Z-League (OU Superhero Light System Game. All welcome.)

Started by eternaldarkness, July 07, 2016, 04:30:11 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

eternaldarkness

Character Thread
OOC Thread
IC Thread

In a world of superpowered heroes and villains, including the legendary Hero League, some of the superhumans are bound to fall through the cracks: those with powers too weak or useless to make the big time, too old or obscure to cut it among earth's most powerful heroes, poor reputations, or just plain bad luck often go unnoticed in the midst of world-shaking events. At the same time, they don't fit in with normal people who cannot understand the difficulties faced by those with superpowers, so they formed their own friend circle and support group, jokingly named the Z-League, led by the emotion-manipulating psychic Sway (Dr. Sway as he prefers to be called. He earned a PhD in Psychology).

But whether they are ready or not, this group of forgotten fourth-string heroes with issues is about to find themselves as the sole superpowered protectors of the world after the Hero League and most other prominent heroes go missing in the midst of an invasion by the extradimensional body-snatching aliens called the Replacers. Will these unknown heroes have what it takes to save the world and discover the ultimate fate of the Hero League? Or will they fail and prove they deserved to be nobodies?


Greetings, elliquians! I know everyone loves superhero games, but the big comic universes are overdone and often fail under the weight of their own history, so I decided to give it a shot with an original universe and some unknown heroes as characters. I'm looking for a maximum of five applicants who are willing to create me some interesting Z-list superheroes as well as helping to expand the setting a little with their backgrounds and in-story interactions, and i'm looking for a diverse and above all interesting group of characters. The system in use will be a simple derivative of the Cosmosystem which is itself a stripped-down version of Apocalypse World/Dungeon World. (you don't need to download, know or read any of th above to play, what you need is posted below).

For characters, anything short of truly godlike power is perfectly acceptable, but greater power should come with some serious drawbacks and character flaws - the mightiest hero in the world is a superman-esque hero called Neutron Man whose feats of power include physically re-aligning the San Andreas fault line and saving the entire state of California and much of the west coast from being destroyed. A character of similar power as a PC in this game would have to have some serious weaknesses or other flaws that would have kept him/her from being as famous and successful as Neutron Man - kinda like The Sentry. In general, power level is less important than interesting characters - I want a variety of character types, ranging from the powerful but greatly flawed to badass normals with issues to aliens struggling to adapt to life on earth. The PC's won't be against eachother, and I have no problem creating good stories for even the mightiest of heroes.

For more specific guidelines:

-No power that controls another character should be completely irresistible. For example, Sway's emotion manipulating powers can be resisted by the strong-willed.
-Time Travel exists in this universe, and many members of the superhero community know it. But the catch is that time travel tends to create branching timelines rather than altering a current timeline when used to change major events.
-Powers tend to have 'required secondary powers' built in (Like people with superspeed also being able to withstand the forces they'd inflict on their own bodies, or a super-strong character being able to lift an entire building without it crumbling under its own weight) - if a character has a power that doesn't, then that constitutes a significant flaw.
-Psychic powers always have a 'tell' - sway's is that his eyes glow noticeably when he uses his powers. Some psychics create an audible indicator when they use their powers, invoke powerful feelings of deja vu`, make clocks run backwards, or some other highly noticeable and personalized effect.
-Magical powers require a power source, be it a pact with a powerful being like a god or demon, or a magical artifact. This power should always come with a price commensurate to its usefulness.
-Enhanced humans and those who got their powers accidentally (characters like the Hulk, Spider-Man, Captain America) tend to have trouble controlling their powers.
-Aliens, demons, angels, androids/cyborgs, and other non-human beings should be noticeably inhuman in some way, whether physically or personality-wise. This tends to color peoples' attitudes toward them.
-Technology-based powers have two major flaws: Devices can be stolen or destroyed, and Supertech tends to require knowledge and expertise that even most learned scientists don't possess or some other condition that sometimes renders them less effective or useless.
-There is no equivalent to 'Mutants' in this world. If you have inborn powers, you are either not entirely human, a psychic, or the descendant of someone who was.

Here's what I need from potential applicants (Example character sheet below).

Hero Name: (The characters superhero identity, if they have one)
Aliases: (Their real name and any other names they go by, if they don't use their real name as their superhero identity)
Identity: (Secret or Public)

Appearance and Personality: (Add a picture if you would like to help visualize the character. Comic or Anime-style preferred.)

Powers: (Describe your characters powers in as much detail as you can. Stronger powers should come with significant drawbacks or limitations, while weaker ones need not have them)

History: (A brief recounting of the characters history, emphasizing the reason why they can't make it in the big leagues. Make it interesting.)

