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[center][size=3][font=georgia, serif][i]The best of us died tonight.[/i][/font][/size][/center]

[center][size=3][font=georgia, serif][i]There are rules in place to prevent this kind of thing, and though they were bound to be broken sometime, none of us ever thought it would be him that suffered. The Invulnerable Man, the most powerful hero the world has ever seen, and soon the only lingering memory most people will have of him is the limp, lifeless body hanging from the roof of the Capitol Building, his costume in charred tatters.[/i][/font][/size][/center]

[center][size=3][font=georgia, serif][i]Someone broke the rules, and thereâ??s only thing that can come of this situation.[/i][/font][/size][/center]

[center][size=3][font=georgia, serif][i]Anarchy.[/i][/font][/size][/center]

[size=3][font=georgia, serif][b][u]Metahuman History[/u][/b][/font][/size]

[size=3][font=georgia, serif]At this moment, there are approximately two thousand, four hundred and sixty three [b]metahumans[/b] living on the planet Earth. There are the standard genetic mutants, of course, but there are considerably more classifications out there: billionaire playboys with too much money and too much free time, victims of advanced and unrepeatable scientific accidents, exiled alien monarchs, refugees from aborted timelines or dystopian alternate futures, athletes with genetic and cybernetic enhancements and full-blown cyborgs, and even a few ancient deities stuck on Earth either by accident or design.[/font][/size]

[size=3][font=georgia, serif]If you believe the history books, the first of us appeared in the late 1940s, a [b]super-soldier[/b] chemically enhanced by a top-secret government programme designed to fight the Nazis, but that was just the beginning. In the following years, the floodgates opened and dozens of super-soldiers were created by governments across the globe, beginning the age of [b]Super-Combat[/b]: men who could punch through reinforced concrete and crush tanks with their bare hands going toe-to-toe on the battlefield, rendering standard combatants near-obsolete.[/font][/size]

[size=3][font=georgia, serif]But the real metahuman breakthrough came in the early 1970s, when a brilliant young scientist named [b]Joseph Clarke[/b] found himself trapped inside his laboratory as an experimental particle reactor malfunctioned, a freak accident which resulted in Clarke becoming the hero known as [b]Vanquisher, the Invulnerable Man[/b]. He was the first truly â??superâ?? superhero, able to fly through the air, shoot beams of light from his eyes and reduce entire buildings to rubble with just a swing of his fist.[/font][/size]

[size=3][font=georgia, serif]If it wasnâ??t for Vanquisher, none of us would even exist. The mutations in his blood, when studied, revealed more about the potential hidden within the human body, and government-funded scientists began work on creating the new breed of super-soldiers, selectively mutating them to create men and women with capabilities to equal Vanquisher, and soon enough new superheroes began appearing across the globe. Suddenly, people with the ability to generate massive quantities of fire or move objects with their minds began helping civilians, fighting crimes and engaging in acts of international heroism.[/font][/size]

[size=3][font=georgia, serif]Naturally, the emergence of more and more superhumans resulted in the forging of alliances, with multiple teams forming across the [b]United States[/b], and eventually spreading across the world. The first, and most well-known team was [b]Stormforce[/b], an esteemed group of powerful superhumans which still exists today, albeit with a much-changed roster of heroes. It is the dream of many superhumans to join Stormforce and fight evil with the best metahumans on the face of the planet.[/font][/size]

[size=3][font=georgia, serif]It wasnâ??t too long before the mutations developed included hyper-intelligence, and soon intergalactic spaceflight was not just possible, it was simple. Some of them even discovered other universes existing alongside our own, and eventually they managed to open gateways between these realities, allowing visitors from other worlds to cross over into our own.[/font][/size]

[size=3][font=georgia, serif]But regular Earthbound humans were not ready to let aliens and creatures from other worlds take all the glory, and countless wealthy or just plain bored men and women set themselves up as vigilantes, utilising acrobatics, martial arts and high-tech weaponry to fight crime in their respective cities and neighbourhoods. The most notorious of these was a mysterious figure known only as the [b]Shadow[/b] who operated across [b]New York City[/b], and was ultimately the first non-powered metahuman ever to join the ranks of Stormforce.[/font][/size]

[size=3][font=georgia, serif]However, this is only to speak of the heroes: where heroes are created, villains will soon follow. While some metahumans chose the righteous path, upholding justice where previously there was none, others took the darker path, choosing to use their abilities for personal gain. From the late 1970s, super-powered criminals began robbing banks and stealing precious artefacts from museums to use in their twisted plots and experiments, but they were always defeated by their heroic counterparts, causing the villainous route to be left to losers and deadbeats.[/font][/size]

[size=3][font=georgia, serif]But then, in the late 1990s, a change came: a villain known only as [b]Bedlam[/b] emerged in the USA, a nihilistic super-terrorist whose only desire was anarchy. He rampaged across [b]Washington DC[/b], leaving massive death and destruction in his wake, and came close to bringing the nationâ??s capital to its knees. It was only through the combined efforts of Stormforce and [b]Nightwatch[/b], the worldâ??s second-most powerful team that Bedlam was brought to justice, and imprisoned in a specially-designed fortress known only as [b]The Pit[/b], now home to numerous powerful supervillains.[/font][/size]

