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Worm Discussion Thread

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Re: Worm Discussion Thread

Post by Frost on Mon Oct 27, 2014 7:58 pm

swicked wrote:
continuing convo with frost minus the quote tunnel:

They picked her, remember? Tecton was excited to have her on the team. As was Grace and I think one other. Not Golem. He is a sad sap, after all, and has decided he's the only hero who isn't cold and hard inside.
They picked her knowing all that stuff about her. I don't know that they would if they were that intimidated by her.

What is Tohu-Bohu based on? Google is failing me.
Konsou was weirdly named for a fat black time buddha, in either any case.
Spoiler:
True enough. I suppose another factor is probably the respective groups themselves. The Wards are the relatively normal, "popular" kids that Taylor had come to loathe, while the Undersiders were a screwed-up, ragtag bunch of traumatized misfits that Taylor likely felt right at home amongst. 

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Re: Worm Discussion Thread

Post by Scienza on Mon Oct 27, 2014 10:21 pm

On an unrelated note, here's some Worm fanart I've been finding

Really nice Taylor:


Source.
Undersiders:


Source.
Panacea and Marquis:

Source.
Chevalier:


Source.
Regent and Imp:

Source.
Ending spoilers:


Source.


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Re: Worm Discussion Thread

Post by swicked on Mon Oct 27, 2014 10:26 pm

Scienza wrote:
Panacea and Marquis:

Source.
...I remember Panacea getting a tattoo to remind her of her sister, but not something covering her entire arms. It looks like it might even extend across her chest a bit. When did this happen? Have I just not gotten far-enough yet?

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Re: Worm Discussion Thread

Post by Scienza on Mon Oct 27, 2014 10:36 pm

Possibly? If so, I apologize for not tagging it properly.

Also, here's a Mannequin that was too massively huge for me to even try embedding.
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Re: Worm Discussion Thread

Post by Frost on Mon Oct 27, 2014 10:39 pm

Those are nice. I particularly like the Panacea and the Imp/Regent one.
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Re: Worm Discussion Thread

Post by swicked on Mon Oct 27, 2014 10:43 pm

Scienza wrote:Possibly? If so, I apologize for not tagging it properly.

Also, here's a Mannequin that was too massively huge for me to even try embedding.
...huh.
I always imagined him as having a fat, round body with the limbs and head looking kinda tacked on. But that actually looks like a torso, so I'm wondering why I had that impression...


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Re: Worm Discussion Thread

Post by Frost on Mon Oct 27, 2014 10:52 pm

I picture him looking as a sorta-fucked up window mannequin (hence the name) but "bitchin' psycho-robot" also looks cool.
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Re: Worm Discussion Thread

Post by Scienza on Mon Oct 27, 2014 10:55 pm

swicked wrote:
Scienza wrote:Possibly? If so, I apologize for not tagging it properly.

Also, here's a Mannequin that was too massively huge for me to even try embedding.
...huh.
I always imagined him as having a far, round body with the limbs and head looking kinda tacked on. But that actually looks like a torso, so I'm wondering why I had that impression...
I personally imagined him to be more smooth lines and round porcelain, like something that Aperture Science would design.

Either way, he's creepy as hell and disturbingly inhuman.
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Re: Worm Discussion Thread

Post by Frost on Mon Oct 27, 2014 10:58 pm

I always liked Crawler the best out of the bunch. Like a big ol' talking train-wreck, that guy was.
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Re: Worm Discussion Thread

Post by Frost on Mon Oct 27, 2014 11:00 pm

By the way, I've heard mention of Worm RP's here and there, and as interesting as that sounds, I can't particularly say I want to make an account on Spacebattles or some shit just to RP with a bunch of assholes I don't know. I was wondering if any of the readin' bunch we have here would be interested
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Re: Worm Discussion Thread

Post by Scienza on Mon Oct 27, 2014 11:02 pm

I would be.
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Re: Worm Discussion Thread

Post by Frost on Mon Oct 27, 2014 11:06 pm

I would just need to come up with a decent power for a character, since I realized my "best" idea was pretty much the Obliterator Virus and most of my spontaneous ideas are something like "shootin' laser beams out m' dick."
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Re: Worm Discussion Thread

Post by Scienza on Mon Oct 27, 2014 11:08 pm

Mister Frost wrote:I would just need to come up with a decent power for a character, since I realized my "best" idea was pretty much the Obliterator Virus and most of my spontaneous ideas are something like "shootin' laser beams out m' dick."
Dickblaster would be the best character ever.
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Re: Worm Discussion Thread

Post by swicked on Mon Oct 27, 2014 11:26 pm

I'd be interested in the RP.

