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LizardOfAus Since: Feb, 2010
#26: Aug 10th 2023 at 2:24:15 AM

Desdendelle! My word, I don't even know how long it's been since we were in the same RP.

New guys accepted. Door's still open to others!

Pentigan Fwomph from The Underverse Since: Apr, 2010
Fwomph
#27: Aug 10th 2023 at 6:09:12 AM

  • Name: Emet-Selch
  • Gender: Male
  • Age: Older Than He Looks
  • Appearance: "I assure you, it's for a very good cause."
  • Alignment: Villain
  • Generation: :)
  • Personality: Emet-Selch is a man of refinement; a lover of the theater and a well-versed storyteller himself who strives to put on a show with his every action. He is also a condescending and sly man who is willing to perform any evil in the name of his grand plan. There is none he sees as his equal and thus worthy of any moral consideration beyond his two peers within the Convocation.
  • Powers and Abilities:
    • Teleport: A rather normal teleportation magic with regards to other casters. There is a short but significant cast time and while there is no limit to the amount of possible destinations, they must be places Emet himself has spent a significant amount of time meditating in to 'attune'.
    • Esoterika Creo: A magic both poorly-understood and unreachable to mortal mages. It is said that with the right focus, energy and understanding a practitioner of this could simply manifest living and even sapient creatures into the world or shroud oneself in a fierce-some form intended for battle. Emet-Selch claims that those lofty heights are lost to mankind and prefers to summon smaller inanimate objects instead.
    • The Chrysalis: Even when slain, Emet-Selch does not remain dead for long. He, like a number of his agents within the Convocation, know how to keep their souls from the clutch of the afterlives and revive a body of the recently dead to inhabit anew.
  • Weapons and Equipment:
    • Grulovian Officer's Revolver: A well-maintained museum piece of a firearm chambered for a defunct Soviet-era round. Somehow, Emet keeps the thing loaded.
  • Assets:
    • The Wealth of Pluto: A number of financial accounts and vaults of hoarded wealth used to fund the wheels of his endeavors. Rumor has it one of these hidden stockpiles contains replacement bodies for him to inhabit as required.
    • The Convocation: The ominous and utterly vague name for the agents loyal to the cause. Of these mysterious workers of malevolence, only two stand as equals to Emet-Selch himself.
  • Source: Final Fantasy XIV
  • Origin Story: History is filled with empires that rise and fall, bringing sweeping change both in their heights and in their inevitable collapse. Crisis befalls the world again and again; some stopped by heroic figures but some have gone unanswered to alter the very fabric of the existence. Only two kinds of people believe that there is some connecting thread between the disasters and empires of history: The conspiratorial, and those who weave those threads. Of the latter, Emet-Selch is a revered figure; an enigmatic immortal, one of the few who knows the true scope and plan of the conspiracy. He has held different titles and names and faces over the vast span of human history, whether whispering poisoned words as advisor or taking the reins of state himself to line events in accordance to his arcane plan.

It's clearly a case of backroom political albumizing.
EchoingSilence Since: Jun, 2013
#28: Aug 10th 2023 at 8:15:38 AM

  • Name: None
  • Real Name: Adam Jensen
  • Gender: Male
  • Age: 36
  • Appearance: he never asked for this
  • Alignment: Anti-Hero
  • Generation: Fourth Age
  • Personality: Adam is considered a bit of a terse talker, somebody with patience issues as he attempts to find the answers. Quick to anger though slow to react, Adam will certainly raise his voice if angered, but he will not resort to violence so easily. Adam prefers to not take lives where he can, and will often try to convince or negotiate a way out of a problem. A bit sarcastic but a decent person deep down, Adam just wants to find answers for the many questions he's been asked, and will generally help out others with little expectation of a thank you afterwards. The implanted glasses on his face also serve as a neat visual shorthand of how "open" he's feeling to someone.
  • Powers and Abilities:
    • Augmented Body - Adam Jensen is a mech aug, somebody who has been enhanced with cybernetic systems implanted in their body. Jensen is more extensively enhanced than anyone else, what makes Jensen extra notable is how his body works with his augments, integrating them in his physiology in a way that seems unlikely for anyone else.
      • Glass Shield Cloaking System - An advanced EM cloak that allows Jensen to vanish from sight, it is one of his more intensive augs and drains his batteries very quickly.
      • Icarus Landing System - An electrogravity landing system that allows Adam to fall from intense heights and survive.
      • TITAN SHIELD - The only more battery intensive aug, a form of nano armor kept within his body, when activated it reduces incoming damage and dulls any pain Adam takes, but its intense energy need makes it last seconds at most.
      • Cybernetic Strength and speed - Augmented arms, legs, and even internal organs make it so that Adam won't be slowing down any time soon. Also useful for punching through weakened concrete walls.
      • Sentinel RX Health System - A passive augment that keeps Adam in good physical health and will correct damage done to his body over a short period of time.
    • SWAT Training - Jensen had combat experience and training before his overhaul. This includes negotiation tactics for things such as hostage situations.
  • Weapons and Equipment:
    • Nanoblades - Implanted in his forearms, these square blades are Adam's melee weapon of choice if he feels non-lethal is no longer an option.
    • PEPS - Stored in his left arm, a non-lethal Projected Energy Projectile System that fires a magnetic concussive blast in a short range.
    • 10mm Pistol - A heavily modified sidearm outfitted with a silencer and laser pointer, can support alternate ammo types.
    • Combat Rifle Jensen's preferred method of combat if he has to engage in lethal takedowns, sometimes stealth doesn't always work.
    • Stun Pistol - Short range electroshock taser rounds, useful for quiet non-lethal takedown.
  • Assets:
  • Source: Deus Ex
  • Origin Story: Part of a tech company called Sariff Industries a little further out west, Adam Jensen served as the security officer, until one fateful day while prepping his security for a big conference about their advancements, Sariff Industries was attacked. Adam lead the charge and even managed to do quite well beating the unknown forces back, until their augmented leader came in and beat him to a pulp, ending with putting a .357 round through his head. Adam barely survived, clinging to life before his boss David Sariff had him rebuilt, with Adam alive once more, he began his quest to find the ones responsible for his fate. Sadly Sariff Industries was liquidated as Adam took off, his current hunt having taken him to New York, where he's still searching for the conspiracy. His recent findings have revealed that he was an experiment, that his body is far more accepting of cybernetic enhancement than anyone else, and that the extensive implants in his body were meant to take advantage of this. So here he stands, looking for answers.

I attempted to nerf him quite a bit by not including all of his augs, but the end is still a cybernetic super soldier.

SushiKraken6414 Fool From The Depths from Somewhere...Nowhere....Wherever Since: Aug, 2022 Relationship Status: Having tea with Cthulhu
Fool From The Depths
#29: Aug 10th 2023 at 1:43:33 PM

  • Name: He doesn't have a superhero name yet, but might gain one later if his heroics get the attention of the public.
  • Real Name: Koichi Hirose
  • Gender: Male
  • Age: 15
  • Appearance: In order: Koichi himself, Echoes Act 1, Echoes Act 2
https://static.tvtropes.org/pmwiki/pub/images/unit_koichi_hirose_r.png https://static.tvtropes.org/pmwiki/pub/images/400px_echoes_act1_va_infobox_manga.png https://static.tvtropes.org/pmwiki/pub/images/400px_echoes_act2_du_infobox_manga.png
  • Alignment: Good
  • Generation: IV
  • Personality: Koichi is a very polite and kind young kid. He always treats those he encounters with kindness unless given a good reason to do otherwise, and his cheerful personality makes him very good at making friends. He's normally fairly soft-spoken and some could even describe him as meek, but when he sees innocent people in danger or someone threatening his friends and/or loved ones, he can overcome this meekness to stand up for himself and others, his desire to make sure that evil is defeated and justice is delivered more powerful than his desire to not attract too much attention.
  • Powers and Abilities:
    • Echoes: Koichi has the rare ability to summon a being called a Stand to aid him when necessary, and his Stand is named Echoes. Stands are a manifestation of their wielder's soul, and each one has unique powers. They're invisible to non-Stand users (though anything allowing someone to see things normally invisible, like ghosts, would theoretically allow a non-Stand user to see them), and are irrevocably tied to their user, meaning that their user can control them, but any damage that is taken by the Stand will be transferred to the user, and vice versa. Koichi's Stand, Echoes, has two forms that it can switch between, Echoes Act 1, and Echoes Act 2.
    • Echoes Act 1: While weak physically, Echoes Act 1 has two abilities that make it quite versatile. Firstly, it has a long range of 50 meters, meaning that Koichi can use it as a very effective scout. Secondly, it has the ability to write words and onomatopoeia on any surface, and then cause the writing to produce the sound when it is spoken. For example, if it wrote "CLANG" on something, it would produce a clanging sound. Notably, it can also put this writing on other people, causing them to hear the sound or phrase constantly repeating until Koichi wills it to stop, which can often influence their state of mind. If the target is weak willed, this effect can be devastating. However, if their will is strong, then it is nothing more than a minor annoyance.
    • Echoes Act 2: Echoes Act 2 is much like Echoes Act 1, but while its range is slightly smaller, its ability to create sounds is taken up a notch. While Echoes Act 2 has lesser range than Act 1, can only have one written word at a time, and the word no longer produces a sound, the meaning of the word will take effect when the writing is touched. For instance, if he wrote the onomatopoeia "FWOOSH" and it was touched, a powerful gust of wind would blow whoever touched it backwards. This ability has a great deal of versatility, and is currently Koichi's most effective way of combating his foes.
  • Weapons and Equipment: Koichi doesn't tend to carry much of use on his person except for perhaps a few pencils and some pocket change, relying mostly on his Stand, Echoes.
  • Assets: The aforementioned pocket change, but that's about it.
  • Source: JoJo's Bizarre Adventure
  • Origin Story: Some time ago, off in a small town in Japan known as Morioh, a series of truly bizarre events occurred that resulted in the mild-mannered high schooler Koichi Hirose being struck by a magical arrow known as a Stand Arrow, granting him a Stand which he named Echoes. Along with his best friends Josuke Higashikata and Okuyasu Nijimura, Koichi went on a lot of wild adventures in the town of Morioh. However, after summer came to an end and school began again, Koichi found himself part of an exchange student program, and was sent off to New York City in the USA to learn there. It's been a while since he's arrived now, and he's starting to adjust to his new life in New York, but after seeing a large variety of costumed heroes using their unique powers to fight evil, Koichi is starting to consider using his Stand for a greater good than ever before. If he sees evil, he's going to stand up to it, and fight against it with all of his might...
  • Notes: Koichi does not yet have access to Echoes Act 3, as I thought it might be too overpowered for him to have from the start. He might gain access to it later, but only if circumstances change enough for me to consider it a valid power for him to have. Also, the events of the latter half of Diamond is Unbreakable didn't happen here, so no Yoshikage Kira, hence why Koichi doesn't have Act 3 to begin with.

