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Post by Alastor on May 12, 2012 22:01:12 GMT -8
Modded his bio, since he's an export of the same game Cupid is from and thus magical in nature. I figured the whole magical stone/reincarnation thing would be fall into natural.
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Post by Anya the Purple on May 13, 2012 19:33:59 GMT -8
I was on v2 for a few months but never RPed there.
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Post by Prime Spinosaur on May 14, 2012 7:22:15 GMT -8
Character Name: Inferno Witch (Annabeth Walker) Costume/Appearance: \ (Decided to go with these avatar things...because I am a sheep) She also wears a Bird like mask that changes the perspective of what she looks like to everyone. (-10 to charisma when wearing it) Outside of the costume, she's a young woman, average height with medium-short brown hair, she has a tomboyish look to her, pale skin, and amber eyes. Profile: Annabeth Walker was a brilliant child, far ahead of her years, able to solve complex puzzles and understand human psychology at age 9. Her Mother and Father were school teachers who gave her a good upbringing. However, when she was nine years old, on her way back from school she was kidnapped and taken to a warehouse where she was tortured in various ways for reasons unknown to her, after a week or so of torture there was a great explosion and she found herself in the alleyway of some foreign city. After being found by local authorities, it was found that neither her nor her parents ever existed in any records. Her friends don't remember her, her teachers don't, nobody does, and any proof that she might've existed in their lives at one point has disappeared as well as the appearance of superheroes, and other unnatural things which did not exist before. When shown to know vast knowledge about people that had never met her before, a long with the awakening of her powers, she caught the attention of a number of organizations, some of which did not have good intentions, after being put into an Orphanage, she adopted by Dr. Franz Kurter, who worked for the villainous organization known as NIDHOGG, who's goal was to create a supersoldier army and take over the world with it. Annabeth was the victim to a series of experiments trying to replicate her magical powers, yielding little results. Eventually, The Son of Liberty lead a raid onto the NIDHOGG facility Annabeth was being held in, giving her an opportunity to escape out into the real world, if only for a short while, as it turned out that Dr. Kurter had escaped as well, undetected, and everyone oblivious to his true occupation. He enlisted the help of The Son of Liberty to track her down and bring her back into his custody. Dr. Kurter's experiments continued in his basement until Annabeth was able to catch the Doctor off guard and incinerated his body using Hellfire, and escaping again, this time, as a wanted fugitive. Annabeth was eventually caught, but after the truth of Dr. Kurter's experiments came to light, Annabeth was let off lightly with probation and being declared Emotionally Unstable. In this time, she was adopted by an FBI agent named John Schroeder and went to school, getting excellent marks, before going off to College and studying Psychology, living a somewhat happy life. This, of course, was just a mask, deep underneath the facade, Annabeth had a festering hatred for the people who did experiments on her and anyone who had ever dealt injustice. She took up the name Inferno Witch and started a career as a vigilante, her methods much more brutal and amoral than most heroes, she was considered the Black Sheep amongst them, and rarely associated with her, or when they did, it was usually an attempt to capture her and bring her to justice. After the fall of NIDHOGG by her hands, she was finally brought to justice by the Son of Liberty who defeated her in combat and brought her to Oubliette, where he regularly visited her, still haunted by the guilt of what transpired with Dr. Kurter, believing himself to be the reason she became the way she was. After much good behavior on Annabeth's part, and before his retirement, Son of Liberty was able to have Annabeth released at age 27, convinced that she could use her abilities for the benefit of society. She's since become a probationary member of the Truimphant, acting as a sort of consultant when dealing with the occult. Due to the fact that her identity was no longer a secret, getting a job was nearly impossible, most places turned her down, fearing what could happen to their business if they hired the Inferno Witch, Annabeth was forced to register herself in order to receive financial support, of which she got little of due to her past actions. She's also become interested in theories in alternate universes, believing herself to have possibly come from one. Inferno Witch is well known for her former "pay onto evil with evil" methods, with such examples as stringing mangled corpses of rapists on street lamps, shirtless with phrases like "I am a Rapist pig" carved into them, and while she's mostly left those days behind, people still feel on edge about having her out of prison. Powersource: The source of Annabeth's powers is unknown, even to herself. Perhaps one of her parents was a demon, or some other entity of immense power masquerading as a mortal. Fighting: 20 Agility: 15 Strength: 10 Endurance: 30 Reason: 35 Intuition: 45 Psyche: 51 Resources: 9 Charisma: 25 (15 when wearing her mask.) Max Health: 55 (Health goes gradually down as she uses Hellfire) Starting Karma: 131 Talents/Skills: Photographic Memory, Hypnotism (Self hypnotism as well), Experienced combatant, Understanding of non-super advanced machinery. Powers/Equipment: Annabeth has a wealth of magical talent as well as the ability to use Hellfire, fire usually used by demonic entities, far more lethal than any normal fire. However, each time she uses Hellfire, she's using her own soul to fuel it as well as her stamina, even though souls regenerate over quick periods of time (depending on if they're experiencing anything during the healing time), if she were ever to overuse it, it would kill her.
