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Superfan [OOC/Accepting/R16]


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I've been involved with a couple of RPs on this site, but this will be my first non-ygo thread, so here goes!

 

Deep in the vast reaches of space, a wormhole opens, spilling out energy from another dimension that empowers those it touches.

 

From planets beyond or horizons come alien warriors, escaping plights or seeking conquest.

 

In the laboratories of humanity, genetic empowerment and cybernetics are commonplace amongst supersoldier programs.

 

In temples and monasteries the world over, students practice the ancient codes of magic.

 

From shadows loom the forms of vampires, werewolves, and all that goes bump in the night.

 

You, like all heroes, hail from an origin just as intricate and unique as any other. It is time for the world to know you.

 

 

The game takes place in three cities across Trifecta County Texas: Sentinel City, home of the world's first ever superhero, Bay City: a slum of crime where only the most hardcore of protectors dare roam, and Los Estrellas, city of the future, bright and hopeful. Each city can support three player characters as Major Heroes. Each city can support an unlimited number of villains. Each Hero can have up to two other Player Characters as Sidekicks.

 

Within these cities, heroes will rise and alliances will form, but how will these heroes interact beyond the borders? Only time and fate will tell.

 

This RP will be devoted toward storytelling and character interaction. Enemies are dealt with not through stats but through problem-solving, and oftentimes the real difficulty is in navigating your day-to-day lives with the constant weight of the world upon you. Any interested parties please state your preferred city and role.

 

[spoiler=Character Builder Prototype]

Origin Types

 

Paraphysical:

These genetically deviant characters have powers that generally conflict with how we understand physics and quantum mechanics, and fall into two broad categories: Empowered and Galactic

 

Mystical:

These magical heroes either studied in Sorcery or were never human to begin with: Magic Users and Supernaturalists

 

Neotechnological:

These characters use technology to gain a competitive edge against empowered beings through the use of both Cybernetics and Gadgetry.

 

Empowered:

Through exposure to some otherworldly substance or energy, or through means of genetic alterations, you have gained access to a classic power origin. Many empowered individuals were empowered by their exposure to Z-Radiation and have masterful control over a specific form of energy or matter. (+1 to physical or Mental strength and either melee or energy combat skills)

 

Galactic:

You are the last of your kind, or perhaps you are simply a voyager. Maybe you're completely normal, but your supersuit is actually an alien symbiote. Regardless, your powers are completely normal for your race, and you're on Earth to conquer it, save it, or escape something else. (+2 to a single stat of your choice and + 1 to one other)

 

 

Sorcery:

Deep in mile-long libraries sit thousands of dedicated students. Not only is magic real: it can be taught. You are one such magician, skilled in one of the rigid schools of magic. Whatever school you studied, your powers obey a strict set of rules that must be clearly defined and cannot be broken. Were you an Alchemist seeking to screw with matter? Were you a Seer charged with changing fate? Were you merely trying to cure your ails or attempting to attain power in combat? (+1 to strength, knowledge and intuition mystical)

 

Supernatural:

Vampires stalk the night, Werewolves howl, and banshees screech as they are cut down by angels and demons. You were never human to begin with, but your powers don't function in the same way that structured magic does. You are likely a morally dubious sort, out for yourself or attempting to escape your plane of origin. (+1 to Supernatural knowledge and Deception and +1 to either physical or mental strength)

 

Cybernetics:

His eye focuses on the building. From here he can see countless points where a single punch from his metal arm could bring the whole thing crashing down. As a cybernetic character, your use of technology closely mirrors the empowerment of Paraphysical characters, replacing or augmenting your human body with the purpose of becoming an unstoppable cyborg. (+1 to endurance or programming and +1 to both knowledge and Intuition with Technology)

 

Gadgetry:

A well-placed bullet could paralyze you. Enough head trauma could kill you. Men with heat-vision and women with demonic servants want you dead. And with your futuristic gadgets, weapons, and armor you make gods fear you. Gadget heroes are typically rich and anything but godlike, but in return fir having no real powers, you are a genius capable of escaping any situation and crushing any foe with your versatile selection of toys. (+1 to ranged or melee combat and +1 to knowledge or intuition with Technology) However, these characters take a 5 point penalty.

 

 

 

 

 

 

 

 

 

Stats:

Each character gets 20 Points to spend on these stats. 1 is weak human, like a child. 2 is average human. 3 is peak human. 4 is empowered human. 5 is alien strength, like a toned down Kryptonian.

All players have a 2 in each stat by default. You can get 1 extra point to spend by taking a 1 in a stat. This feature can stack as many times as you want.

