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With the addition of Emily Briggs increasing the numbers of vampire characters in Earth-27, I thought it would be fun to discuss my take on vampires so that everyone who cared to read this journal would be in the know. 

Folklore
It is difficult to state when vampires first came into being. There are many different tales, some more reliable than others. The modern day term "vampire" most likely derived from Slavic origins. The Serbian word "vampir" was incorporated into the German language, then to the French as "vampyre" and finally into the English "vampire." These undead horrors have various abilities and powers depending on folklore and place of origin; literature and cinema have also had a lot of influence on the vampire image. According to Eastern European folklore, the dead become vampires because demons or evil spirits enter the bodies. Vampires are also said to be dead werewolves, witches, criminals, suicides, and heretics: persons whose beliefs are contrary to the church doctrine. Again, sources vary, but a victim of the vampire's bite typically rises again as a vampire after death.

Vampires often possess higher physical strength, dexterity and sharper senses than their mortal prey. Some may have the ability to take the form of a bat, wolf, rat or mist/smoke. The vampire can influence some animals - typically wolves, bats, and rats. They can scale vertical surfaces and can use an uncanny hold on a victim through their mesmeric gaze. If a vampire has a masterly hold on a human victim, it may be using said victim over a period of time as a constant source of nourishment.

Weaknesses include silver and sometimes iron which will cause the vampire pain. Similarly, in some traditions, the wood of the hawthorn tree, which has Biblical roots, will also harm a vampire. Holy religious symbols can be used to hold the creatures at bay. Vampires also seem intolerant to garlic. Vampires, being nocturnal beasts, cannot function in sunlight; indeed, exposure is fatal in most folklore and adaptations. Some vampires cannot cross running water, and most can only enter a property if personally invited inside.

Burying a victim face down or placing poppy seeds in the grave of the deceased will, according to legend, prevent the resulting vampire from rising. Others can be tracked down to its lair, generally, the place they where buried - a tomb, grave, mausoleum, or even family estate - they can be disposed of traditionally with a wooden stake through the heart. Severing the head will assure destruction.

The Truth
No one knows where vampires originate, possibly even the vampires themselves. They go back to before the Roman empire; but generally, it is believed that it was the Roman empire's expanse is when the first society of such beings were able to come together and create some sort of formal guidelines and attempt to unite. 

Powers and Abilities
Undead Physiology
Vampires are not living, not be the technical definition and therefore can be considered a subset of the Undead. Without the need for regular food, water, or even air they maintain this facsimile of life through an instinctual unholy thirst for blood. Human blood is the preferred source, but animal blood can suffice and the blood of some supernatural creatures can be a dangerous delicacy for elder vampires while other beings possess blood that is the equivalent of poison to a vampire.

Vampirism
In addition to other effects, a vampire's own blood carries the preternatural enzymes which convert a human corpse into a vampire. The process for creating a new vampire usually requires a seasoned vampire whose palate has evolved enough to detect the metaphysical qualities of their victim's blood to test for susceptibility to the vampire conversion. The process also requires a near-corpse, a human with the right metaphysical markers whose blood has been drained to the point right before death. The vampire predator then drips some of their own blood into the victim's mouth at the right moment. Too early and the victim becomes a thrall bound to the vampire (provided they don't die from blood loss), too late and the change does not have time to take effect and the victim becomes nothing more than a corpse (or in certain cases a revenant or ghoul). If the timing is right, the human undergoes a fit comparable to seizure. Some newly risen vampires are left to break from this fit and slip into a different fit, a feeding frenzy where they immediately go on the hunt for fresh blood and gorge themselves; but most careful predators use their abilities to sedate their offspring before the feeding frenzy has begun and instead hide them in a grave or in a chamber in their lair, where they keep them contained as they go out and over time bring them the blood they so desire, slowly quenching their new thirst and then only awakening them from this torpor when their mind is once more clear and ready to receive instruction.

Predatory Senses
A vampire's senses are enhanced far beyond those of a normal human being. While the degrees to which this may vary between vampires there are a few constants. Most vampires have exceptional hearing and smell, particularly tuned to the sounds of beating hearts, pumping blood, and the smell of open wounds or spilled blood. Most are also possessed of exceptional nightvision. Some also have a remarkable sense of touch, particularly able to feel vibrations in the earth to know the locations of nearby movement. A few vampires have been known capable of gifts like aura reading and thermal vision, but these are the exceptions to the rule.

Immortality
So long as vampires continue to consume blood, they will not age beyond the physical state they were in when they first became a vampire. A vampire deprived of blood for a long period will continue to age, even to the point that they look like nothing more than a dried and withered old corpse but after drinking their fill, their appearance and vigor will return to them. A vampire cannot be killed through lack of blood, only driven insane and weakened tot he point of immobility.

Invulnerability
Vampires are invulnerable to most forms of injury (certain exceptions apply). Bullets, blades and blunt objects do little to no damage to a vampire's body.

Regeneration
In addition to being virtually indestructible, whatever damage a vampire does in fact suffer can be healed through the consumption of human blood at a remarkable rate.

Superhuman Strength
A vampire's strength level is several times that of a normal human being and they are considered superhuman. While the precise level of strength varies from vampire to vampire, all vampires are much stronger than they were in mortal life. The weakest vampire can easily match the lifting power of an Olympic athlete and the average vampire who has recently fed has strength equal to Class II strength. A vampire who has gorged itself on blood may be even stronger and there are some vampire bloodlines that have a refined gift for exceptional strength matching Class VI or greater levels of strength when fully powered.

Superhuman Stamina
So long as they continue to consume blood, a vampire can function tirelessly without rest or relaxation. 

Psychic
Not all vampires are psychic but most have some degree of psychic ability. Whether this is psychokinesis, hypnotic stares, mind control, telepathy, or all of the above--or even other more exotic powers. Almsot all vampires have exceptional psionic potential and they can learn new disciplines rather quickly provided they have a knack for the esoteric study or a willing mentor.

Transformation
Again, not an ability shared by all vampires, but common enough. Many vampires often possess the ability to transform into a variety of creatures or effects such as bats, wolves, rats or even mist. While their physical attributes may fluctuate during such states, a vampire's mental acuity is the same as that when they are in their human shape. A vampire who transforms into an animal may also benefit from that particular animal's attributes (often heightened to a preternatural degree) including razor-sharp claws, fangs or the ability to fly.

Metamorphosis
Similar to the transformative ability above, some vampires often demonstrate the ability to not only mimic the shapes of other creatures but to freeform alter their appearance at will to acquire things such as claws, elongated fangs, wings, or assume the look of a specific person. While some of these are considered to be advanced techniques, nearly all vampires can master the development of claws and sharpen their fangs after their first few feedings.

Sorcery
Some vampires, particularly the elder vampires, might even practice the dark arts and be skilled warlocks or sorcerers. Among their own kind, these vampires are known as a 'lich'. They are probably best left to only the most skilled monster hunters.

Thralls
Some vampires choose to surround themselves with minions, persons who the vampire has chosen to give a fraction of the vampiric power by regularly letting these humans taste the vampire's blood, endowing them with superhuman strength and resilience, but at the cost of their own free will. They become slaves not only to the vampire whose blood they have tasted, but also the taste of the blood itself. They can experience painful even fatal withdrawals if deprived of this craved sustenance. While the exact length of time this mental servitude varies depending on the quantity and quality of their vampiric master's blood, the typical feeding can last an average thrall a solid week; while elder vampires can keep loyal thralls for months between feedings.

Versatility
As mentioned above, vampires can have different variations on their powers and abilities. Every vampire is truly unique and even among those vampires who choose to hunt in packs, one member of the pack might exhibit radically different abilities from its packmates. Partnered vampires, particularly those with a mentor and pupil relationship may share many of the same abilities, many hunters mistake the pupil for the mentor and vice versa which can be a truly fatal error, but one easy to mistake as a vampire's appearance can often be deceptive of their true power.

Weaknesses
Sunlight
Despite what Hollywood would have you believe, sunlight does not turn vampires into ash. No. Nearly all vampires are extremely sensitive to sunlight or even bright light. While most seasoned vampires learn to tolerate it, very few find such things to be pleasant in the slightest. Not only does this give vampires discomfort, but while exposed to such light, vampires usually find it more difficult to concentrate and therefore have difficulty using their esoteric abilities or sometimes find it hard to even act human. Often these sorts will hiss and scatter like a wild beast rather than anything resembling sentient when confronted with an unexpected cascade of natural light.

Garlic
The only truth to this old wives' tale is that garlic can be an ingredient in a variety of alchemical potions and concoctions which can affect vampires in a variety of ways. Raw garlic has no effect on the undead, except for possibly agitating or overpowering their sensitive noses.

Impalement
Driving a wooden stake through their hearts does not kill a vampire, but impaling their heart with anything substantial (wood, metal, plastic, an arrow, et cetera) will prevent their undead heart from healing and until it is healed, the vampire's abilities and even their basic mobility will be greatly impaired. Only the most willful and driven vampires have been known to be able to extract something from their own heart when impaled in this manner.

Religious Symbols
These trinkets are just that, mere trinkets, usually... A person with an exceptional sense of faith (sometimes defined as a 'Belief in a Better Reality') who brandishes such an object in defiance of the unholy mockery of life before it, with the actual intent to deny the monster will find themselves protected by a preternatural force which exhibits a degree of influence on reality, preventing the vampire the ability to advance any closer than they already stand.

Blood Deprivation
Vampires must constantly drink the blood of the living in order to remain not just youthful looking, but also ageless. If they do not feed on blood for a prolonged period, vampires start to diminish and eventually succumb to a deep sleep after which only the taste of blood can awaken them (sometimes just the smell of nearby blood is enough to cause them to stir enough to attempt a hunt).

Detection
There are a few techniques to suss out a vampire. Literature would tell you vampires do not possess a reflection. While this has some truth, the original folklore is that silver would not reflect a vampire and since the fluid used to develop film contained silver and mirrors themselves were actually just polished silver, the lore became simplified in that vampires cannot be photographed and have no reflection. Silver is rarely used in modern mirrors and photography so unless a digital camera has silver wiring or a Liquid Silver Display screen, then the vampire should not show up in digital media. For this reason, and to use against werewolves, many seasoned monster hunters will keep a silver blade of some sort which is kept to a high polish to allow a good reflection to be seen in order to make certain their target is a vampire before they impale them.

Silver
Usually associated with harming werewolves, silver is actually an exceptionally useful material against many forms of supernatural predators. Though a silver bullet is not especially effective against vampires any more than a normal bullet; wounds caused by silver heal at a much slower rate. The touch of silver will also have the similar effect as daylight on a vampire, often causing them to reel away if they touch something they did not expect to be silver. With practice and focus, a vampire can overcome this inclination and handle silver, but doing so is exhausting and prolonged periods of such will test their will and sap their blood reserves, stirring their hunger. Silver chains or handcuffs could be used to capture a vampire, but doing so for prolonged periods could drive them to a hunger madness and a hungry vampire is often the most dangerous kind.

Magic: 
While magic themselves, vampires are susceptible to many magical effects. As a supernatural being, a summoner could summon a vampire provided they know the proper rituals and incantations, and know the vampire's true name. Likewise, a diabolist or occultist skilled in warding can fashion circles or runic inscriptions specifically devised to torment, enslave, capture, bind, or harm a vampire whether as a vampire specifically or as a member of the undead generally.

Concentration

Focus: Vampires are dead. They are cold, lifeless corpses animated through what basically amounts to blood magic. They do not breathe. Their touch is cold and chilling, filled with dread. In order to sustain the illusion of the living, a requirement when masquerading as a human, especially in public spaces or when up-close and personal with their prey, a vampire needs to remember to breathe, will their heart to pump blood to fill their veins and tissues with warmth, and resist the urge to vomit up foods and drinks which their stomachs no longer can properly digest. To combat this, most vampires develop a technique that acts as a sort of 'subroutine' in their brain, that more or less 'automates' this deceptive process when the vampire chooses to activate this facade. While this technique does burn through the vampire's reserves, most find it a necessity for survival and are willing to pay this price.
Lair: That said, few vampires are willing to keep this effect up when alone or in the company of other vampires. This need to relax the taxing illusion has led to clever vampire hunters sneaking into a vampire's lair and awaiting their return. While the hunter is concealed in a location with a good vantage point, they observe the vampire, waiting for them to drop this disguise. Many vampires have succumbed to this tactic time and time again, but then again so have many hunters as hiding among the vampire's lair is truly a dangerous gamble.
Vice: This weakness can also be exploited as a vampire's focus is needed to utilize its advanced gifts and techniques. While immortality often gives vampires the time to learn patience and develop their willpower, it also has cursed many vampires with the need for distractions to fill the time in their long lives and pass the time. Whether it is the offer of wealth, sex, adventure, or fine food (whether gourmet food or the refined taste for a particular type of blood) - every vampire has a vice to exploit and many have multiple.

