[General]The Return of CHARACTER CONCEPTS

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Re: [General]The Return of CHARACTER CONCEPTS

Post by Malchus »

Shroom Man 777 wrote:The special chosen (BORN TO BE QUEENS!) Princesses of the Universe being the ones who do the whole music of the spheres thing is cool. Everyone of their species being able to do this, not so.

Unless the "normal" members of their species can only do so in a very limited fashion, like perceiving the universe-musics like how we hear normal sound or like how we perceive the electromagnetic spectrum in a very limited fashion with our eyes, and being able to manipulate it/make vibrations no better than how our lungs and mouths make us speak by vibrating the air slightly (rather than vibrating the air so powerfully that the soundwaves break things).
one of speaker's posts in Mad Ideas wrote:(normal Vo-Mirreck have telepathy, flight and telekinesis, so the Princesses would have to go a few better than that)
So, that would jive if the "few better" means that besides the standard psychic ability given to normal V-Ms by their worms, the Princesses of the Universe have a special psychic acuteness that allows them to see the playable strings of reality. Or, maybe, all of their psychic ability is this, but normal V-Ms only see a limited number of strings, and thus can play only relatively simple music, while the Princesses can see a lot more. Basically, the normal guys are only limited to ukuleles while Princesses rock out to harps or something.
Last edited by Malchus on Thu Mar 17, 2011 5:57 pm, edited 1 time in total.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Invictus »

That's pretty much the idea. Every Vo-Mirrek does have those symbiotic worms and consequently are plugged into the hive mind. They all are capable of a few feats humans aren't such as psychic communication, but their awareness and influence over the psychic network (and the structure of reality) is limited. The Princesses are immature Queens of the species who have inherited vast and unspecified POWERS OF CREATION from their progenitors, and can therefore make much greater use of the collective psychocosmic might of the Vo-Mirrek species. The Queens themselves are on the same ballpark as to power level, but their WISDOM COSMIC is too fully developed to perceive reality as anything but the music and find it difficult to interact with anything on the fleshy scale.

This may also well mean that Princesses might not die when they get killed. Through their constant psychic connection with the rest of their species, it is conceivable that their souls can be secreted away at the last moment and preserved.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Malchus »

Invictus wrote:This may also well mean that Princesses might not die when they get killed. Through their constant psychic connection with the rest of their species, it is conceivable that their souls can be secreted away at the last moment and preserved.
Which could add an extra dimension of horror to my suggestion on Moonbeam's loss. Maybe, when her powers went into catastrophic meltdown, her mind got tangled up in the crumpling of reality around her and got completely trapped inside the chaotic bundle of twisted space-time, unable to do a damn thing, before her connection had a chance to yank her mind to safety. Those glimpses of times past you occasionally see in the fucked-up bundle of space-time may not only be anachronic snapshots due to linear time breaking down within the area of effect, part of it actually could be Moonbeam's thoughts and memories. A fate worse than death.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by speaker-to-trolls »

Vic: Actually there is a very simple way I could get a Wonder Girl type character into Comix; The Gladiators!, you could have a Gladiatrix character who would fit the Wonder Girl/Woman mould right down to the impractical boots if you had her be a female equivalent of them. I'll leave that idea alone, though, since I can't quite think of a way to incorporate her into this kind of setting and, like you said, I don't think I quite need her at the moment.

I like your human chainsaw idea, though, I might include something along his lines.

On the Vo-Mirrek's powers: I'm aiming for something where each of the Princesses has a kind of speciality in reality manipulation, so in Moonbeam's case she took her power from archetypes of hope and courage, so in practical terms that would probably mean that she would be good at protecting other people from harm, healing their wounds and giving them strength. I think she would probably be the best candidate for the tank position, since it fits in with that idea for her to be very hard to kill. Maybe as an offensive application she could, for instance, light things up in such a way that it blinded her enemies but just let her friends see things better. Also, I noted in the Cosmodore article when I mentioned his Vo-Mirrek crew member that she has a 'Powe Form', this I imagine as being how you describe a Princess who is fully engaged to do whatever she specialises in doing, and in which she looks different to normal. Again in Moonbeam's case she would be able to control how she looked most of the time so as to look nice and inspirational to whoever she was with, but in her Power Form she would look like a goddess come down from Heaven to support you.

Malchus: I am loving your horrible ideas for Moonbeam's fate. Man! I am nowhere near as good at thinking of horrible fates as I thought I was.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Czernobog »

GIGANTIC revamp of one of my forgettable characters. Or if you prefer, Ominous Rex-ifying :mrgreen: .

FIREWING THE DESTRUCTOR

There was a time, long ago, when Dragons ruled the world. This was not the world of knights and castles and kings, nor even that of cavemen and spears, but a lost, primeval landscape, raised from the pre-Cambrian oceans in times long gone past. The dragons that still exist know little of this period themselves, for their race-memories of this time are foggy and vague, but what is known is that there were originally just seven dragons, the Elders, dominated by the eldest and most powerful, the Dragon Lord. Each of these seven dragons represented a key concept, Firewing, the youngest and most brash, being a personification of entropy and destruction.