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Post by JW% on May 14, 2012 19:27:40 GMT -8
I appreciate the extensive biography efforts. Would you be so kind as to expand on the Schroeder Kurter NIDHOGG plot, if it becomes a good addition to the storyline?
I'm going to have to say that somehow that didn't work out, as the Triumphant roster at that time I'm drawing from previous RPs, and would honestly like to distance myself form them being directly active with the current player characters. I could see her getting a release(for good behavior and the Son of Liberty being convinced she could and would be able to turn her abilities to productive citizenship), but not a full membership to the Triumphant. She may have a honorary or probationary membership, and would be able to contact them if needs arose(one of them might even be keeping an eye on her so she doesn't backslide).
Arguably she could be not getting full support because she's not utilizing the system properly. Having a criminal record would hurt her ability to do this.
Also please note that your karma score will be adjusted by your actions. Breaking promises, lying, stealing, hurting others, torturing, mutilating, killing, all will give you bad karma. You're supposed to be a hero after all. And this goes for Creeper as well as Inferno Witch and everyone else.
Also, you might want to boost her Charisma a little, though not necessarily. If we were going with the true Classic Marvel rules, you'd have that correct(and it would be listed as "Popularity" rather than Charisma) but this is a somewhat modified system, and Charisma would reflect how well Inferno Witch can call attention to herself and direct others actions through force of personality. Making herself feared counts as directing others actions. Of course since Charisma includes physical appearance, and her mask seems to operate on a magical principle of making other people not notice her appearance, its enchantment may actively dampen her charisma score in order to keep her semi-secret identity.
Oh, and can I get some numbers on how potent the Hellfire is? How much damage it deals to her target, how much damage it deals to her... what's the maximum amount of damage she can cause without straining herself and pushing her limits(paying Karma to go beyond her written power rating), and how much would that hurt her as well? I'd like a definition of "over use". I could make some easy assumptions on this, as I did with Creepers armor and a few other powers, but I'm not sure I feel secure in my assumption(as it allows Annabeth to accidentally kill herself in two turns of combat).
For reference, the average campfire does 10 points of damage every turn. More powerful fires burn hotter, so something like a burning building can be dealing 50 points of damage every turn(this includes smoke inhalation and stuff collapsing on you as well).
A turn is a single panel in a comic book, the time it takes for your hero to perform one action, or about five seconds depending on the drama of the scene.
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Post by Prime Spinosaur on May 14, 2012 19:46:41 GMT -8
Will do those edits.
I figured after being captured her identity would become public knowledge, thus, it becomes very hard for her to hold or even get a job.
And thank you for the information on fires. Hellfire, I'd say is something like 40 damage per turn in average (campfire) amounts. And it IMMEDIATELY starts straining her, I'd say that it deals 5 damage to her plus temporarily dampening her Endurance by 5 points for each use. As for overuse, creating a column of fire and sending it at an enemy is the same effect of pouring a glass of water, it's going to take more out, but by simple calculations using it six times in one battle would probably kill her or knock her out, depending on what happens when Endurance runs out. Using Hellfire a lot in any given situation might put her out of commission for a week or so, depending on how fast she can get her soul to regenerate, moments of high emotion REALLY heal/add onto a soul fast.
And what do you think would be an appropriate charisma score? I was thinking around 25 (15 when her mask is on).
