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Worm RP (OOC Characters & Chat)

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Worm RP (OOC Characters & Chat)

Post by Frost on Wed Oct 29, 2014 9:03 pm

This'll be where we can deposit new characters and setting ideas, pitch ideas for events, and discuss the Parahumans RP (launch pending)

If you've not read Worm but are interested in playing, fear not. Pertinent info will be provided and myself and others will be available to answer any questions.
Background info on the 'verse:

History:
Over thirty years ago, the appearance of a powerful, mysterious being known as Scion, appearing as a man made of gold and clad in white, heralded the emergence of 'Parahumans' among Earth's peoples. These individuals, possessing incredible (or not-so-incredible)powers, rapidly took their places upon the world's stage--to protect the common people, or to prey upon them. Now, heroes and villains can be found in the thousands throughout the globe. From individual gangs of villains and independent teams of heroes to massive government-sponsored hero groups (like America's own Protectorate) and internationally-known villain networks, parahumans--or 'capes', are now an integral part of the global scenery.
The unwritten rules:
One might compare the interplay of heroes and villains to a grand game of cops-and-robbers. While capes seem to find themselves entangled in conflict often, there are some lines that aren't to be crossed--Killing another cape, harming civilians, unmasking a cape or attacking their family are among the foremost. Doing so is likely to bring down the wrath of both heroes and villains upon the perpetrator. Some shun this 'game', either acting independently and low-profile as 'Rogues', or defying the code and using their powers to kill, conquer, and dominate their opposition. While most--like Brockton Bay's Marquis or Glenhaven's own Tyrant--are eventually either killed or captured and sent to the inescapable, permanent confines of the Bauman Parahuman Containment Center, or Birdcage, some--such as Nilbog or the infamous and dreaded Slaughterhouse Nine--revel in carnage and bloodshed with such ferocity that they are too feared and too powerful to be defeated for long.
s-class threats:
Few things can make heroes and villains work together. Among them are threats so powerful that they threaten to destroy cities--or worse--if left unchecked. These threats will nearly always provoke a truce that is treated almost sacredly by both sides, and these threats are to be killed on sight, with no attempt made at capture. The Sleeper, Ash Beast, Nilbog and the Three Blasphemies are greatly-feared Parahumans that most, even the Protectorate's legendary leaders, the Triumvirate, would rather work around or avoid than confront directly--Nilbog's "realm" of Ellisburg, in fact, has been walled off and left to the 'Goblin King's' mercy in hopes of containing the threat. The Slaughterhouse Nine, collectively, are an S-class threat, and membership or even association with the roving band of mass-murderers is cause for summary execution. Despite their high turnover rate, the group's leader, a man known as "Jack Slash", always manages to find more disturbed and deranged parahumans to fill out the ranks of his merry gang of killers.

The gravest threat of all, though, is the Endbringers. Be it Behemoth, Leviathan, or The Simurgh, these towering monsters possess powers beyond anything else witnessed in the world. Dwelling deep beneath the earth, in the depths of the abyss, or far in the sky, these powerful and deceptively cunning creatures strike out, one at a time, every several months to attack a new population center. Without fail, they cause massive destruction and heavy loss of life in both the civilian populace and the defending capes. While they are usually eventually fought off through massive effort by the Triumvirate or Scion's immense power, they occasionally even "win"--Newfoundland has been sunken and gone for years, and Japan is a sundered, third-world wreck.
Powers:
Powers manifest themselves during "trigger events", periods of intense stress or danger which influence the sort of power one gains-- Thinkers, Tinkers, Masters, Shakers, Strangers and Trumps are more likely to result from mental stress, while Movers, Strikers, Blasters, Brutes, Breakers and Changers are more likely to come from physical danger. It is notably easier for second-generation capes to trigger than it is for first-generation capes. Far from mortal danger or mind-breaking pressure, a second-gen cape may be triggered by mere frustration, anger, or injury.
Character, faction and setting archive


Last edited by Mister Frost on Sun Nov 02, 2014 11:50 pm; edited 4 times in total
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Re: Worm RP (OOC Characters & Chat)

Post by Scienza on Wed Oct 29, 2014 9:20 pm

Here's a dump of everyone's stuff so far.
Mister Frost wrote:
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.

Scienza wrote:
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. 

Mister Frost wrote:
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. 

Ironmonger wrote:
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.
Harmony Ltd. wrote:
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.
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Re: Worm RP (OOC Characters & Chat)

Post by Harmony Ltd. on Wed Oct 29, 2014 9:32 pm

Alberto:
Alberto


Having grown in the streets of Glenhaven, Alberto has come to know it and most of its various powers pretty well. Charismatic and surprisingly literate for a street kid, he grew to become the leader of a small-time gang, affiliated to the Latin-Sultans. He disbanded it and went solo after several of his subordinates went a little bit too wild on the job during the Years of Chaos.

He can often be seen hanging in one of the many establishments of Southbridge with one or several (most often several) ladies around him.

Currently, he's one of the few Fixer in Glenhaven, putting in relation clients with jobseekers in the underground job industry of the city, and exchanging information he may have gathered on the affairs going on around town. Besides other mundanes (who represent the majority of his clients), a number of capes, be it villains, rogues, and almost always grudgingly heroes, use his services, as clients or jobseekers.

It his said that he may be employing one or several capes full-time, but this has never been proved.

While aware of his activities, the local law-enforcement units leave him alone, from a combination of bribes on Alberto's part and an understanding that Glenhaven's Police Department can pay him to get some pointers if they need to.


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

Power description:

N/A: he's mundane


Character:

In his early forties, he's been around quite a lot. His surprising longevity, for an ex-ganger, is due to the respect he's managed to accrue from most factions in the City. Acting as a neutral party and facilitator of business, people know not to mess with him. As for those foolish enough to do so, he's still physically fit enough to put most thugs on the ground for quite a while.