Many years passed, and the broods of the Elders grew greatly. Save those of Firewing, whose offspring were always somehow stunted and malformed. This angered him greatly, and for long years he thought of ways to gain the brood he wanted. That was when the Great Old Ones arrived on Earth. The Dragon Lord did nothing, as he feared the casual obliteration of the dragons by the Great Old Ones. This too angered Firewing, but he remained calm, for the moment at least. He would gain the power to act in time. Meanwhile, the Great Old Ones fell into slumber deep within the depths of what would later be the South Pacific, leaving behind their dreams, which would create a whole world in time. Meanwhile, Firewing began to desire vengeance upon the other Dragons.

Then, one fateful night, their dreams intersected with those of Firewing, and from them he divined a plan for vengeance and a way to have what he wanted. In the darkest depths of the earth, from his own flesh and blood, he created the Seven Harbingers. Then, he split parts of his soul, parts of his very metaphysical authority, from himself, lessening him fundamentally but giving them life. He named them names that are long lost to time, and they were spirit-bound to him, to exist and be bound to their bodies so long as he lived. They formed the start of his brood, the beginning of his plan.

One black day, 65 million years ago, Firewing put his plan into action. The Elder Dragons were discussing a matter of great import, when suddenly he attacked. The ensuing battle is quite literally beyond words to describe, but it must be attempted nevertheless. The Dragons’ flame scorched the earth, as ley-currents burst under the stress they were suddenly put under as the dragons tapped them, loosing explosions of pure ley-energy. Mountains shattered, and the seas and rivers and lakes of the earth loosed their bonds, flooding vast areas. The first of the Elder Dragons to die that day was overwhelmed by sheer numbers, and the last was obliterated by Firewing himself, ceasing to exist in the radiant glare of his burning breath. But then the Dragon Lord struck. Like a meteor he fell upon the earth, sheer fury and hatred manifesting around him as white flame that burnt away the flesh of the Seven Harbingers in an instant. The two dragons tussled in the sky for many an hour, each seeming to last an eon as neither could defeat the other.

Then the Dragon Lord unleashed his full glory, and smote Firewing down like a star from heaven. Firewing crashed through earth and cavern and magma, reaching the depths of the outer core of the Earth, where heat and pressure create extremes that no other living creature would stand the slightest chance within. There he sleeps, recuperating from that fateful battle, waiting to rise once more. Stricken by disgust and horror, the Dragon Lord went into his arboreal realm and closed the gates to it, swearing an eternal, undying vengeance upon Firewing and all his brood. The brood of Firewing lasted into the Dark Ages, the last is thought to have been killed then, but some may yet survive in the modern age.

Firewing is vast. Immensity is the word you would use to describe his form, for it dwarfs mountains and cities in its titanic power. It is the relic of a long-forgotten world, an antediluvian epoch of immense grandeur and glory. For uncountable eons it has existed, it has seen gods die and entire races pass from the world and into utter oblivion, remembered by naught and all traces of them erased by the passing of deep time. Immense strength rests within, not solely of muscle and flesh but of spirit and sheer unspeakable power that will not be pushed aside or slowed or stopped, but will keep going as an inexorable juggernaut of utter destruction, a veritable force of nature like the volcano that bursts its ash into the sky or the hurricane that drowns cities or the earthquake that destroys all in its wake. That is the measure, the raw nature of Firewing.

The breath of Firewing is fire so hot as to almost be plasma, powerful enough to envelop whole cities and hot enough to melt the strongest, most heat-resistant substances humanity can devise with the most pathetic ease. And that is not the only weapon he possesses, for the fire that burns within his eyes can be projected outward as beams of superhot plasma to destroy all in their path. Firewing exudes thoughts of rage and hate and destruction outward like a blazing sun of pure negative emotion, causing men who do not have great willpower to lose their minds if they get too close.

But worse is his terrible speed, for Firewing can fly far faster than the paltry speed of sound. Indeed, he can fly so fast that the sky in his wake burns and the shock-waves he creates shatter buildings with ease. And there are worse things about Firewing, for if he so wishes he can transfigure his physical form into a living tsunami of molten lava with the vague shape of a dragon, unstoppable, terrible and nigh-godlike, a pure avatar of unstoppable destruction.

Then there are the other dragons, the first of his terrible brood to be born into the world, their spirits still bound into their now-fossilised bodies as long as Firewing himself endures, their power even further diminished, but each of these seven dragons retains power sufficient to wreck an army. The flame they breathe may be eldritch ghostfire and their wings may be skeletal and their bodies may be held together by sheer, pure willpower and spirit-strength, but they are still Firewing’s most trusted lieutenants, eagerly waiting in their deathly slumber for the glorious day of awakening and terrible devastation upon which he might return. And then, beneath all attention, there are the mad dragon-cultists, driven insane by the dreams of Firewing connecting with their own. Firewing does not hate them as he does as he does the Dragon Lord, but neither does he love them, and he would eagerly destroy them for any reason he might find. For they are utterly beneath his notice, like ants or bacteria compared to us, and he simply does not care about them, in the same way that men do not care about the ants that they step on.

To describe the utter immensity and grandeur that is the dragon Firewing in mere mortal terms is very close to a complete impossibility, but let us try anyway. Looking at the mighty Dragon-lord, dreaming somewhat peacefully beneath the crushing, burning depths of the planet’s mantle, one would first note, if all other distractions were removed, the burning fury of the eyes, each bright and terrible as a thousand raging suns. The force of the eyes would be sufficient to blind men and drive them to utter insane madness. Then one would see the vast, Void-black ebon scales, the wings capable of blocking out the sky and turning noonday to blackest midnight, and one would realise the pure immensity of what you face.