[size=3][font=georgia, serif]Suddenly supervillainy became â??coolâ??, and countless psychotic supervillains began their assaults on civilisation. Whilst it was still tough to be a villain, with the frequent defeats and public humiliations, it became more popular than ever to be a bad guy. But with conflict comes extreme risk, and it was because of this risk that the [b]League of Superheroes[/b] and the [b]Supervillain Alliance[/b] were established.[/font][/size]

[size=3][font=georgia, serif][b][u]The League of Superheroes and the Supervillain Alliance[/u][/b][/font][/size]

[size=3][font=georgia, serif]With the sheer number of metahumans in existence on Earth, it was only a matter of time before a governing body was set up to control them. Taking care of the heroes was the League of Superheroes, or [b]LSH[/b], headed by [b]Director Pierce Novac[/b], set up to ensure that no hero ever committed murder in the name of justice; overseeing the villains was the Supervillain Alliance, or [b]SVA[/b], headed by [b]Director Harriet Blonsky[/b]. The two organisations work closely with each other to make sure that balance between the groups is maintained, and civilians are spared from harm as much as possible.[/font][/size]

[size=3][font=georgia, serif]There is much conjecture as to the true nature of the two organisations: some believe they were established by the earliest generation of super-soldiers purely as a peacekeeping exercise, while others believe they were set up by the all-powerful aliens and deities allowed into our world by the hyper-intelligent metahumans of the 1980s. The truth, however, is far more sinister.[/font][/size]

[size=3][font=georgia, serif]In reality, the two organisations are clandestine, government-funded agencies designed to trick the public into believing they are safe from potential threats, both human and metahuman. They do this by engineering scenarios in which villains engage in high-profile crime, often violent and involving a high level of property damage, and then sending in a hero to thwart the villainâ??s plot in as public a situation as possible.[/font][/size]

[size=3][font=georgia, serif]Alongside this, their [b]PR departments[/b] are second-to-none, staffed by people skilled enough to maintain both the secrecy of the organisations and the interest of the general public. They do this through setting up regular high-profile crossover events between metahuman teams, and launching occasional â??relaunchesâ?? of particular metahumans and teams: specifically altering their costumes and backstories for public consumption and to target them towards particular demographics seen to be losing interest in the existence of metahumans.[/font][/size]

[size=3][font=georgia, serif]The agencies are kept entirely secret from the public, with only metahumans and government employees with extremely high clearance levels being made aware of their existence.[/font][/size]

[size=3][font=georgia, serif][b][u]The Rules[/u][/b][/font][/size]

[size=3][font=georgia, serif]To control the metahumans, the two organisations agreed on a set of [b]Rules[/b] which all metahumans must follow. Any violation of the Rules will result in the guilty party receiving a visit from the [b]Grey Men[/b], a shadowy cabal of highly-trained agents who â??removeâ?? potential threats to the metahuman status quo. The Rules are as follows:[/font][/size]

[size=3][font=georgia, serif][b]1. The hero must always win.[/b] If a situation arises in which the hero is defeated, it will only be to increase the drama of the Heroâ??s Return and subsequent victory.[/font][/size]

[size=3][font=georgia, serif][b]2. There shall be no death caused by either group.[/b] Villains may inflict injuries which simulate death, but only if a Heroâ??s Resurrection has been planned beforehand.[/font][/size]

[size=3][font=georgia, serif][b]3. The villain shall always be imprisoned, never killed[/b]. If a villain is deemed too powerful for a normal prison to hold, they shall be immediately transferred to The Pit until further notice.[/font][/size]

[size=3][font=georgia, serif][b]4. Escapes from The Pit shall always be planned in advance.[/b] They will also be staggered so as not to over-expose any individual villain or villains.[/font][/size]

[size=3][font=georgia, serif][b]5. All metahumans shall participate in one large-scale crossover event every twenty-four months.[/b] This event will result in at least one high-profile Heroâ??s Sacrifice which, according to rule 2, will be attached to a pre-planned Heroâ??s Resurrection.[/font][/size]

[size=3][font=georgia, serif]Any metahuman found violating any of these rules will at best be depowered by the Grey Men, and at worst terminated without prejudice depending on the severity of the violation, regardless of their status as either hero or villain.[/font][/size]

[size=3][font=georgia, serif][b][u]Justice City[/u][/b][/font][/size]

[size=3][font=georgia, serif]After the destructive events brought about by the supervillain Bedlam, Washington DC was rebuilt in honour of the heroes who saved it. The capital city of the United States of America was renamed â??[b]Justice City[/b]â??, and ever since then it has had the largest number of metahumans per capita in the world.[/font][/size]

[size=3][font=georgia, serif]The centre of the city is a vast steel-and-glass structure known simply as the Capitol Building, topped with a statue of Vanquisher, the greatest superhero the world has ever seen. It is not only the centre of the city, but it is also a symbol of peace and justice which can be seen from every other building in the city.[/font][/size]

