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WORM (OOC - Superhero - Open)

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Lunas Legion
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Founded: Jan 21, 2013
Psychotic Dictatorship

WORM (OOC - Superhero - Open)

Postby Lunas Legion » Mon Feb 19, 2018 11:24 am

Image

IC | Wiki | Web Serial

'It's all one giant balancing act, being a supervillain. Get powerful enough so that no one except the real big players can screw with you, but not so powerful that the big players actually decide to ruin your nice day.'




T H E  S T O R Y

'Never know what the world will throw at you next. Could be nothing, could be the Endbringers. You never quite know.'




In this RP, you'll be playing as a group of parahumans, more commonly referred to as 'capes', in the city of Toronto. Exactly what the end goal of your group of parahumans is, well, I'll leave that up to you; you can lead a group of heroes trying to rid the city of their villainous counterparts for however long that might last, a group of villains trying to drive out all competition, a lone hero or vigilante on a revenge quest, a rogue simply trying to get by without being caught in between.

Although it will be quite a sandbox RP initially, as I'm leaving goals to be determined by the players, I can and will be throwing in spanners in the works every once in a while as the world is moving on around you, and your actions within Toronto may have ripple effects into the larger world.

The RP will be starting on the 1st of March, 2011.



T H E  S E T T I N G

'We're all here in our little slice of hell for different reasons. Money, fame, infamy, revenge, duty, glory. Or simply because you had no other option.'




The RP will be primarily set in the city of Toronto, Canada, although on rare cases we may travel outside of the city depending on various plot-related factors. It takes place in the larger Worm-verse; no knowledge of the Worm-verse is necessary, as everything necessary and relevant will be provided here in the OP or explained in the IC as it becomes relevant, but I've provided a link to the wiki and the web serial at the top of the OP if you're curious.




H E R O E S

Toronto has a presence from two of the largest hero organisations in North America, the Protectorate and the Guild. The Protectorate is the largest single superhero organisation in the world, and has a presence of some form in most cities in the United States and Canada, with Mexico being in negotiations to join. The Protectorate is under the umbrella of the Parahuman Response Team (PRT), specialised police trained and equipped to deal with parahumans without involving the Protectorate. In the case of Toronto, the Protectorate and PRT both have a presence in the form of PRT Department N. There is also a Department N Wards team, formed from powered individuals under the age of 18, who are effectively the junior Protectorate.

The Guild is a far smaller, far more selective group. Nearly all parahumans in the Guild are also members of their local Protectorate department, but not all members of the Canadian Protectorate are members of the Guild as they are far more selective in their recruitment of parahumans than the Protectorate. The Guild focuses more on international issues than domestic ones, but as their headquarters is located in Toronto, they have a vested interest in ensuring the city remains relatively stable. The leader of the Guild, Narwhal, is also the head of Protectorate Department N, but as she is normally off dealing with international incidents, command of Protectorate Department N is normally delegated to her second-in-command.

There are a number of lone independent heroes, and smaller three or four-man independent hero teams within the city in addition to the Guild and the Protectorate.




V I G I L A N T E S

The line between a hero and a vigilante is simple; a hero has obtained permission from the government to operate, and is accountable to them; a vigilante has not and is not. There are always two or three vigilantes in Toronto, but they tend not to last long, either being forced into a larger hero team after overstepping a legal line, leaving the city or being killed off by one of the local villain groups.

Vigilantes, as a rule, operate alone or in ad hoc groups with other vigilantes formed to deal with powerful villains; larger groups almost always register with the local Protectorate and PRT to become an independent hero group. Toronto tends to have two to three independent vigilantes at any given time.




R O G U E S

Rogues are parahumans who use their powers for business purposes rather than fighting, and they are extremely rare, due to unfavourable legislation, the heroes viewing them as one step away from villainy, the villains viewing them as targets to be recruited into their group and because most powers simply aren't that good for running a business off. Toronto has maybe one or two rogues at most.




V I L L A I N S

Toronto has several main villain groups, the largest of which are the various Toronto Bratva. Formed primarily from Russian migrants, the Bratva is unique in that although they will fight each other, their parahumans will never fight one another, and they will often form a united front against any other villainous gangs or hero groups that attempt to challenge them. Their unpowered rank and file will skirmish with one another occasionally, however. The Bratva can muster fewer parahumans than Department N, but normally hires in the Dragonslayers, mercenary parahumans from outside Toronto or calls on allied Bratva groups in Russia or New York if they feel particularly pressured.

The Dragonslayers, mercenaries equipped with suits of tinker-built warsuits, are based in the city, but normally operate outside of the city. They have been a continued thorn in the side of the Guild hero Dragon, and she holds a special ire for their continued defeats of her, so any situations involving them will almost always involve her assisting the opposing side, although she is based out of Vancouver.

A pair of parahumans from the Montreal-based gang the Heartbroken are currently in town, although they are quite keen to emphasise that they won't be staying long in Toronto or intruding on anyone's territory.

The Butcher and the Teeth, an itinerant villain gang, have been known to stop in Toronto every once in a while, although they have no permanent presence in the city. They are currently in New York.