The system itself is pure simplicity: when a situation arises where the conclusion is not foregone, roll 2d6 + a modifier determined by the characters Aptitudes, which are rated 1-3. Higher rolls are always better. Aptitudes are as follows, and every character starts with 1 in each and gains 5 points to spread among them, with a maximum of 5 in any one Aptitude. If you have no superpowers you do not have a Power Aptitude, and gain 1 extra point to spend elsewhere. In addition, choose a single Specialty for one Aptitude that  is a narrower area in which your character is exceptionally skilled in that aptitude.

Power: Rates how successful you you are likely to be when using your superpowers to accomplish something, not necessarily how strong those powers are.
Physical Skills: Rates how successful you are likely to be when using mundane, physical non-superpower abilities to accomplish something, again not an indicator of how good your character is with those skills in-setting.
Mental Skills: Rates how successful you are likely to be when using your mental skills to accomplish something.
Social Skills: Rates how successful you are likely to be when using social skills to accomplish something.

Advancement
Characters can grow and change over time. When your character experiences significant character growth you can improve your characters Aptitudes, learn new Specialties, or expand on their powers at GM discretion. In general this won't happen too terribly pften - improvements and changes like this are a big deal, and should be played out appropriately.

Using the System
Unopposed Rolls
An unopposed roll is modified by the overall difficulty of the task.

Exceptionally hard: -5 penalty
Hard: -3 penalty
Difficult: -1 penalty
Could go either way: No modifier
Moderate obstacle: +1 bonus
Trivial: +3 bonus (if the bonus would be higher than this, there is no need to roll)
The final result of the roll is interpreted as follows:

6-: Setback. The character achieves what they set out to achieve albeit with a major negative side effect, or the character fails at performing the task (whether due to their own mistake, the sheer difficulty of the activity, or external circumstances) and the circumstances are also shaken up on top of that (not necessarily to the character's detriment), as determined by the GM. The character cannot reattempt the same task under the same context in the same scene.
7-9: Success with a price (and maybe a choice). The character achieves what they set out to achieve albeit with a moderate negative side effect. At the GM's discretion, the character may be offered a choice between two or more prices, such they can pick their metaphorical poison.
10+: Success. The character achieves what they set out to achieve in a beneficial and positive fashion.
As a general guideline, if a success is worth a "1," then a success with a price should be worth a "0.5," and a setback should be worth a "0."

Opposed Rolls
An opposed roll has no difficulty. Both characters make their rolls, and if circumstances favor one character over the other, the favored character gains a +1 bonus for minor circumstances or a +2 bonus for major circumstances. Their results are compared as follows:

Tie: Neither character gets what they want, or both characters achieve a success with a price.
One character wins by 1-5: The winner succeeds while the loser suffers a setback.
One character wins by 6+: The winner succeeds while the loser suffers a setback, and the rift between the winner's success and the loser's setback is critically amplified.

Combat Scenes
A combat scene is nothing more than a series of contested rolls against NPCs. Track the number of contested rolls the PC has lost in total during the scene. The moment the PC has lost two contested rolls by 1-5 or has lost a contested roll by 6+, they are taken out with the appropriate consequences. In the event that the PC loses a contested roll by 1-5 and subsequently loses a contested roll by 6+, the consequences of being taken out are critically amplified.

An NPC needs to lose two contested rolls by 1-5 or a single contested roll by 6+ to be taken out. If they lose a contested roll by 1-5 and then subsequently lose a contested roll by 6+, whoever took them out gains a +2 bonus to their next roll.

An NPC who is an underdeveloped combatant for their tier needs to lose only one contested roll by 1-5 to be taken out. If they lose a contested roll by 6+, whoever took them out gains a +2 bonus to their next roll.

A tie causes circumstances to vastly change in the battle, in a way that can benefit or hinder all sides.

__________________________________________________________________________________________________________________
Example Character: Sway


Hero Name: Kevin Sway
Aliases: Dr. Kevin Sway, Doc
Identity: Public
Age: 35

Appearance and Personality: A tall, good-looking african-american man with a bald head and shockingly blue eyes, Sway typically dresses in a rumpled suit or just a t-shirt and jeans. Although he is thirty-five years old, he does not look his age and is frequently mistaken for a much younger man, and his rumpled appearance is actually a result of his telekinetic field constantly shifting his clothing, which vexes the orderly-minded doctor to no end. Whenever possible, he wears minimal clothing for this reason.


Powers: Emotion Manipulation and Tactile Telekinesis. Kevin is one of the rare few members of the human population with inborn psychic powers, although his telepathy and telekinesis are limited to sensing and altering the emotions of living beings and manipulating objects he touches. Kevin can only shift emotions one 'step' at a time (the 'emotion wheel' goes as such: Hostile, Unfriendly, Indifferent, Helpful, Fanatic) and he can sense thinking beings within about a hundred feet of himself through any material except lead or other dense metals, which disrupt his telepathic powers. Exceptionally strong-willed individuals (named characters) can resist (with an opposed roll) but most ordinary people lack the strength of will to do so.

