Hub City: Only dead if you want it to be.
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Hub City: Only dead if you want it to be.
Hub City
Hub City, is the only city in the nation worse off than Gotham City. While Gotham has hope, Hub has none. Hub City is the home city of the hero Victor Sage, aka The Question, and he has actually opted to abandon the city, this decision came only after the city nearly killed him, twice. The Mayor of Hub City publicly murdered his wife after she beat him in the race for re-election. He is still the Mayor of Hub City.
This is to be the setting for this RP. The worst city in the nation, the only city in the nation that the Justice League has something of a no call agreement with. No one in Hub calls for the Justice League, and no one in the Justice League would respond even if they did. Due to this, this would be an almost OC exclusive RP, however, there will be no established team for the heroic characters.
I will be GMing this RP, I will attempt to post at least once a day, however I will only be playing two heroes. They are the semi-alcoholic, slightly self destructive, Richard Occult AKA Dr. Occult the Ghost Detective, and Catalina Flores, AKA Tarantula, the crazy Mexican murderer who could probably give Jason Todd a run for his money. These two will be the only 'heroes' I will be playing, other than them I will be controlling the NPCs of Hub City, including the police force, and the common people, as well as the three opposing forces of the city. The established Mob, lead by Steven Mandragora, The Religion of Crime, local chapter headed by Brother Flay, and the Church of Saint Sebastian, lead by Sebastian Blood. Who with the exception of Mandragora, are all canon characters, Mandragora is from the Justice League show, but based on Tobais Whale who is a canon mobster from the comics.
This will be an RP a tad darker than your standard one, with curses, drug use, prostitution, character death, and possible partial nudity. I'll be shooting for what I call an 'Implied R Rating' think of this as an old school R rating. Rather than describing the blood dripping from someone's eye sockets as Mandragora crushes their skull with his bare hands, focus on the frantic kicking and thrashing of his feet, and the sudden crack and dull pop before the body falls limp.
This will not be a Dice Rp. However, I would like to use some things I invented for the Dice Rp, such as Time and Date, just for continuity's sake. That's open to discussion.
Since I will only be playing the villains, the NPCs, and two specific heroes. The majority of play will be up to individuals.
There will not be any 'script' for this RP. The Mob will have their plan, the Religion of Crime will have their plan, and the Church of Saint Sebastian will have it's own designs on the city, however, which of these which will be focused on first, how things play out specifically, and in fact, whether only one of these three organizations is fought against at a time, will be decided entirely by the players, such things will be a result of their actions and though in times of slow play, I may have the criminals commit public crimes, and in all likelihood this will occur several times at the beginning of the RP, ultimately, if one player wants to hunt down Mandragora, while another wants to go after Brother Flay, they're welcome to do that.
I would advise against that however as I am building these as criminal organizations and singular individuals will have little chance of successfully surviving an encounter with multiple members of these organizations. So cooperation between characters will be encouraged. For the sake of interest, I would support characters not knowing/associating with each other before coming to Hub City. It's more interesting to watch friendships be formed than simply exist.
I do however, fully expect the RP to conclude with the 'heroes' having defeated all three organizations. I will not be 'playing to win' so to speak. This does not mean the villains will roll over for the heroes. If I think a hero would not realistically be capable of defeating a villain character under the given circumstances, they will not go down. Conversely, if I think a villain character would have little chance of surviving an action or encounter, they will die without warning. I am creating plenty of villains, so if you want to kill, while it will be difficult, it would be possible, however I am also planning rewards for not killing certain individuals, as well as events regarding the deaths of certain individuals. I don't plan on using all of these, they just exist because I like making up potentially awesome events, and seeing if I can use them within the natural organic flow of an RP.
However, at the moment I have very little work actually done for this RP, mostly because Bloodless keeps suggesting I make sure you'd be interested in it before I get to carried away, and thus, this thread, where we see if people are actually interested in this idea.
So, interested?
PS: Encase you were wondering, if you are interested, a little post here saying so would be nice, just so I know I'm not putting work in for nothing. Also; I may have been a little unclear, when I said "I would support characters not knowing/associating with each other before coming to Hub City." That doesn't mean I don't want people to use their favorite characters from other Role Plays, just that this would be an alternate continuity where those characters haven't met one another yet.
For those of you late to the game; the game has started!
Hub City's Role Playing Thread is viewable here
Hub City, is the only city in the nation worse off than Gotham City. While Gotham has hope, Hub has none. Hub City is the home city of the hero Victor Sage, aka The Question, and he has actually opted to abandon the city, this decision came only after the city nearly killed him, twice. The Mayor of Hub City publicly murdered his wife after she beat him in the race for re-election. He is still the Mayor of Hub City.
This is to be the setting for this RP. The worst city in the nation, the only city in the nation that the Justice League has something of a no call agreement with. No one in Hub calls for the Justice League, and no one in the Justice League would respond even if they did. Due to this, this would be an almost OC exclusive RP, however, there will be no established team for the heroic characters.
I will be GMing this RP, I will attempt to post at least once a day, however I will only be playing two heroes. They are the semi-alcoholic, slightly self destructive, Richard Occult AKA Dr. Occult the Ghost Detective, and Catalina Flores, AKA Tarantula, the crazy Mexican murderer who could probably give Jason Todd a run for his money. These two will be the only 'heroes' I will be playing, other than them I will be controlling the NPCs of Hub City, including the police force, and the common people, as well as the three opposing forces of the city. The established Mob, lead by Steven Mandragora, The Religion of Crime, local chapter headed by Brother Flay, and the Church of Saint Sebastian, lead by Sebastian Blood. Who with the exception of Mandragora, are all canon characters, Mandragora is from the Justice League show, but based on Tobais Whale who is a canon mobster from the comics.
This will be an RP a tad darker than your standard one, with curses, drug use, prostitution, character death, and possible partial nudity. I'll be shooting for what I call an 'Implied R Rating' think of this as an old school R rating. Rather than describing the blood dripping from someone's eye sockets as Mandragora crushes their skull with his bare hands, focus on the frantic kicking and thrashing of his feet, and the sudden crack and dull pop before the body falls limp.
This will not be a Dice Rp. However, I would like to use some things I invented for the Dice Rp, such as Time and Date, just for continuity's sake. That's open to discussion.
Since I will only be playing the villains, the NPCs, and two specific heroes. The majority of play will be up to individuals.
There will not be any 'script' for this RP. The Mob will have their plan, the Religion of Crime will have their plan, and the Church of Saint Sebastian will have it's own designs on the city, however, which of these which will be focused on first, how things play out specifically, and in fact, whether only one of these three organizations is fought against at a time, will be decided entirely by the players, such things will be a result of their actions and though in times of slow play, I may have the criminals commit public crimes, and in all likelihood this will occur several times at the beginning of the RP, ultimately, if one player wants to hunt down Mandragora, while another wants to go after Brother Flay, they're welcome to do that.
I would advise against that however as I am building these as criminal organizations and singular individuals will have little chance of successfully surviving an encounter with multiple members of these organizations. So cooperation between characters will be encouraged. For the sake of interest, I would support characters not knowing/associating with each other before coming to Hub City. It's more interesting to watch friendships be formed than simply exist.
I do however, fully expect the RP to conclude with the 'heroes' having defeated all three organizations. I will not be 'playing to win' so to speak. This does not mean the villains will roll over for the heroes. If I think a hero would not realistically be capable of defeating a villain character under the given circumstances, they will not go down. Conversely, if I think a villain character would have little chance of surviving an action or encounter, they will die without warning. I am creating plenty of villains, so if you want to kill, while it will be difficult, it would be possible, however I am also planning rewards for not killing certain individuals, as well as events regarding the deaths of certain individuals. I don't plan on using all of these, they just exist because I like making up potentially awesome events, and seeing if I can use them within the natural organic flow of an RP.
However, at the moment I have very little work actually done for this RP, mostly because Bloodless keeps suggesting I make sure you'd be interested in it before I get to carried away, and thus, this thread, where we see if people are actually interested in this idea.
So, interested?
PS: Encase you were wondering, if you are interested, a little post here saying so would be nice, just so I know I'm not putting work in for nothing. Also; I may have been a little unclear, when I said "I would support characters not knowing/associating with each other before coming to Hub City." That doesn't mean I don't want people to use their favorite characters from other Role Plays, just that this would be an alternate continuity where those characters haven't met one another yet.
For those of you late to the game; the game has started!
Hub City's Role Playing Thread is viewable here
Last edited by TheDeceiverGod on 12/18/2012, 12:35 am; edited 4 times in total
TheDeceiverGod- Admin
- Posts : 1875
Join date : 2009-06-29
Age : 35
Re: Hub City: Only dead if you want it to be.
I may need to clarify a few things.
First, this RP would be available to any an all OCs anyone could want to apt in. Old characters, new characters, it doesn't really make any difference to me.
However, this RP would be out of continuity with Darkest of Knights or Next Generation, you can use those characters, but the events of those RPs haven't/didn't happen. So those friendships/relationships wouldn't have been formed yet.
Second, though there would be no 'established team' IE the Teen Titans or the Justice League, that isn't to say that the character's couldn't form their own. If they wanted to; it's just that, in this Rp, OCs aren't being called to join any specific group, they can form a group and call themselves "The Crimefacers" or whatever they like, but the won't start out being called together.
Third, I'm kinda planing on two potential routs into Hub. Either you were born there, or you came there for some reason, pretty standard, either you've been there, or you came there from someplace else. Why you're coming to Hub is entirely up to you. I mean, it's a pretty corrupt city, making a name for yourself, hunting down someone who ran there. If you'd like I am more than open to tweeking one or more of the minor villains to be associated with your character, in an acceptable manner. So if you wanted to do a 'my parents got murdered' character, just say so here, and we can work out the details together.
Forth, I'm picking up that people don't know what kind of characters to use, to that I'd like to say. Chill there's no real urgency. This is just an interest check, I'm just looking to see if enough people are interested to make it worth all the work it takes to start an RP. So, that being said, if you have questions and concerns, or are just interested, it'd be nice to hear so.
And finally, I'd like to clarify, I hope Team Work to be a major theme of this RP, and to that end I am creating a large amount of a variety of villainous characters. Only the three major 'super villains' but each will have their own team working under them, and each will require different types of combat to defeat. The Mob will be your standard mob, guns, drugs, and that sort of thing, the Religion will be more like warrior priests dedicated to the pursuit of evil, and the Church I haven't really developed yet, but they'll probably be using magic and demons. So whatever type of character you'd like to create, odds are pretty good they'll come in handy against someone.
In conclusion. I would appreciate it if we could actually, discuss what you think. Concerns, Questions, simple statements saying 'yes I'm interested' any of those would be nice.
PS: Standard Character sheet template for those who want it. Free to modify
First, this RP would be available to any an all OCs anyone could want to apt in. Old characters, new characters, it doesn't really make any difference to me.
However, this RP would be out of continuity with Darkest of Knights or Next Generation, you can use those characters, but the events of those RPs haven't/didn't happen. So those friendships/relationships wouldn't have been formed yet.
Second, though there would be no 'established team' IE the Teen Titans or the Justice League, that isn't to say that the character's couldn't form their own. If they wanted to; it's just that, in this Rp, OCs aren't being called to join any specific group, they can form a group and call themselves "The Crimefacers" or whatever they like, but the won't start out being called together.
Third, I'm kinda planing on two potential routs into Hub. Either you were born there, or you came there for some reason, pretty standard, either you've been there, or you came there from someplace else. Why you're coming to Hub is entirely up to you. I mean, it's a pretty corrupt city, making a name for yourself, hunting down someone who ran there. If you'd like I am more than open to tweeking one or more of the minor villains to be associated with your character, in an acceptable manner. So if you wanted to do a 'my parents got murdered' character, just say so here, and we can work out the details together.
Forth, I'm picking up that people don't know what kind of characters to use, to that I'd like to say. Chill there's no real urgency. This is just an interest check, I'm just looking to see if enough people are interested to make it worth all the work it takes to start an RP. So, that being said, if you have questions and concerns, or are just interested, it'd be nice to hear so.
And finally, I'd like to clarify, I hope Team Work to be a major theme of this RP, and to that end I am creating a large amount of a variety of villainous characters. Only the three major 'super villains' but each will have their own team working under them, and each will require different types of combat to defeat. The Mob will be your standard mob, guns, drugs, and that sort of thing, the Religion will be more like warrior priests dedicated to the pursuit of evil, and the Church I haven't really developed yet, but they'll probably be using magic and demons. So whatever type of character you'd like to create, odds are pretty good they'll come in handy against someone.
In conclusion. I would appreciate it if we could actually, discuss what you think. Concerns, Questions, simple statements saying 'yes I'm interested' any of those would be nice.
PS: Standard Character sheet template for those who want it. Free to modify
- Code:
[u][b]Title[/u][/b]
[b]Name-[/b]
[b]Age-[/b]
[b]Alias-[/b](optional)
[b][u]Appearance[/u][/b]
[b]Hair-[/b]
[b]Height-[/b]
[b]Weight-[/b]
[b]Dress[/b]
[b]Formal-[/b](optional)
[b]Casual-[/b](optional)
[b]Eyes-[/b]
[b]Skin-[/b]
[b]General-[/b]
[b][u]Abilities [/b][/u]
[b]Physical abilities[/b]
[b]Mental abilities [/b]
[b]Metaphysical abilities [/b]
[b]Paraphernalia-[/b]
[b]Name-[/b]
[b][u]History[/b][/u]
Last edited by TheDeceiverGod on 5/15/2011, 3:09 am; edited 1 time in total
TheDeceiverGod- Admin
- Posts : 1875
Join date : 2009-06-29
Age : 35
Re: Hub City: Only dead if you want it to be.
I am interested!
Rinisa- Global Mod
- Posts : 2528
Join date : 2009-11-11
Age : 26
Location : Candyland
Re: Hub City: Only dead if you want it to be.
I give my green card of "go" to the idea.
Vandal- Admin
- Posts : 9928
Join date : 2009-09-02
Age : 33
Location : Florida
Re: Hub City: Only dead if you want it to be.
Preface: before reading the information below please realize that this is information from god, no pun intended, few, if any Characters will have knowledge or access to all of the information below, I am providing it for Player reference.
Hub City
From the Files of Victor Sage.
Dark, polluted, infested with crime and choking on its own excrement, Hub City is easily one of the worst cities in the nation. It rivals Gotham in violent crimes, and its people, though industrious and hardworking, have as a whole, abandoned the hope of ever changing their city. Those with such ambitions are deluded fools, whom inevitably meet one of two fates. The first, they leave the city, abandon it just as the Justice League has; it's not that they don't care, it's not even that they don't know what their non-involvement means for the city, it's simply that, for all their powers, none of them have what Hub needs. Heroes exist to inspire others to cause, but there's no one left in Hub to inspire. Those who don't leave, are killed.
The city continues through the various actions and labors of the organized mafias, syndicates and street gangs that have systematically risen and fallen from power within its walls. Whenever a threat to the status quo arises, it is removed. So called 'unlicensed' criminals are dealt with by the police force, or removed by the current mafia dependent solely upon who finds them first. Rigged elections maintain the illusion of democracy, though the mob sponsored candidates almost invariably beat their opponents, this result ensured by both legal investment by criminal parties, and outright criminal action by the candidates or their backers, and though gang wars are a frequent and regular occurrence, the result is invariably the same, fueled by bribery, treachery, and murder the true politics of Hub is decided not by politicians, but by syndicate heads and mafia dons.
Not always so hopelessly corrupt, Hub was born in the eighteen hundreds as an axis of shipping and quickly developed into a major industrial stopping point for westward and eastern bound goods. Manufactured goods from the east, raw materials from the west & south, all made their way through Hub as they headed toward their destinations. However with 1903 and the Wright Brothers came the invention of the air plane, and with it, the death of Hub. Goods were no longer shipped by land, and thus, Hub was no longer needed as a way-station. The city briefly attempted to revive itself as an industrial center, dedicating much of its income to becoming attractive to manufacturing centers, Hub, with a largely blue collar populous and largely inexperienced & underpaid police force, became attractive to organized crime instead.
The death of the city began, as most do, with the creeping moral decay of its infrastructure. Beat cops & detectives fell into the pockets of mobsters and mafia dons, then as years drew on, those same officers rose through the ranks becoming lieutenants, captains and chiefs of police. With the corruption of their superiors, the new generations saw no reason to remain moral and quickly fell into the same pockets as their superiors. As this went on the criminal organizations solidified their rule on the city, and though many organizations have risen and fallen through the history of Hub, the corruption of the infrastructure has remained virtually untouched.
Hub City now stands as a festering corpse of a city, filled with hopeless, downtrodden people, and carelessly harboring some of the worst criminals in the nation.
Locations
Seaside Acres-North northwest
Despite it's name, the Seaside Acres gated community is, like all of Hub, landlocked. The name finds its origin in the colorful titles adopted by the current mafia. Steven "The Whale" Mandragora, and his organization use oceanic nicknames to show their association, and as Seaside Acres is almost solely inhabited by men and women with mafia connections, the name was changed when Mandragora moved in, as a symbol of his newly established control over the city.
A large, ornate bronze gate & an armed security guard greet those at the entrance to this sprawling green suburb. Seaside Acres remains one of the few places in Hub City where men can live comfortably. Despite being home to the majority of the mob's administration, the Acres boasts the lowest crime rate in the city, enforced by the simple fact that the HCPD are stopped at the gate, those that commit crimes against the residents of Seaside Acres are dealt with by the residents of Seaside Acres, and if one doesn't mind living next to serial killers, drug dealers & assassins, they can live quiet comfortably in Seaside Acres.
The lawns are green and freshly manicured by the community's own mafia-vetted gardening service, the yards are decorated with everything from koi ponds & gazebos to patio furniture & pools, depending on the owner's tastes and the homes themselves are veritable mansions, the largest of which, belonging to Steven Mandragora & his family, boasts thirty six different rooms, and in addition to twelve neat acres of land it includes a thirty six foot heated pool and a hot tube large enough to fit a dozen people.
The Seaside Boarding School, is the community's private school district K-H, is well funded by the mafia and consistently ranks as the best school in the city, and though the staff are encouraged to look the other-way regarding the student's home life, they're fully capable educators, though the focus of their science and criminal law classes are, in a word questionable.
Uptown-North northeast
Tall silver sky scrapes stretch up into the smog, unorganized gangs of thugs and hooligans stalk the streets, and mafia kings ride their long black town cars to their five star clubs and four star restaurants. Violent crimes are largely restricted to those who look for them, the drunken hooligan who starts a brawl at the bar, or the coked up junkie who doesn't know when enough is enough, and almost always the police end up hauling them away. The mafia still runs the show, but they're significantly more subtle about it, the upper crust of Hub come uptown to enjoy themselves, and let no one ever say that the mob doesn't know how to have a good time. They allow the police to function uptown just enough to keep the streets clean, but when it comes to inside the clubs, behind closed doors, and in back of VIP rooms, the officers and lawyers of Hub City, indulge side by side with the mobsters and murderers.
The Barracuda Club
The hottest night spot in Hub; the Barracuda Club is owned & operated by one Johnathan 'Barracuda' Bertellia, general in Steven Mandragora's mob. Completely unapologetic about his mafia connections Johnathan Bertellia styled the Barracuda Club after the old Rat Pack Jazz Lounges of the last great mafia dons. Dim lights, deep booths, barely dressed cigarette girls as well as blatant disregard for the laws against smoking inside clubs, on the surface the Barracuda Club appears to little more than a dash of nostalgia, and a cool crisp hangout for the city's suit & tie criminals.
In truth not only do the cigarette girls sell more than cigarettes, but more than criminals frequent this club. Made the hottest night spot in Hub through a combination of criminal investors, criminal action, and a criminal's disregard for all the right laws, today the Barracuda Club stands as the hippest hottest place to be within Hub's walls. The dim lights and cigar smoke mask meetings between corrupt politicians, criminals, officers of the law, and any all of Hub City's most fashionable citizens, over eighteen, or simply in possession of a well made fraudulent ID that claim such.
Most nights the club stage plays host to a full jazz band accompanied by a lounge singer, though even when it's not, cool jazz is pumped through the club, entertaining the patrons as they enjoy the services of the full bar, working kitchen and behind the vale of the VIP room, the occasional cigarette girl.
Hub City School District
Deplorably underfunded the Hub City School District divides funds that would be insufficient for much more than one school between three preschools & grade schools, two Jr. High Schools and three Sr. High Schools, many of Hub City's schools are quiet possibly the worst schools in existence, the grade schools recent installed metal detectors at the entrances to the grounds, bringing their security measures up to date with the Jr. and Sr. High Schools. Much of the schools within Hub are more tightly controlled than some prisons, and some of the students can be as bad as prisoners. Though as bad as the students are, the teachers are worse.
The staff of Hub City's public schools are the men and women who simply couldn't get employed anywhere else. The teachers are alcoholics, drug addicts and in some cases, actual prostitutes. The students learn more usefully things in the streets than in the classrooms, and virtually everyone involved knows it. Less than half those enrolled in Hub's High Schools make it to graduation, most drop out, many die, the lucky ones move away, and less than one percent of those who do graduate go on to enroll in a university, those that do, are considered the lucky. The only thing Hub's schools have going for them, is an overall average sports department. Though most games are unimpressive, they are popular make out events for the students and the school jocks are, as with most schools, the ruler of the schools.
Many of Hub's High School sporting events have actually been the basis for inter-school riots. Many, if not all of the students have affiliation with one or more of Hub's numerous street gangs, and as many of these gangsters attend the sporting events armed, it takes little provocation for a riot to break out. Inter-school rivalries are often marked by vandalism & attacks on the rival school's stars, which of course, does not go without retaliation.
East-side Park-East northeast
A large park trimmed with local flora, though these days the local fauna amounts more to rats and squirrels than deer and ducks. Needles of the various fur trees carpet the cold earth between the winding cobblestone bike paths. Few bikers frequent these paths, more often, the homeless, the drug addled, the criminal or their victims are found in the pine needles, more of the park's color comes from crime scene tape, than flowers or decorations, the discovery of a recent or rotten corpse nearly a weekly occurrence somewhere within the ferns and needles.
By day the park is, at best, neglected, at worst, a heap. No one bothers to combat the rampant litter, and no one could even if they cared to try. Used hypodermic needles are almost as common as pine needles, and some of the homeless make good money collecting and exchanging them, when the local punks aren't busy harassing or out right beating them. Graffiti is a popular after school activity for the local kids, scrawling their tags or signs across trees, benches, large rocks, any surface wide and flat enough for them to make their mark.
By night, the park is tantamount to a death trap. Hooligans stalk the paths like midnight predators, picking off the weak and vulnerable, murder and rape are a common occurrence to anyone stupid enough to step off the beaten path. Even if one manages to avoid the opportunistic predators, the professional murders often stop by after dark to dump their kills, the mob's grave diggers are seldom welcome to interruptions and the drug addled minds of the junkies doesn't often take strangers in the dark as kind signs. Most Hub natives know to avoid the park after dark, unless well armed, or well known.
Mermaid Lake
A large, muddy lake that may look like a mermaid from about six thousand feet if you close one eye and squint a little in the dark, whilst blind, this lake is generously called the largest body of water within Hub's boarders. In truth it's contents is more of a murky sludge than water, the edged chocked with mossy algae the bottom coated with dense underwater flora, the lake has become a popular dumping ground for the mob, by many a moon lit night, unfortunate souls of Hub have been hurried beneath the lake's bank, and over the years everything from muscle cars, to family vans, to one small aircraft have been pulled from the murky depths.
Rumors have it that the constant stream of death & decay have caused the lake itself to take on an ill temperament, and this, along with the fouled water and generally unpleasant stench emanating from the lake, keeps tourism down. Though no ghosts have been confirmed, the surface of the water has been known to give off a slightly green mist when the light is right.
Faye Folk Fountain
Once the central star of the East-side park, the Faye Folk Fountain depicts a scene from Shakespeare's classic play, a Mid Summer's Night Dream, more specifically, it depicts Titania and her four servants waiting on Nick Bottom. Sculpted from black stone and accented by bronze, in it's hay day the fountain was quiet the work of art, though now it's glory is buried beneath decades of dust grime and graffiti, and as water hasn't flowed from the fountain for several years now, it has become a popular spot for the park's narcotic abusers to congregate with their dealers.
Factory District-East southeast
Once the industrial heart of Hub, the factory district hosts dozens of industrial complexes which, in their day, pressed out everything from luxury cars to children's toys. Today, much of the industry of Hub stands still. The last few recesses of this district to remain active are the steel mill, continuing to employ hard working Hub men and woman, and pump out heavy plates of pressed steel to be shipped off to some other city, to be used in the manufacture of everything from luxury cars to steel plated children's toys.
The train yard sits on the eastern edge of town, its rusted iron tracks used to run all throughout the city. Most of them were broken down for scrap, but bits and pieces of forgotten rails still speckle the outer edges of the yard.
Hub City Central Industrialized Power
A large coal burning power plant, responsible for powering the majority of the city. This plant has been called archaic by some, and criminal by others. It's one of the last remaining coal burning plants in the country, and though over the years many attempts have been made to replace it with a cleaner burning solution, the plant, like Hub simply seems to endure. The three brick towers can be seen from across town, and the great black clouds they belch out into the constant overcast above the city can be seen from anywhere within it's boarders.
Hub City Central Train Yard & Switching Station
Once one of the largest switching stations in the nation, today the Hub City train-yard stands as little more than a testament to what once was. Rusting cab cars stand beside outdated engines waiting to be melted down for their steel or simply broken up to be sold as scrap. Years of rain and rust have stained much of the gravel red, and many of the old engines seem forgotten even by the scrap yard. Teenagers have found the old train yard a decent place to drink, party, and conceive children, while the mob has been known to use the empty lots and old engines for 'interrogations.'
On occasion, the two have over lapped, ending unfavorable for the teens, most famously when several members of a graduation celebration encountered a half dozen gangsters. Only those who saw their faces would have been killed, had the others not come to investigate the shots. When all was said and done twenty six high school graduates were gunned down in the train yard, and not a single man was arrested. The case is still open.
Paradise Lane-South southeast
The actual Paradise Lane is only a single street running fifteen blocks east to west, and though the street itself doesn't even occupy the center of the area which has taken its name. The origin of the name comes from the numerous prostitutes which troll Paradise Lane. Originally, several decades ago, Paradise Lane was where you went in Hub if you wanted to pedal or buy some flesh. When the mob moved in however, Paradise Lane became dramatically over crowded and forced to expand.
Once the mob moved in however, prostitution became a major industry, and Paradise Lane itself became insufficient. Territorial women and rivaling employers needed spaces between one another. It started with hotels, full bars and women willing to follow you home for the right price, then it became strip clubs, most of them employing women willing to do more than take their clothes off. Then it became brothels, out right whore houses. On paper they're motels, or down some of the nicer streets hotels, but they're almost entirely staffed by loose women, and even those that won't have sex with you, will likely be able to procure someone who will, among other things.
Today, the area known as Paradise Lane is the single largest red light district in Hub. None of the actions technically legal, the mob polices the area more than the actual police. The various different streets offer the discerning citizen various different intimate interests stretching the gradient from perfectly legal, excusing the prostitution, but otherwise dry exercises, to very specific performances involving very specific people wearing very specific costumes.
Elysian Fields
On paper, the Elysian Fields is a large fourteen story hotel averaging about three and one half stars, nice but not great. In mythology the Elysian Fields are the place within Hades where heroes may find their eternal rest, a kind of paradise for the worthy. In Hub The Elysian Fields is the latest center of prostitution to take up root in the southeast of town. 'Owned' and operated by a madam known as 'The Angler' she's famed for never letting a girl, or guy, go once she gets her hooks into them, and is responsible for maintaining the mob's rule over the streets of Paradise Lane.
In truth the Angler is a coward and, well, a whore. She works out of the Elysian Fields alongside every school girl she lures in, and is often viewed as more of a mother than employer to the many workers of Paradise Lane, the various girls serving as her eyes and ears on the streets, reporting back to their mother Angler, who in turn reports back to the mob, insuring they maintain their hold over virtually all of Hub, through less violent means, when possible.
Stern's End Slum-South southwest
Equal parts condemned buildings and rat infested projects, Stern's End redefines slum. The only flora comes from the brown and prickly weeds growing up from the deep cracks splitting the pavement & roads. The only fauna is restricted to largely feral dogs, cats, rats and flying pests of every variety. Largely residential, the people of Stern's end suffer under rampant poverty, wide spread drug abuse and addiction, as well as prolific violent crime of every variety. The police make the occasional appearance, though are largely absent after dark, and without any real incentive from the powers that be, they're mostly restricted to clean up, tapping off crime scenes, hauling in the obvious murderers, and leaving the rest of the people to rot in their own filth.
Even the mafia knows better than to spend more time than necessary in Stern's, though their enforcers keep the peace, what little of it there is to keep, even the mob knows better than to travel through Stern's End alone.
The Church of Saint Sebastian
A relative new comer to Hub, the Church of Saint Sebastian is located in an old, previously abandoned, church in the rough center of Stern's End. The church was built back when the city was in its prime, and though it has seen better days, the new occupants have done their best to restore it. Though the grass is still dead, the graffiti has been painted over, the bell has been replaced, and the bullet holes have been plastered over. Some of the spiders and bats aren't getting the hint, but the congregation meets every Sunday and have brought some much needed care back to the old church.
The congregation has made an attempt to bring some care back to Stern's End, shooing the rats away, feeding some of the cats & dogs out the back of the church, and encouraging the locals to take pride in their community. The result is that they're often targeted for vandalism, and more often than not the sides of the church are tagged with some manner of graffiti encouraging them to go away and give up. Despite this the church's leader, Saint Sebastian the 9th, continues to preach virtue and love every Sunday, and several of the congregation have been known to picket known mob establishments. Though not the first grass roots reform movement to show itself in Hub, it is the first to show a surprisingly consistent ability to keep it's members alive.
Digger's Field Park
A small residential park that was once quiet the pleasant place, picnic tables, jungle gyms, sandboxes and swing sets are all still present but few parents let their children play here, at least not responsible ones. True enough, inebriated or intoxicated teens can often be found avoiding their likely broken homes here, and sometimes their younger siblings will come to find them, or accompany them, but between the litter, the graffiti and used drug paraphernalia, it's hardly a safe environment for children.
Downtown-West southwest
The most classically 'urban' area of Hub, downtown offers everything one could want, tall buildings house cheep apartments, fancy hotels and the corporate offices of what businesses remain, while off the street you can find discount grocers, all night diners and chain restaurants. In the alleys you can find just about anything you could be looking for, drug trafficking is at its worst here with virtually every illegal narcotic being available, all marked with the local dealer's crest, resembling the constellation Cancer, and while the variety of flesh available here may not be as wide as further east one doesn't generally have to look too far for loose women willing to join them.
Hub City Penitentiary
Colloquially known simply as 'the Pen' and the oldest standing building in Hub, the Hub City Penitentiary has quiet a history. Originally constructed to detain convicts arrested as they traveled through Hub, the prison has become almost famous for its inability to maintain security. Dozens of convicts have escaped from within its concrete walls over the years, and countless more have tried. The soil beneath the penitentiary have been riddled with veritable catacombs of escape tunnels, and old convicts tell tales of those who, in attempting their own escape, dug into previous tunnels and made their way out through them.
Whether because of these stories, or simply because of the remarkably underfunded staff's careless attitude, tunneling has become a popular means of attempted escape for decades. Unfortunately, while there are confirmed tunnels beneath the prison, some of which do in fact reach freedom beyond the prison's walls, many of them are incomplete and as all of them are poorly built, poorly dug, unenforced convict tunnels seldom bigger than their architect needed, they are dark, cramped, cold and uncomfortable.
Over the years, hundreds of prisoners have been reported missing from their cells within the Pen. Few have ever been seen again, and though it is likely that some of them managed to escape and remain unseen, it has been confirmed that at least fifteen convicts have met their demise during an attempted escape. The ill built tunnels beneath the prison are unlit and even if one does dig into an existing tunnel they have no way of knowing where it goes. This combined with tunnels that fail or collapse has caused many men to become buried alive beneath the prison, and though only fifteen of these unfortunate convicts have been confirmed and removed, many more are believed to still be buried beneath the prison.
Some say that this has caused the prison to become haunted by the souls of those that have died there. Rumors of ghostly activity, phantom prisoners, unexplained noises and deathly chills have been reported for years, by prisoners and the prison staff. According to three separate 'paranormal investigators' the prison is one of the most prolifically haunted places in America, and one of the so-called psychics who visited later died of a brain aneurism, he may have been the only one to visit with legitimate psychic powers.
Regardless, the prison remains open for business, due in large part to the massive overcrowding of all local prisons, but also in no small part due to its reputation. While going to jail is little threat to most of the criminals within Hub, being sent to the Pen is often regarded as cruel and unusual, making it one of the few things HCPD has to threaten with.
Sunny Arms Apartments/The Halls of The Abaddon
The Sunny Arms Apartments were an over all average multi-story apartment building, each unit was neither uncomfortably small nor unnecessarily large, they each came with a built in kitchen, and the nicer rooms had a full bath with them. That was a twenty or so years ago now. The Sunny Arms Apartments is now completely bankrupt. The building was going to be gutted and refurbished, but the contractor skipped down after tearing virtually everything he could out of the building. After that funding fell through and the current actual owner of the gutted building is the city, though they have no plans to demolish or renovate the building, they frankly seem unaware that they own it.
Recently however a group referring to themselves as 'The Religion of Crime' have begun squatting in the gutted remains of the apartments, referring to it as "The Halls of the Abaddon" Abaddon referring to the biblical demon Apollyon, known as 'the Destroyer' as well as an archaic term for absolute destruction. The Religion Advocates a kind of divine will similar to psychopathy which states that if a person is physically mentally and spiritually capable of something, than it is god's will for them to perform that action and they should not feel guilty for their actions or remorse for those they have committed crimes against.
For this reason the creed has become very popular among the younger criminals of Hub, using it as a sort of personal validation for their most violent or depraved actions. The priesthood itself advocates a sort of, twisted version of the perfection of self philosophy, training themselves both physically and mentally in an attempt to discover the outer most limitations of their minds, bodies, and spirits, carrying their trainings and mediation to such extremes that many actually practice self mutilation in order to 'perfect' their physical forms.
