• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fandom Young Justice AU (Character Sheets)

OOC
Here

Livson

Absolute Queen
Visit the Interest Check for details before creating a character.

It should be noted that all characters must be a superhero when the role play begins. This is for plot reasons, and non-negotiable.

______________________________________________


Appearance:
Preferably drawn in a similar style to Young Justice character design, but not necessarily

Name:
Full

Hero Persona:
The name they take on the field. Compulsory.

Age:
13-18

Gender:

Species:

Height:
In feet

Powers/Abilities:
Be unique

Weaknesses:
Just the most obvious ones. Their Kryptonite

Equipment:

Suit:

Legacy:
If they're a legacy character. Include whether or not the legacy is canon in dc universe (any continuity)

Time As Hero:
How long they've been are hero

Personality:

City:
If applicable

Origin Story:
Don't write an essay, but please have it be more than two paragraphs

Other:
If applicable

Five characters min and seven max will be accepted.
I will not accept characters straight away as I want to see what variety may come.
If you are not accepted, it is nothing personal and should not be taken as such.​

______________________________________________



7ab7603fbe6a04420fbb278b97b41e22.jpg


Name:
Katherine 'Kathy' K Waterson

Hero Persona:
The Squire

Age:
14

Gender:
Female

Species:
Human

Height:
5’1

Powers/Abilities:
None

Weaknesses:
Not especially acrobatic
Lacking in technological ability
Human

Equipment:

  • Utility Belt
    • Projectiles
      • Normal, Explosive, Magnetic, Flash, Electric, Tracking
    • Bolas
    • Smoke, Stun and Gas Pellets
    • Glue Globules
    • Freeze Grenades
    • A Rebreather
    • A Taser
    • A Flashlight
    • A Cryptographic Sequencer
    • A Tranquilizer Gun
  • Broad Sword
  • Grappling Hook
  • Line Launcher
  • Lock Picking Mechanisms Imbued in Gloves

Suit:
1381054382152.jpg

il_570xN.757007457_58lb.jpg


Made of a fire-resistant, triple-weave Kevlar-lined material modelled after medieval chainmail. Excellent protection against damage, insulated against electricity & fire

Legacy:
The Knight and the Squire (canon)

Time As Hero:
3 years and 4 months

Personality:
Positive:
Kathy is an easy going individual, who is hard to anger and quick to humour. She is confident in her abilities, and as a result is difficult to insult or upset. On the field she is adaptable, shrewd and logical, capable of assessing situations and acting accordingly. Her moral sense is strong. She enjoys making others laugh, and while she can belittle others to achieve this, she is unafraid to embarrass or poke fun at herself for the same cause. A good loser.

Negative:
Kathy can be seen as crude, with an abrasive and often dirty sense of humour that some may find uncomfortable. Her confidence can occasionally stretch its boundaries, becoming a bloated ego. While reliable on the field, she can be flaky with friends; ditching them or throwing them under the bus if it is to her gain. Shows of emotion make her uncomfortable, and she often reacts in an inappropriate manner. She’s also a bit of a gossip, and has no qualms with spreading rumours. She can be lazy and greedy at times. She often doesn’t consider others’ emotions. Competitive.

Misc:
A bit of a flirt, but only in a playful manner. Cynical outlook on life; believes the worst in people. Is often annoyed by the superhero ‘no gun’ rule. Procrastinates too much. Little to no dignity.

City:
Wordenshire
A british city with a long and rich history, where modern architecture and medieval mix; the new awkwardly intertwining with the old. While it may pass as a dank but passable city in its nicer areas, its slums are cesspits where crime festers and thrives. It's technology remains a small way behind that of other large cities, and a typical citizen is stuck in their ways; change is unwelcome.

old_town_by_meckanicalmind.jpg

city_of_camorr_by_boc0-d92cvxp.jpg

swamp_city_on_stilts_by_kytranart-d8jd4dy.jpg

Origin Story:
Kathy grew up in a relatively high class environment...at least by Wordenshire standards. Her house had two stories, she lived in a good area and went to a top private school. Her parents weren’t the most emotionally forward, but they loved her and if they didn’t say it often, they showed it well enough. From a young age they had her training in gymnastics, and fencing. She didn’t question why until much later. Her father, Roger, was a hair stylist and her mother, Amelia, worked as a dentist. Neither job was one that would get a lot of business in a city like Wordenshire, and neither paid well. Despite being a sharp child, questioning your parents isn’t often something easily done. And so it wasn’t until Kathy reached 11 and found a suspiciously familiar suit in her parent’s cupboard that alarm bells went off.

As it turns out, her parents worked as the Knightingales, a duo of hitmen for hire that had terrorised Wordenshire and it’s superheroes for years. Kathy did the natural thing a child would do in such a situation: she put the thing back where it came from and pretended she didn’t see anything.

Or, at least, she tried to.

Suddenly when she looked at her parents, she didn’t see her gentle, careful father or her headstrong, compassionate mother. She didn’t see the two who had raised her, who had comforted her and supported her. She only saw the faces of their victims, the ones that flashed on the tv every night. Men, women, the elderly, the young. She became obsessed with it, and suddenly everywhere she looked there was someone else dead. Eventually, she couldn’t take it any more. One night, she slipped out of the house and approached the city’s poster superhero: The Knight.

Beryl Hutchinson had never been the type to wave the claims of children; she had been Squire in her early teens, after all. So she looked into it, and with the help of Kathy managed to defeat the pair of assassins that had been taunting and plaguing her for years. But when all was said and done, she was left with a child with no parents. And for a child with no parents, Wordenshire was a dangerous place. So, she did what Cyril Sheldrake had done for her all those years ago: she took the child in and allowed her to take the mantle of Squire.​
Credit to an old friend of mine for the idea
 
Appearance:
Original form(Nymph)/Aquatic Form:
glimmer_sea_zhimatu___48_hour_auction___sold___by_solar_paragon-d8le5us.png
Human form:
tumblr_inline_o01pseTvSD1stzu3e_540.jpg
d3c45394144aeba7f0365cfa1fce9fcb46b2bff1_00.jpg
Flying Form:
night_flutter_zhimatu__closed__by_solar_paragon-d8kz5l5.png

Name:
O'cen F'light

Hero Persona:
Glimmer Sea and or Night Flutter

Age:
15

Gender:
Male

Sexuality: Homosexual

Species:
Zhimatu

Height:
Human Form-4'8
Regular form(s)-3'6(about an the average height of a 4 year old if wondering)

Powers/Abilities:
Zhimatu physiology: The Zhimatu's physiology is similar to that of a Martian's which is thought to be composed of a complex molecular chain that resembles polymer bonds but with the ability to be altered at will. A regular Zhimatu can change their mass, color, relative shape, imitating even clothing if desired, but need to have had physical contact with whatever they turn into at least twice or touch it for about 30 seconds to get a feel of whatever it's made of for them to imitate it perfectly. Otherwise you could get something like a human with skin like a rock. The biopolymer is extremely flexible, durable, incredibly strong for a biological material and apparently self-sustaining. Zhimatus don't need to eat but usually enjoy pleasure doing so but can't eat in their regular forms for most don't have mouths.

Stardust mane: A Zhimatus mane is made of stardust and looks different on every Zhimatu and when held in a Zhimatu's palm it's heated up and becomes whatever the Zhimatu wants at the moment. O'cen prefers ninja stars and kunais. The mane is usually very soft and not dangerous at all to touch but manes are strong enough to stop a bullet.

Shape Shifting: A regular Zhimatu can shape shift into only two other life forms from itself and have the ability to turn into any part of those races other than their own form of it with concentration. O'cen F'light however has more than one form has a Zhimatu which is unusual. His original form being his nymph form which is rare among Zhimatus for it usually is more of a land form Zhimatus being semi-aquatic. His next form is his swimming form embracing what a traditional Zhimatu looks like. It's fitted more for water and has gills but can be used on land. His last Zhimatu form being his flying form which lets him fly with wings, but his regular colors change. That form is usually good for stealth and recon. So far, the only other race O'cen F'light can shape shift is human.

Phasing: O'cen can simply make part of his body at a time become less substantial than solid matter, thereby decreasing the molecular density of his body by loosening the bonds within the biopolymers, due to - and further demonstrating - the absolute control he has over them as a Zhimatu.

Superhuman speed: Either through flight or natural movement, O'cen can maintain speed and demonstrates reflexes far in excess to that of most metahumans, and for far longer. Like the power of flight, O'cen's reflexes work his wings to go fast but under the speed of sound. Same for his running. The best his speed is for is also recon/ stealth. It isn't very fast compared to any speedsters or superman but he can run faster than Usain Bolt at a sprint.

Telepathy/telepathic relay- Otherwise known as a telepathic link. Taught by a Class 3 telepath, the Manhunter, O'cen is able to use his telepathic prowess as a relay station for a group of minds, who can then "speak" to each other through him. This relaying ability seems to be limited to the same range as the Manhunter's normal telepathic range which goes as far as the moon. This goes with his telepathy and ability to read minds though he can only read the minds of those that open their minds to him or leave their minds open.

