Metropolis (A SonAC)

Sonereal

♫We got the guillotine♫
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Mar 31, 2008
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http://spiraltowercfc.chatango.com/

Metropolis

Metropolis is your standard super New York City expy. You can find anything here from high rises to cast down slums. All players start here. Players can be galiant heroes to terrible villains and anything in-between.

Joining
Give me a character name and describe your character. You start with 10 SP which you can put into any of the below powers. First tier of a power costs 1, second tier costs 2, and so on. All players start with a Warehouse. If two, three, or more players decide to join forces, then they can share a single Warehouse and have money put into a bank account meaning working together=benefits.

When describing your character and picking powers, note, you have a bit of leeway in terms of how the power works. Say you pick Electrical Blast. You can pick if that's a mutant power, a power you shoot out from your powered armor, magic, whatever.

To pick a Command Class costs 10 SP and you can only have one Command Class.

Everyone starts with 10 HP. Putting SP directly into health boosts health. There are several powers below that boost health as well.

Bases and Rooms

Spoiler :
Warehouse ($10,000): Ah. Abandoned warehouses. What super villain or super hero organization hasn't started off in a warehouse? Big, roomy, but not very secure all things considered. +40 Security
Mansion ($45,000): Mansions are comfortable. Decent security for those who aren't making a massive public nuisance of themselves. Mansions come with a staff. +50 Security
Skyscraper ($80,000): How did we go from a mansion to a skyscraper? We just did. Whether your skyscraper is an apartment building, office building, or whatever is up to you. For the most part, this files under "hiding in plain sight". People work or live here. +60 Security
Hotel ($100,000): +70 Security. Hotels are very busy places and therefore easy to hide what you're up to.
Fortress ($115,000): Fortresses are for the slightly-paranoid or those with big ideas. Hard to break into, hard to break out of. +80 Security
Orbital Station ($140,000): Something about being on earth made you uncomfortable. Breaking into or out of an OS is much harder though. Much harder. +90 Security
Moon Base ($175,000): They'll never find you on the dark side of the moon unless they truly want you dead. +100 Security


Security Room ($2,500): The security room of a base is what keeps track of all things happening within a base and coordinates base response. Weapons are also stored here if you don't want your minions walking around with their weapons out (drawing suspicion). If the SR is infiltrated, things get hectic. +5 Security.
Cell Block: ($2,500): The Cell Block is where you keep your prisoners. Whether they're evil super villains, heroic heroes, or kidnapped folk is another thing altogether. Comes with five holding cells.
-Holding Cell ($500): Holds one prisoner.
-Negation Cubicle ($3000): Holds one prisoner. Negates powers of person inside.
-Brainwasher ($5000): Can be used to brainwash someone, putting all their memories and knowledge on a computer for easy access.
Barracks ($1,500): Comes with ten bunk beds.
-Bunk Bed ($50): Allows two more henchmen to bunk.
Freezer ($3,000): Comes with six freezer racks that can hold 10 corpses each.
-Freezer Rack ($500): Can hold 10 corpses each.
Infirmary ($3,000): Where your henchmen go to heal wounds in-between missions.
Inner Sanctum ($2,500): Where YOU reside...
Laboratory ($4,000): Perform experiments on people or cure people.
Stronghold ($4,000): Where all your money is stored.





Command Class

Spoiler :
Private Military Contractor
Soldiers are very decent troops but require to be bunked in a barracks.

Spoiler :
Soldiers ($50 each): Come armed with submachine guns.
Medic ($75 each): This medic can heal your other soldiers and thugs. Armed with an SMG.
Special Ops ($100 each): This soldier is armed with a specialized silenced assault rifle. Stealthy and comes with the ability to throw a couple of web grenades.
Commando ($200 each): An elite soldier armed with a light machine gun (which s/he wields easily).
***
Equip Mercenary
Soldier ($25): Better Armor
Medic ($25): Better Armor
Speical Ops ($50): Night Vision and flash bangs
Commandos ($100): Masterkey attachment

Tactical Upgrade
Soldiers ($50): Assault Rifle
Medics ($50): Stimulants and frag grenades
Special Ops ($100): Sniper Scope. Tear Gas.
Commando ($200): M30 Grenade Launcher, Flamethrower Attachment, LRM Rocket Launcher


Necromancer
You're a dark wizard, you are. Raise the dead and modify it to build a legion of the undead! You capture the souls of those you or your minions kill. Zombies do not require a barracks.

Spoiler :
Resurrection: Raise a recently-deceased corpse back to life. Zombies are weak, shambling creations that can take heavy damage. Can also spread disease.

Grave Knight: Ten zombies fuse to form a Grave Knight, a powerful armored undead with a powerful sword.
Lich: 90 Zombies or 9 Grave Knights or some combination form to create the immensely powerful Lich. A Lich have the powers of dark blasts and torrent.
***
Enchant Undead
Zombie (5 souls): Grants vomit ability, which is a highly toxic ranged move.
Grave Knight (15 souls): Increases armor, grants a double-edged broad sword, and the ability to cast Gloom.
Lich: (45 Souls): Increases the power of the Lich, grants Life-Drain and Abyss abilities.

Dark Empowerment
Zombie (10 Souls): Siphons life from kills, regenerating wounds. Turns into a Ghoul.
Grave Knight (30 Souls): Greatly increases armor. Grants te ability to Siphon Life, which can regenerate wounds and armor.
Lich (90 souls): Increases dark power and aura.


Kage
Stealth kills increases your Reputation. Competing a mission in which your involvement is a mystery greatly increases your reputation. Kills that don't even look like murder do the same. The same applies to your underlings. Ninjas require barracks.

Use have the once-per-mission ability of a smoke bomb.

Spoiler :
Genin (5 Reputation): Genin are stealthy to a degree and are trained martial artists.
Jounin (10 Repuation): These are your masters of disguise. So good, they can conceal their sword which they are very adapt with. They also carry caltrops around just in case.
Oni (20 Repuation): Oni run in contrast to your usual weapons. For one, they're not very stealthy. The wield burning swords and can throw balls of fire. An Oni is excellent with the blade.
***
Train Ninjas
Genin (5 Reputation each): Your Genin become even more adapt fighters and gain shurkens.
Jounin (10 Reputation each): Jounin gain the ability to placate suspicion, increased martial arts skill, and poison darts. Gain a second sword and a wrist crossbow.
Oni (20 Reputation each): Is engulfed in flame and gains the ability to emit a ring of flame and breathe fire.

Kuji in Zen
Genin (10 Reputation each): The Genin becomes a masterful martial artists and gains the ability to throw explosive shruikens.
Jounin (20 Reputation each): Increases combat power and gains blinding powder, which is capable of putting the target to sleep or immobilizing it.
Oni (40 Reputation): The Oni becomes a roaring whirlwind of death, gaining the ability to char a target and create great firestorms.


Inventor
Maybe you're in power armor yourself. Maybe not. Either way, you can create powerful machines of war. Do you control bipedal machines ? Describe your tools of war! Do not require barracks.

Spoiler :
Battle Drone ($200): Fires lasers.
Protector Bot ($200): Fires lasers. Emits force field to protect surrounding allies.
Assault Bot ($400): A killing machine. Armed with a Plasma Cannon.
***
Equip
Battle Drone ($100): Laser upgraded to Heavy Laser.
Protector Bot ($200): Laser upgraded to Heavy Laser. Gains repair ability.
Assault Bot ($400): Gains Flamethrower and Dual Plasma Cannons.