The gargantuan maw, filled with raging fire, a veritable inferno of infinite flame fuelled by undying fires deep within the terrible dragon, you would note next. Daring to go closer, one would note the old battle-scars, the talon-wounds and ancient damages. Then one would notice the talons at the ends of the terrible dragon’s four legs, harder and tougher than reinforced steel. At this point one would dare to touch the dragon, and if it desired to expose its inner world, an extra-dimensional construct closely, metaphysically linked to the dragon’s body and soul, folded inside it at the present moment, one would find oneself in a veritable Hell.

The sky would be on fire and the landscape would be a desert of burning-hot obsidian sand. One would face oceans of liquid fire, rains of molten rock, every manner of flaming death imaginable. As the dragon dreamed, the landscape would shift randomly, uncontrollably, making it impossible to find something unless, somehow, it was desired. One would find no way out, no escape unless that was as well desired or a way could be breached from outside, and if the dragon were somehow to die, so would his inner world, imploding upon itself and destroying all within.

To describe the personality of Firewing is similarly difficult, seeing as the dragon is old and powerful and filled with a thousand grievances against its arch-rival, the Lord of Dragons. Both have been weakened greatly from their prime, when their fire-breaths burned continents and their roars broke mountain-ranges. Both have sworn eternal vengeance against the other, there can be no quarter or compromise or mercy, there can only be the triumph of one over the shattered corpse of the other. But Firewing’s spite and hate and rage has grown great and terrible, and so there is no telling whether , with the last check on his power gone with the Dragon Lord’s destruction, he will not take out his eternal fury on humanity. And if he does, there is little on this earth that can stop him.
You have ruled this galaxy for ten thousand years.
You have little of account to show for your efforts.
Order. Unity. Obedience.
We taught the galaxy these things.

And we shall do so again.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Invictus »

Kamin997 wrote:Stricken by disgust and horror, the Dragon Lord went into his arboreal realm and closed the gates to it, swearing an eternal, undying vengeance upon Firewing and all his brood.
HAHAHAHAHAHAHAHAHAHAHAHAHAHA

HAHAHAHAHAHAHA

HAHAHA

Haha.

HAH
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Ford Prefect »

Arboreal realm?
FEEL THESE GUNS ARCHWIND THESE ARE THE GUNS OF THE FLESHY MESSIAH THE TOOLS OF CREATION AND DESTRUCTION THAT WILL ENACT THE LAW OF MAN ACROSS THE UNIVERSE
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Invictus »

Because screw it, Shroom isn't going to post this any time soon so I'm going to do it for him.

The Bad Company

The idea is a small, loosely affiliated network made up mainly of veterans and castoffs from the American intelligence community as well as some interested amateurs, specializing in low-key stuff like intelligence operations affordable to the man on the street or rear-echelon work for other street-level vigilantes. They are morally flexible but aren't really into the black ops stuff, and by design their own direct action capability is limited (to the point that Shroom can't implement half his action caper ideas with them) so they won't be tempted to pull off anything that would attract attention.

Well they probably do attract attention anyway, but they get away with it because they are relatively inoffensive, and in our conception America is awash with so much detritus of the 80's boom-and-bust of the defense and intelligence industries that The Bad Company doesn't stand out much from the background. In that sense, The Bad Company is also a bit of a support group that allows its members to scratch their old habit itches while making a bit of cash on the side in a way that won't violate their wounded consciences too much. It's not really a business either: most of the members, as we've worked out, would have day jobs, and they would be perfectly happy to refer clients to mercenary outfits that aren't a part of their family. And it's certainly more than a business in the way they would look out for each other.

Members include:

Reneta Hayflick is the oldest member of The Bad Company and its matriarch, probably African-American. Compassionate, motherly, and made of steel. In her childhood she was the Annoying Little Girl who hung around the Decoder Ring I mentioned upthread, precocious and more often right than not about Captain Deco's puzzles. She grew up and joined an intelligence agency, retiring peacefully and founding The Bad Company after witnessing the Reign of Reagan's fallout to give new purpose to a whole generation of young men and women chewed up and spat out by the spookshow engine. She is one of the few people in the Company to have a metahuman ability, either psychometry or a form of perfect hindsight.

Frank Foreman is a multi-millionaire Texan entrepreneur, into everything around the world from cattle ranches and tropical fisheries to African quarries and offshore server farms. A self-made man who patriotically volunteered to be a private contractor for the CIA during the 80's, he lost his fortune over some shady transport operation and would have ended up in prison with his life in tatters as well if it weren't for the intervention of Reneta Hayflick. He consequently acquired a new fortune in the Second Energy Revolution and a healthy skepticism of the American cause, but never forgot his great debt to Hayflick. Today he's still mostly a businessman but also serves as The Bad Company's purveyor and financial backer, occasionally lending out the Dixie Daybreak, his personal refitted B-52, for their operations. The Dixie Daybreak is possibly piloted by a reformed Otto Skorzeny clone, reflecting Foreman's new-found redemptive hiring practices.

