Kuper Heroes !!!!!

In the interest of doing some more “micro” planning, here are some character sketches I had laying around. I had a kind of indeterminate timeframe for this.

I liked the idea of a small, focused group with a tight-knit dynamic. In my tentative ideas, the Shield is the wise warrior leader who has seen it all, Fara was the mercurial bruiser of the heart of gold, Kusader was the “Professor X” type who is more of a mentor figure, and no one trusted Sonya because she’s a Scandian spy. (Which was supposed to link in with the big arc of the Scandian government’s secret plot to resurrect Tyr and the Goddess Keys.)

The size of the group was really something I’m torn on – as on the one hand, I want to preserve that small group dynamic, but of course I would want to include any writer that wants to participate.

Fara Somers
AKA: The Mana Knight
Identity Status: Public, but not necessarily well-known. Fara still tries to have some elements of a “normal” life, even coaching a girl’s high school soccer team and renting an apartment in Egmont.
Specialities: Mana-based melee mayhem!
Favored Weapons and Equipment: The Mana Sword, which can manifest in a variety of styles. Fara prefers a fairly normal longsword for fencing, but sometimes “goes full zweihander” for big hits.
Fara also has a suit of armor made of high tech materials, though it has a “knightly” style and look.
Powers and Abilities: The Mana Sword has the ability to channel Elemental energies for attack or defense. For example, Fara can add arcing lightning to her attacks, create a light-based barrier to absorb energy attacks, freeze enemies, and other elemental effects. She can, however, only directly manipulate herself and her environment; unlike a Mage, she can’t directly set something on fire with her abilities, but she can set her sword and herself on fire. One side effect of this is that she has the ability to modulate her blows; a hit from the sword can render someone unconscious or paralyzed, but still alive, or cleave a tank in twain.
Fara is quite the scrapper. She is a natural and intuitive fighter, but she has sparred and trained with many of the best swordsmen in the Web. She is equally well-versed in the high art of dueling as well as the low art of streetfighting, capable of devastating parry-and-riposte as well as being able to being able to land a rope-a-dope sucker punch. She herself tends to prefer an aggressive, ‘brawling’ style.
Fara is tougher and stronger than average, but she is not indestructible (which is why she wears armor), and much of her force in combat comes from the elemental power of her blows, not her own muscle.
Weaknesses: The Mana Sword’s abilities are based on the 12 Elemental Spirits, and even for the Mana Knight, the Elementals are jealous and cannot be used simultaneously. While acquiring certain Elemental strengths, Fara also opens herself up to their weaknesses. Strengthening herself through Earth (Gnome), for example, affords increased protection against bullets and but leaves her more vulnerable to lightning-based attacks.
Fara’s attacks are all short-ranged; her abilities, training, and temperament make her fearsome in melee, but not much of a ranged threat. She is tough enough, and fast enough, though, to minimize this vulnerability.
Origin History: An ordinary girl, trying to help other people.
Writer’s Notes: Always wanted to do more with her, and now I finally get to. Fara is definitely all heart, compassionate and brave, but also impetuous and a little bit reckless, inclined to act first and make a plan later. Although she likes a good fight, for her her power is more about protecting others and saving people then it is defeating enemies.
The whole point of her early arc was her tension between her desire for a ‘regular’ life and the demands of being the Mana Knight – mostly its resolved, though, as her more “ordinary” background and aspirations ground and inspire her, even as she embraces that sometimes it feels pretty awesome to save the Web. She is mostly (but not perfectly) well-adjusted at this point.
She’s even taken Roxanne’s noble sacrifice to save her life pretty well – she hasn’t sworn revenge, she didn’t decide to wear an emo black costume, she hasn’t been consumed by self-doubt, rage, or sadness. Roxanne died to save Fara not because she was special as the Mana Knight, but because Fara someone she cared about; a legacy Fara strives to honor. (Though, at some point in the future, Fara may fight Zahd to try bring Roxanne back to life, because I really want to do a “Ride of the Valkyries” story.)

The Shield
AKA: Terrence Shale
Identity Status: Secret
Armament: Dreamstone-Seraphim hybrid shield (houses the dream spirit Shiru, and the dead angel Kabshiel).
Specialties: Tanking, heavy lifting
Powers/Abilities: The Shield possesses a suite of powers derived from the elemental magics that Shiru serves as a spiritual conduit for. These elements and their associated powers are as follows:
-Earth: superhuman strength and endurance
-Air: Flight, superhuman speed
-Nature: Immunity to disease and toxins, rapid regeneration
-Water: Ice breath
-Fire: Heat-based eye lasers
When his shield was broken, Manta repaired it by fusing it with Seraphim plastic from the Shield’s Diamond-made Seraphim armor. This plastic incorporated the fossilized remains of the angel Kabshiel, who bonded with Shale using Shiru as a conduit. This granted the Shield limited holy powers, which manifest in the form of a beam of holy light that he can fire from his shield.
Weaknesses: A specific range of sonic vibrations once shattered the Dreamstone shield. Now that the shield is infused with Seraphim plastic, it’s much less likely to break, but a sonic burst at the appropriate frequency could still potentially disrupt the Shield’s connection to Shiru and cause a temporary loss of power.
Origin/History: The Shield was the first product of the various super soldier projects that have been fielded by the Guardian government over the years. Project: Shield was a joint effort between Norstein Bekkler’s ZAPS, and the Guardian knight Sir Scorpius. While several of the GDF’s best and brightest were competing for entry into the project, Shale (who was working as a janitor at the time) unwittingly stumbled into the proving grounds and bested them all (perhaps with covert magical assistance from Bekkler, who might have thought such a thing would be hillarious). In the end, Shale was rewarded for his victory, and became the Shield, working with Bekkler as an associate of the ZAPS. Since that time, the Shield has foiled an assassination attempt on King Derik, infiltrated a hidden OmniSent base in deep space, foiled an early plot by the Xenos to assassinate several Guardian parliament members, has twice averted WMD attacks on civilian populations by intercepting them in mid-air and causing them to detonate against his nigh-invulnerable person (one was a Dark Matter warhead launched by Tyurin Cage, the other a U-missile launched by Rajaat), survived an assassination attempt by Manta, lost and regained his powers, and for a time flew around in a suit of Seraphim armor made by Abe Zion himself.
Writer’s Notes: Although he is not a Knight, the Shield still represents Guardian honor and chivalry; I think Bekkler helped this humble janitor win to show to Scorpius that one need not “be a noble to be noble.” Terry’s been through a lot – he’s been exiled from his homeland, lost most of his friends, and I had a never-written plot where Scorpius used “Master Sergeant” to try to frame him for murder. But that hasn’t broken him; he’s still fighting, still a hero, still protecting the Web. It is his experience, even more than his power, that makes him the natural leader for the Kuper Men.
I actually would go so far as to say that leading and mentoring this diverse group taps something in Terry that he didn’t know he had. It’s easy to talk about how Roxanne’s death affects Fara, but she was “den mother” to the whole beta version of the Kuper Men, and with her gone, I see the Shield stepping up to fill in that role. (After all, unlike Fara, he never longs to pack this all in and go to a banal bourgeoisie job!)

