Saviors of a Broken World

Lighthearter

President of the United States
Joined
Apr 29, 2010
Messages
3,357
Location
The West Wing
For whatever reason, you have chosen this life. It hasn't always suited you, but it's helped you fulfill some inner need. Why did you become a hero, I wonder? To wander the roofs and streets in your fancy outfit, fighting criminals?

Come now, tell me everything.


__

This is Saviors of a Broken World, the Superhero AC. As you work your way through character creation, keep your bio in mind - it would be extremely unwise to have no backstory or reason for becoming a Superhero in this game.

Fill out this character sheet by following the below guidelines:

Level: 1
Name:
Attributes:
STR:
CON:
DEX:
INT:
WIS:
CHA:
Hit Points:
Speed:
Background:
Origin:
Powers:
Gadgets:
Exosuit Gadgets:
Code:
Base:
Vehicles:
Inventory:
Funds:

__
Attributes:

Attributes are your core abilities. They define your skills and weaknesses - prove who you are.

All skills start at 5/10. You have 15 points. Use them wisely.


Strength - Physical power. Affects melee combat. Every point enables you to carry one more item(gadget/weapon).
Constitution - Physical hardiness. Every point adds 2 hit points.
Dexterity - Flexibility. Affects ranged weapons. Every point adds 1 to Speed Rating.
Intelligence - Brainpower. Affects work with computers, as well as simple knowledge.
Wisdom - Common sense. Affects inference and rolls to resist mental attacks.
Charisma - Sheer good looks. Affects rolls to intimidate, seduce or befriend others.

Once you've assigned your six stats, deduce your Speed and Hit Points. Each starts with 5.

Done? Good. Now we move deeper. Select a Background from below:


Billionare - +$10,000, Mansion
Reporter - +$2000, starts with Media Access - knows media backstories and information
Soldier - +$1500, starts with Arsenal Access - may purchase Firearms
Inventor - +$4000, +1 Gadget
Politician - +$5500, starts with Official Channels - knows dark political secrets
Full-time Hero - +$500, +1 Power

Now, select an Origin.

Natural -

You have no extraordinary, superhuman abilities. You've trained relentlessly, and continue to do so, in order to maintain your strengths - but they come with weaknesses.

Supernatural -

Your powers are mystical to regular humans. How you got them varies - are you an alien child from another world? Were you caught in a horrible lab accident? No one knows save you - but no one can deny the results.


Powers:

Done? Good. Your Origin gives you three Powers that are unique to it. You also recieve one power that may only be used for an "omni" Power. You may exchange a unique Power for an Omni one if you so desire.

Natural Powers:

Spoiler :
Physical Peak: +2 Strength - SYNERGY BONUS(WITH MARTIAL ARTS MASTER): +3 Strength
Mental Peak: +2 Intelligence - SYNERGY BONUS(WITH EIDETIC MEMORY): +3 Intelligence
Master Acrobat: +2 Dexterity
Eidetic Memory: Total recall of everything seen and heard. SYNERGY BONUS(WITH MENTAL PEAK): +1 Wisdom
Gadgets: +3 Gadgets. Consult Gadgets table.
Iron Will: +3 to resist Sleep, Mental Takeover, Seduction and Demoralizing attacks
Martial Arts Master: All Unarmed Combat techniques available from the start, +2 on combat rolls - SYNERGY BONUS(WITH PHYSICAL PEAK): +3 on Combat rolls when unarmed
Exosuit Armor: +3 Exosuit Gadgets. Consult Exosuit Gadgets table.


Supernatural Powers:
Spoiler :
Super Strength: +3 Strength
Super Speed: +3 Dexterity, +4 Speed
Flight: Ability to fly
Heat Vision: Ability to project rays of heat from your eyes
Invulnerability: +30HP
Psychic: Ability to use Psychic Abilities.
Psionics: Ability to use Psionic Abilities


Omni Powers:
Spoiler :
Computer Specialist: +5 Intelligence(when working with computers)
Firearms Specialist: Ability to use firearms
Charming Charisma: +3 Charisma
Genius: +1 Intelligence
Martial Arts: Pick any one Special Combo Move.
Intense Training: Add one point to any of your Attributes.
Unbreakable: +2 Constitution
Loner: +2 to all Stealth rolls
Insightful: +2 Wisdom


If you chose Gadgets or Exosuit Gadgets, consult the following tables.

