Forge

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  Forge  
   
 
Forge (Scenesys ID: 864)
Profile
Name: Jonathon Silvercloud
Superalias: Forge
Gender: Male
Species: Mutant
Occupation: Engineer
Citizenship: United States
Residence: The Aerie (Dallas, Texas)
Education: Private, Military
Theme: Marvel (FC)
Groups: Science and Technology, Xaviers, X-Men
Details
Apparent Age: 38 Actual Age: 38
Date of Birth 10 Sep 1984 Played By Jay Tavare
Height: 6'1" Weight: 210 lb
Hair Color: Black Eye Color: Dark Brown
Twitter:
Theme Song:


Character Info

Profile

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Raised to magic by the shaman Naze, Forge is a man that straddles magic and tech. His technology is wizardry to some, as his mutant power of intuitive invention seems to make crazy things possible. Linked into the military, SHIELD and the X-Men, Forge is a resource of heroic tech for many, particularly in areas of cybernetics, vehicles and weapons.

Timeline

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Timeline:
* 1984: Born Jonathon Silvercloud, Cheyenne reservation of Montana

* 1985: Taken by Naze (Cheyenne sorceror) to be taught spiritual and tribal traditions, pruned to fight the Adversary, an ancient mystical foe

* 1995: Learned of his mutant gift, to understand the nature of how objects work intuitively. Began to rebel against Naze by using technology.

* 2001: Due to 9/11, Jonathon enlisted in the military at 17.

* 2002: Was offered a move into SHIELD, he declined, at 18, with loyalty to the army. Army missions continue for a decade.

* 2008: Jonathon's mutant abilities remain hidden, he is assumed to be a naturally talented mechanic, able to 'fix anything' and recalibrate or augment weapons to be extremely accurate.

* 2012: During the global invasion by alien alliance, his army platoon is decimated. He calls upon dark sorcery, and unleashes a hellgate of monsters. SHIELD is able to clean this up, but Jonathon lost all of his close friends and some limbs.

* 2013: During recovery and PTSD, Jonathon develops cybernetics for his missing limbs, swears off sorcery. He is monitored closely by SHIELD, and accepts ties to them.

* 2014: Adopts 'Forge', and becomes a hermit for a time, working on items that can stop mutant powers like his own. He develops a very potent neutralizer. SHIELD reaps good investment here on many items. A friendship with Nick Fury is formed.

* 2014: Sentinel tech research attempts to approach Forge. SHIELD blocks some of this, but they are very persistent in wanting anti-mutant tech.

* 2015: Forge is approached by Xavier, and some quiet therapy is done to help Forge rejoin people, and to stop the broad manufacture of increasingly powerful mutant nullifiers that were being backwards-engineered by Sentinel builders.

* 2016: Forge begins to create his Eagle's Nest site in Texas. This takes a few years to build and create the labs. Funding is a variety of government (SHIELD) and Xavier mixed sources.

* 2017: Tech is generated for the X-mansion site, broad upgrades such as work for the vehicles, weapons, gear, and Danger Room. Forge gains full access to the X-Mansion.

* 2020: Forge moves to assist in Genosha's problems, primarily obtaining Sentinels to take apart. Lucrative tech deals continue with SHIELD, as major income for the Nest's expensive build.

* 2021: A portal is accidentally opened to another plane in the Nest. Forge disappears into the strange landscape for approximately 16 months, before procuring a return home. It tested some limits of his ability to troubleshoot without much tech, having to take apart one of his cybernetics to make a beacon to trigger his own tech to get home.

* 2022: Forge reconnects with Xavier and the X-Men, so that he doesn't stay so isolated with nobody realizing where he's gone if he falls into portals.

IC Journal

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{{{ICJournal}}}

Personality

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Direct Solutions:
Forge is also never one to back down in the face of danger. The man is the first person to meet it when necessary, and responds well to his duty or protecting others. Forge is an old world hero at heart: a lot of spirit, a lot of opinion and a lot of loyalty with very little concern on mincing words or sparing feelings. He is capable of being tactful, but usually prefers directness, the same way he'd solve a mechanical upgrade. He is often friendly but never skirts the point. He will tear the band-aid off and be a realist.

