http://marrowproductions.com//DCAM/wiki/api.php?action=feedcontributions&user=Brock&feedformat=atomDCAM Wiki - User contributions [en]2024-03-28T20:52:25ZUser contributionsMediaWiki 1.21.1http://marrowproductions.com//DCAM/wiki/index.php/Princess_AmethystPrincess Amethyst2012-03-09T04:40:59Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Princess Amethyst<br />
|Image=[[Image:PrincessA01.jpg|200px]]<br />
|Name=Amy Winston<br />
|Alias=Princess Amethyst<br />
|Species=Homo Magi<br />
|Age=17/24<br />
|Affiliation=None<br />
|Quote=''"I am Amethyst, princess of Gemworld!"''<br />
|Powers=<br><br />
* Sorcery<br />
* Archery<br />
* Swordsmanship<br />
|}}'''Princess Amethyst''' is the exiled rule of [[Gemworld]], a mystical, magical realm where she discovered her power.<br />
<br />
==Background/Timeline==<br />
<br />
* On her thirteenth birthday, Amy Winston received a magical amethyst necklace; it transported her to the magical dimension Gemworld, where she instantly transformed into a full-grown woman. There, she is Princess Amethyst, rightful ruler of Gemworld.<br />
<br />
* Amy made more jaunts to Gemworld over the months that followed, terrifying her parents with each days or weeks-long disappearance. She was guided by the Witch-Mother Citrina, who told Amy of how she spirited the newborn daughter of Lord and Lady Amethyst to Earth to protect her from Dark Opal, the dread tyrant who ruled over much of Gemworld; with the help of Citrina and a bevy of new friends from Gemworld's twelve kingdoms, Amethyst was given a crash course in conjury and combat to prepare her for an inevitable battle with Dark Opal and his forces. Though she and her friends suffered a number of setbacks and losses - including the death of Citrina - during their adventure, they were eventually victorious.<br />
<br />
* Rather than immediately return to her life of adolescent normality, Amy continued journeying to Gemworld to protect her friends from new threats--until the day when Mordru the Merciless came to lay claim to Gemworld. Amethyst fought alongside a number of Earth's sorcerors to imprison him in stone somewhere far away; in the aftermath, she had a few minutes to speak with Dr. Fate.<br />
<br />
* Dr. Fate swiftly, and in no uncertain terms informed Amethyst that Citrina's romanticized version of her origins was a lie, that she was conceived by Lady Amethyst and a Lord of Order as Castle Amethyst was besieged by Dark Opal and the forces of Chaos. Her parents loved one another, and they loved their daughter; they still agreed with the Witch-Mother when she proposed hiding the child away until she was of age to be trained as a weapon against their foes. Then he left.<br />
<br />
* Thoroughly disenchanted, Amethyst left too--never to return; with her parents' marriage crumbling under the stress of her disappearances, she spent the next few years trying to get her life back on track. Now and again, Gemworld sent envoys and messengers to Earth, urging her to return and protect her native world; she bitterly ignored them all.<br />
<br />
* Not long after she turned seventeen, a final envoy visited Amy: Flaw, a monstrous crystalline golem who sought to murder her parents at the behest of his master. Though she managed - barely - to stop him, her subsequent efforts to return to Gemworld and investigate his appearance were futile: the portals she took for granted wouldn't open, and more focused teleportation magics were useless. The evil Gemworld begged her to protect it from had finally taken control, and she was powerless against it.<br />
<br />
* Plagued by guilt, she now patrols Metropolis and abroad in the hopes of discovering some way back to Gemworld--and to atone for her selfishness.<br />
<br />
==Personality==<br />
<br />
* Confident: Despite the awful things wrapped up in her experiences on Gemworld, there's no denying how much Amy learned and grew from them--and nobody is more aware of that than Amy herself. She is far more sure of herself and her abilities now than she was four years ago, but this hard-earned resolve sometimes tips dangerously into youthful arrogance, leaving her vulnerable to smarter or more experienced opponents.<br />
<br />
* Strong-Willed: Her abandonment of Gemworld notwithstanding, Amy's resolve to see whatever goals she sets for herself through to the end is fairly strong; even /after/ shirking her magical responsibilities, the adroitness with which she got her post-Gemworld life back on track speaks to this determination.<br />
<br />
* Cynical: The youthful wonder that tempered Amy's earliest adventures as Amethyst is all but gone, replaced by the disillusionment of a young woman who feels as though she now knows better. While not outright, aggressively pessimistic, she is easily roused to suspicion, particularly where adults are concerned; between her father and Citrina, she's had to deal with her fair share of dishonest authority figures.<br />
<br />
* Anger: While it would be unfair to describe her as short-tempered, when Amy /is/ roused to anger - often by dishonesty or other injustices - the shift can be explosive. As Amy, this can lead to loud arguments, though outright violence is rare, as she isn't the type; as Amethyst, tapping into this anger can actually be somewhat beneficial, as it intensifies her spell-casting. It can also be quite dangerous, for obvious reasons.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Princess_AmethystPrincess Amethyst2012-03-09T04:40:45Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Princess Amethyst<br />
|Image=[[Image:PrincessA01.jpg|200px]]<br />
|Name=Amy Winston<br />
|Alias=Princess Amethyst<br />
|Species=Homo Magi<br />
|Age=17/24<br />
|Affiliation=None<br />
|Quote=''"I am Amethyst, princess of Gemworld!"''<br />
|Powers=<br><br />
* Sorcery<br />
* Archery<br />
* Swordsmanship<br />
|}}''Princess Amethyst''' is the exiled rule of [[Gemworld]], a mystical, magical realm where she discovered her power.<br />
<br />
==Background/Timeline==<br />
<br />
* On her thirteenth birthday, Amy Winston received a magical amethyst necklace; it transported her to the magical dimension Gemworld, where she instantly transformed into a full-grown woman. There, she is Princess Amethyst, rightful ruler of Gemworld.<br />
<br />
* Amy made more jaunts to Gemworld over the months that followed, terrifying her parents with each days or weeks-long disappearance. She was guided by the Witch-Mother Citrina, who told Amy of how she spirited the newborn daughter of Lord and Lady Amethyst to Earth to protect her from Dark Opal, the dread tyrant who ruled over much of Gemworld; with the help of Citrina and a bevy of new friends from Gemworld's twelve kingdoms, Amethyst was given a crash course in conjury and combat to prepare her for an inevitable battle with Dark Opal and his forces. Though she and her friends suffered a number of setbacks and losses - including the death of Citrina - during their adventure, they were eventually victorious.<br />
<br />
* Rather than immediately return to her life of adolescent normality, Amy continued journeying to Gemworld to protect her friends from new threats--until the day when Mordru the Merciless came to lay claim to Gemworld. Amethyst fought alongside a number of Earth's sorcerors to imprison him in stone somewhere far away; in the aftermath, she had a few minutes to speak with Dr. Fate.<br />
<br />
* Dr. Fate swiftly, and in no uncertain terms informed Amethyst that Citrina's romanticized version of her origins was a lie, that she was conceived by Lady Amethyst and a Lord of Order as Castle Amethyst was besieged by Dark Opal and the forces of Chaos. Her parents loved one another, and they loved their daughter; they still agreed with the Witch-Mother when she proposed hiding the child away until she was of age to be trained as a weapon against their foes. Then he left.<br />
<br />
* Thoroughly disenchanted, Amethyst left too--never to return; with her parents' marriage crumbling under the stress of her disappearances, she spent the next few years trying to get her life back on track. Now and again, Gemworld sent envoys and messengers to Earth, urging her to return and protect her native world; she bitterly ignored them all.<br />
<br />
* Not long after she turned seventeen, a final envoy visited Amy: Flaw, a monstrous crystalline golem who sought to murder her parents at the behest of his master. Though she managed - barely - to stop him, her subsequent efforts to return to Gemworld and investigate his appearance were futile: the portals she took for granted wouldn't open, and more focused teleportation magics were useless. The evil Gemworld begged her to protect it from had finally taken control, and she was powerless against it.<br />
<br />
* Plagued by guilt, she now patrols Metropolis and abroad in the hopes of discovering some way back to Gemworld--and to atone for her selfishness.<br />
<br />
==Personality==<br />
<br />
* Confident: Despite the awful things wrapped up in her experiences on Gemworld, there's no denying how much Amy learned and grew from them--and nobody is more aware of that than Amy herself. She is far more sure of herself and her abilities now than she was four years ago, but this hard-earned resolve sometimes tips dangerously into youthful arrogance, leaving her vulnerable to smarter or more experienced opponents.<br />
<br />
* Strong-Willed: Her abandonment of Gemworld notwithstanding, Amy's resolve to see whatever goals she sets for herself through to the end is fairly strong; even /after/ shirking her magical responsibilities, the adroitness with which she got her post-Gemworld life back on track speaks to this determination.<br />
<br />
* Cynical: The youthful wonder that tempered Amy's earliest adventures as Amethyst is all but gone, replaced by the disillusionment of a young woman who feels as though she now knows better. While not outright, aggressively pessimistic, she is easily roused to suspicion, particularly where adults are concerned; between her father and Citrina, she's had to deal with her fair share of dishonest authority figures.<br />
<br />
* Anger: While it would be unfair to describe her as short-tempered, when Amy /is/ roused to anger - often by dishonesty or other injustices - the shift can be explosive. As Amy, this can lead to loud arguments, though outright violence is rare, as she isn't the type; as Amethyst, tapping into this anger can actually be somewhat beneficial, as it intensifies her spell-casting. It can also be quite dangerous, for obvious reasons.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/The_QuestionThe Question2012-03-09T04:36:57Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=The Question<br />
|Image=[[Image:VictorQuestion.jpg|200px]]<br />
|Name=Victor Sage<br />
|Alias=Vic Sage; Charlie<br />
|Species=Human<br />
|Age=32<br />
|Affiliation=[[Justice League|Justice League]]<br />
|Quote=''"It's like looking in a mirror."''<br />
|Powers=<br><br />
* Investigation<br />
* Deductive Mind<br />
* Scary Intuition<br />
* Anonymity<br />
|}}'''The Question''' is secretly Victor Sage, intrepid journalist. With a keen eye for unseen connections and a focus many call obsessive, he makes masked investigation his life's purpose.<br />
<br />
==Background/Timeline==<br />
<br />
The story of The Question begins with investigative reporter Vic Sage. A Randian libertarian, Vic Sage never pulled punches in his on-air interviews. But his public status made it necessary to disguise himself when he needed to investigate a special story. His old professor, Aristotle Rodor had come to him with information regarding an old colleague of his named Dr. Arby Twain. The two had invented a special plastic called Pseudoderm which was intended to be used as an emergency bandage due to its skin-like properties. However, Rodor had discovered that the chemicals in it were actually harmful to humans when applied to exposed wounds. He and his partner had agreed not to use the product, but the partner had reneged on his promise and was attempting to sell it to hospitals in Third World countries despite the health risks.<br />
<br />
Vic Sage realized that he wouldn't be able to stop the sale simply by doing a news story. He would need to take action, but had no desire to get himself arrested for vigilantism. So Professor Rodor suggested that he use a mask made of the Pseudoderm to disguise his very public face. Using the blank mask that Professor Rodor devised, Sage was able to stop the sale and extract a confession from Dr. Twain. Vic Sage was conveniently the first reporter to get wind of the story.<br />
<br />
This marked the beginning of The Question, though his superhero moniker didn't catch on overnight. When Sage wanted to get information that wasn't available to a reporter, he would put on his featureless mask, spray himself with a color-changing chemical, and go about his crime-fighting business. After he started leaving behind business cards with a question mark on the front, he earned the name by which he is now known. For a while, his superhero antics proved beneficial to his career as an investigative reporter. However, he gradually began spending more time behind the mask than he did in front of a camera.<br />
<br />
Eventually, whether from repeated exposure to the chemicals that facilitated his costume change or from the psychological stresses he placed upon himself, Vic started to become a bit unhinged. The more investigating he did, the more he became convinced that there was a vast conspiracy behind virtually every component of commerce, government, and the media. His lack of attention to his job resulted in his being let go from his cushy network job, and he began to spend virtually all of his time as The Question, sometimes going for long periods without taking the mask off or changing his clothes.<br />
<br />
Despite being clearly unbalanced, he still managed to gain enough of a reputation as a detective to be recommended by Batman as a new member when the Justice League expanded its roster. While there, he spent the majority of his time hunched in front of a computer screen and worrying the other members. But on a few occasions he was able to provide members of the team with aid, such as the time he helped Supergirl get to the bottom of her nightmares or the time he helped the Huntress go after the man who murdered her father. He even proved instrumental in proving the link between Lex Luthor and Cadmus Labs, bringing himself closer to discovering the truth behind the conspiracy. He also discovered video footage of a parallel universe, which showed that world's version of Superman killing Lex Luthor and ushering in the age of the Justice Lords. Determined to prevent that, he attempted to kill Lex Luthor himself to protect Superman from having to make the choice. This ended badly.<br />
<br />
The Question's attempt to kill Luthor failed, and The Question was tortured for information. He proved to be very hard to interrogate, as he ultimately started spouting nonsense when pushed to the point of breaking. However, he was eventually rescued by Superman and the Huntress, and was able to sit out most of the ensuing crises.<br />
<br />
Recently, he has taken even more of a backseat role with the Justice League, preferring to focus on what he does best: finding answers to questions. In order to get his message out, he has started writing once again as Vic Sage, operating from an obscure newsblog with barely enough advertising revenue to cover the costs of hosting the site.<br />
<br />
==Personality==<br />
<br />
To the outside observer, The Question appears to suffer from a complex of progressively worsening neuroses. He is suspicious of everyone, notably digging through the trash of everyone he knows. And he is paranoid to the point of having agoraphobia-type symptoms. He can go days without leaving his rooom, never taking off his mask or bathing.<br />
<br />
However, focusing solely on his questionable mental stability gives one a very narrow perspective of his personality. He is, at his core, a very heroic person. Without the use of superpowers, years of training, or a vast fortune, The Question is doing his best to make the world a better place. However, he isn't especially interested in chasing down purse-snatchers or foiling bank robberies. There are plenty of heroes doing those sorts of things. The Question tends to focus on trying to find the root of the problem, rather than treating symptoms.<br />
<br />
Despite his proclivity towards making people uneasy, The Question has come through for his teammates often enough that many of them trust him or even consider him a friend. The general consensus seems to be that his heart is in the right place even when his head isn't. Furthermore, The Question is actually /right/ about a lot of his claims. Cadmus really was involved in a conspiracy against the Justice League, and Baskin Robbins really was hiding a secret flavor from the public. It's easy to make fun of The Question when he's in full-on hermit mode, sticking pins into newspaper articles and linking them to other articles with yarn, but the fact remains that he's frequently able to find information that nobody else can.<br />
<br />
So no, The Question isn't completely stable. But he's also not insane. If he likes someone, he'll get over his personal issues long enough to help them should they need it, but good luck getting him to change his shirt more than once a week.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Tier 2]]<br />
[[Category:Taken]]<br />
<br />
[[2012-03-01 - No Mouth, No Tea.]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/The_QuestionThe Question2012-03-09T04:34:42Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=The Question<br />
|Image=[[Image:VictorQuestion.jpg|200px]]<br />
|Name=Victor Sage<br />
|Alias=The Question<br />
|Species=Human<br />
|Age=32<br />
|Affiliation=[[Justice League|Justice League]]<br />
|Quote=''"It's like looking in a mirror."''<br />
|Powers=<br><br />
* Investigation<br />
* Deductive Mind<br />
* Scary Intuition<br />
* Anonymity<br />
|}}'''The Question''' is secretly Victor Sage, intrepid journalist. With a keen eye for unseen connections and a focus many call obsessive, he makes masked investigation his life's purpose.<br />
<br />
==Background/Timeline==<br />
<br />
The story of The Question begins with investigative reporter Vic Sage. A Randian libertarian, Vic Sage never pulled punches in his on-air interviews. But his public status made it necessary to disguise himself when he needed to investigate a special story. His old professor, Aristotle Rodor had come to him with information regarding an old colleague of his named Dr. Arby Twain. The two had invented a special plastic called Pseudoderm which was intended to be used as an emergency bandage due to its skin-like properties. However, Rodor had discovered that the chemicals in it were actually harmful to humans when applied to exposed wounds. He and his partner had agreed not to use the product, but the partner had reneged on his promise and was attempting to sell it to hospitals in Third World countries despite the health risks.<br />
<br />
Vic Sage realized that he wouldn't be able to stop the sale simply by doing a news story. He would need to take action, but had no desire to get himself arrested for vigilantism. So Professor Rodor suggested that he use a mask made of the Pseudoderm to disguise his very public face. Using the blank mask that Professor Rodor devised, Sage was able to stop the sale and extract a confession from Dr. Twain. Vic Sage was conveniently the first reporter to get wind of the story.<br />
<br />
This marked the beginning of The Question, though his superhero moniker didn't catch on overnight. When Sage wanted to get information that wasn't available to a reporter, he would put on his featureless mask, spray himself with a color-changing chemical, and go about his crime-fighting business. After he started leaving behind business cards with a question mark on the front, he earned the name by which he is now known. For a while, his superhero antics proved beneficial to his career as an investigative reporter. However, he gradually began spending more time behind the mask than he did in front of a camera.<br />
<br />
Eventually, whether from repeated exposure to the chemicals that facilitated his costume change or from the psychological stresses he placed upon himself, Vic started to become a bit unhinged. The more investigating he did, the more he became convinced that there was a vast conspiracy behind virtually every component of commerce, government, and the media. His lack of attention to his job resulted in his being let go from his cushy network job, and he began to spend virtually all of his time as The Question, sometimes going for long periods without taking the mask off or changing his clothes.<br />
<br />
Despite being clearly unbalanced, he still managed to gain enough of a reputation as a detective to be recommended by Batman as a new member when the Justice League expanded its roster. While there, he spent the majority of his time hunched in front of a computer screen and worrying the other members. But on a few occasions he was able to provide members of the team with aid, such as the time he helped Supergirl get to the bottom of her nightmares or the time he helped the Huntress go after the man who murdered her father. He even proved instrumental in proving the link between Lex Luthor and Cadmus Labs, bringing himself closer to discovering the truth behind the conspiracy. He also discovered video footage of a parallel universe, which showed that world's version of Superman killing Lex Luthor and ushering in the age of the Justice Lords. Determined to prevent that, he attempted to kill Lex Luthor himself to protect Superman from having to make the choice. This ended badly.<br />
<br />
The Question's attempt to kill Luthor failed, and The Question was tortured for information. He proved to be very hard to interrogate, as he ultimately started spouting nonsense when pushed to the point of breaking. However, he was eventually rescued by Superman and the Huntress, and was able to sit out most of the ensuing crises.<br />
<br />
Recently, he has taken even more of a backseat role with the Justice League, preferring to focus on what he does best: finding answers to questions. In order to get his message out, he has started writing once again as Vic Sage, operating from an obscure newsblog with barely enough advertising revenue to cover the costs of hosting the site.<br />
<br />
==Personality==<br />
<br />
To the outside observer, The Question appears to suffer from a complex of progressively worsening neuroses. He is suspicious of everyone, notably digging through the trash of everyone he knows. And he is paranoid to the point of having agoraphobia-type symptoms. He can go days without leaving his rooom, never taking off his mask or bathing.<br />
<br />
However, focusing solely on his questionable mental stability gives one a very narrow perspective of his personality. He is, at his core, a very heroic person. Without the use of superpowers, years of training, or a vast fortune, The Question is doing his best to make the world a better place. However, he isn't especially interested in chasing down purse-snatchers or foiling bank robberies. There are plenty of heroes doing those sorts of things. The Question tends to focus on trying to find the root of the problem, rather than treating symptoms.<br />
<br />
Despite his proclivity towards making people uneasy, The Question has come through for his teammates often enough that many of them trust him or even consider him a friend. The general consensus seems to be that his heart is in the right place even when his head isn't. Furthermore, The Question is actually /right/ about a lot of his claims. Cadmus really was involved in a conspiracy against the Justice League, and Baskin Robbins really was hiding a secret flavor from the public. It's easy to make fun of The Question when he's in full-on hermit mode, sticking pins into newspaper articles and linking them to other articles with yarn, but the fact remains that he's frequently able to find information that nobody else can.<br />
<br />
So no, The Question isn't completely stable. But he's also not insane. If he likes someone, he'll get over his personal issues long enough to help them should they need it, but good luck getting him to change his shirt more than once a week.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Tier 2]]<br />
[[Category:Taken]]<br />
<br />
[[2012-03-01 - No Mouth, No Tea.]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/File:LadyGrey-Profile.jpgFile:LadyGrey-Profile.jpg2012-03-06T18:36:32Z<p>Brock: </p>
<hr />
<div></div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/SuperboySuperboy2012-03-03T02:59:09Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Superboy<br />
|Image=[[Image:Superboy-Profile.jpg|200px]]<br />
|Name='Carl Grummett'<br />
|Alias=Hey Kid, The Teen of Steel, Subject Thirteen, Agent Thirteen.<br />
|Species=Human/Kryptonian Hybrid<br />
|Age=6? (19ish)<br />
|Affiliation=[[:Category:LFG|LFG]][[Category:LFG]]<br />
|Quote=""Y'know, everyone says criminals are a superstitious and cowardly lot... but how come no one ever mentions the '''stupidity''' factor?""<br />
|Powers=<br><br />
* Super-Strength<br />
* Super-Stamina<br />
* Super-Speed<br />
* TACTILE TELEKINESIS<br />
* Enhanced Senses<br />
* Super-Vision<br />
* Flight<br />
|}}<br />
'''Superboy''' is the hybrid clone of '''[[Superman]]''', a headstrong young hero with enigmatic origins and benefactors.<br />
==Background/Timeline==<br />
Incoming<br />
<br />
==Personality==<br />
Incoming even more!<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/SuperboySuperboy2012-03-03T02:58:20Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Superboy<br />
|Image=[[Image:Superboy-Profile.jpg|200px]]<br />
|Name='Carl Grummett'<br />
|Alias=Hey Kid, The Teen of Steel, Subject Thirteen, Agent Thirteen.<br />
|Species=Human/Kryptonian Hybrid<br />
|Age=6? (19ish)<br />
|Affiliation=[[:Category:LFG|LFG]][[Category:LFG]]<br />
|Quote=""Y'know, everyone says criminals are a superstitious and cowardly lot... but how come no one ever mentions the '''stupidity''' factor?""<br />
|Powers=<br><br />
* Super-Strength<br />
* Super-Stamina<br />
* Super-Speed<br />
* TACTILE TELEKINESIS<br />
* Enhanced Senses<br />
* Super-Vision<br />
* Flight<br />
|}}<br />
'''Superboy''', is the hybrid clone of '''[[Superman]]''', a headstrong young hero with enigmatic origins and benefactors.<br />
==Background/Timeline==<br />
Incoming<br />
<br />
==Personality==<br />
Incoming even more!<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/SuperboySuperboy2012-03-03T02:18:47Z<p>Brock: Created page with "{{Characterbox| Title=Superboy |Image=200px |Name='Carl Grummett' |Alias=Hey Kid, The Teen of Steel, Subject Thirteen, Agent Thirteen. |Species=..."</p>
<hr />
<div>{{Characterbox|<br />
Title=Superboy<br />
|Image=[[Image:Superboy-Profile.jpg|200px]]<br />
|Name='Carl Grummett'<br />
|Alias=Hey Kid, The Teen of Steel, Subject Thirteen, Agent Thirteen.<br />
|Species=Human/Kryptonian Hybrid<br />
|Age=6? (19ish)<br />
|Affiliation=[[:Category:LFG|LFG]][[Category:LFG]]<br />
|Quote=""Y'know, everyone says criminals are a superstitious and cowardly lot... but how come no one ever mentions the '''stupidity''' factor?""<br />
|Powers=<br><br />
* Super-Strength<br />
* Super-Stamina<br />
* Super-Speed<br />
* TACTILE TELEKINESIS<br />
* Enhanced Senses<br />
* Super-Vision<br />
* Flight<br />
|}}<br />
'''Superboy''', is the hybrid clone of '''[[Superman]]''', a headstrong young hero who's been used as a tool by others.<br />
==Background/Timeline==<br />
Incoming<br />
<br />
==Personality==<br />
Incoming even more!<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/File:Superboy-Profile.jpgFile:Superboy-Profile.jpg2012-03-03T00:51:31Z<p>Brock: </p>
<hr />
<div></div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/2012-03-02_-_Of_Secret_Lore_and_Legacy2012-03-02 - Of Secret Lore and Legacy2012-03-02T21:22:39Z<p>Brock: </p>
<hr />
<div>{{Logsummary|<br />
Title=Of Secret Lore and Legacy<br />
|Summary=Ted Grant gets a [[Batman|night caller]]. Intelligence is shared. Plans are hatched. Ties are cemented across generations of crimefighters and warriors.<br />
|Who=[[Wildcat]], [[Batman]]<br />
|Date=2012-03-02<br />
|Where=[[Grant's Gym]], [[Bludhaven]]<br />
|When=Late, late night.<br />
|}}<br />
<br />
During the wee hours of night, Ted Grant enforces curfew at his gym. There's no staying up late and partying. No drinking. No smoking. All those interested in training with him have retired to quarters for the night so they are ready to get broken down again the next day. The trainers, save for the in house trainer, have all gone home, which leaves Ted Grant alone on the workout floor. Everything except for the emergency lights are out, leaving plenty of long, dark shadows all over the place. The only exception is the solitary light shining down in the middle of the ring, lighting up the squared circle.<br />
<br />
Being alone on the gym floor might seem lonely for most-- but it's second nature for Wildcat on those nights when he's not spending company with another. And lately, he's been spending more nights alone than not. The aged prizefighter is sitting on one of the bleachers to the side of the ring, feet up on the bench seats and a cold beer in his hand. Sipping the cold beer at a leisurely pace, he's somewhere in the neighborhood of the 5th out of the six pack of beer that's on the bench next to him.<br />
<br />
The old man seems lost in thought, simply watching the boxing ring with its solitary light that currently shines down in the middle, highlighting the focus of Ted's current attention.<br />
<br />
<br />
"Do you still see all the old bouts?" The voice comes from behind Ted. Not threateningly close, though any line of sight is threateningly close when one recognizes the voice; but not for Wildcat. "Or are you planning tomorrow's?" The words are calm, if intoned in that ever-intense, focused depth of the Batman's 'stage' voice. It carries even if whispered, in this quiet space. The Dark Knight doesn't look at Grant, but rather studies the same spotlighted ring that his onetime mentor and longtime ally focuses on so intently.<br />
<br />
The Detective is hard to see in the shadows, even following the voice. His cape seems to swallow him up, and then meld with the darkness where he all too casually lurks in the upper bleachers. "We need to talk." Sometimes, the World's Greatest Detective is the World's Tersest Master of the Obvious.<br />
<br />
<br />
There's no start of surprise from the former Heavyweight Champ, but a swig of his beer instead. "Little bit of both," Ted says casually before lifting his feet and sitting up to polish off the bottle and place the empty in with its fellows. "Mostly running through some of the lessons plans for the kids tomorrow."<br />
<br />
The Champ leans forward and puts his elbows on his knees, similarly continuing to watch the ring instead of looking around at the Dark Knight behind him, though a slight half smirk plays at the edge of his lips. "So talk, then." Despite the curtness, there's no sting to the words; just getting to business.<br />
<br />
<br />
There's just a pensive nod from the Dark Knight, whether Ted is looking or not; it doesn't seem to matter particularly. He does grunt a simple, quiet little affirmation though, thoughtful. It might leave one with the impression that his inquiry was more than simple small-talk or passing curiosity, or the first thing that popped into his mind in the attempt to make Ted jump or lose bladder control. Of course, Wildcat already knows Batman's seldom got time to waste with useless questions.<br />
<br />
For that matter, neither does the bruiser. The Batman smiles a bit, in the shadows, despite the gravity of his news. "Weapons are coming into Gotham. Advanced weapons. I intercepted one shipment at the docks." That was also already intercepted once before he intercepted it. It's complicated. He gets right into it the simple way, instead. "Cutting edge military gear. A team outfitted to the gills tried to take out a bent businessman. Micah Gibraldi." There's a dossier offered over from within his cape, as the Dark Knight moves through the shadows to Ted. "Amateurs don't tend to float that kind of bankroll." The Bat's analysis of the attempt. "But I have reason to think it's tied to a much bigger player."<br />
<br />
Which brings Batman to the first reason for his visit, at that. "With the heat on in Gotham, they may diversify, try to move their gear through Bludhaven. Even to Bludhaven gangs. I need to know who's rising faster than their star deserves." The Batman pauses, and more quietly, and less ominously, appends, "And you need to watch yourself out there keeping the peace." 'Spread yourself thinner, work harder, fight on longer, but oh don't hurt yourself.' Dick Grayson spazzes out in a tantrum, somewhere.<br />
<br />
<br />
Ted turns slightly, reaching out a hand to take the dossier from Batman as he feels the shift of movement from the Dark Knight. He leafs through the file, eyes poring over the information within as he listens to the Bat give the overview. With every continued word, the Champ's expression becomes just a little more grim, ending with a brief scowl as the folder is closed, clutched in his hand.<br />
<br />
"I'll be fine," the old man replies simply, almost curtly, to the Dark Knight. "Been doing this for too long to let some stupid punk punch my ticket." That's probably his way of saying 'I understand. I'll take it under advisement'. "I've been hearing some rumors-- even had a visitor the other night. Someone callin' himself the Witching Hour Lurker." The NAME is said with a slightly sardonic twist of grim humor as the champ's blue eyes glance over at the Detective, a very slight grin teasing at his face. "His costume looked pretty damn familiar. Minus those ears."<br />
<br />
<br />
<br />
By the time he finishes explaining, the Batman mirrors Ted's features, beneath his cowl. "If you turn anything up, let me know." Which is also his way of saying 'If you need help....'. It's just one of those things that can go unsaid, right alongside lecturing Wildcat on how all it takes is one lucky moron with a clear shot. Now, if the fellow heavyweight were one of his /students/. Well. Could be here all night.<br />
<br />
"That one." The Batman notes with a familiarity, if unreadable neutrality in his tone. "Somehow... I think he's on our side." For some reason, this seems like an anomaly to the Dark Knight. An anomaly within that in itself, given the extent of the Justice League at this point. "Seen... anything else?" Like, Nightwing?<br />
<br />
<br />
There's a brief snort that accompanies Ted's own judgement of the Lurker, "He's on our side, alright. Just got a flair for the dramatic." No trace of irony, just a vague amusement to his tone, certainly not as unreadable as the Detective.<br />
<br />
Setting the dossier back down on the bleacher next to him, Ted grabs the last beer in the holder and twists open the cap to take a drink. Rude SOB that he is, he doesn't offer to get one for the man in the cowl. He does look at Batman sideways, though, studying his former student for a long minute. Whatever he gleans from that look, he takes a sip of his beer before answering, "Seen some signs here and there of his handiwork. Heard a few rumors on the streets. Nothing in person lately, though." It's the vague sort of answer that won't mean anything to anyone other than Batman, really.<br />
<br />
There's just a brief pause, the beer stopping partway up to his lips before the Champ lowers it again, this time cocking his head to look over in the Bat's direction again, "But that ain't what else you came here to talk about, is it?"<br />
<br />
<br />
Ted's endorsement of the Lurker seems to mean something to Batman, drawing a nod from the Caped Crusader as the confirmation is offered. "Theatricality and deception are powerful tools, Ted." Even if the heavyweight legend has always been a bit more, well.. direct when compared to his onetime protege. There's a certain theatrical element inherent in ramping a modified chopper through the side of a second story meth lab, anyway. As far as the 'report'? Batman's reply is even more unspokenly cryptic. "Sounds like we're all keeping busy."<br />
<br />
It's easy to imagine this isn't the first, second, or fourth time they've had similar meetings. It's also not a stretch to guess that Ted is well aware the Dark Knight doesn't drink. Of course, it's also possible that Ted Grant is just a little bit attached to his last beer. He'd have to get up to get more, and he's an old man.<br />
<br />
"Not entirely, no. I have a new student that can benefit from training with you." This, too, is not a new conversation. Once, the heavyweight legend had spent hours upon hours in the ring with a teenage Bruce Wayne. ... to say nothing of the many times since. Or Dick and Tim's own trials in this learned gym. "Your techniques will fill a vital hole in her style." Batman is no longer Ted's student, though; his words bely decades, now, of his own study and confidence.<br />
<br />
<br />
"How'd you manage to find this one?" The words come from the cantankerous old man with an affectation of long-suffering. And yet, Bruce knows well enough to hear the excitement and challenge at the prospect of a brand new student underneath that grumpy old man exterior. Finally, he takes a drink of his beer again before sitting back just slightly. There's a brief pause, and then he adds, "And what's she know already?"<br />
<br />
<br />
Ah, those two questions together, they're worth something like $128,000. In the metaphorical sense, at least. To some, they'd be worth much more in the literal sense. To Ted? Batman charges no fee, save the favor already asked. "She had been running from the League of Assassins, from David Cain." Ted might know the name of the assassin. "He raised her. Tried to indoctrinate her as a weapon, not even human, Ted." It's appalling to the Dark Knight. It's one of those times it's plain in his voice, the disbelief, the sorrow, the disgust, the anger. <br />
<br />
Vengeance. Wildcat isn't the only master Bruce Wayne trained under. Once, he was the star pupil of Ra's al Ghul. It didn't last nearly as long as the immortal madman he now opposes wished, but the methods and lessons learned left Batman with /reasons/ to stand alone against the legions, determined to take them down one by one. "She chose to take a stand here, and I choose to help her survive it. Though honestly, in an all-out fight? Even now, I wouldn't put money on you."<br />
<br />
There's no pride in the immensely impressive statement, if true. None. It's somber. Still sad.<br />
<br />
<br />
The disgust and anger in the Dark Knight's voice reflects on Ted Grant's face as he takes another drink from his last bottle of beer. Or at the very least, the last bottle out here. "Christ," Ted breathes out before taking a second drink, as if to wash away the sudden taste of bile in his mouth. Then there is the quiet moment of reflection from the former heavyweight champion before he looks over at the Dark Knight again, "She's that good, huh?"<br />
<br />
Suddenly, the old man pushes up to his feet and walks over to the ring, running a hand along the lowest rope within easy reach as he paces along the side of the ring, his eyes glinting in the solitary light. He sets his beer down on the corner and turns back to face Batman, folding his arms over his chest. "Alright. So she knows how to kill," Ted starts, sounding matter of fact as he watches Batman steadily. "What do you need me to teach her?"<br />
<br />
The old prizefighter sounds like he knows already what Batman's looking for-- and yet, it's good to be clear.<br />
<br />
<br />
Batman's nod is similarly somber, singular, and steadfast; he's sure. The Caped Crusader's gaze tracks Wildcat as the heavyweight legend walks the ringside, considering the further question. Not so much looking for an answer, but deciding how to word the parts of the answer he gives. Some facts would just ruin Ted's fun, and the Dark Knight knows it.<br />
<br />
"She also knows how -not- to kill. To an extent; her style is specialized, honed to a hard edge. No mercy in it. Quick and brutal is necessary, but you could teach her to cut loose without rupturing internals." Barring a concussion or five for repeat offenders, at least, right? "I could tell you specifics. Where her strengths and weaknesses lie..." how if one doesn't see them, they've already lost to her... "But you'll see for yourself quickly enough." Yes, the Bat seems bemused by this fact, even as he amends, "Let's just say I want you to teach her to be an irresistible force, -and- an immovable object."<br />
<br />
<br />
Ted's answering grin is an affirmative to the Dark Knight's request, the old man giving a slight nod. "I can do that," he says with some modesty, uncrossing his arms and picking up his beer once more. "Maybe help her think like one of us, too. 'Course, she's already started on that path if she's on the lam from the League of Assassins."<br />
