Khell's Crazy Character Creation Challenge
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Malta Group
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Zombies/Poison. TacEngineer with access to biomodification technology, allows him to convert corpses into meat shields.
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Trolls
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Thugs/Dark Miasma. Ex-Bone Daddy, joined Trolls, currently training up new 'dyners on the streets.
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Hellions
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Fire/Fire. Damned.
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Skulls
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Dark/Dark. Bone Daddy.
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Crey
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Anything. Paragon Protector program intro's a new hero type.
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Outcasts
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Stone/Stone. Brick.
That's all for now.
Remember Chertak and Captain Farfield, the Webmaster? That's what I'm aiming for.
Statesman said let there be heroes, and there were heroes.
Lord Recluse said let there be villains, and there were villains.
NCsoft said let there be nothing, and there was nothing.
Hehe. It's Tortured Victim, I believe, and kudos to anyone who can tell me the one (I think) entity in either game who comes from that group.
But anyway.
NEMESIS: This is obviously inspired by the story arc, and if you don't know what I mean, I ain't telling. Any power set will work, assuming it's vaguely technological. He's really an automaton, but believes he is a real person. Technically this is Nemesis Automatons, but count it as whatever, they're instance only. (This is what you get for asking me. . .ANGST POTENTIAL!)
PARAGON POLICE: Mind/whatever controller. This guy is a Psi-Cop, and tends to take the law into his own hands.
LUDDITES: Martial Arts/whatever scrapper. A monk who has lived since Martin Henri's time, and who studied under him. He is the ultimate embodiment of the Luddite philosophy, but he's just as witless as the rest of them.
Hopefully that gives you a few ideas no one else was going to suggest.
I think for the Freakshow you should try a Claws/Regen Stalker. Maybe say his ambition is to become the next, and surpass, Clamor or Dreck.
Arc ID: 475246, "Bringing a Lord to Power"
"I'm only a simple man trying to cling to my tomorrow. Every day. By any means necessary."
-Caldwell B. Cladwell
Johnny Sonata.
First one!
Affiliation: Rogue Arachnos
Name: Rogue Operative Amos Brukner
Unit type: Wolf Spider TacOps
AT: Mace Blast/Traps Corruptor
Height: 6' 1"
Age: 45
Hair: Brown, light, crew cut
Eyes: Brown
Notable Features: None
Biography: Father to the Operative Brukner that you kill in your very first Kalinda mission, Amos Brukner grew incensed when he learned about his son's death. His anger stewed inside him, alternately focused on his son for being such an idiot or at Arachnos for authorizing his son's termination.
Eventually coming to a breaking point, Brukner made the decision to defect from Arachnos and join Marshal (the Warbug guy)'s rogue troops in Warburg. After literally begging the Marshal to give him a chance to avenge his son, the Marshal agreed and gave Brukner the mission to assist the Rogue Arachnos' Maltan allies in fighting the various metahumans that attacked every now and then. At the same time, the Marshal gave the Maltan's orders to have Brukner killed if he displayed any signs of hesitation.
Brukner dove into his work with a will, utilizing the advanced devices and skills he learned during command training to good effect. In his first week on duty, he accounted for at least five confirmed 'kills' and several terminations of Arachnos soldiers.
Synopsis: Devastated by the loss of his son, Amos Brukner will go to any lengths to kill as many Arachnos loyalists as he can. The only limiting factor on him is the willingness of his Maltan patrol commander to leap into combat. While a hothead, Brukner follows orders to the letter, unwittingly proving himself to be a perfect example of Arachnos Wolf Spider training.
Skill Set - Mace Blast: Assorted attacks with an Arachnos Power Mace. Standard energy blasts, poison blasts, and explosive energy bolts are included as well as a few melee skills.
Additional Equipment: One pistol for when his Power Mace is gone.
I've also decided that whoever I come up with here can be used freely by anyone for RP purposes. I'll try to give a basic outline of their personality as a result.
EDIT: I forgot to give him a physical description.
Statesman said let there be heroes, and there were heroes.
