Lex Sedet In Vertice: A Supervillain in the DCU CK2 quest

What sort of tone should I shoot for with this Quest?

  • Go as crack fueled as you can we want Ambush Bug, Snowflame and Duckseid

    Votes: 30 7.7%
  • Go for something silly but keep a little bit of reason

    Votes: 31 7.9%
  • Adam West Camp

    Votes: 27 6.9%
  • Balanced as all things should be

    Votes: 195 50.0%
  • Mostly serious but not self-involvedly so

    Votes: 73 18.7%
  • Dark and brooding but with light at the end of the tunnel

    Votes: 12 3.1%
  • We're evil and we don't want anyone to be happy

    Votes: 22 5.6%

  • Total voters
    390
  • Poll closed .
We wouldn't put any KNOWN leaks, but if We knew who the leaks were they would already be gone. With DC 42, We have to find them. Waiting till the turn after very well could be to late.

What's more, we got WoG that he is a concern, and that he is working against us. He could have acquired plants one of a dozen ways. We should not just write him off.
yes, we can literally find him and kill him with an assasin. also we know about leaks remember we found lose lipped scientists and those who sold inside knowledge to the press we just haven't taken care of them yet by plugging the leaks
 
i now think that Woodrue is the one that tried to stick Galaxy news on us. look we can attempt to locate him and when we have eliminate him. the check to find him is hard, we could put kate on it though. but i don't think we should delay this thing becouse he might find out, becouse anyoen he can influence would most likely not be able to get the information, the way i see this is that this is top rank stuff that you need high level acces to even see bits of.
 
yes, we can literally find him and kill him with an assasin. also we know about leaks remember we found lose lipped scientists and those who sold inside knowledge to the press we just haven't taken care of them yet by plugging the leaks
We can, but have we yet? No. We haven't done jack squat. I've been trying to get us to do something, but we haven't yet.

And if we already knew which scientists had loose lips, why is it a DC 42 action?

@King crimson do we already know who the leaks are? Or do We have to find them?
 
i now think that Woodrue is the one that tried to stick Galaxy news on us. look we can attempt to locate him and when we have eliminate him. the check to find him is hard, we could put kate on it though. but i don't think we should delay this thing becouse he might find out, becouse anyoen he can influence would most likely not be able to get the information, the way i see this is that this is top rank stuff that you need high level acces to even see bits of.
I doubt it was Woodrue it was more likely Intergang and I am more worried about Woodrue attacking us as a tree man like he is in comics
 
That'd be lowkey great as it'd motivate us to have superheroes and super tech.
i mean if we do this we might have poison Ivy plus some more guy's to try and fight him if he does show up like that, if he doesn't yet we can try to find him and then deal with him in whatever way we want be it imprissoning or killing him
 
@King crimson: Hot Blade explains it, but basically I mean weapons that are heated but don't melt. Would be pretty decent for combat cauterization of wounds, so there's clearly value in producing Heat Knives.

Regarding "Bone Research"... can't we already improve on how effectively ordinary bones can be used? Sure, won't be very useful right now, but it makes sense to see what potential there is. Gotta have some idea what to do with Bone Formula after all (besides the obvious of healing people).

Back to the "Superhero" Team, it would actually be pretty perfect. You've established that the civilians love "Flashy" Heroes more, and it wasn't so long ago Metropolis suffered the League of Shadows.

So creating a Team comprised of powerful & skilled Heroes, specifically tasked with keeping the city safe and stopping the bad guys? The public will lap it right up, and serves as a good way of drawing other Skilled & Meta individuals to us.
 
Earth 27 state of being
It took me a while to get around to this but it has finally come time to unveil this project. I figured I'd get all of the thread created characters up and at least unveil the timeline and names of the characters I have made up as well. I'll continue to update this throughout the day I just figured you guys would appreciate having something to see the base of what makes up the universe. The bios of characters will be available in sidestories later throughout the week as I continue to update things.

Earth 27
Earth 27 is one of the 52 earths that exist within this quest. It is populated entirely by original characters and users in the thread can contribute to the development of this earth by either paying 500 exp to make a character or by writing omakes about the earth (which will become canon at my discretion). The course of this earth will largely be determined by you guys and I'm merely here to serve as an arbiter. I hope you all have fun with this small little mini-game within the quest itself and use this as an opportunity to flex your creative muscles.

Timeline
Keep in mind that this is in no way complete and rather is meant to give a basic overview of what happened on this earth
  1. Way back at the beginning Earth 27 manifested and it developed its magic on slightly different fundamentals then the rest of the world due to divergences in how things set up
  2. Magic is explored by the ancient Babylonians and the development of the modern system of mages can trace its roots back to this familial development
  3. Ancient Egypt is visited by the alien race known as the Helioptians who gift them with advanced technology
  4. Helioptians are forced to leave the earth by a great threat and their technology remains buried in ancient ruins.
  5. Atlantis falls into the ocean
  6. With the establishment of the Roman empire many of the most powerful mage clans like the McBrides, the Vesturi, the Lemures and the Caledocians form. The origins of the Von Aener clan can trace their roots to a Germanic tribe in this time period
  7. The alien warlord known as Maggan has his family wiped out by a god. Maggan swears vengeance upon all gods and builds a device to keep beings from outside of the universe entering this universe. Maggan unintentionally seals off Earth 27 from being traveled to by entities that are singularities but aren't cosmic entities in their own right.
  8. Maggan dies and is buried inside of his massive device in a lost sector now known only as Maggan's tomb. Many dangerous beasts from all over the galaxy are imported to keep this tomb safe
  9. The Roman empire fell
  10. Henkel Haase is born
  11. Modern mage society formed in the 1600's and has very strong ties to familial lines and prestige and has much in common with how nobility was viewed at the time
  12. Johann Friederich Günther von Aerner is born
  13. The first world war occurs and both superpowered individuals and magic start getting introduced to the world at large
  14. Notorious gangster Carmine Calbrasi rises to power in the prohibition and begins employing superpowered minions
  15. Johann Friederich Günther von Aerner becomes the head of his family
  16. World war 2 begins and superpowers and magic are now far more well known to the world at large
  17. Cesar Centius is born
  18. Cesar Centius joins the Calbrasi gang
  19. Cesar strikes out from Carmine and forms his own gang taking on the identity of The Centipede alongside The Wraith, Cut-Up, and Thermonite
  20. Carmine dies in a fight against the superhero Manos
  21. Cesar fills the power vacuum left behind by Carmine and unites the criminal underworld
  22. Manos and Cesar battle with Manos never truly able to defeat him
  23. Cesar retires from crime
  24. The US government cracks down on crime and attempts to regulate superpowered individuals
  25. Victor Shelly is born
  26. Rene Rosalia is born
  27. The Soviet union falls
  28. Camila Garcia is born
  29. Drake D'Angelo obtains powers
  30. Rene Rosalia obtains powers
  31. The second heroic age begins as superpowers and magic once more come into the forefront of public consciousness
  32. The Bastion, the world's premier superhero group, forms after an invasion by the alien species known only as the Hro'Magal occurs
  33. The Corvid becomes the world's premier non-powered hero who battles foes like the Red Death, the Conqueror Worm, Telltale Heart and Pendulum
  34. Corvid refuses to join the Bastion and forms his own superhero team the Wardens
  35. The Wardens and the Bastion come to blows over the legislation about what costumed individuals could and couldn't do
  36. Differences between the two teams set aside as the second Hro'Magal invasion occurs
  37. Morph joins the Bastion
  38. Cesar's son joins the Bastion
  39. Cesar comes out of retirement and resumes his career as the Centipede
  40. The third Hro'Magal invasion where it is revealed that they are on the run from an even more dangerous race the Qthurnians