Osprey
Identity Status: Secret – as a spy, Osprey has a variety of pseudonyms and alternate identities, though he naturally has a predilection for bird-themed puns. (“Felix Featherby”).
Armament and Equipment: Shiva’s Edge, throwing stars, smoke pellets, assorted ninja weapons, hooks, ropes, knives, itching powder, etc
Specialties: Infiltration, stealth, swordsmanship, spellcasting (Gate Shadow Magic)
Powers/Abilities: Osprey is a skilled Shadow Mage, having trained in both the Guardian and Medinan arcane traditions. He also boasts training and skills similar (if not identical) to those practiced by Eblanese ninja.
His most prized piece of equipment, though, is his sword Shiva’s Edge, a shimmering blue-bladed katana said to have been formed from the time-frozen final gasping breath of a dying god. The blade is nigh unbreakable, it never loses its edge, and is said to leave terrible, mortal wounds in both the flesh and the spirits of those it cuts. It is thought that Osprey’s shadow magic is somewhat enhanced by his possession of a sword so closely tied to the element of death.
Osprey is also proficient in MS Word, PowerPoint and Excel, and types at 95 wpm. References available on request.
Weaknesses: Osprey is basically mortal (despite his magic sword and spellcasting ability), and can potentially be killed in a wide variety of mundane fashions – though it must be said that he was once swallowed whole by the Reklar King, Grendel, and managed to survive.
Osprey was the premier infiltration expert of the ZAPS, until he was fired by Bekkler during the ZAPS Corruption Hearings. Over the course of his career, Osprey has worked with the Shield, Manta and Alkar in a spy-like capacity, working chiefly against enemies of Guardia and the Grand Army (including, but not limited to, Medina under Ozzie, the OmniSent, Medina under Tyurin Cage, Atreus, the New Wraith, the Xenos and the Defiler Army). With the Shield, the Mana Knight and Roxanne the Valkyrie, Osprey participated in the Defense of Egmont, where he was eaten by King Grendel of the Reklar. He was rescued from the King’s digestive system by the Mana Knight, who tracked down and killed Grendel in the Pure Land, incidentally freeing Osprey from the belly of the Reklar.
Osprey also accompanied Terence Shale in his quest to regain the powers of the Shield, climbing with him up into the Phoenix Mountains and helping Shale to fend off the attacks of the trickster god Cait Sith and his army of unreasonably aggressive housecats. This adventure helped reaffirm Osprey’s intense dislike of cats (which is natural, as Osprey is an anthropomorphic bird).
For a good long time he was Roxanne’s permanent house guest, as he remained unemployed (and, apparently, unemployable) since his firing from ZAPS. He was briefly employed by Atreus, which caused a temporary rift in the relationship between Osprey and the Shield, until Troy Sordana’s quasi-villainous agenda was revealed. Osprey resents having been used as Sordana’s pawn and has declared the CEO his arch-nemesis. (it is unclear whether this rivalry is mutual).
Writer’s Notes: I know we played his job search for comic relief a lot, but one of my goals for his “intro vignette” is to emphasize that he actually is a really good spy, and definitely the best on the team when it comes to doing something real quiet-like.
I like the idea of developing a friendly rivalry with fellow team ninja/superspy, Sonya Hellcova – they get to do infiltration team-ups, they maintain the base’s Zen rock garden, they both come from an intel background (though from very different agencies).

