American Paragons

  • Thread starter BrattyCommissar
  • Start date

Would you be okay with this RP having a heavy tie to collab posts through Google Docs?

  • Maybe. I am fine if others use it, but I won't if I will not penalized for not using it.

    Votes: 0 0.0%
  • Maybe. Google Docs does not work for me, but I am fine if others use it still.

    Votes: 0 0.0%
  • No! But I would be open to some other platform for collabs.

    Votes: 0 0.0%

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    23
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BrattyCommissar

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The IC is now UP!




It's 1993, the level of technology and society is roughly what you would be familiar to out of character.

Roughly.

You see, since the end of the Great Depression and the first Blast Event, mutants, super science, magic, demons, and more have become a growing part of life, as superheroes and supervillains grow and spread out from various sites of great tragedy around the world. A handful of these Blast Events have occurred in the world, in Japan, Ukraine, Bolivia, Egypt, and the United States so far. As of 1993, the United States experienced another blast event, setting off another wave of AMERICAN HEROES to FIGHT CRIME, and maybe ultimately join the SECOND COLD WAR as they prove themselves loyal to their GREAT COUNTRY (greatness debatable).

In the end, YOU, the player, will have a character go from NOBODY to GODDAMN HERO.

The world needs new heroes. You ready for this?




Okay so, you really don't need to know the full history of everything that's been going on. I'm sure it'd bore you to read through it all. Because it's long. Besides, if I just told you it, what would there be to explore? So instead, here's a synopsis that gives you just enough to work off of and get going. You can and will learn more through the RP itself, and add to and influence the world and it's lore.



In 1939, an event called a 'Blast Event' occurred for the first time in Kuakilla, turning it from a standard city in Illinois into something entirely different. Super powered individuals were found in the wreckage of the Bishop District, amongst numerous dead. From there, various organizations for good or for evil got their hands on these individuals. Some became heroes, and others villains.

Due to recruitment measures, many of these individuals were spread around the world in World War 2, shifting sides or remaining loyal as their own moral compass dictated. In the end, the Soviet and American blocs of power each had their share of super powered individuals; from the initial blast, subsequent ones, and various experiments in replicating the effects of them.

However, as of 1984, Bolivia has become openly Nazist; various cadres of expat Germans having used their connections to traitorous super villains to conquer the nation in secret as the Cold War went on and alter the genetic code of its inhabitants for the sake of purity. Yes, as it turns out, Nazis aren't very nice, and with super villains working with them, they did not nice things until they felt strong and secure enough to flip the world the bird and reveal themselves again. Just finishing off the First Cold War, a second one began as three powerful and nuclear armed nations stand off against each other, although as with World War II, the Soviets and Americans can agree on 'Fuck Nazis'.

The Second Cold War endures to this day.

Crime used to be exciting, according to the older generations. Heroes and villains fought in the streets in spectacles that civilians were able to watch. Even when it was dangerous, it was fun and exciting, and people would come out to see it for the most part. Sure, there were villains that were too dangerous to watch, but others? It was obvious that they were in part doing the crime just to perform. According to some more cynical elders, however, the only difference between a hero and villain was one didn't register with the government.

However, crime has changed. In the 1980s, a new wave of crime has begun to spread across America. Gone is the fabled glamour of the old ways, as both heroes and villains begin to die off, or move on to bigger things than crime and crime fighting. In its wake is a less public friendly type of crime, street drugs, muggings, and the like. Still crime, but ugly crime. At the front of this are the Ironmen, druggies strung out on a drug, Irongate, which the media decries as a super serum drug introduced by fascists or communists to corrupt the youth of America. With skin of metal and tempers of molten steel, the Ironmen are the biggest threat to lawful authorities inside of Kuakilla.

In 1992, a super villain known as Morpheus appeared in the public eye again, the first time since he singlehandedly instated himself as Emperor of the United States for a few hour period in 1951. He warns the American public that they will experience another Blast Event in a year's time, before he vanishes again, leaving only his message spread across the internet and broadcast by different American news networks.

The warning was not heeded. Instead, the warning was generally treated as a trick, something to cover something else up; Morpheus is a supervillain after all, and so for a while the public was wary but resumed normal life. But that was a mistake, as people later learned, because as it turned out, Morpheus wasn't lying. In the same spot where the first Blast Event occurred, another one was to go off.

And then it did.

White Fence, a governmental project built on the ruins of Kuakilla after the first Blast Event to try to bring normalcy back to the region, is a heavily residential area. In 1993, 54 years after the first Blast Event, it happened again. Many lives were changed, and many more were ended.

Your character's life, was one of the former. Standing, miraculously alive, in the wreckage that was their home, their place of business, or just where they happened to be at the time, there is only ruin around them. Ruin, and the knowledge that their life has been changed forever, and at a great cost.

Whether or not they could live up to the expectations that would fall upon them for surviving aside, there was no going back now.

Given that your character has likely lived in Kuakilla for a while, they'd likely know the basic layout. So here; have a map and some text blurbs! Map now updated and includes rough location of the missions! Will update after each mission to keep track of where you guys are, and any important discoveries and changes.

JxTxV4g.jpg


Rook Island
The most densely populated part of Kuakilla. Primarily commercial and residential areas. Skyscrapers, ports, railways, airports, town hall, etc are here. It also contains the mock landmark, the universally avoided and ironically named Utopia. Also contains Kuakilla's maximum security prison, a variety of clubs, convention centres, stadiums, and more. If someone is coming to Kuakilla to visit, they're usually just there to see Rook Island, unless they go to some of its other stranger locales instead.

