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Iris - A Parahumans RP (OOC)

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Okayanos
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Posts: 350
Founded: May 04, 2018
Inoffensive Centrist Democracy

Iris - A Parahumans RP (OOC)

Postby Okayanos » Mon Mar 11, 2019 7:59 pm




I R I S




In 1982, a golden man appeared over the ocean. He was the first time the superhuman characters of comics books flew off the pages into our reality. 37 years later, Parahumans have become a staple of society, for better or for worse. Contact was made with parallel worlds. For a time, it seemed like anything could happen. For a time, it seemed like the world wasn't going to shit. For a time, there was hope. But in 1992, a gigantic monster appeared in Paris, and threw any notions of hope out the window as hundreds lost their lives. We were reminded that even with superheroes existing, the world was still a dark, brutal place. Flash forward to the current year. The PRT and Protectorate hold authority over the superheroes of the world, and villains more monstrous than anything imagined run freely.

Welcome to Iris, a roleplay based on the world created by Wildbow in the web serials Worm and it's sequel, Ward. Obviously, the the premise is pretty simple- superpowers are real, and your character is probably going to have them. There are heroes, villains, kaiju, murderers, and maniacs abound- it's up to you to find your place in all of this. If you like complex, morally grey worlds, traumatized characters, and extremely creative superpowers- well, then you've probably read Worm already. If you haven't, check it out here.

Iris will primarily center around the city of Portland, Oregon, and the heroes and villains living there under the watchful eye of the Portland PRT. Eventual plot threads and events will likely lead to characters travelling elsewhere around the world. Aside from large events, the RP will be almost entirely player-driven, with your characters being the ones to carry out goals, make alliances, fight off enemies, and whatever else you can think of.



P A R A H U M A N S




The PRT uses the following classifications for powers, making it easy to divide the abilities of Parahumans into easily-understood categories.
  • Mover- Powers that enhance mobility.
  • Shaker- Power with an Area of Effect.
  • Brute- Power enhancing strength or durability.
  • Breaker- Shifts into another state in order to use powers.
  • Master- Can control others or create minions.
  • Tinker- Creates or alters devices with alien technology.
  • Blaster- Ranged, offensive abilities.
  • Thinker- Focuses on information gathering or enhancing one's mind.
  • Striker- Power is melee-based or touch-based.
  • Changer- Alters their own form or appearance.
  • Trump- Manipulates powers in some way.
  • Stranger- Focused on stealth or infiltration.


Characters will have one power. Multi-triggers aren't going to be allowed for player characters without permission from the OP. Unique and clever abilities are vastly preferred over generic or powerful ones. It's encouraged to go into detail on the mechanics of the abilities as much as the effects- for example, instead of just saying that you have super strength, explain how your character can lower the mass of any object they touch, but only for themselves. It's impossible to stress how important it is to be creative for these things.

A Parahuman isn't just born with powers right out of the womb- they have to be awoken by what's called a Trigger Event. A Trigger Event, also called a Crisis Point or simply a Trigger, is a traumatic experience which leads to the awakening of the Parahuman's latent powers. The Trigger Event isn't just regular depression- it arises from hitting rock-bottom, the absolute worst day of one's life. As with the powers, creativity is of utmost importance. An RP with a hundred characters who watched their parents get killed isn't going to be allowed. Any trigger event cannot lead to any power- the trigger shapes the power.
  • Mover- Trigger Event involves a drive to escape, flee, or run. The exact circumstances, the nature of what they are trying to escape, and the relationship to the threat influence the type of Mover ability that manifests.
  • Shaker- Trigger Event involves environmental or ambient danger, often non-human or abstractly human.
  • Brute- Trigger Event involves physical harm, with the source and severity of the damage, combined with contextual factors, influencing the ability that arises in response.
  • Breaker- Triggers that blur the line between mental and physical, emerging from abstract stressors or things that are hard to describe, often involving contradictory feelings.
  • Master- Trigger involves isolation, alienation, exile, or betrayal. The loss of a loved one is considered a Master trigger. Isolation from a single individual feeds into having a single, fixed minion, whereas isolation from society results in numerous and/or variable minions.
  • Tinker- Trigger involves problems without solutions that take place over long periods, culminating in a crisis moment. The elements of the trigger build up over weeks or months and are tied to the moment the Tinker's abilities arise.
  • Blaster- Trigger involves some sort of animated, ranged threat. Hostile others, approaching or attacking from a distance. The circumstances, nature of the thraet, and the Blaster's relationship to it all influence the type of Blaster power that emerges.
  • Thinker- Trigger involves large amounts of emotional and mental stress while a crisis point is reached in a short time. Crushing revelations, mental or emotional anguish, fear, anger, and self-loathing often lead to Thinker powers.
  • Striker- Trigger involves an immediate, in-your-face threat, usually involving a singular object or individual.
  • Changer- Trigger involves mental or emotional issues involving identity or body image, or from conflicts involving constraining social expectations.
  • Trump- Trigger events are similar to other trigger events, but largely involve parahuman powers in some way. The triggeree's relationship to the user of the powers also factors in heavily.
  • Stranger- Trigger involves a threat to emotional and mental security or social and collective pressure, usually involving unwanted attention of some kind.


It's not uncommon for Trigger Events to involve influences of multiple types, and the resulting power will be a mix of the two. For example, a Mover/Brute would have a super-speed sort of power, where they become more durable as their speed ramps up. It's also possible for a Parahuman's power to afford them subratings that are unrelated to the trigger. A Tinker who builds robotic minions might be rated as a Tinker 5, Master 3 or something similar.

Mixed powers are written with a slash (Classification 1/Classification 2) and sub-ratings are written as a list with commas. (Classification 1, sub-rating 1, sub-rating 2, etc.)

There are a series of unwritten rules within the parahuman community, which heroes and villains alike are expected to follow. You'll be expected to follow along with these, unless you want other parahumans to start banding together and ganging up on you.

The rules are fairly simple-
  • Respect the secret identities of other parahumans. Private lives are a needed outlet and taking that away is asking for trouble.
  • Don't attack the civilian family members of other parahumans.
  • No violence and no power usage during a meeting between multiple parties.
  • Avoid lethal force when possible.
  • No widespread attacks against civilians.
  • Enslavement via mind control is forbidden.
  • No Rape or Sexual Assault of any kind. This is not Watchmen and you are not The Comedian.
  • Don't use guns. If you absolutely have to use one, be careful with it. They lead to escalation and death.
  • Similarly, stick to less 'lethal' archaic weaponry- swords, crossbows, things that work with powers.

A subset of rules is applied when an Endbringer or an S-class Threat is present.
  • Don't attack those who volunteer their help, regardless of grudges.
  • Don't take advantage of an Endbringer attack or S-class Threat for personal gain or advancement.
  • Don't set up others to die.
  • Medical care will be provided to all who participate regardless of past deeds.

If anyone breaks one of the unwritten rules, all willing parahumans are expected to work together to bring about punitive action. Repeated breaking of the rules is grounds for being sent to the Birdcage, or for receiving a Kill Order.



R U L E S




1. The word of the OP and Co-OPs are final in all matters.

2. NS rules are to be followed at all times, obviously.

3. Each player is limited to two characters at maximum for the moment.

4. Players are not allowed to control entire NPC factions. They are encouraged to band together to form factions of their own.

5. See Character Creation for banned powers and elements. Don't worry, there aren't a lot.

6. Play responsibly and realistically- the Parahumans world heavily emphasizes realistic limitations and consequences for characters, and you'll be expected to follow along with this.

7. Don't god-mod or metagame. You should know what these mean, and how to avoid them.

8. Characters will die. Your character will probably die eventually. Don't whine about it.

9. Don't argue about real-world politics. If you do start going on about your own political views or those of others, you'll probably be cruising for a ban. Leave that for parts of Nationstates that aren't Portal to the Multiverse.