Offices of Richard Occult, Private Investigator
Five floors a basement, red bricks, brown doors, yellow stained windows and a rather persistent roach problem make for a rather unimpressive office building. While technically only the second floor is being rented by the PI known as Richard Occult, the rest of the building stands vacant. Richard Occult has been using the third floor as his personal living quarters, and his secretary Susan, has taken to vacuuming and cleaning the various rooms in the floors above once a week, keeping them relatively clean, for unoccupied offices in Hub.
Despite being able to pay the rent and utilities every month, Richard Occult doesn't actually seem to do much investigating. Few if any people come in looking to employ him, and when they do they generally can't pay. Most of his income comes from mugging the local criminals, muggers, drug dealers, the occasional mobster, nothing too outrageous but enough to keep a tidy sum in his wall safe and insure he has plenty of money to pay for food, utilities and a little extra for, extra things.
Police Plaza-West northwest
Police Plaza is the name given to the governmental district of Hub. The one area where the police still have a firm hold, Police Plaza houses the HCPD headquarters, the courthouse, the mayoral offices and most of the other essential governmental utilities required to insure the continued illusion of control. Here, crime is remarkably low, even in Hub few people are stupid enough to start trouble in front of Police headquarters, and even the Hub City PD have some sense of pride left. If there's one area of the city they refuse to surrender it's Police Plaza.
The plaza itself is built like a fort, at the center of which is the courthouse. Rumor has it that the police have secretly mounted several fifty caliber machine-guns as key locations around the plaza just encase the city ever devolved into full riot conditions. These rumors are true, however along with military grade machine-guns they also have tear gas grenade launching cannons, and riot suppression hoses.
Hub City
From the Files of Victor Sage.
Dark, polluted, infested with crime and choking on its own excrement, Hub City is easily one of the worst cities in the nation. It rivals Gotham in violent crimes, and its people, though industrious and hardworking, have as a whole, abandoned the hope of ever changing their city. Those with such ambitions are deluded fools, whom inevitably meet one of two fates. The first, they leave the city, abandon it just as the Justice League has; it's not that they don't care, it's not even that they don't know what their non-involvement means for the city, it's simply that, for all their powers, none of them have what Hub needs. Heroes exist to inspire others to cause, but there's no one left in Hub to inspire. Those who don't leave, are killed.
The city continues through the various actions and labors of the organized mafias, syndicates and street gangs that have systematically risen and fallen from power within its walls. Whenever a threat to the status quo arises, it is removed. So called 'unlicensed' criminals are dealt with by the police force, or removed by the current mafia dependent solely upon who finds them first. Rigged elections maintain the illusion of democracy, though the mob sponsored candidates almost invariably beat their opponents, this result ensured by both legal investment by criminal parties, and outright criminal action by the candidates or their backers, and though gang wars are a frequent and regular occurrence, the result is invariably the same, fueled by bribery, treachery, and murder the true politics of Hub is decided not by politicians, but by syndicate heads and mafia dons.
Not always so hopelessly corrupt, Hub was born in the eighteen hundreds as an axis of shipping and quickly developed into a major industrial stopping point for westward and eastern bound goods. Manufactured goods from the east, raw materials from the west & south, all made their way through Hub as they headed toward their destinations. However with 1903 and the Wright Brothers came the invention of the air plane, and with it, the death of Hub. Goods were no longer shipped by land, and thus, Hub was no longer needed as a way-station. The city briefly attempted to revive itself as an industrial center, dedicating much of its income to becoming attractive to manufacturing centers, Hub, with a largely blue collar populous and largely inexperienced & underpaid police force, became attractive to organized crime instead.
The death of the city began, as most do, with the creeping moral decay of its infrastructure. Beat cops & detectives fell into the pockets of mobsters and mafia dons, then as years drew on, those same officers rose through the ranks becoming lieutenants, captains and chiefs of police. With the corruption of their superiors, the new generations saw no reason to remain moral and quickly fell into the same pockets as their superiors. As this went on the criminal organizations solidified their rule on the city, and though many organizations have risen and fallen through the history of Hub, the corruption of the infrastructure has remained virtually untouched.
Hub City now stands as a festering corpse of a city, filled with hopeless, downtrodden people, and carelessly harboring some of the worst criminals in the nation.
Locations
Seaside Acres-North northwest
Despite it's name, the Seaside Acres gated community is, like all of Hub, landlocked. The name finds its origin in the colorful titles adopted by the current mafia. Steven "The Whale" Mandragora, and his organization use oceanic nicknames to show their association, and as Seaside Acres is almost solely inhabited by men and women with mafia connections, the name was changed when Mandragora moved in, as a symbol of his newly established control over the city.
A large, ornate bronze gate & an armed security guard greet those at the entrance to this sprawling green suburb. Seaside Acres remains one of the few places in Hub City where men can live comfortably. Despite being home to the majority of the mob's administration, the Acres boasts the lowest crime rate in the city, enforced by the simple fact that the HCPD are stopped at the gate, those that commit crimes against the residents of Seaside Acres are dealt with by the residents of Seaside Acres, and if one doesn't mind living next to serial killers, drug dealers & assassins, they can live quiet comfortably in Seaside Acres.
The lawns are green and freshly manicured by the community's own mafia-vetted gardening service, the yards are decorated with everything from koi ponds & gazebos to patio furniture & pools, depending on the owner's tastes and the homes themselves are veritable mansions, the largest of which, belonging to Steven Mandragora & his family, boasts thirty six different rooms, and in addition to twelve neat acres of land it includes a thirty six foot heated pool and a hot tube large enough to fit a dozen people.
The Seaside Boarding School, is the community's private school district K-H, is well funded by the mafia and consistently ranks as the best school in the city, and though the staff are encouraged to look the other-way regarding the student's home life, they're fully capable educators, though the focus of their science and criminal law classes are, in a word questionable.
Uptown-North northeast
Tall silver sky scrapes stretch up into the smog, unorganized gangs of thugs and hooligans stalk the streets, and mafia kings ride their long black town cars to their five star clubs and four star restaurants. Violent crimes are largely restricted to those who look for them, the drunken hooligan who starts a brawl at the bar, or the coked up junkie who doesn't know when enough is enough, and almost always the police end up hauling them away. The mafia still runs the show, but they're significantly more subtle about it, the upper crust of Hub come uptown to enjoy themselves, and let no one ever say that the mob doesn't know how to have a good time. They allow the police to function uptown just enough to keep the streets clean, but when it comes to inside the clubs, behind closed doors, and in back of VIP rooms, the officers and lawyers of Hub City, indulge side by side with the mobsters and murderers.
The Barracuda Club
The hottest night spot in Hub; the Barracuda Club is owned & operated by one Johnathan 'Barracuda' Bertellia, general in Steven Mandragora's mob. Completely unapologetic about his mafia connections Johnathan Bertellia styled the Barracuda Club after the old Rat Pack Jazz Lounges of the last great mafia dons. Dim lights, deep booths, barely dressed cigarette girls as well as blatant disregard for the laws against smoking inside clubs, on the surface the Barracuda Club appears to little more than a dash of nostalgia, and a cool crisp hangout for the city's suit & tie criminals.
In truth not only do the cigarette girls sell more than cigarettes, but more than criminals frequent this club. Made the hottest night spot in Hub through a combination of criminal investors, criminal action, and a criminal's disregard for all the right laws, today the Barracuda Club stands as the hippest hottest place to be within Hub's walls. The dim lights and cigar smoke mask meetings between corrupt politicians, criminals, officers of the law, and any all of Hub City's most fashionable citizens, over eighteen, or simply in possession of a well made fraudulent ID that claim such.
Most nights the club stage plays host to a full jazz band accompanied by a lounge singer, though even when it's not, cool jazz is pumped through the club, entertaining the patrons as they enjoy the services of the full bar, working kitchen and behind the vale of the VIP room, the occasional cigarette girl.
Hub City School District
Deplorably underfunded the Hub City School District divides funds that would be insufficient for much more than one school between three preschools & grade schools, two Jr. High Schools and three Sr. High Schools, many of Hub City's schools are quiet possibly the worst schools in existence, the grade schools recent installed metal detectors at the entrances to the grounds, bringing their security measures up to date with the Jr. and Sr. High Schools. Much of the schools within Hub are more tightly controlled than some prisons, and some of the students can be as bad as prisoners. Though as bad as the students are, the teachers are worse.
The staff of Hub City's public schools are the men and women who simply couldn't get employed anywhere else. The teachers are alcoholics, drug addicts and in some cases, actual prostitutes. The students learn more usefully things in the streets than in the classrooms, and virtually everyone involved knows it. Less than half those enrolled in Hub's High Schools make it to graduation, most drop out, many die, the lucky ones move away, and less than one percent of those who do graduate go on to enroll in a university, those that do, are considered the lucky. The only thing Hub's schools have going for them, is an overall average sports department. Though most games are unimpressive, they are popular make out events for the students and the school jocks are, as with most schools, the ruler of the schools.
Many of Hub's High School sporting events have actually been the basis for inter-school riots. Many, if not all of the students have affiliation with one or more of Hub's numerous street gangs, and as many of these gangsters attend the sporting events armed, it takes little provocation for a riot to break out. Inter-school rivalries are often marked by vandalism & attacks on the rival school's stars, which of course, does not go without retaliation.
East-side Park-East northeast
A large park trimmed with local flora, though these days the local fauna amounts more to rats and squirrels than deer and ducks. Needles of the various fur trees carpet the cold earth between the winding cobblestone bike paths. Few bikers frequent these paths, more often, the homeless, the drug addled, the criminal or their victims are found in the pine needles, more of the park's color comes from crime scene tape, than flowers or decorations, the discovery of a recent or rotten corpse nearly a weekly occurrence somewhere within the ferns and needles.
By day the park is, at best, neglected, at worst, a heap. No one bothers to combat the rampant litter, and no one could even if they cared to try. Used hypodermic needles are almost as common as pine needles, and some of the homeless make good money collecting and exchanging them, when the local punks aren't busy harassing or out right beating them. Graffiti is a popular after school activity for the local kids, scrawling their tags or signs across trees, benches, large rocks, any surface wide and flat enough for them to make their mark.
By night, the park is tantamount to a death trap. Hooligans stalk the paths like midnight predators, picking off the weak and vulnerable, murder and rape are a common occurrence to anyone stupid enough to step off the beaten path. Even if one manages to avoid the opportunistic predators, the professional murders often stop by after dark to dump their kills, the mob's grave diggers are seldom welcome to interruptions and the drug addled minds of the junkies doesn't often take strangers in the dark as kind signs. Most Hub natives know to avoid the park after dark, unless well armed, or well known.
Mermaid Lake
A large, muddy lake that may look like a mermaid from about six thousand feet if you close one eye and squint a little in the dark, whilst blind, this lake is generously called the largest body of water within Hub's boarders. In truth it's contents is more of a murky sludge than water, the edged chocked with mossy algae the bottom coated with dense underwater flora, the lake has become a popular dumping ground for the mob, by many a moon lit night, unfortunate souls of Hub have been hurried beneath the lake's bank, and over the years everything from muscle cars, to family vans, to one small aircraft have been pulled from the murky depths.
Rumors have it that the constant stream of death & decay have caused the lake itself to take on an ill temperament, and this, along with the fouled water and generally unpleasant stench emanating from the lake, keeps tourism down. Though no ghosts have been confirmed, the surface of the water has been known to give off a slightly green mist when the light is right.
Faye Folk Fountain
Once the central star of the East-side park, the Faye Folk Fountain depicts a scene from Shakespeare's classic play, a Mid Summer's Night Dream, more specifically, it depicts Titania and her four servants waiting on Nick Bottom. Sculpted from black stone and accented by bronze, in it's hay day the fountain was quiet the work of art, though now it's glory is buried beneath decades of dust grime and graffiti, and as water hasn't flowed from the fountain for several years now, it has become a popular spot for the park's narcotic abusers to congregate with their dealers.
Factory District-East southeast
Once the industrial heart of Hub, the factory district hosts dozens of industrial complexes which, in their day, pressed out everything from luxury cars to children's toys. Today, much of the industry of Hub stands still. The last few recesses of this district to remain active are the steel mill, continuing to employ hard working Hub men and woman, and pump out heavy plates of pressed steel to be shipped off to some other city, to be used in the manufacture of everything from luxury cars to steel plated children's toys.
The train yard sits on the eastern edge of town, its rusted iron tracks used to run all throughout the city. Most of them were broken down for scrap, but bits and pieces of forgotten rails still speckle the outer edges of the yard.
Hub City Central Industrialized Power
A large coal burning power plant, responsible for powering the majority of the city. This plant has been called archaic by some, and criminal by others. It's one of the last remaining coal burning plants in the country, and though over the years many attempts have been made to replace it with a cleaner burning solution, the plant, like Hub simply seems to endure. The three brick towers can be seen from across town, and the great black clouds they belch out into the constant overcast above the city can be seen from anywhere within it's boarders.
Hub City Central Train Yard & Switching Station
Once one of the largest switching stations in the nation, today the Hub City train-yard stands as little more than a testament to what once was. Rusting cab cars stand beside outdated engines waiting to be melted down for their steel or simply broken up to be sold as scrap. Years of rain and rust have stained much of the gravel red, and many of the old engines seem forgotten even by the scrap yard. Teenagers have found the old train yard a decent place to drink, party, and conceive children, while the mob has been known to use the empty lots and old engines for 'interrogations.'
On occasion, the two have over lapped, ending unfavorable for the teens, most famously when several members of a graduation celebration encountered a half dozen gangsters. Only those who saw their faces would have been killed, had the others not come to investigate the shots. When all was said and done twenty six high school graduates were gunned down in the train yard, and not a single man was arrested. The case is still open.
Paradise Lane-South southeast
The actual Paradise Lane is only a single street running fifteen blocks east to west, and though the street itself doesn't even occupy the center of the area which has taken its name. The origin of the name comes from the numerous prostitutes which troll Paradise Lane. Originally, several decades ago, Paradise Lane was where you went in Hub if you wanted to pedal or buy some flesh. When the mob moved in however, Paradise Lane became dramatically over crowded and forced to expand.
Once the mob moved in however, prostitution became a major industry, and Paradise Lane itself became insufficient. Territorial women and rivaling employers needed spaces between one another. It started with hotels, full bars and women willing to follow you home for the right price, then it became strip clubs, most of them employing women willing to do more than take their clothes off. Then it became brothels, out right whore houses. On paper they're motels, or down some of the nicer streets hotels, but they're almost entirely staffed by loose women, and even those that won't have sex with you, will likely be able to procure someone who will, among other things.
Today, the area known as Paradise Lane is the single largest red light district in Hub. None of the actions technically legal, the mob polices the area more than the actual police. The various different streets offer the discerning citizen various different intimate interests stretching the gradient from perfectly legal, excusing the prostitution, but otherwise dry exercises, to very specific performances involving very specific people wearing very specific costumes.
Elysian Fields
On paper, the Elysian Fields is a large fourteen story hotel averaging about three and one half stars, nice but not great. In mythology the Elysian Fields are the place within Hades where heroes may find their eternal rest, a kind of paradise for the worthy. In Hub The Elysian Fields is the latest center of prostitution to take up root in the southeast of town. 'Owned' and operated by a madam known as 'The Angler' she's famed for never letting a girl, or guy, go once she gets her hooks into them, and is responsible for maintaining the mob's rule over the streets of Paradise Lane.
In truth the Angler is a coward and, well, a whore. She works out of the Elysian Fields alongside every school girl she lures in, and is often viewed as more of a mother than employer to the many workers of Paradise Lane, the various girls serving as her eyes and ears on the streets, reporting back to their mother Angler, who in turn reports back to the mob, insuring they maintain their hold over virtually all of Hub, through less violent means, when possible.
Stern's End Slum-South southwest
Equal parts condemned buildings and rat infested projects, Stern's End redefines slum. The only flora comes from the brown and prickly weeds growing up from the deep cracks splitting the pavement & roads. The only fauna is restricted to largely feral dogs, cats, rats and flying pests of every variety. Largely residential, the people of Stern's end suffer under rampant poverty, wide spread drug abuse and addiction, as well as prolific violent crime of every variety. The police make the occasional appearance, though are largely absent after dark, and without any real incentive from the powers that be, they're mostly restricted to clean up, tapping off crime scenes, hauling in the obvious murderers, and leaving the rest of the people to rot in their own filth.
Even the mafia knows better than to spend more time than necessary in Stern's, though their enforcers keep the peace, what little of it there is to keep, even the mob knows better than to travel through Stern's End alone.
The Church of Saint Sebastian
A relative new comer to Hub, the Church of Saint Sebastian is located in an old, previously abandoned, church in the rough center of Stern's End. The church was built back when the city was in its prime, and though it has seen better days, the new occupants have done their best to restore it. Though the grass is still dead, the graffiti has been painted over, the bell has been replaced, and the bullet holes have been plastered over. Some of the spiders and bats aren't getting the hint, but the congregation meets every Sunday and have brought some much needed care back to the old church.
The congregation has made an attempt to bring some care back to Stern's End, shooing the rats away, feeding some of the cats & dogs out the back of the church, and encouraging the locals to take pride in their community. The result is that they're often targeted for vandalism, and more often than not the sides of the church are tagged with some manner of graffiti encouraging them to go away and give up. Despite this the church's leader, Saint Sebastian the 9th, continues to preach virtue and love every Sunday, and several of the congregation have been known to picket known mob establishments. Though not the first grass roots reform movement to show itself in Hub, it is the first to show a surprisingly consistent ability to keep it's members alive.
Digger's Field Park
A small residential park that was once quiet the pleasant place, picnic tables, jungle gyms, sandboxes and swing sets are all still present but few parents let their children play here, at least not responsible ones. True enough, inebriated or intoxicated teens can often be found avoiding their likely broken homes here, and sometimes their younger siblings will come to find them, or accompany them, but between the litter, the graffiti and used drug paraphernalia, it's hardly a safe environment for children.
Downtown-West southwest
The most classically 'urban' area of Hub, downtown offers everything one could want, tall buildings house cheep apartments, fancy hotels and the corporate offices of what businesses remain, while off the street you can find discount grocers, all night diners and chain restaurants. In the alleys you can find just about anything you could be looking for, drug trafficking is at its worst here with virtually every illegal narcotic being available, all marked with the local dealer's crest, resembling the constellation Cancer, and while the variety of flesh available here may not be as wide as further east one doesn't generally have to look too far for loose women willing to join them.
Hub City Penitentiary
Colloquially known simply as 'the Pen' and the oldest standing building in Hub, the Hub City Penitentiary has quiet a history. Originally constructed to detain convicts arrested as they traveled through Hub, the prison has become almost famous for its inability to maintain security. Dozens of convicts have escaped from within its concrete walls over the years, and countless more have tried. The soil beneath the penitentiary have been riddled with veritable catacombs of escape tunnels, and old convicts tell tales of those who, in attempting their own escape, dug into previous tunnels and made their way out through them.
Whether because of these stories, or simply because of the remarkably underfunded staff's careless attitude, tunneling has become a popular means of attempted escape for decades. Unfortunately, while there are confirmed tunnels beneath the prison, some of which do in fact reach freedom beyond the prison's walls, many of them are incomplete and as all of them are poorly built, poorly dug, unenforced convict tunnels seldom bigger than their architect needed, they are dark, cramped, cold and uncomfortable.
Over the years, hundreds of prisoners have been reported missing from their cells within the Pen. Few have ever been seen again, and though it is likely that some of them managed to escape and remain unseen, it has been confirmed that at least fifteen convicts have met their demise during an attempted escape. The ill built tunnels beneath the prison are unlit and even if one does dig into an existing tunnel they have no way of knowing where it goes. This combined with tunnels that fail or collapse has caused many men to become buried alive beneath the prison, and though only fifteen of these unfortunate convicts have been confirmed and removed, many more are believed to still be buried beneath the prison.
Some say that this has caused the prison to become haunted by the souls of those that have died there. Rumors of ghostly activity, phantom prisoners, unexplained noises and deathly chills have been reported for years, by prisoners and the prison staff. According to three separate 'paranormal investigators' the prison is one of the most prolifically haunted places in America, and one of the so-called psychics who visited later died of a brain aneurism, he may have been the only one to visit with legitimate psychic powers.
Regardless, the prison remains open for business, due in large part to the massive overcrowding of all local prisons, but also in no small part due to its reputation. While going to jail is little threat to most of the criminals within Hub, being sent to the Pen is often regarded as cruel and unusual, making it one of the few things HCPD has to threaten with.
Sunny Arms Apartments/The Halls of The Abaddon
The Sunny Arms Apartments were an over all average multi-story apartment building, each unit was neither uncomfortably small nor unnecessarily large, they each came with a built in kitchen, and the nicer rooms had a full bath with them. That was a twenty or so years ago now. The Sunny Arms Apartments is now completely bankrupt. The building was going to be gutted and refurbished, but the contractor skipped down after tearing virtually everything he could out of the building. After that funding fell through and the current actual owner of the gutted building is the city, though they have no plans to demolish or renovate the building, they frankly seem unaware that they own it.
Recently however a group referring to themselves as 'The Religion of Crime' have begun squatting in the gutted remains of the apartments, referring to it as "The Halls of the Abaddon" Abaddon referring to the biblical demon Apollyon, known as 'the Destroyer' as well as an archaic term for absolute destruction. The Religion Advocates a kind of divine will similar to psychopathy which states that if a person is physically mentally and spiritually capable of something, than it is god's will for them to perform that action and they should not feel guilty for their actions or remorse for those they have committed crimes against.
For this reason the creed has become very popular among the younger criminals of Hub, using it as a sort of personal validation for their most violent or depraved actions. The priesthood itself advocates a sort of, twisted version of the perfection of self philosophy, training themselves both physically and mentally in an attempt to discover the outer most limitations of their minds, bodies, and spirits, carrying their trainings and mediation to such extremes that many actually practice self mutilation in order to 'perfect' their physical forms.
Offices of Richard Occult, Private Investigator
Five floors a basement, red bricks, brown doors, yellow stained windows and a rather persistent roach problem make for a rather unimpressive office building. While technically only the second floor is being rented by the PI known as Richard Occult, the rest of the building stands vacant. Richard Occult has been using the third floor as his personal living quarters, and his secretary Susan, has taken to vacuuming and cleaning the various rooms in the floors above once a week, keeping them relatively clean, for unoccupied offices in Hub.
Despite being able to pay the rent and utilities every month, Richard Occult doesn't actually seem to do much investigating. Few if any people come in looking to employ him, and when they do they generally can't pay. Most of his income comes from mugging the local criminals, muggers, drug dealers, the occasional mobster, nothing too outrageous but enough to keep a tidy sum in his wall safe and insure he has plenty of money to pay for food, utilities and a little extra for, extra things.
Police Plaza-West northwest
Police Plaza is the name given to the governmental district of Hub. The one area where the police still have a firm hold, Police Plaza houses the HCPD headquarters, the courthouse, the mayoral offices and most of the other essential governmental utilities required to insure the continued illusion of control. Here, crime is remarkably low, even in Hub few people are stupid enough to start trouble in front of Police headquarters, and even the Hub City PD have some sense of pride left. If there's one area of the city they refuse to surrender it's Police Plaza.
The plaza itself is built like a fort, at the center of which is the courthouse. Rumor has it that the police have secretly mounted several fifty caliber machine-guns as key locations around the plaza just encase the city ever devolved into full riot conditions. These rumors are true, however along with military grade machine-guns they also have tear gas grenade launching cannons, and riot suppression hoses.
Last edited by TheDeceiverGod on 7/15/2011, 10:23 am; edited 1 time in total
TheDeceiverGod- Admin
- Posts : 1875
Join date : 2009-06-29
Age : 35
Re: Hub City: Only dead if you want it to be.
The Hub City Hundred
The mafia's name is "The One Hundred" these Characters are members of the Hub City branch, however, they are not then entire Hub City branch, just the ones you'll be dealing with.
The Great White Whale- Spoiler:
Name- Steven Mandragora
Age-47
Alignment-Lawful Evil
Alias- “The Whale”
Appearance
Hair-Short white, slicked back
Height- 6’ 11’’
Weight- 795lbs
Dress
Formal-Soft blue business suit with matching vest, tie and white undershirt.
Casual-Blue & Yellow Hawaiian shirt, soft blue slacks, open toed sandals.
Eyes- Red
Skin- Type I: Von Luschan’s Chromatic Scale
General-
Abilities
Physical abilities
Nemelia Skin Disorder: A hereditary disorder characterized by excessive build up of calcium and other minerals within the skin of the afflicted. Skin cells build up; weigh down the subject and death usually occurs as a result of immobility or a crushed skeleton.
Steven Mandragora has found a method to combat the disorder through rigorous exercise and a carefully controlled diet. The disorder has causes his skin to take upon a heavily armoring nature, providing him with extremely durable skin, while the rigorous exercise required to maintain his health has pushed Mandragora’s muscles to near super-human levels.
Very nearly bullet proof, Mandragora’s skin makes up the majority of both his body weight and body mass, and does in fact account for the ‘folds’ which appear to be fat.
Mental abilities
Elegant Brutality: Mandragora has perfected a style of leadership that combines the best, and worst parts of brutal tribal warlords, and tasteful mafia heads. The result is that he has simultaneously become one of the most feared and respected mob leaders
Metaphysical abilities
None
Paraphernalia-
Delilah- A long slender harpoon build of black dogwood and tipped with a hand forged steel head, this harpoon is one of the few things Mandragora retains from ‘the old country’ and is the actual source of his nick name “The Whale.” Back when he was a simple enforcer for the European mafia, Delilah was his signature weapon, carried within his coat or in the back of his car. These days Delilah spends most of her time hanging on the wall of Mandragora’s office inside his stately sixty-four room mansion in the back of Seaside Acres.
History-
Steven Mandragora was once an enforcer for crime boss Franco Bertinelli. One day, Mandagora grew tired of taking orders, so he turned on his boss and murdered him, together with his wife. Unknown to him, Franco's young daughter, Helena, watched the murder from the closet where her father had hidden her. Mandragora became a criminal kingpin himself.
Several years later, Mandragora was in federal protective custody (whether because he had been arrested or had turned himself in was unclear), and was being offered immunity from prosecution in exchange for testifying about his business associates and rivals. Secretly, however, he was merely stalling for time while his underlings were rescuing his son, Edgar from a rival gang who had kidnapped him. Once Edgar was transported to the States, Mandragora planned to escape custody and disappear with his son.
He was also being tracked by Helena, who had grown up to become the vigilante Huntress. With the aid of the Question, she caught up with him just as he escaped his federal minders and was reunited with his son. She had planned to execute him, but the appearance of his son changed her mind: it revealed a more human side to him, and she was not willing to put another small child through the horror she had experienced.
Instead, she thwarted his plans to disappear, and he was returned to federal custody, now left with no choice but to cooperate for both his and his son's sakes.
However, that plan only lasted a few years. While he and his family relaxed in federal protection for a couple of years, as soon as they were out of the spotlight Mandragora and his son, as well as many other members of his immediate family slipped out of surveillance and went to the one place not even the Justice League would care enough to look for them. Hub City.
Within the year Mandragora had reestablished his criminal empire and was the premier criminal in Hub City, with his fingers in everything from the lucrative drug and prostitution rings, to the local government and police forces.
- Spoiler:
Name- Dr. Edward Salazar
Age- 43
Alignment-True Neutral
Alias-“The Swordfish”
Appearance
Hair-Messy Brown slightly balding.
Height-5’ 9’’
Weight-217lbs
Dress-Plain white button up business suit, red tie, matching slacks.
Eyes- Hazel
Skin- Type III: Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Athletic Body: Dr. Salazar regularly exercises, practicing the ancient art of fencing on a daily basis as well as owning an utilizing various fitness equipment. Despite this, Dr. Salazar’s busy schedule and hectic life takes its toll on him, preventing him from truly perfecting his physical attributes.
Mental abilities
Medical Education : Dr. Salazar is one of the most respected physicians in Hub City, and he enjoys a lucrative private practice catering to the, primarily legitimate, medical needs of Steven Mandragora and his employees. This provides him not only with significant wealth, but with regular experience operating on wounded patients and proscribing various medications.
Metaphysical abilities
None
Paraphernalia-
Silver Epee-While not an everyday weapon Dr. Salazar does practice sword play on a daily basis and regularly utilizes his replica epee for this training, and while like all epees his is thin flexible and extremely light weight, Dr. Salazar is capable of utilizing it with near pin point precision.
.45 Caliber Pistol- The more practical weapon of choice for those in his given profession, Dr. Salazar keeps a small .45 caliber pistol on or near his person at all times, whether on the job or at home. However, the handgun is more for show than function, as the doctor virtually never practices with it, and his accuracy leaves something to be desired.
History
Edward Salazar had always wanted to be a doctor, to help people, to combat diseases, to discover new cures, but the closer the came to achieving his dream. Edward first encountered the reality of medicine when he was in his second year of med school. Still eager to improve the world, the young Dr. Salazar sought to find an internship where he could help and learn from those already doing good works, only to discover that those who were doing research into such things as radiation poisoning, caustic mutations, and lethal diseases, were dramatically underfunded, many to the point that they could not afford to pay an intern, and Salazar, already in debt for his students loans, could not afford not to be paid.
Edward was forced to find employment elsewhere and ultimately spent the majority of his medical internship at Hub City General Hospital, where he saw firsthand the despicable practices of corrupt medical boards and profit-centric insurance agencies. Ultimately by the time Edward Salazar managed to actually become a medical doctor, he was completely jaded to the prospect of actually helping people as one.
Still Dr. Salazar did his best to follow his childhood dream, and went to work healing the huddled masses at HCGH. There he became one of the top rated surgeons, and eventually met and married a young nurse. However the Hospital board, along with the local government, remained as corrupt as it had been in his youth and in defense of the last inch of his childhood vision, Dr. Salazar became a vocal opponent of the Hospital’s corrupt and profiteering practices, until such that he was fired for a fictions offence, and black listed from opening a legitimate medical practice, at which point his wife left him.
Finally broken of his delusions of fairness and justice existing within the world, or at least Hub City, and thinking of his young son Erik, Dr. Salazar took the only offer that was extended to him, and went to work for Steven Mandragora.
- Spoiler:
Name- Edward (Eddy) Erikson
Age- 37
Alignment-Lawful Neutral
Alias- “The Eel”
Appearance
Hair-Short Neat Blonde
Height-4’ 3’’
Weight- 147lbs
Dress-Tan suit, white undershirt, black tie, burgundy socks, black shoes.
Eyes-Brown
Skin- Type II: Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Squirrely: Eddy Erikson is a very small man, and has been for most of his life, and because of this, he has learned to be very observant of those around him. He has something of an innate sense for when their disposition changes, or when they’re going to become violent. This has served him well as a lawyer, knowing when to push and when to fold.
Mental abilities
Fallaciousness: Eddy, for as long as anyone can remember, has always had a talent for bending the truth. It started as a self defense mechanism, when targeted by bigger, stronger boys, or girls, Eddy would make up something just plausible enough to get him out of trouble, and as he grew older, he soon learned to use this to his advantage.
Hub City Lawyer: Mr. Erikson has practiced law in Hub for many a year, and has learned every trick of the trade there is, including which judges take bribes, which court officers work for the Mob, when to go to trial, and when to have a witness ‘disappear.’ In whole, despite his size, Edward Erikson is one of the most respected, and feared, lawyers in the city.
Metaphysical abilities
None
Paraphernalia-
9mm lady’s pistol- In furtherance of his career, and his longevity, Edward Erikson has purchased and registered a small compacted & lightweight 9mm handgun, designed to be easily utilized by women & those of small or frail build, Eddy has become quiet the proficient shot, visiting the gun range at least once a week.
History
Eddy Erikson grew up on the bad side of town, which is to say, he grew up in Hub City. Eddy has always been a small boy, and has almost always been picked on for it. When he was a child he got by on wit and guile, as he grew up, he learned how to manipulate others to his own advantage, so it was only natural that he would go on to become a lawyer.
Eddy never had much interest in pursuing the common good. He had spent most of his life hiding behind the thugs and crooks of Hub, and he’d always had friends he could rely on to help him out. Due to his small stature, few people ever thought he could do any harm and so he never managed to keep any enemies for very long.
Once he had a suit & tie, he decided it was his turn to give back to the thugging community and Eddy became a criminal defense attorney almost straight out of law school, and almost immediately after that, he became one of the best. He began giving back to his friends by keeping them out of prison, and it was his talent at just that that earned him the ear of Steven Mandragora, given a few cases on a trial basis, every time Eddy was able to earn the defendant a reduced sentence, or outright freedom, even through the use of some less than legal means.
His constant success, and his backroom dealings, earned Eddy Erikson the station of personal lawyer for Steven Mandragora, and all his dealings.
- Spoiler:
Name- Anthony (Tony) Dechinko
Age- 41
Alignment-Lawful Evil
Alias- “King Crab”
Appearance
Hair-Trim black w/ 5o’clock shadow.
Height-6’ 7’’
Weight-314lbs
Dress-Musty brown overcoat, dark brown jacket, white over coat, brown pants, black shoes.
Eyes-Hazel
Skin- Type IV: Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Brute: Tony Dechinko has always been a thug, ever since he was big enough he’s been using his muscles to get others to do what he wants. He’s lost count of how many fights he’s been in, and how many people he’s beaten to a pulp. With no formal training Anthony simply fights fist flying, and uses his size and brute strength to overwhelm his enemy.
Mental abilities
Measured Violence: Dechinko has encountered, and caused, violence almost everywhere he’s gone, and he’s learned just how much it takes to reach certain ends. He can tell when someone’s had enough, and when someone’s taking as good as they’re getting. He knows when he’s out classed, and when he’s the goliath, and he knows what to do not matter what end of the fight he finds himself on.
Metaphysical abilities
None
Paraphernalia-
Brass Knuckles-Technically made of stainless steel. Tony keeps a pair of these metal knuckles tucked in the back pocket of his pants, and will typical break them out if he encounters someone he’s having difficultly, persuading.
“The Claw”-For the slim chance he encounters someone he can’t just beat down. Tony has taken to carrying a twelve gauge pump action shotgun hidden down one pant leg, and it’s become something of a signature of his to use this weapon to blow the lock off any door standing between him and his target. In furtherance of the ‘Crab’ moniker, he has begun referring to this gun as “The Claw.”
History
Tony has always been a thug. When he was little, he used to push around the neighbor kids, when he got older, he pushed his classmates around, and when he graduated high school, he became a professional leg breaker for the local drug dealers, until eventually, he got tired of working for them, and decided to muscle them out too.