Three King Islands
The two larger of the King Islands are primarily residential and industrial areas. Infrastructure is less for people to move around, and more to transport goods. The smallest of the King Islands is almost uninhabited, not suited for much life due to the incredibly localized pollution put out by the solitary Three Kings Powerplant.

Bishop District
The largest part of Kuakilla, perhaps covering half of the city, is mostly the metropolitan area. Divided into numerous neighborhoods, it's primarily residential and commercial in its zoning. Suburban sprawl makes up a good portion of the district. Also contains portions of The Fortress, and all of the Animal Preserve and the Carnival. Used to include what is now White Fence.

Knight's Barrens
A strangely barren and arid stretch of land. There are few ranches here, but otherwise it's primarily a handful of mines and many more industrial stretches. Chemical plants, steel mills, and the like. The land's apparent inability to be pleasant has made it the receptacle of anything the city can't put elsewhere due to 'Not In My Backyard' initiatives. Most industries here are subsidiaries of Moonlit Steel Inc. Contains the rest of The Fortress, and the Kuakillan Indian Reservation.

Blue Moon District
Sometimes called The Pawn because of the time that it was nearly run by a mob family from the back room of a pawn shop. Similar to Bishop District, in that it's primarily suburbs, although it's home to some distilleries and breweries that make it a popular tourist place. Blue Moon District is known for being the food capital of Kuakilla.

White Fence Ground Zero
Built on top of the ruins left behind after the first Blast Event, White Fence was modeled as a suburban paradise for the ideal nuclear family of the 1950s. The notion and area did not age well, and in 1982, it was revealed that for the first several years it was actually a government research project on Blast Events until the project was ended due to no results. This is public knowledge, and a subject of many jokes at the government's expense. UPDATE: Following the Second American Blast Event, the jokes have died down, and White Fence has become Ground Zero.

Utopia
The scariest place in Kuakilla, and for some time it was universally avoided. The entirety of it is walled off, a wall of concrete and bone erected around it. Views inside show a very simplistic, almost Arcadian, way of life. However, looking into Utopia gives the viewer a feeling of paranoia and fear. In 1953, combined military and super hero forces attempted to get into Utopia. None that entered survived, and no further attempts to get in were done by government forces. Now the walls around Utopia are graffitied without any apparent reprisal, but it's usually avoided just to be safe.

The Animal Preserve
A large portion of Bishop District that is a family friendly place to come see a variety of animals that are endangered or extinct in the wild. It's officially privately owned, but is subsidized by the government.

The Three Kings Powerplant
The only powerplant of Kuakilla, has provided enough power to keep the entire city lit up since it was completed in 1903. No new powerplants have had to been made, only substations and other infrastructure of that sort have been made to help move the power from the plant to the city. A marvel of engineering, to be sure, it has also despoiled the smallest of the Three King Islands to the point of acidic rains and dead dirt and smog. The pollution seems to not drift far from the island, however.

The Fortress
While not as dangerous as Utopia, the minarchist transhumanist society of The Fortress sits off to the side of the suburbs, closer to Moonlit Steel's facilities than to any home. Technically an illegal institution, it's generally given a breadth of space so long as it doesn't actively oppose the government, which is usually the case for it.

Indian Reservation
A misleading name, Kuakilla's Indian Reservation is unlike other ones in the country. It's a privately owned stretch of land. Specifically, it's owned and provided for by Moonlit Steel Inc. Why they do it isn't quite clear. It's presumably a massive tax write off.

The Carnival
Another one of Kuakilla's sub-societies, The Carnival is an artsy society, now full of bohemians, hippies, and hipsters. Originally an ethnic neighborhood made by lower class eastern European immigrants, The Carnival is built upon the old Kuakilla cathedral and what was once a French fort. Now it's a haven of runaways and artistic sorts who need to 'get away' from society. Also does have the eponymous carnival in their land, with rides, attractions, and shows.



So, true to my word, the Character Sheet is going to be rather simple.

[b]Alias:[/b] (What you're gonna be called as a hero)
[b]Name:[/b] (Your normal name.)
[b]Age:[/b] (Your age.)
[b]Sex:[/b] (Your physical gender)
[b]Appearance:[/b] (Your appearance. Picture, text, some combination, whatever. You need an appearance for out of costume to start, and can get a costumed appearance later, or hold off on getting one until you get an outfit in character.)
[b]Biography:[/b] (A bit on your life, job, y'know. Shouldn't be too exciting. Your excitement begins with the RP! But do note why you were within White Fence when the Blast Event suddenly happens)
[b]Primary Archetype:[/b] (Blaster, Destroyer, Hunter, Infiltrator, Leader, Regulator, Tanker, Warrior. For more information, see the tabs below)
[b]Secondary Archetype:[/b] (Blaster, Destroyer, Hunter, Infiltrator, Leader, Regulator, Tanker, Warrior. For more information, see the tabs below. Secondary Archetypes get Empowerments slower than Primary)
[b]Manifestation:[/b] (How in fluff, do your powers work? What is the mechanical modifier of the power? For more information, see the tabs below. If your Secondary Archetype manifested differently, note this as well)
[b]Primary Empowerments:[/b] None yet.
[b]Secondary Empowerments:[/b] None yet.
[b]Signature:[/b] (Put your username here to acknowledge that your character will have to deal with the consequences of their actions. If they piss off a group, the group will try to come after them. If they do something dangerous and get injured, they may die. Placing your name here means you preemptively agree that I, the GM, have final say on if your character dies or something. Don't worry, I don't intend on killing your characters or anything, but... I mean if it happens, it happens. )


  • Archetypes are the choice of mechanically how your powers manifest. Do you send pain upon your enemy from afar? Do you buff your allies, or debuff your enemies? Do you bring in summons to handle the crowd, or draw aggro to take it yourself?