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Post by JW% on May 14, 2012 21:13:15 GMT -8
It probably would hinder her ability to get a normal job. Getting the financial aid for being superpowered however probably wouldn't be hindered, so long as she can show that she's not still performing criminal actions.
Alright, let's see if I can explain the rules for damage...
Hitpoints soak up the normal damage you take from something like a punch. Hitpoints represent your characters will and ability to keep fighting. When hitpoints reach 0 your character is knocked out, no longer a part of the fight. At this point if they continue to take damage, say because they're bleeding to death or the attacker is now tearing apart a helpless limp body, then Endurance levels are subtracted from.
If Endurance alone drops to 0 your character is put to sleep/into a coma. There are certain things that drain Endurance without draining hitpoints(illnesses for example) and your character, while weakened by these things, can still take the same physical pounding they could while not weakened(IE your Hitpoints haven't changed even if your Endurance has dropped).
Now comes the tricky part... Endurance also controls the rate at which Hitpoints recover. So if your poisoned or sick(or overused a magic spell that drains your Endurance), AND you're hurt, your wounds won't heal as quickly as if you hadn't taxed yourself. Hitpoints regenerate at the Endurance Rank every hour of un-interupted rest, and I really haven't mentioned ranks or columns for this game because it's not all that useful, but 30 points of Endurance is considered "Remarkable" or the sixth rank, so that means you'd heal 6 Hitpoints every hour of rest.
Endurance AND Hitpoints both have to drop to 0 before your character is dead.
I may have messed that up some. The rulebook is at ClassicMarvelForever.com or Technohol.com or probably elsewhere, though it doesn't matter that much.
Anyway, the 5 hitpoint cost for throwing 40 points of damage is a pretty light trade off. The 5 Endurance points however is going to give her a much better reason to ration her abilities. An upper end of 240 points, placing her in a coma(and inflicting some reasonably serious self injury of 30 hitpoints, more than your average citizen can survive) probably for weeks, is easily enough to level skyscrapers.
For reference, while you're characters will certainly be facing equal, or greater, superpowered threats, the average thug you'll be dealing with probably won't have 40 hitpoints to spare. They'll probably be somewhere between 24 and 40 hitpoints each.
Now... as for Charisma... it depends on how you want to play the character actually. The Charisma of 5 might be just fine. The character of BlackWall probably doesn't have much more than a Charisma of 6 or 10. She blends into the background, her physical appearance and beauty is almost nondescript, nobody takes her seriously, she can't really rally allies to her cause, and her lack of self confidence shows to the point where others wouldn't have confidence in her. She even needs to utilize circumstantial bonuses in order to make people fear her(you haven't seen all her powers yet, she can trigger the circumstantial bonuses easily enough).
Conversely, Cupid has a 25 as her normal heroform Charisma. She's outgoing, peppy even, her appearance is somewhat outlandish and attention getting, she's charming and friendly, and shows a strong sense of confidence(if she actually feels that confidence is another matter). That's Actress level charisma there(maybe not award winning movie actress, but certainly stage or commercial appearances). She managed to charm BlackWalls troubles out without really even trying, when BlackWall didn't really want to talk.
The Creeper has a charisma of 20. He's intimidating, and his actions are clearly confident(if not mentally stable). You notice how easily he drew Bright Knight with him(And yes, the big overly muscled guy is The Tick... It was intended as a cameo, not for Creeper to paint mashed potatoes on his face).
And then there's Aeon Phoenix with a Charisma of 45. That's a super human ability to make other people bend to his will. The only reason he isn't being flocked by adoring women(and men) at the dance club is because he's keeping them away and trying to remain unnoticed. He's probably not really unnoticed, they're just picking up the vibe that he wants to be left alone at the moment.
So, it all depends on how you want to play the character. A 5 is fine, it's just also the lower than your average "faceless" citizen would have. It's just a question of, and I hope you'll forgive the metaphor, if you want to play as a Fluttershy or Rainbow Dash.
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Post by Alastor on May 14, 2012 21:43:10 GMT -8
\ And then there's Aeon Phoenix with a Charisma of 45. That's a super human ability to make other people bend to his will. The only reason he isn't being flocked by adoring women(and men) at the dance club is because he's keeping them away and trying to remain unnoticed. He's probably not really unnoticed, they're just picking up the vibe that he wants to be left alone at the moment. oh sweet jesus that's way too high. Altering his stats a bit then.
