Lighthearter
President of the United States
It wasn't personal. Not to start with. At first, it was just the money you wanted - money money money, in order to get power - that was stage two, power. Then fear and respect - getting your name out so people would cower at your mere appearance. You wanted to show the groveling, sniveling masses of humanity what true power is - then they appeared. The Sentinels - not that such an organization exists. A union of superpowered beings, interested only in "protecting" and stopping you.
Superheroes.
THEN it became personal. It's not about the money - not now. Now?
It's about Sending A Message.
____
Welcome to Saviors 1.5: The Supervillain AC!
AC vets know what to do. Newbies - this is a game about roleplaying a supervillain in a chatroom. Think D&D, but in the DC universe as a villain, against an alternate Justice League.
To join:
Real quick, there's a villains-only rule. No do-gooders allowed.
First off, here's the character sheet:
You start with no money, at level one, and with no minions, vehicles, base or equipment. That will have to come later - for now you need to get set up.
You have 10 hit points, plus your CON score*2. Every additional level adds 5HP.
You have 5 points in each stat at the start, plus 15 points to monkey around with. You can go anywhere from 1-10 on each of the 6 stats pre-feats. Every even-numbered level you gain a stat point, and the 10 restriction no longer applies after character creation. Thus, at level four, you could have a stat at 12 pre-feats.
You start with five Feats. Pick any five from the table, or request a personalized special feat from me if that's your desire. Every odd-numbered level, you gain another feat.
In order to level up, you must spend your current level*1000 in cash. Thus, to become a level 2 character, you must spend $1000. Level three is $2000, four is $3000, etc. Mooks, equipment, vehicles and in-mission benefits also cost $$$, so spend wisely and decide what you're focusing on.
Example Char:
Mooks:
Once you advance into the game, you can hire mooks to support your evil deeds. Each Mook costs $100 to acquire. There are a few advanced subtypes:
Base Equipment:
You will eventually get a base in-game. This is what you DO with it.
Lest I forget - the chatroom is here: http://specservdiv.chatango.com/
-L
Superheroes.
THEN it became personal. It's not about the money - not now. Now?
It's about Sending A Message.
____
Welcome to Saviors 1.5: The Supervillain AC!
AC vets know what to do. Newbies - this is a game about roleplaying a supervillain in a chatroom. Think D&D, but in the DC universe as a villain, against an alternate Justice League.
To join:
Real quick, there's a villains-only rule. No do-gooders allowed.
First off, here's the character sheet:
Spoiler :
Name:
Gender:
Alias:
HP:
Level: 1
Other Details:
Attributes:
STR
CON
DEX
INT
WIS
CHA
Feats:
Bio:
Base:
Equipment:
Minions:
Vehicles:
Funds:
Gender:
Alias:
HP:
Level: 1
Other Details:
Attributes:
STR
CON
DEX
INT
WIS
CHA
Feats:
Bio:
Base:
Equipment:
Minions:
Vehicles:
Funds:
You start with no money, at level one, and with no minions, vehicles, base or equipment. That will have to come later - for now you need to get set up.
You have 10 hit points, plus your CON score*2. Every additional level adds 5HP.
You have 5 points in each stat at the start, plus 15 points to monkey around with. You can go anywhere from 1-10 on each of the 6 stats pre-feats. Every even-numbered level you gain a stat point, and the 10 restriction no longer applies after character creation. Thus, at level four, you could have a stat at 12 pre-feats.
Spoiler :
STR: Strength. Strength affects damage with melee and thrown weapons, plus simple ability to move the heavy things in your path.
CON: Constitution. Constitution affects your ability to take hits, keep fighting long after you should have dropped, and generally be an immovable object.
DEX: Dexterity. Dexterity is speed and flexibility, as well as coordination. Dexterity affects your aim with ranged weapons, and your chance or dodging attacks.
INT: Intelligence. Intelligence is raw brainpower, and is used for super abilities and anything that requires a brain.