Introverted Leader:
He is not a loner, though often he must do tasks by himself: he values others. Forge is a man who cares a lot about loyalty and true inner strength, and attempts to bring those people into his life as his 'found' family.

Forge can and will lead, but usually only does so if there is not another strong leader he feels he can follow. If current leadership is not up to his quality required, he'll step up or even challenge the leader on the things he feels need to be changed, though it isn't his preference to have to do so. If leadership is there and strong, though, Forge settles into a solid, loyal soldier role, ready to go to the end for a leader he believes in.

Rebellious:
Forge believes in 'choice' of destiny, and will advocate for people to do what they feel is right in their lives, not what they are born into. This can come into play as resisting assumptions, and deliberately picking apart what is 'known' as a fact. Some can find this obnoxious to always get questioned, but Forge is adept at exposing issues before others see them.

The rebellious quality can also mean that sometimes Forge will block something just because it feels too forced, and others can have trouble getting him on board quickly or easily when he digs in his heels.

Troubleshooter:
At the core, Forge is a troubleshooter. He solves problems, he formulates work-arounds and tries to make a situation better than it is. He finds the trouble with an uncanny intuition, and often has ideas on improvements. The man is very pragmatic, incredibly analytical and likes to solve problems. He doesn't tunnel vision as some can tend to do, but he does have a very long attention span, able to stick to a task: but not to the point where he'd forget to eat. He is an introvert to a degree, and regains his energy from being away from people. Times such as that are usually when he returns with something he invented, something game changing, outstanding, new, or just odd. Working with objects is cathartic to him, and the object can, for a time, be more important than the reason or stressor that sent him back there to work on things. He does not 'hide' from stress on purpose, but a great deal of social drama, if he can't fix it, can cause him to turtle in this manner.

Character Sheet

Powers

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Durable:
Forge possesses the X-Gene like many others. While not the main benefit, Forge has a genetic aberration which gives him a slightly greater stamina and durability threshold than a normal human being. This means, essentially, he can work harder and longer than most people, run for a longer period of time, and take a punch somewhat better. This durability is around mid-low 'super solider' level, but he doesn't get any of the other perks with it such as strength or agility: he has (still very good) human levels for those. He can't resist a bullet, but doesn't bruise from a punch as much.

Intuition:
Forge's primary mutant ability is that of intuition. It is very unusual, and often hard to explain. It ties into his sorcery potential, though. He can 'see' energy, and intuit how something works in a style of internal vision. He simply understands how an object or system behaves, the functionality of it, and can quickly reverse engineer items. This applies to spellcraft and sometimes biological things, but his primary focus is to determine how machines are structured and functioning. This, coupled with his natural high intelligence allows him to design, build, reconstruct, reverse engineer, dismantle and just in general behave like a technowizard. He is not a 'genius' in a way usually associated with it: this doesn't behave on smarts so much as using 'the force' to find his way through things. He doesn't always know why they work like they do, just that they DO, and can't teach what he does.

While "if he can think of it, he can build it" is a generalization, it's a basis for where this power works. He can visualize and theorize on how a thing should work to make the result happen, just what it 'should be', an inventor that is 'finding' a reality in mind's eye.

It is important to note that Forge's primary ability is in dismantling and reconstructing, in terms of speed. He can design or invent, but his powers are usually oriented best on systems that already exist, or adjustments and upgrades on tech that he is exposed to, comparitively. Coming up mentally with mental blueprints isn't instant, and requires focus of directed power use.

Forge's ability to invent devices takes time (unless he has reference), but repurposing things he already has or finds is truly where he shines: it's a vision overlaying something that already exists, for him. He could come across an alien spacecraft he has never seen before, and immediately determine not only how to get inside, but how it pilots, how the power source is broken and exactly what it needs to be repaired or even upgraded, or convert the weapons into additional propulsion systems. The upgrade ability comes from seeing the energy, and how it could better 'flow'. But he'd be hard pressed to come up with that alien ship without having been exposed to it first: not impossible, but just unlikely to have thought of that way of doing it, particularly without those parts at hand. He's more an upgrader of existing things.