Upgrade
Battle Drone ($200): Heavy Laser upgraded to Auto Lascannon.
Protector Bot ($400): Can fire Photon Grenades and create Seeker Drones.
Assault Bot ($800): Can fire a swarm of missiles and fire missiles.


Boss
Your minions call you boss. You're the kind of guy who can, you know, get things done. Sure, your guys aren't as strong as others. But they come in numbers and are best at extortion and other criminal activity. Thugs DO NOT require a barracks as they can just grab some room in the local city or something if that's possible. However, away thugs can't protect your base...

Gains the once-per-mission ability of Gang War: Which causes a bunch of Punks and Arsonists to attack what you're attacking for a while.

Spoiler :
Punks ($25): Armed with pistols. These guys can rough up civvies and intimidate easily.
Arsonist ($35): Armed with a pistol and the ability to throw Molotov cocktails.
Enforcer ($50): Armed with a Uzi. Better at intimidation.
Bruiser ($100): Big guy. Brawler. Resistant.

***
Equip
Punks ($10): Punks can dual-wield pistols.
Arsonists ($20): Arsonists are flame-resistant and can spit fire.
Enforcer ($25): SMG is replaced by dual-Uzis. Adds bulletproof vest.
Bruiser ($50): Increases resistance and fighting ability.

Upgrade
Punks ($20): Punks become trained with their weapons and with criminal life.
Arsonists ($40): Can throw Fire Bombs.
Enforcers ($50): Become the best of the trade when it comes to extortion and crime.
Bruiser ($100): Becomes super powerfully strong.

Demonic Wizard
Like Necromancers, you gain souls when you kill. Instead of raising the dead, though, you use souls in the name of possessing others. Possessed mortals are hard to notice when only possessed by Demonlings. Possessed mortals do not actually require a barracks to bunk in since they're possessed and all. The Daemon Prince REQUIRES an Inner Sanctum however and Ember Demons and Hellfire Gargoyles, being stone, will just decorate your manor wink wink.

Gains the one-per-mission ability of Hell on Earth, which amplifies your demons' abilities for a period of time.

Spoiler :
Fire Demonling Possession (1 Soul): Possessed mortal gains ability to shoot small flares. Can survive fires. Emits heat aura.
Cold Demonling Possession (1 Soul): Gains ability to throw ice shards. Temperature around possessed is colder.
Hellfire Demonling Possession (5 Souls): Possessed gains corruption ability, which causes target mental damage over time.

Ember Demon (10 Souls): Possessed's skin becomes stone and the demon grants the ability to throw large balls of fire.
Hellfire Gargoyle (20 Souls): Possessed becomes stone and grows wings, gaining the ability of flight. Able to use corruption ability.

Daemon Prince (40 Souls): Possessed by a Prince, the possessed causes ice to form each step they take. Very powerful.
***
Enchant

Fire Demonling (1 soul): Grants Fire Blast ability
Cold Demongling (1 soul): Grants Ice Blast ability
Hellfire Demonling (5 soul): Grants Hellfire ability

Ember Demon (10 Souls): Grants Fire Breathe and Self-Mending Ability.
Hellfire Gargoyle (20 Souls): Grants Hellfire Breathe and Aura.

Daemon Prince (40 Souls): Grants Ice Sword ability and Encase ability

Abyssal Empowerment

Fire Demonling (2 soul): Grants fire breathe
Cold Demonling (2 souls): Grants ice breathe
Hellfire Demonling (10 souls): Grants Hellfire breathe

Ember Demon (20 souls): Grants fireball, Abyssal Reconstruction
Hellfire Gargoyle (40 souls): Grants Hellfire Burst

Daemon Prince (80 souls): Grants Frozen Hellfire Aura.



Powers

Spoiler :
Archery (I-IX): You are proficient with a bow.
Spoiler :
I: Snap Shot: A shot that can be fired using a quick move. Inaccurate at longer ranges.
II: Aimed Shot: Standard Move that prevents a Move or Quick Action. Highly accurate to longer ranges.
III: Fistful of Arrows: Standard Move. Fire a handful of arrows at once. Like a long-range shotgun.
IV: Blazing Arrow: Standard Move. Fire a flaming arrow.
V: Aim: Passive. Increases your accuracy.
VI: Explosive Arrow: Standard Move. Fire a grenade-tipped arrow.
VII: Ranged Shot: A very long range shot. Standard Move that prevents moves of quick actions.
VII: Stunning Shot: Fires a blunted, weighted arrow. Inaccurate at long range.
IX: Rain of Arrows: Standard Move. Fires several Fistful of Arrows into the air. Works like artillery.


Assault Rifle (I-IX): You are proficient with your specialized assault rifle.
Spoiler :
I: Burst: Quick Action. Can accurately fire a burst from assault rifles.
II: Slug: Standard Move. Fires a slug. Excellent stopping power.
III: Buckshot: Fires buckshot. Excellent at close range.
IV: M30 Grenade Launcher: Can fire grenades.
V: Beanbag: Can fire beanbags.
VI: Sniper Rifle: Standard Move that prevents moving or Quick Action. Highly accurate to long ranges.
VII: Flamethrower: Your assault rifle now has a flamethrower attachment.
VIII: Ignite: Fires a blog of jellied napalm.
IX: Full Auto. You can now fire at full auto relatively accurately.


Electrical Blast (I-IX): Go figure, you are now your own weapon.
Spoiler :
I: Charged Bolt. Weak move that can be fired using a quick move. Accurate.
II: Lightning Bolt: Fires lightning.
III: Ball Lightning: Fires balled lightning which explodes on contact.
IV: Short Circuit: Unleashes a burst of electrical energy around you. Short-range but powerful.
V: Aim: Passive. Increases your accuracy.
VI: Zapp: Standard move that prevents moving or quick actions. Fires a long-range bolt of concentrated electricity.
VII: Tesla Cage: Can trap a target in a cage of electricity.
VIII: Voltaic Sentinel: Can manifest an electricity field above you which unleashes Lightning Bolts and Ball Lightning at hostiles.
IX: Thunderous Blast: Can fire a very powerful electrical attack.


Energy Blast (I-IX): With this, you can fire powerful blasts of pure energy.
Spoiler :
I: Power Bolt: Quick Move. Weak but with knockback.
II: Energy Blast: Fires a beam of energy.
III: Energy Torrent: Fires a medium-range buckshot of pure energy.
IV: Power Burst: Very short range. Very high-powered.
V: Sniper Burst: Prevents Quick/Moving. Highly accurate long range attack.
VI: Aim: Passive. Increases accuracy.
VII: Power Push: Deals little damage itself but propels a target great distances.
VIII: Explosive Blast: Fire a energy attack which explodes on contact.
IX: Nova: VERY powerful move which sends a massive wall of energy surging around you. Chance of knocking you out when used.


Fire Blast (I-IX): Make fire your plaything.
Spoiler :
I: Flare: Quick Move. Small ball of fire.
II: Fire Blast. Ball of fire.
III: Fire Ball: Like a Fire Blast, but explodes.
IV: Rain of Fire: Causes a torrent of flame to rain down over a target.
V: Fire Breathe: Unlocked Fire Breathing! A quick move.
VI: Aim: Passive. Increases accuracy.
VII: Blaze: Short range, devastating attack.
VIII: Blazing Bolt: Prevents Move/Quick. High-powered sniper bolt of flame.
IX: Inferno: Very powerful move which engulfs the surrounding area in high-temperature flame. Chance of knocking you out when used.


