Lighthearter
President of the United States
Coming to this decision wasn't easy for you - not in the slightest. But given to people of extraordinary talents is a certain responsibility to use those talents - be they supernatural or merely the result of intense training. Obviously enough, you agree, since you decided to take upon yourself the mantle of a superhero.
But now: you've got another problem. Somehow potentially worse than the life you foresee once you finally put on the mask and costume, finally enter the streets as an avenger and justice-bringer.
You have a job. And school.
As a twentysomething in Islandstan, land of the Unobtanium Mines, you have recently been hired by the corporate giant B&M Industries. The country is practically run by B&M due to their monopoly on Unobtanium, the blue radioactive material only found in quantity in Islandstan. Every nation from America to Zimbabwe wants as much of it as they can get their hands on, for weaponry or for science, but B&M sells only to the highest bidders - and their demands in prices and favors are steep indeed.
As an Islandstani hero or heroine, you will have to walk a tightrope: you must not only protect the people well enough to maintain a good reputation as a hero, but you must also keep up your job performance at work and maintain reasonable grades at the company-sponsored part-time college you attend as part of your job program. Keep it together and you may yet become an influential personage in and out of the mask. Fail, and you may have to sacrifice a real life to maintain yours as one of the . . .
Saviors Of A Divided Nation.
____
Welcome to Saviors of a Divided Nation, or Saviors 2, the sequel to the critically acclaimed Saviors of a Broken World, or Saviors 1. And by critically acclaimed I mean well some people played it and that's good enough for me.
This is an Action Chatroom game, which all the veterans will know about. To the newbies, it's kind of like an RPG, just played, well, in a chatroom. Like this one.
Okay, for starts, there's a character sheet to fill out! You have to make a character, after all.
Shall we break it down step-by-step?
Name: Your character's name. If you need help understanding what this is, you need HELP.
Gender: Your character's gender. Male? Female? Put it here!
Alias: Your superhero identity's name.
Level: Starts at 1, but this is your character's level.
Age: Your age. Between 19 and 24 unless you have a REALLY good reason.
Position: Specifically what you do at the Oak Building, the place where you work for B&M. Are you an office worker, a janitor, or what? Just keep it office-related.
Backstory: Your background determines where you came from in life before taking up the cowl - and how that shaped your superhero identity. Pick any one from below.
Base: Your base is your super-lair, and it is where you have to store all your equipment. The better a base, the higher your Security rating. Pick one from below - if you can afford it.
Money: You start with $10,000.
XP: You start with 0XP. This is the method by which you level up - more XP = higher levels. Take out enemies, do well in school and make progress at work to gain XP.
Security: How secure your base and secret identity are. The more secure, the less likely anyone is to figure out who you are.
HP: Your ability to survive hits. You start with 10 Hit Points.
Stats: These are your fundamental attributes. You have 18 points to customize, and start with 5 in each category. You cannot reduce any category below 1 or raise it above 10 pre-Feats.
-STR (Strength. Your physical strength. Affects melee damage and your ability to move heavy things.)
-CON (Constitution. Your physical resilience. Every point gives 2HP, and higher CON increases your chances of defeating poisons.)
-DEX (Dexterity. Your physical flexibility and speed. Affects your chances to dodge enemy attacks, and your chances of hitting an enemy in melee combat.)
-INT (Intelligence. Raw brainpower. Affects your psychic defenses and abilities with superpowers.)
-WIS (Wisdom. Street smarts and insight. Affects how you sustain superpowers like flight and shields, as well as your offensive psychic powers.)
-CHA (Charisma. Raw physical beauty and silver-tongued charm. Affects your ability to convince others to see your view of the world.)
-AIM (Accuracy. Ability to aim ranged weapons. Affects your odds of hitting in ranged combat, as well as your damage in some cases.)
Feats: Your superpowers and other abilities. You have four Feats plus the one from your Backstory. In addition to the list below, you can also request special custom Feats - but you have to discuss them with the Gamemaster(me) first.
