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On 5/11/2018 at 1:37 PM, Dusty said:

We can use some more heroes to get things moving! So if you are looking for something to start off with, take a look. 

 

Are you specifically looking for young heroes, or could more senor heroes, heroines, or freelance figures join in? Perhaps more to observe, and if needed assist the younger heroes, but still. Not so much as a teacher perhaps, unless there was any students will particular focus involving magic or with more supernatural elements/origins to their powers, but still someone who could offer help in perhaps more subtle ways that could make for some interesting scenarios or roleplaying.

 

Yet, though I am eager to play as my character Mythos, as shown above, there was an idea I had for a technological speedster who could fit well as a young hero and student of Canterlot Hero Academy. The idea being something of a mix of the Flash/Ironman, or in this case more Kid Flash/Ironheart (the young African American counterpart to Iron Man). I wont be able to jump in right away if I did go with "Golden Haze", as would be his working superhero name, because of the color of his coat and even power suit but because of a... side effect of his suit going at such high speeds. In that the suit builds up of excessive amount of heat overtime with the kinetic energy generated, which can created something of a haze effect especially when he expels or releases the heat to help the suit cool off.

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don't see why not, will put us at four! four sounds nice. 

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@Dusty

Thanks, just wanted to make sure.

I will see about putting together a post within the next hour, as it may take me some extra time to get up to the detail being shown already by members for their posts. It is such detail I can match, even exceed, yet I normally tend to take extra time deciding on such details and now I want to going about my character's actions.

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sweet, be glad to see it!

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Red Jarl App:



Superhero/Supervillain: The Red Jarl, the God-Killer

Powers: The Red Jarl was always a peerless warrior, a match for the greatest mortal warriors even before his transformation into The Red Jarl. Unarmed and armed, he was perhaps the greatest Caribou warrior of all time.

After the betrayal of the Gods and his fateful meeting with the World Serpent, the Jarl changed drastically. He can never be entirely killed. He can be destroyed, upon which he will dematerialize and show up at a later date and time, at a random location that the World Serpent deems him to be most useful. It is difficult to kill him anyway, however. His flesh is highly resistant to all forms of damage and his armor, fashioned from the bones of the World Serpent, bits of Golem, and enchanted Whitescar Wood, is notoriously difficult to deal with. It affords excellent protection against all threats, physical and magical, and any piece that falls off of him instantly turns to dust and vanishes.

He is extremely resistant to pain and regenerates wounds swiftly. This combines to make him extremely difficult to kill, but it is far from his greatest power. That lies with God-Killer the axe that he wields with extreme efficiency. Made from the remains of the World Serpent, forged in the flames that built the weapons designed in the Formation, it is capable of going through any defensive measure- magical or otherwise. He can slam it into the ground and cause a bevy of environmental effects. He can use it to burn away the oxygen in a space and, it is rumored, use the tip of it to fire an extremely powerful beam of divine might.

He rages constantly. The more he rages, the more he gets hurt, the longer the fight drags on, the stronger and faster he gets. He is never more dangerous than the moment before his destruction. It is said that a swing of his axe when he is angry enough is enough to split whole mountains. Perhaps his most powerful ability, however, is one he is not responsible for. Gods never fully die and covered in their essence, he has a little bit of their power. This translates into otherworldly strength and speed, but more importantly, effects the area around him.

Old Gods of Death and Fear cause even the most stalwart opponents to have to fight down rising tides of panic. Gods of War and Battle cause level-headed adversaries and military forces to fall upon themselves in extreme bloodlust. The effects are manifold and are entirely outside of his knowledge and control. Decay, Disease, Rot, Lust, Indulgence, and a thousand other effects flow out of him without his knowledge.

Weakness: While he is an immensely powerful creature, the Jarl has several weaknesses. The first is the final trick played by the Trickster God of the Whitescar pantheon, which has left the Jarl unable to ever fully stop raging. He has calm moments, but these are merely shadows on a sun. The Rubric of Saddle Arabia is a powerful spell that makes him more easy to damage by all manner of weaponry, though it is an obscure spell known to only a small hoofull of Saddle Arabians, let alone Equestrians. The Bushido Rite is an important weakness. While it has no effect on his combat effectiveness, he is compelled to openly challenge those he seeks to destroy first rather than simply engage them where they are. This can allow heroes to evacuate the area and prepare to fight him on their own terms. A warning: he is compelled to challenge first, but is not above wiping out cities to force acceptance of it. The Flowing River cast by the Remnants of the Unyasan Pantheon dictates that his grasp at any specific point in time is tenuous. He is rarely able to stay in one time for any more than a few days.

Also, the essences of the Gods that leak from him can have a beneficial effect on his opponents. Gods of Wisdom and Hope, of Love and the Hunt, Intellect and Courage, can all in some ways counteract the negative effects, if only ever briefly.

Alias: None. His old name is dead.

Backstory: The Red Jarl was once known as Brann, a former warrior and leader of a Clan in Whitescar in the age before written history. He honored the Gods in battle, he honored them outside of battle, and was considered both a consummate warrior and great leader of his people. He caught the attention of some of the lower-ranking Gods of Whitescar, who walked the land in those ancient times. One trickster God convinced him to launch an attack against the High King and take the title by force, as his Clan was ascendant and deserving. A minor God of battle imbued him with great power. He did as requested and launched an attack on the High King, and so the legendary War of the Dead Clans. Brann, his Clan, and his Allies were on the verge of final victory when the High King called upon the Old King of the Gods, who looked down upon the battle from his throne and with one baleful stomp shattered Brann and his clan. Other Gods soon came to the High King's aid, eager to please the Old King, and Brann's clan was exterminated.