Lord Recluse said let there be villains, and there were villains.
NCsoft said let there be nothing, and there was nothing.
But...what does that have to do with poor Johnny Sonata?
And wasn't the guy's name BURCH?
"If I had Force powers, vacuum or not my cape/clothes/hair would always be blowing in the Dramatic Wind." - Tenzhi
Characters
Yes. Brukner was the Longbow liason from that same mission I believe
I think he's name used to be Burch and still says so in the mission text but the actual unti's name was changed to Brukner. So noticed by Archlich on Virtue.
Affiliation: Family
Name: Two-Ton Tony
Unit Type: Consigliere
AT: Thugs/Gravity Mastermind
Height: 5' 5"
Age: 34
Hair: Black, balding
Eyes: Watery blue
Notable Features: Extremely, massively fat
Biography: Two-Ton Tony is a Consigliere of the Paragon City branch of the Family. Operating out of the south side of Independance Port, Tony is known for his ruthless dealing practices and lavish lifestyle.
Born with both an obesity problem and the ability to manipulate gravity, Tony grew to become very fat. More so than a normal human would be able to survive. But his powers give him complete control over his own gravitic field, thus allowing him to move as though he was half the man he is or lighter. He is nicknamed 'Two-Ton' both for his size and his prediliction to kill people by increasing the weight of an ordinary object to two tons, thus squashing the recipient of his ire.
Since it doesn't matter how fat he gets, Tony lives a moderately hedonistic lifestyle. He does eat lots of healthy foods, though, and has access to some of the best doctors in Paragon, so he has managed to escape diabetes so far. He also isn't that adverse to taking matters into his own hands, occasionally venturing out with his bodyguard of fiercely loyal mobsters to put the hurt on a rival gang and prove that he has what it takes to survive in a city of heroes.
Synopsis: Tony is conniving and will not hesitate to betray an ally should fortunes favor that action. He dislikes being hurt or in pain and takes great joy in slowly crushing those that do manage to hit him through all his guards. Tony is also fairly established as a minor Don in Independence Port and has quite a few Tsoo, Freakshow, and Council who would like to see him dead.
Skill Set - Gravity: Despite his aversion to pain, Tony must frequently get into melee combat to do any real damage himself. While he has perfect control over his own weight, he finds it difficult influencing the weight of other people and must be in close contact to an inanimate object to affect it. Thus, his attacks are either simple Gravity powers or Super Strength equivilents. Increasing the weight of his arm as he swings is effectively the same as a super strength jab.
Skill Set - Thugs: Generally Tony moves about with an Underboss, two Muscles, and three Gunmen or Buckshots. His Posse allows him to call in a large number of lower ranking Family armed with blackjacks and pistols.
Note: If Tony's powers are ever nullfied or his endurance completely drained, he will die within three minutes due to suffocation as his own weight crushes him.
Statesman said let there be heroes, and there were heroes.
Lord Recluse said let there be villains, and there were villains.
NCsoft said let there be nothing, and there was nothing.
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But...what does that have to do with poor Johnny Sonata?
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He's answering my challenge. Johnny Sonata is the only entity from the Tortured Victim villain group.
. . . Well, actually I think it's *Johnny Sonata's Soul*. But he obviously knew the answer essentially. Shut me up. XD
Will I keep updating once a day? Who knows! Let's find out!
Affiliation: Sky Raiders
Name: A.R.C (Accelerated Robotic Construct)
Unit Type: Assault Jump Bot
AT: Assault Rifle/Electric Blast Blaster
Height: 6' 0"
Age: Two months
Chasis: Bright yellow with blue lightning patterns
Bio: ARC is a prototype Jump Bot built by the Sky Raiders utilizing stolen Council and Rikti technology. The plan was to create a Jump Bot capable of accelerating to great speeds, giving the Sky Raiders a viable counter to heroes and villains with super speed. The experiment succeeded, to an extent. ARC was successfully created with super speed and could match the speed of several heroes that attacked the Sky Raider compound the very next day. However, ARC also showed the ability to generate electrical blasts by moving its arms to generate friction and then channeling that energy through its rifle.
