RolePlay onLine RPoL Logo

, welcome to The Gift of Power (A Competitive Superhero Tale)

12:14, 26th April 2024 (GMT+0)

Credits (Character Profiles)

Posted by ScriptsFor group 0
Black Magic
GM, 59 posts
Tue 28 Jul 2015
at 23:07
  • msg #27

Re: Credits (Character Profiles)

Writer Profile:

Username: spectre

Preferred Name: Spec or Spectre is fine

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

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

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

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


ITSDA Superhuman Dossier

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

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

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

Political Alignment: Unaffiliated

Namidian Resources: N/A

Superhuman Abilities:

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

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

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

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

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

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

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

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

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

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

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

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

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

Awareness: Y (actively avoids interaction)

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

Re: Credits (Character Profiles)

Writer Profile

Username: Blazeofglory

Preferred Name: Blaze

Favorite Comic / Comic-Based Film: Deadpool

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

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

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

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

<center>ITSDA Superhuman Dossier 10992


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

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

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

Political Alignment: Unaffiliated.

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

Awareness: Y

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

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

Re: Credits (Character Profiles)

ITSDA Criminal Dossier

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

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

GVD (Generalized Visual Description):

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

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

Namidian Resources: N/A

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

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

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

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

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

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

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

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

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

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

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

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

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

Awareness: N

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

Re: Credits (Character Profiles)

Created by Sheng, current writer of Dieter Sievold.

ITSDA Superhuman Dossier

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


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

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

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

Political Alignment: Unaffiliated / Unknown

Namidian Resources: N/A

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

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

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

Specialized Equipment: N/A

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

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


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

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

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

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

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

Awareness: Y

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

Re: Credits (Character Profiles)

Created by Fillin, creator of Jump and Bard

ITSDA Superhuman Dossier

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

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

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

Political Alignment: ITSDA Agent

Namidian Resources: N/A

Superhuman Abilities:

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

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

Specialized Equipment: None
Specialized Training and Skills: Neurosurgery

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

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

Background: Confidential

Awareness: Y

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

Re: Credits (Character Profiles)

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

ITSDA Superhuman Dossier

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

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

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

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


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

Namidian Resources: N/A

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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


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

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

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

Awareness: Y

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

Re: Credits (Character Profiles)

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

ITSDA Superhuman Dossier

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

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

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

Political Alignment:
Rogue Protector.

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

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

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

Specialized Equipment: None

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

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

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

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

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

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


Awareness: Y.

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

Re: Credits (Character Profiles)

Username: Argentum Draco Dominus

Preferred Name: Argent

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

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

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

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

ITSDA Superhuman Dossier

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

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

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

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

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

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

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

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

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

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

Then the voice came.

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

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

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

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

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

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

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

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

Awareness: Yes.

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

Re: Credits (Character Profiles)

Played by Homer, creator of Black Magic and Frank Jackson


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

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

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

Political Alignment: Namidian Villain

Namidian Resources:

The Facility:

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

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

Other than this, he is given information when requested.

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

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

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

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

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

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

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

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

Awareness: Y

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

Re: Credits (Character Profiles)

Writer Profile

Username: Tsunami911

Preferred Name: Tsu is fine

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

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

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

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

ITSDA Superhuman Dossier

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

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

Political Alignment: Unaffiliated

Namidian Resources: N/A

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

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

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

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

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


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

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

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

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

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

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

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

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

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

Awareness:
Y

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

Re: Credits (Character Profiles)

Writer Profile:

Username: belowa2x4

Preferred Name: Boomer

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

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

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

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


ITSDA Superhuman Dossier

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

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

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

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

Namidian Resources: N/A

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

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

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

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

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

Specialized Equipment: N/A

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

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

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

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

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

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

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

Awareness: Y

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


OOC Information:

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

Re: Credits (Character Profiles)

Writer Profile:


Username: Atrix324

Preferred Name: Atrix324 or Atrix is fine.

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

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

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

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


ITSDA Superhuman Dossier


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

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

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

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

Namidian Resources: N/A

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

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

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

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

Specialized Equipment: N/A

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

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

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

Background: Unknown

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

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

Awareness: Y

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

Re: Credits (Character Profiles)

Writer Profile


Username: JackOKnives

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

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

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

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

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



ITSDA Superhuman Dossier


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

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

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

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

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

Political Alignment: Unaffiliated.

Namidian Resources:  N/A


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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

The Revenant hits street level operations less frequently these days, focusing on the wealthy profiteers who arrange the materials and equipment for the labs. It is possible that he figures he can strangle the industry by cutting off the supply (and such a strategy is consistent with his observed behavior). He keeps some of the money from the deals he interrupts, but he burns most of what he finds to take out of circulation. By now, the organizations that know about him understand that he can’t be bought off and that he won’t stop until they are utterly destroyed.`

Phillip’s activities came to ITSDA’s attention not because of his work in America, but because of his South American activities. He decided to go after the cartels on their own turf, burning farms, and assassinating drug lords who were established and powerful members of the local political scene. Unlike in America, he killed cops and government officials when the money trail led to them. After destabilizing a third world country that was heavily propped up by the drug trade, the ITSDA branded him a wanted terrorist.

The Revenant doesn’t kill indiscriminately. He seems to act to keep innocent bystanders safe, but he clearly doesn’t limit himself to killing active combatants. He’s killed farmers and traffickers with the same ruthlessness which others would limit to mercenaries and drug dealers. It seems that, in his head, anyone who bolsters the drug trade significantly is a target.


Personality Profile: The Revenant is a grim individual: quiet, but possessing a terrifying intensity. Though his plans are drafted with meticulous (and even obsessive) precision, interviews with surviving victims suggests that he executes them in a state of intense, barely-contained rage. Phillip is among those who believe that a pantheon of interdimensional beings are responsible for granting humanity Gifts. As such, he does not believe that his guilt and anger have shaped his abilities. Rather, he feels that his suffering called to some inhuman thing that made him its instrument. He frequently states that he is doing what he was “made” to do.

On that note, Phillip believes that he received his Gift from the same entity responsible for granting Kane Isiah Armani his powers. The black color associated with his powers, the nihilistic mission he was granted, and the loss of his previous identity all provide evidence for this in his mind. He suspects that he might be able to glean some insight regarding the nature of the being he serves by interacting with Kane. However, he also recognizes Kane as a higher order of predator than himself and doesn’t believe he’d necessarily survive an encounter with him. In Phillip’s mind, Kane’s power is a result of having given up more of his “self.” Given the difference in their ages, Phillip most likely believes that Kane simply had less to give.


Background: Phillip Toomes has been many things across his life. A celebrated athlete, a soldier for his country, and a craftsman. But in his own mind, none of those jobs were more important than being a father to his children. He met his wife while still a member of the US Rangers, marrying her and mustering his way out of the army after finding out that she was pregnant. The early years of his marriage were tough as Phillip worked his way through school while supporting his burgeoning family, but in time he became a certified electrician. On the side, he pursued his interests as an amateur gunsmith at trade shows across several states.

For ten years, he lead that idyllic life. The biggest question in his life was whether he was saving up to start his own business or to purchase a house.  His daughter, Autumn, was a brilliant young woman (if not a bit mean-spirited) and he was confident that she’d go far in life. Until, that is, while walking out of a grocery store, Phillip and his child were suddenly caught up in a drive-by shooting. A wild spray of semi-automatic fire filled the sidewalk as the driver gunned the motor. Phillip had enough of his old reflexes left to grab his girl and move for the cover of a mailbox. Sadly, a round in the shoulder and one in the thigh causing him to flop roughly onto the concrete and a bullet pierced Autumn just under the ribs. Phillip frantically did what he could to try and stabilize his daughter, even ignoring his own wounds. Ultimately, however, she would perish in the back of the ambulance the father and daughter shared as he tightly clutched her hand, half-delirious with pain and medication.

It was already a painful chapter in the Toomes family’s life. Soon it became even worse. The police investigation turned up the fact that two of the guns used in the shooting were from handguns that Phillip had customized. Apparently, one of his customers had been robbed, and the man’s gun collection had been resold to a street gang with the serial numbers filed off. It was a matter of luck that the pieces were recognized by an officer who Phillip had done work for in the past. The knowledge, however, tore a rift in the already shaken relationship that Phillip had with his wife, Allie. She blamed him for the death of their daughter, at least as much as the people who pulled the trigger. No longer supporting one another in their grief, the two drew distant. In a desperate, albeit subconscious, attempt to cope, Phillip lost himself in his work. He was too distracted to notice that Allie had turned to drugs as a method of coping. Too distracted to notice, that is, until he came home to find her on the floor of their living room, dead from an overdose.

Toomes sank into a deep depression. He could no longer bear to live in the house he’d shared with his family.  It seemed filled with silent accusations and ghosts.  One night, he simply drifted off and fell out of his life completely. It was there, in the gutters, the dark alleys, and the condemned buildings he roamed, that The Dreams began. Unmarked headstones under a dark crimson sky, a graveyard that stretched out to the horizon in every direction, and he, gouging the black earth with a shovel. At the time, he thought he was losing his already tenuous grip on his sanity.

Then, one fateful night, he was roused from his sleep by the sounds of a scuffle in the alleyway. Blearily, he tried to hold onto the dream. He remembered, in his foggy memory of his latest dream, that he’d finally stopped digging. It was strange to him that he’d found no coffin, in his waking hours he’d always believed he was looking for his family, trying to reconnect with them. The night seemed clearer than it should have as he squinted down the alley, seeing a pair of thugs accosting a woman, laughing and talking in low voices as the sound of cloth tearing reached his ears. He had called out into the darkness, looking to all the world like a drunk and smelly hobo with a thick scratchy beard and a third of a bottle of scotch clutched in his hand. One of the thugs presented a gun, telling him to back off, and a gear clicked somewhere in the back of his mind. He recognized the colors the man was wearing, had seen them pointing a gun at him once before, before his life had so badly derailed. He hurled his bottle, clipping the gun wielding thug in the temple and causing the bottle to smash against his skull. Booze and shattered glass rained down all over as the man fell back. Meanwhile, the gun slid across the grimy alley, silently encouraging him to take it. As he felt the familiar weight in his hand, and looked at the other thug, who was pressing a switchblade to the poor woman’s throat, Phillip Toomes felt a sense of purpose roll through him.

As he sighted down the gun at the knife-wielding man, black smoke rolled out of the hole in his chest and he stood firm. He knew who he’d been digging that grave for now, even if it hadn’t registered for him yet that the man he’d hit with the bottle had gotten off a shot before going down. As both aggressor and victim watched disbelieving as the hole in Phillip’s chest sealed, the pistol barked in his hand.  In a baptism of blood, cordite, and fire, The Revenant was born into the world.

The Revenant's activities since that night are deeply and irrevocably tied to his obvious, aforementioned goal. Given that fact, it can easily be seen that if we want to track down this vigilante, we must learn all we can about the strategies he has adopted and is likely to soon adopt in his crusade against the drug trade.


Awareness:  N

Threat Level:  2 (While The Revenant is a skilled combatant, his powers are mostly defensive in nature. Because of this, his destructive power is roughly equivalent to a small number of elite, non-Gifted ITSDA squadrons working in concert. His real advantage is in the realm of guerilla warfare, an area in which he is able to indefinitely sustain his personal war while remaining hidden and nigh impossible to track.
This message was last edited by the GM at 01:38, Tue 31 May 2016.
Black Magic
GM, 127 posts
Mon 20 Jun 2016
at 00:20
  • msg #42

Re: Credits (Character Profiles)

Username: Nimbasa

Preferred Name: Nimbasa is fine!

Favorite Comic / Comic-Based Film: Favorite comic book series would have to be Green Lantern, but my favorite comic based film is Watchmen.

What kind of superhero stories do you normally enjoy?: Dark and gritty stuff, stories where the good guys don't always win.

What attracted you to this game?: Had some superhero character ideas burning in my mind. I'm a bit of a writer, so the style of your game and the depth drew me in.