<br />
The prizefighter takes the last drink from his six pack and walks over to put it back in its home with the others.<br />
<br />
"Alright. If she's gonna train, she'll need to have her own rules while she's here," Ted starts, but then pauses to grin. "But she and I can go over 'em together one of these nights. I'll keep my eyes out."<br />
<br />
<br />
"You may be surprised." Batman notes simply, and somewhat enigmatically, to Wildcat's assertions. Exactly how he means it, well. That's left to Ted to decide. By the time he's finished accepting the mission offered, the Dark Knight is simply gone without so much as a breeze. It's not always this way; sometimes, old comrades talk, sometimes they spar.<br />
<br />
Too often? They're too goddamn busy.</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/BatmanBatman2012-03-02T21:03:39Z<p>Brock: /* Logs */</p>
<hr />
<div>{{Characterbox|<br />
Title=Batman<br />
|Image=[[Image:Batmanprofile.jpg|200px]]<br />
|Name=Bruce Wayne<br />
|Alias=The Dark Knight<br />
|Species=Human<br />
|Age=32<br />
|Affiliation=[[Batman Family]], [[Justice League]]<br />
|Quote=''"I am vengeance. I am the night. I am /Batman/."''<br />
|Powers=<br><br />
* Genius-Level Intelligence<br />
* Master Detective<br />
* Master Martial Artist<br />
* Peak Human Physical Condition<br />
|}}'''The Batman''' is a famous costumed vigilante, the protector of [[Gotham_City|Gotham City]] and one of the founding members of [[Justice League]]. Secretly, he is '''Bruce Wayne''', billionaire playboy and bon vivant.<br />
==Background==<br />
[[Image:Batmanskyline.jpg|left|300px]]<br />
<br />
Born into one of the founding families of Gotham, Bruce Wayne was the son of not only culture, but philosophy. He idolized his father, and revered his mother, active philanthropists and entrepreneurs in the city. Thomas Wayne's good temper and vision were things of legend, things he tried to pass on to his only son - before both elder Waynes were gunned down in a mugging gone horribly awry. Young Bruce saw the entire thing happen, and the brutal event forever changed the idealistic boy's perspective on the world. <br />
<br />
Taken in by longtime family friend, the family butler Alfred Pennyworth, Bruce had both a tether to Gotham and a confidant, his staunchest supporter. His priorities had simply changed, however. A previously stable, sure foundation shifted to a life of upheaval. Wandering, training, learning everything it took to survive, everything that made a criminal a criminal. It would be this training, this single minded dedication to an ever more diverse cause, that would save his life time and time again as he became inspired to don cape and cowl, and take up the war. Not only as a vigilante, but as an intimidating aspect of the night itself. The Batman would become a mainstay in Gotham's war on crime, as effective as he is controversial, and arguably the catalyst that has spawned an impressive, dangerous rogue's gallery within the city's dark underbelly. <br />
<br />
While friendship was not a commodity Wayne traded in easily, Alfred's confidance was joined first by Jim Gordon, eventually the Commissioner of Gotham City, who became like a father to the orphaned Bruce, and then by the similarly orphaned Dick Grayson, who Batman trained to focus his own need for vengeance into the neverending war on evil. While others would come and go, the most important would become Tim Drake, the second Robin, and Wayne's current ward. <br />
<br />
Though a man cut off from the 'real' world by his own will and distrust may not be an ideal companion, his list of allies and loves have never failed to complicate his life - and often save it. This realization is one of several that prompted Wayne to fund and form the Justice League, gathering together similarly minded heroes into a bastion of incredible strength. While the Batman's personal trust remained a difficult thing to gain, at no point in the battles to come did he hesitate to act, or empower others to act, to defend the Earth itself from forces far beyond the man himself.<br />
<br />
==Personality==<br />
<br />
Initially, Batman may appear a dichotomy between Bruce Wayne and Batman. The lives of each are quite distinct and different, as are the demeanors of each man. While Bruce Wayne is undeniably talented and accomplished, it's sometimes easy to wonder if he's some kind of eclectic idiot savant, so foppish and sometimes unpredictable can he be. Still, he maintains the humanitarian tradition of the Wayne Foundation and surveys the developments within Wayne Industries as closely as he can. One could say that Bruce is eminently concerned, but rather unaffected, leaving the day to day stresses to more interested men. <br />
<br />
Sometimes seeming shallow or arrogant, there are immature facets to Wayne that stand in stark opposition with the billionaire philanthropist and cultured socialite facade. Despite his eccentricities, however, Bruce Wayne is quite capable of both intelligent conversation and listening quite intently to the politics and causes of the hour - alert and engaging given the right topic (and a person he doesn't want to manipulate to find him boring and boorish), there is little question how he earned his position as a media darling.<br />
<br />
[[Image:bruceparty.jpg|right|300px]]<br />
<br />
The seeming paradox to this charismatic face is the dark presence of the Batman. A phantom of the night with a visage and persona both forged to be, and inherently frightening to many, particularly the guilty hearted. To a large degree, Batman buys into his own image, playing up the dark avenger side of his personality with the criminals he targets, a master of intimidation, interrogation, and manipulation. He is not (quite) as harsh as he makes himself out to be, however: Batman will not kill, ever. He will not touch a firearm, ever. Despite the grim efficiency with which he conducts his personal crusade, compassion remains at the very core of everything Batman stands for. Despite his comrades, Batman is the consumate lone wolf: he is a survivor, a masterful strategist backed up by instinct and experience, with little tolerance for being anything but the pack Alpha in most any situation. He is not well practiced in not getting his way.<br />
<br />
The apparent clear distinction between the two facets of Bruce's psyche is actually something of an illusion, however. In reality, both involve the core values of the true Bruce Wayne (or, as he thinks of himself, the real Batman), and both are tools used by this man to accomplish his goals. Batman is the frightening idea concocted to scare those he combats, to elevate himself above some mortal being in the eyes of the Gotham underworld. His outlook of unrelenting perfectionism carrying into the discipline required to maintain the vigilante's lifestyle... and the dual identity that comes with it. As surely as the Dark Knight's projected persona is carefully crafted and applied in his neverending and HIGHLY personal crusade against evil, the socialite mask is a similar, more subtly potent weapon. Wayne's role in high society keeps Batman informed, connected, influential. His flippancy and chaotic immaturity keeps suspicion away from him. His contacts are often contacts Batman needs, directly or indirectly, and the intentional distance between personas keeps those Batman cares about safe..... safer.<br />
<br />
In the end, most run up against one mask, or the other, and never discover what lies beneath. Despite the distance and distrust with which Bruce regards the rest of the world, it is possible to earn his trust, even his friendship. This can be done regardless of which 'identity' was first engaged in the relationship - despite the inherent dishonesty in Wayne's duality, neither persona can really be considered a true lie. One reason he keeps his distance is, of course, the serious intensity with which he treats his responsibility to his friends and loved ones.<br />
<br />
==Contacts==<br />
<gallery widths=200px heights=200px perrow=3 Caption='''Contacts'''><br />
Image:Justice_League_Unlimited.jpg|[[Batman/Allies|'''Allies''']]<br />
Image:Bullock-Montoya.jpg|[[Batman/Associates|'''Associates''']]<br />
Image:Batrogues.jpg|[[Batman/Rogues|'''Adversaries''']]<br />
</gallery><br />
<br><br />
<br />
<br />
==Sheet==<br />
<gallery widths=200px heights=200px perrow=3 Caption='''Batsheet'''><br />
Image:Batlurk.jpg|[[Batman/Skills|'''Batskills''']]<br />
Image:Utility-belt.jpg|[[Batman/Devices|'''Wonderful Toys''']]<br />
Image:WayneTower.jpg|[[Batman/Resources|'''Batresources''']]<br />
</gallery><br />
<br><br />
<br />
==Logs==<br />
[[Image:Batredsky.jpg|left|300px]]<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
<br />
<br />
[[Image:Batemblem.jpg|center|300px]]<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Gotham]]<br />
[[Category:Tier 1]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/2012-03-02_-_Becoming_the_Mask2012-03-02 - Becoming the Mask2012-03-02T21:02:41Z<p>Brock: Created page with "{{Logsummary| Title=Becoming the Mask |Summary=Analysis of the Red Hood's patterns and tactics leads the Batman to finally intersect the mysterious vigilante again. The bigge..."</p>
<hr />
<div>{{Logsummary|<br />
Title=Becoming the Mask<br />
|Summary=Analysis of the Red Hood's patterns and tactics leads the Batman to finally intersect the mysterious vigilante again. The biggest question now is whether more questions were raised, than answered... but it's a sure bet that the believed-to-be-dead Robin is back on his former mentor's radar.<br />
|Who=[[Batman]], [[Red Hood]]<br />
|Date=2012-02-27<br />
|Where=[[Gotham City]]<br />
|}}<br />
<br />
It's night time in Gotham, it always seems to be night time in Gotham.<br />
<br />
Even in the day time.<br />
<br />
It's a clear, not a single cloud in the sky, the city lights rendering the stars invisible, the deep, abyssal black of the sky marred only by the crescent moon, looking like the thumb-nail of god, about to peel it open and take a peek in.<br />
<br />
Of course, tonight doesn't have anything to do with that vast void that surrounds their tiny planet, or even a god that seems so often to be absent. No, tonight is about a van.<br />
<br />
The van, stereotypically white, idles in the alley way of a 'burlesque theater' beams it's headlight against the waists of two men. One seemingly reluctant to hand over a set of keys to another.<br />
<br />
"You sure you ain't no cop?" inquires the first retracting the keys just out of the man's grip. "Yous gotta tell me if you a cop."<br />
<br />
The second man's features etch into a look of agitation, "This the fifth time I told you fool, I ain't no Cop! Now gimme those damn keys before I bust yo' face in." he snapped, snatching the keys from his cohort aggressively. "Dumbass. Why all you idiots think that? Cops ain't gotta tell you shit, you think that badge like some kinda magic truth thing?" he continues to deride the other.<br />
<br />
Mook number one begins to voice his protest. The pair of them are two busy to notice a shadowed figure drop down from the roof a adjacent building. He is silent.. quiet.<br />
<br />
Right up to the point where his boots hammer down on the roof of the van. The metal thud snaps the pair from their arguement. The first man's eyes go wide with shock and fright. "Oh shit, it's Th'Bat!" he near shrieks, staggering away from his vehicle as the figure atop it looms upwards... It takes both of them a moment to notice the lack of cape, the missing ears... and the pair of guns pointed towards the both of them.<br />
<br />
"Nope." intones the man behind the red helmet with a wry mirth, "Guess again, dirtbags."<br />
<br />
<br />
Some have told him that the alignment of those heavenly bodies, the very nature of the cosmos, does indeed have a direct relationship to the events of this evening. To the nature of the Earth herself; to the universe, and everything. That Earth is a nexus, a center of alarming spiritual and magical energy, of great Order and alarming Chaos, of limitless 'good', and unfathomable 'evil'. To say nothing of everything in between. The Batman's never operated on a lot of high-myth-mysticism, despite his own philosophical warrior poet soul... what's important is what's here, what's now. What impact his actions have, what impact those of others around him have; what they change, what they create for the future.<br />
<br />
The Dark Knight doesn't spend a great deal of time on this level of hood. He doesn't run down the middle-man dealers, the distributors, unless they're spinning out dangerous weapons and heavy amounts of hardcore drugs. It begs the question why he's here, surveilling the street level... or more appropriately, running surveillance on whoever might be running surveillance on the street hoods, the greedy and desperate, trying to make a quick buck in a world with no security, and no trust. The Batman frowns, from his own perch, a small unit affixed to his cowl affording a bird's eye view of the city in autofocusing, wavelength-scanning magnification.<br />
<br />
It's unclear when the Detective notices the Hood, searching actively not for the vigilante's targets... but for the operative using tactics the Batman knows all too well. The stalking and stealth the Caped Crusader himself was taught, the techniques of the League of Shadows; augmented in the Bat Family's case by some of the world's foremost stage magicians, trackers, detectives, and assassins, but. It's not the minutia of the style that the Dark Knight uses to stalk his -own- prey. It's the personal finesse that brings him down scant seconds after Jason, however, his batnoculars already stowed in his utility belt, a line affixed to a batarang replacing it in his hand. Where the Red Hood lands with all the impressive impact that a muscular fellow's drop should yield, the even larger figure behind him seems to drop in his wake, all but soundlessly. A shadow, Jason's own shadow, desynched for just a moment. He'd probably realize he's got a stalker of his own well before the thugs he's after do.<br />
<br />
They do indeed mistake Hood for the Dark Knight, who in fact flits like a momentary breeze down -behind- the van, crouched in the shadows, removed from all three men. He taps three black buttons on the batarang, peering not under the vehicle, but threw it in thermal optics, before releasing the thrown weapon around the van in a wide arc. The deceptively hefty, well-balanced batarang whips around something like an actual boomerang, in this case. Out around the front of the van and back around the side, its momentum wedging it in the wheel well as the tire suddenly goes flat. It might jar the Hood's stance the same moment the Batman gives a tug on the affixed line, meaning to take the feet right out from other the lower-case hoods, as he leaps up to the back. "/Why them/?" The Dark Knight demands, like there has to be some insightful answer there.<br />
<br />
"Or are you just a killer, and I'm looking for meaning where there's only /avarice/?" The snarl would be familiar to the Hood, though he's not often been on this end of it. "/Why are you here/?" Who is he? The Dark Knight's own conclusions to date do not seem to land in Jason's favour; Batman is already advancing down the scarce width of the lame, leaning van.<br />
<br />
<br />
The two realize the depth of their situation. The first blanches in Jason's sights, the second scowls. Both are heavily weighing the options of fight or flight. The sound of a popping, air bursting free around the tip of the batarang startles the first. With a shrill cry, he topples backwards, scrambling in the grit of the alleyway.<br />
<br />
The van lurches, dropping to the wheel-rim on the side of the blown tire, Jason's footing is sure however, his weight shifting with the van, pistols lifting up from their level. He should have figured that he'd be having company tonight... Or did he figure he would be? Is this some kind of double-trap?! Did Batman expect him to be expecting him and expected the expectation in return?! Triple traps?!<br />
<br />
The second man goes down, a cable suddenly lashed around his ankles, binding them together and sending him into a cursing drop to the concrete.<br />
<br />
Jason spins, a tight 180 degree turn on the ball of one foot that has him facing his accuser. White eyes in black pits of a crimson field narrow. Agitation, amusement? Batman couldn't see that quirk to the young man's lips through the hard-shell mask that encased his head. "Why not them?" he answered, a pistol hefted between them... perhaps more for appearance's sake than any actual threat. "If you want to take out a king, you're going to have to drop a few of his pawns off the board first. Make them notice, shake them up and see what runs." he claims, prattling. "You think this is killing, that guys like these are worth getting a second chance? How many times have you put the same faces behind bars again and again? My way, they don't come back. The devil's not one to let too many people out of hell for good behavior. So what if I make some money while I'm at it? It's controlled, kept in line and away from decent people. Takes money to manage the life style of a dress-up crusader and not everyone's born into it." he continues at gun point, seemingly quite willing to trade words. He seems happy to stand there and wait for Batman's rebuttal, something about morality and decency, lines that shouldn't be crossed. In the space between the lines of the prodigal son and the welcoming father though, someone else's gotten a idea.<br />
<br />
A bolt rocks back and snaps forward, chambering a bullet into a MAC 10.<br />
<br />
Number two's pulled the weapon free and has it leveled towards the pair atop the van, "I got both you mother fuckers!" he sneers before pulling the trigger. Shots ring out at the rate of thirty a second, peppering the grill, hood, and windshield as the muzzle jerks upwards to turn the hose-like spray of lead towards the two men. Red hood dives off to the right side of the van and out of the way.<br />
<br />
<br />
Jason is facing him before he even reaches the rooftop. Batman's not surprised, but perhaps a little impressed. Alright, maybe a little surprised; it doesn't slow him down, though. "/You/ know they're not?" It's downright disgusted at the implications, actually. Really, Bruce does know these things... the rehabilitated, the desperate, they abound in Gotham City. Sometimes, they're inexorable, uncompromising criminals and madmen... others, they just don't want their kids to starve, and no one will hire an ex-con. It's all about the individual, the microcosmic level. The street where the Batman operates now. As mentioned, the van rooftop is not large. The gun comes around, and it's like synchronized motion when the Dark Knight takes it. His left hand whips out of the shadows of the cape with acceleration that a human eye can't consciously follow, his body shifting the opposite direction. The Red Hood has plenty of half-instant to pull that trigger. Plenty of reflexes himself; but it will be about the time the Caped Crusader's hand clasps on the side of the barrel, grip already ironclad. The ninja-turned-vigilante will also be out of the line of fire in that same split second, by just a hair's breadth, the gun aligned on shoulders reinforced by cape and batsuit.<br />
<br />
Then, the weapon is twisted away in the next split second, thrown with alarming precision at the face of the firing mook, even as the street sweeper sprays small-caliber fire almost literally /everywhere/. It's worth noting that this move, too, seems to flow perfectly from the disarm, as Batman crouches low and twists, the slow motion kicking in somewhere in Hollywood as the Red Hood tumbles clear of the van, and the 9mm parabellum rounds reave through the air around Batman, a sweep of his cape following the heave, so precise he couldn't have planned it better. Like the sound of the round chambering in fluidly adjusted the whole plan on a subconscious level.<br />
<br />
If anything, the Dark Knight has improved in the years they've been apart; it's something they have in common, but still likely worrisome. He crouches low on that roof for only another instant, hidden behind the shielding layer of cape as he rolls off the van on the other side, landing far softer than the dealer with the pistol-whipped face. "You think gunning down somebody's brother, somebody's son, somebody's father, that's going to make the world a more peaceful and well-adjusted place?" Batman does retort, as he lands, coming about in a stance ready to sprint after Jason. He darts around the van, coming around the rear and seeking to intercept the Red Hood with a series of jabs and quick knees. Notably, perhaps, it's nowhere near as brutal or efficient as the Dark Knight could be. Testing blows, a professional would note. Sparring, herding Jason back into the narrow alleyway between van and stonework.<br />
<br />
Forcing him to fight. Perhaps something beyond that. "You call blowing up a museum and putting a bullet in a homeless girl /control/?" Yea, that pisses him off too. Still, it's a decent chance to undersell Cassandra. The Hood didn't see what happened. "Not to mention stumbling over Catwoman. Can you smell your own rampant bullshit over your arrogance? You don't have control, you're not solving a problem. /Blood/ begets /blood/." <br />
<br />
War never changes.<br />
<br />
<br />
That's the price you risk paying when you wave one of your toys in Batman's face, he just might take it.<br />
<br />
There was a instant where Jason could have pulled the trigger, tested how whatever mesh-ceramic, space-age unstable molecule material Bats' new suit was made of stood up to a .45 caliber bullet at point blank range. What if it didn't though? He'd have gone through all of this, all of his training, all of that heartache and sorrow... For nothing. His finger slides from around the trigger, clearing the guard so as not to be twisted when Bruce snaked it away.<br />
<br />
He almost seemed to give it up.<br />
<br />
He has a spare after all.<br />
<br />
He gets that boyish flicker in his chest for just a moment, nostalgia and familiarity seeping in as he watches that pistol caroom off of the forehead of the banger before they both crumble to the floor.<br />
<br />
"Well-adjusted?! Do you think there is a single solitary soul in Gotham that is Well-Adjusted, Big Man? Hell, even this city's savior could use some time in Arkham!" the moment was gone, time to get back to talking shop again. He did so love watching him work though.<br />
<br />
Bruce comes in and Jason's ready. He's quick, spry. Maybe it's not the wild energy of his boyhood days but it's keener, more focused, honed. A jab or two clip off his crimson-covered jaw, sometimes a knee snakes in past his guard. They don't carry the weight that Jason knows they can though. He's testing him, pushing him back into the alley. Thinking this will go exactly as he plans, like always.<br />
<br />
Not tonight, Bruce.<br />
<br />
At some point, Jason decides he won't just trade blows, a jab is shifted away with a wrist block, a knee clips off his hip and he surges forward. Punches, quick, harrying, snapping in and out like the strikes of a serpent. A elbow comes in after a hook swings to shallow to be a sincere attempt. Something to put Bruce back on his heels, give Jason just that ounce of room it takes him to explode.<br />
<br />
"In case you're forgetting, this is a war!" remarks his AWOL Soldier, bouncing toward the van before ricocheting off of it and sweeping a kick at the side of the Big Man's head. "Besides, from what I saw, she ain't exactly your everyday girl. You saw that too though, didn't you? How long did it take you to snap her up as your very own? It wasn't even a month before she was running around with a belt and a pair of bat-pajamas. She's good though, I'll give her that. Not as talky as the ones you usually pick up though... Guess you don't need two Robins at once." makes sense to keep a spare though, considering...<br />
<br />
<br />
An army never wants to have its back to the ocean. It's a simple tenet of war. Of combat. One must be able to maneuver, to adapt, it can be the meaning between victory and defeat even when one has a clear picture of the adversary's capacity. It's an early lesson, a stalwart and versatile rule. It's also a way that the Batman can force Jason to fight back, to cut loose. To prove how far he's come, in this case. He doesn't need to see the man beneath the hood to know the tone, the attitude.. but fighting him, seeing that instinctual, honed edge. It's better than fingerprints, to some.<br />
<br />
Years and years separate this style from one he's fought before, so the Dark Knight takes care to absorb and analyze every single motion. It's exactly what the Red Hood sought to avoid; exactly what his fallen father figure planned, wanted. The good news for Jason: This makes the Dark Knight unusually easy to wail on. After a fashion. He's in contact with each and every testing flurry, glancing off jaw, off armored guard, off elbow or knee. Batman barely gives any ground, but neither does he counter and adapt to the style with his own formidable skill, immediately. A forearm guard still meets that blow to his head. His bones are rattled, but the Caped Crusader steps into the assault, feels the strength. All the while, slits in the cowl are focused on every minute detail of motion.<br />
<br />
The words are grunted out in tandem with the defense. "'This is war.' As if that justifies it." It's not an excuse the Caped Crusader buys, really. Dropping Cassandra into the debate carries its own layers of irony, given her very nature. "People love to.. say I indoctrinate them. Enslave, manipulate, abuse, use. It just shows how little you really know any of us." Or perhaps himself, in this case. There's that additional layer of irony, to be sure. Gauntletted palm snaps in at chest level, looking to claim his position, make the Hood work to dislodge him. "These are people who've had all choices stripped away, except for one." He just makes sure they survive making it.<br />
<br />
<br />
Jason doesn't exactly like tipping his hand to the detective but even if the blows are taken in stride, they're cathartic. It lets him vent some of that anger, that hurt. It's far from enough to call this whole song and dance off, but maybe he'll sleep a little easier when he slinks back to whatever hole he's claimed for himself come morning. Batman won't find purchase against the armor, he'll be able to get a good idea of what it is though, hex-plates beneath a kevlar coating. Not exactly something you could order online, definitly not hockey pads. His jacket, that's easy enough to grab hold of, leather, maybe custom. Holds the toys that the pouches that won't fit in the pouches and compartments at his waist.<br />
<br />
"Oh trust me, Bats. I know plenty about you and yours." replied the man behind the helmet, the white slits in the dark sockets of his eyes glaring right into the detective's critical gaze. He didn't mind Bruce getting handsey, just meant that his mentor was anchored there for a moment. He made his own grab after firming his footing, lead-foot shifting forward in the grit of the street before he sought to latch onto the cowling of Bruce's cape at his left shoulder. His head would snap forward as soon as he found his grip, the brow of that red helm used as a bludgeon against the head and brow of his ex-mentor. Once, twice, thrice. The mask didn't look any bulkier, Jason was betting his helmet could take the abuse better than pointy-ears could.<br />
<br />
It's a lead in, something to try and rattle the bats in his belfry while Jason tried to put himself a few steps ahead, try and make him not notice that stray hand as it dipped down to the young man's hip and wrapped around the handle of a knife. The blade was serpentine and long, wickedly sharp. He could try and plunge it into Bruce's side... but that would be far less fun. Instead he sought to slide the flat of the blade between Bruce and his belt before giving it a twist and a pull, trying to rob him of the majority of his toys for just a few, stray moments.<br />
<br />
<br />
The Red Hood... it's a crafty new identity. He's changed; perhaps even been distorted. It's not a fog that Batman can immediately penetrate, like the identities of... more superheroes and villains than would care to admit it. Worse, all the pieces are there, in stark paradox to the mystery. The utility belt. The tactical stealth armor. The espionage and reconnaissance tactics. The Yellow Brick Road....<br />
<br />
~~<br />
"No, Jason; it's not that. Theft isn't always evil. Sometimes, theft serves a purpose, promotes the greater good. It's not a popular opinion, but it's truth in mine. Say, for example, you're cut off, blacklisted overseas." It's still foreshadowing if presented in retcon, right? "Or can't use your civilian identity or alias for some reason, you'll be forced to rebuild infrastructure from nothing. The mission remains our priority, and at that point.. you have to take the means. Target the corrupt, drain their assets, expose their secrets... build a -new- reputation, subtly and swiftly - come back at your problems, your enemies, from an entirely new angle. You can find a powerbase anywhere with will and vision. Just remember the mission - we're building something /better/."<br />
<br />
~~<br />
<br />
Of course, the Batman is genre savvy; but he's not /that/ genre savvy. His first thoughts aren't 'sidekick risen from the grave' they're more along the lines of 'League of Assassins stalker who's obsessively honed to my own methods'. It's really equally likely, if not more likely, let's be fair. Even so, none of it /really/ makes sense, not yet. The Dark Knight doesn't really retreat in the face of the Hood's assault. He weaves to the side, towards the volatile vigilante's hauling hand. It doesn't bring him clear, but it keeps his nose from breaking. The blows ring his skull, but his own cowl is modernized, if not precisely /reinforced/. It would be immediately clear to the Red Hood that tonight's stylish batmask is heavier on miniaturized electronics and bulletproofing, with a degree of ballistic resilience. None of that means a lot when someone's heavy helmet hammers home, but on the plus side: the human skull is a wondrous thing.<br />
<br />
That, and it's Batman. The knife comes around, along with the Hood's wrist, into his descending hand. The intercepting grip is ironclad. Now, at least for that moment, he holds nothing back. "So, what, you're here to remake Gotham by carving a bloody hole through anything that you lay eyes on?" Jason would know that voice. He's gone and made the Bat mad. "And you think this is a new idea, and you're just the most progressive obsessive idiot ever to try to stab me?"<br />
<br />
Really, it's something of an honor that he growls at the Red Hood /that/ long. Before trying to put a knee through his right lung, in the proverbial sense. In the next instant, the Batman would seek to wrench the Red Hood's dagger-wielding wrist around. Thumb and forefingers seek the fine bones and tendons in that gloriously complex and fine instrument as he does so... seeking to crush, twist, and disable them with alarming amounts of perfectly precise pressure.<br />
<br />
<br />
No cigar this time, he'll have to try for the prize again sometime.<br />
<br />
In consolation though, he did manage to ring his bell a little. Hope Alfred's got some tylenol on hand...<br />
<br />
Who am I kidding, of course he does, he's Alfred 'Motherfucking' Pennyworth.<br />
<br />
Bruce's voice dips into a lower register even for his Batman growl. Those whited-eyes narrow further. Wayne can't see it, but the damn Ginger's grinning. "Oh, not just anything. Only the people that deserve it. I'm a killer, big guy, not a murderer. Besides, these people? They're hardly even human any more." He has more to say... but taking a knee to the ribs has a way of rattling the oratory. His breath comes in a 'Hoof!' and he can feel a twisting screw of pain that stays hot and sharp after the impact. Maybe a cracked rib. He'll have a shattered wrist to go along with it if he doesn't do something however. He won't be able to break the grip or snake away, it's like a bear-trap with fingers instead of teeth. He can't move the mountain, he'll have to move with it. Loosing the cape, Jason seems to twist bonelessly. One booted foot thumps against the side of the van, his weight opresses forward and he seems to steal a page out of some kind of arachnid-themed superhero's book, walking up the side of the van for all of two steps before he flips, saving himself the need of a cast for a few days. His fingers loose the knife, simply letting it drop into his free hand, his fingers playing the handle into a quick, forward grip that he works around in a quick slash at Bruce's chest while he trys to work himself awat, the profile of his hand now leaner without the weapon as fingers uncurl and try to escape the grasp.<br />
<br />
"Oh I know I'm not the first to come in here trying to be the big, brand new damn hero for Gotham. How many do you get a year now, five, six? They either wind up dead or you run them off. Any good they did by sweeping the streets clean of the filth that keeps getting pumped back out of Black Gate and Arkham is forgotten when the headlines report another murder. How much of a difference have you really made in the last five years, Bats? The same thugs, murderers, pimps, rapists and peddlers. The same bunch of psychopaths in spandex running around. All because you're too good to get your hands dirty, your damned, unshakable moral code that lets the same people go out and hurt, maim, and murder time and time again. I might not be the firt, but god damnit, I'm going to be the one that gets it right. I'll be the one that makes Gotham safe again, even if I have to rip out its black, twisted heart and shove it right back down it's throat!" he monologues, providing a bit of motivational exposition.<br />
<br />
"But hey, maybe we're getting off on the wrong foot here. You're worked up, I'm worked up? You know what always helps me unwind?"<br />
<br />
Not getting nearly beaten to death with a crowbar and then blown up.<br />
<br />
"A nice run." and with that, he's off, in a shot, he's scaled a dumpster and used it as a springboard to grasp the bottom edge of a fire-escape platform. Eschewing the handy ladder that they all come with, Jason just climbs up along the side of the wrought iron scaffolding. It's not as elegant as a bat-grapnel, but it gets the job done in about the same time... It'll also put them out of earshot of most folks.<br />
<br />
<br />
"/Deserve/ it?" The Batman's not just angry. He's approaching a quantum singularity of some kind. Whatever this Hood's real motives... they're very clearly personal. The Dark Knight tends to take threats like that rather seriously, by now. "The world's full of heroes." The Batman is waiting for Jason, now. Every nerve on alert. Every muscle on a twitch-ready alert that would make a relay champion jealous. That knife comes down, and he heaves himself backwards, leaning away as his own right boot drops back, away... and then he steps in.<br />
<br />
Sure, the Red Hood gets his chance to run. "More /every/ day." That part, they agree on. "Every time someone says the end is here, every one of us gives it all to step in and /fix/ it." This edition of 'The Reason You Suck' is sponsored by another forceful kick, snapping around from the Bat's left boot as he steps in on the passing knifestroke, bracing it away from his body with a guarding right gauntlet.<br />
<br />
The Dark Knight is ready to fight on - but his quarry flies. His pursuit is likely predicted, the bat grapnel fired to the top of that building that the Red Hood scales. The Bat -might- even beat him to the top. The way this vigilante moves... it's uncanny. It doesn't do anything to ease the Caped Crusader's mind. Over the edge he goes, with uncanny grace and silence, balance reflexive as he paces the Red Hood. "/You're/ no hero." the Batman insists, picking up right where he left off, mid-fisticuff. "Just another arrogant hood, here to make it all worse. We all have our demons - what makes you so special that -you- can make it better with a few bullets and bombs?"<br />
<br />
He flanks the Red Hood along the tenement's ledge, not immediately assailing him again.. but not letting him gain ground, either.<br />
<br />
<br />
And there it is, finally a little private time. Just Jason, Bruce and the Gotham skyline against it's bleak, starless backdrop. He's cornered at the ledge, he'd done all that work to get up here to, only to be cut off at the pass.<br />
<br />
Annoying.<br />
<br />
At least there's empty air at his back and not a wall.<br />
<br />
"That's the million dollar question, isn't it, Big Guy?" replies Jason, a hand making a grand sweep between them, knife tossed from one hand to the other, blade slid away into it's sheath. He's giving up? Maybe he just doesn't want it waving around for their little bit of dramatics. "I'll admit it, maybe putting bullets in the skulls of gangsters and bringing the roof of a crack house down on top of all the gun-toting addicts inside isn't the most heroic thing in the world... But it gets the job done. Not too many get parole in hell after all. You want to wrap stories around them? Fine, but when someone starts shattering the lives of others just to make theirs a little better, they cross a line. And unless there's something hard and deffinite across that line that's a little more daunting than a few years in jail, maybe they'll think twice. You've done all you could to try and make this city a better place but it's just not good enough. It's not good enough because you refuse to take that last step. I can do that, I will do that. Already I'm getting results. The difference between me and every other gun-toting whack-job that's come before is that I know what to do. I've got the training. At the end of the night, Bruce, it's all just going to come down to the fact that I'm the better Batman than you" he finishes, his gesticulations rounding up with one final brandishing of his finger towards the man in the bat-suit.<br />
GAME: Save complete. <br />
<br />
"Gets the job done? You think there aren't a thousand more people desperate enough to be pushed to the edge? You think that if you kill the right people, the violence stops? So do the worst of them. The worst of us. Broken down and too deluded to see what they've become." Yes, the Dark Knight thinks highly of killers - and murderers. "Because I can't save everyone, because the war isn't won, it's time to resort to the same brutality and rhetoric that /got us here/? Never." Never never. "You're not saying anything new, you're not doing anything new. Whatever you think you're going to accomplish - you're going to drown it all in blood, send the inferno in all directions, consume everything you want to preserve. If you succeed, you'll only bring Gotham to her knees." <br />
<br />
The Caped Crusader clearly does not like this option. "You come in here spouting the same old crap like it's your new epiphany, and you think it makes you /Batman/? Your big violent, murder-spree-justifying complaint is that I haven't /done enough/ for this city? Even /I/ have to note .. you're /insane/." This is coming from a guy who's fully aware how short of a full deck he may be. Even speaking relatively the Bat seems sure of his observation. At some point during the conversation the Dark Knight slipped a microgrenade from his utility belt into his hand. At some point during the last sentence he released it. It's such a snap motion, almost sleight of hand, but too forceful to fully miss.<br />
<br />
Halfway to Jason, the pellet explodes, showering the area the Hood occupies in a fine, colorless, odorless spray. Whether the Red Hood is caught in the cloud, or not, the apparent effect is the same: absolutely nothing.<br />
<br />
<br />
The mini-nade goes off, its eruption used as concealment, the right instant.<br />
<br />
Seems as good a time to call it a night as any.<br />
<br />
Jason simply rocks back on his heels, gravity does the rest as he vanishes over the edge.<br />
<br />
He's not so graceful as to vanish that easily. A grapnel's left biting into the lip of the ledge where he had been, it leads down a legth of mountaineer's rope to a broken window. Maybe he just called a cab home?"</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/2012-03-02_-_Of_Secret_Lore_and_Legacy2012-03-02 - Of Secret Lore and Legacy2012-03-02T19:11:54Z<p>Brock: Created page with "{{Logsummary| Title=Of Secret Lore and Legacy |Summary=Ted Grant gets a night caller. Intelligence is shared. Plans are hatched. Ties are cemented across generat..."</p>
<hr />
<div>{{Logsummary|<br />
Title=Of Secret Lore and Legacy<br />
|Summary=Ted Grant gets a [[Batman|night caller]]. Intelligence is shared. Plans are hatched. Ties are cemented across generations of crimefighters and warriors.<br />
|Who=[[Wildcat]], [[Batman]]<br />
|Date=2012-03-02<br />
|Where=[[Grant's Gym]], [[Bludhaven]]<br />
|When=Late, late night.<br />
|}}<br />
<br />
