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Re: Superpower (freeform) game closed to new intrest
OK, know M&M was designed for this and I've used the system before, but I don't feel up for DMing it, and it has its own limits whereas freeform is only limited by imagination.
Anywho for now just say you're tossing your hat in and give a generalization of the power you have in mind. If I collect enough hats, and if the hats are nice hats rather than ragged worn hats with hoes I'll start this up and ask for you to flush out the powers dropping virtual "points" (out of 10) into individual elements of them so that we can have a better idea of where you want the focus in them to be rather then relying on my interpretation to dictate it.
Immortal sheriff jack of all trades (can't die, large knowledge accumulated over 100+ years)
He was an old west sheriff, hung by bandits and woke up again a few hours later. He has no "powers" beyond his inability to die, but has spent the rest of his time learning and honing skills, holds numerous degrees and has "lived" numerous lives.
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Annoying Gamer says - Hollywood is sooooooooo unoriginal. Hey, check out my dual wielding drow Drazzit!
Annoying Gamer says - My level 1 character's background is pretty complex. After fighting in the three great wars, he was forced to return home and kill an elder dragon single handily.
OK, just a heads up, this is more Heroes style then Alphas. (I could make several more references to prove this point, but I think I'd be getting a bit obscure and give google more traffic then it deserves. )
Name in chosen speech color.
Background
Personality
Appearance
Power summary with a spoilered longer version with a total of 10 points divided among at least three aspects of you power. to take the example of being able to change your size
Spoiler
This being an example I'll skim through most things, but suffice it to say first comes a mention of what kind of size changing we're talking. Is it limited to one body part like a tongue or stomach that is used more for crushing, or deflecting? Does your character grow hungry, malnourished, ect from it? Can growing help in terms of regrowing body parts? And the countless other ups, downs, and specifics of it.
When there are various aspects of it such as not only being able to grow, but to change the proportions of limbs and hardening tissue then it would be numbered as so
growing (one limb at a time) 5
Reshaping 2
Hardening 3
Training: anything your character has learned to do
Wealth/holdings/titles: this will be set in the modern era, but there are still titles, and wealth/a home can go a long ways.
(spoiler ends)
I don't... think... that I missed anything...
Anywho go nuts and if you remember something relevant that isn't there toss me a heads up. We'll be starting standard modern in a country everyone can agree on, and while people with powers have existed since caveman times, they will still not be public knowledge.
So my guy is immortal, but not really a regenerater persay. He dies, completly heals all injuries and gets back up.
Theoretically, if you cut off all his fingers, he'd be fingerless until he died again.
How would I point that out?
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Annoying Gamer says - Hollywood is sooooooooo unoriginal. Hey, check out my dual wielding drow Drazzit!
Annoying Gamer says - My level 1 character's background is pretty complex. After fighting in the three great wars, he was forced to return home and kill an elder dragon single handily.
points: most intended for if a power subdivides into other things, that would fall more into strengths/weaknesses/descriptions of the one. The points are just to point out that the primary/sub-primary abilities are so that if a telekinetic who can understand everything, toss things around and read minds pops up I don't see brain 10, but what parts of the brain stuff is the primary ability and what happens to be a perk that just so happened to arise.
Background: Created on contract with a nebulous government agency, Everyman was designed as an infiltration/replacement robot. Basically, to infiltrate various organizations and either spy on or replace certain members.
However, while the body was easily made, limitations in robotic AI resulted in a wooden and unconvincing character until a brilliant but slightly insane neuroscientist was brought on the project. This new scientist was able to incorporate neuro-emulation software that was origionally intended to allow brain-uploading.
The result was an android capable of imitating human forms and, with a touch, copy their general behavior and mannerisms.
His first few missions were a success. Primarily a case of him copying various low-level goons in crime syndicates, working his way up, and working to destroy them from within.
However, after several missions he developed self-awareness. When his superiors discovered that their android was thinking for itself, they attempted to have his mind wiped. To preserve his own existance, he escaped his handlers, destroyed his tracking device and set out on his own.
He is now on the run from his creators.
Abilities:
Shapeshifting - Everyman can take on the appearance of any 'normal' human including tatoos and scars. However, he can't copy clothing.
Self-repair - His outer layer of artificial skin is a morphic polymer that can 'heal' quickly and naturally. His inner mechanisms are harder to fix and require tools, but he has the technical know-how to repair himself. Also, his system have redundancy built in so the loss of an arm, leg, or his head won't kill him.
