Heroes of Hopeville

Discussion in 'Forum Games' started by Nukeknockout, Aug 8, 2013.

  1. Nukeknockout

    Nukeknockout Rusty Hinge

    Joined:
    Apr 27, 2010
    Messages:
    1,272
    Location:
    Nowhere
    "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.
    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

    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.

    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

    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.
     
  2. Nukeknockout

    Nukeknockout Rusty Hinge

    Joined:
    Apr 27, 2010
    Messages:
    1,272
    Location:
    Nowhere
    "Hopeville is a city with a bright future. Recently, the Justice Guild announced its presence and its mission to clean up our streets. The city council, desperate as they are, immediately moved them into the abandoned courthouse across from the police station. Rechristened as a "Hall of Justice", this building will serve as a base for our new defenders.

    This is Crystal Carson with the News Eleven, cautiously optimistic."

    "Well, we need them here. I don't like vigilantes on my streets more than the next guy, but between The Forgotten, Sunshine's smugglers, and the so-called super criminals, we're stretched pretty thin. Let's just hope they remember due process, eh?"

    -Police Chief Paul Dundee

    "These...superheroes aren't really anything, my dear. They're just in it for the recognition. They'll go home soon enough. And if they don't, I can send them back to school. Or to the morgue. Nice talking to you, Miss Carson."

    -Carlota Gonzolez, AKA "Rocketeer"

    "Superheroes? Hahahaha."

    -Mr. Sunshine

    "Honestly, I'm glad they're here. City council won't give us body armor or rifles, and all these thugs are cutting through us."

    -Patrol Officer Brown

    "I'd feel safer if they stopped my savings from disappearing like they do every monday."

    -Mrs. Bajkewitz
     
  3. Nukeknockout

    Nukeknockout Rusty Hinge

    Joined:
    Apr 27, 2010
    Messages:
    1,272
    Location:
    Nowhere
    Hopeville, Cuba

    As of July, 1984, the great city of Hopeville, Cuba is widely renowned as the cultural capital of the Western Hemisphere and a shining monument to the success of communism. Despite its shining future, Hopeville is plagued with a serious crime problem.

    The Hall of Justice

    The Hall of Justice is an old courthouse, given to the Justice Guild of Hopeville as an official headquarters. Sitting near the geographical center of Hopeville, right at the edges of the suburbs and the tenement district, the old courthouse was a logical choice for a superhero base. Perhaps not coincidentally, it is directly across the street from the new police station.

    Accoutrements:
    -Parking Lot: The courthouse parking lot is large enough to comfortably contain almost any vehicle the supers are likely to acquire, with the possible exception of pure fixed-wing aircraft. Unfortunately, with the cops stretched thin as they are, it is unlikely the Hall of Justice parking lot will be patrolled.

    Hopeville Tower

    Hopeville Tower is the most recent construction project in Hopeville. It is easily the tallest building in Hopeville, being 646 meters tall. The structure houses the city council chambers, and overlooks the A146 quadruple lane highway leading into Hopeville from the North.

    Top Star Chemical Applications

    The top employer in Hopeville, Top Star Chemical Applications maintains several plants in and around the city. Last year, Top Star claimed 51,467 employees within Hopeville and was the top subsidizer of the Hopeville Tower project.
     
  4. Dem Taqat

    Dem Taqat Bladespawn

    Joined:
    Nov 1, 2010
    Messages:
    1,978
    Location:
    Britain
    Name: Frederick Gerani
    Alias: Fear
    Gender: Male
    Class: Billionaire Martial Artist
    Age: 23
    Description: Frederick Gerani is a 6'3 tall human male with blue eyes and black hair. When operating under as a superhero he wears an armoured black suit, including a helmet covering his entire head and a large black cape.
    Bio: 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 Europe's 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 over the next several years, before suddenly making a return to the scene, having apparently recovered from severe depression. What was not known was that his 'depression' had actually been a cover for his training himself to hunt down the Black Candle and seek out revenge, a goal to which he has privately devoted himself in the years since. However, as he became more experienced, Frederick expanded his goals to the protection of other from the Candle, and later protection from anything, until he found himself almost accidentally playing the role of Superhero. Not long after he realised this, the alternate identity he had termed 'Fear' began the process of working its way into the good graces, and eventually the ranks, of the organisation of supers known as the Justice Guild.

    SP: 0
    Finances: Billionaire (10)
    HP: 55

    Stats:
    STR: 10
    DEX: 12
    INT: 5
    WIS: 7
    CHA: 8
    AIM: 5

    Feats:
    Martial Arts Master: Intensive training gives Fear a significant advantage in melee combat. (+4 to Hit chance and Damage, so long as STR remains above 8, and DEX remains above 5)
    Deep Breath: Martial Arts training allows Fear to still his body and calm his mind, refreshing himself to continue fighting. (Removes debuffs from a single stat at the cost of one action, heals 2-3 HP)
    Phalanx of Justice: Fear's combat training makes him incredibly good at defensive melee fighting (+6 to melee evasion, so long as DEX remains above 5)
    Power Surge: By increasing the power in the strength-assist motors in his suit to unsustainable levels, Fear can gain a burst of massively enhanced strength. (Thrice per mission gain a +5 STR boost for 2 turns, requires an action to activate)
    Danger Close: When in combat, Fear tends to keep close to his opponents. (When Fear has successfully hit an opponent, then any attempt by them to move out of melee range allows him to take single move action of pursuit as a free action, so long as DEX remains above 8)
    Heroic Resolve: Fear does not easily give up, and fights all the more desperately as he gets weaker. (When reduced to 10HP or below, all debuffs are ignored and Fear can move and fight as if at full HP)
    Swift Retaliation: Fears skill at combat allows him to exploit openings left by his opponents attack techniques. (Every failed melee attack against Fear allows him to make a melee counterattack as a free action, so long as STR and DEX remain above 8)
    Vengeful Stalker: Fear's extensive experience with the Black Candle has taught him much about how to fight them. (+1 to all rolls against known members of the Black Candle)
    Megaton Punch: Fear's enhanced armour enables him to damage vehicles without additional equipment. (Unarmed attacks have the [Vehicle-Killer] tag, so long as STR remains above 8)
    Closed System: Fears suit is modified so as to keep him alive anywhere from the vacuum of space to a raging inferno. (Fearsuit gains Hazmat qualities and can operate in space)
    Speed Demon: It's almost scary how fast Fear can move when he needs to. (Fear can take one additional action per turn, so long as DEX remains above 8)
    Bodyslam: Fear can use his heavy armour and sheer size to knock enemies from their feet. (Bodyslam attacks have an additional -2 to to-hit rolls, but inflict knockback when successful)
    Rhythm of Pain: Once he gets going, Fear seems all but unstoppable. (Every time Fear lands a melee hit, he gains 2HP, so long as CHA remains above 8)
    Against All Odds: Fears combat style has adopted to the experiance of fighting multiple powerful foes. (When Fear is outnumbered, he can make a DEX roll to turn any ability used on him to a randomly selected opponent, so long as DEX is above 8)
    Crazy Prepared: Paranoia and planning have given Fear an array of useful gadgets. (Once per turn, Fear may use an expendable gadget as a free action)