Brann himself was kept alive, broken in body and spirit, mocked by the trickster god- who had done this all just to ensure that Brann's first born and thrice born sons perished, such was the deal he struck with other Gods who bartered for certain souls. Brann was taken captive by the High King for several years while the High King cemented his pact with the Gods, eliminating all of Brann's allied clans in a war that made Whitescar run red. Eventually he was granted 'peace' by being allowed to wander into the North alone. Brann set off into the great void, everybou thought, to his doom.

Brann would return a year later. He had fought and killed beasts of unfathomable strength as he approached the Spine of the World Serpent, seeking an old legend. He went into the Spine and fought for who knows how long, who knows what, with little to no rest. Rage substituted where thought could not, where the body fell apart due to exhaustion. He went deeper into the Spine than anybou had ever gone. His rage got him far, but as time would tell, something else allowed the berserker to go deeper than any God had ever gone.

There, deep in the Spine, he found his prize: The fractured remnants of the Soul of the World Serpent, undying and hating Gods and Golem alike. He made a pact with the Soul, allowing it to harbor itself within him that it may then escape its final resting place. In return, he would be granted a fraction of its nearly infinite power and a form of immortality. He then went to work in the Golem Forge, long dormant, deep inside the Spine.
 

When he returned, he returned with the blazing green fire of the World Serpent. He attacked Barn all by himself and crushed the mortal armies of the High King. The High King himself, imbued with the power of the Gods, engaged him in combat- and was soon slain. Using forbidden and dark magics, he opened a portal into the Homeland of the Gods, which he immediately attacked. He fought many Gods; of Death and War, Life, Fertility, the Storm, Madness, and many more. Their tricks and their games came crashing down as those who sought to use him against others only hastened their own doom.

The sky cracked with endless storm and volcanoes shattered the land. War and infertility, an inability to dream and sometimes even sleep, dreadful plagues, the dead rising and souls wandering aimlessly all rocked caribou society. The Gods, one by one, fell from a shattered sky into the land itself. Whether it took weeks, months, or years, nobou can say. But eventually Brann stepped back into the Whitescar a blood-soaked yet triumphant warrior, bearing the personal sigils of the Old King of the Gods, the Trickster, and all those who had wronged him.

Yet his job was not done. He had learned an important lesson: Gods are all evil and must be destroyed, lest they ruin mortal life. Thus he demanded the Caribou build for him a mighty fleet so they may sail to other lands, to find other Gods, so he may slay them all. Some resisted. Some were smote. Such was his power that many began to worship Brann as a God; he smote them as well, so horrifying was this thought. He had all temples burned, shrines destroyed, priests and oracles and those of such inclination killed.

When his mighty fleet was made for his use, he picked only a small handful of warriors to join him. He ordered the records of this time to be forgotten, and forebade any great songs to be sung. He is fine if he is forgotten, as long as the Gods of Whitescar suffer the same fate. And thus he sailed. Of course, he had taken the Gods of Whitescar by surprise. The Pantheons of the World learn quickly. In Neighpon he cut down many, but was destroyed utterly in a final battle. Yet he would reappear in Long Guo, only defeated after much death by the Twin Serpents.

Time moved on, and thus the pattern played true: Brann would violently appear in a new place and attack the Gods. Many would be killed, and in return, so would he. Yet no matter the damage taken nor the manner of its origin, Brann would return. An undying specter of vengeance against all pantheons, a warrior made to make even the mightiest of Gods fear the sound of an ancient caribou war horn.

The Unyasi Pantheon was nearly exterminated but managed to send him into the future at the last moment. This is that moment. Brann sees superheroes and supervillains as little more than low-level Gods, and seeks the destruction of all empowered.

Notable Allies: The Revenants. The warriors he selected to join him on his journey still do to this day, taking physical form alongside him. They are tremendously gifted warriors of their own with minor powers, usually super-bou strength and speed as well as lifetimes of skill, but some show evidence of a slow onsetting of madness due to the passage of eons. While they are extremely talented warriors and rematerialize with the Red Jarl, they can otherwise be defeated normally.

Notable Enemies: He considers all Empowered, hero or villain, to be his enemies.

Notability: Those who study divine legends across the world may know of a figure like him, though almost all would ascribe to these stories little more than the attention given to most mythological stories. This will soon change.

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Red Jarl approved. Expect an adversary soon, Steel=3

 

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Superhero Name: The Battlemage

Powers: The Battlemage has a stunning array of powerful magical spells at her disposal. Much of it is based on her vast magical studies, meaning she casts spells from across the world and from a dozen or more different disciplines. She can cast devastating magical beams and can even alter the arcane makeup of these beams to attempt a bypass of magical defenses. She can teleport instantly and rapidly across wide distances and has powers of transmutation. She can alter the fabric of reality around her and cross dimensions easily. She knows a great many spells from Abjuration, Transmutation, Conjuration, Divination, Enchantment, Evocation, Illusion, Umbrum Magic, and magic from Unyasi, Saddle Arabia, Neighpon, Long Guo, and even other dimensions. She uses this magic to dizzying effect in battle, dumbfounding her opponents and rending them apart or otherwise incapacitating them with supreme safety for herself.