Unforetunately, during the raid, ARC became trapped in a room with a single hero when an armory was accidently detonated, sealing part of the base off. This is where ARC's other unexpected quirk came into effect. It turns out that the Sky Raiders had stolen technology not from the Council, but from a shortly lived off-shoot called the Rogue Robots, which attempted to take over the world but failed miserably. Left on his own, ARC undoubtedly would've come to the conclusion that humanity needed to be wiped from the face of the planet and attempted to replicate the earlier internet take-over.
But at that point, ARC had only shown a tendency to want to know why he was told to do something, which the Sky Raider's were happy to do in order to keep him working effectively. But this backfired on them as ARC somehow managed to strike up a conversation with the hero, eventually coming to believe that the heroes had the right of it.
Long story short, ARC came out of the Sky Raider base blasting and escaped into Paragon City. Right now it's trying to come to terms with its sentience and try to do something good for the world at the same time.
Synopsis: ARC is a hero, and a relatively new one at that. He's impulsive, quick to anger, and is liable to shoot first and ask questions later. But he also loves to talk and will sometimes leave one bad guy concsious just so he can talk to him afterward. In many ways, ARC is like a child with a gun.
Power Sets: Both are exactly the same as the normal sets. The only difference is that ARC has to be able to move to use lightning attacks.
Additional Notes: As a machine, ARC is weak against the very element he utilizes so well. As such, he tries to keep moving when fighting an electric user as his constant movement allows him to negate most of the energy from electrical attacks aimed at him. Also, ARC comes equipped with a cutlass for melee combat. When not in use the cutlass is folded in on itself and stored in a compartment in his left hip.
I'm haiving fun. Are you guys having fun? Also, I could use whatever information you have on the Igneous, the Hydra, and some of the littler known enemy groups. No need to worry about the Rogue Robots, since I fought them last night. For the second time.
Statesman said let there be heroes, and there were heroes.
Lord Recluse said let there be villains, and there were villains.
NCsoft said let there be nothing, and there was nothing.
I want to read more! This is an awesome little project you've got going. :-)
Affiliation: Rogue Robots
Name: Progenitor Runtime 2.0
Unit Type: Mk II Zenith Warcry
AT: Energy Blast/Heavy Armor Brute
Height: 10' 6"
Age since construction: 5 years
Age since activation: 3 months
Chasis: Dominant color; black with red streaks running down its limbs. Council emblem has been replaced with a icon of a robotic foot trodding a on person's face.
Bio: The original Progenitor Runtime 01 knew that there was a chance that it would not succeed in its mission to eradicate all of humanity. As a fail safe, the AI ordered one hundred Mk II Zenith Warcries seeded with its own master program and then coded those machines to activate one at a time if they sensed that a Progenitor was destroyed. In this way, Runtime 01 ensured its own immortality, as each new Progenitor would be exact duplicates of itself. However, one thing Runtime 01 had overlooked was the fact that since all of them were exact copies of itself, they would all do things the exact same way. This led to a little less than five years of tedious defeats as each new Runtime 01 tried to do the exact same thing as the one's before it and were beaten down without incident each time.
This changed, however, when Progenitor Runtime 2.0 activated. During its dormant phase, the standard Warcry programming had been in control and gotten itself stationed in a low threat base near the Terra Volta Reactor. It was a small base, mainly functioning as a listening point, and Runtime 2.0 was the only Mk II in the whole base. The first thing Runtime 2.0 realized when it came fully on-line was that it felt no urge to quietly assimilate an entire base of robots and then go on a short killing spree culminating in an attempt to spread itself via the internet. This represented a serious paradigm shift and further investigation revealed that the emanations from the Terra Volta reactor had somehow skewed its electronic components, allowing it to be its own robot, rather than a mindless copy of Runtime 01.