 

 

 

 

Net worth:

Your liquid capital as well as any properties you own. At 3 you can live comfortably while supporting your heroic lifestyle. At 4, you are about as rich as a fortune 500 CEO. At 5 your wealth is limitless.

 

Endurance:

Your ability to resist tiring out when exerting yourself.

 

Combat skills(melee):

The ability to outsmart your opponent in melee combat.

 

Combat Skills (ranged):

The ability to aim a ranged weapon.

 

Combat skills (energy):

The ability to wield your energy powers. At level 4 you can create constructs. At level 5 these constructs can be as large as an aircraft carrier.

 

Deduction:

Your ability to make assumptions and follow up on evidence you have noticed.

 

Lifting Potential:

Your physical ability to lift large objects. At 3 you are in olympic condition. At four you can effortlessly lift small cars. At 5 you can juggle trucks.

 

Physical Strength:

Your ability to throw a solid punch, as well as your ability to take one.

 

Mental Strength:

Your ability to maintain mental control of your powers and make mental attacks if you have appropriate powers. Also your ability to defend against mental attacks.

 

Mystical Strength:

Your ability to control Magical powers and artifacts, as well as make magical attacks if you have the appropriate powers. Also your ability to defend against Magic.

 

Intuition (Technology):

Your ability to figure out how pieces of unfamiliar technology works. Defusing alien bombs, flying ships with strange control schemes or no instructions, etc.

 

Intuition (Mystical):

Your ability to decipher Magical formulae or recognize the usage of spells, rituals, or artifacts.

 

Knowledge (Technology):

Your general knowledge of local and terrestrial equipment. For alien technology, subtract two points, one if you've seen and used it before.

 

Knowledge (Supernatural):

Your recollection of Supernatural creatures and their abilities and weaknesses and the best ways to defend against them.

 

Deception:

Your ability to tell a convincing lie. Characters who can create illusions automatically start with a bonus point in Deception.

 

Programming:

Your capabilities with hacking and on-the-spot coding. A 1 is "what's a computer?" A 3 means you are capable of hacking low-security technology. A 5 means you can hack anything given enough time.

 

Knowledge (chemistry):

Your knowledge of substances and how they interact in a scientific way.

 

Knowledge (alchemy):

Your knowledge of substances and how they interact in a mystical way.

 

Running Speed:

At 1, you have a pathetic shamble. At 3, you max out at around 60mph. At 4 you can break the sound barrier if you try. At 5 your top speed is immeasurable.

 

Preparedness:

If your Preparedness Stat is high enough, you will be alerted via IM when an encounter is coming. For every point over 2, you may set 1 trap prior to any encounter you know about. You must declare that you are setting a trap before the encounter begins by messaging me. At any point during an encounter you can activate a trap, causing a negative effect against your target. You can not incapacitate foes with traps, nor can you set traps you have no reasonable access to (building a kryptonite fission reactor in the middle of a desert without spare parts) or set up traps you have the materials for but not a high enough stat to build (setting a massive boulder to fall when you only have a 2 in Lifting potential and no other way to move it). For the most part, just keep in somewhat balanced.

 

 

Powersets:

You gain a set of powers. By default, characters have access to only one set of powers which depends entirely on your Origin.

 

Z-Empowered individuals get control over the type of matter or energy that matched the signature of the Z-ray that struck them. (Conduits from inFamous)

 

Non Z-Empowered individuals get a set of physical enhancements and powerset that does not control energy or matter, such as animal or alien body parts and other genetic aberrations. (Spiderman, Hulk, etc.)

 

Galactic individuals get a powerset based on the physiology of their race. These powers must follow a specific theme, such as mentalism, symbiosis, or a particular element. These characters must also select an exploitable weakness. For example: Fire nullifies the telepathic powers of Martians, or sound disrupts the bonding abilities of Klyntarites. The weakness must be exploitable and cannot be a made-up substance in the vein of Kryptonite. (Superman, Martian Manhunter, etc.)

 

Magical individuals have some leeway to construct all of the rules and limitations of their specific school of magic. All rules must be clear and concise, and what is possible with this magic must be balanced with what is not possible or everyday things that can negate the magic.(Constantine, Dr. Strange, etc.)

 

Supernatural individuals get a powerset based on Supernatural creatures from folklore. These are very flexible and are open to criticism for balance.(Dracula, The Wolfman, etc.)

 

Cybernetic individuals get a powerset based on technology that modifies their bodies. You get four body parts you can replace and a total of eight functions between them.(Cyborg, etc.)

