Supearth OOC: Canceled Until Further Notice.

Started by WhiteFox, February 28, 2010, 01:12:37 AM

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How should we split the group?

Keep one big party.
2 (22.2%)
Two mixed parties
3 (33.3%)
Two thematic parties
4 (44.4%)

Total Members Voted: 9

WhiteFox

This is the official OOC for the Supearth campaign I will be running.

Status:
Any plans or future plans have been suspended.

PC's with acceptable sheets posted;
Janus Whitefurr -Sebastian Wilkins
Drathorin -Frank Shultz
Ashen Star -Allie C. Cat
Toric -Lucas Nathaniel Glass
Mechanisto -Sonja Cross
Magic- Ian Foster
techmasterglitch- Zak Ridgray ("Zak..." I see what you did there.)

Players who have not yet had their sheets passed:
psilord




Most of the sheets have in depth elaborations of what their powers can't do. This is interesting, but really not necessary. Trying to list the things a power can't do is a hole with no bottom.

What I need is a clear and concise definition of what the power does do, and a sensible explanation how it does what it does. The assumption that your power has no additional benefits is automatic.

The exception to this is the drawback. If your drawback is caused by something your power doesn't do, that needs to be included.

For example, TMGs character;
-Can collect, store, and direct static electricity at will.
-Is not immune to the intense heat of a static discharge.

That's enough to tell me what it does, how it works, and what the drawback is.

I can tell a lot of people are looking forward to exploring the applications of their powers; don't worry, that's going to be 80% of the RP itself.




Clarification on Drawbacks;

Your power can be as powerful as you would like it to be, but must have a corresponding drawback. Make fire, you can burn yourself. You make big fire, you can big burn yourself. Drawbacks are usually directly related to the power, and are the natural result of using that power. For those who have trouble coming up with a drawback, this means that if you have a mental power, it's drawback is mental, and if you have a physical power, you have a physical drawback. This is, however, a guidline, and any drawback you come up with is acceptable as long as it's appropriate to the character or their power.

Making your power weaker or adding limitations is not an alternative to a drawback! Weaker powers that have no noticeable drawback are minor powers, and characters with major powers, and the cost they incur, are part of the game premise. I do not limit the maximum strength of the power unless it presents a major balance issue.

Powers can be used lightly or in moderation, and will not incur the full penalty of the drawback. Small uses may result in discomfort, or light wounding at most, but not crippling damage. Drawbacks present the possibility of permanent damage, only if powers are used often at full strength.

Stamina drain by itself is not usually a drawback. Most if not all powers are tiring to use. Mental powers will tire your mind, physical ones your body, etc. The main exception to this are powers that are fueled by something that has to be collected first. A good example would be techmasterglitchs need to collect static energy before releasing it. Alternatively, a psionic may have to collect kinds of emotional energy to be unleashed at a later time. Even so, having to charge a battery only removes the fatigue cost, it is not a drawback in itself.

Drawbacks can be complicated by fatigue, however. Drathorin's character, for example, can easily get caught up in his work due to the nature of his power, and inadvertently work himself to collapse.

I want people to have characters that they enjoy, and the only limitation I will place on them is that they fit within the premise of the game. Heroes are people who benefit others, at cost to themselves. The only difference here is that that cost is more tangible, but so is the benefit.

If anyone is not satisfied with their character in any way, let me know. I am very flexible regarding rules, and the players satisfaction comes first. As long as your character fits the premise and the basic requirements for it, I'll work with it. The drawbacks are as personal to the character as the powers are, and are ultimately up to the player.
This is my pencil. There are many like it, but this one is mine. My pencil is my best friend. It is my life. I must master it as I must master my life...

WhiteFox

#1
Welcome to Supearth! The following material will be all that you need to understand the basic elements of the setting and create a character for an RP in this setting.

Quick Introduction
Life on Supearth

This is a world of super heros in every day life. A super hero isn't just a spandex-clad Crime Fighter, they're everywhere they're needed. They're that one cool teacher you had in high school, the guy at the office that makes the day a little easier for everyone, or the friend that'll stick their neck out for you when you're in a jam. Some of them you have herd of; that senator fighting for human rights and responsible government, the tireless Chief of police, or a scientist trying to cure cancer. On Supearth, heros are people who are super at their job, and make the world a better place by doing it well.

On the other hand, having powers is a pretty raw deal. Like any gun or knife, they're dangerous, and mishandling them can have sever consequences. There's no training manual, a person's body is rarely adapted to their use, and they can be unforgiving. The stronger the power, the more dangerous it will be.

If you are a super hero, it's part of your regular life. People will call you by nicknames, not all of which are flattering. Dressing eccentrically is pretty normal for you, and people who know you are used to it. Your romantic interest will probably roll their eyes and complain about how much time you spend at the office when you have to run off and save the day.

There are no MIBs coming to get you, no scientists are going to put you in in a lab and take you apart, and no mobs of people frightened of what they don't understand. So, go ahead. Be a hero. If you think you can handle it.