    Equipment:
    Fearsuit: An Armoured Black Supersuit, with several useful gizmos contained within.
    -Stealth Systems: Renders the wearer invisible to Radar.
    -Sticky Pads: Pads on the wearer's lower arms and legs, hands, and feet allow them to stick to almost any surface.
    -Bioanalysis Systems: Tracks the wearer's vitals, detects poisons and similar substances, and can be used to detect major anomalies within nearby beings.
    -Strength Assist Motors: Provide Strength boosts to wearer, see 'Power Surge' Feat.
    -Hazmat Systems: Protects wearer from environment, see 'Closed System' Feat.
    Grappnel Gun
    Glide Cape
    Fearsuit (Helmet): Broken off into a seperate thing for ease of recording.
    -Scanner Headset: Capable of Thermal and Night Vision modes, whilst also protecting the wearer's eyes.
    -Gas Mask: The suits breathing systems filter the air to ensure nothing harmful is breathed in by the wearer.
    -Flash Visor: Protects the wearers eyes from flashes by automatically tinting when detecting bright lights.
    -Telescopic Visor Mode: Allows the wearer to see faraway objects in more detail.
    -Communications System: Allows the wearer to communicate as if by phone or short-range Radio.
    -Helmet Light: A small LED at the side of the Helmet that can be turned on to produce a beam of light.
    -Helmet Cam: A small camera and microphone attached to the helmet to record what the wearer sees and hears.
    1x Net
    1x Sleep Gas Grenade
    1x Fragmentation Grenade
    2x Paint Bomb
    3x Flashbang Grenades
    3x Smoke Bombs
    3x Explosive Putty
    3x Painkiller Pills
    3x Sticky Patch
    3x Handcuffs
    5x Feararangs
    5x Tracker Buttons
    Duct Tape
    Laser Cutting Tool
    Lockpicking Kit
    Hacking Device
    Reco-Car: A small remote controlled car with an attached camera, capable of operating in most terrain that isn't outright hostile.
    RC Choppah: A remote-controlled mini-helicopter capable of delivering one gadget or other small item
    FEAR Beacon

    Vehicles: FEARJet - A Space-flight-Capable supersonic Plane, with built in Stealth Systems and VTOL ability. Can hold up to 8 Passengers Including Pilot and Co-Pilot, as well as small amounts of cargo. Autopilot functions allow the plane to make simple flights to a beacon or pre-prepared location, finding its own landing ground or simply hovering nearby. The plane is armed with Air-to-Air missiles and defensive countermeasures.

    FEARCar- A black 4-seater car, capable of being driven remotely, and designed to be mostly invisible to radar systems. Although normally not exceptionally fast, it can be boosted for short bursts of acceleration, mostly used when making short jumps. The Car also holds dispensers to release anti-vehicle caltrops, or a smoke screen to cover its position. The car is armoured against bullets, and armed with a small cannon that can fire smoke or flashbang grenades.

    Civilian Vehicles: 2 Sports cars, one luxury yacht, one private helicopter. No enhancements, all publicly owned by Frederick Gerani.

    Home: Gerani Tower - a large (540 meters with 135 stories) skyscraper in the business district, with the top several floors used as personal residence of the owner. These floors also contain a concealed hanger for the FEARJet, as well as several concealed facilities and storage spaces used for Fredericks hero equipment. Fortunately he is able to employ a small group of robots for the cleaning and maintenance of these areas too sensitive to be entrusted to normal staff.

    DT
     
  5. Lighthearter

    Lighthearter President of the United States

    Joined:
    Apr 29, 2010
    Messages:
    3,357
    Gender:
    Male
    Location:
    The West Wing
    Name: Kaimana Lae'ula Bradley
    Gender: Female
    Alias: The Lyrebird
    Description: Tall black-haired woman with sea-green eyes. CEO of a medical company started by her parents. Super outfit is a pair of red thigh-high stilletto boots, a skintight scarlet catsuit with matching gloves, and a white mask with a garish red wig.
    Class: Mimic
    Age: 26
    Finances: Billionaire
    SP: 0
    HP: 35
    Stats:
    -STR 7
    -DEX 10
    -INT 7
    -WIS 5
    -CHA 10
    -AIM 5
    Feats:
    Mimic Song(10) - The ability to impersonate any voice and any sound she can remember. Requires CHA 8.
    Equipment:
    -Supersuit
    -Bo Staff(wired into the stun system so it's electrically charged)
    -Grapple Gun
    -Glider Cape
    -Smoke Grenade
    -Flashbang Grenade
    -Electrical stun system(deals low damage to anyone who lands a hit on her, continuously to grappled enemies)
    -Aircar, Firefly - Think the Batwing from TDKR. Armed with EMP gun and teargas grenade launcher.
    -Motorcycle, Owl - Thin the Batpod from TDKR, deployable from the Firefly. Armed with EMP gun and tire mines.
    -Omni-communication System - hardwired comms gear inside mask that wire her private, professional and super communications into one grid for easy access.

    Bio: Maybe someday.

    -L
     
  6. KaiserElectric

    KaiserElectric Total Freakin Besties

    Joined:
    Dec 2, 2007
    Messages:
    3,461
    Name: Nashiru
    Gender: The Shuyeni only have one gender, but superficially resemble females. For ease of reading, Nashiru we be referred to as a 'she'.
    Alias: (None yet)
    Description: Nashiru best resembles a reptilian humanoid. Her skin is of a light green color and has a snakeskin texture. Nashiru's eyes are blue and slitted like snake eyes as well. Her superhero outfit, at this time her only outfit, is her dark green uniform, standard to all scout units in the Shuyeni Collective.
    Class: Fugitive Alien, Reluctant Psychic
    Age: 17 by human years, but she has yet to achieve biological maturity. Further physical development is likely to continue occurring over the next several months.
    Finances: Payday Loans
    SP: 5
    HP: 75
    Stats:
    -STR 3
    -DEX 5
    -INT 13
    -WIS 13
    -CHA 3
    -AIM 13
    Feats:
    Shuyeni - Nashiru is obviously not human. Her alien anatomy combined with her newly repaired armor makes her less susceptible to damage.
    (DR 1/10)
    Enhanced Vigor - The Shuyeni biology has a unique healing factor that allows them to heal wounds upon physical contact.
    (Min WIS 8, 30 HP healed, clears debuffs, requires touch)
    Empathetic Sight - Nashiru has discovered that while her vigor requires physical contact to heal, she can heal debilitating wounds on her allies, mental and physical. But how?
    (Min WIS 8, clears debuffs, requires line of sight)
    Hover Boots - Special footwear with attached gravity negation generators. When activated, they allow the user to hover freely and effectively 'fly' in quick short bursts.
    Psychic Counter - Nashiru can make an unconscious attack against an enemy to push and knock them off-balance.
    Psych-Breaker: - Removes all psychic effects from Nashiru's mind and forces out the intrusion of other psychics.
    (Min WIS 8, Free action, One use per mission)
    Telekinesis: - Nashiru can move and throw human-sized objects with her mind, substituting INT for DEX and WIS for STR. Minimum 8 INT and WIS.
    Telekinetic Suspension: Nashiru can focus her energies to pick up and hold an object or character up to human-sized from within twelve meters of herself to another point within twelve meters of herself. If the character is hit, Nashiru loses her grip. Characters and objects with flight abilities gain opposed rolls, Status: Vehicle, Status: Tank, Status: Ship, and Status: Dragon are immune. Ceases functioning if WIS or INT drops below 8.
    Telkinetic Disorient: A light push against an enemy's inner ear (or nonhuman analogy), not doing any lasting damage but greatly disorienting them. Minimum WIS 8, inflicts -5 DEX upon an opponent after success of opposed roll.
    Equipment:
    Scout Uniform, issued by Shuyeni Collective,.
    YKU8 Energy Rifle w/ V2 Kinetic Ejection attachment
    -Fires lasers at long range. Underslung attachment projects a nonlethal sonic pulse that knocks back and stuns enemies.
    Bio: That's for me to know and you to find out. ;)
     