In addition, there are various other, smaller gangs; normally having between three to five parahumans in them, organised around all manner of things; there are Neo-Nazis, various ethnic gangs formed for protection from the Neo-Nazis, along with other gangs formed purely for the sake of money or power or gangs that just sprang up around a parahuman. Although none of these groups are as well connected to external groups as the Bratva, they can and will hire mercenary capes as needed. There are also independent villains who commit low-level crime and often act as mercenaries for the larger gangs.

Overall, villains outnumber heroes in Toronto, simply because having a traumatic event leading to powers doesn't exactly lead to a heroic bent.



O P O W E R S

'Powers are a roll of the dice. You just need to use what you're given, since it's not like you can ask for some shiny new ones.'




There are several ways to gain powers in Worm; however, only three are relevant for this RP. The first, and by far the most common and the only one that anything is really known about, is to 'trigger' on what is usually described as 'the worst day of your life'; some extremely traumatic event which spontaneously causes a person to develop superpowers, almost always related to the trigger in question. Triggers can also cause monstrous traits to appear, but this is extremely rare.

There have also been rumours of 'powers in a can'; vials that when drunk can grant superpowers to the drinker. There is no substantiation to the rumours, but apparently, if you look hard enough, they'll find you. If you want powers from a can, TG me about it. I'm limiting the numbers, and there will be a price to pay for your character in the IC.

Thirdly, there are the Case 53s. No one knows how their powers appear; they have no memory at all, often awaking in a field or alley somewhere with no memory at all, the only common mark resembling variously a Greek Omega, a strange Latin 'U', or a stylized 'C' depending on the angle. Most Case 53s also exhibit various monstrous traits, being mutated in some way, likely by whatever granted their powers. If you want to be a Case 53, TG me, since their powers are normally related to their mutations.

Finally, someone with power-granting powers can grant powers to unpowered people. However, these powers are almost always temporary and can be highly addictive, and power-granters are very few in number. Needless to say, you can't have gained your powers this way.

There are twelve power classifications in Worm, which are in the spoiler below, and trigger events that tend to cause that form of power. Powers can fall under multiple classes if a trigger overlaps multiple conditions.

Mover - Has a power enhancing mobility. Arises from situations that involve a drive to escape, flee, or run.

Shaker - Has a power with an area of effect. Arises from situations that involve some sort of environmental or ambient danger, often non-human or only abstractly human.

Brute - Has enhanced strength or durability. Arises from situations that involve some form of physical harm, where the source and severity of the damage, combined with contextual factors, inform the resulting ability.

Breaker - Can shift into another state, normally one that casually violates the laws of physics. Arises from situations that emerge from abstract stressors or from threats that are hard to define or explain, or situations involving chemically or biologically-altered mental states from drugs, poison, illness or other medical conditions.

Master - Can control others or create minions. Arises from situations that involve isolation, alienation, exile or betrayal.

Tinker - Can create or alter devices with futuristic technology. Arise from problems without solutions that take place over long periods.

Blaster - Is a ranged, offensive threat. Arises from situations that some sort animated, ranged threat: hostile others, approaching or attacking from a distance. Relationship with and type of threat have a large impact on the powers given.

Thinker - Focuses on information gathering. Arises from situations that involve large amounts of emotional and mental strain while a crisis point is reached in a very short period of time.

Striker - Has a power that is melee-ranged or touch-based. Arises from situations that involve an immediate, in-your-face threat, usually a singular object or individual.

Changer - Can alter their form or appearance. Arises from situations that mental and emotional issues involving identity or body image, or from conflicts involving constraining social expectations.

Trump - Can manipulate powers in some capacity. Arises from situations that fall under any of the other Trigger events, but involve powers as the cause.

Stranger - Focuses on stealth or infiltration. Arises from situations that involve a threat to emotional and mental security or social or collective pressure, often with a focus on unwanted attention on any level.





T H E  A P P

'Who the hell are you supposed to be anyways?'




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[b]Name:[/b]
[b]Cape Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Build:[/b]
[b]Appearance:[/b] [floatright][spoiler=Appearance]Image goes here. If it doesn't fit, kill the spoilers and post a link.Or delete all of this and describe them.[/spoiler][/floatright]
[b]Costume:[/b] [floatright][spoiler=Appearance]Image goes here. If it doesn't fit, kill the spoilers and post a link. Or delete all of this and describe it.[/spoiler][/floatright]
[b]Weapons:[/b]

[color=#A9A9A9][size=200][b]P[/b][/size][size=150]E R S O N A L [/size]  [size=200][b]D[/b][/size][size=150]E T A I L S[/size] [/color]

[b]Hometown:[/b]
[b]Religion:[/b]
[b]Sexuality:[/b]
[b]Skills:[/b]
[b]Flaws:[/b]
[b]Personality:[/b]
[b]Biography:[/b]

[color=#A9A9A9][size=200][b]P[/b][/size][size=150]O W E R S[/size][/color]

[b]Trigger Event:[/b] This is what determines your power actually is. You give me a trigger event for your character here, and I will TG you a variety of powers suited to that event based around the theme. If you want powers in a bottle, TG me since powers in a bottle are... Risky.
[b]Power Theme:[/b] What your power is based around. These are normally quite broad, such as 'denial of information', 'miniaturization', 'escalation', 'fire', 'light', 'administration' or something similar. That, plus your trigger, gives you your power options. It's being done this way so that a balance between power choice and power level can be achieved.
 