Mindcontrol: All Zhimatus have a companion of the race of Zhi. Zhis have symbiotic relations with Zhimatus speaking for them (since a regular Zhimatu doesn't have a mouth) while Zhimatus give them a home in their Manes. Zhis have the ability to mind control for one minute. It's usually used on partners for a chance to see how they actually are, but O'cen can use it for a multitude of things. When Mind controlled you pretty much fall asleep and wake up like nothing happened.

Mayavana: Like Martians Zhimatus have the ability to reach into another mind and create a mental reality as real as any normal reality. The strain of Mayavana is such that it can only be used once in a lifetime, and so is normally used on the one that a Zhimatu loves the most. Usually a partner.

Weaknesses:
Ice/The cold: Zhimatus unlike Martians are fire resistant but will become slower and slower until they freeze in cold. Like frogs hibernating Zhimatus can't be back until warm, but still Zhimatus are naturally afraid of fire due to Burning Martians

Chocoholism: There's a chemical reaction in Chocos cookie snacks that happens when Zhimatus and Martians eat them making Chocos highly addictive. Once Chocos are consumed a Zhimatu would go under mental chaos without it for a long period of time and would begin to withdrawl and maybe like Martian Man hunter once did rage on a city.

Equipment:
O'cen always has a bag of Chocos with him thanks to J'onn.

Suit:
O'cen kind of goes around naked (technically)
Legacy:
Nope

Time As Hero:
On and off but overall has 1 year under his belt.

Personality:
O'cen feels tense, jittery, and nervous and often feels like something dangerous is about to happen even when he doesn't show it. He's afraid of specific situations or be just generally fearful. O'cen isn't the angry type though and it takes a lot to make him angry. Mostly his emotions are on an even keel and he doesn't get sad easily. O'cen is often seen by others as fairly calm though his secret is the calmer he looks the more scared he is. O'cen are sensitive about what others think of him and his concern about rejection and ridicule cause him to feel shy and uncomfortable around others. O'cen is easily embarrassed and often feels ashamed when he does something dumb. His fears that others will criticize or make fun of him are exaggerated and unrealistic, but O'cen's general awkwardness may make these fears a self-fulfilling prophecy. He does not experience strong, irresistible cravings and consequently do not find yourself tempted to overindulge. Though he has fears, O'cen is often ready to help and do everything he can because of his fears. They drive him to want everyone to be safe and he always goes the extra mile when he wants someone to be safe. Especially those close to him. When attracted to someone O'cen becomes more shy and quiet around them often glancing to see what they're doing.
City:
He's from Metropolis and often does small missions with Martian Man Hunter and otherwise stays home in a quiet suburban neighborhood.

Origin Story:
When the Burning Martians first walked Mars there was also the race of Zhimatu. A simple race of little creatures that were constantly abused by the Martians. When the guardians intervened with the Burning Martians genetically making them weak to fire they were still able to terrorize the Zhimatus. So, the guardians put a genetic strength in the Zhimatus of being fire resistant and moved the race to the planet Ceres where there they evolved somewhat similar in physiologies but the Zhimatus looked a lot different due to the fact they evolved on the asteroid Ceres. They were small semi-aquatic creatures that evolved to commonly live under the surface of the asteroid in the water so anyone wanting to harm them would have a hard time. The only way into the Zhimatu world is through an ice volcano found on the surface of the planet and seen in images of the asteroid.
When the white Martians began massacring the green Martians Zhimatus came to the planet to help the Martians escape to Ceres many were killed. There wasn't enough time to get back to Ceres so many Zhimatus went into hiding and O'cen was born. When the U.S government captured some white Martians O'cen's mother was caught believed to be a white Martian in a different form and she went to Earth taking O'cen with her. On Earth, most of the captive white Martians were executed and so was O'cen's mother. But before O'cen was executed Martian Manhunter knew what O'cen was and took him in. Over the years O'cen was taught by Martian Manhunter under his wing until several incidents happens making O'cen stay alone in his house for a long time leaving him in solitude from fear of not being liked by the people of the world.

Other:
O'cen's Zhi is named Algae. He's shy and grouchy so don't mess with him.
Due to his feminine looks in his Zhimatu forms O'cen is usually mistaken as a female and finds it funny.
O'cen is addicted to Chocos.
 
Last edited:
6aa1b9ee0654a626f9293aafa77a9d70.png


Name:
Jason 'Jay' Obediah


Hero Persona:
Revenant


Age:
16


Gender:
Male


Sexuality:
Never really thought about it. Bisexual, more than likely, even if he has only dated chicks.


Species:
Metahuman


Height:
Although he can shift his height at will, his 'usual' height is 6'1".


Powers/Abilities:
Born a Metahuman, despite the human genes of both of his parents, it isn't surprising to note that Jason possesses unnatural powers. His 'mutation' has taken root in the form of a close, psuedo-symbiotic relationship that Jason possesses with darkness and shadows. It is almost like he is darkness, and darkness is him - shadows bend, form, and shape at his will, physically tangible and chillingly cold, although he has since learned that he can make his constructs unbearably hot, as well. It is, in technical terms, a broad type of Shadow/Darkness Manipulation - with Jason, in a way, being the 'king', and the shadows themselves being his 'pawns'. He can seamlessly meld into darkness, whether it be his own shadow or the shadows of an object or person, and he can even transform his body into the very inky darkness that he controls, allowing him limited 'shapeshifting' abilities. Not in the way of changing his appearance to another human, but by elongating his limbs and forming them into weapons, tools, and shapes.


Obviously, when the sun is at its highest, Revenant is not at his strongest - but when the moon is high in the sky, or when shadows and darkness is plentiful, Revenant feels truly at home. The scope of his abilities make him a somewhat feared 'vigilante', especially considering the fact that he usually leaves the criminals he defeats in...very bad shape for the cops to pick up.

Weaknesses:
Sunlight lowers his efficiency - reducing the amount of shadows and darkness around him, but highly concentrated light is extremely dangerous for Jason. It burns right through his flesh, and saps his energy almost immediately. The only way to avoid this is by avoiding said attacks, but considering the fact that light-centered Heroes usually attack under the sun...? Well, let's just say that Jason won't have a fun time.


Equipment:
Jason usually has a white umbrella stored somewhere in his body. In a 'shadow pocket'. Other than that, he keeps his mp3 player and earbuds plugged in and in his ears, even if he isn't listening to music at that moment.


Suit:
Considering he has both a 'human' form and his much more comfortable 'shadow' form, Jason doesn't really bother with a suit. The world only knows Revenant as the shadowy guy, after all.


Time As Hero:
Well, he started after leaving his old home...so around 4 years?


Personality:
Jason, having grown up in a tough environment, is quite straightforward and blunt with his words and feelings, yet he still manages to possess a naturally kind and courageous soul, with a very witty and dry sense of humor. Being a genuinely confident and free-spirited young man, Jason isn't exactly one for being shy or subtle, not afraid of speaking exactly what's on his mind - which has gotten him into quite a few fist-fights in the past, and has been the reason for a lot of spicy relationships, as well. Personal space isn't really something he cares much about, and neither are 'social norms' - if he wants to do it, he does it. Being a Hero is more than just saving people to him - he believes that it's doing everything in his power to do what's right, in his mind, so limiting himself to appease society as a whole isn't what he's down for. One thing to note is that, despite coming off as a relatively cool-headed - if headstrong and rough-around-the-edges type of guy, Jason bit of an adrenaline junkie, and incredibly adventurous to boot. High-speed motorcycle races, barhopping, skydiving, mountain climbing - all of these are some of his more 'wild' and 'fun' hobbies that he usually takes part in whenever he has 'time off', so to speak. He's a bit of a jack of trades when it comes to 'extracurricular' activities, and it isn't amiss to see him souping up his motorcycle or something while lounging around the base.


He has definite qualities of being a leader, but generally stays away from leading due to his much more solo nature. He's cool around people - he actually likes hanging around the more colorful crowds, but whenever he's doing his job? Growing up where he did has taught him that he can only truly rely on himself in a pinch. Also, his more empathetic teammates might not appreciate their 'leader' breaking bones and cracking heads. He doesn't kill, of course...it's just not his thing, but whenever he loses his temper, the line can blur a little...maybe he's just not the right person to make a good example.

City:
Gotham City - The Narrows


Origin Story:
All things considering, Jason's 'story' isn't anything totally dramatic or off the wall. Like a lot of kids who grew up on the streets, Jason didn't have the best home life. His mother was his only 'rock', so to speak - his father being an abusive asshole who hated Jason for being a creepy Metahuman, and his mother for apparently birthing one. It didn't help that they lived in the Narrows, the worst part of Gotham City, and his father was a deadbeat dock worker who routinely got his ass kicked by villains, while his mom was a struggling nurse that brought in most of their measly income. Yeah...leaving was a hard decision, but only because it would leave his mother alone with his dad, so Jason did the only thing he felt he could do. At the age of ten, he tapped into the powers that he'd been messing with for the pass eight years, and beat the man's ass. It was frighteningly easy - he started off with a somewhat weak punch, after walking into the living room and getting a bottle of whiskey thrown at his head. The punch missed, and Jason got decked into the ground with a meaty hand. Only, he fell right into his own shadow, came right back up behind the man, and nailed him in the balls with a shadow-reinforced knee. High-pitched screams happened that night, and in the end, Jason left with his father floating behind him in the darkness, bound by wispy chains made of darkness.