Your Supearth Hero
Care and Handling Instructions

(Foreword:
Not all of these elements are mandatory. You do not have to have a job related to your powers, or a heroic persona, or even start with active super powers if you don't want to. There will be NPC's who do not fit these standards. Regardless, what follows is a basic summary of a average hero for this setting.)

Basic Description:
-Name, personality, appearance, and background. Tell us about yourself.

Powers:
Powers are not as powerful or safe on Supearth as most typical superhero settings, but they are not restricted by outside elements such as cultural stigmas, legality, or availability. One in twenty people have minor abilities, while one in ten thousand have what would be called "super powers." They are common enough that they are familiar to people, but rare enough that having one makes you stand out. Being a hero is not something you do on evenings and weekends; it's part of you as a person. You may be publicly known as a hero, and use your powers freely as long as your actions fall within the parameters of the law. Heros are publicly known, and accessible to the public in general (See Training and Careers). You can hire a super detective the same way as a mundane one, or pay a super mechanic to fix your car.

Major powers are defined as powers so extreme, that the human body or mind is not capable of applying them without significant harm or risk to itself.

Minor talents are not harmful to use, but this is only because they are so minor they are almost completely insignificant. Some are useful tricks, or may give someone an edge, but not more then that. Some heros with Major powers have secondary Minor powers that supplement their capabilities.

-Characters may have at most two major powers, or one major and two or three minor powers. All player characters must have at least one Major power, unless special exemption is made by the GM. Which he probably wont make without good reason.
-Multiple powers are only allowed if they are designed specifically to work together, are appropriate to the character, or are thematically similar. EG; A hero may not have fire breath and be able to fly. These are separate powers unrelated to each other.
-All major powers, due to their extreme nature, will have a substantial risk and/or cost associated with having or using them.
-Powers cannot be used to offset the disadvantages of other powers. EG: you cannot have fire breath and immunity to extreme temperatures.
-Powers must be clearly and concisely defined, and do not convey any additional abilities. EG; The power to set things on fire does not conjure fuel or oxygen, nor does it allow one to extinguish the fire afterwards.
-In addition to a risk or cost, most powers have a fatigue cost unless specified otherwise, and their use will tire a hero. This stamina drain is usually comparable to extended physical activity. This is not a supernatural battery; if you are physically exhausted, you may not be able to use your power.

More information on Powers can be found in the Setting Information section.

Training:
-Since training does not come standard with powers, characters must describe how they have learned to apply their abilities. EG; Telekinesis could allow one to move distant objects, erect force barriers, or fly, but unless a hero has trained and practiced, they will not be able to do all of these things easily. Using a power in an unfamiliar way may be possible, but not easy. This is especially relevant in combat or emergency situations. All characters may begin with enough experience in their powers that they understand the risks involved in using them, and be familiar with a limited number of ways to use them.
-Training, unlike powers, can be defined in general terms. EG; If you have heightened speed, you can specify that the hero is familiar with using it in combat situations, or when operating electronics and computers. Both, however, would be a bit of a stretch.
-Characters may learn new applications or uses of their powers through gameplay, and spend time practicing these new applications.

Career:
-Your day job, which is by extension your archetype as a hero. Powers and training are usually a career; perhaps you chose a career because your powers are suited for it, or you learned to use your powers to do your chosen job well. Whatever the case, your status as a hero is not hidden to your employers or clients... rather, your powers are what make you highly employable.
-Very few heros are explicitly Crime-Fighters. If you are a detective, you would be a super hero detective. The same goes for super construction workers, bus drivers, or civil servants. There are as many kinds of super heros as there are ways to make the world a better place. Regardless of their job, heros may end up giving villains a few swift kicks by the end of the day.
-"Crime fighter" heros are usually police, military, or part of some other agency with recognized government authority, and they still have to fill out paperwork and mind protocol. However, people are still free to make citizens arrests (this requires a hero to be present at the scene when police arrive to arrest a criminal). Personal and property damage is more readily forgiven by the courts, and most legal representatives are familiar with defending a hero who is facing charges for doing their job. (see Setting notes, Legal)

Optional:
Secret Identities;
Are not necessary for most heros. One would worry about a super-villian busting down their door and kidnapping their girlfriend as often as one might fear robbers breaking in at night and stealing their stereo system. For those who require them, there three kinds of secret identities:
-Hard Identities have alternate sets of documents, such as licenses, and passports, supporting them. They are only legal for those with relevant legal enforcement powers, such as police officers and FBI. If you are not a part of one of these agencies, your documents are forgeries. The law does not look favorably on heros with fake IDs.
-Soft Identities are less secure, but legal for anyone. It is legal to use an assumed name for bank accounts, renting an apartment, or talking to the press, but a proper background check will identify you. On the other hand, soft identities are not expensive to establish, only requiring time and know-how, and are all that is necessary for most heros.
-Many heroes have nicknames or titles, and dress flamboyantly. These are part of your basic character description.

-Some heros overplay their identities with fantastic names and spandex tights. This can make them media darlings, but usually earns them the derision of other heros, reporters, and the public in general.




