Phrozen, please accept my apologies - you too have done Yeoman work for this thread and I forgot to compliment you; please accept my compliments for your fine work and my apologies for being foolish enough to not comment on it the first time around.
Here are a few quick concepts for characters on Amazing! Earth;
Aquarius, Ariel and Neptune - A brother-and-sister team from a family who've made their living from the sea (one way or another) since before the British came to India, they'd been of the opinion that life in the Ocean was the wave of the Future even before they developed powers which would allow them to thrive there without expensive technology.
Taking one look at the chaos being wrought by the massive changes to the world caused by the debut of metahumans (and all too often by the metahumans themselves) they have decided to establish a New World under the Water, founding a corporation dedicated to doing just that.
If all goes well a new Atlantis ought to be established sometime in the next couple of decades - if one or the other personal scheme pans out according to plan Aquarius or Neptune will set themselves up as Judge of Mankind not long after that.
The Verdict will differ rather less than the sentence imposed will.
The Iron Khan - even before the Super-change Temujin was one of the most feared names in the more knowledgeable quarters of the Chinese Underworld, the name of a mongol who'd carved out a niche in the Warlord era with bloodshed remarkable even for that period of history and only reluctantly submerged himself in the Criminal Element when the Communists came to power.
A man whose ruthlessness was vulnerable only to a certain degree of superstition, he went on to become a significant player in the Chinese Criminal hierarchies and a figure to be respected even outside that closed system, but found himself denied power in any other arena.
Already old, he felt the first tremors of the enfeeblement of age - and then the World Changed.
Now he is old, but shall never know feebleness; now China begins to buck beneath eventhe Communist yoke; now his piety is repaid in blood, in power, in Glory! now, when even rejuvenation is within his grasp, now is come the day when he may seek to forge dominions as widespread as those of the Great Khan, his Ancestor, and the World will no longer laugh ... it will Tremble.
The Emerald Dragon
The daughter of Temugins old age, trained even before the Change to be the ultimate weapon at her father's command, now gifted beyond even the most highly skilled of mortals; even now wondering if she truly wishes to follow her fathers path, even now wondering if she wishes to avoid the destiny he has mapped out for her because she does not wish to become like him - or because she merely does not wish to follow in his footsteps.
Only time and decisions only she can make will tell.
There wasn't much in the way of a demand for Warrior-Princes at the dawn of the 21st Century, even in Africa; then the time came when a single man could tear armies apart and the option of doing whatever he said began to look might attractive.
While a violent idealist himself, the fellow currently touring the World behind the mask of the Red Jaguar (he pretends to be a South American in costume, to avoid attracting knowledgeable enemies) amongst other, more civilian guises has no wish to become such a tyrant, but he is determined to bring peace to the Horn of Africa, by becoming the toughest local strongman if he has to.
In all honesty he would prefer to persuade his subjects that he's the best option going for a better reason than merely being the best of a bad lot. To that end he has dedicated himself to training as a warrior, a superhuman and a leader, which has brought him into some unusual company . . .
Misty Weiss is used to being the best stage magician going (having a dad and granddad in the business helps, especially when you're verifiably related to the Great Houdini) and is looking forward to being the best REAL magician going. Misty, you see, is an optimist and can look forward to the long term.
What she isn't having so much fun with is being obliged to set straight every debunker who 'proves' that the work of a metaman is some kind of elaborate hoax - on the other hand she actually gets to help the people that variety of wilfully-blind clown would ignore, so every cloud has a silver lining.
Talisman is a detective with a grudge against the man called Belial and she's keen to work it out on him, warrant-first if she can manage it and on a shoot-first basis if she can't. Already earning a reputation as variously a jinx, a good-luck charm, a blessing and a curse, life may not be dull but it CAN be excessively interesting.
The Last Ranger
The Last Ranger should probably be busy being dead, but he's got too many better things to do to worry about that.
A determinedly-enigmatic lawman variously describing himself as being with the Marshals, the local Sheriffs department of just wherever this locale happens to be, more often than not the Texas Rangers and on one rather hilarious occasion The Men in Black, no-one has ever worked out just which might be the truth, since he has entirely acceptable and quite possibly entirely real credentials for every single claim.
Whatever the case, the Last Ranger wander, makes brilliant deductions, helps the innocent, guns down the Evil with potent accuracy and raises the ambient weirdness level of any area he happens to be in by sheer eccentricity - not to mention a habit of not dying under circumstances even crazier than the general run of metamen would seem.
Rumours that he's the living spirit of the Old West turned avenging angel ("He drives a car and looks like Samuel L. Jackson in a cowboy hat! "Okay, the spirit of the New Old West") are probably LESS crazy than the man's behaviour deserves.
Project: Patriot has many faces - General Washington's favourite is the one he keeps under wraps; comprised of personnel of the US Armed Forces who didn't go AWOL after the Metaman debut and their Human back-up, the Liberators are the Commandos J-W-Jr. put together to deal discretely with the superhumans who decided to set themselves up as Judges of Mankind or flat-out Warlords wherever they may be, as quietly as possible.
As a field-test of the idea that a super-team is possible, the Liberators have been a wonder, but haven't got much in the way of publicity; now it's members are being redeployed, with the more photogenic (like Colonel Steven Shepherd) being ear-marked for membership of whatever that comic book fanboy Washington happens to call the Project: Patriot field team.
The more pragmatic (like Miss Ashley Morgan) are being assigned to Project: Urgent Justice, which promises to owe much more to Commando than to Kirby.
In the wake of surging tensions in ... well, just about everywhere you can think of, there's plenty of room for a man who can persuade the World to his way of thinking via a sincere devotion to World Order and World Peace or an ability to manipulate those who possess one.
The Globalist isn't either, but he wouldn't mind being either ... or both.
A man who dreams big dreams even by the new, more epic standards of the post-Debut era, the so-called Globalist has set himself up as the most charismatic tyrant any nation could ever want; he hasn't established himself yet, but it's only a matter of time - the biggest problem? He's pretty convinced that he's Vlad III Tepes reincarnate and quite keen to point out why they used to call him The Impaler in the old days to anyone who crosses him and loses.
A rather charming fellow, of Eastern European origin but currently operating in England because he finds the prevailing culture there a bit more pleasant, the being calling himself Dracula plays his assumed role to the hilt, with a fair bit of Fourth-wall breaking (he plays by the Classic Vampire Rules mostly because he is by no means obliged to do so as a result of his powers - not yet, at least).
He's also a rather brutal crime-lord and budding world-beater as part of his day-job, but really he's more interested in his nocturnal hobbies. That's his story - well, his most recent one, at least.
Doctor John Smith (MD/PhD) was a smart cookie and quite the bruiser even before the Metaman debut - now he's a super-genius and devoting every minute to making himself a Science Hero in the grandest possible tradition. He can't travel in time yet, but he's working on it and space-flight seems to be proving a doddle so far, even if meeting the neighbours is proving trickier than he hoped.
Misty Weiss, young Lady Grayhaven (archaeologist and vampire-slayer extra-ordinary) and Red Jaguar, all like-minded individuals (at least so far) often operate as his companions and he feels that he's looking for two more.
He IS a traditionalist, after all, even if it's a fictional tradition which has only become real in the last year or so!
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!
Rule Brittania! Praise the Hoff and the Grin!
Warning!: May cause Thread Drift.