    Each archetype will play a bit differently, but two people of the same archetype will play similarly. The differences between two people of the same Archetype will come down to Manifestation, and later Empowerments

    • The Ranged Damage Archetype

      Whether you're throwing balls of fire, morphing your hand into a gun, bursting the ground to send shards of stone, or whatever, your powers are focused around doling out damage to enemies at a range.

      If you start with Blaster, you get a basic ranged attack, about as dangerous as a small arm firearm.
    • The Debuffing Archetype

      Whether you're shrouding your enemies in darkness, slowing down their motions with time warps, rusting away their weapons, or causing them to fall over sick, your powers are focused around weakening enemies so others can handle them easier.

      If you start with Destroyer, you get a basic ranged debuff, able to temporarily blind, or deafen, or otherwise do minor impairment to the target.
    • The Tracking Archetype

      Whether you're sensing smells at a great distance, able to peer into the past to see a crime, or moving through walls to chase down criminals, your powers are focused on figuring out what happened, and tracing problems to their root.

      If you start with Hunter, you get a basic extra perception skill, something like sonar, or nightvision, or the ability to tell when someone is lying without powers.
    • The Stealth Archetype

      Whether you're turning invisible, teleporting, walking through walls, possessing the bodies of others, or shapeshifting, your powers revolve around scouting out ahead, and using your other powers unnoticed in some way.

      If you start with Infiltrator, you get a basic stealth power, some way of hiding yourself from a sense, whether it's some form of imperfect invisibility, the ability to quiet your movements, or otherwise.
    • The Summoner Archetype

      Whether you're creating imps out of fire, or summoning swarms of insects, making golems or machines, or shadow beasts, your powers revolve around bringing in some type of help into the scene, and supporting them and your allies.

      If you start with Leader, you get a basic temporary minion, that you're able to form to serve you but isn't too strong just yet.
    • The Buffing Archetype

      Whether you're healing, or doing more proactive things such as creating forcefields, warping time to speed your allies up, or granting temporary powers to allies and civilians alike, your powers are about supporting your team and others.

      If you start with Regulator, you get a basic buff power, something like a healing power, or some temporary boost to your allies.
    • The Tanking Archetype

      Whether you're just a huge meat shield able to eat bullets, are wreathed in fire that makes attacks not work so well against you, or heal too fast to put down, or gain insectoid armour, your powers are about taking the threats so your allies don't have to.

      If you start with Tanker, you get a basic defensive power, some form of damage resistance, natural armour, flame aura, fast healing, whatever.
    • The Melee Damage Archetype

      Whether you're engulfing your legs in fire for flaming kicks, or you turn your hands into blades, or have super strength to kick the shit out of someone, your powers are about getting up in someone's face and laying the hurt on them.

      If you start with Warrior, you get a basic melee modification, blade hands, fire fists, stone punches, super strength, etc.
  • While the Archetype may say you cause blindness to your enemies with your Destroyer debuff, Manifestation is how you explain that. Are you blinding them with a sudden bright light from fire? Or with smoke? Are you just shooting sand into their eyes? Or are you blinding them in some other way?

    Manifestation is the flavour that makes two people of the same Archetype function differently. For example, if your Manifestation if Energy Blasts, the same Blaster trait may work on someone for you where it wouldn't work the same if their Blaster's Manifestation was based around Ice or Fire. Fire Blasts would do like, burning things and damage over time or something. Ice Blasts would like, slow them down instead. Energy Blasts would likely knock the target around a bit more than the others.

    Y'dig?

    You are able to pick your own Manifestations, and then how they influence the core power from your Archetypes. However, they are subject to my approval.
  • While you won't be starting with any Empowerments, they represent ways that you have gained greater control of your power, or unlocked greater power itself. Empowerments will permit you to do greater or more refined things with your powers. You gain Empowerments by completing the missions, and leveling up.

    Yes, like an RPG.

    When you complete a mission, you will be presented a selection of Empowerments to progress your super powers, somewhere along the line between raw power to talented control. The number of Empowerments you get per mission will depend on how challenging the mission was. You will not be able to take all Empowerments presented to you at the same time.





Also, while you may see this RP and be like 'Oh I can be a dark anti-social anti-hero who hates everyone!' or 'Oh I can be the totally psychotic super villain who murder-rapes babies', just stop. In this RP, you're going to be one of the 'good guys'. If you want to be a villain, or a 90s anti-hero, I'm sure you can find another RP that'd be more your style.

It's American Paragons not American Renegades.




Characters




Mission Set 1

The dust has barely settled from the Second American Blast Event, and there are already new problems at Ground Zero.

Ironmen have been trying to get into Ground Zero. KPD Lieutenant David Prescott is struggling to keep them from getting past the section of the perimeter under his unit's patrol. While other parts are being assaulted, it seems he's been lucky to have the brunt of it right now. Enforcers are unable to help, as the arguably more important task of saving as many empowered survivors is occupying them. Instead, a Task Force of survivors is being sent in to give Lt Prescott support. While they have not been given any arms, they have been given bulletproof vests, and radios.