Ice Blast (I-IX): Time to kick some ice!
Spoiler :
I: Ice Bolt: Quick move. Fires daggers of ice.
II: Ice Blast: Fires...large daggers of ice.
III: Frost Breathe: Quick move.
IV: Aim: Passive. Increases accuracy.
V: Freeze Ray: Fires a beam that freezes target that'll thaw out in a few combat turns.
VI: Ice Storm: Like Ice Blast, only its raining on top your enemies!
VII: Bitter Ice Blast: Fires swords of ice.
VIII: Bitter Freeze Ray: Like the Freeze Ray, only that targets that thaw out will be highly disoriented.
IX: Blizzard: Cause a massive blizzard. Chance of knocking you out.


Psychic Blast (I-IX): For one, very powerful against beings with minds. Hopefully, you won't encounter government robots or zombies or something. This set is actually sorta stealthy.
Spoiler :
I: Psionic Dart: Quick Move. Minor damage but disrupts enemy concentration.
II: Mental Blast: Highly disrupts enemy concentration and causes decent damage.
III: Telekinetic Blast: Think Force Push.
IV: Psychic Focus. Passive. Increases power of psychic moves.
V: Will Domination: Highly powerful move which can render target unconscious.
VI: Psionic Lance: Disables move/quick action. Fires a concentrated bolt of psychic hurt.
VII: Psionic Tornado: Unleashes a torrent of uncontrolled psychic power in a target area.
VIII: Scramble Thoughts: Painfully scrambles synapses of target.
IX: Psychic Wail: Besides the standard possibility of knocking you out if used, causes hell on the minds of everybody around you.


Radiation Blast (I-IX): Radiation moves are piercing attacks, ignoring a lot of kinds of mental and physical defenses.
Spoiler :
I: Neutrino Blast: Quick move. Minor damage. Weakens target to all kinds of moves slightly.
II: X-Ray Beam: Deals moderate energy damage. Is very accurate.
III: Irradiate: Emit very lethal amounts of radiation around you.
IV: Electron Haze: Short-range blast of free electrons.
V: Proton Volley: An artillery move. Volley of alpha particles.
VI: Aim: Passive. Increases accuracy.
VII: Cosmic Burst: Short-range blast of cosmic particles.
VIII: Neutron Bomb: Lob an explosive sphere of deadly radiation.
IX: Atomic Blast: Causes a miniature atomic explosion. Will knock you out when used.


Sonic Attack (I-IX): Sound can be powerful for disorienting and solid attacks.
Spoiler :
I: Shriek: Quick Move. Slight damage. Lowers damage resistance.
II: Scream: Serious damage. Lowers defenses of target.
III: Howl: Short-range powerful attack.
IV: Shockwave: Moderate-range cone of solid sound.
V: Shout: Tremendous sonic attack.
VI: Amplify: Increases power. Passive.
VII: Siren's Song: Puts surrounding foes to sleep if weak-willed.
VIII: Screech: Hypersonic attack.
IX: Dreadful Wail: Hyperpowerful attack that will knock you out when used.


Devices (I-IX): You come armed with a variety of gadgets. Who do you think you are? Batman?
Spoiler :
I: Web Grenade: Toss/fire/whatever a grenade which unleashes a very strong, weblike substance.
II: Caltrops: You carry these little things around with you, which will make pursuing enemies hate you.
III: Taser: Short-range move that works...like a taser.
IV: Targeting Drone: You carry a laptop around that allows you to control a small targeting drone that flies around and helps your allies target.
V: Smoke Grenades
VI: Cloaking Device: You now have a cloaking device!
VII: Trip Mine: And now you have trip mines. Like caltrops but noisy.
VIII: Time Bomb: Plant a bomb which blows up after a while. Very powerful.
IX: Gun Drone: Your laptop/wrist computer/whatever now controls a gun drone which you can have fly around and shoot at people you don't like.


Energy Manipulation (I-IX): Where as blast allows you to use powerful, offensive attacks, manipulation grants you the ability to manipulate energy to do things more subtle than high-energy blasts through walls.
Spoiler :
I: Power Thrust: Weak touch but can throw a target back with said touch.
II: Energy Punch/Kick
III: Build-Up: Can use a quick/move/standard to charge up for an energy manipulation attack.
IV: Bone Smasher: Like Power Thrust but deals a lot of damage at the touch instead of making the target fly back.
V: Conserve Power: Can save quick/moves/standards.
VI: Stun: Little damage, but stuns the target.
VII: Power Boost: Passive. Increases secondary effects of your EnManip powers.
VIII: Boost Range: Can save quick/moves/standards to give you a speed boost when using an Energy Manipulation attack (increasing the range of the move).
IX: Total Focus: Slow, devastating melee attack.


Electricity Manipulation (I-IX): Manipulate electricity like your Tesla.
Spoiler :
I: Electric Fence: A weaker version of a Tesla Cage.
II: Charged Brawl: Charge a punch or kick with electricity.
III: Lightning Field: You're surrounded by a field of electricity which dishes out punishment to enemies. Passive. Can be turned on/off.
IV: Havoc Punch/Kick: Charged Brawl's hellish older brother.
V: Build-Up: Can use a quick/move/standard to charge up for an Electricity Manipulation attack.
VI: Lightning Clap: Clap your hands if you believe in the power of Tesla!
VII: Thunder Strike: Punch/Kick your target with this move and see what happens.
VIII: Power Sink: Leech energy from surrounding enemies to put toward an electrical move.
IX: Shocking Grasp: Reach out and touch someone.


Fire Manipulation (I-VIII): Manipulate fire...you silly firebender you.
Spoiler :
I: Ring of Fire: And she fell fell fe-err. Traps your target in a ring of fire.
II: Fire Weapon: Create a melee weapon of pure flame.
III: Combustion: Violently and rapidly raise temperature around you.
IV: Build-Up: Can use a quick/move/standard to charge up for a Fire Manipulation move.
V: Blazing Aura: Surround yourself with an aura of flame.
VI: Consume: Engulfs target in a CONTROLLABLE flame.
VII: Burn: Whereas blazing aura wouldn't set things you didn't want on fire on fire, burn will. It burns hotter and leaves a trial of fire everywhere you walk.
VIII: Hot Feet: Heat the ground around you.


Ice Manipulation (I-IX): You're a ice cold dude. And I'm bad at puns.
Spoiler :
I: Chilblain: Like the freeze ray, only you freeze your target's legs.
II: Frozen Fists: Encase your fists with ice.
III: Ice Melee: Create a melee weapon of ice.
IV: Chilling Embrace: Violently and rapidly lower temperature around you.
V: Build-Up: Can use a quick/move/standard to charge up for a Ice Manipulation move.
VI: Ice Patch: Covers ground around you with ice. You can walk on ice just fine.
VII: Shiver: Blast forth a cone of freezing wind.
VIII: Freezing Touch: You know how Sub-Zero has that move that lets him touch someone and they're encased in a block of ice? Well, here you go.
IX: Frozen Aura: Your aura is so powerful that the longer someone is around you, the greater the chances they freeze.


Mental Manipulation (I-IX): For the telepaths out there.
Spoiler :
I: Subdual: Immobilize a weak-minded target.
II: Mind Probe: You can read minds. You can also overwhelm a mind close to you.
III: Telekinetic Thrust: Think Telekinetic Blast, but weaker.
IV: Psychic Scream: A mean-spirited attack that blasts the minds of targets in front of you.
V: Concentration: Like build-up.
VI: Drain Psyche: Drains focus of nearby enemies.
VII: World of Confusion: The target and people around the target become highly confused.
VIII: Scare: Scare the living crap out of a target.
IX: Psychic Shockwave: Like World of Confusion, but only targets enemies around you.