Also: seriously wondering why Tattletale never had any of Coil's old snipers help with the S9. Those guys that helped out during the fights with the ABB were amazing. Tougher than tough as tails and going up against people with superpowers.
I can't think of a reason outside of plot hole.

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Re: Worm Discussion Thread

Post by swicked on Tue Oct 28, 2014 5:16 am

In regards to the RP, I once did something similar on another forum. It kinda-sorta worked. The guy who proposed it was supposedly going to GM, created a sort of backstory, but then screwed it all up as I'll get to in a bit.
Some people decided to be good guys, about twice as many decided to be bad. All were B-level. Nothing particularly grand. I don't remember anyone else's, but my guy (he went by "Riot Act") was just able to make everyone in his general area match his mood. If he was fearful, angry, excited, etc. they would be too, so long as the people under his sway allowed their emotions to trump their reason. He'd previously been an actor so he was able to manipulate his moods to a scene at will. His ability also gave him a killer headache anytime he tried it, so he mostly relied on a couple friends with guns to get the job done. His henchmen.
I started off with my guy trying to rob a museum for a mcguffin (IIRC it was for some currency minting plates that were no longer in circulation in the US, but my guy had an interested buyer for them). The roleplay progressed with another bad guy going for the same thing I was and one or two heroes going to stop it. It was pretty fun, all things considered. Trying to avoid the hero, sacrificing henchmen, trying to play people against each other as things got more and more hectic and all my guy wanted to do was escape.
Then the "host" of the game had his own guy blow open half the building with swat helicopters and tanks, steal the mcguffin and fly off. And nothing else.
After that everyone basically made it away alright and the RP died because I didn't really want to try a second heist and nobody else proposed anything. I tried asking the host guy why he even wanted the mcguffin and he said he just wanted to do something.

Anyway, along the same lines, an RP that was mostly just a series of jobs that made players clash, I think, would be fun. No overarching plot, and the RP would die when people lost interest, but that's generally how things go. I'm not familiar with many RPs with drawn-out plots that ever make it to their conclusions.

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Re: Worm Discussion Thread

Post by Frost on Tue Oct 28, 2014 10:17 am

I agree as far as drawn-out plots never making it, maybe mini-plots (or arcs) of linked missions and heists would have a bit more success.

I'd be fine with "DMing" so long as I could get some assistance in brainstorming with some of the groups (and their names/powers) that make up the city. I'll also ask around for anyone on the forum who'd be interested (due to the generally low-scale of events and characters, they wouldn't need any knowledge of the Parahumans 'verse beyond a little side info on trigger events (we'll keep Cauldron capes out of things for now) and perhaps some of the more famous folks like the Triumvirate, the Nine, and the Endbringers, though they're not likely to appear.

One advantage of the arc-based modular design would be that players could come and go as they wished without making a long-term commitment just because they want to take a crack at things. For the same reason, I would advise forgoing levels and XP so there's not a massive imbalance for latecomers, though special equipment, techniques, and applications of one's power learned in the process of gameplay would be valid. 

Would we want to use dice/dice simulators, or a more free-style setup?
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Re: Worm Discussion Thread

Post by swicked on Tue Oct 28, 2014 10:28 am

Free-style. The advantage of using people you know over people you don't is the expectation that they'll be fair in how they play without needing hard numbers. And I don't want to have to put together a character sheet. It would not work well given the breadth of possible powers, abilities and situations available and would just limit creativity in general.
Similarly, I wouldn't imagine any leveling up. I mean, yeah, it would put late comers at a disadvantage, but more to the point... in Worm, the only time people level is at their second trigger event, which I can't imagine likely to happen. While Taylor's gotten more knowledgeable of how to use her bugs over time, she's never gotten a permanent range upgrade or anything.