[size=3][font=georgia, serif]Whilst Justice City appears to be a utopia, it is in fact controlled, and mostly owned, by the LSH and the SVA, who ensure a certain level of crime is present in the cityâ??s dark underbelly. This serves two purposes: firstly, to provide a â??proving groundâ?? of sorts for the cityâ??s young heroes, and secondly to provide a breeding ground for the cityâ??s villains, allowing them to start as petty criminals and work their way up to becoming full-fledged villains.[/font][/size]

[size=3][font=georgia, serif][b][u]Applications[/u][/b][/font][/size]

[size=3][font=georgia, serif]Welcome to Vanquished, a brand new open-world superhero RP. The story takes place in a world filled with metahumans, some good, some evil, all governed by their respective government-funded organisations. You will be playing as one of these metahumans, trying to find balance in the wake of the death of the worldâ??s greatest superhero, Vanquisher.[/font][/size]

[size=3][font=georgia, serif]However, as this is an open-world RP, you will be free to carry out your own stories, with the death of Vanquisher and subsequent events as a backdrop to your own tale of heroism or villainy. There will be some events at a later stage of the RP which bring the characters together, but for the most part you have the freedom to do whatever you like within the world created.[/font][/size]

[size=3][font=georgia, serif]Another area where you will have freedom is your character creation. As stated in the intro, scientific advances have made interstellar travel possible, as well as opened gateways to the multiverse: therefore, your character could be an alien, a cyborg, a fugitive from a dystopian future, or even an exiled deity. Youâ??re also welcome to sign up as multiple characters, provided you can make sure it doesnâ??t get confusing for the other players! Just try to make sure your character isnâ??t overpowered, and youâ??re good to go![/font][/size]

[size=3][font=georgia, serif]So without further ado, here is the sign-up sheet, although if you need to add extra sections or leave existing sections out, feel free![/font][/size]

[size=3][font=georgia, serif][b]Metahuman Name: [/b]anything you like![/font][/size]
[size=3][font=georgia, serif][b]Secret Identity: [/b]if you have one![/font][/size]
[size=3][font=georgia, serif][b]Age: [/b]anything from 12-year-old sidekicks to ancient, immortal gods[/font][/size]
[size=3][font=georgia, serif][b]Gender: [/b]remember, some aliens will have new genders, or even no gender at all![/font][/size]
[size=3][font=georgia, serif][b]Species: [/b]if youâ??re a mutated human, please state â??Evolved Humanâ??[/font][/size]
[size=3][font=georgia, serif][b]Species Characteristics: [/b]if non-human[/font][/size]
[size=3][font=georgia, serif][b]Appearance: [/b]if you have a Secret Identity, please state their appearance as well[/font][/size]
[size=3][font=georgia, serif][b]Affiliation: [/b]Hero or Villain[/font][/size]
[size=3][font=georgia, serif][b]Team Membership: [/b]if you decide to create a team that your character is part of, please give a brief description of the team and some of the other members. You can also choose to be a member of either Stormforce or Nightwatch, but bear in mind that you will need to be aware of the other members, whom I will list in the Backstage thread, and that your character would have to be amongst the most powerful on the planet to join either of these teams[/font][/size]
[size=3][font=georgia, serif][b]Personality: [/b]again, if you have a Secret Identity, please state your human and metahuman personalities[/font][/size]
[size=3][font=georgia, serif][b]Superpower(s): [/b]just avoid overpowering, and list them all here â?? even if itâ??s a power everyone will have heard of, like Pyrokinesis, give a brief explanation of the power and the extent to which you control it. Also, try and be original here![/font][/size]
[size=3][font=georgia, serif][b]Source of Powers: [/b]benevolent mutation? Godly powers? Alien power ring? Again, try and be original![/font][/size]
[size=3][font=georgia, serif][b]Other Skills: [/b]anything else which helps you in your chose profession â?? include combat skills here[/font][/size]
[size=3][font=georgia, serif][b]Weapons/Gadgets: [/b]any other tricks up your sleeve?[/font][/size]

[size=3][font=georgia, serif]Youâ??ll notice I havenâ??t asked for a Bio of any kind, as Iâ??m hoping that will emerge as the story progresses. Iâ??ll be setting up a Backstage thread in the next couple of days which will hopefully answer any questions, but if you have one before then please feel free to PM me, and Iâ??ll do my best to get back to you as quickly as possible![/font][/size]

[size=3][font=georgia, serif]In the meantime, happy creating![/font][/size]
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[size=4][font=georgia, serif][b]Metahuman Name:[/b] Sylph[/font][/size]
[size=4][font=georgia, serif][b]Civilian Name[/b]: Samara[/font][/size]
[size=4][font=georgia, serif][b]Age:[/b] Immortal
[b]Gender:[/b] Technically genderless, but prefers Female
[b]Species:[/b] Former Goddess, now an Elemental
[b]Species Characteristics:[/b] Elementals are comprised of whichever element(s) exist within the domain they preside overâ??Samara is a sky elemental, so her natural form is a humanoid figure resembling her human appearance entirely comprised of lightning and which expels a ferocious wind from its core at all times. Elementals cam create a physical, mortal shell for themselves, by solidifying their energy. Thus their mortal forms lack human organs, veins, blood, etc.
[b]Appearance:[/b] [url="http://sonocy.com/wp-content/uploads/2012/07/Lyndsy-Fonseca-7.jpg"][Samara][/url]
Samara's usual human form stands at 5'6'' and appears lean and with slight muscle definition. Her eye color changes depending on her fancy, but she usually chooses hazel coloring. Her outfits vary as well, but she often wears dresses of varying length. She also does not possess a superhero costume, instead opting to appear on the scene in whatever she is currently wearing and simply revert to her natural state if need be.
[b]Affiliation:[/b] Hero