His telekinetic powers are even more limited - he has a 'telekinetic field' that encompasses the surface of his skin and extends to anything he touches that allows him to perform feats of strength equivalent to casually deadlifting 260 pounds, and lifting approximately 1,300 pounds at its maximum and blunting the force of most small arms and other projectiles while he is conscious and aware of the attack (his telekinetic field reacts at the speed of thought), though it is less effective against energy-based attacks and more powerful physical attacks and it requires concentration to reach his maximum lifting strength. He can also 'feel' anything his telekinetic field extends to and use it to manipulate anything his field extends to (and things in contact with them) without physically moving.

A few side-effects of his powers are that his telekinetic field somehow causes him to be unable to grow body hair at all, and his eyes glow blue when he utilizes his powers.

History: Less than one half of one percent of the human population are natural psychics, and Kevin Sway is one of them. He is a man in his mid 30's who has thus far lived a normal life despite his powers, and he has never acted as a vigilante or hero due to his belief that his powers would be useless in dangerous situations, preferring to help other superhumans with his knowledge of human behavior instead. He is nonetheless a government-registered superhuman who holds a Samaritan License and a concealed carry license that are both valid in all fifty states, and he is the one who formed the Z-League as a support group for those with superhuman powers who have nowhere else to turn.

Note: In this setting, the laws in most countries have been revised to account for superpowered beings, and samaritan laws allow superpowered individuals to use their powers to act in the best interests of the common welfare when they see fit without being subjected to legal action unless gross incompetence or intent to perform an illegal act can be proven. Many superheroes choose not to act under license, but they are generally the ones with secret identities, and most governments do not pursue charges against masked vigilantes who act in accordance with the laws anyway, even if they are technically breaking them by not being licensed.

Power: 1 Specialty: Lust - Sway has developed his powers only a little, and has never worked as an active superhero, though he is especially skilled at using his telepathic powers to induce lust in others.
Physical Skills: 2 - Sway has average physical capabilities for a male human of his age who engages in moderate regular exercise.
Mental Skills: 3 - Sway is of above average intelligence and holds a PhD in Psychology.
Social Skills: 3 - Sway is exceptionally charming and personable with a soothing, almost hypnotic voice.

Carly

This looks fun.

Can you talk more about what powers you are expecting characters to have - some examples, as well as stuff you will not accept, so we know what sort of limits there are for being able to change reality or whatever.

eternaldarkness

#2
Quote from: Carly on July 08, 2016, 01:49:56 AM
This looks fun.

Can you talk more about what powers you are expecting characters to have - some examples, as well as stuff you will not accept, so we know what sort of limits there are for being able to change reality or whatever.

Absolutely! Anything short of truly godlike power is perfectly acceptable, but greater power should come with some serious drawbacks and character flaws - the mightiest hero in the world is a superman-esque hero called Neutron Man whose feats of power include physically re-aligning the San Andreas fault line and saving the entire state of California and much of the west coast from being destroyed. A character of similar power as a PC in this game would have to have some serious weaknesses or other flaws that would have kept him/her from being as famous and successful as Neutron Man - kinda like The Sentry. In general, power level is less important than interesting characters - I want a variety of character types, ranging from the powerful but greatly flawed to badass normals with issues to aliens struggling to adapt to life on earth. The PC's won't be against eachother, and I have no problem creating good stories for even the mightiest of heroes.

For more specific guidelines:

-No power that controls another character should be completely irresistible. For example, Sway's emotion manipulating powers can be resisted by the strong-willed.
-Time Travel exists in this universe, and many members of the superhero community know it. But the catch is that time travel tends to create branching timelines rather than altering a current timeline when used to change major events.
-Powers tend to have 'required secondary powers' built in (Like people with superspeed also being able to withstand the forces they'd inflict on their own bodies, or a super-strong character being able to lift an entire building without it crumbling under its own weight) - if a character has a power that doesn't, then that constitutes a significant flaw.
-Psychic powers always have a 'tell' - sway's is that his eyes glow noticeably when he uses his powers. Some psychics create an audible indicator when they use their powers, invoke powerful feelings of deja vu`, make clocks run backwards, or some other highly noticeable and personalized effect.
-Magical powers require a power source, be it a pact with a powerful being like a god or demon, or a magical artifact. This power should always come with a price commensurate to its usefulness.
-Enhanced humans and those who got their powers accidentally (characters like the Hulk, Spider-Man, Captain America) tend to have trouble controlling their powers.
-Aliens, demons, angels, androids/cyborgs, and other non-human beings should be noticeably inhuman in some way, whether physically or personality-wise. This tends to color peoples' attitudes toward them.
-Technology-based powers have two major flaws: Devices can be stolen or destroyed, and Supertech tends to require knowledge and expertise that even most learned scientists don't possess or some other condition that sometimes renders them less effective or useless.
-There is no equivalent to 'Mutants' in this world. If you have inborn powers, you are either not entirely human, a psychic, or the descendant of someone who was.