Characters

Drake D'Angelo AKA Blink
Stats
Martial: 17 (teleporting on top of being a decently skilled combatant makes him very dangerous for normal people to fight although sufficiently powerful individuals can deal with him)

Diplomacy: 12 (takes orders well enough and can negotiate with unstable individuals but won't be impressing anyone with his charisma anytime soon)

Stewardship: 2 (an impulsive spender and not good at managing money Drake is constantly only getting by on the skin of his teeth and mismanages his own funds although he can take care of himself)

Intrigue: 26 (line of sight teleporting and plenty of skill in sneak attacks makes him very slippery and his history as a smuggler means he knows how to lay low and hide)


Learning: 9 (surprisingly clever and while not really interested in formal education is capable of innovating uses for his powers and gadgets to support himself)


Cesar Centius AKA the Centipede
Stats
Martial: 18 (when fully transformed he is a threat normal people cannot deal with but he isn't one of the top threats on the planet)

Diplomacy: 14 (not good at everything but excellent at what he needs to get done)

Stewardship: 16 (He is a skilled gang boss but he doesn't run cities. Basically he is excellent with relatively small organizations but struggles a little when they get too massive)

Intrigue: 22 (a lot of time in the game and plenty of skill in deceiving even those closest to him means he can fluidly and easily lie off the cuff and fool most onlookers)

Learning:7 (intelligent but not a professor or an expert)

Traits
Old Hand at Intimidation: Whenever the Centipede is attempting to intimidate someone who both has a lower martial than him and has been a super for less time than the Centipede add 15 to the Centipede's final score on the roll.

Rene Rosalia AKA Dynami
Stats
Martial: 32 (Is incredibly powerful in terms of power and is considered to have enough power with her telekinesis to destroy a planet, but that is still not yet shown by her)

Diplomacy: 15 (She has a way with words and is pretty darn beautiful to the average onlooker)

Stewardship: 8 (She is pretty disciplined and knows how to run a good schedule. However she sucks with money, as she spends a lot of it. She can only be grateful to the fact that she gets a big paycheck)

Intrigue: 4 (horrid liar, no understanding or care for intrigue and her poker face is absolutely pathetic)

Learning: 22 (A genius with two degrees, she is a very quick learner and perceives things very quickly, with the mind to process everything. She also has incredible amount of knowledge on the little intricacies of how her telekinetic powers work and how her DNA was affected by the alien)

Johann Friederich Günther von Aerner
Stats
Martial 22 (while not physically powerful a master of magic can be incredibly dangerous and Johan has access to centuries worth of refinement and practice)
Diplomacy 7 (he comes off as prideful and seems to struggle with maintaining allies outside of the family)

Stewardship 5 (is attempting to rebuild the family but is unable to deal with the schisms effectively)

Intrigue 16 (manages to lie effectively to people close to him without even hesitating and has survived a long time in what seems to be a very dangerous society of magic users),

Learning 19 ( Getting that long lived in the society he is in seems requires that you quickly pick up on magic or you get killed fast)

Important notes
Johan possesses the Grief of Hartmut which prophesizes which brothers of the family are destined to kill each other. Prophecies in this book cannot be avoided at all.

Victor "Frankenstein" Shelly
Stats
Martial 6 (not very good at it but he has some baseline talent at fighting and is in decent shape)

Diplomacy 12 (he is able to talk to others but he is saddled with a lot of unfortunate implications)

Stewardship 15 (He constantly manages to turn a profit on his super-science and manages to keep himself in the black. He won't be running massive corporations or countries but he can manage his business excellently)

Intrigue 2 (he has abysmal intrigue and views deception as beneath him)

Learning 24 (super genius levels of intellect but only in one chosen field unlike most people at this level who know a lot about everything)

Camilla Garcia AKA Morph
Martial 28 (shapeshifting is really strong and is an incredibly useful and dangerous power. Even with its drawback this is a power that potentially gets crazy dangerous super fast)

Diplomacy 15 (A very polarizing figure who while semi-charismatic is oftentimes overly blunt)

Stewardship 7 (gets stuff done and manages things but not at a superhuman level)

Intrigue 6 (seems to be decent at keeping secrets but not particularly skilled in it and has some kind of stealth in form switching)

Learning 24 (she is learning biology to a ridiculously intense level but isn't pushing the boundaries of it as far as others do. She is still a genius for attempting the task of making powers replicable and starting to succeed at it)

Traits
Bio-inspiration: Whenever Morph is assigned to a learning action that deals with biology if the initial roll is a prime number Morph learns an additional random thing about biology

Henkel Haase AKA Holy Demon
Stats
Martial: 21 (Has powerful supernatural abilities over nature and has superhuman physical abilities, as well as over a hundred years of experience in using them)

Diplomacy: 8 (Can carry himself through a conversation and is attractive, but stays away from people as much as possible)

Stewardship: 5 (Can live on his own well enough and hold a job, but that's about it)

Intrigue: 17 (Has stayed hidden in plain sight for hundreds of years, very skilled in disappearing without a trace)

Learning: 12 (Incredibly intelligent and has lived a very long time)

Important notes
Henkel is a vampire. However vampires function on slightly different rules in each universe so the strengths and weaknesses of Henkel will not transfer

Michael LeHay
Stats
Martial: 1 (Michael is an overweight out of shape senator. He is not physically capable of exerting much force in a fight and relies on others to manage conflicts for him)

Diplomacy: 18 (Michael is a silver tongued charmer who uses his considerable oratory abilities to whip up the public into supporting his various initiatives)

Stewardship: 16 (Michael is rather paranoid and so micromanages every aspect of his staff. While this does get him bogged down in minutia the fact that he still manages to be incredibly successful speaks volumes of his skill at the task)

Intrigue: 29 (Michael is an excellent liar and manipulator and excels in shady deals. The man has managed to work with the worst people in politics and still come out on top and with an unscathed reputation)

