the MCU; while my personal favorite is Winter Solider. I run half a comic shop though so...all of them?

What kind of superhero stories do you normally enjoy?: The old Fantsastic 4 was good, I've always liked Avengers, Spiderman, Batman, etc. The themes that I love are those that deal with relatively normal people becoming heroes and what they choose to do with their power. I love the evolution of characters through events(wins, draws and losses) and how they shape and inform their choices. As such, I'm definitely not a sore loser.

What attracted you to this game?: The story and the competitive mechanics angle. For me roleplaying is the story, and the emphasis on that here is really my biggest draw.

If you can and would like to, briefly describe your writing style here: Sometimes wordy, sometimes too slim on the replies. I'm definitely using this game as a vehicle(and RPoL in general) to improve my writing abilities. Thanks for helping me out!


ITSDA Superhuman Dossier

Full Name:  Brian Jameson
Aliases & Nicknames: Meta
Age: 26
Years Awakened: 13

Height: 5'6"
Weight: 189lbs.
Build: In good shape, broad shouldered and wiry
Hair: Short, blonde
Eyes: Hazel

GVD: Brian wears jeans and one of various clever teeshirts when not working along with converse all-stars.When he's working at the lab however he dresses the part, button up shirt and tie along with a white lab coat.

Political Alignment: Unaffiliated

Namidian Resources: N/A

Superhuman Abilities:

- Hyper-Analytical Mind: Brian's mind takes everything into account, but specifically he focuses this on the analyzing of probability and learning. Skills learned in this fashion: Robotics, AI Programming, Engineering, Biology, Genetics, Computer Science, Neuro-linguistics, Neurology, Accounting and linguistics.

- TK'punch: Brian's telekinesis is rudimentary and can only be accessed under duress in self-defense or in sufficiently adrenaline filled situations to deliver a punch that is fueled by raw mental power.

Common Uses: He's used his analytical ability in the past to learn programming and engineering of various complex machines and computers; he has used this ability to win in Vegas on multiple occasions and then calculates the odds that he'll be targeted by security for rigging games, making sure he never stays too long or wins too much. He does have problems sometimes with being creative or extrapolating probability from insane human behavior. His most recent ability manifested when he was cornered in Vegas by some thugs after a big win. He used his TK'punch to knock them out.

Brian used his mental powers and gadgets to infiltrate and steal secrets from organizations, so far successfully. While his gadgets do much of the work, he relies on his quick analysis of a situation to come up with a simple and easily executable plan since he strives for efficiency as with his minimalist philosophy. He can make money with any and all of these concepts but prefers to keep these inventions under his own control, fearing the probability of misuse as unusually high.

Specialized Equipment:
- Gadgets and AI:
- Brain-machine interface "Sunglasses": He has fashioned sunglasses that act as a hud and interface for his pocket computer wirelessly. Similar to Google glass but more stylish and slimmer.
- Pocket Computer(looks like iphone): He uses this to wirelessly interface and hack local wifi networks using a portable version of his AI companion, nicknamed "Johnny-5". It can access the interwebz, sort information and access computer functions if there is wifi or bluetooth capability.
- Upload Mental Attributes: Brian can replicate his mind into sufficiently capable computer systems, in this way, he can store memories or back-up information he thinks vital. Of course, only a high level computer programmer would be able to sufficiently decipher the meaning of these large files.
- Mobile Workshop/Home: Until he turns his attention towards building a helicarrier he makes use of an RV. He has retrofitted it with electrostatic intrusion sensors(touch based), a hardened blackbox server that is shielded against EMP and protected by "Johnny-5"(it's where he lives), a worktable and supplies, a bed and kitchenette and closet.

- Costume/Armor: Brian uses a skintight color reactive mesh suit to cover his body when he goes into a situation in which he thinks he might sustain damage of some kind. He's not a fighter typically, preferring lightweight and easy maneuverability to clunky and overly protective. The mesh suit is bullet proof and insulates from conduction and breathes easily. He has two main systems built into the suit currently. 1.) Computerized HUD version of his sunglasses(above) to protect his eyes with ports at his wrists, and 2.) chameleon pads on the hand and feet for sticking to even glass.

Specialized Training and Skills:
- Rock Climbing
- Security tactics and Technology
- Statistics, Accounting and Economics
- Robotics and Computer Science
- Materials Science and Engineering
- Neurology and Biology
- Linguistics
- Games theory

Hypothesized Goal: Meta's goals seem to be mostly altruistic in nature yet occasionally selfish. He takes information and is a talented hacker, and 'freeing information' seems to be a major goal to uncover wrongdoing, and ultimately shine a light on corporate misdeeds. However he does seem to go out of his way to make sure that he doesn't hurt people directly or indirectly, preferring victim-less crimes to outright violence. However his intellect and powers are dangerous if he should turn his mercurial stance towards other organizations.

Personality Profile: Brian is seen as slick and seems to know what's about to happen, appearing to get everything right the first time. Because of this he appears to have confidence beyond his station, sometimes appearing cocky. He is studious and strict, attending to minute details because of his tendency towards thinking ahead, he has planned for contingencies and surrounds himself with work, both personal and professional. He is not however, cold, quite the opposite, he can be caring and devoted to those he holds close. He is prone to mood swings however because of his near autistically organized mind and can be upset by details that are beyond his control.

Background: Brian found his mind was able to narrow it's focus to analysis at the early age of thirteen, prior to that point he was much an ordinary youngster with various geeky interests including DIY electronics projects and computers. His friends at that time were varied in interests however and he was also interested in sports and in particular, rockclimbing. His family life was tough as an only child with a single mother struggling to make ends meet, but he often had much time to himself. It was this loneliness that led him to learn and eventually create his companion 'Johnny-5' based on the popular movie character. It would be much later that Johnny would become nearly sentient as Brian's skills and mind grew, but would remain an invisible and unknown 'friend' to everyone else.

When Brian turned 16 he began to use his mind to propel him through school at an uncanny rate. However due to school standards he was not allowed to graduate early, so he began to use his mental prowess to accomplish other things and took the hacker name '/\/\3t4' to affect change on a larger scale, at first helping his friends pass classes and scale up their GPAs, then later to infiltrate credit bureaus to erase people's credit or bump them up and identity theft. He stopped much of this when an online friend was apprehended for a similar crime, misreading a variable he'd overlooked, striking a little too close to home for comfort.

At 18 Brian enrolled at NYU and moved from his Seattle home, working in Materials Science and minoring in Computer Science. While he was busy passing classes he was accepted as an intern at Cortech Solutions, a think-tank that produces brain-machine interfaces for robotic prosthesis. His work was adopted by his boss and without a thanks turned over to the company heads for review. The technology was non-invasive, an ability to read the brain's stimuli without surgery or a bulky electroencephalograph machine on the head. It was an instant winner, and although he got some praise from people he worked with, he was ultimately forgotten. This did not bother Brian but it was when he found in the company's files, an email conversation between DoD Officials for weaponization and the company's CEO that he became upset. So he began to make plans to steal the information back and erase any and all information regarding the his interface. That was when he again donned the mantle of Meta, and began to invasively remove all schematics, studies and test information from the company servers. He managed to get all but one prototype which had already been delivered to the DoD...

In the intervening years he dropped out of college and works for various think tanks, helping where he can and raising money for his own studies and research on his own merits and often hiring himself out to the highest bidders. Because of the nature of his power, he has flown under the radar mostly, but recently his advances in materials, tech and methodologies make him an almost even match for many Gifted and have brought his accolades to light to some groups in the scientific arena. His ability to hyper-learn is part of the potential danger posed by Meta.

Awareness: Y (actively avoids interaction)

Threat Level:  4
Scripts
GM, 108 posts
The King
of Comics Canon
Sat 1 Aug 2015
at 23:02
  • msg #28

Re: Credits (Character Profiles)

Writer Profile

Username: Blazeofglory

Preferred Name: Blaze

Favorite Comic / Comic-Based Film: Deadpool

What kind of superhero stories do you normally enjoy?: I enjoy modern, contemporary-seeming stories about the struggles of delinquent superhumans.

What attracted you to this game?: I run my own superhuman game and wanted to use some of the ideas I have.

If you can and would like to, briefly describe your writing style here:

My writing style is very visceral, very process-intensive, sort of harsh, and loaded with emotional triggers.

<center>ITSDA Superhuman Dossier 10992


Full Name: Kane Isaiah Armani
Aliases & Nicknames: Dead Man Walking, Necropolis, Lord Death of Murder Mountain, Devourer, Harbinger of Destruction, Stoneheart, Destructo, Black Hole and Special K.
Age: 19
Years Awakened: 4

Height: 6'0''
Weight: 150 lbs
Build: Muscular, lithe
Hair: Snow white
Eyes: Red

GVD (Generalized Visual Description): Kane stands as a tall, lean young man whose body nonetheless features a layer of powerful, highly visible, and bulging muscle. That being said, a huge surplus of incredibly old scars from previous deaths, bullet wounds, impalings, decapitations, and the like cover his arms, legs, torso, and face. His appearance has alternatively been described by witnesses as "scary," "charming," "eerie," "disgusting," "seductive," "disturbing, "handsome, and "viscous." As such, we believe that it is clear that while his body and face are well-structured and conventionally attractive, the damage it has recovered from can make it horrifying in the right light. A brand on his neck reads KIA; we believe that this refers both to his initials and to its conventional meaning, "Killed in Action."

Political Alignment: Unaffiliated.

Superhuman Abilities: Kane Armani is known to have two incredibly powerful abilities. The first is something many have referred to as Soul Absorption. Kane's body is able to project a small, black vortex that can either target a crowd or be focused on a single individual that he is touching. This vortex can drain the physical abilities, superhuman abilities, knowledge, and skills of its victims by removing some invisible life essence from them. Though these "souls" are invisible, an individual drops dead upon losing theirs. The rate at which Kane can steal a person's essence depends upon several factors. Video footage of his attacks seem to indicate that he can normally completely drain a person he is touching in about 15-20 seconds. However, those with higher willpower, those who continue to struggle with him even as he overpowers them, seem to last up to 40 seconds longer. Similarly, Gifted people also seem to last up to 40 seconds longer. Almost needless to say, Gifted individuals with a strong force of will survive for a longer period of time than anyone else. Further, we believe that his vortex has difficulty "digesting" strong-willed Gifted and that there is a chance they could escape it if he is killed quickly enough. No reports of any survivors have, however, been confirmed as of this writing.

Finally, it takes between one and two minutes for him to drain all of the souls from a large crowd of people. Please note that he does not have to be touching everyone he drains when he attempts to drain a crowd. If, however, someone comes into contact with the vortex while he's doing so, they become the sole target of his vortex. Kane is thus forced to deactivate his vortex or completely drain the interloper before attempting to steal the "souls" of the crowd he was targeting once more.

Kane Armani's second power is regeneration. This regeneration, while not as speedy as Agent Jackson's, is still incredibly quick and allows him to recover from anything (including death). It does not, however, remove all the scars and wounds he accrues from his battles. It takes mere half-seconds for bullet wounds to heal, between thirty minutes and an hour for lost limbs to regrow, and less than 24 hours for him to regain his form if he is burnt to a crisp, smashed into paste, or even evaporated. Note, however, that his regeneration causes him incredible, localized pain that could knock even a fully grown, untrained adult unconscious. Since that is the case, we hypothesize that agents could knock him out of a battle by forcing his regeneration to activate in a wide variety of locations and perform a wide variety of actions throughout his body. One agent could shoot him, for example, while another burns him, and a third one shocks him. The sheer amount of damage required to accomplish this is not yet known however, so be cautious when battling him. Lastly, note that his regeneration will be horrifying for civilians to watch.

UPDATE 1: Kane has been confirmed to have obtained an Active Camouflage Gift from a Namidian Soldier at Gaultown. It provides him with total invisibility, but is disrupted by movement, so he must stay still to disappear completely, otherwise he will appear as a humanoid heat haze, or an inferior mirage.

UPDATE 2: Autopsies have confirmed Kane's Vortex was used to obtain several new Gifts during the Supermax breakout. Confirmed kills and the powers taken so far include:

  • Namadian Prisoner "Whiplash": Duel Energy whips; extends from palms to a maximum length of twenty feet, flat, four inches wide. Visible yet comprised of telekinetic force, one band is strong enough to throw a tank in the air.
  • "Namadian Prisoner "Odds": Probability; The ability to see all actions a person might take, and the percentage chance that they might do them. IE, a police who confronts one with this Gift may draw his taser, pepper spray, baton, gun, or call for back up; this Gift would tell them that there is a 40% chance he would use his taser, 21% chance he would go for the baton, 19% for the spray, 12% for the gun, and 8% for calling in help.
  • "Spurt": Rapid muscle growth.
  • ITSDA Prison Guard Eric "Master Blaster" Anderson: Energy Blasts
  • ITSDA Prison Guard Andy "Razor" Ericson: Zero-Range Telekinetic Claws
  • ITSDA Agent "Scrap": Metal Warping


Common Uses: Kane fights savagely, with no regard for the injuries he attains, nor the pain he suffers (thanks to his regeneration). He will almost always try to grab and get a grip on single opponents, which will allow him to begin absorbing their soul via a self-centered black vortex. When faced with a crowd, he will almost always try to drain them all at once.

Specialized Equipment: Kane wears a complete, slightly damaged Kevlar bodysuit under his clothes.

Specialized Training and Skills: Kane, through absorbing an ITSDA agent, has attained the training we reserve for members of our organization. In addition, he has a great deal of knowledge of Ninjitsu and, strangely enough, the mixing skills of a professional bartender.

Hypothesized Goal: Supremacy over Gifted via absorption of all their powers.

Personality Profile: Kane Isaiah Armani shows a distinct lack of remorse for the loss of human life he causes. He also shows no respect for the dead and is suspected to be psychotic. Moreover, he is very aggressive and antisocial and commonly speaks of death and destruction as if they were his best friends. And although he does not enjoy interpersonal contact, he makes exceptions if there's a cute girl involved. This is only one of the ways in which he is, beneath the bloodlust and psychosis, a human teenager. As such, his endless wave of rage and aggression is occasionally blocked by a moment of clarity or the random concerns of a young man in the middle of his pubescence (if he looks good, if he will ever be accepted and loved, et cetera). These brief moments of clarity have been suggested, by some, to be a sign that the boy is simply possessed by another Gifted. We at the ITSDA do not feel that there is any evidence to support this conclusion, but we feel that it is worth mentioning.

Background: History: Kane awoke from dreams that no man could make sense of. Dreams of nonsense and insanity, like Alice in Wonderland. Unlike Alice, he came out of it rather warped.  His mind, once a shining core of fiery heart, was wrapped in the blackened shell of his madness. He awoke cold and deadly, like a freshly cooled blade. He stepped out of his room and was quick to find a place he knew there would be exactly what he was looking for. People.
He went to where his significant other at the time worked and locked in on her. His eyes smoldered with some newfound power, and when he stepped forward, he instantly knew what to do. He tore the soul slowly from her body, and when he realized what the hunger inside him could do, he continued on his slaughter. Running from the diner, he found a warehouse full of crack-dealing gangsters. After he was done with the half of them that stayed, he suffered a fatal bullet wound and got back up, alive again.  He realized what his Gift would do for him only just before the police arrived.
The fight was brutal, and Kane seemed to shrug off injuries as severe as shotgun blasts, until the sergeant blew his head clean from his shoulders
He awoke once more in a body bag, and when the Mortician opened the bag to find a corpse with a head, he was VERY surprised. Kane, however, was delighted, and proceeded to destroy the man, breaking several of his limbs and stuffing him into the bag. While he was escaping, acquiring several of the weapons of the guards he killed, the ITSDA sent Agent Catherine, a Gifted with the power of perfect physical form. She was a highly skilled fighter. A report of the fight (based off a gruesomely popular video taken by a bystander) went something like this.


Spoiler text: (Highlight or hover over the text to view)
Both of the fighters are pointing guns at each other. Kane has a shotgun, having probably caught the sergeant in the lobby and killed him. Catherine is wielding a pair of 50. Cal revolvers.

I’m not sure who you are, but your massacre ends here.” Catherine promises. She glares at the Gifted through her combat mask.

AhAAAAA! Oh god.  Ahahaha!” The white-haired youth doubles over with laughter. It seems genuinely funny to him, as he stops aiming his gun, clutching at his stomach.

What’s so funny?” Catherine’ gun lowers slightly, maintaining her aim at Kane’s head.

I was just killed. I’m alive now. You don’t think you’ll be able to stop me forever, do you?"

I can take you in alive, if you prefer.” Catherine suggests.

Not happening either, but it’s good that you said that.” Kane fired, but Catherine’ dodged, capping him in a single shot. A bullet ripped through his forehead, leaving a hole in the back of his head.

Easy.” Catherine blows on the barrel of her revolver. “Asshole.

Aghlglhglikiklkjhklikjhjk.” Kane said, writhing as blood boiled out of his skull.

Catherine turns around.  “The fuck?” She exclaims, more aggravated than surprised.

Ow.”  Kane rubs the fresh, circular scar on his forehead. He reaches back and touches the scar on the back. “You know, you’re WAY too hot to be fighting me. I really don’t want to have to kill you.

Catherine unloaded her pistols into his chest, plastering him to the road with his own blood. Kane started twitching and writhing, the wounds closing in a mere sixty seconds. Shocked, Agent Catherine barely managed to reload one revolver before he stood up and pried the gun from her hand, stepping up to her and smoldering as his vortex began to form around him. At this point, Kane’s clothes were so wrecked that his shirt simply tore off as he stood up. The agent stumbled back against a wall as Kane got as close as humanly possible. He appeared to be kissing her, but the cameraman couldn't see from where he was.

(We assume Kane totally lost his sanity somewhere between when he first returned to life and that moment.)

He tore off her mask and grabbed her by the hair, pulling back the hammer of the gun with his thumb. Ramming his knee into her chest, the agent sank to her knees.

It’s a shame you had to be a Defense Agent.” He muses, tilting her head back so she was looking up at him. He pressed the barrel of the gun against her mouth, forcing it through her teeth and down her throat. At this point, the bystander had zoomed in. Tears of pain and fear were visible across her face.

I might’ve let you live.” Kane admitted. Squeezing the trigger, her entire body showed the shock as bullets were literally pumped into her stomach, one-by-one. Kane’s vortex, however, sucked the soul out of her before the bullets could kill her.



A dozen sporadic killing sprees overtook West Coast America over the course of the next two years. It was known as the “Armani Epidemic.” It’s impossible to know how many souls he’s accumulated, because he alternates between absorbing souls and just killing people. After two years, he disappeared without a trace. There are numerous theories as to where he was, including some suggesting that he entered another dimension or was undercover within the ITSDA. Neither theory was looked any further into, of course. He’s reappeared recently, in Vegas, and eliminated Hotel Squad.

Note: Do not engage him in crowded areas, bring lots of fire support, or allow high-threat level agents to engage in close-quarters combat with him.

Awareness: Y

Threat Level: 5 (The potential power he could obtain through absorbing the essences of other Gifted is practically incalculable)

(Theme: My Demons by Starset, Sarcasm by Get Scared, Angel with a Shotgun by The Cab[?])
This message was last edited by the GM at 16:40, Thu 20 July 2017.
Scripts
GM, 112 posts
The King
of Comics Canon
Tue 11 Aug 2015
at 19:05
  • msg #29

Re: Credits (Character Profiles)

ITSDA Criminal Dossier

Full Name: James "Buzz" McCarthy
Aliases & Nicknames: Colonel Beeington-upon-Hive, Archduke of Banterbury, J.C McCarthy
Age: 42
Years Awakened: N/A, but has believed himself to be Gifted for 3 years.

<b>Height:
</b>5'10"
Weight: 164 lbs
Build: Relatively hench and powerful, but aging body.
Hair: Black
Eyes: Brown

GVD (Generalized Visual Description):

Relatively powerfully built (but still noticeably aging) man-child with black hair, brown eyes, a monocle over his right eye, and an impeccably groomed handlebar mustache. On his body, he wears a kilt and the complete uniform of a WW2-era British Colonel. The cap badge upon his beret depicts what he calls "a glorious King Bee." Though we have not carefully examined his cap, we suspect that the "King Bee" is simply a Western honeybee stapled to his cap. Lastly, he carries a claymore on his person at all times; moreover, he has been known to hide it up his kilt. Regardless of his appearance, be weary of his blade; our (admittedly limited) encounters with him have shown him to be quite skilled with it.

Political Alignment:
Rogue Protector (he will do anything and everything to protect the lives of Bees; he also considers himself an agent of the British crown, though the UK government's records neglect to mention him).

Namidian Resources: N/A

Superhuman Abilities:
As far as we can tell, James lacks superhuman abilities. However, he has a highly notable, nearly superhuman-level skill: he is able influence the actions of bees due to his vast understanding of melittology (the study of bees and their biology).

Common Uses: The good Colonel tends to appear at the worst possible time and location in order to try and ruin the plans of whomever he decides is his "worthy adversary." His plan of attack usually consists of a series of badly planned and misdirection actions that culminate in the release of a massive number of bees and the wild swinging of his claymore.

Specialized Equipment: James "Buzz" McCarty has access to a wide variety of standard beekeeping equipment. Firstly, he has a hive tool that he uses to pry up the inner cover of his man-made hives, pry apart frames, scrape and clean its parts, and do many other jobs. He also has a smoker that puffs smoke into the entrance of the hive and (once the hive is open) onto its frames. The smoke causes the bees to gorge themselves with honey, causing them to become docile and vulnerable to his manipulations. His smoker can be fueled by pieces of burlap, rotted wood, shavings, excelsior, cardboard, and/or cotton rags. In addition, he oftentimes makes use of protective beekeeping attire, including wire veils that protect his face, bee suits, and bee gloves (though, being a world-class beekeeper, he does not feel the need to wear those often).

On a more mundane note, the man uses brushes, leafy twigs, or handfuls of grass to  gently removes bees from the frames of his hives' supers. In addition, he makes use of simple devices called bee escapes to help them escape the supers on their own. Finally, he uses wire embedders to help him assemble his various homemade hives.

Of more interest to us as a law enforcement agency, the man uses his aforementioned claymore to solve petty disputes with frightening regularity. He has been known to use it to threaten police and judges into letting him off the hook for parking tickets, settle arguments with house guests, and force bartenders to serve him immediately. Lastly, the man has a set of bagpipes that he regularly enjoys playing (perhaps simply because it irritates most of those he comes into contact with).

Specialized Training and Skills:
Doctorate of Apiary and the incredibly trained, reserved manner of a British aristocrat. Professional level sword fighting and bagpipe playing. Unbelievable and infuriating ability to play the bagpipes and release bees at exactly the moment when it would damage his adversaries' plans and patience the most.

Hypothesized Goal:
Colonel Beeington-upon-Hive seems to want to aid the "subjects of the realm" with his control of bees. This usually means coming after anyone who assaults, targets, or even chastises a member of the British diaspora.

Personality Profile: Mildly deranged, possibly brain damaged. Beneath his aggression and severe lack of self-control, however, he is a misguided, albeit well-intention, bumbling fool who just wants to help fight for his country.

Background: James "Buzz" McCarthy was born to an aristocratic family on November 30, 1993. His father was Lord Randolph McCarthy, a British statesman from an established English family. Meanwhile his mother was Jeanette "Jennie" Jerome, an independent-minded New York socialite. As a young child, James grew up in Dublin, Ireland, where his father was employed by his grandfather, John Spencer McCarthy, who was ranked the 7th greatest apiarist in Marlborough. When he entered primary school, James proved to be an independent and rebellious student. He did poorly at his first two schools and in April 2007, he was sent to Harrow School, a boarding school near London. Within weeks of his enrollment, he joined the Harrow Rifle Corps, which put him on the path to a respectable military career.