Far from being a simple brute though, Tony possessed more than just the ability and will to fight. He had the brains to know when to fight fair, and when to utterly overwhelm his opponent. It was this tact combined with the respect gartered from his subordinates, originating from the fact that he was someone who, not that long ago, had stood in their shoes that made him an ideal candidate to work for Steven Mandragora.
As soon as Mandragora arrived in Hub City, he heard about Tony ‘King Crab’ Dechiko, the drug kingpin responsible for almost eighty percent of the Crab moniker stamped drugs flooding downtown Hub. Mandragora sought out Anthony, and immediately hired him. Now the ‘King Crab Kingpin’ has his claws in virtually every drug deal taking place anywhere within Hub City, and of course, he pays up a handsome thirty percent to boss Mandragora.
- Spoiler:
Name- Jonathan (Johnny) Bertellia
Age- 33
Alignment-Neutral Evil
Alias- “Barracuda” “Bitey” “Chompers”
Appearance
Hair-Balding black, with a touch of grey.
Height-5’ 9’’
Weight-239lbs
Dress-Blue silk shirt, black silk trousers, black socks, black dancing shoes
Eyes-Hazel
Skin- Type IV: Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Chemical Resistance: Jonathan Bertellia is a party boy, in every sense of the word. If it can be shot, snorted, huffed, smoked, injected or otherwise done, Johnny’s done it. The result of this is that his body is so used to foreign substances, that it hardly notices all but the most potent of chemical cocktails.
Mental abilities
Talented Liar: Johnny has a talent that comes in quiet handy in his line of businesses, lying. He simply has no problem retaining a straight face while talking out the side of his face. He can tell the most horrid woman on the planet she’s a jeweled flower and the convince the most determined detective that that girl never told him she wasn’t eighteen.
Metaphysical abilities
None
Paraphernalia-
Drugs & Narcotics
History
Johnny Bertellia has always been the life of the party; he has always enjoyed being the center of attention and bringing merriment and joy to those around him. When he was in high school, his were the parties everyone dreamed of going to, where alcohol and other substances were free to those who desired them, but weren’t pushed on those who didn’t, where the men were buff, and the women were drunk.
Jonathan was a frequent flyer on the Hub City club circuit, thanks in large part to a wealthy family and a the name of an excellent forger, and thanks to making several of the wrong kinds of friends he became a well known buyer and seller on the Hub City drug market even before he left school. Such that once he did, he already had his career lined up for him.
Bertellia began simply dealing to his friends and associates at the various parties and festivities he frequented, people became interested in his business to the point of various parties, including the King Crab, removing his original dealers in favor of employing him themselves.
By the time Mandragora came to the city, Jonathan Bertellia was one of, if not the premier party dealer to the whole of the upper class of Hub City, and when Mandragora did come to town, the united mob bankrolled the opening of ‘The Barracuda Club’ Bertellia’s own club, which soon became the pinnacle of Hub City night life, through both the hard work of Jonathan and the mob, as well as the often violent elimination of its competitors.
- Spoiler:
Name- Nathan Samuelsson
Age-28
Alignment-Neutral Evil
Alias- “Sea Snake”
Appearance
Hair-Wavy Brown
Height-5’ 9’’
Weight- 249 lbs
Dress-Black collared shirt, grey blazer, black tie, matching pants, & dark shoes.
Eyes-Blue
Skin- Type II: Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Streetfighter: Nathan has been involved, won and lost, many street fights since his childhood. He’s always been able to hold his own in a fight, and despite receiving a laundry list of injuries over the years, none have managed to keep him down.
Mental abilities
Charisma: Nathan is both handsome, and intelligent. He knows how to read people, and how to motivate people. He’s able to gather friends no matter where he might find himself, and is a generally reasonable and likeable person.
Metaphysical abilities
Paraphernalia-
Chain- A long, approximately three foot length of cast iron chain. Nathan has experience utilizing chain during streetfights and it’s one of his preferred weapons when attempting to give someone a beating, but leave them alive. He wears this length of chain as a belt, tucked beneath his blazer.
Crowbar-A, slightly rusty, cast iron crowbar, picked up from some rubbish and held over from the days when Nathan would make his living breaking & entering. He now carries this with him in his car beside the emergency brake.
9mm Handgun- Kept tucked in the back of his waistband, this compact black 9mm handgun is his official killing weapon, and though he doesn’t favor it much, more likely to start a fight with his other implements, if he wants to kill someone, he will invariably do it with this handgun.
History
Nathan, despite being natural charismatic, has never been one to associate himself with other people. Growing up, he had a small clique of friends, mostly just the kids from his block, and that was fine with him. He became their leader in the same way that most children elect their leaders; he was the one best liked by the others, and he always seemed to have the ability to both get them into trouble, and get them back out.
But as all friendships must, Nathan’s soon faded. They stayed in touch, more out of the fact that they still lived on the same block, but his friends found their own way and he held no grudge against them for it. He found his own way too, and that way was breaking into buildings and looting them while the owners were away.
He didn’t have much trouble finding himself partners in crime, and he never had any trouble committing the crimes, but, just as he had with his childhood friends, Samuelsson never felt any real kinship with his new comrades. Despite this when he and the rest of his gang were caught, Nathan remained true and didn’t implicate any of the others. They were not so loyal.
Nathan spent the next four years in a juvenile penitentiary where he learned how to defend himself as well as perfected his chosen trade. When he was released on his twenty-first birthday, he sought out and savage beat the former members of his gang, resulting in the death of one of them.
Almost immediately after he was looking to reconstitute his gang and return to his old ways, with his new found skills, however, word of his brutal vengeance had reached the ears of on Steven Mandragora, and respecting him for both showing loyalty and exacting vengeance, Mandragora made him a job offer. Together with Mandragora, Nathan established himself within Hub City, standing by Mandragora’s side as he annexed the other mobs to ultimately secure rule over the city.
- Spoiler:
Name- John Monroe
Age- 32
Alignment-Lawful Evil
Alias- “Tigershark”
Appearance
Hair-Black Cornrows
Height- 6’ 4’’
Weight-328 Lbs
Dress-Green tank top, worn blue jeans, black belt, sneakers.
Eyes-Black
Skin- Type VI: Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Brawler: In and out of institutions for most of his life, John Monroe spent more time around or involved in all out brawls before the age of eighteen than most people see in all the years after. These experiences have taught him a number of things, the foremost of which is how to navigate such encounters. John Monroe is unrivaled in his ability to maneuver through active combat, as well as locate & use improvised weapons within brawls.
Mental abilities
Son of the System: In and out of everything from juvenile penitentiaries to foster homes and half way houses, Monroe has never really developed the ability to attach to anything or anyone. Though not consciously aware of it John believes that no matter his own actions, everything and everyone will eventually leave of betray him, and as such, he has become cold and cynical as a way to protect himself.
Metaphysical abilities
None
Paraphernalia-
None
History
John Monroe never knew his parents, he doesn’t even know if Monroe is actually his last name, but so he has been told. He was made a ward of the state before he could even remember, told that his parents were deemed unfit, he’s learned to assume that they were drug addicts, or other such people, and honestly, he’s never really missed his parent though that isn’t to say that he hasn’t wondered what his life would’ve been with them.
He’s been bounced between foster homes, juvenile detention facilities, half-way houses, and outright prisons for most of his life. It wasn’t until his thirtieth birthday that Monroe realized he needed to start considering his future, because up until that point he honestly hadn’t thought he’d live to a future.
The future he chose was one of blood and violence, at first, he dabbled in contract killing, nothing too professional, he simply found his marks and beat them into a bloody smear. It made him money to live on a little to put away, and earned him the eye of one Steven Mandragora. Monroe had actually never heard of Mandragora before being hired by the massive mob boss, but after a few jobs he became well acquainted with him, such that when Mandragora decided to set up shop in Monroe’s home town of Hub, he was one of the first to be called.
For the next few years John Monroe along with Nathan Samuelsson was responsible for pointing out the movers & shakers of the city, showing Steven Mandragora who to bribe, who to beat, and who to disappear. Now John acts as the lead enforcer for Mandragora’s mob, which means, in addition to handling internal discipline, he is responsible for decisions in the field.
- Spoiler:
Name- Leonard Leonhart
Age- 25
Alignment-Neutral Evil
Alias- “Lionfish”
Appearance
Hair-Blonde short
Height- 5’ 9’’
Weight- 247lbs
Dress-White tank top, faded blue jeans, brown boots.
Eyes-Green
Skin- Type III: Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Primeval Pugilist: Unable to feel remorse, Leonard has nothing holding him back from critically wounding his enemies, or his friends, whenever possible, and as he will not feel guilty about injuring someone or shame for picking on those weaker than him, he is completely unrestrained in any kind of combat.
Mental abilities
Clinical Psychopath: A clinical psychopath, Leonard lacks the psychological ability to form feel empathy for anything. Despite being outwardly normal, Leonard Leonhart does not, and some say, cannot experience shame, guilt or remorse. This cold emptiness is masked by a superficial charm, enabled by a willingness to say anything to anyone without concern for accuracy or truth.
Metaphysical abilities
None
Paraphernalia-
GLOCK 9mm- A compact square handgun that provides both accuracy and stopping power, GLOCK 9mm handguns are the standard issue for the Hub City PD, and this particular handgun was acquired by Leonard shortly after his employment by John Monroe and indirectly Mandragora.
Switchblade-A small compact steel switchblade kept in the back of Leonard’s jeans. This knife has been part of Leonard’s arsenal since before he left school, originally kept as a means of self defense the availability of this knife may have been the whole reason he began committing crimes.
History
Leonard had a relatively quietly childhood. He did well in school, always ate his vegetables, and though he may have gotten into more childhood mischief than your average child, he always managed to get out of it with minimal harm, to himself at least. Upon graduating from school, the world was his oyster, he had the grades to attend any collage he wanted, and it really looked like he was going to be one of the success stories of Hub City.
But Leonard had no desire leave his city. He knew full well that his city was unique, and reveled in its uniqueness. He started out honestly, finding himself a moderate job, at which he was success if not fulfilled, however the opportunity presented itself one day to make income a quicker simpler method of making income. He mugged one of his coworkers, robbing them of their entire paycheck.
He began a brief career as a mugger, but really felt like he wasn’t living up to his potential. So about a year later, he killed one of his victims, just to see what it was like. Unimpressed, he went back to just robbing people, although he did tend to enjoy ‘dueling’ with them first, just to hone his fighting skills.
Still feeling unfulfilled, Leonard looked into joining a gang, however most of the local street gangs required initiation rituals which he frankly thought were stupid. So he remained largely freelance until Steven Mandragora came to town. The arrival of the colossal mob boss shook things in the city up enough for an ambitious young psychopath to make his move. He introduced himself to John Monroe as ‘an up & coming criminal looking to make his way’ and after an initial testing period where he was asked to murdered a police officer, which he with some former associates did, he began his career in organized crime.
- Spoiler:
Name- Walter Mathews
Age- 24
Alignment-Chaotic Neutral
Alias- “Man o’ War”
Appearance
Hair-Short Dirty blonde
Height-6’ 2’’
Weight- 439lbs
Dress Dirty grey tanktop, baggy brown cargo pants, brown & black boots.
Eyes-Brown
Skin- Type II: Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Venom Enhancement-A regular user of the neo-steroid known colloquially as Venom, Walter has the strength of several men, and, particularly after a fresh injection, is capable of such inhuman feats of strength as bending iron bars, uprooting large plants, and barreling through concrete or otherwise unreinforced walls.
Mental abilities
Chemical Addiction-Suffering from a severe chemical dependency, Walter is nearly incapable of functioning properly while in the throes of Venom withdrawal. Symptoms include; increased perspiration, nausea, blurred vision, muscular spasms, dementia, & hallucinations.
Metaphysical abilities
Paraphernalia-
Venom- The neo-steroid known colloquially as Venom. This super drug is capable of enhancing the user’s physical abilities several times their natural level. Not merely limited to strength, Venom use increases the subject’s endurance, and speed, as well as to a lesser extent, their natural senses and healing abilities. However, regular injections are required to maintain these abilities, and overdosing can cause temporary insanity.
Jet Injector-A gas powered injection gun capable of quickly administering virtually any liquid substance to the target. Walter traditionally loads this with the drug known as Venom, before injecting it into his upper torso or shoulders.
History
Walter Mathews grew up hard. His father was never really in the picture and his mother never really made that much money. He went to public school, where he got mediocre grades and was never really that popular. His only real friend was the little girl who lived in the same building, Sarah.
Where Walter really shown was on the football field, he was the star of Hub City High, and one of the few people who really seemed to have a future outside of Hub. People really thought that he was going to get out of the city, that he was going to go on and go places, collages were courting him for his sports abilities, and there was talk of scholarships… all as long as he kept doing well on the field.
The pressure was just too much for him; Walter started using steroids to maintain an edge. It worked; he was the hottest thing to come out of Hub city since, well, since people had started paying attention to what came out of Hub City. But it began a downward spiral, ending in Walter nearly killing an opposing team member while high on Venom.
His secret was exposed, and he was banned from playing football again, as well as having to serve some jail time for the near murder, though his sentence was mitigated due to his drug problem, and previous celebrity. In prison, he continue to abuse the highly addictive neo-steroid Venom, and became known for his freakish strength, so well known, that upon his release, associate of Steven Mandragora, John “Tigerfish” Monroe were waiting with a car, and an offer.
His sports career was over before it ever even began, and a sever chemical addiction to feed, Walter saw little choice and accepted the mobster’s offer, becoming the ‘Man o’ War’ of Mandragora’s mafia.
- Spoiler:
Name- Sarah Byrne
Age- 24
Alignment-True Neutral
Alias- “Snakehead”
Appearance
Hair-Short Red, long bangs.
Height- 5’ 3’’
Weight- 237lbs
Dress-Black T-shirt, dark slacks, brown leather gun holster, dark jacket, black formal shoes
Eyes-Green
Skin- Type II: Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Tactical Marksman-Visiting the gun range on a near weekly basis for the past four years, Sarah is a top class marksman with small guns, and well versed in how to hold, aim, and steady rifles and machine guns both for sighting & repeat fire.
Mental abilities
Ballistic Education-Self taught on how to hold, aim, fire, clear and reload virtually any kind of fire arm, Sarah’s regular training and considerable experience in the use of firearms & other ballistic weapons has committed much of their use to second nature and muscular memory.
Metaphysical abilities
Paraphernalia-
Colt .45 Caliber Revolvers- Two identical six round revolvers, each kept holstered beneath Sarah’s right & left arms. What these handguns lack in capacity they make up for with a lightweight design, low recoil and comparable stopping power.
.45 APC Uzi- For those tough, ground in stains, or those stubborn fools who just won’t die. This submachine gun offers the ability to ventilate virtually any individual within a matter of seconds. Due to her desire to remain near to Walter, even when he undertakes dangerous missions, Sarah has learned to keep this weapon close at hand to complement Walter’s overpowering strength with a hail of bullets.
History
Sarah Bryne was born in Hub City, and she has lived there her entire life her father was a detective for the HCPD, while her mother waited tables at a local diner. Due to her father’s employment, she knew from an early age that Hub was not a nice city, and was fully educated in all the cruel things that could befall a pretty young girl who didn’t keep her wits about her. So at the age of sixteen her father bought her a handgun, and actually encouraged her to carry it with her and despite her never having used it, having it in her possession did cause others to be nervous and apprehensive around her.
Her best friend since childhood is and has always been Walter Mathews. The two grew up in the same building, and as they were the only real children of their age in the building, they quickly forged the infallible friendship of neighbors. Sarah even cheered for a time while Walter was the star athlete of their school’s football team, she was known as the cheerleader with the gun despite the fact that she kept it in her gym bag while attending school functions.
Sadly, Hub is seldom kind even to its natives. Walter became addicted to the neo-steroid Venom, and though Sarah knew full well what Walter was doing, and protested against it, she didn’t directly stop him from using, and during a football game he nearly killed an opposing player by breaking his neck with a tackle, and was sent to prison for assault. Sarah had lost her oldest and closets friend, and knew full well what the prisons of Hub City were like. She hardly expected to get Walter back at all.
However, before she even had the chance to recover from Walter’s actions. She lost her father.
Sarah’s father lost his life when in the performance of his duties as a police officer he was gunned down. He was looking for a pair of armed convenience store robbers when he knocked on the suspect’s door, unaware that they were both within, and armed with semi-automatic weapons. They opened fire on the still closed door and Detective Bryne was shot over twenty-five times. The suspects were later apprehended.
His funeral was attended by much of the Hub City Police Department, as well as several men Sarah had never seen before, though she didn’t know them, or who they were, they were quite cordial to both Sarah and her mother. They even asked her if there was anything they could do to help.
Sarah answered; “Kill them.”
The men responsible for her father’s death were later found dead in their cells. No one was ever charged for their murders.
Sarah worked various odd jobs, trying to put the past behind her until Walter got out of prison. He was older, and his addiction has taken its toll on him. When she learned that he was joining the local mafia she insisted to join up beside him, in part to keep him close, in part to insure she didn’t have to lose him again.
- Spoiler:
Name- Erik (Marley) Salazar
Age- 22
Alignment-True Neutral
Alias(es)-Marlin
Appearance
Hair-Short messy brown hair
Height-5’ 7’’
Weight- 189lbs
Dress-Black blazer, blue undershirt, blue jeans,
Eyes-Brown
Skin- Type: III Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Slacker’s Physique: While not particularly deficient in anything Erik’s frame is not particularly expressive of anything in particular either. He is lean, but with some muscles, he is capable of running the block without being winded but won’t be participating in any marathons, and he can land reliably without breaking his ankles, but even his horizontal leap isn’t anything impressive.
Mental abilities
Unfulfilled: Erik is largely unfulfilled living in his current situation. He longs for that one something, that one someone to come into his life and bring him to life, and is actively searching for it. This can lead him to some reckless even careless decisions, but also drives him to distinguish himself in his own way.
Metaphysical abilities
None
Paraphernalia-
Engraved .45 Caliber Pistol: Given to Erik on his twenty first birthday by Steven Mandragora, this medium sized handgun provides ample stopping power with moderate recoil and a respectable clip size. It’s versatility was chosen to complement Erik’s natural, compliance, and the hilt was engraved with a silver marlin, in reference to Erik’s father’s moniker as ‘The Swordfish.’ Erik has yet to shake the nick name ‘Marlin.’
History
Born and raised in Hub, for most of his life Erik has known privilege. He has lived in Seaside Acres since before its name was changed, though that was still in his childhood, and he has seen his father both save and lose patients.
He has had no delusions about what his father does, even from a young age he could tell that his father was not like normal doctors, and attending school within the Seaside Acres community meant that the majority of his friends were also the children of mobsters, though their parents were often outranked by his, and in several cases owed their lives to Erik’s father. And so from a young age he learned that while what his father did was no necessarily legal, it was still helping people.
He never really made any friends, always sort of the guy in the back of the class, people at school knew him, but there was no one he was really friends with. More often he found himself associating with his father’s friends, hanging out with them as they discussed their last trip to the city, or occasionally going shooting with them at the local gun range.
The person closets to his age whom he spends the most time with would likely be Edgar Mandragora, Steven Mandragora’s son, who, despite being several years younger than Erik, is probably his best friend, in that they both have to deal with the stigma of grow up in the shadow of their mob fathers.
Erik joined up with Mandragora’s mob more because he felt he was expected to than out of any personal desire. He knows how things work and is more capable than most raw recruits, but at the same time due to who his father is he’s mostly sent to supervise routine jobs, intimidating store owners, picking up money from the local dealers, or brothels, occasionally meeting with a corrupt police officer, busy work as far as the mob is concerned.
- Spoiler:
Name- Alicia (Angel) Didrikson
Age- 22
Alignment-Chaotic Neutral
Alias(es)- Angelfish
Appearance
Hair- Dirty blonde ponytail
Height- 5’ 6’’
Weight- 166lbs
Dress-Violet blouse, black leather jacket, blue jeans, sneakers.
Eyes-Blue
Skin- Type: IV Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Combat Ready: Despite being no more physical than anyone else her age and size. Alicia has been taught the value of knowing how to defend herself from a young age, and though her method of combat could not even in the most loosely defined terms be considered a martial ‘art’ she is a very capable fighter with or without her arsenal of weapons.
Mental abilities
Minor Sadism: While not completely given over to the ways of sadism, Alicia does tend to smile at the way people twitch when you Taser them or poke them with the business end of a pocket knife.
Metaphysical abilities
None
Paraphernalia-
Brass knuckles: A regular pair of brass knuckles traditionally kept in Alicia’s back pants pocket. She’ll often go for these first, wearing them on her left hand as she assaults her target relentlessly. The cold metal of these knuckles can easily crack an unprotected skull apart.
High voltage pocket Taser: For when people that are giving her trouble, or those that she just doesn’t want to bother with, this high voltage stun gun is about the same size as a cellphone, with two metallic prongs at the top and is capable of putting out enough voltage to leave a grown man twitching on the floor for a few minutes. Alicia tends to keep it in her pants pocket.
Butterfly knife: Stashed beside her brass knuckles, the blade of this knife measures three inches long, the wooden hilt another three making it a sizable weapon. Alicia wields it with little skill however, utilizing mostly jabs and cutting motions while relying on the size of the blade to intimidate her enemy.
9mm handgun: Mostly just because it’s more practical than getting into a fist fight with everyone who pisses her off, Alicia carries a standard 9mm handgun tucked in the back of her waistband, and while she’s no marksman, she is capable of hitting the broadside of a barn at a respectable distance.
History
Alicia comes from a family of good, hardworking thugs. Her father owns a liquor store downtown, and the store has been in her family for several generations. They’ve had their fair share of trouble and her father does keep a large aluminum baseball bat beneath the counter just encase, but aside from the occasional punk kid trying to rob them, who generally learn their lesson shortly thereafter, or at very least learn not to get caught, Hub has been fairly good to them.
Alicia went to public school, and learned how to protect herself there. She earned a reputation as the girl who wasn’t afraid to get bloody, and would often play the role of protector for the meeker or simply weaker girls of her class, beating virtually anyone who messed with them or took advantage of them to a bloody pulp, or at least breaking an arm or a leg.
It surprised no one when she joined up with the mob shortly after dropping out of high school. Her family had previously paid up to the mafia for protection, though when they were told they’d have to start paying more, Alicia’s father protested, violently. Alicia joined in and together they held their own against the mob’s thugs, until they pulled guns.
Alicia was actually the one to suggest she just come work for the mob, and though the thugs had initially envisioned something more down Paradise Lane, a couple of popped testicles later Alicia was hired on as a fulltime enforcer for the mob.
- Spoiler:
Name- Karen Stevenson
Age- 23
Alignment-Lawful Evil
Alias(es)- Stingray
Appearance
Hair-Curly brown shoulder length hair
Height- 5’ 4’’
Weight- 169lbs
Dress-Black blazer, white undershirt, black tie, black slacks, brown shoes.
Eyes-Green
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Common Body There is nothing particularly spectacular about Karen. She’s not buff, she’s not lean, she’s not fat, and she’s neither short nor tall. She’s about as healthy as the next person, and the only thing that might be considered special about her is how utterly unremarkable she is.
Mental abilities
Keen Mind: Karen is quick to learn and equally quick to apply her knowledge. She’s capable of reading both people and situations quickly and accurately and with her vast knowledge of both collegiate and cunning material she can almost invariably assess the best response to earn the most favorable response.
Metaphysical abilities
None
Paraphernalia-
LexCorp 10mm Pistol: A large heavy handgun designed by LexCorp for use in the military. Karen bought it off the street shortly after returning to Hub from collage. It promises the ability to punch through even the heaviest of armor or meta-human skin, with little to no recoil. It does weigh more than twice the weight of comparable pistols however.
History
Karen has always been a quiet girl, but that doesn’t mean that she hasn’t had plans for herself. She grew up in a small family, an only child, she was raised by a single father who worked out of the steel mill it was hard, but they made things work. Her father was a good man, but frankly, wasn’t around enough to be much of a father, and Karen was keen enough to recognize that.
She’s had to fend for herself most of her life. Going to school she had few friends and didn’t much fit in with any of the cliques, so she mostly hung back, kept her head down and did her best not to be noticed. She just concentrated on her studies, and actually ended up knowing more than most of the instructors at the public high school. She graduated a year early, having earned enough advanced placement and summer credits to completely skip a year of high school.
Karen even received several scholarship that allowed her to attend collage outside of Hub City, making her one of Hub City’s few success stories.
She is also one of the only people who, after living in Hub, choose to return willingly. After collage Karan returned to Hub City actively seeking employment with the local mafia. She didn’t have to look far, and didn’t even have to work that hard to join up with the mob, her resume was better than most, and though she may have less violent experience than most, her education and keen mind more than made up for it.
TheDeceiverGod- Admin
- Posts : 1875
Join date : 2009-06-29
Age : 35
Re: Hub City: Only dead if you want it to be.
The Religion Of Crime
The Dark Faith
The ArchbishopThe Dark Faith
- Spoiler:
Name-Brother Flay
Age- 34
Alignment-Neutral Evil
Appearance
Hair-Bald
Height-6’ 2’’
Weight- 260lbs
Dress-Black drawstring pants, fist wraps, rag shawl.
Eyes-Brown
Skin-Jaundiced
General-
Abilities
Physical abilities
Master Martial Artist: Brother Flay has rigorously trained his mind and body such to the point that he is tantamount to a work of art, a living weapon, muscular, flexible, powerful and deadly few men can match Brother Flay’s physical perfection.
Mental abilities
Inner Perdition: A state not fully understood even by those few who are able to achieve it, this is best described as equal but opposite to the ‘inner peace’ obtained by those practiced in meditation. While Flay maintains the exterior calm of the enlightened, many have likened this state to ‘having one foot in hell’ and Flay has exhibited several minor supernatural abilities attributed to this state, including an inability to feel pain, enhanced strength and dexterity, limited precognitive abilities, and other unexplained influences.
Metaphysical abilities
None
Paraphernalia-
The Crime Bible: The Crime Bible is a religious text used as the central reading for the Religion of Crime, also known as the "Dark Faith". It's similar to the regular Christian Bible in form and function, but differs immensely in content and aim in mass-manipulation. It features Cain as its central character, known as "The First", as in the first person to have committed murder. Like the Bible, it is divided into sections such as the "Book of Moriarty" and the "Book of Kurten." An especially key part of the crime bible is the Four Lessons of Blood, pillars of the faith akin to the Ten Commandments in Christianity. The four lessons are Deceit, Lust, Greed, and Murder. There is also a fifth book of blood in which the four lessons are taught to a woman who questions them. She is thus named "Faithless."
There are only three known complete copies of the Crime Bible: "The High Madame's Binding", which is the rarest of the three, "The Prophet's Codex", and "The Sana'a Edition. Each copy of the Crime Bible is different from one another. Some have codes, rituals and/or spells among other possible variations.
History
Flay was born into child slavery outside Bangladesh, he was raised in service to a cruel and heartless man, never given a proper education or even taught how to read he spent the first decade of his life in bondage. Shortly after he turned thirteen however, Flay decided he wanted more for his life than being a child servant, and that, combined with rumors that he was ‘getting too old’ spurred him to seek his freedom.
One night while cleaning, Flay bludgeoned his supervisor to death with a mop, and escaped out into the city. He wandered for several days, during which he ate nothing, he was unwilling to reveal himself for fear of being returned to his owner, and uncertain of his ability to steal what he needed. Eventually he was taken in by the local temple, where he lived in much the same manner as he had under his owner.
He cooked and cleaned for his care takers, though in return they clothed, fed, cleaned and educated the young Flay. The monks were the ones to teach him how to read, as well as basic math and other principles of a youth’s education. They also shared with him their religion, which, while he never became particularly pious in, he joined several years after arriving at the temple, out of consideration for those who had been kind to him.
However, Flay had no desire to live at a temple forever, and so at age nineteen, he moved west and came to America in search of freedom, opportunity, and his own American Dream.
He found it harder than expected. Despite legally coming to the country, Flay had no legitimate education; he had never attended an accredited school and had no luck finding any long term employment. Instead, he took a slew of minimum wage jobs, often two or three at a time, doing his best to make a living and working himself ragged in the process.
His first contact with Intergang came while working as a bike messenger in Metropolis. His employers ran packages and messages for the criminal organization and as such, he delivered them. He saw how other people, not much older than him, lived comfortable through their criminal activity, and he wanted it for himself. He didn’t care much what he had to do to join Intergang and that alone hurried him along the career track. Before he was twenty-five Flay held rank within the international mob known as Intergang.
He thought he had arrived, he lived comfortable within Metropolis, had his own home, his own staff, and was living his American Dream. Then Superman broke the back of Intergang, and Mr. Manhiem disappeared.
Flay was left with nothing. He was back where he started and with nothing to show for it but a few nice suits. He got by doing what he had to, the occasional henchman job for the occasional super villain, his experience in Intergang meant he knew how to operate so called ‘super-technology’ as well as deal with extreme personalities cordially. Invariably however his employers would be captured or defeated, and though Flay largely managed to avoid prison, did spend several years behind bars for his crimes.
Then Mr. Manhiem returned, and Intergang was restored.
Flay was eager to return to how things once were, and came running back to Intergang as soon as he heard it was being reestablished. However, Manhiem had come back different, and Intergang was being rebuilt different. There was a new Creed circulating within the ranks, one which Flay found rather simple to understand. The basic tenants and scriptures seemed to mirror his life, and it was easier for him to embrace than most. Coupled with the memory of his childhood, being abused, and then finding shelter within a temple, Flay found himself naturally drawn to the Religion of Crime and quickly became one of its most devout followers, taking his new name, Brother Flay.
He spend his spare time practicing the Religion’s teachings, and meditating on their meaning. He developed a deep, if not perhaps slightly skewed understanding of the creed, believing it an expression of humanity’s inner cruelty, and that its teachings ultimately implied, men were little more than animals and should not concern themselves with acting as such. In accordance, he trained himself to become the strongest, most vicious creature he could be, meditating daily in order to remove any perceived weaknesses from his mind, including his sense of pain, and his moral compass.
He became such a devote and powerful member of the Religion, that Manhiem himself entrusted him as a missionary, sending him out into the world with the order of spreading their creed to those who need it.
Flay chose to start in the greatest den of inequity he could find, Hub City.
- Spoiler:
Name-Brother Break
Age- 28
Alignment-Lawful Evil
Appearance
Hair-Long black single braid.
Height- 6’ 7’’
Weight- 314lbs
Dress-Black drawstring pants.
Eyes-Blue
Skin- Type: II Von Luschan’s Chromatic Scale
General-
Abilities
Physical abilities
Body Builder: Brother Break regularly and rigorously exercises himself with the intention of building muscle, and this has sculpted him into a powerful man capable of tossing lesser beings about with ease.
Mental abilities
Amorossibus Love of Broken Bones. Brother Break becomes physical aroused at the thought or act of breaking another person’s bones. The sound in particular gives him great pleasure and whenever possibly Brother Break will always attempt to snap, twist, crack or otherwise break his adversary bones, and this preference means he has become quite good at knowing where on the human body to strike in order to break the more internal bones, such as ribs, vertebra, and hip or collar bones. He particularly favors young girls, preferable with red hair.
Metaphysical abilities
None
Paraphernalia-
None
History
Brother Break has always enjoyed inflicting pain upon those smaller and weaker than himself. When he was young he was the jock who picked on others for enjoyment, after he graduated, he became a bouncer and hired thug, exercising in his home to maintain an imposing physique and powerful arms.
He did however, often feel guilty about inflicting pain upon those lesser than himself, even when drawn into conflict he would seek to cripple his enemies quickly to prevent the fight from being drawn out, particularly when facing an opponent who was obviously incapable of defeating him.
Despite this lasting guilt, Break continued to enjoy tormenting those lesser than him and this left him greatly conflicted. He didn’t want to enjoy abusing those weaker than himself, but he did, and growing up in Hub, there were few things one could enjoy on a regular basis. He soon found himself seeking out conflict against opponents, and actually began fighting in a no-hold bared no-rules fight until they stay down underground fight club.
It was there where he met Brother Flay.
Break became reigning champion of the arena shortly after arriving, earning himself the title of ‘The Breaker’ due to his frequent breaking of his opponent’s bones. There he began to associate the act of breaking his opponent with the pleasures of victory, and even before Brother Flay arrived as a challenger, Brother Break was on the slop down into wickedness.
Flay arrived to the arena with the hope of finding new and capable supplicants for the Religion, and upon his successful defeat of virtually every combatant there in, Brother Break included, he earned them. Break was amazed that a man nearly two thirds his size was able to defeat him soundly and swiftly, such that Brother Break never managed to injure Flay in anyway during the entire course of the fight.
Break sought the secret of Flay’s strength and was inducted into the Religion shortly thereafter. After joining the Religion of Crime Brother Break was taught how to release his ‘archaic’ sense of morality, and embrace his inner desires, he no longer felt guilt over inflicting injury, and completely unrestrained, he became a fighter second only to Brother Flay himself.
- Spoiler:
Name-Brother Bleed
Age-22
Alignment-Neutral Evil
Appearance
Hair-Short blonde military cut.
Height-5’ 9’’
Weight- 149lbs
Dress-Green vest
Eyes-Brown
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Apex Predator: Brother Bleed is a lean fighter, he is significantly smaller than most if not all of the other members of the Religion and is aware of this fact. He is also completely and utterly unrestrained in his combat techniques, while others restrict themselves to martial arts tactics for personal pride, Bleed sees nothing honorable about fighting any different than an animal and will punch, kick, bite, scratch, gouge and take advantage of any opening his enemy presents.
Mental abilities
Extreme Sadist: Brother Bleed loves causing pain, he does it for recreation and for pleasure, he doesn’t care whether it’s a friend an enemy a boy a girl an adult or a child he injuries so long as he’s able to inflict pain on his opponent, and will in fact aim for his enemy’s internal organs during combat in an attempt to cause internal bleeding and prolong his adversary’s pain.
Metaphysical abilities
None
Paraphernalia-
None
History
Brother Bleed was a no one, a speck, an insignificant fleck in the massive refuse heap that is Hub City. In school he was the kid no one ever paid attention to, in life he was guy no one ever had time for. He was meek and seldom spoke up. He felt powerless, he dreamed of inflicting horrible torments unto the people in his life, and spent his weekends acting such twisted fantasies with the aid of the local strays.