I'm currently playing through my first weekly dice-based RPG with Hinds and his friends and it ticks me off at times. My character flat-out is not as skilled as she is supposed to be per her background because the numbers just aren't there. It's nothing but frustrating.

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Re: Worm Discussion Thread

Post by Frost on Tue Oct 28, 2014 10:57 am

It seems we're of like mind, then. I prefer the more organic setup as well. It makes things feel a bit more like a collaborative writing process than a numbers-based, arbitrary scenario. 

Also, I actually just had this idea for a character:

Grenadier:

A for-hire Rogue, Grenadier's power, technically, is localized gravity manipulation, creating relatively small "warp zones" around his hands which draw matter in, then allowing the effect to linger a bit before fading, releasing the hyper-condensed matter with explosive force. In practice, this means he can generate what are essentially hand grenades out of materials on hand. This ranges from the short-range and relatively harmless airblast (a burst of compressed air that rarely harms opponents, but easily pushes them away or off-balance, as well as stunning them with the pressure wave) to the more offensive dust Bombs (made out of whatever concrete, stone, or asphalt is on hand. The pressure wave is less forceful, but the stone fragmentation can damage lightly armored targets) to even firebombs, where the plasma of a strong flame is compressed and thrown to be released in a surging wave of fire. He can throw the Bombs, on average, anywhere from thirty to forty meters. 

He is usually equipped in black tactical gear including a balaclava and light body armor, with numerous pouches containing a variety of useful pre-made grenades. He carries a Glock 17 and a combat knife as backups to his power.

Known to his clients as "Mr. Walker", he actually dislikes the name that the Protectorated dubbed him with when they faced off, and similarly dislikes the entire cops-and-robbers game that capes are embroiled in. He prefers to keep a low profile and accomplish his job, be it as a hired guard or a hitman. His sarcastic attitude does well to convey his disdain for the idea of "brightly-dressed weirdos running around with names like 'Bobby the Fucking Walrus-Man'", as he's been known to say. 

In his civilian identity, Tobias Rourke triggered during an intense firefight while serving in the French Foreign Legion, and shortly thereafter retired back to his home in Alaska to raise the son he'd just discovered he had, in the wake of the child's mother abandoning him to Tobias' parents to abscond with a new lover. He struggled for several months to make a living for the boy, before a close friend and confidant of his advised him to put his powers to work making a living. Said friend now takes care of young Jonathan while his father is out on contracts.

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Re: Worm Discussion Thread

Post by Scienza on Tue Oct 28, 2014 7:29 pm

Character/Setting Ideas for RP Dump:

Glenhaven (Possible setting):

Throughout most of the early years of the emerging parahuman community, Glenhaven was a relatively minor Midwestern city. It had a decently large civilian population, with enough local parahuman presence to warrant a Protectorate branch, but few things ever happened in Glenhaven that drew national attention. There was crime, but the Protectorate ensured that it was kept relatively at bay.
 
Everything changed when the supervillain Tyrant arrived in the city on October 13th, 1992. In a single day, Tyrant drove the Protectorate out of the city, killing more than two-thirds of the local branch in a battle that laid waste to most of Downtown. It was the single worst defeat in the Protectorate’s history… until Behemoth emerged two months later. With the world’s eyes focused on the unprecedented destruction occurring elsewhere, Tyrant consolidated his power, bringing all the local gangs and parahumans under his control, supplementing his forces with mercenary capes and ambitious villains from outside Glenhaven. For two years. Glenhaven was a feudal kingdom, ignored as the Protectorate licked its wounds and prepared for any future Endbringer attacks
 
Eventually, the Protectorate reasserted itself, with the Triumvirate personally slogging it out with Tyrant until the villain lay dead in the wreckage of Uptown. In the years afterwards, the city slowly rebuilt itself, with the heroes attempting to reestablish some level of normalcy to the bombed-out ruins of Glenhaven. Twenty years later, the city has become one of the more prosperous cities in the country, a center of manufacturing and production which provides more than seven percent of the consumer goods that Americans use.