If you can and would like to, briefly describe your writing style here: I like to be as descriptive as possible. I have a pretty visual mind, so I really try to put down on paper(or keyboard, for this matter) what I see in my head so that others can see it as well.


ITSDA Superhuman Dossier

Full Name: Quinn Price
Aliases & Nicknames: Prodigal Son (P.S.)
Age: 26
Years Awakened: 5

Height: 6'2"
Weight: 186 lbs
Build: Lean with some muscle
Hair: Blonde, shaved on one side.
Eyes: Bright green.

GVD (Generalized Visual Description): Quinn wears an altered version of priest's robes. They are a leather-like material and allow for easy and strenuous movement. Black boots and gloves along with black circular sunglasses. He has a cross hung on a short chain dangling from his earring that he wears all of the time. While handsome, Quinn sports many scars across his face and body.

Political Alignment: Rogue Protector

Namidian Resources: N/A

Superhuman Abilities: Telekinesis

Common Uses: Blasts of pure telekinetic energy, ripping objects from the ground to use as projectiles, creating barriers to block incoming projectiles, crushing/ripping apart of objects, flight.

Specialized Equipment: Protective padding underneath his suit in case he cannot stop a projectile with his mind.

Specialized Training and Skills: None

Hypothesized Goal: Redeem himself in God's eyes, and to punish any 'sinners'.

Personality Profile: An undiagnosed schizophrenic, Quinn often sees things and believes things that are completely detached from reality. He maintains a cheerful and wisecracking demeanor, but underneath is a deranged and frighteningly detached human being that walks through life as if it is his own personal hell. He desperately tries to fulfill this fantasy of redeeming himself to God so that he can escape his inner demons and finally be at peace.

Background: Quinn Price has been in and out prison cells since he was 9. Growing up with an abusive single mother caused him to act out, and thus landed him in juvenile detention several times. In his adult years however, he got thrown in prison for much different reasons; Grand theft auto, larceny, assault, and even accomplice to murder. Quinn has lived the majority of his life behind bars. With his mother's death due to an overdose, Quinn was left alone. He had no siblings, no relatives he knew about, nobody. Just as he was at his breaking point, a couple of buddies he had met in prison contacted him, said they had a big job they were pulling together, and that they needed him. The job went all wrong, they were supposed to rob a bank, but the cops were tipped off by one of their crew. A firefight ensued, and Quinn barely escaped, the rest of his crew scattered into hiding. Holding out in his mother's house, Quinn eventually drifted into sleep in the early morning after staying up the entire night clutching his gun. In his dreams, he saw a blinding light, and an omnipotent voice spoke to him. It told him that he was traversing a dangerous path, and that if he continued he would soon find himself in the same place that his mother was. It told him that he was being imbued with a great power, and that he would use this power to bring the sinners of the Earth to justice. The voice said that he was being given a second chance, that he was able to redeem himself of his own sins. Quinn awoke a new man, and soon discovered his newfound abilities. In awe, he began learning how to utilize his telekinesis, and became more and more powerful with each passing day. He did not forget about what the voice in his dream told him, and set off to fulfill the sort of contract that had been made in his dream. One by one, he hunted down his former crew and killed them with his powers. Reflecting on what he had done, and still mulling over the dream, he decided that the voice in the dream was God, and began attuning himself to theism in order to make sure his second chance would not go to waste. He now hunts criminals and villains, or whomever he deems a 'sinner', and puts them down without hesitation.

Awareness: No

Threat Level: 3
Black Magic
GM, 139 posts
Sun 3 Jul 2016
at 16:31
  • msg #43

Re: Credits (Character Profiles)

Name: N/A
Alias: The Deep One, R'yleh, Illithid (possibly Cthulhu?).
Age: 4
Years Awakened: 1
Height: 6'1"
Weight: 120 lbs
Build: Lean, but not very defined.
Hair: None
Eyes: Black, with a silver, W-shaped pupil(Glowing a dim violet when its Gift is activated).

GVD: Tall, masculine humanoid, lavender colored skin, lithe build, and thin limbs. Face like a Cuttlefish; a cluster of suckerless tentacles with connecting membranes hanging over the mouth like a beard, but otherwise possessing a humanoid head with solid eye-sockets and skull. Usually seen wearing a hood, robe, and mask made of salvaged, watertight materials.

Political Alignment: Unaffiliated

Superhuman Abilities: 'Nightmare' Telepathy, Common Telepathy, Telekinetics, Superhuman Intelligence, and Amphibious/Octopus Traits. Other possibilities include natural camouflage, memory manipulation, and possibly regeneration.

Common Uses: When engaging in battle, the Deep One keeps to the shadows as he mostly fights at night and sometimes near bodies of water, not needing to confront an enemy directly and preferring to avoid such a thing. It possibly uses limited natural camouflage abilities to blend with surroundings, and depending on the environment, may enter nearby bodies of water in order to facilitate stealth.

Utilizes Telekinesis by manipulating surroundings, toying with its opponents by flinging barrels, tires, trash bins, and even light object like soda cans and newspapers. Rarely uses fixed objects like mailboxes or street signs, and even rarer reports indicate recognizable weapons created from scrap, like daggers and javelins. Reports have indicated that sometimes it doesn't even directly attack its opponents with objects, making things skitter around right on the edge of its opponent's vision to occupy them as it slips away. Longest recorded range of telekinetic manipulation is 60 feet.

On few occasions, it makes use of what those few sane enough to explain after experiencing it call 'Nightmare Telepathy'. In some limited sense, the Deep One is able to influence how people perceive their surroundings via a telepathic ability it possess'. It can make you 'hear' false noises, 'see' shadows flickering and even 'feel' like a breeze came from somewhere else. This, as well as potentially using this gift to 'speak' to others if necessary, is believed to only be a use of its 'common' telepathy.

Against opponents who demonstrate a considerable threat to him, he takes this manipulation of senses to a whole new level, dubbed 'Nightmare Telepathy'. It involves drastic manipulation of the target's nervous system, causing the opponent to feel anything, from feeling like their body is being consumed by fire ants, or hallucinating that the shadows nearby are coming alive and reaching for them. There have been some occasions of maddening whispers in an unknown language gradually building in volume or pitch until the target collapses out of sheer stress, straining to block it out, and even combinations of manipulating multiple senses, like inducing coughing and making it taste, feel and look as though blood is beginning to waterfall from the target's mouth.

Only heavily armed victims like soldiers and Gifted Agents have been recorded to have had these horrifying experiences thrust onto them, as opposed to police forces and gang members who have reported conflicts like this. Whatever is doing this, it has a sick, twisted mind. The longest recorded distance of telepathic manipulation is unknown but hypothesized to have a slightly longer range than the telekinetics, around 80 feet.

Specialized Equipment: Hand-crafted wet-suit, with hood, mask, and cloak. Possibly constructed to retain water and keep it close to skin.

Specialized Training and Skills: Unknown, but possibly continuously increasing. There is no cohesive list as to what this being knows, how much it can know or what it can do. As close-quarters engagement is not recorded as of yet, there is a possible weakness in hand-to-hand combat. Otherwise, assume it knows whatever you don't want it to.

Hypothesized Goal: Learning. Over the course of the last 11 months, there have been several similar engagements following reports of suspicious activities at a variety of public locations, such as schools, universities, town halls, and even a block away from ITSDA Headquarters as recent as 5 weeks ago. In each of these locations, people inside these buildings have independently said that they just 'felt like they were being watched'. It's possible that whoever or whatever this thing is, it is trying to learn something. What that something is, we have yet to know.

Personality Profile: The only 'reliable' report on this thing's persona comes from a family of 4 from Prince Edward Island, Canada, which said that their 7-year-old daughter would go to the beach in the evening, and converse with this thing outside of her parents' knowledge. The little girl, named Lucy, claimed 'he had a lot of questions' and 'he liked it when I told him things.' She goes on to explain that, in a few days, she taught this thing the alphabet, some simple words, sentences, and even how to read all in a span of about 7 days. She also taught it simple shapes, math, and 'common manners', apparently.

Based on this one testimony, this individual can be assumed as intelligent and perhaps even civil, capable of fast learning and understanding abstract concepts like most people, and possibly social interaction as well. However, a cohesive persona is hard to form. The only definitive personality trait from Lucy's testimony is that 'he likes learning things', obviously indicating an attachment or obsession with collecting knowledge. Otherwise, we do not know what this thing is willing to do, what its morals are or how it would interact with other, less understanding humans.


Background: There is no concrete evidence, but the prevailing theory is that an Atlantic Octopus somehow awakened and, as a result, drastically mutated a humanoid body and developed psychic powers as a result of its gift, including telepathy and telekinesis. How this occurred, nobody knows, but the fact of the matter is that something to that description

Its earliest recorded contact with human beings was 9 months before the Gaultown Incident, in Prince Edward Island, Canada. The mother of a family of 4 says her 9-year-old daughter would go to the beach in the evening, saying she would 'meet a friend.' For a month, this continued until the father of the family decided to take a camera and spy on his daughter. What he saw and photographed was her daughter, conversing with what could only be described as a Lovecraftian horror; a person with an octopus for a head. Naturally, the family reported this and, within the hour, police were scouring the beach but didn't find this suspect.

Though the daughter pleaded that the creature was innocent and was only learning things from her, the family was placed under protective custody in case the creature was hostile, but it has not pursued the family since. However, in the last 10 months, there have been no less than 14 spottings across the US east coast of 'The Deep One', named by a Call of Cthulhu  player who saw it on a walk home off the coast of Boston and reported it.

Its current location is unknown, as it was tracked to a port in Southampton in Long Island, New York following a supposed sighting near ITSDA HQ a month ago and the trail has since gone cold, but all agents posted near popular port cities along the east coast of the USA are warned to be on high alert for this target.


Scientific Speculation:
It is unknown whether or not the Deep One has kept many of its natural abilities, such as camouflage, expelling ink, and regenerating limbs, and it is hypothesized that the majority of its sightings have been masked by memory wiping applications of telepathy, but the latter two are more of a rumor, while the former two are accepted theories.

Regardless, biologists expect the Deep One to still have several unique mutations, such as a working ink duct from its biological roots, and a skeletal structure with more cartilage in it than a human's, particularly the spine and rib-cage. This would allow for the greater flexibility required of an aquatic creature, but it possibly makes the Deep One more physically brittle as well.

Additionally, ITSDA scientists suspect the Deep One to still possess 'biologically distributed intelligence', meaning the rest of its body aside from its brain also contains neurons, including the tentacles that make up its 'beard'. Combining this trait with its larger physical mass, the scientific community speculates that the Deep One is hyper-intelligent, beyond that of even the smartest humans in history. This sophisticated intelligence could make it the most dangerous telepathic gifted in the known world. Agents are advised to expect as much as possible until further information is discovered.

Awareness: Yes. Having engaged ITSDA Agents and possessing telepathy, we can only assume that the Deep One knows what we are and where our HQ is.

Threat Level: 5 (Direct engagements to take the Deep One into custody have resulted in mental and physical trauma for agents, but not death. Though not inherently hostile and having no confirmed reports of deaths caused by the Deep One, assume it is dangerous and contact the ITSDA immediately if spotted.)
Black Magic
GM, 144 posts
Sat 30 Jul 2016
at 22:00
  • msg #45

Re: Credits (Character Profiles)


Full Name: Kyle "Kinan" Jovellanos Thompson
Aliases & Nicknames: Jet
Age: 24
Years Awakened: about 4

Height: 6'1"
Weight: 190lbs
Build: Lean, surfer
Hair: sandy blonde
Eyes: Blue

GVD (Generalized Visual Description): Kyle is a lean, tanned man whose appearance does not hide the 4 year summer he just had. Kyle was born in Hawaii to a Filipino mother and American father. He had dark skin and black hair but managed to get blue eyes out of the deal somehow. His stands in at about 5'10" and weighs 160lbs. His frame is lean and fit with muscles visible but not bulky. His active lifestyle has given him a surprisingly powerful physique. But it's his permanent, brilliant white smile that earned him his nickname* and his narcissistic personality that got him his reputation. His is a loner and prefers quite activity to talking or loudness. Still, his notoriety as a partier is not small. He tends to wearing flip-flops, beach shorts, Hawaiian shirts, and goggles. In fact, the only attempt he makes to tame his unruly mop of hair is ti hold it back with a pair of goggles set atop his hear, to loosely braid it, or occasionally chop it off with a machete.

