Open JUSTICE ASSOCIATION - THE PLATINUM AGE

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Space Sleuth

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Citadel.pngBANDED TOGETHER FROM THE FAR CORNERS OF THE WORLD AND BEYOND, THE VALIANT HEROES OF THE JUSTICE ASSOCIATION DEDICATE THEMSELVES TO THE DEFENSE OF AMERICA AND THE EARTH AGAINST THREATS TOO POTENT FOR ANY ONE GUARDIAN TO OVERCOME!

HEADQUARTERED IN THE CITADEL OF CAMAREDERIE IN SCENIC PARAMOUNT CITY, THE CAPITAL OF THE UNITED STATES OF AMERICA, THE JUSTICE ASSOCIATION IS COMPOSED OF THE GREATEST HEROES THE WORLD HAS EVER SEEN. AMONG THEIR RANKS:

SOLAR MAN, SUN-BASED STRONGMAN IMBUED WITH THE VITALITY OF AN EXPLODING STAR!

SPACE SLEUTH, BEARER OF THE COSMIC HARNESS AND LICENSED OFFICER OF THE GALACTIC PARLIAMENT OF GOOD!

DR. SORCERY, THE TRANSCENDENT MASTER OF MYSTICISM AND BEARER OF THE THIRD EYE OF GANGKHAR PUENSUM!

THE OLYMPIAN, ELITE STRATEGIST AND THE WORLD'S MOST ACCOMPLISHED ATHLETE!

LADY LIGHTNING, GOVERNMENT SUPERSPY WITH THE POWER TO BECOME A LIVING THUNDERBOLT!

JACOB JUPITER, WHO CAN GROW TO THE SIZE OF A PLANET!

CITIZEN ROBOT, THE CIVIC-MINDED ANDROID!

ZIP AND ZAP, THE WONDROUS TWINS OF UNKNOWN ORIGIN!


AND MANY MORE!

THIS IS THE PLATINUM AGE, WHERE SUPER-SCIENCE, NUTRIONAL ADVANCES, AND ROBUST DEMOCRACY HAVE PROPELLED THE FREEDOM LOVING WORLD TO NEW HEIGHTS!

BUT WHAT THREATS GATHER FROM DARK DEPTHS TO CHALLENGE OUR INTREPID GUARDIANS? WILL YOU PLEDGE YOURSELF TO GOOD - OR TO EVIL?


Be a hero or villain - step into the alternate world of the Justice Association, a superteam that runs on familiar extraordinary tropes and high pulpy goodness.

This RPG features the following:

1. A loose lore with an improvisational tone that you - yes, you! - may freely contribute to. Extraterrestrials, magic, time travel, and alternate dimensions merge together in this ode to the sensational Silver Age of American comics. There WILL be an evil intelligent gorilla.
2. The thrill of high-octane battle, or slice of life in the Citadel of Camarederie - the choice is yours!
3. Drop in and drop out at any time. Create your own plot or follow the one that I'll develop as we go along.

Minimum character requirements:
Name:
Age:
Backstory:
Appearance:
Powers / abilities:

Everything else is optional!

 
Space Sleuth.pngName: Jordan Halleck

Alias: SPACE SLEUTH

Age: 32

Backstory: Jordan Halleck was a Judge Advocate General for the Air Force (i.e., a military lawyer) who was recruited on the basis of undefined criteria by the Galactic Parliament to police the space quadrant surrounding Earth. His metaphysical biological signature was merged with a gadget of galactic consequence: the famed COSMIC HARNESS, a miraculous device all Stellar Rangers are equipped with. Bringing a somewhat sardonic edge to his intergalactic police work, he nevertheless maintains a spirit of optimism, guts, and cooperation with his fellow heroes. When not authorized to use the Cosmic Harness to fight crime, he takes matters into his own hands - a two-fisted avenger just as comfortable throwing a punch as firing a neutron laser.

He is a founding member of the Justice Association, and has survived three universe resets, an invasion from a neighboring dimension where all heroes are evil and all villains are good, and an addiction to potent 'space spice.' Ever stalwart, Space Sleuth remains committed to his country, his planet, and his friends.

Appearance: When the Cosmic Harness is activated, Halleck is enveloped in a skin-tight metal armor - red and chrome, with golden highlights. He is a man of average height who engages in intense regular exercise.