Uptown is, at least in the eyes of the local government, the jewel of Glenhaven. A glimmering gentrified paradise, it boasts scores of brutally expensive boutiques and brutally expensive condos. On 3rd Street, there is a Starbucks with a McDonalds inside it. Uptown has the Mayor’s Hall, the HQ of the Glenhaven Protectorate, and TosCo Stadium, home of the Glenhaven Barons.
 
Downtown is where everybody else lives. Running the gamut from “okay” to “pretty sketchy”, Downtown is the location of Glenhaven’s industrial district, the factories and refineries belching out enough smoke to give Downtown the mood and lighting of a noir thriller. Crime is present but manageable compared to Southbridge, with most petty crimes just being part of everyday life for the average citizen.
 
Southbridge is the region south of Bridge Street (thus the name), and is arguably the most lasting legacy of Tyrant on the city. Despite the best efforts of the Protectorate and the PRT, the area still remains largely in the control of the villains that entrenched themselves during Tyrant’s reign, as well as the scores of newcomers that have arrived since. The situation is, at best, a stalemate, with the heroes keeping most of the villains and rogues out of the rest of the city. Southbridge is rife with conflict, minor villains openly battling with vigilantes in the streets as larger players attempt to seize control. In the words of one PRT veteran, “It was a shithole before T-Day, it was a shithole after they blew his brains out, and it’s still a shithole twenty years later.” 
[other areas if you guys want to make any changes]

These are mostly for either personal use during the RP or just to flesh out the ranks of the cape population of the city.
Analogue:

Power Classification: Tinker 5
Alignment: Hero (Protectorate)
 
“Tick tock, jackass.”'
 
Like all Tinkers, Analogue is a wizard with tech… prior to the invention of the internal-combustion engine. Able to construct anything he can dream of powered by clockwork or steam, he is a master of everything from trebuchets to artillery shells. In addition, Analogue is extremely skilled in alchemy and metallurgy, producing many of the alloys used by other Protectorate Tinkers as well as specialty ammunition for PRT troops. He also contributes considerably to the armories of the Protectorate, with some of his creations including the crossbows used by Shadow Stalker and Flechette.
 
Tom wears a complex suit of hydraulic power armor that gives him greatly increased strength and endurance, along with a repeating crossbow so overly complex that apparently only he can use it. His bolts have a variety of alchemical properties and effects, usually nonlethal. However, he prefers to stay at his workbench rather than patrol the streets, feeling that he can contribute more to his teammates’ success with the gear he produces than with his fists. He is quiet and hardworking, intensely proud of his creations and incredibly defensive when his work is unfavorably compared to more modern Tinkers like Dragon or Armsmaster.
 
Twitch:

Power Classification: Mover 4.
Alignment: Hero (Wards)
 
“I've got all the time in the world.”
 
Twitch has the ability to massively accelerate her reaction time and movement speed to the point that time seems to slow to a crawl. To an outside observer, she appears to be able to dodge bullets and cave in skulls with a single touch, however this is all a result of her reacting and moving far faster than ordinary human perception. One side effect, however, is that her powers burn through calories like a wildfire through sawdust. Twitch’s diet averages around 8-12 thousand calories per day which, during periods of intense usage, is only barely enough to keep her from becoming dangerously underweight.
 
Twitch’s equipment is kept light to maximize her agility and dexterity, consisting mostly of a light armored bodysuit and a baton, along with several high-density protein bars to keep her power refueled when she absolutely needs it.
 
Kate is considered to be friendly and laid-back by her fellow Wards, who see her as the “cool big sister” to Ironclad’s “dad”. She fully embraces this persona, relishing in the humor and comradery of her life in the Wards as a way of escaping her past. Every moment she spends smiling is another minute she doesn’t spend thinking about what happened to her. She loves it.
 
Twitch has also been the reigning champion of the Annual PRT Hot Dog Eating Competition for the last three years.