Had things continued as they were, Brother Bleed probably would’ve ended up a briefly successful serial killer sometime in his mid to late forties, but as they are Brother Bleed encountered Brother Flay and Religion of Crime just as they were beginning to set up in the Hall of the Abaddon.
New in town, and more than a little ‘eccentric’ the Religion was a prime target for victimization by the native street gangs of Hub City. They soon learned that one did not victimize the Religion of Crime, as those who went against, even Brother Flay alone, were seldom heard from again.
It was this brutal means of gartering respect that drew Bleed to the Religion. When he saw how others cowered from the rumors of the Religion, he signed up beneath Brother Flay and was taught the ways of the Religion, their ways of combat, and above all, a means of self-control.
Through his training with the Religion both physical and mental, Bleed was not only able to admit his, unusual desires, but control them.
- Spoiler:
Name- Sister Score
Age- 22
Alignment-Neutral Evil
Appearance
Hair-Long black waist length duel braids
Height- 5’ 8’’
Weight- 173lbs
Dress-Dark drawstring pants, chest bandages.
Eyes-Black
Skin- Type: III Von Luschans Chromatic Scale
Scars- Significant chest scaring due to the removal of her breasts.
General-
Abilities
Physical abilities
Blood Fervor: Sister Score’s blood runs hot, literally. Her average body temperature can be up to ten degrees higher than the average human, and her skin is hot to the touch. In addition to making her more difficult to burn, this has led her to be a temperamental person with vast reserves of adrenaline and energy.
Mental abilities
Burning Rage: Sister Score has a fiery rage burning deep inside her, she always has, in her youth the emergence of this rage would result in her injuring herself or others, often one in the process of another. Though she’s learned to control her fury through meditation, she does not so much suppress it as she does weaponize it.
Metaphysical abilities
None
Paraphernalia-
Fire & Flammables
Gasoline Soaked Hand-wraps: Sister Score has taken to soaking her hand wraps in gasoline, claiming that ‘the smell calms her’ and on occasion will light the wrap on fire during combat, punching her opponent so rapidly as to ensure she does not burn herself.
History
When Sister Score was born it was believed she was born ill. Her infant body temperature measured several degrees higher than the average human temperature, and it was only after months of examination and medical treatment that it was eventually determined that this was not the result of an infant fever and was in fact, natural to her.
Growing up, Score was a temperamental young girl, prone to quick bouts of anger and fury; she would often fling into destructive tantrums for no apparent reason, smashing anything she could get her hands on even beloved toys in some cases until her parents physically restrained her, and afterwards, though she would remember the actions and understand that she performed them, she’d have no recollection of why she did them.
As she grew, she only proved to be more violent in her outbursts. In school she was known to violently maul other students for the smallest slight, and repeated offenses such as this earned her expulsion before the age of sixteen. With no school that would take her, and her getting to strong for even her parents to restrain, she was left to wander the streets for most of the day, getting into fights and allegedly killing several men for no apparent reason.
It was such an encounter that brought her to meet Brother Flay, traveling with his disciples, simply walking the streets, Score took offence to the manner in which Flay was held by his disciples, too ‘high and mighty’ for her tastes she challenged him on an open street. Though Brother Break offered to step in, Brother Flay choose to face her himself, and the two fought for hours during which Sister Score was completely unable to lay a hand on Brother Flay, despite attacking in an increasingly furious state, punching kicking and in some cases clawing at anything she could.
Eventually Score was exhausted, physically and mentally, but rather than allowing her to flee, Brother Flay ordered her taken back to the Halls of the Abbadon, where she was effectively kidnapped, and Brother Flay denied her food, water, or rest until she was able to show him she could control her rage.
Face with death if she did not do as he asked, Sister Score was for the first time forced to control her rage for some reason other than simple manners, and though Flay’s actions did enrage her, she knew both rationally and emotionally that if she fought against him, she would die, if not from exhaustion than from starvation. Sister Score submitted to Brother Flay, and in doing so learned to control her fury, and joined the Religion of Crime, abandoning her old name.
Though she could now control whether she became enraged or not, Sister Score still had little control over herself once enraged. During one self-training exercise in an attempt to correct this, Sister Score became enraged at the ‘flopping’ of her breasts as she punched or kicked, and over the course of several minutes, flattened, heated, and sharpened a piece of scrap metal before using it to remove the offending tissue, returning to training without even stopping to bandage the wounds. She later received treatment for her wounds at the hands of Brother Flay and was promoted to the rank of Bishop.
- Spoiler:
Name- Brother Gash
Age- 19
Alignment-Neutral Evil
Appearance
Hair-Short Black
Height- 6’ 9’’
Weight- 294lbs
Dress-Green vest, black draw string pants,.
Eyes-Black
Skin- Type: IV Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Bear Brawler: Brother Gash is a huge violent man, and while he has not always been one, he has learned to embrace his primal side becoming a powerful grappler capable of throwing and tossing his opponents about almost completely effortlessly. He battles by throwing his weight around, swinging the broad of his arms and body checking smaller opponents before stomping them into the ground.
Mental abilities
Furious Play: Brother Gash enjoys showing off his strength, and hates being made to look weak. When fighting a lesser opponent he will take whatever opportunity presented to humiliate and belittle them, not exclusively verbally, he will wound, cripple and torment his prey with enjoyment and glee.
Metaphysical abilities
None
Paraphernalia-
None
History
Brother Gash was once a gentle giant. Attending school in Hub’s public district, he was singled out for his size and unwillingness to defend himself. He had lived with his grandmother and been raised to believe that it was his duty, as someone with strength; to protect those weaker than him, and that under no circumstances should he raise a hand to someone smaller than him.
Then about a week before his sixteenth birthday, his grandmother was the victim of a violent mugging, stabbed several times and left to bleed the culprits were just some local thugs from the schools. Despite them being older than Gash, he rivaled them in size and upon hearing them boasting about how they had robbed and attacked his mother, he confronted them.
Brother Gash was treated for a dislocated jaw, while two of those responsible spent several weeks in the hospital for their injuries; another was treated for a broken leg. That was the first time Gash had acted out against others, and it was the first time he felt good about himself.
His grandmother eventually died of her injuries, she was simply too old and her injuries were too server.
Without a parental figure, Brother Gash began seeking out more reasons to hurt other people, and though he felt bad about what he would do, as long as he could justify his actions to himself, often by insuring that those he victimized were themselves cruel or violent people he felt he continue his actions.
The Religion of Crime was at this point actively attempting to recruit those with a violent nature in them, they preached of embracing one’s nature, claiming it to be the will of god that the violent and bloodthirsty follow their darkest desires, and though Brother Gash did turn them down, their teachings had been planted in his mind, and he would return to join them, using their teachings to validate his own actions.
- Spoiler:
Name-Brother Rend
Age- 18
Alignment-Lawful Neutral
Appearance
Hair-Short nappy black
Height- 6’ 3’’
Weight- 223lbs
Dress-Black drawstring pants, fist wraps, foot wraps.
Eyes-Brown
Skin- Type: V Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Berserker: Though normally calm and collect, when injured or enraged, Brother Rend enters a state known colloquial as ‘blood drunk.’ He loses the ability to process his actions, becomes virtually unaware of any pain he may be experiencing and becomes totally focused on the goal of brutalizing virtually anyone he perceives as an enemy.
Mental abilities
Lost Soul: Brother Rend no longer understands the difference between good and evil. His moral compass has lost its needle. The only thing he places faith in now is the strength of his own arms, and his ability to crush anyone who dares to stand between him and what he wants.
Metaphysical abilities
None
Paraphernalia-
None
History
The boy who would become Brother Rend was not a cruel child. Growing up in Hub, he was but a simple urchin, another member of the unwashed masses. He attended the public schools and through the right of such, he knew how to fight. He participated in sports and was neither deficient nor skilled at any of them to earn notoriety. He was unremarkably average enough to go without notice by the whole of society.
And he was happy with that. Though like all children he held dreams of grandeur, his were tempered with the cold reality that they could not and would not ever truly happen no matter how hard he tried. So he simply didn’t try that hard. He found himself friends, and held them close to him. Naturally a large boy, he maintained enough muscle to intimidate the rogues and thugs into leaving him and his friends alone.
That changed when one of his friends made the mistake of her life.
In Hub City, it’s easier to fall in with a bad crowd, due largely to the absence of a good crowd. One of the young Rend’s friends found this true for herself when she began attending parties with some of the city’s greatest criminals, members of the One Hundred mafia. She began acting out, doing drugs, drinking and becoming more distant from her friends, until one day, she simply didn’t come home.
Her parents called the police, for what it was worth, and they investigated, or at least said they did, but nothing came of it. It seemed she was another lost soul of Hub City, until some several months later. One of her friends sighted her working Paradise Lane.
Rend was rallied with her friends and parents and the group of them went down to bring her home. However, by this time she was well addicted to a cocktail of drugs, as well as being deemed ‘property’ of the mob. There was, resistance, to her being taken from them, and the attempt devolved into bareknuckle street fight, during which Rend did what he could to support his friends, breaking the noses of several mob thugs until the fight was ultimately broken up by the police of all people.
The mafia however, wasn’t through with them. It was privately decided that they might not have gotten the hint to leave well enough alone, and that week three of Rend’s friends were gunned down in drive by shootings, and the young girl’s parents were murdered in a home invasion. Rend himself was savagely beaten and left for dead by five of the thugs he’d met in the skirmish.
He was found lying half-dead in the gutter by Brother Flay and the Religion. They nursed him back to health, all the while tending the sullen rage that built inside of him, fueling him with words of the injustice committed against him and fill his head with thoughts of bloody vengeance. He would ultimately come to join them after committing six of the most gruesome murders that year, hunting down and murdering each of the mobsters who had attacked him and his friends by physically ripping their arms off, before finally doing the same the former friend, who had inadvertently started it all.
- Spoiler:
Name-Sister Slash
Age- 17
Alignment-Lawful Neutral
Appearance
Hair-Short red hair
Height- 5’ 4’’
Weight- 172lbs
Dress-Chest wraps, fist wraps, burgundy drawstring pants.
Eyes- Brown
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Bloody Knuckler: Favoring her fists, Sister Slash is capable rounding one punch after another with surprising speed. She strikes with little care for her target and fights with relentless barrages of knuckles and blood.
Mental abilities
Minor Masochism: Sister Slash enjoys the sting of pain. Whether it’s the bite of freshly scrapped knuckles or the sting of a new bruise, to Sister Slash the sensation of pain is synonymous with enjoyment. She will not actively seek to injure herself; however, injury does not sway her from her goals.
Metaphysical abilities
None
Paraphernalia-
None
History
Sister Slash has never cared for men. As a young girl she found them gross and icky, as a young woman she found them boorish and blunt. Beyond this however, she never really had a reason to dislike the rougher gender. Attending school she was well enough sought after, being an attractive girl, and though she never much cared for any of her would be suitors, she didn’t hate them.
She simply preferred her friends. She was one of those girls who hung out exclusively with girls, and they did the things that female cliques are expected to do. They hung out at the mall, braided one another’s hair, discussed fashion and boy bands, though Slash was never particularly interested in the later, and were bound together by the eternal bond of sisterhood.
Then they discovered boys, and while Slash continued to find most rude and generally musty smelling, her friends found them ‘dreamy’ and brooding, at least until one tried to force himself upon one of her friends.
Slash, along with her cluster of friends, were attending a party at the train yard where alcohol and hormones flowed freely, when one of her friends’ boyfriend got a little too drunk and attempted to force himself upon her. She screamed and Slash, along with numerous other people came running. Despite this, Slash was the only one to directly intervene, physically pulling the boy from her friend, and then, in a panic driven fury, proceeding to give him the beating of his life. She broke the boy’s jaw, and he had to have several stiches.
His parents wanted to press charges and despite her part in the event Slash’s friend refused to speak of the event. Sister Slash was effectively hung out to dry; regardless of their claims of ‘wanting to help’ none of them wanted to get involved. As her court date grew near, Slash found herself without a friend in the world, and bitter because of it, it began to look like she had a very real chance of going to prison.
Then out of nowhere the charges against her were dropped. The boy’s parents offered no explanation and no one seemed to know exactly what had happened until the Religion of Crime came to Slash’s family. Her school life had become, undesirable to say the least, her so called friends had abandoned her, her peers were merciless with her, and with the anxiety of it all her grades were beneath pathetic.
They offered her a way out, and a place to put her distain with people as a whole. Slash joined them and renounced her previous life with pleasure.
- Spoiler:
Name- Brother Wound
Age-17
Alignment-Lawful Neutral
Appearance
Hair-Short Black
Height- 5’ 4’’
Weight- 226lbs
Dress-Red vest, burgundy drawstring pants, brown slippers.
Eyes-Blue
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Sure-foot Fighter: Brother Wound is a master of footwork, he’s able to navigate a duel without thought or concentration, naturally moving aside to dodge enemy strikes, while effortlessly restraining himself from overstepping or becoming off balance at any point.
Mental abilities
Reluctant Sadist: Though feverishly enjoying inflicting pain upon others, Brother Wound possesses the unique ability to feel bad about it afterward. While in the moment, Brother Wound enters as pleasure-fueled haze, and only afterward does he realize what he had done and feel terrible about it.
Metaphysical abilities
None
Paraphernalia-
None
History
Brother Wound is, and was, a meek individual. He has never sought conflict, and though in Hub there are times when it cannot be avoided, in those times, it has been Brother Wound’s instinct to run from it. As a young boy when cornered by those bigger than him, he would succeed to their demands. He gave up his lunch money, got pushed into lockers and was generally the kid who did his best to stay out of trouble.
He never stood up for himself, though not without wanting to. Despite always running from fights, Brother Wound would often day dream of overpowering, overwhelming or just generally brutalizing the same people he would run from. He never acted on the fantasies though, not until he got the chance.
It was an average day of no particular importance when, upon his way home from school, Brother Wound happened upon an alley wherein one of the local bullies was meeting his match. Wound didn’t know it at the time, but the thug had attempted to mock Brother Bleed for his choice of fashion, with unfortunate results. The boy was beaten near to death, and only left alive because Brother Bleed grew bored.
This boy as it would happen was one of the selfsame who had routinely victimized the young Brother Wound and upon finding him bloody and vulnerable, something in Brother Wound leapt with excitement. The young Wound spent the next several hours poking prodding and generally torturing the injured bully, only stopping when it became dark and therefore ‘dangerous’ for him to be outside.
That night Brother Wound had a near panic attack remembering the various things he had done to the helpless man, and went back and forth between being unfathomably excited that he had finally gotten the chance at revenge, and unbearably scared that he had it in him to actually do the things he’d dreamed about. He didn’t sleep.
The next day Wound learned that the bully he had tormented had died as a result of his injuries. Though it is impossible to know if he could have lived after the actions of Brother Bleed, the young Wound instantly blamed himself for the boy’s death, and again felt a mixture of fear and excitement at the thought that he had caused the death one of his tormentors.
Over the next several weeks Wound found himself growing both bolder and less willing to be subjected to actions of his peers, and quieter more willing to be stepped upon. Had such continued it is possible that he may have gone legitimately insane, however. The Religion of Crime stepped in before that.
Brother Bleed had watched every action Wound inflicted upon the boy after his apparent departure, and relayed these to Brother Flay. They watched Wound change in response to this event and then one night while Wound walked home from school, abducted him, imprisoning him within the Halls until he was able to harness his ‘innerself.’ Brother Wound spent several months with them, and has not returned to his family since his abduction, despite being hailed as a full member and priest.
- Spoiler:
Name-Brother Maul
Age- 19
Alignment-Neutral Evil
Appearance
Hair-Bald, Black
Height- 5’ 11’’
Weight- 249lbs
Dress-White tank top, loose blue jeans.
Eye-Brown, right missing.
Skin- Type: IV Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Weapon of Homicide: Brother Maul is obsessed with murder. He has spent the past several years honing his body into the perfect weapon of homicide, and rigorously trains himself with the intention that every one of his actions should cripple or kill his opponent. He is a powerful, unrelenting man who will not stop until his enemies are dead.
Mental abilities
Extreme Sadist:Brother Maul is a man who lives for one thing and one thing alone, and that is the chance to kill another living being. Whether it’s a rat, a dog, a cat or a person, Brother Maul enjoys killing it, and his only regret afterward is how quickly his victim died beneath him.
Metaphysical abilities
None
Paraphernalia-
None
History
Brother Maul was always a creeper, even before he was sent away, he was the kid in the back of the class, the one who never learned to make friends, or be nice. He spent his free time in the back alleys and dead end streets of Hub’s slums, finding and tormenting small animals just to hear them scream.
It was this abhorrent behavior that led him to be victimized by his peers, even young they could identify him as disturbed and this made him a target for ostracization. He never had any friends, and was often bullied and picked on by the braver class of thug and ruffian that frequented the Hub City public school system.
Due in large part to this, and his antisocial hobbies, even young Brother Maul spent the majority of his time alone, stalking the streets looking for some small and weak thing to misplace his rage unto. Neighbors grew worried that as he grew older, he would move up to small children.
Fortunately, or perhaps none so, the boy that would become Brother Maul never got the chance to evolve into a fully-fledged serial killer. One day he was out creeping about, chasing down some stray cats. He followed a pack of them into an old abandoned building, the Sunny Arms Apartments. There he discovered the Religion of Crime, and though they had probably noticed him from the moment he had first shown himself on the parameter, they let him believe the structure was empty, until he came upon Brother Flay practicing.
The motions of the Archbishop, the way every gesture was flawlessly refined into something with such lethal precision that it could easily cripple, if not kill, any man unfortunate enough to find himself struck by it, yet at the same time left its master neither fatigued, nor vulnerable for the performance. While Maul had been playing killer, Brother Flay was a master murderer.
He stood dumbstruck until Flay finished his routine, and then the moment the master’s vision came to hold the young man, he fled. For the first time in his sociopathic life, Brother Maul felt the fear of god wrack him.
For a week Brother Maul never left his home beyond the requirements of his lifestyle. He felt lost, killing no longer gave him the release it once had, and he felt himself going mad, even the mere thought of hunting left him hollow, too reminded of how inferior his primitive scrapings were in comparison to the masterwork of killing that was every action of Brother Flay.
He didn’t know what he was going to do, and contemplated elevating his practice to people, hunting down and attempting to murder Brother Flay, as well as killing himself. Then one average day, Brother Flay and half the Religion of Crime arrived at his doorstep to take him away. His parents were happy enough to be rid of him and as Brother Flay promised to teach their son both control and restraint, they saw only good things in him.
Brother Maul dropped out of school without graduating, spent nearly every hour of every day within the Halls of the Abbadon, and even lost his right eye in training with Sister Slash. He became driven, determined and obsessed with elevating himself to the perfect weapon of homicide, just as Brother Flay had already done.
Sister Scar
- Spoiler:
Name-Sister Scar
Age-16
Alignment-Neutral Evil
Appearance
Hair-Short straight Blond
Height-5’ 3’’
Weight- 164lbs
Dress-Orange vest, black drawstring pants, brown slippers
Eyes-Blue
Skin- Type: III Von Luschans Chromatic Scale
Scars- Notable scarring on her forearms and bottom lip.
General-
Abilities
Physical abilities
Fierce Fighter: Sister Slash is a vicious relentless warrior just beginning to breach her potential. She has been instructed in the martial artistic style of the Religion and has rigorously exercised her body and mind in furtherance of improving her physical state.
Mental abilities
Weird Sisterhood: Sisters Scar, Cripple and Maim are unnaturally attracted toward one another. They seldom spend anytime apart and have some manner of second sense regarding one another. They are capable of communicating with only a few simple words or glances and are completely in tuned with one another to an almost freakish level.
Metaphysical abilities
None
Paraphernalia-
None
History
Sister Scar has been a ward of the state for all of her life, her records have been lost and her papers misplaced, though it is generally believed that she was taken from her parents due to them being unfit. She has however, never been placed with a foster family. The reasons for such are not entirely clear, though in the overcrowded Hub City Child Services Department they are likely plentiful. Perhaps no family ever sought her as their own, perhaps no fitting family could be found, or perhaps simply no one ever tried that hard.
Whatever the cause, Sister Scar never had a real family, until she joined the Religion. With no real parents or guardians, the young Scar spent her days as she pleased, wandering the broken streets of Hub. She learned to defend herself in the manner of most who do so, necessity, and though she had ample reason, she has never truly viewed her life as pitiable. She does as she pleases and answered to no one, complete unattachment. She has never had anything, so she has never had anything to lose.
She choose to pass her time starting or at least participating in street fights, it was something to do, and she found a certain amusement in taking people down a notch or two. It was through this that she found the Religion.
With their rigorous training and bloodthirsty nature, they quickly became known among any who fought in Hub. Scar found them interesting, and so, on a whim, she applied to join. Once a member however, she for the first time found herself with something she could call a family, the others members referred to her as Sister, and Brother Flay looked after them like they were his own, she felt a sense of belonging with them that she had never had before, and enjoyed it.
- Spoiler:
Name-Sister Cripple
Age- 16
Alignment-Neutral Evil
Appearance
Hair-Short straight brown
Height-5’ 3’’
Weight- 146lbs
Dress-Violet vest, black draw string pants, brown slippers.
Eyes-Hazel
Skin- Type: III Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Aggressive Rebel: Sister Cripple is a brutal unyielding fighter just beginning to breach her potential. She has been instructed in the martial artistic style of the Religion and has thoroughly exercised her body and mind in furtherance of improving her physical state.
Mental abilities
Weird Sisterhood: Sisters Cripple, Scar and Maim are unnaturally attracted toward one another. They seldom spend anytime apart and have some manner of second sense regarding one another. They are capable of communicating with only a few simple words or glances and are completely in tuned with one another to an almost freakish level.
Metaphysical abilities
None
Paraphernalia-
None
History
Sister Cripple has been a ward of the state for all of her life, her records have been lost and her papers misplaced, though it is generally believed that she was taken from her parents due to them being unfit. As such she has been bounced about between foster homes since she was born. She’s been adopted by a variety of families, some good, some not, however it inevitably ends with her being returned to the system for one reason or another.
Sometimes it’s simply that the family cannot afford to keep her, in addition to their numerous other foster children, sometimes it’s that her unruly behavior causes her adopted parents to be unwilling or unable to deal with her, and sometimes it’s that she actively flees from an unfavorable home. Whatever the reason, Sister Cripple has spent the majority of her time on the streets of Hub.
She learned to fight as most that spend any amount of time on the city’s streets do, and spent her time at most of the local gaming arcades, especially during school hours.
She discovered the Religion of Crime by pure happenstance. Cripple was simply doing as she often did, avoiding the overcrowded and often violent school system in favor of the local arcade, when some of the local delinquents who were doing the same, thought she looked to be easy pickings. No one can say what they would’ve done to her had they gotten their way, though the smart money bets on it being unpleasant.
Let there be no doubt that she put a fight, and broke a few noses in the process but she was outnumbered and over powered however just when her attackers were taking the upper hand Brother Gash stepped in. Always one for showing off how superior he is the Religion priest made quick work of the hoods, sending them off with their tails between their legs, and more than their faces blooded.
Far from being thankful Cripple insisted that she could have taken them, much to Gash’s amusement, and the two began socializing. Neither had any romantic attraction toward the other, however Gash did begin teaching Cripple some of the Religion’s ways, philosophical and martial, and after a few weeks, Gash introduced Cripple to the whole of the Religion and she became a full member.
- Spoiler:
Title
Name-Sister Maim
Age-16
Alignment-Neutral Evil
Appearance
Hair- Long straight red hair
Height-5' 6''
Weight- 158lbs
Dress-Light blue vest, black draw string pants, brown slippers
Eyes-Blue
Skin- Type: III Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Hostile Dissident : Sister Maim is a fierce dogmatic warrior just beginning to breach her potential. She has been instructed in the martial artistic style of the Religion and has thoroughly exercised her body and mind in furtherance of improving her physical state.
Mental abilities
Weird Sisterhood: Sisters Maim, Scar and Cripple are unnaturally attracted toward one another. They seldom spend anytime apart and have some manner of second sense regarding one another. They are capable of communicating with only a few simple words or glances and are completely in tuned with one another to an almost freakish level.
Metaphysical abilities
None
Paraphernalia-
None
History
Sister Maim was orphaned young, and was raised in an overcrowded foster home. Her adopted parents were nice enough for people who literally attempted to make a living off of the government stiffen checks provided to assist foster parents. They tried to teach the children right from wrong, but they also tried to give the children their own space. In short, they tried to do their best.
This often meant that, particularly the children who came to them already twisted inside by the events that lead them to become foster children or in some cases simply by the nature of the city itself, were left to their own devices for most of the day. The family had not delusions about the state of the Hub school system, and only attempted to convince their adopted children to attend for the sake of saying they had.
Sister Maim seldom went to school, though despite this no one was ever quiet certain what she spent her time doing. Most days she would leave with the others as if she were to attend school, and then would simply disappear until, sometimes after, curfew, when she would simply stroll back home as if she’d been at school all day.
She wandered the city, and as she would put it, listened to it. Hub is and was a far from a safe place for a small girl to wander alone, still her foster brothers ensured that she knew how to protect herself, and when to fight and when to flee. Though for the most part, she never fought anyone. She had this innate ability, perhaps from spending so much time wandering and watching the city, to tell who she should avoid and who she could encounter safely.
Sister Maim knew from the moment she set eyes on the Religion, that they were not the latter. Almost from the moment Brother Flay moved into the Sunny Arms Apartments the young Maim nearly stalked him, she followed him from place to place, watched as he or other members of the faith established themselves, and grew intrigued with their behavior and lessons.
She decided that she would join, and nearly the same day as Sisters Cripple and Scar, she presented herself at the Halls of the Abbadon and joined the Religion of Crime, becoming a full priest after several months of training, and bonding to her new found sisters almost instantly.
Last edited by TheDeceiverGod on 2/8/2012, 5:27 pm; edited 2 times in total
TheDeceiverGod- Admin
- Posts : 1875
Join date : 2009-06-29
Age : 35
Histories for 65 y.o characters suck to write.
The Church of Saint Sebastian
The Church of Blood
Saint SebastianThe Church of Blood
- Spoiler:
Name-Sebastian Blood IX
Age-14
Alignment-Lawful Evil
Alias- Brother Blood.
Appearance
Hair-Short White
Height- 5’ 5’’
Weight- 166lbs
Dress-Blue body suit, red shall with bronze buttons, black boots & bracers, red chest plate.
Eyes-Red
Skin- Type: I Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Predacious Nature: Sebastian Blood is a predator, not in the sense of society or even of opportunity but in the natural carnal sense. He preys upon humanity; he is nourished by their blood and sustained by their lives. He can sense weakness, smell fear, and taste doubt on the air itself. He is a predator, and he is a good one.
Firm Fangs: Sebastian’s fangs are stronger than most metals. Enhanced through diabolic properties, his canines are not only several millimeters longer than normal but are capable of puncturing even the sturdiest of skins and armors. Indeed all of Sebastian’s teeth are capable of cutting crunching and piercing substances that would cripple lesser men’s teeth.
Mental abilities
Captivating Charm: Due perhaps in large part to his young age, Sebastian is a very captivating speaker. When he begins to communicate others begin to listen. He can inspire fanatical loyalty in his followers, instill doubt in the most stalwart of soldiers and twist any situation to his benefit.
Metaphysical abilities
Avaricious Appetite: Sebastian Blood possesses the ability to consume the strength and powers of anyone he drinks the blood of. Whatever physical or metaphysical powers they possess he may steal for a period of time measured in direct relation to the amount of their blood he has consumed. If he kills his victim after feeding upon them he is able to retain their powers for a greater period of time.
Sebastian is able to both compound stolen abilities, by biting multiple parties within the borrowed period, and augment his natural abilities by consuming the blood of multiple individuals. If he tastes four people within the borrowed time period, then for that period he is four times as powerful.
Paraphernalia-
Book of Blood: The Bible of Blood is an ancient text chronicling the history of the cult known as the Church of Blood. The Bible explains the cult's connections to the Azarath demon known as Trigon.
Ancestor’s Shawl: Brother Blood inherited the prayer shawl once worn by his predecessors and incorporated it into his own raiment. It is rumored to have been the shawl of the son of god, and to possess supernatural powers related to such.
History
Zandia is a small sovereign nation located in Eastern Europe. It is a lush and fertile region, owing largely to volcanic ash which settled across the land during the last ice age. Zandia was once dominated by citizens of Muslim faith, but in 1202, Christian soldiers invaded the countryside during the Fourth Crusade. French and Venitian soldiers brought the word of God to Zandia at the end of a bloody sword.
Those who refused to be recruited were slain, their homes burned to the ground. The Crusaders even turned their might against Christian villagers, who were primarily ranchers and farmers. They pillaged their homes as they did that of their enemies, stealing their food and herding their cattle for themselves. During the second of many such raids, villagers sought refuge at a church on Mount Zandi.
The spiritual leader of the church took up a sword and fought against the raiders. He found a monk named Sebastian whom he believed had betrayed the word of God. Sebastian pleaded for his life and offered the priest the prayer shawl of Christ himself, citing that whoever possesses it would gain great power. The priest accepted the shawl, but not Sebastian's bargain. He stabbed him with his blade and left him to die on the battlefield.
Before expiring, Brother Sebastian placed a curse on the priest. He told him that "The blood of the father shall pass to the child and the child shall slay the father. From this generation to all that will come". The priest ignored the monk's promise, and relished his newfound power. Armed with a sword and with the shawl, he fought viciously when soldiers came to the village of Gamenn and succeeded in driving the Crusaders away. From this moment onward, the priest shed his Christian name and took upon himself the mantle of Brother Blood.
Those whom he had saved became worshipers at his church, and those who fell before his sword were drained of blood, which was then used to fill the blood pool beneath the dungeons of his church. Brother Blood bathed in the blood pool for three days and three nights, renewing his strength and vigor.
For the next forty years, Brother Blood's church grew in size and strength. His followers numbered in the thousands. Zandia was no longer a small rural community, but a center of power. In 1272, the monk's prophecy came to pass. The son of Brother Blood slew his father on the eve of his 100th year, and thus became the new Brother Blood. This same circle of patricide continued once per century for seven generations.
In March of 1941, Adolph Hitler's panzer division rolled across Europe. Hitler acknowledged and respected the power of Brother Blood's church and refused to invade Zandia. In December of that year, the son of the reigning Brother Blood was born and the cycle began anew. The prophecy was realized again some forty years later when the son returned to Zandia and fought with his father to the death in the blood pool. This man became the eighth Brother Blood.
Sebastian was the ninth individual to assume the name of Brother Blood. While still a teenager, Sebastian stabbed his father to death, after the latter's failed attempt to take over the Slab and abduct a million infants. He dumped Blood's body into the river and assumed the mantle of Brother Blood. By rite of ascendance, Sebastian took control of the Church of Blood commanding loyalty from legions of loyal followers.
Garbing himself in the vestments of his father, the new Brother Blood embarked upon a bold plan to solidify the mystical power of the Church of Blood. He took his church to the city of sin that is Hub City and is beginning a new crusade against the vice and inequity so rooted there.
Mother Blood
- Spoiler:
Name-Susana (Susan) Meriwether
Age- 29
Alignment-Lawful Evil
Aliases- Mother Blood, Mrs. Blood
Appearance
Hair-Blonde
Height- 5’ 8’’
Weight- 185lbs
Dress-Burgundy turtleneck, maroon knee-skirt, pantyhose, black heels.
Eyes-Blue
Skin- Type: II Von Luschans Chromatic Scale
Scars-Bite marks on her neck & breasts.
General-
Abilities
Physical abilities
Fanatical Figure: Susan does, or attempts to do, virtually everything that Sebastian asks of her, and though she does not actually possess any physical ability beyond that of a normal woman of her size, she does have an physical adrenolytic response to the thought of failing Sebastian, and can utilize that to her advantage.
Mental abilities
Convicted MindSusan is completely under the sway of Sebastian Blood, she absolutely believes that he is either an agent of god, or the messiah himself returned to save the worthy. She knows his words are true, and actively needs them to continue to be true. She loves him, completely utterly and absolutely. She would die for him in a heartbeat.
Metaphysical abilities
None
Paraphernalia-
Sacrificial Dagger- A six inch ceremonial dagger carried beneath her blouse against her stomach. Susan will most often use this for bloodletting, but it is equally functional for close quarter combat.
History
Despite her name, Susana Meriwether has seen very few sunny days. An only child she was simply put, born to a broken home, though her parents lived in the same home, they could seldom be described as together. He father worked as a scrapper, spending his days breaking down the old train engines, scrapping aged automobiles and generally pulling junk metal from wherever it could be found. He was a very unhappy man.
Most nights he found his peace at the bottom of a bottle, quick to anger he was verbally abusive to both Susan and her mother, particularly when drunk, and life was very unpleasant until his death from an ulcerated liver when Susan was fifteen. It was an uneventful funeral for a foul man, it was sparsely attended.
Susan moved out shortly after her father died. Her mother was a, weak person, and didn’t cope well with her husband’s death, never truly getting to a point of where she could support herself. Susan lost touch short after she moved out, and her childhood home was foreclosed upon a few months later. She doesn’t know where her mother is now.
She lived as a waitress for some time, attending school when she could and barely managed to graduate from high school at which point she had absolutely no plans for the future and things were beginning to look truly dismal. She continued working a waitress for several more years, during which time she was mugged twice, and she was beginning to believe that this was all she could ever amount to when she heard Sebastian Blood speaking on the steps of the old derelict Church.
He spoke of a better time, one in which paradise would be raised from perdition, when the faithful would be given their holy rewards and the wicked would be punished for their malevolence. For such a young boy to speak of such a better time, with such complete confidence and utter conviction, Susan felt for the first time that tomorrow might actually bring something better.
She approached him after he spoke, asking if there was anything she could do to help him bring about the time he spoke of. There was.
- Spoiler:
Vote Ken Hamilton for District Attorney
Name-Kendrick (Ken) Hamilton
Age-32
Alignment-Lawful Good
Appearance
Hair-Black
Height-5’ 9’’
Weight- 236lbs
Dress-Black suit, white undershirt, red tie, black shoes, black socks.
Eyes-Blue
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Suit & Tie Solider: Ken Hamilton is not a physical man. He has never had occasion to fight with his hands, and the only reason he exercises are for his health, and on top of this he is not a confrontational man and in physical combat he could be considered no more dangerous than an average man of his size and weight.