Lionel Murdoch, surfer ex-SEAL, framed for something or the other which would again dropped him in hot water without the help of The Bad Company, or quit the service in disgust over something similar. Also one of the older members who is not an active field member, preferring to contribute his veteran expertise and serve as tactical oversight instead. Of course, he can break out the old can of whupp-ass when the situation demands it, backing up his team-members if the mission goes south. He is a man who people like to have their back. Also African-American, I think.

Amy Gardener is in on this too. Being a costumed mercenary is her day job, but she takes work from The Bad Company for her own reasons. Not a central part of the network.

Kelly Heller, a tiny young woman, is the hacking and surveillance specialist. A former NSA agent who was forcibly discharged for being "memetically compromised", possibly due to hitherto unrevealed associations with relatives who were Cyberpunks, possibly due to laying eyes on proscribed material she helped tracked down and retrieve. She would handle a lot of the secure communications between members, and may possibly be able to appropriate sleeper assets of the official intelligence community (such as Bourne-ish Manchurian Candidate agents) for The Bad Company's use. Likes karaoke.

Presley Poon is a master grifter and confidence man from Hong Kong, with the skill to sell gravel to Morlocks. Not a man formerly associated with anything more official than the Triads, a small-time criminal who happened to stumble into cahoots with The Bad Company and has stayed onboard ever since. Suave as hell. Runs a high-end audio equipment shop as his day job. Also very good at cheating in casinos, and claims to be a practitioner of the lost Tibetian death techniques of Dim Mak. It is testament to his duplicity that not even the others can figure out whether this claim is true or not. Also likes karaoke.

Dr. Charles Beyer is a medical doctor who likes to kill people a bit too much. As well as his obvious plastic surgery expertise, he specializes in killing people in ways that look like accidents, and counter-coagulents, cardiac refibrillators and sniper rifles that shoot lengths of memory monowire that flex to sever bits of vital anatomy at the right time are his tools of the trade. "Long-distance surgery", he calls it. Initially his rogue mad doctor ways were endorsed by the CIA at the usual price, but he came clean somehow and now The Bad Company has him on call, though not often. Happily married family man.

The Waitress is a mistress of disguise and her true identity is a mystery. She acts as a physical go-between for The Bad Company and is presumably just as good at inserting and extracting herself from locations unnoticed. She is also the requisite ridiculous combat badass with the extra-shady past.

David Blade, American Ninja is a washed-up actor who changed his legal name from something a lot more boring. A brief action star who capitalized on the ninja craze of the 80s, he was the body and voice of many a badass mystic warrior who became the role models of a whole generation of American youth (including Amy, who would not admit it today). His career imploded relatively quickly in a storm of ego, scandal and drug abuse, and even today he only manages to cling to the outskirts of Hollywood, a cult figure more than anything else. No more sane than before, however, David Blade has made himself a real katana-wielding mercenary in half ego trip, half spirit quest, half "research" for his comeback blockbuster. To everyone's surprise, he is pretty good at his new profession. Ponytail and receding hairline.

Lee Mansion is also known as The Organist, for one infamous job where be converted the massive instrument into an improvised artillery battery. An engineer of the implausible, his specialty is disguising mission gadgets as harmless everyday objects. His name is an anagram of Liam Neeson.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Shroom Man 777 »

I love these guys, man. I always have. And I can't believe you actually went with DAVID BLADE. :lol:

One stressful mission should have him break radio silence and suddenly go into a tirade, asking people why they're "trashing" his scene/shot.

But yeah, the idea that a lot of thrown away and dispossessed CIA/NSA/etc. spooks who are now struggling with their consciences and pasts getting hired by a small time intel company to do relatively light jobs as opposed to the normal grimdark affair is cool. The fact that they're no doubt actually very competent and know what they're doing is a double plus.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Invictus »

Look, at least we didn't greenlight the wrestlers.

DAVID BLADE's full legal name may in fact be DAVID AMERICAN NINJA BLADE.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Mobius 1 »

Lee Mansion should totally actually be Liam Neeson.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Czernobog »

Because every Comic Book universe needs eldritch abominations.

THE DARK MILLENNIUM

“Who are you?”

“I am the Thousand Year Darkness, the Possible King, the Dark Millennium. But most importantly, I am currently
you. More exactly, everything you swore never to be. Now, I’d better be going, no?”

The Dark Millennium is hard to describe. But its origins stem from one basic maxim: Time can be rewritten. It is a possible future, something that could come to pass but has not yet – a universe where the human spirit exists only to be brutally crushed under a slew of tyrants, each worse than the last, where hope is a mad folly at best, where things inevitably, endlessly get worse and worse, where endless war rages between the stars and the insane cackling of mad gods is heard everywhere. And it is worse than a mere possibility – it is somehow, impossibly, sentient, and is reaching backward in time, to the present day and earlier, to ensure its own existence.

It manifests itself infrequently. But its forces are terrible and numberless, their malice infinite. As it manifests, it takes itself a form patterned after somebody – but much, much worse, a future version that is a dark mirror held up to themselves, utterly different and yet terrifyingly familiar. Everything they thought they would never become; what they swore never to be. It knows everything about who it copies, all their secret thoughts and worst nightmares – in a way, it is them. It gains all their abilities as well, even more terrifyingly. However, for some reason it prefers not to manifest itself physically, instead possessing people, infecting their minds, shoving their consciousnesses into a small corner of their minds and forcing them to watch, helpless, as it controls their bodies. It may be that it prefers, sadistically, this form of torment and manifestation.