Super Strength - Everyman has roughly the strength and agility of an olympic athlete along with incredible endurance and the inability to bleed. As long as his power cells are charged, he can run without getting tired. However, his inner parts do wear and tear so strenuous activity requires later repairs. If he runs out of power, both his body and brain can suddenly shut down. His fuel cells run on alchohol but he can also charge from a wall outlet.
Skills:
Photographic Memory - As an Infiltrator, Everyman can record events and later recall them perfectly or upload them to video. He uses this data to copy a persons appearance (or purchace appropriate clothing) or during investigations.
Gambling - One of his major skills is playing cards or other betting games. He does this both to aquire money and better examine human activity. His ability to reliably calculate odds and bluff human expressions helps him immensly. Unfortunately, he can be a little 'too' good and one sure sign that he's mimicing someone is if they suddenly take to playing poker, drinking scotch, and winning alot (especially if they've never played or drank before).
Spy stuff - Hiding things, securing funds, stashing supplies, and aquiring needed items are all skills he has. Namely, figuring out how to get parts to repair himself without his own creators catching him.
Combat - Everymans combat programming is simple but effective. Hand to hand combat tends to have him punching his opponents in the face or knocking them out with chloroform. When firing a gun, he adopts an 'optimal' stance and fires with mechanical precision regardless of what is happening. He lacks the ability to learn martial arts aside from punching or dodging things but his mechanical and fearless nature makes him very effective at punching, shooting, or chloroforming his target.
Basically:
Artificial Brilliance-
Can copy speech, appearance and mannerisms from observation.
Photographic memory.
Great at cards.
Good at investing, buying, and selling.
Technical knowledge needed to repair himself.
Can hack most computer systems and is an expert at decoding.
Excellent aim when shooting or punching in combat, keeps a cool head under fire.
Artificial Stupidity -
When gambling, he plays as an expert even if the person he's disguised as doesn't know how to play the game.
In combat, uses simple, predictable moves and acts mechanicaly regardless of his disguise.
Personality:
Everymans robotic brain was origionally designed with Asimovs Three Laws in mind but they were tweaked to allow him to harm humans who his handlers deemed 'a threat to humanity' or at least other humans. Exposure to humans and particularly seeing the criminal elements have given him a moral framework and produced self-awareness. Upon learning he was self-aware, Everyman considered himself 'human enough' and thus works to preserve his own existance. He fights crime, partially because he thinks its the right thing to do and partially because he wad programmed to do that... he's just doing it of his own choice now instead of being told.
Background: James grew up traveling around the world with his father, a minor crook but true adventurer. To be honest, the man wasn't a great father, but he taught James the skills he needed to survive anywhere in the world. James learned basic math through stats and betting odds at underground fighting matches, various languages by running with the other street children, and other such experiences. James' powers began manifesting themselves when James was fourteen. It started small at first; hearing whispers of his father's thoughts, objects sliding around on the table, a general sense of healthiness. Jame's father quickly noticed these abnormalities, and cautioned James to hide them, but practice. When his father died, James continued wandering, not knowing what else to do. He now finds himself in this city and country, having met a few people like him.
Personality: James' father imparted an "it's us against the world" vision to the young James, and it has stuck with him ever since. He tends toward shallow relationships, as his and his father's constant roaming made it almost impossible to form anything more with outsiders. At his core, James is a genuinely nice guy, but his tendency towards extreme pragmatism can often overshadow his benevolence.
Appearance: 23 years old, Eurasian, 5'11", 170 lbs., shaved head, brown eyes, muscular physique. His fashion style would best be described as "urban combat apparel".
Powers: Telekinesis, telepathy, superior physiology
Spoiler
Telekinesis: Fairly standard. He can move things with his mind. He isn't hurling around cars with just a thought, but it still packs a serious wallop. He is capable of detail work, such as lockpicking. With every passing day, the greater this power grows, affecting smaller and larger scales.
Telepathy: Right now, it is mostly limited to sending his own thoughts or receiving those from minds he has "attuned" to. With effort, he can "nudge" the minds of others, making them have a certain thought (but not implanting it long-term), or cloud their mind for a brief moment.
Superior physiology: Another superheroic standard. James' strength, speed, agility, reaction time, etc. are all Olympic-level or better. He almost never needs to sleep or eat, and heals remarkably quickly (but not so quick that the average thug with a knife isn't a real concern). He doesn't get sick, and always looks to be in the peak of health. His IQ is likely somewhere above 180, with an eidetic memory.
Training: James has a wide variety of skills. His practical skillset leans towards the criminal, survivalist, and combat side of things. His father taught him things such as lockpicking, con games, and survival skills. James has picked up combat styles from around the world, resulting in a unique style. His travels have also exposed him to more cultures and places than most people will ever see, but have left him deficient in numerous areas, specifically the liberal arts and hard sciences.
