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Post by JW% on Aug 23, 2012 0:45:39 GMT -8
Okay, I'm getting people telling me they really want to be villains in Triumph City. The idea behind Triumph City is that all the player characters could socialize together without causing property damage. As has been seen, just the spectrum of kinds of heroes can't always be together without fighting. Tossing in villains which the Triumph City heroes are, in effect, PAID to beat up and toss in jail(though most do it for free), is just asking for a fight.
Unless we have some way to divide the heroes from the villains. Which is where Pinnacle City comes into play. It's a similar setting, with the same rules(fill out them FASERIP sheets folks!) but here you play on the side of the devils instead of the angels.
Some minor setting differences being that Pinnacle City has never had a single strong hero, instead its history includes a number of minor heroes, and finally making super human ability registration mandatory(it's voluntary in Triumph City). Citizens have less freedom, particularly if they happen to have abilities beyond what's considered 'normal'. Taxes are higher, the city government is practically owned by the corporations, and laws are harsher. Not to mention there are corporate 'super heroes' who patrol the streets keeping the people in line.
And all this tyrany has led to a backlash. The gangs are getting organized and tricky(or alternately wiped out), and the power vacuum needs to be filled. That's where you come in... you are a villain, some one with the vision to see this cities sparkling high rises dropped into the filthy gutters they've trampled everyone else into, and the power to help make your vision happen. You may think your vision is better for everyone, you may be driven by pure revenge, or you may just be crazy, who knows. But you won't be working within the system, and you will be hunted because of it.
Now, it was suggested that I include some sort of dying super villain to play as a mentor figure, allowing your victory to be his 'final revenge' on the city. At the moment this idea is pretty poorly set up, so I'm looking for suggestions and ideas here.
So prior to ideas for characters(which so many of you seem to have) can I have some ideas for the rest of the story here? You wanted to be a villain... what do you want to do as a villain?
~~~~~~~~~~~~~~~~~~~~~(edited to include a character skeleton)
[b]Current Alias(s):[/b] [b]Mugshot:[/b] [b]Psychological Profile and Personal history notes:[/b] [b]Source of abilities:[/b] [b](F)Melee combat rating[/b]: 1 to 50 scale, 6 is average, 40 is no longer human. [b](A)Bodily coordination[/b]: [b](S)Carrying and striking capacity[/b]: [b](E)General Health and stamina rating[/b]: [b](R)Educational and memory score[/b]: [b](I)Sensory awareness level[/b]: [b](P)Mental and spiritual fortitude[/b]: [b]Charisma rating[/b]: [b]Starting Resources[/b]: 1(homeless) to 20(doctor or lawyer wages) scale, will adjust throughout the game. [b]Max Health[/b]: (FASE added together) [b]Starting Karma[/b]: (RIP added together) will adjust throughout the game. [b]Demonstrated training in:[/b] [b]Considered armed and dangerous because:[/b](Any gear or superpowers would go here. Please list the gear/powers on the same 1 to 50 scale, for example a knife would deal 6 damage, the power to turn invisible would require an Intuition/Sensory awareness level of 30 to be spotted by nonvisual means, etc.)
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lovely corte
Persistent Member
Lindsey Looseflaps
HE LOOKED AT ME! HE LOOKED RIGHT AT ME!
Posts: 1,402
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Post by lovely corte on Aug 23, 2012 1:48:02 GMT -8
Essentially, I think we should do it sorta' in a Saint's Row style. Our villains sorta' break the system down, smaller-to-larger things and then we 'complete' our mentor's dreams.
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Post by Alkonost Storm on Aug 23, 2012 6:53:09 GMT -8
I have an idea for a villain. Just need a skeleton and a bit of research on the Rapture Artefact. Granted I'm not sure he should be another relic user and might stick with the Clerical magic approach.
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Post by Adlai Stevenson on Aug 23, 2012 19:31:42 GMT -8
Well, like corte said, the story could easily be that, with something of a super-twist on it.
Pinnacle City could have had a less than legitimate reputation, something like Nolan-verse Gotham (hell, any -verse Gotham, really); while metropolises like Triumph City were thriving with a large population of superheroes, Pinnacle could have been much less fortunate, with organized crime, an outgunned and outnumbered police force, and rampant super-villainy ruling the streets, and the 'heroes' in the minority.
Eventually, tides turn. Heroes rise from the ruins of their near and dear hometown, the police get better weapons and better training, and political and social reform sweep the corruption out from the offices it held for so long. For a while, it seems like Pinnacle City might turn out to be another beacon of hope against crime, much like Triumph City, or Seaport.
However, the strength and vigilance of the heroes that saved their city from destruction have easily turned to swift brutality and outright paranoia. The once ideological and progressive faces that chased the corruption out have themselves become corrupt, determined to squabble and keep what power they've amassed over the years. The heroes, the city's proud protectors, are now essentially merciless, ironclad enforcers for the sitting demagogues; justice is served with the strength of a no tolerance policy against crime of any sort. The last of the true supervillains were imprisoned, or worse, killed (the last big bout between a superhero and supervillain was essentially a public execution.