During the wee hours of night, Ted Grant enforces curfew at his gym. There's no staying up late and partying. No drinking. No smoking. All those interested in training with him have retired to quarters for the night so they are ready to get broken down again the next day. The trainers, save for the in house trainer, have all gone home, which leaves Ted Grant alone on the workout floor. Everything except for the emergency lights are out, leaving plenty of long, dark shadows all over the place. The only exception is the solitary light shining down in the middle of the ring, lighting up the squared circle.<br />
<br />
Being alone on the gym floor might seem lonely for most-- but it's second nature for Wildcat on those nights when he's not spending company with another. And lately, he's been spending more nights alone than not. The aged prizefighter is sitting on one of the bleachers to the side of the ring, feet up on the bench seats and a cold beer in his hand. Sipping the cold beer at a leisurely pace, he's somewhere in the neighborhood of the 5th out of the six pack of beer that's on the bench next to him.<br />
<br />
The old man seems lost in thought, simply watching the boxing ring with its solitary light that currently shines down in the middle, highlighting the focus of Ted's current attention.<br />
<br />
<br />
There's a pensive nod from the Dark Knight, whether Ted is looking or not; it doesn't seem to matter particularly. He does grunt a simple, quiet little affirmation though, thoughtful. It might leave one with the impression that his inquiry was more than simple small-talk or passing curiousity, or the first thing that popped into his mind in the attempt to make Ted jump or lose bladder control. Of course, Wildcat already knows Batman's seldom got time to waste with useless questions.<br />
<br />
For that matter, neither does the bruiser. The Batman smiles a bit, in the shadows, despite the gravity of his news. "Weapons are coming into Gotham. Advanced weapons. I intercepted one shipment at the docks." That was also already intercepted once before he intercepted it. It's complicated. He gets right into it the simple way, instead. "Cutting edge military gear. A team outfitted to the gills tried to take out a bent businessman. Micah Gibraldi." There's a dossier offered over from within his cape, as the Dark Knight moves through the shadows to Ted. "Amateurs don't tend to float that kind of bankroll." The Bat's analysis of the attempt. "But I have reason to think it's tied to a much bigger player."<br />
<br />
Which brings Batman to the first reason for his visit, at that. "With the heat on in Gotham, they may diversify, try to move their gear through Bludhaven. Even to Bludhaven gangs. I need to know who's rising faster than their star deserves." The Batman pauses, and more quietly, and less ominously, appends, "And you need to watch yourself out there keeping the peace." 'Spread yourself thinner, work harder, fight on longer, but oh don't hurt yourself.' Dick Grayson spazzes out in a tantrum, somewhere.<br />
<br />
<br />
Ted turns slightly, reaching out a hand to take the dossier from Batman as he feels the shift of movement from the Dark Knight. He leafs through the file, eyes poring over the information within as he listens to the Bat give the overview. With every continued word, the Champ's expression becomes just a little more grim, ending with a brief scowl as the folder is closed, clutched in his hand.<br />
<br />
"I'll be fine," the old man replies simply, almost curtly, to the Dark Knight. "Been doing this for too long to let some stupid punk punch my ticket." That's probably his way of saying 'I understand. I'll take it under advisement'. "I've been hearing some rumors-- even had a visitor the other night. Someone callin' himself the Witching Hour Lurker." The NAME is said with a slightly sardonic twist of grim humor as the champ's blue eyes glance over at the Detective, a very slight grin teasing at his face. "His costume looked pretty damn familiar. Minus those ears."<br />
<br />
<br />
<br />
By the time he finishes explaining, the Batman mirrors Ted's features, beneath his cowl. "If you turn anything up, let me know." Which is also his way of saying 'If you need help....'. It's just one of those things that can go unsaid, right alongside lecturing Wildcat on how all it takes is one lucky moron with a clear shot. Now, if the fellow heavyweight were one of his /students/. Well. Could be here all night.<br />
<br />
"That one." The Batman notes with a familiarity, if unreadable neutrality in his tone. "Somehow... I think he's on our side." For some reason, this seems like an anomaly to the Dark Knight. An anomaly within that in itself, given the extent of the Justice League at this point. "Seen... anything else?" Like, Nightwing?<br />
<br />
<br />
There's a brief snort that accompanies Ted's own judgement of the Lurker, "He's on our side, alright. Just got a flair for the dramatic." No trace of irony, just a vague amusement to his tone, certainly not as unreadable as the Detective.<br />
<br />
Setting the dossier back down on the bleacher next to him, Ted grabs the last beer in the holder and twists open the cap to take a drink. Rude SOB that he is, he doesn't offer to get one for the man in the cowl. He does look at Batman sideways, though, studying his former student for a long minute. Whatever he gleans from that look, he takes a sip of his beer before answering, "Seen some signs here and there of his handiwork. Heard a few rumors on the streets. Nothing in person lately, though." It's the vague sort of answer that won't mean anything to anyone other than Batman, really.<br />
<br />
There's just a brief pause, the beer stopping partway up to his lips before the Champ lowers it again, this time cocking his head to look over in the Bat's direction again, "But that ain't what else you came here to talk about, is it?"<br />
<br />
<br />
Ted's endorsement of the Lurker seems to mean something to Batman, drawing a nod from the Caped Crusader as the confirmation is offered. "Theatricality and deception are powerful tools, Ted." Even if the heavyweight legend has always been a bit more, well.. direct when compared to his onetime protege. There's a certain theatrical element inherent in ramping a modified chopper through the side of a second story meth lab, anyway. As far as the 'report'? Batman's reply is even more unspokenly cryptic. "Sounds like we're all keeping busy."<br />
<br />
It's easy to imagine this isn't the first, second, or fourth time they've had similar meetings. It's also not a stretch to guess that Ted is well aware the Dark Knight doesn't drink. Of course, it's also possible that Ted Grant is just a little bit attached to his last beer. He'd have to get up to get more, and he's an old man.<br />
<br />
"Not entirely, no. I have a new student that can benefit from training with you." This, too, is not a new conversation. Once, the heavyweight legend had spent hours upon hours in the ring with a teenage Bruce Wayne. ... to say nothing of the many times since. Or Dick and Tim's own trials in this learned gym. "Your techniques will fill a vital hole in her style." Batman is no longer Ted's student, though; his words bely decades, now, of his own study and confidence.<br />
<br />
<br />
"How'd you manage to find this one?" The words come from the cantankerous old man with an affectation of long-suffering. And yet, Bruce knows well enough to hear the excitement and challenge at the prospect of a brand new student underneath that grumpy old man exterior. Finally, he takes a drink of his beer again before sitting back just slightly. There's a brief pause, and then he adds, "And what's she know already?"<br />
<br />
<br />
Ah, those two questions together, they're worth something like $128,000. In the metaphorical sense, at least. To some, they'd be worth much more in the literal sense. To Ted? Batman charges no fee, save the favor already asked. "She had been running from the League of Assassins, from David Cain." Ted might know the name of the assassin. "He raised her. Tried to indoctrinate her as a weapon, not even human, Ted." It's appalling to the Dark Knight. It's one of those times it's plain in his voice, the disbelief, the sorrow, the disgust, the anger. <br />
<br />
Vengeance. Wildcat isn't the only master Bruce Wayne trained under. Once, he was the star pupil of Ra's al Ghul. It didn't last nearly as long as the immortal madman he now opposes wished, but the methods and lessons learned left Batman with /reasons/ to stand alone against the legions, determined to take them down one by one. "She chose to take a stand here, and I choose to help her survive it. Though honestly, in an all-out fight? Even now, I wouldn't put money on you."<br />
<br />
There's no pride in the immensely impressive statement, if true. None. It's somber. Still sad.<br />
<br />
<br />
The disgust and anger in the Dark Knight's voice reflects on Ted Grant's face as he takes another drink from his last bottle of beer. Or at the very least, the last bottle out here. "Christ," Ted breathes out before taking a second drink, as if to wash away the sudden taste of bile in his mouth. Then there is the quiet moment of reflection from the former heavyweight champion before he looks over at the Dark Knight again, "She's that good, huh?"<br />
<br />
Suddenly, the old man pushes up to his feet and walks over to the ring, running a hand along the lowest rope within easy reach as he paces along the side of the ring, his eyes glinting in the solitary light. He sets his beer down on the corner and turns back to face Batman, folding his arms over his chest. "Alright. So she knows how to kill," Ted starts, sounding matter of fact as he watches Batman steadily. "What do you need me to teach her?"<br />
<br />
The old prizefighter sounds like he knows already what Batman's looking for-- and yet, it's good to be clear.<br />
<br />
<br />
Batman's nod is similarly somber, singular, and steadfast; he's sure. The Caped Crusader's gaze tracks Wildcat as the heavyweight legend walks the ringside, considering the further question. Not so much looking for an answer, but deciding how to word the parts of the answer he gives. Some facts would just ruin Ted's fun, and the Dark Knight knows it.<br />
<br />
"She also knows how -not- to kill. To an extent; her style is specialized, honed to a hard edge. No mercy in it. Quick and brutal is necessary, but you could teach her to cut loose without rupturing internals." Barring a concussion or five for repeat offenders, at least, right? "I could tell you specifics. Where her strengths and weaknesses lie..." how if one doesn't see them, they've already lost to her... "But you'll see for yourself quickly enough." Yes, the Bat seems bemused by this fact, even as he amends, "Let's just say I want you to teach her to be an irresistable force, -and- an immovable object."<br />
<br />
<br />
Ted's answering grin is an affirmative to the Dark Knight's request, the old man giving a slight nod. "I can do that," he says with some modesty, uncrossing his arms and picking up his beer once more. "Maybe help her think like one of us, too. 'Course, she's already started on that path if she's on the lam from the League of Assassins."<br />
<br />
The prizefighter takes the last drink from his six pack and walks over to put it back in its home with the others.<br />
<br />
"Alright. If she's gonna train, she'll need to have her own rules while she's here," Ted starts, but then pauses to grin. "But she and I can go over 'em together one of these nights. I'll keep my eyes out."<br />
<br />
<br />
"You may be surprised." Batman notes simply, and somewhat enigmatically, to Wildcat's assertions. Exactly how he means it, well. That's left to Ted to decide. By the time he's finished accepting the mission offered, the Dark Knight is simply gone without so much as a breeze. It's not always this way; sometimes, old comrades talk, sometimes they spar.<br />
<br />
Too often? They're too goddamn busy.</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Blue_BeetleBlue Beetle2012-02-28T05:30:04Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Blue Beetle<br />
|Image=[[Image:JaimeBlueBeetle.jpg|200px]]<br />
|Name=Jaime Reyes<br />
|Alias=Scooter<br />
|Species=Human<br />
|Age=16<br />
|Affiliation=[[:Category:LFG|LFG]]<br />
|Quote=''"These are my rules. No-one hurts innocent people. Got that? Good!"''<br />
|Powers=<br><br />
* Blue Beetle Armor<br />
** Enhanced Senses and Analysis<br />
** Energy Manipulation and Projection<br />
** Superhuman Strength, Agility, and Durability<br />
** Spontaneous Object Generation<br />
** Flight<br />
** Dimensional Shifting<br />
|}}'''Blue Beetle II''' is '''Jaime Reyes''', an idealistic youth who happened upon a miraculously powerful alien artifact and now fights crime and injustice. For the elder Blue Beetle, see [[Ted Kord]].<br />
<br />
==Background/Timeline==<br />
<br />
Jaime Reyes was just a normal kid. He lived in El Paso, had a large extended family and was best friends with a pair of other teens named Paco and Brenda. That seemed to be about where life was going to leave him, until one day, a blue scarab fell out of the sky and landed in an abandoned lot. Jaime and his friends found it, and Jaime took it home. In the night, it ended up crawling into his body and bonding with the base of his spine, though it took a bit for him to learn that.<br />
<br />
Over the next few days, he ran into a gang of limited magic-users in El Paso, the Posse. After their mindreader, Probe, panicked upon running into the Scarab's mind in Jaime's body, the Posse started a fight. Jaime tried to flee, and when cornered, the Scarab manifested, forming the Blue Beetle armor and taking over. He defeated the Posse in combat, and the Scarab would have killed them if Jaime had not controlled it, sensing that one of the Posse was pregnant and fleeing.<br />
<br />
Jaime tried to deal with the chaos as best he could, trying to come to terms with the strange, alien voice in his mind and his new powers. A (currently undefined) event involving numerous superheroes and villains took place near enough that Jaime was pulled into it, heading to Gotham City and meeting up with the superheroes to help. In the meantime, his father was shot by a desperate employee at his car repair garage and left needing a cane. Jaime would not become aware of this until he returned.<br />
<br />
On returning, Jaime felt the need to inform his family about his new powers. He also felt responsible for his father's getting shot, since he wasn't there for it - especially now that he had the power to prevent it. While his family was afraid at first, eventually his mother, father and little sister accepted the existence of his power, as did his friends, Paco and Brenda. They (and Jaime's grandmother) are the only people who know about the Blue Beetle, though he does have a very large extended family. Now, with the help of his friends, Jaime works as the first real superhero of El Paso.<br />
<br />
However, unknown to Jaime, the creators of his scarab, an alien race known as the Reach, are coming towards Earth now that their creation has awakened. His friend Brenda's aunt, Ampara Cardenas, is working with the criminal Intergang as the main crimeboss of El Paso, La Dama. A former hero called Peacemaker is trying to find Jaime, because he contains the information half of the Scarab and knows its dangers. And, of course, there's all the chaos of the greater world and El Paso's own vigilantes, the Posse, whom Paco has gotten involved with.<br />
<br />
==Personality==<br />
<br />
Jaime Reyes is a good kid. His parents raised him to be respectful to others, kind and generous. He does his best to live up to their expectations. He tries to help those in need, and when he can't he blames himself. His first thought after getting out of the chaos of his first days as a hero was to tell his family, because hiding it from them would just feel wrong.<br />
<br />
In fact, that is a lot of what drives Jaime: he trusts his family and friends, and they believe in him. He does not want to let them down. They taught him to use his abilities to help others - and now that he has superpowers, what can he do but try even harder and do even more? That is Jaime's ultimate goal as a hero, though not his ultimate goal in life. In fact, Jaime doesn't really want to be a superhero for all of his life.<br />
<br />
Instead, Jaime wants to be a dentist. He doesn't like fighting and he isn't very good at it. The Scarab is, to be sure, but it fights to kill, and Jaime was not raised to kill. Indeed, the idea of killing someone disgusts him, and Jaime would never do it. As a dentist, on the other hand, he would be helping people! Besides, dentists make a lot of money. Jaime's from a rather poor family, and that kind of money would help put his little sister through college.<br />
<br />
The Blue Beetle scarab, whose name is currently unknown to either itself or Jaime, is rather more ruthless. It has trouble understanding concepts like 'emotion' or 'mercy'. It operates entirely on threat determinations, analyzing every person it meets for powers and potential danger to the host. It is much more watchful for this than Jaime itself, though he often ignores and overrules it.<br />
<br />
This isn't to say that the scarab has no emotions. It may be an AI, but it does have curiousity and a desire to learn more about itself, since it lacks the vast databanks and memories that it was meant to have. It is also, slowly, learning from Jaime. However, this is a very slow process, and at present it still tends to present itself as a ruthless, emotionless intelligence that wants only to protect its hosts existence and eliminate his enemies.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Tier 2]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/BatwomanBatwoman2012-02-28T04:57:29Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Batwoman<br />
|Image=[[Image:KateBatwoman.jpg|200px]]<br />
|Name=Kate Kane<br />
|Alias=Kathy Kane, "Candy" Kane<br />
|Species=Human<br />
|Age=20s<br />
|Affiliation=Gotham<br />
|Quote=''"I'm a goddamn soldier."''<br />
|Powers=<br><br />
* Infiltration Specialist<br />
* Close Combat Expert<br />
* Exceptional Physical Conditioning<br />
|}}'''The Batwoman''' is actually Kate Kane, a socialite whose dismissal from the Armed Services has not slowed her personal war.<br />
<br />
==Background/Timeline==<br />
<br />
Kate Kane was born the daughter of a famous and influential colonel in the US military, a member of military intelligence. She grew up happily, playing with her twin sister in their fairly luxurious family home--her father was one of "those" Kanes though he was not in line for the full weight of the family fortune.<br />
<br />
When Kate was still quite young, she, her sister, and her mother were kidnapped by terrorists seeking to ransom Kane children and strike at the US military in one blow. A rescue was staged, and Kate's sister and mother were killed. Kate suppressed the memory for many years. Her father remarried, to a wealthy socialite who wanted his family's connections. Kate and her stepmother are not friends, though they do not fight.<br />
<br />
When she tried to serve her country to fight against those who had hurt her, she was ejected for being gay. After a period of dissolute aimlessness, she found a new identity in taking the fight into her own hands, on the streets, as the Batwoman. She didn't ask permission for the cowl, but she hasn't faced any objections yet.<br />
<br />
The past refuses to stay buried, however, and shortly after Batwoman emerged onto the streets of Gotham, she faced the challenge of 'Alice', a killer who seemed to know her as she knew herself--because she was herself. Almost. Kate Kane's twin sister somhow survived the terrorist attack, unknown to Kate, and possibly unknown to her father. Batwoman battled with Alice in a feud that ended with Alice falling from an airplane, seemingly again to her death.<br />
<br />
Kate blames her father for this, and has ceased speaking to him.<br />
<br />
==Personality==<br />
<br />
Kate Kane is a conflicted, angry, driven young woman. She lost two of the most precious people in the world to her at a young age, but she was able to channel her rage at this injustice into a desire to serve righteous order. She wanted to be a marine, like her father. This was denied to her due to the military's policy of Don't Ask, Don't Tell, which was a powerful blow to her sense of self. She was too bound by her oath to lie in order to preserve her possible military career, but she still felt the draw to defend, to set things right that had been made wrong.<br />
<br />
This drive for justice is powerful, and Kate has encountered several ways in which the laws may fail even the lawful. Bad things happen to good people, and often through indifference--this is something that she must change, that she can change, herself, personally. Kate's desire for control and direction pushed her finally into vigilantism and the carefully orchestrated violence of the hero in the shadows. She took her name from the Bat, as there was a -man, so could there be a -woman.<br />
<br />
All of this purpose from the shadows has made it difficult for her to stay connected to Kate Kane as a person, and a long string of broken relationships and poorly-mended friendships testifies to that. She tends to react to failure or frustration by taking her anger out on others, and this has lead to her current state of estrangement from her father. The loss of her sister and mother is an aching wound that will not heal without family's help, but she pushes Jake Kane away, blaming him for keeping her sister's survival a secret.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Tier 2]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Ra%27s_al_GhulRa's al Ghul2012-02-28T04:28:52Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Ra's al Ghul<br />
|Image=[[Image:Rasalghul01.jpg|200px]]<br />
|Name=Ra's al Ghul<br />
|Alias=The Demon's Head<br />
|Species=Human<br />
|Age=700+<br />
|Affiliation=[[The League of Assassins]][[The Society of Shadows]]<br />
|Quote=''"The earliest case of this disease you call a horror was recorded in the fourteenth century. The natives called it Teli'Aroa... "The Blood of the Demon". Half a world away, yet in the very year of my birth. "''<br />
|Powers=<br><br />
* Blood of The Demon<br />
* Skills Mastery<br />
* Brilliant Scientific and Deductive Mind<br />
|}}'''Ra's al Ghul''', the Demon's Head, is the mastermind behind a globe-spanning conspiracy geared towards genocide, justice, and the uncompromising purification of the entire world.<br />
<br />
==Background/Timeline==<br />
<br />
He is Arabian. That is the most important thing one may glean from the centuries of time that Ra's al Ghul has existed on this earth. He was born to a nomadic tribe some seven hundred to eight hundred years ago, though his name was different then. What it was is a matter of some speculation. In truth, the details have ceased to have importance to the only person alive to remember exactly what happened back then.<br />
<br />
He had left the tribe early on, to move to the city to pursue his interests in science and alchemy. He became a physician, a profession at which he excelled and through which he found contentment and companionship in a wife, Sora. That was a very different time.<br />
<br />
Eventually his name--or at least, the name that was known back then--gained some notoriety as belonging to a genius medicine man. Of course, this largely translated to wealth and status, and the attentions of more privileged people. Unfortunately, the city's ruler had seen his skill and offered him a great sum to heal his dying son. It is through the treatment of the young man that Ra's al Ghul discovered a rare chemical existing deep in the natural earth. HE had discovered his first Lazarus Pit, and he was able to successfully restore the prince to full health.<br />
<br />
What he did not, could not fathom was the inevitable outcome.<br />
<br />
The prince went mad upon rising from the pit, his body revitalized to the point where he was able to overpower the physician, and strangle Sora alive when she intervened on his behalf. Unfortunately, the sultan refused to believe his son could be at fault for the heinous act, and had the physician declared guilty of murder.<br />
<br />
He was to be buried alive with his wife's corpse for his so-called sins.<br />
<br />
It is unfathomable, how someone could survive being buried alive with the love of their life, as a reviled member of society while the men responsible walk free. It is inconceivable. Truthfully, it is not possible.<br />
<br />
The part of him that truly cared for people began to die that day.<br />
<br />
He ended up being saved by a young boy, who felt indebted to him for his charity in easing his dying mother's last hours soe months before. He took him under his wing, and returned, a different man, to his nomadic tribe. Understanding the germ theory of disease before anyone else, he was ably to infect the sultan's son with a deadly illness by sending him fine linens, repenting and begging his forgiveness. When the sultan and his son came to demand that the physician save him once more, the physician killed them both.<br />
<br />
He erased all evidence of his existence from that point onward. Leading his tribe to prosperity through war, he razed the city that was once his home to the ground. He and his riders killed everyone within the walls, pillaged every house, and burned every thatch until there was nothing left of the city but a smouldering ruin. He erased his name, he erased all traces of his history within that damned place. This was the beginning of the man--the group--feared as The Demon. His name from then on was "Ra's al Ghul."<br />
<br />
There was to be nothing left of his legacy there, nothing that existed or could be traced. The influence of iniquity in men was too strong in this world, their minds too ready to persecute and corrupt. There was only on option. To be something stronger than men, something elemental. The world was in peril.<br />
<br />
Ra's al Ghul and his brethren would save it.<br />
<br />
He took the boy and his uncle with him through eternity, the Pits that he'd discovered bringing them and him to the precipice of immortality. Together, they had forged a formidable thunderhead of fortune. Wars were fought. Atrocities witnessed and atrocities eventually committed. The world, civilization as it was, was corrupt, and at the heart of that corrupt was the heart of man itself. Though good people still existed, they were preyed upon by their own decadence.<br />
<br />
Even the boy who he looked after as he might have his own son, had fallen to the succor of potential fame.<br />
<br />
There was to be no mercy. Ra's al Ghul strangled him himself, though his uncle escaped with the memoirs that he had expressly forbidden writing.<br />
<br />
Since then, Ra's al Ghul has existed only as a suggestion, the apparition of a man who is said to be at the head of the worst organization imaginable. He has destroyed and brought ruin to countless cities all without 'They' ever knowing exactly who it was behind their downfall. For those privileged few who know him, he is nightmare personified, genocide his left hand and atrocity his right. There can be no mercy for the criminal or the corrupt.<br />
<br />
He is the Demon.<br />
<br />
==Personality==<br />
<br />
To first understand how he thinks, one must understand the wear of time upon the mortal mind as it ascends to immortality. Over the span of centuries, the words of any one human ceases to have meaning, and each becomes unto themselves a representative of the species; a dull, iniquitous and puerile little thing whose lifespan in the great scheme has only been measured in the span of a single raindrop. As a result, Ra's al Ghul has precious little pity to waste on mewling parasites, and no concept of limiting honor or moralities.<br />
<br />
He is a thing of fear, an elaboration of rumor more than man at this point. Few have had the dubious pleasure of meeting him, but those that do rarely find the will to doubt his influence and power, comensurate with that of a great sleeping dragon. He is completely ruthless, and endlessly destructive--one glimpse into his eyes will tell anyone they need to know of their value in them; none.<br />
<br />
He truly has no limitations as to what he will and will not do. As he sees it, the world he lives in is inextricable from corruption and he has no love for it nor owes it any kindness. Ra's al Ghul's goals are nothing short of the absolute destruction of modernized society as humanity has molded it. He wishes to return everything to ash and plunge the world back into the Dark Ages, in the hopes that humanity will rebuild itself in a vastly more moral form. <br />
<br />
It is not to say that Ra's al Ghul hates humanity. It is more specific to point that he abhors their excesses. In his mind, dishonesty and sin have colluded in the hearts of men, causing them to build a system so corrupt that it can be manipulated with only a few pieces of gold. To him, this is the antithetical of justice: A world that allows rapists and killers to go free while innocent men rot in prison for the rest of their lives for failing to pay the correct tithe. To Ra's al Ghul, there can only be one solution to such a system: A great purge.<br />
<br />
Following this, Ra's al Ghul is almost priestlike in his devotion to the concept of absolute justice. However, his is not the understanding with which most would associate. While killing a hundred to save one may be considered abhorrent by society, Ra's al Ghul would not hesitate. He would not only kill a hundred criminals to save one innocent life, he would kill a hundred innocents to punish one criminal. Even more--he would kill a thousand. Criminals thrive on society's indulgence, but there is no society that would harbor criminality knowing what the true cost of their own sloth and laziness would be.<br />
<br />
Though a violent idealist and one that will not hesitate to kill when necessary, Ra's al Ghul is not by measure an impatient or rash man. He is an intellectual, rarely one who gets his hands dirty, preferring instead to wage his wars from miles away. He is deceptive and manipulative, not hesitating to use his considerable resources, intimidation and knowledge against others, leveraging against their weaknesses until they do his bidding. It is not uncommon at all for them to be doing so without their knowledge in the slightest.<br />
<br />
Though his ideals may be noble at heart, his methods, means and modes are not. Make no mistake, Ra's al Ghul is incurably insane from his centuries of life, and everything that was 'noble' about him has been eroded away by the sands of time. Though appearances may on occaision seem otherwise, there is nothing that means anything to him but his goals and his mission. All that is left of that noble Arabian doctor centuries ago is a desert wolf, a predator that sees nothing before it but prey.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Villain]]<br />
[[Category:Tier 2]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Witching_Hour_LurkerWitching Hour Lurker2012-02-24T22:50:36Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Witching Hour Lurker<br />
|Image=[[Image:WHL01.jpg|200px]]<br />
|Name=Abel Thatcher<br />
|Alias=WHL<br />
|Species=Vampire<br />
|Age=Who knows?<br />
|Affiliation=Unknown<br />
|Quote=''"Tasty."''<br />
|Powers=<br><br />
* Dark Regeneration<br />
* Hunter's vision<br />
* Vampface<br />
* Vampiric Might<br />
* Hunter's Senses<br />
* Undead<br />
* Vampiric Hypnotism<br />
* Vampiric Speed <br />
|}}'''The Witching Hour Lurker''', also known as '''Abel Thatcher''', is a very old and very unusual detective.<br />
<br />
==Background/Timeline==<br />
<br />
There was a time, in which all a young boy wanted to do was to get a good education at a prestigious university, and then become a poet. And oh, he was smart enough. Made it into the University of London purely on his academic performance and various odd jobs he'd worked throughout the UK, the boy had become a self made man, and his out of work butcher father couldn't have been prouder!<br />
<br />
And then? The boy disappeared. Nobody knew what happened, save the long plotting, soon to be King of the Dark, Usurper of the Count, Lord of all Undeath...<br />
<br />
And a million other ambitions that never really came to light, as his own vampiric sidekick he'd made, ended up staking him through the heart, and quickly taking his leave. These were hard days for the young man who was learning what being a monster was. Figuring out he was a vampire after he drained the first 12 rats dead, he stopped to think a moment, after satisfying his unholy thirst and actually being -able- to think, that there had to be a better way! He'd always been called clever, yes? And surely, this problem was no different than anything else, with a solution just there, waiting to be discovered! And so, to the library he went every night, retreating to the sewers before daybreak, and stealing clothing to at least -look- presentable.<br />
<br />
After unofficially continuing his education for a number of years, he felt confident, able to take on this challenge, and became 'Dr. Johann Faust'. A bit obvious for a name, but it served his purposes as a purported man of science and medicine. He was able to survive off blood samples he took whilst making genuine medical advances, and generally saving lives when he could. It was a good life for the Undead, but of course, all good things must come to an end, mustn't they?<br />
<br />
In his instance, he realized he needed to do something after his lack of aging started making him suspicious in the eyes of others. And so, deciding it was time for a change of scenery, he fled to Ireland, continuing his act with a different name. He in fact made his way through most of Europe like that, halfway through Russia by the time news of some truly grim and ghastly occurances reached him...<br />
<br />
Apparently, somebody was stalking the streets of Whitechapel at night, brutally slaying prostitutes, and in general, terrorizing fair London. Not trusting police to handle something as alien to them as this, and figuring enough time had passed that he would be unrecognized in his home country, he made his way back home, donning a black costume, complete with cloak and tophat, and became...The Black Peeper! Of course, the name carried different connotations back then, and the name brings a chuckle to him if mentioned today. Still, despite the silly name, he managed to do some good, breaking up some ruffian gang violence, as well as stopping some highly dangerous cult slayings from ever occuring. Still, the infamous Jack the Ripper eluded him, and would become something of an obsession for the young Vampire even to this day.<br />
<br />
The turn of the century brought a name change from him, going from The Black Peeper, to the Witching Hour Lurker. Streamlining his costume, and now carrying a few musket pistols, he continued his work as an 'off the books' detective, finding this to be something he could truly help with, something that just felt right to him. And of course, when World War Two came around, he discovered that he was not alone: There were others who dressed in costumes, and did their parts to keep order in this world! He found it fascinating, and while he never went overseas to battle the Nazi forces in Germany, it was only because he was quite busy protecting his home turf from all sorts of trouble. Hitler's interest in the occult meant lots of his devoted followers trying to awaken horrible creatures with names that cannot be spoken, right there in London. Of course, The Witching Hour Lurker stopped them...sometimes, at all costs.<br />
<br />
Fast forward to present day, and the Witching Hour Lurker must again flee from his homeland, but now treating this as a learning experience, the vampire has taken on the identity of 'Abel Thatcher', a young food critic who does most of his reviews online, and refuses to do any business until nightfall. While he does this, he also furthers his business as his detective alter ego, wanting to do good...and also wanting a chance to meet up with existing heroes, who have become something of a fascination for him, as of late.<br />
<br />
I think that's good, don't you?<br />
<br />
==Personality==<br />
<br />
Abel has a rather positive attitude for being Undead. He might not be as smart as some of the more nonpowered characters in the DC Universe, but he is every bit the detective, which has only increased with time. He's the sort to not jump to conclusions, no matter how bad things look, and even if things have gotten miserable, he tries to see the silver lining, the light at the end of the tunnel.<br />
<br />
Well, maybe not literally. Medical condition, nasty allergy, you understand.<br />
<br />
In terms of morality, Abel is rather relaxed, not a murderer like the Wild Dogs or rare killing heroes out there, but he also doesn't regard every life as precious like Batman or other heroes. Living long enough to see many die has given him an almost spiritual view of death, regarding it as a natural process, nor does he try to impose morality on others. In short, he'd save Jason Todd from being killed, because both would be heroes at the time. But if the roles were reversed and Jason wanted to kill Joker, Abel is not his brother's keeper, and would not weep much for a murdering clown's death. Alternatively, although he would be slightly saddened if Joker instead killed Jason, he wouldn't feel much more sadness than that. A life has ended, as will lives always end. His role is not to save the world, but rather to police it, and neutralize those mentally ill and unsound individuals who would do their fellow man wrong.<br />
<br />
He has many more personality quirks, but as these are due to his Vampirism, they will be found under Weaknesses.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Hero]]<br />
[[Category:Tier 3]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/ApplicationApplication2012-02-24T22:48:30Z<p>Brock: /* Character Sheet */</p>
<hr />
<div>DCAMU's app system is streamlined to allow players to realistically join RP within thirty minutes of settling on a character to play. While this is a target rather than a concrete metric, depending on the availability of appstaff and the current load of applications when you join the game, it is a very realistic estimate that our process is designed to encourage. No one wants to wait a week to get to play a new game, including us.<br />
<br />
'''If you do not already have a character, you can create one by following the steps in +help +pcreate in-game. To begin the app process, simply log your character in and enter the <CG> Chargen exit from the OOC Lounge! The room instructions and +views will walk you through this process step by step.'''<br />
<br />
=Concept App=<br />
To play on DCAMU, all players have only to complete a simple, brief concept app. This is designed to show a working knowledge of the character, and to give the other players on the game an idea what they are dealing with.<br />
<br />
Once you have completed this quick, two-step process, you will be given access to the grid and our RP rooms, and are free to RP with others! Please be [[Behavior|considerate]] of other players and staff, and remember that this is a probationary period to see how you adapt your character, abilities, and attitudes to this game. Please be respectful of any changes staff notes need to be made in this time.<br />
<br />
<br />
==Concept==<br />
The second room in CG is the Concept Room, here we ask you to summarize your character, in brief.<br />
<br />
Please fill out all fields here, using '''+concept/set <Field>=<Details>''' and '''+concept/help <Field>.'''<br />
<br />
==Basics==<br />
Also in the first room upon entering CG, you are asked to set IC and OOC info for your character, as well as your desc (+help Describe). Please fill this out to the best of your ability, most characters should complete all fields. See '''News Basics''' for a list of what to set and how.<br />
<br />
All characters should have at least one info field set, generally telling others what their IC reputation may be, even if it amounts to "unknown". When you have completed this and all sections of the +concept, type ''+concept/apply'' and staff will get back to you shortly!<br />
<br />
=Character Sheet=<br />
The second and final phase of applying for a character on DCAMU is the simple act of filling out that character's +sheet. Moving on to <A> App Central off the Concept Room, you will find yourself in a room that breaks up each section of the sheet into bite size pieces. Please complete this part of the process within two (2) weeks of con-approval. Players that do not finish, and are not actively RP'ing, may be recast at staff discretion after this period.<br />
<br />
'''You may view an example of a finished sheet and ideas for flaws [[Application/Examples|here]].'''<br />
<br />
==Background==<br />