Ideally, i'd like to see one of each of these:
-A Flying brick or Powerhouse
-A magical character
-An enhanced human
-A Badass Normal
-A tech user

MissFire

CONFIDENTIAL GOVERNMENT INFORMATION: EYES ONLY
File Subject: Kali/Kumari Natarajan (Vigilante)

Hero Name: Kali
Aliases: The Black Wind, Subject 012, Project Sarasvati, Kumari Natarajan
Identity: Secret

Appearance: Tall and lanky. The battle suit she wears is high tech military-style gear and usually covered by a bullet-proof vest. Over this she wears a heavy cloak that seems to be a combination of moose leather and chainmail, rendering it impervious to blades and small caliber ammunition. The respirator mask she wears filters any air she breathes, rendering her immune to any airborne toxins or gasses so long as it is functional. She seems to be armed with at least two pistols and two knives at any one time, though when Kali is in the field she carries, at minimum, four firearms and six knives. Kali is especially proficient with rifles and other semi-automatic weapons, preferring to engage from afar where possible, though it's wise to assume she is carrying some kind of automatic weapon on her. Her suit rigging holds at least four karambits (an Indonesian, curved, hand-held knife) at any one time.

Personality: Kali is cold and unfeeling. She kills without hesitation, earning her the ire of many heroes and villains alike. Implacable and almost unstoppable when she has her sights set on a target, it is extremely rare for her to fail. Her cold, aloof, and utterly terrifying nature have made a name for her in the underworld. Kali seems to care little what others think of her; she only does what she needs to live. Though she seems willing to kill criminals, she will not harm children and does not go out of her way to cause collateral damage. Rumors indicate she may have associates in the homeless community, indicating perhaps a softness for the impoverished. A sympathy for those who shared her roots, perhaps?

Powers: Known abilities of Subject 012 seem rather obvious once you get a good look at her. The woman heretofore known as Kali has four additional limbs and seems to be able to control all six with the dexterity and speed of a highly trained military operative. Thanks to a combination of military experimentation and training, she seems to be possessed of heightened strength, reflexes, and speed. Her military training makes her an extremely deadly combatant from nearly any range. She has demonstrated exceptional CQC ability and is a champion-level marksman. Thanks to her multiple limbs she can wield many weapons at once, or use them to support a single heavy weapon that would be unusable by a single normal soldier. Kali does not seem to need to sleep, nor does she eat in a traditional sense; she is fed a medicinal cocktail and nutrient paste through a port in her side. Kali is extremely clever and will often lay traps for opponents, uses extensive preparation before any mission, and will always leave herself an avenue of escape.

Weaknesses: Despite her exterior strength and ability, her insides seem to be rather weak. Kali seems to constantly wear a respirator mask and the raspy voice she speaks with indicates some kind of lung trouble. She often emits a wheezing, hacking cough. Her immune system may have been compromised by the experiments she underwent. While resilient against normal damage, illness may have a crippling effect on her. She is much deadlier at range than up close and any super with enhanced toughness and physical strength should engage her in close combat. Despite her willingness to kill, Kali will not harm children or the innocent and prefers to keep civilian casualties to zero. This is something that could be used against her by an enterprising villain.

History: Background data Tells us that Kumari Natarajan grew up with a childhood fairly typical for someone in a lower social and economic standing living in India. Nothing remarkable is on record about her until sometime in her late teens. Around that time she joined the army (most likely for the food, shelter, and structure it would provide) and managed impressive scores in most fields, but proved to be an exceptional marksman and CQC combatant. Shortly after joining up with the Ghatak Commandos she simply disappeared and the Indian government has zero data on where she went or even the specific day and time she vanished.

She resurfaced several years later, the apparent result of some unknown military experiment. Her appearance was apparently not sanctioned by the Indian government, as we have picked up numerous communications and data transfers regarding her re-capture. She fled her homeland and took up the name 'Kali' while selling herself as a mercenary. The woman once known as Kumari Natarajan has long since abandoned her old name and life and seems only to live for combat. Where the money from her contracts goes is a mystery. Attempts to trace it have resulted in stumbling upon a massive tangle of fake names, fake mailing addresses, and shipments of cash practically circling the globe. It would take extensive research to find out what the subject is doing with her funds, or where she keeps her assets. For most of her career she was a mercenary, accepting contracts to take down other criminals with lethal force. Because of her willingness to kill she has had numerous conflicts with sanctioned superheroes, but has always managed to escape their grasp. Records indicate she has not (yet) done harm to any innocents, which may be an indicator as to why our local heroes do not pursue her with as much zeal as they should. It would take dire circumstances for any hero to wish to align themselves with her.