Sonya Hellcova
AKA: Too numerous to mention
Identity Status: Even the name she knows – “Sonya” is almost certainly fake. Sonya has a network of fake identities, in a variety of places and countries across the Web.
Armament and Equipment: Her body is the only weapon she needs, and besides the occasional giant robot, she doesn’t like using anything else. She owns a master-crafted no-daichi Katana, a gift from Ichiro Mitsuhama, but she rarely uses it to fight, preferring more to display it as the priceless work of art that it is.
She also has a variety of tricks such as smoke bombs, caltrops, and the like. These “traditional” ninja methods match well with S/31’s preference for low-tech solutions that always work and never break.
Specialties: Sexy Scandian Super Spy
Powers/Abilities: Sonya has become proficient in several disciplines that often take a lifetime to master. She trained in ninjitsu under Seiji Kyuzo, master ninja to Clan Mistuhama; she earned the rank of Magus of the Clock from the Merge League Schools of Sorcery; and she completed Dracoforms Service Combat Pilot training.
She is not exceptional in any one of these areas, but her ability to combine them in unique and novel ways is what makes her deadly. Time magic allows her to dodge bullets, float over obstacles, and increase the speed of her kicks and strikes to make them more lethal.
Sonya has eidetic memory, and near-perfect muscle memory which were probably the reason she was chosen for the S/31 Spetsnatz program.
Weaknesses: In all that education about ninja stealth, manipulating time and space, and driving giant robots, Sonya did not acquire a lot of people skills. She is a calculating ice queen that sees people as targets. Her S/31 handlers considered her superlative at “smash and grabs”, but bad at operations requiring smooth talk, persuasion, or seduction. Sonya has all the empathy of a guided missile.
Although extremely skilled and very well trained, she is still only human. (But like any ninja worth the name, she only picks fights she can win, and avoids all others.)
Origin and History: Sonya’s high mental discipline and exceptional physical aptitude were identified by the Scandian League’s intelligence service, S/31 when she was only a few years old. She was taken from her family and put through a relentless barrage of training and tests. Only a handful of these “Spetsnatz” operatives are known to exist, and few survived the brutal punishments for failure. Her family died in an “accident”, reinforcing her sole loyalty to the state. S/31 leveraged Scande’s network of partners to cross-train their operatives in diverse skills, sending her to Eblan to study under House Mitsuhama’s ninja and to the Merge Dimension to complete her studies of Time Magic. S/31 also trained her in mecha operations, mainly she could steal giant robot prototypes from Scande’s enemies; she has probably piloted more different mecha models then anyone in the Web.
Most of her operations from S/31 were short-term—steal this secret prototype, extract that hostage, blow up that key installation. She assisted other Communist Protectorate intelligence services, including the Collective in Ticondera and several Merge League “Seeders”.
Sonya has been dispatched to join the Kuper Heroes to spy on them. Her masters in Scande have reasoned that her utter lack of charm makes the deception convincing, for who would send someone so unlikable to go undercover?
Writer’s Notes: Although she starts out spying on the Kuper heroes, she eventually becomes friends with them, and actually begins to see a reason for her work and a use for her skills beyond “because the state commands, and I obey.” Since the cabal in charge of Scande’s government is plotting to resurrect Tyr, the Dark Goddess of Desire, her duel loyalties will eventually come to a head.

Eleod Vrinnicus
AKA: “Nightfury” was his GA codename, after several variations on Shade/Shadow were rejected. (“Shadowbeard? Because I use Shadow magic, and I’m dwarf? You humans are all racist.”)
Identity Status: Public, and relatively well-known. The study of military history is one of the Web’s most popular hobbies, and the exploits of Eleod’s “Banekiller” unit are famous.
Armament: The Staff of Eternal Darkness
Specialties: Melting Faces
Powers and Abilities: Eleod has had over a century of being a priest to Shade, allowing him to draw upon the powers of that elemental spirit deeply and thoroughly. This allows him to hurl bolts of dark energy, blend into darkness, conceal allies, blind enemies, or goo them in a pit of shadow, and use other darkness-based magical spells. As an elemental priest devoted to Shade, Eleod can become wreathed in shadow to temporarily boost his power output. In the Elementalist tradition, Shade is associated with dispelling, and so Eleod is excellent at unweaving the spells of other magic users.
Also, Eleod has the super power of being a dwarf.
Weaknesses: Dwarfs are tough, but not indestructible. The magic of Shade is of course inherently vulnerable to Lumina and other light-based magics – though the reverse is also true!
Origins: Eleod became a Mana Priest well before the Great War, as the Elementals spoke to him as a young dwarf. He joined the call to serve in the Great War, and joined a “Banekiller” unit in order to hunt and exterminate the unholy creations of the Dark Guides.
After the war he tried settling down, but it’s a life that did not agree with him. The news of a new Mana Knight bothered him; why was this young girl chosen for such an honor, and not he, someone who had given his whole life to understanding and serving the Elementals?
When Fara decided to lay down the Mana Sword and pursue a normal life, Eleod got his chance. And although he was very effective at wielding the power of the Sword, he eventually came to realize that his calling was that of the Priest, and not that of the Knight. When Fara—incensed and inspired by Roxanne’s sacrifice to save her life—demanded the Sword back, Eleod agreed, but insisted that he be allowed to train her. Fara was uncertain, but Eleod insisted: “We both serve, but it is your time to act, and my time to teach.”
Writer’s Notes: The resident old grumbler, Eleod will always tell you how much better things were in the old days. He is irascible and curmudgeonly, the sort of guy who pretends to hate everyone, but loves (most) everyone. He has seen it all, and he wants to tell you about it, if only these damned kids would get off his lawn.
Yeah, and that whole “he was Mana Knight for a while, but gave it back when Fara asked nicely” bit needs to be fleshed out a bit, I think, though I like the general idea that he’s come to realize that his duty isn’t so much to melt faces, but teach a new generation of facemelters.
Oh, and if Rudra makes the team, there’s some tension to be mined from the fact that Eleod helped wipe out her race. (Not that Rudra much likes being a Baneling, but you get the point.)