Something's Fishy Here...
RtU2 The Glam Rock Wolfpuppy from Rita Repulsa's Moon Palace Since: Jan, 2019 Relationship Status: Dancing with Captain Jack Harkness
The Glam Rock Wolfpuppy
#30: Aug 11th 2023 at 2:10:50 AM

Name: Red Lantern

Real Name: Roxanne "Roxy" Wolf

Gender: Female

Age: N/A, being a sapient animatronic, but acts like someone in her late teens/early 20s.

Appearance: Roxanne's "normal appearance, using her ring's illusionary abilities.

Roxanne without the illusionary glamour, albeit with the Red Lantern Corps' trademark corrosive bloodlike plasma spewing from every exposed orifice. Her Red Lantern outfit resembles a more armored version of her racing outfit, complete with matching helmet.

Alignment: Veers between anti-hero (type IV/type V in particular) and anti-villain (type II with shades of type I) depending on the situation and who she interacts with.

Generation: Fourth Age

Personality: To call Roxy complex is...quite the understatement. As the newest recruit in the Red Lantern Corps, Roxy's already large ego and rage have been dialed up to eleven by her Power Ring and as such she is an incredibly brutal and sadistic individual who has no qualms with killing - or at least severely injuring, should she feel merciful - her foes...or her allies for that matter if they piss her off enough. But just as the Red Lantern Ring exacerbated her worst traits so too did it the source of those traits: Roxy's self-hatred and loathing. Deep down, Roxy utterly despises herself for what she sees as her inability not only to be the very best at whatever she does, but for everyone to admire her beauty and love her...something the ring, and by extension, Atrocitus, is all too willing to gladly exploit for benefit. What the ring could not overwrite, however, was Roxy’s (literal) hardwired protectiveness towards children; no matter what the ring tells her, she will not hurt a child.

Her “normal” persona (in reality a mask designed to throw suspicion off of her, in classic comic book fashion, naturally) is that of a fun-loving, flirtatious tomboy who loves three things: loud music, fast vehicles, and good food (even though she can’t eat; she thankfully doesn’t have the same compulsion to eat like Chica does, though she can not only appreciate how good something smells, Roxy can also tell if something’s cooked all the way through by scent alone). In her non-Lantern persona, Roxy also enjoys telling crude jokes, albeit due to her programming, this amounts to basically bathroom humor. And yet ironically enough, this ”mask” of a persona is probably the closest anyone, including Roxy herself, will come to seeing the “real” her; a Roxanne Wolf without either the baggage of her self-esteem issues or the influence of the Red Lantern ring.

Is redemption possible for Roxy? Only time will tell.

Powers and Abilities: In addition to her already-existing abilities to track by smell and hearing, Roxy now has all the standard abilities of a Red Lantern - ability to use energy constructs powered by rage (as well as the ability to fire concentrated blasts of plasma), flight, using corrosive plasma as an attack (via vomiting), force fields, the ability to detect and draw from a person's rage, the ability to create "blood portals" as a mode of teleportation, the ability to absorb another Red Lantern's powers upon drinking their blood, and illusion generation. However, becoming a Red Lantern has also caused Roxy to gain quite a few weaknesses - namely the whole ‘the ring is now her life support and she literally cannot be separate from it’ bit.. Further complicating matters is that, like with all Red Lanterns, the emotions of hope and love are her greatest weaknesses - the latter especially is fatal to her; the fact that the ring cannot overpower the above-mentioned protectiveness towards children makes the ring’s hold on her especially precarious at times, so Roxy compensates by regularly going after those who would hurt and exploit kids. Lastly, because she is a new recruit, she initially became overwhelmed by pure animalistic rage, unable to think or even speak coherently at first; while she’s regained control of her mental faculties, because of her ability to draw from others’ rage in order to strengthen her attacks, she risks returning to that state if she absorbs too much. The ring, likewise, avoids giving Roxanne any hope by feeding on her insecurities via verbal and emotional abuse as well as manipulation through praise and compliments. And as the Red Lantern rings are all connected to Atrocitus, it could very well be him doing this.

Weapons and Equipment:

Red Lantern Power Ring

Red Lantern Power Battery

Assets: As Roxy is, for all intents and purposes, a piece of scrapped technology, she is pretty much homeless. Additionally, because she is not used to life outside the Pizzaplex, the concept of earning money to earn a living is perplexing to her.

Source: Five Nightsat Freddys Security Breach, with a bit of The DCU thrown in for good measure.

Origin Story: Roxanne “Roxy” Wolf was once just another animatronic at the famed Freddy Fazbear’s Mega Pizzaplex, a truly massive indoor amusement park/mall hybrid with everything a kid could ever want - pizza, arcade games, and all sorts of fun attractions; relevant to Roxanne were the go-karts. In addition to acting as the keytarist for the restaurant’s animatronic band, Roxy also had her own area known as Roxy Raceway, where she would race against customers; in order to make things more fair, the technicians at good ol’ Fazbear Entertainment decided to program Roxy to lose races every time.

An animatronic with AI advanced enough to be sentient with conflicting programming - having a tough, confident personality yet programmed to lose to literal children - was bound to develop issues eventually, and develop they did. And all that was before that one fateful night.

Long story short: a kid named Gregory stayed behind in the Pizzaplex after hours, all of the animatronics (minus one Glamrock Freddy) were reprogrammed to hunt the kid down and kill him, and in the process of escaping he took Roxy’s beautiful eyes. Now left to rot in the abandoned Pizzaplex, Roxanne swore revenge, praying something, anything, would answer her call.

And answer it did.

"Roxanne Wolf! You have great rage in your heart! You belong to the Red Lantern Corps! Now, put on the ring and recite the Oath!"

"With blood and rage of crimson red...ripped from a corpse so freshly dead...together with our hellish hate...we'll burn you all! That is your fate!"

Notes: So when I saw this RP go up while browsing the forums, I knew I had to join. I wanted the character I would use to really epitomize the crossover-y, kinda crackish nature of the setting. Thus I hit upon the idea of Roxanne Wolf as a Red Lantern; while I struggled with how I should depict her (as the Red Lanterns post-Rebirth, a return to their "snarling berserker" incarnation, does not make for good longform RP, imho). Thus I decided to really emphasize that Roxy is very much a "tragic monster" type: in wanting to seek vengeance on Gregory, a literal child who (arguably, but YMMV) had to do desperate things in order to survive, Roxy has arguably found herself in a potentially worse (and pretty much abusive) situation by becoming a Red Lantern. But there is a chance at redemption.

Also, in case you can't already tell, Roxy's text is purple while her ring's is red.

Edited by RtU2 on Aug 11th 2023 at 11:05:16 AM

DubhKafkaesque 1000-THR Earthmover from Scotland Since: Aug, 2018 Relationship Status: Plastic Love
#31: Aug 11th 2023 at 8:40:29 PM

  • Name: Just "Spider-Man", thank you very much. As frequently as he's called "Spider-Punk", he kind of hates the name and will only accept it if it's necessary to distinguish him from every other Spider-Man in the room.

  • Real Name: Hobart "Hobie" Brown

  • Gender: Male

  • Age: Young adult

  • Appearance: Oi, oi! (Spider-Man costume and civvie getup, respectively.)

  • Alignment: Anti-Hero

  • Generation: Fourthnote 

  • Personality: Hobie Brown is an anarcho-punk to the core. His driving motivation in life is deep contempt for all forms of authoritarianism and oppression, and he is neither shy in airing his disdain not reluctant to send his boot straight into the face of anyone who would spread tyranny. The harder The Man pushes back, the more glee Hobie takes in his one-man anarchist revolution, as evidenced by how quickly the Anarchic Spider-Man established himself as his fascist homeland's public enemy number one. Even in the relatively tamer environment of UU&A-verse New York City, Hobie's commitment to this goal remains unwavering; prospective tyrants, he vocally believes, are everywhere, just waiting for their opportunity to rise and take over.

    • Even in casual interactions, Hobie is notoriously uncompromising. He never minces words or masks his true opinions - if there's some aspect of you Hobie doesn't like, you will know. He engages in a certain degree of comically playing up his own reputation as a grouchy contrarian (expect him to say "I hate X/don't believe in X" a LOT), but even these self-aware gags always have some tiny nugget of truth to them. His rebellious nature also gives Hobie a healthy disdain for the idea of bureaucratically organised superheroism, a stance his experience with the Spider-Society served to firmly solidify. He's a lone wolf who does what he believes is right, and if you think he's going to bend to your will he'll tell you without hesitation to go fuck yourself, "hero" or not. He'll still work with you if your goals and his align and you happen to meet, but don't expect him to be champing at the bit to join whatever group of ponce-arse posers you've sworn allegiance to.

    • All that being said, Hobie isn't totally unfriendly. He's as blunt and potentially destructive as a wrecking ball, yes, but his openness extends to not being ashamed to admit when you've genuinely impressed him, and he's absolutely against wrecking shit for the sake of wrecking shit - anarchy, he likes to hammer home, is purposeful chaos. Hobie is particularly prone to taking an interest in underdogs shunned by society, for whom he'll slide into the role of a kind of brotherly mentor, helping them carve their own path outside the Man's trappings just as he did. He's also surprisingly kind and patient with children - though if you make Hobie your babysitter and your infant ends up cheerfully repeating slogans about seizing the means of production and spreading freedom by force, that's your fault.

  • Powers and Abilities: Hobie has the typical arsenal of powers for a Spider-Person, based mostly around elements of spider physiology. To wit:

    • Spider Strength: Hobie has the proportionate physical strength and durability of a spider. Exact measures of Prime Spider-Man's strength are hard to come by (and rarely consistent), but he can typically lift weights of many tons with minimal effort, and Hobie has demonstrated similar levels of strength. This strength isn't just in his arms - Hobie can go full "jumping spider" and leap incredible heights using only his legs. His durability, meanwhile, mostly manifests as a resistance to blunt-force impacts - for instance, the landing from the aforementioned super-high jumps, which he sticks painlessly every time.

    • Wall-crawling: Hobie's hands and feet are lined with clinging hairs, akin to those on the tips of a spider's legs, which allow him to stick to any surface. He can crawl along walls and ceilings with agility comparable to his movement when grounded.

    • Spider Agility: Hobie's strength and wall-crawling are supplemented by superhuman reflexes, flexibility and dexterity. In the milliseconds it would take a regular human to even register an obstacle coming, Hobie will have not only fully comprehended its trajectory, but effortlessly twisted his body to flow around it.