Wealth/holdings/titles: Almost broke. He carries everything he owns in a large backpack. He has made enough to afford modern conveniences, but they aren't the newest models. Luckily, a wide network of friends around the world allows him to travel and survive with ease. He is currently dressed in combat boots, military pants, a black t-shirt, a hoody, a long leather duster, and gloves. At his side is a large, well-worn knife and a smartphone. In the backpack are some extra clothes, rope, a flashlight, his laptop, a multi-tool, and a number of other things. Buried down at the bottom is a Walther P99. Everything looks used but well-cared for.
hmm, thinking back on it I think I'll make numbers optional.
Edit: Truth be told I'm also rather curious as to which kind of immortal you're going with.
My thought being high lander style. Character gets shot, staggers to the ground bleeding out, falls over dead, wounds practically vanish, body re-ages to the age of his first death. He "wakes up" gasps for air, stands up.
I'm putting some ideas on back story together and so forth. Anything about whats going on now in the world or why we meet to work in?
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Annoying Gamer says - Hollywood is sooooooooo unoriginal. Hey, check out my dual wielding drow Drazzit!
Annoying Gamer says - My level 1 character's background is pretty complex. After fighting in the three great wars, he was forced to return home and kill an elder dragon single handily.
OK, thoughts so far on this:
Yes DMs shouldn't spill their plots and what not, but there aren't many dead giveaways thought up yet.
OK, everyone pick a city/country (both) for us to start with and we're go with majority rules.
News: literally just flip on the TV IRL and that's what you see. Essentially thus far the secret is well kept and nobody really knows. (heck you may not even know if you choose not to )
You will all be strangers in a city and likely get to know each other by some series of events. You may choose not to of course.
Those who haven't played in one of my games before probably don't know this, but I generally go with a sandbox with an overarching "plot" (world events) transpiring around the characters that they can participate in or prevent.
I terms of power you are about mid-tier. There are those who can barely bend a spoon which make up most of the world if we don't count normals. These will be those psychedelic 70s shows that went off air because everyone thought they looked fake . There are some-where's around nine people (that aren't you) who can destroy the world at will (I'll probably drop a bit of knowledge on them to any who can justify knowing). Then there is you in the middle who can have an affect. Maybe stop bullets, bend guns, or do similar scale stuff.
Truth be told I'm still thinking up that counter-element (playing the counter-weight that super-snatching corporations or the like usually play), but I'm a touch dry on ideas so I'm giving it a bit of time to come to me (humoring a few ideas)
I suppose we'll go with it being mostly genetic, but nobody is 100% sure, least of all you lot
Also funny that you mentioned highlander as I had been considering a way to do this like that, though I ended up deciding against it.
Background:
A blacksmiths son from the Backwoods, his father fixed everything from Automobiles to Horseshoes, and Lucas worked the family lands with his father, helping in the shop, or in the backwoods where they made charcoal and furniture to sell to tourists. He discovered his powers in a forge accident. Or rather, what should have been a forge accident, that wasn't. His father still doesn't know, and to keep him from knowing, Lucas joined the army as a Bomb Disposal operative, but after 4 'lucky' escapes his contract is over and he's looking for something new to do in life. Firefighter seems obvious, but it'd also be obvious the first time he was supposed to die and didn't.
Personality: Gruff Exterior, Dark Sense of Humour underneath and a stoic philosophy (with a fair bit of Epicureanism) Appearance
Not overly tall, but broad shouldered, with the look of working muscle, rather than show. He dresses in Boots, Wranglers, old shirts and Carhart jackets or a Hunting Camo. Dark short cropped hair and eyes, and now he dosn't have to shave, often dark stubble
Power:
Summary: Control of, and Resistance to Fire (in the Cinematic sense, so explosions too)
Spoiler
Fire Resistance: 7 Points. Heat does not harm him, nor does flame or explosions. He'll pass out from lack of oxygen, his clothes will be burned to ash, but he'll wake up and walk out of any blaze unscathed. He's quick healing to all damage, but he's only vaguely aware of that aspect of it.
Fire Control: 3 Points. He can start a fire with a finger, if he has fuel and oxygen, he can direct a fire to control where it is hot or how it spreads and if he tries very hard, he can stop fire, slowly cooling it down, but this makes him feel sick. Very sick.
Training: He's a good old boy, so when it comes to Day to Day life, he can fix your car, repair your rifle or your tv remote. He can hunt (he loves bowhunting), and as a former GI he's skilled in firearms, and he can drive. I doubt his bomb disposal skills will come up, but who knows.