The man was found on the stairs of the GCPD, with his testicles permanently crushed and his mouth in an 'O' shape of pure agony, despite his unconsciousness. They ran his scans, and found out that he was actually a part of an illegal smuggling ring, dealing in hardcore drugs and some human trafficking from the docks. Long story short? The man was going to jail for dozens of years, if not life.

It was that night where it all started. Jason loved his mother - he really did, but he knew that if he went back to that house, he probably wouldn't be able to leave...so he didn't go back.

Life on the streets for a ten year old Metahuman was actually hard - maybe harder than it was for a human. All the other kids seemed to notice that something was...off about the newest urchin in their midst, and always avoided him. Maybe it was the way that he was never caught whenever he pinched a wallet or stole some food. Maybe it was they way that he always managed to beat the shit out of the much bigger gangs that messed with him. Maybe it was even the way the darkness seemed to caress him like a proud father, and his amber eyes seemed to glow golden in the night. Either way, Jason was on his own...and he was completely fine with that. Call it naivety, but he'd always been fine with loneliness, and the streets of The Narrows was no different.

He survived.

Hell, around the age of twelve, he was even thriving. He began spending more time in his more 'natural' state that even his mother was creeped out by - a boy made of darkness, wearing urban clothing, even as he busted drug rings and beat the shit out of criminals. At first, it was for the money - only for the money, but after he managed to save an entire family of hostages, and he saw the pure gratifaction and happiness in their eyes - along with the small bit of fear...Jason realized that this was what he wanted to do. For most of his life, he felt only cold in his heart and body...but this, this made living worth it. Something other than survival.

It was around this time that Revenant was born, within the ghettos of Gotham City. And, he would become one of its most staunch protectors within the years to come.

Other:
Sorry about the somewhat empty sheet. I have to do some work, so I can't really sit down and write everything right now. Oh, and he's also a pretty big fan of Disney movies and rap music. Just an FYI.


a7544f5f9e6f295a2f994a5d398b50ec.png
 
Last edited:
Appearance: ((This was my very first attempt at digital art, I'm planning on redrawing him))
Fool I'm unable to upload images at the moment.

Name:
Ruben Hart

Hero Persona:
The Fool

Age:
18

Gender:
Cis Male/Genderfluid

Species:
Human

Sexuality:
Bisexual/Biromantic (The Fool)
Asexual/Homoromantic (Silas)
Homosexual/Homoromantic (Ruben)

Height:
5'8

Powers/Abilities:
Toxic Immunity, expert acrobat (from training with Harley Quinn), peak human condition, expert combatant.

Weaknesses:
Mental instability, human vulnerabilities (no superpowers means he has no means of protecting himself from stronger, deadlier foes), the Joker (any mention or memory of him triggers either anxiety attacks or outbursts of rage that cloud the Fool's judgement).

Equipment:
A black baseball bat with purple and blue tape wrapping around the handle.
A small pouch of laughing gas bombs.

Suit:
A black and purple jester's costume with punk elements, including spiked wristbands, a purple and black striped glove on his left hand and bright blue combat boots with white soles.

Legacy:
Nope.

Time As Hero:
Ever since he was rescued from the Joker four years ago.

Personality:
The Fool follows his whims, with little regard of whats expected of him or of what people want him to do. He doesn't believe in order or authority, and he especially doesn't believe in people who expect authority and respect despite doing nothing. However those who have earned his respect he treats differently, like Batman, whom he'll always follow the orders of. The Fool is jovial and upbeat, seeing humour in dark situations and not taking danger seriously, making him immune to fear or intimidation tactics. Despite his madness, he's compassionate and kind, and is the type of person who would always stand by his friends. He absolutely hates the Joker and bringing him up causes the Fool to become enraged. The Fool also believes that he will never be loved or have a family to call his own due to the abuse he suffered for years.
He also had dissociative identity disorder, and there are three distinct personalities that I'll describe in a moment, but they are; The Fool (the main personality who's kinda like the ringleader and is the most dominant), Ruben (the original who does not remember his past at all, the trauma from the Joker having been adopted by the Fool and the severe abuse at home taken by Silas), Silas (the personality who took all of Ruben's childhood abuse because Ruben couldn't cope, he's the most protective of Ruben and is the one fully aware of the others).

THE FOOL

- Is very childish and doesn't take a lot of things seriously.

- Is very kind and warm hearted, always there for friends.

- Extroverted, loves attention.

- Respects Batman and various others.

- Has a grasshopper mind and struggles with concentrating.

- Slips into the Silas persona whenever Silas believes the Fool has threatened them all, like by challenging a far superior opponent or being critically injured.

- Enraged with anything got to do with the Joker.

- Ashamed of his previous actions and wants redemption. Has harmed people before in order to save himself from the Joker's wrath and understands that this was wrong.

- Is flirtatious with men and women. Attracted to men and women.



RUBEN

- Quiet and introverted.

- Loves to read.

- Hates being the centre of attention.

- Legs twitch when he's nervous.

- Has no memory of his past but flashes of things the other two personalities have done.

- Very closed off and hard to get to know but is open and warm to those he feels most comfortable with.

- Only vaguely remembers bits and pieces of Joker's abuse, but mostly believes that he harmed Jason Todd and other people, but this information is wrong as Ruben harmed no-one, the Fool did in order to appease the Joker and save himself. But neither of them killed or harmed Jason.

- Is not flirtatious at all but is solely attracted to men.

- Disgusted by violence and repulsed by blood to the point of fainting upon seeing it, or slipping into the Silas persona to escape.



SILAS

- Anger anger anger.

- Distinctive London accent due to being based on a character from a tv show Ruben saw as a child.

- Will never let anything harm Ruben.

- Was created to take on the severe abuse Ruben suffered at the hands of his mother and her boyfriends. Is the only one who remembers.

- As a result he's enraged by selfish, neglectful mothers or those who hurt kids.

- Emerges when Ruben feels threatened or the Fool severely messes up or is outmatched and so he's pretty much the backup.

- Is fully aware of things the others have done, so he recognizes friends and loved ones.

- Has no qualms with fighting back to defend himself, the other personalities and allies.

- Attracted to men and only rarely flirts. People miss it most of the time. Asexual, homoromantic.

- Captain sarcasm, won't take anyone's bull. Confident but not a show off.


City:
Gotham

Origin Story:
Ruben Hart was born in Gotham City to a drug addicted mother and a father who left long before he was born. For years Ruben would be neglected and abused by his mother and her many boyfriends until finally running away at the age of 13. Unfortunately for him, he'd run into the Joker, who at the time decided that he deserved his own "Robin" like Batman. Ruben was abducted and tortured for many days, dumped into chemical vats and exposed to electric shock therapy in order to completely break his psyche. The result was The Fool.
The Fool served as the Joker's sidekick until Batman finally found their hideout and defeated the Joker. Deeply disturbed by how the Joker tortured a child and brainwashed him, Batman wouldn't let Ruben be sent to prison or Arkham Asylum, believing that he was a victim of the Joker too. Instead Ruben was sent to a different mental hospital where he received the therapy and help he needed to move on from the Joker. To repay the Batman for saving him, the Fool decided to return to Gotham as a hero instead of a villain.

Other:
If applicable
 
Last edited:
Appearance:
7928978b6263887f526135b3057f1a8e--men-art-marvel-universe.jpg