Alignment:

Independent


Trivia:

Has a special place in his heart for Cuban cigars.
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Re: Worm RP (OOC Characters & Chat)

Post by Frost on Wed Oct 29, 2014 9:35 pm

As I mentioned to Harmony, I think it works best, scheduling-wise, if we can get some play in on the weekends and, perhaps, a weekday that works well for everyone. We can be plenty flexible (and private interactions, naturally, can happen whenever two players are around and up for it) but being somewhat on the same page isn't a bad idea, methinks.
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Re: Worm RP (OOC Characters & Chat)

Post by Tytan on Thu Oct 30, 2014 12:32 pm

I may be interested. Just need a little research time.
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Re: Worm RP (OOC Characters & Chat)

Post by Harmony Ltd. on Thu Oct 30, 2014 12:47 pm

I have a suggestion for a faction:

The Family:
The Family (faction)


While the streets of Glenhaven are ruled in large part by the Latin-Sultans, its upper layers are the domain of a group known as “The Family”.

Publicly, the Glenhaven Heritage Foundation is a charity acting on a number of different fronts, giving food and shelter to the homeless, funding promising poor kids with free education, and more generally acting for the betterment of the lives of Glenhaven's poorest statas.

Almost all the kids whom the Foundation helps later go on to become influential members of society, be it as politicians, doctors, lawyers, scientists or journalists, who also become members of the Foundation.

Built on the example of the traditional “Gentlemen's Club” (although it is open to all genders), you need to be coopted by at least two members and accepted by a third in order to become one of its members.

Behind closed doors, they call themselves The Family, and together have been ruling Glenhaven and the surrounding region for over a century.

While Tyrant and the Years of Chaos seriously damaged their powerbase, they managed to quickly recover it, even faster than before, by the inclusion of young Capes who have helped it re-assert order and prosperity in the city.

They also profited from the reconstruction efforts to increase the wealth of their members and extend their hold over the city.

The Family is often criticized for its hegemony over the affairs of Glenhaven, and is often accused of corruption, but always manage to come out clear with its reputation intact.

… The people who made the accusations, however, may see their lives seriously altered after the experience...


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

Behind the curtain:

The Family indoctrinate its members from a young age to be loyal to the organization, and often resort to intimidation tactics to get its way with influential people who aren't amongst its numbers. While it doesn't make a show of the power it exert over the City, it is to be understood that most everything which happen in Glenhaven may do so from the Family's influence, and if not, the Family is probably already trying to turn it to its own advantage.
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Re: Worm RP (OOC Characters & Chat)

Post by Frost on Thu Oct 30, 2014 12:57 pm

The Latin Sultans:

Despite their low numbers--less than a hundred fully-initiated members, with a fair number of hangers-on, hopefuls, and prospective members--the Hispanic-American gang dominates Southbridge--their unquestioned home-turf bisects the area, and their operations stretch to its borders. Known for their intense focus on loyalty--"An attack on one means war with all", as the saying goes--and their brutal initiation rites, the Sultans are known to actually (and intensely) train their members in everything from firearms to bare-handed fighting, making even their street-level enforcers a daunting foe for law enforcement. Their presence, in fact, is the bulk of the reason that the law is so scarce in Southbridge--it is a mark of great prestige (and a requirement for advancement at the higher levels) for a member to collect the badges of the police officers he or she has killed.

Much of the higher echelons of the gang are parahumans of a quite brutal sort, and every one--from their spy and terrorizer, Noctus, to their leader, the mysterious figure known as "Taurus"--have brutalized, beaten, or even killed a Protectorate, Ward, or Independent hero in order to earn their leadership position.

Despite, or rather, because of, their influence and reputation, the Sultans show little interest in expanding past the campaign of racketeering, extortion, robbery and drug trafficking they're involved in in their relatively small numbers. Currently, the group resides in what villains know as the "sweet spot"--too powerful and feared for local authorities and heroes to deal with, but too stable and low-key for higher echelons to be called in.
Taurus:

Classification: Breaker 1/Mover 3/Brute 5 (Changer/Tinker has been theorized)
Association: Villain (Latin Sultans--leader)

Little is known about the Latin Sultans' leader, rarely seen as he is, save that he's exactly the ruthless, brutal sort you'd expect from such a feared group. The Sultans' planning and carefully-maintained status quo, though, suggests a greater-than-thought capacity for planning and awareness.

On the rare occasions Taurus is seen out in the open, his presence is sure to be remembered. Standing over eight feet tall and clad in--or made of--what appears to be red-tainted rough bone armor, complete with a prominent set of forward-facing, cruel horns, Taurus' physical presence is even more imposing than the shadow of his followers. The exact nature of his powers is not known, save to his inner circle of lieutenants, but Protectorate and PRT veterans who have faced him before have witnessed him moving at speeds in excess of 40 MPH, charging in a manner reminiscent of his namesake to crash through (and destroy) everything from reinforced concrete walls and pillars to PRT trucks and armored vehicles. He has even, on one occasion, been seen breaking out of a cocoon of PRT containment foam. He has only ever been witnessed 'speaking' in deep, guttural growls and roars, though, given his status as the leader of the Sultans, one can assume he can communicate more competently in private. While he prefers to leave the field work to his sub-leaders and let the Sultans' individual members gather followers of their own, when he takes the field, he has the formidable might of the Latin Sultans at his back.

[Sci, I'll leave it to your discretion how (or if) Taurus and Ranger might have clashed in the past]


Last edited by Mister Frost on Thu Oct 30, 2014 5:05 pm; edited 4 times in total
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Re: Worm RP (OOC Characters & Chat)

Post by Harmony Ltd. on Thu Oct 30, 2014 1:38 pm

A conversation between Frost and me regarding The Family, The Sultans, and the power structure in Glenhaven

Conversation:
[17:26:11] Harmony Ltd.: Question:
[17:26:32] Harmony Ltd.: can a Ward also be a member of a civilian Foundation
[17:26:58] Harmony Ltd.: who may or may not be up to some Mob / Illuminati kind of business?

