The History of the Forgotten, and their future on the Justice

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The History of the Forgotten, and their future on the Justice

Postby GladDog » Thu May 18, 2017 3:27 am

Greyhawk inspired me to further develop the back story for the Forgotten, and the Forgotten Man. So here we go!

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The original inhabitants of the Justice were handpicked, intelligent and physically powerful. There were many heroes included in the original crew, and the Justice had a much higher percentage of heroes compared to earth; .02% of the population compared to the .009% that existed when the Justice took to the stars.
I
But not everyone was a saint. And as bloodlines diluted, there appeared a part of society that was not at the edge of purity and purpose. These families decided that they did not want to live the altruistic values of their ancestors. So they turned to a life of crime to build their power, and to give their lives excitement! At first, these families opposed each other, but as the security forces and the heroes cut into their numbers, many loose groups formed.

But security was getting the better of these families. Before long, a large security force had cornered the leaders of the largest of these families. Backed by a half dozen heroes, including Forge, the strongest hero on the Justice, they made their final attack.

The security forces broke into a large warehouse and started shooting! One by one the members of the family fell, until all that was left was the leader, his wife and his two most trusted lieutenants. Both of these had hero blood in them, but they were no match for the approaching force.

The leader of the security forces, Captain Izuma, called for a surrender, but all they got in return was a hail of blaster fire! Izuma organized his forces for the final assault; it would be the end of the Carganis family!

Just as he was about to shout the order to begin, he felt a pulse of energy hit his back! He fell to the ground, and the last thing he saw was a smoking hand from the man who was standing over him.

Forge.

Then he passed out.

When he awoke, he was stripped of his armor and weapons, including his family heirloom Katana. He was badly wounded, but alive. He looked around, and almost all of his forces were dead. The Carganis family was gone, along with their hero team. He saw one other member of the team that was bound and had obviously been beaten. He rose, limped over to him and unbound him, listening to his story.

It was all like a bad dream. The great hero Forge, David Tallman, his friend damnit, had turned traitor. He and his handpicked hero team were all in this together. The security officer was told that if the defense forces were smart, they would stay away from the Carganis family and their ‘allies’. They were going to be a tough nut to crack!

Once the report was in, the heroes formed into teams that were resolute; Forge would pay for his crimes, and this terrible day of treachery would be the day the heroes could call the Day to be Forgotten.

The next few generations went back and forth, with the heroes sometimes getting an edge, and sometimes the gangs being the victors. Then Forge’s great grandson, Marcus Tallman, had a son, whom he named James. When James was 9 years old, his mother, the former heroine Coldfire, had had enough. She was tired of being on the run, fighting those she used to call friends, and not even being able to go to a decent doctor when she needed it. And her husband was far from the rebellious knight in shining armor she had thought him to be.

After the latest time he had cheated on her, she waited until he left again to take care of gang business, and quickly left with their son. She made some quick phone calls and was ‘captured’ by a strong force of heroes in a staged fight. She left the dregs of level 17 vowing never to return.

James was raised by his mother and his surrogate father Ambassador. Ambassador saw the potential in James and wanted to make sure that this apple fell far from the tree. Even though he was a very busy man, he stopped by to spend time with James at least once every couple of weeks.

By the time James had turned 22 he had proven his worth as a hero candidate and entered Hero Academy. There he was proving himself a great super, arguably the greatest of his generation. His Invulnerability, Energy Blasts from his hands and his high level of Super Strength inherited from his father, combined with the Fire Breath and Frost Shout he got from his mother, put many in a state of awe.

Then he had to deal with a dual assault on his sensibility. He heard that his true father had died. At the same time Ambassador has been badly injured in a major battle with the Nagdelians and would be in the hospital for at least three month recovering. James wanted to go visit him, but was told to stay where he was by the Academy Dean. The trainers there were quite concerned by his violent tendencies and wanted to stay close to him while he was developing his powers. They were sure he would seek vengeance against the Nagdelians, causing a lot of harm to the city. James became somewhat depressed at this time.

As he was training he got lost in the adoration he received from all that saw him in action. Truly he would be the greatest hero of this century, maybe of all time! He drank in that praise like it was a drug, and found he was as addicted as any drug user eventually becomes. While this was shallow recompense for the loss of both of his ‘fathers’, he found enough solace in it to continue.