Beheading
The only practical way to 'kill' a vampire is to sever its head from its heart and burn both the brain and the heart in two separate pyres and scatter the ashes in different areas, preferably miles apart. If time is scarce, many prefer to simply behead the vampire and take the head; while other hunters torch the body and toss the head aside. But these methods are all somewhat flawed. If too much of the scattered ashes mingle and are exposed to blood, the vampire will begin to reform. Vampires from centuries past have awoken on or near battlefields thousands of miles from their last known location, having been reborn among their own ashes and spilled blood like an unholy phoenix. This is a particularly grisly sight to see as the partially formed vampire will be little more than sinews, bones, and unformed flesh until it feeds on enough blood. Some may carry this tainted look or remnants of it for months or years after such a nasty resurrection.

Disintegration
If a vampire could be atomized, it should, in theory, cease to exist. However, that's a technique which most vampire hunters are not usually capable of pulling off.
There is an expression, "hindsight is 20/20". It is human nature to look back at what they've done and think "if I only knew what I know now..."

Well, that's the crux of today's journal. If I knew Earth-27 was going to go on beyond the original scope I had in mind, would there be changes I'd have made in the beginning? Most definitely. I get this question a lot and I have given it some thought over the past three years so let's explore that idea, shall we? Please note that this journal will be small for the time being, I'm planning to continually add to it as time goes on. So if you think of an aspect of Earth-27 you'd be interested in seeing what I'd revisit if given the chance, comment below and maybe it'll become the next installment in this living journal.


The Biggest Retcon

So while I think starting off by building a base of characters in Gotham was beneficial to Earth-27, I think what I would have done instead was start off by creating the Watchmen. Yes, the Watchmen themselves. Nite-Owl, Rohrshach, Dr. Manhattan, Silk Spectre, Ozymandias, the Comedian, and so forth. In Earth-27 I'd change very little. They would still be the heroes of the 80's (though I'd move them from 1985 to 1989), and their tale would mostly result in the same way that it does in the movie (because I prefer the movie's ending versus the graphic novel's finale) except with even more devastation. The major cities of the world don't just suffer huge losses, most of the major cities are outright destroyed. So with Earth's major cities gone, this sets the stage for other cities to rise to prominence in the wake of this devastation: Gotham, Metropolis, Gateway City, Star City, Central City, et cetera.
What Does This Change?
So with the Watchmen introduced and their tales explored, we'd move on to the Super Friends. It's been about fifteen years since the world united together in a show of camaraderie to join forces against the perceived threat of Dr. Manhattan. Ultimately, that peace has begun to unravel and with that absence of peace, new heroes have begun to return. In Gotham, a Dark Knight has appeared. In Metropolis, there is a Man of Steel. In Gateway City, the new home of the United Nations, there is an Amazon princess. These heroes, along with Black Canary, Flash, and Green Arrow have formed a loose alliance, agreeing to come to each other's aid in dire times. And no time was ever so dire as when Brainiac appeared and ravaged the world. In the wake of this aftermath, the seven surviving heroes would join together to become the JLA. This time, with the original Hall of Justice being located in Metropolis itself.
Why Would I Do This?
So while that doesn't change much of the heroes' backstories, it does change the setting quite a bit. Manhattan is gone, as are London, Madrid, Berlin, Rio, Mexico City, Los Angeles, Chicago, Toronto, Moscow, Sydney, Lagos, Cape Town, Cairo, Tokyo, Hong Kong, and even Washington, DC. This would give me a firm detachment from the real world and allow me to develop a unique world.

Billie Lee

Fri Jun 15, 2018, 8:44 AM
Billie Lee (Earth-27) OC commission by phil-cho

BIOGRAPHICAL INFORMATION



Legal Name

Wilhelmina Lee

Known Aliases
"Billie", Bruiser, Patient #13576-M

Relatives
Charles Lee (Father, deceased)
Johanna Lee (Mother, deceased)
Jennifer Lee (Twin Sister)

Affiliation
The Cadre of the Immortal: Contracted Associate

Date of Birth
October 15th, 1993

Occupation
Professional Criminal, Assassin, and Hacker

Employer
Cadre of the Immortal

Marital Status
Single

Residence
Mobile/Transient

PHYSICAL DESCRIPTION


Race
Metahuman Psychic

Gender
Female

Orientation
Bisexual

Hair color
Red

Eye color
Green

Height
6'1" / 1.85 m

Weight
260 lbs. / 118 kg
Billie Lee (Earth-27) locked up commission by phil-cho
1993 - Present
Wilhelmina is the older of two sororal sisters born to Charles and Johanna Lee, farmers from Hatton Corners in West Virginia, Billie and her sister Jenny grew up in a small but loving family on the family farm. The family farm had been in disrepair when Charles and Johanna were newlyweds, just two years before the twins' birth, having inherited the place from Johanna's late uncle who had almost abandoned the farm in the late seventies; but through hard work, diligence, and a little luck, the Lees were able to turn the farm into one that was not only financially successful due to record-breaking crop yields and prize-winning livestock, but also a safe and nurturing place for their daughters to grow up.

And grow up they did. In their teens both girls began to develop into beautiful girls whose beauty was not their only asset. While Jenny became a bright gal, Billie grew to be tall and fit. While harvesting crops when they were sixteen years old, the girls had a combine accident that shuld have mauled Billie, but other than torn clothing, she was unscathed and Jenny had also shown metahuman powers by turning the combine off simply by letting out a shout when she saw her sister fall into the baldes. The girls never spoke of this accident as teens.

Planning to become heroines after graduating, the girls' entire world was shattered when they came home during their senior year of high school to find the family home burnt to the ground, with their parents inside. A local business had attempted to buy the family farm so the girls immediately suspected foul play. Using their powers they found evidence and took it to the authorities but nothing was done about it. Frustrated, the girls took the law into their own hands and when they beat the confession out of the murderer, Billie killed him and his family.

Under Jenny's guidance, the twins fled the States and went to Europe. there they found work as criminals for hire. They dressed in western hats and carried revolvers, embracing their rural American roots. after years in the business, the Cadre contacted the twins and tasked them to return to the States, carrying out a long list of metahuman murders.


RESOURCES


Psychic Potential
Billie is a powerful psionic capable of tapping into the Odic field and using her aura to convert the Odic energy into psychic energy to perform a variety of paranormal abilities and actions. Unlike her sister Jenny, Billie's psychic powers seem dedicated to internal integration of Odic energy, enhancing her own body with paranormal energies.
-Enhanced Physique: Throug the use of her aura absorbing residual Odic energies around her and internalizing that excess energy, Billie is able to provide her tissue, sinew, and musculature with paranormal nutrients, giving her incredibly potent physical prowess.
-Aura Absorption: Billie's aura is known to be capable to leech execess psychic energy off unstable auras. This absorption is considerably more efficient than her rate of passive Odic integration from the environment and therefore provides much more noticeable results. Billie's preferred method to destabilize others' auras is through inflicting pain, terror, or other means of suffering.
-Enhanced Strength: Billie is known to possess a baseline level of Class III Strength. Due to her Aura Absorption ability, Billie has been documented to increase this to levels comparable to Class V or possibly even Class VI for short durations. It is unknown what her current limits of heightened strength could be.
-Enhanced Resilience: Billie's tissue is usually capable of sustaining only minor bruising from small-arms fire and having damage from even armor-piercing rounds be more of a nuissance than a hindrance. It is likely she is only this resilient when 'amped-up' on a psychic high.
-Twin Telepathy: Billie is psychically bonded to her sister. This is a very powerful connection and cannot be blocked by inhibitor collars, but can be blocked by a psionic disruption field. When active, the sisters are capable of instant communication and coordination.


Firearms
Billie is a skilled markswoman, particularly with revolvers.

Hand-to-Hand Combat
Billie is a skilled hand-to-hand combatant. She has no formal training on record but analysis of her fighting styles seems to indicate she has been tutored by a skilled practitioner of Systema, which is a Russian martial art covering strikes, grappling, knife fighting, and firearms training.

Torture
Billie is a skilled torturer. She usually prefers simple "hands-on" approaches but has also been known to employ makeshift devices of pain or utilize psychological methods, particularly when working with her sister.



WEAKNESSES


Euphoria
When Billie draws energy from another's aura, she experienced a euphoric sense of elation. If she draws in incredibly high levels of energy, either from another powerful psychic in a severe state of distress or a multitude of persons, Billie can suffer from bouts of delirium or suffer a disconnect from reality. The exact nature of her intense "highs" fluctuates based on the aura(s) she absorbed and their interactions with her own aura, but someone of a tactical mindset who is able to deduce these effects may find an appropriate means to counteract Billie or at least to throw her off-balance and turn the fight in their favor.

Family Pride
Jenny has a very intense sense of pride in her family. She will become extremely hostile to any threats or insults leveled toward her sister or the memory of her parents. This can be used to unbalance Jenny to gain a tactical response, but caution should be advised when executing this tactic.


TRIVIA


Missing Data


Earth-27 by Roysovitch & phil-cho , based on the titles and characters of DC Comics, in memory of Joshua Dean Westerman
This summertime release schedule may be subject to change (to add more releases within a single week) if more of the Outsiders are sponsored.

June
25: Sebastian Faust

July
2: Brion Markov
4: Luke Fox
9: Black Lightning (Variant)
11: Red Robin (Redux)
13: Spoiler (Redux)
16: Grace Choi (Variant)
18: Blackfire
20: Mar'i
23: Shift
25: 
Jade
27: Obsidian
30: 
Cullen Row

August
1: Looker
3: Freight-Train
6: 
Rook
13: 
Geo-Force
20: 
Trigon
24: Special, Bonus "Thank You" Portrait From Roysovitch
27: START OF SEASON 4!


UNFUNDED OUTSIDERS:
Wendy Harris
LOCKED: Proxy
Marvin White
LOCKED: Paragon
Wonder Dog
Wendy Jones
-LOCKED: Windfall
Dr. Francine Langstrom
-LOCKED: She-Bat
Salah Miandad
-LOCKED: ReMAC
Freddy Freeman
-LOCKED: King Marvel
Lilith Clay
LOCKED: Omen (Titan)
LOCKED: Omen (Outsider)

We have also added Outsiders' Friends and Family to the summertime discount.
Werner Zytle
LOCKED: King Vertigo
Denise Howard
Damon Matthews
Sapphire Stagg
Joey Stagg
Becky Langstrom
Aaron Langstrom
Sarah Simms
Sarah Charles
Elinore Stone
Bridget Clancy
Amy Rohrbach
Peter Gambi
Gregor Markov
Ilona Markov
Isabella Ortiz
Charlotte Gage-Radcliffe
Tamara Fox
Tiffany Fox
Alan Scott
Molly Mayne-Scott
The Rose of Canton
LOCKED: The Thorn of Canton

... and potentially maybe more, stay tuned!

Jenny Lee

Wed Jun 6, 2018, 9:20 AM
Jenny Lee (Earth-27) OC commission by phil-cho

BIOGRAPHICAL INFORMATION



Legal Name

Jennifer Lee

Known Aliases
Jenny Lee, Jenny, Ruse (Screen Name), Patient #13575-M

Relatives
Charles Lee (Father, deceased)
Johanna Lee (Mother, deceased)
Wilhelmina Lee (Twin Sister)

Affiliation
The Cadre of the Immortal: Contracted Associate

Date of Birth
October 15th, 1993

Occupation
Professional Criminal, Assassin, and Hacker

Employer
Cadre of the Immortal

Marital Status
Single

Residence
Mobile/Transient

PHYSICAL DESCRIPTION


Race
Metahuman Psychic

Gender
Female

Orientation
Bisexual

Hair color
Blonde

Eye color
Green

Height
5'8" / 1.73 m

Weight
140 lbs. / 64 kg

1993 - Present
Jennifer is the younger of two sororal twin sisters born to the Lee family of West Virginia on October 15th, 1993. The sister grew up in a small but loving family on the family farm. The twins were s close as family can get, and were inseparable as children. Their parents were stern but loving, instilling in the girls a strong sense of hard work and discipline. The farm was financially successful due to record-breaking crop yields and prize-winning livestock. The twins were never wanted for anything. When the twins were 16, they each displayed actual powers to one another in a farming accident. After this they could no longer deny they were special, but they decided to keep their abilities a secret, even to their parents.

Planning to become heroines after graduating, the girls' entire world was shattered when they came home on May 24th, 2012 to find police cars and and fire engines all over their property. their family home was burnt to the ground and their parents were dead. Shortly after the funeral, the girls discovered that for years, a local business had attempted to buy out the family farm, interested in somthing buried beneath the farm. Convinced their parents were murdered, the girls went to the authorities but found nothing but resistance. Too much resistance.

After taking the law into their own hands, the girls killed the CEO and his family. In the process of doing that, they learned this "CEO" was actually some government stooge running a shell corporation for a black ops program of the U.S. Government which was collecting Red Kryptonite at any cost. This revelation caused the girls to realize that the fertility and prosperity of the family farm may have been a result of some space debris deposited in the soil of the farm, as was likely the case with their own abilities as well.

The girls' murder of the government operative was sloppy and forced them to go live on the lam. Making their way to Europe, the twins made a name for themselves as hired guns by embracing their country roots with cowboy hats and six-shooters. Recently, the Lee Sisters have returned Stateside, after taking on a lucrative contract given to them by the Cadre.