When the time comes for battle, she summons an arcane suit of power complete with cape, which helps soak up damage. Once a threshold has been passed, it vanishes, leaving a veneer of smoke to mask her. She can conjure up magical weapons and armor for her and her allies. She can drastically increase her power by making pacts with the Personification of Aether itself. She studies her opponents and even her friends obsessively, always on the lookout for exploitable weaknesses

Weaknesses: The Battlemage has immense pride in her vast capabilities and her top graduation from the Academy. She has absolute faith in her abilities and while she is smart enough to seek help, she will only do so when she is clearly overmatched. This is somewhat counter to her tremendous neurosis. She is a nervous mare given to worry over even the smallest details. She has complex plans and when they start failing she can get caught up swiftly in what should have happened, and this can put her behind the curve in battle. As a member of a team these issues can be partially resolved quickly, but the her biggest weakness is not as easily solved.

When the Battlemage accesses her most powerful magic, she does so at the cost of pacts with the Personification of Aether. The costs of this range, but she must always pay, and it is rarely pleasant. Physical pain and illness, mental breakdowns and illnesses, misfortune and bad luck, these are just a few of the things the Battlemage sacrifices to call upon her most powerful magic. And at the end of the day she is still a flesh and blood mortal mare.

Alias: Twilight Sparkle, librarian and magical aide in Ponyville.

Backstory:

Twilight Sparkle was born to high-ranking unicorns who managed the Office of Celestial Movement. Gifted from birth with well-above-average powers, Twilight's life was turned upside down when she visited her father's lab in the Celestial Object Observation Department. She tried levitating one of the objects with her horn when a bright and blinding flash erupted from the object and brought the light and heat of the sun into Equestria. For what felt like eons, Twilight found herself trapped, being spoken to by some being from beyond the stars who spoke of dark gods and tragedy, and of great enemies new and old seeking to destroy the good and righteous. It had been seeking a creature of quality and of power who could help save the multiverse, and offered her a chance to be that heroine. Twilight, a terrified little filly, accepted only to be allowed out of the terrifying light.

Just as quickly as it had come, it went, leaving Twilight to flop on the ground. The adults in the room were knocked out as creatures of pure energy appeared from slips in reality. Appearing to ready themselves to attack her father and his colleagues, the filly fought back with far more power than she had ever believed was possible. The enemies were uncoordinated which was good as she was completely inexperienced. She defeated multiple waves of the beings before the voice chimed in with a positive review, the enemies vanished, and the Sunlight Sentinel appeared.

Princess Celestia had come when she saw the explosion of light and was shocked to find a small filly with nearly uncontrollable power, terrified and alone amongst defeated enemies and hurt ponies. They spoke and Celestia offered her a place at the Academy in order to learn and harness her powers. Twilight agreed and, with the help of the voice (which called itself the Personification of Aether), used a spell to restore consciousness and erase memories of the event from those who had witnessed the event take place. She threw up immediately afterwards as he father politely asked her to not touch the strange object, the first sign that the Personification did little for free.

Twilight maintained a double life, her home life unchanged yet with an added set of tension as she learned to harness her powers and hide them, and her superheroine life at the Academy. Wanting to understand everything that she could about who and what she now was, Twilight read literally every book the Academy library had to offer. A hard feat, considering parts of it were omni-dimensional for security. She excelled in her magical studies and in combat lessons and earnestly applied herself in every ethical and moral discussion. When the Academy was attacked by a rogue military AI project, she played a pivotal role in shutting down.

She offered The Equestrian the chance to reverse the fates of her parents, which prompted a quick cut across the jaw and some hospital time (they would eventually make up years later). For years, The Battlemage had a unique reputation. Alpha-class badflank superheroine with tremendous power and capability who was intensely confident, but also a 'dark' wish-granter and reality warper. She saw this as using her power for good, but others saw the truth before she did: Something for nothing was never the exchange. The fact that she paid the cost personally didn't matter to the gathering of heroes and heroines, it still seemed dark.

Thus even when she graduated from the top of her class at the Academy she wasn't offered a position as a specific city's protector or as a member of a team. Having watched her development closely and knowing that the studious yet emotionally fragile mare needed to find her hooving amongst others or else she could backslide into something worse, the Sunlight Sentinel suggested that Twilight move to Ponyville where a collection of new, young superheroines were starting up. While they weren't yet friends, the Sentinel was sure they could come together and help not Ponyville, but themselves.

This was wise counsel so Twilight took it and was soon in Ponyville. Not long afterwards the Incident with Nightmare Moon took place and she teamed up with other heroines, namely Flash Mob, the Equestrian, and the Rainboom Centurian, to defeat her. While The Battlemage engages in titanic engagements inside this dimension and reality and outside of it to protect Ponyville, Twilight Sparkle is the town's new librarian and general magical aide.


Notable Allies: Flash Mob, the Equestrian, Rainboom Centurian, Sunlight Sentinel, others.

Notable Enemies:
The Whisperer in the Darkness- An omni-dimensional force of evil that seeks to dominate or destroy all reality, and commit every thought and deed to its worship. The very knowledge of it can instantly corrupt you.
Aether-Eater- A mindless monster that devours magic and souls.
The Imperial- A trans-universal empire that detests magic and seeks to extinguish it.
Red Jarl- Immortal and invincible God-Killer.
WRAITH- Secret, evil organization seeking to overthrow the Equestrian government....and more.

Notability: She is known as widely as her allies are, and even more so thanks to her Academy upbringing. She has successfully maintained her alias thus far.

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approved again!

 

@EquestrianScholar

 

Sorry to keep you waiting so long! You're approved as well.

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Hero Name:  The Phantom Strider, The Pale Huntress

 

Real name: Sigrun, daughter of Qalipu and Hreinn

 

Power(s):

 

As the offspring of two deities, the strider possesses a potent set of magical abilities. From her mother she has the ability to change her size and appearance to a limited degree. Due to a lack of training perhaps, she can only take three forms: Her mortal form of a gray coated caribou that seems like an average sized specimen of her species, A more divinely empowered form that turns her coat white and eyes violet where she can summon aurora’s to protect and attack, and her giant form where she is able to release the full force of her godly might.