[17:29:51] Mister Frost: hm....
[17:31:07] Mister Frost: For the most part, the Wards get their stipends and college funds through the program's in-house benefits, but in the case of an organization with such a great reputation and such history, I suspect that the local PRT authorities would be happy to let the Foundation co-sign some of those benefits

[17:31:24] Harmony Ltd.: Heh
[17:31:26] Harmony Ltd.: hehehe
[17:31:32] Harmony Ltd.: this could be good

[17:32:20] Mister Frost: not to mention,  a lot of heroes (especially young ones) chafe under the restrictions of the Wards and Protectorate. I expect the relative liberty they'd have in the Family (even if they don't know that signing on) would be a big draw to some
[17:32:31] Mister Frost: hell, I suspect there's some synergy there:
[17:34:12] Mister Frost: Foundation representative: "Come, join the Foundation's programs. We'll help keep you and your family safe from the brutality of the Sultans and all those other gangs." *dials phone number* "Hey, you have this guy's address, right? Start putting the pressure on, give 'im a little push our way. Yeah, we're keeping the cops off your back, it's all good."

[17:34:42] Harmony Ltd.: yeah

[17:35:51] Mister Frost: While, naturally, privately regarding the Sultans as thuggish street-trash that they'd wipe out given the chance

[17:36:14] Harmony Ltd.: Or as a precious tool to be used when necessary to further their plans
[17:36:26] Harmony Ltd.: How can they look good, in the absence of a rampant "evil" from which they can protect people?

[17:36:42] Mister Frost: another evil will always be there to step up to the plate

[17:36:55] Harmony Ltd.: so better to keep it low-key

[17:36:56] Mister Frost: the Sultans, for the time being, are the devil they know rather than a devil they don't

[18:01:53] Harmony Ltd.: Yeah, I could see The Family and the Sultans exchanging favors
[18:03:35] Harmony Ltd.: "So, we heard you had some plans for that new business that opened? Well, no, it is not one of our members. Yes, he didn't get our approval. So, how about this: you're free to do with him as you please, and we get the cops to look the other way. Sounds good to you?"
[18:04:30] Harmony Ltd.: They both have their territories, and more often than not cooperate than fight where they intersect.

[18:04:56] Mister Frost: even if the Sultans prefer to stick to Southbridge rather than provoking even further attention from the Protectorate, I could see them venturing out to do 'favors' for the Family, yeah

[18:05:39] Harmony Ltd.: And as a counterpart, the 'social workers' of the Foundation can safely roam through Southbridge as they please

[18:06:01] Mister Frost: indeed.

[18:06:22] Harmony Ltd.: keeping the place just functional enough that both the Sultans and the Family can milk it for all it's worth

[18:06:37] Mister Frost: Wards who find themselves needing to patrol through Southbridge, in fact, may find that their Foundation-associated fellows encounter far less trouble in the region

[18:07:19] Harmony Ltd.: Heh
[18:07:45] Harmony Ltd.: The question is:
[18:08:04] Harmony Ltd.: the Protectorate is probably aware that there's something fishy going on about the Foundation
[18:08:08] Harmony Ltd.: but they tolerate it
[18:08:10] Harmony Ltd.: why?
[18:08:28] Harmony Ltd.: is it a case of the lesser evil?

[18:09:24] Mister Frost: because, considering their legitimate business ventures working to keep the city afloat and their less-legitimate business ventures being deniable, they're in a similar position to the Sultans
[18:10:00] Mister Frost: untouchable by local enforcement (albiet for different reasons) and working carefully to make sure that the higher authorities don't think they're worth the trouble

[18:10:49] Harmony Ltd.: plus, at worst, they're just a bunch a corrupt people milking a city of all the wealth it cans
[18:11:01] Harmony Ltd.: by the standard of capes
[18:11:10] Harmony Ltd.: it's not THAT menacing
[18:11:32] Harmony Ltd.: especially when they have to fight every other month against world destroying entities
[18:11:55] Harmony Ltd.: at least they keep the city stable

[18:12:06] Mister Frost: exactly. A big problem for the locals who are too weak to do anything about it, but the Triumvirate and similarly powerful entities are too busy trying to deal with the Endbringers and hunt down the Nine

[18:12:54] Harmony Ltd.: Yeah. Plus, they have as much interest as the protectorate to keep the amount of Chaos in the city to a minimum
[18:13:10] Harmony Ltd.: just what they need to do their business and not a bit more

[18:13:33] Mister Frost: exactly

[18:14:05] Harmony Ltd.: I ust wonder what they did during the Years of Chaos, while Tyrant was in power...

[18:14:16] Mister Frost: and the Sultans, well....Southbridge is a bit of a lost cause anyway. Why create a power vacuum that would lead to war in the streets, when things are, if brutal, stable currently
[18:15:09] Mister Frost: I'd imagine they worked to subvert Tyrant or even looked at their prospects elsewhere. Bided their time, for the most part, I'd imagine, because they were sure that Tyrant's reign was a transient one

[18:15:21] Harmony Ltd.: Yeah
[18:15:38] Harmony Ltd.: bidding their time is probably what they did
[18:15:56] Harmony Ltd.: I suppose a number of them may even have taken vacations elsewhere in the meanwhile
[18:16:02] Harmony Ltd.: and only returned later

[18:16:08] Mister Frost: indeed
[18:16:16] Mister Frost: kept clear of Tyrant's....tyranny

[18:16:53] Harmony Ltd.: a thought:
[18:17:48] Harmony Ltd.: most of the Wards in Glenhaven, those who are from the city and not from elsewhere, may actually have their allegiance go toward the Foundation / Family
[18:18:25] Harmony Ltd.: Interesting possibility: how this could clash with the "foreigners"
[18:19:09] Harmony Ltd.: Who wonder why these Wards don't seem that interested to go into Southbridge and fight against the Sultans and other criminals

[18:19:15] Mister Frost: the Wards that get transferred in, you mean?

[18:19:18] Harmony Ltd.: yeah

[18:19:21] Mister Frost: yes, I suppose that would be quite interesting

[18:19:35] Harmony Ltd.: PLus, indirectly
[18:19:51] Harmony Ltd.: this means the Family is slowly infiltrating the Protectorate
[18:19:57] Harmony Ltd.: ah, yeah, by the way
[18:20:09] Harmony Ltd.: it probably has influences as high as the Federal Government
[18:20:35] Harmony Ltd.: Man, that's some Illuminati shit right there, isn't it?