Learning: 12 (Michael isn't stupid by any means and can operate advanced technology with ease but prefers to focus his mind on various schemes rather than advancing his knowledge)


Vivian Serras
Stats
Martial: 6 (Vivian is an excellent shape but as a ex-reporter and currently a businesswoman she isn't exactly planning on getting into any dangerous fights and winning and doesn't have a history of violence)

Diplomacy: 24 (Vivian is excellent at working with difficult interviewees and is skilled in working around various kind of people)

Stewardship: 26 (Vivian currently runs her own media corporation and makes a good amount of money doing so. She managed to turn her reporters intuition into a viable business that has only gotten larger with time)

Nathan Asplurd
Stats
Martial: 17 (Nathan is a world renowned mercenary with a history of making it out of difficult fights. His cybernetic arm gives him a surprising amount of offensive capabilities and he is skilled in leveraging those to maximum effect)

Diplomacy: 1 (Nathan is actively rude to virtually everyone he meets and is often times needlessly cruel in achieving his objectives. The man has zero skill in cultivating close relationships or long term alliances)

Stewardship: 4 (Nathan ran his own PMC for a bit and ran it straight into the ground he can feed and house himself but anything that requires him working with others is liable to go very badly when he is put in charge)

Intrigue: 15 (Nathan can lie and cheat and has no issues doing dirty deeds but he is nowhere near as clever as he thinks he is and often ends up unintentionally sabotaging his efforts at subtle manipulations by being as unpleasant as possible. Still just because he is a boor it is a mistake to assume he can't do subtle or secret)

Learning: 3 (Nathan is not well educated at all. He is unintelligent and gets angry when people try to teach him new information as he thinks they are mocking him. Nathan doesn't even know how to repair his own cybernetic arm making him reliant on kidnapping others to do it for him when it gets damaged)

Frieda Poolka
Stats
Martial: 2 (Frieda Poolka is one of the worlds leading scientists in the study of powers but as such has very little history in dealing with violence. As an older woman she isn't capable of much although she hasn't become too frail just yet)

Diplomacy: 7 (Frieda views any activity not related to her research as unimportant. While she will happily campaign for funding she will neglect relationships outside of her work)

Stewardship: 12 (Frieda can run an organization but prefers to focus on science over all else.)

Intrigue: 1 (Frieda actively looks down on liars and views manipulation like that as beneath her. Her lack of care about anything besides her work makes her very easy to manipulate)

Learning: 32 (Frieda is the world's leading expert on powers and is the person the Bastion relies on above all else to ensure that everything works for them. The woman has revolutionized dozens of scientific fields and while her work isn't easy to replicate it has absolutely astounding effects)

Devin Fairview
Stats
Martial: 9 (Devin Fairview keeps himself in excellent shape. While he is a civilian he does his best to ensure that he is fighting fit and can keep up with supers)

Diplomacy: 15 (Devin is another Senator who often acts in opposition to Michael LeHay. While not quite on his level Devin is a skilled orator and attempts to use his skills to counter his opponents agendas)

Stewardship: 9 (Devin comes from a very well-off background and relies on his family members to ensure that his organizations run on time. While he can do okay on his own he is heavily dependent on others doing the work of organization and management for him)

Intrigue: 13 (Devin is good at a few aspects of backroom politics. Unfortunately he is totally out of his element when not dealing with politicians and as such doesn't often achieve much without relying on his political influence)

Learning: 12 (Devin is very interested in the nature of the changing world and wants to learn as much about it as possible. While not brilliant he is very bright and he is often able to find novel solutions to problems by applying things from one field to another)


Michelle Minos
Stats
Martial: 7 (Michelle Minos has little combat training but she knows her way around weaponry and how to handle herself in a violent situation)

Diplomacy: 5 (Despite being the head of a major corporation Michelle doesn't like to be kind to others at all. She relies on using her money to talk for her and brute forces her way into forcing people to work with her. On top of all of that she is relatively secluded from others)

Stewardship: 34 (Michelle is an absolute genius when it comes to the use of money and the organization of business. Under her leadership everything Minos Inc. has touched has turned to gold. She can operate at an international level and has demonstrated an ability to parse alien economics to an extent just off of raw data presented to her)

Intrigue: 17 (Michelle is no stranger to cloak and dagger deals and managed to inherit the company by arranging for the deaths of the six siblings ahead of her in the succession of the company)

Learning: 15 (Michelle has little background in science or magic but is still likely a genius due to how quickly she can parse and analyze information. While her childhood has left this aspect of her solely neglected her raw intelligence is still nothing to sneeze at)

Maxwell Machill
Stats
Martial: 12 (Maxwell Machill is the head of the United Nations unusual substances cataloguing program and while not the most dangerous man on the planet his knowledge of advanced weaponry makes him very dangerous)

Diplomacy: 11 (Maxwell is capable of meeting with various foreign dignitaries and reassuring them that the UN isn't up to anything too suspicious and that everything is above board. Granted he doesn't convince everyone but he does do a decent job of it)

Stewardship: 14 (Maxwell is basically the UN's middle management guy for dangerous materials and can run his crew but relies on orders from on high)

Intrigue: 18 (one doesn't get involved in politics or cataloging dangerous things without picking up some skill at intrigue. Furthermore with the massive amount of superheroes who visit Maxwell's operations he has to know how to deal with suspicious characters very well)

Learning: 16 (Maxwell himself is not brilliant but his time dealing with odd materials and cleaning up superhero fights has left him with a good base of knowledge that is well beyond the average persons)

Noland Marks AKA Lamplight
Stats
Martial: 42 (Lamplight is one of the world's premier superheroes and is one of the three founders of the Bastion. He is an alien composed entirely of hard light who can mold his body into a variety of different projections and blasts. Being made of hard light allows Lamplight to move at incredible speeds. He is one of the most important defenders of earth)

Diplomacy: 27 (Lamplight is a well regarded superhero with the backing of the largest superhero team in the world behind him. In his civilian persona Lamplight is a lawyer and relies on his charisma to boost his success as a public defender)

Stewardship: 9 (Lamplight can manage small squads but mostly serves as a figurehead for the Bastion. He is not good at dealing with large organizations and prefers to work on an individual level)

Intrigue: 10 (Lamplight is not a very good detective and is often unaware of what goes on in the shadows. While he tries to do good he very much struggles with managing to deal with threats that are not immediately obvious)

Learning: 17 (Lamplight has a knowledge of alien tech which certainly comes in handy when dealing with other bits of super science. He is very bright and his knowledge base is very useful for figuring out relatively simple earthly machines and devices)