Earth Control (I-IX): Bend!
Spoiler :
I: Stone Prison: The ground rises up to entrap your enemy in a dome of stone and earth.
II: Fossilize: Form a stone prison that slowly crushes your enemy.
III: Stone Cages: Trap a large group of foes in a Stone Prison.
IV: Quicksand: Turn earth into quicksand.
V: Salt Crystals: Entrap enemies in individual pillars of salt.
VI: Stalagmites: Causes pointy rocks to shoot up from the ground.
VII: Earthquake: Cause a localized earthquake.
VIII: Volcanic Gasses: A thermal vent opens at the targeted location, unleashing noxious gas.
IX: Animate Stone: Turn stone and earth into a golem of immense power.


Fire Control (I-IX): ...bend?
Spoiler :
I: Ring of Fire: Trap your target in a ring of flame
II: Char: Char a target with smoldering soot and ash.
III: Fire Cages: Trap a large group of foes in a Rings of Fire.
IV: Smoke: Blind nearby targets with a smokescreen.
V: Hot Feet: Heat the ground around you.
VI: Flashfire: Target something and watch as a fire quickly springs forth.
VII: Cinders: Cinders will float and twirl around you, doing damage to nearby enemies.
VIII: Bonfire: Cause a huge fire.
IX: Fire Imps: Summon several fiery monsters to assist.


Gravity Control (I-IX): Pull a Salazar and create a singularity.
Spoiler :
I: Crush: Brings flying foes crashing to the ground and crush a ground target.
II: Lift: Cancel gravity around a target.
III: Gravity Distortion: Cause the gravity around a target to become distorted.
IV: Propel: Bend gravity to send an object careening to another target.
V: Crushing Field: Area of Effect version of Crush.
VI: Dimension Shift: Targets phase out of the dimension for a period of time.
VII: Gravity Distortion Field: Causes a large area of gravity to become distorted.
VIII: Wormhole: Opne a wormhole between two points. The entrance sucks in objects around it and spews them out the exit.
IX: Singularity: Create a singularity.


Ice Control (I-IX):
Spoiler :
I: Chillblain: Encase target's legs in ice.
II: Block of Ice: Encase an entire target in an ice block.
III: Frostbite: Immobilize a group of foes in ice traps that deal damage over time.
IV: Arctic Air: When activated, the air around you is a freezing fog.
V: Shiver: Blast forth a cone of freezing wind.
VI: Ice Slick: Create a large patch of ice on targeted ground.
VII: Flash Freeze: Freeze the ground, cause targets on top of the frozen ground to be flash frozen and killed.
VIII: Glacier: Freeze a large area.
IX: Jack Frost: Summon an entity of frozen ice.


Illusion Control (I-IX)
Spoiler :
I: Spectral Wounds: Causes target to think they've suffered serious wounds.
II: Blind: Painfully blind a target
III: Deceive: Cause target to believe allies are not who they appear to be.
IV: Flash: Generate a powerful blast of light which temporary blinds surrounding enemies.
V: Superior Invisibility: You are invisible.
VI: Phantom Army: Summon phantom copies of yourself that deal spectral wounds.
VII: Spectral Terror: Manifest a terrifying entity in the eyes of a single target.
VIII: Group Invisibility: Make your allies temporary invisible.
IX: Phantasm: Summon a being of pure light that uses Illusion abilities.


Mind Control (I-IX)
Spoiler :
I: Mesmerize: Puts target to sleep.
II: Levitate: Lifts target into air. Can violently slam them back to earth.
III: Dominate: Take control of a single foe.
IV: Confuse: Causes target to attack allies.
V: Mass Hypnosis: Puts large group of targets to sleep.
VI: Telekinesis: Controlled telekinesis.
VII: Total Domination: Take control of a target and surrounding people.
VIII: Terrify: Causes enemies around target enemy to become terrified of the unknown.
IX: Mass Confusion: Causes a large group to attack everything.


Plant Control (I-IX)
Spoiler :
I: Entangle: Target's legs are wrapped with thorny vines.
II: Strangler: A powerful vine coils around the target, slowly crushing it.
III: Roots: Area of effect Entantle.
IV: Spore Burst: A spore pod grows at the targeted location, exploding and releasing a cloud of spores which knock out targets.
V: Seeds of Confusion: Throw a handful of spores which release a dust that make a group of targets attack each other.
VI: Spirit Tree: A tree of great regenerative power grows at targeted location.
VII: Vines: Massed Strangler attack.
VIII: Carrion Creepers: Roots+Creeper Vines which slowly poison targets.
IX: Fly Trap: Summons a Fly Trap, which tries to eat your enemies.
 
More Powers

Spoiler :
Cold Domination (I-IX)
Spoiler :
I: Infrigidate: Fires a beam of concentrated coldness.
II: Ice Shield: Creates a shield of pure ice that can be wielded.
III: Snow Storm: Causes a blinding snow storm.
IV: Glacial Shield: A heavier Ice Shield with the power to refract and reflect energy attacks.
V: Frostwork: Encase an ally with a gleam of ice which absorbs attacks.
VI: Arctic Fog: Surround yourself and your allies with a thick arctic fog.
VII: Benumb: Numbs a single target to their very core.
VIII: Sleet Storm: Causes a sleet storm at target.
IX: Heat Loss: Transfer a group of enemies' body heat to allies.

Empathy (I-IX)
Spoiler :
I: Healing Aura: Passive. Allies near you heal slowly.
II: Heal: Heal a single target
III: Absorb Pain: Target an ally. You absorb some of their damage for as long as you have this power active.
IV: Resurrect: Revive a target by giving up some of your health.
V: Clear Mind: Wipe all negative influences from a target's mind.
VI: Fortitude: Increases target's accuracy and power.
VII: Recovery Aura. Passive. Allies around you heal gradually.
VIII: Regeneration Aura. Passive. Allies around you heal greatly for some time. Chance of knocking you out.
IX: Adrenaline Boost: Target is able to absorb high amounts of damage for a period of time.


Force Fields (I-IX)
Spoiler :
I: Personal Force Field: Create a personal force field that can keep out most kinetic and psionic attacks. More powerful attacks will get through but do decreased damage. VERY powerful attacks will break the shield.
II: Deflection Shield: Surrounds a target with a personal deflection shield which can deflect weak strikes.
III: Force Bolt: Weak bolt of energy that does smashing damage.
IV: Insulation Shield: Dramatically protects target from the elements such as extreme heat or cold, negative energy, etc.
V: Detention Field: Surrounds target with a powerful Deflection Shield that prevents their attacks from getting out but also prevents attacks from getting in.
VI: Dispersion Bubble: A large deflection shield.
VII: Repulsion Field: Your PFF can also now reflect attacks back to sender.
VIII: Repulsion Bomb: Rapidly expand a shield around a target to push back surrounding targets.
IX: Force Bubble: Repulsion Field version of Dispersion Bubble.


Kinetics (I-IX)
Spoiler :
I: Transfusion: Target an enemy. Some of their health goes to allies around the target.
II: Siphon Power: Target an enemy. Some of their power goes to allies around the target.
III: Repel: Creates a zone of kinetic energy around you that repels foes. Drains health each time it repels.
IV: Siphon Speed: Target an enemy. Some of their speed goes to allies around the target.
V: Increase Density: Increase an ally's or target's density, freeing them from immobilizing effects such as gravity. Increases melee power.
VI: Speed Boost: Increase your speed or a target's speed.
VII: Inertial Reduction: Decreases your inertial and surrounding allies' inertial, allowing long-range jumping.
VIII: Transference: Transfusion, Siphon Power, and Siphon Speed.
IX: Fulcrum Shift: Transference with area of effect.