Flicker:

Power Classification: Stranger 4, Blaster 1
Alignment: Villain (Solo)
 
"Fuck Thinkers."
 
Flicker has the ability to bend and focus light around his person, becoming completely invisible to eye or camera (as well as completely blind). His manipulation of light is limited to within a few inches of his body, though that is adequate for his purposes. In a pinch, Flicker is able to focus light into concentrated blasts that can temporarily blind opponents or short out cameras, as well as redirect light into his eyes for near-perfect night vision.


Kyle's equipment varies, depending on the job. In one particularly engrossing tale, he robbed a bank completely naked for a dare, getting in and out completely undetected. Unusually for a Stranger, he is boisterous and charming, fond of paying for everyone's drinks with the fruits of his "expeditions". Due to his solo status, and relatively benign nature, he is largely ignored by most of the local parahuman community.

Ranger:

Power Classification: Tinker 1, Blaster 5, Mover 2
Alignment: Hero (Protectorate)

"Dance, you sons of bitches." 

There are some capes that utterly love the spotlight. Decked out in his white-and-gold cyberpunk cowboy outfit, Ranger is certainly one of them. Astride his mechanical steeds, a ludicrously powerful six-shooter (in name, anyway. The cylinders contain an impossibly large number of bullets) in each hand, Ranger is the darling of Uptown and the head of the Glenhaven Protectorate. Arrogant, aggressive, and handsome as hell, he has been involved in more "scandals" than almost any other member of the Protectorate. It is commonly believed that he is solely responsible for the crop of green-eyed infants among the social elite.

Roger's saving grace is his effectiveness. In the years after Tyrant's death, Ranger was responsible for almost single-handedly clearing most of the city. The very sight of the sheriff's star is enough to make most resident of Southbridge run for cover. However, there are many who allege that he has grown too cocky in recent years, spending more time attending Uptown parties than dealing with Southbridge kingpins. Only time will tell whether this analysis rings true. 



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Re: Worm Discussion Thread

Post by Frost on Tue Oct 28, 2014 7:46 pm

Oooh, I like Glenhaven. All of it. If it's like any mid-size Midwestern city I've been in (a lot) then it tends more toward "sprawling" than "towering", putting Movers like Shadow Stalker (and Flechette's techniques) at a disadvantage. 

I realize I didn't classify Mr. Walker. Shaker 2/Blaster 4 seems about right, though I'd have to look up the exact scales again. I've got some ideas in mind for techniques he could develop over the course of the game. And, no, he can't just grab someone, crush them and make them explode with his power. Manton Effect and all that. 

I like your characters, as well. I could picture the thief being hired in conjunction with ol' Walker for a job. The boisterous peppiness and the deadpan sarcasm would clash in a most amusing manner. 

I also might have wrangled Iron into joining up, in other news.
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Re: Worm Discussion Thread

Post by Scienza on Tue Oct 28, 2014 8:29 pm

Mister Frost wrote:Oooh, I like Glenhaven. All of it. If it's like any mid-size Midwestern city I've been in (a lot) then it tends more toward "sprawling" than "towering", putting Movers like Shadow Stalker (and Flechette's techniques) at a disadvantage. 
Do you have any other suggestions? As someone who grew up and lived most of their life on the East Coast, I don't have as much familiarity with the region, so I want to make sure that it fits (especially since we'll all be running around in it). If we can get enough people to join, this could be incredibly fun.

Also, any ideas for gangs/other groups? I'm trying to flesh out the setting with some NPCs for the GM to control.
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Re: Worm Discussion Thread

Post by swicked on Tue Oct 28, 2014 9:09 pm

I like Glenhaven. Also your characters. I assume I can make a few as well, even if I don't end up RPing them much? Making up interesting powers is fun and we need an established cast of Wards and Protectorate.
Are you making yours with trigger events in mind?

Also, probably not important, but Tyrant was the name of one of Bonesaw's creations. King/Hatchetface hybrid, I believe.