Terrence Gorfried AKA Quorum
Stats
Martial: 15 (While Terrence is one of the three founders of the Bastion his power is the least useful in direct offensive maneuvers. The ability to replicate yourself up to 100 times is useful but it isn't anywhere near as strong as the others especially considering how little training Terrence has in combat outside of boxing)

Diplomacy: 13 (Terrence is not the best at talking to others but heh as a good international reputation and is able to treat everyone equally. He is a bit blunt and rude but he gets the job done)

Stewardship: 29 (Terrence runs and manages the day to day operations of the world's largest superhero organization and coordinates with a multitude of governments what they can and cannot do. He ensures everyone gets paid and that the Bastion is constantly running smoothly)

Intrigue: 24 (Quorum is an excellent detective who understands how to get to the bottom of mysteries. He has a proven track record at figuring things out and can sniff out secrets from a mile away)

Learning: 12 (While Terrence is experienced he doesn't have any higher education and relies on experience to understand new situations)

Traits
In 100 Places at Once: Quorum can be assigned to ten different actions every turn

Sydney Kalfren AKA Sirius
Stats
Martial: 34 (Sirius is one of the most powerful magic users on the planet and is able to keep up with a wide variety of threats. As one of the founders of the Bastion she is plenty experienced in leveraging her power for maximum impact. She has enchanted her body to be incredibly durable and resistant to magic based attacks)

Diplomacy: 21 (Sirius is charming and skilled at recruiting others and is very skilled at public relations)

Stewardship: 3 (Sirius is reliant upon the Bastion for her housing, food and clothing and is not good at managing groups at all. She is rather flighty and unfocused and prefers to let others cover for her on the logistical side of things)

Intrigue: 15 (Sirius is skilled at misdirection and her knowledge of magic allows her to see through illusions and look beneath the surface)

Learning: 27 (Sirius is virtually unmatched in her knowledge of magic and she is capable of quickly understanding technology as well. She doesn't revolutionize fields but she can synthesize information like no one else)

Brian Muldoon AKA Manos
Stats
Martial: 13 (At this point in his career Brian's age has caught up with him. While he is a powerful magic user his memory problems and frail body get in the way of him truly fighting well)

Diplomacy: 2 (Brian has grown old and bitter and the deaths of his comrades combined with his failing memory make him a generally unpleasant person to be around)

Stewardship: 0 (Brian currently resides in an old folks home as his memory issues leave him unable to properly take care of himself)

Intrigue: 0 (Brian's lack of a solid grasp on reality makes him easy to manipulate and leaves him utterly unable to investigate things)

Learning: 0 (Brian struggles to remember the names of people he knows on some days. Given that he can hardly soak up any new information)

Traits
Cursed to Forget: Brian Muldoon is cursed to be unable to retain memory properly. On every action roll if Brian gets under 26 or over 74 the action is canceled as Brian forgot to do it.

Julian Forichs AKA Corvid
Stats
Martial: 22 (Julian is one of the world's greatest martial artists and has trained around the world to get to his current level)

Diplomacy: 4 (Corvid is rude taciturn and mysterious and doesn't play well with others. While he founded and leads the Wardens on the East Coast he does next to nothing to manage their image thinking that their works will speak for themselves)

Stewardship: 16 (While Corvid set up the Wardens every member has to pull their own weight. He doesn't support anyone besides himself and while he has enough money to fund his own superheroics most of that comes from selling his company and the inheritance his parents left him)

Intrigue: 32 (Corvid is one of the world's greatest detectives and regularly solves mysteries that his enemies throw at him. He is the main information distributer of the Wardens and keeps the groups identities secret from the world at large despite virtually everyone else attempting to figure it out)

Learning: 18 (Julian is a very clever man and since devoting his life to being Corvid full time his mind has only grown sharper with the kind of threats he needs to deal with)

Traits
Nevermore: After defeating another hero unit Corvid adds + 10 to his rolls against them in all future conflicts

Victor Veritas AKA Conqueror Worm
Stats
Martial: 36 (Conqueror Worm's ability to transform into a massive demonic mix between a hydra and a worm makes him exceptionally dangerous especially since conventional fighting tactics will only cause him to multiply and become even more dangerous)

Diplomacy: 12 (As a cult leader who lives in the sewers Conqueror Worm is surprisingly eloquent and charming. However his grotesque appearance can throw people off and the mans unhinged sadism is more than a little frightening)

Stewardship: 3 (Conqueror Worm cares nothing for his followers or holding land or making a profit. He just wants to see the world burn and wants to devour everything in his way)

Intrigue: 12 (Conqueror Worm is straightforward but excels at escaping from fights and vanishing in the wake of his destruction)

Learning: 1 (Conqueror Worm lacks a formal education and is illiterate. He relies hevily on raw power rather than a genuinely crafty scheme

Traits
The Madness Place: All of Conqueror Worm's rolls have a 1/10 chance of failing, a 1/10 chance of becoming a different action and if Corvid is involved any action that doesn't involve killing him drops to a 1/2 chance of automatically failing.

Piyotr Pushkin AKA Red Death
Stats
Martial: 12 (Piyotr is not a skilled fighter but the lethality of the gases he uses when conducting his crimes makes him exceptionally dangerous to the unprepared)

Diplomacy: 1 (For all of Piyotr's high minded ideals he struggles to communicate them in a way that doesn't leave him as coming off as a raving madman. No one trusts him enough to work with him)

Stewardship: 1 (Piyotr had his company collapse on him which he blames on the capitalist society when in reality it was his own poor business skills)

Intrigue: 25 (Piyotr managed to develop a suit which can turn invisible. While he can still be heard the he is incredibly hard to track and is quite skilled at hiding his operations.

Learning: 19 (Piyotr is a brilliant chemist who has developed some of the world's deadliest nerve agent entirely on his own)

Traits
Poisonous Person: Whenever Red Death is assigned to an action that involves improving or creating some kind of poison add + 20 to the roll after everything else has been calculated.

Burn the Rich: Piyotr adds an extra +5 to martial rolls when he is attempting to kill someone who is in the 1%

Jerimiah Bellgrave AKA The Mystery-meat Man
Stats
Martial: 13 (The Mystery-meat Man is an undead shell of a butcher that consumes the flesh of anything its body comes into contact with. It is not truly sentient and is incapable of advanced battle tactics being rather straightforward to deal with so long as you don't touch it with bare skin. Despite not needing to do so it restricts itself to human form when it can do so)

Diplomacy: 0 (The Mystery-meat Man is undead and lacks the higher brain capacity to communicate and merely acts on instinct. It can repeat words it hears back to people but it is no more convincing in an argument than a parrot would be)

Stewardship: 0 (The Mystery-meat Man has no consciousness to coordinate with others)

Intrigue: 3 (The Mystery-meat Man mimics the behaviors that the serial killer Jerimiah Bellgrave had in life making it seem as though it is human when it really isn't. The act falls apart as people examine beyond the surface but it can fool unwary travelers)

Learning: 0 (The Mystery-meat Man has no true intelligence and merely mimics the behaviors Jerimiah had in life)

Traits
Undying Abomination: So long as a fragment of the Mystery-meat Man remains undestroyed it can reconstitute itself. Any attempts to kill Mystery-meat Man through physical force automatically fail.

