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Author Topic: Superhero Evacuation Project (Swords and Psychics...)  (Read 16236 times)

Weirdsound

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Superhero Evacuation Project (Swords and Psychics...)
« on: February 06, 2012, 01:10:38 am »

What is this?

Spoiler (click to show/hide)

The Story:

Spoiler (click to show/hide)

Character Sheet:

Spoiler (click to show/hide)
« Last Edit: February 26, 2012, 06:17:56 pm by Weirdsound »
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The Fool

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Re: Superhero Evacuation Project
« Reply #1 on: February 06, 2012, 01:23:38 am »

Reserved. I'll edit in as much as I can, but it's almost half past midnight here.

Spoiler: Character Sheet (click to show/hide)

EDIT: Character sheet done.
« Last Edit: February 06, 2012, 09:39:28 am by The Fool »
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Steam ID: The Fool [B12]
A Flexible Mind (Suggestion Game)

King_of_the_weasels

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Re: Superhero Evacuation Project
« Reply #2 on: February 06, 2012, 01:35:07 am »

Name: Quentin Silveara
Super-Identity: QuickSilver
Age: 19
Gender: Male
Country of Origin: United States

Appearance: Pale Skin, Silver hair, White eyes.  Thin in face and body.  High Cheek bones, somewhat sunken eyes.  Little to no muscle. His costume is a dark grey one piece suit.  His liquid form the same as his normal form, only chrome and the ability to morph.

Origin Story: *I'll get back to this*

Powers/Artifacts:
Ability to "melt" into a Semi-Liquid Semi-Solid form, stretch into needle points, razor sharp edges, become slippery, etc.

Near Immunity, Being able to split, stretch, and reform tends to protect him from most damage, however his more lethal forms force him to become solid and thus somewhat easier to damage.

Conductive, Heat and Electricity can flow through me and I can hold a charge as long as I don't revert back into my human self (which would force all the electricity into my body, not good)

Super Skills:
Lockpicking (Easy to make a key when your liquid metal)
Roller Skating (My body is nearly friction-less)
Metallurgy
Swordplay


Weaknesses:
One of my weaknesses would be being separated in my liquid form, usually I can let thing flow through me to only little harm to my self, but being separated into halves then being returned to my human form would cause me serious bodily harm, if not flat out kill me.

Personal Inventory:
Clothes, Super Hero costume (form fitting and soluble)
« Last Edit: February 06, 2012, 02:16:18 am by King_of_the_weasels »
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Slacker an illustrated story. Actually updated!?

Weirdsound

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Re: Superhero Evacuation Project
« Reply #3 on: February 06, 2012, 01:53:35 am »

Your power is fine when ballenced with your weakness. You can have your full set of skills, and your second power. I'd say pain tolerance is more of a power than a skill. Super-Skills are something that anybody can learn, but you can do much, much, better than the average average, like Karate, Gunplay, Psychology, Weapon Use.

I'll use Batman as an example. His Powers/Artifacts would be his bat suit, utility belt, batmobile, gadgets, ect... His skills would be Martial Arts, sleuthing, stunt driving, business management, intimidation ect...
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King_of_the_weasels

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Re: Superhero Evacuation Project
« Reply #4 on: February 06, 2012, 01:57:20 am »

Your power is fine when ballenced with your weakness. You can have your full set of skills, and your second power. I'd say pain tolerance is more of a power than a skill. Super-Skills are something that anybody can learn, but you can do much, much, better than the average average, like Karate, Gunplay, Psychology, Weapon Use.

I'll use Batman as an example. His Powers/Artifacts would be his bat suit, utility belt, batmobile, gadgets, ect... His skills would be Martial Arts, sleuthing, stunt driving, business management, intimidation ect...

Great now I have to come up with skills.
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Slacker an illustrated story. Actually updated!?

The Fool

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Re: Superhero Evacuation Project
« Reply #5 on: February 06, 2012, 02:02:39 am »

Most of my sheet is up, but I'll leave the origin story for the morning. No sense in writing it tired.