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Re: Worm Discussion Thread

Post by Scienza on Tue Oct 28, 2014 9:15 pm

swicked wrote:I like Glenhaven. Also your characters. I assume I can make a few as well, even if I don't end up RPing them much? Making up interesting powers is fun and we need an established cast of Wards and Protectorate.
Are you making yours with trigger events in mind?

Also, probably not important, but Tyrant was the name of one of Bonesaw's creations. King/Hatchetface hybrid, I believe.
Damn, I knew the name was familiar but I couldn't find him on the (woefully incomplete) wiki. Maybe Bonesaw is just too young to remember? Or I could just change the name.

Feel free to make as many characters as you'd like, even if you don't intend on using them that much. We could do with as many capes as possible to make the game dynamic (also, as you mentioned, it's just really fun.)

I have triggers in mind for most of the folks I'm making, with the exception of the Tinkers, since I'm not fully sure what kind of trigger a Tinker would have. Locked in a steel box with a monkey wrench, a soldering iron, and a mass of complex electronics?
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Re: Worm Discussion Thread

Post by Frost on Tue Oct 28, 2014 10:04 pm

My point of reference being Ohio--Region tends to be rather open with fairly gentle hills virtually everywhere, even in what passes for the flatter areas. The hills can get pretty dense, and there's forest everywhere that hasn't been developed into a town or city or the ever-present farmland.  Can't speak for a world with capes, but the general political views that I've seen are more of a libertarian leaning, and between that and the heavy presence of military vets (a higher percentage than most areas, I believe) mean there's also a lot of gun owners, especially of higher-end military-style firearms. 

As for gangs, well....a lot of gangs I've seen around here are of the Latino variety, so I'd expect more of that at the street-level, and more of outright revolutionary anti-government groups at the higher levels (think the Tea Party with superpowers.)

We're actually headed back to the rear now, out of the field. I'll use the time to brainstorm up some powers for some of the capes one might encounter.
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Re: Worm Discussion Thread

Post by swicked on Tue Oct 28, 2014 10:27 pm

Scienza wrote:
I have triggers in mind for most of the folks I'm making, with the exception of the Tinkers, since I'm not fully sure what kind of trigger a Tinker would have. Locked in a steel box with a monkey wrench, a soldering iron, and a mass of complex electronics?
I got the impression from Chariot that tinkers tend to be people who don't trust others. That are introverts that are forced to be around others and end up turning inward and/or building literal walls and layers of armor between themselves and others. They feel disconnected with others and want to be left alone. I got the same vibe from Armsmaster and Kid Win after he'd covered so much of his body in armor he no longer talked.

Conversely, masters are loners who don't want to be. They're basically opposites. People in long-term social situations that don't want to be vs. people in long-term isolation that don't want to be.
Thinkers might be people who are very suddenly isolated and trigger to try and make sense of it and put their lives back together. Though we only have Tattletale to really base that on.
Strangers might be people with long-term messed up lives that, rather than wanting to put things back together, just want to abandon it all. Two more opposites, kinda.
I'm not as sure regarding the physical triggers for physical powers.

Edit:
Actually, now that I think of it, the physical ones might be related to an actual enemy. Like, as opposed to feeling like the entire world is screwed up, having a specific person or persons that stand against them. Grue's a trump, right? He got powers from needing to stand up to someone.
Strikers frequently seem to have hot tempers, too. Not all, though. Cuff was nice. Clockblocker and the girl that makes everything that touches her explode could be very hostile.
Not sure about any others.

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Re: Worm Discussion Thread

Post by Frost on Tue Oct 28, 2014 11:58 pm

Noctus:

Affiliation: Villain (Latin Sultans)
Classification: Stranger 5

The Latin Sultans are one of the more brutal gangs in Glenhaven. Composed entirely of first- and second-generation Hispanic-American men and women, their numbers are few and their shadow is long, a four-block-wide strip stretching from a block south of Bridge Street to nearly the city limits. They deal mostly in extortion and small-scale robbery, and dabble in racketeering and drug trafficking. 