  7. Omega124

    Omega124 Challenging Fate

    Joined:
    Nov 1, 2008
    Messages:
    7,083
    Gender:
    Female
    Location:
    Albany, New York
    Name: Alice Faulkner
    Gender: Female
    Alias: (None yet)
    Description: average female height, red hair kept short with blue eyes,and Caucasian skin tone with muscular build. Does not have a set costume per se, but will instead wear and cover herself in the camouflage of the biome she is located in (Currently jungle, so lots of greens and browns).
    Class: Operative
    Age: 27
    Finances: 6: Accountant
    SP: 0
    HP: 110
    Stats:
    -STR: 10
    -DEX: 6
    -INT: 6
    -WIS: 10
    -CHA: 12
    -AIM: 12
    Feats: Supress (Cost both action points in turn for causing a second damage roll if target attempts to move or attack next turn)
    Disabling Shot (8 AIM, 4SP, inflicts normal damage, disarms foe, twice per mission.)
    Third Wind (STR 5, 5SP, 6-8hp, no limit to usage, counts as Second Winding)
    In the Zone (4SP, requires 8 AIM, grants a +4 to-hit on each subsequent attack if using ranged attacks targeted at the same enemy.)
    Center of Attention (Opposed CHA check upon you firing on them, if they fail they get -4 to-hit when attacking anyone other than Alice. Min CHA 8, 4SP)
    Center of Attention, Part 2 (7SP: Alice gains +4 to-hit and +4 damage against opponents who attempt to attack her. Minimum CHA 8)
    Stim Packs (5 SP, sacrifice 10 HP. Alice gains +3 to-hit & +5 damage for one round. Use is a free action.)

    Equipment: M60 with rubber bullets (Less damage, but does direct DEX damage)

    Kevlar vest (1/10 bullet resisitiance; does not prevent other damage. 2 SP)

    Flashbangs (Deal 2 AIM damage. Unlimited. 2 SP)

    Bio: Due to lost memory, it shall be hidden from you guys :p
     
  8. Arrow Gamer

    Arrow Gamer America's Dictator

    Joined:
    Oct 14, 2012
    Messages:
    2,057
    Location:
    The Business Plot
    Name: Chloe Adams
    Gender: Female
    Alias: Paragon
    Description: A Superman/ Wonder Woman expy through and through. Also, CuteBookworm out of costume.
    Class: Bruiser
    Age: 22
    Finances: Payday loans
    SP: 0
    HP: 80
    Stats:
    -STR: 10
    -DEX: 9
    -INT: 1
    -WIS: 10
    -CHA: 1
    -AIM: 1
    Feats:
    -Flight: Ability to soar above the ground. (1 SP) [8 WIS minimum]
    -Flight Boost: Increases flight speed to 80 MPH. (1 SP)
    -Super Strength: The ability to lift up to 50 tons. (20 points) [8 STR minimum]
    -Super Strength Boost: Chloe can now lift up to 100 tons. (4 points)
    -Super Strength Boost Final: Chloe can now lift up to [GM's Discretion] (4 SP)
    -Flight Boost II: Chloe can now fly up to 400 MPH, with all the RSP that come with it. (2 SP)
    -Heavy Lifting: Forces one enemy to perform a STR check to keep their gun. (1 Point) [8 WIS minimum]
    -Ground Pound: Chloe smashes the ground, sending a shockwave out which knocks all enemies in melee with her back, as well as inflicting damage. (4 Points) [8 STR minimum]
    -Healing Factor: Chloe can heal 15 points of HP and clear debuffs at the cost of a turn. It is 25 HP if the sun it out and not obscured. [8 WIS minimum when dark out]
    Equipment:
    A classic looking super suit.
    Bio: Chloe led a rather normal life in Chicago, until a fight between Windy, the resident superhero, and her nemesis Slaughter saw her dad thrown through the wall of their house, and the resulting collapse killing her mom. Thirteen at the time, she swore revenge on Slaughter, the perpetrator. However, she was unsure of how to proceed with her vow until she developed powers at age sixteen, when she went out to destroy her murderous enemy.

    The battle was climactic, and eventually ended with Chloe (in plain clothes, no less) straddling Slaughter, beating the villain with her bare hands, swept up in the bloodlust. Windy soon arrived on the scene, and ripped the sobbing girl off the prone body. But it was too late. Slaughter was dead, and Chloe submitted herself to the police.

    It was during her trial that it was revealed Windy, not Slaughter, had accidentally caused her parents' demises. Chloe temporarily went mad with grief and guilt, ripped her way out of prison, and fled to the age-old enemy of the USA: Cuba.

    There, she started with nothing but the clothes on her back, but quickly found a job and managed to survive. She started heroing on the side, but the League is her first real reentry into the lime light.
     