Equipment: If your character has special equipment, like a weapon, that doesn't quite count as a gadget, this is the place to put it. Check with the GM first.
Bio: This is the most fun part! Fill in your story, with as much or as little detail as you like. The best RPs(one chosen by GM, one chosen by the players, and one randomly chosen) will get prequel solo missions!
And that's about it. Two posts below are reserved.
-L
But now: you've got another problem. Somehow potentially worse than the life you foresee once you finally put on the mask and costume, finally enter the streets as an avenger and justice-bringer.
You have a job. And school.
As a twentysomething in Islandstan, land of the Unobtanium Mines, you have recently been hired by the corporate giant B&M Industries. The country is practically run by B&M due to their monopoly on Unobtanium, the blue radioactive material only found in quantity in Islandstan. Every nation from America to Zimbabwe wants as much of it as they can get their hands on, for weaponry or for science, but B&M sells only to the highest bidders - and their demands in prices and favors are steep indeed.
As an Islandstani hero or heroine, you will have to walk a tightrope: you must not only protect the people well enough to maintain a good reputation as a hero, but you must also keep up your job performance at work and maintain reasonable grades at the company-sponsored part-time college you attend as part of your job program. Keep it together and you may yet become an influential personage in and out of the mask. Fail, and you may have to sacrifice a real life to maintain yours as one of the . . .
Saviors Of A Divided Nation.
____
Welcome to Saviors of a Divided Nation, or Saviors 2, the sequel to the critically acclaimed Saviors of a Broken World, or Saviors 1. And by critically acclaimed I mean well some people played it and that's good enough for me.
This is an Action Chatroom game, which all the veterans will know about. To the newbies, it's kind of like an RPG, just played, well, in a chatroom. Like this one.
Okay, for starts, there's a character sheet to fill out! You have to make a character, after all.
Name:
Gender:
Alias:
Level:
Age:
Position:
Backstory:
Base:
Money:
XP:
Security:
HP:
Stats:
-STR
-CON
-DEX
-INT
-WIS
-CHA
-AIM
Feats:
Equipment:
Bio:
Shall we break it down step-by-step?
Name: Your character's name. If you need help understanding what this is, you need HELP.
Gender: Your character's gender. Male? Female? Put it here!
Alias: Your superhero identity's name.
Level: Starts at 1, but this is your character's level.
Spoiler :
1,000 is Level 2
2,000 is Level 3
4,000 is Level 4
6,000 is Level 5
9,000 is Level 6
12,000 is Level 7
16,000 is Level 8
20,000 is Level 9
25,000 is Level 10
2,000 is Level 3
4,000 is Level 4
6,000 is Level 5
9,000 is Level 6
12,000 is Level 7
16,000 is Level 8
20,000 is Level 9
25,000 is Level 10
Age: Your age. Between 19 and 24 unless you have a REALLY good reason.
Position: Specifically what you do at the Oak Building, the place where you work for B&M. Are you an office worker, a janitor, or what? Just keep it office-related.
Backstory: Your background determines where you came from in life before taking up the cowl - and how that shaped your superhero identity. Pick any one from below.
Spoiler :
-Well Off: Start with +$25,000 and either a low-end vehicle or The Charmer.
-Inventor: Gain one free Gadget plus either The Genius or Crazy Prepared.
-Badass in Training: Pick one of Training From Hell, Deadshot, and Iron Will.
-Urchin: Pick one of Unnoticeable, Hyper Awareness or Insightful.
-Ordinary Fellow: Pick one of Outstanding Worker, Frugal and Paranoid.
-Create-A-Story: Negotiate with the GM as to why your specific backstory should justify your particular chosen bonus! Just pick a backup from the above just in case the GM doesn't appreciate your genius. Limit one Feat OR other bonus.
-Inventor: Gain one free Gadget plus either The Genius or Crazy Prepared.
-Badass in Training: Pick one of Training From Hell, Deadshot, and Iron Will.
-Urchin: Pick one of Unnoticeable, Hyper Awareness or Insightful.
-Ordinary Fellow: Pick one of Outstanding Worker, Frugal and Paranoid.