Kusader
Identity Status: Very public. Kusader was a storied adventurer of the Great War, the King of Kuvalla, and one of mooglekind’s greatest heroes.
Armament and Equipment: Customized Thunder Moogle aircraft
Specialties: Psionics, old skool adventuring techniques
Powers/Abilities: Moogles as a race have a natural psionic potential, and few moogles have the same level of skill and precision as Kusader. He can read minds, enable telepathic communication, levitate himself and other objects, gather sensory input far from his physical location, and create telekinetic force blasts.
Kusader is also handy with a sword, and a variety of other weapons, though this hasn’t been his preferred mode of combat in years. However, with his telepathy he can predict his opponent’s every move.
Weaknesses: He is only moogle – and he’s getting old.
Origin and History: Kusader fought alongside the gods themselves in the Great War, and after the war he became King of the moogle nation of Kuvalla. However, he had many objections with the post-Great War order, as he felt that his old ally, Celiose Cole, was effectively bullying the Web to be part of the Grand Army Charter Alliance. Kusader opposed GACA, and made some poor choices in friends by allying with Ozzie of Medina and Caidin of Ticondera. The very lopsided KMT War appeared to settle the argument.
And, from Kusader’s perspective, this is quite sad, as the GA-led world order led to a succession of increasingly destructive wars, first as big powers fought small powers, then the big powers fought each other, and then the Grand Army turned on itself and nearly devoured the Web in the process. Kusader was determined to find a better way, and sought out and recruited a group of exceptional individuals that would light the way for a better tomorrow.
Writer’s Notes: In our old Kuper Heroes discussions, we talked about the need for some “Professor X-like character” to gather the heroes together. Initially I thought it should be Praxer, but now I like the idea of using Kusader, as this is the moogle heroes final, explicit rebuttal to Celiose’s way of doing things. Kusader gets the band together during White Cell not to fight for either side, but because the GA and White Cell no longer care about protecting the Web. Not in the sense of “there’s some threat out there they’re not preparing for,” more in the sense of “the GA and White Cell ARE the biggest threat to the Web, and because each would destroy anything to beat the other.” The Kuper Heroes are not that; in the GA Civil War, they are probably mostly focused on evacuating civilians, distributing medicine, round up and destroy ultima weapons, and protect and fight for the ordinary people of the Web. (Can we please have the Kuper heroes –mostly at least—operate under the ‘no killing’ code of heroism?)
Anyway, I see Kusader as more of a support character, operating mostly behind the scenes, as it is a new generation’s turn to be heroes.
…did he ever have a psi blade? I kinda want to give him a psi blade.

Here’s a potential Kuvenger.

Vagrant
AKA. Hardin Losstarot
Identity Status: Relatively unknown. Hardin was first noticed during the White Cell Conflict helping evacuations and dealing with looters, thugs, and the occasional soldiers looking for “spoils of war”.
Attracting attention for his help, he became known as a local hero, though he always claimed he “wasn’t from around here, just a vagrant”.
Armament: Vagrant is equipped in a light array of steel armor and faded clothing, aristocratic in design. He bears a buckler built into his left couter, and two short khopesh blades carried at his waist.
Specialties: Skirmisher with a bag of tricks
Powers and Abilities: In addition to peak physical conditioning and a martial skillset that hints at many long years of experience, Hardin has demonstrated a variety of supernatural abilities.
These include resistance to many injuries, quick healing, and moderate spellcasting. Vagrant can also masquerade as others, and has limited ability to read minds, if given enough time with a subject.
Hardin has referenced these powers as a manifestation of “the Dark”.
Weaknesses: Vagrant’s abilities are weak against Light-based magics, even those that manifest as other elements. His physical strength and speed is limited to human capability, and his mobility suffers in comparison to those with the ability for flight.
Origin: “Hardin” is in truth the son of a Duke of the old Kingdom of Valendia, a country now long gone nor found on any map of the Web. Bearing the mark of the Blood-Sin, a tattoo designed to harness the powers of the Dark, Vagrant devotes his life to helping others to prevent its influence from overtaking him.
His elder brother was once bearer of the Blood-Sin, and though he idolized his brother and his friends, Hardin now invests himself in helping beyond his old homeland, turning a corrupted power to good. As the “Vagrant” become a more and more popular hero amongst the helpless, he was offered a place with the Kuper Heroes. Initially turning them down, he eventually accepted when Kusader persuaded him of all the good he could do when not working alone.
Writer’s Notes: Obviously, this is a new character, so there’s not a lot of precedent for his actions in the past. Drawn from Vagrant Story influences, Hardin is a successor of sorts to Ashley Riot (protagonist of the game), and as currently developed, is in actuality Joshua Bardorba, calling himself Hardin Losstarot after his brother Sydney Losstarot and his second in command, Hardin. The “Dark” has granted him a certain level of agelessness, and after many years, eventually used that power to escape his home dimension to keep it from falling to others. As an outsider from the Proper universe, he has had only a few years to learn about the Web itself.

I thought I recognized the name “Losstarot.”

… It turns out this can’t be your character.

wiki.kupopolis.club/index.php?ti … _Losstarot

wiki.kupopolis.club/index.php?ti … ey_Fiennes

I believe the sacred rule of “Dibs” is in effect.

[quote=“Spoon”]Here’s a potential Kuvenger.

Vagrant
AKA. Hardin Losstarot
Identity Status: Relatively unknown. Hardin was first noticed during the White Cell Conflict helping evacuations and dealing with looters, thugs, and the occasional soldiers looking for “spoils of war”.
Attracting attention for his help, he became known as a local hero, though he always claimed he “wasn’t from around here, just a vagrant”.
Armament: Vagrant is equipped in a light array of steel armor and faded clothing, aristocratic in design. He bears a buckler built into his left couter, and two short khopesh blades carried at his waist.
Specialties: Skirmisher with a bag of tricks
Powers and Abilities: In addition to peak physical conditioning and a martial skillset that hints at many long years of experience, Hardin has demonstrated a variety of supernatural abilities.
These include resistance to many injuries, quick healing, and moderate spellcasting. Vagrant can also masquerade as others, and has limited ability to read minds, if given enough time with a subject.
Hardin has referenced these powers as a manifestation of “the Dark”.
Weaknesses: Vagrant’s abilities are weak against Light-based magics, even those that manifest as other elements. His physical strength and speed is limited to human capability, and his mobility suffers in comparison to those with the ability for flight.
Origin: “Hardin” is in truth the son of a Duke of the old Kingdom of Valendia, a country now long gone nor found on any map of the Web. Bearing the mark of the Blood-Sin, a tattoo designed to harness the powers of the Dark, Vagrant devotes his life to helping others to prevent its influence from overtaking him.
His elder brother was once bearer of the Blood-Sin, and though he idolized his brother and his friends, Hardin now invests himself in helping beyond his old homeland, turning a corrupted power to good. As the “Vagrant” become a more and more popular hero amongst the helpless, he was offered a place with the Kuper Heroes. Initially turning them down, he eventually accepted when Kusader persuaded him of all the good he could do when not working alone.
Writer’s Notes: Obviously, this is a new character, so there’s not a lot of precedent for his actions in the past. Drawn from Vagrant Story influences, Hardin is a successor of sorts to Ashley Riot (protagonist of the game), and as currently developed, is in actuality Joshua Bardorba, calling himself Hardin Losstarot after his brother Sydney Losstarot and his second in command, Hardin. The “Dark” has granted him a certain level of agelessness, and after many years, eventually used that power to escape his home dimension to keep it from falling to others. As an outsider from the Proper universe, he has had only a few years to learn about the Web itself.[/quote]