 

In her grey form she seems mostly mortal, save for her immense stamina and speed. Her near millenia worth of experience fighting and wandering has left her a formidable fighter with merely her hooves or whatever is nearby.

 

When she is in her ‘Phantom Strider” guise, that of a mostly all white caribou clad in magical armor and emanating an ethereal glow off her coat, In this form she was able to survive several blows from the Godkiller Brann during his attack on the Unyasi pantheon. She was physically strong and skilled enough to pierce his armor and deal heavy damage to the godslayer and delay him long enough to help the gods of ancient Unyasi send him forward in time. Her mother’s aurora conjuration is most readily usable in this form, allowing her to erect protective veils and project attacks made of those same cosmic rays.

 

While in her giant form her body is inherently tied to Storms and weather, punches thrown as a giant will produce thunderclaps on impact. hurricane force storms will swirl around her body when she is engaging a larger more powerful enemy.

 

Weakness:

 

While Sigrun is immensely powerful, she is far from untouchable. Her most immediately apparent vulnerability is her temper. Given the state of the world she grew up in as a ruined, chaotic, and literally godless land: Sigrun spent much of her life incredibly angry. It is a familiar feeling that she has grown very close to. Remarks about her allies, her past, or making light of the things she has lost have proven to bait her into making hasty decisions that have brought her closer to the brink of death than she’d like to admit.

 

Her repeated appearances in various myths and folklore often suggest a deep association with Vengeance. This is not an exaggeration in the slightest as SIgrun has a type of mythical compulsion to deal out  justice to any deserving that come to her notice. For smaller cases she is capable of ignoring or putting off small time offenses but in regards to life destroying tragedies she can find herself diverted from her life’s mission. The last instance of this happening was in Neighpon where she took on her giant form and battled a kaiju to the death.

 

In her last battle with the Red Jarl, His axe and the world’s serpent’s power did wind up having an effect. When she engaged him in her Giant form, the corruptive power of the world serpents placed a curse on her. Since that day she is unable to remain in her giant form and fight without potentially succumbing to a maddening presence in her mind. She has found she is capable of remaining in her giant form for longer periods of time only if she isn’t fighting or stressed… although given her history that is a hard state of mind to achieve anymore.

 

One of her most distressing weaknesses is an inherited curse from her father. A sorceress in the ancient past, during Hreinn’s wilder days created a magical breed of flowering vine that would strip him of his divine power. When exposed to this same vine, Sigrun’s divine power is rapidly drained from her until she is effectively a mortal caribou. The effects have been known to dissipate after three days pass once the plant is out of contact.

 

WHile more of an inconvenience to her than an out and out weakness. In her grey form, Sigrun is susceptible to mortal illnesses and issues.


 

Alias:

Sigrun lives in Canterlot under the name of Sera. Most know her a somewhat reclusive archeologist who seems to have an uncommon obsession with mystical artifacts of divine power.



 

Backstory: In the days of Whitescar when the gods still walked among the natives of the north, there was a curious union between two warring tribes that were in the caribou pantheon. In the caribou’s ancient world there was a tribe of giants. Some said they were descendants of the golem, yet they seemed to be more akin to embodiments of a force in the world. One such giant was a mighty manipulator of the weather, able to summon, conjure temper and even dissipate Storms as it they were merely an extension of her will. Often times she would summon great auroras over the villages under her protections. Her name was Qalipu. On the other side was that of a tribe  of gods who made their home in the fantastical forest in whitescar. One god in the forest pantheon was a lesser known spirit of magic and hidden paths named Hreinn.

 

The details that lead to the union of these two vastly different gods among bou are not of important right now, but the result of it is. They’re daughter Sigrun was born into the world at a very turbulent time. War had broken out between the clan of the high king and that of a headstrong caribou named the Red Jarl. The High-king needed her parent’s help so she was left in the care of a kindly shaman. When they returned they’d made sure to give her the happiest year of her life. If only she had known this would be the last year she would ever know them…

 

When the Red Jarl made his return, Sigrun was still just a calf. She exhibited no signs of her divine heritage yet, save for an uncanny sense of direction and stamina. She had been in her father’s realm at the time of second fight with the high-king. Her mother, her father and even the shaman servant had felt the fall of the king and taint of the serpent infiltrating the divine realms. Hreinn’s domain was more difficult for the jarl to get into but eventually her arrived where both Hreinn and Sigrid. The two gods fought well but eventually they fell before their offspring’s eyes. The last blessing of Hreinn allowed her and the shaman to escape the notice of the Jarl so that they could get to safety.

 

In the days when Brann was crushing the now chaotic land beneath his will, destroying temples, and forcing the native bou to build his army and fleet… Sigrun and the shaman retreated to a hidden place in the woods. The shaman performed a ritual to hide her divinity from the gaze of the serpent and it’s new warrior, rendering her effectively mortal before her power could manifest. On occasion they would venture out into the world and see the horrid deeds committed by the godkiller. They had even found what remained of the old high-king’s spear.