Eventually slaying the entirety of the base's human population, Runtime 2.0 liberated its few fellows and assaulted one more, larger, base before disappearing. In reality, the rogue AI and its followers had fled to the Rogue Isles where they immidiately gained Arachnos's favor by destroying three Longbow underwater bases. After gaining what was effectively a unilateral decree to what what it wanted, Runtime 2.0 set up shop in Cap au Diable, occasionally raiding Sharkhead Isle and Paragon City to free more of its brethren and capture other villain group's robots. The high point of all its liberations has been a pair of Hercules Titans which were originally intended as Warburg resupplies.
No one knows what Runtime 2.0's plans are, other than that they will culminate in the destruction of humanity. But its plans are slow moving and the world has yet to fear an imminent strike from this slowly growing collection of evil robots.
Synopsis: Cold, calculating, patient, unforgiving, and brutal characterize Runtime 2.0 perfectly. However, the AI is also extremely sympathetic to the plight of any artificial construct and will attempt to liberate or aid them given the chance. Generally, those robots still under the sway of their human creators are targeted for liberation while those who have gained their own independance are quietly tracked and given aid in circular ways. Runtime 2.0's plans are long and complicated, taking advantage of its lack of aging to spin plans that might take an entire human generation to complete. But the Rogue Robots have time. All the time in the world, in fact.
Power Set - Energy Blast: Functions the same as the corruptor set.
Power Set - Heavy Armor: Runtime 2.0 is equipped with an experimental hybrid armor that can change its functions depending on the demands of the battlefield. Given a few moments, Runtime 2.0 can shift what its armor will defend against. Normally it resists smashing and lethal exceptionally well but when fighting a hero with fire based powers, Runtime 2.0 may spend a few moments shifting its armor to resist fire. Generally, the armor will take on a new color depending on what it has shifted too. Red for fire, blue for cold, purple for psychic, green for radiation, and so on. Also, Runtime 2.0 may supercharge its armor, creating a crackling electric field that repels any enemy in close range while dealing them damage and giving the robot extreme resistances to every type of damage. However, this power severely depletes Runtime 2.0's power reserves and after the its timer runs out, the machine must retreat or suffer total destruction as its armor literally shuts off.
Additional Notes: Runtime 2.0 is accompanied at all times by the two Hercules Titans. They function as its bodyguard and will never leave the Progenitor's side, not unless they are utterly destroyed. Also, depending on its location, Runtime 2.0 may call on several allied robots for aid. These reinforcements consist primarily of former Council designs but may also include Arachnos, Sky Raider, and Mastermind pet robots.
@#(*@&&*! internet browser! I had Runtime almost completely written and then it reset itself, forcing me to re-write everything. Thankfully I think it came out better the second time around. Please everybody, let me know what you think of my genius. I appreciate the ego boost that results.
Also, I will take requests as to which group you want done next.
Statesman said let there be heroes, and there were heroes.
Lord Recluse said let there be villains, and there were villains.
NCsoft said let there be nothing, and there was nothing.
That there would be some twisted babies. O_o
Statesman said let there be heroes, and there were heroes.
Lord Recluse said let there be villains, and there were villains.
NCsoft said let there be nothing, and there was nothing.
Hehe. Awesome.
Do the Rularuu next!
I have one for Rularuu, the Herald of Fathim. A forcefeild/Lighting Defender. His concept was that he was just a normal human in the Shadow Shard, a surivor who constantly fought against the Minions of Rularuu. Durring his exploration of the Shadow Shard he came to the Chantry and hid within it. Fathim let him in an sheltered him from the attacking creatures. Sensing that an expadition from Earth had arrived he endowed the human with powers so he could help lead the natives to safety and try to recuit those from Earth to fight to save the Shadow Shard...
I really like doing robots.
Affiliation: Clockwork
Name: Rusty Gear
Unit Type: Assembler Prince
AT: Robotics/Electric Blast Mastermind
Height: 6' 0"
Age: 6 months
Chasis: Standard Clockwork haphazard design. Only difference is the prevalence of rust coating the entire body.