Name:
Winston Ashton Kramer

Hero Persona:
Impulse

Age:
15

Sexuality:
Pansexual

Gender:
Cis male

Species:
(Meta)Human​

Height:
5'11​

Powers/Abilities: * = POWERS A SPEEDSTER IS CAPABLE OF BUT HAS NOT TAPPED INTO YET/MAY NEVER TAP INTO
Super Speed
  • Super-Speed – Selfexplanatory: traveling at any speed that Ashton believes he can move by harnessing the speed-force.
  • Electricity Manipulation – This power gives him the ability to ultimately form and use lightning bolts to the best of his ability. By using the speed force, he can generate electrical energy from his body. This lightning is a nearly glowing yellow, signifying how intensely he harnesses his power and energy to direct it properly.
  • Speed Mind - The acceleration of mental capacity enables the user to perceive surroundings in a matter of seconds.
  • *Vibration Manipulation - This ability allows him to phase through solid objects while moving at super speed.
  • Metabolize wounds – Because of his accelerated metabolism and growth, Ashton can heal generally much faster than the average person (such as a matter of minutes or hours).
  • Total recall – He can speed-read and remember the information for a long period of time without significant memory loss.
  • *Tornado Whirls - By spinning his arms around at an accelerated rate, Ashton can form whirlwinds and/or tornado like winds to push against and fight anything in its path.
  • *Speed Scouting - The ability to make a copy of oneself, one which many speedsters are capable of doing. Taking a future version or copy of yourself and bringing it to your current time period for whatever purpose. It's unlikely that Ashton will be capable of this power.
  • *Speed Vortexes - Moving at a speed fast enough to create a vortex. Ashton would be capable of aiding a slower speedster in forming one but alone, he's too slow to produce enough speed.
  • Voice Control - Ashton can change his voice, or particularly how it sounds, by vibrating his vocal chords at an intensified rate.
  • *Telepathy Immunity - Speedsters who can think at an accelerated rate can be immune to telepathy. Ashton is capable of thinking faster than the average person but as many other things, it's unlikely he could do so in a way that makes him immune to telepathic attacks.
  • *Time travel and Interdimensional travel - In this case, a speedster would need to travel at an extremely accelerated rate which Ashton is nowhere near capable of reaching yet. He can't run fast enough to break time itself in travel into a different period of choice or create a rift to travel in. If he did so, he'd definitely need rescuing because he wouldn't be able to do it twice in a row.
  • Speed Speak - Selfexplanatory, he speaks really fast by tapping into the Speed Force. To the average person it sounds like gibberish or similar to a movie where the words come after the actor's mouth has moved.
Weaknesses:
Despite everything, Ashton is ultimately human. He has these special abilities, he can move faster than anyone could possibly imagine, but he's not invincible. He isn't made of steel. He's still got soft flesh and blood. He can be damaged by anything and to be quite frank, even the fastest man alive can be fast enough for anyone else at all times. He's not constantly on a move. Ashton also isn't the brightest. He can see things quickly and analyze things quickly but sometimes he can't react in time. He's nothing like Barry Allen or Wally West. He's not the fastest man alive.
Aside from that, Ashton is a speedster, he moves fast and the speed force asks that specifically of him to help with producing its energy. It sustains him. Ash needs a lot of food to keep going and maintain all of that energy that's in him. Imagine Jughead, probably always with a burger and food in his hands.

Because Ash isn't very trained there's many things he can't do yet. He's told that he can do them, he's tried some a couple of times, he's seen other speedsters use these powers. But ultimately Ashton fails. Whether it's because he'll never be able to do it or he just can't yet, he doesn't know. He can't vibrate through walls or other objects. Well, he can, he tried once. But he didn't move at the right frequency and the wall exploded. Story for another time, though. He also shouldn't be trusted with tornado whirls. Just... don't.

He still has a lot of training to undergo.
Equipment:
"Utility" Belt - Ashton has a utility belt, which many have, but he doesn't use it for your typical gadgets. Instead he uses it to hold food because he needs to constantly eat and have a higher calorie intake than the average person to keep his energy up.

Suit - His suit is equipped with an earpiece for communication and his goggles to track his speed. Simply for the purpose of knowing if he's hitting a new record or not.

Suit:
8bee55fb84976c5c69cc2f41119cb6ec.jpg
73edb62ebab35c7635db5c943fcf5809--impulse-dc-impulse-bart-allen.jpg

Legacy:
Impulse/Flash

Time As Hero:
Nearly 1 year

Personality:
Ashton can be unpredictable. Very unpredictable, actually. Half the time he's serious and the other half he's just about spouting some nonsense. But overall, he's a good person with good intentions. The nonsense he spouts are all of the constant thoughts bouncing around in that hard little head of his. He feels the constant need to voice said opinions, so much so that people tend not to understand exactly what he means when he talks. It's definitely complicated. He just needs to learn how to slow down for people because otherwise his communication skills are lacking. When he's not spitting out some random information, however, Ashton can be very useful. If he's speaking clear enough for you to understand the gist of what he's talking about, it can be insightful. Useful, actually, to whatever's going on. But he's hardheaded. Following orders can be hard if he thinks he's 1) better at it than you and/or 2) sure that he's going to do nothing but fail.

City:
Central City​

Origin Story:
Ashton grew up a normal kid, two parents: Biologist Jonathan Kramer and journalist Winona Kramer. Neither of them had abilities as far as any of them could tell. Since day one, Ashton was active. He moved and ran. He enjoyed himself and how things went. Things were as normal as could be for the Kramer family. Here's a fact about the Speed Force, though: It's energy that needs to be sustained. It has an opposite force, the Negative Speed Force, which eats away at it any time someone, particularly Zoom, takes a single step. Barry is the one who generates the Speed Force. Speedsters merely sustain it and hold it together and in return the Speed Force gives them their ability. Their speed.

There's speedsters who got their powers from a scientific accident, some who have it genetically, others who forced it upon themselves or took serums to enhance their speed if even just temporarily. Ashton, he supposed, got his as a gift and as a scientific accident. His father was.. obsessed. A nosy man, really. He wasn't evil but he experimented with things he knew he shouldn't have. Ashton was usually around when those his father worked because he found it interesting and usually didn't have much else to do with his days. His father, being the man messing around with tachyon particles caused an explosion specifically directed at his son. Ashton would like to think that it was the Speed Force providing a destiny for him, needing him as another person to help it continue to thrive against the evils trying to kill it. But that was that. It took a while, his father assumed nothing had occurred, but when Ash practically vanished into thin air at track practice, things were.. clear. He was a speedster. The next step was getting the most famous speedster around to find out and give him a role, one which Ashton still hides from his parents.

Being discovered by The Flash wasn't complicated. Despite how fast the teenage boy moved, facial recognition and a quick shot was enough to find out who he was and track him down.

Other:
He prefers to go by Ashton, he thinks Winston sounds too 'nerdy'.
 
Last edited:
6aa1b9ee0654a626f9293aafa77a9d70.png


Name:
Jason 'Jay' Obediah


Hero Persona:
Revenant


Age:
16


Gender:
Male


Species:
Metahuman


Height:
Although he can shift his height at will, his 'usual' height is 6'1".


Powers/Abilities:
Born a Metahuman, despite the human genes of both of his parents, it isn't surprising to note that Jason possesses unnatural powers. His 'mutation' has taken root in the form of a close, psuedo-symbiotic relationship that Jason possesses with darkness and shadows. It is almost like he is darkness, and darkness is him - shadows bend, form, and shape at his will, physically tangible and chillingly cold, although he has since learned that he can make his constructs unbearably hot, as well. It is, in technical terms, a broad type of Shadow/Darkness Manipulation - with Jason, in a way, being the 'king', and the shadows themselves being his 'pawns'. He can seamlessly meld into darkness, whether it be his own shadow or the shadows of an object or person, and he can even transform his body into the very inky darkness that he controls, allowing him limited 'shapeshifting' abilities. Not in the way of changing his appearance to another human, but by elongating his limbs and forming them into weapons, tools, and shapes.


Obviously, when the sun is at its highest, Revenant is not at his strongest - but when the moon is high in the sky, or when shadows and darkness is plentiful, Revenant feels truly at home. The scope of his abilities make him a somewhat feared 'vigilante', especially considering the fact that he usually leaves the criminals he defeats in...very bad shape for the cops to pick up.

Weaknesses:
Sunlight lowers his efficiency - reducing the amount of shadows and darkness around him, but highly concentrated light is extremely dangerous for Jason. It burns right through his flesh, and saps his energy almost immediately. The only way to avoid this is by avoiding said attacks, but considering the fact that light-centered Heroes usually attack under the sun...? Well, let's just say that Jason won't have a fun time.


Equipment:
Jason usually has a white umbrella stored somewhere in his body. In a 'shadow pocket'. Other than that, he keeps his mp3 player and earbuds plugged in and in his ears, even if he isn't listening to music at that moment.


Suit:
Considering he has both a 'human' form and his much more comfortable 'shadow' form, Jason doesn't really bother with a suit. The world only knows Revenant as the shadowy guy, after all.


Time As Hero:
Well, he started after getting kicked out of his Uncle's house...so around 4 years?


Personality:
To be completed soon. This is a placeholder.


City:
To be completed soon. This is a placeholder.


Origin Story:
To be completed soon. This is a placeholder.


Other:
Sorry about the somewhat empty sheet. I have to do some work, so I can't really sit down and write everything right now.


a7544f5f9e6f295a2f994a5d398b50ec.png
Appearance: ((This was my very first attempt at digital art, I'm planning on redrawing him))
Fool I'm unable to upload images at the moment.

Name:
Ruben Hart

Hero Persona:
The Fool

Age:
18

Gender:
Cis Male/Genderfluid

Species:
Human

Height:
5'8

Powers/Abilities:
Toxic Immunity, expert acrobat (from training with Harley Quinn), peak human condition, expert combatant.

Weaknesses:
Mental instability, human vulnerabilities (no superpowers means he has no means of protecting himself from stronger, deadlier foes), the Joker (any mention or memory of him triggers either anxiety attacks or outbursts of rage that cloud the Fool's judgement).

Equipment:
A black baseball bat with purple and blue tape wrapping around the handle.
A small pouch of laughing gas bombs.

Suit:
A black and purple jester's costume with punk elements, including spiked wristbands, a purple and black striped glove on his left hand and bright blue combat boots with white soles.

Legacy:
Nope.

Time As Hero:
Ever since he was rescued from the Joker four years ago.

