All credit for the concept of this game goes to Adonis the group's other GM who has been forced by some life issues to take a sabbatical. The information in this thread is rather carefully copied over from the Old Recruitment Thread
. The concept
A crate of flu vaccine's has been left in one of the lab rooms that was thought to be safe and appropriate for storage. However, radiation from a nearby experiment leaks through the walls and contaminates the vaccine. Your character, practical as always, goes in to get his or her yearly flu vaccine. Unbeknownst to yourself, the vaccine is contaminated, mutated, and extremely potent. Mere hours after injection, the human body normally forms antibodies to kill off the dead cells of the vaccine, and immunizes you. Not so with Flu Vaccine (insert numbers and letters here). Instead, the body systems integrate with the vaccine, linking cell and DNA structure to trigger fundamental changes within the human body.
The result? You guessed it. Superpowers. Or "symptoms" as the government will later name them. The Drive:
Characters will be immersed into a story drive plot with triggered GM events, government threats, as well as player vs. player scenarios. Items of note:
-Superpowers early on will not be almighty. To begin with. The list of symptoms below are based on a time progression system, and will gain momentum as they "level up".
-The game world will be relatively small to start with. The outbreak will be located within a smaller, fictional city that I will work up maps for
-Character death and the stripping of powers via police force "curing/immunization" rounds are *completely* within the realm of possibility.
-Stupidity (I.e., deciding to go all wrecking ball on a local bakery) will alert authorities, resulting in pursuit and possibly capture (Think Saints Row notoriety system)
-Blatent ripoffs of known superheroes will not be tolerated. If you turn in a sheet that contains a rather hairy man with an ademantium skeleton. claws, and super healing, I may or may not roll up said sheet and spank you with it. Be original !
- The ONLY times that a dice roll will be required by a player will be instances of PVP outcomes, police outcomes, and symptom dealings (increases, mutations, etc.) This game is NOT system heavy at all.
- Sex can, has, and will happen, but it is not a focus of the game. Such scenes are pretty much kept out of the way in private residence threads. Symptom Structure
- Symptoms begin generalized
, then may get more specific as they gain infection levels
New Characters begin with ONE SL-1 mutation chosen from the lists below. For a more indepth look at symptoms and how they work please look HERE
SL - 1 - Ability to understand a spoken language immediately (earthly origins)
SL - 2 - Ability to speak a language that has been heard flawlessly (in correct accent)
SL - 3 - Ability to read cyphers, codes, and puzzles immediately with no key or clue.
SL - 4 - VARIATION (Choice between Xenolinguism, Zoolinguism, and Cyberlinguism)
SL - 5 - VARIATION (Choice between Xenolinguism, Zoolinguism, and Cyberlinguism)
SL - 1 - Ability to lift/move objects up to 10 lbs within 30 feet (line of sight req)
SL - 2 - Ability to lift/move objects up to 50 lbs within 50 feet (line of sight req)
SL - 3 - Ability to lift/move objects up to 100 lbs within 100 feet (line of sight req)
SL - 4 - Ability to lift/move objects up to 250 lbs within 100 feet (line of sight req)
SL - 5 - Ability to lift/move objects up to 500 lbs within 100 feet
SL - 1 - Ability to hear snippets of thoughts randomly
SL - 2 - Able to hear "surface" thoughts of those within 50 feet (targeted)
SL - 3 - Able to speak with others telepathically within 50 feet (targeted)
SL - 4 - Sensory Inducement (Pain/Pleasure/Fear)
SL - 5 - Pushing (Ability to implant images/memories)
SL - 1 - Character now has photographic memory (no comprehension)
SL - 2 - Character now has ability to understand complex figures/models
SL - 3 - Character can now instantly comprehend information (must be able to understand language)
SL - 4 - Character is now prone to random tech advancement ideas (within reason)
SL - 5 - Character may now craft/modify complex equipment (within reason)
Forcefield Generation (physical shielding) - anything moving faster than the maximum shatters the barrier
SL - 1 - The Devi is able to form a small, directional field to repel blunt objects moving under 50mph (field of view).
SL - 2 - The directional field now extends a full 180 degrees in the direction desired, and deflects blunt objects moving @ up to 50mph
SL - 3 - The shielding now deflects objects moving up to 100 mph
SL - 4 - the field is now spherical in nature, but requires active concentration to maintain
SL - 5 - The sphere may now be projected onto anyone within 15 feet.