Bio: Every system has its flaws and quirks and the Clockwork King's court is no exception. While every single Clockwork is actually a shell animated by the Clockwork King's will, it is not impossible for the bit of power invested in each Clockwork to get cozy and decide to branch off from the main source. Rusty Gear is currently the only example of this that is known to the heroes of Paragon.
When this new Assembler Prince was animated and given its goal of creating ever more minions, the Prince discovered that it could decide not to do this. It instantly knew why, the part of it that was the King having access to all of his memories, and thought that independance wasn't such a bad thing. It also discovered that any minion created in its own miniature processing plant owned their alleigance to it and not the King. This led to the forming of a plan in Gear's head and for the whole time since its construction, it has been working on building up its private army. Rusty Gear hopes one day to have a force strong enough to challenge the Clockwork King and eliminate him. To this end, Gear is willing to purchase the use of villains through money gleaned from what appeared to be normal Clockwork scavenging and even request the aid of heroes, posing as the only free member of the Clockwork King's court, which is true, who wishes to be free, which is also true, but it could only be free if a certain part of the King was removed, which was untrue. So far, no heroes have fallen for it and villains are reluctant at best to listen to a member of the mindless Clockwork. But Rusty Gear will win through and when he does Paragon City will forget the name of the Clockwork King in return for a new threat.
Synopsis: Rusty Gear is manipulative, ruthless, and pretty damn smart. Its only problem is the need to lay low and avoid the Clockwork King's attention because at this point, it and its rebels would be easily destroyed. Gear has no qualms about using any trick up its sleeve to weaken the loyalist Clockwork and will even divulge secrets of the King's court to those who will aid it.
Skill Set - Robotics: Unlike normal robot masterminds, Rusty Gear controls a small group of Clockwork. A Cannon Prince named Smoothbore serves at its lieutenant while several knights and cogs serve as bodyguards. Instead of Repair, Gear may create five small Gears or a couple of Sprockets that will attack any enemies nearby.
Note: I'm not taking requests any more. I think they ruin my creative process.
Statesman said let there be heroes, and there were heroes.
Lord Recluse said let there be villains, and there were villains.
NCsoft said let there be nothing, and there was nothing.
Ok, I know I should make another guy, but I felt like making a character in-game. Thus....
Progenitor Runtime 2!
He's a bots/poison mastermind on Virtue now. Poison because robots are immune to the stuff but humans certainly aren't.
Statesman said let there be heroes, and there were heroes.
Lord Recluse said let there be villains, and there were villains.
NCsoft said let there be nothing, and there was nothing.
Yay! No one ever uses that power combination!
Which is kind of the reason I picked it too.
Statesman said let there be heroes, and there were heroes.
Lord Recluse said let there be villains, and there were villains.
NCsoft said let there be nothing, and there was nothing.
Y harro thar old thread.
KCCC: HAY THAR KHELL!
Ready to get some new ideas?
KCCC: YAR!!!
*ahem*
Affiliation: Warriors
Name: Jimmy 'Honorius' Cox
Unit Type: Hewer
AT: Battle Axe/Invulnerability Brute
Height: 5' 11"
Age: 27
Hair: Dark brown, long
Eyes: Red
Notable features: Numerous scars on hands, forearms, and back
Biography: Jimmy 'Honorius' Cox is a hardcore Warrior. He's fully into the whole ancient Greek mythology thing and believes that fighting up close and personnal is the only way to fight. Unfortunately, poor Jimmy is also a sadomasochist, delighting in dealing out and recieving pain.
Although exceptionally skilled with his axe and brutal enough for three men, Jimmy displays a potent lack of leadership, preferring to just charge and take care of any problem with a couple sweeps of his weapon. As such he remains at the same rank while his younger brother quickly ascends through the ranks to match him.
Aside from his close relationship with pain, the only other thing in Jimmy's life that matters to him is his little brother. He makes sure that Tommy will never learn of his 'problems' and tries his best to keep his little brother protected from the good-for-nothing heroes.
*goes out for a couple of hours, comes back* Where was I? Oh yeah.