Powers: The Cosmic Harness grants Space Sleuth a variety of abilities. Its signature ability is the power to generate luminous golden 'constructs,' hard-light holograms limited only by the wielder's imagination. The scope, complexity, and durability of these constructs is largely limited only by the user's imagination - as the representatives from the Interstellar Congress explained, humans are apt wielders of such a device. The Cosmic Harness is so technologically advanced as to be virtually indistinguishable from magic; it can manipulate electromagnetic frequencies, open portals in space-time, allow the user to defy gravity and traverse the vacuum of space, deconstruct and reconstruct matter, and serve as an intelligent co-pilot for the wearer.

Limitation: Space Sleuth is constrained by the bureaucratic and jurisdictional commands of the Galactic Code, an impenetrable and expansive list of restrictions and requirements governing the use of the Cosmic Harness. For instance, under normal circumstances, he is utterly forbidden from using lethal force against most adversaries. He is also forbidden, under most circumstances, from using the Cosmic Harness to interfere with the development of sapient life. He is also forbidden from using it for personal gain. As a result, he cannot always access 100% of its functions.

Furthermore, the Cosmic Harness has a limited battery, and must be regularly recharged through an unknown method.
 
Name: Verity O'Connel
Age: 26
Backstory: Verity was born and raised in rural Nebraska, and went to college at Berkley where she got her degree in investigative journaling. She was quickly hired and rose through the ranks with her stellar expose and articles, most of her success coming from her telepathy and good writing skills. Unfortunately, while news organization started to refuse to publish certain articles, or water them down to fit a narrative in which superheroes were the...well...heroes. Verity wasn't allowed to publish pieces on the destruction caused, the loss of personal freedom, and the ever creeping surveilence state. People were happy to trade their self-determination and the truth to be ruled by fallible mortals they saw as gods.

Verity was fired and with that she chose to forge ahead, and destory the Justice Association brick by fucking brick.


Appearance: Piccrew
Powers / abilities: Verity is a telepath, an essential component of her investigative skills, but lately has grown to use it for nefarious purposes. She can only control people she can see, so blinding her leaves her useless. Verity also can be easily overwhelmed in large crowds or around people with intense thoughts/ emotions.

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Name: Bartholomew “Bart” Bledsoe



Alias: Unity



Age: 25



Powers and Abilities: Mimicry- In the beginning Unity was only able to mimic the physical properties of materials that he was in direct contact with, allowing him to change his body into those elements. After becoming a recognized hero by the JA and working with other superheroes he found that he was also able to mimic the abilities of those he came into contact with. Without verbal consent Unity can only mimic a single power at random from his target, but with consent given he is able to replicate all of their abilities. This made him a valuable partner for many heroes, and though he has officially been made a standing member of the Justice Association he still seeks to separate himself from the near-sidekick role he often finds himself in.



Appearance: IMG_6712.jpeg



Backstory:

No one knew that Extra Chemicals was a front for an alien race bent on conquering the planet, least of all young Bart Bledsoe. As a new intern of the company he was relegated to the worst of the available tasks on any given day. Truly he never minded the labor; he was given the position a year earlier than expected and could hardly complain about the opportunity. Whether he was cleaning the toilets (which were often soiled to the point of disbelief) or staying late to tidy Bart handled every task given to him with a positive attitude.

He had only been there a few months when the truth about the company was revealed, and in quite a fantastic fashion. The Justice Association had caught onto the alien race’s presence and plans, and had acted accordingly. The JA had no way of knowing that Bart was just a normal person, rather than another alien in disguise. They never had the chance to find out, either, before the factory caught fire and exploded.

His funeral was held several days later, no one suspecting that Bart might have survived such a cataclysmic explosion. In truth, Bart had no way of knowing this himself, given he spent nearly a month afterward joined with the soot and dirt that had once been his place of employment. When he did wake, however, Bartholomew Bledsoe was no longer the person he had been.

Unity arrived several months later, a rookie hero with strange powers. It took a lot of work to get his abilities under control, but once he did he gained national notice, and before long the attention of the JA. After several years as an active hero Unity was recently given a position with the Association that inadvertently created him, and has striven toward the pinnacle of heroic heights by working alongside the world’s mightiest protectors. Though he is not as quickly recognized by the public as the more prominent members of the JA, Unity has gathered a small following of supporters that grows with each of his allied successes as an Association member.
 
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LUNATIC

The Mad Moonlight Avenger

Name: Unknown.

Alias: Lunatic.

Age: 31.

Sex: Male.