Your character's full background. In most cases this will be 2-5 times as long as the shortbg paragraph written during con-app. It does not need to be sprawling, by any means. Simply cover the defining moments of your character's life, and what brings them into play, so staff has a good idea of your starting motivations and aims. If you are a Feature Character, you may bullet point your BG. Please precede all list entries with *<Entry>.<br />
<br />
<br />
To set your background, use the following format: '''+background/add #=info''' where # corresponds to sequential sections (1, 2, 3 as needed). Continue this numbering format until your background is complete.<br />
<br />
==Personality==<br />
Your character's psyche, attitudes, and aims. This can be a narrative or a bullet point list (please start all list items with *<item>). This can be as long or short as necessary, just give us a decent overview of how you see the character's between the lines thought processes. Why they fight, how they make decisions, etc.<br />
<br />
To set your personality, use the following format: '''+personality/add #=<personality listing(s)>''' Like background, this may continue into multiple listings if necessary, using the same method.<br />
<br />
==Powers==<br />
A character's superhuman abilities, if any, belong in this category. You are free to describe their powers in individual entries or one, formatted list as you prefer. Please try to give at least a general sense of their upper limits and level of control, as well as any exceptions to the normal function of their abilities. Most individual powers can be satisfactorily summarized briefly, in 3-5 sentences.<br />
<br />
The following format is used to set your powers: '''+powers/add <Power Name>=<Power Description>'''<br />
<br />
==Skills==<br />
Non-superhuman abilities that are special about your character. Every character should have at least a few of these. High end mastery should be thoroughly discussed, but in general a brief blurb, even 1-3 sentences, can suffice. Note that these are skills that may apply to your character's ability to meet their aims as hero or villain, mundane skills such as driving, cooking, or painting houses need not be listed, unless they are exceptional and you wish to emphasize them.<br />
<br />
<br />
The following format is used to set your skills: '''+skills/add <Skill Name>=<Skill Description>'''<br />
<br />
==Resources==<br />
Objects and sources of information or materials go in this section. Your character's income, stockpile of money, belongings, or arms, and criminal informants can go here. In most cases these entries can also be very brief.<br />
<br />
The following format is used to set your resources: '''+resources/add <Resource Name>=<Resource Description>'''<br />
<br />
==Flaws==<br />
Weaknesses and psychological foibles. All characters should have several of these, at a minimum. Ways your power(s) can be circumvented, your psychology exploited, or your loved ones manipulated to someone else's ends are all examples of what belongs in this section. When deciding if a weakness belongs here or in [[Application#Personality|Personality]], consider if it is something that other characters are likely to exploit, or something that your character does to themselves.<br />
<br />
The following format is used for setting your flaws: '''+flaws/add <Flaw Name>=<Flaw Description>'''<br />
<br />
==Special==<br />
Items that don't fit in the above categories. Perhaps your character is insane, or has peak human physical condition. These sorts of entries go here. As with all sheet entries, if you're unsure what to place where, staff will be glad to help!<br />
<br />
The following format is used to set your specials: '''+special/add <Special Name>=<Special Description>'''<br />
<br />
<br><br />
<br><br />
<br><br />
<br />
'''That's it! Please carefully proofread your +sheet entries before hitting +apply from the main application hub. Applications with misspelled categories and excessive typos will be bounced back for revision.'''</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/ApplicationApplication2012-02-24T22:47:36Z<p>Brock: </p>
<hr />
<div>DCAMU's app system is streamlined to allow players to realistically join RP within thirty minutes of settling on a character to play. While this is a target rather than a concrete metric, depending on the availability of appstaff and the current load of applications when you join the game, it is a very realistic estimate that our process is designed to encourage. No one wants to wait a week to get to play a new game, including us.<br />
<br />
'''If you do not already have a character, you can create one by following the steps in +help +pcreate in-game. To begin the app process, simply log your character in and enter the <CG> Chargen exit from the OOC Lounge! The room instructions and +views will walk you through this process step by step.'''<br />
<br />
=Concept App=<br />
To play on DCAMU, all players have only to complete a simple, brief concept app. This is designed to show a working knowledge of the character, and to give the other players on the game an idea what they are dealing with.<br />
<br />
Once you have completed this quick, two-step process, you will be given access to the grid and our RP rooms, and are free to RP with others! Please be [[Behavior|considerate]] of other players and staff, and remember that this is a probationary period to see how you adapt your character, abilities, and attitudes to this game. Please be respectful of any changes staff notes need to be made in this time.<br />
<br />
<br />
==Concept==<br />
The second room in CG is the Concept Room, here we ask you to summarize your character, in brief.<br />
<br />
Please fill out all fields here, using '''+concept/set <Field>=<Details>''' and '''+concept/help <Field>.'''<br />
<br />
==Basics==<br />
Also in the first room upon entering CG, you are asked to set IC and OOC info for your character, as well as your desc (+help Describe). Please fill this out to the best of your ability, most characters should complete all fields. See '''News Basics''' for a list of what to set and how.<br />
<br />
All characters should have at least one info field set, generally telling others what their IC reputation may be, even if it amounts to "unknown". When you have completed this and all sections of the +concept, type ''+concept/apply'' and staff will get back to you shortly!<br />
<br />
=Character Sheet=<br />
The second and final phase of applying for a character on DCAMU is the simple act of filling out that character's +sheet. Moving on to <APP> App Central off the Concept Room, you will find yourself in a hub of rooms that break up each section of the sheet into bite size pieces. Please complete this part of the process within two (2) weeks of con-approval. Players that do not finish, and are not actively RP'ing, may be recast at staff discretion after this period.<br />
<br />
'''You may view an example of a finished sheet and ideas for flaws [[Application/Examples|here]].'''<br />
<br />
==Background==<br />
Your character's full background. In most cases this will be 2-5 times as long as the shortbg paragraph written during con-app. It does not need to be sprawling, by any means. Simply cover the defining moments of your character's life, and what brings them into play, so staff has a good idea of your starting motivations and aims. If you are a Feature Character, you may bullet point your BG. Please precede all list entries with *<Entry>.<br />
<br />
<br />
To set your background, use the following format: '''+background/add #=info''' where # corresponds to sequential sections (1, 2, 3 as needed). Continue this numbering format until your background is complete.<br />
<br />
==Personality==<br />
Your character's psyche, attitudes, and aims. This can be a narrative or a bullet point list (please start all list items with *<item>). This can be as long or short as necessary, just give us a decent overview of how you see the character's between the lines thought processes. Why they fight, how they make decisions, etc.<br />
<br />
To set your personality, use the following format: '''+personality/add #=<personality listing(s)>''' Like background, this may continue into multiple listings if necessary, using the same method.<br />
<br />
==Powers==<br />
A character's superhuman abilities, if any, belong in this category. You are free to describe their powers in individual entries or one, formatted list as you prefer. Please try to give at least a general sense of their upper limits and level of control, as well as any exceptions to the normal function of their abilities. Most individual powers can be satisfactorily summarized briefly, in 3-5 sentences.<br />
<br />
The following format is used to set your powers: '''+powers/add <Power Name>=<Power Description>'''<br />
<br />
==Skills==<br />
Non-superhuman abilities that are special about your character. Every character should have at least a few of these. High end mastery should be thoroughly discussed, but in general a brief blurb, even 1-3 sentences, can suffice. Note that these are skills that may apply to your character's ability to meet their aims as hero or villain, mundane skills such as driving, cooking, or painting houses need not be listed, unless they are exceptional and you wish to emphasize them.<br />
<br />
<br />
The following format is used to set your skills: '''+skills/add <Skill Name>=<Skill Description>'''<br />
<br />
==Resources==<br />
Objects and sources of information or materials go in this section. Your character's income, stockpile of money, belongings, or arms, and criminal informants can go here. In most cases these entries can also be very brief.<br />
<br />
The following format is used to set your resources: '''+resources/add <Resource Name>=<Resource Description>'''<br />
<br />
==Flaws==<br />
Weaknesses and psychological foibles. All characters should have several of these, at a minimum. Ways your power(s) can be circumvented, your psychology exploited, or your loved ones manipulated to someone else's ends are all examples of what belongs in this section. When deciding if a weakness belongs here or in [[Application#Personality|Personality]], consider if it is something that other characters are likely to exploit, or something that your character does to themselves.<br />
<br />
The following format is used for setting your flaws: '''+flaws/add <Flaw Name>=<Flaw Description>'''<br />
<br />
==Special==<br />
Items that don't fit in the above categories. Perhaps your character is insane, or has peak human physical condition. These sorts of entries go here. As with all sheet entries, if you're unsure what to place where, staff will be glad to help!<br />
<br />
The following format is used to set your specials: '''+special/add <Special Name>=<Special Description>'''<br />
<br />
<br><br />
<br><br />
<br><br />
<br />
'''That's it! Please carefully proofread your +sheet entries before hitting +apply from the main application hub. Applications with misspelled categories and excessive typos will be bounced back for revision.'''</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/ApplicationApplication2012-02-24T22:46:31Z<p>Brock: </p>
<hr />
<div>DCAMU's app system is streamlined to allow players to realistically join RP within thirty minutes of settling on a character to play. While this is a target rather than a concrete metric, depending on the availability of appstaff and the current load of applications when you join the game, it is a very realistic estimate that our process is designed to encourage. No one wants to wait a week to get to play a new game, including us.<br />
<br />
'''If you do not already have a character, you can create one at the 'Make Me Real' machine in the OOC Lounge in-game. To begin the app process, simply log your character in and enter the <CG> Chargen exit from the OOC Lounge! The room instructions and +views will walk you through this process step by step.'''<br />
<br />
=Concept App=<br />
To play on DCAMU, all players have only to complete a simple, brief concept app. This is designed to show a working knowledge of the character, and to give the other players on the game an idea what they are dealing with.<br />
<br />
Once you have completed this quick, two-step process, you will be given access to the grid and our RP rooms, and are free to RP with others! Please be [[Behavior|considerate]] of other players and staff, and remember that this is a probationary period to see how you adapt your character, abilities, and attitudes to this game. Please be respectful of any changes staff notes need to be made in this time.<br />
<br />
<br />
==Concept==<br />
The second room in CG is the Concept Room, here we ask you to summarize your character, in brief.<br />
<br />
Please fill out all fields here, using '''+concept/set <Field>=<Details>''' and '''+concept/help <Field>.'''<br />
<br />
==Basics==<br />
Also in the first room upon entering CG, you are asked to set IC and OOC info for your character, as well as your desc (+help Describe). Please fill this out to the best of your ability, most characters should complete all fields. See '''News Basics''' for a list of what to set and how.<br />
<br />
All characters should have at least one info field set, generally telling others what their IC reputation may be, even if it amounts to "unknown". When you have completed this and all sections of the +concept, type ''+concept/apply'' and staff will get back to you shortly!<br />
<br />
=Character Sheet=<br />
The second and final phase of applying for a character on DCAMU is the simple act of filling out that character's +sheet. Moving on to <APP> App Central off the Concept Room, you will find yourself in a hub of rooms that break up each section of the sheet into bite size pieces. Please complete this part of the process within two (2) weeks of con-approval. Players that do not finish, and are not actively RP'ing, may be recast at staff discretion after this period.<br />
<br />
'''You may view an example of a finished sheet and ideas for flaws [[Application/Examples|here]].'''<br />
<br />
==Background==<br />
Your character's full background. In most cases this will be 2-5 times as long as the shortbg paragraph written during con-app. It does not need to be sprawling, by any means. Simply cover the defining moments of your character's life, and what brings them into play, so staff has a good idea of your starting motivations and aims. If you are a Feature Character, you may bullet point your BG. Please precede all list entries with *<Entry>.<br />
<br />
<br />
To set your background, use the following format: '''+background/add #=info''' where # corresponds to sequential sections (1, 2, 3 as needed). Continue this numbering format until your background is complete.<br />
<br />
==Personality==<br />
Your character's psyche, attitudes, and aims. This can be a narrative or a bullet point list (please start all list items with *<item>). This can be as long or short as necessary, just give us a decent overview of how you see the character's between the lines thought processes. Why they fight, how they make decisions, etc.<br />
<br />
To set your personality, use the following format: '''+personality/add #=<personality listing(s)>''' Like background, this may continue into multiple listings if necessary, using the same method.<br />
<br />
==Powers==<br />
A character's superhuman abilities, if any, belong in this category. You are free to describe their powers in individual entries or one, formatted list as you prefer. Please try to give at least a general sense of their upper limits and level of control, as well as any exceptions to the normal function of their abilities. Most individual powers can be satisfactorily summarized briefly, in 3-5 sentences.<br />
<br />
The following format is used to set your powers: '''+powers/add <Power Name>=<Power Description>'''<br />
<br />
==Skills==<br />
Non-superhuman abilities that are special about your character. Every character should have at least a few of these. High end mastery should be thoroughly discussed, but in general a brief blurb, even 1-3 sentences, can suffice. Note that these are skills that may apply to your character's ability to meet their aims as hero or villain, mundane skills such as driving, cooking, or painting houses need not be listed, unless they are exceptional and you wish to emphasize them.<br />
<br />
<br />
The following format is used to set your skills: '''+skills/add <Skill Name>=<Skill Description>'''<br />
<br />
==Resources==<br />
Objects and sources of information or materials go in this section. Your character's income, stockpile of money, belongings, or arms, and criminal informants can go here. In most cases these entries can also be very brief.<br />
<br />
The following format is used to set your resources: '''+resources/add <Resource Name>=<Resource Description>'''<br />
<br />
==Flaws==<br />
Weaknesses and psychological foibles. All characters should have several of these, at a minimum. Ways your power(s) can be circumvented, your psychology exploited, or your loved ones manipulated to someone else's ends are all examples of what belongs in this section. When deciding if a weakness belongs here or in [[Application#Personality|Personality]], consider if it is something that other characters are likely to exploit, or something that your character does to themselves.<br />
<br />
The following format is used for setting your flaws: '''+flaws/add <Flaw Name>=<Flaw Description>'''<br />
<br />
==Special==<br />
Items that don't fit in the above categories. Perhaps your character is insane, or has peak human physical condition. These sorts of entries go here. As with all sheet entries, if you're unsure what to place where, staff will be glad to help!<br />
<br />
The following format is used to set your specials: '''+special/add <Special Name>=<Special Description>'''<br />
<br />
<br><br />
<br><br />
<br><br />
<br />
'''That's it! Please carefully proofread your +sheet entries before hitting +apply from the main application hub. Applications with misspelled categories and excessive typos will be bounced back for revision.'''</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Red_HoodRed Hood2012-02-24T22:34:41Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Red Hood<br />
|Image=[[Image:RedHood01.jpg|200px]]<br />
|Name=Jason Todd<br />
|Alias=Dead Robin; The Hood<br />
|Species=Metahuman<br />
|Age=20+<br />
|Affiliation=Solo<br />
|Quote=''"I never get tired of watching you work."''<br />
|Powers=<br><br />
* Just One Man<br />
* Bat-training<br />
* Deductive Reasoning<br />
|}}'''Red Hood''' is the anti-heroic incarnation of '''Jason Todd''', believed killed at the hands of the [[Joker]].<br />
<br />
==Background/Timeline==<br />
<br />
Jason Todd entered the Batman family in a somewhat more odd fashion than most; he was caught stealing the tires off of the batmobile. Shortly after he earns the right to fill the recently opened role of Robin that was vacated by Dick Greyson when he departed and took up a new name for himself as a protector of Bludhaven. Serving for little over a year in the red and green tights, Jason proved to be one of the most troubled of Wayne's wards. Filled with anger and aggression, Jason found a outlet for these emotions in his role as a masked vigilante. Batman did his best to help Jason deal with this anger, trying to find a way to help quell the anger inside of his young ward before it got the better of him... Sadly, it was too little, too late.<br />
<br />
In the end, Jason proved to be a poor fit for the role of Robin. He was too angry, too brutal, too aggressive in his pursuit of justice. His brash, short-tempered nature ultimately lead to his death at the hands of the joker, leaving Batman alone once more. Bruce often views his inability to save Jason from himself as well in his final moments as one of his greatest failures.<br />
<br />
Having hired The Joker as a destraction for one of his schemes, Ra's al Ghul is struck with a odd sense of guilt over the death of The Detective's newest apprentice and seeks to make ammends for his miscalculation in thinking that he could control The Joker. Stealing Jasons remains and replacing them with a starkly realistic decoy, Ra's al Ghul ressurects Jason in a roiling pool of his Lazarus Pit. Stolen from the realm of the dead, Jason is brought back to life only to be consumed by the psychosis that those that use the Lazarus Pits fall victem to. In the chaos that ensues, Jason escapes Ra's grasp, only to find himself far from home once he ragains his senses. In the years that follow, Jason sets out on a journey, treking across the world on a quest that darkly mirrors Bruce's own travels in the time that lead to him becoming The Batman.<br />
<br />
Now back in Gotham, Jason Todd has taken on a new identity as the Red Hood. Having decided that crime could only ever be controled rather thean eliminated completely. Using his newly learned skills as well as those that yet reside with him from his previous life, The Red Hood has set about gathering every last hood, thug, pimp and drug dealer into his employ, seeking to make Gotham a safer place through his own, vicious means... as well as claim his revenge against the man he holds responsible for his death.<br />
<br />
==Personality==<br />
<br />
Jason Todd is a far different person than he used to be. Once a idealistic boy that prowled roof tops and alley ways as a brightly-colored spectre of justice, Jason has become something much more sinister than he once was... and who could blame him, really? Death... has ways of changing people. Be it the death of a stranger, a loved one, a enemy... or even the person themselves. Jason Todds idealistic vigor that was then only slightly shadowed by the viciousness and anger that laid beneath the surface is gone. Now there is a hard, brutal determination that drives this man. Crueler than the cruel, more vicious than the vicious. He has made himself into a bitter vaccine for the sickness that infects Gotham. Devoted now to not just treating the symptoms as they pop up in the alleys and on the streets but rather controling them at their source. It is a old and sad addage; If you can't beat them, join them.<br />
<br />
Cock-sure and brash, Jason is a case of a arrogant bastard that is arrogant for good reason. He is as skilled as he plays himself off to be. He is also a careful man in some respects. He has a odd sort of patience about him, a keen mind for long plans and schemes even if he cannot often restrain himself in the moment.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Villain]]<br />
[[Category:Tier 2]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/LoboLobo2012-02-24T22:32:33Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Lobo<br />
|Image=[[Image:Lobo01.gif|200px]]<br />
|Name=Lobo<br />
|Alias=Bo; The Main Man; Master Frag; Mister Machete; Scourge o' the Cosmos; The Ultimate Bastich<br />
|Species=Czarnian<br />
|Age=Unknown<br />
|Affiliation=N/A<br />
|Quote=''"What's the matter?"''<br />
|Powers=<br><br />
* Bloodhound Smell<br />
* Regeneration<br />
* Super Strength<br />
* Willpower<br />
|}}'''Lobo''' is an intergalactic bounty hunter and general spreader (and lover) of chaos.<br />
<br />
==Background/Timeline==<br />
<br />
*Born on the planet Czarnia, to everyone's misfortune.<br />
*First homicide at five.<br />
*Fragged entire race with high school science project, gave himself an A.<br />
*Tried out many jobs from police work to bartending until he found his true calling of hunting people for cash.<br />
*First boss, Bob Bastich, liking his last name so much he made it his own personal swear word.<br />
*Hunted across the universe for several years till Preserver hired him for his first run-in with Superman.<br />
*Helped the Supergeek break outta the ship, hasn't been seen near Earth for some time.<br />
<br />
==Personality==<br />
<br />
Lobo is a big, bad biker on steroids. Not as stupid as he looks, he enjoys nothing better than bloody violence, booze, babes, and terrorizing the whole galaxy just by being around. Many compare him to a walking powder keg ready to explode at any moment, for any lousy reason, not only because he can but because he really enjoys it. The only people he respects are people that have the guts to stand up to him. Otherwise everyone else just better get outta the way or they end up as good as fragged, unless they have his word they'd be safe or provide him with plenty of opportunities for cash and violence. Bo is a man that is in love with the idea of vendetta and will go to ridiculous lengths to avenge himself over any perceived slight. Besides that he's in love with concept of slumming. And torture. Many will agree that he is the most ruthless, cruel, stubborn, and down-right despicable being in the known universe. As well as an addict to physical violence, the more graphic the better. In his own words he hates "square-jawed, short-back an' sides, goody-goody feebs", (pretty much every superhero), since forever. Course he hates just about everyone that gets on his nerves anyway.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Villain]]<br />
[[Category:Tier 2]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Red_HoodRed Hood2012-02-24T22:31:12Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Red Hood<br />
|Image=[[Image:RedHood01.jpg|200px]]<br />
|Name=Jason Todd/Red Hood<br />
|Alias=JT<br />
|Species=Metahuman<br />
|Age=20+<br />
|Affiliation=Solo<br />
|Quote=''"I never get tired of watching you work."''<br />
|Powers=<br><br />
* Just One Man<br />
* Bat-training<br />
* Deductive Reasoning<br />
|}}'''Red Hood''' is the anti-heroic incarnation of '''Jason Todd''', believed killed at the hands of the [[Joker]].<br />
<br />
==Background/Timeline==<br />
<br />
Jason Todd entered the Batman family in a somewhat more odd fashion than most; he was caught stealing the tires off of the batmobile. Shortly after he earns the right to fill the recently opened role of Robin that was vacated by Dick Greyson when he departed and took up a new name for himself as a protector of Bludhaven. Serving for little over a year in the red and green tights, Jason proved to be one of the most troubled of Wayne's wards. Filled with anger and aggression, Jason found a outlet for these emotions in his role as a masked vigilante. Batman did his best to help Jason deal with this anger, trying to find a way to help quell the anger inside of his young ward before it got the better of him... Sadly, it was too little, too late.<br />
<br />
In the end, Jason proved to be a poor fit for the role of Robin. He was too angry, too brutal, too aggressive in his pursuit of justice. His brash, short-tempered nature ultimately lead to his death at the hands of the joker, leaving Batman alone once more. Bruce often views his inability to save Jason from himself as well in his final moments as one of his greatest failures.<br />
<br />
Having hired The Joker as a destraction for one of his schemes, Ra's al Ghul is struck with a odd sense of guilt over the death of The Detective's newest apprentice and seeks to make ammends for his miscalculation in thinking that he could control The Joker. Stealing Jasons remains and replacing them with a starkly realistic decoy, Ra's al Ghul ressurects Jason in a roiling pool of his Lazarus Pit. Stolen from the realm of the dead, Jason is brought back to life only to be consumed by the psychosis that those that use the Lazarus Pits fall victem to. In the chaos that ensues, Jason escapes Ra's grasp, only to find himself far from home once he ragains his senses. In the years that follow, Jason sets out on a journey, treking across the world on a quest that darkly mirrors Bruce's own travels in the time that lead to him becoming The Batman.<br />
<br />
Now back in Gotham, Jason Todd has taken on a new identity as the Red Hood. Having decided that crime could only ever be controled rather thean eliminated completely. Using his newly learned skills as well as those that yet reside with him from his previous life, The Red Hood has set about gathering every last hood, thug, pimp and drug dealer into his employ, seeking to make Gotham a safer place through his own, vicious means... as well as claim his revenge against the man he holds responsible for his death.<br />
<br />
==Personality==<br />
<br />
Jason Todd is a far different person than he used to be. Once a idealistic boy that prowled roof tops and alley ways as a brightly-colored spectre of justice, Jason has become something much more sinister than he once was... and who could blame him, really? Death... has ways of changing people. Be it the death of a stranger, a loved one, a enemy... or even the person themselves. Jason Todds idealistic vigor that was then only slightly shadowed by the viciousness and anger that laid beneath the surface is gone. Now there is a hard, brutal determination that drives this man. Crueler than the cruel, more vicious than the vicious. He has made himself into a bitter vaccine for the sickness that infects Gotham. Devoted now to not just treating the symptoms as they pop up in the alleys and on the streets but rather controling them at their source. It is a old and sad addage; If you can't beat them, join them.<br />
<br />
Cock-sure and brash, Jason is a case of a arrogant bastard that is arrogant for good reason. He is as skilled as he plays himself off to be. He is also a careful man in some respects. He has a odd sort of patience about him, a keen mind for long plans and schemes even if he cannot often restrain himself in the moment.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Villain]]<br />
[[Category:Tier 2]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/LoboLobo2012-02-24T22:29:00Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Lobo<br />
|Image=[[Image:Lobo01.gif|200px]]<br />
|Name=Lobo<br />
|Alias=Bo<br />
|Species=Czarnian<br />
|Age=Unknown<br />
|Affiliation=N/A<br />
|Quote=''"What's the matter?"''<br />
|Powers=<br><br />
* Bloodhound Smell<br />
* Regeneration<br />
* Super Strength<br />
* Willpower<br />
|}}'''Lobo''' is an intergalactic bounty hunter and general spreader (and lover) of chaos.<br />
<br />
==Background/Timeline==<br />
<br />
*Born on the planet Czarnia, to everyone's misfortune.<br />
*First homicide at five.<br />
*Fragged entire race with high school science project, gave himself an A.<br />
*Tried out many jobs from police work to bartending until he found his true calling of hunting people for cash.<br />
*First boss, Bob Bastich, liking his last name so much he made it his own personal swear word.<br />
*Hunted across the universe for several years till Preserver hired him for his first run-in with Superman.<br />
*Helped the Supergeek break outta the ship, hasn't been seen near Earth for some time.<br />
<br />
==Personality==<br />
<br />
Lobo is a big, bad biker on steroids. Not as stupid as he looks, he enjoys nothing better than bloody violence, booze, babes, and terrorizing the whole galaxy just by being around. Many compare him to a walking powder keg ready to explode at any moment, for any lousy reason, not only because he can but because he really enjoys it. The only people he respects are people that have the guts to stand up to him. Otherwise everyone else just better get outta the way or they end up as good as fragged, unless they have his word they'd be safe or provide him with plenty of opportunities for cash and violence. Bo is a man that is in love with the idea of vendetta and will go to ridiculous lengths to avenge himself over any perceived slight. Besides that he's in love with concept of slumming. And torture. Many will agree that he is the most ruthless, cruel, stubborn, and down-right despicable being in the known universe. As well as an addict to physical violence, the more graphic the better. In his own words he hates "square-jawed, short-back an' sides, goody-goody feebs", (pretty much every superhero), since forever. Course he hates just about everyone that gets on his nerves anyway.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Villain]]<br />
[[Category:Tier 2]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/WildcatWildcat2012-02-19T18:35:12Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Wildcat<br />
|Image=[[Image:Wildcat.jpg|200px]]<br />
|Name=Ted Grant<br />
|Alias=Wildcat<br />
|Species=Human<br />
|Age=In his 50s.<br />
|Affiliation=[[Justice Society of America|JSA]], [[Justice League|JL]]<br />
|Quote=''"Personally, I think it's more of a job for ... Wildcat!"''<br />
|Powers=<br><br />
* Nine Lives<br />
* Exceptional prizefighter<br />
|}}'''Wildcat''' is a veteran vigilante based in [[Bludhaven]], member of the [[Justice Society of America|JSA]] and the [[Justice League]].<br />
<br />
==Background/Timeline==<br />
<br />
* Ted Grant grew up the son of father Henry Grant, an only child to a single father, his mother having died during childbirth. Not wanting his son to grow up timid and fragile, Henry encouraged Ted to participate in any sports he could well into college.<br />
<br />
* While in college, Ted's father died, leaving him bereft of any financial support. Unfortunately for Ted, his athletic ability was not capable of sustaining him through scholarships, and his academic aspirations were not his strong suit, so left college soon finding himself penniless and hungry on the streets.<br />
<br />
* One night, Ted came to the rescue of heavywight champion "Socker" Smith who took him in to be his sparring partner. Smith's manager Skinner trained Ted, and this is when Ted found that he took to boxing like a fish to water. It was his time training with Skinner and Smith that Ted found his first love of boxing.<br />
<br />
* Unfortunately for Ted Grant, Skinner owed some big debts and decided to pay them off by rigging the fight between Ted and his mentor, Smith. The match went wrong and Smith died; with all evidence pointing towards Ted Grant, he became a fugitive from the law. Thus, Wildcat was born.<br />
<br />
* While clearing his name, Ted Grant found a taste for being Wildcat. While he returned to the boxing ring as the heavyweight champion, he continued to moonlight as Wildcat, both in the fighting circuit and as a hero.<br />
<br />
* Eventually, Ted Grant met up with one of his childhood heroes, Alan Scott, and became part of the Justice Society. Here he developed many of the friendships and relationships that still survive to this day.<br />
<br />
* As Ted Grant found himself getting older, he found himself mentoring some of the up and coming heroes in the Justice Society and Justice League, as well as those who sought him out for his skill. However, his star pupil was Dinah Lance; even though she had trained with many others, Wildcat was able to find a fighting style that worked for the young woman, which became the core of her training.<br />
<br />
* Following the Thanagarian invasion, Wildcat found himself as part of the Justice League as both the Justice League and the Justice Society merged. While he was on the semi-active roster of heroes, he found his presence on any missions less and less. This type of idle time grated on Wildcat and he craved more action, and so got himself involved in an underground Metabrawl, run by Roulette. he became so mired into the fighting circuit that it took Black Canary and the Green Arrow to break him of his psychosis.<br />
<br />
* Still wishing to play a part in training the new heroes, Ted has stayed a member of the Justice League to train any that wish to learn from him. Of course, he still participates with his old teammates from the Justice Society as they need him, always willing to lend a hand.<br />
<br />
==Personality==<br />
<br />
First and foremost, Wildcat is a fighter. It is what he was encouraged to be from a young age, and his mentor was the heavyweight champion, so the lifestyle of a fighter has been ingrained into Wildcat's being for better or for worse. It's his belief that the best way to determine someone's character is by fighting them. To him, fighting is honest and straightforward.. the way a person holds themselves in combat can tell him a lot about them. The best way for him to understand the people he fights with and fights against is to study them by putting them into a position of combat, whether it's under the guise of training, or if it's for a worthy cause. (Like saving the world.)<br />
<br />
At the same time, his exposure to the world of professional boxing has skewed his view of the world, and he often comes across as a male chauvanist. It's not that he doesn't appreciate women, but he has an old school view of how men and women should act, and what behavior dominates either sex. Because of this perception, he often speaks plainly and honestly, and will often earn him rebuke from those who find his viewpoints offensive and outdated. Even so, Wildcat's not one to let something like that perturb him.. or even change his ways. He is who he is.. and if you don't like it, then that's your problem.<br />
<br />
One of the biggest sources of his pride comes from being a mentor to those who wish to learn how to fight properly; learning the sweet science from him. He has found value in teaching other what he was taught back when he was a teenager on the streets, homeless and hungry. He feels that by giving back in such a manner, he is teaching these youngsters valuable lessons that they can use for the rest of their life.<br />
<br />
Also, to be sure, Ted Grant is a hero. He has clear ideas of what's right and what's wrong.. but at the same time, he has a full appreciation for all the shades of gray people come in. He's not interested in classifying people as heroes and villains, as not everything in life is quite that clear-cut. He understands different motivations drive different people, and is more likely to be more forgiving than other do-gooders, and at times may even seem like he would be inclined to participate in some less-than-savory side activites.<br />
<br />
To his enemies, he is tough, stubborn and can be quite a pain in the ass who won't give up until he's forced to. To his friends, Wildcat is someone who has your back no matter the circumstances. He'll be there to bail you out of whatever mess you've gotten yourself into, even if it's to his detriment. He's someone to count on when the chips are down, and while people may have issues with his personality, he often checks any personal difference he has with others at the door in order to serve the greater good, or to simply kick some ass.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Tier 3]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/MaximaMaxima2012-02-19T18:30:23Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Maxima<br />
|Image=[[Image:Maxima01.jpg|200px]]<br />
|Name=Maxima<br />
|Alias=Lady Maxima<br />
|Species=Alien<br />
|Age=25! (SHUT UP SAZU)<br />
|Affiliation=Team Maxima<br />
|Quote=''"As you can see, nothing may harm me ever."''<br />
|Powers=<br><br />
* Superhuman Physicality<br />
* Psychokinesis<br />
* Telekinesis<br />
* Space Flight<br />
* Mind Control<br />
* Teleportation<br />
|}}'''The Lady Maxima, Warrior Queen and Ruler of all Almerac''' is the alien Queen-in-Exile of the distant planet Almerac.<br />
<br />
==Background/Timeline==<br />
<br />
* The most recent evolution of a centuries-old breeding program designed to produce genetically-superior stock, Maxima was born into a glorious birthright as heiress to the great Almeracian Empire. Inheriting a dizzying array of superhuman powers, she was considered a masterpiece.<br />
<br />
* With the people of Almerac bearing lengthy lifespans, Maxima spent many years being trained in the ways of war, as well as learning the proper mannerisms and ethics of a good ruler. Never a particularly good student, she was heir nonetheless, and received the proper treatment from those to become her subjects. For whatever reason, the belligerent girl bonded closely with a servant's daughter called Sazu. Over time, she would take advisements from nobody else, and so Sazu was appointed handmaiden to the princess.<br />
<br />
* When Maxima's mother was killed in battle, she was elevated to the throne immediately, with Sazu her Royal Advisor. A living goddess to her people, she was hailed as the present and future of their race; the paragon of Almeracian strength and virtue. This had always been the way - and though they are a warlike race, former rulers have always done so with a measure of wisdom and compassion.<br />
<br />
* Unfortunately, no amount of careful tutoring or foetal eugenics can account for a horrible personality. Maxima became a selfish tyrant, putting aside the immediate needs of her subjects as she became ever more completely fixated on a single purpose: mating. Almeracian tradition demands that a suitable breeding partner can only be decided through trial by combat, and so tournament after unending tournament was held, males from all worlds flocking to the royal palace to try their hand. Maxima defeated them all.<br />
<br />
* Growing ever more frustrated, Maxima continued to punish her subjects, sending them deeper into the far reaches of the universe to seek more potential mates. Meanwhile, the challengers kept coming from closer to home; until one in particular, by the name of De'Cine, decided to try a new angle.<br />
<br />