C R E A T I O N




And now we arrive at the fun bit. How to make your super awesome original character. Due to the Wormverse working the way it does, the restrictions are somewhat lessened compared to other superpower RPs. However, it means posts will be held to extra-strict standards to make sure no one's cheating or god-modding. Some things will be allowed, albeit heavily restricted.

Powers: As a general rule, extremely broad or generic abilities will be rejected in favor of more specific, unique ones. I'd recommend looking at Worm's cast page if you aren't familiar with the world of the web serial. Obviously, as another rule, it'd be best not to use any power that's been shown within Worm. In addition, your abilities will be assumed to follow the Manton limit unless otherwise stated. The Manton limit prevents powers from directly affecting other humans. It's why pyrokinetics don't just make fire in someone's stomach to boil them from the inside. Respect the Manton limit. Other abilities with notable restrictions are below:
  • Mind Control- If you're a Master who can take control of people, try to avoid direct, complete control. If you do have that, try and mostly use it on NPCs unless you and another player can agree to let a PC be mind controlled. On the flip side, if hit by a more subtle Master power such as an emotion-affecting blast, try and factor it into your writing. Master powers that control and affect other people are allowed, but are more likely to be turned down.
  • Abilities that forcibly alter another person instantly will be turned down.
  • Time Manipulation- Abilities that mess with time will be turned down without sufficient restrictions.
  • Precognition- Long-term precognition will not be allowed under any circumstances.
  • Super Speed- Speedster abilities will be turned down without sufficient restrictions.
  • Any ability found to be too bland, too absurd, or too unfitting with the character's trigger event will be turned down.

Weaknesses: Balance is fairly important to make things fair and fun. A 'weakness' will be defined as anything unique to your character that can be exploited by other players to lower their effectiveness. 'Being human' is not a weakness, don't try to use it. Most powers will have drawbacks of their own- these will be explained in the power section, so don't list them as weaknesses. A weakness should be something physical or psychological that is unique to your character. Every character should have at least one. 'Being easy to hate' or 'not playing well with others' aren't sufficient. Phobias, glaring character flaws, and physical frailties are what we're looking for here.

Species: Aliens, androids, demons, angels, and other such characters are banned with no exceptions. Even the most physically altered Parahumans were once normal people.

Magic: Magic isn't real.

Tech: You'll be stuck at modern tech level unless you're playing a Tinker. You cannot have Tinker-made equipment that you use yourself- their stuff tends to fall apart in the hands of the non-Tinker masses anyways.

Trigger Event: The basic outlines of Trigger Events are explained above. As a rule, stay away from rape and sexual assault. Other than that, you're generally free to traumatize your character however you wish.

Connections: Any notable relationships and rivalries that your character has. Feel free to edit this section while playing to keep track of such things.



A P P L I C A T I O N




Code: Select all
[box][align=center][size=150][b][u]Character App[/u][/b][/size][/align]
[b]Name:[/b]
[b]Alias:[/b]
[b]Age:[/b]
[b]Alignment:[/b] (Hero, Villain, or Rogue.)
[b]Gender:[/b]
[floatright][spoiler=Appearance](place appearance description or image link here)[/spoiler]
[spoiler=Suit or Transformation Appearance](place appearance description or image link here for suits or transformation abilities)[/spoiler][/floatright]

[hr][/hr]
[align=center][size=150]BACKGROUND[/size][/align]

[b]Nationality:[/b]
[b]Hometown:[/b]

[b]Personality:[/b]

[b]Trigger Event:[/b] (Consider this the Bio section- focus mainly on the event that led to the character's powers awakening.)

[b]Power:[/b] (Describe in detail.  Feel free to note which parts tie into the trigger event, if you want to show off your writing talent.)

[b]Weaknesses:[/b]

[b]Equipment and weapons:[/b] (List, if applicable.  If a Tinker, use this section to write about what you currently have built.)

[align=center][size=150]ADDITIONAL INFORMATION[/size][/align]

[b]Skills:[/b] (Additional languages, Mechanical skills, etc.  Be realistic.)
[b]Connections:[/b]
[b]Goals:[/b] (Can be as simple or complex as you like.)
[b]Theme Song:[/b][/box]
Last edited by Okayanos on Sat Mar 16, 2019 11:17 pm, edited 7 times in total.

User avatar
Okayanos
Envoy
 
Posts: 350
Founded: May 04, 2018
Inoffensive Centrist Democracy

Postby Okayanos » Mon Mar 11, 2019 7:59 pm



C A P E S




The Triumvirate
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    Shaker 10, Blaster 4, Mover 3
    High-tier Geokinetic, capable of manipulating stone and earth, even melting it into lava and re-solidifying afterward.

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    Trump 8
    Capable of manifesting around 30 low-level powers at will.

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    Tinker 9
    Tinker, specializing in giant-sized mech suits with advanced weapons and piloting systems. Currently maintains a number of specialized suits for various occasions, with others in progress.
The most famous, and generally most powerful group of heroes in the world. Members of the Triumvirate are instrumental in combating Endbringers and S-class Threats.


The Endbringers
  • The first Endbringer to appear.
    Vaguely canine in appearance- quadrupedal, lithe and graceful in physique and movement. It has a pointed face, and a number of tail-like appendages on the back end- the number is inconsistent, varying from three up to eighteen at a time, growing from the posterior, the rear limbs, and the tail end of its back. The tails and 'fur' visible along the body are, by all appearances, extremely complex, multi-layered forcefields that move about on their own. They reflect light like glass, mostly white but with occasional rainbows sparkling off. The head is pointed and canid, with four pointed 'ears' and no eyes. It has a mouth, but is always closed. The limbs each end in vaguely-shaped clawed appendages formed from the same forcefield material. 15 feet tall at the shoulder.
    It is able to manipulate sound, blanketing a city in total silence to announce its attacks. It is also capable of detonating sonic blasts when distressed. Possesses a precognitive sonar ability, allowing it to sense the locations of where objects will be.
    First appeared in Seoul, leveling almost the entire city. Many notable attacks made afterwards.
    Also called Chupacabra, Gumiho, or The Hound.

  • The second Endbringer to appear.
    Vaguely crocodilian in appearance with six stout limbs and a long tail. It's pointed front splits open vertically to unveil a maw lined with thousands of razor sharp teeth. The hellish mouth extends slightly past the front pair of legs, taking up nearly a third of it's body. The two halves of Bahamuts mouth are prehensile and can be used as short tentacles to force prey down it's gullet. Its body appears scaled in texture, and it has seaweed, barnacles, and coral growing along its back. 20 feet tall and almost 50 feet long, with a 40 foot tail.
    It is able to manipulate gravity in it's vicinity, with it affecting massive objects more quickly. It also allows Bahamut to levitate slightly off the ground and move more quickly than one might expect. Additionally, can generate roughly 1g of gravity with it's maw, causing items to 'fall' into it. Anything consumed by the Endbringer is used to fuel quicker regeneration.
    First appeared in Angola, before moving onward into the Democratic Republic of the Congo. Many notable attacks made afterward.
    Also called Mokele Mbembe, Charybdis, or The Beast.

  • The third Endbringer to appear.
    Appears humanoid and feminine, with a dark-colored body and blue fin-like structures resembling flowing fabric draped around itself. Crystalline structures around the arms, legs, and chest form a kind of armor. It has a blank, featureless face and a single, curved, golden horn protruding from its forehead. Accompanied by massive circular crystal lenses, taller than the Endbringer- between ten and twenty in total. Stands 13 feet tall, not including the horn.
    Uses a blaster-style ability, projecting cyan beams of energy strong enough to vaporize normal human. It can also telekinetically manipulate the lenses floating around itself. Each lens modifies the Endbringer's beams when they are fired through it, adding additional reflects, ricocheting the beam, amplifying their power, or a combination.
    First appeared in Athens, making many notable attacks afterward. Infamous for bringing down the Eiffel Tower during an attack on Paris.
    Also called Artemis, Uriel, or The Hunter.
The three most feared threats in the world, inhuman monsters with incredibly powerful abilities. Their attacks are cause for a truce between heroes and villains.
All three Endbringers are incredibly durable, and can regenerate from harm easily. Their biology is completely alien compared to earth-dwelling creatures.