 

Upon the Jarl’s departure with his massive fleet, SIgrun’s guardian had passed… and she was left alone in a sundered world, her power still sealed. The chaos that lingered in the Jarl’s wake had turned many caribou into aggressive clans that warred over what resources remained in the land after so much was used to construct the godkiller’s warships. Sigrun entered this world, posing as a mortal. Her skill as a fighter took her far, but her cleverness took her even farther. Her fights across the land eventually took her to the keep of one of the last remaining civilized clans. They had a small empire but were losing ground to many of the godless barbarian hordes. Sigrun found herself assisting this clan and its leader until she found herself as queen. Her influence stretched further and further across the land through her conquests and ordering until she was touted as “The Queen after the End” Her work having brought the ancient world of the caribou back to order… until she left. While The Jarl began his campaign against the gods she was always close behind him. It wasn’t until the battle with the Unyasi pantheon that she finally fought him face to face. The battle was long and arduous, She fought in both her divine forms , managing to wound him and hold him long enough that the unyasi gods finished their ritual to banish him forward in time.

 

While Sigrun had agreed to assist with the ritual she’d hoped that it would completely destroy the Jarl, she wasn’t as pleased when she learned it merely stalled him.

 

She did not dwell, Instead she prepared. In their last battle she was only barely holding her own, she was not able to harm him but with the aid of the unyasi gods , could defeat him. The price of victory didn’t come without her own wounds however. A strike from the jarl’s axe cut off half of one of her antlers.

 

The gods of Unyasi told her of when she might expect the Jarl’s return. It was going to be a very long time before he would re-appear: Almost a millenia. She would devote this time to preparing for his return. Sigrun began to wander around the world, going to the sights where the Jarl would fight and trying to learn all she could about him and his methods. In her travels she gained a degree of notoriety in the ancient worlds, a recurring image of an ethereal, white caribou with one of her antler broken and slightly gnarled.

 

While she has never seen herself as a hero of any sort, Sigrun has found herself doing their work for them once or twice with or without their permission. The Last time she was seen was several years ago when she engaged a Kaiju in Neighpon in her giant form and successfully slew the giant beast. The event was seen, recorded and spread about the world not long after.

 

Allies:

 

Various pantheons across the land.

 

Enemies:


 

Red Jarl, obviously. The death of her parents and what she sees as the destruction of much of her and Whitescar’s future have pushed her down a path to prepare for revenge.

 

Notability:

 

SIgrun’s status is relatively obscure. She isn’t a registered hero in any form and seems to pop up now and then in different parts of the world. Her cameos in different archaeological finds that have resurfaced have gained her some notice… and the recent battle with a kaiju in Neighpon has gotten the interest of various equestrian government agencies, intent on finding out where her loyalties lie.

 

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

 

 

Caribou demigoddess approaches!

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Gaze upon my supreme beauty! I am Love given Flesh!


Supervillain Name: Ossia di Nerezza


Appearance: For some reason, Ossia looks basically identical to a certain pink alicorn superheroine. However there are minor differences between the two - with Ossia sporting gray eyes, more athletic build and different manestyle. They also dress nothing alike.- with villainous alicorn wearing a black catsuit with a green sash, as well as pair of emerald earrings, jeweled leg bracelets, black tiara made of unknown metal, and golden amulet depicting sickle around her neck. It is currently unknown if has the same Cutie Marks as her match seeing that catsuit covers it.


Power(s): Ossia display usual alicorn powers similar to Sunlight Sentinel, Moonlight Knight and her own heroic counterpart, with skyscrapper-toppling strength, insane durability, supreme speed and reflexes and raw magic power that would make most graduates of 'School for Gifted Unicorns' jealous. While somewhat weaker then two alicorn sisters, this still  makes her incredibly strong and an S-Level threat.

According to Ossia herself, her power source is 'Love'....and seeing that she displays EXTREME narcissism it appears that she is more then capable of fueling herself.

Uniquely to her, she is able to 'strengthen' and 'renew' the love in others by using her magic to grant herself even further boost....usually by cranking it to such degrees that unlucky recipient becomes downright psychotic or displaying similar unhinged behavior.


The villainous alicorn also was shown to charm males for a time, making them obsessed with her, and ready to serve her every whim. There however appears to be limits to this ability, with Ossia not being able to enchant more then three stallions at a time, as well as being unable to overwrite their personality traits.


The malicious di Nerezza also appears to quite familiar with various types of magic, displaying supreme knowledge of mystical arts during her clashes with Avalon Five, and later Hopesguard. She was shown to be proficient in using counter-spells, forcefields, teleportation, extremely powerful telekinesis and usage of different kinds of magical beams. It safe to assume that she has much more up in her sleeve when it comes to sorcery. Most disturbingly and unfortunately, di Nerezza can also torture someone for insanely long times without killing them as Hopesguard First-Response team found out much to their horror.


Saturn Amulet: Ossia possesses a relict of unknown origin that allows her to travel through dimensions and alternate realities, and granting limited protection to time manipulation. Strangely enough it appears that Ossia needs to progressively 'acclimate' to each newly visited dimension through increasingly prolonged visits. Her first appearance when she fought Avalon Five 55 years ago lasted no longer then fifteen minutes and greatly drained her. In contrast, her next visit lasted six hours back when Hopesguard was freshly formed, with her latest - just before the same team dismantling - ending only after two days of chase and struggle, with Ossia being forcibly shoved through trans-dimensional rift. Tegan of Hopesguard theorized that her next emergance may very well result in a permanent stay.

On top of that she doesn't appeared to age at all between her appearances. Currently it's unknown if it's something appurtenant to her or yet another benefit coming with possession of Amulet.


Weakness:

While not possessing obvious weaknesses like Sunlight or Moonlight, calling Ossia invincible would be a glaring suspension of disbelief.

Her first most glaring flaw is her narcissism. While she is way too arrogant to be bothered by petty insults or rude comments Ossia can be...a little too self-absorbed at times. While usually no-nonsense this usual leaves her open to any tricks or surprise attacks that she should notice otherwise.