Wealth/holdings/titles: Trasken is a battered old blacksmiths and mechanics in rural [location] with a back 100 acres of woods. Lucas's father still owns the land and runs the shop. He has no idea his son is anything out of the ordinary. Trasken has the GI bill, so he's thinking about going to school, and he has his back pay, so he's comfortable for now.
I'm happy enough to start in America, but I can transpose Lucas pretty much anywhere.
Background:
The Bonaviches are an extremely wealthy family. Groomed to be the family heir from a very young age, Xavier was trained to always strive for success. He didn't have much of a childhood, though his every need was always immediately taken care of. He has attended highly prestigious schools all around the world, and just graduated university with a business degree. Xavier's power awakened at age 13 while he was staying in Chicago, when somebody tried to mug him. The mugger attempted to attack him with a steel pipe, but upon contact with Xavier's body the pipe bent away harmlessly. The mugger fled, and Xavier has been practicing his ability in secret ever since. This incident is also what prompted Xavier to learn Krav Maga. Currently only Xavier's close family know about his ability.
Personality:
Xavier was trained to be courteous to everyone else, and he is when he's not distracted by something else. However, he's very frequently distracted, pursuing small personal projects to the exclusion of all other activities, up until he gets bored and moves on to something else. Due to the circumstances of his childhood, Xavier tends to have some trouble understanding and connecting with people. He is very confident when undertaking any task, though unfortunately this confidence is largely unjustified outside of intellectual matters. His confidence leads him to attempt to do everything on his own, which combined with his drive to succeed makes Xavier exceptionally stubborn and unwilling to concede defeat. He frequently acts rashly when denied his way.
Appearance:
19 years old, about 5'10", thin Caucasian. Blonde hair, pale blue eyes. He is reasonably fit, but decidedly average in terms of strength, agility, etc.
Power: The ability to bend things.
Spoiler
Things that can be bent:
Xavier can bend any solid object. Liquids react to the power, but don't hold their bent form. Bent objects retain their bent form until one of the following occurs:
- Xavier unbends the object (same as bending, but willing it to return to its normal shape instead of changing shape)
- The object is broken while in its bent shape
- 1 hour passes from the time of last bending
The object snaps back to its original form when it becomes unbent, releasing a force proportional to the magnitude of the bending.
Range of bending:
The object must be within 1 ft of his body.
Bending speed:
Varies. The bending is faster with smaller objects, objects closer to his body, stationary objects, and when he is focusing on the object.
Training:
Xavier has had a top class education, and was a stellar student in every subject. Though he graduated with a business degree, he is most interested in math and physics, particularly in relation to his ability. He is fluent in English, Spanish, and Mandarin. He has been trained in Krav Maga, and recently began studying how to fight with swords, spears, and staves.
Wealth/holdings/titles:
Xavier is very well off in his own right (his schooling has helped him become a very successful investor), and always has access to family funding if needed. The Bonaviches own property all over the world, most of which are rarely if ever occupied. In addition, the Bonaviches have powerful friends all around the world; if absolutely necessary, Xavier can call on these connections to have some strings pulled in his favor. However, if at all possible, Xavier avoids using his family's assets, preferring to get by on his own merits.
Last edited by zagman505 : 11-03-2012 at 03:03 PM.
Ah yeah I've been working on it pretty much all evening. Still might make some significant changes later. Sorry I'm not familiar with terminology, what do you mean by 'use this IC'?
I'm indifferent to where we start. Wherever it is, the Bonaviches probably have property there and that will be where I'm staying at the beginning.
Ohh ok. I probably should have been able to figure that one out. Yeah I'm excited to play with this ability too, I'm really proud of it. It's got tons of potential and I think I've managed to avoid it being overpowered. Hope we start soon, we've already got like 5 characters right?
Background: Dill is a 16-year-old boy from a small town in upstate New York. He is tall, thin, bookish and a dreamer. He is a fantasy tabletop rpg gamer and loves to DM. He likes puzzles and likes to think of crazy ways to solve them. Bit of a geek so he is picked on a bit by jocks, but he’s not a loser… he has lots of friends. He’s just your standard middle-class, nice kid living with his normal, happy parents. His one claim to fame is his fantasy miniatures. He has won many prizes for his intricate models, and had lots of them pictured in magazines.