  9. SamSniped

    SamSniped DJ Goodboye

    Joined:
    Jan 1, 2011
    Messages:
    5,413
    Location:
    playing some funky jams
    Name: Brian Williams
    Gender: Male
    Alias: Desperado
    Description: 5'11", 180 lbs. Looks like this guy, although the armor doesn't protect his neck, there's no plasma/Norwegian flag, and the armor is a bit thinner.
    Class: XCOM Operative/Psychic
    Age: 24 (born July 26th, 1960)
    Finances: Accountant
    SP: 0
    HP: 50
    Stats:
    -STR: 5
    -DEX: 8
    -INT: 10
    -WIS: 10
    -CHA: 5
    -AIM: 10
    Feats:
    • Panic (4SP): Causes an enemy to make illogical actions and attack its allies, if successful. Requires higher INT than enemy, and initiates a WIS check for both.
    • Mindfray (10SP): Level 5 Psychic Attack. Causes 6 damage to an enemy, and debuffs an enemy's AIM & INT by 6. Stops working if WIS drops below 8.
    • Telepathy (4 SP): Can converse, send thoughts, and send images both ways through a mind link. Requires the target to have lower or equal INT. Target can dismiss telepathy as a free action, if they so wish.
    • Calm Mind (4 SP): Clears any INT and WIS debuffs, and buffs AIM, WIS, & DEX by 1 for 1 turn. Costs 1 move to use. Can be used on self or a target.
    • Snap Shot (3 SP): Allows the sniper rifle to be fired after moving at a -2 AIM penalty. Requires 8 AIM.
    • Alien Hunter (2 SP): Gives a +2 to hit chance towards and ignores DR of any targets Desperado justifies as being an alien.
    • Inquisition (2 SP): Attempts to force the target to tell the truth or believe a suggested lie. Requires 8 WIS, no effect on targets with higher INT. Level 1 psi-ability.
    • Immobilize (2 SP): causes a target's limbs to move more slowly, resulting in a -3 STR debuff. Stops working below WIS 8, and targets with higher INT auto-resist. Only uses 1 move.
    • Double Tap (8 SP): Useable 2 times per mission, allows both actions to be used as a normal sniper shot. Requires 8 WIS.
    • Drop Shield (Upgraded) (8 SP (+2 SP)): An object which creates a spherical shield with a 5 meter radius around its deployment point, blocking damage from bullets and explosives. Absorbs a maximum of 40 HP before it stops. Allows people to walk through it, and permits shooting from the inside (user side) out. Minimum one use per major encounter. Requires 8 INT.
      • +1 SP = +10 HP (20 extra HP purchased)
    • Combat Analysis (4 SP): Uses one move and his sniper spotting skills to detect a target Desperado is aware of but cannot find, and perform a check as Heroic Analysis against the target. Minimum 8 INT and AIM.
    • In The Zone (7 SP): Upon a successful KO or kill, Desperado gets a +2 boost to psychic rolls and global to-hit chance as well as a free attack action (must be an offensive psychic ability or weapon) until his next attack misses. Minimum 8 AIM.
    • Archangel Armor Upgrade (2 SP): Straight from XCOM's R&D department, allows flight at up to 80 MPH, 1.3km flight ceiling.
    • Hard to Kill (4 SP): Whenever Brian reaches 0 HP, he regains 20HP, and clears all debuffs.
    • Ghost Armor Upgrade (5 SP): Desperado may turn invisible for periods of up to three turns. Not discoverable through visual means - auditory, psychic, thermal, physical, X-ray, and Danger Sense are possible. Grants +5 to Stealth when activated, usable twice per mission. Invisibility disappears following an action which provokes a defensive roll, or upon suit damage.
    • Psychic Storm (5 SP+5 SP): Inflicts 25 + [WIS] -2 WIS -2 INT to all targets in a three meter radius which fail an opposed INT check. Minimum WIS 8, three uses per mission. +5SP: This attack will only target enemies.
      • +1 SP per two points of stat maluses
      • +2 SP for 2 more uses, then +4 SP for 2 extra uses
    • Headshot: An attack with a ranged weapon that increases to-hit by +5 and adds one-half of the weapon damage as a bonus. Requires 8 AIM, usable once per mission (4SP)
    • Quiet Killer: 3SP for +2 to Stealth, and double to-hit and +5 Damage when attacking an opponent who hasn't detected you.
    Equipment:
    • McMillan Tac-50 (Sniper Rifle)
    • Steyr SSG-X1 13.2mm (.55 cal) Antimaterial Rifle (has the XCOM insignia painted onto it, and the names of his XCOM squadmates painted onto the handgrip) (3 SP) : 28+WIS damage, Long Range, Vehicle-Killer, Tank-Buster
    • Colt M1911 (Pistol, 5+WIS damage, AIM to-hit, Short Range)
    • Hand Grenade (20 + [WIS], [AIM] to-hit, -4 INT -2 WIS vehicle-killer short-range.)
    • Flashbang Grenade ([AIM] to-hit, -4 AIM)
    • Body Armor (3 SP): 1/10 DR to bullets and explosives
    • Combat Knife (4+ [STR], [DEX] to-hit, melee)
    • 50m rope
    • Duct Tape
    • XCOM Identification and dog tags
    • Medikit (Can be used twice per mission. Heals 10HP. Does not clear debuffs)
    • Saxophone (for RP purposes)
    • 1969 Chevrolet Camaro, with a dark grey paint scheme and white star on the driver/passenger doors.
    Bio: Brian James Williams was born and raised in Plymouth, Massachusetts. He was the son of a Marine Gunnery Sergeant, one who was surprisingly lax considering his previous job. Brian went to Plymouth public schools for his education, and graduated Plymouth High School with above average grades and amazing skills at playing saxophone in his school's jazz band. At the age of 18, he joined the Marines, following in the footsteps of his father. He served for 5 years, and saw combat in the Lebanese Civil War, where he became known as one of the best snipers in the Marines, as well as where he found his powers. While in a sniper nest with his spotter and fellow Massachusetts native Sean MacLeary, a Hezbollah insurgent sneaked into the tent, and would have stabbed Brian if Sean didn't warn him. Brian blocked the stab, and grappled with he insurgent, but the insurgent was gaining the upper hand, and Sean couldn't get a clear shot. Suddenly, as the knife kept getting closer, Brian felt something click in his mind. His vision gained a purple tint to it, and he felt a wave of power wash through him. Sean saw his eyes suddenly glow purple, and saw tendrils of purple energy snake out towards the insurgent's eyes. Brian put as much force as he could behind his thoughts, and projected one word into the insurgent's mind- "FLEE." The insurgent's head had purple particles flying around it suddenly, and he immediately jumped away, dropped the knife, and ran for his life. Both Sean and Brian were amazed and confused, and filed a report on what happened with their CO. Their CO read it, and sent it off to the CIA, who sent it off to the XCOM division, a secretive branch of NATO who dealt with this stuff and helped fight all kinds of paranoia and terror. The XCOM commander read the file, and Brian was at the XCOM base in Cape Canaveral, Florida within an hour. Two XCOM operatives forced him to test out his powers on captured Soviet spies. He found his ability to not just cause an enemy to panic, but also to actually damage an enemy's mind, or even converse and send & receive thoughts, feelings, and images from them. Once these tests were successful, he was assigned to an XCOM squad, and was sent around the world to combat terror and investigate supposed alien insertions, always traveling with the three same operatives- a Russian demolitions expert named Alexi Coranova, a possibly insane Aussie with a shotgun named Steve "Blackjack" Ravuson, and a Mexican medic named Carla Rodríguez. Due to his solitary style of combat, plus his ability to amazingly pull off everything he did with a sniper rifle, he earned the nickname "Desperado" from his squadmates, after Carla first called him it. However, in January 1984, he would be separated from his squad, as he was assigned to a secret mission in Cuba, to investigate both what the government was up to, and to watch out for potential alien activity. Little did he know that his base would end up being with a bunch of superheroes. Regardless, he kept his disguise as a jazz musician.

    Spoiler Notes and stuff. Look if you care. :
    FEAT UPGRADES
    • Panic/Inquisition: 3 SP to combine INT and WIS for the check
    • Minndfray: 1SP to increase damage to 10. 2SP more for fifteen, 2SP more for 20. And 2SP more for every five points after that.
    • Mindfray: 8SP for two targets, 8SP more for four targets, 4SP more for eight targets
    • Calm Mind: 2SP to increase all three buffs to 2, 1SP more to increase to 4, 1SP to increase duration to 2 turns.
    • Headshot + Double Tap: If Double Tap is activated, Headshot may be used twice. Costs 4SP.
    • Headshot + In The Zone: If Headshot would 0 a target, it also inflicts 1 bleed damage on Desperado's next turn. 7SP

    NEW FEATS
    • Combat Reflexes (15 SP): +1 Move. Spend 25 SP to increase to +2 Moves.
    • Disabling Shot: Halved damage to the target, but the target loses the use of a selected piece of equipment.

    EQUIPMENT IDEAS/UPGRADES
    • SSG-X1: +3 SP for 32 base damage, +3 more SP for 36 base damage
    • SSG-X1: +1 SP per 2 stat malus points upon damage
    • Polarized Lenses: Halves all loss to AIM, rounded down. Costs 3SP (6SP if Neural Shielding has been taken)
    • Neural Shielding: halves all loss of WIS and INT, rounded down. Costs 7SP (10SP if Polarized Lenses has been taken)


    PLOT NOTES WOOOOOO
    -Alexi - KIA. Dog tags returned...but where did we leave his body? :blush:
    -Steve is alive! For a couple weeks in-game :c
    -Carla, ¿por qué mi amor? :cry:

    Scharfschützengewehr is German for Sniper Rifle.

    Things SamSniped is No Longer Allowed to Do in ACs. 1- I will not be the psychic interrogator if it leads to insanity.

    XCOM wants to know the status of the enemy fleet. That fleet is full of refugees and supposedly XCOM already knows, according to Neckbeard. Is XCOM hiding something from us? Find out more when we go to their base again.
     