    • Spider-Sense: Speaking of detecting threats, the Spider-Sense is a power unique to Spider-People, shared by all of them with only one known exception, even the ones whose powers otherwise largely diverge from the template set by Prime Spider-Man. The Spider-Sense is a distinct feeling in the head, described as a "buzzing" or "tingling", that flares up whenever something is about to put Hobie in immediate danger; while it provides no information beyond "something is about to happen", this alone allows Hobie to find and react to the threat long before anyone with regular human senses would have been aware of it. The Spider-Sense is not foolproof, as it requires at least a few seconds for the forewarning to be useful; if something happens sufficiently fast, Hobie can be totally blindsided. The Spider-Sense will also flare up and "point" to any other Spider-Person Hobie may meet, allowing them to instantly identify each other as kindred. (cough Jorogumo cough)

    • Smarts: This one isn't a Spider superpower, but it's worth noting regardless. Years spent living off of scavenged junk and figuring out ways to use it to his advantage have turned Hobie into a low-key Gadgeteer Genius, particularly adept at cobbling together improvised technology from scraps or plain unlikely things. He's also adept at reading people and playing off of what he knows they're going to do, along with sometimes giving them a subtle nudge into doing it.

  • Weapons and Equipment:

    • Web Shooters: These tiny devices, mounted in the wrists of Hobie's Spider-Man costume, fire off strings of artificial spider webbing at the push of a pressure-activated button positioned over his palms. Much like real webbing, these strands are adhesive, capable of attaching to nearly any surface, and have incredible tensile strength, qualities that lend themself to the signature Spider-Person trick of swinging from tall building to tall building. The webs also have a number of other uses, from building bridges over gaps, to allowing Hobie to drag objects to him or himself to objects, to more creative and esoteric applications.

    • Guitar: Hobie's pride and joy is his electric guitar, a scrappy hand-assembled instrument that became a symbol of his campaign against PM Osborn. Extensive modifications have turned it from mere musical instrument to a vital weapon in Hobie's arsenal; with certain switches flipped, Hobie's guitar can generate electric shockwaves that disrupt technology in his vicinity, or sonic blasts capable of sending people flying. Or he can just use it to beat out some sick riffs.

    • Dimensional Watch: Hobie's bootleg version of the watches used to perform stable dimensional travel by Spider-Society, cobbled together from parts he stole right under their noses. They also serve as inter-dimensional communication devices. Hobie currently makes no use of the watch despite the concern he has for his friends in other universes, since, even though it's a bootleg, he's still worried Spider-Society might have a way to track down anyone making active use of these devices.

  • Assets: Jack diddley squat. Hobie's a homeless wanderer with precious little to his name, and considering his anti-materialistic worldview he wouldn't have it any other way.

  • Source: Spider-Man: Spider-Verse (with elements of comic!Spider-Punk rolled in to flesh out his backstory)

  • Origin Story: It's an oddly specific pattern that repeats across countless universes - a spider mutated by radiation escapes the secure facility in which it was held, bites a previously ordinary teenager, and grants that teen spider-themed superpowers. That young fellow is now destined to become Spider-(Man/Woman/other), a web-slinging hero whose teenage attitude is tempered quickly by tragedies seemingly designed to teach how With Great Power Comes Great Responsibility. The details vary, sometimes wildly, but the core structure holds.

    • In one particular reality, the radioactive spider was unleashed, not on New York City as is most common, but on Camden, London, several years after the dictator "Ozzy" Osbornnote  came to power in the United Kingdom and made what he would euphemistically describe as "sweeping political changes". Whether the spider was mutated by some secret project of Osborn's regime, or something else entirely, is unknown and irrelevant. What matters is who ended up suffering its bite - Hobie Brown, a teenaged punk living in a dilapidated commune of squatters after most of his family had been displaced and/or killed for their opposition to the Prime Minister For Life. It didn't take long for him to discover his new arachnid abilities, and to draw the conclusion that with great power came a great opportunity to hit The Man where it hurts.

    • Before long, "The Anarchic Spider-Man" had become the single biggest thorn in the government's side, and a symbol of hope and freedom for those who yearned for a Britain no longer held firm under Osborn's jackboot. Regime propaganda tarred him as a dangerous "Spider-Punk" who posed a threat to law, order and goodness; Hobie personally thinks Spider-Punk is a bloody stupid name that doesn't even really work as an insult, but he would eventually, begrudgingly, find some use for the moniker. Secret police raids on those suspected of being Spider-Man sympathisers were complicated when it turned out Spider-Man had inspired many of his followers to become punk super-anarchists in their own right, with similar capability to send whole squads of coppers sprawling.

    • The UK of Hobie's universe is by now in outright civil war, but ironically, Hobie himself has been away for most of it. The interdimensional Alliance of Alternates known as the Spider-Society took interest in the guile and strength he'd displayed as a guerilla freedom fighter, and he was among their top recruitment priorities. Hobie, never one for bowing to authority no matter how much web-patterned red spandex it wore, took a long while to agree to their terms, and even when their insistence eventually made him cave, he was fully prepared to jump ship the moment the organisation moved in a direction he couldn't stand by.

    • That moment came even sooner than he'd expected. Shit went down. A lot of it.note  Hobie bailed on Spider-Society, and has no intention of going back. He knows others did as well - he played a major role in giving them the tools to safely quit and escape in the first place - but he doesn't know where they are right now, and he isn't willing to risk a run-in with the full might of a Spider-Society that now considers him the enemy just yet. For now, Hobie Brown is doing the one thing he got better at back home than beating copper faces in - lying low and avoiding The Man's gaze until he's confident he can make his move.

    • What caught Hobie's eye about this universe specifically is its apparent lack of a native Spider-Person - or at least, lack of a currently alive native Spider-Person. With how thoroughly Spider-centric the Spider-Society's outlook is, Hobie suspects a universe that never developed a Spider of its own is one that will have slipped beneath their notice completely, and that's more than fine with him. And so, for the first time [in decades/ever] (fill in the blank depending on what aus and co. decide would make sense), this New York City has a Friendly Neighbourhood Spider-Man... not that he's all that friendly, or from this neighbourhood (and I don't just mean the copious London accent). But he's as eager to take on anyone who'd oppress the downtrodden as ever.

  • Additional Notes:

    • so you wanted some marvel huh. ask and ye shall receive.

    • This is absolutely going to clash with whatever Beyond the Spider-Verse establishes Hobie as doing in the interim between movies. But hey, that's what alternate universe interpretations are for, right?

be nice to benjamin it's not his fault he got beat up by a microbe
LizardOfAus Since: Feb, 2010
#32: Aug 12th 2023 at 11:06:18 AM

Well, this costumed cadre gets crazier and crazier. Accepted one and all!

G2BattleConvoy The Hope, The Hero from Installation 07 Since: Mar, 2017 Relationship Status: What is this thing you call love?
The Hope, The Hero
#33: Aug 12th 2023 at 2:54:16 PM

  • Real Name: Optimus Prime
  • Gender: Male
  • Age: Indeterminate note 
  • Appearance:
  • Alignment: Good
  • Generation: IV
  • Personality: Since inheriting the mantle of Prime, and the Matrix of Leadership, Optimus is the stalwart leader of the Autobots, and as such has had to take his role very seriously. He feels responsible for the lives lost ever since the onset of the war, and has vowed to ensure that no other species in the cosmos suffers the same fate as the Cybertronians have, as the Decepticons continue their attempts to conquer the universe. While he has his origins as a scholar, he is absolutely willing to fight for anyone's right to freedom, as he believes all sentient beings should have a right to it. As such, he will go out of his way to take the friendly approach should the Autobots make contact with any species uninvolved with the Cybertronian War. And while he will fight the Decepticons until the light in his spark goes out, Optimus hopes one day that even the Decepticons might mend their ways.
  • Powers and Abilities:
    • Cybertronian Physiology: As a Cybertronian, Optimus possesses a robotic being and a spark of life within his chest in place of a heart, with a tough outer shell of armour over a softer protoform beneath; all of which is constructed from Cybertron's unique living metal. Optimus cannot age conventionally, though he can be damaged in combat and wear out over time, though it takes extreme environments or significant force to break him down to the point of criticality. Thankfully, though they're unable to heal in the same way as organics, Cybertronians can mend themselves by consuming Energon: a volatile but powerful form of liquid or crystalline energy that serves as their lifeblood, fuel source, weaponry, and means of powering their technology. So long as Prime keeps some Energon at hand, he'll generally be able to survive most situations he finds herself in. Though he's very durable and immune to conventional arms fire, forces equivalent to explosives or armour-piercing rounds can break his outer shell and cause significant damage to him if he's not careful.
    • Transformation: As a Transformer, Optimus is able to scan any machine or vehicle of roughly identical size and/or mass to himself and adopt its form as an alternate mode: typically one that is sturdy and powerful, yet modest. Scanning an alt-mode also affects Optimus' appearance in robot mode, as his living metal body adapts the needed transformation components into his very framework. Transformation is achieved thanks to a combination of several critical aspects of a Cybertronian's physiology: their existence as beings made of programmable liquid metal, a crucial internal organ known as the T-cog, and the mental discipline required to transform quickly and dynamically without getting stuck or causing serious damage to oneself. Though Optimus makes limited use of it, Cybertronians also benefit from subspace technology if there are any discrepancies in their mass between their robot mode and alt-mode, but he does use it to replace his robotic components with conventional Earth components while he's in disguise.
    • Subspace Technology: A form of hammerspace that each Cybertronian has access to: a private pocket dimension just generous enough to shunt excess mass and inbuilt accessories into in order to make their existence a little easier. For example, Optimus keeps his weapons in subspace when he's not using them, ready to be transformed into conventional space again once he needs them. Optimus also keeps his alt-mode's necessary components in subspace while in robot mode, and vice-versa for his alt-mode, in order to maximize each form's efficiency.
    • Holographic Projection: While in robot mode, Optimus can project basic holographic images from his palms or eyes, enabling him to share visual and audio information with others that he cannot otherwise communicate. While in vehicle mode, Optimus uses holograms in order to cover up any battle damage he's received in robot mode, though severe damage cannot be hidden as effectively. He can also use his holography to project a male human version of himself out into the world in order to make interactions with humans easier, but he cannot project his holoform outside of a range of ~100m from wherever his real form is stationed at the time. Optimus also uses this male holoform in order to convincingly fake being operated by a driver while he's driving around in truck form.
  • Weapons and Equipment:
    • Energon Path Blasters: Optimus can deploy two Path Blaster-type rifles to engage in ranged combat. These blasters deliver precise Energon blasts that can melt Cybertronian armour with a decent amount of shots. However, care must be given to avoid the blasters overheating from firing too many shots in quick succession or if Energon reserves run low. Because of Optimus' size, they tend to deliver quite the punch against some of the larger Decepticons Optimus has faced throughout the war, enough to give Optimus' rival Megatron pause.
    • Cyberium Alloy Swords: Optimus also possesses the ability to shift his arms into arm-mounted swords capable of slicing through Cybertronian metal should he need to engage in close-quarters combat. The swords themselves are also capable of reflecting or blocking Energon or plamatic-based weapons, though perhaps not as well as his old Energon axe, which he possessed in the early years of the war.
    • Long-Distance Comms: Optimus can use his own inbuilt communication suite to connect to various communication networks, whether that be Cybertronian intercom networks, or local global networks such as the internet. Access to these networks is limited at all times, as Optimus cannot access all these networks simultaneously, but it's still enough to get the job done, especially for helping coordinate the Autobot war effort should he encounter other Autobots.
    • The Matrix of Leadership: A piece of Cybertron's core, embedded in Optimus Prime's chest, the Matrix is said to hold the wisdom of all the Primes that came before him, and when the time is right, will light the Autobots' darkest hour.
    • The Key to Vector Sigma: Granted to Optimus in the final days of the war on Cybertron by Alpha Trion, this key grants anyone who is worthy access to Vector Sigma, a massive ancient repository of knowledge on par with the Matrix itself. Unknown to most Cybertronians, the Key can serve as a backup for the Matrix, should the latter be drained or rendered useless.
  • Assets: N/A
  • Source: Transformers: Prime (Aligned Continuity)
  • Origin Story:
    • Long before the war between the Autobots and Decepticons started, Orion Pax was a simple data clerk working under Alpha Trion in Iacon's Hall of Records. Orion would spend his days organizing and reorganizing anything that came across his station, and this would be all he would do, until he became curious of one rising figure: Megatron.
    • Megatron had a simple idea, one which would seem obvious in hindsight, in that Cybertron's caste-based society had become stagnant and needed to change. Orion sympathized with him at the time, and the two would work closely as the two main figures of the revolution.
    • However, Orion soon realized that Megatron wanted to overthrow Cybertron's ruling council by force and instate himself as the next Prime. Their ideals no longer compatible, Orion would speak next to the High Council of his beliefs, and it was because of those beliefs that the High Council would rechristen and instate Orion Pax as Optimus Prime. Enraged by the apparent treachery, Megatron murdered one of the High Councillors as he declared war against Optimus, and the planet Cybertron was forever split into two, with Megatron leading the Decepticons and Optimus leading the newly-founded Autobots.
    • As the war raged on, Optimus would find difficulty accepting his new position, noting at one point that perhaps he was on the wrong side for being forced to kill. However, after a successful counter-attack to retake the Decagon from Decepticon forces, the Autobots received a distress call from Sentinel Zeta Prime, who said he was in Kaon's prison complex. A team consisting of Optimus, Sideswipe and Bumblebee infiltrated the prison and rescued the former Prime from Soundwave, though Sentinel died of his wounds not long after informing Optimus that Megatron had corrupted Cybertron's core with Dark Energon and that he had little time to save it.
    • Once the Autobots journeyed down to the Core of Cybertron, the spirit of Primus, the benevolent creator of all Cybertronians, spoke to Optimus. The planet itself needed to recover from the Dark Energon's corruption, and thus Primus granted Optimus a piece of Cybertron's core itself: the Matrix of Leadership to keep with him until the planet was recovered. And thus Orion Pax had completed his transformation into Optimus, the Last Prime.
    • Barely avoiding a last-ditch attack by the monstrous Trypticon, the Autobots continued to fight valiantly to get off-world via the massive exodus ship called the Ark. Even the last of the Titans, Metroplex, would heed the call of the Last Prime as the Autobots raced against the clock. And as they made their way to the Space Bridge that had opened above Cybertron, the Autobots and Decepticons clashed in space one final time before both of their ships became lost in the cosmos.
    • The crossing of the Space Bridge left both Autobots and Decepticons adrift in space for millions of years, before both ships crash-landed on an unknown world. Awakened by the crash, the Autobots quickly moved to escape their vile counterparts and split off to hide on a nearby planet: Earth. And now the Autobots and Decepticons prepare to wage their war once more, as robots in disguise that are more than meets than the eye...