WIS: Wisdom. Wisdom is street smarts and mental flexibility. Wisdom is used to sustain super abilities and for anything that requires understanding, if not raw brainpower.
CHA: Charisma. Charisma represents your physical attractiveness and your ability to convince others to go your way. You can be high on CHA without good looks, but they generally go together.
CON: Constitution. Constitution affects your ability to take hits, keep fighting long after you should have dropped, and generally be an immovable object.
DEX: Dexterity. Dexterity is speed and flexibility, as well as coordination. Dexterity affects your aim with ranged weapons, and your chance or dodging attacks.
INT: Intelligence. Intelligence is raw brainpower, and is used for super abilities and anything that requires a brain.
WIS: Wisdom. Wisdom is street smarts and mental flexibility. Wisdom is used to sustain super abilities and for anything that requires understanding, if not raw brainpower.
CHA: Charisma. Charisma represents your physical attractiveness and your ability to convince others to go your way. You can be high on CHA without good looks, but they generally go together.
You start with five Feats. Pick any five from the table, or request a personalized special feat from me if that's your desire. Every odd-numbered level, you gain another feat.
Spoiler :
Super Strength - +2 STR
Made of Iron - +2 CON
Super Speed - +2 DEX
Strong Minded - +2 INT
Wise Beyond Your Years - +2 WIS
The Charmer - +2 CHA
Determinator - +3HP*
Skill Training - +1 Skill Point*
Flight - The ability to fly
Brawler - Bonus in hand to hand combat
-Martial Artist - Bigger bonus in hand to hand combat
Sleight of Hand - Bonus to ranged combat hit chance
-Never Miss - Bigger bonus to ranged combat hit chance
Finest Hour - One-time power that boosts all friendly stats significantly
Unbreakable - Immune to stun, sleep and weakening effects
Hyper Awareness - More aware of your surroundings and clues therein
Significant Sense - You just instinctively KNOW, sometimes
Healing Hands - Heal yourself and others!
Look At All Those Wonderful Toys - You gain up to four gadgets of your own description. PM me with ideas and we can talk.
Mind Games - You can speak to others in their minds! Beware geniuses and those with Unbreakable
Phlebotinum Barrier - A defensive barrier of Phlebotinum to defend against attacks.
Phlebotinum Projectile - The ability to engage in ranged combat, whether it be through Dark energy, a lightning bolt, or via good ol' fashioned LASER EYES!
Phantom - You're almost impossible to detect in any way!
Invisibility - For when you need to ditch this crowd
Shadow Gamer - You can create illusions of yourself or others! Remember to have good CHA to be convincing
Leadership* - Two allies of your choice have a stat bonus! Can be taken multiple times to affect one more ally each time.
Shifter - You can shapeshift! Bad rolls might mean your shapeshifting backfires
Unstoppable - Each CON point is worth 4HP, not 2
* - can be taken multiple times.
Made of Iron - +2 CON
Super Speed - +2 DEX
Strong Minded - +2 INT
Wise Beyond Your Years - +2 WIS
The Charmer - +2 CHA
Determinator - +3HP*
Skill Training - +1 Skill Point*
Flight - The ability to fly
Brawler - Bonus in hand to hand combat
-Martial Artist - Bigger bonus in hand to hand combat
Sleight of Hand - Bonus to ranged combat hit chance
-Never Miss - Bigger bonus to ranged combat hit chance
Finest Hour - One-time power that boosts all friendly stats significantly
Unbreakable - Immune to stun, sleep and weakening effects
Hyper Awareness - More aware of your surroundings and clues therein
Significant Sense - You just instinctively KNOW, sometimes
Healing Hands - Heal yourself and others!
Look At All Those Wonderful Toys - You gain up to four gadgets of your own description. PM me with ideas and we can talk.
Mind Games - You can speak to others in their minds! Beware geniuses and those with Unbreakable
Phlebotinum Barrier - A defensive barrier of Phlebotinum to defend against attacks.
Phlebotinum Projectile - The ability to engage in ranged combat, whether it be through Dark energy, a lightning bolt, or via good ol' fashioned LASER EYES!