Power: (3) Test Subject 012. The experiment left Kali with a suite of enhanced physical capabilities that make her operate at peak human condition and her multiple limbs allow her to wield many weapons at the same time. The chemical cocktail and nutrient paste coursing through her body allow her to operate almost endlessly. She has no need for real food or rest.

Physical Skills: (3) Peak Human. Kali has been granted enhanced toughness and physical strength thanks to the experiments. Attacking her physical body will only slow her down, not stop her. Assaults should be focused on Kali's real weak points; the equipment that keeps her alive. Her respirator and the tubing along her sides and back are the most vulnerable.

Mental Skills: (2) Tactician. Kali is a trained military operative. She has a keen tactical mind and typically does extensive preparation before any operation.

Social Skills: (1) Terse. She does not like speaking because of the strain it causes. When she does, she is blunt. Kali is afflicted by a near constant cough and has  wheezing, raspy breathing.

Notes:
Theme: The Choir Invisible
Photo One
Photo Two
Photo Three
"There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die."
    - Sima Yi

pdragon

Hello! I have to say the set up looks really interesting. I'd be happy to put a bid in for the badass normal of the group


Hero Name: Toshu-Yaiba "Empty Handed Blade"
Aliases: Mayami Nakamura
Identity: Semi-Secret
Age: 40

Appearance and Personality:
Mayami is a statuesque and strong bodied woman. Standing at 5'9 she is taller than average for a Japanese woman, and weighs in at around 135lbs. She has a slender, athletic figure, softened somewhat by age and mother hood, baring firm hips and C-cup breasts that she usually keeps bound in a sarashi. Her old Yakuza roots are deeply tied into her personal style, from her gangster-esque outfit to the copious tattoos running down her body. All and all she has aged rather gracefully, and is still a beauty by anyone's standards, however the stress of her work has begun to take its toll, most noticeably in the early graying of her hair around the ears. Also tied into her roots she holds a rather old school mind set, holding honor, tradition, and respect in high regards, and while she isn't humorless, she always carries herself with a certain level of sternness that can make her seem hard to approach to some. 


Powers: Mayami possesses no special abilities beyond regular human limitations. However she is an extremely skilled swordsman, as well as a practitioner of several martial arts. While her body has slowed down somewhat from when she was in her prime, her speed, dexterity, flexibility, and precision are all still well above that of your average person. In lieu of powers she fights with a set of specially made beam katanas, cutting edge technology given to her back when she was a part of the Yakuza, the energized blades capable of cutting through most materials with relative ease.

History:
Born in a small town in Osaka Japan, Mayami grew up with a fairly uneventful, country upbringing. She helped around her parents' shop, went out exploring with her friends, and trained at the local kendo dojo every summer. When she came of age she went out to try living an exciting life in the big city of Tokyo. However a wide eyed country bumpkin like herself was quickly gobbled up by the ruthless city, and it wasn't long before she was relying on loans from some unrepeatable people to make ends meet, acquiring a fair amount of debt in the process. When the loan sharks came a knocking and it was clear she didn't have the money, it was decided she would have to find other ways to pay them back. The first and most obvious idea on their minds was to use her body, whore her out to make back what she owed, however she managed to spare herself this fate when they found out how proficient she happened to be with a sword. She was given a knife and a target, a thug from one of the rival clans, the instructions were simple "either plunge this into his belly or spend the rest of your life having things plunged into yours", at first she struggled with the morality of her decision, but it didn't last long, after all this was a criminal, a bad man who had done bad things to good people... and she was no one's whore...

From that day on Mayami found herself on a new career path, that of a trained hit man, an assassin who took the life of whoever her bosses, the Iyama clan, deemed a nuisance or threat. Though she started as a indebted servant, eventually she gained the respect of the higher ups, and rose to a prominent position in the syndicate's hierarchy. They called her Toshu-Yaiba "The Empty Handed Blade" due to the signature beam katanas she wielded, that appeared blade less until the moment she struck in a blinding flash of light. Then, once she had paid back her debt to the family 10 times over, and felt she had done everything she could for them, she stepped away from the business. The split was amicable, she was a revered member of the family, who had done more than her share for the cause in her time, if she wished to settle down then they would support her. She ended up taking a husband and started up her own little corner store (with the backing of the Iyama's of course), and the two even had a beautiful daughter together, finally managing to find a happy medium between her quiet, uneventful country life, and the insane, violence filled world she had found herself living in for the past 15 years.