[b]Personality:[/b] Samara is distant by nature. Although she is no longer a goddess, she approaches her life from a similar mindsetâ??that she is meant to watch and protect humanity, but is not a human herself, and thus cannot fully coexist with them. She is cordial to other heroes and to her fans, but she normally remains aloof from them. Towards her enemies she is sarcastic and enjoys the occasional quip, but even then she does not taunt or engage them the way other heroes do and prefers to end her heroic endeavors as quickly as possible. However, in a stark contradiction to her detached ideology, Samara will accept practically any invitation given for social gatherings or dates. There is speculation as to why she never declines an invitationâ??some think that as a former goddess she is simply used to answering people's â??prayersâ? or â??requests,â? and others surmise that she uses these interactions to further understand humansâ??but Samara herself has never commented on this personality quirk.

[*][size=4][font=georgia, serif][i]Elemental Manipulation[/i]- As an Elemental, Samara can create, as well as control the elements of Wind and Lightning. She most often utilizes this ability by emitting her elements from the hands of her mortal shell, although for stronger enemies she will revert into her Elemental form, wherein she is able to release energy from any part of her body. Although she never â??runs out of energy,â? overuse of her powers can be taxing and could also cause her to lose focus on her physical presence and dissipate into raw energy, from which it can take anywhere from weeks to months to reform. Also, a large barrier to the effectiveness of this skillâ??and all of Samara's abilities--lies in Samara herself. Due to having lived for at least a thousand years, Samara sometimes finds it difficult to focus on the matter at hand, which can weaken her or decrease her battle prowess.[/font][/size]
[*][size=4][font=georgia, serif][i]Flight[/i]- By manipulating air currents, Samara can fly in her mortal shell. Her natural elemental form can fly effortlessly.[/font][/size]
[*][size=4][font=georgia, serif][i]Shapeshifting[/i]- Not shapeshifting in the technical sense-- Samara can make her mortal form appear as anything she wishes, thanks to her prior godly status. Additionally, she can create multiples of herself, whether in a mortal shell or natural energy form.[/font][/size]
[*][size=4][font=georgia, serif][i]Possession[/i]- In her elemental state Samara can â??jumpâ? into people's minds and electronics and control them. She can control electronics indefinitely, but people are much more complex and can only be influenced for a couple of hours, even less if they're metahumans. She can also possess clouds to create storms, but this increases the chance of her losing her physical presence considerably.[/font][/size]
[size=4][font=georgia, serif][b]Source of Powers:[/b] Samara's powers are fueled by her worshipers' belief in her. At the height of her worship she was able to perform practically any feat imaginable. Although she is no longer â??worshipedâ? in the classical sense, her position as a hero has earned her the admiration of thousands of people, which functions similarly, but her abilities are still greatly diminished from their original status.

[b]Other Skills:[/b] Being an ancient Goddess, Samara is quite familiar with armed combat, and so often solidifies her electrical energies into weapons such as swords, spears and shields, and also excels at battle strategy.[/font][/size]

[center][size=4][font=georgia, serif]*****[/font][/size][/center]

[size=4][font=georgia, serif][color=#282828][b]Metahuman Name:[/b] Salamander[/color]
[b]Civilian Name[/b][color=#282828][b]:[/b] Serafina [/color]
[color=#282828][b]Age:[/b] Immortal[/color]
[color=#282828][b]Gender:[/b] Female[/color]
[color=#282828][b]Species:[/b] Elemental[/color]
[color=#282828][b]Species Characteristics:[/b] Elementals are comprised of whichever element(s) exist within the domain they preside overâ??Serafina is a fire elemental, so her natural form is a humanoid figure resembling her human appearance entirely comprised of fire. Anything she touches in this form continues to burn for a period a while even after she releases. Elementals cam create a physical, mortal shell for themselves, by solidifying their energy. Thus their mortal forms lack human organs, veins, blood, etc. [/color]
[b][color=#282828]Appearance: [/color][/b][url="http://images.sodahead.com/slideshows/000011347/353263702_tumblr_l20v94id2i1qbpvdoo1_400-51122320616_xlarge.jpeg"][color=#282828][Serafina][/color][/url][/font][/size]
[size=4][font=georgia, serif][color=#282828]Serafina is 5'6'' in her human form, with a slender figure, vibrant green eyes, and dark red hair that continuously coils and writhes like flames. Due to her elemental nature, her body features alter according to her emotionsâ??for example, when she's angry, her teeth become sharper, her nails elongate, her pupils narrow, smoke rises from her body, and her hair coils furiously. Like Samara, she does not have a costume, instead opting to wear her everyday clothing, which for her is usually a plaid shirt and jeans.[/color][/font][/size]
[font=georgia,serif][b][color=#282828]Affiliation: [/color][/b][/font][font=georgia,serif][color=#282828]Hero[/color][/font]