Local Heroes
  • Thinker 7
    A Thinker whose power works in two parts- the first part is a clairvoyance-type ability, allowing him to remotely view locations and people. His ‘viewpoint’ has fairly long range, and he can position it as he pleases- ranging from street level to close-up detail inspection to an aerial view. The viewpoint has a time limit of roughly one minute, and attempting to continue viewing past the duration will give some good old Thinker headaches.

    The second part of Shine’s power is passive- when using his clairvoyance, his power performs an intense ‘Sherlock Scan’ on people within his field of view, inspecting them in great detail regardless of distance. The data gathered by this scan is stored away, and normally left inaccessible to Shine.

    However, encountering the subject of one of the scans outside of the clairvoyance will result in Shine’s power feeding him the information it’s gathered, whatever it thinks is relevant to his current situation. Instead of simply being fed raw data, his power uses it to run a predictive program, basically a pseudo-precognition similar to Armsmaster’s combat simulator.

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    Brute 4, Blaster 3, Striker 5
    A short-range Crystallokinetic, able to generate rapidly growing crystal structures from her body and the ground in a 10-foot radius. Used to form armor and gauntlets for punching, and to attack at range by using her power to 'throw' large chunks as projectiles.

    Shimmer's parents were killed during a Xolotl attack. Shimmer found the bodies, but had little time to mourn as the Endbringer was moving close to her position.
    Seeing Xolotl slowly approaching, Shimmer ran, jumped through a window, and missed the adjacent building, falling several stories and landing in a dumpster, on a bag of glass bottles. She triggered barely a second after landing.
Shine and Shimmer work as Parahuman Private Investigators, the sort of heroes who aren't part of any official team except for their two-person group.

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    Striker/Brute 4
    Able to form oversized forcefield copies of his own limbs that mimic their movements.
    His official alias is listed as 'Chunk', but everyone in the Portland area knows what he really prefers to be called. A long-time member of the Portland Protectorate.

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    Blaster/Shaker 3, Mover 2
    Can extend tethers of blue energy from each palm (or weaker versions from finger tips) that allow her to manipulate objects she touches with them as if they had decreased mass. Or, she can rapidly 'reel in' what her tether is attached to.
    Alternatively, she can use them as extra limbs and as grappling hooks.
    Romantically involved with Response.

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    Brute 5
    Incredibly durable with permanently increased mass and slow speeds. Fists/body are more durable the faster he moves or is moved.
    Romantically involved with Call.

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    Tinker 4
    Tinker who utilizes a personal flight rig, capable of swapping out various engines, weapon setups, and armor to customize her loadout for different missions.

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    Can create a recurring line of 'echo' clones that all copy the same movement before vanishing. Can extend in a line limited only by his line of sight, or he can turn his head to guide the echos into more shapes and directions.
    Originally a member of the Raleigh Protectorate, on long-term loan to the Portland Protectorate in order to more easily combat Helter Skelter.

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    Trump/Shaker 6 (Blaster 4)
    A Trump/Shaker who creates an area effect that sucks in and absorbs the effects of powers. GZ can then choose to detonate the absorbed power effects.
The Portland Protectorate are the brave men and women working with the PRT to make the city's streets a better place. Some of the most well-known heroes in the state of Oregon, in which Portland is the only city to have its own PRT division.


Portland Wards
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    Brute 3/Stranger 2
    Can moderately increase the size, strength, and durability of parts of her body, while also making said part invisible.
    Younger sister of Big Chungus.

  • Shaker 3/Mover 1
    In an approximate 300ft radius around her, Vitri can create triangular mirror-like structures that remained fixed in the air. Vitri can also cause them to emit blinding light comparable to the strongest of floodlights, or she can simply let them be mirrors. There is no limit to how many she can create in her radius, but they cannot cross the boundary of another mirror, and they cannot form if a solid is occupying the space. Additionally, they break as easily as glass, but Vitri can allow them to move according to physics, or remain fixed and unmovable. Attempting to move them will cause the material to shatter into microscopic pieces before motion can occur.

    Vitri can use them as steps or platforms in the air. Another possible minor aspect of her powers is to be constantly aware of the locations and sizes of all the individual mirrors in relation to her, allowing her to create 'mirror mazes' around herself and her targets, and then further disorient them with flashes of light. She can also skillfully make it appear that she is in different locations in her mirror maze by bouncing her image off dozens of mirrors at one in order to throw off targets or attackers.

  • Shaker 5/Blaster 3
    Ziva constantly emits a semi-odorless, semi-clear gas from her pores and orifices, which has several different properties dependent on her mental state, and largely influenced by a rudimentary flight-or-fight response that is not human in nature. Generally, the gas is flammable, moreso when Ziva is in a heightened state of exertion, and igniting it can cause a concussive shock as well as numerous fires in the area of effect, though it has been noted through testing that there is a Manton limitation that prevents the gas from being ignited within Ziva, potentially related to its method of expulsion from her body. The gas will either consume oxygen and most other gases, or in the case of particularly light gasses, push them upwards and out of the space, though once it is no longer interacting with oxygen, it will begin to dissipate.

    Though generally clear and lacking in odor, high stress and high levels of exertion give the gas a cloudy, snot-green appearance, and a nearly-debilitating smell that is subtly different to most people. Cited smells include rotten eggs, spoiled meat, decomposing flesh, as well as more specifically hated smells, such as the favorite flowers of a departed loved one. With no suit to limit her output, a calm Ziva can remove the air out of an elevator in five minutes.

  • Blaster/Shaker 4
    Danielle can create webs, bindings, and potential barriers out of blood. These "bloodwebs" have an adhesion that can attach to walls, floors, objects and people.

    The strength of the "bloodwebs" are comparably strong (e.g., someone with Spider-man strength would struggle to get out) but the stronger of parahumans or robots could break through. To cut through one would also require a similar strength or ability, but is possible.

    "Bloodwebs" can only be made by an existing amount of shed blood. Without a bleeding wound of some kind, or a supply of previously shed blood, Danielle is powerless. Once such a bleeding wound or injury occurs, though, or if Danielle has a supply of blood she can access from a vial or bag, Danielle can amplify the blood into bindings and barriers. With even as little as a drop of blood from a nosebleed or a small cut, Danielle can fill a 40 x 40 room with webbing.

    "Bloodwebs" are made quickly, the blood elongating and hardening in an instant.

    "Bloodwebs" can also be used as hardened blasts that would deal a blunt force, but that isn't Danielle's forte. Likewise, she thinks that she could make these "bloodwebs" tightly around a person to cut off circulation or maybe even break bones, but she hasn't had to try that just yet.

  • Master 4, Thinker 1
    Subject can create a versatile copy of an individual. Current models suggest that the copy is an imprint of the individual from another dimension. Some aspects of the copy are controllable. The imprint's clothes can be altered. Imprints first appear semi-solid, moving quickly with force and direction of from the subject, then solidify soon after and follow some task set by the user. Fine control of the motor movements of the imprint appear to improve over time. Individuals that the subject has known for extended periods of time appear to be able to complete more fine tune tasks.