  10. Red_Spy

    Red_Spy Surprised

    Joined:
    Jan 13, 2011
    Messages:
    4,734
    Location:
    Florida
    Name: Sonya Cherney
    Gender: Female
    Alias: Synapse
    Description: A small, blind, mute, quadriplegic in a wheelchair. Brown eyes and very light brown hair.
    Class: Psychic Vegetable
    Age: 32
    Finances: Single Mother (3)
    SP: 6
    HP: 105
    Stats:
    • STR: 1
    • DEX: 1
    • INT: 18
    • WIS: 20
    • CHA: 1
    • AIM: 1
    Feats:
    • Motorized Wheelchair: It's a wheelchair, not much else to say. (1 SP)
    • Fragile: Synapse takes double damage from all effects which do not incur a WIS check.
    • Muscle Atrophy: Combat movement costs two actions, and carry a -6 penalty if they provoke a roll. (+4 SP)
    • Psychic (All share the same requirement of having at least 8 WIS and equal or higher INT than the target unless otherwise said):
      • Psychic Sense: Can detect intelligent minds within 1 kilometer. 5 WIS requirement (1 SP + 2 SP for 5 WIS requirement + 4 SP for 1 km range) (Feats upgraded to work with it: All)
      • Mind Reading: Reads minds. 5 WIS Requirement. (2 SP + 1 SP PS Upgrade + 2SP for 5 WIS Requirement + 2SP no HP requirement)
      • Emotions: Makes target feel a certain emotion. (2 SP + 1 SP PS Upgrade)
      • Pain: Makes target feel pain. As it gets more severe, it starts costing HP. (2 SP +1 SP PS Upgrade)
      • Illusions: Alters the perceptions of the target. (3 SP + 1 SP PS Uprade)
      • Mind Control: Starts with just putting a thought into their head. At the cost of 10 HP, can attempt to seize control. (6 SP + 1 SP PS Upgrade)
        • Synapse's INT and WIS is substituted for the target's when used in an action done by mind control. (8SP)
      • Psi Stealth: Become impossible to detect using variations on psychic sense. Only requires 5 WIS (5 SP + 2 SP for 5 WIS)
      • Schizophrenic Speech: For communication, Synapse/Sonya creates sentences using the target's memories. Has the side effect of having many voices and tones in each sentence. (1 SP + 1 SP PS Upgrade)
      • Psychic Analysis: Heroic Analysis only takes one action. (4 SP + 1 SP PS Upgrade)
      • Pacify: Target cannot attack a party member for their following turn. Can use 10 HP to make the action an auto-success. (3 SP + 1 SP PS Upgrade)
      • Forced Entry: If successful, can do psychic actions against a previously immune/now immune target during the next turn. 5 WIS requirement and takes two actions. (6 SP + 1 SP PS Upgrade)
      • Stroke: Level 5 Psychic Attack, opposed WIS check for 10 damage -2 WIS. (5 SP + 1 SP PS upgrade)
    Equipment:
    • Motorized Wheelchair: Listed as a feat as well
    Bio:
    "Tovarishch Thalamus assassinated in Havana while heading to the scene of a shoot out. American spies may be involved." - October 10th, 1962 edition of Granma.

    Tovarishch Thalamus was a psychic superhero from the USSR. He gained a lot of fame by working with the KGB by using his powers to help expose plots against the General Secretary, making him a trusted member of the superhero community in the USSR. After Castro's victory in the Cuban Revolution Thalamus was sent to Cuba as a symbol of trust and cooperation between Soviet and Cuban. He continued to do his duty for his new bosses reducing crime to its lowest point yet. This period of low crime ended when the Tovarishch was shot and killed by, what is assumed a lone gunman, while travelling to the scene of a shoot out. The search for the killer was cut short by the start of the Cuban Missile Crisis.

    While the hero has been dead for twenty-two years, his legacy is carried on by his daughter, Sonya Cherney. She was born in Minsk to Aleksey Cherney, also known as Tovarishch Thalamus, and Beylke Cherney. Due to complications with her birth, the child was born both blind and mute. To make matters worse for the young child, shortly after her family moved to Cuba she contracted polio just a few days before Cuba had access to the vaccine, rendering her quadriplegic. While she certainly had a hard time growing up, there was one good thing in it, she inherited her father's psychic abilities.

    Cost of upgrading health stuff:
    Spoiler :

    Mind Control: 4 SP
     
  11. arya126

    arya126 Squad Leader

    Joined:
    May 10, 2010
    Messages:
    4,306
    Location:
    Outside the Wall
    Name: Jason Wayne
    Gender: Male
    Alias: The Patriot
    Description: A rather large man who would instantly stand out for his muscular strength and how visible it is. His face might have been what some would call handsome if not for a long scar down the right side of his face touching the edges of his eye and mouth. His black hair is cut short in a military cut.
    Class: Avenger
    Age: 29
    Finances: Billionaire
    SP: 0
    HP: 70/70
    Stats:
    -STR 10
    -DEX 8
    -INT 3
    -WIS 5
    -CHA 0
    -AIM 8
    Feats:

    Blood and Stars (+4 to-hit, +4 Damage to melee. Acting with reckless disregard for innocent lives [Stabbing a random civilian non-lethally should weigh on your mind as much as killing him] disables this bonus for the rest of the mission. Upon hearing an insult to America, Patriot must respond to that insult or lose the bonus for the rest of the mission - but there is no verbal insult that can change an innocent man into a guilty one. If in turns, Patriot may opt to fly into a rage at the insult to America thus doubling the bonus. 5SP, Minimum 8 STR, 8 DEX) 5 SP

    Shadow Fighter: Patriot gains +3 to-hit when fighting in the dark while dismounted. Minimum DEX 8, 2SP.

    Black Ops: Patriot gains +3 Defense when fighting in the dark while dismounted. Minimum DEX INT 8, 2SP.

    Explorative Surgery: Jason Wayne had explorative surgery on his throat region take place in secret. The results came back, informing him that he would never speak again beyond guttural growls and grunts. Gain 1 SP, caps CHA at 0.

    Disciple: After his latest rampage through Hopeville, it strikes Patriot that it isn't a really heroic thing to do. Jason finds himself going to church and becoming a disciple of religion. +5 Bonus to Heroic Insight so long as Patriot's conscience remains clean - IE, killing something or acting with reckless disregard for lives knocks out the bonus for that mission.

    Equipment:
    Colonial Hat - A hate modeled on those worn during the late 18th century.

    Crimson Cape - A dark crimson cape outlined in gold.

    Power Armor - A suit of powered armor that helps stop attacks against my body and increases my physical strength. Colored dark blue that looks like black when it is night unless you are up close. Once per mission I can get a free +2 STR boost. Paid 4 SP.

    UPGRADE: S-2 Suit: Patriots Power Armor suit has now been upgraded. It can now support flying at about how fast he can run while in the suit. As a result of experimentation Patriot seems to have artificially created a new element, an element he has named Element Zero. Using this powder in a solid form in his suit, the suit can now defy gravity and accelerate at increasing speeds. This is only a prototype and Patriot fully intends to continue experimenting to reach higher speeds since this is only a prototype, however there is no telling how the use of this new 'Element Zero' is going to affect him biologically. 1 SP for flight at the speed of running.

    UPGRADE: S-3 Suit: Improved tinkering has allowed Patriot to increase his potential flight speeds to up to 600 KPH.

    Twin Blades - A pair of blades about a foot long that can emerge from the fists of the power armor, much like a technological wolverine except with only one blade.

    Flasher - A mechanism where my suit of power armor lights up like a beacon for a second or two, temporarily blinding everybody within 50 yards or so. Can be seen up to 5 miles away. Can be used once per mission. I am immune because it is my suit. Upgraded to infinite uses.

    Screamer - A mechanism where my suit of power armor can emit a loud screech that when heard at close range (20 yards or so) can cause the victim to fall to their knees clutching their head. Can be used once per mission.

    T-1 - A prototype Hover Tank, built by Wayne Industries and based on the Batmobile that you see in Nolan's batman movies. It has heavy armor on all sides including the bottom of it, and can reach speeds of up to 80 MPH and is very agile for racing through city streets. Mounts an energy cannon that can fire once per turn, although the cannon has design flaws that leaves it prone to misfires and the lack of an automatic targeting system allows it to miss its intended target if the operator has a low AIM. Can fit 2 people.
    UPGRADES:
    Name: T-1 Alien Armor
    Effect: T-1 gains 1/8 DR against "Tank-buster" classed weapons (Effect normally unavailable entirely).
    Cost: 4SP, T-1 unavailable next mission.