Radiation Emission (I-IX)
Spoiler :
I: Radiant Aura: Passive. Allies near you heal slowly.
II: Radiation Infection: Douse a target with lethal amounts of radiation.
III: Accelerated Metabolism: Passive. Double the amount of quick actions.
IV: Enervating Field: Douse target and surrounding targets with lethal amounts of radiation.
V: Mutation: Revive a fallen ally, turning them into a high-powered killing machine for a period of time before they settle down to a greatly weakened state.
VI: Lingering Radiation: You emit an aura of radiation which slowly damages surrounding enemies.
VII: Choking Cloud: Stir up a cloud of radioactive dust around you.
VIII: Fallout: Turn a fallen ally into a neutron bomb.
IX: EM Pulse


Sonic Resonance (I-IX)
Spoiler :
I: Sonic Siphon: Causes a constant vibration in a target.
II: Sonic Barrier: Surround target with a barrier of sound.
III: Sonic Haven: Protects target from mental attacks for a while.
IV: Sonic Cage: Surrounds a target in a solid wall of sound.
V: Disruption Field: Target starts emitting a sonic field, disrupting surrounding targets.
VI: Sonic Dispersion: Creates a large Sonic Haven field.
VII: Sonic Repulsion: Surround a target with a sonic repulsion field. Drains health everytime it repulses.
VIII: Clarity: Clears a mind of any mental attack side effects.
IX: Liquefy: Pound a target with sonic shockwaves.


Storm Summoning (I-IX)
Spoiler :
I: Gale. Tremendous gust of gale.
II: O2 Boost: Surrounds target with rich O2, healing wounds.
III: Snow Storm: Cause a snow storm.
IV: Steamy Mist: Hide your surroundings and yourself with a mist.
V: Freezing Rain: Cause freezing rain.
VI: Whirlwind: Create a whirlwind.
VII: Thunder Clap: Call forth a tremendous clap of thunder which disorients targets around you.
VIII: Tornado: Create a tornado.
IX: Lightning Storm: Massive lightning storm that'll target foes.


Thermal Radiation (I-VI)
Spoiler :
I: Warmth: Warm a target, thawing ice and healing wounds.
II: Fire Shield: Grants yourself or an ally a shield of flame.
III: Plasma Shield: A hardcore version of the Fire Shield.
IV: Power of the Phoenix: Revive the dead, who will rise with a fiery explosion.
V: Forge: Turn target into a killing machine for a short time.
VI: Melt: Melt Armor and cause heat exhaustion.


Time Manipulation (I-VII)
Spoiler :
I: Slow. Slow a target greatly.
II: Temporal Mending: Heal wounds.
III: Times Juncture: Cause surrounding enemies to be Slowed.
IV: Temporal Selection: Greatly increase an ally's power.
V: Distortion Field: Create a localized distortion field where all those who enter it are slowed.
VI: Time Stop. Halves your health. Stop time. +2 Standard Moves, Moves, and +2 Quick Actions.
VII: Farsight: Your accuracy improves greatly.
VIII: Chrono Shift: You can travel between two points...fast.


Trick Arrow (I-IX)
Spoiler :
I: Entangling Arrow: Arrow explodes before impact, capturing the target with a net.
II: Flash Arrow: Arrow with flashbang attached.
III: Glue Arrow: Arrow explodes, covering the target with glue and sticking them to surface.
IV: Ice Arrow: Freezes target in a block of ice.
V: Poison Gas Arrow: Arrow can deliver knockout gas or poison gas. Area of effect.
VI: Acid Arrow: Arrow explodes in a shower of acid on impact.
VII: Disruption Arrow: Sonic Resonator attached to arrow.
VIII: Oil Slick Arrow: Explodes on contact, covering a surface with an oil slick.
IX: EMP Arrow: Unleashes an EMP wave on impact.


Dark Miasma (I-IX)
Spoiler :
I: Twilight Grasp: Drain an enemy of health.
II: Tar Patch: Cover a patch of ground with a coat of negative energy.
III: Darkest Night: Shrouds target's eyes with tunnel vision.
IV: Howling Twilight: Target a foe. The Netherworld takes the target and divides his/her health to fallen allies near the caster. Enemies close to the target are disoriented.
V: Shadow Fall: Engulfs you and your nearby allies in darkness. Useful for moving around in night.
VI: Fearsome Stare: Cause targets who catch your eyes when you use this move to flee.
VII: Petrifying Gaze: Cause a single target to become immobilized with fear.
VIII: Black Hole: Opens up a hole to the Netherworld that phaseshifts nearby enemies.
IX: Dark Servant: Summons a Dark Servant, who has his/her own dark moves.


Traps (I-IX)
Spoiler :
I: Web Grenade: Detonates to cover target in a web.
II: Caltrops: You carry these steel little demons that hate feet. Throw them on the ground to slow a pursuing enemy.
III: Triage Beacon: Place this beacon that emits a powerful healing aura.
IV: Acid Mortar: Place these and they'll fire acid grenades at nearby enemies.
V: Force Field Generator: Place this and it'll emit a dispersion field to protect surrounding allies (or enemies who seize it).
VI: Poison Trap: Place this on the ground or on the wall. When an enemy walls back, it detonates. Unleashing a cloud of noxious poisonous gas.
VII: Seeker Drones: You create two seeker drones that locate a target, fly to it, and detonate it.
VIII: Trip Mine: Place this on the ground. When an enemy walks by, it explodes.
IX: Detonator/Time Bomb: A Time Bomb can be placed and it'll explode after a certain amount of time.

If you have hecnhmen, you can strap a detonator to one of them.



Dark Blast (I-IX)
Spoiler :
I: Dark Blast: Long range blast of dark energy.
II: Gloom: Slowly depletes a target of health.
III: Moonbeam: An extremely long range attack that disables quick/moves that turn.
IV: Dark Pit: Envelops a group of enemies in a pit of darkness.
V: Tenebrous Tentacles: Open a small rift to the Netherworld from which tentacles pull a nearby enemy through.
VI: Night Fall: Cone shape blast of Nether Particles.
VII: Torrent: High-knockback, low-damage torrent of dark energy.
VIII: Life Drain: Drains a target of health.
IX: Blackstar: Devastating blast of negative energy around you.


Dual Pistols (I-IX)
Spoiler :
I: Pistol: Quick Action. Fires pistol.
II: Dual Wield: Activate dual wielding. Disables the above move.
III: Empty Clips: Unload your pistols to keep enemy heads down.
IV: Swap Ammo: You can swap your ammo for Standard, Incendiary, Cyro, or Chemical Bullets.
V: Bullet Rain: Empty Clips times three. Fires into the air and rains bullets on the target.
VI: Suppressive Fire: Like above, but direct shots meant to keep heads down.
VII: Executioner Shot: Close range head shot.
VIII: Piercing Rounds: Armor-piercing bullets.
IX: Hail of Bullets: Suppressive Fire but with AP bullets.


Large Sword (I-V): Wield a large sword of your choice.
Spoiler :
I: Build-Up: Save Standard/Moves/Quicks to build up for a powerful attack.
II: Parry: Deflect an incoming melee attack.
III: Confront: Draw enemies toward you.
IV: Whirling Sword: Spin Attack!
V: Super Parry: Deflect a ranged attack.


