You are either not logged in or not registered with our community. Click here to register.
 
December 08, 2016, 04:12:28 PM

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

Click here if you are having problems.
Default Wide Screen Beige Lilac Rainbow Black & Blue October Send us your theme!

Hark!  The Herald!
Holiday Issue 2016

Wiki Blogs Dicebot

Author Topic: Justice League Alpha: Intrest Check  (Read 2600 times)

0 Members and 1 Guest are viewing this topic.

Offline SilkNSatanTopic starter

Justice League Alpha: Intrest Check
« on: March 05, 2016, 02:07:41 PM »

                                                      This RPG will be set in the DC universe of Earth 1.
                             
           
Superman, Wonder Woman, Batman, Green Lantern, Flash, Cyborg and Aquaman teamed up to stop Darkseid from Invading Earth. They were the Justice league Earths greatest heroes. Soon they inspired other heroes to come out of the shadows such as the Green Arrow, Hawkman, Martain Manhunter, Shazam, Zatanna, Black Canary, Stafire, Raven and many more.   

Fast Forward Five Years Later and Darkseid is returning and members of the League have gone off world to fight him on Apolypyse leaving the world in need of a second Justice League Team to fight the threats Earth may face while the League is away.

NPC`S

Superman/Clark Kent/kal El (Off World)
Batman/Bruce Wayne (Off World)
Wonder Woman/Diana Prince (Off World)
Green Lantern/Hal Jordan (off World)
Cyborge/Victor Stone (Off World)
Shazam/Billy Batson (Off World)
Flash 2/Wally West (Off World)
Zatanna Mistress Of Magic (Off World)
Mr Miracle
Big Barda
« Last Edit: June 22, 2016, 12:09:57 AM by SilkNSatan »

Offline SilkNSatanTopic starter

Re: DC Earth 2 Society: Intrest Check
« Reply #1 on: March 05, 2016, 02:10:15 PM »
== Character Bio ==

== Personal Information ==
Legal Name: Dinah Laurel Lance
Alias: Black Canary
Age: 28
Sexuality: Bi sexual (Leans Towards men)
Part of Gotham Residing In: Lower East side

== Physical Description == Dinah is built very well. Coming in at 5`8 in height she is no shrinking violet. Long legs and a pert round ass and large breasts. Dinah is coverd in freckles which she gets from her moms side of the family. Naturally blond hair which she also gets from mom. She has a rather distinct dimple in the middle of her chin that is very pounced. She has full pouty lips and deep blue eyes. She has a few scars on her body from her days as a beat cop and a few from her latest trade as the White Canary of Gotham.  She tends to dress in Black (her fave colour) with a sexy flare to whatever she wears.

== Persona == Dinah keeps up appearances as a free spirited trouble maker still suffering from her parents divorce. She in-fact couldn’t be more focussed since returning to Gotham and becoming the Canary. She still hasn’t fully delt with her drink problem which got her kicked off the force to start with, but since been a vigilante she has little time for booze. The irony her *day* job is working in a bar is not lost on her. She keeps secrets from her family who still don’t know she was captured and tortured by pirates when she went off backpacking at 23. Nor the fact she was trained by one of Ras Al ghuls daughters. Dinah took all she learned from the force and Nyssa and combined it to create her Canary persona. She dongs a platum blond wig when she is the Canary to throw her enemies off. She prefers to go after misogynistic criminals who prey on women.         

== Key Skills == 1) Advanced Hand to hand: Dinah is shown to be skilled in hand to hand combat. First trained as a cadet at GCPD and then later in Wing-Chun by Nyssa Al Ghul.

2) Trained Stick fighter: Dinah carries two batons which can click together into a full length staff which she wields with mastery.

3) Trained acrobat/Stealth: Dinah is able to scale large buildings and leap great distances. She is also able to get around without been seen or causing too much commotion.

4) Tolerance for Pain/Torture: While her time in China was mostly horrific Dinah did learn to tolerate extreme pain. Now it takes a great deal to break her.

5) Fearless: Dinah is extremely brave and would die for another however this *fearlessness* could at times be mistaken for arrogance.

== Advantages == Dinah carries with her a sonic device which emits a large pulse which she calls her *Canary Cry*. As well as a voice emitter to hide her identity from her farther Detective Lance. Dinah has a wider understanding of the criminal underworld thanks to her three years in China with Nyssa Al Ghul. She has a tactical mind which she obtained genetically from her farther as well as his sense of *Justice* and empathy for others. She also has a cutting sense of humour which has gotten her through the bad times.