Its forces are legion. There are mad cultists who dream of the Dark Millennium and seek to bring it into existence, their minds infected by its presence. There are secret cabals of mad conspirators, working throughout history to bring the Dark Millennium into full, glorious and terrible, being. Then there are the Could-Have-Beens, shards of aborted futures, possible realities that never were, abominations stitched together, rescued from a nothing-space of non-existence by the Dark Millennium to serve as its servants and saboteurs, spies and soldiers. They can be anything remotely imaginable – an image in a photo, a word, a stray thought, a meme replicating itself through countless minds, even occasionally a terrifying monster. They are all linked to the Dark Millennium, having a strange kind of pseudo-sapience, knowing all too well the pain of not existing, and that it will bring them the thing they seek – tangible, real existence – when or if it comes.

When things are similar to the timelines that created them, Could-Have-Beens can come into existence, can thrive, can try and drive events into bringing the Dark Millennium into existence.

Then there are the Never-Weres. Impossible horrors that should not, could not exist in any sane and ordered universe, things of roiling entropy and mad illogic, paradox incarnate. They cannot be described anything more than the bare minimum, at the very least sufficiently enough to illumine the sheer wrongness that they exude, that they are. Their existences are temporary and unstable, the very universe rejects them having ever existed, for they are that inimical to sanity and order and ultimately reality itself. They have allied themselves with the Dark Millennium on their own terms, for they too long to exist, to be real, to be permanent.

Aside from these multitudinous, abominable, unutterable and terrifying things, the Dark Millennium has even worse nightmares. Its Castellans, elite soldiers of it in the present day who have had their pasts removed, making them nigh-unnoticeable and impossible to remember, immune to temporal attack. The many deluded fools who think that everything is going on track, who don’t even know they’re on strings, being used to make a nightmare future come into horrifying reality. And then there are the beings living within the Dark Millennium itself, the weakest of its terrible servants but the most horrifyingly numerous.

The Dark Millennium thinks, above all, that its victory and inevitable existence is only a matter, indeed, of time.
You have ruled this galaxy for ten thousand years.
You have little of account to show for your efforts.
Order. Unity. Obedience.
We taught the galaxy these things.

And we shall do so again.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by speaker-to-trolls »

By the Lost Mullet of Superman! I had a huge post here which has just vanished into the ether. Right, well I'll summarise.

Bad Company: Cool, I like them, are they mercenaries who work mainly for the government or just general mercenaries in terms of what they do? I mean, I know Amy works for more or less anyone, including the EVIL Corporation, but what about the others as a general rule? Do the government see them as a resource they can draw on or just some mercenaries who aren't really big enough to be any trouble?

The Dark Millennium: Ah... This is a really complicated idea, all I'll say is that I don't like the idea of it posessing people in a demonic posession kind of way, that seems too small and humanoid, and I certainly don't like the idea of it talking to people like it's just one more smarmy supervillain, which is I'm afraid to say how it sounds in your introductory quote. This thing is really something which, I think, should fight its battles through nudging probability and events in its favour, and 'posess' people by genuinely making them into something which they shouldn't be, something which fits its version of reality.

If you want to get metafictional and a bit smarmy, then you could make it turn characters into grim, gritty, 1990s Liefeld versions of themselves, amking everything in their lives more terrible and making they themselves more vicious until they eventually become hopeless monsters. This could be a really good, sinister and yet funny kind of plot if done very very carefully.

EDIT: Please disregard the paragraph directly above this one, it is a terrible idea.

Anyway, going back a bit, there was this:
I can contribute one concept I've had for a young speedster: "The Human Chainsaw", who since infancy has possessed, or rather suffered, from a condition which can basically and unpleasantly be called "super-epilepsy." It causes his body to twitch uncontrollably at superhuman speeds, but when controlled with rudimentary medication he can turn the twitching into a high-speed resonant vibration which can shake apart objects he is in contact of of turn sharp objects in his hands into super-efficient cutting instruments. When sufficiently medicated he can also coordinate enough of his muscles to make short bursts of superspeed movement. Needless to say, he is incapable of living a normal life.
I actually have an idea for this character. Persephone Mayhew, an upper class English girl who was stricken with this strange kind of 'super epilepsy' at a young age. Her parents did everything they could to try to treat her, and were eventually able to procure a special experimental serum to calm her uncontrollable spasms (possibly developed by H.M.S's father). With a combination of this and desperate physical therapy targetted at making her able to control her own body. She did eventually gain some measure of control over herself, and augmented this by taking up certain kinds of martial arts, and, more significantly, fencing. The combination of speed and precision was exactly what she needed to train herself, and soon she was not only able to hold her body against the spasming, but to channel the terrible energy into bursts of superhuman speed, even to vibrate constantly at a low level to let her bleed some of the energy off.

Her life expectancy was still very low, though, even with taking the serum three times a day and constantly using excercises and control techniques to keep herself steady. This is what gave her her superhero name when she joined the Thunderchildren. She tried others, names that referred to her speed or her choice of weapons; Fleche, Velocity, Fencer, Sabre, Acceleranda, Lightspeed, but they all rang hollow. The only name that suited her was the one her father used when he didn't think she could hear him.