However, it was upon walking down this path that he began losing his grip on reality. One day, he noticed that, unlike his home in Dublin, the school was afflicted with what he called "a chronic lack of bees." Figuring that this would lead to the officers suffering from a sub-par gin and tonic due to the lack of fertilized limes in the general vicinity of the base, he took it upon himself to introduce bees into the area. His "success" (read: his classmates took a liking to stealing honey from the creatures) began his obsession with bees!

Upon his graduation from Harrow, he took a Holiday to Africa, where he had, in his own words, "fought the Germans for a brief stint." That is to say, he got in a fight with German college students in a pub. During this fight, he suffered a mild concussion and simultaneously got stung by a bee! Though he credits this incident with giving him his magnificent bee powers, we suggest that the incident simply inspired him to make use of bees as weapons.

When James returned home, he found out that he had inherited the Duchy of Banterbury from his late father and set about becoming yet more eccentric in order to fill out the position. He used his position and eccentricity to curry favor from his commanding officers and was able to make his way up through the ranks purely due to his title, his absurd charisma, and his ability to make excellent gin and tonic drinks.

Almost needless to say, he was eventually discharged from the army following a series of ridiculous incidents of troop and supply mismanagement. However, due to his close relationship with so many members of the British military's officer class, he was discharged honorably. Ever since that day, he has spent his officer's pension dedicating himself to apiary and furthering his (possible) control over bees. And only bees, for, as he has indicated, wasps are "evil!"

Awareness: N

Threat Level: 1 (James McCarthy is a criminal and an occasional thorn in the our side, but he is no serious threat. We recommend prioritizing the capture of criminals besides him. He can and will, most likely, be dealt with by local authorities before too long)
Scripts
GM, 115 posts
The King
of Comics Canon
Thu 13 Aug 2015
at 16:34
  • msg #30

Re: Credits (Character Profiles)

Created by Sheng, current writer of Dieter Sievold.

ITSDA Superhuman Dossier

Full Name: Unknown
Aliases & Nicknames: Cheschire (ITSDA Designation, usually refers to himself as such)
Age: Unknown
Years Awakened: Approximately 10-13 years


Height: 6'2''
Weight:
Build: Gaunt, slender, notably tall.
Hair: White
Eyes: White (lacking irises and pupils, though he is not blind)
Note: All physical data gathered from what appears to be his most common form.

GVD (Generalized Visual Description): Cheshire's true name, appearance, and characteristics are unknown. He was once captured by ITSDA operative three years ago and interrogated continuously for months. Rather than give any single concrete description, he gave over a dozen which, stunningly, seemed to be true by all possible tests. Cheshire most often appears as a male standing just over six feet with a rail thin frame, long, white hair that runs down to his back, solid white eye (which lack irises and pupils and only visibly feature sclera), and a penchant for purple, black, and gold clothing. He rarely stands still when not secured and constantly paces, mutters, and hunches over in whatever form he takes, however. If identification of Cheshire is required, these mannerisms and a DNA sample are the only known methods of positive identification.

Special Notes: Only chromosome pairs 1-22 are identifiable. Cheshire's ability to metamorphose seems to affect his 23rd chromosome. Also note that he has a very potent weakness to high levels of radiation; this weakness usually results in his metamorphosis power spiraling out of control, causing him to unwillingly (and sometimes only partially) morph on a constant basis.

Political Alignment: Unaffiliated / Unknown

Namidian Resources: N/A

Superhuman Abilities:
Cheshire is perhaps the world's most powerful metamorph. That is, he is capable of changing his size, shape, density, color, texture, composition, and all other physical and chemical factors (with the noted exception of his genetic data). He can appear to be any shape, size, gender, or species. Interestingly, mass and energy seem to not affect this ability. While investigating his cells, it was discovered that his telomeres do not degrade and thus, he is effectively immortal, at least for the time being. He also seems to heal at a remarkable rate due to his ability to simply erase the damage by ejecting the damaged tissue from his body.

There are limits on his metamorphosis ability, though. To change into something, Cheshire must either be able to see it or have it in his "memory." His memory consists of a bank of creatures, things, and people that he has "recorded." To "record" a specimen, Cheshire must ingest one kilo of its viable (undamaged) DNA. The ingestion of multiple samples from the same species results in a "generic version" (made up of all the DNA he gathered from said species) becoming stored in his "memory," while the ingestion of the DNA of a single specimen results in an absolutely perfect copy of that individual specimen. It will, therefore, be easier to identify and catalog Cheshire's various forms if we keep him from consuming more DNA.

Common Uses: How Cheshire operates is unknown. His preferred tactic seems to be to watch battles unfold in the form of animals or homeless persons, then join in as his white-haired form. His sightings have been accompanied by terroristic attacks that level city blocks with massive explosions and annihilate entire platoons of armed forces. He has also been known to flirt with college-aged young women, both in his main form and as a handsome young man. No 100% consistent pattern of behavior or logical purpose behind his attacks has ever been established.

Specialized Equipment: N/A

Specialized Training and Skills: Cheshire seems to be an expert in several fields: explosives, hand to hand combat, natural history, survival techniques, observation, tracking, shadowing, electrical engineering, and more. He never uses guns, preferring natural weaponry such as claws or explosives.

Hypothesized Goal: The ITSDA criminal psychology division's most recent estimate suggests that Cheshire is addicted to chaos, disorder, and maladjustment. Instead of wanting personal gain or anything of the sort, he just wants to watch the world twist, cavort, engage in incredible debauchery, and then, finally, burn.


Personality Profile: Cheshire thinks of himself as a deity of chaos. He has no concern for human life, does not consider himself to be human, and only does what amuses him. And since he is addicted to disorder and maladjustment, that which amuses him is usually highly destructive, simply disturbing, or just eerily unusual. Given this information, it is safe to say that Cheshire's true personality can largely be described in a two word phrase: psychotic narcissist.

Background:
Nothing is known of Cheshire before he appeared in Vladivostok ten years ago and leveled a entire city block with a bomb. As part of the explosion, he dropped millions of fliers on the city that stated only, " Haste makes waste, so I rarely hurry. But if a ferret were about to dart up my dress, I'd run." The quote was attributed to Lewis Carroll's Cheshire Cat and the perpetrator was given that designation during the three month investigation that followed. After three months, another explosion rocked London badly and the villain sent in a video with him cheerily claiming to be the culprit and claiming he had warned everyone about ferrets. He then publicly took credit for the attack in a video sent via a hacked public broadcasting system. The video of Cheshire's madly cheery, hyper wave and sing-song "Hi!" went viral and widespread panic ensued.

Since then, he has been linked to a number of incidents ranging from additional explosions and mass murder, to pickpocketing, escorting an actress to the Oscars beneath the guise of a famed actor five years ago, appearing on several different talk shows in various different forms, and many other random acts. He really seems to only do what amuses him and there is really no predicting what, exactly, will amuse the Mad Immortal.

The only other notable encounter was three years ago when he appeared in Central Park strolling through the zoo. The NYPD's Anti-Gifted Force descended and Cheshire willingly went with them to a maximum level detention facility, despite the ITSDA's protest. The superhuman defense organization was present and responsible for much of his interrogation, however. He was logged as incarcerated for a lengthy period of time, then mysteriously disappeared when the facility was bombed from the inside. Somehow, he managed to sneak in massive amounts of explosives and rig the building to blow at some point during his imprisonment. The ITSDA is still investigating how he did it.

Nothing has been heard from the Immortal Madman for about a year now. One can only hope we that we can find a way to locate him and ensure his safe capture or determination before he causes any more damage.

Awareness: Y

Threat Level:
5
This message was last edited by the GM at 17:31, Thu 13 Aug 2015.
Scripts
GM, 121 posts
The King
of Comics Canon
Thu 20 Aug 2015
at 03:10
  • msg #31

Re: Credits (Character Profiles)

Created by Fillin, creator of Jump and Bard

ITSDA Superhuman Dossier

Full Name: Sharol Cowan
Aliases & Nicknames: Sherry
Age: 45
Years Awakened: 13

Height: 5'4''
Weight: 140 lbs
Build: Slim, diminutive.
Hair: Brown
Eyes: Green

GVD (Generalized Visual Description): Sherry is short, slim, and small overall. She has shoulder length brown hair and green eyes that are typically hidden behind a pair of unfashionable sunglasses that look like they're from the civil war. Petite and "slightly unusual" are extremely applicable words to apply to Sherry and her aesthetic, respectively.

Political Alignment: ITSDA Agent

Namidian Resources: N/A

Superhuman Abilities:

When Sherry comes in contact with another person, their physical body and subconscious mind undergo "enhanced regrowth." That is to say, her patients' muscles, organs, bodies and minds heal completely over the course of a short period. She can perform some minor healing functions at a considerable range, but her power is far stronger and the healing it encourages more complete when she is in physical contact with whomever she wishes to repair. When she is physically contacting someone, Sherry often inadvertently unleashes their hidden potential via enhancing the organs and mental strength her power helps them regrow and repair. Normal individuals that have the potential to be Gifted can have their powers "unlocked" by Sherry, but this can be very dangerous (depending upon the person's potential Gift). Already Gifted individuals commonly experience strange growths and/or additions to their power after being touched by her. Generally, the stronger the Gifted's ability, the greater its reaction to her Gift. In summation, her power's effect is best compared to the long-term effect successful exercise has on the body. It allows people to stay healthy and do things they thought they could never do, but it does not allow them to do that which is truly impossible for them.

Common Uses: Sherry is rarely seen on the front lines. Instead, she is shipped out to strategic points near battlefields where she can best handle the wounded. Some Gifted have such a strong reaction to her Gift that she's occasionally used only to expand and strengthen their abilities.

Specialized Equipment: None
Specialized Training and Skills: Neurosurgery

Hypothesized Goal: Born, raised, and living life as a doctor has led Sherry to live by one creed: life is sacred. Sherry believes that murder, chaos, and destruction are all heinous, and actively fights against all of those things.

Personality Profile: Sherry is a stubborn, but kind woman. She has strong ideologies, and she vocally advocates those ideologies to everyone she becomes close to. She's loyal to her friends, of which she has many. And unless someone is a murderer, she will always give them a second chance. She understand that some people have to kill in defense of themselves or others, but she strongly believes that if anyone enjoys killing or can do it in cold blood, they are no longer human beings who warrant even the faintest glimmer of kindness from her.

Background: Confidential

Awareness: Y

Threat Level: 5 (Although almost useless on her own, Sherry's enhancement of other Gifted has turned some Level 5 Gifted into even more extremely destructive and powerful war machines. She is to be guarded at all costs. If the Namidian Wave get their hands on her, even though she's more likely to kill herself then help them, we have to retrieve or terminate her. We simply can't run the risk of her Gift becoming an asset to them.)
Scripts
GM, 143 posts
The King
of Comics Canon
Thu 15 Oct 2015
at 14:03
  • msg #32

Re: Credits (Character Profiles)

(Played by HydroEmperor, creator of The Commander and Phoenix Crimson)

ITSDA Superhuman Dossier

Full Name: Lynne Masse
Aliases & Nicknames: Oculus, Broker
Age: 24
Years Awakened: 6 months.

Height: 5'5"
Weight: 60 kg (132 lbs)
Build: Aerobic, fit.
Hair: Black
Eyes: Oculus. (Believed to have been blue prior to awakening)

GVD:
Lynne is a physically capable woman of Caucasian/American decent. Her dark clothing, black hair, and the blackout sunglasses that she's never seen without give her an overall brooding appearance. Both when disguising herself as a civilian and when engaging in illicit activities, she wears unremarkable, casual clothing (hoodies, jeans, and the like). Her dark hair reaches the nape of her neck and is most often fashioned into lopsided, wild spikes that fit with the overall "punk" image that she seems to try and convey. When combined with her regular pair of over-sized headphones and a notebook bag, her standard outfit makes her look more like a student than a career criminal. We believe that these elements of her appearance have helped her evade capture for this long.

Her most distinctive feature, by far, are her eyes. After gaining her Gift, her eyes took on the same form as the devices she projects: metallic grey spheres with glowing red pupils. At this time, it is unclear whether this change was a side-effect of her Gift or a deliberate modification. She has similar disfigurations in the center of both of her palms; embedded spheres of metallic material with glowing red "pupils."


Political Alignment: Unaffiliated. Information Broker/Burglar. Has ties to Namidian clients, but operates independently.

Namidian Resources: N/A

Superhuman Abilities: Oculus was named for her ability to project eyeball-sized spheres from her palms. These "Sentries" are composed of a brittle, iron-like material and feature a vaguely mechanical glowing red pupil on their front face. Laboratory tests conclude that they are not particularly durable and can simply be destroyed with a very heavy blow or a standard bullet. Their interior is filled with a viscous gel of genetic information that seems to act as a simple "brain." The Sentrys are capable of telekinetic flight at remarkable speeds and it is believed that they share a telepathic connection with Oculus. This connection allows her to see through them and direct them mentally. Oculus's sentries "die" after their internal reserves of energy are expended, which takes a few days of continued activity or several weeks of standby monitoring. There does not seem to be a limit on how many of these drones Oculus can maintain and simultaneously control besides the rate at which she can produce them. She can produce a single Sentry instantly simply by clenching her palm and can create several hundred within a few minutes if she has time to focus and prepare herself.

All Sentries described thus far follow the same basic design pattern, but anomalous specimens do exist. Sentries with bladed weapons, the ability to project her image, and the ability to send encoded messages have all been observed. However, it is believed that these units take considerably longer for her to produce.

It is strongly believed that her augmented eyes are able to see in complete darkness, and perhaps possess infrared or some other kind of night vision. Since they appear to be similar to her eyes, it should be safe to assume that this ability extends to all of her drones. It is also believed that the two "eyes" embedded into her palms function both as sensory organs and the means she uses to "create" more helpers.

Common Uses: Oculus' drones are typically sent on remote individual missions. They hide unseen near points of interest to observe their targets. Since she is a professional information broker, it takes little imagination to suspect that her sentries are Oculus' primary means of acquiring new intelligence.

Her drones also have obvious combat applications; if she expects to be put in a dangerous situation, Oculus usually travels with an entourage of several thousand of them. Each sentry is able to watch one of her blind spots and (if necessary) propel itself with crippling force at any would-be attackers. Needless to say, being bombarded with hundreds of homing metal projectiles traveling close to the speed of sound is not something we recommend our agents attempt to suffer through. Similarly, she can defend herself from potential attacks by summoning a shield made up of amassed drones between herself and possible threats. That being said, being forced to do this repeatedly will rapidly exhaust her supply of Sentries and eventually leave her defenseless. Therefore, we encourage agents to force her into such a position through any and all possible means.

As mentioned above, Oculus has the ability to create special-purpose sentries that are able to fulfill specific purposes at the cost of taking substantially more time and effort for her to produce. One example of this was when she created a drone that was able to detonate itself with a flash-bang like explosion during one of her recent escapes. Instead of being instantly produced, it took Lynne an entire four seconds to summon and she needed to make use of both her hands. It is believed that more complex creations require a longer time and greater focus for her to produce.

The special purpose sentinels she's confirmed to have constructed include makeshift bombs, torches, sonar, communication drones, bladed weapons, incendiary devices, arachnid-like legged sentries, and a single sentry created from a glass-like shell she was able to smuggle past several metal detectors.

Specialized Equipment:
In some instances, such as when performing a burglary, Lynne carries the tools of her trade; lockpicks, wire-cutters and a portable computer.

When expecting to need more help than she can summon on the fly, Lynne sometimes carries a heavy gym bag packed to the brim with pre-summoned Sentry drones. She then unleashes these as a sudden influx of extra firepower.


Specialized Training and Skills:
Oculus is evidently a fantastic multi-tasker, as she is able to coordinate a seemingly infinite amount of her familiars near-flawlessly and with great dexterity. This skill appears to be part of her Gift and it is uncertain whether this talent applies to other tasks, though it is certainly true that she has no difficulty defending herself from multiple attackers at once. She is also an expert burglar. Thus, she is well-versed in stealth, espionage, and counter-security.

As an information broker, she has access to a great deal of data and the means to easily uncover confidential knowledge.

Thus far she has never been observed fighting in close quarters and has only been known to use a firearm on a handful of occasions. It is believed that she's not an especially skilled fighter without the aid of her Gift, but should still be considered a dangerous and cunning opponent. Since her debut, she seems to have become more adept with her abilities. Worse, she has begun to branch out from thievery and espionage and into specific combat roles.

She has a wide range of information contacts and is believed to broker her skills and accumulated information with a wide range of clients. These clients come from both within and outside the Namidian Wave and can be found on both sides of the law. Though, even if an agent seeks information on a more immediate threat, it is not recommended that any make use of her services. Her loyalty can be bought and sold and she is not to be trusted.

Hypothesized Goal:
As a relatively new threat, and a particularly elusive individual, the ITDSA has yet to put together a full profile on Lynne Masse. However, over the last few months, a number of "spent" sentry husks have been found rusting on the rooftops surrounding the NYC ITDSA headquarters. For whatever reason, it seems as though she sees our organization as a target or potential threat. As far as we know, her sentries have never attempted to enter the compound, but it seems to only be a matter of time.

Although she often sells her acquired information for currency, it is believed that her primary motivation is the information itself. More often than not, she seems to prefers to trade her intelligence for favors or access to new databases. Her hunger for new data to process is insatiable to the point where she has been known to engage in risky behaviors (even for one such as herself) in order to obtain it.


Personality Profile:
Occulus has a determined and forceful nature that largely drives her to commit her crimes. If she wants something, there is usually little that can be said to prevent her from attempting to take it. She has little regard for the fate of bystanders who get in her way and even less for those who actively oppose her.

Judging from her elusiveness, her obsession with controlling information, and her unwillingness to commit to either a Namidian or more lawful allegiance strongly suggests that Lynne has a pronounced streak of paranoia.

It is believed that her visible deformities make normal socialization with non-Gifted difficult. Further, the justified caution that her appearance incites in strangers along with the ease at which law enforcement can identify her undisguised appearance explains many of her antisocial tendencies.


Background:
Based on genetic information extracted from one of her sentries and a missing-persons bulletin being posted at a similar time to her debut, Oculus is strongly believed to be the pseudonym of one "Lynne Masse." Lynne has a college degree in Communication but no further education. Her existing family do not appear to be aware of her fugitive status and most likely assume her to be missing or dead. Even prior to her disappearance, she had an extensive criminal record of thievery, assault, and trespassing.

"Oculus" was first brought to the ITDSA's attention six months ago, when a tip from one of our plants revealed that a new Gifted information broker had begun to operate from Boura's criminal underworld. Two weeks later, the daylight assault and arson of an AGF storeroom (containing physical backups of several criminal records) caught media attention after it was revealed that the assailant had been a woman "wielding an army of eyes." The media dubbed her Oculus and the name has since stuck. Since then, she has moved on to attack various other targets and the ITDSA receives multiple reports a week of her sentries being spotted trailing sensitive targets or being recovered from secure locations.

With vigilance, and a little luck, we hope to apprehend this threat before she can cause further security breaches.

Awareness: Y

Threat Level: 3 (Occulus' potential to compromise ITDSA information should not be understated, but she is limited as a direct threat to our existence.)
This message was last edited by the GM at 14:04, Thu 15 Oct 2015.
Scripts
GM, 144 posts
The King
of Comics Canon
Tue 20 Oct 2015
at 04:02
  • msg #33

Re: Credits (Character Profiles)

Created by Blazeofglory, creator and writer of Kane Isiah Armani.

ITSDA Superhuman Dossier

Full Name: Maria Sanchez
Aliases & Nicknames: "Bloody Mary" (by other Gifted) / "Parkour Madness Girl (by her YouTube Subscribers)."
Age: 16
Years Awakened: 3

Height: 5'0"
Weight: 100 lbs
Build: Petite, fit (runner's build).
Hair: Black
Eyes: Midnight Blue

GVD (Generalized Visual Description): Maria has been described as "cute" by many people, "small" by most everyone, and "petite" by a scant few individuals that make use of such vocabulary. Overall, while her noticeably diminished stature makes people underestimate her, she is remarkably nimble and capable of obscene acrobatic feats. Her hair is cut short, in a "punk rock" style, and she has several "piercings" that are really bone-studs she regularly forms on her skin. She usually places these piercings in her ears and nose.

Political Alignment:
Rogue Protector.

Superhuman Abilities: Maria has titled her power "Metamorphing." Her Gift enables her ability to reshape her body at will, giving herself any body part, organ, or physical attribute that she wants. While we theorize that giving herself additional or replacement organs and the like would grant her an incredible healing factor, she has not yet been recorded using her power in that way.

Maria is believed to have either an excess of teleporting body mass whose location we cannot determine, or, more likely, her Gift allows her to rapidly replicate her own cells.

Common Uses: Maria routinely uses her Gift to make herself wings, or a tail, or disguise herself as someone else. In battle, she can generate sub-dermal armor capable of stopping sniper rounds and emit spikes from her bone structure. She's been known to fire "finger pistols." That is, she has been known to fire her phalanges bones at incredible speeds, hitting enemies with force comparable to a rubber bullet.

Specialized Equipment: None

Specialized Training and Skills: Maria has a dedicated following on YouTube for her channel "ParkourMadnessGirl," where she performs unimaginable stunts. Ever since she gained her powers, she's gotten far more popular. This popularity has granted her a uniquely broad understanding of social media interaction, public speaking, and self-promotion. Indeed, we believe that she has performed investigations into potential criminals via examining their social media footprint (hobbies, known contacts, etc).

Hypothesized Goal: According to the young woman herself on one of her videos, "I want what any girl wants. I want people to know my name." This stated goal of hers seems, as of yet, to match her daredevil, attention-seeking behavior.

Personality Profile: Maria is a very perky, fun-loving, adrenaline junkie of a girl. She's always seeking her next cool stunt. When she's not doing that, however, she's still putting herself into dangerous situations by going after and tussling with the various criminals of her city.

Background: Maria, born into a rich family in 2020, had everything she needed. But, during elementary school, young Maria got it into her head to climb a flagpole and jump from the top of it to her school's roof. Upon doing so, she felt the rush of adrenaline that she has never forgotten. Ever since that day, she's been a traceuse at heart. And, soon after entering middle school, she started training in earnest and began releasing videos of her parkour performances and amazing stunts on the internet. All was going well for the spunky young girl, as her stunts were getting more and more stunning and her audience was steadily growing.

Then one night, according to her channel, she dreamed that she was flying over New York. In her dream, the people below were watching in awe as she rolled down from the top of a tall building to the street level without getting a scratch. She then capped her performance off by climbing the Empire State Building and leaping off! Wings sprouted from her back as she fell and she swept over the heads of the civilians with ease and grace. Everyone saw it and a small parade of onlookers overtook the roads to watch her in motion. When she finally landed off the coast of Manhattan Island and hit the water hard enough to kill a lesser woman, she realized people were recording her performance. In order to reassure the people that she had not died and in the name of showmanship, she gave the cameras two thumbs up, retracted her wings, and took off for home like nothing had happened. Though her dream delighted her, it took her two days to realize she was a Gifted. After stumbling upon a robbery, she (feeling as powerful and daring as ever) intervened and fired her finger pistol at the criminal, knocking him out instantly. Relishing in her own victory, she decided to become exactly what New York was crying out for: a hero. As a hero, after all, she would be famous, experience a great deal of action, and leave people amazed. And that is all she really wants.