When compared to other brilliant tech inventors, Forge can instantly understand what he's given (wherein others may have to research it and dig around in it), but is far slower to invent it originally compared to those other big minds. Forge is most 'dangerous' when paired with a high octane inventor, as he pushes them to V2 or V80 very fast. Simply put, to 'think of it,' like any artist, he needs to be inspired!

Inventions lend to being made of the things he is given. He can take high tech things and take the next logical leap. If he has a regular car, he's not building a portal to mars out of it. He would make a really badass vehicle, though. High tech energy gun? He can make it shoot focused cutting laser instead, or take out the power coils to make a heat dampener so an explosive bomb doesn't go off when he tinkers with it. On that note, Forge is a wiz at things like bombs. Always cut the wire he picks-- or better, just let him remake it into a BETTER bomb....

If blocked or nullified, Forge would feel like he's only using part of his body, like a strong mutant suddenly unable to lift anything. Lots of tech (even his own) would suddenly feel bizarrely alien and incomprehensible, though still 'usable' in the same way someone else might use it. Nullifying doesn't cause tech to stop working, but would block upgrades, and hard repairs - and all of that mental invention inspiration. Nullifying is writer's block.

Sorcery:
Forge was born with an extraordinary potential for sorcery, which is why he was immediately trained from just about birth by the shaman Naze. A great deal of this potential has gone untapped, but still exists. Forge has only really used a portion of his magical potential (general low level spellwork), which could expand if he accepted his legacy. At this time, it involves knowing a mix of spells and rituals oriented to banishing evil, opening and closing mystical portals --- but he hasn't touched much casting since he was 17, and it's been decades. Usually he relies on his mutant power to intuit what a spell is if he encounters one, so this power does fold into his mutant ability in terms of understanding.

Skills

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Artifacts:
While this fits into Sorcery, it more properly deserves its own entry. This is a knowledge of objects that are enchanted. Forge's abilities with objects and invention extend into occult items and weaponry. In theory he could make magical blades or talismans (though he very rarely does this), but more importantly and commonly, is very good at identification. His mutant power of intuition ties in here strongly: to know the purpose of an object and how its 'energy' lies can give him immediate insight into if something is magical, if it is cursed, and other facts about it. He can't track who made something without some sorcery, but an object itself can be very quickly identified for what it is and does by Forge. His power makes this immediate, but he still has a skill background to figure or research artifacts of magical or mundane nature.

Cybernetics:
Forge is one of the leaders in Cybernetic invention and its use. The strange thing about it is that he is entirely self-taught, and his methods are usually odd to others, at best. He would, in fact, struggle to use this skill without his mutant ability of intuition, because he uses his mutant 'vision' to diagnose cybernetics in a way that feels as natural as solving a jigsaw puzzle. Forge is an ideal resource if a Cybernetic system is broken or ailing, but is also very capable of creating a metallic and functional version of a biological thing: meaning, he's best at replacements, and very swift at repairs. He can do this during a fight or a tight situation, the 'give me a second' to come up with an adjustment on a Cybernetic device for repair or to do a new function is actually a reality with Forge. He can MacGuyver cybernetics with ease and ingenuity.

Engineering:
A self-taught engineer, Forge has no real formal schooling in this. He has used a great deal of resources available to him to learn on his own and study, but primarily he learns by taking things apart in a very physical way. Books and plans are all well and good, but his knowledge and learning style is practical. He has been exposed to a large number of different tech styles and weapons, and has formed his own preferences on how things are created. Forge is not a great teacher, since his main method of learning is through trial and more trial. Just dive in and somehow it works out. He is less about science and chemistry, and more about the deeper energy or 'magic' or force within something. His techno-wizardry doesn't pair well with more traditional aspects of engineering on the surface, yet everything flows together.

