Setting: 1920s alt-history. Main locations:
- Rockbay Metropolitan Area (Rockbay City, Connecticut & Rockbay City, Rhode Island, as well as the borough of Temperance in Connecticut): The main city
- Chowder Island, Massachusetts: TBA.
- TBA
Plot:The world is full of energy, which manifests itself in many ways. One of these ways is Kø, sometimes referred to as "HahaJ'UsT-Seying," "exsidian," "The Force," and "chi". This energy flows throughout the cosmos, and is the source of power for many talented individuals with abilities straight out of your imagination.
After the Great War at the onset of the 20th century, many economies boomed and ushered in a period known as the Roaring Twenties. The arts flourished, and so did wealth and prosperity. But as the Jazz Age spread, so too did the Prohibition Era, resulting in widespread gangster involvement in the sale of illicit alcohol. Additionally, there were mysterious individuals popping up in the country, speaking the name of "Thule" and whispering of "great change" that was to come to the US.
Thankfully, cities like Rockbay had their fair share of superhuman heroes, many of which were the aforementioned talented individuals who tapped into Kø as a source of power. These individuals protected the innocent against the darker sides of a prosperous time. The forces of light seemed to be triumphing over darkness, until a series of mysterious events led government agents and vigilantes down the path of doom. The world would be changed forever.
Rules:
1. This RPG is set in an alternate version of the 1920s. Some technology is advanced for its time, but keep this in mind as you write your posts. What would your character have done back then? How does he/she fit?
2. No god-modding.
3. Resolve all disputes cordially.
4. Keep it tasteful, but don't be afraid to explore the tropes of the era.
5. Any posting style goes.
6. No character limits (tentative), but all significant characters must be submitted through character sheets on Skype. Characters without sheets will be considered NPCs, and are thus killable. That said, GM (in this case, I'm GM) NPCs & characters cannot be killed without express permission from their owner.
7. I will explore realistic consequences in this RPG. NPC reactions will follow this maxim. Sharing any intel that you may receive either between your characters, or with characters owned by other Users, will cause problems.
8. Typical BZPB warning/tempban/permaban system applies.
9. No spamming.
10. No flaming.
11. No extensive controlling of other people’s characters, otherwise known as “bunnying”, without consent.
12. All out of character posts must be signaled as OOC or OOS.
13. Anything else will be decided by GM, DRJ, JS, and Nif.
14. Have fun, old sport!
Factions:
- The Protectors: A loosely tied group of superheroes who work in the Rockbay Metropolitan Area. They act jointly in some cases, but often prefer to go it alone. Some members are friendlier to each other than others, and there is a great deal of mistrust between them. That said, they are unified by their common goal of bringing justice to the city.
- Bureau of Investigation (BOI): FBI Precursor headed by Director J. Edgar Hoover. Their function is the same as their real-life counterpart. A joint investigation of bootleggers with the Department of Justice's Wisemen task force is what is bringing BOI agents into Rockbay, but what they find will be even more intriguing.
- Bootleggers/Gangsters: Various gangs and criminal groups such as the mob that are engaged in organized crime in Rockbay and elsewhere. Many are engaged in the liquor trade, but others are even bolder, engaging in other types of activities. Though they are being listed as one faction, the term in fact refers to multiple groups, often opposed to each other. Some of these include the Murphy family, the Luciano/Spades family, the Manicelli family, the Makarov family, and Aaron Siegel's Murder Inc., Rockbay Branch.
- The American Thule Society: a mysterious secret society known only through various whispers in the underworld. They are believed to have their hands in many affairs throughout the country, including organized crime. The few who know of the organization say that they are bent on dominating the world.
- Independent: Lone actors who choose their own path.
Cast (so far):
- Characters controlled by Clay:
Name: Ironclad
Secret Identity & its Occupation: Warren Willis.
Faction: American Thule Society.
Species: Human, Mutant
Gender: Male.
Age: Late 60s.
Powers: Hydrokinesis, armour plating, super-strength, durability.