Perhaps one day, we can recruit her into our organization. Her skill with social media and self promotion could make her a wonderful PR officer and her powers could make her a versatile field agent. However, given her age, we do not think it would be moral to attempt to bring her into our fold for at least two more years.


Awareness: Y.

Threat Level:
4 (Maria is a good person, but she's very powerful and she knows it.)
Black Magic
GM, 83 posts
Mon 26 Oct 2015
at 07:25
  • msg #34

Re: Credits (Character Profiles)

Username: Argentum Draco Dominus

Preferred Name: Argent

Favorite Comic / Comic-Based Film: The Avengers 2011 Film

What kind of superhero stories do you normally enjoy?:
I enjoy stories where superheroes need to find a balance  between what makes them unique and what keeps them human. Having a connection to normal people and human flaws makes a character far more relatable and sympathetic in my eyes.

What attracted you to this game?:
I have played in a few Forum-based Superhero Role-Plays before because I enjoy role-playing and superhuman abilities, but there was never a set structure of any kind for determining victory or defeat. Then I read up on the Competetive Writing System. I was very intruiged, because it seems to blend out-of-character knowledge with in-character abilities in order to make the players try and predict what happens accurately.

If you can and would like to, briefly describe your writing style here:
Descriptive and Dramatic. I prefer to give plenty of accurate details on what's going on, but I also enjoy writing from the perspective of the character in a limited fashion. My writing skills are also not necissarily fueled by the need for combat, but from a  storytelling mentality that gives a more in-depth look at the partaking characters. In brief, I enjoy writing about why someone does something while they do it.

ITSDA Superhuman Dossier

Full Name: Brianna Teresa Invictus
Aliases & Nicknames: Usually 'Angel', but is otherwise known as Raphael's Pride, Holy Heart, Teresa Reborn and Little 'Sis.
Age: 19
Years Awakened: 13
Height: 5'6"
Weight: 145 lbs
Build: Lithe, but busty and attractive overall. Underwear model, if you will.
Hair: Platinum Blonde
Eyes: Gold and White (Glowing when powers are active)

GVD (Generalized Visual Description):
Germanic teenage girl; Fair, white skin, hourglass figure and fairly attractive for her age (36-22-36, basically). Almost exclusively wears white clothing, most common attire includes a long, pleated skirt, a dress shirt and Converse All-Stars. Hip-length platinum-blonde hair tied in an elaborate braid and wears a gold cross on her neck.

Political Alignment: ITSDA Agent, but the word 'Agent' is in massive quotation marks. She's so physically inept, 'Secretary' or 'Intern' would be more fitting.

Superhuman Abilities:
Energy Absorption and Modification (Solar), Energy Projection (Solar and Restorative Light?), Symbiote and Empathy.

Common Uses:
Brianna usually fights in a team, as her physical skills are virtually nonexistent. She mostly plays support for her team, using her powers to heal and facilitate her ally's abilities by making cover and shields for her allies. Her Empathy comes in handy for crowd control, and she makes for a soothing healer. When caught alone, however, option 1 is to flee. If that fails, she can generate searing beams, blinding bombs and waves of energy to attack, along with hard-light walls and armour to defend herself. If she's outmatched and can neither flee nor fight, she will likely cower and cry, waiting for the end. However, this will cause her guardian angel, Valorum Firenze, to appear and fight for her, using her powers with ruthless effectiveness and brutal accuracy.
Being inexperienced, Brianna's ranged attacks have an effective range of about 50 feet and her areas of effect are around 10 feet. Often, she prefers her attacks be used to blind opponents rather than hurt them, and the most damage she would willingly do is give people 2nd degree burns. The ranges are doubled when Valorum uses offensive powers as he is far less timid about hurting scum. He is brutally effective with attacks, willing and able to dismember people, puncture holes through them and even reducing them to a fine powder. Merciless is the effective word.

Specialized Equipment:
None, but the cross she wears seems to allow her to channel her powers to a great extent. Removal of that cross could effect her ability to use her powers direly.

Specialized Training and Skills:
Red-Cross First Aid and Self-Defense Hand-to-Hand-Combat (however good that'll do).

Hypothesized Goal:
To help. She appears to have no additional goals. Her aim is simply to go where she can and help who she can. Never let it be said she was a complicated girl. What people don't know is her desire to return to her home and be welcomed and accepted by the many people who knew her; her parents, her friends, everyone.

Personality Profile:
Nervous, yet warm. She shies away from most social conventions and hates crowds. Talking to a person 1 on 1 is a different kettle of fish, though. She seems fine in small groups of 2, sometimes 3, people, but is otherwise jumpy, even in briefings and classes. When approached by one person, she initally appears deep in thought, but in conversation, she seems apt at listening and offering help. However, those precious few people who do know her well say she's much like a clam; underneath the shell, there's a pearl. Similarly, there's a soft, warm hearted girl underneath the many layers of fear and anxiety she displays and those who find that are touched by her innocent, pure-hearted nature. Those who penetrate that shell realize she is humble, kind, sensitive and loving to the many people around her, even those she doesn't know. Even on the battlefield, she displays concern for the well being of her opponents. Some people call her a 'good Christian' but she just possesses Christian values...and a guardian angel.

Background:
Born as an only child, Brianna grew up in Vancouver, British Columbia, under her scientist parents. When she was 6, she began displaying odd traits. Her eyes were coloured like pools of molten gold. As she grew up, there were other strange characteristics that appeared; her hair grew long, thick and bright, and she was always the prettiest girl in school. She always looked...perfect. Her body, her hair, her face, even persona-wise, she was absolutely spellbinding. However, she was humble about her gifts and, while not strictly speaking Christian, did have many Christian beliefs. To her parents, these were simply traits of the perfect daughter they always wanted.

Then the voice came.

It started off as momentary spasms of panic, with Brianna waking up in the middle of the night, claiming she heard something. These eventually changed to nightmares, things that shocked her so much, she began practicing Christianity, believing a demon had possessed her. Her parents were startled as well, never having seen this before in their careers. Psychological examinations revealed nothing abnormal, so they quickly disregarded it as a phase she had hit and just had to go through.

One day, when she was 11, she was bullied on the playground by jealous girls and was stoned and called terrible names. Bruised and even sporting a black eye, she went home  that day to tell her parents, but to her surprise, the bruises were gone by the time she got home. She insisted that she had a black eye, but her parents found none and thought she was overreacting. The bullying did not stop, and with no evidence of their abuse, Brianna couldn't tell anyone. Eventually, despair came and she briefly pondered suicide, wondering if she was actually cursed.

At 14 years of age, she was still in school, bullied as normal, but while the normal sleu of insults came, she heard the voice from her nightmares drown out the bullies, questioning her. 'Will you continue to take this abuse? Are you angry and wish her harm? Or do you pity her and want only respite?' She thought this was just her own thoughts and stood still, seemingly dead whilst standing. When she didn't respond to anything the bullies said, their leader went to punch Brianna when that same voice thundered, it's tone becoming a valorous, knightly one: 'This shall not stand!.'

Brianna had sprouted a wing of pure light, which had blocked the punch as effectively as a brick wall. No sooner had the girl recoiled from the pain did the wing burst into blinding light and sear the right arm of the main bully. With this having happened, there was clear evidence that something was going on, both in school and in Brianna. But Brianna was more the criminal now, for now she realized she had Awakened a long, long time ago.

So her parents got funding, personnel and a location to operate out of and ran several experiments on their daughter in order to try and keep her out of a prison, or a worse lab. They determined that, since childhood,  she had sprouted some kind of alternate persona and it had been slowly growing inside of her mind, the nightmares basically being a glimpse into it's formation within her as a mass of negative emotion. Unlike the meek little girl it was born from, this personality seemed to consist of all the pent up fury and indignity Brianna couldn't express from her nightmares and being bullied. It bore the persona of a knight, zealous and righteous, and thus named itself Valorum Firenze, the Guardian Angel of Cleansing Flame. This persona seemed self-aware and able to act independently of Brianna, taking on it's own physical form, a featureless humanoid with flaming wings made of pure light. It still was connected to Brianna which showed that it could utilize Brianna's powers as well, but he seemed to respect her wishes and obey her requests out of this almost fatherly protective instinct.

As for her powers, Brianna seemed to be able to absorb solar radiation and transform it, giving it healing properties and allowing her to manipulate it with her mind. This, it was determined, is what she had been unconsciously doing to repair her bruises and give her those perfect looks she had for so long. Additional tests showed that Brianna could manipulate solar energy as a whole and just burn people outright, make shields and even simple constructs. Further still, she had become so sensitive to radiation, she could absorb brainwaves and almost 'see' emotion in the form of colours. While they attempted to find more solutions to the many problems and issues, Brianna's parents didn't realize that the damage was already done.

Brianna, in her broken, miserable state, fully believed that this alternate persona was actually her newly sent guardian angel and that her steadfast belief in the good ideals of Christianity had paid off. Further still, she thought she had finally found her calling in life; being divine. But what she feared was persecution. She had done wrong in this community and she knew she wouldn't be accepted or pardoned easily, but if she could help people instead and heal rather than harm...

Needless to say, Brianna broke free, fleeing BC after her 18th birthday with naught but the clothes on her back and her new present: A golden cross from her parents and her final, only heirloom. She was then approached by an agent of the ITSDA who was tracking her and offered her a position as a medical officer. Scared and lonely, she accepted and she now has a new place to call home and is trying her hardest to turn her and Valorum's powers to the greater good, helping people rather than harming them. She wants nothing more than to return home and show people she's more than the freak they thought she was.

Awareness: Yes.

Threat Level: (1-5) 4. Though her persona would make you think 'level 1', Valorum is still very much a loose cannon and a powerful one at that.
Black Magic
GM, 97 posts
Sun 13 Dec 2015
at 13:34
  • msg #35

Re: Credits (Character Profiles)

Played by Homer, creator of Black Magic and Frank Jackson


ITSDA Superhuman Dossier
Full Name: Ivan (Last name unknown)
Aliases & Nicknames: Him
Age: 30
Years Awakened: 10

Height: 6’ 4”
Weight: 150 lbs.
Build: Wiry
Hair: White
Eyes: Pink

GVD (Generalized Visual Description): Though Ivan is an albino, he is very hard to spot due to his use of disguises such as wigs and colored contacts. He could be the teenager walking down the street in ripped jeans and a tee-shirt with some band’s name on it, a janitor in a rush to catch the bus, a priest or even nun, a deliveryman, gardener, pool cleaner, or anything else in between those. What is known about his normal appearance is he favors his hair close-cropped, and he wears a dark mesh-like bodysuit under any normal clothing he might also don.

Political Alignment: Namidian Villain

Namidian Resources:

The Facility:

Once an island city for workers, the entire facility was abandoned decades ago. Within the last ten years, it was bought up by a private company who to date have yet to do anything official with it despite much activity taking place immediately upon ownership. There are automated buoys and posted signs warning people away, but other than the old coal power plant becoming active once more the island still seems to be disused. There have been unfounded rumors that this is the base of Ivan where he plans and trains, yet the deed is in the name of a company from a country which doesn’t support the ITSDA and without any evidence they can’t force a search. Defensive and offensive capabilities currently unknown.

Multi-layer protected bank accounts: Ivan is quite wealthy, and with the Namidians help he has become more so. On top of that, with their help, his various accounts can’t be hacked or frozen.

Other than this, he is given information when requested.

Superhuman Abilities: The Gifted referred to as Ivan or Him has displayed the following two powers;
Reality manipulation: This assassin is able to create simple to complex items, both offensive and not. Anything from a knife to a gun or bomb, even an electronic hacking tool is within reason for him. There doesn’t currently seem to be a limit to what he can create even to fictitious inventions of his own mind, but one known factor is it all breaks down and effectively dissolves given enough time. It’s worth noting that the object he makes holds it cohesion together longer the closer to him it is. As no material around him is altered, our scientists theorize that he is drawing energy from another dimension with him as the gateway and shaping it like psychic clay. Since it’s not native to our reality, it crumbles eventually and faster the further it is from him since he’s the source of said energy; the more complex the item, the longer it takes to break apart. Unfortunately, this leaves nothing to be studied to confirm or deny this theory. Not only is he able to manufacture items, he appears to also possess the ability to augment his own body at his choosing; increased muscle mass, faster healing rate, etc.

Teleportation: Ivan has the Gift of vanishing from one location, and reappearing anywhere. Again there is no way to prove this, but the best guess currently is he enters the dimension he’s connected to then opens a gateway somehow to where he wants to go. It is very important to note that if he does enter the reality he shows control over in our own, it would be fully possible that there his first Gift would magnify many fold to the extent he might even be considered a god.

Common Uses: Ivan is fully and totally unpredictable, varying things up from one assignment to the next so his methods will be hard to guard against. He has manufactured and used poisons, melee weapons, guns of various sorts and calibers, bombs, and even staged household accidents. Sometimes he works completely alone, other times in cooperation with others which could number from one to several. On one occasion, he killed a target by firing a LAW into their bedroom through a balcony window. Though he can enter his alternate reality anytime he likes, its only possible for him to bring someone else if he’s physically touching them. The one thing all of his missions seem to have in common though, is they are all carefully planned and little is left to chance.

Specialized Equipment: Though Ivan does make use of a wide variety of weapons and tools in his work, these are all manufactured by him as needed. The only item that is constant is his mesh bodysuit, which by reports has proven to be tougher than Kevlar.

Specialized Training and Skills: Ivan has shown extreme skill with a multitude of melee weapons from the katana to baseball bats. He is just as deadly with anything from a small handgun to an assault rifle and even chain gun, and has an extensive knowledge of explosives including launchers. From the complexity of some of his inventions, he has at least the Masters equivalent of knowledge in both electrical and mechanical engineering. Other advanced education possible, but unknown at this time.

Hypothesized Goal: To be the best; not of his time, or in the history of Mankind, but now and forever. Einstein, Edison, Franklin, Ford, Hitler, Elvis; each and every one of them immortal for their actions and deeds, and Ivan desires no less.

Personality Profile: Ivan is cold, calculating, dedicated to his life’s goal, and will use any and all means to obtain it. Nothing is sacred to him, no one beyond the icy reach of death. He can formulate and execute a well thought out plan, but by the same token he can improvise if things go sideways. He’s also a chameleon, able to not only change his physical appearance with makeup and props but create a convincing false personality to match. No matter how he comes across however, his true self is a ruthless and efficient killer.

Background: Constructing a background for this subject has proven exceedingly difficult, as all pertinent information has been fully deleted and any people who were aware of it killed. It is thought that this is the work of the Namidians, in an effort to cripple us by making our ITSDA Superhuman Dossiers in effect useless. There are rumors involving an albino, but there is no factual basis yet discovered for them so they would be only hearsay at this juncture.

Awareness: Y

Threat Level: 5
This message was lightly edited by the GM at 13:35, Sun 13 Dec 2015.
Scripts
GM, 172 posts
The King
of Comics Canon
Tue 26 Jan 2016
at 06:40
  • msg #36

Re: Credits (Character Profiles)

Writer Profile

Username: Tsunami911

Preferred Name: Tsu is fine

Favorite Comic / Comic-Based Film: Well, Spider-Man, I guess, if I had to choose.

What kind of superhero stories do you normally enjoy?:
Action stories with a good amount of drama in them. Although I do like the idea of the planet being endangered and the heroes ultimately failing.

What attracted you to this game?: I liked superheroes and I was browsing around.

If you can and would like to, briefly describe your writing style here: Well I don't know my writing style, honestly.

ITSDA Superhuman Dossier

Full Name: Kaz Striker
Aliases & Nicknames: N/A
Age: 23
Years Awakened: 7
Height: 6'01"
Weight: 159 lbs.
Build: Medium-weight, athletic, mobile build.
Hair: Black
Eyes: Electric Blue

GVD (Generalized Visual Description): Kaz is an muscular, yet highly toned and relatively compact young man with wild, black hair and shockingly blue eyes. His typical attire is fairly specific, making him somewhat identifiable to our organization. He usually wears a black undershirt with a layer of netting to keep it from limiting his range of movement. Over that, he wears a light and flexible black/green shirt made of relatively durable and expensive material. His regular lower coverings include camouflage cargo pants and holsters tied to a simple, brown leather belt. On the rare occasion he is not hunting, he sports a simple black leather jacket. The only apparent marking on his body is a small Yin-Yang on the upper half of his right arm, a trademark tattoo worn by members of his old gang. Please note that information on said gang is fairly scarce. As such, the significance of Mr. Striker's symbol could only be corroborated by interviews with individuals who witnessed the gang's most critical battle that were conducted years after the event had occurred.

Political Alignment: Unaffiliated

Namidian Resources: N/A

Superhuman Abilities: Kaz Striker's gift enables him to control the powers of the classical elements, as well as the power of lightning. Although Kaz can normally only use this small series of "basic" elements (Wind, Water, Fire, Earth, Lighting) one at a time, his blasters allow him to combine the elements he controls to create a variety of powerful effects. The precision with which he controls his five basic elements varies between said elements. However, it is not known whether this is due to one element being more difficult to control for him, or if it is simply a quirk of his abilities. He demonstrates a great deal of control over wind: he can virtually command air molecules to do whatever he wishes. He can easily command them to move to, compress themselves at, or dissipate at any singular location of his choosing. This, theoretically, provides him with some control over weather patterns, but he rarely seems to make use of that potential application of his powers.

His control over water is more limited: he simply robs the area around him of moisture in order to create "waves" that he can fire out at enemies or otherwise manipulate. Interestingly, his ability to control fire comes with the ability to produce it: the man has, dozens of times over the course of his career, demonstrates the ability to create a "suit" of fire around himself by concentrating hard enough. Even more shockingly, his suit never seems to harm him, suggesting that either his control of fire extends even to its heat, or that he subconsciously directs the fire away from him even as he commands it to form a protective shield around his body. His ability to control earth includes bending raw iron and causing bits of Earth to shift and collide on the planet's surface or up to about a couple hundred meters below it. His control over lighting is, however, ultimately the most frighteningly precise: he can even use his control over electricity to disrupt someone's brain or nervous system functions. That being said, he needs to be completely focused on a target to accomplish such a feat of lightning control skill. If he falters in said focus for even a moment, the electricity he controls can react in a dangerous and unpredictable manner.

Kaz's blasters enhances his natural ability to wield the elements around him. They work differently depending on what "ammunition" (that is to say, what elemental particles) he fills them with. To name one example, if he fills his blaster with a large amount of fire and a small piece of earth, the earth bullet that emerges from the blaster will turn to a ball of lava about 30 milliseconds after he fires it. To name another, if he mixes water vapor particles and air particles, the blaster will cover the entire area in a thick cloud of steam.

Common Uses: Outside of combat, Striker commonly uses his ability to control the classical elements to accentuate his already incredible survival and hunting skills. Namely, he uses his control of the wind to increase his movement speed, drains moisture out of lakes and rivers so he can cross them more easily, kills and cooks wild animals with fire, and the like. When in combat, however, he becomes an incredibly quick-thinking tactician. In the span of a few seconds, he determines what combos would probably be most effective, then rushes in. Given that fact, it is best to avoid engagements with him whenever possible. If the ITSDA must fight him, however, it is recommended that we plan ahead and use trickery to goad him into using specific attacks that we are prepared to defend against.

Specialized Equipment: Elemental Blasters - Fuses Kaz's elemental abilities, transforming whatever elemental particles he places inside them into specialized "bullets" that he can then fire to attack or confound opponents. Given his extensive control of elemental particles, it is believed that there are hundreds of potential "bullet types" he can create, making Kaz an incredibly unpredictable and versatile opponent. Although it is a powerful tool to use when in combat, it takes concentration to hold the particles in the "bullet" like state. If he gets distracted, the particles inside the blaster dissipate rapidly. Furthermore, overusing one element seems to tax and eventually exhaust his ability to use said element. Thus, he can, over time, "run out" of fire. This exhaustion, however, only seems to last until he has time to sleep. Finally, his own bullets can backfire on him or fail to fire correctly if he tries to fire them in rapid succession too often. Keep in mind the limitations of his blaster's abilities if and when you engage in combat with him - they may be your best chance at surviving his attacks and ultimately overcoming him.


Specialized Training and Skills:
Survival tactics was what he was taught for most of his life, so survival skills are simply part of his nature. His career as a bounty hunter has also made him a very strategic thinker who is easily able to find and exploit a target's weaknesses.

Hypothesized Goal: Kaz seems to always select the toughest target for his bounty hunting missions, even when the bounty for a less dangerous target is greater. This suggests that the man's goal is related to some sort of "ultimate challenge" or "ultimate prey" that he's attempting to find and conquer. It is hypothesized that the psychological impulse that created this desire emerged from his background as a lonely, abused child. Kaz Striker, some of our profilers suggest, seeks to demonstrate to himself and the world that he doesn't need anyone's help. And he hopes to do this by eliminating the toughest foe or foes the world can offer.

Personality Profile: Striker usually has a calm, professional demeanor around him. We believe this demeanor is a result of two things. Firstly, it is partially owed to his being raised by his grandfather, a former officer of the US Army. Secondly, it can be partially explained as a result of his dealing with a great number of high-class individuals seeking a skilled bounty hunter. Moreover, since he has been alone for a lot of his life, he is remarkably quiet unless he absolutely needs to communicate. Although he is loyal to whomever hires him, he has demonstrated a great willingness to change sides if he is given a good reason to. He is determined to complete whatever mission is necessary for his or his career's advancement. When in combat, Kaz becomes a regular strategic genius who focuses solely on overcoming his current "target" or "targets" to the exclusion of everything else happening around him.

Background: Kaz Striker's mother died while giving birth to him. While his father did his best to raise young Kaz, he ultimately failed his son by disappearing one night when the boy was 4. After his father's disappearance, Striker lived with his grandfather, a caring, but paranoid army veteran. Most every day was a struggle to survive with his grandfather around. Indeed, the elderly man kept attacking Striker due to his suffering from the delusion that his grandsom was an old enemy come back to haunt him. On the rare days when his grandfather acted normally, he put Kaz through his own customized training camp. This training camp, though it psychologically scarred Kaz, taught him to think tactically and forced him to learn how to survive in the wild.

One day, when Kaz was just 12 years old, his grandfather dropped him off in a secluded location and gave him a singular mission: get home by himself. Instead, Kaz, thinking of how much he disliked walking on eggshells around his grandpa and knowing how excellent his survival skills were, chose not to go home. He headed in the opposite direction, looking for a town where he could build his own life from scratch.

Four years after that fateful day in the desert, Kaz was running a gang he had become a member of less than three years prior. While running the gang, he learned the value of teamwork, gained a deep knowledge of ground-level tactics, practiced his combat abilities regularly, and became a master of evading the law while making himself rich. But the "ideal" life of a dashing rogue would not last forever. Kaz "Awakened" at age sixteen. He wasn't aware of his powers at first, but he slowly began to catch on when random things kept getting blown apart, burned, soaked, or shocked when he was nearby. However, when his gang got into a big territory war and began taking heavy casualties, he completely lost it. He put all those years of survival and strategic training to use and unleashed all of the anger building up inside of him. In mere moments, the other gang was obliterated. Most of those whose corpses could still be readily identified as human remains had deep slashes all over their body or third degree burns. Others had drowned from the water he sprayed or simply been fried by electricity. When it was all over, the remaining members of his gang ran from him, forcing him to start his life over once more.