Hacking:
Forge is a master of how systems work, and can find his way around inside systems with eerie speed. He is better at physical systems, having the items in front of him in terms of using his power, but it can apply to getting past technology security as well as creating said security. He needs his tech to do this (such as a terminal or his hacking spike), it isn't a technowizard power that can be done without an interface object.

Forge's personal systems are usually bizarrely arranged amalgams of other things, and are rough for other programmers to decipher or help him with. Forge doesn't have traditional programmer training, so he organizes things like organisms in terms of flow. Those with biology as a background have an easier time working with Forge's programming style of "the flow of the natural world inside tech."

Medic:
If someone is injured or has a critical problem, Forge is very quick to diagnose. His power does most of the assistance here, but experience in war has also taught him to recognize symptoms and results. Meaning, he's used his power to diagnose 'energy flow' and flaws in physical bodies often enough to have experience in seeing what a problem is. This does not mean he can physically perform a surgery to fix someone: seeing a medical issue does not mean he has the talent and background in medicine to deal with it. If it crosses into cybernetics (such as an artificial heart being installed) he is your guy, but if it is very dangerous, he still needs a surgeon around. He can't do everything alone!

Soldier:
Forge believed for a time that he would be a career soldier, a lifer. He attained the rank of sergeant before his injuries no longer allowed him to remain enlisted in the US Army.

He is quite experienced as a combat specialist and to be considered a war vet. Forge has the expected tactical acumen, weapon/weapon systems proficiencies (small to heavy arms, explosives, onboard weapon systems, proper disposal, etc.), survival skills, fitness, athleticism, military protocol, combatives mastery, CQB familiarity and additional extended skillsets. His talent in these fields was actually what impressed SHIELD in the first place. Quite simply Forge is a magnificent soldier, injuries or no.

Sorcery:
Forge has been trained in magic since before he could speak by Naze, an aged and powerful Shaman of the Cheyenne. Forge is a talented and capable spell caster and is considered a master of Native American sorcery. In his field, there are few that can match his particular style of magic. He is deeply connected the natural elements, ancestors, and scrying. The wind can be used to enhance speed, totems can be imbued with energy, and a creature that passed can be tracked. This magic must be used with high respect for spirits and life force, and using it incorrectly, such as to work with demons or negative energies, exacts heavy toll. Even spells with positive spirits or advice from ancestors have a cost to them, though they can be quite powerful when these things are paid.

Not that Forge uses much of this, and has avoided casting for two decades.

Tribe Knowledge:
From his upbringing, Forge is quite studied in the myths, stories, oral traditions and knowledges of not only the Cheyenne people but many of the other tribes, most specifically the ones branching from Algonquin and the Northwestern territories. This also includes various languages and dialects. This can also include other physical life skills and awareness of history and how things were done before technology. He knows how to respect the land and creatures in it, and proper technique related to religions of the Native American groups.

Resources

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Cybernetics:
Forge's Cybernetics have a number of weaknesses related to them, but the main goal of them is achieved: he is missing a natural leg, hand, and part of thigh, and these cybernetics replace those for him. He can walk, he can use his hand! Everything else they do is just additional benefits on top of those super important functions.

The cybernetics are 'hollow' in the sense that they are full of various parts and interworkings that Forge can use to jerry-rig something together if he needs to. A good deal of the zones occupied by his cybernetics are parts that can be switched in and out, in his own personal plug-and-play sort of style. He always carries some extra things that aren't actively necessary, because you never know when you might need a few extra parts.

The hand and leg aren't extremely strong on their own, they aren't weapons themselves, due to a wish to have balance in his body. He can't jump super high with the leg, but instead strove to replace the one missing accurately. Yes, they are metal and strong, but they are not made of any particularly extremely high powered armor, and can be torn up if unprotected.

Eagle's Nest:
The Eagle's Nest is Forge's personal lab and penthouse space, located in Dallas, Texas. It is a multi-story building, the floors suspended in space without any clear means to hold them up. It is a technological marvel, though it is generally shut down (and cloaked) and not in use if he is away. It has the largest number of resources for him personally to work on inventions in private. It is not well guarded, but it is very well cloaked, and nearly impossible to locate without Forge's presence to unravel the high tech security.

