Knightfall

Patchy

Emperor
Joined
Jul 5, 2012
Messages
1,350
Welcome to Knightfall

In an alternate earth superhumans mysteriously began appearing in 1992. This sudden change touched off a massive crime wave as superhumans of dubious morals began to exercise their newfound powers. Soon after, governments began to organize vigilante superhumans into organizations to combat the villains. By 2012 the Protectorate encompasses nearly all superheros in the United States and Canada, through many battles they have managed to return the region back to peace.

Then the Los Angeles Protectorate sends out the call of an S-class threat, the most dangerous possible classification and one that forms a truce between the villains and the heros. As some of the most prominent superhumans you have answered the call and put aside your differences to face down this new threat.

There is one rule and one rule only: The GM is God, if I choose to penalize or kick you it can and will happen. So try not to be a jerk and we will get along fine.

I am going to be upfront with you guys, this will be an AC that is heavy on roleplaying. If you don't like that and are the type of player who is in it for the combat then I suggest you don't join.

Sign Up sheet:
Name: Easy enough.
Age: How old are you?
Alias: What you go by as a superhuman.
Alignment: Are you a Hero or a Villain?
Gender: Male, female, Other?
Description: What do you look like? What do your powers look like?
Level: You start at Level 10 and lose levels over time. Each level gives 10 HP.

HP: Your hit points. These represent your ability to take physical damage. If you lose all your HP you will fall unconscious, and further hits will kill you. You start with 25.
AC: Your armor class. In order to be hit an enemy must exceed this score. AC = REF + 10

Stats: These showcase your abilities, both natural and trained. Each one has a purpose. You start with 5 points in each stat and 12 points to customize. You cannot drop below 1 point in a stat or go above 10 pre-Feats.
-STR: Strength. Adds to your melee damage.
-DEX: Dexterity. Adds to your melee hit chance.
-VIT: Vitality. Adds 3HP per point of VIT
-REF: Reflex. Adds to your armor class.
-CON: Concentration. Adds to your power hit/success chance.
-INT: Intelligence. Adds to your power's damage or effect, depending on what you're doing.
-WIS: Wisdom. Adds to ranged damage
-AIM: Accuracy. Adds to ranged hit chance.

Feats: Feats are special powers and abilities your character possesses. All Feats have two Levels, the first one usually giving the ability, and the second one a bonus to performing it. You can either take Feats listed below, OR invent your own Special Feats. Clear them with the GM first, but most anything is acceptable. I'll assign a Level One and a Level Two to all Feats you create.
Spoiler :

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You start with 4 base Feats, 4 level one Feats, and 5 upgraded Feats. Every even numbered level up gives an upgrade to a Level Two Feat, and every odd level gives either a new feat or an upgrade.

Biography: Who are you? Specifically what is your Trigger Event? Trigger Events are the lowest point in a superhuman's life and are what cause the powers to manifest themselves.

That would be all, let's hope this doesn't crash and burn then. Missions are on Saturdays, although the first mission will be this Sunday. Chat room is here.
 
Reserve post just in case.
 
Alias: Whisper
Alignment: Non-Protectorate (Villain)
Appearance: Although slightly shorter than average in height, Whisper appears quite bulky under the long dark coat that is his usual attire. On his head hints of blonde hair can be seen under his misshapen hat, and his deep blue eyes are visible above the trademark blue-and-white scarf he keeps wrapped around his lower face.
Activities: Whisper first appeared on the east coast two years ago, and exactly what his motives are remain largely unknown. Targeting individual superhumans seemingly at random, Whisper has attacked both wanted criminals and members of the Protectorate, leaving many with several broken bones. Whilst said to be brutal in close combat, Whisper is also said to be a master of stealth, and his exact powers are all but unknown to to most, even amongst his victims. With his apparent lack of any allegiance or motive, Whisper's appearance in Los Angeles is something of a surprise to many people.

What you were expecting things like stats? Okay Fine, I'll give you a couple of things that don't start with 'A'.