Gadgets:
Spoiler :
Grapnel Gun: Can be fired up to 200 feet, then wound in. Can support 600lbs. May hook onto enemies as a quick action - pulling consumes rest of turn. SYNERGY BONUS(WITH GLIDE CAPE) - May grapple in-flight and propel yourself past target further into the air
Glide Cape: Cape allows you to glide through the air, then returns to normal upon landing. Lose 10 feet of altitude every round. SYNERGY BONUS(WITH GRAPNEL GUN) - May grapple in-flight and propel yourself past target further into the air
Explosive Gel: May be sprayed on any surface, then detonated by remote. May be fired in a weak form as a quick action and detonated the same turn or any after.
Gun Jammer: May permanently disable two enemy firearms per encounter. One use is a full-round action.
Line Launcher: Allows you to travel between two points of equal elevation rapidly. Can support 600lbs.
Smoke Bomb: Creates 10 foot wide, 8 foot tall smoke cloud where thrown. Shrinks in half after one round, dissapears after that.
Stun Bomb: Stuns everyone in a 5-foot radius. May be supercharged to lethal levels.
Boomerang: Metal object that can hit enemies, press buttons and cut ropes, among other things. Returns to thrower after fired. May be fired as a quick action, but will not return. 3 per purchase.
Bullet Shield: Protects from all frontal attacks. May be used as a weapon. Does not protect rear or sides. Requires two-round recharge after one round.
Scanner Headset: X-ray, Thermal and Night Vision sensor tied into computer network. May tag enemies and analyze data. SYNERGY BONUS - EXOSUIT BIOANALYZER(MAY BIOANALYZE AT RANGE)


Exosuit Gadgets:
Spoiler :
Stun Pulse: Knocks enemies unconscious - energy weapon. May be supercharged to lethal levels.
Power Assist: +3 Strength when in Exosuit
Flight: Ability for Exosuit to fly
Bioanalyzer: Exosuit can analyze your bloodstream if you are wearing the suit. SYNERGY BONUS - SCANNER HEADSET(MAY SCAN AT RANGE)
Remote Control: Exosuit may be controlled by remote from your Base
Stealth System: Suit may dissapear from radar and other sensors at will
Smokescreen: May produce smoke cloud 10 feet wide, 8 feet tall. Shrinks in half after one round, dissapears after that.


Here is the list of Weapons, for those who have been eagerly awaiting:

Weapons:
Spoiler :
Escrima Sticks: Two short sticks wielded in tandem. May be thrown. $100
Battle Gauntlets: Elbow-length gauntlets with brass knuckles. $125
Bo Staff: Single long staff of metal or wood. $150
Nunchuks: Pair of sticks held together by chain. $170
Dagger: Short blade. May be thrown. $100
Sword: Long blade. $200
Stun Stick: Electrified stick used to stun opponents. $300
Sniper Rifle: Long range, high damage, but nearly useless in close quarters. $2000
Pistol: Short range, low damage, but very useful in close-in fights. $700
Shotgun: Short range, high damage - used to blow doors open and damage armored enemies in close fights. $1200
Assault Rifle: Medium range, medium damage - used to keep enemies suppressed and engage them before they can close. $1400
Machinegun: Medium range, low damage - used to suppress hostiles and fill the air with bullets. $1200
Grenade Launcher: Medium range, high damage - used to take out groups of hostiles. Can be loaded with smoke and stun bombs. $2000
Hand Grenade: Short range, medium damage - used to clear groups of enemies. $450 apiece


Code of Conduct:

Your Code is the Rule that you comport yourself by - always. Breaking your Code triggers very, very bad things - but they give you bonuses in certain areas. Choose one that fits your playstyle and roleplaying best.