[size=4][font=georgia, serif][color=#282828][b]Personality:[/b] Serafina is a fiery and unstable beingâ??whether enraged or enraptured, Seraphina can become completely overwhelmed by her emotions. She combats this inner ferocity by engaging in heroics; unfortunately, she's quite a destructive hero, and has earned herself a reputation for causing property damage. Samara playfully refers to Serafina as Salamandra Exstinctor, â??Salamander the Destroyer.â? Most people are unfamiliar with her irrational side, however, as when Serafina is around others in a social setting she becomes surprisingly shy and reserved. [/color][/font][/size]

[size=4][font=georgia, serif][color=#282828][b]Superpower(s)[/b]: [/color][/font][/size][list]
[*][size=4][font=georgia, serif][color=#282828][i]Elemental Control[/i]- As an Elemental, Serafina can create and manipulate sources of heat and fire. When in her human form, she tends to coat her fists in flames and physically engage her opponents, or to spew fire from her mouth. In her Elemental form she can emit flames from all of her limbs, and occasionally will become a mobile pillar of flame. When Serafina overuses her flames she risks reverting into a wildfire that incinerates anything around her.[/color][/font][/size]
[*][size=4][font=georgia, serif][color=#282828][i]Flight[/i]- In her human form she releases flames from the soles of her feet to maintain sustained flight. In her Elemental form she can fly freely.[/color][/font][/size]
[*][size=4][font=georgia, serif][color=#282828][i]Transformation[/i]- Serafina has the ability to transform her Elemental form from it's humanoid appearance into a flaming Wyrm. In this form, her skin morphs into molten substance which drips from her body and reacts like acid to the touch. In addition to creating flames, Serafina can create intense heated gusts by flapping her wings.[/color][/font][/size]
[*][size=4][font=georgia, serif][color=#282828][i]Consume[/i]- Serafina can also bolster her power by â??consumingâ? magical energies and other sources of heat or fire, since she was born from a magical flame herself.[/color][/font][/size]
[size=4][font=georgia, serif][color=#282828][b]Source of Powers:[/b] Serafina draws her power from the Sun and Earth's natural energies. As such, she is most powerful at midday in hot or humid weather, and weakest at nighttime during the winter. [/color][/font][/size] Edited by Orcus
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[font=arial,helvetica,sans-serif][size=3][b]Metahuman Name: [/b]Doctor Nomad

[b]Secret Identity: [/b]Dr. Harrison Maddox, though he no longer goes by this name. He has forgotten his original name.

[b]Age: [/b]He is perpetually stuck at the age 43

[b]Gender: [/b]Male

[b]Species: [/b]Human

[b]Appearance: [/b][url="http://i119.photobucket.com/albums/o159/pjmckrafty/430760_386285741382711_99861175_n-2.jpg"](Doctor Nomad)[/url]
Doctor Nomad is always seen wearing a full body suit, the only thing it doesnâ??t cover is his head. The suit is black with a tight fitting armor exoskeleton and inlaid circuitry that pulsates with a soft blue glow. On top of that he wears a black cloak with a deep hood.

[b]Affiliation: [/b]Hero

[b]Team Membership: [/b]Doctor Nomad has no affiliation with any organization, but has aligned with some from time to time when he feels he is most needed.

[b]Personality: [/b]Doctor Nomad was driven to the brink of insanity when trapped in the time stream, but thanks to an incredible mental fortitude he was able to hold on to his sanity. He seems very distant and detached from the world, but by no means is he cold. He commonly displays a light-hearted, talkative attitude that belies his outwardly appearance. Though he has claimed to know what has come and what will be, he remains very modest, maintaining that the human experience is much more interesting than anything he has ever discovered. Doctor Nomad is also a being of vengeance and unforgiving justice, willing to sacrifice even his greatest ally if it can prevent a disaster in the future.

Though his allies are often very glad to see his arrival, Doctor Nomadâ??s arrival is a sign of bad things to come, and is regarded as a dark omen.

[*][font=arial,helvetica,sans-serif][size=3][i]Hyper Intelligence[/i] - Before being exposed to the time stream, Doctor Nomad was heralded as a wunderkind in the physics community. He was said to have an I.Q. 220, rivaling that of Leonardo Da Vinci. His mind was only able to maintain sanity because he spent the countless millennia building on his knowledge.[/size][/font]
[*][font=arial,helvetica,sans-serif][size=3][i]Time Manipulation[/i] - Doctor Nomad is able to manipulate time, accelerating, slowing, stopping and even rewinding or looping it. Though doing so is quite taxing on him.[/size][/font]
[*][font=arial,helvetica,sans-serif][size=3][i]Dimensional Manipulation[/i] - He is able to manipulate dimensional energy to achieve a vast variety of feats. He can teleport, travel through dimensions, and even create portals, as well as become one.[/size][/font]
[font=arial,helvetica,sans-serif][size=3][b]Source of Powers: [/b]Doctor Nomad was trapped in the time stream for countless millennia, unable to age or die, just exist. While trapped he was able to learn and master the techniques of manipulating time and space. After being able to escape, Doctor Nomad found that the exposure to the time stream had left his physical body in a perpetual state, keeping him at the state he entered the time stream in. He spent countless ages traveling between the past and future, learning all he could.