* Easily defeated by the Warrior Queen, De'Cine instead turned his attention to her advisor. Unbeknownst to the self-absorbed Lady Maxima, he was able to seduce her confidante and plant the seed of a plan to liberate the unrestful populace of Almerac. He passed along information of another candidate.<br />
<br />
* On seeing footage of this 'Superman', Maxima was excited. She had never seen one so fast, so strong, or so pec-poppingly handsome. Refusing the aid of her armies or her elite Royal Guard, she decided to set out alone for the distant backwater known as Planet Earth. She had found her mate!<br />
<br />
==Personality==<br />
<br />
Born to a life of luxury, pampered by smiling hordes of royal lickspittles from the moment she could gurgle her smallest desires, Maxima was always destined to grow up with a certain sense of entitlement. As the successor to an illustrious royal line, some might argue that she deserved what she was given. Governmental systems exist for a reason, after all. What few could possibly stomach is the idea that somehow the full-grown Empress Maxima of Almerac is an acceptable person.<br />
<br />
Obnoxiously arrogant, she holds her head high in the belief that not only is she a rightful Queen, but the most powerful and beautiful creature in the known universe; and probably the unknown parts, as well. Accustomed to getting precisely what she wants, when she wants it, Maxima is stubborn in her unwillingness to bear the whims of lesser beings. Impatient and easily bored, she will rarely allow others to have more than a cursory say in her life, and makes not the slightest effort to remember names, faces or even the vague details of the encounters that inevitably occur during her travels.<br />
<br />
In some ways it's probably fortunate that such a strong and selfish person only wants a fairly simple thing: a husband. Convinced of the importance in continuing her succession with a worthy mate, she'll happily put aside anything that doesn't concern this very single-minded goal. But therein lies a hint of complexity, because Lady Maxima - for all her horrible qualities - truthfully only wants to bear children and settle down to a life of simple, albeit highly luxurious, womanly pleasure. The route there may /happen/ to contain a fair number of conquered planets and defeated foes, but if she could find an easier way she'd probably take it. She's not evil; just so hugely misguided she might as well be.<br />
<br />
Up to this point, Maxima has trusted only one person with any sense of camaraderie. With others considered obstacles at best, it's her Royal Advisor whom gets at least borderline decent treatment. Sazu is the only individual privy to the woman behind the queenly mask, understanding better than anyone that beneath it all Lady Maxima isn't quite the demoniac presence that most are led to believe.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Villain]]<br />
[[Category:Tier 2]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Wonder_WomanWonder Woman2012-02-19T15:12:42Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Wonder Woman<br />
|Image=[[Image:DianaWonderWoman.jpg|200px]]<br />
|Name=Diana of Themyscira<br />
|Alias=WW<br />
|Species=Metahuman<br />
|Age=Appears to be 22<br />
|Affiliation=[[Justice League]]<br />
|Quote=''"Peace is a virtue. A state of mind, a disposition for benevolence, confidence and justice. It is not simply the absence of war."''<br />
|Powers=<br><br />
* Flight<br />
* Blessed By The Gods<br />
|}}'''Princess Diana of Themyscira''', known to Man's World as '''Wonder Woman''', is one of the world's foremost heroes and a founder of the [[Justice League]]<br />
<br />
==Background/Timeline==<br />
<br />
*The isle of Themyscira; the gift to the Amazon people, faithful to the Greek pantheon. The gift had come after a bloody rebellion after long period of being enslaved, of their men killed, leaving but the women behind on the island. The Greek gods gifted their devotion with the island sanctuary, and leading those people was Queen Hippolyta. <br />
<br />
*Part of the gift the gods had granted the women of the isle was immortality - they needed no men to replenish their numbers, and the gods likewise hid Thymyscira from the world, so that the women could live in peace. <br />
<br />
*But Hippolyta was lonely. She sought a daughter, a family - someone to raise - and the gods, specifically, Hades granted her wish, as well.<br />
<br />
*She sculpted a clay infant from the earth, and the god of the underworld breathed life into it. The being that was formed would be named Diana, the new Princess of Thymyscira.<br />
<br />
*Diana grew like a normal person would, but it became clear rather quickly that she was stronger than most her sisters; faster, quicker-witted, and more dextrous. <br />
<br />
*As a child, she was raised in the Amazon tradition, learning the weapons of the Amazon, and other skills - horseback riding, hunting, and learning of the gods themselves. <br />
<br />
*Diana was most fond of the goddess Athena, like a great many Amazons, and often tended to her shrine. <br />
<br />
*Diana was restless; the gods had helped create her for greater things than the idyllic Thymyscira could offer. Diana yearned to see the world outside, something Hippolyta felt that she could never allow. <br />
<br />
*And so Hippolyta attempted to keep control of the restless Diana by imposing all sorts of rules upon her. And for a time, it did work. But once Diana reached her teenage years... <br />
<br />
*She became known as a bit of a troublemaker around the island. Often sticking her nose into things she really should not have, and /especially/ doing things her mother disliked. There was an issue with some horrible creature that had made its way into a cave on the other end of the island? Diana often accompanied the Amazons that went to take care of it. <br />
<br />
*Hippolyta did not have malice in mind, but what drove her to be so controlling was fear of losing her daughter.<br />
<br />
*So when they had heard of Man's World coming under attack by some strange otherworldly force, Diana saw her chance - this was as good an excuse as any to go to Man's World - they had to help them fight off this invasion, or risk becoming isolated when the aliens won! <br />
<br />
*Hippolyta would have none of that, however. She bore great bitterness against the world of Men, for starters, and doubly did not wish to see her daughter die attempting to fend off some alien invasion. She forbid Diana to go. <br />
<br />
*So Diana waited until the dead of night, and snuck into the temple of the goddess that she so admired, Athena. Stealing the magic armor of the goddess, she flew to answer the call that the rest of the Amazons had ignored, joining the fight against the alien Imperium. <br />
<br />
*Come to find out, that distress call that had alerted them to the alien invasion in the first place had originated from the Martian, J'onn J'onzz. His summons had gathered a collection of heroes to form a resistance against the alien invaders. <br />
<br />
*When the threat had passed, those heroes who had originally answered the call would help form a League of heroes, and would come to be known as the founders of the Justice League, Diana counted amongst them.<br />
<br />
*Taking the name Wonder Woman, she served with the League for a while, righting wrongs, even as she learned about Man's World. <br />
<br />
*But soon enough, Diana began to feel guilty for what she did. Returning to Themyscira, she found everyone had turned to stone, at the hands of a man, Felix Faust, who sought to release Hades from his prison unto the world proper. <br />
<br />
*Reluctantly, she accepted for the help of the League in defeating Faust and Hades both, but upon restoring her sisters, she found herself exiled: she had brought men to the island, and broken the sacred laws of Themyscira. <br />
<br />
Now exiled, Diana returned to the one home she had left, the Justice League...<br />
<br />
==Personality==<br />
<br />
At this point, the public knows very little about just who Wonder Woman is. Some might see her as a paragon of justice, much along the lines of Superman, some might see her as a role model, and some may even see her as vaguely threatening, and a foreigner. <br />
<br />
But just who is the woman behind the pretty smile, and red white and blue getup? <br />
<br />
First and foremost, Diana is the daughter of the Themysciran isles, and a proud Amazon. The stereotype of the average Amazon is a martial sort of woman who is confident, kind, and courageous almost to a fault, and Diana fits that stereotype rather nicely. <br />
<br />
Diana is confident in herself and her abilities, and usually has an honest, open sort of manner; a trait that may seem brusque at times. Diana also tends to trust her friends rather than mistrust them, preferring to see the good in people than the bad.<br />
<br />
Diana seeks solutions that uplift herself and those around her, although she has very little patience for many types of villains: those that seek to destroy the world and the people of Earth will be resisted utterly, although your average pursejacker might get away with little more than a collection of bruises, and being left in a dumpster for the police to find. <br />
<br />
Diana tends to be naive in the ways of Man's World still, but in spite of what her slightly xenophobic sisters back in Themyscira widely believe, she has hope for the other inhabitants of those they share the Earth with. Their ways are different and alien to a fault, but it is together that they will find a way to a better tomorrow, and she can see those in Man's World take steps towards that tomorrow. <br />
<br />
With a little bit of help from herself and the Amazons, they just might make it, too.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Tier 1]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Wonder_WomanWonder Woman2012-02-19T14:58:21Z<p>Brock: </p>
<hr />
<div>'''Princess Diana of Themyscira''', known to Man's World as '''Wonder Woman''', is one of the world's foremost heroes and a founder of the [[Justice League]]<br />
<br />
{{Characterbox|<br />
Title=Wonder Woman<br />
|Image=[[Image:DianaWonderWoman.jpg|200px]]<br />
|Name=Diana of Themyscira<br />
|Alias=WW<br />
|Species=Metahuman<br />
|Age=Appears to be 22<br />
|Affiliation=[[Justice League]]<br />
|Quote=''"Peace is a virtue. A state of mind, a disposition for benevolence, confidence and justice. It is not simply the absence of war."''<br />
|Powers=<br><br />
* Flight<br />
* Blessed By The Gods<br />
|}}<br />
<br />
==Background/Timeline==<br />
<br />
*The isle of Themyscira; the gift to the Amazon people, faithful to the Greek pantheon. The gift had come after a bloody rebellion after long period of being enslaved, of their men killed, leaving but the women behind on the island. The Greek gods gifted their devotion with the island sanctuary, and leading those people was Queen Hippolyta. <br />
<br />
*Part of the gift the gods had granted the women of the isle was immortality - they needed no men to replenish their numbers, and the gods likewise hid Thymyscira from the world, so that the women could live in peace. <br />
<br />
*But Hippolyta was lonely. She sought a daughter, a family - someone to raise - and the gods, specifically, Hades granted her wish, as well.<br />
<br />
*She sculpted a clay infant from the earth, and the god of the underworld breathed life into it. The being that was formed would be named Diana, the new Princess of Thymyscira.<br />
<br />
*Diana grew like a normal person would, but it became clear rather quickly that she was stronger than most her sisters; faster, quicker-witted, and more dextrous. <br />
<br />
*As a child, she was raised in the Amazon tradition, learning the weapons of the Amazon, and other skills - horseback riding, hunting, and learning of the gods themselves. <br />
<br />
*Diana was most fond of the goddess Athena, like a great many Amazons, and often tended to her shrine. <br />
<br />
*Diana was restless; the gods had helped create her for greater things than the idyllic Thymyscira could offer. Diana yearned to see the world outside, something Hippolyta felt that she could never allow. <br />
<br />
*And so Hippolyta attempted to keep control of the restless Diana by imposing all sorts of rules upon her. And for a time, it did work. But once Diana reached her teenage years... <br />
<br />
*She became known as a bit of a troublemaker around the island. Often sticking her nose into things she really should not have, and /especially/ doing things her mother disliked. There was an issue with some horrible creature that had made its way into a cave on the other end of the island? Diana often accompanied the Amazons that went to take care of it. <br />
<br />
*Hippolyta did not have malice in mind, but what drove her to be so controlling was fear of losing her daughter.<br />
<br />
*So when they had heard of Man's World coming under attack by some strange otherworldly force, Diana saw her chance - this was as good an excuse as any to go to Man's World - they had to help them fight off this invasion, or risk becoming isolated when the aliens won! <br />
<br />
*Hippolyta would have none of that, however. She bore great bitterness against the world of Men, for starters, and doubly did not wish to see her daughter die attempting to fend off some alien invasion. She forbid Diana to go. <br />
<br />
*So Diana waited until the dead of night, and snuck into the temple of the goddess that she so admired, Athena. Stealing the magic armor of the goddess, she flew to answer the call that the rest of the Amazons had ignored, joining the fight against the alien Imperium. <br />
<br />
*Come to find out, that distress call that had alerted them to the alien invasion in the first place had originated from the Martian, J'onn J'onzz. His summons had gathered a collection of heroes to form a resistance against the alien invaders. <br />
<br />
*When the threat had passed, those heroes who had originally answered the call would help form a League of heroes, and would come to be known as the founders of the Justice League, Diana counted amongst them.<br />
<br />
*Taking the name Wonder Woman, she served with the League for a while, righting wrongs, even as she learned about Man's World. <br />
<br />
*But soon enough, Diana began to feel guilty for what she did. Returning to Themyscira, she found everyone had turned to stone, at the hands of a man, Felix Faust, who sought to release Hades from his prison unto the world proper. <br />
<br />
*Reluctantly, she accepted for the help of the League in defeating Faust and Hades both, but upon restoring her sisters, she found herself exiled: she had brought men to the island, and broken the sacred laws of Themyscira. <br />
<br />
Now exiled, Diana returned to the one home she had left, the Justice League...<br />
<br />
==Personality==<br />
<br />
At this point, the public knows very little about just who Wonder Woman is. Some might see her as a paragon of justice, much along the lines of Superman, some might see her as a role model, and some may even see her as vaguely threatening, and a foreigner. <br />
<br />
But just who is the woman behind the pretty smile, and red white and blue getup? <br />
<br />
First and foremost, Diana is the daughter of the Themysciran isles, and a proud Amazon. The stereotype of the average Amazon is a martial sort of woman who is confident, kind, and courageous almost to a fault, and Diana fits that stereotype rather nicely. <br />
<br />
Diana is confident in herself and her abilities, and usually has an honest, open sort of manner; a trait that may seem brusque at times. Diana also tends to trust her friends rather than mistrust them, preferring to see the good in people than the bad.<br />
<br />
Diana seeks solutions that uplift herself and those around her, although she has very little patience for many types of villains: those that seek to destroy the world and the people of Earth will be resisted utterly, although your average pursejacker might get away with little more than a collection of bruises, and being left in a dumpster for the police to find. <br />
<br />
Diana tends to be naive in the ways of Man's World still, but in spite of what her slightly xenophobic sisters back in Themyscira widely believe, she has hope for the other inhabitants of those they share the Earth with. Their ways are different and alien to a fault, but it is together that they will find a way to a better tomorrow, and she can see those in Man's World take steps towards that tomorrow. <br />
<br />
With a little bit of help from herself and the Amazons, they just might make it, too.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Tier 1]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Wonder_WomanWonder Woman2012-02-19T14:56:27Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Wonder Woman<br />
|Image=[[Image:DianaWonderWoman.jpg|200px]]<br />
|Name=Diana of Themyscira<br />
|Alias=WW<br />
|Species=Metahuman<br />
|Age=Appears to be 22<br />
|Affiliation=[[Justice League]]<br />
|Quote=''"Peace is a virtue. A state of mind, a disposition for benevolence, confidence and justice. It is not simply the absence of war."''<br />
|Powers=<br><br />
* Flight<br />
* Blessed By The Gods<br />
|}}<br />
<br />
==Background/Timeline==<br />
<br />
*The isle of Themyscira; the gift to the Amazon people, faithful to the Greek pantheon. The gift had come after a bloody rebellion after long period of being enslaved, of their men killed, leaving but the women behind on the island. The Greek gods gifted their devotion with the island sanctuary, and leading those people was Queen Hippolyta. <br />
<br />
*Part of the gift the gods had granted the women of the isle was immortality - they needed no men to replenish their numbers, and the gods likewise hid Thymyscira from the world, so that the women could live in peace. <br />
<br />
*But Hippolyta was lonely. She sought a daughter, a family - someone to raise - and the gods, specifically, Hades granted her wish, as well.<br />
<br />
*She sculpted a clay infant from the earth, and the god of the underworld breathed life into it. The being that was formed would be named Diana, the new Princess of Thymyscira.<br />
<br />
*Diana grew like a normal person would, but it became clear rather quickly that she was stronger than most her sisters; faster, quicker-witted, and more dextrous. <br />
<br />
*As a child, she was raised in the Amazon tradition, learning the weapons of the Amazon, and other skills - horseback riding, hunting, and learning of the gods themselves. <br />
<br />
*Diana was most fond of the goddess Athena, like a great many Amazons, and often tended to her shrine. <br />
<br />
*Diana was restless; the gods had helped create her for greater things than the idyllic Thymyscira could offer. Diana yearned to see the world outside, something Hippolyta felt that she could never allow. <br />
<br />
*And so Hippolyta attempted to keep control of the restless Diana by imposing all sorts of rules upon her. And for a time, it did work. But once Diana reached her teenage years... <br />
<br />
*She became known as a bit of a troublemaker around the island. Often sticking her nose into things she really should not have, and /especially/ doing things her mother disliked. There was an issue with some horrible creature that had made its way into a cave on the other end of the island? Diana often accompanied the Amazons that went to take care of it. <br />
<br />
*Hippolyta did not have malice in mind, but what drove her to be so controlling was fear of losing her daughter.<br />
<br />
*So when they had heard of Man's World coming under attack by some strange otherworldly force, Diana saw her chance - this was as good an excuse as any to go to Man's World - they had to help them fight off this invasion, or risk becoming isolated when the aliens won! <br />
<br />
*Hippolyta would have none of that, however. She bore great bitterness against the world of Men, for starters, and doubly did not wish to see her daughter die attempting to fend off some alien invasion. She forbid Diana to go. <br />
<br />
*So Diana waited until the dead of night, and snuck into the temple of the goddess that she so admired, Athena. Stealing the magic armor of the goddess, she flew to answer the call that the rest of the Amazons had ignored, joining the fight against the alien Imperium. <br />
<br />
*Come to find out, that distress call that had alerted them to the alien invasion in the first place had originated from the Martian, J'onn J'onzz. His summons had gathered a collection of heroes to form a resistance against the alien invaders. <br />
<br />
*When the threat had passed, those heroes who had originally answered the call would help form a League of heroes, and would come to be known as the founders of the Justice League, Diana counted amongst them.<br />
<br />
*Taking the name Wonder Woman, she served with the League for a while, righting wrongs, even as she learned about Man's World. <br />
<br />
*But soon enough, Diana began to feel guilty for what she did. Returning to Themyscira, she found everyone had turned to stone, at the hands of a man, Felix Faust, who sought to release Hades from his prison unto the world proper. <br />
<br />
*Reluctantly, she accepted for the help of the League in defeating Faust and Hades both, but upon restoring her sisters, she found herself exiled: she had brought men to the island, and broken the sacred laws of Themyscira. <br />
<br />
Now exiled, Diana returned to the one home she had left, the Justice League...<br />
<br />
==Personality==<br />
<br />
At this point, the public knows very little about just who Wonder Woman is. Some might see her as a paragon of justice, much along the lines of Superman, some might see her as a role model, and some may even see her as vaguely threatening, and a foreigner. <br />
<br />
But just who is the woman behind the pretty smile, and red white and blue getup? <br />
<br />
First and foremost, Diana is the daughter of the Themysciran isles, and a proud Amazon. The stereotype of the average Amazon is a martial sort of woman who is confident, kind, and courageous almost to a fault, and Diana fits that stereotype rather nicely. <br />
<br />
Diana is confident in herself and her abilities, and usually has an honest, open sort of manner; a trait that may seem brusque at times. Diana also tends to trust her friends rather than mistrust them, preferring to see the good in people than the bad.<br />
<br />
Diana seeks solutions that uplift herself and those around her, although she has very little patience for many types of villains: those that seek to destroy the world and the people of Earth will be resisted utterly, although your average pursejacker might get away with little more than a collection of bruises, and being left in a dumpster for the police to find. <br />
<br />
Diana tends to be naive in the ways of Man's World still, but in spite of what her slightly xenophobic sisters back in Themyscira widely believe, she has hope for the other inhabitants of those they share the Earth with. Their ways are different and alien to a fault, but it is together that they will find a way to a better tomorrow, and she can see those in Man's World take steps towards that tomorrow. <br />
<br />
With a little bit of help from herself and the Amazons, they just might make it, too.<br />
<br />
==Logs==<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Tier 1]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Main_PageMain Page2012-02-18T00:04:50Z<p>Brock: </p>
<hr />
<div>[[File:welcome.png|Welcome]]<br />
<br />
[[File:Flash01.png|right|The Flash]]<br />
Thank you for taking an interest in DC Animated MU*. (Sometimes referred to as DC Animated Multiverse) DCAM is a text-based role playing game intended as a world of super heroes and masterful criminals doing battle in a universe inspired by the animated DC Comics series. Titles like Batman: The Animated Series, Batman and Robin, Superman: The Animated Series, Static Shock, Justice League Unlimited, and the recent movies like Superman Doomsday, Green Lantern: First Flight, and Wonder Woman.<br />
<br />
It's a world where anything can happen yet gratuitous violence is kept at a minimum. Where the Joker, while still a murderous madman, is more willing to keep the victims around as an audience than melt them in a vat of acid. It's also the worlds many of us grew up with.<br />
<br />
For more information please check out our rules page or log on and speak to a member of staff.<br />
<br />
<B>In order to receive a character bit, please review the [[Character Request]] page.<br><br />
Once you have settled on a character, check out the streamlined [[Application]] to get into play!<br><br />
To log onto the MUSH, please connect to host game.dcamu.com, port 5000, or more simply: game.dcamu.com:5000</B><br />
<br />
{| width="700px" border=0 colspan=0 colspacing=0 style="margin: 1em auto;text-align:left; font-size:90%;"<br />
|-<br />
| style="background: #0066CC; font-weight: bold; text-align: center;" | <big>'''<font color="white">DCA MU*'s News Files</font>'''</big><br />
|-<br />
| style="background: #D9D9F3; padding: 0px 5px; text-align: center;"|<br />
<small>[[Disclaimer]] • [[Theme]] • [[Characters]] • [[Building]] • [[TinyPlots]] • [[Bulletin Boards]] • [[Consent]]• [[Behavior]] </small><br />
|}</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Batman/RoguesBatman/Rogues2012-02-17T03:12:46Z<p>Brock: Created page with "{| |- | 60px | style=color:#fff|<font color=#488AC7>'''The Joker'''</font><br> Back to Arkham peacefully. Baiting me to come for yo..."</p>
<hr />
<div>{|<br />
|-<br />
| [[File:Kiss_the_cook.gif|center|60px]]<br />
| style=color:#fff|[[Joker|<font color=#488AC7>'''The Joker'''</font>]]<br> Back to Arkham peacefully. Baiting me to come for you. What are you planning, clown?<br />
|-<br />
| [[File:Missing.jpg|center|60px]]<br />
| style=color:#fff|[[Red Hood|<font color=#616D7E>'''The Red Hood'''</font>]]<br> I know what building an infrastructure looks like; but you're building it from discarded, corrupt blocks. To what inevitably doomed purpose?<br />
|-<br />
| [[File:Missing.jpg|center|60px]]<br />
| style=color:#fff|[[Catwoman|<font color=#616D7E>'''Catwoman'''</font>]]<br> Maybe if you hadn't been there to rob the place, it would've ended differently. Wake up and see what's going on around you, Selina.<br />
|-}</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/BatmanBatman2012-02-16T21:19:13Z<p>Brock: /* = */</p>
<hr />
<div>{{Characterbox|<br />
Title=Batman<br />
|Image=[[Image:Batmanprofile.jpg|200px]]<br />
|Name=Bruce Wayne<br />
|Alias=The Dark Knight<br />
|Species=Human<br />
|Age=32<br />
|Affiliation=[[Batman Family]], [[Justice League]]<br />
|Quote=''"I am vengeance. I am the night. I am /Batman/."''<br />
|Powers=<br><br />
* Genius-Level Intelligence<br />
* Master Detective<br />
* Master Martial Artist<br />
* Peak Human Physical Condition<br />
|}}'''The Batman''' is a famous costumed vigilante, the protector of [[Gotham_City|Gotham City]] and one of the founding members of [[Justice League]]. Secretly, he is '''Bruce Wayne''', billionaire playboy and bon vivant.<br />
==Background==<br />
[[Image:Batmanskyline.jpg|left|300px]]<br />
<br />
Born into one of the founding families of Gotham, Bruce Wayne was the son of not only culture, but philosophy. He idolized his father, and revered his mother, active philanthropists and entrepreneurs in the city. Thomas Wayne's good temper and vision were things of legend, things he tried to pass on to his only son - before both elder Waynes were gunned down in a mugging gone horribly awry. Young Bruce saw the entire thing happen, and the brutal event forever changed the idealistic boy's perspective on the world. <br />
<br />
Taken in by longtime family friend, the family butler Alfred Pennyworth, Bruce had both a tether to Gotham and a confidant, his staunchest supporter. His priorities had simply changed, however. A previously stable, sure foundation shifted to a life of upheaval. Wandering, training, learning everything it took to survive, everything that made a criminal a criminal. It would be this training, this single minded dedication to an ever more diverse cause, that would save his life time and time again as he became inspired to don cape and cowl, and take up the war. Not only as a vigilante, but as an intimidating aspect of the night itself. The Batman would become a mainstay in Gotham's war on crime, as effective as he is controversial, and arguably the catalyst that has spawned an impressive, dangerous rogue's gallery within the city's dark underbelly. <br />
<br />
While friendship was not a commodity Wayne traded in easily, Alfred's confidance was joined first by Jim Gordon, eventually the Commissioner of Gotham City, who became like a father to the orphaned Bruce, and then by the similarly orphaned Dick Grayson, who Batman trained to focus his own need for vengeance into the neverending war on evil. While others would come and go, the most important would become Tim Drake, the second Robin, and Wayne's current ward. <br />
<br />
Though a man cut off from the 'real' world by his own will and distrust may not be an ideal companion, his list of allies and loves have never failed to complicate his life - and often save it. This realization is one of several that prompted Wayne to fund and form the Justice League, gathering together similarly minded heroes into a bastion of incredible strength. While the Batman's personal trust remained a difficult thing to gain, at no point in the battles to come did he hesitate to act, or empower others to act, to defend the Earth itself from forces far beyond the man himself.<br />
<br />
==Personality==<br />
<br />
Initially, Batman may appear a dichotomy between Bruce Wayne and Batman. The lives of each are quite distinct and different, as are the demeanors of each man. While Bruce Wayne is undeniably talented and accomplished, it's sometimes easy to wonder if he's some kind of eclectic idiot savant, so foppish and sometimes unpredictable can he be. Still, he maintains the humanitarian tradition of the Wayne Foundation and surveys the developments within Wayne Industries as closely as he can. One could say that Bruce is eminently concerned, but rather unaffected, leaving the day to day stresses to more interested men. <br />
<br />
Sometimes seeming shallow or arrogant, there are immature facets to Wayne that stand in stark opposition with the billionaire philanthropist and cultured socialite facade. Despite his eccentricities, however, Bruce Wayne is quite capable of both intelligent conversation and listening quite intently to the politics and causes of the hour - alert and engaging given the right topic (and a person he doesn't want to manipulate to find him boring and boorish), there is little question how he earned his position as a media darling.<br />
<br />
[[Image:bruceparty.jpg|right|300px]]<br />
<br />
The seeming paradox to this charismatic face is the dark presence of the Batman. A phantom of the night with a visage and persona both forged to be, and inherently frightening to many, particularly the guilty hearted. To a large degree, Batman buys into his own image, playing up the dark avenger side of his personality with the criminals he targets, a master of intimidation, interrogation, and manipulation. He is not (quite) as harsh as he makes himself out to be, however: Batman will not kill, ever. He will not touch a firearm, ever. Despite the grim efficiency with which he conducts his personal crusade, compassion remains at the very core of everything Batman stands for. Despite his comrades, Batman is the consumate lone wolf: he is a survivor, a masterful strategist backed up by instinct and experience, with little tolerance for being anything but the pack Alpha in most any situation. He is not well practiced in not getting his way.<br />
<br />
The apparent clear distinction between the two facets of Bruce's psyche is actually something of an illusion, however. In reality, both involve the core values of the true Bruce Wayne (or, as he thinks of himself, the real Batman), and both are tools used by this man to accomplish his goals. Batman is the frightening idea concocted to scare those he combats, to elevate himself above some mortal being in the eyes of the Gotham underworld. His outlook of unrelenting perfectionism carrying into the discipline required to maintain the vigilante's lifestyle... and the dual identity that comes with it. As surely as the Dark Knight's projected persona is carefully crafted and applied in his neverending and HIGHLY personal crusade against evil, the socialite mask is a similar, more subtly potent weapon. Wayne's role in high society keeps Batman informed, connected, influential. His flippancy and chaotic immaturity keeps suspicion away from him. His contacts are often contacts Batman needs, directly or indirectly, and the intentional distance between personas keeps those Batman cares about safe..... safer.<br />
<br />
In the end, most run up against one mask, or the other, and never discover what lies beneath. Despite the distance and distrust with which Bruce regards the rest of the world, it is possible to earn his trust, even his friendship. This can be done regardless of which 'identity' was first engaged in the relationship - despite the inherent dishonesty in Wayne's duality, neither persona can really be considered a true lie. One reason he keeps his distance is, of course, the serious intensity with which he treats his responsibility to his friends and loved ones.<br />
<br />
==Contacts==<br />
<gallery widths=200px heights=200px perrow=3 Caption='''Contacts'''><br />
Image:Justice_League_Unlimited.jpg|[[Batman/Allies|'''Allies''']]<br />
Image:Bullock-Montoya.jpg|[[Batman/Associates|'''Associates''']]<br />
Image:Batrogues.jpg|[[Batman/Rogues|'''Adversaries''']]<br />
</gallery><br />
<br><br />
<br />
<br />
==Sheet==<br />
<gallery widths=200px heights=200px perrow=3 Caption='''Batsheet'''><br />
Image:Batlurk.jpg|[[Batman/Skills|'''Batskills''']]<br />
Image:Utility-belt.jpg|[[Batman/Devices|'''Wonderful Toys''']]<br />
Image:WayneTower.jpg|[[Batman/Resources|'''Batresources''']]<br />
</gallery><br />
<br><br />
<br />
==Logs==<br />
[[Image:Batredsky.jpg|left|300px]]<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
<br><br />
[[Image:Batmandrops.jpg|right|300px]]<br />
<br><br />
<br><br />
<br><br />
<br><br />
<br />
[[Image:Batemblem.jpg|center|300px]]<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Gotham]]<br />
[[Category:Tier 1]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/BatmanBatman2012-02-16T21:18:25Z<p>Brock: </p>
<hr />
<div>{{Characterbox|<br />
Title=Batman<br />
|Image=[[Image:Batmanprofile.jpg|200px]]<br />
|Name=Bruce Wayne<br />
|Alias=The Dark Knight<br />
|Species=Human<br />
|Age=32<br />
|Affiliation=[[Batman Family]], [[Justice League]]<br />
|Quote=''"I am vengeance. I am the night. I am /Batman/."''<br />
|Powers=<br><br />
* Genius-Level Intelligence<br />
* Master Detective<br />
* Master Martial Artist<br />
* Peak Human Physical Condition<br />
|}}'''The Batman''' is a famous costumed vigilante, the protector of [[Gotham_City|Gotham City]] and one of the founding members of [[Justice League]]. Secretly, he is '''Bruce Wayne''', billionaire playboy and bon vivant.<br />
==Background==<br />
[[Image:Batmanskyline.jpg|left|300px]]<br />
<br />
Born into one of the founding families of Gotham, Bruce Wayne was the son of not only culture, but philosophy. He idolized his father, and revered his mother, active philanthropists and entrepreneurs in the city. Thomas Wayne's good temper and vision were things of legend, things he tried to pass on to his only son - before both elder Waynes were gunned down in a mugging gone horribly awry. Young Bruce saw the entire thing happen, and the brutal event forever changed the idealistic boy's perspective on the world. <br />
<br />
Taken in by longtime family friend, the family butler Alfred Pennyworth, Bruce had both a tether to Gotham and a confidant, his staunchest supporter. His priorities had simply changed, however. A previously stable, sure foundation shifted to a life of upheaval. Wandering, training, learning everything it took to survive, everything that made a criminal a criminal. It would be this training, this single minded dedication to an ever more diverse cause, that would save his life time and time again as he became inspired to don cape and cowl, and take up the war. Not only as a vigilante, but as an intimidating aspect of the night itself. The Batman would become a mainstay in Gotham's war on crime, as effective as he is controversial, and arguably the catalyst that has spawned an impressive, dangerous rogue's gallery within the city's dark underbelly. <br />
<br />
While friendship was not a commodity Wayne traded in easily, Alfred's confidance was joined first by Jim Gordon, eventually the Commissioner of Gotham City, who became like a father to the orphaned Bruce, and then by the similarly orphaned Dick Grayson, who Batman trained to focus his own need for vengeance into the neverending war on evil. While others would come and go, the most important would become Tim Drake, the second Robin, and Wayne's current ward. <br />
<br />
Though a man cut off from the 'real' world by his own will and distrust may not be an ideal companion, his list of allies and loves have never failed to complicate his life - and often save it. This realization is one of several that prompted Wayne to fund and form the Justice League, gathering together similarly minded heroes into a bastion of incredible strength. While the Batman's personal trust remained a difficult thing to gain, at no point in the battles to come did he hesitate to act, or empower others to act, to defend the Earth itself from forces far beyond the man himself.<br />
<br />
==Personality==<br />
<br />
Initially, Batman may appear a dichotomy between Bruce Wayne and Batman. The lives of each are quite distinct and different, as are the demeanors of each man. While Bruce Wayne is undeniably talented and accomplished, it's sometimes easy to wonder if he's some kind of eclectic idiot savant, so foppish and sometimes unpredictable can he be. Still, he maintains the humanitarian tradition of the Wayne Foundation and surveys the developments within Wayne Industries as closely as he can. One could say that Bruce is eminently concerned, but rather unaffected, leaving the day to day stresses to more interested men. <br />
<br />
Sometimes seeming shallow or arrogant, there are immature facets to Wayne that stand in stark opposition with the billionaire philanthropist and cultured socialite facade. Despite his eccentricities, however, Bruce Wayne is quite capable of both intelligent conversation and listening quite intently to the politics and causes of the hour - alert and engaging given the right topic (and a person he doesn't want to manipulate to find him boring and boorish), there is little question how he earned his position as a media darling.<br />
<br />
[[Image:bruceparty.jpg|right|300px]]<br />
<br />
The seeming paradox to this charismatic face is the dark presence of the Batman. A phantom of the night with a visage and persona both forged to be, and inherently frightening to many, particularly the guilty hearted. To a large degree, Batman buys into his own image, playing up the dark avenger side of his personality with the criminals he targets, a master of intimidation, interrogation, and manipulation. He is not (quite) as harsh as he makes himself out to be, however: Batman will not kill, ever. He will not touch a firearm, ever. Despite the grim efficiency with which he conducts his personal crusade, compassion remains at the very core of everything Batman stands for. Despite his comrades, Batman is the consumate lone wolf: he is a survivor, a masterful strategist backed up by instinct and experience, with little tolerance for being anything but the pack Alpha in most any situation. He is not well practiced in not getting his way.<br />
<br />
The apparent clear distinction between the two facets of Bruce's psyche is actually something of an illusion, however. In reality, both involve the core values of the true Bruce Wayne (or, as he thinks of himself, the real Batman), and both are tools used by this man to accomplish his goals. Batman is the frightening idea concocted to scare those he combats, to elevate himself above some mortal being in the eyes of the Gotham underworld. His outlook of unrelenting perfectionism carrying into the discipline required to maintain the vigilante's lifestyle... and the dual identity that comes with it. As surely as the Dark Knight's projected persona is carefully crafted and applied in his neverending and HIGHLY personal crusade against evil, the socialite mask is a similar, more subtly potent weapon. Wayne's role in high society keeps Batman informed, connected, influential. His flippancy and chaotic immaturity keeps suspicion away from him. His contacts are often contacts Batman needs, directly or indirectly, and the intentional distance between personas keeps those Batman cares about safe..... safer.<br />