-Create-A-Story: Negotiate with the GM as to why your specific backstory should justify your particular chosen bonus! Just pick a backup from the above just in case the GM doesn't appreciate your genius. Limit one Feat OR other bonus.
Base: Your base is your super-lair, and it is where you have to store all your equipment. The better a base, the higher your Security rating. Pick one from below - if you can afford it.
Spoiler :
-B&M Apartment: Company sponsored apartment used by many employees. You bunk with multiple people to a room and keep all your gear literally in a trunk in your closet, hoping no one stumbles over it. +0 Security. Free.
-Private Apartment: Finally, you've moved out into a separate apartment. You no longer have to worry about roommates, but the walls are thin and there's a lot of other people in the building. +10 Security. $25,000.
-Townhouse: You now have your own Townhouse property, with no roommates you didn't choose, few neighbors and thicker walls, but it's not what you'd call secure in the slightest. +20 Security. $36,000.
-Rental Home: Your first truly private property, a Rental Home is a house all to yourself - but in a subdivision of similar low-income housing, it may not be everything you're looking for, and it's little more than a bridging point between apartments and real houses. +30 Security, $48,000.
-Small House: The first property you really own - now you have a house on the edge between the slums and the main city, with just enough room for one superhero to live comfortably. Feel free to make some alterations in the name of security. +40 Security, $65,000.
-Normal House: A larger house away from the slums, this place can support several people and belongs fully to you. It's not a bad spot, but you could do better. +50 Security, $100,000.
-Affluent House: A big house deep inside the prosperous part of town, this place is everything the common man could possibly dream of. +75 Security, $240,000.
-Mansion: But there's always something better, isn't there? Unless you're talking about a private mansion with a staff carefully trained to keep inquiring eyes away from the master/mistress' more secure rooms. +100 Security, $500,000.
-Private Apartment: Finally, you've moved out into a separate apartment. You no longer have to worry about roommates, but the walls are thin and there's a lot of other people in the building. +10 Security. $25,000.
-Townhouse: You now have your own Townhouse property, with no roommates you didn't choose, few neighbors and thicker walls, but it's not what you'd call secure in the slightest. +20 Security. $36,000.
-Rental Home: Your first truly private property, a Rental Home is a house all to yourself - but in a subdivision of similar low-income housing, it may not be everything you're looking for, and it's little more than a bridging point between apartments and real houses. +30 Security, $48,000.
-Small House: The first property you really own - now you have a house on the edge between the slums and the main city, with just enough room for one superhero to live comfortably. Feel free to make some alterations in the name of security. +40 Security, $65,000.
-Normal House: A larger house away from the slums, this place can support several people and belongs fully to you. It's not a bad spot, but you could do better. +50 Security, $100,000.
-Affluent House: A big house deep inside the prosperous part of town, this place is everything the common man could possibly dream of. +75 Security, $240,000.
-Mansion: But there's always something better, isn't there? Unless you're talking about a private mansion with a staff carefully trained to keep inquiring eyes away from the master/mistress' more secure rooms. +100 Security, $500,000.
Money: You start with $10,000.
XP: You start with 0XP. This is the method by which you level up - more XP = higher levels. Take out enemies, do well in school and make progress at work to gain XP.
Security: How secure your base and secret identity are. The more secure, the less likely anyone is to figure out who you are.
HP: Your ability to survive hits. You start with 10 Hit Points.
Stats: These are your fundamental attributes. You have 18 points to customize, and start with 5 in each category. You cannot reduce any category below 1 or raise it above 10 pre-Feats.
-STR (Strength. Your physical strength. Affects melee damage and your ability to move heavy things.)
-CON (Constitution. Your physical resilience. Every point gives 2HP, and higher CON increases your chances of defeating poisons.)
-DEX (Dexterity. Your physical flexibility and speed. Affects your chances to dodge enemy attacks, and your chances of hitting an enemy in melee combat.)
-INT (Intelligence. Raw brainpower. Affects your psychic defenses and abilities with superpowers.)