 

Gadgeteers get no powerset and cannot put stats greater than 3 into physical categories. Basic protective armor and either a gun or throwable weapon are standard and do not cost points, but they can be upgraded.(Iron Man, Batman, etc.) Gadgeteers start with 1 point in two weapons, suit, vehicle, and 3 in Gadgets.

 

 

 

 

 

 

Movement abilities:

Every character has access to one movement power. These cost nothing to buy as each character gets one for free.

 

Flight:

Enjoy the wind as you dash through the skies with your subsonic flight. Neotech characters will have wings or a flight-enabled suit to aid them. Non Z-Empowered characters will need grafted wings, such as an animal splice. Z-Empowered characters can fly through energy manipulation and Galactic characters that have no wings can fly if they have psionic powers. Supernatural character can only select flight if they are of a race that has wings, weightlessness or telekinesis.

 

Speed:

You can run faster than sound, with a bit of practice. If your speed is higher than 3, you are required to take this ability. This ability adds 1 to your running speed. If your running speed stat would become 6, instead of getting faster you can use your speed to travel through time and space when prompted, but you cannot choose when this can happen.

 

Blink:

Instantly teleport to a location of your choice within field of view. You must have a justification for taking this ability, such as shifting through shadows if you're a demon or temporarily stopping time and just walking through it for example.

 

Transformation:

You can transmute your entire body into another form of matter or energy and travel at blinding speeds, even traveling through sources of a similar composition. This is usually exclusive to Z-Poweres individuals, but some supernatural creatures can do this as well. Cybernetic characters (Brainiac or Indigo from the Superman Comics for example) can do this on a similar scale as data.

 

Vehicle:

Not as impressive as the above but much more stylish, your vehicle is just as weaponized as you are and even if it's destroyed, you can eventually whip up a new one or prepare a spare. This vehicle can adapt to different terrains, such as underwater, flight, space flight and mountains. You must take at least a 1 in the Vehicle equipment stat.

 

 

 

Weakness:

You can take weaknesses, flaws and vulnerabilities to get an edge in building your character. Each flaw gives you a number of Stat points to spend.

 

Power source:

Your power comes from a specific fuel, such as a neosteroid or certain type of food, or it is centralized in a specific piece of tech or relic that you must keep on your person to use. Being separated from this power source nullifies all of your powers, dividing your stats by two and rounding up. This power source can also be tampered with, sabotaged, stolen or broken. +5 points

 

Substance:

There exist some substance, be it a chemical or a weird type of metal, that nullifies your powers. This substance, power, or whatever must be found on earth commonly enough that it can be used against you by those who know the weakness. At 1, this substance will slowly cause your powers to wane, giving you disadvantage. At 2, this substance nullifies your powers upon exposure, but can be slightly less easily found than normal substances. At 3, you can use difficult to obtain and exotic substances, but exposure will make you nauseated and will eventually kill you.

 

Psychological trauma:

An event has mentally scarred you in the past. You gain a stat point for every rank you take in this. It is a closely guarded secret that can be taken advantage of only by people who know it. At 1, you are paranoid and have a basic fear of this thing, and you only take disadvantage when faced with it. At 2, you now take disadvantage when the subject is brought up. At 3, you can no longer function when physically faced with your fear and take major disadvantage when it is brought up in conversation.

 

 

Equipment:

Equipment stats start at 0 by default and can have scores up to 3. You use any points you did not allocate toward stats.

 

Throwable weapons:

You have access to a supply of knives, shuriken or a similar throwing weapons. At 2, you can have up to 3 types of these on your person at any given time. At 3, the number becomes 7.

 

Melee Weapon:

You can take this feat as many times as you want for access to different weapons. At 2, your weapon gains a unique quality. At 3, your weapon can have multiple miraculous qualities.

 

Guns:

You can take this feat as many times as you want for access to different weapons. At 2, your gun can take a unique quality. At 3 your gun can have qualities of a superpower (such as captain cold's gun).

 

Arrows:

You get access to a Bow or similar non-firearm ranged weapon and can carry up to 3 types of trick-ammunition at once. At 2, you can have up to 6 types of trick ammunition at once. At 3 your trick arrows are unlimited.

 

Suit:

You have body armor that helps you absorb damage. Increase your physical strength stat for every point while in the suit. At two, the suit can qualify for the Flight movement power. At three the suit gets a two free weapons or defensive measures and can support the wearer in space and underwater.

 

Suit/Vehicle weapons:

At one, you get guns or extendible shields or blades. At two, you can use electricity on the specific weapon. At three you can gain an energy weapon or shield.