Weakness: Fire/Heat.
Bio: Captain Warren Willis served as a naval captain during the American – Spanish war, when his ship was sunk off the coast of Guantanamo Bay, Cuba. His entire crew perished, and Willis sunk to the bottom of the bay, where he lay in a coma for years, surviving through some miracle (or use of inner unknown Ko.) When he awoke, Willis had fused with plates of armour from his sunken ship, the USS Virginia, and his skin had undergone some form of mutation, turning it white and scale like. After surfacing and drifting unconscious for days, Willis found he had some small control over the water around him, and used it to push him to shore.
- Characters controlled by JS:
- Name:Naraka Ishtar
Secret Identity: None
Faction: House Aegaeon, one of the three great Demonic houses of Hell
Species: Demon-Possessed Human
Gender: Female
Age: Mid 20s
Powers:
Demonic Abilities: Naraka possesses incredible strength and stamina, far in excess of even the strongest conventional humans. She possesses incredible pain tolerance, is not burdened by the need to eat, drink or sleep, and can can regenerate damage to her body (with the duration depending on the severity of the damage taken)
Aegaeonic Armory: Naraka's primary ability is that she possesses access to the armory of House Aegaeon, a metaphysical vault containing all the wealth, artefacts and treasures amassed by the house during all the millennia that it has existed. The armory contains countless items of weaponry and armor that possess attributes far beyond any conventional equipment, as well as many other items of legendary status.
Weaknesses:
Demonic Weaknesses: Naraka possesses a set of weaknesses similar to all others of her kind. She requires a physical body for her consciousness to inhabit, and is only able to bind herself to this plane of existence whilst in one; if her current body were destroyed, or if she were somehow forced out of her body, she could then be banished back to hell, completely annihilated or, through the efforts of a sufficiently powerful conjurer, re-bound to a body of their choosing and forced to act as their familiar. Naraka also possesses a weakness to energy or items that possesses the quality of being holy or otherwise bound to the light.
Bio: The eldest daughter of King Crimson, and the older sister of both Lucy Farr and Malak Al-Maut, Naraka is the current heiress to House Aegaeon. Unlike her siblings she possesses a no-nonsense outlook on life, and a much more serious, methodical attitude, being utterly devoted to her duties as Chief Inquisitor of House Aegaeon.
Her current body is that of a young woman, ostensibly of middle-eastern decent, and possessed of great beaty. She possesses startling red eyes, slightly tanned skin, and silky, straight black hair, which she wears in a half updo. Her primary outfit is Kavacha, a set of armor forged in ancient India from a futuristic, extraterrestrial alloy. The outfit resembles a black, form-fitting bodysuit, reinforced with segments of an unknown golden metal around the upper chest, waist, and thighs; there are also bands of this material located near the wrists and ankles. A golden, translucent cloth is permanently tied around the waist in a fashion similar to a sarong, and a hood of the same material is also sewn around the collar of the armor.
Naraka's purpose in Rockbay is to monitor the activities of the mysterious Thule Society, at the request of her father, King Crimson. However, what started as a routine observation to make sure the mortals of Earth weren't delving too deep into matters unsuited for them quickly turned into something else entirely...
--
Name: William Douglas Reed
Secret Identity: None
Faction: Rockbay Government (Connecticut), Bootleggers/Gangsters (rumored).
Species: Human
Gender: Male
Age: Late 40s
Powers: None.
Weaknesses: Normal human weaknesses(?).
Bio: The Mayor of Rockbay City, Connecticut, Reed is a former businessman who made a vast amount of money during the economic boom immediately after WWI. Despite maintaining a positive public image, it is widely rumored that both the local gangs and the police are in his pocket. It is also rumored that he helped get the Mayor of Rockbay City, Rhode Island to have a puppet controlling the other side of the city.
--
Name: Hans "Domino" Baudouin
Secret Identity: None
Faction: US Justice Department (working with BOI).
Species: Human
Gender: Male
Age: Late 20s
Powers: None
Weaknesses: Normal Human weaknesses (?).