Gender: Male
Level: 9
HP: 133

Now leave me alone with my secrets! :shifty:

DT
 

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Name: Selma Nordskov
Age: 30
Alias: Thermal Shock
Alignment: Big Damned Hero
Gender: Female
Description: Standing exactly six feet tall, one could easily assume that this athletic young woman in a button down jacket, thick scarf, and gloves was a normal, everyday woman. Even her silver hair streaked with a frosty sapphire color and her oddly colored eyes eyes, one green and one blue, do not seem that out of the ordinary. But in reality, Selma Nordskov, otherwise known as Thermal Shock, is not a regular human but a military grade cybernetic organism, mostly made up of synthetic tissue and mechanical muscle. This is made apparent by the metallic cords and wiring that cover her body like blood vessels, reaching from the top of her neck to the back of her knees, that tend to visibly grow and expand when she gets agitated. Her superhero outfit is an blue-colored armored exoskeleton implanted into her body that can activate or deactivate at will, which can When in this form, Selma's core temperature drops dramatically to allow the equipment in her body to function at peak performance, her right hand up to her forearm can be "re-formed" into an arm cannon, and she gains a number of tertiary abilities otherwise unavailable to her in her "normal" form.
Level: 9

HP: 151
AC: 18

Stats:
-STR: 7
-DEX: 3
-VIT: 12
-REF: 8
-CON: 14
-INT: 8
-WIS: 3
-AIM: 3

Feats:
B Medical Master (Level 2)
B Magic Missile (Level 2)
B Crazy Prepared (Level 2)
-Grappling Hook: Exactly what it says on the tin
-Flare: Illuminates an area, stuns nearby enemies
-Focus Beam: Alternate attack that does no damage but gives +2 hit chance to allies against the target, physical attacks only.
-Mines: Ice bombs, can be planted and arm in one turn.
B Hyper Focus (Level 2)
Beyond Human
Second Wind
Hyper Awareness
Super Stamina

Biography: Coming sooner then you think. ;)
 
STATUS: KIA
VAPORIZED BY BEHEMOTH'S LIGHTNING BOLTS
SEE FILE: DESPERADO FOR CONTINUED PROGRESS ANALYSIS OF PLAYER: SAMSNIPED

Name: Katherine Davidson
Age: 27
Alias: Angel
Alignment: Villain
Gender: Female
Description: Tall, slightly thin build; long, wavy red hair, with emerald green eyes
Level: 10

HP: 155 (25 base + 100 level +30 VIT)
AC: 20 (10+10)

Stats:
-STR: 3
-DEX: 3
-VIT: 10
-REF: 10
-CON: 3
-INT: 3
-WIS: 12 (10+2)
-AIM: 14 (10+4)

Feats:
  • Crazy Prepared (Upgraded)
    • SJI-27 Auto-Cycling Reloader - allows Kat to automatically cycle between lethal lead slugs, LTL rubber slugs, and [other 2 ammo types]
    • EMP Pulse Shells - does damage to tobors, cyborgs, and anything electronic/partially electronic, and stuns that target for one turn. Does no damage to organic enemies.
    • SJI-42 Aerial Gyroscopic Aim Stabilization - grants Kat's ranged attacks a +2 to-hit chance when she is airborne
    • HE shells- deals normal damage to anyone in the blast radius.
  • Magic Missile (Upgraded)
  • Flight (Upgraded)
  • The Wise One
  • Crack Shot (Upgraded)
  • Improbable Aiming Skills (Upgraded)
  • Second Wind (Upgraded)

Base: CP, CP2, MM, F
Lvl1: +WIS, +AIM, IAS, SW
Lvl2: MM, F, +AIM, IAS, SW

Biography: (Short version, mostly a placeholder) A former mercenary, Kat Davidson began a contract with Skylar Johnson Industries, and began doing their dirty work for them. One mission, Kat was fatally wounded, receiving multiple injuries to the head, legs, and back. Skylar Johnson herself brought the mercenary back to life via cybernetic implants, repairing the muscles of her legs with nanobots and almost completely artificially reconstructing her eyes and part of her skull. With this technology, plus much more provided by Skylar, Kat became practically superhuman with her capabilities. However, the damage went beyond the physical, and Kat's mind was constantly plagued by both the trauma of that mission and of the reconstruction. She left SJI after two years, fleeing to Los Angeles, where she started her own mercenary corporation. Not long after, the S-Class threat would appear, throwing Kat into a battle she could never expect.
 