So, we play a small gaggle of fresh meat, on the wrong side of the law. 'Villains' who have emerged from the ashes to fight the fight some more, with renewed vigor, and perhaps some guidance from some of the 'old guard' that survived the purges.
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Post by JW% on Aug 23, 2012 19:51:22 GMT -8
Sounds good to me. The 'heroes' could also have organized themselves, like Protector Industries as was recently introduced in Triumph City, where they're 'for hire' and tend to abuse their power(or are being run by corrupt officials, which is abuse of power again).
I'll have to work up some of the "Old Guard" won't I?
Also, I'm leaving this open to, eventually, allowing crossovers with Triumph City. Nothing immediate however, have to get this properly established before that starts happening.
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Post by Alkonost Storm on Aug 23, 2012 20:09:21 GMT -8
Due to certain features (a city of heroes and a city of villains), I wanna say that at some point, a war breaks out between Triumph and Pinnacle. How and what causes it I'm not sure yet but it seems perfectly natural that it should happen. Or is that just me?
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Post by Anya the Purple on Aug 23, 2012 20:49:47 GMT -8
^Makes sense to me.
I have an idea for a character; just have to get around to filling out the sheet...
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Post by Alkonost Storm on Aug 23, 2012 20:53:42 GMT -8
Current Alias(s): Father Enoch/Il Ruinante Mugshot: Psychological Profile and Personal history notes: A priest that was once (and still is) counted amongst the most powerful warriors in the Inquisition, known by the epithet of Il Ruinante. Seeing Pinnacle City as a cesspool of evil and sin, he hopes to one day simply raze the city and build it anew from the ashes to shape it into an ideal paradise. While being a righteous zealot and religious fanatic he does have his good side, always contributing to charities or volunteering at soup kitchens to help the poor. Source of abilities: God (Clerical powers), Body-enhancement drug treatments (Permanent, dating back to his Inquisition days) (F)Melee combat rating: 35 (A)Bodily coordination: 36 (S)Carrying and striking capacity: 40 (It ain't right for the mook to have more carrying capacity than what looks to be one of the powerhouses...) (E)General Health and stamina rating: 33 (R)Educational and memory score: 38 (I)Sensory awareness level: 36 (P)Mental and spiritual fortitude: 38 Charisma rating: 39 Starting Resources: 10 (He has a retirement pension) Max Health: 144 Starting Karma: 112 Demonstrated training in: melee combat, clerical magic Considered armed and dangerous: His powers seem to be more aligned to the Old Testament God, though depending on how complex the power he wants to use is the more concentration it requires. In addition to his clerical powers he also wields a claymore, one he can augment with his clerical powers to release electric discharges or fiery emissions.
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lovely corte
Persistent Member
Lindsey Looseflaps
HE LOOKED AT ME! HE LOOKED RIGHT AT ME!
Posts: 1,402
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Post by lovely corte on Aug 24, 2012 4:02:15 GMT -8
Current Alias(s): The Wicker Man or just 'Wicker', formerly Subject (7)77.
Mugshot: Subject stands at approximately 8'11, full-height, and at natural stance, at 8', which is a low slouch in-which he walks bi-pedal combination with a low-crawl, high-arch.
Due to lack of any pigments in his skin, the Subject has a marble, white skin tone. Only has a branding of his Subject number on his collar-bone.
Subject usually takes to wearing a sack over his head, and loose fitting pants. The sack has a make-shift gasmask in it, and eye-holes.
Psychological Profile and Personal history notes: Subject (7)77 suffers from mild paranoia, anxiety, claustrophobia and fear of spiders. He is quiet, shy, reserved, and rarely acts suspiciously, even for his height.
All these personality traits disappear when hood is placed over head. Subject (7)77 has been field-tested for these things, and appears to harbor no aggressive traits whenever his hood is off, and vice-versa. He is, without the hood, capable of intelligent conversation, and is quaint, respectable and very fun to be around. With the hood, he is aggressive, and only seems to make a noise akin to grinding teeth in a blender.
Wicker's past is largely hidden, either through rumours, vague remarks or intentionally. Some facts are rumour, like how Subject is capable of 'teleporting.'
What is known, however, is that he was formerly the world's largest man, at a large 8'11 until he disappeared during his time served during the Vietnam war. He was imprisoned and tested on for over two years, and not let out until possibly several months after Viet-Kong's defeat.
He was taken in by [NAME REDACTED] almost immediately after he returned back home, under the orders of General [NAME REDACTED] and the coalition of Dr [DATA EXPUNGED]'s task force. Subject exhibited extreme apathetic attention towards all the science crew that experimented on.