Bio: The eccentric commander of the US DOJ's elite Wisemen unit, Baudouin - never seen without his trademark white domino mask - is a charismatic, attentive leader and a sound combatant. Amongst his men, it is rumored - if not outright accepted as fact - that he is the mysterious "Crimson Fury", a German fighter pilot recognized as the highest scoring ace of the great war. Whilst the exact circumstances regarding his coming to work for the United States are unclear, one thing is not; that he is completely dedicated to the well-being and safety of his men, as well as to completing his objectives with absolute precision. The Wisemen are working with the BOI as they investigate Rockbay.
---
Name: Remy Dantes
Secret Identity: None
Faction: None
Species: Human, African-American
Gender: Male
Age: Early 20s
Powers: Remy does not knowingly possess any powers, but has demonstrated a unique and bewildering ability which he has used to survive an attempt on his life. It is not currently known how this power works, but it appears that it allows him to temporarily exchange his body for the body of someone possessing abilities or equipment allowing them to survive that attack.
Weaknesses: Normal human weaknesses.
Bio: Remy was orphaned at a young age and raised by his grandfather, Isiah Dantes, also known as "Solid Fist", one of the first black superheroes in America. He spent his formative years captivated by the tales of his grandfather's heroism and courage, which inspired him to become a journalist so that he could tell the stories of the various superheroes popping up across the world.
Taking a job at the Rockbay Reporter, Remy quickly became one of the paper's best writers, yet continually turned down higher-paying positions owing to his desire to continue reporting from the streets. This led him to an untimely encounter with the villainous Kurazo, who attempted to silence him due to his investigations into the Thule Society. Fortunately, he was saved from harm by Naraka Ishtar, and the two now work together to find out the truth behind Thule.
---
Name: Heinrich Heyerdahl
Secret Identity: The Commandant (Pure Form), Photinus (Hybrid Form)
Faction: Thule
Species: Human / Human-insect Hybrid
Gender: Male
Age: Late 40s
Powers: Electrokinesis (Available in both forms, but much stronger in his Pure Form)
Flight (Hybrid Form)
Armored Exodermis and Super Strength (Hybrid Form)
Super-Enhanced Senses (Hybrid Form)
Venom/Acid Generation (Hybrid Form)
Weaknesses: Suppression device created in for use by Katorga 13 personnel and head staff of Projekt Shashka. Weaken and incapacitates any former subjects of Projekt Shashka.
Bio:
Heyerdahl was born in rural Sweden and spent most of his life there, marrying an American woman and having a daughter, Lilith, who inherited his electrokinetic abilities. Once it became clear that work in his hometown was drying up, and that a second child was on the way, he left Sweden to find work as a mercenary, in the hope of financially supporting his family. He then found himself in the midst of the Russian Civil War, fighting for the Tsarists; he was eventually captured and taken to Katorga 13, a research facility that had recently been captured by the Bolsheviks.
Based on research notes salvaged during the capture of the facility, Heyerdahl was subjected to experimentation designed to make him into a "Hybrid Killer", capable of hunting down and destroying the facility's former test subjects, many of whom were thought to possess loyalties to the previous Imperial administration. To this end, he was implanted with the DNA of the Scarab Beetle, giving him an armored, golden exoskeleton and the ability to fly. This eventually backfired, however, when he broke free from his restraints and destroyed much of the facility with electrokinetic powers.
He managed to crudely implant a suppression device in his chest, which hid the effects of his transformation, returning him to his original appearance. However, he can control this device by manipulating the electric current running through it, allowing him to freely asssume his Hybrid Form.
Selling off artefacts looted from Katorga 13 allowed him to provide his family with enough money to live comfortably for many decades, but he felt he could never return to his family due to his inhuman nature. Faking news of his own death, he fled to America, and came to the service of the American Thule Society.
- Characters controlled by Klak:
Name: Izzy Kandar.
Secret Identity & its Occupation: None - he is a bounty hunter/mercenary from space.