Inventions:
Forge is a swiss-army knife of mutants in a number of ways. He carries a broad array of useful small items on him at all times, but also has a wealth of different things he can pull from depending on need.

The most prominant tech he carries are his goggles (which grant all manner of sensors, from x-ray, telescopic, microscopic, to infrared, a built-in HUD, etc), and his handheld scanners that can detect or track a large variety of things. He always has his 'multitool' on him, which is used to perform most of his fixes or repairs.

The other major item to mention are Forge's weapons and explosives. He doesn't carry these all of the time, but his favorite large gun is a modified coilgun that can pack very serious punch when either set to a sniper setting or to a short-range burst. It can fire to scramble electronics, and is Super Effective on things like giant robots. It is extremely noisy by default when at highest power - but that can be adjusted if silence is needed and power less vital.

Otherwise, tech such as hack spikes (items to insert to hack systems), psychic relay boosters, drones, energy shield generators, flashbang and gas grenade cannisters, small investigation drones, mental dampeners and nullifiers - there's a lot of general adventurey tech in this bucket. He doesn't carry the kitchen sink with him, but does carry base models of things that he can adapt. For example, he may carry frost cartridges for his gun, and can swap out to adjust to common situations.

Forge's cybernetics are technically things that can be augmented (or sourced for parts in a pinch) too, but usually these cybernetics are containers for small tech gizmos (like keeping extra coilgun rounds in a thigh space).

Naze:
Naze is an ancient and powerful teacher and Shaman of magic originating in the Cheyenne culture. He does not have the best relationship with Forge these days, but if Forge were to come back to embrace magic and his 'destiny' as Naze sees it, Naze would be there as a resource to help protect the world or continue his teachings.

Shield:
Forge has a pass to enter SHIELD or similar facilities, though he remains more solidly under the government's group of the armed forces, not SHIELD itself. He had been heavily recruited by SHIELD (and declined to be an agent), but has made weapons and looked at mysterious alien tech for them in the past as a consultant. Forge is one of those nice tech resources that SHIELD doesn't share with others and prefers to keep in a back pocket. Nick Fury is someone Forge considers a friend, but there's healthy skeptism on both ends of that relationship.

Tech Projects:
The main important Inventions and projects credited to Forge are these:

* Security and Base systems for the X-Men (cloaking, security, defensive systems, Danger Room)
* Power inhibitors for the US government (mutant power nullification tech)
* Advanced weapons and vehicles for the US Government (energy artillery and mid-sized arms, specialized vehicles for military use)
* Advanced weapons and tools for SHIELD (energy rifles and guns, containment units and utility tech)

With a bit of digging, he can be traced to being responsible for inventions listed, and often is brought in to deal with upgrades in those areas with those groups. These projects are usually ongoing and Forge often will be in current work on at least one of these, with improved access to that current project type.

It's important to note that some of Forge's work has been sold off or stolen by others, such as the Sentinel groups being very interested in nullification tech. Some early versions ARE in the hands of people that seek to contain mutants. This can be 'good' in terms of knowing how to dismantle his own tech, but 'bad' because... Forge makes great stuff.

Us Government:
While sometimes this can be an issue, usually it is a positive. Forge has a number of links and resources through creating weapons and working on and off for the government. He will be hired on to projects (and disappear for a time during them), but is able to access high security areas and has a high rank to pull when he needs to. Him being more disillusioned lately with the government doesn't affect his access. Being a war hero and vet does a lot alone, not even counting his tech services and consultant roles. If he chose to enter a political area he'd probably do well, his voice carries weight, when he does speak.

X-Men:
Though not a fixture at the 'school,' Forge is a part of the X-Men group and one of their most major tech resources. Similarly, he has access to the X-Men technology, and is quite capable of using all of it, and making upgrades and repairs to the X-Men facilities. With access, he can repair Cerebro if needed (even if he can't use it himself, he could escort someone else inside), handle the Danger Room upgrades including his own special training programs (or troubleshoot if it goes berserk), and use the other training rooms or labs with full access. He can change and modify security programs both within the X-Men base or the mansion above. He can upgrade, invent or use the vehicles of the X-Men, and so on.