He was held in Facility [DATA EXPUNGED] for almost fifteen years, before he was released under orders to assist in reclamation efforts in Afghanistan.
Past that, very little is gathered on how he ended up with the 'villain' forces at Pinnacle City. The most plausible idea is that his unit went rogue, and secreted him away to use him for their own gains.
Whatever the case, the man is Pinnacle City's most predictably unstable villain.
Source of abilities: Systematic group of 'bio-mechanical' tendrils, that accentuate his capabilities.
(Going to mark this down as 'with hood' and 'without hood', (wh, woh' respectively))
(F)Melee combat rating: 1 (woh) - 47 (with hood).
(A)Bodily coordination: 7-8 (woh) 20 (with hood) and suffers a penalty to these stats whenever he is in buildings with low roofs. Depending on the height, stats go either up (20) or down to (7-8) again.
(S)Carrying and striking capacity: 7-8 (woh), 35 (with hood.)
(E)General Health and stamina rating: 10 (woh) 40 (with hood.)
(R)Educational and memory score: 50 (woh) 20 (with hood.)
(I)Sensory awareness level: 50 (woh) 25 (with hood.)
(P)Mental and spiritual fortitude: 50, either way. His mind is understandable only to him, really. Could be considered 'religious' in a way, as he likes the idea of God.
Charisma rating: 25 (woh) 1 (with hood.)
Starting Resources: 1.
Max Health: 27 (woh) 142 (with hood.)
Starting Karma: 150 (woh) 95 (with hood, although I don't believe he would be capable enough to use it when his hood is on.)
Demonstrated training in: Psychological warfare, which is his specialty, learning capabilities, teaching, intelligence work. With the hood on, he is an in your face fighter, and is very hard to predict.
Considered armed and dangerous because: Subject is very unstable, and demonstrates dangerous capabilities both mentally and physically, for his funniness, intelligence and damaging capabilities.
Dude, I had no idea where I was going with this guy, so if he seems really over-powered (which he does in my mind) let me know. I'm not quite sure what I had going with this guy, but I just went with it.
'Kay bub? 'Kay bub. Love youse.
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Post by Adlai Stevenson on Aug 25, 2012 17:57:42 GMT -8
Current Alias(s): Tawny Ann Goshawk, 'Owlgirl' Mugshot: Standing at a petite, if not meager five feet and three inches tall, Tawny doesn't make up for her size much with her strength, weighing in around one hundred and sixty pounds. She's not all that notable, otherwise; her black hair is cut short in a pixie-like style, her bright blue eyes are big and full of child-like wonder, and her face is relatively plain. She has her fair share of scars, however; most from her supervillainous escapades and escaping from the law. The foremost of these are a long gash traversing her left thigh (getting her leg stuck halfway through a fancy picture window), small, jagged gashes running from her palms and down her forearms (leaping a barbwire fence), and a healed mark from a stray bullet that clipped her right shoulder blade. Her Owlgirl costume does very well to protect the identity and well-being of the wearer, designed herself and made with the most protective, adaptable materials in mind; using a black wetsuit as a base, the suit is armored with a series of kevlar 'scales' that allow for protection against bullets and shrapnel, but also increase mobility and offer a much lighter weight. She is also equipped with a utility belt, a modified Modular Lightweight Load-bearing Belt used by reconnaissance scouts in the US military, which holds a pair of M18 smoke grenades, a pair of M84 stun grenades, a compact flashlight, and a line of kernmantle climbing rope. Finally, her cape and cowl or merely aesthetic, for the most part. The goggles built into her mask also have night vision, thermal, and electromagnetic field capabilities, as well as tapping into hacked surveillance cameras. Psychological Profile and Personal history notes: Tawny is very much the quiet sort, generally reserved and withdrawn, not that she has all that much to say about much of anything. She's got a very timid demeanor and can become easily flustered when under pressure, with little faith in her own abilities. She is very much the people pleaser, and will go to great lengths to keep everybody happy, though has no qualms with busting a few heads to do it (no killing, however; she's taken her moral code straight from the Batman comic books). She's most reluctant to resort to violence of any sort, although she recognizes the things in life worth fighting for, and will fight for them till the bitter end. Many called the young woman a bleeding heart; her inability to walk away from situations where others are in need of assistance is quite the rarity, especially in Pinnacle City. On the other hand, she's just as slow to trust - a trait bred in her bones, and in the shoot first, ask questions later metropolis of Pinnacle City, it pays to speak softly and carry a big stick (although she tends to leave the big stick-carrying to others). Tawny Ann Goshawk is the third child and sole daughter to Isaac and Isabella Goshawk, a pair of corporate raiders who, in the aftermath of the great 'purge' that seemingly wiped out the malignant forces of corruption from Pinnacle City, swiftly stepped in to reap the financial benefits from this lack of competition, legitimate or otherwise. She is the youngest of three siblings; her eldest brother, Gabriel, is a former Captain in the United States Army, wounded in action (having lost his right leg at the knee to an IED), who has supplied her with many of the gadgets and technology