[b]Other Skills:[/b] Doctor Nomad is a skilled hand to hand fighter, a master of ancient, contemporary, and yet unknown martial arts.

[*][font=arial,helvetica,sans-serif][size=3][i]Integrated Body Suit[/i] - What was invented to give mobility to those plagued with paralysis by tapping into a personâ??s nervous system, was then modified for military use, giving soldiers incredible strength and speed, and super human reflexes. Doctor Nomad utilizes this to help protect himself and augment his combat ability.[/size][/font]
[*][font=arial,helvetica,sans-serif][size=3][i]Camouflage Cloak[/i] - Made from a futuristic synthetic fabric, it utilizes fiber optic technology to render itâ??s wearer nigh on invisible. By tapping it into his body suit, Doctor Nomad is able to control the cloak with a mere thought.[/size][/font]
[*][font=arial,helvetica,sans-serif][size=3][i]Collapsible Quarterstaff[/i] - A modified titanium quarterstaff that collapses into a baton about two feet long.[/size][/font]
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  • 2 weeks later...
Metahuman Name: Judgement Call

Secret Identity: Zeik DeFalmont

Gender: Male

Species: Vampire

Species Characteristics: Vampires have remained in the shadows since before the dawn of civilization, allowing the humans to perpetuate them as they wished. In truth, vampires bear almost none of the weaknesses the tales of them claim. Known are only two real weaknesses; their need for the consumption of blood every so often and the effects upon them of true, pure sunlight greater than Mars on midday at its equator. Natural sunlight greater than this causes their bodies to spontaneously combust and burn to ash. In recent centuries a formula was invented that allowed vampires access to the domains of the sunlight once more. A cure for vampirism has also been created in recent years, but it must be administered within two days of a person being turned.

Vampire Society: Vampires are indeed social with their kind, and gather as such in major hubs of society, their prey at large all around them. Vampires also have their own ways of dealing with one another, and do not usually take kindly to interference from other species when handling matters within their own. With Vampires, there is a social tier. The humans turned into vampires are of the lowest tier, though this doesn't seem to affect the powers they develop in the slightest, though they are significantly weaker than the Purebloods. Simply the humans transformed are followers of a vampire, usually a Pureblood who turned them and kept them as servants and body guards or perhaps as lovers. Just above them on the social scale are the offspring of the Purebloods. Some Pureblood vampire/human pairings were blessed with a child. At the highest level are the Pureblooded Vampires, those born of a union between two Purebloods. Purebloods are considered to be amongst the most powerful of the Vampires, and are considered to be the vampire's Rulers. Lastly, there are those who have renounced being a vampire, and have pulled their fangs from their mouths. These beings are called Fangless Vampires. These beings lack any kind of power that true vampires have, though are still incenerated by the light of the sun.

Age: 999


Judgment Call: Zeik has a truly aristocratic appearance, with sharp features and sleek muscles. Standing in at 5'10" and weighing 160 lbs and scarcely looking a quarter of a century old, he doesn't appear particularly menacing. Normally, he can be seen wearing a sleeveless purple and black paisley vest, worn open to reveal his pale flesh and toned chest and abdomen. His raven black hair cascades down past his waist, to the back of his knees. His eyes are the hue of human blood with pupils like that of a cat, and some have seen them glow. On his legs he wears a pair of loosely flowing pants and a pair of black leather combat boots.

Zeik: In this persona, he plays the role of a ruler and policy maker for the vampires, being of the Purebloods. As such, he is usually seen in attire that fits the part for him. Flush suits or school uniforms are his day to day selection of normal clothing. His eyes are an emerald green, with pupils like those of humans. His hair is kept cropped just above his shoulders and is bright red in color.

Affiliation: Hero

Team Membership: Zeik has at his disposal a range of specialists, ranging from hand to hand combat to full on tactical warfare. When seen with him, they are always dressed in maid or butler attire. However, he has also been seen working in tandem with StormForce on rare occasion.

Personality: Zeik seems to differ in his demeanor depending on the tasks at hand. Usually, he is the image of dignified nobility and polite decorum. He's been known to be merciful, depending on his target's actions, but he's also been known to rip apart committers of heinous crimes, and is known to be even more likely to do so if the perpetrator is another vampire. Normally, he seems to be a force that simply gets things done, and always is first and foremost considerate of his people, and maintaining peace with humans and other monsters.


Inhuman Strength: Picking up a fully armed tank is nearly effortless to him, as is tossing it like a child's toy.

Lightning Speed: Zeik can dodge even the fastest bullets with little effort on his part.

Retractable Fangs: A vampire's fangs can lengthen or shorten as they see fit.

Enhanced Senses: Vampire senses are by predatory nature better than that of normal mortals and animals. Little escapes the Vampire's senses.

Presence: Vampires have a number of abilites based on their presence alone. The first is they have the ability to mesmerize other creatures just by being in their visual sight, and the vampire's influence on other creatures is stronger the closer they are. They can be strangely hypnotic, getting most to do as the vampire wishes of them. Animals it seems, instantly bend to their will.

Hardened Flesh: Vampire flesh is much harder than the average creature to pierce, and their bones are much harder to break.