Sandra Hart AKA Telltale Heart
Stats
Martial: 13 (Sandra is a skilled knife fighter and is able to take on foes normal people would struggle with she is talented and her meta-human ability to have an awareness of where every heart in the room is makes her deadly accurate when using projectiles)

Diplomacy: 3 (Sandra can barely fake being a normal person. The constant ticking she hears drives her mad and she doesn't view anyone other than herself as being real. Sandra heavily dissociates and is oftentimes immensely frightening once she desires peace and quiet. Her obsessive compulsive disorder only further adds to this although it does make it so that she constantly keeps herself looking good unlike other members of Corvid's rogues gallery)

Stewardship: 24 (So long as she doesn't have to meet any of them in person Sandra can effectively direct large groups of minions to effectively accomplish multiple goals at once. If she wasn't insane she would most likely have been a very successful businesswoman)

Intrigue: 26 (Sandra sees plans within plans within plans and meticulously plots out numerous things in order to deal with them. Her rampant paranoia combined with her obsessive compulsive need to make sure everything is perfect ensures that she builds insanely elaborate schemes that cover all of their bases and are difficult to unravel)

Learning: 12 (Sandra is scary smart. While her various mental issues keep her from learning things very well, as she can't stand to be around people and non-symmetrical fonts can cause her to fly into a rage in order to fix them, what she does know is very frightening. Sandra has built bombs with literal scraps and is capable of designing various complicated bits of machinery to fulfill her plans. Most of the time its nothing really new but her bizarre Rube Goldberg machinery can often be put to very frightening ends)

Traits
Tick-Tock Hearts: Any stealth roll by a creature with a heart within about a 500 meter radius from Sandra will fail due to her meta-human ability. Furthermore if Sandra hears a heart ticking she has a 1/10 chance to be forced to attempt to quiet the heart by stopping it from beating.

Isaac Cutter AKA Pendulum
Stats
Martial: 22 (Pendulum is a skilled fighter and his ability to contort and bend any one of his joints in 360 degrees makes him even more dangerous to fight. He is also skilled in the use of swords and scythes and is able to swallow and spit out knives)

Diplomacy: 12 (Pendulum is surprisingly personable despite his madness and manages to worm his way into peoples good graces when he is in disguise as someone else. Granted when the crazy parts of his psyche that makes him feel compelled to kill and destroy in the name of bringing things towards balance he manages to lose all of his charisma)

Stewardship: 5 (Pendulum cares little for anything beyond himself and only ever looks out for number one. He is incapable of working with others as his madness drives him to switch between wanting to make things more orderly to wanting to cause things to become more chaotic in order to bring about a balance. Because of this Pendulum will rapidly turn on any supposed allies and cannot form long term plans as his madness might cause him to rapidly swing in the other direction)

Intrigue: 26 (Pendulum is frighteningly capable of constructing false identities and worming himself into places where he shouldn't be in order to make everything worse. He is a master of disguise and can effectively maintain personas for weeks on end when his mind remains consistent)

Learning: 8 (Pendulum is very clever but he lacks an interest in improving anything. He sees society as a machine he needs to set back into order and as such knowledge holds little value to him beyond what can be done to fix society. His focus is mostly in sociology based information but he is a decent chemist as well)

Siobhan McBride
Stats
Martial: 39 (Siobhan McBride is the heir to a lineage of mages stretching all the way back to the time of the Roman empire. Furthermore she was trained from birth to be as deadly as possible and upon becoming the head of the McBride family. Siobhan gained the knowledge and experience of every head that came before her making her an absolute magical powerhouse)

Diplomacy: 20 (Siobhan is well bred and eloquent and while she is absolutely vicious she hides her bloodlust very well and can construct well reasoned arguments as to why people should agree with her. Of course she boosts her natural skills by using a variety of charms and spells to make her appear more pleasant and likeable than she really is)

Stewardship: 12 (Siobhan runs the McBride family very efficiently but considering that everyone in the family who isn't the head is magically geassed into obeying the head that is less impressive than it sounds especially considering that upon the death of the head of the McBride family all possible heirs engage in a battle to the death to become the new head meaning that she doesn't have to deal with any challenges to her power or authority)

Intrigue: 26 (The McBride family is considered one of the darkest mage families still in existence to this very day. They have many dark secrets they hide not only from the normal world but also from other mages as they know what they do could get them treated as scum of the earth. As the Head of the McBride family Siobhan has centuries of experience lying cheating and stealing to fall back on to do her dirty deeds in the dark well)

Learning: 36 (Siobhan has the combined knowledge of every head of the McBride family making her a living archive of dark magic. There is no one on the planet who even comes close to matching her knowledge of the subject. On top of that she has perfect recall of every bit of information any of her predecessors might have learned)

Traits
McBride Reputation: Whenever Siobhan is doing a diplomacy roll against someone who knows the history of the McBrides subtract 20 from the roll. If they are a magic user subtract an additional 20. If they had a family member get abducted into the McBride family subtract 50.

McBride Family Geass: Siobhan cannot fail a diplomacy check against another McBride and can freely assign and cancel any of their actions

Important notes
The McBride's are one of the darkest mage families in Earth 27. They regularly abduct and mind control outsiders into providing the head as many heirs as possible before forcing those heirs to compete in a death match to select the new head of the family. Branch families are created by the Head forcing other members to breed with people who aren't them in order to provide more fodder. The McBride's have also developed a system where each head gains the collected knowledge and memories of all the heads that came before them. The McBride's are considered the worst kind of mage out there who isn't actively seeking to bring about the end of the world but they earn themselves a seat at the table through sheer magical power.

Due to the horrific nature of the transplant of souls to the next McBride Head the magical signature of the head is closer to that of a demon's than a human's and is instantly recognizable as wholly unnatural.