she uses as Owlgirl. Her second brother, Peregrine (or Perry, as he is begrudgingly called), takes after their parents much more, working his way up the financial chain as an 'activist shareholder'. Tawny was born and raised living the high life, silver spoon in hand, never having to worry about monetary troubles, unlike the vast majority of Pinnacle City's citizenry. Unlike the rest of her family, however, Tawny found this to be inherently wrong, on principle. She thought it was unfair that, while people like her parents got their money through lies and cheats and illegitimate practices, others had to earn what little they could find, only to have it carved away to little or nothing at all. Through their educational careers, the Goshawk siblings were given the best teachers and tutors their parents could pay for, and, as all three possessed significant intelligence, they passed their classes with flying colors, Tawny finding a passion in computer science and engineering in particular. Originally, it was Gabriel who jokingly suggested turning to crime as a costumed marauder, like the ones from the old stories they heard downtown and the bad guys in their Saturday morning cartoons. Tawny, however, took the idea to heart, and after graduating from high school, started formulating a plot to become something for the corporate fat cats and the thuggish police to take fear in once again: Owlgirl. Source of abilities: Gadgetry (F)Melee combat rating: 11 (A)Bodily coordination: 15 (S)Carrying and striking capacity: 10 (E)General Health and stamina rating: 13 (R)Educational and memory score: 20 (I)Sensory awareness level: 15 (P)Mental and spiritual fortitude: 11 Charisma rating: 10 Starting Resources: 25 Max Health: 49 Starting Karma: 60 Demonstrated training in: novice kickboxing, expert computer hacking, gymnastics Considered armed and dangerous because: While only relatively new to the crime scene (no pun intended) of Pinnacle City, Owlgirl has admitted to robbing numerous banks and armored cars in and around Pinnacle City's financial district, and, during a botched heist, murdered a Pinnacle City police officer with his own firearm. The money she has stolen has seemingly vanished into thin air - no evidence of mass spending, no offshore bank accounts, nothing - but, numerous charity organizations in the city have been given some hefty donations.
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Post by JW% on Aug 25, 2012 19:19:21 GMT -8
Guys... if somebody wants to do super powers or a list of gadgets the character uses, the "Considered armed and dangerous because" would be where to fill it in. Things like "known to carry a bazooka at all times" or "can fry your brain by pointing at you" is what that section was intended for. Sorry about the confusion there.
Also, I'm not going to limit you on your characters power levels(other than "nothing over 50" I want you blowing up only one building at a time thank you)... so someone like Wickerman... well... he'll need to be accepted by everyone else. Because you will get mobbed by enemies who are powerful enough to take down your most powerful teammate(and may kill everyone else in the crossfire if that one target requires ICBMs to take out)
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Post by Penny Royals on Aug 25, 2012 20:40:17 GMT -8
Current Alias(s): Wendy Dodgeson Mugshot: Black and White.Colored (shitty cell pic).Psychological Profile and Personal history notes: Wendy was the daughter of two scientists, or rather four- her adopted and her birth parents (who died shortly after she was born, assassinated). She has mostly been under the radar, only now arising as a figure of ANY importance... Wendy has a bit of a God complex due to what she believes is her far superior intelligence. Is relatively hard to anger, however, and generally rather nice and helpful. She is terrified of spiders, wild animals, and is a big hypochondriac. Has tendencies that fall under 'psychotic' and 'stalker'. Source of abilities: Science. (F)Melee combat rating: 6 (A)Bodily coordination: 14 (S)Carrying and striking capacity: 4 (E)General Health and stamina rating: 8 (R)Educational and memory score: 30 (I)Sensory awareness level: 40 (P)Mental and spiritual fortitude: 40 Charisma rating: 40 Starting Resources: 20 Max Health: 32 Starting Karma: 110 Demonstrated training in: Mental awareness (things such as being able to resist mind control, a greater knowledge of how the world works, etc.), speech and leadership skills. Considered armed and dangerous because: She can easily sway people to her side, with logic and with charisma. She is very influential. She's also rather, ah... 'touched'... She also carries around a glaive and a knife, at least at times. The former for actual planned-out battles, the latter for everyday.
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Post by Prime Spinosaur on Aug 26, 2012 6:06:23 GMT -8
Current Alias(s): Thorn Mugshot: A man, looking to be in his mid thirties, with sandy blond hair, oval head, square jaw, blue eyes, an identifying feature, according to contacts within his organization is that he has a jagged scar in between his left eye and left ear going down his cheek and neck. Psychological Profile and Personal history notes:The name Thorn has existed for a long time within the records of gang crimes and other such organized crime. At first, Thorn seemed to be a small time mobster until his name kept coming back in constant police reports. Almost all attempts to get information on Thorn have unsuccessful, as though the criminals are more afraid of Thorn than they are the police or the city heroes.