Thou Shalt Not Kill: You believe that to kill is to become like your enemies. +2 in nonlethal melee combat. Taking part in a killing triggers Code Failure Condition.
Mandated From On High: You do what you do because your God(s) has(have) commanded you to. +2 to all rolls to resist Sleep, Mental Takeover, Seduction and Demoralizing attacks. Failing such a roll triggers Code Failure Condition.
Invisible Justice: The world may never know you were even involved. +2 to all Stealth rolls, being revealed triggers Code Failure Condition.
Lawful Good: You must uphold the honor and system of society, in all its tenants. +2 Charisma. Breaking a law without indisputable cause triggers Code Failure Condition.
Utter Pragmatist: You do not so much have a pragmatic code as you have NO Code. +2 in armed combat. Allowing a supervillain to escape triggers Code Failure Condition

Base:

Your base is where you retreat to in any given scenario. You store your inventory there and use it as your headquarters in the fight against crime.

None - no base. $0
Basement - little security beyond hope. +1 Security. $100
Abandoned Building - not very secure, but better than your mom's basement. +2 Security. $1000
Secret Room - a hidden wall panel in your house reveals your base of operations. +3 Security. $1500
Old Cave - one of the many caves dotting the Cliffs above the sea. +4 Security. $2500
Mansion - a glorious, ancient building, riddled with secret passageways and rooms that you use to your advantage, as well as a staff that turns eyes away from your antics. +5 Security. $5000
Fortress - an old or new building far from civilization. Hard to reach, but nigh impregnable under attack, and few will look for you there. +6 Security. $7500
Orbital Station - The most awe-inspiring image of your might - a space station dedicated to being your arsenal and headquarters. +7 Security. $10000

Security affects your chance of being discovered, as well as the difficulty any attacker will face in breaching your base.

Vehicles:

Tired of walking or flying around? Invest in a supercar or superplane or superboat today!

Car - A car. Duh. $1500
- Jump Boost - car can jump over gaps up to 120ft(40M). $1000
- Countermeasure System - fire extinguishers, antitheft devices and smokescreens. $700
- Weapons Package - a grenade launcher and a pulse cannon(functions as Exosuit Stun Pulse). $1000
Plane - An aircraft, dedicated to your operations. $3000
- Space Capability - plane may enter space. Don't get out without a spacesuit. $2000
- Weapons Package - missiles and bombs. $1500
- Speed Boost Package - Mach 3 speed enhancement. $1500
- Stealth Package - plane is invisible to radar. $2000
Boat - A seacraft that can carry you anywhere you need to go by water. $2000
- Stealth Package - Boat is invisible to radar and sonar. $2500.
- Submarine Refit - Boat can submerge. $3000
- Weapons Package - Pulse Cannon(functions as Exosuit Stun Pulse) and torpedo launcher. $1500
Motorcycle - an all-terrain alternative to the car. $1500
- Jump Boost - cycle can jump gaps up to 90ft(30M)$1000
- Weapons Package - cycle is equipped with grapple gun and mines(small and standard) $1800
- Transformer Kit - cycle can enter water - transforms into jetski(same stats) $2000
- Deployment Pod - cycle can be launched from a car(or boat, if Transformer Kit has been purchased) $3000

Combat:

Combat functions off of the "Combo System." Attacking takes a Standard Action, moving takes a Move Action, and countering/stunning takes a Quick Action. You can exchange a Standard for a Move or a Quick and a Move for a Quick.

Every successful hit boosts your Combo by 1. A solid hit(rolled more than 5 above target's defense) boosts it by 2. A critical hit boosts by 3. A critical failure results in you losing your combo. It is possible to miss an attack or be hit but maintain your combo.

Counter moves are where you block an incoming attack and turn it around on the attacker. They function just like attacks for combo raising.

Stuns cause an enemy to fall to the ground in a dazed heap without actually dealing a blow. Can be useful under some circumstances.

