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Realistic or Modern RISE - Characters

Shog

The Infinite Being
Main RP: https://www.rpnation.com/threads/rise-invasion.319672/
OOC: https://www.rpnation.com/threads/rise.319693/
Setting/Locations: https://www.rpnation.com/threads/rise-setting-locations.321716/
Moolock Moolock Wildcats Wildcats Rosiegold Rosiegold Alterius Alterius

Rules:
  • Make reasonably powered characters.
  • All powers have an origin. You didn't just wake up with them one day for no reason.
  • Feel free to have characters have met prior to the start of the RP.
  • I've said it before and I'll say it again: Please add a good diversity of character types.
  • You are an actual hero in this scenario. You can be new, but not fresh off of the chopping block.
  • Almost anything I say is debatable, so feel free to argue your point.
  • Please do not use a fictional city used in another "world" (e.g. DC, Marvel, a Video Game, etc.).
  • Like this post so I know you have read the rules.


Name:
Alias:
Age:
Gender:
Appearance:
City:
Costume:
Power:
Gear:
Skills:
Weakness:
Bio:
Other:





  • 0f77c460e2bac00d766dc4cbdb5ac89c.jpg

    Age: 22
    Gender: Male
    Appearance: He has shorter hair, is usually found with a simple dark jacket, and has grey tinted eyes.
    178-futuristic-city.jpg
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    There is nothing overly special about Ravenstar. From a socioeconomic perspective, at least. Ravenstar is one of the oldest colonized cities in North America and home to some of the most brilliant architects in the country. The city is split primarily into two districts: Cliff and Ocean. The city grew out toward the ocean (as dictated by the canyon it started in), so the Ocean District is the newest section. It does not extend very far away from land, but grew along the cliff wall along either side of the opening. The city is very layered, but only below the surface. The main form of transportation is through the "Tubes." The Tubes act much like a subway-automobile highway. The Tubes propel capsules of varying sizes to their manually-assigned destination and therefor have no schedule. Travel by boat is also possible, but is mainly used by tourists, though there are still privately owned, taxi, and shuttle boats.
    Bio: Eric was born to a mostly normal family. They were naturally attuned to the magical arts running from his mother's side, but no one had practiced magic in their family in centuries. His life was normal until he went on a shopping trip to the mall with his parents. On this particular day, a demon by the name of Kuar had slipped out of his own realm and into this one. He began causing chaos, destroying everything in his path. A single magical guardian showed up to try and subdue the demon, but he was not strong enough. The mall was in ruins with Eric and his family still inside. They had gotten separated and Eric was among those trapped with the guardian and the demon. The battle was long and destructive. The guardian had managed to momentarily trap Kuar, but had been mortally wounded. If he didn't do something fast, he would die and Kuar would be left to rampage as he pleased. Knowing it was his last resort, the guarding crawled over to Eric's unconscious body, sensing the magical potential in him. He cast one last spell that bound Kuar to Eric. In doing so Kuar became trapped inside Eric's body and gave Eric the mark seen in the picture above.

    After the dust settled the survivors were rushed off to hospitals. Eric's mother had died and his father suffered some brain trauma. He raised Eric the best he could, but he was never the same. As Eric grew up he began to sense Kuar more and more. Being trapped in the same body forced a certain understanding of each other that would be otherwise impossible. Eric became more impulsive and violent as a result. Not long after puberty he began to experience some of Kuar's powers. He learned to control them as soon as possible. He tried to hide it as best he could, despite Kuar whispering into his ear.

    Eventually he decided enough was enough and began his search for someone who could help him. He researched for a couple of weeks before settling on a martial arts master who others claimed had supernatural abilities. Eric approached him one day after he finished a class. They talked for a while before he more or less insisted that Eric took private lessons from him. He sensed Kuar inside of Eric and his inter term oil with the demon. His Master taught him how to defend himself (using a mixture of various martial arts) as well as how to reach spiritual stability. That latter or the two was much more difficult. Eventually he broke down and thought Eric some basic magic, including a ritualistic spell that would help prevent Kuar from escaping his body. When he was eighteen years old, his master died of a heart attack. Eric was surprised to find that, in his will, his master left him his Bo and a small book that detailed other spells, though most of them are currently beyond him.

    He first used his powers in a "hero" sense when a robber broke into their house. His father was in shock and sat on the sofa like a potato. Eric was having none of it that day and attempted to use his powers to fight off the robber. Instead he scared him into shooting wildly, hitting his father in the process. The robber was soon caught, but the damage was done. He lived with his aunt and uncle for a few months before renting an apartment. He swore to himself that he would do all he could to prevent this from happening to anyone else. He bought and modified a simple costume and took up the mantle of Obsidian.

    A criminal had been traveling across America stealing experimental tech from major cities. He was never caught on camera, but eye witnesses gave a rough description for officials to work with. His last hit was in Ravenstar, and despite Obsidian's best efforts the man escaped. Eric researched everything he could about this man and "obtained" facial recognition results from the police that matched faces to the sketch and narrowed in on people leaving Ravenstar. Each suspect was tracked to find where they were going. Eric narrowed down his search based on the tech stolen and previous hits he decided his best bet at catching this guy was to head to Rem City. He stayed there for five days, keeping to the shadows and out of sight, making no progress. He was concerned he missed his target due to his late start, but a couple days later, when he was about to head home, the thief struck. Obsidian moved to the facility as quickly as he could. Soon after he arrived he ran into the city's local hero: Dawnstar. They worked together to find and take down the crook (which was difficult because of his new cloaking tech). After the fact they agreed to stay in touch and call if either was in over their head.
 
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Name:
Timothy 'Tim' Carter

Alias:

RedBack

Age:

17

Gender:

Male

Appearance:

Cecil, standing at 5'6, has green eyes, pale skin and wild, red-brown hair.