<br />
In the end, most run up against one mask, or the other, and never discover what lies beneath. Despite the distance and distrust with which Bruce regards the rest of the world, it is possible to earn his trust, even his friendship. This can be done regardless of which 'identity' was first engaged in the relationship - despite the inherent dishonesty in Wayne's duality, neither persona can really be considered a true lie. One reason he keeps his distance is, of course, the serious intensity with which he treats his responsibility to his friends and loved ones.<br />
<br />
==Contacts==<br />
<gallery widths=200px heights=200px perrow=3 Caption='''Contacts'''><br />
Image:Justice_League_Unlimited.jpg|[[Batman/Allies|'''Allies''']]<br />
Image:Bullock-Montoya.jpg|[[Batman/Associates|'''Associates''']]<br />
Image:Batrogues.jpg|[[Batman/Rogues|'''Adversaries''']]<br />
</gallery><br />
<br><br />
===<br />
|-<br />
| width="450" style="background: #000; background: -moz-linear-gradient(left, #B2BEB2, #000000, #000000); background: -o-linear-gradient(left, #B2BEB2, #000000, #000000); background: -webkit-gradient(linear, left top, right top, from(#B2BEB2), to(#000000), color-stop(0.7, #000000)); vertical-align: top; padding-top: 0px; padding-left: 15px; padding-right: 5px; padding-bottom: 0px" |<br />
{| id="infobox" width="100%" style="background-color: #000; background: -moz-linear-gradient(-45deg, #555555, #000000, #111111); background: -o-linear-gradient(left, #B2BEB2, #000000, #000000); background: -webkit-gradient(linear, 0 0, 100% 100%, from(#555555), to(#000000), color-stop(0.5, #111111)); border-left: 1px solid #111111; border-top: 1px solid #111111; border-right: 2px solid #222222; border-bottom: 4px solid #222222; color: #006666; font-variant: small-caps"<br />
<br />
<br />
==Sheet==<br />
<gallery widths=200px heights=200px perrow=3 Caption='''Batsheet'''><br />
Image:Batlurk.jpg|[[Batman/Skills|'''Batskills''']]<br />
Image:Utility-belt.jpg|[[Batman/Devices|'''Wonderful Toys''']]<br />
Image:WayneTower.jpg|[[Batman/Resources|'''Batresources''']]<br />
</gallery><br />
<br><br />
<br />
==Logs==<br />
[[Image:Batredsky.jpg|left|300px]]<br />
{{#dpl: |category = logs<br />
|linksto = {{PAGENAME}}<br />
|ordermethod = title<br />
|notcategory = cutscenes<br />
|suppresserrors = yes<br />
}}<br />
<br><br />
[[Image:Batmandrops.jpg|right|300px]]<br />
<br><br />
<br><br />
<br><br />
<br><br />
<br />
[[Image:Batemblem.jpg|center|300px]]<br />
[[Category:Features]]<br />
[[Category:Hero]]<br />
[[Category:Gotham]]<br />
[[Category:Tier 1]]<br />
[[Category:Taken]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/File:Bullock-Montoya.jpgFile:Bullock-Montoya.jpg2012-02-16T21:13:19Z<p>Brock: </p>
<hr />
<div></div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/File:Batrogues.jpgFile:Batrogues.jpg2012-02-16T21:10:14Z<p>Brock: </p>
<hr />
<div></div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/File:Bullock-Battered.jpgFile:Bullock-Battered.jpg2012-02-16T21:06:43Z<p>Brock: </p>
<hr />
<div></div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/File:Justice_League_Unlimited.jpgFile:Justice League Unlimited.jpg2012-02-16T17:29:30Z<p>Brock: </p>
<hr />
<div></div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/File:Connor_Hawke-Profile.jpgFile:Connor Hawke-Profile.jpg2012-02-16T09:28:21Z<p>Brock: </p>
<hr />
<div></div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/CharactersCharacters2012-02-14T22:17:30Z<p>Brock: /* Tiers */</p>
<hr />
<div>To get a '''character bit''' on DCA MU*, log in as a guest and talk to any one of our staffers. If you're not sure which characters are free, '''[[:Category:Available|this]]''' may be a good place to start.<br />
==Tiers==<br />
DC Animated MU* uses a simple system to divide highly popular heroes and villains from less well known and infrequently used characters. This system breaks down as follows:<br />
<br><br><br />
'''[[:Category:Tier 1|Headliner]]''': A city's principle guardian and their archvillain, along with iconic DC staples. Examples of Headline characters include Batman and the Joker, Superman and Lex Luthor, Wonder Woman, and the Flash. Staff reserves the right to append this list. Please also note Headline chars will by definition have the most alt-crossover, often with entire rogues galleries or organizations of their own.<br />
<br><br><br />
<br />
'''[[:Category:Tier 4|Support]]''': Support characters without a major career in either the hero or villain roles will fall into this category. They may also be exceptional in any number of ways, but their main purpose in life is something other than wearing tights and doing good and evil. Examples of Support tier characters include Alfred Pennyworth, Jim Gordon, Lois Lane, Jimmy Olsen, Linda Park, or Vicki Vale. These characters do not count towards alt quotas.<br />
<br />
==Alts==<br />
Players may have up to four superhero or supervillain alts. Of these, no more than one may be a Headline character.<br />
<br><br><br />
Characters which should, thematically, interact a great deal cannot be alts for the same person. In general staff will be lenient about this, but in no case will the same player have, for instance: Batman and Robin, Aquaman and Black Manta, Hal Jordan and Sinestro, etc.<br />
<br><br><br />
There is no numeric limit to support characters, but players are encouraged to be sensible about both alt interaction and RP availability. Waitlist and idletime concerns (see below) will be amplified when directed towards players with more than three alts.<br />
<br />
==Feature Characters==<br />
Characters originating from DC Comics media including the comics and animated series are considered FCs. FCs who are featured in the shows that make up the game's [[theme]] are expected to incorporate these events and traits into their backstory and portrayal. While other sources may be adapted within reason, this single, relatively simple sequence of events provides a good foundation for the game to build from, and should be altered minimally if at all.<br />
<br />
Subsequent players of an FC are encouraged to start their play where the previous player left off. It's helpful to read the previous player's logs, and speak with connected characters. If you have any particular concerns about the previous player(s), please talk to Staff. We understand that some elements can be difficult to pick up and play, like romantic entanglements and close friendships. While a 'soft reset' is certainly possible, we encourage players to consider compromises that move the story -forward-, rather than backwards. For example, an amicable (or not!) breakup, argument, or absence of some sort leading into the present day.<br />
<br />
DCAM is not a "Year One" game. While some characters may be ideally suited to such an adaptation, perhaps due to absence in the AU or the simple appeal of starting from scratch, players are under no impetus to start a character 'over' simply because they are being adapted from mainline DC. In many cases, a character's career and history may be adapted in part or in full, for example when dealing with the elder members of the Justice Society. Characters who have received massive or temporary upgrades in powers or items (Becoming the avatar of Parallax, White Lantern rings, artifacts of ungodly magic, etc) will likely be expected to start play without these powers and items. If you have any question, just ask staff.<br />
<br />
Characters from any DC label that you feel would mesh well with the AU may be discussed for adaptation. The final word on this is with Staff, please trust us to fully consider and discuss this before rendering a verdict, we understand that it can be difficult to be denied a favorite choice. Please also keep in mind when adapting characters that the animated universe is somewhat lower-power than the comics, and characters brought into it may need to be slightly downgraded in power level. In almost every case where Staff's primary concern with a character is power level, this will be the solution rather than banning the character itself.<br />
<br />
Staff also reserves the right to introduce non-animated elements from the comics into continuity proactively as necessary.<br />
<br />
===Age Limits===<br />
There are a few FCs below the age of 16 in the DC universe. These FCs may be applied for, but should be adapted to be at least 16 years of age. In no case will DCAM allow a PC under 16 years of age, or who is explicitly or implicitly stated to appear as such. Younger characters may be NPC'ed as necessary, but any inappropriate conduct will result in immediate dismissal of the offending player.<br />
<br />
Please keep in mind that players on the site must be 18 years of age. We do not allow younger players, and we are sorry for any inconvenience.<br />
<br />
===Love and Marriage===<br />
Feature Characters are welcome to develop romantic relationships with other characters. In order to be conscientious of potential future players, however, any FC who wishes to propose marriage or have a child must submit a request to Staff. Please be aware up-front that these requests are not especially likely to be passed if the development in question is not present in the pre-existing animated or comics canon, and/or supported by long-term play and stability.<br />
<br />
===Banned Characters===<br />
On DCA MU* there are a few characters who, as a general rule, may not be used as PCs. These characters are usually not available for application, but staff welcomes original and insightful suggestions for adapting them to theme. This list includes:<br />
<br />
{|width="75%" cellpadding="1" align="center"<br />
|-<br />
|5th Dimension Characters || Alternate Universe Characters || Amazo <br />
|-<br />
|Non-Sentient Animals || Brainiac || Chemo <br />
|-<br />
|Chronos || Despero || Doomsday<br />
|-<br />
|Dr. Psycho || The Endless || Future Characters* <br />
|-<br />
|Dial H For Hero || Hippolyta || Johnny Thunder <br />
|-<br />
|The Monitor and Anti-Monitor || Morgaine le Fey || Nekron <br />
|-<br />
|Some New Gods** || Olympians/Titans*** || Parallax <br />
|-<br />
|The Phantom Stranger || Ray Thompson || The Spectre <br />
|-<br />
|Starro || Swamp Thing || Waverider || <br />
|}<br />
(*) - Future Characters not banned: Booster Gold, Impulse, Goldstar, Sungirl, Rip Hunter, others TBD.<br><br />
(**) - New Gods banned: Highfather, Darkseid, Metron, Black Racer, Malice Vundabar<br><br />
(***) - Olympians/Titans not banned: Circe, Hercules.<br><br />
<br />
'''This list is not all-inclusive. Theme Staff has the final say with regards to which characters may be PCs.'''<br />
<br />
===Restricted Characters===<br />
While not out and out banned, the following characters or character categories will need to be discussed with staff and are likely to have plot significance that will require cooperation and detail from the applicant, and/or a good plan to fit them in and make them work.<br />
<br><br />
<br><br />
{|width="75%" cellpadding="1" align="center"<br />
|-<br />
|Kryptonians || Lanterns (other colors than Green) || The Ultimen <br />
|-<br />
|Wildstorm characters<br />
|}<br />
<br />
==Original Characters==<br />
Original Characters are just what they sound like, original creations not found in any DC products. OCs are slightly limited by comparison to FCs; generally, they will not be the very best at what they do. They may not be the near-perfect physical god Superman is, the ultimate super scientist Lex Luthor is, or a better detective than Batman for example. OCs may, however, grow through RP by the same measure as any other character, and are encouraged to shine. Try to equalize powers and skill levels with experience levels, and avoid coming in as super famous - as no one on the game will have actually heard of you yet! OCs are expected to consider carefully their goals, psychology, and flaws, and how these mesh with age, experience level, and desired RP.<br />
<br />
===Banned Concepts===<br />
The following OC concepts are not acceptable:<br />
<br />
*Alternate reality versions of FCs<br />
*Clones of FCs<br />
*Heretofore unknown relatives of FCs<br />
*Lanterns (However, OCs are eligible to join - or be selected by - the various Corps in play.)<br />
<br />
===Restricted Concepts===<br />
These OC concepts are possible but will require an exceptional app:<br />
<br />
*Magicians<br />
*Telepaths<br />
*Regenerators<br />
*Time or Reality Manipulators<br />
*Time Travelers<br />
*Dimensional Travelers<br />
*Super-Soldiers<br />
*Demons, Angels, Fae, et cetera<br />
*Immortals<br />
*Independently Wealthy Persons<br />
*Veterans<br />
<br />
<br />
'''This list is not all-inclusive. Theme Staff has the final say with regards to which concepts are allowed.'''<br />
<br />
==Miscellany==<br />
<br />
===FAQ===<br />
Q: What is the Concept Application?<br><br />
A: The Concept App serves to quickly show that you understand the basics of the character (in the case of an FC) or that the character is thematically acceptable (in the case of an OC). Characters who are Concept Approved may RP freely, and are expected to complete the full application within two weeks. Problems with details of the powers or portrayal may be examined in this period and can be addressed on the application. Players are expected to cooperate with one another and staff in making sure the new character meshes with the game and theme.<br />
<br />
Q: How long will it take for me to get approved?<br><br />
A: We aim to handle concept applications as they come in, providing an environment where new players can join a game and drop IC almost instantly after considering the rules and character options. Obviously, we can't be awake and on duty 24/7, but concept apps should never take long when an appstaffer is available. When submitting the full application, you should hear back from staff within 24 hours, under most circumstances, if not much sooner. Problems with the app may delay actual approval, but we will make every effort to highly prioritize incoming players and address applications quickly. If you have not heard from staff within 24 hours, please add a comment to the application job, or page to inquire.<br />
<br />
Q: The character I want isn't listed as [[:Category:Available|Available]], but he or she isn't in play at the moment. Can I still apply for him or her?<br><br />
A: The Available list is generally only comprised of those FCs who appeared in the cartoon or who have had previous players. Assuming the character you want isn't on the Banned list, he or she is probably perfectly acceptable; the only exception is characters who simply cannot exist in the animated continuity (such as Kara Zor-El, who is replaced in the animated continuity by Kara In-Ze).<br />
<br />
Q: I want to apply for a character on your Banned list, or I want to apply for a character listed on the wiki as an NPC. What should I do?<br><br />
A: This is unlikely to be allowed, but it never hurts to ask. Page, +request or @mail staff with your reasoning for how that character will work as a PC.<br />
<br />
Q: How long does my background have to be?<br><br />
A: FCs can (and are encouraged to) use bullet points as long as they get all their important information across. OCs need to write prose backgrounds, but they do not need to be very long. Just make sure we know who you are, where you came from, and what you're doing in the DCU.<br />
<br />
Q: When is our Theme cutoff?<br><br />
A: DCAM diverges from the regular animated continuity after the JLU episode 5.11 "Ancient History". This is because the following episodes involve a lot of character death, and we think that'd be a waste when so many of the deceased in question could make great PCs.<br />
<br />
Q: Can I use a Feature/Original Character in my background?<br><br />
A: You may not use any character that is currently being played in your background without the permission of that character's player, unless the characters have interacted in canon. This includes OCs, who may not be used without permission under any circumstances. If you want to use a Feature Character who is not currently being played, you may inquire with staff.<br />
<br />
Q: What exactly needs to be written up as a trait?<br><br />
Any power or item you plan to use consistently has to be written up as a trait. These traits are locked upon approval. Traits don't need to be too long, one or two sentences can be fine, but they do need to be informative. The best traits provide comparative or numerical examples that can be used easily in consent RP, such as "Captain Amazing has superhuman strength on the level of Wonder Woman, but would fall easily before Superman," or "Psionic Lass can levitate 3000 pounds of matter with her telekinesis."<br />
<br />
Q: I forgot a trait! Or I didn't forget a trait, but one of them has developed to the point that it needs to be re-delineated. What do I do?<br><br />
A: If you want to add a new +trait or update an old one, put in a +request to Theme Staff. If your request is reasonable and makes sense, they'll unlock your sheet and let you make the proper changes.<br />
<br />
Q: If I'm applying for the Green Arrow, do I need to define every single one of his trick arrows on my sheet?<br><br />
A: No; we understand that the Green Arrow has a variety of different arrows for different situations that come up on the fly. Please outline a few examples in your traits and otherwise remain reasonable in your RP. However, characters with broader powersets like sorcery will be required to write out what, exactly, they are capable of. We realize this is not exactly in keeping with the comic books (where Zatanna, for example, can do anything she sets her mind to), but it's necessary to keep a consent game running smoothly, and keep power levels sane across the board.<br />
<br />
Q: What if the character I want hasn't been in the Animated Universe?<br><br />
A: Some characters, such as Jason Todd or Hal Jordan will require significant tweaking, but are still available. The reason they never showed up in the Animated Universe is most likely due to back story issues or issues regarding wanting a different feel by the production staff. Hal Jordan is prime example, as his origins have been taken by Kyle Rayner. Please speak to staff regarding these kind of characters so we can help get them into a proper fit.<br />
<br />
===The Waitlist===<br />
FCs may be set Available on the wiki if they have not logged in for over 15 days, or have not RP'ed in 30 days. If you are going to be unable to log in and play for a while, please ask staff to set you on Vacation.<br />
<br />
If you want a character but he or she is already being played, please feel free to contact staff to have your name put on the '''Waitlist'''. This is a +job only viewable by staff, where a record is kept of all waitlisted characters. If that character becomes available, you will get first crack at them. Characters with a waitlist will be more strictly enforced when passing out of the above outlined boundaries, so expect more prominent characters to require more consistent activity.<br />
<br />
===Advancement===<br />
Characters may evolve in strength, skill, status, and personality over the course of play. Much of this is in the hands of the player. If you wish to change a +sheet entry to better reflect your changing situation, please page or @mail appstaff. In most cases, this will involve a brief justification of how these changes have come about in one's RP.<br />
<br />
We are considering an xp system of one kind or another to help provide an objective basis for judging more major shifts.<br />
<br />
{{newsnav}}<br />
[[Category:Policies]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/CharactersCharacters2012-02-14T22:16:32Z<p>Brock: /* Tiers */</p>
<hr />
<div>To get a '''character bit''' on DCA MU*, log in as a guest and talk to any one of our staffers. If you're not sure which characters are free, '''[[:Category:Available|this]]''' may be a good place to start.<br />
==Tiers==<br />
DC Animated MU* uses a simple system to divide highly popular heroes and villains from less well known and infrequently used characters. This system breaks down as follows:<br />
<br><br><br />
'''[[:Category:Tier 1|Headliner]]''': A city's principle guardian and their archvillain, along with iconic DC staples. Examples of Headline characters include Batman and the Joker, Superman and Lex Luthor, Wonder Woman, and the Flash. Staff reserves the right to append these list, and note Headline chars will by definition have the most alt-crossover, often with entire rogues galleries or organizations of their own.<br />
<br><br><br />
<br />
'''[[:Category:Tier 4|Support]]''': Support characters without a major career in either the hero or villain roles will fall into this category. They may also be exceptional in any number of ways, but their main purpose in life is something other than wearing tights and doing good and evil. Examples of Support tier characters include Alfred Pennyworth, Jim Gordon, Lois Lane, Jimmy Olsen, Linda Park, or Vicki Vale. These characters do not count towards alt quotas.<br />
<br />
==Alts==<br />
Players may have up to four superhero or supervillain alts. Of these, no more than one may be a Headline character.<br />
<br><br><br />
Characters which should, thematically, interact a great deal cannot be alts for the same person. In general staff will be lenient about this, but in no case will the same player have, for instance: Batman and Robin, Aquaman and Black Manta, Hal Jordan and Sinestro, etc.<br />
<br><br><br />
There is no numeric limit to support characters, but players are encouraged to be sensible about both alt interaction and RP availability. Waitlist and idletime concerns (see below) will be amplified when directed towards players with more than three alts.<br />
<br />
==Feature Characters==<br />
Characters originating from DC Comics media including the comics and animated series are considered FCs. FCs who are featured in the shows that make up the game's [[theme]] are expected to incorporate these events and traits into their backstory and portrayal. While other sources may be adapted within reason, this single, relatively simple sequence of events provides a good foundation for the game to build from, and should be altered minimally if at all.<br />
<br />
Subsequent players of an FC are encouraged to start their play where the previous player left off. It's helpful to read the previous player's logs, and speak with connected characters. If you have any particular concerns about the previous player(s), please talk to Staff. We understand that some elements can be difficult to pick up and play, like romantic entanglements and close friendships. While a 'soft reset' is certainly possible, we encourage players to consider compromises that move the story -forward-, rather than backwards. For example, an amicable (or not!) breakup, argument, or absence of some sort leading into the present day.<br />
<br />
DCAM is not a "Year One" game. While some characters may be ideally suited to such an adaptation, perhaps due to absence in the AU or the simple appeal of starting from scratch, players are under no impetus to start a character 'over' simply because they are being adapted from mainline DC. In many cases, a character's career and history may be adapted in part or in full, for example when dealing with the elder members of the Justice Society. Characters who have received massive or temporary upgrades in powers or items (Becoming the avatar of Parallax, White Lantern rings, artifacts of ungodly magic, etc) will likely be expected to start play without these powers and items. If you have any question, just ask staff.<br />
<br />
Characters from any DC label that you feel would mesh well with the AU may be discussed for adaptation. The final word on this is with Staff, please trust us to fully consider and discuss this before rendering a verdict, we understand that it can be difficult to be denied a favorite choice. Please also keep in mind when adapting characters that the animated universe is somewhat lower-power than the comics, and characters brought into it may need to be slightly downgraded in power level. In almost every case where Staff's primary concern with a character is power level, this will be the solution rather than banning the character itself.<br />
<br />
Staff also reserves the right to introduce non-animated elements from the comics into continuity proactively as necessary.<br />
<br />
===Age Limits===<br />
There are a few FCs below the age of 16 in the DC universe. These FCs may be applied for, but should be adapted to be at least 16 years of age. In no case will DCAM allow a PC under 16 years of age, or who is explicitly or implicitly stated to appear as such. Younger characters may be NPC'ed as necessary, but any inappropriate conduct will result in immediate dismissal of the offending player.<br />
<br />
Please keep in mind that players on the site must be 18 years of age. We do not allow younger players, and we are sorry for any inconvenience.<br />
<br />
===Love and Marriage===<br />
Feature Characters are welcome to develop romantic relationships with other characters. In order to be conscientious of potential future players, however, any FC who wishes to propose marriage or have a child must submit a request to Staff. Please be aware up-front that these requests are not especially likely to be passed if the development in question is not present in the pre-existing animated or comics canon, and/or supported by long-term play and stability.<br />
<br />
===Banned Characters===<br />
On DCA MU* there are a few characters who, as a general rule, may not be used as PCs. These characters are usually not available for application, but staff welcomes original and insightful suggestions for adapting them to theme. This list includes:<br />
<br />
{|width="75%" cellpadding="1" align="center"<br />
|-<br />
|5th Dimension Characters || Alternate Universe Characters || Amazo <br />
|-<br />
|Non-Sentient Animals || Brainiac || Chemo <br />
|-<br />
|Chronos || Despero || Doomsday<br />
|-<br />
|Dr. Psycho || The Endless || Future Characters* <br />
|-<br />
|Dial H For Hero || Hippolyta || Johnny Thunder <br />
|-<br />
|The Monitor and Anti-Monitor || Morgaine le Fey || Nekron <br />
|-<br />
|Some New Gods** || Olympians/Titans*** || Parallax <br />
|-<br />
|The Phantom Stranger || Ray Thompson || The Spectre <br />
|-<br />
|Starro || Swamp Thing || Waverider || <br />
|}<br />
(*) - Future Characters not banned: Booster Gold, Impulse, Goldstar, Sungirl, Rip Hunter, others TBD.<br><br />
(**) - New Gods banned: Highfather, Darkseid, Metron, Black Racer, Malice Vundabar<br><br />
(***) - Olympians/Titans not banned: Circe, Hercules.<br><br />
<br />
'''This list is not all-inclusive. Theme Staff has the final say with regards to which characters may be PCs.'''<br />
<br />
===Restricted Characters===<br />
While not out and out banned, the following characters or character categories will need to be discussed with staff and are likely to have plot significance that will require cooperation and detail from the applicant, and/or a good plan to fit them in and make them work.<br />
<br><br />
<br><br />
{|width="75%" cellpadding="1" align="center"<br />
|-<br />
|Kryptonians || Lanterns (other colors than Green) || The Ultimen <br />
|-<br />
|Wildstorm characters<br />
|}<br />
<br />
==Original Characters==<br />
Original Characters are just what they sound like, original creations not found in any DC products. OCs are slightly limited by comparison to FCs; generally, they will not be the very best at what they do. They may not be the near-perfect physical god Superman is, the ultimate super scientist Lex Luthor is, or a better detective than Batman for example. OCs may, however, grow through RP by the same measure as any other character, and are encouraged to shine. Try to equalize powers and skill levels with experience levels, and avoid coming in as super famous - as no one on the game will have actually heard of you yet! OCs are expected to consider carefully their goals, psychology, and flaws, and how these mesh with age, experience level, and desired RP.<br />
<br />
===Banned Concepts===<br />
The following OC concepts are not acceptable:<br />
<br />
*Alternate reality versions of FCs<br />
*Clones of FCs<br />
*Heretofore unknown relatives of FCs<br />
*Lanterns (However, OCs are eligible to join - or be selected by - the various Corps in play.)<br />
<br />
===Restricted Concepts===<br />
These OC concepts are possible but will require an exceptional app:<br />
<br />
*Magicians<br />
*Telepaths<br />
*Regenerators<br />
*Time or Reality Manipulators<br />
*Time Travelers<br />
*Dimensional Travelers<br />
*Super-Soldiers<br />
*Demons, Angels, Fae, et cetera<br />
*Immortals<br />
*Independently Wealthy Persons<br />
*Veterans<br />
<br />
<br />
'''This list is not all-inclusive. Theme Staff has the final say with regards to which concepts are allowed.'''<br />
<br />
==Miscellany==<br />
<br />
===FAQ===<br />
Q: What is the Concept Application?<br><br />
A: The Concept App serves to quickly show that you understand the basics of the character (in the case of an FC) or that the character is thematically acceptable (in the case of an OC). Characters who are Concept Approved may RP freely, and are expected to complete the full application within two weeks. Problems with details of the powers or portrayal may be examined in this period and can be addressed on the application. Players are expected to cooperate with one another and staff in making sure the new character meshes with the game and theme.<br />
<br />
Q: How long will it take for me to get approved?<br><br />
A: We aim to handle concept applications as they come in, providing an environment where new players can join a game and drop IC almost instantly after considering the rules and character options. Obviously, we can't be awake and on duty 24/7, but concept apps should never take long when an appstaffer is available. When submitting the full application, you should hear back from staff within 24 hours, under most circumstances, if not much sooner. Problems with the app may delay actual approval, but we will make every effort to highly prioritize incoming players and address applications quickly. If you have not heard from staff within 24 hours, please add a comment to the application job, or page to inquire.<br />
<br />
Q: The character I want isn't listed as [[:Category:Available|Available]], but he or she isn't in play at the moment. Can I still apply for him or her?<br><br />
A: The Available list is generally only comprised of those FCs who appeared in the cartoon or who have had previous players. Assuming the character you want isn't on the Banned list, he or she is probably perfectly acceptable; the only exception is characters who simply cannot exist in the animated continuity (such as Kara Zor-El, who is replaced in the animated continuity by Kara In-Ze).<br />
<br />
Q: I want to apply for a character on your Banned list, or I want to apply for a character listed on the wiki as an NPC. What should I do?<br><br />
A: This is unlikely to be allowed, but it never hurts to ask. Page, +request or @mail staff with your reasoning for how that character will work as a PC.<br />
<br />
Q: How long does my background have to be?<br><br />
A: FCs can (and are encouraged to) use bullet points as long as they get all their important information across. OCs need to write prose backgrounds, but they do not need to be very long. Just make sure we know who you are, where you came from, and what you're doing in the DCU.<br />
<br />
Q: When is our Theme cutoff?<br><br />
A: DCAM diverges from the regular animated continuity after the JLU episode 5.11 "Ancient History". This is because the following episodes involve a lot of character death, and we think that'd be a waste when so many of the deceased in question could make great PCs.<br />
<br />
Q: Can I use a Feature/Original Character in my background?<br><br />
A: You may not use any character that is currently being played in your background without the permission of that character's player, unless the characters have interacted in canon. This includes OCs, who may not be used without permission under any circumstances. If you want to use a Feature Character who is not currently being played, you may inquire with staff.<br />
<br />
Q: What exactly needs to be written up as a trait?<br><br />
Any power or item you plan to use consistently has to be written up as a trait. These traits are locked upon approval. Traits don't need to be too long, one or two sentences can be fine, but they do need to be informative. The best traits provide comparative or numerical examples that can be used easily in consent RP, such as "Captain Amazing has superhuman strength on the level of Wonder Woman, but would fall easily before Superman," or "Psionic Lass can levitate 3000 pounds of matter with her telekinesis."<br />
<br />
Q: I forgot a trait! Or I didn't forget a trait, but one of them has developed to the point that it needs to be re-delineated. What do I do?<br><br />
A: If you want to add a new +trait or update an old one, put in a +request to Theme Staff. If your request is reasonable and makes sense, they'll unlock your sheet and let you make the proper changes.<br />
<br />
Q: If I'm applying for the Green Arrow, do I need to define every single one of his trick arrows on my sheet?<br><br />
A: No; we understand that the Green Arrow has a variety of different arrows for different situations that come up on the fly. Please outline a few examples in your traits and otherwise remain reasonable in your RP. However, characters with broader powersets like sorcery will be required to write out what, exactly, they are capable of. We realize this is not exactly in keeping with the comic books (where Zatanna, for example, can do anything she sets her mind to), but it's necessary to keep a consent game running smoothly, and keep power levels sane across the board.<br />
<br />
Q: What if the character I want hasn't been in the Animated Universe?<br><br />
A: Some characters, such as Jason Todd or Hal Jordan will require significant tweaking, but are still available. The reason they never showed up in the Animated Universe is most likely due to back story issues or issues regarding wanting a different feel by the production staff. Hal Jordan is prime example, as his origins have been taken by Kyle Rayner. Please speak to staff regarding these kind of characters so we can help get them into a proper fit.<br />
<br />
===The Waitlist===<br />
FCs may be set Available on the wiki if they have not logged in for over 15 days, or have not RP'ed in 30 days. If you are going to be unable to log in and play for a while, please ask staff to set you on Vacation.<br />
<br />
If you want a character but he or she is already being played, please feel free to contact staff to have your name put on the '''Waitlist'''. This is a +job only viewable by staff, where a record is kept of all waitlisted characters. If that character becomes available, you will get first crack at them. Characters with a waitlist will be more strictly enforced when passing out of the above outlined boundaries, so expect more prominent characters to require more consistent activity.<br />
<br />
===Advancement===<br />
Characters may evolve in strength, skill, status, and personality over the course of play. Much of this is in the hands of the player. If you wish to change a +sheet entry to better reflect your changing situation, please page or @mail appstaff. In most cases, this will involve a brief justification of how these changes have come about in one's RP.<br />
<br />
We are considering an xp system of one kind or another to help provide an objective basis for judging more major shifts.<br />
<br />
{{newsnav}}<br />
[[Category:Policies]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/CharactersCharacters2012-02-14T16:55:14Z<p>Brock: /* Alts */</p>
<hr />
<div>To get a '''character bit''' on DCA MU*, log in as a guest and talk to any one of our staffers. If you're not sure which characters are free, '''[[:Category:Available|this]]''' may be a good place to start.<br />
==Tiers==<br />
DC Animated MU* uses a simple system to divide highly popular heroes and villains from less well known and infrequently used characters. This system breaks down as follows:<br />
<br><br><br />
'''[[:Category:Tier 1|Headliner]]''': A city's principle guardian and their archvillain, along with iconic DC staples. Examples of Headline characters include Batman and the Joker, Superman and Lex Luthor, Wonder Woman, and the Flash. Staff reserves the right to append these list, and note Headline chars will by definition have the most alt-crossover, often with entire rogues galleries or organizations of their own.<br />
<br><br><br />
<br />
'''[[:Category:Tier 4|Support]]''': Support characters without a major career in either the hero or villain roles will fall into this category. They may also be exceptional in any number of ways, but their main purpose in life is something other than wearing tights and doing good and evil. Examples of Tier 4 characters include Alfred Pennyworth, Jim Gordon, Lois Lane, Jimmy Olsen, Linda Park, or Vicki Vale. These characters do not count towards alt quotas.<br />
<br />
==Alts==<br />
Players may have up to four superhero or supervillain alts. Of these, no more than one may be a Headline character.<br />
<br><br><br />
Characters which should, thematically, interact a great deal cannot be alts for the same person. In general staff will be lenient about this, but in no case will the same player have, for instance: Batman and Robin, Aquaman and Black Manta, Hal Jordan and Sinestro, etc.<br />
<br><br><br />
There is no numeric limit to support characters, but players are encouraged to be sensible about both alt interaction and RP availability. Waitlist and idletime concerns (see below) will be amplified when directed towards players with more than three alts.<br />
<br />
==Feature Characters==<br />
Characters originating from DC Comics media including the comics and animated series are considered FCs. FCs who are featured in the shows that make up the game's [[theme]] are expected to incorporate these events and traits into their backstory and portrayal. While other sources may be adapted within reason, this single, relatively simple sequence of events provides a good foundation for the game to build from, and should be altered minimally if at all.<br />
<br />
Subsequent players of an FC are encouraged to start their play where the previous player left off. It's helpful to read the previous player's logs, and speak with connected characters. If you have any particular concerns about the previous player(s), please talk to Staff. We understand that some elements can be difficult to pick up and play, like romantic entanglements and close friendships. While a 'soft reset' is certainly possible, we encourage players to consider compromises that move the story -forward-, rather than backwards. For example, an amicable (or not!) breakup, argument, or absence of some sort leading into the present day.<br />
<br />
DCAM is not a "Year One" game. While some characters may be ideally suited to such an adaptation, perhaps due to absence in the AU or the simple appeal of starting from scratch, players are under no impetus to start a character 'over' simply because they are being adapted from mainline DC. In many cases, a character's career and history may be adapted in part or in full, for example when dealing with the elder members of the Justice Society. Characters who have received massive or temporary upgrades in powers or items (Becoming the avatar of Parallax, White Lantern rings, artifacts of ungodly magic, etc) will likely be expected to start play without these powers and items. If you have any question, just ask staff.<br />
<br />
Characters from any DC label that you feel would mesh well with the AU may be discussed for adaptation. The final word on this is with Staff, please trust us to fully consider and discuss this before rendering a verdict, we understand that it can be difficult to be denied a favorite choice. Please also keep in mind when adapting characters that the animated universe is somewhat lower-power than the comics, and characters brought into it may need to be slightly downgraded in power level. In almost every case where Staff's primary concern with a character is power level, this will be the solution rather than banning the character itself.<br />
<br />
Staff also reserves the right to introduce non-animated elements from the comics into continuity proactively as necessary.<br />
<br />
===Age Limits===<br />
There are a few FCs below the age of 16 in the DC universe. These FCs may be applied for, but should be adapted to be at least 16 years of age. In no case will DCAM allow a PC under 16 years of age, or who is explicitly or implicitly stated to appear as such. Younger characters may be NPC'ed as necessary, but any inappropriate conduct will result in immediate dismissal of the offending player.<br />
<br />
Please keep in mind that players on the site must be 18 years of age. We do not allow younger players, and we are sorry for any inconvenience.<br />