-WIS (Wisdom. Street smarts and insight. Affects how you sustain superpowers like flight and shields, as well as your offensive psychic powers.)
-CHA (Charisma. Raw physical beauty and silver-tongued charm. Affects your ability to convince others to see your view of the world.)
-AIM (Accuracy. Ability to aim ranged weapons. Affects your odds of hitting in ranged combat, as well as your damage in some cases.)
Feats: Your superpowers and other abilities. You have four Feats plus the one from your Backstory. In addition to the list below, you can also request special custom Feats - but you have to discuss them with the Gamemaster(me) first.
Spoiler :
Super Strength - +2 STR
Made of Iron - +2 CON
Super Speed - +2 DEX
The Genius - +2 INT
Insightful - +2 WIS
The Charmer - +2 CHA
Deadshot - +2AIM
[Training Montage] - +1 to any stat*
Iron Will - Immunity to psychic and mind-altering effects.
Super Fortitude - Immunity to poisons and other substances.
Crazy Prepared - You are allowed 3 gadgets of your own description.**
And Another Thing - You may pick one more gadget.***
Determinator - Each point of CON gives 4HP rather than 2.
Training from Hell - A bonus to melee combat rolls
Unnoticeable - Be more adept at sneaking around
Hyper Awareness - Be more aware of your surroundings, and more prone to noticing seemingly unimportant details
Flight - The ability to fly. Duh.
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!
Psychic Powers - The ability to detect, read, and even control, minds.
Significant Sense - Helps prevent you being surprised by warning you when you are being watched or are in danger.
Healing Hands - Heal yourself, or somebody else!
Invisibility - Can become invisible.
Outstanding Worker - Due to great service for the company, your starting salary is $10,000 per mission instead of $7,500.
Paranoid - You're always worried about people figuring out where you store your superhero gear, so you take great pains in the name of security. +15 Security.
Frugal - Your lifetime of saving means you not only start with $12,000 instead of $10,000, but you also get a 5% discount on everything thanks to coupons you "just happen" to have.
*This Feat can be taken multiple times
**Said Gadgets may be vetoed if I feel they are inappropriate
***Both of the above
Made of Iron - +2 CON
Super Speed - +2 DEX
The Genius - +2 INT
Insightful - +2 WIS
The Charmer - +2 CHA
Deadshot - +2AIM
[Training Montage] - +1 to any stat*
Iron Will - Immunity to psychic and mind-altering effects.
Super Fortitude - Immunity to poisons and other substances.
Crazy Prepared - You are allowed 3 gadgets of your own description.**
And Another Thing - You may pick one more gadget.***
Determinator - Each point of CON gives 4HP rather than 2.
Training from Hell - A bonus to melee combat rolls
Unnoticeable - Be more adept at sneaking around
Hyper Awareness - Be more aware of your surroundings, and more prone to noticing seemingly unimportant details
Flight - The ability to fly. Duh.
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!
Psychic Powers - The ability to detect, read, and even control, minds.
Significant Sense - Helps prevent you being surprised by warning you when you are being watched or are in danger.
Healing Hands - Heal yourself, or somebody else!
Invisibility - Can become invisible.
Outstanding Worker - Due to great service for the company, your starting salary is $10,000 per mission instead of $7,500.
Paranoid - You're always worried about people figuring out where you store your superhero gear, so you take great pains in the name of security. +15 Security.
Frugal - Your lifetime of saving means you not only start with $12,000 instead of $10,000, but you also get a 5% discount on everything thanks to coupons you "just happen" to have.
*This Feat can be taken multiple times
**Said Gadgets may be vetoed if I feel they are inappropriate
***Both of the above
Equipment: If your character has special equipment, like a weapon, that doesn't quite count as a gadget, this is the place to put it. Check with the GM first.
Bio: This is the most fun part! Fill in your story, with as much or as little detail as you like. The best RPs(one chosen by GM, one chosen by the players, and one randomly chosen) will get prequel solo missions!
And that's about it. Two posts below are reserved.
-L