City:
Funnel City
The place is huge, one of the biggest in America. It's also perhaps the wealthiest, in the higher districts. Unfortunately, this just means more crazy tech for super villains to use.
fantasy-city-world-1.jpg

Costume:
363feac3ff0054e1af2d3b0eda6f2ba5.jpg

Power:

Enhanced:
Strength- To the extent that he would be able to pick up a car with only moderate effort
Speed- To a lesser extent then the others, he can run about 30miles an hour (endurance is a different matter though...)
Physical Endurance- To pain. He can take more hits then an average person. This is helpful as his fighting style does not include blocking hits, only dodging
Drug Resistance- Very limited. He will last longer then an average person to, for example, chloroform and will come to slightly faster too.

Leaps- To get around his city, Tim simply leaps. This power allows him to jump from skyscraper to skyscraper with minimal effort. He has yet to explore exactly how far he can jump.

Gear:
Goggles- They can switch between x-ray, infrared and night-vision

Venomous Spikes- They come out of his gloves. The venom paralyses the victim, Tim doesn't kill.

Boots and Gloves- The soles are extremely sticky when activated (voice activated). He uses them mostly to help him land, but they can carry hum up walls and even upside down. Not that those are especially easy or comfortable situations for him. Climbing against gravity is hard.

Skills:

Hand to hand combat- He has learnt from the best, after all. Unfortunately, this skill is limited to offense. His defense is shaky at best.

Agility- His entire fighting style is based around it. He uses his small stature to dodge and weave, attacking in only small but well placed jabs.

Technology- Having grown up surrounded by it, he knows what he's doing. This means hacking, building etc.

Weakness:

Long distance weapons- Tim has never been the best at aiming...he can't get a basketball into a hoop, never mind shoot someone.

Landings- Landing after one of his larger leaps is hard, and he has suffered lots of injuries at its hand

Bug spray- Go ahead. Laugh. Seriously though, it doesn't actually hurt him, he just has a (completely irrational) crippling fear of it.

Age- He's a teenager, and has all the problems that go with that. Social difficulties, weak resolve, weaker self confidence, a sense of pure awkwardness when talking to adults etc. The last one in particular can be, surprisingly, a major problem as most superheroes are adults and communication in teamwork is very important.

Bio:

Tim was born in the wealthier part of Funnel, to one of the wealthier families. The Carters own an incredibly successful company based around technology. And not only tablets and computers, it has been rumored that they are doing work for the government. Creating top secret weapons of mass destruction.

Tim would like to say that it's all just rumors. But if that were true, then he never would have acquired (read: stolen) his gear.

So yeah, Tim grew up pretty happy and sheltered, even if he was getting quite a bit of crap at school for the intense rumors about his parents' work. That is, until at 12, he stumbled upon a hidden part of his his parent's skyscraper (where they lived. Because that's what they did with their immense wealth). Here he found the weapons. Guns, bombs, things he didn't even recognize and vials upon vials of strange liquids. Any sane person would have, at that point, walked straight back outta there but, being the overly curious and heroic thing he is, Tim not only returned there numerous times but, while there, he would take a vial. Then, he would study it.

The liquids were strange things, incredible mixtures. He had no idea what they were for though. And then, in a fit of clumsiness, he spilt one on himself. The liquid fizzed and absorbed into his skin, and yet to his wonder Tim felt no pain. And there seemed to be no repercussions.

But that incident did act as a wake up call and Time finally did the logical thing and decided to stop. What his parents were doing wasn't up to a kid to fix. However, over the next few weeks strange things happened. Sudden fits of excruciating pain. Strange bursts of strength and speed. And then, he launched himself out of window.

He wasn't too high up, luckily. He had actually been on his way down, only 4 stories up. But it still hurt like hell, and should have killed him if the doctors were to be believed. That was when Tim decided he needed help. And so one night, after he had recovered (abnormally fast, the doctors were saying. It's a miracle) and paid a visit to the cities resident super hero, RedBack. The spider based hero helped Tim, taught him to control his strange powers and even taught him to fight. Things were looking up for Tim.

Then, at 14, Tim was woken up by his parents. This, a normal occurrence in most households, was very strange. Even stranger was, they both seemed happy. Overjoyed even. They told him the great news. RedBack, the public menace masquerading as a 'super hero', was dead. Killed finally by his greatest enemy, the Shadow.

Tim fell into depression. For almost a month he didn't do anything, barely even left his bed. He got better after that initial month, but still wasn't his best. It wasn't until he witnessed first hand a mugging that left one innocent boy murdered that he decided enough was enough.

For two years now Tim has protected his city, under the same title his mentor did. It's good. Sure, it's dangerous. Hard. Painful. And very detrimental to his school work. But it helps him. Gets out his anger and pain. Makes him feel good about himself.

Yeah, it's good.
 
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ec19a35aece5a971bce498bf816b224a.jpg


Name:
Timothy 'Tim' Carter

Alias:

RedBack

Age:

17

Gender:

Male

Appearance:

Cecil, standing at 5'6, has green eyes, pale skin and wild, red-brown hair.

City:
Funnel City
The place is huge, one of the biggest in America. It's also perhaps the wealthiest, in the higher districts. Unfortunately, this just means more crazy tech for super villains to use.
fantasy-city-world-1.jpg

Costume:
363feac3ff0054e1af2d3b0eda6f2ba5.jpg

Power:

Enhanced:
Strength- To the extent that he would be able to pick up a car with only moderate effort
Speed- To a lesser extent then the others, he can run about 30miles an hour (endurance is a different matter though...)
Physical Endurance- To pain. He can take more hits then an average person. This is helpful as his fighting style does not include blocking hits, only dodging
Drug Resistance- Very limited. He will last longer then an average person to, for example, chloroform and will come to slightly faster too.

Leaps- To get around his city, Tim simply leaps. This power allows him to jump from skyscraper to skyscraper with minimal effort. He has yet to explore exactly how far he can jump.

Gear:
Goggles- They can switch between x-ray, infrared and night-vision

Venomous Spikes- They come out of his gloves. The venom paralyses the victim, Tim doesn't kill.