Going with that, she also appears to be infatuated with Mi Amore Cadenza. Mentioning the alicorn heroine by name is one of the ways to pick Ossia's attention and di Nerezza seems to hold her counterpart in almost as high regard as she does herself. This usually leaves her talking about Cadenza. A lot.


Second of Ossia's shortcomings are sadistic tendencies. While savvy enough to cripple strong opponents quickly, di Nerezza have tendency to toy with them longer then she should, extending their pain and suffering for longer then necessary apparently for nothing more then her own amusement. This was exploited by Hopesguard during their first encounter with her - After utterly demolishing first response team, Ossia was completely blindsided by three backup units while she was still tormenting her now defenseless foes.

Strangely enough Ossia appears to have no interest in harming powerless beings, saving her interest for other supers instead, in her own words ' "To temper herself".'


Third and perhaps the most surprising is her protective attitude to any real display of romantic love. Assaulting an enamored couple in di Nerezza is a quick and sure way to bring a savage assault upon yourself, usually with a lethal results. Coincidentally Ossia appears to be rather fond of any love imagery, and she will try to avoid any property damage to any places that have it.


Last but not least Ossia appears to tend grudges like others tend flowers. While outwardly calm and collected it's pretty clear when she loathes someone. Particularly her cold resentment towards Moonlight Knight, Rainboom Centurian and [REDACTED] appearing almost unending and thus easily exploitable. Strangely enough she consistently refers to Moonlight as Nightmare Moon....


Backstory:

Being a individual hailing from another dimension Ossia di Nerezza so far is almost complete enigma - the few strings of information about her being only this that she shared herself.

What is known however is the fact that her being an alicorn is not an illusion - something confirmed by Hopesguard when they brought their strongest dispelling magic to the table.


Her fist appearance goes as far as 55 years from present day, when members of superhero team Avalon Five were researching means of dimensional travel in hopes of locating heroes missing during 'Tear Shock' even over century prior. They experiments instead paved the way for Ossia di Nerezza. However the evil alicorn appeared to be very weakened from her first excursion into a world of superheroes and she was quickly overpowered by the Avalon Five an pushed back to whatever alien space she came from.


Avalon Five however kept the encounter a secret, perhaps out of respect of Sunligh Sentinel and fear what the new about, malicious alicorn could do to her reputation.

Thus Hopesguard were completely obvious to Ossia's existence when she resurfaced years later, just after Hopesguard subdued a notorious super-villain Shatterway.

His reckless usage of his superpower which opened portals through space allowed di Nerezza to break through weakened dimensional barriers - and this time she wasn't as nearly exhausted by the transition as before. Tired from their prior fight, First-Response team were no match for evil alicorn and were utterly trounced, However Ossia revealed in her victory for far too long - long enough for backup to arrive. Ossia managed to hold her against two more additional teams, with only third proving to be enough to stop her and forcing di Nerezza to retreat from dimensional rift. Once again, due to the remote location of the battlefield and concern about Sentinel reputation - existence of Ossia was suppressed. Hopesguard however was more mindful then Avalon Five and they kept the data about malicious alicorn just in case, eventually uploading information about her to their AI - Marionette.


The android dragon proved to be crucial to Ossia's defeat, when she once again returned after a few years. This time she emerged in Hopesguard secret laboratory in Allacor Mountains, where research over Sixth Energy were being made. A particular experiment was performed at exactly wrong place and at wrong time. And while it was successful, the side effect weakened the dimensional walls - something that di Nerezza exploited once again to break into reality of superheroes. Despite being far more experienced and having far more members Hopesguard had the unpleasantness of finding out that Ossia had even better grip on her powers now as well. Evil alicorn steadily bulldozed through the members of the team, and only Marionette supreme coordinating skills back from HQ prevented any casualties this time around. The fight eventually spilled into outskirts of Beakbreak City, with Ossia being stopped when Marionette finally found a way to victory. Using portable Sixth Energy generator build by Tegan, data gathered by Provenance and powers of Stable Loop they were able to open a dimensional rift into lifeless universe with rest of the team pushing di Nerezza into it - finishing the battle after two days of almost constant struggle.

The  events of the incident were once again were kept under the wraps - despite a greater difficulty of doing so - partially for the same reasons as before, but mostly because Ossia now had an active, and undoubtedly heroic counterpart active within 'supers' community. It was quite certain that news about crazy and malicious counterpart would greatly damage to emerging superheroine creditability.


Time will tell if Ossia manged to bounce from her last defeat. But one is certain - she will have quite a grudge to act on if she does....


Allies: None! As somepony who had been present in AoH dimension two days tops Ossia simply hadn't had time to make any.


Enemies: As if in contrast with her current lack of allies, Ossia brought with her quite a number of grudges, and even managed to cultivate a new ones.


Moonlight Knight - Hated by Ossia with intensity of thousand suns, slaying the blue alicorn seems to be one of the goals she has in AoH dimension. Strangely enough di Nerezza refers to her exclusively as Nightmare Moon....


Sunlight Sentinel - Not so much hated as feeling a great scorn towards her, Ossia has nothing but disdain for world most famous heroine. In her own words "Despite all of her power she's a joke of an alicorn. An utter failure no matter the timeline or dimension." di Nerezza appears to know Sentinel true name, and uses it when referring or speaking about her.


Rainboom Centurian - The pink alicorn seems to hate the blue mare almost as much as she does the Moonlight. Mysteriously enough Ossia spoke about Rainboom and Nightmare Night as if they were associates in some great sin committed against de Nerezza - despite the fact that Centurian actually fought Nightmare at one point!