She would have lived happily ever after, however 5 years later her old associates from the Iyama family came knocking once more. There were big stirrings within the Japanese underworld, and they once again found themselves in need of her services. She flatly refused however, she was retired, she had a family, she had put that violent life behind her. The clan had tried every trick and trinket they could to try and entice her back into the fold willingly, however when it became clear that she didn't intend to take up her sword they decided she needed to be punished. Reminded of who it was she answered to, who had given her the chance to build the life she led...and who could take it away oh so easily. It wasn't shock or surprise that gripped her when she saw the bits and pieces of her husband and daughter spread across the inside of their shop...only deep, sinking despair...and then heated, violent rage. With the wrath of an angered war goddess Mayami cut down the ranks of the Iyama family like a field of wheat, not stopping until she had slain all of them down the very last man.

However theirs deaths had brought her now great satisfaction, not enough to fill the void left by her family at least. And her actions had caused such great instability in the crime world that staying in Japan wasn't an option. Thus she left, fleeing from everything, her past, the memory of her family, the bloodshed she had left behind in her wake...all of it behind her. And when she found herself in a strange new land she found herself with nothing left but fatigue and overwhelming guilt. Guilt for allowing herself to be the pawn of evil men, guilt for the misery her actions unwittingly sowed for so many. She told herself she would never allow such injustices to go unpunished. She could not stop criminals from abusing the weak or destroying families as they had with her's, but she could at least make sure they paid the price for their actions with their lives. As such she ended up becoming not a hero, but a vigilante, stalking the streets at night and taking down criminals with lethal precision. She would never be accepted by the more noble, registered heroes, but she didn't care, after all she had spent most of her life as a hitman, she was prepared to live out the rest of her days as such if it meant doing at least some good in the world.
Note: Theme: The Rising Sun


Dual Beam Katanas "Blooming Lotus" and "Shrinking Violet"

Mayami in her prime (as well as back tatoos)


Physical Skills: 3 - Skilled in several disciplines of both sword and hand to hand combat. Also sufficiently trained in stealth, tracking, marksmanship with hand guns, and "interrogation" methods. Over all ability is only slight marred by her age and accumulation of injuries over her life.
     Specialty: Dueling/Assassination - due to her upbringing as a Yakuza hit man, she is particularly effective when facing down a single opponent, or when having to arrange the assassination of a target.

Mental Skills:
4 - Mayami has both a keen, well educated mind, as well as years of experience fighting and hunting men. Combined this makes her a great tactician, both when planning/organizing difficult missions, and when spontaneously improvising solutions on the spot. She is also well versed in certain technology, particularly the operation and maintenance of her beam katanas.

Social Skills:
2 - Carries herself very professionally and regards most people with a fair amount of respect. However her old school personality sometimes clashes with more modern sensibilities.
What a thrill...with silence and darkness through the night....

Request Thread

eternaldarkness

Great characters so far! if i get at least two more good, diverse ones i'll have enough to get started.

eternaldarkness

Also, one more thing: pick another character and work out some kind of past or relationship with them, be it a friendship, romance, shared experience, common enemy/nemesis, or anything like that. Remember, you all know eachother at the start and have spent some time in eachothers' company, and the more active among you may have teamed up a time or two to do your superheroing.

Major Major

Well, I have two competing ideas, not sure which might be more interesting though.

eternaldarkness

Quote from: Major Major on July 08, 2016, 09:15:09 PM
Well, I have two competing ideas, not sure which might be more interesting though.

Well, throw them both out and let's see what you've got! We have a cyborg, a psychic and a 'badass normal', so something a little different from those would be good.

MissFire

Kali isn't really a cyborg. She's an enhanced human. In the same vein as Captain America, but with tons more murder. She has machines inside of her but most of it is for keeping her alive. As for a connection, maybe Kali and Mayami have met or fought at some point. Mayami was running with the Yakuza, it's probably that Kali might've been hired to take out some of her gang.
"There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die."
    - Sima Yi

pdragon

Sure, I can go with that. Former opponents turned "allies?" (or at least something close to it lol). I can see them having a fair bit of respect for each other, each one being amongst the few people the other hasn't managed to kill. Perhaps they even still have some small desire to finish the job on one another, just out of some strange sense of pride, to prove that they can.

Also I edited Mayami's profile with her history and all the other little revisions, it is complete to be properly looked over now.
What a thrill...with silence and darkness through the night....

Request Thread

eternaldarkness


Foxy DeVille

Let's see how something a bit more light-hearted works for ya. Perhaps Doc Sway has helped her adjust to the 21st century...

Hero Name: Rose Roquette
Aliases: Girlfriend of the Universe!
Identity: Public
Age: 76 (physically 16)

Appearance: Rose is a petite young girl, standing only 5' 1" and weighing 105 pounds. She has a slim figure with a B-cup bust and a cute tush. Most noticeable is the fact her hair is pink and her eyes violet as a result of genetic manipulation. Her lavender uniform looks like something out of a 1950's space opera, albeit with a shorter skirt than one would see in the serials. Rose's casual wear is also from that era.