Boots- The soles are extremely sticky when activated (voice activated). He uses them mostly to help him land, but they can carry hum up walls and even upside down. Not that those are especially easy or comfortable situations for him. Walking against gravity is hard.

Skills:

Hand to hand combat- He has learnt from the best, after all. Unfortunately, this skill is limited to offense. His defense is shaky at best.

Agility- His entire fighting style is based around it. He uses his small stature to dodge and weave, attacking in only small but well placed jabs.

Technology- Having grown up surrounded by it, he knows what he's doing. This means hacking, building etc.

Weakness:

Long distance weapons- Tim has never been the best at aiming...he can't get a basketball into a hoop, never mind shoot someone.

Landings- Landing after one of his larger leaps is hard, and he has suffered lots of injuries at its hand

Bug spray- Go ahead. Laugh. Seriously though, it doesn't actually hurt him, he just has a (completely irrational) crippling fear of it.

Age- He's a teenager, and has all the problems that go with that. Social difficulties, weak resolve, weaker self confidence, a sense of pure awkwardness when talking to adults etc. The last one in particular can be, surprisingly, a major problem as most superheroes are adults and communication in teamwork is very important.

Bio:

Tim was born in the wealthier part of Funnel, to one of the wealthier families. The Carters own an incredibly successful company based around technology. And not only tablets and computers, it has been rumored that they are doing work for the government. Creating top secret weapons of mass destruction.

Tim would like to say that it's all just rumors. But if that were true, then he never would have acquired (read: stolen) his gear.

So yeah, Tim grew up pretty happy and sheltered, even if he was getting quite a bit of crap at school for the intense rumors about his parents' work. That is, until at 12, he stumbled upon a hidden part of his his parent's skyscraper (where they lived. Because that's what they did with their immense wealth). Here he found the weapons. Guns, bombs, things he didn't even recognize and vials upon vials of strange liquids. Any sane person would have, at that point, walked straight back outta there but, being the overly curious and heroic thing he is, Tim not only returned there numerous times but, while there, he would take a vial. Then, he would study it.

The liquids were strange things, incredible mixtures. He had no idea what they were for though. And then, in a fit of clumsiness, he spilt one on himself. The liquid fizzed and absorbed into his skin, and yet to his wonder Tim felt no pain. And there seemed to be no repercussions.

But that incident did act as a wake up call and Time finally did the logical thing and decided to stop. What his parents were doing wasn't up to a kid to fix. However, over the next few weeks strange things happened. Sudden fits of excruciating pain. Strange bursts of strength and speed. And then, he launched himself out of window.

He wasn't too high up, luckily. He had actually been on his way down, only 4 stories up. But it still hurt like hell, and should have killed him if the doctors were to be believed. That was when Tim decided he needed help. And so one night, after he had recovered (abnormally fast, the doctors were saying. It's a miracle) and paid a visit to the cities resident super hero, RedBack. The spider based hero helped Tim, taught him to control his strange powers and even taught him to fight. Things were looking up for Tim.

Then, at 14, Tim was woken up by his parents. This, a normal occurrence in most households, was very strange. Even stranger was, they both seemed happy. Overjoyed even. They told him the great news. RedBack, the public menace masquerading as a 'super hero', was dead. Killed finally by his greatest enemy, the Shadow.

Tim fell into depression. For almost a month he didn't do anything, barely even left his bed. He got better after that initial month, but still wasn't his best. It wasn't until he witnessed first hand a mugging that left one innocent boy murdered that he decided enough was enough.

For two years now Tim has protected his city, under the same title his mentor did. It's good. Sure, it's dangerous. Hard. Painful. And very detrimental to his school work. But it helps him. Gets out his anger and pain. Makes him feel good about himself.

Yeah, it's good.
Accepted. I can't wait to see him in action.
 
This baby is DONE!!

redhead_by_blichtr-d7vsrb1.jpg

Alias: Dawnstar

Age: 25

Gender: Female

City:
aenigma___jonada_has_you_by_w_e_z-d9413cr.jpg

Rem City: Also known as the City of Lights or "Bridges" by the locals, Rem is popular for its wealth and active night life. Numerous art and tech-based firms and facilities provide business for the creative types and it is the main tourist hub on the east coast second to New York. A prominent feature of the city's layout is that they built up far more than they built out thanks to the bridge system, a feat of architecture allowing for the city to be split into districts by levels, each divided by a Bridge Gate. The closer to the stars, the wealthier.

The Sewers: Is it a myth or a real place? Below Level 0, the only light is what you bring with you...

Level 0: There are some old street-lamps cared for by the residents but most criminals live here. It's not a nice place, filled with low-life, drug dens, and the desperately poor. Most tourists don't know this level even exists.
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Level 1: Lower-class residential area. Few businesses other than perhaps a general store or basic supply stop. Some lamps on the streets.
Level 2: Middle-class residential and some somewhat-successful
businesses and shops. The city lights start here though tourists are not allowed through the Bridge Gate to this level.
Level 3: The well-to-do residencies are on this level, most are larger apartments. Rem Academy's School of Engineering campus is located on this level. A couple banks and research facilities are located here as well.
Level 4: Specialty shops, pricer living, restaurants, and tourist activity. The level is cleaned regularly and lights are constantly updated. This level has enough room for some parks and green space as well! Roof gardens and window boxes are popular with the advent of genetic advancements in bio-luminescence and modifying common strains of flowers.
Level 5: The wealthy. High-end research facilities. International business headquarters. Parks a-plenty and the stars are almost visible. All plants here have to some degree been modified. The city lights here are brightest, newest, and this is the height of tourist activity.
Level 6: Government offices, apartments for foreign visitors, the extravagantly wealthy residences. This level's Bridge Gate is guarded and requires special clearance. Due to its security, rumors circulate that there are also top-secret research facilities beyond the Bridge Gate.