The specific area of this mission is along the western border of what was once White Fence. There is nothing currently known to be in the region or within Ground Zero that would compel the Ironmen to behave in this way.

The Task Force is to not use lethal force unless absolutely necessary.

Objectives
  • Find out what the Ironmen are trying to do in Ground Zero
  • Stop the Ironmen from doing it

Task Force Members
All but one bridge between Rook Island and what was once White Fence have been destroyed. With only two lanes on it, it's very important to keep the bridge clear so that different emergency response units can get to and from Ground Zero effectively. However, protesters claiming to represent the will of the normal man calling themselves the Grass Bloods began a violent protest on the bridge. Several emergency workers have been taken hostage by the anti-parahuman group. Their demands are that the Enforcers stop rescuing people from Ground Zero, and instead exchange them for their hostages.

It's very clear that these Grass Bloods intend to kill survivors of the Second American Blast Event.

Police forces are spread very thin and at the moment can't properly respond to this threat. Instead, a Task Force of survivors will be sent in with bullet proof vests and police radios to attempt to help the police present rescue the hostages. The Grass Bloods won't know that the Task Force is there, and made up of empowered people. The hope is that they can be taken by surprise because of this.

The Task Force is to not use lethal force unless absolutely necessary.

Objectives
  • Only one: Rescue the hostages

Task Force Members
Utopia was originally constructed following the First American Blast Event. In the immediate aftermath of the Second American Blast Event, there are those, such as the KPD, Enforcers, Politicians, and almost everyone who lives near Utopia… that fear that that uneasy 'peace' that the city has with Utopia will be spoiled by the event. KPD has dispatched all they can afford to Utopia, and still struggle with the Grass Bloods and Ironmen. Because of this, a Task Force of survivors with bulletproof vests and police radios have been chosen to give backup to the KPD patrolling the outer walls of Utopia.

The Task Force is charged with helping the KPD on the scene patrol the walls, inspect it for any unusual or growing damage.

Some worried locals have been reported going to Utopia with some intent to attack it. They are to be detained, or stopped, without the use of lethal force.

If anything is seen leaving the perimeter of Utopia, going beyond the walls and then into the city, lethal force has been authorized; anything within Utopia must be contained. Weapons are on site but will not be distributed to the Task Force unless this condition is met.

Otherwise, the Task Force is not to use lethal force unless absolutely necessary.

Objectives:
  • Patrol the outer wall of Utopia, report any damage to the wall
  • Prevent anyone from attacking the wall or attempting to get in through nonlethal means
  • If anything is spotted attempting to leave Utopia, arms will be provided to help eliminate it. A call must be put in to the Enforcers immediately if something begins to break out

Task Force Members
[/hr][/hr][/hr][/hr][/hr][/hr]
 
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PLACE HOLDER
 
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Oh my, that is some truly impressive lore you have written.

I'm usually not very interested in superheroes, but Good Lord, if this introduction is anything to go by then I am not sure I can forgive myself if I pass up on this RP.
 
Oh my, that is some truly impressive lore you have written.

You know, I'm usually not very interested in superheroes, but Good Lord, if this introduction is anything to go by I'm not sure I can forgive myself for passing on this RP.
Oh you, you're making me blush.

That said, I just realized I made a mistake in the character sheet that I need to edit in. Like one line. It's simple.

So gonna do that.
 
And fixed. That was more than a line, oops.
 
Thinking about writing up a character, not sure yet. I am interested though. If not to play, to at least read. I dig the supes.
 
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Having recently read stumbled upon the story of the mythological Golem of Prague, I think I am going to throw my hat into the ring with a 'summoner' type of character (Leader/Regulator).

Working on the CS proper, but that will of course take a bit more time.
 
Not sure if my internet being stubborn or my Character Sheet isn't working right for the moment.... -sigh-

((But a Question!))

Can a Super Hero like mine be mostly composed of Physical Skill instead of magical/supernatural ones?
 

Alias
Thermosa

Name

Sarah Yamamoto

Age

25

Sex

Female

Appearance

utada-hikaru-music-videos.jpg


Biography

As the sole daughter to the Yamamoto family, born in Kuakilla in the Bishop District, Sarah was expected to continue her family's history of successful engineers. While she was at first quite unhappy with this decision made for her (she sincerely enjoyed painting so much she wanted to make it a career), she actually grew to enjoy it, discovering the many facets of engineering there was in the world. Sarah took a liking to chemical engineering in particular, aspiring to use compounds and reactions as her artistic tools, and began college right after high school, obtaining scholarships for her outstanding performance in the sciences.

Her parents decided to head back home to Japan, despite her mother, Miyako's, reservations about leaving her daughter, to be with Sarah's ailing grandparents while Sarah attended college in Kuakilla. She assured them that she'd be fine, and she was. The young woman graduated nearly top of her class, her best friend Betty taking that honor, at the age of 22. At that point, she moved into a small apartment in the Bishop District, not too far out of White Fence. Since Betty had ended up moving to the Rook District, Sarah was pretty happy to not be too far from the bridge. Eventually she got a job in a lab experimenting with different compounds that affected the brain.

Fast forward three years, and Sarah was living in a nice suite, with a lovely view of the city. She was living in somewhat apprehension, since Morpheus' warning of another Blast Event. Her parents were going to return to Kuakilla this year to see how she was doing, and Sarah feared for their safety as well as Betty's, her closest friend since high school. That woman made even accounting fun and exciting! What would the world be if the Blast Event claimed her...or worse? Always worried for the red-headed financial major, Sarah was on her way through White Fence, when everything changed...