Infinite Regeneration: No matter how grevious his injuries, Zeik can heal them nearly instantly, though at a great cost to himself. Healing injuries causes his hunger for the red to rear its head, and it grows stronger the more he heals himself, not to mention harder to resist.

Energy Manipulation: A power all his own, the very forces of fire, earth, water, and air are at his command to conjure and control at his leisure, as well as protect himself against such similar attacks. However, sentient elementals are beyond his control through this power.

The Bite of The Vampire: The bite of a vampire differs at their whim. Some claim it's a pleasure that makes sex pale in comparison. Others claim hell would be a welcome respite once the vampire was done with them.

The Embrace: This is the vampire's ability to transform mortals into Vampires.

Source of Powers: Being a Pureblood Vampire

Other Skills: In his centuries of existence, he's picked up quite a few skills along the way. He's an expert tactician, as well as a politician. He is fluent in over four dozen languages. He's also picked up on the need for being able to protect oneself and others, and so has become a master of the blade. He isn't too shabby with firearms, either. He's a player of innumberable instruments, and an avid artist whose repetoire spans several mediums. Several of his works are in museums.

Weapons: Always at hand are his own abilities and speed, and usually these are enough to subdue an opponent. Rarely is he actually armed with weapons.


Shade Gel: This concoction is what allows vampires to walk in the realm of daylight. It can take up to about 30 minutes of direct exposure to the sunlight before it must be reapplied.

Satisfy: This product resembles a small, faintly red pill, and when dropped into water fizzles it self out and colors the water a bubbly red. This new frothy looking mix satisfies the vampire's hunger, at least temporarily. Edited by Inuyasha Fandom
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[i][font=times new roman,times,serif][color=#282828][b]Metahuman Name: Naga[/b][/color]

[color=#282828][b]Secret Identity: None.[/b][/color]

[color=#282828][b]Age: 23[/b][/color][/font]

[size=4][font=times new roman,times,serif][color=#282828][b]Gender: Male[/b][/color]

[b][color=#282828]Species: Homo Dendroaspis Polylpsis[/color][/b][/font]

[font=times new roman,times,serif][color=#282828][b]Species Characteristics: Homo dendroaspis polylpsis are a species of genetically altered snakes infused with human DNA. The specific Earthland snakes that were used for the genetic alterations were the dangerous Black mambas of Africa. The results... obsidian fleshed human-like beings with naturally narrowed eyes and slit irises, forked tongues with collapsible as well as very thin sharp front teeth. Tiny yet, remarkably tough scales covering there entire body, and tails ranging from 7-12 feet long.[/b][/color][/font]

[font=times new roman,times,serif][color=#282828][b]Appearance: Naga stands roughly 5'10 if you don't include his 10 foot long jet-black tail. His eyes carrying the same pitch black slits as a normal snakes with silver edges by the pupil. He would pass for human if it weren't for the tail, tongue, and eyes. One would also have to physically touch his skin to tell that there were scales there. His clothing sense is simple for he doesn't wear anything, but his natural er, not so natural clothing. Other than the listed he would be quite a striking man.[/b][/color][/font]

[font=times new roman,times,serif][color=#282828][b]Affiliation: Villain [/b][/color]

[color=#282828][b]Team Membership: Naga only allies himself with those of absolute certainty of their actions... trained killers. Though, he doesn't trust anyone truly but himself.[/b][/color][/font]

[font=times new roman,times,serif][color=#282828][b]Personality: Naga is a calculating and sly psychopath with a desire to only torment. He never says what's truly on his mind for certainly even those who ally themselves with him would be shocked. All in all he's a vicious guy that is exactly what nature intended him to be.[/b][/color][/font]

[font=times new roman,times,serif][color=#282828][b]Superpower(s): Acrobatics. Naga can bend and twist seemingly every way possible within the realms of his own body and he does use this to rather creative means.[/b][/color][/font][/size][/i]

[i][size=4][b][font=times new roman,times,serif]Altered Dendrotoxin. Naga has a even stronger form of venom flowing through his icy veins than his regular sized brethren that effects both body, mind, as well as spirit. Within seconds of being bitten or scratched the victim's essential muscle functions dramatically slow. Next, their mental processing begins to cease and last the victim's spirit begins to dissipate leading to a later death even if treated right away. His toxin is his calling card and he has left many a victims alive as empty shells.[/font][/b]

[font=times new roman,times,serif][color=#282828][b]Source of Powers: Naga first started off as your simply deadly li'l snake, but thanks to a few ingenious, but also now dead geneticists he's a living breathing mutation with an unknown expiration date. His abilities are natural if not greatly and grossly altered.[/b][/color][/font]

[font=times new roman,times,serif][color=#282828][b]Other Skills: Due to his direct link with the animal kingdom he has all the abilities of your normal snake. Though this also means he can't exactly see very well.[/b][/color]