[18:20:57] Mister Frost: indeed

[18:21:04] Harmony Ltd.: I wonder why they haven't tried to expand in other cities too?
[18:21:22] Harmony Ltd.: Having the Foundation go National around the whole country

[18:21:47] Mister Frost: perhaps that is a long-term goal of theirs

[18:21:53] Harmony Ltd.: They probably fear their unity / loyalty would start to dilute?

[18:21:59] Mister Frost: hampered by the Years of Chaos and the following upsets

[18:22:00] Harmony Ltd.: but yeah
[18:22:11] Harmony Ltd.: it's probably a long term goal

[18:22:33] Mister Frost: I'd reccomend editing in that some local members of the Wards and Protectorate are likely members

[18:22:39] Harmony Ltd.: Plus, there's probably other rival groups on the same "business branch" opposing them

[18:22:49] Mister Frost: likely, yes

[18:23:31] Harmony Ltd.: Yeah, Glenhaven is probably their base of operation, where they are hegemonic, and elsewhere they are in mostly "foreign" territory, with lessened influence
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Re: Worm RP (OOC Characters & Chat)

Post by Tytan on Thu Oct 30, 2014 2:15 pm

Delta rough  draft:

( At this point I welcome input, I've barely started reading Worm and don't know a whole lot about the universe.)

Name: (Undecided) Delta

Affiliation: unaffiliated (civilian, part time freelancer)


Deltas powers manifested during his early twenties. Actually during his finals at university.

He was struggling with a problem when he was struck by a sudden panic attack. He started stressing over his future. What if he didn't pass? What if he failed? If he didn't pass he wouldn't get a good job. If he didn't get a good job how would he take care of his family?

It was around this time he realized that the temperature in the room had jumped up several degrees in just a few minutes. As the test continued other things started to happen. People were getting shocked by nearly every metal object in the room, and cell phones were ringing at random.

It wasn't until after the exam was over that delta realized he was the source of the problems.

Afterwards he entertained the idea of becoming a professional cape, but felt he didn't want to deal with the stress of the lifestyle.

He was already to old to join the Wards, and to inexperienced to join the Protectorate.

Currently he contents his heroic urges by secretly dealing with mundane criminals. He does occasionally gets the idea in his head of going full time, but it's more often than not quashed by another story about heroes and villains going at it, and the super powered gang bangers.  

For now he's happy to taze muggers with his bare hands.


Powers: Blaster 4

Delta has the ability to emit various kinds of energy. Those that he is aware of are thermal, electrical, and electromagnetic.

Thermal; he can generate raw heat from his entire body. While he is aware of the rising temperature he isn't adversely affected by it.

Electrical; more easily directed than thermal but more energy consuming and requires greater focus to direct. This can vary from barely noticeable static shocks to a small scale bolt of lightning. Though the latter usually leaves him fairly drained.

Electromagnetic; more specialized than the other two. He can generate almost any frequency on the electromagnetic spectrum with the exception of the visible spectrum, infrared, and ultraviolet (they give him a headache). He has an easier time with the larger wavelengths like radio, but shorter wavelengths like X-rays are noticeably more difficult and energy consuming.

All of Deltas powers are directly linked to his state of mind. How well he controls his powers is affected by his focus. How powerful is linked to his force of will and to a lesser degree his confidence. His emotions can also come into play, most notably how rage can amp up his thermal powers and simultaneously cause his electrical and EM powers to become less focused, almost making the latter impossible to use.  If he were to become emotionally unstable he may lose complete control of his powers and they could go rampant.

Another limiting factor is that using his powers drains him, both physically and emotionally. Extended use of his powers leaves him emotionally dead for anything from a few minutes to a few hours. If he runs out of energy for his powers he also runs the risk of collapsing unconscious.

Vector rough draft:
Name: (undecided) Vector

Affiliation: Rogue

History: Born an only child to busy parents Vector didn't have the sort of support she needed growing up. So she never felt like she could go to an adult when bullies started picking on her.

But one day while she was cornered and being verbally berated the bullies suddenly stopped. And so did everything else.

She panicked at first, and it took her a minute to understand why she couldn't move. But after what felt like a half n hour she discovered a mental switch she could flip at will that would start and stop the whole world.

She discovered something else during her self exploration. She found that she could look at things and just knew what she could do with them. But when she looked at people they were blurry, she couldn't tell what they'd do next like she could with the rock she suddenly had in her hand. Despite them being blurry she could still tell where they would probably be in the second and a half it would take for her to wind up and pitch the rock, which found its way into a bully's forehead.

During the short moment of shock in which the bullies were to stunned to react she ran.

Of course she soon found herself in the principles office, and then detention.

This would be a pattern for Vector all through high school, into college, and eventually into the military.

She didn't last long. She apparently had issues with taking orders. She did however manage to make it through boot and pick up a couple tricks.

And that's how she ended up in Glenhaven. A Rogue with a habit of picking fights with the people she considered bullies.


Powers: Thinker 3

Hyper time perception:

Essentially she can stop time at will. The whole world, including herself, freezes. But her mind races at nearly immeasurable speed.


Instinctive physical analysis:

Simply by looking at a situation she can understand all the physical variables in a situation. Gravity, wind resistance, the relative velocity of the earth sun and moon, you name it. For combat purposes she can use this to bullseye a target.

The one problem is that she has trouble pinning down human reactions. She has a lot of difficulty predicting what people will do.


Last edited by Tytan on Thu Oct 30, 2014 7:18 pm; edited 6 times in total
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Re: Worm RP (OOC Characters & Chat)

Post by Frost on Thu Oct 30, 2014 2:24 pm

That's quite a good one, Ty. I could easily see that being a character in the story proper.

One thing it's important to note is that no one is actually sure where the matter and energy that parahuman powers use actually comes from. So while focus and emotions affecting the powers is something I could easily see, the fire/lightning/frequencies themselves, I'd expect, wouldn't come from the energy of his own body.
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Re: Worm RP (OOC Characters & Chat)

Post by Tytan on Thu Oct 30, 2014 2:32 pm

Mister Frost wrote:That's quite a good one, Ty. I could easily see that being a character in the story proper.