Setting Information:

Powers:
Super powers come in two approximate grades, major and minor. This is a generalization, however, so powers can fall somewhere in between. They can manifest at many different ages, and under many different conditions.

Approximately one in twenty human beings have minor powers, while one in ten thousand have what could be considered Major powers. There is no hard line between them, but a Major talent is one that is so powerful that the natural human body is unable to properly accommodate it, and using it at full strength represents life threatening risk or cost to the user.

1) Aptitudes
Applies to powers that relate to natural abilities of a human, or skills. Aptitudes can include mental traits, such as memory or deduction, physical traits, such as endurance or agility, or specific areas of training and learning, such as marital arts in general or certain fields of science.
-Minor aptitudes do not exceed the limits of human capability, but can make it easier for someone to approach them. This applies to mental and physical strengths. A minor aptitude may put you on par with a professional athlete or college professor, but usually only give someone an edge. Skill related aptitudes must be trained; they do not give someone automatic understanding of a field. This training or study is much easier for them then others, however. Heros with minor aptitudes in the right place can become known as "badass normals,"
-Major aptitudes are well beyond normal human capability. These can put severe stress on the body and mind of a hero, even when used in moderation. Major aptitudes in skills do not have to be specially trained; they are so easy for the hero that they can figure things out just by sitting and thinking about them. Education and training, however, will make this process much faster.

2) Mutations
Physical oddities and features that are found in nature, but are not typical to humans. Some of the drawbacks to these powers can be alleviated by modern medicine.
-Minor talents may include minor physiological quirks, such as horns, infrared sight, or photosynthetic skin.
-Major talents can result in crippling alterations to the body, some of which can heavily limit a heros ability to interact with society. In some cases this limit is social, such as a feature that prevents speaking clearly, or physiological, such as gills that restrict someone to aquatic environments.

3) Paranormal
Also referred to as supernatural, psychic, magical or occult powers. These powers are far beyond anything nature has provided to any species, and includes powers not found any plant or animal species.
-Minor paranormal abilities are usually useful, but not especially significant. There is very little a minor paranormal talent can accomplish that cannot be done with easily available skill or technology. Creating flame the size of a lighter for a short time, or reading emotions as well as one could read faces. These talents can, however, be useful tools, and some minor talents are not reproducible by any known technology, even if they seem inconsequential.
-Major paranormal powers are a staple for most highly accomplished heros. Major paranormal powers are only restricted in effect by certain applications of the laws of thermodynamics. Science may be able to describe and define what some these powers do, and in some cases figure out most of the process behind them, but would be hard pressed to reproduce their effects. Some Major powers are entirely unexplainable. Though powerful, these powers can cause backlash or have costs well above and beyond those of more moderate powers.

Some minor powers are entirely cosmetic, such as blue skin or a halo, or mere nuisances, such as a tendency to attract butterflies. Though rarely significant, these often contribute to the identity of a hero.

People with minor talents are in general not capable of becoming a super hero, as they are simply not powerful enough. Some people with minor powers can find clever or effective way to apply them, though this usually requires a lot of familiarity and experience with their power. There are also a fair number of minor-talent scientists with aptitudes in fields of knowledge, and tradesmen who can use minor powers as tools. Major talents, however, are still far more effective for these purposes.

Equipment:
-Heros are only allowed to begin with specialized equipment, or gadgets, if they themselves are capable of making them. All super equipment is built to purpose, by hand, and are one of a kind pieces of technology designed to work only for the person or purpose it was built for.
-Equipment can be used to offset the disadvantage of a Major power, but not eliminate it completely. A Super-Nomex suit, for example, will only resist fire, not protect you from it completely.
-Gadgets can be built to enhance or take advantage of minor powers.
-Gadgets are limited to the extent of modern technology. However, if it exists at all, or the scientific principals behind it are understood well enough, a device can be made. Gadgets can be far more reliable, compact, and effective then their mundane counterparts.
-Technologists or gadgeteer characters are limited to the constraints of their training, and can only build devices within their field of understanding. This broader the area of learning, the more shallow it is. Collaboration with other super scientists is possible, however.

Day Jobs:
On Supearth, heros do not have mild mannered alter-egos with day jobs. Rather, your day job is what you're heroic at. Minor talents are fairly common in basic positions such as secretarial work or service industries, while major talents will have higher profile jobs. Whatever their station, heros do their job heroically. Because of this, it's fairly common to walk into an establishment and be served by someone with a minor talent, or to go to a professional such as a mechanic or  lawyer, and have someone with astounding capabilities ready to give you a hand. If you're in desparate need, you can find someone to help by looking them up in the phonebook. In addition, most corporations will have a few talented employees on staff.

Super Teams:
Quite often, groups of heros are able to accomplish more by working together. Super teams are the natural result of this. Super teams most frequently occur when a group of heros in similar careers start working together.

Science and Technology:
Scientific progress moves forward on the combined efforts of many individuals, and because of this the technology on Supearth is not significantly different. Industry is not capable of recreating gizmos, gadgets and devices made by super hero technologists on a mass production scale, so consumer markets are not much affected either. However, there are a great many gadgeteers with super powers that enable them to invent or modify devices far beyond common technology. Seeing a hovering car is about as common as a heavily pimped out ride; rare enough that heads turn and eyebrows raise, but common enough that it doesn't cause a panic. Since these gadgeteers are rare and in high demand, owning something like a flying car would be about par with a private jet.