    Originally, experimenting with new faces made little progress. It appears that a name and face are a required minimum for isolating an imprint. Without those factors, the imprint never solidifies. The more complex task an individual has been assigned, the shorter time the imprint appears to remain active. At the time that the imprint desolidifies, it becomes semisolid once more and floats quickly back into the subject's body. There is no detectable evidence of the imprint after disappearing. After an imprint disappears, there seems to be a 1.2 second interval before a new imprint can be accessed. There is no evidence that multiple imprints can be active at the same time. The range an imprint can cover from Impression seems variable to the same degree of the fine motor control. Current distance has been compared to a city block. The subject has full access to the senses of the imprint. Impressions have only been observed as possible with humans. Imprint have no need to perform normal bodily functions, but can de dispelled by exacting physical harm onto their form. While targeting an imprint seems to increase the time before that imprint can return again, it does not harm the subject or affect the time to access a different imprint.


Local Villains
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    Tinker 6 (Striker 8, Blaster 8, Shaker 12), Brute -1
    Glass Cannon Bio-Tinker. Builds stuff that completely disregards defense to focus on more firepower, to the point of making things that are stronger when they’re damaged. Creations usually explode with an incredibly powerful area effect when they perish.

    Every creation requires a cut of Hypermania’s flesh during its growth, and constant use of his power has left him frail and weak. Part of a three-member team known as the H-bombs.

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    Striker 2, Stranger 1
    When Haze strikes someone, she can cause the impact to be felt on a different part of the person's body. For example, Haze could punch a person's arm, but they'd feel the hit on their jaw instead, and suffer the damage of being punched in the jaw. The transferred damage can ignore Brute durability in some cases.

    Haze received a Stranger rating after racing through a crowd, pushing against anyone she could touch and imparting the effect of being being jabbed in the eyes forcefully, effectively blinding all of them. Part of a three-member team known as the H-bombs.

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    Master 2, Mover 7
    Creates clones which follow his mental commands and look exactly like him, but will vanish if they take a good hit. This does not apply to recoil forces, so the clones are able to attack people if he orders them to.

    The greater the number of clones, the faster they- and him- are able to move. Quickly turns into a blindingly fast clusterfuck of dudes when he's going all-out.
    Clones have a range limit of 50 feet, and disappear if they go further away from Helter Skelter. Part of a three-member team known as the H-bombs.

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    Stranger 6
    Able to become fully invisible while suppressing (but not completely nullifying) non-visual traces of his presence. Phases out of his invisibility when attacking or taking a certain action, after which he returns to invisibility after a brief delay.
The H-bombs are a team of Villains who mostly operate around the Pearl District. Hypermania is the leader, and uses his minions to carry out attacks, with Haze and Helter Skelter working as elite underlings.

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    Breaker 5, Brute 4/Striker 4, Blaster 5
    Transforms into a monstrous form. The Breaker state's primary power is a rippling forcefield that leaves a destructive trail of energy behind Warhound as he moves, and rippling outward as he strikes, as well as buffing durability. Steadily ramps up strength and durability until reaching a crescendo, at which point he fires the entire forcefield as a massive blast of power. Left vulnerable for a time afterward as he slowly regenerates his field to start the whole process over again.

    Warhound is a small-time warlord, popping up in various parts of the city and announcing his presence with a rampaging charge, boldly daring anyone to attempt to challenge his might. Most often lurks around the South Waterfront, though it's not unusual for him to show up elsewhere.

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    Tinker 3
    Tinker with a specialization that leans towards Simulations. Able to create AIs to model various situations, scan locations to reconstruct events a la Batman Arkham, or even create realistic-looking holograms.

    A young, upstart sort of Tinker that's somehow ended up working with Warhound- likely pursuing a separate agenda.

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    Thinker 3
    A monstrous cape with amnesia- a Case 53, in other words. Described as a 'Movement Thinker' with an enhanced ability to plan and predict movement and motion.
    Despite being blind, she is able to perceive the world through motion and movement, with her effectiveness and range increasing with larger crowds and more chaotic situations.

    Formerly known as Shepherd before aligning herself with Warhound. Using her power in conjunction with Baskerville, the reactions, movements, and routes of massive groups can be easily figured beforehand- Warhound will generally use this to better plan his attacks.

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    Striker 6, Mover 1
    Imbues melee weapon with effect that increases swing speed and makes it extremely easy to wield while also greatly increasing damage and durability. Also has enhanced ability to balance self, allowing combat and movement on risky surfaces.
The Dogs of War are a loosely organized group of troublemakers, actively seeking out powerful challenges at the behest of their leader, Warhound- adrenaline junkie villains, essentially.

  • Shaker 7
    Best described as geo-kinesis, Fazel is able to influence and shape the earth around him. Categorized as a Shaker 7, he has a 100-meter radius area of influence and can cause major and rapid geological changes within it.
    Has limited geolocation within his area of influence and can feel fine tremors caused by movement. This does not give him a direct visualization, only as to the number, size, and manner of movement of people or things within it.
    He likes using his powers to restrict movement and for battlefield control rather than direct confrontation. However, when necessary he is able to launch spikes of earth or large boulders from the ground at targets and even encase himself in an armor made of stone.

    Member of the Brookland St. Gang. Recently has been trying to get away from the life of crime, wishing to use his powers for construction or mining instead.

  • Image
    Breaker/Master 4-8 (Power can escalate over time.)
    Zenith has the power to transform himself into a human-shaped mass of golden flame. By consuming flammable material in this form, Zenith both spreads (ordinary, non-golden) fire, and slowly increases the size of his body. Every so often (The frequency increases exponentially the larger Zenith's flame-body gets, in a normal fight he usually produces two or three.) a ball of golden flame will eject itself out of Zenith's body at high speeds in a random direction, creating a small explosion it when it hits something. Out of the explosion, a quadrupedal creature about the size of a lion made of the same golden flame as Zenith will appear. These "sun dogs" are not under Zenith's control, but are aggressively protective of him. Zenith's sun dogs cannot grow any larger, and they cannot produce sun dogs of their own, but they can still spread ordinary fire. Both Zenith and his dogs can interact with ordinary fire as if it were a liquid.

    After his suicide attempt and a couple disastrous attempts at being an independent hero, Zenith sought companionship and a sense of purpose. This made him extremely easy to recruit into the Brookland St. Gang.
The Brookland St. Gang is an Ethnic Iranian gang, formerly mostly sticking to petty crime like stealing cars or gambling. In the past few years, they have started pulling in Parahumans, and their activities have grown to include human trafficking, gambling, racketeering, and smuggling.

  • Image
    Blaster/Shaker 6
    Can fire golden-blue beams with a quick fire rate. Beams are fired as individual projectiles, but can be shot rapidly enough that they appear as one continuous blast. Anything hit by a beam is imbued with energy, which King can trigger to cause the object to be launched in a direction of his choosing. Alternatively, he can imbue the effect through touch.
    For instance, King can touch a wall and his energy will spread out and then launch chunks of the wall saturated in the energy. The energy can remain saturated for several hours after it is imparted and can be triggered by King at any time/distance. He cannot trigger the effect and fire his projectile at the same time.

  • Image
    Mover 9, Stranger -1
    Can teleport into anyone's line of sight within a range of five miles.

  • Image
    Tinker 5
    Tinker that specializes in androids and devices that generate haptic feedback for remote sensing of environments.
    Possesses and maintains a small army of humanoid androids each made to emulate humans as much as possible, including senses. While they are numerous only a few have resources dedicated to them to make them a threat to human life.

  • Image
    Brute 6
    Rapidly regenerates between beats of her heart, or if her heart stops.

  • Image
    Shaker/Stranger 10
    Can create drastic alterations to his environment including walls, traps, staircases, and entire buildings so long as he and the targeted area are unobserved.

  • Image
    Shaker 4
    Can revert people and objects to the condition they were in up to an hour ago, within a range of approximately 25 feet. Ignores Manton effect.
A classic group of supervillains if there ever was one, the sophisticated Royals seek to gain control of the city, in every aspect- politicians, judges, drugs, illegal goods, and everything in between.