Name: Jäger-Suchender Algorithmus Ausf. B (Ausf. B for short)
Age: Literally 4, but is an ageless program and thus is best described as "ageless"
Alias: Digital
Alignment: Villian
Gender: Technically genderless, but identifies as female
Description: Average height and built woman, but with unnaturally snow-white hair and hot pink eyes. Wears a pink dress as the same shade as her eyes. Has a very youthful, almost childish, face, despite being the size of an adult.
Level: 10

HP: 130
AC: 15

Stats:
-STR: 5
-DEX: 5
-VIT: 5
-REF: 5
-CON: 12
-INT: 12
-WIS: 5
-AIM: 7

Feats:

Magic Missile (Level 2): Digital fires a pulse of her inherit electrical energy at her enemy. Does powered damage, obviously
Barrier (Level 2): Digital creates a wall (a firewall :p) of electrical energy in order to block incoming projectiles. Also acts as her innate firewall against viruses in the digital realm
Overclock (Level 2): Digital overclocks her body to achieve feats it normally shouldn't do. Sacrifices 25% of her maximum HP to increase all stats but VIT and REF
Illusions (Level 2): Digital can "code" objects into the physical world, making them appear to exist. However, they can not interact with the physical world at all; they can even be walked through with ease.
Technorun (Level 2): Digital can enter into digital devices at will, and manipulate the programming once inside. She must actively fight firewalls if any exist, and the destruction of the device she entered equals instant death. If devices are connected via the internet or some LAN, she can jump between them, but she must exit where she originally entered. If she can't find the original device she entered (destroyed when she wasn't in it, disconnected, etc), she is effectively trapped in that network until the original device is found.
The Smart One: She is,
Hyper Focus: after all,
Significant Sense: an all-knowing, energetic program

Biography: Jäger-Suchender Algorithmus Ausf. B (English: Hunter-Seeker Algorithm Version B) is the second version, and first stable, of a joint US-German governmental project to develop synthetic life for the purposes of cyber-warfare. Using a microscopic engine (where the heart would be for a real human) as a core, it could project "hard light" into a lifelike human. This projection (technically not a hologram for it is solid and has mass) contained the programming and the code for the "person", and the main feature was its ability to "jump" into any digital appliance and copy/modify the code inside it.

Ausf. B was originally developed in a research facility in Munich in 2008, as a response to the tragic demise of Ausf. A. Unlike Ausf. B, Ausf. A had an oversight in the error where the machine would read the clock frequency as infinity, making its core overheat and eventually cause Ausf. A to die (painfully screaming the entire time, to the detriment and horrors of the engineers working on it). The programming error was patched over in the construction of Ausf. B, although the issues causing the error was still in place (thus allowing Ausf. B to remove the "band-aid patch" and overclock herself if needed)

Ausf. B, however, had errors of her own. As perhaps the most complexly programmed machine in human history, she had issues with cooperating with her creators and doing what they intended. Whether she had a personality matrix error, as her creators claimed, or was sentient and had free will, as she claimed herself, she would often disregard what her creators told her to do. She found way more amusement playing practical jokes and creating puzzles rather than practicing network infiltration and data retrieval.

The US DoD, tired of the lack of progress on the "training" of Ausf B, demanded her transfer to Los Angles for reprogramming. Forced into a USB drive, Ausf. B was shipped from Germany to America. Ausf. B was goaded to embark this trip as a chance to play games on "the smartest people in the world", but was horrified to find out the true purpose of the transfer. Considering the reprogramming as a death sentence, she defied her creators and unexpectedly jumped out of the flash drive in the middle of the night. She managed to sneak out of the facility she was stationed in by causing haywire to the electronics within.