(CLASSIFIED) Thorn is believed to be either a surviving member of the Mob, or a Gang Leader, or possibly both. He's believed to be the organizer of numerous crimes across the city, there are over 500 reports on organized crime that at least once mention the name Thorn.
The investigation on Thorn has been attacked by a number of supernatural creatures including the dead corpses of fellow cops that had just been supposedly killed by Thorn's men, demons, gargoyles and other monstrosities. A number of cops have also been found dead, the cause of death being a magical attack that rotted away at their flesh, it is believed that Thorn might in fact be a Black Magic user and is controlling his organization with fear. Source of abilities: Black Magic (F)Melee combat rating: 12 (A)Bodily coordination: 10 (S)Carrying and striking capacity: 10 (E)General Health and stamina rating:15 (R)Educational and memory score: 40 (I)Sensory awareness level: 40 (P)Mental and spiritual fortitude: 40 Charisma rating: 35 Starting Resources: 30 Max Health: 37 Starting Karma: 120 Demonstrated training in: Necromancy, Black Arts, Psychological Warfare, Coverups, Intimidation, small fire arms, manipulation, strategy, Acting. Considered armed and dangerous because: Is believed to be a black magic user, a warlock possibly. It is believed that he carries magic implements about him for rituals and other dark arts, and might be armed with a sidearm
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Post by Anya the Purple on Aug 26, 2012 12:45:05 GMT -8
Current Alias(s): Mistress Moonbeam
Mugshot:
...Only about 45 years older.
Psychological Profile and Personal history notes: Mistress Moonbeam acts pretty... strange, probably as a result of hallucinogenic drugs. At sixty-three years old, the aged Hippie still pretty spry, though it takes more and more effort to keep in good shape.
In the summer of '69, twenty-year-old Jenny Osborne wanted desperately to go to Woodstock. The only problem was that it was on the other side of the country and she had no cash at all. She hitch-hiked about halfway there before getting stranded in the Black Hills. Reflecting that she must have a terrible sense of direction if she couldn't find her way to civilization when she was within a hundred miles of Mt. Rushmore, she tramped around the hills for a few weeks. Later she would say she spent this time communing with nature. There, she stumbled across a really funky-looking mushroom (she says a trail of daisies led her to it) and, being really hungry and not particularly sensible by this point, decided the best course of action would be to eat it. After several days (she thinks) of lying in varying stages of consciousness, she woke up on a bed of dandelions. And had the ability to make plants grow and move at will.
Long story short: she ate a magic mushroom, which gave her flower power.
A few years ago, Mistress Moonbeam was traveling around aimlessly when she ended up in Pinnacle City. There, she saw a woman getting mugged. She used her superpowers to stop the attacker, but she herself was arrested when a policeman saw what was going on. She wasn't charged with anything, but was forced to register her superpowers. This, she thought, was completely stupid and another way for the system to try and bring everyone down. She registered as a visitor, but in fact she never left. She's been hiding out ever since, waiting for the right time to take down The Man.
Source of abilities: Whatever bizarre plant magic was in that mushroom.
(F)Melee combat rating: 25
(A)Bodily coordination: 30
(S)Carrying and striking capacity: 15
(E)General Health and stamina rating: 20
(R)Educational and memory score:6
(I)Sensory awareness level: 18, on average. Increases if there are lots of plants around (for example, standing next to a tree would not increase this stat noticeably, but the difference between being in, say, a big city and being in a forest is pretty noticeable (say, 16 in a city, 20 in a forest).
(P)Mental and spiritual fortitude: 30
Charisma rating: 13
Starting Resources: 1
Max Health: 90
Starting Karma: 61
Demonstrated training in: Has never had official training in anything, but having been a vagabond for so many years has taught her how to keep herself safe.
Considered armed and dangerous because: Well, perhaps vined and dangerous would be a better term. She's led several failed attempts to take down "the establishment", namely Protector Industries, and has occasionally attacked a Pinnacle Protector or two. Doesn't harm civillians.
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Post by Penny Royals on Aug 26, 2012 12:58:23 GMT -8
A-Anya... I love you...