Edited by G2BattleConvoy on Aug 12th 2023 at 12:09:47 PM

Spelunking through a Halo Ring is something else...
jherhmeigringer Since: Apr, 2021
#34: Aug 12th 2023 at 10:05:48 PM

Name: None yet he hasn't thought of one.

Real Name: Ness

Gender: Male

Age: 13

Appearance: The PSI wonder himself. His disguise is a hockey mask, a hoodie and black shorts looking like a certain skeleton.

Alignment: Good

Generation: III

Personality: Ness is kind, selfless and helpful often putting other needs before his own and is more than willing to risk his life to protect those around him, he is generally silent and kept to himself so he doesn't have many friends, he is very close to his family getting homesick often when he is far away from home. Powers and Abilities: Ever since that close encounter of the third type Ness obtained a particular set of powers.

  • Strength: Ness strength is incredible, able to make home runs with a car instead of a ball and able to trash a building with relative ease, on a day to day basis Ness holds back alot even against petty mooks and only using his full strength when absolutely necessary.

  • Durability: Ness can take a lot of punishment to compensate for his overall speed its hard to put the kid down but the aliens did not made his pain sensitivity any better.

  • PSI: Psychic powers awakened by alien influences. Ness has classified them in 4 categories of power alpha, beta; sigma and omega from least to most powerful but with power comes with costs and using them too much leaves Ness tired and with an awful headache, most of them require ness to be able to see the target and be able to concentrate..

    • PSI-Rockin: A psychokinetic wave of energy that Ness projects from his hands like a directed explosion, his most common and reliable PSI technique at higher levels its radius and damage increase.

    • PSI-Flash: A chaotic flash of light truth be told ness holds no control of what happens when he uses it although it seems it doesn't affect those he considers allies, the effects are odd such as producing such uncontrollable crying that the victim cant see, make the targets feel strange and attack at random, paralyze the enemy and only at the highest level cause death, Ness normally uses the lower levels of PSI-Flash

    • PSI-Lifeup: Ness healing technique it can fix wounds and recover limbs.

    • PSI-Healing:Like Lifeup but for conditions more related to sickness of comas anything that can't be cataloged as a wound.

    • PSI-Hypnosis: Force somebody to sleep although the enemy can prepare against it and resist it, using higher levels just augments the amount of enemies that can be put to sleep.
    • PSI-Paralysis: Quit moving! Ness paralyses the muscles of the target. More accurate than Hypnosis but easier to be freed from, like Hypnosis casting at higher levels affects more targets.

    • PSI-Shield: An energy barrier made from psychic waves it can withstand a lot of damage but its size only accommodates one person at a time.

    • Teleport: Unlike usual teleports Ness needs a running start before warping, in a straight line or running in circles.

    • Telepathy: Ness can telepathically talk with people and receive a response, he can even speak to animals a more intrusive way he can use his telepathy is to read minds but only base thoughts and memories and is totally unusable in a fight.

    • Telekinesis: A very minor example the most ness can lift and move with this is his bat.

Assets: Ness normally wears a backpack where he keeps his costume and his weapons which are a baseball bat and a Yo-Yo, he has a bit of money in his pockets.

Source: Earthbound

Origin Story: Ness was born in the small town of Onett located north of New York City, Ness dint do anything extravagant there content with reading comic books, play baseball, play videogames and go to school everything was shaping off to just a normal happy childhood until one day an asteroid crashed near his house, the sound waking up ness from his slumber curious as always he went to investigate and what he discovered was unbelievable an honest to god alien! After that he only remembers a flash and somehow he was back on his bed.

From that day onward strange events happened, objects suddenly fell or moved when near Ness, he accidentally bent or broke objects that he grabbed with too much force Ness concluded that somehow that alien crash awoke something in his being, he decided to give his newfound ability a good use be taking up superheroing, buying a hockey mask at a nearby store his first good deed was to dismantle a gang called the sharks by beating some sense on them and their leader Frank Fly, then he went to other nearby towns learning more about his powers as he went, now he frequently goes to New York City it seemed there was a lot of crime there that he could help with.

HilarityEnsues Since: Sep, 2009
#35: Aug 13th 2023 at 11:44:21 AM

  • Name: Hasn't come up with a superhero name yet.
  • Real Name: Kanae
  • Gender: Female
  • Age: 18
  • Appearance: Seen here.
  • Alignment: Anti-Hero
  • Generation: 4
  • Personality: Kanae can be rather showboaty, attention-seeking, and generally more selfish than most heroes though this is really a front for dealing with her own insecurities and desire for recognition. She's highly sympathetic to those who are outcasts of society or downtrodden for reasons beyond their control, and is conversely generally suspicious of the rich or highly privileged. She seems to be somewhat more comfortable around other mutants than she is around 'normies'.
  • Powers and Abilities:
    • Kanae can grow in size, with her upper limit being… whatever the Lizard Wizard finds agreeable. Maybe around 20 feet or so? Regardless, this comes with a boost to her strength and durability. She can pick up and lob most vehicles with ease when using her powers, and it takes a good deal of force to seriously hurt her. She can also do the Kamala Khan thing where she lengthens and enlarges individual parts of her body, like throwing a giant fist at someone. Even at her base height, she's still stronger than ordinary humans.
    • Kanae has an accelerated healing factor that can let her recover from injury rapidly compared to non-supers. It can temporarily become inert, however, should she be overwhelmed by heavy wounds.
    • Kanae has the ability to shapeshift and change her appearance and outfit (so long as its a human form, she can't turn into a turtle or something). Notably, though she can turn into other supers, this doesn't grant her any of their abilities, it's purely an aesthetic change.
    • Lastly, she can also create sound waves with her voice that acts as a ranged attack. They come out in a sort of focused cone area towards her target.
  • Weapons and Equipment:
    • A pair of nunchucks that she learned how to use with surprising proficiency, solely because she thought it'd make her more marketable.
  • Assets: Not a whole lot. Kanae is not remotely wealthy, so there isn't much to talk about here.
  • Source: Onideka
  • Origin Story:

    • Kanae's life has revolved around her love of music and her desire to become a famous singer, a goal which she has found no success in. Her one real 'stint', if you can even call it that, was getting to play songs with her bandmates… at a supermarket of all places. It wasn't that she was untalented - far from it. But her family wasn't wealthy, and she had no connections in the business, which severely limited her prospects.
    • However, one day she discovered that she was a mutant, and she eventually decided that she would try to turn her fortunes around by putting music on the backburner and focusing on this whole superhero business, using the rationale that leveraging her abilities to gain fame might be a more feasible path for her.

LizardOfAus Since: Feb, 2010
#36: Aug 14th 2023 at 3:41:57 PM

Accepted

Now, as we are approaching a glut of players, I'm going to say I'll allow five more entrants at the absolute most.

Booky Since: Sep, 2015
#37: Aug 17th 2023 at 5:25:30 PM

I have absolutely no idea how this is gonna go with this character-but what the heck.

Name: The Gambler

Real Name: Steven Sharpe III.

Gender: Male

Age: 45

Appearance: Snazzy!