Marcus Lemure
Stats
Martial: 16 (Marcus Lemure is the teenaged heir of the Lemure family of mages. While he is young and still learning he has shown a great talent for the Lemure family specialty. Unfortunately the Lemure family specialty is dealing with ghosts so that doesn't have too many offensive capabilities but Marcus makes it work)

Diplomacy: 4 (Marcus is rash and hot headed and often doesn't think before he speaks. He struggles at getting his point across and is often frustrated by the tediousness of mage family negotiations)

Stewardship: 3 (Marcus is not very good at managing things although he is working at getting better at it. He hopes to one day live up to the expectations placed on him but right now feels that they are too crushing)

Intrigue: 7 (Marcus has begun examining his family's past and although he isn't exactly the most subtle about it he has made progress on it and has begun to uncover several conspiracies)

Learning: 15 (Marcus is a talented mage who has begun innovating his families magic in many new and exciting ways. While traditionalists might scoff at him the results Marcus has been getting are incredible. It is likely that as he matures his intelligence will only grow)

Calvin Caldocian
Martial: 12 (Calvin Caldocian is an old man who specializes in transmutation. While it is a powerful branch of magic his inability to get out of a wheel chair and bad lungs leaves Calvin mostly dependent on the enemies weaknesses or an allies support in order to win a fight)

Diplomacy: 16 (Calvin is a skilled negotiator and often relies on using dialogues to accomplish his goals rather than violence)

Stewardship: 19 (Calvin has managed his family for upwards of sixty years and has increased his families profits in ways the governments of the world can't track and has kept them flourishing)

Intrigue: 17 (Calvin is an old man who has been around too long in mage society to not know the value of skullduggery and trickery. He is a wily old man and is quite good at this part of mage society)

Learning: 3 (Calvin was never a great innovator. He relied on slowly and patiently learning things but at his age he is rather set in his ways and is no longer truly capable of making great magical breakthroughs. Calvin has given up on advancing his craft and instead is focused on ensuring the next generation will be in a better position than he was)

Alexandra Vesturi
Stats
Martial: 19 (Alexandra is the heir to a very old mage family and has access to very powerful magic as such)

Diplomacy: 3 (Alexandra is haughty rude dismissive and arrogant and sees almost everyone else as beneath her. Naturally this makes her come off as rude to virtually everyone else making her very easy to dislike)

Stewardship: 12 (Alexandra is quite talented at helping to run the Vesturi family and looks to take over soon)

Intrigue: 2 (Alexandra views subtlety and misdirection as the tools of weaklings who don't have enough power to accomplish things like a true magic user would)

Learning: 11 (Alexandra is a good study of magic but is a little to one dimensional in how she approaches problems with magic)

Vor'Tak'Gesh
Stats
Martial: 25 (Vor'Tak'Gesh was the general leading the first Hro'Magal invasion of earth. He is a skilled battle commander and was strong enough to go toe to toe with the Bastion for a little while)

Diplomacy: 4 (Vor'Tak'Gesh was notably violent and desperation had driven him to abandoning talk as a method of achieving his goals. Despite this he could still give rather eloquent speeches when rallying the troops)

Stewardship: 25 (Vor'Tak'Gesh effectively managed his army and kept his troops well supplied in all of their campaigns)

Intrigue: 2 (Vor'Tak'Gesh was desperate and often neglected to gather information before preparing to strike. This proved to often be his undoing when his opponents managed to surprise him)

Learning: 5 (Vor'Tak'Gesh is focused on combat and doesn't have time to indulge in intellectual pursuits)

Hro'Malak'Tong
Stats
Martial: 23 (The commander of the second and third Hro'Magal invasion Hro'Malak'Tong was not as focused on military matters as the previous leader but was no less dangerous for it)

Diplomacy: 38 (Hro'Malak'Tong managed to unite all of the Hro'Magal behind him as they fled their homeworld)

Stewardship: 34 (Hro'Malak'Tong was responsible for organizing an interstellar people and whil he did have to delegate he succeeded in getting them effectively organized)

Intrigue: 26 (Hro'Malak'Tong only managed to maintain his position by ensuring that no one was plotting against him or undermining his work)

Learning: 12 (Hro'Malak'Tong is not a scholar or a philosopher but he likes to learn as much as he can when he has free time and has an aptitude for some basic engineering)

Mala-Mala Din
Stats
Martial: 17 (Mala-Mala Din is a space pirate who tries to loot dead worlds of any leftover trinkets they might have. He has had to deal with numerous other pirates over the years and has had to deal with abominations that caused worlds to die. Throughout it all Mala-Mala has remained on top of things and has stayed alive although he did lose a hand to a Khithoonian Radalisk)

Diplomacy: 3 (Mala-Mala is a fast talking smooth negotiator and knows how to communicate well. However his need to make a sarcastic commentary on everything and his irreverent sense of humor and speaking causes his mouth to get him into more trouble than it gets him out of)

Stewardship: 1 (Mala-Mala is a pirate partial for the adventure and partially because he is somewhat incompetent at ever actually making a profit and now owes several dozen very dangerous entities lots of money. The one rule of Mala-Mala's life is that no matter how much money he makes he will eventually lose it all and land himself into an even worse financial position)

Intrigue: 31 (The upside of having to dine and dash and being on the run from every galactic debt collector this side of the universe means you very quickly learn how to avoid getting caught for anything. Mala-Mala is an immensely slippery individual with a talent for getting in and out of places he has no right being near let alone surviving getting involved with)

Learning: 7 (Mala-Mala is not a scientist and doesn't really bother to do much to become more knowledgeable. He is fairly happy with his rather average intelligence and while he is creative he doesn't plan on getting an expertise in any field any time soon cause that will make him to easy to track)

Virnox AKA The Tombkeeper
Stats
Martial: 43 (The Tombkeeper is the guardian of Maggan's tomb and defends it from all outsiders. It is an immensely powerful artificial life form created for the sole purpose of ensuring that no one gets into the tomb)

Diplomacy: 0 (The Tombkeeper cannot communicate with any outside forces and cannot be altered from its programming)

Stewardship: 0 (The Tombkeeper no longer needs to manage anything and has zero organizational capabilities)

Intrigue: 34 (The Tombkeeper was built to detect any intruders to the area and is capable of turning itself virtually undetectable to those without super senses or advanced scanners

Learning: 0 (The Tombkeeper cannot deviate from its programming at all)

Important notes
The Tombkeeper was once a simple alien named Virnox who was a travelling companion to Maggan. Upon betraying Maggan after the completion of his device Virnox succeeded in fatally poisoning Maggan. However Maggan then transformed Vinox into a powerful but mindless entity known as The Tombkeeper that would forever ensure no one would be able to use Maggan's device like Virnox tried to.
 
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Yes he might, but I don't think it's good practice to just hope we are lucky and our enemies make bad decisions.
look we can plug teh leaks and try to locate woodrue when we have done this, i doubt even with this info he could recreate our experiments in a year since he doesn't have a multi billion doller company behind him
 
@King crimson: Hot Blade explains it, but basically I mean weapons that are heated but don't melt. Would be pretty decent for combat cauterization of wounds, so there's clearly value in producing Heat Knives.

Regarding "Bone Research"... can't we already improve on how effectively ordinary bones can be used? Sure, won't be very useful right now, but it makes sense to see what potential there is. Gotta have some idea what to do with Bone Formula after all (besides the obvious of healing people).