Medical:
There is no specific field of medicine for super powers. Rather, it's handled by the relevant specialists; if you're psychic you may see a neurologist frequently, and if you have laser eye vision you'll know your opthomologist on a first name basis.

Law Enforcement:
In general, having a super power doesn't really change the enforcement of the law. If someone uses their power to rob a bank, they go to jail for robbing a bank. If using a super power causes more property or personal damage then usual, well, they go to jail for that too.
Adding to this is the cost of using powers, for good or bad. Villains will be as hesitant to pay the price for using their powers as heros will be.
-There many heros with romantic notions of being super-hero crime fighters, so the police department usually has a few heros in their ranks, as beat cops, detectives, or SWAT officers, ready to take on a super criminal.
There are, however, plenty of times when a hero, who isn't an officer of the law, has to step up and stop a bad guy. The police don't mind someone making a Citizens arrest, as long as you follow the appropriate protocol. Many heros end up getting into a few scraps just for doing their job... even the school teachers and secretaries.
The law is a double edged sword, and lawyers are fighting on both sides of the equation. Bad guys will get off on technicalities, while heros aren't sued as long as they act within boundaries of the legal code. Because of this, the legal institutions will come down hard on heros who don't at least try to stay within the boundaries of law.

Quick guidelines for making a Citizens Arrest:
1) Anyone may make a citizens arrest if;
a) They encounter someone in the process of committing a crime, or
b) They encounter  someone they can reasonably believe has committed a crime, and is seen to be fleeing from official law enforcement. (So, go ahead and join that chase scene.)
2) If you are the owner of property, you may arrest anyone committing a crime in regards to that property.
3) If you are not an agent of law enfocrement, you must deliver the arrested person to an agent of the law as immediately as possible.
4) If you make a Citizens arrest, you must be present when police arrive to take custody of the criminal.
5) You must inform a criminal that you are arresting them, either before or as you do so. You may do so in as theatrical a manner as you wish, and are not required to read them their Miranda rights.
6) If at all possible, arresting a criminal should be left to agents of the law. If you have time to call the police, you should do so.

Police agencies understand that it may not be possible to follow these guidelines, and will overlook occasional infractions. Ignoring these guidelines, however, will brand a hero as a vigilante. Without support of the law, being a hero can be extremely difficult.

Heros, or persons acting heroically, are not given the same protections as police officers. However, quite often an "expert witness" will be provided by legal enforcement agencies to vouch that the heros actions were within reason, which resolves s most civil suits quickly.




Credit goes to techmasterglitch for the original concepts that lead to developing Supearth.

Version history
-2nd Edition
Proper organization of information, and a more careful spell check.
Reformatted for the message board.
This is my pencil. There are many like it, but this one is mine. My pencil is my best friend. It is my life. I must master it as I must master my life...

techmaster-glitch

I'll get my character up as soon as possible. Maybe tomorrow, maybe late Monday, or just sometime Tuesday.
Avatar:AMoS



Janus Whitefurr

Basic Description
Name: Sebastian Wilkins (nicknamed "Sebbie" for short, he hates this nickname)

Personality:  A laid-back and easy-going character, prone to making observations on his surroundings to lighten the mood, Sebastian doesn't react well to panic and stress, because it has an effect on his ability to focus his powers. The sort of person that it takes a lot to anger, but when you do it's not a pretty sight. Morally, Sebastian is a straightforward and fairly honest fellow. He's not a puritan - though he is 'straight edge' - and is more than capable of lying to get out of trouble if he thinks the truth is more dangerous. But he's no criminal, and certainly not a supervillain, and is probably best describable as a laid-back rogue who deep down has his heart in the right place.

Appearance:  Dark green eyes and long brown hair, commonly tied back in a ponytail. Physically, he could be called a pretty normal individual, as he is neither particularly tall (standing a shade under the six foot mark) nor particularly large (his physique description at best is 'healthy but average).  When on the job he wears a longcoat to affect the image of a classic detective, and rose-tinted glasses to affect an air of mystery, but he knows it probably just makes him look a little silly.  I built a facsimile in the Champions Online character creator as a visual aid. (The knives are there because he felt bare)

Background: Sebastian was by no means a troubled child in any sense of the word. A small-town Australian by birth (and carrying the accent to this day), he was the only child of two doting parents - the father a physics professor, the mother a super with the power of teleporting herself and others. He was raised as an ordinary boy, though his family had stated that they hoped he grew up normal, as the effect his mother's powers on her were taking their toll on her mind and nervous system - she retired after a slip-up resulted in losing someone between teleports. Nevertheless, they said that despite these things, if he were to grow to become a superpowered individual, they would always love him and take care of him.

