Nukeknockout
Rusty Hinge
"Help!" A cry sounds from a dark alley. You respond. Is it a sickness, that when someone calls for help you save them? Is it egotism? Are you trying to prove something to someone? Is it paranoia? Do you not trust the police to protect and serve? Are you simply so broken inside that you must take out your pain on someone, so you chose criminals?
Or are you just a hero? No, more than a hero - a superhero.
_____
Welcome to "Heroes of Hopeville", a superhero action chatroom game. For the newbies, an action chatroom is essentially simplified dungeons & dragons played in a chatroom. Specifically this one.
You'll need to fill out a character sheet, such as this one:
Name: Your character's real name.
Gender: Easy options are male and female, but if you can justify it, you can put it down.
Alias: What your character calls themself while wearing their superhero outfit.
Description: Your character's physical appearance, as well as what their costume looks like.
Class: Put whatever you like here.
Age: Your character's age. Must be over sixteen and under seventy-five unless your character is explicitly not human.
Finances: Your character's personal financial resources. Controls equipment availability, style of living, bribery and money-related checks. Advancing a category costs one SP, except for Executive and higher which costs two.
SP: Your unspent skill points, which are spent on improving aspects of your character. Missions yield at least one skill point upon completion. Points are awarded equally to the entire team, and more points are awarded for staying in character, winning quickly, fighting as a team, and adherence to traditional superhero rules such as Thou Shalt Not Kill or Save The Innocent. Under no circumstances will points be deducted. You start with forty skill points.
HP: An abstraction of how damage-resilient your character is. If you have more than 70% HP, you are immune to crippling effects from damage. Running out of HP does not mean you die or can't fight anymore - it means attacks have a "realistic effect" on your character. You start with 20 HP, and get five more per SP spent.
Stats: Abstractions of your character's six attributes. Each starts with three attribute points, which can only be redistributed among attributes. SP can be spent for attribute points on a 1 to 1 ratio. Maximum starting attribute value is ten, minimum is zero. It is possible to increase attributes beyond 10, costing 2SP for 11-20, 3SP for 21-30 with 30 being the real hard cap.
Feats: Special abilities your character possesses. While a number of sample feats are listed below, it's usually a better idea to consult with the GM (Me) to formulate feats for your character. If you don't particularly want to get a new feat, you can spend SP to increase the potency of one of your old feats proportionate to how much SP you invest in it.
Equipment: Detail your costume here, and list anything you have acquired from your wealth which you take with you into your missions.
Bio: Your character's backstory and motivations. Not required, but you can earn bonus SP for it.
________
Playing the Game
Actions: A list of what you can do with your actions. You get two per turn.
Or are you just a hero? No, more than a hero - a superhero.
_____
Welcome to "Heroes of Hopeville", a superhero action chatroom game. For the newbies, an action chatroom is essentially simplified dungeons & dragons played in a chatroom. Specifically this one.
You'll need to fill out a character sheet, such as this one:
Name:
Gender:
Alias:
Description:
Class
Age:
Finances:
SP:
HP:
Stats:
-STR
-DEX
-INT
-WIS
-CHA
-AIM
Feats:
Equipment:
Bio:
Name: Your character's real name.
Gender: Easy options are male and female, but if you can justify it, you can put it down.
Alias: What your character calls themself while wearing their superhero outfit.
Description: Your character's physical appearance, as well as what their costume looks like.
Class: Put whatever you like here.
Age: Your character's age. Must be over sixteen and under seventy-five unless your character is explicitly not human.
Finances: Your character's personal financial resources. Controls equipment availability, style of living, bribery and money-related checks. Advancing a category costs one SP, except for Executive and higher which costs two.
Spoiler :
1: Payday loans
2: Starving artist
3: Single Mother
4: Family Man
5: Stripper
6: Accountant
7: Executive
8: Retiree
9: Millionaire
10: Billionaire
2: Starving artist
3: Single Mother
4: Family Man
5: Stripper
6: Accountant
7: Executive
8: Retiree
9: Millionaire
10: Billionaire
SP: Your unspent skill points, which are spent on improving aspects of your character. Missions yield at least one skill point upon completion. Points are awarded equally to the entire team, and more points are awarded for staying in character, winning quickly, fighting as a team, and adherence to traditional superhero rules such as Thou Shalt Not Kill or Save The Innocent. Under no circumstances will points be deducted. You start with forty skill points.
HP: An abstraction of how damage-resilient your character is. If you have more than 70% HP, you are immune to crippling effects from damage. Running out of HP does not mean you die or can't fight anymore - it means attacks have a "realistic effect" on your character. You start with 20 HP, and get five more per SP spent.
Stats: Abstractions of your character's six attributes. Each starts with three attribute points, which can only be redistributed among attributes. SP can be spent for attribute points on a 1 to 1 ratio. Maximum starting attribute value is ten, minimum is zero. It is possible to increase attributes beyond 10, costing 2SP for 11-20, 3SP for 21-30 with 30 being the real hard cap.