Induced Healing (Via touch - other humanoids ONLY)
SL - 1 - Ability to close minor wounds on other humanoids (superficial)
SL - 2 - Ability to heal scar tissue, as well as deep tissue damage
SL - 3 - Ability to mend broken bones
SL - 4 - Ability to reverse internal organ damage
SL - 5 - Ability to regrow severed body parts of other humanoids
Illusion Casting - Sound is not present in the illusions until SL=4
SL - 1 - The Devi is able to create small scale visual illusions of light and color with no real form (Aurora borealis, orb lights, etc)
SL - 2 - The ability advances, allowing the devi the ability to create small scale static images
SL - 3 - The images are now able to be cast as roughly human-sized (Singular)
SL - 4 - The devi is able to now add movement and sound to the illusions
SL - 5 - The symptom mutates, allowing the Devi to add sound to complex illusions created (Multiple illusionary figures possible)
SL - 1 - Psychodiagnostics - By touch, the deviation is now able to determine injury of any form, as well as a general idea of well-being.
SL - 2 - Tactile Empathy - The ability to read the emotions of a person as long as physical contact is held.
SL - 3 - Tactile Memory Resurgence - The devi gains the ability to "show" another person a memory or image they have seen.
SL - 4 - Psychic Navigation - The Devi gains the ability to sort through the last five minutes of a person's death, and the events that lead up to it.
SL - 5 - Tactile History Absorption - When an object is touched that contains strong memories (Murder weapon, being an example), the item shows the Devi it's history and previous use.
This ability usually requires a physical focus. Ideally a piece of the object to be found (or something that is closely tied to it) or a personal possession of the person. Both the target and the focus modify the Devi's effective SL.
Target is being actively hidden (object is disguised as something else, person is trying to 'lay low' and avoid detection)= -1 SL
Focus is a replica or picture with no direct tie = -1SL
No focus, just a general description= -2SL
Devi has a personal relationship with the target (it is something they owned/one of their friends)= +1 SL
Modifiers are cumulative (trying to find someone who is trying to avoid detection with only a picture as focus= -2SL, trying to find a personal item that has been hidden would be -1SL+1SL the modifiers simply negate one another.)
SL1 - Bond is tenuous. The Devi gets a general sense of where their target is located, but it is vague, a tug in a certain direction and a 'hotter' 'colder' feeling as they track.
SL2 - Bond strengthens now providing a direction and distance for the Deviation to work with. This ability is muted by walls and other obstructions. (You'd constantly be narrowing the parameters of your search: in the city>in the right district>on the right block>in front of the right building>on the right floor>in that specific room>exact location assuming you could gain access to all of those places.)
SL3 - The location of the item/person is now clear to the Devi once they're within 100 yards of their target. (on the same street/in the same building)
SL4 - Not merely location but the over all state of the person/item they are tracking can be determined. ie person is injured/sleeping/anxious item is locked away/broken/being used ect. The range of the ability triples to 300 yards giving it the radius of about a city block and allowing it to go through large obstructions like walls.
SL5 - Full bonding achieved. The Devi's range triples yet again to 900 yards, roughly half a mile, and they can now scry upon their target providing a temporary (1 minute or less before a one hour period of rest is required) but full and in real time audio visual link to the immediate area around their target.
Deviants with the psychometry symptom are able to combine SLs with this one to achieve the higher results with more negative modifiers (though a SL5 bond is still the highest result possible). <Example> Deviant 1 with Dowsing SL4+ Deviant 2 with Psychometry SL2= combine to a SL6 attempt allowing them to scry upon a target with a replica or picture instead of a direct link to their target, or find an object that is being deliberately hidden as long as there is a personal tie.
Note- Most "body" based powers require a massive amount of caloric intake to compensate for usage. Scales with SL level.
Regeneration Rate (Self-healing) - NOTE. This is NOT immortality. Dead is dead.
SL - 1 - Ability to close minor wounds (superficial) (10-15 seconds)
SL - 2 - Ability to heal scar tissue, as well as deep tissue damage (2-5 minutes)
SL - 3 - Ability to mend broken bones (45-60 seconds for initial bone setting, 5-10 minutes for full bone mend)
SL - 4 - Ability to reverse internal organ damage (Clean cuts/punctures heal in 3-5 minutes assuming full structure is intact. Missing pieces will regrow to an extent.)