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An city project known as "Skylight District" is a large-scale implementation of new architectural techniques and hover-tech is under way and when completed in a forecasted 15 years from now, will add a new district to Rem City off of Levels 4 and 5 connected by the standard Bridge system. It would be a new residential area and tourist hub focusing on the artistically inclined and opportunities with theaters, guild halls, galleries, and a large property and park area has already been bought by the world's leading genetics facility with the interests of making Skylight world's bio-luminescent spotlight.

Costume:
1f3c11963d29aaf87e05e3ba9e0dd261.jpg

Power:

Wind Manipulation: Allows to aid accuracy when shooting, some flight/gliding, deflection, and mid-range attacks. As most powers go, it's unrefined and attacks are imprecise.

Gear:
Armored suit: Light-weight and makes use of flexible plating. Other than its material, the suit is quite low-tech.
Bow: A longbow of spring steel with a faintly luminescent orange finish, like a sky at the crack of dawn.
Cloak: The most distinctive feature of her affair: the cloak, is a densely-woven material that protects like armor and is fire-resistant. The crown of the hood and hem design give off a faint glow, though this glow seems to be able to dim at the wearer's discretion. The same yellow-orange hue of the bow when active, the cloak is her most distinctive feature. When the light dims or isn't being worn, it is simply a flat grey.

Arrows: Dawnstar always carries at least two quivers with her at all times, one over her back and the other at her clasp belt. The quivers each hold a collection of the various kinds of arrows in any combination up to 30 arrows:
Standard: Sharpened steel tip, no bells or whistles. Fletching is black.
Blunted: No bells or whistles but the tip is weighted and blunt to deliver stun damage. Fletching is grey with one white feather.
Barbed: A sharpened steel tip but longer, thinner, and with notches cut out of the edges to make these excruciating to take out. Fletching is blue.
Poisoned: Marked with a light (incapacitating) or dark (deadly) green fletching. The arrowhead is a standard steel tip with a green tint from its coating.
Hooked: A two-pronged design with shards that slip out when jostled, meaning after any movement, a pierced target will have these hooked into them. Fletching is white.

Splintering: An arrowhead designed to fracture into three pieces upon frontal impact, the arrow still connected higher up the shaft. Fletching is striped black and red.
Explosive: Rather than an arrowhead, the tip resembles the blunted head, only slightly lighter. Inside is a high-velocity impact explosive. Fletching is red.
Screen: Constructed resembling the impact explosive arrows, this one releases a thick gas instead of damage. It is an effective method of blinding temporarily blinding an enemy with no long-term effects. Fletching is purple.
Harpoon: A reinforced arrow shaft with a head resembling a triangular fishhook, this arrow is designed to pierce, twist, and lock into a target. Fastened to the shaft is a length of steel cable, its purpose being that once in arrow is in the target, said target can be pulled around by yanking on the cable. It's crude and painful but it gets the job done. Fletching is dark yellow.
Bullet: This arrow sports a sleek, pointed head flush with the shaft. Thanks to its aerodynamics, the arrow is able to travel much faster than most and it penetrates deeply, as any bullet fired from a gun would. Fletching is orange.


Skills:
-Smithing: Maggie is a good old-fashioned smith, catering to the wealthy hobbyists of Rem City. She knows her way around a workshop and can have anything ready for you from an arrow to, well, a full plate-armor suit.
-TechSmithing: Back in school, Maggie has taken advantage of the Rem School of Engineering so close by. Her shop's newer orders show her gained understanding of material science and bells and whistles a classic suit of armor just doesn't have.
-Cooking: Lives alone, uses her kitchen quite well.

-Archery: Smithing gave her an appreciation for precision and her spare time has been spent practicing. She's not a master yet but she's a damn good shot.


Weakness:

-Swimming: This woman has never seen a river, lake, or ocean, and lacks even the basic knowledge of doggy-paddling.
-Cleverness: Maggie deals with most problems by banging her aggression out at the anvil or shooting them in the case of her criminal dealings. She isn't one to muddle through a problem, more shoot away at it from the shadows.
-Communication skills: Maggie speaks with her actions... and little else. Her only real interactions being family, her cat, and or her clients, Maggie has trouble dealing with any serious friendship or relationship, the subtleties of tone and expression blowing right by her.
-Close combat: She's an archer and her power is mid-range. Anything at sword, kicking, or punching range is not her area of proficiency.
-Too curious for her own good: This has gotten her into trouble before and it will probably get her into more trouble later...


Bio:
Daughter of the head of the RLA (Rem Lighting Administration) and the second-in command of Level 4 law enforcement, Maggie has never set foot past the Level 2 Bridge Gate. She's spent most of her life between Levels 2 and 3 with her two older sisters and her parents. She had an education through college and from the early ages took interest in making things. Trinkets, traditional work, anything that involved using her hands.

So, what turned a very well-off kid, bright kid into a recluse blacksmith and a vigilante? Curiosity.

For her 18th birthday, to celebrate coming of age and high school graduation, she and her closest friends spent their all-nighter hopping around the city. Being a tad more than tipsy, her friend charmed them past the guard tired guard of the Bridge Gate to Level 0. The gate closed behind them and the group of friends knew they'd made a mistake as they shuffled along, their eyes adjusting to the dimness of a few neon signs and incandescent bulbs in the street lamps.

Word got around the slums some rich girls had gotten onto the level and within minutes, eyes watched them from the shanties and alleyways. Further down they went, mostly due to Maggie's drink-driven curiosity. As they went further down, the group began fighting and two of her friends broke off the retrace their steps and find their way back to the Bridge Gate, meanwhile Maggie and her two closer friends pressed on. She was sort-of prepared, having brought a switchblade and a lighter, but that was it. It came in handy twice- they got to an area where the riffraff pressed a little close for comfort and Maggie flashed the blade. None seemed to be seeking a fight.

Finally, the three reached the gate to a place of myth... the Sewer Gate. Unguarded, crusted shut by rust and time, they had a small crowd behind them as well, some with cruel intentions, others curious and slightly worried about this group. But no one stepped forward.
It took some tugging and with no frame of time, they didn't know it was morning by the time they were down here and her parents were above ground looking for her daughter and friends.