Mental abilities
Iron Idealist: Kendrick Hamilton is a deluded fool; but more so than this his ideals and conviction are tantamount to psychological armor. No matter the circumstances, Ken Hamilton refuses to believe that humanity is either incapable of good, or does not have good in it. Note that this does not mean he is so deluded to believe that naturally cruel people can be convinced to change their ways only that, given the proper circumstances, no man is innately evil.
Metaphysical abilities
None
Paraphernalia-
None
History
Ken was born, not to an affluent family, or even a particularly poor one, but to a loving caring family who, through hard work and perseverance, managed to make a comfortable life for themselves in Hub City. Not overly wealthy, both his mother and his father worked hard to provide for their family, and to send Kendrick to a private school.
He learned values that were for the most part, foreign to Hub, mercy, pity, compassion and the rule of doing to others, and though he spent much of his time on his own, his parents working most of the day. He spent his freedom reading, learning, expanding his knowledge of things. He learned of the heroes of other cities, he saw how they inspired goodness in their fellow man and sought to bring it to his own city.
Though he had no powers and no wealth, he did what he could to help others, and due in part to a slightly sheltered upbringing, it was a long time before he learned just how dark human nature could grow.
When he did, he set his sights on fighting it. His parents had been kind enough to set some money aside for a collage fund, and with the aid of a scholarship Ken left Hub city to attend a fairly respectable collage outside Metropolis. He worked, hard, to help play his way, not only through collage but to attend law school as well. It was hard, and didn’t always seem worth the while but at the end of it all he graduated with honors, and returned to Hub.
Still young and idealistic, at least in heart, the twenty six year old Kendrick eagerly hired on to work at law offices of the Hub City district attorney. Still, Hub City had not changed in his absence, and while Kendrick had retained the idolism enough to withstand the initial shell shock of Hub’s cold indifference.
A few years later, he works as a member of Hub City’s leaning line up of prosecutors, he is notably one of the few who actively attempts to put criminals behind bars. He dismisses the rumors that the Penitentiary is haunted, until a personal visit there during which he experiences a major panic attack. He strives even harder to convict the guilty and prove the innocent thus.
Continually frustrated with the lack of conviction, and sometimes the out right subversion of his coworkers, as well as eager to make a better future for his young daughter Lisa, Ken decided to run for District Attorney.
- Spoiler:
Name- Jeremy (Jerry) Courtier
Age-23
Alignment-Neutral Good
Appearance
Hair-Short fuzzy brown shave.
Height- 5’ 8’’
Weight- 276lbs
Dress-Black T-shirt, blue jeans, brown work gloves, brown work boots.
Eyes-Green
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Steel Frame: Jerry’s day generally involve him hauling piles of scrap metal from one location to another, lifting them on and off pallets, operating heavy machinery and generally working with his hands. This has led him to have an incredibly solid body, if not one oriented specifically toward fighting.
Mental abilities
Passive Aspiration: Jerry is a dreamer, but not one who has stars in his eyes. He sees the grime and the dirt of the day to day, but he honestly believes that there is something better out there, and that it is waiting for those who are willing, and strong enough to take it.
Metaphysical abilities
None
Paraphernalia-
Work gloves: Whether simply due to the fact that he spends so much time in them or due to the fact that without them he could seriously injure himself at work, Jerry is more comfortable wearing his worn leather work gloves than not.
History
Jerry was born to a blue collar family, and their home life was harder than it was happy. Jerry went to public school, learned to defend himself and stick up for others there and there were sometimes when it didn’t quiet look like his family could afford to pay their bills, but somehow they always managed.
Despite his humble origins, as a young boy Jerry held dreams of grandeur. He wanted to be more than his steel worker father. He wanted more than the grimy crime infested streets of Hub City. Jeremy wanted to be an astronaut. He wanted to see the stars, to walk among them.
And it was this dream that drove him to do good. He studied in school, played sports because he enjoyed them, stayed away from the subversive elements of the city and did his best to get into a good collage, even flirting with the idea of going into the military to get out of the slum that is Hub City.
However not all dreams are meant to come true. Jerry’s family had no means to pay for a collage education, and though he never did particularly poorly in school, he didn’t do well enough to qualify for a scholarship. He again considered joining the military, but before he could make any real decision his father grew ill and he was forced to take up work at the steel mill to support his family.
He hold no real grudge about it, working alongside his ageing father he gets a sort of simple satisfaction from his work, and though he still has aspirations outside the city, for the time being he has contented himself with working to change Hub rather than leave it.
- Spoiler:
Name- Mariana (Mary) Jones
Age- 46
Alignment-Chaotic Good
Appearance
Hair-Long brown hair
Height-5’ 8’’
Weight- 158lbs
Dress- Tan sundress, bellbottom blue jeans, sandals, green headband.
Eyes- Hazel
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Aging Grace: Despite her advancing years, Mariana has managed to retain much of the pose and grace of her youth. She is by no means a fragile person, able to lift an average load for a woman her size, and produce a significant kick to the hindquarters when necessary.
Mental abilities
Weary Warrior:In her younger days Mariana was, among other things, quiet the activist. She fought the good fight, protesting for the little guy against any sign of cooperate evil, though for her it was more about speaking for those who did not have a voice than fighting the good fight, and after many years of being squashed, suppressed and out right ignored, she has her sting.
Metaphysical abilities
None
Paraphernalia-
Mary Jane
History
Mariana is a third generation hippy from Central City. She was raised to believe that good people have an obligation to speak out against injustice whenever and wherever they may find it, and that the ability to do so was what made America a great nation. She took those lessons to heart, rallying much of her neighborhood to action whenever she viewed their liberties as under attack.
After several years of leading minor protests, primarily for environmental reasons and universally peaceful, Mariana joined up with several larger protest movements for various reasons to protest a variety of things, she enjoyed he feeling of being part of the solution; but the bigger the protest she visited, the less she was sure they were solving anything.
The people around her stopped being men of conviction, and started becoming more embittered, spiteful creatures. She saw how they fight was taking its toll on those around her, and knew she didn’t want to become like them. One man caught her eye, a Steve Jones, who despite being one of the most fervent of the faithful, seemed remarkable immune to the weathering of the fight.
He had fervor and passion where as those around them simply has spite and malice. She befriended him quickly, and after a number of encounters they began traveling together, and shortly after that they began a relationship. The two continued their relationship for some time before eventually being married in a small private ceremony in a small down outside Central City.
The two continued to fight the good fight for as long as they had it in them, but consistent losses took their toll on the two. They began to feel as though the world didn’t have a place for them anymore, and they began dealing marijuana as a means of supporting themselves, and their cause. Still; eventually the two were discovered by the local law enforcement, and rather than face the music, Steve fled, Mariana coming with.
The two moved around for some time, each time attempting to reestablish themselves, to put down roots into the community to help people take pride in themselves, but each time, inevitably they were discovered by the police as drug dealers, they still aren’t very good at the not getting caught part, and the pair soon fled to the one place all wanted men flee too at one point or another; Hub City.
- Spoiler:
Name- Steve Jones
Age-48
Alignment-Chaotic Good
Appearance
Hair-Black pony tail
Height- 5’ 4’’
Weight- 213lbs
Dress-grey/green sweater, bellbottom jeans, sandals, sunglasses.
Eyes-Brown
Skin- Type: III Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Modern Man: Steve is neither physically fit, or particularly unfit. He is still big and nimble enough to be a physical threat, but won’t be chasing those punk kids down the street very far. He’s a little pudgy around the middle, but still capable of carrying his weight.
Mental abilities
Tired Fighter: In his younger days, Steve fought the good fight. He protested against big government, big pharmaceutical, big corporation, big brother, and just about everything else that he saw as wrong with the world. But he never won, or if he did, it never really felt like winning. To him, it was a war of attrition, and they had no home to call their own. He’s not done fighting the good fight, but it has left him tired.
Metaphysical abilities
None
Paraphernalia-
Mary Jane
Picket Signs
History
Steve was born outside of Hub. He grew up on the streets of Metropolis, not poor necessarily, but neither rich. He grew up without a single delusion about how the world worked, and only managed to get more discontented with it as he grew old.
It began simple enough, he would rally his friends when Lexcorp was threatening to buy out their local farmer’s market and after a few small symbolic victories, Lexcrop buys the land but lets the market stay, he got a taste for standing up for the little guy.
As the years grew on, Steve grew bolder. He began being a real thorn in the sides of men like Lex Luthor. Though he never wore a cape, he did almost as much damage with picket signs and protest slogans. He even appeared on television a few times, though back then his hair was longer and more plentiful.
However, once it began to become clear that he might be able to effect some real change, corporations like Lexcorp began actively putting funds into fighting him, and frankly, no man can, and though Steve took the first few loses in stride, as they began to mount and grow he grew more and more frustrated with the lack of ‘fairness’ in the world.
Even as Steve began to become more and more jaded with the state of the world around him, he continued to do his best to support the small man in his plight. However, he also began smoking marijuana recreationally, and, being an industrious pro-farm young man, even began growing it. Initially just growing enough for personal use, he soon became unwilling to ‘sell’ himself to the status quo even to make a living. He expanded his crops and began selling to others for a living.
He still used the funds to support the cause, and even donated to his local church, farm’s market, and unions, but eventually he was found out, and instead of being sent to jail for breaking what he viewed as an irrational and stupid law he fled. He moved around from a little while, but it soon became apparent that there was only one place the long arm of the law couldn’t reach him.
He put a down payment on his one-story bungalow in Hub and began growing in his backyard.
- Spoiler:
Name-Mabel (May) Smith
Age-62
Alignment-Neutral Good
Appearance
Hair-White & Curly
Height-5’ 5’’
Weight- 156lbs
Dress-Red sweater, blue slacks, white shoes.
Eyes-Blue
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Old Lady:Mabel is a very old woman. She has lived a long life, and though still quite healthy for her age, she is still very old. Her hip is brittle her gait is slow and shuffling and sometimes she’s not as solid on her feet as she should be, but she doesn’t need a walker yet, and still manages to get around fairly well.
Mental abilities
Sweet Ol’ Broad: A kindly old lady Mabel always seems to see the best in people, and though it might be that she’s simply in the early stages of senility, whatever it is, she’s a sweetly old lady loved even by the most hardened thug of Hub City. She also makes amazing sugar cookies.
Metaphysical abilities
Paraphernalia-
Sugar Cookies
Baked Goods
History
When Mabel Smith was young, Hub City still wasn’t a nice place to live. But that doesn’t mean that it wasn’t different. Mabel Schrodinger grew up in Hub City, when she was young the city was a different place. The term ‘Super-Villain’ had yet to be coined, and the Daily Planet was still a decade or two away from reporting on the random act of violence that would take the philanthropic Wayne family from the world.
But that didn’t mean that Hub City wasn’t still run by mobsters. It simply meant that the mobsters of the day were; classier people. They didn’t just feed on the city, they fed it too. The mob opened and maintained corner street delis, they ran protection rackets, but they never asked for more than the owner could manage, and back in these days the police still had a chance of fighting them off. Hub City was corrupt in Mabel’s youth, but never irredeemable.
She was born to a happy, healthy family, her father was a conductor on one of the few remaining trains shipping goods through Hub, and her mother was a home maker. Her father wasn’t home much, due to driving his trains on long runs, carrying goods from Gotham City across the country to San Francisco, but her mother was a good woman, who raised Mabel with good values, honesty, integrity, community, and even though the Schrodinger family may have never approved of the mobsters and wise guys roaming the streets, they were too friendly a folk to completely snub them.
Mabel and her mother would cook trays of cookies and carry them out to the corner to the local wise guys, when Mabel was a little girl she would open a lemonade stand every summer, and the gang boys were always some of her best customers. Back in those days, being a gangster didn’t necessarily mean being a bad person, and Mabel has always tried to look at the best parts of people.
Her family went to church, before it closed down after the death of the last preacher, he was an old, good man and the nature of Hub has a way of wearing down good men, eventually it was just too much. After that there was no one else to take up the cross, so to speak.
When Mabel was a teenager she attended public school, back in those days the Hub City Schools were, never the most, hygienic places, but they were no worse than most inner city schools are today. May was never the best student, but she always tried hard to do her best. She preferred Home Ec to Algebra.
It was in High School May met her soon to be husband Gerald Smith. He was a fine man, a football player, though not of any extraordinary quality and the two were sweethearts throughout their senior year. They were quiet the couple and cared for one another deeply, and after high school they moved in together, and were married a couple years later and moved into a modest condominium on the then fashionable Stern’s End. Mabel took her husband’s name.
The two lived moderately for several years; he worked as a mail carrier while she worked at a confectionary. They had hard lives but they were able to keep things afloat without too much trouble, and they were happy.
Though Hub City happens to have a way to quash happiness in all forms, Gerald was on his way back to his mail station when an intoxicated driver veered out of his lane and collided with him head on. Gerald was killed instantly, while the other driver walked away with only minor injuries.
Mabel was very devastated by the loss of her husband, but was, after some time, able to move on with her pastry business, making it into a popular and ‘happening’ place after several more years. Eventually Mabel became owner operator of the confectionary managing it for over a decade, and building it into a neighborhood icon.
She retired about seven years ago, when the building her confectionary resided in was condemned. She still makes sweets, and often hands them out to her neighbors, drug dealers gangsters and good men alike, she tries not to judge.
She became involved in the Church of Saint of Sebastian when it first came to Hub, the church it now occupies used to be her old congregation’s, and when she heard it was being reopened she was eager to see if she could help. She often organizes bake-sales to raise money for the church, as well as participating in other church-run functions.
- Spoiler:
Name- Jean Rhodes
Age- 23
Alignment-Neutral Good
Appearance
Hair- Short brown hair
Height- 5’ 4’’
Weight- 179lbs
Dress-White tanktop, blue undershirt, blue jeans, sneakers.
Eyes-Blue
Skin- Type: III Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Athletic: Jean tries to stay in shape, she by no measurement an athlete, but she is athletic. She can run a city block or more without getting tired, she’s capable of lifting heavy loads without too much trouble, and though she has no fighting experience, she can hit fairly hard when she wants to.
Mental abilities
Sheltered & Trusting: Jean was raised extremely sheltered and protected by her father, he virtually never let anyone near to her or anything bad happen to her, nor did he tell her of the various illicit activities that go on in hub, or that most of its citizens are involved in. For this reason Jean is a very trusting person, even if a person would look obviously suspicious to others, Jean tries to see the best in them, often to her misfortune.
Metaphysical abilities
None
Paraphernalia-
None
History
Jean is the daughter of a highly conservative family, and an extremely over protective father. Her mother was, victimized, when Jean was very young and her father had a bit of an overreaction to it. He used to walk Jean to the bus stop with a shotgun in his hands.
This, unusual home life has forced her into something of seclusion, she’s never had too many friends, and absolutely no male friends, mostly due to the fact that her father can and would greet them at the door shotgun in hands. He also headed the neighborhood watch. The only real friend Jean has ever had for any length of time is the friend she’s had since grade school, Alexandra Mills, a spunky, slightly unusual lass who seemed completely impervious to the stifling hoplophobia that seemed to ward away most of her friends upon meeting her father.
After graduating from school, Jean was looking at going to collages outside of Hub, however her family had no real money to pay for it, so Jean began work as a waitress at a diner down the street from her house. Her father still walks her to work shotgun in hand, every single day.
She heard about the Church through word of mouth at the diner, plenty of folk talk about people cleaning up Hub, most in reference to how crazy they were to try, but The Church of Saint Sebastian seems to have a suspicious immunity to the aggressions of the local thugs and street gangs, this lost on Jean, she happily and gleefully joined up with the Church to help make her city a better place, perhaps a place where her father would let her go out without an armed escort.
- Spoiler:
Name-Alexandra (Alex) Mills
Age-23
Alignment-Chaotic Good
Appearance
Hair-Short straight red hair.
Height-4’ 9’’
Weight- 167lbs
Dress-Brown tank top, white undershirt, blue jeans, sneakers.
Eyes-Hazel
Skin- Type: III Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Track-lete: Alex ran track in high school, and she was one of the best there. She can run extremely quickly for extended periods of time without fatigue, jump extraordinarily high and across great distances, and in addition her legs are also extremely powerful and though she has no formal fighting experience she can kick like a mule.
Mental abilities
Pragmatist: Alex is a daughter of Hub City, and though she’s always tried to do the best that she can, and done her best to avoid unruly situations, she’s learned a few things along the way. She knows most people aren’t trust worthy, she knows that most people are only out for themselves, and she knows that good kick to the balls cripples just about everyone.
Metaphysical abilities
None
Paraphernalia-
None
History
Alex has always been an energetic and friendly girl, even when she was little she was the ‘weird’ girl who talked to everyone and drifted between cliques like a leaf in the wind. Despite this, she is almost universally liked by her peers. She’s simply that type of person who is hard to dislike, and even if you find some reason to dislike them, so many other people see nothing that you just get blamed for being overly critical. You can’t win, and Alexandra is quiet oblivious to this entire interaction.
Her family owns a small diner in Stern’s End. It’s not the nicest of places but it’s popular enough to stay in business and it’s virtually all Alex has ever known. Her parents work hard to keep the diner in business, her father cooks while her mother works the counter, when Alex was little she used to sit up front and greet the customers; now that she’s older she helps out by waiting tables.
Since graduating from High School Alex has become such a stable at her family’s diner, either working there or simply hanging out there, that some people have begun coming simply to see her, and it was through the diner that Alex learned of Saint Sebastian’s attempts to improve the plight of the downtrodden, it sounded like madness to her, but as the weeks went on, and the rumors of their good works shifted from the clueless actions of a soon to be corpse to the inspiring tales of a righteous champion, she decided to investigate.
She went to a sermon hosted by the young Sebastian, and was instantly enthralled. The way he spoke, the way he moved, and the religious fervor in his every action, it inspired her. She leapt to his call, dragging some of her friends with her, though the only one to have really stayed was Jean Rhodes, and she’s been a devout follower of Saint Sebastian since.
- Spoiler:
Name- Fredrick (Fred) McKnight
Age- 52
Alignment-Lawful Good
Appearance
Hair-Short well coifed salt & pepper.
Height- 5’ 9’’
Weight- 219lbs
Dress-Black Business suit, white undershirt, black slacks, nice shoes, no tie.
Eyes-Blue
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Sinewy Age: Though Fredrick is getting on in the years he has retained some significant muscle of his youth. He’s not going to be playing football again anytime soon, but he has simply refused to let his age get the better of him.
Mental abilities
Mounting Zeal: For much of Fred’s life, he has done little to help those less fortunate them him. In fact he has often acted to avoid the less fortunate, but recently he’s been feeling bad about that. More & more he has wanted to do something to help.
Metaphysical abilities
None
Paraphernalia-
None
History
Fredrick McKnight is the heir to the McKnight steel mill, one of the few places in Hub still making money legitimately. His family has been one of the richest families in Hub since the city was first started, and over the years, they have stubbornly refused to leave the City to its own ends. Some of them have gotten in bed with criminals, others have wanted to expand the steel industry elsewhere, but somehow for some reason, the McKnight family has never left Hub City.
Fredrick is the latest to inherit control of the steel mill, and though for most of his life he has ignored those less fortunately, much as his father had, but as he grew older, he grew less willing to ignore the state of the city. He looked for some way to help people; he invested in homeless shelters, rehabilitation clinics, and donated to the police and firefighters, but nothing seemed to make a real difference.
Then her head about a Church looking for donations so that it could rebuild an old, derelict chapel, always on the lookout for good charities in need of financing, Fred gave the Church of Satin Sebastian the money it needed to rebuild the chapel in Stern’s End, and in doing his due diligence, he met the new owner, a young boy calling himself Saint Sebastian and his mother. Skeptical at first, Fred decided to hear Sebastian speak at the opening of the church, where in the young Saint outline his dedication to improving Hub City from the ground up and for the first time Fredrick encountered someone who seemed genuinely dedicated to making Hub City a better place. He offered the Saint his help in anything he needed and has since become not only a member of Sebastian’s congregation, but a major contributor to both the Church and Kendrick Hamilton’s campaign for District Attorney.
- Spoiler:
Name- Jeffry Johnson
Age- 19
Alignment-Chaotic Good
Appearance
Hair-Black
Height-6’ 2’’
Weight- 172lbs
Dress-Black t-shirt, brown cargo pants, black belt, black boots.
Eyes-Black
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Robust Youth: Jeffry is a young man in his prime. He is naturally strong, fit, and healthy, in addition he occasional lifts weights at his home, giving him significant upper body strength.
Police Training: Jeffry is the son of Chief of Police Alexander Johnson, and he has been raised by him alone since birth. Alexander knew the dangers of Hub, and insured that his son would be prepared to deal with them should he encounter them. He has been giving rudimentary training in hand-to-hand combat and the basics of firearms etiquette.
Mental abilities
Rebellious Youth: Jeffry has difficulty dealing with people in positions of power. He was raised by the chief of police in the most corrupt city in the nation, the city even the Justice League ignores. He has never seen anyone with authority use it to do anything more than keep the status quo, until he met Sebastian Blood.
Metaphysical abilities
None
Paraphernalia-
None
History
Jeffry’s father is the Chief of Police in Hub City, his mother is a prostitute whom he has never met. His father has worked long hours late into the night all Jeffry’s life, and for most of his adult life, Jeffry has been aware that despite his father’s profession, he did little to nothing to curb the growth of organized crime within the city.
In addition, Alexander Johnson has never told his son who his mother is, and though Jeffry has no delusions about what his father does on Paradise Lane late at night, it has not done much for his opinion on his father.
Jeffry has lived the sort of life that while not directly manipulated by his father, has been indirectly controlled by him since day one. Alexander is a good man, and when he impregnated a prostitute and heard she desired to keep the child, he insisted that he raise his son, for his son’s own good, and it has been those two words that have ruled Jeffry’s life ever since.
Alexander has always had Jeffry’s own good in mind whenever he does something for him. Keeping him away from his prostitute mother, pressuring him to do well in school, encouraging him to stay away from gangs and out of trouble, instructing him in what happens to drunks and drug users, occasionally actually showing him mug shots and police records on teenagers who fell into the wrong crowd, all of it had Jeffry’s own good in mind.
And to make matters worse, Jeffry knew it. It’s easy to rebel against unjust or unwarranted sanctions, but when you know and understand that the rules are there for your own good, it makes it nearly impossible to satisfy that rebellious urge. If he took up smoking he knows it would only be to his detriment, if he took up drugs, he knew it would only hurt him; his father had never place any unreasonable restriction on him for him to break. Jeffry’s allowed to stay out late as long as he stays out of trouble, he’s allowed to hang out with whomever he likes, even criminals, as long as he knows that they’re crooks, and he’s almost expected to join the police force, because it’s rationally the best job he could hope for.
It filled Jeffry with restless fury from day one; and then he met Sebastian, preaching improvement of Hub City in a way that Jeffry’s father never managed, and even better, Alexander didn’t approve. Alex had seen other ‘reformation movements’ rise and fall throughout his history with the police force and he’s seen their members gun down or otherwise targeted by violent crimes as a result. He simply didn’t think it was safe.
Yet despite the history of such endeavors the Church of Saint Sebastian has shown a remarkable immunity to violent crimes, and as a matter of fact, several such thugs who have targeted the Church, have disappeared, not that anyone has reported them.
- Spoiler:
Name- Jenifer (Jen) Blare
Age-18
Alignment-Lawful Good
Appearance
Hair- Long Blonde
Height- 5’ 4’’
Weight- 159lbs
Dress-Green striped blazer, white blouse, blue jeans, sneakers.
Eyes-Blue
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Schoolgirl: Jenifer is an average schoolgirl, she doesn’t work out, she doesn’t even run, but she’s not obese or underweight for her size. She can kick fairly hard, but is not about to knock anyone out without some kind of leverage.
Mental abilities
Honor Student: Jenifer is very studious and diligent, in school she constantly made the honor roll never received a grade lower than a B, outside of phys ed, and was hoping to get a lucrative scholarship to a good school. The scholarship didn’t happen, but she’s still a really smart cookie.
Metaphysical abilities
None
Paraphernalia-
None
History
Jenifer is an only child from a conservative family. Her father worked hard as a steel miller, while her mother ran the neighborhood bakery and together, they were a rather happy family. They all knew that Hub was no paradise, and few of them went out after night alone, but it was their home.
Jen concerned herself mostly with her studies, keeping her head down or in a book at school and trying not to associate with any subversive elements. She also tried not to call them subversive elements to their faces. She was a wallflower, a nerd and a bookworm, and she didn’t mind that. She likes being a bookworm, though she wouldn’t mind being a little less awkward in some social situations.
She had high hopes of gaining a scholarship after high school, but opportunities for academic scholarships out of Hub are few and for most of them, extracurricular activities are a must. Jenifer didn’t have any, all she had was good grades. Opportunities for extracurricular activities in Hub are fewer than scholarships, at least those safe for pretty blond girls to undertake without armed guards.
So when she heard that there was a church opening in Stern’s End, doing good works in the community, in large groups during the day. She though it was an excellent opportunity to try and do some safe extracurricular activities that might get her into collage.
- Spoiler:
Name-Theodor (Theo) Black
Age-19
Alignment-Neutral Good
Appearance
Hair-Black
Height- 7’ 6’’
Weight- 212lbs
Dress-Blue T-shirt, blue jeans, sneakers.
Eyes- Brown
Skin- Type: V Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Large Male: Theodor is a very tall man, in addition he played basketball in high school, and is a rather athletic person. He’s not a naturally violent man, but does know how to use his size to his advantage.
Mental abilities
Team Player:Theodor believes that what one person cannot achieve alone, a group can achieve together. He happily helps others with their problems and happily accepts help from others.
Metaphysical abilities
None
Paraphernalia-
None
History
Theodor is a good kid, he works hard to keep his nose clean and stay out of trouble. He played basketball in high school, and was pretty good, but he wasn’t a star and he didn’t get into collage for it. Still Theo is a good kid; he helps out around his parent’s house when he can, is studying to be a fireman like his father and does what he can to help out his community.
He’s never really been targeted for anything, when he was little it was because his father was well known as one of the biggest strongest guys on the block, and when he got bigger, it was because he got so much bigger.
In high school he was popular enough as a member of the basketball team, he wasn’t a star player or anything, but the other players knew that he was an essential member, and that they couldn’t win games without him, which translated to the entire school, particularly the ‘patriotic’ gang members, revering him as though he were a star.
Theo never much cared for the limelight, he preferred just to be one of the guys, one of the team. He liked hanging out with his friends, going to the occasional drunken party, though he did drink, it was responsibly, and he never drove, mostly due to the fact that he had no fear of walking home late, the local gangs all knew him as a ballplayer, and the local drug heads were too much cowards to take on a seven foot black man.
After high school, Theo has begun studying and training to follow his father’s footsteps as a firefighter, but has also been looking for other good, helpful ways to spend his time. When he heard that the local church was looking for people to help it rebuild, he signed up, and through the construction met Sebastian Blood, and heard his plans for the reformation of Hub.
- Spoiler:
Name-Elizabeth (Liz) Waters
Age-19
Alignment-Neutral Good
Appearance
Hair-Blond
Height-5’ 4’’
Weight- 149lbs
Dress-Blue blouse, white tank top, white knee skirt, ankle socks, shoes.
Eyes-Hazel
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Cheerleader Physique: Back in High School, Liz was a member of the cheer squad and as a result she is quiet athletic, gymnastic, and coordinated. She’s capable of running for extended periods without getting tired, able to perform complex gymnastic movements and produce power kicks with remarkable precision.
Mental abilities
Enthusiastic Optimism: Elizabeth has always been an energetic girl, always been one to see the silver lining in place of the cloud, but recently, with the advent of the Church and Sebastian’s preaching, she practically has stars in her eyes. She’s stopped seeing Hub for what it is, and started seeing it for what it could be, with a little work and effort on the part of people like those she’s met in the Church.
Metaphysical abilities
None
Paraphernalia-
Pepper Spray
History
Elizabeth is one of three children, all girls. She’s the eldest of her sisters, the others are still in school and as such Elizabeth believes it is her position to educate and protect her younger siblings. She does her best to show them the ropes of living in Hub, despite the fact that, just like her, they’ve lived there all their lives and honestly don’t need her help knowing which alleys to avoid and how to identify a crack addict or possible rapist and all three of them carry pepper spray with them virtually everywhere.
Liz likes being an older sister, she thinks that her sisters look up to her probably more than they actually do and tries to be worthy of this assumed respect. She’s an outgoing energetic personality, quick to make friends and slow to forget them. She still considers people she hasn’t seen since grade school her friends, and probably still remembers their names, birthdays, old phone numbers and favorite colors in order. She’s a bubbly jubilant girl who honestly has no place being within one hundred miles of Hub City.
In high school she was the leader of the cheer squad, and so utterly energetic and enthusiastic about it that even the other cheerleaders got worn out just watching her. She had a string of boyfriends, but none of them serious, most just ended up being called her boyfriend due to the amount of time she spent with them, when she only thought of them as friends who were boys.
She’s slowed down a little since graduating, but still managed to retain much of her jubilant energy. She doesn’t know what she wants to do for a career, but would like it to be something involved in helping people, she was considering becoming a teacher, but her family lacks the ability to send her to collage to acquire the necessary education. She was bored and frustrated with her life before she found the Church.
Saint Sebastian spoke with such fervor and conviction about improving the lives of the unfortunate, casting out the wicked and raising paradise from perdition that the ever enthusiastic Elizabeth almost leapt up right there in Church. She joined up as soon as she could, actively posting fliers all across Stern’s end, even handing them out in the less reputable parts, Sebastian and his mother said they’d accompany her but she only saw them every once in a while. She has become almost singlehandedly responsible for the advertising of the church and its works.
TheDeceiverGod- Admin
- Posts : 1875
Join date : 2009-06-29
Age : 35
Re: Hub City: Only dead if you want it to be.
Sounds awesome! I am so totally interested.
GreenPhoenix185- Posts : 9
Join date : 2011-10-14
Age : 29
Re: Hub City: Only dead if you want it to be.
Hub City Bureaucrats
Mayor Fermin
- Spoiler:
Name- Wesley Fermin
Age-44
Alignment-Chaotic Neutral
Appearance
Hair-Black
Height-5’ 10’’
Weight- 216lbs
Dress-Green suit, white undershirt, black tie, brown shoes.
Eyes-Blue
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Pickled Man: Every inch of Wesley Fermin’s body has been saturated in alcohol for every waking moment of every day for the past nine years. His liver is shot, his body bruises beyond easily and quite frankly his ability to walk a straight line even when sober has been severely impaired.
Mental abilities
Alcoholic: Wesley Fermin is an alcoholic, he is not a social drinker or a binge drinker, he is an alcoholic. It isn’t often that the mayor is more than ten feet away from some kind of, usually expensive, alcoholic beverage. He drinks in the office, he drinks at home, he drinks before during and after press conferences, and the only reason he doesn’t actively drink while driving is because he has his own driver.
Metaphysical abilities
None
Paraphernalia-
Mayoral Influence
History
Wesley Fermin was born in Hub City in the height of the hay days of the mafia. When he was a young boy he saw the local gangsters driving the nicest cars, wearing the finest clothes and hanging with the sexiest women, and he decided young that that’s what he wanted for himself. He started and was never actually arrested so there’s no official record, but he shoplifted, stole a few hubcaps, and even broke into a few houses when he was a boy.
But he soon discovered that being a gangster was a lot more dangerous that he had led himself to believe. People shot at you for one thing, another was that apparently committing crimes was illegal and frowned upon, plus the high school girls didn’t seem to be impressed by a stolen Twinkie. Young Wesley began to think that he might never be cool.
So he became a lawyer. He was from a respectable family, the sort that had money enough to pay his way into law school, and cover up a few less than public blunders. That combined with the ties he had made in his youth, gangsters who had decided to pursue that as a career who could see the value of having a lawyer in their clique, fast tracked him through the educational process. He was no A student, and frequently complained to anyone who could stand to listen about how difficult and unreasonable his classes were, but he managed to graduate all the same, and afterward his family used some connections to get him hired as a clerk in the District Attorney’s office.
It was there he first started working for the mob in earnest. It was simple things at first, shuffling a few papers so that the District Attorney’s didn’t see that one bit of crucial evidence or occasionally even ‘discovering’ manufactured evidence to clear the name of some ‘innocent’ felon. In return for his loyalty, the mafia at the time streamlined Wesley’s career. After a few short years as a clerk, he was promoted to an Assistant District Attorney, three years later, he won the election for District Attorney, and four years after that, he was elected mayor of Hub City.
He has been mayor of Hub for nearly a decade now. He has seen mobs rise and fall, and he has outlasted them all. There was one minor incident a few years back where, due to his rampant alcoholism, deep seated corruption and general incompetence, his wife, an all-around good woman, sought to run against him in the next election. He shot her, and then divorced her. He was never charged, and won the following election due to his opponent’s ‘absence.’
District Attorney Schwartz
- Spoiler:
Name- Edgar Schwartz
Age-52
Alignment-Lawful Neutral
Appearance
Hair-Short white
Height- 6’ 9’’
Weight- 239lbs
Dress-Black suit with a red tie.
Eyes-Black
Skin- Type: V Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Respectable Condition: Despite his advanced age, and situational alcoholism, Edgar maintains a regular work out schedule, including keeping several free weights in his office for the occasional mid-day exercises, and this keeps in respectable physical condition.
Mental abilities
Bizzaro Lawyer: Unlike traditional lawyers, Edgar has spent his career doing his hardest to prevent criminals from going to jail. That isn’t to say that he’s a bad man, he believes in truth and justice as much as much as any man, but he spends his nights looking for reasons not to prosecute the criminals of Hub. Legal reasons.
Metaphysical abilities
None
Paraphernalia-
Liquor
History
Edgar Schwartz was born to an honest blue collar family, and he worked hard all through his life to earn his way in life. He worked through high school to build himself a nice savings and then spent most of helping his folks pay his way through college, working on the side of course. He proved that he had a knack for working, once outside Hub of course by actually earning a scholarship to law school.
His family was positively ecstatic at the thought of their son making something out of himself, and it actually looked like the son of Hub would have a chance. Then he met Wesley Fermin, another student at the law school. They started together in the same year, and thus had a number of classes together. They spent long hours in the school library, shared the occasional late night pizza and stressed over the same midterms and finals.
The only difference was that, once graduated, Wesley’s career was fast-tracked by the mafia, and his family, while Edgar’s career had to progress through the natural course of things. He spent another five years as a legal aid attorney, tried to cut his teeth as a prosecutor. He gave it his best, and seemed to have a promising career ahead of him, he was a rising star, but as he rose the stress of more and more crucial cases began to get to him, and he found his solace at the bottom of a bottle, scotch preferable.