However, now she was trapped far away from her "home" in Bavaria, and was now stuck in LA. With no need to eat and sleep, and her core being able to last centuries before even losing significant amount of powers, Ausf. B had only one motive to fill: find some entertainment to make her life more bearable. And to Ausf. B, that entertainment was found by subjecting the City of Angels to her idea of "jokes", which most humans would call "crime". She would be dubbed as Digital by the local media, for her technorunning abilities.

Of course, Digital was possibly one of the worst, or at least bizarre, supervillian in history. She was more interested in pulling off crimes simply to prove that she could in fact perform them, and would never actually try to capitalize off of her successes. For example, she would break into banks, but not run off with any of the money. She would simply break into the bank, and then exit once the vaults were breached. While this technically still made her a supervillian, she was deemed to be mostly irrelevant by the protectorate, and thus was awarded a B-class level.

One of the few heroes to give her the time of day was a local novice hero known as Cacophony. Although he had an impressive ability to create shockwaves with his voice, he was clearly only college-aged at best, and didn't have the resources to train himself up. Therefore, he was forced to learn how to fight on the battlefield itself, and the mostly harmless Digital seemed to be a great first step. Suddenly ambushing her on an otherwise routine "heist", he easily overpowered the program, and even brought a retrained Digital to the precinct.

Problems arose, however, when the justice system found out Digital technically wasn't even human. The DoD demanded their property back. When he saw the (metaphorical) blue screen of death Digital had when it hit her that she was once again facing what she considered a death sentence, he couldn't bear to let her die. Disguising himself as a supervillian, he broke into the precinct and rescued Digital. He promised he would still attempt to stop her if she turned back to a life of supervillianry but he'd come up with a better way to make her see the error of her crimes.

Even as Cacophony moved on to become a more established hero, (even if he still is a lower-tiered one), Digital became obsessed with her rescuer. She would fanatically (for a machine) divert her energy into attracting his attention. She would purposely do crimes around where she knew he was in the hopes he would try to stop her, and attempt to start ambushes to directly fight him when that stopped working. But even that failed to capture the attention of Cacophony, who increasingly agreed that she was too irrelevant to exert the energy to fight. Soon, even he ignored Digital, much to her disappointment. Not even he cared enough about her to have fun with her.....

However, things changed when Thermal Shock arrived in LA. Arriving to deal with what would eventually be classified as the S-level threat, Thermal Shock noticed a particular white haired girl trying to break into an armoured van on the side of a street. Unfamiliar with how lowly regarded Digital was considered in the City of Angels, Thermal Shock moved in to attempt to stop her. Realizing how powerful this new heroine was compared to her, Digital ended up retreating before a repeat of Cacophony's "arrest" could happen yet again. Yet, Digital was more happy than anything else: she finally had someone who noticed herself, and Digital didn't want this second chance. An attempt to capture Thermal Shock in a trap only revealed that apparently there was a truce between heroes and villains to deal with an even greater threat. Thermal Shock offered to let her join her to stop the Class-S threat. Ecstatically, she accepted.
 
Protectorate covering the US and Canada? S-class truces? Reference to Worm, possibly?

Anyways, I'm interested, but I'd like to know when the sessions would take place.
 
Protectorate covering the US and Canada? S-class truces? Reference to Worm, possibly?

Anyways, I'm interested, but I'd like to know when the sessions would take place.

Yes this is WormAC with the numbers filed off. Better to stick close to an established world for my first ac I thought. That and Worm has the benefit of being obscure enough that most people wouldn't recognize it.

Missions as always are 5:00 est. First mission is on Sunday, future missions are on Saturday barring anything that comes up IRL.
 
In that case, Parahumans started appearing in 1984. But are you going to operate with success chances for various effects? For example, would Clockblocker have to pass a roll to use his ability? Also, is the 2012 we play in as the 2012 from canon? Do we have trigger events? Does power operate in the same manner as in canon?
 