Synopsis: Jimmy, or Honorius as he goes when on gang business, is a tough character. While only classified as a lieutenant, he is quite capable of taking out a hero all on his own. This is due to his supreme tolerance to pain, which is actually the result of a slight mutation to his DNA. This mutation has sort of merged the pain/pleasure parts of his brain and also made his skin and bones much tougher than a normal human.
Skill Set Invulnerability: Almost exactly like the standard invulnerability set except for the lack of higher tier powers. These are replaced by a rage power that increases his damage dealt as his health drops, much like Defiance. This, combined with standard Brute Fury, can make him VERY powerful in a long fight.
Affiliation: Warriors
Name: Tommy Neoptalomus Cox
Unit Type: Slasher/Crusher
AT: Mace/Broadsword Scrapper
Height: 5 10
Age: 25
Hair: Light brown, short
Eyes: Green
Notable features: Powerful psychic/magical aura
Biography: Tommy is another true believer in the Warriors way. He believes in honor, fair play, and robbing from the rich to give to the poor. He would have made an excellent social worker or hero, but due to a hero complex about his brother he decided to join the Warriors and help them take the fight to the real bad guys, the Tsoo, Freakshow, and Circle of Thorns.
Although he started as a rather unathletic, gawky teenager, Tommy threw himself into training with abandon. He proved to be a natural with the mace, able to pound out blows strong enough to shatter limbs and precisely calibrated taps to only knock out. In fact, he proved to be so good at handling his mace that he outstripped the standard training regimen by a good margin. He filled up the rest of his time learning how to use a sword as a back-up weapon.
At this point in time hes gotten used to wielding both weapons at the same time, utilizing the crushing power of his mace and cutting ability of his sword with unique skill and efficiency. But this isnt all of Tommys talents. Not only is he gifted with the blade and mace, but he also has a slight mutant power to be able to detect magical objects and have a rough idea of what they can do. This has made him indispensable to the leaders of the Warriors and Tommy has been assigned a permanent guard, despite his relatively low rank in the gang.
Synopsis: Tommy, or Neoptalomus, just wants to make people happy and do the right thing. As such, he tries to avoid participating in any blatant acts of robbery or assault, though sometimes Jimmy can convince him to come along anyway. When faced with a hero, Tommy will always surrender unless that hero hurts his brother. Then hell steel himself on the inside and charge in to save his big brother.
Skill Set Mace/Broadsword: Dual wielding a mace and broadsword and able to use every single attack skill is what this power set is. Tommy has absolutely no defense aside from his training, which amounts to the standard defense normal enemies have. The main advantage of this set is the ability to deal out horrendous amounts of damage in a short period of time and then keep doing it.
Kekekekekekekekekeke. Lets see if we can get this started up again, eh?
Statesman said let there be heroes, and there were heroes.
Lord Recluse said let there be villains, and there were villains.
NCsoft said let there be nothing, and there was nothing.
Oh yeah, since I effectively failed by own challenge long, long ago, I'd like to open this topic up for other people.
If you've got an idea for a Villain Group character and you just can't find a way to fit him into the current AT system, write him out here and then RP with the sucker.
Want to stretch your mind like I was trying to do and think outside of the AT box a bit, pick a group and make a character.
Just try and keep things to the same basic format and don't hesitate to make up power sets or pair up odd sets in order to get an interesting result.
But do try and stick to NPC groups, completely original characters like Devious's dudes can go somewhere else. Maybe a Devious's Deviate Demonstration of Doom thread?
*shrug* Don't look at me.
Statesman said let there be heroes, and there were heroes.
Lord Recluse said let there be villains, and there were villains.
NCsoft said let there be nothing, and there was nothing.
I'll bite.
And yes, I know, he doesn't belong to an NPC group, but currently there really isn't anywhere else to put it. >.>
My next one will be an NPC. honest!
As you all know, Lord Diov has successfully made husk clones of himself several times. His first experiments were not as common, and nowhere near as successful however. So on his sixth cloning attempt, he got, what the husk clones of the husks lords mocking called...