SL - 5 - Ability to regrow severed body parts [Stage 1 - Skin covers stump (SL-1 timing) Stage 2 - Bone Re-formation & Muscle Tissue Regen (Sl-3 +10 mins)]
SL - 1 - Character reaches land-based speeds of around 50mph (Normal humans top out around 15-20)
SL - 2 - Character is now moves at top speeds of 100 mph
SL - 3 - Character now moves just under sub-sonic speeds of 300 mph
SL - 4 - Subsonic - Character may "walk" on water
SL - 5 - Supersonic - Speeds rival that of jet aircraft
SL - 1 - Ability to lift up to 250 lbs
SL - 2 - Ability to lift up to 500 lbs
SL - 3 - Ability to lift 1000 lbs (half a ton)
SL - 4 - Ability to lift up to 1 ton
SL - 5 - Ability to lift up to 5 tons (small semi)
SL - 1 - Enhanced Dermal Structure - Skin now has the toughness of leather
SL - 2 - Enhanced Temperature Resistance - Temperatures between freezing (32F/0C) and up to 150F/65C are now tolerable with minimal clothing
SL - 3 - Pain Suppression - Characters may now ignore pain that would render a non-infected unconscious (within reason)
SL - 4 - Sensory Increase - Vision and hearing are now greatly improved
SL - 5 - Increased Lung Capacity - Character is now able to go without breathing for up to 20 minutes
SL - 1 - Reflex time is decreased for base stimulus
SL - 2 - Balance increase
SL - 3 - Acrobatics (Freerunning) come naturally
SL - 4 - Flexibility Increase (Contortionism)
SL - 5 - Reflexes heightened to borderline precognition
SL - 1 - Character is able to throw his or her voice flawlessly
SL - 2 - Character may now imitate others voices after hearing them without distinction
SL - 3 - Characters may now deafen enemies with a scream (temporary)
SL - 4 - Vocals now have the power to vibrate substances via resonation
SL - 5 - Vocals are now able to be used for echolocation
SL - 1 - Passive Camoflage (Chameleon affect, includes clothing, stillness required)
SL - 2 - Active Camoflage (Chameleon affect, includes clothing, movement allowed)
SL - 3 - Minor Transparency - Body takes on a glass-like distortion, transparent
SL - 4 - Major Transparency - Complete invisibility
SL - 5 - Group Transparency - Able to extend invisibility to anyone within touch range (Up to four bodies)
SL - 1 - The Devi has the ability to move minor amounts of earth (10 lbs, give or take), and may affect it up to 20 feet away. This includes "throwing" it.
SL - 2 - The Devi is now able to hold and manipulate larger amounts, up to 50 lbs, and may affect it up to 30 feet
SL - 3 - The Devi now has enough control to identify and separate individual materials within the earth he is in control of
SL - 4 - The ability to pressurize loose earth into sandstone, and use it to build what he needs.
SL - 5 - The Devi may now reach deep into the earth (Up to 100 ft down), and drag materials upward to suit his purposes (Mining, defensive structures, etc)
SL - 1 - The Devi is able to heat the molecules in a small radius around his or her palms (roughly the size of a softball), combusting the air into providing a fuel source for flame.
SL - 2 - The Devi may now project his or her ability up to thirty feet away (includes thrown projectiles), as well as start fires up to said max distance.
SL - 3 - The Devi may now consume itself in flames as a protective barrier (Flames can still be smothered/put out by normal means). Clothing and anything else worn is affected as normal.
SL - 4 - The Devi may now project a blaze in a gout of fire (think flamethrower) up to fifteen feet away.
SL - 5 - In addition to actual flame, the Devi may now melt objects up to the density of construction-grade steel by touch. Hardened steel is not affected, and object density is a factor in the time it takes to melt said object.
SL - 1 - The ability to create gusts of wind up to 20 mph in localized areas is now present.
SL - 2 - The gusts of wind may now be focused into small-scale twisters (40 mph rotation speed)
SL - 3 - The wind speed of the air may now be formed and manipulated into gusts up to 60 mp/h (localized)
SL - 4 - The Devi may now bounce objects hurled at him or her that are moving at 100 mp/h or less in a less destructive direction
SL - 5 - The Devi now has the ability to cushion his or her fall, allowing for extended gliding (No upward movement).
SL - 1 - The ability to gather moisture from the air, and other sources is now present. Up to a gallon may be manipulated.
SL - 2 - The water may now be projected at up to 40 mph (Hard enough to feel fairly solid). Loses speed/form at 25 feet away.