 

Vehicle:

At 1, you get a conventional vehicle that is noticeably more powerful than top-line civilian vehicles. At 2, the vehicle outperforms military. At 3, you get two free weapons points and it can travel through space and underwater.

 

Gadet:

You get a supply of consumable Gadgets to perform a single task. At 2, each Gadget becomes non-consumable. Gadget supplies are replenished by returning to bases or weapons caches and the number you can carry depends on the size. You need to take this perk for every unique gadget you want.

 

 

[spoiler=Character Application]

User:

Public Identity:

Secret Identity:

Age: 18 minimum, but I reserve the right to deny your application if the age is unrealistic.

Gender: Self-explanatory. If your character is non-organic or non-terrestrial gender may not apply at your discretion.

Origin Type: This will grant your hero different stat bonuses and help you shape their origin.

Powerset: (List all of your heroes available powers. You don’t have to write everything they can and cannot do with each power, as that will be determined by applicable stats. Keep in mind that I will not accept omnipowerful characters. Also note that you do not need to spend points in this section.)

Personality: What are they like? What are their goals and interests? Are they Lawful or Unlawful? And are their goals selfish or selfless?

Biography: How they gained their powers and other important events go here.

Movement Power: Pick a movement power, just try to keep in thematically appropriate.

Weaknesses: List all weaknesses and the point bonuses they give you. You are not required to take a weakness unless I determine that your character is too powerful.

Stats and Perks: (In this section, please Spoil separately. List all of your stats that you are placing points into or taking points out of and then type the total points you’ve spent. You may not spend more than the points allotted but you also don’t have to spend them all. All stats not listed in this section will be treated as their default values of 2 or 0.)

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The rough draft of the character builder is up. When you build your character for the actual OOC, you need to tell me your scores in each stat and what perks, gears, and weaknesses you're taking, in addition to that standard stuff: Bio, History, appearance, etc.

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As this character is a mentor and not a character that will be doing heavy lifting, Dr. Bang is not limited by the Points System.

[spoiler=I need a Doctor]

User: Libracor

Public Identity: Professor Jayden Shang, PhD

Secret Identity: Dr. Bang

Age: 62

Gender: Male

Origin Type: Gedgetry

Powerset: Dr. Bang has access to the Science Blaster, meant to improve upon the powers of the Villain known as Energy Man, his gun can copy up to 3 types of Z-Energy at once, switching between them through a rotating carousel that contains Z-Drives.

Personality: Lawful-Selfless. Shang became a Hero for the thrill of it and retired when he was racked with guilt over his failures.

Biography: Shang is an outgoing, fun-loving professor of Paraphysics and Neotechnology at Sentinel City University. He was a member of the Sentinel’s original Society of Heroes before the Sentinel’s Death in 1992. He grew up in Hong Kong and moved to America with his family when he was Ten years old. He began studying Z-Radiation after it was first discovered and worked alongside the Federal Government to understand neotechnology and how it could interact with the theories of Paraphysics. He became a professor at Sentinel City in 1984 and became the Hero “Dr. Bang” the next year. Some event in his recent past left him racked with guilt, retiring him from her-work in late 1997. He has not trained a new hero since 1994.

Movement Power: Flight

Weaknesses: Dr. Bang is emotionally traumatized by an event known as “The Death Valley Incident” in which his poor leadership led to the deaths of several Junior members of the Society of Heroes, including Freeze-Frame, Hotshot, and The Sentinel. (Level 3 Psychological Trauma: +3 points)

 

Stats:

Net worth: 3

Combat skills(melee):1

Combat Skills (ranged):4

Deduction:4

Lifting Potential:1

Intuition (Technology):5

Intuition (Mystical):1

Knowledge (Technology):5

Programming:4

Knowledge (chemistry):5

Knowledge (alchemy):1

 

Equipment:

Guns:3

The Science Blaster- A weapon of Shang’s own design. Shang can use Z-Drives to collect risidual Z-Radiation from his opponents and allies in order to replicate their powers with his Blaster, but his ability to do so is determined by his own stats, not his target’s

Suit:3

Dr. Bang’s suit functions as fitting space travel and runs on the same Z-Drives that power his gun. He can produce forcefields as his first bonus, and he can also deploy a small supply of homing missiles for use against armored enemies.

Suit/Vehicle weapons:3

Bang can produce an energy sword made of whatever Z-Drive is currently in use.

This is an example character, and one of several recurring Veteran characters that you will be interacting with. These characters have years of experience and function as tutors and mentors for your characters. For Example, Dr. Bang is the character that appears to help train heroes who choose to work in Sentinel City.

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