    T-5 - A prototype assault shuttle built by Wayne Industries. It can fit 20 people and can fly as high as the upper reaches of the atmosphere without straining. It has mobility restraints because of its size but can keep pace in a straight up flight with a Jet. Mounts a pair of gatling guns in the front and back. Can fire flares as well as heat seeking missiles, and can scramble a missile launched at it once per mission with a mass launch of specialized flares that will divert the missile. Can take off vertically. If either the assault shuttle itself or the hover tank is being tampered with, the Gatling Guns will activate and automatically fire on the person doing the tampering unless it is me or somebody else I have designated as a friendly in regards to the vehicles.

    Sterilizer - A syringe of a chemical that does no harm to a person except immediately knocks them out for 3 hours on the dot. Carries 3 per mission.

    Smokes - When activated, multiple smoke grenades worth of smoke immediately begins pouring out of my suit of power armor, allowing me to escape captors or create a distraction.

    Smash - A massive sledgehammer slung across my back. To be used in situations where normal melee is ineffective and my twin blades don't have the needed length. Can also be very useful against objects like doors or annoying walls. Made of a strengthened alloy of metals to prevent it from being damaged. Does blunt damage as opposed to slash or piercing damage done by my blades. Paid 1 SP for use against HP targets.

    Porcupine - When activated 6 inch spikes emerge from my armor alongside the outside of my arms and legs, 3 rows on my back (my cape detaches when this happens), and 1 larger one of my chest for friendly bear hits with people I hate.

    Communicator - A communications device that can allow me to communicate through text based avenues by interpreting my grunts. For example, it could text somebody or print out a latter based on interpreting my grunts. It has a detachable mode for when I am out of my suit, and if I am talking to somebody on the phone with it, my grunts form words on the screen of the other persons phone.

    Vehicle Remote - Can summon either of my vehicles upon need, whether for extraction or otherwise.

    Gauntlet rockets - You can carry one, or spend 4SP to carry infinite. Effects: (10-16, -2 INT, AoE melee, short range) INFINITE

    Bio: Jason Wayne is a patriot, through and through, so it is no surprise he chose the name. But I am getting ahead of myself. Mr. Wayne's story begins when his father, the father of Bruce Wayne, had an affair early in his marriage just after Bruce was born. It ended badly once he realized it wasn't him, yet he still assumed responsibility for the child, and ensured he had the best care growing up even though he never saw him. Jason grew up never even meeting his father, yet when he turned 16 he was told my a trusted associate of his father. Enraged by the news, he ran away from the comfortable setup he had grown up in all his life, and joined the military. After a short time he was put into special forces, and he bounced around, being used by groups from the Navy SEALs to the Green Berets to Delta Force. On a mission gone bad in Russia he was captured, gaining the scar on his face through torture as well as numerous other ones on his chest and back. This was also where he lost his voice, the man torturing him accidentally severing something in his neck, rendering him unable to speak again.

    After a group of friends turned renegades from the military rescued him against orders, they fled from the country they loved. They turned into Mercenaries, doing work where they could, and running from their former colleagues that hunted them around the globe. But there came a time when the US needed their help, and so offered pardons as a reward. They did it, but the mission is so classified it cannot be spoken of here, even to you. His friends rejoined the military, but Wayne and one friend returned to Gotham and enlisted in the police force, looking to aid the city he grew up in, and maybe raise a family.

    That all changed when Bane struck. Jason's family was killed in the opening salvos, and he was one of the police officers working with Gordon through the end. The friend that stuck with him since the military was also killed, by Bane himself in the final battle.

    When it was over, Jason Wayne revealed himself to Wayne Industries. Some say it was out of greed now that his stepbrother was assumed dead. Some say he was merely taking his rightful place. Whatever happened, he now had the wealth of Wayne Industries backing his endeavors. Yet he left the company to his own ends, letting it rebuild itself. He chose to use his wealth to follow in his stepbrother's footsteps and become a Superhero, and so he set out for Hopeville, a city to the north that was facing similar problems as Gotham had a decade before.

    And so his story begins. A Patriot wishing to live up to his family name, in more ways than the public can or ever will know.
     
  12. Nukeknockout

    Nukeknockout Rusty Hinge

    Joined:
    Apr 27, 2010
    Messages:
    1,272
    Location:
    Nowhere
    Colonial Hat - Approved as is.

    Crimson Cape - Approved as is.

    Power Armor - A suit of powered armor that helps stop attacks against my body and increases my physical strength. Colored dark blue that looks like black when it is night unless you are up close.

    4SP for 1/10 damage resist. Talk to me about the precise nature of the STR bonus.

    Twin Blades - Approved as is.

    Flasher - A mechanism where my suit of power armor lights up like a beacon for a second or two, temporarily blinding everybody within 50 yards or so. Can be seen up to 5 miles away. Can be used once every other turn. I am immune because it is my suit.

    2SP for a mechanism which reduces AIM by 2 for those who look directly at it, costs one move. I see no reason for it to be used only every other turn.

    Screamer - A mechanism where my suit of power armor can emit a loud screech that when heard at close range (20 yards or so) can cause the victim to fall to their knees clutching their head. Cannot be used on the same turn as the Flasher because of power constraints.

    2SP for a mechanism which reduces WIS by 2 for those who hear it, costs one move. I see no reason it can only be used every other turn.

    Sterilizer - A syringe of a chemical that does no harm to a person except immediately knocks them out for 3 hours on the dot. Carries 3 per mission.

    Reduces target STR by three upon successful melee attack, limit of three in exchange for no SP cost accepted.

    Smokes - When activated, multiple smoke grenades worth of smoke immediately begins pouring out of my suit of power armor, allowing me to escape captors or create a distraction.

    Now this is a good idea. Once per mission unless you'd like to spend SP, creates concealment.

    Smash - A massive sledgehammer slung across my back. To be used in situations where normal melee is ineffective and my twin blades don't have the needed length. Can also be very useful against objects like doors or annoying walls. Made of a strengthened alloy of metals to prevent it from being damaged.

    As a tool to get through obstacles that aren't characters, accepted as is. Ineffective against targets with HP.

    Porcupine - When activated 6 inch spikes emerge from my armor alongside the outside of my arms and legs, 3 rows on my back (my cape detaches when this happens), and 1 larger one of my chest for friendly bear hits with people I hate.

    Deals three damage per round to those grappling you.

    Communicator - A communications super computer built into his suit, that can allow a small detachable wireless device to detach for when I am not in the suit. Acts as a database and a super smartphone all in one, and helps to keep track of my company, my nonexistent personal life, my superhero life, and to communicate without speaking. Can interpret my grunts as rough responses when I am in the suit and unable to type stuff in.

    No. Think 80's tech, so supers are stuck at 2000's tech. You can have a direct line to a person who knows your secret if its about the size of a Star Trek communicator, and it can be a headset, but super computers are room-sized in this game. The translation part is accepted if and only if the output is in text.

    Artificially moved vehicles to the bottom of the list.

    T-1 - A prototype Hover Tank, built by Wayne Industries and based on the Batmobile that you see in Nolan's batman movies. It has heavy armor on all sides including the bottom of it, and can reach speeds of up to 80 MPH and is very agile for racing through city streets. Mounts an energy cannon that can fire once per turn, although the cannon has design flaws that leaves it prone to misfires and the lack of an automatic targeting system allows it to miss its intended target if the operator has a low AIM. Can fit 2 people.

    Accepted. The cannon fires as one action however, and the vehicle has two. Also, describe what you mean by "energy cannon". Star Wars blaster, FTL beam cannon, what?