Then came the phonecall from school that let them know that their son was developing his own powers of object summoning, as he had teleported a teacher's apple onto his desk after pondering how hungry he was during class. While most people were comfortable with the idea of having a super around - after all, powers were more common than your typical comic book in this world - some were not, as bullies are a constant in any school. This led to some altercations not only in his school years, but even after he graduated and started going to university/college to try and follow in his father's footsteps. These were the exception rather than the rule however - Sebastian's rogueish charm and laid-back nature won him more friends than enemies, even if he used his powers for pranks just as much as he did for more serious situations.

While a bright lad, he soon came to find out that he just didn't have his father's knack for physics, and eventually dropped out of university. Years of practice with using his power to help friends find missing keys, cars, and other such items led him to the bright idea that he should start an item-seeking service, and discussion with his parents led to him moving out of home and to the United States with their best wishes - his mother even having the courage to utilise her powers to teleport him and his luggage directly into customs. Meeting with other people and supers there, Sebastian used money saved up during his university years to buy out a small office and an apartment above it to make his home and his new workplace.

It's been a few years since then, and Sebastian hasn't lost his laid back attitude or his Australian accent. Though at first at odds with the police who believed his power could be abused, demonstrations and legal discussions led to him becoming fairly popular among the local populace for his ability. As he is successfully running his own business and living a comfortably 'average' life, Sebbie has found his place in the world, at least for the moment.

Powers
Primary: Inanimate Object Summoning. Sebastian is capable of calling up any object he has seen or had physical contact with before, within a relatively large range of influence. Upon summoning his target, he can only place the object in a location with which he has direct line of sight. If he has not seen such an object before, sufficiently detailed visual images - particularly any showing a unique quirk of the object - are required in order for him to summon it. He is physically and mentally limited by the relative size of the object he is trying to summon - the larger the object, the greater the drain on his stamina reserves.

An inherent side-effect of his ability to summon objects after he has had visual or physical contact with them, Sebastian has what could only be described as a form of spatial orientation, able to 'feel' the shape and size of the objects that he can summon. This also allows him to spatially sense a room with a glance, though 'feeling' the room like this is disorienting as human senses weren't really built for such a thing.

This does not come without problems, however. Rapid-fire summoning, or breaking his focus (either voluntary or by accidental distraction) causes the summon to fail, and can have side-effects not only on the summoned object, but on him as well. Examples range from passing out due to severe energy loss, or sensory problems such as visual and mental disorientation that ruin not only his focus but his ability to even operate normally.

Training: As he played with it constantly while growing up, Sebastian is comfortable with using his powers at what could be described the standard level, which places the largest object he can conjure at "a car". He is capable of going outside his range, both in the size and distance departments, but he suffers greater side-effects if he extends his ability past his comfortable, practiced level. He has not had any form of what could be called 'professional' training in his ability and is primarily self-taught.

Career/Day Job
After he had come to be of age and moved into his own place in the city, Sebastian opened up his own office, and became self-employed. As he calls it with a bemusing hamminess, he is a "Professional Item Finder Extraordinaire", and offers the services of his powers to the general populace and other supers. Provided they can provided quality images and pay a modest fee, relative to the object they want located, he will seek and find that object for them and, if it is within his range, return it to them. He refunds their money if he finds the object is too far outside his active range, however, because keeping the money in such circumstances would be a mean move. His office is located on the main street of his city, in the public eye, both as an advertising method and as a way to keep from shady characters trying to exploit him and his powers.

Equipment/Other Skills
His family teachings and his university studies have left him quite well read, though not as mathematically inclined as his father. Sebastian is also accomplished fighter - simple brawling and fighting with anything that comes to hand - primarily through experience garnered surviving the occasional bully during his school/university years, and he has kept himself in relative form as a way of keeping fit. To this end, he keeps a standard handgun and a relatively small combat knife available for combat purposes, though he has of yet not killed anyone with either.

(If I messed that up or forgot something we discussed, give me a poke, White.)

This post has been brought to you by Bond. Janus Bond. And the Agency™. And possibly spy cameras.

psilorder

so is this one full then?
(those four + your RL friend?)

WhiteFox

Quote from: psilorder on February 28, 2010, 10:42:08 AM
so is this one full then?
(those four + your RL friend?)

The RP is not full. If any of the five above have lost interest, and don't post their sheets here in due time, there will be slots open for other players. Toric may not be available for the game immediately, and Mechanisto has yet to say for certain whether or not he'll be joining.

3 to 5 players is what I consider ideal; more then that, and the group starts to gets cumbersome. People start losing face time, too. Five isn't a hard limit, however, and I can work with more. Tabletop is probably more demanding then forum RPing, in terms of juggling things, and I've done tabletop with eight people before.

If more people sign up, I can also split the group up and run two RPs. If people drop out, I could probably merge the two groups again later. I'm used to handling stuff on the fly like that. I would have to discuss this with the other players in advance, however.
This is my pencil. There are many like it, but this one is mine. My pencil is my best friend. It is my life. I must master it as I must master my life...

psilorder

hmm, where would forcefields land on the mayor/minor power scale?
i mean it feels weird that there'd be a risk/price when using them against small stuff...

laos, i guess there's no super-tech (like what Iron Man has, tech that gives the equalent of super powers) ?

techmaster-glitch

#7
Quote from: psilorder on February 28, 2010, 11:23:08 PM
hmm, where would forcefields land on the mayor/minor power scale?
i mean it feels weird that there'd be a risk/price when using them against small stuff...