Personality:
The Fool follows his whims, with little regard of whats expected of him or of what people want him to do. He doesn't believe in order or authority, and he especially doesn't believe in people who expect authority and respect despite doing nothing. However those who have earned his respect he treats differently, like Batman, whom he'll always follow the orders of. The Fool is jovial and upbeat, seeing humour in dark situations and not taking danger seriously, making him immune to fear or intimidation tactics. Despite his madness, he's compassionate and kind, and is the type of person who would always stand by his friends. He absolutely hates the Joker and bringing him up causes the Fool to become enraged. The Fool also believes that he will never be loved or have a family to call his own due to the abuse he suffered for years.
He also had dissociative identity disorder, and there are three distinct personalities that I'll describe in a moment, but they are; The Fool (the main personality who's kinda like the ringleader and is the most dominant), Ruben (the original who does not remember his past at all, the trauma from the Joker having been adopted by the Fool and the severe abuse at home taken by Silas), Silas (the personality who took all of Ruben's childhood abuse because Ruben couldn't cope, he's the most protective of Ruben and is the one fully aware of the others).

THE FOOL

- Is very childish and doesn't take a lot of things seriously.

- Is very kind and warm hearted, always there for friends.

- Extroverted, loves attention.

- Respects Batman and various others.

- Has a grasshopper mind and struggles with concentrating.

- Slips into the Silas persona whenever Silas believes the Fool has threatened them all, like by challenging a far superior opponent or being critically injured.

- Enraged with anything got to do with the Joker.

- Ashamed of his previous actions and wants redemption. Has harmed people before in order to save himself from the Joker's wrath and understands that this was wrong.

- Is flirtatious with men and women. Attracted to men and women.



RUBEN

- Quiet and introverted.

- Loves to read.

- Hates being the centre of attention.

- Legs twitch when he's nervous.

- Has no memory of his past but flashes of things the other two personalities have done.

- Very closed off and hard to get to know but is open and warm to those he feels most comfortable with.

- Only vaguely remembers bits and pieces of Joker's abuse, but mostly believes that he harmed Jason Todd and other people, but this information is wrong as Ruben harmed no-one, the Fool did in order to appease the Joker and save himself. But neither of them killed or harmed Jason.

- Is not flirtatious at all but is solely attracted to men.

- Disgusted by violence and repulsed by blood to the point of fainting upon seeing it, or slipping into the Silas persona to escape.



SILAS

- Anger anger anger.

- Distinctive London accent due to being based on a character from a tv show Ruben saw as a child.

- Will never let anything harm Ruben.

- Was created to take on the severe abuse Ruben suffered at the hands of his mother and her boyfriends. Is the only one who remembers.

- As a result he's enraged by selfish, neglectful mothers or those who hurt kids.

- Emerges when Ruben feels threatened or the Fool severely messes up or is outmatched and so he's pretty much the backup.

- Is fully aware of things the others have done, so he recognizes friends and loved ones.

- Has no qualms with fighting back to defend himself, the other personalities and allies.

- Attracted to men and only rarely flirts. People miss it most of the time. Asexual, homoromantic.

- Captain sarcasm, won't take anyone's bull. Confident but not a show off.


City:
Gotham

Origin Story:
Ruben Hart was born in Gotham City to a drug addicted mother and a father who left long before he was born. For years Ruben would be neglected and abused by his mother and her many boyfriends until finally running away at the age of 13. Unfortunately for him, he'd run into the Joker, who at the time decided that he deserved his own "Robin" like Batman. Ruben was abducted and tortured for many days, dumped into chemical vats and exposed to electric shock therapy in order to completely break his psyche. The result was The Fool.
The Fool served as the Joker's sidekick until Batman finally found their hideout and defeated the Joker. Deeply disturbed by how the Joker tortured a child and brainwashed him, Batman wouldn't let Ruben be sent to prison or Arkham Asylum, believing that he was a victim of the Joker too. Instead Ruben was sent to a different mental hospital where he received the therapy and help he needed to move on from the Joker. To repay the Batman for saving him, the Fool decided to return to Gotham as a hero instead of a villain.

Other:
If applicable
Appearance:
7928978b6263887f526135b3057f1a8e--men-art-marvel-universe.jpg
8bee55fb84976c5c69cc2f41119cb6ec.jpg
73edb62ebab35c7635db5c943fcf5809--impulse-dc-impulse-bart-allen.jpg

Name:
Winston Ashton Kramer

Hero Persona:
Impulse

Age:
15

Gender:
Cis male

Species:
(Meta)Human

Height:
5'11

Powers/Abilities:
Super Speed
[specifics to be added, he doesn't harness many abilities of a speedster due to not being training]

Weaknesses:
[to be added]

Equipment:
[to be added]

Suit:
[to be added]

Legacy:
Impulse/Flash [canon]

Time As Hero:
Nearly 1 year

Personality:
Ashton can be unpredictable. Very unpredictable, actually. Half the time he's serious and the other half he's just about spouting some nonsense. But overall, he's a good person with good intentions. The nonsense he spouts are all of the constant thoughts bouncing around in that hard little head of his. He feels the constant need to voice said opinions, so much so that people tend not to understand exactly what he means when he talks. It's definitely complicated. He just needs to learn how to slow down for people because otherwise his communication skills are lacking. When he's not spitting out some random information, however, Ashton can be very useful. If he's speaking clear enough for you to understand the gist of what he's talking about, it can be insightful. Useful, actually, to whatever's going on. But he's hardheaded. Following orders can be hard if he thinks he's 1) better at it than you and/or 2) sure that he's going to do nothing but fail.

City:
Central City

Origin Story:
[to be added]

Other:
[to be added]
sorry guys but this will probably come in handy later. Could you all add sexuality to the sheet? Livson will understand it later. Oh btw I'm co gm lol
 
ca0d2001134e6c0d5ef3517df88808e612478fb0_hq.jpg


Name:
Joshua "Josh" Mayne-Scott

Hero Persona:
Emerald Flame

Age:
17

Gender/Sexuality:
Heterosexual Male

Species:
Human (Possibly Meta-Human)

Height:
5'9

Powers/Abilities:
Starheart Empowerment - Having been empowered from birth as the result of his constant exposition to the the power of the Starheart - an ancient artifact created by the Guardians of the Universe to contain the predominate amount of magic they had gathered in the universe - during his conception and fusing with a fragment of this mystical object himself while still a newborn, Josh has the capacity of, through sheer willpower, tap into the multitude of powers derived from this mystical's object presence, ranging from seemingly magical abilities to extensive energy manipulation powers able to effect the entire spectrum including gravity, radiation, heat, light, being limited solely by his lack of experience when it comes to dealing with the artifact's powers.
  • Flight: The Starheart naturally gives him the ability of - through manipulation of the force field that surrounds himself - flying as well as all the secondary powers that make doing so possible even in absurd heights or in space. Though this ability is apparently pretty advanced, Josh is currently unable to make full use of it due to the fact that - due to lacking a power ring to assist him with navigation and his apparent unability to "think faster" like speedsters do - he instantly becomes unable to control his flight once he surpasses a certain speed (around 70mph).
  • Phasing: He seems to be able to use the Starheart energy to phase through solid objects, though he currently seems to have a fairly poor control, often losing access to this ability while using it and completely destroying his surroundings in the process.
  • Hypnotism: The Starheart Energy is known for being usable to hypnotize others, but Josh currently lacks the control to make conscious use of this ability. He does, though, unconsciously make use of it to hide his identity, making it so that those who see his face while in costume can't recognize him later - quite the useful unconcious ability since his unstable control over the Starheart often results in his mask, made as a Starheart construct for the sake of convenience, often vanishes as soon as his attention wavers.
  • Blinding Light: He can emit a wave of blinding green light from the emerald-like fragment embed to his hand as a distraction. Apparently, this power is a relatively minor application of the Starheart away more advanced photokinetic abilities - obviously inaccessible by the ever-so-inexperienced Joshua.
  • Energy Projection: Josh is known to be able to, like his "father", project energy in the form of energy blasts such as heat beams, force fields, fields of concussive force, flame, water or even freezing beans that encase the enemy in ice at contact. His only current problem with this ability at the moment is that only god knows what the hell his beams are going to do before they hit something.
  • Energy Sheat: Josh is known to be permanently covered by an energy sheat that acts as a personal force-field that protects him from harm, not only phisically defending from things such as bullets and superpowered beams of mass destruction but effectively providing a field of life sustaining atmosphere and protection from harmful radiation.
  • Starheart Sight/Senses: The empowerment of the Starheart seems to give Josh quite a few abilities related to sight and sensing, including the abilities to detect most normal electromagnetic phenomena within an certain range - including radio, television, infrared and ultraviolet - sense and reveal dangerous objects by causing them to glow green (for him) and the ability to track and see astral and mystical energy forms such as ghosts.
  • Energy Constructs: Like a green lantern, Josh has the ability to focus his will and create solid objects such as giant hands, walls and etc as well as increase his strength and striking power by directing the construct into a weapon form.

Weaknesses:
Wood Flaw: The energy of the Starheart is ineffective against wood. Items made of wood cannot be lifted or broken by energy from the ring nor can barriers of emerald energy stop projectiles crafted from wood. By extension, things made of plant-matter could potentially disrupt his power and were not affected by the ring's power as much as other substances were (so if he fired a blast at, say, a giant mutant Venus fly trap, the blast wouldn't be quite as effective if he'd fired exactly the same beam at a human being or a brick wall). Apparently, this vulnerability to wood was because the Starheart's green flame was an incarnation of “green, growing things” and thus could not be turned against them.