If you have purchased them(Martial Arts Master or $500 per), after achieving a combo of x5, special moves open up:


Combo Takedown(instantly defeats target/Standard Action)
Combo Throw(picks up target and hurls in direction of your choice/Standard Action)
Combo Disarm and Destroy(seizes target's weapon and dismantles it/Move Action)
Throw Hand Grenade/Stun Bomb/Smoke Bomb(if you possess one, throws one of these bombs at the target of your choice/Move Action)

These moves may only be used at x5, x10, x15, x20 and so forth. They do not stack - use it or lose it.

All weapons except Grenade Launchers and Sniper Rifles may be used in a Combo. All may also be used outside of a Combo if you so desire.


Leveling Up:

As you fight and act, you will earn XP. Once you reach a certain threshold, you level up. Every level up you gain 5HP and $250.

At Level Three, Six, Nine, Twelve, Fifteen, Eighteen and Twenty-One, you gain an additional Gadget, Exosuit Gadget OR Power.

Level One costs 1000XP to level up
Level Two costs 2000XP to level up
Level Three costs 3000XP to level up
Level Four costs 4000XP to level up
Level Five costs 5000XP to level up
And so on.

The slate is wiped after each level.

Next two posts reserved.
 
Level: 4
Name: William Fredrick
Attributes:
  • STR: 4
  • CON: 5
  • DEX: 8
  • INT: 13
  • WIS: 11
  • CHA: 15
Hit Points: 30
Speed: 13
Background: Politician
Origin: Natural
Powers: Mental Peak, Iron Will, Charming Charisma, Insightful, Eidetic Memory
Gadgets: None
Exosuit Gadgets: None
Code: Lawful Good
Base: Mansion
Vehicles: Maria (Car with Weapons, Jump Boost, and Countermeasure System)
Inventory: Bo Staff
Funds: 100
EXP: 1310
Location: Somewhere

Bio: William grew up in Manchester, son of a famous solider. His father always tried to sway him into the army, telling him of war stories of him fighting in Vietnam, but it only helped his hatred of war, and fighting in general. Instead of the life his father wanted, he went into politics, first serving in local offices before being elected to Parliament, supporting the Liberal Democrats. When his father was murdered, he took a special interest in keeping the crime levels down, and increasing spending for the police department.
 
Level: 1
Name: Sergeant Russia
Attributes:
  • STR: 10 (7+3)
  • CON: 10
  • DEX: 10
  • INT: 6
  • WIS: 5
  • CHA: 10 (7+3)
Hit Points: 20
Speed: 10
Background: Soldier
Origin: Natural
Powers: Physical Peak, Iron Will, Charming Charisma, Martial Arts Master
Gadgets: None
Exosuit Gadgets: None
Code: Mandated From On High
Base: Basement
Vehicles: None
Inventory: Pistol, AK-74 (4), Chinese Commando uniform
Funds: $700


Does a dagger count as unarmed combat? If so, I want one of those too.
 
Level: 4
XP: 660
Name: Fear (Frederick Gerani)
Attributes:

STR: 13 (16 when in Exosuit)
CON: 7
DEX: 6
INT: 9
WIS: 9
CHA: 9

Hit Points: 34
Speed: 11
Background: Billionare
Origin: Natural

Powers:
Gadgets
Exosuit
Martial Arts Master
Charming Charisma
Physical Peak

Gadgets:
Grapnel Gun
Glide Cape
Scanner Headset
Boomerang
Line Launcher

Exosuit Gadgets:
Power Assist
Bioanalyzer
Stealth System

Code: Thou Shall Not Kill
Base: Mansion Gerani
Tenants: Anna Fyre (Nuke), Jasper Gates (Arya), Son Goku (bestRFC), Marcus (SamSniped), Vya Fedha (Lubber)