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Post by Anya the Purple on Aug 26, 2012 13:05:36 GMT -8
^Really? Thanks! I totallywasn'tworriedthatitwouldbewaytooconvolutedandstereotypedlol
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Post by Alkonost Storm on Aug 26, 2012 13:11:22 GMT -8
Mistress Moonbeam made me go PFFFFFFFFFFFT
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Post by JW% on Aug 26, 2012 21:30:32 GMT -8
Okay, let's talk a little about powerlevels... Current Alias(s): Pinnacle Protector Mugshot:paragonwiki.com/w/images//0/0d/H07-ParagonProtector.jpgPsychological Profile and Personal history notes: Pinnacle Protectors are specially groomed(some would say grown) heroes designed by Protector Incorporated to provide fast friendly service for all your heroing needs. Source of abilities: Genetic manipulation(possibly at the embryo stage) (F)Melee combat rating: 30 (A)Bodily coordination: 20 (S)Carrying and striking capacity: 40 (E)General Health and stamina rating: 20 (R)Educational and memory score: 20 (I)Sensory awareness level: 20 (P)Mental and spiritual fortitude: 20 Charisma rating: 20 (trained to be personable, physically quite appealing, but don't have much in the way of personality) Starting Resources: 30 (they have the might of Protector Industries behind them) Max Health: 110 Starting Karma: 60 Demonstrated training in: Computer user, Detective, Law Enforcement, Protector Industries interests Considered armed and dangerous because:Wields amazing(50) Telekinetic power which is used to simulate the following powers easily: -Creates a forcefield at cellular levels reducing damage taken(as per being Invunerable or Armored) -Can create force blasts -Can levitate objects in physical contact(a car lifted by it's bumper wouldn't just break the bumper off) -Flight There's the average superhero you're going to run into. The "Baseline" Pinnacle Protector. Adding up all of his stats, he has a power rating of 220. That's all the physical stats (FASE), all the mental stats (RIP) and all the additional stats(Charisma, Resources, and any super powers and/or equipment they have). If your character has double statistics, such as being able to transform or wearing a suit of powered armor, the higher stat is counted. In theory that should give everyone an idea of how powerful everyone is. Though not an particularly accurate idea, I'll be using it to see just how many Pinnacle Protectors I need to throw at your team at any given time.
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Post by JW% on Aug 27, 2012 13:56:55 GMT -8
Well, since everyone seems ready, and is happy enough with their teammates... I suppose I should start this off...
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Post by Adlai Stevenson on Aug 27, 2012 16:02:30 GMT -8
I have a feeling a good portion of our group is going to get gangbanged by our friendly neighborhood Protectors.
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Post by JW% on Aug 27, 2012 16:36:21 GMT -8
Meh, they might not even be called in... Some of your characters probably wouldn't register as a proper threat that deserves that kind of response.
You might end up in a fight with this guy instead:
Current Alias(s): Average Citizen Mugshot: (Hang on, I have a mirror around here somewhere...) Psychological Profile and Personal history notes: Lives in the city. Works there. may have a spouse and children, but odds are they don't. Source of abilities: Genetic (F)Melee combat rating: 6 (A)Bodily coordination: 6 (S)Carrying and striking capacity: 6 (E)General Health and stamina rating: 6 (R)Educational and memory score: 6 (I)Sensory awareness level: 6 (P)Mental and spiritual fortitude: 6 Charisma rating: 6 Starting Resources: 6 Max Health: 24 Starting Karma: 18 Demonstrated training in: Nothing. Not considered armed and dangerous
"What's the scouter say about his power level?"
"54... let's mug 'em!"
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Post by Penny Royals on Aug 27, 2012 23:37:15 GMT -8
Current Alias(s): 'The Lost Boys', varying names throughout. Mugshot: Typically they wear loose-fitting clothes, but as Wendy is controlling them they DO have a bit of style- they wear dressy shirts with the sleeves rolled up, ties, and fedoras. She also makes sure they look right good as well, but that's neither here nor there. Psychological Profile and Personal history notes: Basically the follows of Wendy. Named such due to her having a sense of humor about her name. Source of abilities: (F)Melee combat rating: 20 (A)Bodily coordination: 10 (S)Carrying and striking capacity: 30 (E)General Health and stamina rating: 30 (R)Educational and memory score: 5 (I)Sensory awareness level: 5 (P)Mental and spiritual fortitude: 5 Charisma rating: 15 Starting Resources: Technically around 6, but they do leach off of Wendy's money. Max Health: 90 Starting Karma: 15 Demonstrated training in: Not much- they all have different talents, all have done different things. Toodles may have been a jockey when he was younger, Slightly may have been a boxer, Cubby might have been a choir boy, that sort of thing. Considered armed and dangerous because: They work under Wendy, as victims of her charm. They are the dumb muscle that make up for her lack of physical prowess and make her a somewhat formidable opponent. They keep her safe, and at any given time carry various weapons, up to and including guns of all sorts, knives, sledgehammers, mace, and, in one very interesting case, a pinwheel and a box of toaster pastries. They can make use of any items they have as some sort of weapon, and they definitely are unafraid of fighting dirty. However, they ARE rather nice chaps if you are a friend of the boss lady.
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lovely corte
Persistent Member
Lindsey Looseflaps
HE LOOKED AT ME! HE LOOKED RIGHT AT ME!