Faction: Independent.
Species: Thark/Green Martian.
Gender: Male.
Age: 54.
Powers: Izzy is short for a Thark, standing only at 8 feet. But he is incredibly burly to almost exaggerated levels, which still make him seem imposing, even to those that are much taller than he is. He is adept with weapons, but the bigger the better. Izzy's bones are durable and strong, and his tactical armor protects him from guns. He also likes to punch his way through things, and can out-drink most people in the Milky Way.
Weakness: Izzy is crazy, which sometimes is an asset, but more often than not is a weakness. As a Martian, his weakness is fire, and without his armor, he is prone to injury from bullets. Other injuries to organics apply. Finally, Izzy is prone to greed.
Bio: Izzy Kandar is an intergalactic bounty hunter and mercenary. He was born to Thark parents on Atuar Sadiares (Unending version). He lived a rather rough life growing up after being orphaned at a young age, but was able to balance this with humor and a devil-may-care attitude. Eventually, he was trained to become a powerful warrior, and ended up becoming a hired gun. Izzy Kandar found himself on Byron chasing after Cassandra Cromwell and other individuals. After that was over with, he punched his way through time and space to seek adventure, landing in Rockbay. He uses the excuse that he is a "vigilante with a really, really good costume" to get around unnoticed, and everyone seems to believe him.
--
Name: Bravarius.
Secret Identity & its Occupation: Elijah Cromwell - Explorer and heir.
Faction: The Protectors
Species: Human.
Gender: Male.
Age: Mid 30s.
Powers: Bravarius has surpassed peak human strength, speed, and agility thanks to Kø, and is an expert in many martial arts and swordsman techniques. He also is an incredible shot, carrying his favorite Colt .45 at his side. Finally, Bravarius has technopathic powers, being able to dismantle machinery or remotely control it with enough concentration.
Weakness: Most weapons can hurt Bravarius like they would any normal human. Additionally, he is weak to telepathy, a bizarre side effect of his technopathy.
Bio: Elijah Cromwell was born to an affluent family, and lived a life of luxury for most of his early years, until he was kidnapped by pirates at the age of 8. At first he lived in horrible conditions, but he eventually gained the favor of the captain. As they traveled the world, Elijah learned a plethora of martial arts from various teachers, and eventually was taught about Kø. He later realized that he had his own set of abilities, and continued his training, sometimes skipping on his pirate duties. Eventually, this sowed conflict between him and the crew, which was compounded by the built up resentment of being away from his parents for a decade. Cromwell fought against the pirates and defeated all of them, sparing the kind captain and sailing with him to the Americas. Elijah reunited with his family, now a grown man, and eventually adjusted back to his life as an heir. But this was short lived, as he was drafted into the Great War not long after. His abilities were tested during the horrific conflict, but he endured, and earned the nickname 'Bravarius' for his courage. When Elijah returned, he knew that he could not rest for long. The evils he fought all his life were taking root in his home of Rockbay. After extensive training and therapy, Bravarius took to the streets. He alternates between this identity and his philanthropist personality as Elijah every day.
--
Name: The Shadow Operative
Secret Identity & its Occupation: Unknown. Acts as private investigator.
Faction: The Protectors
Species: Human.
Gender: Male.
Age: Unknown.
Powers: The Shadow Operative is a good brawler, and is great with his pistol, but his Kø is focused on shadow manipulation. He can obscure himself, create areas of pure darkness, project shadows on the wall, and shadow-walk. With enough concentration, he can manipulate the levels of fear in a person, either through his shadow techniques or by tapping into Kø. All this allows The Shadow Operative to strike terror into the hearts of criminals. He can also detect Kø.
Weakness: Extremely bright lights can dispel The Shadow Operative's techniques if directed to his eyes. He is also prone to all the regular physical damage a human can take. Interestingly enough, given that much of The Shadow Operative's abilities are based on his own judgement and concentration, he is weakened by consumption of any substances that impair or affect these faculties.