Spoiler :
-STR: A measure of your character's brute physical strength. Applies to melee damage, carrying items, and forcing doors. Zero means you cannot move under your own power.
-DEX: A measure of your character's agility and tendency to be light on their feat. Modifies dancing, evasion, the tripping of traps or security sensors, and melee hit chance. Zero means you have no sense of balance and cannot help but put your entire weight behind every slow, ponderous step.
-INT: A measure of your character's grasp of reasoning and quick thinking. Applies to analysis, learning, memory, and electronic targeting of any sort. Zero means you cannot use tech devices or gadgets of any kind, and never learn anything without studying.
-WIS: A measure of your character's natural tendency to observe and formulate surprising insights. Applies to automatic heroic insight checks, ranged damage, hearing abilities, and psychic or psionic powers and defenses. Zero means you're deaf, never have a heroic insight, and automatically fail any psychic check.
-CHA: A measure of your character's natural ability to understand and relate to sapient creatures. Applies to any sort of persuasion or dialogue check, and modifies starting opinions of your character. Zero means you cannot speak.
-AIM: A measure of your character's overall visual acuity. Modifies ranged aim, vehicle piloting, and eye exams. Zero means your character is blind.
-DEX: A measure of your character's agility and tendency to be light on their feat. Modifies dancing, evasion, the tripping of traps or security sensors, and melee hit chance. Zero means you have no sense of balance and cannot help but put your entire weight behind every slow, ponderous step.
-INT: A measure of your character's grasp of reasoning and quick thinking. Applies to analysis, learning, memory, and electronic targeting of any sort. Zero means you cannot use tech devices or gadgets of any kind, and never learn anything without studying.
-WIS: A measure of your character's natural tendency to observe and formulate surprising insights. Applies to automatic heroic insight checks, ranged damage, hearing abilities, and psychic or psionic powers and defenses. Zero means you're deaf, never have a heroic insight, and automatically fail any psychic check.
-CHA: A measure of your character's natural ability to understand and relate to sapient creatures. Applies to any sort of persuasion or dialogue check, and modifies starting opinions of your character. Zero means you cannot speak.
-AIM: A measure of your character's overall visual acuity. Modifies ranged aim, vehicle piloting, and eye exams. Zero means your character is blind.
Feats: Special abilities your character possesses. While a number of sample feats are listed below, it's usually a better idea to consult with the GM (Me) to formulate feats for your character. If you don't particularly want to get a new feat, you can spend SP to increase the potency of one of your old feats proportionate to how much SP you invest in it.
Spoiler :
Sample Feat: Angel. As one of the Lord God's soldiers, you served in Heaven until the mighty one sent you to Earth to protect humanity. At any point, you may transition to your true form which deals burn damage to any with evil in their hearts and permits you to fly. Costs 8SP
Sample Feat: Oberhau Attack. Perform a mighty melee sword attack which damages everything around you as one action. Costs 4SP, requires a sword
Sample Feat: Eagle Friend. As a free action, call a Golden Eagle to attack or distract your target. Costs 2SP, must have 1 point in CHA
Sample Feat: Oberhau Attack. Perform a mighty melee sword attack which damages everything around you as one action. Costs 4SP, requires a sword
Sample Feat: Eagle Friend. As a free action, call a Golden Eagle to attack or distract your target. Costs 2SP, must have 1 point in CHA
Equipment: Detail your costume here, and list anything you have acquired from your wealth which you take with you into your missions.
Bio: Your character's backstory and motivations. Not required, but you can earn bonus SP for it.
________
Playing the Game
Actions: A list of what you can do with your actions. You get two per turn.
Spoiler :
Move: Move a set distance as one action. Distance varies based on GM fiat.
Use an item/feat: Unless otherwise specified, using an item such as a weapon or a grapple gun or a computer costs one action, as does using a feat.
Defend: Sacrifice an action to increase your evasion by 5. Increases linearly.
Dash: When in combat, ignore such considerations as dodging to move a distance based on your own realistic movement speed in one 30-second turn. Consumes your entire turn, sets your Defense to zero until your next turn.
Second Wind: Sacrifice two actions to clear personal debuffs.
Heroic Analysis: Make an INT check to determine something about something. Subject to GM fiat. Costs two actions.
Use an item/feat: Unless otherwise specified, using an item such as a weapon or a grapple gun or a computer costs one action, as does using a feat.
Defend: Sacrifice an action to increase your evasion by 5. Increases linearly.
Dash: When in combat, ignore such considerations as dodging to move a distance based on your own realistic movement speed in one 30-second turn. Consumes your entire turn, sets your Defense to zero until your next turn.
Second Wind: Sacrifice two actions to clear personal debuffs.
Heroic Analysis: Make an INT check to determine something about something. Subject to GM fiat. Costs two actions.