Let me know if there is something wrong with my sheet, and I'll try and fix it in the morning.
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Steam ID: The Fool [B12]
A Flexible Mind (Suggestion Game)

Weirdsound

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Re: Superhero Evacuation Project
« Reply #6 on: February 06, 2012, 02:08:14 am »

No power is so broken as to cost both your power slots. I will either veto it outright, give you a weakness or two for balance, or let it stand as is. If you feel one of your powers is pushing it, make your second one a lesser power like minor superhuman Strength, heat/cold resistance, or the ability to transform into some tiny animal for escape/surveillance.
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King_of_the_weasels

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Re: Superhero Evacuation Project
« Reply #7 on: February 06, 2012, 02:09:02 am »

Most of my sheet is up, but I'll leave the origin story for the morning. No sense in writing it tired.

Let me know if there is something wrong with my sheet, and I'll try and fix it in the morning.

Your weakness would clearly be if one doppelganger dies the other one also dies.


No power is so broken as to cost both your power slots. I will either veto it outright, give you a weakness or two for balance, or let it stand as is. If you feel one of your powers is pushing it, make your second one a lesser power like minor superhuman Strength, heat/cold resistance, or the ability to transform into some tiny animal for escape/surveillance.

I consider it two so I don't have to come up with any more skills, not because I consider it over powered.  Super human strength wouldn't make any sense since I'm not strong normally and my power is to become a semi-solid.  Heat/cold resistance would be the opposite if anything.  and the animal thing is just silly.


edit edit- conductivity was a good idea though, I'll go with that.
« Last Edit: February 06, 2012, 02:16:53 am by King_of_the_weasels »
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Slacker an illustrated story. Actually updated!?

HailFire

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Re: Superhero Evacuation Project
« Reply #8 on: February 06, 2012, 03:28:34 am »

Name: Lillian Wall
Super-Identity: Deliria
Age: 18
Gender: Female
Country of Origin: Great Britain

Appearance: Fairly short, with shoulder-length blonde hair and of otherwise average build- except for her missing right arm and blind eyes. Her costume consists of combat boots, cargo pants, a straightjacket (with a quick-release mechanism to free up her arm in case of emergency), a blindfold, and a fedora with a spiral logo on it.

Origin Story: Lillian's early life was a virtual parade of misfortune; she was born with a progressive eye condition that left her blind at an early age, and- despite loving parents and a "Mad Genius" uncle at the forefront of medicinal science (and a hefty malpractice suit)- early neurological disorders and psychoses landed her in special needs education with dim future prospects.

Like many prospective superheroes, however, it was the actions of a supervillain that led her to pick up the mantle of Justice; while visiting her uncle in the big city, a running battle between Major Tom and The Hellion (who would yet again  escape, but later acquiesce to henchman-hood under Doomlord II) resulted in an overpass collapsing on traffic, an accident that would cost a 12-year old Lillian her parents, an arm, and leave her hospitalized in a coma with severe head and other trauma.

The (not-necessarily-entirely-safe-or-legal) intensive procedures and amazing cocktail of drugs that followed would not only save her life, but leave her surprisingly lucid afterwards, and the mental and physical shock from the day of the incident (combined with the brain surgery and the drugs) would awaken latent psychic abilities in Lillian; when (despite the best efforts of her uncle) the military and the UK branch of the Union caught word of her helping herself in hospital by levitating objects from her bed, and responding to attendants before they'd even had the chance to speak (and/or without opening her mouth!), they both rushed to scoop her up for training- fortunately, the Union of Superheroes got there first.

Despite being a prodigious telekinetic, however, beginning her career as a sidekick psychic at 16, a few months before Doomlord II resurfaced, when his Commandos of Evil cracked into the Union's databases (and after several close scrapes against his minions), Deliria's uncle and the Union of Superheroes agreed that her lack of field experience and less than stellar physical condition barred her from continuing the fight, and inducted her into the Evacuation Project- and for Lillian, the choice between death, service under the man who killed her parents, and becoming an astronaut wasn't a hard one to make.

Powers/Artifacts:

Telekinesis: Exerting a physical force on a defined area using one's mind; focused on a point or an object, this can slam things, lift large objects, or interact with things such as buttons and switches- diffused, it can move large amounts of small objects, "freeze" air to deflect attacks, and acts as her primary source of "vision" by feeling her surroundings- colorblind, but better for picking up detail, not subject to light, and doesn't require a direct line of sight.