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Post by JW% on May 14, 2012 22:08:00 GMT -8
I'll leave that for you to decide really, since the stats are meant to match your playstyle. If you want a huge character who hits hard but slow, high strength and low agility. If you want to play a living legend who gathers people to his cause of righteousness, put your charisma up high.
The stats weren't intended to be the end all of the character, they were intended to show you put some thought into how you wanted your character to play as the RP progressed.
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Post by Prime Spinosaur on May 15, 2012 4:24:49 GMT -8
Thanks. I'm probably gonna keep it at 25, just because of the fact that Annabeth can be very manipulative and charming when she wants to, as well as the fact that she was a psychology major at one point and was pretty far into her studies. The problem is more likely her reputation.
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Post by JW% on May 23, 2012 17:41:32 GMT -8
DreamStar
Powersource: Self induced mental augmentation mutations
Fighting: 20 Agility: 20 Strength: 20 Endurance: 20 Reason: 20 Intuition: 30 Psyche: 40 Resources: 20 Charisma: 20 Max Health: 80 Starting Karma: 90 Talents: Computer user, Detective, Law Enforcement, Brain chemistry, womens self defense(+1cs to fighting when a male attempts to grapple)
Powers/Equipment: 30: Psionic ability -As a stunt she can perform Telekinetic attacks of up to Strength 30 lifting ability or 20 damage(the impact spreads over the target so is less damaging). -As a stunt she can perform Mind Control attacks of up to 20 psyche on up to five targets in one turn. Commands must be simple (IE: "Sleep" "Look" "Feel Pain" "Berserk" etc.)
20: Weather control(by telekinetically manipulating her environment in a holistic manner) -As a stunt may generate battering winds with a strength of 20 -As a stunt may freeze moisture in the air creating a one area sphere of freezing rain -As a stunt may generate a static electrical bolt, deals 10 damage, stuns for 20 endurance, may overload electrical systems.
10: Flight(either self levitation or through her elemental control of winds)
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DarkSon
Powersource: Ancient Curse of Immortality (he swears he's not a vampire if you bring it up)
Fighting: 30 Agility: 20 Strength: 40 Endurance: 20 Reason: 20 Intuition: 20 Psyche: 30 Resources: 20 Charisma: 20 Max Health: 110 Starting Karma: 70 Talents: Detective, Law Enforcement, Vocal projection, Intimidation, Occult and magic skills(may cast spells at psyche rank), Air combat(Fighting and Agility boosted while flying)
Powers/Equipment: 30: Life/light drain As a stunt may boost his endurance and strength(and hitpoints as a result) one column shift for every 30 points of hitpoints drained from his target. This requires physical contact with the victim(though it can be done through clothing and armor the range isn't much further than his arms length), and can be added to the damage caused by a melee attack. As a stunt this drain can be delivered as a direct shock to the targets Endurance rank without draining hitpoints but potentially putting them to sleep. Again, requires physical contact. As a stunt may drain the light from the area around him, granting excellent stealth to himself and any within touching distance of him. Anyone not under his protection but within melee range when he creates this draining field suffers 6 hitpoints damage per turn. This dispersed drain does not boost his abilities, but still counts as "feeding" him(see below).
20: Immortality As a stunt his body takes less physical damage. As a stunt he does not require food, water, sleep nor air(though will partake of these things primarily because without them he can only recover hitpoints and endurance ranks via his drain attacks) As a stunt(assuming he is "fed") he has rapid healing and will recover hitpoints at the standard rate even while not in a resting state. If he has "over fed" with his drain attacks, this "heals" him back to his listed stats.
10: Flight As a stunt he can lift himself with flight, and make it appear as though he's walking on a wall or other surface that should not hold him.
He is known to frequenly have a single use teleportation spell prepared as well(as per the rules of "bought" equipment/powers such as grenades or single use spells, he has not used it frequently enough to make it part of his standard powerset)
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((Will edit in more.))