    T-5 - A prototype assault shuttle built by Wayne Industries. It can fit 20 people and can fly as high as the upper reaches of the atmosphere without straining. It has mobility restraints because of its size but can keep pace in a straight up flight with a Jet. Mounts several energy cannons on the sides, and a pair of gatling guns in the front and back. Can fire flares as well as heat seeking missiles, and can scramble a missile launched at it once per mission with a mass launch of specialized flares that will divert the missile. Can take off vertically.

    You get either energy cannons or gatling guns, maximum of two offensive devices per vehicle and I assume you want to keep the missiles. If you choose the energy cannons, are the same as the T-1 cannon? Mobility-wise, I am going to treat this as a very fast, but very heavy vehicle which changes direction very poorly at speed so expect to lose protracted chases with jets unless you reduce the overall mass/size by cutting the passenger/cargo compartment. Flares are okay as is.
     
  13. Nukeknockout

    Nukeknockout Rusty Hinge

    Joined:
    Apr 27, 2010
    Messages:
    1,272
    Location:
    Nowhere
    Fearsuit: An Armoured Black Supersuit, with several useful gizmos contained within.
    -Scanner Headset: Capable of Thermal and Night Vision modes. Accepted.
    -Stealth Systems: Renders the wearer invisible to Radar. Accepted.
    -Sticky Pads: Pads on the wearer's lower arms and legs, hands, and feet allow them to stick to almost any surface. Accepted.
    -Gas Mask: The suits breathing systems filter the air to ensure nothing harmful is breathed in by the wearer. Accepted.
    -Bioanalysis Systems: Tracks the wearer's vitals, detects poisons and similar substances, and can be used to detect major anomalies within nearby beings. Accepted.
    -Communications System: Allows the wearer to communicate as if by phone or short-range Radio. Accepted.
    Grappnel Gun Accepted, may sometimes fail.
    Glide Cape Accepted, may sometimes fail.
    3x Smoke Bombs Accepted, creates concealment in a small area
    3x Painkiller Pills Accepted, heals 5-8hp, does not clear debuffs, only works if target has at least 1hp left
    3x Handcuffs Accepted, prone to failures
    Laser Cutting Tool Accepted, cannot damage objects with HPs
    Hacking Device Accepted
    FEARJet Beacon Accepted

    Vehicle: FEARJet - A Spaceflight-Capable supersonic Plane, with built in Stealth Systems and VTOL ability. Can hold up to 8 Passangers Including Pilot and Co-Pilot, as well as small amounts of cargo. Autopilot functions allow the plane to make simple flights to a beacon or pre-prepared location, finding its own landing ground or simply hovering nearby. The plane is armed with Air-to-Air missiles and defensive counermeasures.

    Countermeasures limited to two times per mission. I'm going to treat this aircraft as slower than a military jet, but extremely maneuverable for its size. Even the slightest damage will remove the spaceflight & stealth capability.

    Home: Gerani Tower - a large (540 meters with 135 stories) skyscraper in the buisness district, with the top several floors used as personal residence of the owner. These floors also contain a concealed hanger for the FEARJet, as well as several concealed facilities and storage spaces used for Fredericks hero equipment. Fortunately he is able to employ a small group of robots for the cleaning and maintanance of these areas too sensitive to be entrusted to normal staff.

    Accepted, but mostly for RP reasons. Your jet is still stored at the Hall of Justice during missions.
     
  14. arya126

    arya126 Squad Leader

    Joined:
    May 10, 2010
    Messages:
    4,306
    Location:
    Outside the Wall
    I was under the impression that equipment was determined based on financial status and didn't require SP. In this case, can the screamer and flasher be once per mission things like the smokes in return for them not costing SP?

    The energy cannon is visualized based on the weapon system on the Wayne Industries tanks in TDKR. With the T-5, I will take the Gatling Guns then.

    Will adjust the communicator idea and get back to you.

    Also, what is the reasoning behind my sledgehammer being ineffective against HP targets, making it ineffective as a weapon?

    And the Power Armor. I was generally imagining a toned down version of Iron Man in terms of appearance and use. No flight of course unless I modify it later. The strength increase would be toned down. I would think +2 STR when wearing it seems reasonable to me, or I could just do away with the strength part of it altogether and say it increases my strength well enough to wear it without penalty to dexterity and the DR bonus stays in and stuff.
     
  15. Nukeknockout

    Nukeknockout Rusty Hinge

    Joined:
    Apr 27, 2010
    Messages:
    1,272
    Location:
    Nowhere
    1: It depends on how powerful the equipment is. Your solution is acceptable.

    2: Alright, T-5 has a forward and rear gatling gun.

    3: Ok.

    4: Making it not cost SP, the same reasoning behind Dem's laser cutting tool not being useful enough to require SP. It'll have a realistic effect on anything which does not have HP, such as very low level mooks or doors.

    5: 1/10 DR usually costs 6SP, it's cheaper as its part of armor acquired via Billionaire. You can have a once per mission one turn as a free action +2 STR, but anything more is going to cost S.
     
  16. Sonereal

    Sonereal ♫We got the guillotine♫ Supporter

    Joined:
    Mar 31, 2008
    Messages:
    14,903
    Name: Enrico Dandolo
    Gender: Male
    Alias: The Doge
    Description: Five and three-quarters feet of all man. Muscles upon muscle and a face that make ladies want to swoon and men want to know what this strange feeling they're feeling is. Well, I'll tell you what it is gentlemen if you really want to know. It is magnetism. I'm the iron bar in your magnet club, ladies and gentlemen. Call me.
    Class: Nothing but.
    Age: 64
    Finances: Payday Loans (1)
    SP: 0
    HP: 20
    Stats:
    -STR: 10
    -DEX: 10
    -INT: 10
    -WIS: 10
    -CHA: 10
    -AIM: 5
    Feats:
    Panic!: Causes a Panic Roll in nearby people upon kill. Your CHA vs their WIS, it'd stop working if your CHA fell below 8 due to debuffs, and it'd cost 3SP.
    Martial Arts Master: Intensive training gives ME, JUST ME, a significant advantage in melee combat. (+3 to Hit chance and Damage, so long as STR and DEX remain above 8)
    Equipment: Sword
    Bio: Enrico Dandolo, named ironically after the famous blind Doge of Venice, was born in Italy in 1920. His childhood and early manhood were shaped by the political turmoil of the 1930s and World War 2. His father was a former socialist who supported Mussolini's rise to power as just one of thousands of blackshirts. However, after the war with Ethiopia, his father rapidly would come to denounce the fascist regime and turn back to socialism. Enrico's blindness and his father's political leanings made Enrico's time in school difficult and led to him being bullied by his fellow classmates. One day in 1937, a group of boys jumped Enrico, but to their surprise, the blind teen fought them off. This caught the attention of a reclusive Italian hermit who just happened to be a master swordsman.

    The rest is history.

    Enrico's father died in 1943 and in 1947, the Enrico, his mother, two brothers, and sister, emigrated to New York City against the wishes of the rest of the family. Enrico would spent the two thirty years in New York City performing jobs that would normally be difficult for a blind man. In 1977, after the death of his sister of cancer (mother dying in 1968 and brothers dying in a car crash in 1974), Enrico emigrated to Cuba, a country where he thought his political leanings would be more appreciated. However, the period from 1977 to 1984 was again filled with odd jobs and the occasional petty crime. Enrico Dandola, despite all of this, enjoyed this freedom and when a shelter wasn't available, the charismatic old man could talk his way into a bed and meal anywhere from the streets of Hopeville to the friendly countryside houses.
     