The last seven years of his life have been interesting ones for Kaz. Shortly after his powers truly emerged, he decided that his powers, bloodlust, and perfect survival skills would make him an excellent bounty hunter. This new career path proved extremely profitable, as he quickly became one of the most requested bounty hunters in the world. What's more, bounty hunting even made him a more powerful individual. Indeed, his blasters were constructed by a renowned scientist (whose name has been withheld from this document) and inventor who offered to develop a weapon for him in lieu of regular payment. And while Kaz would have accepted the first prototype the man developed as payment, the scientist quickly became enamored with the young man's abilities. He worked on improving his design for two and a half years, constantly using the data on Kaz's power, skills, and strategies that the device's computers gathered to revise and improve his weapon. Finally, approximately four years ago, the scientist declared his work complete.

Striker has spent the last four years mastering his powers and control of his blasters as he hunts down tougher and tougher targets. At this point in time, Kaz has a wide variety of connections that he could call upon if needed. These include criminal masterminds who could hide him away from the law to rich CEOs that would gladly supply him with everything he needs to accomplish his latest mission. Nevertheless, for the past four years, he has lived a highly solitary existence, nearly always thriving off the fat of the land while waiting for the perfect opportunity to strike down his latest target.

His solitude may soon be broken, however. His current mission, though its parameters are unknown, has brought him close to the current conflict. We, therefore, feel it is within our best interests to contact and recruit him before the Namidian Wave can do so. Only then can we be sure that our men and our interests are safe from this legendary hunter...

Awareness:
Y

Threat Level: 4.5 (His versatile powers and unstable personality make him a threat, even if he has not yet demonstrated a desire to interfere with our organization's operations.)
Scripts
GM, 195 posts
The King
of Comics Canon
Sat 21 May 2016
at 00:27
  • msg #37

Re: Credits (Character Profiles)

Writer Profile:

Username: belowa2x4

Preferred Name: Boomer

Favorite Comic / Comic-Based Film: This is a big question, but I enjoy basically all comic-based media. Some of my favorite characters are Green Arrow (thought not so much the New 52 run), Deadpool, Mysterio, Scarlet Witch, Joker, and Judge Dredd. I like Saga, East of West, etc. I like most of it!

What kind of superhero stories do you normally enjoy?: I enjoy stories that have a good mix of action and character development. Most importantly, I like stories that progress a longer narrative through dramatic change. I like character death, events that warp character relationships, and other real changes. I don't mind a good romp now and again, but the Joker can only break out so many times before something other than throwing him back in a cell needs to happen.

What attracted you to this game?: I like the sound of the system and I like superheroes. I get tired of trying to get in on the ground level of M&M (editor's note: Mutants and Masterminds) games, which normally don't last. This is already established, but isn't completely free-form. Most games have a hard time handling characters with post- and precognitive abilities, but I think a more free-form thing like this might work.

If you can and would like to, briefly describe your writing style here: Well, writing is a large part of what I do professionally. Thus, I tend to aim for clarity with enough colorful prose to be interesting, without being distractingly verbose. Also, I'm not afraid to make up words/break grammar rules in order to convey a point. If learning Chinese taught me anything, its that Western languages stress too much about parts of speech.


ITSDA Superhuman Dossier

Full Name: Ashley Engram
Aliases & Nicknames: Boomer
Age: 29
Years Awakened: 3

Height: 5' 11''
Weight: 135 lbs
Build: Lanky (almost emaciated looking).
Hair: Salt and Pepper
Eyes: Blue

GVD (Generalized Visual Description): Mr. Engram does not have much of a standard style of dress. He was once memorably described by an ITSDA agent, however, as always appearing to have gotten dressed that morning in a Good Will... while blindfolded. That is to say, his clothes are almost always old, ill-fitting, and unmatched. As a result, his lanky frame is often disguised by his baggy clothing. The two constants of his wardrobe seem to be a preference for purple and a refusal to wear close-toed shoes. His graying hair has recently been cut short, but if left to his own devices Ashley will not seek out a haircut or shave. He is generally unkempt, but not dirty. His blue eyes almost always have bags around them; he sleeps very little.

Political Alignment: ITSDA Agent (Note: Due to his unstable nature, Agent Engram is considered a "trial agent." He must always be provided with specially-trained and debriefed supervision)

Namidian Resources: N/A

Superhuman Abilities: Mr. Engram suffers from a sort of intensified HPPD (Hallucinogen Persisting Perception Disorder), as well as many of the positive symptoms of schizophrenia. His powers seem to be directly linked to these conditions. Since the agency picked him up and began observing him, he has exhibited three primary abilities:

1) The oil secreted by Mr. Engram's skin contains psychoactive compounds. His body seems to produce and exude a variety of compounds. Moreover, these compounds are released in different concentrations at different times. Skin-to-skin contact with Engram can have a variety of psychological effects: euphoria, fear/panic, hyperactivity, lethargy, perceptual distortions (light trails, floaters, color variation, haziness, etc.), full blown hallucinations, and/or nausea.

2) Though no satisfactory scientific explanation has yet been posited, it seems that interaction with (and interpretation of) his hallucinations provides Mr. Engram with post-cognition. In tests carried out by agency personnel, he has been able to recount conversations and events that happened in his current location long prior to his arrival. Likewise, when asked to interact with an object, he often quickly gleans information about its previous uses and possessions. This power seems to take on various forms within his mind. In the past, he has obtained information by apparently watching past events  as a third-party onlooker, held conversations with non-present entities (such as the recently deceased), and even spoke with inanimate objects. Our psychoanalysis department theorize that the various different forms that this ability takes are his mind's attempts to organize the deluge of precognitive information he receives into a coherent narrative.

3) Even more baffling than his post-cognitive abilities are his (likely related) precognitive ones. While his precognitive abilities are largely similar to the postcognitive ones discussed above, Mr. Engram also seems to be able to simply recall and discuss facts about people or events that he has not yet met or have not yet occurred, respectively. It it hypothesized, though not yet confirmed, that his precognitive abilities are more developed than his postcognitive ones. We are unable to determine, however, why that seems to be the case.

Common Uses: The word "use" seems to have too much of a deliberative connotation for what Mr. Engram does. When asked specific questions or to focus on certain items, he can retrieve information both post- and per-cognitively. However, he does not seem to recognize differences in the reality of his various apparitions and hallucinations. Indeed, he is often surprised by the fact that others cannot perceive the things he does. Given that fact, it is unclear if Mr. Engram is fully aware of what his abilities are. Apparently, as far as we can surmise, he believes that he does not decide to use his powers. Rather, things involving his powers just seem to happen around him. Mr. Engram can be characterized as combat adverse. That being said, in the few combat situations he has been involved in, he has proven to be adept at avoiding incoming attacks (most likely because of his precognitive hallucinations). He also tends to try to touch aggressors so as to debilitate them. Once they are incapacitated, he makes his escape.

Specialized Equipment: N/A

Specialized Training and Skills: Extensive knowledge of botany, pharmaceuticals, and philosophy. Additionally, Agent Engram has been provided with a degree of medical training.

Hypothesized Goal: Mr. Engram's general demeanor makes it hard to discern any long term goals he might have. His frequent mentions of "watching the ending" and "connecting the dots," however, is believed by our analysts to provide a clue as to his ultimate motivation.  Whether this is an allusion to some great goal of his, or simply a byproduct of his condition, is as of yet unknown.

Personality Profile: While Mr. Engram exhibits many of the positive symptoms of severe schizophrenia, his pleasure and empathetic abilities seem to be wholly intact. Indeed, if anything, he is more empathetic than most. He is happy to help with nearly anything when asked, even by strangers. And he seems to always want to console or aid those who are suffering in his immediate vicinity. He does suffer from attention deficit issues, presumably because of the sheer amount of items in his perceptive field battling for his attention. He is affable, talkative and trusting. He has poor time management and multitasking skills. He has very little tolerance for social convention and tends to be straightforward, boarding on blunt. He seems to approach everything with a sense of levity many of his fellow agents find frustrating.

Background: Ashley Engram was born to a typical upper middle class New England family. He had a loving, but unremarkable, childhood during which he attended a well-regarded private school. He was identified as bright early on and his academic interests were fostered. Unfortunately, any sense of peaceful normality the boy felt was lost one day in high school. He returned home to police on his door step; his parents had died in an automobile accident that day. Given his age and lack of nearby family members, he was emancipated as a minor so that he could finish his last years of high school in a familiar environment. Though his family was not particularly wealthy, between their savings and his parent's life insurance policies, he lived comfortably as he finished school. His mother and father's death affected Engram in an unusual way. Instead of becoming reserved or depressed, he seemed to become more extroverted and risk oriented. He began experimenting with drugs, mostly cannabinoids and hallucinogens. Since his studies did not suffer, he was usually able to hide this behavior from authority figures.

He continued his studies in undergraduate and graduate school on the West Coast. The change of scenery and law was welcome, as his extracurricular and academic interests merged. He double majored in Botany and Philosophy in undergrad, before obtaining a master's in Botany (with a focus in mycology) by the age of 23. From his MA, he progressed to a MD/PhD program. He finisheds two years of medical training before transitioning into the PhD portion of the joint degrees. His research focused on the medical application of various hallucinogens for treating psychological disorders like depression, PTSD, and the like. Though he had never had much interest in the events that gave rise to The Gifted, he had kept up with them as much as most people did. His Awakening occurred three years ago, during the second year of his research. While he was on a Spring Break hiking trip, he ingested a large amount of psilocybin mushrooms. His friends' trips ended after the normal six-or-so hours; Ashley's didn't.

After a few days, it was obvious that the change in his mind and biology had to be addressed. Doctors quickly established the nature of the oil his skin now produced, as well as his psychological developments. Clearly unable to, and seemingly uninterested in, continuing his studies, Ashley disappeared as soon as he was released from the hospital. We believe that, throughout this period, he slowly traveled back across the county before returning to New York. The reasoning behind this hypothesis is that scattered, sporadic reports of symptoms matching exposure to his skin appeared in police reports across the country during this year and a half. The ITSDA had some difficulty tracking Ashley Engram down, presumably because of his precognitive abilities. When we finally tracked him down (following the aforementioned eighteen month period), he was in New York City and seemed to be awaiting our arrival. He happily went into our custody and has been under observation for almost six months. He has now been cleared for limited use in the field.

Please note that Mr. Engram treats other agents in the organization more like neighbors than co-workers. Though we attempted to train these attitudes out of him, we currently feel as though pushing him to accept our protocols is unnecessary.

Awareness: Y

Threat Level: 5/5 [While not violent or malevolent in nature, Mr. Engram's cognitive abilities, combined with his generally outgoing nature and his general levity about things makes him a huge risk to international security. If he is captured, after all, there is a strong possibility that he could (inadvertently or otherwise) provide our enemies  with extensive information about our organization and about events to come. Also, the long term effects of exposure to his psychoactive compounds has yet to be established.]


OOC Information:

Theme Song(s): The Man in Me, Bob Dylan; White Rabbit, Jefferson Airplane
This message was last edited by the GM at 00:27, Sat 21 May 2016.
Scripts
GM, 198 posts
The King
of Comics Canon
Wed 25 May 2016
at 00:39
  • msg #38

Re: Credits (Character Profiles)

Writer Profile:


Username: Atrix324

Preferred Name: Atrix324 or Atrix is fine.

Favorite Comic / Comic-Based Film: The only comic I've read is Watchmen. I have watched most DC and Marvel animated movies and TV series. I have also watched and greatly enjoyed the movies in the Marvel Cinematic Universe. My favorite movie of all time would have to be Batman: Under the Red Hood.

What kind of superhero stories do you normally enjoy?: I prefer reconstructive stories with some humor in them.

What attracted you to this game?: I've been trying to find a superhero game for a while and most of the games I've been in failed quickly.

If you can and would like to, briefly describe your writing style here: I tend to use rhetorical devices, sarcasm, and humor in my writing. I believe that my mixture of these elements gives my work a highly unique voice.


ITSDA Superhuman Dossier


Full Name: William B. Good
Aliases & Nicknames: Mister Khaos, The Enigmatic yet Well-Dressed Man of Mystery, Your Friendly Neighborhood Amoral Ally.
Age: Unknown (unusual bodily structure prevents age from being determined).
Years Awakened: 5 (Confirmed sightings reach back 5 years, rumored sightings run back 10 years).

Height: 6'4"
Weight: 200 lbs
Build: Tall and slender
Hair: Silver
Eyes: Electric Green (Please note that his eyes are usually glowing)

GVD (Generalized Visual Description): William's entire body is a deep, shadowy black. His hair, by contrast, is silver and coiffed. He has a square jaw. His clothing includes a white mask that covers the entire top half of his face. He also wears a white tuxedo with long coattails. His vest, tie, gloves, and shoes are all a dark grey color. The only color in his outfit is a a spiral-shaped red carnation on the lapel.

Political Alignment: Unaffiliated (Be weary of trying to "pin down" his alignment. Mister Khaos, as his codename suggests, has a tendency to help or hinder individuals or groups according to his own, mysterious, and often temporary goals.)

Namidian Resources: N/A

Superhuman Abilities: During the three years in which he has been active, Mister Khaos has demonstrated direct teleportation and portal creation abilities along with the ability to create illusions. Most interestingly and dangerously, though, he has demonstrated a unique ability to manipulate luck. More data is required if we are to determine the full extent, range, and strength of his nebulous and varied superhuman Gifts.

(OOC Information: Though the ITSDA does not know this, Mister Khaos has the power of probability manipulation as a result of his real body being trapped in another dimension. Ultimately, Khaos' Gift is the ability to alter reality based on the probability of an event happening. The more improbable the event, the more energy and effort it takes to make it happen. Due to the fact that the projection of himself that exists in this world is his own creation, he can alter it virtually at will. He can change his appearance rapidly. Lastly, he can show people probabilities by touching their head.

His seeming ability to teleport is achieved by changing the probability that he was in a location at that time. When his manifestation in this dimension is destroyed [usually due to the probability that he was destroyed becoming too great for his mind and abilities to overcome], Mister Khaos will lose his connection to our world for a period. If he was expecting the manifestation to be destroyed, however, he can mentally "reinforce" his connection to our world and continue to look in to our marriage).

Common Uses: Mister Khaos, in battle, regularly dodges attacks through teleportation and/or portal creation (often leaving behind an illusionary after-image to confuse enemies as he leaves). When not in battle, he often disguises his appearance for manipulation purposes. Less often, he uses his abilities to directly interfere with the world and cause chaos by, for example, increasing the chance that a rickety bridge will give out.

Specialized Equipment: N/A

Specialized Training and Skills: Manipulative planning, verbal persuasion, and classical "fisticuffs" style boxing.

Hypothesized Goal: Mister Khaos's ultimate goal is unknown. That being said, he tends to try and alter and warp situations so as to get as many Gifted as possible to perform extreme actions. It doesn't really seem to matter what those extreme actions are: killing other Gifted, taking a piece of land for themselves, revealing their identities and histories to the press, and changing political allegiances are all actions he has tried to promote in this past. And this pattern of behavior doesn't appear to serve the purposes of the ITSDA, the Namidian Wave, or even his own direct self-interest. It is thought, by the psychoanalysts we've assigned to cover his case, that he carries out these actions in order to make the world more dramatic and "exciting." Alas, with so little to go on, even those analysts admit that they cannot be sure of his ultimate motivations.

Personality Profile: Is a enigmatic, somewhat giddy manipulator who prefers to spur others to take action, rather than take action himself. More specifically, he prefers not to fight; instead, he leads people to fight each other. When he does enter battle, however, he tends to match his power level to his opponent (perhaps out of some sense of "fairness" or to make things more exciting for himself). Often when speaking he will talk about choice and agency, two ideas that seem to endlessly fascinate him. In social situations, he consistently addresses men as "my friend" and women as "my dear." Finally, when exiting a situation, he tends to say "Ciao, be good."

Background: Unknown

(OOC Information: He was vaporized in the explosion of Dr. Ort's "Ring of Light" and reappeared in the Fourth Dimension. He was trapped in the Fourth Dimension for 3 years before he began to discover his abilities and harness them to manifest himself in our dimension.)

(Editor's Note: We should expand this section to detail his life before the "Ring of Light" vaporized him.)

Awareness: Y

Threat Level: 5 (Analysis of his apparent powers suggests that he can go anywhere he desires and do a monumental deal of damage once there).
This message was last edited by the GM at 01:11, Wed 25 May 2016.
Scripts
GM, 200 posts
The King
of Comics Canon
Tue 31 May 2016
at 01:36
  • msg #39

Re: Credits (Character Profiles)

Writer Profile


Username: JackOKnives

Preferred Name:  I prefer to be called by my character's name, mostly. You can call me “Jack” otherwise.

Favorite Comic / Comic-Based Film: Thunderbolts, hands down. Particularly the era that started just after Civil War.

What kind of superhero stories do you normally enjoy?:  My favorite books always end up being team books; having different characters’ viewpoints bounce off of each other and interact does a good job of threading subplots through the more bombastic main stories that attract people to the book in the first place.  Generally speaking, I fall on the side of the divide that believes giant robots, super-intelligent gorillas, aliens, and time rifts enhance the genre rather than detract from it. That said, I also enjoy the grim street protector. I just find them more interesting in the context of being yet another patch on the crazy quilt that is comic book reality.

What attracted you to this game?: Actually, I saw it back when it initially launched. I started putting together an RTJ at the time, but when I honestly evaluated my free time I realized I couldn’t properly participate. Seeing that you were still up and running was a pleasant surprise, however, and I’m in a better position now.

If you can and would like to, briefly describe your writing style here:  Wordy. I don’t say this with pride, mind you, it’s something I’m trying to refine.  I love detail and I have a habit of spelling out a character’s reasons for doing things the way he does. Trying to distill all that data down into its essential nature is a feat of linguistic alchemy I’m still perfecting.



ITSDA Superhuman Dossier


Theme: https://www.youtube.com/watch?v=19NsAd_0gPg

Full Name:  Phillip Toomes
Aliases & Nicknames:  Revenant
Age:  37
Years Awakened:  3

Height:  6’3”
Weight:  185 lbs
Build:  Wiry and fit
Hair:  Black
Eyes:  Green

GVD (Generalized Visual Description):  Phillip Toomes is a man rapidly approaching middle age; signs of this aging include a tough, weather-beaten face and deep-set dark green eyes whose gleam witnesses have described as "accusatory."  Deep creases make his perpetual grimace seem as though it was carved into his stark features. Just the same, his severe cheek bones and blade of a nose make his visage particularly and notably striking. His black hair is cropped short and slicked back to lay flat against his head, and he keeps his face meticulously clean-shaven.  He is in excellent physical shape, with a lean, predatory build that seems built for speed more than anything.

When acting as the Revenant, Phillip wears a suit of personal armor. Rigid armor plates painted black and charcoal gray cover his upper body and extremities, while an underlayer of slate blue Kevlar makes up the suit's pants and shirt sleeves.  His identity is concealed beneath a helmet whose ballistic facemask was molded into the image of a skull. A black cowl sits atop the helmet and a white, Gothic cross has been painted onto his armor's breastplate.

Political Alignment: Unaffiliated.

Namidian Resources:  N/A


Superhuman Abilities: The Revenant’s most noteworthy power is his superhuman regeneration. When injured, Toomes does not bleed like a normal human being. Instead, black smoke escapes from the open wound and said wound almost immediately closes as the damaged tissue quickly repairs itself. Minor injuries like stabbings and gunshots heal over in seconds; more major trauma like broken bones and ruptured organs takes upwards of a minute. Vitally, there doesn't seem to be a limit to his regeneration. That is to say, there is no apparent "point" from which Phillip cannot return. Even when blown to pieces, his parts all dissolve into an inky black smoke which will, in a few hours, coalesce into a new body somewhere isolated and safe. That said, Phillip tries to avoid dying; each time he returns from the dead, he apparently loses a portion of his memories. On the other hand, each time he has died, he has demonstrated more powers and greater control over them. The righteous anger and grief that our psychologists suggest fed into his Awakening Dream continue to burn ever brighter, however.

The Revenant also benefits from enhanced human physiology. Though he’s incapable of lifting one, he’s strong enough to kick a car down a street and effortlessly punch through stone and mortar. He can leap inhuman distances and run forty miles an hour for a prolonged distance (when he's sprinting, he can run up to sixty miles an hour).  His eye processes data quickly enough to determine the trajectory of a bullet before it leaves the barrel; moreover, in good conditions he can even see the projectile in the air. This enhanced sense of sight, combined with his enhanced reflexes, allows him to dodge bullets and even sometimes deflect them using a blade. Note, though, that he is easily overwhelmed by automatic fire.  His kinesthetic awareness is similarly enhanced, meaning that his aim, balance, and sense of human movement are all preternaturally sharp. Naturally, this makes him a fearsome opponent (even discounting his training) that one cannot utilize normal tactics against.

Over the years, as the body count has climbed, Revenant’s abilities have also expanded.  There is some speculation regarding whether this is a result of the deaths he’s caused, the increasing loss of his self-identity allowing him to focus on his powers, or if there is a cost associated with these abilities that he is loathe to pay. Whatever the reason, it’s become clear that the more he fights, the more his powers grow and develop.

Revenant has perfect night-vision. and can apparently sense “life” in a small radius around him. This Gift has proven to make him both difficult to ambush in close quarters and nearly impossible to hide from. Also, for brief periods of time, he can convert his physical body and equipment entirely into the black smoke that emits from his injuries. And once he transforms himself into this smoke, he can maneuver himself through the air and in-between gaps. He’s also proven to be capable of temporarily possessing corpses by turning into smoke and flowing into them. Damage taken to the possessed body does not seem to translate into damage to Revenant himself. On one occasion, while gripping a living subject by the throat, streams of black smoke began to emit from the man’s mouth and eyes. Some have speculated that this last ability is similar to Kane Isiah Armani's "Soul-Stealing" ability. Understand that that assumption is based on limitation information: the power's only known victim was burned to ash inside the drug lab he was guarding.

Another strange side effect of his power is that the presence of carrion eating species increases within a large area as he moves through it. It’s almost as though murders of crows, packs of wild dogs, buzzards, and other such creatures linger in his shadow, waiting to feast on those he kills. It’s verifiable that such creatures have been found by CSI teams at the site of every Revenant attack and allowed the ITSDA to identify his handiwork.

Common Uses: In most engagements, The Revenant could almost be mistaken for a conventional, if exceptional, opponent. He combines his enhanced acuity and reflexes with guns, explosives, and blades to take on entire groups of human opponents all at once. One can usually expect him to break up an opposing force into smaller groups using a combination of ambushes and hit-and-run strikes to keep them off balance. He takes advantage of the darkness whenever possible, taking full advantage of his night vision. That said, he’s not adverse to using shock and awe tactics as well; he has been known to burst through a wall right into the enemy line and pull an enemy through a hole in the floor or ceiling in order to separate a soldier from their group. Lastly, when he absolutely needs to escape, the ability to turn into mist is ideal for escaping a bad situation.

Given his regenerative capabilities, this behavior may seem strange to some. But our strategists believe that this tactical quirk of his is nothing short of brilliant. They suggest that Revenant fights like a normal human so that he can keep his more esoteric abilities in reserve as a trump card. People who don’t know he regenerates are, after all, likely to assume a shot through the leg will slow him down. Moreover, they will likely never expect him to double back and ambush them from behind. Similarly, foes who don’t know about his ability to resurrect won’t take precautions against it.

Whilst fighting other Gifted, The Revenant tends to favor a much different approach to combat. Though he'd prefer to take down far-away Gifted with a sniper rifle, his experience appears to have taught him that most Gifted seem to inherit some method of defending against things like bullets. As such, he generally moves in for close quarters combat when he comes into conflict with other Gifted. He’s strong enough for his fists to damage most mid-range Gifted. And when his power is focused through a reinforced sword, he’s been able to bisect a handful of opponents who mistakenly believed themselves to be invulnerable. If and when the sword fails, however, explosives generally prevail (whether he fixes them to the target or uses them to drop a building on someone).