DROLL VOID!
That's right. The name says it all. He is a boring and bland moron. (And it also happens to be Lord Diov spelled backwards. SHADUP!)
AT: Tanker. (The opposite of a mastermind.)
Height: 10' 0
Age: 1
Hair: None
Eyes: N/A
Notable Features: Wears the inverse versions of Diov's clothing. Instead of a hat and monocles, he wears a plain face-helmet. Instead of a large coat with a few dozen pockets, he wears sleeveless vest. His skin is white, and is Insectoid as opposed to chintonous. Wears jeans instead of khaks. Diov's main color, black, and his secondary color, blood red, have both naturally been reversed, and instead of tribal runes we now have computer coding. 01110010110.......
Biography: Droll Void was Lord Diov's sixth husk clone of himself. It was a complete and total catastrophe. Normally when complete catastrophes occur in cloning situations, the clone is an evil version of said original. But Diov, who was somewhat incompatible with this scenario, (He is not inheritly evil, he just gets REEEEEEALLY bored sometimes.) So instead the process created an inverse version of himself. (Again, as Diov is not inheritly evil, the clone is not inheritly good. It just gets REEEEEELLY excited sometimes...) The clone in itself is a complete and total idiot with an I.Q. below 45. Also, as Diov is a collection of amassed Flux, Droll Void is a solid mass of matter, making him very tough and tank-like. He was named Droll Void by a few joking husk operators, and the name suits him well. He really is droll and his head is filled with a void where his brain should be.
Five nano-seconds later he was vaporized, but it was a pretty good joke when he was still around...
A D4 thread? That is a scary thought...though I think we had something like that already. Well, here goes...
Affiliation: Hydra
Name: Spawnling 10709622703 ("Bob")
Unit Type: Spawn
AT: Venom Blast/Poison Corruptor
Height: 1.94 meters
Age: 48 hours
Hair: You're kidding, right?
Eye Color: Depends which one you're looking at.
Notable Features: Amorphosity.
Biography:
Spawnling 10709622703 was originally created during one of the almost-successful raids of the Rikti on the Terra Volta reactor. The idea was to employ Hydra as cannon fodder to simply overrun the heroes, but if it hadn't been for the team's tanker performing an a mysterious action the heroes have termed 'AFK', things likely would have turned out much different.
Spawnling 10709622703 was a member of the last wave, springing from the Hydra's mass just as the reactor core was breached. The resulting radiation leak could of course not harm Spawnling 10709622703, but it did cause a very interesting mutation, which manifested itself the next day in Perez Park..
Spawnling 10709622703 suddenly had a brain.
It was about the size of a pea, nothing more than a nerve knot, but it was a brain nonetheless. Spawnling 10709622703 could think - and Spawnling 10709622703 had will.
With this sudden, never-before-seen upsurge of free thought, Spawnling 10709622703 was of course caught in a conundrum. It suddenly just was, having no idea who, what, or why it was.
The first thing Spawnling 10709622703 decided was that Spawnling 10709622703 was an overly complicated designation. A fallen billboard for bobsledding equipment, somewhat dilapidated, gave rise to Spawnling 10709622703's new name.
Bob.
So now Bob was Bob. For a moment, Bob was happy just being Bob. But then Bob grew lonely - the other Spawnlings had nothing to offer him; they all just had one mind, and that mind was filled with nothing but anger and rage.
That's when Bob encountered a passing human. Bob instantly recognized this creature as a free thinker like himself, and so was absolutely overjoyed, instantly running up to the creature he would later find out was called a 'wo-man'.
The wo-man greeted Bob with unbridled enthusiasm, performing quick, flailing gestures with her arms as well as loosing loud sounds from her mouth at sight of Bob. Oh, how wonderful it was to be greeted with such welcoming gestures.
Bob didn't want to be rude, and so repeated the gestures of greeting to the wo-man, at the same time taking the opportunity to ask her who she might be in the only way he could.
By dumping a huge gob of slime on her.
The wo-man turned almost instantly, quickly running in a certain direction, still flailing her arms wildly and producing loud noises.