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Post by Prime Spinosaur on May 24, 2012 21:53:27 GMT -8
Creeper quickly wrapped an arm around the girl, coming down to her level. "Dicks, my friend." "Dicks and vaginas, everywhere." He said, a hand wavering into the air above her, gesturing to the world, "And they're ours for the taking, if we can but... reach out, and get them, like delicate little flowers, drifting idly on the wind." He said, making a pinching motion in the airs. Totally tempted to make a meme off of that...
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Post by Anya the Purple on May 24, 2012 22:01:49 GMT -8
DO IT.
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Post by Alastor on May 24, 2012 23:37:23 GMT -8
Sorry about not posting, guys. I've been incredibly lacking in monolouge of varying degrees of hotblood.
Also other games.
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Post by Penny Royals on Jun 1, 2012 22:16:45 GMT -8
Character Name: S.C/Fiyero 'Hunk' Quince Costume/Appearance:Hero.Civilian.Profile: Fiyero grew up as a rather normal young guy, kind but very, very stupid at times, and very handsome. He was a gentleman to all around him. He grew up with three sisters and two brothers, living in a big house- but still, his family was rather wealthy. At the age of 18, he graduated highschool and headed for college... Little did he know that in Triumph City, one doesn't tip strange homeless ladies. They may just curse you with powers and a horrible appearance by night... Powersource: Magic Powered/Normal Fighting: 5/5 Agility: 5/5 Strength: 5/6 Endurance: 50/10 Reason: 30/10 Intuition: 15/5 Psyche: 30/10 Resources: 4/4 Charisma: 2/40 Max Health: 65/26 Starting Karma: 75/39 Talents/Skills: Fiyero's learned some qualities in his lifetime- he can cook (not exactly well, but he can cook), he can dance, and he knows some swordfighting, though not much. Powers/Equipment: His power is being unable to be truly hurt during the nighttime as S.C. He pretty much just has to pick up his arm that was severed, stuff the stuffing back in and sow it back on.
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Post by JW% on Jun 2, 2012 0:06:42 GMT -8
I'm going to assume the first number is "night form" and the second is "day form". Though you really should only have one Karma pool(take the higher one), since while you may get dumber, your good deeds aren't erased and you can tap the "luck" you've built up heroing even when not in costume.
Okay, rule wise, how do you want to work the "unable to be truly hurt" thing? Because, despite the fact that he seems to be otherwise a reasonably low powered character, I want to know just what flavor of invincible you want to be.
One possible way is that he has an insanely high regeneration rate. That would explain his picking himself back up again and putting himself back together. However, he's still "hurt" with this option, and hitpoints hitting zero means he's still out.
Another possible way is the Invunerable power. He can take so much damage per turn, and while it may throw him around and even break limbs, it hasn't actually "hurt" him, or generated any lasting damage. This sort of "body armor" however has a cap, and once that's passed he takes damage as a normal person. Typically this works best when you just pick one specific thing to be invunerable to(physical attacks), and everything else(say... fire) hurts him normally.
Another possible way is "Immortality" which is basically the ability to heal back even after being reduced to zero hitpoints. It in itself offers no bonus to healing(you can either list these as separate powers, or as "stunts" where you have additional facets to one power), which means you take a really long time to recover from something fatal and it's no use in a fight.
Or you could use a combination of the three.
The hero of the Triumphant, Cesspit, works this sort of power as invunerablity. You can shoot holes in his zombie hide, and so long as you don't destroy a sizable chunk of his body all at once, he'll just pick himself up and keep coming at you. I suspect that the player who designed this wanted him to be more regeneration based however.
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Post by Penny Royals on Jun 2, 2012 12:16:08 GMT -8
Invulnerable is more like what I was thinking, yes. c: It sounds more like Scarecrow, so let's go with tha.
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Post by JW% on Jun 2, 2012 19:50:51 GMT -8
Actually, invulnerable usually means that, while you can get knocked around(you still need to make strength checks to brace yourself, or buy another power that says you can brace yourself), somehow your body is tough enough that nothing breaks. But as far as the game rules go, being shot and the bullet bounces off your superhumanly tough flesh, or the bullet flies through your straw stuffed shirt and out the other side without harm, it's really the same either way.