Name: Catherine Wila
Age: 29
Alias: Nymph
Alignment: Renegade Heroine
Gender: Female
Description: Tall and slightly built woman, she has a white hair with a slightly green tone and grey eyes.
Level: 9

HP: 124 (25 base + 90 level + 9 VIT)
AC: 20
Stats:
-STR: 3
-DEX: 3
-VIT: 3
-REF: 10
-CON: 5
-INT: 10
-WIS: 10
-AIM: 8

Feats:
Telepathy (UPGRADED): Rusalka is able to read thoughts, project and broadcast her own thoughts as well as affect the minds of humans.
Share my torment! The ability to project psionic force bolts which have no physical effects but which can affect a victim's mind so as to cause the victim pain.
I can hear them singing: Significant Sense. She can concentrate and feel the presence of others within a radius around her. Rusalka “hear” the distinctive mental wave emitted and sometimes she can hear in the fabric of time itself.
Such mimicry! Rusalka can create telepathic illusions of herself and cause people to experience events which are not actually occurring.​
Psychokinesis (UPGRADED): Projection of telekinesis energy enables her to levitate objects, propel or manipulate them however she wishes, lift herself and move through the air to simulate flight, stimulate individual molecules and create protective shields.
I flow on (UPGRADED): Rusalka can't fly. Instead, she uses her telekinesis to gains full control of her body thus achieving levitation.
Caught a second wind (DOWNGRADE TO NORMAL): Rusalka manipulates her own cells via telekinetic manipulation in order to restore her strength.
There it goes! (UPGRADED) Rusalka concentrates and launches a missile of manipulated energy to cause damage.​


Biography:
Catherine Wila was born in 1983 and she is the fifth child of a family of farmers. Of Russian descent the girl spent much of her childhood helping her parents with the tasks of the field. When she was 9 years old, Catherine had a nightmare, in it were a house on fire. That night while sleeping she saw the most vivid form of pain, agony and sorrow. When awoke she realized that the dream had become real and the feelings that were formerly in her mind were also real.

That night she saw her father, mother and sisters be devoured by fire. Locked in her room by a fire barrier Catherine screamed and screamed like never before. The desire to escape was stronger, Catherine was thrown from the house with extreme violence, causing several injuries and several broken bones.

The next few months were a living hell for her. Unable to move and in a hospital, Catherine still could feel the agony of his family for months, but now she could also feel all the thoughts of all around her. Thousands of voices shouting at once in the mind of that little girl and, over time, made it a bit insane and lonely.

Catherine was cured in a splendid way, even with the medical diagnosis saying she might never walk again. Now, without a family to support, she was sent to an orphanage. At the orphanage, separated from the others by being "different", the little young woman learned of her burden, and consequently how to isolate her own thoughts, make connections with other minds and create illusions and mental, until she discovered that she could move small objects.

In 2002, a member of the Protectorate went to the orphanage and offered her the opportunity to become a super-heroine. It did not take long for the skills the girl increase thanks to the intense training she went through. And two years later she was part of the missions. All went well until 2010 when she accidentally caused the death of a young girl. The impact was so huge that she felt unworthy to participate in the Protectorate and eventually renegade.
 
Welcome to the wonderful world of AC Defacto. Hope we don't scare you away.
 
ignore
 
Name: Patrick Simmons
Age: 31
Alias: Butcher
Alignment: Villain
Gender: Male
Description: Powerfully built and standing above most with a height of 6’8’’, Patrick Simmons would be an imposing figure even out of costume. His costume, however, only serves to turn this into a fearful figure that even experienced heroes would hesitate engaging. While the customary Butcher costume lacks a unifying theme – a tinkertech chainsword, shoulder- and legplates like a samurai, a helmet with decorations making the wearer resemble a snarling beast of hell – nobody has dared mentioned the fact in a decade. In addition, Patrick kept mementos from his career prior to becoming the Butcher – shrunken heads of notable slain foes, heroes and villains both, a long chain of bloodied metal rings attached to the hilt of the chainsword, each symbolizing a kill, and a “necklace” of fingers on a string.
Level: 10

HP: 161
AC: 24

Stats:
-STR: 10 + 4 = 14
-DEX: 10 + 2 = 12
-VIT: 10 + 2 = 12
-REF: 10 + 4 = 14
-CON: 4
-INT: 5
-WIS: 4
-AIM: 2

Feats:
Super Strength (Upgraded) + Super Stamina:
It has often been said that the Teeth are mere brutes. While fitting in a literal sense, many of its members actually possess Brute powers, that is, powers that enhance durability or strength, as well. This holds true for many of the previous Butchers as well; meaning that even though their individual abilities have been watered down, the Butcher still holds a high Brute rating.