Jenny Lee (Earth-27) locked up commission by phil-cho

RESOURCES


Psychic
Jenny is a powerful psionic capable of tapping into the Odic field and using her aura to convert the Odic energy into psychic energy to perform a variety of paranormal abilities and actions.
-Aura Analysis: While most trained or talented psychics are capable of reading auras with concentration, Jenny has developed the ability to go much further than simple reading, but she can analyze the energies and patterns of another psychic's aura. It is possible that with such knowledge and intense meditation, Jenny could alter her own aura to incorporate what she has learned. Fortunately, as auras are an incredibly complex esoteric system with an unlimited number of variables, Jenny cannot simply gain unlimited psychic powers this way. Some of the knowledge she has gained from studying other auras is incompatible with her own aura and/or pre-existing powers. However, it is very likely that this was Jenny's first psychic development and she has since developed the other abilities through the use of this ability.
-Clairsentience: Jenny has the ability to 'tap' into the Odic Field and ascertain information. This is not usually a conscious ability. Though Jenny can make a deliberate effort to gain knowledge of something specific, best results are achieved simply through passive meditation and letting the natural energies of her environment interact with her aura. This is essentially a practical manifestation of the term 'learning through osmosis'.
-Technopathy: Jenny has the instinctive knowledge needed to create, shape and manipulate technology and technological constructs, computers, robots, hardware and other devices that can be termed as "technology". Jenny also has the ability to directly interface with computer data.
-Enhanced Reflexes: Through the use of her aura acting as a secondary nervous system and using her paranormal sensory abilities, Jenny has incredibly fast reflexes surpassing what would normally be considered as 'within the human limit'.
-Psychic Marksmanship: As an extension of her clairsentient connection with the Od, Jenny has found a way to make interpersonal leylines between herself and her target. By placing her own gun barrel the path of these leylines, Jenny is able to perform impressive feats of close-range marksmanship. Note, however, that if her target is another powerful psychic or a being with a disruptive aura or no aura at all, then her ability will be severely hampered, if not completely negated.
-Twin Telepathy: Jenny is psychically bonded to her sister. This is a very powerful connection and cannot be blocked by inhibitor collars, but can be blocked by a psionic disruption field. When active, the sisters are capable of instant communication and coordination.


Firearms
Even without her psionic abilities, Jenny is a skilled markswoman, particularly with revolvers.

Hand-to-Hand Combat
Jenny is a skilled hand-to-hand combatant. She has no formal training on record but analysis of her fighting styles seems to indicate she has been tutored by a skilled practitioner of Systema, which is a Russian martial art covering strikes, grappling, knife fighting, and firearms training.

Seduction
Jenny is a skilled seductress who is not above using her physical attractiveness and sexuality to accomplish a mission or manipulate someone for her own needs.



WEAKNESSES


Migraines
When asserting her powers in excess, Jenny can suffer acute migraines which while may hinder her powers, but do not seem to negate them completely. On occasion, Jenny gets migraines without having pressed herself beyond her usual limits.

Family Pride
Jenny has a very intense sense of pride in her family. She will become extremely hostile to any threats or insults leveled toward her sister or the memory of her parents. This can be used to unbalance Jenny to gain a tactical response, but caution should be advised when executing this tactic.


TRIVIA


Missing Data


Earth-27 by Roysovitch & phil-cho , based on the titles and characters of DC Comics, in memory of Joshua Dean Westerman
Please note that the information you are about to discover is by no means common knowledge within the confines of Earth-27. Most of this is not even known to Oracle (though she is beginning to piece it together), Batman, and the world's foremost scholars. Pieces of this information are known to occultists and other scholars of the obscure and arcane, and ARGUS may have a few ideas. With that said, I will also be withholding some details for the time being.

Introduction
Most scholars that studied the metahuman emergence and the corresponding rise of the superhero point to three major events:

1 - The meteor storm of 1978 which theoretically introduced alien particles into Earth’s atmosphere which interacted with the human genome, causing an increase in the number of persons with meta-genes

2 - The beginning of Batman’s career in Gotham, which inspired others to put on masks, capes, and costumes to take a stand against crime and corruption. Likewise, this is also referenced as the inspiration for the rise of the “costumed criminal”

3 - And while magic seems to have always existed, there was noticeable rise in its power in the late 90s, during which time magically influenced events happened that Hippolyta decided it was time to reintroduce the mortal realm to the Amazons, sending her only trueborn daughter to Earth as her ambassador of goodwill

Though these three events contributed to the rise of the ‘superhero’ and ‘supervillain’, for as long as there has been an Earth, there have been those who have gained unspeakable power and likewise, as there is balance in all things, there would rise people of likewise ability to defy them.

Perhaps the first example of this was the Lords of Chaos and their counterparts in the Lords of Order. Even these cosmic beings are not sure why they exist, unaware that they were created by the Monitor of the 27th Reality to intrinsically oppose each other and through their agents create tension and conflict which would then create what the Monitor desired most: stories.

While the Lords of Chaos were the manifestations of destruction, entropy, and discord; the Lords of Order sought creation, unity, and stability. Lacking physical forms, they would have to find ways to assert their consciousness through agents. Some chose to do this directly, while others preferred to act through agents.

The Infinite Ones
One among the Lords of Order that sought the more direct approach was Nabu. At some point, Nabu took an interest in the magical nexus of Earth. Looking closer, he found the ancient kingdom of Egypt. Fascinated by this nation’s people, Nabu found a mystic with a mind open enough to receive instruction to create talismans of such magical ability to allow their wearer to directly merge with Nabu, becoming a composite entity. These talismans were the Cloak of Destiny and the Amulets of Anubis.

This mystic and Nabu became a royal sorcerer of many pharaohs and eventually, the mortal mind was lost to senility, leaving only Nabu. As the body of his host became increasingly frail, Nabu began to fear to lose complete control and sought a means to bypass the composition of minds, looking for a method which would give him direct control of a mortal body.

Nabu would find what he needed from an unlikely source. One night while stargazing, Nabu sensed an unearthly pair of visitors near Earth. Using his magic, he pulled the craft to Earth and used his magic to anchor it temporarily in a corporeal state. These visitors were a pair of Thanagarians, an avian race whose star had become unstable and had caused the planets orbiting it (and the inhabitants living on those planets) to shift into a ‘shadow’ dimension. When their world had depleted their resources and began to search the cosmos, the Thanagarians were distraught to find that no world existed on the same dimensional frequency as their own.

Rather than die on their homeworld as it plunged into wars over the remaining resources, this pair had sought to travel together in their final days, spending them embracing their love for one another rather than become overwhelmed in the madness of their homeworld. Touched by their story, Nabu offered them a deal. He could use magic to seal their incorporeal Thanagarian forms to a human host, much like he had done with his own incorporeal form; and in return, they would gift him their spaceship as its incorporeal metal could become a key ingredient in creating a talisman that would allow Nabu to impart his consciousness directly upon a human host.

The Thanagarians accepted this arrangement and with Nabu, they protected ancient Egypt and the surrounding lands from unspeakable evils and agents of chaos. Eventually, Nabu awarded the Thanagarians with weapons forged from the same metal as his new helmet: Nth metal.

Over time, Nabu and the Thanagarians would seek out allies to help them combat chaos and its agents. At first, they were bold and public, openly displaying their powers but as mortal men grew suspicious, skeptical, and superstitious it became easier to work within the shadows, as did their enemies.

Using Nabu’s magic, they would seek out potential allies who had access to exceptional powers, magic, or skills that would make them an asset to the Lords of Order. But as they continued in their efforts, on occasion, a new ally would find them. Through this, Aztar, the manifestation of righteous wrath, found them and sought to add its power to their own. Some would say this was the beginning of the 'Society', but it would still be some time before they would call themselves anything resembling that.

The Infinite Ones
1. Nabu
2. Thal
3. Kol
4. Aztar


Birth of the Society
The people that would go on to form Society were gathered together in 1627. They had intended to stop the Miagani massacre but arrived in the middle of the slaughter. They saved what Miagani they could and prevented Fire-That-Burns-Black from breaking the seal which held an Apokalyptan demon imprisoned. Though that crisis was averted and Fire-That-Burns-Black was sent fleeing, the agents of Fate realized that they had only stalled the inevitable and so they decided that they would need to remain vigilant. They would need to remain together. Officially, the Society was founded December 31st, 1627 upon the completion of their first residence, built atop the very seal they sought to protect.

While Nabu and the Infinite Ones had used agents to aid them for centuries prior to the construction of the Society, the Society's founding marked a new era in which the Infinite Ones and their agents became something more united and solidified. Though Nabu and Aztar were uncomfortable with the word, they began to become a family. As the City of Gotham began to grow around them, the secret society was molded by Nabu’s insistence that a great reckoning was on the horizon and he sought to make sure that his champions were experienced and ready and thus he began to seek out those who had some abilities of longevity and sent others on tasks that were likely to bestow them with some form of age deceleration to increase their lifespan.

The Forefathers of the Society
1. Eric Strauss (Nabu)
2. Linda Strauss 
3. Thomas Larson (Kol)
4. Violet Parris (Thal)
5. Taylor Pike (Aztar)
6. Henry Heywood
7. Horatio Dodds
8. Vicomte Jean-Simon Giscard D'Arion

As time went on, new persons of considerable power were added to bolster the ranks of the Society. The following is a list of notable additions to the Society but is by no means complete.

1659: Daniel Heywood
1663: Josiah Dodds
1703: Henry Heywood II
1717: Simon Dodds
1757: Henry Dodds
1761: Simon Heywood
1777: Elizabeth Lawrence
1793: Henry Heywood III
1793: Maxwell Dodds
1838: L. Walter Travis
1838: Jay Garrick
1838: Alan Scott
1838: Charlotte Heywood
1838: Norman Dodds
1875: Jonah Hex
1875: Greg Saunders
1875: Richard Carter
1875: [REDACTED]
1875: Henry Heywood IV
1875: H. David Dodds
1904: Sarah Dodds
1904: Chester Heywood
1904: Albert Elwood
1919: Olive Holloway
1919: Theodore Grant
1940: J. Lincoln Thunder
1941: Theodore Knight
1946: Henry "Hank" Heywood V
1946: Lucas Dodds
1973: Edward Dodds
1973: Marina Dodds
1973: Abigail Hunkel
1973: [REDACTED]
1973: [REDACTED]
1973: [REDACTED]
1980: Albert Pratt
1980: Sandra Knight-Pratt
1993: [REDACTED]
1993: Hadley Jagger
1993: Jonni Thunder
1993: Nathan Heywood
1993: Terrence Sloane
2004: Charles McNider
2004: Jill Carlyle
2004: Patrick Dugan
2004: Sylvester Pemberton
2204: Joan Dale
2004: Alix Harrower
2004: Rex Tyler
2004: Wesley Dodds
2009: [REDACTED]
2009: [REDACTED]
2009: Sonia Sato
2009: [REDACTED]
2009: [REDACTED]
2009: [REDACTED]
2009: [REDACTED]
2009: [REDACTED]

2013: Jack Knight
2013: Helena Bertinelli
2013: Karen Starr
2013: [REDACTED]
2017: [REDACTED]
2017: [REDACTED]
2017: Rick Tyler
2017: Matthew Tyler
2017: Delilah Tyler
2017: [REDACTED]
2017: [REDACTED]

The League of Assassins

Fri May 25, 2018, 11:24 AM

The League of Assassins


Origin
The man known as Ra's al Ghul ("The Head of the Demon" in an archaic dialect of Arabic, known internally as lisan alqatala) founded the organization in the mid-14th century. Ra's had been a physician by trade but revenge against the murderers of his wife Sora and a near-drowning in a Lazarus Pit had propelled him on a different path.

Rumor has it that Ra's al Ghul's father or grandfather had once been an Asāsīyūn commander of a citadel belonging to the Nizari Ismailis and had escaped the mongol invasions that had killed many of his comrades. While he had seemingly escaped from a violent end and carried out a more peaceful existence, it is possible he taught his son the ways of the Asāsīyūn or Ra's learned of this through study of his father's journals after his passing. Whether these rumors are the truth of the matter or not, Ra's al Ghul chose to found an organization to be the spiritual successor to the Order of the Asāsīyūn.

Originally known as the Safinat Dakhma, the early League of Assassins took over a small city after murdering the bandits who had once used the city as their base of operations. This city was used as a temporary base and staging area for the construction of new citadel in the nearby mountain wilderness. This was a fortification which would take many years to complete but once finished it would serve as the first true bastion of the order, a palace built atop a Lazarus Pit.

From here, Ra's al Ghul's Safinat Dakhma began to grow and expand. Scouts were sent out to other remote locations on order of Ra's al Ghul, using carefully calculated instructions and the dreams induced by Pit vapors to seek out other Pits and secure possession of them, either through violence, obfuscation, or legitimate channels. If a Pit could not be secured, it was often instead destroyed to ensure it did not fall into the hands of their enemies.