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Post by Prime Spinosaur on Jun 2, 2012 20:16:35 GMT -8
Are we allowed to make super villains?
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Post by JW% on Jun 3, 2012 18:40:14 GMT -8
. . . yes. . .
The character generation rules are pretty much the same. This system is based on the Marvel comics, and their characters tend to shift from hero to villain and back again as the story goes on. The only major issue is that there is different rules for karma when you're a villain(and the original system had a "negative popularity" measure, but since I've done away with the Popularity and Beauty stats replacing them with Charisma that doesn't matter).
For example, a hero loses karma if by their actions(or inaction) causes a person(ANY person) to die. Heroes also lose karma for failing to honor commitments, showing up late for appointments or breaking their word.
Villains on the other hand have different rules. They gain karma for committing acts of villainy... but it has to be creative villainy. Just murder... no reward. Locking somebody in a death trap that is potentially escapeable and gloating about it to their face, possibly even providing them hints to how to escape, then leaving them to find the way out, that nets you karma. Being defeated, being tricked into helping a hero, those deduct your "villain karma"(and set you on the road towards either becoming a hero, or retiring in disgrace).
However... for this particular game, I'm going to say that while you can CREATE your villains, I'm not going to let you PLAY them. I'm open to getting suggestions on how to include them in the story, evil plots they can hatch to confront our heroes and such, but I would like the players to keep together and interact with each other as much as possible. With one of the group playing as a villain, the interaction would be combative if at all, and quite frankly I don't expect true villains to be reoccurring characters for this.
. . . If there's enough interest, we could try doing a villains version of the RP.
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Post by JW% on Jun 3, 2012 18:44:00 GMT -8
Oh yeah, this is my City of Heroes character for "DarkSon" in case you're wondering what I mean by a red "robe/coat". Attachments:
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Post by Penny Royals on Jun 3, 2012 19:38:19 GMT -8
UWETSI!!! NOW I KNOW WHO DARKSON IS.
I mean, I know who BlackWall's roommate is, but I wasn't sure who everybody else was.
Also COUNT ME IN FOR A VILLAIN TC.
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Post by Prime Spinosaur on Jun 4, 2012 3:26:32 GMT -8
Character Name: The Nightmare Costume/Appearance: His appearance varies from host to host, however, he can twist his host's shape into a monstrous form, a black skinned humanoid standing twelve feet tall, with long horns and wings. Profile: The Nightmare is a creature of pure evil, from the very depths of Hell itself, it came to our world during the Dark Ages and caused chaos wherever it went, before it was finally imprisoned inside of a ring.
Over the centuries, the ring has traveled from host to host, and eventually found itself in Triumph City. Disgusted by the heroes, he vowed to corrupt them, and turn their precious city into his new kingdom. Powersource: The Nightmare is a Demon Fighting: +20 Agility: +10 Strength: +30 Endurance: +30 Reason: +20 Intuition: +30 Psyche: 60 Resources: Varies Charisma: 20 Max Health: +120 Starting Karma: Unknown Talents/Skills: Unknown, usually takes the host's talents and skills. Powers/Equipment: The Nightmare is a demon that is trapped inside of a golden ring, anyone within ten feet of it, must make a save against The Nightmare psyche which takes a -20 when not having skin contact with the ring. If they fail, they have to pick up the ring, of which then the Nightmare will compel him or her to put the ring on, of which then the wielder will become possessed by The Nightmare.
The Nightmare can use Hellfire, and other demonic magics and powers at his disposal.
Even when not in skin contact, the Nightmare can send, well, nightmares to anyone within a five mile radius of the ring.
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Post by Alastor on Jun 12, 2012 17:56:56 GMT -8
As of now, I'm officially dropping out of the game. ...For the time being, at least. Mostly focusing on other games and what not.
Sorry guys.
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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 Jun 12, 2012 21:29:01 GMT -8
Character Name: Elliot 'Legions' Costiro.
Costume/Appearance: Tattooed, head-to-toe, in Celtic biblical tattoos, sketches and funny drawings, him and Creeper share a past etched into their skins.
Profile: Born in Australia, he migrated over to America at a young age. Almost instantly, Elliot changed.