[b]Primary Power:[/b] (Put what you choose from the options I TG you in here)
[b]Secondary Powers if any:[/b] (Put what you choose from the options I TG you in here, if you get secondary power options)
[b]PRT Ratings:[/b] (This is almost entirely flavour, and has no actual meaning beyond what the PRT's grunts will be sent at you with)

[color=#A9A9A9][size=200][b]G[/b][/size][size=150]R O U P[/size][/color]

[b]Group (if any) or Independent:[/b]
[b]Group Alignment (Hero or Villain): [/b]
[b]Position of Main Character in Group:[/b]
[b]Other Group Members:[/b] (Put the names of any other members in your group here; between 3-4 others at maximum)
[b]Other Group Member Powers and PRT Ratings:[/b] (I'll TG these to you; if you want to come up with a trigger and a theme for them, feel free to do so and put them in below, otherwise I'll give each of them a random power suited to their bio and personality)
[b]Short Personalities and Bios of Other Group Members:[/b]
[b]Territory/Base: [/b] (Choose a Toronto administrative district, this'll be where you're based out of; you might share it with other gangs, vigilantes, or heroes)


The numbers of your unpowered grunts, if you have any, will be posted in your section on the roster.



T H E  R U L E S

'They're simple in these parts. Keep out of my damn way.'




OOC Rules:

Standard NS rules apply, as per usual. As OP I am your Lord, but I am not competely infallible, which is why I'll appoint Co-OPs as needed to run things and offer second opinions.

Also, although certain provisions are in place so that characters dying shouldn't be common, it can and likely will happen if you screw up, and even if you don't die, you might be arrested. Don't worry, as long as you haven't done anything too bad the jail system is quite porous for parahumans, and your team mates can likely spring you out en route to jail. Some of this is covered more below.

Regardless, if your character does die, take it with good grace, and move on; of course, their teammates will likely figure a spot of revenge is in order...




IC Rules:

In Worm, there are 'unwritten rules' regarding the conduct of capes, which are in the spoiler below.

Respect the secret identities of fellow parahumans.
No attacking the civilian family members of parahumans.
No violence or using powers during a meeting between multiple parties.
Try not to use lethal force.
No widespread attacks against civilians.
Enslaving others with mind control is not permitted.
No rape or sexual assault of any kind.
Be careful using guns, or things will escalate.
If anyone breaks the rules, all willing parahumans work together to effect punitive action regardless of prior affiliation.


The rules are not enforced by any single body; rather, if one breaks them, then one should expect that others will not follow them where the breaker is concerned. Killing a cape is inviting that cape's friends and allies to do the same to you; it's why independent capes, whether they be heroes, vigilantes or villains, last so short a time; there's no threat of reprisal from killing a lone cape of any kind for villains.

There are extra rules under some exceptional circumstances, and some groups like any Russian groups have extra rules, but they will be explained if they become relevant to players.

Arrested capes normally manage to escape from jail or their prison transport, or are rescued by team mates or mercenary capes specialised in that field of work; the sole exception is the Birdcage, where capes that have proven to be an escape risk and are dangerous but don't warrant a death sentence are sent. No one has ever escaped from the Birdcage, but breaking out en route to it is possible.
Last edited by Lunas Legion on Fri Feb 23, 2018 7:14 am, edited 6 times in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Lunas Legion
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Posts: 31100
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Feb 19, 2018 11:24 am



T H E  R O S T E R

'Looks like some decent opposition for once. Might need to bring in the heavy firepower.'




H e r o e s

The Guild and The Department N Protectorate/Wards
  • Narwhal - Myself - Leader of the Guild and Protectorate Department N- Shaker 9 (Blaster 9)
  • Bulwark - Myself - Guild/Second in Command of Protectorate Department N- Shaker/Brute 7
  • Impel - Myself - Protectorate - Blaster/Mover 5
  • Saurian - Myself - Protectorate - Changer/Brute 6
  • Snowflake - Myself - Protectorate - Shaker/Blaster 5
  • Scalder - Myself - Protectorate - Striker 4
  • Arrows - Myself - Guild/Protectorate - Thinker 5
  • Invictus - Faal - Protectorate - Brute/Changer 5, Thinker 2
  • Setanta - Grene Knyght - Protectorate - Tinker 6 (Thinker 6)
  • Warden - IPA - Protectorate - Shaker/Trump 6
    ---------------------------------------------------------------------------
  • Scimitar - Myself - Leader of Wards Department N - Striker 6, Thinker 3
  • Mismatch - Myself - Wards - Tinker 7
  • Skysoar - Myself - Wards - Mover 6, Blaster/Striker 2
  • Blizzard - Myself - Wards - Shaker 4
  • Luxe - Rhodevus - Probationary Ward - Striker 6, Tinker 4
  • White Eagle - Forest - Wards - Stranger 4/Thinker 1
  • Diarch - Auphelia - Wards - Master 7
  • Indomitable - Void - Wards - Brute 8
  • -Other Member Apps will go here.-
Non-Parahuman PRT Troopers/Toronto Police Service: 2,121 PRT Troopers, 2,235 Toronto Police Service Officers.
Location: Downtown, operates across the city.