  • Trump 1/Tinker 0
    Lavr refers to himself as a 'Parasite Tinker'; he cannot make anything himself, but he has the ability to understand and maintain the Tinkertech of others without limit, even if he cannot replicate it.

  • Changer/Stranger 5 (Striker 3, Brute 2, Mover 2)
    Tony has the ability to freely alter the shape, size, density, flexibility, texture, and colour of his entire body. He is restricted by the law of conservation of mass when doing so. Despite the fact that he can literally "shift" his "shape", Tony is not a true shapeshifter - He cannot gain the properties of non-biological materials aside from their colour and texture, (e.g. he can disguise himself as something made of iron, but he won't become magnetic.) he can't create anything more complex than a blade, he does not have a rapid healing ability, etc.

    Tony's vital organs are a limiter on his powers. If he significantly alters the shape of his lungs, he has to hold his breath until he returns them to their normal state. If he significantly alters the shape of his brain, he'll suffer unpleasant headaches for a while afterwards. If he significantly alters the shape of his heart, he'll suffer a severe heart attack that will probably kill him and definitely incapacitate him.

    While Tony's power is primarily a Changer power, it also has a Stranger aspect, due to his ability to change colour and texture. In dark or visually "busy" environments, Tony can easily disguise himself as part of the scenery - he might integrate himself into the rafters, or become a pillar, or take on the shape of a cardboard box. Additionally, while replicating the appearance of another living person is beyond him, Tony can alter his skin colour, facial features, build, etc. in order to avoid being recognized.

  • Mover 6/Changer 5, Blaster 1
    She can change her scales or feathers to any color or multiple colors, like a chameleon she can blend into her surroundings. She can also shift to create any pattern of feathers or scales anywhere on her body, like for example she can make feathers appear on her neck or scales. Her wings and tail are always feathers and she cannot make them turn to scales.

    It takes minimum 10 minutes of conscious effort on her part to rearrange her feathers or scales, but it only takes a blink of an eye for her to change to any color.

    Madison's trigger was mostly about escape, so naturally she'd be a Mover. Her body has rearranged herself to permanently have the following changes: wings, tail, hollow bones and much lighter body weight, much larger lungs for more air intake, and tougher and more durable skin for fast flight. Her top speed is 60 mph in normal weather, but she can do considerably faster if she is diving. She can go 0 - 60 in 2 seconds, that means 30 mph can be obtained in 1 second. Scales/feathers grow back naturally at a rate of 20 scales/feathers every hour. When in fast flight it is only natural for her to lose some scales/feathers.

    Her wings and tail are permanent and cannot be shifted out of. Her tail starts at her lower back and ends just above her kneecaps, but her tail feathers are much longer and trail on the floor behind her.

    Her last power is a low level Blaster type, she can throw her feathers like throwing knives. With a gust of her wings or a flap of a tail her feathers can be sent out; the feathers become hard and sharp midair. Alternately Madison can also pluck a feather and throw it with her hand if needed. Same regeneration applies as above.

  • Image
    Master 8
    Damocles imparts emotional or subconscious controls on written words, or symbols generated by his powers that push thoughts, ideas, feelings, and emotions into the minds of whoever reads them. Can use words to manipulate memories, see hallucinations, and follow instructions without the target realizing it. Instructions can be as complex and specific as Damocles desires, either though the specificity of what he has written or by the mental effort and strain he imparts onto the words.

    Effects of Damocles' sway wanes over time, with the target eventually returning to normal, or sudden shock can force them out of the stupor. Continually reading Damocles' instructions will keep all previous instructions fresh, in the victim's mind.
Last edited by Okayanos on Sun Mar 31, 2019 8:44 pm, edited 52 times in total.

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Okayanos
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Inoffensive Centrist Democracy

Postby Okayanos » Mon Mar 11, 2019 7:59 pm

Character App

Name: Alaric Kirin
Alias: Shine
Age: 37
Alignment: Hero
Gender: Male
Image

Image




BACKGROUND


Nationality: American
Hometown: Newport, Oregon

Personality: Grumpy boy. Focused and precise, but usually used to deferring to his partner.

Trigger Event: Shine triggered after the death of his dog- he let the pet out for a little ‘bathroom business’- forgetting about the gate he’d left open. He opened the back door after noticing the dog taking too long to beg at the door to be let back in. Shine searched his backyard, saw the gate, and headed out front. He didn’t make it in time, hearing a car horn and a crunch.

The echo of his own pounding heartbeat drowned out the apologies. He lashed out at the driver who’d killed his pet, with a fight breaking out. He triggered after... not losing the fight, as he stared down at a woman he’d beaten down, the corpse of his pet, and frightened onlookers with the slow drone of sirens approaching.

His failure to notice the gate being open influenced the clairvoyant part of his power, and the rage and frustration with the driver brought about the combat thinker aspect.

Power: A Thinker whose power works in two parts- the first part is a clairvoyance-type ability, allowing him to remotely view locations and people. His ‘viewpoint’ has fairly long range, and he can position it as he pleases- ranging from street level to close-up detail inspection to an aerial view. The viewpoint has a time limit of roughly one minute, and attempting to continue viewing past the duration will give some good old Thinker headaches.

The second part of Shine’s power is passive- when using his clairvoyance, his power performs an intense ‘Sherlock Scan’ on people within his field of view, inspecting them in great detail regardless of distance. The data gathered by this scan is stored away, and normally left inaccessible to Shine.

However, encountering the subject of one of the scans outside of the clairvoyance will result in Shine’s power feeding him the information it’s gathered, whatever it thinks is relevant to his current situation. Instead of simply being fed raw data, his power uses it to run a predictive program, basically a pseudo-precognition similar to Armsmaster’s combat simulator.

He usually uses his power to scope out suspicious folks, and then take them down Combat Thinker style.

Weaknesses: Protective of animals, unwilling to hurt them purposefully. Paranoid about losing people he's close to.

Equipment and weapons:
  • One (1) dope-ass costume, painstakingly home-built.
  • One (1) collapsible metal bo staff.
  • One (1) Beretta M9 pistol, for emergency use.
  • Two (2) Brass Knuckles, which can be hidden under his costume's gloves.
  • One (1) Caffeine addiction.

ADDITIONAL INFORMATION


Skills: Crime scene investigation, some martial arts.
Connections: Works with his partner (business & romantic) Shimmer, a Parahuman private investigator.
Goals: Stop crime, make the world a better place while he's at it. Don't kill any dogs.
Theme Song: I Want To Break Free
Last edited by Okayanos on Mon Mar 11, 2019 9:43 pm, edited 2 times in total.

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The Cyberiad Council
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Founded: Apr 30, 2015
Liberal Democratic Socialists

Postby The Cyberiad Council » Mon Mar 11, 2019 8:13 pm

Vitri will be here soon
I'm writing a web serial, come check it out! Aka updates every Sunday at 10:00 am EST
Give our subreddit our visit.

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Lunas Legion
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Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Mar 11, 2019 8:15 pm

Am here, I'll be bringing Lavr back from my Worm RP ages back since I like his concept.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kylaris Loominarty Membership can be applied for here

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Utceforp
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Founded: Apr 10, 2012
Democratic Socialists

Postby Utceforp » Mon Mar 11, 2019 8:49 pm

Tag. I've got a vague idea for a villain with a "wild boar" motif named Razorback, but I'm trying to turn a standard "big guy who hits hard" powerset into something a bit more interesting.

I was thinking of giving him a powerset that incentivizes him to be really aggressive in a fight, and/or discourages his opponents from being aggressive in a fight. The three ideas I had were A: he gains strength by absorbing the energy of his opponent's attacks, B: he gains strength from feeling the pain of being attacked, or C: his body heals and adapts in response to the attacks people use against him. The problem is that all three of them are pretty similar to the abilities of well-known characters from other fiction. (Respectively Sebastian Shaw, the Hulk, and Doomsday/SCP-682.) I'm still thinking I'm going to go with something along these lines, but I don't have any specific ideas.
Last edited by Utceforp on Mon Mar 11, 2019 9:09 pm, edited 1 time in total.
Signatures are so 2014.

