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Name: Melissa "Missy" Calaveras AKA: Meloncholy Height: 5'9" Weight: 140lbs Hair: Black Eyes: Hazel
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Powers/Abilities:
  • Empathy: Melancholy can sense emotions of any and all beings within a range of about fifty yards, physical barriers not withstanding. Even people who can consciously hide themselves from psionic detection seem unable to "fool" this sense.
  • Emotion Control: Meloncholy continuously projects a psionic field around herself in about a ten yard radius that prevents violent emotions from taking hold, generally bringing those around her to a calm, content, and happy state. So far, no one, not even other psionics or mutants with psionic abilities, has been able to resist this 'mellow field' around her.
  • Psionic Sanctuary: Perhaps more powerful is the psionic field around Meloncholy which prevents anyone near her from attacking her personally. Attacks aimed at her will miss, their angles subconsciously redirected by their owners, and so on. However, if Meloncholy herself engages in violent action it seems to disrupt the field for a few seconds, leaving her vulnerable to attack. Note, this is the only way she's been able to turn her powers "off", and this is very brief.
  • Smooth Operator: Even if she were deprived of her powers, her powers of persuasion, coercion and if needed, supplication are nearly unmatched, and she is a master actress.
  • Self-Defense Courses: Before she manifested her powers, she had obtained a blue belt in Jiujitsu. Now, however, it's hard to find a sparring partner unless she keeps attacking them to disrupt her sanctuary effect.

Bio: Melissa was visiting a cousin in Dakota City and developed her powers not long after that. The hero known as Static has classified her as one of the "Bang Babies" but since her powers are, by their very nature, nonviolent, has elected not to pursue her. Melissa herself has no idea why she suddenly developed powers but has used them to associate with some of the most dangerous men she could find, to test the limits of her ability, to which she's not found an upper limit.

Currently, she is under the employ of Rupert Thorne, who brings her to any situation where suppressing violence is of the utmost importance, and she currently enjoys a six-figure yearly stipend - just for being where Thorne asks her to be.
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Name: Agent Jill Cardiff AKA: "Golden Girl" Height: 5'9" Weight: 145 lb. Eyes: Blue Hair: Blonde Power Level: Street
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Powers/Abilities:
  • Olympian Blood: Cardiff comes from an Olympian heritage, and is stronger and tougher than a human of her size and build, with peak human strength and durability beyond anything a human would have, but is nowhere near as tough as the average Olympian.
  • Natural Charisma: Inherited from Psyche, her beauty, wit, charm and charisma made her an ideal agent for SHIELD in covert missions.
  • Computer Whiz: Jill has a natural talent for computer programming and hacking. She and Felicity Smoak are friends, and they play a sort of game where one of them will set up an 'unhackable' system and the other hacks it and sets up new defenses in turn. Felicity considers Cardiff a peer with regard to their skills.
Bio: Agent Cardiff is the great-great-granddaughter of Psyche, the goddess of fidelity and passion. However, Cupid is not her great-great-grandfather. Because of a convoluted plot hatched by Dionysus, Jill is the product of a liason between Psyche and a human, Christopher Cardiff. Even several generations removed from Olympian blood, Jill retains an inhibited aging factor and superior strength, health and durability. She trained from an early age to go into law enforcement, as rules and justice appeal to her immensely. She's not all business, however. Put her in a party environment and she changes, and lights up the room with her charisma inherited from Psyche. She was nicknamed "Golden Girl" not only for her hair, but for the way she seemed to ace every test and exam thrown at her, with her usual composure or a winning smile.
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Harleen Quinzell, A.K.A.

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Age: 20 somethins

Race: Good ol' human

Level: Street

Intelligence 4
Strength 2... .5
Speed 3
Durability 3
Fighting Ability 4
Energy projection 1

Skills:

Acrobatics: Harley's a nimble little killer, and commonly uses it to her advantage

Lateral thinking: Harley excels at thinking up ideas and solutions to problems on the fly. Whether those solutions are any good is an entirely different question, but she's always willing to try something.

Ass kicking: Spend half a decade getting punched in the face by the Bat and eventually some of those punches miss. Maybe some of that fighting ability was transferred via fist to face osmosis, because while no Cassandra Cain or Batsy himself Harley routinely whips down thugs, ninjas, and professional hitmen in large numbers.

Annoying: Harley once sold her soul to a demon to save Zatanna (long story) and was dragged to hell. The demon tapped out after thirty minutes and made a terribly lopsided counter deal with Zatanna just to get Harley away from him.



Bio:

Contrary to some theories that floated around Gotham's streets while Harley Quinn was still the Joker's right hand man woman punching bag, Harleen Quinzel wasn't some goodie two shoes before Mister J. got his hands on her. Even in grade school she had a fascination with psychology, and also a fascination with kickin the ass of bullying pricks. Thankfully for everyone involved she did well enough to still graduate school, and eventually earned her degree in psychology with flying colors and then some. She did so well in fact that the infamous Arkham Asylum offered her a job. It was the resting place of the criminally insane of Gotham, and for one reason or another that seemed to equal the vast majority of the more dangerous members of the criminal element that threw down with the city's local protector.

Harleen jumped at the chance, both to get a chance to look inside minds so fascinating, and to see if she could actually help the poor souls instead of dooming them to another trip through the streets and eventually into the fist of the Bat, hurting who knew how many innocents along the way? And luckily for her, she got the doozy right of the bat; The Joker, clown prince of crime and the one and true rival of the Batman.

This did not end well.

There are few people who know how to twists minds and words like the Harlequinn of hate, and after a few months of 'therapy' someone's mind had certainly been changed. Just not the Joker's. Harleen became convinced that the Joker had been the victim of the Batman, not a criminal that needed to be stopped. He was just a sad clown who wanted to use his genius to make a crazy, broken world smile more! So she helped him do that... starting with helping him to break out and killing a bunch of Arkhams guards along the way.

Delighted at how well his new pet project turned out, Joker took Harleen under his wing and nicknamed her Harley Quinn. Soon the name became synonymous with the Joker himself, and years of gleeful crime in tandem began. Harley fell in love with the Joker, and did her best to stay loyal to him even through what she saw as minor bumps in the road. Like the time he dipped her in acid. Or the multitude of times she was tossed aside and left to be arrested or die. Or the time that something went wrong and the Joker's fury bubbled up into violent rage directed at the nearest and easiest target that wouldn't fight back. And then it happened again. And again. And again, and again, again again again again-

Till one day, something finally snapped.

The illusion that 'Mister J' had any ounce of actual affection for Harley finally shattered, and a bit of that bully hating girl from her youth finally returned. She fled Gotham and found herself the landlord of... Coney Island, somehow. Determined to turn over a new leaf (ish), Harley's spent the last year or so doing her best to watch over her neighborhood and tenants, and you know what? Its worked out! She even got the go ahead from the Bat himself, despite her occasionally heavy handed (i.e. ridiculously murder-y) style of vigilantism.​
 
Jessica Belle Chambers
Origin: Queens, New York
Alias: QuickFlash (Identity Unknown to world atm)
Age: 19
Race: Human Female
Power Level: Superhuman
Height: 5'9
Weight: 135

APPEARANCE

Jessica

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Spotted via satellite of a ....."flash" of something
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Intelligence - 6
Strength - 5
Speed - 6
Durability - 4
Energy - 4
Combat - 3


Skills: Uncanny expertise in the fields of physics, chemistry, and arithmetic; genius level intellect, acute critical thinking skills and memory recall, at the age of 19 she already has a degree in business management, basic level CQB, adept at being a chameleon and blending in with her environment, being reclusive and able to stay unnoticed if need be, very adaptable, capable of researching and gathering obscure data concerning meta enhanced individuals (MEI's) as she calls them, decent engineering skills, being unintentionally funny.


Equipment: Insulated ceramic mesh polymer suit and arms sleeves used for "running errands" as she calls it. Reinforced titanium alloy carbon ceramic boots for "running" said errands. Poly-optic harmonic visor used for seeing in a vast spectrum of light and reflective fields. Other than that, she never leaves home without her notebook full of theorems and formulas, her MacBook, her reading glasses, and a bag of pop rocks.

Abilities (Sourced: DC Database):

  • Superhuman Strength: She possesses super-strength like her mother. As with her mother, the mechanism of this ability remains unexplained.
  • Speed Force: Jesse has a connection to the speed force which happens to be related to her visualization of the speed-formula: 3x2(9YZ)4A. These formulas function as mental notes that connect Jesse with the Speed Force, and few other people can utilize them.
  • Speed Force Conduit: People who, for whatever reason, are connected to the Speed Force are sometimes called Speed Force Conduits. This means that they are connected to the Speed Force and are tethered to it.[5]​
    • Accelerated Healing: The Speed Force connection allows the speedster's body recover from injury much faster than normal.[citation needed]​
    • Increased Perceptions: The Speed Force enhances the speedster's senses, allowing them to perceive the world at a rate attuned how fast they can react.[6]​
    • Phasing: Speed Force conduits can tap into the Speed Force to vibrate their molecules in a way to achieve intangibility for short bursts, allowing them to phase through objects.[7]​
    • Speed Force Aura: The Speed Force also manifests an aura around the speedster and whatever they are carrying, protecting them from adverse effects of their speed, such a friction with the air.[8]​
      • Superhuman Durability: The Speed Force Aura also protects speedsters from kinetic impacts, which in turn, makes them much more durable and resistant to injury than any normal human.[9]​
    • Superhuman Stamina: While not unlimited, the connection to the Speed Force does bolster the speedsters stamina well beyond the limits of a normal human.[6]​
    • Superhuman Speed: The main effect of the connection is to allow a speedster to move at vast superhuman speeds[6]​. This also confers:
      • Superhuman Agility[6]​
      • Superhuman Reflexes[6]​
    • Vortex Creations: Speed Force conduits are able to create vortices of air by running in circles or rotating their extremities at super-speed. These vortices can be used for a number of effects.



Bio:

Jesse Chambers is the daughter of the Golden Age heroes Johnny Quick and Liberty Belle, and was born in Queens, New York. Her parents were street level themselves by choice, as not to expose themselves to real harm or danger from society. Liberty Belle had Jesse when she was nearing the height of her crime fighting days, which led her to retire and cause Johnny to assume the prime protector of past day NYC. This caused Liberty Belle to become distant from her abilities and also a threat that opposition could use against Quick. As Jesse grew older, her parents grew more apart. Jesse was never really torn up over her parents divorce, as she was very young. While growing up she was closer to her father and eventually learned how to access the speed force using his conceptualization of the speed force via mathmatical formula. Jesse grew up believing she was a recessive gene meta, meaning she herself was powerless. Until one day when throwing a baseball with her father she tossed it nearly 4 blocks off of an underhanded pitch. This was the day both her parents had anticipated with hope and fear. Her strength was from her mother, the extent of its true power unknown, which bothered her father Johnny.

She grew up into adolescence becoming closer to her mother now, but when her lightning like reflexes and brain patterns started to take notice from her father, he began to finish the formula thesis he began on the speed force, a universal force connected to limitless temporal generation in which he first witnessed in a man named Jay Garrick. However, before he could finished her father died in an accident while on duty. This broke Jesse as a teenager, but instead of her acting out she vented via her genius mind and buried herself in the sciences until she knew more than Einstein. She herself started to work on the formula, and after 2 long months of combining key physics, chemistry, and math formulas followed by finding the maximum anti-derivative for said formula, Jessica Chambers was the first and only being to develop a hard formula for the speed force. Of course she keeps it a secret to this day. It was this innovation that caused her to stand out in those fields and graduate valedictorian from her high school.

After getting a full ride to Gotham University, she started to focus on what the world really needed advancement in: the affairs of the heroes of the world, and the wonderous affirmation on the premise of Metahumans. While Jesse was studies at Gotham University her thesis topic is "The Impact of Superheroes on Society". It was this research piece that's gained her national and even international attention, maybe more than she wanted...because every now and then, a blonde streak of lightning would take to the streets in a fashion that hadn't been seen since decades earlier from the one called Johnny Quick. And if the world found out what this streak actually was, things could change for her.

That and the fact that her research has led her to discover something more that literally puts the world in jeopardy at the very knowledge of it.
 
Civilian Appearance

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Peter Richard Parker

Origin:

Queens, New York City

Alias:

The Arachnid

Spider-Guy

The Human Spider

The Incredible Human Spider

The Miraculous Arachnid Man


Spider-Man?

Spider-Man

The Incredible Sensational Ultimate Bombastic Superior Mysterious Traditional Radical Unlimited Avenging Exceptional Extraordinary Amazing

The Amazing "Spider-Man"

In-Costume Appearence

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Age:

19

Race:

Human Male

Power Level:

Superhuman

Height:

5'7"

Weight:

130lbs

Intelligence:

5

Strength:

4

Speed:

3

Durability:

5

Energy:

1

Combat:

4

Skills:

(Taken from the Marvel Wiki. Bear in mind that not all references to the comics are in canon with my Spider-Man as he exists now, but they were in his previous incarnation prior to the JLA/Avengers event. He still possesses them, just like his powers, but some things will be slightly altered ICly to fit the younger Peter I'm playing).

Indomitable Will: Spider-Man has a strong Force of Will, completely free of evil and temptation. For years, he has struggled to balance his life as a student and his superhero duties. He is able to emerge from defeat even stronger. His mental strength is also shown when he successfully wrestles control of nanobots from Doctor Octopus. Through the psychological profiles conducted by Maria Hill, she has stated that nobody has as strong as an ingrained identity as Spider-Man, further demonstrating the extent of his willpower. His willpower is so strong that he has been considered as the greatest of all the Spider-Totems in the Multiverse by Ben Reilly of Earth-94.

Genius-Level Intellect: With an IQ north of 250, Peter is easily one of the most intelligent men on Earth. Some of the Earth's most brilliant minds such as Reed Richards and Hank Pym have acknowledged Peter's intellect, with the former acknowledging him as an intellectual equal whose potential rivals his own. In addition, Peter's college IQ scores were the same as those posted by Reed Richards at the same age. Peter was also able to easily hack into Stark Industries system to override Tony Stark's control command over his suit, and discover Parker Particles, a force of energy tied into the continuous expansion of the universe that offers greater power than the Phoenix Force, according to Reed Richards.

