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Credits (Character Profiles)

Posted by ScriptsFor group 0
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: SeanchaĆ­

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
Scripts
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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
Scripts
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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.
Scripts
GM, 29 posts
The King
of Comics Canon
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.
Scripts
GM, 32 posts
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
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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
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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 Ā½ 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
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