Among their inner circle of parahuman lieutenants and sub-leaders, few are as ruthless as Noctus. Clad in mottled black-and-grey flowing clothing and a snarling black Aztec-style mask within the shadows of his hood, he is capable of becoming two-dimensional and completely pitch-black, appearing, for all intents and purposes, as a shadow on the wall. From crawling about on walls and ceilings to walking right along in the guise of an unsuspecting victim's shadow, he acts as the spy and psychological weapon of the Sultans, instilling fear and pain in his victims and paranoia in all others using knives, knuckle dusters, and the occasional firearm to brutalize competitors and heroes for fun and profit. 

The same paranoia that he inflicts also holds Agustin ("Gus") in an iron vice. After growing up alone in the streets of Columbia's worst regions, the boy was betrayed or beaten by nearly all he met, until a group of would-be friends abandoned him, red-handed, in the middle of a liquor store holdup. Surrounded by police, he triggered and used his power to slip away. 

It is important to note that Gus is not invulnerable during his shadow-state, and may be harmed, possibly, more easily than normal due to his two-dimensional nature at this time. 



Last edited by Mister Frost on Wed Oct 29, 2014 3:01 am; edited 1 time in total
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Re: Worm Discussion Thread

Post by swicked on Wed Oct 29, 2014 12:22 am

27.1:
The end times have come. And it is beautiful.
I have the widest smile on my face. :)

And with 27.2 I have almost constant goosebumps. This is beyond lovely <3

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Re: Worm Discussion Thread

Post by Ironmonger on Wed Oct 29, 2014 3:04 am

Here's my character:

The Ghost:


A social outcast for various reasons, Angus Dragge, also known as The Ghost, is a Rogue who works as an expensive bodyguard, using his powers to aid him in each job or whenever it's convenient. Born with a bizarre combination of pituitary gigantism and marfan syndrome, people were always intimidated by his massive and unnervingly alien appearance, and thus he was shunned by most, who considered him a freak. Those who didn't outright reject him instead treated him with forced tolerance and politeness, an attitude which usually came from the staff of shops and other businesses. His treatment by others gradually caused him to fall into depression and develop severe anxiety, along with a strong fear of people.

One day, when he was twelve, his mother brought him to the circus in an attempt to keep him from falling too deep into despair. At one point, he wandered away, and one of the staff forcefully escorted him away, mistaking him for one of their own who was missing. Angus, who was having one of his worse days, was too weak to resist or make many objections, and the man put him on display as "The World's Tallest Man". As the patrons crowded around, much to the boy's horror, Angus quickly began to panic, and that was the moment his powers manifested. Overcome with fear as one of his worst nightmares came true, Angus let out a yell, which was warped into a deafening shriek by his new ability. The crowd turned into chaos as their eardrums were ruptured, and Angus dropped to the ground, passing out from the shock to his mind and body. Afterwards, he spent a week in the hospital before he was finally released.

Once he was employed in his current profession, he quickly earned the moniker of "Ghost", owing to his tendency to silence the sounds of his own body, such as his breathing and footsteps. This allows him to suddenly 'appear' in a room full of distracted people.

His power allow him to manipulate sounds in nearly any way he wishes, from making them quieter or amplifying them, to changing their focus or transforming them into entirely different noises. While extremely powerful under the right circumstances, Angus' power is physically exhausting, and it drains him with each use. Intense use of the power, or using it for too long, can be dangerous to him.

Angus is an extremely intimidating man. Due to both of his diseases, he stands roughly 8' 3", with a relatively rail-thin body and long, spindly limbs, toes, and fingers. He is barrel-chested, and has extremely large, broad shoulders and a long neck. His face is far from what many would call handsome, owing to his conditions; his brown eyes rest within deep sockets under a thick, heavy brow, his aquiline nose is long and broad, and his lantern jaw slants inward, giving his face a crescent-like profile from the side. He shaves his black hair for practical reasons, leaving him nearly bald. He works hard to keep himself in decent shape to combat the ill effects of his biology, and the results allow him to be far stronger than a normal human. However, his heart won't take much stress, limiting his endurance in both fights and everyday activities, and some of his joints are relatively weak. He is 25 years old.