[PLACEHOLDER: Candance Superhero Couterpart] - Unlike other superheoes, Ossia appears to have more complex relationship  with Mi Amore then with other heroes. di Nerezza appears to be obsessed with her counterpart and even tries to emulate her in some ways. She openly adores and reveres Cadance abilities, looks and status as alicorn of love - to the point of being extremely creepy about it. At the same time however she criticizes her for repeating mistakes of Sentinel and Knight instead of "Becoming so much more then those failures." and not living up to her utmost potential. Cadance is also the only pony Ossia sees as an only truly worthy opponent - a honor she doesn't extend to Moonlight and Sunlight despite their greater power and her scorn for them.

 

Avalon Five - di Nerezza holds a grudge against the group for a simple reason of foiling her once before. However since their meeting happened so many years ago three of the team's members passed away due to old age, while the remaining two now live in secluded retirement. Still, if a group of heroes would decide to carry on the team legacy, it's quite possible that they would inherit Ossia resentment towards the name as well.

 

Hopesguard - Ossia despises the team for the very same reason as she does the Avalon Five - foiling her plans. However their interruption is far more recent, and they managed to do so not once but twice. The vindictive alicorn made sure to engrave into her memory name and the face of every single member she faced, so she can 'repay' them in case their paths cross again.

 

Notability: She is only known by the former Hopesguard members and those with the access to their former database. However because  of her uncanny resemblance to certain alicorn superheroine, Ossa can be easily mistaken for her.

 

 

Love conquers all.

 

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@Ciraxis approved!

 

New Hero being brought in. Welcome the...
 

Hero Name: The Headless Hexxer

 

Real Name: Lus mór (Foxglove)

 

Powers:

 

All paths open! - Is able to pass through or disable nearly any form of locks or barriers to entry, save for the most powerful of magical barriers. Doors unlock in the direction she is moving and relock once she changes course, gates fling themselves open in front of her, and ropes or chains will snap or be undone on her approach.

 

Semi-absolute Terror Field - Her presence can inspire fear in the weak willed and create a sense of unease among those of stronger persuasion.

 

Shadow - Possesses the ability to manipulate shadows connected to her own. This power manifests as summoning shadowy tendrils that can bind, break through strong barriers, and protect her from certain attacks. She can also use them to enhance the resilience of things caught within them. Telltale signs of a shadow under her control is for one to take on a faint reddish tint.

 

Song and voice - Can produce loud sonic shrieks, hypnotic songs, and compel the weak willed to do her bidding while singing. Can also alter her tone and pitch of her voice to make herself sound more intimidating or mimic the sound of someone else.

 

Swordsmareship - When she was alive Lus would often take lessons to defend herself. Most often she would take fencing classes. In her day it wasn’t seen as terribly proper for one to carry blades around so instead she would often carry a parasol or umbrella: a tool which proved to be an effective weapon… and remained one even after her transformation.

 

Supernatural condition - Her condition has put her body into a strange state: She no longer has a need to eat and doesn’t get hungry in the way she used to, she is able to sense lost or angry spirits wandering the world, her body is able to function while miles away from her head and she can still control it and sense what is around it even at as a distance. While close to her body she is able to effectively levitate and control her own head for quite a long distance until it falls victim to gravity.

 

Her Body is also stronger and faster than normal pony’s. Possessing supernatural reflexes and durability that makes her a formidable combatant. Her magical physiology also allows her access to an unseen extra dimensional realm where lost souls are visible and can twist or drag the living to imprison them and deepen the link for possession.


 

Weakness:

 

Enchanted Gold - Gold (If put through a special enchantment process) can be used to nullify her powers. If one made a tuning fork of the enchanted gold it could be used to cancel out her song. If one wears jewelry made from this gold it can shield them from the effects of her ‘terror field’. It shaped into a sword it can cut through any shadows she conjures, and if enough is gathered or she is surrounded by it, it can put her to sleep indefinitely.

 

Light - Without any sources of light, is unable to summon her shadow tendrils. Bright flashes or cunning use of light can effectively ‘sever’ the appendages and cause her enough harm that she will be unable to use the power any further.

 

Alias: Dj F0xgl0ve (F0x for short)

A prominent if reclusive and secretive electronic musician. In public never appears without a large prop helmet in the likeness of a purple colored foxhead along with a large saddlebag at her side she insists if full of musical equipment no one should touch. Ever.

 

Backstory: A long time ago there was witch in Fetloch. Earth ponies there would often commune with nature spirits and learn all they could from the land itself in the arts of healing through herbs and potions. Lus Mor was a sorceress not unlike these mages, although she carried a bit of a theatrical flare to her healing. She would also use the tricks she knew to create other spells to ward off the more chaotic spirits that roamed the countrysides, and would put on shows for towns that were suffering from curses to lift their spirits in tandem with the hex on their villages.

 

Her actions however were not appreciated by all. In those ancient days an order of mages had a great deal of control over the lands. Enough that she was stolen from her home in the middle of the night by their servants… deigned to be sacrificed to an ancient and mighty god who dwelled in the darkest depths of the woods: Cruach Capercaillie.

 

Sometimes fortune can be found in forgetfulness. On this night Lus had forgotten to remove her spell of protection from her body after her last curselifting quest. It protected her soul, and to a much lesser degree her body. It seemed the only spot that could not be saved was above her neck. Her head was severed from her neck just as a portion of the dark god’s power flowed into her. The collision of magics changed her to core of her being… her head continued to live, she could speak through it and even see through its eyes…

 

A made dash was made through those woods and unearthly roar echoed through the treetops in the dead of night and panicked cultists ran in fear aiming to make her pay for ruining their lord’s feast.