SL - 3 - The Devi has the ability to condense the water he or she is working with, making it semi-solid and just hard enough to walk on.
SL - 4 - The Devi is now able to absorb oxygen through his or her pores, thus eliminating the need to breath while underwater. Temperature differences also no longer have any effect while underwater (Glacial or boiling water feels perfectly normal, and the body is not affected by these temperatures).
SL - 5 - While Underwater, the Devi may now move at high speeds by "pushing" the water behind themselves, propelling the body at upwards of 100 mph.
SL - 1 - The symptom carrier may now absorb static electricity, and discharge it into mechanical devices, thus becoming a walking battery.
SL - 2 - The ability advances, allowing the absorbed electrical energy to be projected outwards in short bursts (Stunning strength). Conductors may be electrified in this manner as long as contact is held.
SL - 3 - The Devi may now magnetize pieces of metal as long as he sustains touch with the item, creating electromagnets.
SL - 4 - The Devi may now absorb electrical energy from the air, and discharge it all at once in a powerful burst, generating an EMP (Electromagnetic Pulse) that disrupts any electronics within 100ft in any direction.
SL - 5 - The Devi's ability upgrades to its final stage, allowing him or her to focus electrical energies on one area to generate a heated ball of lightning. Impact results in the same EMP burst from SL-4 if thrown.
SL - 1 - The Devi is able to lessen the effects of gravity on his person, lightening themselves considerably (think low-gravity moonwalking)
SL - 2 - The symptom mutates, allowing the devi to change their "local" gravity, allowing wall/ceiling walking
SL - 3 - The Devi is now able to reverse the gravitational pull of small objects (under 10 lbs)
SL - 4 - The symptom strengthens, allowing the Devi to levitate (Vertical motion only)
SL - 5 - The Devi is now able to create small gravity wells (object centered). This pulls things towards the targeted object as if it were the new "down". 10 foot radius, only objects under 50 lbs are affected.
SL - 1 - The Deviation now has the ability to summon balls of light that generate no heat in any area around themselves. The balls may be summoned up to 10 feet away, and up to 4 may be present at one time.
SL - 2 - The ability to set off blinding flashes of light is now present. Those within five feet of the deviation are temporarily blinded, and those beyond are slightly disoriented.
SL - 3 - The balls of light may now be of any color, and may be manipulated into short-term illusionary copies of the Devi.
SL - 4 - The light that the Devi controls may be focused and refined into small-scale lasers roughly the diameter of a pencil for varius non-combat uses.
SL - 5 - The Devi now has the ability to temporarily coalesce light into hard constructs that radiate high temperatures (user immune)
SL - 1 - Ability to move/create shadowed areas, without a source
SL - 2 - Ability to materialize small tools/items made of shadow (temporary)
SL - 3 - Shadow Hopping - Able to travel short distances unseen from shadow to shadow
SL - 4 - Able to summon tendrils of darkness to attack a target
SL - 5 - Able to create temporary shadow constructs that radiate subzero temeratures
1 - The Devi gains the ability to lower the temperature around his hands to subzero temperatures, generating frozen particles at will
2 - The symptom now allows the Devi to manipulate, shape, and compress the frost particles into small objects (no larger than a softball in weight)
3 - The Devi is now able to actively project and manipulate the ice in a fifteen foot diameter in a direction chosen.
4 - The symptom now allows for the Devi to pull up defensive walls and small structures created from the ice naturally generated from their bodies
5 - The devi's final symptom mutation allows him or her to reduce objects to near absolute zero, creating hoarfrost. This hoarfrost may travel up to 10 feet, and makes the frozen items utterly fragile
Transmutation (Touch) *Note - the end result MUST be an element that the user has previously handled
SL - 1 - The ability to change the substance in which a small, solid object is composed (Inorganic) (5 lbs or less)
SL - 2 - Character now has the ability to change the substance in which a medium sized object is composed (20 lbs or less)
SL - 3 - The ability can now affect complex objects of a large size (100 lbs or less) made up of several different parts
SL - 4 - The ability gains strength, allowing the carrier of the symptom to mold medium sized solid objects into other more useful things
SL - 5 - The character may now graft transmuted items to his or her body for a short time.