Vehicles:
Plane (Space Capacity, Speed Boost, Stealth, Weapons)
Motorbike

Inventory: 1 Smoke Bomb
Funds: £50

Backstory: Frederick didn't grow up in your typical German Household. Hans Gerani was an up and coming billionaire, specializing in medical research. He was doing so well that when the government saw the potential of his work, and offered Subsidies to help him set up one of Europes largest Facilities for Medical research and production. Hans was enthusiastic, and the work went ahead as planned. The Opening ceremony, didn't. The whole facility was engulfed in flames and explosions, the latest in a series of Terrorist strikes by the group known as 'the Black Candle'. Hans was killed, and his entire fortune went to his 16 year old son, Frederick. Frederick became increasingly reclusive following his fathers death, and soon disapeared into his mansion. Unknown to the outside world, he was secretly attempting to track down the black candle, which had dropped off the radar not long after the attack on the Gerani Facility. Training in various Martial Arts, and engineering a suit with which to fight the Candle suddenly led Frederick to a realization. He could be a masked figure taking vengance, or he could follow the more general role of a helper and protector of the people in general. Somebody who struck fear into the lowest of criminals. Somebody the underworld would fear forever. And so was born 'Fear'.

DT
Fear Me :evil:
 
Level: 4 (310 SP)
Name:August Salazar
Attributes:


STR: 13 (+3)
CON: 10
DEX: 13 (+3)
INT: 5
WIS: 5
CHA: 5

Hit Points: 70
Speed: 22

Background: Full Time Hero
Origin: Super Natural
Powers: Super Strength, Super Speed, Invulnerability, Psionics, Firearms Specialist, Psychic

Code: Utter Pragmatist

Base: Basement
Vehicles: XX
Inventory: 2x Shotguns. Pistol
Funds: $3150
 
I was looking at the gadgets list. Gee, those look familiar. :mischief:

Anyway, working on a character, keep posted.
 
Level: 4
XP: 870 (6870/10000)
Name: Vya Fedha (The Silver Maiden)
Attributes:
STR: 5 (+5 FROM POWERS) = 10
CON: 5
DEX: 10
INT: 7 (+3 FROM POWERS) = 10
WIS: 8 (+2 FROM POWERS) = 10
CHA: 10
Hit Points: 25
Speed: 15
Background: Billionaire
Origin: Natural
Powers: Physical Peak, Mental Peak, Insightful, Martial Arts Master, Exosuit
Gadgets: None
Exosuit Gadgets: Flight, Stealth System, Smokescreen
Code: Mandated From on High
Base: Gerani's Mansion (formerly Fedha Manor)
Vehicles: Boat with Stealth, Submarine
Inventory: Sword, Dagger, Nunchuks, Bo Staff, Battle Gauntlets, Escruma Sticks, Stun Stick
Funds: 4505
Backstory: He locked on to his target quickly. She looked very fragile; soft, young, innocent. Her hair was an astonishingly bright silver color, uncharacteristic for her young age. The way she moved suggested that she was very vulnerable. The Hunter knew that this would be all too easy. He started to run towards the woman.
She clicked her tongue, then she suddenly became very tense. She made that odd clicking noise a few more times, then looked in his direction. Her eyes were a chilling icy blue. The Hunter froze: how could she have seen him? After all, her back was to him this entire time. The Hunter gasped as he turned back to her and noticed that her eyes were very sunken, devoid of life. She was blind, most likely from birth. Was this clicking a form of echolocation, perhaps? The Hunter had heard of a few people that had learned how to echolocate, but he was not nearly prepared to fight someone who had such an ability.
She clicked again and started to run towards him. From the sack slung over her shoulder, she pulled escruma sticks, and began running furiously towards her unknown attacker.
The Hunter, with a look of mad fury in his eyes, looked toward her and frantically drew a small pistol from his belt. She must have sensed this, for the woman started running in an unpredictable pattern so that it was nearly impossible for the man to hit his target. She clicked furiously as she approached him and quickly knocked him unconscious with masterful combat moves. She threw his pistol far away from him while he was struggling to get to his feet. "I am Vya Fedha, the Maiden of Silver. You have made quite the error pursuing me." She turned, held her sword close to him, and clicked only once before she finished the man.
 