---------------------------------------------------------------------------

Other Guild and Protectorate/Wards
  • Dragon - Myself - Guild/Leader of Protectorate Department NW/Warden of the Birdcage - Tinker 10

---------------------------------------------------------------------------

Independent Heroes



V i g i l a n t e s (0/3 slots remaining)
  • White Rabbit - Auphelia - Trump/Shaker 5, Mover 2.
  • Quiet - Nachfolgia - Striker/Blaster 5, Stranger 2
  • Muscle - Segral - Brute 6



R o g u e s (0/2 slots remaining)
  • White Hunter - TKGG - Parahuman Bodyguard - Brute 6, Mover 5
  • Mirage - Faal - Parahuman Psychiatrist - Shaker 3/Stranger 4, Thinker/Trump 4



V i l l a i n s

The Bratva
  • Virago - Myself - Leader of the North York Bratva and de facto leader of the Toronto Bratva - Mover 5, Shaker 4, Brute 1
  • Lavr - Myself - Leader of the York Bratva - Tinker/Trump 1 (Brute 10/Blaster 7)
  • Grandmaster - Mundeo - Leader of the Scarborough Bratva - Master 8
  • -Other Member Apps will go here.-
Non-Parahuman Henchmen: 1,100

---------------------------------------------------------------------------

The Dragonslayers
  • Saint - Myself - Tinker 0
Location: Scarborough
Non-Parahuman Henchmen: 2

---------------------------------------------------------------------------

The Heartbroken
  • Panic - Myself - Master 7
  • Watchman - Myself - Master/Thinker 5
Location: Scarborough
Non-Parahuman Henchmen: 0

---------------------------------------------------------------------------

The Teeth
  • None In Toronto - List is included below for reference
  • Butcher XIV - Myself - Brute 6, Trump 9 (Mover 6/Shaker 6/Breaker 2/Master 2/Tinker 4/Blaster 6/Thinker 6/Striker 6/Changer 2/Stranger 2)
  • Animos - Myself - Changer 4 (Trump 4)
  • Hemorrhagia - Myself - Striker 5
  • Spree - Myself - Master 5
  • Vex - Myself - Shaker 7
  • Reaver - Myself - Thinker 3
Location: New York
Non-Parahuman Henchmen: 0 in Toronto

---------------------------------------------------------------------------

Faultline's Crew
  • Faultline - Myself - Striker 4
  • Gregor the Snail - Myself - Blaster 3, Brute 3
  • Newter - Myself - Striker 4, Mover 3, Brute 2
  • Labryinth - Myself - Shaker 12
  • Spitfire - Myself - Blaster 4
Location: Based in Brockton, Currently in Toronto

---------------------------------------------------------------------------

Independents

  • Kagenotsuki - Faal - Tinker 5 (Stranger 4/Thinker 1)
  • Cipher - New Minahasa - Tinker 8
  • Agony - VOID - Blaster 6
  • Other Villain Group or Individual Apps will go here.
Last edited by Lunas Legion on Thu Mar 08, 2018 12:27 am, edited 44 times in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Auphelia
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Ex-Nation

Postby Auphelia » Mon Feb 19, 2018 11:42 am

TAG A THOUSAND TIMES OVER!
6 Term Local Councillor of the South Pacific
The Grand Dame of Deliciously, Despicably Dastardly Deeds and Devilishly Deranged Doings

Condemned for Being the Baddest Old Biddy
SC #307

Kyrusia wrote:...This one. This one is clever. I like this one.

Charlia wrote:You, I like.

You're entertaining. And your signature makes me feel all warm and fuzzy on the insiiii--

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Nachfolgia
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Founded: Jan 19, 2012
Psychotic Dictatorship

Postby Nachfolgia » Mon Feb 19, 2018 12:03 pm

Of course I'm interested in this, Lunas.

Military Factbook
The best damn alliance to ever grace NS
Strike witches


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Auphelia
Minister
 
Posts: 2868
Founded: Jan 05, 2017
Ex-Nation

Postby Auphelia » Mon Feb 19, 2018 12:17 pm

So we have to telegram you with our theme and trigger event?
6 Term Local Councillor of the South Pacific
The Grand Dame of Deliciously, Despicably Dastardly Deeds and Devilishly Deranged Doings

Condemned for Being the Baddest Old Biddy
SC #307

Kyrusia wrote:...This one. This one is clever. I like this one.

Charlia wrote:You, I like.

You're entertaining. And your signature makes me feel all warm and fuzzy on the insiiii--

User avatar
Lunas Legion
Post Czar
 
Posts: 31100
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Feb 19, 2018 12:18 pm

Auphelia wrote:So we have to telegram you with our theme and trigger event?


No, you put those in your app, and I'll TG you back a mass of powers based on those from which you can choose.
Last edited by Lunas Legion on Mon Feb 19, 2018 12:18 pm, edited 1 time in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
Nachfolgia
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Posts: 7103
Founded: Jan 19, 2012
Psychotic Dictatorship

Postby Nachfolgia » Mon Feb 19, 2018 12:21 pm

Lunas Legion wrote:
Auphelia wrote:So we have to telegram you with our theme and trigger event?


No, you put those in your app, and I'll TG you back a mass of powers based on those from which you can choose.