Expert Inventor/Engineer: With his knowledge and expertise in mechanics, robotics and engineering Peter has been able to use his amazing intellect and resources at Horizon Labs to create many inventions such as the four Spider-Armors, the Spidey Stealth Suit, his famous Web-Shooters, the Cryo-Cube 3000 and the noise reduction headphones. At Parker Industries he invented a magnitude of devices including but not limited to the Anti-Electro Netting, it was successful in de-powering Electro, an antidote for the Zodiac poison, and easy to apply holographic plating.

Skilled Photographer: Peter is a very skilled photographer and has worked for the Daily Bugle and the Front Line as a photographer.

Master Acrobat: Thanks to his great strength and phenomenal equilibrium, Parker is an excellent athlete, excelling in all gymnastic fields and being able to perform every acrobatic stunt ever performed, including others that can never be performed by even an Olympic acrobat.

Master Hand-to-Hand Combatant: Due to his life being bullied and pranked as a young teenager to acquiring amazing superhuman capabilities and combining them with his scientifically adept and creative mind, Parker has through time become an excellent hand-to-hand combatant utilizing a fighting style that directly complements his superhuman abilities. His methods are volatile, enabling him to rival practically all types of combatants. Peter has been trained by Captain America in unarmed combat. He also received formal combat training from Shang-Chi through the recommendation of the new Madame Web (Julia Carpenter) as a means to compensate for the temporary loss of his spider-sense. Together, they created a new martial art style, the 'Way of the Spider and Peter's skill with it has substantially increased following the return and amplification of his Spider-Sense. He is very skilled in his fighting style. His feats include defeating Firelord, Daken, Wolverine, Hulk, the Sinister Six single-handedly, the X-Men single-handedly, Spider-Man (Otto Octavius), Spider-Woman, and Morlun. He has stalemated Captain America, Iron Man, Julia Carpenter and Shang-Chi. Iron Fist stated that Spider Man is untouchable because of his spider-sense.

Equipment:

(Taken from the Marvel Wiki)

Web-Shooters: Parker's brilliance at physical science allowed him to create web-shooters for use when he became Spider-Man. The twin devices worn on his wrists are able to shoot thin strands of a special "web fluid" at high pressure.

Utility Belt: Upon first entering the super-hero world, Peter created a utility belt that held extra clips of webbing, Spider-Tracers, and his Spider-Signal. Recently, he upgraded his utility belt to hold cartridges of different types of webbing, freeze capsules, new Spider-Tracers as well as a newly upgraded Spider-Signal that has a UV light setting for forensic analysis.

Spider-Tracers: Spider-Man uses small electronic "Spider-Tracers" of his own design that allow him to track objects or individuals. Typically, Spider-Man plants or throws one on a departing enemy and follows the target to their hideout. He also uses a launching device in his web-shooters for better range and accuracy. He originally used an electronic receiver to follow the signals of the tracers but later modifies their signal so he can follow it with his spider-sense. He can follow the signal within a 100-yard radius. After he temporary lost his spider-sense he used Horizon Lab's resources to make new and improved spider-tracers with listening devices, G.P.S. and camouflage. Other modifications include tracers made of anti-metal Antartic Vibranium which melts metals in contact, a cryogenic Spider-Tracer used to freeze Hydro-Man.

Spider-Signal: A powerful light emitted from Spider-Man's utility belt to announce his arrival to criminals. Peter later updated his Spider-Signal with a UV light setting for forensic analysis.

Avengers Identicard: A credit card-sized gadget designed by Tony Stark for the identification of all Avengers. It was used by Spider-Man when the police interrogated The Metropolitan Museum of Art after a fight between Mister Negative and Anti-Venom, and has since used it on other occasions.

Abilities/Powers:

(First half taken from the Marvel Wiki, last half concerning 'self-biogenetic webbing' is my own).

Wall-Crawling: Spider-Man's exposure to the mutated spider venom induced a mutagenic, cerebellum-wide alteration of his engrams resulting in the ability to mentally control the flux of inter-atomic attraction (electrostatic force) between molecular boundary layers. This overcomes the outer electron shell's normal behavior of mutual repulsion with other outer electron shells and permits the tremendous potential for electron attraction to prevail. The mentally controlled sub-atomic particle responsible for this has yet to be identified. This ability to affect the attraction between surfaces is so far limited to Spider-Man's body (especially concentrated in his hands and feet) and another object, with an upper limit of several tons per finger. At one point, Spider-Man was able to prevent Anti-Venom from taking his mask off by making it stick to his face.

Mark of Kaine: Kaine, the relatively amoral clone of Spider-Man, has shown the ability to use his wall-crawling abilities in a more offensive manner, burning distinctive scars, known as the Mark of Kaine in the face of his victims. Later Spider-Man himself used a variation of the same ability to escape from The Green Goblin by making his fingertips cling to his face and tearing them away, digging five deep wounds in Norman's face. Despite the obvious offensive potential of such an ability, Peter claims that it is unlikely he will use it again, as it was a move born out of anger and desperation. In later events during the Grim Hunt arc, due to Peter's rage at Sasha Kravinoff over everything she put him and his 'spider family' through, he used his version of the Mark of Kaine on her, ripping the skin off her face in the shape of a hand print, proclaiming "This is from my brother." He has also been able to use the Mark of Kaine to rip Iron Man's armor off, piece by piece. Limits to this ability seem to be psychosomatic, and the full nature of this ability has yet to be established.

Superhuman Strength: Spider-Man possesses superhuman strength enabling him to press lift many tons. Spider-Man's physical strength is sufficient enough to enable him to lift and throw objects as heavy as a big rig semi truck with ease. He must also pull his punches and kicks unless fighting someone of similar or greater physical durability. Otherwise, his blows would prove fatal to a normal human being. He has demonstrated that he is strong enough to knock out people with normal durability with as little as a tap to the head. As such, he rarely lets himself use all of his strength - after Doctor Octopus had taken over Spider-Man's body, he easily punched off the Scorpion's (a foe normally regarded as physically tougher than Spider-Man) jaw as he hadn't known off Spider-Man's true strength. Spider-Man's physical strength also extends into his legs, enabling him to be able to jump to a height of several stories in a single bound. Spider-Man demonstrated this when he leaped over thirty feet vertically into the air when he first leaped out of the way of an oncoming car; it should also be noted that when he first discovered his powers as a teenager, they had not developed to that of his prime.

Superhuman Speed: Spider-Man is capable of running and moving at speeds that are far beyond the natural physical limits of the finest human athlete. Spider-Man has shown to be fast enough to catch up to an accelerating car while on foot, but prefers to travel by webs. Spider-Man moves faster than the eye can follow, he has even moved so fast he appears as a blur. Spider-Man was able to easily outrun multiple goblin masquerade on goblin gliders, and outmaneuver their ranged attacks at the same time.

Superhuman Stamina: Spider-Man's advanced musculature produces less fatigue toxins during physical activity than an ordinary human. This allows him to exert himself physically for much longer periods of time before fatigue begins to impair him. At his peak, Spider-Man can physically exert himself at his peak capacity for several hours before the build up of fatigue toxins in his blood begins to impair him. Several accounts depict Spider-Man as able to hold his breath for eight minutes or more.

Superhuman Durability: Spider-Man's body is physically tougher and more resistant to some types of injury than the body of a normal human. His body is more resistant to impact forces than anything else. He can withstand great impacts, such as falling from a height of several stories or being struck by an opponent with super strength, that would severely injure or kill a normal human with little to no discomfort. In the past, he has survived multiple blows from the likes of The Hulk, as well as surviving a point blank missile explosion. Spider-Man's body is durable to the point where tensing his super-strong muscles while being punched in the torso by a trained heavyweight boxer caused the attacker's wrists to break; also, Spider-Man has stated that he must roll with punches thrown by people without similar strength or durability to avoid breaking their wrists.

Superhuman Agility: Spider-Man's agility, balance, and bodily coordination are all enhanced to levels that are far beyond the natural physical limits of the finest human athlete. Spider-Man is extraordinarily limber and his tendons and connective tissues are twice as elastic as the average human being's, despite their enhanced strength. He has the combined agility and acrobatic prowess of the most accomplished circus aerialists and acrobats. He can also perform any complicated sequence of gymnastic stunts such as flips, rolls, and springs. He can easily match or top any Olympic record at gymnastics apparatus such as flying rings, climbing ropes, horizontal bars, trampolines, and even surpass the likes of Captain America and Daredevil.

Regenerative Healing Factor: Spider-Man has a low-level rapid healing factor. While not on Wolverine's level, it is sufficiently powerful enough to recover from severe injuries from broken bones and large amounts of tissue damage in a matter of hours. During a battle with a villain called the Masked Marauder, Spider-Man is rendered completely blind, however after about 2 days his sight was perfect, albeit sensitive for about a day after. In his encounter with Firebrand, Spider-Man suffered severe 3rd degree burns, but completely healed in a unspecified amount of time.

Contaminant Immunity: Due to his accelerated metabolism, Spider-Man has a higher tolerance for drugs and diseases than normal humans, and he can recover from the effects of larger doses rapidly. During an encounter with the Swarm, Spider-Man was incapacitated by thousands of bee stings, but recovered in less than 24 hours. His resistance and recovery time to other toxins and diseases varies, but is typically significantly higher than normal. Spider-Man's unique physiology even allowed him to recover from the effects of vampirism as stated by Blade, his radioactive blood will kill the enzymes responsible for his transformation and revert him to normal. Spider-Man was able to recover completely from acid being spat into his eyes by the new Vulture although the extent of the damage may have been restricted due to his superhuman durability. However, Spider-Man has the normal human tolerance for alcoholic beverages.

Superhuman Equilibrium: Spider-Man possesses the ability to achieve a state of perfect equilibrium in any position imaginable. He seems able to adjust his position by instinct, which enables him to balance himself on virtually any object, no matter how small or narrow.

Superhuman Reflexes: Spider-Man's reflexes are similarly enhanced and are currently about forty times greater than those of an ordinary human. In combination with his spider-sense, the speed of his reflexes allows him to dodge almost any attack, or even gunfire, given sufficient distance. Spider-Man has even been shown in some cases, to be able to dodge gunfire using just his reflexes without his Spider-Sense.

Spider-Sense: Spider-Man possesses an extrasensory "danger" or "spider" sense which warns him of potential immediate danger by the manifestation of a tingling sensation in the back of his skull, and links with his superhuman kinesthetics, enabling him to evade most any injuries, unless he cognitively overrides his automatic reflexes. The precise nature of this sense is unknown, though the Master Weaver states it is enabled by his connection to the Web of Life and Destiny. It appears to be a simultaneous clairvoyant response to a wide variety of phenomena (everything from falling safes to speeding bullets to thrown punches), which has given several hundredths of a second warning, which is sufficient time for his reflexes to allow him to avoid injury. The sense also can create a general response on the order of several minutes: he cannot discern the nature of the threat by the sensation. He can, however, discern the severity of the danger by the strength of his response to it. Spider-Man's spider-sense is directional and can guide him to or away from hidden weapons and enemies.Sudden and extreme threats can cause his spider-sense to react with painful intensity. Spider-Man can also sense and dodge attacks directed randomly or by an artificial intelligence. Using his spider-sense to time his enhanced reflexes, Spider-Man can casually dodge attacks up to and including automatic-weapons fire, provided there is sufficient distance. His spider-sense is sufficiently well-linked to his reflexes to the point that a threat can trigger them even when Spider-Man is asleep or stunned. His spider-sense has helped him preserve his secret identity since it alerts him to observers or cameras when changing into or out of his costume. The spider-sense does react to those who Peter does not consider to be a threat, such as Aunt May, or when a fellow hero makes a bluff while playing poker. Spider-Man can choose to ignore his spider-sense, and distraction or fatigue diminish its effectiveness. Spider-Man's fighting style incorporates the advantage that his "spider-sense" provides him. His body begins to produce more adrenaline after the sense is triggered, an extension of the 'fight or flight syndrome.' Even when he does not have the use of his eyes, Spider-Man can still use his Spider Sense in a similar fashion to Daredevil's Radar Sense to help him see by sensing the direction the danger is coming from by listening on the loudest noise around him. This was first used after Spider-Man was temporarily blinded by a device, but was recently used again to help locate the new Vultureafter his acidic breath blinded him.

Radio Frequency Detection: Peter's spider-sense also enables him to track certain radio frequencies, which he has used to his advantage via his Spider-Tracers.

On top of being able to fire webs from his web shooters, his body can also produce natural webbing that is about 10X stronger then the artificial stuff, but he rarely uses it for two important reasons:

1. It requires him to squeeze down on his wrist with his other hand, applying pressure depending on how far he wants the webs to go. On top of the pressure, he needs to continuously press down in order to keep the webs coming.

2. The webs that are produced naturally come directly from an area in his wrists (like the way they were produced in the 1st Spider-Man movie) and as they are fired, they cause a massive burning sensation in his wrist, which usually drains him of energy.

He only uses his natural webs when needed (ex. Pinning down the Hulk or gargantuan villains so they can't squash the Spider, creating an extremely durable temporary shield that will hold a falling building so he can try to rescue as many of its residents as possible, etc.)

Bio:

~~ Peter's Early Life ~~

Ever since he was a kid, Peter didn't know much about his parents. They were both very secretive and kept their work lives completely separate from their personal lives. The most he knew about them was that his father worked for OSCORP as a researcher in the Biogenetics Lab, and his mother worked for the government... Or was it something to do with being outside of the government? They were peacekeepers, but... But that's about all Peter actually knew about their respective lines of work. He does, however, know just how much they loved him;

Enough to drop him off at his Aunt and Uncle's house without so much as a 'goodbye' when he was only five years old.

One moment, he was at home playing a game of hide and go seek with his father, Richard, when all of a sudden Richard came running out from his study, demanding that Mary pack up their things and help Peter get ready to leave. As it turned out, somebody had broken into the house and tore apart Richard's study, but luckily, nothing of value was stolen. Although Peter was only five, he still knew that a burglary required police attention. But before he knew it, he had a suitcase and a backpack stuffed with his toys, clothes, and the rest of his things. Once Mary made sure Peter was alright, Richard quickly got his family into their car and drove off into the storming night. Soon, they arrived at the home of Peter's Uncle Ben and Aunt May, both of whom took Peter in without a second word. While the grown-ups tried to talk in private, Peter listened in. From what he gathered, there was more to the break-in and their home wasn't safe anymore. Richard and Mary had already made arrangements to go somewhere, but for one reason or another, they couldn't bring Peter, fearing for his safety.