Claws (I-IX): Whether gloves or natural is up to you...
Spoiler :
I: Claws: Attacking is a quick action.
II: Spin Attack: Spin Attack!
III: Assassin's Claw: Attack an unexpecting enemy or while steathed to deal tremendous damage.
IV: Build-Up: Save standard/moves/quicks to build up for a powerful attack.
V: Feint: Counterparry. Quick Action.
VI: Placate: Trick a foe into no longer attacking you.
VII: Confront: Draw enemies toward you.
VIII: Focus: Send out a slashing short-range burst of energy.
IX: Shockwave: Longer range version of the move above.


Dark Melee (I-V)
Spoiler :
I: Shadow Punch/Kick
II: Smite: Wrap your punch/kick in negative energy.
III: Shadow Maul: Wrap arms in negative energy. Attacking is a quick move.
IV: Touch of Fear: Touch someone to send them into spiraling fear.
V: Midnight Grasp: Dark tentacles emerge from negative energy surrounding you, capturing enemies.


Dual Blades (I-III)
Spoiler :
I: Nimble Slashes: Quick moves.
II: Typhoon's Edge: Spin Attack!
III: One Thousand Cuts: Rapid firing standard move.


Fire Melee (I-VI)
Spoiler :
I: Scorch: Engulf hands in flame
II: Fire Weapon: Form a fire melee weapon
III: Build-Up: Save a standard/move/quick for a powerful attack.
IV: Incinerate: Sacrifice a move and quick action that turn to incinerate a target.
V: Breath of Fire: Breathe fire. Quick action.
VI: Greater Fire Weapon: Amplify the power of your melee weapon.


Electric Melee (I-IX)
Spoiler :
I: Charged Brawl. Fists engulfed in electricity.
II: Havoc Punch/Kick: Slow, powerful strike.
III: Jacob's Ladder: Quick, powerful snap of electricity close in front of you.
IV: Build-Up: Save a standard/move/quick for a powerful attack.
V: Thunder Strike
VI: Chain Induction: Hits a target. Causes electricity to arc from a target to nearby targets.
VII: Lightning Clap: Clap your hands, electricity hits nearby enemies.
VIII: Lightning Rod: Struck by lightning, travel through that lightning and materialize a short distance away (teleportation).
IX: Assassin's Shock

Katana (I-III)
Spoiler :
I: Wasp Stings: Fast, quick strikes.
II: Build-Up: Save a standard/move/quick for a powerful attack.
III: Divine Avalanche: Parry incoming melee attacks and counterattack.


Martial Arts (I-II)
Spoiler :
I: Quick Actions: All your standard attacks count as quick actions.
II: Focus Chi: Focus your energy toward a single strike.


Spines (I-V): You can grow spines from your body.
Spoiler :
I: Spine Burst: Fire dozens of small spines in all directions
II: Build-Up: Save a standard/move/quick for a powerful attack.
III: Impale: Fire a large spine toward a target.
IV: Quills: Spine Burst but poisoned.
V: Spine Cannon: Fire spines in a cone/shotgun range in front of you.


Dark Armor (I-IX)
Spoiler :
I: Death Shroud: Your aura gradually drains health of enemies in melee range.
II: Dark Embrace: Standard Action that reduces physical damage.
III: Murky Cloud: Absorbs heat or cold from surroundings to keep you comfortable (and by extension, safe).
IV: Obsidian Shield: Creates a shield that gives the user resistant to mental attacks.
V: Dark Regeneration: Absorbs health from nearby enemies to boost your own.
VI: Cloak of Darkness: Surrounds you in a cloak of darkness.
VII: Cloak of Fear: Drapes a cloak of nightmarish illusions on you.
VIII: Oppressive Gloom: Nearby enemies can't use their powers at the cost of your health.
IX: Soul Transfer: Upon death, you can move your soul to another vessel.


Fiery Aura (I-VIII)
Spoiler :
I: Blazing Aura: Engulf yourself in flames.
II: Fire Shield: You have a shield...of fire.
III: Healing Flames: Flames heal you.
IV: Temperature Protection: Protection from powerful fire.
V: Plasma Shield: Shield of plasma.
VI: Burn: Ignite Ground beneath you.
VII: Fiery Embrace: Boosts power of your flame abilities for a short period of time.
VIII: Rise of Phoenix: When killed, you revive...in an fiery explosion.


Ice Armor (I-VII)
Spoiler :
I: Ice Armor: Encase yourself in rock-hard armor.
II: Hoarfrost: Encase yourself in a thick cover of hoarfrost. Slows you down.
III: Chilling Embrace: Drastically lower the temperature around you.
IV: Permafrost: Highly immune to ice attacks.
V: Icicles: Sharp icicles form on your body, making it dangerous to get into melee range of you.
VI: Glacial Armor: Encase yourself in very thick ice with refracting properties.
VII: Hibernate: Encase yourself in a large block of ice. You heal and are very safe but immobilize for a while.


Invulnerability (I-IX)
Spoiler :
I: Boost: +10 HP.
II: Temporary Invulnerability: Temporary doubles HP.
III: Boost: +10 HP.
IV: Resist Elements: Resistant to elemental damage.
V: Unyielding: Temporary triples HP (does not stack with TI)
VI: Resist Energies: Resistant to psychic and negative attacks.
VII: Invincibility: Temporary quadruples HP.
VIII: Tough Hide: +20 HP.
IX: Unstoppable: Temporary quintuples HP.

Stone Armor (I-IX)
Spoiler :
I: Stone Armor: This is Rock Armor (le duh)
II: Stone Skin: +10 HP
III: Earth's Embrace: +10 HP
IV: Mud Pots: Earth around becomes mud.
V: Rooted: Become rooted to the ground and resistant to knockback.
VI: Brimstone Armor: Cracked magma armor.
VII: Crystal Armor: Can refract energy attacks.
VIII: Minerals: Cause several rare rock elements to hover around you, making psychic attacks less likely to succeed.
IX: Granite Armor: Encases you in large, behemoth granite armor. Very slow moving, very powerful.


Willpower (I-IX)
Spoiler :
I: High Pain Tolerance: +10 HP
II: Mind Over Body: +10 HP
III: Fast Healing: Regenerates fast.
IV: Unbreakable Will: Resistant to statues effects.
V: Rise to the Challenge: Gain power as more foes are attacking you.
VI: Quick Recovery: Even faster regeneration.
VII: Heightened Senses: Increases perception of surroundings.
VIII: Resurgence: When killed, you recovery instantly and gain a temporary boost to stats before settling down to a greatly diminished state.
IX: Strength of Will: +20 HP


Shield (I-VI): You have an actual shield!
Spoiler :
I: Shield Defense: Can deflect melee moves
II: Shield Agility: Can deflect ranged attacks
III: True Grit: +10 HP
IV: Against All Odds: Gain power as more foes are attacking you.
V: Shield Charge
VI: One with the Shield: +20 HP


Pain Domination (I-III)
Spoiler :
I: Nullify Pain: Lowers damage suffered by nearby allies.
II: Soothe: Heal
III: Share Pain: Splits damage between the user and the target.


Poison (I-VI)
Spoiler :
I: Envenom: Poisons target
II: Weaker: Weakens target with poison.
III: Neurotoxic Breath: Quick action.
IV: Antidote: Can cure poison.
V: Paralytic Poison: Paralyzes target.
VI: Poison Trap: Place it. When an enemy walk by, it releases poison gas.


Battle Axe
I: Build-Up: Power up for a powerful move.