== Disadvantages == Dinah has a hot temper which has a tendency to get the better of her. This can split her focus in battle. She also has a alcohol problem she never truly dealt with. She figures now she has focus in her life as the White Canary she won’t need to deal with it. Dinah can be arrogant and pig headed when she wants to be and wont let things go. At times she can be a bad judge of character especially when it comes to men which leads her into trouble. If her foes ever found out about her identity they would go after both her farther and her mother. She has an estranged relationship with her mother. Dinah does not work well with others or in a team which played a part in her police dismissal.   

== Background == Dinah grew up as a only child to Dinah Drake and Quentin Lance. Her farther was a GCPD Cop to the core her mother worked in a museum. Her parents divorced when she was 17 and her mom moved to coast city to be with her lover. Dinah decided at 18 to be a cop like her dad much to his dismay. She joined the force and lasted all of 18 months. Dinah was kicked out for substance abuse at the ripe old age of 22. She bummed around for a year before she went backpacking across the globe. Dinah ended up getting involved in a nasty situation with some pirates while in China and was saved by the League of Assassins. She was trained personally by the daughter of Ras Al Ghul but left the league once she spurned the advances’ of Nyssa. Dinah returned to Gotham and made peace with her family.

Dinah was soon recruited by a man named John Lynch into team seven. She along with Slade Wilson, Amanda Waller and Cole Cash worked as government agent. Team Seven dealt with meta human and occult threats to the usa. On mission Amadna Waller revealed the reason Dinah had been picked for the team was her experience's with the league of assassins and what she knew about Ra`s Al Ghul. On their second mission several of the team members were effected by Elipsos magic and given meta abilities through his power crystal. Dinah was given a sonic meta scream. Team 7 soon disbanded and Dinah returned to Gotham and took up a job in a bar and donned a costume calling herself the Black Canary.

With the Justice League out in the world Dinah was inspired to be like them. She soon crossed paths with heroes in the League and other heroes such as the Green Arrow and Batgirl. She started a steamy affair with the Arrow only to have it end badly when he was unfaithful to her and a friendship with Barbara Gordon aka Batgirl, whom she had known all her life as they both had fathers had been officers for the GCPD. 

Dinah served as a member of the Birds of prey with Batgirl before been drafted to join the new Justice League.

  == Character Extras == Face Claim: Carly Lotz.
 
Ons: Men, Rough sex, outdoor sex, dirty talk, leather, anal, oral.

Offs: Baby Talk, Toilet, Blood Gore, Animals, underage, non consensual.
« Last Edit: March 08, 2016, 06:31:32 PM by SilkNSatan »

Offline ShadowFox89

Re: DC Earth 2 Society: Intrest Check
« Reply #2 on: March 05, 2016, 08:06:28 PM »
 Hmmm... genderswapped Shazam?

Offline SilkNSatanTopic starter

Re: DC Earth 2 Society: Intrest Check
« Reply #3 on: March 05, 2016, 08:41:28 PM »
Yeah like that idea.

Offline Foxy Oni

Re: DC Earth 2 Society: Intrest Check
« Reply #4 on: March 05, 2016, 10:55:23 PM »
How about a tough military chick who is the new Green Lantern? Unlike some of the other heroes she would side with Waller.

Offline Ascia

Re: DC Earth 2 Society: Intrest Check
« Reply #5 on: March 06, 2016, 03:05:40 PM »
How about a tough military chick who is the new Green Lantern? Unlike some of the other heroes she would side with Waller.

Hooyah, that sounds like a cool idea.

Offline Ascia

Re: DC Earth 2 Society: Intrest Check
« Reply #6 on: March 06, 2016, 03:06:55 PM »
I'll be throwing down a Supergirl.

Offline Latooni Subota

Re: DC Earth 2 Society: Intrest Check
« Reply #7 on: March 08, 2016, 11:53:51 AM »
There's clearly not enough moodiness and magic here! Time for yet another resurrected Raven, I think! You'd think these cultists would learn by now that resurrecting Raven after her heroic sacrifices and stuff wouldn't make her evil, right?

Offline SilkNSatanTopic starter

Re: DC Earth 1: Intrest Check
« Reply #8 on: March 09, 2016, 11:51:36 AM »
Any more intrest???

Offline BlackStone

Re: DC Earth 1: Intrest Check
« Reply #9 on: March 09, 2016, 10:38:19 PM »
Do we have to choose established DC heroes with a twist to link them in the Earth One continuity or can we come up with original concepts?

Offline Grizzly

Re: DC Earth 1: Intrest Check
« Reply #10 on: March 10, 2016, 10:41:10 PM »
I was wondering the same thing. 