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Axis Asteroid
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Postby Axis Asteroid » Mon Mar 11, 2019 9:59 pm

Utceforp wrote:Tag. I've got a vague idea for a villain with a "wild boar" motif named Razorback, but I'm trying to turn a standard "big guy who hits hard" powerset into something a bit more interesting.

I was thinking of giving him a powerset that incentivizes him to be really aggressive in a fight, and/or discourages his opponents from being aggressive in a fight. The three ideas I had were A: he gains strength by absorbing the energy of his opponent's attacks, B: he gains strength from feeling the pain of being attacked, or C: his body heals and adapts in response to the attacks people use against him. The problem is that all three of them are pretty similar to the abilities of well-known characters from other fiction. (Respectively Sebastian Shaw, the Hulk, and Doomsday/SCP-682.) I'm still thinking I'm going to go with something along these lines, but I don't have any specific ideas.


Well, adaptive regeneration or some form of escalation power is not just present in other fiction but in Worm specifically via Crawler and to a certain extent even Lung.

Also, tag.

EDIT: Also, other than using Worm as a baseline, this RP is independent from the original in terms of setting right? Like, it doesn't take place on an alternate Earth like Aleph or Bet, but is instead its own thing?
Last edited by Axis Asteroid on Mon Mar 11, 2019 10:04 pm, edited 1 time in total.
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(Significantly inspired by Zeon from Gundam.)

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Jade Confederacy
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Left-Leaning College State

Postby Jade Confederacy » Mon Mar 11, 2019 10:00 pm

Nice, good to see the Worm has a fanbase on NS. Im definitely interested and would be putting forth an application shortly

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Okayanos
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Founded: May 04, 2018
Inoffensive Centrist Democracy

Postby Okayanos » Mon Mar 11, 2019 10:19 pm

Axis Asteroid wrote:
Utceforp wrote:Tag. I've got a vague idea for a villain with a "wild boar" motif named Razorback, but I'm trying to turn a standard "big guy who hits hard" powerset into something a bit more interesting.

I was thinking of giving him a powerset that incentivizes him to be really aggressive in a fight, and/or discourages his opponents from being aggressive in a fight. The three ideas I had were A: he gains strength by absorbing the energy of his opponent's attacks, B: he gains strength from feeling the pain of being attacked, or C: his body heals and adapts in response to the attacks people use against him. The problem is that all three of them are pretty similar to the abilities of well-known characters from other fiction. (Respectively Sebastian Shaw, the Hulk, and Doomsday/SCP-682.) I'm still thinking I'm going to go with something along these lines, but I don't have any specific ideas.


Well, adaptive regeneration or some form of escalation power is not just present in other fiction but in Worm specifically via Crawler and to a certain extent even Lung.

Also, tag.

EDIT: Also, other than using Worm as a baseline, this RP is independent from the original in terms of setting right? Like, it doesn't take place on an alternate Earth like Aleph or Bet, but is instead its own thing?


Entirely its own thing. We have our own Triumvirate, our own Endbringers, and so forth.

As for Razorback, he might work well with Warhound once he's fleshed out.
Last edited by Okayanos on Mon Mar 11, 2019 10:19 pm, edited 1 time in total.

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Axis Asteroid
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Postby Axis Asteroid » Mon Mar 11, 2019 10:31 pm

Okayanos wrote:
Axis Asteroid wrote:
Well, adaptive regeneration or some form of escalation power is not just present in other fiction but in Worm specifically via Crawler and to a certain extent even Lung.

Also, tag.

EDIT: Also, other than using Worm as a baseline, this RP is independent from the original in terms of setting right? Like, it doesn't take place on an alternate Earth like Aleph or Bet, but is instead its own thing?


Entirely its own thing. We have our own Triumvirate, our own Endbringers, and so forth.

As for Razorback, he might work well with Warhound once he's fleshed out.


Good to know. Does that mean we also have our own S9? As well as
Cauldron?

I ask mainly in regard to Case 53s. Might app as one, though I'm not sure on the status of non-trigger capes.

Also, I'll try to have an app up soon.
Last edited by Axis Asteroid on Mon Mar 11, 2019 10:37 pm, edited 1 time in total.
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Okayanos
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Postby Okayanos » Mon Mar 11, 2019 10:56 pm

Axis Asteroid wrote:
Okayanos wrote:
Entirely its own thing. We have our own Triumvirate, our own Endbringers, and so forth.

As for Razorback, he might work well with Warhound once he's fleshed out.


Good to know. Does that mean we also have our own S9? As well as
Cauldron?

I ask mainly in regard to Case 53s. Might app as one, though I'm not sure on the status of non-trigger capes.

Also, I'll try to have an app up soon.


We'll have our own Slaughterhouse Nine eventually- or at least, a team of villains that has a different name but still functions in much the same way.

Cauldron exists, being much the same as they are in Worm, because I like having Case 53s as a thing for people to be. However, we're currently staying away from using vials for now just because adding it as a character creation option would be a massive spoiler.

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Jade Confederacy
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Postby Jade Confederacy » Mon Mar 11, 2019 11:34 pm

Character App

Name: Fazel Hematti
Alias: Tremor
Age: late 30s
Alignment: Villain
Gender: Male
Middle aged, 6’0, 150lbs. Dark skinned and wears glasses. Usually wears a leather jacket and reeks of cheap cologne

Wears a ceramic mask with notable crack near the forehead. The rest of his costume consists of a plain brown overcoat and occasionally body amour made from kevlar




BACKGROUND


Nationality: Iranian-American
Hometown: Portland

Personality:Very stingy and materialistic but he does not enjoy the wealth he has. The only people he really cares about are his two brothers Arash and Ali, although he has a sizable extended family. He has become notably more paranoid since his trigger event and does not like to be alone.

Trigger Event:At 24, Fazel was buried alive under a landslide while hiking in the forest. Since he was alone at the time, no one knew of what happened to him and he laid under a pile of mud for two whole days. Near the end he feared he was about to suffocate to death and made a last ditched panicked attempt to free himself, inducing his trigger.

Power Best described as geo-kinesis, Fazel is able to influence and shape the earth around him. Categorized as a Shaker 7, he has a 100-meter radius area of influence and can cause major and rapid geological changes within it.
Has limited geolocation within his area of influence and can feel fine tremors caused by movement. This does not give him a direct visualization, only as to the number, size, and manner of movement of people or things within it.
He likes using his powers to restrict movement and for battlefield control rather than direct confrontation.

Weaknesses: The material he can manipulate includes all kinds of minerals and some metals, although his power drastically diminishes the purer the metal is. In addition, he must have contact with the material he is trying to manipulate either direct or indirect, meaning he cannot levitate rocks or move them through water.
Larger works such as localized earthquakes also take a great deal of time and energy to carry out and so are rarely used. Will get debilitating migraines and temporary loss of power if he overuses it.

Equipment and weapons: Always carry a backpack full of sand with him which he uses as an all-purpose tool. In his paranoia, he has also ingested a good amount of minerals “just in case” he was trapped without any earth to manipulate. This causes frequent bouts of stomach aches but does not wreck his intestines as it should.

ADDITIONAL INFORMATION


Skills: Very good with tools and can hotwire a car in under a minute. Knows how to use a knife. Is fluent in Farsi.
Connections:Works for the Brookland St. Gang operated by his ‘Uncle’. It is an ethnic Iranian gang that until recently engaged in petty crime such as stealing cars and gambling. However, in the past few years, it has rapidly expanded to include multiple parahumans and its illicit activities grew to include human trafficking, gambling, racketeering, and smuggling.
Goals: Has been trying to get away from the life of crime. He is a major asset to the gang which many of his family are members of including his elder brother Arash but he stays more because of obligation than anything else. He knows how useful his powers are and hopes to use it in the construction and mining business rather than bank heists or fighting other parahumans for territory.
Last edited by Jade Confederacy on Thu Mar 14, 2019 7:24 pm, edited 2 times in total.