SL - 1 - Deviation is able to levitate and "airwalk" at will (walking on air as if it is a solid object)
SL - 2 - Ability to glide laterally has manifested
SL - 3 - Airwalking is no longer required, character gains self-propulsion, max 45 mph
SL - 4 - Deviations need for air diminishes, and he or she is able to comfortably fly in the upper atmosphere. Speed increase to 100mph while in flight.
SL - 5 - Innate psychic barrier forms while in flight, top speed increases to 250 mph due to no wind resistance.
SL - 1 - Wings form (Type of wings are up to creator), and the Deviation now has the ability to glide. Sustained hovering is not possible.
SL - 2 - Deviations shoulders and bone structure have lightened, and now allows the Devi to hover and slowly ascend.
SL - 3 - Body makeup lightens further, allowing for normal flight of up to 45 mph
SL - 4 - Upper body is noticeably more muscular, allowing for increased lung capacity and greater strength in wings. Speed cap increased to 100mph while in flight.
SL - 5 - Wings are now extremely resistant to damage, and can be used defensively. Top speed increases to 175 mph.
SL - 1 - The Devi develops the ability to pass limbs through structures that he or she is able to see through (Glass, Plexiglass, plastics, etc)
SL - 2 - The ability further develops, allowing the Devi to push limbs through surfaces that are the thickness of a normal wall (6-12 inches)
SL - 3 - Complete phase shifting is now possible, allowing for full bodied movement through walls and other barriers
SL - 4 - Up to 12 feet of vertical movement is now possible with the ability, allowing through short pushes through ceilings and floors.
SL - 5 - The Devi may now shift completely into the astral plane, leaving his or her body behind for a short time to explore areas up to 50 feet away as a "ghost"
Teleportation *Note - the Devi's clothing teleports with them, as well as whatever they are able to physically (realistically) carry comfortably. (I.e., hugging a tractor wont jump the tractor with you.) In the case of teleporting with other people, the same rules apply.
SL - 1 - Deviation is able to teleport short distances, maximum distance of 8 feet (vertical or horizontal). Must be in line of sight. Solo.
SL - 2 - Deviation is now able to teleport medium distances of up to 20 feet (V or H). Line of sight required. Solo.
SL - 3 - The ability mutates, giving the deviation the ability to take up to two people with him or her for a single jump. 50 feet solo, 25 feet grouped.
SL - 4 - The Devi no longer required line of sight to make jumps. Distance remains the same.
SL - 5 - The Devi may now make a single jump of up to a mile, no line of sight needed, but the location has to have been seen before.
Portal Generation - Only Symptom that MUST keep track of items inside SL 1-3, by average weight.
SL - 1 - The deviation is able to summon a "portable" black hole roughly the size of a softball in diameter. The weight stored within may not exceed 25 lbs. Items are "called" with thought, and appear in hand to be removed.
SL - 2 - The portable black hole is now larger, able to open to roughly the size of a bowling ball. Weight limit is increased to 50 lbs.
SL - 3 - Ability mutates, finally allowing two way travel between places that have been physically seen. Portal takes roughly half a minute to open wide enough for use. Complete focus is needed.
SL - 4 - The portal is now able to be opened further, allowing for multiple persons to travel at once until the symptom carrier enters. Once the symptom carrier enters, the portal is one-way, and closes behind him or her.
SL - 5 - The Devi may now open a portal to a blank "safe" space that exists on an empty plane. The space lasts up to three hours at a time, and is inaccessible by anyone other than the one who opened the portal. The space within is infinite, but will not sustain life without the portal creator within. Once he or she leaves, all life within is extinguished. Inorganic items are unaffected.
*ONLY* real species may be used. Nothing mythical. All transformations are one-way, and may not be interrupted or stopped mid-shapeshift. All human thought is retained when shapeshifted.
SL - 1 - The character gains the ability to transform into smaller mammals (under 40 lbs)
SL - 2 - The ability mutates, allowing the character to move into the shapes of medium sized mammals (under 100 lbs)
SL - 3 - The character may now shapeshift into large animals (Up to 500 lbs)
SL - 4 - Sense Focus - The character may now focus a single sense and tune out all others while in humanoid form
SL - 5 - Final Form - The shapeshifter no longer has any size restriction on his or her chosen form, as long as it remains true to the average size.
SL - 1 - The character has the ability to shapeshift into normal sized insects
SL - 2 - The character has the ability to shapeshift into larger versions of the insect world (roughly the size of a kitten)
SL - 3 - The ability mutates further still, allowing the insect forms to increase in size up to a maximum of roughly the size of a full-grown, domestic dog.