One thing it's important to note is that no one is actually sure where the matter and energy that parahuman powers use actually comes from. So while focus and emotions affecting the powers is something I could easily see, the fire/lightning/frequencies themselves, I'd expect, wouldn't come from the energy of his own body.

Well, how about they drain some non specific energy. Perhaps using his powers to vigorously makes him sleepy? This being counteracted by adrenaline and anger.
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Re: Worm RP (OOC Characters & Chat)

Post by Frost on Thu Oct 30, 2014 2:36 pm

That'd work. Thinkers often get migraines from overusing their power, so I could similar repercussions there.
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Re: Worm RP (OOC Characters & Chat)

Post by Tytan on Thu Oct 30, 2014 2:43 pm

Okay I changed it a bit, and added another fun side effect. ;)
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Re: Worm RP (OOC Characters & Chat)

Post by Frost on Thu Oct 30, 2014 2:46 pm

Delta's good, though I'd say he's more a Blaster than a Thinker (I was just citing them as a comparison)

I love Vector's power, as far as the time-stop goes. There's a little bit of parallel between the second part of her powers and the Number Man's schtick, but not so much that I'd call shenanigans on it. I presume she's some sort of sniper in how she fights?
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Re: Worm RP (OOC Characters & Chat)

Post by Tytan on Thu Oct 30, 2014 3:04 pm

@delta, yay. I'll fix that in a sec.

@vector, D'oh! Well I will admit it wasn't a one hundred percent original idea. But to clarify she instinctively understands physics, as opposed to all math. She probably couldn't solve a problem on paper depending on what I decide for her backstory.

And she could be a sniper, she could also be a gunslinger or knife thrower. I have this image in my head of her picking up random objects and beaning bad guys around corners.
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Re: Worm RP (OOC Characters & Chat)

Post by Guest on Thu Oct 30, 2014 4:18 pm

I'm intrigued, anyone welcome to post ideas? I don't wanna intrude on you guys.

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Re: Worm RP (OOC Characters & Chat)

Post by Frost on Thu Oct 30, 2014 4:23 pm

Absolutely. More the merrier.
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Re: Worm RP (OOC Characters & Chat)

Post by Harmony Ltd. on Thu Oct 30, 2014 5:12 pm

Not an absolutely 100% faithful representation (*), but Maria probably look something like that when she gets down to business:

http://i.imgur.com/6OPfrM7.jpg



(*): she isn't really wearing an exo-skeleton, there isn't any fancy holographic display actualy involved, and her clothes are probably more discreet and less visible - her MO is to try to stay unseen as much as possible. The drone, though, is probably a thing that exist about her.


Last edited by Harmony Ltd. on Fri Oct 31, 2014 8:56 am; edited 1 time in total
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Re: Worm RP (OOC Characters & Chat)

Post by Harmony Ltd. on Thu Oct 30, 2014 7:36 pm

So, in order to focus our efforts, let's start thinking about what the first “Arc” may be about.

For now, there's three major players in the city:

The Protectorate, the Family, and the Latin-Sultans.

Right now, any player party is just too small to do anything to these. The Protectorate is what it is, the Family basically -owns- Glenhaven, or at least most of it; and the Sultans rule over what they don't.

So any intrigue will have to start relatively low key.

I was thinking about starting with the somewhat stereotypical yet always effective “a job gone bad” idea.

Here's what I have:

Spoiler:
Maria was on a job, given to her by Alberto for the sake of an anonymous client, in order to find some classified data hidden somewhere in the databases of a corporation. Nothing out of the ordinary. Her target this time was an organic fertilizer plant.

So at the favor of the night, she parked her van a few blocks away from the plant, started doing her things through the phone-line going into the plant, and introduced herself into its computer systems.

Everything was going well, until something unexpected happened. Out of nowhere, security protocols far more advanced than anything she had seen until then noticed her intrusion, back-traced from where she was intruding into the network, physically speaking, and a minute later security guards where on her.

She managed to escape, but nearly got caught then.

The client never called back.

So she decides to hire Grenadier, with whom she had already worked with in the past, as a bodyguard while she tries to get to the bottom of it. After all, from what she saw, this “organic fertilizer” plant had military-grade security systems protecting its mainframe, and she had glimpsed from some security cameras armored guards that looked like mercenaries. Something was definitely out of place.

Meanwhile, the business in question, owned by a member of the Family, asks the Protectorate to investigate the break in attempt at the plant => opportunity to involve Sci's characters.


So, that's an idea on how to start the First Arc.

Thoughts?


what's at the bottom of the well:
I don't know exactly the process they might use to produce this "organic fertilizer", but something tells me it might not be ethical. Or even completely safe.



Edit: sorry if I may be getting ahead of myself, I'm just bored and latching onto this thing to try and get me in a creative mood.
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Re: Worm RP (OOC Characters & Chat)

Post by Scienza on Thu Oct 30, 2014 8:24 pm

Lore/character stuff. You guys don't need to incorporate this into the plot, since it's mostly background.
Showstopper:

Power Classification: Brute 4, Mover 3 (Alexandria Package)
Alignment: Villain
Though based in Southbridge, Showstopper is unusual among the villains of Glenhaven in that a vast majority of his profits are legitimate. Though undeniably a villain, the bulk of his attention is on his wildly successful talk show, Showstopper’s, which regularly draws in millions of viewers every day. Perhaps it is the illicit draw of the supervillain, or maybe just the astoundingly diverse parahuman guests that frequent the show (including such personalities as Kaiser, Bluecoat, and Funny Man, among others), but Showstopper’s has far outstripped any of his “real” jobs. As a villain, his crimes tend to be high-profile yet relatively tame, bank robberies and large-scale disturbances that seem to be mostly for the publicity (He once kidnapped a US Congressman in order to interview him about proposed content restrictions on daytime TV). However, this does not mean he is safe. He has killed repeatedly, most notably during one incident where he publicly executed a Latin Sultan who attempted to peddle drugs in Showstopper’s territory. Ironically, his portion of Southbridge is arguably the cleanest and the safest, in many ways resembling an Uptown boulevard. His studio, in particular, is firmly neutral to outside disputes, with Showstopper personally ensuring the safety of any guests who choose to appear on Showstopper’s.