Alignment: Lawful Villian

Generation: Fourth Age

Personality: Steven is confident, charming, and hedonistic. He doesn’t need the money (though it's nice), but testing his luck in committing crimes. This same confidence means he won’t really balk at coming more serious offenses, though a sense of style and class will always be maintained. Murder? Yes. Wanton, gory, pointless murder? No. His iron-hard belief in his uncanny fortune, and philosophy that “luck is all that matters” rules his life. If things go badly for you, it’s your bad luck that needs to be changed, if possible. And cheaters are not tolerated-they’s defenestrated. Powers, incidentally, are cheating in his book. But he keeps his word, no matter what.

Most criminals don’t have Lady Luck snuggled up to them as often as Steven does, hence why they’re crooks. Steven will fully admit he’s a bit snooty. But why not? He’s successful, infamous, and has a nice hat. Why shouldn’t he be proud of himself? On the other, hand, he can rarely turn down a bet or wager, knowing he’ll usually come out on top.

Powers and Abilities: If Steven has power, it’s his uncanny luck. He trusts in it implicitly and it rarely fails him (though he does try and carefully plan things out). Somehow his disguises don’t get a second glance and the cops might check the next door instead of the one he’s hiding behind.

Skills: Steven is a world-class expert in games of chance and coin/card tricks. He also knows a lot about criminal enterprises and running a clean job, recruiting mooks, etc. Steven is also an expert shot with most pistols, proficient with both throwing and using knives and edged throwing cards (and darts, and dice for bets), and using a walking stick for defense. Though he usually relies on mooks for fighting, he’s pretty skilled at boxing and dirty fighting as well as using his cane, and in pretty good shape.

Weapons and Equipment: Carries two derringers up his sleeves that can fire a variety of gases and bullets, a larger pistol on a holster at the small of his back (he’s themed, not an Arkham loon) as well as carnival-style throwing knives and a pair of brass knuckles. He also has a couple of card decks in his pockets. Often has a heavy wooden cane.

Assets: Steven likes to dress well and pays his mooks well (it’s a wise investment). He has a nice apartment/lair in the abandoned Jumping Jack power plant in Brooklyn (not to mention the hotel room he’s renting elsewhere they don’t know about), as well as a souped-up classic Caddy and two unmarked vans for heists. Usually has about five minions around him.

Source: DC! The JSA! No school like old school!

Origin Story: Determined to turn out better than his father and grandfather, who were both notorious gamblers, Steven worked hard and tried to win the heart of Helen. However, when she learned one of his friends was “Pool-Hall Charlie”, she all but froze him out from suspicion that he was just the same. Then Charlie won a big game and started flashing money, and Helen fell into his arms. Bitter, young Steven Sharpe tried to save a child from an out-of-control van. However the “child” turned out to be a doll, and Steven was almost beaten up by the van’s owner when it swerved to miss him. This was a pivotal moment in his life. He had an epiphany. Only blind luck mattered in life, and virtue was irrelevant. He decided to be one of the lucky ones, and that meant taking chances and cheating if need be. Steven started his career by helping himself to the cash in the crashed truck after knocking out the driver. As time went on, Sharpe reinvented himself as a character called the Gambler. He patterned that persona after his grandfather who lived as a riverboat gambler. After a daring job in Des Moines against heavy odds, the Gambler continued to develop his style and persona as he robbed banks, trains, etc. throughout the Midwest.

The rise of costumed heroes such as the Green Lantern Alan Scott and Starman intrigued and excited Steven. What better way to test the odds than trying himself against someone with powers? More crimes followed in a line across the USA from Las Vegas. After three or four years of battle with the JSA, there was some sort of Crisis (Steven still isn't sure about the cause of it all) and villains as well as heroes started disappearing. The costumed community panicked, and The Gambler didn't like his odds. So he contacted a man he'd bumped into a few years before named Per Degaton. A time traveler, he'd started promising crooks the ultimate escape from the law. Steven wanted to get beyond the time of current difficulties, so he paid Degaton's huge price. The next thing he knew, he was standing in the same building as before in the Bowery. A brand new world. But why not try his luck in New York? If you’re going to play your hand, you should go all in, or not play at all.

‘’’ Note:’’’Steven dyes his beard and hair. He’ll admit (to himself) that he’s forgotten his normal face since he uses disguises and his “Gambler” face so often.

Edited by Booky on Sep 6th 2023 at 4:26:30 AM

LizardOfAus Since: Feb, 2010
#38: Aug 20th 2023 at 2:02:10 PM

Accepted, following a miscommunication.

Kiobi20 Since: Sep, 2016
#39: Aug 21st 2023 at 4:18:15 PM

-Name: he doesn't have a real dual identity but his serial experiment number is 626.

Real Name: Stich.

Gender: Male.

Age: 2 year olds but he was made already fully developed.

Appearance: [[On his dog disguise:1:https://static.tvtropes.org/pmwiki/pub/images/stitch_16x9_9ac13651.jpg]]

[[His real form:1:https://static.tvtropes.org/pmwiki/pub/images/8991295_nicholas_kole_img_2193_3.jpg]]

Alignment: Formely evil but currently good.

Generation: fourth age.

Personality: Stich is a mischeavious and desructive troublemaker that likes to pull pranks and a throw down on a good brawl but despite this he has a strong sense of justice and a kind heart and deep down desires nothing but to have love and companionship from friends and family, but his arrogance, rudeness and temper don't always make that easy.

Powers and Abilities:

Super strength: Strong enough to lift over a truck over his shoulders and throw it at his enemies.

Durability: Strong enough to get crushed, burned, blowned up, stomped, electrocuted and survived but he can still feel pain and knocked out of he's hit with enough force.

Super intelligence: Despite acting like a wild beast, his brain operates with the speed of a super computer, he's a super genious that can build and repair machines and weapons in seconds.

Maleable body: he can retract part half of his limbs inside of his body and retract himself like a ball so he can use himself as a demolition boulder, he can squeeze his body tightly enough to squeeze himself in between extremely narrow spaces thanks to his extremely flexible body.

Weapons and Equipment:

Plasma guns: four guns of plasma laser that can knock out or pulverize the enemy, strong enough to blast through concrete.

Assets: not much financially, his Ohana is of low income but he's friends with his creator who's a mad scientist and can at times invent stuff that helps him out.

Source: Lilo and stich, from the disney animated canon

Origin Story: Stich was an evil experiment made by a crazy scientist that was meant to cause nothing but caos and destruction becouse of this the galactic federetion had agreed to eliminate him before he could cause any harm, but he ended up escaping and ending up on earth, in order to avoid detection he disguised himself like a dog and was adopted by a little girl called Lilo.

After some time the girl started to influence on the bizare mutant until his levels of evil began to go down until they were almost zero and he began to become a force of good, after they saw this, the galactic federetion allowed Stich to stay on earth with his new family.

some time later he ended up having to help capture and turn good his fellow experiments, or "cousins" as he calls them, all 625 of them after they were about to be corrupted into weapons of universal conquest by an evil villain called Hamsterveil, and he succeded with help of his new Ohana.

LizardOfAus Since: Feb, 2010
#40: Aug 22nd 2023 at 4:05:28 PM

Okey doke, liking the concept and character. Formatting and spelling could do with a bit of work, but my players have good things to say of you, sooo... Accepted.

EditingSilverDragon Exactly what it says on the tin from A cave in the dwarven lands (Troper Youngling) Relationship Status: All I Want for Christmas is a Girlfriend
Exactly what it says on the tin
#41: Aug 31st 2023 at 8:26:14 PM

Name: Wolf-Spider(Hyphen matters) Real Name: Gabriel Greene Gender: Male Age: 26 Appearance: Messy brown Hair, Amber eyes, tanned white skin, 5'8. In costume looks similar to Spider-Man 2099's white costume: https://preview.redd.it/will-we-see-2099s-white-suit-in-beyond-the-spiderverse-v0-03i5ot2qkb5b1.jpg?width=640&crop=smart&auto=webp&s=3bf6bfc5780db463cbe71809da362b07b34dc395. Most importantly, has six arms, which he does not hide even outside of costume. Alignment: Good.(The D&D player in me wants to specify Neutral Good). Generation: Fourth Age. Personality: Nerdy, quickwitted, arrogant, impatient, perceptive, mostly unmotivated outside of costume. Powers and Abilities: Spider Powers(As follows): Super Strength(Maximum(And I mean MAXIMUM lift, 5 tons) Super Speed and Endurance: Can run 13 miles in 30 minutes, is tough enough to shrug off an average person's punches with sheer muscle density, but bullets or super powers remain a threat. Super Senses: Can identify people solely by smell, can see objects going 2000 mph(Slightly faster than a bullet) and up to almost a kilometre away. Can taste individual ingredients. Spider Sense: Has an uncanny sense of danger, can only really warn him about the next 3 seconds or so. Poison Resistance: Can consume most ordinary toxins and drugs without effects. Large enough doses can affect him, but a single injection or other exposure would likely have no effect. Six arms: Has four additional arms, can use them all at once, but less effectively than one or two at a time. Super Reflexes: Fast enough to dodge bullets when combined with Super Senses and Spider Sense. (Note: Has no biological wallcrawling or Webslinging abilities, relies on equipment for that, as shown below) Weapons and Equipment: (Same as above) (Gabe's gear is produced by him with old Spider-Man tech, it has any weaknesses Peter's gear would.) Spider Suit: This is lightweight with very limited kevlar-titanium lining and can potentially absorb a single bullet or comparable impact without breaking, is vulnerable to cutting or stabbing. Can adhere to walls with special fingertip, toe and palm suction devices. Has a belt with 12 more web cartridges. Has comm interface. Web shooters and Web cartridges: One for each arm, web has tensile strength of about 65 Kilograms per square millimeter of cross-section. Assets: (Wealth and resources, if any): Lives in an apartment in North York, Toronto, Canada(Rent not own) Makes about 100,000 CAD yearly from Patent licensing and Alpha Flight Salary. Does not own a car or bike. Source: OC, with some inspiration from Spinerrette and Marvel Comics(Especially Marvel 2099 and Alpha Flight, and minor inspiration from Whistle(A new Gotham City Hero). Origin Story: Gabriel graduated from University of Toronto 2 years early with a Masters Degree in Biochem. Unable to find a job, he found himself walking the streets one night when he found a strange lab hidden in an abandoned shed near his building. He discovered it was an abandoned lab used by the Canadian government's superteam Alpha Flight. He found specs to remake Spider-Man's gear and a formula to replicate his powers. He used the lab to create multiple useful chemicals(Such as a superior form of Luminol and a nontoxic bleach substitute) Which he patented to live off of. Not satisfied, he tweaked the formula to recreate the webhead, and injected it into himself. He was seized with sudden hunger and went out to get food, before collapsing with hunger on his way. He was brought to a hospital where he was comatose for 2 weeks, requiring an unusually large amount of IV nutrients. When he awoke he had developed superpowers and grown 4 extra arms. Department H(Canada's superhero department) was waiting for him, and they offered him membership in Alpha Flight which he accepted.