Offline SilkNSatanTopic starter

Re: DC Earth 1: Intrest Check
« Reply #11 on: March 11, 2016, 07:21:48 AM »
You can come up with original concepts.

Offline BlackStone

DC Earth 1: Intrest Check
« Reply #12 on: March 11, 2016, 05:44:21 PM »
Name: Chris Knight
Hero Callsign: Tempest
Origin: Magic
Former Occupation: Captain, United States Air Force, Security Forces
Current Occupation:  Owner, Security Consultant, and Investigator for Knight Security in Metropolis
Age: 28
Hair: Blond
Eyes: Blue
Height: 6'2"
Weight: 210
Sexuality: Mainly heterosexual, but is not homophobic
Residence: Outskirts of Metropolis
On's: Bondage, discipline, Shibari, orgasm denial, Dominat, prolonged teasing (see Player On & Offs in signature block)
Off's: Body fluids, vore, scat, non-con, permanent disfigurement or injury (see Player On & Offs signature block)

Description
Chris Knight: Chris is ruggedly handsome, and if he cleaned up he could easily been seen on GQ. Chris is a bit dense about his looks, and kind of gives it a careless neglect, and does not understand how he gets the attention that he does when he walks into a room.  His hair is longer than in his days in the Air Force, but it is not a long unkempt mass either.  At times he is sporting the stubble, and his normally off duty wear of t-shirts and jean don't show the powerful physique to much detail, still even baggy clothing can't hide that Chris is an extremely fit man that keeps himself in shape.

As Tempest, Chris dresses up like a ninja, for lack of better terms.  His attire is beta-cloth treated that is both tear and ballistic resistant.  It will stop most small arms fire, but military grade or armor piercing rounds will penetrate the costume.  The costume is black to better aid him to fade into the shadows.  He has a full face mask that stops before the bridge of his nose.  With his powers, Tempest is able to reinforce parts of his costume, but he needs more than a seconds warning to do so.  With it he has made the gloves and boots of the outfit far more resilient so as to strike harder with his hands and feet, and with enough warning cause a fifty caliber round to ricochet, but that is only if he has time.  Also doing so to the full outfit turns the costume fairly inflexible and difficult to move in.


Personality
Chris is the man everyone wants at their back.  Dependable.  He can flirt at times, but he rarely takes it beyond that.  He makes the first move, and if there is interest, great, if not, he doesn't make waves, as you never know who you are going to need a favor from.  Chris is principled, but his code of honor seems to have his own handbook, so it is hard to say what cause he will champion, but when he does, it is as fierce as any have ever seen.  This personality spills over well into his costumed persona and there is not much separation between the two save that as Tempest he is a bit freer to act and use the powers that he cannot used when out of costume.