As they left, Peter's mother wished him a tearful goodbye and his father gave him a reassuring smile. His aunt and uncle did their best to comfort him in the moment, but Peter was inconsolable as he silently watched his parents drive away for the last time, never to be seen again until their deaths were published in the Bugle a few months later.

From that point on, Peter tried to live a relatively normal life. He made friends, studied hard for his classes, had crushes on cute girls, and even got in a few fights with some of the other kids his age over 'what was right', but there was always a sense of emptiness that continuously weighed down his heart. What was so important that his parents would just up and abandon their only son? Why couldn't he go with them? But most importantly... Who were they trying to protect by leaving him behind? Themselves, or Peter?

Eventually, Peter managed to get past this feeling and had a relatively healthy development period from being a child to becoming a teenager. His aunt and uncle were always there for him and, since they couldn't have children of their own, treated Peter like the son they never had. Peter was always grateful to them for taking him in at a point in his life when things weren't really making sense and always did what he could to make them proud of him, be it offering to clean the house or even just keeping up with his studies. But eventually, another tragedy within his family would shake the very foundations of Peter's life and force his life down a path he never expected to go.

~~ Spider-Man's Origin Story ~~

When he was 15, Peter was involved in a serious accident. His high school was taking a field trip to the world-renowned OSCORP Research and Development building, the same place where his father had once worked. During the tour, a security officer approached the guide and ordered the group to leave the premises, claiming that the building was shutting down prematurely because of a safety drill. While the rest of the school started to leave, Peter and a group of students hung around in order to figure out what was going on. Nobody hadn't alerted them of a drill prior to the trip, so Peter suspected something was up. They managed to find and disguise themselves as lab-assistants before they were forced down to the lower labs by a security team. The teens were (re) informed that "Project: OZ" was about to commence and they were supposed to be in the control booth monitoring the event. When they reached the lab, Peter was met with the sight of a man he recognized from his and a group of men working on a half-human half-reptilian creature with completely pale skin (they called it "The Chameleon", given it's ability to change appearance). The experiment seemed to be going well, with sedatives being given to the creature in order to soothe it. At one point, it even began to speak, asking the researchers for food (a live mouse), which it consumed in one gulp. The experiment ended with extremely positive results, showing that the hybrid creature had grown properly and showed no signs of violent tendencies... Unlike previous test subjects. At this point, the experiment was concluded and the building ended its lockdown. But as they began to leave, Peter and his friends were found out by the head researcher on "Project: Cross-Species", Doctor Curtis Connors. While he was furious that the teens had managed to break into a top secret facility thanks to another shoddy job by the security staff, his attention seemed to be entirely focused on Peter. Through a brief rebuttals, Dr. Connors revealed that before his death, Richard and he had both built the foundations of what would become Project: Cross-Species.

But regardless of his past relationship to Peter, Dr. Connors still scolded him and the others, explaining that they had observed a highly classified test and could get him and the rest of the researchers in serious trouble if they revealed what had happened there to the world.

(What actually did happen was that The Chameleon had been genetically created by combining the DNA of multiple South American reptiles with a human being, successfully creating a creature that could be just like a human. The American military was funding the project so OSCORP could create the perfect espionage agent, one who could expertly blend in with the enemy and take them out from the other side).

The other teens were sent home immediately, while Dr. Connors reluctantly agreed to keep Peter around until he left, wanting to show the young man the legacy he and Richard had tried to build. Just as the two were about to leave, the doors sealed shut and a deafening alarm began to echo through the lab. Security officers ran over to the inner sanctums and told the scientists to get out, but it was too late. While the Chameleon was being escorted to its containment chamber, it had apparently turned violent and murdered its escorts. After stealing the identity of one of the soldiers and transforming itself, the Chameleon unlocked the security cells of the other hybrids, releasing the highly dangerous test subjects that had survived the gene-construction process. These hybrids, however, were extremely violent and had been scheduled for gene-recycling that day (a process that completely disassembles the particles in a creature's body, destroying them permanently and "humanely"). As the sentient ringleader, the Chameleon orchestrated the breakout of the experiments in hopes that they could seek revenge against their creators (as the Chameleon claimed, they were nothing but freaks).

The Seven experiments (aptly named after their creatures of origin: the Arachnid, the Rhino, the Scorpion, the Wasp, the Piraña, Vermin, and the Chameleon) wrecked havoc upon the research facility, slaughtering scientists, security officers, and anyone unfortunate enough to be caught in the brawl. Peter hid in the observation room while Dr. Connors tried to access the ventilation system and flood the lower laboratory with a deadly neurotoxin (designed specifically in the event of a breakout).

However, just as the neurotoxin flooded the lab, one of the creatures, the Arachnid, managed to enter the observation room and attacked Peter, sinking it's teeth into his neck in an attempt to drain him of any bodily fluids. The venom in the Arachnid's fangs paralyzed Peter, who was unable to defend himself while it feasted. However, a new security team (equipped with gas masks) arrived on the scene and shot down the Arachnid to rescue Peter. When the team arrived at the control room to try and rescue Dr. Conners, they discovered that he had been seriously injured by the Rhino and as a result, had lost his left arm. Only the Chameleon was unaccounted for, so it was assumed it escaped as a desperate last attempt to save its life.

A few days later, Peter woke up in the hospital, surrounded by his family and friends. He had no idea that the venom in his system forced him into a comatose state for days. Dr. Connors personally visited him and apologized profusely for putting him in life-threatening danger before revealing that Project: Cross-Species had been discontinued by OSCORP's CEO, Norman Osborn, until further notice. They would still be conducting research and developing their ideas, but they were banned from genetic testing of any kind.

In the weeks that followed, Peter began to notice some strange occurrences. During a gym class in which he was required to play dodge ball, Peter discovered his reflexes had enhanced overnight by 100%. He was faster, stronger, and more agile. He also felt this strange feeling in the back of his skull, almost like a tingle. Peter soon realized that the tingle told him when something negative (such as being hit) was about to happen to him. After a dodge that forced him into a wall, he opened his eyes to see the students staring at him with disbelief. Peter thought he had seriously hurt himself because he was seeing things as if he were lying on the floor sideways. Then, he glanced to the floor and saw that was apparently stuck to the wall, hanging onto the padding like a frightened cat. He quickly dropped off the walls while the students begged him to teach them how to hold onto a flat surface like that. Immediately after discovering these advancements to his body, he decided to test out his new skills when he got home. After some more tests, Peter discovered he could also fire a thin, sticky substance that resembled thread from his wrist. Upon further inspection, he discovered that the threads were actually webs, like that of a... Spider.

It was then that he realized that "the Arachnid" had somehow transmitted its DNA to his body. It might've been the venom, which was slightly irradiated as the doctors in the hospital told him. The radiation wasn't enough to kill him or even affect him negatively, but it had clearly given him some kind of genetic enhancement. But then… Things got really weird.

He started having odd dreams about a pale woman with black hair dressed in a black lace dress. She would always call to him, begging her 'web warrior' to awaken, but Peter always woke up before he could ask her what she meant. These dreams continued for a period of three months while Peter tried to get a better grasp on his new powers and just what exactly their limits were. After a while, he realized he could probably make some money off of his new 'talents', which allowed for most tasks to be handled rather quickly and efficiently. But, he couldn't just go wandering around New York showing off his abilities without having to worry about either somebody he knew recognizing him, or the possibility that either OSCORP or the government would want to capture and dissect/analyze him for research purposes. Seeing as how he didn't want to spend the rest of his life in an examination room, Peter decided he would make an alter-ego to keep himself from being recognized. So, one trip to the craft store and a sewing class at the Rec. Centre later, Peter finally created his costume;

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It wasn't exactly the easiest thing on the eyes, but Peter was darn-proud of it. At first, he offered 'superhero services' such as themed birthday parties or even basic tasks like cleaning somebody's garage or delivering a pizza (knocking on the door of a frat-house while in costume with a hat reading "Tony's Pizza" was literally the low-point of his superhero career). But after a period of three weeks since his last job, Peter saw an ad on the Internet for a pro-wrestling competition; twenty contestants would be put in the ring with the legendary Bonesaw and if they managed to last ten minutes, they would win a cash prize of $2000. Without even thinking he signed up, only to realize that the day of the competition was the day Uncle Ben wanted to take him to the NYPD precinct he worked at for Take your Son to Work Day. As a result, Peter lied about having to attend the contest, claiming he had to take care of some school stuff with a friend at the library. So, around the time the contest started, Ben drove Peter to the library and the two had a brief conversation in the car concerning Peter's odd behaviour lately. Although Ben reminded Peter that he and his aunt still loved him, there were certain things that the young man needed to learn as he became a man in his own right.

"With Great Power, Comes Great Responsibility."

Trying to avoid an awkward moment or confrontation before he existed the car, Peter told his uncle that he'd 'be more responsible in the future' and left for the contest. While almost every contestant before him failed, Peter was able to hold his own as 'the Human Spider', managing not only to stay conscious in the ring, but he also managed to knock-out Bonesaw in the process.

But when he was to be paid, Peter only received $200 from the original amount. As the owner of the arena saw it, Peter managed to knock out Bonesaw in two minutes as opposed to just staying in the ring for ten, so he got a smaller cut of the money as a result. Disgruntled and frustrated for wasting his time, Peter started on his way out of the building when he was suddenly alerted to the presence of a robber. One of the audience members, apparently desperate for cash, had held the arena owner at gunpoint and taken the rest of the prize money for himself. As a guard tried to apprehend him, Peter allowed the criminal to slip by without interruption. When the owner confronted him about this, Peter retorted that it wasn't his problem.

After he got changed and was ready to call his uncle to pick him up, Peter was alerted to the sight of a police chase. Apparently, a group of criminals had hijacked an undercover police vehicle and were firing upon their pursuers as they tried to flee the scene. Initially thinking nothing of it because he was still angry about being ripped off, Peter eventually found out that the chase concerned him more then anybody once he realized who the police officer who's car had been hijacked was; Uncle Ben.

Desperately pushing through the crowd that gathered to meet his uncle, Peter held the dying man's hand while the paramedics tried their best to save him. Ben had been shot point-blank by the hijacker after refusing to hand over his keys and wrestle the gun away from him, all because he was waiting for Peter to meet him in the library parking lot. The paramedics had only just arrived at the scene and were trying their best to save the fallen officer. But despite their efforts, Ben succumbed to his wounds and passed away with his nephew desperately gripping his hand. Although Peter felt crippling grief over his uncle's death, the urge for revenge was much greater. Donning his costume once more, Peter decided to take matters into his own hands and joined the police pursuit of the hijackers.

Peter followed the police to a warehouse close to the docks and spent no time dawdling around. The criminals had holed themselves up inside the warehouse, waiting for their backup to get rid of the cops. But in a rather horrific fashion, one by one they were picked off, strung up with a series of biodegradable webbing and beaten brutally until only one was left; the one with the gun that matched the witness description. Enraged, Peter confronted this goon, only to discover that it was the same robber from the arena before; the one he let go free. Horrified at this revelation, Peter nearly allowed himself to get killed before he began to wail on the criminal, almost beating him to death before the police managed to break into the building. Fearing what the cops would do to him if they discovered him in the warehouse, Peter webbed up the robber and fled the scene, heading back home to comfort his aunt.

Weeks passed before Uncle Ben's funeral was held and in that time, Peter's strange dreams had become more common. But unlike the previous times where the location and interactions within the dream changed, this new dream was always the same; he would find himself floating in a black void, surrounded by strange web-like insignias. The woman in black would appear, call out his name and beg him to awaken as her 'web warrior'. Peter would ask for her name, but no reply would come. Then, he would wake up.

But on the day of the burial, Peter finally discovered the true meaning behind his strange dreams when the woman in black appeared before him in the real world. She explained that she is Arachne (the same woman from Greek mythology who challenged Athena and was turned into a spider) and that Athena has tasked her with training Peter to become a 'Web Warrior', an ancient hero tasked with preserving the 'web of life' (the Web Warriors weave the web and those who would destroy it will ultimately destroy the natural order of all things).

Unsure whether or not he had gone insane or was simply hallucinating, Peter refused to join her, until she explained that his powers were a tremendous gift and to not use them for the preservation of his world would be selfish. In that moment, Peter recalled the famous last words of his uncle before he was murdered;

"With Great Power, Comes Great Responsibility!"

Having changed his mind, Peter accepted Arachne's offer to become a 'Web Warrior', knowing now that he could not sit by idly and withhold his unique abilities. For his uncle's memory, Peter would fight for the good of mankind. He would become…

The Amazing Spider-Man.

Other:

• Peter has contact lens, but often chooses to just wear his bulky prescription glasses.

• In a sheer act of boredom one day, Peter invented his own "Spider-Man" theme song, which got some serious headway after an Internet band performed it on their channel. Michael Buble even covered it once for charity, and the band went on to make a nice profit from the song. Although 'Spider-Man' himself has not received any of the songs earnings, Peter gets a monthly cheque for $100 from the band in royalties.

• Spider-Man may have some supporters across the city, but for the most part, people hate his guts. It also doesn't help that the Daily Bugle keeps printing slanderous content that does nothing but damage the web-head's reputation. Despite all the hate he gets, Peter still finds a reason (most of the time) to protect the people of New York City and ensure their safety against super villains and criminals.

• Peter was given the knowledge on how to create artificial webbing via a genetic trait passed on from the Arachnid's DNA fusing with his own (much like how regular spiders know how to create webbing of their own).
 
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Kara Zor-El

Origin:
Argo City on the Planet Krypton

Alias:
Kara Danvers,
Kiera,
Keera,
Girl of Steel,
Girl of Tomorrow,
~Supergirl~

In-costume appearance:
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Age:
25

Race:
Kryptonian Female

Level:
Global

Hair:
Blonde

Eyes:
Blue

Height:
5'8"

Weight:
135lbs

Stats:
Intelligence: 3
Strength: 7
Speed: 5
Durability 7
Fighting Ability: 5
Energy projection 5

Skills (taken from the DC wiki and Supergirl Wiki):
Multilingual in both English and Kryptonese
Hand-to-hand combat expert

Powers and Abilities (taken from the DC and Supergirl wiki):
Kryptonian Physiology: Like all Kryptonians, Kara possesses the power to absorb the light and radiation of young stars, specifically those in the main sequence yellow spectrum. Her body is constantly absorbing and storing energy from Earth's yellow sun, which in turn grants them incredible powers, such as superhuman strength, senses, impenetrable skin, and even the power to defy gravity.