True to his attention-seeking nature, Showstopper’s costume is visually striking, consisting of a gleaming gold bodysuit accented by brilliant scarlet and black ornamentation that accentuates his musculature and gives him a lean but powerful appearance. His attractive features are capped by a neatly trimmed goatee.
The Chessboard:

The Chessboard is a section of Southbridge dominated by a pair of warring capes. Originally one of the many suburbs of Glenhaven that was absorbed into the city’s urban center during the ‘70s manufacturing boom, it has since become a warzone. On one side there is Queen, a powerful Mover and Brute who was one of the most prominent villains to bend the knee during the Years of Chaos. After Tyrant’s death, she attempted to expand her team’s influence into the suburbs, which were relatively untouched by the battle that ravaged the city proper. There she found Grandmaster, a Tinker/Thinker/Master combo who almost immediately began making public attacks against her. Grandmaster is believed to be largely unhinged, caring only about beating his intellectual opponents. His powers allow him to visualize all the possible “moves” an opponent can make within his understanding of them, allowing him to use his robotic “pawns” to outmaneuver and usually defeat them (i.e. If he knows you have thirty dollars, two pieces of bubblegum, and the ability to turn into a giant fireball, he can accurately calculate all the possible actions you could do. However, if you also secretly have a tank stuffed in your pocket, he won't even be remotely accurate).. However, in Queen, he has found a skilled and unpredictable opponent, constantly varying her strategy enough to make it difficult for him to get an accurate prediction.
August 5th, 2010:

The footage is shaky and pixelated, most likely from a handheld camera phone, with a high view of the street from a second or third story window. The street looks like a scene out of a war film, the asphalt pockmarked and cratered by carbombs and gunshots. Most of the windows on either side of the street are boarded up or heavily barred, and one of the buildings across the road looks dangerously close to collapse
 
A band of five Latino youths dressed in black walk down the street. Four of the group are openly carrying weapons, two pistols, one rifle, and a shotgun. Their leader is a twenty-something man, his face heavily tattooed with a stylized interpretation of a panther. Suddenly, they notice a group of three people in full costume down the road. Leopard makes a gesture and the Sultans carrying firearms immediately open up, as one of the heroes, a blonde-haired teenager in a white bodysuit, makes a sweeping motion with one arm and throws up a wall of ice to block their shots. Another hero, this one in red and blue, begins flicking the fingers of his right hand, each motion corresponding with a shout as a Sultan’s weapon is ripped from their hands and hurled several hundred feet away. By this point, Leopard’s hands are wreathed in flames and he begins blasting streams of fire at Arctic and Polaris. The last of the heroes, a woman in green, lunges at him, her tan skin absorbing the blasts completely. She raises a weapon, a shotgun of unusual design, and blasts Leopard point-blank in the face. The shot dissipates on impact in flutter of sparks, leaving his skin unharmed but dropping him like a stone. Polaris and Arctic move to assist in cuffing the unconscious parahuman. Arctic pauses, as if he had heard a noise, and the phone’s microphone picks up a rumble increasing in the distance, the user turning the camera to try and catch a view of whatever is approaching

A huge man in crimson armor bursts into view, smashing into the heroes like a freight train. A fist catches Polaris in the torso, flinging him backwards. Even though his chest is armored, it is obvious that the wound is critical. Ribcages were never meant to be so concave. Verdant shouts in alarm, turning to bring her weapon to bear, but the armored man is already on top of her. Grabbing her by the hair, he hurls her to the ground, shrugging off Arctic’s blasts of ice. The giant’s bulk blocks the camera’s view as he begins smashing his fist downwards onto her thrashing form, but Verdant eventually stops struggling. Arctic is frantically backpedaling, shouting into a device on his wrist. The man turns away from the heroine’s crumpled form, his armored gauntlets dripping with gore. Arctic throws up a wall of ice but the man casually smashes it with one fist. Arctic begins to run and the giant charges, the boy disappearing under his massive sabatons. The crimson man rounds the corner and disappears from the camera’s line of sight.
[Is this an accurate depiction of Taurus? I'm trying to get a feel for the character's powers before we start really doing this.]
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Re: Worm RP (OOC Characters & Chat)

Post by Frost on Thu Oct 30, 2014 8:52 pm

I fucking love Showstopper. In a world where superheroes literally have action figures on the shelves, a villain running his own talk show is something I could see perfectly. I can only imagine how that interview with Kaiser went.

"So, just for the viewers at home, run down your long-term goals, if you don't mind."
"Well, the Empire's sights are currently set on purifying Brockton Bay of N[BEEP], Fa[BEEP], Sand N[BEEP], Sp[BEEP], G[Beep], Ja[BEEP], and, of course, Jews."
"Well, I think I speak for all of us when I say you're a terrible person, Kaiser. It's great to have you on the show."

And that scene of Taurus captures him pretty perfectly. That sort of lethal, crushing force that not only eliminates the opponents but does so in a way that intimidates anyone who might see is exactly the sort of thing a gang leader might try to do.

My idea for the Sultans' rank-and-file themselves, unless you guys don't think it could work, was for guys and gals that are skilled, vicious, and toughened enough to not only pretty much keep any Law Enforcement personnel out of Southbridge, but even, in mid-sized groups, to handle Wards or low-level Protectorate capes that wonder in, due to both their own tenacity and skill and a low-mid-level Thinker holding a leadership position within the gang's ranks that specializes in Macguyver-style methods of taking on foes using limited resources.

Any thoughts on what may happen/ may have happened when Taurus and Ranger cross/crossed paths?
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Re: Worm RP (OOC Characters & Chat)

Post by Scienza on Thu Oct 30, 2014 10:51 pm

I like the idea of the unpowered Sultans being more innovative in their approach, since they'd have to be in order to survive in this crazy world.