[quote=“Scen”]I thought I recognized the name “Losstarot.”

… It turns out this can’t be your character.

wiki.kupopolis.club/index.php?ti … _Losstarot

wiki.kupopolis.club/index.php?ti … ey_Fiennes

I believe the sacred rule of “Dibs” is in effect.[/quote]

Oo, Vagrant Story did make it into the Web, cool! That’s fine, I’ve no need to step on toes, I got other concepts.

Jack Ruger
AKA: He doesn’t have a codename; “Ruger” is the common shortening. Sometimes people get artsy and dub him “The Gunslinger” or something, but it isn’t a name that he uses.

Identity Status: Public.

Specialities: Firearms and quick draw. He also is good with animals, including chocobos. His other major skill is investigating; he has no formal forensic training, but he knows how to track people, to analyze a crime scene, and do some amazing amateur Sherlock Holmes crap.

Favored Weapons and Equipment: Jack has four guns:

  1. “Leona:” A heavy revolver from the legendary Western gunsmith, Jet Adlehyde, that was crafted for Whisk Ruger and given to Jack instead. It was his first gun and perhaps his favorite; he used it when he first went against his old nemesis, Inspector Rand Huxley from the Carrionese Cavalry’s Internal Affairs Division. He never managed to kill the Inspector, but he fended off his attempt to dismantle West’s government with it in 50 WR. Leona is a single shot weapon, but wickedly accurate.

  2. “Charlotte:” A Kuat-made needlegun; a semi-automatic pistol that Jack modified to have a quicker rate of fire and superior aim. He usually uses it paired with Leona, and acquired it early, off the corpse of the first man he killed: Inspector Huxley’s son, who led an entire cavalry company against Jack.

  3. “Ingrid:” An Esperian gravitic long pistol. He bought it off a SRAN officer during the White Cell conflict, where he infiltrated and helped bring down a SAGA cruiser that went into Carrionspace to try to control it. It’s his long-range weapon; the barrel is extended and it has range like a sniper rifle, with appreciable stopping power. He keeps it strapped behind his back, over his shoulder. He’s modified it to the point that it’s about half the length of a rifle and has a fully automatic mode.

  4. “Suzuka:” A Desert Wyvern. A pistol of legendary force and power, given to him by Whisk Ruger before the man vanished for good. Suzuka is capable of piercing the strongest armor, ripping open opponents, and is balanced nearly perfectly.

Naturally, he wears a cowboy hat and a duster, and dresses like a fucking Wild Arms character.

Powers and Abilities: Jack Ruger is the fastest draw in the Republic of the West, from the Carrion Dimension, save for his legendary – and vanished – uncle, Whisk Ruger. Like the rest of the Ruger family, he is a gunslinger without peer, said to be born with a natural skill in trick shooting.

He can hold his own in a fistfight, but he’s a gunslinger first.

Origin History: He came of age when a rogue Carrionese Cavalry officer, Inspector Rand Huxley, tried to overthrow West’s government. Jack took up arms against him; they had an Old West movie style shootout and cat-and-mouse game, where Jack ultimately murdered most of them. His background is one of those undefined things – he has a ridiculous number of stories about being in the right place, at the right time, to have an awesome gunfight against the right people. He’s crossed wits with Huxley a few times. Huxley is his Moriarty.

He’s a joking, cheerful type who can quickly adopt the serious, grim countenance one expects from an expert gunfighter. He shifts in demeanor when it’s time for business.

He ended up working with the Shield and Farah pretty recently. It involved bringing down a Neko crime lord who was quite overweight. A… Fat Cat, if you will.

I decided that Alice’s little crew will actually probably work best as independents who cross paths with the Kuper Heroes (I feel like they need a good in-universe name…), and I wanted to do a Ruger. The Ruger I had in Neo was a blast, and I got to do a reference to Huxley, too, so hey.

You know… there’s no reason why Alice and co. can’t join with the Kuper Heroes. Tights, capes and masks are not required; just a desire to do some good and the ability to do so. With, like, guns, or powers. Or ninjutsu.

In fact, I literally think the Shield is the only one with a cape and mask. He may even be the only one with a mask. I’m not even sure anyone else but him wears a cape.

Well, now I have to make a masked and caped guy.

I might do that! I might, well, move them there/have them work with them after a bit. They’re basically gonna be Alice’s kid (about 17-18, who is the Team Leader/Obnoxious Young’un/Brilliant Guy) and a pair of Phoenix Knights that Alice had assigned to him.

They’re looking for a guy named Ramuh, who is the rumored power behind the, er, Politburo in Tzen that’s suddenly out in the Web, looking for things. Things in caves and ruins and places that people shouldn’t be going, usually. The Neo-Returners are after Ramuh too.

So there’s a good chance they just bump into them early on while doing their chasing after a mysterious guy always a step ahead.

…I should do up profiles for them.

Several of the costumes I made for Fara in CoH had capes, and I’m torn between the fact that they look cool, and the fact that they’re probably not practical for sword-fighting. (Though Zorro somehow managed.)