* = Kinan means "rice" in Filipino.

Political Alignment: ITSDA Agent

Superhuman Abilities: Kyle's abilities fall under three descriptions. First, he is able to store in some type of extra-dimensional space upwards of ten metric tonnes of water. He stores it by drawing it in through the ports in his body at a pretty rapid rate. He can go from empty to full storage in about 1 hour. Second, he can draw oxygen out o this stored water via some type of internal gill functional in either saline or fresh waters. Thus, he has no need to breathe at all when he has a full tank. Third, he can force the water stored out through the ports in his body. He is able to dilate or contract the apertures of these ports to make either thin cutting jets or wide concussive jets. He uses these jets for various effects. Currently know port locations on his body are in the balls and heels of both feet, in each fingertip (excluding thumbs) and the palm of his hand, the tip of his tongue, between his eyes, between his shoulder blades, both knees, both elbows, and the center of his chest.

Common Uses: Kyle has learned several tricks with what is essentially an open powerset. His most well know trick is what he calls the Water Laser. He contracts the apertures and forces the water out at high pressure giving him potent but short range "lasers" with which he can fight very effectively. He typically uses these with the finger apertures of palms but can use them from all his ports.

Another attack type affect is to use a wider jet which can have devastating concussive effects. Just ask any protestor his with a high pressure water hose about this.

He has alos been getting better at using his jets defensively to knock projectiles out of the air of send burst of fine mist into the air to obscure vision. This si still a work in progress as he trains with ITSDA.

The trick he is most proficient with which is using the jets to assist in movement. Firing burst from his feet to allow him to jump further, bursts from his elbows to add power to his punch, or bursts from his back to propel him forward rapidly. These tricks were all perfected on his extended summer escapade. IN the water, these movement tricks are even more potent and he can travel rapidly thought water with ease and dexterity.

Finally, and even he does not know he does this, he is able to increase the rate he draws oxygen from his reserve to hyperoxygenate his blood for short burst of extreme athletic ability.

Specialized Equipment: For best use of his abilities he wears a specially adapted wetsuit with holes for his various ports. He has bare feet and no gloves for these reasons. He does wear an advanced and customized set of goggles.

Specialized Training and Skills:  He is currently still training with ITSDA's combat arm. he is a pretty fresh recruit after all. His experience and history as an extreme athlete has given him a wide skill set in that area though and what he lacks in pure combat experience he often makes up for in pure athleticism.

Hypothesized Goal: Endless summer

Personality Profile: Kyle has what the psych department in ITSDA has termed a "personality issue." He is extremely narcissistic and self-absorbed. He had no intention of joining the agency and, while he doesn't resist his membership, often sneaks off on trips and slacks whenever possible. Being a hero is col and all, but he'd rather sleep the afternoon in a hammock on some beach in the south pacific somewhere.

Background: Kyle was into rollerblading, skateboarding, skiing, snowboarding, BMX, and especially surfing from an incredibly young age. He started participating in competitions around 14 and has won several awards. the money from these went to fund his permanent summer. From the age of 18 on, he traveled the world participating in the extreme sport lifestyle. When he couldn't win a tournament to fund it he would gamble on himself and even turned to petty crimes. Anything to keep the summer going as he hopped around the globe: smuggling, theft, and illegal gambling became as much a part of his life as  surfing and mountain climbing.

At age 20, his Gift awakened and became another part of his crimes and lifestyle.

At age 23, his gift was finally got hi in trouble. Most mundane agencies had trouble keeping up with him sans Gift, but with it he attracted the attention of ITSDA and it wasn't long before a certain irascible agent cornered him. Frank Jackson was one of the first people, ever, that could keep pace with Kyle's stamina and it was by that man's persuasion almost solely that he agreed to come in peacefully and to then join the agency on a sort of work-release. The great agent himself even kick-started the kid's training himself.

Awareness: Y

Threat Level: 3
Scripts
GM, 274 posts
The King
of Comics Canon
Mon 21 Nov 2016
at 02:59
  • msg #46

Re: Credits (Character Profiles)

Writer Profile:

Username: Scriviner

Preferred Name: Whatever makes you happy. You can use Scriviner, Scri, my character's name, "Hey, you!," or anything else you like.

Favorite Comic / Comic-Based Film:   Guardians of the Galaxy.

What kind of superhero stories do you normally enjoy?:   Ones based on logically-extrapolated scenarios that may actually play out when our reality is abruptly subjected to the advent of superheroes. Put more bluntly: I like stories that involve agents, marketing deals, public relations incidents, superhero insurance, public sector use of meta-human abilities, that sort of thing.

What attracted you to this game?:   It’s always nice to play a free-form superhero game and not have to worry about trying to fit all of your vision into the Rules As Written. Also, a conflict-resolution system that is based on the best narrative rather than random factors is way appealing. That does, by design, result in the best possible story, which is the point of a good game IMO - not "winning" by crunching numbers effectively.

If you can and would like to, briefly describe your writing style here:   I’d say…entertaining. I tend to write like I like to read – a good story with entertaining elements of both humor and serious issue tales (not a surprise, with GotG listed above). I’m a voracious reader, and so I’m generally aware of what makes a narrative flow rather than stutter. Thus, I’m certainly not above dropping my own character into the deep end when it’s appropriate and amusing to do so.  My favourite heroes – super or otherwise – are generally the ones that get chewed up in the process of saving the day, but stick it out and win by means both stubborn and creative. Harry Dresden.  John McClain. Malcolm Reynolds. Those heroes almost in spite of themselves are my favorites....


ITSDA Superhuman Dossier



Full Name:   David Henderson
Aliases & Nicknames:   The Mighty; Big Man, Last Action Hero, The Toronto Titan
Age:   42
Years Awakened:   2

Height:   6’6” (1.98m)
Weight:   476lbs (216kg)
Build:   Broad-shouldered, Olympic Athlete-level build.
Hair: Brown, short.
Eyes:   Grey-green.

GVD (Generalized Visual Description):   Henderson is a tall, conventionally attractive man with a build which has been described as "perfect." If there’s a physiological ideal in the amount of muscle development, proportions, and degree of body fat, he’s managed to attain it. And, bafflingly, he doesn’t have to do a thing to maintain it. His hair is neatly cut and worn in a fashionable, slightly spikey style. In addition, he wears an equally neatly-trimmed beard. While he in his early forties, he appears to be in his mid-thirties, an impression reinforced by his generally cheerful demeanor.

While active in the field, he dresses fairly simply. On his chest, he sports a short sleeve, light grey V-neck shirt  with darker grey sleeves, shoulders, and a broad band along the neckline together suggesting an "M." Similarly, he also wears dark grey cargo pants with what can only be called a "utility belt" and a pair of finger-less gloves with heavy metal disks on the backs of the hands. Surprisingly, he goes about barefoot, yet his feet never appear to be dirty. In fact, his outfit always seems to be in great shape, clean and perfectly fitted to him. What's more, his hair never seems out of place, even in the midst of battle. This is almost certainly a side effect of his Gift, though the mechanism by which his Gift maintains his health and appearance is, as of yet, unknown.

Political Alignment: Gaultown Federation

Namidian Resources: N/A

Superhuman Abilities:   Henderson’s abilities are, on the scale of the Gifted, relatively simple. First and foremost, he possesses a greater mass than most, physically massing perhaps double what he should for his size. But, to a more significant degree, he metaphysically masses far greater than even his weight suggests he should. He has vastly increased strength, enabling him to lift upwards of fifty tons, punch holes in solid steel, leap hundreds of feet at a time, run in great bounds at close to fifty miles per hour, and exert himself for prolonged periods without risking exhaustion. He is also incredibly durable, able to ignore the rounds from pre-Gift era hand held firearms like so many thrown tennis balls. Miniguns, fifty-caliber rifles and other munitions intended for use against vehicles and hardened targets are required if human assailants hope to have a chance of causing notable injury to him. Even when injured, his body heals at an accelerated rate: his minor wounds begin closing in minutes, significant damage to bones, joints or organs gets repaired in hours, and lost tissues can be regrown in a matter of days. Extremes of heat and cold simply seem to affect him not at all, rendering him rather indifferent to environmental conditions. Finally, he possesses a great deal of personal inertia: he is very difficult to pick up and move, knock back, trip, throw, or otherwise lever about. And when he is moving, it is equally difficult to stop him before he wishes it. In a word… he is, as his name suggests, mighty.

As well as this physical prowess, he has also had his senses enhanced to a high degree. His eyesight and hearing is perhaps ten times as acute as that of a typical human, his night vision is excellent, and he can see into the infrared spectrum.  His auditory range also extends into the ultrasonic and his sense of smell is acute enough to allow him to identify individuals by their particular odor. His already good memory has also been sharpened by his Gift to the point where it seems to be truly photographic, giving him phenomenal recall of anything he has seen or heard.

Perhaps most peculiarly, as was aforementioned, he maintains his ideal physique with no effort whatsoever. Anything that would have him mussed, disarrayed, dirtied or bloodied simply doesn’t last. His clothing can become damaged through conflict, but he still stays neat and clean with incredibly minimal effort on his part.  Those who remember one of Arnold Schwarzenegger’s lesser known movies have tagged him as "The Last Action Hero" as a result.

Common Uses: Henderson likes to mix up his tactics, depending on the scenario he finds himself in. He likes to hit hard and at speed when the situation calls for it (he can and has tackled a tank onto its side using his metaphysical mass). He also, however, is extremely good at standing his ground and making it difficult to move him from it. Not the sort of man to risk indiscriminately killing someone by bringing tons of force to bear on the few square inches of space his fists hit if he’s not sure they can handle it, he often utilizes his long limbs to grapple his usually smaller opponents. Once grappled, he uses his wrestling skill to simply incapacitate or to slowly and carefully crush opponents into submission.  However, should the situation ever require it, or in dealing with drones or other "disposable" targets, he does whatever is necessary to end a fight swiftly and decisively. To quote a 2035 interview with Henderson, “fights shouldn’t be fair, and if you’re not fighting to win, you’re fighting to lose.”

His enhanced senses allow him to keep track of more details at a greater distance than most. Moreover, darkness or obscuring smoke isn’t a hindrance as long as his targets aren’t at the environmental temperature. Thus, he often serves as a sentry during combat. He will also use whatever might come to hand as a hurled weapon should the situation require it – manhole covers are a particular favorite. And when there's nothing available for him to throw, he'll wield the detachable titanium-steel throwing disks attached to his gloves.

Specialized Equipment: For the most part, Henderson doesn’t use much in the way of combat gear. The titanium steel disks that detach from the backs of his gloves with a twist can be thrown with a fair degree of accuracy or be used for a backhanded blow when a harder surface than even his bare fists is required. The gloves themselves are fingerless and made from a heavy titanium mesh, ensuring that they are durable enough to hold up during combat.

More strikingly, the pouches of his tactical belt contain a variety of useful oddities. The items he is known to store within it include dark-tinted goggles to shield his eyes in the event of high-speed travel or excessively bright lights, a multi-tool, basic first aid kit, writing materials, a compact butane torch, a flash drive, a phone, earbuds, and all sorts of things. The sheer variety of items contained within it serves as a testament to his thoughtful nature and general preparedness.

Specialized Training and Skills: Wrestling, public speaking, extensive "general knowledge" acquired with the help of his photographic memory. It is important to note that the general knowledge does not seem very specialized; rather, it allows him to understand "the basics" of almost every occupation.