Equipment:
N/A

Suit:
Josh is known to wear a remarkably form-fitting set of clothes consisting of a black tanktop with golden details, a green undershirt, a black fingerless glove covered by detached sleeves similar in color to the rest of his clothes and black/golden pants. He also wears a dark green mask projected through the use of his powers when actuaring publicly.

Legacy:
Sentinel (Alan Scott/Canon)

Time As Hero:
Roughly 4 months.

Personality:
At first glance, Joshua is a fairly proud young man whoose good looks and confident attitude make him an easy person to admire in despite of his somehow bossy attitude and apparent indifference to whatever people try to tell him - though he's also equally easily hated for that, being described as someone that at his worst is moody, cranky and liable to ignore others, and at his best quite generous without much change in attitude - being the kind of person who always has good - though never top - scores and being fairly athletic in despite of never putting much effort into anything, he naturally fits amidst pretty much any group yet never seens to actually be a part of it, lacking any true attachment to those besides him in despite of easily befriending everyone.

In fact, though, Josh is fairly different from what people think after superficially knowning him, not only being away more of an airhead than people think - after all, he's mostly thinking about some rather frivolous things like food and tv shows when he seems to be in deep thought - but also being away more fragile than his normally confident attitude let people know, putting quite the effort into making himself look cool to avoid revealing his own insecurities. Additionally, while he is indeed somehow detached from his surroundings, he has potential as far as heroism goes, naturally feeling the need to intervene when those around him are in danger and having quite the empathetic mentality under his indifferent act. It seems that, mostly due to to his "airheadness", Josh can summon courage quickly where others may falter, easily throwing himself in the most dangerous situations without thinking twice solely because he feels like of it should be dealt with by someone he could as well do it.

Joshua is known to display a completely different, and considerably darker, side of his personality when facing excessive psychological strain - sort of snapping when under excessive pressure - demonstrating a decisiveness and ruthlessness that hardly suit a person as young and inexperienced as himself. This state appears to be related with his inherent link with the Starheart's conscience, being the direct result of this "entity" acting up to defend him, getting rid of the "weakness" represented by his insecurity and morals in favour of a more effective approach - something that deeply scares him, as he fears that letting the artifact mess with his mentality like that would make him lose his mind should he start to rely on it.

City:
Mostly active in his home city, Metropolis (a fairly easy thing to do considering that most of the dangerous criminals in the city who could actually harm him would normally be dealt with by more experienced super heroes, leaving only minor petty criminals for him to take care of)

Origin Story:
Born as the result of an experiment conduced by a mad cientist secretly influenced (and helped) by the Green Flame of Life - the Starheart's self-formed conscience - with the intent of infusing Sentinel's powers into artificially grown fetuses for the purpose of making an artificial troop of superpowered being to contend with the green lanterns - though the secret intent of the Green Flame was creating a physical avatar for itself - Joshua's life was, from the very beginning, inherently linked with the super heroic community of Earth in a quite literal way, as the moment he first opened his eyes inside the test tube set to nurture him - the sole sucessful subject - until he was mature enough to be teached was the exact same moment that the then current Green Lantern Hal Jordan, found and invaded the hideout of the cientist, ultimately managing to bypass the Green Flame's attempt of diverging his attention as it was temporarily weakened by the process of fusing a part of it's physical body with the infant, successfully capturing the cientist, breaking apart the facilities and rescuing Joshua, the sole survivor of the experiment, in the process.

Incapable of abandoning the newborn child behind to die and similarly unable to simply leave the kid in the hands of the local authorities, the Green Lantern ultimately decided to directly take the child to the sole person capable of containing the powers of the Starheart, Alan Scott, who ultimately decided to adopt the kid in an effort to let him have a normal life while restricting the influence of the Starheart.

Just like that, the kid now named as Joshua got to live sixteen whole years without knowing of his unusual origins, only learning the truth after the piece of the Starheart inside him finally awakened after 16 years of slumber, making it so his adoptive father couldn't suppress his powers anymore, being ultimately forced to train the now teenager Joshua so he could at least control his own powers. Since then, roughly a year has gone past and Joshua not only acquired some rudimentary control over his powers but also has recently started actuating as a hero while out of the wing of his adoptive parents - since he decided to go back to his home city, Metropolis, to study due to being somehow sick of Gotham's gloomy aura - much to their displeasure.


Other:
- While he's still 17, he's currently coursing his first year towards a Bachelor's of Business Management in Metropolis University, preparing himself to succeed his father's business.
- While he's, like his adoptive father, native to Metropolis he was raised in Gotham.
- He seens to be a fan of the Gotham University's Nighthawks in despite of going to Metropolis University.
 
Last edited:
Karma Casual.PNG
Name: Anjali ???

Hero Persona:
Karma

Age:
18

Gender:
Agender, Female Presenting, She/Her

Sexuality
Pansexual

Species:
MetaHuman (Sorceress)

Height:
5'2

Powers/Abilities:

Magical Abilities:
  • Energy Bolt (Advanced Ability)- Karma can channel her magic in a solid form as maroon orbs, which explode on impact. This is her signature magical ability
  • Elemental Control (Novice)- Karma can manipulate the 4 Alchemical Elements (Earth, Wind, Fire, Water), so long as they are nearby- this power is reliant on her being in touch with, or near, the earth. Each element has its individual uses/limits, and her control over them is less than expert. For example, she cannot manipulate more rock/dirt or water than her body weight (110lbs), and her manipulation of Air doesn't let her do much more than generate wind to hover.
  • Probability Control (Beginner)- Karma, like her predecessor Jinx, can manipulate the chances of something based in randomness to succeed, but also like Jinx, she doesn't have an level of mastery at it yet, and so far, things are often more likely to go wrong when she tries to use her powers than right.
Other Abilities:
  • Acrobatics (Advanced)- Pretty self explanatory. Karma is a skilled gymnast, and takes advantage of her abilities in combat.
  • Lock-Picking (Novice)- Karma can pick most tumbler and padlocks, and most door locks that require a standard key. Cars are beyond her, since most built in the last few decades have special locks.


Weaknesses:
  • Steel/Metal- Being away from nature seriously can drain Karma's power, and this is most apparent in cityscapes and steel buildings

Equipment:
  • Two karambits, which she mostly carries for when she gets caught/spotted on stealth missions.


Suit:
189890300-BLACK-d4da886c-.jpeg
With the sleeves in #cc0066 Note" Karma never wears shoes, to better her connection with the earth.

Legacy:
Jinx is her "Aunt," and while the two are related by blood, the connection is unclear.

Time As Hero:
N/A- She's worked as a Spy/Operative for the Birds of Prey for about 6 months, but her morals aren't exactly heroic (see backstory)

Personality: Anjali is.. rough around the edges. She comes across as bold, to the point of being abrasive. She's not trying to make friends with any of the kids, and she's standoffish at best, and coldly sarcastic at worst. She's very quick to declare she has no interest in friendship, but she's extremely unclear as to why she's even on the team if she's not a "hero" or a "goody-two shoes, snot-nosed brat." She's not used to kindness, and genuinely only believes it would be directed towards her as a means to a sinister end. She's not one for formality or niceties, and much prefers to simply get her orders and follow them, with as little interaction as possible. She's not honest either- her powers have a tendency to backfire, particularly when her probability manipulation comes into play, and rather than fess up to her mistakes, she defends them as intentional and part of her plan. She's also completely silent about her past- any mention of it will probably end with her removing herself from the conversation, even to the point of violence.

However, Anjali is extremely proud. She takes pride in the work she does, good or bad, and isn't receptive to criticism, unless it's framed in a very specific, contrustive way. She's confident and willing to recover from apparent mistakes, labeling them as challenges. She's adaptable to a situation, and takes an almost sick pleasure in her combative skill. She also has a sort of weakness for nature, and is noticably calmer, and perhaps even nicer in a forest or garden.

Overall, she's moody, rude, and vain, but she's not always the worst person to have around, since she's determined to get the job done, by any means.

City:
N/A

Origin Story:
A former henchman of her Aunt Jinx, she's done everything in the crime world from petty theft to assassination, on behalf of the Fearsome Five when they didn't want to get their hands dirty. At age 16, she broke away from the Five, fed up with stints in juvie and Jinx's regular abuse. For almost two years, she's soloed as a jewel thief, taking advantage of her history in burglary. She's been on the run since then, moving all across North America to stay away from the cops and the Five. There was 6 month period in Metropolis where she commited a string of robberies in a "bad area"- where many of the store owners turned out to be crime lords of some variation or another. Her series of coincidentally "just" deeds earned her the moniker "Karma" from the press, and she's taken a liking to it, occasionally leaving a calling card in stores she robs if she suspects the owners of foul play.

At age 17, she was busted outside of Gotham while robbing a museum of stolen artifacts by Black Canary, who, for some reason or other, took pity on Karma. Canary offered Karma a choice: She could rot in jail for all her crimes (by the time her trail rolled around, she'd be an adult), or she could work for the Birds of Prey, and try to turn over a new leaf with her 18th birthday (when her criminal record would be expunged). Caught between a rock and hard-place, the young thief took Canary up on her offer, and since then, she's been spying for the Birds, but she's always looking for a way to slip the metaphoric collar Canary's got on her.