Height: 6'2.

Weight: 225 lbs.

Eye Color: Unknown.

Hair Color: Unknown.

Occupation: Vigilante.


By day, Paramount City is protected by a host of primary-colored paragons- the Justice Association. They battle mad scientists and trillionaire gorillas in simple, morally uncomplicated encounters straight out of a comic book. But by night, evil stalks the streets- masked murderers, dope-slinging fiends, and stranger things still. And only one man stands between them, and the citizens of Paramount City, asleep in their beds.

His name is Lunatic- the only hero in the world who's crazier than his villains. Empowered by a mystically-charged statue made of moon rock, the Moonlight Avenger stalks the streets meting out justice as a vigilante. Unlike the members of the Justice Association, his relationship with law enforcement is far from friendly- after busting a gang of corrupt cops, he made an enemy of the PCPD for life. Many other heroes don't trust Lunatic, given both his erratic behavior, and violent tendencies- but that's just how he likes it.

Paranoid and distrustful, Lunatic considers the Justice Association as much of a threat as his many rogues, and some claim that he's already devised elaborate plans to disable or eliminate them should they go rogue. However, given his tenuous grasp on sanity, one has to wonder how many of these plans stand a chance of working if he attempted to actually implement them.


Lunatic's abilities are derived from the Idol of Selene, a strange statue found in the Sea of Tranquility on Earth's moon- surreptitiously retrieved by the hero during his former life as an astronaut. The Idol granted Lunatic control over darkness, allowing him to manipulate shadows, but also fractured his sanity, inflicting upon him various psychoses that wax and wane along with the cycles of the moon.

Among the powers granted to the Moonlight Avenger are the ability to generate a field of total darkness through which no light can penetrate, blinding his enemies- although Lunatic himself can see clearly amidst the shadows. He can also form weapons out of this so-called 'Umbra Energy,' shadows that are sharp enough to pierce flesh. Scientists have attempted to study this unique phenomenon, but Umbra Energy defies observation, totally absorbing all light and information.

Lunatic's abilities also allow him to teleport through darkness, making him a formidable opponent- especially given that he can appear directly behind someone, inside of their own shadow. This has allowed him to stay one step ahead of law enforcement when they attempt to pursue him, as well.

In addition to these abilities, Lunatic wears an armored bodysuit which can absorb small-arms fire and standard blades, while remaining lightweight enough to perform acrobatic feats while wearing. To supplement his shadow-based weaponry, he fights using a pair of crescent blades, lethal weapons that all criminals in Paramount City have learned to fear.

Lunatic's fighting style is known as the Lunar School, a bizarre and erratic discipline which relies on the unpredictable nature of its user's own psyche as much as his skill. While objective measurements are difficult, it's believed that the Lunatic is one of the world's top martial artists, rivaling even the likes of the super-skilled Olympian.
 



Name: Halima Fayek

Age: 29

Backstory: She was brought to this country on wings of steel, and will be its watchguard in the skies on wings of feathered cloth.

Born in Egypt, she was always one of the many refugees who fled to America in the aftermath of the Alexandria Crisis - but while she seemed untouched by the terrible events that took place that day, something inside her lay dormant. Her powers began to manifest when she was young. At first, she tried to live a normal life. Driven by a strong sense of justice and a love of nature, she studied to become an environmental lawyer, but grew disillusioned as her ideals of saving the world from those who sought to do it harm came into conflict with reality. Legal tape, long turnarounds, slippery and deceitful people who only thought to look after themselves - the more she saw, the more she realized there was so much more she could do than working in the confines of a broken system. Her skills were wasted in a place like that.

Instead, she left to join the Justice Association - to have a direct hand in making the world a better place.

Powers / Abilities:

Tactile Telekinesis. Ibis is able to manipulate her own body and anything touching it up to 500lbs in weight. While this resembles flight, it is instead a form of telekinesis, allowing her to start and stop moving in any direction near-instantaneously. With it, she is able to travel through the air as fast as any plane, slow heavy falling objects with her bare hands, and even carry along passengers with relative ease.

Avian Telepathy. Additionally, Ibis possesses the ability to telepathically communicate with birds. While she can issue simple commands like to come, flee, or attack at a sizeable range, more detailed communication requires closer proximity. Within 50 feet, the boundaries her mind and the mind of nearby birds begins to fade, allowing her to use their senses as her own and react quickly to them.