Oops. Lol

Military Factbook
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Strike witches


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Auphelia
Minister
 
Posts: 2868
Founded: Jan 05, 2017
Ex-Nation

Postby Auphelia » Mon Feb 19, 2018 1:02 pm



A P P



Name: Penelope Westing
Cape Name: White Rabbit
Gender: Female
Age: 24
Build: Short, slightly thinner than normal
Appearance:
Image

Costume:
Image

Weapons:
Knifes - A pair of silver knives, 20 cm long, used for direct fighting that she tries to avoid.
Taser Gloves - A pair of white gloves that can administer shocks capable of knocking people unconscious. It has a one minute recharge, and it is her typical opening move when teleporting behind someone.
Shoes - These special shoes help her jump 2 metres high, and coupled with her teleportation can get her up high walls or on top of buildings.
White Robe - Is able to deflect sharp objects and bullets
Smoke Bombs - Her suit carries smoke bombs, capable of confusing and causing visibility to drop.
Flash Bangs - She has two, used when she needs to make an escape.
Sticky Netting - A thin sticky net that can be shot from her wrists. It does not work well in combat, she uses to to keep defeated criminals down once they have been beaten and are too weak to break it.
PE R S O N A L DE T A I L S

Hometown: Montreal, Canada
Religion: None
Sexuality: Straight
Skills: Speaks French and English, smart, cunning, excellent seamstress, good with knives, flexible, quick
Flaws: She is not very bold, often not taking chances when they need to be taken. She is unskilled in long range fighting, usually able to avoid attacks but unable to fight back as her teleportation is short range.
Personality: She is a very timid and shy person usually, but when she is White Rabbit she is very amicable and mysterious
Biography:

Born to an average family in an average neighbourhood in an average part of Montreal, Penelope's life was painfully average. She was average at athletics, average in classes, and average in everything else. Nothing was exceptional, except for her nightly trips to the cemetery. The cemetery was an hour away from her house by bike, and every night she would go there to think and rest. She would love looking at the grave stones, imagining what it would be like to talk to those who had died and, in some of her more twisted fantasies she imagined being able to control them. Really, she was looking for any excuse to be special or different.

One night, a creepy man found her in the cemetery, having a "conversation" with a gravestone. The man happened to be a super who specialised in barriers, and trapped Penelope in a bubble no bigger than a few graves. When she noticed there was someone nearby, she looked up but didn't see anything but a man in the distance running away. No one knows why he did it. Maybe he thought she was odd, talking to graves. Maybe he was just a jerk. Regardless, it happened. She didn't notice the barriers for a few minutes, but when she did it was terrible. She screamed to be freed, banging against the invisible walls for hours, but no one found her. She spent three days waiting for help, barely surviving on a bottle of water she brought with her on her rides and a granola bar she had in her bag. These days alone were terrible, but also great. On the third day she decided to try to call for help one last time, and unleashed a powerful scream that seemed to make the barrier that she was leaning against squishy instead of hard. This allowed her to free herself by wriggling through the now clay-like wall. She began to cycle home, eager to see her parents and Her parents were at home, still frantically calling people to find out where she was, but when they saw her they flew at her in a burst of love, holding her tight. Penelope only smiled. She had changed in that cemetery. She wasn't average anymore, she was extraordinary.

No longer needing to visit the cemetery to feel special, Penelope began to work wholeheartedly towards using her powers. While she isn't opposed to . . . borrowing items like the materials and gadgets in her costume, she is not a fan of people with powers using them to hurt others. When her father lost her ob, a year after she gained her powers, Penelope went to work, each night travelling to the rich area of town and borrowing items from the homes of the rich. Fencing these items, she then used the money to help her family, slipping bills into her mother's purse or paying overdue bills that her parents forgot about. She kept this up for a year until her father found another job, and since then she has never stolen a thing.

Actually, that is a lie. When she went to university in Toronto, she would often take small necessities and then get near a wall and teleport to the outside. It was a way she found to get through her education without taxing her parent's finances too heavily. After she got her degree in Business Management, she got a day job as a financial manager for a large corporation and currently works a high paying 9 to 5 job there during the day, while at night she works as a registered vigilante, though she does not always use her powers to fight crime (wink, wink). She has survived these past two years by keeping the two parts of her life completely separate. Recently she has heard rumours through a few other powered people that there are two groups looking to recruit her. She doesn't know their names, but one is definitely villainous and one is heroic.

PO W E R S

Trigger Event: One night, a creepy man found her in the cemetery, having a "conversation" with a gravestone. The man happened to be a super who specialised in barriers, and trapped Penelope in a bubble no bigger than a few graves. When she noticed there was someone nearby, she looked up but didn't see anything but a man in the distance running away. No one knows why he did it. Maybe he thought she was odd, talking to graves. Maybe he was just a jerk. Regardless, it happened. She didn't notice the barriers for a few minutes, but when she did it was terrible. She screamed to be freed, banging against the invisible walls for hours, but no one found her. She spent three days waiting for help, barely surviving on a bottle of water she brought with her on her rides and a granola bar she had in her bag. These days alone were terrible, but also great. On the third day she decided to try to call for help one last time, and unleashed a powerful scream that seemed to make the barrier that she was leaning against squishy instead of hard. This allowed her to free herself by wriggling through the now clay-like wall. She began to cycle home, eager to see her parents and Her parents were at home, still frantically calling people to find out where she was, but when they saw her they flew at her in a burst of love, holding her tight. Penelope only smiled. She had changed in that cemetery. She wasn't average anymore, she was extraordinary.
Power Theme: Movement/Surprise