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Utceforp
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Democratic Socialists

Postby Utceforp » Tue Mar 12, 2019 5:30 am

Okay, new idea: Still an animal-themed hitman, but with a cuttlefish/cephalopod theme. He would have "rubber man" powers in the vein of Mr. Fantastic or Elastigirl, but would use them to their fullest and creepiest extent.
Signatures are so 2014.

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Khasinkonia
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Inoffensive Centrist Democracy

Postby Khasinkonia » Tue Mar 12, 2019 9:50 am

Two questions:
1. Are there any parahumans designated as “Neutral”, or, rather, neither proper heroes nor villains, or do all parahumans generally fall into one or the other?
2. Outside of the OP, are there any major political or economic differences between this world and our own? I haven’t read “Worm”, so I’m just checking for posterity here. And, of course, present day implies 2019, correct?
Last edited by Khasinkonia on Tue Mar 12, 2019 9:58 am, edited 1 time in total.

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Utceforp
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Postby Utceforp » Tue Mar 12, 2019 10:00 am

Khasinkonia wrote:Two questions:
1. Are there any parahumans designated as “Neutral”, or, rather, neither proper heroes nor villains, or do all parahumans generally fall into one or the other?
2. Outside of the OP, are there any major political or economic differences between this world and our own? I haven’t read “Worm”, so I’m just checking for posterity here. And, of course, present day implies 2019, correct?

I don't know enough about Worm to give you a conclusive answer, but in regards to your first question, I imagine that's what the "Rogue" category refers to.
Signatures are so 2014.

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Axis Asteroid
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Postby Axis Asteroid » Tue Mar 12, 2019 11:09 am

Khasinkonia wrote:Two questions:
1. Are there any parahumans designated as “Neutral”, or, rather, neither proper heroes nor villains, or do all parahumans generally fall into one or the other?
2. Outside of the OP, are there any major political or economic differences between this world and our own? I haven’t read “Worm”, so I’m just checking for posterity here. And, of course, present day implies 2019, correct?


1. "Rogue" is the category you're looking for. They do exist in the web novel, but they mostly refer to Parahumans who mind their own business as "civilians," not unlike any regular member of society. The capes who do participate in the cops and robber dynamic though and actively engage with the heroes/villains in the streets are still referred to as "Rogues," but they are mainly split between independent heroes outside of the PRT's control or mercenaries (who are labelled villains by the PRT if they work with any villains at all). It was noted that independents eventually get subsumed by either the PRT or the local villains due to a low survivability and high mortality rate. I forget the numbers cited by Wildbow, but independents don't last long on their own, either due to a lack of funding and support that is provided by the PRT or the threat of getting forcefully recruited/press-ganged by villains, usually by a established gang such as the E88, ABB, or the Merchants in the case of Brockton Bay in the web novel. In regard to this RP, I'm not sure what gangs are prominent in Portland, but you get the idea.

The only exceptions are independents who either band together into a force formidable enough to fight off the villains, almost becoming a local faction in their own right such as Faultline's mercenary crew or a Parahuman strong enough to survive on their own. Though, there are also Rogues who operate a business and provide independent services to both heroes and villains such as the costume-making Parian.

2. In the original web novel, among the major geo-political differences I can recall would be that Asia was a mess both politically and economically. I'm not sure if it's the same in this RP, but Japan was essentially a failed state that was dependent on international aid just to stay afloat due to Leviathan sinking Kyushu beneath the waves for example, leading to a massive refugee crisis etc.

There might be a similar dynamic here with Xolotl attacking Soeul. In China's case, the People's Republic had fallen by the start of Worm, instead replaced by the Chinese-Union-Imperial, which was implied to be a military junta ruled by Parahumans via the Yangban.

Essentially, Asians are not the "model" minority in Worm and they are most analogous to the refugee crisis of this timeline. After Kyushu, there was an influx of Japanese refugees into the states in the webnovel for example, and the white supremacist E88 certainly hated them lol. Again, there might be a similar dynamic with Koreans here due to Xolotl, but you'll have to ask the OP.

EDIT: Repost. Typed all of that on mobile initially, so here is a more detailed and cleaner explanation.
Last edited by Axis Asteroid on Tue Mar 12, 2019 11:11 am, edited 1 time in total.
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Okayanos
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Founded: May 04, 2018
Inoffensive Centrist Democracy

Postby Okayanos » Tue Mar 12, 2019 1:03 pm

The most notably effected countries in this RP's history are Korea and France- the former due to Xolotl's appearance in Seoul, the first recorded Endbringer attack, and the latter due to a recent attack by Durga that devastated Paris. South Korea is left weakened after having its capital city leveled, North Korea is... more or less the same as usual. France is in a similar position, with the capital being wrecked. There's slightly less geo-political ruin than the main Worm 'verse.
Last edited by Okayanos on Tue Mar 12, 2019 1:04 pm, edited 1 time in total.

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Haedros 92712
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Founded: Jan 17, 2018
Inoffensive Centrist Democracy

Postby Haedros 92712 » Tue Mar 12, 2019 1:43 pm

*slides in with that good ol' tag.
IVE GOT TOOOO MUCH TIME ON MY HANDS!

Seriously I have way too much time to spend on RPs. It’s actually kinda sad.


Also I’m obsessed with JoJos Bizarre Adventure (if you didn’t notice.)

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Okayanos
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Postby Okayanos » Tue Mar 12, 2019 2:34 pm

Jade Confederacy wrote:Tremor


Accepted. It'll be interesting with him having essentially a nerfed version of one of the Triumvirate's powers.

Keep in mind you won't be directly playing the other members of the Brookland St. Gang, since we're not allowing players to control entire factions.
Last edited by Okayanos on Tue Mar 12, 2019 2:49 pm, edited 1 time in total.

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Lunas Legion
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Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Tue Mar 12, 2019 6:05 pm

Character App

Name: Nikolai Artyemovich
Alias: Lavr
Age: 56
Alignment: Villain/Rogue
Gender: Male
Image




BACKGROUND


Nationality: Russian
Hometown: Moscow

Personality: Nikolai is a rather quiet, subdued, but intense person; he mostly keeps to himself, he has no desire for territory or money, instead, he simply wishes to collect, to horde, to gather as much Tinkertech as possible, but the acquisition of that is something he has gotten especially good at.

Trigger Event: Russia is not a particularly nice place to live. There is no central control of parahumans, but rather hundreds of smaller groups and bands, loosely collected into larger groups with mundane subordinates. Lavr was one of these mundane subordinates; a former soldier in the Red Army, discharged and unable to find normal work, he fell into the Bratva as mundane muscle.

He found the work distasteful, the pay barely enough to live on, but the nature of the Bratva was such that one, especially simple dumb muscle, did not escape. He fell in with a particularly bold group in Moscow, a band of thieves that treated him no better and paid him no better than the other groups, but their parahumans kept their men in line through force and violence.

Eventually, however, they bit off more than they could chew when they attempted to rob the Tinker Morozov, a mass-production tinker specialised in armoured vehicles who worked for the Elitnaya Armiya. They broke in to the warehouse where Morozov stored his Tinkertech, but found themselves unable to operate it, Morozov not having 'unlocked' his tech. With the Elitnaya Armiya closing in, surrounded by weapons they couldn't use, trapped once again by violence, he triggered, unlocked one of Morozov's vehicles, and drove to freedom.
Power: Lavr refers to himself as a 'Parasite Tinker'; he cannot make anything himself, but he has the ability to understand and maintain the Tinkertech of others without limit, even if he cannot replicate it. Trump 1/Tinker 0.