He typically wears a long, dark-gray trench coat, a brown beret with gold thread that forms a tiny grid-pattern on the hat, khaki pants, and a pair of massive, steel-toed boots. On his worse days, he walks with a large cane. He carries a Colt 1911, which was custom-made with a large grip for his massive hands, and a stun gun.

I haven't actually gotten around to reading the comic yet. If I've done something wrong, please let me know.

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Re: Worm Discussion Thread

Post by swicked on Wed Oct 29, 2014 8:09 am

This story should have been called "...and then the shit hit the fan."

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Re: Worm Discussion Thread

Post by Harmony Ltd. on Wed Oct 29, 2014 8:41 pm

On Frost's suggestion, here's my contribution:

Maria Itziar-Consuelo:
Maria Itziar-Consuelo [Cape name pending]


Born from a Chilean family who fled their country in the wake of the 1973's coup, she grew up on the road as her family traveled the south-american continent, going from family contacts to political friends; trying to survive on a day to day basis as her parents and grandparents sold their competences as political activists to help the local worker movements, before being invariably chased by the authority as subversive foreigner elements.

Born in 1989, as the Soviet Union collapsed, and with it the dreams of a Worker's Utopia of her parents, she was often ostracized by other kids, as her family's nomad lifestyle made her a social outcast everywhere.

While her family was oriented more toward the humanities, she developed growing up an affinity for all things mechanical, from repairing toasters to maintaining the brand new Apple II her parents somehow managed to acquire.

Maria was triggered relatively early in her youth, when at 13 years old circumstances forced her to try and hack the whole electricity grid of one of Caracas neighboroud, as the so called “Death Squads” of the local law-enforcement forces were storming it with the intent of expel-killing her family; who had pissed one too many local lords. Washed over by a wave of sudden understanding of all the mechanisms surrounding her, she managed to completely cut the light from almost 200,000 people in her attempt.

From there on, she added her competences to her family's political struggle, maintaining the tools of their mobile base of operation as they became more complex, and helping some of their “friends” with their own technical-related problems – some of them involving safecracking...

Unfortunately, a few years later, some of these “friends” gave her family away, and she only escaped the paramilitary raid that killed them as she was away, shopping at an electronic shop for new computer parts.

Having grown up knowing such a thing could happen and having been prepared for it, she chose to leave south-america, using some of her family's contacts to move to America, into the heart of the Evil Empire.

Arriving in Miami under a false identity and with an American passport, she contacted one of her remote family member, who accepted to welcome her in her new country of adoption.

Thus she moved to Glenhaven, which was just starting to rebuild from the Years of Chaos.

There she met Albert. After a discussion which involved Tequila and quite a few US Dollars in cash, Albert started working with Maria, acting as her fixer, finding her clients.

Since then, she's been working freelance, using her intimate knowledge of how everything technological around her works, from wristwatch to computers, passing by door locks and cars; most of the time offering her service to open doors (physical or virtual) which would have otherwise stayed locked.

While she prefer to stay away from the action, it may sometimes happen that some works require her to be physically present where the action happen. In cases such as these, she try to use the environment and to avoid direct confrontation as much as she can: shadows are where she thrives.

-----------

Power description:

Maria has an intuitive and intimate understanding of everything technological around her. Contrary to most tinkers, her talent does not reside in an ability to build things, but in being able to “empathize” with existing technologies, and being able to not only influence their working, but also to alter it; in effect making her able to “hack” most systems.
While the physical manifestation of her power is rather weak, she's able to make most anything involving electronic her bitch.


Character:

Maria is an Anarchist, and it shows. Fiercely independent, she pursue her own goals, and though she value partnerships and contracts, she won't respect any higher authority on the simple basis of its existence. She will often call the Protectorate and affiliate “fascists”. In fact, she tends to call any form of authority “fascist”.
She's accumulating as much money as she can for some projects of her, of which she has never shared the particulars of with anyone yet.


Alignement:

Fiercely independent.


Trivia:

She's recently started to toy with drones she bought at a toy store, and is exploring the idea of using them to further reduce her need to be present on her work places.

Albert's own character sheet in the works.
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Re: Worm Discussion Thread

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