Just to be cliche, let's start this up in this manner...
YOU ARE SUPERHERO!!
However, we need to decide on what kind of superhero you are. Here is a form of what we need to know about our hero.
NAME:
GENDER:
FACTION: (Is this person a hero, or a villain?)
DESCRIPTION: (merely a quick physical description flavortext so we can agree on appearance)
and finally POWERS:
The powers may be selected from the list at
http://chillinwithmarcello.tripod.com/superhero_powers.htm. However, some of these powers are banned for being confusing, boring, or OP.
Ban List is as follows:
Banned powers:
Body Duplication
Chemical Control*
Empathy*
Explodes
Immortality
Lycanthrope
Omnipotence
Omniscience
Seventh Sense*
The ones with asterisks I might consider, but I have no clue what they do/how I would make them work in a game.
You may select one Main Power, one Secondary Power, and one Minor power from this list. Just put your suggestions in order of importance and we should be good to go!
This game will be based on RTD format. 1 equals epic fail, 2 equals fail, 3 equals a boring success, 4 equals success, 5 equals epic success, and 6 equals a possibly dangerous overshot. If you choose a power like super agility, a bonus modifier will be added to your skill, and once you reach +2 on any type of roll you may get overshot protection if it seems balanced.
OUR HERO IS THE MANIPULATOR:
NAME: James "The Manipulator" Eisenfaust
GENDER: Male
FACTION: Villain
DESCRIPTION: A man in his 20's, he has black hair, black boots, a calm demeanor, and usually wears a Trenchcoat. (Because Trenchcoats are badass) He is called The Manipulator because he makes things go the way he wants to, and is a natural Chessmaster.
POWERS:
Main: Mind Control
Secondary: Time Manipulation
Minor: Intuition
RULES FOR MIND CONTROL:
Since this is the manipulator's main power, he gets a +1 modifier to all rolls related to mind control. People enslaved by the manipulator will be enslaved for a number of hours loosely based on the strength of their mind versus the strength of the hero's roll. Other rules and restrictions may eventually apply, but for now it's just a simple rule.
RULES FOR TIME CONTROL:
Since this is the manipulator's secondary power, he gets no modifier to rolls related to time control. Since time control is not the same as time travel, the best that the manipulator can do is slow time down to normal speed in reverse, or 3x speed in the forward direction. If the manipulator pauses time completely, he gains the ability to walk around and do stuff while time is stopped. However, to keep the time stop in stasis, he needs to roll a 3 or higher every turn. If he reverses time at any speed, he will merely travel through the path he took, but backwards. If he activates this ability and gets an epic success, he should be able to move back in time 2 turns so that decisions can be modified. Forward movement through time merely creates chaos, for everybody gets two or three actions a turn, depending on the target time speed and the roll value. If this happens in combat, all of a sudden everything gets more deadly for everyone, with more chances for attacks per turn. Really, the powerful part of this ability is stopping time altogether.
RULES FOR INTUITION:
Since this is the manipulator's minor power, he takes a -1 penalty to its use. Every turn I will roll a dice and if the result is favorable, the manipulator will have a short vision of what will happen in the next couple of turns. On a 6, a more significant vision will occur.
RULES FOR RANKING UP POWERS:
After I think you've utilized it enough times/with enough effectiveness, your powers can level up. Intuition will also level up if you use your visions to your advantage, though otherwise it is a passive power. When they level up, they will gain +1 to their rolls.
INVENTORY:
A black chess king. It is your prized possession and your symbol.
A large gold pocketwatch
$200 in cash
A set of glasses (because you are practically blind without using them)