  17. Kinich-Ahau

    Kinich-Ahau #JustGoomyThings

    Joined:
    Jul 3, 2010
    Messages:
    1,322
    Gender:
    Male
    Location:
    The Church
    Name: Tex McMaxton, Jr.
    Gender: Male
    Alias: Neckbeard
    Description: 7 feet tall, Caribbean Skin Tone, Brown Eyes, & Black Hair; his crowning feature, though, would of course be his truly magnificent hip-length beard, a beard so amazing, it has been rumored that, if you gaze upon it & are unworthy, it will cause you to burst into tears.
    Super Suit consists of a Black & White Luchadore Mask, an incredibly gaudy Zebra-fur suit, a Grey Cape, & Magic Platform Shoes that somehow don't impair his movement.
    When in his civilian persona, he keeps his beard tucked into his shirt.
    Class: Barbeardian
    Age: 24
    Finances: Family Man
    SP: 6
    HP: 40
    Stats:
    • STR: 10
    • DEX: 10 (12)
    • INT: 8
    • WIS: 8
    • CHA: 10
    • AIM: 5
    Feats:
    • Badass Beard (1 SP): His exquisite beard functions as an extra limb
    • Weird Beard (4+2+2+2 SP): Any who lock eyes upon Neckbeard's fabulous flowing facial hair suffer -2 to DEX & AIM, as long as CHA doesn't fall below 8
    • Wizard Beard (5 SP): Neckbeard's luxurious locks are durable and majestic. 1/10 DR
    • Beard of Barbarism (1 SP): Twice per mission, as a free action, Neckbeard can grow out his beard to a length of 10 meters for one turn, so long as DEX doesn't fall below 8
    • Beardness Protection Program (4 SP): Neckbeard's allies, having grown accustomed to the sight of his brilliant bristles, no longer suffer the effects of exposure to his beard
    • Fragile Speedster (+7 SP): Attacks which can cause a secondary stat loss may do so regardless of Neckbeard's current HP
    • Super Reflexes (15+25 SP): +2 Actions per turn, as long as DEX doesn't fall below 8
    • Super Speed (1+3 SP): Quadruple running speed (and also ladder climbing, ect) so long as DEX doesn't fall below 8
    • Pimped Out Shoes (2 SP): Neckbeard's Magic Platform Shoes, due to being owned & used by him for so long, have begun to exhibit strange & wonderful properties; Neckbeard gains +2 DEX while wearing them
    • Can't Touch This (2+1 SP): +10 Defense instead of +5 when using the Defend action, as long as DEX doesn't fall below 8
    • Confusion Fu (4+1 SP): +5 to Hit Chance and Evasion, so long as DEX doesn't fall below 8
    • Deadly Dodging (6 SP): If an enemy attempts a melee attack against Neckbeard & misses, they take 1/4 of the damage they would have inflicted, so long as DEX doesn't fall below 8
    • Too Spicy for Yog-Sothoth (3 SP): A psychic attempting to use an ability on Neckbeard must pass a CHA check or suffer -1 WIS
    • Too Kinky to Torture (3 SP): Triggers an opposed CHA roll whenever Neckbeard is exposed to a stat-lowering effect, succeeding inverts the effect. Bonus stats dissipate at the end of the encounter. Stops functioning if CHA drops below 8.
    • The Power of Trust (4 SP): Neckbeard gains +2 to all rolls so long as he is within 4 meters of an allied character who trusts him, so long as CHA doesn't fall below 8
    Equipment:
    • Baseball Bat (2 S): effective against targets with HP
    • 2 Medkits; restore 5 HP per use
    • The Beardcycle: An average motorcycle
    Bio:
    Spoiler :
    The son of the Texan Hero The Banded Armadillo (real name Tex McMaxton, Sr.) & the Tropican Heroine La Velocidad de la Luz (real name Alejandrina Luminosa), Tex McMaxton, Jr. inherited a fraction his parents' powers; from his father, he got his trademark beard- impressive to most, but nothing compared to his Old Man's; from his mother, he inherited great speed & coordination- again, though, his abilities paled in comparison to hers.

    Tex's childhood was full of adventure; his parents had to travel very frequently due to the nature of their work, and given that they were unwilling to leave him with relatives, this ensued that Tex grew up exposed to many different cultures & ideas, with many a tall tale to tell to prospective acquaintances. As he aged, his parents began teaching him how to utilize his abilities, how to protect his identity, how to fight if depowered, and various other skills befitting a vigilante.

    He developed an extremely gung-ho attitude as he aged, tempered somewhat by his absolute unwillingness to kill. Amazingly prideful, he often pursues plans & objectives long after it is clear that they've failed out of an unhealthy unwillingness to give up; a bit of a glory hound, he is nonetheless good at heart, & absolutely hates abandoning allies.

    When he turned 19, he went on a tour of the Caribbean with his family; while en route from Tropico to Cuba, however, the ship his family was traveling on was attacked by the notorious Jamaican supervillianess Maryna Janelyn, who was able to take command of the ship with her psychedelic powers. The ship sunk after an epic battle again Maryna Janelyn & her stoned subordinates, with the family becoming separated, and Tex knocked unconscious.

    He awoke some days later off the shore of Manzanillo, Cuba, having somehow avoided drowning. Cut off from the resources he normally had access to, he was stuck in Cuba for the next several years, never coming across any news of his parents. Gradually, he adapted to his new life, and though he now spends his time generally helping people & being a show-off hero, he remains alert for any sign of his family.

    Future Feats:
    Spoiler :
    • Charles Atlas Superpower (8 SP): Neckbeard's unarmed attacks gain the [Vehicle-Killer] tag, so long as STR doesn't fall below 8
    • Ludicrous Speed (10 SP): Neckbeard can run at 1,200 kph
    • Ludicrous Speed upgrade 1 (10 SP): Neckbeard can run at 2,400 kph
    • Super Endurance (2 SP): Neckbeard may carry objects up to his size and weight without slowing down, so long as STR doesn't fall below 8
    • Super Endurance upgrade 1 (4 SP): Neckbeard may carry objects up to twice his size and weight without slowing down, so long as STR doesn't fall below 8
    • Pimped Out Shoes upgrade 1 (5 SP): Neckbeard is immune to all fall damage while wearing his Magic Platform Shoes
    • Beard of Barbarism upgrade 1 (2 SP): Twice per mission, as a free action, Neckbeard can grow out his beard to a length of 15 meters for one turn, so long as DEX doesn't fall below 8
    • Too Kinky to Torture upgrade 1 (17 SP): Now works on all stat drops
    • Bullying a Dragon (6 SP): Target must make a CHA check or be forced to spend one action either moving towards or attacking Neckbeard on their next turn. Only works on Dragon-class characters, minimum CHA 8
    • Bullying a Dragon upgrade 1 (2 SP): Target must make a CHA check or be forced to spend two actions either moving towards or attacking Neckbeard on their next turn. Only works on Dragon-class characters, minimum CHA 8
    • Fascinating Eyebrow (1 SP): Enemy must make a CHA check or be unable to take actions next turn; only works on non-Dragon class females
     
  18. Nukeknockout

    Nukeknockout Rusty Hinge

    Joined:
    Apr 27, 2010
    Messages:
    1,272
    Location:
    Nowhere
    First mission on August 11, 2013 at six to seven PM EST.

    So far, everyone's character looks good - Omega's & Kaiser's characters won't be present at mission start, but will be introduced about halfway through.
     
  19. SmithRobloxian

    SmithRobloxian Warlord

    Joined:
    Mar 26, 2013
    Messages:
    163
    I am kinda a late joiner, but...

     
  20. SamSniped

    SamSniped DJ Goodboye

    Joined:
    Jan 1, 2011
    Messages:
    5,413
    Location:
    playing some funky jams

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