Yellow Solar Energy Absorption: Like all Kryptoninans in Earth's environment, Kara is able to absorb solar energy from a yellow sun. Her Kryptonian body cells absorb, metabolize and store the energy like a living solar battery, which manifest as her various abilities.

Super strength: Chief among Kara's superpowers is her superhuman strength. As all Kryptonians under a yellow sun, Kara has an enormous level of superhuman strength, enough to easily kill a normal human if she were to punch them directly. After embracing her powers and becoming Supergirl, Kara's true potential started to manifest in a slow pace, allowing her to stop a train moving at Mach 1, or even more impressively, lift over a million tons of condensed star material. Additionally, Kara proved strong enough to literately lift Fort Rozz out of the Earth and into Outer Space. While not limitless, the extent of her super-strength is undetermined as of yet; making her among the strongest terrestrial beings in the known universe alongside her cousin and the Martian Manhunter. Despite her strength, Kara still must physically exert herself when fighting other superpowered beings of similar levels of strength and durability, such as other empowered Kryptonians.

Super speed: Kara possesses the ability to move at incredible super speeds, far greater than that of any normal human, essentially making her "faster than a speeding bullet"; able to exceed well over the Mach 1 - the speed of sound. Once she started to actually use her powers in a less restrained way, she was easily able to move at supersonic speeds surpassing Mach 3, even to the point where she can almost catch up with a speedster like Barry Allen who could go at Mach 13. Additionally, James also implied that Kara is even faster the Clark.

Flight: As all Kryptonians under a yellow sun, Kara is able to fly at supersonic speeds, faster than she can travel by foot, she does this by manipulating her own gravitational field.

Invulnerability: Kara is essentially invulnerable to all Earthly weapons, with bullets simply ricocheting whenever they come in contact with her skin. However, her durability has proved to be somewhat weaker than that of her cousin, Kal-El. This is probably due to the fact that he cousin has spent more time under the Earth's yellow sun than Kara has. She is immune to bullets, lasers, missiles, blades, radiation, cold, and has an extreme heat resistance. she can also survive the pressure of a vacuum.

Accelerated healing factor: Kara is able to heal much faster than a normal human. Also, Kara's body processes and burns calories much faster than any other normal human, meaning she must eat a substantial amount of food depending on how much she exerts herself each day.

Super hearing: Kara has super-sensitive ears that can pick up sounds from miles away. She once heard a sound of over 60,000 Hz and can hear the extremely high pitched signal of Jimmy Olsen's watch.

Super breath: Kara is able to exhale powerful gusts of air from her mouth. She can also cause the temperature of her breath to drop, therefore able to freeze nearly anything.

X-ray vision: Kara is able to see through all solid objects; except for lead.

Microscopic Vision: This is the ability to see extremely small objects and images down to the atomic level.

Infrared Vision: Kryptonians can see with better acuity in darkness, and to a degree in total darkness.

Telescopic Vision: This is the ability to see something at a great distance, without violating the laws of physics. Though limited, the exact extent of the ability is undetermined. In function, it is similar to the zoom lens on a camera.

Heat vision: By concentrating every solar-energy reserve she has in her body, Kara can emit powerful heat lasers from her eyes.

Immunity: Like all Kryptonians, Kara is immune to all forms of diseases and illnesses.

Telepathic Immunity: Like all Kryptonians, Kara is immune to all forms of telepathy.

Equipment:
Supergirl suit: Kara wears a suit specially designed and engineered by her friend Winn Schott. The suit is flexible, yet durable, able to withstand all of Kara's flight, speed and fighting tactics that only a Kryptonian can bring onto the battlefield.

Lead lined glasses: Kara wears a pair of glasses lined with lead. The lead reduces her now enhanced vision, enabling her to adapt and live on Earth without being irritated by her powers.

Lead lined earrings: Functions the same way as her glasses but for her hearing.

Bio:
Kara Zor-El was born on the planet Krypton in the Solar System of Raos. She is the only child of Zor-El and his wife Alura. The eldest child born of the two El brothers, therefore she is the real heir to the house of El. She grew up happily with her family and when she was thirteen, her paternal uncle Jor-El and his wife, Lara Van-El had a baby boy named Kal-El. At the same time, Krypton was dying. The core was unstable and much of the planet's resources had been used up. With Krypton's destruction near, Alura and Zor-El sent their daughter after Kal-El to Earth in one of two pods created by Jor-El, charging her with protecting and raising her baby cousin. When Kara's pod left the Kryptonian atmosphere, the planet finally exploded and the blast wave knocked Kara's pod off course and into a region in space called the Phantom Zone along with the prison, Fort Rozz. She slept for the next 24 years, held in a stasis that kept her in the same age as when she entered. Finally, due to the actions of an alien by the name of Indigo, her pod was able to escape from the Phantom Zone and resume its course for Earth. Her pod crashed on Earth and she was found by a grown Kal-El who had already taken on the mantle of Superman. She was then given to Jeremiah and Eliza Danvers, a couple of scientists who helped Kal-El to understand his powers. They pledged to raise Kara like one of their own. They had one other daughter, Alexandra Danvers, and the two girls became sisters.

Adjusting to Earth was difficult for Kara. In addition to being confused and homesick, she was constantly bothered by her newfound powers. Sounds became unbearable, her vision was overwhelming, and she did not know her own strength. Kara had a few incidents where her identity could have been revealed exposing her to unwanted government testing. The Danvers then told her she needed to hide her powers. Jeremiah developed her signature lead lined glasses in order to help his adoptive daughter adjust.

One evening, a mysterious man knocked on the Danvers household on suspicion of who Kara is. He demanded to take Kara for testing, but Jeremiah Danvers offered himself instead. He never returned and is presumed dead. For the second time, Kara had lost a father.

For the next 12 years, Kara decided to live the most normal life she could. She went to school, graduated from college and moved to National City where she got a job working as the personal assistant to media queen Catherine "Cat" Grant.

One night, after a failed date, Kara heard that Flight 237 bound for Geneva was about to crash with her sister Alex on board. For the first time in her life, Kara embraced her powers and saved the plane, even though she did damage National City's Otto Binder Bridge and was later berated by her sister for exposing herself. Nevertheless, this was Kara Zor-El's debut and she finally felt like she was living to her full potential.

The next day she told her closest friend, Winn Schott, her secret. Winn developed a suit for Kara and printed the House of El insignia on her chest to bear proudly, just like her cousin. James Olsen gave her the blanket Kal-El was wrapped in as a baby for Kara to use as her cape. She at first wanted to go by the name of Superwoman, but Cat Grant used her own influence in the media to dub her Supergirl and it stuck, much to Kara's chagrin. Kara continued hero work with James and Winn at her side and was eventually recruited by the DEO in order to capture and sustain escaped Fort Rozz escapees, including her maternal aunt Astra and her husband,Non.

Kara now stands as National City's very own superhero, working with law enforcement against crime in the city and also with the DEO to detain escaped Fort Rozz prisoners.​
 
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Name: Raven

Alias:
Rachel Arella Roth
Rae

Origin: DC Teen Titans 2010-2015 version

Age: 18

Race:
Azreathan/Human/Demon

Level: Superhuman

Hair: Dark Blue almost black

Eyes: Purple when she has contacts in hazel
When she is mad or in demonic power mode four red eyes

Height: 5'10" (178 cm)

Weight: 110 bl (49kg)

Powers/Abilities:

Soul-Self/Darkness Manipulation- conjure and project darkness from her body, usually in the guise of her soul-self, an astral projection in the shape of a shadowy bird that she can use to see through and manipulate objects. Though the soul-self is normally intangible, it can be disrupted by magic and concentrated sound. This is Raven's main power that she uses, for example when she appears to have claws, flying objects, or wings.
Empathy- manipulate and sense feelings of others (this is seen when Wondergirl and Raven first meet)
Psionics-ability to sense and read minds to a degree that she doesn't appear to notice if someone is physically invisible or not
Teleportation- herself and others with herself to different locations, which is taxing her more than her other abilities.
Chronokinesis-move even through time and even bring passengers, also she appears to be immune to chronological manipulation due to her heritage
Levitation-How she flies it takes like all her powers much focus and concentration. It's just she's done it so often thought isn't as much as it use to be.
Magic- seemingly perform magical spells. Her basic spells involve healing, electricity control, fire Control- it's also kind of an inherited thing but she still has breathing issues when surrounded by it and can get burned.

Levels:
Intelligence 4
Strength 5
Speed 2
Durability 4
Energy Projection 6
Fighting Ability 6
Total:27 (Um hope I did that right)


Equipment:
Communicator
Blue cloak
A black Leotard
Two rings of Azar with a hint of her friends power in them
A belt
And blue boots

Bio:

Daughter of Arella and the demon Trigon. She was born not of earth like her mother but in a piece of earth that a woman named Azar moved to be away from it's original world. Raven grew up on a place known as Azreath. The people of Azreath raised her including the creator of that world Azar. Her mother wasn't allowed to help raise her but Raven was taught of her and knew who her mother was. Once she learned of her father and the prophecy to destroy Earth she seeked out to go there and change fate.

Raven didn't expect to make friend when she arrived. Once she got to Earth she did however. Her friends were the Teen Titans which as time goes on grows more and more. At first she doesn't open up and share who she really is just lives there. Helps when crime is about and hopes maybe by doing good it would make up for what she was destined to do. No one expected what really happened.

Trigon did use her as the portal and he did attack earth. He also did attack Azreath. The first occasion Raven and her friends pushed him back into a prison so he couldn't attack earth again. The Prison was on Azreath and years passed where Raven ended up setting him free against her on free will.

When she released him he attacked Earth and left her to destroy Azreath her first home. The Titans, Nightwing, Beastboy, Cyborg, first Kid Flash, Wondergirl, and others came together to help her. No one wanted to admit what had to be done but Raven wanted it. Starfire shot an energy beam at Raven while she was distracted almost killing her friends minds. Her mother turned as Raven fell Azreath and Earth was saved.Raven was dead.

Few years later the Titans had moved on Beastboy like another Titan still moaned over loss and blamed himself. Until he saw a glimpse of Raven in the park after recruiting the newest team of Titans. No one really believed him.

Raven had been brought back by the church of St. Sebastian. They were a group similar to what her mother had joined that worshiped Trigon. Deathstroke and Ravanger had a assassin list with Raven's head being big money. Beastboy, Robin, Wondergirl, and Superboy went to save her. Starfire came later and eventually Beastboy managed to talk her back at being with the team instead of running for the rest of her reborn life. She died at 25 and came back as once more a teenager of 18. Beastboy supposedly hadn't really aged just became the second youngest original Titan.
Raven is once more a hero of Jump City that sometimes helps in other areas. Such as Dakota, Gothman, Azreath, and Tamerain.

Sites:
Raven (Character) - Comic Vine
Raven


 
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latest

NAME:
Kid Arachnid
Miles Morales
Origin:
Marvel Comics
Race:
Mutant
Age:
Thirteen
Level:
Street
POWER GRID
Intelligence:
2
Power:
4
Speed:
3
Durability:
3
Energy Projection:
2
Fighting Ability:
3
"Spider Physiology:
Miles Morales gained the proportionate abilities of a spider after being bitten by a spider which had been genetically-modified with the Oz formula.

Superhuman Strength:
Miles possesses Superhuman strength, capable of lifting at least 10 tons. His physical strength also extends into his legs, enabling him to be able to jump to a height of several stories in a single bound.

Superhuman Speed:
Miles possesses the proportionate speed of a spider, therefore he can run and move at speeds that are beyond the physical limits of the finest human athlete. Miles possesses the proportionate speed of a spider, therefore he can run and move at speeds that are beyond the physical limits of the finest human athlete. Miles possesses the proportionate speed of a spider, therefore he can run and move at speeds that are beyond the physical limits of the finest human athlete.

Superhuman Stamina:
Spider-Man's advanced musculature produces
Miles' advanced musculature produces less fatigue toxins during physical activity than an ordinary human. This allows him to exert himself physically for much longer periods of time before fatigue begins to impair him. At his peak, Spider-Man can physically exert himself for several hours before the build up of fatigue toxins in his blood begins to impair him.

Superhuman Durability:
Miles' body is physically tougher and more resistant to some types of injury than the body of a normal human. His body is also more resistant to impact forces than most humans. He can withstand great impacts, such as being thrown through a plate-glass window, that would severely injure or kill a normal human.

Superhuman Agility: Miles' agility, balance, flexibility and bodily coordination are all enhanced to levels that are far beyond the natural physical limits of an Olympic-level gymnast.

Superhuman Equilibrium:
Miles possesses the ability to achieve a state of perfect equilibrium in any position imaginable. He seems able to adjust his position by instinct, which enables him to balance himself on virtually any object, no matter how small or narrow.

Superhuman Reflexes:
kid Arachnid's reflexes are similarly enhanced and are currently about 20 times greater than those of an ordinary human. In combination with his spider-sense, the speed of his reflexes allows him to dodge almost any attack.

Wall-Crawling: Miles can cling to any surface using just his fingertips and feet. The extent to how much pressure he can stick to walls is thus far unknown, except that he can handle lifting his own weight.
Miles can cling to any surface using just his fingertips and feet. The extent to how much pressure he can stick to walls is thus far unknown, except that he can handle lifting his own weight.

Spider-Sense: When danger is present, Miles feels a buzzing sensation in his head as a sort of early warning system, allowing him to react accordingly. His Spider-Sense seems to be greatly enhanced compared to that of Peter Parker. One example occurs the night that Peter is killed; Miles dreamed that he, himself, was being attacked by Electro, when, at the same time, the real Electro was preparing to hunt and murder Peter Parker many miles away. This suggests that Miles' ability may be borderline precognitive, as opposed to only warning of immediate danger.
When danger is present, Miles feels a buzzing sensation in his head as a sort of early warning system, allowing him to react accordingly. His Spider-Sense seems to be greatly enhanced compared to that of Peter Parker. One example occurs the night that Peter is killed; Miles dreamed that he, himself, was being attacked by Electro, when, at the same time, the real Electro was preparing to hunt and murder Peter Parker many miles away. This suggests that Miles' ability may be borderline precognitive, as opposed to only warning of immediate danger.