Then he fought Silent Serpent. This hero, using well developed Martial Arts, Ninjitsu and a propensity for martial weapons, was a super powered descendant of Captain Izumi. Besides his well honed skills, he also had mastered Dark Melee powers. Their fight lasted far, far longer than any other fight that James had been in. At first he relished the combat, getting a chance to test his true ability. All of the other students watching were in awe at both of their levels of skill.

Then his anger rose and his eyes developed a bloody hue. He struck the ground with his foot, knocking down everyone in the room! Then he fired an energy bolt at Serpent, finally cracking his Dark armor. Serpent sat up and raised his hands in a sign of surrender. James approached him, and Serpent thought he was going to help him up.

But that is not what happened. James knocked his hand away and kicked him in the head! This surprise blow knocked Serpent out and bloodied his mouth. But James was not done. He struck him 4 times before the instructors realized what happened. They leapt up and pulled James away. But Silent Serpent was a bloody mess on the floor. They called for emergency medical, which came and took him away.

He was alive, but he was in a coma for three weeks.

James was suspended, and the Dean went to discuss the situation with him. James wasn’t very penitent, and his actions made him shunned by his classmates. Without the adoration and admiration he was so hooked on, his mood depressed, and after a few days he quit the academy. Several counselors tried to reason with him, but it only took a few minutes to see that he was not hero material. James left and moved into his parents old home on level 17.

There he began working as a mercenary. He would take on any job offered, under a condition; There were no sacred cows. Other than the target required for mission completion, he would not be kind to anyone or anything that got in his way.

And James was always successful. His lawbreaking and brutality made him public enemy #1, but no one could catch him.

One day while hiding out in a warehouse, he saw a group of hoods gathered in a loft. He went up to check them out, and was startled that they wore the mark of his father’s old gang. He inquired, and found that Dirtball (Uncle Dirt) had taken over the gang. He was super powered, using Earth abilities, and was able to take quite a hit. He asked about where Uncle Dirt was, and a couple of them led him to an abandoned office building. He went in and whispered for the gang members to be quiet, he wanted to surprise Uncle Dirt, and snuck up to the office that Dirtball was in.

There he heard Dirt brag about how he had taken over the gang by killing Marcus Tallman in his sleep.

James was stunned. Uncle Dirt was his dad’s most trusted Lieutenant. How could he do that? James’ anger rose, and he activated his invulnerability. Then he went around the corner. “YOU KILLED MY FATHER! HOW COULD YOU? HE TRUSTED YOU!” Dirt sees that it is James, all grown up, and says, “He was a dumbshit that could not hold your mother. He was even thinking of dissolving the gang so he could be with her! Well, I couldn’t let THAT happen.” Then Dirt raised his Earth armor, and signaled for his lieutenants to attack.

James finished them in less than 15 seconds. Then he plodded towards Dirt. Even though Dirt was tough as nails, James was just as tough and a lot stronger. In under two minutes James had Dirt on the ground and unarmored, begging for mercy. “I’ll give you as much mercy as you gave my dad.” He burst into flames and burned Dirt alive.

He called the two hoods that led him there and asked questions, and found that Dirt had let the gang wither on the vine, taking most of the wealth they accumulated to himself. They had become a passage point for failed heroes, that stayed long enough to get into a ‘real’ gang.

James knew this would not do. They needed a real leader, one that could lead them to glory and riches! He started organizing the gang, and gave them a purpose; Take over level 17. In the hero academy he saw that this level oversaw all commerce moving forward, and that they could choke those three levels into submission. It would be THEIR gang that gave permission to expand the ship and THEIR gang that allowed free commerce forward!

He organized the gang members into factions based on the powers of those that had them. Power wielding thugs became lieutenants in their factions, and former heroes, with developed powers and training became the bosses. Each faction was overseen by a superior leader with matching powers and given the title; underboss. The unpowered minions were equipped with devices stolen from labs that James learned about in hero training. The gang was more than willing to allow James to lead them, with his grand vision and promise of riches. These hoods would not be Forgotten for long.

Or would they? James thought that this gang had fallen hard and was almost forgotten. Well they would become the Forgotten. From that point forward they were called the Forgotten. Security forces learned to dread that name. And James, well, he decided that he would be the Forgotten Man, forgetting his past and pushing his gang into the limelight!

With James at the helm, The Forgotten grew and grew, and expanded by way of assault, extortion and robbery to the point that almost all gangs have joined them. His men became fiercely loyal to him as he led them on successful raid after raid to acquire more dust. And they embraced wholeheartedly his plan to take over level 17. You can often hear groups of the Forgotten yelling “SEVENTEEN!” as a battle cry. The Forgotten became the number one concern of the security forces after alien raids. And they would not be forgotten as long as James Tallman, the Forgotten Man, was their leader. Heroes have made his capture a high priority, but no one has succeeded.