All for one and one for all!
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#42: Aug 31st 2023 at 8:30:40 PM

Please separate your signup into bullet points using * (or ** if you want an indent) before each item so that it's actually readable and not just a giant block of text. I am sure all of us will appreciate it.

Also, you can link to images like so:

[[imageURL textformedintolink]]

Edited by darksidevoid on Aug 31st 2023 at 11:32:08 AM

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
EditingSilverDragon Exactly what it says on the tin from A cave in the dwarven lands (Troper Youngling) Relationship Status: All I Want for Christmas is a Girlfriend
Exactly what it says on the tin
#43: Sep 1st 2023 at 12:43:36 PM

Name: Wolf-Spider(Hyphen matters)

  • Real Name: Gabriel Greene
  • Gender: Male
  • Age: 26
  • Appearance: Messy brown Hair, Amber eyes, tanned white skin, 5'8. In costume looks similar to Spider-Man 2099's white costume: https://preview.redd.it/will-we-see-2099s-white-suit-in-beyond-the-spiderverse-v0-03i5ot2qkb5b1.jpg?width=640&crop=smart&auto=webp&s=3bf6bfc5780db463cbe71809da362b07b34dc395. Most importantly, has six arms, which he does not hide even outside of costume. *Alignment: Good.(The D&D player in me wants to specify Neutral Good).
  • Generation: Fourth Age.
  • Personality: Nerdy, quickwitted, arrogant, impatient, perceptive, mostly unmotivated outside of costume.
  • Powers and Abilities: Spider Powers(As follows):
    • Super Strength(Maximum(And I mean MAXIMUM lift, 5 tons)
    • Super Speed and Endurance: Can run 13 miles in 30 minutes, is tough enough to shrug off an average person's punches with sheer muscle density, but bullets or super powers remain a threat.
    • Super Senses: Can identify people solely by smell, can see objects going 2000 mph(Slightly faster than a bullet) and up to almost a kilometre away. Can taste individual ingredients.
    • Spider-Sense: Has an uncanny sense of danger, can only really warn him about the next 3 seconds or so.
    • Poison Resistance: Can consume most ordinary toxins and drugs without effects. Large enough doses can affect him, but a single injection or other exposure would likely have no effect.
    • Six arms: Has four additional arms, can use them all at once, but less dextrously than one or two at a time.
    • Super Reflexes: Fast enough to dodge bullets when combined with Super Senses and Spider Sense.
  • (Note: Has no biological wallcrawling or Webslinging abilities, relies on equipment for that, as shown below)
  • Weapons and Equipment: (Same as above) (Gabe's gear is produced by him with old Spider-Man tech, it has any weaknesses Peter's gear would.)
    • Spider Suit: This is lightweight with very limited kevlar-titanium lining and can potentially absorb a single bullet or comparable impact without breaking, is vulnerable to cutting or stabbing. Has comm interface.
    • Can adhere to walls with special fingertip, toe and palm suction devices.
    • Has a belt with 12 more web cartridges.
    • Web shooters and Web cartridges: One for each arm, web has tensile strength of about 65 Kilograms per square millimeter of cross-section.
  • Assets: (Wealth and resources, if any): Lives in an apartment in North York, Toronto, Canada(Rent not own) Makes about 100,000 CAD yearly from Patent licensing and Alpha Flight Salary. Does not own a car or bike.
  • Source: OC, with some inspiration from Spinerrette and Marvel Comics(Especially Marvel 2099 and Alpha Flight, and minor inspiration from Whistle(A new Gotham City Hero).
  • Origin Story: Gabriel graduated from University of Toronto 2 years early with a Masters Degree in Biochem. Unable to find a job, he found himself walking the streets one night when he found a strange lab hidden in an abandoned shed near his building. He discovered it was an abandoned lab used by the Canadian government's superteam Alpha Flight. He found specs to remake Spider-Man's gear and a formula to replicate his powers. He used the lab to create multiple useful chemicals(Such as a superior form of Luminol and a nontoxic bleach substitute) Which he patented to live off of. Not satisfied, he tweaked the formula to recreate the webhead, and injected it into himself. He was seized with sudden hunger and went out to get food, before collapsing with hunger on his way. He was brought to a hospital where he was comatose for 2 weeks, requiring an unusually large amount of IV nutrients. When he awoke he had developed superpowers and grown 4 extra arms. Department H(Canada's superhero department) was waiting for him, and they offered him membership in Alpha Flight which he accepted.

All for one and one for all!
LizardOfAus Since: Feb, 2010
#44: Sep 1st 2023 at 1:38:07 PM

I appreciate the effort you've put into this signup, ESD, and the concept of a new spin on Spider-Man, in keeping with Marvel Comics lore, is a faily interesting one.

However, I can't help but look to the rest of the stable we currently have, which are all established characters of fiction, even if some of them are blended or revamped. I just can't help but wonder if this RP isn't the best fit for your creation.

secretlyasuperhero someone from somewhere Since: Mar, 2016 Relationship Status: You cannot grasp the true form
someone
#45: Sep 20th 2023 at 5:25:54 AM

  • Name: Drifter (this appears to apply to a group of people)
  • Real Name: Matsuri Yagumo
  • Gender: Female
  • Age: Late 20s
  • Appearance:
  • Alignment: Good
  • Generation: Third
  • Personality: Matsuri is boisterous, sassy, and cheerful in nature. She's fearless in the face of death or danger - particularly when she knows that she's fighting for a good reason. Her outwardly cheerful exterior hide a mostly cheerful interior - but Matsuri has seen her fair share of friends die, and she will shut you down if you mock the losses of others or the lives of those she loved. She's prone to impulsive gestures of affection for those she loves, and has a surprising amount of discipline - she's a concert pianist for a reason.
    • She's an alcoholic - a massive one.
  • Powers and Abilities: Matsuri's is a Psyker - someone who uses Psi to fight (more in her origin story). Psi is personalised, but split into three main categories: Burst, Rise, and Trance.
    • Burst: Outward expressions of Psi - for Matsuri, this translates into incredible telekinetic abilities. She's powerful enough to move and demolish buildings - and skilled enough to create a floating swimming pool and sustain for hours. With her telekinesis she can deflect attacks with ease, fly, and move things both big and small.
      • Requiem: A Burst ability personalised to Matsuri - she can create floating white spheres of explosive force. They'll explode on her command or when they collide with something or someone. The bigger the sphere, the more damage it can do. The larger spheres can do a Lot of damage (beholden to GM fiat)
    • Trance: Inward Psi, applied to the mind. In Matsuri it gives her telepathic abilities - she can't read people's thoughts, but she can provide a means of telepathic communication between herself and a group of people within a distance (about 1 kilometre). She can also sense other people with abilities and how dangerous they are - this only works for abilities similar to Psi.
      • Rhythm: A form of Trance personalised to Matsuri, as she is a concert pianist - she has the ability to read the battle rhythm of her opponents - feel what they are likely to do next, and dependent on the opponent, use Trance to throw them off their rhythm or control it. This is limited - if someone notices her doing it, they can prevent it, and it doesn't work on everyone.
    • Rise: Inward Psi, directed to the body. With it active, Matsuri can increase her own physical abilities. She'll move faster, hit faster, and even gives her super strength and speed. With Rise active, Matsuri can move so fast she's blurred, and block blows from people far stronger than her normally. It increases her endurance - she can go longer without needing to eat or drink, with the trade-off of being exhausted afterwards.
  • Weapons and Equipment: n/a
  • Assets: Matsuri is a concert pianist who is known internationally - she has fans and money as a result, as well as a manager who's good at the practical stuff. She can get away with a lot on her reputation - including booking out venues on short notice.
    • Kagetora Hyoudou: A Yakuza member who's in love with Matsuri. The strongest Rise user in the world, his kicks can send people flying at 100mph. He'll kill or die for her, and has proposed to her no less than 22 times.
    • Students: Matsuri has trained other Psi users - they know her, and they love her. They and Kagetora are all currently in Japan, but they'll come, if they think she needs them.
  • Source: Psyren
  • Origin Story:
    • When she was younger, Matsuri picked up a payphone. This payphone teleported her to Psyren, a post-apocalyptic wasteland. Unknown at the time, Psyren was Earth, 10 years in the future, and the teleportation happened due to the intervention of a powerful Psi-user, trying to understand and prevent the apocalypse.
    • She woke to her Psi powers as a result of arriving in Psyren and became a Psyren Drifter - someone who goes between Earth and Psyren at random, to complete missions with the aim of understanding what happened. Before she could truly understand, though, Matsuri ran out of points - she could no longer travel to Psyren.
    • Instead, she devoted her time to training other Drifters, so they could take up the torch. Two of her most promising students went on to solve it - and the Psyker behind her travels allowed her to travel to Psyren one last time, so that they could finish it.
    • This is what they, and then she, learned - that the apocalypse was due to a meteor that would consume Earth once it got close enough. In the last two timeline changes they had failed to prevent this - and she had died, twice, in a timeline that never was. The meteor was being drawn by a piece of itself, split off to find more food. The piece of itself was manipulating other Psykers - some artificially created, some natural, some Drifters, to create a cult called WISE, who was determined to bring the end of the world about.
    • And then they killed the piece of the meteor, before any of that could happen, and that timeline was erased from reality. Psyren was erased - but those that Drifted remember it clearly.
    • Nowadays, Matsuri helps where she can. She works as a concert pianist, and her travels take her everywhere. She sometimes trains other people with powers. She's not a full time hero, but she helps out where she can.

[TOP SECRET]
LizardOfAus Since: Feb, 2010
#46: Sep 23rd 2023 at 6:03:45 AM

Accepted

Signups will officially close after two further acceptances.

klom99 The Gayest Bowser from The Panopticon Since: Apr, 2011 Relationship Status: Yes, I'm alone, but I'm alone and free
The Gayest Bowser
#47: Sep 29th 2023 at 3:21:14 PM

  • Name: The Master

  • Real Name: Koschei (Abandoned this name long ago)

  • Gender: Male (Currently, Female in certain incarnations)

  • Age: 1200 years and counting, though given the amount of regenerations and bodies they’ve burned through, it’s murky. Realistically, the answer is “yes.”

  • Appearance: Spy the Master. Or should we say Spy...Master?

  • Alignment: (Varying shades of) Evil, Anti-Villain in the rare cases the moons align.

  • Generation: Yesnote 

  • Personality:

Twisted, manipulative and nasty are general applicators across the majority of the Time Lord’s incarnations. Unlike The Doctor, who decided to use their vast intellect and Fish out of Water mentality to do good, The Master abandoned morality and decided to apply his brainpower (which he’ll rub in your face constantly) to the pursuit of conquest, smashing numerous planets and life-forms beneath his boot-heel in the quest to fulfill his greed; some Masters going full-on Large Ham into cartoonish Snidely Whiplash-tier villainy while others are more subtle saboteurs. While there are moments that hint at Hidden Depths within the twin hearts of this marauder, they are inevitably subsumed by the urge (or necessity) to destroy.