Bio-Electrokinesis: Miles possesses control over the natural electricity his body produces. He is capable of utilizing it for offensive purposes.
Miles possesses control over the natural electricity his body produces. He is capable of utilizing it for offensive purposes.

Venom Blast: Miles can electrocute his enemies or destroy technology by releasing a small spark of electricity from his hands. After the initial spark, moments later the enemy will be electrocuted. It seems that there are varying degrees
Miles can electrocute his enemies or destroy technology by releasing a small spark of electricity from his hands. After the initial spark, moments later the enemy will be electrocuted. It seems that there are varying degrees to this ability, as some opponents have been simply dazed where others have been completely incapacitated. It also seems more effective on people with genetic alterations, such as the Green Goblin and Venom. This power provides a great advantage as Miles can end a confrontation quickly with little collateral damage.

Energy Burst: His most recently discovered power. Miles displayed the
His most recently discovered power. Miles displayed the ability to powerful bursts of energy. After first using it, Miles is left exhausted. It's powerful enough to destroy much of the Hydra laboratory Miles was being held in.[52] This ability can be triggered by extreme stress, or focus on Miles' part, as he consciously activated it in his escape from Black Cat.

Spider-Camouflage: Miles, including his clothing, can blend into his surroundings, allowing him to sneak up on his enemies or, in some cases, flee from them. The resulting effect closely resembles that of invisibility.
Miles, including his clothing, can blend into his surroundings, allowing him to sneak up on his enemies or, in some cases, flee from them. The resulting effect closely resembles that of invisibility.

Regeneration: Miles is able to regenerate his injuries at a much faster rate than normal humans can. This was first displayed when the original spider-bite that gave him powers turned from "huge and gross looking" to a dot within ten minutes.
Miles is able to regenerate his injuries at a much faster rate than normal humans can. This was first displayed when the original spider-bite that gave him powers turned from "huge and gross looking" to a dot within ten minutes.

Immortality (allegedly): Norman Osborn mentioned that immortality is a side effect of the Oz formula because Miles' body was altered by the Oz formula, he would also have such power in theory."-Marvel WIKIA

OTHER ITEMS:
Web-Shooters
Like Peter, Miles uses Web-shooters and a Web Formula to create webs to get around quicker. When the fluid is compressed, it becomes solid. These webs are so strong, it's said that even the hulk can't break them. There are different types of webs depending on what cartridge you put in, but for this, he will only use standered ones.

BIO:
"After Norman Osborn was arrested by S.H.I.E.L.D, and publicly revealed as the Green Goblin, Osborn Industries was left abandoned. Nearly two months before Peter Parker's death, a thief broke into Osborn Industries. Unbeknownst to the thief, a spider genetically enhanced with the Oz Formula crawled into his bag.

Miles Morales, a young kid from Brooklyn visited his uncle Aaron Davis (which was against his parents' wishes, due to his uncle's criminal past) after being awarded the final spot in a charter school lottery. At his uncle's apartment, Miles was bitten by the Oz-enhanced spider, which emerged from Aaron's bag, and Miles discovered he received super-human abilities like camouflage, increased agility, and some sort of stun blast. After revealing his newly found powers to his best friend, Ganke Lee, both concluded he had power similar to Spider-Man's, including wall-crawling. But Miles reacted negatively, as he just wanted to be normal, and decided to leave heroism to the actual Spider-Man.

Months later, Spider-Man died saving his family from Osborn. Miles arrived late to the scene. Struck with grief at not helping Peter Parker before his demise, Miles decided to follow Parker's philosophy -- with great power comes great responsibility -- and so continue Peter's legacy."-Marvel WIKI

SIDE NOTE:
He's new and has little experience as a hero, and since he's only thirteen, he has little real life experiences too. He had learned strategies and such from watching old clips of Spider-Man in action. He has barely been able to use it himself.​
 
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Name: Jason Todd
AKA: The Arkham Knight
Height: 6'2
Age: 23
Occupation: Villain/Anti-Hero
Bio (Taken From Arkham Wiki):
Jason was born on a rooftop to Willis and Cathy Todd, a pair of methamphetamine addicts who were in debt to Carmine Falcone. Willis tried to sell his newborn son to Falcone to settle his debt, but was instead beaten by Sal Maroni. As Jason grew up, Willis frequently told him that he was so worthless that he couldn't even give him away and frequently assaulted him.
Willis and Cathy were both executed by Maroni when Jason was thirteen. It was Jason who told Maroni where to find where they were hiding, but in exchange, the Maroni Familygave Jason his own patch in Gotham City where he could commit crime without interfering with any of their business.

Jason had his first encounter with Batman when he was a witness to a fight between him and Joker at age fifteen shortly after a successful robbery. Jason saved Batman's life by pushing him, unconscious, out of the way of Joker's machine gun fire. Incredibly, Jason stole Batman's Grapnel Gun and used it to defeat Joker. Batman came to and knocked Jason's Pistol out of his hand with a Batarangbefore he could shoot the Joker point-blank in the head. The Joker warned Jason that he would never forget his face before Batman knocked him out.
Batman had Jason arrested for his crime, but he was charged as a minor because he had managed to avoid leaving anything probative behind in all of his other crimes. A Wayne Industries project that placed troubled teens into schools ensured that Jason did not serve his full sentence. Jason was an A student, an excellent athlete, and he attracted the personal interest of Bruce Wayne. A few months after being released, Batman appeared in Jason's dorm, handed him his own Grapnel Gun and a Robin costume, and told him that he had one night to impress him. He did.
Months later, Gotham County allowed Bruce to take Jason in as his ward. Bruce had another entrance to theBatcave built into Jason's bedroom.

Like Dick Grayson before him, Jason assumed the role of Batman's sidekick, Robin. While Jason enjoyed being a hero and had an aptitude for it, he also had difficulty with his temper, recklessness, and self-control, and he frequently disobeyed Batman's direct orders. Reprimands for that behavior rankled the new, headstrong Robin - he expected to be treated as a partner to Batman and a son to Bruce, but instead felt like a mere assistant.
At one point in his tenure as Robin, Joker blew up a school, filled with children. It was at that moment that Jason decided that he needed to die. Going on his own, Jason turned off his comm link and tracer, and tracked the Joker to Arkham Asylum. There, the Joker trapped him and beat him to the point of unconsciousness with a crowbar.
The Joker kept Jason in a sealed-off and abandoned wing of the asylum, tied to a chair. There, with Frank Boles covering for him, Joker tortured and brainwashed the young man. As part of a psychological plan, Joker forced Jason into believing that Batman had abandoned him, and that Batman was the true villain. That would lead to a future confrontation between mentor and ward that would break Batman. Jason was strong, held onto the belief that Batman was out there looking for him, and, would soon find him. However, Joker started to break down Jason's will when he showed him a photo of Batman with the new Robin, Tim Drake
The abuse continued for six months, and Joker even let other Arkham inmates beat Jason. Joker also branded the letter "J" on Jason's left cheek. Finally broken, Joker forced Jason into revealing Batman's identity, but before he did, Joker shot him, and gave the footage of that to Batman, who believed Jason to be dead, finally gave up the search, and did not know that Joker had Jason wear body armor during the filming. After Jason had recovered, the torture continued still, this time under Harley Quinn, who was jealous of Jason for being chosen to replace her as Joker's sidekick, but nonetheless, used her training as a psychologist to manipulate Jason not only into believing that Batman gave him the 'J' brand, but also to shoot the villain Catman, who wore a Batman costume while Jason was under the influence of hallucinogenic drugs. It was Harley who called Jason "Arkham's Knight in Shining Armor" because she believed that if Jason killed the real Batman, she and Joker could be together forever.

Jason broke free during Joker's prison break at the asylum, but Joker had paid well to retain the services ofDeathstroke to make sure that Jason didn't leave the island alive. However, Jason managed to persuade Deathstroke that Joker wouldn't fulfill his contract with the mercenary, but that he could triple his pay if they escaped together. Deathstroke accepted after he force-fed Jason a tracking device. They stole a helicopter to escape, then went to Wayne Tower, where Jason broke into one of Bruce's bank accounts that was earmarked for Batman, by using information that he'd gleaned as Bruce's ward, and transferred all of the money he promised to Deathstroke. Incidentally, Jason had his first encounter with Tim Drake during the break-in, who assumed that Jason (because he was wearing Deathstroke's mask) was Slade's sidekick.

Jason put Deathstroke on retainer. He went on to steal millions of dollars more from Bruce, which paid for the earliest steps of his plans for revenge.

Jason watched Batman and Joker (though it was actually who Clayface posed as a healthy Joker.) He was then approached by the real (and sickly) Joker himself.
After he struck a conversation with his old victim, Joker revealed his continued partnership with Deathstroke, instructed the assassin to aid Jason's quest for revenge, reinforced the young man's distorted perception of Batman abandoning him, and encouraged him to ensure that he became a more well-known figure in Gotham as the Arkham Knight. While Jason brutally beat Joker and made an attempt on his life in retribution for what he did to him years ago, he decided not to, the Joker informed him that he had high hopes for the young man's plans against Batman and Gotham.

After a year of training and planning, Jason formed a militia in Valle de las Guerras in Venezuela. Around this time, he also sneaked into Arkham city and had a run in with the Joker. Mockingly adopting Harley Quinn's moniker for him, Jason picked the alias "Arkham Knight", and knew that, based on the Arkham Asylum andArkham City Incidents, it would haunt Batman once he revealed himself. As the Arkham Knight, Jason returned to Gotham City where he forged an alliance with Hush and went on an intense fact finding mission to determine the abilities of Batman's allies and steal the schematics of Batman's weapon and vehicle arsenal, so that he could reverse-engineer them, for both him and his militia's use.
Jason had Deathstroke train the militia as well as fight Robin and Nightwing to test their weaknesses, shadowed Batman to keep up with his activities following the Joker's death, and frequently downloaded schemata from Batman's computers. Jason also went on a campaign of intimidation to 'persuade' some of Gotham's super villains to work for him, including Harley Quinn, Firefly, and Bane (whom he'd abducted after Bane was knocked out in a fight that he orchestrated).
Nine months after the Joker's death, Jason somewhat reluctantly partnered with Scarecrow to end Batman once and for all. Together, they managed to get all of Gotham's most powerful villains to work towards a singular goal - the defeat of Batman.

Powers Levels
Intellegence: 3
Strength: 3
Speed: 2
Durability: 3
Energy Projection: 1
Fighting Ability: 7

Skills:
  • Weapon Master
  • Marksmanship
  • Tactical Analysis
  • Intimidation
  • Peak Human Conditioning
  • Stealth
  • Master Martial Artist
  • Violent
  • Fiery Temper
  • Master Escape Artist
  • Master Acrobat
"You always told me Bruce: Focus on what I want to achieve, and it'll happen. Well you wanna know what I want now, huh? I want you dead!"
 
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Name: Hugo Strange
Age: 45
Talent: Normal
Alias: The Philosopher

Bio: Hugo Strange is currently the head of Psychiatry at Arkham Asylum. To most, Strange looks like a great man with good intentions. He has multiple masters degrees, and has worked with the sick and even Wayne Enterprises at one point. But what most people don't know, however, is that Strange runs a lab under Arkham codenamed Indian Hill. What is Indian Hill? Easy. It's a land that was formerly owned by Carmine Falcone before Strange "persuaded" him into letting him buy the property. Now Hugo uses the land as a top secret research facility where he experiments illegally on various humans, changing them and turning them into what can only be described as monsters. He's even looked into reanimation, though he hasn't gotten far enough yet. Strange also managed to convince Jervis Tech, AKA The Mad Hatter, to lend him some of his mind control technology. However, what Strange considers his biggest accomplishment is finding out the Batman's identity to be Bruce Wayne without any outside help whatsoever. Over time, Hugo has grown an obsession over The Dark Knight, even to where he holds his own Batsuit in a secret room in his office in hopes that one day he can take over the mantle of Bruce.

Personality: Strange has a Messiah Complex, plain and simple. He will often step on others to achieve his own goals, which usually is what leads his own downfall. Strange is not to be taken lightly, however. He possesses a genius level intellect that even surpasses that of The Dark Knight's.

Intelligence: 6
Strength: 2
Speed: 2
Durability: 2
Energy Projection: 1
Fighting Ability: 1


 
Name: Azalia Ashburn
Age: 20
Height: 5"8'
Build: Thin but athletic.
Power Level: Superhuman

Strength 2
Durability 2
Intelligence 6
Energy projection 7
Speed 4
Fighting ability 2

Total:23

Occupation: College Student (Currently Homeless)
Appearance:
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Personality/Bio: Sweet, kind and loving... all words many would say that describe who Azalia Ashburn is. But, not many people know who she truly is. Azalia is a girl who deals with the very darkness that despite advancement... people still fear. Diving into this spiraling chaotic maelstrom Azalia's mind has paid the price. Years of needing to focus and feel the full strength of negative emotions have left her depressed and ridden with anxiety. But, despite these short coming when she is not using her powers she is smiling and energetic.

When out in public and not actively using her dark energy Azalia is often smiling and going from place to place without worry. Energetic and full of life she sees everything through a gilded glass window. But, behind this face is a girl who, through years of challenge and adversity has formed a strong mental wall. Unyielding and relentless in her pursuit of bettering herself she has never let her inability to see slow her down. Using this disability to better herself she found uses for her powers she never imagined and through her perseverance she gained the ability to see through that which she creates..

Dark energy itself is chaotic, random, manipulative and crazy. But, one thing that it is over all else is negative. When using her dark energy powers Azalia is opening herself up to the full strength of her most feared emotions. Having to feel them, experience them and grasp them to form the energy required it undoubtedly leaves an impact on her when finished. The aftermath of her conjuring the energy can only bedescribed as blank. Unable to deal with the feelings any long she simply blanks herself to keep from breaking down when it matters. Whenever the event ends the full brunt of what she was keeping down hits her often causing severe bouts of depression that last until she levels herself out. The intensity of these episodes are dependent on the amount of energy required.

Flaws:

Near sightless- At any distance farther than a foot Azalia can not see. Due to this she relies on the sight granted to her by the creatures she constructs.

Depression: Stemming from the chaotic side of her powers the raw dark energy corrupts not only the constructs she gives life to through darkness but her mind.

Physical Weakness: Lacking in strength Azalia relies on her speed and creations to shield herself rather than blocking with her own strength. She is far from as durable as others.