Stone Melee (I-VIII)
Spoiler :
I: Stone Fists: Encase fists in stone.
II: Stone Mallet: Form stone war hammer.
III: Heavy Stone Mallet: Form heavy stone warhammer.
IV: Build-Up: Build up for a powerful move.
V: Fault: Stomp the ground, crack the earth, send rocks flying up toward your enemies.
VI: Seismic Smash: Smash the ground, creating a powerful localized earthquake.
VII: Hurl Boulder: Throw...boulders.
VIII: Tremor: Create a weaker, but more widespread earthquake.


War Mace
I: Build Up: GUESS WHAT IT DOES

Super Reflexes (I-V)
Spoiler :
I: Focused Fighting: Can dodge in melee better
II: Focused Senses: Can dodge ranged attacks better
III: Agile: Second quick action
IV: Practiced Brawler: Better in melee combat.
V: Dodge: Even better at dodging ranged attacks.


Energy Aura (I-VI)
Spoiler :
I: Kinetic Shield: Deflects melee and normal ranged attacks. Non-physical attacks deal extra damage.
II: Dampening Field: Weakens damage from physical attacks.
III: Power Shield: Can deflect non-physical attacks. Physical attacks deal extra damage.
IV: Entropy Shield: Weakens damage from non-physical attacks.
V: Energy Protection: Naturally resistant to energy attacks.
VI: Energy Cloak: Become partially invisible.


Ninjitsu (I-IX)
Spoiler :
I: Hide
II: Ninja Reflexes: Better melee evasion.
III: Danger Senses: Better ranged attack evasion.
IV: Caltrops
V: Kuji-In Rin: +10 HP
VI: Kuji-In Sha: Increases healing
VII: Smoke Flash: Throw a handy smoke bomb at your feet.
VIII: Blinding Powder: Blinds!
IX: Kuji-In Retsu: Second quick action



Tim
Health: 10
SP: 1
Force Field II, Empathy II, Fire Blast III, Illusion Control I

Stopwatch
Health: 10
SP: 4
Time Manipulation III, Electrical Blast II, Energy Blast I

Cassandra Yule
Health: 10
SP: 0
Pistols II, Ninjitsu II, Marital Arts II, Super Reflexes II, Devices II

Lord Crumpet
Health: 30
SP: 0
Assault Rifle II, Dual Pistols I, Martial Arts I, Ninjitsu I, Willpower I, Invulnerability II

Marcus Blackstone
Health: 20
SP: 0
Assault Rifle I, Archery I, Electrical Blast I, Fire Blast I, Energy Blast I, Willpower I, Force Fields I, Trick Arrows I, Dual Pistols I, Ninjitsu I

Joseph Forthright
Codename: Phalanx of Justice
HP: 40
SP: 0
Shield IV, Willpower II, Super Reflexes I, Invulnerability I

Julia Reed
Codename: Absolute Zero
HP: 10
SP: 0
Ice Blast II, Ice Manipulation III, Martial Arts I
 
Name: Tim
Age: 5
HP: 10
SP: 1
Powers:
  • Force Field
    1. Personal Force Field
    2. Deflection Shield

  • Empathy
    1. Healing Aura
    2. Heal

  • Fire Melee
    1. Scorch
    2. Fire Weapon

  • Fire Manipulation
    1. Ring of Fire

  • Fire Blast
    1. Flare
    2. Fire Blast
    3. Fire Ball
    4. Rain of Fire

  • Thermal Radiation
    1. Warmth
    2. Fire shield

  • Illusion Control
    1. Spectral Wounds
    2. Blind

Story: It was dark, Tim was scared. He needed to be in bed, but right now he couldn't. He wandered for hours it seemed until someone looked down and saw him.

They reached down to pick him up. "What are you doing here?"

The person who picked him up was Cassandra Yule.
 
Introducing Stopwatch!​
Powers:
Time Manipulation I, II, III, IV (Slow: Slow a target greatly. Temporal Mending: Heal wounds. Times Juncture: Cause surrounding enemies to be Slowed. Temporal Selection: Greatly increase an ally's power.)
Electrical Blast I, II ( Charged Bolt: Weak move that can be fired using a quick move. Accurate. Lightning Bolt: Fires lightning.
Energy Blast I (Power Bolt: Quick Move. Weak but with knockback.)
HP: 10
Unused SP: 4

Stopwatch was born in Ostrogothic-era Italy, approximately 1500 years ago. He discovered his powers when he was 15 years old. Since then, he's made a living by petty thievery. He never gets caught, of course, because he slows down time when he decides to steal. He keeps himself alive by "resetting" his body every year or so to prevent aging. He's never sought to further his abilities, but, since meeting the other members of the so-called Five-Bad Band, he's already learned to produce blasts of electricity and energy.
 
Cassandra Yule

Gender: Female
Age: 27
HP: 40
$1,486(Stored in Strongroom)
Usual Attire: Jeans, boots, sweater and knee-length wool coat, gloves, hair in bun

<Red hair, blue eyes, 5' 6", well muscled>

Willpower:
I: High Pain Tolerance: +10 HP
II: Mind Over Body: +10 HP

Pistols:
I: Pistol: Quick Action. Fires pistol.
II: Dual Wield: Activate dual wielding. Disables the above move.

Martial Arts
I: Quick Actions: All your standard attacks count as quick actions.
II: Focus Chi: Focus your energy toward a single strike.

Super Reflexes
I: Focused Fighting: Can dodge in melee better
II: Focused Senses: Can dodge ranged attacks better

Ninjitsu
I: Hide
II: Ninja Reflexes: Better melee evasion
III: Danger Senses: Better ranged attack evasion.

Devices:
I: Web Grenade: Toss/fire/whatever a grenade which unleashes a very strong, weblike substance.
II: Caltrops: You carry these little things around with you, which will make pursuing enemies hate you.
III: Taser: Short-range move that works...like a taser.

Invulnerability:
I: Boost: +10 HP

Cassandra was born in Metropolis, but at age seventeen she stowed away on a ship after her parents' murder - and the refusal of the police to investigate. Now, ten years later, she's returning with an array of skills and experience - and allies.

Cassandra picks up Tim.

-L
 
Name: Lord Crumpet
Age: 23
HP: 30
Moneyz: £6,193
SP:8

BACKGROUND: Lord Crumpet the younger is the newest member of the ancient Crumpet Family. The family can trace its root back to the celts who inhabitted britain before the Romans came. The Crumpet family is known to be highly eccentric, and the latest Lord does not disappoint. Lord Crumpet follows ancient family tradions to the letter, and as such joined the British Marines. This was also a role he followed in a pre-determined way, doing his best to remain both an officer and a gentleman and a classic Brit. Crumpet hoped to follow in the footsteps of his revered ancestor Lord Crumpet the 1697th, who had been made a Brigadier fighting against rebelling American Nationalists. Lord Crumpet quickly rose to prominence, and was ultimately recruited into the 22nd SAS Regiment, where he participated outstandingly in several missions. However, one black ops later he had resigned, and was in deep deppression. His Ideals shattered, Lord Crumpet found himself too ashamed to return to his beloved Country, and has instead wound up in Metropolis, seeking a route to redemption.

Skills:

Assaut Rifle:
I: Burst: Quick Action. Can accurately fire a burst from assault rifles.
II: Slug: Standard Move. Fires a slug. Excellent stopping power.

Dual Pistols:
I: Pistol: Quick Action. Fires pistol.

Martial Arts:
I: Quick Actions: All your standard attacks count as quick actions.