Primary Archetype

Blaster- "Ectoplasmic" Projectiles

Secondary Archetype

Regulator- "Ectoplasmic" Healing

Manifestation

Sarah's body produces very hot energy, which becomes a gel-like or slime-like substance once it attaches to molecules in the air, that can be shaped into projectiles of different sizes, strengths, and functions. At the moment, she is only able to produce a couple small bullets of "plasma" at a time. She is most effective against organic targets, as the hot gel will leave a burning residue, but it will evaporate away quickly. Against armored targets, the plasma only singes the armor at this point, though it can get stronger. The energy that comes off of Sarah is a pink hue.
(Blaster)


By not allowing the plasma to reach a high energy level, in fact reabsorbing the energy, to create a cool gel. This can be applied to minor wounds, and while it will not make the healing process instant, it's elevated energetic level helps speed healing and will protect the wound from further damage. Basically, a deluxe cast, but it isn't permanent, and will run out of energy after an hour or so.
(Regulator)



Primary Empowerments


None yet.

Secondary Empowerments


None yet.

SIGNATURE: I, DuskNDawn, will comply with any decision Elendra makes for Sarah's fate, and accept that Sarah is subject to the laws of this universe and the GM.
 
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Edit: Removed this version of my character sheet and instead I posted a more finalized version of Oto Novák.
 
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Can a Super Hero like mine be mostly composed of Physical Skill instead of magical/supernatural ones?
That wouldn't be too... viable in the setting. All your powers gained from the Blast Event can totally be enhanced with Physical Skills for sure, but I am a bit against you starting off like, too combat capable pre Blast Event. Also, relying solely on it will have you be very quickly outclassed by some of the other things in the setting.

Your powers don't have to be big or flashy, but they are important. But if you mean, can you be like... Captain America? Basically enhanced everything? You could do that.


((At a higher level, quite a ways down the road, I was kinda thinking the haze could get into the target's brain and force it to match Sarah's wavelength perfectly for a few seconds, kinda allowing her to briefly sense what they're sensing if she's close enough. Don't know if that qualifies as Infiltrator (since it's recon/"possession" based) or Tracking, though, so I'm leaving it out for now.))
There would totally be room for bleeding of the archetypes as you level up, dabbling into the other ones through Empowerments. They're mostly just for your primary powers that will be the defining style of the character. Eventually you could get stuff that would be of the others, but that's down the line, and you'll not be as good at it as someone who had that Archetype as a primary.

That said, being able to take control of a person like that would be good within Infiltrator itself.
 
Alias:
Silver

Name:
Serenity Dervis

Age:
Around the age of 18

Sex:
Female

Appearance:
Serenity is a pretty looking girl who reaches about 5'11 and weighs about 165 pounds. Her body is lithe and in a simplistic way of describing as an a pear shaped body, letting her look nice in all most all the clothes that she casually likes to wear. Her skin is a milky white that is pure with no blemishes and soft to the touch of others, while her hair is silky and curly with a gray-ish color mixed in with a ashy one giving it a unique coloration to her hair. Her hair reaches slightly pass her shoulders where she wears a blue dress, which fits her nicely. The dress has a slight v-neck that reaches slightly above where her breasts are, and then further down her dress is connected over where her stomach is. In all the dress is a modest one that reaches slightly above the knee, but when she reaches down with her fingertips the dress passes them.

Biography:
Serenity and her boyfriend Markus have been together since highschool year where he was a Senior and herself a Freshman. A very awkward and unique situation that many people didn't like but she easily fitted in with both age groups. Counting their years together they are in a really steady relationship of 4 years.

Serenity was a teacher's aid at a school in Kuakilla, Illinois where she and her boyfriend were working as teachers with her being a teacher's aid for Markus... for more than academics but they kept to PG during school and worked hard during the hours that they had. Her boyfriend usually taught, while she wandered around the room making sure all the children were focused and understood what they were being taught. At the end of the day, the two of them always stayed a little after school helping the other teachers with anything really ranging from grading to helping out with parties.

On the weekends, Serenity worked in a nice hotel, close to a Casino, the two business were from the same, man who had a lot of money to invest. There she earned some money as a maid, cleaning up rooms and occasionally being a receptionist. She gotten in with the help of her husband's friends and got a fantastic pay considering what women were usually paid back in the day. In the hotel she learned about many things like quick service means happier people; and happier people meant less yelling. But there was always the time with the drunk casino players who came to the Hotel drunk at night, which made her take some self-defense classes just to make sure she could protect herself. Markus usually teased her about it when she came from these classes and mocked her doing some kung-fu moves probably from some movie.

But since with all this recent chaos that Morpheus guy appeared and made the announcement of another Blast Event, everything had been in a standstill really. Tourism cleared out, even though the Blast Event Threat was claimed to be a lie, a good amount of people left for the Casino to lay off Serenity. School wasn't that great either as sometimes children would be missing for several days when rumors of the Blast Event came running around but many disregarded it and kept it on the back stove. Tension in the town was edgy as people could feel everyone being cautious as they didn't know if the threat was actually a lie or not, they all just had to be on the look out for any signs...

Primary Archetype:
Warrior

Secondary Archetype:
Hunter

Blindsight - Disabled but still Capable: During the Blast event, Serenity lost her vision and was stranded without being able to see. During the recovery of the Second American Blast Event, Serenity was alone trying to find her way with all the rubble, but couldn't as she was overwhelmed with all her sensory feeling things she never felt before. Every step that she took she was able to see the world in a whole new way, even if she didnt wan't too, she would have to.