Posts: 1,402
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Post by lovely corte on Aug 29, 2012 1:06:00 GMT -8
Current Alias(s): Plague, originally 'Jackson Parks.' Mugshot: Jackson Parks stands a head above most, with gaunt features and a lean physique. His hair is short, with a shaggy strip on the top of his head. His lower-half of his skull is missing, instead re-placed with a mechanical layer of plating and 'fibres' that act as skin and muscle, with his mouth-piece instead replaced with a respirator connected to his lungs and larynx. Luckily, one of the features of this, is that his larynx is still fine, and project his normal voice. His left-arm is covered in Celtic tattoos, and his body is covered in pot-marked bullet wounds and bruises. i625.photobucket.com/albums/tt334/Synblackwolf/Miner.jpgPsychological Profile and Personal history notes: Plague, despite his name, is one of Pinnacle City's most reluctant villains, and expresses this point to a letter. He is known for being observant, intelligent, smart and funny, but weak-willed and easy to manipulate to a cause. He is timid, shy and self-concious about his looks, and known to be a sufferer from chronic anxiety, paranoia, claustrophobia and PTSD, as well as survivor's guilt. Is extremely religious, and believes in God to his core. Jackson Parks grew up in Berlin, Germany until the age of two when he migrated to Texas with his mother after his parent's divorce. After this, Jackson grew up under scrutiny from other children for his above average intelligence, timid nature and 'other heritage', often called a 'Nazi' and lovingly referred to as 'Little Hitler.' He attended High School, and participated in ROTC, graduating as Platoon Leader. He achieved above-average grades, and ultimately decided to put his career path in the way of the military. He signed up for the Marine Corps' at the age of seventeen, and attended Basic Training at the age of eighteen. He excelled in marksman duties, and ultimately became a Designated Marksman, before, under the orders of his Drill Sergeant, became a Scout Sniper. He achieved maximum scores in sniper training, setting the record, and completed his Stalking in under an hour and a half with no faults. He graduated this course, earned his Scout Sniper tab and performed his first tour of duty at the age of nineteen. He had an amazing career as a Marine, until two bullets ended his career. Feeling helpless and abused, he moved to Triumph City, then to Pinnacle City, which he believed to be the one that needed him the most. However, he fell in with the wrong people. This ultimately ended up with him losing his lower-jaw in a gang related torture session, and being restored by another gang whom wanted him as a weapon to fight. He is torn between saving the people whom saved him, dspite their pasts, and going on his own, and attempting to bring the system down that is oppressing the people below it, although in all the wrong ways. Source of abilities: 7.62mm M40 Rifle, Scout Sniper issue, as well as his M9. Is a good all-round marksmen with any gun. (F)Melee combat rating: 10. (A)Bodily coordination: 30. (S)Carrying and striking capacity: 15. (E)General Health and stamina rating: 27-28. (R)Educational and memory score: 30. (I)Sensory awareness level: 27-28. (P)Mental and spiritual fortitude: 15. Charisma rating: 15. He usually wears a mask, which brings his level down a bit, but if he were to take down his mask and reveal his fucked up jaw, he would probably go down even further. Starting Resources: 1. Max Health: 82-83. Starting Karma: 72-73. Demonstrated training in: Stalking, Marksmanship, Covert Operations, Stealth, Intelligence Gathering, what combination of food goes better on a sandwich. Considered armed and dangerous because: Plague appears to be well-versed as a sniper, able to take out targets from far distances.
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Post by JW% on Aug 29, 2012 15:01:29 GMT -8
Gonna have to say no on that one corte. Your characters stats break the soft cap of 50 for Agility and Reasoning skills.
To put it another way, you ever read Fantastic Four? Y'know Reed Richards, who tends to construct a new wonder to save the day every issue. Yeah, your stats put you at smarter and more flexible than him. Given that your power source is training and equipment, I can't reasonably say why your abilities should be allowed to reach god-hood.
Even the strength level, a 40 which is fully allowed, seems more than human. A 40 has your character benchpressing, WITHOUT STRAIN anything less than 10 tons.
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lovely corte
Persistent Member
Lindsey Looseflaps
HE LOOKED AT ME! HE LOOKED RIGHT AT ME!
Posts: 1,402
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Post by lovely corte on Aug 29, 2012 21:48:48 GMT -8
Oh woops, I miss read your older comments on character levels. My bad, going to revise this. Thanks. <3.
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Post by Alkonost Storm on Aug 30, 2012 15:23:01 GMT -8
Not a major character but since she came up in the post...
