In the last century, from the ashes of sanity rose a group of psychopaths who would dare to don the mask and costume. Who would dare to call themselves heroes and villains. From this group came a revolution lead by an amnesiac Incredible Hulk wannabe, a heroic transvestite who indoctrinated the masses through dancing and shoe shopping, and a supreme sanity combination of Superman and Robbin. This group of psychopaths tore the world apart, and from its ashes comes the new breed. It is your destiny, it is your duty, and it is your honor to be Cartoon Heroes.
Will you follow the path of the old heroes and villains, or will you find your own way? Only the testing grounds of the ruined country Fantastica will tell!
Welcome to the sequel to The Fantastic Adventures of Mister Fantastic! In this game, you will create your own hero or villain, and you will control them to glory or death. If you don't want to make your own character, you can take one from the old thread and have them in hiding. If you take Splundiferous Boy or Mister Fantastic you will start as Spluntastic Teen with Spluntastic in Speed and Strength. If you take The Crushinator, then you'll start with 0 intelligence, and can only speak the word Crush in RP.
A link to the old threadThere will be a total of 3 villains and 3 heroes playing at one time, though this is subject to change.
When naming your character, try to be weird, and try not to go above two words per name. Making up or combining multiples words into one is encouraged. Up to two stats will have a certain word from your name in place of an actual stat, as decided by me. This does not include Heroics and Villainy, these always start at 0. One final note, I will make all starting abilities unless I ask you to make your own.
Player:
Character:
Strength: x/20
Speed: x/20
Tactics: x/20
Durability: x/20
Beauty: x/20
Heroics: 0/20
points - 30
Special Ability:
(picture if you have one)
Player:
Character:
Lethality: x/20
Hamstring: x/20
Scheming: x/20
Looks: x/20
Villainy: 0/20
points - 30
Kill Power:
(picture if you have one)
The game will be played on a 0d20. An 11 is minimal success. Rolling a 0 or below, or a 20 or above will result in critical success and critical failure. You will get a bonus of 1/4 your stats to actions that use them, so be sure to train those up.
Villains have to create henchmen to attack the heroes, they may not attack heroes directly unless all of their henchmen are defeated. There are 20 starting henchmen, and you can make up to 10 at a time. To increase henchman productivity, and to increase the amount of henchmen made at once, villains have to send their henchmen to steal SCIENCE.
Villains train their stats by using the SCIENCE on themselves, rather than their henchmen.
Heroes may not attack a villain unless the hero is attacked by the villain's henchmen. There is a period of three turns in which the hero has to reach the villain, and then the suffered assault is forgotten, much like a goldfish. Heroes don't get henchmen, but they can enlist the aid of the police to fight henchmen for them.
Heroes must repair any major damages a villain causes. If they don't, the police will take a penalty to all rolls.
In order for a hero to increase their stats, they have to step into highly toxic chemical waste.
Heroes can indoctrinate henchmen to the police force, and villains can make the police their henchmen. Indoctrination takes two turns to complete, but is an automatic process that doesn't require supervision.
Both sides may take five turns to develop a new power, you can have up to four. Alternatively, critical success on enhancing your stats will unlock a natural ability. If you develop a new skill while you have four already learned, 1d4 will be rolled, and whatever number is rolled, that ability is forgotten.
You can queue up to five turns of actions. It's recommended you queue at most three, unless your special ability gives you protection over several turns.