Power Compilation: Construct magic/Dark energy manipulation.

Construct Magic
  1. Matter Manipulation- It matters not if it is a solid, liquid, gas or plasma, if it exists it can be bent to Azalia's will. Shaping this matter Azalia uses only her minds and her hands to guide the construction and creation of whatever it is she is trying to do. This process itself is done through incantation and strong concentration. Doing this in a combat zone requires serious concentration and mental willpower.
  2. Energy Bonds- Following the construction of whatever Azalia is attempting to build comes the bonding process. This process takes time as Azalia must inscribe the corresponding runes to allow the energy transfer to take place without a break in the chain.During this long process any interruptions could end up turning horrible as the energy being transferred could escape and go else where in the world.
  3. Seal- The seal is the last step before the activation of the construct. At this stage Azalia has two options ahead of her. With the seal closed the construct can be activated. If it remains open it can be used at a later date if required. More often than not Azalia keeps many normal construct seal's broken so she can work on them when required.
  4. Activation- The spells and magic required to bring the construct to life require all previous steps to have taken place without any interruption. The entire process depends on the size of theconstruct. It can take five minutes to two weeks to bring a construct to life. If all previous steps were completed Azalia can begin the incantation to bestow upon the creation the breath of life. This last step drains Azalia deeply as she siphons off her own life force togive it to her creation
Dark energy manipulation-​
  • Stitch- Through the manipulation of dark energy Azalia can reach out beyond her normal arms length to grab objects. The shadows surrounding her seem to stretch and writhe like living energy. These threads can shoot out to act like needles, anchors or even another hand if enough are used on one task.​
  • Chaotic theory (Passive)- This is the advanced version of Murphy's Law. Instead of things happening at a whim, things around Azalia will begin to malfunction, spark and even stop working for a period of time. Things that have a low chance of occurring now have a higher chance of occurring. Bad luck follows Azalia and afflicts those around her.​
  • Dark Manifestation- Pulling energy from the raw negative emotion of what makes us all human has unusual consequences. More often than not, things come along with the energy when it bursts intoreality. What these things are is not known. Only Azalia knowswhat these energy anomalies are. Often, they dance around her causing mischief and chaos before being rounded up by the girl. They are at their basic, chaotic and distrustful.​
  • Dark Possession- Unsure of what exactly she has on her hands Azalia has been pushing the anomalies into her creations by bonding them directly to therunes. After this process she will seal the construct shut leaving the anomaly to act accordingly and move with a physical body. Proving stronger and faster than normal constructs it didn't take long for the downsides to show as well. For all their benefits they were still at their core dark and chaotic. The creations at all times must be close or near Azalia for her to actively control them without them wandering around causing chaos. (Essentially she needs to herd the smaller ones.) Over time the constructs will change their outward appearance to look more like what they truly are.​
  • Dark Revival- Calling upon the power of the anomalies around her she amplifies her own powers for a magical incantation meant to bring those that have perished back to life. Highly looked down upon and only doing it in secret it has left Azalia with an odd fascination with the dead. What she has done with this magical ability so far is unknown.​

Theme:
Vistine Rabbits
Rabbits (close)
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Strength: 1
Speed: 6
Durability 1
Intelligence 1
Fighting Ability 1
Energy Projection 1

Unknown creatures stemming from the very use of her powers the raw energy brings these beings forth. It is not known if they simply answer the call of the user or if they are along for the ride. What is known is that they are at their basic, chaotic, deceitful and distrustful. The only being they seem to REMOTELY listen to is Azalia herself.

Sight-
Arriving in packs of six these creatures lack much of anything other than granting Azalia sight in many different directions.

Blink/Incorporeal:
Being from another plane entirely these creatures have gained the ability to blink to different locations within their direct proximity. This also grants them the ability to go invisible to all, even Azalia herself. During this time the Sight ability is not active.

(All in all these creatures are HYSTERICAL. Think of cracked up but not deadly gremlins. But, likely won't be seen until Azalia's powers are known.)


Jehmorcha

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Strength 3
Durability 5
Speed 4
Intelligence 2
Energy Projection 1
Fighting Skill 3

Mount
This creature's sole purpose is to be used for Travel. Due to Azalia's powers often bringing her down a way of traveling without using them had to be developed.


Wyvern Tail
Being Stung by the tail of this creature is a one way ticket to the hospital if it doesn't kill you outright. (Normal Human.) The neurotoxin injected into the body can cause almost instant paralysis and dependent on the place stung, heart failure.

Heightened senses
Increased eyesight and several auditory organs allow this creature to stay alert with senses that go past even the most trained and genetically perfect dogs. (Not sure how to describe this in more depth.)



These are just two and the only two that she will have anytime soon. The larger creatures will likely come in once things begin to roll with her and conflicts arise. She hasn't had a need to overly experiment... and creating larger constructs will require Biological matter and will be very overt.​

My initial kneejerk reaction to a character like this was no, but then I looked it over. Since it takes awhile to make a construct, she's a protagonist, and she has quite a bit of handicaps to make up for it - I'm intrigued.

To make it a more comic-book style power, how about we tweak the origin of her powers just a tad. Drawing on emotion to make physical constructs sounds a lot like a Lantern Corps member, but the way it gets away from her doesn't. So, perhaps she pulls on the same "Battery" that a Sinestro Corps (Yellow Lantern - Fear) does, without the use of a ring, leaving the power raw and uncontained, hence the chaotic effects. And whereas Lantern Corps members can instantly create constructs without a lot of thought, she has to use the environment to do so.

She can be ENTIRELY unaware that this is what she's doing, but on the back end, nuts and bolts, this is what's happening. This leaves it open for when an actual Lantern comes across her and recognizes the energies...

What do you think? (Also it would be a great idea if you repost your character and my response in The Drawing Board in Clan Discussions, and join the Clan, cause I have important stuff to relay in discussions, and I won't post someone else's PC)

Looking forward to this!
Cheers!
 

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Origin: London
Age: 35
Race: Human
Level: Enhanced


Intelligence 4
Strength 3
Speed 2
Durability 3
Fighting Ability 2
Energy projection 5


Skills:

Abilities: Similar to the characters in the video I posted, Rewind has fashioned his clothes to have slots that resemble a VHS player so that when a VHS tape is inserted into said slots, it projects a holographic 'shell' let's say with mass that covers Rewind. Say he puts in the Texas Chainsaw Massacre tape, the image that's put forth would be of Leatherface, say he puts in Short Circuit, it'd be of Johnny Five, he puts in King Kong, etc etc.

The shell is referred to as such because Rewind doesn't actually turn into King Kong or Leatherface but rather a representation of the character appears in holographic form with Rewind nestled safely behind it. If King Kong(1933)'s tape is put in, the shell may as well be a suit of armor that Rewind is hiding within. There are also additional slots on his arms and legs which he can use in a desperate situation and the slot on his chest has been damaged in some capacity. For example he could put in a VHS of Friday the 13th Part 6: Jason Lives in the left arm and get a superstrong projection of Jason's left arm with machete in tow and he could put in Nightmare on Elm Street 3: The Dream Warriors in the right one and get Freddy's claw. For his legs, he could give himself the legs of a monster such as the Alien or the Predator to give a bit more 'oomph' behind kicks and such.

However, there is limits to Rewind's tech. If a tape gets damaged while it's stuck in the slot, this could prevent a perfectly good slot from opening while the projection fades and Rewind's left vulnerable as he has to scramble to either pry open the incapacitated slot and rip the ruined tape out or place a new tape into one of the other slots. That and if a character is strong enough, they can reach through the projection and rip the tape out of the slot leaving Rewind once again vulnerable.

Also, Rewind can't record off a home movie on VHS or anything like that since it doesn't have a central character and is just a real life family going throughout their business.

Bio:

Will be worked on laters. Just wanted to get this up here/Edit it at a later date or whatever.

 
  • Love
Reactions: Mr. Briggs Inc.

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Johnny C

Origin:Went from something into a homicidal maniac
Age: 20s
Race: 100% vanilla human
Street level
Hair: Black
Eyes: Black
Height: 5'9(dude weighs 115!)


Intelligence 3
Strength 2
Speed 2
Durability 3
Fighting Ability 4
Energy projection 1


Skills
Agility
Marksmanship


Stealth
Unarmed Combat
One of Johnny's better traits when it comes to his killing ability is how he's capable of turning practically anything into a weapon.


Equipment:

Two twin knives are what Johnny usually keeps on his person along with a pistol. The pistol isn't often used for killing people however as Johnny finds it rather boring. The pistol most of the time is meant to be there in case the voices within Johnny's head urge him to kill himself and who knows? Maybe he'll finally go through with it.


Bio:

As the name of the series suggests, Johnny is a paranoid schizophrenic with severe psychotic tendencies who murders people in increasingly bizarre ways for increasingly bizarre reasons. He appears to be cognizant both of the fact that he is insane and that he is committing excessively violent acts, yet he seems mainly to be uninterested in stopping. He occasionally experiences lucid moments in which he expounds at length on the nature of life and the state of society, assessing the flaws in both people around him and himself. These monologues frequently end either with non-sequiturs or acts of violence. He spends much of his time torturing and murdering people, painting the wall in his house that holds back the Wall Monster with fresh blood, attempting suicide, and conversing with the various representations of his inner voices and delusions, notably Nailbunny, Mr Eff and Psycho-Doughboy.

Though there does not appear to be any rational reason for Johnny to commit his crimes, he often refers to the need to re-paint a wall in his house with fresh blood in order to prevent the dried blood from changing colour and allowing whatever is behind it to emerge. He also frequently directs his violence against himself, resulting in a number of suicide attempts that inevitably fail because he is actually incapable of dying. He is also apparently unknown to the police, or at least they are incapable of capturing him; his crimes are frequently very public and he makes no effort to cover them up or hide himself, yet he has never been arrested or even questioned. This unwanted immortality and apparent invisibility in the eyes of the law is tied to Johnny's status as a "waste-lock". Basically, he unknowingly protects and contains a "space" that holds within it the residues left behind by the negativity and aggression of humanity. When his suicide attempts eventually succeed, he "flushes" this residue out into oblivion and is restored to life. It is revealed that he is the sadistic murderer that he is because of the pressures of being a waste-lock, and that he will stay so forever.
 
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Character Name: Hulk

Canon: marvel comics

History:


Doctor David Banner: physician, scientist; searching for a way to tap into the hidden strengths that all humans have. Then an accidental overdose of gamma radiation alters his body chemistry. And now, when David Banner grows angry or outraged, a startling metamorphosis occurs.

Wanted for a murder he didn't commit, The Creature was driven by rage and pursued by an investigative reporter until his fall from a plane three years ago.

latest
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When the previous version of the Hulk died from falling, something ended but something else began. The Hulk is now more distant from David Banner's personality, having more of a will of it's own.
David Banner is believed to be dead; and he must let the world think that he is dead, until he can find a way to control the raging spirit that dwells within him...

**Personality:

When the previous version of the Hulk died from falling, something ended but something else began. The Hulk is now more distant from David Banner's personality, having more of a will of it's own.
The Hulk is still largely a manifestation of raw emotion: childlike, easily enraged, not very verbal, and mistrusting
David Banner's personality resides within, affecting the Hulk's memory and choices, but the two are now separate and can have their own memories and agendas.




Intelligence: 1
Strength: 7
Speed:3
Durability:7
Energy:1
fighting:5



**Attibutes:

The Hulk possesses an incredible level of superhuman physical ability. His capacity for physical strength is potentially limitless due to the fact that the Hulk's strength increases proportionally with his level of great emotional stress, anger in particular.
The Hulk uses his superhumanly strong leg muscles to leap great distances. The Hulk has been known to cover hundreds of miles in a single bound and once leaped almost into orbit around the Earth. The Hulk can also use his superhumanly leg muscles to run at super speeds, although his legs have limitless strength he does not have limitless speed and once he reaches a certain speed his legs become too strong and destroy the ground giving him no friction to run on, therefore he jumps to travel.
The Hulk can slam his hands together creating a shock wave, this shock wave can deafen people, send objects flying and extinguish fires. His thunderclap has been compared to hurricanes and sonic booms.
The Hulk has shown a high resistance to physical damage nearly regardless of the cause, and has also shown resistance to extreme temperatures, mind control, nuclear explosions, poisons, and all diseases. In addition to the regeneration of limbs, vital organs, and damaged or destroyed areas of tissue at an amazing rate. The Hulk also has superhuman endurance.
The Hulk's body also has a gland that makes an "oxygenated per fluorocarbon emulsion", which creates pressure in the Hulk's lungs and effectively lets him breathe underwater and move quickly between varying depths without concerns about decompression or nitrogen narcosis.

The Hulk keeps David Banner alive, taking over and starting to regenerate whenever Banner's life is seriously injured.​
 
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Character Name:
Tyler Fenwick, "The Red Panda"

Canon:grandson of IDW/Decoder Ring Theater's "Red Panda Adventures"

History:

Now presenting the continuing advntures of canada's greatest mystery man
that scourge of the undworld
hunter of those that prey on the innocent
The marvelous masked mystery man known only as the Red Panda

The red panda, mysterious masked marvel, hides his true identity as Tyler Fenwick
one of the wealthiest men Canada
as part of his never ending battle against the forces of darkness and oppression
under the tutelege of his grandparents, August and Kit Baxter Fenwick
he fights a private war that evildoers everywhere
shall know justice at the hands of the Red Panda.

**Personality:

His grandfather August Fenwick began the legacy of the Red Panda due to his belief that his priviledged lifestyle should be used to help those less fortunate. The idealistic Tyler Fenwick follows very much in his father's footsteps.

Tyler considers himself a mystery man, not a superhero. He follows philosphies more closely related to those the the Lone Ranger, The Shadow, or Doc Savage. Not as concerned with working within the boundaries of the law he feels is often corrupt, he has a large independent streak and prefers to call his own shots.

Intellectual and playful to sardonic in personal approach at times, but generally friendly unless confronting an enemy in which case he is often more "theatrical"

Like the Lone Ranger, he has his own code which constantly effects his decisions on what lengths he is willing to go to in each situation. Those these ethics are very situational and often utility-based snap judgements, they are based on a group of absolute principles he holds.

Not a fan of the United States government or bg businessmen, which he sees as too easily corrupted, he prefers to work alone and only checks in back home with his grandparents in Canada.