Maggie was the first to open the disused Gate but when it finally groaned and gave way, they were greeted by utter darkness, something none of the girls from the City of Lights had ever seen. As soon as the yawning hole was revealed, a shouting started from the back and was answered by a shriek from the darkness. There was a tussle and Maggie and her friends were shoved into the underground and the Gate closed behind them.

Things moved in the darkness. In sudden screams, Maggie was separated from one of her friends. She was shoved to the ground, hit, kicked, and broken... but still holding her remaining friend's hand... Some time passed until Maggie heard something behind her, louder and not human. The two hauled themselves to their feet and ran and ran. It seemed only Maggie could see this until they reached a light well, but with one small issue: slick walls. They could see light and had no way to reach it.

Back to the darkness, a shadow, some beast from the sewer realm advanced on them. In moments it filled the space and blocked the well of light. It whisked her friend away and moved to her. And Maggie begged. She pleaded, sobbing as the light was snuffed out... to fly. To fight back. To get her friends back.

And the light answered, from its obscured place. And did it hurt when it came. The darkness knocked the wind out of her, slamming her against the wall. She coughed as she slid down, still crying, waiting for something to happen. The darkness only grew thicker and thicker and the swishing wind louder until after a single pulse of energy, it died down... it vanished into a breeze. The darkness vanished, leaving Maggie in the light well. A power she endured to become her own lifted her to the bars of the light, to the bars of the Level 2 road.

... Home and different, Maggie's friends were never found. Five high-school graduates with bright futures went into the Level 0 zone and one came out bloodied and bruised. Her father handled the press and Maggie's false confession led to the conclusion that the girls on their night out ran into mob trouble and this was an ultimatum. Law enforcement cracked down on the lower levels. Maggie disappeared from the spotlight with the death of her friends on her curiosity, her shoulders.

She worked out, got strong, learned to use the abilities the darkness granted her. It was hard and painful and more than once she took a fall that was a pain to explain to her parents. It was a relief when she moved out to her own smithy. Finally, two years later, Dawnstar stepped off her roof for the first time and went to start cleaning up the city...

Midsummer in the city and relaxing after her exams, Maggie's smithy was graced with a rather odd customer, but she'd learned not to ask. He asked for a set of TechSmithed Holo equipment and didn't flinch when she gave him a price quote. That was good enough for her- and to make the deal sweeter, she didn't have to hunt down the components. Rattled off some story about how he knew what it would need, but lacked the skill to construct it. She worked and sent him when it was done... only for her shop to get broken into and the functioning equipment stolen. Enter enraged Maggie- Dawnstar, off into the night to track this crook down, get her gear, get her money for her troubles, and prevent was revealed to be a facility heist on Level 6. This eventful night brought her into contact with an out of town hero, Obsidian, and after they apprehended the crook, agreed to stay in touch in case either of them found themselves needing the other.

Other:

-Where to find her: Maggie lives at 158 Magnolia W Street on Level 4 quite comfortably. Her living, work, research, and schooling all happens at her apartment- what friends she have joke she never leaves.
-The Forge at 158: Basement: personal gym, computer setup and area, Dawnstar equipment and workshop. Ground floor: Shop, bathroom. 2nd floor: living room, kitchen, dining area, bathroom, guest bedroom. 3rd floor: Balcony with small herb garden and flowers. Inside, reading area, full bathroom, her bedroom. 4th floor: Workshop, another garden. Roof: roofed Forge/smithy area and outdoor practice area. Gardens around the perimeter.
-Birthday: Very close to the end of the school year.
-Night owl: Between combating crime and being a workaholic, she spends most of the middle of the day asleep. During her nights, she is buzzing, her apartment is blasting music over the sounds of a hammer on an anvil and a roaring forge.
-Hobbies: Absolutely terrible at anything musical. Instruments? No. Singing? Forget it.
-She's got a kitty: His name is Sam. Not a people person, but he seems to accept Maggie as his loyal food-administering subject. he is the king of the street (even the little old ladies down the block acknowledge
his rule).

black-cats-awesomelycute.com-5.jpg
 
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Name: Dalia Espina
Alias: Dríada
Age: 24
Gender: female
Appearance:
latest

City: Hoja city
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Hoja city has been considered one of the more successful blends of nature and modern life in Mexico. Part of this has come from the help of Dalia and the company she works for. It’s well known for being the home of Dríada. This has gotten it both positive and negative attention. But besides that it’s actually not that unusual of a city.
Costume:
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Power:
-Plant mutation: she can mutate plants in a way that turns them into sort of plant monsters that will fight for her. Though she currently only knows how to make small ones. They don’t do much damage, but they will listen to her and help her. Sort of like little assistants.

-Plant manipulation: Pretty much as it says on the tin. She can make plants grow and control how they grow and move. Usually she uses this in the form of vines and trees.
-Plant physiology- Somewhat. Since getting her powers she herself has become more like a plant in that she fights better in sunlight and whatnot. But also that she can make some things grow from her. She hasn't quite gotten this figured out yet though. So she hasn't used this in a battle yet.

Gear:
-Seeds: Aside from what she produces from herself, she can’t grow a tree, or a plant minion out of nothing. So she carries around seeds or pollen samples of various trees, and vines.
-Water canteen: Ever since she got her powers she’s needed to take in a lot more water than usual.

Skills:
-Quick thinking
-knows her plants
-Pretty Wealthy, not a skill, but it does mean she has access to some things
-Finding non-lethal methods

Weakness:
-Lack of sunlight or water: Since she’s gotten her powers, she’s turned fairly plant-like in the sense that sunlight or something close is now an absolute need for her to stay alive. She can go for a bit without, but keep her indoors too long and she’ll falter.
-Fire or extreme cold: This one is pretty obvious. Both can kill her plants pretty fast, and being too cold will weaken her immensely.
-Pacifist and lack of actual combat training: She prefers not to actually get into a fight and tends to try to subdue with her powers by retraining. Because of this, and the fact she relies heavily on her plants, she’s not very skilled at hand to hand combat.