Most versions of The Master are varying degrees of Faux Affably Evil depending on the incarnation; capable of coming off charming until their schemes are thwarted. They can hold civil conversations, spout one-liners, indulge in hobbies and even be helpful in rare instances. However, be it by their own dark impulses or the machinations of heroes, their illusion rarely lasts for long. Barring special cases, Chronic Backstabbing Disorder and You Have Outlived Your Usefulness are both frequent results of working with him – vary rarely does The Master take on confidants or companions, seeing most other people as assets to use and dispose of. This even extends to working with his other selves; The Master shooting himself in the back is just as likely as him shooting OTHERS in the back.

The Spy Master is a hybrid of the mania that consumed his “Saxon” incarnation and the theatrics employed by the mischevious “Missy.” The Spy Master takes immense glee in toying with others and playing long mind games (particularly with The Doctor), being quite the showboat when he thinks he’s on the winning end. He’s unpredictable and eccentric, prone to spontaneous outbursts and manic mood swings. The Master treats murder almost like an obligation and finds the idea of redeeming himself disgusting. He relishes it to the degree an addict would a drug and feels it natural to indulge in, especially after what he learned on Gallifrey.

However, it’s obvious that this Master is projecting quite a bit; he’s let the trauma of the Gallifrey Discovery overwhelm him and is clearly hiding immense pain. It’s safe to say that this incarnation of The Master is the second-most self-aware after “Missy,” as if he’s running from change as an idea; clinging onto what he knows. He’s also become something of a Death Seeker and his schemes are becoming riskier.

  • Powers and Abilities: 

    • Gallifreyan Biology:

The Master is a Time Lord; a part of the highest echelon of a hyper-advanced civilization from the Planet Gallifrey, whose denizens have all but codified (and monopolized) time-travel and the laws applicable to it; creating the Laws of Time that have bled into the universal zeitgeist in various forms.

All standard Gallifreyans are possessed of the following biological separations from humans:

  • Enhanced Lifespan: Even without regeneration, Gallifreyans are long-lived. A single regeneration (barring issues) could live up to at least 1000.

  • Enhanced senses/reflexes: Gallifreyan senses, reflexes and dexterity are ten times that of a standard human’s; particularly precision and timing. Gallifreyans have improved night-vision and resistance to disorientation, among other minor quirks. They can detect foreign chemicals and contaminants (as well as the current date) VIA smell or taste. Gallifreyan sense in-general goes beyond the human norm; with temporal and spatial awareness added to the mix, too. (Though rarely would that factor into RP much.)

  • Enhanced durability: Gallifreyans can survive otherwise-fatal falls (to a certain point) and are generally more resistant to impacts. It can be presumed that they can resist a few attacks from other superhumans, though not to the point they could tank it. In fact, a Gallifreyan’s left shoulder carries especially vulnerable nerve clusters and is the best place to strike to knock them out.

  • Enhanced Resiliance: Galilfreyans are resistant (though not immune) to extreme heat, cold shock and sound. They can last six minutes in low space vaccuums with the trade-off of blindness. Gallifreyan bodies are also somewhat resistant to being disintegrated, though this process has a limit. X-Ray radiation is also nothing to them and they can expel it from their body-pores if they’re willing to deal with the intense itch it causes.

  • Enhanced brains: The Gallifreyan brain is a masterclass at processing and retention; powerful eidetic short-term memory with impressive information retention, high processing speed and improved eye for detail; making the majority of them Gadgeteer Geniuses. Gallifreyans generally don’t have to worry about the language-barrier and serve as their own translators. Gallifreyans can also transmit knowledge to other people if they wish to (or even hold telepathic conversations with those also capable). Gallifreyans are also resistant to most (though not all) forms of Mind Control, given their ability to separate the lobes of their brain.

  • Two Hearts: A Gallifreyan has two hearts, each of which can function independently from each other if needed; though both must be active for optimal blood-flow.

  • Respiratory Bypass Chamber: An oxygen-storing organ. Basically, a controlled ability to hold one’s breath for an extended period.

  • Time Lord Biology: Gallifreyans that undergo the ritual to stare into the Untempered Schism and survive are considered Time Lords, who come with quirks specific to them:

    • Regeneration: The debatably-signature ability of a Time Lord is the ability to regenerate into a new person upon death, natural or otherwise. Regeneration occurs when the discreet chemical Lindos is released from packets in a Time Lord’s body, causing the re-writing of their entire evolutionary biodata in one shot. During this tiny period of transition, a Time Lord is in a vulnerable state and interruptions to the process can have catastrophic, if not fatal, consequences. Even after the regeneration is finished, strain on the new body within the first few hours will also result in a fugue state. Time Lord regenerations aren’t always pretty and can induce mania at the onset or even cause unwanted mutations in worse cases.

    • Regeneration results in both physical and psychological change in the Lord: Gender, mannerisms, preferences, outward personality, tendencies; nothing sans innate nature of the soul or (mostly) retained memories is off the table. Outside social factors seem capable of affecting this transition, though to what extent is unknown.
The Doctor and The Master have both played hopscotch with the Gallifreyan-enforced limit of 13 regenerations before; The Master in-particular has a penchant for using proxy bodies and workarounds to keep himself alive, though this incarnation doesn’t have to worry about that, given this version of The Master is the Timeless Child rather than The Doctor.

  • Time Sensitivity: A Time Lord holds the distinction of (once more oversimplifying) seeing what was, what is, what can be and what shouldn’t be; resultant from their link to the Vortex. The nature of a timeline (including its mutable and fixed points, as well as distortions and ebbs) is never that far away from the perception of a Time Lord, even memories from purged or diverted timelines. Time Lords have a burdgeoning connection to the flow of history and can detect timeline changes; carrying a special disgust toward fixed points in time or other applicable anomalies. The Master has no real respect for The Masquerade, though his apathy toward explaining higher concepts to “lower lifeforms” prevents this from being a societal issue most of the time. This most likely won’t factor into the RP beyond technobabble.

  • Hypnotism: An ability unique to The Master, The Master appears to have an untempered charisma that draws people to them. Unlike their nemesis however, they use this trait solely to benefit themselves at almost all times. The Master the ability to influence others to a degree; not unlike a trance. The ability isn’t flawless and can be resisted by those of stronger mind or will, though The Master is well-versed in knowing when to apply it. The hypnotism doesn’t last very long and will usually wear off within a few minutes, but that time’s more than enough. (This ability is at DM / applicable player discretion.)

  • Manipulation: All incarnations of The Master are skilled schemers; a necessity given they typically oppose Science Heroes.

  • Inventiveness: Gallifreyans are notoriously smart and just as infamous for their inability to innovate. The Doctor and The Master subvert this stereotype by being skilled inventors and creators of gadgets galore. As expected of a supervillain, The Master’s inventions tend to be damaging and destructive in nature.

  • Weapons and Equipment: 

    • Tissue Compression Eliminator: The Master’s signature death-device. The device is aptly-named, firing special particles that shrink the body of a target to the point of death. The process CAN keep a target alive in this state if needed and, if the target’s not dead already, can be “un-compressed” and return to normal. The majority of Earth’s superhumans are presumed immune to the device’s effects. The device can also moonlight as a communicator.

    • Laser Screwdriver: The counterpart of The Doctor’s Sonic Screwdriver, invented during the Time War. The Laser Screwdriver forgoes being a multi-purpose tool in favor of being a portable Kill Sat. It works as it sounds, firing an intense laser at a foe. The beam is both hot and concussive, meaning that even if a target can’t be disintegrated, they’ll certainly be knocked back a-ways. The device does however have an internal battery, which must be re-charged in the TARDIS. This version of The Master doesn’t use the device much and is rarely seen with it.

  • Assets: 

    • The TARDIS: Standing for “Time And Relative Dimensions In Space,” The TARDIS Mark 75 is both the Master’s primary home (hence why it’s in the “Assets” section) and his time-machine. A severely-complicated device that’s “bigger on the inside,” The TARDIS is a dimension in-and-of-itself containing various rooms and functions for The Master to make use of.note  While the machine’s ability to time-travel appears hampered by an outside force, it’s still a deadly machine that can do untold damage if handled improperly and, in the wrong hands, can do so much good for the world. It’s implied TARDISes are sentient beings, but since when has The Master ever valued life? The TARDIS can change appearance when The Master needs it to and has various minor devices and settings that ensure it’s invsible to the average / unconcerned eye if the mission requires discretion (though the smart and higher-functiong can probably sus it out); the ultimate Supervillain Lair.

  • Source: Doctor Who, with some Alternate Universe elements.

  • Origin Story: 

    Origins 

Koschei and The Doctor both grew up on the Planet Gallifrey, in which the temporally-dominant Time Lords called home. The two were childhood friends during their years at the Time Lord Academy and grew quite close, though the exact accounts of what they were up to during this time are disputed and up for debate. Nevertheless, The Master was a better student than The Doctor, but nowhere near as socially-intelligent; While The Doctor developed practical skills and empathy, The Master became a more logical thinker and grew into an intensely-burning ambition to “own the stars.” The two slowly became distant from one another and had some sort of falling-out, which immediately precluded The Doctor’s escape from Gallifrey aboard a stolen TARDIS. Desperate to find his friend (or angry at their departure), Koschei followed suit and thus the two Times Lords’ lives were forever-altered.

The Doctor explored the stars and basked in creation’s gifts. Koschei abandoned his name and took on the moniker of “The Master,” plucking creation’s bounty from the cold, dead hands of existences snuffed out.

Eventually, both men wound up on Earth and formally reunited with one another during The Third Doctor’s time with U.N.I.T in the Second Generation. The two quickly realized that they could not compromise and became bitter frenemies that fought over the fate of Earth and its inhabitants throughout the years (to the time-travellers, millennia), making various friends and enemies that entangled numerous lives to the duo’s game of morality.

     The Time War 

During these bouts, events set the stage for the ultimate cosmic tragedy: The Last Great Time War. The War To End All Wars. Timelines, realities, planets, worlds. Nothing was safe from the savage war between the Times Lords and the Daleks. The Doctor and The Master both found themselves entangled within the fighting; having regenerated into “War” variants of themselves. Both The War Doctor and the War Master wanted to stop the War, albeit in their own ways. The Doctor saw himself as a Fallen Hero and abandoned his preferred name, treating the War as the universe’s great sorrow. He resorted to increasingly-desperate measures to keep The Daleks at-bay and eventually realized the Time Lords were just as bad. The Master meanwhile continued his usual power-grabs; seeking anything and everything he could find to force the event to end and preserve the universe he so desperately wanted to conquer; still in it for himself but with purpose this time. Both men hopped timelines and planets, decades and millenia, changing lives and winning victories. But, war never changes and eventually the universe itself was on the verge of destruction from all the fighting and scheming. Both Time Lords made a choice, and each suffered.