Bio: The Shadow Operative conceals as much of his past as possible, telling anyone who asks about his identity that he is only a concerned citizen. He does not trust the other Protectors, but is closer to Bravarius than others (many believe that he has already revealed his name to him). The Operative prefers to work alone, but he occasionally calls upon his fellow heroes for assistance in investigations or busts. Either way, he is often cold, brooding, and terse.
--
Name: Minatop.
Secret Identity & its Occupation: Mina Bjork Kek.
Faction: Independent???
Species: ???
Gender: Female.
Age: ????
Powers: Through increased concentration, Mina is able to travel through time, but with the risk of landing in a parallel universe, thus creating a problem in another timeline. She is also able to teleport anywhere, at any time. Her aura is massive, and she is able to teleport other people and objects with her too. Finally, Mina is able to switch places with other copies of herself quite often to appear to be in more than one place at once.
Weakness: Because of the dangers of time travel, she does not use the power that much. OTHER WEAKNESSES PENDING.
Bio: TBA.
---
Name: Herr Doktor Gerald Zucker.
Secret Identity & its Occupation: ?????
Faction: The American Thule Society.
Species: Human.
Gender: Male.
Age: ????
Powers: ???
Weakness: ???
Bio: Wouldn't you like to know?
---
Name: The Clockmaker.
Secret Identity & its Occupation: ?????
Faction: Independent.
Species: ???
Gender: Male.
Age: Appears to be 66.
Powers: ???
Weakness: ???
Bio: Wouldn't you like to know?
- Characters controlled by Mally:
Name: Jane Braxton
Secret Identity & its Occupation: None – she is, in fact, a BOI agent.
Faction: BOI.
Species: Human.
Gender: Female
Age: Late 20s.
Powers: An ability that has been passed down her mother’s family line for generations, the “Mystic Eyes of Perception”, which grants her superhuman powers of vision, able to see what a normal human would be able to see at twenty feet at two miles of distance. At more normal distances, she can pick up details, slight shifts in movement that no normal human would ever be able to see. It is a Kø power, developed by her ancestors long ago, in a lineage that is traced back to Ireland’s ancient heroes, at least so they boasted in times past.
Weakness: Braxton’s powers are completely tied to her eyes, and have all the same problems that normal eyesight has. A flashbang or extremely bright light would render her temporarily sightless, and thus useless.
Bio: Jane Braxton, daughter of Richard and Grainne Braxton, an New York police officer and an Irish immigrant, has spent her entire life in quite a bit of difficulty. Despite being the daughter of a prominent New York public servant, Jane’s Irish heritage has earned her the disdain and ire of many. The strength of her spirit, however, despite the disdain of the people around her, never lessened, and she became known in her schooling as quite the tomboy. All the while, she learned her mother’s techniques, sharpening her Kø, her eyesight, learning the techniques of the Mystic Eyes of Perception. Eventually, she ended up joining up with the police force – who initially laughed her down, due to her heritage, and her gender, but were willing to listen when she solved a crime based on small, tiny hints that a normal person could never perceive. She was put on the force, but usually given smaller, less important cases. At one point, a fistfight broke out between herself and a superior police officer over sexual harassment, and Braxton was placed under arrest. “She threw the first punch,” most said, nodding, protecting their own comrade over an outsider like Braxton. At this point, however, the government had heard through her captain and certain lines, of her talent, and they had done the research on her family line. References to assassins who could take out their targets from distances further than should be humanly possible, of aides to nobles who protected their lieges from blades in the darkness, catching poisoners in the act despite the best-laid plans – and so, came to her. They offered her a job far more prestigious than the NYPD – instead, they intended to hire her for the BOI. Braxton, ever ambitious and with a strong sense of justice and the rule of law, accepted. Her first operation, with the BOI, involved a smuggling ring thought to be linked to mob activity – and through Braxton’s powers of perception and deduction, led to the arrest of a Mafia contact in the ring. His name was Richard Braxton – the very man who had instilled the ideals of justice and truth into Jane’s mind. It was in this moment of betrayal that Jane’s heart closed, as she hauled her own father away to rot in a jail cell, turning away from most interpersonal relationships and becoming in truth, Agent Braxton, the steel-hearted woman who chose justice over all things.