[color=#282828][b]Weapons/Gadgets: Naga prefers the old fashioned way of things so, he uses nothing but what he's made with.[/b][/color][/font][/size][/i] Edited by Ol' Fighter
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[font=georgia,serif][b]Metahuman Name: [/b]Spartan[/font]
[font=georgia,serif][b]Secret Identity: [/b]Otherwise known simply as â??Johnâ??[/font]
[font=georgia,serif][b]Age: [/b]Looks 25, although his real age is probably closer to 50[/font]
[font=georgia,serif][b]Gender: [/b]Male[/font]
[font=georgia,serif][b]Species: [/b]Enhanced Human[/font]
[font=georgia,serif][b]Appearance: [/b]Unusually for an Enhanced Human, Spartan cuts a relatively slight figure, rather than the large, musclebound physiques of other metahumans. Having trained as both an athlete and an acrobat, he has almost no body fat, instead being made up of strong, sinewy muscle (along with a few other things that help him out significantly). His hair is normally covered by his hood, but when visible it is short, scruffy and dirty-blonde: similarly, his eyes are usually in the shadow of his eyemask, but upon closer inspection they are icy blue, and near-emotionless.[/font]

[font=georgia,serif]As a full-timer, Spartan is never seen out of his costume, which once consisted of a gaudy jumpsuit emblazoned with Union Flag designs which looked a little something like [url="http://www.internationalhero.co.uk/c/captainbritain5.jpg"]this[/url], representing the country which enhanced him and established him as a hero. However, a number of LSH-approved character overhauls later, his costume now consists of a hooded, sleeveless, Kevlar-reinforced black leather tunic with a [url="http://hellas21.files.wordpress.com/2008/04/lambda.gif"]Spartan symbol[/url] on the back, with another version with sleeves as a backup. Along with this, he wears fingerless black gloves which come to the middle of his forearms, a pair of black combat trousers and lightweight combat boots, although each item of clothing bears the Spartan symbol somewhere. He also wears a black eyemask underneath his hood, although this is more to bow to convention than for any functional reason.[/font]

[font=georgia,serif][b]Affiliation: [/b]Former Hero, now turned Villain.[/font]

[font=georgia,serif][b]Personality: [/b]Spartan used to believe in the justice that heroes purport to uphold, he used to fight crime in the name of the law, and protect innocent people from harm. That was, until he discovered that his British Secret Service handlers were as corrupt as the people he was engineered to take down: ever since, he has become disillusioned with ideas of morality and justice, and has taken on an amoral, borderline sociopathic approach to life. This partly comes from his realisation that corruption will never be wiped from the face of the planet, and it is better to be on the winning side than on the â??rightâ?? side.[/font]

[font=georgia,serif]· [i]Physical Enhancements [/i]â?? through a combination of genetic and chemical engineering and advanced cybernetics, Spartan possesses strength, speed, stamina, agility and reflexes far in advance of any normal human. He is able to punch through solid concrete, sprint at 31 miles per hour for up to twenty miles without breaking a sweat, jump great distances with little effort, and even dodge bullets given the right situations. However, the cybernetic nature of many parts of his body does leave him vulnerable to electricity, and particularly electro-magnetic pulses which can knock his systems out long enough for him to be defeated.[/font]
[font=georgia,serif]· [i]Onboard Computer System [/i]â?? another of the cybernetic enhancements given to him, Spartanâ??s internal System performs the calculations he cannot: for example, a number of precise calculations are required to jump from one building to another, and his System makes the calculations and displays the result in nanoseconds, before engaging his physical enhancements to allow him to physically perform the acrobatic feats. A targeting system and a number of optical filters round out the System, giving him an even greater edge in reconnaissance and combat situations. He does, however, need to update his System regularly, which involves him getting close to a Wi-Fi hotspot and installing the latest available updates from an encrypted server.[/font]
[font=georgia,serif]· [i]Instant Education [/i]â?? although this is really a subset of his System, Spartanâ??s Instant Education function allows him to learn any of a large number of pre-loaded skills instantly. For example, if he needs to pick a lock, he can simply scroll through his pre-loaded skills and teach himself how to pick lock within a few seconds. However, he is only able to store one skill at a time, and â??learningâ?? a new skill will cause him to â??unlearnâ?? the previous one.[/font]
[font=georgia,serif]· [i]Psychic Blocks [/i]â?? a combination of intense psychic training and some cybernetic implants in his brain mean that Spartan is all-but immune to psionic attacks.[/font]

[font=georgia,serif][b]Source of Powers: [/b]Super-soldier engineering and training carried out by the British Government, adding to prior physical excellence.[/font]

[font=georgia,serif][b]Other Skills: [/b]Well-honed, almost unmatched hand-to-hand and small arms combat skills. For the rest see [i]Instant Education[/i].[/font]

[font=georgia,serif][b]Weapons/Gadgets: [/b]Spartan carries a number of weapons and gadgets with him at all times, all of them non-lethal in order to comply with the SVAâ??s Rules. His main weapons are a pair of telescopic batons rigged to discharge an electric shock upon contact: not enough to kill, just enough to stun a normal human, as well as most low-powered metahumans. He also has a small canister of tear gas concealed in each of his gloves, which sprays out through a small nozzle hidden in the palm of each glove when he flexes a certain muscle group in his wrists. In various pockets on his belt and in his trousers, he carries small explosives, mostly used for distraction as opposed to destruction. However, with his training and his Instant Education function, he can adapt to using almost any kind of weapon, and frequently does so in combat situations.[/font]
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