Phantom - You're almost impossible to detect in any way!
Invisibility - For when you need to ditch this crowd
Shadow Gamer - You can create illusions of yourself or others! Remember to have good CHA to be convincing
Leadership* - Two allies of your choice have a stat bonus! Can be taken multiple times to affect one more ally each time.
Shifter - You can shapeshift! Bad rolls might mean your shapeshifting backfires
Unstoppable - Each CON point is worth 4HP, not 2
* - can be taken multiple times.
In order to level up, you must spend your current level*1000 in cash. Thus, to become a level 2 character, you must spend $1000. Level three is $2000, four is $3000, etc. Mooks, equipment, vehicles and in-mission benefits also cost $$$, so spend wisely and decide what you're focusing on.
Example Char:
Spoiler :
Name: Bill Billson
Gender: Female
Alias: Brunhilda
HP: 28
Level: 1
Other Details: Big, brawny, woman
Attributes:
STR 12
CON 9
DEX 8
INT 7
WIS 8
CHA 4
Feats:
-Super Strength - +2 STR(Brunhilda spends much time practicing to carry her 14 children around with her)
-Brawler - Bonus in hand to hand combat(Brunhilda is a mistress of smacking people senseless)
-Special Feat: Kevlard(Brunhilda is almost impossible to hurt due to her immense size)
-Skill Training - +1 Skill Point(Brunhilda trains often to boost her stamina and constitution)
-Phlebotinum Barrier - A defensive barrier of Phlebotinum to defend against attacks.(Ability to raise shields of stone)
Bio: Blah blah mumbo jumbo character stuff
Base: None
Equipment: None
Minions: None
Vehicles: None
Funds: None
Gender: Female
Alias: Brunhilda
HP: 28
Level: 1
Other Details: Big, brawny, woman
Attributes:
STR 12
CON 9
DEX 8
INT 7
WIS 8
CHA 4
Feats:
-Super Strength - +2 STR(Brunhilda spends much time practicing to carry her 14 children around with her)
-Brawler - Bonus in hand to hand combat(Brunhilda is a mistress of smacking people senseless)
-Special Feat: Kevlard(Brunhilda is almost impossible to hurt due to her immense size)
-Skill Training - +1 Skill Point(Brunhilda trains often to boost her stamina and constitution)
-Phlebotinum Barrier - A defensive barrier of Phlebotinum to defend against attacks.(Ability to raise shields of stone)
Bio: Blah blah mumbo jumbo character stuff
Base: None
Equipment: None
Minions: None
Vehicles: None
Funds: None
Mooks:
Once you advance into the game, you can hire mooks to support your evil deeds. Each Mook costs $100 to acquire. There are a few advanced subtypes:
Spoiler :
-Enforcers cost $200 and aren't the brightest bulbs, but are excellent in melee combat. Can be armed with melee weapons and pistols if you have an Armory.
-Gunners cost $200 and are pretty intelligent, but weak. Can be armed with any ranged weapon, but no melee weapons if you have an Armory.
-Slicers cost $200 and are incredibly intelligent, but quite weak and can only be armed with simple weapons, like handguns and knives if you have an Armory.
-Scientists cost $500 and are genius-level smart, but weaker than Spongebob Squarepants on an off day. Can be armed with a powered battle suit if you have an Armory Level Three and a Laboratory.
-Gunners cost $200 and are pretty intelligent, but weak. Can be armed with any ranged weapon, but no melee weapons if you have an Armory.
-Slicers cost $200 and are incredibly intelligent, but quite weak and can only be armed with simple weapons, like handguns and knives if you have an Armory.
-Scientists cost $500 and are genius-level smart, but weaker than Spongebob Squarepants on an off day. Can be armed with a powered battle suit if you have an Armory Level Three and a Laboratory.
Base Equipment:
You will eventually get a base in-game. This is what you DO with it.
Spoiler :
Security System: Each level costs $500 to put in place, leading up to Level Five as the most deadly. Consists of locks, gas chambers, gun turrets, attack dogs - and whatever else you're fond of. Level Two and up requires power.