Powers and Skills
Air Manipulation: Tempest can manipulate the movement of air about him to perform a number of stunts.  These are the stunts and abilities he has managed to perform to date when he calls upon the Spirits of Air to assist him.
  • With concentration and enough space he can lift and hold aloft in the air mass equaling to one ton in weight.  The heavier the object, the more space he needs to create a wind stream to lift.  For the full ton of weight he would need an area roughly twenty meters cubed in open space.  To generate a wind stream  to hold hold a person of average weight and height aloft, about one meter cubed area of space is all he needs.
  • If he has at least one meter cubed of space about him, Tempest can generate a wind stream that can grant him the power of flight.   How fast he can go depends on how much space he has about him.  In the crowded confines of a city, speeds of up to 150 mph are possible.  Up in open air where the wind stream exists, Tempest has been able to push himself to 450 mph unassisted, faster if he gets a tail wind behind him.   Flight is not a quiet or stealth like ability for Tempest.  When he is using it, it generates as much sound and noise as a class one tornado does, and the wake the follows behind him is the same speed, so flying 150 mph down an alleyway will stir up its fair share of garbage and debris behind him.
  • Force Bolts in the form of spheres of extremely dense and low pressure air that can hit with enough force to knock an average sized man back twenty yards.  Non-lethal in most cases but can hit with enough force to dent reinforced steel up to two inches thick.  Tempest's force spheres have a range of 200 yards with no obstruction.
  • By channeling the Air Spirits through him, it is possible for Tempest to increase his speed and reaction time by a factor of twenty.  This does not mean his body is immune to the consequences of his increased speed.   Striking a person as this speed would likely shatter the bones in his hand unless some precautions were made.  Tempest is extremely cautious when using this power, especially when he is unable to channel another elemental spirit to offset the consequences of his actions while moving at such an accelerated speed.
Earth Manipulation: Tempest can manipulate the movement of earth about him and more importantly, draw from the strength of the very bones of the earth about him.  From his interaction and channeling the spirits of the earth, he is able to perform a number of stunts.  These are the stunts and abilities he has managed to perform to date when he calls upon the Spirits of Earth to assist him.  Note that Tempest must be in contact with the Earth in some form to be able to draw upon these powers.  While he can use them say on the 35th floor of a tall building, their effect would be diminished as a result.   He us unable to channel earth spirits at all while in flight.
  • Tempest can cause an area up to twenty meters cube of earth to shift and move.  He has used this ability to pull boulders from under the earth and fling them at enemies or constructs up to twenty meters away.  This is a fair disruptive and destructive power, and is picked up as a 2.5 seismic event on the Richter scale and as such rarely employs this within the confines of a city unless a person's life is at stake.
  • Tempest can draw upon the strength of the world to change his body to be able to withstand the stress that comes with having superhuman strength, and can lift up to ten tons when he draws upon the earth.  Tempest will never employ super human strength against a normal human opponent unless there was a life at stake.  He often uses this ability in combination with the ability accelerate his speed against meta-human opponents.  This ability coupled with his martial arts skills makes Tempest a deadly opponent in combat against meta-humans.
  • Tempest can draw upon the spirits of the earth to enhance the tensile strength of his skin, or the costume he wears.  He can either confine this to small areas, say hands and feet, or his limbs, or his torso, or to his full body.  Note that his natural flexibility goes down the more he draws upon it.  He can make his body as dense and hard as granite blocks, but he would be immobile and unable to move if he did so.
Water Manipulation: Tempest can manipulate the movement of water about him and more importantly.  From his interaction and channeling the spirits of the water, he is able to perform a number of stunts.  These are the stunts and abilities he has managed to perform to date when he calls upon the spirits of water to assist him.  Note that Tempest must be within 200 meters of a body of water in order to channel the spirits of water, and their effect or intensity is diminished when confronted with effects that would cause water to dissipate at an unnatural rate, such as extreme heat.  Also the volume of water is important, and he would need a source at least one meter cubed in volume to gain the spirit strength needed to use his abilities to full effect.
  • Move and manipulate into shapes or physical constructs of water up to twenty meters cubed in volume.  Also this gives him the ability to move up to speeds of one hundred and twenty mph, if there was enough open water before him.  Tempest has been able to use this ability to stop freighter sized ships in their tracks and stave in their hulls.  Military ships up to the size of a Destroyer class are vulnerable in the open water.  The maximum range that Tempest can manipulate water and the constructs is 200 yards.
  • With at least one meter cubed volume of water present, he can form objects that have a solid tensile strength in his hands.  He normally forms some form of martial arts weapon, such as a weighted chain, nunchucks, or katana blade.  The more water present, the stronger he can make these items.  He can make weapons that have up to a three meter reach if he so desires.  This is one of Tempest's more deadlier abilities due to his skill with martial arts weaponry.
  • Since the human body is mostly water, Tempest, with a sufficient source of clean water, can heal even life threatening injuries.   Without water he can seal minor wounds and cuts, but it does test his endurance to do so and does much better when water is present.  He is unable to regenerate new limbs or tissue on a large scale, he can however reattach severed limbs with the skill of a combat surgeon, enough to save the limb and stabilize the patient till he can see more advanced medical treatment.  Prolonged use of this ability will tax his strength and leave him unable to call upon other spirits till he had had sufficient time to recover, four to six hours of sleep.   He will only push himself in the field with this ability only if an innocent or friend's life is at stake.

Talents and Skills
  • Highly skilled martial artist with first degree black belt in traditional Karate and Jujitsu
  • Marksman with traditional military firearms and rifles
  • Highly skilled with Martial Arts weapons
  • Highly skilled with Katana
  • Highly knowledgeable in Law Enforcement
  • Highly knowledgeable with detective work and evidence gathering methodology
  • Highly knowledgeable with modern security systems
  • Knowledgeable with Asian mystical lore
  • Knowledgeable in United States Air Force lore, tactics, and protocol