At the age of fifteen, he committed his first act of murder. Combined with psychotic bouts of rage, and his ability to spawn a series of four, sentient tendrils from his spinal cord, he murdered his neighbors and the police squad which attempted to take him out.
Only another super-hero(s) could take him down.
At this point, he was transported to the same facility as Creeper, whom, although not a super-hero, was never able to be seperated from his suit, and hence force placed into the Maximum Security Systems, and declared Hyper-Lethal.
For a time, when he was twenty, he was experimented on by the United States Army. He murdered twenty people before finally being taken down.
However, this proved the first of their many faults. Along side Creeper, they used their abilities to escape prison, a combination of sickening tactics and brutal murders.
Upon escaping, the two went their ways. Legion donned the name Legion, due to the fact he shared the shell with the tendrils, whom each represented a bodily emotion. Humor, perverse and sick, his dominate side, Anger, unbridled and untameable, Sadness, empathetic and dreary, and Jealousy, forever paranoid and selfish.
Powersource: The tendrils, whom are attuned to his central nervous system.
Fighting: 25, tendrils. 20, by himself. Agility: 15, tendrils. 10, by himself. Strength: 45, tendrils. 20, by himself. Endurance: 45, tendrils. 25, by himself. Reason: 20, tendrils. 40-45-ish, by himself. Can't escape prison without it, y'know. Intuition: 5, tendrils. 10, by himself. Psyche: 40, tendrils. 15, by himself. Resources: 0. He's got squat. Charisma: 5. Max Health: 130, tendrils. 75, by himself. Starting Karma: 65, tendrils. 65-70, by himself. Talents/Skills: Tendrils. Essentially, they consume him. They harden his skin, cloud his mind, fuel him with emotions, and make him a killing machine. At this point, it is extremely hard for him to break free, but he's learning. Light burns the tendrils, and he can be calmed by a friendly voice, or someone with a more threatening presence then himself. A friendly voice mainly being Creeper's. Powers/Equipment: Tendrils.
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Post by JW% on Jun 13, 2012 0:16:23 GMT -8
Okay, as I said before, the villains probably won't be included any time soon, if at all. But they are giving me some interesting ideas for rivals for the heroes who could crop up... Also, for those who aren't City of Heroes players, here's an example or two of the "big ones" Creeper just walked in on. Yes, that includes the strange skin lesions and the hand(and feet) becoming a hoof.
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Post by JW% on Jul 14, 2012 16:30:40 GMT -8
Okay folks, let's have a little talk here...
Yes, it's over corte's character of the Creeper, though it applies to all of you who care.
I think I mentioned earlier, IE in the first post, the idea of "Karma points". I don't recall if I ever fully explained them, and I probably better.
Karma, in the original Marvel Super Heroes Role Playing Game worked sorta like Experience Points. You were rewarded for being heroic with good Karma, and between sessions you would spend that Karma to upgrade your character. Give them new stunts with their powers, pay for new skills or increases in their FASERIP statistics, that sort of thing. It was all at an exponential cost, so buying Good class(10) Strength was expensive, but Excellent class(20) was twice as expensive, and Remarkable class(30) was twice Excellent class.
Karma also had a second use in game. It was a buffer you got to avoid "bad rolls". The game was played with dice, and a chart, and even someone with Amazing agility could mess up if they rolled badly. Spider-Man every so often misses a swing line shot. Karma could be spent to alter dice rolls in the direction you wanted them(making your hero more 'lucky' and never failing at what they tried for as long as it was within their abilities, or making the villains 'unlucky'.) Given the value of karma(as mentioned above, this is how you expand the limits of your abilities), this tended to be rationed for the times that success was most needed.
Karma, like the more traditional experience points, is awarded for successes. Be these in character success(Captain America saves the day!) or dramatic success for the writer(Hulk makes you sympathize with his plight). Or in this case, the roleplayers success at roleplaying. Generally speaking, the more difficult the issue overcome, the larger the rewards, but quite often building many small rewards was just as effective as getting the big pay off.
For example, I intend to provide 10 karma for every hostage rescued, 25 karma for each mutate defeated, and 50 for the Rector being defeated. Or alternately 50 points to Cupid for bringing Starscream to justice. And it was offered up for debate to give Bright Knight an additional bonus for letting me turn her against her allies.