With her 18th birthday just passing, Canary has a new assignment for her: Joining a team of young operatives specializing in covert operations, something Karma's theft and stealth backgroud might prove useful in. It's Karma's strong suit, but Anjali's never been a team player, and she's not delighted by the idea of having to work with a bunch of goody two-shoes superhero kids. But, as ever, she's not left with much of a choice, and finds herself a reluctant part of "The Team."

Other:
Anjali/Karma is being presented to the Team as Black Canary's Protege, but both herself and Canary are very secretive about her actual origins.​
 
Last edited:
Appearance:
View media item 31793
Name: Ezra Wasserstein

Hero Persona: Method

Age: 17

Gender: Male

Sexuality: Heterosexual

Species: Human

Height: 6'

Powers/Abilities: Ezra has the ability to bring about scientific effects. He can manifest mathematical equations, chemical formulas, and scientific facts into reality. He could fly using the Energy Matrix, partially control the weather in his area by manipulating gas molecules, stop a bullet in midair by manifesting Zeno's Paradox, change the shape of space to cancel out sound, rust metal through oxygenation, etc. As long as he understands the science behind it he can use it.
Magic is also harder to use around Ezra.
He's also developed mental shields to help protect him from mental attacks. Nowhere near Batman's level, but they're sturdy.

Weaknesses: Ezra needs to visualize the effect he wants to create, limiting what he can do simultaneously.

Equipment: Other than his communication device and collapsible baton Ezra doesn't carry much special equipment, relying on his powers and suit.

Suit: Ezra's suit is heavily armored while still allowing full maneuverability. It has a built-in gas mask, protective lenses, voice changer (it makes him sound more robotic) and the knuckles are reinforced for punching.

Time As Hero: 3 years.

Personality: Ezra shifts in focus between when he's on or off duty. On duty he's focused on the task at hand, although he's not above cracking jokes. Off duty he's laid back and depending on his mood either read a book or try to be friendly. He's got a variety of interests and can usually find something he and the other person have in common. One thing guaranteed to make him angry is the misuse or misunderstanding of science. Ezra's especially passionate about social justice, often pushing others to try to improve lives and effect change. He's frustrated by how the heroes seem to be more interested to reacting to immediate problems than solving current ones.

City: Star City.

Origin Story: Ezra was not getting along well. His parents were either traveling for work or not interested in helping, his circle of friends he only knew online, and despite his good grades in school the teachers thought he was too outspoken and the students thought he was weird. He had no idea what he wanted to do with his life after high school, his grades alone weren't good enough to guarantee a good college, and he was either bored or stressed. Then he was visited by PRICE, a 2-Dimensional being that offered him the chance to make a difference in exchange for a favor. The favor was acting as her champion against the champion of a 4-Dimensional being. Ezra managed to take down the other champion (a small time crook who'd been given magic powers) and found out that Green Arrow had been watching.

At first Ezra was embarrassed that he'd been seen in his makeshift costume (a coat, scarf, and colored glasses). After Green Arrow asked him about what had happened, Ezra ended up getting the offer to receive training so he could use his powers for good. He agreed, and ended up being paired with Mr. Terrific due to the hero's knowledge of science and fighting. Ezra was judged fit for duty within 6 months, and has been helping out other heroes since then.
 
Last edited:
acfdb6b285492bad13f92913c76a0f6d41b59156.jpg


Name: Raine Gallea

Alias(es):

Gender: female

Age: 17

Sexuality: Bisexual

Race: human (possibly meta or homo magi)

Height: 6' 2"

Legacy: nope

Suit: look above also can change depending on character

Time as a hero: brand new

Personality: Raine is a confidant energetic person and a devout gammer, her love of games and the heroes in them is reflected in her zeal to be a real life hero. she is generally a positive person with a surprisingly strong will never wanting to give up and more than willing to do something stupid to achieve victory. She also has no issues showing off some skin thanks to her game powers she doesn't take clothing damage and it oddly boost her confidence rather than embarrass her. Still despite all this she is not one for thinking things through and likes to keep things simple not event trying to understand her powers.

History: Raine was not destined for the life of a hero, despite honestly wanting to be one, but well she was normal, a bit of a shut in but normal her fantasies of being a hero and saving the day only fulfilled in games while she lived a normal life. Her life was not exactly normal as who really has a normal life, but her parents weren't heroes or magics or scientists they were regular blue collar workers. It was only a twist of fate that Raine even gained powers, or her powers awakened as during one of the all to common big hero and villain fights some crooks took advantage to do some suburban looting while everyone was busy with the big threat. This group went from house to house breaking in and taking what they pleased until they got to her house. Raine was in her room playing a game as normal her parents below watching the news as the fight was broadcast then the robbers broke in. The parents put up something of a fight but well when one pulled out a gun they went quiet and the looting was about to start when Raine walked down the stairs. The guy with the gun for some reason surprised turned and shot before even realizing who even came down. Raine was shot in the chest and died falling down the stairs, but as she lay there dead she got what she can only call a continue prompt, she had a spare life, but only one, this was her power activating. After reviving Raine managed to beat up the robbers though she didn't quite understand what was going on, the guys stood no chance against someone channeling a fighting game character. After this Raine saw she could now be the hero she wanted to be and well decided she would be right then and there with little forethought.

Power/Abilities:
Game magic: A magic that Raine uses without actually understanding it is magic, seeing it simply as something she can just do. This magic allows her to take on the abilities and skills of a character from a video game she has played. This has the added benefits of giving her similar physiology in which attacks don't wounder her but damage a HP pool. Raine to activate this power must call out the name of the game and the character she wants copy and while there is no time limit on use she has to depower then repeat the activation to switch characters. Should a game be turned based it will be interpreted in a way to fit outside of the turn based system. when using a character that is built by a player she must call out the name she gave her character to gain their specific skills.

Equipment: none

Weaknesses:
Raine has to obey the rules of the game as demonstrated in the game.
Raine must have played the game, and can't use fan made characters.
She can only use one character at a time and gains their weaknesses and strengths
When using a character she can only use the weapons they do, example if using a skyrim character she can't use guns
 
Last edited:
Appearance:
daken.jpg


Name:
Trip Suzuki

Hero Persona:
Green Lantern

Age:
17

Gender:
Male

Sexuality:
Pansexual.

Species:
Human

Height:
5'9"

Powers/Abilities:
Fueled by Will and limited only by imagination, Trip wields a Green Lantern ring that allows him to manipulate hard light into constructs. The ring also allows for a low-level personal shield, as well as flight at extreme speeds.

Without his ring, Trip is proficient in single combat without any real training or style. He is also skilled at parkour.

Weaknesses:
As a junior lantern, Trip still struggles affecting anything with the color yellow.

Equipment:

Shiny Green ring.

Suit: A literal source of shame, Trip's suit is 100% standard issue Green Lantern. He had assumed, when the suit first materialized, that it would take on a form unique to him and his interests and style. Once he discovered that the default setting was stock, he began to panic over what his personalized suit would eventually look like. He has not stopped panicking since.
9c38fdfda9c935dd67e5bae4bf9e4ea8.jpg



Legacy:
Trip is a junior level Green Lantern. He has a power ring. It hasn't been powered down or restricted, but his own experience and abilities are not up to par with a full-fledged Lantern.

Time As Hero:
A little over a year.

Personality:
Trip lives in duality. On the surface, Trip is an obnoxious flirt. A Pansexual Captain Kirk, armed with the most powerful weapon in the Universe. He is quippy, nonchalant, and seemingly cocky to the point of egotistical. A little below the surface, however, Trip is deeply unsure of his place in the Corps. He's terrified of connecting to other young earth heroes, as he knows that at the end of his trial period, the ring might be stripped from him, leaving him powerless. Trip is absolutely terrified of deep connections, platonic or romantic, or some odd combination of both, the sort he traditionally finds himself in. A poster-boy for imposter syndrome, Trip is fairly convinced that the Guardians of Universe will ultimately decide that he has no place in the Corps, and in a lot of ways, he's just trying to ride this out and enjoy his time as a Lantern for as long as he can. Trip is terrified of connecting with people because, contrary to his devil may care attitude, he does feel in extremes. Trip does his best not to connect to people because he connects with such intensity.


City:
Has spent the last several months training on Oa, from Central City originally.

Origin Story:
He had been running, leaping fences and crashing gracefully through any number of backyards in the suburban outskirts of Central City. Red and blue lights on his heels, Trip leapt a final fence before tripping and falling into an unfilled swimming pool. From the bottom of the empty swimming pool, knees and elbows torn and bloody from his sour landing, Trip watched the red and blue lights surround the yard he now found himself in. He wasn't sure how long he'd stay in lockdown this time, as it wasn't anywhere near his first time. This had been his life for as long as he could remember. He had grown up squatting in abandoned buildings, begging and stealing. He had been in and out of Foster care for a short time, though he did his best not to acknowledge that period of his life. The Red and blue lights were pierced suddenly by green, as a tiny piece of interstellar Jewelry, and Trip's much-needed escape route, rocketed down and attached itself to the middle finger of his dominant hand. However, instead of a grand outer space adventure, Trip found himself locked into his own body, staring out through his eyes with no control over his body as it launched into the sky, headed towards Oa.