Barracks: Each level costs $100 and can support 20 people. You yourself do not count, as you do not bunk in the Barracks. Also serves as a medical bay and mess hall, even a recreation room.
Vehicle Bay: Each level can support one vehicle and costs $500. Requires power.
Armory: Each level costs $200 and can arm 20 people. Build more armories to arm more mooks. Level One can arm with basic light weapons, Level Two with military-level equipment, and Level Three with Powered Armor and other techie goodies. Level Three requires power.
Media Center: Costs $2000, but gives you a permanent voice in local news. Obscure facts or just spread your message to the masses! Requires power. High CHA is recommended if you want to be on TV.
Power Core: Costs $1000. Each Level can power one other equipment room(Levels count as separate rooms). Losing power can be ugly - try not to!
Inner Sanctum: Costs $1500. You gain a tasteful inner sanctum in which to relax and plot the devastation of the world. Comes with all the private luxuries you desire - just make sure no investigators get in there, because it's loaded with incriminating evidence by nature.
Cellblock: Costs $400 per level. Each level can sustain 5 prisoners.
Laboratory: Costs $3000 and requires power. Allows mad science to prosper! Having one of these might result in tech breakthroughs for your minions, or the ability to analyze items you recover and eventually construct advanced equipment.
Supercomputer: Costs $6000 and requires power and a Laboratory. A Supercomputer will automate all mad science so you don't even need any Scientists, as well as unlocking new possibilities for research and development!
Strongroom: Costs $1000, but makes it VERY hard for other criminals and cops to break into your assets and steal your stuff. Also doubles as an emergency prison if you've got room to spare but full cells. Each level can store 5K.
Anything else you want for your base, just shoot me a PM and we'll talk.
Vehicles work the same way. Let me know what kind of vehicle you want - from a basic car to a cool, tricked-out supervillain flying fortress - and we'll talk costs. Some vehicles may require you to spend Feats to acquire.
Barracks: Each level costs $100 and can support 20 people. You yourself do not count, as you do not bunk in the Barracks. Also serves as a medical bay and mess hall, even a recreation room.
Vehicle Bay: Each level can support one vehicle and costs $500. Requires power.
Armory: Each level costs $200 and can arm 20 people. Build more armories to arm more mooks. Level One can arm with basic light weapons, Level Two with military-level equipment, and Level Three with Powered Armor and other techie goodies. Level Three requires power.
Media Center: Costs $2000, but gives you a permanent voice in local news. Obscure facts or just spread your message to the masses! Requires power. High CHA is recommended if you want to be on TV.
Power Core: Costs $1000. Each Level can power one other equipment room(Levels count as separate rooms). Losing power can be ugly - try not to!
Inner Sanctum: Costs $1500. You gain a tasteful inner sanctum in which to relax and plot the devastation of the world. Comes with all the private luxuries you desire - just make sure no investigators get in there, because it's loaded with incriminating evidence by nature.
Cellblock: Costs $400 per level. Each level can sustain 5 prisoners.
Laboratory: Costs $3000 and requires power. Allows mad science to prosper! Having one of these might result in tech breakthroughs for your minions, or the ability to analyze items you recover and eventually construct advanced equipment.
Supercomputer: Costs $6000 and requires power and a Laboratory. A Supercomputer will automate all mad science so you don't even need any Scientists, as well as unlocking new possibilities for research and development!
Strongroom: Costs $1000, but makes it VERY hard for other criminals and cops to break into your assets and steal your stuff. Also doubles as an emergency prison if you've got room to spare but full cells. Each level can store 5K.
Anything else you want for your base, just shoot me a PM and we'll talk.
Vehicles work the same way. Let me know what kind of vehicle you want - from a basic car to a cool, tricked-out supervillain flying fortress - and we'll talk costs. Some vehicles may require you to spend Feats to acquire.
Lest I forget - the chatroom is here: http://specservdiv.chatango.com/
-L