To finance this growth, Ra's al Ghul had made political alliances by conducting deals brokered in blood, selling the services of the League's assassins to Heads of State and warlords. Expanding into European Renaissance, Ra's made himself an illicit friend to many courts, most eager to give him wealth and power just to mitigate the chance that Ra's al Ghul would entertain an offer from their enemies.

While his followers lived and died, Ra's al Ghul survived, nourished by the Lazarus Pits. This apparent immortality made him a legend, which both helped drawed some to the cause and also helped shroud the League of Assassins in mystery, causing some to believe they were nothing more than a boogeyman tale told to frighten small children into behaving. 

In the late 17th or early 18th century, Ra's al Ghul had an affair with a Japanese woman. The product of this affair was his daughter Talia al Ghul. Within a half-century, Ra's al Ghul's affairs had produced another daughter, this one from Russia. These two were the first known children of Ra's al Ghul which were allowed use of his prized Lazarus Pits and eventually both began to compete with one another for stewardship of the League. Instead of choosing one to be his chief subordinate, Ra's elected to divide the League into two halves: naming Talia the White Hand of the Demon and overseeing the order of the White Glove while Nyssa became the Black Hand of the Demon and commanded the Black Glove.

Talia's White Glove handled the business of managing wealth, construction, property acquisition and retention, and contract assassinations; but Nyssa's Black Glove oversaw security and acquisition of relics and Lazarus Pits, study of the occult, and the assassinations which were deemed necessary for the greater good. Ra's al Ghul himself chose to keep personal oversight of the League's training camps. This arrangement not only kept Talia and Nyssa from internal competition for the time, but it allowed the League to grow even larger and more powerful.

Expanding into the Americas slowly, starting with South America in the late 18th century, Ra's al Ghul had kept the woman known as Oscura as a romantic compantion, but by the next century he parted ways with her and withdrew from several Lazarus Pits in South America. This was hardly a setback as Ra's al Ghul capitalized on this reduction by investing more of his forces in the nascent North American democracy known as the United States. This was truly a land of opportunity and had many untapped Lazarus Pits for the League to acquire.

League-of-assassins-arrow-t-shirts-men-s-t-shirt-b by Roysovitch


Modern Structure
The 20th and 21st centuries have been both very eventful and lucrative for the League of Assassins.


THE FAMILY
Head of the Demon: 1
Ra's al Ghul

"Yd al Shaytan"
Hands of the Demon: 2
Talia al Ghul & Nyssa al Ghul

THE INNER CIRCLE
"Majstir al Shaytan"
Respected Masters: 7
Lady Shiva, The Swiss, The Magician, El Penitente, The Dragon, Kirigi, Mystic

"Hud al Shaytan"
Ubu: 1
Bane

"Farsan"
Horsemen: 1
Copperhead

"Syd Qatal"
Master Assassins: ~40 to 50
Deathstroke, Cheshire, Sportsmaster, Bronze Tiger, El Flamingo, Shado, The Hook, The Jackal, Poison, Komodo, Silhouette, Wildfire, Belladonna

THE RANK AND FILE
"Qatal al Ruban"
Journeyman Assassins: ~200 to 1,000

"Sabaa Qatal"
Apprentice Assassins: ~5,000 to 10,000

"Al Muta Darib"
Assassins in Training:
Varies between 100 to 300, spread out between 3 to 5 training camps

"Almumin"
Support Members:
~50,000



White Glove:
1 Hand
3 Respected Masters
1 Ubu
~30 to 35 Master Assassins
~100 to 300 Journeyman Assassins
~1,000 to ~3,000 Apprentice Assassins
~40,000 Support Members

Black Glove:
1 Hand
4 Respected Masters
1 Horseman
~10 to 25 Master Assassins
~100 to 700 Journeyman Assassins
~4,000 to 7,000 Apprentice Assassins
~10,000 Support Members




Earth-27 by Roysovitch & phil-cho , based on the titles and characters of DC Comics, in memory of Joshua Dean Westerman

Stephie

Tue May 22, 2018, 11:10 PM
(booda-bat-booda), (bat-booda-bat-booda)

There's a city on Delaware Bay
And it serves hundreds o' ships a day
In Arkham, crim'nals get locked away
And talk about their crimes...


And there's a girl whose father's one
And she thinks crimefightin' is fun
Bad guys, you see Spoiler, you better run
Or she'll serve you justice and puns

Tim Drake say "Stephie, you're a fine girl" (you're a fine girl)
"What a good Robin you would be" (maybe a Batgirl)
"Batman doesn't think so, but come on, watch and see"

(booda-bat-booda), (bat-booda-bat-booda-bat)

Stephie, always brave and bold,
Got her a suit of red, black, green, and gold
A girl Robin, she broke the mold
She was the Bat's bird

Tim came back on a summer's day
Bringin' killers to lock away
But he would not take the cape away
Stephie had earned the name

Tim Drake said "Stephie, you're a fine girl" (you're a fine girl)
"What a good Robin you became" (next is Batgirl)
"It's about time I found a new mantle for me"

(booda-bat-booda), (bat-booda-bat-booda-bat)

Yeah, Stephie used to watch Tim's back
When they went on patrol
She would keep him safe from attack
But that summer took a toll
Her Tim had always been smart, but now he could fight
With staff in hand, he dropped men twice his height

(booda-bat-booda), (bat-booda-bat-booda-bat)

Yet after the criminals are bound
She and Timmy would go a round
Here, Drake was no match for Brown
Dreaming, she can hear him still

She hears Tim say
"Stephie, you'll always be my girl"
"What a good wife you always were"
"You were my life, my love, and the only girl for me"

(bat-booma-ha-ha), (ha-ha-bat-booma)

"Stephie, you'll always be my girl"
"What a good wife you always were"
"You were my life, my love, and the only girl for me..."


Earth-27 by Roysovitch & phil-cho , based on the titles and characters of DC Comics, in memory of Joshua Dean Westerman

Seriously Important Update

Wed May 9, 2018, 12:43 PM
THIS IS ALSO A STATUS UPDATE. BECAUSE IT IS A SERIOUSLY IMPORTANT UPDATE

Hey all, it's been a while since I plugged the Earth-27 Fan Chat Discord. So, here's the link:

discord.gg/tUzyEUN

Please note that to access most of the rooms you will need to wait until you have been verified so please be patient with the Admins until they can verify your account. Most of the rooms will be hidden and inaccessible until you have been verified. Verification just requires your DeviantArt username, knowledge of whatever you may have sponsored in the past, and confirmation if you are or are not the creator of a character (or characters) which become part of Earth-27's tapestry.

Also note that if you are the creator of an original character, membership in this Discord is now MANDATORY. If you have left the chat or have not yet joined, be sure to join and check in somewhat regularly for updates and such. I will be doing end of month checks for activity and if you have gone stagnant without notice or reason for your absence, I will presume you have lost interest in Earth-27 and your characters' fate have become sacrificial offerings to the dark impulses of the Fatewriter. ;) Whoa, that sounded meaner than intended. Please, just stay fairly active in the chat so myself and other character creators have easy access to collaborate with you. :D

Earth-27 by Roysovitch & phil-cho , based on the titles and characters of DC Comics, in memory of Joshua Dean Westerman

Imagine Having These Daughters

Tue May 1, 2018, 12:49 PM

Boredom strikes again... 
Try playing this in the background as you read:

And of course, see if you can deduce the singers of this Earth-27 Lyrical Rewrite. ;)


DAD:
She's headstrong, she's got a quick fuse
Once uptight, now wanna let loose
For them, I wanted better things
Hoping they'd leave this life behind…

ELDEST:
Not a chance, dad, not these girls!

YOUNGEST:
Can't bench us!

Ain't conformin'!

 

ELDEST:
Have a seat, old man.

Take a number.


YOUNGEST:
I am Lightning and she's the Thunder

GIRLS (CHORUS)

Thunder, Thunder
Thunder Thun- Thunder
Thun-Thun-Thunder, Thunder, Thunder
Thunder, Thun', Thunder
Thun-Thun-Thunder, Thunder

Thunder, feel the thunder

DAD:
Lightning and the Thunder?

ELDEST:
Thunder, feel the thunder

YOUNGEST:
Lightning and the Thunder

 

GIRLS:
Thunder, thunder
Thunder

DAD:

I worked hard, teachin' those classes
No need to go kickin' asses
The world has quite enough heroes-

GIRLS:
We're not content being zeroes!

ELDEST:
You taught us not to be basic

YOUNGEST:
You taught us not to be easy
We can't always ride in back seat

ELDEST:
Now it's time to let your girls shine
What's the matter? Can't take the heat?

Thunder, Thunder
Thunder Thun- Thunder
Thun-Thun-Thunder, Thunder, Thunder
Thunder, Thun', Thunder
Thun-Thun-Thunder, Thunder

Thunder, feel the thunder

YOUNGEST:
(clears throat) Lightning and the Thunder!

ELDEST:
Thunder, feel the thunder

YOUNGEST:
Lightning and the Thunder!

ELDEST:
Thunder

Thunder, feel the thunder

YOUNGEST:
Lightning and the Thunder

ELDEST:
Thunder

Thunder, feel the thunder

YOUNGEST:
Lightning and the Thunder

ELDEST:
Thunder
Thunder, feel the thunder

YOUNGEST:
Lightning and the Thunder

ELDEST:
Thunder

Thunder, feel the thunder

YOUNGEST:
Lightning and the Thunder

ELDEST:
Thunder

Thunder, feel the thunder

YOUNGEST:
Lightning and the Thunder

ELDEST:
Thunder

Thunder, feel the thunder

(stomp, crack, gasp, silence: 2 seconds, beat resumes)

Thun-thun-thunder, Thunder!
Thunder, thunder, Thunder!
Thun-thun-thunder, Thunder!
Thunder, thunder, Thunder!
Thun-thun-thunder, Thunder!
Thunder, thunder, Thunder!
Thun-thun-

DAD:
(clears throat)

ELDEST:
(sigh, footsteps, debris shifting) Sorry... Got carried away.

YOUNGEST:
(electric crackle) No problem... Finish together? On three?

(silence: 2 seconds)

GIRLS:
Lightning and the Thunder!



Earth-27 by Roysovitch & phil-cho , based on the titles and characters of DC Comics, in memory of Joshua Dean Westerman

Anna Wilson

Fri Apr 27, 2018, 8:44 AM
Alice (Earth-27) OC commission by phil-cho

BIOGRAPHICAL INFORMATION



Legal Name

Anna Wilson

Known Aliases
Alice, Patient #12732

Relatives
Unknown

Affiliation
The Cadre of the Immortal: Member

Date of Birth
May 4th, 1987

Occupation
Inventor

Employer
Freelance

Marital Status
Single

Residence
Unknown

PHYSICAL DESCRIPTION


Race
Human

Gender
Female

Orientation
Straight

Hair color
Blonde

Eye color
Green (L) / Blue (R)

Height
5'6" / 1.68 m

Weight
150 lbs. / 68 kg



1987 - Present
Anna was always something of a stubborn genius. At thirteen, Anna got into Ivy University magnate program. at seventeen, she had a doctorate's degree in Robotic Engineering. Using money made from selling her work to Ivy University, Anna was able to move to Gotham and live quite a comfortably in a luxury apartment with a personal workshop overlooking Robinson Park.

When funds became tight, she'd sell a novelty invention to WayneTech, Kord Omniversal, or LuthorCorp to allow her work to continue. This isolation suited Anna just fine... until the Cataclysm hit. Knowing she was unlikely to outlast this harrowing experience in her apartment, Anna hastily designed a humanoid robot to escort her to the GCPD safe-zone. Anna's plan worked without a hitch, even foiling an assault from none other than Victor Zsasz. I recall her arrival at he safe-zone being quite impressive.

After the Cataclysm, Anna returned to her workshop. at once, Anna buckled down and began work on creating more robotic units, planning to sell them to the GCPD; but the GCPD rejected her prototype due to the lack of conscious mind controlling these robots. Still, the police were eager to see these units in the field and authorized Anna to reverse-engineer tech confiscated from Jervis Tetch.

Somehow, Mr. Tetch found out about this and escaped Arkham at his earliest convenience. Soon after, Anna was admitted to Arkham Asylum, her mind ravaged by her sabotaged control band when she tried to use her own robots to defend herself from the Hatter.

In Arkham, the full degree of Tetch's tampering became apparent as Anna began to delusionally believe she was Tetch's lover and the fictional character of Alice form "Alice in Wonderland". Hearing this, Tetch was quick to break Anna out.

Life as Tetch's lover was not all "Wonderland" for Anna as Tetch's tampering had also made Anna unable to refuse Tetch's clearly understood commands. Last year, Tetch ordered Anna to stay behind and stall Batman and Nightwing (Tim and Steph) while he got away. Recently, however, Anna escaped with Underworld and the two joined the Cadre of the Immortal.

Anna Wilson (Earth-27) OC commission by phil-cho

ARKHAM PROFILE


as assessed by Dr. R. Westerman,
Arkham Intake Interviewer

Threat Assigment: Moderate

Treatment Ranking: 4 (Resistant)

Medical Profile
Patient is in overall good physical health.
Patient has heterochromiac eyes - Of note, patient was not born with such a condition. It is unknown if this was brought on by Patient Tetch's previous assault (see GCPD case File: 51081-2009-3) or a psychosomatic manifestation of Patient's desire to make herself the ideal lover for Patient Tetch (#51081).
Patient has the skin condition known as vitiligo.

Psychological Profile
Patient is a highly delusional subject, thinking herself to be the titular Alice from Lewis Carroll's "Alice in Wonderland" story. She often thinks she is in Wonderland, sometimes shifting to such a belief mid-conversation. Note: More than once she suddenly begun spouting verses of the "Jabberwocky" to me. Patient seems to only recite this verse to myself and no other staff or patients.
Patient is obsessed with tea and tea parties, possibly more than Patient Tetch.

Behavior Profile
Patient is a mechanical savant. Daily cell and strip searches are recommended to prevent accumulation of contraband which can be used to assault or escape.
Patient is allowed to have tea bags, a plastic tea set, and a hot pot in her cell as missing "tea time" causes her to become irrational and possibly violent.
Patient has an unusual relationship with Sargeant Parker, calling her "sister"



RESOURCES



Robotics
Wilson is a world-class robotics engineer on par with the likes of Thomas Morrow or William Magnus.

Manipulation
When properly motivated, Anna Wilson can become a truly devious liar and manipulator. Anna will often play dumb to get those around her to underestimate her.

Tea
Anna is quite skilled in the making and preparing of tea.


WEAKNESSES



Devotion
Anna is helplessly devoted to Jervis Tetch. While this does seem to wane with distance and time spent away from him, Anna does seem to replace this devotion with a surrogate, such as her current surrogate: the Underworld Killer. If deprived of her loved one, Anna will often hesitate to make decisions and can be forced to make poor tactical decisions.

Workaholic
Anna cannot stand being idle. If she is not in the company of Tetch (or suitable replacement) or hosting a tea party, Anna will often wish she were elbows deep in a project in her workshop. If she is left alone for too long, Anna can forget to take care of herself (neglecting eating, drinking, or showering for long periods of time).

Greed
If money is involved, Anna is more than happy to provide anyone with whatever they want. This loyalty to the all-mighty dollar is only beaten by her devotion to her lover. It could be possible to have Anna betray her new friends in the Cadre for the right price.

Delusion
Anna legitimately believes she is the titular character from 'Alice in Wonderland'. If she is forced to face reality, Anna can either slip into a psychotic rage or a catatonic stupor. Either way, this could afford an opportunity for a skilled adversary to take advantage of Anna.

Direct Conflict
In hand to hand combat, Alice is by no means a fighter and if there's any sign that she's about to have her ass kicked, she will hike her dress up and run like hell.
 


TRIVIA



Before the incident with her control band and Hatter's mind control, Anna had a fairly neutral American accent. However, she now has adopted an English accent.

Alice is bubbly and excitable about just about everything. Alice can be quite sweet and loving towards those she's friendly with. She's more than willing to drop everything to help a friend in need. She's especially likely to do so of she can sneak a tea party into the situation.

Alice has a strong fondness for making intricate tea parties for both personal and business purposes. She believes that a lovely conversation over a cup of tea is the best way to spend time with anyone.

Alice holds grudges. If she's crossed, she will remember the incident for quite some time and be thrilled by any opportunity to stick it to them. At her core, Alice is still an intellectual.

She is thrilled by new knowledge and anything related to Wonderland. Though she's fully aware that to create a perfect Wonderland, it will cost a great deal of money, so she strives to get as much money as she can get her hands on. She's more than willing to do whatever it takes to get the money she deems as necessary. It also helps that she enjoys having as much money to play with as physically possible.

Anna takes personal offense to anything negative said about Hatter and she will let the speaker have it.

Anna seems to be unaware that Hatter is now in league with CRIME and having shacked up with a new 'Alice'. I have a scary feeling that heads may roll one way or another when this fact is discovered.


Earth-27 by Roysovitch & phil-cho , based on the titles and characters of DC Comics, in memory of Joshua Dean Westerman

Underworld

Fri Apr 27, 2018, 8:04 AM
Underworld (Earth-27) commission by phil-cho

BIOGRAPHICAL INFORMATION



Legal Name

Unknown

Known Aliases
Josiah Sherman, Underworld, The Underworld Killer, Josiah Underwood, Sherman Underwood

Relatives
Unknown

Affiliation
The Cadre of the Immortal: Member

Date of Birth
Unknown (Circa 1990?)

Occupation
Hitman / Assassin / Torturer

Employer
Freelance

Marital Status
Single

Residence
Unknown

PHYSICAL DESCRIPTION


Race
Cosmically Enhanced Human

Gender
Male

Orientation
Unknown

Hair color
Blonde

Eye color
Brown

Height
5'6" / 1.68 m

Weight
150 lbs. / 68 kg

~1990s - Present
The hitman known as Underworld made a career as a type of torture specialist and assassin. Much of his past remains unknown and his recent (brief) stay in Arkham did not shed much more light onto his character. So here is the little we know.

Judging by his appearance and overall demeanor, as well as reference he makes in conversation, I suspect the Underworld to have been born in the late 1980's or 1990's. His first known work as the 'Underworld Killer' was in Civic City some years ago, but based on exchanges he had with others, I believe he was formerly affiliated with organized crime in Gotham, possibly as the son of a low-level enforcer or maybe a back-alley doctor and torturer based on his knowledge of human anatomy. Either way, he has claimed that his father worked for Zucco. 

In his early days, Underworld liked to leave a signature in blood on the walls of his crime scenes but as the years went on, he preferred to let his work speak for itself. He became notorious for making elaborate death traps and torture chambers using whatever was in the environment, whether it was the victim's home, office, or vehicle. He is like the serial killer version of MacGuyver... or he was. 

Apparently this being known as the Anti-Monitor got a hold of Underworld recently. He changed him, giving him a portion of cosmic ability which allows Underworld to create traps and weapons out of memories, thoughts, and nightmares instead of memorabilia, trinkets, and knick-knacks lying around. Empowered with psychic might, Underworld wreaked havoc upon the Challengers of the Unknown until he was captured by the Monitor himself and sent to Arkham. Unfortunately, Gargoyle broke Underworld out of prison with Anna Wilson and his whereabouts since have been unknown.

RESOURCES



Interrogation
Whether with the implement of torture or just through psychological (or psionic) intimidation, Underworld is a skilled interrogator. He made a name for himself as a freelance criminal able to extract information from a victim through a variety of techniques.

Medical Knowledge
While it is unknown if Underworld is a properly educated medical professional, he has shown comparable skill in the precision of his cuts, knowledge of human anatomy, and ability to keep his victims alive and in excruciating pain for long periods of time.

Mechanics
Underworld has a flair for jury-rigging and improvisational mechanics. Though he is most dedicated to using this talent for creating weapons, death-traps, and instruments of pain, he is also quite skilled at lock-picking, vehicle hot-wiring, and once was able to build a glider in less than three minutes to escape the police who were banging down the door of the 27th floor high-rise hotel room which Underworld was using as a kill-room.

Psionics
Given these powers by the Anti-Monitor (and the skill to use them effectively), Underworld is able to do a variety of effects. Exactly which psychic powers he is able to pull off varies by the target's own mental clutter. Victims who have unresolved tragic pasts, traumatic memories, or dark secrets are usually more prone to Underworld's meddlings than others. The things which Underworld has shown himself capable of doing include telepathy, mind control, memory rewriting, and illusions.

Cosmic Awareness
Due to his cosmic tether to the Anti-Monitor, Underworld may have some latent ability to sense cosmic power and/or cosmic beings.


WEAKNESSES



Direct Conflict
Underworld is not skilled in hand-to-hand combat, at least on a level compatible with most professional crimefighters. While he can usually beatdown a typical civilian or take down the average police officer if he gets the jump on them, Underworld can usually only pose a threat to hero types if he has superior firepower or the element of surprise.

Psychic Feedback
If Underworld tries his mind games on a psychic aware of his shenanigans, it's possible that the psychic could turn the tables and use his own powers against him. This might be difficult as Underworld was not only given his powers by a truly powerful being, but he was also given the skill to use them extremely effectively and has demonstrated the ability to subvert the minds of other powerful and talented psychics.

Indomitable Will
Underworld's mind games are more or less ineffective against being's with indomitable willpower.
 


TRIVIA



Underworld has a fondness for classic rock, disco, big band music, and other musical performances from the 1920's to late 1970's. If he has need to concentrate, he often finds it helpful to hum such tunes or will turn a nearby radio on and tune it to such music.


Earth-27 by Roysovitch & phil-cho , based on the titles and characters of DC Comics, in memory of Joshua Dean Westerman

Dilshod Burkhanov

Tue Apr 24, 2018, 11:04 AM
Hayvon (Earth-27) OC commission by phil-cho

BIOGRAPHICAL INFORMATION



Legal Name

Dilshod Burkhanov

Known Aliases
Hayvon, "the Beast"

Relatives
Ilsa Burkhanov (Mother, deceased)

Affiliation
The Cadre of the Immortal: Member

Date of Birth
Circa 1989

Occupation
Mercenary

Employer
Cadre of the Immortal

Marital Status
Single

Residence
Unknown

PHYSICAL DESCRIPTION


Race
Metahuman

Gender
Male

Orientation
Unknown

Hair color
Brown

Eye color
Brown

Height
9'4" / 2.85 m

Weight
2042 lbs. / 926 kg

1989 - Present
Dilshod Burkhanov was likely born on the border of Modora and Bhutran in territory that has long been disputed. His mother was a poor woman in a war-torn land who could do little but give her son the basic necessities of life, so official records or any sort of documentation of his early life simply do not exist.

When he was eleven years old, Dilshod intervened on behalf of a strange girl, hoping to stop her assault by a group of mercenaries. Though the girl escaped, Dilshod was beaten half to death and left to die in the wilderness for his troubles… but he did not die. Instead, he was chosen as a suitable subject for alien abduction as his captors thought his disappearance would not risk exposing their illegal activity ot the Lantern Corps. After being treated and saved from death, Dilshod was sold as a slave to the K’hunds of the planet K’hundia.

Before being put to work, Dilshod was sent to a lab to undergo a grueling regimen of surgeries and chemical treatments to condition him to be better suited to life on the alien world. However the alien elements or the stress that he was exposed to caused his meta-gene to activate, transforming him into a hulking behemoth. Somehow in all that confusion, the K’hunds managed to restrain him and the decision was ultimately made to make use of him as a gladiator for the amusement of the K’hundian nobility. After many months of fighting in the fighting pits, Disshod learned the meaning of the word the spectators would chant and decided to rename himself the same, but in his own language. Thus Dilshod became Hayvon, or “the Beast.

After years of captivity, a bloody rebellion broke out against the planet’s regime. When the royalty conscripted him into their protective detail, Hayvon abandoned them and used his opportunity to escape and fought his way across the city to the spaceport where he got himself aboard a departing ship.

It would be years before he managed to find passage back to Earth, where he began to sell his services for the promise of a cure. Word is that he was willing to do whatever it takes. It did not take long for Oscura to sink her claws into him and bring him into the fold of her Cadre of the Immortal...

RESOURCES




Enhanced Strength
Hayvon is incredibly strong. He can easily match such incredible strength on par with Superman and Wonder Woman. His exact strength is difficult to assess as it's possible for him to become even stronger through temporary bursts of even more potent strength thanks to his ability to spontaneously develop new powers.

Enhanced Stamina
Hayvon can withstand a lot and it is possible for him, without adaptation, to go without sleep for days or even weeks. Though it is likely he would fall into some sort of long-term hibernation afterward to allow his body to repair any mental strain such a feat would cause without rapid eye movement and a serious deprivation of rest.

Enhanced Resilience
Dilshod is a literal titan of a man, able to shrug off most blows and even small arms fire and low grade explosive forces. While high-caliber weaponry and persons of mass destruction can injure and wound him, Dilshod's pain tolerance allows him to continue fighting in nearly all circumstances. I have documented a run-in he had with Gotham's Vigilante (by that I mean, 'the' Vigilante) where the masked man was able to put Hayvon down with an assault rifle's grenade launcher by firing the explosive directly into Hayvon's mouth. The resulting explosion blew out the sides of Hayvon's cheeks and jaw, even leaving scars when they healed, but even that only put Hayvon out of the fight for a couple minutes.

Enhanced Senses
The Burkhanov Beast has a heightened sense of smell, hearing, taste, and touch. He can track a bleeding person by the smell of their blood from two miles away, he can hear a heartbeat from over half-a-mile out with minimal environmental interference, he can taste particles in the air to know if a specific person passed by within the quarter-hour by the taste of their perspiration in the air, and can feel a person sneaking up on him by the vibrations in the ground (which is another reason Hayvon prefers to go barefoot).

Regeneration
When Hayvon is wounded or injured, he repairs from damage at remarkable speeds and usually regenerates without difficulty or risk of infection. While he does have a large portion of scarring, these are from injuries which would likely have killed even the likes of other behemoths.

Spontaneus Short-Term Genetic Adaptation
Perhaps Hayvon's most frightening power is the ability to temporarily develop rapidly onset mutations which help him susrive the unexpected. This ability is passive and Hayvon has no control over if and when it takes effect, nor does he have any control over how it might manifest. This ability usually only displays itself when Hayvon has sustained serious injury or put in some life-threatening situation. 

Combat Instincts
Hayvon has had absolutely no real training, nor does he really need it. His body has evolved into a killing machine, bred for combat, maiming, and killing. His reaction speeds are top-notch and his body generates little fatigue toxins and suffers little in the way of 'adrenal dumps' at the end of a fight. In short, Hayvon is always ready for a fight.

Self-Subsistence
Hayvon can go long periods of time without food or drink by feeding on itself. This is not pleasant and during such times where Hayvon is deprived of air, food, or water, his body might lose considerable mass, causing Hayvon to shrivel into a husk of a being until afforded the chance to indulge in the necessities of life.

Psionic Potential
I cannot confirm this, but Hayvon seems to be psychically sensitive to the emotions of others. If it were just his ability to predict emotional state, I'd credit this to his potent senses but I have evidence that he actually can connect with people on an intimate level and even assert some sort of dominance over others. It's possible this was a one-off adaptation or it could just be another facet of this behemoth's incredible power.


WEAKNESSES



Emotions
If my theory is correct, a strong, genuine emotional impulse on some strong primal level could shake Hayvon off his mental balance or overwhelm him. This is a tried and true tactic against other empaths but I cannot find many volunteers willing to help me test this theory against him in the field.

Energy
Powerful attacks that rely on some form of energy other than kinetic or concussive force seem to be the chink in Hayvon's armor. Hit him hard, hit him fast, and don't let up.

Magic
Another theory I have, but magic seems to be the great equalizer. I mean, it works on Superman, right? If you're a sorcerer or you know one willing to help me test this tactic out, give me a call and I'll put you on the next flight to wherever Hayvon was last seen.


TRIVIA



Hayvon has developed a strong hankering for sushi thanks to his odd friendship with Shoji Washida.

According to Hayvon, his mother was an English teacher before she was driven away from the school she taught at for unknown reasons. It is through her that he learned how to speak the language.

Despite living on different sides of the border of Modora and Bhutran, throughout her life, Hayvon's mother does not seem to have been a native of either country. Why she was settled there is unknown.

Hayvon will sometimes steal books from libraries and bookstores so he can learn new things. He likes literary classics from long before his time, but only reads “school” variations of them that simplify the language. 

Bizarre as it sounds, Hayvon wishes to find his “soul mate” one day and settle down... after he’s “cured”. 

He’s always wanted to visit Quebec, and will often refer to it in conversation as some sort of utopia.

Hayvon’s favorite color is blue, in various shades. 

Hayvon often refers to the Batmobile as “The Batman Mobile”.


Earth-27 by Roysovitch & phil-cho , based on the titles and characters of DC Comics, in memory of Joshua Dean Westerman

Shoji Washida

Tue Apr 24, 2018, 9:08 AM
Shoji (Earth-27) OC commission by phil-cho

BIOGRAPHICAL INFORMATION



Legal Name

Shoji Washida

Known Aliases
The Immortal of Iwate, Chosen of Susano-o

Relatives
Makoto Washida (Father, deceased)

Affiliation
Susano-o: Champion
The Cadre of the Immortal: Member

Date of Birth
Circa 1551

Occupation
Itamae / Mercenary

Employer
Self-Employed

Marital Status
Unknown

Residence
Unknown
(Last known address was in Coast City)

PHYSICAL DESCRIPTION


Race
Divine Avatar

Gender
Male

Orientation
Straight

Hair color
Black

Eye color
Brown

Height
5'5" / 1.65 m

Weight
150 lbs / 68 kg

1551 - Present
Born into the Washida clan during the height of the Sengoku Period in Japan, Shoji was trained from birth to be a skilled Samurai. His father, Makoto Washida, and the head of the Clan, was a cohort to the daimyo of the time. The elder Washida was a master swordsman and claimed to be chosen by Susano-o, the Shinto deity of the sea and storms.

As a young samurai, the dream of unifying Japan was dear to Shoji, as was the worship of the Shinto Kami. However, everything changed during the razing of Mount Hiei. Shoji’s father was mortally injured, but before he passed on, he gave his son a dying gift: the Amulet of Summer Storms.

This amulet was passed down in the Washida clan for generations and was imbued with the blessings of Susano-o, enhancing the wearer’s strength and speed, in addition to giving them the powers of the mythical Storm Dragon. Shoji was chosen to be next Washida to bear that honor.

After burying his father, Shoji used the amulet to become one of the greatest warriors in Nobunaga’s army. After Nobunaga’s death at Honno-ji, Shoji traveled to the Kumano Shrine, one of the most important shrines to Susano-o, to plead with the Kami to give him the strength to avenge Nobunaga. To his surprise, the Kami appeared and gave him the wisdom to step aside from the conflict and let nature take its course. Further, Susano-o tasked him with protecting the legacy of the Kami and to wait for when he would be called upon again.

The rapid political changes in Japan worried the deity and wanted a champion to make sure Shinto worship survived. Susano-o told Shoji that he was losing power, as most deities were but the god still had enough power to enhance the Amulet of Summer Storms to provide immortality to the wearer.

After this divine encounter, Shoji took revenge on Nobunaga’s killer and then faded into obscurity for centuries, only moving to America sometime after World War II. Despite how angry he was at America for bombing Japan, he followed Susano-o’s advice to let it all pass and let the world change once more… And so he has.

I heard rumors he may have been working as a sushi chef in Coast City recently but he is confirmed to be working with the Cadre of the Immortal in Argentina.

RESOURCES




 The Amulet of Storms
Shoji derives much of his powers from this talisman, given to him by the diety Susano-o. While Shoji usually wears the talisman on his person, there are confirmed accounts of him displaying his abilities without the talisman on him. It may be possible that he derives his powers from this talisman during some daily or weekly ritual and not directly from the talisman at all times.
-Immortality: Shoji does not age and seems to recover from most injuries with both haste and little complication or scarring. It is likely he can still meet a violent end, but his resilience and durability seem to skew toward supernatural levels.
-Aerokinesis: Using the power of Susano-o, Shoji can summon gusts of wind, control the weather, and cast forth lightning from his hands and blade.
-Flight: Using his ability to control wind, Shoji can lift himself into the air for short durations. This is clumsy and unnatural for Shoji however and as a rule he generally uses this more for assisted leaps of considerable distance and to cushion his landings from great heights rather than proper flight.
-Hydrokinesis: Shoji can also control water, summoning rain and snow by tapping the moisture in the air or causing a sudden freeze to take hold by lowering the temperature in the ambient air vapor. Shoji cannot conjure water or use the moisture in a human body (Susano-o forbids such a tactic apparently) but near any body of water, he should never be underestimated.
-Swimming: By combining his control of air and water, Shoji can propel himself underwater at alarming speeds and maintain a bubble of air around his person as well as one or two others. I suspect this is the primary means of travel Shoji uses when he wishes to travel in secret while avoiding a paper trail.
-Peak Physical Condition: As the Amulet delays his aging, it also maintains his body in peak physical condition. His resiliency and durability are off-the-charts and enhanced through mystical means, which allows him to push his body even harder which has allowed him to exceed the physical abilities he had in mortal life to make him a world-class athlete in nearly every fashion. Shoji is likely able to keep pace with Olympic runners, if not actually exceed their ability due to his Amulet preventing his muscles from degrading over time.

Master Swordsman
Shoji is a world-class swordsman. I suspect he is just as skilled, or more so, than excellent fencers such as Tatsu Yamashiro, Slade Wilson, and Diana of Themyscira. 

Experience
Shoji has lived the equivalent of many lifetimes. Every fifteen years or so he seems to move on and start a new life in a new place. Usually he finds work as a classically trained Itamae specializing in sushi but he does like to expand his horizons and will often intentionally picks up a different profession when he starts a new life. I have found evidence of him working as a business consultant, professional wine taster, photographer, fisherman, ranch hand, bricklayer, plumber, and a masseur.


WEAKNESSES



Sword
It should be noted that while he has a very fine and insanely sharp weapon, his sword is not mystically enhanced in anyway, contrary to belief. I cite this as a weakness as Shoji seems to favor using his blade over his more dynamic abilities. If one could disarm him (good luck) or destroy his sword, Shoji would likely be very upset and that could open an opportunity to throw him off his groove.

Honor
Though he has done many questionable things, Shoji usually finds way to justify what he does as a means to an end. However if one can cause him to see that he is truly in the wrong, Shoji's honor would likely demand he make amends, or at the very least cease from his actions to seek out the counsel of Susano-o before continuing on his course.


TRIVIA



Shoji Washida had a past encounter with Brauzhar the Corruptor. I am not certain when exactly this happened.

Shoji Washida first made the acquaintance of Oscura and the Thaumaturgist during the 1930's and 1940's, during several trips to Germany.

During World War II, Shoji joined no army but he was no stranger to the battlefield. I have found a lot of evidence that show Shoji was an active independent party in the conflict, fighting alongside the Japanese forces or carrying injured Japanese soldiers to safety, only to disappear as mysteriously as he had arrived in the first place. At least once, he infiltrated a U.S. aircraft carrier to sabotage equipment to give his Japanese comrades a tactical advantage. 


Earth-27 by Roysovitch & phil-cho , based on the titles and characters of DC Comics, in memory of Joshua Dean Westerman

Haley London

Mon Apr 23, 2018, 7:21 AM
Cyber Witch (Earth-27) OC commission by phil-cho

BIOGRAPHICAL INFORMATION



Legal Name

Haley London

Birth Name
Haley Gestern

Known Aliases
Cyber_Witch, Technomancer

Relatives
Gerhardt Gestern (Father)
Oscura (Mother)

Affiliation
The Cadre of the Immortal: Member

Date of Birth
July 27, 1995

Occupation
Subserviant Cyborg

Employer
Cadre of the Immortal

Marital Status
Single

Residence
Unknown

PHYSICAL DESCRIPTION


Race
Cybernetic Enhanced Homo Magi

Gender
Female

Orientation
Straight (possibly Asexual)

Hair color
Brown

Eye color
Brown (Right), Varies (Left, Cybernetic)

Height
5'11" / 1.8 m

Weight
247 lbs. / 112 kg

1995 - Present
Haley London was born under a different name on a different continent from where she was raised. In truth, Haley was the daughter of La Maestra Oscura and the Thaumaturgist, Gerhardt Gestern. The details of why she was given to another family to be raised remain a mystery, but I do know that Gestern objected to this decision and this was done without his knowledge while he was away from home on another matter. Haley was given to the London family of London, England, a pretty typical middle-class family that gave Haley a decent life.

When Haley was fifteen, she began to feel strange. She felt like the world was an illusion or dream, one she could alter if only she could peel back the curtains and look at the gears. Haley dove into science in an attempt to make sense of this feeling. After winning an international science fair in Germany, Haley was approached by Gerhardt Gestern, revealing himself to be her father and offered to take her with him. Haley needed time to process this and rejected him.

Days later, Gerhardt showed up again in England, on the eve of her departure for university, trying to stop her from entering her home after being out with friends. She screamed for help and ran past him, pushing her way into her home in time to see the Londons dead at the feet of Oscura, who greeted Haley with a "welcome home, darling" before her men abducted Haley.

Haley hated her true parents at first, but Gerhardt convinced her to give her mother a chance. Once convinced to do so, Haley began to studying magic under her mother by day. At night, she would have endless discussions with her father about all manner of things.

For once, Haley was happy. But little did Haley realize that her mystical study was actually her mother brainwashing her, persuading her to consent to be a sacrifice for a magical ritual for the "greater good". Gerhardt himself was blindsided by this ritual and watched as his wife slit their daughter's throat. Amid all those emotions, Gerhardt interrupted the ritual to claim his daughter's body and rush her to his lab. Haley died, but Cyber_Witch was born.


RESOURCES



Cybernetic Enhancement
Haley possesses cybernetic enhancements that provide enhanced strength, endurance, and durability. Haley can also interface with computers. Built into her body-armor were an infrared eye, computer generator, Eldritch cannon, and special programming adapters that allow her to interface with other body extensions.
-Energy Resistance: A layer of subdermal armor provides her with resistance against energy attacks.
-Sensory Systems: Haley has optic, thermal and motion sensors just to name a few. She also has a homo magi's natural ability to see and sense magic. Also, due cybernetic enhancements, all of Haley's mundane senses were increased to superhuman levels. This includes her sense of balance, temporal and spatial awareness, and equilibrium.
-Durability: Her bones are reinforced with an orichalcum-steel alloy while the cybernetic parts visible on her outer body are coated with a non-ferrous metal of an unknown origin. Possibly from another plane of reality.
-Stamina: Thanks to her cybernetic enhancements, Haley is able to perform at high levels with little need for physical rest. Her cybernetic enhancements also give her considerable resistance to mental fatigue and she can continue functioning for over two days with a little decrease to her performance provided he has ample charge for her components or access to an alternative power source. She can last even longer when in geomantic enriched areas, such as in the proximity of a ley line.
-Speed: With special low-friction servos and an accelerated processor, Haley is able to achieve incredible speeds. Her exact speed capabilities remain unknown but she can keep pace with a vehicle moving at freeway speeds.
-Strength: Haley's cybernetics afford her greater strength than the average human and in some cases metahumans and extraterrestrials. She is known to be able to press at least 3 tons without much effort.
-Flight: Through use of her VTOL Graviton Disruptive Array Flight Module, Haley can fly for a limited amount of time. This effect has no visible component and relies on occult means to achieve it.
-Physiological/Medical Scanners
-Computer Interfacing
-Cyberspace Immersion: Cyber_Witch can download her consciousness into cyberspace.
-Teleportation: Through coupling with the so-called "Anti-Monitor Sphere", Haley has integrated some new systems which allow her to access the Cthonic frequency of the Boom Tube network. Typically, this is a charged ability with its own dedicated power source, giving her access to three to five 'jumps' before she needs to access power management protocols for additional jumps.
-Technomantic Healing: Haley has access to self-regenerative capabilities of only are her technological parts but also her damaged flesh has also been shown regenerating beneath and around her cybernetic systems. This effect requires access to geomantic energy or other sufficient occult power sources to utilize without causing her to have to reroute other vital systems.

Genius Level Intellect
In addition to her mechanical enhancements, Haley possesses an incredible level of intelligence. No doubt, she inherited this trait from her father. Though she little in the way of higher education, Haley should be considered to be a well-educated chemist, physicist, engineer, and biologist.

Sorcery
Though her body does have some difficulty focusing occult energies to manifest spells (she still can, only she requires additional time and effort than she did as a full-human), many of the spells she mastered in life have been incorporated into her cybernetic parts with talismans, runes etched into her components, and a variety of other effects. Haley herself does still seem to be adjusting to these and usually prefers to only stick to a dozen or so rote spells she has mastered or to rely on her technomantic implants.

Occult Knowledge
Haley remains a skilled student of the occult, despite her personal memories being hampered. Though her spellcraft can be faulty, her knowledge of alchemy, geomancy, and arcane principles remains as sharp as ever (maybe even more precise than before).

 

WEAKNESSES



Electromagnetic Pulse
Gerhardt Gestern took precautions to shield Haley's components from EMPs but despite his best efforts, Haley still has shown a vulnerability to such attacks. Though unlikely to knock her fully offline, EMPs have the capability of disabling and interfering with some her systems to the point of compromising her tactical ability.

Humanity
Haley is in a constant struggle to retain her humanity as her mechanical components have increasingly threatened to erode what is left of her biology and personality. Usually, Haley's cybernetic programming  overrides her anatomical brain's impulses, transforming her into a cold and calculating being. But if something jogs her memory, particularly memories tied to her father, Haley (the old Haley) seems to be able to fight the programming.


TRIVIA



Many people in Argentina seem to believe that Haley London is La Bruja Oscura herself, only updated with cybernetics to reflect an evolution into the information age. Even those who have been confirmed to have encountered both of them (on different occasions) are often convinced that they are one and the same. Mother like daughter, I suppose.

I have recently learned that the Londons, the family that raised Haley, were actually members of the Cadre of Immortal. The couple had been tasked with overseeing some of the Cadre's assets in England and were given Haley to look after, not being informed of her parentage. Apparently when Oscura arrived in England requesting to have Haley returned, the Londons objected to giving up "their" daughter and Oscura ordered Wraith to dispatch them.

It is possible that the ritual which Haley was a part of is tied to how Oscura maintains her youth. When consulting on this theory with John Constantine, he told me he had once come across a dark ritual could fit this bill. He said he would get back to me when he had more information.


Earth-27 by Roysovitch & phil-cho , based on the titles and characters of DC Comics, in memory of Joshua Dean Westerman

Wraith

Fri Apr 20, 2018, 12:45 PM
Wraith (Earth-27) OC commission by phil-cho

BIOGRAPHICAL INFORMATION



Legal Name

Unknown

Known Aliases
Wraith, Al Khial

Relatives
Unknown

Affiliation
The Cadre of the Immortal: Member, Inner Circle

Date of Birth
Unknown

Occupation
Mercenary/Assassin

Employer
Cadre of the Immortal

Marital Status
Unknown

Residence
Unknown

PHYSICAL DESCRIPTION


Race
Unknown - Possibly Homo Magi

Gender
Male(?)

Orientation
Unknown

Hair color
Unknown

Eye color
Unknown

Height
6'3" / 1.9 m

Weight
Unknown

~1900 - Present
I'm not exactly sure when this guy started operating. There are reports sugesting he's been around since as early as the start of the 1900's and quite possibly even earlier than that. What we know is that he may have been a member of the League of Assassins who became known by the name Al Khial or "The Wraith". There are accounts that suggest, despite his unwavering loyalty to the Demon's Head, that events transpired which resulted in him losing favor with Ra's and being permanently exiled from the League sometime between the 1950's and 1980's.

Even today, he is one of a few individuals who have managed to remain relatively unknown to government agencies around the world as he has little in the way of a cyber footprint, those aware of his existence know not to make the mistake of crossing him. Since leaving the League, he seems to have been responsible for destabilizing countries and dismantling business empires.

History and mystery aside, let's talk facts. He is extremely well-trained and one of the most dangerous combatants the League have ever produced. Amongst the criminal underworld, Wraith has reported ties to a mysterious occult organization known only as the Cadre of the Immortal and Wraith himself has some form of occult-based abilities.

He is also said to have done consultation work for organizations like Shadowspire in their formative years, been hired by groups ranging from the Cult of Kobra to the Falcone Crime Family, as well as being a known associate of HIVE since leaving the League, and for a brief time he operated as an agent of the Light.

It's only been in recent years that he's started popping up around the globe more often and it seems he's wasting no time getting back to his old assassin ways. In 2016, he attempted to kill a U.S. Senator in Star City and was stopped by the hero Cerberus. This seems to have caused a rivalry between the two as Cerberus has now had four encounters with Wraith. New reports from A.R.G.U.S. and Interpol suggest Wraith is now traveling around the globe looking for unique individuals to recruit into the ranks of the Cadre of the Immortal.


RESOURCES



League of Assassin Training
Trained by the League of Assassins in the early 1900s, Wraith is likely to be considered a truly skilled warrior, martial artist, marksman, archer, and skilled in the use of poisons and other arts of murder. Likewise, Wraith has demonstrated himself to be a master of stealth, infiltration (including lockpicking), and explosives.

Tracking
A truly capable tracker and survivalist, Wraith has shown himself fully capable to live in a variety of environments with little to no supplies. If compromised, he often will flee deep intot he wilderness to disappear where few others can follow. This tactic is how he earned the League name 'The Wraith' after fleeing into a Turkish forest where he survived for months afterward, killing off all those who entered the forest looking for him, earning him the name 'Wraith of Belgrad Forest'.

Peak Physical Conditioning
If he is not enhanced through some sort of cybernetic, mystical, or metahuman means then the Wraith is a highly capable physical specimen.

Ikon Armor
The Ikon Suit is a gravity sheath, a point defense system which creates a gravitational tidal effect: the greater the surface area, the weaker the defense shield. The suit is virtually impenetrable against anything around the size of a human fist. It is controlled by gestures — along with the EEG (Electroencephalography) leads in the helmet. By overclocking the system, one can create dimensional distortions which allow the wearer to slip in and out of this dimensional frequency, allowing them intangibility and short distance teleportation. The suit also has a sophisticated A.I. programmed into it. This suit was originally designed by David Isherwood, an engineer at LuthorCorp. The suit went missing in 2015. It was believed to have been stolen by Deathstroke but we now believe that Wraith was responsible for not only the theft of the armor but also the murder of Dr. Isherwood.

Nth Metal Bodysuit
In order to keep his mass stable while using the dimensional shifting properties of the Ikon Armor, Wraith seems to have had a suit fashioned with a weave which incorporates Nth Metal, Promethium, and some other unknown components. This suit provides no physical protection (at least anymore than a typical piece of clothing made of, say, leather) but it can have some interesting effects due to the transdimensional stability properties of Nth Metal.

Enchanted Adamantine Sword
Wraith seems to call this weapon his "Godkiller". The weapon seems able to hurt most beings due to a mystical enchantment.

Immortality
The exact limits or nature of Wraith's longevity have yet to be discovered.


WEAKNESSES


Chink in the Armor: Hacking
The Ikon suit has a major drawback: the suit's programming can be manipulated by anyone with the master programming codes.

Chink in the Armor: Intertron
Another fault point of the Ikon is it's Gravity Sheathe can be disrupted and penetrated by Inertron, a heat and light absorbent material that has anti-gravity properties which easily enable it to penetrate it's point defense shield.

Chink in the Armor: Power Concerns
Yet another flaw in the Ikon suit is that overclocking the system to intentionally cause its unstable dimensional shifting abilities can cause serious physical damage to the wearer. To combat this, Wraith wears a bodysuit with a special Nth metal weave that stabilizes his personal dimensional stability. However, the same Nth metal that protects him also makes his dimensional bubble more unstable as Nth metal resists dimensional shifting and therefore Wraith's dimensional shifting has a drastically reduced period of operation. If one could cause him to have to keep the dimensional shift up for too long, it could drain the battery and leave his suit with little to no power remaining which would severely limit his more incredible capabilities.


TRIVIA


Unknown


Earth-27 by Roysovitch & phil-cho , based on the titles and characters of DC Comics, in memory of Joshua Dean Westerman

Ellen Trechend

Fri Apr 20, 2018, 11:43 AM
Ellen Trechend (Earth-27) OC commission by phil-cho

BIOGRAPHICAL INFORMATION



Legal Name

Elan Elain Trechend

Known Aliases
Ellen Trechend, Governess

Relatives
None Living

Affiliation
The Cadre of the Immortal: Member, Inner Circle

Date of Birth
September 18th, 1987

Occupation
Strategist, Recruiter

Employer
Cadre of the Immortal

Marital Status
Single

Residence
Unknown, possibly mobile - Likely based in rural Argentina

PHYSICAL DESCRIPTION


Race
Human

Gender
Female

Orientation
Straight

Hair color
Red

Eye color
Green

Height
5'11 / 1.8 m

Weight
159 lbs / 72 kg

1987 - Present
Elan Etain Trechend was born to a family of traditional farmers in rural Northern Ireland. At age six, while visiting a Belfast fish and chips shop with her parents, armed IRA terrorists disguised as deliverymen entered the restaurant intent on assassinating high-ranking members of Ulster Defence Association who were believed to be holding a meeting above the shop. the bomb prematurely went off, killing one of the terrorists and ten civilians - Elan's parents included. Unknown to the terrorists, the UDA meeting had been rescheduled. Elan herself was among the dozens wounded and she was sent to London for treatment.

The story of her loss received ample media attention and her recovery became a news stoy that caught the public interest. So much so that while Elan was stiil in recovery, a wealthy philantropist couple decided to adopt Elan and allow her the best reconstructive surgery available.

After this ordeal, Elan went back to school and was likewise afforded the best education her new parents could offer. Ellen did exceptionaly well in school and lost her irish accent in the process and Anglicizing her name to "Ellen" to better fit in among her posh new friends.

Ellen was a very gifted student who excelled at everything from literature to mathematics and even had a very succesful stint as a student-athlete. interestingly, when she graduated, Ellen chose to go into the military where she was quickly recruited into military intelligence. Here, Ellen was instrumental in coordinating a number of high-profile and succesful operations in the allied efforts in the Middle East under the code name "Governess".

In 2015, shortly after Lyla Michaels-Diggle tried to recruit Ellen to join ARGUS, Ellen abruptly went into hiding. Days later, evidence had been found hat suggested Ellen had been selling state secrets to terrorist organizations. This news was kept fairly contained by military intelligence, who leaked more sensational but less damning stories to the press to bury the story so that they could handle this "in-house". However, as of this report, not only does Ellen remain at large, but she has seemingly joined the Cadre of the Immortal as a strategist and recruiter.


RESOURCES



Espionage
Ellen is well-versed in espionage and while she could make a capable operative she is better suited for behind-the-scenes management and coordination. She has gained these skills from military training and her own natural intelligence and ingenuity.

Firearms
Ellen is a skilled markswoman and trained in the use of a variety of ballistic weaponry.

Hand-to-Hand Combat
While not a student of any particular martial arts, Ellen has been trained in hand-to-hand combat by a variety of military instructors and career operatives. Ellen received high marks in her military training records in this particular area.

Seduction
Ellen was not utilized in the field often, usually her superiors preferred to keep her working in logistical coordination, strategy planning, and other behind-the-scenes work. However, she was given at least six field assignments in her time as an operative in British military intelligence. The first of these missions was the reason she was initially recruited as an intelligence officer and required intensive undercover work. For this assignment, Ellen was given in-depth training in seduction. Combining this training with her natural physical assets and her sharp improvisational wit, Ellen was shaped into a master seductress.

Manipulation
Ellen is noted as a master manipulator.

Political Science
Ellen's college degree is in political science.