Personality: Gosh, she's so nice. Rose is a genuinely sweet person who does her best to help others. She likes ponies, Nancy Drew novels, and the music of Gene Vincent. Rose wasn't exactly the most worldly of young women before she left Earth and all that time way hasn't done much for her naivete. Her 1950's sensibilities can be pretty embarrassing in the modern world but Rose is trying. Sometimes, on rare occasions, it seems like Rose has a darkness trying to get out.

Powers: Rose Roquette doesn't have any powers, although she does some stronger and tougher than one would expect from a gal her size. what she does have is access to an arsenal of futuristic devices. Well, futuristic in an outdated sort of way. Like the sort of thing one would see in an old sci-fi movie. She always has her ray gun and jet pack with her but she also has a flying saucer cock full of weird gizmos.

History: Back in 1950's America, Rose Roquette was walking home from a babysitting job when she was abducted by aliens. They performed all kinds of weird experiments on her, one of which turned her hair and eyes to their unusual color. She was frequently kept in a state of hibernation where she was sleep-taught a lot about the aliens' science and technology. Their reason for this is unknown, maybe it was their way to make up for all the anal probing. Eventually the aliens decided they learned all they could from the body of a teenage girl and made their way back to Earth to return her home. Unfortunately they didn't know that Earthling had put a lot of junk in space since they were last there. A collision with a satellite damaged the interstellar drive of their flying saucer and forced the aliens to abandon ship. The saucer landed back in the US but know sixty years had past. Thanks to hibernation, faster-than-light travel, and alien experimentation, Rose still looked like a sixteen year old girl. With a saucer full of nifty gadgets, Rose decided to become a hero. While an effective adventurer, Rose's perceived age, outdated worldview, and gosh darn cuteness have made it hard for the public to take her seriously.

Physical Skills: (3) Rose is pretty fit and a tougher cookie than she looks. She is quite nimble and has mastered a form of martial art called "Space Judo," which is a lot like regular judo except for some moves designed for zero gravity.

Mental Skills: (3) A straight A student before her abduction, Rose also has a lot of alien knowledge rolling around her head.
   Specialty:  Retro-Future Gadgetry - Rose has been implanted with the knowledge to maintain, repair, and rebuild the various devices she has.

Social Skills: (3) What a nice kid. Pretty easy on the eyes too.

eternaldarkness

#13
I like it! looks like we have our gadgeteer and an alien by proxy as well as someone who can get the team around. And abducted by mysterious aliens? perfect.....

Carly

Hero Name: Helen of Forath
Aliases: Helen Blackwith
Identity: Secret
Age: 23 physically, historically she is centuries old.

Appearance and Personality:


Helen is six foot flat with curves in all the right spaces. C cup breasts and amble hips with a small waist makes her very attractive to most people if other aspects of her personality were not prevalent. In order for her not to stand out Helen wears very plain clothes of grey or black and flat bottomed shoes that do nothing for her figure. Even when going out she will wear very simple and inexpensive attire.

Powers: Helen is gifted in the magical arts of elementalism and all of her upbringing was focused on mastering these arts. Although she has a strong handle on all of them, her main talent is that of wind and storms, especially lightning. Helen can make things cold, hot, walls of fire, plooms of fire, fireballs, rock walls, ice walls and the likes however making a wall takes considerable time and focus, and injury or shock can easily make the walls fail in spectacular ways. Likewise lightning doesn't always hit the intended target, nor do storms simply effect villains.

Furthermore chanting and gestures are required for her to cast any spell, and the more potent the outcome the more effort is needed in its creation. Minor effects of her powers however is something she has mastered and typically is done with small hand gestures alone. To stay in tune with the elements Helen spends a lot of time in a trance watching the sky and fires, something it is difficult to break out of.

Helen channels her magical energy via an amulet of pure diamand that she wears about her neck at all times.

History: Helen was born in a different age, and was young in the 11th Centry when magic was more prevelant. She had spent all of her life living with three others practicing the fine arts of elementalism, where she became entombed by her masters to prevent being discovered by witch hunters. The witch hunters came, disposed of her masters and left, leaving none to free her from her state. That was until a secret association called the Loonthra stumpled upon her preserved body locked in a crystal. It took many years of study of the ruins surrounding her before the Loonthra managed to free the young woman.

That was five years ago, and as such Helen has only had a small amount of time to become versed in the current world. Modern history, Computers, cars and modern technology beyond remote controls confuse and frustrate her greatly. Luckily she has managed to pick up on modern english relatiely easily, thanks to her considerable mental ability.

Being trained in the modern world came at a price however, for the Loonthra had insisted that she teach others her art as payment for her freedom and modern world education. The training she gave others met with partial success but it is an ongoing process. The destiny of those she trains however remains a secret known only to the Loonthra. The Loonthra did organise her citizenship, her passport as well as other documents needed to pass as a normal person but had enlisted her in the Z-league in the belief that action could trigger more memories of her arcane training.