It wasn’t until he walked into an open court, slightly intoxicated, and attempted to try his case that his drinking became a real problem. His license to practice was suspended for three months and the judge declared a mistrial. He was drummed out of the city in shame, and while his license was suspended he had no way to make a living.
He fell back to Hub like a wounded bird, and ended up sleeping on Wesley’s couch for almost a year, until the then District Attorney Fermin suggested that he take over when he was elected mayor.
Now Edgar had no doubts about how Wesley got elected, and even less about how Wesley planned to get him, a drunk and a wash out, elected, but he needed a job, and Hub was his home town. So he deluded himself with promises that he would try to put as many bad guys away as he was allowed to, and ran for District Attorney with Wesley’s, and the mafia’s, support.
He ran unopposed.
He’s been Hub City’s DA for almost a decade now, and he’s not put half as many criminals behind bars as he’s let go. Still, he absolutely refuses to outright break the law, and even when he’s told to throw cases, he does it by the book. He’ll find some loophole or some legal hat trick that, from behind the prosecutor’s bench, he can easily pull off. It’s always legal by the letter of the law, but not always honoring the spirit of it.
He’s a grey area as far as the mob is concerned. Like Wesley, he works for whomever pays him, maintaining the status quo of Hub quite nicely, but unlike Wesley he doesn’t always do as told. He prosecutes some people he’s told not to, when there’s absolutely no other way, and blames their own stupidity for not giving him a legal chance out, and though that doesn’t always go over well, he and Wesley have outlasted more mobs in the ten years they’ve run Hub than most of the gangsters who threaten them care to remember.
To the common man, Wesley Fermin and Edgar Schwartz are the untouchable pillars of corruption that hold Hub City’s head inches above water. They’re what keep the city working, even if it’s not always pretty.
Vote Ken Hamilton for District Attorney
- Spoiler:
Name-Kendrick (Ken) Hamilton
Age-32
Alignment-Lawful Good
Appearance
Hair-Black
Height-5’ 9’’
Weight- 236lbs
Dress-Black suit, white undershirt, red tie, black shoes, black socks.
Eyes-Blue
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Suit & Tie Solider: Ken Hamilton is not a physical man. He has never had occasion to fight with his hands, and the only reason he exercises are for his health, and on top of this he is not a confrontational man and in physical combat he could be considered no more dangerous than an average man of his size and weight.
Mental abilities
Iron Idealist: Kendrick Hamilton is a deluded fool; but more so than this his ideals and conviction are tantamount to psychological armor. No matter the circumstances, Ken Hamilton refuses to believe that humanity is either incapable of good, or does not have good in it. Note that this does not mean he is so deluded to believe that naturally cruel people can be convinced to change their ways only that, given the proper circumstances, no man is innately evil.
Metaphysical abilities
None
Paraphernalia-
None
History
Ken was born, not to an affluent family, or even a particularly poor one, but to a loving caring family who, through hard work and perseverance, managed to make a comfortable life for themselves in Hub City. Not overly wealthy, both his mother and his father worked hard to provide for their family, and to send Kendrick to a private school.
He learned values that were for the most part, foreign to Hub, mercy, pity, compassion and the rule of doing to others, and though he spent much of his time on his own, his parents working most of the day. He spent his freedom reading, learning, expanding his knowledge of things. He learned of the heroes of other cities, he saw how they inspired goodness in their fellow man and sought to bring it to his own city.
Though he had no powers and no wealth, he did what he could to help others, and due in part to a slightly sheltered upbringing, it was a long time before he learned just how dark human nature could grow.
When he did, he set his sights on fighting it. His parents had been kind enough to set some money aside for a collage fund, and with the aid of a scholarship Ken left Hub city to attend a fairly respectable collage outside Metropolis. He worked, hard, to help play his way, not only through collage but to attend law school as well. It was hard, and didn’t always seem worth the while but at the end of it all he graduated with honors, and returned to Hub.
Still young and idealistic, at least in heart, the twenty six year old Kendrick eagerly hired on to work at law offices of the Hub City district attorney. Still, Hub City had not changed in his absence, and while Kendrick had retained the idolism enough to withstand the initial shell shock of Hub’s cold indifference.
A few years later, he works as a member of Hub City’s leaning line up of prosecutors, he is notably one of the few who actively attempts to put criminals behind bars. He dismisses the rumors that the Penitentiary is haunted, until a personal visit there during which he experiences a major panic attack. He strives even harder to convict the guilty and prove the innocent thus.
Continually frustrated with the lack of conviction, and sometimes the out right subversion of his coworkers, as well as eager to make a better future for his young daughter Lisa, Ken decided to run for District Attorney.
Prosecutor Curtis
- Spoiler:
Name- Jeremy (Jerry) Curtis
Age-36
Alignment-Chaotic Neutral
Appearance
Hair-Bald, Brown scruffy beard.
Height- 5’ 9’’
Weight- 167lbs
Dress-Black suit, white tie, black slacks, brown shoes.
Eyes-Brown
Skin- Type: III Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
White Fairy Fortitude: Jeremy is a cocaine addict, he cannot go more than four to five hours with putting a little powder up his nose. This has left him with almost unnatural endurance, he doesn’t need to sleep, seldom needs to eat, and while he is a bit more brittle, easy to bleed, easier to bruise, he does occasionally resemble the energizer bunny.
Mental abilities
Conniving Bastard: Jeremy is a sly, devious, jerk. He lies, he cheats, and he’s suspected of stealing all the office whiteout. He’s been a lawyer in Hub for quite a few years now, and has picked up all the tricks required thereof, both to convict the innocent and acquit the guilty.
Metaphysical abilities
None
Paraphernalia-
Cocaine
History
Jeremy Curtis grew up in the days when Wesley Fermin was only just starting to run for office, and he looked up and saw this man, who to all discerning spectators had a myriad of problems and should never have in a thousand years held public office more than once. And when Wesley was being reelected and re-reelected, Jeremy was working his way through law school. He saw Wesley’s life, and decided he wanted it for himself.
He was born to an affluent family, one with money, if not status, money enough to send their son to law school, but perhaps too much money. Jeremy grew up a spoiled rich boy, whenever he wanted something all he had to do was throw some money at the nearest poor person and nine times out of ten, they would get it for him. This didn’t really lend toward him making a large number of friends.
And he was cool with that, he didn’t need friends, he supplement friends with good times, spending his money and time, even while in law school, on parties and festivities, and cocaine, lots and lots of cocaine. Jeremy became addicted to cocaine before he was thirty, and to his credit, he has kept it under control. He’s strictly a social user, snuffing a little here and there to keep the fun times rolling.
The effect this had on his education is debatable, on the one hand, long hours of cocaine induced insomnia were spent pouring over tomes of unintelligible law books as if he were at a comedy club, while on the other hand examinations were spent sweating, antsy and anxious. Sometimes it was a wonder he passed his classes at all, other times he was in the top percentile.
Regardless even upon his graduation few legitimate law firms would take him, even fewer prosecution offices, in addition Jeremy’s affluent lifestyle and mounting drug problem had burned through much of his inheritance, his family cut him off, for what they thought was his own good. Yet Hub City is always open to helping those down on their luck; in the worst of ways. Jeremy signed on with the local prosecution office, they were as always desperate for employees, and took no time in making it clear where his loyalties lay.
He introduced himself to the first major mobster to cross his plate, and has been spending his evenings at the Barracuda Club ever since.
Prosecutor Patrick
- Spoiler:
Name-Denise Patrick
Age-37
Alignment-Chaotic Good
Alias: The Queen of Diamonds
Appearance
Hair- Short black curly
Height-5’ 3’’
Weight- 164lbs
Dress-White collared shirt, sky blue lady’s blazer, matching knee skirt, dark pantyhose, white high heels.
Eyes-Brown
Skin- Type: VI Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Typical Individual: Denise owns a stair climbing machine but only really uses it on her days off, she doesn’t go to the gym or even own a membership but at the same time she spends most of her day jogging about courthouses or card parlors and her lifestyle is anything but sedentary. She is about as physically fit as an average woman of her age & weight.
Mental abilities
Shrewd Scamp: There are few people more crafty and cunny as Denise Patrick. Given almost any situation she will nearly always have at least three hands to play and a card up her sleeve. It is one of the reasons she makes such an excellent lawyer.
Metaphysical abilities
None
Paraphernalia-
Lucky Die: A plain red & white six-sided die that Denise keeps in her left coat pocket for good luck.
Golf Clubs
History
Denise is the only child of an affluent Hub City family. She has never really inquired as to where their money originally came from and has never really had cause to. Her parents own a small house in Seaside Acres, at least small compared to the other houses in Seaside Acres, and she herself has a pleasant studio apartment downtown.
She attended a prestigious girl’s boarding school outside of Hub City and graduated with honors from one of the county’s foremost universities before attending a quaint little law school outside Gotham. On paper she has lived the typical idyllic life of privilege, and that’s precisely the problem.
For most of her life Denise has been completely removed from risk and chance. Every move she’s made has been meticulously planned out ahead of time by her parents and elders, yet at the same time she was given ample lead to try and fail at whatever it was her heart desired, always with the assurance that her family would be there to support her should things not work out.
Quite frankly, she hated it.
There was never any sense of danger, no consequences to failing or falling short, and to make matters worse, she was smart. It was never even that hard for her to succeed; everything in her life was so easy it was boring. Denise tried a few things to bring some danger into her life, in high school she dated the roughest member of her class, stayed out late and drank underaged, but none of that seemed particularly menacing, the boarding school looked the other way as long as it didn’t get too out of hand, and she was too smart to do anything outright stupid just for a sense of danger.
She choose to go to law school outside of Gotham in the hope that something from the fetid husk of a city might inspire her, and in a way, it did. While working as an intern at one of the Gotham City courthouses Denise met Jerrod ‘Snips’ Hawkson, a low-level loan shark and bookie for Rupert Thorn. They dated for a few months during which Snips took Denise to several of Thorn’s underground gambling clubs.
Denise found that she liked gambling, a lot.
And, much to her benefit, she wasn’t half bad at it either. She won more than she lost but she never really played for the money. She played for the risk. The more sinister or ominous the setting the seedier or sleazier the crowd, the more Denise enjoyed it. She played against gangsters, drug dealers, murders and mobsters and, while in Gotham more than one psychotic. It was actually the Penguin who coined her cardshark-handle the Queen of Diamonds, when she lost to him holding a straight flush, minus the card in question.
Still; she did manage to at least graduate from law school. Which some would say was no small miracle, Denise was always more interested in cards than court cases, and after graduation she left Gotham behind to return to beloved Hub, where gambling was both quite legal, and quite dangerous.
Last edited by TheDeceiverGod on 5/13/2012, 8:59 pm; edited 2 times in total
TheDeceiverGod- Admin
- Posts : 1875
Join date : 2009-06-29
Age : 35
Re: Hub City: Only dead if you want it to be.
Hub City Police Department
Chief of Police
- Spoiler:
Name- Alexander Johnson
Age-52
Alignment-Neutral Good
Title-Chief of Police Alexander Johnson
Appearance
Hair-Grey Military Bob.
Height-5’ 9’’
Weight- 258lbs
Dress-Police Uniform
Eyes-Grey
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Police Combatant: Alexander is the active Chief of Police of the HCPD, he is required to pass regular physical and marksmanship examinations, as well as having been taught numerous ways to disable an enemy.
Mental abilities
Tired Soul: Alexander has been fighting the good fight in Hub for the majority of his life, and for almost all of that, it has felt a lot like beating his head against a rock. He’s made no noticeable dent in crime, and if anything it’s actually grown worse during his lifetime. He has tried his best, and it wasn’t good enough.
Escort Emotional Dependency: Alexander is emotionally addicted to the regular companionship of prostitutes. He is not a sex addict, though he does utilize escorts for that as well, the main reason he visits is to confess his emotional state to someone, without having to risk them becoming targets of criminals or they themselves seeking to use what he tells them to harm him in some way.
Metaphysical abilities
None
Paraphernalia-
Glock 9mm Standard Issue
50 Caliber Revolver: Sometimes just to make his point extra clear, it’s important to have a gun that is an intimidating as it is lethal, in those times Alexander turns to this revolver, kept in a gun belt on his right side. It holds six shots, though the firing of it alone is enough to deafen an unprepared man temporarily. A single shot from this does not merely kill a man, it completely removes his face.
History
Alexander Johnson was born in to being a cop. His father was a police officer, though he never made it past Captain of his local precinct, and as a young boy Alexander idolized his father. He thought he was the coolest, a real life superhero, walking the street, protecting the people, he even had his own ‘policeman’s code’ as Alex used to call it. “Protect and Serve” words that; when he was younger, Alexander used to live by.
Until he realized that people didn’t always want to be protected. His father was shot in the line of duty; he wasn’t even supposed to be working. Captain Johnson was on his way home from the station when he saw what appeared to be a drug buy in process, he called it in and moved in to apprehend the suspects when one of them pulled a handgun and fired three shots, hitting Captain Johnson twice in the stomach. The suspects fled on foot and were never apprehended.
After several hours of surgery, Captain Johnson was released; he would however suffer severe spinal-cord damage, and would be confined to a wheelchair for the rest of his life. He retired on disability with his full pension.
For the next several years however Alexander’s father became increasingly bitter. Unable to walk, or do much of much for himself the retired captain began spending most of his day at a local cop bar; and within the first year after the shooting Captain Johnson would be spending his entire day at the bar, becoming increasingly intoxicated as the day drew on, and ultimately having to be wheeled out before closing.
Alexander would grow to see the man he once idolized grow into a cold, hardened drunk. He still sought to do his father’s image proud, and though living with his cripple father took its toll on his grades, and during his senior year of high school his parents would be amidst divorce proceedings, Alexander did join the police academy immediately following his graduation. He would score surprisingly well on all his physical examinations; and though his mental examinations left some questions, HCPD was in no position to be turning down applicants.
He would start his career as most do as a patrol cop. His partner in his early days was a young woman by the name of Carolina Crum; a staunch young woman who was more in for the shooting people than for the furtherance of truth and justice. Still, despite their theological differences they made an adequate team and were able to spend five years serving together before being promoted to detective and moving to serve in different districts.
If one thing were to have set Alexander apart from his peers during his early career as a detective, it would be that he actually cared about capturing criminals. Most in the HCPD are either there out of some sense of duty to their family; born a cop as it were the same could be said of Alexander, while others join almost with the intention of being corrupt. Alexander was different, when interviewing a victim he could, and would, empathize with them, when pursuing a criminal he would actually spend time off-clock pursuing them.
This lead him to having one of the highest closure rates of any detective in the HCPD, and after a thorough investigation by internal affairs, he was promoted to Captain after less than three years as a detective.
It might be said that this is where Alexander hit his stride. He would actively work to insure that those in his staff were clean, or at very least not obviously corrupt, he didn’t have much to choose from, and despite being branded as ‘strict’ for his low tolerance of corrupt officers, he managed to turn his station into and actual proper functioning police station. Though that does not mean he actively sought to root out corruption. Corruption and the HCPD are too well entwined for any one man to separate, and Alexander knew that if he tried, both he and the citizens of Hub would suffer. Corruption wasn’t just beneath him in the ranks.
And that became a problem for him. He was without a doubt one of, if not the, best police officers on the Hub City Force, but his distaste for corrupt officers made his superiors, many of which were thoroughly corrupt themselves, nervous. It was decided to use Alexander’s old partner; Carolina Crum, in an attempt to turn convince the virtuous Captain to turn a blind eye toward the department’s corrupt activities.
Carolina had during their years apart, developed a rather sizable cocaine problem and this had kept her from advancing beyond the rank of detective. She was however in bed with several known dealers, and well known in the circles of corrupt officers. So when she was promised a promotion in exchange for convince Alexander to step in line, she eagerly accepted.
She confronted Alexander at his home after work hours. She was high. It began civil enough, she asked to talk and he listened, though it quickly became apparent that they were not going to come to a civil agreement, he valued his morals too much. This upset Carolina, who had come armed with her service pistol as well as a second smaller gun concealed in her boot. The longer she stayed the more rambling she became, and it wasn’t long before she pulled her handgun and threatened Alexander if he didn’t comply. Alexander simply reacted; significantly more sober than his former partner he was able to easily disarm her of her service pistol. Carolina reached for her reserve pistol, and Alexander shot her four times.
It was deemed a self-defense shooting but the stigma of having shot and killed his former partner stuck with Alexander. It did however prove fortuitous for his career. The murder of his former partner proved sufficient ‘dirt’ for his superior officers to feel that he had been adequately taught the error of his overly virtuous ways, and indeed he had. Alexander no longer sought to punish corruption, though at the same time he still refused to tolerate it when it got in the way of officers doing their job.
He would then spend several years serving in Hub City’s Anti-Drug, and Major Crime departments, until he was finally made Chief of Police, three years after his father’s death from advanced liver disease.
Chief of Detectives
- Spoiler:
Name- Jeremiah Pettit
Age- 32
Alignment-Lawful Evil
Alias(es)- Chief Pettit
Appearance
Hair- Black Military Cut
Height- 6’ 9’’
Weight- 236lbs
Dress-Police Department Dress Blue Uniform
Eyes-Blue
Skin- Type: III Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Physically Intimidating: Jeremiah, while not an outwardly large man, has the kind of well-toned musculature that instantly speaks of
Mental abilities
Police Ace: Though he may not always obey it, Jeremiah Pettit has an almost encyclopedic knowledge of Hub City’s laws and their corresponding punishments. It should be noted however that he believes that Hub, and most cities in general, are dramatically too soft on criminals, and advocates the death penalty, or at least a severe beating, for virtually every crime above vandalism, particularly violent crimes.
Metaphysical abilities
None
Paraphernalia-
The Hammer of Hub: Actually just a simple black police-issue nightstick, this stick has earned a dubious reputation through the course of its use by the now Chief of Detectives Jeremiah Pettit.
Dress Blues: While not exclusive to Jeremiah, as every police officer is expected to have a pair for formal occasions such as ceremonies public services or, as are most common in Hub, funerals, Jeremiah Pettit has taken to wearing his dress blue uniform as his standard everyday uniform, and it has become something of his moniker to slowly remove his hat & coat before beginning an ‘interrogation.’
History
Jeremiah, his parents and his younger sister were, despite the woes of and miseries of Hub City, a happy family. Both his parents worked, and together they had a good income. Jeremiah and his sister were in the same grade, and looked out for one another in the Hub City public schools. It wasn’t perfect but it was happy.
Then when Jeremiah was nine, there was a car accident. His parents had planned to take their children on a ‘see the country’ road trip, yet before they even made it past the city limits their SUV was T-boned by a car doing well over one hundred miles over the speed limit, those in the other car had just robbed a jewelry store and were escaping when they ran a red light and crashed into Jeremiah’s parents’ car.
Jeremiah was the only survivor. He was hospitalized for nine months.
Jeremiah was orphaned by that accident, his hospitalization drained the majority of his inheritance, and when he was discharged he faced a daunting regiment of physical therapy and the subpar care of Hub City’s Child Protection Services. Throughout his time in various orphanages and foster homes, Jeremiah grew up with a seething hatred deep inside him. Misplaced and unguided it often led him into conflict with the authorities, whether those were police officers, CPS employees or adults in general. His early childhood was plagued by violent outbursts, knockdown drag-out bare knuckle brawls, and generally disruptive behavior.
It wasn’t until he was transferred to an orphanage specifically for juvenile offenders that he found his way. He was nearly thirteen at the time, and among the other orphans he met a young girl who, of course, was orphaned, and though she’d never known her parents, and was a bit of problem herself, she reminded him of his sister.
The young girl was unfortunately the victim of vicious bullying from the other older girls, and a few of the more vicious boys. Jeremiah refused to stand for it. He began protecting the girl, violently dishing out whatever retribution he thought was appropriate until her bullies began to leave her alone. She refused to thank him out of pride. He didn’t want her to.
He liked having something ‘just’ to fight for, and became something of the enforcer for the orphanage’s rules. Whenever a new problem child would come to the orphanage he would brief them on the rules, and advise them not to break them. If, despite his advice, they decided to break the rules, he would violently and mercilessly punish them before handing them over to those in charge.
He was never adopted out of the orphanage, few were. He reigned in fear while he was there.
Once he was release onto his own at the age of eighteen, he was left to his own devices for what was not the first time in his life. In truth his time as an orphan had scared him in more ways than one. He no longer valued people, he valued order. There were plenty of street-organizations that he could have joined, plenty more than he could have ruled, but instead he chose to join the police academy.
The rigor and discipline suited him more than it did his classmates, and virtually from day one he had a constant distain for his fellow officers. He passed his requisite courses with almost perfect scores.
He began his career as a beat cop, where he took the ‘beat’ moniker to heart and quickly became feared by hardened criminals and utter punks alike, in those days he was known by his badge number, and the name ‘Officer 8217’ became something of a boogeyman story told among street punks.
His immaculately maintained district, as well as the fact that he was known for being equally hard on corruption within the police force as he was on your average criminal developed him a mixed reputation within the force. Some officers respected him for doing what he, and they, viewed as necessary to enforce the law in Hub. Others viewed him as a violent psychopath who used the law as a justification for beating people with a nightstick, some were just afraid of him.
He was promoted at about the average rate. There was, and is, enough corruption among the Hub City PD that no one wants an investigation simply because Jeremiah beat some drug-dealer half to death during an interrogation, and his methods have always produced results. This lead to him being placed on some of Hub’s higher profile cases, or being invited to interrogate suspects while not officially being part of the investigation.
Regardless of why he was promoted, he was, and Jeremiah Pettit now serves as the Chief of Detectives on the Hub City Police Department. His position now is more one given to him simple to motivate those under him. Detectives or officers who aren’t making progress on a particularly pressing case dread the emanate phone call from the Chief of D’s Jeremiah Pettit, and his arrival at a particular police station is call for tension among even the most lowly of officers.
Despite his lofty position, Jeremiah is still known, and feared, by the common criminal. Now simply known as ‘The Chief of Detectives’ he’s easily identified by his dress blue uniform, and that’s how he likes it. Jeremiah rules through fear, and uses it to enforce the laws of Hub, believing that ‘if people aren’t afraid of the punishment, there’s nothing stopping them from breaking the law.’
Captain Al
- Spoiler:
Name- Alistair (Al) Enrick
Age- 33
Alignment-Lawful Good
Alias(es)- Captain Al, Honest Enrick,
Appearance
Hair- Blond military cut
Height- 5’ 11’’
Weight- 276lbs
Dress-Police uniform.
Eyes- Blue
Skin- Type: III Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Disciplined Frame: Alistair is a large man, in more than one dimension, however despite being slightly overweight he still regularly exercises, is completely capable of passing the requisite physical performance exams annually given to the HCPD, and is fully capable of utilizing his large size and blockish body to his own advantage.
Mental abilities
Noble Soul: Alistair is one of the rarest things you could find in Hub City, a genuinely good man. He has stood in the same place, and walked the same streets, as many others. He has seen the depravity, the cruelty and the perversion of mankind first hand, as have others, but unlike them, Alistair has managed to remain kind.
Metaphysical abilities
None
Paraphernalia-
Glock 9mm Standard Issue
History
Alistair never wanted to be a cop. He never really wanted to be anything. For most if not all of his life he was always simply content with having whatever happened to fall into his lap. His parents were poor, but hard working, and despite them having to spend most hours of the day at work they never really wanted for much more than perhaps a savings fund. For his part Alistair did his best to keep life simple for himself and his family. He did his chores and kept the house clean while his parents were at work. He’d do his homework without being asked and though his grades where never spectacular he did his best to keep them from dropping below a B average.
His graduation from high school was non-spectacular, his father had to work though his mother managed to take the day off, and after graduation he faced the dubious task of deciding upon a career path. He didn’t have the grades for a scholarship and he held no delusions above his parents paying for college, though for a moment he considered paying his own way, that dream died rather quickly once he realized how expensive it would be, and how hard it was to find a job.
He took a couple of odd jobs at first; before even moving out. He worked as an automobile mechanic, and as an usher for a movie theater, but he could never picture himself advancing in either of them, so one day he decided to join the police academy, as something to give him a sense of purpose and orientation in the chaos that is Hub City.
It was hard work, especially the physical training, but despite it all Alistair managed to study, train, and work his day job. He graduated from the academy with moderate scores and began his career as most do as a beat cop. He and his partner patrolled the streets from their sector car. They’d bust street punks and junkies, the occasional gangster. They worked hard together, and in more than one instance they risked and protected one another’s lives.
Which is why Alistair took it so hard when he discovered his partner was taking payoffs to protect drug dealers from investigation. He first approached his partner, not knowing what to expect he half-heartedly hoped that there was some explanation beyond absolute greed, there wasn’t. Alistair exposed him to the internal affairs department the next day, with the evidence he had gathered they had no choice but to suspend his partner pending a full investigation. The detectives didn’t work as hard as they could have, but they were still able to arrest Alistair’s partner on multiple counts of conspiracy, corruption and taking a bribe.
The event forever branded Alistair as a straight arrow, a brand which within the confines of the Hub City Police Department severely limited his advancement. He was viewed as a liability wherever he was put, and no department wanted to hold onto him for long. He had a tendency to upset the established way of things. People were nervous to take bribes around him, or to strike ‘deals’ with informants. The brass decided that something had to be done.
And so it was decided that Officer Enrick would be made Captain of the Hub City Police Department Major Crimes Unit, a unit dedicated to the investigation of crimes of high profile or particular importance. In order for a crime to be labeled a ‘major crime’ the Chief of Police was required to qualify it as such, and in order for Chief Johnson to qualify a crime as a ‘major crime’ it was required to meet three qualifications; 1: The crime must have been particularly heinous in nature. 2: There must be an obvious and immediate risk to the public. And 3: Steven Mandragora must sign off that the local mob is completely uninvolved. All of this is kept completely secret from Alistair, who simply knows that he investigates the crimes the Chief of Police tells him too.
Since his appointment to the head of the Major Crimes Unit it the unit has become a sort of dumping ground for the ‘honorable’ among Hub City’s Police Force. Officers who refuse to take bribes, report others for drug use on the job, otherwise attempting to alter the established order, are reassigned to the Major Crimes Unit under guise of promotion, no one is ever transferred out. The unit has a high mortality rate.
Despite this under Alistair’s guidance the Major Crimes Unit has maintained an impressive 87% case closer rate.
Lieutenant Harris
- Spoiler:
Name- Susan Harris
Age- 33
Alignment-Lawful Neutral
Alias(es)- Lt., Lieutenant Harris, Hot Harris
Appearance
Hair- Blonde
Height- 5’’ 9’
Weight- 167lbs
Dress- Police Uniform
Eyes- Brown
Skin- Type: III Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Surgical Beauty:Susan Harris has undergone extensive, multiple, elective surgery procedures designed to make her more physically attractive. This has had the desired result; however it has also left her less physically adept than she would be otherwise, numerous surgeries have left parts of her weaker or more vulnerable.
Mental abilities
Beautification Dependency: Susan suffers from a psychological disorder where she actively needs to be perceived as beautiful and/or attractive by those around her. She suffers from anxiety when not actively seen as, or regarded as attractive, and has undergone extensive elective surgeries to improve her physical looks.
Metaphysical abilities
None
Paraphernalia-
Glock 9mm Standard Issue
History
Susan is an only child. Her mother was killed by her boyfriend when she was nine. Her father worked at the steel mill for virtually his entire life. In many ways Mr. Harris was a good father, he tried very hard to provide for his daughter, to keep her safe but also to prepare her for the cruelty of the world, and of Hub City, but in one inequitable way, he failed horribly as a father. He was sexually attracted to his own daughter.
To his credit Mr. Harris never acted on his feelings, and it is completely possible that he was not even aware of them himself, but he did damage none-the-less. It was hardly deliberate, and some might even doubt that it was malicious. An adult-magazine left out, a scarcely thought-out comment about her ‘filling out’ in all the right places. It was subtle, but by the time she was in high school Susan didn’t know there was any way to relate to men other than to be objectified, by the time she graduated, she had become dependent on the attention. She had pleaded with her father to get her cologne injections as a present for her graduation.
Susan is not a sexual deviant. She actually has intercourse less than would be considered average for a woman her age. It is simply her nature to desire attention from the opposite sex. It is not her nature to seek relationships with them. She has never had anything that could be referred to as a long term relationship. She may court men, or more specifically allow herself to be courted by men, but these relationships almost always end shortly after they become intimate, often before. Throughout high school she had a total of two boyfriends, neither of whom she dated for more than two months.
She joined the Police Academy with her boyfriend at the time who was also attending the Academy, she broke up with him after three months, and though she remained a member of the Police Academy, she requested to be transferred to a different class. She graduated with mediocre scores after which she became a ‘traffic enforcement officer’. It was her job to staff speed traps and write speeding tickets. She didn’t particularly mind, most of the time people she pulled over were more, lewd, than rude to her.
She took a short leave of absence from work to have breast augmentation surgery, after which she returned to work as a patrol officer. She didn’t question what was, from her prospective, a lateral movement; everyone assumed that she had been ‘promoted’ due to some sexual impropriety with her superior, or superiors depending on whom you asked. The rumors were, mostly unfounded; there had been some consensual groping.
As a patrol officer she performed above expectations, Susan was fully capable and entirely willing to ploy her feminine wiles to manipulate male, bisexual or lesbian suspects into incriminating themselves, or their associates, and it was not long before she was promoted to detective amid even more rumors of impropriety. She took another leave of absence to have various minor alterations applied to her lips, cheekbones and chin, as a personal reward for her promotion. Her success continued as a detective, as she continued to use the allure of her gender to her advantage, convincing petty criminals and mobsters alike to say more than they should.
This was mostly tolerated only due to her looks. It would be a shame to scuff a pretty face, was a popular phrase in reference to how to deal with Susan’s reluctance to accept the societal norms of Hub City. She believed in justice, to an extent and in her own way. Her precinct captain in particular went to bat for her on numerous occasions, though not because he shared her beliefs, his interest wasn’t in justice; it was in Susan. He told her so one night shortly after she had managed to close a particularly difficult case. He was quite, frank, in his interest in her, and she quite frankly rejected him.
In spite he had her transferred to what was seen as the ‘dead end’ of Hub City PD, the Major Crimes Unit. No one was ever transferred or promoted out of the MCU due to the nature of the officers who were served there, they were honest. Susan knew this was a punishment, but didn’t let it get to her. She easily adapted to her new surroundings and through hard work and, minimal, favoritism, she was promoted to Lieutenant, and is currently working with Captain Alistair on the ‘Dark Faith’ killings.
Special Weapons And Tactics Lead Officer
- Spoiler:
Name-Brent Harish
Age- 26
Alignment-Neutral Good
Alias(es)- Commander Harish, ‘Space Cowboy’
Appearance
Hair-Brown, shaggy.
Height- 6’ 3’’
Weight- 134lbs
Dress-Tactical Vest, Swat Uniform.
Eyes-Black
Skin- Type: III Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Mixed Martial Artist: Brent has studied various forms of Martial Arts, and though he never mastered any of them, he has also had plentiful opportunities to combine the various art forms into his own manner of combat; resembling a combination of Judo, Kick-Boxing, and basic military melee techniques.
Heavy Smoker: Brent is a heavy smoker with a pack-a-day or more habit, this has severely compromised his lungs and left him ineffective in a chase, or for prolonged physical exertion. He is aware of this, and has worked his fighting style around it.
Mental abilities
Wild Mind: Brent is an unorthodox individual, he has tried rigid discipline and decided it wasn’t for him. Despite this he continues to believe in discipline in some form. He is fond of contradicting himself, and enjoys tackling new difficulties in new, innovative, ways, that often favor the strengths of himself, or his team.
Metaphysical abilities
None
Paraphernalia-
Tactical Vest: A standard issue Kevlar vest, inlaid with several ceramic plates designed to absorb or disperse the impact of one or more high velocity projectiles such as bullets.
Glock 18 Standard Issue Machine Pistol
Glock 9mm Standard Issue
Space-Cowboy-Brand Cigarettes
History
Brent is the middle of three brothers, Gregory, Brent, and Samuel Harish, who were, for the large part of their non-adult lives, inseparable. The Brent and Samuel were less than a year apart, while Greg was a year their senior. Both Brent & Samuel looked up to their elder brother and more than once attempted to emulate him. Gregory was the first to take Judo lessons while he was in junior high, while both Brent & Samuel joined him, Brent was the only one to really stick with it however.
Greg was the first to try out for the basketball team during high school, and both of his brothers tried out the following year, they made the team, but Gregory was the only one who had any real talent at the sport. He became the star player for their small, overcrowded, inner-city school; there was talk of him getting scholarships. However all of that was cut short when during an inter-school tournament several members of the opposing school, gang members, cornered and brutally assaulted Gregory. He died of complications three weeks later.
This event made it clear to the, then still teenaged, Brent that Hub City was poisonous. He decided that he had to get out of the city if it was the last thing he did, and upon his 18th birthday he joined the United States Marine Corp. and convinced his brother to sign up alongside him. Boot camp was hell, and it was there Brent picked up the habit of smoking, though it did earn him some extra misery from the drill instructors, he enjoyed it as a subtle act of acting out.
He graduated with top marks in hand to hand and marksmanship, with passing grades in most everything else and was assigned with his brother to the 195th platoon as a Private. The 195th, known colloquially as ‘The Hubcaps’ was comprised primarily of servicemen from Hub City or the surrounding areas, enough men & women from Hub join the military as a means to get out of the city, that it was well known even in uniform.
Despite this the 195th was in no way deficient, the rigorous training and heavy discipline of the marine corp. had done its job and weeded most of the problem cases out. They were strong honest soldiers, who got stuck in a horrible situation. The 195th platoon was deployed as part of a peacekeeping force to northern Caznia; it was their job to help enforce the ceasefire between the northern and southern forces dividing the nation. They weren’t expecting difficulties, Justice League members had also been deployed as preventative measures.
The 195th was attacked by an unidentified meta-human who is believed to have been looking for the Justice League patrols; they suffered heavy losses, including Brent’s younger brother. Brent left military service shortly thereafter; leaving with an honorable discharge and no employment prospects. He spent some time as a security consultant, a bail enforcement officer, and a private security agent, a security guard, a bounty hunter, and a mercenary respectively; before he was lead back to Hub, in his mind, to die.