The minions wear Tshirts with an appropriate color to their powers, along with Jeans. The lieutenants wear mismatched gear ‘acquired’ from security forces and defeated heroes. The bosses wear the dark gray super suits assigned to them when they were heroes in training, trimmed with the color appropriate to their powerset. The underbosses wear their super suits and selected armor pieces retrieved from defeated foes. All of them have the symbol of the Forgotten spray painted or embroidered into the chest and back of their clothing. While these factions all have a common goal, there is a lot of rivalry between them as they seek the Forgotten Man’s favor. A spit wad can start a disagreement between two factions.

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JAMES TALLMAN, THE FORGOTTEN MAN – Super Strength/ Invul Brute able to use energy blasts. He also has flame breath and frost shout he inherited from his mom. He is far and away the strongest member of the Forgotten. His suit is multicolor; gray superhero suit with a red chestpiece, blue helmet, yellow cape and black gloves and boots on top.

FURIES – The flame faction that wears red. These use fire abilities. The bosses are Fire Melee, and the lieutenants are Fire Devastators. The minions use a torch/ club that fires a short range cone of fire attack (cone shaped AoE) with low damage and a minor DoT, or can be used for a melee attack with a short DoT. Minions also carry blasters for longer ranged attacks.

They are led by the Underboss Forgotten Flames, a Fire Brawler with extensive ranged fire attacks.

FROSTIES – The Ice faction that wears blue. The bosses are Ice Tanks and the lieutenants are Ice Devastators. The minions wear gloves that let them form ice hammers to use with melee and let them fire a short range cone of frost attack (cone shaped AoE, low damage and a high chance to slow). Minions also carry blasters for longer ranged attacks.

They are led by the underboss Absolute Zero. He is an Ice Tank with extensive Ice devastator attacks.

BURSTERS – The energy faction that wears yellow. These use empathy and energy abilities. The bosses are Energy/Energy melee and the Lieutenants are Empathy/ Energy Defenders. The minions wear a device on their shoulders that forms hard light armor on their arms for melee attacks with a high chance of knock back. The device also allows a burst of light that causes a to-hit debuff. Minions also carry blasters for longer ranged attacks.

These are led by the underboss Flashpoint. He is an Empathy/ Energy Defender with highly scaled energy aura and energy melee powers.

GAMMAS – The radiation faction that wears green. They use radiation abilities. The bosses are Radiation Devastators and the lieutenants are radiation defenders. The minions use a Doctor Octopus style arm set with two arms that deal melee attacks and use twin firing single target attacks that can lower defense. These minions do not carry a blaster.

They are led by the underboss Solaris. He is a Radiation Devastator with radiation armor and defense lowering radiation melee abilities.

SHADOWS – The Dark Faction that wears black. They use Dark abilities. The bosses are Dark Melee and cast a lot of fear effects. The lieutenants are Dark Devastators. The minions use a cloak that gives them stealth. They have tattoos on their arms that let them use a dark punch that drains health and endurance, and have the ability to cast Tenabrous Tentacles on a long timer. Minions also carry blasters for longer ranged attacks.

They are led by the underboss Turmoil. He is a Dark Brawler that also uses Dark Blast attacks.

ZAPPERS – The Electric faction that wears white. They use Electric abilities. The bosses are Electric Devastators and the lieutenants are Electric melee. The minions have a battery on their backs powering an electric blaster on their left hand (fires ball lightning on a long timer and lightning bolt on a shorter timer) and a glove on the left that gives them Lightning Punch. These minions do not carry a blaster. Their attacks can drain endurance.

They are led by the underboss Arc. He is an Electric Devastator with Electric Armor and a couple of high power long recycle Electric Melee strikes.

ROCKERS – The Stone faction that wears brown. They use Stone abilities. The bosses are Earth Tanks, and the Lieutenants are Earth Controllers. The minions wear a belt that lets them coat their bodies in weak stone armor. They use Stone melee and can use Hurl Boulder. These attacks lower resistance. These minions do not carry a blaster.

They are led by the underboss Dirtball, who took the name of the defeated former boss of the Forgotten. He is a Stone tank that uses Earth Control and Earth Assault, as well as Stone Melee.

