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This user plays both City of Heroes and Villains on the Justice server.
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This user engages in PVP.
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User Info
Neverman Began playing City of Heroes back in 2005, but stopped after a few months due to financial reasons. He followed City of Heroes from afar throughout their development, and in November 2009, Neverman set up his new account, strolling down memory lane through the updated City of Heroes, and experiencing City of Villains for the first time. He now awaits the release of Going Rogue, hoping for a deeper look into the RP portion of the CoX games.
Heroes
- The Neverman: Level 31
- Since Gravity Control was the closest powerset to "Advanced Telekinesis" as CoX could get, Neverman is a Gravity Controller with Force Field as a secondary. Forever conflicted with his inner struggle of good vs. evil, easy vs. difficult, and peace vs. rage, Neverman has ultimately decided to take on the task of protecting Paragon City from hatred and evil, however, his random spurts of violent rage keep him from wanting to get too close to the public.
- "I have no story - I was never here." - The Neverman
- The Seven-League Kid: Level 23
- Based on the old fairy tales about young heroes acquiring magical footwear known as "the seven-league boots," Seven-League Kid is the most heroic of my alts, the only one that would never consider switching sides, even if it will be a brand new feature in the franchise. The seven-league boots allow the wearer to travel seven leagues whith each step, making the main power (although obviously not a primary or secondary power) of this hero Super Speed and Super Jump. Before his first ecounter with the boots, Kid was taught skillful archery by his father, and learned how to hunt and survive in the wild, healing almost any wound and even reviving someone from unconsciousness. (Note: Other players have told me (as Seven-League Kid) that I shouldn't focus so much on pool powers, and focus on the defender's primary powersets to help the team. I agree whole-heartedly in normal cases, but this character is one of my more RP-driven alts, and I choose his powers based on his character, not the game.)
- "I've heard stories about these boots - the boots that let you travel seven leagues for each step... Now that they're mine, I won't let them get into the wrong hands. From now on, the Seven-League Boots will only be used to bring down villainy and injustice." - The Seven-League Kid
- Flash Hazard: Level 22
- Since the pre-order perk of obtaining Dual Pistols created an overpopulation of the pistol-wielding heroes and villains, I decided to jump on the band-wagon and make one of my own, and develop an affinity for hyphenated phrases. Flash Hazard has Dual Pistols and Electricity Manipulation (with the help of his robotic armwear.) He is the successor to Krash Hazard, the "shoot first, ask questions later, then blow something up" vigilante. He is by no means better than his predecessor, in fact, the two compliment eachother, with Flash being both stealthy and speedy, and Krash being powerful and meticulous. Flash Hazard fell from RayliTech's Assault Unit the same way as Krash did many years ago, but left before his training was complete. Through certain connections, he was able to secure some technology that would upgrade his abilities until he was able to complete his training on his own. He now helps Krash Hazard protect the streets of Paragon City from the Unit and other dangerous organizations.
- "Stop reading this and focus." - Flash Hazard
- Lady Krush: Level 18
- A recreation of and older heroine, Lady Krush is a small example of irony. Although she appears as a slight homage to a certain pop-star, in actuality, she wields super-human strength. Lady Krush has Invulnerability and Super Strength as her powersets. This obscure form of trickery catches her opponents off-guard, luring them in with her sexy attitude, then crushing them like insects. Her powers also get her in trouble from time to time, as she often forgets her own strength, and causes tremors or earthquakes when she throws a tantrum.
- "Oh my lourd!" - Lady Krush
- Sixz: Level 10
- (Pronounced sixes.) From across the divide of dimensions, Sixz is bestowed the ability to cross the lines between worlds. He discovered that as he enters a dimension different from his own, he brings energy from his world with him. In our world, we translate this as the Storm Summoning and Radiation Blast abilities. Following his mother's killer from his world to ours, he vows to hunt him down and bring him to justice. Although some heroes look down on vengeance, Sixz has joined a few heroes that are willing to help him find peace.