Appearance:


 
ross-tran-ww-web-2.jpgAlias: Equivalence
Previous Alias: The "Villain" Judgment
Name: Cascade Anjusticar
Nickname: Often name may be shortened to Vale, or Casca
Age: 102
Backstory:
In another universe the world had begun to canibalize itself the heroes turned on eachother the people turned on the heroes. The villains had turned the heroes on eachother before they were snuffed out leading into a collapse of society. There is a saying in that verse and so many others "an eye for an eye leaves the whole world blind." This was Judgment's purpose in life, and in the setting the world fell to she
became begrudgingly a monster alongside the others. The whole world turned evil and she could not escape it.

this universe was recruited for the invasion of the one you know. The one of The Justice Association. Judgment entered into this universe and immediately could feel a change. A chance to go back to who she was meant to be instead of what her universe turned her into. Initially she helped the invasion it had been to soon and so she couldn't immediately turn. Her first time in this world was not one of casualties or villainy but she had locked into battle with Lady Lightning that lit up that night.

Casca one if barely. She wears a lictenberg scar on her left shoulder in pride. It is presently the one scar she is known to have. Worn from a balanced fight and a conflict she takes pride in. Even if Lady Lightning doesn't. As soon after Casca approached the team and offered to help defeat the incursion. Sense then she's been on the side of justice. Though some origins can not be shaken by all those who know it. As Equivalence she seeks to turn the tides of any battle to balance the scales when needed. She does her best to be fair in a ever turning world rarely leveled for long.

Appearance:

Casca is a six foot six inches tall woman of a muscular physique. A body to rival an Olympic athlete, some described it as divine looking as if sculpted by god. Her hair a raven black and eyes a calming blue, she is however usually flustered if brought up. She can't really blend in at times, but doesn't want to be seen as different from others either. This results in often morre casual or business attire outside of her costume in an effort to dress down and not stand out overly so. Her costume is a scarlet, blue and gold in design usually taking on a armored gladiatorial design, occasionally cloaked.

This can though change by her will. Sometimes it will be more a one piece in classic hero design. For her costume is what is called psychokinetic fabric made for her in the dimension before this one it takes on the design imagined. Her clothes and her costume are one in the same. Molded to her whim, it'd composition though is something else.

Equipment:

Scaled Armor: A field that forms around Casca that makes up where her clothes are. The eagle eyed might see a slight ripple effect around her clothes a design of scales. Essentially where clothing is resides armor. The durability of which designed to match suroundings. I'm the day to day this means bullet proof and resistant to knives. When she dueld Devastatium the planet breaker it endured those strikes in stride.

Yin: she wasn't sure if she should take to a yin yang asthetic but she liked it for her primary tools. The hilt of this weapon has a yin design. Seeming made of a metal unfound on the world. The tool seems so far indestructible. The primary function of Yin is to form the weapon of choice. She favors a whip or a sword. This weapon though can be so much more can be anything from spear to bow, axe to slingshot. There is a catch though it can not be things like a firearm it can not become a grenade to throw. Intrinsically it is meant to be the melee weapon of choice with its ranged options tied to those demanding a certain physical connection. So that she can fight on the level of the enemy not beyond them. To the mortal men the gun isn't fair. Additionally when a melee weapon she can heat the weapon should she so desire. When used for ranged weapons it seems to conjure munitions. Against the God Eater hailing of Timeline 7 her arrows were like commets sailing through the night sky. When she helped deal with the criminal organization Rational Jester Party who just used guns her arrow moved fast enough to rival an Olympic shooter. As for the edge of her weapon when applied it matches that of the enemy. She once battled the Rusty Butcher with an impossibly dull blade because his own cleaver was so unmaintained.

Yang: the shield of hers with a yang pattern in the center. This shield is impervious to all harm far as she knows. It's edge can be sharpened should she desire it to be. She has a control over that edge, but how meaningful that is is dubious one might say. As typically just because she could make it mono molecular doesn't mean she feels it just. More significant though is it's returning directional nature. She can toss it and have it rebound off a surface or return if wanted. Both Yin and Yang are summonable to her person, though she rarely leaves them anyway they'd teleport to her if away.

Powers / abilities:

Flight: First of her more passive less involved abilities. She can fly, able to reach up to Mach 3. This is not combat related though. If she's not fighting a flying opponent she won't just fly and certainly not this fast. There's a weird limiter from an unknown force that makes it where she doesn't get to just blitz a opponent.