As for a hypothetical conflict between Taurus and Ranger, I'm not sure how it would go. Ranger is focused on, well, range, with his mechanical steed Silver providing greatly increased mobility. Taurus, by comparison, seems to excel in close-quarters with his speed giving him a similar advantage in mobility. I think a lot would depend on the composition of Taurus' armor and the aforementioned mobility question. For past encounters, I'd say that one-two stalemates is probably a good starting point.
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Re: Worm RP (OOC Characters & Chat)

Post by Frost on Thu Oct 30, 2014 11:08 pm

That ratio would work quite well. As for Taurus' armor, well

potential spoilers for later arcs:

First off, he's a Changer. Normally, he appears as a kinda short, very unassuming Latino man with an admittedly badass tactical beard. At will, in a relatively quick (and excruciating) process, he suddenly grows about two and a half feet and sprouts hyper-dense "bone" (the cellular structure is made more of carbide than calcium) and a whole mess of muscle and ligament. The superhardened and extremely dense material is a bit superior to what you'd expect to find on a modern APC, being able to resist .50 BMG AP rounds. I don't know the exact capabilities of Ranger's guns (Fuckin' Tinkers) though I expect they'll, through sheer kinetic force if nothing else, stagger and trip him up, and even crack and fracture the bone plating with sustained fire.

Appearance-wise, I envision the bone being in one continuous piece wherever mechanically possible, and very bulky and angular to accommodate the muscle underneath. I sort of picture the torso armor resembling Turian body armor in its thick 'wedge' shape, and the head is similarly a large wedge with a prominent 'jaw' and 'brow' structure. The sabatons even somewhat resemble cloven hooves, and a tasset-like structure (like the armor/cloth "skirt" you see in some knights' armor) wrapping partway around the legs and trailing behind like a bull's tail. The armor is less a solid color and more resembles the off-white of bone (which you can see in the underlying layers in the rough textures of the armor on closer inspection) but appears to be stained with dried/drying blood.
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Re: Worm RP (OOC Characters & Chat)

Post by Tytan on Thu Oct 30, 2014 11:43 pm

I've come up with a new gang.

The Brimstone Society:
The Brimstone Society.

Outwardly they appear to be an exclusive club who's members are the creme de la creme of Glenhaven. Captains of Industry, Playboys, and Philanthropists coming together to plan fundraisers and have ritzy parties for the benefit of the sick, poor, and downtrodden.

Inwardly though they hide a much darker secret.

Headed by Mr. Stone, CEO of the Morningstar Corporation (one of the largest employers of powered individuals in the city), they are a secret society that believes that they can imbue themselves with powers and enhance the ones they already have by offering sacrifices to dark forces and engaging in carnal rituals.

The Family allows the Society to continue their practices because the Morningstar Corporation acts as a front for the Family's recruiting efforts. People who can prove they have powers to the company start with higher than average wages and with more benefits than the average employee. The PR department says it's to promote powered individual acceptance in the community, but really it's so the Family has a catalog that they can pick and choose their talent from.

Known powered members:
Mr. Stone (A.K.A. Belial)

A tall, thin man in his mid to late fifties, Mr. Stone has distinguished features, silver hair that he usually keeps slicked back, and he tends to wear tailored black suits with vivid red dress shirts. He's the chief executive officer of the Morningstar Corporation, a conglomerate of dozens of smaller business' ranging from cab companies to auto part factories.

Blaster 7, Striker 5, Mover 2

A high level pyrokinetic. He can create a demonic visage which engulfs his entire body, which is made of pure flame and pours forth thick black smoke that so stinks of sulfur that it causes peoples eyes to water. Needless to say he's entirely fireproof, and while in his demonic form he possesses both greatly increased strength and flight endowed by massive bat-like wings. Not to mention the torrents of flame he can summon with a flick of his wrist.


Gwendoline Stark (A.K.A. Domineer)

A voluptuous red head that works for Mr. Stone as his personal secretary. Off the clock though she's Belial's second in command. And while she normally wears very practical business attire, she trades her blazer, glasses, and desk for a leather trench coat, a red and black corset, and a spade tipped whip she carries on the small of her back giving her the appearance of having a spaded tail.

Master 4, Stranger 3

Her power is to astral project herself and possess the bodies of her targets.


Jack Stein (A.K.A. Homunculus)

A large, thickset man who keeps his head shaved, Jack was hired by Mr. Stone to be his personal bodyguard. After he was inducted into the society he became one of Belial's lieutenants and is more often than not the muscle behind many of the Societies operations.

Shaker 2, Master 5

His power is to melt solid stone and create molten golems to serve as his own private army.


Last edited by Tytan on Fri Oct 31, 2014 1:13 am; edited 1 time in total
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Re: Worm RP (OOC Characters & Chat)

Post by Guest on Fri Oct 31, 2014 12:33 am

I have much less developed idea for a character then you guys that I'd like an opinion on before I go any further.

By the way where are you guys getting the classification for your capes from? I know the story mentions what each type is but do you guys have a link of a more in depth description.

Idea:


Character name: Whistler/Whistle Blower (The second name I'm not to sure on. Sounds a bit to close to Tattletale)

Trigger Event: At a young age during a time of crisis Whitney was seperated from her parents. The level of noise in the area stopped any attempt at her to call for them, alone and afraid in the chaos her powers developed.

Power: Whistler/Whistle Blower can make a high pitched whistle that within her range that for as long as the whistle lasts at the very least appears to be the only sound in the area. (Undecided if this would be a psychic ability or if the whistle would actually supress all other sound. I'm leaning towards supression.)

Possible secondary power (I'm open to removing this entirely): Whistler/Whistle Blower can erect a small barrier around herself. It doesn't stop attacks of any kind but those who enter are stricken with nausea. The barrier only extends two to three feet around herself at the most and she can only keept it up for a few seconds before headaches set in.


Of course I'm looking for all of your opinions on this, if you have them. I'm open to changing it. I imagine she would serve a niche as communication disruption.

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Re: Worm RP (OOC Characters & Chat)

Post by Frost on Fri Oct 31, 2014 12:42 am

This should come in handy, Last.

If this power was actually capable of, with great effort or at short range, actually interfering with even nonverbal or written language, that would be a fairly imposing power that would synergize well with a good number of cape teams.

You thinking this would be a hero, villain, or rogue?
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Re: Worm RP (OOC Characters & Chat)

Post by Guest on Fri Oct 31, 2014 1:16 am

I'm undecided, I thought of the idea for the power and now I'm trying to form the character around it.