Weaknesses

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Cybernetics:
Forge can be considered a 'partial reconstruction' cyborg. His replaced parts are those that were lost. He has a replaced right leg, a portion of the other leg at the thigh area, and a right hand. These do require constant maintenance and the occasional upgrade. They are quite obvious, though he can wear pants or a glove to reduce how apparent they are. Full tactile sensation is very limited, at best he has about 64% on a good day. It is mainly oriented towards 'detecting' or feeling hot and/or cold. These cybernetics come with the usual problems of such things, such as electromagnetic, although there are some resistances built in. On the upside, none of his cybernetics are required for him to survive, so even if they stopped working, it isn't life threatening, unless he had to, say, run fast.

These limbs not being entirely realistic was a choice Forge made: he is capable of making something with improvements, but he chose the current layout because they are easier to augment and adapt quickly and at need. Keeping the tactile quality low means he can attach a burnout item or store a gun inside his thigh with easy access.

Due to a personal restriction, his limbs are not weapons themselves. He has a disgust with the idea of having his limbs literally be weapons, and wouldn't choose it. It causes body disphoria.

Discarded Destiny:
The Shaman Naze is insistent upon Forge's importance to the world, fellow Native Americans and the Realms beyond. Naze finds the fact that Forge turned away from his fate frustrating and even slightly maddening. Forge refuses to give in to this pressure and is always very stubborn about it. Use of dark magic taught him a lesson, and he learned it very, very well. He would rather die than use dark magic again, well aware of the cost. In fact, Forge will resist using mystical powers or his shaman abilities in general, unless he has no other option available. Lives must truly be at stake, and even then he would try to find some other route than to rely on mystical power.

Guilt:
Guilt, when left untreated, can become a fearsome thing. It can expand not only out of the guilt from the past, but also things that he has yet to do, and fears feeling bad about. He has proven to himself that he makes horrible mistakes: he is capable of it, and making sure that doesn't happen again is held as one of his highest concerns. Finding out about a mistake, or being made aware of one, can hit very hard and cause emotional reactions.

Ptsd:
Forge has been through war; he has seen a lot during his time in service. Guilt is his personal demon. He did many things he is unhappy about, things that haunt him. The largest of these, of course, being the demonic gate and sacrifice of souls. Even without that, he has also been a source of pain for others because of his inventions. Not everything he makes is used with the responsibility intended or expected. All of these past grievances weigh heavy on Forge, and he has bouts of night terrors, cold sweats, depression, anxiety, and explosive anger accompanied with a multitude of other problems that stem from guilt and trauma. In certain situations he will have a panic attack, and be unable to respond well. In a crisis, this can be particularly serious.

Tech Responsibly:
Due to others having taken his tech and applied it to situations he doesn't like (Sentinel groups being able to nullify mutants, for example), Forge's tech tends to all have a point where it goes 'dead'. Meaning, there's a duration or maximum use on things he builds. This can come in at bad times if he loans things out. If people try to go past the original use case, the thing could explode. So, his tech can be a little dangerous if it's taken out of his view for long, or if he's unconscious and others are trying to use it. His failsafes can be punishing, even on friends.

Role-Play

Logs

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Forge has 3 finished logs.

Title Date Scene Summary
Saturday Shopping February 26th, 2023 Forge takes Storm by surprise at Salem Center by arriving a week early for his lecture series.
Wings in the Hangar September 30th, 2022 Storm and Forge meet over lunch, while Forge is working on the Blackbird.
Hardly Raining September 12th, 2022 Forge and Ororo chat over a slightly flooded laundry room.

Cutscenes

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Forge has 3 finished logs.

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Entertainment Credits

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Forge has been credited in 0 shows.

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Forge has been credited in 0 albums.

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Gallery

Forge/gallery [ edit ]