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Fandom Young Justice: Legacy Characters

Main
Here
OOC
Here

The Succubi Queen

Ethereal Goddess
Post your characters here- you have 1 week from Today (March 30) to post your characters. After that, there will be a two day selection process, and I and my Co-Gm will choose 5-7 characters for the RP. Please do not take it personally if you're not chosen, I'm a student working full time + freelance, and I only have so much life in me. (If there's less than 7 other characters by midnight EST that date, everyone is accepted)
CS: The only code I'll require is the FC and Superhero name front and center at the top of you CS. Try not to overdo it on the fancy code, but don't be afraid to make it pretty.
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Superhero NameName:
Age: (13-21- please note for shipping purposes there will be no relationships with any characters that have a 4+ year age gap)
Gender and Pronouns: (Characters do not necessarily have to respect these, but writers do.)
Sexuality:
Species:
Build: (Not need for specific numbers, just a general idea of how large they are and what body type they have)
Powers/Skill Level: (Capabilites that are inhumans, and the mastery they have over these capabilities)
Abilities: (Abilities that a normal human might be able to develop, and mastery)
Weaknesses to Powers/Abilities: (These are not character weaknesses)
Stuff: (Uniform, things they use in the field, anything that they normally would take with them on missions)
Mentor: (Who brought them to the Team? Who is the adult hero they train under or with? Do they have a connection to anyone else in the DC verse that's notable? IE in Canon, Artemis's mentor is Green Arrow, but it's important to know she was trained by Sportsmaster)
Personality:
Backstory:
Other:
 
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Karma​

Name: Anjali ???
Age: 18
Gender and Pronouns: Agender, She/Her or They/Them
Sexuality: Pansexual
Species: Metahuman (Sorcerer)
Build: Short and Lanky
Powers:
  • 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.
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 to Powers/Abilities:
Metal and Steel buildings, as well as distance from nature, will significantly weaken Karma's powers. (For example, contact with a knife might not significantly weaken Karma, but being on the top floor of a skyscraper would leave her pretty much unable to fight magically)
Stuff:
Mentor:
Officially, she's brought into the team under Black Canary, but most of her training was done by Jinx, her "aunt"
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.
Backstory:
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:
  • Karma is being presented to the Team as Black Canary's Protege, but both herself and Canary are very secretive about her actual origins.
  • Karma never wears shoes. Ever.
 
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Emerald Warden​

Name:
Joshua "Josh" Mayne-Scott


Age:
19


Gender and Pronouns:
Cis Male; He/His


Sexuality:
Heterosexual


Species:
Meta-Human


Build:
Tall and Lean


Powers:
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 (Beginner): 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 (Novice): 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 (N/A - Unconcious use only): 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 (Beginner): 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 (Beginner): 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 (N/A - Unconscious use only) : 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 (Average): 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 (Adept): 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. Currently, this is the only power that Joshua has some mastery over.
Abilities:
Aeronautical Engineering (Adept) - Having chosen this as his main focus in university and being only a year from getting his degree, Joshua is naturally fairly capable when it comes to matters related to thia field of engineering, though not enough to be comparable to an actual professional.
Martial Arts (Adept) - As a preparation for his inevitable inheritance of the highly volatile Starheart, Joshua's father personally arranged for him to be trained in quite a few branches of martial arts, hoping that it would help him with keeping control over his abilities.
Driving (Average) - He can drive cars and motorcycles just like literally most college students. Nothing impressive to see here.
Indomitable Will (N/A): Unsurprisingly, he seems to have inherited his father's stubbornness willpower.


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.

Stuff:
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.

Mentor:
Sentinel (Alan Scott/Canon)

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.



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 two years have gone past and Joshua not only acquired some 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:
- He's currently coursing his third year towards a Bachelor's of Aeronautical Engineering in Metropolis University.
- While he's, like his adoptive father, native to Metropolis he was raised in Gotham.
- He's currently active as a hero active in 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)
- He seens to be a fan of the Gotham University's Nighthawks in despite of going to Metropolis University.



(Copied your code format for now just to keep the thread free of visual pollution while I still don't have time to properly code it. Tell me if you'd like me to fix that sooner or if it bothers you in any way)
 
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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




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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.





 
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ImpulseName: Winston Ashton Kramer
Age: 15
Gender and Pronouns: Cismale, he or him
Sexuality: Pansexual
Species: Metahuman, speedster
Build: 5'11", mesomorph, average and toned
Powers/Skill Level:
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.
Abilities:
- Picking locks, average mastery. He's really not that great, he can try to sense out codes but try not to rely on him for it.
- He can be rather good with numbers, such as excelling at math in terms of a course or class.
- In terms of any facts given to him, he can also remember those easily, mostly due to his powers but also in general. Above average.
Weaknesses to Powers/Abilities:
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.

Stuff:
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:
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Mentor: Found by none other than Central City's 'Flash', he was trained by said hero of the League and is still mentored by him.
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.
Backstory:
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'.




 
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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.
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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.
 
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Flux -- Ada Montgomery

  • ofcWw34.png
    Name
    Adela Renee Montgomery


    Gender
    Cis-Female


    Hair Color
    Dyed pink,
    natural brunette
    Preferred Name
    Ada



    Pronouns
    She/her


    Eye Color
    Brown
    Hero Persona
    Flux



    Sexuality
    Bisexual


    Height and Weight
    5'4", 109lbs
    Age
    16



    Species
    Metahuman


    Build
    Petite, hourglass

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