Post Combat Regen: second more passive power povided she didn't die, she will heal. By the next day ready to fight again. This is useless in a battle and to her a curse sometimes after one. It isn't fair to her that she can spring back from what others might take so much longer.

Balanced Stats: Her leading power is to match others. If they can break a world in a punch so can she. If they move at light speed so to does she. A design to fight on equal level with the enemy.

Elevated Senses: Casca is competent with every form of sensory ability in a fight. And can fight with the absence of several. It is an abstract concept, to be able to fight to her best even when she can't feel the breeze of movement against her skin. To hear the blade cutting air when she can not see. When all senses are going though it leads to an artisty of fighting. Imagine being so intrinsically aware of one's seld that the weight of one's eyelash was factored into the swing of the blade.

Balance in War: She is in the upper tiers of combat ability. She was designed cosmically to be the fighter of her universe. Her skills in combat are hard to match and hard to quantify.

Weakness:

Her powers and equipment for all their potential are fundamentally also limited. If she fights regular criminals she is as vulnerable as a human. Her stats may rise elsewhere against higher but it doesn't mean she can resist the other tricks. If an alien can level buildings but be burned by a simple lighter so to would she. Often times this can make her a glass cannon essentially. As the gadgets and powers are not always linked to one's skill in a fight. Perhaps more then this though is her internal law. She needs to fight on their level, which is thus manipulative in nature for some. If someone says they should fight one arm behind their back she likely would as well.
 
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Name: Doctor Legion

Age: unknown

Identity: kept top secret to all except his most loyal underlings and to those who have fought him before

Enemies: The Justice Association, but most notably Solar Man

Backstory:

There were many orphans in war-torn Uzurkslavia. Some were born to empty households, others witnessed the cold reality of a cruel world imposing itself on their fragile psyches. There was a boy who crawled through the shattered streets, subsisting on anything from scavenged rations to the remains of the recently deceased.

He knew nothing of peace, but always dreamed of something pure. He wanted to rule the land and abolish war. He wanted a place where everyone could get along and have plenty of actual food to eat. He dreamed of a utopia free of invasion and conflict.

That… was a long time ago.

As time went on, the boy grew into a man. He had no name that he kept precious to him. His identity was always the dreamer sleeping next to dead soldiers. He experienced nightmares every day of his life. He learned all he could about the human brain in the vague hope of preventing these horrible visions from happening.

But as he studied, as he practiced brain surgery in the halls of the medical college he attended, he grew more morbidly fascinated with escaping death itself. After many experiments, after graduating with honors as a licensed brain surgeon, and after committing his life to his practice - it finally happened.

The year was 18XX. He walked in on his wife having an affair with their neighbor. She blamed him for being away at his job for so long and ignoring her. He shot them both and hacked their bodies apart, keeping their brains intact. This would be the first time he managed such exquisite specimens for use in his diabolical research. The temptation finally got the better of him. He took the plunge into madness and never looked back.

He failed to keep his neighbor's brain alive, but managed to give his wife a sense of consciousness once again. He hooked her electrical impulses to a record player and listened to her screams of terror as he played God.

After recording all he needed to know, he cut her life support. Thus began the most insane experiment of his life. He confided in his best friend, his old classmate Solomon Rustimov, and prepared for the surgery. He'd be a wanted man otherwise. Solomon did as his friend asked and transplanted his brain into a concealed jar after euthanasia.

Before he could set the temporal coordinates properly, the police arrived on the scene and shot Solomon dead on sight, mistaking him for having killed the famous brain surgeon. This was unexpected, as Solomon was tasked with moving the brain into a safe place until a year had passed.

Instead, the man spent a decade locked in fathomless isolation. In 18XX, the house went up for auction and was sold. Upon moving furniture, the new residents discovered the brain floating in the restorative fluids. They were shocked, but even more so when it spoke to them.

They were only a man and woman, husband and wife, and the brain told them of a grand treasure hidden away in the mansion. He offered them more gold than they could imagine if they helped him, and so they did. His first request was for a body, but he had planned for this.

The man worked next to a morgue and managed to steal away a fresh body left in the chiller. He brought it back to the house and removed the head, installing the jar into the wound. Almost like magic, the corpse moved! The brain cackled psychotically, immediately killing the man and his wife with his newfound and impossible strength.

He retreated into the night, but not before proclaiming himself as the infinite demons of Satan given flesh. He took the name DOCTOR LEGION and has become synonymous with terror the world over ever since.