Limitations and Weaknesses: 
  • Other than what has already been stated in his powers, to date Chris can only channel the spirits he calls upon for two hours of continuous use, up to six hours if he is calling upon the spirits off and on during that time period.  After that he needs at least four hours of rest to recover.  Pushing himself can lead to issues as migraine head headaches, partial blindness, and unconsciousness for several hours if he pushes himself, as well as the loss of his ability to channel elemental spirit energy for a full twenty-four hours.
  • Chris is unable to channel fire elemental spirits and are the bane to his ability to channel water spirits
  • Chris needs at least one meter cubed of space to be able to connect to the spirits of that element.  As such if he were in a confined space of less than one meter cubed of air, he could not channel air elemental energy enough to use his abilities with that spirit, just as if he did not have a solid connection to at least one meter cubed of earth he could not call upon those spirits.
  • For one hour a day every other day, Chris must meditate and commune with the spirits.  In order to access his abilities, he must have earth and water present with him when he communes with the spirit world or he will not be able to access his abilities with those spirits.  If he does not commune with the spirits at least once every forty-eight hours then he cannot call upon the spirits to channel his abilities.

Background
Chris came from a military background, his father having been an F-16 pilot of war veteran.   It is no surprise that Chris ended up at the Air Force Academy, having excelled in sports and school.   He was a member of their football team, running back, and it is in no small part to his efforts and skill that the Falcons enjoyed the best three years of football in recent history.    Football success did not translate well to academic success.   While no slouch, Chris was exposed to a whole new class of intelligence.   He managed a 3.2 GPA, but that was not enough to get him a pilot slot, that and there was something about his blood work that caused him to be declared commissionable only.

Chris tried his senior year to get into Combat Control, one of the special forces branches of the Air Force, but again, he fell short, his blood work causing medical professionals to declare him not medically qualified for the training.   As a result, Chris decided upon Security Forces as he career field and to work with specialists at both Kessler and Brooks Air Force Base to get to the bottom of the anomalies in his physiology. Chris's second assignment found himself stationed in Japan, which was a dream come true as Chris was always fascinated with the culture, and thought this was his chance to train with masters of martial arts and melee weapons that has always held his interest.   It was during this training that Chris met Kia.

Kia was a student of Master Yoshida, and the two would find themselves paired up against one another during training, their skills very similar to one another.  This of course led to a relationship outside the dojo, and soon Kia and Chris were dating.  It was one of their dates that would change Chris forever.  Kia had taken Chris to one of her family's ancient holdings deep within the center of Japan.   There they took the week and camped and explored every single room and cave the ruins had to offer.   In one chamber, they came across an old amulet.  Chris tried to give it to Kia, but she insisted that it was meant for a samurai, one of the house retainers and body guard, and she felt that it matched Chris more than her.

After a week of wearing this amulet, Chris began to have dreams, premonitions, and changes.   He had a deep sense that Kia was in danger.   Chris tried to share this with her, but she at first laughed it off, then she began to get angry when Chris kept insisting.   She broke off their relationship after that, and no more than a day after that, she was kidnapped by a faction of Yakuza.   They wanted to use her as leverage to get their legitimate company award government contracts Kia's father held.

During this time, Chris tried to get time off from his duties to look for her, but his requests were denied, a large inspection coming up and they needed him on base.  He still could not shake off the feeling, and that night was the night the dreams became clear and vivid.    The amulet that he had taken was of an ancient and mystical origin, that Chris had bonded with the spirit of Tenpesuto, Tempest, the Storm Samurai, the old protector of Clan Akada.   The spirit opened Chris mind and showed him the power that was now at his fingertips.

Chris used this new found power of the Tenpesuto to track down Kia.   There he fought against the Yakuza, killing some, maiming others.   He rescued Kia, but at great cost.    She now feared him, and wanted nothing to Chris anymore.  Because she was the heir to Clam Akada, her dismissal broke the gaes on the amulet.   The spirit was gone, but the power and the abilities of Tempest still belonged to Chris.   He was free to make his own choices.  His actions to date had some serious consequences, and spelled the end of his career in the Air Force.   Chris waited till the end of his tour and his commitment, and then moved back stateside, looking to put his new abilities to use and to find a new balance his life needed..

Response Time: Back to within 48 hours
« Last Edit: March 12, 2016, 01:30:51 AM by BlackStone »

Offline BlackStone

Re: DC Earth 1: Intrest Check
« Reply #13 on: March 11, 2016, 05:53:36 PM »
Concept based on an amalgam of the Red family androids built by Professor Ivo and the Furies elemental magic in Jim Butcher's Codex of Alera series to come up with this character.  He is not an android but possesses some of the skills that Red Tornado, Red Torpedo, and Red Volcano possessed.  Civilian PB is Chris Hemsworth, Costumed PB is the Daredevil costume at the start of the Daredevil TV series.