Primary Power: Power Dampening
Penelope is able to unleash a scream that is able to dampen the powers of all who hear it. With some weaker powers this completely cancels one of their powers, with medium powers it makes their powers ineffective against her, and with high level powers it simply makes their powers medium powers. It is unknown how long it lasts exactly, with it lasting minutes on some and hours on others. The time duration does not seem to be based on power. This scream also impacts people in that it causes most to have to instinctively clutch their ears at the shrillness of the blast. If she manages to scream directly into someone's ear, she can totally cancel their powers for about an hour.
Secondary Powers: Teleportation
Penelope is able to teleport between 1-2 metres. There does not seem to be any recharge time on these abilities, and it takes up no more energy than it would to walk the same distance. However, Penelope must be able to move some part of her arms or legs for this power to work. If she is immobilised she is unable to teleport. She can take small-ish items with her, like a bicycle or a purse. She can even take small animals. She cannot take humans or other large things.
PRT Ratings: Trump/Shaker 5, Mover 2.

GR O U P

Group: None yet.
Group Alignment: None, but she is open to either, as long as she can make money.
Position of Main Character in Group: N/A
Other Group Members: N/A
Other Group Member Powers and PRT Ratings: N/A
Short Personalities and Bios of Other Group Members: N/A
Territory/Base: She lives in Yonge-Eglinton and patrols her own neighbourhood and Yonge-St. Claire.
Last edited by Auphelia on Fri Feb 23, 2018 3:15 pm, edited 10 times in total.
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Mundeo
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Postby Mundeo » Mon Feb 19, 2018 1:17 pm

Tag!
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Segral
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Founded: Sep 06, 2017
Inoffensive Centrist Democracy

Postby Segral » Mon Feb 19, 2018 2:06 pm

TAGGGGGGED.
yea bro idk

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Menschenfleisch
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Iron Fist Consumerists

Postby Menschenfleisch » Mon Feb 19, 2018 3:23 pm

Tag

You're it

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Mundeo
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Founded: Jan 04, 2015
Ex-Nation

Postby Mundeo » Mon Feb 19, 2018 4:05 pm

So what exactly are the PRT ratings?
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Lunas Legion
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Psychotic Dictatorship

Postby Lunas Legion » Mon Feb 19, 2018 4:12 pm

Mundeo wrote:So what exactly are the PRT ratings?


Numbers from 0 upwards, I'll give them to you when I give you your power options. They have little actual meaning, since they're mostly bureaucracy, it's the classifications that're actually important.
Last edited by Lunas Legion on Mon Feb 19, 2018 4:12 pm, edited 1 time in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Lunas Legion
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Psychotic Dictatorship

Postby Lunas Legion » Mon Feb 19, 2018 4:59 pm

Also, Auph, I'm going to slap Penelope down as a vigilante, otherwise everything seems fine.
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Mundeo
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Postby Mundeo » Mon Feb 19, 2018 5:02 pm

Lunas Legion wrote:Also, Auph, I'm going to slap Penelope down as a vigilante, otherwise everything seems fine.

That being said, I plan on applying as a Bratva member. Is that allowed?
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Lunas Legion
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Psychotic Dictatorship

Postby Lunas Legion » Mon Feb 19, 2018 5:17 pm

Mundeo wrote:
Lunas Legion wrote:Also, Auph, I'm going to slap Penelope down as a vigilante, otherwise everything seems fine.

That being said, I plan on applying as a Bratva member. Is that allowed?


Yup, feel free to apply as members of the Bratva or the Protectorate.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Nachfolgia
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Founded: Jan 19, 2012
Psychotic Dictatorship

Postby Nachfolgia » Mon Feb 19, 2018 5:46 pm



A P P



Name: Vanessa Hopkins
Cape Name: Quiet
Gender: Female
Age: 23
Build: Short with a slim figure.
Appearance:
Image

Costume:https://www.pexels.com/photo/woman-wearing-gray-halloween-mask-and-black-leather-jacket-standing-by-black-railings-216528/
Weapons: Silenced 9mm handgun with the numbers filed off.

PE R S O N A L DE T A I L S

Hometown: Toronto, Ontario
Religion: Atheist
Sexuality: Lesbian
Skills: Thanks to her being deaf, Vanessa is proficient in sign language and reading lips.
Flaws: She is quick to anger, not very strong or forceful. Legally deaf, most of her eating is gone.
Personality: All of Vanessa's happiness and optimism went away when she lost her hearing. Optimism was replaced by gloom and happiness was replaced by a deep seeded hatred that has consumed her. Her one fixation is vengeance on the man who destoryed her life.
Biography:

Vanessa was born to a well known lawyer of Toronto and a nurse's assistant. Her mother, unfortunately, wasn't in the picture for very long. So for most of her life, she lived with her father in their high rise apartment in downtown. Since her father was always busy, the full time nanny her hired took care of her.

Getting schooling in a private academy, Vanessa had very little to worry about. Her grades were spectacular and she had a natural talent for singing. Group singing from choir club quickly became solo concerts hosted by the school. She was even getting private lessons from some renown musicians and singers. Things were going well for the young Vanessa, a bright future was well within her grasp.