Hypothesized Goal: Henderson seems to be seeking celebrity status. His actions since coming to public awareness have generally been "heroic" in nature, often overtly so. Pattern analysis suggests that he takes pains to have his actions viewed favorably and deliberately puts himself in the public eye. He has made no effort to conceal his appearance or identity. More obviously, he has spoken to the press on numerous occasions. And during these interviews, he has demonstrated a fair degree of personal charm (perhaps indicating that he rehearses talking to those who could enable him to gain the social status he strides for)

Personality Profile: Henderson has shown himself to be fairly intelligent, quick-witted, and generally good-humored.  Whether by nature or by calculation he can be fairly reliably depended upon to act as a protector who constantly acts to protect life and property. He seems to be in possession of an ironclad confidence bordering on arrogance, but he has been seen to unleash an impressive rage when his confidence is threatened by a powerful opponent. He is irrepressibly humorous with a tendency towards condescension and clearly enjoys the company of women.

Background: Henderson’s life is, in some ways, a testament to wasted potential. Even as a boy he had a large build, reaching six feet in height at only thirteen years of age. At various points he played hockey, football, and baseball, but he played without any real drive and did not push himself to achieve. Possessing the physical stature and coordination to be an athlete, he nevertheless eventually gave up on sports to pursue his other interests.

Intellectually, he was quick-witted, possessing an excellent memory and finding maths and sciences to pose no real difficulty. Rather than pursuing knowledge, however, he coasted through school and settled for easy, middle-range grades rather than striving for excellence.

Creatively, he was a decent writer and a good actor, attending university in pursuit of the theatrical arts. He didn’t even finish his degree, however, dropping out of school short of completion and failing to continue to pursue an acting career.

It went on an on like this throughout his early life. All of his advantages were left to just atrophy as he worked a series of jobs, mostly retail or labor-based, that allowed him to get by but weren’t any sort of challenge. He didn’t stretch himself, preferring routine and a casual existence with a few good friends and a lack of stress. So it was in just that sort of life he found himself, living in western Canada and working a decent paying but low-responsibility warehouse job, when he had his Dream.

He awoke from it dazed, uncertain at what had just happened, and stumbled through his morning preparations in a fog. He felt unsettlingly disconnected. With his head still not working properly, he stepped off a curb without checking the street first and the blare of a horn cut through the fog in his mind. Turning to see a garbage truck bearing down on him at speed, he didn’t have enough time to get out of the way. While the truck itself tried to swerve, the morning’s light rain left the road too slick to maneuver quickly.

He could do nothing but brace himself and close his eyes as the rumbling truck hit him at perhaps sixty kilometers per hour.

The noise was incredible, and what felt like cold fire burned through him as pressure enfolded him. However, as everything settled again, he found himself unhurt. Pressing outward with his arms in a screech of tortured metal, he found himself perhaps fifteen feet further down the road, inside the cab of the garbage truck that was now crumpled and enfolding him. His clothes were a mess, but he was otherwise fine.

Tearing off the driver’s door, he extracted the injured driver. Then, the young man simply marveled at what had happened to his body. It was fairly clear to the clever man that he had just had an Awakening and his life was never going to be the same again. Our psychological profiles suggest that, in this moment, he was filled with a resolve that he was not going to waste this incredible second chance at life his awakening afforded him. He was going to take every advantage of what he could do and make sure that everybody knew just what that was.

It was at this point that he demonstrated that even while declining to pursue intellectual activities, he wasn’t even remotely stupid.  He consulted with a lawyer to find out the extent of what he could legally do as an unlicensed civilian and hired a PR firm to provide a positive spin on his actions whenever possible.  The attitude of the general population toward the Gifted was usually a mix of caution, fear, envy, and discrimination. But, Henderson noted, those feelings clashed with the strong tradition of superhero mythology that had existed in the popular consciousness for decades. As such, he'd have to tap into that mythology in order to claim his status as a major player in Western popular culture.

And so, he adopted a suitably heroic name, a practical but thematic outfit, and pulled up stakes to move to his country’s greatest metropolis, Toronto. Canada being generally a more liberal country than many might have enabled him to get further with his plan than he might have elsewhere. Regardless, to ensure his success and positive public image, he took pains to stay within the bounds of what he could do without stepping over a line. He wasn’t in law enforcement, nor was he a detective, so he didn’t make a point of going looking for "crime" to fight.  Instead, he concentrated on being a crisis responder. He hauled people out of a car that had gone out of control and crashed into a river. He pulled people out of a burning building. He stabilized a malfunctioning crane as it started to topple. Generally, he did everything he could to cultivate a "Good Samaritan" image.

That's not to say that he ignored a crime in progress if he happened to encounter it, for he did stop many crimes. Plus, he had a few dust-ups with other Gifted who were less inclined to be civic-minded. To name one notable example, he vigorously disassembled the animated "trash golems" sent by the ecoterrorist Green Storm to tear down the city and let Mother Earth rise again. To name another, he defended himself against an ambitious adolescent calling himself Rave who was trying to make a name for himself by killing independent heroes. In any event, his goal was always to subdue and detain, never kill. And after every victory, the proper authorities were summoned to deal with the situation professionally.

His PR people spun every public encounter to as positive a take as possible, and it began to bear fruit. He became widely known as one of the Gifted who didn’t seem to be abusing his power to get what he wanted. In fact, he was nigh-universally hailed as a hero throughout Toronto! To the people of his city, he was not a super soldier or covert agent. Rather, he was just a good man who threw himself into bad situations and tried to keep people from getting hurt. And he really did want to keep people from harm where he could – but that's not all he wanted. He could become famous in the process of saving people, famous enough so that everyone in the civilized world would know his name. He could be a celebrity.

It was, inevitably, his positive public face that brought him to the attention of one Brian Jameson, who saw in him a kindred, highly confident spirit who wasn’t willing to just sit back and let the world go to hell. While Henderson wasn’t the most powerful Gifted on the planet, he had just the right sort of visibility to provide the GTF with a strong public face. Additionally, his versatile powers could prove quite useful in the field.

Awareness: Y

Threat Level: 3.  (While a formidable individual opponent, Henderson is ultimately just one man. He lacks the capacity for widespread, long-lasting, or insidious damage. Sufficient human military means could subdue him by brute force and he has shown no specific resistance to inhaled drugs or toxins beyond the poisoner needing to account for mass and recuperative capabilities with dosages. Recommended tactical options for dealing with him are, therefore, the deployment of aerosol incapacitating agents.)
This message was last edited by the GM at 03:00, Mon 21 Nov 2016.
Black Magic
GM, 152 posts
Tue 6 Dec 2016
at 06:46
  • msg #47

Re: Credits (Character Profiles)

Full Name: Niklas Kraft
Aliases & Nicknames: Craft
Age: 35
Years Awakened: 10 years

Height: 4'2"
Weight: 96 lbs.
Build: Skinny, gangly
Hair: Brown Messy, Streaked with grey and white
Eyes: Brown/Black, unusually large

GVD: Craft is the inspiration for the creature Gollum. He appears to be an aging man of small, basically dwarf-like stature.

Political Alignment: Unaffiliated

Personal Resources: A Sanctum in an old district of New Orleans, Louisiana.

Superhuman Abilities:

-Lifespark: Dead Reanimation, Self-Resurrection, Creating Monstrous Drones

-Limited Telepathic control and communication w/ creatures imbued with his lifespark.

-Spacial Gateways: Allows teleport anywhere Craft has seen or witnessed through his drones.

-Illusionary Light Control: Convincing dynamic holographic images capable of movement and sound.
--Can harness this control of light into focused burning blasts that he calls Hellfire.
--Can completely black out an area under his control.

Common Uses:
 Craft is convinced he has tapped into a spiritual black magic. His powers seem to be derived from demonic supplication, but they are actually Gifts given form by a demented mind. Thus he creates creatures which seem to model his beliefs, tentacled monsters and strange gangly imps seem to serve him as their master. Indeed it is because he has assembled them unconsciously at a molecular level that they seem so insane, they are without genetic code however and so are never long for this world as they cannot age, heal or replicate.

 He has died twice and this experience changed him for the worse, he believes he has the ear of a elder thing, as his body reassembled itself from his last ditch power struggle, the result each time seems to bring him slightly further from human as he recreates himself slightly more imperfectly. However each time he recreates himself or summons his minions, the same power seems to be at work, and his knowledge of how to impart this 'life spark' seems to grow.

 So far this ability has produced zombified humans, demon-like imps, golem-like guardsman, flying bat-like and taloned face-huggers, and writhing many-tentacled 'dream weavers' as he calls them which have an uncanny and dangerous ability to mesmerize. It is unknown if this is the limit of his 'summoning' powers, but it is known that he becomes notably weaker each time he creates and maintains a new creature, the most witnessed and reported at one time is 8.

 His illusionary powers seem to be mostly for sparkle and show, to keep his and his cadre's appearance secret, but he has been known to defend himself with blasts or blackouts in which he then makes his disappearing acts.

Specialized Equipment: Craft uses a cane and a cloak to help disguise his deformities. He also has a harness that he can attach himself to one of his larger creatures like a backpack for ease of travel speed.

Specialized Training and Skills:

-Most of Craft's training revolves around the Occult and knowledge of Elder Things. This is not simply superstition for Craft however as it lends itself to his unconscious manifestation of said creatures.

-At one time he was a gifted corporate Geneticist and Biologist.

-Niklas is able to speak many languages fluently including Russian, German, Polish, Turkish, Arabic, English, Italian and Spanish.

Hypothesized Goal:
 Other than to increase his own powers, Craft seeks to find Namidias and test him. It seems he is not employed by them but is constantly seeking him out, thus crossing paths with ITSDA as well as Namidians.

Personality Profile:

 DISCLAIMER: This is a speculative profile as the villain Craft has not been definitively linked to the criminally insane Niklas Kraft.

 Niklas is a disturbed individual, but not a stupid one. He merely believes very strongly that his powers are a manifestation of dark magics and clings to this delusion wholeheartedly. He is extremely hideous, an ever worsening side-effect of his powers which plague him as no opponent could. He is no longer full of vanity or merely jealous of other's outward appearances, but rather he has now accepted his appearance while talking about himself with self-loathing and self-deprecating banter. This state has lead him down some incredibly vile paths including murderous rages and violent rampage. He has become a monster in a word.

 Along with the self-loathing aspects of his personality, his self-confidence is also eroded, making him fearful and sociopathic.

Background:
 Niklas Kraft was born into a very powerful political family, one that remained unthreatened for the simple fact they allowed others to catch the public eye and stayed in the shadows overall. Still, with his connections and pull in various areas, the boy’s father could control to a strong degree the direction the government of their homeland Poland took; in dated slang, he would have been called a ‘king maker’.

Niklas was afforded the best education, in fact the best period would be an easier way to say it. He learned from his books quickly and well, managing to command what knowledge was given him from general science to even the tongues of other lands.

However, his lessons reached past these facts and figures, and encompassed a hidden truth; his family belonged to the Chervone Oko; the faithful, the true believers, The Red Eyes. They firmly believed in a great and terrible power, one that far outdated even the most ancient of known Pagan Deities. Zeus and Hera, the Titans before them, in the mindset of the group were the equal of children playing in a sandbox. Those before them, The Elders, existed beyond the need for names for they simply WERE, and any human attempt to tame them with some word was a grave insult.

The Chervone Oko had existed for a hundred years according to documents found in their possession, though the members of the cult vehemently claimed without evidence the number was easily in the thousands. What is solid fact is that their members existed in several different countries in mostly important positions, which is why the fear of causing an international incident hampered and hindered various law organizations from arresting any of them for one of possibly the grimmest acts guised over with the permission of religion; human sacrifice.

It is believed Niklas was inducted into the group when he was three years old, as this is the time his grandfather died and his father took over as cult leader. While it is believed this was an act of murder to appease these Elders with blood in trade for good fortune, at the time any investigation into the matter was stalled and the case grew cold.