Offline Lothoris

Re: DC Earth 1: Intrest Check
« Reply #14 on: March 14, 2016, 09:22:55 PM »
I would like to throw my hat in with a nanotech powersuit much like blue scarb or venom.

Offline SilkNSatanTopic starter

Re: DC Earth 1: Intrest Check
« Reply #15 on: March 14, 2016, 09:39:39 PM »
Go for it.

Offline BlackStone

Re: DC Earth 1: Intrest Check
« Reply #16 on: March 15, 2016, 07:41:36 AM »
Does this mean we are going forward, please say yes?

Offline SilkNSatanTopic starter

Re: DC Earth 1: Intrest Check
« Reply #17 on: March 15, 2016, 09:08:40 AM »
I hope so, but we need at least 7 players before I can say for sure. If you know of anyone please let me know and let them know about the group.

Offline BlackStone

Re: DC Earth 1: Intrest Check
« Reply #18 on: March 15, 2016, 09:18:07 AM »
We have six now including yourself.  Is seven a necessity?  Merely curious

Offline SilkNSatanTopic starter

Re: DC Earth 1: Intrest Check
« Reply #19 on: March 15, 2016, 09:22:10 AM »
Need Bios first hun/before I can take it further.

Offline Lothoris

Re: DC Earth 1: Intrest Check
« Reply #20 on: March 15, 2016, 10:45:19 AM »
Upgrades character sheet. If you need me to expand anything feel free to say so.
Spoiler: Click to Show/Hide
== Character Bio ==

== Personal Information ==
Legal Name: Eric Smithfield
Alias: Upgrade
Age:  25
Sexuality: Homosexual, curious about shemales
Part of Gotham Residing In: Northeast section of North Point near Amusement mile and the yacht harbor.

== Physical Description
Eric is a white male with a slim verging on lanky build with light brown hair and bright blue eyes.  He is usualy wearing a pair of faded blue jeans and t-shirts with rock band logos on it, his favorite being a red shirt with a black logo depicting the band Black Cobra.
== Persona ==

== Key Skills ==
1)  Advanced nanotech and computer skills: ability to use and program computers and nanotechnologies.

2) Shape changing battle armor: Eric’s battle armor is able to modify it’s shape to a limited degree. It can grow wings for flight, change limbs for added combat prowess (claws, weapons, shields projectile darts), and mobility (whip-like appendages for swinging around like venom), wall crawling, fins,  enhanced legs for faster running (non-superspeed) and jumping)

3)  Environmental Adaptation: Ability to store and filter air, grow gills, limited protection from radiation and various energies.

4) Breaking and entering: self trained in basic breaking and entering skills, with the suit he gains the ability to hack into security systems.

5) enhanced senses: The suit grants the ability to monitor broadcasted signals (radio ect.), enhanced vision (short range x ray, thermal, ultraviolet), enhanced hearing ( ultrasound, and subsonic)

== Advantages ==
Nanotech power suit, computer skills and basic private eye skills.

== Disadvantages ==
Because he relies on his power suit in combat he has decreased combat skills when not in his suit. Eric also has an addition to technology so when he doesn't have his tech with him he becomes extremely anxious.
== Background ==
Eric was raised in a small town outside of Metropolis where he excelled in the math and sciences.  Gaining a scholarship from Lexcorp he graduated from Metropolis University with honors and a contract to work at one of the labs in Gotham.  Finding Gotham to be infested with criminals and after seeing many of them overpower the police. He decided to create his suit to help fight crime. After several years of crime fighting with varying degrees of success depending on his opponents he has been offered a position in the newest wave of Justice league recruits.

  == Character Extras == Face Claim:
 


Ons:  cougars, large breasts, light bondage, mostly human metas.

Offs: Bathroom play, gore, mind/body control.

Offline Ignavus

Re: DC Earth 1: Intrest Check
« Reply #21 on: March 16, 2016, 01:25:05 AM »
I would totally be down for throwing together a custom magic charcter for number seven if you are still looking.

Offline TheBlackThrone

Re: DC Earth 1: Intrest Check
« Reply #22 on: March 16, 2016, 09:02:26 AM »
What? Not passing up a chance to play Hawkman.  8-)

HAWKMAN

KATAR HOL
Carter Hall

Face claim: Jess Vill


Age: Appears to be in his 30s.
Origin: Thanagarian
Sexuality: Heterosexual
Place of Birth: Thanaldar, Thanagar
Residences: Manhattan, New York City, Formerly Hall Manor, Chicago; Saint Roch, Louisiana. (Currently) Midway City, Michigan, and the Justice League Watchtower.
Occupation: Thanagarian Police Officer (Wingman) and (on Earth) Cop for the MCPD – Midway City Police Department.