You should probably know this right now; a guy called OminousShadow actually already is planning a character with force-field powers. His drawback is that he actually feels anything that touches the forcefields he generates (so if a bullet hit them, he actually feels as if he's been shot). And he's actually not on the list right now because Whietfox forgot to add him... :B
Avatar:AMoS



WhiteFox

Tech? Please don't speak for me. I know you're trying to help, but it's my call. It's not your game to run, and that's not your character you're talking about.

Ahem.

The scale of a power depends on how strong it is, not what it does. A minor force field might be only five or six inches across, for example.

Drawbacks aren't hard to come up with. Let's say you have a skintight force field that makes you invulnerable. As long as you stay still. Which makes it hard to breath.

Powers have to be specific. Powers can't be as broad as "can make force fields." Because of this, and training, two similar powers can make for very different heroes.
This is my pencil. There are many like it, but this one is mine. My pencil is my best friend. It is my life. I must master it as I must master my life...

psilorder

ok. thanks.
Wanted to gauge what level stuff should be on.
hmm, lets see....

WhiteFox

Feel free to PM me if you need any help.

Unfortunatly, my residence has had some technical problems with our internet connection. This isn't so big a problem, since I'm waiting for people to post sheets and am writing up plans offline. I hope it'll be back in working order in a day or two, but if it takes longer I can still get online once or twice a day at a friends place.
This is my pencil. There are many like it, but this one is mine. My pencil is my best friend. It is my life. I must master it as I must master my life...

psilorder

#11
hmm, thought i edited my last post to ask again about super-technology, but appearantly not. so, is there supertechnology available or is it strictly biological/mystic?

anyway, it sounds interesting, i've begun working on a character  tho it's just at the drawingboard stages (yes, there are multiple drawingboard stages since my focus tends to shift around a lot. "hmm, that's cool. no that. no back to the first. no, on to the third." )

edit:
making this my char post. i'll post first the power and see if it's allright and then the rest of the char. (if it's not allrght to go back and change it i guess i'll make new posts.)

Power: Energy generation and blasts / Adapted digestive system.
All he eats is converted to energy which he can then expend either as energy blasts or simply live on. He cannot take in this energy from any other source then food. On the plus side he can replenish with candy, eat alot more then normal for a man his size plus not develop fat cells and survive longer without food, on the downside he can cause himself to be starved, even to death, by overusing his power. If he does starve himself bad enough that his muscles are used for energy to keep himself alive they are rebuilt at the normal human rate.

WhiteFox

The power is alright, but the "needs food" draw back is too similar to the fatigue cost that is standard to all powers. Not to mention, the whole "eat as much as you want and not get fat" plus "eat candy to quickly replenish" turns it into an advantage.

Super-technology is covered in the Equipment and Science and Technology sections of the Setting Information provided. Long story short, it's expensive, it's can reach but not exceed modern scientific limitations, and players can't start with it unless they can make it themselves (or make a very good case to the GM).
This is my pencil. There are many like it, but this one is mine. My pencil is my best friend. It is my life. I must master it as I must master my life...

psilorder

ok. i'll try to come upp with something else then.
just to clarify tho, there wasnt any "quickly" before replenish. it would require the same amount of calories as  with regular food, with the downside that it couldnt be used for growing/regrowing the body since there was no stuff in it for that to start with.
basicly 100 gram of candy might have given enough energy for a blast the strength of a punch.

how about a guy who can shapeshift, but with the limitation that his body shapes itself to his will at the same speed it usually grows?
i.e., growing bone-spikes on his arm would take months, and he couldn't produce any substances his body couldnt naturally produce, that is he cant shape his skeleton into iron or so.
getting rid of the spikes would be quicker (shape it so they cut themselfs off from the skeleton and then heal the hole.

Keleth

Name: Frank Schultz

Power: The ability Frank possesses is the power of  Intense concentration. Helping him quickly learn his passion of mechanics and engineering. He can diagnose an engine by listening to it, notice metal fatigue by looking at it. He can work with almost any mechanical device. This concentration allows him to move and work more quickly than normally possible, to the point of moving faster, stronger, better than the average joe, even allowing his hands to keep up with his the steps in his mind.

Because he is so easily focused it is incredibly easy to get drawn into his work, completely ignoring other people and losing track of time. Immediately collapse when he finishes a long or grueling job. Due to this he consumes a large amount of food, and sleeps like a log. A deep sleeper is an understatement, it takes a very active attempt to wake him. However, when rested he's up at the crack of dawn.

Description: Frank is a even 5'7, a slight muscular build due to hauling around various car parts and getting engrossed in his work.  Light brown eyes twinkle with confidence and dirty blonde hair folded over in a lazy man's combover. Usually wearing a stained t-shirt and jeans that bear the marks of past mechanical experiences. A wrapped sweater around his waist that he wears when welding, it doubles as a rag and is covered in stains.  He loves working with machinery and tinkers in his spare time, thinking of objects to create or modify. Always bearing a mischevious grin and a slight swagger, he's known to be a smug SOB.