Mayfly.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Invictus »

speaker-to-trolls wrote:Bad Company: Cool, I like them, are they mercenaries who work mainly for the government or just general mercenaries in terms of what they do? I mean, I know Amy works for more or less anyone, including the EVIL Corporation, but what about the others as a general rule? Do the government see them as a resource they can draw on or just some mercenaries who aren't really big enough to be any trouble?
Mainly the latter. The way most of them ended up in the Bad Company was some kind of falling-out with the official intelligence community, so even though they might be small enough to slip under the government's attention, it still means that they are considered by the government to be unreliable or untrustworthy. If they weren't, they would still be working for the government. To give some examples of what jobs they take on, the Bad Company might be hired by the man on the street as no more than private detectives, providing slightly better than average information gathering services. In that vein, they also arrange weapons caches and getaway transport for your Punisher-wannabes, though they don't like to do direct action because it tends to attract the attention of the government.

I think of The Bad Company though as the natural consequence of the Runaway Defense Budget and its subsequent fallout, the proliferation of secret organizations and esoteric threats resulting in all sorts of layers under the surface of society, individualist vigilante culture and the general kick-everything-up-a-notch-ness of Comix: an organization that taps into street-level comicbook antics and is accessible to the man on the street as long as he has a bud who knows someone who used to work for the government - and there are quite a lot of those.
Mayfly.
Perfect.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Czernobog »

So, some vague new Comix character ideas, as part of a new metahuman mercenary team called the Volunteers (yes, I know, the original Volunteers were very, very bad):

Sharpshooter
  • Main powers: He can project shards of 'frozen energy' which never miss their targets, changing direction and even warping space to hit them. He can dial up or down the power of these shards, from causing rather large explosions to being your basic sci-fi ray guns.
  • Russian; was once part of the Winter Corps, is now a mere mercenary, as a result of budget cuts. Has a grudging respect for his former employers, and will not fight Russian forces.
  • Leader of the team.
  • Weaknesses: projecting too many shards in a short time drains him, and can possibly kill him.
Voice
  • Was an eccentric pop star in the vein of Lady Gaga or such, before she discovered the power of her compelling voice. Went mad with power as a result, fled the US and somehow ended up as part of a mercenary outfit.
  • Main power: can make her voice super-compelling, with the result that one will believe anything she says, or do anything she commands.
  • Weaknesses: if you can't hear her, you're safe from her powers. Also, if you have a strong will, you can resist.
Shatter
  • Possesses the power to telekinetically make objects vibrate at their own resonant frequencies, tearing them apart.
  • Son of a rich playboy. Somewhat arrogant.
  • Weaknesses: his powers take a degree of time to work.
Ghost
  • Can make himself absolutely unnoticeable and impossible to remember, hence the nickname.
  • His powers only work on conscious beings - machines and animals are unaffected.
  • They also depend on him remaining inconspicuous, somebody you wouldn't take a second glance at.
Wheels
  • Merely has to look over the controls of any vehicle to know what they're for and to instinctively know how to drive/sail/fly etc. it.
  • Is the team's transport.
  • Despite his powers, is rather useless when the vehicle requires more than one person.
Last edited by Czernobog on Wed Jun 22, 2011 6:19 pm, edited 1 time in total.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Shroom Man 777 »

What's the difference between the two guys who throw energy beams, aside from their power sources and that one of them can hover and the other never misses?
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Czernobog »

Shroom Man 777 wrote:What's the difference between the two guys who throw energy beams, aside from their power sources and that one of them can hover and the other never misses?
Hmm...you make a very good point. I'll edit it, make one of the energy throwing guys something...different.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Shroom Man 777 »

How many energy throwing guys have you already had anyway?
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Invictus »

Shroom Man 777 wrote:How many energy throwing guys have you already had anyway?
To be fair, I can only dig up the following from this thread and the Mad Ideas one:
Heatray is British and has the ability to manipulate temperature, causing fires, melting metal, and sometimes creating 'rays' of pure plasma which can burn through tank armour. He is the team's demolition specialist, and carries a lot of explosives.
The American Crusader 's main abilities are superhuman strength and durability. His punches can flatten skyscrapers, and he can withstand a Hiroshima-level explosion, albeit with injuries. More than that, he can project blasts of concussive force at things, badly damaging them. He can control the strength of these blasts, and at maximum power they can devastate a city block and reach out for a mile.
Belisarion is about as strong and durable as Archwind, and is just as intelligent as any other ruler, not as foolish as Mogar. He also has the ability to strategise and plan on a literally superhuman level. From his eyes, he can also project energy, mostly electromagnetic, but also kinetic energy and more esoteric things.
Germania has superdurability (enough to survive a Hiroshima-level explosion, albiet with severe injuries), superstrength (enough to throw a tank away, or cause a skyscraper to collapse with a punch) and flight. She can also strike enemies with rays of energy projected from her eyes.
Thunderbolt

An electricity-wielding character, who also has the ability to perform limited mind/body control by manipulating nerve signals, as well as the ability to send lightning-blasts at his enemies. The tactical guy and the leader of the team.