--
Name: Nora Luciano MacLear
Secret Identity & its Occupation: “The Queen of Spades”, mafia don.
Faction: Bootleggers/Gangsters - Luciano/Spades Family
Species: Human
Gender: Female.
Age: Early 30s.
Powers: The Queen of Spades has, through manipulation of her own Kø, developed a specialized ability to manipulate other people’s minds. Specifically, if she has contact with another person, she can sift through their memories, and erase them. This can range from rendering a few minutes of conversation as if they never happened, too, if she concentrates her aura enough, and has enough time with them, rendering someone a vegetable.
Weakness: Her powers require her to be in physical contact with another person. As well, while she can erase knowledge, she cannot erase learned skills – though one might forget how they learned those skills, or, indeed, that they have them, the skills will still be present.
Bio: The woman who was to be dubbed the Queen of Spades was born in Ireland, the bastard child of a woman who, when Nora was an infant, took her with her to stay in New York – though Nora quickly fell out of her mother’s favor, as a disruptive, egotistical, and manipulative child who grew quite adept at getting other people to do her dirty work for her, acting innocent and unknowing when any accused her of manipulation. Nora’s mother, a Kø user herself, taught her child the art as a form of mental self-discipline – this backfired. Nora learned patience, she learned discipline, certainly, but she still relished her power she now held over people – it was when she was merely thirteen years old that she first developed her technique of memory removal, which she experimented on a fellow classmate of hers. Over the years, she grew abusive of him, experimenting with how far she could remove memories, remove trauma – and she found she could. As such, he became a…playmate. A man she morphed into a completely devoted slave of hers, erasing any negative memory or perception of her she inflicted upon him – she would proceed to do this to create multiple other slaves to her power. Over the years, her beauty and eloquence attracted the attention of “Lucky” Luciano, a powerful mob boss – a powerful man, who Nora would become attached to immediately, or…at least, for a time. After all, Luciano, much like Nora, was a violent individual who would take his issues out on those close to him – and after bearing his child, Nora strangled him in his own bed, erasing the memories of the witnesses, who were either willing – her ‘playmates’ had become quite useful as bodyguards, after all – or restrained by those playmates. Due to her strength of personality and cleverness, and her ability to get away with most anything scot-free, Nora, now dubbing herself ‘The Queen of Spades’ has assumed leadership of Luciano’s mob, and runs quite an ambitious operation in Rockbay and elsewhere. She will stop at nothing to acquire more and more temporal power, and lately she has had dealings with a group known as the Thule Society…
- Characters controlled by Nif:
Name: The Willbender
Secret Identity & its Occupation: Evelyn Edna Eccleston, A Wall Street investor in New York City
Faction: The Protectors
Species: Human
Gender: Female
Age: 28-30 (born in 1900)
Powers: Limited Telepathy, mostly uses it to confuse enemies and make her appear as something else. She also has enhanced physical capabilities from using Kø.
Bio: Born in Britain, she moved to New York City in 1920, seeing an opportunity to start investing with the recent start of Prohibition(she has no taste for drugs), and women's suffrage. Unfortunately, the large mafia movements in New York quite disgusted her, so she took it upon herself to start eliminating them. Before coming to America, she had taken a trip to Tibet, and train under a sect of Monks with 'unbelievable powers.' Her years of training gave her the power to use Kø, but she was banished from fully completing her training due to being unable to let go of her feelings completely. She is now a prominent hero and joined the Protectors in Rockbay for other like-minded individuals.
- Characters controlled by Paws:
- Name: Evander Pelagius Blackfeather.
Secret Identity & its Occupation: None.
Faction: BOI.
Species: Egyptian Griffon.
Gender: Male
Age: Mid-30s (born 1886).