 

When she next woke she found herself in a strange realm… that of small almost insect like ponies. The breezies were small and frail even in their own lands but they knew much and told her of what seemed to happen to her and who had cursed her to this fate. Overall she took the news well, dealing with this mad night with some gallows humor and wit. A quest for revenge came soon after… it spanned many ages until one trap set by a weakened cult of Cruach left her sealed up inside a golden coffin. At this point the ancient mages had lost their control over the land with encroachment of a pegasus empire attempting to seize the land and driving the fanatics away from their forests where they held their sacrifices.

 

The cult withdrew into the shadows of history, keeping the golden coffin safe and moving it from place to place until they could find the right time to perform the ritual to return to their god its missing piece.

 

Time passed… and one day the return of the Moonlit knight as Nightmare moon proved to be an event too fierce for the cult to emerge unscathed and remain organized. Lus’ Coffin’s guardian were defeat by the attacking force of the moonlight constructs, the spell of concealment placed over the hiding spot shattered and stumbled upon by the Battlemage herself. An experienced magus like her knew from the start that it was a bad idea to ever open up a coffin all willy filly: She’d read enough gothic literature to figure that out.

 

Research and a great desire to know what laid within built up in the Battlemage’s mind… until she decided to open it up and see for herself. To her surprise it wasn’t a vampire but a very confused, tired, and rather angry dullahan looking to let off some steam. A short scuffle later and the sorceress supreme officially welcomed Lus to the new world.

 

As she worked to carve a place out for herself in this new world… she noticed a strange feeling all around her. It seemed with the massive boom in population in Equus came a massive rise in lost and unfulfilled souls clinging to living world. Given the many projects the Battlemage had going… Lus saw fit to take care of this problem herself. To this day she has made this her mission to deliver as many lost souls to their afterlife.



 

Allies:

 

Battlemage - Owes a bit of a debt to the Battlemage as the one who freed her from her prison. If asked to describe their relationship, she’d say they were like close coworkers.

 

The Breezies - While not necessarily the most helpful or even the kindest of spirits she has encountered, the breezies from fet loch have proven occasionally invaluable sources of information in hunting down minions of the maws. She would say that it is a bad idea to try and get to know them as they can be nuisances, especially in swarms and have been known to spirit away those they take a liking to.

 

Enemies:

 

Cruach Capercaillie - The dark deity of ancient fetloch that ‘grants’ her her powers. A fiercely hungry being from the abyss of time and space that creates and consumes in equal measure. It’s presence anywhere can be given away by shadows anywhere being tinged red and a feeling of constantly being watched. Has a tendency to corrupt and empower angry or lost spirits and letting them run wild to wreak havoc on the living world before devouring them and pulling them into his domain.

 

Maws of Cruach- The cult of Cruach, lead by a group of corrupted witches and wizards who have promised their deity the greatest of feasts through their deeds.

 

Lost Souls: The spirits of mortals clinging to the physical world for one reason or another. Will often possess or make trouble for normal ponies or place curses on them. Those with powerful and unfulfilled ambitions can fall prey to Cruach’s influence and will often seek out the rich, powerful, and influential of equus in order to fulfill their desires at any cost.

 

Notability:

 

Something of an underground heroine who has primarily been seen at night and sometimes the day, Lus Mor has a small fan base that she sometimes runs into now and again. She for the most part prefers that her civilian identity was more famous. Despite her rather disturbing state of being, Lus is strangely upbeat in her work. Typically taunting her opponents and seeming to prioritize being stylish over being pragmatic while fighting villains or helping the restless dead pass on.

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On 2.07.2018 at 2:59 AM, Pretzelparty said:

@Ciraxis approved!

 

Cool! Thanks Pretzy!

If anyone is in need of an actual villain in their thread, I would be happy to provide with the Ossia above!

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Hay guys, i am reboting an old rp of mine that droped dead. 

 

 

Give it a look! New heros wellcome, but I can say haveing at lest one or two more powrefell vetern heros will be usefull. Lightning Dust is no push over and can trash a new hero that does not know what they are geting in to. 

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Are other villains allowed to join?

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Just now, Ciraxis said:

Are other villains allowed to join?

Yes, just know that Lightning Dust is hardly on thare sdie as well. The only side she plays is her CEO's. At lest for now. 

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I'd love to involve hexxer in this one, Dusty.

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Oh believe me, Ossia wouldn't be on Dust's side either. As a dimensional hopper she knows the world Lightning is from and....well, let's say that she's less then fond of it.

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2 minutes ago, Pretzelparty said:

I'd love to involve hexxer in this one, Dusty.

go for it pretz!

 

3 minutes ago, Ciraxis said:

Oh believe me, Ossia wouldn't be on Dust's side either. As a dimensional hopper she knows the world Lightning is from and....well, let's say that she's less then fond of it.

Well, then she knows what a bad thing it can be if LD gets a doorway open to her home world. No pony good or evil wins from that. 

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@Dusty

I'll check it out and see about having my character Masquerade pop in as a veteran superhero... Well, technically he's more renegade or unaligned though he most often works along side other superheroes or heroines then against them. Chuckles

 

You can find his information on the previous page, if you've forgotten or haven't seen my character Masquerade.

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4 hours ago, EquestrianScholar said:

@Dusty

I'll check it out and see about having my character Masquerade pop in as a veteran superhero... Well, technically he's more renegade or unaligned though he most often works along side other superheroes or heroines then against them. Chuckles

 

You can find his information on the previous page, if you've forgotten or haven't seen my character Masquerade.

if you want to join go for it!

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