One day, in Vanessa's junior year, her father took up a particularly gruesome case. Several people were killed in a gang related incident and Mr. Hopkins was the prosecution. Despite several threats to drop the charges, her father persisted, so the gang took some drastic measures. In the middle of the night while her father was working late, compiling the case for court in the morning, a group of gang members broke into their apartment and took Vanessa and killed her nanny.

The next couple of days were a living hell for Vanessa. She was kept in an abandoned warehouse,
but they didn't touch her. They sent ransom notes day after day, but her father never faltered, even on the day of the sentencing. To teach him a lesson, one of the gang members, a cape, sent a sound wave directly into her ears, rupturing her eardrums. The was then released into the streets, but it didn't end there. A couple days later,
her father was gunned down outside the courthouse.

Vanessa was placed under foster care, but her life was over. She lost 90% of her hearing and all of her will to succeed. She guilted over why her father didn't drop the case and why didn't he try to save her? She began to believe that her father didn't love her and it tore her up inside. Her irrational thinking and traumatic experience clouded her judgment, but it also awakened something else.

Vanessa began to develope powers, supernatural abilities similar to the man who destoryed her hearing.
This began a long and dangerous road for her. Believing to have strength now and that she was born anew, Vanessa's mind turned to revenge. Old enough to be out on her own, she scoured the city looking for the specific men responsible for ruining her life. PO W E R S

Trigger Event: Vanessa was kidnapped by a gang to use as leverage against her attorney father. Her father didn't care enough or too low to act and give into their demands so one of the capes used his sound power to destroy her hearing.
Power Theme: Sound

Primary Power: ) Can render someone both deaf and mute for over a day on touch or by scream. Effect lasts longer on other parahumans.
Secondary Powers if any: She has the ability to make herself completely quiet, silencing all noise from her body.
PRT Ratings:
Striker/Blaster 5, Stranger 2.
GR O U P

Group (if any) or Independent:
Group Alignment (Hero or Villain):
Position of Main Character in Group:
Other Group Members: (Put the names of any other members in your group here; between 3-4 others at maximum)
Other Group Member Powers and PRT Ratings: (I'll TG these to you; if you want to come up with a trigger and a theme for them, feel free to do so and put them in below, otherwise I'll give each of them a random power suited to their bio and personality)
Short Personalities and Bios of Other Group Members:
Territory/Base: (Choose a Toronto administrative district, this'll be where you're based out of; you might share it with other gangs, vigilantes, or heroes)
Last edited by Nachfolgia on Sat Feb 24, 2018 4:34 pm, edited 3 times in total.

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Lunas Legion
Post Czar
 
Posts: 31100
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Feb 19, 2018 5:56 pm

Important question Nach; does she trigger during the captivity itself when the sound cape (I've already picked out who that is, so don't worry) screams at her or during the aftermath of all that with a dead father, having lost most of her hearing and being placed into foster care, doubting that her father loved her?
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Nachfolgia
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Founded: Jan 19, 2012
Psychotic Dictatorship

Postby Nachfolgia » Mon Feb 19, 2018 6:07 pm

Lunas Legion wrote:Important question Nach; does she trigger during the captivity itself when the sound cape (I've already picked out who that is, so don't worry) screams at her or during the aftermath of all that with a dead father, having lost most of her hearing and being placed into foster care, doubting that her father loved her?


The guy screaming into her ear. Sorry if it's unclear.

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Auphelia
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Ex-Nation

Postby Auphelia » Mon Feb 19, 2018 6:15 pm

I started reading Worm and I LOVE IT!!!
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Lunas Legion
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Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Feb 19, 2018 6:20 pm

Nachfolgia wrote:
Lunas Legion wrote:Important question Nach; does she trigger during the captivity itself when the sound cape (I've already picked out who that is, so don't worry) screams at her or during the aftermath of all that with a dead father, having lost most of her hearing and being placed into foster care, doubting that her father loved her?


The guy screaming into her ear. Sorry if it's unclear.


It's fine, just limits my options a bit since I don't want to make another trump-mover-striker set of powers. I'll give you two options for that being the trigger, two options for triggering during the aftermath if that's fine with you.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Lunas Legion
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Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Feb 19, 2018 6:21 pm

Auphelia wrote:I started reading Worm and I LOVE IT!!!


What arc are you up to, out of curiosity?
Last edited by Lunas Legion on Mon Feb 19, 2018 6:30 pm, edited 1 time in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Mundeo
Postmaster-General
 
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Founded: Jan 04, 2015
Ex-Nation

Postby Mundeo » Mon Feb 19, 2018 6:23 pm



A P P



Name: Anatoly Markovich Kosti
Cape Name: Grandmaster
Gender: Male
Age: 28
Build: Slim and sickly, not the sort you would rely on to do any heavy lifting.
Appearance:
Image

Costume: N/A
Weapons:
  • Bulletproof Vest: He always wears it under his suit - always
  • PSS Silent Pistol
  • NRS-2 Survival Knife w/ single-shot shooting mechanism
  • Chloroform: Kept away in an unsuspecting bottle shaped like a king... until he takes the checkerboard cloth out, at least.

PE R S O N A L DE T A I L S

Hometown: Toronto, Canada
Religion: Russian Orthodox
Sexuality: Heterosexual
Skills:
  • Fluent in English, French, and Russian
  • Extremely intelligent and cunning, and a master strategist
  • Very skilled with a knife... for wood carving. What else would you think he'd use a knife for?
Flaws: Anatoly has little to nothing in terms of physical strength - there are others who can do the heavy work for him. When he's thinking twenty moves ahead, he may lose sight of what's directly in front of him.