<br />
===Love and Marriage===<br />
Feature Characters are welcome to develop romantic relationships with other characters. In order to be conscientious of potential future players, however, any FC who wishes to propose marriage or have a child must submit a request to Staff. Please be aware up-front that these requests are not especially likely to be passed if the development in question is not present in the pre-existing animated or comics canon, and/or supported by long-term play and stability.<br />
<br />
===Banned Characters===<br />
On DCA MU* there are a few characters who, as a general rule, may not be used as PCs. These characters are usually not available for application, but staff welcomes original and insightful suggestions for adapting them to theme. This list includes:<br />
<br />
{|width="75%" cellpadding="1" align="center"<br />
|-<br />
|5th Dimension Characters || Alternate Universe Characters || Amazo <br />
|-<br />
|Non-Sentient Animals || Brainiac || Chemo <br />
|-<br />
|Chronos || Despero || Doomsday<br />
|-<br />
|Dr. Psycho || The Endless || Future Characters* <br />
|-<br />
|Dial H For Hero || Hippolyta || Johnny Thunder <br />
|-<br />
|The Monitor and Anti-Monitor || Morgaine le Fey || Nekron <br />
|-<br />
|Some New Gods** || Olympians/Titans*** || Parallax <br />
|-<br />
|The Phantom Stranger || Ray Thompson || The Spectre <br />
|-<br />
|Starro || Swamp Thing || Waverider || <br />
|}<br />
(*) - Future Characters not banned: Booster Gold, Impulse, Goldstar, Sungirl, Rip Hunter, others TBD.<br><br />
(**) - New Gods banned: Highfather, Darkseid, Metron, Black Racer, Malice Vundabar<br><br />
(***) - Olympians/Titans not banned: Circe, Hercules.<br><br />
<br />
'''This list is not all-inclusive. Theme Staff has the final say with regards to which characters may be PCs.'''<br />
<br />
===Restricted Characters===<br />
While not out and out banned, the following characters or character categories will need to be discussed with staff and are likely to have plot significance that will require cooperation and detail from the applicant, and/or a good plan to fit them in and make them work.<br />
<br><br />
<br><br />
{|width="75%" cellpadding="1" align="center"<br />
|-<br />
|Kryptonians || Lanterns (other colors than Green) || The Ultimen <br />
|-<br />
|Wildstorm characters<br />
|}<br />
<br />
==Original Characters==<br />
Original Characters are just what they sound like, original creations not found in any DC products. OCs are slightly limited by comparison to FCs; generally, they will not be the very best at what they do. They may not be the near-perfect physical god Superman is, the ultimate super scientist Lex Luthor is, or a better detective than Batman for example. OCs may, however, grow through RP by the same measure as any other character, and are encouraged to shine. Try to equalize powers and skill levels with experience levels, and avoid coming in as super famous - as no one on the game will have actually heard of you yet! OCs are expected to consider carefully their goals, psychology, and flaws, and how these mesh with age, experience level, and desired RP.<br />
<br />
===Banned Concepts===<br />
The following OC concepts are not acceptable:<br />
<br />
*Alternate reality versions of FCs<br />
*Clones of FCs<br />
*Heretofore unknown relatives of FCs<br />
*Lanterns (However, OCs are eligible to join - or be selected by - the various Corps in play.)<br />
<br />
===Restricted Concepts===<br />
These OC concepts are possible but will require an exceptional app:<br />
<br />
*Magicians<br />
*Telepaths<br />
*Regenerators<br />
*Time or Reality Manipulators<br />
*Time Travelers<br />
*Dimensional Travelers<br />
*Super-Soldiers<br />
*Demons, Angels, Fae, et cetera<br />
*Immortals<br />
*Independently Wealthy Persons<br />
*Veterans<br />
<br />
<br />
'''This list is not all-inclusive. Theme Staff has the final say with regards to which concepts are allowed.'''<br />
<br />
==Miscellany==<br />
<br />
===FAQ===<br />
Q: What is the Concept Application?<br><br />
A: The Concept App serves to quickly show that you understand the basics of the character (in the case of an FC) or that the character is thematically acceptable (in the case of an OC). Characters who are Concept Approved may RP freely, and are expected to complete the full application within two weeks. Problems with details of the powers or portrayal may be examined in this period and can be addressed on the application. Players are expected to cooperate with one another and staff in making sure the new character meshes with the game and theme.<br />
<br />
Q: How long will it take for me to get approved?<br><br />
A: We aim to handle concept applications as they come in, providing an environment where new players can join a game and drop IC almost instantly after considering the rules and character options. Obviously, we can't be awake and on duty 24/7, but concept apps should never take long when an appstaffer is available. When submitting the full application, you should hear back from staff within 24 hours, under most circumstances, if not much sooner. Problems with the app may delay actual approval, but we will make every effort to highly prioritize incoming players and address applications quickly. If you have not heard from staff within 24 hours, please add a comment to the application job, or page to inquire.<br />
<br />
Q: The character I want isn't listed as [[:Category:Available|Available]], but he or she isn't in play at the moment. Can I still apply for him or her?<br><br />
A: The Available list is generally only comprised of those FCs who appeared in the cartoon or who have had previous players. Assuming the character you want isn't on the Banned list, he or she is probably perfectly acceptable; the only exception is characters who simply cannot exist in the animated continuity (such as Kara Zor-El, who is replaced in the animated continuity by Kara In-Ze).<br />
<br />
Q: I want to apply for a character on your Banned list, or I want to apply for a character listed on the wiki as an NPC. What should I do?<br><br />
A: This is unlikely to be allowed, but it never hurts to ask. Page, +request or @mail staff with your reasoning for how that character will work as a PC.<br />
<br />
Q: How long does my background have to be?<br><br />
A: FCs can (and are encouraged to) use bullet points as long as they get all their important information across. OCs need to write prose backgrounds, but they do not need to be very long. Just make sure we know who you are, where you came from, and what you're doing in the DCU.<br />
<br />
Q: When is our Theme cutoff?<br><br />
A: DCAM diverges from the regular animated continuity after the JLU episode 5.11 "Ancient History". This is because the following episodes involve a lot of character death, and we think that'd be a waste when so many of the deceased in question could make great PCs.<br />
<br />
Q: Can I use a Feature/Original Character in my background?<br><br />
A: You may not use any character that is currently being played in your background without the permission of that character's player, unless the characters have interacted in canon. This includes OCs, who may not be used without permission under any circumstances. If you want to use a Feature Character who is not currently being played, you may inquire with staff.<br />
<br />
Q: What exactly needs to be written up as a trait?<br><br />
Any power or item you plan to use consistently has to be written up as a trait. These traits are locked upon approval. Traits don't need to be too long, one or two sentences can be fine, but they do need to be informative. The best traits provide comparative or numerical examples that can be used easily in consent RP, such as "Captain Amazing has superhuman strength on the level of Wonder Woman, but would fall easily before Superman," or "Psionic Lass can levitate 3000 pounds of matter with her telekinesis."<br />
<br />
Q: I forgot a trait! Or I didn't forget a trait, but one of them has developed to the point that it needs to be re-delineated. What do I do?<br><br />
A: If you want to add a new +trait or update an old one, put in a +request to Theme Staff. If your request is reasonable and makes sense, they'll unlock your sheet and let you make the proper changes.<br />
<br />
Q: If I'm applying for the Green Arrow, do I need to define every single one of his trick arrows on my sheet?<br><br />
A: No; we understand that the Green Arrow has a variety of different arrows for different situations that come up on the fly. Please outline a few examples in your traits and otherwise remain reasonable in your RP. However, characters with broader powersets like sorcery will be required to write out what, exactly, they are capable of. We realize this is not exactly in keeping with the comic books (where Zatanna, for example, can do anything she sets her mind to), but it's necessary to keep a consent game running smoothly, and keep power levels sane across the board.<br />
<br />
Q: What if the character I want hasn't been in the Animated Universe?<br><br />
A: Some characters, such as Jason Todd or Hal Jordan will require significant tweaking, but are still available. The reason they never showed up in the Animated Universe is most likely due to back story issues or issues regarding wanting a different feel by the production staff. Hal Jordan is prime example, as his origins have been taken by Kyle Rayner. Please speak to staff regarding these kind of characters so we can help get them into a proper fit.<br />
<br />
===The Waitlist===<br />
FCs may be set Available on the wiki if they have not logged in for over 15 days, or have not RP'ed in 30 days. If you are going to be unable to log in and play for a while, please ask staff to set you on Vacation.<br />
<br />
If you want a character but he or she is already being played, please feel free to contact staff to have your name put on the '''Waitlist'''. This is a +job only viewable by staff, where a record is kept of all waitlisted characters. If that character becomes available, you will get first crack at them. Characters with a waitlist will be more strictly enforced when passing out of the above outlined boundaries, so expect more prominent characters to require more consistent activity.<br />
<br />
===Advancement===<br />
Characters may evolve in strength, skill, status, and personality over the course of play. Much of this is in the hands of the player. If you wish to change a +sheet entry to better reflect your changing situation, please page or @mail appstaff. In most cases, this will involve a brief justification of how these changes have come about in one's RP.<br />
<br />
We are considering an xp system of one kind or another to help provide an objective basis for judging more major shifts.<br />
<br />
{{newsnav}}<br />
[[Category:Policies]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/CharactersCharacters2012-02-14T16:54:17Z<p>Brock: /* Tiers */</p>
<hr />
<div>To get a '''character bit''' on DCA MU*, log in as a guest and talk to any one of our staffers. If you're not sure which characters are free, '''[[:Category:Available|this]]''' may be a good place to start.<br />
==Tiers==<br />
DC Animated MU* uses a simple system to divide highly popular heroes and villains from less well known and infrequently used characters. This system breaks down as follows:<br />
<br><br><br />
'''[[:Category:Tier 1|Headliner]]''': A city's principle guardian and their archvillain, along with iconic DC staples. Examples of Headline characters include Batman and the Joker, Superman and Lex Luthor, Wonder Woman, and the Flash. Staff reserves the right to append these list, and note Headline chars will by definition have the most alt-crossover, often with entire rogues galleries or organizations of their own.<br />
<br><br><br />
<br />
'''[[:Category:Tier 4|Support]]''': Support characters without a major career in either the hero or villain roles will fall into this category. They may also be exceptional in any number of ways, but their main purpose in life is something other than wearing tights and doing good and evil. Examples of Tier 4 characters include Alfred Pennyworth, Jim Gordon, Lois Lane, Jimmy Olsen, Linda Park, or Vicki Vale. These characters do not count towards alt quotas.<br />
<br />
==Alts==<br />
Players may have up to four superhero or supervillain alts. Of these, no more than one may be Tier 1, and at least one of the first three must be a Tier 3 or 4 character. This will allow the application for a fourth 'bonus' slot.<br />
<br><br><br />
Characters which should, thematically, interact a great deal cannot be alts for the same person. In general staff will be lenient about this, but in no case will the same player have, for instance: Batman and Robin, Aquaman and Black Manta, Hal Jordan and Sinestro, etc.<br />
<br><br><br />
There is no numeric limit to Tier 4 support characters, but players are encouraged to be sensible about both alt interaction and RP availability. Waitlist and idletime concerns (see below) will be amplified when directed towards players with more than three alts.<br />
<br />
==Feature Characters==<br />
Characters originating from DC Comics media including the comics and animated series are considered FCs. FCs who are featured in the shows that make up the game's [[theme]] are expected to incorporate these events and traits into their backstory and portrayal. While other sources may be adapted within reason, this single, relatively simple sequence of events provides a good foundation for the game to build from, and should be altered minimally if at all.<br />
<br />
Subsequent players of an FC are encouraged to start their play where the previous player left off. It's helpful to read the previous player's logs, and speak with connected characters. If you have any particular concerns about the previous player(s), please talk to Staff. We understand that some elements can be difficult to pick up and play, like romantic entanglements and close friendships. While a 'soft reset' is certainly possible, we encourage players to consider compromises that move the story -forward-, rather than backwards. For example, an amicable (or not!) breakup, argument, or absence of some sort leading into the present day.<br />
<br />
DCAM is not a "Year One" game. While some characters may be ideally suited to such an adaptation, perhaps due to absence in the AU or the simple appeal of starting from scratch, players are under no impetus to start a character 'over' simply because they are being adapted from mainline DC. In many cases, a character's career and history may be adapted in part or in full, for example when dealing with the elder members of the Justice Society. Characters who have received massive or temporary upgrades in powers or items (Becoming the avatar of Parallax, White Lantern rings, artifacts of ungodly magic, etc) will likely be expected to start play without these powers and items. If you have any question, just ask staff.<br />
<br />
Characters from any DC label that you feel would mesh well with the AU may be discussed for adaptation. The final word on this is with Staff, please trust us to fully consider and discuss this before rendering a verdict, we understand that it can be difficult to be denied a favorite choice. Please also keep in mind when adapting characters that the animated universe is somewhat lower-power than the comics, and characters brought into it may need to be slightly downgraded in power level. In almost every case where Staff's primary concern with a character is power level, this will be the solution rather than banning the character itself.<br />
<br />
Staff also reserves the right to introduce non-animated elements from the comics into continuity proactively as necessary.<br />
<br />
===Age Limits===<br />
There are a few FCs below the age of 16 in the DC universe. These FCs may be applied for, but should be adapted to be at least 16 years of age. In no case will DCAM allow a PC under 16 years of age, or who is explicitly or implicitly stated to appear as such. Younger characters may be NPC'ed as necessary, but any inappropriate conduct will result in immediate dismissal of the offending player.<br />
<br />
Please keep in mind that players on the site must be 18 years of age. We do not allow younger players, and we are sorry for any inconvenience.<br />
<br />
===Love and Marriage===<br />
Feature Characters are welcome to develop romantic relationships with other characters. In order to be conscientious of potential future players, however, any FC who wishes to propose marriage or have a child must submit a request to Staff. Please be aware up-front that these requests are not especially likely to be passed if the development in question is not present in the pre-existing animated or comics canon, and/or supported by long-term play and stability.<br />
<br />
===Banned Characters===<br />
On DCA MU* there are a few characters who, as a general rule, may not be used as PCs. These characters are usually not available for application, but staff welcomes original and insightful suggestions for adapting them to theme. This list includes:<br />
<br />
{|width="75%" cellpadding="1" align="center"<br />
|-<br />
|5th Dimension Characters || Alternate Universe Characters || Amazo <br />
|-<br />
|Non-Sentient Animals || Brainiac || Chemo <br />
|-<br />
|Chronos || Despero || Doomsday<br />
|-<br />
|Dr. Psycho || The Endless || Future Characters* <br />
|-<br />
|Dial H For Hero || Hippolyta || Johnny Thunder <br />
|-<br />
|The Monitor and Anti-Monitor || Morgaine le Fey || Nekron <br />
|-<br />
|Some New Gods** || Olympians/Titans*** || Parallax <br />
|-<br />
|The Phantom Stranger || Ray Thompson || The Spectre <br />
|-<br />
|Starro || Swamp Thing || Waverider || <br />
|}<br />
(*) - Future Characters not banned: Booster Gold, Impulse, Goldstar, Sungirl, Rip Hunter, others TBD.<br><br />
(**) - New Gods banned: Highfather, Darkseid, Metron, Black Racer, Malice Vundabar<br><br />
(***) - Olympians/Titans not banned: Circe, Hercules.<br><br />
<br />
'''This list is not all-inclusive. Theme Staff has the final say with regards to which characters may be PCs.'''<br />
<br />
===Restricted Characters===<br />
While not out and out banned, the following characters or character categories will need to be discussed with staff and are likely to have plot significance that will require cooperation and detail from the applicant, and/or a good plan to fit them in and make them work.<br />
<br><br />
<br><br />
{|width="75%" cellpadding="1" align="center"<br />
|-<br />
|Kryptonians || Lanterns (other colors than Green) || The Ultimen <br />
|-<br />
|Wildstorm characters<br />
|}<br />
<br />
==Original Characters==<br />
Original Characters are just what they sound like, original creations not found in any DC products. OCs are slightly limited by comparison to FCs; generally, they will not be the very best at what they do. They may not be the near-perfect physical god Superman is, the ultimate super scientist Lex Luthor is, or a better detective than Batman for example. OCs may, however, grow through RP by the same measure as any other character, and are encouraged to shine. Try to equalize powers and skill levels with experience levels, and avoid coming in as super famous - as no one on the game will have actually heard of you yet! OCs are expected to consider carefully their goals, psychology, and flaws, and how these mesh with age, experience level, and desired RP.<br />
<br />
===Banned Concepts===<br />
The following OC concepts are not acceptable:<br />
<br />
*Alternate reality versions of FCs<br />
*Clones of FCs<br />
*Heretofore unknown relatives of FCs<br />
*Lanterns (However, OCs are eligible to join - or be selected by - the various Corps in play.)<br />
<br />
===Restricted Concepts===<br />
These OC concepts are possible but will require an exceptional app:<br />
<br />
*Magicians<br />
*Telepaths<br />
*Regenerators<br />
*Time or Reality Manipulators<br />
*Time Travelers<br />
*Dimensional Travelers<br />
*Super-Soldiers<br />
*Demons, Angels, Fae, et cetera<br />
*Immortals<br />
*Independently Wealthy Persons<br />
*Veterans<br />
<br />
<br />
'''This list is not all-inclusive. Theme Staff has the final say with regards to which concepts are allowed.'''<br />
<br />
==Miscellany==<br />
<br />
===FAQ===<br />
Q: What is the Concept Application?<br><br />
A: The Concept App serves to quickly show that you understand the basics of the character (in the case of an FC) or that the character is thematically acceptable (in the case of an OC). Characters who are Concept Approved may RP freely, and are expected to complete the full application within two weeks. Problems with details of the powers or portrayal may be examined in this period and can be addressed on the application. Players are expected to cooperate with one another and staff in making sure the new character meshes with the game and theme.<br />
<br />
Q: How long will it take for me to get approved?<br><br />
A: We aim to handle concept applications as they come in, providing an environment where new players can join a game and drop IC almost instantly after considering the rules and character options. Obviously, we can't be awake and on duty 24/7, but concept apps should never take long when an appstaffer is available. When submitting the full application, you should hear back from staff within 24 hours, under most circumstances, if not much sooner. Problems with the app may delay actual approval, but we will make every effort to highly prioritize incoming players and address applications quickly. If you have not heard from staff within 24 hours, please add a comment to the application job, or page to inquire.<br />
<br />
Q: The character I want isn't listed as [[:Category:Available|Available]], but he or she isn't in play at the moment. Can I still apply for him or her?<br><br />
A: The Available list is generally only comprised of those FCs who appeared in the cartoon or who have had previous players. Assuming the character you want isn't on the Banned list, he or she is probably perfectly acceptable; the only exception is characters who simply cannot exist in the animated continuity (such as Kara Zor-El, who is replaced in the animated continuity by Kara In-Ze).<br />
<br />
Q: I want to apply for a character on your Banned list, or I want to apply for a character listed on the wiki as an NPC. What should I do?<br><br />
A: This is unlikely to be allowed, but it never hurts to ask. Page, +request or @mail staff with your reasoning for how that character will work as a PC.<br />
<br />
Q: How long does my background have to be?<br><br />
A: FCs can (and are encouraged to) use bullet points as long as they get all their important information across. OCs need to write prose backgrounds, but they do not need to be very long. Just make sure we know who you are, where you came from, and what you're doing in the DCU.<br />
<br />
Q: When is our Theme cutoff?<br><br />
A: DCAM diverges from the regular animated continuity after the JLU episode 5.11 "Ancient History". This is because the following episodes involve a lot of character death, and we think that'd be a waste when so many of the deceased in question could make great PCs.<br />
<br />
Q: Can I use a Feature/Original Character in my background?<br><br />
A: You may not use any character that is currently being played in your background without the permission of that character's player, unless the characters have interacted in canon. This includes OCs, who may not be used without permission under any circumstances. If you want to use a Feature Character who is not currently being played, you may inquire with staff.<br />
<br />
Q: What exactly needs to be written up as a trait?<br><br />
Any power or item you plan to use consistently has to be written up as a trait. These traits are locked upon approval. Traits don't need to be too long, one or two sentences can be fine, but they do need to be informative. The best traits provide comparative or numerical examples that can be used easily in consent RP, such as "Captain Amazing has superhuman strength on the level of Wonder Woman, but would fall easily before Superman," or "Psionic Lass can levitate 3000 pounds of matter with her telekinesis."<br />
<br />
Q: I forgot a trait! Or I didn't forget a trait, but one of them has developed to the point that it needs to be re-delineated. What do I do?<br><br />
A: If you want to add a new +trait or update an old one, put in a +request to Theme Staff. If your request is reasonable and makes sense, they'll unlock your sheet and let you make the proper changes.<br />
<br />
Q: If I'm applying for the Green Arrow, do I need to define every single one of his trick arrows on my sheet?<br><br />
A: No; we understand that the Green Arrow has a variety of different arrows for different situations that come up on the fly. Please outline a few examples in your traits and otherwise remain reasonable in your RP. However, characters with broader powersets like sorcery will be required to write out what, exactly, they are capable of. We realize this is not exactly in keeping with the comic books (where Zatanna, for example, can do anything she sets her mind to), but it's necessary to keep a consent game running smoothly, and keep power levels sane across the board.<br />
<br />
Q: What if the character I want hasn't been in the Animated Universe?<br><br />
A: Some characters, such as Jason Todd or Hal Jordan will require significant tweaking, but are still available. The reason they never showed up in the Animated Universe is most likely due to back story issues or issues regarding wanting a different feel by the production staff. Hal Jordan is prime example, as his origins have been taken by Kyle Rayner. Please speak to staff regarding these kind of characters so we can help get them into a proper fit.<br />
<br />
===The Waitlist===<br />
FCs may be set Available on the wiki if they have not logged in for over 15 days, or have not RP'ed in 30 days. If you are going to be unable to log in and play for a while, please ask staff to set you on Vacation.<br />
<br />
If you want a character but he or she is already being played, please feel free to contact staff to have your name put on the '''Waitlist'''. This is a +job only viewable by staff, where a record is kept of all waitlisted characters. If that character becomes available, you will get first crack at them. Characters with a waitlist will be more strictly enforced when passing out of the above outlined boundaries, so expect more prominent characters to require more consistent activity.<br />
<br />
===Advancement===<br />
Characters may evolve in strength, skill, status, and personality over the course of play. Much of this is in the hands of the player. If you wish to change a +sheet entry to better reflect your changing situation, please page or @mail appstaff. In most cases, this will involve a brief justification of how these changes have come about in one's RP.<br />
<br />
We are considering an xp system of one kind or another to help provide an objective basis for judging more major shifts.<br />
<br />
{{newsnav}}<br />
[[Category:Policies]]</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Application/ExamplesApplication/Examples2012-02-11T09:30:28Z<p>Brock: </p>
<hr />
<div>=Sheet=<br />
=====[ Booster Gold: Powers ]=====<br />
FORCE FIELD<br><br />
Built into Booster's powersuit is a force field generator. The golden forcefield he can throw around himself and others is incredibly strong--it can take a direct punch from a foe like Doomsday and allow Booster to survive, although a blow of that strength will burn out the forcefield's power. It is generally used for form-fitting protection but does not prevent knock-back. Booster can also utilize it to ensnare others or to help in picking up otherwise unwieldy objects using the field's 'mass dispersal force'. The field can also absorb energy, recirculating and storing it in his suit, although there is a danger of overload. It grants him life-support for going deep undersea or into outer space.<br />
<br />
FORCE BOLTS<br><br />
Booster can fire powerful golden energy bolts from the blasters mounted on the wrists of his powersuit's gauntlets. He can generate blasts that range in power from a low-grade stun to potent enough to plow through solid concrete or tempered steel.<br />
<br />
VISOR<br><br />
Booster's visor has a HUD for targeting and threat-identification as well as aural communication. It is also a sensory amplification device, enhancing his hearing and granting him infra-red, ultraviolet and magnified vision.<br />
<br />
FLIGHT RING<br><br />
Booster flies utilizing his Legion Flight Ring. His normal top speed is 250mph but in dire situations he can focus his will to push that speed much higher. The ring uses a techno-mental interface, which means Booster can summon it to his hand if it is close enough; it also means that if he gets knocked out, he stops flying. This can be awkward.<br />
<br />
SUPER STRENGTH<br><br />
Thanks to the microcircuitry woven into the mesh of Booster's costume, he can lift roughly 20 tons; double that, with effort. He could do more than this if he overloads the circuitry of his powersuit, with the risk of burnout or power failure.<br />
<br />
----<br />
<br />
<br />
=====[ Booster Gold: Skills ]=====<br />
COMBAT<br><br />
Booster is somewhat facile with fisticuffs, although his form of combat tends to rely on his strength and skill as an athlete. He makes do with solid punches and tackles. He is particularly good at throwing things at other things.<br />
<br />
ACTOR<br><br />
Booster may not be Sir Laurence Olivier, but he can act well enough to land paying roles. What he lacks in thespian skills is made up for by his telegenic looks.<br />
<br />
BUSINESS ACUMEN<br><br />
Booster has a knack for business and management. Not all of his ideas are successful ones, but he knows how to raise and sustain a corporation and even turn a profit.<br />
<br />
ATHLETE<br><br />
Booster was a star football player, in excellent physical condition from years of training. In his own time he was considered one of the greatest quarterbacks to ever play the game.<br />
<br />
SPOKESMODEL<br><br />
Booster is more than willing and able to pimp himself out to corporations and sponsors, using his hero credibility, charisma and good looks to hawk their wares.<br />
<br />
FUTURE EDUCATION<br><br />
Booster's 25th century college education gives him some advantages over someone with an average education in the 21st century. His history Major (with a focus on superheroics in the 20th and 21st centuries) can come in handy.<br />
<br />
----<br />
<br />
=====[ Booster Gold: Resources ]=====<br />
TRUE BROMANCE<br><br />
Booster has a best friend; that friend is Ted Kord, a.k.a. the Blue Beetle. Booster would take a bullet for Ted without a second thought. In fact, if he had the capability to do so he would gladly warp time, space and history just to save his beloved pal's life. Blue and Gold may indulge in light-hearted banter and get into trouble fairly regularly, but beneath the Martin and Lewis antics is a deep and unbreakable bond.<br />
<br />
Since Ted is a mechanical and electronics genius, Booster is forever running to him for assistance in fixing and tuning up his power suit components as well as Skeets.<br />
<br />
JUSTICE LEAGUE<br><br />
Booster Gold has access to some of the resources available to the Justice League members.<br />
<br />
RESIDENCE<br><br />
Booster has an adequate apartment in Metropolis. It isn't a penthouse, but it is high enough to have a decent view that is not completely blocked by other skyscrapers.<br />
<br />
GOLDSTAR INC.<br><br />
Booster started the company, Goldstar Inc., as a way to promote himself in every possible venue. He is having fair to middling success so far, hooking up with acting and modelling contracts and is able to bring in enough money to subsist.<br />
<br />
POWERSUIT<br><br />
Booster Gold has an advanced microcircuitry-powered combat suit that he controls via a techno-biological interface. It is lightweight and flexible and very durable. When not powered up it can withstand being shot by bullets, although this is still very painful to the wearer. The suit can take quite a lot of physical damage and continue to function.<br />
<br />
SKEETS<br><br />
A BX9 security robot and docent at the Metropolis Space Museum in the 25th century, Skeets was brought back in time by Booster Gold. Thanks to Skeets' enormous historical database, he is able to feed Booster information on disasters before they happen, allowing Booster to zoom in to help save the day. He is able to fly, assimilate information and access the 'net for quick data access. He can also fire low-level energy blasts to incapacitate average individuals and is equipped with holo-projectors and scanners. When necessary, Skeets can use an emergency over-ride to interface with Booster's power suit. Roughly the same size and shape as a golden football with fins, he acts as a valet droid for Booster and never hesitates to volunteer comments on any situation.<br />
<br />
----<br />
<br />
=====[ Booster Gold: Specials ]=====<br />
THE FUTURE<br><br />
Booster Gold is from the future! How cool is that? Although there are some gaps in his knowledge (and in Skeets' database) with regards to the 21st century, this affords Booster an almost prescient ability at times. He also notices when recorded history--history to him, at least--suddenly diverges from its original path.<br />
<br />
----<br />
<br />
=====[ Booster Gold: Flaws ]=====<br />
TECHNOLOGY<br><br />
Booster has no innate superpowers and relies on technology to perform superhuman feats. His ring can be removed. His powersuit is resiliant but can be drained of power, overloaded or even damaged if attacks get through his powered-up defenses.<br />
<br />
REPUTATION<br><br />
It may not be entirely true or fair, but Booster has a reputation for being selfish, shallow, dim-witted and arrogant. His glory-seeking and love for money is frowned upon by other heroes.<br />
<br />
SCHEMER<br><br />
Booster has a propensity for coming up with bids for fame and/or moneymaking schemes. Some of his ideas are good, but too often they are baroque constructs that lead him straight into trouble. Despite this, he continues to brainstorm new plans.<br />
<br />
OVERCONFIDENCE<br><br />
Being the most handsome, talented, athletic and brilliant hero around is a burden, but one that Booster is willing to bear. He does not question his true capabilities as often as he ought and he charges into the fray, ready to kick butt--and as a result, sometimes seriously gets his butt kicked.<br />
<br />
PRANKSTER<br><br />
Booster has a playful side that other heroes do not always appreciate. Little jokes and pranks are practically a public service. They ought to lighten up and laugh more!<br />
<br />
GLORY HOUND<br><br />
Who deserves fame more than Booster? No one! Just as valuable as money, fame is a prize that Booster is forever seeking. This can sometimes backfire on him, as other heroes may resent him trying to hog the limelight, or when his tactics are more complex than they need to be because he detects a great photo opportunity in the making.<br />
<br />
GREEDY<br><br />
Booster has a deep seated need to make money. Lots and lots of money. While he would never purposely endanger a citizen or double-cross a friend, monetary greed is a major motivating factor in his life.<br />
<br />
RATS<br><br />
Horrible huge feral rats. Ugh! Booster is mildly phobic of these, especially the nasty enormous sort you can find in Gotham slums and by the docks.<br />
<br />
DAMES<br><br />
Ooh. Girls. The presence of attractive women can be very distracting to Booster, as well as have a noticeable impact on his I.Q. Where he's from, equality of the sexes is a given, but pretty women still boggle his brain.<br />
<br />
----<br />
<br />
=====Background for Booster Gold=====<br />
<br />
Michael Jon 'Booster' Carter was born in Gotham city in the 25th century, two minutes before his twin sister Michelle. When he was four, his father Jonar--a compulsive gambler--lost everything and abandoned his family, leaving them in poverty to live in a Gotham slum. A gifted athlete, Michael earned a football scholarship for Gotham University where he became the finest college quarterback in the nation. Pro scouts fought for the right to sign him when he graduated, promising money and fame. He would finally be able to support his mother and sister.<br />
<br />
When his mother needed a delicate operation to save her life, Michael began betting on the games he was playing in to raise the money, although he never told her nor his sister where the money really came from. Feeling buoyed by his success, he tracked down his father, wanting to bring him back into the family. He found that Jonar still had the gambling bug and was in trouble with loansharks who had already cut his eye out for being unable to pay them back. He guilted Michael into throwing a game, and the officials finally caught on to Michael's illicit dealings. Expelled from Gotham University, banned from college athletics and shunned by the pros, his football career was dead. His mother and sister were devastated; they were still traumatized by what Jonar had done to the family, and it seemed as if Michael had followed in his father's footsteps.<br />
<br />
Feeling that he could never expect forgiveness, Michael left Gotham and drifted until he found employment in Metropolis as a night watchman and janitor at the Metropolis Space Museum. Mopping up the Hall of Heroes at night made him reflect on his ruined life. Seeing the love and enthusiasm people, especially children, had for the heroes of the past stirred his interest. He enrolled in Metropolis University, specializing in the history of superheroes from the twentieth and twenty-first century.<br />
<br />
Rip Hunter's Time Machine in the museum gave him ideas; perhaps he could travel back in time, to redeem himself as a superhero in the 21st century. And if athletes could do endorsements, why couldn't superheroes? Stealing items from the Hall of Heroes display, Booster was briefly thwarted by Skeets, a museum docent and security droid. Booster deactivated Skeets and took it with him, leaping into the Time Machine. With his stolen technology, Booster was able to outfit himself in a brightly colored power suit modeled after the heroes of the 21st century. Intending to take on the codename 'Goldstar', Michael instead fumbled by referring to his football nickname first and thus ended up with the name 'Booster Gold'.<br />
<br />
Well-intentioned and benevolent, Booster Gold honestly does want to make the world better and safer. He just has a deep-seated need for adulation and fame, not to mention money, due to the hardships and failures in his past. He has had some minor success with his company, Goldstar Inc., which exists solely to promote Booster in every possible venue. His initial forays into the realm of crimefighting, however, were not always so efficacious. Over-eager to provide ideal photo-ops in battle, Booster can get distracted from using practical tactics.<br />
<br />
Being a reserve (very much in reserve) member of the Justice League, Booster has occasionally managed to help more high-profile heroes with world-threatening issues. Not that they always notice. Leave it to Mordru to be a huge limelight-stealer. No one seems aware that Booster Gold is completely capable of saving the world from things like portable black holes, if he's given at least four or five chances and a running start at it.<br />
<br />
----<br />
<br />
=====Personality for Booster Gold=====<br />
<br />
A cursory glance at Booster Gold leads people to believe he is shallow, selfish, greedy, arrogant and dim-witted. There are germs of truth in these accusations, but it is not the whole story.<br />
<br />
Booster certainly does seek out ways to make money. He grew up in poverty, struggling to get by in a tiny slum apartment with his mother and twin sister, abandoned by his father. When you huddle in a run-down hovel, hungry and menaced by vermin, money is a beacon that promises to lead you to a better life. Booster has spent enough of his life wanting for things he could not have, he is determined to get a piece of what he has been missing.<br />
<br />
Having made foolish choices that ruined his opportunity to be a football star, and feeling that he could never possibly be forgiven by his mother and sister for this, Booster also craves acceptance and adulation. In the back of his mind he believes this might ease the pain he feels from disappointing the two most important people in his life. He has seen how people admire and adore superheroes, and while it would be a hollow replacement for what he lost with his family, it is better than being alone.<br />
<br />
Despite the glory-hounding, Booster really does have a heart of gold. He wants to be a hero and he wants to help people and save lives. He is also a loyal and devoted friend and would not hesitate to leap in and sacrifice himself to save lives.<br />
<br />