Back to the "Superhero" Team, it would actually be pretty perfect. You've established that the civilians love "Flashy" Heroes more, and it wasn't so long ago Metropolis suffered the League of Shadows.

So creating a Team comprised of powerful & skilled Heroes, specifically tasked with keeping the city safe and stopping the bad guys? The public will lap it right up, and serves as a good way of drawing other Skilled & Meta individuals to us.
More research on physics is needed to get working hot blades without getting lucky or finding a miracle substance to use for them

Bone research falls under learning about biology chemistry and cybernetics or the bone formula if you want to improve the functionality of bones. If you want to use bones to make stuff then you need a regular supply of bones first.

It might not work the way you intend it to. Remember Rebecca got shunned by the public for her abilities and the DEO specifically said not to reveal stuff like magic to the public. Unveiling a team to mimic the JSA could give you some good PR but it would be viewed as you unveiling a very flashy security team rather than debuting your own superheroes. It will not have the draw you seem to think it does for meta-humans and magic users and it will piss off the DEO like nothing else would.
 
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look we can plug teh leaks and try to locate woodrue when we have done this, i doubt even with this info he could recreate our experiments in a year since he doesn't have a multi billion doller company behind him
Mad Geniuses have done far more with far less. This isn't real life, this is DC, a scientist, especially with mind control tech, can always get supplies.

Why can we not take care of woodrue first? If we put off woodrue now there's a good chance we'll keep doing that. We'll always find something to work on. We should just go ahead and get this done.
 
Alright, for this turn, I think we should focus on options to prepare for producing Metahumans. Human/Plant Integration is the big thing, especially given how Poison Ivy is a high-tier Super.

Then there's how we can create most of a Metallo, so Research Kryptonite is an easy enough option that'll play a key part. Producing better equipment will be valuable for both Metallo and our Badass Normals (like Katherine and Roxy).

We have 13 Actions in all, so there's plenty of room to do other options. There'll likely be some options relating to fashion and Vixen's totem, though I think a fashion option first would be good for loyalty. That, and "fashion armor / armored clothes" would be great for our Metas.

@King crimson: Eh, having the LexCorp sponsored Justice League prepared for a debut is more important at the moment. Still, maybe have them work semi-secretly and stuff? Like Central City already has The Flash running around, and Batman is active.

So... Set up our Hero Team, have the members act "independently", while gradually building up to them officially coming together and Lex "generously" decides to support the modern group of Heroes.
 
Mad Geniuses have done far more with far less. This isn't real life, this is DC, a scientist, especially with mind control tech, can always get supplies.

Why can we not take care of woodrue first? If we put off woodrue now there's a good chance we'll keep doing that. We'll always find something to work on. We should just go ahead and get this done.
it's not mind control tech, it doesn't grant you control over a person. and yes it is DC but it also has internal logic, 1 man cannot do in 3-6 mothns with basically scraps of info what a billion dollar company with multiple geniusses did and some time. remember that woodrue isn't the smartest person, that is why he had Pamela around he couldn't figure this out. if he get's some bit on info on it he will first have to succure all the needed supplies and figure out exactly what we did to get the correct result.

and the same can be said for the integration, if we put it of now becouse we are scared about Woodrue something else will pop up which means we can't use the appropriate team to ensure succes
 
Alright so I've moved the canonized entries for Earth 27 characters into Sidestories. The sidestories for the characters I have created will come (albeit at a very slow pace) later on throughout the month

@King crimson: Eh, having the LexCorp sponsored Justice League prepared for a debut is more important at the moment. Still, maybe have them work semi-secretly and stuff? Like Central City already has The Flash running around, and Batman is active.

So... Set up our Hero Team, have the members act "independently", while gradually building up to them officially coming together and Lex "generously" decides to support the modern group of Heroes.
Thing is there are already options that would let you have a prime position for setting up your own team of superheroes later. I will not reveal what they are per se but they most certainly do exist.
 
Qudrim8054's Henkel Haase AKA Holy Demon for Earth 27
Upon the request of King Crimson, I shall publish the bio of my character Henkel Haase. Though a quick correction to your Earth 27 timeline King, Haase was born during the reign of the Holy Roman Empire, not the Roman Empire. There is nearly a 600 years difference.

------------------------------

Henkel "Holy Demon" Haase

I have been alive for a very long time, but I always remember a bit of my early life, even if it is vague and foggy whenever I try to remember.

I forgot where I had been born, but I do remember that is was in the territory of the Holy Roman Empire around 1071. I believe that my parents died to disease when I was young, though how young I can't recall. As a result, I was taken in by the local church orphanage, where I had been taught by the nuns, some of which people nowadays would consider fanatics.

Back in those days I was merely known as Henkel, and those were very hazy days.

In 1096 I traveled along with many peasants and knights to Jerusalem, where we commited the acts known today as the Rhineland massacres. I myself had killed over a dozen men, women and children with glee and a thirst for "vengence for Christ" as we called it back in the day. Such foolishness.

However, life struck back at me, as during the events, I was attacked by a vampire, who turned me into one as well, making me a demon of the night. Now I had nowhere to return to, so I followed the one who had sired me, wondering the land and killing just for survival and for the taste of blood in my mouth.

For the first 100 years of my life, I had traveled from the Holy Land north to the lands of the muslims and then to the territory of the Byzantine Empire, where I hid with my master in the shadows, striking anyone to strand into our territory. This had worked for a few good decades, until we were found and hunted by knights. While I escaped with my life, my master had perished.

After escaping, I fled East until I reached the cold lands of what would later become Ukraine, where I hid once again, but this time I didn't try to attract attention to myself, so I fed completely on animals for blood. During that time I tried to think back on my past and my actions, as well as learning about what I am truly capable of, something my sire neglected to teach me, probably out of a desire to keep himself the one to give the orders.

By 1407 I felt comfortable enough to leave my small cave and start travelling once more into human cities. At first, I lived a few decades outside of a small town and worked as a farmer, which at the start was the easiest thing for me to do, as I had worked plenty in the garden of the orphanage that I grew up in.

I had a hard time in trying to restrain my bloodlust, so I eventually always started drinking from humans, which had always brought attention and fear and hate, which caused me to move around. It was why I took several jobs and only worked for a few short decades. I worked as a butcher in Russia, a stonemason in Hungary and a sailor who moved throughout the world. In that time I had gained plenty of experience and learned to strengthen my powers, which were slowly growing in power with my age.

Eventually in 1837 I returned back to the Germanic Lands and I had reached a small town where there were several cases of strange disappearances of young women between the ages of 17-30, so I investigated from the shadows. Eventually I found the perpetrator, a vampire who had lived through hundred of years as a count who had made all the kidnapped women his vampiric brides.
I fought through the vampiric horde of women with ease, reaching their sire and slaying him, reverting all the women back into humans.