Bio:
Dalia was born in a small town in Mexico. Her life up until High school wasn’t too interesting. She was an only child, she had both parents who were pretty good. And she was fairly smart. Yet she always had a love for botany and plants in general, and tended to put her brain to use in studying them. Once she was in High school, she was recognized for her talent in the science and received a scholarship to college where she took fulfilled her wish of being a botanist.
Her goals had been to study newly discovered plants, but also try to find a way to make them more durable so they wouldn’t die out, especially in times when plants such as crops were needed. Yet for the longest time, her research just went nowhere. Until one day her team got called out to look into a strange plant that had just been found.

When they got there they found it had just been a sort of seed pod. Yet what was strange about it was that it was found in a crater not long after a small meteor shower. It was much larger than any other seed they had seen, and didn’t match the description of any other sort of plant. So the team took it back to the lab to study it. Yet Dalia was the most fascinated, opting to stay later than the rest of the team to try to learn about the strange seed.

During the night while studying it, the seed changed. It opened up and released a cloud of spores right into Dalia’s face. Having accidentally breathed some on, Dalia passed out. When she came to, she found that the seed had withered. When she explained what had happened to her team the next day, after making sure that Dalia wasn’t hurt, decided that the seed must have just died and they missed their chance.

Days passed without much more happening, until one day Dalia was tending to some of the plants in the lab when suddenly they started to grow at an alarming rate. In fact any plant she was near had started to react to her presence. It didn’t take long for her to have realized that the spores had changed her.

At first she didn’t do much with her powers except let herself be studied by various groups from her countries government, yet they couldn’t learn anything new from it. So for a while she continued her normal life. That was until one day when she was going on a walk through the city’s park, she saw an attempted mugging. Using her powers she was able to restrain the mugger until police arrived. After that she had the idea of using her powers to protect people. She was contracted by her city as a sort of city sponsored hero. Since than she’s helped protect her city and was given the nickname Dríada.
Other:
-While she is pacifistic and smart, she’s not exactly soft or sweet. And can actually be a little brash sometimes.

-Since she technically works for her city, she’s sort of like a very glorified police officer.​
 
Name: Dalia Espina
Alias: Dríada
Age: 24
Gender: female
Appearance:
latest

City: Hoja city
11.jpg

Hoja city has been considered one of the more successful blends of nature and modern life in Mexico. Part of this has come from the help of Dalia and the company she works for. It’s well known for being the home of Dríada. This has gotten it both positive and negative attention. But besides that it’s actually not that unusual of a city.
Costume:
tumblr_nu0um6xh8V1tl2ezto1_500.jpg
Power:
-Plant mutation: she can mutate plants in a way that turns them into sort of plant monsters that will fight for her. Though she currently only knows how to make small ones. They don’t do much damage, but they will listen to her and help her. Sort of like little assistants.

-Plant manipulation: Pretty much as it says on the tin. She can make plants grow and control how they grow and move. Usually she uses this in the form of vines and trees.
-Plant physiology- Somewhat. Since getting her powers she herself has become more like a plant in that she fights better in sunlight and whatnot. But also that she can make some things grow from her. She hasn't quite gotten this figured out yet though. So she hasn't used this in a battle yet.

Gear:
-Seeds: Aside from what she produces from herself, she can’t grow a tree, or a plant minion out of nothing. So she carries around seeds or pollen samples of various trees, and vines.
-Water canteen: Ever since she got her powers she’s needed to take in a lot more water than usual.

Skills:
-Quick thinking
-knows her plants
-Pretty Wealthy, not a skill, but it does mean she has access to some things
-Finding non-lethal methods

Weakness:
-Lack of sunlight or water: Since she’s gotten her powers, she’s turned fairly plant-like in the sense that sunlight or something close is now an absolute need for her to stay alive. She can go for a bit without, but keep her indoors too long and she’ll falter.
-Fire or extreme cold: This one is pretty obvious. Both can kill her plants pretty fast, and being too cold will weaken her immensely.
-Pacifist and lack of actual combat training: She prefers not to actually get into a fight and tends to try to subdue with her powers by retraining. Because of this, and the fact she relies heavily on her plants, she’s not very skilled at hand to hand combat.

Bio:
Dalia was born in a small town in Mexico. Her life up until High school wasn’t too interesting. She was an only child, she had both parents who were pretty good. And she was fairly smart. Yet she always had a love for botany and plants in general, and tended to put her brain to use in studying them. Once she was in High school, she was recognized for her talent in the science and received a scholarship to college where she took fulfilled her wish of being a botanist.
Her goals had been to study newly discovered plants, but also try to find a way to make them more durable so they wouldn’t die out, especially in times when plants such as crops were needed. Yet for the longest time, her research just went nowhere. Until one day her team got called out to look into a strange plant that had just been found.

When they got there they found it had just been a sort of seed pod. Yet what was strange about it was that it was found in a crater not long after a small meteor shower. It was much larger than any other seed they had seen, and didn’t match the description of any other sort of plant. So the team took it back to the lab to study it. Yet Dalia was the most fascinated, opting to stay later than the rest of the team to try to learn about the strange seed.

During the night while studying it, the seed changed. It opened up and released a cloud of spores right into Dalia’s face. Having accidentally breathed some on, Dalia passed out. When she came to, she found that the seed had withered. When she explained what had happened to her team the next day, after making sure that Dalia wasn’t hurt, decided that the seed must have just died and they missed their chance.

Days passed without much more happening, until one day Dalia was tending to some of the plants in the lab when suddenly they started to grow at an alarming rate. In fact any plant she was near had started to react to her presence. It didn’t take long for her to have realized that the spores had changed her.