Physical Description: Hawkman is a 6’1” 195 lbs (88 kg) Thanagarian male. His short brown hair is trimmed into a warrior’s cut and he has fierce blue eyes. His body is tight with muscle—his most notable appearance being his Thanagarian one. Nth metal crosses his bulk and makes up the faux-bronze hawk helm that obscures his face. Scaled armor will line his deltoid down his left pectoral and gauntlets cover his hands with vicious spikes for pummeling. His uniform is archaic for being the prodigy of an advanced alien race, reminding one of a barbarian or viking as he wields weapons from spiked maces to battle axes. He always wears his Nth harness beneath his human clothes. His wings are condensed into pocket-like compartments on his back and unfurl on whim, spanning to a length of nine-feet. When he isn’t garbed in his uniform, his superhero uniform, he can be found either wearing his police uniform or wearing casual clothes: tank tops, jeans, cotton shirts, etc. The hair on his body is tasteful, outlining the muscle stacked upon his abdomen and joining beneath his navel in a trail leading down to his nether region. Katar is a handsome man who always stands with his shoulders high, back straight, and chin raised with pride. Confidence gleams like a flame in his eyes and he looks upon every mission with an unwavering focus.

Personality: Hawkman is one of the world’s fiercest attackers and one of its most feared warriors. With his wings and his trusty mace, Hawkman patrols the skies with a savage intensity. Hotheaded, impatient, and single-minded are a few words used to describe him as well as his unrelenting drive. He ranks as one of the world’s greatest heroes—but has also been known to be one of its most dangerous. Many people fear Hawkman’s savage brutality and his penchant for violence, but fear could possibly be the emotion that he wants them to feel. His barbaric methods and borderline disregard for rules and regulations often puts him at odds with earthly law enforcement and his fellow heroes—as he chooses to employ Thanagarian tactics in the pursuit of justice. But through it all, Hawkman’s personal code and sense of justice prevail above all else—which also involves smashing things. (Description brought to you and paraphrased from DCcomics.com)

Katar has an interest in history and archaeology possibly brought on by a subconscious curiosity to look back at his past. Every time he dies, he requires a memory cue in order to restore his memories that are lost. In each of his past lives, Katar was always married, and the same incarnation of his wife tends to resurrect when he does. The memories of his past lover are currently unknown to him but will be restored if ever he encounters her new form.

For being an alien, Katar is rather lax to be around—believe it or not. When he isn’t engrossed in the heat of battle, he is actually an approachable man, reliable, and will always have a teammate’s back. He is one of those individuals that you would want to have your back in any situation. Interesting enough, he isn’t opposed to striking a woman if she proves formidable enough. A femme fighter can expect a fair fight from him.

The Thanagarian can be quite smooth when it comes to flirting. He isn’t afraid to compliment a pretty face and he has enough honor to not go where he isn’t invited; but if a woman were to give him either a hint or sign, she better be prepared for a manful.

Equipment & Powers

Nth Metal Harness, Belt & Boots: Hawkman flies by way of a Thanagarian antigravity metal called Nth metal. His belt, boots, and majority of his armor is crafted from it. Nth metal’s abilities are controlled by the mind of the wearer. They allow him to defy gravity and his wings are used to control his flight.

Claw of Horus: It’s a Nth metal gauntlet and his most powerful weapon besides the ones he usually wields. The glove draws its power from the magnetic core of the Earth. He had once used this glove to knock out Superman and it can be used to disrupt other Nth metal equipment as long as the equipment has Nth metal.

Nth Metal Enhancement: The metal is psychoreactive, responding to the bearer’s thoughts and in its base form has a number of electromagnetic/gravitational properties. Among these is the ability to regulate his body temperature, preventing the need for heavy protective clothing while flying at high altitudes or in desert to arctic conditions. It is known to affect electromagnetism as well as the strong and weak nuclear forces of the universe, but only if one has knowledge of how to use it in such ways. The Nth metal still possesses powers unknown to Hol.
 
Nth Metal-Induced Enhanced Strength: Katar’s strength level is increased by the Nth metal. He is capable of ripping a car door off its hinges with little effort and has been seen capable of carrying 5 tons of weight.

Nth Metal-Induced Enhanced Durability: Hawkman is able to withstand blows from superhuman opponents as powerful as Black Adam.

Enhanced Vision: Hawkman can observe objects at a great distance or at speeds faster than can be perceived by the normal eye. He once spotted The Flash vibrating through a wall before he was visible. He can also count the flapping of a hummingbird’s wings. He’s shown the ability to deflect swiftly moving projectiles such as bullets and arrows at point blank range.