SL - 4 - VARIATION - The character may choose between the following - wallcrawling (humanoid form), or poison generation (humanoid form, nails and teeth secretion)
SL - 5 - The character may now shapeshift into a humanoid sized version of the desired insect
SL - 1 - The Devi gains the ability to shapeshift into small reptiles (no larger than a chameleon).
SL - 2 - The Devi may now shapeshift into larger reptiles (or increase the size of the smaller ones) to the size of an iguana,
SL - 3 - The ability mutates further, allowing for the usage of the largest reptiles known (Crocs/gators/turtles, etc)
SL - 4 - The symptom begins to mildly affect the humanoid form, increasing the durability of the Devi's skin as skin cells change to microscopic scales (Can willingly change to solid colors)
SL - 5 - VARIATION - The Character may choose between the following - Hallucinogenic skin secretion, ability to shapeshift into a small Raptor, or thermal vision.
SL - 1 - The Devi may shapeshift into common species of birds (robins, pigeons, doves, etc)
SL - 2 - The ability mutates, allowing for more exotic species to be used (storks, cranes, pelicans, tropical species)
SL - 3 - The symptom now allows for the shapeshifting of the carrier into birds of prey.
SL - 4 - VARIATION - The Devi's ability moves in one of three directions. They gain the enhanced/telescopic eyesight of a bird of prey, the nightvision of an owl, or the balance of the crane genus.
SL - 5 - The symptom now allows for a size increase of any bird species to the point where the wingspan may reach up to eight feet from wingtip to wingtip, regardless of species.
SL - 1 - The symptom allows the Devi the ability to shapeshift into common freshwater fish species (type of water doesnt matter, in shapeshifters case)
SL - 2 - The Devi is now able to shapeshift into eels, rays, and various other exotic sea-life.
SL - 3 - The ability mutates, allowing the Devi to now take on the form of sharks.
SL - 4 - VARIATION - The Devi gains the choice of the following - Permanent underwater breathing, inherent sonar, or increased fatty tissue that allows the Devi to withstand colder waters while in human form.
SL - 5 - The Devi is now allowed to shapeshift into the largest of fish (mammalian aquatic life included, i.e., whales, dolphins, etc)
Current Restrictions for New Characters:
Mammalian Manipulation - NOTE- These symptoms DO NOT WORK on shapeshifted characters!
SL - 1 - Character has the ability to convince mammal to perform simple commands that do not conflict with self-preservation
SL - 2 - The ability allows a character to see through the eyes of any mammal that a bond has been established with within 100 yards
SL - 3 - The ability now forces the mammal to perform a command, regardless of self-preservation instincts.
SL - 4 - Mammals that normally would react aggressively may now be tamed for use without threat
SL - 5 - May now verbally communicate with any mammal fluently
SL - 1 - The Devi may now communicate with single-minded insects telepathically, and coerce them into minor tasks (i.e., no hive-minded insects like bees/ants)
SL - 2 - The ability mutates, allowing the user to merge consciousness with the insect targeted and mentally control the actions of said insect.
SL - 3 - The Devi may now communicate and direct insects against their will (up to ten at a time)
SL - 4 - VARIATION - The symptom mutates into two distinct branches - Hive-mind control (control entire hives of insects), and Taming (Keep a certain insect until it expires),
SL - 5 - The abilities final mutation allows the Devi to summon all nearby non-poisonous insect to swarm a single area.
SL - 1 - The Devi is able to call out to any nearby reptiles, and bring them to his aid in combat.
SL - 2 - The ability progresses, allowing the Devi the ability to summon a small ethereal lizard if no reptiles are nearby.
SL - 3 - Using the ability now allows the Devi to merge his consciousness with a single reptilian entity (including the summoned one)
SL - 4 - VARIATION - The ability mutates, allowing the Devi the ability to see body heat, or extreme spinal flexibility (choice between the two)
SL - 5 - The Devi is now able to summon an ethereal cobra that is completely controllable.
SL - 1 - The Devi is allowed to call to and communicate with local aviary wildlife of the common variety (pigeons, robins, etc)
SL - 2 - The ability mutates, allowing the Devi the ability to see through the eyes of any bird within three miles (including upwards).
SL - 3 - The Devi is able to locate and bond with any local bird (including birds of prey). This bird is now an extension of the symptom bearer and will do anything to please.