Community Status: Frank is loved in his local hometown, people usually bring over their vehicles to be welded or fixed, usually bribing him with doughnuts or a coffee as payment. He works at a local mechanic shop, where he tends to argue a bit with his boss over quality work vs speedy work. Tending to hang out with some of the mechanics down at the pool hall every week-end for beers and laughs. While his work and his mechanical inclanation are extraordinary, he isn't considered to be a 'super' so much as a single-minded invidual. He's popular enough with the locals that he can get a favor from almost anybody. As everybody owes him a favor through mechanical work.

(Tried to smooth out some of dem sentences. Hope it works dat dere, I gots no formal edumication Xp)
Help! I'm gay!

Azlan

This has such a Hero System feel to it... brings back memories.  I hope you don't mind if I watch it, looks to be entertaining.

(P.S. the plural of Hero is Heroes)
"Ha ha! The fun has been doubled!"

WhiteFox

Quote from: psilorder on March 02, 2010, 04:09:13 PM
how about a guy who can shapeshift, but with the limitation that his body shapes itself to his will at the same speed it usually grows?

This is more of a limitation, rather then a drawback. Limitations makes the power less useful. A drawback makes it hazardous. Without a drawback, the power is actually a minor one by definition.

Some example drawbacks;
-Shape-shifting responds to emotions as much as conscious changes. At times of emotional stress, he might sprout spikes, or some other change, damaging the clothes he wears, people around him, or even himself.
-Shape-shifting includes a period of metamorphosis. Leading up to this point he will need to eat heavily, and during it he will be immobilized, delirious, and particularly vulnerable.
-Shapes-hifting is tricky. Making changes to vital systems could result in life threatening side effects, such as like glitching up his circulation or breathing.

Azlan; you're free to watch. Most of my experience comes from the GURPS system, though.
This is my pencil. There are many like it, but this one is mine. My pencil is my best friend. It is my life. I must master it as I must master my life...

psilorder

hmm, so something that can't be avoided when the power is used and doesnt sideline the character too long and the power shouldnt be obscure so it never has to be used.....

WhiteFox

I've updated the first post with a little more information on drawbacks, since the issue seems to come up a fair bit. Trust me, psilorder, you're not the only one.
This is my pencil. There are many like it, but this one is mine. My pencil is my best friend. It is my life. I must master it as I must master my life...

psilorder

good to hear, i was starting to worry i was being thought of as a nuisance.

techmaster-glitch

Quote from: psilorder on March 03, 2010, 01:58:45 PM
good to hear, i was starting to worry i was being thought of as a nuisance.
Believe me, if anyone's been a nuisance, it has -not- been you... :B
Avatar:AMoS



Keleth

Help! I'm gay!

WhiteFox

Quote from: Drathorin on March 03, 2010, 05:32:46 PM
Quote from: techmaster-glitch on March 03, 2010, 02:16:46 PM
Believe me, if anyone's been a nuisance, it has -not- been you... :B

I second that   >:3

...Says the guy with the flashing viking kitten for an avatar.  >:3
This is my pencil. There are many like it, but this one is mine. My pencil is my best friend. It is my life. I must master it as I must master my life...

Ashen Star

#23
Well if I weren't running it I would definitely want to play it.  I'm a huge sucker for superhero stories.

Name: Allie C. Cat.  White anthropomorphic cat (and I do this only because it's a game set in the human world) standing 150 cm and 65 kg with short white fur, felinoid skull, tail, digitigrades legs, and claws.  Gymnast build, petite breasts, and agile.  Personality is prone to mood swings.  She can be very sulky to very temperamental to very upbeat and perky but whichever mode she is she's usually 'very' before it.  Dresses in either nothing or disguises herself as a homeless.

Public knowledge of her background: She is the demon cat!  A monster that stalks and preys on the homeless and has even killed Officer Jamie Stubbs.  Numerous sources claim the monster has lived for years in the downtown area and video was even taken by notorious bounty hunter "Wild Bill Thornton" while tracking the creature.  If spotted, please contact police at 555-444-3434.

Her power: Felinity!  This is more of a grab bag of minor powers all summed up into what she is.  She has sharp teeth for biting, claws for scratching, agility that passes human limitations, superior senses, and an enhanced rate of healing (not wolverine.  More like 'recover from gunshot in a week').  She believes she has the power to talk to cats... but claims they never have anything interesting to say nor are willing to help.  "My species are the rudest creatures I've ever come across with fur!"

Drawback: The beast.  This is 1 part instinct and 2 parts genetic conditioning by UBAT.  The beast wants to kill, eat, mate, and destroy anything that opposes it.  Allie is terrified of it because the beast knows no bounds.  She has neither control nor memory while the beast is in charge.  She's killed one, and grievously injured others.  Pushing herself too hard brings the beast out and it will attack friends and loved ones.  Fatigue or sufficient injury will make it withdraw.  Expect lots of tears and guilt to follow.