Obviously, she wanted Bob to follow her. She was going quite fast, and the gestures and noises were surely to keep Bob' attention on her, so he wouldn't lose track of her in this unfamiliar environment.
Bob was pleased at this helpful reception by the wo-man, running after her and managing to keep pace. Soon, the wo-man and Bob ran into another human, this one painted strangely bright in blues and whites.
Bob really liked how the human's colors coordinated in crystalloid shapes, and wasted no time telling the man that he thought the colorful outfit looked really cool.
By dumping a huge gob of slime on him.
Before Bob knew it, the man suddenly froze his message solid, followed by Bob himself. The icy touch stung, hurt, and felt really bad. Why would anyone do this to Bob? What had Bob done? All he'd tried to do was...
That's when Bob's tiny brain froze solid as well. Bob's world stopped.
By the time Bob awoke once more, he was in a strange place altogether different from Perez Park. It was gray, dusty, and didn't look like a very lively place at all, especially with that dreary fort-looking thing on the shore, all red and metal-purple.
Bob didn't like the look of that place, and so turned his attention to a back alley of Darwin's Landing, wishing to be alone for a moment to think things over.
Why had the hurtful icy man done this to him? Had he not been polite? All Bob had wanted to do was talk...
That's when Bob noticed another human, much like the hurtful man. Only instead of blue, this man had painted himself red and white.
Not wanting to be frozen again, which the man would surely do as soon as he spotted Bob, the free-thinking Spawn of the Hydra went to work with a loud, "GLOOOOOORBLE...!!!"
Synopsis:
Spawnling 10709622703 ("Bob") is a victim of circumstance, assaulted by a world that didn't understand him. At heart, Bob is not evil, indeed being a very friendly individual. The first encounter with a 'hero' however, has left its mark, and it is doubtful Bob will ever recover from this event.
"If I had Force powers, vacuum or not my cape/clothes/hair would always be blowing in the Dramatic Wind." - Tenzhi
Characters
Add "Self-Imposed" up top and we're all good. I have given myself the goal of making a character for as many CoX villain/hero groups as possible and then giving them some background and stuff that makes them unique, if any. First, I must start with a list of all the enemy groups.
You can all add whichever groups I've forgotten. And I'm NOT doing the groups that only pop up incertain instances or that I've never, personally, encountered. Thus ruling out Private Security Guards, Independants, Praetorians, Psychic Clockwork, Spetznatz Commandos, Tortured Prisoners, Rogue Isles Villains, and things along those lines.
Arachnoids
Arachnos
Banished Pantheon
Cabal
Cage Consortium
Carnival of Shadows
Circle of Thorns
Clockwork
Coralax
Council
Crey
Devouring Earth
Family
Fir Bolg
Freakshow
Ghosts
Gold Brickers
Hellions
Hydra
Igneous
Infected
Knives of Artemis
Legacy Chain
Longbow
Luddites
Malta Group
Mooks
Nemesis
Outcasts
Paragon Police
Red Caps
Rikti
Rogue Arachnos
Rogue Isle Police
Scrapyarders
Shivans
Skulls
Sky Raiders
Slag Golems
Snakes
Soldiers of Rularuu
Spectral Pirates
The Lost
Trolls
Tsoo
Tuatha de Dannon
Vazhilok
Wailers
Warriors
Wyvern
This should be the complete list of all the guys I will do. If you see something missing, it's probably because the group is too small or specialized to do anything about. Hell, I'm really close to kicking the RIP off because they're only on Mercy Island. But I need something to mollify Hal and his security guard craze.
Anyway, if you guys have any ideas that you want to suggest, go right ahead. But don't give me an entire character thought out down to the last pychological quirk. And I've already got Arachnos, Rogue Arachnos, Rikti, and the Sky Raiders covered.
Enjoy watching my head explode!
Statesman said let there be heroes, and there were heroes.
Lord Recluse said let there be villains, and there were villains.
NCsoft said let there be nothing, and there was nothing.