Invulnerability:
I: Boost: +10 HP.
II: Temporary Invulnerability: Temporary doubles HP.

Ninjitsu:
I: Hide

Willpower:
I: High Pain Tolerance: +10 HP

And Grenades.


Team: Five Bad Band

DT
 
Name: Marcus Blackstone

Age: [CLASSIFIED] Approximately early thirties

HP: 20(10+10)

Background: Former US Navy SEAL and former member of a JTF called the SSD. Little is known and almost everything is backed out.

Powers-
Assault Rifle I- Customized M16A4 assault rifle built by Marcus, has an extremely high resistance to breaking; normally is set on a three-round burst option.

Archery I- Recurve bow. 'Nuff said.

Electrical Blast I, Energy Blast I, Fire Blast I- A Jango-Fett style wrist mounted multitool, can fire small bursts of fire, energy and/or electricity.

Willpower I- Having been in many tough and painful situations (near loss of life on at least three separate occasions, multiple leg and chest wounds), Marcus seems to not be as effected by pistols...

Force Fields I- Marcus has a Star Wars style personal deflector shield.

Trick Arrows I- Included in his quiver are arrows that explode like a web grenade.

Dual Pistols I- Good, old, trusted 9mm Beretta handgun.

Ninjitsu I- What, you think that being in multiple specops divisions has made him completely incompetent to stealth? This isn't Call of Duty, people!

Team- Five Bad Band
 
The first team is now in!

Preliminary Name: Five-Bad Band

Consists of:

Lord Crumpet
Tim
Stopwatch
Cassandra Yule
Marcus Blackstone

We buy a Mansion, and have £5000 left over.

Money Practice: 50% of earnings are split equally, the other 50% is pooled. The starting 5000 will remain pooled.

Team Info:

Team Buildings: Mansion (Security Room, Stronghold, Infirmary, Cell Block)

Stronghold Contains: 39,765 (19,600 pooled, 6,293 for Crumpet, 6,193 Marcus, 5,193 Stopwatch, 1,386 Tim, and 1,486 Cassandra)


DT
 
Cassandra Yule

Gender: Female
Age: 27
HP: 10

<Red hair, blue eyes, 5' 6", well muscled>

Pistols 1 and 2, Ninjitsu 1 and 2, Marital Arts 1 and Super Reflexes 1, Devices 1.

Note: I know I'm missing a power, but Son said in chat he'd let me have a grapple pistol and I'm saving that last point in case he meant it :p

Cassandra was born in Metropolis, but at age seventeen she stowed away on a ship after her parents' murder - and the refusal of the police to investigate. Now, ten years later, she's returning with an array of skills and experience - and allies.

Cassandra picks up Tim.

-L

You can have your grapple pistol for free. You can get a free Glide Cape at say, Devices 3.
 
Adorious III
Gender: Male
Age: 50
HP: 19 (+10)

Background: Not much is known about Adorious, but it is believed that he was a king of some distant country in a different universe.

Powers: Willpower I,-
Energy Blast I,-Power Bolt: Quick Move. Weak but with knockback.
Energy Manipulation I-,Power Thrust: Weak touch but can throw a target back with said touch.
Fire Manipulation I,-Ring of Fire: And she fell fell fe-err. Traps your target in a ring of fire
Gravity Control I-Brings flying foes crashing to the ground and crush a ground target.

Money: $3,500

Other stuff
-Warehouse (started out with it)
-Security Room
-Barracks

-Infirmary


(Bold stuff is latest update).
 
First tier costs 1 point. Second tier costs 2 and so on.

You spent 16 SP.
 
Name: The Phalanx of JUSTICE! (Joseph Forthright)
Age: 36
Background: As far as anyone really cares, Joseph Forthright is a criminal defense lawyer for excessively violent crimes. Eventually, Joseph decided that his type of scum needed to be punished, as they didn't seem to be going to jail that often. Self-trained & equipped by a hot scientist friend, Joseph patrols the streets of Metropolis as The Phalanx of JUSTICE.
HP: 50(40 from powers)
<5' 8, brown hair, green eyes, well muscled>
Abilities:
-Shield I: Shield Defense: Can deflect Melee attacks.
-Shield II: Shield Agility: Can deflect ranged attacks.
-Shield III: True Grit: +10HP
-Shield IV: Against All Odds: DAM increased the more foes involved in the current battle.
-Willpower I: High Pain Tolerance: +10HP
-Willpower II: Mind Over Body: +10HP
-Willpower III: Fast Healing: Regenerates fast.
-Super Reflexes I: Focused Fighting: Can dodge Melee attacks.
-Invulnerability I: Boost: +10HP
Bases:
-Shield of Weakness(Warehouse):
Spoiler :
-Security Room.
-Cell Block.
-Negation Cubicle.
-Infirmary
-Strongroom
Security: 45
Infirmary? Yes.
Strongroom: $47,461.75
Holding Cells: Six
Negation Cubicles: One

Equipment:
-Shield of LAW.
-Shield of JUSTICE.
-Negation Beam

-Nukeknockout
 
Team Post updated for new Moneyz.
DT
 
Name: Julia "Absulote Zero" Reed
Age: 24
HP: 40
Money: 42500 (+1000 every mission)
Background: Born in British Columbia, everything before 17 is of no consequence to her. There, on a family camping trip in a desloate area in Yukon, there was a freak blizzard that lasted for three days. Julia got seperated from her family and sought refugee in a cave. There, she found shelter and hoped to be rescued. However, Julia was persumed dead and never got a search party.

The cold awakened something in Julia. At first it seemed like a coincidence, but after a while she realized that, even slightly, she could manipulate the ice around her. With newfound confiedence, she treked down south, hoping to find her family again. When she returned home, her old apartment was gone, rezoned as a park. Defeated, Julia almost died there, if she didn't hear the news. Apparently, a city down in America seemed to attract all kinds of weirdness, and there was a shortage of heroes down there. Seeing her weak power over ice, Julia found her new role in life, and treked down southwards, honing her skills. Donning the title "Absulote Zero", she became a minor hero. Now the criminals had to fear the cold...

Skills:

Ice Blast:
I: Ice Bolt: Quick move. Fires daggers of ice.
II: Ice Blast: Fires...large daggers of ice.

Ice Manipulation:
I: Chilblain: Like the freeze ray, only you freeze your target's legs.
II: Frozen Fists: Encase your fists with ice.
III: Ice Melee: Create a melee weapon of ice.

Ice Control (I-IX):
I: Chillblain: Encase target's legs in ice.
II: Block of Ice: Encase an entire target in an ice block.

Cold Domination (I-IX)
I: Infrigidate: Fires a beam of concentrated coldness.
II: Ice Shield: Creates a shield of pure ice that can be wielded.
III: Snow Storm: Causes a blinding snow storm.

Martial Arts:
I: Quick Actions: All your standard attacks count as quick actions.

Invulnerability (I-IX)
I: Boost: +10 HP.

Willpower (I-IX)
I: High Pain Tolerance: +10 HP
II: Mind Over Body: +10 HP

Spare Points: 1

OOC: Son, Chilling Embrace is both in Ice Armour and Ice Manipulation. If I buy it once, do I get it in both lines? Or do I need to buy the same skill twice?
 
You have to buy it twice but it gets a boost in-game when used.
 
Buying some upgrades for the mansion:

Stronghold (4,000)
Infirmary (3,000)
Security Room (2,500)
Cell Block (2,500)

DT
 
Best. You can't have soldiers because you didn't get the Mastermind Trait (costs 10 SP).

Also, mission tonight.
 
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