Specialized Equipment: The Revenant can be immediately recognized due to the heavy composite full body armor that he wears in the field.  When designing it, he took full advantage of his enhanced strength. The rigid, heavy alloy plates that cover the most vulnerable parts of his body are capable of shrugging off a burst from an assault rifle and the shrapnel of a fragmentation grenade.  The inner layer is a bit more vulnerable, but will still stop most pistol caliber weapons and conventional knife attacks. Of course, if someone brings out a support weapon like a machine gun or a sniper rifle, he’d better duck quickly as the plating will crack and degrade quickly under such stress. High explosives are, understandably, even more problematic.

The Revenant owns a significant arsenal of conventional firearms, most of which were scavenged in the aftermath of one of his operations. He's rechambered most of these to simplify his supply chain, though beyond that (and the pistol grips on his twin .45’s) there’s no real customization to speak of. His access to explosives is a bit harder to explain away. While it’s true that he does mix his own in some cases, it seems that he maintains contact with someone who has access to military hardware that he taps from time to time when he needs something like an RPG.

It’s a bit archaic, but The Revenant often carries a specially tempered broadsword as well as his more conventional weapons (possibly so that he is always prepared to fight other Gifted). Its blade is made from a special alloy and incorporates carbon nanotubes to further strengthen it and increase its resistance to being heated.  Those reinforcements allow Revenant to use his full strength with it without fear of damaging the blade itself. With its help, he’s been able to cut clean through reinforced concrete pillars with frightening ease. Although there is a great deal of mystery surrounding The Revenant, the blade's history is known. He took it from a Gifted assassin who’d called himself Slayer as a sort of kill "trophy."

Specialized Training and Skills:  In his previous life, Phillip Toomes was a member of the US Ranger Corps. As such, he is possessed of advanced training in combat, tactics, survival, and reconnaissance. Additionally, three years of constant, superpower-enhanced battles have made him an even more fearsome combatant. Indeed, he now know how to use his enhanced strength, speed, stamina, and other powers to overcome most any challenge.

During the course of his crusade, The Revenant has become surprisingly savvy regarding the operations of the criminal underworld. He’s an amateur investigator in his own right, but his detective work mostly serves to direct him to which patsy he should shake down for an answer. He’s also an accomplished armorer, capable of customizing firearms at a professional level so long as he has access to his tools. He’s also become familiar with espionage and surveillance technology, though he tends to favor the “breaking” part of breaking and entering.

The Revenant is licensed to pilot small aircraft, and can speak both Spanish and Portuguese fluently.  He knows just enough Russian to muddle through, though he can’t read a word of it.


Hypothesized Goal: The Revenant’s actions don’t leave a lot of room for misinterpretation. He’s started a one-man war against drug trafficking. At first, he was a pretty typical vigilante, attacking drug dealers and then following "the trail" back to a lab which he would proceed to destroy. Then he’d follow the money further up the chain until a trail went cold and he was free to move on to the next one. He was more anger than careful planning in those days, trusted his powers to keep him upright and used whatever weapons he could get his hands on in the heat of the moment. That changed when an organized crime syndicate started drawing in soldiers from out of town to deal with him; their veritable army descended upon him and killed him very, very dead.

A week later, he came back wearing an early version of his current body armor, bursting into the home of the mob boss who’d organized the hit against him. Once inside, he returned the Don's favor in prejudice.

The Revenant hits street level operations less frequently these days, focusing on the wealthy profiteers who arrange the materials and equipment for the labs. It is possible that he figures he can strangle the industry by cutting off the supply (and such a strategy is consistent with his observed behavior). He keeps some of the money from the deals he interrupts, but he burns most of what he finds to take out of circulation. By now, the organizations that know about him understand that he can’t be bought off and that he won’t stop until they are utterly destroyed.`

Phillip’s activities came to ITSDA’s attention not because of his work in America, but because of his South American activities. He decided to go after the cartels on their own turf, burning farms, and assassinating drug lords who were established and powerful members of the local political scene. Unlike in America, he killed cops and government officials when the money trail led to them. After destabilizing a third world country that was heavily propped up by the drug trade, the ITSDA branded him a wanted terrorist.

The Revenant doesn’t kill indiscriminately. He seems to act to keep innocent bystanders safe, but he clearly doesn’t limit himself to killing active combatants. He’s killed farmers and traffickers with the same ruthlessness which others would limit to mercenaries and drug dealers. It seems that, in his head, anyone who bolsters the drug trade significantly is a target.


Personality Profile: The Revenant is a grim individual: quiet, but possessing a terrifying intensity. Though his plans are drafted with meticulous (and even obsessive) precision, interviews with surviving victims suggests that he executes them in a state of intense, barely-contained rage. Phillip is among those who believe that a pantheon of interdimensional beings are responsible for granting humanity Gifts. As such, he does not believe that his guilt and anger have shaped his abilities. Rather, he feels that his suffering called to some inhuman thing that made him its instrument. He frequently states that he is doing what he was “made” to do.

On that note, Phillip believes that he received his Gift from the same entity responsible for granting Kane Isiah Armani his powers. The black color associated with his powers, the nihilistic mission he was granted, and the loss of his previous identity all provide evidence for this in his mind. He suspects that he might be able to glean some insight regarding the nature of the being he serves by interacting with Kane. However, he also recognizes Kane as a higher order of predator than himself and doesn’t believe he’d necessarily survive an encounter with him. In Phillip’s mind, Kane’s power is a result of having given up more of his “self.” Given the difference in their ages, Phillip most likely believes that Kane simply had less to give.


Background: Phillip Toomes has been many things across his life. A celebrated athlete, a soldier for his country, and a craftsman. But in his own mind, none of those jobs were more important than being a father to his children. He met his wife while still a member of the US Rangers, marrying her and mustering his way out of the army after finding out that she was pregnant. The early years of his marriage were tough as Phillip worked his way through school while supporting his burgeoning family, but in time he became a certified electrician. On the side, he pursued his interests as an amateur gunsmith at trade shows across several states.

For ten years, he lead that idyllic life. The biggest question in his life was whether he was saving up to start his own business or to purchase a house.  His daughter, Autumn, was a brilliant young woman (if not a bit mean-spirited) and he was confident that she’d go far in life. Until, that is, while walking out of a grocery store, Phillip and his child were suddenly caught up in a drive-by shooting. A wild spray of semi-automatic fire filled the sidewalk as the driver gunned the motor. Phillip had enough of his old reflexes left to grab his girl and move for the cover of a mailbox. Sadly, a round in the shoulder and one in the thigh causing him to flop roughly onto the concrete and a bullet pierced Autumn just under the ribs. Phillip frantically did what he could to try and stabilize his daughter, even ignoring his own wounds. Ultimately, however, she would perish in the back of the ambulance the father and daughter shared as he tightly clutched her hand, half-delirious with pain and medication.

It was already a painful chapter in the Toomes family’s life. Soon it became even worse. The police investigation turned up the fact that two of the guns used in the shooting were from handguns that Phillip had customized. Apparently, one of his customers had been robbed, and the man’s gun collection had been resold to a street gang with the serial numbers filed off. It was a matter of luck that the pieces were recognized by an officer who Phillip had done work for in the past. The knowledge, however, tore a rift in the already shaken relationship that Phillip had with his wife, Allie. She blamed him for the death of their daughter, at least as much as the people who pulled the trigger. No longer supporting one another in their grief, the two drew distant. In a desperate, albeit subconscious, attempt to cope, Phillip lost himself in his work. He was too distracted to notice that Allie had turned to drugs as a method of coping. Too distracted to notice, that is, until he came home to find her on the floor of their living room, dead from an overdose.

Toomes sank into a deep depression. He could no longer bear to live in the house he’d shared with his family.  It seemed filled with silent accusations and ghosts.  One night, he simply drifted off and fell out of his life completely. It was there, in the gutters, the dark alleys, and the condemned buildings he roamed, that The Dreams began. Unmarked headstones under a dark crimson sky, a graveyard that stretched out to the horizon in every direction, and he, gouging the black earth with a shovel. At the time, he thought he was losing his already tenuous grip on his sanity.

Then, one fateful night, he was roused from his sleep by the sounds of a scuffle in the alleyway. Blearily, he tried to hold onto the dream. He remembered, in his foggy memory of his latest dream, that he’d finally stopped digging. It was strange to him that he’d found no coffin, in his waking hours he’d always believed he was looking for his family, trying to reconnect with them. The night seemed clearer than it should have as he squinted down the alley, seeing a pair of thugs accosting a woman, laughing and talking in low voices as the sound of cloth tearing reached his ears. He had called out into the darkness, looking to all the world like a drunk and smelly hobo with a thick scratchy beard and a third of a bottle of scotch clutched in his hand. One of the thugs presented a gun, telling him to back off, and a gear clicked somewhere in the back of his mind. He recognized the colors the man was wearing, had seen them pointing a gun at him once before, before his life had so badly derailed. He hurled his bottle, clipping the gun wielding thug in the temple and causing the bottle to smash against his skull. Booze and shattered glass rained down all over as the man fell back. Meanwhile, the gun slid across the grimy alley, silently encouraging him to take it. As he felt the familiar weight in his hand, and looked at the other thug, who was pressing a switchblade to the poor woman’s throat, Phillip Toomes felt a sense of purpose roll through him.

As he sighted down the gun at the knife-wielding man, black smoke rolled out of the hole in his chest and he stood firm. He knew who he’d been digging that grave for now, even if it hadn’t registered for him yet that the man he’d hit with the bottle had gotten off a shot before going down. As both aggressor and victim watched disbelieving as the hole in Phillip’s chest sealed, the pistol barked in his hand.  In a baptism of blood, cordite, and fire, The Revenant was born into the world.

The Revenant's activities since that night are deeply and irrevocably tied to his obvious, aforementioned goal. Given that fact, it can easily be seen that if we want to track down this vigilante, we must learn all we can about the strategies he has adopted and is likely to soon adopt in his crusade against the drug trade.


Awareness:  N

Threat Level:  2 (While The Revenant is a skilled combatant, his powers are mostly defensive in nature. Because of this, his destructive power is roughly equivalent to a small number of elite, non-Gifted ITSDA squadrons working in concert. His real advantage is in the realm of guerilla warfare, an area in which he is able to indefinitely sustain his personal war while remaining hidden and nigh impossible to track.
This message was last edited by the GM at 01:38, Tue 31 May 2016.
Black Magic
GM, 127 posts
Mon 20 Jun 2016
at 00:20
  • msg #42

Re: Credits (Character Profiles)

Username: Nimbasa

Preferred Name: Nimbasa is fine!

Favorite Comic / Comic-Based Film: Favorite comic book series would have to be Green Lantern, but my favorite comic based film is Watchmen.

What kind of superhero stories do you normally enjoy?: Dark and gritty stuff, stories where the good guys don't always win.

What attracted you to this game?: Had some superhero character ideas burning in my mind. I'm a bit of a writer, so the style of your game and the depth drew me in.

If you can and would like to, briefly describe your writing style here: I like to be as descriptive as possible. I have a pretty visual mind, so I really try to put down on paper(or keyboard, for this matter) what I see in my head so that others can see it as well.


ITSDA Superhuman Dossier

Full Name: Quinn Price
Aliases & Nicknames: Prodigal Son (P.S.)
Age: 26
Years Awakened: 5

Height: 6'2"
Weight: 186 lbs
Build: Lean with some muscle
Hair: Blonde, shaved on one side.
Eyes: Bright green.

GVD (Generalized Visual Description): Quinn wears an altered version of priest's robes. They are a leather-like material and allow for easy and strenuous movement. Black boots and gloves along with black circular sunglasses. He has a cross hung on a short chain dangling from his earring that he wears all of the time. While handsome, Quinn sports many scars across his face and body.

Political Alignment: Rogue Protector

Namidian Resources: N/A

Superhuman Abilities: Telekinesis

Common Uses: Blasts of pure telekinetic energy, ripping objects from the ground to use as projectiles, creating barriers to block incoming projectiles, crushing/ripping apart of objects, flight.

Specialized Equipment: Protective padding underneath his suit in case he cannot stop a projectile with his mind.

Specialized Training and Skills: None

Hypothesized Goal: Redeem himself in God's eyes, and to punish any 'sinners'.

Personality Profile: An undiagnosed schizophrenic, Quinn often sees things and believes things that are completely detached from reality. He maintains a cheerful and wisecracking demeanor, but underneath is a deranged and frighteningly detached human being that walks through life as if it is his own personal hell. He desperately tries to fulfill this fantasy of redeeming himself to God so that he can escape his inner demons and finally be at peace.

Background: Quinn Price has been in and out prison cells since he was 9. Growing up with an abusive single mother caused him to act out, and thus landed him in juvenile detention several times. In his adult years however, he got thrown in prison for much different reasons; Grand theft auto, larceny, assault, and even accomplice to murder. Quinn has lived the majority of his life behind bars. With his mother's death due to an overdose, Quinn was left alone. He had no siblings, no relatives he knew about, nobody. Just as he was at his breaking point, a couple of buddies he had met in prison contacted him, said they had a big job they were pulling together, and that they needed him. The job went all wrong, they were supposed to rob a bank, but the cops were tipped off by one of their crew. A firefight ensued, and Quinn barely escaped, the rest of his crew scattered into hiding. Holding out in his mother's house, Quinn eventually drifted into sleep in the early morning after staying up the entire night clutching his gun. In his dreams, he saw a blinding light, and an omnipotent voice spoke to him. It told him that he was traversing a dangerous path, and that if he continued he would soon find himself in the same place that his mother was. It told him that he was being imbued with a great power, and that he would use this power to bring the sinners of the Earth to justice. The voice said that he was being given a second chance, that he was able to redeem himself of his own sins. Quinn awoke a new man, and soon discovered his newfound abilities. In awe, he began learning how to utilize his telekinesis, and became more and more powerful with each passing day. He did not forget about what the voice in his dream told him, and set off to fulfill the sort of contract that had been made in his dream. One by one, he hunted down his former crew and killed them with his powers. Reflecting on what he had done, and still mulling over the dream, he decided that the voice in the dream was God, and began attuning himself to theism in order to make sure his second chance would not go to waste. He now hunts criminals and villains, or whomever he deems a 'sinner', and puts them down without hesitation.

Awareness: No

Threat Level: 3
Black Magic
GM, 139 posts
Sun 3 Jul 2016
at 16:31
  • msg #43

Re: Credits (Character Profiles)

Name: N/A
Alias: The Deep One, R'yleh, Illithid (possibly Cthulhu?).
Age: 4
Years Awakened: 1
Height: 6'1"
Weight: 120 lbs
Build: Lean, but not very defined.
Hair: None
Eyes: Black, with a silver, W-shaped pupil(Glowing a dim violet when its Gift is activated).

GVD: Tall, masculine humanoid, lavender colored skin, lithe build, and thin limbs. Face like a Cuttlefish; a cluster of suckerless tentacles with connecting membranes hanging over the mouth like a beard, but otherwise possessing a humanoid head with solid eye-sockets and skull. Usually seen wearing a hood, robe, and mask made of salvaged, watertight materials.

Political Alignment: Unaffiliated

Superhuman Abilities: 'Nightmare' Telepathy, Common Telepathy, Telekinetics, Superhuman Intelligence, and Amphibious/Octopus Traits. Other possibilities include natural camouflage, memory manipulation, and possibly regeneration.

Common Uses: When engaging in battle, the Deep One keeps to the shadows as he mostly fights at night and sometimes near bodies of water, not needing to confront an enemy directly and preferring to avoid such a thing. It possibly uses limited natural camouflage abilities to blend with surroundings, and depending on the environment, may enter nearby bodies of water in order to facilitate stealth.

Utilizes Telekinesis by manipulating surroundings, toying with its opponents by flinging barrels, tires, trash bins, and even light object like soda cans and newspapers. Rarely uses fixed objects like mailboxes or street signs, and even rarer reports indicate recognizable weapons created from scrap, like daggers and javelins. Reports have indicated that sometimes it doesn't even directly attack its opponents with objects, making things skitter around right on the edge of its opponent's vision to occupy them as it slips away. Longest recorded range of telekinetic manipulation is 60 feet.

On few occasions, it makes use of what those few sane enough to explain after experiencing it call 'Nightmare Telepathy'. In some limited sense, the Deep One is able to influence how people perceive their surroundings via a telepathic ability it possess'. It can make you 'hear' false noises, 'see' shadows flickering and even 'feel' like a breeze came from somewhere else. This, as well as potentially using this gift to 'speak' to others if necessary, is believed to only be a use of its 'common' telepathy.

Against opponents who demonstrate a considerable threat to him, he takes this manipulation of senses to a whole new level, dubbed 'Nightmare Telepathy'. It involves drastic manipulation of the target's nervous system, causing the opponent to feel anything, from feeling like their body is being consumed by fire ants, or hallucinating that the shadows nearby are coming alive and reaching for them. There have been some occasions of maddening whispers in an unknown language gradually building in volume or pitch until the target collapses out of sheer stress, straining to block it out, and even combinations of manipulating multiple senses, like inducing coughing and making it taste, feel and look as though blood is beginning to waterfall from the target's mouth.

Only heavily armed victims like soldiers and Gifted Agents have been recorded to have had these horrifying experiences thrust onto them, as opposed to police forces and gang members who have reported conflicts like this. Whatever is doing this, it has a sick, twisted mind. The longest recorded distance of telepathic manipulation is unknown but hypothesized to have a slightly longer range than the telekinetics, around 80 feet.

Specialized Equipment: Hand-crafted wet-suit, with hood, mask, and cloak. Possibly constructed to retain water and keep it close to skin.

Specialized Training and Skills: Unknown, but possibly continuously increasing. There is no cohesive list as to what this being knows, how much it can know or what it can do. As close-quarters engagement is not recorded as of yet, there is a possible weakness in hand-to-hand combat. Otherwise, assume it knows whatever you don't want it to.

Hypothesized Goal: Learning. Over the course of the last 11 months, there have been several similar engagements following reports of suspicious activities at a variety of public locations, such as schools, universities, town halls, and even a block away from ITSDA Headquarters as recent as 5 weeks ago. In each of these locations, people inside these buildings have independently said that they just 'felt like they were being watched'. It's possible that whoever or whatever this thing is, it is trying to learn something. What that something is, we have yet to know.

Personality Profile: The only 'reliable' report on this thing's persona comes from a family of 4 from Prince Edward Island, Canada, which said that their 7-year-old daughter would go to the beach in the evening, and converse with this thing outside of her parents' knowledge. The little girl, named Lucy, claimed 'he had a lot of questions' and 'he liked it when I told him things.' She goes on to explain that, in a few days, she taught this thing the alphabet, some simple words, sentences, and even how to read all in a span of about 7 days. She also taught it simple shapes, math, and 'common manners', apparently.

Based on this one testimony, this individual can be assumed as intelligent and perhaps even civil, capable of fast learning and understanding abstract concepts like most people, and possibly social interaction as well. However, a cohesive persona is hard to form. The only definitive personality trait from Lucy's testimony is that 'he likes learning things', obviously indicating an attachment or obsession with collecting knowledge. Otherwise, we do not know what this thing is willing to do, what its morals are or how it would interact with other, less understanding humans.


Background: There is no concrete evidence, but the prevailing theory is that an Atlantic Octopus somehow awakened and, as a result, drastically mutated a humanoid body and developed psychic powers as a result of its gift, including telepathy and telekinesis. How this occurred, nobody knows, but the fact of the matter is that something to that description

Its earliest recorded contact with human beings was 9 months before the Gaultown Incident, in Prince Edward Island, Canada. The mother of a family of 4 says her 9-year-old daughter would go to the beach in the evening, saying she would 'meet a friend.' For a month, this continued until the father of the family decided to take a camera and spy on his daughter. What he saw and photographed was her daughter, conversing with what could only be described as a Lovecraftian horror; a person with an octopus for a head. Naturally, the family reported this and, within the hour, police were scouring the beach but didn't find this suspect.

Though the daughter pleaded that the creature was innocent and was only learning things from her, the family was placed under protective custody in case the creature was hostile, but it has not pursued the family since. However, in the last 10 months, there have been no less than 14 spottings across the US east coast of 'The Deep One', named by a Call of Cthulhu  player who saw it on a walk home off the coast of Boston and reported it.

Its current location is unknown, as it was tracked to a port in Southampton in Long Island, New York following a supposed sighting near ITSDA HQ a month ago and the trail has since gone cold, but all agents posted near popular port cities along the east coast of the USA are warned to be on high alert for this target.


Scientific Speculation:
It is unknown whether or not the Deep One has kept many of its natural abilities, such as camouflage, expelling ink, and regenerating limbs, and it is hypothesized that the majority of its sightings have been masked by memory wiping applications of telepathy, but the latter two are more of a rumor, while the former two are accepted theories.

Regardless, biologists expect the Deep One to still have several unique mutations, such as a working ink duct from its biological roots, and a skeletal structure with more cartilage in it than a human's, particularly the spine and rib-cage. This would allow for the greater flexibility required of an aquatic creature, but it possibly makes the Deep One more physically brittle as well.

Additionally, ITSDA scientists suspect the Deep One to still possess 'biologically distributed intelligence', meaning the rest of its body aside from its brain also contains neurons, including the tentacles that make up its 'beard'. Combining this trait with its larger physical mass, the scientific community speculates that the Deep One is hyper-intelligent, beyond that of even the smartest humans in history. This sophisticated intelligence could make it the most dangerous telepathic gifted in the known world. Agents are advised to expect as much as possible until further information is discovered.

Awareness: Yes. Having engaged ITSDA Agents and possessing telepathy, we can only assume that the Deep One knows what we are and where our HQ is.

Threat Level: 5 (Direct engagements to take the Deep One into custody have resulted in mental and physical trauma for agents, but not death. Though not inherently hostile and having no confirmed reports of deaths caused by the Deep One, assume it is dangerous and contact the ITSDA immediately if spotted.)
Black Magic
GM, 144 posts
Sat 30 Jul 2016
at 22:00
  • msg #45

Re: Credits (Character Profiles)


Full Name: Kyle "Kinan" Jovellanos Thompson
Aliases & Nicknames: Jet
Age: 24
Years Awakened: about 4

Height: 6'1"
Weight: 190lbs
Build: Lean, surfer
Hair: sandy blonde
Eyes: Blue

GVD (Generalized Visual Description): Kyle is a lean, tanned man whose appearance does not hide the 4 year summer he just had. Kyle was born in Hawaii to a Filipino mother and American father. He had dark skin and black hair but managed to get blue eyes out of the deal somehow. His stands in at about 5'10" and weighs 160lbs. His frame is lean and fit with muscles visible but not bulky. His active lifestyle has given him a surprisingly powerful physique. But it's his permanent, brilliant white smile that earned him his nickname* and his narcissistic personality that got him his reputation. His is a loner and prefers quite activity to talking or loudness. Still, his notoriety as a partier is not small. He tends to wearing flip-flops, beach shorts, Hawaiian shirts, and goggles. In fact, the only attempt he makes to tame his unruly mop of hair is ti hold it back with a pair of goggles set atop his hear, to loosely braid it, or occasionally chop it off with a machete.

* = Kinan means "rice" in Filipino.