Brent believes himself to be living on borrowed time; and believes that it is the “destiny” of those born in Hub City to die violent deaths. In order to deliberately spite this destiny he has taken up employment as the lead officer of Hub City’s Special Weapons and Tactics, or S.W.A.T. unit, determined to apprehend as many violent offenders and prevent as many violent deaths as possible.
Special Weapons And Tactics Weapon Specialist
- Spoiler:
Name- Riesa Daniels
Age-27
Alignment-Neutral Good
Appearance
Hair-Blond
Height- 5’ 7’’
Weight- 152lbs
Dress-Tactical Vest, S.W.A.T. Uniform
Eyes- Green
Skin- Type: III Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Tactical Sniper: Riesa spends more time at the gun range than she does at home. She practices with side-arms and rifles alike and is capable of hitting a two-inch target from sixty feet with an unscoped rifle, she can hit a target half the size at twice the distance with a scope. Her accuracy with side-arms is almost as impressive.
Mental abilities
Hoplophila: Love of weapons, or more specifically, guns. Riesa loves guns; completely inequitably, irrationally loves guns. She can tell you the muzzle velocity on virtually anything that uses gunpowder. She is in possession of more firearm permits than the rest of the HC S.W.A.T. unit combined, and owns more firearms than virtually anyone else in the entirety of Hub City.
Metaphysical abilities
None
Paraphernalia-
Tactical Vest: A standard issue Kevlar vest, inlaid with several ceramic plates designed to absorb or disperse the impact of one or more high velocity projectiles such as bullets.
Glock 18 Standard Issue Machine Pistol
Glock 9mm Standard Issue
M40-A3 Military Issue Sniper Rifle:Bolt action firing mechanism, Muzzle Velocity 2,550 feet per second, 7.62x51mm NATO rounds-armor piercing variant available, Effective Range 900meter/0.559 miles.
AK47 Assault Rifle: Gas-operated rotating firing mechanism, Muzzle Velocity 2,345 feet per second, 7.62x39mm M43/M67 rounds-multiple variants available, Effective Range 400 meters semi-automatic, 300 meters full-auto.
Remington Model 870 Shotgun: Pump action firing mechanism, 8 round internal tube feed system, 18in barrel, multiple gauge ammunition, bean-bag and incendiary variants available.
HK416 D14.5RS Assault Rifle : Gas-operated rotating bolt firing mechanism, Muzzle Velocity 2,900 feet per second, 5.56x45mm NATO rounds-armor piercing variant available, Effective Range 550meters.
FN P90 Personal Defense Weapon: Straight blowback closed bolt firing mechanism, Muzzle Velocity 2,350 feet per second, FN 5.7x28mm rounds-hollow point variant available, Effective Range 200meters.
Berretta 92 pistol: 15 round cartridge, Muzzle Velocity 1,250 feet per second, .40 S&W Rounds, variants available, Effective Range 50meters.
HK USP: 13 round cartridge, Muzzle Velocity 1,350 feet per second, .40 S&W Rounds, variants available, Effective Range 45meters.
Various scopes & silencers
Various non-lethal grenades
History
Firearms and integrity have always been a part of the Daniels family. Riesa’s father has four brothers, three of whom served at one point or another in the Hub City Police Department two of whom are former S.W.A.T. members. Her father owns and operates ‘Daniels’ Guns & Ammo’ gun store and shooting range with his brothers. Riesa grew up with guns on the family dinner table, and was taught to shoot a firearm when she was still in grade school and had an interest in firearms ever since.
She was given her first gun as a present for her sixteenth birthday, a standard .45 caliber pistol with a leather grip and detachable under-barrel laser sight. Her father had given it to her as a means of allowing her to protect herself. Three weeks later she would use it to shoot a would-be mugger dead in the street as he attempted to rob her and several of her classmates as they returned from school. She was hailed as a hero by the community and promptly never asked out on a date again.
Though Riesa has never really minded the lack of attention, or rather the amount of apprehension, the opposite sex tends to have toward her. She would honestly preferring spending her time shooting rare or exotic guns than watching a movie or having a fancy dinner. Those things just aren’t fun for her; hitting a paper target between the eyes at two-hundred feet with a bolt action sight-less hunting rifle, that’s fun for her.
She even entered a few shooting competitions when she was younger. She generally placed first, but in a few of the larger competitions she’d place second or even third behind older men with actual combat experience. She never let it get to her, for her it was never about winning, it was about putting holes in the target and the sweet symphony of burning gunpowder and shaped lead.
She graduated high school with moderate marks, she proved particularly capable in mathematics and world history, though her marks in the later tended to drop off rather steeply whenever the subject matter dealt with events before the invention of gunpowder. Riesa joined the Hub City Police Academy straight out of high school, making her parents quiet proud as she surpassed the marksmanship ability of the firearms instructor in her first examination.
Riesa graduated from the Police Academy with higher marks than she had from high school, and immediately began training to become a member of the HCPD S.W.A.T. thereafter, citing that ‘S.W.A.T. had the best toys’ as her primary reason. Her marks from the Academy were significant enough not to warrant retesting, and she passed the S.W.A.T. qualification exam on her first try with moderate marks, her firearms qualification test was the exception, she scored the maximum and was made into the S.W.A.T. weapons officer immediately thereafter.
She’s participated in several operations since joining the HCPD S.W.A.T usually operating as a long range sniper in situations ranging from hostage rescue to subject takedown to the occasional bank robbery gone bad. To date she has yet to miss any target more than once.
Special Weapons And Tactics Heavy Weapons Specialist
- Spoiler:
Name- Jerald (Jay) Black
Age- 27
Alignment-Lawful Good
Appearance
Hair-Brown; military cut.
Height- 5’ 7’’
Weight- 319lbs
Dress-Tactical Vest; Reinforced Swat Uniform.
Eyes- Hazel
Skin- Type: IV Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Tough Cookie: Jerald is a large tough man, entirely capable of taking as good as he can get. He’s been trained in both armed and unarmed combat by the HCPD, including special tactics designed to breach secure locations and engage multiple armed targets simultaneously. Jay is well aware of his size, and is both capable and willing to use it to his advantage during combat.
Mental abilities
Gentle Giant: Jerald dislikes conflict. He tries for the best possible outcome whenever he can, and due to his training, his expertise, and his experience he is an effective force for good whenever motivated. However, Jay’s attempts for favorable outcomes are often misguided, as he always attempts to see the best in people, even in Hub City.
Metaphysical abilities
None
Paraphernalia-
Tactical Vest: A standard issue Kevlar vest, inlaid with several ceramic plates designed to absorb or disperse the impact of one or more high velocity projectiles such as bullets.
Glock 18 Standard Issue Machine Pistol
Glock 9mm Standard Issue
Breaching Ram: A large battering ram designed to bust the locks on most doors in a single strike to allow for quick and effective tactical entry.
Remington Model 870 Shotgun: A pump action shotgun loaded with up to eight beanbag rounds.
Baked Goods
History
The Black family has had a tradition of serving in the Hub City Police Department for as long as anyone cares to remember. Jerald’s father was a police lieutenant before he took early retirement. Jerald’s grandfather was a detective until the day he was gunned downed during a mob trial. Even his uncles and great-uncles were in law enforcement to some degree. Few have died natural deaths. And as such Jay has grown up in near adulation of the Hub City Police. Every day he heard stories about how crummy a job it was from his father, and every day he felt a welling or pride that his father kept at it.
The Blacks are notoriously honest among the HCPD. To date, the worst they’ve been known to do is get a little rough with suspects in order to get what they want, bend the rules, but never to break them. Though they’ve never been comfortable with taking bribes, or doing drugs themselves, the Blacks have had to learn to work with cops who do in order to continue to work for the HCPD. Jerald is no exception. He’s worked with his fair share of crooks and drug-addicts. He’s even covered the backsides of a few when they screwed up; it’s just part of the job, when you work in Hub.
But that doesn’t mean Jay liked it. The corruption rampant in the HCPD was nothing like what he had expected from, and it was a cold shock for him to realize that the stories his father had told were woes and complaints. He decided to do better. He turned a blind eye to the corruption but gave it a scowl in equal measure. He let his brother officers take bribes; or do drugs, but he looked to them with as much disapproval as he could muster as well. It made him unpopular, but his love of baking, and habit of using the squad’s facilities to make cookies, cupcakes, or the occasional birthday cake kept him pretty much neutral on the popularity scale.
Plus no one was going to complain to someone who could put them through a window without breaking a sweat. Not that Jay would ever do that, for the most part he rather likes his fellow officers. Such that when he was transferred to S.W.A.T. it seemed only natural for him to take the position of breacher. The heavily armed man who stands up front making sure the area is clear for his partners. He has since serve on several missions with the HCPD S.W.A.T. mostly raiding drug dens or other such unscrupulous hideouts.
He has been shot twice in the line of duty, once in the foot, once in the shoulder. During his first bout of recovery he took up baking in his home. He has always enjoyed baking but it was while his foot was in a cast that he really took to it. It was a great way to pass the time and stay sane. Jerald loves to try out new recipes, particularly for sweets. It’s the presentation that he loves, the infinite sugar-sweet ways to lay out different things from cupcake to wedding cakes; he’s actually made a few just to try. It confused the HCPD the first couple times he brought wedding cakes in, but after the second or third time, they just congratulate him on his latest masterpiece, and eat themselves into a diabetic coma.
Detective O’Neil
- Spoiler:
Name-Erik O’Neil
Age-32
Alignment-Neutral Neutral
Appearance
Hair-Black with greying sides.
Height- 5’ 4’’
Weight-232lbs
Dress-Green suit, black tie white undershirt, green slacks, brown overcoat.
Eyes-Hazel
Skin- Type: III Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Mature Build: Erik is younger than he both looks and feels. His joints ache like those of a man twice his age He doesn’t have the energy of his youth, or even of his age. He’s tired and he feels old; though despite his lack of energy, he still has a respectably fit form, capable of passing the rudimentary physical fitness exams offered by the Hub City Police Department.
Mental abilities
Absolute Apathy: Erik just doesn’t care anymore. His time on the HCPD has been for the worse. He’s seen young mothers cut down in the street, he’s seen teenagers gunned down for a fist full of dollars. He’s seen rape, murder, suicide, body mutilation, drug overdoses both intentional and accidental, and he’s stopped being surprised. He just doesn’t care anymore.
Metaphysical abilities
None
Paraphernalia-
Glock 9mm Standard Issue
History
Erik O’Neil is a Hub City Native in every sense of it. His father was a Lieutenant with the HCPD, his mother was a waitress. His parents tried to do right by him, marrying shortly before his conception, his mother always wanted to quit her job and become a fulltime parent but it’s hard to raise a family on a policeman’s salary, particularly in Hub and when Erik was fifteen his father was murdered during a mob trial. It was never proven, but Mr. O’Neil was scheduled to testify regarding a drug ring belonging to Anthony Dechinko he and his task force has broken up. Erik’s testimony was expected to put three key members of Dechinko’s drug distribution behind bars. His car detonated in the driveway of his home. A crude fertilize bomb had been wired to the ignition. Nothing was ever proven.
After his father’s death Erik hardly ever saw his mother. It was up to him to rear himself while she worked to support them. He didn’t do a bad job. He kept the house relatively clean and never let his grades dip below a C, but he did what most teenagers might have, and blew off most of the responsibilities dropped onto him by his father’s death. He had loved his father surely, but there was a stigma attached to being a cop in Hub City, you were assumed to be dirty until proven clean. Erik never had and proof his father was dirty, but he never had any proof he was clean either. When he got older he had to wonder how they had afforded a suburban home and two cars on a policeman and waitress’s salary.
Still; he decided to honor his father’s memory, and after high school, partially due to a lack of other options, he enrolled in the Policeman’s Academy. He graduated in the top ten percentile of his class. It was surprising how much he had retained just from listening to his father talk for fifteen years. He made detective two years later after apprehending a suspect who had fled police custody after being arrested on charges of drug distribution. He has been a detective on the Hub City Police Department for twelve years.
Detective Finn
- Spoiler:
Name- Mathew (Mat) Finn
Age- 31
Alignment-Neutral Good
Appearance
Hair- Short red hair.
Height- 5’ 5’’
Weight- 212lbs
Dress- white shirt, maroon tie, brown slacks, brown blazer, black socks, brown loafers.
Eyes- bronze.
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Athleticism Mathew is a fairly athletic young man. He is fit for his age, and engages in regular exercise due to his work. He is strong, robust and ready for duty.
Mental abilities
Increased alertness, energy and motor activity: Mathew uses cocaine to improve his on-the-job alertness, vigor and liveliness. He is almost always high while working, though he restricts himself to smaller doses and tries not to let it affect his judgment or job performance.
Metaphysical abilities
None
Paraphernalia-
Snuff Tin: A small metal container of high quality cocaine kept inside Finn’s left side breast pocket. The tin itself is labeled as ‘breath mints’ but has since been emptied out and refilled with little more than a handful of cocaine.
Glock 9mm Standard Issue
History
Young Mathew grew up with dreams of being a detective. He read all the boy detective books, he watched and re-watched every crime drama he could find, he even got his folks to buy him a junior detective’s kit for his birthday. He loved to imagine himself as the hard boiled gumshoe, tracking down the clues and unraveling the bad guy’s plans just before they came to fruition, and so when he graduated from high school, with admittedly moderate marks, he immediately enrolled in the Police Academy.
He paid his dues as traffic cop, as all officers had to, but kept his dreams of being a detective well into adulthood.
His illusions were only shattered after he obtained his dream. Mat passed the detective’s exam with flying colors and was shortly thereafter assigned to the homicide branch of the Hub City Police Department. Mathew Finn was finally a detective, just like he had always wanted. But seeing dismembered mutilated corpses day in and day out has a way of wearing on one’s soul, as does seeing their murderers go free. It wasn’t five years before Finn needed some help to get through the day. He started with liquor, as it fit his ‘hard boiled’ persona, but alcohol is a depressant, he needed a stimulant.
Now there’s never really been any shortage of doped up cops in the HCPD, though that was never something Mathew wanted for himself. He was reluctant to start up, but caffeine and alcohol could only carry him so far. He didn’t have to look far; his first score came from a crime scene. Some coked up dealer had killed one of his clients, or maybe another dealer it was all so hard to get straight. The scene was littered with narcotics and it didn’t take much to palm a dime bag before it got logged into evidence.
It gave him the boost he needed, and though he knew it was wrong, he also knew he needed it. Since then Mathew has done what he can not to get swept up by his addiction, he’s fully aware he’s an addict, but frankly he’s stopped valuing his own survival. Life is cheap, especially in Hub City.
Detective Green
- Spoiler:
Name- Nathan Green
Age- 31
Alignment-Lawful Neutral
Alias(es)- ‘Bloody’ Green
Appearance
Hair-Messy Brown w/beard
Height- 5’ 8’’
Weight- 219lbs
Dress-White collared shirt, dusty blazer, brown slacks, black shoes.
Eyes-Green
Skin- Type: II Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Marksman:Nathan doesn’t particularly like dealing with suspects. As far as he’s concerned everyone in Hub City is guilty of something, even if it’s not the crime they’re accused of; so whenever he finds the chance, he has a tendency to shoot people dead, and this continuous experience has made him a surprisingly good shot.
Mental abilities
Corroded Soul: Nathan used to be a good man. He used to believe in truth justice and all of that. He used to think that Hub could be a good place if enough people worked hard enough. Now he knows better. Hub City is drowning in its own blood, and Nathan has no qualms about adding a liter or two.
Metaphysical abilities
None
Paraphernalia-
Glock 9mm Standard Issue
Ruger Vaquero .357 Magnum revolver: Nathan’s personal sidearm, the revolver is lighter and has less kick than the 9mm while providing just as much stopping power in the mid to short ranges, while becoming significantly less accurate outside of midrange.
History
Nathan is a middle child, a quintessential middle child. His older brother Garth was a baseball star during his high school day, and then went on to join their father at his deli market. His younger sister won talent shows, before falling in with a bad crowd around junior high. The family lost track of her after she moved out to live with her, significantly older, boyfriend. Nathan has always tried to stay quiet and out of the way, and he’s always hated doing it.
Sandwiched between his ‘favored son’ older brother and his misbehaving little sister, Nathan never seemed to get any attention. Then he joined the HCPD. Risking his life in the pursuit of law, order and justice in what was, and still is, essentially a lawless town, that earned him some attention, but truth be told, that was just the icing. The real reason Nathan joined the HCPD was for the respect, for the authority. Growing up no one had ever made time for Nathan, his father was always working and his mother was often dealing with his siblings alongside what Nathan has grown to recognize as mild manic depressive behavior self-medicated with alcohol and caffeine so his opinions and his whims never really had a place.
Now he just shoots people who don’t respect him, with exceptions.
He’s not the most stellar cop on the HCPD, but they’ve never really been in a position to be picky. Nathan gets the job done; he’s always gotten the job done. Even when serving time as a traffic cop he enjoyed pulling people over and taking his sweet time with ticketing them, he even arrested more than one person for outstanding warrants; or just for ‘assault on an officer’ charges if he actually managed to goad them into throwing a punch.
As a detective it’s more of the same. Nathan has no problem walking up to armed gang members and demanding they tell him everything they know about whatever he’s asking about, he also has no problem shooting people, sometimes though not always fatally, if they ‘resist arrest.’ He prefers to fill out firearm reports than perform interrogations, it’s Hub City; everyone’s guilty of something.
Last edited by TheDeceiverGod on 5/13/2012, 8:55 pm; edited 2 times in total
TheDeceiverGod- Admin
- Posts : 1875
Join date : 2009-06-29
Age : 35
And at long flipping last, the last!
The "Heroes" of Hub City
The Ghost Detective
- Spoiler:
Name-Richard Occult
Age-48
Alignment-Chaotic Good
Alias-Dr. Occult
Appearance
Hair-Black short
Height-5’ 10’’
Weight- 229lbs
Dress-Brown overcoat, brown fedora, white undershirt w/ dirty sleeves, black tie, black slacks, black socks.
Eyes-Blue
Skin- Type: III Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Old Bones: Occult is tired, he doesn’t want to fight anymore and he hasn’t been keeping up with his training as a result. He spends most of his time drinking and sleeping. He was a force in his day, but his day is passed and now he only hopes to be forgotten.
Mental abilities
Arcane Scholar: Richard Occult has spent most, if not all of his life studying or otherwise dealing with magic and the arcane. He knows more about the magical world than he does about the natural one. He’s considered an authority by such well known mages as Dr. Fate, Madam Xanadu, and The Enchantress, and virtually all of his education has been practical.
Metaphysical abilities
Talismanic Mage: Dr. Occult is very familiar with the means and processes involved in channeling, controlling, and focusing the near limitless power of the Mark of The Seven.
Paraphernalia-
Mark of the Seven:The Mark of the Seven is a mystical orb created through arcane and alchemic means unknown even to Dr. Occult. As such, its powers are vastly untapped and untested, though it is known to utilize powerful and primal pure magic.
Some of its known powers include the reflection, negation and destruction of a variety forces ranging from black magic to Kryptonian heat vision. Its powers have been shown to remain effective even against such near-deities as Neron and The Spectre and under such extreme circumstances as to remain fully functional while in Hell.
History
On December 31, 1899, a cult intended to sacrifice two kidnapped infants to Satan. The cultists attracted the attention of the demonic Koth, who rejected the offering and killed the cultists. Zator, a disciple of the mystic cult known as the Seven, rescued the infants, and brought them to a hidden citadel. The Seven recognized mystic potential in the infants and decided to raise them, naming them Richard Occult and Rose Psychic.Doctor Richard Occult wrote:
“I’ve lead an interesting life, not necessarily a happy one.”
When they were of age Richard proved the most adept at magic, so the Seven bestowed him with the Mystic symbol of the Seven, and the name "Doctor Occult". On the same day, they were also told to leave the Citadel, part from Zator, and use their abilities to battle evil in the world.
Together they fought many supernatural menaces from then onwards. Although nobody took their business seriously in the beginning, they finally got to prove themselves solving the case of a mass murdering vampire. Later the devilish Koth returned from his realm, this time almost overpowering the Seven. Had it not been for the intervention of Dr. Occult and Zator, they would all have perished.
Koth managed to flee, and the Seven quickly assigned Doc and Zator to secure an ancient Egyptian belt of miraculous powers from the evil entity. For this special case, Dr. Occult donned a magic sword and a battle costume with a cloak and a chest emblem, hence becoming the first costumed hero of the Golden Age. With combined forces, Doc, Zator and the Seven succeeded to defeat Koth for many years forward.
In the early 1940s, Doctor Occult joined the wartime hero-team known as the All-Star Squadron, as one of their few plainclothes members. He remained an All-Star, although mostly a semi-active one, until the war ended in 1945. With the Squadron, he encountered many other great mystics of the era, like Doctor Fate, Zatara, Sargon the Sorcerer, Johnny Thunder and his Thunderbolt, the Flying Fox, Merlin the Magician, Tor the Magic Master, and the almost almighty Spectre.
Doctor Occult assisted the Justice Society of America in defeating the interdimensional soulless entity known as the Stalker, sacrificing his own soul to do so. Following Stalker's defeat, Rose appeared before Doctor Occult and shared her soul with him. Since that day, Doc and Rose have remained one physical being, sometimes walking around as a man, sometimes as a woman.
However due to the natural instability of this effect, Rose later opted to allow her consciousness, and in fact her very essence to be absorbed into Occult’s, killing her, but ultimately stabilizing and empowering Dr. Occult’s physical and magical abilities. He has never recovered from her sacrifice, and, due to the apparent recovery of his soul, has the unspeakable concern that Rose did more that sacrifice her life and mind for him, but may have given him her very soul as well. He has taken to drinking in order to keep from thinking about it.
The Phantom Stranger recruited Dr. Occult and other members of the Trenchcoat Brigade to help teach the young mystic Tim Hunter, the mystical reincarnation of the supreme wizard Merlin, about magic. Occult transformed Tim's yo-yo into an animal familiar named Yo-Yo to aid the boy in his learning. He also showed the boy the magical realms of Faerie, Gemworld, Skartaris and the Dreaming.
John Constantine called together Occult and the Trenchcoat Brigade to have a talk with Mister E. E told them he suffered from visions of a world eaten up by the cancer god M’nagalah, and knew that Pyotr Konstantin somehow caused it. E took the Trenchcoat Brigade on a trip to the possible future of his vision, where the only person left alive was Pyotr. Pyotr summoned the Whining Ones to attack the Brigade. The Brigade won the fight and Pyotr told them they could avert the tragedy he caused if they took him back in time to the 1600s. In the past Pyotr cast a spell to force the Brigade to confront and deal with each other’s past failures and guilt while he set off to prevent his past self from setting off the chain of events that unleashed M’nagalah. The Brigade conquered each other’s guilt and found Pyotr, who’d failed to stop his past self. The Brigade traveled to the time of the Chernobyl nuclear disaster, when Pyotr’s past self and Elliana of the Leshy, whose people had been destroyed by mankind, would bring M’nagalah to Earth. The Brigade used a containment spell on M’nagalah but Phantom Stranger, who’d dealt with Occult’s guilt over never being able to touch Rose again and felt he was in a similar situation, was ready to abandon the fight. Occult changed into Rose and convinced Stranger that where there was life there was hope. The Brigade vanquished M’nagalah, eventually ending up several years after of when they have original left.
Dr. Occult noted weeping statues, crimson lightning and other signs of the apocalypse. He was recruited by Zatanna to join the Sentinels of Magic, composed of himself, Alan Scott, Dr. Fate, Madam Xanadu, Sebastian Faust, Rachel ‘Raven’ Roth, Deadman, Ragman, The Phantom Stranger, The Enchantress, The Blue Devil, Tempest, and Zatanna herself, to battle the fused spirits of The Spectre and Asmodel, who had unleashed Hell on Earth.
Dr. Occult recruited Mary Marvel, Captain Marvel Jr., Captain Marvel, The second Star-Spangled Kid and S.T.R.I.P.E. to fight the horde of demons that was threatening N.Y. during the Day of Judgment. The Sentinels separated Asmodel from most of the Spectre-Force, imprisoning it in Madame Xanadu's globe. However this was only a temporary solution, and the Sentinels needed the Spear of Destiny to defeat Asmodel as it was the only weapon capable of wounding The Spectre. Wounding the Spectre with the spear allowed the soul of deceased Green Lantern Hal Jordan to become Spectre's new host, but a new threat emerged when Neron, the sovereign lord of hell at the time, possessed Superman. Hal fused with the Spectre defeated Neron, sending him back to Hell.
Richard moved to Hub hoping to be forgotten.
The Terrible Tarantula
- Spoiler:
Name- Catalina Marie Flores
Age- 36
Alignment-Neutral Neutral
Alias(es)-The Tarantula
Appearance
Hair- Black
Height- 5’ 7’’
Weight- 135lbs
Dress- Orange & Black vest w/Tarantula insignia, Gunbelt, orange & black shorts and combat boots w/knife sheathes, and optional grenade bandolier.
Eyes- Brown
Skin- Type: IV Von Luschans Chromatic Scale
General-
Abilities
Physical abilities
Elite Athlete: Even before becoming a vigilante Catalina was in considerable physical condition. In addition to her FBI training she studied several styles of martial arts including but not limited to, Judo, Karate, and Krav Maga.
Master Marksman: Catalina is a military grade master sniper with specialized training for urban environments. Her training is not limited to rifles and includes both small arms and machine pistols.
Mental abilities
Noble Psychopath: Though her intentions are good Catalina has absolutely no qualms about killing her targets in the pursuit of her goals, and will in fact work for corrupt organizations who are opposed to those she views as her enemies. She has absolutely no concerns other than her own goals, good though they may be.
Metaphysical abilities
None
Paraphernalia-
5.88in Hunting Knife
10.5in Utility Knife
Glock 9mm Standard Issue
M1911 Semi-automatic .45 caliber Pistol
SW1911 Semi-automatic .45 caliber Pistol
Glock 18 Standard Issue Machine Pistol
LexCorp 10mm Machine Pistol
Remington Model 870 Shotgun
M42 Military Issue Sniper Rifle
Pineapple Fragmentation Grenades
Flash-Bang Canister Grenades
Teargas Canister Grenades
Smoke Canister Grenades
Canister Grenade Launcher
Mortar Cannon
History
Originally, "Catalina Flores," a former FBI agent and the sister of Blüdhaven's assistant district attorney, dressed in the costume of her hero "John Law," the Tarantula, in order to battle the corrupt police officers and gangland criminals of the city. It was inevitable for her to encounter Blüdhaven's protector, Nightwing, but he did not approve of the more extreme measures she took. When investigating the murder of Delmore Redhorn, the corrupt Chief of Police in Blüdhaven, Nightwing discovered the murderer was in fact Tarantula, and that she was working for his nemesis Blockbuster. She had also manipulated an encounter with Nightwing in such a manner that Barbara Gordon, his girlfriend at the time, broke up with him.Tarantula wrote:
"Stay out of my way niños, there's some men need murdering"
Working with Tad Ryerstad Nightwing was able to have Tarantula arrested for the murder of Redhorn, although in the process Tad, a wanted vigilante, was also arrested. Tarantula was out on the streets soon enough however, and when the battle between Nightwing and Blockbuster heated up, Tarantula involved herself and shot Blockbuster, murdering him. Nightwing could have prevented the murder, but driven to the edge of his sanity by Blockbuster's calculated assaults on everyone whom Nightwing held dear (Blockbuster knew his secret identity and exploited this), in a moment of absolute misery, Nightwing stood aside and let Tarantula kill him.
Allowing Tarantula to kill Blockbuster caused Nightwing to go through what appears to have been essentially a nervous breakdown, and Tarantula took advantage of his near catatonic state to rape him. During the following period of time she ran off with him and attempted to establish a relationship with him. After a while, Nightwing came to his senses and turned himself in for the murder of Blockbuster. He was acquitted, however, and is working to bring Tarantula to justice.
Last edited by TheDeceiverGod on 5/13/2012, 9:08 pm; edited 4 times in total
TheDeceiverGod- Admin
- Posts : 1875
Join date : 2009-06-29
Age : 35
Da Rules
The Rules
Rule #1: I am in charge
I possess divine authority within and in reference to the RP.
Rule #2: I am special
I get to do things you don’t within the RP.
Rule #3: Keep your cool
It’s a game guys, don’t take it too seriously.
Rule #4: Have fun
Seriously guys, there’s no point in playing if you’re not having fun doing it.
Rule #5: Use the provided materials
I didn’t put in all that work for nothing, don’t make me hurt you.
Rule #6: Time Stamp Your Posts
Time waits for no man.
Rule #7: No Bunny Posting
For the good of us all.
Rule #1: I am in charge
I possess divine authority within and in reference to the RP.
- Spoiler:
Someone needs to have the authority. If there’s a dispute or a question, you come to me. The preferred method of this would be you PMing me, although I’ll try to be in the Chatbox when I remember it exists.
More importantly this means that, weather, belongs to me, NonPlayerCharacters, belong to me, your character’s parents, belong to me. Pretty much everything except for your characters belong to me. This is just so that things don’t get chaotic, we don’t need a dozen different minds all introducing different elements of the story into effect all at once. If you want to say ‘my mom got shot in this alley’ clear it with me. That is not a request. This is one world, your mom got shot, there’s a police report, there’s a detective who investigated it, these things are mine, and I will be controlling them.
Rule #2: I am special
I get to do things you don’t within the RP.
- Spoiler:
In a traditional game players give one another graces like not calling hits, not controlling characters other than their own, and not exaggerating their character’s abilities. You are still not allowed to do any of these things.
I get to do all of these things; within my own discretion and judgment.
I tell you now I will call hits. I will control your character, and I will make NPCs stronger than you.
The goal of this is to bring a sense of danger, of chance, and of risk to the game. In a traditional game, if you went up against Deathstroke Wilson one-on-one as a raw Robin recruit, you could be fairly safely assured that you’d get out of it alive. Not in Hub. If you attack a character that, by my judgment, is willing & able to kill your character, they might choose kill your character. If you attack a group of characters who have guns and attempt to ‘dodge bullets’ I will call a hit on you, even Batman hides behind stuff. If you attempt to fight a character who is taller, stronger, and heavier than you, I will have them knock/throw you around.
That being said: I am not going to try to kill Player Characters. Death will be punishment for obscenely bad decisions, and in fact both Doctor Occult and Tarantula will be characters under my control who will be attempting to prevent or minimize Player Character casualties. That is pretty much their whole purpose, that is Tarantula’s whole purpose. That’s the only reason I’m including her in this RP. The objective here is simply to make people behave more realistically in fights. If 5+ people are shooting at you and you are by yourself; the rational response is to flee.
Outside of combat however; I don't expect to have much reason to flex my special GM powers. I'm not going to make you go the right way down a one way street, though there might be a little traffic.
Rule #3: Keep your cool
It’s a game guys, don’t take it too seriously.
- Spoiler:
I don’t want to see anyone complaining to anyone about anything that goes on in this RP. This game will contain mature themes, death, violence, death, drug use, curse words, corruption, possible sex I’m gonna try and downplay that, and other stuff ubiquitive of a city with rampant gang problems, costume wearing serial killers and a corrupt police force. Don’t let the stuff in the game affect you in real life, it’s just a game.
That being said; don’t let real life affect you in the game either. I respect that real life can get in the way of the game, I understand and have no problem with this, if you can’t post for whatever reason let me know, I’ll have something worked out to explain your character’s absence. Maybe we can have you arrested.
What I’m more concerned about are the emotions of real life. Whether you like the player of character X or loath the player of character Y that’s no reason for your character to treat them one way or another. These characters have just met, I frankly don’t care what you think of X or Y, and I honestly don’t care why you feel that way about them. If you’re holding some grudge I have three words for you: Get Over It. It has no place in this game and if your character ‘storms off’ after inciting an argument with X or Y, I may be tempted to kill them, particularly if you’ve already made enemies in Hub.
Rule #4: Have fun
Seriously guys, there’s no point in playing if you’re not having fun doing it.
- Spoiler:
I am a firm believer in there being a reason for everything, and the only real reason to play a game with your friends is to have fun with them. If you’re not having fun because of this or that, then come to me and we’ll see if we can’t make the game a little more fun, if you’re not having fun because you’re too busy worrying about your character, come to me and we’ll see if we can’t aliviate your concerns, I’m really not planning on surprise killing anyone if someone’s going to die it’ll probably be preceded by 2-3 posts of them getting their ass kicked, if you’re not having fun because some other player is being mean to you, come to me and I’ll play mediator between you and the other player.
Fun is good. Have it. That is and order.
Rule #5: Use the provided materials
I didn’t put in all that work for nothing, don’t make me hurt you.
- Spoiler:
Characters will be required to use the provided sheet format. The locations listed above will be mentioned and referenced by the NPCs. I’m going to be using all the material I’ve listed out here, so I advise at least lightly familiarizing yourself with it.
Character sheets need to be uniform; it’s a pain to try and compare a dozen different sheets slapped together in vaguely dissimilar formats and making people use the one I’ve provided in order to get accepted is just a nice little way to make sure they’re going to look at the stuff I’ve provided and listen to me when I tell them to do something.
The locations are just because Hub City has frankly, never been used too much. That’s one of the reasons I’m using it. These locations are completely non-canonical, because there’s very little of Hub City that is canonical, and so to make sure that we’re all playing in the same city with the same vaguely defined geography.
Rule #6: Time Stamp Your Posts
Time waits for no man.
- Spoiler:
This is just to make sure that everyone is aware of how much time is passing and to maintain a sense of realism. I’m going to time stamp all of my posts, if your character’s actions take place 1 minute after those actions, than timestamp your post as the time I used +1 minute and if the next character’s actions take place 1 minute after that add 1 minute to that and so on and so forth.
If your actions take place less than one minute after the last character to post, than use the same time stamp. If you find yourself using the same timestamp a lot, bump the time up a minute after whatever seems reasonable.
If your post is not timestamped it will be treated as having not happened. You may retroactively timestamp your post, and may in fact retroactively timestamp your post as whatever time is currently going on in the Rp.
I advise you not to timestamp yourself too far into the future, because then no one can play with you, but if: for example; all the Player Characters bed down for the night, I will initiate a time skip and jump us to 6-8 hours in the future. Yet if your character had intended to wake up earlier and do something like, I don’t know. Steal some of Occult’s whisky, than you may timestamp those actions in the past, and then bring your character up to the present in one post. Just don’t interact with anyone.
