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Turn 0 ------------
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Gradopolis City Asylum for Superheroes. 10:21 The morning sun shines merrily as the five heroes walk out of the asylum gates, breathe the fresh air, and gaze upon the city of Gradopolis stretched before them. From the vantage point on the hilly island that is the asylum's location, they can clearly see most of the city. Towering spires of glass and steel, miles upon miles of busy highways, factory pipes pumping black smoke into the atmosphere, mixing with the radioactive greenish fumes of the faulty nuclear powerplant... The view is breathtaking. The five take lungfuls of air and yell!
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We're back, Gradopolis! The city itself is also a large island, connected to the asylum island by a small concrete bridge. A bigger suspension bridge connects the city to the mainland. Well, connected. Before it was blown up by Captain Brick, the former hero-in-charge of Gradopolis. The Downtown area in the center of the city is surrounded by residential sectors, interspersed with landmarks, the Piggybank factory complex, the Chernosima power station, the Big Bawl stadium and the 32281st National Bank being the most prominent. Across the entire town, fires broke out in various places, and gunshots can be heard as the police and the National Guard attempt to subdue the villains, or delay them until the Heroes arrive.
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I heard the outbreak prompted all the minor criminals to turn to villainy as well. This may be a tough assignment. -
It is of no importance. By our combined power, we shall overthrow the villains in the city! Zork! Pardon me. -
Haaaaaah! I'm practically itching with anticipation! -
Gah! So am I! Move away, funny-breath! -
Now, now, let's just focus and get moving. Onward! TO GLORY! And thus, suffering from a sudden case of mild itchiness, our heroes embarked on their quest to free Gradopolis. Will they prevail? Find out in the next issue of Superhero Asylum!
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Background: [2]: You don't notice anything out of the ordinary. A small van with a driver is waiting for you, since you don't have any transportation. He will take you to an area of your choice, and return here.
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Expected Behavior:
- Neon Slash: [3]: Anti Hero - do good things in an evil way, or vice versa
- The Swinger: [6]: Destructive Savior - use excessive force in resolving any problem
- The Brain: [4]: Heroic Neutral - be yourself
- Tingles the Clown: [3]: Anti Hero - do good things in an evil way, or vice versa
- «Hey You Guy»: [3]: Anti Hero - do good things in an evil way, or vice versa
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Environment: City outskirts. Morning. Warm southern wind.
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Free items: None.
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Artifacts: None yet.
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Locations:
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Hero Status: Location: Asylum Grounds.
Health: Unharmed.
State: Standing, Fine.
Identity: Known (Ted Frederickson)
== Powers == - Waves of Force: At will, creates three shimmering pink waves that cut the opponent as the held weapon does. Usable only with the Neon Saber.
- Healing Nanites: Damage to flesh and clothing (including cosmetic damage) is quickly restored.
== Professions == - Fencer: Can use a sword in a fight.(+1 attack)
- Acrobat: Can jump, roll, and climb.(+1 bonus)
== Vulnerabilities == - Berserk Button: Comments on his fashion choice cause to mindlessly assault the commenter.
- Foreign Contaminants: Any splattering of liquids or dirt on the clothing will cause the Nanites to divert all their attention to them, foregoing injuries until the suit is clean.
- Hot Rocks: Close proximity to superheated flowing stone such as magma or lava completely incapacitates.
Equipment: Neon Saber, Magnaboots, Supersuit.
== Weapons == - Neon Saber: Sheathed. Glowing pink sword of high-temperature plasma. (+2 against all armor)
== Apparel == - Supersuit: Worn, covers all of body. Plain jumpsuit, bright pink with attenuating green stripes.
- Magnaboots: Worn, on feet. Powerful magnets allow to walk on magnetic metal surfaces in any direction. Color matches supersuit.
Encumbrance: Light. No penalty.
Location: Asylum Grounds.
Health: Unharmed.
State: Standing, Fine.
Identity: Known (Steve Krunk)
== Powers == - Superhuman Funk: At will, can dance to funk music. While doing so, gains +1 to all dodge and melee attack rolls. Music will spontaneously begin playing from no apparent source when the ability is used.
- Funky Reflexes: Acts a beat ahead of enemies, always countering against any attack roll of 4 or less.
== Professions == - Gunslinger: Can wield and aim a gun. (+1 attack)
- Rollerskater: Can roll around on 'skates.
- Yo-yoiste: Can use yo-yo's to fight, yo!
== Vulnerabilities == - Paranoid: Takes -1 penalties to actions when any government structure representatives are around.
- Alcohol: Consumption of even trace amounts of alcohol causes an unstoppable drinking rampage.
- Clothing Damage: Loses his cool whenever his outfit is damaged. (cannot Funk for one turn)
Equipment: Long-coat, Leopard Vest, Shades, Pants, Hat.
== Weapons == - S&W 68 Custom: Holstered. Ammo: 6/6 .38 Special. Stainless steel. The initials «S.K.» are engraved on the handle.
- Yo-Yo-Yo: In coat's pocket. Deals slashing damage.
== Ammunition == - .38 Special: In coat x63. In pants x12. +1 pierce damage. +1 vs pierce armor.
== Apparel == - Badass Longcoat: Worn, covers all of body. Conceals anything worn under. Plain cloth long coat. Purple.