Another little facet of this is that officially recognized teams, like the X-men, would pool their karma. The whole team's fate might hinge on the action of a single teammember, and as such, even if that teammate had no karma left to spend, the rest could donate theirs. The "worthless" Kitty Pryde could suddenly save the day with a new power, because Nightcrawler, Storm, and Collosus had built up enough for her to afford her new "phase wave" offensive power. This is mostly neither here nor there however.
However, Karma is also used to maintain the "flavor" of the game. In the case of Marvel Super Heroes, that means upholding truth, justice, kindness, compassion, etc etc. Which meant that any time a player started making their characters outside of this theme they would be penalized. Captain America would lose karma for stealing. Thor would lose karma for lying. Spider-Man would lose karma for not being a hero(and regain it when he decided to stop whining and put the mask back on and save the day). Iceman would lose karma for hurting Beast(even if Beast is being mind controlled at the time). These penalities were all variable just like the rewards. Except for one.
Killing.
Any deaths that occurred either through the direct action or inaction of the hero would remove ALL their karma. They'd have to start fresh, building their karma back again. Uncle Ben's death stripped Spider-Man of all his "luck" and for the next several comics he actually was beaten pretty badly in each battle, saving the day, but limping back home to be picked on by the bullies at school and knowing that the enemies he faced were still out there(since his lack of skill often let them escape, early on at least).
More importantly, the game designers declared that "If heroes like the Punisher and Wolverine want to go around actually killing the bad guys, then those heroes had better prepare themselves to not have the karma safety net. Punisher wears body armor because it's the only thing that'll save him. Mocking Bird doesn't need body armor, because she can spend her karma to avoid harm."
Now, let's remember that we're playing a variation of the game. We don't use dice rolls(something is either within your ability, or it isn't), so dice rolls can't be altered(instead your ability is temporarily altered). We don't advance our characters by spending karma 'between sessions'(increasing that particular ability starts a slow build up of it). So I'm open to some tweaking or debate on the penalties.
Perhaps you don't want to play the squeaky clean heroic world where everything can be solved with either quick thinking or non-fatal violence and kid friendly action sequences. Maybe you're looking for something a little darker than that(I don't mean your characters being dark, I mean the world itself being made darker so your characters darkness doesn't stand out as much). As such, to uphold the "flavor" of the setting, the penalties and rewards would be altered accordingly.
Or perhaps you can make the argument that the mutates are not human, and therefore can be slaughtered wholesale(like the android foot soldiers in Ninja Turtles). Your character certainly doesn't know how to cure them(though with Creepers very high Reason score, if he got ahold of the process used to change them, he could probably work out a cure eventually, and he's far from the only character who could) or even if there is a cure possible.
So, anyone want to give their opinions on this? Creeper tried multiple times to fatally slay 'TVhead', and on that last turn he succeeded. Not only that, but Inferno Witch giving him the gun means that some of blame for the death may be on her head as well, and Bright Knight probably could have acted to save 'TVhead'(and probably should have, given that she's currently being mind controlled to do just that). Him getting lucky with stabbing his rebar/pipe(there was some confusion) through the guys face in the heat of combat could have been written off as "We didn't know he was that blood thirsty, we're shocked that he'd do something like that!" but this was a concerted team effort not just to defeat or punish the evil doer, but to actively slay them.
I also want to get this cleared up by the way, in case the Rector also dies by Hellfire. And the Sectoid(yes, the bad guys from X-Com) may be planning to suicide if he can't escape.
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Post by Penny Royals on Jul 14, 2012 18:11:56 GMT -8
For the TL:DRers-
Karma: Do good things, good things happen for you, you get points you can use later in things like fights to boost your chances of winning.
Setting: Dark or light?
My saying fits yours perfectly Per: WHY NOT BOTH?
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Post by JW% on Jul 14, 2012 23:16:36 GMT -8
Not quite how I'd sum it up in TL:DR.
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Post by Penny Royals on Jul 15, 2012 9:45:26 GMT -8
I know, but at least it's a bit of a gist... without making ANOTHER walltext. xD
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Post by JW% on Jul 15, 2012 15:25:38 GMT -8
Karma = XP+Mana
Punish heroes who kill?
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