Personality: Anatoly is cold, calculating, and logical, everything you'd expect a chess grandmaster to be. He carries himself as if his every action was planned out days in advance, but not a single emotion can be seen nor heard from him. With others he is abrasive, and cares little about the emotions or the concerns of others. His only concerns are those of himself and of the Bratva. Victory is everything; everything else is merely a means to an end.

Biography: It's lonely at the top, and being one of the brightest minds the Toronto Bratva has even seen, Anatoly knows this all too well. He wasn't born with a silver spoon in his mouth, though - it was quite the opposite. His early years were spent in the dusty slums of Scarborough, Toronto. Living with his entire extended family in a small, cramped house, poverty, cold, and starvation was all he knew. From a very young age, he worked with the rest of his family as a carpenter, where he would normally be tasked with carving out delicate details and small ornaments. As long as the sun was in the sky, he sat with his chisel in hand. For all he knew, the workshop was the entire universe

It is in this despair-filled state that he would have remained for his entire life if it weren't for his one gift: his mind. Even though his family couldn't afford sending him to school, it was clear that there was a lot going on in his head, but nowhere for it to go. The only one who noticed his potential was his grandmother. Bedridden and ill, Anatoly would care for her in the time he wasn't spending working. In return, she read to him and taught him to read and write in candlelight; but as time went on, she realized that she had to find another method of channeling her grandchild's potential. On his tenth birthday, Anatoly was surprised to be given a gift from his grandmother: a hand-carved chess set. By the same light he learned how to read under, he learned how to play, and he gripped the complex strategy involved almost instantly. He would always win no matter who in his family he was up against - it's not like there was much of a challenge to be had. For a while he was satisfied by the mental stimulation the twelve wooden pieces provided for him, but there was no way his family alone would be able to provide him with enough of a challenge for long.

Within the next five years, Anatoly rose to stardom. Competition after competition his family enlisted him in. He was a prodigy, like Kasparov and Karpov and Korchnoi. With each match another victory, and with each victory another pay packet. Anatoly single-handedly rose the Kosti family from poverty. Skip ahead another five years and Anatoly is living on his own, one of the best chess players in Canada and on the road to becomming a Grand Master. Mere days before the match that would determine whether or not he recieves that title, his grandmother passed away. Shocked, he returned home to find that he had been betrayed by his own family. Rather than using his winnings to care for his grandmother as he wished, his parents squandered it on alcohol and gambling. They had used him like a pawn. He would only be struck with an even greater betrayal at the championship, one that would trigger his powers.

His reputation ruined, it didn't take long for the Toronto Bratva to take notice of him. With his valuable and useful abilities, Anatoly was able to swiftly climb to the position of leader of the Scarborough Bratva, and one of Virago's chief officers.

PO W E R S

Trigger Event: This was it: the Canada chess championships. This would decide whether or not Anatoly would rise to the title of Grand Master. He already had to endure the betrayal at the hands of his very family after his grandmother's death. What had awaited him was something even worse. His second was a young an intelligent woman whom he loved deeply. The score was three to three, the next round would determine the victor. When he returned to his room to prepare, he found his second together with his opponent. Apparently, his love wasn't mutual; the two had long planned to emotionally compromise Anatoly so that he would lose the final match, catapulting the other candidate to grand mastery. What they didn't expect was for this second betrayal to become his trigger event. Neither his second nor the other candidate left the room alive.

Power Theme: Playing everything - and everyone - like pieces in his game.

Primary Power: Can tag up to 8 non-powered individuals and issue a single order which they must follow at any cost. Can have 8 people tagged at once, a tag fades once the order has been carried out. Can retag people.
Secondary Powers if any: TBD
PRT Ratings: Master 8

GR O U P

Group (if any) or Independent: Toronto Bratva
Group Alignment (Hero or Villain): Villain
Position of Main Character in Group: Leader of Scarborough Bratva
Other Group Members: N/A
Other Group Member Powers and PRT Ratings: N/A
Short Personalities and Bios of Other Group Members: N/A
Territory/Base: Scarborough
Last edited by Mundeo on Mon Feb 19, 2018 8:07 pm, edited 1 time in total.
What is a sig? A miserable little pile of words! But enough talk!
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Faal Lot Himdah
Postmaster of the Fleet
 
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Founded: Jun 12, 2014
Scandinavian Liberal Paradise

Postby Faal Lot Himdah » Mon Feb 19, 2018 6:25 pm

Let me tag.
#BlameVoid
A VeryProudCanadian
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Spindle wrote:Aaaaaand, the font of all sass.

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Nachfolgia
Negotiator
 
Posts: 7103
Founded: Jan 19, 2012
Psychotic Dictatorship

Postby Nachfolgia » Mon Feb 19, 2018 6:29 pm

Lunas Legion wrote:
Nachfolgia wrote:

The guy screaming into her ear. Sorry if it's unclear.


It's fine, just limits my options a bit since I don't want to make another trump-mover-striker set of powers. I'll give you two options for that being the trigger, two options for triggering during the aftermath if that's fine with you.


That's cool. Just send it my way.

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