Sunstorm

A character with the ability to create and manipulate plasma, using it in energy blasts, but has no other powers so wears a powersuit to protect herself. May or may not be Japanese.
This is not including the ones who can conceivably shoot energy with their magical skills/innate demonic powers.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by speaker-to-trolls »

In fairness there's nothign too bad with having several energy shooting guys, it's almost as ubiquitous a power as superstrength these days.

I have to say I didn't think the original Volunteers were that bad. They were all a bit short on characterisation, sure, and, as I've said over MSN, Edge and Dante were pretty flat, but I thought all the others had potential. Of these I think Sharpshooter is probably the most interesting (and potentially hideously powerful, depending on the limits of his shooting, I'm guessing he has to see his target directly in order to shoot at it, at least, to avoid him being able to effortlessly kill any not-invulnerable person in the world). I'm also a bit curious as to why someone who went mad with power on discovering they had mind control powers ended up as a mercenary rather than a dictator or supervillain.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by speaker-to-trolls »

Terrible character ideas off the starboard bow!

These ideas are basically just something that popped into my head for some relatively low level supervillains, the names and concepts are unimaginitive, but they can be worked on.

In the 1960s the Shadow Legion began one of its most ambitious projects; the creation of its own batch of superhuman agents to match the likes of Major Britannic and General Winter. Rather than leaving this to chance, the Shadow Legion took drastic steps to find their agents. Specifically, using what were then cutting edge, highly invasive techniques in the field of metahuman identification, they selected and then kidnapped a number of children from around the world. These children were subjected to intensive training and scientific programs designed to bring out their latent powers, and when they were finished they had not only forgotten their former lives, they were utterly loyal to the grand plan of Paul von Austerlitz.

Mostly.

Unfortunately for the children, two things happened, first of all, their performance against the ever increasing ranks of superhumans employed by the great powers was disappointing, and second, certain elements of their training had, it became clear, left them with certain issues which created problems in the field. After some years, the Legion decided to abandon the project, and the young supersoldiers were to be destroyed.

This, however, was where some of them met the limits of their loyalty, in one night, a group of these young superterrorists escaped, killing all of their handlers and dispersing into the wider world to make their own way with their own distinctie kinds of villainy.

The ones I have so far:

Minerva, alias Sophie Shields

A girl possessing what was referred to as 'Battlefield ESP', this referred to an ability to keep a map in her head of all surrounding people's immediate positions and intentions, as well as a composite map of the terrain from the impressions of all these people. A little later into her career with the Legion she also learned how to project these maps into the minds of others, making her highly valuable as a scout. Since her escape she has also learned to project misinformation or simply a confusing mess of images and sensations into the minds of people around her. She has not coped well with her years in the real world, and seems to base her actions around the idea of fighting interesting battles, as her training has taught her. In the pursuit of this she has killed many, many innocent people in order to attract the attention of authorities and superheroes whom she can then put her wits against in tactical combat.

Juno, alias Regina Hill

Trained as an infiltrator, Juno has the power of transferrable psychic command, in other words, she is able to confer on others the ability to give irresitable hypnotic commands (for a given value of 'irresistable', that is). What makes her particularly dangerous, however, is that she herself is not only immune to these commands and able to withdraw the power from its receiver, but can also manipulate their thought processes and the range of commands they are able to give using the link which is established when she gives them the power. At close range she is also able to excercise ordinary hypnosis through close eye contact and vocal cues, but this is regarded as a secondary power. She is thought to have several 'sub-puppeteers' in place in various differnt countries, has a compulsive need to control the actions of others and is extremely intelligent. One Shadow Legionnaire's report to Von Austerlitz stated that 'Juno is as her name suggests a born leader, and a great mistake was made by those in charge of the project by dismissing her command potential. In hindsight the cause would have been served better if she had been either placed in a command position or destroyed before it was abandoned'.

Venus, alias Ariel Lovejoy

Venus is an empath with a unique variant of the empathic power of emotional influence; she is not only able to influence and control the emotions of those around her, she is able to leave 'imprints' of her power in particular codes or images so that even if she is nowhere near the target, they will be effected in a very particular manner. The specificity of this power depends very much on the specificity of the target, anything designed to effect a larger number of people will have a less specific effect, but she has still used it in the past to provoke devastating results, including , it is believed, sending the guards on watch over her and her sisters into suicidal depression using an imprint in a small origami frog. Her current whereabouts and activities are unknown.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Siege »

Aiiiight,

So Baccara's Hermetic Order has an Inner Circle of wizarding dudes who have been assembled at great painstaking care and are In The Know and so forth, but they can't be everywhere and since most of the time they're locked in libraries studying mouldy Atlantean tomes they need some other folks out there to act as eyes and ears in case something untoward might happen.

Now, a bunch of these guys I imagine could be:

Charlene's Daemons

Yes, they started off as a funny pun. But here's what I'm thinking. The daemons in question are three guys, each of whom suffered some kind of possession in the past, probably voluntary, but came to regret it and managed to toss out whatever supernatural nasty had made a hiding hole out of their cranium. They were then taken in by Sister Charlene, a member of the Daughters of Redemption (fully, the Company of the Daughters of Redemption of St. Agrippina of Mineo -- the patron saint of protection from evil spirits). She is a lay sister (not a nun) who runs a convent-cum-hospital in Crowtalon City that specializes in magical afflictions that plague the city.