Telepathy: Contacting the mind of another with one's own mind- while Lillian's a much better telekinetic than she is a telepath, she can still detect other minds within her vicinity, send and receive mental messages, and scan surface thoughts.

Omnicane: A device provided to her by the IUS, it appears to be a red-and-white striped cane for use by the blind, but this is it's least-frequently used feature- it contains an assortment of tools, including, but not limited to everything you'd find in a Swiss Army Knife, an umbrella, a sensor to detect unsafe or unstable surfaces, a stungun, and a two-shot holdout pistol.

Super Skills:
Acting/Intimidation (honed while in training- even when she's lucid, she's good at acting creepy/like a lunatic, which synergizes well with the fact that her primary method of looking at someone is groping them with her mind)
Intuition
Cooking
Swordplay

Weaknesses: Dependance on her powers, their limited range, and limited focus- while she can expand her field of focus to 'feel' a large area at once, she can only have one area of focus at a time- if she's lifting a car with her mind (or herself for flight), she's essentially blind, except insofar as hearing and smell allow, and a sense of where any nearby minds are (and only those within range). Additionally, their use causes mental and physical strain.

Addicted to and/or dependent on a staggering array of pharmaceuticals- and without them, is incapacitated or goes into psychotic episodes.

Allergic to cats.


Personal Inventory: Clothes, mp3 player, omnicane, throwing knives, pet iguana, suitcase full of medicine, assorted unimportant knickknacks
« Last Edit: February 06, 2012, 01:06:36 pm by HailFire »
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Enzo

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Re: Superhero Evacuation Project
« Reply #9 on: February 06, 2012, 03:59:36 am »

Signing up.

Spoiler (click to show/hide)

Let me know if the guy with a bunch of toys archtype isn't going to work, either way I still want to reserve a space.

EDIT: Updooted backstory with slightly more detail.
« Last Edit: February 06, 2012, 10:02:33 pm by kinseti »
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Flintus10

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Re: Superhero Evacuation Project
« Reply #10 on: February 06, 2012, 06:37:04 am »

Name: Chuck Mathews
Super Identity: Smokescreen
Age: 36
Gender: Male
Country of origin: Australia

Appearance: Tall (about 6'4) with grey clammy skin. Always wears a grey full face mask whether or not he is in costume. Costume is a flamboyant magicians outfit complete with a long cape and top-hat.

Origin Story: A street performing magician since the age of 17, Chuck spent many years swindling people and dazzling them with his tricks in order to put food on the table. One day after being caught by a strange man he was offered the chance to see some real magic and Chuck was instantly intrigued.

The man invited Chuck into a small chamber which soon filled with a thick smoke that left him feeling dizzy and confused but otherwise fine. Upon his exit from the room Chuck found that the man was gone and believing that he had been grifted smashed the chamber up a bit and then decided to head home.

Chuck began to feel worse and his skin began to slowly turn a greyish color. Distressed he immediately went to get himself checked out however no amount of testing could solve his problem. He soon discovered the ability to create a thick smoke from the tips of his fingers with some concentration which while freaking him out at first allowed him an advantage no other magician could have. Though he could no longer show his skin he quickly became fond of his ability and as he mastered it found he could also assimilate himself into the smoke allowing himself to disappear and re-appear at will.   

Powers/Artifacts:
Is able to release a thick screen of smoke in order to conceal his location from any opposition.

Is also given a short period of time able to fully assimilate himself into the smoke-screen and appear anywhere inside of it at will.

Super Skills:
Sharp senses (Does that count as one?)
Street-Wise
Magic tricks
Stealth
Backstab
Charming

Weakness: Well a strong gust of wind would be a bitch, and also while he assimilates his flesh body is vulnerable as it takes about 10 seconds to fully dissapear.

Personal Inventory:
Clothes
A small amount of cash
A trick deck of cards
Loaded dice
Weighted coin.
Switch-blade
« Last Edit: February 07, 2012, 06:39:41 pm by Flintus10 »
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Riccto

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Re: Superhero Evacuation Project
« Reply #11 on: February 06, 2012, 07:15:24 am »

I've got to run for now But I'll get a sheet up when I'm back this afternoon.
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Raggle Fraggle

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Re: Superhero Evacuation Project
« Reply #12 on: February 06, 2012, 09:35:04 am »

Here we go!