At first she didn’t do much with her powers except let herself be studied by various groups from her countries government, yet they couldn’t learn anything new from it. So for a while she continued her normal life. That was until one day when she was going on a walk through the city’s park, she saw an attempted mugging. Using her powers she was able to restrain the mugger until police arrived. After that she had the idea of using her powers to protect people. She was contracted by her city as a sort of city sponsored hero. Since than she’s helped protect her city and was given the nickname Dríada.
Other:
-While she is pacifistic and smart, she’s not exactly soft or sweet. And can actually be a little brash sometimes.

-Since she technically works for her city, she’s sort of like a very glorified police officer.​
I like it, accepted.
 
Shog Shog finished the CS, also really hyped about Rem so if you ever want someone to take hours writing up city lore for it, if you're doing a location page, :)
 
This baby is DONE!!

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Alias: Dawnstar

Age: 25

Gender: Female

City:
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Rem City: Also known as the City of Lights or "Bridges" by the locals, Rem is popular for its wealth and active night life. Numerous art and tech-based firms and facilities provide business for the creative types and it is the main tourist hub on the east coast second to New York. A prominent feature of the city's layout is that they built up far more than they built out thanks to the bridge system, a feat of architecture allowing for the city to be split into districts by levels, each divided by a Bridge Gate. The closer to the stars, the wealthier.

The Sewers: Is it a myth or a real place? Below Level 0, the only light is what you bring with you...

Level 0: There are some old street-lamps cared for by the residents but most criminals live here. It's not a nice place, filled with low-life, drug dens, and the desperately poor. Most tourists don't know this level even exists.
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Level 1: Lower-class residential area. Few businesses other than perhaps a general store or basic supply stop. Some lamps on the streets.
Level 2: Middle-class residential and some somewhat-successful
businesses and shops. The city lights start here though tourists are not allowed through the Bridge Gate to this level.
Level 3: The well-to-do residencies are on this level, most are larger apartments. Rem Academy's School of Engineering campus is located on this level. A couple banks and research facilities are located here as well.

Level 4: Specialty shops, pricer living, restaurants, and tourist activity. The level is cleaned regularly and lights are constantly updated. This level has enough room for some parks and green space as well! Roof gardens and window boxes are popular with the advent of genetic advancements in bio-luminescence and modifying common strains of flowers.
Level 5: The wealthy. High-end research facilities. International business headquarters. Parks a-plenty and the stars are almost visible. All plants here have to some degree been modified. The city lights here are brightest, newest, and this is the height of tourist activity.
Level 6: Government offices, apartments for foreign visitors, the extravagantly wealthy residences. This level's Bridge Gate is guarded and requires special clearance. Due to its security, rumors circulate that there are also top-secret research facilities beyond the Bridge Gate.

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An city project known as "Skylight District" is a large-scale implementation of new architectural techniques and hover-tech is under way and when completed in a forecasted 15 years from now, will add a new district to Rem City off of Levels 4 and 5 connected by the standard Bridge system. It would be a new residential area and tourist hub focusing on the artistically inclined and opportunities with theaters, guild halls, galleries, and a large property and park area has already been bought by the world's leading genetics facility with the interests of making Skylight world's bio-luminescent spotlight.

Costume:
1f3c11963d29aaf87e05e3ba9e0dd261.jpg

Power:

Wind Manipulation: Allows to aid accuracy when shooting, some flight/gliding, deflection, and mid-range attacks. As most powers go, it's unrefined and attacks are imprecise.

Gear:
Armored suit: Light-weight and makes use of flexible plating. Other than its material, the suit is quite low-tech.
Bow: A longbow of spring steel with a faintly luminescent orange finish, like a sky at the crack of dawn.
Cloak: The most distinctive feature of her affair: the cloak, is a densely-woven material that protects like armor and is fire-resistant. The crown of the hood and hem design give off a faint glow, though this glow seems to be able to dim at the wearer's discretion. The same yellow-orange hue of the bow when active, the cloak is her most distinctive feature. When the light dims or isn't being worn, it is simply a flat grey.

Arrows: Dawnstar always carries at least two quivers with her at all times, one over her back and the other at her clasp belt. The quivers each hold a collection of the various kinds of arrows in any combination up to 30 arrows:
Standard: Sharpened steel tip, no bells or whistles. Fletching is black.
Blunted: No bells or whistles but the tip is weighted and blunt to deliver stun damage. Fletching is grey with one white feather.
Barbed: A sharpened steel tip but longer, thinner, and with notches cut out of the edges to make these excruciating to take out. Fletching is blue.
Poisoned: Marked with a light (incapacitating) or dark (deadly) green fletching. The arrowhead is a standard steel tip with a green tint from its coating.
Hooked: A two-pronged design with shards that slip out when jostled, meaning after any movement, a pierced target will have these hooked into them. Fletching is white.

Splintering: An arrowhead designed to fracture into three pieces upon frontal impact, the arrow still connected higher up the shaft. Fletching is striped black and red.
Explosive: Rather than an arrowhead, the tip resembles the blunted head, only slightly lighter. Inside is a high-velocity impact explosive. Fletching is red.
Screen: Constructed resembling the impact explosive arrows, this one releases a thick gas instead of damage. It is an effective method of blinding temporarily blinding an enemy with no long-term effects. Fletching is purple.


Skills:
-Smithing: Maggie is a good old-fashioned smith, catering to the wealthy hobbyists of Rem City. She knows her way around a workshop and can have anything ready for you from an arrow to, well, a full plate-armor suit.
-TechSmithing: Back in school, Maggie has taken advantage of the Rem School of Engineering so close by. Her shop's newer orders show her gained understanding of material science and bells and whistles a classic suit of armor just doesn't have.
-Cooking: Lives alone, uses her kitchen quite well.

-Archery: Smithing gave her an appreciation for precision and her spare time has been spent practicing. She's not a master yet but she's a damn good shot.