If I were to make Whitney younger I suppose I'd make her a rogue that simply didn't use her power. I'd probably write her so she didn't understand how useful it could be if used properly.

Written older... I couldn't say. Needs a bit more thought.

Thanks for the link, I'm gonna check that out right now.

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Re: Worm RP (OOC Characters & Chat)

Post by Frost on Sat Nov 01, 2014 12:50 am

Vibora:

Classification: Changer 5
Association: Villain (Latin Sultans)
The third member of the Latin Sultans' 'big three', alongside Noctus and, naturally, Taurus, Vibora is generally kept away from the front lines of conflict, due to the nature of her powers. 

Appearing as a tall, willowy woman clad in a black skintight bodysuit and a dark blue ankle-length wrap around her waist (concealing a belt of weapons and tools and a small thigh-holstered pistol) with a blue wrap around her lower face, Vibora is nonetheless feared by rival gangs, Protectorate and Ward capes, and the Sultans' rank-and-file themselves.

Her power, specifically, is to split and shift her body into a host of long, hair-thin white worm-like creatures that are capable of slipping through the tiniest cracks in armor and burrowing through skin and into soft tissue in a reportedly very, very painful process. Whilst inside, they can, among the obvious application of causing massive internal trauma, knit tissues and bones together (acting as a rather painful healing power) or even latch onto nerves and intercept and override command signals from the brain, enabling her to--albeit clumsily and weakly--influence and control people not immune to such measures.

One of her primary roles for the Sultans is to initiate new members--The prospective Sultan must stand stock still, not flinching, crying out, or making a sound as her worms slip into the body and squirm through organs and tissues for anywhere from a matter of seconds to nearly an hour. Not only does this aid in inuring the Sultans to pain, it mentally prepares them to deal with the often frightening and strange effects from capes they might face. 

When the mask comes off, Luca is a surprisingly warm and friendly girl, considering her power and occupation. As a poor child living in Cuba, her family's small home was raided by Castro's thugs for her parents' suspected work to subvert the regime. That the suspicious would later prove unfounded mattered little--the three of them disappeared into a prison deep in the heart of the island. 

There, as she heard the sounds of her mother and father being brutally 'questioned' by the regime's enforcers, she triggered, slipping out of her restraints and cell as a mass of worms. She slipped into the interrogation room and into the bodies of the guards, causing a quick, if painful, end to the questioning. As she pulled herself back into her human form, her terrified parents saw her--and what she had just become--and fled in a fit of panic. Grief-stricken, she nearly broke down on the spot, save for a quiet voice from another cell.

Strange, that a small, quiet man should be bound with chains more fit to hold a rhinoceros. She asked for his name, and he only replied that the guards called him "Toro". They quickly decided that their only option was to work together, and with their powers working in tandem, they quickly escaped the prison and fled from Cuba, to America, where they made their way to Glenhaven and settled in Southbridge.

Now, Luca and the man she considers an 'Uncle' are still close, and rumors spread among some of the Sultans' members that some tension of more than one sort exists between her and Agustin.
Slingshot:

Classification: Mover 3, Striker 4 (Special note: Bypasses Manton Effect)
Association: Hero (Wards)

Slingshot's power, ironically, is more akin to a lasso--he discovered that the name was taken by "some asshole in Utah".

Nonetheless, his power is to move himself and/or anything--or anyone--he touches to any point in space (not occupied by solid matter) he can directly see. When the power takes effect, he or his designated object move to the target so quickly that some describe it as super-speed and others as low-grade teleportation. He uses this to both move at a net speed that would put the fastest cars to shame, especially on open terrain, by taking "hops" that can move him hundreds of meters at a time, sometimes even several times a second. He also puts it to use offensively, both by emplacing traps and obstacles in the way of enemies and emplacing cover and support for his allies, and by directly touching the opponent and moving them into a ready ambush or even high enough in the air to land debilitatingly hard.

Regarded as a heavy-hitter and a rising star with potential for greatness, he strikes an impressive figure clad in a lightweight green-and-white armored outfit, complete with a full-face mask that lets his naturally spiky black hair stand free. He garnered a good deal of media attention and commendations from the local Protectorate in the wake of Taurus' last public appearance, when he saved prominent Protectorate heroine Deca from the crime boss' rampage by moving her to safety, avoiding the villains' horns by a hair's breadth in the process.

He has been noted to have particular trouble dealing with Noctus, as, despite his best efforts, the creep still manages to slip around him and bring his knives to bear against PRT and Wards personnel alike, and some say the enigmatic villain is almost taunting in how he attacks (and frequently wounds and even maims) the fighters closest to Slingshot without attacking him directly. The young hero, subsequently, seems to hold particular distaste for Noctus, and attacks him with unusual viciousness wherever he catches sight of him.

Outside the costume, Will loathes the attention and praise being heaped upon him. Be it from shyness or humility, he would rather stay out of the spotlight, helping the city with his friends and teammates, than being thrust into the celebrity-like spotlight. He's very focused and goal-oriented, and he sees the corruption of the city and the ongoing stalemate against the Sultans and the other groups of Southbridge as something far more important than media appearances and merchandising. This works to his detriment often, as his long-suffering friends dissuade him from going into Southbridge to take the criminals on without delay. Despite the obvious differences in personality, he admires Twitch, and looks to her often for advice and guidance
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Re: Worm RP (OOC Characters & Chat)

Post by Scienza on Sat Nov 01, 2014 11:05 am

Oooh, I'm liking Vibora, both in her backstory and in her delightfully body-horror-y power. Ditto for Slingshot, and I'm especially liking the way we're establishing these prior character interactions rather than just throwing everyone fresh into the fray.
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Re: Worm RP (OOC Characters & Chat)

Post by Frost on Sat Nov 01, 2014 12:21 pm

Thankya. Between Harmony, Ty and myself, we've greatly filled out the ranks of the villains and rogues in the area (plus, again, Showstopper, which is a fucking awesome idea) so I'm trying to change gears and move toward heroes. I'm not quite as good with them, since it's tough to find powers that are formidable in a fight yet not deadly or scary enough to get the cape consigned to villainy by public opinion.
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