Level: 1
Name: Katrina "Kat" Stevens / Domino
Attributes:
STR: 8
CON: 5
DEX: 8
INT: 10 (9+1)
WIS: 9
CHA: 9 (6+3)
Hit Points: 28
Speed: 8
Background: Reporter
Origin: Supernatural
Powers: Invulnerability, Psionics, Genius, Charming Charisma
Gadgets: XX
Exosuit Gadgets: XX
Code: Thou Shalt Not Kill
Base: Secret Room
Vehicles: None
Inventory: Bo Staff (Functions as a cane).
Funds: 350
Katrina Stevens was utterly normal as far as young girls go until she was run over by a drunk driver when she was 14. The accident crushed her spinal cord, and doctors told her she would never walk again. However, a medical scientist working on behalf of an up and coming pharmaceutical company came up to her and asked her to be a guinea pig for an experimental drug, F-4, designed to rejuvenate damaged nerve cells. She agreed, and after a year-long test period, she was up and about like the accident never happened. Sadly, the pharmaceutical company went bankrupt soon afterwards, and the F-4 drug never reached the market.

It was probably for the best, as Kat soon discovered. Along with repairing her spinal cord, the drug also increased the complexity of the nerves in her body, heightening her intelligence and speeding her healing to superhuman levels. Considering what it could have done to her, Kat considered herself lucky. Keeping her heightened abilities a secret, she took a job with the American Herald and stayed out of the public eye.

One night working late, two men broke into the offices with malicious intent. She yelled at them to leave, and to her utter surprise, they left without a word. She soon realized that the drug had given her nifty psychic powers as well, and she was itching to try them out some more. Since she wasn't exactly super-villain material, so she decided to try helping people out. After a few trips between thrift stores, she adopted the persona Domino and set out to be a super-hero. She's had a blast doing it, and her pieces on Domino for the Herald haven't hurt her income either.
 
Level: 2
Name: Ruthven Lindman
EXP: 1030
Attributes:
STR: 10
CON: 10
DEX: 10
INT: 5 (+2)
WIS: 5 (+2)
CHA: 5 (+2)
Hit Points: 20
Speed: 10
Background: Inventor
Origin: Natural
Powers: Exosuit Armor, Gadgets, Mental Peak, Insightful
Gadgets: Gun Jammer, Grapnel Gun, Bullet Shield, Scanner Headset
Exosuit Gadgets: Stun Pulse, Stealth System, Power Assist
Code: Lawful Good
Base: Old Cave
Vehicles:
Inventory: Sword
Funds: $1600
Story: He has no backstory. He has no motive. He came from nowhere. Yet there he is. And soon the criminal classes will know it.
 
You can put more than 5 Skill Points in a category (meaning you can't go over 10 without Powers).

Also. Health is Conx2, meaning with 15 (which is impossible), you would've had 30 Health.
 
EDIT: Not relevant.

-Nukeknockout
 
I'm the only one who is superhuman. :p
 
Level: 1
Name: [REDACTED]
Attributes:
STR: 8
CON: 7
DEX: 13 (10+3)
INT: 7
WIS: 10 (8+2)
CHA: 5
Hit Points: 14
Speed: 17
Background: Soldier
Origin: Supernatural
Powers: Super Speed; ; Insightful; Firearms Specialist
Gadgets: N/A
Exosuit Gadgets: N/A
Code: Invisible Justice
Base: Basement None
Vehicles: N/A
Inventory: Stun Stick; Dagger; Pistol
Funds: $300 $400
Backstory: Subject name and rank: Lieutenant [REDACTED]. Age: [REDACTED]. Test Subject 0017 in Project [REDACTED]. Status: AWOL. On October 14, [REDACTED], the subject [REDACTED] from [REDACTED], resulting in the loss of 13 lives and [REDACTED] worth of equipment. [REDACTED]. Subject is considered to be ARMED and HIGHLY DANGEROUS.
 
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