And I always wanted to fit a gunslinger from West on the team, and a member of the legendary Ruger family would be great! I don’t know if you ever played Borderlands, but for some reason it feels a lot like West to me. I was also a little worried that the team was a little light on criminal investigative skills (spies not being quite the same thing), so I’m glad he fills that hole, too.

I’ve never played it, unfortunately! My eyes don’t do too well with FPSes. But from what I saw of the screenshots, it’s somewhere between WIld Arms and Borderlands. It’s definitely the science western setting.

And yeah, Ruger struck me as a natural member; he fits into the team’s feel better than the trio, I think, and has more of a “do good around the Web” desire than them. Plus, well, I love writing some awesome big gun fights.

Speaking of City of Heroes… as some of you may know, this particular MMO that Travis and I constantly gush over is, sadly, no longer with us. HOWEVER, the CoH community has managed to create a modification to the COH client that lets you use the game’s incredibly versatile character editor to play around with models and costumes. I’ve used this in the D&D group that I run with Mike to create images to represent various characters and NPCs, and a lot of the images of the Shield and Troy Sordana on Kupopowiki were City of Heroes-generated.

For those of us who might not be artistically endowed enough to share a specific vision of some of our Kupopolis characters, this is a pretty handy tool. It’s a little trickier for some of our non-human characters, though… I was able to create an Osprey model I liked, but have yet to be able to create a Manta that looks true to my vision for him. (so, for now, my doodles and 16-bit avatar-sprite will have to do)

[quote=“Scen”]Speaking of City of Heroes… as some of you may know, this particular MMO that Travis and I constantly gush over is, sadly, no longer with us. HOWEVER, the CoH community has managed to create a modification to the COH client that lets you use the game’s incredibly versatile character editor to play around with models and costumes. I’ve used this in the D&D group that I run with Mike to create images to represent various characters and NPCs, and a lot of the images of the Shield and Troy Sordana on Kupopowiki were City of Heroes-generated.

For those of us who might not be artistically endowed enough to share a specific vision of some of our Kupopolis characters, this is a pretty handy tool. It’s a little trickier for some of our non-human characters, though… I was able to create an Osprey model I liked, but have yet to be able to create a Manta that looks true to my vision for him. (so, for now, my doodles and 16-bit avatar-sprite will have to do)[/quote]

It’s really funny – I had avoided much physical description of Fara during her Kupopolis existence, but for some reason when I sat down on CoH I knew she had to be a redhead. Tinkering around in the CoH character creator helped a lot in solidifying my vision for her, as well as a bunch of other characters. CoH had a lot of wonderful emotes, too.

Sword Saint
Noah Orlandeau

Identity Status: Secret, known to the EU Sovereignty Council.

Armament and Equipment: Orlandeau has custom armor, ornately made with an elaborate, sinister helm fully covering his face. A long gold cape with red markings flows behind him, though at times he favors a red and gold greatcoat. The armor is enchanted with regenerative and empowering magics.
The Sword Saint wields a bastard sword that generates a constant electrical field. This sword, dubbed Ascalon, has the unique property of causing next to no harm to organic tissues. Instead, the generated field deals substantial bioelectric energy, which can stun, paralyze, or fully incapacitate a target, dependent on the amount of “damage” received. The sword’s sharp blade has no issues hacking through non-organic materials, however. Ascalon acts as a focus for many of Orlandeau’s abilities. It has also been demonstrated to have the ability to “shock” someone back to life, if the Saint can reach them in time. This drains both Orlandeau and the sword considerably, however.
As a supplement, the Saint bears a Sage staff, sometimes fighting with both, or rarely, joining the two into a large polearm with devastating strength.

Specialities: Healing and support, tactical mind, crowd control. Excels at swordsmanship, if not yet a master.

Powers/Abilities: Orlandeau possesses a variety of magical talents, many of which are crippling to his enemies. He has been seen to disrupt spellcasting, destroy equipment with a word, and lay flat squadrons with bolts of holy energy. The majority of these he directs through his blade, relying on his staff to channel healing magics. He is also proficient at spells that bolster allies. The variety of his skills far outstrip most Imbued in the Phoenix Knights.

Weaknesses: Though strong and highly resistant to injury, he is not impervious, and relies heavily on his weapons and armor to perform. Without them, he is significantly handicapped, lacking proper focuses for his skills.

Origin: A soldier in his late 20s, Orlandeau emerged to prominence during the GA Civil War, identifying as an Imbued son of a disinherited Nobleman and joining the military ranks. He eventually was part of the core that made up the founding members of the Phoenix Knightsx, his distinctive outfit modeled for the later, more outlandish uniforms they would wear.
However, Orlandeau did not always fit in well with his fellows in the Grand Order. His self-assured manner was in contrast to the arrogance of other Imbued, and he valued honor over bluster. Perhaps due to his family’s fallen position, he never flaunted his position in the new aristocracy, though an air of superiority continues to follow him.
When the opportunity to perform his duties apart from the influence of the order was presented, the Sovereignty Council was reluctant to let him go, but eventually granted him leave. They have classified his identity however, not wishing for other Phoenix Knights to know one of their ranking officers is gallivanting away from Esper.

Writer’s Notes: Honorable, compassionate yet aggressive, easy to anger and to laughter. Orlandeau is confident in his own position and power, but does not wield it over anyone who is not his enemy.