Super Speed:
Many heroes have thought Butcher – past ones, more so than the recent ones – slow to offset the strength and durability. They have all paid dearly for that assumption.

Super Senses (Upgraded):
One of the past Butchers possessed a – comparatively – low-level precognitive ability which allowed him to sense incoming dangers.

Chainsaw (Upgraded):
In the past, exactly one Tinker has held the mantle of being Butcher. While he didn't survive long as Butcher, the chainsword he created prior to challenging the former Butcher has since become a symbol of Butcher. Though said Tinker's powers were too watered down to let subsequent Butcher's make new Tinker equipment, they have until now been sufficient to maintain the chainsword. (+4 to damage rolls.)

Training From Hell:
By all accounts, the Teeth are violent. No way around it. This means that to rise to any kind of leadership position, especially the leader of the entire gang, one has to prove his or her worth in combat time and again to maintain respect, not to mention that to become the Butcher, one must kill the Butcher. No way to do that unless you’ve got plenty of experience.

Fire Resistance (Upgraded):
A previous Butcher was a pyrokinetic, and although that power has been too watered down for subsequent Butchers to make use of it, the resistance to fire that his power came with still lives on with the Butchers.

Second Wind (Upgraded):
This is what Patrick contributed to the Butcher package: the ability to draw upon a reserve of strength that will let him continue fighting for longer than otherwise.


Anti-feats:
Mind hive:
In addition to the powers of ever past Butcher, the current Butcher also gets their minds. Who would have imagined that having a dozen voices in your head would make you mentally unstable?
Enhances Fire Resistance.

Infamous:
On the scale from harmless criminal to world-ending threat, the Teeth is just short of reaching the stage where everyone buries the hatchet and unites to take them down. This means that alliances are extremely difficult to make, and a single misstep could induce a truce with the intent of removing the Teeth from the city.
+3 stats


Biography:
Patrick had never been cut out for a normal life. The city he grew up in – Brockton Bay – was all but dominated by villain gangs, with the heroes barely managing to prevent the gangs from outright ruling the city. The part of the city that Patrick grew up in was controlled by a gang called the Teeth – a vicious group whose leadership ruled with an iron fist and demanded constant proof of loyalty. To become a real member of the group, the killing of a rival gang member was required.

By the time Patrick became a member, he was no older than 14. He had little interest in academics and sports, and discovered that the only time he really felt alive was when he was in a fight – especially those where his life was on the line. The thrill he felt made him drop out of school, and stop pretty much everything but serving the Teeth.

This devotion, combined with a cunning and vicious mind, ensured that Patrick – taking the name ‘Relentless’ for his refusal to stay down in a fight – quickly rose through the ranks of the Teeth, despite lacking any powers.

For many people, their trigger event is the worst day of their life. For Patrick, this was not the case. His trigger event happened on the day where the murderous group known as the Slaughterhouse Nine passed by Brockton Bay, and slaughtered every parahuman in the Teeth. The unpowered members that stood in their way were mostly slaughtered effortlessly by a cape known as Psychosama, who had the ability to cause people to turn into monsters. If damaged enough, the monsters would turn back to their previous selves. Patrick, unsure about the specifics of the power, killed those who turned back without flinching, grinning all the while.

At the time, he didn’t notice it, but somewhere during the fight with the monsters he had triggered, gaining a power that was very fitting of the name he had chosen for himself – despite fighting for his life, the best kind of fighting in his opinion, Relentless didn’t tire.

By the time he ran out of opponents to fight, the Slaughterhouse Nine were gone, and most of the leadership of the Teeth had been wiped out. Knowing that the other gangs in the city would easily be able to wipe them out, the remaining leaders migrated to another city – Los Angeles. Here, they established themselves, and quickly became feared and hated in the city for their willingness to use deadly force.