Uses his regular identity as Tyler Fenwick, owner of Fenwick technology in Canada, to a much greater extent than his predecessors, believing that the hearts and minds of the public are as much a tool as anything he does as the Red Panda.

Spends large amounts of time alone training his skills as Red Panda, studying applied physics and plotting his next business and public policy moves as the owner of Fenwick technology

Self titled: "The world's most violent pacifist"

Intelligence: 5
Strength: 2
Speed:2
Durability:2
Energy:1
Fighting:6.

**Attibutes:

Hypnosis- The Fenwick family all have a natural gifting/mutations in the area of hypnosis, and since August Fenwick's studies with the greatest hypnotist of his day have practiced and expanded the talent. As a Red Panda, Tyler's usual hypnotic practices include projecting multiple images of himself, erasing people's memories, getting information directly from people's minds, and causing others to forget things in certain circumstances. The effect is instant and can be used on anyone who can understand him, at times with concentration he can even break language barriers or "hypnotize and idiot"


Inventor-
With PHD's in Engineering and Physics Tyler has also continued the family's legacy of inventing the right gadget for the right situation. Also like his grandfather, he most often conceives the general idea of what he wants and has a group of scientists to actual develop the item. Sometimes, that group even includes the original Red Panda.

**Equipment

The suit he wears as the Red Panda is actually both flexible and bulletproof.
Red Panda static shoes which allow him to walk up walls or jump between buildings.
Red Panda mask has a mode allowing him to see in ultraviolet or infrared spectrum
small hidden finger lasers for escapes
electromagnet he uses to destroy magnetic media
cryptographer sequencer he uses to get around computerized security
audio frequency jammer he uses to interrupt communication channels
mask has small microphone with a recorder
grappling gun for climbing walls or swinging between them
carries advanced tracking devices which he can plant on enemys or vehicles.
Earbuds connected to a machine that lets him listen in on audio sounds carried over the airwaves, including cell phone conversations.
Police-grade handcuffs.
 
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Origin: "DCverse OC"
Name: Matthias Orlok. AKA "Nosferatu"
Age: 26 years
Race: Modified Human
Level: Street
Hair: Black
Eyes: Red
Height: 5'9​


Powers: Metahuman Durability and Strength(1800 lb), Retractable Fangs that allow him to drain blood like a vampire bat, narcotic saliva with anti-coagulant properties. Regenerative tissue upon blood consumption.

INTELLIGENCE: 3
STRENGTH: 4
SPEED: 2
DURABILITY: 4
ENERGY PROJECTION: 1
FIGHTING ABILITY:5


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Overt Aggression and pain induces a transformation into a Man-Bat form. The mind regresses to more feral behavior until the trauma has run its course or until the Man-Bat consumes blood, though this is ill-advised as it would kill the victim. Echolocation and flight are added in this form, along with heightened senses. Sonic scream impulse is also included, both as an attack as well as a method for hunting prey.

Man-Bat stats

INTELLIGENCE: 1
STRENGTH: 5
SPEED: 3
DURABILITY: 4
ENERGY PROJECTION: 4
FIGHTING ABILITY:1

Skills:Researcher at Wayne Enterprises, graduated with degrees in Chemistry, Computer Science and Medicine. Muay Thai practitioner. Can name every Grey Ghost episode in a heartbeat.

Equipment:Clawed gloves and spiked/armored boots(For climbing and fighting), First Aid kit, Impact Smoke Grenades(homemade), Internet-ordered Taser, Pepper Spray bottle.

Bio: Dr. Matthias Orlok is a graduate of Gotham University, known for his research into Lymphoma Cancer. Seeking a cure for his own symptoms, Matthias believed it could be found in the anti-coagulant properties of the saliva of a vampire bat to break down the tumor, but his serums always broke down before they could finish the job. Upon working for Wayne Enterprises, Matthias came to the conclusion that perhaps in his colleagues work, he might find the answer and so requested permission to investigate Dr. Kirk Langstroms work, though he would be denied.

Frustrated after repeated requests, Matthias finally broke into the records. Using a combination of his skills and his knowledge, he bypassed security and hacked the mainframe to uncover a ghost file that contained it all. Setting aside the ghost file for another time, Matthias eagerly began the experiment to determine if it worked, using himself as the test subject. Unfortunately, though the serum DID cure his cancer, it also mutated him, splicing his DNA with that of the bat saliva in his serum, transforming Matthias into a superhuman mutant with a need for blood. Among other, more twisted side effects though thankfully, he would be stopped by Batman before any innocents were killed.

Unfortunately, the research and his work would be destroyed in the fight between the two and upon learning the military wished to weaponize his condition, Matthias fled. Wandering from safehouse to safehouse, he uses his medical skills to work as a doctor by day and to earn enough for equipment to cure his condition by nights.

Or at least, that was the plan.

Somehow along the way, he began to use his condition to help people. Embracing his memories of the Batman, he took upon a costume meant to inspire fear and a name he found ironic, as well as echoing a memory of a happier time. When night falls, Matthias vanishes.

And Nosferatu rises.

Trivia


He was a volunteer at the Thompkins Clinic.


All his equipment for crime-fighting and sometime robbery is homemade.
 
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Origin: "Dynamite-verse OC"
Name: Lucifer Matthias Tepes. AKA "Lightbringer"
Age: 25 years physically.
Race: Damphir
Level: Enhanced
Hair: Black
Eyes: Red
Height: 6'1


Powers: Lucifer is a Damphir- A human and vampiric hybrid, bred by black magic and weird science. As thus, the abilities of a classic Nosferatu shine more clearly in him then most who were birthed, rare as they are. Currently, his optimum strength is a class seven in optimal circumstances, far greater then most vampires due to the Scholomance experimentation. His senses are sharper by night, his eyes able to see in the dark. He can walk on walls and with the fresh consumption of blood, can regenerate wounds that would otherwise be fatal as well as boost his strength and speed to greater heights. Among the fantastical ability he has is the power to shape-shift, to command animals, perform hypnotic control over victims he bites and perform dark sorcery.

His fighting style consists of using a sword-and-pistol combination, mastering both as well as Kung Fu.

Daylight weakens him, rendering him to base human norms and preventing access to his powers. Decapitation and complete destruction of the heart combined are also a way to kill him.


INTELLIGENCE: 4
STRENGTH: 4
SPEED: 3
DURABILITY: 4
ENERGY PROJECTION: 1
FIGHTING ABILITY: 7


Skills: Gunslinger(Revolver), Swordmaster(Katana), Martial Artist(Kung Fu), Black Magic(Necromancy- Magic regarding the dead. Was one of the primary methods he used to gain information back in the day. Also good for creating cannon fodder.), Knowledge(Sorcery- While a minor practitioner at best, he can recognize it and knows enough to dispel or avoid traps others might have.), Knowledge(Occult- The occult world and its secrets are a specialty of his.), Knowledge(Monsters- After turning hero, he specialized in hunting monsters to save people, which resulted him in facing a number of them. Mostly Zombies, Deadites, Vampires, Werewolves, Skin-Walkers, Tricksters and Faeries.)

Equipment:

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A weapon gifted by the Scholomance. Bullets loaded are branded with runes by the chamber, which infuses them with necromatic energy. A graze drains your life force and makes the target sick and disoriented. A kill shot takes their life force and sends it direct to the wielder of the gun. Meant as much as a method of feeding without tell-tale vampire evidence as well as a sneaky way to hunt.

Katana. Ordinary.

Sawed-off shotgun.

Assorted Ammo.

Bio: Lucifer Matthias Tepes is the son of Dracula.

Created by the Scholomance during the eighteen-hundreds after Dracula's defeat, Lucifer was their agent in America who crossed paths often against Carter Slade. At first as enemies, then later as allies. For a time, he even joined up in a team consisting of Carter Slade, Jonah Hex, Jeremy Winston, Dorothy Gale and Anastasia Luccio known as the Wild Bunch. A final mission, consisting of the Deadites and centering around the Coin of Solomon in the hands of his former masters. In the final battle, Lucifer was staked in the line of duty and buried with full honors by his friends who thought him dead.

Centuries passed, the world changed and the stake rotted away, leaving Lucifer to heal slowly before being dug up by a museum. A drop of blood on the corpse triggered his full regeneration, turning him into a mindless monster wandering New York City, till stopped by the newest incarnation of the Ghost Rider, who brought him to his senses.
 
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Origin: Epic-verse OC
Name: Marcas O'Connor
Age: 23 years
Race: Modified Human
Level: Enhanced
Hair: Black
Eyes: Green. Red when channeling power.
Height: 6 feet.

Powers/Skills
  • Mastery of Ninjitsu : Raised by the Foot Clan since he was four, Marcas serves as the Madripoor equivalent of Oroku Karai from the New York Branch of the Foot Clan. His personal fighting style revolves around overwhelming and obscuring the senses. His current rank is that of Chunin - Second in command. He answers to the Jonin of the Madripoor Branch, known on the streets as the Ronin.​
  • Arondight : A holy sword wielded by Lancelot that is the counterpart of King Arthur's Excalibur. It was given only to someone who could be exalted as the "perfect knight", the strongest, bravest and truest knight of an era, which signifies the unrivaled Lancelot out of all those who sat at the Round Table of Camelot. Its special ability is the power to 'drink' in magic and harm those of a spiritual nature. It was gifted to Marcas obtaining upon his rank as a Chunin and serves as his main weapon.​
  • Mastery of Magic : While no Sorcerer Supreme, Marcas narrows his focus to Clan Mysticism and has a practical and extensive knowledge of magic in general, using it in his line of work to identify items and spells, as well as know how best to counter them.​
  • Underworld Connections : A given, considering his role in the Foot Clan. Here, it allows him authority and standing to broker deals, command the Genin at the behest of the Jonin of Madripoor's branch and ensure the Foot Clan's standing remains strong.​
  • Honed Body : A lifetime of freaky Clan mysticism and healthy living creates a body a bit more durable than the average human, allowing him to take more punishment as well as having the mental fortitude to shut out pain and mental invasion.
  • Multilingual : Among the languages he speaks are French, English, Spanish, Mandarin, Cantonese, German, Italian, Latin and Japanese. All as a matter of survival, as Madripoor has many dialects and his work requires him to travel.​

Power Grid

INTELLIGENCE: 5
STRENGTH: 3
SPEED: 2
DURABILITY: 3
ENERGY PROJECTION: 4
FIGHTING ABILITY: 5

Equipment

The Mask and Hood of the Inquisitor - Other than the mask being an air filter for gas, its mere theatrics meant to terrify lesser beings. The cloak connected with the hood has weights sewn in at the ends though, allowing it to be an impromptu weapon if need be. The red cross is his mark.

Arondight - His weapon of choice. He never goes anywhere without it.

Body Armor - Paid for out of his own pocket and worked on personally, the idea was to create modern armor that would be strong enough to repel blades and bludgeoning weapons, yet still be light enough to allow him to perform his usual moves.

Utility Belt - Containing all a ninja requires to survive Madripoor. Mostly, it contains his personal explosives and smoke bombs.

Biography

His name is Marcas O'Connor. Irish-American descent, one of many who call Madripoor home. His parents were tourists who were killed by locals in Lowtown and after demonstrating a latent cunning to impress the Foot Clan Madripoor Branch leader, he was taken in as a ward and raised in their ways. Marcas took to it all like a fish to water and it shaped his personality and world views. To him, the Clan was everything. It was family, it was savior and it was home. It was parent and it was teacher and to all these things, he pledged his personal loyalty to.

His teacher, pleased with his progress began to teach him in other ways and gave him the name Madripoor knows him by.

Inquisitor.

Acting as the Foot Clan's go-between and agent, he fulfills the Madripoor Branch's day-to-day needs and sees to it they remain strong, in addition to acting as the Clans personal answer to mystic threats in their territory.

In terms of Madripoor, there is a grudging respect from rivals as the Inquisitor's word has always proven well. To him, there's never anything personal. Only the will of the Clan insofar as he is commanded. Within the lower ranks, the Genin see him as a great leader, as he asks nothing of them he has not already done or would do for the Clan. In Lowtown, though the locals are wary, those of a peaceful disposition sleep peaceful in the knowledge the Inquisitor hunts down in his spare time, anything in their district that would prove an enemy to the Foot Clan and those under their personal protection. This also has the added bonus of keeping his skills sharp.

Trivia
  1. His name means 'God of War, Patron of Warriors'.​
  2. He likes spicy food immensely. His favorite snack are pickled habaneros, which he puts on all his food.​
  3. He's a secret aficionado of Johnny Cage movies.​

 
SO I FINALLY REGGED A CANON CHARACTER!




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Optimus Prime.

Origin: Cybertron
Age: Centuries.
Race: Autobot
Level: Global

Intelligence 4
Strength 7
Speed 3
Durability 6
Fighting Ability 4
Energy projection 6

Skills:

Abilities: In robot mode, Optimus Prime actually splits into three components. The Optimus module is the robotic sentient being that is the storehouse of his vast knowledge and strength. He can lift 4,000,000 lbs. and blow from his fist exerts a force of 12,000 lbs. per square inch. He carries a laser rifle and can burn a hole in the nosecone of a Decepticon jet fighter at a distance of 30 miles, aided by his outstanding visual acuity. His Prime module also known as Roller, is a smart cart shaped device that he uses to unobtrusively slip behind enemy lines. He can maintain radio control over it at distances up to 1200 miles. Having Roller present somewhere is like being there himself. He can operate by remote control his Combat Deck module up to a distance of 1500 feet. The Auto Launcher mounted on the deck can use a variety of artillery and radiation beam weapons, including most of those used by his fellow Autobots. The launcher also includes a highly dexterous grapple arm which allows it to load itself and change its weaponry. The communications disk antenna mounted on the launcher provides a link between Optimus and all his fellow Autobots within a radius of 50 miles. It can be adapted to a satellite hook up that increases its effective range 10-fold.