Weaknesses: Lavr cannot build his own tech; he only has what he can steal off of others. Thus, unlike most Tinkers, he cannot adapt to his opponents or construct specific pieces of technology based off of the powers and capabilities of others.

Equipment and weapons: Lavr, as a 'parasite tinker' has a rather... Extensive arsenal of Tinkertech from a wide variety of places and sources. His full armoury is as follows:

1 40mm Railcannon: Very powerful, very energy-intensive cannon. Weighs a fuck-ton, requires a reload after every shot. Ripped from his stolen vehicle from Morozov, smuggled over to the US disassembled, reassembled.
1 suit of power armour, stolen from a US Tinker called Bulldoze. Specialised in breaching, includes shoulder-mounted smoke/stun/flashbang grenade launchers, extendable ballistic shield on left arm, right arm houses a pair of blades.
1 armoured reactor backpack, stolen from US Tinker called Fuelline. Serves as jury-rigged power source for his cannon, mounted on the back of the stolen suit of power armour.
1 HUD system, bought from Toybox equivalent. Linked in to power armour, provides a diagnostic on power armour and reactor status as well as alternate visual modes including thermal and IRNV.
1 wide-area EMP device, stolen from PRT Tinkertech Holding Site 4, work of deceased Tinker by the name of Blastzone. Causes a wide area of effect EMP pulse that crashes electronics and tinkertech alike. On lower settings, acts more like a AoE stun gun with a range of a few meters. His own tech is not hardened against this.
7 throwing knives, stolen from PRT Tinkertech Holding Site 4, work of deceased Tinker by the name of Boomerang. Are pulled back to a 'collecting point' on activation.



ADDITIONAL INFORMATION


Skills: Lavr is a highly-experienced and accomplished thief, adept at moving silently. He's also quite a good shot with his... Wide variety of stolen equipment.
Connections: Lavr's an ex-member of the Moscow Bratva; however, these connections likely amount to little. Otherwise, as one of the very few people who can maintain tinkertech, he's in contact with a great many villain organisations and groups that possess tinkertech obtained from others or have their tinkers be Birdcaged or issued a Kill Order, as he's one of the few able to keep them operational. Likely in contact with any equivalent organisation of The Elite in this 'verse.
Goals: Lavr's a human magpie. He wants as much Tinkertech as he can gather and he wants to sit on a big pile of it all when he dies.
Theme Song: TBD.
Last edited by Lunas Legion on Wed Mar 13, 2019 6:34 pm, edited 3 times in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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User avatar
Khasinkonia
Negotiator
 
Posts: 5535
Founded: Feb 02, 2015
Inoffensive Centrist Democracy

Postby Khasinkonia » Tue Mar 12, 2019 7:13 pm

Okayanos wrote:It's not uncommon for Trigger Events to involve influences of multiple types, and the resulting power will be a mix of the two. For example, a Mover/Brute would have a super-speed sort of power, where they become more durable as their speed ramps up. It's also possible for a Parahuman's power to afford them subratings that are unrelated to the trigger. A Tinker who builds robotic minions might be rated as a Tinker 5, Master 3 or something similar.

Mixed powers are written with a slash (Classification 1/Classification 2) and sub-ratings are written as a list with commas. (Classification 1, sub-rating 1, sub-rating 2, etc.)

Okay, so another question here, this time a nuts-and-bolts one:
Regarding power ratings and mixed powers, I’m trying to figure out what to do with numbers and classification. I have a trigger event in mind for a character that, in my opinion, could fit into more than three different categories, and definitely needs at least two, so would it be best to divvy it up into all possible categories, or would you prefer I constrict it into 2-3 types. That said, what exactly are the numbers used to indicate: ie: Would a Tinker 5 be more powerful than a Tinker 4, or vice versa, or are the numbers for something else that I’m not entirely getting? I’m sorry for all the questions but I just don’t trust my reading comprehension and guessing abilities.

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Axis Asteroid
Diplomat
 
Posts: 767
Founded: Oct 22, 2015
Iron Fist Consumerists

Postby Axis Asteroid » Tue Mar 12, 2019 7:22 pm

Khasinkonia wrote:
Okayanos wrote:It's not uncommon for Trigger Events to involve influences of multiple types, and the resulting power will be a mix of the two. For example, a Mover/Brute would have a super-speed sort of power, where they become more durable as their speed ramps up. It's also possible for a Parahuman's power to afford them subratings that are unrelated to the trigger. A Tinker who builds robotic minions might be rated as a Tinker 5, Master 3 or something similar.

Mixed powers are written with a slash (Classification 1/Classification 2) and sub-ratings are written as a list with commas. (Classification 1, sub-rating 1, sub-rating 2, etc.)

Okay, so another question here, this time a nuts-and-bolts one:
Regarding power ratings and mixed powers, I’m trying to figure out what to do with numbers and classification. I have a trigger event in mind for a character that, in my opinion, could fit into more than three different categories, and definitely needs at least two, so would it be best to divvy it up into all possible categories, or would you prefer I constrict it into 2-3 types. That said, what exactly are the numbers used to indicate: ie: Would a Tinker 5 be more powerful than a Tinker 4, or vice versa, or are the numbers for something else that I’m not entirely getting? I’m sorry for all the questions but I just don’t trust my reading comprehension and guessing abilities.


Here's a page from the wiki that answers your question, with the first two paragraphs and the "number ratings" section being the most relevant.
National Factbook: History, Economy, Military etc.
(Significantly inspired by Zeon from Gundam.)

User avatar
Khasinkonia
Negotiator
 
Posts: 5535
Founded: Feb 02, 2015
Inoffensive Centrist Democracy

Postby Khasinkonia » Tue Mar 12, 2019 8:18 pm

Axis Asteroid wrote:
Khasinkonia wrote:Okay, so another question here, this time a nuts-and-bolts one:
Regarding power ratings and mixed powers, I’m trying to figure out what to do with numbers and classification. I have a trigger event in mind for a character that, in my opinion, could fit into more than three different categories, and definitely needs at least two, so would it be best to divvy it up into all possible categories, or would you prefer I constrict it into 2-3 types. That said, what exactly are the numbers used to indicate: ie: Would a Tinker 5 be more powerful than a Tinker 4, or vice versa, or are the numbers for something else that I’m not entirely getting? I’m sorry for all the questions but I just don’t trust my reading comprehension and guessing abilities.


Here's a page from the wiki that answers your question, with the first two paragraphs and the "number ratings" section being the most relevant.

Thank you!

User avatar
Aidannadia
Senator
 
Posts: 4355
Founded: Nov 08, 2009
Left-wing Utopia

Postby Aidannadia » Tue Mar 12, 2019 8:36 pm

OOF I was planning a really cool character with a limited clairvoyance as part of his kit but then I see Shine in the roster. I'll see what I can do to get an app up soon.
Hey, my name is Aidan and I am still figuring out who I really am. Most of my views are some form of leftism someone could probably tell me is not leftism. I'm a guy and I live in Virginia. I'm 20 years old.

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Axis Asteroid
Diplomat
 
Posts: 767
Founded: Oct 22, 2015
Iron Fist Consumerists

Postby Axis Asteroid » Tue Mar 12, 2019 8:37 pm

Khasinkonia wrote:
Axis Asteroid wrote:
Here's a page from the wiki that answers your question, with the first two paragraphs and the "number ratings" section being the most relevant.

Thank you!


No problem. Always happy to help!

Actually, just realized the wiki pages for each power classification also display how the number ratings specifically apply for each power set (ie. the difference between a Mover 9 and a Brute 9 in the threat level/recommended response for example), so if you want to dig a little deeper, that's always there too. :)
National Factbook: History, Economy, Military etc.
(Significantly inspired by Zeon from Gundam.)

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