Now Charlene suffered an unspecified yet no doubt gruesome and self-inflicted possession in the past, and ended up with a vast knowledge of that sort of thing as a consequence. After becoming an agent of the Church she received permission from the local Archbishop to create a small group of repentants who'd combat exactly this sort of thing on the streets of his city/prelature. The Archbishop, being a man of learning, came up with the name: Daemons, according to Plato's Symposium, are benevolent supernatural beings between mortals and gods, such as inferior divinities and ghosts of dead heroes -- as opposed to the Judeo-Christian concept of 'demons', as in evil posessive spirits.

The specific details of what each Daemon should be capable of (or indeed what their personalities ought to be) is still very much up in the air, but I've become kind of enamored with the concept, so I thought why not post it and find out what all of y'all think?
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Shroom Man 777 »

It fits right into the whacked out stuff you can see in the rest of Comix' bizarro urban fantasy thing. And I think perhaps you could use themes based on various different culture's versions of demons and demonic possessions, Christian and non-Christian, for the Daemons. For diversity, yo.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Shroom Man 777 »

CONDOR!
Goddamn Condor?
holy crap yes
some Machete
type
a jacket covered in feathers
(like those indian things)
and a huge fuckoff knife
superhero origin? none perhaps, or maybe his family got killed by the cartels
federales could go deep cover
and work unofficially
so you've got cops actually becoming vigilantes
since the cartels are so strong tht if the cops acted openly against them, the cartels would throw their Banes at the police station and fuck everyone up
so cops resign or fake their deaths
and turn into hatchetmen
Fuck yeah
not a bad idea
they use the US superhero craze as cover
cartels won't think costumed psychos are anyway affiliated with the government
and now the Federales have leeway to do counter-atrocities on the cartels
collaborators get hacked to pieces and stuffed into druglords' sportscars
cartel enforcers get bound and given heroine enemas
*heroin
they can light up an entire greenhouse of weed and trap gangers inside
and let them suffocate from the smoke


Acheron says
"What happened to the gangsters?" "They asked for a light. I never get in the way of someone getting high?"
*high."


Booboo Flem says
hmmm
Kondor
works
he can ride a muscle car
which he stole from some mob boss he offed
the boss is still in the trunk
Yes
his primary transportations are fast cars with the owners inside them
So Vic and I, and now Moby, have been musing ideas about Comix Mexico. Aside from Manco Capac, Vic wants Mayztecan technocults playing around in the place. I'm also thinking, since real-life Mexico is pretty horrible, Comix Mexico would also be horribly horribler.

So we've got superheroes, metahumans and stuff in the world. We've also got a metahuman arms race. I'm imagining that the cartels would try to up the ante, with their own metahuman goons (like Reptilio) and more. I got inspired by watching my JC collaborator playing Arkham Asylum, and maybe the cartels start using some kind of drug similar to Venom in the DC comics, something that turns the cartels' goons and enforcers into hulked out Banes.

I'm thinking this drug could originate from the US, back in the 80s. They tried to create an enhanced and more potent Soldier Serum, but while its physical enhancive effects were awesome, its psychological effects were pretty detrimental - turning people all hyper-aggressive. Think Valkyr from the Max Payne games and movie. So, the US decided not to use this for its soldiers. But with the Cold War and stuff, it decided to circulate some of this to its friends in Latin America. Contras, death squads, guerrillas, anti-communist forces.

Eventually, after the Cold War, those who got gifted by these serums started modifying it into the present drug that now fuels some cartels, that turn their soldiers into freaks, that allow them to fight against metahuman vigilantes and such.

This can be combined with the Mayztecan connection. Vic and I mused that some CIA-backed technological scavenging mission, working with local anti-communists, could've scoured the Latin American jungles for caches of artifacts in Mayztecan ruins (the origins of these archeotech could be left in the air, maybe its all Muvian, maybe its Atlantean or Lemurian, or Traumlandergrau, or xenotech), yet these CIA and Contra guys ended up going Heart of Darkness/Apocalypse Now and ended up turning into a bunch of Kurtzes and going native with the Mayztecan cultists.

Anyway, Vic says that there are a lot of Mayztecan technocults, and for this particular cult I imagine they don't take too kindly to Capac intruding into Mexico, so they start producing some of our Venom drug and handing it to the cartels.

Other Mayztecans, or urban street shamans, could use other methods to make the drug. Involving bastardized pagan/Catholic rituals to make a more potent and messed up drug that's combined with human blood.

Anyway, going to sleep now. More on this later.
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Re: [General]The Return of CHARACTER CONCEPTS

Post by Booted Vulture »

talking to shroom is inspirationals

(11:36) Me: just had an idea of comix for the first time in aaages.
(11:38) Me: some dude invents a flight suit. like clarketech style flight suit that makes him rouge or supes and not just a jetpack. so he's flying around a city testing it. and people keeps assuming he's a super and asking him to get kittens out trees and shit and he's all like 'oh no i'm not a superhero i'm just testing this flightsuit' but no one listens
(11:38) Me: and villians start throwing down with him and shit so eventually he has to become a superhero just because of peer pressure or something
its like a metaphor!
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