Powers: Evander has no known supernatural abilities or powers. However, besides his natural ability to fly thanks to his wings, the griffon is fluent in two languages, English, and Yàfarì (Egyptian Griffon Dialect), and speaks enough Arabic to survive in the Middle East. In addition, as a griffon, Evander has a fairly good resistance to the arcane arts, namely charms and illusions.
Weakness: Evander’s main weaknesses are his relatively small size, which makes him less of a threat than one of his larger kinfolk, and his hollow bones, making breaks and fractures more likely to happen.
Bio: Evander was born in 1886 near Thebes (then part of the Protectorate of Egypt of the British Empire), but that is about all he will say, or can say, about his early childhood. He knows his mother abandoned him at about age five, but other than that, he knows nothing. The most significant event in his life at this point was in 1898, when, just before he had turned twelve, a patrol of British soldiers happened upon him, and turned him over to their captain, Capt. James Rochester, who was intrigued by this creature that had seemed to jump right out of the page of an ancient history book. Once it was established that Evander could speak (not in any human language, not yet), the captain decided to dub the griffon “Evander Pelagius Blackfeather”, and find a tutor who would be willing to take on such an... unusual... pupil.
The next year or so for Evander consisted of trying to find a teacher to give lessons in English, mathematics, general history, and basic science. After going through a few teachers who found the idea of teaching a “beast” revolting, Capt. Rochester, in his frustration, resigned from the army and taught Evander everything that he knew. His pupil advanced quickly, and by the age of 17 in 1903, already had the knowledge and understanding in five years that a human his same age had acquired in seventeen. However, in late August of 1906, the Denshawai Incident and the increased tensions that came along with it forced the former military officer to return to his estate outside of London, taking Evander with him, as by this point Rochester saw the griffon as a sort of surrogate son. London was a new, exciting experience for Evander; he had never seen a city so large or so busy in his life thus far. He quickly adjusted to his new home, although he preferred to stay at Rochester’s estate of Ferndean as much as possible. For the most part, life in Rochester’s care was comfortable but stringent.
About four years later in 1914, the Great War had broken out between the European powers. As Britain entered the war towards the end of the year, Captain Rochester returned to the army, leaving Evander on his own for the first time since he was twelve. The months that followed were nerve-wracking, with Evander pacing the empty manor from one side to the other for hours at a time each day. In the end, there came a letter in the mail; Capt. Rochester had been killed in combat while on a trench raid in early July. Heartbroken at the loss of the closest thing to a father he had, the griffon moped for days on end before Rochester’s attorney came to read his will. In it, Rochester had left Evander a sum of £34,2401 (in 2016 GBP) and a small property in Maryland, just outside of Washington D.C., in America. Figuring he had nothing to lose, and feeling he needed a change of scenery, Evander made the move to America in 1916. While the boat ride over was far from spectacular, he made it in one piece, and by 1920 had himself a decent job handling paperwork for the BOI.
- Characters controlled by Red:
Name: Reaper / Number 0 (Designation for Projekt Shashka)
Secret Identity & its Occupation: Unknown - Agent of an unknown faction
Faction: Independent / Unknown faction
Species: Human / Human-animal hybrid
Gender: Male
Age: Unknown
Powers:
- Psionics (Mostly assassin and shadow-ops intended, such as mind-reading, posession, shadow walking, etc)
- Heightened reflexes
- Enhanced healing & slowed aging
- Transformation into a yet-unknown human-animal hybrid with unknown abilities
Weakness: Suppression device created in for use by Katorga 13 personnel and head staff of Projekt Shashka. Weaken and incapacitates any former subjects of Projekt Shashka.
Bio: Spectre has always been a mysterious anomaly, even among the former subjects of Projekt Shashka. On Katorga 13, he was one of the few subjects that were not forced into the project, having had affiliations with the Imperial government before arrival, rumours abounding that he was one of the first sucesses of the project and helped spearhead the cultivation of more subjects.