- Leopard Vest: Worn, covers upper body. +1 against slash and pierce damage.
- Holster: Worn on belt.
- Cool Shades: Worn.
- Wide-brimmed hat: Worn.
- Black pants: Worn, cover lower body. Tight: roll against damage on any physical overshot.
Encumbrance: Light. No penalty.
Location: Asylum Grounds.
Health: Unharmed.
State: Sitting in omnichair, Fine.
Identity: Known (Neal «Pinky» Flanal)
== Powers == - Telekinesis (The Brain): By focusing, can project a static but movable field of force. This force can move items within sight (or known items within 2 meters), or act as a transparent barrier that has +2 against all incoming energy or matter.Breaking the barrier causes mental damage.
- Telepathy (The Brain): By focusing, can listen to thoughts of a person within sight, or make a suggestion. The person can resist both, by a roll with a circumstance-dependent bonus or penalty.
== Professions == - Professor(The Brain): Can think, and therefore, exist. (+2 Intelligence)
- Psychic (The Brain): Can focus his mind. (+1 focusing)
- Fool's Luck (Pinky): Gains +1 to all actions and dodge rolls lower than 5.
== Vulnerabilities == - Paraplegic: Cannot walk. Cannot dodge unless in wheelchair/omnichair.
- Multiple Personality Disorder: At the end of each turn, a roll checks if the change occurs between The Brain and Pinky, with {1} being the target. Each has only such powers as are assigned to them.
- Limited Power: Tin and its alloys (bronze, pewter, solder) resist telekinesis. Tin headwear blocks telepathy.
- Frail: Receives blunt/force damage at -1.
Equipment: Omnichair, goggles, labcoat, jeans, t-shirt.
== Apparel == - Labcoat: Worn, covers all body. Plain white labcoat, with pockets.
- T-shirt: Worn, covers upper body. Plain pink cloth.
- Jeans: Worn, cover lower body/legs. Somewhat worn blue jean cloth.
== Miscellaneous == - Splash goggles: Worn. Protect eyes from dust or chemicals.
== Vehicles == - Omnichair: Being driven, unfolded. Power gauge reads «full». Electric-powered wheelchair with numerous hidden compartments. Has a hand-cranked generator. Capable of folding into an inconspicuous «normal wheelchair» form at the flick of a switch.
Encumbrance: Light. No penalty.
Location: Asylum Grounds.
Health: Unharmed.
State: Standing, Fine.
Identity: Hidden (Frederick Bubkiss)
== Powers ==
- Itch Breath: At will, can breathe a cloud of gas that causes all living things in it to itch and scratch themselves.
== Professions == - Clown: Can cause people around him to laugh. Scares children. Makeup conceals identity.
- Acrobat: Can jump, roll, and climb.(+1 bonus)
== Vulnerabilities == - Debatomaniac: Cannot resist the urge to debate something.
- Caramel: Cannot resist eating any caramel in view.
- Unconditional love: Takes -1 penalties to actions if confronted with exceedingly persistive adoration or general good disposition from nearby people.
Equipment: Nose-O-Noise, Bag-O-Props, Clown Suit, Clown Boots.
== Miscellaneous ==
- Nose-O-Noise: Worn. Generic squeaky nose that, if squeezed, can stun surrounding creatures and damage glassware.
- Bag-O-Props: Worn on back. Bright red bag with yellow lining, actually an entire circus tent under quantum compression. Can produce any circus-related item (with a chance of a random item).
== Apparel == - Clownsuit: Worn, covers all of body. Baggy pants, striped shirt, ridiculous blue hair. Provides no protection.
- Steel-tipped Clown Boots: Worn on feet. +1 against blunt damage. +1 to blunt kick damage.
Encumbrance: Light. No penalty.
Location: Asylum Grounds.
Health: Unharmed.
State: Standing, Fine.
Identity: Hidden (Derek Frunt)
== Powers == - Mendelevitation: At will, can affect a selected element of the Periodic Table around him. Effects include movement and separation/creation of alloys/mixtures/amalgamations.
== Professions == - Metallurgist: Can identify metallic substances he encounters. (+1 bonus)
- Chemist: Can identify and mix specific chemical substances. (+1 bonus)
== Vulnerabilities == - Arachnophobia: Presence of spiders causes severe shock and/or paralysis.
- Hydrophobia: Getting soaked or immersed in water causes panic. (-1 to actions)
Equipment: Tin Suit, Titanium Bar (right hand).
== Miscellaneous == - Titanium Bar: Held in right hand. 1-inch cylinder of solid Titanium. 2kg. (~30cm if my math is right... and it usually ain't)
== Apparel == - Tin Suit: Worn, covers all of body. Includes shoes and halfmask. Conceals identity. Reflects light like crazy. Otherwise offers no protection.
Encumbrance: Light. No penalty.
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NPCs in Action: None yet.
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Mmkay, I hope this will come through fine. Post your actions, everyone! The van will take you anywhere and leave you there. If you want, your action can start after you arrive. You don't need to all go to the same place. I'll tell you whether a place you want to go to exists or not. (this town is much like Springfield, so chances of something not existing are slim)
If you want details of your powers or anything else explained, ask away.