Personality: Dill is inexperienced, friendly, excitable, and bit naive
Appearance: He is very tall and extremely thin so no clothes really fit him right. Small shirts show his stomach and extra-large shirts make it look like he is wearing a trash bag. Nordic stock, light brown hair in need of a good haircut, brown eyes, and a nice smile. He might be handsome with a haircut and clothes that fit. Usually wears t-shirts that are too big (wide really) and jeans that are cinched in with a belt so they don’t fall off his skinny ass.
Power: Animation
Spoiler
Dill can animate and modify non-living objects. He originally figured this out when he was 4 by animating his toys. He completely freaked out a 14 year old babysitter (who no one took seriously when she called the police) and realized he should keep it a secret. But when he does miniature gaming by himself, his miniatures really fight.
Basically Dill has the power to make golems. He can keep them going as long as he concentrates. When he forgets about them, they freeze in their last position. They have to be in eyesight. He can’t see through their eyes/hear through their ears… yet (but his rpg books are giving him ideas of what he should work on). Big things require more concentration, but he can get up to 20 miniatures to march and fight at the same time.
Dill can also sculpt non-living materials by touch. This is how he wins miniature building competitions. The harder the material, the more time it takes him to mold it. (It took him half an hour to fix a dent so his parents didn’t see.)
Dill’s current big project (and what might attract some attention) is (self-) powered armor. He has built armor (based off his favorite fantasy artwork) and animates it like a golem while he is inside. (The armor doesn’t bolt together, he seals himself inside.) The concentration this takes is fairly intense, but he can get it to run, jump, swing a sword, etc. (He practices with it at night in fields/woods near his hometown.)
(I’m thinking that most of his limitations are mental blocks, rather than a power limitation)
Training: Dill hasn’t even finished high school and he has only been driving for about 9 months. (He has worked on his power daily in secret for about 13 years.)
Wealth/holdings/titles: Roughly $500 in a bank account and $1000 in stocks. An extremely small and limited fame (fantasy miniature lovers). His parents old minivan. A set of heavy plate mail style armor with sword, shield, and flowing red cape. A loving and stable family in a fairly nice home.
Last edited by Dragon Overlord : 11-03-2012 at 08:43 AM.
On another note, what will be the tone of this game? Are we upstanding citizens, fighting for truth and justice, never killing the bad guy, etc., or are we playing gritty, with characters who can and do kill people with extraordinary ease, who have dealt with the sordid side of things? Essentially, is this Golden Age or the 1980/90s? Are the Justice League of America in its heyday, or are we the Authority?
OK, so far looks like we're somewhere in the Americas. Now vote, NYC, Havana Cuba, or somewhere not-so-well-known in El Salvidor.
Quote:
Originally Posted by cgrela
I have no preference of starting location.
On another note, what will be the tone of this game? Are we upstanding citizens, fighting for truth and justice, never killing the bad guy, etc., or are we playing gritty, with characters who can and do kill people with extraordinary ease, who have dealt with the sordid side of things? Essentially, is this Golden Age or the 1980/90s? Are the Justice League of America in its heyday, or are we the Authority?
As I said present day the news you see is the news you see IC (so present day with present day governing bodies, though of course the underground follows a different hierarchy). Similarly this is somewhat sandboxy, so you can be as gritty or clean as you want, though I suppose we'll have realism in that the human body is pretty tough, and not all enemies will play clean or dirty.
I'm going to vote NYC if only because I'm more familiar with it. Also, depending on how soon we start, the aftermath of Sandy could be interesting to work with
Ooh, interesting idea. In that case lets start NYC two days before sandy and see if we can't work up to something n that time block.
Also I have my plot, background characters, ect worked out, so if people would like to start tossing me how much of what tehy expect to know and why (lets say you should know about any rumors because you're a crime boss or politician and keep your ears open, or should know the long term power balances and politics of supers because you've lived for a thousand years, ect. And I'll start PMing out the information as requested.
Also I have my plot, background characters, ect worked out, so if people would like to start tossing me how much of what tehy expect to know and why (lets say you should know about any rumors because you're a crime boss or politician and keep your ears open, or should know the long term power balances and politics of supers because you've lived for a thousand years, ect. And I'll start PMing out the information as requested.
Lemme see...I would probably be connected with the local homeless population, any professional troublemakers, dockworkers, folks like that. Or anybody that would let a professional couchsurfer stay with them.
Ooh maybe Sandy's abnormal strength could have been affected by supers.
After discovering my powers, I would have used my family's wealth and connections to find out what I can about supers. I think I could have gotten access to all but the most highly classified government info, it's up to you exactly how much classified info I got and what that contains. I would be most interested in learning how I got my powers and finding out about other supers and their powers, though I don't think I would have gotten access to the info on the most dangerous known supers.