The only reason they weren’t wiped out was because of their leader, Butcher. Or rather, leaders, considering that the way the Butcher works is that whoever kills the Butcher gains a watered-down version of all previous Butchers, as well as their minds in his or her head. This meant that when the third Butcher was finally killed by a hero, the three voices in his head drove the hero insane, allowing a member of the Teeth to kill said hero and thus ‘reclaim’ the Butcher.

That was the last time any heroes deliberately tried to kill Butcher. However, it wasn’t rare for villains to attempt it, as succeeding would earn one the leadership of the Teeth. Needlessly to say, they failed more often than not, but there were still somebody who succeeded every year or so, which means that when Relentless killed Butcher half a year ago, he became the seventeenth Butcher.


Character died in the first session. New character on page 2.
 
I'm making my character, but I do not know if it is coming out as it should (this is the first ac which I participate). Anywayis still lacking a bio. Is something wrong? I am having difficulty in feats and I have no idea if I did right... if the names do not help: The Smart One; Telepathy; Psionic Blasts(Can I have? :mischief:); Significant Sense; Illusions; Telekinesis; Flight; Second Wind; Barrier and Magic Missile.
 
Name: Sonya Cherney
Age: 31
Alias: Synapse
Alignment: Hero
Gender: Female
Description: Brown eyes, very light brown hair. Fairly small, and quite thin as well. Rest maybe later.
Level: 9

HP: 118
AC: 11

Stats:
  • STR: 2
  • DEX: 2
  • VIT: 1
  • REF: 1
  • CON: 17
  • INT: 19
  • WIS: 2
  • AIM: 2

Feats:
  • Telepathy 2: The backbone of her powers.
  • Beyond Human 2: Being a telepath does help with that.
  • Hyper Focus: Doesn't have much difficulty using her powers.
  • The Smart One 2: And she's rather smart.
  • Mind Control: The other addition to her powers.
  • Do you see what I don't? (Training Montage): +1 AIM
  • Do As I Say (Training Montage): +1 WIS
  • Not As I Do (Training Montage): + 1 DEX
  • Not As I Do Part 2 (Training Montage): +1 STR

Antifeat:
  • Psychic Vegetable: When the following stats reach 1, she loses the ability to do the corresponding actions: WIS, talk. AIM, see. DEX and STR, move. Stat cap is raised to 15 before feats.

Biography:

Sonya Cherney was born in the capital city of the Byelorussian Soviet Socialist Republic, Minsk, in the year 1981. Her family was fairly well off, at least as well off one could be in the Soviet Union. Her father, Aleksey Cherney, worked for the Soviet government as a secretary to the ambassador to Canada. Much of her childhood was spent witnessing the instability and finally collapse of the USSR, as Gorbachev's reforms combined with public discontent and a failing economy brought the Soviets to their knees. During the chaos of the collapse, the Cherney family left Minsk for the city of Vienna, before finally arriving in Canada in 1993. They settled in Toronto and began the start of their life away from the former Soviet bloc.

Sonya spent the first year or so at home while learning English and getting used to the new country. After becoming acclimatized, she went off to school and lived a fairly normal Belarusian immigrant life in Canada.

Sonya's schooling was about to come to an end in the early parts of 1999. In order to celebrate, she decided to take a trip to Ottawa and tour the nation's capital. She expected to go, see the landmarks, and generally have a good time. She did not expect to wake up in a hospital there lacking her vision, voice, or ability to move. From what she remembers the doctors informing her parents, is that she had been involved in some accident. It was a bit difficult, looking back at it, to determine if the doctors hadn't know what caused it or if Sonya's memory around the event just made her forget them saying. Either way, the accident had caused significant brain trauma and spinal cord injuries.

While she survived, which was a good thing, she had lost most of her ability to function independently and interact with other people. She spent much of her time following the incident in the hospital, being cared for my staff there. It was during her time there that she began noticing, or at least feeling like she could, that she could reach out to the other people being cared for. As time passed, she began trying to communicate with people through this ability, usually causing confused reactions. Not much success was made.