Limitations: Some of these are conditional.  One is "Hunted."  The police are after her.  UBAT wants to retrieve her.  The Gangs and organized crime want her pelt on their wall.  The media have portrayed her as 'The Beast' or 'The Demon Cat.'  This might change over the course of the story but if she's captured she's done.

A second is 'sensitive'.  Her superior senses can be overwhelmed.  A flashbang will have her blind for much longer.  Loud noises scare her.  While she's grown used to her own stink, mace or pepper spray will make her balk.  Note that the Beast generally doesn't care about any of this and simply resorts to 'rip and tear.'

A third is 'inhuman'.  She can't pass for human.  Short of wearing a burka or covering head to toe in rags and form distorting clothing everyone who sees her is going to know she's not human.  This might matter tons if she's still being hunted.

Training: She's homeless so her skills are largely urban related.  She knows how to be sneaky and has competition level freerunning skills.  She can identify most gangs by sights and most drugs by smell.  She is literate (and loves to rub that in people's noses) thanks to Aristotle's tutelage.  She does not know how to use guns, and wouldn't anyway (due to her sensitivity) but she does know how to unload them.  She loves putting expensive automatics on the train tracks for freight trains to smash.  Drugs go into the sewage treatment plant's settling pools if she has the time.

Equipment: None.  She doesn't even wear clothes unless she has to.

psilorder

Quote from: techmaster-glitch on March 03, 2010, 02:16:46 PM
Quote from: psilorder on March 03, 2010, 01:58:45 PM
good to hear, i was starting to worry i was being thought of as a nuisance.
Believe me, if anyone's been a nuisance, it has -not- been you... :B

:)

hmm, how about a a guy whos telekinesis knocks out a random braincenter? i.e. he might lose speach or hearing or sight. (wanted to go with forcefields but someone said someone was gonna use that allready)

WhiteFox

Quote from: psilorder on March 04, 2010, 02:03:17 PM
hmm, how about a a guy whos telekinesis knocks out a random braincenter? i.e. he might lose speach or hearing or sight.

Actually, that's a pretty good one. As for force fields being "taken," that's not a huge problem. Drawbacks and training can affect a power a lot. Just because the powers are similar doesn't mean the characters are, or their role in the party. That was actually a big consideration when I did the write-up.

Ashen-Star; I sent you a PM about your character. There's a hitch, and I can't tell if it's a big problem or not.
This is my pencil. There are many like it, but this one is mine. My pencil is my best friend. It is my life. I must master it as I must master my life...

Janus Whitefurr

*flails about for other people to post their sheets, because RP, man, RP!*
This post has been brought to you by Bond. Janus Bond. And the Agency™. And possibly spy cameras.

techmaster-glitch

Quote from: Janus Whitefurr on March 04, 2010, 08:07:52 PM
*flails about for other people to post their sheets, because RP, man, RP!*
I'm working on it! :dface
Avatar:AMoS



Ashen Star

Psi, why not just make him able to scramble the brains of others.  Induce migraines.  Blindness.  Vertigo.  Even hallucinations if he's up to it.  The down side? He suffers from it as well at random times.  Maybe he's telepathic and empathic to a limited degree but doing so makes him lose his sense of self?

Toric

#29
Basic Description
Name: Lucas Nathaniel Glass

Description: Standing at 5'4" with short brown hair and a narrow build, Lucas isn't much to look at. His two primary identifying features are his trusty camera and his gentlemanly attire. Lucas is rarely seen outside a brown business suit with matching bowler and cane.

Powers: Supernatural invisibility. Lucas can bend light around him and objects he touches. This invisibility is near-perfect, and adapts well to movement. Note that this only prevents his detection by vision; being invisible does not make him silent.

Drawback: Since all light is bent around him, Lucas is completely and utterly blind while invisible. He must rely on sound, touch, and, most importantly, his cane to determine his surroundings.

Limitations: As with any supernatural power, Lucas finds his invisibility power to be a notable strain both physically and mentally. The fatigue he suffers is proportional to the size of the object and his lack of familiarity with the shape.

Training: Lucas is now so used to his suit and camera that they are extensions of his own body as far as his power is concerned. Simple shapes such as spheres and cubes don't bother him, but he would have difficulty cloaking a model airplane without a serious headache. Small objects able to fit into his suit pockets are fine, though. Other than that, Lucas is fimiliar with the shapes of objects often used in his line of work.

Career: Lucas is the (in)famous head of Looking Glass Magazine, a tabloid where one is almost always guaranteed to find photos of THE most scandalous affairs and low-key celebrity meetings. For most blurry, poorly-lit images of stars doing normal, everyday things (which fascinate the public regardless), Looking Glass Magazine provides close-ups that would make any paparazzo green with envy. To this day, Mr. Glass's team of laywers have been able to fend off all allegations of privacy invasion, mostly due to the difficulty of proving his location beyond a reasonable doubt, but Lucas has made many influential enemies in his career.

Equipment Professional-quality digital camera with spare battery. Well-polished wooden cane.
Yap by Silver.