Enhanced Speed - After the Blast event, Serenity although blind cause feel like everything she was doing felt quicker. As if she was faster than before but she didn't think about that at the time as she couldn't see and was 'focused' on where was she and what had happened. But occasionally when she isn't thinking about much she can 'see' that she that she seems to be moving faster than most normal people when walking as her pacing is often overlapping her other companions and she is usually in the front of the group most of the time.


Manifestation:
Enchanted Speed

Even to the regular person, everyone can see that Serenity is a fast person but not too fast as a good majority of the group can still keep up with her 'for now'... Even when preforming tasks her actions are also preformed swiftly along with some grace to it but often times people are stunned on what she can finish in a short time if given something to work on. In combat her speed is slightly faster than the party as every time she moves she occasionally kicks up the dirt from the ground before reaching her destination in a matter of a few seconds. Her attacks are quick but they are weak if considering physical force, however after so many small wounds it stacks up making sure to not needlessly get wounded.

BlindSight

Serenity's eyes are a pale silvery blue color that shows that she is indeed blind to anyone who cares to study her. She carries around a walking cane which is for show for the most part but she does use it whenever she doesn't feel like trying hard to figure out where she is going. Here senses are a slightly better than the average human, as her one of her senses is her strongest while another is her weakest one, which one are they you will have to find out.. Her ability to 'see' extends up to 40 feet, and anything after that becomes hazing until 60 feet. After that she cant discern anything past that point. Since Serenity has less sensory information to process, and thus she processes it faster. So when moving fast, she's able to adapt to her environment fast as well, being able to avoid obstacles as well as weapons flying at her.

Primary Empowerments: None yet.
Secondary Empowerments: None yet.

Signature:
I here by declare myself a Wiafu to the GM if they accept <3!
 
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There would totally be room for bleeding of the archetypes as you level up, dabbling into the other ones through Empowerments. They're mostly just for your primary powers that will be the defining style of the character. Eventually you could get stuff that would be of the others, but that's down the line, and you'll not be as good at it as someone who had that Archetype as a primary.

That said, being able to take control of a person like that would be good within Infiltrator itself.
Awesome, that clears up some stuff, thanks! :D
 
That wouldn't be too... viable in the setting. All your powers gained from the Blast Event can totally be enhanced with Physical Skills for sure, but I am a bit against you starting off like, too combat capable pre Blast Event. Also, relying solely on it will have you be very quickly outclassed by some of the other things in the setting.

Your powers don't have to be big or flashy, but they are important. But if you mean, can you be like... Captain America? Basically enhanced everything? You could do that.



  • -I was thinking of being more speed oriented probably being faster than Captin Murica to the point of being interesting enough for maybe like The Flash to be interested in me. Thus sacrificing diversity for a single attribute for me to be good in and really excel in.
((Also sorry about all those spoilers, I cant take them off >.<))
 
-I was thinking of being more speed oriented probably being faster than Captin Murica to the point of being interesting enough for maybe like The Flash to be interested in me. Thus sacrificing diversity for a single attribute for me to be good in and really excel in.

Speedsters are definitely fine. When you get Empowerments, you'd be totally capable of pouring them all into one thing instead of into both or branching out.
 
Speedsters are definitely fine. When you get Empowerments, you'd be totally capable of pouring them all into one thing instead of into both or branching out.
Hmmmm okay dokie, and also sorry about mass of spoilers agian
 
Alias: Druid
Name: Byron Ignatius Kettering
Age: 27
Sex: Male
Appearance:
REPjzEk.jpg

Image borrowed from satiiiva on deviantart.

Biography: Byron was the only child born to the Ketterings of Massachusetts, an old money family built on real estate (and slavery if you go back far enough, but that's not talked about in polite company). He was a spoiled brat raised largely by nannies, due to his parents being far too busy with business to raise their progeny, and as often is the case those women were afraid to do much more than verbally scold the young master of the house. Due to his family's high status in the world, Byron was called precocious and energetic rather than more accurate things like "horrid little monster."

As he reached his teen years, Byron felt the natural urge for rebellion most young men and women go through, but after getting a large tattoo provoked only moderate scorn from his parents he was pushed to further heights. There was one group of people his that profit-minded, conservative, land owning and developing parents hated above all else, so of course he set out to join the "tree-hugging liberal hippies" that stood in the way of so many of their development projects. Most people get into the whole idea of saving the planet and protecting nature for good reasons like feelings of moral responsibility and wanting future generations to know what trees look like, but Byron's core motivation was to shove it in his parents' faces (though he always claimed the righteous reasons, of course).

Years passed with Byron spouting environmentalist slogans and facts at his parents, joining protests against everything from corporations to the government at large, and cultivating a smug sense of superiority to people who don't recycle. Through a bit of corporate espionage (he read some things sitting on his father's desk) Byron found out that his parents were planning to expand their business into Kuakilla. He led his band of environmentalist buddies (which he helped bankroll via his trust fund money) there to lay the groundwork for protests and campaigns. Amongst sympathetic groups in the city he found a prevailing idea that the Blast Event must have been caused by mankind, by the monstrous march of "progress" and "technology" that just took man away from nature and tried to turn them into gods, and the failed government research in the White Fence was an attempt to figure out how it was done.