But it helps a little to keep most of this hidden, and most people at further than arm's length. It's better to have fun and a laugh and avoid reflecting on the sad things in life. Especially better to not have people expect too much of you, so you won't disappoint them when you fail. Who wants to be dark and grim? There are other people better suited to that niche.<br />
<br />
=Flaws=<br />
<br />
A few examples of flaws:<br />
<br />
{|width="75%" cellpadding="4" align="left"<br />
|Age (60+)|| Maxima || Berserk || Dependence ||<br />
|-<br />
|Dependent NPC || Destitute || Distinctive Features || Enraged||<br />
|-<br />
|Hunted || Human || Blindness || No Hands||<br />
|-<br />
|One Eye || Unable to Walk || Poor || Always Obeys Orders of Superiors ||<br />
|-<br />
|Cannot Tell a Lie || Casual Killer || Claustrophobia || Code Against Killing ||<br />
|-<br />
|Code of Chivalry || Compulsive Liar || Coward || Fear of Crowds ||<br />
|-<br />
|Greedy || Hatred of - Group || Honorable || In Love with - Individual ||<br />
|-<br />
|Overconfidence || Paranoid || Prankster || Superpatriot ||<br />
|-<br />
|Vengeful || Public Identity || Reputation || Rivalry ||<br />
|-<br />
|Secret Identity || Susceptibility || Unluck || Vulnerability ||<br />
|-<br />
|Watched || Obsessed || Uneducated || Indoctrinated ||<br />
|-<br />
|}</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Application/ExamplesApplication/Examples2012-02-11T09:06:11Z<p>Brock: /* Sheet */</p>
<hr />
<div>=Sheet=<br />
=====[ Booster Gold: Powers ]=====<br />
FORCE FIELD<br />
Built into Booster's powersuit is a force field generator. The golden forcefield he can throw around himself and others is incredibly strong--it can take a direct punch from a foe like Doomsday and allow Booster to survive, although a blow of that strength will burn out the forcefield's power. It is generally used for form-fitting protection but does not prevent knock-back. Booster can also utilize it to ensnare others or to help in picking up otherwise unwieldy objects using the field's 'mass dispersal force'. The field can also absorb energy, recirculating and storing it in his suit, although there is a danger of overload. It grants him life-support for going deep undersea or into outer space.<br />
<br />
FORCE BOLTS<br />
Booster can fire powerful golden energy bolts from the blasters mounted on the wrists of his powersuit's gauntlets. He can generate blasts that range in power from a low-grade stun to potent enough to plow through solid concrete or tempered steel.<br />
<br />
VISOR<br />
Booster's visor has a HUD for targeting and threat-identification as well as aural communication. It is also a sensory amplification device, enhancing his hearing and granting him infra-red, ultraviolet and magnified vision.<br />
<br />
FLIGHT RING<br />
Booster flies utilizing his Legion Flight Ring. His normal top speed is 250mph but in dire situations he can focus his will to push that speed much higher. The ring uses a techno-mental interface, which means Booster can summon it to his hand if it is close enough; it also means that if he gets knocked out, he stops flying. This can be awkward.<br />
<br />
SUPER STRENGTH<br />
Thanks to the microcircuitry woven into the mesh of Booster's costume, he can lift roughly 20 tons; double that, with effort. He could do more than this if he overloads the circuitry of his powersuit, with the risk of burnout or power failure.<br />
<br />
----<br />
<br />
<br />
=====[ Booster Gold: Skills ]=====<br />
COMBAT<br />
Booster is somewhat facile with fisticuffs, although his form of combat tends to rely on his strength and skill as an athlete. He makes do with solid punches and tackles. He is particularly good at throwing things at other things.<br />
<br />
ACTOR<br />
Booster may not be Sir Laurence Olivier, but he can act well enough to land paying roles. What he lacks in thespian skills is made up for by his telegenic looks.<br />
<br />
BUSINESS ACUMEN<br />
Booster has a knack for business and management. Not all of his ideas are successful ones, but he knows how to raise and sustain a corporation and even turn a profit.<br />
<br />
ATHLETE<br />
Booster was a star football player, in excellent physical condition from years of training. In his own time he was considered one of the greatest quarterbacks to ever play the game.<br />
<br />
SPOKESMODEL<br />
Booster is more than willing and able to pimp himself out to corporations and sponsors, using his hero credibility, charisma and good looks to hawk their wares.<br />
<br />
FUTURE EDUCATION<br />
Booster's 25th century college education gives him some advantages over someone with an average education in the 21st century. His history Major (with a focus on superheroics in the 20th and 21st centuries) can come in handy.<br />
<br />
----<br />
<br />
=====[ Booster Gold: Resources ]=====<br />
TRUE BROMANCE<br />
Booster has a best friend; that friend is Ted Kord, a.k.a. the Blue Beetle. Booster would take a bullet for Ted without a second thought. In fact, if he had the capability to do so he would gladly warp time, space and history just to save his beloved pal's life. Blue and Gold may indulge in light-hearted banter and get into trouble fairly regularly, but beneath the Martin and Lewis antics is a deep and unbreakable bond.<br />
<br />
Since Ted is a mechanical and electronics genius, Booster is forever running to him for assistance in fixing and tuning up his power suit components as well as Skeets.<br />
<br />
JUSTICE LEAGUE<br />
Booster Gold has access to some of the resources available to the Justice League members.<br />
<br />
RESIDENCE<br />
Booster has an adequate apartment in Metropolis. It isn't a penthouse, but it is high enough to have a decent view that is not completely blocked by other skyscrapers.<br />
<br />
GOLDSTAR INC.<br />
Booster started the company, Goldstar Inc., as a way to promote himself in every possible venue. He is having fair to middling success so far, hooking up with acting and modelling contracts and is able to bring in enough money to subsist.<br />
<br />
POWERSUIT<br />
Booster Gold has an advanced microcircuitry-powered combat suit that he controls via a techno-biological interface. It is lightweight and flexible and very durable. When not powered up it can withstand being shot by bullets, although this is still very painful to the wearer. The suit can take quite a lot of physical damage and continue to function.<br />
<br />
SKEETS<br />
A BX9 security robot and docent at the Metropolis Space Museum in the 25th century, Skeets was brought back in time by Booster Gold. Thanks to Skeets' enormous historical database, he is able to feed Booster information on disasters before they happen, allowing Booster to zoom in to help save the day. He is able to fly, assimilate information and access the 'net for quick data access. He can also fire low-level energy blasts to incapacitate average individuals and is equipped with holo-projectors and scanners. When necessary, Skeets can use an emergency over-ride to interface with Booster's power suit. Roughly the same size and shape as a golden football with fins, he acts as a valet droid for Booster and never hesitates to volunteer comments on any situation.<br />
<br />
----<br />
<br />
=====[ Booster Gold: Specials ]=====<br />
THE FUTURE<br />
Booster Gold is from the future! How cool is that? Although there are some gaps in his knowledge (and in Skeets' database) with regards to the 21st century, this affords Booster an almost prescient ability at times. He also notices when recorded history--history to him, at least--suddenly diverges from its original path.<br />
<br />
----<br />
<br />
=====[ Booster Gold: Flaws ]=====<br />
TECHNOLOGY<br />
Booster has no innate superpowers and relies on technology to perform superhuman feats. His ring can be removed. His powersuit is resiliant but can be drained of power, overloaded or even damaged if attacks get through his powered-up defenses.<br />
<br />
REPUTATION<br />
It may not be entirely true or fair, but Booster has a reputation for being selfish, shallow, dim-witted and arrogant. His glory-seeking and love for money is frowned upon by other heroes.<br />
<br />
SCHEMER<br />
Booster has a propensity for coming up with bids for fame and/or moneymaking schemes. Some of his ideas are good, but too often they are baroque constructs that lead him straight into trouble. Despite this, he continues to brainstorm new plans.<br />
<br />
OVERCONFIDENCE<br />
Being the most handsome, talented, athletic and brilliant hero around is a burden, but one that Booster is willing to bear. He does not question his true capabilities as often as he ought and he charges into the fray, ready to kick butt--and as a result, sometimes seriously gets his butt kicked.<br />
<br />
PRANKSTER<br />
Booster has a playful side that other heroes do not always appreciate. Little jokes and pranks are practically a public service. They ought to lighten up and laugh more!<br />
<br />
GLORY HOUND<br />
Who deserves fame more than Booster? No one! Just as valuable as money, fame is a prize that Booster is forever seeking. This can sometimes backfire on him, as other heroes may resent him trying to hog the limelight, or when his tactics are more complex than they need to be because he detects a great photo opportunity in the making.<br />
<br />
GREEDY<br />
Booster has a deep seated need to make money. Lots and lots of money. While he would never purposely endanger a citizen or double-cross a friend, monetary greed is a major motivating factor in his life.<br />
<br />
RATS<br />
Horrible huge feral rats. Ugh! Booster is mildly phobic of these, especially the nasty enormous sort you can find in Gotham slums and by the docks.<br />
<br />
DAMES<br />
Ooh. Girls. The presence of attractive women can be very distracting to Booster, as well as have a noticeable impact on his I.Q. Where he's from, equality of the sexes is a given, but pretty women still boggle his brain.<br />
<br />
----<br />
<br />
=====Background for Booster Gold=====<br />
<br />
Michael Jon 'Booster' Carter was born in Gotham city in the 25th century, two minutes before his twin sister Michelle. When he was four, his father Jonar--a compulsive gambler--lost everything and abandoned his family, leaving them in poverty to live in a Gotham slum. A gifted athlete, Michael earned a football scholarship for Gotham University where he became the finest college quarterback in the nation. Pro scouts fought for the right to sign him when he graduated, promising money and fame. He would finally be able to support his mother and sister.<br />
<br />
When his mother needed a delicate operation to save her life, Michael began betting on the games he was playing in to raise the money, although he never told her nor his sister where the money really came from. Feeling buoyed by his success, he tracked down his father, wanting to bring him back into the family. He found that Jonar still had the gambling bug and was in trouble with loansharks who had already cut his eye out for being unable to pay them back. He guilted Michael into throwing a game, and the officials finally caught on to Michael's illicit dealings. Expelled from Gotham University, banned from college athletics and shunned by the pros, his football career was dead. His mother and sister were devastated; they were still traumatized by what Jonar had done to the family, and it seemed as if Michael had followed in his father's footsteps.<br />
<br />
Feeling that he could never expect forgiveness, Michael left Gotham and drifted until he found employment in Metropolis as a night watchman and janitor at the Metropolis Space Museum. Mopping up the Hall of Heroes at night made him reflect on his ruined life. Seeing the love and enthusiasm people, especially children, had for the heroes of the past stirred his interest. He enrolled in Metropolis University, specializing in the history of superheroes from the twentieth and twenty-first century.<br />
<br />
Rip Hunter's Time Machine in the museum gave him ideas; perhaps he could travel back in time, to redeem himself as a superhero in the 21st century. And if athletes could do endorsements, why couldn't superheroes? Stealing items from the Hall of Heroes display, Booster was briefly thwarted by Skeets, a museum docent and security droid. Booster deactivated Skeets and took it with him, leaping into the Time Machine. With his stolen technology, Booster was able to outfit himself in a brightly colored power suit modeled after the heroes of the 21st century. Intending to take on the codename 'Goldstar', Michael instead fumbled by referring to his football nickname first and thus ended up with the name 'Booster Gold'.<br />
<br />
Well-intentioned and benevolent, Booster Gold honestly does want to make the world better and safer. He just has a deep-seated need for adulation and fame, not to mention money, due to the hardships and failures in his past. He has had some minor success with his company, Goldstar Inc., which exists solely to promote Booster in every possible venue. His initial forays into the realm of crimefighting, however, were not always so efficacious. Over-eager to provide ideal photo-ops in battle, Booster can get distracted from using practical tactics.<br />
<br />
Being a reserve (very much in reserve) member of the Justice League, Booster has occasionally managed to help more high-profile heroes with world-threatening issues. Not that they always notice. Leave it to Mordru to be a huge limelight-stealer. No one seems aware that Booster Gold is completely capable of saving the world from things like portable black holes, if he's given at least four or five chances and a running start at it.<br />
<br />
=====Personality for Booster Gold=====<br />
<br />
A cursory glance at Booster Gold leads people to believe he is shallow, selfish, greedy, arrogant and dim-witted. There are germs of truth in these accusations, but it is not the whole story.<br />
<br />
Booster certainly does seek out ways to make money. He grew up in poverty, struggling to get by in a tiny slum apartment with his mother and twin sister, abandoned by his father. When you huddle in a run-down hovel, hungry and menaced by vermin, money is a beacon that promises to lead you to a better life. Booster has spent enough of his life wanting for things he could not have, he is determined to get a piece of what he has been missing.<br />
<br />
Having made foolish choices that ruined his opportunity to be a football star, and feeling that he could never possibly be forgiven by his mother and sister for this, Booster also craves acceptance and adulation. In the back of his mind he believes this might ease the pain he feels from disappointing the two most important people in his life. He has seen how people admire and adore superheroes, and while it would be a hollow replacement for what he lost with his family, it is better than being alone.<br />
<br />
Despite the glory-hounding, Booster really does have a heart of gold. He wants to be a hero and he wants to help people and save lives. He is also a loyal and devoted friend and would not hesitate to leap in and sacrifice himself to save lives.<br />
<br />
But it helps a little to keep most of this hidden, and most people at further than arm's length. It's better to have fun and a laugh and avoid reflecting on the sad things in life. Especially better to not have people expect too much of you, so you won't disappoint them when you fail. Who wants to be dark and grim? There are other people better suited to that niche.<br />
<br />
=Flaws=<br />
<br />
A few examples of flaws:<br />
<br />
{|width="75%" cellpadding="4" align="left"<br />
|Age (60+)|| Maxima || Berserk || Dependence ||<br />
|-<br />
|Dependent NPC || Destitute || Distinctive Features || Enraged||<br />
|-<br />
|Hunted || Human || Blindness || No Hands||<br />
|-<br />
|One Eye || Unable to Walk || Poor || Always Obeys Orders of Superiors ||<br />
|-<br />
|Cannot Tell a Lie || Casual Killer || Claustrophobia || Code Against Killing ||<br />
|-<br />
|Code of Chivalry || Compulsive Liar || Coward || Fear of Crowds ||<br />
|-<br />
|Greedy || Hatred of - Group || Honorable || In Love with - Individual ||<br />
|-<br />
|Overconfidence || Paranoid || Prankster || Superpatriot ||<br />
|-<br />
|Vengeful || Public Identity || Reputation || Rivalry ||<br />
|-<br />
|Secret Identity || Susceptibility || Unluck || Vulnerability ||<br />
|-<br />
|Watched || Obsessed || Uneducated || Indoctrinated ||<br />
|-<br />
|}</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/ApplicationApplication2012-02-11T04:05:28Z<p>Brock: </p>
<hr />
<div>DCAMU's app system is streamlined to allow players to realistically join RP within thirty minutes of settling on a character to play. While this is a target rather than a concrete metric, depending on the availability of appstaff and the current load of applications when you join the game, it is a very realistic estimate that our process is designed to encourage. No one wants to wait a week to get to play a new game, including us.<br />
<br />
'''If you do not already have a character, you can create one at the 'Make Me Real' machine in the OOC Lounge in-game. To begin the app process, simply log your character in and enter the <CG> Chargen exit from the OOC Lounge! The room instructions and +views will walk you through this process step by step.'''<br />
<br />
=Concept App=<br />
To play on DCAMU, all players have only to complete a simple, brief concept app. This is designed to show a working knowledge of the character, and to give the other players on the game an idea what they are dealing with.<br />
<br />
Once you have completed this quick, two-step process, you will be given access to the grid and our RP rooms, and are free to RP with others! Please be [[Behavior|considerate]] of other players and staff, and remember that this is a probationary period to see how you adapt your character, abilities, and attitudes to this game. Please be respectful of any changes staff notes need to be made in this time.<br />
<br />
==Info==<br />
The first room upon entering CG is where you set IC and OOC info for your character, as well as your desc (+help +desc). Please fill this out to the best of your ability, most characters should complete all fields.<br />
<br />
'''All characters should have at least one info field set, generally telling others what their IC reputation may be, even if it amounts to "unknown".'''<br />
<br />
==Concept==<br />
The second room in CG is the Concept Room, here we ask you to summarize your character, in brief.<br />
<br />
'''Please fill out all fields here, and type +con-apply when you have finished this room and the Info room! You should hear back from staff shortly.'''<br />
<br />
=Character Sheet=<br />
The second and final phase of applying for a character on DCAMU is the simple act of filling out that character's +sheet. Moving on to <APP> App Central off the Concept Room, you will find yourself in a hub of rooms that break up each section of the sheet into bite size pieces. Please complete this part of the process within two (2) weeks of con-approval. Players that do not finish, and are not actively RP'ing, may be recast at staff discretion after this period.<br />
<br />
'''You may view an example of a finished sheet and ideas for flaws [[Application/Examples|here]].'''<br />
<br />
==Powers==<br />
A character's superhuman abilities, if any, belong in this category. You are free to describe their powers in individual entries or one, formatted list as you prefer. Please try to give at least a general sense of their upper limits and level of control, as well as any exceptions to the normal function of their abilities. Most individual powers can be satisfactorily summarized briefly, in 3-5 sentences.<br />
<br />
The following format is used to set your powers: '''&power_<power_name> me=<power description>'''<br />
<br />
==Skills==<br />
Non-superhuman abilities that are special about your character. Every character should have at least a few of these. High end mastery should be thoroughly discussed, but in general a brief blurb, even 1-3 sentences, can suffice. Note that these are skills that may apply to your character's ability to meet their aims as hero or villain, mundane skills such as driving, cooking, or painting houses need not be listed, unless they are exceptional and you wish to emphasize them.<br />
<br />
<br />
The following format is used to set your skills: '''&skill_<skill_name> me=<skill description>'''<br />
<br />
==Resources==<br />
Objects and sources of information or materials go in this section. Your character's income, stockpile of money, belongings, or arms, and criminal informants can go here. In most cases these entries can also be very brief.<br />
<br />
The following format is used to set your resources: '''&res_<resource_name> me=<resource description>'''<br />
<br />
==Flaws==<br />
Weaknesses and psychological foibles. All characters should have several of these, at a minimum. Ways your power(s) can be circumvented, your psychology exploited, or your loved ones manipulated to someone else's ends are all examples of what belongs in this section. When deciding if a weakness belongs here or in [[Application#Personality|Personality]], consider if it is something that other characters are likely to exploit, or something that your character does to themselves.<br />
<br />
The following format is used for setting your flaws: '''&flaw_<flaw_name> me=<flaw description>'''<br />
<br />
==Special==<br />
Items that don't fit in the above categories. Perhaps your character is insane, or has peak human physical condition. These sorts of entries go here. As with all sheet entries, if you're unsure what to place where, staff will be glad to help!<br />
<br />
The following format is used to set your specials: '''&special_<special_name> me=<special description>'''<br />
<br />
==Background==<br />
Your character's full background. In most cases this will be 2-5 times as long as the shortbg paragraph written during con-app. It does not need to be sprawling, by any means. Simply cover the defining moments of your character's life, and what brings them into play, so staff has a good idea of your starting motivations and aims.<br />
<br />
<br />
To set your background, use the following format: '''&bg1 me=<Text>''' then '''&bg2 me=<Text>''' Continue this numbering format until your background is complete.<br />
<br />
==Personality==<br />
Your character's psyche, attitudes, and aims. This can be a narrative or a bullet point list (please start all list items with *<item>). This can be as long or short as necessary, just give us a decent overview of how you see the character's between the lines thought processes. Why they fight, how they make decisions, etc.<br />
<br />
To set your personality, use the following format: '''&pers1 me=<personality listing(s)>''' Like background, this may continue into multiple listings if necessary.<br />
<br><br />
<br><br />
<br><br />
<br />
'''That's it! Please carefully proofread your +sheet entries before hitting +apply from the main application hub. Applications with misspelled categories and excessive typos will be bounced back for revision.'''</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Application/ExamplesApplication/Examples2012-02-09T01:20:06Z<p>Brock: /* Flaws */</p>
<hr />
<div>=Sheet=<br />
<br />
<br />
<br />
<br />
=Flaws=<br />
<br />
A few examples of flaws:<br />
<br />
{|width="75%" cellpadding="4" align="left"<br />
|Age (60+)|| Maxima || Berserk || Dependence ||<br />
|-<br />
|Dependent NPC || Destitute || Distinctive Features || Enraged||<br />
|-<br />
|Hunted || Human || Blindness || No Hands||<br />
|-<br />
|One Eye || Unable to Walk || Poor || Always Obeys Orders of Superiors ||<br />
|-<br />
|Cannot Tell a Lie || Casual Killer || Claustrophobia || Code Against Killing ||<br />
|-<br />
|Code of Chivalry || Compulsive Liar || Coward || Fear of Crowds ||<br />
|-<br />
|Greedy || Hatred of - Group || Honorable || In Love with - Individual ||<br />
|-<br />
|Overconfidence || Paranoid || Prankster || Superpatriot ||<br />
|-<br />
|Vengeful || Public Identity || Reputation || Rivalry ||<br />
|-<br />
|Secret Identity || Susceptibility || Unluck || Vulnerability ||<br />
|-<br />
|Watched || Obsessed || Uneducated || Indoctrinated ||<br />
|-<br />
|}</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/ApplicationApplication2012-02-09T01:17:01Z<p>Brock: /* Character Sheet */</p>
<hr />
<div>DCAMU's app system is streamlined to allow players to realistically join RP within thirty minutes of settling on a character to play. While this is a target rather than a concrete metric, depending on the availability of appstaff and the current load of applications when you join the game, it is a very realistic estimate that our process is designed to encourage. No one wants to wait a week to get to play a new game, including us.<br />
<br />
'''To begin the app process, simply log your character in and enter the <CG> Chargen exit from the OOC Lounge! The room instructions and +views will walk you through this process step by step.'''<br />
<br />
=Concept App=<br />
To play on DCAMU, all players have only to complete a simple, brief concept app. This is designed to show a working knowledge of the character, and to give the other players on the game an idea what they are dealing with.<br />
<br />
Once you have completed this quick, two-step process, you will be given access to the grid and our RP rooms, and are free to RP with others! Please be [[Behavior|considerate]] of other players and staff, and remember that this is a probationary period to see how you adapt your character, abilities, and attitudes to this game. Please be respectful of any changes staff notes need to be made in this time.<br />
<br />
==Info==<br />
The first room upon entering CG is where you set IC and OOC info for your character, as well as your desc (+help +desc). Please fill this out to the best of your ability, most characters should complete all fields.<br />
<br />
'''All characters should have at least one info field set, generally telling others what their IC reputation may be, even if it amounts to "unknown".'''<br />
<br />
==Concept==<br />
The second room in CG is the Concept Room, here we ask you to summarize your character, in brief.<br />
<br />
'''Please fill out all fields here, and type +con-apply when you have finished this room and the Info room! You should hear back from staff shortly.'''<br />
<br />
=Character Sheet=<br />
The second and final phase of applying for a character on DCAMU is the simple act of filling out that character's +sheet. Moving on to <APP> App Central off the Concept Room, you will find yourself in a hub of rooms that break up each section of the sheet into bite size pieces. Please complete this part of the process within two (2) weeks of con-approval. Players that do not finish, and are not actively RP'ing, may be recast at staff discretion after this period.<br />
<br />
'''You may view an example of a finished sheet and ideas for flaws [[Application/Examples|here]].'''<br />
<br />
==Powers==<br />
A character's superhuman abilities, if any, belong in this category. You are free to describe their powers in individual entries or one, formatted list as you prefer. Please try to give at least a general sense of their upper limits and level of control, as well as any exceptions to the normal function of their abilities. Most individual powers can be satisfactorily summarized briefly, in 3-5 sentences.<br />
<br />
The following format is used to set your powers: '''&power_<power_name> me=<power description>'''<br />
<br />
==Skills==<br />
Non-superhuman abilities that are special about your character. Every character should have at least a few of these. High end mastery should be thoroughly discussed, but in general a brief blurb, even 1-3 sentences, can suffice. Note that these are skills that may apply to your character's ability to meet their aims as hero or villain, mundane skills such as driving, cooking, or painting houses need not be listed, unless they are exceptional and you wish to emphasize them.<br />
<br />
<br />
The following format is used to set your skills: '''&skill_<skill_name> me=<skill description>'''<br />
<br />
==Resources==<br />
Objects and sources of information or materials go in this section. Your character's income, stockpile of money, belongings, or arms, and criminal informants can go here. In most cases these entries can also be very brief.<br />
<br />
The following format is used to set your resources: '''&res_<resource_name> me=<resource description>'''<br />
<br />
==Flaws==<br />
Weaknesses and psychological foibles. All characters should have several of these, at a minimum. Ways your power(s) can be circumvented, your psychology exploited, or your loved ones manipulated to someone else's ends are all examples of what belongs in this section. When deciding if a weakness belongs here or in [[Application#Personality|Personality]], consider if it is something that other characters are likely to exploit, or something that your character does to themselves.<br />
<br />
The following format is used for setting your flaws: '''&flaw_<flaw_name> me=<flaw description>'''<br />
<br />
==Special==<br />
Items that don't fit in the above categories. Perhaps your character is insane, or has peak human physical condition. These sorts of entries go here. As with all sheet entries, if you're unsure what to place where, staff will be glad to help!<br />
<br />
The following format is used to set your specials: '''&special_<special_name> me=<special description>'''<br />
<br />
==Background==<br />
Your character's full background. In most cases this will be 2-5 times as long as the shortbg paragraph written during con-app. It does not need to be sprawling, by any means. Simply cover the defining moments of your character's life, and what brings them into play, so staff has a good idea of your starting motivations and aims.<br />
<br />
<br />
To set your background, use the following format: '''&bg1 me=<Text>''' then '''&bg2 me=<Text>''' Continue this numbering format until your background is complete.<br />
<br />
==Personality==<br />
Your character's psyche, attitudes, and aims. This can be a narrative or a bullet point list (please start all list items with *<item>). This can be as long or short as necessary, just give us a decent overview of how you see the character's between the lines thought processes. Why they fight, how they make decisions, etc.<br />
<br />
To set your personality, use the following format: '''&pers1 me=<personality listing(s)>''' Like background, this may continue into multiple listings if necessary.<br />
<br><br />
<br><br />
<br><br />
<br />
'''That's it! Please carefully proofread your +sheet entries before hitting +apply from the main application hub. Applications with misspelled categories and excessive typos will be bounced back for revision.'''</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Application/ExamplesApplication/Examples2012-02-09T01:15:54Z<p>Brock: Protected "Application/Examples": Policy file ([edit=sysop] (indefinite) [move=sysop] (indefinite))</p>
<hr />
<div>=Sheet=<br />
<br />
<br />
<br />
<br />
=Flaws=<br />
<br />
A few examples of flaws:<br />
<br />
{|width="75%" cellpadding="4" align="left"<br />
|Age (60+)|| Maxima || Berserk || Dependence ||<br />
|-<br />
|Dependent NPC || Destitute || Distinctive Features || Enraged||<br />
|-<br />
|Hunted || Human || Blindness || No Hands||<br />
|-<br />
|One Eye || Unable to Walk || Poor || Always Obeys Orders of Superiors ||<br />
|-<br />
|Cannot Tell a Lie || Casual Killer || Claustrophobia || Code Against Killing ||<br />
|-<br />
|Code of Chivalry || Compulsive Liar || Coward || Fear of Crowds ||<br />
|-<br />
|Greedy || Hatred of - Group || Honorable || In Love with - Individual ||<br />
|-<br />
|Overconfidence || Paranoid || Prankster || Superpatriot ||<br />
|-<br />
|Vengeful || Public Identity || Reputation || Rivalry ||<br />
|-<br />
|Secret Identity || Susceptibility || Unluck || Vulnerability ||<br />
|-<br />
|Watched || Obsessed || Uneducated || Indoctrination ||<br />
|-<br />
|}</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Application/ExamplesApplication/Examples2012-02-09T01:15:36Z<p>Brock: /* Flaws */</p>
<hr />
<div>=Sheet=<br />
<br />
<br />
<br />
<br />
=Flaws=<br />
<br />
A few examples of flaws:<br />
<br />
{|width="75%" cellpadding="4" align="left"<br />
|Age (60+)|| Maxima || Berserk || Dependence ||<br />
|-<br />
|Dependent NPC || Destitute || Distinctive Features || Enraged||<br />
|-<br />
|Hunted || Human || Blindness || No Hands||<br />
|-<br />
|One Eye || Unable to Walk || Poor || Always Obeys Orders of Superiors ||<br />
|-<br />
|Cannot Tell a Lie || Casual Killer || Claustrophobia || Code Against Killing ||<br />
|-<br />
|Code of Chivalry || Compulsive Liar || Coward || Fear of Crowds ||<br />
|-<br />
|Greedy || Hatred of - Group || Honorable || In Love with - Individual ||<br />
|-<br />
|Overconfidence || Paranoid || Prankster || Superpatriot ||<br />
|-<br />
|Vengeful || Public Identity || Reputation || Rivalry ||<br />
|-<br />
|Secret Identity || Susceptibility || Unluck || Vulnerability ||<br />
|-<br />
|Watched || Obsessed || Uneducated || Indoctrination ||<br />
|-<br />
|}</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/Application/ExamplesApplication/Examples2012-02-09T01:15:12Z<p>Brock: Created page with "=Sheet= =Flaws= A few examples of flaws: {|width="75%" cellpadding="8" align="left" |Age (60+)|| Maxima || Berserk || Dependence || |- |Dependent NPC ||..."</p>
<hr />
<div>=Sheet=<br />
<br />
<br />
<br />
<br />
=Flaws=<br />
<br />
A few examples of flaws:<br />
<br />
{|width="75%" cellpadding="8" align="left"<br />
|Age (60+)|| Maxima || Berserk || Dependence ||<br />
|-<br />
|Dependent NPC || Destitute || Distinctive Features || Enraged||<br />
|-<br />
|Hunted || Human || Blindness || No Hands||<br />
|-<br />
|One Eye || Unable to Walk || Poor || Always Obeys Orders of Superiors ||<br />
|-<br />
|Cannot Tell a Lie || Casual Killer || Claustrophobia || Code Against Killing ||<br />
|-<br />
|Code of Chivalry || Compulsive Liar || Coward || Fear of Crowds ||<br />
|-<br />
|Greedy || Hatred of - Group || Honorable || In Love with - Individual ||<br />
|-<br />
|Overconfidence || Paranoid || Prankster || Superpatriot ||<br />
|-<br />
|Vengeful || Public Identity || Reputation || Rivalry ||<br />
|-<br />
|Secret Identity || Susceptibility || Unluck || Vulnerability ||<br />
|-<br />
|Watched || Obsessed || Uneducated || Indoctrination ||<br />
|-<br />
|}</div>Brockhttp://marrowproductions.com//DCAM/wiki/index.php/ApplicationApplication2012-02-09T00:18:10Z<p>Brock: /* Personality */</p>
<hr />
<div>DCAMU's app system is streamlined to allow players to realistically join RP within thirty minutes of settling on a character to play. While this is a target rather than a concrete metric, depending on the availability of appstaff and the current load of applications when you join the game, it is a very realistic estimate that our process is designed to encourage. No one wants to wait a week to get to play a new game, including us.<br />
<br />
'''To begin the app process, simply log your character in and enter the <CG> Chargen exit from the OOC Lounge! The room instructions and +views will walk you through this process step by step.'''<br />
<br />
=Concept App=<br />
To play on DCAMU, all players have only to complete a simple, brief concept app. This is designed to show a working knowledge of the character, and to give the other players on the game an idea what they are dealing with.<br />
<br />
Once you have completed this quick, two-step process, you will be given access to the grid and our RP rooms, and are free to RP with others! Please be [[Behavior|considerate]] of other players and staff, and remember that this is a probationary period to see how you adapt your character, abilities, and attitudes to this game. Please be respectful of any changes staff notes need to be made in this time.<br />
<br />
==Info==<br />
The first room upon entering CG is where you set IC and OOC info for your character, as well as your desc (+help +desc). Please fill this out to the best of your ability, most characters should complete all fields.<br />
<br />
'''All characters should have at least one info field set, generally telling others what their IC reputation may be, even if it amounts to "unknown".'''<br />
<br />
==Concept==<br />
The second room in CG is the Concept Room, here we ask you to summarize your character, in brief.<br />
<br />
'''Please fill out all fields here, and type +con-apply when you have finished this room and the Info room! You should hear back from staff shortly.'''<br />
<br />
=Character Sheet=<br />
The second and final phase of applying for a character on DCAMU is the simple act of filling out that character's +sheet. Moving on to <APP> App Central off the Concept Room, you will find yourself in a hub of rooms that break up each section of the sheet into bite size pieces. Please complete this part of the process within two (2) weeks of con-approval. Players that do not finish, and are not actively RP'ing, may be recast at staff discretion after this period.<br />
<br />
You may view an example of a finished sheet and ideas for flaws [[Application/Examples|here]].<br />
<br />
==Powers==<br />
A character's superhuman abilities, if any, belong in this category. You are free to describe their powers in individual entries or one, formatted list as you prefer. Please try to give at least a general sense of their upper limits and level of control, as well as any exceptions to the normal function of their abilities. Most individual powers can be satisfactorily summarized briefly, in 3-5 sentences.<br />
<br />
The following format is used to set your powers: '''&power_<power_name> me=<power description>'''<br />
<br />
==Skills==<br />
Non-superhuman abilities that are special about your character. Every character should have at least a few of these. High end mastery should be thoroughly discussed, but in general a brief blurb, even 1-3 sentences, can suffice. Note that these are skills that may apply to your character's ability to meet their aims as hero or villain, mundane skills such as driving, cooking, or painting houses need not be listed, unless they are exceptional and you wish to emphasize them.<br />
<br />
<br />
The following format is used to set your skills: '''&skill_<skill_name> me=<skill description>'''<br />
<br />
==Resources==<br />
Objects and sources of information or materials go in this section. Your character's income, stockpile of money, belongings, or arms, and criminal informants can go here. In most cases these entries can also be very brief.<br />
<br />
The following format is used to set your resources: '''&res_<resource_name> me=<resource description>'''<br />
<br />
==Flaws==<br />
Weaknesses and psychological foibles. All characters should have several of these, at a minimum. Ways your power(s) can be circumvented, your psychology exploited, or your loved ones manipulated to someone else's ends are all examples of what belongs in this section. When deciding if a weakness belongs here or in [[Application#Personality|Personality]], consider if it is something that other characters are likely to exploit, or something that your character does to themselves.<br />
<br />
The following format is used for setting your flaws: '''&flaw_<flaw_name> me=<flaw description>'''<br />
<br />
==Special==<br />
Items that don't fit in the above categories. Perhaps your character is insane, or has peak human physical condition. These sorts of entries go here. As with all sheet entries, if you're unsure what to place where, staff will be glad to help!<br />
<br />
The following format is used to set your specials: '''&special_<special_name> me=<special description>'''<br />
<br />
==Background==<br />
Your character's full background. In most cases this will be 2-5 times as long as the shortbg paragraph written during con-app. It does not need to be sprawling, by any means. Simply cover the defining moments of your character's life, and what brings them into play, so staff has a good idea of your starting motivations and aims.<br />
<br />
<br />
To set your background, use the following format: '''&bg1 me=<Text>''' then '''&bg2 me=<Text>''' Continue this numbering format until your background is complete.<br />
<br />
==Personality==<br />
Your character's psyche, attitudes, and aims. This can be a narrative or a bullet point list (please start all list items with *<item>). This can be as long or short as necessary, just give us a decent overview of how you see the character's between the lines thought processes. Why they fight, how they make decisions, etc.<br />
<br />
To set your personality, use the following format: '''&pers1 me=<personality listing(s)>''' Like background, this may continue into multiple listings if necessary.<br />
<br><br />
<br><br />
<br><br />
<br />
'''That's it! Please carefully proofread your +sheet entries before hitting +apply from the main application hub. Applications with misspelled categories and excessive typos will be bounced back for revision.'''</div>Brock