In a place known as the year of 2069 the world has escaped an aftermath of an almost apocalyptic event known as WW3 in which NATO and an alliance between mega powers of Russia and China have actually done it, the nukes were dropped. Megacorporations have devoured the USA and other NATO-aligned factions and they have become corporatocracies, they desired revenue of the larger population force known as the Red Pact in which they had billions to gain access to. Not to mention that this Corporatocracy of North Atlantic had forced the world into a horrible global climate change that destroyed economies, billions of lives, and the continent's landmasses and atmosphere. Effectively the government of North Atlantic countries now have a political organization of NAC, Ultra high-net-worth individuals (UHNWI) now are the dominant lobbyists of the political force of NAC, even if some civil liberties exist for those on the bottom of the ladder. Dominant criminal cartels have risen up to this now modern economic world, as a world ridden with crime and inequality has been removed. There now only remains the crime infested urban sprawl of the masses and barren wasteland that still contain nuclear fallout. Technology in this world has unraveled the ability of near-sentient AI, fusion power, and much more but the greatest breakthrough is when humanity made Martian Base and discovered those multiple millennia-aged remnants of an unknown alien civilization and the excavation of those ruins.
Now the year 2142, seventy years in a world after the event known as the Martian Shift, a blindingly light of indescribable energy hit world with its glow, and the first of enhanced individuals have emerged. In the confusion of such enhanced power many tried to utilize their power for dramatic change in the political sphere, and humans that have unlocked this power as if it was from a different reality to together and then anarchy reigned for a time. NAC has reformed itself in a state that tries to maintain the control of corporation and federationists, a world-spanning league of the world super powers has established the Parahuman Associate League (PAL), a special law enforcement, and counter-terrorism agency developed by the New UN. The PAL Organization enlists the aid of supers in the quelling the wave of crime and terrorism, ostensibly to prevent another bright war, but in reality, to keep supers under surveillance and control for who knows what questionable purposes.
At the moment, there are three super classifications from the united governments , Villians are supers that use their powers to defy the law for personal profit or philosophy, Heroes are supers that have joined the PAL organization and use their powers to enforce the law and stop rogue Paras with a minimum of collateral damage, and Vigilantes are supers that have taken the law into their own hands, and dole out their own, often brutal version of justice on the streets.
You are a young adult in the NAC owned USA's northeastern mega-metropolitan sprawl's slums, Russia eastern nuclear frozen wasteland and rural outback, or Hong Kong’s seriously oppressed mass conurbation with authoritative martial law enacted to stop riots and only yesterday, you manifested superpowers of your own. Whether you embrace Villiany, Heroism, Vigilantism, or go Rogue is up to you but remember, the world is a dangerous place, and your survival isn't guaranteed.
Name: (*thinking emoji*)
Age: 16-21
Appearance and Personality (shortened to AP): (A sentence or two is fine, this is mostly fluff in serving the relevance of the game)
Background: (This is optional, but I'd appreciate a sentence or two on how your character's life was prior to their Trigger Event)
Location: (Choose NAC York, Red Moscow, or New HK)
You start with 7 points, use them wisely. Most stats range from -1 to 2 and take only a single point to upgrade. Mutatibility is the exception where it starts at 1 and goes to a max of 3, and takes 2 points to improve.
Stats:
Physique: -1 (Determines bodily physique where as -1 is a weak-boned or obtuse individual to 2 being one that is very physically toned or has access to plentiful amounts of anabolic steroids)
Intellect: -1 (Determines the ability to process and store information and other tasks involving the mind, as -1 is a slow… individual to 2 where that one is 160~ IQ one.)
Presence: -1 (Determines the reaction to others when attempting socialization, a -1 is a shy or ill-mannered fellow, while a 2 has a leading presence and the ability to manipulate conversations and group to their people almost to their will, basically the individual is very emotionally intelligent)
Assets: -1 (Determines your starting situation and can be occasionally used for roles when talking to people in high-society, a -1 is considered homeless, transient, and jobless. A 0 is considered to be around to have a room in an apartment and working job, where as 2 is your probably some progeny to a corporation and considered apart of the 1%. Can be improved and also improves availability of exotic technologies.)
Mutability: 1 (Determines amount of starting powers, and increases the chance to gain additional new ones or heighten the power of old ones by random chance. The max is instead 3, and increasing 1 to 2, or 2 to 3 costs 2 points)
Powers:
Wounds:
Experience:
Inventory.
Simple as you will see, I shall roll a d12 times equal to your Mutatibility value to determine the aspects of powers, most shall start as Dormant yet some may be more effective if you want them to be specialized. The power categories are based on the Worm web-serial's power system in an alt-future earth
The gist of Worm's power system is that a person's power(s) awaken during some sort of Trigger Event, a traumatic catastrophe that might've killed them if they hadn't gotten Triggered!. The circumstances of a super's Trigger define the nature of their power, for example, a man that was shot might Trigger and gain the power to regenerate wounds quickly, shapeshift a metallic layer that can deflect bullets, or the ability to have telekinesis of metallic substances. There's twelve classifications, and we're going to be using each. Here's a list, ripped straight from the fandom wiki. Once we've got the results, you get to decide what power your character has and then we'll collaborate to figure out their Trigger Event and how it's influenced their power.
(1) Mover: Has a power enhancing mobility.
(2) Shaker: Has a power with an area of effect.
(3) Brute: Has enhanced strength or durability
(4) Breaker: Can shift into another state.
(5) Master: Can control others or create minions.
(6) Tinker: Can create or alter devices with futuristic technology.
(7) Blaster: Is a ranged, offensive threat.
(8.) Thinker: Focuses on information gathering.
(9) Striker: Has a power that is melee-ranged or touch-based.
(10) Changer: Can alter their form or appearance.
(11) Trump: Can manipulate powers in some capacity.
(12) Stranger: Focuses on stealth or infiltration.
Now this is a freeform game and you can go however you want, however powers are a thing by their very nature that can be enhanced. This is therefore why we have DNA, a thing that can gain tallies through the using and training of your powers, defeating/harvesting other supers, and all manner of tasks relating to that power and therefore once you have, (5 DNA), you can cash it in for a +1 in your stats (max 4 for all stats except Mutability, Mutability has an infinite amount of times it can be improved however the DNA cost is equal to your Mutability value multiplied by 5 (5 to go to 2, 10 to go to 3, 15 to 20, and so on), if you want to have more powers except not choose what they are you can always get a random power that isn’t affected by your Mutability, therefore you can’t choose the power’s Category and what it is, and even further you take a -1 in a chosen stat (Minimum -2). However this will always only need 5 XP tallies.
Your stats affect the dice rolled when and your powers and equipment can add relevant modifiers if contested rolls where to take place
-2 = 1d4-1
-1= 1d4
0= 1d6
1 = 1d6+1d4
2= 2d6
3 = 2d6+1d4
4 = 3d6
Finally is the power or rather tier of your power, they show the relevant level of heroism and carnage they can spread with combat usage and most start at (1) and go all the way to (5). It cost 20, 30, 40, or 50 to make a power go up a tier. (1) represents an individual level, (2) represents the ability to take a squad of armed soldiers, (3) represents the ability to defeat a platoon army, (4) represents the ability to face an entire nation militarized force, and (5) represents a level that could threaten humanity if the individual inclined to do so.
Combat between operatives, are usually a determination of contested Physique rolls for confrontations, but abilities and sometimes other stats can be relevant, and this can add to wounds .