Knowing a good hook when he saw it, Byron planned a rally at a public park inside the White Fence to gather together all the environmentalists and the people who hated those with superhuman abilities and the general sweepings of the anti-authority types in the area. It was a good old gathering of the underdogs, and not a particular large one, but everything had to start with a first step so it was fine. There were some speeches, pamphlets were handed out, plans were made to hold another meeting at a later date, and then the second Blast Event happened.

Despite having rather recently spoken against superhumans, Byron was rather quick to change his stance on the matter (miraculously without any whiplash despite the instant 180 degree turn) and decided that they had to be okay if he was one of them now. He decided he would go by the name Druid, because his (highly misinformed) idea about ancient druids was that they were guys who were all about being in touch with nature and teaching others to respect it. Druid (because he never half-assed anything and already thought of himself as such) was quite sure that he had been granted powers to actively fight for nature rather than simply protesting peacefully, so he would of course do so and bring the fear of the wilderness back to modern man.

Primary Archetype: Tanker
Secondary Archetype: Blaster

Manifestation: Tanker - Druid is one with nature, and the mightiest plant is of course the majestic tree. Just as a powerful tree heals its wounds with its sap, so too does Druid's blood well up in wounds and seal them with inhuman quickness, leaving not even a scar behind.

Blaster - Being the defender of nature that he is, Druid uses the green majesty of nature as a weapon. He can spontaneously generate leaves on his hands and shoot them as projectiles, and upon being fired they are hardened to make them far more of a threat than a simple leaf ought to be. He can generate up to three leaves per hand at a time, though currently he can only fire them one at a time, and they wilt and fall away if left unused for a few minutes.

Primary Empowerments: None yet.
Secondary Empowerments: None yet.
Signature: Jorick hereby places Druid's life in Elendra's hands.
 
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A draft of Oto Novák, arcane creator of golems and channeler of magical essences. I think this should do, but I'll be editing things a bit in the morning as I am wont to do.

Any suggestions or advice is of course happily accepted and I am aware he doesn't have an alias, I did not manage to stumble upon one I liked today, so I'll see if tomorrow is a better day for alias hunting.


  • Alias: Summoner
    Name: Oto Novák
    Age: 25
    Sex: Male
    Appearance: Novák has a sinewy build and stands at respectable 5 feet 11 inches when not wearing his trademark boots. He sports an impressive mohawk and his brown hair is dyed in shades of blue and black. Oto has a broad face and a short nose that appears to have been broken at least once. He has wide shoulders, thick arms and strong, calloused hands that mark him as a physical laborer. His brown eyes are low and widely spaced apart, giving him a youthful appearance. Matched with a large mouth, usually formed into a wide, coffee stained smile, Oto has an air of friendliness about him, despite his unconventional fashion tastes.

    Novák favors black jeans, t-shirts adorned with the logos of obscure punk bands and never leaves home without a worn pair of black, leather Dr. Martin boots on his feet. He is a prolific reader and is rarely seen without a well-worn book clutched reverently in his hands.


    Biography: Oto Novák was born in Kuakilla in late 1968 in to recent Czechoslovakian immigrants Jan and Nela Novák. His parents were political refugees, his father in particular, a university Professor, had run into trouble with the Czechoslovakian government due to his support of the student protests during the Prague Spring.

    Oto grew up on Rook Island with his parents and three siblings (Gabriela, Erika and Karina), in a crowded, run-down apartment complex located near port. His father worked as a teacher at a local community college and his mother worked nights as a cleaner. The small family were poor but happy and the children were never without much. Novák graduated high school with average grades and with little interest in pursuing higher education he elected to enter the workforce instead. Never one to follow the straight and narrow path, Oto went through a multitude of jobs. Working as a welder, potter, bus driver and for a mercifully short month he patrolled the streets of Kuakilla as parking attendant before finally settling upon a career with the Low Tide Port Authority, a subsidiary of Moonlit Steel Incorporated.

    On the day of the long predicted Blast Event Oto found himself in White Fence at the behest of his boss, who claimed that he needed a decent welder to perform a simple job at a warehouse site. The last memory of normalcy that Novák can recall is of the bright flash of light that sent him falling into darkness. When he returned once more to the land of the living, Oto found himself lying amidst an ocean of ruined buildings and corpses. Fighting off a wave of nausea and fear as he rose, Oto began to limp towards the safety of the Bishop District, assailed by strange images and whispered voices that spoke of the arcane...

    Primary Archetype: Leader

    Secondary Archetype: Regulator

    Manifestation: Following the events of the so-called Second American Blast Event, Oto has discovered that he is able to create anthropomorphic beings of varying size and intelligence by imbuing inanimate matter with arcane energy. In jest, he has taken to calling his creations golems after the classic narrative of The Golem of Prague. Related to this new talent, with further practice, Novák has found that by performing simple rituals he can impart his creations with even greater amounts of arcane essence and in turn grant them access to even greater powers. While, Novák suspects that he might be able to empower other human beings through similar means, he has as of yet been unwilling to test the limitations of his powers in such a potentially dangerous manner.

    Primary Empowerments: None yet.

    Secondary Empowerments: None yet.

    Signature: I, Iben, state of my own free will that I will abide by the rulings of the GM and that I am well aware of the dangers that my character will inevitably face.
 