SL - 4 - The bird that the Devi has bonded with gains increased intelligence, and is now capable of near-human level thought process.
SL - 5 - The Devi gains a powerful whistling call that is heard by birds miles around, and controls the flock for a limited time to carry out his or her bidding.
Flora & Fauna Manipulation
SL - 1 - The Devi is able to commune with plants and flowers, and change the speed in which they grow and die.
SL - 2 - The symptom mutates further, and allows for the usage of the interconnected root systems to carry information from up to two miles away.
SL - 3 - The Devi is now able to summon vines from overhanging vegetation, or force trees to pull roots from the ground for offensive purposes.
SL - VARIATION - The Devi no longer requires food, and instead takes in nutrients the same way plants do. The second choice allows the Devi to secrete a rash-inducing toxin similar to poison ivy/oak.
SL - 5 - The Devi is now able to animate a single tree, forcing it to uproot itself and "walk" on the thick roots, carrying and protecting the Devi until instructed to re-root itself.
Heightened Intelligence 3
Forcefield Generation 1
Induced Healing 2
Illusion Casting 2
Flight, Wingless 3
Flight, Winged 2
Phase Shift 1
Portal Generation 2
So good news. We currently have NO starting symptom or background restrictions.Powers that no current character has:
Male to Female Ratio
- Light Manipulation
- Shapeshifting: Reptilian
15:15Number of Active Writers
Things to consider when making a character.
- Choosing your first Symptom
The Symptom List is fairly extensive. Pick something that you find interesting and will enjoy writing. The powers are there to flavor the game and your character not to define them. Combat wise all of the symptoms are treated as the same (you roll based off over all SL, no powers are weighted to be more useful). Statistically speaking you are more likely to progress in level along that first symptom, but it is by no means guaranteed. This is a mutation and is unpredictable so the dice decide. You may end up picking up random symptoms that don't fit with your initial character concept, that's the nature of the beast. These new abilities and levels won't be wasted since you can always sacrifice two SL's as a get out of death free card.
Once five characters have manifested the same symptom we place a restriction on them. You can still pick up these powers during the monthly rolls, but no new characters can be created using that starting ability.
- Your Basic Character
Please do glance through the Current Cast of Characters and make sure that you're not planning on using the same model for your character (we don't have a face claim thread or anything, there hasn't really been a need and there is no reserving for future characters). It is also a good idea to avoid using the same first names just to avoid confusion, but its by no means required.
Scanning through the Active Characters Thread is recommended. Try to avoid making a character who's personality and history closely resemble ones already in play. There is also the Scene Planning section that will give you a good idea of what our current players are actively looking for. Please keep in mind that you don't have to have character ties established already when you make the character, but it does make things easier.
- Game Time and Character History
Glance through the Game Timeline thing and make sure that your proposed history lines up with it please.
That's about it. We're a fairly relaxed and friendly bunch so don't hesitate to ask questions and the like!
Q1: Where does this game take place?
A: This is a fictional city in the north-central US. The city is named "Glenside", and contains roughly 350,000 people in the downtown area.
Q2: Where is my character allowed to live within the city?
A: Anywhere! There are apartments and homes in just about every district, so whichever strikes your fancy really. If you end up eventually settling in the safe haven, you're free to do that as well.
Q3: Where do I start?
A: The answer to this question is almost identical to question 2, you may start anywhere you like for the most part, but please be courteous of scenes in progress!
Q4: How much does the general public know about what is going on?
A: The general public knows almost nothing at this point (roughly 2-3 weeks from the first immunization). Anyone who is caught by the police simply vanishes.
Q5: Can I be forced into PVP?
A: For the most part, no. As long as your "Grace" item hasn't been used for the day, you're free to make a single teleport to anywhere in the city under direct threat of challenge.
Q6: What is the posting rate required in Deviations?
A: For the most part, most of the players will post anywhere from once a day, to twice a week. There is no pressure to move any faster than that, but any slower than once a weekish, and you may have issues keeping up.
If you're still interested please fill out the character sheet below and either PM it to RampantDesires and Adonis or post it here in this thread.
If you choose to include a picture, PLEASE do not use anime. Photos/real life pictures *only*, to keep things simple.
[b]Previous (Or current) Profession:[/b]
[b]Other:[/b] (physical defects/mutations, overall appearance
[b]Background:[/b] [Three good paragraphs]
[b]Hobbies and Interests: [/b]
OOC Ons and Offs: