Character ThreadOOC ThreadIC ThreadIn 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 SystemUnopposed 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.
Dr. Kevin Sway, DocIdentity:
35Appearance 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:
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.