Light Warriors is a pretty common group name amongst the FF mythos. Dawn Warriors is another, less on the nose one. I agree though, we should get a name before Kuper Heroes sticks and we can’t think beyond it :laughing:

Sahl Endeberg
AKA: The Beloved Sahl Endeberg
Identity Status: Beloved
Armament: Sahl Endeberg’s Beloved Dragoon Armor, Furacao (wind-elemental spear)
Specialties: Jumping, Spearing, Being Beloved
Powers/Abilities: As a Dragoon, Sahl Endeberg can execute impressive leaps, jumps, bounds and springs that we in the real world might consider physicall impossible. He, and those with similar training, can probably literally leap tall buildings in a single bound.
With his spear, Sahl Endeberg can manipulate the air around him, sending out long-distance punches of high-pressure air, creating miniature whirlwinds to slow his fall, or swirling the currents around him into gale-force gusts to slow and deflect incoming attacks. (think Airbender)
Origin/History: Sahl Endeberg’s history is well-known, and well-beloved. After dying an unfortunate death in the second Robotics Tournament, Sahl Endeberg engaged in the Trial of the Divine Oopsies and, in so doing, proved his possession of the Five Virtues of all Main Characters: Bravery, Wisdom, Charity, Ninjutsu and Hot Chickness. Leaving the Paradisical Beyond, Sahl Endeberg pledges to use his Five Virtues to protect the Web of Worlds from all who are ignoble and bad. He would make a worthy addition to the team.
An optional Kuper Heroes character, you can recruit him if you complete his New Lunaris quest chain.
Writer’s Notes: Of course Sahl Endeberg would join a band of heroes, seeking justice and truth and all good things. That’s totally his bag.
You guys don’t already have a Dragoon in the party, do you?

Jay Peterson
AKA: Former Kuvallan Minister of Foreign Affairs
Identity Status: Public; formerly a civil servant of the Kingdom of Kuvalla
Armament: Montblanc Wand
Specialties: Spellcasting, Diplomacy
Powers/Abilities: Jay Peterson studied black magic, with a minor in international relations and Web languages at Royal Kuvalla University. Thus he is able to cast offensive magic, as well as speak a number of languages in addition to those spoken in Kuvalla (Common and Mooglish).
Origin/History: Adopted into a human family, Jay Peterson grew up in Kuvalla. He went right from college to work as a page in Kuvalla’s Foreign Ministry, and eventually rose to become part of Kusader’s cabinet during the tail end of the Great War.
After the communist revolution in Kuvalla, Jay went into hiding and formed a resistance cell with several other former members of Kusader’s cabinet. They launched a plan to rescue Kusader from captivity, but during the escape Peterson was killed. He went to the Paradisical Beyond, and was sent on the Trial of the Divine Oopsies, where he got stuck on the Trial of Wisdom. He was found by Sahl Endeberg as he was completing his own Trial, and eventually managed to succeed up to the Trial of Ninjutsu on his own after that. Now alive again, Jay Peterson has attached himself to the beloved Sahl Endeberg, joining in on his quests and adventures.
Writer’s Notes: While Jay Peterson is not as beloved as Sahl Endeberg, he is still kind of endearing.

Kotos Kyre
AKA: Former Kuvallan Minister of Defense
Identity Status: Public; formerly a civil servant of the Kingdom of Kuvalla
Armament: Ultima Blade
Specialties: Swordsmanship, Holy abilities, Magic-charged strikes
Powers/Abilities: As a Mog Knight, Kotos has a number of quasi-paladinic abilities, like the power to create healing effects with white magic. He is also a skilled swordsman, and has the ability to charge his weapons with powerful black magic effects to increase the damage of his attacks. His weapon, the Ultima Blade, is specifically made to channel the power of an Ultima spell into a sword strike.
Origin/History: Kotos was trained as one of the Kingdom of Kuvalla’s cadre of Mog Knights, and eventually came to serve as Kusader’s Defense Minister. He was part of the mission to rescue Kusader, and stayed behind to hold back pursuers and give the King time to escape. Though he was presumed to have been killed by yetis, this is not the case: he was captured and thrown into a Kuvallan prison. He was finally able to escape when he fashioned a shiv out of a blunted spoon from the prison mess hall, through which he discovered he could still channel his Ultima strike. Linking back up with Jay Peterson, he joined in the quest to rebuild New Lunaris.

War Moogle
AKA: The Moogle of War
Identity Status: Public; a former hero of the Great War
Armament: War Moogle Sword, War Moogle Armor
Specialties: Melee combat, Dances
Powers/Abilities: War Moogle is the moogle of war. He fights good, and also dances well. His most powerful ability is the mythical Moogle War Dance, which is said by many to be quite awesome.
Origin/History: War Moogle is among the greatest war moogles the Web of Worlds has ever known. Though he famously entered retirement after the conclusion of the Great War (declaring, in an oft-cited speech, that with the Great War’s close, the Web no longer needed the skills of a War Moogle), Sahl Endeberg was able to convince him to join his quest to re-establish the fallen kingdom of New Lunaris (as War Moogle was, of course, a contemporary of the late Kainsaku, the founder of New Lunaris).

Dodger
AKA: n/a
Identity Status: Believed to be a decker alias; however, no other name for Dodger is known
Armament: KuPutation 999x Cyberdeck (Kuvallan computer technology at its finest!)
Specialties: Computer hacking, VR combat
Powers/Abilities: Dodger has rudimentary combat skills, including pistol-marksmanship, knife fighting and unarmed brawling, but these are not his strongsuits. He feels most comfortable in front of a computer; keyboards, mouses and touchscreens are his weapons of choice.
Origin/History: Dodger is another Great War veteran, though this isn’t his native time period. Piecing together cryptic hints from his conversations with clients and friends since his initial arrival on the scene, it’s now believed that Dodger is from Kuvalla’s far future, where apparently everything is bleak and dystpoian and cyberpunky. Dodger disappeared following the Great War and eventually found his way to the Gate Dimension, where he could finally make use of his expertise with computers. He fell in with the Black Wind Organization in Porre, and ran tech for them through the events of the Unravelling story arc. To his everlasting shame, he allowed Dr. Clayton Forrestor to create the Black Knight virus and insinuate it into the Guardian omninet right under his nose.
Owing to his expertise and training, Dodger was put in charge of the team sent into the 'net to destroy the Black Knight. It has been, to date, Dodger’s greatest test as a decker, and he was publicly rewarded for the feat (without which a final victory over Rajaat and FATE would not have been possible), being the first moogle offered an honorary Guardian knighthood.
This naturally brought him to the attention of Sahl Endeberg, who recruited him to help in the re-establishment of New Lunaris. Even though the quest will likely have nothing to do with computers. (such is the life of a decker… you never need 'em till you need 'em)

Would be appropriate for either here or Mana, I suppose…

Northern Star
Northern Star, located in the Ice Country in the Mana Dimension, represents a significant expansion of the Light Warriors’ facilities. It is the first facility being purpose built for their specifications, instead of a previously existing building.
The facility is relatively isolated, and far from any populated areas. This allows the Light Warriors to maintain a degree of isolation and privacy. On the downside, it is very cold, though the endless snowy plains discourage would-be attackers. Northern Star’s location and existence are not exactly secret, but being in the middle of nowhere does not encourage visitors.
Most of Northern Star is underground, carved out of a vast glacier. This makes it extremely well fortified; only the top dome enclosing the Memorial Garden is exposed, and it is made of transparent Seraphim plastic. With appropriate camouflage, it can blend in quite well with the surroundings.

Living Quarters
Northern Star has living quarters for 24 people, though only a handful of them are currently occupied. Typical accommodation is a sensible one-bedroom affair, with a spectacular view of the ocean under ice. All serving members of the Light Warriors have a room, though for most it is not a permanent residence. Although each apartment has its own fridge and kitchen, there is also a public cafeteria, which serves local favorites such as pickled herring, as well as fried herring, and sometimes herring kebabs.

The Dojo
The Dojo is maintained by resident martial arts practitioners Osprey and Sonya Helcova, and very much affects an Eblanese style, right down to the simple rock garden. The warriors train in the martial arts and hand to hand combat at the dojo, but they eschew use of magic or other superhuman abilities, as here the focus is on developing raw physical and spiritual potential. Those so inclined can sometimes be found meditating here.
Although relatively small and simple, the Dojo is extremely well kept, and has an impressive collection of hand to hand weapons from around the Web. Although most of Northern Star is built of metal, concrete and seraphim plastic, the Dojo is carved from the finest Xsian teak and bamboo.

The Cube
A large, cubical substructure within the greater complex, the Cube is a “safe room” constructed of Seraphim plastic. This is the room the Warriors use when they want to train at full strength, confident that their titanic struggles will not impact the rest of the facility. Also housed in the Cube are all manner of combat droids with various training programs, sophisticated virtual reality simulations that require the use of a full body suit, and gravitic generators so that the warriors may train at up to ten times gravity, if they so choose.

Motor Pool
The Motor Pool is a hangar and garage for a collection of vehicles suited to the Kuper Heroes needs. These include:
-2 Epoch Fighters, as one of the best all-around small spacecraft ever built in the Web. Each seats three (AND ONLY THREE.) Definitely the preferred mode for speedy insertions and short-range space travel.
-Scandian-built “Abyssal Maw” submarine, nicknamed the Noble Porpoise. This small submarine was originally designed to deploy SLCM-Sea Orca special forces teams, and is extremely stealthy. Can carry around 20 people for months without resupply. Quick and maneuverable underwater, but virtually defenseless, as torpedo tubes and other weapons would compromise stealth.
-A King Leo tank. It’s a classic.
-Airship. What self-respecting heroes don’t have an airship? In this case, said airship is the Blowfish Express, a converted space transport built up from an old airship hull. The Blowfish Express has its own captain and crew, which also help keep the rest of the Motor Pool running.
-A half dozen Kuat Badger Multi-Purpose Utility Vehicles, mostly street-legal but one modified to military specifications.
(One problem is I’m not sure which Kuper heroes are mechanically inclined…Sonya pilots Dracoforms, so presumably she can figure the other stuff out, the Shield almost certainly flew an Epoch at some point [though if he can fly himself]…but still, I like it, so it’s staying….I am, of course, open to any other additions/expansions to the Motor Pool)

Map Room
The Light Warriors all-purpose conference room, for meeting and planning. They totally copied GAHQ’s awesome holographic map of the Web, hence the Map Room, a place where heroes can discuss serious business about the fate of the Web.

Memorial Garden
One of the only parts of the facility above ground and the only green fauna for miles, the Memorial Garden is in honor of Roxanne Zodsdottir, a Valkyrie who was mentor to many of the Light Warriors before there was such a thing. In the center of the park is a small memorial with Roxanne’s spear. As the facility is near Mana’s northern polar region, the Memorial Garden faces directly up at the north star in the sky, named for Roxanne, guide to travelers, wanderers, and heroes for millennia.

Related to the vehicle room, I wanted to add… this.

El Choco
AKA: El Choco
Identity Status: Legendary
Powers/Abilities: El Choco is a chocobo, but no mere chocobo; it has a complete command of various martial techniques for birds. It has kicked over a King Leo – and beyond that, summoned down meteors from the heavens and cured allies of grievous wounds. Tragically, its vocabulary is limited to “kweh!” and "wark!"
History: El Choco is a legendary mount. There have been many a knight, many a cavalier, many a soldier who have ridden El Choco over the years, but their legends pale compared to El Choco. The bird is a magnificent yellow chocobo, with a beak scarred by damage, and an eyepatch. El Choco has ridden into battle against many a foe; Celiose Cole rode him once, but when he proclaim tanks to replace chocobos, he found that El Choco’s stable was cleaned and empty the next day. The bird has gone from master to master. It should be no surprise that, shortly after their founding, the Light Warriors found one stall in their armory converted to El Choco’s stable.

No one knows how he got there, but everyone knows not to question it.

Yes!! It is, of course, not an adventure without a chocobo.

He will also surely come in handy when the weather is too cold for Badgers.