Accelerated Healing: Nth metal is present in the Thanagarian’s blood granting him the unique ability to regenerate. It can even completely restore a severed limb over time. It has kept him alive, granting him multiple incarnations/reincarnations. It is uncertain if Hawkman ever truly dies for the Nth metal will restore his body over a lengthy period of time; however, with barely any recollection of who he was in his past life.

Fowl Speech: Just a play on words, but he can communicate with birds, having used several geese to distract some thugs.

Advantages

Thanagarian: As a Thanagarian, Katar Hol possesses several gifts that are common to members of his race, but set him apart from normal humans. A Thanagarian’s lifespan is significantly greater than that of a normal human being. In the prime of his life, Katar was actually older than many of Earth’s senior citizens. A Thanagarian is also physically heartier than the average Earthling. They are stronger with greater stamina and resistance to pain. They also possess enhanced senses.

Master of Arms: Due to his multiple incarnations and having the trace memories of all of them, Katar is proficient in various types of archaic weapons from his past lives: battle axes, maces, swords, spears, and shields. He is current with modern technology having utilized various weapons while acting as an officer in the police force. He is also familiar with futuristic technology such as the weapons found on his Thanagarian ship,  “The Brontadon," Rannian light armor, and advanced laser weaponry. He has also shown expertise with a bow. Although his skill in archery is impeccable, his accuracy is nowhere near as good as Green Arrow’s.

Master Combatant: Hawkman has gone toe-to-toe with several renowned super-powered beings: Superman, Blockbuster, Lobo, the Shaggy Man, and a slew of Atlantians.

Multilinguism: He can speak various languages, having learned several through his past lives.

Thanagarian Liaison: This role is self-explanatory. He can be viewed as an ambassador of his people, but really, he’s just a cop on his home planet.

Disadvantages

Outwittable: It’s not easy to do but several villains as well as other members of the League (ie. Batman) have been able to outwit Hawkman.

Reckless: Sometimes impatiently charging into battle, whether he was confident or not, isn’t always the best tactic. As sure as he may be of his skills in battle, sometimes it leads to him damaging structures, equipment, and sometimes even the villain!

Susceptible to Death: It sounds silly but his savage behavior has gotten him killed on multiple occasions. However, he doesn’t die the same way twice and every time he dies, he learns something from it. Unfortunately, one can never learn enough.

Past Romance: He is partial to his past lover whenever she is reincarnated. When he is reincarnated, he is unaware of her existence and memories of her are unknown to him but somehow fate draws them both together to reenact the tale of love and misery, over and over and over again.

Background

The history of Hawkman can be rather complicated because he was killed off constantly by his writers only to be remade in an attempt to get him right. I am going to summarize the history that I am creating for this character based off of his alien lineage and carrying on through his Egyptian and onward. I made a very basic chronology of his past lives based on canon:

  • Lands on Earth in a Thanagarian ship with orders to pursue Bythseveral hundreds of years ago. During this period, he decides not to return home and remains on Earth with his wife, Shayera Thal.
  • Prince KhufuAncient Egypt, consort Chay-Ara.
  • Brian Kent (Silent Knight)5th century Britain, love Lady Celia Penbrook.
  • Konrad Von Grimm14th century Germany.
  • Captain John Smith16th century Colonial Virginia.
  • Hannibal HawkesAmerican Old West, love Cinnamon.
  • Detective James Wrightearly 20th century, love Sheila Carr.
  • Carter Hallcurrent period, love unknown.

Ons: Foreplay, dirty talk, light bondage, switch, giving spankings, hair-pulling, nipping, clawing, rough sex, large tits, slappable asses, giving sex toy teasing, giving/receiving gropes, public display of affection (so naughty), receiving blow jobs, 69, sex on nearly any surface or furniture…

Offs: Anything that belongs in a toilet, and hardcore BDSM.
« Last Edit: March 21, 2016, 10:24:15 PM by TheBlackThrone »

Offline SilkNSatanTopic starter

Re: DC Earth 1: Intrest Check
« Reply #23 on: March 18, 2016, 08:35:27 AM »
Just waiting on a couple more bios.

Offline Latooni Subota

Re: DC Earth 1: Intrest Check
« Reply #24 on: March 20, 2016, 02:07:42 PM »
Sorry for the delay. Been fairly plagued this week, and by the time I got better real life decided I should be busy to catch up on all the work I missed. I'll have Raven done today.