Ten years after this possible crime however, a break came in ironically the form of more death; a supposed cult member died suddenly of a heart attack, her position important enough that it was immediately filled to keep various matters running smoothly. Upon moving into the office, her replacement found some hidden information which was promptly turned in to his superiors. Still the Red Eyes were well protected enough that it took five more years of careful and quiet work to build a case strong enough that INTERPOL was issued arrest warrants; they stormed the estate in Poland during a party when many suspected members were present, and despite their claims that they were ‘The Chosen who made the sun rise and the moon set, while the rest of Humanity played with worthless toys of glittery technology’ (yes, that is a direct quote from a member’s interview), once their high powered friends turned away from them several started talking. This led to more arrests, and more confessions. When the estate grounds were searched, one hundred and seventy-four unmarked graves were found; missing tourists, backpackers, homeless, and even whole families in sadly more than one case.

As though any more was needed after that discovery, there was a ritual chamber under the main house with records mentioning murders stretching back into the eighteen hundreds. There was even documentation that they had agreed to aid Hitler in his known attempts at supernatural research, which explained why their family was not bothered during the Nazi Occupation.

Niklas was eighteen at the time, and was quite proud to be sent to the same prison as his father; before this could happen however, a massive outpouring of support made the judge decide to commit him for observation for one month. After this time, it was the opinion of several doctors that the young man displayed very clear signs of brainwashing, and intense therapy was highly recommended. Since no proof existed besides his own boasting that he had been involved with any of the killings, and this was thought to be a result of the conditioning with no truth behind it, Niklas was committed to a government-run facility.

Two years later he was released with a clean bill of health, and was greeted by a welcomed surprise; though his family had lost all of their fortune and land, it had been decided his trust fund would remain intact so he could start a new life. With this windfall, he attended a prestigious university where he managed to complete twin PhDs in both genetics and biochemistry in only three years. He landed a position with a leading pharmaceutical firm, and one year later was promoted to head of his department. In one more year he was receiving offers to start his own company, and the young man dropped hints that he had thoughts on a new food additive that would be a great first project.

Then, things took a downward turn when Niklas was informed that both of his parents had exhausted their appeals, and were to be put to death. After the executions, he had their bodies sent to the finest funeral home he could find since his trust fund was still holding, and had them laid out in a dual casket. When he was looking down at their bodies, he touched both of them on the cheek and sent up a silent prayer that The Elder he had worshipped so faithfully in his life would give proof he really existed. Suddenly, his parents sat up at the same time, and their son was so surprised he stumbled back into a reporter and knocked them both down, resulting in the stranger accidentally breaking his neck and dying.

As best as can be assembled from the rantings that followed, Niklas took this as a sign the deity the Chervone Oko worshipped had given him back his parents for a price paid by another life. He leapt onto another person present, and his parents climbed out of their coffin to do the same; by the time police arrived, the funeral home has half in flames and seven people were unaccounted for. The Kraft family came out of the wreckage straight for the officers, with Niklas taunting law enforcement officials that they were ‘protected from upon high, by a presence their meager minds could never hope to comprehend’. His mother and father took several hits each and still managed to reach a policewoman, whom they fell upon and ripped apart. However, when their son was shot in the heart, they too slumped down and stopped moving.

Niklas Kraft and his parents were placed in the city morgue under guard on Saturday, and as Monday was a holiday the coroner returned to work the following day; when he unlocked the cooler with Niklas’ remains in it however, he found a completely desiccated and aged corpse, as if the remaining vigor had been sucked completely out of the remains. His body was completely mummified and unrecognizable. The other two bodies were accounted for yet not his, despite the men and women posted at the only door that it had never once been opened or left unattended. There was also no video recorded of the scientist exiting his compartment let alone leaving the room, though when inquiries were made it was discovered that notes from his lab and what remained of his trust fund were likewise gone.

A food additive roughly like the one Kraft was rumored to use as a start for his own company was patented and is currently in heavy use in the public school system which generates a great deal of income, yet attempts to trace it back to Niklas have come to no avail, as face recognition software has failed to pick him up at any bank where withdrawals from accounts funded by the royalty checks have been made.

It is the theory of a few forensic professionals that he is somehow still at large, though this is completely unsubstantiated presently. The tenuous link between the monster called Craft and Nikolas Kraft have only been theorized at this time.

Awareness: Yes

Threat Level: 4
Black Magic
GM, 154 posts
Sat 10 Dec 2016
at 04:58
  • msg #48

Re: Credits (Character Profiles)

Writer Profile


Username: Nurgles_Rot

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

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

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

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

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


Full Name: Tobias "Toby" Hawthorne
Aliases & Nicknames: Mystic
Age: 16
Years Awakened: 11 years(portal) 1 Week(Other powers)

Height: 5'11"
Weight: 160 lbs
Build: average bordering on the lanky side
Hair: Black short and spikey
Eyes: Green

GVD (Generalized Visual Description): Tends to wear jeans and tshirts with sneakers and a backpack. Also wears glasses.

Political Alignment: Unafilliated

Superhuman Abilities: Teleportals-Can open a portal to anywhere he has seen/been as long as he knows the location of it. Can stay open for 60 seconds unless he wills it shut earlier. Can be expanded large enough to accommodate an aircraft carrier or airplane.

Elemental magic- Can use magic to call on the four elements to do just about anything you can think of with them. From a wall of Water or Stone to A giant fireball or lightning storm from DnD. However, he has very little control over this aspect of his Gift currently.

Shields-Can project a shield up to 10 feet in diameter around himself. He can let people pass through it if he wills it. Sustained damage to the shield will cause it to collapsed for some time.


Common Uses: He will use his abilities to defend those who are in peril. He tries to avoid fighting unless it is unavoidable.

Specialized Equipment: No

Specialized Training and Skills: He can read a good comic. Likes to talk about video games.

Hypothesized Goal: To grow up and do right by the world. Just like his mother would have wanted him to.

Personality Profile: Likes honesty, kindness, learning. Hates bullies and evil.

Background: Growing up with just his mother to raise him Toby's mom did all she could to raise a good boy. One night a burglar broke into their home and his mother was killed. He was only 7 and sent to an orphanage. The lady who ran it was a cruel and evil woman who would get drunk and either beat the children or make them go without food. He would do what he could to get them food. Opening portals to the kitchens and stealing it for them. Today however things took a turn for the worse. Rosie, a little girl that Toby had adopted like a younger sister, was caught trying to get food for some of the children and the lady started to beat her mercilessly. Toby pushed the old woman down the stairs. It was ruled an accident due to the amount of alcohol in her system. He and Rosie were soon adopted by a loving family. They raised them with kindness and a real sense of family. Something the two kids needed. Toby continued in his schooling and was a bright boy. He did not use his powers unless it was absolutely necessary. To escape from bullies or other such things. When he was 16 his family was a bank. They were picking up some money to go on a family vacation. A group of robbers entered the bank and began to rob it. While they were dealing with the tellers Toby used his teleporting power to help some people escape. He was seen and the robbers opened fire. The rest of his powers awakened and a shield surrounded Toby and his family. He used his powers to encase the robbers in ice and stone to stop them from stealing the money and hurting anyone else. It has been a week since that day and Toby is wondering what is going to happen next.

Awareness: Yes

Threat Level: 5
This message was last edited by the GM at 10:33, Sat 10 Dec 2016.
Black Magic
GM, 158 posts
Thu 5 Jan 2017
at 03:44
  • msg #49

Re: Credits (Character Profiles)

Username: tim706

Preferred Name: Tim

Favorite Comic / Comic-Based Film: That's hard.  Probably NightWing and/or Iron Fist for comics.  The Netflix series, especially DareDevil, for films.

What kind of superhero stories do you normally enjoy?: Action/adventure, little bit of humor.

What attracted you to this game?: the conflict resolution combined with a nice, wild-cardesque setting.

If you can and would like to, briefly describe your writing style here: very reactive, black humor, tactical for combat.


ITSDA Superhuman Dossier

Full Name:  Li Zhiquan
Aliases & Nicknames: The Cat, Mao
Age: 22
Years Awakened: 6

Height: 5' 8"
Weight: 135 lbs
Build:  extremely lean, well-defined musculature
Hair:  Black
Eyes:  Green

GVD (Generalized Visual Description):
A small, inordinately graceful young man, he is almost invariably clad entirely in black and white, generally jeans, t-shirt, sneakers and dark glasses.

He appears to be of Chinese descent, with the exception of brilliant emerald-green cat-like eyes.  His eyes are often obscured by dark glasses or disguised by tinted contact lenses.

Political Alignment: unaffiliated

Namidian Resources: n/a

Superhuman Abilities:  Felinoid abilities.  Li has astonishing speed and reflexes and enhanced strength due to a feline-like increase in fast-twitch muscle.  His extreme flexibility enables him to absorb falls and impacts without suffering the same level of damage as a typical human.  His flexibility also enhances his fighting and gymnastics skills and enables him to outperform any human contortionist.
He also possesses the enhanced senses of a cat; greater kinesthetic awareness, the ability to see in near-totall darkness, hearing, tracking by scent, and increased alertness to movement.

Common Uses:  Relies on speed and stealth in emergencies, highly adaptable, one of the world's best trained martial artists.

Specialized Equipment:  Frequently uses martial-arts weapons and improvised weapons.  Is a skilled marksman using traditional and improvised throwing weapons.

Specialized Training and Skills:
Extreme martial arts training, including armed and unarmed combat, gymnastics, stealth, and strength of will.

Hypothesized Goal:  Along with hiss feline physical capabilities, Li seems to have inherited the stereotypical curiosity and independence of a cat.  It is that curiosity that has drawn him away from the monastery in search of answers about what he is and why he was changed.

Personality Profile:  He is extremely courteous. Quiet and reserved, he opens up to few.  When with those few, however, he can be surprisingly affectionate and playful.

He is extremely curious and has a great deal of difficulty in not seeking the source of any disturbance.

Background: Zhiquan Li was born in a disputed area of China.  Due to extreme poverty on his parents part he was given over to a local Shaolin temple to be raised.

A quiet and dutiful youth of extraordinary will, he excelled as a student both mentally and physically.  As a child, he spent much of his time with the travelers and curiosity-seekers who visited the temple.  He learned eagerly of far off places and strange lands.  But always he returned to his life as a novice.

As he grew older, he mastered many of the teachings of the Shaolin masters.  His skill and knowledge matching or exceeding even those older than himself.

In his 16th year something exceedingly strange happened.  He collapsed, his body contorting in agony though none could say why.  Two days later he awoke and his eyes were no longer those of a man.  He had, in some strange way, gained the green, split-pupilled eyes of a cat.  When he returned to training, it was discovered that he had gained the physical traits of a feline, as well.  Now, stronger, faster, and more agile than anything human, he was easily able to train and master advanced techniques.

He put extra effort into his studies of meditation and self-control when the effort of his physical training decreased.  Mastering the ancient disciplines that he had already begun plodding progress towards.  He also spent more and more time outside the monastery, listening to traveler's tales and wondering what the whole of the world was like.

Finally, one night, he slipped silently from his home into the shadows of a greater world.  Working as a handyman, he seeks something without really knowing what it is.

Awareness: N

Threat Level: 3.  His extraordinary skills and physical capabilities have him on the radar despite his apparently benign nature.
This message was last edited by the GM at 16:27, Sun 26 Mar 2017.
Black Magic
GM, 165 posts
Sun 26 Mar 2017
at 16:28
  • msg #50

Re: Credits (Character Profiles)

Full Name: Jordan Driver
Aliases & Nicknames: Seven
Age: 20
Years Awakened: 2

Height: 6'4
Weight: 245lbs
Build: Muscular
Hair: None
Eyes: Brown

GVD (Generalized Visual Description): Seven's entire body is wrapped in white bandages, a large black 7 painted across the bandages covering his face. Over these, he wears a heavy brown combat jacket that he keeps unzipped. He also wears cargo pants with standard camouflage pattern and black combat boots.

When in public, he assumes many different forms, but he seems to favor one of a handsome African American man in an expensive white suit.

Political Alignment: ITSDA Agent

Namidian Resources: None

Superhuman Abilities:

- Consumption: To fuel his powers, Jordan must consume the biological material of other human beings. Black tendrils from beneath his skin emerge and pierce the flesh of his victim, working their way into each corner of their body and breaking them apart so that the material can be easily pulled into Jordan's body. The human can be either alive or dead, but the process kills his victim. He does not eat food or drink water, he has become a predator that survives off of others.

- Shapeshifting: Seven can transform himself to completely imitate another human. After consuming them, he can change his form to match the same appearance, height, weight, voice, and even memories of the person. He can even assume the outfit they were wearing at the time of consumption, as the "clothes" are an extension of biological material.

- Hyper-regeneration: Upon being wounded, the cells in Jordan's body are overclocked, making a fatal wound become fully healed after mere minutes. His whole body is "alive" in a sense, so he can even survive extreme trauma to his brain, although these wounds will stagger him severely. The only way  can truly be killed is if his entire body is burned to nothing but ash.

- Super Strength: Seven's amplified strength allows him to lift up to 10 tons, making him a fearsome juggernaut in combat.

- Super Agility: Seven can run faster and jump higher than a normal human, utilizing acrobatics to bypass obstacles if need be.

- Heightened Senses: Because his vision is obscured most of the time, Seven uses his amplified smell and hearing to navigate his surroundings.

Common Uses: Seven rushes into battle like a berserker, having little to no consideration for his own well-being. He utilizes his strength and agility, brutally crushing his opponents with his fists and dashing around to gain a better position. After he's dispatched the opposition, Seven will help himself to the bodies of the fallen. Depending on the situation, Seven might shift into a form that would allow him to get closer to a foe.

Specialized Equipment: Implanted comm device.

Specialized Training and Skills:

- Firearms Training: Although he will rarely use them, his military past gives him training with handguns and most automatic rifles.

- High Pain Tolerance: Because of the extreme torture inflicted upon him, Seven is able to ignore pain during combat. Caught off guard, Seven will feel pain just as anyone else.

- Hand-to-hand: Seven possesses advanced aptitude regarding close quarters combat, and applies it to his heightened strength.

- Chameleon: Seven can quickly shift between forms, allowing him to infiltrate or escape if need be.

Hypothesized Goal: Survive.

Personality Profile: Jordan Driver was a bright and charismatic young man. People felt happier in his presence, and he always seemed to be smiling. Seven is nothing like that, in fact he is nothing. He is a product of months and months of brutal psychological and physical torture, and such he has been reduced to nothing but a weapon. Seven doesn't speak or react, he only obeys.

Background: Jordan Driver was born to a middle class family in Memphis Tennessee. Maintaining standard grades all of his academic career, Jordan never seemed too ambitious. Even so, he was quite the charming young man. His smile and wisecracking were enough to make a mourning widow chuckle. His parents had thought Jordan planned to go to college right after his schooling, but Jordan craved excitement that he couldn't find at home. After a bittersweet goodbye, he left his family to blaze his own trail.

He joined the Marine Corps and was shipped off to fight overseas soon after, eager to seek adventure and camaraderie among his fellow soldiers. His tour was standard fare, not seeing much action other than brief skirmishes with insurgents within small villages. Jordan thought he would return to America without much of a scratch and exaggerated tales of bravado for any girl he met, but fate did not smile upon him. While patrolling one of the villages near the base, Jordan and his detachment ran into insurgents attempting to drive the military from their home. This time however, the insurgents vastly outnumbered and outgunned Jordan and his fellow soldiers, and were cut down one by one. Jordan attempted to retreat, dragging the body of a friend into safety, but his escape was cut short by an RPG explosion. The blast just about killed Jordan, ripping his legs off and burning his body severely. The last thing he remembered before falling unconscious was the smell of his burnt flesh and the blinding light of the sun overhead.

When he awoke, the smell was gone, but the light remained. He was strapped to a surgical table in the depths of an ITSDA black site somewhere back in America, completely covered in bandages. His broken body had been transferred here in an attempt to test the forced awakening of the Gifted gene, and was considered KIA by the rest of the world. This was all part of top secret project to "breed" super soldiers that the organization could better control. Leading the project was Director Warren Howard, a decorated geneticist that had worked with the ITSDA on projects in the past. Fearing the instability of their team of super powered humans, Howard requested funding for an experimental R&D division. Jordan had been the seventh test subject for Howard's theory; that extreme pain and duress could bring forth a Gift. The six subjects before Jordan had not survived the trials, but the Director was certain that Jordan would bear the fruit of his labor.

For two weeks, Jordan was severely hurt in every way imaginable to the point of unconsciousness. His screams and cries for mercy were ignored by the doctors that looked down at him. A steady supply of adrenaline and other meds were administered to keep him alive. Every time Jordan would go under, the doctors would examine his brain activity closely to see if they saw an awakening, but nothing appeared. The two weeks were over, and this meant Jordan would be put down. Jordan fainted once more, but this time he saw something. Jordan was running through a white, featureless world in his military gear. Frantically looking for a way out, he spotted a figure in the distance. It looked like the present version of him, covered in the same white bandages with the number "7" across the face. Jordan could feel the white floor breaking away behind him, closing fast as the entire scene began to disappear. The bandaged figure extended a hand, saying nothing but clearly offering him safety from his impending doom. Jordan hesitantly took the figure's hand just as the floor gave way from beneath him, and he awoke once more on the table. This time however, he felt strange. It was as if he could feel every cell in his body working to keep it alive. Even stranger, was that a new pair of legs had appeared beneath the stubs that were there previously. The doctors were ecstatic, but wasted no time beginning the next segment of the experiments.

More weeks passed, and Jordan had lost count at this point. The doctors had carted him to another room in the facility, keeping his whole body tightly wrapped up in bandages. There, a woman introducing herself as Julia Nelms spoke to him in a soft tone. While fatigued and scared, the change of company was a welcome one for Jordan. Julia asked him a series of questions about his life, and Jordan struggled to answer them. Once the questionnaire had been completed, Julia told him something that would be the catalyst for the destruction of Jordan Driver and the birth of Seven. She told him that everything he had told her about his life didn't matter anymore. That all of that was gone, and that he had nothing. Jordan tried to protest, but was injected with tranquilizers to sedate him. During those weeks, a pair of headphones was secured to his ears, playing the same words over and over again. "You are nothing, you have nothing, and in this you are everything." in Julia's voice played 24 hours a day. Jordan tried to scream, tried to break free of his restraints, but did not yet have a grasp of his powers. As the weeks passed, Jordan's sanity slipped further and further away. Every once in a while, Julia would visit Jordan, and the headphones would be removed. There she repeated more phrases and commands, trying to mold his broken mind. Eventually it worked, and Jordan Driver was all but gone. In his place was Seven, a chilling creature devoid of any expression or voice. From there, Julia and the other scientists worked at preparing Seven for combat. They worked on using his power to the fullest extinct, then on perfecting his obedience.

After almost a year of preparation, Seven was sent out into the field. A comm device had been implated into his ear, Julia giving him orders from her place back at the facility. Seven worked black-ops missions alongside the military, crushing any insurgency overseas with terrifying brutality. Once he had proven himself, Seven was sent all over to track and eliminate dangerous targets for the ITSDA. The young man that had been so eager to explore the world had been crushed and torn apart to form nothing but a weapon, Director Howard and his team pulling the trigger wherever they saw fit.

Awareness: Y

Threat Level: 5 (Due to his near-immortality and ability to assume the form of anyone he consumes, Seven could easily kill and consume every single person in a small town within 24 hours. Due to his severe mental conditioning, Seven only attacks those who Julia gives the kill command on.)
Scripts
GM, 315 posts
The King
of Comics Canon
Fri 2 Jun 2017
at 18:32
  • msg #51

Re: Credits (Character Profiles)

(This is a new character belonging to Sheng, the player who created Dieter, Jet, and Cheshire)

ITSDA Superhuman Dossier

Full Name: Abraham Nathaniel Stone
Aliases & Nicknames: Nemo, Nameless, Abe
Age: 27
Years Awakened: 3

Height: 5'10"
Weight: 175 lbs
Build: Wiry
Hair: Chestnut brown
Eyes: Bright yellow with rectangular, goat-like irises

GVD (Generalized Visual Description): Abraham Nathaniel Stone's exact appearance has not yet been documented in detail due to the nature of his gift. However, a scant few elements of his physical appearance can be gleaned from CIA employee files and the small number of reports thought to document his existence since his gift emerged.

Generally, the subject prefers casual wear. What, exactly, casual wear refers to depends upon the weather and cultural environment he's currently inhabiting. That being said, evidence suggests that he often sports flannel, jeans, light jackets, and sneakers. He has no preferred hair style, but his naturally chestnut-colored hair is typically kept cropped close. Prior to his awakening, Stone had hazel eyes. Following his awakening, however, his eyes seemed to have adopted a bright mustard yellow color with rectangular, sideways irises (much like those found within a goat's eyes). That all having been said, it is important to note that the subject has extensive counter-intelligence training. Therefore, his appearance must always be considered subject to varied, rapid, and drastic change.

Political Alignment: Independent

Namidian Resources: N/A

Superhuman Abilities: The subject appears to possess only a single, relatively low-powered Gift. That being said, given the nature of that gift, our knowledge of its limitations and capabilities are largely incomplete.

Stone's Gift is that he is "undetectable." That is to say, within a range of about 200 meters, no living beings seem able to register, focus on, or create memories of him. Moreover, memories of his existence formed prior to an individual's exposure to him are suppressed upon contact with his Gift. Further, any attempt to directly or indirectly think about the target is impossible without considerable mental fortitude or the use of gift suppressing technology.

Startlingly, while within the range of his ability, those affected seem to perceive and sense the target, but are completely unaware of this. Said individuals will swerve around him or otherwise move around him without realizing they have done so. And, more spectacularly, the other individuals in the immediately area never recall anyone maneuvering unusually when asked. There is no rationalization of aberrant behavior on these people's part, just utter ignorance of its existence. And no memory is formed or registered of these encounters at all. Thus, when the affected exit the range of Stone's Gift, they cannot recall ever interacting with him as no memory of their interactions was formed. Electronic recording devices will record him, but anyone viewing the recording while within his range simply ignore his digitized presence.

Finally, there are a couple elements of his power that are especially important for us to note. Firstly, the ability's impact on human minds is so strong that the suspect can even speak with or attack targets and not be registered. Evidence suggests that direct interaction does lower the mental threshold to notice him, however. Secondly, the subject seems unable to turn off his Gift without the usage of Gift-suppressing technology; it may be possible (and wise) to use this hindrance of his to our advantage if and when our agents encounter him.

Common Uses: Nemo often uses his superhuman ability to quickly perform surveillance without risking detection. He can enter almost any building he wishes simply by following people with legitimate access to the facility and (thanks to his Gift) no one will make an attempt to stop him.

The subject often avoids combat, preferring instead to simply walk past or around potential opponents so as not to waste his time and energy.

On the rare occasion he deans it necessary to engage in battle, many Gifted who would otherwise overpower him are easily defeated. Most of those Gifted, after all, fail to defend against attacks they never expect or "see" coming.

Specialized Equipment: Nemo is not a Namidian, but he has contracted work for them and acquired a device that can dampen his ability for short periods. Unfortunately for him, the device requires considerable power, rendering continuous  or even long-term usage without recharging it impossible. Otherwise, he possess extensive contacts, materials, and devices that enhances his ability to perform espionage, breaking and entering, and other covert activities.

Specialized Training and Skills: Nemo possesses advanced military hand-to-hand combat as well as both CIA training and formal espionage experience. His CIA employment files suggest that he is also an excellent and subtle thief.

Hypothesized Goal: Psychological analysis indicates that the subject wishes to permanently isolate himself from the rest of the world. And he intends to accomplish this by gaining enough money to supply all of the needs and material desires he could ever develop for the rest of his life.

Personality Profile: Nemo was once an extremely patriotic and proud man, but years of involuntary isolation have corrupted his personality. He was a gregarious, extroverted, thoughtful man before his awakening. Following his awakening, however, he is now suffering from bouts of depression, anxiety, and paranoia. Still, he is cautious, intelligent, and careful when planning work. CIA reports suggest that he doesn't possess an intellect much higher than average, but he is instinctively cautious and thoroughly plans out his each and every major action.

Notably, his skill with social interaction has deteriorated to the point where it is suspected that he rehearses his "lines" before speaking with those he finds it necessary to contact. Therefore, any agent's attempts to contact him must be made with this personal weakness of his in mind.

Background: Nemo was born in the Upper Midwest of America and raised on the farm where he was home-schooled. At the age of 16, he earned a GED. A year later, he finished an associate's degree at the local community college. After another two years passed, he had finally earned a Bachelor's degree in sociology from a highly-regarded state university. He then joined the army at age 18 and went through officer's training. At age 23, he was recruited by the CIA and trained with them. He had just begun working as an analyst when his Gift manifested. It, to say the least, heavily disrupted his life. He was immediately categorized as a major security risk. He understood and accepted this fact and left the CIA to work as an independent contractor. He attempted to stay loyal to his country, but it grew harder and harder as his personality and psychology were impacted by his Gift and newfound constant isolation. Eventually, he developed the desire to acquire enough wealth enough to seclude himself permanently without having to worry about everyone ignoring, then forgetting, his existence. Since the day he set about this task, he has performed a series of jobs from simple theft to high-stakes espionage all in the name of making money. And since he has been so careful throughout his newfound criminal career, his Gift has made him nearly impossible to track and even harder to catch. As such, it is recommended that a specialized squad be formed and activated in order to track him down.

Awareness: Y

Threat Level: 3 (His Gift alone would render Stone a 1, although his CIA training and skill set ensure that he absolutely must be regarded as a major potential threat).
This message was last edited by the GM at 18:35, Fri 02 June 2017.
Scripts
GM, 320 posts
The King
of Comics Canon
Sun 25 Jun 2017
at 12:56
  • msg #52

Re: Credits (Character Profiles)

Writer Profile:


Username: ElderSage

Preferred Name: Venerable

Favorite Comic / Comic-Based Film: Longbow Hunters by Mike Grell, Blue Devil, and Ambush Bug (so, sue me).

What kind of superhero stories do you normally enjoy?:  Any stories that avoid the usual tropes capture my interest.

What attracted you to this game?: The conflict resolution by competitive writing; it has a good chance of building what could be a good read.

If you can and would like to, briefly describe your writing style here: I cut my teeth reading Asimov, and tend to write in the same style. The cardinal rule for such a style is to write clearly. The prose focuses on idea and plot; description is only used if it is needed to advance one of the two.


ITSDA Superhuman Dossier

Full Name: Norman Joseph Leslie
Aliases & Nicknames: Obdurate
Age: 56 (although he appears to be a man in his mid-40s)
Years Awakened: Unknown (records and interviews suggest that he has been active for at least eight years).

Height: 5'9''
Weight: 160 lbs
Build: Average, somewhat toned but far from athletic.
Hair: Grayish-brown
Eyes: Hazel

GVD (Generalized Visual Description): Norman's build is typical of an active, but not athletic, person. His face, however, is more notable. Beneath a forehead neither small nor large, Norman's eyes peer over high cheekbones that betray some exotic heritage. His nose, though somewhat Roman in shape, seems aptly fitted to the mouth beneath. Said mouth reaches just outside the chin and has slightly thinner-than-average lips.

Political Alignment: ITSDA Agent

Namidian Resources: N/A

Superhuman Abilities: Norman Joseph Leslie is temporally static. That is to say, Norman is trapped in the moment of his awakening. He does not need to eat, excrete, sleep, or breathe. He is unaffected by any impact or energy that does not affect time, itself. Thus, he is virtually invulnerable. However, Norman is no stronger, faster, or more graceful than a typical human of his height and weight.

Common Uses: Norman does not actively use his superhuman abilities. Instead, they automatically counteract any attack that is made on him. If forced to fight, Norman uses Fong Ngan Kung Fu (a martial art he has studied throughout his entire life), attacking wildly without regard for his own defense.

Specialized Equipment: Norman has been granted a set of odd, highly specialized equipment by the ITSDA's research and development engineers throughout the years. Since his invulnerability makes him "the perfect test subject," our R&D lab is more than happy to regularly provide him with powerful, potentially-dangerous tools he can safely utilize and put to the test. That said, his most common equipment load-out includes:

  • Shoes with explosive charges in the heels that will send Norman flying in a fifty foot arc
  • A satchel with three changes of clothes in compression packages
  • A sophisticated looking pistol that produces a blinding flash of light within a fifty foot radius when the trigger is pulled
  • And a disposable cell phone that always locks to Norman's thumbprint.


Specialized Training and Skills: Prior to his awakening, Norman was a manager at a department store warehouse who spent most of his spare time studying his favorite martial art and romancing his now ex-wife. Therefore, he has been trained in management strategies, bookkeeping, and Fong Ngan Kung Fu. Following his awakening, ITSDA training has granted him comprehensive knowledge of law enforcement tactics, maneuvers, and operations.

Hypothesized Goal: ITSDA psychoanalysis suggests that Norman sees himself as a defensive buffer safeguarding humanity against its most pressing threat. That is to say, he seems to believe that it is his duty to stand between the unawakened and the awakened. And he feels this because he subconsciously believes that the awakening will (as a highly powerful subspecies) relentlessly and systematically abuse those humans without superhuman abilities.

Personality Profile: Norman considers his awakening a moment of enlightenment and the point at which he found his true purpose in life. As such, he has thrown himself wholeheartedly into the role of "Society's Protector." His seeing himself as a superior protector to humanity hints at an element of megalomania within his personality, but he consciously tries to dismiss these feelings of superiority. Throughout his life, he has displayed obsessive tendencies and difficulty handling his emotional needs. He must, therefore, be considered at risk for negative emotional development and needs to be monitored closely.

Background: Norman Joseph Leslie was born to the wife of school teacher in rural Missouri. His childhood was idyllic, if not a bit boring. Indeed, it was only saved from being completely unremarkable by the existence of the local martial arts school. Norman spent every spare moment at the school, studying and practicing the basics of martial arts throughout every stage of his childhood development. After finishing high school, he extended what he felt was the monotony of education by enrolling in the local junior college. Whilst there, he continued spending his spare time learning Fong Ngan Kung Fu. Two years later, he graduated with a business degree and began working at the local Wall-to-Wall Mart distribution center. It was about that time he met June. Pursuing the woman with the same singular focus he had pursued everything else, Norman persuaded June to wed him barely eight months later. The next few years delivered Norman two sons, a daughter, and little else in the way of excitement or new experiences.

As his children grew, he and June found themselves engulfed by the boring role and lifestyle of small town parents. Both time and Earth-shaking events passed in an almost invisible fashion. Right as they were hearing of "The Awakened" for the first time, Norman was watching his daughter hop into her Mazda and head for college. Now, finally, he and June were alone once more. At first, things seemed alright. June talked to him about going places and seeing sights. They discussed buying a motor-home or a food truck. Then Norman thought of something more important. Who would protect them if they came across one of The Awakened? June thought he was being a bit paranoid, but she relented quickly. Two discussions later, it became clear that she was determined to start their new dream life and would prefer that he stay home with her. So he let her stay home. However, he, ever the creature of habit, continued living as he had done since their children were born.

Having continued his studies at the Fong Ngan School of Martial Arts well into middle age, Norman began teaching classes now and again. Between that and his work at the warehouse, he had no debts, no free time, and no plans to change his lifestyle for the foreseeable future. Nevertheless, it was still something of a shock when he received the divorce papers from June. He read them, signed them, put in to use his vacation days, and headed down Route 66. A few days later, as he was negotiating an underpass to return to his route after lunch, something caused a tanker truck carrying gasohol to run off the overpass and land on his car. Several safety features failed and the resulting fireball scorched the concrete on all five lanes.

Despite thinking he was dead, Norman could tell the flames weren't burning him. Pushing his way out of the wreckage and through the white hot metal soft enough to be bent by his bare hands, Norman looked around. He saw no one, realized he was naked, walked to a phone booth, and dialed 911. After they picked him up, Norman told them everything he had seen. Though skeptical of his story, the department didn't dare fail to pass this on, as ITSDA was in a recruitment phase at the time.

Norman was at home, the next day, when there came a knock at the door. The man in the doorway explained that he was from the ITSDA. After Norman told his story, the man took him to a park outside the city limits.

"Isn't this where they do all the alien abductions," Norman quipped.

"Yes," said the man, "this is the spot."

Both ITSDA and Norman were surprised by what came next. He was as interested in joining as they were in having him. They would teach him the necessary skills to put his Gift effectively; he would use his Gift where the ITSDA needed them. Norman believed that, together, they could make a huge difference in the world. Perhaps, with their help, he could even save all the people out there. People like June, Adam, Jeff, and Michelle.

Since that day, Agent Leslie has served the ITSDA honorably and with distinction. In fact, he seems as dedicated to the organization as he has been to every other passion he's developed during his life. Hopefully, with the help of the ITSDA psychologists and community, his dedication will not once again turn to damaging obsession...

Awareness: Y

Threat Level: 3 (Although absolutely nothing seems to be able to damage Norman, he could easily be stopped by any of the automatic restraining devices developed for normal humans. Furthermore, he has no innate ability to cause damage and destruction beyond what any normal human could. Nevertheless, his temporally static nature could make him dangerous.)
This message was last edited by the GM at 12:58, Sun 25 June 2017.
Scripts
GM, 324 posts
The King
of Comics Canon
Wed 5 Jul 2017
at 12:27
  • msg #53

Re: Credits (Character Profiles)

Writer Profile:

Username: Archangel

Preferred Name: Arch or Archy; either of those are fine.

Favorite Comic / Comic-Based Film: Probably Sin City and 300.

What kind of superhero stories do you normally enjoy?: I love them all, honestly. I particularly really enjoy gritty stories like Daredevil, Punisher, or anything by Frank Miller. But I also adore high-flying action like the kind you'd find in Invincible, the care-free fun of Spider-man, and the rough-and-tumble nature of Hellboy. In short, I just adore the medium.

What attracted you to this game?: Truly, the emphasis on writing attracted me. It really sounded like the game employs a heavy emphasis on quality over quantity and I dig that.

If you can and would like to, briefly describe your writing style here:  How about a sample?

"None of my business," Archer said with an easy shrug of his shoulders. Hell, she could have started stripping the poor bastard of all of his clothing, and Archer wouldn't have done much to stop her. In a place like this, there weren't many limits on what went on. And unless you wanted to be in waaay over your head, it was best to just... let bygones be bygones. Besides, Archer was here on a sort of business, so it only made sense to keep to what he was here for. He watched Alorra carefully as she went about her business, though, and he was a little curious as to what he owed for. But again, that was not something he was going to get into. More curious was what this creature was. He was a worldly man, Mr. Melchor, yet he could not place her species for the life of him. Interesting. But, she spoke English, and that was good enough for him.

"...But if you are in the business of collecting there, Miss Blue, I got something for you." He reached into his vest and dropped a simple silver square on the table. It clicked and hummed as a small hologram of a ship appeared. It was banged up a bit, but clearly armed for the worst you could find out in the star ocean. It then flickered and showed another human face, this one bearded and ragged with cybernetics where the left half of the face should be. "Recognize any of that?"