Political Alignment: ITSDA Agent

Superhuman Abilities: Kyle's abilities fall under three descriptions. First, he is able to store in some type of extra-dimensional space upwards of ten metric tonnes of water. He stores it by drawing it in through the ports in his body at a pretty rapid rate. He can go from empty to full storage in about 1 hour. Second, he can draw oxygen out o this stored water via some type of internal gill functional in either saline or fresh waters. Thus, he has no need to breathe at all when he has a full tank. Third, he can force the water stored out through the ports in his body. He is able to dilate or contract the apertures of these ports to make either thin cutting jets or wide concussive jets. He uses these jets for various effects. Currently know port locations on his body are in the balls and heels of both feet, in each fingertip (excluding thumbs) and the palm of his hand, the tip of his tongue, between his eyes, between his shoulder blades, both knees, both elbows, and the center of his chest.

Common Uses: Kyle has learned several tricks with what is essentially an open powerset. His most well know trick is what he calls the Water Laser. He contracts the apertures and forces the water out at high pressure giving him potent but short range "lasers" with which he can fight very effectively. He typically uses these with the finger apertures of palms but can use them from all his ports.

Another attack type affect is to use a wider jet which can have devastating concussive effects. Just ask any protestor his with a high pressure water hose about this.

He has alos been getting better at using his jets defensively to knock projectiles out of the air of send burst of fine mist into the air to obscure vision. This si still a work in progress as he trains with ITSDA.

The trick he is most proficient with which is using the jets to assist in movement. Firing burst from his feet to allow him to jump further, bursts from his elbows to add power to his punch, or bursts from his back to propel him forward rapidly. These tricks were all perfected on his extended summer escapade. IN the water, these movement tricks are even more potent and he can travel rapidly thought water with ease and dexterity.

Finally, and even he does not know he does this, he is able to increase the rate he draws oxygen from his reserve to hyperoxygenate his blood for short burst of extreme athletic ability.

Specialized Equipment: For best use of his abilities he wears a specially adapted wetsuit with holes for his various ports. He has bare feet and no gloves for these reasons. He does wear an advanced and customized set of goggles.

Specialized Training and Skills:  He is currently still training with ITSDA's combat arm. he is a pretty fresh recruit after all. His experience and history as an extreme athlete has given him a wide skill set in that area though and what he lacks in pure combat experience he often makes up for in pure athleticism.

Hypothesized Goal: Endless summer

Personality Profile: Kyle has what the psych department in ITSDA has termed a "personality issue." He is extremely narcissistic and self-absorbed. He had no intention of joining the agency and, while he doesn't resist his membership, often sneaks off on trips and slacks whenever possible. Being a hero is col and all, but he'd rather sleep the afternoon in a hammock on some beach in the south pacific somewhere.

Background: Kyle was into rollerblading, skateboarding, skiing, snowboarding, BMX, and especially surfing from an incredibly young age. He started participating in competitions around 14 and has won several awards. the money from these went to fund his permanent summer. From the age of 18 on, he traveled the world participating in the extreme sport lifestyle. When he couldn't win a tournament to fund it he would gamble on himself and even turned to petty crimes. Anything to keep the summer going as he hopped around the globe: smuggling, theft, and illegal gambling became as much a part of his life as  surfing and mountain climbing.

At age 20, his Gift awakened and became another part of his crimes and lifestyle.

At age 23, his gift was finally got hi in trouble. Most mundane agencies had trouble keeping up with him sans Gift, but with it he attracted the attention of ITSDA and it wasn't long before a certain irascible agent cornered him. Frank Jackson was one of the first people, ever, that could keep pace with Kyle's stamina and it was by that man's persuasion almost solely that he agreed to come in peacefully and to then join the agency on a sort of work-release. The great agent himself even kick-started the kid's training himself.

Awareness: Y

Threat Level: 3
Scripts
GM, 274 posts
The King
of Comics Canon
Mon 21 Nov 2016
at 02:59
  • msg #46

Re: Credits (Character Profiles)

Writer Profile:

Username: Scriviner

Preferred Name: Whatever makes you happy. You can use Scriviner, Scri, my character's name, "Hey, you!," or anything else you like.

Favorite Comic / Comic-Based Film:   Guardians of the Galaxy.

What kind of superhero stories do you normally enjoy?:   Ones based on logically-extrapolated scenarios that may actually play out when our reality is abruptly subjected to the advent of superheroes. Put more bluntly: I like stories that involve agents, marketing deals, public relations incidents, superhero insurance, public sector use of meta-human abilities, that sort of thing.

What attracted you to this game?:   It’s always nice to play a free-form superhero game and not have to worry about trying to fit all of your vision into the Rules As Written. Also, a conflict-resolution system that is based on the best narrative rather than random factors is way appealing. That does, by design, result in the best possible story, which is the point of a good game IMO - not "winning" by crunching numbers effectively.

If you can and would like to, briefly describe your writing style here:   I’d say…entertaining. I tend to write like I like to read – a good story with entertaining elements of both humor and serious issue tales (not a surprise, with GotG listed above). I’m a voracious reader, and so I’m generally aware of what makes a narrative flow rather than stutter. Thus, I’m certainly not above dropping my own character into the deep end when it’s appropriate and amusing to do so.  My favourite heroes – super or otherwise – are generally the ones that get chewed up in the process of saving the day, but stick it out and win by means both stubborn and creative. Harry Dresden.  John McClain. Malcolm Reynolds. Those heroes almost in spite of themselves are my favorites....


ITSDA Superhuman Dossier



Full Name:   David Henderson
Aliases & Nicknames:   The Mighty; Big Man, Last Action Hero, The Toronto Titan
Age:   42
Years Awakened:   2

Height:   6’6” (1.98m)
Weight:   476lbs (216kg)
Build:   Broad-shouldered, Olympic Athlete-level build.
Hair: Brown, short.
Eyes:   Grey-green.

GVD (Generalized Visual Description):   Henderson is a tall, conventionally attractive man with a build which has been described as "perfect." If there’s a physiological ideal in the amount of muscle development, proportions, and degree of body fat, he’s managed to attain it. And, bafflingly, he doesn’t have to do a thing to maintain it. His hair is neatly cut and worn in a fashionable, slightly spikey style. In addition, he wears an equally neatly-trimmed beard. While he in his early forties, he appears to be in his mid-thirties, an impression reinforced by his generally cheerful demeanor.

While active in the field, he dresses fairly simply. On his chest, he sports a short sleeve, light grey V-neck shirt  with darker grey sleeves, shoulders, and a broad band along the neckline together suggesting an "M." Similarly, he also wears dark grey cargo pants with what can only be called a "utility belt" and a pair of finger-less gloves with heavy metal disks on the backs of the hands. Surprisingly, he goes about barefoot, yet his feet never appear to be dirty. In fact, his outfit always seems to be in great shape, clean and perfectly fitted to him. What's more, his hair never seems out of place, even in the midst of battle. This is almost certainly a side effect of his Gift, though the mechanism by which his Gift maintains his health and appearance is, as of yet, unknown.

Political Alignment: Gaultown Federation

Namidian Resources: N/A

Superhuman Abilities:   Henderson’s abilities are, on the scale of the Gifted, relatively simple. First and foremost, he possesses a greater mass than most, physically massing perhaps double what he should for his size. But, to a more significant degree, he metaphysically masses far greater than even his weight suggests he should. He has vastly increased strength, enabling him to lift upwards of fifty tons, punch holes in solid steel, leap hundreds of feet at a time, run in great bounds at close to fifty miles per hour, and exert himself for prolonged periods without risking exhaustion. He is also incredibly durable, able to ignore the rounds from pre-Gift era hand held firearms like so many thrown tennis balls. Miniguns, fifty-caliber rifles and other munitions intended for use against vehicles and hardened targets are required if human assailants hope to have a chance of causing notable injury to him. Even when injured, his body heals at an accelerated rate: his minor wounds begin closing in minutes, significant damage to bones, joints or organs gets repaired in hours, and lost tissues can be regrown in a matter of days. Extremes of heat and cold simply seem to affect him not at all, rendering him rather indifferent to environmental conditions. Finally, he possesses a great deal of personal inertia: he is very difficult to pick up and move, knock back, trip, throw, or otherwise lever about. And when he is moving, it is equally difficult to stop him before he wishes it. In a word… he is, as his name suggests, mighty.

As well as this physical prowess, he has also had his senses enhanced to a high degree. His eyesight and hearing is perhaps ten times as acute as that of a typical human, his night vision is excellent, and he can see into the infrared spectrum.  His auditory range also extends into the ultrasonic and his sense of smell is acute enough to allow him to identify individuals by their particular odor. His already good memory has also been sharpened by his Gift to the point where it seems to be truly photographic, giving him phenomenal recall of anything he has seen or heard.

Perhaps most peculiarly, as was aforementioned, he maintains his ideal physique with no effort whatsoever. Anything that would have him mussed, disarrayed, dirtied or bloodied simply doesn’t last. His clothing can become damaged through conflict, but he still stays neat and clean with incredibly minimal effort on his part.  Those who remember one of Arnold Schwarzenegger’s lesser known movies have tagged him as "The Last Action Hero" as a result.

Common Uses: Henderson likes to mix up his tactics, depending on the scenario he finds himself in. He likes to hit hard and at speed when the situation calls for it (he can and has tackled a tank onto its side using his metaphysical mass). He also, however, is extremely good at standing his ground and making it difficult to move him from it. Not the sort of man to risk indiscriminately killing someone by bringing tons of force to bear on the few square inches of space his fists hit if he’s not sure they can handle it, he often utilizes his long limbs to grapple his usually smaller opponents. Once grappled, he uses his wrestling skill to simply incapacitate or to slowly and carefully crush opponents into submission.  However, should the situation ever require it, or in dealing with drones or other "disposable" targets, he does whatever is necessary to end a fight swiftly and decisively. To quote a 2035 interview with Henderson, “fights shouldn’t be fair, and if you’re not fighting to win, you’re fighting to lose.”

His enhanced senses allow him to keep track of more details at a greater distance than most. Moreover, darkness or obscuring smoke isn’t a hindrance as long as his targets aren’t at the environmental temperature. Thus, he often serves as a sentry during combat. He will also use whatever might come to hand as a hurled weapon should the situation require it – manhole covers are a particular favorite. And when there's nothing available for him to throw, he'll wield the detachable titanium-steel throwing disks attached to his gloves.

Specialized Equipment: For the most part, Henderson doesn’t use much in the way of combat gear. The titanium steel disks that detach from the backs of his gloves with a twist can be thrown with a fair degree of accuracy or be used for a backhanded blow when a harder surface than even his bare fists is required. The gloves themselves are fingerless and made from a heavy titanium mesh, ensuring that they are durable enough to hold up during combat.

More strikingly, the pouches of his tactical belt contain a variety of useful oddities. The items he is known to store within it include dark-tinted goggles to shield his eyes in the event of high-speed travel or excessively bright lights, a multi-tool, basic first aid kit, writing materials, a compact butane torch, a flash drive, a phone, earbuds, and all sorts of things. The sheer variety of items contained within it serves as a testament to his thoughtful nature and general preparedness.

Specialized Training and Skills: Wrestling, public speaking, extensive "general knowledge" acquired with the help of his photographic memory. It is important to note that the general knowledge does not seem very specialized; rather, it allows him to understand "the basics" of almost every occupation.

Hypothesized Goal: Henderson seems to be seeking celebrity status. His actions since coming to public awareness have generally been "heroic" in nature, often overtly so. Pattern analysis suggests that he takes pains to have his actions viewed favorably and deliberately puts himself in the public eye. He has made no effort to conceal his appearance or identity. More obviously, he has spoken to the press on numerous occasions. And during these interviews, he has demonstrated a fair degree of personal charm (perhaps indicating that he rehearses talking to those who could enable him to gain the social status he strides for)

Personality Profile: Henderson has shown himself to be fairly intelligent, quick-witted, and generally good-humored.  Whether by nature or by calculation he can be fairly reliably depended upon to act as a protector who constantly acts to protect life and property. He seems to be in possession of an ironclad confidence bordering on arrogance, but he has been seen to unleash an impressive rage when his confidence is threatened by a powerful opponent. He is irrepressibly humorous with a tendency towards condescension and clearly enjoys the company of women.

Background: Henderson’s life is, in some ways, a testament to wasted potential. Even as a boy he had a large build, reaching six feet in height at only thirteen years of age. At various points he played hockey, football, and baseball, but he played without any real drive and did not push himself to achieve. Possessing the physical stature and coordination to be an athlete, he nevertheless eventually gave up on sports to pursue his other interests.

Intellectually, he was quick-witted, possessing an excellent memory and finding maths and sciences to pose no real difficulty. Rather than pursuing knowledge, however, he coasted through school and settled for easy, middle-range grades rather than striving for excellence.

Creatively, he was a decent writer and a good actor, attending university in pursuit of the theatrical arts. He didn’t even finish his degree, however, dropping out of school short of completion and failing to continue to pursue an acting career.

It went on an on like this throughout his early life. All of his advantages were left to just atrophy as he worked a series of jobs, mostly retail or labor-based, that allowed him to get by but weren’t any sort of challenge. He didn’t stretch himself, preferring routine and a casual existence with a few good friends and a lack of stress. So it was in just that sort of life he found himself, living in western Canada and working a decent paying but low-responsibility warehouse job, when he had his Dream.

He awoke from it dazed, uncertain at what had just happened, and stumbled through his morning preparations in a fog. He felt unsettlingly disconnected. With his head still not working properly, he stepped off a curb without checking the street first and the blare of a horn cut through the fog in his mind. Turning to see a garbage truck bearing down on him at speed, he didn’t have enough time to get out of the way. While the truck itself tried to swerve, the morning’s light rain left the road too slick to maneuver quickly.

He could do nothing but brace himself and close his eyes as the rumbling truck hit him at perhaps sixty kilometers per hour.

The noise was incredible, and what felt like cold fire burned through him as pressure enfolded him. However, as everything settled again, he found himself unhurt. Pressing outward with his arms in a screech of tortured metal, he found himself perhaps fifteen feet further down the road, inside the cab of the garbage truck that was now crumpled and enfolding him. His clothes were a mess, but he was otherwise fine.

Tearing off the driver’s door, he extracted the injured driver. Then, the young man simply marveled at what had happened to his body. It was fairly clear to the clever man that he had just had an Awakening and his life was never going to be the same again. Our psychological profiles suggest that, in this moment, he was filled with a resolve that he was not going to waste this incredible second chance at life his awakening afforded him. He was going to take every advantage of what he could do and make sure that everybody knew just what that was.

It was at this point that he demonstrated that even while declining to pursue intellectual activities, he wasn’t even remotely stupid.  He consulted with a lawyer to find out the extent of what he could legally do as an unlicensed civilian and hired a PR firm to provide a positive spin on his actions whenever possible.  The attitude of the general population toward the Gifted was usually a mix of caution, fear, envy, and discrimination. But, Henderson noted, those feelings clashed with the strong tradition of superhero mythology that had existed in the popular consciousness for decades. As such, he'd have to tap into that mythology in order to claim his status as a major player in Western popular culture.

And so, he adopted a suitably heroic name, a practical but thematic outfit, and pulled up stakes to move to his country’s greatest metropolis, Toronto. Canada being generally a more liberal country than many might have enabled him to get further with his plan than he might have elsewhere. Regardless, to ensure his success and positive public image, he took pains to stay within the bounds of what he could do without stepping over a line. He wasn’t in law enforcement, nor was he a detective, so he didn’t make a point of going looking for "crime" to fight.  Instead, he concentrated on being a crisis responder. He hauled people out of a car that had gone out of control and crashed into a river. He pulled people out of a burning building. He stabilized a malfunctioning crane as it started to topple. Generally, he did everything he could to cultivate a "Good Samaritan" image.

That's not to say that he ignored a crime in progress if he happened to encounter it, for he did stop many crimes. Plus, he had a few dust-ups with other Gifted who were less inclined to be civic-minded. To name one notable example, he vigorously disassembled the animated "trash golems" sent by the ecoterrorist Green Storm to tear down the city and let Mother Earth rise again. To name another, he defended himself against an ambitious adolescent calling himself Rave who was trying to make a name for himself by killing independent heroes. In any event, his goal was always to subdue and detain, never kill. And after every victory, the proper authorities were summoned to deal with the situation professionally.

His PR people spun every public encounter to as positive a take as possible, and it began to bear fruit. He became widely known as one of the Gifted who didn’t seem to be abusing his power to get what he wanted. In fact, he was nigh-universally hailed as a hero throughout Toronto! To the people of his city, he was not a super soldier or covert agent. Rather, he was just a good man who threw himself into bad situations and tried to keep people from getting hurt. And he really did want to keep people from harm where he could – but that's not all he wanted. He could become famous in the process of saving people, famous enough so that everyone in the civilized world would know his name. He could be a celebrity.

It was, inevitably, his positive public face that brought him to the attention of one Brian Jameson, who saw in him a kindred, highly confident spirit who wasn’t willing to just sit back and let the world go to hell. While Henderson wasn’t the most powerful Gifted on the planet, he had just the right sort of visibility to provide the GTF with a strong public face. Additionally, his versatile powers could prove quite useful in the field.

Awareness: Y

Threat Level: 3.  (While a formidable individual opponent, Henderson is ultimately just one man. He lacks the capacity for widespread, long-lasting, or insidious damage. Sufficient human military means could subdue him by brute force and he has shown no specific resistance to inhaled drugs or toxins beyond the poisoner needing to account for mass and recuperative capabilities with dosages. Recommended tactical options for dealing with him are, therefore, the deployment of aerosol incapacitating agents.)
This message was last edited by the GM at 03:00, Mon 21 Nov 2016.
Black Magic
GM, 152 posts
Tue 6 Dec 2016
at 06:46
  • msg #47

Re: Credits (Character Profiles)

Full Name: Niklas Kraft
Aliases & Nicknames: Craft
Age: 35
Years Awakened: 10 years

Height: 4'2"
Weight: 96 lbs.
Build: Skinny, gangly
Hair: Brown Messy, Streaked with grey and white
Eyes: Brown/Black, unusually large

GVD: Craft is the inspiration for the creature Gollum. He appears to be an aging man of small, basically dwarf-like stature.

Political Alignment: Unaffiliated

Personal Resources: A Sanctum in an old district of New Orleans, Louisiana.

Superhuman Abilities:

-Lifespark: Dead Reanimation, Self-Resurrection, Creating Monstrous Drones

-Limited Telepathic control and communication w/ creatures imbued with his lifespark.

-Spacial Gateways: Allows teleport anywhere Craft has seen or witnessed through his drones.

-Illusionary Light Control: Convincing dynamic holographic images capable of movement and sound.
--Can harness this control of light into focused burning blasts that he calls Hellfire.
--Can completely black out an area under his control.

Common Uses:
 Craft is convinced he has tapped into a spiritual black magic. His powers seem to be derived from demonic supplication, but they are actually Gifts given form by a demented mind. Thus he creates creatures which seem to model his beliefs, tentacled monsters and strange gangly imps seem to serve him as their master. Indeed it is because he has assembled them unconsciously at a molecular level that they seem so insane, they are without genetic code however and so are never long for this world as they cannot age, heal or replicate.

 He has died twice and this experience changed him for the worse, he believes he has the ear of a elder thing, as his body reassembled itself from his last ditch power struggle, the result each time seems to bring him slightly further from human as he recreates himself slightly more imperfectly. However each time he recreates himself or summons his minions, the same power seems to be at work, and his knowledge of how to impart this 'life spark' seems to grow.

 So far this ability has produced zombified humans, demon-like imps, golem-like guardsman, flying bat-like and taloned face-huggers, and writhing many-tentacled 'dream weavers' as he calls them which have an uncanny and dangerous ability to mesmerize. It is unknown if this is the limit of his 'summoning' powers, but it is known that he becomes notably weaker each time he creates and maintains a new creature, the most witnessed and reported at one time is 8.

 His illusionary powers seem to be mostly for sparkle and show, to keep his and his cadre's appearance secret, but he has been known to defend himself with blasts or blackouts in which he then makes his disappearing acts.

Specialized Equipment: Craft uses a cane and a cloak to help disguise his deformities. He also has a harness that he can attach himself to one of his larger creatures like a backpack for ease of travel speed.

Specialized Training and Skills:

-Most of Craft's training revolves around the Occult and knowledge of Elder Things. This is not simply superstition for Craft however as it lends itself to his unconscious manifestation of said creatures.

-At one time he was a gifted corporate Geneticist and Biologist.

-Niklas is able to speak many languages fluently including Russian, German, Polish, Turkish, Arabic, English, Italian and Spanish.

Hypothesized Goal:
 Other than to increase his own powers, Craft seeks to find Namidias and test him. It seems he is not employed by them but is constantly seeking him out, thus crossing paths with ITSDA as well as Namidians.

Personality Profile:

 DISCLAIMER: This is a speculative profile as the villain Craft has not been definitively linked to the criminally insane Niklas Kraft.

 Niklas is a disturbed individual, but not a stupid one. He merely believes very strongly that his powers are a manifestation of dark magics and clings to this delusion wholeheartedly. He is extremely hideous, an ever worsening side-effect of his powers which plague him as no opponent could. He is no longer full of vanity or merely jealous of other's outward appearances, but rather he has now accepted his appearance while talking about himself with self-loathing and self-deprecating banter. This state has lead him down some incredibly vile paths including murderous rages and violent rampage. He has become a monster in a word.

 Along with the self-loathing aspects of his personality, his self-confidence is also eroded, making him fearful and sociopathic.

Background:
 Niklas Kraft was born into a very powerful political family, one that remained unthreatened for the simple fact they allowed others to catch the public eye and stayed in the shadows overall. Still, with his connections and pull in various areas, the boy’s father could control to a strong degree the direction the government of their homeland Poland took; in dated slang, he would have been called a ‘king maker’.

Niklas was afforded the best education, in fact the best period would be an easier way to say it. He learned from his books quickly and well, managing to command what knowledge was given him from general science to even the tongues of other lands.

However, his lessons reached past these facts and figures, and encompassed a hidden truth; his family belonged to the Chervone Oko; the faithful, the true believers, The Red Eyes. They firmly believed in a great and terrible power, one that far outdated even the most ancient of known Pagan Deities. Zeus and Hera, the Titans before them, in the mindset of the group were the equal of children playing in a sandbox. Those before them, The Elders, existed beyond the need for names for they simply WERE, and any human attempt to tame them with some word was a grave insult.

The Chervone Oko had existed for a hundred years according to documents found in their possession, though the members of the cult vehemently claimed without evidence the number was easily in the thousands. What is solid fact is that their members existed in several different countries in mostly important positions, which is why the fear of causing an international incident hampered and hindered various law organizations from arresting any of them for one of possibly the grimmest acts guised over with the permission of religion; human sacrifice.

It is believed Niklas was inducted into the group when he was three years old, as this is the time his grandfather died and his father took over as cult leader. While it is believed this was an act of murder to appease these Elders with blood in trade for good fortune, at the time any investigation into the matter was stalled and the case grew cold.

Ten years after this possible crime however, a break came in ironically the form of more death; a supposed cult member died suddenly of a heart attack, her position important enough that it was immediately filled to keep various matters running smoothly. Upon moving into the office, her replacement found some hidden information which was promptly turned in to his superiors. Still the Red Eyes were well protected enough that it took five more years of careful and quiet work to build a case strong enough that INTERPOL was issued arrest warrants; they stormed the estate in Poland during a party when many suspected members were present, and despite their claims that they were ‘The Chosen who made the sun rise and the moon set, while the rest of Humanity played with worthless toys of glittery technology’ (yes, that is a direct quote from a member’s interview), once their high powered friends turned away from them several started talking. This led to more arrests, and more confessions. When the estate grounds were searched, one hundred and seventy-four unmarked graves were found; missing tourists, backpackers, homeless, and even whole families in sadly more than one case.