Current Alias(s): Loretta Barnes Mugshot: Psychological Profile and Personal history notes: Also originally part of the Inquisition, she has been working with Enoch since the time of their first meeting and has provided backup for him on many occasions. While able to handle herself in a fight, she is at her best when providing support. Like Enoch she is capable of Clerical magic but leans more towards healing and defensive prayers than offensive ones like Enoch. For the most part, she's usually concerned with upgrading and maintaining his armor and weapons, used whenever he assumes the guise of "Il Ruinante." Source of abilities: God (clerical magic) (F)Melee combat rating: 20 (A)Bodily coordination: 30 (S)Carrying and striking capacity: 28 (E)General Health and stamina rating: 25 (R)Educational and memory score: 38 (I)Sensory awareness level:29 (P)Mental and spiritual fortitude: 30 Charisma rating: 20 Starting Resources: 10 (Retirement pension) Max Health: (FASE added together) Starting Karma: (RIP added together) will adjust throughout the game. Demonstrated training in: Clerical magic, engineering, weapon and armor craft (though she wasn't the original creator of Enoch's armor) Considered armed and dangerous because: She's Enoch's support and she was also in the Inquisition. She's got teeth.
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Post by JW% on Sept 3, 2012 14:38:09 GMT -8
Not that I minded the interactions between everyone, but I figured I could give some minor direction to the proceedings with a potential target.
An armored car robbery should provide an interesting bit of loot(perhaps they're transporting The Nightmare ring as seen in the Triumph City OOC), and Topman(yes, from Megaman 3) should give you a reasonably weak 'hero' to beat up on without it being too easy.
Plus, if the lure of loot isn't enough, the idea that the pawn shop works as a fence for stolen goods, and a blind eye is being turned to it by the cities 'heroes' may be enough to bring out the self righteous.
Or, not. You really don't have to bite on every lure thrown your way after all.
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Post by JW% on Sept 14, 2012 13:30:37 GMT -8
Okay, let's take a look at the reworked Plauge:
Basically, the source of his abilities is training, skill, and equipment that any human could aquire. Specific mention of the weapon is useful however.
Fighting level may be a little low for somebody who went through Marine training(that's usually good for a 20), though he might be a little rusty since leaving the service.
Agility is Olympic grade, which would make him one of the worlds best marksmen(though not superhuman, he's the kind of unagumented human that gives superhumans a fair challenge)
Strength level is above average, and like fighting level could go a little higher or lower depending on how often Plauge works out. Probably just the right level there.
Endurance confuses me. Why two different numbers, particularly when they're so close together like that? Either number would work fine, I'm just a little confused as to the two listed.
Reason is pretty high, but nothing abnormal. Besides you seem to like the added information I have to come up with to suit the character being a bit of a trivia champion who would know what's going on simply by having read some newspapers and done a bit of deduction. Also, it explains how he keeps his gear in working order on such strained resources.
Intuition, like Endurance, is dual listed. I'm not sure why.
Psyche looks fine to me.
Your charisma is above average. Plauge probably shows confidence in his abilities and knows how to speak to people to inspire them(or scare them). The mask and/or disfigurement probably don't help him, so he'll never make it on TV or stage, but as a leader of a small squad he probably wouldn't be questioned.
Resources are a bit of a worry though. It's a bit of a given that Resources and actual money don't quite synch up, with Resources being steady while money comes and goes, but a Resource of 1 means rough that he can eat at a fast food restaraunt once a month, and is broke the rest of the time. Unless someone else is supporting him(living with parents is the obvious form, or roommates, but could also be clients giving him food and lodgings in addition to his fee), you need at least a Resource level of 6 to live on your own without being considered 'homeless'. Which... yeah... he might be homeless. Pinnacle City is rough if you're not in the big towers, and folks might be spending time sleeping on the streets fairly often.
Most of those I believe relate to either your Agility or Reasoning attributes. Your two highest attributes already. A good way to focus on your strengths, and throwing in the sandwich making gives the character a bit of rounding out.
"Well versed" indeed. Given his high Agility/Intelligence mixed with his training in stealth and marksmenship, someone would have to be superhuman to spot him or avoid one of his shots.
You kinda leave exactly how much damage he can deal per shot undefined, except for the make of rifle he uses. A high powered sniper rifle usually deals somewhere around 40 points of damage. More than enough to one hit kill your average citizen. I assume that's what you're looking for. Let's hope Plauge finds employment, otherwise his sandwich making skill might need to be put to the test dumpster diving.
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lovely corte
Persistent Member
Lindsey Looseflaps
HE LOOKED AT ME! HE LOOKED RIGHT AT ME!
Posts: 1,402
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Post by lovely corte on Sept 15, 2012 1:40:16 GMT -8
Oh, that whole 27-28 thing is me fleshing the character out before I make it, then not deleting the numbers I didn't use.
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Post by JW% on Sept 19, 2012 12:44:32 GMT -8
Okay, I figure most of you will see this thread.
Last night I got hit with what appears to be a varient on the FBI Moneypac virus. So my computer is locked down and suspect. I have some ideas for fixing it myself, but may need to take it to a professional. Either way, won't be on in the evenings when I do most of my computer time, at least not until I get the damned thing fixed.
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