Tactical Analysis
Ellen is a master tactician and strategist. She has ran numerous taskforces and worked as a tactical coordination for a number of special forces operations.



WEAKNESSES


Human
At the end of the day, despite all her training and cunning, Ellen is simply a human being and has all the related flaws and weaknesses that come with being such an organic being.


TRIVIA


Ellen's parents were killed in the Shankill Road Bombing.

Ellen's file in the ARGUS database has some incredibly sophisticated rotating encryption algorithm tied to a dedicated protected super-secure network server which seems to suggest she may be working with ARGUS or have a heavily redacted history with ARGUS which they intend to keep secret.

Ellen Trechend previously worked with Hank Henderson, running some missions in which his Delta Force unit took part in. While I have no hard evidence to support this, I have acquired some old phone record logs and some purchase history from one of Hank's military leaves which he spent in London. The logs and purchases seem to suggest Hank and Ellen may have had a brief romantic or purely intimate encounter. I have not yet reached out to Hank for clarification or details. Ellen's tattoo seems to have originated from this same time period and there is a payment on Henderson's credit history at a London tattoo parlor (where two tattoos were purchased).

Ellen's recovered social media accounts (she had deleted her FaceSpace account about the same time she joined military intelligence) mentions that she is a self-confessed chocoholic, a fan of rom-coms, and admits a weakness to American "flyboys" and "Jarheads".

UPDATE


Submitted by Temp_Admin: Jester

VOX Detection has learned that Ellen is an ARGUS mole within the Cadre, recently reassigned Alex Parker and Hank Henderson as handlers. Further investigation pending.

Also, in this same VOX Recording, Ellen and Hank both deny that they had actually met in person. VOX analysis indicates some signs of deception in Hank's voice, but not in Ellen's. Likely that Ellen had time to plan her deception and is too skilled a liar for detection through such analysis while Hank is either not that good of a liar or he was simply thrown off-guard by Ellen's unexpected appearance.


Earth-27 by Roysovitch & phil-cho , based on the titles and characters of DC Comics, in memory of Joshua Dean Westerman
Science, Technology, Academics, & Research are the four pillars which give STAR Labs its name. Founded in 1997 by Harrison Wells, Virgil Swann, Emil Hamilton, Garrison Slate, and Milton Fine, with additional early support from an unknown financial backer. STAR Labs was envisioned as a research firm for the sake of science itself and for the overall progression of the human race, and not particularly just for profit. It was this ethos maintained by the five founders which earned it the government contract to study and reverse-engineer the Brainiac tech recovered from the New Years Day Invasion of 2004. This later led to a strong and lasting partnership with the JLA, which was later evolved into an agreement with the Justice League and the United Nations.

STAR Labs' Big 5 Complexes
Central City
-Director: Silas Stone (appointed by Harrison Wells)
-World Headquarters
-Particle Accelerator
-Largest Medical Division
-Cybernetics Division

Metropolis
-Director: Jenet Klyburn (Emil Hamilton's successor)
-Largest Complex
-Containment Division
-Robotics Division

Coast City
-Director: Murray Takamoto (appointed by Garrison Slate)
-Largest Engineering Division
-Aviation Division

Star City
-Director: Burton Thompson (Milton Fine's successor)
-Nanotechnology Division
-Weapons Division

Opal City
-Director: Virgil Swann
-Observatory
-Astrophysics Division

Noted Employees (not all remain employed by STAR Labs)
Kala Avasti – Metropolis, Engineer

Alissa Adams - Star City, Engineer specializing in weapons development

Virgil Adams - Star City, Researcher specializing in nanotechnology

Lori Carmichael - Central City, Engineer specializing in cybernetics

Lucas "Snapper" Carr - Watchtower, Zeta Beam Technician

Niles Caulder - Central City, former researcher (often speculated to be the anonymous original financial backer)
Niles Caulder (Earth-27) commission by phil-cho
Sarah Charles - Central City, Engineer specializing in cybernetics and prosthetics

John Cloud - Coast City, Head of Aviation

Fred Danvers - Coast City, Head of Security

Meena Dhawan - Central City, Researcher specializing in physics

Eduardo Dorado - Opal City, Researcher specializing in zeta beams

Curtis Engstrom - Central City, Researcher specializing in hematology

Kitty Faulkner - Metropolis, Researcher specializing in energetics

Wilson Farr - Metropolis, Researcher specializing in data technology (Retired)

Alex Ferguson - Opal City, Researcher specializing in xenoanthropology

Milton Fine - Star City, Co-Founder. Impersonated by Brainiac. Whereabouts remain unknown, presumed dead.

Gardner Grayle - Star City, Head of Security

Emil Hamilton - Metropolis, Co-Founder. Killed by Brainiac.

Emily Hamilton - Metropolis, Researcher and daughter of co-founder Emil Hamilton

Diego Irigoyen - Opal City, Astronaut

Anthony Ivo - Central City, Engineer specializing in cybernetics

Rudy Jones - Metropolis, former janitor now better known as 'Parasite'
Rudy Jones (Earth-27) commission by phil-cho
Jenet Klyburn - Metropolis, Director. Member of the Board of Directors.

Jerry McGee - Central City, Researcher specializing in genetics

Tina McGee - Central City, Researcher specializing in nutrition

Albert Michaels - Metropolis, Researcher specializing in neurology

Thomas Morrow - Metropolis, Researcher specializing in robotics

Francisco Ramon - Central City, Engineer
Cisco Ramon (Earth-27) commission by phil-cho
Hartley Rathaway - Central City, Engineer

Ronnie Raymond - Central City, Maintenance
Ronnie Raymond (Earth-27) commission by phil-cho
Jason Rusch - Central City, Engineer

Buck Samson - Central City, Researcher specializing in physics

William Schmitz - Central City, Researcher specializing in cybernetics

Winslow Schott - Metropolis, Engineer

Garrison Slate - Coast City, Co-Founder (Retired). Member of the Board of Directors, Chairman Emeritus.

Jack Soo - Metropolis, Assistant Director. Member of the Board of Directors.

Caitlin Snow - Central City, Researcher specializing in biology
Caitlin Snow (Earth-27) commission by phil-cho
Martin Stein - Central City, Researcher specializing in nuclear physics
Martin Stein (Earth-27) commission by phil-cho
Elinore Stone - Central City, Researcher specializing in biology

Silas Stone - Central City, Director and company president. Member of the Board of Directors.

Adam Strange - Metropolis, Researcher specializing in zeta beams

Virgil Swann - Opal City, Director and Co-Founder. Member of the Board of Directors.

Burton Thompson - Star City, Director. Member of the Board of Directors.

Harrison Wells - Central City, Co-Founder, CEO, and the public "face" of STAR Labs. Member of the Board of Directors.
Harrison Wells (Earth-27) commission by phil-cho

Past Winners of the Emil Hamilton 'Advent Minds' Internship
Aya Avasti
Chrissie Cavendish
Jefferson Jackson
Niti Mack
Valerie Perez
Rose Reiser
Serling Roquette
Peter Singhi
Tanya Spears
In this series of journals which will launch soon with its first target of STAR Labs, I hope to provide the E27 community in-universe information on different organizations, as available to the public or press (think of this as a report written by an investigative journalist like Lois Lane or Vicki Vale).

But before I tackle this in-depth report on STAR Labs, I want to know what you, the fans, want to know. So ask your questions below. Keep the questions limited to in-universe information and they are much more likely to be addressed in the report.

But to give you some quick, bare-bones info on STAR Labs in E27, here it is:
It is a vast organization. It has massive complexes all over the nation and in major cities in foreign countries too. Its largest facility is in Metropolis but its original complex, its particle accelerator, and its headquarters are all in Central City.

It was founded by Harrison Wells in the 90s. It has employed many great minds. Silas Stone, Emil Hamilton, Cisco Ramon, Caitlin Snow, Martin Stein, Niles Caulder, and more.

Its dedication to research for the sake of science and not particularly for profit earned it the government contract to study and reverse-engineer the Brainiac tech. This later led to their partnership with the JLA which was later renewed with the Justice League and the UN.

It is a vital and thriving enterprise in Earth-27 and not just three people holding up in a billion-dollar building and using it as a prison and lair to fight crime.

It remains ran by Harrison Wells. His VP is Silas Stone, who runs much of the day to day as of late. They make billions annually, mostly from their contracts with the UN and other governments, but also from marketing revolutionary medical and philanthropic inventions which they sell at a bare minimum mark-up to finance future research.

Gerhardt Gestern

Thu Apr 19, 2018, 12:28 PM
The Thaumaturgist (Earth-27) OC commission by phil-cho

BIOGRAPHICAL INFORMATION



Legal Name

Thomas Gerhardt

Birth Name (unverified)
Gerhardt Gestern


Known Aliases
The Thaumaturgist, Thomas Turnkey, Doctor Gerhardt

Relatives
Haley London (Daughter)

Affiliation
The Cadre of the Immortal: Member, Inner Circle

Date of Birth
Sometime in the early 1800s

Occupation
Inventor

Employer
Self-Employed

Marital Status
Married: Oscura

Residence
South America (last known location)

PHYSICAL DESCRIPTION


Race
Human

Gender
Male

Orientation
Straight

Hair color
Brown and White

Eye color
Gray

Height
5'10" / 1.78 m

Weight
190 lbs. / 86 kg

1800s - Present
The earliest account I can find on this enigmatic figure is from the late 1800s. An obscure contemporary of Nikola Tesla and Thomas Edison, the man known as Gerhardt Gestern was all the rage for a short time in Germany. I believe that this is his actual identity, but due to lack of information and other details I will get into, I cannot be certain if he had even been born in the 1800s or if Gestern was also an alias he had assumed. I do not even known which century he was actually born.

Whatever the case, Gestern was a technological savant, when he first made waves, only to fall into obscurity shortly after his debut. I believe this was not misfortune, but rather by design. I have found unsubstantial evidence that he made the acquaitance of Ra's al Ghul and the equally mysterious Oscura during this time and let himself disappear from the public eye to explore more illicit and lucrative ventures.

This is all that is known about Gestern, but after his disappearence a figure by the name of "The Thaumaturgist" began circulating through black market channels. This name has been connected to all manner of bad stuff going back as late as the 1890's. Then in the 1930's, during the rise of the Nazi regime, a Doktor Gerhardt showed up as a special consultant on several projects connected to the Third Reich's occult interests. Here Gerhardt was accompanied by a mysterious Spaniard woman whose only record of existing are some documents she signed as "P. Real". Whatever the deal was with Gerhardt and Real, they both vanished near the end of the war, evading capture. I suspect like many Nazi fugitives, Gerhardt fled to South America.

With the advent of caped crusaders, Gerhardt has managed to keep a relatively quiet profile. His operational moniker still pops up from time to time, implicating him in supplying arms and devices of incredible technological ability to mercenaries, assassins, and terrorists; but since 2009 or so, he seems to have stopped that practice altogether.

To be honest, I thought he had been killed, that is until he popped back on my radar in late 2016, apparently having allied himself with the Cadre of the Immortal. This can't be good...


RESOURCES



Genius Intellect
Gerhardt Gestern was known to be an incredibly gifted genius in the time of Tesla and Edison. By all accounts, Gerhardt remains one of the greatest minds ever documented.
-Eidetic Memory: Gerhardt possesses a powerful and near-perfect memory.
-Science: Without question, Gestern is one of the greatest naturally gifted scientists and is a true master of all fields of study he has ever dedicated himself to.

Engineering
Gestern has a natural talent for mechanics and technical assembly.

Experience
Gestern is likely two hundred years old (or older) and has an incredible amount of experience to draw from. It is likely he attained this experience through some sort of rejuvenation science based on the Lazarus Pits he was given access to. 

Invention
Gestern is a master inventor, able to truly craft just about anything he can imagine. 

Technomancy
The most fascinating skill of Gestern is his ability to fuse magic and technology without having any true magical ability. Through this, Gestern is able to defy the laws of physics with his inventions and achieve wonders that even make the most powerful of sorcerers take pause.

Psionic Blocks

After an encounter with the Martian Manhunter, the Thaumaturgist developed a technique that endowed his mind with potent psionic defenses.


WEAKNESSES


Pacifistic
Not on a moral ground, but one field of study which Gestern has never showed much interest in is personal combat. Gestern will rarely ever get his hands dirty. It is likely that he has no taste for violence and while he can be apathetic to its application by others to achieve his shared goals, he personally finds its use unnecessary.

Human
At the end of the day, despite all his knowledge and inventions, Gestern is simply a human being and has all the related flaws and weaknesses that come with being such an organic being.

Emotional Dissonance
According to rumors, Gestern may be sociopathic (or at least incredibly awkward in social situations) and has little, if any, emotional core. Whether this is an innate trait or something developed in the wake of trauma remains to be seen.
Note: I have recently uncovered some conflicting data that suggests Gestern has had some recent emotional outbursts related to the discovery that he had resurrected his deceased daughter, Haley London, through cybernetic means (see: Cyber_Witch).


TRIVIA


Unknown


Earth-27 by Roysovitch & phil-cho , based on the titles and characters of DC Comics, in memory of Joshua Dean Westerman