As though any more was needed after that discovery, there was a ritual chamber under the main house with records mentioning murders stretching back into the eighteen hundreds. There was even documentation that they had agreed to aid Hitler in his known attempts at supernatural research, which explained why their family was not bothered during the Nazi Occupation.

Niklas was eighteen at the time, and was quite proud to be sent to the same prison as his father; before this could happen however, a massive outpouring of support made the judge decide to commit him for observation for one month. After this time, it was the opinion of several doctors that the young man displayed very clear signs of brainwashing, and intense therapy was highly recommended. Since no proof existed besides his own boasting that he had been involved with any of the killings, and this was thought to be a result of the conditioning with no truth behind it, Niklas was committed to a government-run facility.

Two years later he was released with a clean bill of health, and was greeted by a welcomed surprise; though his family had lost all of their fortune and land, it had been decided his trust fund would remain intact so he could start a new life. With this windfall, he attended a prestigious university where he managed to complete twin PhDs in both genetics and biochemistry in only three years. He landed a position with a leading pharmaceutical firm, and one year later was promoted to head of his department. In one more year he was receiving offers to start his own company, and the young man dropped hints that he had thoughts on a new food additive that would be a great first project.

Then, things took a downward turn when Niklas was informed that both of his parents had exhausted their appeals, and were to be put to death. After the executions, he had their bodies sent to the finest funeral home he could find since his trust fund was still holding, and had them laid out in a dual casket. When he was looking down at their bodies, he touched both of them on the cheek and sent up a silent prayer that The Elder he had worshipped so faithfully in his life would give proof he really existed. Suddenly, his parents sat up at the same time, and their son was so surprised he stumbled back into a reporter and knocked them both down, resulting in the stranger accidentally breaking his neck and dying.

As best as can be assembled from the rantings that followed, Niklas took this as a sign the deity the Chervone Oko worshipped had given him back his parents for a price paid by another life. He leapt onto another person present, and his parents climbed out of their coffin to do the same; by the time police arrived, the funeral home has half in flames and seven people were unaccounted for. The Kraft family came out of the wreckage straight for the officers, with Niklas taunting law enforcement officials that they were ‘protected from upon high, by a presence their meager minds could never hope to comprehend’. His mother and father took several hits each and still managed to reach a policewoman, whom they fell upon and ripped apart. However, when their son was shot in the heart, they too slumped down and stopped moving.

Niklas Kraft and his parents were placed in the city morgue under guard on Saturday, and as Monday was a holiday the coroner returned to work the following day; when he unlocked the cooler with Niklas’ remains in it however, he found a completely desiccated and aged corpse, as if the remaining vigor had been sucked completely out of the remains. His body was completely mummified and unrecognizable. The other two bodies were accounted for yet not his, despite the men and women posted at the only door that it had never once been opened or left unattended. There was also no video recorded of the scientist exiting his compartment let alone leaving the room, though when inquiries were made it was discovered that notes from his lab and what remained of his trust fund were likewise gone.

A food additive roughly like the one Kraft was rumored to use as a start for his own company was patented and is currently in heavy use in the public school system which generates a great deal of income, yet attempts to trace it back to Niklas have come to no avail, as face recognition software has failed to pick him up at any bank where withdrawals from accounts funded by the royalty checks have been made.

It is the theory of a few forensic professionals that he is somehow still at large, though this is completely unsubstantiated presently. The tenuous link between the monster called Craft and Nikolas Kraft have only been theorized at this time.

Awareness: Yes

Threat Level: 4
Black Magic
GM, 154 posts
Sat 10 Dec 2016
at 04:58
  • msg #48

Re: Credits (Character Profiles)

Writer Profile


Username: Nurgles_Rot

Preferred Name: Darren, or a character's name works fine.

Favorite Comic / Comic-Based Film: Avengers, Ghost Rider, Constantine.

What kind of superhero stories do you normally enjoy?: I enjoy almost any of them. But I especially enjoy the ones that focus on the character who has to overcome the darker side of the world and/or his or her own demons to fulfill their quest.

What attracted you to this game?: It sounded like something that would be a lot of fun to be a part of. Plus, I have never tried the style before and I love doing new things.

If you can and would like to, briefly describe your writing style here: It varies from quick and to the point to sometimes overly descriptive, detail by detail typing.


Full Name: Tobias "Toby" Hawthorne
Aliases & Nicknames: Mystic
Age: 16
Years Awakened: 11 years(portal) 1 Week(Other powers)

Height: 5'11"
Weight: 160 lbs
Build: average bordering on the lanky side
Hair: Black short and spikey
Eyes: Green

GVD (Generalized Visual Description): Tends to wear jeans and tshirts with sneakers and a backpack. Also wears glasses.

Political Alignment: Unafilliated

Superhuman Abilities: Teleportals-Can open a portal to anywhere he has seen/been as long as he knows the location of it. Can stay open for 60 seconds unless he wills it shut earlier. Can be expanded large enough to accommodate an aircraft carrier or airplane.

Elemental magic- Can use magic to call on the four elements to do just about anything you can think of with them. From a wall of Water or Stone to A giant fireball or lightning storm from DnD. However, he has very little control over this aspect of his Gift currently.

Shields-Can project a shield up to 10 feet in diameter around himself. He can let people pass through it if he wills it. Sustained damage to the shield will cause it to collapsed for some time.


Common Uses: He will use his abilities to defend those who are in peril. He tries to avoid fighting unless it is unavoidable.

Specialized Equipment: No

Specialized Training and Skills: He can read a good comic. Likes to talk about video games.

Hypothesized Goal: To grow up and do right by the world. Just like his mother would have wanted him to.

Personality Profile: Likes honesty, kindness, learning. Hates bullies and evil.

Background: Growing up with just his mother to raise him Toby's mom did all she could to raise a good boy. One night a burglar broke into their home and his mother was killed. He was only 7 and sent to an orphanage. The lady who ran it was a cruel and evil woman who would get drunk and either beat the children or make them go without food. He would do what he could to get them food. Opening portals to the kitchens and stealing it for them. Today however things took a turn for the worse. Rosie, a little girl that Toby had adopted like a younger sister, was caught trying to get food for some of the children and the lady started to beat her mercilessly. Toby pushed the old woman down the stairs. It was ruled an accident due to the amount of alcohol in her system. He and Rosie were soon adopted by a loving family. They raised them with kindness and a real sense of family. Something the two kids needed. Toby continued in his schooling and was a bright boy. He did not use his powers unless it was absolutely necessary. To escape from bullies or other such things. When he was 16 his family was a bank. They were picking up some money to go on a family vacation. A group of robbers entered the bank and began to rob it. While they were dealing with the tellers Toby used his teleporting power to help some people escape. He was seen and the robbers opened fire. The rest of his powers awakened and a shield surrounded Toby and his family. He used his powers to encase the robbers in ice and stone to stop them from stealing the money and hurting anyone else. It has been a week since that day and Toby is wondering what is going to happen next.

Awareness: Yes

Threat Level: 5
This message was last edited by the GM at 10:33, Sat 10 Dec 2016.
Black Magic
GM, 158 posts
Thu 5 Jan 2017
at 03:44
  • msg #49

Re: Credits (Character Profiles)

Username: tim706

Preferred Name: Tim

Favorite Comic / Comic-Based Film: That's hard.  Probably NightWing and/or Iron Fist for comics.  The Netflix series, especially DareDevil, for films.

What kind of superhero stories do you normally enjoy?: Action/adventure, little bit of humor.

What attracted you to this game?: the conflict resolution combined with a nice, wild-cardesque setting.

If you can and would like to, briefly describe your writing style here: very reactive, black humor, tactical for combat.


ITSDA Superhuman Dossier

Full Name:  Li Zhiquan
Aliases & Nicknames: The Cat, Mao
Age: 22
Years Awakened: 6

Height: 5' 8"
Weight: 135 lbs
Build:  extremely lean, well-defined musculature
Hair:  Black
Eyes:  Green

GVD (Generalized Visual Description):
A small, inordinately graceful young man, he is almost invariably clad entirely in black and white, generally jeans, t-shirt, sneakers and dark glasses.

He appears to be of Chinese descent, with the exception of brilliant emerald-green cat-like eyes.  His eyes are often obscured by dark glasses or disguised by tinted contact lenses.

Political Alignment: unaffiliated

Namidian Resources: n/a

Superhuman Abilities:  Felinoid abilities.  Li has astonishing speed and reflexes and enhanced strength due to a feline-like increase in fast-twitch muscle.  His extreme flexibility enables him to absorb falls and impacts without suffering the same level of damage as a typical human.  His flexibility also enhances his fighting and gymnastics skills and enables him to outperform any human contortionist.
He also possesses the enhanced senses of a cat; greater kinesthetic awareness, the ability to see in near-totall darkness, hearing, tracking by scent, and increased alertness to movement.

Common Uses:  Relies on speed and stealth in emergencies, highly adaptable, one of the world's best trained martial artists.

Specialized Equipment:  Frequently uses martial-arts weapons and improvised weapons.  Is a skilled marksman using traditional and improvised throwing weapons.

Specialized Training and Skills:
Extreme martial arts training, including armed and unarmed combat, gymnastics, stealth, and strength of will.

Hypothesized Goal:  Along with hiss feline physical capabilities, Li seems to have inherited the stereotypical curiosity and independence of a cat.  It is that curiosity that has drawn him away from the monastery in search of answers about what he is and why he was changed.

Personality Profile:  He is extremely courteous. Quiet and reserved, he opens up to few.  When with those few, however, he can be surprisingly affectionate and playful.

He is extremely curious and has a great deal of difficulty in not seeking the source of any disturbance.

Background: Zhiquan Li was born in a disputed area of China.  Due to extreme poverty on his parents part he was given over to a local Shaolin temple to be raised.

A quiet and dutiful youth of extraordinary will, he excelled as a student both mentally and physically.  As a child, he spent much of his time with the travelers and curiosity-seekers who visited the temple.  He learned eagerly of far off places and strange lands.  But always he returned to his life as a novice.

As he grew older, he mastered many of the teachings of the Shaolin masters.  His skill and knowledge matching or exceeding even those older than himself.

In his 16th year something exceedingly strange happened.  He collapsed, his body contorting in agony though none could say why.  Two days later he awoke and his eyes were no longer those of a man.  He had, in some strange way, gained the green, split-pupilled eyes of a cat.  When he returned to training, it was discovered that he had gained the physical traits of a feline, as well.  Now, stronger, faster, and more agile than anything human, he was easily able to train and master advanced techniques.

He put extra effort into his studies of meditation and self-control when the effort of his physical training decreased.  Mastering the ancient disciplines that he had already begun plodding progress towards.  He also spent more and more time outside the monastery, listening to traveler's tales and wondering what the whole of the world was like.

Finally, one night, he slipped silently from his home into the shadows of a greater world.  Working as a handyman, he seeks something without really knowing what it is.

Awareness: N

Threat Level: 3.  His extraordinary skills and physical capabilities have him on the radar despite his apparently benign nature.
This message was last edited by the GM at 16:27, Sun 26 Mar 2017.
Black Magic
GM, 165 posts
Sun 26 Mar 2017
at 16:28
  • msg #50

Re: Credits (Character Profiles)

Full Name: Jordan Driver
Aliases & Nicknames: Seven
Age: 20
Years Awakened: 2

Height: 6'4
Weight: 245lbs
Build: Muscular
Hair: None
Eyes: Brown

GVD (Generalized Visual Description): Seven's entire body is wrapped in white bandages, a large black 7 painted across the bandages covering his face. Over these, he wears a heavy brown combat jacket that he keeps unzipped. He also wears cargo pants with standard camouflage pattern and black combat boots.

When in public, he assumes many different forms, but he seems to favor one of a handsome African American man in an expensive white suit.

Political Alignment: ITSDA Agent

Namidian Resources: None

Superhuman Abilities:

- Consumption: To fuel his powers, Jordan must consume the biological material of other human beings. Black tendrils from beneath his skin emerge and pierce the flesh of his victim, working their way into each corner of their body and breaking them apart so that the material can be easily pulled into Jordan's body. The human can be either alive or dead, but the process kills his victim. He does not eat food or drink water, he has become a predator that survives off of others.

- Shapeshifting: Seven can transform himself to completely imitate another human. After consuming them, he can change his form to match the same appearance, height, weight, voice, and even memories of the person. He can even assume the outfit they were wearing at the time of consumption, as the "clothes" are an extension of biological material.

- Hyper-regeneration: Upon being wounded, the cells in Jordan's body are overclocked, making a fatal wound become fully healed after mere minutes. His whole body is "alive" in a sense, so he can even survive extreme trauma to his brain, although these wounds will stagger him severely. The only way  can truly be killed is if his entire body is burned to nothing but ash.

- Super Strength: Seven's amplified strength allows him to lift up to 10 tons, making him a fearsome juggernaut in combat.

- Super Agility: Seven can run faster and jump higher than a normal human, utilizing acrobatics to bypass obstacles if need be.

- Heightened Senses: Because his vision is obscured most of the time, Seven uses his amplified smell and hearing to navigate his surroundings.

Common Uses: Seven rushes into battle like a berserker, having little to no consideration for his own well-being. He utilizes his strength and agility, brutally crushing his opponents with his fists and dashing around to gain a better position. After he's dispatched the opposition, Seven will help himself to the bodies of the fallen. Depending on the situation, Seven might shift into a form that would allow him to get closer to a foe.

Specialized Equipment: Implanted comm device.

Specialized Training and Skills:

- Firearms Training: Although he will rarely use them, his military past gives him training with handguns and most automatic rifles.

- High Pain Tolerance: Because of the extreme torture inflicted upon him, Seven is able to ignore pain during combat. Caught off guard, Seven will feel pain just as anyone else.

- Hand-to-hand: Seven possesses advanced aptitude regarding close quarters combat, and applies it to his heightened strength.

- Chameleon: Seven can quickly shift between forms, allowing him to infiltrate or escape if need be.

Hypothesized Goal: Survive.

Personality Profile: Jordan Driver was a bright and charismatic young man. People felt happier in his presence, and he always seemed to be smiling. Seven is nothing like that, in fact he is nothing. He is a product of months and months of brutal psychological and physical torture, and such he has been reduced to nothing but a weapon. Seven doesn't speak or react, he only obeys.

Background: Jordan Driver was born to a middle class family in Memphis Tennessee. Maintaining standard grades all of his academic career, Jordan never seemed too ambitious. Even so, he was quite the charming young man. His smile and wisecracking were enough to make a mourning widow chuckle. His parents had thought Jordan planned to go to college right after his schooling, but Jordan craved excitement that he couldn't find at home. After a bittersweet goodbye, he left his family to blaze his own trail.

He joined the Marine Corps and was shipped off to fight overseas soon after, eager to seek adventure and camaraderie among his fellow soldiers. His tour was standard fare, not seeing much action other than brief skirmishes with insurgents within small villages. Jordan thought he would return to America without much of a scratch and exaggerated tales of bravado for any girl he met, but fate did not smile upon him. While patrolling one of the villages near the base, Jordan and his detachment ran into insurgents attempting to drive the military from their home. This time however, the insurgents vastly outnumbered and outgunned Jordan and his fellow soldiers, and were cut down one by one. Jordan attempted to retreat, dragging the body of a friend into safety, but his escape was cut short by an RPG explosion. The blast just about killed Jordan, ripping his legs off and burning his body severely. The last thing he remembered before falling unconscious was the smell of his burnt flesh and the blinding light of the sun overhead.

When he awoke, the smell was gone, but the light remained. He was strapped to a surgical table in the depths of an ITSDA black site somewhere back in America, completely covered in bandages. His broken body had been transferred here in an attempt to test the forced awakening of the Gifted gene, and was considered KIA by the rest of the world. This was all part of top secret project to "breed" super soldiers that the organization could better control. Leading the project was Director Warren Howard, a decorated geneticist that had worked with the ITSDA on projects in the past. Fearing the instability of their team of super powered humans, Howard requested funding for an experimental R&D division. Jordan had been the seventh test subject for Howard's theory; that extreme pain and duress could bring forth a Gift. The six subjects before Jordan had not survived the trials, but the Director was certain that Jordan would bear the fruit of his labor.

For two weeks, Jordan was severely hurt in every way imaginable to the point of unconsciousness. His screams and cries for mercy were ignored by the doctors that looked down at him. A steady supply of adrenaline and other meds were administered to keep him alive. Every time Jordan would go under, the doctors would examine his brain activity closely to see if they saw an awakening, but nothing appeared. The two weeks were over, and this meant Jordan would be put down. Jordan fainted once more, but this time he saw something. Jordan was running through a white, featureless world in his military gear. Frantically looking for a way out, he spotted a figure in the distance. It looked like the present version of him, covered in the same white bandages with the number "7" across the face. Jordan could feel the white floor breaking away behind him, closing fast as the entire scene began to disappear. The bandaged figure extended a hand, saying nothing but clearly offering him safety from his impending doom. Jordan hesitantly took the figure's hand just as the floor gave way from beneath him, and he awoke once more on the table. This time however, he felt strange. It was as if he could feel every cell in his body working to keep it alive. Even stranger, was that a new pair of legs had appeared beneath the stubs that were there previously. The doctors were ecstatic, but wasted no time beginning the next segment of the experiments.

More weeks passed, and Jordan had lost count at this point. The doctors had carted him to another room in the facility, keeping his whole body tightly wrapped up in bandages. There, a woman introducing herself as Julia Nelms spoke to him in a soft tone. While fatigued and scared, the change of company was a welcome one for Jordan. Julia asked him a series of questions about his life, and Jordan struggled to answer them. Once the questionnaire had been completed, Julia told him something that would be the catalyst for the destruction of Jordan Driver and the birth of Seven. She told him that everything he had told her about his life didn't matter anymore. That all of that was gone, and that he had nothing. Jordan tried to protest, but was injected with tranquilizers to sedate him. During those weeks, a pair of headphones was secured to his ears, playing the same words over and over again. "You are nothing, you have nothing, and in this you are everything." in Julia's voice played 24 hours a day. Jordan tried to scream, tried to break free of his restraints, but did not yet have a grasp of his powers. As the weeks passed, Jordan's sanity slipped further and further away. Every once in a while, Julia would visit Jordan, and the headphones would be removed. There she repeated more phrases and commands, trying to mold his broken mind. Eventually it worked, and Jordan Driver was all but gone. In his place was Seven, a chilling creature devoid of any expression or voice. From there, Julia and the other scientists worked at preparing Seven for combat. They worked on using his power to the fullest extinct, then on perfecting his obedience.

After almost a year of preparation, Seven was sent out into the field. A comm device had been implated into his ear, Julia giving him orders from her place back at the facility. Seven worked black-ops missions alongside the military, crushing any insurgency overseas with terrifying brutality. Once he had proven himself, Seven was sent all over to track and eliminate dangerous targets for the ITSDA. The young man that had been so eager to explore the world had been crushed and torn apart to form nothing but a weapon, Director Howard and his team pulling the trigger wherever they saw fit.

Awareness: Y

Threat Level: 5 (Due to his near-immortality and ability to assume the form of anyone he consumes, Seven could easily kill and consume every single person in a small town within 24 hours. Due to his severe mental conditioning, Seven only attacks those who Julia gives the kill command on.)
Scripts
GM, 315 posts
The King
of Comics Canon
Fri 2 Jun 2017
at 18:32
  • msg #51

Re: Credits (Character Profiles)

(This is a new character belonging to Sheng, the player who created Dieter, Jet, and Cheshire)

ITSDA Superhuman Dossier

Full Name: Abraham Nathaniel Stone
Aliases & Nicknames: Nemo, Nameless, Abe
Age: 27
Years Awakened: 3

Height: 5'10"
Weight: 175 lbs
Build: Wiry
Hair: Chestnut brown
Eyes: Bright yellow with rectangular, goat-like irises

GVD (Generalized Visual Description): Abraham Nathaniel Stone's exact appearance has not yet been documented in detail due to the nature of his gift. However, a scant few elements of his physical appearance can be gleaned from CIA employee files and the small number of reports thought to document his existence since his gift emerged.

Generally, the subject prefers casual wear. What, exactly, casual wear refers to depends upon the weather and cultural environment he's currently inhabiting. That being said, evidence suggests that he often sports flannel, jeans, light jackets, and sneakers. He has no preferred hair style, but his naturally chestnut-colored hair is typically kept cropped close. Prior to his awakening, Stone had hazel eyes. Following his awakening, however, his eyes seemed to have adopted a bright mustard yellow color with rectangular, sideways irises (much like those found within a goat's eyes). That all having been said, it is important to note that the subject has extensive counter-intelligence training. Therefore, his appearance must always be considered subject to varied, rapid, and drastic change.

Political Alignment: Independent

Namidian Resources: N/A

Superhuman Abilities: The subject appears to possess only a single, relatively low-powered Gift. That being said, given the nature of that gift, our knowledge of its limitations and capabilities are largely incomplete.

Stone's Gift is that he is "undetectable." That is to say, within a range of about 200 meters, no living beings seem able to register, focus on, or create memories of him. Moreover, memories of his existence formed prior to an individual's exposure to him are suppressed upon contact with his Gift. Further, any attempt to directly or indirectly think about the target is impossible without considerable mental fortitude or the use of gift suppressing technology.

Startlingly, while within the range of his ability, those affected seem to perceive and sense the target, but are completely unaware of this. Said individuals will swerve around him or otherwise move around him without realizing they have done so. And, more spectacularly, the other individuals in the immediately area never recall anyone maneuvering unusually when asked. There is no rationalization of aberrant behavior on these people's part, just utter ignorance of its existence. And no memory is formed or registered of these encounters at all. Thus, when the affected exit the range of Stone's Gift, they cannot recall ever interacting with him as no memory of their interactions was formed. Electronic recording devices will record him, but anyone viewing the recording while within his range simply ignore his digitized presence.

Finally, there are a couple elements of his power that are especially important for us to note. Firstly, the ability's impact on human minds is so strong that the suspect can even speak with or attack targets and not be registered. Evidence suggests that direct interaction does lower the mental threshold to notice him, however. Secondly, the subject seems unable to turn off his Gift without the usage of Gift-suppressing technology; it may be possible (and wise) to use this hindrance of his to our advantage if and when our agents encounter him.

Common Uses: Nemo often uses his superhuman ability to quickly perform surveillance without risking detection. He can enter almost any building he wishes simply by following people with legitimate access to the facility and (thanks to his Gift) no one will make an attempt to stop him.

The subject often avoids combat, preferring instead to simply walk past or around potential opponents so as not to waste his time and energy.

On the rare occasion he deans it necessary to engage in battle, many Gifted who would otherwise overpower him are easily defeated. Most of those Gifted, after all, fail to defend against attacks they never expect or "see" coming.

Specialized Equipment: Nemo is not a Namidian, but he has contracted work for them and acquired a device that can dampen his ability for short periods. Unfortunately for him, the device requires considerable power, rendering continuous  or even long-term usage without recharging it impossible. Otherwise, he possess extensive contacts, materials, and devices that enhances his ability to perform espionage, breaking and entering, and other covert activities.

Specialized Training and Skills: Nemo possesses advanced military hand-to-hand combat as well as both CIA training and formal espionage experience. His CIA employment files suggest that he is also an excellent and subtle thief.

Hypothesized Goal: Psychological analysis indicates that the subject wishes to permanently isolate himself from the rest of the world. And he intends to accomplish this by gaining enough money to supply all of the needs and material desires he could ever develop for the rest of his life.