Working tirelessly to install himself as an immortal adversary to democracy, Doctor Legion has mastered the art of transferring his consciousness, his memories, and his dastardly intellect into countless sleeper bodies scattered across the globe. Even if he dies, another identical version of himself will inevitably appear. Thus is the will of LEGION!!

Appearance:

Doctor Legion is a brain floating in a strangely durable glass jar filled with bubbling turquoise restorative fluid. His bodies range in size and overall detail, but they all share a faceless mask in order to further protect the madman hidden within.

Powers/Abilities:

Doctor Legion is an absolutely brilliant scientist and surgeon, an undeniable criminal genius, and a highly experienced menace to the world. He has no inherent powers to speak of, but can easily make bodies based on numerous foreseen eventualities that he can transfer himself into in order to maintain his pseudo-immortality. His greatest ability, by far, is his magnetic charisma and his innate talent for propaganda.

V.E.N.O.M.:

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The Villainous Extremist Network of Omnipresent Masterminding is the devilish organization responsible for putting a stranglehold on the people of Uzurkslavia. The media has been altered going in and coming out of the country. The population has been brainwashed into hating the western world and believing that they occupy the only democratic nation left in a reality of communism and barbarism.

Not only this, but the true strength of V.E.N.O.M. lies within its ability to coerce and negotiate with outside influences, funneling unimaginable resources into a highly advanced, dangerous, and heavily industrialized military complex. Uzurkslavia is less a country and more of a fortress both above and below ground, offering the latest in defensive technologies as well as incredibly powerful armies to back up that aggression.

Doctor Legion has made it a point to include brave men and women willing to fight and die for his cause alongside battalions of heartless, unfeeling automatons programmed to hate the United States of America and its protectors.

Now and forever the world shall feel the sting of... V.E.N.O.M.!!
 
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Name: Zbigniew Morawiecki


Age: 30


Job: Director of Intelligence and Indoctrination for V.E.N.O.M.


Affilation: Dr. Legion, Maximilian Von Lindenburg, V.E.N.O.M.


Monikers: The Grand Poisoner, Stinger of V.E.N.O.M., The Stinger, Venom's Voice


Appearance: TBW


Backstory:



Powers:


Poisonous body: Zbigniew is completely immune to the effects of all poisons. In fact consuming or introducing any poisons to his body increases his strength, speed and durability. He is also able to secrete those same poisons from his body to poison the people he touches on command. The stronger the poison he consumes may also increase this effect.


Poisonous mind: The effect is less studied on Zbigniew's mind but he has shown a marked increase in intelligence and reaction time. The limit of this ability will be of great interest to V.E.N.O.M. when the study is done.


Skills: As the Director of Intelligence and Indoctrination he is a proven spy skilled in many aspects of infiltration, espionage and torture. Zbigniew is quite possibly the most talented poisoner on the planet and is even known to attempt to create brand new and far more lethal variations of poisons and drugs for further testing.


Equipment: Zbigniew has an advanced bio-mechanical suit made by Dr. Legion. The suit gives him claws to cut into the flesh of his enemies and inject his most lethal poisons directly into their bodies. Much like scorpions, the suit has a stinger on its back allowing Zbigniew to deliver a highly concentrated dose of poison quickly if stabbed by its sharp tail. The suit also carries with it several poisons he can inject into himself or into his enemies.
 
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Name: Maximillian von Lindenburg


Age: 40


Job: CEO of MaxTech, philanthropist


Affilation: secretly V.E.N.O.M.


Moniker: The Modern Makhai


Backstory:

Son to the legendary Werther von Lindenburg, the renowned hero of old Techknight, Maximilian grew enthralled by his father's exploits in the early age of heroes, seeing those larger than life shoulders carry the burdens of the world as if they were nonexistent. Despite Werther's somewhat frail appearance and quieter personality, Max understood from his very childhood that his father was strong, the strongest even! Villains, tyrants, rogue mercenaries from the nth dimension, Techknight took them all on with his ever-improving gadgets and colorful combat carapace.

Prepared from a young age to fill in his father's shoes as the next head of the conglomerate of tech companies under his father's employ, it is needless to say the boy led a quite uneventful life. That was until the last days of Techknight's very own golden age. Obviously being a public figure meant the von Lindenburg family had made quite a few enemies due to his dad's activities, and while the armies from Dr. Legion or the unstoppable onslaught of the rampaging Roid Raider could not reach them, some small, no-name crook eventually did. Max was 13 when his mother was kidnapped and the situation blown over throughout all the media, he watched with sparks in his eyes as his dad flew into the building, and he saw with ghastly shock as he walked out carrying his mother's lifeless body.