Power: 4: Elementalism. If there are individuals with more experience with the arcane, Helen has not heard of them.

Physical Skills: 1: Helen is close to useless physically for all of her background focused on her magical training.

Mental Skills:2 Although very intelligent, her mental skills revolve around being in tune with the elements and as such has great difficulty in understanding basic mathematics or physics and exceptional difficulty in working with modern technology. Helen can't use guns and believes computers are the work of the devil.

Social Skills:2 Looks. She has a statuesque figure and an enchanting alto voice but alas has little understanding on modern etiquette, history, geography and general slang, making a lot of conversations difficult for her to understand.

Major Major

#15
Hero Name: N/A
Aliases: Brian Jameson, Corporal Jameson.
Identity: Public

Appearance and Personality:

Brian stands 5 foot 4 in bare feet, and has dull grey hair and eyes, which are slightly sunken due to lack of sleep. He constantly has a dour expression on his face, no matter what his actual mood is.

Powers: Brian has a very limited, but surprisingly useful power; he can somehow materialise food ingredients from unknown places upon his person; this means that he and any group he is with will never be short on food. The only issues that this power has, is that firstly, the foodstuffs materialise in a raw state, and so must be appropriately cooked and prepared. Secondly, the items themselves, while perfectly good to eat, are of fairly mediocre quality gradings- for example, if he was to summon a packet of beef, it would be cheap cuts of gravy beef, that you'd buy in a supermarket. His power is limited to being used no more than twice a day, and is further constrained by the question of how many people he has able to work with him- by himself, he can cook enough food for about seven or so people.

History: Born to a working class family in a run-down former mining town in the North of England, Brian Jameson's life has been one of struggle from day one. He was physically unimpressive as a youth, always being the shortest in his year at school, he found his outlet in cookery, something he found he had a natural gift in. Lack of employment opportunities in his economically depressed hometown lead to him joining the British Army, and entering the Royal Logistics Corps as an army cook.

Leaving the army after several years of unexciting service with the rank of Corporal, he sought to find a job as a chef, both in his native Britain, and over in the Americas. It was during this time, that he not only discovered his powers, but also fell victim to early-onset arthritis in his legs, that made it difficult (to say the least) to be on his feet all day- sometimes to the extent of needing a walking stick to get around.

Power: 3 (Specialty of teleportation)
Physical Skills: 2: Military training means that Brian is in better condition than the average man or woman, even with his dodgy legs.
Mental Skills: 2: Brian is a man of normal intelligence and education, with a particular aptitude towards cooking.
Social Skills: 2: Being a former soldier (junior NCO), Brian would fit best as a 'middle man' in an organization, passing orders from the bosses to his subordinates.



As a first draft, how's this look?

MissFire

Rose's profile says she has a flying saucer cock.
"There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die."
    - Sima Yi

eternaldarkness

#17
A magic-user and a very amusing but potentially incredibly dangerous wildcard character. Brian needs 2 more aptitude points and a specialty, and i'd like to know how MUCH he can conjure up. His power SEEMS weak or useless, but when you can create a massive quantity of raw foodstuffs you can actually do a lot of useful things (I think he absolutely should be able to create huge quantities). As a military man, i'd give him an aptitude point in Physical and Social - any soldier will be more physically fit than the average person and success in the military, especially for someone who reached the rank of colonel, means you'd have some good social skills. Especially when it comes to leadership/command (Maybe a specialty there?).

It looks like we have a full cast. Go ahead and post up final drafts of characters in the character thread, and i'll get the starting post done. The big events of the game will begin pretty quickly.

pdragon

Quote from: MissFire on July 09, 2016, 10:35:21 AM
Rose's profile says she has a flying saucer cock.
That's literally how I read it the first time too lol. I was like "wait what?" and all kinds of weird images came to mind.
What a thrill...with silence and darkness through the night....

Request Thread

Foxy DeVille

Quote from: MissFire on July 09, 2016, 10:35:21 AM
Rose's profile says she has a flying saucer cock.

Hee hee... I caught that before posting her in the official character thread.

pdragon

Hmmm, kinda been thinking about changing my character. Kali already kinda fits the "serious lethal vigilante" mold, and with how goofy/weird the other heroes are it seems like it'd be kinda weird to have two super serious types when the one "token" grim character would probably make for a better dynamic, kinda allows her to be the wolverine of the group. That and we could use a power house and another male for the active team.
What a thrill...with silence and darkness through the night....

Request Thread

Carly


Captain Whitebread

#22

Hero Name: Trevor Talbot
Aliases: The Beholder
Identity: Secret (Mainly because he's never done anything)


Anybody want to be connected to a world class botanist who also happens to be a world class loser?
There are nights when the wolves are silent and it the moon that howls.