In one of the darkest moments of the Corps' history, long-standing enemy and rogue Guardian Krona had forced Parallax back into the central power battery and used the entity's mind-controlling abilities to send rings out and across the universe, adding legions of beings, worth and unworthy, to the Green Lantern Corps.

Once the dust had settled and Krona's devious plans had been thwarted, the Corps found itself flush with extra members. Many of these people simply wanted to return home. One young boy from earth, however, petitioned the Guardians to keep his ring, and after a lengthy talk with Lanterns Gardner and Rayner, he found sponsorship for the idea. He was placed immediately into training with Drill-Sargeant Stel. He passed this training with fairly average results, and was offered a trial run as a junior member of the Lantern Corps. He'd be assigned specifically to Earth, rather than the entire sector, unless given explicit instructions to take on a sector-wide threat, and he'd represent the Corps on one of the youth oriented sub-factions of the Justice League.
 
tumblr_mglb9dhPG71s2opl5o1_500.jpg
Riptide
Cops are one thing, man. They're just doin' a job. But the people that think they can judge me for not bein' like them can suck a chode.
Riptide




klqp_jl_aquaman_tee_dd.jpg


HERO





GENERAL INFORMATION

FULL NAME
AGE
GENDER
RACE
Κύρος (Kýros)
17
Male
Atlantean

NICKNAME/ALIAS
DATE OF BIRTH
SEXUALITY
LEGACY
Riptide
June 13th
Heterosexual
OC

PHYSIQUE
HEIGHT
WEIGHT
HAIR COLOR
EYE COLOR
5'11"
182lb
Dark Brown
Light Brown

Atlantean Physiology: The physiological make-up of the average Atlantean is dramatically different from that of a normal human being. Although a splinter species of baseline humanity, Atlanteans have evolved over the centuries and have adapted physical characteristics that make them more suited for life beneath the sea. A common misperception is that Atlanteans are amphibious. While this is partially true to some extent, modern-day Atlanteans can only exist outside of water for a limited duration before they begin to asphyxiate. Because Atlanteans have to adapt to living at varying pressure levels, their bodies are physically much heartier than the average human being, granting them:

Superhuman Durability
Superhuman Stamina
Superhuman Strength
Telepathy: In addition, Atlanteans have developed low-level telepathy which they use to broadcast and receive thoughts between one another. This is an Atlantean's primary means of communication.​

PERSONALITY
Wild and free. Those words best describe Riptide. As a surfer, he earned his nickname for riding the gnarliest waves to ever hit the shorts. Ones he admittedly caused, but still. Alongside wild and free is short-tempered and energetic. Not quite a ball of rage, but he can definitely get pent up. Riptide is also a bit of a Hedonist. No smoker, but he's known to enjoy the ganja, whiskey and women in some crazy parties, and he's not exactly shy with some of his abilities. Two years living this life, and to be honest, it has been quite a selfish one.

Riptide notably isn't aggressive, just short-tempered. He's known for storming out when his vibe is ruined. He has a distinct distaste for authority, but more so, a considerable disdain for established authority. Especially that of Atlantean origin.

SKILL LIST


Atlantean Sorcery Riptide, like most Atlanteans capable of using their magic, was trained from a young age at the Conservatory of Sorcery. General benefits to Atlantean sorcery include the ability to manipulate water immediately around the user, thus increasing swim speed and redirection of projectiles. Unlike more advanced users, such as stormcallers, he cannot summon large torrents, manipulate large bodies of water or control the weather. The exception to this is his ability to control tides, either increasing or decreasing their momentum to increase their size and ferocity. This ability is the origin of his title as he is capable of creating dangerous waves and notably surfing on them.

Hydrokinesis Riptide is capable of manipulating nearby water to serve a variety of purposes. While his range with this ability is somewhat limited, his creative use of it is not. He is capable of creating hard-water constructs in the shapes of various weapons and small barriers, given he has sufficient water around him. His constructs at a close range are capable of trading blows with advanced weaponry and adapting to different threats, such as plasmatic weapons or frequency-alteration. Riptide uses this ability to create a hard surface to surf on when lacking a surfboard.

Aqua Arms Using the tattoos on his body, Riptide is capable of creating up to six prehensile arms made of water and controlling them as if they were his own appendages. These arms are tied to him magically and cannot be directly controlled by other Magicians or users of Atlantean Sorcery barring considerably powerful magic (ie the difference between Doctor Fate and Zatanna). Notable uses of these arms include weaving them together to create shields and even fanning them outward like wings to glide (glide, not fly). When the need to conserve water is necessary, these arms can be wrapped around the core of his body, allowing him to maintain water from other sources.​

Multilingualism Riptide can speak Atlantean and English.

Hand-to-Hand Combat While not the most skilled fighter, Riptide was definitely a ferocious one. When sparring against trained adversaries, even those his senior, comments on his speed and relentless offense were always noted. Often using dirty tactics or his Hydrokinesis mid-fight for an extra advantage, Riptide wasn't known as a fair fighter, either. With his Aqua Arms, he was able to compete with some of the most skilled combatants in Atlantis, but without them, he most definitely fell short in technique, experience, and execution.

Equipment
Riptide has adapted carrying a water pack of some kind, generally in the form of a sports-oriented backpack. For official missions, these packs can serve as armor and a base for his aquatic arms. Other equipment can include a communicator and underwater breather.

Weaknesses
One of the most obvious weaknesses: the requirement of a water source. Hydrokinesis and even his Aqua Arms are completely moot without a source to draw from. Additionally, continued use of his Aqua Arms is stamina intensive. Storing them around his body is negligible, but continued, complex use can result in a considerable drain in stamina. Not only in regards to magic, but the mental taxation as well. Each arm is controlled as if it were an appendage and even with training, the consistent control of six prehensile arms proves difficult. Unlike some Atlanteans, Riptide is unable to convert or control water in other forms than liquid. Lastly, but assuredly, Riptide can asphyxiate in water without a source of oxygen after a considerable amount of time; unlike some Atlanteans, he has not mutated gills and thus cannot breath underwater indefinitely.







Biography
Time as a Hero: <1yr
Home City: Coast City, CA

Riptide was always a bit of a problem child in Atlantis. His magical affinity debuted at an early age, but unlike some of the more powerful Atlantean Sorcerers, his abilities were catered around very finite control. With just a few lessons, he was able to create complex structures around him--far outshining students of a similar age. While that was impressive, his shortcomings also made themselves known. His seemingly unparalleled control of water within a close vicinity was black and white when contrasted to anything medium or even long range in casting. His affinity for runes and rituals also felt short. All of his potential was tied up in his fine control over nearby water.

At the Conservatory of Sorcery, these feats were expounded. His control allowed him some of the fastest swim speeds of his entire age range, his fine control while swimming was unrivaled, and he even debuted the rare ability to redirect aquatic projectiles when they entered his close area. His young life was consumed either by those trying to push his magic to higher levels of those trying to push a field of magic on him he couldn't handle. Ultimately, his intentions revolved around joining the Atlantean Royal Guard.

Much like his magic, however, Riptide soon found that he had to do what was natural. During combat training, he often neglected finesse in combat for overwhelming tenacity. Sometimes it worked. Sometimes it didn't. Either way, it had him scolded. His attitude ultimately resulted in his dismissal as a Royal Guard candidate at a young age. Not long later, he found himself at a time where he could opt to be tattooed by a rune specialist at the Conservatory. He went with the unheard of runes from the more creative Sorcerer, stating he was working on a type of runic magic that would be absolutely perfect for him. And, it was. His affinity for close-range magic made the aquatic arms the tattoos granted him more versatile than anything he could have dreamed of himself.

What it did, however, is result in both his and the Rune Specialists expulsion from the Conservatory as experimental magics such as theirs was forbidden without strict supervision. While a success, it was was also the most damning thing that the young Atlantean had ever dealt with. Out of raw frustration and his own natural desire to be free, Riptide fled Atlantis and headed towards the states. Florida didn't suit him. Gotham was too dark. Bludhaven just as bad. Oregon was boring. Lo and behold, he found himself in Coast City in California where he spent his days surfing and working on fishing boats. Honestly, California was probably the best place for a young, undocumented worker to go off the radar as a free spirited surfer.

This lasted about two years before he was found by Atlantean Trackers and given the ultimatum of imprisonment or to help Humanity in return for it housing him as a fugitive. The latter choice, if only due to being the more exciting one, is precisely how he ended up joining Young Justice.





 
Last edited:
IA8U1Ni.png
Ada Montgomery

  • ofcWw34.png
    .
    Name
    Adela Renee Montgomery

    Preferred Name
    Ada

    Hero Persona
    Flux

    Age
    16
    Gender
    Cis-female


    Pronouns
    She/her

    Sexuality
    Bisexual

    Species
    Metahuman
    Hair Color
    Dyed pink, natural light brunette

    Eye Color
    Brown

    Height
    5'4"

    Weight
    120lbs
    .
 

Users who are viewing this thread

Back
Top