Rule #7: No Bunny Posting
For the good of us all.
- Spoiler:
I am going to doing my best to do two things. The first is to be posting at least once every day, I am the GM and this is my commitment. Second I will be doing my best to read all of every single post made in the RP thread. This means that if two characters spend 2-3 pages talking about peanut butter then I'm going to be spending my time reading a 2-3 page discussion about peanut butter, and that means that it will be difficult for me to make my post that day.
I would also like other people to be reading all of everyone else's posts, and so for the same reason I'd like people to avoid the extended non-plot relevant conversations.
That being said; I have nothing against such conversations taking place between two players via IMs or PMs and then being posted in the thread as a single post. This conserves space and still allows extended inter-character development to take place.
Last edited by TheDeceiverGod on 5/16/2012, 6:35 pm; edited 1 time in total
TheDeceiverGod- Admin
- Posts : 1875
Join date : 2009-06-29
Age : 35
Re: Hub City: Only dead if you want it to be.
Hub City Is Now Accepting Player Characters!
I know it seems like it's been a long time coming, probably because it has, but it's finally here! I am Done working on Hub City! And you know what that means~
It means it's your turn! Muwahahaha!
Just post your character sheets here, right here, in this thread, using the provided character sheet. I will review them, I will reply with whether or not they're accepted and if not than what needs to be changed/edited/whatever reason I had for not accepting them, and Then once all interested parties have signed themselves up I will start the role playing thread in the actual role playing section, and Hub City will officially have Started!
Then we'll just use this thread for the OOC discussion of things.
TheDeceiverGod- Admin
- Posts : 1875
Join date : 2009-06-29
Age : 35
Re: Hub City: Only dead if you want it to be.
Aqua Girl
- Spoiler:
- “We conquer over 70% of the Earth, have super strength and impenetrable skin, and you mock us because we communicate with sea creatures?”
Name: Rhode Graves
Alias: Aqua Girl
Age: 24
Height: 5'6"
Weight: 150lbs
Hair: Long Red
Skin: White
Eyes: Blue
Alignment: Good
Affiliations: Birds of Prey
Attire: Atlantean armor
Race: Atlantean
Odd Feature: Aquagirl’s fingers are webbed, unlike other Atlanteans, she vouched to web her fingers with science at a young age.
Abilities
Superhuman Durability
Aquagirl’s skin is resistant to sharp objects, bullets, and any physical harm if she is hydrated with water mixed with a high concentration of sodium to maintain homeostasis in her unique Atlantean body.
Superhuman Equilibrium
Because of her amphibious physiology, Aquagirl has an acute sense of balance.
Superhuman Stamina
Aquagirl is able to withstand an incredible amount of strain to her body as long as she stays hydrated.
Superhuman Strength
She has the ability to lift and/or press volumes of mass far in excess to that normally possible for a normal human being.
Leadership skills
From the militant training in Atlantis, Aquagirl is a born leader. Though she was never able to use her leadership skills in her own home city, this can also come to a weakness in her uncompromising attitude and disability to follow others.
Tools
Hydration System
Built into her suit, Aquagirl has the technology to last above water. The suit absorbs the water in the air to hydrate her body, and injects saline to balance the chemical make up to mimic sea water. If broken, she has two hours before she suffers from asphyxiation and ultimately dies.
Atlantean Spear
The spear that Aquagirl fashions is more that it seems. The tip can shoot out for offensive purposes or used as a grapnel. The string in which the tip is connected to is extremely thin, yet stronger than steel so it can coil into the staff of the spear. The Spear can extend and release explosive shocks of electricity to incapacitate hostiles.
Weaknesses
Asphyxiation
When she is outside of water for too long, Aquagirl begins to dehydrate because of a severe deficient supply of oxygen to the body. She becomes weak, her mental state begins to deteriorate, and she loses control of her body and eventfully dies within two hours. Her suit has a module in the back that hydrates her properly so she can withstand being out of water.
Origin
Rhode was born and raised in Atlantis; she felt the innate need to visit the surface frequently. She envied her King, Arthur Curry, that he was usually above water, interacting with the men and women above. But unlike her king, she is full Atlantean and can’t last above water for too long. She spent her time trying to get close to Arthur, so she enlisted in Atlantis’ defense force, where she learned that she was an excellent leader. She learned hand-to-hand combat, squad-based combat, and predatory combat. Eventually, science caught up with her dreams to finally live above water with technology that would help her breathe above. Rhode had eventually rose above the ranks in Atlantis and was recognized by Aquaman, who had then granted her access to the Eastern Armies of the Sea. Disappointed at losing the chance to be by his side above water, she storms out of Atlantis to try to forge her own path instead of one he bestowed upon her. Aquaman banished Rhode from Atlantis soon after.
On her first visit to her the surface, she almost immediately ran into trouble. By luck, or fate, she stopped an armed car robbery that was linked to super villain: Calculator. Oracle contacted her and the next thing she knew, Rhode was on her way to Gotham to meet the Birds of Prey. Rhode had become a private consultant because she had a hard time taking orders, but was nevertheless an important asset to the team. She takes Oracle as an informant only, she uses her as a reference whenever she doesn’t understand surface dweller culture, or mission details.
Last edited by Vandal on 4/4/2014, 9:30 am; edited 3 times in total
Vandal- Admin
- Posts : 9928
Join date : 2009-09-02
Age : 33
Location : Florida
Re: Hub City: Only dead if you want it to be.
Change "impenetrable" under Superhuman Durability to 'resistant' or even 'highly resistant' and Rhodes is accepted!Vandal wrote:Aqua Girl
- Spoiler:
“We conquer over 70% of the Earth, have super strength and impenetrable skin, and you mock us because we communicate with sea creatures?”
Name: Rhode Graves
Alias: Aqua Girl
Age: 24
Height: 5'6"
Weight: 150lbs
Hair: Long Red
Skin: White
Eyes: Blue
Alignment: Good
Affiliations: Birds of Prey
Attire: Atlantean armor
Race: Atlantean
Odd Feature: Aquagirl’s fingers are webbed, unlike other Atlanteans, she vouched to web her fingers with science at a young age.
Abilities
Superhuman Durability
Aquagirl’s skin is impenetrable to sharp objects, bullets, and any physical harm if she is hydrated with water mixed with a high concentration of sodium to maintain homeostasis in her unique Atlantean body.
Superhuman Equilibrium
Because of her amphibious physiology, Aquagirl has an acute sense of balance.
Superhuman Stamina
Aquagirl is able to withstand an incredible amount of strain to her body as long as she stays hydrated.
Superhuman Strength
She has the ability to lift and/or press volumes of mass far in excess to that normally possible for a normal human being.
Leadership skills
From the militant training in Atlantis, Aquagirl is a born leader. Though she was never able to use her leadership skills in her own home city, this can also come to a weakness in her uncompromising attitude and disability to follow others.
Tools
Hydration System
Built into her suit, Aquagirl has the technology to last above water. The suit absorbs the water in the air to hydrate her body, and injects saline to balance the chemical make up to mimic sea water. If broken, she has two hours before she suffers from asphyxiation and ultimately dies.
Atlantean Spear
The spear that Aquagirl fashions is more that it seems. The tip can shoot out for offensive purposes or used as a grapnel. The string in which the tip is connected to is extremely thin, yet stronger than steel so it can coil into the staff of the spear. The Spear can extend and release explosive shocks of electricity to incapacitate hostiles.
Weaknesses
Asphyxiation
When she is outside of water for too long, Aquagirl begins to dehydrate because of a severe deficient supply of oxygen to the body. She becomes weak, her mental state begins to deteriorate, and she loses control of her body and eventfully dies within two hours. Her suit has a module in the back that hydrates her properly so she can withstand being out of water.
Origin
Rhode was born and raised in Atlantis; she felt the innate need to visit the surface frequently. She envied her King, Arthur Curry, that he was usually above water, interacting with the men and women above. But unlike her king, she is full Atlantean and can’t last above water for too long. She spent her time trying to get close to Arthur, so she enlisted in Atlantis’ defense force, where she learned that she was an excellent leader. She learned hand-to-hand combat, squad-based combat, and predatory combat. Eventually, science caught up with her dreams to finally live above water. Rhode never had the chance to get as close as she wanted to her king, but she found that she could make it to the surface without him.
On her first visit to her the surface, she almost immediately ran into trouble. By luck, or fate, she stopped an armed car robbery that was linked to super villain: Calculator. Oracle contacted her and the next thing she knew, Rhode was on her way to Gotham to meet the Birds of Prey. She became a private consultant because she had a hard time taking orders, but was nevertheless an important asset to the team. She takes Oracle as an informant only, she uses her as a reference whenever she doesn’t understand surface dweller culture, or mission details.
Alternatively if you would prefer remove either sharp objects or bullets from the impenetrability list. Just need there to be some danger involved in her fighting someone other than getting her tank busted; since ____ wouldn't really know to exploit that.
Also; I'd like to see a more neutral pose of her, but that's purely optional
TheDeceiverGod- Admin
- Posts : 1875
Join date : 2009-06-29
Age : 35
Re: Hub City: Only dead if you want it to be.
Oh sweetness, alright. I wrote this a while back I almost forgot what was on it. But yeah, I'll make the changes; I've been psyched for this for a long time.TheDeceiverGod wrote:Change "impenetrable" under Superhuman Durability to 'resistant' or even 'highly resistant' and Rhodes is accepted!Vandal wrote:Aqua Girl
- Spoiler:
“We conquer over 70% of the Earth, have super strength and impenetrable skin, and you mock us because we communicate with sea creatures?”
Name: Rhode Graves
Alias: Aqua Girl
Age: 24
Height: 5'6"
Weight: 150lbs
Hair: Long Red
Skin: White
Eyes: Blue
Alignment: Good
Affiliations: Birds of Prey
Attire: Atlantean armor
Race: Atlantean
Odd Feature: Aquagirl’s fingers are webbed, unlike other Atlanteans, she vouched to web her fingers with science at a young age.
Abilities
Superhuman Durability
Aquagirl’s skin is impenetrable to sharp objects, bullets, and any physical harm if she is hydrated with water mixed with a high concentration of sodium to maintain homeostasis in her unique Atlantean body.
Superhuman Equilibrium
Because of her amphibious physiology, Aquagirl has an acute sense of balance.
Superhuman Stamina
Aquagirl is able to withstand an incredible amount of strain to her body as long as she stays hydrated.
Superhuman Strength
She has the ability to lift and/or press volumes of mass far in excess to that normally possible for a normal human being.
Leadership skills
From the militant training in Atlantis, Aquagirl is a born leader. Though she was never able to use her leadership skills in her own home city, this can also come to a weakness in her uncompromising attitude and disability to follow others.
Tools
Hydration System
Built into her suit, Aquagirl has the technology to last above water. The suit absorbs the water in the air to hydrate her body, and injects saline to balance the chemical make up to mimic sea water. If broken, she has two hours before she suffers from asphyxiation and ultimately dies.
Atlantean Spear
The spear that Aquagirl fashions is more that it seems. The tip can shoot out for offensive purposes or used as a grapnel. The string in which the tip is connected to is extremely thin, yet stronger than steel so it can coil into the staff of the spear. The Spear can extend and release explosive shocks of electricity to incapacitate hostiles.
Weaknesses
Asphyxiation
When she is outside of water for too long, Aquagirl begins to dehydrate because of a severe deficient supply of oxygen to the body. She becomes weak, her mental state begins to deteriorate, and she loses control of her body and eventfully dies within two hours. Her suit has a module in the back that hydrates her properly so she can withstand being out of water.
Origin
Rhode was born and raised in Atlantis; she felt the innate need to visit the surface frequently. She envied her King, Arthur Curry, that he was usually above water, interacting with the men and women above. But unlike her king, she is full Atlantean and can’t last above water for too long. She spent her time trying to get close to Arthur, so she enlisted in Atlantis’ defense force, where she learned that she was an excellent leader. She learned hand-to-hand combat, squad-based combat, and predatory combat. Eventually, science caught up with her dreams to finally live above water. Rhode never had the chance to get as close as she wanted to her king, but she found that she could make it to the surface without him.
On her first visit to her the surface, she almost immediately ran into trouble. By luck, or fate, she stopped an armed car robbery that was linked to super villain: Calculator. Oracle contacted her and the next thing she knew, Rhode was on her way to Gotham to meet the Birds of Prey. She became a private consultant because she had a hard time taking orders, but was nevertheless an important asset to the team. She takes Oracle as an informant only, she uses her as a reference whenever she doesn’t understand surface dweller culture, or mission details.
Alternatively if you would prefer remove either sharp objects or bullets from the impenetrability list. Just need there to be some danger involved in her fighting someone other than getting her tank busted; since ____ wouldn't really know to exploit that.
Also; I'd like to see a more neutral pose of her, but that's purely optional
And you like her design, huh? Yeahhh you do. I'll draw something up.
Vandal- Admin
- Posts : 9928
Join date : 2009-09-02
Age : 33
Location : Florida
Re: Hub City: Only dead if you want it to be.
Good to hear, and I look forward to seeing the result ;3
TheDeceiverGod- Admin
- Posts : 1875
Join date : 2009-06-29
Age : 35
Re: Hub City: Only dead if you want it to be.
The Good Witch of Croatia
The Rattus Norvegicus
((There we go all edited. I will finish Andy later after this weeks final))
- Spoiler:
Name: Mišji Hackett
Age: 17
Alias: Witch Girl.
Appearance
Hair: Long, ink black hair. It curls about her features, cupping her cheeks and chin. Two long braided pig tails trail down her neck, stopping at her shoulder blades.
Height: 5’5”
Weight: 125 lbs.
Eyes: Wide, deep watery black.
Skin: Corpse blue.
Apparel: Mišji only ever wears her Croatian attire. A pitch black simple dress covers the majority of her body, ending at her knees; a white ruffled petticoat shows about an inch passed the black dresses hem. A White ruff covers her chest and neck; tied at the front of her throat with a 12 inch long black ribbon that is woven into the white material. A white apron covers her front, tied in the back in a small stunted knot. Underneath all this, she wears white stockings and long fingerless arm covers that extend up to her elbows. She wears heavy black boots that go up to just under her knees.
Abilities
Magic
Reactive Barrier: A large, circular shield of magic. Invisible until it is struck, upon which it ripples and vibrates as if it were water. It is thick and can block most projectiles or physical attacks. The downside is that it is only focused where the casters eyes are, so it cannot be used to guard the casters back or sides. It can remain indefinitely without ware being inflicted upon it (gentle wind etc. etc.…) It cannot withstand accumulative wear, or more than 1000 lbs. of pressure.
Blood Trailing: If in possession of a decent amount of blood, Mišji can write a glyph on a surface and use it to find the owner of said blood or the one who caused it to shed. Though it does have a limited range, the spell reverberates within her. Even if it does not promise instant results, it heightens the casters sensitivity towards the presence of the desired subject of search.
Cantrips: Common, child’s magic. When the average human thinks of magic this is normally what comes to mind. This spell can create small wind gusts, burst of colorful sparkles, bright floating orbs or fire cracker noises. It can change the color or sordid nature of objects . It can alter taste in food and create smells from different directions or objects. Small images or objects can be momentarily summoned out of thin air (Doves, confetti etc. Etc.) This is basically show magic, used for entertainment or distraction and not much else.
Reanimate: By using the bone and blood of a deceased being, Mišji can bring life back into most all corpses. They are fully functioning whilst her spell is at work, capable of movement (Within reason of their physical state) and speaking.
Familiar Telepathy: Mišji can communicate with her familiar; Esiasch through telepathy. This is something every Croatian witch can do with their own familiar. The distance it can reach is up to a mile between them, but at this range communication is unreliable and information or objectives can be confused between the two. Passed a mile, they can no longer have conversations. This connection can also work as an alarm system, though at great distances the two cannot communicate intelligently, feelings can be expressed. If the other is frightened or in pain a clear signal will be sent to the other.
Darkness: This spell casts an impenetrable wall of shadow, in about a 15 foot radius. All light sources are rendered useless for thirty seconds or up to a minute. This is used mostly as a means to escape a situation, thus its short span. It appears as a billowing swirl of deep, onyx smoke.
Spook: This is an illusion spell that alters Mišji appearance based off of an individual’s fears. Even unaware of what these are, Mišji merely needs to behave intimidating and aggressive for it to take effect on her dimer or more cowardly opponents. This spell only works if the opponent is within thirty feet of her, and she must be within view.
Shadow Burn: A burst of black flames surrounds the casters hands. The fire itself appears to suck in all light around it, along with any heat that might be present. It is; basically, anti-fire. It does not merely freeze any hit by it, but sucks the heat out of it. Causing massive pain and frost bite-esque wounds at the site of impact. The blasts are more potent when fired with intent to kill or any other strong emotion.
Mental Abilities
Good Student: Mišji has an aptitude for the academic. She is well read, though new concepts are hard for her to utilize in real life, and most of her knowledge is garnered from books on the occult or darker magic. She is good at spouting random knowledge that at times may or may not be relevant. But when it comes to situations that she has never encountered she is slow to act and can become confused as to what she should do, having trouble with figuring out how when and where certain knowledge might be handy. This usually results in her behaving impulsively.
Physical Abilities
Average Girl: Mišji may be magical, but by no means does this augment her physically. She is as fit as a young girl who has stayed active her whole life. She can run, lift and deliver punches akin to any other girl her age. She cannot withstand much damage; if she were struck too often she would most likely crumple or even pass out. A good punch to the face would drop her immediately.
Weapons/ Tools
Croatian Dagger: This is a plain work knife. Small and easy to hide in a boot or a pocket, it has a soft leather sheath to protect it when not in use. It is not only used in spells that require organic ingredients, but is also strong and sturdy. It can cause damage but is pretty much useless against body armor. (This is not meant for combat)
History/Origin
Mišji Hackett was supposed to be an average Witch Child; born in one of the villages of Croatia, deep beneath the mortal veil. She was born to a respectable witch family, who had had eight respectable witch children prior to her. She was taught in magic like all the other children, as well as the art of sewing and crafting, as someday she would need to raise a witch family of her own.
When she reached a decent age, she underwent the ritualistic bonding of a familiar to her soul. Thus Esiasch was introduced into her life. And though the large, 15 pound rat seemed to take to the witch girl fairly well, she received low scores in all matters of magic. Not because she was inept with it; on the contrary, she was very, very adept. But because something just seemed to be wrong with the girl and not a single soul knew if it was because she was simply slow, or had some irreversible brain damage.
The sweet hearted witch girl saw innate good in all around her. Not a single malevolent bone was in Mišji’s body (Although culturally, ones concept of good and evil might vary). She helped old women cross streets, gave coins to poppers and did all her chores without a fuss. So obviously her family disowned her as soon as they could do so without losing face with the village. The witch girl was too young for the family to bury and turn into a Grundy to work in their mines, so the eldest members of the Croatian village decided upon banishment. Which Mišji accepted gratefully, although slightly sad that she would not be allowed back.
The Witch Girl and her rodent familiar were taken to one of the various catacomb tunnels off, far away from the subterranean civilization. Waving a fond farewell to the retreating men of her family who were charged with removing the girl from their village, Mišji walked onwards through the dark damp tunnel. Happily ignoring the complaints of Esiasch as they crossed the veil from Croatia to somewhere…Not like anything either of them had ever seen.
There were many a tale of a world of metal and light, of non-magic people who lived somewhere above. Though these were simply tales to scare wicked children to sleep, Mišji never took much stock in the existence of such places until her tired, booted feet led her out of the Croatian catacombs into an abandoned, dirty tunnel. Not heeding the dirt and clay that collected under her fingernails, nor the creeping stench of death that billowed out after her, the naïve young witch soon discovered that the light at the end of the tunnel didn’t symbolize her demise.
It instead yielded a busy, polluted land scape and the strangest and most alluring desire to go forward. The technology alone befuddled the young girl and her equally bemused familiar, but there was magic here. The familiarity and intensity of this magic drew the witch girl forward despite her initial reluctance, drawing her into Hub like a siren call.
The Rattus Norvegicus
- Spoiler:
Name: Esiasch
Age: Unknown
Alias: None
Appearance
Casual Mode
Hair: Short red/brown fur that covers his entire body short of his paws. His tail is covered with a thin brown layer of peach fuzz.
Height: From the ground to withers 9”; from nose to tail tip about 20”
Weight: 15 pounds
Eyes: Red
General Appearance: Esiasch looks like your average everyday brown sewer rat. Expect for that fact that he is the size of a large cat. His features seem always cunning and calculating, his eyes always wide and alert. Due to an accident involving nursery rhymes and a butcher knife, the last 8 inches of his tail were cut off, leaving a stub of only 8” behind.
Battle Mode
Hair: Long, thick, wiry brown.
Height: 8’9”
Weight: 756 lbs
General Appearance: This mode is reserved for times when the familiars Witch is under physical attack. The body mutates to a more anthropomorphic one, limbs grow long and hands alter to allow for better dexterity. The spine straightens and the muscles grow in mass, pretty much altering any familiar into a massive wall of violent, sadistic muscle. (Reptiles and avian familiars take on different qualities than mammals). He does not have a tail in this form.
Abilities
Physical
Brute Strength:This is one of the most important aspects of combat mode. The familiar gains supernatural strength, capable of lifting up to 800 pounds. Because of Esiasch’ massive size in this form, his destructive capabilities are heightened. Fists can decimate cars; kicks can crumble concrete and crush bodies. Jaw pressure exerted in this form can get up to 4,500 psi, which can easily render exposed or moderately protected flesh to hamburger meat in a few, well placed bites.
Quadruped Speed: Although the combat form is mostly humanoid, the hind limbs are still jointed in four places. This allows Esiasch to crouch down and run on all fours. This increases his speed due to the extra muscles and the new length of his spine, which acts like a whip and springs him forward every third stride. This overheats the familiar quickly however, and a cool down period is involved if the exhaustion is ignored, in this state the familiar can be vulnerable.
Supernatural Endurance: A mix of testosterone, endorphins and adrenaline is pumped into the body, pretty much masking pain or exhaustion. This state is only really tapped when in desperate situations, in which case a rage like state is reached. This state does not last very long (a mere half hour at the most) and leaves the familiar exhausted, more often than not it also makes them revert to their smaller form.
Magic
Transformation:Like every familiar, Esiasch can transform to protect or assist Mišji with things as simple as beating up a thug and as intricate as disarming a bomb (Not that he knows how). There is no spell involved in invoking this transformation, it is merely another state for magical beings like familiars.
Mental
Sadism- Esiasch is a cruel, evil creature. He is shrewd and cunning though not exactly the most intelligent of beasts. He isn’t keen on learning new things though he will do what he must to remain a viable threat in the field of battle. He has an old warlord method of looking at the world; if he defeats a foe and they live they are his. Morality is not something he has; there is no honor in his method of fighting. He will kill without hesitation and eat his felled opponent just as quickly.
History/Origins
This soul devouring beings history is eternally intertwined with Mišji’. He was pretty much born the day she was although, they were not officially bound to each other until Mišji reached the proper age and the ritual was done . Once bound to his chosen witch child and given the name Esiasch, this giant rat grew with the odd girl, protecting and learning alongside her through her mostly uneventful childhood.
Not much can be said for Esiasch other than he’s a normal, evil, merciless familiar. He never was entirely comfortable with the naivety of his witch child, or her seemingly pure heart, but as any other familiar he is her closest and most trusted friend, and will die for her without hesitation. At the tender age of 14, an incident occurred with one of Mišji’ younger siblings, the young witch girl had tried to tell a tale about three blind mice, and a carving knife. It was in rather poor taste in the rat’s mind, as he was rather closely related to mice. Apparently Mišji’ sibling agreed, and sought to emulate the tale with Esiasch, who lost 8 inches off his rather impressive tail.
Although her banishment came as a surprise to Mišji, it was foreseen by her sneaky familiar, who would spy on her family and other people in the village immediately involved with her. As she didn’t have the heart to spy on people, he remained informed for the both of them. No matter what he told her, the girl would not believe that she was so bad at being well….Evil, that her family and village would banish her. She was very wrong, and Esiasch sought to bombard her with I told you so’s once she was pushed from the magical veil of Croatia into a dirty, dingy tunnel of the mortal plane.
First impressions: Not that bad.
((There we go all edited. I will finish Andy later after this weeks final))
Last edited by Mame on 6/7/2012, 12:14 am; edited 1 time in total
Tizmael- Admin
- Posts : 584
Join date : 2010-01-22
Age : 35
Location : Snake Mountain
Vandal- Admin
- Posts : 9928
Join date : 2009-09-02
Age : 33
Location : Florida
Re: Hub City: Only dead if you want it to be.
Very nice, I like the rust-look on the armored arm.
Also; Mišji needs some kind of physical abilities added for comparison purposes and Esiasch needs some kind of mental ability added for comparison purposes, but other than that they're both good and once adjusted are accepted.
Also; Mišji needs some kind of physical abilities added for comparison purposes and Esiasch needs some kind of mental ability added for comparison purposes, but other than that they're both good and once adjusted are accepted.
TheDeceiverGod- Admin
- Posts : 1875
Join date : 2009-06-29
Age : 35
Re: Hub City: Only dead if you want it to be.
Circuit
- Spoiler:
- Name: Casey Allen Anderson
Age: 21
Alias: Circuit
Appearance
Hair: Black, short
Weight: 196 lbs
Height: 6'1
Skin: Light tan
Eyes: Green
Dress: Usually seen wearing cargo pants, boots and a muscle shirt.
Abilities
Powers: Electrokinesis is his main power. It is the ability to control. Generate and absorb electric fields. If he conserves in, he can hold an electrical charge for up to 2 hours. Though, if he exerts it too much, it could mean running out of energy too fast.
Fighting skills: Using skills he learned while fighting in mixed martial arts competitions, Circuit combines his electricity into his hand to hand combat to increase the chance of a knock out hit.
Limitations and Weaknesses: Due to his cigarette addiction, his lungs aren't what they used to be. Most times he can't last much longer than 30 to 45 minutes in a fight, usually ending up quite winded by the end. When introduced to large amounts of water, his electrical powers are rendered useless. It doesn't knock him out or cause him any bodily harm, but it does mean that he wont be able to use his powers for a period of time.
Origins
At young age, Caseys parents abandoned he and his 2 years younger sister, Karmy, once they found out that their children had been born with powers. Casey moved Karmy and himself out of the terrible orphanage they grew up in, and into a small apartment when he was 16. After searching around for a month for a job and finding nothing, he came across a flier for a mixed martial arts competition that went on throughout the month. He decided to give it a shot. After loosing his first few matches, and coming close to being kicked out of the community, he had the idea to start using his powers in his attacks. Subtlety, he would send a shock through his opponents with his attacks. Soon, he was winning matches and making money. Throughout his fights, he would study his opponents and mimic their fighting skills. Soon, Casey started to spend more and more of his winnings on cigarettes, feeding his addiction, and Karmy did not approve. They would constantly get into fights and she would tell him that they could be spending the money on more important things. Eventually, Karmy had to get a job as a waitress just so that they wouldn't be kicked out onto the streets. When the "Mission Street Incident" occurred, the siblings stayed low and chose not to get involved. But during one of the worst of the riots, when government teams were rounding up metahumans, the two got separated. Casey hasn't seen her since that fateful night, and it was obvious that his sister had been taken. After that, he vowed that he would find and save his sister, no matter what it takes. After 2 years, he had come to find himself in Hub City, working in a small deli to fund his search.
Fishing4Infinity- Active Member
- Posts : 7129
Join date : 2009-12-16
Age : 33
Location : Buddah
Re: Hub City: Only dead if you want it to be.
Arthur
- Spoiler:
- “Even if my father came back, I would still choose to fight crime.”
Name: Arthur James Fox
Alias: None
Age: 18
Height: 5'8"
Weight: 160lbs
Hair: Short Brown
Skin: White
Eyes: Blue
Alignment: Good
Attire: Three-piece suit.
Ethnicity: British
Race: Homo Magi
Abilities
Backwards Magic
Arthur can perform a variety of offensive backwards-magic spells. They range from binding, shocks, sensations, and suggestions. All spells last for five seconds at the most, shocks only last for one second, suggestions can be resisted if the holder of the mind is strong enough; backwards-magic spells must be pronounced clearly in order for the spell to take effect, a gag will effectively halt any of these spells. Arthur must also gesture with his hands and body in the direction in which he wound like to cast the spell; otherwise the spell would have little or no effect. He must have a decent amount of focus when casting it upon a foe and must be at least fifteen feet in range for the spell to be effective. The spell must not exceed five syllables, otherwise the spell backfires and Arthur will be incapacitated in casting all spells for one hour at the least.
Focus Magic
Focus-magic does not require any chants in order to cast and it can never backfire. The only thing that is necessary for a focus-magic spell to work is for the wielder to have his focus dead set on his target. The spells include materializing objects, pushes, telekinesis, and manipulating sound waves. Focus-magic spells are significantly weaker and require more focus coupled with a stronger gesture. Because of the nature of focus-magic, they also have a shorter duration period and must be cast in a ten-foot range.
Defensive Spells
Shields and shortly lived force fields can be waved from his hand in order to block a number of various attacks. Shields come and go and can only take up to 500 lbs of pressure. He can create a barrier around his body to act as armor but can only take up to 100 lbs of pressure. It’s most effective in knife fights or fistfights.
Slight of Hand
Not only experienced in mystical magic, Arthur is also experienced in physical earthly magic. One of the useful magic tricks he adopts is the slight of hand. He can use this technique to disarm foes without them realizing it. This includes discarding magazines, taking off armor, pick pocketing, and a number of useful disarming techniques as well as offensive maneuvers. The only downside is that he obviously must be point blank to perform any slight of hand techniques to his targets.
Physical Abilities
Standard Stamina
Arthur has an average level endurance. He is physically fit, but not to superhuman ranks.
Mental Abilities
Advanced Mental Concentration
Because of the nature of his abilities, Arthur has a keen sense of mental stabilization. He can be malnourished for three days and maintain a healthy mental state of mind, despite how his physical health diminishes. Trauma or physical abuse will affect his ability of concentration.
Tools
9mm Handgun
The fifteen round M9 rests on Arthur’s right hip. It weighs around 2.5 lbs and is only used for emergencies. His girlfriend Azalea purchased it for him to guard him in case anything was to happen. He only carries it around to ease her paranoia and has no intent on ever using it.
Kevlar Vest
Bulletproof, the vest only covers his front and back, but not his sides. Arthur also uses it to store and deploy other offensive attacks.
Optic Camo
Also known as active camouflage, Arthur’s military grade camouflage makes Arthur nearly invisible by using a countless amount of cameras to display an image from behind. Used for offensive and defensive attacks, though if he moves around too much or if he has some part of his body exposed from the optic camo, he’s easily noticeable.
Weakness
Higher-leveled Magics
Because Arthur still has much to learn about his powers as a homo magi, if he fights someone who is more experienced in magic than he, it’s impossible for him to win the battle.
Backfire
All of Arthur’s spells can backfire at any moment if improperly cast, even if it was a slight imperfection and can have the opposite effect of what he was aiming for.
Mnemonic Incantation and Gesture Disability
If for whatever reason Arthur cannot speak or make a magical gesture by being gagged or bound, he cannot cast any spells.
Origin
Arthur James Fox was born and raised in a family of homo magi, they practiced their art and continued to stay in the world and live as normal human beings. Arthur’s father joined the army before he was born to support the family only as a recruitment officer for the US Marine Corps. Arthur became best friends with Azalea Parker who was the daughter of a coworker of his father. Arthur enjoyed performing magic for Azalea.
In their teen years became romantically involved and both of their fathers went out for a European Tour of Duty. Arthur’s father never came back, his unit was attacked by an unidentified meta-human who was believed to be looking for Justice League Members in Kasina. The military death gratuity didn’t last Fox’s family for very long and they needed to move to survive, in this case, they moved to Hub City. Arthur’s mother found a job as a waitress, and Arthur schooled himself after familiarizing himself with the neighborhood.
Arthur spent years scouting and observing the City, and he couldn’t stand trying to fit in with the culture as they always had in the past. He decided he was going to fight the steady increase of criminal activity. The long distance relationship with Azalea was beginning to strain as he told her of his plans, she didn’t want him to kill himself. By this time Azalea was a senior in college, and she decided to move to Hub to see him for the first time in three years and settle down to support and be with him. Their strict sense of justice overcame them and after months of preparing, they went out to the streets.
Last edited by Vandal on 6/5/2012, 1:49 pm; edited 1 time in total
Vandal- Admin
- Posts : 9928
Join date : 2009-09-02
Age : 33
Location : Florida
Re: Hub City: Only dead if you want it to be.
Glad that you'll be making it c:Robin wrote:I'll be posting a sheet soon.
Vandal- Admin
- Posts : 9928
Join date : 2009-09-02
Age : 33
Location : Florida
Re: Hub City: Only dead if you want it to be.
Arthur is approved, although I would've liked to see some kind of reference to his mental ability; I don't plan on any mind control or such happening though so it's all good, just a "be aware" for future games. GMs like to know how hard it would be to take over your mind :3
As a side note: my complements on a b-e-a-utiful Character Sheet.
Still waiting on Mišji and Esiasch's updated sheets, but Mame's hit finals this week so we're chilling on that. Again; they just need some mental/physical reference abilities, a simple sentence saying how physical/smart they are, as per S.O.P. though once that happens they're in too.
Circuit needs some revisions before he can be approved. The Hub City RP is existing in it's own little universe so Mission Street hasn't/won't happen and should not be referenced. He needs some mental/physical reference; just a sentence or two about how he's doing in school and whether or not he's passing gym. Once revised he'll be approved. Nice to have you Karm
Good to hear you're in Robin, any hints on which character you'll be using?
As a side note: my complements on a b-e-a-utiful Character Sheet.
Still waiting on Mišji and Esiasch's updated sheets, but Mame's hit finals this week so we're chilling on that. Again; they just need some mental/physical reference abilities, a simple sentence saying how physical/smart they are, as per S.O.P. though once that happens they're in too.
Circuit needs some revisions before he can be approved. The Hub City RP is existing in it's own little universe so Mission Street hasn't/won't happen and should not be referenced. He needs some mental/physical reference; just a sentence or two about how he's doing in school and whether or not he's passing gym. Once revised he'll be approved. Nice to have you Karm
Good to hear you're in Robin, any hints on which character you'll be using?
TheDeceiverGod- Admin
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Join date : 2009-06-29
Age : 35
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