Bio:​


Optimus Prime is the awe inspiring, powerful and compassionate leader of the Autobot forces. Originally a working-class civilian, he was chosen by the Matrix to command the Autobots, which was merely the first of a number of burdens he would be forced to bear — another being his unintentional relocation of the Transformers' age-old conflict to Earth. He is the complete moral opposite of his mortal enemy Megatron; every casualty, human or Cybertronian, soldier or civilian, weighs heavily on his spark. He does not openly display these emotions to his fellow Autobots however, and sometimes nearly succumbs to despair. He believes that "freedom is the right of all sentient beings", and has fought for thousands of years against the bellicose Decepticons. In an attempt to bring peace to the galaxy, the Autobots require a strong, charismatic leader who can lead from the front, and by example, which are some of the most prominent characteristics of Optimus Prime. His ability to lead is a pivotal weapon in itself, so much so that it helped to turn the tide in the early years of the Great War in favor of the Autobots.
On the battlefield, there are few who can rival Optimus Prime's prowess. His ion blaster and his energon-axe are deadly weapons, though sometimes lacking when compared to others. He is easily the strongest of any Autobot his size, and what he lacks in raw firepower he easily augments with selflessness and bravery. Optimus would sacrifice his life to protect his fellow Autobots or those under his care, and has on a few occasions. His compassion for other sentient beings is his only constant weakness, and one the Decepticons have exploited time and time again... though ironically, it's also the source of his strength.
Optimus (almost always) carries within him the Matrix of Leadership. His robot modes split into three components:
  • A sentient robot module, the Brain Center.
  • A wheeled drone module known as Roller, which at least once in the Generation 1 cartoon is referred to as a separate Autobot in its own right.
  • A Combat Deck.
Although Optimus Prime can function as three independent modules, injury to any one module is felt by the other two.
 


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Age: 36
Race: American
Enhanced
Hair: Black
Eyes: Blue
Height: 6'2"

Intelligence 6
Strength 3
Speed 2
Durability 3
Fighting Ability 7
Energy projection 1

Skills

  • Indomitable Will: He has no known superhuman powers, but he does have an extreme, almost superhuman "force of will".
  • Intimidation: It is widely known that Batman has the ability to instill fear in others, even the people that know him best are intimidated by him. Even those who aren't afraid of the likes of Superman fear Batman.
  • Expert Inquisitor: Batman is adept in the use of interrogation techniques, employing anything from law enforcement methods to outright torture.
  • Peak Human Conditioning: Through intense training, specialized diet, and biofeedback treatments, The Batman represented the pinnacle of human physical prowess. His physical attributes exceeded that of any Olympic level athlete that has ever competed. His strength, speed, stamina, agility, reflexes, and coordination are at the peak of human potential. Batman began his physical and mental conditioning when he was 11 and then intense physical training and weight lifting at age 12. He had mastered full body control by the time he was 18. Wayne abstains entirely from drinking alcohol, though he presented Bruce Wayne, his alter ego, as a borderline alcoholic (he created this illusion by drinking ginger ale and pretending it was champagne). Batman's refusal to drink was directly linked to keeping his body in its absolute best. Bruce Wayne, since the age of 15, has created a strict diet to enable his body to develop and operate at its most proficient, along with biofeedback treatments (using portable/non portable machines to stimulate muscles to contraction). Batman being able to perform amazing physical feats is due to his superior physique. He engaged in an intensive regular regimen of rigorous exercise (including aerobics, weight lifting, gymnastics, and simulated combat) to keep himself in peak condition, and has often defeated opponents whose size, strength, or other powers greatly exceeded his own. He has spent his entire life in pursuit of physical perfection and has attained it through constant intensive training and determination.
  • Peak Human Strength: In terms of brute strength,Batman is one of the strongest humans alive.He can break steel chains and cuffs, support a ceiling that weighed over 1000lbs, bent steel metal bars with his hands. Batman even punched a SWAT officer through a brick wall. He utilizes his strength/power so effectively, that a near-meta such as Deathstroke comments that Batman "hits harder than most beings with superhuman strength." During his exercise regimes, Batman regularly bench-presses at least 1000Ibs.Using highly effective muscle control,Batman can apply near superhuman force in his physical attacks,able to overpower the Venom enhanced Bane and Killer Croc.
  • Peak Human Reflexes: Batman's reflexes are practically superhuman.He is able to quickly react to simultaneous attacks of multiple enemies,evade gunfire.
  • Peak Human Speed: He can run at speeds comparable to the finest competing athletes.In combat he is extremely agile and evasive,supplementing his strength with sheer speed to defeat his enemies,he could even match the Master assassin Deathstroke's superhuman speed in combat.
  • Peak Human Endurance: His endurance is at the highest peak of human potential augmented with his iron forged Will allow him to tolerate massive amount of physical pain,his stamina was comparable to that of the finest Olympic Decathlon participant. His lung capacity is so great that he can hold his breath underwater for 3 minutes and 15 seconds.
  • Peak Human Agility: His agility is greater than that of a Chinese acrobat and an Olympic gold medalist gymnast. His main phase of movement is Parkour which he learned in France and uses it to scale the cities rooftops in an acrobatic manner. He is capable of completing a triple somersault.
  • Weapon Master: Through his martial arts training, he has become an expert on virtually all types of weaponry. He is an exceptional swordsman as evident in his fight with Ra's al Ghul, his proficiency in Jui Jitsu can proclaim his swordsmanship skill. Proficient with most melee weapons because of his mastery of Okinawan Kobudo. He was trained and became proficient in all arms. He soon learned expanded melee weapon techniques and he has learned expanded weapon/device sciences. He still practices during his combat sessions to keep his skills intact, though he prefers unarmed combat.
  • Master of Stealth: His Ninjutsu training has made him a master at stealth capable of breaching high security facilities with ease and without being detected.
  • Expert Marksman: Due in part to his training in Ninjitsu, Batman almost never misses his targets, 9/10 times he's successful.
  • Genius Intellect: (Batman's IQ is possibly well over 200; it is estimated to be 192) Batman is a brilliant, virtually peerless, detective, strategist, scientist, tactician, and commander; he is widely regarded as one of the keenest analytical minds on the planet. Given his lack of superpowers, he often uses cunning and planning to outwit his foes, rather than simply "out-fighting" them.
  • Polymath: He has studied Biology, Technology, Mathematics, Physics, Mythology, Geography, & History. Gained degrees in Criminal Science, Forensics, Computer Science, Chemistry and Engineering by the time he was 21. He has mastered Diverse Environmental Training, Security Systems, and illusion/sleight of hand by the time he was 23. He gained even more degrees in Biology, Physics, Advanced Chemistry, and Technology by the time he was 25. He has learned Forensic, Medical Sciences, Expanded Computer and Engineering Sciences, and Expanded Device Pool use of personal powered armor and system, database creation on underworld crime bosses, rogue's gallery foes and other supers; improved material sciences for body armor and micro-machinery by the time he was 26. Has also learned Advanced New Development in Forensic and Medical Sciences.
  • Master Detective: He is widely considered as the World's Greatest Detective, capable of observation, forensic investigation, and inductive and deductive reasoning of the highest caliber. Human intuition is an unlearnable trait and one of Batman's most effective tools. Given any mystery, he can arrive at any conclusions with a fraction of the data.
  • Multi-Lingual: He is able to speak Spanish, French, Latin, German, Japanese, English, Russian, Cantonese, Mandarin, and possibly more.
  • Master Strategist: He commonly utilizes cunning tactics to outwit his foes. He is an excellent leader and at times commands the Justice League and the Outsiders.
  • Escapologist: He has been described as second only to Mister Miracle as an escape artist. He has been seen escaping from a posey straitjacket in less than 52 seconds, and remarked afterwards that the time was way too slow for him.
  • Crack Pilot: Has been seen flying the various versions of the Batplanes with ease and flying a helicopter.
  • Expert Tracker: Trained in hunting techniques by African Bushmen (the Ghost Tribes of the Ten-eyed Brotherhood, among others).
  • Master of Disguise: Has mastered the art of disguise by the time he was 23. Has further learned Expanded Disguise techniques by the time he was 26. Batman has many aliases he uses to infiltrate the underworld or just to go undercover in public situations. His current aliases are: Matches Malone, Thomas Quigley, Ragman, Detective Hawke, Sir Hemingford Grey, Lester Krutz, Frank Dixon, Gordon Selkirk, and Mr. Fledermaus.
  • Expert Mechanic and Driver: Batman is proficient at combat driving. He has also pioneered improved vehicle designs. In addition, he has been trained and is proficient in basic vehicular operations.


Equipment

Most of the specialized weaponry and technology that is portable can be found on Batman's Utility Belt. As it is known that Batman is one of the most resourceful superheroes, the following tools have been placed into categories that they would fit best in.
Portable Weaponry

  • Batarangs are throwing weapons relating to that of either boomarangs or shurikens in the shape of a bat. These can be used for many things such as cutting, immobilizing, etc.
  • Bat-Darts: A form of tranquilizer darts specialized for the needs of Batman.
  • Bat-Goo Gun: A handheld non-lethal firearm that projects a foam used to stick thugs to walls floors etc. .
  • Bat-Lasso: A lasso to be thrown around the feet of an fleeing opponent.
  • Bat Stungun: A knockout tool used by Batman to temporarily paralyze enemies.
  • Flamethrower: A miniature flamethrower used on Bat-Bane.
  • Flash-Bang Grenades: Grenades that release a device that temporarily impairs visionary and auditory capabilities to those near after detonation.
  • Tear-Gas Pellets: Small capsules that release tear gas with the breaking of the outer shell.
  • EMP Grenade: A small grenade which, once detonated, destroys all electronics within a seven foot radius.
Tools for Access or Maneuverability

  • Acetylene Torch: A miniaturized laser cutting tool.
  • Batclaw: A projectile similar to grappling guns, the Batclaw has a gripping claw attached to a line. Although it may seem smart, it is not recommended to be used to pull oneself up the side of a surface. This is used to pull objects towards oneself. The Batclaw has an upgrade which allows the user to project three lines at once known as the Ultra Batclaw.
  • Bat-Cuffs: bat shaped Handcuffs made of a light-weight diamond-impregnated nylon overtop a steel core.
  • Bat-Heater: A small bat-shaped tool used for heating or melting ice.
  • Batlight: A standard flashlight sometimes replaced by an infrared version providing illumination only viewable through that of Batman's cowl.
  • Line Launcher: A device that shoots steel cables out from both sides. Used to repel across large gaps.
  • Batrope: A light-weight, flexible rope usually attached to Batarangs used to slow the rate of descent during high jumps or falls.
  • Bat-Saw: a portable saw used for cutting.
  • Cryptographic Sequencer: Used to remotely access power boxes for shutting down electric fences and doors. This gadget can also be used to access radio frequency that can help Batman fight crime.
  • Collapsible Bat-Sword: A sword similar to lightsabers used to cut through objects including steel.
  • Grapple Gun or Bat-Grapple: A projectile meant for use in scaling large surfaces. It may use a bat-shaped hook, or a simple magnetic end.
  • Grapnel Gun: Similar to the bat grapple in design, but with a strong clamp and manually rewindable cable.
  • Bat Bombs: Miniature explosives used to blow down doors or walls.
  • Lock Pick: Not uncommonly kept in the gloves, these are Batman's very own tools for breaking-and-entering.
  • Master Bat-Key: A master skeleton key.
  • Night Vision Bat-Goggles: A feature built into Batman's cowl using Starlite Infrared capable of seeing thermal output in dimly-lit or non-lit scenarios.
  • Rebreather: Used to breath under water.
  • Thermite Grenades: A device used to burn through obstacles. Although it is called a Thermite, it is generally accepted as being a Thermate.
Tools for Crime-Scene Investigation

  • Evidence Bags: bags for carrying crime scene evidence.
  • Fingerprint Dusting Kit: A small kit for dusting crime scenes when in search for fingerprints.
Miscellaneous



  • Batcall: A tool used to summon bats from the Batcave.
  • Bat-Tracer: Used as a tracking device used to locate thugs.
  • Communications Devices: An earbug or handheld system used for communication with others.
  • Cryo Capsules: Small pill-like capsules containing a cryonic acid which is released upon impact.
  • Explosive Gel: A device which contains an explosive gel. The gel is applied to a surface, while a button on the side of the tool detonates it. This can be used on structurally weak walls, or to stun enemies.
  • Energy Deflector: Prototype only, created by Lucius Fox, is able to deflect energy based weaponry/attacks.
  • First-Aid Kit: A simple kit for medical emergencies.
  • Kryptonite Ring: A ring of Kryptonite stored inside of a lead box used in emergency situation against rogue Kryptonians.
  • Bat-Camera: A camera.
  • Micro-Cassette Recorder: A small recording device which uses cassettes.
  • Micro-Processor Power Source: The power source for a regular microprocessor.
  • Miniaturized Bat-Toolkit: A smaller, useful toolkit.
  • Miniaturized Smoke Grenades: Smaller smoke grenades used in a get-away attempt, or as another form of distraction. May contain an anaesthesia.
  • Minicam and Recorder: A miniature camera with a recorder.
  • Shark repellent Bat Spray: a gas to use on sharks.
  • Smoke Pellets: Capsules that release gas on impact used to disorient opponents or as an escape tool.
  • Sonic Bat-Beacon: An electronic device that puts out high frequency calls to attract near-by bats.
  • Remote control batarang: A batarang that can be controlled remotely fitted with camera and speed up and slow down features.
  • Shock-Gloves: Gloves with a non lethal electrical charge, used to stun enemies, to defibulate and jump start lifts and electrically controlled gateways.

  • Bat-Suit: Batman's costume is composed of Kevlar and a small percentage of titanium; it is bullet-proof and resistant to most forms of attack (explosions, blunt trauma, falls, etc.) It is also flame-retardant and insulated. The gloves and the boots are reinforced to nullify the impact of punches and kicks. Batman's gauntlets have retractable metallic blades on their sides. The cape is extremely light and can be used to glide long distances with the ends weighted to act as an impromptu weapon, as well as with a button to easily detach if needed. The cowl is composed in small part by lead, which shields Batman's face from identification via x-rays. It has also an infrared viewer and auditory sensors. The cowl is outfitted with security systems (aggravating gas, electric blasts, etc.) like the utility belt. The mask is also a transmitter-receiver. Finally, there is a voice modulator which allows him to change his voice to prevent recognition.

Bio

Batman.

Founding member of the JLA, new member of a world of new heroes and villains. As far as it goes, nothings really changed. Just the players and the pieces, with entirely new boards rising up such as Madripoor. Or even new psychotics and organizations, such as the Cobra organization or Dr. Doom. Its a place where everything is still settling down, and those who were there at the beginning are still reeling from the aftershocks.

But he won't forget his city.

latest


Not by a long shot.​
 
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