The Master obtained the RealityWarper machine known as the Heavenly Paradigm and used the sacrifice of an UnwittingPawn fueled by paradoxes to activate it. The machine couldn’t handle the stress of re-writing the entire universe at-once and broke down, the resulting malfunction worsening an already-gross conflict by giving Daleks victories they’d been denied. The Master was so horrified by how badly he screwed up that he retreated to the very edge of time and used a fob watch to assume a human persona until the crisis settled. This in turn affected The Doctor, who eventually decided the only way to win was to defy his own code and enact a Final Solution on all parties. He obtained the ultimate superweapon of the Time Lords, The Moment: effectively a Kill Em All button that would wipe both sides in a single moment. Intervention from the future prevented this outcome, as the cost of the memory of the change.

    The Present 

The Master would continue to plague the universe through various schemes until her time as “Missy,” a female incarnation whose feelings of skewered friendship with the Doctor became prominent. After a few hostile run-ins (and failed schemes of her own), she was nudged slowly towards the idea of turning a new leaf and nearly got there until a run-in with her previous incarnation, who was too angry to acknowledge a change in “The Master” and shot her dead, resulting in him becoming her. Missy re-built her body with a device as a last-ditch survival mechanism, accidently creating a “good regeneration” called The Lumiat. The Lumiat had a run-in with a younger, pre-Character Development Missy during her own adventures and was killed, regenerating into the latest Spy incarnation. (Missy’s fate remains unclear.)

The Spy Master was disgusted by the idea of having nearly redeemed himself and disowned Missy’s time completely, returning to his murderous ways in a desperate attempt to distance himself from the notion of ‘good.’ But there was a good reason for that: The Master had returned to Gallifrey and hacked into its Matrix. In the deepest pit of classified biodata was a terrifying secret: Time Lord Society was sham. Their society, their principles, their purpose, their very purpose. It was all built on a lie. The Lie of the Timeless Child. This being outside of known space captured, poked and prodded by the Gallifreyan professor Tacteun. Its ability to regenerate and survive death. It was exploited and used to create the Time Lords single-handedly. But that wasn’t the worst of it.

The Timeless Child...was HIM. All that time...All of those years cheating death, of trying to prove his superiority. Of seizing the universe for himself. DID IT EVEN MATTER!? He’d been exploited. He’d just been an item.

In his trauma, hatred hotter than the sun overwhelmed him. For the universe. For the Time Lords. For EVERYTHING. He re-embraced death and what it stood for. And he delivered it unto Gallifrey, razing it a second time.

This is what he was. What he HAD to be. And the universe agreed. The universe was death. The universe...was chaos.

And a little chaos was a wonderful thing.

Edited by klom99 on Sep 29th 2023 at 5:28:31 AM

"Doctor, I did say look for the Spymaster. Or should I say Spy....Master?"
LizardOfAus Since: Feb, 2010
#48: Sep 30th 2023 at 9:48:56 AM

Before I forget again, Accepted. That leaves one slot.

FergardStratoavis Stop Killing My Titles from And Locations (Not-So-Newbie) Relationship Status: And here's to you, Mrs. Robinson
Stop Killing My Titles
#49: Oct 8th 2023 at 2:30:55 AM

Alright, finally! I am here with a signup (which is not the initial idea, and it's probably a bad idea to begin with, but here we go)...

  • Names: The Naphil. (Sometimes mistakenly named "The Nephilim" after the plural) The Master of Portals. The Friend to Time. The Seeker of Justice. The Child of Hate...
  • Real Name: Belial
  • Gender: Male
  • Age: Self-identifies as millennia-old, but his recount may be tainted by being trapped under lock and key for the longest of times. At the very least, he's likely to predate the ancient humans, though he only looks like he might be pushing 40 physically.
  • Appearance: He claims to have once been a looker. He certainly had his wings before, and not the mangled tiny stumps left behind after being ambushed by a three-headed demon dog.
  • Alignment: Neutral
  • Generation: Fourth Age, if only because he hadn't actually been to Earth in his life before. Very much looks and acts like a Third Age character.
  • Personality: Although his goal in life is violent revenge on those who had wronged him, Belial presents himself with an air of a detached wisecracker. There is nothing that deserves reverence or respect, only jokers who think they can stop him. Despite his solitary imprisonment in the hidden section of Purgatorio, he seems surprisingly well-versed in pop culture. It's hard to say if human entertainment was used to torture him, or if he simply took it all in from the vague connections between worlds to remain sane in his confinement. When he's not a wiseass, he's a gravel-chewing avenger, guns blazing and frontier justice.
    • But what is Belial? It seems that once you find a way past his persona of a sociopathic action hero, the real Naphil is someone who has no idea about themselves and their place in the world. The targets of his revenge being out of his reach temper his anger and frustrations, but so is the lack of mindless demons to shoot neutering his smart-aleck sass. He has absolutely no idea how to interact with people who don't shoot him on sight, and thus is likely to come across as an edgy dweeb loser first and foremost to the people around him. Give him time to readjust, or convenient bodybags to shoot - one way or another, he'll find his way.
  • Powers and Abilities:
    • The Naphil - Being born from a demon mother and an angel father marks him as the child of neither spiritual world, and thus hated by them all. The holy will be repulsed, and the foul will seek to smother him with renewed aggression. It also contributes to his rather mismatched appearance. On the bright side, this bestows him with great resistance to harm; consistent firepower will wear him down, but he can weather singular blows and small calibers of attacks with ease. While his wings no longer allow to fly, he can still use them for boosting himself across space. (that is, he can bunnyhop) His roots also grant him a host of other, stranger powers:
    • The Souldrinker - Belial can use souls to restore his vitality. He can't pull them out of a living target, and he has no real experience with trying out human souls in a mortal world (hopefully they taste palatable); normally, they linger in the air visible to him and other spiritually-inclined persons before dissipating after a short while. A drank soul is, naturally, lost forever.
    • Master of Portals - The reason why he was imprisoned in the first place; an ability to travel between worlds and dimensions; a powerful melange of his combined roots. Consistent torture and imprisonment wore it down to almost nothing; his captors looked to abuse his power in a more measured version of it, but they never got to do it. Belial is sore about it to this day; The Master of Portals is his first title even now when the power is almost nothing. He can still use the created portals to peer into the spirit world, sensing things unseen for ordinary eyes. Maybe, with enough time, he can grow it back to its former glory.
    • Friend to Time - The power that comes from his demon mother, a succubus sorceress from the dens of vilest excesses. Fully-powered, it would allow full-on time manipulation; as it is, Belial can use it only to ease the time; to make its passages feel less bothersome. Numbing sensations or allowing a peaceful death are such uses of it. Belial, being himself, isn't much about it.
    • Seeker of Justice - The power that comes from his angel father, a heavenly paladin from the halls of purest light. Fully-powered, it would allow complete knowledge of evil-doers at large, and a boost for facing them. As it is, Belial can only sense evil that's afoot. While largely useless back in Purgatory (everything tried to kill him there), being able to sense ill intent can guide him to someone in need or avoid an incoming attack.
    • Child of Hate - His own power, warped and twisted from his solitary confinement. Nurtured by the anger and scorn he felt for those who left him to rot in his cage, Belial is utterly, suicidally stubborn. Magical bindings, hypnosis, such compelling things find no purchase with him.
    • He is also inexplicably skilled at using weapons, even if his selection is a little... eclectic, and possessive of Hyperspace Arsenal.
  • Weapons and Equipment:
    • Runic Cube - A strange artifact that looks weird and eldritch and non-euclidean, and is in reality just a glorified buzzsaw slash grappling hook. It can be unspooled into a cutting whirlwind of tiny cubes in front of Belial's hand, or it can be fired in its entirety, latching onto enemies and pulling them with violent, spine-ripping force. If it doesn't hit a living target, the beam generated instead harms those who pass through it.
    • Screamer - A severed demon head (still has a bit of spine dangling out), previously belonged to one of Belial's wardens. It still holds strange powers; its eyes fire powerful laser beams, and its mouth can unleash a paralyzing scream that can shatter bones in the less worthy.
    • Hellblade - This broken sword once belonged to a mighty antipaladin of Hell; it can either conjure tiny phantasmal skulls that seek out the nearest enemy, or it can manifest the projection of its missing blade and be thrown like a boomerang. Can also be used to shank someone if you really need to.
    • Ectoplasmer - Powered by sins of men (Belial probably made that part up), it can either unleash a cloud of volatile ectoplasm like a chemical sprayer, or it can launch an entire glob that can punch through thin steel in a very fancy, wheellock pistol-like fashion.
  • Assets: Other than his weapons and the clothes on his back, Belial also possesses the Black Tarot, an eclectic collection of cards divided into Silver and Gold decks. They don't do anything here on Earth, and a catastrophic event would be needed for them to invoke their ancient powers; these days, Belial uses them mostly for entertainment, shuffling them for the willing and pretending like he knows a first thing about astrology.
  • Source: Painkiller Overdose
  • Origin Info: Born to an angel father and demon mother, Belial was destined for hardship. As a child from a sacrilegious union, antithetical to the forever war ongoing between the two spiritual realms just past human notice, his powers would grow to be fabulous and threaten the delicate equilibrium - if not for certain parties acting preemptively. An unlikely pact was made between "The Poison of God" Sammael, and the ruler of Hell himself, Lucifer. Hell's finest hunter, Cerberus, was sent; he ripped apart Belial's wings, ravaged his body and soul, and had him delivered to a special cage powered by Lucifer's lifeforce. There, Belial was kept in solitary confinement; seemingly forever fated to be just a weapon used for the vague and unclear desires of his captors.
    • But then, Lucifer died. Belial did not care for the how of it (even if it would make for an unlikely event), only that he was free and more than willing to pay evil unto evil; first by feeding the three-headed dog its own tongues, then tracking down Sammael and casting him down from Heavens. Sammael, who accidentally had a hand in the killing of Lucifer, had to scramble together a plan to protect himself from righteous wrath. Belial was found once again, but this time the Poison of God flung him through a portal (somewhat ironic considering Belial's titles) - and into the mortal world, right in the middle of New York. There, it turned out, the mortals were no longer unaware gnats, oblivious to the higher powers in play. Now... they wore silly costumes, and could punch giant monsters through buildings. With no apparent way back to Purgatory, Belial lies in wait and looks for an opportunity to avenge his lost years.
  • Trivia: A lot of Belial's powers are built from his own descriptions and my assumptions. Painkiller games aren't too dense on plot and they (Belial in particular) lack friendly people to interact with, so I'm going to make him less into an unstoppable one-man-army that horde shooter protags are, and more of a somewhat oblivious tryhard that's a fish out of water and struggling to adjust to a new reality.

grah
LizardOfAus Since: Feb, 2010
#50: Oct 11th 2023 at 1:37:43 AM

Alright, the powers seem suitably levelled, albeit existentially terrifying.

Accepted, and with that, Signups Now Closed.


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