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Alias: Parasyte

Name: Annalicia Renee Rodriguez

Age: 21

Sex: Female

Appearance: Standing above average at 5 foot 8 inches, Anna weighs in at 143 pounds. Athletically built, with a medium frame, her body is toned and curvaceous from working out and actively participating in sports. A warm mocha color, her skin is evenly tanned while patches of freckles stain her face, shoulders, legs, and chest. Thick and defined eyebrows dyed a crimson red like her hair sit atop an oval shaped face. Her wide brown eyes always have a glint of mischief behind them, while a smirk or a grin almost aways sits on her full lips. With a buttoned nose, and rosy cheeks to go along with her looks, Annalicia is a relatively attractive young woman. Her style of clothing tends to be a mix of bohemian and grunge, preferring loose fitted clothing, high waisted pants, flannel tops, studded jean vests, crop tops, and boots. Not much of a jewelry fan, Anna makes an exception with her fathers military tags, which are usually kept hanging around her neck or somewhere safe.

Biography:
"Children are to be seen, not heard."

It was a saying she had listened to all her life, effortlessly shoved down her throat to keep her in line, and in check. However, Annalicia had always been a stubborn girl. As a child she was often compared to a little boy; rough housing, playing in the mud, coming home with scrapes and bruises, and almost aways getting into trouble. Of course this didn't sit well with her parents. Born and raised a military brat in The White Fence, her father, Sgt. Major Carlos Rodriguez, was a highly respected man amongst the community. Decorated in badges with an ego more infamous than his precedence, he was a stern fellow even when he was home. Despite believing his efforts were in the best interest of his daughter, Anna and her fathers relationship was made up of expectations and lectures. Told right from wrong in a skewed, conservative manner, she was expected to be a 'proper' young woman. It wasn't until her teenage years that she finally began to question her father, and his beliefs.

Annalicia had waged war with her fathers right wing ideas, and out of spite became the token rebellious child her parents had always feared, and with time and age their relationship was beginning to reach its limits. Become impulsive and hard headed over the years, if there was something she wanted to have, or achieve, Anna would go through great lengths to get her way through her own means. Ultimately becoming unfazed by any of his lectures, there was only one person Anna had come to listen to, and believe in--herself.

Come a few weeks before high school graduation tensions began to flare up between Anna and her father. Wanting to major in art, and dance, her father wanted her to follow through with a sports scholarship she had been provided, and continue her 'athletic career'. Regrettable words were thrown out between both parties, and by the end of the night she had been kicked out of the house. Moving out and living with a friend till graduation, Anna left Kuakilla a few months later to study in New York, not even sparing her parents a goodbye.

For three years she lived in manhattan, studying and attending NYU while never once attempting to contact her parents. Ignorantly believing she had cut ties with them, she had unexpectedly received a phone call from her mother one day only to learn that her father had suffered a major heart attack. Not only had it shaken Annalicia to the core, the news had come as a total wake up call for the young woman. Despite having their differences, she had never hated her father. He was man of a different time, but that would never change the fact that he still flesh and blood. So without a second thought, she thew away any residual contempt for her parents and their ways and bought the next plane ticket to Illinois. However, going back to Kuakilla in attempt to make amends and care for her father Anna had not expected to be met with dismay.

While her mother was more forgiving, her fathers reaction had nearly put himself back into cardiac arrest. He roared at her about the disrespect, the worry she had put them through, and ultimately the disownment she had caused herself. Asked to leave despite her arriving that day, she was given the silent treatment by her father until she left shortly the next morning.

Returning back to New York, Anna struggled to return to her normal schedule. Her grades began to fall while her interest, and performance in dance began to wither away. Before long she was kicked out of college, and began to couch hop between friend, while pride kept her from calling her parents for help. Keeping this up for however long she could go about staying with friends, she finally caved in and called her parents after being let go from her job only a year later. Fearing disproval from her parents at first, Anna was surprisingly met with open arms, and understanding. Something she never expected from her family, especially her father. Time apart had mended the wounds between them, and after realizing his daughter needed him now more then ever, Carlos could no longer stay silent.

Three months after her return to Kuakilla, she had settled down in her hometown once again and things were finally beginning to look up. Her relationship with her family couldn't have been better, but no matter how good things were, nothing could prepare Anna for that fateful day. At the time of the second blast event, Annalicia had been home with her family in White Fence. From sitting with her parent in the living room and having conversations over future colleges to attend, she had suddenly found herself covered in debris with the harsh smell of fire, and burnt flesh filling her nostrils. Her parents, along with most of the White Fence community had been killed in the wake of the blast. Clutching her fathers military tags and covered in minor cuts and burns, she wandered the debris covered streets in shock and grief until she was whisked away from the wreckage with the other survivors of the blast.

Primary Archetype: Infiltrator - Intangibility

Secondary Archetype: Hunter - Psychometry

Manifestation:
- Anna is capable of passing through solid matter by moving her atomic particles through the spaces between of the atoms of the object which she's passing through. In order to activate this ability and keep it in effect, Anna must hold her breath for however long she is phasing through an object. She cannot, however, avoid physical attacks.
- By phasing her hand through another being, Annalicia can obtain knowledge, memories, and events of the person she's come into contact with. The more prolonged she is within someone, the more information she can gather. With heavy concentration she can sometimes gain knowledge from certain objects; Such as who owned, or created said item by simply holding it. In some instances she's even been able to obtain significant events, and memories that the item was involved in, or near. This phenomena occurs more so with an objects kept for sentimental reasons. Prolonged use of this ability typically leaves Anna mentally drained, and fidgety. Although, there have been instances that she's reported hearing voices, and hallucinating past events from people those she's tapped into.

Primary Empowerments: None yet.

Secondary Empowerments: None yet.

Signature: I, Valhalla, consent to any and all harm that may come to this character, and give the GM full right to lead my character down whatever path they may choose.
 
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