That day Maximilian understood his father was not truly strong.

In all his life, no matter how many superpowered aliens he crashed into, no matter how many ridiculously named criminals he stopped, nothing could ever graze the Techknight pride, he would laugh off beatings, get up, shake the dust off and try again. That was his father, a man who never gave up, who never conceded defeat, that could lose a single battle, but would survive the war, even triumph over it. Seeing the pathetic shadow of that man after what happened, though? It opened his eyes.

That no-name goon killed his father more than any other supervillain could ever hope to. It showed to all that the cracks in his armor were plenty, not few. Werther von Lindenburg, the man who allegedly never bent, was not fit to survive the war, much less fight it. That man, that very man he loved with arms that could carry the whole world, with might that would scare the fiercest warlord, he was nothing now.

All it took was a single slip.

In a world of strength, you can never be caught off-guard, you can never expose your flaws to your enemies, and if they discover any, you must iron them out until your weak points become your strong points. You should not rely on gadgets forever, you should not take time off instead of improving, you should not flaunt your loved ones, your family, your weakness in live television and expect to make it through. Maximilian respects the man his father was, he loves him with every fiber of his being, just as his father thought of his mother.

Love was exploitable.

Love was weakness.

So Maximilian conquered his.

Ever since his father's tragic suicide at his 18th year of life, Maximilian took control of MaxTech's operations, diversifying even more their projects by finally breaking the ban on militaristic projects and "less humanitarian causes" his father had established before him, cultivating his influence within many circles and lining his pockets even more.

It was due to this he finally found a man who shared his vision for the world, even though with quite a few caveats. A man who would create the world of survival where strengths clashed, eager to prove themselves. A man who could be bothered with the political details and lengthy paperwork that would come from such a world, so he had not to bother anymore. A man he quickly learned was a valuable ally in his pursuits.

That is why he serves.

That is why he is... V.E.N.O.M!!!



Powers:

Maximilian's unnatural strength comes from the very structure of his body's muscular and skeletal systems, while his bones are much denser than normal to withstand the pressure of his bulky musculature, the true crux of his powerset come from the very fibers weaving his muscles. It functions much similarly to armor, where it's heightened durability protects the body by dispersing and absorbing a great deal of the kinetic energy of any impact, while taking minimal damage itself, granting Lindenburg a feasibly invulnerable body, impervious to damage from firearms and bladed weaponry alike, while it's added mass contribute to the man's strength, increasing it a hundredfold.

That, however, is not the most unique quality of his distinguished genes, for his muscles to not simply dissipate kinetic energy. Rather, they absorb and store it, allowing Max to unleash controlled bursts of energy within close proximity, needing only to charge a nearby body - organic or not - or simply unleash it from his own. The radius for these abilities is admiteddly short, totaling around 15 feet around him, anything charged leaving that radius would then immediately suffer the release of all stored power.

Skills:

Being the head of a large conglomerate of companies under the MaxTech banner, Max had to learn from a young age how to charismatically bring out the best on each and every of those he employs, as well as take multiple classes on business, economics and administration. While quite capable as a CEO, however, his true interests lie as far from his work as possible.

An admirer of warrior cultures from the world over, he developed an interest in martial arts from a very young age, and dedicated his fortune and free time to honing his own abilities in as many forms of armed and unarmed combat one could feasibly take given his schedule. While he may claim mastery of fewer styles than he would prefer, Maximilian von Lindenburg's greatest skill is indubitably his martial prowess, capable of mixing and matching multiple culturally distinct styles and adapting to combat situations on the fly.


Equipment:

Despite being the owner of a plethora of technological companies, the Modern Makhai's interests far diverge from his late father's fairly fanatical refinement of gadgets, armor suits and anything of the sort. He believes in achieving everything with one's own strength instead. Thus his personally funded project, which also interests many a military, is a simple substance that allows any human to activate between 90 to 100 percent of their fibers simultaneously with no drawbacks whatsoever, greatly increasing the strength and effectiveness of any soldier, and even moreso Maximilian's own power. Currently there are a few side effects, notably the skin and hair of the subject lose all pigment for the duration, much like a corpse's, and it burns through their energy reserves quicker than average, lasting only a few minutes for an average human before they simply collapse from exhaustion.
 