PIRATES – The Storm faction that wears light gray. They use Storm abilities along with Savage attacks. The Bosses are Storm Defenders with Water attacks using Willpower for defense. The lieutenants use Savage Melee and Willpower defense, along with Ice Storm and Ice Blast. The minions are wearing a helmet that lets them use Hurricane. Their melee is using a Cutlass, but this is often enough since Hurricane gives a strong to-hit debuff. Minions also carry blasters shaped like 18th century pistols for longer ranged attacks.

They are led by the underboss Blackbeard. He is a Storm Defender using a magic Cutlass which can cast lightning and does extra electric damage when it hits. He uses Willpower for defense.

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MISSIONS associated with the Forgotten:

There could be several mini arcs where one of the bosses in a faction is trying to take over from the underboss.

A rivalry between two factions could lead to a gang war where many innocents are getting hurt. These can be stopped by defeating the underbosses or if the Forgotten Man shows up and tells them to straighten up. Something like this could be an event.

When level 17 opens up, the heroes find a war zone. Some parts are still in good shape, but others are leveled. The security forces here are overwhelmed. A lot of retired heroes moved to this level, and a lot of them are joining the battle to help the security forces. Many missions involve freeing captive retired heroes, and a lot of street sweeping has groups of Forgotten attempting to intimidate former heroes.

I thought of two task forces related to the Forgotten.

1 – This one takes place in Apotheosis City. A TF group is sent to a secret Promethian base to break it up. They fight an underboss, and when they defeat him they find that the Promethians were monitoring a secure channel being used by the Forgotten, and see a high level meeting is taking place that evening! Coldfire (Forgotten Man’s mother) gets involved, and helps to locate some of their bases of operation in Apotheosis City. Then follows a series of missions that involve defeating six of the underbosses. In each fight with an underboss, the heroes need to ensure that Forgotten Man is not informed that they are after him! The last fight has TWO underbosses, and while you are fighting them Forgotten Man escapes. His final capture will take place on level 17. Later, you find that Forgotten Man freed all of the underbosses from prison in a well planned raid. Perhaps there could be a mission series involving time travel where you go back in time to try and stop the escape!

2 – This one takes place on level 17. The Forgotten have taken several retired heroes captive. As you start the search to find them, you start seeing a pattern. All of them are descendants of the hero team that defected with Forge! Several of the missions involve fighting an (much tougher that the 1st TF) underboss.

As you free more and more of these heroes, you find that the reason they are being captured is that the original team has the ability to form into a Giant Monster! It is Forgotten Man’s hope that the descendants can be used to do the same thing. As you free them, you discover that you have been duped, and the original team descendants are being held in the 2nd to last mission objective. They are indeed forced to form into a Giant Monster (Kaiju; A 25 foot tall being that looks like a man. This being has the powers of all six of the heroes involved and a ton of hit points). After you defeat Kaiju you get the clue to where Forgotten Man is hiding.

There you find a former hero that is much stronger than even Kaiju! As you fight the forces that defend Forgotten Man (remember, his men are fiercely loyal to him), you see him cracking his knuckles; he gets to cut loose! When you get to James Tallman, you fight him for a good while.

At the end of the fight Ambassador and Coldfire enter the room and confront James. As they talk, Coldfire feels a lump on his neck and points it out to Ambassador. He uses his super strength to c rush it. It turns out it is a Promethian mind altering device. It had been implanted in James’ neck while taking a medical exam while he was getting ready to join the hero academy. This device made him angry and unstable. The Promes thought that such a powerful hero going rogue would be a perfect distraction so they could forward their agenda on the Justice. In fact, their monitoring of James created the premise for the first TF.

At the end of the fight, once James is back to his senses, he goes to a hidden room and pulls out the heirloom Katana that his great grandfather had taken from Captain Izuma decades ago. It is returned to Silent Serpent at the end of the TF.

James, devastated at what he had done, says he will do the time in prison he deserves. Then he wants to go after the Promethians that caused him so much distress in his life.

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If I think of more for the Forgotten to do, I will add to this.
Last edited by GladDog on Thu May 18, 2017 7:36 pm, edited 3 times in total.
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Re: The History of the Forgotten, and their future on the Justice

Postby Greyhawk » Thu May 18, 2017 4:06 am

Very nicely done!
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Re: The History of the Forgotten, and their future on the Justice

Postby GladDog » Fri May 26, 2017 8:30 am

When James Tallman regains his senses and steps down from leading the Forgotten, the eight underbosses are very upset. There was always friction between the factions within the Forgotten, and they still want to take over level 17. Now there is open warfare between the factions. In essence, they are fighting to see who will lead the Forgotten. Until there is a true leader, each group is their own gang, and they do not tolerate other factions. These would be the human(ish) gang members that heroes fight when they advance beyond whatever level range ship level 17 supports.