ITSDA Superhuman Dossier


Full Name: Dakarai Dayo
Aliases & Nicknames: Shard
Age: 17
Years Awakened: 5

Height: 5'10''
Weight: 160 lbs
Build: Slim, yet athletic. An archetypal "Swimmer's" build.
Hair: Black
Eyes: Blue

GVD (Generalized Visual Description):  Subject Dakarai is an African-American teenager whose relatively average height and build don't really set him apart from any other athletic teen found in your everyday American high school. Additionally, his clothing style is generally similar to that of his peers, though he usually procures them through second-hand stores, relatives, or the like. The subject also lacks tattoos or other physical abnormalities (save for various, somewhat hidden scars located across his body due to his vigilante activity). During the course of his rogue protector activities, Dakarai covers his body in a hard, crystalline body suit and wears a Dominio mask in order to conceal his identity. Interestingly, Dakarai can use his powers to alter or add to this body suit at a whim. As such, it tends to refract and absorb light at different times, allowing the subject to cloak himself in darkness, camouflage himself, or even make his suit too bright for a naked human eye to focus on.

Political Alignment: Rogue Protector

Namidian Resources: N/A

Superhuman Abilities: The young subject has only demonstrated a single super-human ability so far. However, the secondary and even tertiary effects of this Gift, along with the ways in which he puts them to use, merit in-depth description.

Crystalline Matter Generation: Dakarai's body is able to spontaneously generate a crystalline substance that is completely alien in its inorganic composition. More shockingly, his Gift also seems to allow him to adjust, at will, the type of atomic bonds that said material displays. In practical terms, this means that he can warp the physical and chemical properties of the crystalline material he produces to match those of any crystal structure found in nature (from, for example, granite to diamonds). As noted below, he uses this Gift for a wide variety of applications both in and out of battle.

- Crystalline Fabrication: The subject frequently uses his aforementioned Matter Generation ability to create different objects out of his inorganic crystal. These objects can range from as simple and mundane as a ball or box to such elaborate creations as accurate reproductions of medieval weaponry and armor.  Though the subject has not shown the capacity to create anything with moving parts, the sheer variety of low-tech items he has proven capable of creating (along with the fact that he can grant the items and density and sharpness he desires upon their creation) makes him both remarkably unpredictable and dangerous.

- Covalent Bones: Perhaps due to uncontrolled matter generation during or shortly after his awakening, his bones seem to constructed of or coated in a tough, diamond-esque version of his signature crystalline material. Though their exact makeup is impossible to determine without invasive surgery, close observation reveals that the subject's bones are, nonetheless, nearly indestructible. This gives him an incredible amount of durability, enabling him to withstand much more blunt trauma damage than even many other Gifted. And whilst would-be assassins may attempt to cleave his diamond-like bones apart using sharp, bladed weapons, no record of this having been attempted in a combat scenario has been recorded. As such, it cannot yet be determined if his bones entirely mimic the physical properties of diamond or simply mimic its durability. This will be updated when further data is available.

- Healing Properties: The subject has been observed forming crystalline sheathes and covers over exposed wounds. And close study suggests that, rather than just provide wounded areas with extra protection, this habit actually accelerates the healing process through a currently unknown mechanism. Whether or not these crystalline sheathes can be used to heal others or only effects Dakarai's unique biology is also currently unknown. Given these facts, it is recommended that additional resources be directed toward studying this Gifted individual's particular abilities.

Common Uses: Based on behavioral details gleaned from news reports and training recordings, our psychoanalysis team suggests that Dakarai use his abilities to take on the role of brave, knightly protector. This subconscious role ensures that he commonly fabricates hand-held (and often medieval-style) weapons of various sorts. However, he has also been known to generate throwing weapons when the need arises. Lastly, when facing especially strong foes, he has been been known to completely engulf himself in this role by encasing his entire body in solid crystalline armor.

Specialized Equipment: A small ITSDA "Training Model" earpiece allowing him to communicate directly with our response agents, contact local law enforcement, and continuously transmit signals that our monitoring agents can (if necessary) use to determine his position and vitals.

Specialized Training and Skills: Shortly after the subject began using his abilities in a Rogue Protector fashion, we reached out to him and offered our services. Naturally, while the subject is much too young to be considered for enrollment, he has willingly accepted our efforts to better train him for his endeavors. Throughout the past five years, he has endured specialized training in gymnastics, urban free-running (parkour), practical self-defense, and martial weapon training tailored to his various fabricated weapons.

Hypothesized Goal: Dakarai's continual pattern of vigilante behavior appears to be his attempt to completely rid his neighborhood of all crime. Just the same, his nigh-obsessive devotion to protecting his family and friends suggests that he ultimately desires to ensure the eternal safety1` of everyone he knows and loves.

Personality Profile: Subject is an extrovert, usually portraying himself as glib and carefree. He is constantly joking, whether in class or in combat. He is, in many ways, the quintessential "class clown." He is active in his school community when he is able to be. As such, he has developed many different friendships (of varying closeness) with over a dozen of his colleagues. Records show that shortly before his powers manifested, subject's school was attacked by a rogue villain who took advantage of his newfound powers to "take revenge" on those that had bullied him.  We suspect it was this event that first triggered and helped develop the subject's drive to protect others in his neighborhood.

Background: Subject's background is not particularly significant or unusual. Dakari had a rather standard low-income upbringing. This upbringing included growing up with an  older sibling in jail and a younger sister and both parents at home. While his father is an ex-convict, he was not arrested during the course of the subject's childhood. The previously mentioned rogue villain incident at school is the only major event that we suspect has had major psychological ramifications on the subject.

Awareness: Y

Threat Level: (1-5): 2 (Due to his training and overall athleticism, combined with the versatile nature of his Gift, subject is certainly capable of subduing petty crime and stopping lower powered Awakened from harming those around him.  However, especially when compared to other Awakened, he is not especially powerful. That said, his abilities do show the potential to escalate in power.  Threat level will be reassessed if and when appropriate).
This message was last edited by the GM at 12:31, Wed 05 July 2017.
Black Magic
GM, 188 posts
Tue 29 Aug 2017
at 04:48
  • msg #54

Re: Credits (Character Profiles)

ITSDA Superhuman Dossier

Full Name: Andrew Triggs
Aliases & Nicknames: The Trigger
Age: Late Twenties/Early Thirties
Years Awakened: Unknown
Height: Six Feet
Weight: Two Hundred Pounds
Build: Standard
Hair: Black
Eyes: Steel Gray

GVD (Generalized Visual Description): Triggs dresses in a three piece pinstriped suit with a matching overcoat all of expensive quality. He takes great care in his appearance, and has a face always clean of stubble under slicked back hair topped sometimes by a fedora. He also favors two-toned shoes made from a very high grade of leather from best guess, and they never lack a high shine even when walking in wet or dirty conditions.

Political Alignment: None known, possible ties to organized crime suspected.

Namidian Resources: None known

Superhuman Abilities: Ability to suddenly manifest specific weapons;

A: A Tommy Gun which never appears to need reloading. Furthermore, the bullets it fires can pass easily through body armor without causing any damage to it yet going straight into the body of the target. Despite in some cases entry and no exit wounds, no projectiles can be found during hospitalization nor autopsy. Also capable of shooting open any secured door, regardless of the measures taken.

B: A .38 revolver, which has the same abilities as the T.G. and the destructive power of a .357 Magnum.

C: A shotgun, circa nineteen twenties and capable of blowing out the reinforced engine of a police car, as though it contained high yield slugs. Like the two listed above, this requires no reloading.

D: A wooden baseball bat, capable of shattering a standard human bone or rupturing an organ of same with one single blow.

E: A stiletto, capable of slitting skin deeply and easily without issue of coverings protective or otherwise.

F: A stick of dynamite, which demonstrates the same effect and force as a one pound charge of C-4. Despite the relative low level of damage, a single stick is capable of opening a safe even if examination of the door shows not enough damage to account for this.

Other Superhuman Abilities;

Able to manifest a silver cigarette case that always has ten cigarettes in it, a strike anywhere match, and a flask made from the same kind of metal as the case. It is suspected the contents of both cae and flask are of high quality.

Possesses a wallet of fine calf skin, from which he may extract a one hundred dollar bill dated 1919; the money appears genuine, and though Agents report there is nothing else in said wallet, he has been observed opening it and removing another bill exactly like previously noted without ever putting a new one in.

Some limited form of telepathy; seems able to wipe the minds of witnesses simply by yelling, 'Nobody saw nothing!' and firing one of his guns into the air.

Super Strength; Triggs was reported to hit a man in the stomach area so hard it lifted the victim off their feet. Subject died of injuries a short time later, an autopsy conducted discovered extensive tissue, organ, and even bone damage consistent with being hit by a commercial bus traveling at least an estimated sixty miles per hour. It is theorized Triggs could rip the door off a standard vehicle without trouble.

Impervious to harm; Agents attacked Triggs disguised as muggers, attempted to both cut him and shoot him with a small caliber firearm. Report stated Triggs received no damage, in fact even his clothing remained unaffected to their efforts. A second experiment was conducted with an Agent disguised as an angry drunk, whom hit Triggs with a right hook to the side of the head followed by jabs and hard punching. The subject simply smiled, and remained again unaffected before demonstrating his own strength and turning the aforementioned Agent into the victim noted above. As he could claim self defense and Agency involvement might come to light in the issue, no charges were filed. No additional research into this matter performed to date, so the extent of this 'impervious state' is unknown yet predicted to be possibly quite high.

This immunity extends to Gifts that directly harm a person such as fire or lightning, and thing such as enhanced or super strength do no more damage to him than a normal punch or kick; which is to say, none at all. Also all mental Gifts do not work, for issuing commands to reading his thoughts. The reason for such a strong block, when he himself has not exhibited mental levels of impressive power to date, is currently unclear.

Possible Reality Manipulation; when brought to trail, the evidence against him turns from solid to less than compelling: Video footage of him committing a crime is blurry making it impossible see details to prove it is him, recorded conversations become distorted so his voice cannot be identified, etc..

Common Uses: Triggs likes to commit crimes in a quick and clean fashion; get in, get the goods, get out. If someone such as a guard opens fire on Triggs, the criminal will make an example of him quickly to dampen any thoughts from others about confronting the gangster. Though he is not against killing, he has no taste for extra blood if he decides such is not required. However if pushed, he has no issue with letting bodies pile up.

Specialized Equipment: Aside from that noted, none to date.

Specialized Training and Skills: Extremely skilled with the weapons he is able to manifest, an excellent gambler to the level that it actually seems impossible for him to lose; however he is careful not to attract attention to this, so he will not be banned and therefore may gamble more later. Cards, dice, betting, the form changes yet his 'luck' does not. Subtle investigations have been conducted, yet no rigging or outside manipulation in any game of chance or event he has placed a wager on has been to date located. Also very capable fighting with his fists, on par with a champion boxer.

Hypothesized Goal: Andrew Triggs gives every indication that he wants to be a crime lord like those of old, to the degree of Al Capone.

Personality Profile: Triggs is easy going overall, and can almost always be found with a smirk as though life is a joke and only he knows the punchline. He is capable of extreme violent acts, yet also gives to charities and does other acts that indicate he is a good person as well; if this is true to his nature or simply a ploy to make himself look good, has yet to be determined. He is very intelligent and mentally capable, determined, and appears to be a man of his word when he gives it. All in all, he not only acts and live like a Gangster from the bygone Silver Screen days, he also appears to possess fully the mindset according to our best professionals in mental matters.

Background: Despite multiple searches with ITSDA resources, history on subject was unattainable. No birth certificate could be located, nor information from any DMV, even school transcripts seem not to exist though Triggs has been observed both reading and writing. Agents have obtained glasses and other materials he has handled, yet no fingerprints could be lifted. The only paperwork on file is with the Illinois Business Bureau, stating him to licensed as a seller of used furniture. Searching camera feeds puts the first sighting of him in Chicago, some months after the attack.

Awareness: Unknown for sure, yet suspected to be yes do to watching and smiling at plain clothed Agents sent in to observe him. Has even bought them drinks and dinner on several occasions.

Threat Level: 3 tentatively, with possible revision and increase in the future.
This message was last edited by the GM at 09:27, Wed 30 Aug 2017.
Sign In