In the final revolutionary attack on the Katorga installation, witnesses reported seeing Spectre simply walk out of one of the installation's entrances, casually cutting down Tsarists, Bolsheviks and even some former test subjects that stood in his way, before boarding a motor boat to the Russian mainland. His current whereabouts are unknown.
--
Name: Zephyr / Number 13 (Designation for Projekt Shashka)
Secret Identity & its Occupation: Alexander Mihkailov - Arms Dealer
Faction: Independent
Species: Human / Human-wolf hybrid
Gender: Male
Age: Unknown, but appears to be early 20s
Powers:
- Psionics (Mostly combat-oriented, nothing like mind-reading, telepathy, etc)
- Heightened reflexes
- Enhanced healing & slowed aging
- Transformation into a human-wolf hybrid with heightened senses and even more increased reflexes
Weakness: Suppression device created in for use by Katorga 13 personnel and head staff of Projekt Shashka. Weaken and incapacitates any former subjects of Projekt Shashka.
Bio: Zephyr was one of the many subjected to Projekt Shashka, a top-secret project with the objective of producing the best assassins and supersoldiers to combat the enemies of the Russian Empire, utilising state-of-the-art psionic and genetic manipulation, and mysterious minerals obtained from the 1908 Tunguska Meteor.
The project was carried out in an installation on Katorga 13, an island situated off the coast of the Russian mainland in the East Siberian Sea. Subjects of the project underwent extensive genetic manipulation, aided by the use of the alien mineral, in order to manifest psionic potential. In addition, subjects were also spliced with animal DNA, resulting in the ability to transform into an human-animal hybrid form at will.
The project ended after a series of raids by Bolshevik supporters who initially assumed Katorga 13 to be a military outpost. The resultant chaos from the attacks allowed the subjects of Projekt Shashka to break free, some even staying to assist the revolutionaries in taking the island.
Although now a free man, Zephyr discovered that, like most of the other subjects, the memory loss that resulted from Porjekt Shashka ensured that he could never go back to his old life, whatever it once was.
- Characters controlled by Kon:
Name: Albrecht Lutz
Secret Identity & its Occupation: An enforcer for the Murphy mafia family.
Faction: Murphy mafia family.
Species: Human
Gender: Male
Age: 31
Powers: None observed.
Weakness: ???
Bio: Albrecht is a German-American man who moved to the United States as a child (as such, English is his first language) with his brother Kurt. After climbing the criminal ladder in another city, he caught the attention of the Murphy family and was hired by them to work as enforcer a few years before the current plot. He is generally foul-mouthed and short-tempered. While his loyalty usually lies with whoever is willing to pay most for his services, the good treatment he has received from the Murphy family over the years has secured them his loyalty, at least for now. He is a lean but muscular white man with short black hair and a large birthmark on his neck below his jaw.
Name: Kurt Lutz
Secret Identity & its Occupation: Unemployed.
Faction: N/A
Species: Human
Gender: Male
Age: 27
Powers: None observed.
Weakness: Low intelligence
Bio: Kurt is a German-American man who moved to the United States as a child (as such, English is his first language) with his brother Albrecht. Since childhood, he has followed his older brother's lead, who took the role of a father figure to fill the void left by their real father. However, Albrecht was far from an ideal role model, and he led Kurt down dark and dangerous paths. With Albrecht's encouragement, Kurt soon found himself indulging in some of the most unhealthy (and illegal) pleasures enjoyed by hardened criminals before he even hit 18. Despite this, Kurt came out of his teenage years relatively unscathed, albeit with alcoholic tendencies and a larger weight. Kurt and Albrecht eventually moved into their own houses in the same city, but lost contact when Albrecht moved to Rockbay City to start working for the Murphy family. Kurt possesses low intelligence, and as such is easily manipulated by his brother. While not tremendously fat, it is obvious that he is out of shape and has a prominent beer belly. He is a white man with short black hair and no notable distinguishing features.
Last edited by Klak on Tue Jul 26, 2016 6:57 pm; edited 12 times in total (Reason for editing : minor retcon of my characters' ages)