After the incident I had a vision where an angel had approached me, telling me that my actions that night had caused them to decide to give me a chance to repay for my sins for all the lives that I took by saving just as many lives, and so I decided to take this as a challenge. However, the more lives I saved, the happier I felt, so I swore an oath to protect the people from whatever supernatural monsters lurk in the darkness, which I have been doing now for more than 150 years. I wear a cape and a horned mask, which I cut from below the nose, and started to take the name "Holy Demon".

I, like all vampires, have superhuman strength, speed, reflexes, senses and stamina. I can break steel with ease and lift a tank with some difficulty. I can run at about 350-400 kmh and dodge bullets fired at me from 5 meters away while I'm surrounded. I can survive for a year without drinking blood, though the longer I go without blood, the weaker I become and the older I look, though I cannot die from not drinking blood. I am also immortal and resistant to the effects of time, making me look in my mid-twenties for all eternity.
Like all vampire, I have a certain capability with magic, though most of it is related to nature. Few examples are the ability to create thunderstorms over an entire city or create a an earthquake up to 6.5 on the Richter magnitude scale. I can also transform my body into mist and several animals like bats, wolves and rats. I can also use hypnotism, though my skill with it is limited.
I also have an incredible healing factor, allowing me to regenerate from any injury that isn't revolved around losing a limb in around a minute, and my stamina never drains, so I can fight at my peak for a very long time.

As for weaknesses, vampires like myself have several. Both water and sunlight are a major weaknesses, as they weaken me severely and take away all of my powers, though unlike movies, sunlight doesn't kill us, just makes us as powerful as a regular human. Water itself also gives this effect as long as their are not enhanced with magic. Both simply make us as volnurable as any human.

There are three ways I am aware of killing a vampire: Impaling their hearts with silver, destroying the brain or using magic. Silver has an effect of removing my healing factor, so using silver to strike any internal organ prevents them from regenerating, and that includes the heart and neck as well.
Vampires are vulnearable to magic and despite having magical powers of our own, being on the recieving end of a spell can cause me a lot of damage, so a strong enough spell can kill me and other vampires.

Stats:
Martial:
21 (Has powerful supernatural abilities over nature and has superhuman physical abilities, as well as over a hundred years of experience in using them)
Diplomacy: 8 (Can carry himself through a conversation and is attractive, but stays away from people as much as possible)
Stewardship: 5 (Can live on his own well enough and hold a job, but that's about it)
Intrigue: 17 (Has stayed hidden in plain sight for hundreds of years, very skilled in disappearing without a trace)
Learning: 12 (Incredibly intelligent and has lived a very long time)

------------------------------------

By the way King, mind telling us more about the characters you created? Also, which Entities aside from The Endless can enter Earth 27? Can the Presence, Michael and Lucifer have a connection to it? Does this universe has its own version of Krypton or Atlantis, or any DC city, since it is still one of the 52 Earths of the Multiverse?
 
it's not mind control tech, it doesn't grant you control over a person. and yes it is DC but it also has internal logic, 1 man cannot do in 3-6 mothns with basically scraps of info what a billion dollar company with multiple geniusses did and some time. remember that woodrue isn't the smartest person, that is why he had Pamela around he couldn't figure this out. if he get's some bit on info on it he will first have to succure all the needed supplies and figure out exactly what we did to get the correct result.

and the same can be said for the integration, if we put it of now becouse we are scared about Woodrue something else will pop up which means we can't use the appropriate team to ensure succes
It is mind control tech, and DC scientists have done that all the time. One man working alone, especially when low on budget and desperate/angry/etc, almost always manage to create something that billionaire companies can not replicate. Its the origin story of dozens of different heroes and villains.

Except not only is integration not time sensitive, if something big and good comes that we want to put our heroes on instead it's because that other item is better. Or if there's another crises we need to stamp out, it's good we put it off so we can not die (exageration, obviously).

Woodrue is something that gets worse with time, and The DM has straight up said is something we should be concerned about. We lose nothing putting off integration, we stand to lose a good bit by putting off woodrue.
 
It is mind control tech, and DC scientists have done that all the time. One man working alone, especially when low on budget and desperate/angry/etc, almost always manage to create something that billionaire companies can not replicate. Its the origin story of dozens of different heroes and villains.

Except not only is integration not time sensitive, if something big and good comes that we want to put our heroes on instead it's because that other item is better. Or if there's another crises we need to stamp out, it's good we put it off so we can not die (exageration, obviously).

Woodrue is something that gets worse with time, and The DM has straight up said is something we should be concerned about. We lose nothing putting off integration, we stand to lose a good bit by putting off woodrue.
look, we can deal with him the turn after i don;t see what your problem with that is. there is a very slight change that he find out what we did somehow. then we deal with him if he doesn;t we have this done and we deal with him
 
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Haase was born during the reign of the Holy Roman Empire, not the Roman Empire. There is nearly a 600 years difference.
I'll correct this.
By the way King, mind telling us more about the characters you created? Also, which Entities aside from The Endless can enter Earth 27? Can the Presence, Michael and Lucifer have a connection to it? Does this universe has its own version of Krypton or Atlantis, or any DC city, since it is still one of the 52 Earths of the Multiverse?
I'll hopefully get the sidestories involving the characters I made up as the month goes on but I plan on getting stats of the characters up ASAP with should give you a little taste of what each character is and does.

The Presence is already there and cannot be prevented from entering the earth (the presence is omnipotent). Michael and Lucifer have connections to it but are heavily restricted in how directly the can act upon it.

A version of Krypton, Atlantis and DC cities exist although any character named in the comics did not exist in them.
 
  1. Ancient Egypt is visited by the alien race known as the Helioptians who gift them with advanced technology
Which ancient Egypt? Egypt is very, very old. The timeline suggests Old Kingdom, but if you had a different period in mind, let me know.

Could the Helioptans have been driven off by Atlanteans? Their departure seems like a great candidate for the Bronze Age collapse, and the Atlanteans seem a perfect candidate for the mysterious "Sea People" who might have contributed to/caused the real world bronze age collapse.
 
Which ancient Egypt? Egypt is very, very old. The timeline suggests Old Kingdom, but if you had a different period in mind, let me know.

Could the Helioptans have been driven off by Atlanteans? Their departure seems like a great candidate for the Bronze Age collapse, and the Atlanteans seem a perfect candidate for the mysterious "Sea People" who might have contributed to/caused the real world bronze age collapse.
Was intended to be the Old Kingdom. The Helioptans could most certainly have been driven off by Atlanteans and I tried to make the bronze age collapse line up with the Helioptans leaving.
 
Dumb question: Did the vote to delay the Lois interview win? I can't tell, and I'm concerned our alliance with Vale will be pointless if we forgot that was an option.
 
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