Name: Symon Zelenko
Super-Identity: The Spirit of Industry
Age: 54
Gender: Male
Country of Origin: The Ukrainian Soviet Socialist Republic

Appearance: Outside his suit, Symon has a large, muscled bulk with thick limbs. His features are also broad and cragged, and he has a headful of short dark brown hair in a neat military cut. His suit, on the other hand, is a rust-red full-body armor, with a generator and exhaust pipes jutting out of the back and spewing foul smoke into the air. A golden hammer-and-sickle sits embedded his chest. On his right arm, the forearm armor gives way for a high-power plasma gun.

Origin Story: The last of the famous Soviet superscience project Red Guards of the Proletariat, Symon Zelenko was a Red Army lieutenant before being chosen to join the Red Guards alongside his new brothers, the Spirits of Progress and Justice. Under strict training, experimental hormone treatment and implants and study with the best Soviet scientists, Zelenko became the Spirit of Industry, the symbol of Soviet progress over the capitalist swine. However, the USSR's original enemies soon turned into, if not friends, mere rivals after the advent of big super-imperialism. The Spirits were set to combat this new threat, and eventually it was decided to loan Zelenko to the US as a gesture of goodwill. Fighting alongside heroes from all over the world, Zelenko's loyalties began to draw away from the Soviets and to simply combating supervillainry, wherever it could be found. He was granted dual citizenship of both countries in the late nineties and went into retirement, until Doomlord II's sudden rise to power sent him running back to volunteer. Perhaps fortunately, he was seen as too old to go against Doomlord and packed off to the stars in the Evacuation Project.

Powers/Artifacts: Heavy powered armor covers Symon from head to toe, granting him superior stamina, strenght and resistance. A wrist-mounted plasma gun, a masterpiece of Soviet superscience, allows him to fling high-power balls of plasma at his enemies.

Super Skills: Melee Combat, Ranged Combat, Engineering/Construction, Electronics, Natural Sciences! (I figure the last one would cost more than one, as it covers multiple fields of study)

Weaknesses: While Zelenko has not forgotten any of his training, old age is getting to him and he's found his senses and reflexes slower than in the past. He's not - ahh, how should I put it? - in his prime anymore.

Personal Inventory: Clothes, Powered Armor, wrist-mounted Plasma Gun (with half a dozen spare power packs)
« Last Edit: February 06, 2012, 12:29:21 pm by Digital Hellhound »
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

The Fool

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Re: Superhero Evacuation Project
« Reply #13 on: February 06, 2012, 09:44:06 am »

I finished my character sheet. He no longer sneaks, but now he can dodge bullets, and return a few shots at the same time. Let me know if there's something wrong with my choices.
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Steam ID: The Fool [B12]
A Flexible Mind (Suggestion Game)

Weirdsound

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Re: Superhero Evacuation Project
« Reply #14 on: February 06, 2012, 11:37:16 am »

Hellhound, I'm going to have to ask you to change your origin story a bit. The USSR still stands in this game universe, and is on pretty good terms with the rest of the world. I was hoping that most of the background would come out during game-play, but I figured I'd have to correct someones Origin story at some point.

Long Story Short: In WWII Truman elected not to drop the bomb, but instead green-lighted a superhero lead black-opps raid to capture the Japanese emperor. America has kept the bomb top secret and their their supply tiny. They never bothered to develop it's explosive potential beyond Fat Man. Without an arms race, the cold war wasn't nearly as bad.

After having to fight a few minor wars against nations lead by imperialistic supervillains, all the major world powers signed a treaty to fight back any further such threats in alliance. The same treaty also created the International Superheros Union as part of the UN. WWIII was fought in the seventies against a Brazilian Super-Supreamisist named Salazar who managed to conqure all of Brazil, Africa, Latin America, and even bits of Europe and the US at the height of his empire.

After beating Salazar the Soviets and the West had fully earned a state of mutual respect, and the feud between communism and capitalism was downgraded to a friendly rivalry where both sides tried to prove their superiority by building a better standard of living for their people instead of building empires.
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