Personality Profile: Nemo was once an extremely patriotic and proud man, but years of involuntary isolation have corrupted his personality. He was a gregarious, extroverted, thoughtful man before his awakening. Following his awakening, however, he is now suffering from bouts of depression, anxiety, and paranoia. Still, he is cautious, intelligent, and careful when planning work. CIA reports suggest that he doesn't possess an intellect much higher than average, but he is instinctively cautious and thoroughly plans out his each and every major action.

Notably, his skill with social interaction has deteriorated to the point where it is suspected that he rehearses his "lines" before speaking with those he finds it necessary to contact. Therefore, any agent's attempts to contact him must be made with this personal weakness of his in mind.

Background: Nemo was born in the Upper Midwest of America and raised on the farm where he was home-schooled. At the age of 16, he earned a GED. A year later, he finished an associate's degree at the local community college. After another two years passed, he had finally earned a Bachelor's degree in sociology from a highly-regarded state university. He then joined the army at age 18 and went through officer's training. At age 23, he was recruited by the CIA and trained with them. He had just begun working as an analyst when his Gift manifested. It, to say the least, heavily disrupted his life. He was immediately categorized as a major security risk. He understood and accepted this fact and left the CIA to work as an independent contractor. He attempted to stay loyal to his country, but it grew harder and harder as his personality and psychology were impacted by his Gift and newfound constant isolation. Eventually, he developed the desire to acquire enough wealth enough to seclude himself permanently without having to worry about everyone ignoring, then forgetting, his existence. Since the day he set about this task, he has performed a series of jobs from simple theft to high-stakes espionage all in the name of making money. And since he has been so careful throughout his newfound criminal career, his Gift has made him nearly impossible to track and even harder to catch. As such, it is recommended that a specialized squad be formed and activated in order to track him down.

Awareness: Y

Threat Level: 3 (His Gift alone would render Stone a 1, although his CIA training and skill set ensure that he absolutely must be regarded as a major potential threat).
This message was last edited by the GM at 18:35, Fri 02 June 2017.
Scripts
GM, 320 posts
The King
of Comics Canon
Sun 25 Jun 2017
at 12:56
  • msg #52

Re: Credits (Character Profiles)

Writer Profile:


Username: ElderSage

Preferred Name: Venerable

Favorite Comic / Comic-Based Film: Longbow Hunters by Mike Grell, Blue Devil, and Ambush Bug (so, sue me).

What kind of superhero stories do you normally enjoy?:  Any stories that avoid the usual tropes capture my interest.

What attracted you to this game?: The conflict resolution by competitive writing; it has a good chance of building what could be a good read.

If you can and would like to, briefly describe your writing style here: I cut my teeth reading Asimov, and tend to write in the same style. The cardinal rule for such a style is to write clearly. The prose focuses on idea and plot; description is only used if it is needed to advance one of the two.


ITSDA Superhuman Dossier

Full Name: Norman Joseph Leslie
Aliases & Nicknames: Obdurate
Age: 56 (although he appears to be a man in his mid-40s)
Years Awakened: Unknown (records and interviews suggest that he has been active for at least eight years).

Height: 5'9''
Weight: 160 lbs
Build: Average, somewhat toned but far from athletic.
Hair: Grayish-brown
Eyes: Hazel

GVD (Generalized Visual Description): Norman's build is typical of an active, but not athletic, person. His face, however, is more notable. Beneath a forehead neither small nor large, Norman's eyes peer over high cheekbones that betray some exotic heritage. His nose, though somewhat Roman in shape, seems aptly fitted to the mouth beneath. Said mouth reaches just outside the chin and has slightly thinner-than-average lips.

Political Alignment: ITSDA Agent

Namidian Resources: N/A

Superhuman Abilities: Norman Joseph Leslie is temporally static. That is to say, Norman is trapped in the moment of his awakening. He does not need to eat, excrete, sleep, or breathe. He is unaffected by any impact or energy that does not affect time, itself. Thus, he is virtually invulnerable. However, Norman is no stronger, faster, or more graceful than a typical human of his height and weight.

Common Uses: Norman does not actively use his superhuman abilities. Instead, they automatically counteract any attack that is made on him. If forced to fight, Norman uses Fong Ngan Kung Fu (a martial art he has studied throughout his entire life), attacking wildly without regard for his own defense.

Specialized Equipment: Norman has been granted a set of odd, highly specialized equipment by the ITSDA's research and development engineers throughout the years. Since his invulnerability makes him "the perfect test subject," our R&D lab is more than happy to regularly provide him with powerful, potentially-dangerous tools he can safely utilize and put to the test. That said, his most common equipment load-out includes:

  • Shoes with explosive charges in the heels that will send Norman flying in a fifty foot arc
  • A satchel with three changes of clothes in compression packages
  • A sophisticated looking pistol that produces a blinding flash of light within a fifty foot radius when the trigger is pulled
  • And a disposable cell phone that always locks to Norman's thumbprint.


Specialized Training and Skills: Prior to his awakening, Norman was a manager at a department store warehouse who spent most of his spare time studying his favorite martial art and romancing his now ex-wife. Therefore, he has been trained in management strategies, bookkeeping, and Fong Ngan Kung Fu. Following his awakening, ITSDA training has granted him comprehensive knowledge of law enforcement tactics, maneuvers, and operations.

Hypothesized Goal: ITSDA psychoanalysis suggests that Norman sees himself as a defensive buffer safeguarding humanity against its most pressing threat. That is to say, he seems to believe that it is his duty to stand between the unawakened and the awakened. And he feels this because he subconsciously believes that the awakening will (as a highly powerful subspecies) relentlessly and systematically abuse those humans without superhuman abilities.

Personality Profile: Norman considers his awakening a moment of enlightenment and the point at which he found his true purpose in life. As such, he has thrown himself wholeheartedly into the role of "Society's Protector." His seeing himself as a superior protector to humanity hints at an element of megalomania within his personality, but he consciously tries to dismiss these feelings of superiority. Throughout his life, he has displayed obsessive tendencies and difficulty handling his emotional needs. He must, therefore, be considered at risk for negative emotional development and needs to be monitored closely.

Background: Norman Joseph Leslie was born to the wife of school teacher in rural Missouri. His childhood was idyllic, if not a bit boring. Indeed, it was only saved from being completely unremarkable by the existence of the local martial arts school. Norman spent every spare moment at the school, studying and practicing the basics of martial arts throughout every stage of his childhood development. After finishing high school, he extended what he felt was the monotony of education by enrolling in the local junior college. Whilst there, he continued spending his spare time learning Fong Ngan Kung Fu. Two years later, he graduated with a business degree and began working at the local Wall-to-Wall Mart distribution center. It was about that time he met June. Pursuing the woman with the same singular focus he had pursued everything else, Norman persuaded June to wed him barely eight months later. The next few years delivered Norman two sons, a daughter, and little else in the way of excitement or new experiences.

As his children grew, he and June found themselves engulfed by the boring role and lifestyle of small town parents. Both time and Earth-shaking events passed in an almost invisible fashion. Right as they were hearing of "The Awakened" for the first time, Norman was watching his daughter hop into her Mazda and head for college. Now, finally, he and June were alone once more. At first, things seemed alright. June talked to him about going places and seeing sights. They discussed buying a motor-home or a food truck. Then Norman thought of something more important. Who would protect them if they came across one of The Awakened? June thought he was being a bit paranoid, but she relented quickly. Two discussions later, it became clear that she was determined to start their new dream life and would prefer that he stay home with her. So he let her stay home. However, he, ever the creature of habit, continued living as he had done since their children were born.

Having continued his studies at the Fong Ngan School of Martial Arts well into middle age, Norman began teaching classes now and again. Between that and his work at the warehouse, he had no debts, no free time, and no plans to change his lifestyle for the foreseeable future. Nevertheless, it was still something of a shock when he received the divorce papers from June. He read them, signed them, put in to use his vacation days, and headed down Route 66. A few days later, as he was negotiating an underpass to return to his route after lunch, something caused a tanker truck carrying gasohol to run off the overpass and land on his car. Several safety features failed and the resulting fireball scorched the concrete on all five lanes.

Despite thinking he was dead, Norman could tell the flames weren't burning him. Pushing his way out of the wreckage and through the white hot metal soft enough to be bent by his bare hands, Norman looked around. He saw no one, realized he was naked, walked to a phone booth, and dialed 911. After they picked him up, Norman told them everything he had seen. Though skeptical of his story, the department didn't dare fail to pass this on, as ITSDA was in a recruitment phase at the time.

Norman was at home, the next day, when there came a knock at the door. The man in the doorway explained that he was from the ITSDA. After Norman told his story, the man took him to a park outside the city limits.

"Isn't this where they do all the alien abductions," Norman quipped.

"Yes," said the man, "this is the spot."

Both ITSDA and Norman were surprised by what came next. He was as interested in joining as they were in having him. They would teach him the necessary skills to put his Gift effectively; he would use his Gift where the ITSDA needed them. Norman believed that, together, they could make a huge difference in the world. Perhaps, with their help, he could even save all the people out there. People like June, Adam, Jeff, and Michelle.

Since that day, Agent Leslie has served the ITSDA honorably and with distinction. In fact, he seems as dedicated to the organization as he has been to every other passion he's developed during his life. Hopefully, with the help of the ITSDA psychologists and community, his dedication will not once again turn to damaging obsession...

Awareness: Y

Threat Level: 3 (Although absolutely nothing seems to be able to damage Norman, he could easily be stopped by any of the automatic restraining devices developed for normal humans. Furthermore, he has no innate ability to cause damage and destruction beyond what any normal human could. Nevertheless, his temporally static nature could make him dangerous.)
This message was last edited by the GM at 12:58, Sun 25 June 2017.
Scripts
GM, 324 posts
The King
of Comics Canon
Wed 5 Jul 2017
at 12:27
  • msg #53

Re: Credits (Character Profiles)

Writer Profile:

Username: Archangel

Preferred Name: Arch or Archy; either of those are fine.

Favorite Comic / Comic-Based Film: Probably Sin City and 300.

What kind of superhero stories do you normally enjoy?: I love them all, honestly. I particularly really enjoy gritty stories like Daredevil, Punisher, or anything by Frank Miller. But I also adore high-flying action like the kind you'd find in Invincible, the care-free fun of Spider-man, and the rough-and-tumble nature of Hellboy. In short, I just adore the medium.

What attracted you to this game?: Truly, the emphasis on writing attracted me. It really sounded like the game employs a heavy emphasis on quality over quantity and I dig that.

If you can and would like to, briefly describe your writing style here:  How about a sample?

"None of my business," Archer said with an easy shrug of his shoulders. Hell, she could have started stripping the poor bastard of all of his clothing, and Archer wouldn't have done much to stop her. In a place like this, there weren't many limits on what went on. And unless you wanted to be in waaay over your head, it was best to just... let bygones be bygones. Besides, Archer was here on a sort of business, so it only made sense to keep to what he was here for. He watched Alorra carefully as she went about her business, though, and he was a little curious as to what he owed for. But again, that was not something he was going to get into. More curious was what this creature was. He was a worldly man, Mr. Melchor, yet he could not place her species for the life of him. Interesting. But, she spoke English, and that was good enough for him.

"...But if you are in the business of collecting there, Miss Blue, I got something for you." He reached into his vest and dropped a simple silver square on the table. It clicked and hummed as a small hologram of a ship appeared. It was banged up a bit, but clearly armed for the worst you could find out in the star ocean. It then flickered and showed another human face, this one bearded and ragged with cybernetics where the left half of the face should be. "Recognize any of that?"


ITSDA Superhuman Dossier


Full Name: Dakarai Dayo
Aliases & Nicknames: Shard
Age: 17
Years Awakened: 5

Height: 5'10''
Weight: 160 lbs
Build: Slim, yet athletic. An archetypal "Swimmer's" build.
Hair: Black
Eyes: Blue

GVD (Generalized Visual Description):  Subject Dakarai is an African-American teenager whose relatively average height and build don't really set him apart from any other athletic teen found in your everyday American high school. Additionally, his clothing style is generally similar to that of his peers, though he usually procures them through second-hand stores, relatives, or the like. The subject also lacks tattoos or other physical abnormalities (save for various, somewhat hidden scars located across his body due to his vigilante activity). During the course of his rogue protector activities, Dakarai covers his body in a hard, crystalline body suit and wears a Dominio mask in order to conceal his identity. Interestingly, Dakarai can use his powers to alter or add to this body suit at a whim. As such, it tends to refract and absorb light at different times, allowing the subject to cloak himself in darkness, camouflage himself, or even make his suit too bright for a naked human eye to focus on.

Political Alignment: Rogue Protector

Namidian Resources: N/A

Superhuman Abilities: The young subject has only demonstrated a single super-human ability so far. However, the secondary and even tertiary effects of this Gift, along with the ways in which he puts them to use, merit in-depth description.

Crystalline Matter Generation: Dakarai's body is able to spontaneously generate a crystalline substance that is completely alien in its inorganic composition. More shockingly, his Gift also seems to allow him to adjust, at will, the type of atomic bonds that said material displays. In practical terms, this means that he can warp the physical and chemical properties of the crystalline material he produces to match those of any crystal structure found in nature (from, for example, granite to diamonds). As noted below, he uses this Gift for a wide variety of applications both in and out of battle.

- Crystalline Fabrication: The subject frequently uses his aforementioned Matter Generation ability to create different objects out of his inorganic crystal. These objects can range from as simple and mundane as a ball or box to such elaborate creations as accurate reproductions of medieval weaponry and armor.  Though the subject has not shown the capacity to create anything with moving parts, the sheer variety of low-tech items he has proven capable of creating (along with the fact that he can grant the items and density and sharpness he desires upon their creation) makes him both remarkably unpredictable and dangerous.

- Covalent Bones: Perhaps due to uncontrolled matter generation during or shortly after his awakening, his bones seem to constructed of or coated in a tough, diamond-esque version of his signature crystalline material. Though their exact makeup is impossible to determine without invasive surgery, close observation reveals that the subject's bones are, nonetheless, nearly indestructible. This gives him an incredible amount of durability, enabling him to withstand much more blunt trauma damage than even many other Gifted. And whilst would-be assassins may attempt to cleave his diamond-like bones apart using sharp, bladed weapons, no record of this having been attempted in a combat scenario has been recorded. As such, it cannot yet be determined if his bones entirely mimic the physical properties of diamond or simply mimic its durability. This will be updated when further data is available.

- Healing Properties: The subject has been observed forming crystalline sheathes and covers over exposed wounds. And close study suggests that, rather than just provide wounded areas with extra protection, this habit actually accelerates the healing process through a currently unknown mechanism. Whether or not these crystalline sheathes can be used to heal others or only effects Dakarai's unique biology is also currently unknown. Given these facts, it is recommended that additional resources be directed toward studying this Gifted individual's particular abilities.

Common Uses: Based on behavioral details gleaned from news reports and training recordings, our psychoanalysis team suggests that Dakarai use his abilities to take on the role of brave, knightly protector. This subconscious role ensures that he commonly fabricates hand-held (and often medieval-style) weapons of various sorts. However, he has also been known to generate throwing weapons when the need arises. Lastly, when facing especially strong foes, he has been been known to completely engulf himself in this role by encasing his entire body in solid crystalline armor.

Specialized Equipment: A small ITSDA "Training Model" earpiece allowing him to communicate directly with our response agents, contact local law enforcement, and continuously transmit signals that our monitoring agents can (if necessary) use to determine his position and vitals.

Specialized Training and Skills: Shortly after the subject began using his abilities in a Rogue Protector fashion, we reached out to him and offered our services. Naturally, while the subject is much too young to be considered for enrollment, he has willingly accepted our efforts to better train him for his endeavors. Throughout the past five years, he has endured specialized training in gymnastics, urban free-running (parkour), practical self-defense, and martial weapon training tailored to his various fabricated weapons.

Hypothesized Goal: Dakarai's continual pattern of vigilante behavior appears to be his attempt to completely rid his neighborhood of all crime. Just the same, his nigh-obsessive devotion to protecting his family and friends suggests that he ultimately desires to ensure the eternal safety1` of everyone he knows and loves.

Personality Profile: Subject is an extrovert, usually portraying himself as glib and carefree. He is constantly joking, whether in class or in combat. He is, in many ways, the quintessential "class clown." He is active in his school community when he is able to be. As such, he has developed many different friendships (of varying closeness) with over a dozen of his colleagues. Records show that shortly before his powers manifested, subject's school was attacked by a rogue villain who took advantage of his newfound powers to "take revenge" on those that had bullied him.  We suspect it was this event that first triggered and helped develop the subject's drive to protect others in his neighborhood.

Background: Subject's background is not particularly significant or unusual. Dakari had a rather standard low-income upbringing. This upbringing included growing up with an  older sibling in jail and a younger sister and both parents at home. While his father is an ex-convict, he was not arrested during the course of the subject's childhood. The previously mentioned rogue villain incident at school is the only major event that we suspect has had major psychological ramifications on the subject.

Awareness: Y

Threat Level: (1-5): 2 (Due to his training and overall athleticism, combined with the versatile nature of his Gift, subject is certainly capable of subduing petty crime and stopping lower powered Awakened from harming those around him.  However, especially when compared to other Awakened, he is not especially powerful. That said, his abilities do show the potential to escalate in power.  Threat level will be reassessed if and when appropriate).
This message was last edited by the GM at 12:31, Wed 05 July 2017.
Black Magic
GM, 188 posts
Tue 29 Aug 2017
at 04:48
  • msg #54

Re: Credits (Character Profiles)

ITSDA Superhuman Dossier

Full Name: Andrew Triggs
Aliases & Nicknames: The Trigger
Age: Late Twenties/Early Thirties
Years Awakened: Unknown
Height: Six Feet
Weight: Two Hundred Pounds
Build: Standard
Hair: Black
Eyes: Steel Gray

GVD (Generalized Visual Description): Triggs dresses in a three piece pinstriped suit with a matching overcoat all of expensive quality. He takes great care in his appearance, and has a face always clean of stubble under slicked back hair topped sometimes by a fedora. He also favors two-toned shoes made from a very high grade of leather from best guess, and they never lack a high shine even when walking in wet or dirty conditions.

Political Alignment: None known, possible ties to organized crime suspected.

Namidian Resources: None known

Superhuman Abilities: Ability to suddenly manifest specific weapons;

A: A Tommy Gun which never appears to need reloading. Furthermore, the bullets it fires can pass easily through body armor without causing any damage to it yet going straight into the body of the target. Despite in some cases entry and no exit wounds, no projectiles can be found during hospitalization nor autopsy. Also capable of shooting open any secured door, regardless of the measures taken.

B: A .38 revolver, which has the same abilities as the T.G. and the destructive power of a .357 Magnum.

C: A shotgun, circa nineteen twenties and capable of blowing out the reinforced engine of a police car, as though it contained high yield slugs. Like the two listed above, this requires no reloading.

D: A wooden baseball bat, capable of shattering a standard human bone or rupturing an organ of same with one single blow.

E: A stiletto, capable of slitting skin deeply and easily without issue of coverings protective or otherwise.

F: A stick of dynamite, which demonstrates the same effect and force as a one pound charge of C-4. Despite the relative low level of damage, a single stick is capable of opening a safe even if examination of the door shows not enough damage to account for this.

Other Superhuman Abilities;

Able to manifest a silver cigarette case that always has ten cigarettes in it, a strike anywhere match, and a flask made from the same kind of metal as the case. It is suspected the contents of both cae and flask are of high quality.

Possesses a wallet of fine calf skin, from which he may extract a one hundred dollar bill dated 1919; the money appears genuine, and though Agents report there is nothing else in said wallet, he has been observed opening it and removing another bill exactly like previously noted without ever putting a new one in.

Some limited form of telepathy; seems able to wipe the minds of witnesses simply by yelling, 'Nobody saw nothing!' and firing one of his guns into the air.

Super Strength; Triggs was reported to hit a man in the stomach area so hard it lifted the victim off their feet. Subject died of injuries a short time later, an autopsy conducted discovered extensive tissue, organ, and even bone damage consistent with being hit by a commercial bus traveling at least an estimated sixty miles per hour. It is theorized Triggs could rip the door off a standard vehicle without trouble.

Impervious to harm; Agents attacked Triggs disguised as muggers, attempted to both cut him and shoot him with a small caliber firearm. Report stated Triggs received no damage, in fact even his clothing remained unaffected to their efforts. A second experiment was conducted with an Agent disguised as an angry drunk, whom hit Triggs with a right hook to the side of the head followed by jabs and hard punching. The subject simply smiled, and remained again unaffected before demonstrating his own strength and turning the aforementioned Agent into the victim noted above. As he could claim self defense and Agency involvement might come to light in the issue, no charges were filed. No additional research into this matter performed to date, so the extent of this 'impervious state' is unknown yet predicted to be possibly quite high.

This immunity extends to Gifts that directly harm a person such as fire or lightning, and thing such as enhanced or super strength do no more damage to him than a normal punch or kick; which is to say, none at all. Also all mental Gifts do not work, for issuing commands to reading his thoughts. The reason for such a strong block, when he himself has not exhibited mental levels of impressive power to date, is currently unclear.

Possible Reality Manipulation; when brought to trail, the evidence against him turns from solid to less than compelling: Video footage of him committing a crime is blurry making it impossible see details to prove it is him, recorded conversations become distorted so his voice cannot be identified, etc..

Common Uses: Triggs likes to commit crimes in a quick and clean fashion; get in, get the goods, get out. If someone such as a guard opens fire on Triggs, the criminal will make an example of him quickly to dampen any thoughts from others about confronting the gangster. Though he is not against killing, he has no taste for extra blood if he decides such is not required. However if pushed, he has no issue with letting bodies pile up.

Specialized Equipment: Aside from that noted, none to date.

Specialized Training and Skills: Extremely skilled with the weapons he is able to manifest, an excellent gambler to the level that it actually seems impossible for him to lose; however he is careful not to attract attention to this, so he will not be banned and therefore may gamble more later. Cards, dice, betting, the form changes yet his 'luck' does not. Subtle investigations have been conducted, yet no rigging or outside manipulation in any game of chance or event he has placed a wager on has been to date located. Also very capable fighting with his fists, on par with a champion boxer.

Hypothesized Goal: Andrew Triggs gives every indication that he wants to be a crime lord like those of old, to the degree of Al Capone.

Personality Profile: Triggs is easy going overall, and can almost always be found with a smirk as though life is a joke and only he knows the punchline. He is capable of extreme violent acts, yet also gives to charities and does other acts that indicate he is a good person as well; if this is true to his nature or simply a ploy to make himself look good, has yet to be determined. He is very intelligent and mentally capable, determined, and appears to be a man of his word when he gives it. All in all, he not only acts and live like a Gangster from the bygone Silver Screen days, he also appears to possess fully the mindset according to our best professionals in mental matters.

Background: Despite multiple searches with ITSDA resources, history on subject was unattainable. No birth certificate could be located, nor information from any DMV, even school transcripts seem not to exist though Triggs has been observed both reading and writing. Agents have obtained glasses and other materials he has handled, yet no fingerprints could be lifted. The only paperwork on file is with the Illinois Business Bureau, stating him to licensed as a seller of used furniture. Searching camera feeds puts the first sighting of him in Chicago, some months after the attack.

Awareness: Unknown for sure, yet suspected to be yes do to watching and smiling at plain clothed Agents sent in to observe him. Has even bought them drinks and dinner on several occasions.

Threat Level: 3 tentatively, with possible revision and increase in the future.
This message was last edited by the GM at 09:27, Wed 30 Aug 2017.
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