- "This english is hard cookie." - Sixz
- The Lost Patriot: Level 9
- Samuel Brooks fought in World War II, and built up enough of a heroic reputation to be dubbed "Uncle Sam" by fellow soldiers. In 1943, he was captured by Nazi scientists and experimented on. Their plan was to create a soldier that could destory the allies from the inside. Just before the end of the war, he awoke in the United States with no knowledge of his capture. He befriended two other state-side heroes and helped them rid the home-front from thugs and looters. When the war ended, he disappeared again, this time for much longer. He was later discovered to be the legendary Number 86, brainwashed, and working for RayliTech's Assault Unit. After being exposed and saved by the Midnight Patrol, Samuel Brooks, the never-aging soldier, continued to protect the United States from danger as the Lost Patriot. His electrically-powered body, applied to his strong will, make him a very strong and experienced hero.
- "I heard my funeral went well, but I wasn't expecting them to tell me there's a statue of me back home..." - The Lost Patriot
Villains
- Mr. Black Light: Level 36
- Unknown to the public, Mr. Black Light was once a kind young man, but due to an accident involving him, his father, and a research experiment gone awry, it left him shattered and disturbed. The accident caused no wounds or injuries, but instead gave him the ability to emit the Hellershwarz Energy his father was researching. This energy acts as a semi-tangible x-ray, moving through objects and visually exposing dense material inside, all while having some other ancillary effects, like particle displacement, or just causing a truck-load of damage. These powers are depicted as the Dark Blast and Dark Miasma in-game. With a darker, more malevolent side of him now exposed, he vows to continue his father's mysterious experiments at all costs. Due to his methods, Mr. Black Light defends his company and research from incessant hero attacks.
- "There's no such thing as a hero, just children getting in the way." - Mr. Black Light
- Mr. Tamborjam: Level 16
- Not much is known about Mr. Tamborjam other than the fact that he calls upon his powers of Fire Control and Icy Assault using black magic, and that it's almost impossible to hold a conversation with him. Some say he speaks in riddles, but they are either too complicated to understand, or they really are just plain jibberish. In either case, he has proven to be a very intelligent adversary, and much too dangerous for the local police to handle by themselves.
- "If you're reading this you have me clicked, clicked, clicked. Clickled, tickled me. Pickled with a cherry tree. I have no care for onions or peas, but if you please, I must be going. I have cities to burn with my rock and/or roll and to top it all off, I'll chill them like ice cream... Clickled, tickled me." - Mr. Tamborjam
- The Metal-Mantis: Level 16
- If "dual-origins" were ever implemented into the game, Metal-Mantis would be both Mutant and Technology origins, but for now, I've decided to be unconventional and place him as the less obvious of the two. Without his suit, his body emits a low-level electric charge, possibly doing some damage, but not as much as he would like. Being the greedy and deceitful man he is, he secured an amplifyer suit through his usual channels and began using it to get everything he could never have. The suit amplifies his electricity abilities, giving him Electric Armor. The suit itself comes equipped with sharp claws on each forearm, and the ability to blend in with its surroundings. As for the connection to Mantids, that has yet to be explained. Some say it's an inner obsession with some childhood pet, but of course, Metal-Mantis always shrugs away rumors.
- "I'm telling you, their organs were all missing before you guys got here..." - The Metal-Mantis
- Krovis: Level 16
- As with the Dual Pistols frenzy, I couldn't help but create a character based on an old idea using the new powerset. Also known as the Krovis of Nightmares, the Nightmare Bringer, Krovis Currinus the Dreammaker, and Guardian of the Dream Worlds, he has survived for over thirty-thousand years in the shadows between dimensions. Originally, Krovis was only meant to guard the dream-world, turning away the sleepers that were too busy with their own lives to dream, or to guide the relaxed and patient to an appropriate dreamscape, however, certain events called him away from his duties, and now he readies himself for an upcoming threat. The monsters he summons are either simple night-terrors, or beings born horribly disfigured in the darkness between worlds. These monsters are obviously forgein to our dimension, and carry on them a chemical that can normally hurt their opponents upon contact.
- "The'dis wei sinctu kerem - kal met kal'am (We always honor ourselves and eachother - [this] violated only for justice.)" - Korvis
- Lady Truth: Level 14
- Information coming soon
- Operative Keane: Level 8
- Information coming soon
More Information
Supergroups:
- The Midnight Patrol - Neverman, Krash Hazard, Lady Krush, Flash Hazard, Blu-Flame, The Crimson Darrow, Qrossover, Tawhawk, Sixz
- Seventh Hour - Mr. Black Light, Lydia Frost, Baines, The BL Grunts, The BL Bots