At this point forward, heroes will run into the factions that are named after their underboss - The Furies faction are now going under the name Flames (after Forgotten Flames) and the Frosties faction is now the Zeroes gang (After Absolute Zero) and so on. At this point the factions are far more dangerous since there is no leader for them to unite under. They often have gang wars in the middle of city zones, and stopping them can be a tall order. Security forces are just seen as a supplier of high end armor and weapons; it is up to the heroes to stop them!

Some of these gang wars get so big, involving three and even at times four factions, that it will take more than a few heroes to stop them. These would be events, where heroes unite to stop the bloodshed! Once the well-guarded underboss of a faction is defeated, their gang will withdraw. However, if the gang war is not stopped quickly enough, another faction may take their place!

The Turmoil gang, however, is avoiding these gang wars as much as possible. They are using their dark powers to attempt to open portals to other dimensions, drawing in extremely dangerous minions to fight for them! However, sometimes these beasts are beyond the gang's ability to control. At these times the Dark faction ends up releasing a Giant Monster on the Justice!

These GMs vary in abilities, and it will take a while to catalog what all of them can do. Some are dark beasts with almost every dark power imaginable, Others specialize in melee combat, and some depend on fear attacks. Some wield fear-inducing weapons that can be looted as a weapon skin.

The appearance of a DGM (Dark Giant Monster) is a call to arms for all heroes on a level!

***ADDED AS AN EDIT***

Holy Schmow, I just thought of ANOTHER TF idea!

The TF team takes a mission to stop a DGM, and after defeating it, they find a scroll on its body. They take it to Central Command to decode it, and find that it is a spell that prevents the Turmoil gang from taking over their minds! A theory is that these DGMs are intelligent and do not like being taken away from their home. The TF is assigned to see if they can find out what the true intentions of these Dark creatures are.

Are these beasts just trying to reach a portal to get home when they fight heroes?

The next part of the TF, the team is following a DGM and stopping anyone from attacking it! Security forces have no problems letting the heroes handle the problem, but villain factions, and especially the Turmoil gang, want them destroyed! If the DGM makes it to a secluded part of the zone, they find a portal leading to the dark dimension. The TF team follows, and finds a world unlike any they have ever seen.

There they find that the dark beasts are either mindless aggressive beasts or very intelligent beings. Many are human size, but quite a few are very large. After talking with the intelligent faction they decide to find a way to at least stop the intelligent ones from being essentially kidnapped.

They go back to the Justice, and fight with Promethians and Turmoil groups to find the Dark magic that will at least protect the intelligent ones. The seemingly final battle is with Turmoil, who is protecting their summoning spells. After that you take the spells. along with other evidence, back to the Dark realm where they work out the protection magic to keep them from being summoned. They find they are lacking a single ingredient, which MUST be acquired from the leader of the Promethians. With that they go back to the dark realm and the magic to stop the intelligent 'demons' from being kidnapped is discovered.

The reward for this TF is either a vanity or battle pet that looks like a CoH dark scrapper using Cloak of Darkness, which would be a nice homage to CoH!

The mindless DGMs are still being summoned though, but the heroes on the Justice have new allies with their 'demon' friends.
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Re: The History of the Forgotten, and their future on the Justice

Postby GladDog » Tue May 07, 2019 1:04 pm

I'm necro'ing this thread to remind people of this idea. Obviously the enemy faction is strongly based on the Outcasts from CoH.
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Re: The History of the Forgotten, and their future on the Justice

Postby Consultant » Mon Jul 08, 2019 8:29 am

What do people think?

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Re: The History of the Forgotten, and their future on the Justice

Postby GladDog » Fri Jul 26, 2019 11:41 am

Nobody has anything to say good or bad about this group?

One thing I wanted to add is that I think that most groups of Forgotten should have lootable items. For example, you could possibly loot the flintlock pistol skin used by the Storm faction. You may also find the torch used by the Flame faction, giving you a temp power where you can cast a cone of flame attack, or have a proc that adds some DoT flame damage if you use a melee attack. Coolest of all would be the doctor octopus arms temp power that includes a Shadow Maul type melee attack and a twin blast med range attack.
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