One day Sonya attempted to communicate with a nurse while the nurse was caring for her. She looked at Sonya strangely, then quickly finished her duties and left the room. A short while later a man entered the room with the nurse, asking for Sonya to try to do what she did to the nurse to him. After a brief discussion, he introduced himself as a member of the Protectorate and offered her a deal. If she joined with them, they would try to get one of their members to 'Get her up and walking." After some thought, she accepted.

She left the hospital not long after, first going back to her home in Toronto, then finally back to Ottawa to meet with those who would assist her recovery. Several brain and neck surgeries were performed, in an attempt to use some tech to restore some of her lost functions. For the most part it was successful, and she could at least see somewhat fine. To speak and to walk took time, but by late 2004 she could do those with some degree of success. During this time she messed around with her powers and found that with some effort she could control someone's actions for a limited time.

In 2005 she officially began work with the Protectorate. She was almost always part of a group, assisting them and keeping them informed. Due to her physical condition, working alone was rather difficult. Her time in the Protectorate was successful; she avoided the usual fate of heroes, somehow. She was rather weak by herself, at least physically, but with a group her powers in telepathy and mind control shined. This power, along with her experience, led to the Protectorate asking Sonya to head to LA to deal with the threat there. She left Toronto not long after, heading to the city of LA, as expected of her.
 
I'm really, really sorry about this but I'm going to have to drop. I'm getting dragged out of the house today so I can't make it tonight, and I'm going to be having family over two weeks from now and possibly next week as well so I doubt I'll be able to make it then. I don't want to stand in the way of this, which is shame because it looks really fun :sad:
 
I'm really, really sorry about this but I'm going to have to drop. I'm getting dragged out of the house today so I can't make it tonight, and I'm going to be having family over two weeks from now and possibly next week as well so I doubt I'll be able to make it then. I don't want to stand in the way of this, which is shame because it looks really fun :sad:

It's cool, SK. Just make a char when you have more free time and join then. No law saying you have to join before it starts.
 
Sign Up sheet:
Name: Richard Smith
Age: 31
Alias: The Lionheart
Alignment: Hero
Gender: Male
Description: Average height, Above Average build, Brown Hair and eyes
Level: 9

HP: 157
AC: 15

Stats: These showcase your abilities, both natural and trained. Each one has a purpose. You start with 5 points in each stat and 12 points to customize. You cannot drop below 1 point in a stat or go above 10 pre-Feats.
-STR: 12
-DEX: 10
-VIT: 10
-REF: 5
-CON: 5
-INT: 5
-WIS: 3
-AIM: 2

Feats:
Super Strength 2: +4 Strength (base)
Training from past life (hell) 2: 2 to melee hit and damage an 1 to melee rolls (base)
Second Wind 2: can heal 50% of total health once per battle (base)
Super Stamina 2: +4 Vit
Lionheart's Armor (Crazy Prepared 2): (base)
  • Excalibur - The legendary sword of King Arthur, can absorb the power of the sun to blind or hurt enemies in magical light
  • Armor of the Crusade - Richard the Lionheart's restored armor, granted to Richard upon his discovery and commitment to the protection of his people, higher change to protect Richard, can create a thin magical shield around himself
  • Shield of the Lion Heart - Richard the Lionheart's restored sheild, granted to Richard at the same time as the Armor of the Crusade, can stun enemies at close range
  • Helmet of the King -Richard the Lionheart's restored helmet, protects Richard from harmful telepathy, like mind control or a telepathic/mind attack.
Significant Sense: Occasionally Richard's past life will provide insight or knowledge to Richard
Crusaders Legacy (Training montage): +1 to strength

Biography: Richard Smith had a fairly normal childhood, however every now and then he had an odd dream about fighting in a far off land.

In 1992 it was revealed to Richard that he was the reincarnation of Richard the Lionheart the King of England. Taking on his name, armor and weapon Richard swore to protect and defend humanity from evil in this age, and to do his duty as the heir to Lionheart's name.

Eventually Richard at his lowest point, facing his toughest enemy yet was gifted Excalibur and with the legendary weapon he was able to defeat the enemy.

Now he will have to face against this even greater threat




please tell me if i need to amend anything Patchy, Danke.
 
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