__lady_death_lady_death_drawn_by_stanley_lau__sample-6e42242fc8dfa8ed65512d0d33b63be7.jpgAlias: Caretaker
Name: Naicitrom
Nicknames: Carrie, Taker, Naice
Height: 5'7
Weight: 22 pounds she weighs not like a person but the weight of a skeleton
Eyes: Ice blue
Skin Tone: Ghost White
Hair Color: White

Powers Origin Necromancer
Flight: but only as fast as a car maybe.

Life Drain: The capacity to withdraw life energies from organic matter for use of healing herself and others. This isn't to taxing on her but is on a target. Where she withdraws life it struggles to return or perhaps may never return. A tree wilted by her may forever be a dead scar upon the land. She has to concentrate though and so a hold would be required to use this in a combative sense. Soul drain is a extension of this but currently only doable to someone dying.

Death Communion: Ability to talk to and understand the fallen. Different languages, animals it's all understandable to her. Granted when talking to the dead it likely sounds to most like ghastly gibberish from either party.

Ghostly summon: To command the soul to do her bidding. The ghost is a faster being untethered to the physical domain, they can telekinetically move things or possess people, and their cold touch might even tighten around ones neck or objects. However she can only command half a dozen at this time ghosts are more taxing on her arcane talents.

Necrotic Bolt: A mildly costly power to use, a skull looking projectile of deathly energies. A cold burning, and exhaustion
causing attack when used lightly and possibly shutting down organs or causing frost bite if used with a concentrated effort.

Spectral Body: By resting her hand over her heart or forehead Carrie can bring herself into a Astral form. To become a ghost a being of possession and intangibility. However should she chose to Astral project leaving her body somewhere she can be at risk. Not trying to bring her body let's her move faster and possess someone easier, it's not without risk though.

Zombies: The ability to make and command zombies. At the moment she can command up to two dozen at a time. She can also meld any number of these into greater monsters. She's been practicing how to use dead cells alone to make a zombie counterpart.

Telkenesis: She can't lift more then a car, the barriers can only handle so much. It's also always visible do to the appearance of shadows around what she holds or forms with her power. It's not exactly the most potent but it's useful.

Jewel of Osiris: A gift and a curse, she was born with it in her head. It seems to help her recover and fend off sickness really well. She's not sure she can stay down so long as it's in her head. She's kept this secret to the world, though in the modern age an X ray might reveal the source of her longevity.

Equipment:

Scythe: She owns numerous, she likes to accessorize. These are just sharp weapons but not inherently special in properties outside of one thing. She always has three souls tethered to her scythe when she goes out. Bound to the weapon for single purpose of draining. These souls allowing her swift recovery from wounds.

Nightblade: Sword of her patreon, its a blade that mends itself and sharpens as blood is spilled. Seeming unbreakable thanks to its blood drinking tendencies.


HISTORY:

Carrie doesn't remember much decades ago she awoke remembering a sister she swore she didn't have. She clutched to a name waking up that wasn't her own. Her morality has been twisted, her story of her original self forgotten. The memories of herself drowned by memories of who she is, polluted by the tales of the dead.

The mind has become warped. She believes the only way to find herself is through death of others. To collect souls to better grasp the magic that plucks at her bones. She can feel it the more souls she takes into her own the closer she is to remembering. An intoxicating hold on her as well from the power it provides. One side of her craves the power to be what she is destined to be. To grow as a sorceress of the macabre. Another side seeks to find herself. The hold unshaking as Nightblade reminds her she was someone before this.

She's a woman of two souls and two minds, a Caretaker of souls who struggles to care for them properly as her own soul needs attention. A groundskeeper who's footing is uncertain as she recalls both tending the dead once and wishing death upon the world now.

PERSONALITY & GOALS

Carrie is a studious mind who's ventured into the medical, arcane, and sciences specifically chemistry. Confident in her figure she hides little a d doesn't hesitate in being adventurous. Her friendly and curious attitude though can be lost to cruelty. She worships death she's empowered by death. Sometimes she thinks she might have been a good person once, but it's drowned out by wishing she actually could remember who she was. The whispers of old gods to feed her blade distort the rationalizing making cruelty grow to save her own soul. Her ambitions make her think she should perhaps take from Dr Sorcery for answers. A lofty idea that might make her fall only further to the dark arts.

 
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