Weakness:

-Swimming: This woman has never seen a river, lake, or ocean, and lacks even the basic knowledge of doggy-paddling.
-Cleverness: Maggie deals with most problems by banging her aggression out at the anvil or shooting them in the case of her criminal dealings. She isn't one to muddle through a problem, more shoot away at it from the shadows.
-Communication skills: Maggie speaks with her actions... and little else. Her only real interactions being family, her cat, and or her clients, Maggie has trouble dealing with any serious friendship or relationship, the subtleties of tone and expression blowing right by her.
-Close combat: She's an archer and her power is mid-range. Anything at sword, kicking, or punching range is not her area of proficiency.
-Too curious for her own good: This has gotten her into trouble before and it will probably get her into more trouble later...


Bio:
Daughter of the head of the RLA (Rem Lighting Administration) and the second-in command of Level 4 law enforcement, Maggie has never set foot past the Level 2 Bridge Gate. She's spent most of her life between Levels 2 and 3 with her two older sisters and her parents. She had an education through college and from the early ages took interest in making things. Trinkets, traditional work, anything that involved using her hands.

So, what turned a very well-off kid, bright kid into a recluse blacksmith and a vigilante? Curiosity.

For her 18th birthday, to celebrate coming of age and high school graduation, she and her closest friends spent their all-nighter hopping around the city. Being a tad more than tipsy, her friend charmed them past the guard tired guard of the Bridge Gate to Level 0. The gate closed behind them and the group of friends knew they'd made a mistake as they shuffled along, their eyes adjusting to the dimness of a few neon signs and incandescent bulbs in the street lamps.

Word got around the slums some rich girls had gotten onto the level and within minutes, eyes watched them from the shanties and alleyways. Further down they went, mostly due to Maggie's drink-driven curiosity. As they went further down, the group began fighting and two of her friends broke off the retrace their steps and find their way back to the Bridge Gate, meanwhile Maggie and her two closer friends pressed on. She was sort-of prepared, having brought a switchblade and a lighter, but that was it. It came in handy twice- they got to an area where the riffraff pressed a little close for comfort and Maggie flashed the blade. None seemed to be seeking a fight.

Finally, the three reached the gate to a place of myth... the Sewer Gate. Unguarded, crusted shut by rust and time, they had a small crowd behind them as well, some with cruel intentions, others curious and slightly worried about this group. But no one stepped forward.
It took some tugging and with no frame of time, they didn't know it was morning by the time they were down here and her parents were above ground looking for her daughter and friends.

Maggie was the first to open the disused Gate but when it finally groaned and gave way, they were greeted by utter darkness, something none of the girls from the City of Lights had ever seen. As soon as the yawning hole was revealed, a shouting started from the back and was answered by a shriek from the darkness. There was a tussle and Maggie and her friends were shoved into the underground and the Gate closed behind them.

Things moved in the darkness. In sudden screams, Maggie was separated from one of her friends. She was shoved to the ground, hit, kicked, and broken... but still holding her remaining friend's hand...
Some time passed until Maggie heard something behind her, louder and not human. The two hauled themselves to their feet and ran and ran. It seemed only Maggie could see this until they reached a light well, but with one small issue: slick walls. They could see light and had no way to reach it.

Back to the darkness, a shadow, some beast from the sewer realm advanced on them. In moments it filled the space and blocked the well of light. It whisked her friend away and moved to her. And Maggie begged. She pleaded, sobbing as the light was snuffed out... to fly. To fight back. To get her friends back.

And the light answered, from its obscured place. And did it hurt when it came. The darkness knocked the wind out of her, slamming her against the wall. She coughed as she slid down, still crying, waiting for something to happen. The darkness only grew thicker and thicker and the swishing wind louder until after a single pulse of energy, it died down... it vanished into a breeze. The darkness vanished, leaving Maggie in the light well. A power she endured to become her own lifted her to the bars of the light, to the bars of the Level 2 road.

... Home and different, Maggie's friends were never found. Five high-school graduates with bright futures went into the Level 0 zone and one came out bloodied and bruised. Her father handled the press and Maggie's false confession led to the conclusion that the girls on their night out ran into mob trouble and this was an ultimatum. Law enforcement cracked down on the lower levels. Maggie disappeared from the spotlight with the death of her friends on her curiosity, her shoulders.

She worked out, got strong, learned to use the abilities the darkness granted her. It was hard and painful and more than once she took a fall that was a pain to explain to her parents. It was a relief when she moved out to her own smithy. Finally, two years later, Dawnstar stepped off her roof for the first time and went to start cleaning up the city...


Other:

-Where to find her: Maggie lives at 158 Magnolia W Street on Level 4 quite comfortably. Her living, work, research, and schooling all happens at her apartment- what friends she have joke she never leaves.
-The Forge at 158: Basement: personal gym, computer setup and area, Dawnstar equipment and workshop. Ground floor: Shop, bathroom. 2nd floor: living room, kitchen, dining area, bathroom, guest bedroom. 3rd floor: Balcony with small herb garden and flowers. Inside, reading area, full bathroom, her bedroom. 4th floor: Workshop, another garden. Roof: roofed Forge/smithy area and outdoor practice area. Gardens around the perimeter.
-Birthday: Very close to the end of the school year.
-Night owl: Between combating crime and being a workaholic, she spends most of the middle of the day asleep. During her nights, she is buzzing, her apartment is blasting music over the sounds of a hammer on an anvil and a roaring forge.
-Hobbies: Absolutely terrible at anything musical. Instruments? No. Singing? Forget it.
-She's got a kitty: His name is Sam. Not a people person, but he seems to accept Maggie as his loyal food-administering subject. he is the king of the street (even the little old ladies down the block acknowledge
his rule).

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I love the detail you put into the city as well as her trick arrows. Accepted. If you want to add a grappling hook arrow (or something like that) you can, though I'm not sure if you want one with your air and gliding powers.
 
I'll get the first post up in an hour or so. If you want an additional "Extra" page just ask and I will see what I can do.
 
Okiedokie. I love location lore so if you want Rem or any other cities done to be spotted across the US, I'm down to work on that with you for an Extra page. Can't wait to see what this first post has in store.
 

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